[LPF] From Whence None Return

jkason

First Post
Weel Naxel, aasimar oracle

Weel seems about to try speaking to the rusty tools, but a wisp of breeze crossing his cheek seems to stop him. He looks up at the others, all communicating silently, and visibly bites his lower lip to keep from speaking.

After he's seen what he can from the crack, he looks around again, brows knitting in concentration. His face lights up, then, using exaggerated gestures, he points to the door, then points downward, then uses two fingers to "walk" down imaginary stairs.

His wide grin afterwards tells anyone paying attention how proud he is to have participated in the pantomime without speaking.

[sblock=ooc]Pish. No worries, SK. We'll always be here to play when you're done with the real life work stuffs. :) [/sblock]

[sblock=mini-stats]Weel Naxel

Initiative: +1
AC: 21 (23 w/ Magic Vestment)
HP:76 Current: 76
Senses: Perception 4, Sense Motive 2
CMB: +11 CMD: 22 Fort: +6
Reflex: +5
Will: +8
Spell Resistance: 13 vs. evil descriptor / evil outsiders


Conditions:
* Magic Vestment (8 hours)
* Iron Weapon (8 minutes)

In Hand: Iron Weapon (Greatsword)


Common Attacks:

(Cold) Iron Weapon Options Attack: +12/+07 = [BAB (06/01) + STR (05) + Enhance (01)]
Damage (Greatsword): 2d6+8, Crit: 19-20/x2, S
Damage (Halberd): 1d10+8, Crit: x3, P or S, brace, trip
Damage (Earthbreaker): 2d6+8, Crit: x3, B
Damage (Lucerne Hammer): 1d12+8, Crit: x2, B or P, brace, reach

Conditional: -2/+4 (+6 2H) Power Attack
Furious Focus negates 1st attack penalty for 2H
+1 attack if moving at least 10' during turn

Iron Weapon (8 minutes, +1 cold iron): 5/6 Remaining
Spells: Orisons (DC 13): Create Water, Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize
1st (7/7 remaining)(DC 14): Cure Light Wounds, Obscuring Mist, Lead Blades, Liberating Command, Protection from Evil, Shield of Faith, Sun Metal
2nd (7/7 remaining)(DC 15): Align Weapon, Cure Moderate Wounds, Grace, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence
3rd (5/6 remaining)(DC 16): Cure Serious Wounds, Keen Edge, Magic Vestment, Stone Shape
4th (3/3 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Versatile Weapon
[/sblock]
 

log in or register to remove this ad

Deuce Traveler

Adventurer
Lem gets the gist of the idea, and follows Weel towards the door. "Why not? Looks like it's the best option besides sitting around up here," he thinks to himself.

Mini-Stats
[sblock]
HP: 38/38
AC: 23, AC Touch: 21, AC Flatfooted: 17
INIT: +7, BAB: +4, CMB: +6, CMD: 22
Fortitude: +6, Reflex:+11, Will: +9
Speed: 40'

Unarmed Strike: Attack: +11 = [BAB (4) + Dex (5) + Size (1) + Weapon Focus (1) + Amulet (0)]
Damage: 1d6+1+1d6 fire, Crit: 20/x2, Special: Stunning Fist Option
Flurry of Blows: Attack: +11/+11/+6 = [Monk(6) + Dex(5) + TWF (-2) +WF(1) +Size(1) + Amulet (0)]
Damage: 1d6+1+1d6 fire/1d6+1+1d6 fire/1d6+1+1d6 fire, Crit: 20/x2, Special: Stunning Fist Option
Ki Pool: 4 points
[/sblock]
 

jbear

First Post
"Wait" says Maui as Weel and Lem hurry towards the exit. "Te plant is te Strangler Bush! It has te legs. And it likes te strangling. Leave no enemy at te back" he growls, his body enlarging and changing shape. Muscles and sinews stretch and pop with impossible movements and a moment later Maui is no longer human. Instead a massive dire tiger stands in his place, eyes narrowed , a growl in his throat... ready to pounce. Taniwha pads around beside him, growling in at the room with lizards and the mound of plants, ears flattened defensively.

[sblock=Actions]Standard: Change shape to Dire Tiger form -> Large Occupying AH, AI, 20, 21
Tell Taniwha what to do.

Taniwha moves to AG21 and goes Total Defense at Maui's bidding. [/sblock]
 

jkason

First Post
Weel Naxel, aasimar oracle

"Oh, are we killing alive things first?" Weel whispers as Maui transforms. The big man gives a thumbs up to the druid's new form, then wraps both hands around the hilt of his greatsword, ready to literally wade into battle at his compatriots' signal.

[sblock=ooc]No real actions yet, since I'm not sure what the concensus is.[/sblock]

[sblock=mini-stats]Weel Naxel

Initiative: +1
AC: 21 (23 w/ Magic Vestment)
HP:76 Current: 76
Senses: Perception 4, Sense Motive 2
CMB: +11 CMD: 22 Fort: +6
Reflex: +5
Will: +8
Spell Resistance: 13 vs. evil descriptor / evil outsiders


Conditions:
* Magic Vestment (8 hours)
* Iron Weapon (8 minutes)

In Hand: Iron Weapon (Greatsword)


Common Attacks:

(Cold) Iron Weapon Options Attack: +12/+07 = [BAB (06/01) + STR (05) + Enhance (01)]
Damage (Greatsword): 2d6+8, Crit: 19-20/x2, S
Damage (Halberd): 1d10+8, Crit: x3, P or S, brace, trip
Damage (Earthbreaker): 2d6+8, Crit: x3, B
Damage (Lucerne Hammer): 1d12+8, Crit: x2, B or P, brace, reach

Conditional: -2/+4 (+6 2H) Power Attack
Furious Focus negates 1st attack penalty for 2H
+1 attack if moving at least 10' during turn

Iron Weapon (8 minutes, +1 cold iron): 5/6 Remaining
Spells: Orisons (DC 13): Create Water, Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize
1st (7/7 remaining)(DC 14): Cure Light Wounds, Obscuring Mist, Lead Blades, Liberating Command, Protection from Evil, Shield of Faith, Sun Metal
2nd (7/7 remaining)(DC 15): Align Weapon, Cure Moderate Wounds, Grace, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence
3rd (5/6 remaining)(DC 16): Cure Serious Wounds, Keen Edge, Magic Vestment, Stone Shape
4th (3/3 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Versatile Weapon
[/sblock]
 

kinem

Adventurer
"Hold on" Menik says. "Those are shocker lizards. They can produce bursts of lightning, which doesn't harm the lizards. They did not attack us, but if we go in there and start fighting the bush, they will probably start with the lightning. Maybe we should just leave them be."
 


jkason

First Post
Weel Naxel, aasimar oracle

Weel frowns, looking between the large tiger and the elven mage.

"So, are we killing now or walking now?" he asks. His greatsword seems to jerk him in the direction of the antechamber with the lizards, and he whispers harshly to the blade, "No, we're making friends here. You don't just decide these things on your own."

[sblock=mini-stats]Weel Naxel

Initiative: +1
AC: 21 (23 w/ Magic Vestment)
HP:76 Current: 76
Senses: Perception 4, Sense Motive 2
CMB: +11 CMD: 22 Fort: +6
Reflex: +5
Will: +8
Spell Resistance: 13 vs. evil descriptor / evil outsiders


Conditions:
* Magic Vestment (8 hours)
* Iron Weapon (8 minutes)

In Hand: Iron Weapon (Greatsword)


Common Attacks:

(Cold) Iron Weapon Options Attack: +12/+07 = [BAB (06/01) + STR (05) + Enhance (01)]
Damage (Greatsword): 2d6+8, Crit: 19-20/x2, S
Damage (Halberd): 1d10+8, Crit: x3, P or S, brace, trip
Damage (Earthbreaker): 2d6+8, Crit: x3, B
Damage (Lucerne Hammer): 1d12+8, Crit: x2, B or P, brace, reach

Conditional: -2/+4 (+6 2H) Power Attack
Furious Focus negates 1st attack penalty for 2H
+1 attack if moving at least 10' during turn

Iron Weapon (8 minutes, +1 cold iron): 5/6 Remaining
Spells: Orisons (DC 13): Create Water, Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize
1st (7/7 remaining)(DC 14): Cure Light Wounds, Obscuring Mist, Lead Blades, Liberating Command, Protection from Evil, Shield of Faith, Sun Metal
2nd (7/7 remaining)(DC 15): Align Weapon, Cure Moderate Wounds, Grace, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence
3rd (5/6 remaining)(DC 16): Cure Serious Wounds, Keen Edge, Magic Vestment, Stone Shape
4th (3/3 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Versatile Weapon
[/sblock]
 

jbear

First Post
[sblock=OOC]Just waiting to see if the threats react to Maui's change or if we can continue to act.

I have a bad feeling that if we leave them behind, when we run into more aggressive trouble they could really complicate things for us... or if we have to go down that trap door maybe that activates them andcomplicates an already difficult situation.

I agree going into that room would be unwise, but maybe we can provoke them to come out? [/sblock]
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
***Once getting to the door, it looks like a statuette has been used to hold the door open just a couple of inches.***

Vincenzo points to the statuette holding the door open and asks, "perhaps if we move the statuette we can keep them from getting in the way?"
 

Satin Knights

First Post
With Maui changing form, creating an even bigger meal for the tree beast, it nimbly wades forward through the water and swings a heavy branch down upon the dire tiger. Not only does the slam hurt, the branch wraps around the tiger, entangling it. One of the lizard that was on a mud pile jumps into the water, but stays behind the hungry tree, watching the show.
[sblock=Combat round 1]OOC: If you move, Please tell me which squares you step in as you travel.

65-12/65.AC 21 AU24 ~Maui ~ MA 577r, LS 4175r, SwA 1r, DPaS 679r ~ grappled
50/50 AC 22+4+4 AU25 ~ Taniwha ~ MA 576r, MF 7r ~ total defensive stance
79/79 AC 20 BK40 ~ Vincenzo ~
76/76 AC 21+2 BM40 ~ Weal ~ MVest 4777r, IronWeap 795r ~
44/44 AC 13+4 BI40 ~ Menik ~ MA 2142r ~
38/38 AC 23 BM41 ~ Lem ~ ~

OOC: the grab roll was adjusted afterwards to the true value. Slam +11, Grapple +16. The base roll was good enough to make it with the +16 grapple to catch Maui. At least the plant's CMD is not that hard to break free from.

??/?? AC 19 AH18 CMD 22 Shambling Mound move 10', slam attack Maui (1d20+11=27) hits for damage (2d6+5=12) plus grab vs. Maui's CMD (1d20+16=28) hit exactly (10+7BAB+7STR+2DEX+1deflection+1Lg for Maui's CMD)
??/?? AC ?? AG16 Shocker Lizard moved 5' closer
??/?? AC ?? AH16 Shocker Lizard
??/?? AC ?? AI16 Shocker Lizard
??/?? AC ?? AI15 Shocker Lizard


The yellow light crystal is overhead.
Red circle=grappled
[/sblock][sblock=Map]
map7.png
[/sblock]
 

Remove ads

Top