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 128/128 | F +11 R +11 W +13 | Initiative +7 | Perc. +21 | Sense Motive +1

”Die bastards!”

Krowe casts forth another chain of lightning at the hobgoblins.

Chain lightning Reflex vs DC 24: 14d6 ⇒ (1, 2, 1, 5, 4, 6, 6, 1, 4, 1, 3, 1, 3, 6) = 44


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +16 | Init +3 | Perc +28 | Sense Motive +23

Status:
HP: 152/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Everyone!
- - -
Conditions: Heroes’ Feast, Heroism, Stoneskin (96/150), 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) Range: 20’, -1 per increment
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): 1/2
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): 0/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

Faolan takes a blow and laughs as lightning jolts through them, ”You are doomed!”

Shield*: 1d20 + 26 + 4 ⇒ (6) + 26 + 4 = 36 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (3, 1) + 16 + 2 = 22 (song)

Shield*: 1d20 + 26 + 4 ⇒ (5) + 26 + 4 = 35 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (3, 3) + 16 + 2 = 24 (song)

Shield*: 1d20 + 21 + 4 ⇒ (16) + 21 + 4 = 41 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (5, 6) + 16 + 2 = 29 (song)

Shield*: 1d20 + 21 + 4 ⇒ (3) + 21 + 4 = 28 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (1, 2) + 16 + 2 = 21 (song)

Shield*: 1d20 + 16 + 4 ⇒ (17) + 16 + 4 = 37 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (2, 3) + 16 + 2 = 23 (song)

Shield*: 1d20 + 16 + 4 ⇒ (14) + 16 + 4 = 34 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (5, 3) + 16 + 2 = 26 (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

Bor maintains the gateway on his madness as it continues to creak open, spilling out onto the battlefield. He lets that and Bazsil's song strengthen him as he begins pummeling the next hobgoblin.

+1 goblinoid-bane vicious cestus: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27
Damage: 1d4 + 3 + 2 + 2d6 + 2d6 ⇒ (3) + 3 + 2 + (5, 5) + (3, 3) = 24

Vicious Self Harm: 1d6 ⇒ 4

Status:

HP 152/158
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st)
(2nd)
(3rd) MCPvE
(4th) Blessing of Fervor
(5th) Wall of Blindness x2
(6th) Banishment
(7th) Greater Bestow Curse
(8th)
Vision of Madness 8/10
Aura of Madness 13/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)

Shadow Lodge

Ref DC 24: 1d20 + 10 ⇒ (16) + 10 = 26
Ref DC 24: 1d20 + 10 ⇒ (9) + 10 = 19
Ref DC 24: 1d20 + 10 ⇒ (13) + 10 = 23

One of the hobgoblins dodges the chain lightning, the other two are not so lucky. They are left further off balance by Bor and Bazsil, which is all Faolan needs to finish the fight.

Combat over!

As you prepare to loot the corpses you note that every single one of them has some strange mold under their armor. Krowe is able to identify it as mindslaver mold, a parasitic mind control fungus from the First World. You quickly hack at it, destroying these sentient horrors.

A quick search of the now fungus free bodies reveals that Afet had another ring in her belt pouch, a match to the two you have already obtained. The Abyssal around the band reads, "Til all hands bear the sin they’ve earned."

In addition you find the following.

+2 breastplate x4
+1 light steel shield x4
+1 shocking burst longsword x4
mwk cold iron dagger x12
amulet of natural armor +2 x4
cloak of resistance +2 x4
ring of protection +3 x4

Perception DC 30:

You notice a metallic glint coming from a carefully arranged bed of moss. Under the moss is a sturdy bronze lockbox holding some of the hobgoblins’ gear. The box contains a bag of holding (type IV), a gem of seeing, and a single ring gate.

You have one more room to explore here. I am leaving tomorrow afternoon for work travel until Friday so posting will be slowed until then, but I am going to be checking this thread all day to advance us. We're almost done with Book 5.


Human | AC 17(22) FF 14(18) T 17(21)| HP 128/128 | F +11 R +11 W +13 | Initiative +7 | Perc. +21 | Sense Motive +1

”Everyone ok?” Krowe asks, getting out his wand of infernal with the assumption he will neee to use it a little on Faolan.

After looting the hobgoblins and destroying the mold, he says, ”Everyone check yourselves and keep your eyes out for any more of this magical fungus. We don’t want anyone falling victim to fey control.”

Perception: 1d20 + 21 ⇒ (12) + 21 = 33

”Hmm.. looks like there’s something under the moss.” Krowe points, then takes precautions with gloves and alchemist fire to burn away any fungus before extracting a box with additional items.

I think I could use one of the amulets and a ring, but only if there are extras.

Regarding the ring: Krowe can’t speak abyssal, and I forgot to pick up comprehend languages or tongues. Anyone able to sort that out? Also, can’t recall the significance of the rings. Will search the thread.


Human | AC 17(22) FF 14(18) T 17(21)| HP 128/128 | F +11 R +11 W +13 | Initiative +7 | Perc. +21 | Sense Motive +1

Ok, found the reference to the rings. There are 4 (I think we have 2 or 3), each has powers and a line to a poem inscribed within the band in abyssal (which we need to translate). I believe figuring out the poem can help us remove the blight from creatures?


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
Oberon Krowe wrote:
Ok, found the reference to the rings. There are 4 (I think we have 2 or 3), each has powers and a line to a poem inscribed within the band in abyssal (which we need to translate). I believe figuring out the poem can help us remove the blight from creatures?

Bazsil doesn’t speak Abyssal, but could finagle it if needed. But also, knowing the f(r)iends that Krowe consorts with, we might be able to summon in a translator too.

Bazsil will upgrade his amulet from +1 to +2, and his ring from from +2 to +3. He’ll put his old ones in with the loot.

1d20 + 20 + 2 ⇒ (19) + 20 + 2 = 41 Perception

”Good find, Krowe,” Bazsil rumbles deeply. ”But I’m more worried about that mindslaver mold. It would be good to have protections against that as I’m sure we’ll eventually come into contact with it.”


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +16 | Init +3 | Perc +28 | Sense Motive +23

Status:
HP: 171/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Everyone!
- - -
Conditions: Heroes’ Feast, Heroism, Stoneskin (96/150)
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) Range: 20’, -1 per increment
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): 1/2
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): 0/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

Faolan will take two taps of the wand, please and thank you. ”Ahh, feels much better!” He also offers to carry the bag of holding. It may hold a ton! of stuff, but it is also heavy, so Faolan will carry the burden. He’s careful not to put it inside his haversack. Very careful.

So there’s an amulet of natural armor +3 from earlier, and two +2’s. Who wants the +3? Krowe, why don’t you take it, your AC is the lowest. There's also an amulet of spell mastery - anyone want it?

Faolan re-shifts everything and puts loot they won’t need into the new bag. ”Let’s go, we must be getting close.” He leads, in whatever direction the smart folk say to go.

Faolan eyes the gem of seeing too. "I usually have a hand free, and being able to see the enemy clearly would really help, you know?"

Anyone opposed to letting Faolan take the gem?

Also, treasure sheet is updated. Take a look and see if there's anything you want. We have a lot of stuff! (everything unmarked or marked 'to sell' is up for grabs (at least))


Human | AC 17(22) FF 14(18) T 17(21)| HP 128/128 | F +11 R +11 W +13 | Initiative +7 | Perc. +21 | Sense Motive +1

”I have my own methods for seeing the truth, so the gem in your hands could be quite illuminating.”

”Regarding the mindslaver mold, perhaps Bor has a spell that could provide some resistance?”

Prot from good/evil/etc?

@Bazsil: hadn’t thought of summoning a translator. Interesting idea…

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

Go ahead and take the gem.

Bor looks around, he barely has a scratch on him, mostly from his own doing it seems. "I seem to be alright." He helps gather up the loot. Unfortunately he feels a strange nagging, tugging of sorts in the back of his mind that the worst is yet to come. "There is a passge just through here." He holds out some vines out of the way.

Shadow Lodge

You finish inventorying your loot and push ahead. Blooms of bright red, yellow, and purple mushrooms line the walls of this swelteringly hot chamber, intermixed with vibrant, healthy stands of snow flowers, sugar stick, and various orchids. To the north lies a disarrayed campsite, with a bedroll, a pot positioned over a smoldering fire, and other supplies strewn about. Pages of yellowed parchment are scattered messily across the loamy floor.

You see a pech, a fey being, stirring at the pot. "Travelers? Hmph! What could you possibly want? Don’t seem like the type to come sniffing my pretty flowers. I’m very busy—very busy, indeed, though that blasted dragon scoffs at my work for our mistress’s schemes. I assume you aren’t here on that scrabbly pretender’s behalf. You here to mock me, is that it? Or maybe someone finally appreciates my brilliant plans and important work?"


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +16 | Init +3 | Perc +28 | Sense Motive +23

"Mistress's schemes? Who's your mistress little one? We are not here to mock you. No, I don't think that's it."

Faolan tries the direct approach. More or less the only approach he knows.


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

”Greetings, pot stirrer,” Bazsil welcomes in his deep, rumbling voice. ”You should tell us the details of your plan so we might appreciate it. I’m not sure I know it yet. And we will be honest about it. That is what we do.”

1d20 + 27 + 2 ⇒ (17) + 27 + 2 = 46 Diplomacy


Human | AC 17(22) FF 14(18) T 17(21)| HP 128/128 | F +11 R +11 W +13 | Initiative +7 | Perc. +21 | Sense Motive +1

”Until we met you I was starting to think everyone down here might be an idiot. The dragon included. I am a practitioner of the arcane and if you are working on something of great intellect I would like to hear of it.”

Krowe does his best to play into the pech’s interests.

Auto aid diplomacy.

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

"Which way is your Mistress, we can put in a good word for you. These are indeed lovely flowers. The only ones we have seen to be honest." Bor adds in a bit more hoping not to lay it on too thick.

Shadow Lodge

The pech looks at you with her oversized eyes. "The Queen, our Blighted Savior, the Handmaiden of Cyth-V'sug, Her Majesty Arlantia of course!"

You spot the fourth and final ring hanging from a chain around the fey's neck. She brings out five mugs and pours some of the liquid in each. "Now, would you care for some mushroom cake with your tea?"


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

"Wait, no," Bazsil pauses. "You were going to tell us the details of your plan. What is that?"

Bazsil wants to know that before accepting food.

"C'mon, you can tell us. If you can't tell us, who can you tell? The laughing, flying mushrooms of mockery? NO! You can't tell them! They suck."

1d20 + 29 ⇒ (8) + 29 = 37 Diplomacy

Shadow Lodge

She gives a phlegmy chuckle that reminds you of dead bodies washed downstream by the spring thaw. "You mean the mandragloires? Annoying little buggers aren't they? My plans? I plan to unseat that scaly scabrous pretender to my station. I, I am the advisor to Her Dark Majesty, and no other! I won't let some plant dragon take my place. No, soon my Lord will give me the power to ascend even higher and that shriveled toadstool won't dare laugh at me!"

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

"What if we helped you take the dragon down a ew seats?" Bor asks the strange fey. "Any advice would be appreciated."


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +16 | Init +3 | Perc +28 | Sense Motive +23

"Yeah, we'll totally take out that dragon, though we should at least put it off to tomorrow. I'm out of easy flight today and I'd rather be fresh for a dragon."


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

”So what is your plan? HOW do you plan to unseat the pretender? That’s the detail that is missing here if I’m to evaluate, let alone support your plan,” Bazsil coaxes further.

This dude is like dealing with the Underwear Stealing Gnomes. There is no phase 2.


Human | AC 17(22) FF 14(18) T 17(21)| HP 128/128 | F +11 R +11 W +13 | Initiative +7 | Perc. +21 | Sense Motive +1

”We’ve dealt with dragons before. Why not lead us to this one and we’ll help you in the unseating process?”

Shadow Lodge

I mean, if she actually had a plan she wouldn't be stuck in the fungus kitchen complaining to strange men would she.

"Kill that mushroom brained acid sniffing worm? You? You think you are worthy?!" She chuckles and hands out tea and mushroom biscuits. "Head down the pool if you dare, that will take you to her."

She'll prattle on for a while but doesn't have a lot of information to give. She does seem to have the fourth ring around her neck but despite you swaying her to neutral she doesn't seem inclined to give it to 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

"Can we trade you the dragon's head for the ring around your neck? Might serve you better, you know? Might even make a nice soup too," Bazsil offers.

"And by the by, did you happen to say what color the dragon was? Do they have a particularly strong breath?"

Shadow Lodge

She stares at Bazsil as he continues to press. "This ring? My pre trophy? No, I think not." She moves back in the cave, towards a shelf. "I know exactly what you dearies need." She mutters to herself and rummages for a bit before turning to you.

"You need...scorpions!"

As she shouts this, 3 shapes separate from the ceiling and drop down on you. You aren't sure how she commanded them, but three scorpions are now among you.

Initiative:

Baszil: 1d20 + 10 ⇒ (4) + 10 = 14
Faolan: 1d20 + 3 ⇒ (5) + 3 = 8
Bor: 1d20 + 1 ⇒ (18) + 1 = 19
Krowe: 1d20 + 7 ⇒ (17) + 7 = 24
Orellie: 1d20 + 10 ⇒ (5) + 10 = 15

Only Krowe and Bor are ready for surprise scorpions.

Krowe and Bor act first in Round 1, then her, then Bazsil and Faolan.


Human | AC 17(22) FF 14(18) T 17(21)| HP 128/128 | F +11 R +11 W +13 | Initiative +7 | Perc. +21 | Sense Motive +1

Krowe sighs. ”You could have been number one, but now we need to beat the number two out of you.”

Krowe casts hold monster on any scorpion that threatens him, then follows up with a quickened haste on the party.

If Krowe needs to he will move out of melee of a scorpion that threatens him, but won’t provoke aoo from more than one.

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

"Either way, the dragon is dead and that ring is ours." Bor tries to turn the scorpions back on their master, opening the first gateway into his madness.

Aura of Madness DC 24

Status:

HP 152/158
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st)
(2nd)
(3rd) MCPvE
(4th) Blessing of Fervor
(5th) Wall of Blindness x2
(6th) Banishment
(7th) Greater Bestow Curse
(8th)
Vision of Madness 8/10
Aura of Madness 12/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)

Shadow Lodge

The scorpions have no mind to speak of and are immune to both madness and being magically compelled to stillness. They lash out at Bor, Krowe, and Bazsil.

Attack @ Krowe: 1d20 + 15 ⇒ (17) + 15 = 32
Damage: 1d8 + 8 ⇒ (4) + 8 = 12
Grab: 1d20 + 21 ⇒ (13) + 21 = 34

Attack @ Bor: 1d20 + 15 ⇒ (10) + 15 = 25
Damage: 1d8 + 8 ⇒ (4) + 8 = 12
Grab: 1d20 + 21 ⇒ (8) + 21 = 29

Attack @ Bazsil: 1d20 + 15 ⇒ (17) + 15 = 32
Damage: 1d8 + 8 ⇒ (5) + 8 = 13
Grab: 1d20 + 21 ⇒ (14) + 21 = 35

Orellie attempts the same spell Krowe did on Faolan instead.

Hold Monster at Faolan, DC 19

Party is up, Bazsil and Faolan for Round 1 and Krowe and Bor for Round 2.


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +16 | Init +3 | Perc +28 | Sense Motive +23

Will: 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22 (heroism) vs DC 19

More to come, just seeing what my options are. Faolan waits for Bazsil's song.


Human | AC 17(22) FF 14(18) T 17(21)| HP 128/128 | F +11 R +11 W +13 | Initiative +7 | Perc. +21 | Sense Motive +1

”Well, this didn’t work out like I thought it would.” Krowe says as he finds himself dangling from a scorpion claw.

With a word he casts a spell to whisk him away.

Concentration check DC 23: 1d20 + 23 ⇒ (20) + 23 = 43

Dimension Door to safety.


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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 looks at Krowe and wonders why the caster didn't take him with.

"Ah, c'mon man. Don't leave me hangin'."

He will try to exact himself quickly, using Liberating Command.

1d20 + 20 + 2 + 2 ⇒ (14) + 20 + 2 + 2 = 38 Escape Artist That's gotta be enough.

* * *

Round 1

Free/Swift:
Move: 5' step back.
Stnd:  Start song.
Bazsil steps back and starts his song.

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 ⇒ (3) + 19 = 22 slashing damage.

[ dice]1d20+12[/dice] to hit; ( )
1d10 + 19 ⇒ (6) + 19 = 25 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: 1/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*0, LibCom*1)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 3/6 used (GHope*1,Haste*1,InvisSpher*0,JJ*0,SeeInv*1)
L4: 1/4 used (DDoor*0,Echo*1,FoM*0,GrInv*0)
L5: 1/3 used (MassClw*0,DefSong*1,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: 3/6 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': 0/3 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 +16 | Init +3 | Perc +28 | Sense Motive +23

Status:
HP: 171/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Everyone!
- - -
Conditions: Heroes’ Feast, Heroism, Stoneskin (96/150)
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) Range: 20’, -1 per increment
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): 1/2
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): 0/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

Faolan figures the real trouble here isn’t the scorpions… until everyone runs away from them. He lays about with his shield, destroying as many as he can. Hopefully at least one!

Shield*: 1d20 + 26 + 4 ⇒ (9) + 26 + 4 = 39 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (3, 6) + 16 + 2 = 27 (song)

Shield*: 1d20 + 26 + 4 ⇒ (19) + 26 + 4 = 49 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (3, 5) + 16 + 2 = 26 (song)

Shield*: 1d20 + 21 + 4 ⇒ (15) + 21 + 4 = 40 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (5, 5) + 16 + 2 = 28 (song)

Shield*: 1d20 + 21 + 4 ⇒ (17) + 21 + 4 = 42 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (5, 2) + 16 + 2 = 25 (song)

Shield*: 1d20 + 16 + 4 ⇒ (20) + 16 + 4 = 40 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (6, 1) + 16 + 2 = 25 (song)
critthreat Shield*: 1d20 + 16 + 4 ⇒ (1) + 16 + 4 = 21 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (5, 5) + 16 + 2 = 28 (song)

Shield*: 1d20 + 16 + 4 ⇒ (16) + 16 + 4 = 36 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (1, 2) + 16 + 2 = 21 (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

Bor shudders at the though of his own madness having no effect against something. He pulls out his shortspear and begins stabbing repeatedly at the scorpions, trying to keep them at bay as he places himself between them and Bazsil.

+1 returning shortspear (Song): 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25
Damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Status:

HP 152/158
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st)
(2nd)
(3rd) MCPvE
(4th) Blessing of Fervor
(5th) Wall of Blindness x2
(6th) Banishment
(7th) Greater Bestow Curse
(8th)
Vision of Madness 8/10
Aura of Madness 12/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)

Shadow Lodge

Bazsil and Krowe escape the clutches of the overgrown cave dwellers while Bor and Faolan smash one to pieces. They begin on the second but find themselves attacked before they can finish.

Attack @ Faolan: 1d20 + 19 ⇒ (2) + 19 = 21
Damage: 1d8 + 10 ⇒ (5) + 10 = 15
Grab: 1d20 + 23 ⇒ (5) + 23 = 28

Attack @ Faolan: 1d20 + 19 ⇒ (17) + 19 = 36
Damage: 1d8 + 10 ⇒ (4) + 10 = 14
Grab: 1d20 + 23 ⇒ (8) + 23 = 31

Attack @ Faolan: 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 1d8 + 10 ⇒ (5) + 10 = 15
Fort Save DC 22 or lose 1d4 ⇒ 3 STR

Attack @ Bor: 1d20 + 19 ⇒ (9) + 19 = 28
Damage: 1d8 + 10 ⇒ (4) + 10 = 14
Grab: 1d20 + 23 ⇒ (19) + 23 = 42

Attack @ Bor: 1d20 + 19 ⇒ (16) + 19 = 35
Damage: 1d8 + 10 ⇒ (5) + 10 = 15
Grab: 1d20 + 23 ⇒ (5) + 23 = 28

Attack @ Bor: 1d20 + 15 ⇒ (6) + 15 = 21
Damage: 1d8 + 10 ⇒ (3) + 10 = 13
Fort Save DC 22 or lose 1d4 ⇒ 2 STR

Meanwhile the pech launches a chaotic burst of energy at Krowe.

Chaos Hammer, 5d8 ⇒ (4, 3, 1, 4, 7) = 19 damage and you are slowed for 1d6 ⇒ 2 rounds. DC 18 Will Save to halve damage and negate slow.

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 2

Free/Swift: Maintain song.
Move: 5' step back.
Stnd: Cast Good Hope.

Bazsil steps back and casts another buff.

Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

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 ⇒ (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: 1/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*0, LibCom*1)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 4/6 used (GHope*2,Haste*1,InvisSpher*0,JJ*0,SeeInv*1)
L4: 1/4 used (DDoor*0,Echo*1,FoM*0,GrInv*0)
L5: 1/3 used (MassClw*0,DefSong*1,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: 3/6 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': 0/3 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 +16 | Init +3 | Perc +28 | Sense Motive +23

Status:
HP: 171/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Scorpions
- - -
Conditions: Heroes’ Feast, Heroism, Stoneskin (96/150)
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) Range: 20’, -1 per increment
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): 1/2
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): 0/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

Faolan isn’t impeded as he continues to attack the tougher-than-they-look scorpions.

Shield*: 1d20 + 26 + 4 ⇒ (4) + 26 + 4 = 34 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (6, 2) + 16 + 4 = 28 (hope, song)

Shield*: 1d20 + 26 + 4 ⇒ (16) + 26 + 4 = 46 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (1, 3) + 16 + 4 = 24 (hope, song)

Shield*: 1d20 + 21 + 4 ⇒ (17) + 21 + 4 = 42 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (6, 4) + 16 + 4 = 30 (hope, song)

Shield*: 1d20 + 21 + 4 ⇒ (17) + 21 + 4 = 42 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (2, 1) + 16 + 4 = 23 (hope, song)

Shield*: 1d20 + 16 + 4 ⇒ (2) + 16 + 4 = 22 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (3, 2) + 16 + 4 = 25 (hope, song)

Shield*: 1d20 + 16 + 4 ⇒ (20) + 16 + 4 = 40 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (1, 1) + 16 + 4 = 22 (hope, song)
critthreat Shield*: 1d20 + 16 + 4 ⇒ (14) + 16 + 4 = 34 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (1, 2) + 16 + 4 = 23 (hope, 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

With the creature grabbing ahold of him Bor reaches back and headbutts it as hard as he can. Forcing his own mental projection into the scorpion.

Vision of Madness Tch Attack; Song; Grappled: 1d20 + 13 + 2 - 2 ⇒ (3) + 13 + 2 - 2 = 16

Vision of Madness -7 Attacks and Saves. +7 to Skills.

Status:

HP 123/158
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st)
(2nd)
(3rd) MCPvE
(4th) Blessing of Fervor
(5th) Wall of Blindness x2
(6th) Banishment
(7th) Greater Bestow Curse
(8th)
Vision of Madness 8/10
Aura of Madness 12/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)


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Human | AC 17(22) FF 14(18) T 17(21)| HP 128/128 | F +11 R +11 W +13 | Initiative +7 | Perc. +21 | Sense Motive +1

Will vs chaos: 1d20 + 13 ⇒ (19) + 13 = 32

Krowe winces at the spell, but resists its worst effects.

”You little puke. I have friends too. Say hello to them.”

Expending arcane point for Summon Monster 6 to call Erinyes
1d3 ⇒ 2

Two fallen angels appear, their flaming bows raising to kill at Krowe’s command.

Erinyes 1 - point blank shot, rapid shot, precise shot
Flaming longbow: 1d20 + 15 ⇒ (14) + 15 = 29
Damage: 1d8 + 9 ⇒ (3) + 9 = 12 plus 1d6 ⇒ 4 fire
Flaming longbow: 1d20 + 15 ⇒ (20) + 15 = 35
Damage: 1d8 + 9 ⇒ (3) + 9 = 12 plus 1d6 ⇒ 3 fire
Flaming longbow: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d8 + 9 ⇒ (7) + 9 = 16 plus 1d6 ⇒ 5 fire

Erinyes 2 - point blank shot, rapid shot, precise shot
Flaming longbow: 1d20 + 15 ⇒ (2) + 15 = 17
Damage: 1d8 + 9 ⇒ (4) + 9 = 13 plus 1d6 ⇒ 5 fire
Flaming longbow: 1d20 + 15 ⇒ (20) + 15 = 35
Damage: 1d8 + 9 ⇒ (7) + 9 = 16 plus 1d6 ⇒ 4 fire
Flaming longbow: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d8 + 9 ⇒ (4) + 9 = 13 plus 1d6 ⇒ 6 fire

Crit Confirm 1: 1d20 + 15 ⇒ (2) + 15 = 17
Crit Damage: 2d8 + 18 ⇒ (4, 8) + 18 = 30
Crit Confirm 2: 1d20 + 15 ⇒ (10) + 15 = 25
Crit Damage: 2d8 + 18 ⇒ (2, 8) + 18 = 28

Erinyes
AC 23 HP 112

Status HP 107/128

Shadow Lodge

Two of the arrows pierce the pech as yet another scorpion falls. The last one continues to resist Bor with it's insectile lack of understanding. The pech snarls at Krowe and quickly casts another spell before reaching into her bookshelf and pulling a lever.

A deadfall swings down from the passage and into Krowe and his fallen friends. As it slams into them he notices that the trunk appears to be that of a mushroom and the spikes are sharpened mushroom heads.

Attack vs Krowe: 1d20 + 15 ⇒ (17) + 15 = 32
Damage: 8d6 ⇒ (1, 1, 4, 6, 1, 1, 4, 4) = 22
If hit, 1d4 ⇒ 4 mushrooms break off in your skin and impose a -1 per mushroom penalty to attack and skill checks until removed, which takes a DC 20 Heal check.

Attack vs Erinyes 1: 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 8d6 ⇒ (2, 3, 1, 1, 1, 4, 6, 6) = 24
If hit, 1d4 ⇒ 4 mushrooms break off in your skin and impose a -1 per mushroom penalty to attack and skill checks until removed, which takes a DC 20 Heal check.

Attack vs Erinyes 2: 1d20 + 15 ⇒ (4) + 15 = 19
Damage: 8d6 ⇒ (5, 1, 2, 5, 6, 5, 2, 4) = 30
If hit, 1d4 ⇒ 2 mushrooms break off in your skin and impose a -1 per mushroom penalty to attack and skill checks until removed, which takes a DC 20 Heal check.

Meanwhile, the last hugh scorpion attempts to finish Bor.

Constrict: 1d8 + 10 ⇒ (8) + 10 = 18

Attack @ Bor: 1d20 + 17 ⇒ (4) + 17 = 21
Damage: 1d8 + 10 ⇒ (7) + 10 = 17

Attack @ Bor: 1d20 + 15 ⇒ (12) + 15 = 27
Damage: 1d8 + 10 ⇒ (8) + 10 = 18
Fort Save DC 22 or lose 1d4 ⇒ 4 STR

Party is up, both the deadfall trap and the odds have swung their way. Only one scorpion and the pech remain, she now has a heavy pick made of energy floating next to her.


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +16 | Init +3 | Perc +28 | Sense Motive +23

Status:
HP: 171/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Scorpions
- - -
Conditions: Heroes’ Feast, Heroism, Stoneskin (96/150)
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) Range: 20’, -1 per increment
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): 1/2
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): 0/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

Faolan gets going on the last scorpion. Should it drop, the throws his shield at the spellchucker (-4 to hit, -1 per 20’ range increment).

Shield*: 1d20 + 26 + 4 ⇒ (7) + 26 + 4 = 37 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (5, 6) + 16 + 4 = 31 (hope, song)

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

Shield*: 1d20 + 21 + 4 ⇒ (20) + 21 + 4 = 45 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (3, 5) + 16 + 4 = 28 (hope, song)
critthreat Shield*: 1d20 + 21 + 4 ⇒ (9) + 21 + 4 = 34 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (4, 5) + 16 + 4 = 29 (hope, song)

Shield*: 1d20 + 21 + 4 ⇒ (9) + 21 + 4 = 34 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (4, 6) + 16 + 4 = 30 (hope, song)

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

Shield*: 1d20 + 16 + 4 ⇒ (3) + 16 + 4 = 23 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (5, 5) + 16 + 4 = 30 (hope, song)

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


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: Maintain song.
Move: 5' step back.
Stnd: Fire some arrows.

Bazsil steps back and shoots whatever might be standing after Faolan’s fighting.

Magic adaptive longbow.
1d20 + 16 + 2 + 2 ⇒ (12) + 16 + 2 + 2 = 32 to hit;
1d8 + 7 + 2 + 2 ⇒ (7) + 7 + 2 + 2 = 18 piercing damage.

1d20 + 11 + 2 + 2 ⇒ (20) + 11 + 2 + 2 = 35 to hit;
1d8 + 7 + 2 + 2 ⇒ (3) + 7 + 2 + 2 = 14 piercing damage.

Pot Crit: 1d20 + 11 + 2 + 2 ⇒ (15) + 11 + 2 + 2 = 30 to hit;
1d8 + 7 + 2 + 2 ⇒ (3) + 7 + 2 + 2 = 14 piercing damage.

Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

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 ⇒ (7) + 19 = 26 slashing damage.

[ dice]1d20+12[/dice] to hit; ( )
1d10 + 19 ⇒ (6) + 19 = 25 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: 1/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*0, LibCom*1)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 3/6 used (GHope*1,Haste*1,InvisSpher*0,JJ*0,SeeInv*1)
L4: 1/4 used (DDoor*0,Echo*1,FoM*0,GrInv*0)
L5: 1/3 used (MassClw*0,DefSong*1,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: 3/6 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': 0/3 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

Fort DC 22: 1d20 + 12 ⇒ (20) + 12 = 32

The scorpion's poison has little effect, though it does still sting a bit. Regripping his spear he thrusts it towards teh scorpion's face. "Let go of me!"

+1 returning shortspear (Song): 1d20 + 14 + 2 - 2 ⇒ (6) + 14 + 2 - 2 = 20
Damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6

+1 returning shortspear (Song): 1d20 + 9 + 2 - 2 ⇒ (10) + 9 + 2 - 2 = 19
Damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6

+1 returning shortspear (Song): 1d20 + 4 + 2 - 2 ⇒ (10) + 4 + 2 - 2 = 14
Damage: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10

Status:

HP 87/158
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st)
(2nd)
(3rd) MCPvE
(4th) Blessing of Fervor
(5th) Wall of Blindness x2
(6th) Banishment
(7th) Greater Bestow Curse
(8th)
Vision of Madness 8/10
Aura of Madness 12/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)

Shadow Lodge

You easily smash the last scorpion to pieces. The pech attacks Bor, as does her heavy pick.

Attack @ Bor: 1d20 + 19 ⇒ (2) + 19 = 21
Damage: 1d4 + 6 ⇒ (1) + 6 = 7
Cold: 1d6 ⇒ 3

Attack @ Bor: 1d20 + 15 ⇒ (9) + 15 = 24
Force Damage: 1d8 + 4 ⇒ (1) + 4 = 5

Party is up, doubt she'll last the round.


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +16 | Init +3 | Perc +28 | Sense Motive +23

Status:
HP: 171/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Pech
- - -
Conditions: Heroes’ Feast, Heroism, Stoneskin (96/150)
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) Range: 20’, -1 per increment
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): 1/2
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): 0/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

Faolan smiles as the last scorpion falls. ”Damn vermin.” he chuckles. He 5’ steps toward the pech, and throws his shield! (-1 per 20’ range increment)

Shield*: 1d20 + 22 + 4 ⇒ (2) + 22 + 4 = 28 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (4, 1) + 16 + 4 = 25 (hope, song)

Shield*: 1d20 + 22 + 4 ⇒ (3) + 22 + 4 = 29 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (5, 2) + 16 + 4 = 27 (hope, song)

Shield*: 1d20 + 17 + 4 ⇒ (20) + 17 + 4 = 41 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (2, 6) + 16 + 4 = 28 (hope, song)
critthreat Shield*: 1d20 + 17 + 4 ⇒ (1) + 17 + 4 = 22 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (3, 4) + 16 + 4 = 27 (hope, song)

Shield*: 1d20 + 17 + 4 ⇒ (10) + 17 + 4 = 31 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (3, 2) + 16 + 4 = 25 (hope, song)

Shield*: 1d20 + 12 + 4 ⇒ (16) + 12 + 4 = 32 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (1, 3) + 16 + 4 = 24 (hope, song)

Shield*: 1d20 + 12 + 4 ⇒ (18) + 12 + 4 = 34 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (6, 1) + 16 + 4 = 27 (hope, song)

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


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 4

Free/Swift: Maintain song.
Move: 5' step back.
Stnd: Fire some arrows.

Bazsil steps back and shoots whatever might be standing after Faolan’s fighting.

Magic adaptive longbow.
1d20 + 16 + 2 + 2 ⇒ (14) + 16 + 2 + 2 = 34 to hit;
1d8 + 7 + 2 + 2 ⇒ (7) + 7 + 2 + 2 = 18 piercing damage.

1d20 + 11 + 2 + 2 ⇒ (12) + 11 + 2 + 2 = 27 to hit;
1d8 + 7 + 2 + 2 ⇒ (1) + 7 + 2 + 2 = 12 piercing damage.

Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

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 ⇒ (7) + 19 = 26 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: 1/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*0, LibCom*1)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 3/6 used (GHope*1,Haste*1,InvisSpher*0,JJ*0,SeeInv*1)
L4: 1/4 used (DDoor*0,Echo*1,FoM*0,GrInv*0)
L5: 1/3 used (MassClw*0,DefSong*1,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: 3/6 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': 0/3 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 falls to the ground, catching himself on his spear as the scorpion is killed. "Thanks for that." He spins his spear around low and drives it up into the Pech.

+1 returning shortspear (Song): 1d20 + 14 + 2 - 2 ⇒ (13) + 14 + 2 - 2 = 27
Damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9

+1 returning shortspear (Song): 1d20 + 9 + 2 - 2 ⇒ (6) + 9 + 2 - 2 = 15
Damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7

+1 returning shortspear (Song): 1d20 + 4 + 2 - 2 ⇒ (20) + 4 + 2 - 2 = 24
Damage: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10

Status:

HP 82/158
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st)
(2nd)
(3rd) MCPvE
(4th) Blessing of Fervor
(5th) Wall of Blindness x2
(6th) Banishment
(7th) Greater Bestow Curse
(8th)
Vision of Madness 8/10
Aura of Madness 12/15
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 128/128 | F +11 R +11 W +13 | Initiative +7 | Perc. +21 | Sense Motive +1

Krowe goes flying from the smash of the deadfall, but picks himself up and fights back.

Spell pen if needed: 1d20 + 15 ⇒ (12) + 15 = 27
Magic Missiles at the Peck: 5d4 + 5 ⇒ (2, 3, 4, 1, 2) + 5 = 17

Meanwhile, the erinyes dodge the spiky trap and loose more arrows.

Erinyes 1 - point blank shot, rapid shot, precise shot
Flaming longbow: 1d20 + 15 ⇒ (8) + 15 = 23
Damage: 1d8 + 9 ⇒ (4) + 9 = 13 plus 1d6 ⇒ 1 fire
Flaming longbow: 1d20 + 15 ⇒ (2) + 15 = 17
Damage: 1d8 + 9 ⇒ (6) + 9 = 15 plus 1d6 ⇒ 5 fire
Flaming longbow: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d8 + 9 ⇒ (4) + 9 = 13 plus 1d6 ⇒ 6 fire

Erinyes 2 - point blank shot, rapid shot, precise shot
Flaming longbow: 1d20 + 15 ⇒ (1) + 15 = 16
Damage: 1d8 + 9 ⇒ (3) + 9 = 12 plus 1d6 ⇒ 3 fire
Flaming longbow: 1d20 + 15 ⇒ (12) + 15 = 27
Damage: 1d8 + 9 ⇒ (5) + 9 = 14 plus 1d6 ⇒ 1 fire
Flaming longbow: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 1d8 + 9 ⇒ (2) + 9 = 11 plus 1d6 ⇒ 3 fire

Erinyes
AC 23
HP 112 / HP 112

Shadow Lodge

Faolan misses his first few throws then finds his footing, enabling one of Bazsil's arrows to hit. Krowe's magic proves more effective than his devlish concubines, who are no doubt thrown off by the deadfall.

The pech continues her silent assault, pummeled by Faolan but undaunted. Bor notices that her pick seems to be hitting even harder than before.

Attack @ Bor: 1d20 + 19 + 2 ⇒ (18) + 19 + 2 = 39
Damage: 1d4 + 6 + 2d6 ⇒ (4) + 6 + (2, 1) = 13
Cold: 1d6 ⇒ 4

Attack @ Bor: 1d20 + 14 + 2 ⇒ (10) + 14 + 2 = 26
Damage: 1d4 + 6 + 2d6 ⇒ (3) + 6 + (3, 5) = 17
Cold: 1d6 ⇒ 6

Attack @ Bor: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
Damage: 1d4 + 6 + 2d6 ⇒ (4) + 6 + (4, 1) = 15
Cold: 1d6 ⇒ 1

Attack @ Bor: 1d20 + 15 ⇒ (19) + 15 = 34
Force Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Party is up. The slightly off her rocker fungus worshiper is proving tougher than you expected.


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +16 | Init +3 | Perc +28 | Sense Motive +23

Status:
HP: 171/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Pech
- - -
Conditions: Heroes’ Feast, Heroism, Stoneskin (96/150)
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) Range: 20’, -1 per increment
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): 1/2
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): 0/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

Faolan likes a challenge. He 5’ steps even closer and continues to throw his shield! (-1 per 20’ range increment)

Shield*: 1d20 + 22 + 4 ⇒ (3) + 22 + 4 = 29 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (1, 3) + 16 + 4 = 24 (hope, song)

Shield*: 1d20 + 22 + 4 ⇒ (3) + 22 + 4 = 29 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (1, 5) + 16 + 4 = 26 (hope, song)

Shield*: 1d20 + 17 + 4 ⇒ (17) + 17 + 4 = 38 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (1, 2) + 16 + 4 = 23 (hope, song)

Shield*: 1d20 + 17 + 4 ⇒ (6) + 17 + 4 = 27 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (6, 4) + 16 + 4 = 30 (hope, song)

Shield*: 1d20 + 12 + 4 ⇒ (16) + 12 + 4 = 32 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (2, 6) + 16 + 4 = 28 (hope, song)

Shield*: 1d20 + 12 + 4 ⇒ (13) + 12 + 4 = 29 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (2, 2) + 16 + 4 = 24 (hope, song)

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


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 4

Free/Swift: Maintain song.
Move: 5' step back.
Stnd:  Fire some arrows.

Bazsil steps back and shoots whatever might be standing after Faolan’s fighting.

Magic adaptive longbow.
1d20 + 16 + 2 + 2 ⇒ (5) + 16 + 2 + 2 = 25 to hit;
1d8 + 7 + 2 + 2 ⇒ (4) + 7 + 2 + 2 = 15 piercing damage.

1d20 + 11 + 2 + 2 ⇒ (10) + 11 + 2 + 2 = 25 to hit;
1d8 + 7 + 2 + 2 ⇒ (3) + 7 + 2 + 2 = 14 piercing damage.

Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

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

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