Epik |
Epik examines the letter. "Hmmm, the letter refers to cages and some sort of ritual that they are unable to complete. They believe the soul pillars hold the secret. He also mentions a restless guardian and a growing insanity. Fetor appears to be working in service to Embril. "
Epik hands the black figurine to Nowzai. "This seems significant. Does this mean anything to you?"
Epik |
"What more is needed ..." not "500 more."
Epik hands the papers to Dalamus. There's several references to Fetor in here. I'm guessing that is who 'F' is."
He then turns to the others. "We came here looking for help in raising Jenya. These letters indicate that we may have uncovered something more sinister, which we must explore further. But for now, Jenya is still in need. Let's see if Kristoff Jurgenson can help."
Epik will lead the way to the Shrine of Sarenrae.
Dalamus was going to look into options for sneaking into the Mayor's residence - did he have any luck with that?
Can Magma craft a +2 sword for Epik?
Nowzai al'Nazari |
Epik hands the black figurine to Nowzai. "This seems significant. Does this mean anything to you?"
"Norgerber, known as the 'Reaper of Reputation', patron of spies and secret knowledge. I can only guess at its significance, here in a temple of Pharasma." Nowzai shakes his head, lines of frustration deepening on his face. "Another layer in the rotten onion that is this city."
I can't read the word on the handout... Razzan-Ruzal or something. Does that mean anything to us? Or soul pillars?
Dalamus Othreleth |
Dalamus was going to look into options for sneaking into the Mayor's residence - did he have any luck with that?
I do not recall that request, I can certainly take a look around.
Dalamus will scout ahead to the Mayors house and survey house for entrance points
Perception
1d20 + 19 ⇒ (16) + 19 = 35
Disable Device (This is only for understanding and planning, not actual entry)
1d20 + 23 ⇒ (19) + 23 = 42
Epik |
I thought we were at the top of the tower. Yes, let's complete the exploration.
DMFflash |
you've gone up one set of stairs in the side tower. Door outside to the balcony inside the larger room that climbs higher into the ceiling to the larger tower. Thus my comment about stupid architecture providing no benefit just confusion
Nowzai, which topic are you researching? Karran Kural or Soul Pillars?
-Posted with Wayfinder
DMFflash |
-Posted with Wayfinder
Nemoris |
Did we heal to full after the big fight in the alley? I may still be down a good chunk of hitpoints from that.
I'll check for tracks and see if I can help find stuff :)
Survival: 1d20 + 18 ⇒ (19) + 18 = 37
Perception: 1d20 + 17 ⇒ (13) + 17 = 30
Nowzai al'Nazari |
52 of 69...
Nowzai shakes his head, frowning. "This Karran-Kural is some kind of ancient laboratory, where the spellweavers experimented with cold and necromantic magics. I have no idea what the rest of this message refers to, or how it relates to Karran-Kural, but it cannot be good."
Epik |
Epik rubs the stubble on his chin, "This is another piece in the puzzle. The Inheritor teaches that all will be revealed to those who persevere. Let's keep moving."
Epik will lead the way upstairs.
DM Fflash |
You proceed up the stairs cautiously and stumble into a large room. The ceiling of this vaulted chamber rises over fifty feet. A low dais commands the center of the room, and a strange silvery-gray cage hangs down from the ceiling above. A massive black symbol is emblazoned on the floor of the dais and four hulking beasts with slick, gray, hairless skin, numerous yellow eyes and wide toothy maws are standing unmoving at each corner of the dais.
Something speaking cuts off and an evil laugh rings through the room ...
Dropping effortlessly from where it was clinging to the cage above a skeletal humanoid creature with a massive scorpion tail alights on the edge of the dais and waves its hand forward. On that signal a ghostly creature rises from the floor and the four hulks move forward awkwardly.
Roll initiative and first round actions. Images uploaded on Roll 20
Epik |
Init: 1d20 + 1 ⇒ (8) + 1 = 9
Epik will smite evil on the scorpion tailed creature. "In the righteous name of Iomedae, I command you back to hell, foul beast!"
He moves forward to the pillar and activates his divine bond (holy).
Nemoris |
Init: 1d20 + 5 ⇒ (8) + 5 = 13
Full round attack on the scorpion:
Attack: 1d20 + 19 ⇒ (5) + 19 = 24 Damage: 2d8 + 38 ⇒ (2, 6) + 38 = 46 Miss:1d100 ⇒ 29 Crit: 1d20 + 19 ⇒ (13) + 19 = 32
Attack: 1d20 + 19 ⇒ (6) + 19 = 25 Damage: 1d8 + 19 ⇒ (5) + 19 = 24 Miss:1d100 ⇒ 10 Crit: 1d20 + 19 ⇒ (8) + 19 = 27
Attack: 1d20 + 14 ⇒ (12) + 14 = 26 Damage: 1d8 + 19 ⇒ (2) + 19 = 21 Miss:1d100 ⇒ 26 Crit: 1d20 + 14 ⇒ (10) + 14 = 24
Attack: 1d20 + 9 ⇒ (8) + 9 = 17 Damage: 1d8 + 19 ⇒ (4) + 19 = 23 Miss:1d100 ⇒ 34 Crit: 1d20 + 9 ⇒ (11) + 9 = 20
Attack: 1d20 + 19 ⇒ (11) + 19 = 30 Damage: 1d8 + 19 ⇒ (2) + 19 = 21 Miss:1d100 ⇒ 94 Crit: 1d20 + 19 ⇒ (2) + 19 = 21
As a reminder, each round my arrows only take DR once (i.e. total the damage from all hits before applying that opponent’s damage reduction.)
DM Fflash |
Death in Church
Init: Wraith, Magma, Scorpion Devil, Sam, Dalamus, Nemoris, Ike, Epik, Nowzai, Zombies
The ghostly creature flits forward effortlessly, traveling through the hulking brutes to reach out and fly through Sam causing waves of cold, unholy wracking pain to course through the magus. The creature returns to the dais before the tiefling can react.
Magma looks aghast at all the creatures and does nothing while the scorpion creature waves its hand and a 20-foot tall sheet of ice forms from left to right separating you visually and physically from the dais (Marked on the map with a blue line ... I know you all are going to ask me 5 times, so I'll mention it again. It is 20-feet tall)
Sam casts haste upon the party before anyone moves off and Dalamus pricks his finger creating blood armor. Nemoris finds he suddenly doesn't have a target ...(Action update?)
Nowzai begins his spellcasting and Epik empowers his weapon. (Update your movement as you wish ... can't smite evil until you can see the creature)
A giant column of flame descends from the ceiling above the party striking all of you powerfully. Damage: 14d6 ⇒ (5, 4, 6, 1, 2, 6, 1, 1, 5, 4, 3, 4, 2, 3) = 47; DC20 Reflex Save for half ... fire resistance only applies to half the damage
Ike Init: 1d20 - 1 ⇒ (11) - 1 = 10
Dread Wraith Init: 1d20 + 13 ⇒ (12) + 13 = 25
Bone Devil Init: 1d20 + 0 ⇒ (15) + 0 = 15
Zombie Init: 1d20 ⇒ 3
Dalamus Init: 1d20 + 6 ⇒ (7) + 6 = 13
Wraith Touch vs Sam: 1d20 + 20 ⇒ (7) + 20 = 27; HIT!; Damage: 3d8 ⇒ (4, 5, 8) = 17 negative energy + 1d8 ⇒ 5 Con drain. (Fort Save DC23 to negate drain)
Actions Round 2? Retcons for Epik and Nemoris?
Epik |
I'm not seeing the blue line on Roll 20.
Reflex: 1d20 + 11 ⇒ (16) + 11 = 27
Epik will move to cover behind the next pillar to the east.
Round 2
Epik double moves and stops at the center east pillar. He will smite evil as a swift action if he is able to see past the wall.
Nowzai al'Nazari |
Reflex Save: 1d20 + 8 ⇒ (16) + 8 = 24
Nowzai ducks away from the blast, minimizing the damage. His defensive magic absorbs some of the rest. (11 after save/resist fire)
Concentration (DC 26): 1d20 + 20 ⇒ (13) + 20 = 33
He manages to keep his conjuration going uninterrupted, and a moment later, 1d4 + 2 ⇒ (2) + 2 = 4 lantern archons appear. They immediately attack the bone devil.
LA1 light ray vs bone devil: 1d20 + 3 ⇒ (20) + 3 = 23; Light Damage: 1d6 ⇒ 1
LA2 light ray vs bone devil: 1d20 + 3 ⇒ (3) + 3 = 6; Light Damage: 1d6 ⇒ 3
LA2 light ray vs bone devil: 1d20 + 3 ⇒ (9) + 3 = 12; Light Damage: 1d6 ⇒ 5
LA3 light ray vs bone devil: 1d20 + 3 ⇒ (5) + 3 = 8; Light Damage: 1d6 ⇒ 5
LA3 light ray vs bone devil: 1d20 + 3 ⇒ (20) + 3 = 23; Light Damage: 1d6 ⇒ 6
LA4 light ray vs bone devil: 1d20 + 3 ⇒ (2) + 3 = 5; Light Damage: 1d6 ⇒ 4
LA4 light ray vs bone devil: 1d20 + 3 ⇒ (18) + 3 = 21; Light Damage: 1d6 ⇒ 4
Confirm Crit 1A: 1d20 + 3 ⇒ (3) + 3 = 6; Crit Damage: 1d6 ⇒ 1
Confirm Crit 1B: 1d20 + 3 ⇒ (7) + 3 = 10; Crit Damage: 1d6 ⇒ 3
Confirm Crit 3B: 1d20 + 3 ⇒ (17) + 3 = 20; Crit Damage: 1d6 ⇒ 1
Nowzai then casts a sound lance at the devil.
Sound Lance SR check: 1d20 + 14 ⇒ (10) + 14 = 24
Sound Lance damage: 10d8 ⇒ (4, 6, 8, 3, 7, 4, 3, 3, 2, 7) = 47 (DC 21 Fort save for half)
DM Fflash |
Death in Church Round 1 retcons
Init: Wraith, Magma, Scorpion Devil, Sam, Tlanextic, Dalamus, Nemoris, Ike, Epik, Nowzai, Zombies
Epik moves and Nemoris does some moving as well.
Death in Church Round 2
The massive wraith flits forward again phasing through the wall of ice to reach out and brush Sam again sucking at his life force.
Magma stands around and does nothing.
The devil moves forward 10 feet toward the eastern wall, bony visage in a fearful gaze and creates another wall of ice to the north of himself and then blinks out of sight.
Sam casts fly and then moves forward underneath the line of the wall of ice. Dalamus leaps up and climbs the wall by the stairs and then moves up a few feet along the wall behind the wall of ice. (This was the point I was trying to get at earlier ... you have to leap or climb up from the stairs ... they climb from left to right)
Nemoris moves and fires at the priest, his only visible target. The arrows either skitter off the cage, bounce off the priest's armor or magicaly get redirected when they get with a couple feet. (Sorry, need to move this along ... used your attack rolls from earier)
Ike Iverson hisses at the archer and then descends down out of his sight near the top of the second wall of ice. Sam, Tlanextic and Nowzai plunge into silence.
Epik moves to the eastern pillar. (Who do you want to smite evil on ... the devil isn't visible right now)
Nowzai summons his archons, which fly over the wall and having no devil to attack, fire light beams at the nearest target blasting chunks out of the nearby zombie. The zombies to continue to lumber, one getting close to Epik to swing but not make contact. The northern ones move past Dalamus without noticing him.
Actions Round 3. Also, positioning is complicated in this fight. I'd like to make a special request. Any time you wish to move, place a colored circle or X where you want to move to and annotate it in your post, that way I know where you are at the time of each action and then I will move your token. Thanks!
Dread Wraith vs Sam Touch: 1d20 + 20 ⇒ (15) + 20 = 35; HIT!; Damage: 3d8 ⇒ (2, 2, 2) = 6 negative energy + 1d8 ⇒ 4 Con drain. (Fort Save DC23 to negate drain)
Dalamus Acro: 1d20 + 40 ⇒ (3) + 40 = 43; success
Dalamus Climb: 1d20 + 12 ⇒ (11) + 12 = 23; success
Tlanextic Init: 1d20 + 7 ⇒ (7) + 7 = 14
Ike Perception to see Dalamus: 1d20 + 5 ⇒ (9) + 5 = 14; fail
Zombie vs Epik: 1d20 + 14 ⇒ (3) + 14 = 17; miss
Epik |
Round 3
Epik will hold on the smite evil until the devil reappears.
Epik steps 5' to the nearest zombie and attacks (marked with an 'x').
Effects: divine bond - holy
Power Attack: 1d20 + 17 - 3 + 1 ⇒ (17) + 17 - 3 + 1 = 32
damage: 2d6 + 7 + 9 + 2d6 ⇒ (3, 4) + 7 + 9 + (2, 3) = 28
Power Attack: 1d20 + 12 - 3 + 1 ⇒ (7) + 12 - 3 + 1 = 17
damage: 2d6 + 7 + 9 ⇒ (3, 1) + 7 + 9 = 20;
Power Attack: 1d20 + 7 - 3 + 1 ⇒ (5) + 7 - 3 + 1 = 10
damage: 2d6 + 7 + 9 + 2d6 ⇒ (4, 2) + 7 + 9 + (5, 4) = 31;
He will heal himself as a swift action.
LoH: 5d6 + 7 ⇒ (6, 5, 6, 3, 6) + 7 = 33
Dalamus Othreleth |
Dalamus will move silently (the yellow X), study his target as a swift action and attack the beast with a backstab.
How many attacks to I get if have haste and moved. Do I always get reduced to one?
Stealth
1d20 + 18 ⇒ (9) + 18 = 27
Attack
1d20 + 15 + 2 ⇒ (1) + 15 + 2 = 18
Damage
1d8 + 6 + 2 + 2d6 + 4d6 ⇒ (1) + 6 + 2 + (4, 1) + (5, 1, 2, 6) = 28 added the chaotic damage, please reduce if they are not chaotic.
Nowzai al'Nazari |
"Focus on the wraith for now," Nowzai orders the archons in Celestial. They turn their light beams on to the undead.
LA1 light beam B vs Dread Wraith: 1d20 + 3 ⇒ (12) + 3 = 15; Light Damage: 1d6 ⇒ 5
LA2 light beam A vs Dread Wraith: 1d20 + 3 ⇒ (3) + 3 = 6; Light Damage: 1d6 ⇒ 5
LA2 light beam B vs Dread Wraith: 1d20 + 3 ⇒ (20) + 3 = 23; Light Damage: 1d6 ⇒ 4
LA3 light beam A vs Dread Wraith: 1d20 + 3 ⇒ (6) + 3 = 9; Light Damage: 1d6 ⇒ 5
LA3 light beam B vs Dread Wraith: 1d20 + 3 ⇒ (17) + 3 = 20; Light Damage: 1d6 ⇒ 4
LA4 light beam A vs Dread Wraith: 1d20 + 3 ⇒ (3) + 3 = 6; Light Damage: 1d6 ⇒ 2
LA4 light beam B vs Dread Wraith: 1d20 + 3 ⇒ (10) + 3 = 13; Light Damage: 1d6 ⇒ 2
LA2B Confirm Critical: 1d20 + 3 ⇒ (10) + 3 = 13; Crit Damage: 1d6 ⇒ 1
Nowzai steps back into the stairwell and begins a second summoning.
SMV
DM Fflash |
moving on
Death in Church Round 3
Init: Wraith, Magma, Scorpion Devil, Sam, Tlanextic, Dalamus, Nemoris, Ike, Epik, Nowzai, Zombies
The wraith swoops in again, this time striking Sam in the air, passing just under the archons before passing through the wall to the north out of sight.
Wraith Touch vs Sam: 1d20 + 20 ⇒ (13) + 20 = 33; HIT!; Damage: 3d8 ⇒ (2, 1, 2) = 5 negative energy + 1d8 ⇒ 3Con drain. (Fort Save DC23 to negate drain ... note that is 2 saves due (last round and this round) for your next post)
Magma stands around some more and realizes he should drink a potion because he's hurt a little.
The scorpion devil appears next to Epik exploding suddenly in an impressive array of spinning, kicking tail lashing violence smashing the paladin multiple times before he gets his bearings.
Bone Devil Flat footed attack vs Epik: 1d20 + 18 ⇒ (1) + 18 = 19; miss
Bone Devil Medusa's Wrath bonus attack vs Epik: 1d20 + 18 ⇒ (10) + 18 = 28; HIT; Damage: 2d6 + 5 ⇒ (2, 5) + 5 = 12
Bone Devil Medusa's Wrath bonus attack vs Epik: 1d20 + 18 ⇒ (14) + 18 = 32; HIT; Damage: 2d6 + 5 ⇒ (2, 4) + 5 = 11
Bone Devil flurry attack stunning fist vs Epik: 1d20 + 18 ⇒ (11) + 18 = 29; HIT; Damage: 2d6 + 5 ⇒ (1, 3) + 5 = 9; + DC 20 Fort Save or become fatigued
Bone Devil ki flurry attack vs Epik: 1d20 + 18 ⇒ (14) + 18 = 32; HIT; Damage: 2d6 + 5 ⇒ (5, 5) + 5 = 15
Bone Devil iterative attack vs Epik: 1d20 + 13 ⇒ (1) + 13 = 14; miss
Bone Devil iterative attack vs Epik: 1d20 + 8 ⇒ (8) + 8 = 16; miss
@Sam
Sama'el |
Legit have not been able to get my account back so I am just quickly making this account to move the story along. Sorry for the delay.
Fort Save 1 - 1d20 + 14 ⇒ (17) + 14 = 31
Fort Save 2 - 1d20 + 14 ⇒ (18) + 14 = 32
Sam will cast Long Arms, enchant Mord'ael to Keen, Holy Outsider Bane and attack the thing closest to me in Round 3 after a 5' step to keep it at max range
To Hit - 1d20 + 18 ⇒ (4) + 18 = 22
Damage - 1d6 + 11 + 10 + 2d6 + 2d6 ⇒ (6) + 11 + 10 + (2, 3) + (4, 4) = 40
To Hit - 1d20 + 18 ⇒ (4) + 18 = 22
Damage - 1d6 + 11 + 10 + 2d6 + 2d6 ⇒ (6) + 11 + 10 + (1, 5) + (2, 2) = 37
To Hit - 1d20 + 11 ⇒ (5) + 11 = 16
Damage - 1d6 + 11 + 10 + 2d6 + 2d6 ⇒ (6) + 11 + 10 + (4, 4) + (3, 3) = 41
Sama'el |
Round 4 Sam will cast Shocking Grasp and attack the thing again, if it drops he should be able to attack the other one with his 15' reach with whatever attacks are left
To Hit - 1d20 + 18 ⇒ (15) + 18 = 33
Damage - 1d6 + 11 + 10 + 2d6 + 2d6 + 10d6 ⇒ (3) + 11 + 10 + (6, 4) + (4, 2) + (2, 6, 2, 1, 3, 6, 1, 4, 1, 2) = 68
Confirm Crit - 1d20 + 18 ⇒ (8) + 18 = 26
Total Damage - 1d6 + 11 + 10d6 + 68 ⇒ (4) + 11 + (5, 4, 1, 5, 5, 4, 2, 6, 4, 2) + 68 = 121
To Hit - 1d20 + 18 ⇒ (2) + 18 = 20
Damage - 1d6 + 11 + 10 + 2d6 + 2d6 ⇒ (5) + 11 + 10 + (3, 3) + (5, 6) = 43
To Hit - 1d20 + 18 ⇒ (12) + 18 = 30
Damage - 1d6 + 11 + 10 + 2d6 + 2d6 ⇒ (2) + 11 + 10 + (5, 1) + (4, 4) = 37
To Hit - 1d20 + 11 ⇒ (17) + 11 = 28
Damage - 1d6 + 11 + 10 + 2d6 + 2d6 ⇒ (1) + 11 + 10 + (3, 2) + (6, 6) = 39
Confirm Crit - 1d20 + 11 ⇒ (20) + 11 = 31
Total Damage - 1d6 + 11 + 39 ⇒ (6) + 11 + 39 = 56
Epik |
fort: 1d20 + 17 ⇒ (10) + 17 = 27
Epik will smite evil on the devil and then attacks.
Power Attack: 1d20 + 17 + 1 + 7 - 3 ⇒ (10) + 17 + 1 + 7 - 3 = 32
damage: 2d6 + 7 + 1 + 22 + 9 + 2d6 ⇒ (1, 5) + 7 + 1 + 22 + 9 + (1, 2) = 48; first strike smite damage = 2/level for evil dragons and outsiders
Power Attack: 1d20 + 12 + 1 + 7 - 3 ⇒ (9) + 12 + 1 + 7 - 3 = 26
damage: 2d6 + 7 + 1 + 11 + 9 + 2d6 ⇒ (3, 4) + 7 + 1 + 11 + 9 + (3, 4) = 42;
Power Attack: 1d20 + 7 + 1 + 7 - 3 ⇒ (8) + 7 + 1 + 7 - 3 = 20
damage: 2d6 + 7 + 1 + 11 + 9 + 2d6 ⇒ (2, 2) + 7 + 1 + 11 + 9 + (2, 5) = 39;
Effects: smite evil, divine bond - holy, power attack
DM Fflash |
Death in Church Round 3
Init: Magma, Scorpion Devil, Sam, Tlanextic, Dalamus, Nemoris, Ike, Epik, Nowzai, Zombies, Wraith
Sam begins to cast a spell and then can't because ... silence. He moves in toward the creature and lunges at it cutting at it with his blade, but he misjudges the distance and misses all three times.
Tlanextic and Nemoris do things.
Dalamus slides up to the rear zombie and jams his blade into its back gaining its attention.
Ike Iverson frowns looking back at Dalamusand speaks a word of great unholiness as he walks down behind the wall of ice. The rogue feels heart stop beating as the very fabric of evil starts to deconstruct his soul.
Take 140 points of damage as your body disappears in a black unholy fire; If you make a DC22 Fort Save, you take 10d6 ⇒ (1, 2, 4, 5, 6, 2, 1, 1, 2, 2) = 26 evil damage instead.
Spellcraft DC22: 1d6 ⇒ 2
Epik calls upon the power of his goddess and lays in against the devil, but the lithe creature moves just slightly barely avoiding the blows with its permanent rictus grin leering in the paladin's face.
Nowzai shouts at his archons to attack the wraith, but they continue to blast their closest target because ... silence. They blow black chunks of dead render flesh into the air.
The zombies continue their single minded pursuit striking Dalamus and Epik in the process.
Zombie vs Dalamus (if still standing): 1d20 + 14 ⇒ (16) + 14 = 30; HIT!; Damage: 2d6 + 8 ⇒ (4, 2) + 8 = 14
Zombie vs Epik: 1d20 + 14 ⇒ (17) + 14 = 31; HIT!; Damage: 2d6 + 8 ⇒ (1, 3) + 8 = 12
Zombie vs Nowzai (charge): 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17; miss
Zombie vs Sam: 1d20 + 14 ⇒ (12) + 14 = 26; miss
The wraith continues its swooping assault at Sam.
To hit Touch: 1d20 + 20 ⇒ (12) + 20 = 32
Damage: 3d6 ⇒ (4, 2, 2) = 8 + DC22 Fort Save or take 1d8 ⇒ 3 Con drain
Actions Round 4 for everyone
Nowzai al'Nazari |
Nowzai completes his summoning, and an earth elemental springs from the floor a few feet from Ike, slamming with its rocky fist.
Earth Elemental slam vs Ike: 1d20 + 16 + 1 ⇒ (13) + 16 + 1 = 30; Damage: 2d6 + 9 + 1 ⇒ (6, 3) + 9 + 1 = 19
Earth Elemental slam vs Ike: 1d20 + 16 + 1 ⇒ (17) + 16 + 1 = 34; Damage: 2d6 + 9 + 1 ⇒ (2, 1) + 9 + 1 = 13
The lantern archons continue to attack the zombies, because apparently silence also makes you stupid.
LA1 light beam B: 1d20 + 3 ⇒ (5) + 3 = 8; Damage: 1d6 ⇒ 4
LA2 light beam A: 1d20 + 3 ⇒ (20) + 3 = 23; Damage: 1d6 ⇒ 3
LA2 light beam B: 1d20 + 3 ⇒ (10) + 3 = 13; Damage: 1d6 ⇒ 4
LA3 light beam A: 1d20 + 3 ⇒ (7) + 3 = 10; Damage: 1d6 ⇒ 3
LA3 light beam B: 1d20 + 3 ⇒ (19) + 3 = 22; Damage: 1d6 ⇒ 5
LA4 light beam A: 1d20 + 3 ⇒ (10) + 3 = 13; Damage: 1d6 ⇒ 1
LA4 light beam B: 1d20 + 3 ⇒ (4) + 3 = 7; Damage: 1d6 ⇒ 3
2A Confirm Crit: 1d20 + 3 ⇒ (6) + 3 = 9; Crit Damage: 1d6 ⇒ 4
Nowzai casts levitate and climbs against the far wall.
Am I supposed to be running Tlanextic? I can't move his icon in Roll20.
Tlanextic flies to the west, casting another area of silence around Ike.
Epik |
Round 4
Epik heals himself as a swift action and then power attacks the devil. "Back to hell, beast!"
LoH: 5d6 + 7 ⇒ (6, 3, 1, 4, 1) + 7 = 22
Power Attack: 1d20 + 17 + 1 + 7 - 3 ⇒ (9) + 17 + 1 + 7 - 3 = 31
damage: 2d6 + 7 + 1 + 22 + 9 + 2d6 ⇒ (2, 6) + 7 + 1 + 22 + 9 + (2, 5) = 54;
Power Attack: 1d20 + 12 + 1 + 7 - 3 ⇒ (17) + 12 + 1 + 7 - 3 = 34
damage: 2d6 + 7 + 1 + 22 + 9 + 2d6 ⇒ (4, 1) + 7 + 1 + 22 + 9 + (3, 3) = 50; first strike smite damage = 2/level for evil dragons and outsiders
Power Attack: 1d20 + 7 + 1 + 7 - 3 ⇒ (12) + 7 + 1 + 7 - 3 = 24
damage: 2d6 + 7 + 1 + 11 + 9 + 2d6 ⇒ (1, 4) + 7 + 1 + 11 + 9 + (3, 4) = 40;
Effects: smite evil, divine bond - holy, power attack
Nemoris |
Reflex Save: 1d20 + 12 ⇒ (11) + 12 = 23 -- take only 23 damage from fire (down to 92)
I'll attack the priest in round 3, and if I'm able to hit, then again in round 4 (+2 to hit and damage if he is human), I can also take a 5 foot step if that will remove cover, etc.:
Round 3:
Attack: 1d20 + 19 ⇒ (20) + 19 = 39 Damage: 2d8 + 38 ⇒ (2, 3) + 38 = 43 Miss:1d100 ⇒ 77 Crit: 1d20 + 19 ⇒ (2) + 19 = 21
Attack: 1d20 + 19 ⇒ (2) + 19 = 21 Damage: 1d8 + 19 ⇒ (5) + 19 = 24 Miss:1d100 ⇒ 9 Crit: 1d20 + 19 ⇒ (4) + 19 = 23
Attack: 1d20 + 14 ⇒ (7) + 14 = 21 Damage: 1d8 + 19 ⇒ (2) + 19 = 21 Miss:1d100 ⇒ 70 Crit: 1d20 + 14 ⇒ (10) + 14 = 24
Attack: 1d20 + 9 ⇒ (6) + 9 = 15 Damage: 1d8 + 19 ⇒ (6) + 19 = 25 Miss:1d100 ⇒ 37 Crit: 1d20 + 9 ⇒ (4) + 9 = 13
Attack: 1d20 + 19 ⇒ (15) + 19 = 34 Damage: 1d8 + 19 ⇒ (6) + 19 = 25 Miss:1d100 ⇒ 54 Crit: 1d20 + 19 ⇒ (17) + 19 = 36
If my arrows are still being deflected around him, I'l target the wraith in round 4 (unless I don't have LoS, etc and then move on to the next highest priority target)
Round 4:
Attack: 1d20 + 19 ⇒ (3) + 19 = 22 Damage: 2d8 + 38 ⇒ (7, 3) + 38 = 48 Miss:1d100 ⇒ 27 Crit: 1d20 + 19 ⇒ (18) + 19 = 37
Attack: 1d20 + 19 ⇒ (17) + 19 = 36 Damage: 1d8 + 19 ⇒ (1) + 19 = 20 Miss:1d100 ⇒ 10 Crit: 1d20 + 19 ⇒ (11) + 19 = 30
Attack: 1d20 + 14 ⇒ (6) + 14 = 20 Damage: 1d8 + 19 ⇒ (1) + 19 = 20 Miss:1d100 ⇒ 3 Crit: 1d20 + 14 ⇒ (18) + 14 = 32
Attack: 1d20 + 9 ⇒ (12) + 9 = 21 Damage: 1d8 + 19 ⇒ (8) + 19 = 27 Miss:1d100 ⇒ 22 Crit: 1d20 + 9 ⇒ (20) + 9 = 29
Attack: 1d20 + 19 ⇒ (1) + 19 = 20 Damage: 1d8 + 19 ⇒ (4) + 19 = 23 Miss:1d100 ⇒ 53 Crit: 1d20 + 19 ⇒ (15) + 19 = 34