GMF's Shattered Star (Inactive)

Game Master Fanguar

Current map Crystal Palace - Workshops


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Rhesus bops one good.

It drops its bow and attacks with a short sword:
Attack vs Rhesus: 1d20 + 10 ⇒ (14) + 10 = 24 Damage?: 1d6 + 2 ⇒ (5) + 2 = 7

Two others follow suit and gang up on Rhesus:
Attack vs Rhesus: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Attack vs Rhesus: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25 Damage?: 1d6 + 2 + 2d6 ⇒ (6) + 2 + (2, 2) = 12

The remaining three move out of line of sight of the hallway and summon spiritual weapons (halberds) to attack Rhesus (as he's only one in the room at the moment).

SW vs Rhesus: 1d20 + 9 ⇒ (20) + 9 = 29
Confirm?: 1d20 + 9 ⇒ (20) + 9 = 29 Crit x3: 3d8 + 3 ⇒ (4, 7, 6) + 3 = 20
SW vs Rhesus: 1d20 + 9 ⇒ (11) + 9 = 20
SW vs Rhesus: 1d20 + 9 ⇒ (5) + 9 = 14

Koriah rushes in to help Rhesus and attacks one of the Skulks mobbing him:
Attack: 1d20 + 13 ⇒ (12) + 13 = 25 Damage: 1d10 + 4 + 1d6 ⇒ (3) + 4 + (6) = 13

Everyone is up.

Skulks x6 HP:

AC 16, touch 16, flat-footed 13 (+3 deflection, +3 Dex)
hp 74 x4, 50, 61
Fort +7, Ref +10, Will +8 Defensive Abilities evasion


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 2
HP 122/135 DR 5/-, 10/lethal, fire 2
AC 24/T17/FF20
CMD 32
F+15, R+9, W+7; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 25/28
Shard of Greed: 1/1
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +3 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent: Sword Stabber Guy
Effects: Shield Other, Communal Resist (cold, fire), Crowd Control, Haste, Lifelink

7-5=2/2=1R1C;12-5=7/2=4R3C;20-5=15/2=8R7C-5=3R12C.13R16C.

Rhesus grins.

"Tickles."

Attack: 1d20 + 16 ⇒ (5) + 16 = 21
Damage: 2d6 + 17 ⇒ (1, 2) + 17 = 20

Attack: 1d20 + 16 ⇒ (18) + 16 = 34
Damage: 2d6 + 17 ⇒ (5, 3) + 17 = 25

Attack: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 2d6 + 17 ⇒ (6, 3) + 17 = 26


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 2, Init 20

hp 63/63+0 temp; AC 16/12T/14FF; CMD 14
+6F/+7R/+10W

Back row.
Opponent:
SA: Cast Vanish.
MA:Keep an eye on things in B10.

Spasi casts Vanish on the party and keeps an eye out on B10.

"You guys got this. They seem to avoid my good spells."

Spellz:

5th: 1/5 (Lightning Arc*0,Overland*1)
4th: 1/7 (Gr Invis*0, Stone Shape,DDoor*0,SMIV*1)
3rd: 6/8 (See Invis (ext)*0,fireball*3,Haste*2,Heroism*1)
2nd: 2/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*1, ScRay*1)
1st: 3/8 (MageArmor*1,Snowball*0,MMissile*1,Vanish*1)

Wand of Magic Missile 28/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Haste Round 1/11: +1 to all the things. You know the deal.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 1
HP: 110/135 | AC 27 (T1123/FF27)
F: +10 R: +6 W: +11
Spells Left Today: 1st - 7/7 | 2nd - 4/7 | 3rd - 5/7 | 4th - 3/6 | 5th - 4/4
Channels Left Today (8d6+1 each): 2/6
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus), Communal Resist (Cold, Fire)
Location: Front
FRA: Stab

Clement charges into the room to join Rhesus in the fray, barely seeming to notice the latest shared wound as he sees what kind of luck he might have with his dagger.

+1 corrosive dagger (flank, charge, power): 1d20 + 12 + 2 + 2 - 2 ⇒ (7) + 12 + 2 + 2 - 2 = 21 for 1d4 + 4 + 4 + 1d6 ⇒ (2) + 4 + 4 + (3) = 13


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 2, Initiative: 7
HP: 61/61; AC: 16 (T14/FF12) (+1 from haste not included)
F: +7, R: +10, W: +6
Location: Back row
Opponent: None
Free: Continue Inspire Courage (Su) +2 att/dam (competence), +2 save vs fear (morale), & +d6 sonic damage within 30’
Full: Longbow (cold iron): 1d20 + 11 + 6 ⇒ (10) + 11 + 6 = 27 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (2) + 12 + 3 + (3) = 20 (point blank, inspiration, sonic)
Longbow (cold iron): 1d20 + 11 + 6 ⇒ (11) + 11 + 6 = 28 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (3) + 12 + 3 + (3) = 21 (point blank, inspiration, sonic)
iterative Longbow (cold iron): 1d20 + 6 + 6 ⇒ (15) + 6 + 6 = 27 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (3) + 12 + 3 + (6) = 24 (point blank, inspiration, sonic)
Hasted Longbow (cold iron): 1d20 + 11 + 6 ⇒ (20) + 11 + 6 = 37 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (1) + 12 + 3 + (4) = 20 (point blank, inspiration, sonic)
crit threat Hasted Longbow (cold iron): 1d20 + 11 + 6 ⇒ (3) + 11 + 6 = 20 (point blank, haste, heroism, inspiration) damage: 2d8 + 24 + 6 + 1d6 ⇒ (5, 3) + 24 + 6 + (5) = 43 (point blank, inspiration, sonic)

Conditions:
Heroism (20/90m), Resist Cold 30 (1/20m), Bardic Performance, Haste
Weapon Equipped = Longbow
Cold Iron Arrows = 66/71
Inubrix Arrows = 10
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 1/1
Bardic Performance = 24/26 (+2 round lingering, move action)
Boots of Speed = 10/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +8/3, Dex +4, Weapon Focus +1, Bow +3, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +3, Bow +3, (Deadly Aim +6)
Bard Spells: (CL 11, Con: +15, SR +13, DC: 14+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (4/6) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/5) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (4/4) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere

Bibic continues his inspired performance as he steps up to get a clear shot at the skulks. (If he needs to move more than 5’ to get into position, only take the first attack - and add a +2 to hit.)

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale), and +d6 sonic damage within 30’


@Bibic: I'll say you can see a couple of the creatures attack Rhesus, but they'll all be mowed down in your current barrage, so you'll have to move next turn.

Two skulks go down in a spray in a blood.

attack vs Rhesus: 1d20 + 10 ⇒ (16) + 10 = 26 Damage: 1d6 + 2 ⇒ (1) + 2 = 3
SW vs Rhesus: 1d20 + 9 ⇒ (1) + 9 = 10
SW vs Rhesus: 1d20 + 9 ⇒ (4) + 9 = 13
SW vs Rhesus: 1d20 + 9 ⇒ (4) + 9 = 13

The other Skulks shoot at Clem (by-pass metal armour):
Pew: 1d20 + 10 ⇒ (14) + 10 = 24Damage?: 1d4 + 3 ⇒ (4) + 3 = 7
Pew: 1d20 + 10 ⇒ (19) + 10 = 29Damage?: 1d4 + 3 ⇒ (3) + 3 = 6
Pew: 1d20 + 10 ⇒ (11) + 10 = 21Damage?: 1d4 + 3 ⇒ (3) + 3 = 6

Koriah attacks:
attack: 1d20 + 13 ⇒ (5) + 13 = 18 Damage: 1d10 + 4 + 1d6 ⇒ (9) + 4 + (6) = 19
attack: 1d20 + 8 ⇒ (13) + 8 = 21 Damage: 1d10 + 4 + 1d6 ⇒ (1) + 4 + (3) = 8
attack: 1d20 + 3 ⇒ (10) + 3 = 13

attack: 1d20 + 13 ⇒ (2) + 13 = 15
attack: 1d20 + 8 ⇒ (19) + 8 = 27 Damage: 1d8 + 2 ⇒ (7) + 2 = 9
attack: 1d20 + 3 ⇒ (2) + 3 = 5

Koriah cuts down the last of the Skulks fighting Rhesus, the three archers remain.

Everyone is up.

Skulks x3 HP:

AC 16, touch 16, flat-footed 13 (+3 deflection, +3 Dex)
hp 74 x3
Fort +7, Ref +10, Will +8 Defensive Abilities evasion


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 3, Initiative: 7
HP: 61/61; AC: 16 (T14/FF12) (+1 from haste not included)
F: +7, R: +10, W: +6
Location: Back row
Opponent: None
Free: Continue Inspire Courage (Su) +2 att/dam (competence), +2 save vs fear (morale), & +d6 sonic damage within 30’
Move: up to 60’ move - into the room and into a good position for archery work.
Standard: Longbow (cold iron): 1d20 + 13 + 6 ⇒ (19) + 13 + 6 = 38 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (7) + 12 + 3 + (5) = 27 (point blank, inspiration, sonic)

Conditions:
Heroism (20/90m), Resist Cold 30 (1/20m), Bardic Performance, Haste
Weapon Equipped = Longbow
Cold Iron Arrows = 65/71
Inubrix Arrows = 10
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 1/1
Bardic Performance = 23/26 (+2 round lingering, move action)
Boots of Speed = 10/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +8/3, Dex +4, Weapon Focus +1, Bow +3, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +3, Bow +3, (Deadly Aim +6)
Bard Spells: (CL 11, Con: +15, SR +13, DC: 14+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (4/6) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/5) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (4/4) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere

Bibic continues his inspired performance as he shifts into the room, using haste to speed his steps. Once in position, he’ll line up a single shot for the round.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale), and +d6 sonic damage within 30’


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 3, Init 20

Spasi continues his invisible vigilance of the backside, letting others finish off the ambush.

Sorry for the sparse post, at PaizoCon.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 3
HP 122/135 DR 5/-, 10/lethal, fire 2
AC 24/T17/FF20
CMD 32
F+15, R+9, W+7; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 25/28
Shard of Greed: 1/1
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +3 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent: Sword Stabber Guy
Effects: Shield Other, Communal Resist (cold, fire), Crowd Control, Haste, Lifelink

Rhesus' thick hide shrugs off the lone hit, he then moves to the archers.

Attack: 1d20 + 16 ⇒ (19) + 16 = 35
Damage: 2d6 + 17 ⇒ (1, 4) + 17 = 22


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 2
HP: 91/135 -19| AC 27 (T1123/FF27)
F: +10 R: +6 W: +11
Spells Left Today: 1st - 7/7 | 2nd - 4/7 | 3rd - 5/7 | 4th - 3/6 | 5th - 4/4
Channels Left Today (8d6+1 each): 2/6
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus), Communal Resist (Cold, Fire)
Location: Front
SA: Stab

After being hit by three arrows, Clement sticks with Rhesus, closing on the archers and doing the best he can with his small blade.

+1 corrosive dagger (power, flank): 1d20 + 12 - 2 + 2 ⇒ (2) + 12 - 2 + 2 = 14 for 1d4 + 4 + 4 + 1d6 ⇒ (1) + 4 + 4 + (4) = 13


@Spasi: You see four more Skulks move into the hallway from B10

@Rhesus and Clem: You feel more than see slow plodding footsteps coming from one of the hallways adjoining B4 (coming from the hallway attaching B4 to B12)

The skulk takes a beating, but doesn't fall. the spiritual weapons keep attacking Rhesus. The wounded skulk drops his bow and stabs at Rhesus the other two archer shoot at Clem.

SW vs Rhesus: 1d20 + 9 ⇒ (10) + 9 = 19
SW vs Rhesus: 1d20 + 9 ⇒ (15) + 9 = 24 damage?: 1d8 + 1 ⇒ (2) + 1 = 3
SW vs Rhesus: 1d20 + 9 ⇒ (12) + 9 = 21

Stab vs Rhesus: 1d20 + 10 ⇒ (6) + 10 = 16

Pew vs Clem: 1d20 + 9 ⇒ (4) + 9 = 13
Pew vs Clem: 1d20 + 9 ⇒ (9) + 9 = 18 Damage?: 1d4 + 3 ⇒ (1) + 3 = 4

Koriah moves to engage another archer:

Attack: 1d20 + 13 ⇒ (12) + 13 = 25
daamge: 1d10 + 3 + 1d6 ⇒ (5) + 3 + (2) = 10

Everyone is up

Skulks x3 HP:

AC 16, touch 16, flat-footed 13 (+3 deflection, +3 Dex)
hp 74, 64,, 12
Fort +7, Ref +10, Will +8 Defensive Abilities evasion


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 4, Initiative: 7
HP: 61/61; AC: 16 (T14/FF12) (+1 from haste not included)
F: +7, R: +10, W: +6
Location: Back row
Opponent: None
Free: Continue Inspire Courage (Su) +2 att/dam (competence), +2 save vs fear (morale), & +d6 sonic damage within 30’
Full: Longbow (cold iron): 1d20 + 11 + 6 ⇒ (2) + 11 + 6 = 19 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (5) + 12 + 3 + (3) = 23 (point blank, inspiration, sonic)
Longbow (cold iron): 1d20 + 11 + 6 ⇒ (9) + 11 + 6 = 26 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (4) + 12 + 3 + (1) = 20 (point blank, inspiration, sonic)
iterative Longbow (cold iron): 1d20 + 6 + 6 ⇒ (3) + 6 + 6 = 15 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (7) + 12 + 3 + (3) = 25 (point blank, inspiration, sonic)
Hasted Longbow (cold iron): 1d20 + 11 + 6 ⇒ (13) + 11 + 6 = 30 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (6) + 12 + 3 + (3) = 24 (point blank, inspiration, sonic)

Conditions:
Heroism (20/90m), Resist Cold 30 (1/20m), Bardic Performance, Haste
Weapon Equipped = Longbow
Cold Iron Arrows = 61/71
Inubrix Arrows = 10
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 1/1
Bardic Performance = 22/26 (+2 round lingering, move action)
Boots of Speed = 10/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +8/3, Dex +4, Weapon Focus +1, Bow +3, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +3, Bow +3, (Deadly Aim +6)
Bard Spells: (CL 11, Con: +15, SR +13, DC: 14+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (4/6) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/5) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (4/4) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere

Bibic continues his inspired performance and lines up some of the opposition with arrowshots.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale), and +d6 sonic damage within 30’


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 4, Init 20

hp 63/63+0 temp; AC 16/12T/14FF; CMD 14
+6F/+7R/+10W

Back row.
Opponent:
SA: Cast SMIV.
MA: 5' flap after speaking.

"Guys! Watch your backs! More are coming!" Spasi says from his invisible perch. He begins a full round cast, calling upon allies to come help..

Spellz:

5th: 1/5 (Lightning Arc*0,Overland*1)
4th: 2/7 (Gr Invis*0, Stone Shape,DDoor*0,SMIV*2)
3rd: 6/8 (See Invis (ext)*0,fireball*3,Haste*2,Heroism*1)
2nd: 2/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*1, ScRay*1)
1st: 3/8 (MageArmor*1,Snowball*0,MMissile*1,Vanish*1)

Wand of Magic Missile 28/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Haste Round 1/11: +1 to all the things. You know the deal.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 4
HP 122/135 DR 5/-, 10/lethal, fire 2
AC 24/T17/FF20
CMD 32
F+15, R+9, W+7; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 25/28
Shard of Greed: 1/1
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +3 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent: Sword Stabber Guy
Effects: Shield Other, Communal Resist (cold, fire), Crowd Control, Haste, Lifelink

Rhesus ignores the hammer and continues to introduce the skulks to his.

"Something coming from that hallway!"

Attack: 1d20 + 16 ⇒ (2) + 16 = 18
Damage: 2d6 + 17 ⇒ (3, 5) + 17 = 25

Attack: 1d20 + 16 ⇒ (9) + 16 = 25
Damage: 2d6 + 17 ⇒ (1, 2) + 17 = 20

Attack: 1d20 + 11 ⇒ (3) + 11 = 14
Damage: 2d6 + 17 ⇒ (4, 1) + 17 = 22


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 3
HP: 106/135 -4| AC 27 (T1123/FF27)
F: +10 R: +6 W: +11
Spells Left Today: 1st - 7/7 | 2nd - 4/7 | 3rd - 5/7 | 4th - 3/6 | 5th - 4/4
Channels Left Today (8d6+1 each): 2/6
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus), Communal Resist (Cold, Fire)
Location: Front
FRA: Stab X2

Clement gestures down the hall (to B10).

"Yeah, remember we knew that'd be happening right?"

As he takes a minor hit from a single arrow, Clement grunts as he pulls it out and drops it. Maintaining his position next to Rhesus, he stabs out twice with his blade, bolstered by Bibic's rousing tale of elven deeds.

+1 corrosive dagger (power+inspire) #1: 1d20 + 12 - 2 + 2 ⇒ (11) + 12 - 2 + 2 = 23 for 1d4 + 4 + 4 + 2 ⇒ (1) + 4 + 4 + 2 = 11
Corrosive: 1d6 ⇒ 3
+1 corrosive dagger (power+inspire) #2: 1d20 + 7 - 2 + 2 ⇒ (11) + 7 - 2 + 2 = 18 for 1d4 + 4 + 4 + 2 ⇒ (4) + 4 + 4 + 2 = 14
Corrosive: 1d6 ⇒ 4


Between Rhesus, Clem and Bibic, the remaining 3 Skulks are brought down.

The Skulks coming in from B10 hustle down the hallway and come around behind you.

The plodding footfalls reveals a taiga giant that bursts into the room you are in (B4) and attacks Rhesus:

Attack: 1d20 + 19 ⇒ (9) + 19 = 28 (it has reach)
Damage?: 3d6 + 15 ⇒ (5, 6, 6) + 15 = 32

Koriah doesn't hesitate and rushes at the Giant:
AoO: 1d20 + 19 ⇒ (12) + 19 = 31
Damage: 3d6 + 15 ⇒ (3, 3, 2) + 15 = 23 Taking a spear thrust.

Koriah: 1d20 + 13 ⇒ (13) + 13 = 26
Damage: 1d10 + 4 + 1d6 ⇒ (9) + 4 + (1) = 14

Koriah: 93/142

Everyone is up

Giant:

AC 26, touch 14, flat-footed 24 (+4 armor, +4 deflection, +2 Dex, +8 natural, –2 size)
hp 143/157
Fort +15, Ref +9, Will +10
Defensive Abilities rock catching; Immune enchantment and illusion spells
Melee spear +19/+14/+9 (3d6+15/×3) or 2 slams +19 (1d8+10)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 5, Init 20

hp 63/63+0 temp; AC 16/12T/14FF; CMD 14
+6F/+7R/+10W

Back row.
Opponent:
SA:
MA: Fly over to help with giant.

Spasi releases his spell, again calling a magnificent battle rhino to charge into the skulks.

1d20 + 8 + 2 + 2 ⇒ (17) + 8 + 2 + 2 = 29 charge at back skulk (charge,+aug)
4d6 + 12 + 2 ⇒ (2, 5, 5, 1) + 12 + 2 = 27 damage

Next turn, Spasi wants to be in the position to scorch ray the giant without cover.

Augmented Rhino: AC16, hp 52/52

Spellz:

5th: 1/5 (Lightning Arc*0,Overland*1)
4th: 3/7 (Gr Invis*0, Stone Shape,DDoor*0,SMIV*3)
3rd: 6/8 (See Invis (ext)*0,fireball*3,Haste*2,Heroism*1)
2nd: 2/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*1, ScRay*1)
1st: 3/8 (MageArmor*1,Snowball*0,MMissile*1,Vanish*1)

Wand of Magic Missile 28/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Haste Round 1/11: +1 to all the things. You know the deal.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

HP 113/135 DR 5/-, 10/lethal, fire 2
AC 24/T17/FF20
CMD 32
F+15, R+9, W+7; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 25/28
Shard of Greed: 1/1
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +3 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent: Sword Stabber Guy
Effects: Shield Other, Communal Resist (cold, fire), Crowd Control, Haste, Lifelink, Inspired

Oops, forgot Inspire.

32-5=27/2=14R13C-5=9R18C.

Rhesus steps up and swings at the giant.

"You think you're tough?"

Attack Flanking: 1d20 + 18 + 2 ⇒ (6) + 18 + 2 = 26
Damage: 2d6 + 19 + 1 ⇒ (5, 2) + 19 + 1 = 27

Attack Flanking: 1d20 + 18 + 2 ⇒ (18) + 18 + 2 = 38
Damage Flaking: 2d6 + 19 + 1 ⇒ (5, 4) + 19 + 1 = 29

Attack Flanking: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27
Damage Flanking: 2d6 + 19 + 1 ⇒ (2, 3) + 19 + 1 = 25


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 4
HP: 88/135 -18| AC 27 (T1123/FF27)
F: +10 R: +6 W: +11
Spells Left Today: 1st - 7/7 | 2nd - 3/7 | 3rd - 5/7 | 4th - 3/6 | 5th - 4/4
Channels Left Today (8d6+1 each): 2/6
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus), Communal Resist (Cold, Fire)
Location: Back
FRA: Glitterdust

Clement winces as he watches Koriah take a spear in the gut and flinches a second time as he shares another injury as Rhesus charges into melee.

Sighing, he sizes up his own injures which he gauges to be still fairly minor at this point and instead works to prevent the giant's brutal strikes at whomever most angered it.

Glitterdust. DC15 Reflex or blinded for a while.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 5, Initiative: 7
HP: 61/61; AC: 16 (T14/FF12) (+1 from haste not included)
F: +7, R: +10, W: +6
Location: Back row
Opponent: None
Free: Continue Inspire Courage (Su) +2 att/dam (competence), +2 save vs fear (morale), & +d6 sonic damage within 30’
Full: Longbow (cold iron): 1d20 + 11 + 6 ⇒ (15) + 11 + 6 = 32 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (4) + 12 + 3 + (5) = 24 (point blank, inspiration, sonic)
Longbow (cold iron): 1d20 + 11 + 6 ⇒ (3) + 11 + 6 = 20 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (6) + 12 + 3 + (2) = 23 (point blank, inspiration, sonic)
iterative Longbow (cold iron): 1d20 + 6 + 6 ⇒ (13) + 6 + 6 = 25 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (2) + 12 + 3 + (5) = 22 (point blank, inspiration, sonic)
Hasted Longbow (cold iron): 1d20 + 11 + 6 ⇒ (9) + 11 + 6 = 26 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (1) + 12 + 3 + (1) = 17 (point blank, inspiration, sonic)

Conditions:
Heroism (20/90m), Resist Cold 30 (1/20m), Bardic Performance, Haste
Weapon Equipped = Longbow
Cold Iron Arrows = 56/71
Inubrix Arrows = 10
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 1/1
Bardic Performance = 21/26 (+2 round lingering, move action)
Boots of Speed = 10/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +8/3, Dex +4, Weapon Focus +1, Bow +3, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +3, Bow +3, (Deadly Aim +6)
Bard Spells: (CL 11, Con: +15, SR +13, DC: 14+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (4/6) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/5) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (4/4) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere

Bibic spins on his heels and directs his arrows against the new threat.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale), and +d6 sonic damage within 30’


@Rhesus: It has a 15ft reach, so you need to move to attack, so I'm just counting your first attack. You don't eat an AoO, since Koriah already took it.

The giant takes a beating, but still stands.

Will save: 1d20 + 9 ⇒ (15) + 9 = 24 The giant shakes off the spell.

The skulks take a hit from the rhino, before falling upon it:

Vs rhino: 1d20 + 10 ⇒ (16) + 10 = 26 Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Vs rhino: 1d20 + 10 ⇒ (7) + 10 = 17 Damage: 1d6 + 2 + 2d6 ⇒ (5) + 2 + (1, 2) = 10
Vs rhino: 1d20 + 10 ⇒ (9) + 10 = 19 Damage: 1d6 + 2 + 2d6 ⇒ (5) + 2 + (1, 6) = 14
Vs rhino: 1d20 + 10 ⇒ (11) + 10 = 21 Damage: 1d6 + 2 + 2d6 ⇒ (1) + 2 + (5, 6) = 14 43 damage

Seeing Rhesus as the larger threat, the giant attacks him,

vs Rhesus: 1d20 + 19 ⇒ (18) + 19 = 37 damage: 3d6 + 15 ⇒ (5, 6, 6) + 15 = 32
vs Rhesus: 1d20 + 14 ⇒ (3) + 14 = 17
vs Rhesus: 1d20 + 9 ⇒ (19) + 9 = 28 damage: 3d6 + 15 ⇒ (2, 2, 1) + 15 = 20

koriah attacks with her blades:
attack: 1d20 + 13 ⇒ (20) + 13 = 33
confirm?: 1d20 + 13 ⇒ (1) + 13 = 14 Damage: 1d10 + 3 + 1d6 ⇒ (5) + 3 + (4) = 12
Attack: 1d20 + 8 ⇒ (13) + 8 = 21
Attack: 1d20 + 3 ⇒ (12) + 3 = 15

attack: 1d20 + 13 ⇒ (17) + 13 = 30 Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Attack: 1d20 + 8 ⇒ (15) + 8 = 23
Attack: 1d20 + 3 ⇒ (11) + 3 = 14

Everyone is up

Skulks x4 Hps:

AC 16, touch 16, flat-footed 13 (+3 deflection, +3 Dex)
hp 74 x3 47
Fort +7, Ref +10, Will +8 Defensive Abilities evasion

Giant:

AC 26, touch 14, flat-footed 24 (+4 armor, +4 deflection, +2 Dex, +8 natural, –2 size)
hp 58/157
Fort +15, Ref +9, Will +10
Defensive Abilities rock catching; Immune enchantment and illusion spells
Melee spear +19/+14/+9 (3d6+15/×3) or 2 slams +19 (1d8+10)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 5, Init 20

hp 63/63+0 temp; AC 16/12T/14FF; CMD 14
+6F/+7R/+10W

Back row.
Opponent:
SA:
MA:

”Uh, guys, that rhino isn’t going to slow them down for long,” The invisible Spasi warns as the rhino strikes out.

The rhino thrashes again, on its last legs.
1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13 charge at back skulk (+aug)
2d6 + 12 + 2 ⇒ (5, 4) + 12 + 2 = 23 damage. Augmented Rhino: AC16, hp 9/52

Spasi casts Lightning Arc at two of the evasive skulks. Now visible, Spasi continues to float 10’ up.

11d6 ⇒ (4, 3, 4, 5, 3, 5, 1, 2, 3, 2, 3) = 35 Reflex vs. DC 22

Spellz:

5th: 2/5 (Lightning Arc*1,Overland*1)
4th: 3/7 (Gr Invis*0, Stone Shape,DDoor*0,SMIV*3)
3rd: 6/8 (See Invis (ext)*0,fireball*3,Haste*2,Heroism*1)
2nd: 2/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*1, ScRay*1)
1st: 3/8 (MageArmor*1,Snowball*0,MMissile*1,Vanish*1)

Wand of Magic Missile 28/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Haste Round 1/11: +1 to all the things. You know the deal.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 6, Initiative: 7
HP: 61/61; AC: 16 (T14/FF12) (+1 from haste not included)
F: +7, R: +10, W: +6
Location: Back row
Opponent: None
Free: Continue Inspire Courage (Su) +2 att/dam (competence), +2 save vs fear (morale), & +d6 sonic damage within 30’
Full: Longbow (cold iron): 1d20 + 11 + 6 ⇒ (1) + 11 + 6 = 18 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (5) + 12 + 3 + (2) = 22 (point blank, inspiration, sonic)
Longbow (cold iron): 1d20 + 11 + 6 ⇒ (13) + 11 + 6 = 30 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (7) + 12 + 3 + (2) = 24 (point blank, inspiration, sonic)
iterative Longbow (cold iron): 1d20 + 6 + 6 ⇒ (2) + 6 + 6 = 14 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (3) + 12 + 3 + (4) = 22 (point blank, inspiration, sonic)
Hasted Longbow (cold iron): 1d20 + 11 + 6 ⇒ (12) + 11 + 6 = 29 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (2) + 12 + 3 + (4) = 21 (point blank, inspiration, sonic)

Conditions:
Heroism (20/90m), Resist Cold 30 (1/20m), Bardic Performance, Haste
Weapon Equipped = Longbow
Cold Iron Arrows = 51/71
Inubrix Arrows = 10
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 1/1
Bardic Performance = 20/26 (+2 round lingering, move action)
Boots of Speed = 10/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +8/3, Dex +4, Weapon Focus +1, Bow +3, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +3, Bow +3, (Deadly Aim +6)
Bard Spells: (CL 11, Con: +15, SR +13, DC: 14+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (4/6) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/5) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (4/4) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere

Bibic continues singing for the good of all (including the rhino) as he shoots at the scum.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale), and +d6 sonic damage within 30’


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

HP 96/135 DR 5/-, 10/lethal, fire 2
AC 24/T17/FF20
CMD 32
F+15, R+9, W+7; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 25/28
Shard of Greed: 1/1
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +3 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent: Giant
Effects: Shield Other, Communal Resist (cold, fire), Crowd Control, Haste, Lifelink, Inspired

32-5=27/2=14R13C-5=9R18C;20-5=15/2=8R7C-5=3R12C.17R25C.

Rhesus chokes up on his hammer and swings for the fences.

Attack Flanking: 1d20 + 18 + 2 ⇒ (1) + 18 + 2 = 21
Damage Flanking Inspired: 2d6 + 19 + 1 ⇒ (5, 2) + 19 + 1 = 27

Attack Flanking: 1d20 + 18 + 2 ⇒ (16) + 18 + 2 = 36
Damage Flanking Inspired: 2d6 + 19 + 1 ⇒ (2, 3) + 19 + 1 = 25

Attack Flanking: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19
Damage Flanking Inspired: 2d6 + 19 + 1 ⇒ (1, 3) + 19 + 1 = 24


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 5
HP: 91/135 -25 +28 | AC 27 (T1123/FF27)
F: +10 R: +6 W: +11
Spells Left Today: 1st - 7/7 | 2nd - 3/7 | 3rd - 5/7 | 4th - 2/6 | 5th - 4/4
Channels Left Today (8d6+1 each): 2/6
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus), Communal Resist (Cold, Fire)
Location: Front
FRA: Stab

88-25=63.

Clement feels the brunt of the pair of strikes from the giant along with Rhesus.

"I'd say dodge those, but that's like dodging an avalanche."

Realizing he's just a single telling blow from taking a nap, Clement mends his injuries in case it takes Rhesus and Bibic longer than an additional six seconds to defeat their latest foe.

Glancing over his shoulder, Clement is thankful he's not sharing the rhino's wounds.

Cure Critical: 4d8 + 11 ⇒ (1, 5, 5, 6) + 11 = 28

63+28=91


Ref: 1d20 + 10 ⇒ (18) + 10 = 28
Ref: 1d20 + 10 ⇒ (7) + 10 = 17

The rhino misses, but Spasi zaps one of the skulk, though the other dodges the electricity. Bibic fires in some arrows and cuts one of them down.

Rhesus wades in swinging, mising twice, but landing one mighty blow.

The skulks continue on the the rhino, hoping to drop it quickly.

Attack vs rhino: 1d20 + 10 ⇒ (16) + 10 = 26 Damage: 1d6 + 2 + 2d6 ⇒ (2) + 2 + (1, 5) = 10
Attack vs rhino: 1d20 + 10 ⇒ (5) + 10 = 15
Attack vs rhino: 1d20 + 10 ⇒ (2) + 10 = 12

The giant roars and keeps attacking Rhesus:

Attack vs Rhesus: 1d20 + 19 ⇒ (10) + 19 = 29 Damage: 3d6 + 15 ⇒ (5, 3, 4) + 15 = 27
Attack vs Rhesus: 1d20 + 14 ⇒ (4) + 14 = 18
Attack vs Rhesus: 1d20 + 9 ⇒ (3) + 9 = 12

Koriah stabs away:
Attack: 1d20 + 13 ⇒ (8) + 13 = 21
Attack: 1d20 + 8 ⇒ (12) + 8 = 20
Attack: 1d20 + 3 ⇒ (17) + 3 = 20

Attack: 1d20 + 13 ⇒ (2) + 13 = 15
Attack: 1d20 + 8 ⇒ (13) + 8 = 21
Attack: 1d20 + 3 ⇒ (5) + 3 = 8

But completely whiffs on her attacks.

Everyone is up.

Skulks x3 Hps:

AC 16, touch 16, flat-footed 13 (+3 deflection, +3 Dex)
hp 74 x2 26,
Fort +7, Ref +10, Will +8 Defensive Abilities evasion

Giant:

AC 26, touch 14, flat-footed 24 (+4 armor, +4 deflection, +2 Dex, +8 natural, –2 size)
hp 33/157
Fort +15, Ref +9, Will +10
Defensive Abilities rock catching; Immune enchantment and illusion spells
Melee spear +19/+14/+9 (3d6+15/×3) or 2 slams +19 (1d8+10)


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 7, Initiative: 7
HP: 61/61; AC: 16 (T14/FF12) (+1 from haste not included)
F: +7, R: +10, W: +6
Location: Back row
Opponent: None
Free: Continue Inspire Courage (Su) +2 att/dam (competence), +2 save vs fear (morale), & +d6 sonic damage within 30’
Full: Longbow (cold iron): 1d20 + 11 + 6 ⇒ (3) + 11 + 6 = 20 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (7) + 12 + 3 + (6) = 28 (point blank, inspiration, sonic)
Longbow (cold iron): 1d20 + 11 + 6 ⇒ (3) + 11 + 6 = 20 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (4) + 12 + 3 + (5) = 24 (point blank, inspiration, sonic)
iterative Longbow (cold iron): 1d20 + 6 + 6 ⇒ (17) + 6 + 6 = 29 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (6) + 12 + 3 + (4) = 25 (point blank, inspiration, sonic)
Hasted Longbow (cold iron): 1d20 + 11 + 6 ⇒ (13) + 11 + 6 = 30 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (8) + 12 + 3 + (1) = 24 (point blank, inspiration, sonic)

Conditions:
Heroism (20/90m), Resist Cold 30 (1/20m), Bardic Performance, Haste
Weapon Equipped = Longbow
Cold Iron Arrows = 47/71
Inubrix Arrows = 10
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 1/1
Bardic Performance = 19/26 (+2 round lingering, move action)
Boots of Speed = 10/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +8/3, Dex +4, Weapon Focus +1, Bow +3, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +3, Bow +3, (Deadly Aim +6)
Bard Spells: (CL 11, Con: +15, SR +13, DC: 14+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (4/6) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/5) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (4/4) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere

Bibic continues singing for the good of all (including the rhino & Koriah) as he fires another volley at the scum.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale), and +d6 sonic damage within 30’


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

HP 90/135 DR 5/-, 10/lethal, fire 2
AC 24/T17/FF20
CMD 32
F+15, R+9, W+7; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 25/28
Shard of Greed: 1/1
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +3 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent: Giant
Effects: Shield Other, Communal Resist (cold, fire), Crowd Control, Haste, Lifelink, Inspired

27-5=22/2=11R11C-5=6R17C.

Rhesus begins to whistle as he attempts to slam his hammer into the giant, unconsciously managing to miss the tempo of Bibics song completely.

"Swing swing swing and down he'll go!"

Attack Flanking: 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 31
Damage Flanking Inspired: 2d6 + 19 + 1 ⇒ (4, 3) + 19 + 1 = 27

Attack Flanking: 1d20 + 18 + 2 ⇒ (8) + 18 + 2 = 28
Damage Flanking Inspired: 2d6 + 19 + 1 ⇒ (5, 1) + 19 + 1 = 26

Attack Flanking: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35
Damage Flanking Inspired: 2d6 + 19 + 1 ⇒ (4, 5) + 19 + 1 = 29

Crit Confirm?: 1d20 + 15 ⇒ (6) + 15 = 21
Damage: 4d6 + 40 ⇒ (1, 3, 1, 2) + 40 = 47


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 7, Init 20

hp 63/63+0 temp; AC 16/12T/14FF; CMD 14
+6F/+7R/+10W

Back row.
Opponent: Skults
SA: Use wand.
MA: Draw wand.

With everything being awful and his bison destroyed, Spasi draws his wand of MMissil and fires into the skulks, trying to take out the most wounded first.

5d4 + 5 ⇒ (2, 4, 2, 3, 4) + 5 = 20 force damage

Spellz:

5th: 2/5 (Lightning Arc*1,Overland*1)
4th: 3/7 (Gr Invis*0, Stone Shape,DDoor*0,SMIV*3)
3rd: 6/8 (See Invis (ext)*0,fireball*3,Haste*2,Heroism*1)
2nd: 2/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*1, ScRay*1)
1st: 3/8 (MageArmor*1,Snowball*0,MMissile*1,Vanish*1)

Wand of Magic Missile 27/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Haste Round 1/11: +1 to all the things. You know the deal.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 6
HP: 74/135 (91-17) | AC 27 (T1123/FF27)
F: +10 R: +6 W: +11
Spells Left Today: 1st - 7/7 | 2nd - 3/7 | 3rd - 5/7 | 4th - 2/6 | 5th - 4/4
Channels Left Today (8d6+1 each): 2/6
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus), Communal Resist (Cold, Fire)
Location: Skulks
Actions: Move + Stab

Clement catches Rhesus's struggles and provides a suggestion for finding his rhythm.

"Try rhyming? Don't the Shoanti have songs that rhyme??"

Seeing the giant almost knocked over, Clement wheels about to evaluate how much he'll be able to contribute to the fight against the skulks.

Close to melee a skulk.
+1 corrosive dagger (power+inspire) #1: 1d20 + 12 - 2 + 2 ⇒ (2) + 12 - 2 + 2 = 14 for 1d4 + 4 + 4 + 2 ⇒ (4) + 4 + 4 + 2 = 14
Corrosive: 1d6 ⇒ 1


Bibic dispatches two of the skulks and Spasi's spell wounds the last. A mighty whallop by Rhesus brings the giant to its knees and Rhesus crushes her skull in an explosion of bone shards and brain matter.

Clem runs interference, but fails to connect with his dagger.

The skulk swings wildly at Clem, Attack vs Clem: 1d20 + 10 ⇒ (13) + 10 = 23
But the blow clangs against Clem armor.

The giant down, Koriah moves to engage the remaining skulk, landing a vicious cut. With the party's attention no longer divided, the last remaining enemy stands little chance and it soon falls in a spay of blood to join its brethren.

Combat over

#Lootz: 8x +1 composite longbows, 70 ghost iron arrows, the giant's pouch contains 5500gp worth of mixed coinage, jewelry and gems.

B4 This room is decorated with the frescoed life-size images of singing clerics of different faiths gathered in vaulted chambers. The chanting flowing out of each singer’s mouth in the frescoes is represented by floating notation marks that rise toward the ceiling over the head and fall back around the feet. A flight of stairs leads to the darkness below.

The door to the south To B5 appears to be sealed with another Doomsday Lock.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Rhesus gathers the various loot into the giants bag while the smarter types figure out which door he needs to smash down next.

"Not a bad little fight aye? Spasi how come you don't summon up them distractions every time?"


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Conditions:
Heroism (20/90m), Resist Cold 30 (1/20m)
Weapon Equipped = Longbow
Cold Iron Arrows = 61/61
Inubrix Arrows = 20
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 1/1
Bardic Performance = 19/26 (+2 round lingering, move action)
Boots of Speed = 10/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +8/3, Dex +4, Weapon Focus +1, Bow +3, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +3, Bow +3, (Deadly Aim +6)
Bard Spells: (CL 11, Con: +15, SR +13, DC: 14+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (2/6) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (2/5) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (3/4) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere

Bibic will collect the arrows, but he already has enough backup bows and lets them go into the bag. He swaps some arrows from his pack to his quiver, and is ready to move on, when he notices Koriah's injuries.

"Do you need some healing?" he offers.

Last I saw, Koriah was down 49hp. Bibic heals her.
CSW: 3d8 + 11 ⇒ (5, 1, 5) + 11 = 22
CMW: 2d8 + 10 ⇒ (2, 1) + 10 = 13
two CLW: 2d8 + 10 ⇒ (3, 3) + 10 = 16

When he's done putting his hands on her, he smiles, and turns to the others, "So, where to next?"


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Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26
Rhesus Ghawn wrote:
"Not a bad little fight aye? Spasi how come you don't summon up them distractions every time?"

"That's because *you're* the..."distraction. Spasi almost says, but then realizes that might be the wrong thing to say. After all, Clem is a distraction too. "you're the best. Didn't think you need them. That's way."

1d20 + 14 ⇒ (17) + 14 = 31 Bluff

Spasi will identify the magics, then help pack them up for later sale.

He says nothing as Bibic heals his girlfriend Koriah. Ain't that sweet. He's sweet on her. I think the Spasi magic is working.

* * *

Pushing forward to B5, he pauses at the Doomsday Lock.

"Another one of these Doomsday Dealies, huh?" Spasi smirks at the lock. "Well, we have them Doomsday Keys, don't we? Who has it?" Spasi begins to pat down his pockets to see if he has the key.

More info on Doomsday Locks (link) here. I don't think anyone took the key, but maybe Bibic or Clem did or will do so now.

When the key is produced, Spasi will wait for the door to be opened.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic roots around the group gear until he finds the key. Holding it aloft, he says, "Found it!"

He'll walk to the lock and check it for traps first.

Perception: 1d20 + 17 + 2 ⇒ (12) + 17 + 2 = 31 (heroism)

If he finds nothing, he'll insert the key and turn. If he finds a trap, he'll try to disarm it.

Disable Device: 1d20 + 15 + 4 ⇒ (6) + 15 + 4 = 25 (MW tools, heroism)


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Bibic's a good choice to be the keymonger.

Clement nearly steps forward to offer to mend Koriah's wounds, but sees Bibic quickly move in along with Spasi's larger-than-life grin and seems to understand matters fully.

He heads over to Rhesus and lays his own hands onto the Shoanti's wounds before bringing his attention to the conversation of Spasi's summons to pass the time while Bibic works the key.

"That rhino was pretty spectacular... could you do a lion? Or a panther?"

Rhesus is down 45 and Clem is down 61.

Rhesus
Cure Light x2: 2d8 + 10 ⇒ (7, 2) + 10 = 19
Cure Serious: 3d8 + 11 ⇒ (3, 7, 3) + 11 = 24

Clem
Cure Light x2: 2d8 + 10 ⇒ (6, 2) + 10 = 18
Cure Serious: 3d8 + 11 ⇒ (7, 8, 4) + 11 = 30

Rhesus is down 1, Clem is down 13.
Spells Left Today: 1st - 3/7 | 2nd - 3/7 | 3rd - 3/7 | 4th - 2/6 | 5th - 4/4


Koriah grimaces as Bibic's magic mends her wounds, "Magical healing always makes me itch something fierce, but thanks for helping me keep my insides on the inside."

The doomsday lock responds the the key you took from the medusa and the door opens with the soft rasp of stone on stone. A faint, flickering light illuminates the room beyond, coming from an alcove in the western wall. Within the alcove, a luminous globe floats in midair above a stone pedestal. A flight of stairs leads down to the east.

As you approach to take a closer look the globe shimmers and takes on the appearance of a moon with a skull-like face leering from its surface that everyone save Rhesus, identifies as a depiction of the god Groetus.

You notice that the globe seems to respond more strongly to Clem than anyone else.

knowledge (religion) DC25:
You recall stories of similar icons in Groetan temples. These strange objects served primarily as tokens of respect for visiting clerics and other divine spellcasters. These these icons are also said to serve as windows through which powerful priests of Groetus could look out upon the world.

You still have not checked B8-12, on this floor yet.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

1d20 + 22 + 2 ⇒ (7) + 22 + 2 = 31 Know (Religion)

Spasi takes a look at the globe. He smiles, looking quite pleased to explain it to Clem.

"One of them Scroteus Globes, this is," Spasi explains. "I see them in that one Calistrian Temple in uhm...Kaer Maga, was it? Not sure why they had one." Spasi can't remember the night, but he definitely remembers the globe. He will explain what he thinks they are. See spoiler above.

He looks at Koriah.

"You know about these, Koriah?"

Spasi will guide *the* Distraction Rhesus back to B8 then forward to B12 if he can.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27
GM Fanguar wrote:
Koriah grimaces as Bibic's magic mends her wounds, "Magical healing always makes me itch something fierce, but thanks for helping me keep my insides on the inside."

"My pleasure, glad I could help. You know there are probably ointments for the itch, but I've never heard of that particular malady before so I'm not sure which one would be most appropriate. Perhaps when we get to a decent sized town, we could find you something."

Knowledge Religion: 1d20 + 6 ⇒ (6) + 6 = 12

Bibic nods thoughtfully at Spasi's description, "That's kind of cool. How do they work? Can we use 'em to look around this place like a Clairvoyance? Might save us some bruising."

He walks around the globe checking it out. If Clem can't figure out how it works though, he shrugs, and suggests they finish searching the floor before descending.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Rhesus shrugs at the itching, having been healed so many times the wounds have formed a thick layer of scar tissue.

"Sure Spasi, whatever you say. Let's go the other way."


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Clement looks a little worried as he leans in to observe the skull-face looking back.

"So Groetans could look through this like the Calistrians could look in on all the rooms at the Kaer Magan Temple?"

Clement looks to the others, clearly having little motivation of his own to press a bare hand onto it.

If he's pressed by the others, he quickly caves and will try to activate it to see what he can observe through it. Check required?


As Clem moves close, the globe brightens, filling the room with light, but that's all.

@Clem: No check needed. You fiddle with it a bit, but it doesn't seem to do much but serve as a macabre lightbulb.

B8
A faint smell of seasoned birch and a stronger musty smell of dust permeate this room, where large stacks of lumber, together with heaps of billets, boards, and charcoal are stored. A layer of dust covers everything here. This room seems to serve little purpose other than that of a storeroom. The thick layer of dust suggests that it has been overlooked by both the Abbey's original residents, as well as the new invaders.

B12

This area is clearly where the giant had been residing, as a huge mound of furs lies in the south section of the room. The room is furnished with two rows of benches and hangers. Two cloaks, one colored a bright red and the other a dirty russet brown, hang from pegs set in the north wall. The red cloak, embroidered with rainbow-hued spirals and fitted with two golden clasps, is a piece of very fine clothing (180 gp). The russet brown cloak radiates a magical aura.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic does what he can to determine what the brown robe may be. He casts Detect Magic and analyzes the item.

Spellcraft: 1d20 + 18 + 2 ⇒ (15) + 18 + 2 = 35 (heroism)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

"Good talk, Koriah," Spasi smirks as the Koriah ignores him. He was used to such things. For some reason, women tend to dislike him.

1d20 + 21 + 2 ⇒ (7) + 21 + 2 = 30 Perception

Spasi also inspects the rooms with Detect Magic.

1d20 + 23 + 2 ⇒ (18) + 23 + 2 = 43 Spellcraft


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Clement is happy to put some distance between the group and the Groetan orb. As they explore their next pair of rooms, Clement aids his hand into searching the room for valuables.

Same as Spasi and Bib.

Perception: 1d20 + 15 ⇒ (12) + 15 = 27


Solid rolls. The cloak is a cursed cloak of resistance +3. The bonus becomes -3 when the cloak is exposed to sunlight.

Continuing the survey:

B10:
This room is furnished with tables, chairs, and a few sideboards. The chairs are scattered here and there, and the sideboards have been smashed open and emptied. A large cast-iron stove sits in the northwest corner. This looks to have served as a common room for the people that worked on this floor.

B11:
A group of simple sleeping rooms are found in this area. The nature of the rooms suggests that they belonged to servants.

B9:
This room contains a few sturdy wooden tables and the necessary equipment to work wood, leather, and textiles. The workroom shows signs of recent use. From the tools and scraps laid out, you can tell that whoever used it last was working on traps and golems.

Lootz: The fine tools in this room compose two full sets of masterwork craftsmen tools-each set is worth 200 gp and grants a +2 bonus on Craft skills having to do with carpentry, stone masonry, and the like. There are several scrolls containing notes on golem crafting, including notes on how to disrupt and damage golems crafted by others so that they fly into berserk rages. These notes are worth 5,000gp to an interested scholar of constructs.

None of the above rooms have any detectable magic.

When ready, we can head down to the next level. There are stairs in either B4 or B5.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic considers offering the cloak to Spasi, but figures he'll figure it out for himself as well, and refrains, grinning at the thought.

He searches the rooms casually as they go (take-10 for 27 perception) and collects the golem notes at least.

When the group is ready, he suggests, "Shall we see what's below?" He heads to B5.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Clement stifles a yawn after another trio of fairly uninteresting rooms.

"Yeah, down's good. What do you think Spasi? You ready to go down?"


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi explains what he thinks the cloak is, and how it might be sort of effective at some times, kind of like Bibic.

"Yeah, well...does anyone want it?" Spasi offers it around, including to Koriah, figuring it would be better than anything the Pathfinders might offer. He glances over the notes before taking them as well, noting that there is a well-known golem crafters in Kaer Maga.

Clement Twice-Born wrote:
"Yeah, down's good. What do you think Spasi? You ready to go down?"

Spasi nods. "Yeah yeah. Let's go." To B5.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Rhesus rejects the cloak, the words cursed causing him to reject it. He bangs through the tools and notes without really reading them.

"We can get these on the way back. Let's head down."

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