Male Human in Jungle

Tomaru's page

1,225 posts. Alias of Dax Thura.


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Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

* Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC
* Heroes' Feast: (Everyone) 14 temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear

Will: 1d20 + 19 + 1 ⇒ (18) + 19 + 1 = 38 +2 v Evil


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

Tomaru's Sihedron Medallion is kep in his Haversack.

"Yes, let's keep moving with purpose."
Do we know of Praxim's Sihedron Medallion or does he mostly keep it out of sight?

I'm pretty sure that we are sorely lacking in invisibility.


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

Who still has a sihedron rune? Didn't we already find out that the big bad can use them to follow us?


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

What Praxim said.


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

Tomaru votes to kill them quickly and leave.


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

* Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC
* Heroes' Feast: (Everyone) 14 temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear

Tomaru gives Praxim a Bit of Luck. "Finish them quickly an we'll go one way while the deva goes the other."

Adeba
HP 175| AC 27/31 T 14/18 FF 23/27|Fo +17 Re +13 Wi +10; +4 v poison, +4 v evil; DR 10/evil; immune acid, cold, electricity, fire, death effects, energy drain, petrification; SR 23 | Move 40', Fly 90' (good)| augment summon, combat casting, diehard, sacred summon| nature's pacifism, protected life force; spells| cleave, power attack

Adeba casts Holy Aura and closes with the things.

Holy Aura:
Holy Aura
School abjuration [good]; Level cleric 8, oracle 8
----------------------------------------------------------------
Casting
-------------------------------------------------------------------
Casting Time 1 standard action
Components V, S, F (a tiny reliquary worth 500 gp)
-----------------------------------------------------------------
Effect
-------------------------------------------------------------------
Range 20 ft.
Targets one creature/level in a 20-ft.-radius burst centered on you
Duration 1 round/level (D)
Saving Throw see text; Spell Resistance yes (harmless)
--------------------------------------------------------------------
Description
---------------------------------------------------------------------
A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects.

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.

Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures.

Third, the abjuration protects the recipient from possession and mental influence, just as protection from evil does.

Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude 22 save negates, as blindness/deafness).


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

"Oh hells." Tomaru casts Summon Monster as a standard action.

A monadic deva appears.
Concentration: 1d20 + 24 ⇒ (8) + 24 = 32

Adeba
HP 175| AC 27 T 14 FF 23|Fo +17 Re +13 Wi +10; +4 v poison; DR 10/evil; immune acid, cold, electricity, fire, death effects, energy drain, petrification; SR 23 | Move 40', Fly 90' (good)| augment summon, combat casting, diehard, sacred summon| nature's pacifism, protected life force; spells| cleave, power attack

The angelic being flies up at the guards. "Feel the force of the Hierarch of Bells." She swings at one.
Hierarch of Bells (+3 Morningstar): Power Attack
To Hit: 1d20 + 22 - 4 ⇒ (5) + 22 - 4 = 23 To Hurt: 1d8 + 10 + 12 ⇒ (5) + 10 + 12 = 27


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

"Right. Subterfuge. By the way, Thordak, it's this way." Let's keep as far from the keep as we can.

Stealth: 1d20 + 6 ⇒ (14) + 6 = 20
I thought my stealth was higher than that.


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

Of course we need to find a base. While we explore, we should also designate two or three other locations as backups and meeting places to keep our main base as secure as possible.


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

"Don't those sihedron thing allow the big ugly to control us or see through our eyes or something? Let's not use them if we don't have to."

Tomaru gets Thordak's attention. "If we get into a fight.... when we get into a fight, escape needs to be foremost in our minds. A prolonged battle will only get us killed."

"But standing around here will only get us caught by the next patrol that comes by. Let's carefully make our way down there and see if we can get some revenge for Aurora."


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

"Look at the buildings. Not everyone down there are giants. And we only need to kill the leader. The rest of them will fall into infighting and soon cease to be problem." Or so Tomaru hopes.


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9


* Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC
* Heroes' Feast: (Everyone) 14 temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear

Tomaru looks out over the vista. "That's rather imposing. Anyone want to turn back, now would probably be your last chance to do so." He begins marking the nearby rock with his glyph- an homage to Desna and a sign to any in the know that his travels brought him here. Once finished, he reaches for Lym's hand.


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9


* Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC
* Heroes' Feast: (Everyone) 14 temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear

"But they started it."
Tomaru sends the elementals to stand guard while the team recuperates and explores.
Perception: 1d20 + 26 ⇒ (4) + 26 = 30

Harcane -25, Chaurik -25, Quorthane
HP 162| AC 21 T 7 FF 21| Fo +13 Re +3 Wi +8; DR 10/-; Immune to bleed, paralysis, poison, sleep, and stunning; immune to critical hits, flanking, and precision damage| Move 20 ft., burrow 20 ft., earth glide| augment summon, combat casting, diehard, sacred summon| earth mastery|
Slam +23/+23 (2d10+12)


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9


* Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC
* Heroes' Feast: (Everyone) 14 temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear

Tomaru gives Bit of Luck to Praxim while trying to put a little distance between himself and the giants.
"That one's going for more."

Harcane -25, Chaurik -25, Quorthane
HP 162| AC 21 T 7 FF 21| Fo +13 Re +3 Wi +8; DR 10/-; Immune to bleed, paralysis, poison, sleep, and stunning; immune to critical hits, flanking, and precision damage| Move 20 ft., burrow 20 ft., earth glide| augment summon, combat casting, diehard, sacred summon| earth mastery|
Slam +23/+23 (2d10+12)

The two elementals, Harcane and Chaurik make their way back to the top. Run to get back into the fray.

Quorthane continues to pound into the giants.
Slam: earth mastery, power attack
To Hit: 1d20 + 23 + 1 - 3 ⇒ (9) + 23 + 1 - 3 = 30 To Hurt: 2d10 + 12 + 1 + 6 ⇒ (6, 10) + 12 + 1 + 6 = 35
Slam: earth mastery, power attack
To Hit: 1d20 + 23 + 1 - 3 ⇒ (1) + 23 + 1 - 3 = 22 To Hurt: 2d10 + 12 + 1 + 6 ⇒ (8, 8) + 12 + 1 + 6 = 35


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

* Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC
* Heroes' Feast: (Everyone) 14 temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear

Dimension Door it is.

Harcane, Chaurik, Quorthane
HP 162| AC 21 T 7 FF 21| Fo +13 Re +3 Wi +8; DR 10/-; Immune to bleed, paralysis, poison, sleep, and stunning; immune to critical hits, flanking, and precision damage| Move 20 ft., burrow 20 ft., earth glide| augment summon, combat casting, diehard, sacred summon| earth mastery|
Slam +23/+23 (2d10+12)


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

Theatre of the mind, my friend. Old school.


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

Fly gives 60' or 40 if wearing medium/heavy armor or you're carrying a medium/heavy load.


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9


* Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC
* Heroes' Feast: (Everyone) 14 temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear

With rocks raining down on them, Tomaru calls forth 1d3 + 1 ⇒ (2) + 1 = 3 greater earth elementals. They rise out of the ground and come from the wall providing cover to the giants to give them something immediate to worry about.

How much space does Tomaru think is up there after the addition of the elementals? Is there enough to have Rexil in between me and the giants with Praxim behind me? If so, then Dimension Door us up there. Otherwise cast Fly on Rexil to allow him to get in close if he wants.

Harcane, Chaurik, Quorthane
HP 162| AC 21 T 7 FF 21| Fo +13 Re +3 Wi +8; DR 10/-; Immune to bleed, paralysis, poison, sleep, and stunning; immune to critical hits, flanking, and precision damage| Move 20 ft., burrow 20 ft., earth glide| augment summon, combat casting, diehard, sacred summon| earth mastery|
Slam +23/+23 (2d10+12)

The trio of elementals will try to bury one of the tiny giants in an avalanche of stoney fists.

Harcane
Slam: earth mastery, power attack, awesome blow
To Hit: 1d20 + 23 + 1 - 3 ⇒ (19) + 23 + 1 - 3 = 40 To Hurt: 2d10 + 12 + 1 + 6 ⇒ (4, 7) + 12 + 1 + 6 = 30

Awesome Blow:
As a standard action, the creature may perform an awesome blow combat maneuver. If the creature’s maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature’s choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can’t move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.

Chaurik
Slam: earth mastery, power attack
To Hit: 1d20 + 23 + 1 - 3 ⇒ (15) + 23 + 1 - 3 = 36 To Hurt: 2d10 + 12 + 1 + 6 ⇒ (5, 7) + 12 + 1 + 6 = 31
Slam: earth mastery, power attack
To Hit: 1d20 + 23 + 1 - 3 ⇒ (1) + 23 + 1 - 3 = 22 To Hurt: 2d10 + 12 + 1 + 6 ⇒ (6, 5) + 12 + 1 + 6 = 30

Quorthane
Slam: earth mastery, power attack
To Hit: 1d20 + 23 + 1 - 3 ⇒ (6) + 23 + 1 - 3 = 27 To Hurt: 2d10 + 12 + 1 + 6 ⇒ (6, 7) + 12 + 1 + 6 = 32
Slam: earth mastery, power attack
To Hit: 1d20 + 23 + 1 - 3 ⇒ (1) + 23 + 1 - 3 = 22 To Hurt: 2d10 + 12 + 1 + 6 ⇒ (9, 9) + 12 + 1 + 6 = 37

Possible flanks involved.


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9


* Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC
* Heroes' Feast: (Everyone) 14 temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear

Tomaru casts Summon Monster 8.

"Stay close. He calls to Praxima and Rexil. "We're going to go meet some new friends."

I choose now to remember that I was supposed to get a ring of invisibility.


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

*Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC
* Heroes' Feast: (Everyone) 14 temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear

Tomaru conjures Hero's Feast for the group in the morning. "This all started with goblins? Well we're a long way from goblins."


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

* Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC

"Aren't these the angry people? Infighting is probably the norm. They won't even consider the possibility that something's wrong until we've taken out two of them."


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9


* Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC

"Yes. I remember well the Lady Myriana and her love. Both Lym and I wield powerful magics, but that day, I witnessed a power greater than any other before." Tomaru looks lovingly at Lym. "Their example inspired me to pursue the one I desired. I think things are going well." He smiles. Tomaru starts to turn to Svevenka, but keeps his eyes on Lymfor a moment longer. "And if you know us, Lady of the Fens, then you know of our service to the Myriana and why we are here now. So I ask, will you help us?"


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

* Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC

"And I know I have eyes."


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9


* Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC
*

Tomaru takes the time to cast his daily spells, though they don't have time for Hero's Feast. He waits for Lym and walks out.


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

Tomaru will definitely explore. He'll look for interesting things and good places to meditate and pray.


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

If we need to fast, then we fast. We'll make camp using Tiny Hut or Secure Shelter (is there wood or something to warm the Secure Shelter). Tomaru will use Endure Elements to help against the cold too.


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

Let's rest here. The rest of our journey will prove strenuous and we don't know if or how magic will be effected. In the morning, we can start off again.


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

Tomaru, faithful of Desna that he is, wishes to continue on now, but Lym advises resting after their eventful day.


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

Does the storm abate too>

Both Lym and Tomaru wish to look at the pages to better know the route.

"Do we rest here or move closer to our destination?"


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9


* Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC
* Heroes' Feast: (Everyone) 14 temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear
* Resist Energy: Cold 30 (Self, Thordak, Rexil, Praxim): 37 minutes each
* Air Walk: 40 min (Self, Thordak, Rexil, Praxim)

The divine starknife strikes out at the ascending wendigo.
Spiritual Weapon: 1d20 + 17 ⇒ (15) + 17 = 32 Force: 1d8 + 5 ⇒ (2) + 5 = 7


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9


* Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC
* Heroes' Feast: (Everyone) 14 temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear
* Resist Energy: Cold 30 (Self, Thordak, Rexil, Praxim): 37 minutes each
* Air Walk: 40 min (Self, Thordak, Rexil, Praxim)

Tomaru directs his spiritual weapon at the thing.
Spiritual Weapon: 1d20 + 17 ⇒ (8) + 17 = 25 Force: 1d8 + 5 ⇒ (5) + 5 = 10

He'll then give Thordak a Bit of Luck (roll twice to hit taking the better result)


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9


* Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC
* Heroes' Feast: (Everyone) 14 temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear
* Resist Energy: Cold 30 (Self, Thordak, Rexil, Praxim): 37 minutes each
* Air Walk: 40 min (Self, Thordak, Rexil, Praxim)

Tomaru casts Spiritual Weapon.

"I guess the storm has finally caught up to us." Is Control Winds still active?


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

*Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC
* Heroes' Feast: (Everyone) 14 temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear
* Resist Energy: Cold 30 (Self, Thordak, Rexil, Praxim): 37 minutes each
* Air Walk: 40 min (Self, Thordak, Rexil, Praxim)

"Stay mindful of that storm. I think, in time, we're going to have to answer its incessant knocking."


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

Use wand of cure light on Thordak.

Wand of Cure Light Wounds: 9d8 + 9 ⇒ (7, 8, 6, 4, 7, 2, 2, 5, 4) + 9 = 54


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9


*Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC
* Heroes' Feast: (Everyone) 14 temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear
* Resist Energy: Cold 30 (Self, Thordak, Rexil, Praxim): 37 minutes each
* Air Walk: 40 min (Self, Thordak, Rexil, Praxim)

Old Guy GM wrote:
How are you getting back to the cabin? Walking? Or other?

Going with Air Walk again. Will have to use a Pearl of Power.

Also renew Resist Energy for the group. Will have to use a Pearl of Power.

Also, did I miss something? Is everyone healed up?


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9


*Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC
* Heroes' Feast: (Everyone) 14 temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear
* Resist Energy: Cold 30 (Self, Thordak, Rexil, Praxim): 37 minutes each
* Air Walk: 40 min (Self, Thordak, Rexil, Praxim)

Are we still under the effects of Prayer?

Will Save: 1d20 + 19 + 4 ⇒ (13) + 19 + 4 = 36

Caster Level: 1d20 + 15 ⇒ (9) + 15 = 24
Tomaru wants to be close to Thordak.


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9


*Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC
* Heroes' Feast: (Everyone) 14 temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear
* Resist Energy: Cold 30 (Self, Thordak, Rexil, Praxim): 37 minutes each
* Air Walk: 40 min (Self, Thordak, Rexil, Praxim)

Tomaru will do as asked and channel energy. Twice.
He'll then renew his Air Walk spell to help get everyone back quickly.

Channel Positive Energy DC 21: 8d6 ⇒ (2, 4, 3, 2, 1, 3, 1, 1) = 17
Channel Positive Energy DC 21: 8d6 ⇒ (5, 4, 2, 6, 3, 2, 2, 4) = 28


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9


*Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC
* Heroes' Feast: (Everyone) 14 temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear
* Resist Energy: Cold 30 (Self, Thordak, Rexil, Praxim): 37 minutes each
* Air Walk: 40 min (Self, Thordak, Rexil, Praxim)
* Prayer: +1 attacks, weapon damage, saves, and skill checks; enemies at -1

Did the ghost take the penalty for Prayer?
In case it has SR Caster Level: 1d20 + 15 ⇒ (16) + 15 = 31

Tomaru goes to Rexil and patches him up some.

Breath of Life: 5d8 + 15 ⇒ (8, 3, 6, 8, 7) + 15 = 47


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

*Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC
* Heroes' Feast: (Everyone) 14 temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear
* Resist Energy: Cold 30 (Self, Thordak, Rexil, Praxim): 37 minutes each
* Air Walk: 40 min (Self, Thordak, Rexil, Praxim)

In that case, Tomaru will cast Prayer, which affects everyone within 40' of him.

Prayer: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

*Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC
* Heroes' Feast: (Everyone) 14 temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear
* Resist Energy: Cold 30 (Self, Thordak, Rexil, Praxim): 37 minutes each
* Air Walk: 40 min (Self, Thordak, Rexil, Praxim)

Spiritual Weapon: 1d20 + 17 ⇒ (13) + 17 = 30 Force: 1d8 + 3 ⇒ (3) + 3 = 6
Spiritual Weapon: 1d20 + 12 ⇒ (8) + 12 = 20 Force: 1d8 + 3 ⇒ (5) + 3 = 8

Are Rexil's and Praxim's hit points correct?


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

*Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC
* Heroes' Feast: (Everyone) 14 temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear
* Resist Energy: Cold 30 (Self, Thordak, Rexil, Praxim): 37 minutes each
* Air Walk: 40 min (Self, Thordak, Rexil, Praxim)

Sorry real life and all that.

Tomaru becomes distracted by the curvy form of his girlfriend, but is jolted back to the present by the ghost's attack.

Reflex: 1d20 + 10 ⇒ (10) + 10 = 20
"Hey! Don't do that!"
He casts Spiritual Weapon. A star knife of force hurtles toward the ghost.
To Hit: 1d20 + 17 ⇒ (4) + 17 = 21 TO Hurt: 1d8 + 3 ⇒ (6) + 3 = 9


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9


*Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC
* Heroes' Feast: (Everyone) 14 temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear
* Resist Energy: Cold 30 (Self, Thordak, Rexil, Praxim): 37 minutes each
* Air Walk: 40 min (Self, Thordak, Rexil, Praxim)

Tomaru prepares to move over to Thordak and cast Heal on him.


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9


*Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC
* Heroes' Feast: (Everyone) 14 temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear
* Resist Energy: Cold 30 (Self, Thordak, Rexil, Praxim): 37 minutes each
* Air Walk: 40 min (Self, Thordak, Rexil, Praxim)

Don't forget the +4 from Heroe's Feast.

Will: 1d20 + 19 + 4 ⇒ (19) + 19 + 4 = 42


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9


*Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC
* Heroes' Feast: (Everyone) 14 temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear
* Resist Energy: Cold 30 (Self, Thordak, Rexil, Praxim): 37 minutes each
* Air Walk: 40 min (Self, Thordak, Rexil, Praxim)

Reflex: 1d20 + 10 ⇒ (20) + 10 = 30

Tomaru expects Thordak and Praxim to take care of this creature. He'll stay ready to rescue them if they don't, though.


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

Thordak, Rexil, Praxim don't forget you currently have Resist Energy 30 from Tomaru.


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

"Can you get back on your own?" Tomaru asks Everon. "I can only take five."


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

"Do you think we should bury him here next to his brother and in that way bring them together or do we bring him back to the shack?"


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

*Endure Elements
* Longstrider: +10 move
* Magic Vestment: +3 AC
* Heroes' Feast: (Everyone) 14 temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear
* Resist Energy: Cold (Self, Thordak, Rexil, Praxim): 37 minutes each
* Air Walk: 40 min (Self, Thordak, Rexil, Praxim)

"There! Just up ahead."


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

If Rexil will accept it, Tomaru will use Air Walk on the group.


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

How well will Air Walk work in conjunction with Control Winds in these conditions? Assuming Everon and Lym have their movement covered, that leaves nearly 40 minutes for each of Praxim, Thordak, Rexil, and Tomaru.

Air Walk:

PFS Legal Air Walk
Source PRPG Core Rulebook pg. 239
School transmutation [air]; Level alchemist 4, cleric 4, druid 4, hunter 4, investigator 4, occultist 4, oracle 4, warpriest 4
Casting
Casting Time 1 standard action
Components V, S, DF
Effect
Range touch
Target creature (Gargantuan or smaller) touched
Duration 10 min./level
Saving Throw none; Spell Resistance yes (harmless)
Description
The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker's normal speed.

A strong wind (21+ miles per hour) can push the subject along or hold it back. At the end of a creature's turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field.

You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with 1 week of work and a DC 25 Handle Animal check.

Another option is that Lym can cast Communal Mount, but how well will the mounts function in the very cold conditions?

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