Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
Jayla Talusia wrote:
Thanks for the correction, I was going to look it up and forgot. Val: 1d8 + 3 ⇒ (4) + 3 = 7Alvoise: 1d8 + 3 ⇒ (7) + 3 = 10 Xaikon: 1d8 + 3 ⇒ (4) + 3 = 7 Raskir: 1d8 + 3 ⇒ (2) + 3 = 5 Much better! HP 17/17 now.
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
Raskir starts to pursue, but regains control. He checks on everyone's wounds. I have the Healing hex which I can use on each person 1/day. Healing
HP now 13/17. "Now that that is over, we still need to figure out where we are. Xaikon, how high can you fly?" Raskir looks back at the door, trying to feel if there is a wall next to it.
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
HP 12/17, barkskin Does he get that many attacks if he moves? (I took a 5' step.) Raskir reels from the attack, but channels the pain into a ferocious counterattack. bite: 1d20 + 4 ⇒ (7) + 4 = 11
He lashes out too wildly and misses.
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
Sorry for losing track. OK, HP was 17 barkskin in effect, got 6 temporary HP from my lycantropic trait, then took 6 from a pirate (so back to 17), then a skeleton hit me for 4 (crit missed due to barskin), putting me at 13 unless I missed something. Not sure if Xaikon would have healed me but the healing would put me back at 17. Raskir bites at the nearest one then takes a step backward, trying to stay out of reach. 5' step
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
Raskir I believe bite is B/P/S and claw is B/S (damage types), right? Raskir assails the nearest skeleton
claw: 1d20 + 4 ⇒ (8) + 4 = 12
claw: 1d20 + 4 ⇒ (15) + 4 = 19
confirm crit on the bite
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
status:
I'm not 100% sure this is all right. In effect? Bull's Strength, Barkskin Level 0: Detect Magic, Light, Know Direction, Create Water, Mending
I guess my Bull's Strength and Barkskin expired? I'm not sure how much time passed. Raskir hands his sling and bullets to Jayla. "Stay in a group, don't let them surround us. We can retreat if they are too strong.", he urges the others. He focuses a storm burst on the glowing-eyed skeleton. My plan is to let them approach me first so I get a full attack. readied attack: assuming no Bull's Strength bite: 1d20 + 4 ⇒ (4) + 4 = 8 dmg: 1d6 + 2 ⇒ (2) + 2 = 4 claw: 1d20 + 4 ⇒ (13) + 4 = 17 dmg: 1d4 + 2 ⇒ (4) + 2 = 6 claw: 1d20 + 4 ⇒ (8) + 4 = 12 dmg: 1d4 + 2 ⇒ (2) + 2 = 4
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
Raskir looks back to see if his companions are following. I felt like it was a tactical disadvantage to try to board the ship while they were shooting, while our real quarry is (apparently) elsewhere, but if you guys want to try the ship, Raskir will come back.
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
"We'll just be paying your captain a visit then," Raskir snarls menacingly. intimidate: 1d20 + 1 ⇒ (12) + 1 = 13 He jogs to the steel doors and pulls. strength if needed: 1d20 + 4 ⇒ (19) + 4 = 23
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
DireMerc wrote:
OK, if I have to leave cover I'll just not do it this turn. I've been really busy the past couple of weeks and have a ton of work this week so feel free to bot me if you need to. I will try to keep up but some days I am not getting time to check in.
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
OK, sounds like a difficult jump then. I believe I should be 30' farther along, around F2/3. Raskir storm hexes another archer and then moves down the dock toward the boarding ramp.
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
Is K4 the one that surrendered? You guys are ruthless ;). The 6 damage removes the temporary 6 hp I had. Not sure if I have taken any damage before that. Raskir moves towards the guards on the dock, pausing for cover and to storm hex the nearest archer. Sparks crackle around him.
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
Sorry, trying to keep up. Provoked attack. bite: 1d20 + 6 ⇒ (3) + 6 = 9
Raskir snaps at the departing pirate guard, then gives chase, biting at him again. bite: 1d20 + 6 ⇒ (20) + 6 = 26
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
AoO
Raskir ducks under the blow of one attacking cutlass and spears the other pirate right through the stomach before he can reach him. He follows up by dropping the spear and attacking the remaining pirate with tooth and claw. bite: 1d20 + 6 ⇒ (14) + 6 = 20
Tasting blood, Raskir feels a surge of vitality course through him.
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
Raskir continued to press the attack, but tried to stay behind the crates and other obstacles to keep from being an easy target. He ran to the next crate and stabbed at the guard. longspear: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12 adding for Bull's Strength, previous attack number was wrong
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
status:
Lots to keep track of. CON 13/14 (drained 1)
HP 17/17
AC 16 (T 13, FF 15)
Remaining spells:
1/4 (?): change shape (to bestial form, std action) (free swift action to human form)
Rakir growls like a bear, and runs to Valeria's side, stabbing at the guard with his longspear, which pierces his abdomen. Longspear: 1d20 + 6 ⇒ (15) + 6 = 21
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
whoa, lots of guys! Init: 1d20 + 1 ⇒ (18) + 1 = 19 Raskir ducks behind a crate and chants in Hallit, asking the Bull spirit to bless him. Bull's Strength. If I am allowed to do that in the preparation period, then I will use the Storm Burst hex on the nearest guard instead, cloaking him in storm and giving him a 20% miss chance against anyone for 3 rounds. (save dc is 14)
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
Raskir hangs back and quietly chants, letting his skin gain the toughness of bark. Then he investigates the ship and surroundings for signs of magic. He wishes he had brought Tuuli with him, but she would not have been able to make the swim. perception: 1d20 + 11 ⇒ (10) + 11 = 21
Barkskin: +2 AC; then detect magic
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
"Show us. We will harm you no more if you help us." Raskir takes a bandage and applies it to the fallen skulk as a show of good faith. heal check to stabilize: 1d20 + 8 ⇒ (19) + 8 = 27
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
Raskir lets his animal instinct guide him as he drops his spear and attacks with tooth and claw. bite: 1d20 + 4 ⇒ (10) + 4 = 14
claw: 1d20 + 4 ⇒ (15) + 4 = 19
claw: 1d20 + 4 ⇒ (11) + 4 = 15
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
initiative: 1d20 + 1 ⇒ (7) + 1 = 8 Raskir taps into his inner beast and allows the strength to surge into his muscles. He advances steadily with longspear at the ready. Move action to walk. Swift action to revert to human form, standard to return to beast form, this time with darkvision and natural weapons. Ready for AoO if attacked. AoO if needed: longspear: 1d20 + 4 ⇒ (17) + 4 = 21 dmg: 1d8 + 2 ⇒ (2) + 2 = 4 dmg: 1d8 + 2 ⇒ (1) + 2 = 3 extra damage from brace property if charged
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
Kn. Nature: 1d20 + 4 ⇒ (18) + 4 = 22 Raskir tries to tackle the skulk as she runs past. grapple: 1d20 + 4 ⇒ (18) + 4 = 22 If that fails, he will give chase as best he can without losing his companions.
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
"I don't think she was attacked by cave-teeth," Raskir says, getsturing to the stalagmites. He pauses and studies the cryptic drawings. "Could these be signs of the star voyagers?" linguistics: 1d20 + 1 ⇒ (11) + 1 = 12 to try to interpret Then he spends a while searching the boxes and rubble. perception: 1d20 + 11 ⇒ (13) + 11 = 24
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
I'll go ahead and start. stealth: 1d20 + 5 ⇒ (20) + 5 = 25 Raskir touched the wall of the cave, trying to sense the spirits of earth and darkness that dwelt inside. With his skinwalker's eyes attuned to the darkness, he kept a vigilant watch on the ooze, looking for signs of motion, as he slowly skirted along the wall. After he passed, he held his spear at the ready and motioned for the next person.
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
Raskir confers quietly with the group. "I will try to sneak past while you ready your ranged weapons at it. If it does not react, then you can follow. If it does attack, I will hold it off with my longspear while you finish it off." He waits to see if anyone has a better plan. Figure I will at least get an AoO with the longspear.
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
Change skinwalker abilities to darkvision and +2 saves Raskir follows Jayla to the next cave entrance. He briefly examines the fungi for any threats or medicinal properties. "The shaman who trained me used to use mushrooms for healing, and sometimes to help see the spirit world." Fort: 1d20 + 4 ⇒ (18) + 4 = 22
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
Raskir, still feeling the increased dexterity in his limbs from the monkey fish spell, approaches the ledge, trying not to disturb the beetles, and begins a steady climb. stealth: 1d20 + 5 ⇒ (3) + 5 = 8
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
Kn. Nature: 1d20 + 4 ⇒ (2) + 4 = 6
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
swim: 1d20 + 0 ⇒ (11) + 0 = 11 I think I make this automatically from the spell?
Raskir swims easily, aided by his spirit magic, but he is glad when he gets back to air due to something foul about the water. He looks at the sludge with distaste. Kn. Nature: 1d20 + 4 ⇒ (9) + 4 = 13
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
Raskir volunteers to go with the advance party, using his darkvision to scout. He chants and calls on the spirits of fish and the wild lynx, giving him increased ability to swim and climb, and then allows his body to take its natural form, granting him darkvision and a claw-like grip. He stashes most of his gear including the crossbow under some bushes, but keeps his longspear, dagger, and sling. Looks like I did have "Monkey Fish" prepared, granting me 10' climb and swim.
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
Raskir thanks Val for the hospitality. He confers with the others to decide on a course of action. "The rewards for visiting the torch are great, but we must delay that until we rescue the girl. What if we rent a small craft and pose as merchants sailing along the river? Hopefully we can lure the pirates into attacking us." Is it upstream or down where the attacks usually occur? Some of us can serve as oarsmen if necessary.
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