Children of the Mud

Maidhc O Casain

Na Bith Mo Riocht Tá!
[section]



Weylyn accompanies the others on their quest to suss the information they need from the local hunters. Along the way he keeps his eyes open, examining his surroundings for any clue as to where they need to go.
[/section]

[sblock=Actions/Rolls]Survival Check: 09[/sblock]

[sblock=StatBlock]
Weylyn Wealbetwyn
Male aasimar bloodrager 9 (Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +2 Dex, +1 dodge)
hp 110 (9d10+36)
Fort +9, Ref +5, Will +6; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, improved uncanny dodge; DR 1/—; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 50 ft.
Melee cold iron dagger +12/+7 (1d4+3/19-20) or
. . muutos +13/+8 (2d6+5/×3) or
. . silver cestus +12/+7 (1d4+3/19-20)
Special Attacks blood casting, bloodrage (23 rounds/day), staggering strike
Spell-Like Abilities (CL 9th; concentration +11)
. . 1—corruption resistance (vs evil hr/lvl on self)[APG] (DC 14)
Bloodrager Spells Known (CL 9th; concentration +11)
. . 2nd (2/day)—elemental touch[APG], glitterdust (DC 14), ironskin, stone discus[ACG]
. . 1st (3/day)—blade lash[ACG], blurred movement[ACG], enlarge person (DC 13), magic missile, stone fist[APG], thunderstomp[ACG]
. . Bloodline Aberrant
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 16, Int 10, Wis 10, Cha 15
Base Atk +9; CMB +12; CMD 25
Feats Bludgeoner[UC], Combat Reflexes, Dodge, Enforcer[APG], Eschew Materials, Extra Rage, Iron Will, Power Attack
Traits armor expert, resilient (will)
Skills Acrobatics +12 (+20 to jump), Climb +9, Handle Animal +6, Intimidate +14, Linguistics +3, Perception +12, Sense Motive +2, Spellcraft +4, Survival +5 (+7 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather), Swim +9
Languages Aklo, Celestial, Custom Language, Dwarven, Low Landellan
SQ abnormal reach, fast movement, truespeaker
Other Gear +1 mithral breastplate, muutos[UE], cold iron dagger, silver cestus[APG], boots of swift fury[ACG], ring of vengeful blood magic[ACG], basic maps (major landmarks only), bedroll, blanket[APG], candle (2), chalk, everburning torch, flint and steel, hammer, hammock[UE], knife, utility (0.5 lb), masterwork backpack[APG], mess kit[UE], piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), torch (2), trail rations (6), waterskin (2), 161 gp, 1 sp
--------------------
Special Abilities
--------------------
Abnormal Reach (Su) Increase reach by 5 ft when raging.
Armor Expert -1 Armor check penalty.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (23 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Boots of swift fury While raging, +4 def to AC vs. AoO from moving through or out of threat area, or casting spell.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Uncanny Dodge (Lv >=13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ring of vengeful blood magic (3/day) While bloodraging, cast spell (std act or less) as Attack of Opportunity.
Staggering Strike (DC 17) (Su) On critical hit when raging, target is staggered 1 rd (Fort neg).
Truespeaker Learn two languages for each rank you put in Linguistics.
[/sblock]
 

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sunshadow21

Explorer
Between getting out to the marsh and trying to figure out where in the marsh you needed to be, it's late morning before you finally track down the creatures, and they do indeed look like jelly fish, with a translucent body and 4 tentacles, just floating through the skies. What they didn't tell you was that these things were man-sized, which worries you a bit, especially since there are many adults and a couple of young. Fortunately, the weather is largely cooperative, and you can easily follow them as they wander aimlessly through the marshes until they come to a clearing that you are certain is where you were going. In the middle is an oversized snail shell. As you approach the shell, you see a black wall of force where the head opening usually goes, and beside it a large bowl, filled with various parts from these jellyfish creatures in various states of decay, and a single sign over the bowl. For each of you, the sign flashes what appear to be random pictures of these body parts until it stops on one such random picture, which is different for each of you. It's clear that in order to gain entry, each of you will have to provide the proper body part as an offering. You doubt from what you've seen of the behavior of these flying jellyfish that while being near the Prophet may be in their whims, giving up body parts voluntarily is not. A fight will have to happen if you wish to enter the snail shell.

OOC: There really isn't a map for this. You are in a ovalish clearing in the marsh that is about 50 feet on it's long axis and 35 feet on the short axis. While there are lots of puddles and virtually no dry land, none of the water is deep enough to be a major concern unless you don't like getting your boots wet. Aside from the snail shell, which sits on one edge of the clearing, there's no notable terrain or objects. The 6 adult marsh jellies and the 2 babies are floating near one of the edges and have taken no particular note of you thus far. I'll give folks till Monday to prep and declare a single action for the surprise round before initiating combat, since I am assuming that no one is particularly in favor of turning back at this point. If someone wants to try something other than combat, things will adjust accordingly.
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
[section]



Weylyn stoops quickly, picking up a pinch of the muddy ground at his feet. As he rises he throws out his hand, sending the glob of mud hurtling through the air toward the odd creatures.

As the mud flies it separates, transforming into two discs of stone, edges chipped to razor sharpness. The discs slam into the nearest of the creatures, causing ripples of jelly-flesh to spread from their point as they sink deep into their target!
[/section]

[sblock=Actions/Rolls]Stone Discus spell, with slashing damage. Not actually sure they hit... if not let me know and I'll retcon the post.

Attacks: 15, 26 for Damage: 11, 17
[/sblock]

[sblock=StatBlock]
Weylyn Wealbetwyn
Male aasimar bloodrager 9 (Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +2 Dex, +1 dodge)
hp 110 (9d10+36)
Fort +9, Ref +5, Will +6; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, improved uncanny dodge; DR 1/—; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 50 ft.
Melee cold iron dagger +12/+7 (1d4+3/19-20) or
. . muutos +13/+8 (2d6+5/×3) or
. . silver cestus +12/+7 (1d4+3/19-20)
Special Attacks blood casting, bloodrage (23 rounds/day), staggering strike
Spell-Like Abilities (CL 9th; concentration +11)
. . 1—corruption resistance (vs evil hr/lvl on self)[APG] (DC 14)
Bloodrager Spells Known (CL 9th; concentration +11)
. . 2nd (2/day)—elemental touch[APG], glitterdust (DC 14), ironskin, stone discus[ACG]
. . 1st (3/day)—blade lash[ACG], blurred movement[ACG], enlarge person (DC 13), magic missile, stone fist[APG], thunderstomp[ACG]
. . Bloodline Aberrant
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 16, Int 10, Wis 10, Cha 15
Base Atk +9; CMB +12; CMD 25
Feats Bludgeoner[UC], Combat Reflexes, Dodge, Enforcer[APG], Eschew Materials, Extra Rage, Iron Will, Power Attack
Traits armor expert, resilient (will)
Skills Acrobatics +12 (+20 to jump), Climb +9, Handle Animal +6, Intimidate +14, Linguistics +3, Perception +12, Sense Motive +2, Spellcraft +4, Survival +5 (+7 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather), Swim +9
Languages Aklo, Celestial, Custom Language, Dwarven, Low Landellan
SQ abnormal reach, fast movement, truespeaker
Other Gear +1 mithral breastplate, muutos[UE], cold iron dagger, silver cestus[APG], boots of swift fury[ACG], ring of vengeful blood magic[ACG], basic maps (major landmarks only), bedroll, blanket[APG], candle (2), chalk, everburning torch, flint and steel, hammer, hammock[UE], knife, utility (0.5 lb), masterwork backpack[APG], mess kit[UE], piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), torch (2), trail rations (6), waterskin (2), 161 gp, 1 sp
--------------------
Special Abilities
--------------------
Abnormal Reach (Su) Increase reach by 5 ft when raging.
Armor Expert -1 Armor check penalty.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (23 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Boots of swift fury While raging, +4 def to AC vs. AoO from moving through or out of threat area, or casting spell.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Uncanny Dodge (Lv >=13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ring of vengeful blood magic (3/day) While bloodraging, cast spell (std act or less) as Attack of Opportunity.
Staggering Strike (DC 17) (Su) On critical hit when raging, target is staggered 1 rd (Fort neg).
Truespeaker Learn two languages for each rank you put in Linguistics.
[/sblock]
 

mfloyd3

Explorer
Larissa sighs, clearly displeased that she must sacrifice innocent creatures to appease a being - perhaps a god - for whom she has no respect. But she thinks of the hapless Venzans who have been victims of this cult, and accepts the inevitable.

She touches the emblem at her neck and murmurs a brief prayer. A heavy-bladed glowing sword appears in midair, hovering before her. At a flick of her wrist, she sends it winging toward the distant creatures.

[sblock=ooc]
Casting Spiritual Weapon, which she will use to attack on the Surprise round.

Attack and damage for spiritual weapon (attk roll is WIS based): 1D20+10 = [10]+10 = 20
1D8+2 = [1]+2 = 3


ALSO: She is keeping her sword in hand, and readying an attack (she can ready, I think, because after summoning, the weapon attacks independently). If any of the flying jellies come in melee range, she will use her sword on them.
[/sblock]



[sblock=Larissa stat block]
Larissa
Initiative: +0
AC: 22 (22 flat-footed, 11 Touch)
HP: 93 Current: 93
CMB: +11 CMD: 22
Fort: +10 Reflex: +2 Will: +9 (currently wearing Cloak of Resistance)
PER Roll: +3
Move: 30’ (w/boots of Striding & Springing)
Current Weapon in Hand: Greatsword

Weapons:
+2 Greatsword Attack: +14/+9 = [BAB(6/1) + STR(4) + WF(1) + Magic(2)]
Damage: 2d6+8, Crit: 19-20/x2,
Special: pommel is hollow, contains scripture
Pow Att w/+2 Greatsword Attack: +12/+7 = [BAB(6/1) + STR(4) + WF(1) + Magic(2) +PA(-2)]
Damage: 2d6+14, Crit: 19-20/x2,




Spells prepared:
0 Level (4) Level 01 (5+1) Level 02 (4+1)
* Detect Magic * Bless * Shatter
* Read Magic * Protection from Evil * Resist Energy
* Light * Detect Evil * Grace
* Guidance * Obscuring Mist * Zone of Truth
* *unassigned * D: Spiritual Weapon
* D: Shield of Faith


Level 03 (4+1) Level 04 (2+1)

* Speak with Dead * Summon Monster IV
* Remove Curse * Divination
* D: Holy Smite
* Dispel Magic
* Searing Light
* D: Heroism



Channeling at current level: Channel 4d6,
DC 18 =(10 + 1/2 Cleric lvl + CHA +2 for Glory) for
Undead to Save.





[/sblock]
 

kinem

Adventurer
Menik shakes his head, not sure he agrees with the decision to attack the jellyfish. But if the one jellyfish his fellows have targeted is still alive, he shows solidarity by casting a ray of frost at it. As the creatures might not be much of a threat, he saves his more powerful spells for later.

ooc: Ranged touch [roll0], damage [roll1]
 


sunshadow21

Explorer
Round 1

One of the marsh jellies drops as the slashing attacks (I'm assuming that the spiritual weapon is probably some kind of slashing sword) tears it apart; as it dies it does two things that mildly disturb you. First, the body pulsates and gives off a bright green glow when the first discus hits it. Second, in it's final death throes, it releases it's acidic body fluid in an explosive burst into the area immediately surrounding it. The young are quickly herded away from the group by the two largest creatures as the remaining three move to attack you. Everyone but Lem finds themselves being attacked as the creatures charge and lash out with their tentacles. Menik and Welyn are both hit as Larissa takes her readied shot.

[sblock=Round 1 status]Everyone needs to make a DC 14 Will save or be dazzled for 1 round
Larissa: needs to include her readied attack in the next post
Lem:
Menik: takes 6 damage, needs a DC 14 Fort save or be poisoned for 2 Dex damage
Weyln: takes 7 damage, needs a DC 14 Fort save or be poisoned for 2 Dex damage

Marsh Jelly 1: dead
Marsh Jelly 2: charged, attacked Larissa, missed
Marsh Jelly 3: charged, attacked Menik, hit
Marsh Jelly 4: charged, attacked Weyln, hit[/sblock]

OOC: Everyone needs to make the Will save; those hit need to make their Fort save. Larissa needs to take her readied action. The party is up.
 

Deuce Traveler

Adventurer
Lem shouts, "Holy dumplings! This just gets worse and worse, doesn't it? Hey, how do we know these things aren't transformed people, too?"

Despite his concerns, he strikes out at the creature attacking Weyln with his fists aflame, a flurry of blows.

[roll0]
Damage
[roll]1d8+1d6+1[/roll]

[roll1]
Damage
[roll]1d8+1d6+1[/roll]

[roll2]
Damage
[roll]1d8+1d6+1[/roll]

[roll3]
Damage
[roll]1d8+1d6+1[/roll]

Mini-Stats
[sblock]
HP: 56/56, AC: 25, AC Touch: 23, AC Flatfooted: 18
INIT: +8, BAB: +6, CMB: +8, CMD: 26
Fortitude: +7, Reflex:+13, Will:+10, Speed: 50'

-Unarmed Strike: Attack: +14 = [BAB (6) + Dex (6) + Size (1) + Weapon Focus (1) + Amulet (0)]
Damage: 1d8+1+1d6 fire, Crit: 20/x2, Special: Stunning Fist Option
-Flurry of Blows: Attack: +15/+15/+10/+10 = [Monk(9) + Dex(6) + TWF (-2) +WF(1) +Size(1) + Amulet (0)]
Damage: 1d8+1+1d6 fire/1d8+1+1d6 fire/1d8+1+1d6 fire/1d8+1+1d6 fire, Crit: 20/x2, Special: Stunning Fist
- Stunning Fist (9/9 day): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. Can also choose to make target fatigued or sickened.

Ki Powers:
Ki Pool, 8/8 points
- ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
- Ki Pool Cold Iron/Silver (Cla Feat, Lvl 7): Unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.

By spending 1 point from his ki pool, a monk can do one of the following:
- Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
- Ki Weapons (Class Feat, Lvl 5): Spend 1 point from his ki pool to deal damage equal to his unarmed strike damage with an improvised weapon for 1 round.
- Increase his speed by 20 feet for 1 round, or
- Give himself a +4 dodge bonus to AC for 1 round.
- incr range 20' for imp thrown or shuriken
- Wholeness of Body (Class Feat, Lvl 7): Heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki.
[/sblock]
 



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