
Truk'tosh |

It probably doesn't make a difference but John has the Air Walk. Lucrezia has the Water Walk.

baldwin the merciful |

RD 1 update
Faelyn cast haste
large Blob flew forward and channelled negative energy hitting Lucrzia for 8HP of damage.
John - identified the creature as a elemental - negative. Stood up and water walked to the back of the boat.
L. Shadow - moved in step with the elemental
Grimm
Andrea
Lucrezia - water walked and fired two shots, hitting once for minimal damage.
Mathalan
Fluer
Ermolos
Orsin
Truk - cast divine favor

Grimm Sharpest |

Make me fly. I'll kill it!
if you wanna fight I can activate bane
Grimm casts Divine Favor and activates Protection Judgement and draws hos Warhammer.

Truk'tosh |

Truk's not going to use his move action. He doesn't need to stand if Faelyn's going to cast fly on Grimm. In fact, he'll save his Divine Favor too.

baldwin the merciful |

RD 1 update
Faelyn cast haste
large Blob flew forward and channelled negative energy hitting Lucrzia for 8HP of damage.
John - identified the creature as a elemental - negative. Stood up and water walked to the back of the boat.
L. Shadow - moved in step with the elemental
Grimm - casts divine favor, activate Prot Jud, draws weapon
Andrea - cast owl wisdom on self
Lucrezia - water walked and fired two shots, hitting once for minimal damage.
Mathalan - coats bolts with oils
Fluer - cast divine favor on herself.
Ermolos - coats bolts with oils
Orsin _ IC +2 Att/dam and the fear and charm saves.
Truk - cast divine favor

Andrea1 |

Air Walk (John) 55 minutes left
Water Walk (Lucrezia) 55 minutes left
Bless +1 Hit +1 Saves vs. Fear
Haste +1 AC +1 BaB 6 rounds
Inspire Courage +2 Hit +2 Damage
Owl's Wisdom +4 WIS 7 Minutes
Andrea casts Owl's Wisdom upon herself (+4 Wisdom +2 Spell DCs and Will saves, 7 minutes) and draws her mace

Truk'tosh |

Truk - cast divine favor
I mentioned above that I was going to hold onto the Divine Favor since it sounded like Grimm was going to take the Fly spell.
Truk does his best to sit put and keep the boat level.

baldwin the merciful |

RD 1 summary
Faelyn cast haste
large Blob flew forward and channelled negative energy hitting Lucrzia for 8HP of damage.
John - identified the creature as a elemental - negative. Stood up and water walked to the back of the boat.
L. Shadow - moved in step with the elemental
Grimm - casts divine favor, activate Prot Jud, draws weapon
Andrea - cast owl wisdom on self
Lucrezia - water walked and fired two shots, hitting once for minimal damage.
Mathalan - coats bolts with oils
Fluer - cast divine favor on herself.
Ermolos - coats bolts with oils
Orsin _ IC +2 Att/dam and the fear and charm saves.
Truk - cast divine favor
------
RD 2:
Faelyn - crawled to Grimm and cast fly on him
large Blob
John -
L. Shadow -
Grimm -
Andrea -
Lucrezia -
Mathalan -
Fluer -
Ermolos -
Orsin _
Truk -
Note disregard the far two icons on the map, they disappeared on my maptool and I couldn't find them to delete.

Grimm Sharpest |

Inspire Courage +2 Attack and Damage
Fly
Haste +1 to attack/ AC and reflex +30ft extra speed
PROTECTION Judgement +2 Sacred AC
Protection from evil +2 deflection
Total AC 28/17/26
Divine Favor +2 Attack and Damage
Bless +1 Attack
RD2
Grimm activates Bane and charges the Orb shadow thing (up to 140ft charge range)
1 hand Haste, DF/Bless/Outsider Bane/Charge Power Attack, Inspire1d20 + 11 + 1 + 2 + 1 + 2 + 2 - 2 + 2 ⇒ (8) + 11 + 1 + 2 + 1 + 2 + 2 - 2 + 2 = 27
Damage 1d8 + 5 + 3 + 2 + 4 + 2d6 + 2 ⇒ (8) + 5 + 3 + 2 + 4 + (2, 3) + 2 = 29

baldwin the merciful |

RD2: Negative Energy elemental
The creature flies forward over and releases another energy charge, everyone but John has to make DC 16 Fort save. success is half damage.
damage: 4d6 ⇒ (6, 2, 3, 6) = 17
You can see that it is mobile and has both flyby attack and mobility. It is now located within range of Truk (if he stands), Ermolos and Mathalan. It dipped down then moved up to 10 FT high. if you are sitting down with a melee weapon that does not have reach you can not attack it.
It is in hexes: F/G 7/8

Orsino 'Orsin' Bessatte |

Baldwin, don't forget, now that I can IC as a move action, I did both that and the 12 damage with EPS in Round 1 (DC 14 halves damage, negates daze). (Just reminding you because I didn't see the EPS listed in the above actions).
Fortitude Save: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11

Truk'tosh |

Fortitude: 1d20 + 11 ⇒ (2) + 11 = 13
Truk howls in pain as the negative energy washes over him.
Having seen people standing up in the boat do we have any idea what the DC is to stand up without falling over?

Andrea1 |

RD 2
Magic Circle Against Evil (Orsin) +2 AC +2 Saves. Prevents hostile influences. 55 Minutes left
Air Walk (John) 55 minutes left
Water Walk (Lucrezia) 55 minutes left
Bless +1 Hit +1 Saves vs. Fear
Haste +1 AC +1 BaB 5 rounds
Inspire Courage +2 Hit +2 Damage
Owl's Wisdom +4 WIS 7 Minutes
Fort Save: 1d20 + 8 ⇒ (1) + 8 = 9
Andrea channels healing energy to take the edge off of the damage inflicted on all of them.
2/5 used
Heal on everyone: 3d6 ⇒ (2, 6, 6) = 14

Lucrezia Villanova |

Round 2 action:
Fort save 1d20 + 5 ⇒ (5) + 5 = 10
Daedly aim with bless weapon arrows
attack 1 1d20 + 10 + 2 - 2 + 1 ⇒ (14) + 10 + 2 - 2 + 1 = 25
damage 1 1d8 + 4 + 4 + 2 + 1 ⇒ (4) + 4 + 4 + 2 + 1 = 15
attack 2 1d20 + 5 + 2 - 2 + 1 ⇒ (3) + 5 + 2 - 2 + 1 = 9
damage 2 1d8 + 4 + 4 + 2 + 1 ⇒ (3) + 4 + 4 + 2 + 1 = 14
Not knowing what else to do, Lucrezia fires a couple more arrows at the big blob again.

Orsino 'Orsin' Bessatte |

** spoiler omitted **

Truk'tosh |

Without having any sense of how hard that DC is, I'm just going to stay put. I'd just be making things harder if Truk fell into the water.

Grimm Sharpest |

Posted Rd2 action above.
Protection from evil grants +2 DEFLECTION bonus which applies reguardless of alignment. That's why its better than Shield of Faith until level 8.
If you don't want it to apply my AC is 26/15/24. Fort save vs channel 1d20 + 12 ⇒ (1) + 12 = 13

baldwin the merciful |

The creature takes its AoO on Grimm as he approaches... this is large and has a 10 ft reach.
slam: 1d20 + 15 ⇒ (13) + 15 = 281d6d1d6 + 3 ⇒ (5, 2) + 3 = 10;damage neg energy: 1d6 ⇒ 1
plus make a DC 16 Fort save or suffer 1 level of energy drain
If you failure your save what is your roll and damage 1 level lower?

Truk'tosh |

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Negative levels don't quite work like that. All they do is lower his HP by 5 and give him a -1 penalty to d20 rolls and CMD.

Andrea1 |

Andrea1 wrote:Did my action, everyone heal 14 hp of damageYou are within the 30 ft aura so you channel as 5th level caster does that effect your healing?
Understood, rolled 3d6 and healed 14 points. Just page up a bit

Faelyn Sindrel |

Posted Rd2 action above.
Protection from evil grants +2 DEFLECTION bonus which applies reguardless of alignment. That's why its better than Shield of Faith until level 8.
If you don't want it to apply my AC is 26/15/24. Fort save vs channel 1d20+12
Don't forget your +1 from haste!

Grimm Sharpest |

Grimm took 17 channel damage, then 10+1 from the AOO. Andrea healed him 14. Then -5 more from level loss. Also -1 to Attack, saves and skill checks. Felyn, already took haste into account.

Faelyn Sindrel |

baldwin the merciful wrote:Understood, rolled 3d6 and healed 14 points. Just page up a bitAndrea1 wrote:Did my action, everyone heal 14 hp of damageYou are within the 30 ft aura so you channel as 5th level caster does that effect your healing?
Thanky, Thanky!

baldwin the merciful |

Quote:First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.Negative levels don't quite work like that. All they do is lower his HP by 5 and give him a -1 penalty to d20 rolls and CMD.
For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature's negative levels equal or exceed its total Hit Dice, it dies.
One more time the creature is not evil. The second sentence indicates when the bonuses apply otherwise there is no purpose for that conditional sentence. Show me an official clarification and I'll be happy to reconsider it.