
Chara Ring |

Right got me internet back after the travel. Posting away, I can't see the map at the moment. Is it on a different tab in roll20? If it is can you switch it to the active one? I don't think players can go through the tabs.
Chara surprised by the attack but not disheartened draws her rapier as soon as the disguise is dropped and attacks the demon. Chara moves towards the demon if she needs to, she fights defensively trying to bait the demon into attacking her. Goading her foe she says. "Oi ugly, you should be a lot fatter if you ate all those knights. What did you puke them all up to maintain your grotesque physique? Hahaha.
attack: 1d20 + 18 ⇒ (14) + 18 = 32
damage: 1d6 + 21 ⇒ (6) + 21 = 27
Second attack if I am in range without needing to 5ft step.
attack: 1d20 + 13 ⇒ (2) + 13 = 15
damage: 1d6 + 21 ⇒ (4) + 21 = 25
If the demon attacks Chara, I will automatically parry the first blow (no roll required) and get an free attack. I also get a free trip attempt. So I will roll those if she does attack me.

RainyDayNinja RPG Superstar 2013 Top 16 |

Alcibie, is that Dirge of Doom supposed to give a Will save? It doesn't mention it in the Skald or Bard description, so I guess not. You recognize the creature as a half-fiendish night hag. It can feed on the dreams of chaotic and evil creatures, and it has a host of spell-like abilities, such as turning ethereal.
Chara, sadly, you can't get to an open adjacent space without a double move. Do you want to double move, and either provoke or make an Acrobatics check to get past?

Chara Ring |

I will double move to flanking and take the attack of opportunity. As the action is still beneficial to me.
When the creature takes the attack this happens:
trip: 1d20 + 28 ⇒ (16) + 28 = 44 Against CMD
I presume she falls prone from that attack. So she has -4 to the attack roll against me. She must take a DC15 fort save or be sickened (a further -2 if she fails). So -4/-6 on the attack of opportunity. My AC is currently 3 lower than normal as I didn't take a fight def/total def action. If she gets up and provokes from me (use the first attack roll I did earlier) my strike might be able to render her flatfooted as well. DC15 Reflex save or become flatfooted when she gets up.

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I think you're right, GM. Other bardic performance abilities specify the DC when they allow saves, so I guess this one may not? If it did, it would be 19, I think (10 + 1/2 level + Cha).

Lorkov Petulankor |

Knowing the demon was about to attack again, and soon, Lorkov prepared his bardiche. The quarters were tight, but it was likely he could get in another good poke.
Just a full attack, 2nd round of rage today. I'll include an attack of Opportunity if the Hag wants to stand up with all the people threatening it.
Attack: 1d20 + 18 ⇒ (6) + 18 = 24
Attack2: 1d20 + 13 ⇒ (12) + 13 = 25
Attack of Opportunity:1d20 + 18 ⇒ (2) + 18 = 20
Damage: 2d8 + 25 ⇒ (4, 2) + 25 = 31
Damage: 2d8 + 25 ⇒ (2, 7) + 25 = 34
Damage: 2d8 + 25 ⇒ (5, 5) + 25 = 35
Edit: or not...

Barlo Balfori |

Barlo creates a small ring of debris around him as he casually enters the ground, and emerges on the far side of the hag a few moments later.
(burrow 15' movement, double move)
(incidentally, I had the wrong bonus on my knowledge roll. With a +24 instead of +10, my result was actually 34)

RainyDayNinja RPG Superstar 2013 Top 16 |

Attack of Opportunity on Chara: 1d20 + 16 ⇒ (20) + 16 = 36
Confirm: 1d20 + 16 ⇒ (20) + 16 = 36
Damage: 4d6 + 14 ⇒ (6, 2, 4, 6) + 14 = 32
Fort Save: 1d20 + 11 ⇒ (6) + 11 = 17
As Chara attempts to run past, the hag lashes out with a well-timed bite right to her throat, tearing out flesh and leaving a festering wound. (Unless you want to use Crane Wing to deflect it)
Chara, what ability lets you do that? I don't see anything in your statblock or the ACG description that lets you make AoO or trip attempts in response to an AoO. At any rate, your turn is up next again, and you're diseased.
Barlo, in addition to what Alcibie knows, you also know that this night hag can disguise itself (as alter self), has DR that takes cold iron and magic weapons to bypass, resistance to elemental damage, and immunity to charm, cold, fear, fire, poison, and sleep. Its bite carries a disease that can do heavy Con damage, and is tough to cure.

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I think Alcibie said she was going to move, so if there's room, Kasei will 5-ft-step out of Lorkov's way.
Kasei circles his opponent warily, then slashes like lightning while bellowing another gutteral kiai.
"HYAAAAAA!"
Attack, power attack with no penalty for first, bane: 1d20 + 14 - 1 + 2 ⇒ (18) + 14 - 1 + 2 = 33
Damage including bane and power attack: 1d8 + 6 + 6 + 2d6 ⇒ (6) + 6 + 6 + (3, 2) = 23
2nd Attack, power attack, bane: 1d20 + 9 - 2 - 1 + 2 ⇒ (20) + 9 - 2 - 1 + 2 = 28
confirm: 1d20 + 9 - 2 - 1 + 2 ⇒ (14) + 9 - 2 - 1 + 2 = 22 (probably not)
Damage including bane and power attack: 1d8 + 6 + 6 + 2d6 ⇒ (2) + 6 + 6 + (5, 4) = 23
extra damage if that 22 confirms: 1d8 + 6 + 6 ⇒ (1) + 6 + 6 = 13

Chara Ring |

@GM; Redirection: A Monk ability that I took from flowing master. It is in my profile. Requires us to threaten each other which we do at the time she attacks me. Basically allows me to do trips as an immediate action if someone attacks me. I will however use the old version of opportune parry (since this fight is still using that) to attempt to parry the attack with an attack roll of my own spending one panache. I can not assume crane style during a double move which really sucks.
parry: 1d20 + 18 ⇒ (2) + 18 = 20
It doesn't parry so I take the hit, she is still on the floor though and that attack should have had -4 to hit, was a crit so doesn't matter any way. However if she does fail the fort save (which is unlikely) she only does a normal hit because she couldn't hit my AC with -6.

RainyDayNinja RPG Superstar 2013 Top 16 |

OK, I see it now. But it's a Reflex save, which is weird for getting sickened.
Reflex: 1d20 + 12 ⇒ (16) + 12 = 28
Chara manages to trip the creature, even as she takes the savage blow. Surrounded, it attempts to use its magic.
Casting Defensively: 1d20 + 13 ⇒ (2) + 13 = 15
It swears as the magic dissipates uselessly, and remains on the ground.
Suckage! Barlo is now on the far side of her, while Alcibie and Kasei stepped to the side to make room. I think I've done that according to everyone's wishes. Now the next round of turns starts; Barlo, Alcibie, and Chara still need to declare actions.
Crit confirmation on that first attack that Kasie didn't notice: 1d20 + 15 ⇒ (6) + 15 = 21
With the target prone and flanked, Lorkov gets in two more hits, while Kasei does as well, coming near to vital spots but not quite hitting hard enough.
Another 71 damage for a total of 95.

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Stepping closer again, Alcibie lets the battle thirst sweep over her, and thrusts at the prone hag with her rapier, her anger lashing out on its own. She's going to use her Superstition and Lesser Spirit Totem rage powers this time.
Attack: 1d20 + 15 ⇒ (3) + 15 = 18 damage: 1d6 + 7 ⇒ (4) + 7 = 11
Spirit attack: 1d20 + 11 ⇒ (8) + 11 = 19 negative energy damage: 1d4 + 4 ⇒ (4) + 4 = 8
OK, so Alcibie's now at 14/16 rounds of rage song, and thanks to Lingering Performance the hag will be shaken from last round's dirge of doom for this round and the next.

Chara Ring |

Chara smiles a little from the pain. "Hah lucky hit, maybe that ugliness does help that jaw of yours. Now try my fangs on for size."
Also the place where Barlo is, is where I should be standing, I took a double move an an AoO to get there for god's sake! "I will double move to flanking and take the attack of opportunity." Since Kasei was standing elsewhere at the time. Anyway I assume I should be next to her for the next attack.
Chara pokes at the creature twice with the end of her rapier, trying to skewer it as much as she can. Fighting defensively so the creature can't get the better of her this time.
attack: 1d20 + 18 ⇒ (6) + 18 = 24
damage: 1d6 + 21 ⇒ (2) + 21 = 23
attack 2: 1d20 + 13 ⇒ (6) + 13 = 19
damage: 1d6 + 21 ⇒ (6) + 21 = 27
She has -4 AC from those attacks thanks to being on the ground.

Barlo Balfori |

Barlo steps back to give Chara room to swing. He stows his cane, and loads his crossbow with cold iron bolts.
"Your suffering will soon come to an end, hag. Her resistances dull your strikes. Swing harder and she will soon fall."
uses a Knowledge check to identify a monster’s special
powers or vulnerabilities he can expend one use of
inspiration pool as swift action to grant allies that can
hear him and are within 30 feet of him +4 insight bonus
on attack rolls against that monster or type of monster
for 1 round. An investigator must be at least 7th level to
take this investigator talent.

RainyDayNinja RPG Superstar 2013 Top 16 |

Alcibie and Chara miss with a series of attacks, but Barlo calls out insightful advice to help them swing true next time. The creature again attempts to use its magic to escape.
Cast defensively: 1d20 + 11 ⇒ (16) + 11 = 27
Barlo Spellcraft: 1d20 + 1d6 + 11 ⇒ (3) + (1) + 11 = 15
Alcibie Spellcraft: 1d20 + 10 ⇒ (12) + 10 = 22
Kuwabara Spellcraft: 1d20 + 5 ⇒ (20) + 5 = 25
The hag disappears from in front of you.

Lorkov Petulankor |

Her disappearance took him by surprise again, but he noticed that not everyone else relaxed their guard. Maybe for good measure he should hit the ground again. After all, it did feel good to let out some aggression.
Full Attack Again, but delaying initiative until someone tells him about the invisibility, hitting the ground where she was, just in case. AC shouldn't be the problem, it would likely be the miss chance.
Attack: 1d20 + 18 ⇒ (2) + 18 = 20
Miss Chance:1d100 ⇒ 43
Attack2: 1d20 + 13 ⇒ (11) + 13 = 24
Miss Chance:1d100 ⇒ 26
Damage: 2d8 + 25 ⇒ (5, 5) + 25 = 35
Damage: 2d8 + 25 ⇒ (4, 7) + 25 = 36

Lorkov Petulankor |

Hmm, so I do. I still shouldn't react until someone tells me what happened, as Lorkov doesn't know. Well, if the person doesn't do something about the invisibility before or after they tell the big guy what's going on, maybe Mr. Day Ninja will let me retcon to a Glitterdust instead. Either way I'll keep up the rage, just in case.

Barlo Balfori |

Barlo quickly stows his crossbow, and chugs an extract.
"I can point her out at least..."
Drink Echolocation extract, and will switch to Limning Sword Cane.

Chara Ring |

After Kasei alerts her to the fact the fiend is invisible she waits till someone points her out. If she got up from where Chara knocked her prone then she is still standing in front of her, if she is crawling she can't have got far down the tunnel. Either way the location is vital. Delaying until Barlo or someone else can point her out.

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"Be careful, she's still here!" Alcibie calls out, shifting into a wary defensive posture.
I'm not sure if I'm following the initiative order correctly, but I think an area dispel from Kasei might work best, followed up by Barlo's echolocation, if that doesn't work. The best Alcibie could do is use spell kenning, but that would take at least two full rounds to cast a spell like glitterdust that would help everyone. Invisibility purge would be ideal, but I doubt we have 3 rounds. (That's using the old version of the ability; the revision makes it only one full round and one spell slot, but I thought we were sticking to the unrevised classes for this encounter.)

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Realizing that it's unlikely that everyone will be able to close in such close quarters, Alcibie reins in her anger, releasing it in a silent scream that briefly twists her face. Since the glitterdust trick worked, Alcibie will stop her raging song and cast ear-piercing scream on the hag. sonic damage: 5d6 ⇒ (3, 1, 3, 3, 5) = 15 and 1 round daze, with Fort save to halve damage and negate daze.

Chara Ring |

Chara takes a step closer towards the glowing creature on the floor and attacks her while staying in Crane stance. She tries to pierce the creature full of holes.
attack 1: 1d20 + 18 ⇒ (1) + 18 = 19
attack 2: 1d20 + 13 ⇒ (20) + 13 = 33
confirm crit: 1d20 + 13 ⇒ (13) + 13 = 26
damage: 1d6 + 21 ⇒ (1) + 21 = 22
crit damage: 1d6 + 11 ⇒ (3) + 11 = 14
I assume she crawled to that position so she should still have -4AC, so that should confirm if so and regain my spent panache.
edit: Sorry forgot +4 from Barlo, so should confirm regardless of her being on the ground or not.

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Just wanted to make sure you were not counting DR/Cold Iron against Kasei's hits -- his katana is regular steel, but bane makes it a +3 enhancement bonus which bypasses Cold Iron.
Kasei calls on his faith as he holds his katana high. Using Sacred Weapon to add +2 to the Katana, and using channel smite again.
Attack, power attack with no penalty for first, buckler penalty, bane, sacred weapon: 1d20 + 14 - 1 + 2 + 2 ⇒ (13) + 14 - 1 + 2 + 2 = 30
damage with bane and channel smite: 1d8 + 8 + 6 + 2d6 + 3d6 ⇒ (8) + 8 + 6 + (3, 5) + (6, 5, 1) = 42
Second attack: 1d20 + 9 - 2 - 1 + 2 + 2 ⇒ (2) + 9 - 2 - 1 + 2 + 2 = 12 That's a nope.