Your vision darkens for a moment, but not as though you can't see, but as though the whole world darkens for a split second. 1d6 ⇒ 5. Gharen and the priest don't seem to notice. Make another Will save, along with any other actions you wish to take.
Other than Ried only:
Round 1:
Initiative Order: The Lopper, Kendra, Ried, Alistair, Valachi, Father, Ember, and Delia.
Kendra responds to the threat with her usual blast of positive energy, which again makes itself useful against this undead foe. 1d20 + 2 ⇒ (7) + 2 = 91d6 ⇒ 2
Alistair does the same, adding to Keendra's blast of white light with her own. 1d20 + 3 ⇒ (8) + 3 = 111d6 ⇒ 4
Valachi ducks down to Ried's still form and retrieves the Lopper's hand axe from his bag.
Ember channels energy to help Ried heal, and it works, not only stopping the gushing of blood, but closing the wound until it looks a day old and starting to heal.
Delia commands Father to wait, and obediently he does, until she is able to add the force of her magic to him.
Father swings at the ghostly form with his arm. He strikes into the figure's space and his arm slows, as if fighting against the flow of a fast moving stream. The lopper grunts and reals, signalling that the impact was at least in some form felt.
Round 2:
The Lopper floats away from Father (5 ft step) and closer to Valachi, taking a swing at him with the transparent axe in his hands. 1d20 + 7 ⇒ (6) + 7 = 13. The axe passes through him as it did with Ried, and Valachi feels a wound split open, though it is under his armour, which was not affected, as though it wasn't even there. Damage:1d6 ⇒ 1, Bleed Damage;Ongoing:1d6 ⇒ 2
"What? Uh, still not feeling good. You say you raised me? That's ahh, impressive. Who might you be, good sir, to be so powerful to bring one back to life. And what blessed deity should I thank?"
Ried will slowly get up and walk around, checking his balance unitl the wonky eyesight issue is worked out.
"What? Uh, still not feeling good. You say you raised me? That's ahh, impressive. Who might you be, good sir, to be so powerful to bring one back to life. And what blessed deity should I thank?"
Ried will slowly get up and walk around, checking his balance until the wonky eyesight issue is worked out.
It's usually a standard action to retrieve a stowed object isn't it? The objects were potentially dangerous, so I'm pretty sure Ried would not have just had it on his belt...
Ah, so there we go. And I think I misunderstood your intent, Valachi. Got confused as you posted two different actions for the round, and the second did not contain a dice roll. In that case, you may attack this round Valachi, but only after he takes another swing at you.
Damage:2d6 ⇒ (1, 1) = 2 Bleed:1d6 ⇒ 2Not greater than the previous bleed, so it remains at 2/round.
Wimpiest critical in history...
As you pull the axe from the backpack, the Lopper giggles with glee and swiped at your head. The axe sails through your neck and an ice cold sensation makes you fear that head has just come away from your body. However, a split second later you realize you can still feel your body, and that warm blood is running down your neck onto your chest. The flow is significant, but not immediately life threatening. When your head fails to separate from the rest of you, the Lopper makes a disappointed sound, "Aww..."
As Valachi attacks, the axe hits, and cuts the image of the ghost as though he was flesh and blood. Ectoplasm leaks from the wound. That felt like hitting a living target..."Hey, owe! No fair, that's mine!
Delia, left with few options, decides to do as Alistair and Kendra and use her low end spell weapon of choice. She steps forward just enough that no one is in the way, but there is still the risk of how close they are while fighting. She produces a ball of acid and flings it at the apparition.
I can't recall if it was identified either. It's a +1 hand axe: only 1d6 damage, and works as a Ghost Touch weapon against the Lopper. Unless you meant that you were using the greataxe picked up form the guardsman you just defeated... that was a +1 Greataxe.
A handaxe is also a light weapon, meaning it gets no benefit from being wielded two handed. +2 for Strength only. Remind me where the other +2 you are applying comes from (or the +3 if the +2 was strength)? The Bull's Strength Kendra had on you was yesterday, and has thus expired. You will get a +1 from the enhancement bonus on the axe.
Chapter and Verse:
d20PFSRD wrote:
Light: A light weapon is used in one hand. It is easier to use in one's off hand than a one-handed weapon is, and can be used while grappling (see Combat). Add the wielder's Strength modifier to damage rolls for melee attacks with a light weapon if it's used in the primary hand, or half the wielder's Strength bonus if it's used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder's primary hand only. An unarmed strike is always considered a light weapon.
As you stand, the world dims again for a moment, and as things come back into focus, the cleric along side your bed is bent over, looking sick. 1d6 ⇒ 4. He straightens up, and gives you a smile.
"Sorry, the raising seems to have taken a bit more out of me than I was expecting. Are you feeling alright, Mr. Wil O'Wisp?"
Before you can answer, a white light washes over everything, and the cleric falls to his knees with a gasp.
Make another will save.
Rest of the party:
Round 2
Initiative Order: The Lopper, Kendra, Ried, Alistair, Valachi, Father, Ember, and Delia.
Kendra fires another shot at the ghost before you. 1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 8. Trying to sneak her shot in between the fighters and the ghost, the shot goes awry.
Alistair follows suit again. 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0. His shot is so poor, it hit the ceiling as opposed to any combatants.
Valachi digs into Reid's pack and pulls free the blood stained hand axe used by the lopper in life. As he does the lopper strikes his blow. Valachi reacts by standing tall and hacking at the thing with the axe, causing a wound that feels more real than the others.
Father steps forward and swings with his magically enhanced fist, striking through the ghost, but having some definite effect. There is some resistance, as before, and the ghost is knocked aside a touch by the impact.
Ember channels her holy power through her symbol of Pharasma. The Lopper shrieks when it hits, and for some reason, Reid twitches in his unconsciousness. Save against CPE:1d20 + 7 ⇒ (15) + 7 = 22.
Delia throws her glob of acid at the creature, but he ducks just in time. "HA! Missed me, missed me!"
Round 3
The Lopper looks at his foes with disdain, "Bah, you're no fun; where's the screams, where are the squishy ones? He moves away from Father and Valachi, spinning through the air. Acrobatics to avoid AoO:1d20 + 9 ⇒ (13) + 9 = 22. He passes through a wall and reappears next to Ember, making a strike at her with his phantasmal axe. 1d20 + 7 ⇒ (18) + 7 = 25, Damage:1d6 ⇒ 1, Ongoing Bleed:1d6 ⇒ 3. "Scream for me, pretty!"
@Valachi: You're right. That's me getting confused again by the various layers of posting. I was looking back and that post was after numerous round 2 posts, but was meant for round 1. The second attack will have been a miss. FYI, it is a Ghost Touch axe and not a Ghostbane axe, as there is a significant difference.
Delia backs away from the creature, frustrated that there isn't much more she can do. Her summons will most likely have no effect on the thing, except maybe fire but she is uncertain. She resorts to once again lobbing her acid.
5' step M29 to M28
Acid Splash 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18 (firing into melee included) ranged touch, if hit 1d3 ⇒ 2 acid
I have a question, but can't find the answer. I know energy damage affects incorporeal, but I don't know if a fire elemental does energy damage with it's burn ability if it can't do damage with it's slam attack. It's the only summon I have that might affect incorporeal.
Ember stands her ground against the spirit.
"I'll not scream for the likes of you," she retorts to it. "Face the judgement of Pharasma!"
Again she channels to injure the foul spirit.
Channel: 2d6 ⇒ (2, 2) = 4; DC13 save to 1/2 damage
As you continue to wonder at the wrongness of what you are feeling, the cleric falls down to his knees, as if in pain. The world before you begins to fade in and out until the cleric screams, and as if he was an image printed on glass, shatters. As he does the world goes black.
A moment later you feel your face on cold stone, and you open your eyes to see yourself lying on the floor, right next to the deep oubliette where you were said to have died. You hear the sound of fighting somewhere nearby you.
Round 3:
Initiative Order: The Lopper, Kendra, Ried, Alistair, Valachi, Father, Ember, and Delia.
Kendra and Alistair continue their barrage of bolts of white light, thrown at the apparition. Kendra:1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 8 |Alistair:1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 181d6 ⇒ 2. Kendra's blast goes wide, but Alistair's connects.
Ried regains consciousness and opens his eyes.
Valachi attacks again with the Lopper's own hand axe, striking the ghost in the chest and inflicting a deep wound.
Father strikes at the monster, but is unable to hit the fast moving thing.
Ember channels her energy again. Will Save:1d20 + 7 ⇒ (5) + 7 = 12. The apparition gasps with pain.
Delia throws a glob of acid, and the image of the Lopper burns at the edges of where the acid flies through it.
I can't find anything on it either, but I'd say the spirit of the rules would indicate that the Burn damage is energy, and so would affect the apparition. We'll say that should a fire elemental hit, it would do Burn only damage.
Round 4:
The Lopper moves again, ducking into the wall nearby (M31). Acrobatics to Avoid AoO:1d20 + 9 ⇒ (2) + 9 = 11 AoO from Father:1d20 + 5 ⇒ (11) + 5 = 16 AoO from Valachi:1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
The movement is clumsy, allowing Father and Valachi to take a parting swing. However, the ghost is gone too quickly, and neither connects. The Lopper reimmerges at the opposite end of the tunnel, and attacks the mage Alistair with his oversized ghostly axe. 1d20 + 7 ⇒ (8) + 7 = 15, Damage:1d6 ⇒ 4, Bleed:1d6 ⇒ 2. The axe lays open a gaping wound across the young mage's chest, and he squeaks in surprise and terror.
Groaning, Ried stands up and pulls out his crossbow, trying to assess what's going on.
How many hps did I lose + Ember's healing channel? Is it initial damage plus the same bleed damage every round (including round of attack?) Am I still bleeding?
I'm not sure on the bleed question, but either way you are back to full, as Ember's channel was equal to wound + bleed. Bleed stops automatically any time you are healed, so no, you are not still bleeding.
Edit: For anyone else taking bleed, the just rules say that you take bleed each round, so I would assume that includes the round the bleed is inflicted.
Delia decides that her best bet is to ask for the aid of a fire elemental. It seems fitting to her that it seems to be the only effective recourse when facing the undead of a burnt out prison.
5' step from M28 to M29
Standard, summon monster II, small fire elemental into Q30
Fire elemental, slam attack 1d20 + 4 ⇒ (11) + 4 = 15, miss no burn
Initiative Order: The Lopper, Kendra, Ried, Alistair, Valachi, Ember, Delia and Father.
Kendra fires a bolt of possitive energy over Alistair's shoulder, at where the Lopper reemerged. 1d20 + 3 ⇒ (18) + 3 = 211d6 ⇒ 1
Ried stands and tries to get a grip on where he is. It appear that the battle with the Lopper still rages, and that whatever his experience of a few moments ago was, he has a second chance to end this battle and save his comrades.
Alistair steps back from the Lopper and fires his Disrupt Undead spell, which is dodged by the wily spirit.
Valachi charges back in, chasing down the Lopper and attacking again. The Lopper deflects the attack with his axe, the two weapons clashing like real matter, though only one has actual substance. Valachi takes another 2 Bleed damage.
Ember Channels her energy again to disrupt the spirit. 2d6 ⇒ (4, 3) = 7, Will vs. DC 13:1d20 + 7 ⇒ (13) + 7 = 20. Ember takes another 3 Bleed damage.
Delia summons another fire elemental, this one behind the Lopper's position. It roars into existence and swings a fiery limb at the ghost, but almost as though sensing it, the ghost evades the attack.
Round 5
The Lopper frowns, "What? No screams? Where's the other pretty one? Oh! There she is!"Acrobatics to avoid AoO's:1d20 + 9 ⇒ (2) + 9 = 11. He moves back into the wall, provoking attacks from the elemental, Valachi, and Father. Elemental:1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9, Valachi:1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 221d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11, Father:1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10. Valachi scores a powerful attack before the Lopper vanishes, reappearing from the wall next to Ember. Once there it strikes at Delia, trying to make her bleed as many of the others do. 1d20 + 7 ⇒ (1) + 7 = 8. The attack fails miserably and swings absently over her head.
Ried loads a ghost salted bolt and moves to a spot away from the wall and somewhere the apparition won't have soft cover from Ried's allies. "Time to see if this works!"
Alistair casts again since trying something with a low chance of success is better than doing nothing, which will always fail. Getting nowhere close, he decides that the further away he is, the less chance the thing has to get behind him like the others. He moves back around the corner, where he can move closer or further as required based on the thing's own movements.
With him getting so close, and just missing her, Delia steps back away into the room again, conjuring yet another acid globule. She throws it at him from the relative safety of the side room. She gets him with it, but only a little of it