Quasit*
|
"Saki, can you put a flying spell and invisibility on Fin? I'd like him to scout the inside, and see if he can catch whatever that was we just saw. Otherwise, I think we should wait until Kal gets here."
Quasit*
|
"I don't want to go in without Kalchine, but we can still do both. If that thing we saw was a sentry, then getting Fin flying up there may give us a chance to stop him before he can warn anyone. In the meantime we can move up to the gate, but we won't go inside yet. I'll want to inspect it for traps anyway. If nothing else, Fin can warn us of the layout inside the wall and any troops that may be waiting there."
| GM_Almonihah |
Assuming you don't go haring off without him, Kalchine arrives without incident--it's not quite half a mile from the tent to the fortress, so it doesn't take very long.
Quasit*
|
While we wait for Sakitu to agree to cast the spells on Findurel (or not), can we see the gate to the castle? Is it open or closed? If closed, what sort of barrier is it? (ie, portcullis, double doors, wood vs iron, etc?)
Findurêl
|
So we can move forward, I’ll bot Sakitu as I’m guessing she wouldn’t object to casting the spells…
Saki casts improved invisibility and fly on Fin; he takes off flying above the castle to see what might await them on the other side…
Fly: 1d12 + 7 ⇒ (11) + 7 = 18
Perception: 1d20 + 22 ⇒ (7) + 22 = 29
| GM_Almonihah |
You can probably get an angle to see the gate--it looks like a massive slab of iron, you're not even sure if it opens from what you can see.
Findurêl
|
Ah, so the only entrance is the gate and the fortress isn’t open from above like a castle, I presume?
| GM_Almonihah |
Well you haven't flown up to the top to see, but this outer wall does seem to be separate from an inner structure, so you'd guess there's at least something open to the air on the other side of it.
Findurêl
|
Ah, gotcha, thanks GM…
Fin continues to fly higher till he can see over the wall…
Perception: 1d20 + 22 + 2 ⇒ (6) + 22 + 2 = 30
Fly: 1d20 + 7 ⇒ (20) + 7 = 27
Quasit*
|
Once Findurel vanishes from sight and whooshes off unseen into the air, Quasit collects the rest of the group. "C'mon, let's move up to that iron gate thing."
| GM_Almonihah |
Fin gets to the top of the wall and looks over. He can see that this outer wall encloses a smaller, inner fortress with a lake of no-doubt freezing water between wall and fortress. More concerning, however, is the quartet of flying corpses with almost bird-like feet and large bows that seem to be patrolling back and forth in the area, their dead eyes focused on the rough location of the rest of the party.
Findurêl
|
GM: Does the wall have parapets (or a walkway on top)? Oh, and how high is the wall?
Fin quickly flies back down…
Fly: 1d20 + 7 ⇒ (10) + 7 = 17
…and reports to Quasit. ”Lake of freezing water inside the walls, Q…and then there’s the flying undead archers…four of them, in fact…should I fly back up and start shooting before the improved invisibility wears off?”
| GM_Almonihah |
There doesn't seem to be any kind of wall-walk, though the wall is thick enough to stand on. The wall is 60' high
Quasit*
|
…and reports to Quasit. ”Lake of freezing water inside the walls, Q…and then there’s the flying undead archers…four of them, in fact…should I fly back up and start shooting before the improved invisibility wears off?”
Quasit jumps a little when Findurel starts speaking to her, but she quickly responds.
"Yes, take advantage of the invisibility and flying while it lasts, go start shooting, I know how effective you can be against the undead. But leave the Rope of Climbing here, so us mortals can try to get over the wall while you distract them."
"Maka, Selena, you can fly, go land a hand and take out the flying sentries with Fin."
"Once Kal gets here, he can burrow under the wall and help out with spells and heal you as needed."
Once he's gone, Quasit will attempt to snake the Rope of Climbing up the outer wall so she, Bulvi and Sakitu can get to the top as well. (Unless Sakitu wants to start blowing more Fly spells, which I assume she'd rather not.)
Since we're about to drop back into initiative and we want to send in Fin and Maka without waiting any longer, we'll need a ruling from the GM about when Kalchine arrives precisely.
| Kalchine |
The ground under the group's feet begins to rumble and shift but before they can prepare themselves for some strange earth magic by the residents of the demiplane, the earth and stone begins to rise in a column.
It slowly takes on a humanoid form.
"What's the situation?" Kalchine asks, his whispering question sounding like sand flowing between stones.
Findurêl
|
Fin nods to Quasit, tossing her the rope of climbing, then looks to Maka. "C’mon, Mistress of Fire, let's get this party started..."
Still unseen, he flies up the side of the wall and balances himself on its top...
Fly: 1d20 + 7 ⇒ (12) + 7 = 19
Acrobatics: 1d20 + 27 ⇒ (10) + 27 = 37
...and then unleashes a horde of cold iron at the nearest flying undead archer...
To Hit Mods: BAB+DEX, Magic, Weapon Focus, Ioun Stone, Favored Enemy, Rapid Shot, Deadly Aim, Precise Shot, Improved Precise Shot, Point Blank Master, Clustered Shots, Manyshot, Elven Ranger Racial Confirmation Bonus
Damage Mods: Longbow Arrow, Magic, Strength, Favored Enemy, Deadly Aim, Holy
Magic Longbow (Manyshot): 1d20 + 22 + 3 + 1 + 1 + 4 - 2 - 4 ⇒ (15) + 22 + 3 + 1 + 1 + 4 - 2 - 4 = 40
Magic/Cold Iron/Piercing/Good Damage: 1d8 + 3 + 2 + 4 + 8 + 2d6 ⇒ (8) + 3 + 2 + 4 + 8 + (4, 4) = 33
Magic/Cold Iron/Piercing/Good Damage: 1d8 + 3 + 2 + 4 + 8 + 2d6 ⇒ (7) + 3 + 2 + 4 + 8 + (5, 1) = 30
Magic Longbow (Iterative): 1d20 + 17 + 3 + 1 + 1 + 4 - 2 - 4 ⇒ (18) + 17 + 3 + 1 + 1 + 4 - 2 - 4 = 38
Magic/Cold Iron/Piercing/Good Damage: 1d8 + 3 + 2 + 4 + 8 + 2d6 ⇒ (1) + 3 + 2 + 4 + 8 + (3, 6) = 27
Magic Longbow (Iterative2): 1d20 + 12 + 3 + 1 + 1 + 4 - 2 - 4 ⇒ (5) + 12 + 3 + 1 + 1 + 4 - 2 - 4 = 20
Magic/Cold Iron/Piercing/Good Damage: 1d8 + 3 + 2 + 4 + 8 + 2d6 ⇒ (1) + 3 + 2 + 4 + 8 + (5, 5) = 28
Magic Longbow (Rapid Shot): 1d20 + 22 + 3 + 1 + 1 + 4 - 2 - 4 ⇒ (20) + 22 + 3 + 1 + 1 + 4 - 2 - 4 = 45
Confirmation (Rapid Shot): 1d20 + 22 + 3 + 1 + 1 + 4 - 2 - 4 + 3 ⇒ (18) + 22 + 3 + 1 + 1 + 4 - 2 - 4 + 3 = 46
Magic/Cold Iron/Piercing/Good Damage: 3d8 + 9 + 6 + 12 + 24 + 2d6 ⇒ (6, 3, 2) + 9 + 6 + 12 + 24 + (6, 4) = 72
Total Clustered Shot Damage (assuming all except IT2 hit): 162
Perfect Strike: 6/6
Ki Points: 4/4
Quasit*
|
"Hiya Rocky! Fin's been scouting inside the walls. He sees a lake freezing water between this outer wall and the inner keep, plus flying undead sentries. He's gone back inside and Maka and Selena are about to fly in as well to deal with them. It seems like so far we've avoided the notice of patrols behind us and no general alarm has been sounded."
"If you can get inside and help them, that'd be great. Even just keep an eye on them to be ready if they need healing. The rest of us are going to climb the wall and get in as best we can."
"Maybe have a look at the iron gate too, to see if it can be opened from the inside. But with the lake, us landbound lubbers may not be able to do much anyway."
| GM_Almonihah |
As a surprise round, you only get one shot, Fin.
Fin's shot takes one of the undead square in the chest. It doesn't need to breath, so the arrow through its lung isn't debilitating, but it's clearly unhappy about it.
I think I have everyone's initatives updated in my template now...
Bulvi Init: 1d20 + 2 ⇒ (4) + 2 = 6
Findurel Init: 1d20 + 14 ⇒ (6) + 14 = 20
Maka Init: 1d20 + 12 ⇒ (7) + 12 = 19
Quasit Init: 1d20 + 8 ⇒ (5) + 8 = 13
Sakitu Init: 1d20 + 2 ⇒ (12) + 2 = 14
Kalchine Init: 1d20 + 1 ⇒ (12) + 1 = 13
Selena Init: 1d20 + 3 ⇒ (3) + 3 = 6
Undead: 1d20 + 12 ⇒ (12) + 12 = 24
The flying undead immediately turn and begin firing at where the arrows came from.
Aiming at your square and two squares to either side of you, so only 1/3 have a chance...
Attack: 1d20 + 21 ⇒ (12) + 21 = 33
Attack: 1d20 + 21 ⇒ (8) + 21 = 29
Attack: 1d20 + 16 ⇒ (18) + 16 = 34
Attack: 1d20 + 11 ⇒ (2) + 11 = 13
Miss chance (1 hits): 1d2 ⇒ 2
Miss chance (1 hits): 1d2 ⇒ 2
A pair of arrows pass by just to either side of Fin, while others rain down all around the wall near him.
The party is up!
Quasit*
|
Quasit sends the Rope of Climbing slithering up the wall. Once it ties itself off at the top, she'll begin to climb.
Findurêl
|
Fin avoids their return fire and then sends a volley towards the injured target first; if it falls, then towards the next nearest…
To Hit Mods: BAB+DEX, Magic, Weapon Focus, Ioun Stone, Favored Enemy, Rapid Shot, Deadly Aim, Precise Shot, Improved Precise Shot, Point Blank Master, Clustered Shots, Manyshot, Elven Ranger Racial Confirmation Bonus
Damage Mods: Longbow Arrow, Magic, Strength, Favored Enemy, Deadly Aim, Holy
Magic Longbow (Manyshot): 1d20 + 22 + 3 + 1 + 1 + 4 - 2 - 4 ⇒ (9) + 22 + 3 + 1 + 1 + 4 - 2 - 4 = 34
Magic/Cold Iron/Piercing/Good Damage: 1d8 + 3 + 2 + 4 + 8 + 2d6 ⇒ (5) + 3 + 2 + 4 + 8 + (4, 5) = 31
Magic/Cold Iron/Piercing/Good Damage: 1d8 + 3 + 2 + 4 + 8 + 2d6 ⇒ (7) + 3 + 2 + 4 + 8 + (1, 4) = 29
Magic Longbow (Iterative): 1d20 + 17 + 3 + 1 + 1 + 4 - 2 - 4 ⇒ (8) + 17 + 3 + 1 + 1 + 4 - 2 - 4 = 28
Magic/Cold Iron/Piercing/Good Damage: 1d8 + 3 + 2 + 4 + 8 + 2d6 ⇒ (7) + 3 + 2 + 4 + 8 + (3, 2) = 29
Magic Longbow (Iterative2): 1d20 + 12 + 3 + 1 + 1 + 4 - 2 - 4 ⇒ (12) + 12 + 3 + 1 + 1 + 4 - 2 - 4 = 27
Magic/Cold Iron/Piercing/Good Damage: 1d8 + 3 + 2 + 4 + 8 + 2d6 ⇒ (6) + 3 + 2 + 4 + 8 + (2, 2) = 27
Magic Longbow (Rapid Shot): 1d20 + 22 + 3 + 1 + 1 + 4 - 2 - 4 ⇒ (11) + 22 + 3 + 1 + 1 + 4 - 2 - 4 = 36
Magic/Cold Iron/Piercing/Good Damage: 1d8 + 3 + 2 + 4 + 8 + 2d6 ⇒ (2) + 3 + 2 + 4 + 8 + (2, 3) = 24
Total Clustered Shot Damage (assuming all hit): 140
Perfect Strike: 6/6
Ki Points: 4/4
| Selena Snoe Yelizaveta |
Given that mid-air is a 3d space with above and below as options, wouldn’t the targeted squares and adjacent squares be 5 or 8 (depending on whether diagonals are included)? With two of those squares being occupied by Fin (as medium humanoid shaped beings are two squares tall?
Ooc help for Fin! :)
Selena sighs as once again everyone rushes in for a slaughter spree.
She flies up near the top of the wall and uses it as cover as she launches some dark ice shards towards the sentries.
Gloomblind Bolt RTA: 1d20 + 11 ⇒ (19) + 11 = 304d6 ⇒ (5, 3, 2, 2) = 12
Gloomblind Bolt RTA: 1d20 + 11 ⇒ (4) + 11 = 154d6 ⇒ (2, 2, 2, 3) = 9
Gloomblind Bolt RTA: 1d20 + 11 ⇒ (6) + 11 = 174d6 ⇒ (2, 1, 3, 3) = 9
| Maka Na'Shota |
And the forums ate another post. Return fire with blue flame blast.
Blue Flame Blast vs Touch AC; EO, Defensive: 1d20 + 20 + 4 - 2 ⇒ (7) + 20 + 4 - 2 = 29
Fire; EO: 16d6 + 3 + 12 ⇒ (5, 1, 6, 6, 3, 4, 1, 6, 4, 6, 3, 5, 1, 4, 6, 2) + 3 + 12 = 78
Quasit*
|
I think we're waiting on Bulvi, Sakitu and Kalchine to post an action
| GM_Almonihah |
Given that mid-air is a 3d space with above and below as options, wouldn’t the targeted squares and adjacent squares be 5 or 8 (depending on whether diagonals are included)? With two of those squares being occupied by Fin (as medium humanoid shaped beings are two squares tall?
Invisibility is powerful enough without me increasing the miss chances even more. :D
I think we're waiting on Bulvi, Sakitu and Kalchine to post an action
Correct
| Kalchine |
The stony man shape formed began to nod its head but the motion was somewhat hidden as it shrank and its features returned to flesh and fur.
Then, it is Kalchine standing there in his alien but more human form once more.
He does not approach the rope but begins concentrating, expunging his earthy essence rapidly and replacing it with the roiling nature of air.
Sakitu
|
I only have Greater Invis so that is what I cast on Fin. Won't last as long but maybe it was long enough for him to scout.
Sakitu watches the rope slither its way up the wall before Quasit grabs it and starts climbing. She cranes her neck back to look at the top of the wall it is so far away. Just the idea of climbing that whole length makes her arms ache. Shaking her head, she casts a quick spell on herself. A moment later she lifts off the ground, flying past Quasit who is already several feet off the ground.
"I'll meet you at the top." She waves and smiles and continues ascending.
I think my fly speed is the same as my land speed so I get about half way up the wall.
| Bulvi |
Bulvi's boots sprout wings around the heels. "We'll see you there Saki, we'll try to clear the way for you."
He flew up beside Quasit and hovered there for a moment. "Hop onto my back, we'll be up there in no time."
Quasit*
|
I only have Greater Invis so that is what I cast on Fin. Won't last as long but maybe it was long enough for him to scout.
yeah, that’s the one Quasit meant. She’s not terribly precise about arcana, she just knows that Sakitu had a spell that makes people invisible for a couple minutes.
I think my fly speed is the same as my land speed so I get about half way up the wall.
The ‘Fly’ spell gives you a flying speed of 60, which just so happens to be the exact height of the wall. So Sakitu could poke her fox nose over the wall by the end of her turn, if she wished.
Quasit*
|
Bulvi's boots sprout wings around the heels. "We'll see you there Saki, we'll try to clear the way for you."
He flew up beside Quasit and hovered there for a moment. "Hop onto my back, we'll be up there in no time."
Quasit looks from the slowly ascending rope to Bulvi, to Sakitu, to Bulvi, to the rope, to Bulvi, then shrugs and goes to wrap her arms around his neck and hikes herself up onto his back.
”When did you get fairy boots?” she asks the fighter.
| GM_Almonihah |
Fin destroys one of the flying undead, though he does notice that one of his arrows failed to harm it Their AC is 28. Selena's attack... does nothing. Gloomblind bolts are negative energy, they heal undead. Maka's attack, however, is quite effective, though not enough to destroy a second.
The remaining archers switch targets to the visible target that attacked them. Bad idea, because it's Maka
Attack: 1d20 + 21 ⇒ (16) + 21 = 37
Attack: 1d20 + 16 ⇒ (14) + 16 = 30
Attack: 1d20 + 11 ⇒ (8) + 11 = 19
Attack: 1d20 + 21 ⇒ (5) + 21 = 26
Attack: 1d20 + 16 ⇒ (1) + 16 = 17
Attack: 1d20 + 11 ⇒ (3) + 11 = 14
Attack: 1d20 + 21 ⇒ (10) + 21 = 31
Attack: 1d20 + 16 ⇒ (2) + 16 = 18
Attack: 1d20 + 11 ⇒ (11) + 11 = 22
Yep, she doesn't even have to deflect one. Party is up!
Findurêl
|
Fin unleashes another volley at the nearest undead archer…
To Hit Mods: BAB+DEX, Magic, Weapon Focus, Ioun Stone, Favored Enemy, Rapid Shot, Deadly Aim, Precise Shot, Improved Precise Shot, Point Blank Master, Clustered Shots, Manyshot, Elven Ranger Racial Confirmation Bonus
Damage Mods: Longbow Arrow, Magic, Strength, Favored Enemy, Deadly Aim, Holy
Magic Longbow (Manyshot): 1d20 + 22 + 3 + 1 + 1 + 4 - 2 - 4 ⇒ (11) + 22 + 3 + 1 + 1 + 4 - 2 - 4 = 36
Magic/Cold Iron/Piercing/Good Damage: 1d8 + 3 + 2 + 4 + 8 + 2d6 ⇒ (7) + 3 + 2 + 4 + 8 + (1, 3) = 28
Magic/Cold Iron/Piercing/Good Damage: 1d8 + 3 + 2 + 4 + 8 + 2d6 ⇒ (4) + 3 + 2 + 4 + 8 + (1, 2) = 24
Magic Longbow (Iterative): 1d20 + 17 + 3 + 1 + 1 + 4 - 2 - 4 ⇒ (13) + 17 + 3 + 1 + 1 + 4 - 2 - 4 = 33
Magic/Cold Iron/Piercing/Good Damage: 1d8 + 3 + 2 + 4 + 8 + 2d6 ⇒ (7) + 3 + 2 + 4 + 8 + (2, 6) = 32
Magic Longbow (Iterative2): 1d20 + 12 + 3 + 1 + 1 + 4 - 2 - 4 ⇒ (16) + 12 + 3 + 1 + 1 + 4 - 2 - 4 = 31
Magic/Cold Iron/Piercing/Good Damage: 1d8 + 3 + 2 + 4 + 8 + 2d6 ⇒ (4) + 3 + 2 + 4 + 8 + (4, 1) = 26
Magic Longbow (Rapid Shot): 1d20 + 22 + 3 + 1 + 1 + 4 - 2 - 4 ⇒ (15) + 22 + 3 + 1 + 1 + 4 - 2 - 4 = 40
Magic/Cold Iron/Piercing/Good Damage: 1d8 + 3 + 2 + 4 + 8 + 2d6 ⇒ (3) + 3 + 2 + 4 + 8 + (5, 6) = 31
Total Clustered Shot Damage (assuming all hit): 141
Perfect Strike: 6/6
Ki Points: 4/4
| Kalchine |
Kalchine's form expands again, growing transparent then shifting and roiling. Flecks of snow are lifted up in his wake and swirl around in his form as he becomes a mass of rushing wind.
He shoots up and over the wall at phenomenal speed, a personification of the winter wind itself.
Sakitu
|
The wall slips past faster than Sakitu expects and before she knows it, she's at the top. She focuses on one of the flying creatures and concentrates her energy on it. With a swift gesture and a few magic words, a thick wall of ice forms around the creature.
Casting icy prison on the furthest away creature. DC 24 reflex save for avoid becoming helpless. 16 dmg per round that it is helpless or entangled. SR applies so I'll roll a caster check.
caster check, spell penetration, greater spell penetration: 1d20 + 15 + 2 + 2 ⇒ (10) + 15 + 2 + 2 = 29
| Maka Na'Shota |
After so much time dodging bullets, dodging a volley of arrows proved little challenge for Maka. She continued to rain fire upon the undead.
Blue Flame Blast vs Touch AC; EO, Defensive: 1d20 + 20 + 4 + 2 ⇒ (8) + 20 + 4 + 2 = 34
Fire; EO: 16d6 + 3 + 12 ⇒ (5, 2, 3, 1, 2, 3, 4, 3, 2, 5, 4, 1, 5, 3, 1, 1) + 3 + 12 = 60
Quasit*
|
Once Bulvi finishes elevating her to the top of the wall, she'll slide off his back onto the wall and unlimber her shortbow, getting ready to fire.
| GM_Almonihah |
Technically this wouldn't be enough to destroy them all, but they weren't being very effective against you and it was pretty close, so...
You're quickly able to dispatch the remaining foes, leaving you with no visible obstructions to exploring the space between the outer wall and the inner fortress. The inner fortress sits in a lake of no-doubt frigid water, with only some broken sections of what may have once been a causeway connecting the outer and inner gates. A number of corpses, dessicated despite the water all around them, lie on the remaining pieces of stone.
Quasit*
|
"Well, as long a most of us are flying, I say we don't bother getting our feet wet. Let's fly over to the inner gates. Bulvi, could you be a dear and carry me again?" says Quasit.
Findurêl
|
Fin nods, retrieves the rope of climbing, and, knowing Sakitu has fly cast on herself, flies swiftly towards the gates, hoping the fly spell lasts…
Upon landing, he’ll draw his bow and check the area, to include the gates…
Perception: 1d20 + 22 + 3 ⇒ (10) + 22 + 3 = 35
| GM_Almonihah |
Fin's invisibility runs out shortly after he lands. He finds the front gate of the fortress, an imposing pair of iron doors, closed--although these one look like they can open, unlike the outer gate. The only other thing of note is the pile of corpses in the middle of the causeway, which... wait, are they twitching?
Findurêl
|
Fin attempts to identify the moving mass of the dead…
Knowledge (Religion): 1d20 + 5 + 4 ⇒ (15) + 5 + 4 = 24
If successful, would want to know the DR, if any
…and then steps back and fires into it as a precaution…
If his above check was successful, would switch arrows to negate any DR if Fin has it in his quiver, otherwise Cold Iron…
To Hit Mods: BAB+DEX, Magic, Weapon Focus, Ioun Stone, PBS, Studied Target, Favored Enemy, Deadly Aim, Precise Shot, Improved Precise Shot, Point Blank Master, Clustered Shots, Elven Ranger Racial Confirmation Bonus
Damage Mods: Longbow Arrow, Magic, Strength, PBS, Studied Target, Favored Enemy, Deadly Aim, Holy
Magic Longbow (Manyshot): 1d20 + 22 + 3 + 1 + 1 + 1 + 1 + 4 - 4 ⇒ (11) + 22 + 3 + 1 + 1 + 1 + 1 + 4 - 4 = 40
Magic/Cold Iron/Piercing/Good Damage: 1d8 + 3 + 2 + 1 + 1 + 4 + 8 + 2d6 ⇒ (2) + 3 + 2 + 1 + 1 + 4 + 8 + (1, 4) = 26
…then alerts his friends, yelling, ”Beware, might be undead!”
| GM_Almonihah |
The pile of corpses stands up... and up... the bodies almost seem to merge together, forming one massive, horrifying shape that Fin's arrow seems to only scratch.
Fin doesn't know about this type of undead, all he can say is that an undead of this size and power is *very* rare. It does seem like it has some sort of DR he's not penetrating.
Bulvi Init: 1d20 + 2 ⇒ (15) + 2 = 17
Findurel Init: 1d20 + 14 ⇒ (8) + 14 = 22
Maka Init: 1d20 + 12 ⇒ (15) + 12 = 27
Quasit Init: 1d20 + 8 ⇒ (10) + 8 = 18
Sakitu Init: 1d20 + 2 ⇒ (2) + 2 = 4
Kalchine Init: 1d20 + 1 ⇒ (20) + 1 = 21
Selena Init: 1d20 + 3 ⇒ (10) + 3 = 13
Undead Init: 1d20 + 5 ⇒ (9) + 5 = 14
Bulvi, Fin, Maka, Quasit, and Kalchine all go before it gets to move.
Quasit*
|
"Aw, come on, what in the Nine Hells is that?" wails Quasit as she draws her swords. But even she isn't so mad as to rush the behemoth pile of undead. "Looks like the queen has a few loyal retainers left. Why can't anything ever be easy?"
"Fin, you may want to try some different arrows if you have 'em. And let's hope those bodies aren't too wet to burn! And if you're flying, stay in the air--that thing is bound to be worse up close!"
She then activates her Winter Habit and vanishes from sight.
Findurêl
|
Fin nods in reply to Quasit’s suggestion. Not knowing the reach of these unfamiliar undead abominations, Fin takes off, attempting an acrobatic maneuver to avoid an AoO as he gains a little altitude…
Fly: 1d20 + 7 ⇒ (5) + 7 = 12
Acrobatics: 1d20 + 27 ⇒ (19) + 27 = 46
…and once outta reach, he fires a single arrow at the undead creature, testing a blunt arrow against it this time…
To Hit Mods: BAB+DEX, Magic, Weapon Focus, Ioun Stone, PBS, Studied Target, Favored Enemy, Deadly Aim, Precise Shot, Improved Precise Shot, Point Blank Master, Clustered Shots, Elven Ranger Racial Confirmation Bonus
Damage Mods: Longbow Arrow, Magic, Strength, PBS, Studied Target, Favored Enemy, Deadly Aim, Holy
Magic Longbow: 1d20 + 22 + 3 + 1 + 1 + 1 + 1 + 4 - 4 ⇒ (20) + 22 + 3 + 1 + 1 + 1 + 1 + 4 - 4 = 49
Confirmation: 1d20 + 22 + 3 + 1 + 1 + 1 + 1 + 4 - 4 + 3 ⇒ (11) + 22 + 3 + 1 + 1 + 1 + 1 + 4 - 4 + 3 = 43
Magic/Bludgeoning/Piercing/Good Damage: 3d8 + 9 + 6 + 3 + 3 + 12 + 24 + 2d6 ⇒ (1, 3, 2) + 9 + 6 + 3 + 3 + 12 + 24 + (1, 6) = 70
| Kalchine |
"Weee sssshall sseee," Kalchine says, flying a bit closer to the corpses before reaching out to swirl the air around the corpses so rapidly that it ignites into a fiery conflagration.
Fire Storm DC27 Reflex for half. Fire Damage: 14d6 ⇒ (2, 2, 2, 2, 6, 6, 4, 3, 1, 1, 4, 4, 6, 3) = 46
| Bulvi |
Bulvi drew his sword and looked at the thing. "This is going to hurt..." He hurtled forward trying to draw the creatures attention towards him rather than Fin. As he struck at the amalgram undead entity he let out a bellow.
Power Attack +1 Holy Longsword: 1d20 + 22 + 2 ⇒ (7) + 22 + 2 = 31
Damage: 1d8 + 18 + 2d6 ⇒ (3) + 18 + (3, 3) = 27
| Maka Na'Shota |
| 2 people marked this as a favorite. |
"Hopefully this pile of bodies will burn!" Maka yelled as she unleashed her flames.
Blue Flame Blast vs Touch AC; EO, Defensive: 1d20 + 20 + 4 - 2 ⇒ (13) + 20 + 4 - 2 = 35
Fire; EO: 16d6 + 3 + 12 ⇒ (2, 3, 3, 2, 1, 5, 3, 3, 5, 3, 3, 2, 5, 6, 4, 4) + 3 + 12 = 69
If I had a nickel for every time a mass of bodies formed into bigger monster, I'd have two nickels.
Quasit*
|
If I had a nickel for every time a mass of bodies formed into bigger monster, I'd have two nickels.
It’s what masses of bodies do. That’s just science!
| GM_Almonihah |
Reflex: 1d20 + 11 ⇒ (16) + 11 = 27
Masses of steam billow from the mobile heap of corpses as Kalchine's and Maka's flames hit. The wetness does seem to be providing the creature a small measure of protection, but not a lot. Bulvi finds his sword isn't causing as much harm as he would wish, but Fin's arrow actually seems to cause full damage.
The creature, presented with a target, pounds on Bulvi with a number of appendages made of bodies.
Slam: 1d20 + 21 ⇒ (20) + 21 = 41
Slam: 1d20 + 21 ⇒ (18) + 21 = 39
Slam: 1d20 + 21 ⇒ (16) + 21 = 37
Slam: 1d20 + 21 ⇒ (6) + 21 = 27
Crit Confirm: 1d20 + 21 ⇒ (20) + 21 = 41
Ouch, it rolled high.
Damage: 8d6 + 48 ⇒ (6, 1, 2, 2, 6, 5, 4, 5) + 48 = 79 Bulvi also takes 3 negative levels, DC 26 Fortitude save for each one to shake it off after 24 hours.