Gath Morian

Storg Dragondropper's page

104 posts. Organized Play character for SuperParkourio.


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Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Learn a Spell: scatter scree
DC 15 Arcana: 1d20 + 16 ⇒ (8) + 16 = 24; Success

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

"Ah, it's good to be back at the Lodge. Time to make some more scrolls."

Day 1: Continue Crafting 4x scroll of invisibility
Day 2: Begin Crafting 4xscroll of revealing light (48 gp)
Crafting (Specialty Crafting): 1d20 + 15 + 1 ⇒ (19) + 15 + 1 = 35; Critical Success
Total cost = 48 / 2 = 24 gp left
Days 3-8: 24 - 6*2.5 = 9 gp left

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Thanks for the adventure!

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Storg drinks the second cognitive mutagen.

Storg discusses the stars that were in the sky last night and their meaning, as a demonstration that the Pathfinders do know the stars.

Occultism: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Storg discusses a plant that Vidrian can sell called the cannon-wielding fly trap, which can be used to curtail an invasive insect species known as the cannon-wielding fly.

Nature: 1d20 + 11 ⇒ (2) + 11 = 13
Hero Point
Nature: 1d20 + 11 ⇒ (10) + 11 = 21

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

"International economics is not a zero-sum game. I am certain Droon will find that trade between Ekkeshikaar and Vidrian does not mean less for Droon."

DC 21 Society: 1d20 + 12 ⇒ (18) + 12 = 30

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Hiring this guy was the best decision I ever made!

Expert Hireling Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25

Storg's hireling expertly discusses a path forward regarding the taxes and tariffs.

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Storg replaces rank 2 hydraulic push with acid grip during daily preparations.

Storg counters with his knowledge of the original trade agreement.

Society: 1d20 + 12 ⇒ (10) + 12 = 22
- Dubious Knowledge if this counts as Recall Knowledge (which I doubt)

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---
GM wrote:
containing a total of two doses of moderate cognitive mutagen and two doses of moderate silvertongue mutagen

Are these mutagens moderate?

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---
Tharpe wrote:
Yeah I messed it up with assisted recovery, I was certain it was 1 action, and then I missed the discussion thread

In Menace Under Otari (Beginner Box):
it actually was a single action according to the encounter with persistent damage. Perhaps the BB simplified ruleset decided to relax it for new players.
Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Storg unleashes a torrent of water to force his attacker away.

◆◆Cast 2nd rank hydraulic push vs green earth elemental
- Attack: 1d20 + 12 ⇒ (5) + 12 = 17
- Damage: 5d6 ⇒ (4, 3, 6, 6, 3) = 22 bludgeoning and knock back 5 feet
- On crit: Additional Damage: 3d6 ⇒ (1, 6, 5) = 12 and knockback 10 feet instead
If enemy is not knocked back:
◇Bespell Strikes (foot deals additional bludgeoning damage)
◆Strike w/ foot (+1 striking handwraps) vs green earth elemental
- (Agile, Finess, Nonlethal, Unarmed, Magical)
- Attack: 1d20 + 12 - 4 ⇒ (7) + 12 - 4 = 15
- Damage: 2d4 + 1d6 ⇒ (4, 2) + (4) = 10 bludgeoning

Ugh, I should have known that was a bad idea.

↺Infernal Detonations vs any enemy except a fire elemental:

Frequency once per adventure; Trigger A creature within 30 feet of you targets you or an ally with an attack; Effect The creature takes fire damage equal to 1d6 + your level (basic Reflex save). The DC of the Reflex save is equal to your spell DC or your class DC, whichever is higher.
Damage: 1d6 + 6 ⇒ (6) + 6 = 12 fire; DC 22 24 basic Reflex save

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---
Apoc wrote:

Stabilize w/ Medicine: 1d20 + 9 ⇒ (17) + 9 = 26

Apoc leashes cool water upon the fallen beast…

Apoc appears to be too far to do that. Does Apoc walk closer?

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Storg unleashes more electricity as he switches to a loaded crossbow.

◆◆Cast electric arc vs both enemies; Damage: 4d4 ⇒ (3, 2, 4, 2) = 11 electricity; DC 22 24 basic Reflex save
- Flat check vs concealed (yellow): 1d20 ⇒ 12
◆Interact to swap +1 striking warhammer for +1 striking crossbow

Vigilant Seal

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(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---
Tharpe wrote:

1 action -> assist self to stop burning

Tharpe falls to the ground and starts rolling ...

Fire, flat dc10: 1d20 ⇒ 20
Burning: 1d4 ⇒ 4

And boy he knows how to roll!

GM already rolled the fire damage. And I believe Assisted Recovery requires 2 actions by default.

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Storg tries to frighten then clobber the rat.

◆◆Cast fear vs Blue Fire Elemental; DC 22 Will save
- Flat check vs concealed: 1d20 ⇒ 15
Bespell Strikes (force damage)
◆Cast hand of the apprentice w/ +1 striking warhammer vs Blue Fire Elemental
- Flat check vs concealed: 1d20 ⇒ 8
- Attack: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26 to hit
- Damage: 2d8 + 4 ⇒ (7, 8) + 4 = 19 bludgeoning plus 1d6 ⇒ 3 force
- On crit: double damage plus DC 22 (class DC not spell DC) Fort save vs prone

↺Infernal Detonations vs any enemy except a fire elemental:
Frequency once per adventure (ignore if it's already been expended); Trigger A creature within 30 feet of you targets you or an ally with an attack; Effect The creature takes fire damage equal to 1d6 + your level (basic Reflex save). The DC of the Reflex save is equal to your spell DC or your class DC, whichever is higher.
Damage: 1d6 + 6 ⇒ (5) + 6 = 11 fire; DC 22 24 basic Reflex save

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Why did Yellow make two Reflex saves against my electric arc?

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Storg keeps piling on the electricity.

◆◆Cast electric arc vs yellow & green; Damage: 4d4 ⇒ (2, 1, 2, 1) = 6 electricity; DC 22 24 basic Reflex save; Irresistible Magic
◆Raise a Shield

↺Infernal Detonations vs any enemy except a fire elemental:
Frequency once per adventure; Trigger A creature within 30 feet of you targets you or an ally with an attack; Effect The creature takes fire damage equal to 1d6 + your level (basic Reflex save). The DC of the Reflex save is equal to your spell DC or your class DC, whichever is higher.
Damage 1d6 + 6 ⇒ (4) + 6 = 10 fire; DC 22 24 basic Reflex save

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Storg unleashes electricity on both elementals.

◆◆Cast electric arc vs red and yellow air elementals; Damage: 4d4 ⇒ (3, 3, 2, 4) = 12 electricity; DC 22 24 basic Reflex save; Irresistible Magic

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Storg ponders what will be most effective against these elementals.

◆Recall Knowledge about air elemental
- Q: “Is it highly vulnerable or resistant to anything?”
- Dubious Knowledge applies

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

I'll pick fire resistance, then. Don't want to hoard these scrolls forever.

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

"Ah, that's right! I forgot I had some of these!"

◆Interact to draw scroll of resist energy
◆◆Cast resist energy w/ scroll targeting self; gain 5 resistance to whatever the answer to Slipp's question is

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

"I could stand on Ondess. However, I wonder if Slipp would get more mileage out of it."

Is it save for Slipp to cast fireball in here? Since it only details its effect on creatures, the GM decides what happens to objects in the area.
And are we allowed to inquire about more constellations, or is it only one constellation question per player?

"On second thought, Slipp usually relies on summoning creatures. I will probably get more mileage out of that one. Aldonza, could you step aside please?"

I will move Aldonza's token out of the way under the assumption that she acquiesces, since she has no spells.

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---
rainzax wrote:
Storg Dragondropper wrote:
GM wrote:
Assuming that the Pathfinders are up to the task, please arrange yourselves however you want on Slide 5.
Don't we need to know what the constellations do first?
GM Watery Soup wrote:
Anyone can attempt a DC 25 (!) Fortune-Telling Lore or Occultism check to make an educated guess about the meaning of a particular constellation. Anyone who's interacted with Lashweather or Lumki - Aldonza, Storg, Slipp, Tharpe - can additionally make a skill check of their choice to convince them to reveal a meaning of an astrological sign (DC will vary, but it'll be DC 18 for Diplomacy).

My point is that we need to know the information revealed by the checks before we can make an informed decision about where to arrange ourselves.

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---
GM wrote:
Assuming that the Pathfinders are up to the task, please arrange yourselves however you want on Slide 5.

Don't we need to know what the constellations do first?

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

"And what's this one?"
Storg inquires about Constellation #11
Diplomacy (hireling): 1d20 + 10 ⇒ (11) + 10 = 21

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

"Alternate ritual? Protect? Is this astrology you are performing dangerous?"

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Storg regains his Focus and ponders aloud what Slipp suggested.

"Slipp makes a good point. What if the opposition is using Lashweather's past 'privateering' as leverage against him?"

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

So are we handling the Treat Wounds and Refocus after the discussion with Kesstraka is over?

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---
Kesstraka wrote:
"Basilisks are common in the wild, but they generally stay away from our cities. Make no mistake, they were not accidental. Fortunately, the city guard is very capable."

"You suspect foul play?" Storg asks.

The hireling ponders, "I've heard there's a spell that can summon multiple animals at once, and the caster can command them all just by speaking!"

DC 17 Arcana: 1d20 + 15 + 1 ⇒ (4) + 15 + 1 = 20

"Oh, no," Storg corrects. "That spell is a myth. It doesn't exist."

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---
Kesstraka wrote:
“You have come a long way to negotiate a trade agreement—and from what I am told, you do not belong to this Vidrian you represent. Why come all this way to speak for another?”

"The route here had not been traveled for centuries, and the ocean currents have changed," Storg answers.

Storg's hireling continues, "This is compounded with the risk of sea devil attacks. Vidrian elected to hire representatives who could both navigate perilous waters and defeat any assailants that cross them."

"Like that gargoyle, Paravaax." Storg recalls. "We came upon an island on the way here, and this Paravaax villain was feeding on the residents for sadistic pleasure. On top of that, he was exuding a powerful magnetic field, interfering with compasses and leading travelers astray. He may very well have resided there for years, seeing as ships couldn't exactly leave and spread word about him."

"He claimed to have reigned as a god for centuries," the hireling adds. "But the Pathfinders brought him down in seconds. Such is their prowess in battle."

Storg looks to the basilisks' remains, "Speaking of battle, are basilisk attacks common here? This is actually the first time I've ever faced one, let alone five."

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Arcana: 1d20 + 15 ⇒ (15) + 15 = 30

"It's no mere story. That's exactly how it works. We must coat the diplomat at once."

Refocus after diplomat is cured

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

DC 20 Fort save: 1d20 + 11 ⇒ (18) + 11 = 29
The rest of my turn plays out as I've described.

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

You're not the only ones who can cause muscles to stiffen.

◆◆Cast frostbite vs Cyan; Damage: 4d4 ⇒ (2, 2, 3, 1) = 8 cold; DC 22 basic Fortitude save; On crit fail: impose weakness 3 to bludgeoning for 1 round
◆Avert Gaze

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

DC 19 Fortitude save: 1d20 + 11 ⇒ (7) + 11 = 18
Hero Point: DC 19 Fortitude save: 1d20 + 11 ⇒ (8) + 11 = 19

As he feels his muscles turning to stone, Storg is reminded of the time he spend hiding in a cave out of abject paranoia. Embarrassed and enraged, he breaks out of the thin layer of stone and unleashes furious lightning at the assailing monsters.

◆◆Cast lightning bolt vs Green, Yellow, and Red (plus Blue if GM allows "thick" lines); Damage: 4d12 ⇒ (9, 12, 3, 1) = 25 electricity; DC 22 basic Reflex save
◇Bespell Strikes on +1 striking warhammer; electricity
◆Cast hand of the apprentice w/ +1 striking warhammer vs whichever undefeated enemy is most damaged; Attack: 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 21; Damage: 2d8 + 4 ⇒ (4, 8) + 4 = 16 bludgeoning plus 1d6 ⇒ 3 electricity; On crit, double damage and DC 22 Fort save vs prone

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

DC 20 Fortitude save: 1d20 + 11 ⇒ (16) + 11 = 27

Storg tries to frighten the basilisks, hoping to deter further attempts at petrification. He then flees south.

◆◆Cast 3rd rank fear vs all 5 basilisks; DC 22 Will save
◆Stride south, but not far enough to be safe

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

"What is Kesstraka well-known for, precisely?"

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---
Storg Dragondropper wrote:
rainzax wrote:

Hey gang,

(Posting this in all my PbP games)
Going to be travelling tomorrow and through the weekend, meaning my posting should slow and be "lower tech" than usual, and following that, I will be attending Gencon in person (end of July through early August), slowing again. But yeah, gunna do my best to keep up.

Cheers.

I too will be traveling this weekend, and my posting will be similarly limited starting tomorrow.

Nevermind. CrowdStrike decided to do something very funny today.

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---
rainzax wrote:

Hey gang,

(Posting this in all my PbP games)
Going to be travelling tomorrow and through the weekend, meaning my posting should slow and be "lower tech" than usual, and following that, I will be attending Gencon in person (end of July through early August), slowing again. But yeah, gunna do my best to keep up.

Cheers.

I too will be traveling this weekend, and my posting will be similarly limited starting tomorrow.

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Exhilarating music plays in Storg's head as he reviews the records, but to any observer, it just looks like he's reviewing paperwork. Because he is.

DC 22 Society (trained): 1d20 + 12 ⇒ (15) + 12 = 27
If Storg encounters Hallit, he casts translate to read it.

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---
GM wrote:
Mindartis and Tharpe become uncomfortable, as they believe this is untruthful, but they can't

They can't what?

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

"Well, I can swap out one of my spells for translate, so that option works for me."

DC 15 Society: 1d20 + 12 ⇒ (20) + 12 = 32
Do I have time to swap out a spell for translate?

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Is there going to be another RPG Chronicles link for #1-23?

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Now that I think about it, I haven't been trying to make my spells wider lately. But this warhammer... Perhaps I should embrace my roots a bit more...

7 days Retraining Widen Spell for Bespell Strikes
1 day continuing Crafting project
Learn paralyze: DC 20 Arcana: 1d20 + 15 ⇒ (3) + 15 = 18; Failure
Learn water breathing: DC 18 Arcana: 1d20 + 15 ⇒ (15) + 15 = 30; Critical Success
Purchased +1 and striking runes for crossbow
Purchased +1 striking handwraps of mighty blows

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

So we can perform our downtime and apply Credit as usual. Ok.

Do I recover my Infernal Detonations from the Devil's Keep boon, or is #1-23 treated as the same adventure for the purpose of advanced boons such as Devil's Keep?

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

This is the first two-parter I've played. Well, I played Perennial Crown, but I'm told the way that's handled is the sole exception among two-parters and it doesn't behave like a two-parter at all. How do two-parters like this one actually work in terms of resolving Chronicles?

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

"Hah! Centuries indeed!"

◆◆Cast electric arc vs 2 enemies (priority order: Paravaax, Green, Red); Damage: 4d4 ⇒ (3, 3, 1, 3) = 10 electricity; DC 22 basic Reflex save
◆Stride over to pillar on the right

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Oh, I thought this was one of those two-parters that requires your character to stick it out until both scenarios are over. Are we getting downtime after Paravaax?

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Right, before I forget...

↺Infernal Detonations at earliest opportunity vs Green Mephit:

Source Devil's Keep boon; Frequency once per adventure; Trigger A creature within 30 feet of you targets you or an ally with an attack; Effect The creature takes fire damage equal to 1d6 + your level, so 1d6 + 6 ⇒ (6) + 6 = 12 (basic Reflex save). The DC of the Reflex save is equal to your spell DC [22] or your class DC [22], whichever is higher.

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---
GM Watery Soup wrote:
Most gargoyles have resistance to physical damage (except adamantine, which I'll assume nobody has), and immunity to bleed.

He likely has piercing resistance, too.

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Perhaps I will have to remove those resistances as Slipp suggested. But first... Storg hurls his warhammer, hoping to hinder a mephit despite the magnetic field's pull. Storg also attempts to slow Paravaax's movements, at least for a little while.

◆Cast hand of the apprentice w/ +1 striking warhammer vs Green Mephit; Attack: 1d20 + 12 + 1 - 2 ⇒ (14) + 12 + 1 - 2 = 25; Damage: 2d8 + 4 ⇒ (6, 8) + 4 = 18 bludgeoning; On crit: double damage plus DC 22 Fortitude save vs prone
◆◆Cast slow vs Paravaax; DC 22 Fortitude save

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