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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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: 97/192 | AC: 38 (f20/t22) (included: +2 BoF) | CMD 44
Fort +18, Reflex +18, Will +17
Front Row
Opponent: Azaersi
Equipped: Backup Shield
- - -
Conditions: Freedom of Movement, Fly, Resist Energy Cold (30), Protection from Electricity (113/120hp), Stoneskin (90/150hp), True Seeing (3/5m), Heroism, Blessings of Fervor (+2 AC/Reflex/Attack), Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits), Hasted, Greater Invisibility
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): 4/11
Knockout (DC 25, 1d6r): 0/3
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): 15/30m (5m increments)
- - -

Reflex: 1d20 + 18 + 2 ⇒ (6) + 18 + 2 = 26 (heroism) for 14hp damage

Faolan is surprised so many are still up, so he lowers his head and keeps thwacking away.

Shield*: 1d20 + 25 + 8 ⇒ (15) + 25 + 8 = 48 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (8, 8) + 13 + 2 = 31 (song)

Shield*: 1d20 + 25 + 8 ⇒ (9) + 25 + 8 = 42 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (7, 4) + 13 + 2 = 26 (song)

Shield*: 1d20 + 20 + 8 ⇒ (15) + 20 + 8 = 43 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (1, 7) + 13 + 2 = 23 (song)

Shield*: 1d20 + 20 + 8 ⇒ (1) + 20 + 8 = 29 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (7, 5) + 13 + 2 = 27 (song)

Shield*: 1d20 + 15 + 8 ⇒ (17) + 15 + 8 = 40 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (2, 8) + 13 + 2 = 25 (song)

Shield*: 1d20 + 15 + 8 ⇒ (18) + 15 + 8 = 41 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (8, 7) + 13 + 2 = 30 (song)

Shield*: 1d20 + 10 + 8 ⇒ (20) + 10 + 8 = 38 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (7, 5) + 13 + 2 = 27 (song)
critthreat Shield*: 1d20 + 10 + 8 ⇒ (13) + 10 + 8 = 31 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (2, 4) + 13 + 2 = 21 (song)

Hasted Shield*: 1d20 + 25 + 8 ⇒ (7) + 25 + 8 = 40 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (1, 3) + 13 + 2 = 19 (song)

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

Invisible: Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against a sighted opponent, and ignores its opponent’s Dexterity bonus to AC (if any).

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

This angers Bor. "That ratf$@& village was our home." Bor sends out necromantic energy to try and snuff out Azaersi.

Massacre DC 28 Fort

Massacre Damage: 10d8 + 17 ⇒ (5, 6, 5, 2, 3, 6, 8, 2, 3, 3) + 17 = 60 No saving throw.

Status:

HP 129/182
AC 34 (44 w/ SoF and Frightful Aspect; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith x4
(2nd)
(3rd)
(4th)Communal Resist Electricity, Blessing of Fervor
(5th) Wall of Blindness
(6th) Phantasal Killer
(7th)
(8th) Mass Invisibility, Frightful Aspect
(9th) Massacre
Vision of Madness 7/10
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 11

Free/Swift: Continue song.
Move: Flying move.
Stnd: Shoot adamantine at a golem. Last round of adamantine arrows. :(

"We'll put that on your tombstone: F+%*ed with the *wrong* ratf##% village. as a warning to any future goblin f!%~ers that want to fail miserably," Bazsil agrees with Bor. "You overall goal is dead too. There will never be a hobgoblin homeland. EVER."

He will shoot the most wounded golem with adamantine arrows before moving to the next one.

Magic adaptive longbow.
1d20 + 19 + 2 + 1 ⇒ (12) + 19 + 2 + 1 = 34 to hit; (haste, song, hope)
1d8 + 9 + 2 + 2 ⇒ (5) + 9 + 2 + 2 = 18 adamantine piercing damage.

Magic adaptive longbow.
haste: 1d20 + 19 + 2 + 1 ⇒ (6) + 19 + 2 + 1 = 28 to hit; (haste, song, hope)
1d8 + 9 + 2 + 2 ⇒ (4) + 9 + 2 + 2 = 17 adamantine piercing damage.

Magic adaptive longbow.
1d20 + 14 + 2 + 1 ⇒ (9) + 14 + 2 + 1 = 26 to hit; (haste, song, hope)
1d8 + 9 + 2 + 2 ⇒ (1) + 9 + 2 + 2 = 14 adamantine piercing damage.

Magic adaptive longbow.
1d20 + 9 + 2 + 1 ⇒ (16) + 9 + 2 + 1 = 28 to hit; (haste, song, hope)
1d8 + 9 + 2 + 2 ⇒ (3) + 9 + 2 + 2 = 16 adamantine piercing damage.

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

Bazsil's Deep Song of Wrath:
Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.

Stats of the Grim Grimalkin:

[ dice]1d20+22[/dice] to hit; ()
1d10 + 24 ⇒ (1) + 24 = 25 slashing damage.

[ dice]1d20+13[/dice] to hit; ( )
1d10 + 24 ⇒ (3) + 24 = 27 slashing damage.

[ dice]1d20+8[/dice] to hit; ( )
1d10 + 24 ⇒ (10) + 24 = 34 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 - 51
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: 2/6 used (GHope*1,Haste*1,InvisSpher*0,JJ*0,SeeInv*0)
L4: 3/5 used (DDoor*1,Echo*1,FoM*0,GrInv*1)
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 quickens a burst of magic missiles, split between Azaersi and their guard.

2 missiles vs Azaersi: 2d4 + 2 ⇒ (1, 4) + 2 = 7
3 missiles vs guard: 3d4 + 3 ⇒ (2, 2, 4) + 3 = 11

He then flies over to Bazsil, casting another named arrow for Azaersi. ”Send this with regards from our ratf&$* village.”

Named bullet on the way!

Meanwhile the devils chase honor guard!

Claw: 1d20 + 20 ⇒ (18) + 20 = 38
Damage: 2d8 + 6 ⇒ (2, 8) + 6 = 16
If hit, grab: 1d20 + 24 ⇒ (8) + 24 = 32
If grab, Impale: 3d8 + 9 ⇒ (2, 5, 2) + 9 = 18

Claw: 1d20 + 20 ⇒ (9) + 20 = 29
Damage: 2d8 + 6 ⇒ (2, 3) + 6 = 11
If hit, grab: 1d20 + 24 ⇒ (11) + 24 = 35
If grab, Impale: 3d8 + 9 ⇒ (2, 6, 2) + 9 = 19

Barbed Devil
Defensive Abilities barbed defense; DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 22
AC 26 HP 162/142
AC 26 HP 162/155

Status: Krowe is flying near Bazsil

Shadow Lodge

The second golem explodes, showering Faolan in obsidian fragments.

DC 18 Ref for half.
Damage: 12d6 ⇒ (1, 1, 5, 3, 2, 1, 1, 4, 1, 6, 3, 5) = 33
Bleed: 2d6 ⇒ (2, 5) = 7

Azaersi ignores Bor's spell and dances away.

Unless I misread creatures 18HD and above are immune, though you are also rolling damage which the spell I found does not have. Maybe I have the wrong spell?

The last two golems move over to Bor.

Shadow Lodge

Bazsil Grimalkin wrote:

"You overall goal is dead too. There will never be a hobgoblin homeland. EVER."

Yes, you have chosen the non-negotiation route.


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: 91/192 | AC: 38 (f20/t22) (included: +2 BoF) | CMD 44
Fort +18, Reflex +18, Will +17
Front Row
Opponent: Azaersi
Equipped: Backup Shield
- - -
Conditions: Freedom of Movement, Fly, Resist Energy Cold (30), Protection from Electricity (113/120hp), Stoneskin (80/150hp), True Seeing (3/5m), Heroism, Blessings of Fervor (+2 AC/Reflex/Attack), Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits), Hasted, Greater Invisibility
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): 4/11
Knockout (DC 25, 1d6r): 0/3
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): 15/30m (5m increments)
- - -

Faolan Reflex: 1d20 + 18 + 2 ⇒ (10) + 18 + 2 = 30 (heroism) vs DC 18 for 16hp damage.

Also, where on the map is my shield? Faolan is considering a quick side trip if it's not too far.

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

This is the spell I was casting. (Link) While it wouldn't outright kill any here due to the HD I was more going off of the second paragraph. If the spell does not kill any creatures, the unreleased necromantic energy violently explodes in the final square of the 60-foot line, dealing 10d6 points of damage + 1 point per caster level to any creature in that square with no saving throw. If several creatures occupy the same square, roll randomly to determine which is affected.

Shadow Lodge

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This is the spell I read and it's a very confusing spell, because the first paragraph is 30' then the second paragraph is 60', and it's basically just a level 9 AoE with no save even if you're 18+ HD?

Faolan's shield is against the back wall, you'd have to go through the blind wall or around the long way.


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: 91/192 | AC: 38 (f20/t22) (included: +2 BoF) | CMD 44
Fort +18, Reflex +18, Will +17
Front Row
Opponent: Azaersi
Equipped: Backup Shield
- - -
Conditions: Freedom of Movement, Fly, Resist Energy Cold (30), Protection from Electricity (113/120hp), Stoneskin (80/150hp), True Seeing (3/5m), Heroism, Blessings of Fervor (+2 AC/Reflex/Attack), Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits), Hasted, Greater Invisibility
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): 4/11
Knockout (DC 25, 1d6r): 0/3
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): 15/30m (5m increments)
- - -

Faolan 5’ steps and throws his shield at the weaker of the two golems.

Shield*: 1d20 + 20 + 8 ⇒ (17) + 20 + 8 = 45 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (2, 3) + 13 + 2 = 20 (song)

Shield*: 1d20 + 20 + 8 ⇒ (16) + 20 + 8 = 44 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (3, 6) + 13 + 2 = 24 (song)

Shield*: 1d20 + 15 + 8 ⇒ (20) + 15 + 8 = 43 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (2, 5) + 13 + 2 = 22 (song)
critthreat Shield*: 1d20 + 15 + 8 ⇒ (12) + 15 + 8 = 35 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (8, 5) + 13 + 2 = 28 (song)

Shield*: 1d20 + 15 + 8 ⇒ (20) + 15 + 8 = 43 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (2, 3) + 13 + 2 = 20 (song)
critthreat Shield*: 1d20 + 15 + 8 ⇒ (9) + 15 + 8 = 32 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (2, 7) + 13 + 2 = 24 (song)

Shield*: 1d20 + 10 + 8 ⇒ (16) + 10 + 8 = 34 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (2, 1) + 13 + 2 = 18 (song)

Shield*: 1d20 + 10 + 8 ⇒ (3) + 10 + 8 = 21 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (7, 7) + 13 + 2 = 29 (song)

Shield*: 1d20 + 5 + 8 ⇒ (18) + 5 + 8 = 31 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (1, 6) + 13 + 2 = 22 (song)

Hasted Shield*: 1d20 + 20 + 8 ⇒ (14) + 20 + 8 = 42 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (7, 2) + 13 + 2 = 24 (song)

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

Invisible: Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against a sighted opponent, and ignores its opponent’s Dexterity bonus to AC (if any).


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

Seeing Faolan keeps looking back at his good shield Krowe will fly over the wall to get it.

If there are any honor guard left the devils will go for them. If not then on to Azaersi.

Claw: 1d20 + 20 ⇒ (7) + 20 = 27
Damage: 2d8 + 6 ⇒ (8, 2) + 6 = 16
If hit, grab: 1d20 + 24 ⇒ (5) + 24 = 29
If grab, Impale: 3d8 + 9 ⇒ (1, 1, 4) + 9 = 15

Claw: 1d20 + 20 ⇒ (18) + 20 = 38
Damage: 2d8 + 6 ⇒ (7, 1) + 6 = 14
If hit, grab: 1d20 + 24 ⇒ (3) + 24 = 27
If grab, Impale: 3d8 + 9 ⇒ (4, 6, 6) + 9 = 25

Barbed Devil
Defensive Abilities barbed defense; DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 22
AC 26 HP 162/142
AC 26 HP 162/155

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

Yea I dunno /shrug, that is pretty confusing now looking at the range. Will go with your decision

Bor flies towards the edges of his barrier as he tries to bottle Azaersi in. "Just give up already, we can do this all day."

Double move.

Status:

HP 129/182
AC 34 (44 w/ SoF and Frightful Aspect; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith x4
(2nd)
(3rd)
(4th)Communal Resist Electricity, Blessing of Fervor
(5th) Wall of Blindness
(6th) Phantasal Killer
(7th)
(8th) Mass Invisibility, Frightful Aspect
(9th) Massacre
Vision of Madness 7/10
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 12

Free/Swift: Continue song.
Move: Flying move.
Stnd: Shoot arrows at a golem.

"Where is that guy going? Is he done already?" Bazsil sends a volley of normal arrows at the nearest golem.

Magic adaptive longbow.
1d20 + 19 + 2 + 1 ⇒ (5) + 19 + 2 + 1 = 27 to hit; (haste, song, hope)
1d8 + 9 + 2 + 2 ⇒ (4) + 9 + 2 + 2 = 17 piercing damage.

Magic adaptive longbow.
haste: 1d20 + 19 + 2 + 1 ⇒ (10) + 19 + 2 + 1 = 32 to hit; (haste, song, hope)
1d8 + 9 + 2 + 2 ⇒ (1) + 9 + 2 + 2 = 14 piercing damage.

Magic adaptive longbow.
1d20 + 14 + 2 + 1 ⇒ (15) + 14 + 2 + 1 = 32 to hit; (haste, song, hope)
1d8 + 9 + 2 + 2 ⇒ (1) + 9 + 2 + 2 = 14 piercing damage.

Magic adaptive longbow.
1d20 + 9 + 2 + 1 ⇒ (7) + 9 + 2 + 1 = 19 to hit; (haste, song, hope)
1d8 + 9 + 2 + 2 ⇒ (7) + 9 + 2 + 2 = 20 piercing damage.

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

Bazsil's Deep Song of Wrath:
Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.

Stats of the Grim Grimalkin:

[ dice]1d20+22[/dice] to hit; ()
1d10 + 24 ⇒ (5) + 24 = 29 slashing damage.

[ dice]1d20+13[/dice] to hit; ( )
1d10 + 24 ⇒ (4) + 24 = 28 slashing damage.

[ dice]1d20+8[/dice] to hit; ( )
1d10 + 24 ⇒ (6) + 24 = 30 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 - 51
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: 2/6 used (GHope*1,Haste*1,InvisSpher*0,JJ*0,SeeInv*0)
L4: 3/5 used (DDoor*1,Echo*1,FoM*0,GrInv*1)
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

The honor guard are down and another golem falls. Azaersi sees Krowe isolate himself and takes advantage of it during her last round of inflicted madness.

Attack: 1d20 + 37 - 8 ⇒ (13) + 37 - 8 = 42
Damage: 1d8 + 14 + 20 ⇒ (7) + 14 + 20 = 41

Party is up, only one golem and Azaersi remains, she looks slightly worse for wear.


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: 91/192 | AC: 38 (f20/t22) (included: +2 BoF) | CMD 44
Fort +18, Reflex +18, Will +17
Front Row
Opponent: Azaersi
Equipped: Backup Shield
- - -
Conditions: Freedom of Movement, Fly, Resist Energy Cold (30), Protection from Electricity (113/120hp), Stoneskin (80/150hp), True Seeing (3/5m), Heroism, Blessings of Fervor (+2 AC/Reflex/Attack), Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits), Hasted, Greater Invisibility
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): 4/11
Knockout (DC 25, 1d6r): 0/3
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): 15/30m (5m increments)
- - -

Faolan 5’ steps and throws his shield at the remaining golem!

Shield*: 1d20 + 20 + 8 ⇒ (11) + 20 + 8 = 39 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (3, 8) + 13 + 2 = 26 (song)

Shield*: 1d20 + 20 + 8 ⇒ (18) + 20 + 8 = 46 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (4, 4) + 13 + 2 = 23 (song)

Shield*: 1d20 + 15 + 8 ⇒ (20) + 15 + 8 = 43 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (8, 8) + 13 + 2 = 31 (song)
critthreat Shield*: 1d20 + 15 + 8 ⇒ (16) + 15 + 8 = 39 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (8, 8) + 13 + 2 = 31 (song)

Shield*: 1d20 + 15 + 8 ⇒ (7) + 15 + 8 = 30 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (2, 4) + 13 + 2 = 21 (song)

Shield*: 1d20 + 10 + 8 ⇒ (5) + 10 + 8 = 23 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (4, 1) + 13 + 2 = 20 (song)

Shield*: 1d20 + 10 + 8 ⇒ (15) + 10 + 8 = 33 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (6, 3) + 13 + 2 = 24 (song)

Shield*: 1d20 + 5 + 8 ⇒ (20) + 5 + 8 = 33 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (8, 6) + 13 + 2 = 29 (song)
critthreat Shield*: 1d20 + 5 + 8 ⇒ (8) + 5 + 8 = 21 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (4, 4) + 13 + 2 = 23 (song)

Hasted Shield*: 1d20 + 20 + 8 ⇒ (20) + 20 + 8 = 48 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (3, 8) + 13 + 2 = 26 (song)
critthreat Hasted Shield*: 1d20 + 20 + 8 ⇒ (2) + 20 + 8 = 30 (feast, BoF, hero, song, haste)
damage: 2d8 + 13 + 2 ⇒ (2, 3) + 13 + 2 = 20 (song)

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

Invisible: Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against a sighted opponent, and ignores its opponent’s Dexterity bonus to AC (if any).


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 goes down just as he gets to Faolan’s shield.

Stabilize check DC 11: 1d20 + 5 ⇒ (12) + 5 = 17

HP -1 (stable)

@GM - Krowe had displacement up. Does Azaersi have a way around that?
Displacement just in case 51+ island Krowe is hit: 1d100 ⇒ 73 Looks like it won’t matter either way.

@Baszil - it might have gotten lost in the chaos, but Krowe created a second named bullet arrow and tried to pass it off last round.

Shadow Lodge

She does not have a way around displacement, for future reference.


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 13

Free/Swift: Continue song.
Move: Flying move.
Stnd: Shoot at BBEG.

With the golems mostly gone and himself out of fun arrows, he returns to the BBEG. The first arrow will be the named one.

Magic adaptive longbow.
Touch attack: 1d20 + 19 + 2 + 1 ⇒ (14) + 19 + 2 + 1 = 36 touch to hit; (haste, song, hope)
3d8 + 27 + 6 + 6 + 2d8 + 1d6 + 2d6 ⇒ (2, 8, 8) + 27 + 6 + 6 + (3, 6) + (4) + (3, 6) = 79 thundering/shocking holy piercing damage.

Magic adaptive longbow.
haste: 1d20 + 19 + 2 + 1 ⇒ (5) + 19 + 2 + 1 = 27 to hit; (haste, song, hope)
1d8 + 9 + 2 + 2 + 2d6 ⇒ (5) + 9 + 2 + 2 + (2, 5) = 25 holy piercing damage.

Magic adaptive longbow.
1d20 + 14 + 2 + 1 ⇒ (12) + 14 + 2 + 1 = 29 to hit; (haste, song, hope)
1d8 + 9 + 2 + 2 + 2d6 ⇒ (1) + 9 + 2 + 2 + (4, 5) = 23 holy piercing damage.

Magic adaptive longbow.
1d20 + 9 + 2 + 1 ⇒ (12) + 9 + 2 + 1 = 24 to hit; (haste, song, hope)
1d8 + 9 + 2 + 2 + 2d6 ⇒ (5) + 9 + 2 + 2 + (2, 1) = 21 holy piercing damage.

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

Bazsil's Deep Song of Wrath:
Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.

Stats of the Grim Grimalkin:

[ dice]1d20+22[/dice] to hit; ()
1d10 + 24 ⇒ (4) + 24 = 28 slashing damage.

[ dice]1d20+13[/dice] to hit; ( )
1d10 + 24 ⇒ (9) + 24 = 33 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 - 51
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: 2/6 used (GHope*1,Haste*1,InvisSpher*0,JJ*0,SeeInv*0)
L4: 3/5 used (DDoor*1,Echo*1,FoM*0,GrInv*1)
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

Bor keeps the chase up, closing the gap with Krowe. "Now Krowe. Don't let them get away!"

Double Move.


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 went down and is at -1 hp.

Baszil, Krowe tried to give you another arrow with named bullet a couple rounds ago.

Dark Archive

1 person 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

Will work on getting you up next round then.

Shadow Lodge

The last golem explodes and Azaersi moves away from Bor, making her way around the blind wall. No other foes remain on the field, though Azaersi remains out of reach of the bone devils.

Party is 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

As Azaersi moves away Bor sends a large healing surge of energy into him before giving chase.

Cast Heal for 150 HP

Status:

HP 129/182
AC 34 (44 w/ SoF and Frightful Aspect; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith x4
(2nd)
(3rd)
(4th)Communal Resist Electricity, Blessing of Fervor
(5th) Wall of Blindness
(6th) Phantasal Killer, Heal
(7th)
(8th) Mass Invisibility, Frightful Aspect
(9th) Massacre
Vision of Madness 7/10
Aura of Madness 17/17
Sudden Shift 10/10
Master's Illusion 17/17
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (8d6)


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: 91/192 | AC: 38 (f20/t22) (included: +2 BoF) | CMD 44
Fort +18, Reflex +18, Will +17
Front Row
Opponent: Azaersi
Equipped: Backup Shield
- - -
Conditions: Freedom of Movement, Fly, Resist Energy Cold (30), Protection from Electricity (113/120hp), Stoneskin (80/150hp), True Seeing (3/5m), Heroism, Blessings of Fervor (+2 AC/Reflex/Attack), Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits), Hasted, Greater Invisibility
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): 4/11
Knockout (DC 25, 1d6r): 0/3
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): 15/30m (5m increments)
- - -

Faolan takes a double move to close with Azaersi. As he’s invisible, he says nothing, hoping the hapless warrior can’t see him.

Invisible: Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against a sighted opponent, and ignores its opponent’s Dexterity bonus to AC (if any).


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 14

Free/Swift: Continue song.
Move: Flying move.
Stnd: Shoot at BBEG.

Bazsil shoots the BBEG. He has echolocation and so can 'see' the battlefield as it is.

Magic adaptive longbow.
1d20 + 19 + 2 + 1 ⇒ (12) + 19 + 2 + 1 = 34 to hit; (haste, song, hope)
1d8 + 9 + 2 + 2 + 2d6 ⇒ (8) + 9 + 2 + 2 + (4, 6) = 31 holy piercing damage.

Magic adaptive longbow.
haste: 1d20 + 19 + 2 + 1 ⇒ (2) + 19 + 2 + 1 = 24 to hit; (haste, song, hope)
1d8 + 9 + 2 + 2 + 2d6 ⇒ (1) + 9 + 2 + 2 + (4, 6) = 24 holy piercing damage.

Magic adaptive longbow.
1d20 + 14 + 2 + 1 ⇒ (12) + 14 + 2 + 1 = 29 to hit; (haste, song, hope)
1d8 + 9 + 2 + 2 + 2d6 ⇒ (4) + 9 + 2 + 2 + (5, 2) = 24 holy piercing damage.

Magic adaptive longbow.
1d20 + 9 + 2 + 1 ⇒ (20) + 9 + 2 + 1 = 32 to hit; (haste, song, hope)
1d8 + 9 + 2 + 2 + 2d6 ⇒ (4) + 9 + 2 + 2 + (5, 5) = 27 holy piercing damage.

Magic adaptive longbow.
Pot Crit: 1d20 + 9 + 2 + 1 ⇒ (2) + 9 + 2 + 1 = 14 to hit; (haste, song, hope)
2d8 + 26 ⇒ (2, 2) + 26 = 30 additional holy piercing damage.

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

Bazsil's Deep Song of Wrath:
Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.

Stats of the Grim Grimalkin:

[ dice]1d20+22[/dice] to hit; ()
1d10 + 24 ⇒ (6) + 24 = 30 slashing damage.

[ dice]1d20+13[/dice] to hit; ( )
1d10 + 24 ⇒ (4) + 24 = 28 slashing damage.

[ dice]1d20+8[/dice] to hit; ( )
1d10 + 24 ⇒ (4) + 24 = 28 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 - 51
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: 2/6 used (GHope*1,Haste*1,InvisSpher*0,JJ*0,SeeInv*0)
L4: 3/5 used (DDoor*1,Echo*1,FoM*0,GrInv*1)
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

Bor, was that heal for Krowe?

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

Yes it was.


1 person marked this as a favorite.
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’s eyes snap open at his wounds are healed.

”Thank you Bor.” He groans as his flight spell brings him vertical.

Looking down, he sees Faolan’s shield. ”Lets finish her.”

Grabbing the shield, he flies towards Faolan and throws it to him. ”Faolan, catch!”


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

Is catching the shield an action of some kind? Or require a roll?
Catch Shield: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21 (dex check with heroism)

Shadow Lodge

The Dex check will be fine, and Faolan catches his shield. It's not going to make a difference here, but I will point out the tactical inadvisability of having someone who can see invisibility throw a shield at his invisible teammate who has attempted to sneak up on the main villain.

Azaersi proves she can see invisible creatures, even without Krowe's help.

"One last dance then, boy."

Attack @ Faolan: 1d20 + 37 ⇒ (2) + 37 = 39
Damage: 1d8 + 34 ⇒ (4) + 34 = 38

Attack @ Faolan: 1d20 + 37 ⇒ (10) + 37 = 47
Damage: 1d8 + 34 ⇒ (4) + 34 = 38

Attack @ Faolan: 1d20 + 32 ⇒ (7) + 32 = 39
Damage: 1d8 + 34 ⇒ (1) + 34 = 35

Attack @ Faolan: 1d20 + 27 ⇒ (15) + 27 = 42
Damage: 1d8 + 34 ⇒ (2) + 34 = 36

Attack @ Faolan: 1d20 + 22 ⇒ (13) + 22 = 35
Damage: 1d8 + 34 ⇒ (4) + 34 = 38

Party is up, and Azaersi will most likely not survive.


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 15

Free/Swift: Continue song.
Move: Flying move.
Stnd: Shoot at BBEG.

Bazsil shoots the BBEG.

Magic adaptive longbow.
1d20 + 19 + 2 + 1 ⇒ (4) + 19 + 2 + 1 = 26 to hit; (haste, song, hope)
1d8 + 9 + 2 + 2 + 2d6 ⇒ (1) + 9 + 2 + 2 + (5, 4) = 23 holy piercing damage.

Magic adaptive longbow.
haste: 1d20 + 19 + 2 + 1 ⇒ (6) + 19 + 2 + 1 = 28 to hit; (haste, song, hope)
1d8 + 9 + 2 + 2 + 2d6 ⇒ (3) + 9 + 2 + 2 + (5, 5) = 26 holy piercing damage.

Magic adaptive longbow.
1d20 + 14 + 2 + 1 ⇒ (11) + 14 + 2 + 1 = 28 to hit; (haste, song, hope)
1d8 + 9 + 2 + 2 + 2d6 ⇒ (4) + 9 + 2 + 2 + (2, 5) = 24 holy piercing damage.

Magic adaptive longbow.
1d20 + 9 + 2 + 1 ⇒ (20) + 9 + 2 + 1 = 32 to hit; (haste, song, hope)
1d8 + 9 + 2 + 2 + 2d6 ⇒ (1) + 9 + 2 + 2 + (6, 4) = 24 holy piercing damage.

Magic adaptive longbow.
Pot Crit: 1d20 + 9 + 2 + 1 ⇒ (3) + 9 + 2 + 1 = 15 to hit; (haste, song, hope)
1d8 + 9 + 2 + 2 + 2d6 ⇒ (2) + 9 + 2 + 2 + (6, 1) = 22 holy piercing damage.

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

Bazsil's Deep Song of Wrath:
Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.

Stats of the Grim Grimalkin:

[ dice]1d20+22[/dice] to hit; ()
1d10 + 24 ⇒ (1) + 24 = 25 slashing damage.

[ dice]1d20+13[/dice] to hit; ( )
1d10 + 24 ⇒ (4) + 24 = 28 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 - 51
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: 2/6 used (GHope*1,Haste*1,InvisSpher*0,JJ*0,SeeInv*0)
L4: 3/5 used (DDoor*1,Echo*1,FoM*0,GrInv*1)
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]


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: 22/192 | AC: 40 (f20/t23) (included: +2 BoF +1 song) | CMD 44
Fort +18, Reflex +18, Will +17
Front Row
Opponent: Azaersi
Equipped: Shield
- - -
Conditions: Freedom of Movement, Fly, Resist Energy Cold (30), Protection from Electricity (113/120hp), Stoneskin (40/150hp), True Seeing (3/5m), Heroism, Blessings of Fervor (+2 AC/Reflex/Attack), Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits), Hasted, Greater Invisibility
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): 4/11
Knockout (DC 25, 1d6r): 0/3
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): 15/30m (5m increments)
- - -

Down to the nub, even with stoneskin, Faolan tries to keep the bleeding to a minimum as he attacks Azaersi for the last round he suspects he’ll be standing!

Shield*: 1d20 + 29 + 7 ⇒ (12) + 29 + 7 = 48 (feast, BoF, hero, song)
damage: 2d8 + 17 + 2 ⇒ (6, 2) + 17 + 2 = 27 (song)

Shield*: 1d20 + 29 + 7 ⇒ (13) + 29 + 7 = 49 (feast, BoF, hero, song)
damage: 2d8 + 17 + 2 ⇒ (8, 1) + 17 + 2 = 28 (song)

Shield*: 1d20 + 24 + 7 ⇒ (11) + 24 + 7 = 42 (feast, BoF, hero, song)
damage: 2d8 + 17 + 2 ⇒ (1, 2) + 17 + 2 = 22 (song)

Shield*: 1d20 + 24 + 7 ⇒ (2) + 24 + 7 = 33 (feast, BoF, hero, song)
damage: 2d8 + 17 + 2 ⇒ (8, 6) + 17 + 2 = 33 (song)

Shield*: 1d20 + 19 + 7 ⇒ (20) + 19 + 7 = 46 (feast, BoF, hero, song)
damage: 2d8 + 17 + 2 ⇒ (4, 2) + 17 + 2 = 25 (song)
critthreat Shield*: 1d20 + 19 + 7 ⇒ (5) + 19 + 7 = 31 (feast, BoF, hero, song)
damage: 2d8 + 17 + 2 ⇒ (3, 8) + 17 + 2 = 30 (song)

Shield*: 1d20 + 19 + 7 ⇒ (19) + 19 + 7 = 45 (feast, BoF, hero, song)
damage: 2d8 + 17 + 2 ⇒ (4, 2) + 17 + 2 = 25 (song)

Shield*: 1d20 + 14 + 7 ⇒ (17) + 14 + 7 = 38 (feast, BoF, hero, song)
damage: 2d8 + 17 + 2 ⇒ (3, 5) + 17 + 2 = 27 (song)

HastedShield*: 1d20 + 29 + 7 ⇒ (15) + 29 + 7 = 51 (feast, BoF, hero, song)
damage: 2d8 + 17 + 2 ⇒ (5, 6) + 17 + 2 = 30 (song)

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

Invisible: Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against a sighted opponent, and ignores its opponent’s Dexterity bonus to AC (if any).

Dark Archive

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

Bor reaches out to Azaersi. "This is your end." He instantly drain the life from the Hobgoblin leader.

Destruction Spell for 170 damage. DC 26 Fort for Partial (10d6 damage)

Status:

HP 129/182
AC 34 (44 w/ SoF and Frightful Aspect; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith x4
(2nd)
(3rd)
(4th)Communal Resist Electricity, Blessing of Fervor
(5th) Wall of Blindness
(6th) Phantasal Killer, Heal
(7th) Destruction
(8th) Mass Invisibility, Frightful Aspect
(9th) Massacre
Vision of Madness 7/10
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

Drawing on the last of his metamagic rod’s power he quickens a burst of magic missiles and follows them up with even more magic missiles!

Magic Missiles: 5d4 + 5 ⇒ (1, 1, 2, 2, 1) + 5 = 12
Magic Missiles: 5d4 + 5 ⇒ (1, 3, 2, 2, 4) + 5 = 17

Shadow Lodge

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Fort DC 26: 1d20 + 17 ⇒ (16) + 17 = 33

One of Bazsil's arrows crosses with two of Krowe's magic missiles. Faolan's shield slams into Azaersi as she resists the worst of Bor's spell. Her smile is bloody as she grabs Faolan's arm, crumpling down the wall. Her laugh trails off into a death rattle, but the smile remains.

The sound of fighting no longer fills the room and you hear the thrum of the engine set to destroy your home.


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

"Alright? Alright?! Everyone alright?!!!" Bazsil looks around for more foes as Azaersi falls. He assumes that there will be more trouble, and wonders if there is a good chance there will be another attack.

"Krowe? Don't we need to stop that engine from destroying our home? And maybe we should do that?" Bazsil tones in his deep rumbling voice. "Let's see what we can loot here, and heal up, then we'll deal with it in case there is more trouble. Probably more hobgobs or lamias or some other s%#* around. We should be ready."

Bazsil will loot the naga, and then the general, not ready to celebrate anything yet.


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 will line up for healing. He'll nearly drain a wand unless Bor can help out a bit first. (Faolan is down 170hp.)

Then he'll keep watch while others loot. He too feels there's more to be done!

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 sends out some rapid waves of healing to everyone as quickly as he can. "I'll go guard the door and put up walls of blindness if any reinforcement comes. Get that engine shut down so we can get out of here. The head is cut from the snake."

CPE: 24d6 ⇒ (3, 6, 2, 3, 2, 6, 4, 4, 6, 3, 4, 3, 5, 1, 1, 5, 3, 6, 1, 2, 6, 2, 4, 1) = 83

Status:

HP 129/182
AC 34 (44 w/ SoF and Frightful Aspect; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith x4
(2nd)
(3rd)
(4th)Communal Resist Electricity, Blessing of Fervor
(5th) Wall of Blindness
(6th) Phantasal Killer, Heal
(7th) Destruction
(8th) Mass Invisibility, Frightful Aspect
(9th) Massacre
Vision of Madness 7/10
Aura of Madness 17/17
Sudden Shift 10/10
Master's Illusion 17/17
Griffon Wondrous Figurine 2/2 week
CPE 0/3 (8d6)


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: 40 (f20/t23) (included: +2 BoF +1 song) | CMD 44
Fort +18, Reflex +18, Will +17
Front Row
Opponent: Azaersi
Equipped: Shield
- - -
Conditions: Freedom of Movement, Fly, Resist Energy Cold (30), Protection from Electricity (113/120hp), Stoneskin (40/150hp), True Seeing (3/5m), Heroism, Blessings of Fervor (+2 AC/Reflex/Attack), Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits), Hasted, Greater Invisibility
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): 4/11
Knockout (DC 25, 1d6r): 0/3
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): 15/30m (5m increments)
- - -

Faolan thanks Bor for the channel, ”Ahhhh…”

Then he gets help to use his wand.
CLW: 14d8 + 14 ⇒ (3, 3, 7, 8, 7, 8, 6, 2, 5, 5, 8, 2, 2, 7) + 14 = 87

He burns through a wand and sees he's down to his last. "Gotta get more of these." he chuckles as he tosses the empty in the corner.

Shadow Lodge

You heal yourselves while Bazsil loots the corpses of your foes in true mercenary fashion. You all wait for Krowe to either save or damn you by stopping the countdown or sending the tower hurtling into Phaendar at terminal velocity.


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

Breathing heavy and dripping blood, Krowe hovers over the battle scene, trying to understand how to stop the next calamity.

”Azaersi may have an item, or key.” He says, dropping down to search her.

Not sure what’s needed here, but I’ll make a couple rolls.

Arcana: 1d20 + 28 ⇒ (13) + 28 = 41
Engineering: 1d20 + 16 ⇒ (12) + 16 = 28

If stumped, I can use another limited wish for legend lore if that might help.

Shadow Lodge

Having studied the transposition engine earlier using the sand table, Krowe is able to easily reset the device and halt the countdown. The hum in the room stops as device returns to its stable operation.

You find yourself alone in a room behind two secret doors and passageways, which you've used a Wall of Stone to block off. What is your next move?


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

"We need to smash this device. Make sure it can't be used again. Ever again. It's not enough to stop it...we have to end it," Bazsil suggests, trying to make sure the party is done here.

1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20 Know (Arcana) - How best to destroy?

Shadow Lodge

Destroying it is far beyond your ken, the most practical solution is the drive the IronFang out and either restore the original keepers or take over yourself to guard it. You also have access to all of Zanathura's notes, destroying them should prevent anyone misusing the device.


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

”If we took command of this place that might be the best way to keep it out of enemy hands.”


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

”We can’t smash it?” Faolan looks grief-stricken at the thought of leaving it intact.

Oberon Krowe wrote:
”If we took command of this place that might be the best way to keep it out of enemy hands.”

He looks around, ”Oh, I dunno. A little paint. Some throw pillows…”

He puts his spare shield away and grips his main tightly, ”Well if we’re to make this home, let’s see about cleaning out the place of vermin!”

I was a little confused. Are there any directions we can go - or is it all blocked by the wall of stone? If we’re sealed in, do we want to rest? I’m ready to go, but I think our spell casters have done quite a bit today. :)

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

"Doesn't seem that way. We need to push their forces out. Should we start by throwing their leaders body from the top of the tower?" Bor suggests, "Though the Hobgoblins may be backed into a corner now. They too are trapped here with us and have no way of getting back. Maybe they will just give up."


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

”I feel like we should destroy all the notes first,” Bazsil says, grabbing all the loot he can. ”And I have no intention to stay on this rock any longer than I have to. I want to get back to my forests, on my home plane, on my rightful place of existence.”

If there is more to do and resting is an option, Bazsil would do that. He has enough spells for a DDoor or two to get us out of all this, as needed.

”Who else do we need to kill to pacify this place? Maybe them all?”

Shadow Lodge

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At this point the adventure is pretty well concluded, just need to know what you're going to do about the Ironfang Legion and if there are any threads you want to wrap up/allies you want to conclude the story with.

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

"Perhaps if we destroys the notes we can use magic to teleport to the Material Realm and trap the rest of the hobgoblins here." Bor looks to Bazsil where the notes are located.

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