Balodek's Ironfang Invasion

Game Master Balodek

Ironfang Invasion GM'd by Balodek

Treasure Sheet

Refugee Camp Spreadsheet

Nesmian Plains

Chernasardo

Caves

Ruins

Current Battle


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Human | AC 17(22) FF 14(18) T 17(21)| HP 169/169 | F +11 R +11 W +14 | Initiative +7 | Perc. +22 | Sense Motive +1

Trying to keep current, but will be a bit delayed. Had a family medical situation right as other family are coming to visit for a week. So I’m totally swamped.

Shadow Lodge

It appears that these fey are less interested in handing out systems of government than they are murdering all of you. They quickly move away from Faolan and he sees the water begin to move.

Two huge water elementals have appeared. Party is up, you are on the bridge other than Faolan who is flying over the water.


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +17 | Init +3 | Perc +29 | Sense Motive +24

Faolan hesitates, waiting for song and spell to improve his attacks. While he waits he gauges the distance between himself and his foes...

Delay until after the others.

Can I 5' step and swing, or do I need to move to close?


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Round 1

Free/Swift: Start song.
Move: Fly up out of reach.
Stnd: Activate boots.

1d20 + 17 + 2 ⇒ (9) + 17 + 2 = 28 Know (Nature) Assuming they are kelpies, but who knows?

Bazsil will activate his boots and fly up and out of reach. He begins to sing.

”Kelpie kelpie kelpie,
Quasits of the deep,
Holders of shark farts,
Man but you reek.”

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
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.

Stats of the Grim Grimalkin:

[ dice]1d20+20[/dice] to hit; ()
1d10 + 19 ⇒ (4) + 19 = 23 slashing damage.

[ dice]1d20+12[/dice] to hit; ( )
1d10 + 19 ⇒ (10) + 19 = 29 slashing damage.

Magic adaptive longbow.
[ dice]1d20+16[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

[ dice]1d20+11[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

HP: 150/150
DR 1/—
AC: 25 (9 armor, 3 dex, 1 nat, 2 def) +2 AC vs. gobbos.

L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*0, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 2/6 used (GHope*1,InvisSpher*0,JJ*0,SeeInv*1)
L4: 2/4 used (DDoor*0,Echo*1,FoM*1,GrInv*0)
L5: 0/3 used (MassClw*0,DefSong,GDisMag*0,JoyRapt)

Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Extend See Invisibility.

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: 0/34 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 30/6 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Inexplicable 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
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.[ /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]

Dark Archive

Male Human 15 | HP 158/158 | AC 26;TCH 11; FF 25 | F +12; R +6; W+16 | CMB +13; CMD 24 | Init +1; Perc +21; SM +7

With a wave of his hand Bor tries to wash the pair of elementals from existence. "Return to where you came from."

Cast Banishment on the pair of water elementals. Will DC 23

Status:

HP 158/158
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) Bestow Curse
(4th)
(5th)
(6th) Banishment
(7th)
(8th)
Vision of Madness 8/10
Aura of Madness 15/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)

Shadow Lodge

Will DC 23: 1d20 + 3 ⇒ (6) + 3 = 9
Will DC 23: 1d20 + 3 ⇒ (3) + 3 = 6

And there go the water elementals.

Bazsil:

These are rusalkas, aquatic fey who live in waterways near human settlements and keep stables of charmed creatures to serve them. Inevitably the rusalkas become bored with their pets and drown them, using their long prehensile hair to do so. They are vulnerable to cold iron weapons, immune to fire, and resist to magic. They may be related to sirens since they also have a compelling voice and they have, as you are about to find out, complete control over water.

The women split up and move deeper into the water, each about 10' under the surface and now a good 30' away from Faolan. You all notice as the water in the room rises up, quickly reaching the ceiling and putting you all under water!

Party is up and you are now underwater fighting.


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +17 | Init +3 | Perc +29 | Sense Motive +24

Status:
HP: 171/171 | AC: 38 (f21/t20) (included: +1 song (dodge)) | CMD 41
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Fey
- - -
Conditions: Heroism, Fly (5/8m), Freedom of Movement, Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits)
Equipped: Shield
Shield Melee: Attack: BAB 15/10/5, Str +6, Focus +2, Magic +5, (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield Ranged: Attack: BAB 15/10/5, Dex +2, Focus +2, Magic +5 (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield DR: magic, cold iron, silver, alignment, adamantine
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Champion Defense (Fort save DC damage dealt to take half damage): 1/1
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 10/10
Knockout (DC 23, 1d6r): 2/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 1/1
Jingasa (negate crit or sneak): 1/1
Cap (re-roll failed mind-affecting effect): 1/1
Headband (fly): 2/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

Ahh, a mapless three dimensional water fight!

Faolan, with freedom of movement, is ready to fight. But they’re far away in the grand scheme of things, and his flight is useless underwater. So he swims, and swims skillfully. Sadly, it doesn’t matter how good he is - without a swim speed all he can do is close the 30’.

Swim: 1d20 + 17 + 2 ⇒ (7) + 17 + 2 = 26 (heroism)

Swim rounds: 1/32r


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Human | AC 17(22) FF 14(18) T 17(21)| HP 169/169 | F +11 R +11 W +14 | Initiative +7 | Perc. +22 | Sense Motive +1

Suddenly finding Nemo, Krowe summons a big shark to the fight!

Summon monster 7 for fiendish fire shark.

Chomp chomp: 1d20 + 19 ⇒ (13) + 19 = 32
Damage: 4d10 + 15 ⇒ (5, 4, 10, 5) + 15 = 39
Grab!: 1d20 + 31 ⇒ (4) + 31 = 35

Dire Shark
AC 23 HP 142

Dark Archive

Male Human 15 | HP 158/158 | AC 26;TCH 11; FF 25 | F +12; R +6; W+16 | CMB +13; CMD 24 | Init +1; Perc +21; SM +7

Bor digs around in his satchel and pulls out a small vial. He begis to wave down Foalan and truing to swim towards him as best as he can.

Pull out Touch of the Sea potion.

Swim: 1d20 - 3 ⇒ (14) - 3 = 11

Bor just manages to sink as he holds his breath.

Status:

HP 158/158
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) Bestow Curse
(4th)
(5th)
(6th) Banishment
(7th)
(8th)
Vision of Madness 8/10
Aura of Madness 15/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Round 1

Free/Swift: End song.
Move: Keep out of reach.
Stnd: Cast FoM.

Bazsil's song abruptly ends, his resonant voice no longer carrying without air to carry his words.

He casts Freedom of Movement.

Stats of the Grim Grimalkin:

[ dice]1d20+20[/dice] to hit; ()
1d10 + 19 ⇒ (2) + 19 = 21 slashing damage.

[ dice]1d20+12[/dice] to hit; ( )
1d10 + 19 ⇒ (3) + 19 = 22 slashing damage.

Magic adaptive longbow.
[ dice]1d20+16[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

[ dice]1d20+11[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

HP: 150/150
DR 1/—
AC: 25 (9 armor, 3 dex, 1 nat, 2 def) +2 AC vs. gobbos.

L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*0, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 2/6 used (GHope*1,InvisSpher*0,JJ*0,SeeInv*1)
L4: 3/4 used (DDoor*0,Echo*1,FoM*1,GrInv*0)
L5: 0/3 used (MassClw*0,DefSong,GDisMag*0,JoyRapt)

Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Extend See Invisibility.

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: 0/34 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 30/6 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Inexplicable 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
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.[ /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]

Shadow Lodge

Spells are cast and people begin swimming. One of the rusalkas is chomped and grabbed by a giant shark.

The second rusalka attacks Faolan, attempting to drag him under.

Tresses: 1d20 + 16 ⇒ (19) + 16 = 35
Damage: 2d6 + 5 ⇒ (2, 2) + 5 = 9

Tresses: 1d20 + 16 ⇒ (18) + 16 = 34
Damage: 2d6 + 5 ⇒ (2, 1) + 5 = 8

Tresses: 1d20 + 16 ⇒ (4) + 16 = 20
Damage: 2d6 + 5 ⇒ (4, 4) + 5 = 13

Tresses: 1d20 + 16 ⇒ (7) + 16 = 23
Damage: 2d6 + 5 ⇒ (4, 6) + 5 = 15

She fails to connect.

1d20 + 16 ⇒ (11) + 16 = 27

The first rusalka fails to break free of the megalodon.

Party is up.


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Round 3

Free/Swift: Drop bow.
Move: Fly/swim to Faolan.
Stnd: Draw sword.

Now with FoM, Bazsil moves to help Faolan.

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
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.

Stats of the Grim Grimalkin:

[ dice]1d20+20[/dice] to hit; ()
1d10 + 19 ⇒ (10) + 19 = 29 slashing damage.

[ dice]1d20+12[/dice] to hit; ( )
1d10 + 19 ⇒ (8) + 19 = 27 slashing damage.

Magic adaptive longbow.
[ dice]1d20+16[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

[ dice]1d20+11[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

HP: 150/150
DR 1/—
AC: 25 (9 armor, 3 dex, 1 nat, 2 def) +2 AC vs. gobbos.

L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*0, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 2/6 used (GHope*1,InvisSpher*0,JJ*0,SeeInv*1)
L4: 3/4 used (DDoor*0,Echo*1,FoM*1,GrInv*0)
L5: 0/3 used (MassClw*0,DefSong,GDisMag*0,JoyRapt)

Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Extend See Invisibility.

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: 0/34 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 30/6 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Inexplicable 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
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.[ /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]


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +17 | Init +3 | Perc +29 | Sense Motive +24

Status:
HP: 171/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Fey
- - -
Conditions: Heroism, Fly (5/8m), Freedom of Movement
Equipped: Shield
Shield Melee: Attack: BAB 15/10/5, Str +6, Focus +2, Magic +5, (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield Ranged: Attack: BAB 15/10/5, Dex +2, Focus +2, Magic +5 (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield DR: magic, cold iron, silver, alignment, adamantine
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Champion Defense (Fort save DC damage dealt to take half damage): 1/1
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 10/10
Knockout (DC 23, 1d6r): 2/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 1/1
Jingasa (negate crit or sneak): 1/1
Cap (re-roll failed mind-affecting effect): 1/1
Headband (fly): 2/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

Pleased that his opponent remained, and that his freedom of movement kept him agile and avoiding of injury, Faolan responds with his shield - bashing away as Bazsil joins him.

Swim rounds: 3/32r

Shield*: 1d20 + 26 + 2 ⇒ (5) + 26 + 2 = 33 (hero)
damage: 2d6 + 16 ⇒ (2, 5) + 16 = 23

Shield*: 1d20 + 26 + 2 ⇒ (16) + 26 + 2 = 44 (hero)
damage: 2d6 + 16 ⇒ (3, 3) + 16 = 22

Shield*: 1d20 + 21 + 2 ⇒ (8) + 21 + 2 = 31 (hero)
damage: 2d6 + 16 ⇒ (6, 3) + 16 = 25

Shield*: 1d20 + 21 + 2 ⇒ (2) + 21 + 2 = 25 (hero)
damage: 2d6 + 16 ⇒ (6, 4) + 16 = 26

Shield*: 1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 30 (hero)
damage: 2d6 + 16 ⇒ (2, 6) + 16 = 24

Shield*: 1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 36 (hero)
damage: 2d6 + 16 ⇒ (3, 1) + 16 = 20

* Targets hit by my shield take -2 to their AC until the end of my next turn.

Dark Archive

Male Human 15 | HP 158/158 | AC 26;TCH 11; FF 25 | F +12; R +6; W+16 | CMB +13; CMD 24 | Init +1; Perc +21; SM +7

Having a hard time breathing Bor pulls out a rough piece of leather and tries to get the spell within to activate as he begins to panic.

Concentration DC 17: 1d20 + 22 ⇒ (9) + 22 = 31

The leather shrivels and breaks apart in the water as the spell takes hold and he can breath once more.

Cast Scroll of Air Bubble.

Status:

HP 158/158
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) Bestow Curse
(4th)
(5th)
(6th) Banishment
(7th)
(8th)
Vision of Madness 8/10
Aura of Madness 15/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)

Shadow Lodge

Faolan beats one of the water fey senseless and beyond while the other is slowly swallowed and chewed by the fiendish dire shark. It swims through the water menacingly, digesting the hairy meal. When it swims by you hope to see dead beady eyes but are instead haunted by the look of intelligent malevolence present. It is enjoying this in ways you hope to never understand.

Eventually the fey must expire, for the water begins to recede. As it does you see a glint at the bottom and swim down to find a magical ten ring sword and magic ring on the corpse of a hobgoblin. Recalling that you originally came here to find a group of hobgoblins with the shard of an artifact, you'd say this is a good sign.

Dark Archive

Male Human 15 | HP 158/158 | AC 26;TCH 11; FF 25 | F +12; R +6; W+16 | CMB +13; CMD 24 | Init +1; Perc +21; SM +7

Bor spits up a lot of swallowed water. "I thought we were done for there." He coughs. "That water came on quick." Reaching out her grasps the ring and sword as the thick mud squishes between his fingers. "What do we have here."

Spellcraft Sword: 1d20 + 18 ⇒ (2) + 18 = 20
Spellcraft Ring: 1d20 + 18 ⇒ (15) + 18 = 33

Shadow Lodge

The sword is a ten-ring sword, a magic +2 nine-ring sword with an extra ring installed near the hilt. This sword has a ring of jumping.

The other magical ring proves to be a decoy ring.

Whenever the wearer of this ring takes the withdraw action or becomes helpless (including falling unconscious), it instantly makes her invisible for 3 rounds and creates four illusory duplicates that either run off in opposite directions or perform other plausible actions that could draw enemy attention away from her. The duplicates last for 3 rounds before disappearing, but they instantly pop out of existence if struck by an attack (AC 10) and can be disbelieved (Will DC 19). Allies of the wearer always know her true location and can freely provide aid or assistance to her.


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +17 | Init +3 | Perc +29 | Sense Motive +24

Faolan eyes the decoy ring, but that would mean giving up his ring of feather falling, and that just won't do. He loves leaping off tall things and floating out into the space. Next best thing to flying, but different.

"A dead hobgoblin is a good sign. We must be on the right track."

When the group has wrung out their undergarments and are ready to proceed, he'll lead the way with his shield ready.


Human | AC 17(22) FF 14(18) T 17(21)| HP 169/169 | F +11 R +11 W +14 | Initiative +7 | Perc. +22 | Sense Motive +1

Krowe eyes the fiendish shark as it chomps and digests the fey creature, and as the water settles and the mercs recover strange weapons and magic, he stands to the side, using a cantrip to dry his robes, wondering if the deals he made will one day see him chewed up in some demon’s jaws.

Faolan’s words bring his attention back to the current task, and he pushes the future from his thoughts yet again. ”Indeed, and it seems the hobgoblins may have done more poorly than we have. Let’s hope that’s a good sign.”

With a gesture he begins drying the others off so they might continue before Faolan rusts solid.


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Bazsil smiles easily when the water drops and he remains flying for a short time. ”That’s a neat sword, too bad it’s so short,” he says, putting away his own long sword and retrieving his dropped bow.

”Who wants to wear that decoy ring? It seems kind of neat, don’t it?”

Dark Archive

Male Human 15 | HP 158/158 | AC 26;TCH 11; FF 25 | F +12; R +6; W+16 | CMB +13; CMD 24 | Init +1; Perc +21; SM +7

Bor grabs the ring, "Lets put it to use." he slides it along his finger until someone else wants the ring. "Problem with one dead goblin is they are like roaches. You see one there are dozens more nearby."


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

”Yeah, you take it Bor. Seems good for you,” Bazsil agrees, wondering exactly when the crazed man will randomly decide to bathe in lava or goes to nitpick a tendriculous or something that triggers the ring. ”We should get moving on.”

Bazsil will follow Faolan forward.

Shadow Lodge

You cross the bridge and move into the cavern beyond. Thick fans of sickeningly colored mushrooms, some as tall as a human, sprout in the muddy soil of this sprawling cavern. Some of the larger stalks are missing caps and bear clean cuts. In the cavern’s north end are several large crates filled with fleshy fungus.

Working against the north wall you see a dozen pixies, chained and dispiritedly carving away at mushrooms.

Perception DC 34:

You see two armored redcaps hiding among the mushrooms in the center of the room and may take a surprise action.


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +17 | Init +3 | Perc +29 | Sense Motive +24

Perception: 1d20 + 27 + 2 ⇒ (17) + 27 + 2 = 46 (heroism) vs DC 34

"Hey, redcaps in the, uh, trees!"

Faolan uses his surprise round action to close with the little brutes!


Human | AC 17(22) FF 14(18) T 17(21)| HP 169/169 | F +11 R +11 W +14 | Initiative +7 | Perc. +22 | Sense Motive +1

Perception: 1d20 + 20 ⇒ (16) + 20 = 36

"I see them..."

Krowe raises a hand a casts a spell to hold the fey that Faolan doesn't close on.

Hold Monster DC 23
Spell Pen if needed: 1d20 + 16 ⇒ (7) + 16 = 23


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Bazsil readies his bow and ponders what he knows about redcaps.

1d20 + 17 + 2 ⇒ (2) + 17 + 2 = 21 Know (Nature)

”Aren’t redcaps the ones that delight in, uh…something?”

DRs? SRs? Special attacks?

Dark Archive

Male Human 15 | HP 158/158 | AC 26;TCH 11; FF 25 | F +12; R +6; W+16 | CMB +13; CMD 24 | Init +1; Perc +21; SM +7

Perception: 1d20 + 21 ⇒ (10) + 21 = 31

Bor cranes his head, trying to spot them "Where are you looking. I would think red would stick out bright in the dark forest."

Shadow Lodge

Will DC 23: 1d20 + 11 ⇒ (16) + 11 = 27

The blighguard resists Krowe's spell and jumps out at Faolan with his companion.

Initiative:

Baszil: 1d20 + 10 ⇒ (9) + 10 = 19
Faolan: 1d20 + 3 ⇒ (19) + 3 = 22
Bor: 1d20 + 1 ⇒ (4) + 1 = 5
Krowe: 1d20 + 7 ⇒ (17) + 7 = 24
Blightguards: 1d20 + 10 ⇒ (20) + 10 = 30

They move incredibly fast and have their sickles swinging at Faolan before you can blink.

Attack #1: 1d20 + 16 ⇒ (15) + 16 = 31
Damage: 2d8 + 12 ⇒ (8, 5) + 12 = 25

Attack #2: 1d20 + 16 ⇒ (4) + 16 = 20
Damage: 2d8 + 12 ⇒ (4, 7) + 12 = 23

Party is up, Faolan and the redcaps are about 30' from the rest of you.


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Round 1

Free/Swift: Start song.
Move:
Stnd: Cap a redcap.

Bazsil will try to cap a redcap.
Magic adaptive longbow.
1d20 + 16 + 2 ⇒ (5) + 16 + 2 = 23 to hit;
1d8 + 7 + 2 + 2 ⇒ (7) + 7 + 2 + 2 = 18 piercing damage. + 2d6 ⇒ (6, 5) = 11 vs evil.

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
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.

Stats of the Grim Grimalkin:

[ dice]1d20+20[/dice] to hit; ()
1d10 + 19 ⇒ (10) + 19 = 29 slashing damage.

[ dice]1d20+12[/dice] to hit; ( )
1d10 + 19 ⇒ (3) + 19 = 22 slashing damage.

Magic adaptive longbow.
[ dice]1d20+16[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

[ dice]1d20+11[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

HP: 150/150
DR 1/—
AC: 25 (9 armor, 3 dex, 1 nat, 2 def) +2 AC vs. gobbos.

L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*0, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 2/6 used (GHope*1,InvisSpher*0,JJ*0,SeeInv*1)
L4: 3/4 used (DDoor*0,Echo*1,FoM*1,GrInv*0)
L5: 0/3 used (MassClw*0,DefSong,GDisMag*0,JoyRapt)

Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Extend See Invisibility.

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:12/34 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 30/6 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Inexplicable Luck: 0/1 used
Nice boots of Flyin': 1/3 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
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.[ /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]

Dark Archive

Male Human 15 | HP 158/158 | AC 26;TCH 11; FF 25 | F +12; R +6; W+16 | CMB +13; CMD 24 | Init +1; Perc +21; SM +7

"Well if they want chaos and destruction then let's give it to them." Bor runs in and releases the mental gate on his chaotic and breaking mind.

Aura of Madness. 30 foot aura DC 24 Will save vs Confusion

Status:

HP 158/158
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) Bestow Curse
(4th)
(5th)
(6th) Banishment
(7th)
(8th)
Vision of Madness 8/10
Aura of Madness 14/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +17 | Init +3 | Perc +29 | Sense Motive +24

Status:
HP: 171/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Redcap
- - -
Conditions: Heroism, Freedom of Movement, Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits)
Equipped: Shield
Shield Melee: Attack: BAB 15/10/5, Str +6, Focus +2, Magic +5, (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield Ranged: Attack: BAB 15/10/5, Dex +2, Focus +2, Magic +5 (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield DR: magic, cold iron, silver, alignment, adamantine
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Champion Defense (Fort save DC damage dealt to take half damage): 1/1
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 10/10
Knockout (DC 23, 1d6r): 2/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 1/1
Jingasa (negate crit or sneak): 1/1
Cap (re-roll failed mind-affecting effect): 1/1
Headband (fly): 2/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

Faolan revels in the song and does what he can to destroy the evil fey before him.

Shield*: 1d20 + 26 + 4 ⇒ (13) + 26 + 4 = 43 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (6, 6) + 16 + 4 = 32 (hope, song)

Shield*: 1d20 + 26 + 4 ⇒ (9) + 26 + 4 = 39 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (5, 2) + 16 + 4 = 27 (hope, song)

Shield*: 1d20 + 21 + 4 ⇒ (17) + 21 + 4 = 42 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (1, 6) + 16 + 4 = 27 (hope, song)

Shield*: 1d20 + 21 + 4 ⇒ (14) + 21 + 4 = 39 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (6, 5) + 16 + 4 = 31 (hope, song)

Shield*: 1d20 + 16 + 4 ⇒ (16) + 16 + 4 = 36 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (4, 1) + 16 + 4 = 25 (hope, song)

Shield*: 1d20 + 16 + 4 ⇒ (3) + 16 + 4 = 23 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (5, 1) + 16 + 4 = 26 (hope, song)

Toppling Bash: 1d20 + 20 ⇒ (8) + 20 = 28 (swift action trip the target of my first hit. If successful, Greater Trip (link) grants an AoO…)
AoO Shield*: 1d20 + 26 + 4 ⇒ (1) + 26 + 4 = 31 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (2, 2) + 16 + 2 = 22 (song)

* Targets hit by my shield take -2 to their AC until the end of my next turn.


Human | AC 17(22) FF 14(18) T 17(21)| HP 169/169 | F +11 R +11 W +14 | Initiative +7 | Perc. +22 | Sense Motive +1

”Quick little bast@rds.”

Krowe focuses on taking down the redcap on Faolan using magic that can’t miss.

Magic Missiles: 5d4 + 5 ⇒ (2, 3, 2, 1, 3) + 5 = 16

Shadow Lodge

Will DC 23: 1d20 + 11 ⇒ (5) + 11 = 16
Will DC 23: 1d20 + 11 ⇒ (2) + 11 = 13

Concealment: 1d100 ⇒ 12
Concealment: 1d100 ⇒ 2
Concealment: 1d100 ⇒ 53
Concealment: 1d100 ⇒ 72
Concealment: 1d100 ⇒ 21
Concealment: 1d100 ⇒ 16
Concealment: 1d100 ⇒ 61

SR: 1d20 + 15 ⇒ (4) + 15 = 19

Most of Faolan's blows strike, along with Bazsil's arrow. Krowe's missiles are resisted by the blightguard.

Confusion: 1d100 ⇒ 36

Both of the blightguards are affected by madness, one of them babbling incoherently while the other jumps and leaps around Faolan, resisting the knockdown to strike at him.

Acrobatics: 1d20 + 37 ⇒ (1) + 37 = 38
Attack: 1d20 + 16 ⇒ (15) + 16 = 31
Damage: 2d8 + 12 ⇒ (6, 7) + 12 = 25

Party is up, do note that I'm going to GenCon tomorrow and will be traveling/working the Con/huffing airborne diseases until the following Tuesday. If everyone posts today/tomorrow morning I'll get one final arbitration in, though unless concealment pulls off a miracle at least one of the redcaps won't survive Faolan.


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +17 | Init +3 | Perc +29 | Sense Motive +24

Status:
HP: 171/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Redcap
- - -
Conditions: Heroism, Freedom of Movement, Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits)
Equipped: Shield
Shield Melee: Attack: BAB 15/10/5, Str +6, Focus +2, Magic +5, (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield Ranged: Attack: BAB 15/10/5, Dex +2, Focus +2, Magic +5 (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield DR: magic, cold iron, silver, alignment, adamantine
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Champion Defense (Fort save DC damage dealt to take half damage): 1/1
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 10/10
Knockout (DC 23, 1d6r): 2/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 1/1
Jingasa (negate crit or sneak): 1/1
Cap (re-roll failed mind-affecting effect): 1/1
Headband (fly): 2/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

Faolan shouts and laughs, ”Why you have concealment! I didn’t notice that!” He proceeds to try to crush the little man.

Shield*: 1d20 + 26 + 4 ⇒ (1) + 26 + 4 = 31 (hero, song) conceal: 1d100 ⇒ 27
damage: 2d6 + 16 + 4 ⇒ (6, 4) + 16 + 4 = 30 (hope, song)

Shield*: 1d20 + 26 + 4 ⇒ (11) + 26 + 4 = 41 (hero, song) conceal: 1d100 ⇒ 70
damage: 2d6 + 16 + 4 ⇒ (5, 4) + 16 + 4 = 29 (hope, song)

Shield*: 1d20 + 21 + 4 ⇒ (19) + 21 + 4 = 44 (hero, song) conceal: 1d100 ⇒ 89
damage: 2d6 + 16 + 4 ⇒ (6, 4) + 16 + 4 = 30 (hope, song)

Shield*: 1d20 + 21 + 4 ⇒ (15) + 21 + 4 = 40 (hero, song) conceal: 1d100 ⇒ 66
damage: 2d6 + 16 + 4 ⇒ (1, 5) + 16 + 4 = 26 (hope, song)

Shield*: 1d20 + 16 + 4 ⇒ (9) + 16 + 4 = 29 (hero, song) conceal: 1d100 ⇒ 35
damage: 2d6 + 16 + 4 ⇒ (6, 3) + 16 + 4 = 29 (hope, song)

Shield*: 1d20 + 16 + 4 ⇒ (10) + 16 + 4 = 30 (hero, song) conceal: 1d100 ⇒ 50
damage: 2d6 + 16 + 4 ⇒ (1, 2) + 16 + 4 = 23 (hope, song)

Toppling Bash: 1d20 + 20 ⇒ (13) + 20 = 33 (swift action trip the target of my first hit. If successful, Greater Trip (link) grants an AoO…)
AoO Shield*: 1d20 + 26 + 4 ⇒ (3) + 26 + 4 = 33 (hero, song) conceal: 1d100 ⇒ 11
damage: 2d6 + 16 + 2 ⇒ (3, 4) + 16 + 2 = 25 (song)

* Targets hit by my shield take -2 to their AC until the end of my next turn.


Human | AC 17(22) FF 14(18) T 17(21)| HP 169/169 | F +11 R +11 W +14 | Initiative +7 | Perc. +22 | Sense Motive +1

Krowe curses Fey resistance to magic, but forges ahead with another spell anyway. Something must give eventually.

Hold Monster again DC 23
Spell Pen: 1d20 + 15 ⇒ (5) + 15 = 20 Bah!

Dark Archive

Male Human 15 | HP 158/158 | AC 26;TCH 11; FF 25 | F +12; R +6; W+16 | CMB +13; CMD 24 | Init +1; Perc +21; SM +7

Bor sustains his maddening aura as he draws the shortspear from his bad and lets it loose into the Redcaps.

+1 returning shortspear: 1d20 + 14 ⇒ (15) + 14 = 29
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Status:

HP 158/158
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) Bestow Curse
(4th)
(5th)
(6th) Banishment
(7th)
(8th)
Vision of Madness 8/10
Aura of Madness 14/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Round 2

Free/Swift: Start song.
Move:
Stnd: Cap a redcap.

Bazsil will try to cap a redcap.

Magic adaptive longbow.
1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 30 to hit;
1d8 + 7 + 2 + 2 ⇒ (5) + 7 + 2 + 2 = 16 piercing damage. + 2d6 ⇒ (1, 5) = 6 vs evil.

1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21 to hit;
1d8 + 7 + 2 + 2 ⇒ (1) + 7 + 2 + 2 = 12 piercing damage. + 2d6 ⇒ (1, 4) = 5 vs evil.

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
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.

Stats of the Grim Grimalkin:

[ dice]1d20+20[/dice] to hit; ()
1d10 + 19 ⇒ (5) + 19 = 24 slashing damage.

[ dice]1d20+12[/dice] to hit; ( )
1d10 + 19 ⇒ (9) + 19 = 28 slashing damage.

Magic adaptive longbow.
[ dice]1d20+16[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

[ dice]1d20+11[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

HP: 150/150
DR 1/—
AC: 25 (9 armor, 3 dex, 1 nat, 2 def) +2 AC vs. gobbos.

L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*0, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 2/6 used (GHope*1,InvisSpher*0,JJ*0,SeeInv*1)
L4: 3/4 used (DDoor*0,Echo*1,FoM*1,GrInv*0)
L5: 0/3 used (MassClw*0,DefSong,GDisMag*0,JoyRapt)

Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Extend See Invisibility.

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:12/34 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 30/6 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Inexplicable Luck: 0/1 used
Nice boots of Flyin': 1/3 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
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.[ /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]

Shadow Lodge

Faolan takes the first redcap down and the second proves extremely easy to hit since it wasn't moving last turn. Arrows and shield lash out, a spear taking it in the side, while Krowe's spell bounces off. He springs around, attempting to hit Faolan again.

Acrobatics: 1d20 + 37 ⇒ (14) + 37 = 51
Attack: 1d20 + 16 ⇒ (7) + 16 = 23
Damage: 2d8 + 12 ⇒ (8, 2) + 12 = 22

Although amazingly spry and acrobatic, he proves less adept at fighting and quickly goes down. Their armor and sickles were magical but little else of note do you find on their bodies. The pixie farmers prove broken in spirit, listlessly continuing their farming tasks even if you free them from their chains. They refuse to speak to you and seem resigned to their fates. You push ahead into the next chamber.

Glowing, candle-shaped clumps of green fungus dimly illuminate this eerie laboratory. Throughout the chamber, small wicker tables support the restrained bodies of fey creatures that have been viciously vivisected. The largest table in the center of the room holds a body alongside instruments of torture. Two hanging cages fill the north end of the room. Inside the cages you see several quicklings and a visual inspection of the body on the table from where you stand in the doorway shows that someone has taken a redcap and grafted quickling parts to it, turning it into another blightguard like the two you just fought.

This small chamber is to the left and closed off. The rest of the underground complex continues to your right and the next cavern is easily visible from where you stand. The wild roots growing from the floor grow thick in several places, folding upon each other to form simple chairs and benches. This faux furniture circles a massive tree smelling of sickly sweet fruit. Various sundries of high society—engraved flatware, needle lace doilies, and delicate porcelain—rest upon finely carved real tables and sideboards, which are hopelessly stained with mildew and rot.

You are in a small open area immediately after the mushroom farm. Behind you is the mushroom farm, to your left a small(ish) room with the surgery tables and cages, to your right is the tree room.


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +17 | Init +3 | Perc +29 | Sense Motive +24

They may not know what to do with their freedom, but Faolan breaks all the chains and cages as he goes though. Rage fills him and he searches the three rooms for someone to blame.

Perception: 1d20 + 27 + 2 ⇒ (7) + 27 + 2 = 36 (heroism)


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Bazsil does try to inspire the pixies, figuring no one can resist his charmingly sonorous voice.

1d20 + 27 + 2 ⇒ (14) + 27 + 2 = 43 Diplomacy - Inspire

”I’m not saying you have to leave now, but soon…soon, you should be ready to throw off the shackles that bind you. We are here to set things straight. Be ready. Be strong. Be mirthful.”

* * *

Bazsil will examine the lab equipment and experiments to see if there is anything to be learned.

1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23 Know (Arcana)

”Ah, they are merging fey creatures here, quick and dangerous and evil….we should find this surgeon and end them,” Bazsil says with disgust.

Dark Archive

Male Human 15 | HP 158/158 | AC 26;TCH 11; FF 25 | F +12; R +6; W+16 | CMB +13; CMD 24 | Init +1; Perc +21; SM +7

"They are experimenting on their own kind..." Bor helps look around. He stomps through all three of the rooms, giving the cages and Blightguard a wider berth.

Perception: 1d20 + 21 ⇒ (6) + 21 = 27


Human | AC 17(22) FF 14(18) T 17(21)| HP 169/169 | F +11 R +11 W +14 | Initiative +7 | Perc. +22 | Sense Motive +1

"Fascinating.." Krowe murmurs upon finding the grafting experiment. He wonders where a fey might have learned such a skill and takes a minute to search for any books or notes on the process.

Perception: 1d20 + 20 ⇒ (8) + 20 = 28
Knowledge Arcana if relevant: 1d20 + 25 ⇒ (11) + 25 = 36

Shadow Lodge

I will keep the results of Krowe's roll in mind after this combat.

You move into the room to examine the abominations on the surgery tables. As you do, several fey step out of hiding places you could swear couldn't possibly hide them. Two scythe wielding blightguards and 3 fauns with bloody daggers are now arrayed against you.

Initiative:

Baszil: 1d20 + 10 ⇒ (13) + 10 = 23
Faolan: 1d20 + 3 ⇒ (15) + 3 = 18
Bor: 1d20 + 1 ⇒ (14) + 1 = 15
Krowe: 1d20 + 7 ⇒ (14) + 7 = 21
Fey: 1d20 + 9 ⇒ (19) + 9 = 28

The fey prove to be extremely on the ball and you find yourselves in a real donnybrook.

The room is roughly 30 x 40. The two blightguards are flanking Faolan and move to strike him. The three fauns each drink a potion, hiding behind tables for cover from melee.

Attack #1 @ Faolan: 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 31
Damage: 1d8 + 12 ⇒ (3) + 12 = 15

Attack #2 @ Faolan: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
Damage: 1d8 + 12 ⇒ (1) + 12 = 13

Attack #3 @ Faolan: 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25
Damage: 1d8 + 12 ⇒ (2) + 12 = 14

Attack #4 @ Faolan: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25
Damage: 1d8 + 12 ⇒ (7) + 12 = 19

One of the fauns shouts, "For the Lady!"

Party is up.


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Round 1

Free/Swift: Start song.
Move:
Stnd: Cap a faun.

Bazsil will try to faunish off a faun.

Magic adaptive longbow.
1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 30 to hit;
1d8 + 7 + 2 + 2 ⇒ (5) + 7 + 2 + 2 = 16 piercing damage. + 2d6 ⇒ (2, 1) = 3 vs evil.

1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21 to hit;
1d8 + 7 + 2 + 2 ⇒ (1) + 7 + 2 + 2 = 12 piercing damage. + 2d6 ⇒ (2, 6) = 8 vs evil.

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
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.

Stats of the Grim Grimalkin:

[ dice]1d20+20[/dice] to hit; ()
1d10 + 19 ⇒ (6) + 19 = 25 slashing damage.

[ dice]1d20+12[/dice] to hit; ( )
1d10 + 19 ⇒ (7) + 19 = 26 slashing damage.

Magic adaptive longbow.
[ dice]1d20+16[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

[ dice]1d20+11[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

HP: 150/150
DR 1/—
AC: 25 (9 armor, 3 dex, 1 nat, 2 def) +2 AC vs. gobbos.

L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*0, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 2/6 used (GHope*1,InvisSpher*0,JJ*0,SeeInv*1)
L4: 3/4 used (DDoor*0,Echo*1,FoM*1,GrInv*0)
L5: 0/3 used (MassClw*0,DefSong,GDisMag*0,JoyRapt)

Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Extend See Invisibility.

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:16/34 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 30/6 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Inexplicable Luck: 0/1 used
Nice boots of Flyin': 1/3 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
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.[ /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]


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +17 | Init +3 | Perc +29 | Sense Motive +24

Status:
HP: 110/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Blightguards
- - -
Conditions: Heroism, Freedom of Movement, Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits)
Equipped: Shield
Shield Melee: Attack: BAB 15/10/5, Str +6, Focus +2, Magic +5, (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield Ranged: Attack: BAB 15/10/5, Dex +2, Focus +2, Magic +5 (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield DR: magic, cold iron, silver, alignment, adamantine
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Champion Defense (Fort save DC damage dealt to take half damage): 1/1
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 10/10
Knockout (DC 23, 1d6r): 2/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 1/1
Jingasa (negate crit or sneak): 1/1
Cap (re-roll failed mind-affecting effect): 1/1
Headband (fly): 2/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

Faolan is hit every time as his real protection lies in getting his shield between him and his enemies. Something he cannot do slack-jawed and surprised!

Though he’s bleeding (a bit) at the start of the fight, it only invigorates him! He quickly comes up to speed, and starts in on the flankers smashing the one on his left with his shield and trying to trip him up. He’s definitely glad to have waited for the song to aid him.

Shield*: 1d20 + 26 + 4 ⇒ (18) + 26 + 4 = 48 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (5, 2) + 16 + 2 = 25 (song)

Shield*: 1d20 + 26 + 4 ⇒ (7) + 26 + 4 = 37 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (1, 4) + 16 + 2 = 23 (song)

Shield*: 1d20 + 21 + 4 ⇒ (18) + 21 + 4 = 43 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (6, 1) + 16 + 2 = 25 (song)

Shield*: 1d20 + 21 + 4 ⇒ (12) + 21 + 4 = 37 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (6, 4) + 16 + 2 = 28 (song)

Shield*: 1d20 + 16 + 4 ⇒ (4) + 16 + 4 = 24 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (3, 4) + 16 + 2 = 25 (song)

Shield*: 1d20 + 16 + 4 ⇒ (4) + 16 + 4 = 24 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (5, 3) + 16 + 2 = 26 (song)

Toppling Bash: 1d20 + 20 ⇒ (4) + 20 = 24 (swift action trip the target of my first hit. If successful, Greater Trip (link) grants an AoO…)
AoO Shield*: 1d20 + 26 + 4 ⇒ (3) + 26 + 4 = 33 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (1, 4) + 16 + 2 = 23 (song)

* Targets hit by my shield take -2 to their AC until the end of my next turn.

Dark Archive

Male Human 15 | HP 158/158 | AC 26;TCH 11; FF 25 | F +12; R +6; W+16 | CMB +13; CMD 24 | Init +1; Perc +21; SM +7

Reminder to google Donnybrook on home computer.

Bot whips his spear around and tosses it at one of the Blightguards. "There are too many evil fey around here. We are being surrounded."

+1 returning shortspear; Song: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23
Damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7

Status:

HP 158/158
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) Bestow Curse
(4th)
(5th)
(6th) Banishment
(7th)
(8th)
Vision of Madness 8/10
Aura of Madness 14/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)


Human | AC 17(22) FF 14(18) T 17(21)| HP 169/169 | F +11 R +11 W +14 | Initiative +7 | Perc. +22 | Sense Motive +1

”Holy s***! Where did they come from?”

With the group outnumbered, Krowe casts a spell to summon a wall of stone to divide and conquer.

Cast wall of stone to try and seal off some of the enemy. Without knowing exact positions I’ll leave this to whatever you think is reasonable.

Shadow Lodge

Faolan weathers the blightguard assault and swings back, almost knocking one of the spry fey over in his attack. One of Bazsil's arrows sinks into a faun.

Reacting in surprise, Krowe reaches out to cut the faun's off from the rest. You've seen him do this before and know how to react, or so you thought. Instead of solid stone the wall appears to be made of fungus, mushrooms sprouting from it and giving off puffs of foul spores. The mycelial wall bonds with the walls of this cavern and reaches up 10 feet in the air to obstruct your sight of the cages and fauns.

The walls, floor, and ceilings are actually made of tightly woven mycelium meaning that wall of stone wouldn't normally work, I changed the spell a bit to get the effect you want anyway since the walls are to be treated as magically reinforced masonry for purposes of damaging them. The ceiling is 40 to 60 feet high so they can still climb over, but that will cut them off while you deal with the two blightguards.

The quickling-redcap abominations don't seem overly worried that their faun companions have been temporarily cut off and continue their dance around Faolan.

Acrobatics: 1d20 + 37 ⇒ (4) + 37 = 41
Attack @ Faolan: 1d20 + 18 ⇒ (11) + 18 = 29
Damage: 2d8 + 12 ⇒ (4, 2) + 12 = 18

Acrobatics: 1d20 + 37 ⇒ (2) + 37 = 39
Attack @ Faolan: 1d20 + 18 ⇒ (18) + 18 = 36
Damage: 2d8 + 12 ⇒ (8, 5) + 12 = 25

Party is up, faun's are out of sight and blightguards are flanking Faolan.


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Round 3

Free/Swift: Sing.
Move:
Stnd: Cap a redcap.

Bazsil switches targets again and will try to faunish off a cap.

Magic adaptive longbow.
1d20 + 16 + 2 ⇒ (9) + 16 + 2 = 27 to hit;
1d8 + 7 + 2 + 2 ⇒ (2) + 7 + 2 + 2 = 13 piercing damage. + 2d6 ⇒ (4, 1) = 5 vs evil.

1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23 to hit;
1d8 + 7 + 2 + 2 ⇒ (4) + 7 + 2 + 2 = 15 piercing damage. + 2d6 ⇒ (5, 5) = 10 vs evil.

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
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.

Stats of the Grim Grimalkin:

[ dice]1d20+20[/dice] to hit; ()
1d10 + 19 ⇒ (4) + 19 = 23 slashing damage.

[ dice]1d20+12[/dice] to hit; ( )
1d10 + 19 ⇒ (7) + 19 = 26 slashing damage.

Magic adaptive longbow.
[ dice]1d20+16[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

[ dice]1d20+11[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

HP: 150/150
DR 1/—
AC: 25 (9 armor, 3 dex, 1 nat, 2 def) +2 AC vs. gobbos.

L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*0, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 2/6 used (GHope*1,InvisSpher*0,JJ*0,SeeInv*1)
L4: 3/4 used (DDoor*0,Echo*1,FoM*1,GrInv*0)
L5: 0/3 used (MassClw*0,DefSong,GDisMag*0,JoyRapt)

Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Extend See Invisibility.

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:16/34 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 30/6 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Inexplicable Luck: 0/1 used
Nice boots of Flyin': 1/3 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
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.[ /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]

Dark Archive

Male Human 15 | HP 158/158 | AC 26;TCH 11; FF 25 | F +12; R +6; W+16 | CMB +13; CMD 24 | Init +1; Perc +21; SM +7

Bor catches his spear and whips it back at the blightguard over and over again as the spear blips back into his hands right as it strikes.

+1 returning shortspear; Song: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25
Damage: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10

+1 returning shortspear; Song: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Damage: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10

+1 returning shortspear; Song: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Damage: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10

Status:

HP 158/158
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) Bestow Curse
(4th)
(5th)
(6th) Banishment
(7th)
(8th)
Vision of Madness 8/10
Aura of Madness 14/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)

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