Pathfinder 1E Mynhear's Bane

Maidhc O Casain

Na Bith Mo Riocht Tá!
The Mage of the Gate nods at your assessment of the situation, glances at the position of the sun in the sky, and says, "It's time. Gather your belongings and stand at the Gate. On my word, you may step through. Were I you, I'd take a firm grasp on my stomach. A Gate ride can be . . . unsettling."

The stone oval of the gate fills with an unsettling green light, shot through with waves of turquoise. At the mage's word, you glance at each other and take a fateful step forward. Gut wrenching motion follows; you feel yourselves jerked forward violently. The light extends into a long tube, down which you hurtle at breakneck speed. After a few moments - that feel like an eternity, you're spat out the other end of the gate. You stagger as you're pushed through, the uneven ground rising up to meet some of you as you fall to your knees and fight the urge to retch.

[sblock=OOC]DC 13 Fortitude save, if you please; success leaves you sickened for 1d4 rounds, failure leaves you nauseated for 1d4 rounds and then sickened for 10 minutes.

Strangely, the animals seem fine.[/sblock]
 

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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
HeinrichAvatar_zps3d3206d8.jpg





Fort save: 1D20+7 = [8]+7 = 15sickened: 1D4 = [4] = 4

Heninrich spews his last drink on the ground after stumbling out. "Not my favored form of travel" Blarrrrggghhh! Cough spit

He rests on one knee while looking about the landscape getting his bearing and leveling his balance. He shakes his head for several seconds, heaving up bile a couple more times. He finally stands after a couple of lifetimes of seconds.

[sblock=Mini Stats]
Heinrich wizard 12

Initiative: +2 Perception: +14 (also: Greater Darkvision w/ spell)
AC: 15 (13 flat-footed, 12 Touch) (better with spells)
HP
: 50 Current: 50
BAB: +6/+1 CMB: +6 CMD: 18 (16 ff)
Fort: +7 Reflex: +9 Will: +13 CONC: +23
Special: FIRE RESIST 10


Current Conditions in Effect: none
Current Weapon in Hand: WAND: acid arrow
CHARGED ITEMS AND SKILLS:
WAND ACID ARROW: 38/50
Scroll: Summon Monster IV
WAND CURE LIGHT: 50/50

Abilites
* DRAW FIRE AROUND HIM FROM SOURCE = TO CAMPFIRE OR LARGER
* FIRE JET 9/9 TIME PER DAY 1D6+6 DAM
* DC: 22 REF FOR HALF OR BURN ANOTHER RND FOR 1D6
* AVOID ADDTL DAM BY DC 16 REF SAVE
* DANCING FLAME 5 PER DAY

OTHER
SPELL SPECIALIZATION: FIRE BALL ; GTR SPELL SPECIAL: FIREBALL ; ECTOPLAS SPELL ; SILENT SPELL ; PIERCING SPELL

Spells Memorized​
Code:
Save DC:           
General: 17 + SL                 
Evocation: 19 + SL           
Elemental (Fire): 18 + SL             
Evoc + (Fire): 20 + SL  

0 Level            Level 01                Level 02               LEVEL 3          
* Acid splash    * Burning Hands(ev,E,*) * Cat's grace          * Ablative Barrier
* Dancing lights * Ear pierce scream     * Levitate             * Dispel Magic
* Detect Magic   * Expeditious Retreat   * Resist Energy        * Displacement
* Resistance     * Feather Fall          * Scorching ray (ev,E) * Draconic Reservoir
                 * Feather Fall          * Scorching ray (ev,E) * Haste
                 * Magic missile         * See invisibility     * lightning bolt
                 * Shield                * Warding Weapon       P Haste  
                 P Magic missile         P Cat's grace
                 P Magic missile         P Scorching ray (ev,E)
                 P Shield                P Scorching ray (ev,E)  

  LEVEL 04               LEVEL 05             LEVEL 6
* Blk Tentacles (E)    * Elemental body [E] * Forceful Hand
* Dimension door       * Fire Snake         * Forceful Hand
* Stone Shape          * Lightning Arc      * Form of the dragon 1 (E)
* Stone skin           * Teleport           * Tar Pool (E) 
* Summon monster 4 (E) * Wall of force                   
P Stone skin
  

[sblock=Book:] 
Level 00   
* Resistance * Acid Splash [c] * Detect Magic * Detect Poison * Read Magic * Daze * Dancing Lights 
* Flare * Light * Spark * Disrupt Undead * Touch of Fatigue * Mage Hand * Mending * Message 
* Open/Close * Arcane Mark * Prestidigitation 

Level 01 
* Break * Burning Hands (E,*) * Chill Touch * comp lang * Ear piercing scream * Endure-Elements (E) 
* enlarge person * expeditious retreat * Feather Fall * Identify * Jump [c] * Magic Missile 
* magic weapon * Shield * Touch of the Sea & * Touch of Gracelessness 

Level 02   
* Arcane Lock  * Burning gaze (E) * Cat's grace * darkvision * Elemental Touch * Flaming Sphere (E) 
* Fox's cunning * Knock * Levitate * Resist Energy * Scorching Ray (E) * See Invisibility 
* Spectral Hand * Warding Weapon * false life 

Level 03   
* Dispel magic * Displacement * Draconic Reservoir * Fire ball (**,E,ev) * Flame Arrow (E) * Haste 
* Lightning bolt (ev) * Tiny Hut * Ablative Barrier [c] * Fly 

Level 04   
* Black tentacles * darkvision, gtr * Detonate * Dimension door * scrying * stone skin 
* summ monst IV [E] 

Level 05   
* Elemental body II [e] * Feuer vyrm [fire snake] * lightning arc * Summon monster V * Teleport 
* Wall of Force 

Level 06 
* undeath to death * chains of fire * tar pool * sirocco * forceful hand * Form-of-the-dragon I   

[/sblock]  
( - ) denotes a cast spell     
(*) cast at +1 level (trait)   
(**) cast at +2 levels (Feat) 
(E) elemental: flame school   
(ev) evocation 
(A) denotes changed to acid 
(&) takes 2 spell slots to cast 
(#) recalled via pearl of power 
(E,A) denotes 50% fire/50% acid
[/sblock]
 
Last edited:

perrinmiller

Adventurer
Melisande, Paladin

Melisande%20Avatar_zpslnotfw6i.jpg

Melisande led her horse through the portal and felt her stomach lurch. It was a brief moment where she felt like the contents from her last meal might travel back up the way it went down. But her iron discipline kept it in check and she forced her body to remain erect instead of doubling over to hurl.

At Heinrich’s comment, the holy warrior nodded stoically, “Indeed. Mayhap your teleportation spell is better then? Are you going to be okay?”

[sblock=Actions]Not sure Paladins would get sick or not with the whole Immune to Disease thing. In any case, here is the roll: Fort SV (25), 1 Round
[/sblock][sblock=Mini Stats]Melisande
Initiative: +1 Perception: +15 (Darkvision)
AC: 28 (27 flat-footed, 13 Touch) - Currently 18 with Chainshirt
HP: 158 (DR3/-) Current: 158
CMB: +20 CMD: 33(32ff) (+2 vs Sunder/Disarm) Fort: +18 Reflex: +11 Will: +14
Special: Immune to Fear, Disease, Charm
Current Conditions in Effect: Power Attack (-4Att/+8(12)dmg), Jingasa Luck (1xday, Immediate neg Critical/Sneak Attack), Aura of Good/Courage/Resolve
Current Weapon in Hand: None

Lay on Hands (6d6): 12/12 Remaining
Smite Evil (5x/day, +4 Att, +17 dmg, +4 Deflect AC): 5/5 Remaining
Alter Self: 1/1 Remaining
Divine Bond (+3): 3/3 Remaining
Spells Remaining:
1st Level 4/4+2 Pearls (Protection from Evil, Hero's Defiance, Bless, Divine Favor)
2nd Level 3/3+1 Pearl (Effortless Armor, Blade Tutor's Spirit, Righteous Vigor)
3rd Level 2/2 (Greater Magic Weapon, Greater Magic Weapon)
4th Level 1/1 (Resounding Blows)[/sblock]
 

jbear

First Post
Solomon felt terrible as her body was bent and moved through space. As she folded back into herself she felt the rush of nausea overwhelm her senses. The sour spike of acid entered her mouth but she controlled the foul sensation ... momentarily at least. Suddenly Heinrich vomited on the ground and began wretching up bile. Unable to resist any longer she moved away from her companions and also unloaded the contents of her stomaching into a steaming pile of disgustingness, waves of sickness rolling throughout her body. Pale and trembling she tried to speak but found that opening her mouth only summoned bile from the pit of her stomach, hurling again.
[sblock=Save]
FORT vs DC 13 = 12 Fail; Nauseated for 1d4=2 rounds and sick for 10 minutes [/sblock]

[sblock=Solomon Silence]Human Swashbuckler lvl 13
Initiative: +7 (+9)
AC: 32 (Touch 21; FFt 22*)HP: 158 Current: 158
CMB: +12 (+20 Disarm, Sunder, Trip)CMD: 29 (Currently immune to Disarm, Steal, Sunder)
Fort: +8 Reflex: +15 Will: +6 (+2 vs Divination/Fear; +4 vs mind affecting)

Conditions: Nausea 2 rounds; Sick (10 minutes)
In Hand: Courageous Answering Mithral Scimitar +2 and Darkwood Buckler: +26/+21/+16; 1d6+12 (+25) (Crit 15-20:x2)
Opportune Parry (1ppt;uses AoO): +29 vs enemy attack roll to negate attk
Riposte (immediate; req. 1 ppt) : +29; 1d6+25 (Crit 15/20:x2)

Ranged: 8/8 Daggers: +23/+18/+13 1d4+10 dmg, Crit: 17-20/x2, Special: Range 10ft; Precision +13 dmg within 30 ft

Panache Points (ppt): 8/8

Abilities while having min. 1 Panache point:
Kip up (Move): Stand up (no AoO)
Menacing Sword Play (Swift): On a hit Intimidate target (+17)
Swashbuckler Initiative: +2 Initiative (+9); Draw blade on initiative roll
Precise Strike: +13 dmgSwashbuckler's Grace: Acrobatics (+21) at full speed vs AoO
Superior Feint (Standard): Target loses DEX bonus to AC
*If wearing Cape of Feinting target is also Dazed til start of Sol's next turn
Evasive: Evasion; Uncanny Dodge*; Improved Uncanny Dodge (lvl 13)
Subtle Blade: Immune to Sunder, Disarm and Steal CM

Abilities (cost 1 ppt):
Derring Do: +1d6 (exploding 7) to physical skill rolls
Dodging Panache (immediate): AC 36 vs triggering atk; move 5ft
Targeted Strike: (full round) Cripple part of target's body

Free Abilities/Feats:
Charmed Life (7/7 uses left): +4 to saving throw
Quick Draw: Full attack with daggers
Combat Reflexes: 7 AoO/round
Body Guard: Aid Other as AoO to defend adjacent (+2 AC) ally from an attack
Critical Focus: +30 to Confirm Critical hit
Critical Versatility: Staggering Critical
Gloves of Marking: Instead of extra dmg target is marked (1 minute) Sol gains +3 morale bonus to atk/dmg vs creature (Courageous Weapon) Allies gains +2 morale bonus to atk/dmg vs creature Target must save (Will DC 23) or shaken (1 minute)

Plume of Panache 4/4 uses left
Celestial Armor: Fly 1/1 uses left
Quick Runner's Shirt 1/1 uses left
Wand of CLW Uses: 50/50
Wand of Ant Haul: 50/50

Potions:
Endure Elements 1/1
Air Bubble 1/1
Touch of the Sea 1/1
Monkey Fish 1/1
See Invisibility 1/1
Darkvision 1/1
Delay Poison 1/1
Owl's Wisdom 1/1
Spider Climb 1/1
Haste 2/2

Consumables:
Soul Soap 1/1
[/sblock]
 
Last edited:

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
HeinrichAvatar_zps3d3206d8.jpg





"I am fine otherwise, Melisande. Let us bury our traces to hide our arrival." After using his cantrips to scoop up all of the vomit of the party into a hole, he looks about to see if the location looks like where he saw in his scrying.

[roll0]

[sblock=Mini Stats]
Heinrich wizard 12

Initiative: +2 Perception: +14 (also: Greater Darkvision w/ spell)
AC: 15 (13 flat-footed, 12 Touch) (better with spells)
HP
: 50 Current: 50
BAB: +6/+1 CMB: +6 CMD: 18 (16 ff)
Fort: +7 Reflex: +9 Will: +13 CONC: +23
Special: FIRE RESIST 10


Current Conditions in Effect: none
Current Weapon in Hand: WAND: acid arrow
CHARGED ITEMS AND SKILLS:
WAND ACID ARROW: 38/50
Scroll: Summon Monster IV
WAND CURE LIGHT: 50/50

Abilites
* DRAW FIRE AROUND HIM FROM SOURCE = TO CAMPFIRE OR LARGER
* FIRE JET 9/9 TIME PER DAY 1D6+6 DAM
* DC: 22 REF FOR HALF OR BURN ANOTHER RND FOR 1D6
* AVOID ADDTL DAM BY DC 16 REF SAVE
* DANCING FLAME 5 PER DAY

OTHER
SPELL SPECIALIZATION: FIRE BALL ; GTR SPELL SPECIAL: FIREBALL ; ECTOPLAS SPELL ; SILENT SPELL ; PIERCING SPELL

Spells Memorized​
Code:
Save DC:           
General: 17 + SL                 
Evocation: 19 + SL           
Elemental (Fire): 18 + SL             
Evoc + (Fire): 20 + SL  

0 Level            Level 01                Level 02               LEVEL 3          
* Acid splash    * Burning Hands(ev,E,*) * Cat's grace          * Ablative Barrier
* Dancing lights * Ear pierce scream     * Levitate             * Dispel Magic
* Detect Magic   * Expeditious Retreat   * Resist Energy        * Displacement
* Resistance     * Feather Fall          * Scorching ray (ev,E) * Draconic Reservoir
                 * Feather Fall          * Scorching ray (ev,E) * Haste
                 * Magic missile         * See invisibility     * lightning bolt
                 * Shield                * Warding Weapon       P Haste  
                 P Magic missile         P Cat's grace
                 P Magic missile         P Scorching ray (ev,E)
                 P Shield                P Scorching ray (ev,E)  

  LEVEL 04               LEVEL 05             LEVEL 6
* Blk Tentacles (E)    * Elemental body [E] * Forceful Hand
* Dimension door       * Fire Snake         * Forceful Hand
* Stone Shape          * Lightning Arc      * Form of the dragon 1 (E)
* Stone skin           * Teleport           * Tar Pool (E) 
* Summon monster 4 (E) * Wall of force                   
P Stone skin
  

[sblock=Book:] 
Level 00   
* Resistance * Acid Splash [c] * Detect Magic * Detect Poison * Read Magic * Daze * Dancing Lights 
* Flare * Light * Spark * Disrupt Undead * Touch of Fatigue * Mage Hand * Mending * Message 
* Open/Close * Arcane Mark * Prestidigitation 

Level 01 
* Break * Burning Hands (E,*) * Chill Touch * comp lang * Ear piercing scream * Endure-Elements (E) 
* enlarge person * expeditious retreat * Feather Fall * Identify * Jump [c] * Magic Missile 
* magic weapon * Shield * Touch of the Sea & * Touch of Gracelessness 

Level 02   
* Arcane Lock  * Burning gaze (E) * Cat's grace * darkvision * Elemental Touch * Flaming Sphere (E) 
* Fox's cunning * Knock * Levitate * Resist Energy * Scorching Ray (E) * See Invisibility 
* Spectral Hand * Warding Weapon * false life 

Level 03   
* Dispel magic * Displacement * Draconic Reservoir * Fire ball (**,E,ev) * Flame Arrow (E) * Haste 
* Lightning bolt (ev) * Tiny Hut * Ablative Barrier [c] * Fly 

Level 04   
* Black tentacles * darkvision, gtr * Detonate * Dimension door * scrying * stone skin 
* summ monst IV [E] 

Level 05   
* Elemental body II [e] * Feuer vyrm [fire snake] * lightning arc * Summon monster V * Teleport 
* Wall of Force 

Level 06 
* undeath to death * chains of fire * tar pool * sirocco * forceful hand * Form-of-the-dragon I   

[/sblock]  
( - ) denotes a cast spell     
(*) cast at +1 level (trait)   
(**) cast at +2 levels (Feat) 
(E) elemental: flame school   
(ev) evocation 
(A) denotes changed to acid 
(&) takes 2 spell slots to cast 
(#) recalled via pearl of power 
(E,A) denotes 50% fire/50% acid
[/sblock][/QUOTE]
 

perrinmiller

Adventurer
Melisande, Paladin

Melisande%20Avatar_zpslnotfw6i.jpg

Feeling better after a moment, Melisande climbed up into the saddle. She was not sure where they were exactly, but they did have a map.

“Very well. Let us consider moving on. How are either of you about following a map?” she asked since they had left their ranger behind and there was no obvious choice to guide them in his absence.

[sblock=Mini Stats]Melisande
Initiative: +1 Perception: +15 (Darkvision)
AC: 28 (27 flat-footed, 13 Touch) - Currently 18 with Chainshirt
HP: 158 (DR3/-) Current: 158
CMB: +20 CMD: 33(32ff) (+2 vs Sunder/Disarm) Fort: +18 Reflex: +11 Will: +14
Special: Immune to Fear, Disease, Charm
Current Conditions in Effect: Power Attack (-4Att/+8(12)dmg), Jingasa Luck (1xday, Immediate neg Critical/Sneak Attack), Aura of Good/Courage/Resolve
Current Weapon in Hand: None

Lay on Hands (6d6): 12/12 Remaining
Smite Evil (5x/day, +4 Att, +17 dmg, +4 Deflect AC): 5/5 Remaining
Alter Self: 1/1 Remaining
Divine Bond (+3): 3/3 Remaining
Spells Remaining:
1st Level 4/4+2 Pearls (Protection from Evil, Hero's Defiance, Bless, Divine Favor)
2nd Level 3/3+1 Pearl (Effortless Armor, Blade Tutor's Spirit, Righteous Vigor)
3rd Level 2/2 (Greater Magic Weapon, Greater Magic Weapon)
4th Level 1/1 (Resounding Blows)[/sblock]
 

jbear

First Post
Sol chuckled. "Not great, I'll admit" she confessed. "Maybe if we put our heads together?" she suggested still looking very green around the gills.

[sblock=OOC] Not sure what the map reading skill... survival? Either way, if it is a knowledge skill Sol is not going to be much help reading a map. She can perhaps try to Aid someone else? [/sblock]
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
HeinrichAvatar_zps3d3206d8.jpg





Knowledge : Geography (gunna try this)

"I think this spot on das map ish over dat way, so that way ist nord."

Knowledge: Geography: 1D20+15 = [3]+15 = 18
[if K: Geo is not it, the Survival: aid another]

[url=http://roll.coyotecode.net/lookup.php?rollid=98090]Survival - aid another: 1D20+3 = [9]+3 = 12

[/url]
[sblock=Mini Stats]
Heinrich wizard 12

Initiative: +2 Perception: +14 (also: Greater Darkvision w/ spell)
AC: 15 (13 flat-footed, 12 Touch) (better with spells)
HP
: 50 Current: 50
BAB: +6/+1 CMB: +6 CMD: 18 (16 ff)
Fort: +7 Reflex: +9 Will: +13 CONC: +23
Special: FIRE RESIST 10


Current Conditions in Effect: none
Current Weapon in Hand: WAND: acid arrow
CHARGED ITEMS AND SKILLS:
WAND ACID ARROW: 38/50
Scroll: Summon Monster IV
WAND CURE LIGHT: 50/50

Abilites
* DRAW FIRE AROUND HIM FROM SOURCE = TO CAMPFIRE OR LARGER
* FIRE JET 9/9 TIME PER DAY 1D6+6 DAM
* DC: 22 REF FOR HALF OR BURN ANOTHER RND FOR 1D6
* AVOID ADDTL DAM BY DC 16 REF SAVE
* DANCING FLAME 5 PER DAY

OTHER
SPELL SPECIALIZATION: FIRE BALL ; GTR SPELL SPECIAL: FIREBALL ; ECTOPLAS SPELL ; SILENT SPELL ; PIERCING SPELL

Spells Memorized​
Code:
Save DC:           
General: 17 + SL                 
Evocation: 19 + SL           
Elemental (Fire): 18 + SL             
Evoc + (Fire): 20 + SL  

0 Level            Level 01                Level 02               LEVEL 3          
* Acid splash    * Burning Hands(ev,E,*) * Cat's grace          * Ablative Barrier
* Dancing lights * Ear pierce scream     * Levitate             * Dispel Magic
* Detect Magic   * Expeditious Retreat   * Resist Energy        * Displacement
* Resistance     * Feather Fall          * Scorching ray (ev,E) * Draconic Reservoir
                 * Feather Fall          * Scorching ray (ev,E) * Haste
                 * Magic missile         * See invisibility     * lightning bolt
                 * Shield                * Warding Weapon       P Haste  
                 P Magic missile         P Cat's grace
                 P Magic missile         P Scorching ray (ev,E)
                 P Shield                P Scorching ray (ev,E)  

  LEVEL 04               LEVEL 05             LEVEL 6
* Blk Tentacles (E)    * Elemental body [E] * Forceful Hand
* Dimension door       * Fire Snake         * Forceful Hand
* Stone Shape          * Lightning Arc      * Form of the dragon 1 (E)
* Stone skin           * Teleport           * Tar Pool (E) 
* Summon monster 4 (E) * Wall of force                   
P Stone skin
  

[sblock=Book:] 
Level 00   
* Resistance * Acid Splash [c] * Detect Magic * Detect Poison * Read Magic * Daze * Dancing Lights 
* Flare * Light * Spark * Disrupt Undead * Touch of Fatigue * Mage Hand * Mending * Message 
* Open/Close * Arcane Mark * Prestidigitation 

Level 01 
* Break * Burning Hands (E,*) * Chill Touch * comp lang * Ear piercing scream * Endure-Elements (E) 
* enlarge person * expeditious retreat * Feather Fall * Identify * Jump [c] * Magic Missile 
* magic weapon * Shield * Touch of the Sea & * Touch of Gracelessness 

Level 02   
* Arcane Lock  * Burning gaze (E) * Cat's grace * darkvision * Elemental Touch * Flaming Sphere (E) 
* Fox's cunning * Knock * Levitate * Resist Energy * Scorching Ray (E) * See Invisibility 
* Spectral Hand * Warding Weapon * false life 

Level 03   
* Dispel magic * Displacement * Draconic Reservoir * Fire ball (**,E,ev) * Flame Arrow (E) * Haste 
* Lightning bolt (ev) * Tiny Hut * Ablative Barrier [c] * Fly 

Level 04   
* Black tentacles * darkvision, gtr * Detonate * Dimension door * scrying * stone skin 
* summ monst IV [E] 

Level 05   
* Elemental body II [e] * Feuer vyrm [fire snake] * lightning arc * Summon monster V * Teleport 
* Wall of Force 

Level 06 
* undeath to death * chains of fire * tar pool * sirocco * forceful hand * Form-of-the-dragon I   

[/sblock]  
( - ) denotes a cast spell     
(*) cast at +1 level (trait)   
(**) cast at +2 levels (Feat) 
(E) elemental: flame school   
(ev) evocation 
(A) denotes changed to acid 
(&) takes 2 spell slots to cast 
(#) recalled via pearl of power 
(E,A) denotes 50% fire/50% acid
[/sblock][/QUOTE][/QUOTE]
 

perrinmiller

Adventurer
Melisande%20Avatar_zpslnotfw6i.jpg

Melisande was not a skilled tracker and could barely follow a map herself. Her horse was probably better at it than she was.

“Hmmm, I am not very good at that sort of thing either. This is why we needed Aradra's skills.”


[sblock=OOC]Map reading is Survival, and our map might provide +2 bonus if it is good.
Failed Aid Another [/sblock][sblock=Mini Stats]Melisande
Initiative: +1 Perception: +15 (Darkvision)
AC: 28 (27 flat-footed, 13 Touch) - Currently 18 with Chainshirt
HP: 158 (DR3/-) Current: 158
CMB: +20 CMD: 33(32ff) (+2 vs Sunder/Disarm) Fort: +18 Reflex: +11 Will: +14
Special: Immune to Fear, Disease, Charm
Current Conditions in Effect: Power Attack (-4Att/+8(12)dmg), Jingasa Luck (1xday, Immediate neg Critical/Sneak Attack), Aura of Good/Courage/Resolve
Current Weapon in Hand: None

Lay on Hands (6d6): 12/12 Remaining
Smite Evil (5x/day, +4 Att, +17 dmg, +4 Deflect AC): 5/5 Remaining
Alter Self: 1/1 Remaining
Divine Bond (+3): 3/3 Remaining
Spells Remaining:
1st Level 4/4+2 Pearls (Protection from Evil, Hero's Defiance, Bless, Divine Favor)
2nd Level 3/3+1 Pearl (Effortless Armor, Blade Tutor's Spirit, Righteous Vigor)
3rd Level 2/2 (Greater Magic Weapon, Greater Magic Weapon)
4th Level 1/1 (Resounding Blows)[/sblock]
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
After the illness passes from Sol and Heinrich, you set about finding your way. The three of you put your heads together, turning your map this way and that and trying to find landmarks that match the odd markings on your map. Heinrich closes his eyes, trying to picture his mad psychic flight out of the mountains and into Rhat'matanis. When he opens his eyes, he finds Melisande holding the map directly in front of them . . . and something shifts in his mind. The map makes sense to him, for the moment at least. The flame-haired wizard turns to look up the slope, and he quickly sees a logging trail wending through the trees that he is certain is the one the crew should follow up the hill.

[sblock=OOC]Immunity to disease doesn't confer immunity to the sickened condition (unless, I guess, it's caused by a disease :D).[/sblock]
 
Last edited:

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