Children of the Mud

sunshadow21

Explorer
Lem's fist pummel the creature, but much of the damage is absorbed by the fluidic body. Still, the creature definitely takes some damage (16 total), and the green body seems to glow and pulsate as it absorbs the blows.

OOC: Lem and Welyn need to make a Will save DC 14 or be dazzled for 4 rounds. After DR, the creature takes 16 points of damage, most of it fire. It takes piercing and slashing weapons to ignore the DR.
 
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kinem

Adventurer
ooc: Menik Will save vs dazzle DC 14: [roll]1d20+7[roll], Fort DC 14 vs 2 dex damage poison: [roll0]

Though he shares Lem's concerns, Menik steps 5' back from the jellyfish that struck him and casts magic missiles at it.

ooc: magic missile damage [roll1]
 


mfloyd3

Explorer
Larissa blinks at the actinic explosion of light, but still swings reflexively at the jelly's charge. Then, despite the risk from the exploding jellies, she follows up with another attack.

[sblock=ooc]
Will save to avoid Dazzle: 1D20+9 = [16]+9 = 25
- Will save made

SS21 -

Sorry, but after 1 roll, coyotecode crapped out on me, even when I change browsers. I tried invisible castle, but it wouldn't come up. Rather than delaying things further than I already have, could I ask you to make the rolls?

Thanks,
M

[/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]
 


sunshadow21

Explorer
OOC: Links are being a pain and I need to leave for my parent's house soon, so please pardon the lack of them. The results should be satisfactory for you.


Another green flash and a couple of sword swings later (the readied action hit, and the first swing of the regular attack was a critcal), and Larissa finds herself shaking up yet more blinking as she dodges out of the way of most of the acid bath (she still takes 2 damage from it) that the bodily fluids of the now thoroughly dissected creature gave her. She's glad that that party doesn't each need a fully intact critter, because this one is no longer even remotely intact.
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
[section]



Weylyn reels slightly, feeling somewhat woozy from the pulsing, sickly green lights. He easily shrugs off the stinging pain from the whiplike tentacles; as he raises his great hammer Muutos, his unconscious wish that he had a knife instead of a mallet triggers a change. The hammer becomes a great sword in his hands. Rage fills him as he swings...
[/section]

[sblock=Actions/Rolls]Saves (Will: 16, 24; Fort 14) all succeed.

[/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 121/128 (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]
 

Deuce Traveler

Adventurer
DM
[sblock]
I never took Lem shopping and he's loaded. Would you mind if I go on and purchase a flaming amulet of might fists +2? He currently has a +0, and the +2 would improve both his to hit and damage rolls. If you say yes, I'll wait until this battle is over to make the swap.
[/sblock]
 


sunshadow21

Explorer
Weyln and Lem both take 5 damage from the acid bath and Weyln cuts into the creature in front of him and kills it. The one remaining creature retreats a bit staying between you and the retreating young, clearly ready to continue fighting if pressed.

OOC: The party is up. No further saves required at this time.
 

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