M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
Rastaf rents a small but cozy place in town, with a little fenced area for Pachemu.
After all the excitement dies down, he starts writing, making a record of the heroic deeds of his companions. He hires a scribe to make copies, so the tale is documented and shared, and Izo's sacrifice is not forgotten.
The cleric resumes his normal activities, serving at the cathedral and healing the injured and tending to the poor and orphaned.
Pachemu becomes a local celebrity, accompanying Rastaf on his rounds, and bringing comfort and amusement to people who are sick or suffering. The pig seems to like all the attention. She can't see it, but enjoys being petted and fussed over, and given lots of treats.
Rastaf tries everything he can think of to cure her blindness, but fails, and hopes against hope that someday Izo will find his way back to Sandpoint and his friends.
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
We can try, but he may be beyond our help. He may be stuck in some void between planes.
Rastaf tries to comfort the blind pig, offering a snack and some water from his rations. I'll take care of you, girl. I'll set you up in style. You'll be as safe and happy as a blind pig can be.
Rastaf will help collect as much treasure as we can carry.
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
Oh, shit. I can't believe I'm playing at 16th level and forgot that Rastaf has DR 20 fire. That means that 80 hp of that spell is ignored, and Rastaf is alive and well. Please pardon my stupid. I'll take the healing the giant can do, though. It's been a strange couple of weeks.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.
Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures.
Third, the abjuration protects the recipient from possession and mental influence, just as protection from evil does.
Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura’s save DC).
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
Sorry I'm late. Rastaf will pre-cast some spells, too.
Rastaf casts Greater Heroism (160 min.), Ironskin (16 min.), Bless Weapon (16 min.), Fire Shield (warm) (16 rds.), Holy Sword (16 rds.) and Shield of Faith (16 rds.) on himself.
I know some are redundant, but layers.
He gathers the party for his last spell before battle. Holy Aura (16rds.) You are buffed.
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
Rastaf will take the Headband and the dagger. Who wants a MW dagger? If you don't have a dagger, you should IMO. The headband will give him 2 more channels, starting immediately.
Rastaf stares at the opulent beauty of the room, revulsed by its purpose.
We're going to melt this down, and share the gold with the good folks. Not today, but soon.
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
GM Euan - Rise wrote:
Rastaf, I see you moved on the map, but you're in the tar zone (anything in the red circle). If you stay there - it's a DC 27 reflex to avoid being entangled by the tar and set on fire.
My bad. A full move would get him out of it, so I completed his move 60.
reflex, if still needed:1d20 + 13 ⇒ (2) + 13 = 15 Fire resistance 20
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
Rastaf moves 5' and casts a Fireball, centered to affect the lamias, but not Valena.
It's a tricky shot, with all the commotion at the door, but he aims carefully, hoping to miss the combatants and have it go off in front of the orange lamia standing in the back.
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
Rastaf casts another Blessing of Fervor on his friends.
BoF:
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
Izomandakus wrote:
"Impressive work Kast. It seems you even improved that well build up body" the blue dragon nods in approval as Rastaf is made back to shape "How do you feel Rastaf? Can you continue?"
Assuming the half-orc is good enough, Izomandakus will push open the doors in front with Seamus' help.
Death is a weird thing, the cleric replies.
I've died twice so far. Nobody's fault. It's just always smart to kill the cleric, first. That's just basic combat.