High God of Krynn |
Next to resolve are the Dread-Beasts. One Dread Cat moves forward and full attacks Jor. The other will pounce at Gabriel, but this will provoke from Jor in the process. They are Zombie Panthers so aren't especially tactical.
I made a mistake earlier I see about the Dread Cats, they should have 4 attacks. Bite, 2 claws and a slam. Sorry for the mess up.
High God of Krynn |
Dread Panther 1 Attack!
Bite 1 on Jor: 1d20 + 11 ⇒ (15) + 11 = 26
Bite Damage: 1d8 + 7 + 1d8 ⇒ (4) + 7 + (6) = 17
Claw 1 DC 1 on Jor: 1d20 + 10 ⇒ (15) + 10 = 25
Claw 1 damage: 1d4 + 7 + 1d8 ⇒ (2) + 7 + (7) = 16
Claw 2 DC 1 on Jor: 1d20 + 10 ⇒ (16) + 10 = 26
Claw 2 damage: 1d4 + 7 + 1d8 ⇒ (3) + 7 + (1) = 11
Slam 1 DC 1 on Jor: 1d20 + 10 ⇒ (2) + 10 = 12
Dread Panther 2 gets pasted even before it can get to Gabriel. Jor's sword cleaves the beast in half and its body burns into a pile of green smoldering ash.
While Dread beasts have +2 and +1 template, they actually lose hit points for being undead (even with a +4 Charisma from the template being animals their charisma is low to begin with) and their templates do not grant them extra HP. They're Glass Cannons. Dread cats are CR 6 with the HP of a less than a CR 3 living creature. They do get improved AC, saves and stats though.
High God of Krynn |
The Dread Spiders attack. One leaps at Gabriel and attacks.
Dread Spider 1 Bite 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22
Dread Spider 1 Slam 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
Another Dread Spider leaps at Jor.
Dread Spider 2 Bite 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
Dread Spider 2 Slam 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
Unfortunately the spiders are unable to bite and slam through the armor of their enemies.
Jor Majere |
Round 1
Sweating and hurting, Jor attacks the Dread Panther, hoping to kill it fast
Greatsword PA Attack 1: 1d20 + 17 ⇒ (2) + 17 = 19
Greatsword PA Damage: 2d6 + 18 ⇒ (6, 3) + 18 = 27
Greatsword PA Attack 2: 1d20 + 12 ⇒ (8) + 12 = 20
Greatsword PA Damage: 2d6 + 23 ⇒ (5, 5) + 23 = 33
HP: 4/107 | AC: 20
Gabriel, The Just |
Alright I went back over the last 3 pages. Jor you have to track you HP or GM you will need to track it for him. He should have been unconscious a few pages back when he got down to 2hp. He never took the 13 from an AoO, but lets just move past that since we are here. Going off of you have 2hp when receiving the 29 from Alathea and the bears endurance you are at 47/103. The enemy channeled doing 6HP you never made a save or noted damage. So 6 or 3, You then got struck for 9, but are still noting at 47. The enemy then channeled again for 5/2 you didn't make a save again or note damage still at 47. So 47-9 is 38 then the channel damage which is variable. So lets stick with 38 until you make or fail the saves. You got 26 back from me and 10 from the wand to put you at 74/103. You took 44 from the pounce leaving you with 30 with the channel damage still needing to be applied. So you are not at 4HP At the lowest right now you will be at 19 if you fail both saves. Please track your stuff so we know better how to heal or buff before engaging in an encounter.
High God of Krynn |
Unfortunately Jor's attack fails to hit the Dread Cat, barely missing due to its tough hide and unnatural quickness. The Dread spider on the other hand gets cut in half by Jor as he brings down his sword on the foul beast as it burns away to ash soon afterward.
The Dread Panther by the way didn't pounce considering it was 5 a five foot step away so it could not. Hence why its attack was a +11/+10 instead of a +13/+12 and the 19 was a miss as its base AC is 20. A jaguar has 15 AC and gets +3 for being a fast zombie, +2 for the dread template. So close but still a miss. By the way Jor, take another 12 HP back considering you took one too many hits from the previous dread cat as I did one too many attacks.
High God of Krynn |
The Skull Knights move into engage into combat attacking with their heavy maces. As they move in they utter a prayer and their weapons crackle with necrotic energy. Fortunately these seem to be rank and file Skull Knights and not the more potent ones you just faced.
Skull Knight 1 on Jor: 1d20 + 6 ⇒ (13) + 6 = 19
Jor gets struck with the Heavy Mace and takes 1d8 + 2 + 1 + 1 ⇒ (2) + 2 + 1 + 1 = 6 bludgeoning damage as he takes a crushing blow from the mace. He also takes 1d6 ⇒ 1 necrotic damage, with a will save of DC 14 for 1/2 due to his channel smite ability. Although it can't be reduced more than 1 anyway so it makes little difference.
Skull Knight 2 on Gabriel: 1d20 + 6 ⇒ (10) + 6 = 16
Gabriel's potent armor is able to deflect the blow from the second Skull Knight.
Next up is Terevalis.
Alathea of Solace |
Unfortunately Jor's attack fails to hit the Dread Cat, barely missing due to its tough hide and unnatural quickness. The Dread spider on the other hand gets cut in half by Jor as he brings down his sword on the foul beast as it burns away to ash soon afterward.
The Dread Panther by the way didn't pounce considering it was 5 a five foot step away so it could not. Hence why its attack was a +11/+10 instead of a +13/+12 and the 19 was a miss as its base AC is 20. A jaguar has 15 AC and gets +3 for being a fast zombie, +2 for the dread template. So close but still a miss. By the way Jor, take another 12 HP back considering you took one too many hits from the previous dread cat as I did one too many attacks.
Did Jor take the Buff that I cast? The +2 would have made that swing a hit...
Alathea of Solace |
The Skull Knights move into engage into combat attacking with their heavy maces. As they move in they utter a prayer and their weapons crackle with necrotic energy. Fortunately these seem to be rank and file Skull Knights and not the more potent ones you just faced.
[dice=Skull Knight 1 on Jor]1d20+6
Jor gets struck with the Heavy Mace and takes 1d8+2+1+1 bludgeoning damage as he takes a crushing blow from the mace. He also takes 1d6 necrotic damage, with a will save of DC 14 for 1/2 due to his channel smite ability. Although it can't be reduced more than 1 anyway so it makes little difference.[dice=Skull Knight 2 on Gabriel]1d20+6
Gabriel's potent armor is able to deflect the blow from the second Skull Knight.
Next up is Terevalis.
Here with the Buff Jor's AC would be 2 higher making that hit a miss...
Jor Majere |
You are right Gabriel. Somehow I did not pay attention to all of that and went back to see all of that.
End result: I had before the fight 72/107 hp and lost now 44hp = 28hp left. I opted to take full damage from channelings (11) and made sure about the amount of healing I received so far.
HP: 47 - 11 ( channeling = -6-5) = 36
HP: 36 + (26 = LoH) + (10 = wand) = 72
HP: 72 - (44 = dread cat) = 28
Sorry for the inconvenience.
Terevalis Unctio of House Mysti |
Reposting here for easy reference:
Finally Alathea will use a Hero Point to regain the use of the spell Blessing of Fervor. As the door is opened, she will cast it once more. 8 Round Duration -
1. Increase its speed by 30 feet, or
2. Stand up as a swift action without provoking an attack of opportunity, or
3. Make one extra attack as part of a full attack action, using its highest base attack bonus, or
4. Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves, or
5. Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
Terevalis Unctio of House Mysti |
Just so I am clear, is the spell an illusion or is it a "real" spell that created the pit or do I just think the pit is there? If I know that it was an illusion spell would I be able to try a disbelief again?
Alathea of Solace |
Round 1
Alathea seeing that powerful forces are marshalled against the heroes will spend her last Hero Point to cast the spell Holy Smite.
"Zivilyn, aid me and my allies in our most desperate hour against the forces of evil!"
Holy Smite Damage - 4d8 ⇒ (8, 3, 1, 1) = 13 Save for 1/2 damage and save vs. Blindness. I don't know why the dice roller hates me so...
The 20' radius of the spell should envelope - Sir Goran Hedegast, Skull Officer,Sir Klaviar Ettel, Thorn Knight Officer, and the Thorn Knights (2)
High God of Krynn |
Alathea you have no line of sight. You're currently down a 40 foot hole at the moment. As you rolled 13% on the check, you actually fell into a physical pit rather than illusionary one. Basically the spell functions at full power if you fail the will save. If you pass it, there is still a 20% chance that any sub-effects (Aka the "Pit" portion of the spell) still function normally. Thus currently you're in an extra-dimensional spiked pit until you can get out of it or dispel the effect or the duration runs out.
As for you Terevalis, the spell is conjured shadows that typically fool the mind that its more powerful than it actually is. 20% of it is real, while the rest is illusion. As Terevalis failed the save he took the full effect. Alathea on the other hand passed the save, however Shadow Conjuration says that there is a 20% chance that any non-damaging effects (Aka the "Pit" potion of the spell as the pit itself is not damaging, just the fall is the damaging part) still go off on the target. Its pretty confusing I know but it seems to me that's how the spell functions in terms of conjurations such as this. Since Alathea rolled under 20%, she is in a REAL pit (although the spikes will only do 20% damage as she knows they're not completely real). As Terevalis failed the save though, the conjuration functions as a spiked pit spell at least until there is a reason to disbelieve the illusion and thus get another save.
Terevalis Unctio of House Mysti |
So would I be able to burn a hero point to recharge the Staff of Magius to cast fly through it and keep my shocking grasp?
Alathea of Solace |
You do have means at your disposal Alathea, dispelling the pit for instance or someone tossing you a rope. If the pit goes poof, you go back to ground level instantly.
I don't have Dispel Magic and I don't think Jor or Gabriel have a Round to drop a rope to me and wait for me to climb it!
Round 1
Alathea has one last trick left to her.
She draws the Tear and uses its power to heal her allies.
Mass, Cure Light Wounds 1d8 + 15 ⇒ (4) + 15 = 19 Any undead in the area will be targeted as well for damage. I include Jor, Gabriel, Athola, Terevalis and myself as Targets plus any Dreadbeasts.
Gabriel, The Just |
It's not an inconvenience Jor. PBP lets us keep up with things better. We just want to make sure you have enough HP so tracking makes it easy on all of us.
Round 1
acting slowly, and with the surprise of almost falling in the pit Gabriel looks at the knight in front of him and strikes out with a flurry.
Taking Extra attack:
Attack: 1d20 + 16 ⇒ (5) + 16 = 21
Attack: 1d20 + 16 ⇒ (7) + 16 = 23
Attack: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d8 + 7 + 2d6 ⇒ (8) + 7 + (1, 5) = 21
Damage: 1d8 + 7 + 2d6 ⇒ (3) + 7 + (6, 2) = 18
Damage: 1d8 + 7 + 2d6 ⇒ (8) + 7 + (1, 4) = 20
Terevalis Unctio of House Mysti |
Burning a hero point to recharge ability to cast through Staff of Magius
Calling his connection to the Staff of Magius and not wanting to die at the hands of renegades, the elf will cast a fly spell on himself, and grab the cleric in the pit with him, and move up what he can, with her in tow.
Terevalis Unctio of House Mysti |
As a Black Robe his inclination would be to get himself out of the situation, however, he also understands that they will need her to help beat the number of foes but without his spells it might be a moot point. Sorry Alathea, can I leave a rope and hold on to it as I ascend?
Alathea of Solace |
As a Black Robe his inclination would be to get himself out of the situation, however, he also understands that they will need her to help beat the number of foes but without his spells it might be a moot point. Sorry Alathea, can I leave a rope and hold on to it as I ascend?
Tis alright, I just need to make sure I take Dispel Magic every day from now on! I think your spells are more critical than mine at this juncture.
High God of Krynn |
With two mighty swings Gabriel is able to cut down the Skull Knight and the Dread Spider. He quickly steps off the edge of the pit and attacks the Third skull knight, only to have his attack miss due to the unholy aspects of this church protecting him.
The Skull Knights have an AC of 21 due to Armor, Shield, Dexterity and a +2 deflection bonus. They all have shield of faith active but unfortunately the +2 from protection from good does not stack with that.
Next up is the Skull Knight Officer.
He gives a hateful glare at the Knight of Solamnia but lacking a direct charge line to the target, he decides to instead move to where he has a line of sight and yells, "Pitiful Knight, the Lord of Bones shall feast upon your soul!"
He utters a curse on his lips and a black miasma of inky darkness washes over a 20 foot area. Alathea is unaffected as she is down a 40 foot pit. Terevalis is unaffected as he is evil, nor is the skull knight affected.
Gabriel, Jor and Athola make me a DC 20 Will Save.
Gabriel if he fails takes 4d8 ⇒ (7, 6, 7, 6) = 26 unholy damage and is sickened for 1d4 ⇒ 4 rounds. On a save he takes 1/2 and is not sickened.
Jor and Althola you take 2d8 ⇒ (1, 7) = 8 unholy damage but aren't sickened. You can save for 1/2 against the effect.
This is a curse effect, not a disease effect so Gabriel's paladin abilities don't make him immune to it.
High God of Krynn |
Not yet, the Thorn Knights still got to go.
The Thorn Knights will
Gabriel: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4
Jor: 1d20 + 4 - 4 ⇒ (1) + 4 - 4 = 1
The snowballs however sail past their targets and hit walls, their aim off as they were trying to avoid hitting their ally. They then scatter in 2 different directions.
Round 2 Start
High God of Krynn |
The Thorn Knight Officer looks at Terevalis and does a Knowledge Arcana check to judge his relative power.
1d20 + 14 ⇒ (18) + 14 = 32
The officer seeing that Terevalis is most likely a wizard of some power he decides to act defensively. He takes a 5 foot step backs and readies an action to cast a spell.
Next up in the order, Jor.
Terevalis Unctio of House Mysti |
On my turn the elf will bring out the rod of intensify spell as he sends out the spectral hand to touch the head Thorn Knight with the shocking grasp [ooc] Intensified.
ranged touch attack 1d20 + 4 + 3 ⇒ (15) + 4 + 3 = 22 +3 since he is wearing a breatplate.
damage 10d6 ⇒ (5, 1, 6, 4, 3, 3, 5, 5, 1, 4) = 37
High God of Krynn |
Spellcraft: 1d20 + 14 ⇒ (8) + 14 = 22
Ok seeing the hand come towards him and knowing the spell himself the Thorn Knight does his action. He attempts to dispel the hand with Dispel Magic before it reaches him.
Dispel Attempt: 1d20 + 8 ⇒ (11) + 8 = 19
Unfortunately for him with the boosted caster level from the moon magic, the caster level of the hand is 10 versus his 8, thus the DC was a 21 not a 19, hence he fails. The hand touches him and shocks him badly.
Jor Majere |
Will save vs Curse: 1d20 + 2 ⇒ (5) + 2 = 7 -8 hp
Round 2
Raising his Greatsword high and slashing against the Thorn Knight to bring him down, hoping to open path for Gabriel towards other enemies
GS PA Attack 1: 1d20 + 17 ⇒ (20) + 17 = 37
GS PA Damage 1: 2d6 + 18 ⇒ (5, 2) + 18 = 25
GS PA Crit Conf 1: 1d20 + 17 + 1 ⇒ (4) + 17 + 1 = 22
GS PA Crit Damage 1: 2d6 + 18 ⇒ (1, 5) + 18 = 24
GS PA Attack 2: 1d20 + 12 ⇒ (3) + 12 = 15
GS PA Attack 2: 2d6 + 23 ⇒ (2, 4) + 23 = 29
HP: 20/107 | AC: 20
Ongoing effects: +2 AC & +2 Reflex Save | +4 BoE
High God of Krynn |
Jor the warrior in front of you is a Skull Knight, so I suspect you're attacking him instead.
With one cruel blow with his greatsword, Jor removes the head of the Skull Knight from his neck sending his head rattling to the ground. His body collapses to the ground dead.
As the Skull knight officer goes before Gabriel he charges into combat. His weapon crackles with black energy before he attacks and he swings with all his rage and strength.
1d20 + 15 + 2 - 2 ⇒ (17) + 15 + 2 - 2 = 32
The weapon strikes Gabriel and he can feel the weight of its evil wash over him from the blow.
Damage: 1d8 + 12 + 2d6 ⇒ (4) + 12 + (6, 4) = 26 The 2d6 is from the Unholy property of the weapon.
In addition he takes 4d6 ⇒ (4, 5, 2, 3) = 14 Negative energy damage as he's using channeling smite. (Will save DC 20 for 1/2)
The Skull Knight Officer cackles evilly and says, "You are a fool to face the power of Chemosh in a place blessed by his power Knight. I shall have great pleasure turning your corpse into another puppet in his service once I slay you!"
Athola |
Round 1
Initiative: 11 (acting before Skull Knight Officer
HP: 49 / 60
Before skull knight's attack mentioned above.
Athola aims her bow at the one knight with clearest view from her position, not want to jump across to face enemy at the edge of pit in case of being pushed into pit.
Shortbow attack: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27 Add +1 if within 30' feet
Damage: 1d4 + 1 ⇒ (4) + 1 = 5 Add +1 if within 30' feet
Shortbow attack: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21 Add +1 if within 30' feet
Damage: 1d4 + 1 ⇒ (3) + 1 = 4 Add +1 if within 30' feet
Using Heroic Surge: 1 left after an use Unless Alathea spell effect still in effect to give extra attack.
Shortbow attack: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24 Add +1 if within 30' feet
Damage: 1d4 + 1 ⇒ (3) + 1 = 4 Add +1 if within 30' feet
For Skull Knight Officer attack
Will save: 1d20 + 3 ⇒ (16) + 3 = 19
HP now: 41 / 60
Round 2
Initiative: 11 (acting before Skull Knight Officer
HP: 41 / 60
Seeing more space on the other side of the pit, she leaps and tumbles across the corner of the pit and moves into the room, drawing her shard.
Acrobatic: 1d20 + 19 ⇒ (9) + 19 = 28 Not sure if the leaping over the pit counts as a single action or is part of the standard move action.
High God of Krynn |
Only the people within 5 feet of the pit are affected by this spell, considering the pit is 40 feet deep and the range of your spell is 45 Alathea. For Athola As for line of sight, only the Dread Beasts and Skull Knight were visible, and you got a -4 on those attacks. The attacks would not have damaged them or did so little that it would not matter. As for jumping the pit, that would be a move action. Acrobatics check will make the jump easily.
Terevalis Unctio of House Mysti |
The Shard is going to be effective against these things, more than the little nonmagical bow
Alathea of Solace |
Only the people within 5 feet of the pit are affected by this spell, considering the pit is 40 feet deep and the range of your spell is 45 Alathea. For Athola As for line of sight, only the Dread Beasts and Skull Knight were visible, and you got a -4 on those attacks. The attacks would not have damaged them or did so little that it would not matter. As for jumping the pit, that would be a move action. Acrobatics check will make the jump easily.
The Range should be 60'.The Tear counts as 15th level caster. Enough to heal all allies and harm any Dread beasts in melee.
Alathea of Solace |
Oh ok so you're using the Tear, my bad! Thought you were casting the spell yourself. Never-mind then, that's enough to heal everyone in the area. As for the Thorn Knight, he's taken roughly 2/3rds of his hit points of damage. He counts as a named character so he has a good amount of Hit Points.
Alathea wishes she had that spell on her list! :-)