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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Shadow Lodge

Because I cast it on you it's save for none, if it was you walking through it you'd be save for half, but you wouldn't need to do that because it's in mid air and isn't a ball but a cylinder. The hobgoblin and queen are a move action away from you, but also from each other so you can't attack both.


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Status:
HP: 96/171 | AC: 40 (f21/t22) (included: +3 dodge (song, BoF)) | CMD 42
Fort +15, Reflex +15, Will +14
Front Row
Opponent: None
- - -
Conditions: Heroes’ Feast, Heroism, Stoneskin (30/150), Resist Acid (30), Fly (1/8m), Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits), Haste, Blessings of Fervor
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 >0): 1/1
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 7/10
Knockout (DC 23, 1d6r): 0/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 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
- - -

He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.

Faolan grumbles that he has opponents too far away for easy attacking. He launches himself through the air at the hobgoblin, figuring his damage will eventually hurt them all. The queen can be pinned down by the others. He hopes.

He moves (60’ as needed) flying above the hobo and attacking!

Shield*: 1d20 + 28 + 8 ⇒ (4) + 28 + 8 = 40 (hero, song, haste, BoF, higher ground)
damage: 2d6 + 16 + 2 ⇒ (1, 3) + 16 + 2 = 22 (song)


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Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Is the dragon invisible? If so the erinyes have true seeing and will pursue I’ll make saves for them and have them move and shoot once. If the dragon is not a possible target, they will switch to the hobgoblin.

”You have that backwards princess.” Krowe responds to Arlantia. ”The dragon flees again. The hobgoblin will fall soon. Use your powers and strike them down. Join me, and together we can rule the Fangwood as King and Queen.”

To emphasize his position Krowe casts a powerful firebrand spell, marking Faolan, Baszil, and Bor with a flaming rune.

Firebrand
You mark several allies with a flaming rune. This rune does not cause damage, and sheds light as if it were a torch. While the firebrand burns, any creature it marks is immune to damage from any fire spell you cast. All of the target's weapons (both natural and manufactured) inflict +1d6 points of fire damage on a hit (this bonus fire damage stacks with any amount of fire damage a creature's weapons might already inflict). At any point during the spell's duration, a creature bearing a firebrand can launch a beam of fire at any target within 30 feet as a swift action. This ray requires a ranged touch attack to hit and deals 6d6 points of fire damage. Once a creature uses its firebrand to fire a ray in this manner, the effects of the spell end for that creature.

Erinyes Reflex save: 1d20 + 12 ⇒ (2) + 12 = 14
Erinyes Reflex save: 1d20 + 12 ⇒ (16) + 12 = 28
Erinyes Reflex save: 1d20 + 12 ⇒ (4) + 12 = 16

Meanwhile, the erinyes emerge from the whirling blades, bloodied but still bloodthirsty. Switching to their bows, they loose arrows at the enemy.

Point blank, precise, blessing of fervor
+1 flaming longbow: 1d20 + 19 ⇒ (19) + 19 = 38
Damage + fire: 1d8 + 7 + 1d6 ⇒ (8) + 7 + (6) = 21
+1 flaming longbow: 1d20 + 19 ⇒ (18) + 19 = 37
Damage + fire: 1d8 + 7 + 1d6 ⇒ (7) + 7 + (3) = 17
+1 flaming longbow: 1d20 + 19 ⇒ (8) + 19 = 27
Damage + fire: 1d8 + 7 + 1d6 ⇒ (5) + 7 + (4) = 16

Krowe Status:
HP 128/77
Erinyes Status:
HP 112/60
HP 112/86
HP 112/60

Shadow Lodge

Will Save DC 26: 1d20 + 25 ⇒ (6) + 25 = 31

Hobgoblin Displacement: 1d100 ⇒ 33

Faolan hits Taurgreth and Bor's spell slides off Arlantia like water. The invisible dragon is missed by the arrows as she flies by Arlantia. The dryad queen flutters away from Bor and touches Naphexi, healing her with a word as she does so. The black dragon then wheels about, lines up the erinyes, and breaths acid on them.

Acid Breath DC 30: 20d6 ⇒ (3, 6, 1, 3, 3, 3, 6, 3, 3, 1, 6, 4, 2, 2, 1, 6, 3, 6, 1, 2) = 65

The dragon is now visible again and the dryad is out of range of Bor. The hobgoblin turns and attacks Faolan, freed of Bor's touch.

Attack @ Faolan: 1d20 + 24 ⇒ (13) + 24 = 37
Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Attack @ Faolan: 1d20 + 19 ⇒ (5) + 19 = 24
Damage: 1d6 + 6 ⇒ (6) + 6 = 12
Attack @ Faolan: 1d20 + 14 ⇒ (11) + 14 = 25
Damage: 1d6 + 6 ⇒ (2) + 6 = 8
Attack @ Faolan: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d6 + 6 ⇒ (3) + 6 = 9
Attack @ Faolan: 1d20 + 23 ⇒ (9) + 23 = 32
Damage: 1d6 + 6 ⇒ (3) + 6 = 9
Attack @ Faolan: 1d20 + 28 ⇒ (5) + 28 = 33
Damage: 1d6 + 6 ⇒ (2) + 6 = 8

"Such a shame little one, to think yourself worthy of me. We will fix that."

Party is up.


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Status:
HP: 96/171 | AC: 40 (f21/t22) (included: +3 dodge (song, BoF)) | CMD 42
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Hobgoblin
- - -
Conditions: Heroes’ Feast, Heroism, Stoneskin (30/150), Resist Acid (30), Fly (1/8m), Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits), Haste, Blessings of Fervor
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 >0): 1/1
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 7/10
Knockout (DC 23, 1d6r): 0/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 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
- - -

He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.

Faolan laughs at the hobgoblin, ”You are no threat!” he cries as he attacks as forcefully as he can, his shield licking fire.

Shield*: 1d20 + 26 + 7 ⇒ (20) + 26 + 7 = 53 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (1, 2) + 16 + 2 + (4) = 25 (song, firebrand)
critthreat Shield*: 1d20 + 26 + 7 ⇒ (20) + 26 + 7 = 53 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (5, 4) + 16 + 2 + (1) = 28 (song, firebrand)

Shield*: 1d20 + 26 + 7 ⇒ (3) + 26 + 7 = 36 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (1, 4) + 16 + 2 + (6) = 29 (song, firebrand)

Shield*: 1d20 + 21 + 7 ⇒ (6) + 21 + 7 = 34 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (2, 2) + 16 + 2 + (3) = 25 (song, firebrand)

Shield*: 1d20 + 21 + 7 ⇒ (3) + 21 + 7 = 31 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (3, 4) + 16 + 2 + (1) = 26 (song, firebrand)

Shield*: 1d20 + 16 + 7 ⇒ (9) + 16 + 7 = 32 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (4, 2) + 16 + 2 + (3) = 27 (song, firebrand)

Shield*: 1d20 + 16 + 7 ⇒ (4) + 16 + 7 = 27 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (2, 1) + 16 + 2 + (2) = 23 (song, firebrand)

hasted Shield*: 1d20 + 26 + 7 ⇒ (17) + 26 + 7 = 50 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (2, 4) + 16 + 2 + (1) = 25 (song, firebrand)

* 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 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

”We will see, Princess.”

Erinyes Reflex save: 1d20 + 12 ⇒ (16) + 12 = 28
Erinyes Reflex save: 1d20 + 12 ⇒ (6) + 12 = 18
Erinyes Reflex save: 1d20 + 12 ⇒ (6) + 12 = 18

Acid burns the erinyes, but their natural resistance keeps them in the battle a little longer.

”Stay on the dragon.” Krowe commands the erinyes in their own hellish tongue.

Point blank, precise, blessing of fervor
+1 flaming longbow: 1d20 + 17 ⇒ (16) + 17 = 33
Damage + fire: 1d8 + 7 + 1d6 ⇒ (8) + 7 + (3) = 18
+1 flaming longbow: 1d20 + 17 ⇒ (7) + 17 = 24
Damage + fire: 1d8 + 7 + 1d6 ⇒ (4) + 7 + (3) = 14
+1 flaming longbow: 1d20 + 12 ⇒ (3) + 12 = 15
Damage + fire: 1d8 + 7 + 1d6 ⇒ (5) + 7 + (5) = 17

+1 flaming longbow: 1d20 + 17 ⇒ (1) + 17 = 18
Damage + fire: 1d8 + 7 + 1d6 ⇒ (8) + 7 + (3) = 18
+1 flaming longbow: 1d20 + 17 ⇒ (9) + 17 = 26
Damage + fire: 1d8 + 7 + 1d6 ⇒ (5) + 7 + (1) = 13
+1 flaming longbow: 1d20 + 12 ⇒ (1) + 12 = 13
Damage + fire: 1d8 + 7 + 1d6 ⇒ (1) + 7 + (2) = 10

+1 flaming longbow: 1d20 + 17 ⇒ (4) + 17 = 21
Damage + fire: 1d8 + 7 + 1d6 ⇒ (5) + 7 + (2) = 14
+1 flaming longbow: 1d20 + 17 ⇒ (18) + 17 = 35
Damage + fire: 1d8 + 7 + 1d6 ⇒ (4) + 7 + (5) = 16
+1 flaming longbow: 1d20 + 12 ⇒ (6) + 12 = 18
Damage + fire: 1d8 + 7 + 1d6 ⇒ (1) + 7 + (5) = 13

Meanwhile Krowe casts a quickened scorching ray at Naphexi, then hurls an empowered fireball to blast both Arlantia and Naphexi.

Spell Pen: 1d20 + 15 ⇒ (19) + 15 = 34
Empowered Fireball Reflex DC 21: 15d6 ⇒ (3, 3, 6, 5, 2, 6, 2, 4, 2, 3, 4, 5, 3, 6, 3) = 57 Everyone on our side is currently immune to my fire spells or fire in general, so no need to be cautious - if this can hit the hobgoblin too, that would be good.

Spell Pen: 1d20 + 15 ⇒ (18) + 15 = 33
Scorching Ray vs Dragon 1: 1d20 + 13 ⇒ (6) + 13 = 19
Damage: 4d6 ⇒ (3, 6, 4, 2) = 15
Scorching Ray vs Dragon 1: 1d20 + 13 ⇒ (20) + 13 = 33
Damage: 4d6 ⇒ (2, 5, 6, 2) = 15
Scorching Ray vs Dragon 1: 1d20 + 13 ⇒ (16) + 13 = 29
Damage: 4d6 ⇒ (5, 2, 1, 4) = 12
Crit Confirmation: 1d20 + 13 ⇒ (18) + 13 = 31
Crit Damage: 4d6 ⇒ (1, 1, 4, 1) = 7

Krowe Status
HP 128/77
Erinyes HP 112/5
Erinyes HP 112/31
Erinyes HP 112/5


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

BoF to attacks and Ref.

Round 5

Free/Swift: Maintain song.
Move:
Stnd:  Shoot the hobgob, then the dryad.

Bazsil shoots the hobgob, then the dryad if the hobgob is down.

Magic adaptive longbow.
1d20 + 16 + 2 + 2 + 1 + 2 ⇒ (12) + 16 + 2 + 2 + 1 + 2 = 35 to hit;
1d8 + 7 + 2 + 2 ⇒ (2) + 7 + 2 + 2 = 13 piercing damage.

1d20 + 11 + 2 + 2 + 1 + 2 ⇒ (19) + 11 + 2 + 2 + 1 + 2 = 37 to hit;
1d8 + 7 + 2 + 2 ⇒ (8) + 7 + 2 + 2 = 19 piercing damage.

Magic adaptive longbow.
1d20 + 16 + 2 + 2 + 1 + 2 ⇒ (11) + 16 + 2 + 2 + 1 + 2 = 34 to hit;
1d8 + 7 + 2 + 2 ⇒ (4) + 7 + 2 + 2 = 15 piercing damage.

Haste: Round 4/15: +1 to all the things. You know the deal.

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

Ferverous Blessing Round 3/14:
Choose one at the start of your turn:
  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended

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 ⇒ (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,Haste*0,InvisSpher*0,JJ*0,SeeInv*1)
L4: 2/4 used (DDoor*0,Echo*1,FoM*0,GrInv*0) - 1 spell kenning
L5: 0/3 used (MassClw*0,DefSong*0,GDisMag*0,JoyRapt)

Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Extend See Invisibility, Echolocation. Also, a 15 minute Good Hope.

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 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Bor reaches out as holy flames burst around teh Dryad Queen. "You won't be leaving alive." He flies after her.

Cast Destruction. DC 26 Fort Save. 150 damage or success is 10d6 damage

Status:

HP 90/158
AC 26 (30 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) MCPvE
(4th) Blessing of Fervor
(5th) Wall of Blindness x2
(6th) Banishment
(7th) Greater Bestow Curse x2, Destruction
(8th) Frightful Aspect
Vision of Madness 7/10
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

Hobgoblin Displacement:

1d100 ⇒ 71
1d100 ⇒ 7
1d100 ⇒ 22
1d100 ⇒ 29
1d100 ⇒ 72
1d100 ⇒ 3

1d100 ⇒ 45
1d100 ⇒ 77
1d100 ⇒ 94

Fort DC 26: 1d20 + 25 ⇒ (4) + 25 = 29
10d6 ⇒ (5, 5, 2, 1, 4, 2, 1, 4, 2, 1) = 27

The dryad ignores the worst of Bor's spell and smiles at him. "Dear child, your madness is beautiful." She caresses his face, then slaps him.

Story liberties, it's just a touch attack. She casts Harm, DC 22 Will save. Full damage is 150, save for 75.

The dragon ignores the erinyes and flies at Krowe.

Attack @ Krowe: 1d20 + 34 ⇒ (8) + 34 = 42
Damage: 8d8 + 19 ⇒ (4, 6, 3, 1, 6, 7, 7, 8) + 19 = 61
Acid: 4d6 ⇒ (2, 5, 5, 5) = 17

Greater Vital Strike.

Lines of fire hit the dragon and the entire melee is engulfed in a ball of fire, but nobody seems to be hurt by it.

Hobgoblin: 1d20 + 16 ⇒ (13) + 16 = 29
Arlantia: 1d20 + 21 ⇒ (18) + 21 = 39
Naphexi: 1d20 + 12 ⇒ (6) + 12 = 18

Krowe, you can tell that your spells penetrated the resistance of your foes, they have warded themselves against fire attacks the same as you have protected your allies from acid.

Party is up.

EDIT to roll the actual Harm touch attack against Bor. 1d20 + 19 ⇒ (2) + 19 = 21. Also, you can tell that Arlantia and Naphexi are healing from the minor damage you're doing, but the hobgoblin is not. He also appears worse for wear and retreats from Faolan to heal himself.
4d8 + 7 ⇒ (4, 8, 6, 8) + 7 = 33. Sorry for the scuff, holidays.


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Status:
HP: 96/171 | AC: 40 (f21/t22) (included: +3 dodge (song, BoF)) | CMD 42
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Hobgoblin
- - -
Conditions: Heroes’ Feast, Heroism, Stoneskin (30/150), Resist Acid (30), Fly (1/8m), Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits), Haste, Blessings of Fervor
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 >0): 1/1
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 7/10
Knockout (DC 23, 1d6r): 0/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 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
- - -

He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.

I assume the hobgoblin merely 5’ stepped back to heal, in which case Faolan will 5’ step up and bash his brains out (if he can). If however, he dropped back, I should get an AoO…
AoO Shield*: 1d20 + 28 + 7 ⇒ (13) + 28 + 7 = 48 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (3, 5) + 16 + 2 + (4) = 30 (song, firebrand)

The following attacks assume a 5’ step. If he dropped back, Faolan 5’ steps closer and throws at a -4 to hit with a further -1 per 20’ range increment.

Shield*: 1d20 + 26 + 7 ⇒ (18) + 26 + 7 = 51 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (6, 6) + 16 + 2 + (4) = 34 (song, firebrand)

Shield*: 1d20 + 26 + 7 ⇒ (7) + 26 + 7 = 40 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (3, 5) + 16 + 2 + (1) = 27 (song, firebrand)

Shield*: 1d20 + 21 + 7 ⇒ (11) + 21 + 7 = 39 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (3, 1) + 16 + 2 + (4) = 26 (song, firebrand)

Shield*: 1d20 + 21 + 7 ⇒ (18) + 21 + 7 = 46 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (5, 2) + 16 + 2 + (6) = 31 (song, firebrand)

Shield*: 1d20 + 16 + 7 ⇒ (12) + 16 + 7 = 35 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (5, 1) + 16 + 2 + (4) = 28 (song, firebrand)

Shield*: 1d20 + 16 + 7 ⇒ (13) + 16 + 7 = 36 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (4, 5) + 16 + 2 + (4) = 31 (song, firebrand)

hasted Shield*: 1d20 + 26 + 7 ⇒ (9) + 26 + 7 = 42 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (6, 4) + 16 + 2 + (4) = 32 (song, firebrand)

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

Shadow Lodge

Just a 5' although I think Withdraw would also work to avoid the AoO.


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25
Balodek wrote:
Just a 5' although I think Withdraw would also work to avoid the AoO.

But he also cast a healing spell, so no withdrawal I think.


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

BoF to attacks and Ref.

Round 6

Free/Swift: Maintain song.
Move:
Stnd:  Shoot the dragon.

Bazsil shoots the dryad

Magic adaptive longbow.
1d20 + 16 + 2 + 2 + 1 + 2 ⇒ (20) + 16 + 2 + 2 + 1 + 2 = 43 to hit;
1d8 + 7 + 2 + 2 ⇒ (1) + 7 + 2 + 2 = 12 piercing damage.

1d20 + 11 + 2 + 2 + 1 + 2 ⇒ (5) + 11 + 2 + 2 + 1 + 2 = 23 to hit;
1d8 + 7 + 2 + 2 ⇒ (1) + 7 + 2 + 2 = 12 piercing damage.

Magic adaptive longbow.
1d20 + 16 + 2 + 2 + 1 + 2 ⇒ (8) + 16 + 2 + 2 + 1 + 2 = 31 to hit;
1d8 + 7 + 2 + 2 ⇒ (2) + 7 + 2 + 2 = 13 piercing damage.

Magic adaptive longbow.
Pot Crit: 1d20 + 16 + 2 + 2 + 1 + 2 ⇒ (2) + 16 + 2 + 2 + 1 + 2 = 25 to hit;
2d8 + 22 ⇒ (8, 6) + 22 = 36 additional piercing damage.

Haste: Round 5/15: +1 to all the things. You know the deal.

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

Ferverous Blessing Round 1/14:
Choose one at the start of your turn:
  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended

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,Haste*0,InvisSpher*0,JJ*0,SeeInv*1)
L4: 2/4 used (DDoor*0,Echo*1,FoM*0,GrInv*0) - 1 spell kenning
L5: 0/3 used (MassClw*0,DefSong*0,GDisMag*0,JoyRapt)

Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Extend See Invisibility, Echolocation. Also, a 15 minute Good Hope.

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 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Will DC 22: 1d20 + 16 ⇒ (12) + 16 = 28

Severely injured Bor flies back just out of reach. Step. and Heals his injuries in an instant. He was not prepared for her slap and it nearly killed him.

Cast Heal for 150 hp

Status:

HP 158/158
AC 26 (30 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) MCPvE
(4th) Blessing of Fervor
(5th) Wall of Blindness x2
(6th) Banishment
(7th) Greater Bestow Curse x2, Destruction
(8th) Frightful Aspect
Vision of Madness 7/10
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 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

”Argghh!”

The dragon’s teeth sink deep into Krowe and he nearly loses consciousness. Finding himself facing Naphexi alone, he calls for a distraction to aid his escape.

The erinyes fly in with their swords to protect Krowe! Might lose one to an AoO from the dragon

Adding Bazsil’s rage song
Erinyes 1
+1 longsword: 1d20 + 19 ⇒ (2) + 19 = 21
Damage: 1d8 + 14 ⇒ (6) + 14 = 20
Erinyes 2
+1 longsword: 1d20 + 19 ⇒ (15) + 19 = 34
Damage: 1d8 + 14 ⇒ (1) + 14 = 15
Erinyes 3
+1 longsword: 1d20 + 19 ⇒ (19) + 19 = 38
Damage: 1d8 + 14 ⇒ (8) + 14 = 22
Crit Confirmation: 1d20 + 19 ⇒ (6) + 19 = 25
Crit Damage: 1d8 + 14 ⇒ (7) + 14 = 21

Krowe is in a tight spot at 16 Hp. I’m not sure if he can 5’ step to a position to cast a spell safely (and he can’t afford to screw one up) so I’d like to try to following.
Call the erinyes to him, which will probably provoke an AoO from the dragon (though it could ignore it), then Krowe 5’ steps behind them for cover, and dimension door far enough away to try to catch his breath.

If this a not an option, here is a concentration check.

Concentration vs DC 23: 1d20 + 23 ⇒ (18) + 23 = 41
Looks like he’s ok anyway?

Krowe Status HP 128/16
Erinyes HP 112/5
Erinyes HP 112/31
Erinyes HP 112/5

Shadow Lodge

5' and potion, not enough to help if his cloak doesn't block a few.

1d100 ⇒ 36
1d100 ⇒ 93
1d100 ⇒ 47
1d100 ⇒ 37
1d100 ⇒ 98
1d100 ⇒ 50
1d100 ⇒ 24

The hobgoblin quaffs a potion but falls beneath Faolan's shield, his dead body quickly drifting down from unguided magical flight. Krowe puts his chorus line between the sharp teeth of a dragon and his precious flesh before dimension dooring away.

Dragon AoO @ Erinyes: 1d20 + 34 ⇒ (14) + 34 = 48
Damage: 2d8 + 19 ⇒ (5, 3) + 19 = 27
Acid: 4d6 ⇒ (5, 3, 4, 5) = 17

Naphexi flies at Faolan and chomps at him.

Dragon Attack @ Faolan: 1d20 + 34 ⇒ (7) + 34 = 41
Damage: 8d8 + 19 ⇒ (8, 5, 3, 7, 6, 6, 1, 6) + 19 = 61
Acid: 4d6 ⇒ (5, 5, 5, 4) = 19

Arlantia slowly drifts closer to Bor, Bazsil's arrow slowly popping out of the wound in her arm. A mushroom grows in its place and almost distracts him from her cruel smile and flickering scimitar.

Attack @ Bor: 1d20 + 21 ⇒ (14) + 21 = 35
Damage: 1d6 + 7 ⇒ (1) + 7 = 8

Attack @ Bor: 1d20 + 16 ⇒ (9) + 16 = 25
Damage: 1d6 + 7 ⇒ (4) + 7 = 11

Attack @ Bor: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 1d6 + 7 ⇒ (5) + 7 = 12

As the scimitar opens a wound on his flank, the blighted plants on the scimitar's blade come to life and quickly embed thorns in Bor's flesh.

Bor is Entangled for 1d4 ⇒ 3 rounds and Nauseated while Entangled. A DC 22 Fort Save negates the Nausea.

Party is up. Naphexi is biting Faolan and Arlantia is attacking Bor.

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Fort DC 22: 1d20 + 12 ⇒ (5) + 12 = 17

Bor imediately gets sick as the decayed vines wrap tighter and tighter around his body. Nauseated 3 rounds.

Status:

HP 150/158
AC 26 (30 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) MCPvE
(4th) Blessing of Fervor
(5th) Wall of Blindness x2
(6th) Banishment, Heal
(7th) Greater Bestow Curse x2, Destruction
(8th) Frightful Aspect
Vision of Madness 7/10
Aura of Madness 12/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Status:
HP: 45/171 | AC: 40 (f21/t22) (included: +3 dodge (song, BoF)) | CMD 42
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Naphexi the dragon
- - -
Conditions: Heroes’ Feast, Heroism, Stoneskin (40/150), Resist Acid (30), Fly (1/8m), Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits), Haste, Blessings of Fervor
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 >0): 1/1
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 7/10
Knockout (DC 23, 1d6r): 0/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 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
- - -

He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.

”Hey, Naphexi, you gonna run away again when things get tough? Huh? Like a child running to mommy?” He eyes Bor’s nausea, but can do nothing about it at the moment. He presses on the dragon with all he’s got!

For in truth, he’s bleeding from many wounds and may not last much longer himself.

Shield*: 1d20 + 26 + 7 ⇒ (2) + 26 + 7 = 35 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (1, 1) + 16 + 2 + (6) = 26 (song, firebrand)

Shield*: 1d20 + 26 + 7 ⇒ (12) + 26 + 7 = 45 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (5, 1) + 16 + 2 + (1) = 25 (song, firebrand)

Shield*: 1d20 + 21 + 7 ⇒ (10) + 21 + 7 = 38 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (6, 4) + 16 + 2 + (4) = 32 (song, firebrand)

Shield*: 1d20 + 21 + 7 ⇒ (11) + 21 + 7 = 39 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (2, 1) + 16 + 2 + (3) = 24 (song, firebrand)

Shield*: 1d20 + 16 + 7 ⇒ (15) + 16 + 7 = 38 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (3, 3) + 16 + 2 + (4) = 28 (song, firebrand)

Shield*: 1d20 + 16 + 7 ⇒ (3) + 16 + 7 = 26 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (6, 4) + 16 + 2 + (3) = 31 (song, firebrand)

hasted Shield*: 1d20 + 26 + 7 ⇒ (9) + 26 + 7 = 42 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (2, 5) + 16 + 2 + (6) = 31 (song, firebrand)

* 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

BoF to attacks and Ref.

Round 6

Free/Swift: Maintain song.
Move:
Stnd:  Shoot Arlantia .

Bazsil shoots at Arlantia.

Magic adaptive longbow.
1d20 + 16 + 2 + 2 + 1 + 2 ⇒ (9) + 16 + 2 + 2 + 1 + 2 = 32 to hit;
1d8 + 7 + 2 + 2 ⇒ (5) + 7 + 2 + 2 = 16 piercing damage.

1d20 + 11 + 2 + 2 + 1 + 2 ⇒ (20) + 11 + 2 + 2 + 1 + 2 = 38 to hit;
1d8 + 7 + 2 + 2 ⇒ (3) + 7 + 2 + 2 = 14 piercing damage.

Magic adaptive longbow.
1d20 + 16 + 2 + 2 + 1 + 2 ⇒ (2) + 16 + 2 + 2 + 1 + 2 = 25 to hit;
1d8 + 7 + 2 + 2 ⇒ (8) + 7 + 2 + 2 = 19 piercing damage.

Pot crit: 1d20 + 11 + 2 + 2 + 1 + 2 ⇒ (9) + 11 + 2 + 2 + 1 + 2 = 27 to hit;
2d8 + 22 ⇒ (3, 6) + 22 = 31 piercing damage.

Haste: Round 4/15: +1 to all the things. You know the deal.

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

Ferverous Blessing Round 1/14:
Choose one at the start of your turn:
  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended

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 ⇒ (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,Haste*0,InvisSpher*0,JJ*0,SeeInv*1)
L4: 2/4 used (DDoor*0,Echo*1,FoM*0,GrInv*0) - 1 spell kenning
L5: 0/3 used (MassClw*0,DefSong*0,GDisMag*0,JoyRapt)

Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Extend See Invisibility, Echolocation. Also, a 15 minute Good Hope.

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]


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

”#@€%!”

Krowe floats a safe distance from the battle. Knowing he can’t take another hit he grabs his spellbook and quickly flips to a page with one of his most powerful and costly spells.

1 arcane point for Quick Study to drop Firebrand and pick up Limited Wish.

One erinyes has returned to hell, but the other two slash at the dragon as it flies away, then draw bows again.

OoA - assuming the dragon doesn’t have an ability to fly off without provoking.
Erinyes 1
+1 longsword: 1d20 + 19 ⇒ (3) + 19 = 22
Damage: 1d8 + 14 ⇒ (5) + 14 = 19
Erinyes 2
+1 longsword: 1d20 + 19 ⇒ (4) + 19 = 23
Damage: 1d8 + 14 ⇒ (2) + 14 = 16

Move to sheath swords and standard to fire once each.
+1 flaming longbow: 1d20 + 17 ⇒ (6) + 17 = 23
Damage: 1d8 + 8 ⇒ (1) + 8 = 9
+1 flaming longbow: 1d20 + 17 ⇒ (13) + 17 = 30
Damage: 1d8 + 8 ⇒ (4) + 8 = 12

Krowe Status HP 128/16
Erinyes HP 112/5
Erinyes HP 112/5

Shadow Lodge

Like two punch drunk prize fighters, Faolan and Naphexi square off on their last wings. Both of them ready to drop with the next good blow, neither willing to back down.

Naphexi @ Faolan: 1d20 + 34 ⇒ (10) + 34 = 44
Damage: 2d8 + 19 ⇒ (7, 4) + 19 = 30
Acid: 4d6 ⇒ (6, 6, 1, 5) = 18

Naphexi @ Faolan: 1d20 + 33 ⇒ (7) + 33 = 40
Damage: 2d6 + 13 ⇒ (6, 6) + 13 = 25

Naphexi @ Faolan: 1d20 + 33 ⇒ (9) + 33 = 42
Damage: 2d6 + 13 ⇒ (4, 2) + 13 = 19

The erinyes fail to hit the dragon even once and Bazsil lands a lucky shot on Arlantia. She pulls the arrow out of her torso and snaps it, then reaches her blood soaked hand to Bor's face.

Touch Attack: 1d20 + 19 ⇒ (13) + 19 = 32

Bor is Sickened for 7 rounds and counts as Good.

Party is up!


1 person marked this as a favorite.
AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Status:
HP: 1/171 | AC: 40 (f21/t22) (included: +3 dodge (song, BoF)) | CMD 42
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Naphexi the dragon
- - -
Conditions: Heroes’ Feast, Heroism, Stoneskin (70/150), Resist Acid (30), Fly (1/8m), Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits), Haste, Blessings of Fervor
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 >0): 1/1
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 7/10
Knockout (DC 23, 1d6r): 0/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 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
- - -

He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.

With but one firmly-planted hit point remaining, Faolan knows that to drop back and quaff a meager potion is to die shamefully. Covered in blood, too much of it his own, he presses the dragon one more time!

Shield*: 1d20 + 26 + 7 ⇒ (6) + 26 + 7 = 39 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (2, 2) + 16 + 2 + (3) = 25 (song, firebrand)

Shield*: 1d20 + 26 + 7 ⇒ (9) + 26 + 7 = 42 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (5, 3) + 16 + 2 + (5) = 31 (song, firebrand)

Shield*: 1d20 + 21 + 7 ⇒ (13) + 21 + 7 = 41 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (4, 1) + 16 + 2 + (5) = 28 (song, firebrand)

Shield*: 1d20 + 21 + 7 ⇒ (13) + 21 + 7 = 41 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (6, 4) + 16 + 2 + (4) = 32 (song, firebrand)

Shield*: 1d20 + 16 + 7 ⇒ (4) + 16 + 7 = 27 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (4, 1) + 16 + 2 + (3) = 26 (song, firebrand)

Shield*: 1d20 + 16 + 7 ⇒ (8) + 16 + 7 = 31 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (3, 1) + 16 + 2 + (4) = 26 (song, firebrand)

hasted Shield*: 1d20 + 26 + 7 ⇒ (7) + 26 + 7 = 40 (hero, song, haste, BoF)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (4, 3) + 16 + 2 + (2) = 27 (song, firebrand)

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

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Bor continues to heave and gag as he is paralyzed with nausea. Blood and sweat drip down his face as he needs to break his soon if he is going to survive.

Round 2 of 3 of Nausea and Round 1 of 7 of Sickened.

Status:

HP 150/158
AC 26 (30 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) MCPvE
(4th) Blessing of Fervor
(5th) Wall of Blindness x2
(6th) Banishment, Heal
(7th) Greater Bestow Curse x2, Destruction
(8th) Frightful Aspect
Vision of Madness 7/10
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 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Flying back towards the fight, Krowe tries to find a spot to look on from a safe distance and perhaps use his magic to even the odds.

Could I use limited wish to end those conditions on Bor and get him back in the fight?


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

BoF to attacks and Ref.

Round 6

Free/Swift: Maintain song. Drop bow.
Move: Charge while drawing long sword.
Stnd:  Shoot Arlantia .

Bazsil drops his bow, drawing his sword as he charges at the dragon, unless its down, then charges at Arlantia.

1d20 + 20 + 2 + 2 + 1 ⇒ (18) + 20 + 2 + 2 + 1 = 43 to hit; ()
1d10 + 19 + 2 + 2 ⇒ (5) + 19 + 2 + 2 = 28 slashing damage.

Pot crit: 1d20 + 20 + 2 + 2 + 1 ⇒ (3) + 20 + 2 + 2 + 1 = 28 to hit; ()
1d10 + 19 + 2 + 2 ⇒ (4) + 19 + 2 + 2 = 27 slashing damage.

Haste: Round 5/15: +1 to all the things. You know the deal.

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

Ferverous Blessing Round 1/14:
Choose one at the start of your turn:
  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended

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 ⇒ (2) + 19 = 21 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,Haste*0,InvisSpher*0,JJ*0,SeeInv*1)
L4: 2/4 used (DDoor*0,Echo*1,FoM*0,GrInv*0) - 1 spell kenning
L5: 0/3 used (MassClw*0,DefSong*0,GDisMag*0,JoyRapt)

Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Extend See Invisibility, Echolocation. Also, a 15 minute Good Hope.

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]

Shadow Lodge

Oberon Krowe wrote:
Could I use limited wish to end those conditions on Bor and get him back in the fight?

Absolutely.

Faolan does his best to take out the ancient wyrm and falls short. Some of the wounds already inflicted begin to close and he sees his death in her eyes. Even as her mouth opens to tear Faolan apart, Bazsil's sword cleaves into Naphexi's head and stops her dead. Her limp body falls into the fungus below, joining Bazil's bow in the muck.

Krowe sweeps back into the room and warps reality, bending it to his will and removing the vines, nausea, and sickness of Arlantia's touch from the jawless mad priest.

Arlantia scowls and flies away from Bor, her scimitar pointed straight at Krowe. "I grow weary of your interference, pet."

Scimitar: 1d20 + 21 ⇒ (10) + 21 = 31
Damage: 1d6 + 7 ⇒ (5) + 7 = 12

The vines on the scimitar reach out for Krowe if it hits him.

Krowe is Entangled for 1d4 ⇒ 2 rounds and Nauseated while Entangled. A DC 22 Fort Save negates the Nausea.


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Status:
HP: 1/171 | AC: 40 (f21/t22) (included: +3 dodge (song, BoF)) | CMD 42
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Naphexi the dragon
- - -
Conditions: Heroes’ Feast, Heroism, Stoneskin (70/150), Resist Acid (30), Fly (1/8m), Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits), Haste, Blessings of Fervor
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 >0): 1/1
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 5/10
Knockout (DC 23, 1d6r): 0/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 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
- - -

He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.

Spitting blood as he shouts, he yells, ”Well done Bazsil! Clearly he’s happy he’ll live another round.

He spins, stumbling only a little, takes a 5’ step closer to Arlantia, their last remaining enemy, and swiftly summons up some ranged capabilities! (Martial flexibility for point blank shot and precise shot.)

I think you said she was 30’ away -5’ step = 25’ away, so I’ve already applied one range increment negative below and added point blank. :)
Shield*: 1d20 + 22 + 7 ⇒ (19) + 22 + 7 = 48 (hero, song, haste, BoF, PB, range)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (4, 1) + 16 + 3 + (6) = 30 (song, firebrand, PB)

Shield*: 1d20 + 22 + 7 ⇒ (17) + 22 + 7 = 46 (hero, song, haste, BoF, PB, range)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (6, 5) + 16 + 3 + (3) = 33 (song, firebrand, PB)

Shield*: 1d20 + 17 + 7 ⇒ (15) + 17 + 7 = 39 (hero, song, haste, BoF, PB, range)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (4, 5) + 16 + 3 + (2) = 30 (song, firebrand, PB)

Shield*: 1d20 + 17 + 7 ⇒ (3) + 17 + 7 = 27 (hero, song, haste, BoF, PB, range)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (6, 6) + 16 + 3 + (6) = 37 (song, firebrand, PB)

Shield*: 1d20 + 12 + 7 ⇒ (17) + 12 + 7 = 36 (hero, song, haste, BoF, PB, range)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (4, 3) + 16 + 3 + (6) = 32 (song, firebrand, PB)

Shield*: 1d20 + 12 + 7 ⇒ (12) + 12 + 7 = 31 (hero, song, haste, BoF, PB, range)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (5, 5) + 16 + 3 + (3) = 32 (song, firebrand, PB)

hasted Shield*: 1d20 + 22 + 7 ⇒ (10) + 22 + 7 = 39 (hero, song, haste, BoF, PB, range)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (6, 4) + 16 + 3 + (6) = 35 (song, firebrand, PB)

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

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Freed from his nausea Bor expends what little is left of his power to heal his companions. Small tendrils reach out from his wings, grasping onto their wounds as it slowly heals them.

Mass CMW: 2d8 + 15 ⇒ (3, 2) + 15 = 20

Status:

HP 150/158
AC 26 (30 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) MCPvE
(4th) Blessing of Fervor
(5th) Wall of Blindness x2
(6th) Banishment, Heal, Word of Recall (Mass CMW)
(7th) Greater Bestow Curse x2, Destruction
(8th) Frightful Aspect
Vision of Madness 7/10
Aura of Madness 12/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)


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

BoF to attacks and Ref.

Round 7

Free/Swift: Maintain song.
Move: Charge dryad.
Stnd: Swing at Arlantia .

"Of course, Faolan. What are friends for?" Bazsil then charges at the annoying dryad.

1d20 + 20 + 2 + 2 + 1 ⇒ (1) + 20 + 2 + 2 + 1 = 26 to hit; ()
1d10 + 19 + 2 + 2 ⇒ (8) + 19 + 2 + 2 = 31 slashing damage.

Oof, after the kill steal, he deserves that.

Haste: Round 7/15: +1 to all the things. You know the deal.

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

Ferverous Blessing Round 1/14:
Choose one at the start of your turn:
  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended

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 ⇒ (5) + 19 = 24 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,Haste*0,InvisSpher*0,JJ*0,SeeInv*1)
L4: 2/4 used (DDoor*0,Echo*1,FoM*0,GrInv*0) - 1 spell kenning
L5: 0/3 used (MassClw*0,DefSong*0,GDisMag*0,JoyRapt)

Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Extend See Invisibility, Echolocation. Also, a 15 minute Good Hope.

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]


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Fort vs Nausea: 1d20 + 11 ⇒ (14) + 11 = 25

”Get used to it, Princess.” Krowe says, just barely keeping down lunch.

Concentration check vs DC 24: 1d20 + 22 ⇒ (4) + 22 = 26

He then dimension doors away again.

Right after he vanished the erinyes dive in with their swords!

Erinyes 1
+1 longsword: 1d20 + 19 ⇒ (3) + 19 = 22
Damage: 1d8 + 14 ⇒ (4) + 14 = 18
Erinyes 2
+1 longsword: 1d20 + 19 ⇒ (2) + 19 = 21
Damage: 1d8 + 14 ⇒ (7) + 14 = 21

Krowe Status
HP 24/128

Shadow Lodge

Arlantia tuts as Krowe runs away from her. "Don't worry pet, you will love your new life!" She waves a wall of mushroom spores at all within 30' of her.

Channel Negative Energy, DC 24 Will Save for half of 8d6 ⇒ (3, 4, 6, 1, 3, 3, 3, 1) = 24.

Party is up(ish).


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

BoF to attacks and Ref.

Round 7

Free/Swift: Maintain song.
Move:
Stnd: Swing at Arlantia.

1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16 Will

Bazsil attacks Arlantia, with haste.

1d20 + 20 + 2 + 2 + 1 ⇒ (3) + 20 + 2 + 2 + 1 = 28 to hit; ()
1d10 + 19 + 2 + 2 ⇒ (2) + 19 + 2 + 2 = 25 slashing damage.

1d20 + 20 + 2 + 2 + 1 ⇒ (6) + 20 + 2 + 2 + 1 = 31 to hit; ()
1d10 + 13 + 2 + 2 ⇒ (9) + 13 + 2 + 2 = 26 slashing damage.

1d20 + 20 + 2 + 2 + 1 ⇒ (19) + 20 + 2 + 2 + 1 = 44 to hit; ()
1d10 + 19 + 2 + 2 ⇒ (5) + 19 + 2 + 2 = 28 slashing damage.

Pot Crit: 1d20 + 20 + 2 + 2 + 1 ⇒ (10) + 20 + 2 + 2 + 1 = 35 to hit; ()
1d10 + 19 + 2 + 2 ⇒ (4) + 19 + 2 + 2 = 27 slashing damage.

Haste: Round 8/15: +1 to all the things. You know the deal.

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

Ferverous Blessing Round 1/14:
Choose one at the start of your turn:
  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended

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,Haste*0,InvisSpher*0,JJ*0,SeeInv*1)
L4: 2/4 used (DDoor*0,Echo*1,FoM*0,GrInv*0) - 1 spell kenning
L5: 0/3 used (MassClw*0,DefSong*0,GDisMag*0,JoyRapt)

Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Extend See Invisibility, Echolocation. Also, a 15 minute Good Hope.

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 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Status:
HP: 9/171 | AC: 40 (f21/t22) (included: +3 dodge (song, BoF)) | CMD 42
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Arlantia at range
- - -
Conditions: Heroes’ Feast, Heroism, Stoneskin (70/150), Resist Acid (30), Fly (1/8m), Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits), Haste, Blessings of Fervor, Flexibility (2/10r, point blank shot, precise shot)
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 >0): 1/1
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 5/10
Knockout (DC 23, 1d6r): 0/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 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
- - -

He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.

As Bor’s lovely healing washes over Faolan, he laughs, ”That’ll do nicely! Might survive a hit there now!”

Will: 1d20 + 14 + 3 ⇒ (16) + 14 + 3 = 33 (heroism, feast) vs DC 24

… and he does!

Hit points back in the single digits, Faolan takes a 5’ step closer to Arlantia (range 20’) and continues to fling his shield at her!

Shield*: 1d20 + 22 + 8 ⇒ (1) + 22 + 8 = 31 (hero, song, haste, BoF, PB)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (3, 4) + 16 + 3 + (2) = 28 (song, firebrand, PB)

Shield*: 1d20 + 22 + 8 ⇒ (3) + 22 + 8 = 33 (hero, song, haste, BoF, PB)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (3, 3) + 16 + 3 + (5) = 30 (song, firebrand, PB)

Shield*: 1d20 + 17 + 8 ⇒ (4) + 17 + 8 = 29 (hero, song, haste, BoF, PB)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (2, 5) + 16 + 3 + (3) = 29 (song, firebrand, PB)

Shield*: 1d20 + 17 + 8 ⇒ (5) + 17 + 8 = 30 (hero, song, haste, BoF, PB)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (2, 5) + 16 + 3 + (4) = 30 (song, firebrand, PB)

Shield*: 1d20 + 12 + 8 ⇒ (6) + 12 + 8 = 26 (hero, song, haste, BoF, PB)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (4, 4) + 16 + 3 + (4) = 31 (song, firebrand, PB)

Shield*: 1d20 + 12 + 8 ⇒ (2) + 12 + 8 = 22 (hero, song, haste, BoF, PB)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (3, 4) + 16 + 3 + (4) = 30 (song, firebrand, PB)

hasted Shield*: 1d20 + 22 + 8 ⇒ (14) + 22 + 8 = 44 (hero, song, haste, BoF, PB)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (6, 1) + 16 + 3 + (6) = 32 (song, firebrand, PB)

But the negative energy throws off his aim and he has a horrible round.

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

Dark Archive

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Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Will DC 24: 1d20 + 16 ⇒ (10) + 16 = 26

Bor keeps the tendrils connected to his companions, though they won't last much longer as he counteracts the damage done by the wave of negative energy.

Mass CLW: 1d8 + 15 ⇒ (8) + 15 = 23

Status:

HP 158/158
AC 26 (30 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) MCPvE
(4th) Blessing of Fervor
(5th) Wall of Blindness x2, Blood Tentacles (Mass CLW)
(6th) Banishment, Heal, Word of Recall (Mass CMW)
(7th) Greater Bestow Curse x2, Destruction
(8th) Frightful Aspect
Vision of Madness 7/10
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

Wasn't sure if Krowe had a way out of the Entangle, will proceed. I am out for work meetings Monday afternoon through Thursday afternoon, will resume posting Thursday evening.

Arlantia's smile has faded as the shield bounces off of her. Bazsil's sword knicked her once and she's starting to look bloody, even with her fungal regeneration. The layers of defensive magic and dark blessings of her myconian god have kept her relatively safe for now and you're not sure if you've got what it takes to finish her.

Another wave of negative energy washes over those close to her, she has clearly decided her sword isn't enough.

DC 24 Will 1/2: 8d6 ⇒ (6, 4, 6, 1, 6, 6, 2, 5) = 36

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

BoF to attacks and Ref.

Round 7

Free/Swift: Maintain song.
Move:
Stnd: Swing at Arlantia.

1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16 Will

Bazsil attacks Arlantia, with haste.

1d20 + 20 + 2 + 2 + 1 ⇒ (3) + 20 + 2 + 2 + 1 = 28 to hit; ()
1d10 + 19 + 2 + 2 ⇒ (9) + 19 + 2 + 2 = 32 slashing damage.

Pot crit: 1d20 + 20 + 2 + 2 + 1 ⇒ (5) + 20 + 2 + 2 + 1 = 30 to hit; ()
1d10 + 19 + 2 + 2 ⇒ (1) + 19 + 2 + 2 = 24 slashing damage.

1d20 + 20 + 2 + 2 + 1 ⇒ (4) + 20 + 2 + 2 + 1 = 29 to hit; ()
1d10 + 19 + 2 + 2 ⇒ (1) + 19 + 2 + 2 = 24 slashing damage.

Haste: Round 9/15: +1 to all the things. You know the deal.

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

Ferverous Blessing Round 8/15:
Choose one at the start of your turn:
  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended

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 ⇒ (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 - 24 +23 - 36
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,Haste*0,InvisSpher*0,JJ*0,SeeInv*1)
L4: 2/4 used (DDoor*0,Echo*1,FoM*0,GrInv*0) - 1 spell kenning
L5: 0/3 used (MassClw*0,DefSong*0,GDisMag*0,JoyRapt)

Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Extend See Invisibility, Echolocation. Also, a 15 minute Good Hope.

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]


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Sorry, don’t have much to escape the entangle (need to get freedom of movement), and the erinyes would have fallen to the first negative energy channel.

Krowe struggles against the vines, trying to reach for his healing potions.


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Status:
HP: 14/171 | AC: 40 (f21/t22) (included: +3 dodge (song, BoF)) | CMD 42
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Arlantia at range
- - -
Conditions: Heroes’ Feast, Heroism, Stoneskin (70/150), Resist Acid (30), Fly (1/8m), Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits), Haste, Blessings of Fervor, Flexibility (2/10r, point blank shot, precise shot)
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 >0): 1/1
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 5/10
Knockout (DC 23, 1d6r): 0/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 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
- - -

He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.

As Bor’s lovely healing washes over Faolan, and he laughs even harder, ”Can’t stop that now can you!”

Then the damage comes rolling back in…
Will: 1d20 + 14 + 3 ⇒ (9) + 14 + 3 = 26 (feast, heroism) vs DC 24 for 18hp damage

”You can’t stop me!” he cries shrilly as the energies sap his body. But he's not spent!

He continues to 5’ step (15’ away now) and throw his shield at Arlantia, hoping to do better this round than last.

Shield*: 1d20 + 22 + 8 ⇒ (20) + 22 + 8 = 50 (hero, song, haste, BoF, PB)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (4, 4) + 16 + 3 + (3) = 30 (song, firebrand, PB)
critthreat Shield*: 1d20 + 22 + 8 ⇒ (16) + 22 + 8 = 46 (hero, song, haste, BoF, PB)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (5, 5) + 16 + 3 + (2) = 31 (song, firebrand, PB)

Shield*: 1d20 + 22 + 8 ⇒ (10) + 22 + 8 = 40 (hero, song, haste, BoF, PB)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (1, 4) + 16 + 3 + (2) = 26 (song, firebrand, PB)

Shield*: 1d20 + 17 + 8 ⇒ (5) + 17 + 8 = 30 (hero, song, haste, BoF, PB)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (5, 3) + 16 + 3 + (4) = 31 (song, firebrand, PB)

Shield*: 1d20 + 17 + 8 ⇒ (16) + 17 + 8 = 41 (hero, song, haste, BoF, PB)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (3, 5) + 16 + 3 + (5) = 32 (song, firebrand, PB)

Shield*: 1d20 + 12 + 8 ⇒ (13) + 12 + 8 = 33 (hero, song, haste, BoF, PB)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (2, 2) + 16 + 3 + (6) = 29 (song, firebrand, PB)

Shield*: 1d20 + 12 + 8 ⇒ (19) + 12 + 8 = 39 (hero, song, haste, BoF, PB)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (3, 2) + 16 + 3 + (1) = 25 (song, firebrand, PB)

hasted Shield*: 1d20 + 22 + 8 ⇒ (17) + 22 + 8 = 47 (hero, song, haste, BoF, PB)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (4, 5) + 16 + 3 + (5) = 33 (song, firebrand, PB)

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

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Will DC 24: 1d20 + 16 ⇒ (9) + 16 = 25

Bor strains himself doing a last bit of healing before the spell's attachement breaks off. "Stay near! Krowe, I'm coming to you." He quickly branches off to head over to Krowe's position.

Mass CLW: 1d8 + 15 ⇒ (3) + 15 = 18

Status:

HP 158/158
AC 26 (30 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) MCPvE
(4th) Blessing of Fervor
(5th) Wall of Blindness x2, Blood Tentacles (Mass CLW), True Seeing (Mass CLW)
(6th) Banishment, Heal, Word of Recall (Mass CMW)
(7th) Greater Bestow Curse x2, Destruction
(8th) Frightful Aspect
Vision of Madness 7/10
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 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

”I’m fine! Keep the others in this fight!”

Free of the entanglement, and hopefully safely out of sight, Krowe grabs a bolt for his crossbow and casts named bullet.

Shadow Lodge

Chaos reigns as you each fly about to get a hit on Arlantia And the GM tries to log into the site yesterday to update. Faolan finds his shield deflected far too often for his liking. Arlantia flys just a few feet away from Bazsil's wild swings and heals herself again, undoing most of your hard work. This does however give you a respite from her negative energy waves.

Party is up, Arlantia has just cast Heal on herself.


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Status:
HP: 32/171 | AC: 40 (f21/t22) (included: +3 dodge (song, BoF)) | CMD 42
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Arlantia at range
- - -
Conditions: Heroes’ Feast, Heroism, Stoneskin (70/150), Resist Acid (30), Fly (1/8m), Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits), Haste, Blessings of Fervor, Flexibility (2/10r, point blank shot, precise shot)
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 >0): 1/1
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 5/10
Knockout (DC 23, 1d6r): 0/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 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
- - -

He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.

As Bor’s lovely healing washes over Faolan, and he grins through bloody lips, ”Oh, that feels good!”

He continues to 5’ step (10’ away now) and throw his shield at Arlantia. ”I’m getting closer!” he threatens, wondering if he’ll be in melee with the fey by the end.

Shield*: 1d20 + 22 + 8 ⇒ (18) + 22 + 8 = 48 (hero, song, haste, BoF, PB)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (2, 4) + 16 + 3 + (2) = 27 (song, firebrand, PB)

Shield*: 1d20 + 22 + 8 ⇒ (18) + 22 + 8 = 48 (hero, song, haste, BoF, PB)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (5, 5) + 16 + 3 + (1) = 30 (song, firebrand, PB)

Shield*: 1d20 + 17 + 8 ⇒ (4) + 17 + 8 = 29 (hero, song, haste, BoF, PB)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (3, 6) + 16 + 3 + (5) = 33 (song, firebrand, PB)

Shield*: 1d20 + 17 + 8 ⇒ (6) + 17 + 8 = 31 (hero, song, haste, BoF, PB)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (3, 1) + 16 + 3 + (3) = 26 (song, firebrand, PB)

Shield*: 1d20 + 12 + 8 ⇒ (9) + 12 + 8 = 29 (hero, song, haste, BoF, PB)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (4, 3) + 16 + 3 + (6) = 32 (song, firebrand, PB)

Shield*: 1d20 + 12 + 8 ⇒ (19) + 12 + 8 = 39 (hero, song, haste, BoF, PB)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (4, 5) + 16 + 3 + (2) = 30 (song, firebrand, PB)

hasted Shield*: 1d20 + 22 + 8 ⇒ (2) + 22 + 8 = 32 (hero, song, haste, BoF, PB)
damage: 2d6 + 16 + 3 + 1d6 ⇒ (2, 5) + 16 + 3 + (1) = 27 (song, firebrand, PB)

* 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

BoF to attacks and Ref.

Round 7

Free/Swift: Maintain song.
Move:
Stnd: Swing at Arlantia.

Bazsil attacks Arlantia, with haste, stepping forward with her.

1d20 + 20 + 2 + 2 + 1 ⇒ (10) + 20 + 2 + 2 + 1 = 35 to hit; ()
1d10 + 19 + 2 + 2 ⇒ (10) + 19 + 2 + 2 = 33 slashing damage.

Pot crit: 1d20 + 20 + 2 + 2 + 1 ⇒ (5) + 20 + 2 + 2 + 1 = 30 to hit; ()
1d10 + 19 + 2 + 2 ⇒ (8) + 19 + 2 + 2 = 31 slashing damage.

1d20 + 20 + 2 + 2 + 1 ⇒ (9) + 20 + 2 + 2 + 1 = 34 to hit; ()
1d10 + 19 + 2 + 2 ⇒ (10) + 19 + 2 + 2 = 33 slashing damage.

Haste: Round 9/15: +1 to all the things. You know the deal.

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

Ferverous Blessing Round 8/15:
Choose one at the start of your turn:
  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended

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 ⇒ (9) + 19 = 28 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: 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,Haste*0,InvisSpher*0,JJ*0,SeeInv*1)
L4: 2/4 used (DDoor*0,Echo*1,FoM*0,GrInv*0) - 1 spell kenning
L5: 0/3 used (MassClw*0,DefSong*0,GDisMag*0,JoyRapt)

Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Extend See Invisibility, Echolocation. Also, a 15 minute Good Hope.

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

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Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Cure Serious Wounds: 3d8 + 15 ⇒ (3, 6, 6) + 15 = 30

"I am already here Krowe." He places a hand on Krowe to make the pain stop hurting before flying back towards the Queen. "Now, let's finish her."

Swap Bestow Curse with CSW

Status:

HP 158/158
AC 26 (30 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) MCPvE, Bestow Curse (CSW)
(4th) Blessing of Fervor
(5th) Wall of Blindness x2, Blood Tentacles (Mass CLW), True Seeing (Mass CLW)
(6th) Banishment, Heal, Word of Recall (Mass CMW)
(7th) Greater Bestow Curse x2, Destruction
(8th) Frightful Aspect
Vision of Madness 7/10
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 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Krowe looks at Bor, thinking the scarred man a fool for coming to his aid. It wasn’t the logical thing to do. But it stirs something in him as well, from a time in the past when his own heart was less cold to the world. Was Bor his… friend?

Don’t do it, berk. The voice chides as he pushes away from cover and begins to fly back towards the battle. Krowe ignores it.Tsk. Yer getting soft.

”Lets finish her.” He repeats Bor’s heroic words and begins to summon more aid…

A gargantuan bird of prey appears behind Arlantia. It’s eyes glow as it’s beak and talons descend to rend and tear!

Celestial Roc - engaging smite evil!
Talon: 1d20 + 20 ⇒ (11) + 20 = 31
Damage + Smite: 2d6 + 11 + 16 ⇒ (5, 2) + 11 + 16 = 34
Talon: 1d20 + 20 ⇒ (3) + 20 = 23
Damage + Smite: 2d6 + 11 + 16 ⇒ (1, 3) + 11 + 16 = 31
Bite: 1d20 + 19 ⇒ (7) + 19 = 26
Damage + Smite: 2d8 + 11 + 16 ⇒ (8, 1) + 11 + 16 = 36

If it hits with a talon it will try to grab.
Grab: 1d20 + 31 ⇒ (20) + 31 = 51

I’m not sure it can benefit immediately from Bazsil’s song of rage, but if so, it would be great to add those bonuses too.

Shadow Lodge

No difference for the rage, her AC is over 40 and in fact only 2 of Faolan's shots hit. Bazsil seems to have a crit stuck in his attack sequence and I believe haste is also at 10/15 now.

Arlantia dodges the bird, Bazsil, and most of Faolan's shield strikes with ease. "Let us end this, mortals."

She opens her arms and a miasma of rot and decay washes over all within 30 feet of her. Each of you feels as if you've been buried in a compost heap, hot earth and death wrapped around you.

All within 30' of her take 1d6 ⇒ 2 damage and suffer a -1 penalty to STR, cumulative for each round you stay within 30' of her. If you leave that 30' bubble you will regain STR at a rate of 1 per round, and moving within 30' of her will resume the loss.

Party is up.


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Status:
HP: 30/171 | AC: 40 (f21/t22) (included: +3 dodge (song, BoF)) | CMD 42
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Arlantia
- - -
Conditions: -1 strength, Heroes’ Feast, Heroism, Stoneskin (70/150), Resist Acid (30), Fly (1/8m), Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits), Haste, Blessings of Fervor, Flexibility (1/10r, stunning fist (DC 21))
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 >0): 1/1
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 4/10
Knockout (DC 23, 1d6r): 0/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 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
- - -

He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.

”Enough!” Faolan cries, tired of this ranged nonsense. He flies the last short distance and puts himself directly above the woman so he can pound her into the ground.

Swiftly as he flies, he summons a new feat, Stunning Fist.

Then, from up on high, he swings! If he hits, she has a Fort DC 21 to avoid being stunned (A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC).

Shield*: 1d20 + 28 + 8 ⇒ (5) + 28 + 8 = 41 (hero, song, haste, BoF, higher ground)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (4, 6) + 16 + 2 + (3) = 31 (song, firebrand)

* 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

BoF to attacks and Ref.

Round 48483

Free/Swift: Maintain song.
Move:
Stnd:  Swing at Arlantia.

Bazsil attacks Arlantia, with haste, stepping forward with her.

1d20 + 20 + 2 + 2 + 1 ⇒ (18) + 20 + 2 + 2 + 1 = 43 to hit; ()
1d10 + 19 + 2 + 2 ⇒ (10) + 19 + 2 + 2 = 33 slashing damage.

Pot crit: 1d20 + 20 + 2 + 2 + 1 ⇒ (8) + 20 + 2 + 2 + 1 = 33 to hit; ()
1d10 + 19 + 2 + 2 ⇒ (8) + 19 + 2 + 2 = 31 slashing damage.

haste: 1d20 + 20 + 2 + 2 + 1 ⇒ (20) + 20 + 2 + 2 + 1 = 45 to hit; ()
1d10 + 19 + 2 + 2 ⇒ (3) + 19 + 2 + 2 = 26 slashing damage.

Pot crit: 1d20 + 20 + 2 + 2 + 1 ⇒ (20) + 20 + 2 + 2 + 1 = 45 to hit; ()
1d10 + 19 + 2 + 2 ⇒ (3) + 19 + 2 + 2 = 26 slashing damage.

haste: 1d20 + 13 + 2 + 2 + 1 ⇒ (8) + 13 + 2 + 2 + 1 = 26 to hit; ()
1d10 + 19 + 2 + 2 ⇒ (3) + 19 + 2 + 2 = 26 slashing damage.

Haste: Round 11/15: +1 to all the things. You know the deal.

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

Ferverous Blessing Round 10/15:
Choose one at the start of your turn:
  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended

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 ⇒ (4) + 19 = 23 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,Haste*0,InvisSpher*0,JJ*0,SeeInv*1)
L4: 2/4 used (DDoor*0,Echo*1,FoM*0,GrInv*0) - 1 spell kenning
L5: 0/3 used (MassClw*0,DefSong*0,GDisMag*0,JoyRapt)

Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Extend See Invisibility, Echolocation. Also, a 15 minute Good Hope.

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 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

As Bor reaches the Queen he reaches out to try and weaken her as well. "This isn't good." He begins to feel hiself slowly growing weaker. "I'll try to weaken her down just as much."

Vision of Madness Tch AC: 1d20 + 13 ⇒ (10) + 13 = 23
+7 to skills and -7 to Attack and Damage.

Status:

HP 156/158 (-1 STR)
AC 26 (30 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) MCPvE, Bestow Curse (CSW)
(4th) Blessing of Fervor
(5th) Wall of Blindness x2, Blood Tentacles (Mass CLW), True Seeing (Mass CLW)
(6th) Banishment, Heal, Word of Recall (Mass CMW)
(7th) Greater Bestow Curse x2, Destruction
(8th) Frightful Aspect
Vision of Madness 7/10
Aura of Madness 12/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

I screwed up. Stunning fist can’t be done through my shield like all my other abilities. It has to be an unarmed strike.

So Faolan will stick with his shield for his last swing to keep the -2 AC percolating forward for himself and everyone else.

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