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You quickly dismantle the clockwork angel and the two sandmen, their fallen forms joining the other corpses in this room. You find little of interest to loot, the clockwork angel had a masterwork greatsword that it was able to imbue with magic.
Another quake shakes the Vault as you move into the final room, dust and sand floating down from the ceiling overhead. Crystal statues line the walls of this rectangular room, ringing a large sandbox recessed in the chamber’s center. The only gap in this ring is at the chamber’s western edge, where a cracked glass cylinder rests atop a raised dais.
You see a being that can only be Ziguch accompanied by a strange floating ooze made of what appears to be thick purple glowing blood.
This is an Immortal Ichor. It is an ooze formed from the blood of a dead evil deity. They are imprisoned for millennia until they eventually break free, mentally dominate other beings, reform a host body, and attempt to redeem loyalty points for a coffee shop that ceased to exist 10,000+ years ago.

Bazsil Grimalkin |

1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35 Know (Dungeoneering)
"Is that what I think it is, Krowe? I think I did my fourth grade class project on that. It's...it's an Immortal Ichor. A real one, I'd say. They are quite the dicks, let me tell you..." Bazsil rumbles in his deep voice.
DRs? Special attacks? Weaknesses?

Faolan Baran |

Faolan, shield up, leads the way to the next chamber.
"Ew, Bazsil, what is that blood-thing? Is that gonna pop when I hit it? I'll be covered in it!"
He remains steady, waiting for the smart folk to guide the way. Still, he watches the thing carefully. "Immortal Ichor? Does that mean we can't kill it?"

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DR 15/—; Immune acid, bludgeoning damage, electricity, mind-affecting effects, ooze traits, piercing damage; Resist cold 30
Ziguch points a wand at Faolan and a ray of sickly light spits out the end of it.
Ranged Touch: 1d20 + 26 ⇒ (2) + 26 = 28
Negative Levels: 1d4 ⇒ 4
Bazsil and Krowe both recognize the effect of an Enervation spell.
With your experience it's easy to see that Ziguch has been dominated by the Immortal Ichor.
Party is up.

Bazsil Grimalkin |

Immunne to bludgeoning? Lol. Nice. Well, let’s do this.
Bazsil will explain what he knows (see spoiler) and prepare to act. Will post soon enough with song. Hopefully Bor or Krowe will figure out ways to end the domination. Maybe. Even getting us Spell Resistance will be keen, as the wand’s power isn’t that great.

Faolan Baran |

Fort +18, Reflex +18, Will +17
Front Row
Opponent: Ziguch
- - -
Conditions: Flying, Freedom of Movement, Heroes’ Feast, Heroism, -4 negative levels
Shield Melee: Attack: BAB 17/12/7/2, Str +7, Focus +2, Magic +5, (flurry -2) Damage: Str +7, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield Ranged: Attack: BAB 17/12/7/2, 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
Improved Iron Will (re-roll will save): 0/1
Martial Flexibility (1x immediate, 3x swift): 9/11
Knockout (DC 25, 1d6r): 2/3
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 1/1
Champion Defense (Fort save DC damage dealt to take half damage >0): 1/1
Shield (daylight: 1/1, 60m, 60’r) (determination: 1/1, 5d8+10 >0)
Cap (re-roll failed mind-affecting effect): 1/1
Gem of Seeing (true seeing): 30/30m (5m increments)
- - -
Faolan starts by disarming his foe of that damn wand. Or trying to.
Disarm Maneuver: 1d20 + 26 + 2 ⇒ (2) + 26 + 2 = 30 (song)
I imagine I have to close, so he’ll move and disarm.

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Bor extends his minds protections out slightly as he protects it from evil before closing in on Ziguch. "Stay close by."
Cast Magic Circle vs Evil.
HP 182/182
AC 34 (38 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) Magic Circle vs Evil
(4th)
(5th) Nightmare, True Seeing
(6th) Heroes' Feast
(7th)
(8th)
(9th)
Vision of Madness 10/10
Aura of Madness 17/17
Sudden Shift 10/10
Master's Illusion 17/17
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (8d6)

Bazsil Grimalkin |

Bazsil waits to see if Bor's Magic Circle will be successful in stopping the domination.
Should it not work and if Krowe doesn't have easy access to something (break enchantment), Bazsil will try to yank something out of his bardic ass.

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The effect is listed as a Dominate Monster but so powerful the creature will even follow self destructive commands. From what I was able to find, creatures who are dominated can choose to take the Will Save, which Ziguch would absolutely do.
Will Save: 1d20 + 16 ⇒ (4) + 16 = 20
If I'm reading Bor's sheet correctly, Magic Circle Against Evil is Abjuration and the save DC for his level 3 nonnecromancy spells is 20, so Ziguch is still dominated.

Oberon Krowe |

”Buy me a moment and perhaps I can do something.”
Krowe grabs his spellbook as he scurries back, looking quickly through its pages.
Arcane point for quick study to swap out overland flight for break enchantment. (Somehow I never picked up prot from good/evil!)
If domination is still a problem next round Krowe will try break enchantment.

Bazsil Grimalkin |

Round 1
Free/Swift: Started song.
Move:
Stnd: Cast Dispel Evil.
Bazsil juryrigs up a Dispel Evil spell to cast upon himself. He inches closer to touch something round.
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.
[ dice]1d20+22[/dice] to hit; ()
1d10 + 19 ⇒ (6) + 19 = 25 slashing damage.
[ dice]1d20+13[/dice] to hit; ( )
1d10 + 19 ⇒ (10) + 19 = 29 slashing damage.
[ dice]1d20+8[/dice] to hit; ( )
1d10 + 19 ⇒ (4) + 19 = 23 slashing damage.
Magic adaptive longbow.
[ dice]1d20+19[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
[ dice]1d20+9[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
HP: 168/168
DR 1/—
AC: 33 w/animated buckler otherwise 29 (9 armor, 4 dex, 3 nat, 3 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: 1/6 used (GHope*0,Haste*1,InvisSpher*0,JJ*0,SeeInv*0)
L4: 1/5 used (DDoor*0,Echo*1,FoM*0,GrInv*0)
L5: 0/4 used (MassClw*0,DefSong*0,GDisMag*0,JoyRapt)
L6: 0/2 used (Brill Inspire*0,WavesEct*0)
Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Echolocation.
Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
[spoiler=Ferverous Blessing Round 1/17]Choose one at the start of your turn:
[ /spoiler]
Kenning: 0/2 used
Words:17/37 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 2/6 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Inexplicable Luck: 0/1 used
Nice boots of Flyin': 1/3 used
Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not used
Rage: maybe later
[spoiler=Bazsil's Deep Song of Wrath] Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.[ /spoiler]
[spoiler=Battle Cry (+1 morale to hit, +4 vs. fear)]
Benefit: A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.
If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry’s effect on her to reroll the failed save against a fear effect. The ally must take the result of the reroll, even if it’s lower. Each ally can use this effect only once per use of this feat.
[/ spoiler]

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Ziguch easily evades the disarm attempt and steps away from Faolan. He points a claw at Bor who feels his limbs begin to stiffen.
Ziguch has cast Flesh to Stone, DC 25 Fort Save. Fail and you're stone, succeed and you aren't.
The immortal ichor creates a bank of fog around Krowe and Bazsil.
DC 20 Will Save to resist Mind Fog.
Party is up.

Bazsil Grimalkin |

1d20 + 11 + 2 + 1 ⇒ (7) + 11 + 2 + 1 = 21 Will
Bazsil stays clear of the fogginess.
Round 4
Free/Swift: Continue song.
Move:
Stnd: Touch with Dispel Evil.
Bazsil moves to touch the dominated earth spirit with Dispel Evil spell.
1d20 + 19 + 2 + 2 ⇒ (5) + 19 + 2 + 2 = 28 touch attack
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.
[ dice]1d20+22[/dice] to hit; ()
1d10 + 19 ⇒ (9) + 19 = 28 slashing damage.
[ dice]1d20+13[/dice] to hit; ( )
1d10 + 19 ⇒ (6) + 19 = 25 slashing damage.
[ dice]1d20+8[/dice] to hit; ( )
1d10 + 19 ⇒ (10) + 19 = 29 slashing damage.
Magic adaptive longbow.
[ dice]1d20+19[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
[ dice]1d20+9[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
HP: 168/168
DR 1/—
AC: 33 w/animated buckler otherwise 29 (9 armor, 4 dex, 3 nat, 3 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: 1/6 used (GHope*0,Haste*1,InvisSpher*0,JJ*0,SeeInv*0)
L4: 1/5 used (DDoor*0,Echo*1,FoM*0,GrInv*0)
L5: 0/4 used (MassClw*0,DefSong*0,GDisMag*0,JoyRapt)
L6: 0/2 used (Brill Inspire*0,WavesEct*0)
Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Echolocation.
Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
[spoiler=Ferverous Blessing Round 1/17]Choose one at the start of your turn:
[ /spoiler]
Kenning: 0/2 used
Words:17/37 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 2/6 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Inexplicable Luck: 0/1 used
Nice boots of Flyin': 1/3 used
Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not used
Rage: maybe later
[spoiler=Bazsil's Deep Song of Wrath] Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.[ /spoiler]
[spoiler=Battle Cry (+1 morale to hit, +4 vs. fear)]
Benefit: A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.
If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry’s effect on her to reroll the failed save against a fear effect. The ally must take the result of the reroll, even if it’s lower. Each ally can use this effect only once per use of this feat.
[/ spoiler]

Faolan Baran |

Fort +18, Reflex +18, Will +17
Front Row
Opponent: Bloody Blob
- - -
Conditions: Flying, Freedom of Movement, Heroes’ Feast, Heroism, -4 negative levels
Shield Melee: Attack: BAB 17/12/7/2, Str +7, Focus +2, Magic +5, (flurry -2) Damage: Str +7, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield Ranged: Attack: BAB 17/12/7/2, 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
Improved Iron Will (re-roll will save): 0/1
Martial Flexibility (1x immediate, 3x swift): 6/11
Knockout (DC 25, 1d6r): 2/3
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 1/1
Champion Defense (Fort save DC damage dealt to take half damage >0): 1/1
Shield (daylight: 1/1, 60m, 60’r) (determination: 1/1, 5d8+10 >0)
Cap (re-roll failed mind-affecting effect): 1/1
Gem of Seeing (true seeing): 30/30m (5m increments)
- - -
Faolan digs deep. Immune to bludgeoning? Who does that?! He searches among his gear for weapons long ago lost to time and thought. First he finds his dagger, never used in battle, save with the occasionally gristly meat they must endure. So small. Then he lands on his hand axe, not used since the first tree felling for shelter many moons ago now.
He hefts it, feeling the weight in his hands. It’s all he’s got. Frowning, he swiftly learns weapon focus and weapon specialization hand axe, along with power attack to overcome any DR!
Hand Axe: 1d20 + 20 + 0 ⇒ (2) + 20 + 0 = 22 (hero, song, neg level)
damage: 1d6 + 19 + 2 ⇒ (3) + 19 + 2 = 24 (song)
Hand Axe: 1d20 + 15 + 0 ⇒ (17) + 15 + 0 = 32 (hero, song, neg level)
damage: 1d6 + 19 + 2 ⇒ (3) + 19 + 2 = 24 (song)
Hand Axe: 1d20 + 10 + 0 ⇒ (11) + 10 + 0 = 21 (hero, song, neg level)
damage: 1d6 + 19 + 2 ⇒ (4) + 19 + 2 = 25 (song)
He hopes the spell chuckers have a solution, 'cause he's got very little. It's going to be a looooong fight.
Hand Axe: Attack: BAB 17/12/7/2, Str +7, Focus +1, PA -5 Damage: Str +7, Specialization +2, PA +10 (crit: 20/x3)

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Bor reaches out to the strange ooze and attempts to destroy it in a quick, instant motion. "Remove it from existence."
DC 26 Fort vs Destruction (170 damage). Success is 10d6 damage
HP 182/182
AC 34 (38 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) Magic Circle vs Evil
(4th)
(5th) Nightmare, True Seeing
(6th) Heroes' Feast
(7th)
(8th) Destruction
(9th)
Vision of Madness 10/10
Aura of Madness 17/17
Sudden Shift 10/10
Master's Illusion 17/17
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (8d6)

Bazsil Grimalkin |

Bor's spell never manages to complete as hs entire body turns to stone.
Bazsil notes this, and immediately offers Bor some Gallant Inspiration.
Add 2d4 more to your save, Bor.

Oberon Krowe |

Save vs Fog: 1d20 + 14 ⇒ (2) + 14 = 16 uh oh
Krowe’s head gets foggy from the magic. ”What round is it?” He mumbles and tries to get out of the fog.
”Is that thing still possessed?”
Unsure what to do, and seeing Faolin’s shield bounce harmlessly off an enemy for the first time, he tries fire.
Scorching ray: 1d20 + 11 ⇒ (18) + 11 = 29
4d6 ⇒ (6, 5, 1, 1) = 13
Scorching ray: 1d20 + 11 ⇒ (12) + 11 = 23
4d6 ⇒ (6, 1, 4, 4) = 15
Scorching ray: 1d20 + 11 ⇒ (1) + 11 = 12
4d6 ⇒ (6, 3, 1, 3) = 13
If they seem to be harming it, he’ll use his rod to quicken another series of rays.
Scorching ray: 1d20 + 11 ⇒ (16) + 11 = 27
4d6 ⇒ (4, 5, 5, 2) = 16
Scorching ray: 1d20 + 11 ⇒ (8) + 11 = 19
4d6 ⇒ (3, 3, 5, 3) = 14
Scorching ray: 1d20 + 11 ⇒ (11) + 11 = 22
4d6 ⇒ (4, 1, 1, 5) = 11

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Faolan does connect once and finds his axe bites, if not as deeply as he hoped. Krowe is not sure if fire is effective as all of his rays miss the ichor. Just a straight up miss of touch AC, nothing special.
The ichor attempts to charm Krowe now that his mind is fogged.
Floats away from Faolan, uses Charm Person with a DC 18.
Ziguch moves away from the ichor and spends a moment watching.
It takes no hostile actions.
Party is up, Bor is stoned.

Faolan Baran |

Fort +18, Reflex +18, Will +17
Front Row
Opponent: Bloody Blob
- - -
Conditions: Flying, Freedom of Movement, Heroes’ Feast, Heroism, -4 negative levels
Shield Melee: Attack: BAB 17/12/7/2, Str +7, Focus +2, Magic +5, (flurry -2) Damage: Str +7, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield Ranged: Attack: BAB 17/12/7/2, 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
Improved Iron Will (re-roll will save): 0/1
Martial Flexibility (1x immediate, 3x swift): 6/11
Knockout (DC 25, 1d6r): 2/3
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 1/1
Champion Defense (Fort save DC damage dealt to take half damage >0): 1/1
Shield (daylight: 1/1, 60m, 60’r) (determination: 1/1, 5d8+10 >0)
Cap (re-roll failed mind-affecting effect): 1/1
Gem of Seeing (true seeing): 30/30m (5m increments)
- - -
Will: 1d20 + 17 + 2 ⇒ (7) + 17 + 2 = 26 (heroism) vs DC 18
”Not this time you bastard!”
He steps up and keeps swinging.
Hand Axe: 1d20 + 20 + 0 ⇒ (11) + 20 + 0 = 31 (hero, song, neg level)
damage: 1d6 + 19 + 2 ⇒ (4) + 19 + 2 = 25 (song)
Hand Axe: 1d20 + 15 + 0 ⇒ (6) + 15 + 0 = 21 (hero, song, neg level)
damage: 1d6 + 19 + 2 ⇒ (5) + 19 + 2 = 26 (song)
Hand Axe: 1d20 + 10 + 0 ⇒ (6) + 10 + 0 = 16 (hero, song, neg level)
damage: 1d6 + 19 + 2 ⇒ (5) + 19 + 2 = 26 (song)
Hand Axe: Attack: BAB 17/12/7/2, Str +7, Focus +1, PA -5 Damage: Str +7, Specialization +2, PA +10 (crit: 20/x3)

Bazsil Grimalkin |

As a reminder, with Bazsil's song, all weapons are considered good/evil/lawful/chaotic for the purposes of overcoming DR.
Round 4
Free/Swift: Continue song.
Move:
Stnd: Draw his very long sword as he steps up to the ooze.
Bazsil steps up to the ooze and shows Faolan how its done.
1d20 + 22 + 2 + 2 + 1 + 2 ⇒ (3) + 22 + 2 + 2 + 1 + 2 = 32 to hit; (+heroism,+song,+feast,+flank)
1d10 + 24 + 2 ⇒ (8) + 24 + 2 = 34 good slashing damage.
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.
[ dice]1d20+22[/dice] to hit; ()
1d10 + 24 ⇒ (5) + 24 = 29 slashing damage.
[ dice]1d20+13[/dice] to hit; ( )
1d10 + 24 ⇒ (7) + 24 = 31 slashing damage.
[ dice]1d20+8[/dice] to hit; ( )
1d10 + 24 ⇒ (8) + 24 = 32 slashing damage.
Magic adaptive longbow.
[ dice]1d20+19[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
[ dice]1d20+9[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
HP: 168/168
DR 1/—
AC: 33 w/animated buckler otherwise 29 (9 armor, 4 dex, 3 nat, 3 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: 1/6 used (GHope*0,Haste*1,InvisSpher*0,JJ*0,SeeInv*0)
L4: 1/5 used (DDoor*0,Echo*1,FoM*0,GrInv*0)
L5: 0/4 used (MassClw*0,DefSong*0,GDisMag*0,JoyRapt)
L6: 0/2 used (Brill Inspire*0,WavesEct*0)
Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Echolocation.
Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
[spoiler=Ferverous Blessing Round 1/17]Choose one at the start of your turn:
[ /spoiler]
Kenning: 0/2 used
Words:17/37 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 2/6 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Inexplicable Luck: 0/1 used
Nice boots of Flyin': 1/3 used
Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not used
Rage: maybe later
[spoiler=Bazsil's Deep Song of Wrath] Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.[ /spoiler]
[spoiler=Battle Cry (+1 morale to hit, +4 vs. fear)]
Benefit: A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.
If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry’s effect on her to reroll the failed save against a fear effect. The ally must take the result of the reroll, even if it’s lower. Each ally can use this effect only once per use of this feat.
[/ spoiler]

Oberon Krowe |

I forgot again that Krowe has mind blank going. I’m not sure if it would have helped Vs mind fog, but it should Vs charm? If so, +8 to the roll.
Will save - mind fog: 1d20 + 14 - 10 ⇒ (19) + 14 - 10 = 23 Wow, probably won’t need it with that.
Krowe shakes his head, trying to escape the magical assaults upon him. He focuses and tries to be ready for the next spell.
If Krowe isn’t charmed I’m going to ready an action to try and counterspell with dispel magic (never tried it before, so this could be interesting.

![]() |

Mind Blank does work on Mind Fog, and with your save your aren't Mind F Charmed.
Faolan misses completely while Bazsil shows him how to work a sword. Krowe readies a counterspell and Ziguch touches Bor, turning him back into a real boy.
Bor is no longer stone thanks to a timely Stone to Flesh.
The mobile blood bag attempts to Charm Faolan.
Counterspell role for Krowe, otherwise a DC 18 Will Save for Faolan.
Party is up.

Bazsil Grimalkin |

As a reminder, with Bazsil's song, all weapons are considered good/evil/lawful/chaotic for the purposes of overcoming DR.
Round 5
Free/Swift: Continue song.
Move:
Stnd: Attack ooze.
Bazsil keeps flank with Faolan and continues with his song and sword.
1d20 + 22 + 2 + 2 + 1 ⇒ (18) + 22 + 2 + 2 + 1 = 45 to hit; (+heroism,+song,+feast)
1d10 + 24 + 2 ⇒ (2) + 24 + 2 = 28 slashing holy damage.
1d20 + 15 + 2 + 2 + 1 ⇒ (4) + 15 + 2 + 2 + 1 = 24 to hit; (+heroism,+song,+feast)
1d10 + 24 + 2 ⇒ (3) + 24 + 2 = 29 slashing holy damage.
1d20 + 10 + 2 + 2 + 1 ⇒ (19) + 10 + 2 + 2 + 1 = 34 to hit; (+heroism,+song,+feast)
1d10 + 24 + 2 ⇒ (6) + 24 + 2 = 32 slashing holy damage.
Two potential crits:
1d20 + 22 + 2 + 2 + 1 ⇒ (3) + 22 + 2 + 2 + 1 = 30 to hit; (+heroism,+song,+feast)
1d10 + 24 + 2 ⇒ (3) + 24 + 2 = 29 slashing holy damage.
1d20 + 10 + 2 + 2 + 1 ⇒ (13) + 10 + 2 + 2 + 1 = 28 to hit; (+heroism,+song,+feast)
1d10 + 24 + 2 ⇒ (4) + 24 + 2 = 30 slashing holy damage.
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.
[ dice]1d20+22[/dice] to hit; ()
1d10 + 24 ⇒ (10) + 24 = 34 slashing damage.
[ dice]1d20+13[/dice] to hit; ( )
1d10 + 24 ⇒ (1) + 24 = 25 slashing damage.
[ dice]1d20+8[/dice] to hit; ( )
1d10 + 24 ⇒ (7) + 24 = 31 slashing damage.
Magic adaptive longbow.
[ dice]1d20+19[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
[ dice]1d20+9[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
HP: 168/168
DR 1/—
AC: 33 w/animated buckler otherwise 29 (9 armor, 4 dex, 3 nat, 3 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: 1/6 used (GHope*0,Haste*1,InvisSpher*0,JJ*0,SeeInv*0)
L4: 1/5 used (DDoor*0,Echo*1,FoM*0,GrInv*0)
L5: 0/4 used (MassClw*0,DefSong*0,GDisMag*0,JoyRapt)
L6: 0/2 used (Brill Inspire*0,WavesEct*0)
Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Echolocation.
Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
[spoiler=Ferverous Blessing Round 1/17]Choose one at the start of your turn:
[ /spoiler]
Kenning: 0/2 used
Words:17/37 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 2/6 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Inexplicable Luck: 0/1 used
Nice boots of Flyin': 1/3 used
Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not used
Rage: maybe later
[spoiler=Bazsil's Deep Song of Wrath] Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.[ /spoiler]
[spoiler=Battle Cry (+1 morale to hit, +4 vs. fear)]
Benefit: A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.
If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry’s effect on her to reroll the failed save against a fear effect. The ally must take the result of the reroll, even if it’s lower. Each ally can use this effect only once per use of this feat.
[/ spoiler]

Faolan Baran |

Fort +18, Reflex +18, Will +17
Front Row
Opponent: Bloody Blob
- - -
Conditions: Flying, Freedom of Movement, Heroes’ Feast, Heroism, -4 negative levels, Martial (3/10r weapon focus/specialization, power attack)
Shield Melee: Attack: BAB 17/12/7/2, Str +7, Focus +2, Magic +5, (flurry -2) Damage: Str +7, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield Ranged: Attack: BAB 17/12/7/2, 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
Improved Iron Will (re-roll will save): 0/1
Martial Flexibility (1x immediate, 3x swift): 6/11
Knockout (DC 25, 1d6r): 2/3
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 1/1
Champion Defense (Fort save DC damage dealt to take half damage >0): 1/1
Shield (daylight: 1/1, 60m, 60’r) (determination: 1/1, 5d8+10 >0)
Cap (re-roll failed mind-affecting effect): 1/1
Gem of Seeing (true seeing): 30/30m (5m increments)
- - -
Will: 1d20 + 17 + 6 ⇒ (7) + 17 + 6 = 30 (heroism, song)
"You can't stop me that way you fool! Hahahaha!" Faolan bellows as the creature keeps trying to charm the pants off him.
Hand Axe: 1d20 + 20 + 3 ⇒ (16) + 20 + 3 = 39 (feast, hero, song, neg level, flank)
damage: 1d6 + 19 + 2 ⇒ (2) + 19 + 2 = 23 (song)
Hand Axe: 1d20 + 15 + 3 ⇒ (15) + 15 + 3 = 33 (feast, hero, song, neg level, flank)
damage: 1d6 + 19 + 2 ⇒ (5) + 19 + 2 = 26 (song)
Hand Axe: 1d20 + 10 + 3 ⇒ (3) + 10 + 3 = 16 (feast, hero, song, neg level, flank)
damage: 1d6 + 19 + 2 ⇒ (4) + 19 + 2 = 25 (song)
Hand Axe: Attack: BAB 17/12/7/2, Str +7, Focus +1, PA -5 Damage: Str +7, Specialization +2, PA +10 (crit: 20/x3)

![]() |

Bazsil continues to strike true, if not deeply, while Faolan struggles with his unfamiliar weapon. Krowe shakes off his counterspell muscles while Bor stands dazed from his transformation.
Seeing that the situation has deteriorated, the ichor begins slamming it's blobby body at Bazsil.
Attack: 1d20 + 21 ⇒ (7) + 21 = 28
Damage: 6d6 + 7 ⇒ (6, 2, 6, 6, 5, 5) + 7 = 37
Wisdom Drain: 1d3 ⇒ 1
Party is up.

Bazsil Grimalkin |

As a reminder, with Bazsil's song, all weapons are considered good/evil/lawful/chaotic for the purposes of overcoming DR.
Round 6
Free/Swift: Continue song.
Move:
Stnd: Attack ooze.
”Ooh! It’s attacking me! And I like not being attacked!” Bazsil keeps flank with Faolan and continues with his song and sword.
1d20 + 22 + 2 + 2 + 1 ⇒ (9) + 22 + 2 + 2 + 1 = 36 to hit; (+heroism,+song,+feast)
1d10 + 24 + 2 ⇒ (4) + 24 + 2 = 30 slashing damage.
1d20 + 15 + 2 + 2 + 1 ⇒ (4) + 15 + 2 + 2 + 1 = 24 to hit; (+heroism,+song,+feast)
1d10 + 24 + 2 ⇒ (3) + 24 + 2 = 29 slashing damage.
1d20 + 10 + 2 + 2 + 1 ⇒ (11) + 10 + 2 + 2 + 1 = 26 to hit; (+heroism,+song,+feast)
1d10 + 24 + 2 ⇒ (9) + 24 + 2 = 35 slashing damage.
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.
[ dice]1d20+22[/dice] to hit; ()
1d10 + 24 ⇒ (10) + 24 = 34 slashing damage.
[ dice]1d20+13[/dice] to hit; ( )
1d10 + 24 ⇒ (7) + 24 = 31 slashing damage.
[ dice]1d20+8[/dice] to hit; ( )
1d10 + 24 ⇒ (3) + 24 = 27 slashing damage.
Magic adaptive longbow.
[ dice]1d20+19[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
[ dice]1d20+9[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
HP: 168/168
DR 1/—
AC: 33 w/animated buckler otherwise 29 (9 armor, 4 dex, 3 nat, 3 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: 1/6 used (GHope*0,Haste*1,InvisSpher*0,JJ*0,SeeInv*0)
L4: 1/5 used (DDoor*0,Echo*1,FoM*0,GrInv*0)
L5: 0/4 used (MassClw*0,DefSong*0,GDisMag*0,JoyRapt)
L6: 0/2 used (Brill Inspire*0,WavesEct*0)
Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Echolocation.
Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
[spoiler=Ferverous Blessing Round 1/17]Choose one at the start of your turn:
[ /spoiler]
Kenning: 0/2 used
Words:17/37 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 2/6 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Inexplicable Luck: 0/1 used
Nice boots of Flyin': 1/3 used
Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not used
Rage: maybe later
[spoiler=Bazsil's Deep Song of Wrath] Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.[ /spoiler]
[spoiler=Battle Cry (+1 morale to hit, +4 vs. fear)]
Benefit: A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.
If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry’s effect on her to reroll the failed save against a fear effect. The ally must take the result of the reroll, even if it’s lower. Each ally can use this effect only once per use of this feat.
[/ spoiler]

Faolan Baran |

Just to be clear, did Faolan hit once or twice or nonce? If he's still not hitting with those numbers, I'll need to change something. I know there's DR 15 that I'm only peaking over, but I want to make sure he's doing something.

Faolan Baran |

Fort +18, Reflex +18, Will +17
Front Row
Opponent: Bloody Blob
- - -
Conditions: Flying, Freedom of Movement, Heroes’ Feast, Heroism, -4 negative levels, Martial (4/10r weapon focus/specialization, power attack)
Shield Melee: Attack: BAB 17/12/7/2, Str +7, Focus +2, Magic +5, (flurry -2) Damage: Str +7, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield Ranged: Attack: BAB 17/12/7/2, 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
Improved Iron Will (re-roll will save): 0/1
Martial Flexibility (1x immediate, 3x swift): 6/11
Knockout (DC 25, 1d6r): 2/3
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 1/1
Champion Defense (Fort save DC damage dealt to take half damage >0): 1/1
Shield (daylight: 1/1, 60m, 60’r) (determination: 1/1, 5d8+10 >0)
Cap (re-roll failed mind-affecting effect): 1/1
Gem of Seeing (true seeing): 30/30m (5m increments)
- - -
OK, whew. Thanks!
Faolan keeps plugging away with the tools he has, such as they are.
Hand Axe: 1d20 + 20 + 3 ⇒ (16) + 20 + 3 = 39 (feast, hero, song, neg level, flank)
damage: 1d6 + 19 + 2 ⇒ (2) + 19 + 2 = 23 (song)
Hand Axe: 1d20 + 15 + 3 ⇒ (5) + 15 + 3 = 23 (feast, hero, song, neg level, flank)
damage: 1d6 + 19 + 2 ⇒ (3) + 19 + 2 = 24 (song)
Hand Axe: 1d20 + 10 + 3 ⇒ (8) + 10 + 3 = 21 (feast, hero, song, neg level, flank)
damage: 1d6 + 19 + 2 ⇒ (5) + 19 + 2 = 26 (song)
Hand Axe: Attack: BAB 17/12/7/2, Str +7, Focus +1, PA -5 Damage: Str +7, Specialization +2, PA +10 (crit: 20/x3)

![]() |

Bor shakes off his confusion as his muscles take some time to unstiffen. "You are going to regret that." He reaches out to make the creature suffer.
Vision of Madness Melee Touch Attack: 1d20 + 14 ⇒ (10) + 14 = 24
Vision of Madness -8 Attacks and Saves. +8 to Skills.
HP 182/182
AC 34 (38 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) Magic Circle vs Evil
(4th)
(5th) Nightmare, True Seeing
(6th) Heroes' Feast
(7th)
(8th) Destruction
(9th)
Vision of Madness 9/10
Aura of Madness 17/17
Sudden Shift 10/10
Master's Illusion 17/17
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (8d6)

![]() |

Don't know what a +28 profane bonus to AC is but touch AC is 32 so no madness for the dead god blood.
Attack @ Bazsil: 1d20 + 21 ⇒ (16) + 21 = 37
Damage: 6d6 + 7 ⇒ (1, 4, 5, 6, 4, 5) + 7 = 32
Wisdom Drain: 1d3 ⇒ 3
You're slowly chopping through it, DR 15/- makes it tough but you are stopping regeneration due to Bazsil's song. Party is up.

Bazsil Grimalkin |

As a reminder, with Bazsil's song, all weapons are considered good/evil/lawful/chaotic for the purposes of overcoming DR.
Round 7
Free/Swift: Continue song.
Move:
Stnd: Attack ooze.
Feeling a bit more silly as his will is slowly being drained, Bazsil continues to sing and fight.
1d20 + 22 + 2 + 2 + 1 ⇒ (12) + 22 + 2 + 2 + 1 = 39 to hit; (+heroism,+song,+feast)
1d10 + 24 + 2 ⇒ (9) + 24 + 2 = 35 slashing damage.
1d20 + 15 + 2 + 2 + 1 ⇒ (5) + 15 + 2 + 2 + 1 = 25 to hit; (+heroism,+song,+feast)
1d10 + 24 + 2 ⇒ (5) + 24 + 2 = 31 slashing damage.
1d20 + 10 + 2 + 2 + 1 ⇒ (8) + 10 + 2 + 2 + 1 = 23 to hit; (+heroism,+song,+feast)
1d10 + 24 + 2 ⇒ (4) + 24 + 2 = 30 slashing damage.
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.
Bazsil shoots at the robot, using adamantine blanched arrows.
[ dice]1d20+22[/dice] to hit; ()
1d10 + 24 ⇒ (8) + 24 = 32 slashing damage.
[ dice]1d20+13[/dice] to hit; ( )
1d10 + 24 ⇒ (1) + 24 = 25 slashing damage.
[ dice]1d20+8[/dice] to hit; ( )
1d10 + 24 ⇒ (1) + 24 = 25 slashing damage.
Magic adaptive longbow.
[ dice]1d20+19[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
[ dice]1d20+9[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
HP: 168/168
DR 1/—
AC: 33 w/animated buckler otherwise 29 (9 armor, 4 dex, 3 nat, 3 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: 1/6 used (GHope*0,Haste*1,InvisSpher*0,JJ*0,SeeInv*0)
L4: 1/5 used (DDoor*0,Echo*1,FoM*0,GrInv*0)
L5: 0/4 used (MassClw*0,DefSong*0,GDisMag*0,JoyRapt)
L6: 0/2 used (Brill Inspire*0,WavesEct*0)
Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Echolocation.
Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
[spoiler=Ferverous Blessing Round 1/17]Choose one at the start of your turn:
[ /spoiler]
Kenning: 0/2 used
Words:17/37 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 2/6 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Inexplicable Luck: 0/1 used
Nice boots of Flyin': 1/3 used
Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not used
Rage: maybe later
[spoiler=Bazsil's Deep Song of Wrath] Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.[ /spoiler]
[spoiler=Battle Cry (+1 morale to hit, +4 vs. fear)]
Benefit: A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.
If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry’s effect on her to reroll the failed save against a fear effect. The ally must take the result of the reroll, even if it’s lower. Each ally can use this effect only once per use of this feat.
[/ spoiler]

Faolan Baran |

Fort +18, Reflex +18, Will +17
Front Row
Opponent: Bloody Blob
- - -
Conditions: Flying, Freedom of Movement, Heroes’ Feast, Heroism, -4 negative levels, Martial (4/10r weapon focus/specialization, power attack)
Shield Melee: Attack: BAB 17/12/7/2, Str +7, Focus +2, Magic +5, (flurry -2) Damage: Str +7, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield Ranged: Attack: BAB 17/12/7/2, 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
Improved Iron Will (re-roll will save): 0/1
Martial Flexibility (1x immediate, 3x swift): 6/11
Knockout (DC 25, 1d6r): 2/3
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 1/1
Champion Defense (Fort save DC damage dealt to take half damage >0): 1/1
Shield (daylight: 1/1, 60m, 60’r) (determination: 1/1, 5d8+10 >0)
Cap (re-roll failed mind-affecting effect): 1/1
Gem of Seeing (true seeing): 30/30m (5m increments)
- - -
Faolan keeps chopping away, hoping for a crit - anything to break it up!
Hand Axe: 1d20 + 20 + 3 ⇒ (4) + 20 + 3 = 27 (feast, hero, song, neg level, flank)
damage: 1d6 + 19 + 2 ⇒ (1) + 19 + 2 = 22 (song)
Hand Axe: 1d20 + 15 + 3 ⇒ (7) + 15 + 3 = 25 (feast, hero, song, neg level, flank)
damage: 1d6 + 19 + 2 ⇒ (4) + 19 + 2 = 25 (song)
Hand Axe: 1d20 + 10 + 3 ⇒ (12) + 10 + 3 = 25 (feast, hero, song, neg level, flank)
damage: 1d6 + 19 + 2 ⇒ (4) + 19 + 2 = 25 (song)
Instead he has a mediocre showing with nary a hit!
Hand Axe: Attack: BAB 17/12/7/2, Str +7, Focus +1, PA -5 Damage: Str +7, Specialization +2, PA +10 (crit: 20/x3)

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Fully awakened again Bor lets Bazsil's song fill him with the fighting sirit once more as he drives his hand deep into the godly ooze.
Vision of Madness Melee Touch Attack; Song Feast: 1d20 + 14 + 2 + 1 ⇒ (11) + 14 + 2 + 1 = 28
Vision of Madness -8 Attacks and Saves. +8 to Skills.
...But in the end it shudders and shifts away.
HP 182/182
AC 34 (38 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) Magic Circle vs Evil
(4th)
(5th) Nightmare, True Seeing
(6th) Heroes' Feast
(7th)
(8th) Destruction
(9th)
Vision of Madness 8/10
Aura of Madness 17/17
Sudden Shift 10/10
Master's Illusion 17/17
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (8d6)

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It is indeed but eventually it does fall shuddering to the ground. The fight took a toll on you and you hope Ziguch proves friendly. The alien being comes out from behind a pillar once the fighting has finished. You hear its voice in your mind.
"The servants did well to send you, this thing would not have stopped until it took over the Vault. You are outsiders, how and why are you here?"