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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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 follows along quietly to the chanting in the unknown hall. "Do we know who we are looking for?"

Shadow Lodge

This grand hall is flanked by two sets of onyx stairs, and its glowing walls bathe it in a bright glow. Four crystalline statues depicting dour-faced, gem-encrusted warriors bask in the room’s radiance. An altar—obviously a newer addition—holds a bloodied collection of manacles and animal fangs. Distressingly humanoid bones dangle from the ceiling as macabre ornaments.

Behind the alter you see a muscular goblin clad in rags, scattered through the room are 3 hobgoblins with flails. As you enter, the goblin sniffs the air.

"Be alert brothers, a new feast has brought itself to us!"

The only exits from this room are the stairs back up or stairs leading down on the opposite side of the room. The room is 100 feet across and 40 to 50 feet wide.

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 halts. "S!#~, that one can smell us."

Would Banishment work here to banish the smelling goblin back to the Material Plane?

Shadow Lodge

That is an interesting question. Here is the text of Banishment: A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished. Here is the text of Dismissal: This spell forces an extraplanar creature back to its proper plane if it fails a Will save. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.

So now the question is, Banishment is more powerful but you can only use it on your own home plane?


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
Balodek wrote:
So now the question is, Banishment is more powerful but you can only use it on your own home plane?

Oh, that is interesting. What fun. Yeah, gotta use dismissal, I think, but sure it interesting nuance.

Bazsil is ready to begin a song after the final ruling about dismissal is ruled.

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

Don't have dismissal prepared for this day so different plan. Attack! :)


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

Ah, why not? You only invade a hobgoblin fortress on a plane of earth with a mad priest, a mage with no conscience, and a demigod of shields once or twice in a lifetime. Best make the most of it.

Bazsil pause, takes a full round to cast Dismissal on the muscular goblin. Looks like a Will DC 20. Let’s hope for magic.

He will then start his combat song.


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: 192/192 | AC: 36 (f20/t20) (not included: -2 charge) | CMD 44
Fort +18, Reflex +18, Will +17
Front Row
Opponent: None
Equipped: Shield
- - -
Conditions: Flying, Freedom of Movement, Heroes’ Feast, Heroism, Stoneskin (0/150), Resist Energy (30hp, fire), True seeing
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): 1/3
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): 20/30m (5m increments)
- - -

Faolan is ready to fight! At last, some leaders to take down! he thinks, though he’s not terribly impressed with the rags.

He flies up to the goblin sniffer, if he’s not dispelled. He’ll charge if he needs to, in order to get a swing in (remember he’s flying 5’ up with a 60’ move).

Shield*: 1d20 + 31 + 7 ⇒ (4) + 31 + 7 = 42 (feast, hero, song, charge)
damage: 2d8 + 17 + 2 ⇒ (4, 5) + 17 + 2 = 28 (song)

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

Note, I think Faolan still has true seeing going… assuming it’s been less than 10 minutes since we entered.

Shadow Lodge

Will DC 20: 1d20 + 21 ⇒ (9) + 21 = 30

Bor with the wording of Banishment making it useless on this plane you can swap that out with another spell memorized so you don't have a dead slot.

The goblin resists Bazsil's Dismissal and takes Faolan's shield like a champ, with that the fight is on.

Initiative:

Baszil: 1d20 + 10 ⇒ (19) + 10 = 29
Faolan: 1d20 + 3 ⇒ (19) + 3 = 22
Bor: 1d20 + 1 ⇒ (18) + 1 = 19
Krowe: 1d20 + 7 ⇒ (3) + 7 = 10
Baddies: 1d20 + 5 ⇒ (11) + 5 = 16

The goblin does appear to be a goblin to Faolan, and the party is up first. 1 goblin, 3 hobgoblins in the room. 4 hobgoblins coming down the stairs behind you.


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

Round 1

Free/Swift: Continue song.
Move:
Stnd: Cast Haste.

”Ah, this seems like a proper row starting up. Good good.” Bazsil says in his deep, rumbling voice. He casts Haste and rises 20’ up in the air, bow out.

Round 1/17 Haste: +1 to many of the things. You know the deal.

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+22[/dice] to hit; ()
1d10 + 24 ⇒ (8) + 24 = 32 slashing damage.

[ dice]1d20+13[/dice] to hit; ( )
1d10 + 24 ⇒ (9) + 24 = 33 slashing damage.

[ dice]1d20+8[/dice] to hit; ( )
1d10 + 24 ⇒ (2) + 24 = 26 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:

  • *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
[ /spoiler]

Kenning: 0/2 used
Words: 2/37 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]


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: 192/192 | AC: 36 (f20/t20) (not included: -2 charge) | CMD 44
Fort +18, Reflex +18, Will +17
Front Row
Opponent: goblin
Equipped: Shield
- - -
Conditions: Flying, Freedom of Movement, Heroes’ Feast, Heroism, Stoneskin (0/150), Resist Energy (30hp, fire), True seeing
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): 1/3
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): 20/30m (5m increments)
- - -

Faolan focuses his ire on the goblin, trying to end him before he does something creative.

Shield*: 1d20 + 29 + 6 ⇒ (11) + 29 + 6 = 46 (feast, hero, song, haste)
damage: 2d8 + 17 + 2 ⇒ (2, 2) + 17 + 2 = 23 (song)

Shield*: 1d20 + 29 + 6 ⇒ (4) + 29 + 6 = 39 (feast, hero, song, haste)
damage: 2d8 + 17 + 2 ⇒ (5, 8) + 17 + 2 = 32 (song)

Shield*: 1d20 + 24 + 6 ⇒ (9) + 24 + 6 = 39 (feast, hero, song, haste)
damage: 2d8 + 17 + 2 ⇒ (3, 7) + 17 + 2 = 29 (song)

Shield*: 1d20 + 24 + 6 ⇒ (12) + 24 + 6 = 42 (feast, hero, song, haste)
damage: 2d8 + 17 + 2 ⇒ (2, 4) + 17 + 2 = 25 (song)

Shield*: 1d20 + 19 + 6 ⇒ (12) + 19 + 6 = 37 (feast, hero, song, haste)
damage: 2d8 + 17 + 2 ⇒ (4, 2) + 17 + 2 = 25 (song)

Shield*: 1d20 + 19 + 6 ⇒ (6) + 19 + 6 = 31 (feast, hero, song, haste)
damage: 2d8 + 17 + 2 ⇒ (8, 2) + 17 + 2 = 29 (song)

Shield*: 1d20 + 14 + 6 ⇒ (14) + 14 + 6 = 34 (feast, hero, song, haste)
damage: 2d8 + 17 + 2 ⇒ (5, 5) + 17 + 2 = 29 (song)

hasted Shield*: 1d20 + 29 + 6 ⇒ (1) + 29 + 6 = 36 (feast, hero, song, haste)
damage: 2d8 + 17 + 2 ⇒ (2, 7) + 17 + 2 = 28 (song)

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

Note, I think Faolan still has true seeing going… assuming it’s been less than 10 minutes since we entered.


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

”Divide and conquer.”

Krowe casts a quickened displacement on Bor, then turns and walls off the stairs with stone.

Bor is displaced
Wall of stone on the stairs

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

Displaced and Displeased Bor rushes off to cut off the four hobgoblins coming down the stairs, letting his faith alone shield him.

Shield of Faith.

Status:

HP 182/182
AC 34 (38 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd)
(4th)
(5th)
(6th)
(7th)
(8th) Mass Invisibility
(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)

Shadow Lodge

Krowe just Wall of Stoned that path, would you like to attack a hobgoblin or 1v4 on the opposite side from the party?


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

I was wondering the same thing. I'm wondrin'.

Bazsil notes the extremely interesting tactics of the party.

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

Nearly running into a wall of stone Bor rushes off to cut off the strange Goblin. "Why are Hobgoblins following a goblin. I thought they were supposed to be smarter."

Shadow Lodge

Chaos ensues as the party invisibly springs into action, not always in the same direction. The hobgoblin explosives experts are dismayed to find a stone wall where one did not exist prior while the goblin steps back and heals himself from most of the damage Faolan caused.

One of the hobgoblins casts Greater Dispel Magic on Faolan.

Greater Dispel: 1d20 + 15 ⇒ (2) + 15 = 17
This will dispel 3 effects with a caster level of 6 or less. I don't think you have anything like that but who knows.

The other two place whirling barriers of steel between Faolan and the party, separating them.

They have cast two Blade Barrier spells from floor to ceiling, splitting Faolan from the rest. If you wish to move farther into the room you'll need to pass through both barriers.

Blade Barrier 1 Ref DC 18 for Half: 15d6 ⇒ (1, 1, 5, 3, 1, 1, 4, 6, 3, 3, 1, 3, 1, 5, 5) = 43

Blade Barrier 2 Ref DC 18 for Half: 15d6 ⇒ (2, 3, 6, 1, 4, 2, 1, 6, 3, 5, 5, 1, 6, 6, 2) = 53

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: 192/192 | AC: 36 (f20/t20) | CMD 44
Fort +18, Reflex +18, Will +17
Front Row
Opponent: goblin
Equipped: Shield
- - -
Conditions: Flying, Freedom of Movement, Heroes’ Feast, Heroism, Stoneskin (0/150), Resist Energy (30hp, fire), True seeing
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): 1/3
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): 20/30m (5m increments)
- - -

I have some magics that are 7th and 8th caster level, so you were closer than you may have thought.

Faolan looks over his shoulder at the barriers, ”That won’t stop them long, and in the meantime, we’re all nice and cozy like.”

Grinning he flaps up and attacks the goblin.

Shield*: 1d20 + 29 + 6 ⇒ (7) + 29 + 6 = 42 (feast, hero, song, haste)
damage: 2d8 + 17 + 2 ⇒ (3, 1) + 17 + 2 = 23 (song)

Shield*: 1d20 + 29 + 6 ⇒ (4) + 29 + 6 = 39 (feast, hero, song, haste)
damage: 2d8 + 17 + 2 ⇒ (1, 6) + 17 + 2 = 26 (song)

Shield*: 1d20 + 24 + 6 ⇒ (9) + 24 + 6 = 39 (feast, hero, song, haste)
damage: 2d8 + 17 + 2 ⇒ (5, 3) + 17 + 2 = 27 (song)

Shield*: 1d20 + 24 + 6 ⇒ (20) + 24 + 6 = 50 (feast, hero, song, haste)
damage: 2d8 + 17 + 2 ⇒ (3, 8) + 17 + 2 = 30 (song)
critthreat Shield*: 1d20 + 24 + 6 ⇒ (16) + 24 + 6 = 46 (feast, hero, song, haste)
damage: 2d8 + 17 + 2 ⇒ (4, 6) + 17 + 2 = 29 (song)

Shield*: 1d20 + 19 + 6 ⇒ (8) + 19 + 6 = 33 (feast, hero, song, haste)
damage: 2d8 + 17 + 2 ⇒ (8, 2) + 17 + 2 = 29 (song)

Shield*: 1d20 + 19 + 6 ⇒ (16) + 19 + 6 = 41 (feast, hero, song, haste)
damage: 2d8 + 17 + 2 ⇒ (4, 7) + 17 + 2 = 30 (song)

Shield*: 1d20 + 14 + 6 ⇒ (11) + 14 + 6 = 31 (feast, hero, song, haste)
damage: 2d8 + 17 + 2 ⇒ (6, 6) + 17 + 2 = 31 (song)

hasted Shield*: 1d20 + 29 + 6 ⇒ (15) + 29 + 6 = 50 (feast, hero, song, haste)
damage: 2d8 + 17 + 2 ⇒ (1, 6) + 17 + 2 = 26 (song)

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


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

Round 2

Free/Swift: Continue song.
Move:
Stnd: Shoot some hobgobs.

Bazsil continues to sing and fight. He would shoot at the goblin if it's still up, but can't imagine, but will otherwise decline to go through any blade walls, and shoot at some bad guys.

Magic adaptive longbow.
1d20 + 19 + 2 + 1 + 1 ⇒ (14) + 19 + 2 + 1 + 1 = 37 to hit; (song, heroism, feast, haste)
1d8 + 9 + 2 ⇒ (6) + 9 + 2 = 17 piercing damage.

Magic adaptive longbow.
haste: 1d20 + 19 + 2 + 1 + 1 ⇒ (10) + 19 + 2 + 1 + 1 = 33 to hit; (song, heroism, feast, haste)
1d8 + 9 + 2 ⇒ (3) + 9 + 2 = 14 piercing damage.

1d20 + 14 + 2 + 1 + 1 ⇒ (3) + 14 + 2 + 1 + 1 = 21 to hit;
1d8 + 9 + 2 ⇒ (5) + 9 + 2 = 16 piercing damage.

1d20 + 9 + 2 + 1 + 1 ⇒ (15) + 9 + 2 + 1 + 1 = 28 to hit;
1d8 + 9 + 2 ⇒ (4) + 9 + 2 = 15 piercing damage.

Round 2/17 Haste: +1 to many of the things.  You know the deal.

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+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 ⇒ (5) + 24 = 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:

  • *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
[ /spoiler]

Kenning: 0/2 used
Words: 2/37 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]

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 to the goblin before it has much time to react. "Time to shut you down."

Vision of Madness tch: 1d20 + 14 ⇒ (18) + 14 = 32
Vision of Madness -8 Attacks and Saves. +8 to Skills.

Status:

HP 182/182
AC 34 (38 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd)
(4th)
(5th)
(6th)
(7th)
(8th) Mass Invisibility
(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)

Shadow Lodge

Bor that would involve running through two Blade Barriers.

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

No problem, I thought i was next to the Goblin as that's who I rushed on the first round. You only live once, except in this world. Let's do it!

Reflex Blade Barrier 1 DC 18: 1d20 + 6 ⇒ (1) + 6 = 7 43 Damage
Reflex Blade Barrier 2 DC 18: 1d20 + 6 ⇒ (12) + 6 = 18 26 Damage

Status:

HP 113/182
AC 34 (38 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd)
(4th)
(5th)
(6th)
(7th)
(8th) Mass Invisibility
(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)


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

Madness is as madness does.

Bazsil wishes Bor the best, hoping he finds what he's looking for.


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

Faolan looks around for Krowe, and wonders what he will do.


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 summons forth a barbed devil on the other side of blade barriers to back up Faolan.

Claw Power Attack + Flank: 1d20 + 20 ⇒ (4) + 20 = 24
Damage: 2d8 + 16 ⇒ (2, 4) + 16 = 22
If hit then Grab: 1d20 + 26 ⇒ (16) + 26 = 42
If grab then Impale: 3d8 + 13 ⇒ (4, 8, 5) + 13 = 30
Claw Power Attack + Flank: 1d20 + 20 ⇒ (13) + 20 = 33
Damage: 2d8 + 16 ⇒ (7, 6) + 16 = 29
If hit then Grab: 1d20 + 26 ⇒ (12) + 26 = 38
If grab then Impale: 3d8 + 13 ⇒ (5, 3, 2) + 13 = 23

Fear (Su) A barbed devil's fear attack affects any creature it damages with its claws. A DC 20 Will save resists this effect, otherwise the victim becomes frightened for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.

Shadow Lodge

Bor decides he's immune to pain and charges through the two blade barriers. Bazsil finds his arrows to be less brave and they fail to find their mark.

Krowe's devil appears and does its best to help, doing quite poorly, while Faolan determines that whatever material makes up this goblins chin is hardier than normal.

Attack @ Faolan: 1d20 + 30 ⇒ (8) + 30 = 38
Damage: 1d8 + 14 ⇒ (6) + 14 = 20

Attack @ Faolan: 1d20 + 31 ⇒ (4) + 31 = 35
Damage: 2d8 + 15 ⇒ (5, 5) + 15 = 25

Attack @ Faolan: 1d20 + 31 ⇒ (18) + 31 = 49
Damage: 2d8 + 15 ⇒ (1, 8) + 15 = 24

One of the other hobgoblins attempts to dispel any protections Faolan has.

Greater Dispel Magic: 1d20 + 15 ⇒ (5) + 15 = 20
3 effects, caster level 9 or less.

The second does the same.

Greater Dispel Magic: 1d20 + 15 ⇒ (1) + 15 = 16
3 effects, caster level 5 or less.

The third moves over and repairs the damage Faolan did to the goblin.

Party is up! Blade barriers and all foes remain.


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: 168/192 | AC: 36 (f20/t20) | CMD 44
Fort +18, Reflex +18, Will +17
Front Row
Opponent: goblin
Equipped: Shield
- - -
Conditions: Flying, Freedom of Movement, Heroes’ Feast, Heroism, Stoneskin (20/150), Resist Energy (30hp, fire), True seeing, Song
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): 1/3
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): 20/30m (5m increments)
- - -

Faolan takes two hits, and thanks the stoneskin for weakening the blows.

Faolan flops to the ground loosing flight (he was only 5’ up so no damage and not prone). ”Now you’ve pissed me off!” he thunders feeling the firm ground beneath his feet. He also loses his freedom of movement, however he maintains his true sight - but only just.

”Gonna keep healing him huh? I’ll just have to do better!”

How many of my attacks missed last round? Trying to strategize.

Shadow Lodge

1 person marked this as a favorite.

They all hit.


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: 168/192 | AC: 36 (f20/t20) | CMD 44
Fort +18, Reflex +18, Will +17
Front Row
Opponent: goblin
Equipped: Shield
- - -
Conditions: Flying, Freedom of Movement, Heroes’ Feast, Heroism, Stoneskin (20/150), Resist Energy (30hp, fire), True seeing, Song, Haste, Flexibility (1/10r, 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): 5/11
Knockout (DC 25, 1d6r): 1/3
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): 20/30m (5m increments)
- - -

Faolan prepares further by adding power attack (swift) to his repertoire. He might hit less, but he’ll hit more fiercely (-5/+10). He decides to give it a shot anyway. (Not sure the math supports this move, but Faolan is trying to break through. And he doesn’t like math.)

”Aargh!”

Shield*: 1d20 + 29 + 1 ⇒ (9) + 29 + 1 = 39 (feast, hero, song, haste, PA)
damage: 2d8 + 17 + 12 ⇒ (2, 4) + 17 + 12 = 35 (song, PA)

Shield*: 1d20 + 29 + 1 ⇒ (1) + 29 + 1 = 31 (feast, hero, song, haste, PA)
damage: 2d8 + 17 + 12 ⇒ (7, 8) + 17 + 12 = 44 (song, PA)

Shield*: 1d20 + 24 + 1 ⇒ (10) + 24 + 1 = 35 (feast, hero, song, haste, PA)
damage: 2d8 + 17 + 12 ⇒ (8, 7) + 17 + 12 = 44 (song, PA)

Shield*: 1d20 + 24 + 1 ⇒ (3) + 24 + 1 = 28 (feast, hero, song, haste, PA)
damage: 2d8 + 17 + 12 ⇒ (3, 7) + 17 + 12 = 39 (song, PA)

Shield*: 1d20 + 19 + 1 ⇒ (17) + 19 + 1 = 37 (feast, hero, song, haste, PA)
damage: 2d8 + 17 + 12 ⇒ (7, 1) + 17 + 12 = 37 (song, PA)

Shield*: 1d20 + 19 + 1 ⇒ (11) + 19 + 1 = 31 (feast, hero, song, haste, PA)
damage: 2d8 + 17 + 12 ⇒ (3, 3) + 17 + 12 = 35 (song, PA)

Shield*: 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26 (feast, hero, song, haste, PA)
damage: 2d8 + 17 + 12 ⇒ (1, 3) + 17 + 12 = 33 (song, PA)

hasted Shield*: 1d20 + 29 + 1 ⇒ (3) + 29 + 1 = 33 (feast, hero, song, haste, PA)
damage: 2d8 + 17 + 12 ⇒ (1, 3) + 17 + 12 = 33 (song, PA)

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

Dark Archive

2 people marked this as a favorite.
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

Having made it through the barrier Bor's madness begins to show its true colors as he grows into the goblins worst nightmare. The shadows wrap around him as small slits of eyes all blink from the darkness.

Phantasmal Killer on the Goblin. DC 23 Will

Status:

HP 113/182
AC 34 (38 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd)
(4th)
(5th)
(6th) Phantasal Killer
(7th)
(8th) Mass Invisibility
(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)


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

Round 3

Free/Swift: Continue song.
Move:
Stnd: Ready Deafening Song Bolt.

Bazsil shoots some sonic magic at any of the goblin/hobgobs that thinks to casts a spell. Bazsil has 3 targets to choose from, will try to disrupt the caster, hit the buff goblin, and then one other jerk as well. Deaf creatures might need to make additional spell checks to cast.

1d20 + 16 + 2 + 1 ⇒ (2) + 16 + 2 + 1 = 21 touch attack
3d10 + 1 ⇒ (4, 6, 5) + 1 = 16 damage

1d20 + 16 + 2 + 1 ⇒ (15) + 16 + 2 + 1 = 34 touch attack
3d10 + 1 ⇒ (6, 5, 3) + 1 = 15 damage

1d20 + 16 + 2 + 1 ⇒ (10) + 16 + 2 + 1 = 29 touch attack
3d10 + 1 ⇒ (8, 1, 7) + 1 = 17 damage

Round 3/17 Haste: +1 to many of the things. You know the deal.

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+22[/dice] to hit; ()
1d10 + 24 ⇒ (4) + 24 = 28 slashing damage.

[ dice]1d20+13[/dice] to hit; ( )
1d10 + 24 ⇒ (2) + 24 = 26 slashing damage.

[ dice]1d20+8[/dice] to hit; ( )
1d10 + 24 ⇒ (9) + 24 = 33 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: 1/4 used (MassClw*0,DefSong*1,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:

  • *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
[ /spoiler]

Kenning: 0/2 used
Words: 2/37 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]

Shadow Lodge

Will DC 23: 1d20 + 22 ⇒ (20) + 22 = 42

The goblin absolutely no sells Bor's madness, stepping back as Bazsil's song thunders into his ears. He grabs something in his robes then disappears through a magical portal.

The 3 hobgoblins unleash more spells on Faolan.

1d100 ⇒ 7
1d100 ⇒ 72

The first one fails, his blade barrier fizzling. The second doesn't worry about his damaged ears as both attempt to dispel more magic from Faolan.

Greater Dispel Magic: 1d20 + 15 ⇒ (13) + 15 = 28

Greater Dispel Magic: 1d20 + 15 ⇒ (14) + 15 = 29

6 spells, caster level 17 and 18 so that should do it.

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: 168/192 | AC: 36 (f20/t20) | CMD 44
Fort +18, Reflex +18, Will +17
Front Row
Opponent: hobgoblin
Equipped: Shield
- - -
Conditions: Song, Flexibility (2/10r, 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): 5/11
Knockout (DC 25, 1d6r): 1/3
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): 20/30m (5m increments)
- - -

Faolan loses Heroes’ Feast, Heroism, Stoneskin, Resist Energy, True Seeing, and Haste. That said, he’s more disappointed that the goblin got away. Must have withdrawn. He frowns.

So he turns to the next guy in line, one of the hobos. "Is that all you've got? Watch what I can do!"

Shield*: 1d20 + 29 + 2 ⇒ (14) + 29 + 2 = 45 (song)
damage: 2d8 + 17 + 2 ⇒ (4, 2) + 17 + 2 = 25 (song)

Shield*: 1d20 + 29 + 2 ⇒ (17) + 29 + 2 = 48 (song)
damage: 2d8 + 17 + 2 ⇒ (7, 3) + 17 + 2 = 29 (song)

Shield*: 1d20 + 24 + 2 ⇒ (14) + 24 + 2 = 40 (song)
damage: 2d8 + 17 + 2 ⇒ (2, 5) + 17 + 2 = 26 (song)

Shield*: 1d20 + 24 + 2 ⇒ (10) + 24 + 2 = 36 (song)
damage: 2d8 + 17 + 2 ⇒ (4, 6) + 17 + 2 = 29 (song)

Shield*: 1d20 + 19 + 2 ⇒ (11) + 19 + 2 = 32 (song)
damage: 2d8 + 17 + 2 ⇒ (2, 6) + 17 + 2 = 27 (song)

Shield*: 1d20 + 19 + 2 ⇒ (2) + 19 + 2 = 23 (song)
damage: 2d8 + 17 + 2 ⇒ (8, 5) + 17 + 2 = 32 (song)

Shield*: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35 (song)
damage: 2d8 + 17 + 2 ⇒ (4, 8) + 17 + 2 = 31 (song)

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


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

Krowe directs the barbed devil to one of the lesser hobgoblins while he casts chain lightning on all of them.

Chain lightning DC 24 for lead hobgoblin / DC 22 for lesser: 15d6 ⇒ (2, 4, 1, 4, 3, 5, 2, 4, 6, 3, 3, 6, 6, 4, 6) = 59

Claw: 1d20 + 21 ⇒ (5) + 21 = 26
Damage: 2d8 + 10 ⇒ (2, 4) + 10 = 16
If hit then Grab: 1d20 + 26 ⇒ (12) + 26 = 38
If grab then Impale: 3d8 + 13 ⇒ (2, 1, 8) + 13 = 24
Claw: 1d20 + 21 ⇒ (12) + 21 = 33
Damage: 2d8 + 10 ⇒ (3, 2) + 10 = 15
If hit then Grab: 1d20 + 26 ⇒ (11) + 26 = 37
If grab then Impale: 3d8 + 13 ⇒ (4, 4, 1) + 13 = 22

Fear (Su) A barbed devil's fear attack affects any creature it damages with its claws. A DC 20 Will save resists this effect, otherwise the victim becomes frightened for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.


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

Round 4

Free/Swift: Continue song.
Move:
Stnd: Shoot some gobs.

Bazsil continues to sing and fight. He would shoot at the goblin if it's still up, otherwise, will start on the other casters.

Magic adaptive longbow.
1d20 + 19 + 2 + 1 + 1 ⇒ (4) + 19 + 2 + 1 + 1 = 27 to hit; (song, heroism, feast, haste)
1d8 + 9 + 2 ⇒ (3) + 9 + 2 = 14 piercing damage.

1d20 + 14 + 2 + 1 + 1 ⇒ (17) + 14 + 2 + 1 + 1 = 35 to hit;
1d8 + 9 + 2 ⇒ (2) + 9 + 2 = 13 piercing damage.

1d20 + 9 + 2 + 1 + 1 ⇒ (2) + 9 + 2 + 1 + 1 = 15 to hit;
1d8 + 9 + 2 ⇒ (4) + 9 + 2 = 15 piercing damage.

Round 4/17 Haste: +1 to many of the things. You know the deal.

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+22[/dice] to hit; ()
1d10 + 24 ⇒ (7) + 24 = 31 slashing damage.

[ dice]1d20+13[/dice] to hit; ( )
1d10 + 24 ⇒ (8) + 24 = 32 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: 1/4 used (MassClw*0,DefSong*1,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:

  • *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
[ /spoiler]

Kenning: 0/2 used
Words: 2/37 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]

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

"Krowe! Can you tell where the goblin escaped to?" Bor turns to the hobgoblins with Faolan ad begins punching some in the face.

+3 goblinoid-bane vicious cestus; Song: 1d20 + 17 + 2 ⇒ (20) + 17 + 2 = 39
Confirm Crit: 1d20 + 17 + 2 ⇒ (16) + 17 + 2 = 35
Damage: 1d4 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Goblin Bane Damage: 2d6 ⇒ (6, 2) = 8
Vicious Damage: 2d6 ⇒ (6, 2) = 8

Additional Crit Damage: 1d4 + 5 + 2 + 2d6 + 2d6 ⇒ (1) + 5 + 2 + (1, 4) + (2, 1) = 16

Vicious Self Harm: 1d6 ⇒ 2

Status:

HP 111/182
AC 34 (38 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd)
(4th)
(5th)
(6th) Phantasal Killer
(7th)
(8th) Mass Invisibility
(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)


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
Bor Olrum wrote:
"Krowe! Can you tell where the goblin escaped to?" Bor turns to the hobgoblins with Faolan ad begins punching some in the face.

”I… I am not sure!”

No idea if a Spellcraft check can determine direction, but I’ll roll one anyway.
Spellcraft: 1d20 + 26 ⇒ (16) + 26 = 42

Shadow Lodge

Ref DC 24: 1d20 + 8 ⇒ (9) + 8 = 17
Ref DC 22: 1d20 + 8 ⇒ (5) + 8 = 13
Ref DC 22: 1d20 + 8 ⇒ (3) + 8 = 11

Krowe is not able to determine where the lead goblin may have gone, only that he has dimension doored away. All three hobgoblins are scorched thusly then one of them is hammered down by Faolan. The other two cure their wounds and rely on the blade barrier to protect them. Given that Faolan is on their side of the barrier this is most likely a foolish hope.

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: 168/192 | AC: 36 (f20/t20) | CMD 44
Fort +18, Reflex +18, Will +17
Front Row
Opponent: hobgoblin
Equipped: Shield
- - -
Conditions: Song, Flexibility (3/10r, 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): 5/11
Knockout (DC 25, 1d6r): 1/3
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): 20/30m (5m increments)
- - -

Faolan continues to press the wounded one, trying to end him. This lot is proving tough to kill! If he drops, Faolan will 5’ step and attack another. If they’re too far away for a 5’ step, he’ll throw the shield at -5 to hit.

Shield*: 1d20 + 29 + 2 ⇒ (18) + 29 + 2 = 49 (song)
damage: 2d8 + 17 + 2 ⇒ (8, 4) + 17 + 2 = 31 (song)

Shield*: 1d20 + 29 + 2 ⇒ (12) + 29 + 2 = 43 (song)
damage: 2d8 + 17 + 2 ⇒ (7, 1) + 17 + 2 = 27 (song)

Shield*: 1d20 + 24 + 2 ⇒ (20) + 24 + 2 = 46 (song)
damage: 2d8 + 17 + 2 ⇒ (5, 8) + 17 + 2 = 32 (song)
critthreat Shield*: 1d20 + 24 + 2 ⇒ (12) + 24 + 2 = 38 (song)
damage: 2d8 + 17 + 2 ⇒ (6, 2) + 17 + 2 = 27 (song)

Shield*: 1d20 + 24 + 2 ⇒ (9) + 24 + 2 = 35 (song)
damage: 2d8 + 17 + 2 ⇒ (8, 7) + 17 + 2 = 34 (song)

Shield*: 1d20 + 19 + 2 ⇒ (13) + 19 + 2 = 34 (song)
damage: 2d8 + 17 + 2 ⇒ (2, 7) + 17 + 2 = 28 (song)

Shield*: 1d20 + 19 + 2 ⇒ (6) + 19 + 2 = 27 (song)
damage: 2d8 + 17 + 2 ⇒ (1, 2) + 17 + 2 = 22 (song)

Shield*: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27 (song)
damage: 2d8 + 17 + 2 ⇒ (6, 3) + 17 + 2 = 28 (song)

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


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

Round 5

Free/Swift: Continue song.
Move:
Stnd: Shoot some gobs.

Bazsil continues to sing and shoot goblinoids.
Magic adaptive longbow.
1d20 + 19 + 2 + 1 + 1 ⇒ (17) + 19 + 2 + 1 + 1 = 40 to hit; (song, heroism, feast, haste)
1d8 + 9 + 2 ⇒ (1) + 9 + 2 = 12 piercing damage.

Magic adaptive longbow.
haste: 1d20 + 19 + 2 + 1 + 1 ⇒ (2) + 19 + 2 + 1 + 1 = 25 to hit; (song, heroism, feast, haste)
1d8 + 9 + 2 ⇒ (5) + 9 + 2 = 16 piercing damage.

1d20 + 14 + 2 + 1 + 1 ⇒ (13) + 14 + 2 + 1 + 1 = 31 to hit;
1d8 + 9 + 2 ⇒ (2) + 9 + 2 = 13 piercing damage.

1d20 + 9 + 2 + 1 + 1 ⇒ (12) + 9 + 2 + 1 + 1 = 25 to hit;
1d8 + 9 + 2 ⇒ (6) + 9 + 2 = 17 piercing damage.

Round 5/17 Haste: +1 to many of the things.  You know the deal.

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+22[/dice] to hit; ()
1d10 + 24 ⇒ (9) + 24 = 33 slashing damage.

[ dice]1d20+13[/dice] to hit; ( )
1d10 + 24 ⇒ (2) + 24 = 26 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: 1/4 used (MassClw*0,DefSong*1,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:

  • *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
[ /spoiler]

Kenning: 0/2 used
Words: 2/37 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]


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 draws an arrow from a quiver he hasn’t touched in weeks and hovers over to Baszil with a spell to enchant it.

”If we see that coward again shoot him with this.”

Named Bullet on a +1 seeking thundering shocking burst arrow:

You imbue the target with deadly accuracy against a selected creature type (and subtype for humanoids or outsiders) or a specific creature you know and can name. When used against the selected creature, the ammunition never misfires and is unaffected by concealment (but not total concealment), and at a range of 30 feet or less, the attack targets the selected creature's touch AC. When the target hits the selected creature, you must overcome that creature's spell resistance, or this spell has no effect. A normal hit scored using the target against the selected creature is considered to be a critical threat and deals 1 extra point of damage per caster level (maximum 20), which is not multiplied on a critical hit. A natural critical hit deals the same extra damage, but that damage is multiplied due to the critical.

Meanwhile the barbed devil tears into any hobgoblin left near Faolan.

Claw Power Attack + Flank: 1d20 + 20 ⇒ (4) + 20 = 24
Damage: 2d8 + 16 ⇒ (6, 3) + 16 = 25
If hit then Grab: 1d20 + 26 ⇒ (7) + 26 = 33
If grab then Impale: 3d8 + 13 ⇒ (2, 5, 1) + 13 = 21
Claw Power Attack + Flank: 1d20 + 20 ⇒ (10) + 20 = 30
Damage: 2d8 + 16 ⇒ (6, 5) + 16 = 27
If hit then Grab: 1d20 + 26 ⇒ (17) + 26 = 43
If grab then Impale: 3d8 + 13 ⇒ (8, 7, 6) + 13 = 34

Fear (Su) A barbed devil's fear attack affects any creature it damages with its claws. A DC 20 Will save resists this effect, otherwise the victim becomes frightened for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.

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

With one Hobgoblin down Bor rushes the second one. "You are weak. Your leaders scatter and flee."

+3 goblinoid-bane vicious cestus; Song: 1d20 + 17 + 2 ⇒ (16) + 17 + 2 = 35
Damage: 1d4 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Goblin Bane Damage: 2d6 ⇒ (5, 6) = 11
Vicious Damage: 2d6 ⇒ (4, 3) = 7

Vicious Self Harm: 1d6 ⇒ 4

Status:

HP 107/182
AC 34 (38 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd)
(4th)
(5th)
(6th) Phantasal Killer
(7th)
(8th) Mass Invisibility
(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)

Shadow Lodge

The team quickly put down the remaining hobgoblins. You hear pounding on the stone wall behind you, and the only way out of this room is down the stairs opposite where you entered. Do you wait for the blade barriers to come down, and what is your next move?


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: 190/192 | AC: 36 (f20/t20) | CMD 44
Fort +18, Reflex +18, Will +17
Front Row
Opponent: None
Equipped: Shield
- - -
Conditions: Song, Flexibility (3/10r, 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): 5/11
Knockout (DC 25, 1d6r): 1/3
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): 20/30m (5m increments)
- - -

Faolan waits for the other half of the party to join up. He’ll quaff one of his many potions of cure serious wounds and look around for loot.
CSW: 3d8 + 5 ⇒ (8, 3, 6) + 5 = 22


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

”I can get us past the blades when we’re ready, Krowe,” Bazsil says, willing to offer to join Bor and Faolan so that they can get moving and not having to fly through the swirling blades.

Cast Dimension Door when ready, let’s get moving a few rounds of Haste left.


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 nods. ”Lets keep moving.”

Turning to the summoned devil he gives a brief order in infernal, sending it to guard their backs until the summoning ends.

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

"Rush through, I'll heal us up as much as possible." Bor waves the other two over as he is ready to send out bursts of healing.

Rolls are below but will see how many charges are needed.

Channel Positive Energy: 8d6 ⇒ (6, 1, 2, 6, 5, 3, 5, 2) = 30
Channel Positive Energy: 8d6 ⇒ (1, 5, 3, 1, 6, 4, 4, 1) = 25
Channel Positive Energy: 8d6 ⇒ (2, 4, 6, 5, 4, 5, 3, 5) = 34

Shadow Lodge

Looks like dimension door instead of channeling, so no charges needed there?

You quickly move down the stairs, cries of alarm already sounding through the tower. You find yourself back on the ground floor and in need of a balcony to fly back up, presuming your prey is back through the door you passed earlier.

The bottom of the stairs leads to a small room and a locked iron door. The door is two inches thick and sealed with magic.


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: 190/192 | AC: 36 (f20/t20) | CMD 44
Fort +18, Reflex +18, Will +17
Front Row
Opponent: None
Equipped: Shield
- - -
Conditions: Freedom of Movement, Fly
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): 5/11
Knockout (DC 25, 1d6r): 1/3
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): 20/30m (5m increments)
- - -

Yeah, I don't need further healing. Yet.

Some of Faolan’s magics return to him (freedom of movement and fly), as the items were merely suppressed by the powerful dispellers. So soon he’s flying again.

When they come to the door, he’ll hesitate. ”Do we knock it down?” he asks, warming up.

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

"Can you dispel the magic?" Bor asks quickly as he looks to Krowe.

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