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Faolan smashes into the crystal, barely scratching it as the others do their best to keep the humming out of their head.
The crystals take exception to the flying attack man, slamming out at him with razor sharp crystalline psuedopods.
Crystal 1 @ Faolan: 1d20 + 18 ⇒ (15) + 18 = 33
Damage: 7d8 + 9 ⇒ (6, 5, 2, 5, 3, 1, 8) + 9 = 39
Crystal 2 @ Faolan: 1d20 + 18 ⇒ (15) + 18 = 33
Damage: 7d8 + 9 ⇒ (6, 5, 6, 2, 8, 3, 3) + 9 = 42
If an attack hits, Faolan must make a DC 22 Fort Save per attack or become entangled.
Party is up.
-58

Faolan Baran |

Round: 2
Fort +12, Reflex +12, Will +11
Front Row
Opponent: None
- - -
Conditions: Fly, Flexibility (1/10r, power attack)
Equipped: Shield
Shield Melee: Attack: BAB 12/7/2, Str +6, Focus +2, Magic +3, (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield Ranged: Attack: BAB 12/7/2, Dex +2, Focus +2, Magic +3 (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield DR: magic, cold iron, silver
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Martial Flexibility (1x immediate, 3x swift): 5/7
Knockout (DC 22, 1d6r): 1/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 0/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1
Jingasa (negate crit or sneak): 1/1
Shield (daylight): 1/1
Faolan, unused to being hit so often and so hard, reels from the experience.
Fort: 1d20 + 12 ⇒ (3) + 12 = 15 vs DC 22 or entangled
Fort: 1d20 + 12 ⇒ (17) + 12 = 29 vs DC 22 or entangled
Fearful he’s doing much less to them than they are doing to him, wants to withdraw - but cannot. So he remains and tries to end the crystals before it ends him! He does delay until after his allies in the event any buffs come his way. (On vacation so I'll post now so as not to hold anyone up.)
Assuming he can hit relatively easily (ha!) he swiftly picks up power attack to levy more damage.
Shield*: 1d20 + 21 - 5 ⇒ (4) + 21 - 5 = 20 (high, entangle, PA) damage: 2d6 + 12 + 8 ⇒ (1, 6) + 12 + 8 = 27 (PA)
Shield*: 1d20 + 21 - 5 ⇒ (17) + 21 - 5 = 33 (high, entangle, PA) damage: 2d6 + 12 + 8 ⇒ (5, 3) + 12 + 8 = 28 (PA)
Shield*: 1d20 + 16 - 5 ⇒ (11) + 16 - 5 = 22 (high, entangle, PA) damage: 2d6 + 12 + 8 ⇒ (1, 3) + 12 + 8 = 24 (PA)
Shield*: 1d20 + 16 - 5 ⇒ (8) + 16 - 5 = 19 (high, entangle, PA) damage: 2d6 + 12 + 8 ⇒ (4, 3) + 12 + 8 = 27 (PA)
Shield*: 1d20 + 11 - 5 ⇒ (6) + 11 - 5 = 12 (high, entangle, PA) damage: 2d6 + 12 + 8 ⇒ (2, 6) + 12 + 8 = 28 (PA)
* Targets hit by my shield take -2 to their AC until the end of my next turn.

Oberon Krowe |

”Gather on Faolan!” Krowe shouts, rushing toward the shield man with a spell ready on his lips.
If everyone can assemble, Krowe will dimension door the group away to recover and reconsider.

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Bor raises a hand and places it on Faolan's shoulder. "We should pull back."
Swap Communal Prot from Energy for Cure Critical Wounds
CCW: 4d8 + 11 ⇒ (8, 2, 3, 7) + 11 = 31
HP 120/120
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith x2
(2nd)
(3rd)
(4th) Debilitating Portent (CCW); Comunal Prot from Energy (CCW)
(5th)
(6th)
Vision of Madness 9/10
Aura of Madness 11/11
Sudden Shift 10/10
Master's Illusion 10/11
Griffon Wondrous Figurine 0/2 week
CPE 2/2 (4d6)

Bazsil Grimalkin |

Bazsil joins with Krowe for emergency extraction.
"Seems like that went poorly, didn't it?" Bazsil says with a biting smile. "Yeah, that could have gone better. Seems like we need to attack from a far or have complete silence."
Lol. That was not good.

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Faolan smashes into the crystal with his shield, blow after blow slamming into the rocky formation. Splinters and shards fly but still it maintains a grip on him, preparing to squeeze his leg into jelly.
Krowe runs up casting while Bor and Bazsil grab Faolan and pull him back through a dimensional portal. A small piece of crystal lies on your side of the rapidly closing doorway, quivering on the floor.
We'll say Bor's cure goes now so there's no attack of opportunity.
You find yourselves back down the passage and questioning the wisdom of attacking crystals.
The way the map is laid out you cannot bypass the crystals to get to either passage forward.

Faolan Baran |

Faolan, still bruising badly from the few attacks he received, is eager to return, "Look, we've got to get past 'em, and I say it was a couple lucky shots. I got some licks in as well. We can take 'em!"
He wishes there were some way to avoid the DR, but shrugs - willing to press their attacks once again.
He'll also beg healing from the wand, or others (-50hp).
CLW: 10d8 + 10 ⇒ (1, 3, 5, 7, 7, 2, 3, 6, 1, 7) + 10 = 52

Bazsil Grimalkin |
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Bazsil smiles. He smiles deeply.
"Ah! That was awful. That sucked! I only wish we had war-wives who sucked as deeply as we sucked there!" he cheers, celebrating the lesson in humility.
"You went in there and those crystals clocked your face! HA!" He continues. "I'm going to include all this in the edda. We're going to laugh about this until we piss bile, because, wow, that was awful. A group of drunken goblins would have done better. Oh man, my ears still hurt...WE. WERE. SO. BAD!"
Baszil doubles over, laughing at how bad that way.
"Oh Bor, I think you were second to be useless only after me. And I was awful. HA!" He continues, greatly enjoying this thrashing. "I had to hobble to Krowe, begging him to save us! I did that! Like a scared child! HA!"

Oberon Krowe |

Still trying to work the ringing from his ears, Krowe looks at Bazsil. ”I can’t hear half of what you’re saying, but I don’t think you’re half wrong. That was… unexpected.”
To Faolan, ”Dont worry, I think we’ll all take a mulligan on this one and give you another shot.”
Getting out his spellbook, Krowe considers their options.
”This time, I’ll protect you with a stoneskin spell, send in an elemental or two, then haste us all.”
Lets get them!

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"I tried to block them but they went right past me! Next thing I know Faolan nearly gets killed." Bor responds back defending himself as he hurries ahead. "Luckily I think one of them dropped."

Bazsil Grimalkin |

Bazsil readies, a song on his lips, and a spell ready to go.
”Let’s do this. And maybe we’ll be less awful than last time. Hahaha,” Bazsil lets his laughter die as he gets ready to try again.

Bazsil Grimalkin |

Bazsil will toss in a longer lasting Good Hope as well. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
"Let's do this!"

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As the group closes in Bor adds a blessing of fervor to their ranks to try and push them past this devastating foe quickly. Strike hard, strike fast. Like a cobra."
Blessing of Fervor
HP 120/120
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith x2
(2nd)
(3rd)
(4th) Debilitating Portent (CCW); Comunal Prot from Energy (CCW); Blessing of Fervor
(5th)
(6th)
Vision of Madness 9/10
Aura of Madness 11/11
Sudden Shift 10/10
Master's Illusion 10/11
Griffon Wondrous Figurine 0/2 week
CPE 2/2 (4d6)

Bazsil Grimalkin |

Bazsil encourages Krowe to teleport the party outside the range of sound impact, so they might prepare unmolested.
After good hope, he will sing and be ready to charge in after Faolan.

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Sorry for the delay folks, work decided to go crazy this week.
The elementals rush in and smash one of the crystals to pieces. It was almost dead from Faolan's attack. The remaining crystal attacks one of the elementals.
Crystal 1 @ Elemental: 1d20 + 18 ⇒ (5) + 18 = 23
Damage: 7d8 + 9 ⇒ (6, 7, 3, 3, 7, 3, 5) + 9 = 43
The pseudopod entangles the elemental.
Party is up, you are 75' from the action.

Faolan Baran |

Round: 1
Fort +12, Reflex +12, Will +11
Front Row
Opponent: None
- - -
Conditions: Fly, Good Hope, Stoneskin, Blessings of Fervor, Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), skill limits), Flexibility (1/10r, power attack)
Equipped: Shield
Shield Melee: Attack: BAB 12/7/2, Str +6, Focus +2, Magic +3, (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield Ranged: Attack: BAB 12/7/2, Dex +2, Focus +2, Magic +3 (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield DR: magic, cold iron, silver
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Martial Flexibility (1x immediate, 3x swift): 4/7
Knockout (DC 22, 1d6r): 1/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 0/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1
Jingasa (negate crit or sneak): 1/1
Shield (daylight): 1/1
He gains a +30’ move from Blessing of Fervor.
Faolan sets his Power Attack (martial flexibility, swift) and rushes in - flying overhead as before to get the higher ground bonus. With the distances involved, he must make a double move to get into place (plus the Blessings). He’ll stop 5’ from the target (in case it doesn’t have reach).

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Bor rushes at the crystalline form and bashes is cestus into it's side.
+1 goblinoid-bane Cestus; Haste; Good Hope; Blessing of Fervor: 1d20 + 11 + 1 + 2 + 2 ⇒ (9) + 11 + 1 + 2 + 2 = 25
Damage: 1d4 + 3 + 2 ⇒ (1) + 3 + 2 = 6
HP 120/120
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith x2
(2nd)
(3rd)
(4th) Debilitating Portent (CCW); Comunal Prot from Energy (CCW); Blessing of Fervor
(5th)
(6th)
Vision of Madness 9/10
Aura of Madness 11/11
Sudden Shift 10/10
Master's Illusion 10/11
Griffon Wondrous Figurine 0/2 week
CPE 2/2 (4d6)

Bazsil Grimalkin |

Round 1
Free/Swift:
Move: Start song.
Stnd: Battle Cry.
Bazsil only steps a bit closer while offering a battle cry and moving from that into a nice song of rage.
”Attacking because of our fallen natures,
The crystal must be pollinators,
Because their blows gave us itches,
We ran away like little b@#**es.”
Benefit: A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.
If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry’s effect on her to reroll the failed save against a fear effect. The ally must take the result of the reroll, even if it’s lower. Each ally can use this effect only once per use of this feat.
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging
[ dice]1d20+17[/dice] to hit; ()
1d10 + 19 ⇒ (4) + 19 = 23 slashing damage.
[ dice]1d20+9[/dice] to hit; ( )
1d10 + 19 ⇒ (8) + 19 = 27 slashing damage.
Magic adaptive longbow.
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.
[ dice]1d20+9[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.
HP: 110/110 - 40
DR 1/—
AC: 24 (8 armor, 3 dex, 1 nat, 2 def) +2 AC vs. gobbos. = 24/26 vs. gobs. +1 haste
L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*1, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 0/5 used (GHope*1,InvisSpher*0,JJ*0,SeeInv*0)
L4: 1/3 used (DDoor*0,Echo*0,FoM*0,GrInv*1)
Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Kenning: 0/2 used
Words: 6/28 used
Battlecries: 1/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 0/3 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not used
Rage: maybe later
[spoiler=Bazsil's Deep Song of Wrath] Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging[ /spoiler]
[spoiler=Battle Cry (+1 morale to hit, +4 vs. fear)]
Benefit: A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.
If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry’s effect on her to reroll the failed save against a fear effect. The ally must take the result of the reroll, even if it’s lower. Each ally can use this effect only once per use of this feat.
[/ spoiler]

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The final crystal smashes into the elemental again.
Crystal 1 @ Elemental: 1d20 + 18 ⇒ (15) + 18 = 33
Damage: 7d8 + 9 ⇒ (3, 6, 6, 7, 5, 3, 2) + 9 = 41
You are all immune to the humming, having been inflicted once already today. One of the crystals is smashed and you are near the other, which is attempting to eat the earth elemental.
Party is up.

Oberon Krowe |

Krowe casts scorching rays at the crystal as his elemental slams it over and over.
Ray 1: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 4d6 ⇒ (4, 3, 1, 3) = 11
Ray 2: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 4d6 ⇒ (4, 4, 1, 4) = 13
Ray 3: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 4d6 ⇒ (4, 6, 6, 6) = 22
Elemental
Slam PA/Earth Mastery: 1d20 + 18 ⇒ (12) + 18 = 30
Damage: 2d8 + 18 ⇒ (7, 1) + 18 = 26
Slam PA/Earth Mastery: 1d20 + 18 ⇒ (6) + 18 = 24
Damage: 2d8 + 18 ⇒ (5, 6) + 18 = 29
Haste: 1d20 + 18 ⇒ (3) + 18 = 21
Damage: 2d8 + 18 ⇒ (4, 7) + 18 = 29
AC 19
HP 40/115 DR 5/-

Faolan Baran |

Round: 2
Fort +12, Reflex +12, Will +11
Front Row
Opponent: None
- - -
Conditions: Fly, Good Hope, Stoneskin, Blessings of Fervor, Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), skill limits), Flexibility (1/10r, power attack)
Equipped: Shield
Shield Melee: Attack: BAB 12/7/2, Str +6, Focus +2, Magic +3, (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield Ranged: Attack: BAB 12/7/2, Dex +2, Focus +2, Magic +3 (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield DR: magic, cold iron, silver
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Martial Flexibility (1x immediate, 3x swift): 4/7
Knockout (DC 22, 1d6r): 1/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 0/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1
Jingasa (negate crit or sneak): 1/1
Shield (daylight): 1/1
He gains an extra attack from Blessing of Fervor.
Faolan 5’ flaps and bashes away at the remaining crystal entity.
Shield*: 1d20 + 21 + 1 ⇒ (3) + 21 + 1 = 25 (high, hope, PA, song) damage: 2d6 + 12 + 12 ⇒ (3, 5) + 12 + 12 = 32 (hope, PA, song)
Shield*: 1d20 + 21 + 1 ⇒ (7) + 21 + 1 = 29 (high, hope, PA, song) damage: 2d6 + 12 + 12 ⇒ (5, 6) + 12 + 12 = 35 (hope, PA, song)
Shield*: 1d20 + 16 + 1 ⇒ (16) + 16 + 1 = 33 (high, hope, PA, song) damage: 2d6 + 12 + 12 ⇒ (2, 2) + 12 + 12 = 28 (hope, PA, song)
Shield*: 1d20 + 16 + 1 ⇒ (10) + 16 + 1 = 27 (high, hope, PA, song) damage: 2d6 + 12 + 12 ⇒ (1, 4) + 12 + 12 = 29 (hope, PA, song)
Shield*: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20 (high, hope, PA, song) damage: 2d6 + 12 + 12 ⇒ (5, 4) + 12 + 12 = 33 (hope, PA, song)
BoF Shield*: 1d20 + 21 + 1 ⇒ (6) + 21 + 1 = 28 (high, hope, PA, song) damage: 2d6 + 12 + 12 ⇒ (6, 6) + 12 + 12 = 36 (hope, PA, song)
* Targets hit by my shield take -2 to their AC until the end of my next turn.

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Krowe, Faolan, and the elemental pound the crystals until they stop moving. As the being slips into inert goo, you see that the elemental has had large chunks eaten out of it's legs, as if by acid.
The magical glow that started this tussle proves to be a dirty set of needles of fleshgraving. You have before you the two tunnels from before.
Refresh a scatterbrained DM on what each of you is using for a light source when you post next steps please.

Faolan Baran |

"Now that's how we do that." Faolan laughs as their foes are again vanquished, though this one took two tries.
He makes sure the loot is safely stowed as he prepares to move further into the under dark. His shield, glowing with magical flame like a torch, guides his eyes in the darkness.
There's a third level pearl of power in the group kitty. Can nobody use that?

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Bor bought Goggles of the Night so no light source from him.
I don't recall taking the pearl but I certainly can ad will mark it on my sheet.
"Stow the light Faolan. I don't think we need it. We can all see in the dark and don't want to give away our position." Bor chuckles. "Not that they can't just follow the carnage that seems to follow us."

Bazsil Grimalkin |

Bazsil waits for the pearl before swine discussion to end before being ready to push on.
Bazsil was under the assumption that Krowe had been casting Darkvision upon him.

Bazsil Grimalkin |

Bazsil is slow to realize there is a choice ahead of them, but knows that Faolan is always right and follows along.
"Strange crystals, were they not? I feel...I feel like we've missed something, but I don't know what."

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You move ahead and to the right. Dozens of tiny cracks mar the otherwise glassy-smooth walls of this small alcove. Dozens of stone boulders bar passage east from this chamber.
The subtle odor and the presence of carbon on the walls indicates the presence of invisible carbauxine gas—a heavy, flammable gas many dwarven settlements harvest to fuel their forges or heat their homes—filling this chamber.

Faolan Baran |

Survival: 1d20 + 9 ⇒ (18) + 9 = 27 vs DC 20
Faolan swears, "It's a trap. No one cause a spark - this chamber is filled with the flamabal carbaxine gas. Dwarves use it to fuel their forges and it'll burn us to a crisp!"
He ushers the others out of the room, still flying. (? not sure how long it's been)

Bazsil Grimalkin |

Bazsil is ushered out of the room, and then goes back even further…and thinks.
”Sure glad we’re not using torches, that might be bad,” Bazsil says, seeing why certain questions were recently asked. ”So do we go around? Or do we set off the blaze from here? Them dwarves might have built the trap for a reason…or it might be accidental, I dunno. Hard to say.”

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Survival: 1d20 + 11 ⇒ (20) + 11 = 31
Bor keeps his shield and cestus high in the air but far away from each other. "That gas could be in pockets all along the walls, floor, ceiling. It could cause a massive cave in all around us."
He looks back at the straight path they hadn't gone to. "Think that goes around it?"

Oberon Krowe |

"Hmm.. I could probably clear it out with air elementals, but it might be wise to conserve my magic and check the alternate route." He nods at Bor's suggestion.
"For now, walk gently Faolan. One wrong move in all that armor could spark off a big problem."
He might be joking, but since Krowe rarely does so it's hard to tell.

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Small white crystals coat every surface in this grand chamber, lending it the appearance of a winter landscape. The entire chamber is like a wide kaleidoscope of shifting white and gray patterns, reflecting along the jutting rocks of the cavern.
As you move into the chamber the lights reflecting from the crystals proves distracting and you don't immediately notice the beings in the middle of the room. A bipedal insectoid creature with six arms stands staring at you. A serpentine creature with a human face, similar to the naga you faced before, is wrapped around the insectoid. Another floats to the side.
The first naga watches you enter. "See Sylyeese, I told you I heard intruders." The second naga sticks her tongue out at him.

Bazsil Grimalkin |

”Oh hai,” Bazsil smiles diplomatically. ”Oh, we’re just passing through. We didn’t mean to intrude. Maybe you can tell us how to get tot the dwarf city?”
1d20 + 26 ⇒ (12) + 26 = 38 Diplomacy

Faolan Baran |

Faolan, about to lurch forward in anticipation of battle, is suddenly overbalanced when Bazsil tries a more diplomatic approach.
He gets a hold of himself and only teeters a little before he saunters up casually next to Bazsil so he's not facing them alone. "Yeah, just passing through. We mean you no harm."
Diplomacy to aid: 1d20 + 0 ⇒ (9) + 0 = 9 vs DC 10 to aid
Bluff: 1d20 + 0 ⇒ (15) + 0 = 15 to lie

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The second naga considers your words carefully. "They look formidable Synvaar, we should let them pass."
The first naga snarls back, "You are a coward Sylyeese, and I will not surrender our new home. Kharazhar, attack!"
Sylyeese shouts at you, "Do what you must to my brother, please don't hurt Kharazhar!"
Baszil: 1d20 + 8 ⇒ (9) + 8 = 17
Faolan: 1d20 + 2 ⇒ (18) + 2 = 20
Bor: 1d20 + 1 ⇒ (18) + 1 = 19
Krowe: 1d20 + 7 ⇒ (8) + 7 = 15
Synvaar & Kharazhar: 1d20 + 2 ⇒ (9) + 2 = 11
Party is up! Synvaar and Kharazhar are a move action away, no charging because of the terrain.

Faolan Baran |

Round: 1
Fort +12, Reflex +12, Will +11
Front Row
Opponent: None
- - -
Conditions: Fly, Good Hope, Stoneskin, Blessings of Fervor, Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), skill limits)
Equipped: Shield
Shield Melee: Attack: BAB 12/7/2, Str +6, Focus +2, Magic +3, (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield Ranged: Attack: BAB 12/7/2, Dex +2, Focus +2, Magic +3 (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield DR: magic, cold iron, silver
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Martial Flexibility (1x immediate, 3x swift): 4/7
Knockout (DC 22, 1d6r): 1/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 0/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1
Jingasa (negate crit or sneak): 1/1
Shield (daylight): 1/1
Faolan hesitates, in case any spells are cast that alter the battlefield. Once the others have had their say, he’ll rush forward and attack Synvaar, avoiding the other creature, for now. Below rolls modified by any buffs Faolan is lucky enough to receive.
Shield*: 1d20 + 23 ⇒ (3) + 23 = 26 damage: 2d6 + 12 ⇒ (3, 5) + 12 = 20
* Targets hit by my shield take -2 to their AC until the end of my next turn.

Bazsil Grimalkin |

Round 1
Free/Swift:
Move: Start song.
Stnd: Cast Good Hope.
”Tried to find the dwarf city,
Made the wrong turn at Otyquerque,
Attacked by snakes with no pity,
We tried to be nice, you see?”
Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging
[ dice]1d20+17[/dice] to hit; ()
1d10 + 19 ⇒ (6) + 19 = 25 slashing damage.
[ dice]1d20+9[/dice] to hit; ( )
1d10 + 19 ⇒ (4) + 19 = 23 slashing damage.
Magic adaptive longbow.
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.
[ dice]1d20+9[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.
HP: 110/110 - 40
DR 1/—
AC: 24 (8 armor, 3 dex, 1 nat, 2 def) +2 AC vs. gobbos. = 24/26 vs. gobs. +1 haste
L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*1, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 0/5 used (GHope*1,InvisSpher*0,JJ*0,SeeInv*0)
L4: 1/3 used (DDoor*0,Echo*0,FoM*0,GrInv*1)
Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Kenning: 0/2 used
Words: 0/28 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 0/3 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not used
Rage: maybe later
[spoiler=Bazsil's Deep Song of Wrath] Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging[ /spoiler]
[spoiler=Battle Cry (+1 morale to hit, +4 vs. fear)]
Benefit: A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.
If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry’s effect on her to reroll the failed save against a fear effect. The ally must take the result of the reroll, even if it’s lower. Each ally can use this effect only once per use of this feat.
[/ spoiler]