
| baldwin the merciful | 
 
	
 
                
                
              
            
            RD 4:
I need Andrea, Euphemia, and Frank to make reflex save (DC 20) as webbing spring up all around you. If you fail your grappled.
Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become grappled by the sticky fibers. Attacking a creature in a web doesn't cause you to become grappled.
Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell's DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.
The strands of a web spell are flammable. A flaming weapon can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away one 5-foot square in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.
Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.

| Euphemia di Nereis | 
 
	
 
                
                
              
            
            Reflex Euph:1d20 + 7 ⇒ (20) + 7 = 27 Reflex Frank: 1d20 + 6 ⇒ (18) + 6 = 24
"It's nothing strong, but here goes!" With that, she rips more off the necklace and throws where Andrea directs.
FIRE IN THE HOLE! 3d6 ⇒ (1, 1, 4) = 6

| Daniel Arrisen | 
 
	
 
                
                
              
            
            Conditions: 6 Str, Damage, Inspired, protect from fire.
Unable to reach his friends, Daniel turns to face the last shadow that was draining the strength from his very limbs!
His sword suddenly felt heavy. He barely had any power in his arms.
Current Str 12. Daniel can no longer use power attack
He swings away with weakened limbs
Full Attack, -6str,Inspired: 1d20 + 17 - 3 + 3 ⇒ (3) + 17 - 3 + 3 = 20
2 hand Damage: 1d8 + 1 + 1 + 3 ⇒ (3) + 1 + 1 + 3 = 8
Full Attack, -6str,Inspired: 1d20 + 12 - 3 + 3 ⇒ (19) + 12 - 3 + 3 = 31
2 hand Damage: 1d8 + 1 + 1 + 3 ⇒ (1) + 1 + 1 + 3 = 6
Crit?: 1d20 + 12 - 3 + 3 ⇒ (14) + 12 - 3 + 3 = 26
2 hand Damage: 1d8 + 1 + 1 + 3 ⇒ (1) + 1 + 1 + 3 = 6
I.WILL.STAND.

| Gerard Nisroc | 
 
	
 
                
                
              
            
            Does Daniel's Shadow get +8 cover or just +4 with respect to Gerard (precise shot, if it matters)?
Gerard steps toward Orsin, MOVE!
Giving the bard a chance to move out of the way, Gerard unleashes what he hopes is a decisive volley of daggers.
atk1, dist dagger +2, wf, pbs, aff, inspired, rapid: 1d20 + 14 + 2 + 1 + 1 + 1 + 3 - 2 ⇒ (10) + 14 + 2 + 1 + 1 + 1 + 3 - 2 = 30 
dmg1, dist dagger +2, pbs, aff, inspired: 1d4 + 2 + 1 + 1 + 3 ⇒ (3) + 2 + 1 + 1 + 3 = 10
atk2, mith dagger +1, wf, pbs, aff, inspired, rapid, range: 1d20 + 14 + 1 + 1 + 1 + 1 + 3 - 2 - 2 ⇒ (18) + 14 + 1 + 1 + 1 + 1 + 3 - 2 - 2 = 35 
dmg2, mith dagger +1, pbs, aff, inspired: 1d4 + 1 + 1 + 1 + 3 ⇒ (4) + 1 + 1 + 1 + 3 = 10
atk3, mith dagger +1, wf, pbs, aff, inspired, rapid, range: 1d20 + 9 + 1 + 1 + 1 + 1 + 3 - 2 - 2 ⇒ (17) + 9 + 1 + 1 + 1 + 1 + 3 - 2 - 2 = 29 
dmg3, mith dagger +1, pbs, aff, inspired: 1d4 + 1 + 1 + 1 + 3 ⇒ (1) + 1 + 1 + 1 + 3 = 7
Please apply appropriate cover bonus to Shadow's AC.

| Andrea1 | 
 
	
 
                
                
              
            
            HP 81/81
Current Saves: F12R5W115
AC: 24/T12/FF24
In hands: Wooden shield+2,Long sword +2
Current BaB: +9/+4
Spells in Effect:Resist Fire/Cold-Communal(Everyone, 30 points 15 minutes) Protection from Evil 10' on Orsin(+2 AC/Saves vs. Evil,Protects against mental effects 110 minutes),Resist Energy-Lightning on Euphemia/Frank(30 points 110 minutes),Deathward(Euphemia) 11 minutes
Channels 1/6
Bit of Luck 6/8
Andrea uses a scroll of Dispel Magic to attempt to remove the webbing
Caster check: 1d20 + 11 ⇒ (13) + 11 = 24

| baldwin the merciful | 

| Daniel Arrisen | 
 
	
 
                
                
              
            
            Daniel activates DETECT EVIL as a move action and uses his other to move to J12, next to Andrea.
I can see your Evil Soul. You will fall, Vampire. 

| baldwin the merciful | 
 
	
 
                
                
              
            
            Daniel activates DETECT EVIL as a move action and uses his other to move to J12, next to Andrea.
I can see your Evil Soul. You will fall, Vampire.
slam: 1d20 + 8 ⇒ (9) + 8 = 17;damage, plus energy drain: 1d4 + 4 ⇒ (1) + 4 = 5
*Energy drain is negative 2 levels.

| baldwin the merciful | 
 
	
 
                
                
              
            
            Gitterdust has a 10 foot radius spread so Daniel, Orsin, Andrea will need to have the Will save to avoid blinded effect and they will be outlined regardless. Phem is the Will Save a DC 17 10+2+5?
vampiress: 1d20 + 12 ⇒ (19) + 12 = 31
The vampiress is outlined in gold, as is Andrea, Orsin,and Daniel.

| baldwin the merciful | 
 
	
 
                
                
              
            
            The Vampire, with combat reflexes, should have had an AOO on Phem while she was casting but I won't take it.
Based on Andrea's comment of putting the spell a bit further away K,12/13 here is the map, it still catches Orsin, Andrea and Daneil but does not catch Frank and Euphemia in the template.

| baldwin the merciful | 
 
	
 
                
                
              
            
            DMPC Will saves:
Orsin: 1d20 + 8 ⇒ (5) + 8 = 13
Orsin is blinded for the duration of the spell and glittering gold
Daniel: 1d20 + 13 ⇒ (12) + 13 = 25
The paladin shrugs off the blinding effect but is glittering gold.
Andrea brushes off the blinding effect but is glittering gold.
Blinded
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

| Daniel Arrisen | 
 
	
 
                
                
              
            
            At work. Daniel will use POWERFUL JUSTICE on his turn to grant all allies within 10ft his bonus to Smite damage- includes Daniel. He will FULL ATTACK. DMPC please.
At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin's bonus to damage, not her smite's attack bonus or ability to bypass DR. This ability replaces aura of justice.

| baldwin the merciful | 
 
	
 
                
                
              
            
            RD 5: DMPC Orsin's full attack:
The bard gracefully slashes at the vampiress with his longsword,
longsword using Power Attack: 1d20 + 12 ⇒ (1) + 12 = 13;damage, PA: 1d8 + 18 ⇒ (1) + 18 = 19
longsword using Power Attack: 1d20 + 7 ⇒ (4) + 7 = 11;damage, PA: 1d8 + 18 ⇒ (3) + 18 = 21
dex check on Nat 1: 1d20 + 0 ⇒ (12) + 0 = 12
he manages to retain his grip on the weapon but his sword work was sloppy.

| baldwin the merciful | 

| Daniel Arrisen | 
 
	
 
                
                
              
            
            Daniel shakes off the effects of his friends spell with ease and activates his POWERFUL JUSTICE, Imoedae strengthen our blows!
Everybody add 11 bonus damage to your strikes!
He full attacks the illuminated vampire, focusing on accuracy since his strength had left his limbs.
Full Attack, Inspired, -6Str: 1d20 + 17 + 2 - 3 ⇒ (18) + 17 + 2 - 3 = 34
Damage: 1d8 + 1 + 1 + 2 + 11 ⇒ (2) + 1 + 1 + 2 + 11 = 17
Full Attack, Inspired, -6Str: 1d20 + 12 + 2 - 3 ⇒ (20) + 12 + 2 - 3 = 31
Damage: 1d8 + 1 + 1 + 2 + 11 ⇒ (4) + 1 + 1 + 2 + 11 = 19
Confirm Crit?: 1d20 + 12 + 2 - 3 ⇒ (16) + 12 + 2 - 3 = 27
Damage: 1d8 + 1 + 1 + 2 + 11 ⇒ (4) + 1 + 1 + 2 + 11 = 19
Sweet Rolls! Yay! Also I am not sure if POWERFUL JUSTICE is like smite where the first hit does double damage

| baldwin the merciful | 

| baldwin the merciful | 
 
	
 
                
                
              
            
            Regarding Powerful Justice it states:
Powerful Justice (Su)
At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin’s bonus to damage, not her smite’s attack bonus or ability to bypass DR.
Smite:
If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses.
Since the bonus is to damage, I'll permit the +2 per level.
 
	
 
     
     
    