
DM Carbide |

Where are you moving to, Kel?
Round 1 (ongoing):
Initiative order
Chaul-acted
Alektara-acted
Jeb-acted
Yua-acted
Aldebert
Phantoms
Celidrian
Kel
Alektara and Jeb prepare for the battle. The ghostly Tien woman gestures, and suddenly is clad in solid-appearing steel lamellar armor that matches the spectral armor of her initial appearance.
Aldebert, you're up!

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"BACK TO PHARASMA WITH YOU ALL! WHAT DO YOU THINK THIS IS, AN URGATHOAN WHOREHOUSE?" shouts the crossbowman as he shoots the only ghost within sight of him.
Mathilda, strike #1, RS, DA, PBS: 1d20 + 13 - 2 - 2 + 1 ⇒ (1) + 13 - 2 - 2 + 1 = 11
Damage: 1d10 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Mathilda, strike #2, RS, DA, PBS: 1d20 + 13 - 2 - 2 + 1 ⇒ (20) + 13 - 2 - 2 + 1 = 30
Damage: 1d10 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Mathilda, strike #3, RS, DA, PBS: 1d20 + 8 - 2 - 2 + 1 ⇒ (2) + 8 - 2 - 2 + 1 = 7
Damage: 1d10 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Mathilda, strike #2, RS, DA, PBS (Critical Confirmation): 1d20 + 13 - 2 - 2 + 1 ⇒ (7) + 13 - 2 - 2 + 1 = 17
Damage: 2d10 + 12 + 2 ⇒ (8, 8) + 12 + 2 = 30

DM Carbide |

Luckily for Aldebert (and the rest of you), they're still flatfooted for his attack. Also, they're only incorporeal when they move more than 5', because incorporeal creatures aren't subject to crits except by ghost touch weapons.
Round 1 (ongoing):
Initiative order
Chaul-acted
Alektara-acted
Jeb-acted
Yua-acted
Aldebert-acted
Phantoms-acted
Celidrian
Kel
Aldebert's crossbow bolt tears through the semisolid stuff of the phantom, leaving a gaping hole behind it. Then the four drift forward through the gloom and swarm the party, lashing out with unexpectedly solid fists. Three attack Jeb, although only one gets through his defenses for 11 HP, and the last attacks Chaul and hits for 11 HP as well.
Cel and Kel, you're up!
Red slam on Jeb: 1d20 + 10 ⇒ (9) + 10 = 19
Blue slam on Jeb: 1d20 + 10 ⇒ (4) + 10 = 14
Blue slam on Jeb: 1d20 + 10 ⇒ (17) + 10 = 27
Green slam on Jeb: 1d20 + 10 ⇒ (7) + 10 = 17
Yellow slam on Chaul: 1d20 + 10 ⇒ (12) + 10 = 22
Slam damage to Jeb: 1d8 + 5 ⇒ (6) + 5 = 11
Slam damage to Chaul: 1d8 + 5 ⇒ (6) + 5 = 11
Phantoms: AC 22 T 16 FF 16
Red: -33 HP
Blue:
Green:
Yellow:

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Celidrian casts haste to benefit his fellow pathfinders... "That should help you lay some hurt down on these things, my friends."

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Acrobatics+Derring Do+Daredevil Boots: 1d20 + 12 + 1d6 + 5 ⇒ (2) + 12 + (4) + 5 = 23
Kel focuses the dark energy in his hand, causing multiple shadow clones of himself to circle him, and mimic his movements, and then he darts through the group, leaping in between two of the phantoms to flank with Chaul.
I can't edit the map, but just place me in the square flanking with Chaul please.

DM Carbide |

Kel, their CMD is 25, so you wouldn't be able to move through the phantom to get there. On the other hand, with haste running you could go around through the other entrance if you wanted to.

DM Carbide |

Surrounded by shadowy duplicates, Kel flanks one of the phantoms.
Round 2:
Initiative order
Chaul-
Alektara-
Jeb-
Yua-
Aldebert
Phantoms
Celidrian
Kel
Chaul feels the pangs of ancient loss lessen to the point where he can do more than mourn, but the sensation is still strong.
Chaul, Alektara, and Jeb can act!
Alektara action chance, 1=no: 1d10 ⇒ 10
Jeb action chance, 1=no: 1d10 ⇒ 4
Aldebert action chance, 1=no: 1d10 ⇒ 7
Cel action chance, 1=no: 1d10 ⇒ 4
Kel action chance, 1=no: 1d10 ⇒ 2
Phantoms: AC 22 T 16 FF 16
Red: -33 HP
Blue:
Green:
Yellow:
Yua: AC ? T ? FF ?

DM Carbide |

All four of them are in reach, but one is flanked while the wounded one is also the only one in Aldebert's line of sight. I'll have you hit the green one.
ETA: Don't forget that you're hasted; take another attack, and add +1 to your rolls to hit. Also, take your iterative attack.
Round 2 (ongoing):
Initiative order
Chaul-
Alektara-
Jeb-acted
Yua-
Aldebert
Phantoms
Celidrian
Kel
Jeb slashes at one of the phantoms, cutting through it twice and leaving tatters of soul-stuff behind!
Phantoms: AC 22 T 16 FF 16
Red: -33 HP
Blue:
Green: -14 HP
Yellow:
Yua: AC ? T ? FF ?

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Haste attack!: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27 for 2d6 + 1 ⇒ (1, 3) + 1 = 5 damage!
Iterative attack: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17 for 2d6 + 1 ⇒ (4, 5) + 1 = 10 damage!
Thanks for the reminder! It's been a while since I played Jeb!

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Alektara withdrawals and breaks contact to go around to a different flank...

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Chaul rouses himself from his feelings of loss, and pushes his hands forward, as if thrusting open some giant invisible doors. A hot blast of holy energy rushes through the room, sending the searing power of the sun itself over the foul undead that inhabit the area.
channel vs undead, no Channel Resistance, Will DC21 for half: 4d6 + 7 ⇒ (2, 5, 4, 1) + 7 = 19
"The forces of heaven itself will help us!"

DM Carbide |

I love that trait. Had a cleric of Sarenrae in an Age of Worms game who had it.
Round 2 (ongoing):
Initiative order
Chaul-acted
Alektara-acted
Jeb-acted
Yua-acted
Aldebert
Phantoms
Celidrian
Kel
Chaul unleashes divine power on the steel-clad ghost, who somehow finds it in herself to resist the worst of the holy attack. She drifts down from the sarcophagus she stood over and executes a slashing attack against Alektara with her ghostly katana. The blade passes through her armor as if it weren't there and leaves the lore warden with wracking pains through her body. Take 42 HP, Alektara; DC 19 Fortitude save for half damage.
Aldebert is up!
To hit Alektara: 1d20 + 9 ⇒ (14) + 9 = 23
Spectral katana damage: 8d6 + 6 ⇒ (3, 6, 3, 6, 6, 1, 5, 6) + 6 = 42
Phantoms: AC 22 T 16 FF 16
Red: -33 HP
Blue:
Green: -14 HP
Yellow:
Yua: AC ? T ? FF ? -9 HP

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With haste do I get an attack, or did I use all of my actions?

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Did the phantoms not get affected by the channel?

DM Carbide |

Kel: Yes, take an attack.
Chaul: The phantoms are outsiders, not undead.
-Posted with Wayfinder

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FORT vs DC 19: 1d20 + 9 ⇒ (12) + 9 = 21 Alektara tries to dodge the ghostly blade but gets hit regardless... the damage causes her body to shudder yet she manages to steel herself to the attack and shrugs part of it off...

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Aldebert frowns as he methodically sends bolt after bolt flying in at their opponents.
Mathilda, strike #1 vs Red, RS, DA, PBS: 1d20 + 13 - 2 - 2 + 1 ⇒ (2) + 13 - 2 - 2 + 1 = 12
Damage: 1d10 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Mathilda, strike #2 vs Red, RS, DA, PBS: 1d20 + 13 - 2 - 2 + 1 ⇒ (14) + 13 - 2 - 2 + 1 = 24
Damage: 1d10 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Mathilda, strike #3 vs Red, RS, DA, PBS: 1d20 + 8 - 2 - 2 + 1 ⇒ (3) + 8 - 2 - 2 + 1 = 8
Damage: 1d10 + 6 + 1 ⇒ (5) + 6 + 1 = 12
"I am aware of how dear your bullets are to you gunmen of Alkenstar but perhaps you should consider using them, my vagabond-looking friend" he grunts with a frown. "CREATURES! BE PREPARED TO BE FELLED BY TALDANE OAK!! THESE WHERE JUST WARNING SHOTS! MOSTLY!"

DM Carbide |

Resolving pending Kel's attack, which may result in some damage coming back if he drops one the one on Chaul.
Round 2 (ongoing):
Initiative order
Chaul-acted
Alektara-acted
Jeb-acted
Yua-acted
Aldebert-acted
Phantoms-acted
Celidrian
Kel
Aldebert's volley of bolts mostly go through the hole left by his first major attack, but one hits for some damage. Then the phantoms go to town. Three attacks hit Jeb solidly for 31 HP total, and the one on Chaul hits him for 13 HP.
Celidrian and Kel can act; Kel can also take his attack on the yellow phantom.
Red slam on Jeb: 1d20 + 10 ⇒ (3) + 10 = 13
Blue slam on Jeb: 1d20 + 10 ⇒ (9) + 10 = 19
Blue slam on Jeb: 1d20 + 10 ⇒ (7) + 10 = 17
Green slam on Jeb: 1d20 + 10 ⇒ (20) + 10 = 30
Green slam on Jeb: 1d20 + 10 ⇒ (14) + 10 = 24
Yellow slam on Chaul: 1d20 + 10 ⇒ (17) + 10 = 27
Yellow slam on Chaul: 1d20 + 10 ⇒ (6) + 10 = 16
Confirm Green slam on Jeb: 1d20 + 10 ⇒ (12) + 10 = 22
Slam damage to Jeb, all three hits: 3d8 + 15 ⇒ (8, 5, 3) + 15 = 31
Slam damage to Chaul: 1d8 + 5 ⇒ (8) + 5 = 13
Phantoms: AC 22 T 16 FF 16
Red: -40 HP
Blue:
Green: -14 HP
Yellow:
Yua: AC ? T ? FF ? -9 HP

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Celidrian ponders a brief second, then decides force is always applicable and hopes the ghost isn't resistant in some way.
mm damage: 5d4 + 5 ⇒ (2, 1, 3, 2, 4) + 5 = 17

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Kel swings at the creature, his rapier stabbing into the ghostly apparition several times in quick succession.
Attack: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d6 + 12 ⇒ (6) + 12 = 18
Sneak Attack: 1d6 ⇒ 2

DM Carbide |

I'm going to roll Kel's other attacks, assuming the one he just rolled was the attack on the approach.
Attack, incl. flank and haste: 1d20 + 7 + 2 + 1 ⇒ (15) + 7 + 2 + 1 = 25
Hasted attack, incl. flank and haste: 1d20 + 7 + 2 + 1 ⇒ (4) + 7 + 2 + 1 = 14
Attack damage, incl. sneak: 1d6 + 12 + 1d6 ⇒ (6) + 12 + (6) = 24
Celidrian puts a cluster of magic missiles into the ghost! Cel, how is that you get five missiles? I thought it was 1 every other level.
Kel misses with his first attack, but manages a major hit with his second before the phantom dodges the followup.
Round 3:
Initiative order
Chaul-
Alektara-
Jeb-
Yua-
Aldebert
Phantoms
Celidrian
Kel
Chaul, Alektara, and Jeb can act!
Phantoms: AC 22 T 16 FF 16
Red: -40 HP
Blue:
Green: -14 HP
Yellow: -19 HP
Yua: AC ? T ? FF ? -9 HP -TBD HP

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With a look of concentration of his face and his arms still outstretched, Chaul steps back slightly calling out
"Sarenrae Smite thy enemies"
The hard corner should hopefully stop an AOOs from the spell casting
Casts spiritual weapon
spiritual weapon: 1d20 + 8 ⇒ (20) + 8 = 28
damage: 1d8 + 2 ⇒ (8) + 2 = 10
spiritual weapons can crit!: 1d20 + 8 ⇒ (3) + 8 = 11 <- though probably not confirm with that.
bonus damage: 1d8 + 2 ⇒ (8) + 2 = 10
It will be attacking the ghost.

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"we should re-position to an area more favorable for us and channel them towards us one at a time." Alektara says to the others as she moves back not wanting to take another blow from the nasty spectral foe with the katana...

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"That is a wise suggestion Alektara!" calls out Chaul.

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oops - only 3 missiles, not 5, my bad... so 9 points (the first 3 rolls, plus 3) not 15, sad but true. sorry about that, I was thinking about burning hands when I rolled the dmg.

DM Carbide |

No problem, Cel--there are enough weird rules interactions out there I wasn't sure.
Round 3 (ongoing):
Initiative order
Chaul-acted
Alektara-acted
Jeb-
Yua-
Aldebert
Phantoms
Celidrian
Kel
A gleaming scimitar of force blazes into existence and slashes at the spectral Tien just after three force missiles impact her. Alektara chooses the better part of valor and retreats from the lethal spirit.
Jeb can act!
Phantoms: AC 22 T 16 FF 16
Red: -40 HP
Blue:
Green: -14 HP
Yellow: -19 HP
Yua: AC 23 T 17 FF 21 -28 HP

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Aldebert unleashes more bolts, seemingly convinced that quantity is superior to quality.
Still targeting Red
Mathilda, strike #1, RS, DA, PBS: 1d20 + 13 - 2 - 2 + 1 ⇒ (7) + 13 - 2 - 2 + 1 = 17
Damage: 1d10 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Mathilda, strike #2, RS, DA, PBS: 1d20 + 13 - 2 - 2 + 1 ⇒ (11) + 13 - 2 - 2 + 1 = 21
Damage: 1d10 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Mathilda, strike #3, RS, DA, PBS: 1d20 + 8 - 2 - 2 + 1 ⇒ (7) + 8 - 2 - 2 + 1 = 12
Damage: 1d10 + 6 + 1 ⇒ (9) + 6 + 1 = 16

DM Carbide |

Man, what did you do to the dice module, Al? Insult its mother?

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Aldebert has a well-known penchant for missing.

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And insulting people :-)

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Jeb snickers a little as the bolts go wide. "SOmetimes a good blade is better than a bullet, Aldebert. A smart gunslinger knows which tool to wield."
Jeb swings!
Greatsword: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27 for 2d6 + 1 ⇒ (3, 3) + 1 = 7 damage!
Greatsword, Haste: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12 for 2d6 + 1 ⇒ (2, 4) + 1 = 7 damage!
Greatsword: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8 for 2d6 + 1 ⇒ (4, 1) + 1 = 6 damage!

DM Carbide |

Round 3 (ongoing; rearranged):
Initiative order
Yua-acted
Aldebert-acted
Phantoms-acted
Celidrian
Kel
Chaul-
Alektara-
Jeb-
Jeb goes after the most wounded one, hoping to put it out of the fight. He hits once, but doesn't quite manage to drop it. It, however, withdraws from the combat and retreats through the wall. The ghost moves up on Kel and slashes at him for 40 HP, DC 19 Fortitude save for half damage. The remaining phantoms move to surround Jeb. Two pummel him mercilessly for 28 HP, while the third attacks Chaul and hits once for 11 HP.
Celidrian and Kel can act, and then Chaul, Alektara, and Jeb!
Corrupting touch damage: 8d6 + 6 ⇒ (6, 4, 5, 1, 2, 4, 6, 6) + 6 = 40
Blue slam on Jeb, incl. flank: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
Blue slam on Jeb, incl. flank: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25
Yellow slam on Chaul: 1d20 + 10 ⇒ (17) + 10 = 27
Yellow slam on Chaul: 1d20 + 10 ⇒ (1) + 10 = 11
Green slam on Jeb: 1d20 + 10 ⇒ (11) + 10 = 21
Green slam on Jeb: 1d20 + 10 ⇒ (13) + 10 = 23
Total slam damage to Jeb, 3 hits: 3d8 + 15 ⇒ (4, 7, 2) + 15 = 28
Slam damage to Chaul: 1d8 + 5 ⇒ (6) + 5 = 11
Phantoms: AC 22 T 16 FF 16
Blue:
Green: -14 HP
Yellow: -19 HP
Yua: AC 23 T 17 FF 21 -28 HP

DM Carbide |

Jeb, remember you took 31 HP last round and 11 HP on the first round. I also forgot that you have +1 AC from the haste spell, so take back 7 HP from this round's attacks.

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Jeb, remember you took 31 HP last round and 11 HP on the first round. I also forgot that you have +1 AC from the haste spell, so take back 7 HP from this round's attacks.
So that's a total of 42 plus 21? I'm down!
HP -4/59
Jeb drops to the ground, dying. Free stabilization roll: 1d20 + 1 ⇒ (12) + 1 = 13

DM Carbide |

Given the amount of damage you'd taken before this round, you can change your action if you'd like--with Chaul's retreat, you were kind of hanging out there.

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Celidrian stands behind Jeb, wherever he moves back to, and taps him with his wand if Jeb doesn't object. "I am going to heal you but it is not clerical healing... if you object, say so now, or I will do it."
infernal healing]fast healing 1 for 10 rounds

DM Carbide |

Redoing things a bit, then. Jeb isn't in as bad a shape, but the red phantom is still there.
Round 3 (ongoing; rearranged):
Initiative order
Yua-acted
Aldebert-acted
Phantoms-acted
Celidrian-acted
Kel-
Chaul-
Alektara-
Jeb-
Wounded, Jeb retreats from the fray. None of the phantoms manage to hit him as he backs out into the hall. Chaul is still hit by the yellow phantom for 9 HP. The green phantom also goes after Chaul, but misses. The blue phantom attacks Kel and hits twice (pending the possibility of a parry) for 8 points and 10 points, respectively. Celidrian uses profane magic to begin to heal Jeb.
Kel, Chaul, Alektara, and Jeb are up!
Blue slam on Kel: 1d20 + 10 ⇒ (19) + 10 = 29
Slam damage to Kel, 2 hits: 1d8 + 5 + 1d8 + 5 ⇒ (3) + 5 + (5) + 5 = 18
Phantoms: AC 22 T 16 FF 16
Red: -40 HP
Blue:
Green: -14 HP
Yellow: -19 HP
Yua: AC 23 T 17 FF 21 -28 HP

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The phantom scimitar continues to slash away at the ghost.
attack: 1d20 + 8 ⇒ (8) + 8 = 16
damage: 1d8 + 2 ⇒ (7) + 2 = 9
Once again he pushes his hands forward, opening the gates of heaven to allow the holy energy to rush forward towards the undead.
channel, no Channel Resistance, Will DC 21 for half: 4d6 + 7 ⇒ (1, 4, 6, 2) + 7 = 20

DM Carbide |

Chaul, since Kel nominally acts before you, would your action change if he went down?
Round 3 (ongoing; rearranged):
Initiative order
Yua-acted
Aldebert-acted
Phantoms-acted
Celidrian-acted
Kel-
Chaul-acted
Alektara-
Jeb-acted
This time, the ghost can't resist Chaul's divine power. It's not enough to stop the foul undead, though.
Phantoms: AC 22 T 16 FF 16
Red: -40 HP
Blue:
Green: -14 HP
Yellow: -19 HP
Yua: AC 23 T 17 FF 21 -48 HP

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Yes, if he goes down I'll channel to heal instead of harm, assuming that Kel is in range.

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Alektara moves to a spot along the wall with the expectation that Kel retreats in the same direction as well so the group can channel their foes...

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It's been a long couple of days, sorry for being absent.
Kel holds his blade defensively and retreats with the rest of the group, taking care to stay nimble.
Acrobatics to Avoid AoO: 1d20 + 19 ⇒ (15) + 19 = 34

DM Carbide |

Kel--no problem. I think you missed the damage you took, though. 40 HP from the ghost, with a DC 19 Fort save for half, followed by two hits from phantoms for 8 and 10 points (though if the first one dropped you, the second attack wouldn't have happened). Are you still up?