HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Steelmask and A'Tuin continue to focus on the div, but he sends out another inspiring shout instead of trying to help defend A'Tuin, hoping to end the fight. Inspire Courage for three more rounds. A'tuin-Total Defense - AC 38.
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Slowed by the magicks of the sorceress and under siege, A'Tuin retreats into his shell as the Div is focused on him. His head and legs slide into the massive fortress in an attempt to protect himself as Steelmask begins to whirl his spear around in a wild fashion, attempting to block any further attacks on the weakened and injured tortoise. Aid Another (DC 10) - A'Tuin - +2 AC: 1d20 ⇒ 10
A'Tuin - 40 AC Note: A'Tuin has a Menacing AoMF, so Dhiara gets +4 to hit the Div.
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Turning to the Div, A'Tuin and Steelmask try to keep it at bay as the pair utilize their weapons to take it down. "Dhiara's freedom is all I can do before needing to dealing with this beast." Spear @ Div | Inspire Courage/Flagbearer/Fatigue/Slow: 1d20 + 17 + 3 + 2 - 1 - 1 ⇒ (2) + 17 + 3 + 2 - 1 - 1 = 22
Bite @ Div | Inspire Courage/Flagbearer/Fatigue/Slow: 1d20 + 11 + 3 + 2 - 1 - 1 ⇒ (16) + 11 + 3 + 2 - 1 - 1 = 30
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Feeling the power of the dream surging as the dragon is being attacked and feeling a premonition that destroying it will free Dhiara from her mindscape, Steelmask thrusts his spear once more for the heart of the beast. "Free yourself from this hell and remember your mission!" he yells as he tries to kill the giant imaginary lizard. Attack | Inspire/Flagbearer/Fatigued/Challenge: 1d20 + 17 + 3 + 2 - 1 ⇒ (14) + 17 + 3 + 2 - 1 = 35
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Will Save-Steelmask: 1d20 + 5 ⇒ (9) + 5 = 14
On a positive note: Steelmask has finally contributed. On a negative note: Both him and his tortoise are slowed. :(
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 As the Div jumps past the tortoise, it snaps out, trying to lash its leg. Bite @ Div | Inspire Courage/Flagbearer/Fatigued: 1d20 + 11 + 3 + 2 - 1 ⇒ (19) + 11 + 3 + 2 - 1 = 34
--- In the mindscape, Steelmask readies his spear and thrusts it forward into the belly of a dragon terrorizing a town. "Don't let your mind fool you. Your depression and poor judgment should not cause us to fail our mission and lose our lives." I can't get 20 unless I challenge, which I will if I can. If not, I'll roll something else. Attack | Inspire/Flagbearer/Fatigued/Challenge: 1d20 + 17 + 3 + 2 - 1 ⇒ (13) + 17 + 3 + 2 - 1 = 34
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Steelmask, away from the ocean and without much ability to deal with this sort of mysticism, steels himself and does the only thing that he thinks might help. "The stones of these sages are too strong from A'Tuin, so my spear is probably useless." he mutters. "Fine, let's try to free Dhiara." he says as he wills his consciousness into her mindscape. Standard Action - Enter Mindscape of Dhiara.
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Hey look, the site is working again. :D Steelmask urges the giant tortoise out of the he calls out some inspiration to the group once more. "Do not pale in the face of this problem! Perhaps we should shatter these gems! I shall free Dhiara with my lance!" Steelmask: Inspire Courage - Standard; Martial Flexibility (Power Attack) - Move. Hearing that, A'Tuin snaps at Dhiara's gem. Bite | Fatigued/IC+Flagbearer/PA: 1d20 + 11 - 1 + 5 - 2 ⇒ (9) + 11 - 1 + 5 - 2 = 22
A'Tuin: Attack - Standard; Move 10' - Move. Group Buffs: Inspire Courage: +3 to attack/damage/fear and charm saves if you can hear me; Flagbearer: +2 to attack/damage/fear and charm saves if you can see me. (Attack and Damage stack; Saves do not.)
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Steelmask and A'Tuin choke heavily on the smog as their bodies are exposed to the poison. "I don't think we can help much... *cough cough*" the elf spits out as he coughs up half a lung.
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Steelmask - Cloudkill - Fort DC 23: 1d20 + 10 ⇒ (20) + 10 = 30 1 Con Damage - 4 damage total
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Steelmask - Cloudkill - Fort DC 23: 1d20 + 11 ⇒ (8) + 11 = 19 3 Con Damage
Steelmask - Dev. Blast - Ref DC 19: 1d20 + 11 ⇒ (9) + 11 = 20 13 damage.
Seeing that their best bet is to free the Jeweled Sages, Steelmask follows up with Jezebel into the mindscape of Torch. I read the bit above to speed it up. Torch's Mindscape: "I never thought that you'd fall prey to a simple illusion Grand Master. These memories are just that. Fragments from the past. Don't let yourself be controlled. Isn't that what you hate the most?" Steelmask asks as blood trickles out of his mouth from the poison.
Diplomacy: 1d20 + 16 ⇒ (12) + 16 = 28
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Steelmask gives a blast on his horn as he calls the Pathfinders to action. "Come, let us deal with these evil-doers!" he calls out as A'tuin lumbers up to the risen Paladin of Osiris. Steelmask - Inspiring Courage!
Current Buffs - Inspire Courage + Flagbearer @ +5 to attack and damage rolls; +3 against charm and fear effects.
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Steelmask, having been rather silent over the course of the adventure, follows the lead of Al'Aokara. Using his keen elven eyesight, he starts to clean up debris with A'Tuin, focusing on the area behind Jezebel. Perception: 1d20 + 13 ⇒ (8) + 13 = 21
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Hey guys! Sorry for the unexplained absence. I've been traveling and Pathfinder completely skipped my brain. Major faux pas on my behalf and I know it is dragging the game. Feel free to DMPC me immediately without warning if it happens again, though I am going to sincerely try not to let that happen.
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Seeing that the group has no desire to investigate the mirror, Steelmask shrugs. "The magical objects should be left to those who understand it." he surmises before heading further south to open one of the two remaining options, choosing the door that is closer to the group.
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Steelmask follows Kaab's words and turns to move down the hallway to the next room, but finds the agile ifrit has already moved to open the door. "It appears that we are exploring the northern side of the keep. Isn't deducing the crystals' value of higher importance?" he offers as advice.
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Knowing that he lacks any magical knowledge and that A'Tuin is a rather large creature, Steelmask will remain on the lookout in the hallway. "Try not to poison yourselves." he says, before coughing up some phlegm into his mouth, pivoting his mask up slightly to spit the substance onto the floor. Perception-Lookout: 1d20 + 13 ⇒ (10) + 13 = 23
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 @Al'Aokara: Three of the charges were for Steelmask and five were for A'Tuin. Steelmask listens to Torch's interpretation of the directional text across the walls as well as the notes of Tahari, but the elf is uncertain as to the relevance. "It sounds like there may be crystals that combat the plague, but they are unrelated to, or possibly are stronger than, the gods' powers." he says blasphemously, unrepentant with every word. "Either way, perhaps we should head to the south to find this archive." As the group thinks this over, he moves to investigate, from sight, smell and hearing alone (no touch or taste), the sealed canister. "I wonder what you contain..." Perception: 1d20 + 13 ⇒ (5) + 13 = 18
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Steelmask pulls out some rations for him and A'Tuin before requesting some healing done from his wand. "Many thanks for your aid, Kaab." He says with a bow. I'll burn six average charges to heal up all of the lethal and most of the non-lethal, with expending two more charges to ensure the non-lethal disappears as well. "As for this language, I am unfamiliar." Steelmask adds, looking at the hieroglyphs. No Ancient Osiriani here. Fortitude: 1d20 + 11 ⇒ (1) + 11 = 12 Auto-fail.
My rolls in this game must be punishment...
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Hey guys, Sorry for disappearing. My two good friends kidnapped me for a roadtrip to Maine. I completely spaced on all things Play-by-Post. My bad guys! Many apologies.
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Will Save: 1d20 + 5 ⇒ (15) + 5 = 20
Steelmask barely is able to resist the desiccating effect of the obelisk blast. "Urrrk..." he grunts as A'Tuin cries out in pain. 10 Lethal to Steelmask and 20 Lethal to A'Tuin.
Moving slightly closer, the pair unleashes their fury onto the obelisk. "Destroy!" Spear: 1d8 + 7 + 2 ⇒ (4) + 7 + 2 = 13 | 5 After Hardness
Bite: 1d8 + 7 + 2 ⇒ (5) + 7 + 2 = 14 | 6 After Hardness
17 Total Damage after Hardness.
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Steelmask urges A'Tuin into a run as he salutes the flying dhampir. "Your actions are truly bold, Jezebel!" he says as the turtle moves uncommonly fast. Run Action from A'Tuin towards the Obelisk. Getting within a range for a single strike, Steelmask sends his branched spear at the evil structure. Spear: 1d20 + 17 + 2 ⇒ (17) + 17 + 2 = 36
Flagbearer only.
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Steelmask waits for Jezebel to free A'Tuin from the sands as he trudges through the grasping hands for the moment. "I am coming towards you, Jezebel!" Double Move - 10' due to Difficult Terrain.
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 "Roger that, Jezebel!" calls Steelmask as he turns A'Tuin around in the sea of sandy hands. "Towards the obelisk, A'Tuin!"
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Apologies! I must have forgotten that part. As Amenophaeus tells Steelmask to further into the grasping hands, the elf's eyes betray a look of absurdity. "Sapphire Sage, my tortoise can barely move in these sands. There is no way that I can make it to the obelisk to help at this rate. I need to get A'Tuin to safety and then I will make the trek to help the others only risking myself." he says, taking the more sensible route in his mind.
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 With the heals, Steelmask is injury free! A'Tuin has 3 NL and no lethal.
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 A'Tuin tries to break free from the grappling hands as Steelmask assists him by stabbing at the sand around the tortoise. "Retreat out to the wall, A'Tuin!" he cries. Assist-Steelmask: 1d20 + 17 + 2 ⇒ (9) + 17 + 2 = 28
If he breaks, then A'Tuin will move 10' away to the pink spot, still in the hands.
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Steelmask/A'Tuin does not have anything to stop that, he's merely hoping that the grapple misses, which it did! Though, I don't have high hopes for next time.
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Having a few more seconds of encouragement from his last bolstering speech, Steelmask urges A'Tuin into the grasping sands, getting into range of the undead creature and flanking with Al'Aokara. "We can destroy the creature quickly, Al'Aokara! Keep up your attacks!" Swift Action: Challenge - Order of the Green
As the pair moves into position, they feel extremely hungry as their vision begins to blur. NL-Steelmask: 2d6 ⇒ (2, 3) = 5
Steelmask: 13 NL
This is the last round of Inspire Courage. (Steelmask only uses it once every three rounds as he has very few charges, aka he doesn't upkeep it).
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Fortitude Save - Steelmask | DC 24: 1d20 + 11 ⇒ (11) + 11 = 22 Failed.
@GM:
Since Steelmask had no actions to take and he became fatigued mid-turn, can he use Reville to remove the fatigue status? This will give A'Tuin and Steelmask a redo with +3 to their saves. If so...
Fortitude Save - Steelmask | DC 24: 1d20 + 11 + 3 ⇒ (2) + 11 + 3 = 16 Failed.
Oh well! At least, I gave it a shot.
Non-Lethal Damage - Steelmask: 2d6 ⇒ (2, 1) = 3
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Trying to avoid the myriad of hands rising from the ground, Steelmask urges A'Tuin around the offending sand. "I shall flank with the beast!" he cries as A'Tuin shuffles quickly across the ground. Run action by A'Tuin - AC 34 (still, there is no Dex bonus for A'Tuin)
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 I think you just choose as you take the items, if I read it correctly.
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Steelmask urges A'Tuin towards the pillar, but then Kaab yells out that the pillar is going to erupt with a powerful blast of negative energy. Knowing his own fragility against negative energy, Steelmask has A'Tuin turn towards the nearest wall to block the wave of energy, but not before giving a shout of encouragement. "Take care of the pillar so I can help!" he yells out the directions as he sounds off after with the Horn of Three Reasons to Live. IC for another three rounds before moving behind a wall, blocking Flagbearer from the group. Only IC is available for most of the party.
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Oops, no. So, the roll should be a 26, Tyr.
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 "Amenophaeus! What should we do here?" Steelmask calls out to the Sapphire Sage for guidance as he maintains his distance from the horde. I'm not too familiar with hordes. They are like swarms, right? Can I roll my Kn. Local for info on how to fight them? If So, Kn. Local: 1d20 + 13 ⇒ (10) + 13 = 23 Hold Action otherwise. Buffs: Inspire Courage (Last round of Lingering Performance) | Flagbearer
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Steelmask takes a hand from his spear and points forward with a yell. "Advance!" Double Move - A'Tuin (20') As his initial encouragement ends, the party members still feel invigorated. Lingering Performance - Two rounds of IC - One more round left. Readied Action-Steelmask-If Enemy Comes Within 10': Trip: 1d20 + 24 ⇒ (6) + 24 = 30 If flying, then not Trip, but normal attack. (It's the same modifier.) Damage (If Attack, not Trip): 1d8 + 7 + 5 ⇒ (2) + 7 + 5 = 14
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 I adjusted the map slightly to account for A'Tuin being a Large tortoise. I just made Steelmask's picture Large. If there is a need to have separate tokens, I will add an image later. Observing his surroundings, Steelmask notices that A'tuin nudges his leg and taps the ground with his front left foot twice. "Pathfinders, we are in danger. Prepare for some malfeasance." he says forcefully to the small group around him as his leaps astride A'tuin. Fast Mount - Free Action - Ride DC 20: 1d20 + 27 ⇒ (15) + 27 = 42 Can't fail. Edging out towards the wall, Steelmask peers around the corner as he tries to see in the sandstorm as he grabs the horn slung across his back. Move Action - Grab Three Reasons to Live. AAAAAOOOOOOOOOOOOooooooooOOOOOOOO! "I will hold off this side, prepare for the assault on the other flank!" he calls out, inspiring the Pathfinders. Inspire Courage - Standard Action Letting the slung horn fall back down towards his waist, Steelmask regrips his elven spear and waits for the approach of the enemy. Drop Horn - Free Action
Active Buffs:
GM: Steelmask's spear has reach, so if a creature tries to enter within 5' of his token, he will attempt to trip them at 10'. You can roll for me. The modifier is +24 (+19 base) with the buffs. Steelmask does not have Combat Reflexes, so only one AoO if that matters.
This only applies to humanoid creatures (two legs) as I don't have confidence to trip multi-legged beasts! I barely think it might be possible for the humanoids.
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Steelmask remains quiet, but his boy language is stiff and unforgiving as his longspear, adorned with the Ancient Banner of the Mordant Navy remains unfurled. The group seems to choose Sinuhotep, but the history of the lich does nothing to assuage his suspicions about possible evil coming from all sides. Since Sinuhotep has an evil history and is a lich, Steelmask wouldn't side with you on this, but he will defer for the sake of group cohesion. Personally, Steelmask would choose Dhiara or Tahonikepsu as their personalities are closer together.
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 The masked elf looks to the Tengu and nods. "Greetings, Al'Aokara. It seems we will be in brotherhood together for the new future. I'll let you handle defense along side A'Tuin, while I provide advice to the rest to secure our victory through brute force and willpower." Steelmask nods. "So long as we understand each other, then I am satisfied." "What is our next step?" he asks aloud as he remains standing straight, resting on the balls of his feet.
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 To note: This complaint may be irrelevant to the scenario, but working for a potentially evil dwarf spirit seems just as bad, if not worse, then blindly destroying another spirit that we know nothing about.
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Steelmask looks at Kaab with even-keeled eyes through the unmoving mask. "This evaluation is based on the words of this dwarf who also worked for this 'evil' Pharaoh? How do we know that he isn't manipulating the Society so that he can do some evil act? Why are we taking his words at face value and are willing to destroy a soul of some being that we have no firsthand knowledge of?"
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Unique Aspects about Steelmask that everyone should be aware of, including the GM:
Additionally, if we are dungeon-crawling, unless otherwise stated, Steelmask holds the Banner in both hands and Three Lives hangs from his shoulders. He will spend a standard action+free action to pull a hand off and pick up the horn to start Inspire Courage usually on the first round before using another free action to regrip his spear. TL;DR: Don't forget your buffs! I'll update the bottom of my posts with them. Also, try to flank with A'Tuin by letting the enemies come to us! He's slow so charging in is not his thing!
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Steelmask, silent for the entire exchange, decides to contribute. From behind the polished mask of steel, you hear the male elf's lilting voice. "Greetings, I am called Steelmask and my tortoise, which you will meet later, is named A'Tuin." The elf bows slightly to each of you before raising his concerns. "Can you elaborate on why we need to destroy this spirit? I'm not one to murder someone's soul merely because they may do something bad in the future. Based on what you have told us, she has used her gift with poisons and disease to strike down enemies of the Pharaoh and she treated her servant-divs poorly." Shifting his weight to his other foot, he continues. "I am not know for my niceties with others or with my crew, in fact, my mercilessness is what drove me to my position in the Mordant Navy. Additionally, if we blindly destroy this woman's soul at the bequest of the Society, then we are no different than her. Does this mean that the Society will seek out my soul for destruction in the future?' he questions. "Also, if you worked for this evil Pharaoh, Padrym, then why should we help you to take over the jewel? Isn't locking both of you in an eternal battle for the control of the gem a better outcome for us?" he says, thinking that keeping two evils at bay is better than releasing one. "As for the Grandmaster, I have no objections to his inclusion if the Society wishes it." Correct me if I am wrong: Padrym (the jewel dwarf) and Black Moon both worked for the 'evil' Pharaoh and now we are being tasked by Padrym (and the Sages) to destroy her soul fragment. Why are we not worried that Padrym is equally 'evil'? Am I missing something here?
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 If you are interested in staying for the challenge noral, I don't mind personally. If that was your worry.
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Player: Bold Strider
Steelmask has not played in any of those scenarios.
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 Vlad knows that Elidir is a river port town along the trade route that houses their final destination. Aucturn, however, doesn't appear in the sky at this time of year. When asked, Steelmask will tell you that you have several days before the ship reaches Elixir. "Feel free to fish, drink, sleep or whatever it is you do for fun. We have a while. " she tells you. Feel free to roleplay activities on a ship. I am traveling today and only have access via Wayfinder. Typing out substantive posts is difficult on a phone. -Posted with Wayfinder
HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27
Resources: Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11 A’Tuin:
HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16 A strawberry blonde elf with a large tortoise next to her stands upright behind a polished iron mask. She addresses the leader of your party. Elvish (Anyone can read the spoilers unless it has a name attached to it ;D):
"Greetings, mainlander. I am Steelmask, an Admiral of the Mordant Spire Navy. I have been hired by your half-sized master to provide you with transportation to Elidir. Have your men climb on to A'tuin's noble shell and we will board The Fearsome Tide, my smaller vessel." Kn. Local DC 15:
You know that this elf is likely from the Mordant Spire and that it is a courtesy the she is speaking Elvish, rather than Azlanti to you. The elf speaks to Vladek before finishing with a bow. Pointing with her branched spear, she motions for the lot of your to climb onto the tortoise's shell. She pulls out a small orb and tosses it at the wagon. With a bang and a flash of light, the small glass orbs rolls back to her feet and you can see the wagon and the livestock encased in the small sphere. --- The ride to the ship is painless as A'tuin moves effortlessly through the harbor waters. A rope ladder is cast down by several elves, which bear the racial markings of the Mordant Spire: pale skinned with masks obscuring more than half of their face. Once you have climbed, Steelmask tosses the orb with your provisions to a brunette elf with a nasty scar on her cheek. The woman deftly catches it and heads below deck. Steelmask turns to you and motions towards a set of hammocks on the deck, set under a tarpaulin. Elvish:
"You will rest there at night and can move about the ship freely. Just do not get in the way of my crew." With a bow, she moves to the captain's wheel and begins to pilot the ship as three elves drop the sails and secure them into place, catching the afternoon winds. Joesef notices that the elves speak amongst themselves in Azlanti, not in Elvish. |
