Edmond, The Light |
init: 1d20 + 3 ⇒ (13) + 3 = 16
i forget, last time did we learn it was immune to fire?
Edmond will cast a spell upon Ian, a combination of diffuse Body and Flicker.
GM Ascension |
@GM: Does Soliel see anything additionally moving north? Thinking of both enemies as well as other room features (hallways, exits, etc)
Initiative 1d20+7
Just more passages branching off to the north similar to those you came in from.
Edmond, it was resistant to fire, but not immune to it.
Ian drops into the pool, the foul water coming up to his chest, and begins moving towards the center. Movement speed halved
10' in front of the guardsman and large watery creature erupts from the pool, towering to the ceiling. Another water elemental, just like last time.
Elemental init: 8
Edmond and Soliel are up. Soliel you are due north of the elemental.
Wraxus and Ian roll init, if you get 8 or higher you go before the elemental.
Ian Marros |
Init: 1d20 + 5 ⇒ (20) + 5 = 25
Ian sloshes up to the water elemental and takes a swing with his newly sanctified greatsword.
PAtk: 1d20 + 17 ⇒ (20) + 17 = 37
Dmg: 4d6 + 22 ⇒ (2, 5, 3, 6) + 22 = 38
Confirm: 1d20 + 17 ⇒ (16) + 17 = 33
CritDmg: 2d6 + 22 ⇒ (6, 1) + 22 = 29 67 total
Sister Soliel Levant |
Soliel streaked invisibly northward, in many ways hoping to find some other foe not submersed in sewage. Finding none, the tiefling pivoted back in time to see Ian blast the newly formed water elemental. Seeing no other threats, Soliel kept one eye on the battle and another on the passages into the room for any new threats.
Dropping in the initiative for now
Wraxus Drake |
initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Wraxus' finishes the elaborate incantation, summoning into existence a celestial crocodile on the edge of the pool. The creature charges forward at the elemental, keen to serve its purpose.
crocodile attack+charge: 1d20 + 9 ⇒ (15) + 9 = 24
damage: 1d8 + 6 ⇒ (8) + 6 = 14
Wraxus takes his crossbow in hand, considering what other threats may lurk in the deep.
Crocodile CR 2
XP —
N Large celestial/ fiendish animal
Init +1; Senses darkvision 60 ft., low-light vision ; Perception +8
DEFENSE
AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)
hp 28 (3d8+15)
Fort +8, Ref +4, Will +2
SR 7
Celestial – Resist Acid, Cold, and Electricity 5
Fiendish – Resist Cold and Fire 5
OFFENSE
Speed 20 ft., swim 30 ft.; sprint
Melee bite +7 (1d8+6 plus grab) and tail slap +2 (1d12+3)
Special Attack death roll (1d8+9 plus trip ), Smite evil
STATISTICS
Str 19 [23], Dex 12, Con 17 [21], Int 1, Wis 12, Cha 2
Base Atk +2; CMB +7 [+9] (+11 [+13] grapple) ; CMD 18 [20] (22 [24] vs. trip)
Feats Skill Focus ( Perception , Stealth )
Skills Perception +8, Stealth +5 (+13 in water), Swim +12 [+14]; Racial Modifiers +8 on Stealth in water
SQ hold breath
SPECIAL ABILITIES
Death Roll (Ex)
When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.
Hold Breath (Ex)
A crocodile can hold its breath for a number of rounds (68) [84] equal to 4 times its Constitution score before it risks drowning.
Sprint (Ex)
Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.
Smite evil/good
1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+3) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests)
Edmond, The Light |
Ian remember the spell i cast on you. When you move, you can select two locations. then when you take an action or are attacked you must choose where you are actually at (so you can avoid attacks in this way). Also, arguably, you should be able to move through water with no speed penalty unless it would offer concealment (up to DM)
Edmond sends off a blast of destructive energy at the elemental.
ranged touch: 1d20 + 7 ⇒ (6) + 7 = 13
bludgeoning: 4d6 ⇒ (3, 2, 3, 5) = 13
GM Ascension |
The water is currently clear enough to not hinder Ian's movement. 2 rounds of combat in the water will change that as muck is stirred up.
Ian sends a spray of water as he slashes the elemental, which is then finished off by Edmonds blast of energy.
The celestial crocodile dives into the pool, and swims forward to support Ian.
Soliel spots the hydrodaemon farther to the west in a deeper portion of the pool, lurking just below the water. 50' distance, under the surface of the water, but you are free to take a standard action ranged attack against it, or just move closer to it
A second water elemental moves close to Ian and the crocodile, then collapses into the water and the water begins to churn rapidly in a swirling whirlpool.
Ian and croc need to make a DC19 reflex save or take 7 slam damage. They also need to each make a DC19 reflex save or take a -4 dex and -2 to attack penalties.
The whirlpool near Ian does make the immediate area murky for movement purposes.
Party is up
Wraxus Drake |
Is it a huge elemental? If not, I do not believe the crocodile can be effected, as only creatures one or more size categories smaller are subject to the damage and saves.
Refl: 1d20 + 4 ⇒ (18) + 4 = 22 - pass
Refl: 1d20 + 4 ⇒ (14) + 4 = 18 - fail, by 1. damn.
waiting to determine Wraxus' and the croc's actions until after clarification
GM Ascension |
@GM: Did Soilel spot the Daemon in time to act in the last round? She was dropping in initiative.
Yes, so you can take last rounds and this rounds actions.
Is it a huge elemental? If not, I do not believe the crocodile can be effected, as only creatures one or more size categories smaller are subject to the damage and saves.
You are correct. The elemental is large, so does not affect the croc.
Ian Marros |
Reflex1: 1d20 + 6 ⇒ (2) + 6 = 8
Reflex2: 1d20 + 6 ⇒ (12) + 6 = 18
Not sure how that spell works, can I opt to be back where I was before I moved and not take that whirl hit?
Ian Marros |
Okay, I do that. XD
Ian's reflection blinks out when it gets hit by the whirlpool attack, and he runs in again for another attack.
PAtk: 1d20 + 17 ⇒ (13) + 17 = 30
Dmg: 4d6 + 22 ⇒ (3, 1, 6, 6) + 22 = 38
Sister Soliel Levant |
Still hidden and seeking foes, Soliel's sharp eyes spotted the Hydrodaemon nearby. She immediately began to visually search for vulnerable spots in the creature's anatomy. She also drew out and applied a poison salve and applied it to her hand crossbow's bolt.
Rnd 1 Actions: Study Target Rnd 1 and pull out Woundweal dose
Rnd 2 Actions: Study Target Rnd 2 and apply Woundweal dose
Wraxus Drake |
sorry, looks like my Saturday post did not actually go through
The crocodile lashes out against the new elemental, striking at the core of the whirlpool.
attack: 1d20 + 7 ⇒ (9) + 7 = 16
damage: 1d8 + 6 ⇒ (2) + 6 = 8
GM Ascension |
Ian drops back into the foul pool, stepping forward and slashing the water elemental from a safe distance.
The crocodile snaps at the creature as well, but is unable to deal any real damage to it, while Edmond's destructive blast sends up a spray of water, temporarily deforming the whirlpool of water.
45' to the west of the main group a bald man walks out of one of the side passages. He wears a dark robe over a breastplate and holds a spear in one hand.
"Now that's rather bold of you Ian, I already drowned you once, and here you seem eager to take it a second time."
He then casts a spell and a billowing cloud of foul smelling fog rolls over Ian, Wraxus, and Edmond. Sickly bolts of green lightning go off within the cloud.
Ian, Wraxus, and Edmond must each make a fort save DC 21 or take 1d6 points of wisdom damage. If you fail the save, feel free to roll the d6 of damage.
Vision for them is now limited to 5' in front of them, though Wraxus and Edmond can see out the east side of the cloud as they are on the edge of it.
Croc is unaffected as it is fully submerged.
Plague storm.
The whirlpool of water moves forward to engulf Ian again.
Teleport back to starting square again? If not roll the same reflex saves as before.
A third water elemental rises up near the hydrodaemon and moves towards the cloud but does not enter it.
Party is up
Ian Marros |
Fort: 1d20 + 11 ⇒ (12) + 11 = 23
Ian blinks back to the start, and starts running towards the bald man.
Wraxus Drake |
Spellcraft: 1d20 + 17 ⇒ (6) + 17 = 23
Fort Save: 1d20 + 8 ⇒ (5) + 8 = 13
Wis dmg: 1d6 ⇒ 3
Identifying the horrid spell as the robed man begins his casting, Wraxus draws his arm up across his face, hoping to protect himself against the worst effects of the spell. Sadly, it has little recourse, as is mind is wracked by the magical disease.
Calling on his arcane might, Wraxus begins to weave a spell with the hopes of eradicating the fog that now obstructs his vision of the field.
Cast dispel magic targeted at the Plague Storm
Dispel: 1d20 + 8 ⇒ (19) + 8 = 27
The crocodile continues to lash out at the strange elemental whirlpool trying to ensorcel it.
Croc Bite: 1d20 + 7 ⇒ (4) + 7 = 11
damage: 1d8 + 6 ⇒ (2) + 6 = 8
Croc Tail: 1d20 + 2 ⇒ (12) + 2 = 14
damage: 1d12 + 3 ⇒ (3) + 3 = 6
damn, it seems I am having issues with posting from my phone. First saturday's post got wiped, then my post from Monday only had my crocodile's action, but not mine. So much for haste
Sister Soliel Levant |
Remaining motionless and hidden, Soliel continued her focus on the Hydrodaemon despite the appearance of a man likely to be Bannali.
Study Target Rnd 3 vs. Hydrodaemon
GM Ascension |
While Soliel continues to study the hydrodaemon, looking for a weak spot, the crocodile snaps and thrashes the water trying to get the elemental, but fails to do so.
Wraxus snaps his fingers and the sickly cloud dissipates, but not before Edmond feels his thoughts become sluggish. This also reveals a third water elemental rising above the pool near the edge of the cloud.
Ian takes the opportunity to rush towards the bald cleric, stepping up next to him.
The first elemental ends its whirlpool and slams water tendrils into the crocodile.
Attacks: 15, 27
Damage: 10, 17
The summoned creature vanishes from pool.
The second elemental charges toward Ian. Attack: 19
The hydrodaemon, a large frog like creature with a fanged maw and milky white eyes erupts from beneath the water, rushing towards Wraxus and Edmond, a 1' wave of water surging before it. As it gets close it opens its mouth spitting a glob of slime at Edmond.
Touch attack: 31
Edmond Will save: 1d20 + 8 ⇒ (15) + 8 = 23
But it has no effect.
The cleric takes a 5' step back from Ian and casts a spell, pointing his finger at the warrior.
Hold person
Ian needs to make a DC 17 will save or be paralyzed.
Party is up
Ian Marros |
OH I see. I thought the spell would hit my duplicate or whatever. Dis things confusing.
Will: 1d20 + 11 ⇒ (4) + 11 = 15
IronReroll: 1d20 + 11 ⇒ (13) + 11 = 24
Ian remembers a moment a long time back, in an alley, when he was forced asleep by magic and woke up dead. He clenches his jaw then roars in frustration as he 5' steps forward and swings wildly at the priest.
PAtk: 1d20 + 17 ⇒ (5) + 17 = 22
Dmg: 2d6 + 18 ⇒ (4, 5) + 18 = 27
PAtk: 1d20 + 10 ⇒ (11) + 10 = 21
Dmg: 2d6 + 22 ⇒ (1, 1) + 22 = 24
Sister Soliel Levant |
Having patiently assessed her target for what seemed an eternity, Soliel loosed her poisoned bolt at the daemon, hoping to end the threat in a single shot.
Sneak Attack and Assassinate vs. Hydrodaemon FF AC 1d10 + 13 ⇒ (10) + 13 = 23
If above hits, DC 22 Fort or it dies. If it makes save, then 5d6 + 1d3 ⇒ (4, 2, 2, 1, 2) + (2) = 13 in damage, 5/rnd bleed and a DC 18 Fort or -10 to Heal checks to heal and DC25 Caster Check to cast Cures on it
Wraxus Drake |
Having seen his crocodile dispatched with ease by the water elemental and now facing the prospect of a daemon bearing down toward him, Wraxus backs up a good deal, then begins to chant the arcane words to call the strongest creature he can to his aid...
back up 30 feet, begin casting Summon Monster IV
on a separate note, I have a rather rough mental image of the battlefield, making deciding options difficult. if there is an image i am missing, can someone please direct me?
Sister Soliel Levant |
@Wraxus: on the previous page of this thread, near the bottom, the GM included a map link. It isn't updated for the flow of the combat (in fact I think it is from our group's last night in this room) but it would give you a sense of the space.
GM Ascension |
Fort save vs death: 30
The hydrodaemon gives out a bellow as Soliel's bolt pierces its thick hide.
Ian hacks away at the priest, but his blade simply clangs off the opponents armor.
Edmond in turn takes several steps back so as to not be near the edge of the pool and flings out a blast of flame at the closest water elemental, sending off tendrils of steam.
Searing Flame: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 4d8 ⇒ (5, 4, 5, 7) = 21
The elemental rushes toward Edmond, barely missing him. Attack: 19
The second elemental continues to harass Ian.
Attack: 19, 22
The daemon submerges just below the surface, arcane energy swirling around it as the water level around Ian, Edmond, and down the passage towards Wraxus begins to rise. Up to the knees.
The priest takes another step back, invoking another enchantment on Ian. Ian needs to make a DC 19 will save on each of his turns till he succeeds the saving throw.
For each round you fail: Deal d8 + Str damage to yourself
Reflecting on your failures as a father, you are filled with a terrible remorse and self pity. Haunted shadows of your children when they were young fearing your presence. The distance they now put you. It is to much to bear.
Once you save, you are staggered for that round and take a -2 to AC.
[spoiler=Spellcraft DC 19]
Terrible Remorse
I haven't created a token for Wraxus yet, he is the bottom right most icon.
Party is up
Ian Marros |
Will: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
Ian's shoulders slump for a moment, then with the realization that this terrible feeling was cast onto him by the priest, his eyes grow wide and wild with fury. "Stay out of my f!~+ing head!"
He steps up to the priest and takes a single lunging thrust with his greatsword.
PAtkVStrike: 1d20 + 17 ⇒ (13) + 17 = 30
Dmg: 4d6 + 22 ⇒ (1, 1, 2, 1) + 22 = 27
I just realized both those spells are 'Enchantment' so I would get +2 to save. So I didn't need the Iron Will reroll earlier.
Edmond, The Light |
Edmond will take a step back from the offending elemental near him and play a quick tune on his flute before the water gets too high in order to summon otherworldly brilliance into his area and that of the elemental.
spending 1 SP to forego the need to concentrate on the spell for 9 rounds
woodwinds DC 24: 1d20 + 18 ⇒ (10) + 18 = 28 effect comes out the full CL 9
Bright light shines forth from Edmond, filling the hall he has backed into and enveloping the nearby elemental. I get 46 contiguous 5ft squares of this effect that burn, and the entire area does a flat 9 fire damage plus 9 untyped damage. Trying to kinda vaporize the water as it flows towards us. The fire fills the entire squares for 9 rounds.
Sister Soliel Levant |
@GM: did you forget the DC 18 Fort save vs. Woundweal poison?
Soliel drops back into Stealth DC29 to spot and takes off at a sprint to the west, circling around to where Ian is engaged with the vile priest.
Double move, 140 feet total with Exp Retreat, to the west and south around the edge of the room
Wraxus Drake |
As the torrent of flames erupts before him, Wraxus focuses on completing the conjuring to summon forth a mighty celestial tiger to the right of the hydrodaemon, which it unleashes its wrath upon.
N Large animal
Init +6; Senses low-light vision, scent; Perception +8
DEFENSE
AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 57 (6d8+30), DR 5/evil
Fort +10, Ref +7, Will +3
Resist Acid, Cold, Electricity 5
OFFENSE
Speed 40 ft.
Melee 2 claws +12 (1d8+8 plus grab), bite +11 (2d6+8 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +12, 1d8+8), smite evil (+0/+6, 1 enemy/day)
STATISTICS
Str 27, Dex 15, Con 21, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +13 (+17 grapple); CMD 25 (29 vs. trip)
Feats Improved Initiative, Skill Focus (Perception), Weapon Focus (claw)
Skills Acrobatics +10, Perception +8, Stealth +7 (+11 in areas of tall grass), Swim +13; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass)
Claw #1: 1d20 + 12 ⇒ (8) + 12 = 20
dmg+smite: 1d8 + 8 + 6 ⇒ (7) + 8 + 6 = 21
Claw #2: 1d20 + 12 ⇒ (16) + 12 = 28
dmg+smite: 1d8 + 8 + 6 ⇒ (6) + 8 + 6 = 20
Bite: 1d20 + 11 ⇒ (1) + 11 = 12
dmg+smite: 2d6 + 8 + 6 ⇒ (3, 6) + 8 + 6 = 23
free Grapple: 1d20 + 17 ⇒ (19) + 17 = 36
Rake #1: 1d20 + 12 ⇒ (13) + 12 = 25
dmg+smite: 1d8 + 8 + 6 ⇒ (6) + 8 + 6 = 20
Rake #2: 1d20 + 12 ⇒ (1) + 12 = 13
dmg+smite: 1d8 + 8 + 6 ⇒ (1) + 8 + 6 = 15
His ally now unleashed, Wraxus lets off a simple force blast while clenching one of his arcane rods, hoping that it might unseat the elemental before him.
magic missile w/ toppling rod: 4d4 + 4 ⇒ (4, 1, 3, 1) + 4 = 13
trip attempt: 1d20 + 8 + 6 ⇒ (2) + 8 + 6 = 16
GM Ascension |
I did forget the poison save, but it is immune so won't matter.
Ian scores a solid hit against the priest, evoking a shout of pain, while the water near Edmond and Wraxus begins to bubble and steam in great gouts, reducing visibility but also halting the flow of the rising sewage. Visibility limited to 15' for them
I'm assuming with 46 squares of flame you also catch the water elemental and the daemon within it.
Edmon you will need to roll to overcome spell resistance against the daemon.
Wraxus unleashes bolts of force at the elemental temporarily piercing the creature, though it is not knocked over as he had hoped. His celestial tiger tears into the daemon, grappling it as it rips out chunks of bloody hide from the foul beat with its claws. 2 successful attacks
Unless you want to save it, going to apply a smite evil from the celestial template to bypass DR and increase damage. +12 per hit the first round, +6 damage per hit in all future rounds.
With Ian momentarily weakened by his spell, the priest uses his spear to stab at Ian. As the spear strikes Ian wisps of dark energy shoot up the shaft of the spear and over Ian's skin.
Attacks: 30, 11. Damage 9.
Ian needs to make another will save, DC 18. Failure means he takes 2d6 nonlethal damage every time he attacks the priest per Agonizing Rebuke
The water elemental nearby also slams Ian with a water tendril.
Attacks: 31, 13. Damage 10
The other elemental pursues Edmond, landing two hits.
Attacks 31, 27. Damage 7, 8
The hydrodaemon turns its full attention to the celestial tiger clawing at it.
Attacks 16, 29, 21. Damage 6, 9, 5. (bypassing the celestial DR)
Soliel runs around the pool area, trying to close on the priest to help Ian out.
Sister Soliel Levant |
Racing around the side of the pool, Soliel vanishes from sight as she rounded the last turn. She continued towards the priest, curved swords ready to impale her quarry.
Another double move. With last round that is 280 total feet of movement to the west and south (assuming north is "up" on the map). Not exactly sure how close that will get her but my hope is to be within 5' feet of the priest starting her next round, assuming no major movement from the priest.
Ian Marros |
Will: 1d20 + 11 ⇒ (15) + 11 = 26
Ian grunts as the spear finds a joint in the armor plates. He grimaces as the dark energy crawls over him until it fades. "Better start running," he growls at the priest and raises his blade.
PAtk: 1d20 + 17 ⇒ (13) + 17 = 30
Dmg: 2d6 + 18 ⇒ (1, 3) + 18 = 22
PAtk: 1d20 + 10 ⇒ (18) + 10 = 28
Dmg: 2d6 + 22 ⇒ (3, 4) + 22 = 29
Wraxus Drake |
as much as i would like to inflict additional damage, the smite is already added in, though I did not double it to 12 on the first hit (note the +smite on the dmg rolls), so I guess +6. Smite does overcome all DR, so that helps. Also, with the 36 grapple attempt, did the tiger succeed in his grapple, and if so, did either of the rake attacks hit?
Wraxus Drake |
Wraxus begins another incantation of summoning, intent on bringing another ally to bear against the forces of their foe. (cast Summon Monster III)
Wraxus' summoned tiger continues to tear into the hydrodaemon, throwing forth the celestial might of its extraplanar nature. (full attack + smite, +6 dmg/att, ignore DR)
Claw #1: 1d20 + 12 ⇒ (11) + 12 = 23
dmg+smite: 1d8 + 8 + 6 ⇒ (4) + 8 + 6 = 18
Claw #2: 1d20 + 12 ⇒ (1) + 12 = 13
dmg+smite: 1d8 + 8 + 6 ⇒ (7) + 8 + 6 = 21
Bite: 1d20 + 11 ⇒ (14) + 11 = 25
dmg+smite: 2d6 + 8 + 6 ⇒ (1, 4) + 8 + 6 = 19
Rake #1: 1d20 + 12 ⇒ (13) + 12 = 25
dmg+smite: 1d8 + 8 + 6 ⇒ (2) + 8 + 6 = 16
Rake #2: 1d20 + 12 ⇒ (16) + 12 = 28
dmg+smite: 1d8 + 8 + 6 ⇒ (5) + 8 + 6 = 19
N Large animal
Init +6; Senses low-light vision, scent; Perception +8
DEFENSE
AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 57 (6d8+30), DR 5/evil
Fort +10, Ref +7, Will +3
Resist Acid, Cold, Electricity 5
OFFENSE
Speed 40 ft.
Melee 2 claws +12 (1d8+8 plus grab), bite +11 (2d6+8 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +12, 1d8+8), smite evil (+0/+6, 1 enemy/day)
STATISTICS
Str 27, Dex 15, Con 21, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +13 (+17 grapple); CMD 25 (29 vs. trip)
Feats Improved Initiative, Skill Focus (Perception), Weapon Focus (claw)
Skills Acrobatics +10, Perception +8, Stealth +7 (+11 in areas of tall grass), Swim +13; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass)
GM Ascension |
With a scream of pain the hydrodaemon perishes to the onslaught of the celestial tiger.
Ian, shaking off the effects of yet another spell lands two solid hits on the priest.
"Even more stubborn than last time I see." the priest taunts Ian.
The priest again takes a step back, invoking another spell and hundreds of whirling blades spring into existence, surrounding Ian and the water elemental, and running both above and below the water trapping in the celestial tiger, Wraxus, and Edmond in a larger 'cage'. And also leaving a path for the priest down one of the side passages.
Blade Barrier
Soliel however is able to move in close to the cleric before the spell goes off, positioning herself to strike.
The two remaining water elementals lash out at Ian and Edmond respectively.
Attacks vs Ian: 29, 19. Damage: 7
Vs Edmond: 31, 23. Damage: 11, 12
Party is up
Sister Soliel Levant |
Sneak Attack #1 vs FF AC 1d20 + 13 ⇒ (13) + 13 = 26
Damage, if hits 6d6 ⇒ (4, 3, 1, 1, 2, 1) = 12
Sneak Attack #2 vs FF AC 1d20 + 13 ⇒ (9) + 13 = 22
Damage, if hits 6d6 ⇒ (1, 4, 1, 2, 5, 2) = 15
Add 5/rnd Bleed if either attack hits
Ian Marros |
Unless Soliel just dropped him:
Ian runs through the blade barrier, south of the priest if there's room there, or north of him if not, so that he's not ending his turn in the blades.
Reflex: 1d20 + 6 ⇒ (19) + 6 = 25
He shouts and thrusts with the greatsword at the priest's stomach.
PAtkVStk: 1d20 + 17 ⇒ (6) + 17 = 23
Dmg: 4d6 + 22 ⇒ (4, 5, 5, 3) + 22 = 39
Edmond, The Light |
I rolled a 19 to overcome SR on the daemon before me and i just reread and dont see if it was burned or not.
if it is burned, I will keep that spell going as a move action and fling a searing flame as a standard. If the spell is useless against it, I will drop it and recast as a standard. I will 5ft step back as a free if the guy behind me will back up (not sure who that is)
"Back up!"
concentration to avoid AoO, DC 23: 1d20 + 13 ⇒ (13) + 13 = 26
Searing Flame ranged touch: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 4d8 ⇒ (3, 3, 8, 8) = 22
Wraxus Drake |
Wraxus' spell comes to fruition, summoning forth another celestial great cat next to the elemental, though the leopard is smaller than the mighty tiger he first called forth.
He then unleashes his final casting of magic missile on the elemental.
Magic Missile: 4d4 + 4 ⇒ (2, 4, 4, 1) + 4 = 15
Celestial Tiger, 37/57, 10 rds remaining
The celestial tiger turns and moves toward the elemental, unleashing its fury on the watery foe before it.
no 5 ft step for the tiger (assuming the water is deep enough to count as difficult terrain), so move action 5' toward elemental and standard action attack
Claw #1: 1d20 + 12 ⇒ (10) + 12 = 22
dmg: 1d8 + 8 ⇒ (3) + 8 = 11
N Medium animal
Init +4; Senses low-light vision, scent; Perception +5
DEFENSE
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 25 (3d8+12)
Fort +7, Ref +7, Will +2
OFFENSE
Speed 30 ft., climb 20 ft.
Melee bite +7 (1d6+5 plus grab), 2 claws +7 (1d3+5)
Special Attacks pounce, rake (2 claws +7, 1d3+5)
STATISTICS
Str 20, Dex 19, Con 19, Int 2, Wis 13, Cha 6
Base Atk +2; CMB +7 (+11 grapple); CMD 21 (25 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +8, Climb +11, Perception +5, Stealth +11 (+15 in undergrowth); Racial Modifiers +4 on Stealth in undergrowth
The celestial leopard unleashes its fury against the elemental.
Bite: 1d20 + 7 ⇒ (11) + 7 = 18
dmg: 1d6 + 5 ⇒ (1) + 5 = 6
Claw #1: 1d20 + 7 ⇒ (18) + 7 = 25
dmg: 1d3 + 5 ⇒ (3) + 5 = 8
Claw #2: 1d20 + 7 ⇒ (2) + 7 = 9
dmg: 1d3 + 5 ⇒ (3) + 5 = 8
GM Ascension |
It's fire resistance absorbed the fire damage, but it still took the holy damage.
Damage to Ian: 11d6 ⇒ (4, 1, 3, 5, 1, 2, 6, 4, 3, 2, 2) = 33 / 2 = 16
Between Soliel and Ian the priest collapses to the ground unconscious, while the barrage of spells from Edmond and Wraxus disperse the water elemental.
The remaining elemental is quickly torn to shreds by Wraxus celestial summons.
Combat is over
The priest will bleed to death quickly.
Breastplate +3
Spear of Spell Storing +1
Ring of Protection +2
Amulet of Natural Armor +2
Cloak of Resistance +3
Headband of Inspired Wisdom +4
Boots of Striding and Springing
Ring of Feather Falling
Aquatic cummerbund
Wraxus Drake |
The priest and its elemental and daemonic allies defeated, Wraxus straightens his coat and walks forward into the room, noting the water slowly receding. Looking to the others, a light chuckle escapes his otherwise serious demeanor. "Well that was quite the initiation into your company. Are all your tasks akin to this?"
Looking down at the fallen priest before him, he calls on a minor incantation and evaluates the felon's possessions. After a few moments, "Quite the treasure trove this man was adorned in. How do we go about adjudicating such findings..." Looking across the haphazardly mixed company, he continues, "Am I safe to assume this doesn't all simply get turned over to the city treasury?" he finishes with a wry smile.