Sorrin the Wayward |
Sorrin somersaults and twists, avoiding the second lightning attack. Gladly accepting Quell's blessing, he leaps across the water... drawing his blade as he does.
Splashing into the water between the witch and the wight, he slashes with his scimitar!
acrobatics: 1d20 + 13 ⇒ (17) + 13 = 30
atk1, +3 scimitar, wf, inspired: 1d20 + 12 + 3 + 2 ⇒ (1) + 12 + 3 + 2 = 18
dmg1, +3 scimitar, spec, inspired: 1d6 + 8 + 3 + 2 ⇒ (3) + 8 + 3 + 2 = 16
baldwin the merciful |
The splashing between the witch and the wight is going to work since bri had to move up to touch the wight. Sorrin will long jump from a standing position once he is healed, but he does jump 15 feet to stand next to the witch. His hands sweaty and damp frrm the swamp nearly drops his remaining scimitar.
Astrianna Sparacello |
This action is assuming the gatorman stays put and continues attacking Astri
Inspire Courage Active: +2 competence attack/damage +2 morale save vs fear and charm
Round 11
The multiple Astriannas kick and dances in the water, struggling out of the entanglement long enough to get off another spell. She has to turn to target Torgue
Escape artist: 1d20 + 6 ⇒ (20) + 6 = 26
Using her illusions as bait, the bard takes a gamble and recklessly casts a spell behind her, covering Torgue's armor in a thick coating of grease.
reflex save vs entanglement: 1d20 + 8 ⇒ (1) + 8 = 9
She is not quick enough with her spell and the grasping vines wrap around her and all of her copies once again.
Free action: Maintain Inspire Courage (0/16), round 12 is the last round of IC, make it count!
Move action: Free self from vines
Standard action: Cast Grease on Torgue (+10 to escape artist check), provoking an AoO from the Gatorman
Active effects: Inspire, mirror image x6, entangled (-4 dex)
Torque2 |
HP 17/100(31/114 when raging)
AC 14/T11/FF13 (-2 when raging)(13/11/12 with rage and haste)
Saves F12/R3/W4 (F13/R3/W6 while raging)
Weapon in hand:Greatclub
Rage used 12/18
Effects: Bardsong(+2/+2),Rage.Bless
Used:Second Wind 2
Escape artist: 1d20 + 11 ⇒ (4) + 11 = 15
I think Torgue can push 5' west but that is it
baldwin the merciful |
RD 11 Gatorman
He moves back towards his master to aid him. Astri you get an AOO if you ahve a melee weapon in hand. It moves half speed becasue of the entanglement to G:13 (20 ft of movement} then gets into it's habitat of the swamp and moves another five feet to F:13 before it slams the Chell.
slam: 1d20 + 13 ⇒ (11) + 13 = 24;damage: 1d6 + 4 ⇒ (3) + 4 = 7
Pummeling the horrid worshiper of foul deity.
Astrianna Sparacello |
Curse intelligent creatures and figuring out it's better to attack Chell rather than waste time on Astri's mirror images.
Astrianna takes a swing at the gatorman as he splashes away. "Come back here! Fight me you leather-brained crayfish guzzler!"
Longsword AoO, inspired: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Damage: 1d8 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Astrianna Sparacello |
Astrianna's musical abilities are incredible, and her vocabulary is as massive as her ego. My musical ability however, sounds something like this:
"Come back here and fight me, you leather brained crayfish guzzl-er."
"Instead you run to mommy, why don't you go and nuzzle her?"
So this is what you get.
FYI it's really hard to rhyme guzzler.
baldwin the merciful |
RD 12: The Caller
The wasp sense Torgue is near so they zoom over him.
He gets an AOO.
damage: 2d6 ⇒ (6, 4) = 10
plus poison
Swarm—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1 Dexterity damage; cure 1 save.
-------
Heat metal:
chell: 2d4 ⇒ (1, 4) = 5
sorrin: 2d4 ⇒ (3, 3) = 6
------
The wight drops its old wooden staff and slams into
1 sorrin, 2 bri: 1d2 ⇒ 1
he slams into sorrin
att: 1d20 + 12 ⇒ (17) + 12 = 29;damage: 1d4 + 7 ⇒ (1) + 7 = 8
plus DC 16 fort 1 neg level
This attack saps a living opponent’s vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature’s description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. Unless otherwise specified in the creature’s description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 the draining creature’s racial HD + the draining creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.
Some spells and a number of undead creatures have the ability to drain away life and energy; this dreadful attack results in “negative levels.” These cause a character to take a number of penalties.
For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature's negative levels equal or exceed its total Hit Dice, it dies.
A creature with temporary negative levels receives a new saving throw to remove the negative level each day. The DC of this save is the same as the effect that caused the negative levels.
Some abilities and spells (such as raise dead) bestow permanent level drain on a creature. These are treated just like temporary negative levels, but they do not allow a new save each day to remove them. Level drain can be removed through spells like restoration. Permanent negative levels remain after a dead creature is restored to life. A creature whose permanent negative levels equal its Hit Dice cannot be brought back to life through spells like raise dead and resurrection without also receiving a restoration spell, cast the round after it is restored to life.
He cackles insanely.
Sorrin the Wayward |
fortitude, energy drain: 1d20 + 9 ⇒ (18) + 9 = 27
Sorrin feels the rot and corruption of the flesh try to insinuate itself... But, The Dawnflower protects.
Not wishing to let his team down, he slices and slashes at the horrid undead thing in a valiant attempt to bring it low.
atk1, +3 scimitar, wf, inspired: 1d20 + 12 + 3 + 1 + 2 ⇒ (2) + 12 + 3 + 1 + 2 = 20
dmg1, +3 scimitar, spec, inspired: 1d6 + 8 + 3 + 2 ⇒ (5) + 8 + 3 + 2 = 18
atk2, +3 scimitar, wf, inspired: 1d20 + 12 + 3 + 1 + 2 ⇒ (15) + 12 + 3 + 1 + 2 = 33
dmg2, +3 scimitar, spec, inspired: 1d6 + 8 + 3 + 2 ⇒ (3) + 8 + 3 + 2 = 16
BAB 6, Dex +6 (4+boots+grace), Scabbard +3, wf +1, inspired +2.
Astrianna Sparacello |
It doesn't really matter because you rolled a 1 torgue, but didn't you drink an antitoxin before we got to the temple giving a +5 to fort saves vs poison?
baldwin the merciful |
A dying creature is unconscious and near death. Creatures that have negative hit points and have not stabilized are dying. A dying creature can take no actions. On the character's next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. If a dying creature has an amount of negative hit points equal to its Constitution score, it dies.
A character who was dying but who has stopped losing hit points each round and still has negative hit points is stable. The character is no longer dying, but is still unconscious. If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. The character can make a DC 10 Constitution check each hour to become conscious and disabled (even though his hit points are still negative). The character takes a penalty on this roll equal to his negative hit point total.
Chell Silves |
Stablize DC 10: 1d20 - 2 ⇒ (18) - 2 = 16 Yes
After giving Sorrin the boost necessary to survive the Wight's next attack, Chell is pounced on from behind. The creatures tail slams her hard into the rock Sorrin crouched upon, knocking her senseless. She lets out a pitiful cry with the last of the breath in her longs...then sinks beneath the water as darkness takes her.
Please Quell. Let...them...live. Ever the devoted cleric, her last thought is a prayer of protection and hope.
At least heat metal will do half damage again.
baldwin the merciful |
Embrianna |
Well, was trying to save this for a swarm but..
Bri uses her last casting of Burning Hands upon the wight, trying to angle it so as to not his Sorrin with it. He's taken enough damage and she'd hate to drop a friend.
This should work, undead hate fire, right??
5d4 ⇒ (2, 3, 3, 3, 1) = 12
reflex 16 for half
Astrianna Sparacello |
Round 12
Astrianna gasps as she watches Chell get slammed from behind, falling into the bloody water... and not getting back up. The bard's song ends, her magical notes spent for the day.
Escape artist: 1d20 + 6 ⇒ (13) + 6 = 19
She slips out of the entangling mass of weeds and splashes towards the fallen priest, pulling out her wand of cure light wounds with her free hand.
Move Action:Break free of entangle
Move Action:15' move to F13, draw wand of cure light wounds
Reflex vs entangle: 1d20 + 8 ⇒ (19) + 8 = 27
Ha, not entangled again! Finally. This terrain sucks, the entangle on top of it is horrible.
Torque2 |
HP 14/100(28/114 when raging)
AC 14/T11/FF13 (-2 when raging)
Saves F12/R3/W4 (F14/R3/W6 while raging)
Weapon in hand:Greatclub
Rage used 13/18
Effects: Rage,
Used:Second Wind 2
Escape Artist: 1d20 + 11 ⇒ (17) + 11 = 28
Torgue manages to slip out and moves to J-14 since that is the only place he can go.
Torque2 |
Move action to break free and then a move to go 15'
This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.
baldwin the merciful |
RD 13 The Caller
The wasp swarm disappears.
Yeah!
----
Heat Metal
Chell: 1d4 ⇒ 2
* only half damage to Chell since she is face down in the water.
sorrin: 1d4 ⇒ 3
The intensity of the metal lessens.
-----
The undead druid lets out an tremendous cackle as it whacks Sorrin once again, craving the thudding sound of impact with flesh.
att: 1d20 + 12 ⇒ (2) + 12 = 14;damage: 1d4 + 7 ⇒ (2) + 7 = 9
plus DC 16 fort 1 neg level
See previous Caller post for effect.
"Sacrifice thou flesh to the jaws of death, sooth the sharks hunger with your blood and soul."
Chell Silves |
Blub Blub Blub: 1d20 - 3 ⇒ (1) - 3 = -2
Edit: Wait, I went down on the gator's turn. Then the Caller goes. Then I make a stabilize. First roll should still work. But I think that will be moot once Astri goes.
Astrianna Sparacello |
Glad that wasp swarm is gone. The prisoners might live.
Here to save the day!
Round 13
Astrianna dips under the water- it wasn't hard to find the priestess, considering her breastplate was so hot it boiled the water and giving off steam. She scoops the priestess up with her arm and props her head up above the water. "Chell! Come on, wake up!"
The bard flicks the wand and speaks the command word, tapping Chell's head with the magical device
Wand of Cure light wounds: 1d8 + 1 ⇒ (1) + 1 = 2 .......
The wand sputters and barely stops the flow of Chell's lifeblood into the surrounding water. Astrianna looks frustrated, and curses loudly. "S&! Why did I get the cheap one? Work you glorified holy twig!"
She grabs the priestess by the robes and tries to drag her out of the entangling mass.
Standard Action: Wand of cure light wounds on Chell
Move Action: 10' Move to D12, attempt to move Chell '5 to D13
If I can even do that in one round, here's a strength check to break her out of the weeds.
Strength check: 1d20 + 1 ⇒ (10) + 1 = 11
Embrianna |
Sad that he doesn't seem the type of undead to take extra damage from fire, Bri will once again dare to get close enough to him to heal his arse to death.
1d20 + 3 ⇒ (16) + 3 = 19
2d8 + 6 ⇒ (6, 3) + 6 = 15
Sorrin the Wayward |
Sorrin's body instinctively avoids the animated creature's rotting flesh and corrupting touch. But, he can't keep this up for long.
Wight... You have zeal and tenacity. Hargrove may like your head above his mantle!
atk1, +3 scimitar, wf: 1d20 + 12 + 3 + 1 ⇒ (7) + 12 + 3 + 1 = 23
dmg1, +3 scimitar, spec: 1d6 + 8 + 3 ⇒ (6) + 8 + 3 = 17
atk2, +3 scimitar, wf: 1d20 + 7 + 3 + 1 ⇒ (12) + 7 + 3 + 1 = 23
dmg2, +3 scimitar, spec: 1d6 + 8 + 3 ⇒ (2) + 8 + 3 = 13
Torque2 |
HP 14/100(28/114 when raging)
AC 14/T11/FF13 (-2 when raging)
Saves F12/R3/W4 (F14/R3/W6 while raging)
Weapon in hand:Greatclub
Rage used 14/18
Effects: Rage,Grease
Used:Second Wind(2)
Escape artist needed to move?: 1d20 + 11 ⇒ (20) + 11 = 31
Torgue double moves to D-14