Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
My apologies, GM, but Skipper should be a slow progression. No rush to redo the sheet, when you get around to it. Thanks for running a great table, by the way-- I've played a lot of PBP over the years and at high level it can start falling into a morass of hard-to-keep-track-of, but you narrated cleanly and well and I was able to follow combats easily thanks to your good book-keeping and narration. As for Scar C.... I've definitely liked playing with all of you, but I do have to admit I find Solstice Scar sort of one of the more underwhelming specials. I'm not currently signed up to play for the coming one. And I should probably trim down my current PBP load, honestly. But best wishes to all of you! It's been fun.
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
Skipper gives a huge 'whew' sigh as the dragon falls, then looks on in awed silence as Ivvora herself appears summoned by Medda's entreaties. He deferentially bows to the angel. When they have finished speaking, he approaches Medda with a smile and a clasping of her hands with his own smaller ones. "Your journey isn't yet done, it seems. If you need me, call on me: I will come as long as there is a righteous path to tread." Turning from Medda to the others, he grins. "See, I knew it would all come out okay in the end. The cards don't lie! It's been lovely traveling with all of you. Mantis, Chaine.... try not to get so banged up, my goodness!"
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
I think I have line of effect to the dragon now. If so: Chains of Light, DC 23 Reflex negates, no SR check required. With some of the mist scoured away, Skipper winces, torn between trying to help Mantis weather more blows and trying to take down their foe. He sketches a chain in his fingers, and casts the line of glowing light at the fell beast. "No more journey! Be stopped!" (For fellow PCs: if the dragon fails the save here, he CAN be coup de graced)
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
"Oww, you look hurt, Mantis, hang on..." Skipper's hand glows pure white and he races forward to help the warrior fight on. Casting Heal, and running forward in the air to tap Mantis. Fade, you do have resist 30 cold from Skipper in case it got lost.
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
Actually, if I can't get the dragon this turn, I'd prefer to channel to heal, there's some banged-up still. Excluding Spiky and dragon Healing: 6d6 ⇒ (4, 6, 5, 2, 6, 1) = 24
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
Reflex DC 24: 1d20 + 10 ⇒ (8) + 10 = 18 Fail, so 12 cold gets through Useful use of an azata! If this clears away the fog shrouding our draconic friend, then: As the fog is blasted away, Skipper sees Horralydax clearly and he quickly weaves his hands together in a gesture like braiding something invisible. Lines of light twist from his small hands, and begin to try and wrap about the great beast... "Halt your journey, dragon!" Casting chains of light, Reflex DC 23 Negates
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
(Just clarifying here for book-keeping, sorry if you said it somewhere explicitly and I missed it: is Skipper's air walk expired? The one he put on Silvermane, Mantis, and Spiky is still listed as up, but theirs was for 30 minutes and his was for 20, so it makes sense if if his is expired, but I just wanted to confirm rather than assume.) Blessed by his own freedom of movement, Skipper sashays unbothered through the mist as he works towards the sound of Mantis's voice. "Lemme patch you up, friend!" Protection from energy => Cure Serious Wounds Heal Mantis: 3d8 + 11 ⇒ (5, 5, 6) + 11 = 27
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
They know what they are facing, and Skipper lets that information guide his prayers.... R1 prebuff: communal resist energy cold is indeed up, resist 30 on everyone
"...oh boy... here we go again..." Hurrying forward, Skipper casts a spell on Mantis. Freedom of movement on Mantis
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
Skipper calls everyone closer to get some sweet, sweet healing. Well, not Spiky. Channel to heal once all PCS are together: 6d6 ⇒ (4, 3, 1, 4, 4, 3) = 19 Channel 2: 6d6 ⇒ (6, 2, 5, 3, 5, 5) = 26 Skipper will use a few curative wand charges on himself as well to get himself back into fighting fit. CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
Reflex save: 1d20 + 10 ⇒ (5) + 10 = 15 Not a 20, so no "Ow! Oww! Oof! Hngh!" Wincing from having two tons of mastodon run over him, Skipper considers Mantis and his injuries. Cure Critical (previously crusader's edge) on Mantis: 4d8 + 11 ⇒ (3, 1, 7, 8) + 11 = 30 Then, he hurriedly hikes further into the air, and above the trees. Move action to get 25' up and above the trees
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
Skipper jogs forward in mid-air, staying just a bit off the ground (5' up) and catching up to Mantis. He invokes a quick prayer and taps the warrior on his back. "I think that biiiiig critter's about to hit you. Here." Shield of Faith on Mantis, 11 minute duration, +3 deflection to AC
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
Skipper doesn't respond to the king's decrying him an appeaser, but sighs, and turns his eyes on the Queen. "My colleagues have made many arguments. You are rightly concerned about the safety of your people. Did we not come to the aid of one of your own already? Of course I cannot promise that your people will be unharmed if you join in this conflict. But I will promise that with whatever ability the gods grant me, I will work to try and heal any wounds thus incurred. If the threat were truly just natural, in time it would ebb: but darker forces are at foot, and even in nature, the mother of the cubs does not simply assume the hunters will go away in time. She acts to defend her cubs, yes?" Diplomacy: 1d20 + 11 ⇒ (17) + 11 = 28 With whatever aids are currently a-floating
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
"Lord of the forest," Skipper begins respectfully to Vallahk, with a hand over his heart and a bow. "I hear what you are saying about the way of nature being to allow struggle to have its way, and the stronger to decide. But your eyes must be as keen as those of a hunting bird, must they not? And if so, surely you must see that the feeding of the dragon will not stop with simply nature rebalancing itself in favor of the victor. Or rather, that the rebalancing that will happen will be so drastic enough that even you in your court may be affected. "My own eyes have seen that a dragon desires not just bloody deer, but treasures and magics. If your court allows the white worms to grow unchecked, great lord, will their appetite not outstrip what the land itself can provide, and will the dragons not turn their eyes to the sumptuous graces of you and your court? "Your keen vision must be able to see that the road ahead is one of combat for your people and the dragon eventually. Prudence would be to be the ones to act first." Perception: 1d20 + 20 ⇒ (4) + 20 = 24 Sigh. I'm using Skipper's 1/daily Fortunate Charm to reroll that skill check. Perception: 1d20 + 20 ⇒ (9) + 20 = 29 (I will auto-aid someone's Diplomacy if they're intending to make one, for the free aid)
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
Skipper cups his hands around his mouth and shouts in Common, and then Celestial: "Miss? Can you understand me?" Meanwhile, his hands move in a pattern over his own person. Casting resist energy cold on himself, with the extend rod boosting it
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
Reflex 1: 1d20 + 10 ⇒ (8) + 10 = 18
"-oww, ow OW oww--" Skipper winces as shards of ice tear through him and the others. "Ungood!" Taking to the air, he hurries a little above ground until he is central to himself and several of his allies. Channel to heal, should only get PCs. Excluding Spiky, and the drake if I am actually within 30' of it what with verticals. Heal: 6d6 ⇒ (4, 1, 2, 4, 6, 3) = 20
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
Sorry for not posting yesterday! Long work day. Mantis, if you don't make your Fort save, I do have a scroll with me of the full version of restoration and will happily clear your neg level. Reading the cards...:
On the morning in which they reach their frozen destination, Skipper turns over nine new cards, and enumerates them in turn. The desert signals the long journey they and the Twinhorns have had so far... the trumpet the call to action to fight Ivorra's noble battle... the marriage, the partnership between the Society and their Twinhorn allies. (Skipper judiciously ignores the sight of the 'Betrayal' card.) He looks most concerned at the final column, though brightens at the final card.
"A great evil awaits us that we must defeat, but we must also be careful not to fall prey to our own follies of division and foolish bickering. Fortunately, the keep shows us that through a unified strength, we can weather this dual assault! --yay team! See, it's all about teamwork... Now let's push together for the final battles!" Harrow benefit: +1 insight to all weapon damage rolls "Uh, anyone know what's being said?" Skipper asks in a whisper as they hear arguing. If nobody else can follow the languages, Skipper will get out and cast a scroll of comprehend languages in the round 1 prebuff. In round 2 prebuff, he'll throw up communal air walk on Spiky (30 min), Silvermane (30 min), Mantis (30 min), and himself (20 min). "I never trust what might be underneath the ice," Skipper stage whispers. Just then, the kobolds move to attack!
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
"Triage, triage, triage," Skipper mutters from his spot prone on the ground. Hands clasped over his belly, he vwips from one spot on the ground to... a different spot on the ground, over near Mantis. "Okay! I heard you Chaine, I just need to work on the most injured at a time!" Converting crusader's edge to cure Critical on Mantis: 4d8 + 11 ⇒ (5, 6, 8, 3) + 11 = 33 "Does anyone have anything like a mist or a wall spell to stop these archers from peppering us? Their arrows are doing more damage than I can easily heal!" Skipper calls out to the others.
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
"I'll see what I can do but right now there's something a little more pressing," Skipper calls out as he dashes, hasted, after Mantis. Aaand taps him, at the end of a baseball-worthy second base slide. Freedom of movement on Mantis, and falling prone as a free action at end of my turn
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
"Dangit." Skipper dashes forward on hasted feet, hurrying to Mantis's side. "No dying today, okay??" He slaps Mantis with a hand, and Mantis is filled with holy energy that repairs his wounds. Heal on Mantis. From this new vantage point, he's close enough to see Fade, so he does something about Fade's awkward position, or tries to. Liberating command on Fade. Escape artist for Fade as an immediate if he wants it, with a +22 bonus from Skipper.
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
Sorry, Memorial Day busy-ness! Darkness is generally not something Skipper's really too happy to see, so he first calls upon the light of the sun to illuminate their journey forward! R1: Daylight, on his holy symbol. Bright light within 60' of Skipper. Also, and a move action to draw his rod of extend metamagic. "Tentacles are never EVER good, guys! Let's see if we can get above them, okay?" R2 prebuff: Communal Air Walk, I'll get all the PCs and Silvermane but not Spiky or other summoned critters. At least ten minutes on everybody, I can math it out exactly. As they draw closer, Skipper shakes his head. "That just feels really super bad. Like very negative vibes. Everyone huddle up once more, okay?" R1 combat: Communal protection from evil on all PCs, boosted by the extend rod. All PCs, and Silvermane, have at least 3 minutes of protection from evil. Skipper taps everyone with a silver rod that has the symbols of all the good aligned gods on it... "Okay! Now! Remember what I said about the tentacles, alright? Journey on, team!"
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
Skipper looks at Yami. Skipper just looooks at Yami. Good LORD when you say your dice are bad you freaking mean it. ... and then we have Chaine with a nat 20.
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
Not to metagame, but even assuming sub-par rolls for us both, Yami's Kn Religion is a fair bit higher than mine. On a natural one you'd beat the result I just managed to get (which wasn't enough). I'd put forth Yami makes a stab at Medda, at the least. Skipper looks uncertain, having seen that his words had the opposite effect. "No, that's not what I... I mean, the point is you don't HAVE to walk alone, I..." Looking around unhappily, he spots Yami. "Look-- alliances can come from unlikely places, Medda! Some people might think my friend Yami is a little, um... weird! Or question his methods! But he's proven a faithful ally, and he knows all ABOUT the gods! Er, right, Yami?" (Skipper tactfully doesn't mention when his faithful ally tried to possess him.) Auto aid Yami's Kn Religion
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
Skipper turns to Medda and lays a small hand on her arm. "Medda, you didn't come this far on your journey to fail now," he says sympathetically. "Vildeis has a plan for you. In this hour, see to your faith. We will not abandon you; even if your tribe turns from you, we will walk this journey with you to the end. My faith bids me do no less, and I know that yours does as well. Courage, now! The forces of good will bolster us." Knowledge Religion, bonus: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
Discovery on Jala. While the others speak, Skipper cocks his head curiously at Jala, and approaches her, rummaging into his deck of cards as he goes. "Wise lady, fate spins us all around and gives each of us an opportunity, or a warning, if we are able to take it. I sense you have seen much, and the passions of the young do not sway you, but that you still pay a mind to the portents of the world around us, the signs of fate written by Gozreh himself. May I draw a card for you?" Skipper's hands linger on the deck, as he studies the old woman intently. Sense Motive: 1d20 + 14 ⇒ (20) + 14 = 34
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
"I hear you, Mantis, but helping them help themselves means we stand united against evil! We cannot win the battles of the Twinhorns for them, alas!" Voting talk to the Elders. Noted re future buffs for combats, Chaine. Skipper will also help activate any wands that need activating and pop a channel, careful to avoid Yami's Disturbing Friend. Channel: 6d6 ⇒ (1, 6, 5, 5, 6, 2) = 25
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
Hmm, I was forgetting that my spellcraft with Skipper is actually trained, or I would have rolled at the time. Did Skipper realize what Yami was casting on him, Spellcraft: 1d20 + 10 ⇒ (6) + 10 = 16 *rolls eyes at dice* I'm gonna use Skipper's 1/day fortunate charm SPELLCRAFT: 1d20 + 10 ⇒ (13) + 10 = 23 "Woah everyone, let's just calm down! I think I know what's going here! Yami tried to cast a spell to take control of my soul," Skipper says blithely, as if this happened every day. "Wait, no, tried to cast a spell taking control of my BODY. He's not dead though. I think he's probably in a gem or something. For now, let's all back more then ten feet away from him, okay? I don't think he can really hurt us just now. Is Silvermane okay, Chaine, or still kinda crazy?" (If the retroactive skill check was okay, then is it valid for us to just stay out of range of magic jar, wait for Yami's confusion to wear off, and for him to terminate the spell and go back into his body? I don't object to playing it out round by round, but getting close enough to tie him up will result in someone likely having to make will saves, so if we're playing it safe ICly it seems like we'd just wait for the confusion to wear off as Yami's hostile potential while magic jar'd is low.) No actual actions posted yet, waiting to see if above strategy valid before I see if Skipper will burn more spells
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
Whew, lot to catch up on. It sounds like I need to make a Will save. Will: 1d20 + 19 ⇒ (5) + 19 = 24 HA! take your magic jar and shove it ;) ;) "WOAH!" Skipper cries out as Yami becomes visible I think? Assuming it wasn't greater invisibility and directs a hostile spell at him. "Hey, watch it! Okay, maybe I can clear your head..." Dispel magic, you say? Skipper takes a step back from Yami and quickly casts a spell to try and break his confused state. Targeted Dispel check?: 1d20 + 11 ⇒ (5) + 11 = 16 Well, poo.
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
Skipper hurries into a slightly better position and channels to harm the undead, hoping to finish some of them off... Damage: 6d6 ⇒ (3, 6, 1, 4, 3, 2) = 19 Will save DC 17 for half. And Skipper.... may not know if Yami's friend is undead in order to exclude it?? On the one hand, Skipper is a very trusting soul u___u, and didn't witness the raising of the creature due to Yami's precautions. On the other hand, Mantis has been talking about necromancers. I'll leave it to the dice, unless Yami or the GM has a preference. High means excluding the 'golem': 1d100 ⇒ 38 "...er...." says Skipper, as Yami's servitor begins to smoke a little bit. "Um, Yami.... is your employee undead? Oh dear." Yami may be too busy babbling to answer.
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
GM: can my Lucky Halfling trigger for either Yami or Adsal, since both of them hit my trigger of rolled-a-5-or-less-on-a-will-save? If so: Substitute will save: 1d20 + 19 ⇒ (5) + 19 = 24 Not a 1. Adsal's technically went first but whichever is easier for you as the GM to retcon (assuming you're willing). Skipper's own save: 1d20 + 19 ⇒ (1) + 19 = 20 .....figures. I'll use my own reroll with GM stars on that. WILLPOWER: 1d20 + 19 + 4 ⇒ (12) + 19 + 4 = 35 Okay then. Skipper not confused, and possibly either Yami or Adsal not confused, GM willing. "The light binds you!" Skipper shouts at the big devourer. "You will come no further!" Casting Chains of Light on the devourer, reflex save DC 23, no SR check required. Glowing lines of light whip out towards the devourer... Skipper pulls a rod from his pack. Move action to draw my lesser piercing rod
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
"....well, that wasn't as helpful as I might have liked," Skipper says unhappily. "On the big big fellow, spells will be harder to take effect..." (Yeah, Solstice Scar does some wonky things with scene jumping as compared to different versions, and there is absolutely no explanation in the scenarios or tips to the TM for how to handle it. It's less than ideal, just try and gloss over it, alas.)
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
By low light I assume you mean dim light? Skipper's wayfinder would be on as a light source if we've been traveling by night/darkness Religion Twinhorns: 1d20 + 12 ⇒ (14) + 12 = 26
On Twinhorns: SR and DR?
"Oh! Looks like trouble. Sinashakti, these people do NOT need to journey anymore!" Casting Holy Smite, should be able to catch the whole group of the oncoming undead. If I need SR: Caster level check, Spell penetration: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30 Damage, Will save DC 21 for half: 5d8 ⇒ (8, 3, 8, 6, 2) = 27 Failure also means blinded for one round
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
Harrow Spread, presuming it's not the same day as the museum fight The travel northward with Medda and the Twinhorns has consisted of multiple Harrow readings on Skipper's part, but this day the trip began with a reading of strength-- from the Beating, which Skipper tells his fellow agents represents the assault on the Museum that kicked off these events-- to the Keep, symbolizing a strength in the future that can survive any hardship. Skipper talks that one up a lot, as representing their bond as agents. Harrow Insight: +1 insight bonus to all attack rolls for all PCs, 24 hours After the reading, he said a short prayer to Sinashakti, binding them all for the road together. But that was hours gone, and now Skipper looks with the others to the challenges ahead... He accepts Yami's addition to their journey with a quizzical look but nothing more.
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
"Well done! It looks like some of us got hurt. Let me do something about that, quickly, we don't know what else the Museum might hold for us. Though if Nigel's putting fiends like that into the defenses, I ought to have a word with him. Several words, really." Channel to heal all allies, will wait for them to get within 30: 6d6 ⇒ (1, 4, 2, 1, 6, 6) = 20
(If any Kellids are injured I'd include them too)
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
Harrow applies to everyone, but it's a static bonus to your AC, not to your attack. Kn Planes: 1d20 + 6 ⇒ (14) + 6 = 20 Knowing nothing of this creature, Skipper must rely on Adsal relaying information. 'Evil' is a good word to start with. Skipper hurriedly casts a spell, concentrating so as not to draw the fury of the devil. Casting grace as a swift, can't fail concentration check. Skipper dashes over to Fade, his hands continuing to invoke a prayer as he moves.. Defensive casting, DC 23: 1d20 + 18 + 4 ⇒ (7) + 18 + 4 = 29 Success Skipper's hand glows with light as he reaches out and touches Penumbrae. Penumbrae may have a slight existential crisis as it starts glowing brightly for being a blade of shadows. "This'll help!" Skipper promises Fade. Casting crusader's edge on Penumbrae.
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
"If it happened as you say it did, Master Anok," Skipper says, clasping his small hands together, "then you certainly are not the thieves, and have a legitimate grievance against the Blakros museum and its curator. If we can find Nigel we can hopefully sort out this mess." Sense Motive: 1d20 + 14 ⇒ (3) + 14 = 17 Trust, but verify... "Could you tell us more of yourselves? And if there are others of your command, please, have them stand down-- the museum's defenses have triggered automatically, not knowing your story or its legitimacy-- the quickest resolution for talking to Nigel will be to put a cease to the current fighting. If there are other thieves here, that will let us know who needs subduing, as well. And it will stop anyone else getting needlessly killed..."
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
Skipper looks in confusion at Chaine, shakes his head, and tries a disarming smile and upraised hands at the Kellid warriors. "I think there might be some confusion," he begins. "See, we're here to stop thieves too... or at least, we were told thieves. You're saying whatever was taken was stolen from you first? Can we discuss that? Nigel Aldain, the curator, is, um..." Skipper pauses, hunting tact. "...sometimes... um... well he seems to have a lot of trouble with the museum.... BUT, what I'm getting at, is that I've never heard of him stealing. What would be the point, the Blakroses can buy anything in the world... Is it possible this is some sort of miscommunication? That can be resolved without further bloodshed? Hopefully? At least one of your people already fell in battle, though not to us," Skipper adds sadly. Diplomacy: 1d20 + 11 ⇒ (20) + 11 = 31
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
"Phew," Skipper says when Mantis reappears. "That was a little scary. I can't heal people when I have no idea where they've gone. Are you alright? Anyone need anything, healing-wise?"
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
"Runes.... runes... oh! I can do something about that." Skipper hurriedly casts dispel magic. "--I can't tell where Mantis went, though, that's, um, extremely concerning. Mantis? MANTIS?" If a caster level check is necessary as part of the dispel: 1d20 + 11 ⇒ (20) + 11 = 31
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
Sorry not to get in on the healing when several people needed it! I would happily have thrown one of Skippers's channels. If anyone wishes to retcon-save some of their wand charges or if anyone is still hurt, here's a channel: Sinashakti says you should travel healthily: 6d6 ⇒ (3, 1, 3, 5, 3, 6) = 21 "Chaine, are you alright?" Skipper says as they all reconvene. "You look slightly peaked. It's taxing on the soul to come that close to dying, but you should feel better by tomorrow. If you need me to do something about that now, I can..." Chaine, I do have several scrolls of restoration, so I'd be happy to clear your temporary negative level. Specials are deadly enough there's no reason for you to be weakened if we can help it. *** Perception: 1d20 + 20 ⇒ (4) + 20 = 24 Skipper blinks at the sight of the majestic lions when the reveal themselves. "Oh my." Kn Arcana: 1d20 + 5 ⇒ (18) + 5 = 23
Skipper nods quickly at Yami's words and executes a bow to the impressive beasts. "I do beg your pardon, glorious creatures! We're not here to cause chaos, but to try and fix it. May I ask, though, by 'your domain' do you mean the Museum itself? Did Mr. Aldain hire you as guardians?" Skipper politely waits for a response before continuing. "He came to us for help as well, you see. Apparently there's a problem and the various wards are misfiring. It looks like people are breaking in, and we're trying to stop them. If I understand the situation right, we have a common cause." Diplomacy: 1d20 + 11 ⇒ (14) + 11 = 25 (I'm happy to aid if someone else is a more silver-tongued speaker than myself, but wanted to get the post up anyway.)
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
"Oy." Concentration check to defensively use dimensional hop: 1d20 + 18 + 4 ⇒ (14) + 18 + 4 = 36 Skipper sighs, grabs hold of Chaine's lifeless body, and disappears from sight with him... into the safety of the jakes. "CLEAR!" can be heard inside the bathroom as Skipper puts both hands on Chaine's chest and drags him back from Pharasma... BOL: 5d8 + 11 ⇒ (7, 1, 6, 4, 4) + 11 = 33 "Someone call me if someone else falls!"
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
Just as a friendly reminder, Mantis, your +3 and +1 AC bonuses from me are likely still active (the shield of faith will last 33 minutes, the harrow's all day).
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
Skipper has a brief flash of something terrible happening, and blinks it away as the journey resumes a much less dire situation. Got it! Will mark off heal. And no worries Chaine, that's what support clerics are here to do. ;)
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
Kn Arcana?: 1d20 + 5 ⇒ (2) + 5 = 7 Noooope "SINASHAKTI BIDS YOUR JOURNEY CONTINUE," Skipper shouts the instant Chaine gets grappled. Immediate action to cast liberating command, Chaine gets an immediate action attempt to break free at a +22 from Skipper. Okay, looking it over, my actions will be kind of contingent on whether or not Chaine makes that save, since in one situation he'll be conscious and in another he'll be dead. Either way, I'll dimensionally hop (as a move action) to my location on the map. If Chaine is dead, I'll use my first aid gloves (breath of life on him); if Chaine is not dead, I'll cast heal on him (casting from current position, as I don't believe I'm threatened by the golem in wall form, then hopping, then delivering the spell after the hop). Contingent Breath of Life: 5d8 + 11 ⇒ (7, 2, 8, 8, 7) + 11 = 43 or a Heal spell, one of the two. "MAN DOWN. MEDIC TRANSPORT INCOMING!" Skipper says, his eyes wide with concern for his fellow Pathfinder. GM: I'd also potentially be willing to use my Lucky Halfling trait to let Chaine roll with my Reflex save, buuuut that veers a little near meta-gaming given the constraints of PBP. I mean, as soon as he rolls his save, we know whether or not he made the DC, so that's tricky. Probably better to just leave it at my condition that triggered in the pre-game stuff than to open that can of worms.
Side note: if the liberating command goes off the second Chaine gets grappled, would it potentially spare him the rider grinding damage? Just a long shot. ;) Also, Skipper won't cast liberating command if Chaine's not conscious/alive to make an escape attempt, haha, gotta save those spells.
Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC
"Good work, everyone! Fade, I'm going to do something more substantial for your injuries, since we're still in a crisis situation." Converting protection from energy into CSW Heal: 3d8 + 11 ⇒ (6, 3, 5) + 11 = 25 "I suggest we work upstairs, and try to secure Nigel's office. But does anyone have any insights into northern lands? This corpse of one of the intruders looks to be from that area of the world, but that's very far away. Why on earth would they be here in Absalom?"
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