[LPF] Expansion

Ariel Esimae, Female Aasimar Cleric

Ariel casts her Blessing of Helina to provide everyone a morale boost. Then she infuses herself with some Divine Favor and Guidance.

The warmaiden replies to Megan's question by stepping forward saying, "We first throw one and see what happens. If it comes after me we throw more flasks and retreat to see if it follows."

"We gang up on it upstairs then. Otherwise we can return to repeat the process after it goes back to its position guarding the door."

Once the corner of the hallway is no longer in the way, Ariel throws her flask right at the skeleton's torso.

[sblock=Actions]Free Action: Talking
Move Action: Move to H25
Standard Action: Ranged touch attack; Holy water (1d20+8=16, 2d4+3=8)[/sblock][sblock=Mini Stats]Initiative: +2
AC: 22 (20 without shield, 18 flat-footed, 12 Touch)
HP: 30 Current: 30
CMB: +5 CMD: 17 Fort: +6 Reflex: +4 Will: +8 (+10 vs. Fear)
+1 for all with Resistance
Resistance: 5 Cold, 5 Acid, 5 Electricity
Conditions if Effect: Point Blank Shot, Bless (+1 Att), Divine Favor (+2 Att/dmg), Guidance (+1 Att)

Current Weapon in Hand: Shield & flask of holy water
Javelins: 5/5 Remaining

Fire Bolt: 6/6 Remaining Channel Energy: 5/5 remaining
Deflection Aura: 1/1 remaining
Spells Remaining: Orisons: (Light, Resistance, Guidance, Detect Magic)
1st Level 5/5 (Shield of Faith, Doom, Bless, Divine Favor, Burning Hands)
2nd Level 4/4 (Aid, Lessor Restoration, Bull's Strength, Barkskin) [/sblock]___________________________________________

Nicki-Aycox_9-29-03_Wescyde-Scan.jpg
Ariel Esimae
 

log in or register to remove this ad

Saktouk Bekloric, half-orc monk

As Ariel casts her many spells, Saktouk pulls out two of his three flasks of holy water, one for each hand, ready to throw them if the skeleton should move toward them.

OOC: Edit: clarifying: pulling out two flasks to maintain some action economy, but obviously Saktouk can only ready to throw one at a time.
 

Ariel is barely able to get off the stairs and the skeleton is bearing down on her. She manages to get one step beyond that before she has a longspear stop her dead in her tracks, and only a last minute deflection from the shield keeps the spear from cutting straight through her armor. The flask of holy water launches from the warmaiden's hand a second later, landing a direct hit at point blank range, causing it's eyes to glow bright red with anger.

OOC: Updated map will come when I get home. For now, updated positions are Ariel is in H24 and inside the antimagic field and the skeleton is in H26 (with 8 damage (moderately wounded).

 

Saktouk Bekoric, half-orc monk

Saktouk seems to perk up as the skeleton finally moves, even moreso as its bones hiss under the holy water.

"Water bombs away!" he calls out gleefully, lobbing one of his flasks. As it arcs through the air, he draws forth his third to keep both hands with holy water at the ready.

[sblock=actions]Standard: Throw Holy Water. Do reach weapons increase the 'in melee' range inasmuch as ranged attacks are concerned? It wouldn't seem so, especially since we aren't actually all that concerned about hitting other melee parties since Holy Water has no effect on them. I didn't add it to the following roll, then, though of course GM has final say:

Ranged touch attack (+1 Bless, -2 range) holy water vs. skeleton; damage (1d20+2=12, 2d4=6)

Move action: retrieve holy water. Saktouk now has one in each hand (though the joy of monkiness means he can still make normal melee attacks if he has to. :) ).[/sblock]

[sblock=mini stats]Saktouk Bekloric
Initiative: +2
Perception: +7 (Darkvision 60')
AC: 15 (12 flat-footed, 15 Touch)
HP: 21 Current: 21
CMB: +5 CMD: 20 *

* Special: +2 grapple checks / defend from grapple

Fort: +4 (+6 vs poison & drugs, +8 vs alcohol)
Reflex: +5 Will: +5

Conditions in Effect: Bless (+1 attacks and saves vs. fear)

Current Weapon in Hand: Holy Water x2
Shuriken: 20/20 Remaining

Elemental Fist: 2/2 remaining[/sblock]
 

The bomb just barely manages to get past the skeleton's armor as it is too busy trying to stop and fully protect itself after it's charge.

OOC: Skeletal Champion 14 damage (appears significantly hurt, the full plate prevents precise determination of the condition of the bones underneath)

 

Megan steps forward (to I23) and lobs her own flask of holy water.
OOC: Not sure a 11 is going to cut it, but it might still do splash dmg?
 

OOC: Just posting anyway. Throwing things wouldn't do any better, other than the damage from the liquid itself. So...


Audra has been very quiet since being totally ignored the previous night, though showing no agitation. She follows silently, walking to the bottom step where she can perform rear guard, if you will, for Ariel as she moves to lob the first salvo. She is taken aback at the speed of the champion as it very quickly, for something in such heavy armor, crosses the distance and attempts to skewer Ariel. She lets out a breath she didn't realize she was holding when the spear is blocked. The second missile is lobbed in, splashing the skeleton, to effect Audra cannot tell.

So much for that plan.

She hits the floor at the base of the steps and moves up next to Ariel, pulling her right arm back, she steps up and takes a swing at the boney opponent.

[sblock=ooc]20 foot move to I24, to Ariel's immediate right, which puts her in range to attack the SC. One big right hand attack, and yes, I am aware this thing will be difficult to drop.[/sblock]

[sblock=Mini Stats]Init: +2
AC: 16 Touch: 16 Flat Footed: 13
HP: 20 Current: 20
CMB: +2 CMD: 18 Fort +4 Reflex +6 Will +6
Current Weapon:
Unarmed Attack (Lethal): Attack +3, Damage 1d6+1, Crit x2, Special: Bludgeon, FoB +2/+2
[/sblock]

OOC: Woooooooooooooooooooooooooooooooooooooooooooooooooooooooo! OH, no! 1 whole point of damage....
 
Last edited:




Remove ads

Top