Cirieo Thessaddin

Raspar Soulsage's page

1,138 posts. Alias of Painlord.


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M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5
GM Tyranius wrote:
That is the end of this Adventure Path. Thanks to everyone for sticking through until the end while we learned 2E. Though 2E has certainly changed and morphed throughout this Campaign with each expansion book and even now the Remaster fixing some of the classes and design.

Wow. Thank you again GM Tyranius! I appreciate all that you did to make this happen. It was good.

Raspar returns to the Rainbow Dreamcastle Citadel, and his glorious work and labor to making it a beacon to escaped slaves from Cheliax, which may or may not include creating a secret underland scootroad and/or direct raids into Cheliax to free slaves and make slavers murdert.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5
GM Tyranius wrote:
Bleed Damage from the starknife got the kill.

From Hell’s heart I stab at thee.

Raspar hacks a few more times at the dragon, making sure to make sure it’s dead. He doesn’t want to have to come back here and do this again.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Round 8

Action 1: Stride.
Action 2: Strike.
Action 3: Strike.
Haste: Strike.

Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5. Raspar is always flying, unless he has forgotten his wings are there. His fly speed is 20’, and will try to usually be 10’ off the ground when not hoeing or tilling the soil.

Raspar moves up to strike, critfishing for a crit...but with flank now.

Melee or Ranged Strike:
1d20 + 34 + 1 + 2 ⇒ (2) + 34 + 1 + 2 = 39 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1 ⇒ (1, 1, 3) + 12 + (3) + (3) + 1 = 24 damage (holy, flaming)

Melee or Ranged Strike:
1d20 + 34 + 1 - 4 + 2 ⇒ (19) + 34 + 1 - 4 + 2 = 52 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1 ⇒ (3, 4, 4) + 12 + (3) + (1) + 1 = 28 damage (holy, flaming)

Melee or Ranged Strike:
1d20 + 34 + 1 - 8 + 2 ⇒ (14) + 34 + 1 - 8 + 2 = 43 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1 ⇒ (2, 3, 3) + 12 + (2) + (5) + 1 = 28 damage (holy, flaming)
 
Note 20 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 3 persistent good damage to the grappler.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 33 ⇒ (6) + 33 = 39 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (1, 3, 2) + 11 + (5) + (1) + (4) = 27 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (6, 6) + 1 = 13 persistent bleeding

AC: 45 +2 with shield action. + resist piercing 4
Fort/Ref/Will:  31/30/29 + 2 vs. spells/reaction
HP: 270/270

Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)

Melee Strike:
[ dice=Shield]1d20+31[/dice] to hit;
[ dice=B]1d4+4[/dice] damage

[ spoiler=@Dori, GM Tyranius]

You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level (=19). The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]

[ spoiler=Wrath spell]

Heightened to 9th Level
Cast  verbal
Range 30 ft.
Targets 1 evil creature
Duration 1 round
Damage 9d6 Good
Defense DC 37 Will

Critical Success The target is unaffected.
Success The first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.
Failure Each time the target spends an action or performs an activity that damages at least one good creature, it takes 3d6 good damage.
Critical Failure The target is enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.[/ spoiler]


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Round 8

Action 1: Stride.
Action 2: Stride.
Action 3: Strike.
Haste: Strike.

Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5. Raspar is always flying, unless he has forgotten his wings are there. His fly speed is 20’, and will try to usually be 10’ off the ground when not hoeing or tilling the soil.

1d20 + 30 ⇒ (16) + 30 = 46 Reflex

Raspar moves up to strike, critfishing for a crit.

Melee or Ranged Strike:
1d20 + 34 + 1 ⇒ (11) + 34 + 1 = 46 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1 ⇒ (4, 4, 3) + 12 + (2) + (2) + 1 = 28 damage (holy, flaming)

Melee or Ranged Strike:
1d20 + 34 + 1 - 4 ⇒ (11) + 34 + 1 - 4 = 42 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1 ⇒ (4, 4, 4) + 12 + (1) + (6) + 1 = 32 damage (holy, flaming)

Note 20 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 3 persistent good damage to the grappler.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 33 ⇒ (4) + 33 = 37 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (1, 4, 3) + 11 + (2) + (5) + (2) = 28 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (3, 4) + 1 = 8 persistent bleeding

AC: 45 +2 with shield action. + resist piercing 4
Fort/Ref/Will:  31/30/29 + 2 vs. spells/reaction
HP: 270/270

Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)

Melee Strike:
[ dice=Shield]1d20+31[/dice] to hit;
[ dice=B]1d4+4[/dice] damage

[ spoiler=@Dori, GM Tyranius]

You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level (=19). The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]

[ spoiler=Wrath spell]

Heightened to 9th Level
Cast  verbal
Range 30 ft.
Targets 1 evil creature
Duration 1 round
Damage 9d6 Good
Defense DC 37 Will

Critical Success The target is unaffected.
Success The first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.
Failure Each time the target spends an action or performs an activity that damages at least one good creature, it takes 3d6 good damage.
Critical Failure The target is enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.[/ spoiler]


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Round 5

Action 1: Stride.
Action 2: Stride.
Action 3: Strike.

Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5. Raspar is always flying, unless he has forgotten his wings are there. His fly speed is 20’, and will try to usually be 10’ off the ground when not hoeing or tilling the soil.

Raspar moves up to strikes, critfishing for a crit.

Melee or Ranged Strike:
1d20 + 34 + 1 ⇒ (2) + 34 + 1 = 37 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1 ⇒ (3, 1, 1) + 12 + (2) + (5) + 1 = 25 damage (holy, flaming)

Note 20 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 3 persistent good damage to the grappler.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 33 ⇒ (8) + 33 = 41 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (1, 3, 2) + 11 + (6) + (6) + (4) = 33 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (6, 3) + 1 = 10 persistent bleeding

AC: 45 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 31/30/29 + 2 vs. spells/reaction
HP: 270/270

Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)

Melee Strike:
[ dice=Shield]1d20+31[/dice] to hit;
[ dice=B]1d4+4[/dice] damage

[ spoiler=@Dori, GM Tyranius]

You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level (=19). The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]

[ spoiler=Wrath spell]

Heightened to 9th Level
Cast verbal
Range 30 ft.
Targets 1 evil creature
Duration 1 round
Damage 9d6 Good
Defense DC 37 Will

Critical Success The target is unaffected.
Success The first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.
Failure Each time the target spends an action or performs an activity that damages at least one good creature, it takes 3d6 good damage.
Critical Failure The target is enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.[/ spoiler]


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Round 5

Action 1: Strike.
Action 2: Strike.
Action 3: Strike.

Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5. Raspar is always flying, unless he has forgotten his wings are there. His fly speed is 20’, and will try to usually be 10’ off the ground when not hoeing or tilling the soil.

Raspar keeps on attacking the monster, hoping to cause it to explode so they could be certain the threat is ended.

Melee or Ranged Strike:
1d20 + 34 + 1 ⇒ (11) + 34 + 1 = 46 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1 ⇒ (1, 2, 3) + 12 + (4) + (6) + 1 = 29 damage (holy, flaming)

Melee or Ranged Strike:
1d20 + 34 - 4 + 1 ⇒ (5) + 34 - 4 + 1 = 36 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1d6 + 1 ⇒ (1, 3, 4) + 12 + (1) + (4) + (3) + 1 = 29 damage (holy, flaming)

Melee or Ranged Strike:
1d20 + 34 - 8 + 1 ⇒ (19) + 34 - 8 + 1 = 46 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1 ⇒ (1, 4, 4) + 12 + (1) + (4) + 1 = 27 damage (holy, flaming)

Note 20 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 3 persistent good damage to the grappler.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 33 ⇒ (2) + 33 = 35 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (1, 2, 1) + 11 + (3) + (4) + (6) = 28 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (6, 4) + 1 = 11 persistent bleeding

AC: 45 +2 with shield action. + resist piercing 4
Fort/Ref/Will:  31/30/29 + 2 vs. spells/reaction
HP: 270/270

Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)

Melee Strike:
[ dice=Shield]1d20+31[/dice] to hit;
[ dice=B]1d4+4[/dice] damage

[ spoiler=@Dori, GM Tyranius]

You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level (=19). The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]

[ spoiler=Wrath spell]

Heightened to 9th Level
Cast  verbal
Range 30 ft.
Targets 1 evil creature
Duration 1 round
Damage 9d6 Good
Defense DC 37 Will

Critical Success The target is unaffected.
Success The first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.
Failure Each time the target spends an action or performs an activity that damages at least one good creature, it takes 3d6 good damage.
Critical Failure The target is enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.[/ spoiler]


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Round 4

Action 1: Strike.
Action 2: Strike.
Action 3: Strike.

Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5. Raspar is always flying, unless he has forgotten his wings are there. His fly speed is 20’, and will try to usually be 10’ off the ground when not hoeing or tilling the soil.

Raspar critfishes for a crit.

Melee or Ranged Strike:
1d20 + 34 + 1 ⇒ (10) + 34 + 1 = 45 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1 ⇒ (3, 4, 3) + 12 + (4) + (5) + 1 = 32 damage (holy, flaming)

Melee or Ranged Strike:
1d20 + 34 - 4 + 1 ⇒ (8) + 34 - 4 + 1 = 39 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1d6 + 1 ⇒ (2, 3, 2) + 12 + (1) + (1) + (4) + 1 = 26 damage (holy, flaming)

Melee or Ranged Strike:
1d20 + 34 - 8 + 1 ⇒ (1) + 34 - 8 + 1 = 28 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1 ⇒ (3, 4, 3) + 12 + (3) + (4) + 1 = 30 damage (holy, flaming)

Note 20 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 3 persistent good damage to the grappler.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 33 ⇒ (3) + 33 = 36 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (3, 4, 1) + 11 + (4) + (3) + (2) = 28 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (3, 4) + 1 = 8 persistent bleeding

AC: 45 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 31/30/29 + 2 vs. spells/reaction
HP: 270/270

Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)

Melee Strike:
[ dice=Shield]1d20+31[/dice] to hit;
[ dice=B]1d4+4[/dice] damage

[ spoiler=@Dori, GM Tyranius]

You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level (=19). The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]

[ spoiler=Wrath spell]

Heightened to 9th Level
Cast verbal
Range 30 ft.
Targets 1 evil creature
Duration 1 round
Damage 9d6 Good
Defense DC 37 Will

Critical Success The target is unaffected.
Success The first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.
Failure Each time the target spends an action or performs an activity that damages at least one good creature, it takes 3d6 good damage.
Critical Failure The target is enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.[/ spoiler]


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Round 3

Action 1: Strike.
Action 2: Strike.
Action 3: Strike.

Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5. Raspar is always flying, unless he has forgotten his wings are there. His fly speed is 20’, and will try to usually be 10’ off the ground when not hoeing or tilling the soil.

Raspar bleeds a lot (until Cabaguil ruins his heroic effort towards bleeding out) and strikes out at the bad thing using his far superior starknife.

Melee or Ranged Strike:
1d20 + 34 + 1 ⇒ (20) + 34 + 1 = 55 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1 ⇒ (3, 1, 4) + 12 + (6) + (3) + 1 = 30 damage (holy, flaming)
Critical damage: 6d4 + 22 + 1d6 + 1d6 ⇒ (2, 4, 2, 2, 3, 1) + 22 + (3) + (6) = 45 + 2d6 + 1 ⇒ (4, 5) + 1 = 10 persistent bleeding

Melee or Ranged Strike:
1d20 + 34 - 4 + 1 ⇒ (16) + 34 - 4 + 1 = 47 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1d6 + 1 ⇒ (4, 3, 3) + 12 + (3) + (2) + (6) + 1 = 34 damage (holy, flaming)

Melee or Ranged Strike:
1d20 + 34 - 8 + 1 ⇒ (16) + 34 - 8 + 1 = 43 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1 ⇒ (4, 4, 1) + 12 + (3) + (5) + 1 = 30 damage (holy, flaming)

Note 20 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 3 persistent good damage to the grappler.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 33 ⇒ (4) + 33 = 37 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (2, 4, 3) + 11 + (6) + (1) + (2) = 29 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (6, 1) + 1 = 8 persistent bleeding

AC: 45 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 31/30/29 + 2 vs. spells/reaction
HP: 270/270

Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)

Melee Strike:
[ dice=Shield]1d20+31[/dice] to hit;
[ dice=B]1d4+4[/dice] damage

[ spoiler=@Dori, GM Tyranius]

You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level (=19). The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]

[ spoiler=Wrath spell]

Heightened to 9th Level
Cast verbal
Range 30 ft.
Targets 1 evil creature
Duration 1 round
Damage 9d6 Good
Defense DC 37 Will

Critical Success The target is unaffected.
Success The first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.
Failure Each time the target spends an action or performs an activity that damages at least one good creature, it takes 3d6 good damage.
Critical Failure The target is enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.[/ spoiler]


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Round 2

Action 1: Stride.
Action 2: Strike.
Action 3: Strike.

Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5. Raspar is always flying, unless he has forgotten his wings are there. His fly speed is 20’, and will try to usually be 10’ off the ground when not hoeing or tilling the soil.

Raspar moves and strikes out at the bad thing using his far superior starknife.

Melee or Ranged Strike:
1d20 + 34 + 1 ⇒ (9) + 34 + 1 = 44 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1 ⇒ (4, 4, 4) + 12 + (6) + (6) + 1 = 37 damage (holy, flaming)

Melee or Ranged Strike:
1d20 + 34 - 4 + 1 ⇒ (2) + 34 - 4 + 1 = 33 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1d6 + 1 ⇒ (3, 1, 1) + 12 + (1) + (6) + (3) + 1 = 28 damage (holy, flaming)

Note 20 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 3 persistent good damage to the grappler.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 33 ⇒ (3) + 33 = 36 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (1, 3, 1) + 11 + (5) + (1) + (1) = 23 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (3, 4) + 1 = 8 persistent bleeding

AC: 45 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 31/30/29 + 2 vs. spells/reaction
HP: 270/270

Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)

Melee Strike:
[ dice=Shield]1d20+31[/dice] to hit;
[ dice=B]1d4+4[/dice] damage

[ spoiler=@Dori, GM Tyranius]

You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level (=19). The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]

[ spoiler=Wrath spell]

Heightened to 9th Level
Cast verbal
Range 30 ft.
Targets 1 evil creature
Duration 1 round
Damage 9d6 Good
Defense DC 37 Will

Critical Success The target is unaffected.
Success The first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.
Failure Each time the target spends an action or performs an activity that damages at least one good creature, it takes 3d6 good damage.
Critical Failure The target is enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.[/ spoiler]


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5
GM Tyranius wrote:
@Raspar- It won't go like that. There is a trick to this, that you will see soon.

Raspar waits for healing, and wonders if there is a good way to do anything around here.

"Can any of us collapse the tunnels? Thimk! C'mon, help me thinker here really good!" Raspar hopes for some good ideas.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

1d20 + 30 ⇒ (20) + 30 = 50 Reflex

Ah f*!%, I was hoping to crit fail so I wouldn’t have to waste this fight chasing the BBEG in deeper darkness…seems very anti-climatic. Can we find another way to break the Gate and so we don’t have to waste time chasing in the dark, plz?


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Whoops.

1d20 + 29 ⇒ (6) + 29 = 35 Will vs. DC 45
1d20 + 29 ⇒ (20) + 29 = 49 Will vs. DC 45 (halfling luck)

Ah, much better.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Round 1

Action 1: Stride.
Action 2: Stride.
Action 3: Strike.

Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5. Raspar is always flying, unless he has forgotten his wings are there. His fly speed is 20’, and will try to usually be 10’ off the ground when not hoeing or tilling the soil.

Raspar moves up to attack the bad thing.

Melee or Ranged Strike:
1d20 + 34 ⇒ (1) + 34 = 35 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1d6 ⇒ (3, 3, 4) + 12 + (6) + (1) + (1) = 30 damage (holy, disrupting, flaming)

Note 20 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 3 persistent good damage to the grappler.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 33 ⇒ (4) + 33 = 37 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (4, 4, 2) + 11 + (1) + (5) + (3) = 30 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (2, 4) + 1 = 7 persistent bleeding

AC: 45 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 31/30/29 + 2 vs. spells/reaction
HP: 270/270

Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)

Melee Strike:
[ dice=Shield]1d20+31[/dice] to hit;
[ dice=B]1d4+4[/dice] damage

[ spoiler=@Dori, GM Tyranius]

You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level (=19). The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]

[ spoiler=Wrath spell]

Heightened to 9th Level
Cast verbal
Range 30 ft.
Targets 1 evil creature
Duration 1 round
Damage 9d6 Good
Defense DC 37 Will

Critical Success The target is unaffected.
Success The first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.
Failure Each time the target spends an action or performs an activity that damages at least one good creature, it takes 3d6 good damage.
Critical Failure The target is enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.[/ spoiler]


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Raspar looks around, thinking about how to approach the darkness.

"Is the aspect just going to hide in the darkess, I wonder? Should we just destroy the gate so I can no longer escape from this realm? Wouldn't that be better thinking?" Raspar asks.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

”You got it,” Raspar finger guns a ‘your welcome’ response. ”Now where do we need to go? Don’t we have an aspect to slay? Which way is that?”


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Raspar does nothing if a failure could end up hurting any efforts. If he can’t fail, he will try to be supportive of Caba’s diplomacy.

1d20 + 24 ⇒ (7) + 24 = 31 Diplo to aid


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Raspar opts to use his true sight now as Menkare is showing everybody around in case something isn't right. He completely trusts others to use theirs when important too. Raspar is a good truster.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5
GM Tyranius wrote:
This grants each PC the ability to cast true seeing once per day as an innate spell.

Uh, is there any reason not to use this as we get through the last gate?

"If you think being a hero is great, you should feel what it's like to take in the last of the harvest and then, only when the turnips are safe, you get to put your feet up for a bit. That might be better," Raspar does want to look around.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Round 4

Action 1: Strike.
Action 2: Strike.
Action 3: Strike.

Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5. Raspar is always flying, unless he has forgotten his wings are there. His fly speed is 20’, and will try to usually be 10’ off the ground when not hoeing or tilling the soil.

1d20 + 29 + 1 ⇒ (9) + 29 + 1 = 39 Will

Raspar, frightened though he is both paladin and halfling, strikes out at the bad guy.

Melee or Ranged Strike:
1d20 + 33 + 1 - 1 ⇒ (16) + 33 + 1 - 1 = 49 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 - 1 ⇒ (3, 4, 1) + 11 + (6) + (6) + (2) + 1 - 1 = 33 damage (holy, disrupting, flaming)

Melee or Ranged Strike:
1d20 + 33 - 4 + 1 - 1 ⇒ (16) + 33 - 4 + 1 - 1 = 45 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 - 1 ⇒ (1, 4, 1) + 11 + (2) + (5) + (2) + 1 - 1 = 26 damage (holy, disrupting, flaming)

Melee or Ranged Strike:
1d20 + 33 - 8 + 1 - 1 ⇒ (10) + 33 - 8 + 1 - 1 = 35 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 - 1 ⇒ (1, 1, 4) + 11 + (4) + (5) + (2) + 1 - 1 = 28 damage (holy, disrupting, flaming)

Note 20 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 3 persistent good damage to the grappler.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 33 ⇒ (12) + 33 = 45 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (3, 2, 1) + 11 + (1) + (6) + (1) = 25 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (3, 4) + 1 = 8 persistent bleeding

AC: 45 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 31/30/29 + 2 vs. spells/reaction
HP: 270/270

Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)

Melee Strike:
[ dice=Shield]1d20+31[/dice] to hit;
[ dice=B]1d4+4[/dice] damage

[ spoiler=@Dori, GM Tyranius]

You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level (=19). The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]

[ spoiler=Wrath spell]

Heightened to 9th Level
Cast verbal
Range 30 ft.
Targets 1 evil creature
Duration 1 round
Damage 9d6 Good
Defense DC 37 Will

Critical Success The target is unaffected.
Success The first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.
Failure Each time the target spends an action or performs an activity that damages at least one good creature, it takes 3d6 good damage.
Critical Failure The target is enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.[/ spoiler]


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Round 3

Action 1: Strike.
Action 2: Strike.
Action 3: Strike.

Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5. Raspar is always flying, unless he has forgotten his wings are there. His fly speed is 20’, and will try to usually be 10’ off the ground when not hoeing or tilling the soil.

Raspar will continue to bleed and die for his friends, attacking green until he hits, then switching to red.

Melee or Ranged Strike:
1d20 + 33 + 1 ⇒ (1) + 33 + 1 = 35 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (4, 3, 3) + 11 + (5) + (5) + (2) + 1 = 34 damage (holy, disrupting, flaming)

Melee or Ranged Strike:
1d20 + 33 - 4 + 1 ⇒ (10) + 33 - 4 + 1 = 40 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (2, 1, 4) + 11 + (3) + (2) + (2) + 1 = 26 damage (holy, disrupting, flaming)

Melee or Ranged Strike:
1d20 + 33 - 8 + 1 ⇒ (5) + 33 - 8 + 1 = 31 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (4, 2, 2) + 11 + (1) + (2) + (2) + 1 = 25 damage (holy, disrupting, flaming)

Note 20 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 3 persistent good damage to the grappler.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 33 ⇒ (2) + 33 = 35 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (2, 3, 2) + 11 + (4) + (6) + (6) = 34 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (2, 1) + 1 = 4 persistent bleeding

AC: 45 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 31/30/29 + 2 vs. spells/reaction
HP: 270/270

Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)

Melee Strike:
[ dice=Shield]1d20+31[/dice] to hit;
[ dice=B]1d4+4[/dice] damage

[ spoiler=@Dori, GM Tyranius]

You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level (=19). The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]

[ spoiler=Wrath spell]

Heightened to 9th Level
Cast verbal
Range 30 ft.
Targets 1 evil creature
Duration 1 round
Damage 9d6 Good
Defense DC 37 Will

Critical Success The target is unaffected.
Success The first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.
Failure Each time the target spends an action or performs an activity that damages at least one good creature, it takes 3d6 good damage.
Critical Failure The target is enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.[/ spoiler]


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

1d20 + 30 + 1 ⇒ (8) + 30 + 1 = 39 Reflex - 53 - 20 resist = 33 fire
1d20 + 30 + 1 ⇒ (20) + 30 + 1 = 51 Reflex - crit!

Melee or Ranged Strike:
AoO: 1d20 + 33 + 1 ⇒ (17) + 33 + 1 = 51 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (3, 2, 1) + 11 + (2) + (3) + (2) + 1 = 25 damage (holy, disrupting, flaming)


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Round 2

Action 1: Strike.
Action 2: Strike.
Action 3: Strike.

Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5. Raspar is always flying, unless he has forgotten his wings are there. His fly speed is 20’, and will try to usually be 10’ off the ground when not hoeing or tilling the soil.

1d20 + 32 + 1 ⇒ (13) + 32 + 1 = 46 Fort vs. DC 45
1d20 + 30 + 1 ⇒ (11) + 30 + 1 = 42 Reflex vs. DC 42 - Inspire defense for the win!

Raspar, though completely f!++ed, attacks green and smiles as he bleeds deeply for his friends.

Melee or Ranged Strike:
1d20 + 33 + 1 ⇒ (1) + 33 + 1 = 35 to hit;
Dak effect: 1d20 + 33 + 1 ⇒ (19) + 33 + 1 = 53 to hit; - Dak for the win!
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (4, 2, 2) + 11 + (5) + (5) + (1) + 1 = 31 damage (holy, disrupting, flaming)

Melee or Ranged Strike:
1d20 + 33 - 4 + 1 ⇒ (18) + 33 - 4 + 1 = 48 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (3, 3, 3) + 11 + (1) + (1) + (2) + 1 = 25 damage (holy, disrupting, flaming)

Melee or Ranged Strike:
1d20 + 33 - 8 + 1 ⇒ (20) + 33 - 8 + 1 = 46 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (3, 3, 4) + 11 + (4) + (1) + (1) + 1 = 28 damage (holy, disrupting, flaming)
Critical damage: 6d4 + 22 + 1d6 + 1d6 ⇒ (4, 3, 2, 2, 2, 3) + 22 + (3) + (5) = 46 + 2d6 + 1 ⇒ (5, 5) + 1 = 11 persistent bleeding

Note 20 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 3 persistent good damage to the grappler.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 33 ⇒ (1) + 33 = 34 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (1, 1, 1) + 11 + (1) + (4) + (3) = 22 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (1, 1) + 1 = 3 persistent bleeding

AC: 45 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 31/30/29 + 2 vs. spells/reaction
HP: 270/270

Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)

Melee Strike:
[ dice=Shield]1d20+31[/dice] to hit;
[ dice=B]1d4+4[/dice] damage

[ spoiler=@Dori, GM Tyranius]

You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level (=19). The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]

[ spoiler=Wrath spell]

Heightened to 9th Level
Cast verbal
Range 30 ft.
Targets 1 evil creature
Duration 1 round
Damage 9d6 Good
Defense DC 37 Will

Critical Success The target is unaffected.
Success The first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.
Failure Each time the target spends an action or performs an activity that damages at least one good creature, it takes 3d6 good damage.
Critical Failure The target is enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.[/ spoiler]


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Round 1

Action 1: Stride.
Action 2: Stride.
Action 3: Strike.

Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5. Raspar is always flying, unless he has forgotten his wings are there. His fly speed is 20’, and will try to usually be 10’ off the ground when not hoeing or tilling the soil.

Raspar strides closer to bleed for his companions, tossing at red once.

Melee or Ranged Strike:
1d20 + 33 ⇒ (16) + 33 = 49 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (1, 4, 2) + 11 + (2) + (1) + (4) = 25 damage (holy, disrupting, flaming)

Note 20 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 3 persistent good damage to the grappler.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 33 ⇒ (16) + 33 = 49 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (2, 4, 4) + 11 + (4) + (5) + (3) = 33 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (4, 5) + 1 = 10 persistent bleeding

AC: 45 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 31/30/29 + 2 vs. spells/reaction
HP: 270/270

Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)

Melee Strike:
[ dice=Shield]1d20+31[/dice] to hit;
[ dice=B]1d4+4[/dice] damage

[ spoiler=@Dori, GM Tyranius]

You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level (=19). The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]

[ spoiler=Wrath spell]

Heightened to 9th Level
Cast verbal
Range 30 ft.
Targets 1 evil creature
Duration 1 round
Damage 9d6 Good
Defense DC 37 Will

Critical Success The target is unaffected.
Success The first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.
Failure Each time the target spends an action or performs an activity that damages at least one good creature, it takes 3d6 good damage.
Critical Failure The target is enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.[/ spoiler]


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Raspar spreads out and draws his 'knife.

"I don't suppose you want to hand out those free wishes for free, do you?" Raspar responds to Cuth's warning.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Raspar wonders if now is the time to ask for a nice strong hoe or push for a regular bathing policy amongst the denizens of the Rainbow DreamCastle Citadel. However, he'll wait to see what others want first.

Maybe I want Kelvin to really make that new seeder/holer that he promised.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Raspar's short, but strong, legs stop as he sees the man before him. "Wait! Isn't that former tyrannical mayor of Kintargo, Barzillai Thrune? What is he doing here?"

Raspar puts his hands on his hips, looking at the man.

"What are you doing here? Last time, your ghosts attacked us, I think, so stop being mean and maybe go visit Pharasma so your spirits can rest."


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5
Cabaguil Hobnil wrote:
"Agreed. To the tower!"

Raspar agrees, and whereas he would usually use his short, but strong, legs to lead the way, instead he flies along because he almost never forgets to do that now. Almost never.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Raspar puts his hands on his hips and stands/flies in place and contemplates how completely useless he was in that fight. He shakes his tiny, but earnest, head in shame.

”I will have to do better next time if I’m going to bleed for you.”

He waits for the healing to be done before helping people move to the Vengegate as everyone knows the Dreamgate should go last.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

1d20 + 32 ⇒ (2) + 32 = 34 Fort
1d20 + 32 ⇒ (13) + 32 = 45 Fort - hero point

Slowed, Raspar slowly moves out of the unhappy dark. He double moves.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

1d20 + 32 ⇒ (2) + 32 = 34 Fort
1d20 + 32 ⇒ (15) + 32 = 47 Fort - Hero point

Slowed, Raspar slowly moves out of the unhappy dark. He double moves.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

1d20 + 30 ⇒ (17) + 30 = 47 Reflex
1d20 + 30 ⇒ (16) + 30 = 46 Reflex

Raspar tries to pat himself out.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5


Round 5

Action 1: Stride.
Action 2: Strike.
Action 3: Strike. And strike.

Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5. Raspar is always flying, unless he has forgotten his wings are there. His fly speed is 20’, and will try to usually be 10’ off the ground when not hoeing or tilling the soil.

Raspar strides closer and strikes out many times at green.

Melee or Ranged Strike:
1d20 + 33 + 1 ⇒ (12) + 33 + 1 = 46 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (2, 1, 4) + 11 + (5) + (4) + (6) + 1 = 34 damage (holy, disrupting, flaming)

Melee or Ranged Strike:
1d20 + 33 - 4 + 1 ⇒ (5) + 33 - 4 + 1 = 35 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (1, 2, 4) + 11 + (3) + (4) + (6) + 1 = 32 damage (holy, disrupting, flaming)

Melee or Ranged Strike:
1d20 + 33 - 8 + 1 ⇒ (3) + 33 - 8 + 1 = 29 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (1, 2, 3) + 11 + (6) + (5) + (5) + 1 = 34 damage (holy, disrupting, flaming)

Note 20 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 3 persistent good damage to the grappler.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 33 ⇒ (11) + 33 = 44 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (4, 4, 1) + 11 + (2) + (6) + (1) = 29 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (5, 5) + 1 = 11 persistent bleeding

AC: 45 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 31/30/29 + 2 vs. spells/reaction
HP: 270/270

Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)

Melee Strike:
[ dice=Shield]1d20+31[/dice] to hit;
[ dice=B]1d4+4[/dice] damage

[ spoiler=@Dori, GM Tyranius]

You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level (=19). The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]

[ spoiler=Wrath spell]

Heightened to 9th Level
Cast verbal
Range 30 ft.
Targets 1 evil creature
Duration 1 round
Damage 9d6 Good
Defense DC 37 Will

Critical Success The target is unaffected.
Success The first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.
Failure Each time the target spends an action or performs an activity that damages at least one good creature, it takes 3d6 good damage.
Critical Failure The target is enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.[/ spoiler]


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

1d20 + 30 + 1 ⇒ (13) + 30 + 1 = 44 Reflex Resist Fire 15.
1d20 + 30 + 1 ⇒ (5) + 30 + 1 = 36 Reflex Resist Fire 15.

Round 4

Action 1: Strike.
Action 2: Strike.
Action 3: Strike. And strike.

Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5. Raspar is always flying, unless he has forgotten his wings are there. His fly speed is 20’, and will try to usually be 10’ off the ground when not hoeing or tilling the soil.

Raspar quickly strikes out many times at red.

Melee or Ranged Strike:
1d20 + 33 + 1 ⇒ (10) + 33 + 1 = 44 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (3, 4, 2) + 11 + (1) + (6) + (2) + 1 = 30 damage (holy, disrupting, flaming)

Melee or Ranged Strike:
1d20 + 33 - 4 + 1 ⇒ (1) + 33 - 4 + 1 = 31 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (1, 4, 4) + 11 + (5) + (2) + (1) + 1 = 29 damage (holy, disrupting, flaming)

Melee or Ranged Strike:
1d20 + 33 - 8 + 1 ⇒ (15) + 33 - 8 + 1 = 41 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (4, 2, 4) + 11 + (2) + (4) + (3) + 1 = 31 damage (holy, disrupting, flaming)

Melee or Ranged Strike:
1d20 + 33 - 12 + 1 ⇒ (3) + 33 - 12 + 1 = 25 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (2, 2, 2) + 11 + (1) + (2) + (5) + 1 = 26 damage (holy, disrupting, flaming)

Note 20 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 3 persistent good damage to the grappler.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 33 ⇒ (20) + 33 = 53 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (4, 2, 3) + 11 + (4) + (6) + (5) = 35 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (1, 2) + 1 = 4 persistent bleeding

AC: 45 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 31/30/29 + 2 vs. spells/reaction
HP: 270/270

Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)

Melee Strike:
[ dice=Shield]1d20+31[/dice] to hit;
[ dice=B]1d4+4[/dice] damage

[ spoiler=@Dori, GM Tyranius]

You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level (=19). The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]

[ spoiler=Wrath spell]

Heightened to 9th Level
Cast verbal
Range 30 ft.
Targets 1 evil creature
Duration 1 round
Damage 9d6 Good
Defense DC 37 Will

Critical Success The target is unaffected.
Success The first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.
Failure Each time the target spends an action or performs an activity that damages at least one good creature, it takes 3d6 good damage.
Critical Failure The target is enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.[/ spoiler]


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

1d20 + 30 ⇒ (16) + 30 = 46 Reflex Resist Fire 15.


Round 3

Action 1: Strike.
Action 2: Strike.
Action 3: Strike. And strike.

Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5. Raspar is always flying, unless he has forgotten his wings are there. His fly speed is 20’, and will try to usually be 10’ off the ground when not hoeing or tilling the soil.

Raspar quickly strikes out many times at red.

Melee or Ranged Strike:
1d20 + 33 ⇒ (19) + 33 = 52 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (1, 2, 4) + 11 + (4) + (3) + (5) = 30 damage (holy, disrupting, flaming)

Melee or Ranged Strike:
1d20 + 33 - 4 ⇒ (10) + 33 - 4 = 39 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (3, 4, 1) + 11 + (1) + (4) + (3) = 27 damage (holy, disrupting, flaming)

Melee or Ranged Strike:
1d20 + 33 - 8 ⇒ (4) + 33 - 8 = 29 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (2, 1, 3) + 11 + (2) + (1) + (1) = 21 damage (holy, disrupting, flaming)

Melee or Ranged Strike:
1d20 + 33 - 12 ⇒ (8) + 33 - 12 = 29 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (3, 4, 2) + 11 + (5) + (3) + (4) = 32 damage (holy, disrupting, flaming)

Note 20 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 3 persistent good damage to the grappler.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 33 ⇒ (5) + 33 = 38 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (1, 4, 3) + 11 + (5) + (3) + (1) = 28 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (2, 4) + 1 = 7 persistent bleeding

AC: 45 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 31/30/29 + 2 vs. spells/reaction
HP: 270/270

Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)

Melee Strike:
[ dice=Shield]1d20+31[/dice] to hit;
[ dice=B]1d4+4[/dice] damage

[ spoiler=@Dori, GM Tyranius]

You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level (=19). The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]

[ spoiler=Wrath spell]

Heightened to 9th Level
Cast verbal
Range 30 ft.
Targets 1 evil creature
Duration 1 round
Damage 9d6 Good
Defense DC 37 Will

Critical Success The target is unaffected.
Success The first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.
Failure Each time the target spends an action or performs an activity that damages at least one good creature, it takes 3d6 good damage.
Critical Failure The target is enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.[/ spoiler]


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Round 2

Action 1: Stride.
Action 2: Strike.
Action 3: Strike.

Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5. Raspar is always flying, unless he has forgotten his wings are there. His fly speed is 20’, and will try to usually be 10’ off the ground when not hoeing or tilling the soil.

Raspar, finally smokin’ hot, moves up and strikes twice at red.

Melee or Ranged Strike:
1d20 + 33 + 1 ⇒ (1) + 33 + 1 = 35 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (4, 3, 3) + 11 + (5) + (1) + (3) + 1 = 31 damage (holy, disrupting, flaming)

Melee or Ranged Strike:
1d20 + 33 - 4 + 1 ⇒ (17) + 33 - 4 + 1 = 47 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (1, 3, 2) + 11 + (6) + (6) + (4) + 1 = 34 damage (holy, disrupting, flaming)

Note 20 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 3 persistent good damage to the grappler.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 33 ⇒ (18) + 33 = 51 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (1, 2, 2) + 11 + (4) + (4) + (3) = 27 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (1, 3) + 1 = 5 persistent bleeding

AC: 45 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 31/30/29 + 2 vs. spells/reaction
HP: 270/270

Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)

Melee Strike:
[ dice=Shield]1d20+31[/dice] to hit;
[ dice=B]1d4+4[/dice] damage

[ spoiler=@Dori, GM Tyranius]

You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level (=19). The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]

[ spoiler=Wrath spell]

Heightened to 9th Level
Cast verbal
Range 30 ft.
Targets 1 evil creature
Duration 1 round
Damage 9d6 Good
Defense DC 37 Will

Critical Success The target is unaffected.
Success The first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.
Failure Each time the target spends an action or performs an activity that damages at least one good creature, it takes 3d6 good damage.
Critical Failure The target is enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.[/ spoiler]


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Nothing...unless total defense is a thing. Then he'll do that.

Raspar waits for a response from the bad things.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Round 1

Action 1: Stride.
Action 2: Stride.
Action 3: Spell.

Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5. Raspar is always flying, unless he has forgotten his wings are there. His fly speed is 20’, and will try to usually be 10’ off the ground when not hoeing or tilling the soil.

Raspar double flies closer to the top monster. There, he casts a spell, because why not be like Cabaguil?

9d6 ⇒ (6, 5, 1, 2, 3, 6, 1, 3, 1) = 28 Good vs. DC 37 Will

Wrath spell:

Heightened to 9th Level
Cast verbal
Range 30 ft.
Targets 1 evil creature
Duration 1 round
Damage 9d6 Good
Defense DC 37 Will

Critical Success The target is unaffected.
Success The first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.
Failure Each time the target spends an action or performs an activity that damages at least one good creature, it takes 3d6 good damage.
Critical Failure The target is enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.

Note 20 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 3 persistent good damage to the grappler.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 33 ⇒ (8) + 33 = 41 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (3, 2, 4) + 11 + (1) + (6) + (2) = 29 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (2, 1) + 1 = 4 persistent bleeding

AC: 45 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 31/30/29 + 2 vs. spells/reaction
HP: 270/270

Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)

Melee Strike:
[ dice=Shield]1d20+31[/dice] to hit;
[ dice=B]1d4+4[/dice] damage

[ spoiler=@Dori, GM Tyranius]

You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level (=19). The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]

[ spoiler=Wrath spell]

Heightened to 9th Level
Cast verbal
Range 30 ft.
Targets 1 evil creature
Duration 1 round
Damage 9d6 Good
Defense DC 37 Will

Critical Success The target is unaffected.
Success The first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.
Failure Each time the target spends an action or performs an activity that damages at least one good creature, it takes 3d6 good damage.
Critical Failure The target is enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.[/ spoiler]


2 people marked this as a favorite.
M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5
GM Tyranius wrote:
Recent stirrings of one of the spawn of Rovagug have captured Dahak’s attention. In 4709 ar, an efreeti prince named Jhavul nearly completed his task of granting one thousand wishes to be reborn as Xotani the Firebleeder, one of the Spawn of Rovagug. This process was ultimately halted by a group of adventurers, but the adventurers were only able to interrupt Jhavul mid-wish. The incomplete final wish still held enough power to cause Xotani to stir from its deathly hibernation, and this stirring caused Pale Mountain to have a small but powerful eruption

Ah yes! The deeds of the noble Piddlespot brothers, Aldebert and Amiamble, (and his gnoll hunting cat, Yeenoghu, have echoed throughout the centuries! It is known.

Raspar wonders what gate is next.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Raspar shrugs, looking at Dak and Caba, and wondering what to do next. He points at his holy starknife and wonders if that is the most helpful solution.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Raspar will keep quiet unless his rudimentary religious knowledge will aid things, and only then will be chip in with some holy aura, a carefully placed wafer, or off key hymn.

1d20 + 24 ⇒ (11) + 24 = 35 Religion to aid


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5
Cabaguil Hobnil wrote:
"So let's start with Jewelgate. Looks pleasant enough. Right?" he chuckles.

"Yes, perfect," Raspar agrees, ready for action and begins to run towards the wrong gate, but will eventually realize his mistake and get to the right place.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Raspar will only help if it is clear that he can't and won't mess anything help because sometimes the best way to help is to sit quietly in the corner or go chop wood outside or polish the local rocks.

If his help might be, uh, helpful, he will offer what aid he can to, uh, aid.

1d20 + 24 ⇒ (14) + 24 = 38 Religion


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Wow, that's quite a spear.

"Wow, that's quite a spear," Raspar says, checking out Kelvin's new work and smiling mightily. It's a very nice weapon. "Might be very very good for pitting seedholes too. We can share it for that, yes?"


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

If allowed, Raspar will spend his time hammering down the remaining orb shards to much much smaller orb shards and scattering them about the city, the waters near the city and into any nearby volcanoes.

Nobody should be enslaving anything with this.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5
Cabaguil Hobnil wrote:
”Yes, let’s face the evil at the source.”

”Agreed,” Raspar says agreeably, having not faced any great evil since his turn in the bathroom followed Kelvin’s this morning. He pounds the tiny, but strong, fist on his right hand into the tiny, but strong, palm of his left hand.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Raspar 20:

+1 lvl desnan ardent
+a bunch of s%#& that doesn't matter
+random abilities that could work in very isolated situations, usually at lower levels

+12 hp

20' fly speed all the time now, darvision


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

”Oh, thank you for your thoughtfulness and reflections, Mengkare,” Raspar responds happily.

Raspar opts for the instant fortress, figuring it might be useful for when he begins his raids into Cheliax to free slaves and plant word of the Underground Rainbow DreamCastle Trail that leads to the Rainbow DreamCastle Citadel.

”How can we help you deal with Dahak’s manifestation?” Raspar asks, always eager to help.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

”Yeah, no one is enslaving nobody no more,” Raspar says, rising to Kelvin’s side. ”I have been a slave, and I will not tolerate those that enslave others. Nor should we sacrifice others, when we have brave courage to fight back. That’s how it works. It’s what we do, Dragon, and so should you.”


1 person marked this as a favorite.
M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Raspar will tiptoe and tapdance around, trying to see who might need help. He doesn't know exactly how he can help, as he is not keen with words (neither harsh or mushy) nor does he understand the finer points of magic, nor does he know much of city life (being a slave so long).

In the end, he tries to help Cabaguil because that is always a good thing to do.

1d20 + 23 ⇒ (6) + 23 = 29 Diplomacy


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Raspar looks around, wondering if he can keep himself busy while the others talk. He's not a big talker, but is a big laborer, and so would rather speak with actions.

Where are we and what is around us? Not sure the map is right and Raspar has itchy hands.

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