Caelash Suul |
Feeling queasy, Caelash enchants his bow and unleashes another volley at the armored man, then moves back to the shelter of the cave.
Swift action to spend point from Arcane Pool to enhance bow for 1 minute, then full attack to bow flurry the armored man, and then 5-foot step back into the cave, granting total cover from enemies on the ground.
Stealth: 1d20 + 13 ⇒ (9) + 13 = 22 (Perception checks at -1/10 ft of distance, and I have cover.)
Bow Flurry:
Shot 1: 1d20 + 12 - 2 ⇒ (13) + 12 - 2 = 23; damage: 1d8 + 4 + 1d6 - 2 ⇒ (2) + 4 + (5) - 2 = 9
Shot 2: 1d20 + 12 - 2 ⇒ (15) + 12 - 2 = 25; damage: 1d8 + 4 + 1d6 - 2 ⇒ (3) + 4 + (3) - 2 = 8
If it matters this late, previous attacks should have been at +1 damage.
Ian Wronski |
Ian will take a 5 foot step to try to get closer to flanking the armored man and then swing his greatsword twice with the first attack calling upon destructive power from Nethysdestructive smite
full attack power attack
1d20 + 8 ⇒ (5) + 8 = 13
damage 1
2d6 + 11 ⇒ (1, 2) + 11 = 14
attack 2
1d20 + 3 ⇒ (15) + 3 = 18
damage2
2d6 + 10 ⇒ (1, 1) + 10 = 12
Ian Wronski |
no oh and then I get sneak attack if it hits so +2 to both. Oh and I have favored enemy human for another +2 hit and damage crud forgot.
1d6 ⇒ 6
ulgulanoth |
right, with the +4 total to hit you manage to get in 1 hit, now back to the other two
the armoured man attacks Uriel with sharp and precise thrusts and slashes
attack 1
1d20 + 11 ⇒ (5) + 11 = 16
to wound
1d8 + 4 ⇒ (8) + 4 = 12
attack 2
1d20 + 4 ⇒ (11) + 4 = 15
to wound
1d8 + 4 ⇒ (7) + 4 = 11
the robed man swings his hands and utters something before he starts to glow slightly, with a thin shimer of golden light
Uriel your turn
Uriel Darkbane |
With the villain firmly entrenched between himself and Ian, Uriel continues to strike with his scimitar.
full attack with scimitar with flanking
+15/+10 to hit, 1d6+6 damage (18-20)/x2
First attack
+15 to hit 1d20 + 15 ⇒ (10) + 15 = 25 (18-20)/x2
1d6+6 damage 1d6 + 6 ⇒ (6) + 6 = 12
critical confirmation with a natural 18-20
+15 to hit 1d20 + 15 ⇒ (2) + 15 = 17
1d6+6 damage 1d6 + 6 ⇒ (6) + 6 = 12
second attack
+10 to hit 1d20 + 10 ⇒ (10) + 10 = 20 (18-20)/x2
1d6+6 damage 1d6 + 6 ⇒ (3) + 6 = 9
critical confirmation with a natural 18-20
+10 to hit 1d20 + 10 ⇒ (5) + 10 = 15
1d6+6 damage 1d6 + 6 ⇒ (5) + 6 = 11
Ian Wronski |
How far away is the robed man? I know its not my turn yet but I still want to know.
Caelash Suul |
Caelash steps forward again and unleashes arrows on the armored man.
Bow Flurry (vs. FF AC):
Shot 1: 1d20 + 12 ⇒ (16) + 12 = 28; damage: 1d8 + 4 + 1d6 ⇒ (4) + 4 + (5) = 13
Shot 2: 1d20 + 12 ⇒ (18) + 12 = 30; damage: 1d8 + 4 + 1d6 ⇒ (1) + 4 + (3) = 8
Caelash is now visible again, but still benefits from cover.
We have dealt 77-83 HP to him. Just to get a meta-feel for how badly we have hurt him, so we can make sure our characters use sound tactics.
Ian Wronski |
assuming I am still flanking
Ian keeps swinging his sword trying to finish off the armored man.
full attack power attack
1d20 + 10 ⇒ (16) + 10 = 26
damage 1
2d6 + 10 ⇒ (2, 6) + 10 = 18
sneak attack 1
1d6 ⇒ 1
attack 2
1d20 + 5 ⇒ (4) + 5 = 9
damage 2
2d6 + 10 ⇒ (1, 2) + 10 = 13
sneak attack 2
1d6 ⇒ 4
ulgulanoth |
Uriel your on the beach, so no trees and almost nothing to hide behind, the robed man is about 50ft from you at the start, so you could reach him with a double move, you can't quite make a charge though since you'd have to move around some object between
Caelash Suul |
around 40ft away
Or is it 50?
... so no trees and almost nothing to hide behind, ... you could reach him with a double move, you can't quite make a charge though since you'd have to move around some object between
Which is it?
Uriel Darkbane |
My apologies for the misunderstanding regarding cover. I hope to change my action some then. If this is a problem just let me know and my action will remain the same. No big deal either way.
Uriel moves toward thew robed man and casts a spell.
move action: 20' toward the robed figure
standard action: cast protection from evil, oracle 1, will last for three minutes.
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.
Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.
Caelash Suul |
Caelash casts entangle, centered behind the robed man, so that he is engulfed, but only just. That way, his only escape, should he choose to flee the spell's area, is through Uriel and Ian, or the entirety of the entangle effect- and if anyone charges the robed man, or engages him in melee, they can do so without being entangled themselves. DC 17 Reflex partial, lasts 6 minutes, or until dismissed.
Caelash then takes a 5-foot step back, granting him total cover again in the little cave.
Caelash Suul |
Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.
An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.
So: -2 AC, -2 Ref saves, -2 Dex-based skills, -2 attacks, -4 any ranged/ranged touch attack, etc. Robed man moves at 1/4 speed in the radius of the entangle effect, and cannot 5-foot step out (half speed from entangled, half again from difficult terrain). Concentration checks to cast spells, or lose spell. DC 17 Strength or Escape Artist to break free.
Ian Wronski |
Ian will double move to 10 feet away from the robed man and draw his lance along the wayassuming tihs is where the difficult terrain is. I get attacks of oppurtunity now.
Ian Wronski |
Ian thrusts with his lance trying to disrupt the spellcasting.
attack roll
1d20 + 10 ⇒ (12) + 10 = 22
damage
1d8 + 5 ⇒ (7) + 5 = 12
ulgulanoth |
right so concentration checks
1d20 + 12 ⇒ (18) + 12 = 30
1d20 + 12 ⇒ (6) + 12 = 18
against all odds he manages to cast the spell, and seconds later two missiles of force crash into Ian and two crash into Uriel
damage to Ian
2d4 + 2 ⇒ (4, 4) + 2 = 10
damage to Uriel
2d4 + 2 ⇒ (4, 2) + 2 = 8
Uriel Darkbane |
Uriel quickly closes the remaining distance with the now entangled robe and strikes at him with his scimitar.
Note: if the remaining distance is greater than 20' then Uriel will charge to cover it.
move action 20' to robed man.
Standard action:
attack with scimitar
+13 to hit 1d20 + 13 ⇒ (5) + 13 = 18
1d6+6 damage 1d6 + 6 ⇒ (5) + 6 = 11
critical confirmation for a natural to hit roll of 18-20
+13 to hit 1d20 + 13 ⇒ (16) + 13 = 29
1d6+6 damage 1d6 + 6 ⇒ (5) + 6 = 11
Ian Wronski |
my lance is a +1 lance so it overcomes magic dr. Power attack time if he has dr and entangle lowers his AC. two handed so. Also +2 hit and damage if he is human.
Ian thrusts with his lance twice as hard as he can.
attack roll power attack
1d20 + 8 ⇒ (9) + 8 = 17
damage 1
1d8 + 11 ⇒ (8) + 11 = 19
attack 2
1d20 + 3 ⇒ (11) + 3 = 14
damage 2
1d8 + 11 ⇒ (2) + 11 = 13
Ian Wronski |
Ian sees another opportunity and thrusts with his lance to try to stop him from casting this spell.AOO power attack as it lasts until next turn.
1d20 + 8 ⇒ (14) + 8 = 22
AOO damage
1d8 + 11 ⇒ (1) + 11 = 12
Uriel Darkbane |
"You can come out now, Caelash!" Uriel laughs.
It seems our robed friend had magical items to the effect of his staff, two rings, and a medallion similar to the thing "wearing" the woman earlier.
With that Uriel quickly searches the body for anything else of valueor use.
perception 1d20 + 9 ⇒ (9) + 9 = 18
Afterward, Uriel quickly moves back to the dead warrior and casts a spell. He then proceeds to search the charred remains and remove anything else of value or importance that remains.
casts detect magic
search
perception 1d20+9
1d20 + 9 ⇒ (16) + 9 = 25