Boleridin Swaggle |
Now starting to contort in a grotesque fashion, Boleridin orders the demon he gained control of to assault demon 1. Meanwhile the darkness around him takes the form of two large, batlike wings, and he flies to the top of the wall of ice and perches up there. Finally, his contortions reach a fever pitch, and from his body emerges a horrendous spectral being which flies to demon 4.
Swift action for Wings of Darkness, move action to get atop the wall, standard action to use Dweller in Darkness. Behaves as a Phantasmal Killer, meaning Will DC 23 then, if failed, Fort DC 23.
Shakros |
Right.... Right... Forgot about that.
Full-round Action: Spell-Combat, trading in Illusion of Calm to cast Intensified Shocking Grasp, casting defensively
Shocking Grasp attack: 1d20 + 24 ⇒ (18) + 24 = 42
Shocking Grasp Damage: 1d6 + 13 + 10d6 ⇒ (5) + 13 + (3, 1, 2, 3, 6, 6, 4, 1, 1, 6) = 51
SR: 1d20 + 13 ⇒ (12) + 13 = 25
Blessing of Fervor attack: 1d20 + 21 ⇒ (1) + 21 = 22
Blessing of Fervor Damage: 1d6 + 13 ⇒ (5) + 13 = 18
Iterative 1 attack: 1d20 + 21 ⇒ (15) + 21 = 36
Iterative 1 damage: 1d6 + 13 ⇒ (3) + 13 = 16
Iterative 2 Attack: 1d20 + 16 ⇒ (2) + 16 = 18
Iterative 2 Damage: 1d6 + 13 ⇒ (5) + 13 = 18
Iterative 1 Crit confirm: 1d20 + 21 ⇒ (2) + 21 = 23
Iterative 1 Crit Damage: 1d6 + 13 ⇒ (4) + 13 = 17
Shocking Grasp Crit Confirm: 1d20 + 24 ⇒ (13) + 24 = 37
Shocking Grasp Crit Damage: 1d6 + 13 + 10d6 ⇒ (1) + 13 + (2, 3, 2, 5, 5, 2, 2, 3, 2, 1) = 41
Watcher Uatu |
Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
There is a feat which ignores one metamagic feat. It is spell perfection.
Benefit: Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.
Boleridin Swaggle |
Round 3:
For Boleridin's next turn, after the monsters have a go and the one makes his saves, are there any nearby objects at all which I can affect with Telekinesis or Animate Objects? If not, then here's what I'll do:
The strange, contorted figure which Boleridin has become reaches into its pack and withdraws a simple looking metal baton (Metamagic rod of Reach). Pointing it at demon 5, Boleridin chants a guttural incantation. A thin stream of darkness sprays from the tip of the rod, directed at the face of the demon.
Move to draw the rod, then casting a Reach blindness/deafness intented to blind. Fort DC 22 or permanent blindness.
Mlungisi |
Round 3:
Move to draw the rod, then casting a Reach blindness/deafness intented to blind. Fort DC 22 or permanent blindness.
Missing a roll to overcome spell resistance for that. Though Watcher could roll that for you if you don't see this in time.
Watcher Uatu |
Yet is it only +1. I should thought it was higher for some reason
Round 3:
Monsters 24
Boleridin 24
Mlungisi 5
Everyone else 4.
Monster 1 is dead after Shakros attacks. Those crits are killing me :)
The summoner monster attacks monster 4
Sting:1d20 + 14 ⇒ (11) + 14 = 25
Damage: 3d4 + 5 ⇒ (3, 1, 2) + 5 = 11
Monster 3 vs Huuurk
5 ft steps for a flank. I forgot to add the +2 for the flank
Bite:1d20 + 14 ⇒ (20) + 14 = 34
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Confirm Crit:
Bite:1d20 + 14 ⇒ (11) + 14 = 25
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
-----------------------------------
Claw:1d20 + 14 ⇒ (3) + 14 = 17
Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Claw:1d20 + 14 ⇒ (8) + 14 = 22
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Sting:1d20 + 14 ⇒ (6) + 14 = 20
Damage: 3d4 + 5 ⇒ (1, 3, 4) + 5 = 13
Monster 4
Bite:1d20 + 14 ⇒ (7) + 14 = 21
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
Claw:1d20 + 14 ⇒ (10) + 14 = 24
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Claw:1d20 + 14 ⇒ (19) + 14 = 33
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Sting:1d20 + 14 ⇒ (8) + 14 = 22
Damage: 3d4 + 5 ⇒ (4, 2, 1) + 5 = 12
First DC is 20. If you fail the first one the second one is 22.
Stinger Str damage: 1d3 ⇒ 1
Stinger Str damage: 1d3 ⇒ 3
Watcher Uatu |
I forgot about monster 5. Huuurk
Bite:1d20 + 14 ⇒ (20) + 14 = 34
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Crit confirmation
Bite:1d20 + 14 ⇒ (9) + 14 = 23
Damage: 1d8 + 5 ⇒ (8) + 5 = 13
------------------------------
Claw:1d20 + 14 ⇒ (12) + 14 = 26
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Claw:1d20 + 14 ⇒ (6) + 14 = 20
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Sting:1d20 + 14 ⇒ (10) + 14 = 24
Damage: 3d4 + 5 ⇒ (3, 4, 1) + 5 = 13
If you failed one the previous poison saves the DC is 22. If you fail them both the DC is 26.
Mlungisi |
Round 3
"Looks like we got 'em all" Thinks, Why is Huuurk still screaming? And where did he go anyway?
Mlungisi chants briefly and a soft bubble of translucent light settles around Darrt. He then moves forward looking for Huuurk.
Select Enlarged spells from Blessing of Fervor and casts Shield Other on Darrt. Duration 13 hours. Range 115 ft due to enlarge spell. If at any point Mlungisi and Darrt are more than 115 ft apart the spell ends.
Move to I14
HP: 111
Spells used: 4th/1
2nd/1
Blessing of Fervor: 11 rounds remaining
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus. (does not stack with haste)
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
Mlungisi |
Wait, didn't Huuurk destroy #4 during his round 2 actions? And maybe #3 as well?
Activate Haste, Power Attack, Raging Brutality again, taking the bonus from Blessing of Fervor for the +2 hit/ac/reflex again.
Charge from R8 to R10, provoking from both Monster 3 & 4.
Full charging attack on Monster 4
Attack 1: 1d20 + 23 ⇒ (17) + 23 = 40 Crit Threat
Damage 1: 2d4 + 2d6 + 45 ⇒ (2, 1) + (2, 2) + 45 = 52
Attack 2: 1d20 + 23 ⇒ (4) + 23 = 27
Damage 2: 2d4 + 2d6 + 45 ⇒ (3, 3) + (2, 3) + 45 = 56
Attack 3: 1d20 + 18 ⇒ (12) + 18 = 30
Damage 3: 2d4 + 2d6 + 45 ⇒ (3, 4) + (5, 1) + 45 = 58
Attack 4: 1d20 + 13 ⇒ (16) + 13 = 29 Crit Threat
Damage 4: 2d4 + 2d6 + 45 ⇒ (3, 3) + (2, 2) + 45 = 55
Crit 1: 1d20 + 23 ⇒ (18) + 23 = 41
Damage: 2d4 + 2d6 + 24 ⇒ (2, 3) + (6, 2) + 24 = 37
Crit 2: 1d20 + 13 ⇒ (15) + 13 = 28
Damage: 2d4 + 2d6 + 24 ⇒ (2, 3) + (5, 1) + 24 = 35
(Raging Brutality does not multiply on crit)
Did not include acid damage, because they have resistance.
If Monster 4 dies before all 4 attacks are made, further attacks will be targeted at Monster 3.
So round 3 damage for the devils would be eliminated or greatly reduced.
Darrt |
Seeing several more of the devils go down, Darrt takes the opportunity and quickly steps forward, touching the oracle as he does so.
As soon as his fingers make contact, the blind man vanishes, only empty space occupying where he stood a moment before.
Darrt's Action: move to J15, cast extended invisibility on Mlungisi.
angered by the prospect of missing out on so much of the fighting, the large outsider shifts forward raining blows down on the remaining opponent.
Eidolon Action: Five foot step; full attack on Devil 5
Bite: 1d20 + 20 ⇒ (19) + 20 = 39
Damage: 1d8 + 28 + 1d6 ⇒ (6) + 28 + (1) = 35
Claw: 1d20 + 21 ⇒ (16) + 21 = 37
Damage: 2d6 + 19 + 1d6 ⇒ (2, 2) + 19 + (6) = 29
Claw: 1d20 + 21 ⇒ (9) + 21 = 30
Damage:2d6 + 19 + 1d6 ⇒ (2, 2) + 19 + (2) = 25
Claw: 1d20 + 21 ⇒ (5) + 21 = 26
Damage:2d6 + 19 + 1d6 ⇒ (3, 5) + 19 + (4) = 31
Claw: 1d20 + 21 ⇒ (1) + 21 = 22
Claw: 1d20 + 21 ⇒ (10) + 21 = 31
Damage:2d6 + 19 + 1d6 ⇒ (3, 1) + 19 + (4) = 27
Total Damage (after DR): 27 + 31 + 35 + 29 + 25 - 50 = 97
Darrt
AC: 22, 13, 20
hp: 74
Conditions: Dazzled, Blessing of fervor
Current spells: Enlarge person (Caarl) (258 r.), Barkskin (Eidolon) (2599 r.), Invisibility (Mlungisi) (260 r.)
Eidolon
AC: 35, 12, 32
hp: 95
Conditions: Blessing of fervor, Barkskin
Mlungisi |
How much, if any, game time will pass prior to us entering the 2nd map? That is will our extended duration spells still be in effect? Will we have time to cast a few more spells/heals/etc? Will I be able to maintain my life link with Boleridin during the intermission?
And for my init roll for map 2
Mlungisi Init:1d20 + 1 ⇒ (20) + 1 = 21
Watcher Uatu |
I also placed a link to this map at the bottom of the campaign tab.
Your relevant knowledge checks to get information will be Knowledge(arcana, planes, religion).
Initiatives(incomplete and not in order):
Mlungisi 21
Bolderidin 8
Bad guys: 1d20 + 6 ⇒ (8) + 6 = 14
Bad guys: 1d20 + 10 ⇒ (18) + 10 = 28
Bad guys: 1d20 + 7 ⇒ (8) + 7 = 15
PS:The magus is better than I gave it credit for.
PS: Ignore my previous post about always having to place the party in the exact same spot to start a fight. I also extended the map further south.
Shakros |
Initiative:1d20 + 2 ⇒ (19) + 2 = 21
I thought we could only go to the safe house at certain points, so, yeah, if it's 1 use/fight, I'd be healing up, etc after every fight. It's too bad we don't get any pre-fight buff-time, though.
Knowledges
Arcana: 1d20 + 21 ⇒ (8) + 21 = 29
Religion: 1d20 + 18 ⇒ (2) + 18 = 20
Planes: 1d20 + 21 ⇒ (8) + 21 = 29
Watcher Uatu |
So...we're allowed to use the safehouse in between each fight? I thought we were only allowed to use it like...twice?
[dice=Initiative]d20+3
Also...What are the obstacles there on the map?
You can use the house once per battle. Those obstacles are just giant walls of stone.
All knowledge checks have been noted, and once you have line of sight to the opponents the results will be given.
Init order
Bad Guys W 28
Huuurk 23
Shakros 21
Mlungisi 21
Dart 16
Bad Guys SC 15
Bad Guys Clock 14
Bolderidin 8
Once everyone is one the map we can begin.
Watcher Uatu |
The safe house is available for every fight. I had forgotten to put it one the map. It is there now.
Shakros has line of sight to the constructs.
He recognizes them as clockwork soldiers.
DR 5/adamantine;
Immune construct traits
Weaknesses--> vulnerable to electricity
Round 1:
Bad Guys W 28(held action)
Huuurk 23
Shakros 21
Mlungisi 21
Dart 16
Bad Guys SC 15
Bad Guys Clock 14
Bolderidin 8
Huuurk you are up.
Shakros |
Shakros will cast an extended Mirror Image, creating
Images: 1d4 + 4 ⇒ (2) + 4 = 6
We've got some clockwork soldiers. They're weak to electricity, Immune to a lot, and are a bit tough to pierce through.
He also uses a swift action to give his blade +2 and keen. He'll spend a point from his black blade's Arcane pool to give it +4 to damage for the next minute.
10/11 arcane pool points
3/4 Black Blade arcane pool points
Mlungisi |
"Strange Statue men?"
Huh, what? What in the world are you talking about?" Mlungisi looks confused.
We've got some clockwork soldiers. They're weak to electricity, Immune to a lot, and are a bit tough to pierce through.
Ahh, that makes more sense.
Darrt |
"Are they immune to to getting smashed by giant creatures?"
Darrt's Action: Cast extended Enlarge person on eidolon, move forward to J16
I hope you don't mind being small for now Caarl. I want to see how effective it is and I figure it's safer to do in one of the earlier fights than the later ones.
Eidolon's Action: Move to M16 (center square) using Blessing of fervor, standard to attack Clock 3 (+2 AC due to partial cover).
Claw: 1d20 + 20 ⇒ (11) + 20 = 31
Damage (after DR): 3d6 + 20 - 5 ⇒ (3, 3, 4) + 20 - 5 = 25
Electricity Damage: 1d6 ⇒ 2 * 1.5 = 3
Eidolon
AC: 30, 12, 27
Conditions: Enlarge person, Blessing of fervor.
Watcher Uatu |
At this time S.C. demands that the Eidolon die.
Updated initiative order.
Huuurk 23
Shakros 21
Mlungisi 21
Dart 16
Bad Guys Clock 14
Bad Guys W 14
Bad Guys SC 14
Bolderidin 8
Carl 8
-------------------------------
I need for anyone using Blessing of Fervor to state which benefit they are using.
Clocks 1, 2, and 3 provoke an AoO from the Eidolon for their movement if it has combat reflexes. If not then only one provokes.
Attacks vs AC 30
Clockwork 1
Attack: 1d20 + 18 ⇒ (6) + 18 = 24
Damage: 1d10 + 13 ⇒ (6) + 13 = 19
Clockwork 2
Attack: 1d20 + 18 ⇒ (13) + 18 = 31
Damage: 1d10 + 13 ⇒ (7) + 13 = 20
Clockwork 3
Attack: 1d20 + 18 ⇒ (11) + 18 = 29
Damage: 1d10 + 13 ⇒ (2) + 13 = 15
---------------------------------------------------
Shakros recognizes W as Witchfires which are incorporeal undead.
He recalls-->Immune fire, undead traits.
He also knows they can deal fire damage.
They both attack the eidolon(touch AC of 12)
Witchfire 1
Attack: 1d20 + 13 ⇒ (15) + 13 = 28
Damage: 8d6 ⇒ (2, 5, 5, 3, 2, 5, 5, 5) = 32 fire damage
Witchfire 2
Attack: 1d20 + 13 ⇒ (14) + 13 = 27
Damage: 8d6 ⇒ (4, 1, 1, 2, 3, 1, 2, 5) = 19 fire damage
The Eidolon has to make 2 will saves. If he fails the first one the damage against the second attack increases to 28.
If he fails either will save he glows with a green fire that works like faerie fire.
----------------------------------------------------------------
Boleridin your can not identify this creature that just
appeared.
Shakros you know the creature is a Shining Child and you are able to recall--->Immune blindness, fire,poison
Resist cold 10, sonic 10.
The creature release an intense amount of light from its body.
The Eidolon and Darrt must both make DC 25 fort saves or be blinded.
It then shoots a ray of fire at the eidolon
Attack: 1d20 + 19 ⇒ (16) + 19 = 35
Damage: 10d6 ⇒ (3, 6, 2, 4, 2, 4, 1, 4, 5, 6) = 37 fire damage
If the eidolon failed either of the previous will saves from the Witchfires then the ray of fire from the Shining Child does 55 points of damage instead.
Caarl |
im using the blessing for the extra 30ft of movement, assuming i have to make the fort save as i approach.
"that looks like it hurt, lets see if we can draw some fire shall we."
advance 65ft to Q19 and attack clock 3
Fort: 1d20 + 22 ⇒ (18) + 22 = 40
Attack: 1d20 + 17 ⇒ (19) + 17 = 36Crit
Damage: 2d6 + 28 ⇒ (6, 1) + 28 = 35
Attack: 1d20 + 17 ⇒ (18) + 17 = 35
Damage: 2d6 + 28 ⇒ (4, 6) + 28 = 38
Can these be crited? also the penalty for fighting defensively and with combat expertise on is factored in
AC:23/12/19
HP:214
Darrt |
AoO against Clock 1: 1d20 + 19 ⇒ (20) + 19 = 39
Confirmation: 1d20 + 19 ⇒ (19) + 19 = 38
Damage (after DR): 6d6 + 40 - 5 ⇒ (1, 6, 6, 4, 2, 6) + 40 - 5 = 60
Electricity Damage: 2d6 ⇒ (2, 2) = 4 * 1.5=6
Will saves:
1: 1d20 + 14 ⇒ (7) + 14 = 21
2: 1d20 + 14 ⇒ (12) + 14 = 26
Fort saves:
Darrt: 1d20 + 6 ⇒ (13) + 6 = 19
Eidolon: 1d20 + 15 ⇒ (17) + 15 = 32
Darrt
AC: 17, 8, 17
hp: 52
Conditions: Blinded
Eidolon
AC: 17, 5, 17
hp: -16
Conditions Unconscious, witchfire, prone
Constructs are subject to critical hits.