? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Blub Squish behind to deflate as the ooze flying about in the air crashes to the ground. Squish tries to fling a chair at the remaining dog. flat 7 to cast while stupefied: 1d20 ⇒ 2 Deflated, Squish moves upinto melee to support their allies if needed.
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Blub Squish once again rips open reality and rends the 3 remaining dogs. bludgeoning_slashing damage: 2d6 + 2d6 + 6 ⇒ (4, 3) + (2, 4) + 6 = 19
Squish continues to channel the power of the ooze.
Ready to aid the next ally's attack within 30 feet: Occultism to Aid: 1d20 + 15 ⇒ (9) + 15 = 24 Normal success, +1
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Blub Squish unleashes the power of the ooze and rips through reality. bludgeoning+slashing damage: 2d6 + 2d6 + 6 ⇒ (6, 5) + (3, 3) + 6 = 23
Squish also focuses on the now floating ooze to aid his allies. Readied to aid the next allied attack within 30 ft:
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Blub Squish protects themselves with a shield spell and unleashes the power of the ooze on the point blank doggie, flinging a chair at them. projectile vs B: 1d20 + 12 ⇒ (2) + 12 = 14
AC 22, will block (10)
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Squish holds their cloak tight and tries to find a good way through. Society: 1d20 + 14 ⇒ (20) + 14 = 34
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Squish concentrates, and focuses on the students to get them up and over. Would like to use Levitate to get them up and over. Crafting for shingles if levitate is no good.: crafting: 1d20 + 12 ⇒ (13) + 12 = 25
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Blub Squish does their best to resemble a liquid and flow through the mob. Acrobatice: 1d20 + 13 ⇒ (4) + 13 = 17
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
I've got am impressive -4 Diplomacy. Squish can be very offputting. Not that it matters much with my dicerolling here. That said Squish being bad at a chase/escape is not surprizing.
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Blub Squish knows how to blend their bulbous presence in the best they can. Society: 1d20 + 14 ⇒ (9) + 14 = 23
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Blub Squish uses the power of the ooze to cover their tracks. Occultism to coax shadows: 1d20 + 15 ⇒ (4) + 15 = 19
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Blub Squish also has a Pearly White Aeon Stone in their wayfinder Squish does their best to check on the students to make sure they are alright.
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Blub Squish asks the next student to lay on hands Ino and follows up with a soother for good measure. Soothe(3) for Ino: 3d10 + 12 ⇒ (8, 1, 3) + 12 = 24
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Blub Squish withers under the assault, visibly deflating but happy to be saving the students. One of the wounds bares its teeth though and bites back.
Valais would be proud thinks Squish to themselves as they look to the student behind them and ask for a bit of help. Lay on Hands from Student please. Now worrying more about potentially losing the fight, than not killing the Legionnaires Squish unleashes the power of the ooze as the air gets murky and oily as bits of slime and the like ooze out of Squish and into the air. Squish then rips several holes in space as they assault the Pure Legionaires. Bludgeoning+Slashing Damage: 2d6 + 2d6 + 6 ⇒ (2, 5) + (6, 4) + 6 = 23
LoH from Student, Unleash Psyche(Free), Amped Telekinetic Rend(2)
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Squish points their staff at C and tries to land a phantom pain on them as well. mental/nonleathal: 2d4 ⇒ (2, 1) = 3
Squish then blubs through the students to get between them and guard D.
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
d4 persistent from Phantom Pain. I'll get my next turn up in a bit.
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Squish reaches out their eyeball covered staff and inflicts pain onto A. Mental/Nonlethal Damage: 2d4 ⇒ (2, 2) = 4
Squish then steps up, to help Elfman knockout the Legionaire.
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Blub With Pure Legion flowing in from every direction Squish does take a moment to remind his allies SUBDUE THEM echoes from Suqish in a Hideous Ululation of sound. Squish then casts Slow as the ooze up to keep A away from the students. Fort DC 22 for B from Slow blub Reaction if hit in melee: The wound yawns open, revealing a vicious maw of teeth inside the gaping flesh. Fort Save DC 22, or be sickened 1 (2 on a crit fail)
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Blub Squish gathers themself up as much as possible and tries to show Talha what's possible even though they are a blob. Squish casts guidance on themself and gives it a go. Athletics to influence Talha: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11 Hero point if that's a critical fail: 1d20 + 8 ⇒ (12) + 8 = 20
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Blub Squish spends some time with Talha, trying to learn what might interest them. Society to Discover best influence skill for Talha: 1d29 + 14 ⇒ (25) + 14 = 39
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Blub Not having much success navigating the complex social situation Squish decides to join Elfman in having a chat with Faarax. "I'm not good for much else these day, but I do have a penchant for magic. Perhaps you can tell me about what you've been studying recently. I'm always curious to learn more." Arcana to influence Faarax: 1d20 + 12 ⇒ (5) + 12 = 17
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Blub Squish will spend some time observing Yeeza, trying to look at their clothes and mannerisms, in an attempt to Discover what approaches might interest them. Society to Discover influence skill for Yezza: 1d20 + 14 ⇒ (4) + 14 = 18
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Blub Squish does their best to not draw attention to their bulbous form. Society: 1d20 + 14 ⇒ (4) + 14 = 18
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Blub Squish looks more like a set of oddly connected burlap sacks filled with Jell-o than a person, but nonetheless they speak with surprising grace despite lack of an obvious mouth and a slight bubbling sound. They carry an acacia staff topped with eye-shaped gemstones that seems to provide Squish's sight. "Yes... Here's the long story short. Much like Valais Durant I was rescued from Thurl's laboratory. I don't remember who I was before but Valais Durant told me I needed more levity in my life so have decided to be called 'Squish'." Blub
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Squish tries to finish it off with another set of missiles. stupified 2 DC 7: 1d20 ⇒ 5 But nothing more than Blubs come out.
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
I'm stupefied from releasing my psyche. After 2 cool rounds of a bunch of bonus damage and other goodies I get stupefied for 2 rounds.
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Squish Blubs and fires off a trio of magic missiles. Stupefied 2 DC 7: 1d20 ⇒ 4 But Squish can't manage to get the spell off.
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Squish's wound growls open on its own. Gaping Flesh
Their wand continues firing.
As Squish blubs and unleashes another Telekinetic Rend. slash+bludgeon: 2d6 + 2d6 + 6 ⇒ (2, 4) + (4, 3) + 6 = 19
Squish will then protect themselves with a shield spell.
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Squish unleashes the power of the ooze and calls forth the power of the ooze. Telekinetic Rend Bludgeoning + Slashing: 2d6 + 2d6 + 6 ⇒ (5, 5) + (1, 3) + 6 = 20
I get 3 non overlapping 5ft bursts. If Silverbeeard is not there which I think is true I can hit all 4, otherwise I'll miss yellow Squish also fires their wand of manifold missiles at green. Magic Missile: 1d4 + 1 + 2 ⇒ (2) + 1 + 2 = 5
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
If Captain Silverbeard is desummoned from Black Molly being unconscious I think you've got a pretty good fireball on yellow/green/red without hitting any of us. (If Molly could help clarify for me, it'll get my explosive turn up) Also as a GM note I see the swarms are overlapping each other. Most swarms damage everything in their area when they swarm. Do these have something that prevents that?
? Fleshwarp Oozemorph 6 | HP 76/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Will: 1d20 + 12 ⇒ (15) + 12 = 27
Squish is not bothered by the droning and backs of as fast as they can blub before casting haste on Basag.
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