[DM Elanmorin's] Vengeance at Sundered Crag (Inactive)

Game Master Rogar Valertis

Maps

Initiative:
[dice=Brutus]1d20+1[/dice]
[dice=Chabon]1d20+6[/dice]
[dice=Grimaldus]1d20+5[/dice]
[dice=Sir Miguel de Saavedra]1d20+5[/dice]
[dice=Rocky]1d20+2[/dice]
[dice=Sir Terramor the Blue Knight]1d20+2[/dice]

Perception:
[dice=Brutus]1d20+11[/dice]
[dice=Chabon]1d20+16[/dice]
[dice=Grimaldus]1d20+13[/dice]
[dice=Sir Miguel de Saavedra]1d20+26[/dice]
[dice=Rocky]1d20+22[/dice]
[dice=Sir Terramor the Blue Knight]1d20+13[/dice]


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Shadow Lodge

MAP

@Grimaldus: Summon monster requires a full round to cast. Is there a reason you can do this as a standard action?

Grimaldus advances and prepares to summon a creature from the 9 Hells.

The huge monster, complete with claws and sting mounted on a long, bulbous tail somehow resembles shemhazian demon in appearance. As Rocky engages the abomination, it roars and slithers forward striking with its tail!

Giant Monster vs Rocky: 1d20 + 18 + 1 ⇒ (1) + 18 + 1 = 20Damage roll: 1d6 + 10 ⇒ (3) + 10 = 13 Plus poison, if wounded roll a DC18 fort check

Luckily for Rocky the stinger completely misses him, stiking into the terrain instead.

The abominations nearby move to intercept the pathfinders leaving the winged creatures to deal with the barbarians...

Abomination onslaught:
black vs Rocky (bite): 1d20 + 14 + 1 - 2 ⇒ (18) + 14 + 1 - 2 = 31damage roll: 1d6 + 3 + 1d6 ⇒ (6) + 3 + (2) = 11 1d6 is electricity damage

black vs Rocky (bite): 1d20 + 14 + 1 - 2 ⇒ (16) + 14 + 1 - 2 = 29damage roll: 1d6 + 3 + 1d6 ⇒ (5) + 3 + (4) = 12 1d6 is electricity damage

black vs Rocky (gore): 1d20 + 14 + 1 - 2 ⇒ (15) + 14 + 1 - 2 = 28damage roll: 1d6 + 3 + 1d6 ⇒ (4) + 3 + (6) = 13 1d6 is electricity damage

black vs Rocky (tail slap): 1d20 + 12 + 1 - 2 ⇒ (2) + 12 + 1 - 2 = 13damage roll: 1d6 + 1 + 1d6 ⇒ (4) + 1 + (5) = 10 1d6 is electricity damage

orange vs Rocky (bite): 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31damage roll: 1d6 + 3 + 1d6 ⇒ (3) + 3 + (3) = 91d6 is electricity damage

blue vs Rocky (bite): 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23damage roll: 1d6 + 3 + 1d6 ⇒ (6) + 3 + (3) = 121d6 is electricity damage

Incredibly the many limbed monstruosities manage to miss all of their attacks and Rocky's hardened hide deflects what the monk cannot avoid!

For characters to be adjacent to each other I require their bases to touch. In this case Terramor's ability would not have worked. Keep this in mind please

Round 1 - Bold may act

Kellid warrior (cyan)
Kellid warrior (purple)

Rocky
Terramor

Tatooed dwarf

Grimaldus

Giant Monster
Abomination (red)
Abomination (orange)
Abomination (black) -42hp, shaken 8
Abomination (blue)

Brutus

Kellid Warchief (fuchsia)

Goat headed demon (yellow) -10hp
Goat headed demon (green) -1hp

Chabon
Miguel
Panza

Silver Crusade

Male CG Aasimar Arcanist 11 | HP 101+19/101 | AC 16  T 12  FF 14 | CMB +5, CMD 17 | F: +9, R: +9, W: +10 | Init: +6 | Perc: +16, SM: +0 | Speed 30ft | Arcane Reservoir 8/14 | Spells: 1st 6/6; 2nd 4/6; 3rd 5/5; 4th 4/5; 5th 4/4 | Active conditions:false life and see invis .

"Careful, those flying goat-headed Nabasu demons are resistant to weapons that aren't holy or made of cold iron! And watch you're back near those Kellids, something is off with them. They don't fight in the manner I'd expect."

Grand Lodge

M Half-Orc Paladin/Monk/Stalwart Defender 12 | HP: 159/159 l Fort: +19 (+21 with stance), Ref: +12, W: +19 (+21 with stance) l Init: +1 l Per: +8 l Movement: 30
AC:
Default: 23/T: 21/FF: 20 | This Round: 42*/T: 29* (40* vs incorporeal)/FF: 28
Resources:
LoH 3/7 | Fist 3/4 | Smite 2/2 | Stance 3/8 | Reroll (X)
CMD:
39/41 vs Grapple

Brutus ejects the wand from his wrist sheath and taps into the holy power stored within before rushing forward to join the melee.

Divine favor from wand. Move forward.

Shadow Lodge

MAP

Brutus advances as well, but not before improving himself via magic item stored on his person.

Meanwhile, the Kellid Warchief joins the battle against the Nabasus!

Fuchsia vs Green: 1d20 + 16 ⇒ (1) + 16 = 17Damage roll: 1d12 + 8 ⇒ (4) + 8 = 12

And he misses disastrously!

The nabasu demons seem angered by the presumptuous humans daring to attack them and unleash their fury on the Kellids!

Nabasu counterattack:
yellow vs cyan (claw 01): 1d20 + 15 ⇒ (9) + 15 = 24Damage roll: 1d6 + 6 ⇒ (3) + 6 = 9

yellow vs cyan (claw 02): 1d20 + 15 ⇒ (14) + 15 = 29Damage roll: 1d6 + 6 ⇒ (6) + 6 = 12

yellow vs cyan (bite): 1d20 + 15 ⇒ (3) + 15 = 18Damage roll: 1d8 + 6 ⇒ (4) + 6 = 10

green vs purple (claw 01): 1d20 + 15 ⇒ (14) + 15 = 29Damage roll: 1d6 + 6 ⇒ (2) + 6 = 8

green vs purple (claw 02): 1d20 + 15 ⇒ (6) + 15 = 21Damage roll: 1d6 + 6 ⇒ (3) + 6 = 9

green vs purple (bite): 1d20 + 15 ⇒ (10) + 15 = 25Damage roll: 1d8 + 6 ⇒ (7) + 6 = 13

The demons prove way more effective than the barbarians with their attacks. Not a single blow missess and the kellids bleed profusely as a result!

Round 1 - Bold may act

Kellid warrior (cyan) -31hp
Kellid warrior (purple) -30hp

Rocky
Terramor

Tatooed dwarf

Grimaldus

Giant Monster
Abomination (red)
Abomination (orange)
Abomination (black) -42hp, shaken 8
Abomination (blue)

Brutus

Kellid Warchief (fuchsia)

Goat headed demon (yellow) -10hp
Goat headed demon (green) -1hp

Chabon
Miguel
Panza

Grand Lodge

Male Oread Unchained Monk 10 | AC 24 (33)| T 23 (24)| FF 21 (29)| HP: 84/84 (104)| CMD 39+ | Fort +12 (14)| Ref +13 (14)| Will +13 | Init +2 | Perception +24 | Ki 7/11 SF 6/10

Looks like the warchief rolled a 1 to attack. So unless he has serious shenanigans he dealt no dmg not reduced dmg.

Shadow Lodge

MAP

@Rocky: correct. I didn't even check because I was pretty sure he was going to hit. Instead he rolled a 1. Not a huge difference anyway, but I edited my post above, the nabasu did not suffer a -2 to its hps :P

Silver Crusade

Male CG Aasimar Arcanist 11 | HP 101+19/101 | AC 16  T 12  FF 14 | CMB +5, CMD 17 | F: +9, R: +9, W: +10 | Init: +6 | Perc: +16, SM: +0 | Speed 30ft | Arcane Reservoir 8/14 | Spells: 1st 6/6; 2nd 4/6; 3rd 5/5; 4th 4/5; 5th 4/4 | Active conditions:false life and see invis .

That must be Thurl . . . I'm going to give him the ending he deserves for all his treachery.

Chabon moves forward, keeping his martial allies ahead of him. He then casts feeblemind on Thurl.

Chabon will use an arcane reservoir point to increase the DC by 2 (from potent magic exploit), for a 23 Will save. That's with a further -4 penalty if Thurl is an arcane caster.

feeblemind details:
Target creature’s Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence– or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.

The Exchange

N Male Grippli Druid 11 | Init +12 | HP: 102|102 | AC:30 (15 Tch, 26 FF) | CMD 21 | F:+15, R:+11, W:+21, +4 vs fey and plants | Per: +28 Conditions: Wild Shape

Drawing on his magically enhanced speed Miguel flies forwards, rising into the air 30' so he can get a good look over the battlefield. Pausing, he begins to incant, singing an ancient song of his people. The ground rumbles and bursts, disgorging a truly enormous dinosaur.

Seeing the weird mutant monster it gives a bellow and attacks!

Miguel expends wall of thorns to cast summon natures ally V as a standard action summoning a young stegosaurus


N Large Animal HP 56|90; AC23 T13 FF19; Fort +13, Ref +12, Will +5

MOOOOOOOO!!!!!!!

The large dinosaur lashes out at the giant monster and follows through its attack against the orange stitched abomination.

The dino attacks the giant monster and cleaves into orange if he hits

Tail vs eidolon, flank, pa: 1d20 + 17 + 2 - 3 ⇒ (14) + 17 + 2 - 3 = 30
Damage, pa: 3d6 + 12 + 9 ⇒ (6, 2, 5) + 12 + 9 = 34
Trip, flank, pa: 1d20 + 18 + 2 - 3 ⇒ (12) + 18 + 2 - 3 = 29

If that hits

Tail vs abomination, pa: 1d20 + 17 - 3 ⇒ (11) + 17 - 3 = 25
Damage, pa: 3d6 + 12 + 9 ⇒ (1, 5, 5) + 12 + 9 = 32
Trip, pa: 1d20 + 18 - 3 ⇒ (5) + 18 - 3 = 20

AC is 2 lower due to cleave


Init +5 | HP 94|94 | AC33 T10 FF31 | Fort +15, Reflex +11, Will +10, +4 vs enchantments | CMD 34 | Perception +6
Buffs:
Longstrider, Extended GMF,, Barkskin, Aspect of the Wolf

Panza then charges across the hillside into the nearest enemy, snapping his huge jaws.

Charge at blue

Bite, haste, charge, pa: 1d20 + 15 + 2 + 2 - 2 ⇒ (20) + 15 + 2 + 2 - 2 = 37
Damage: 2d6 + 18 + 6 ⇒ (4, 2) + 18 + 6 = 30

Confirm, haste, charge, pa: 1d20 + 15 + 2 + 2 - 2 ⇒ (18) + 15 + 2 + 2 - 2 = 35
Damage: 2d6 + 18 + 6 ⇒ (3, 3) + 18 + 6 = 30

AC is currently 32 due to charge

Combat reflexes OA's:

Bite, haste, charge, pa: 1d20 + 15 + 2 + 2 - 2 ⇒ (1) + 15 + 2 + 2 - 2 = 18
Damage: 2d6 + 18 + 6 ⇒ (4, 4) + 18 + 6 = 32

Bite, haste, charge, pa: 1d20 + 15 + 2 + 2 - 2 ⇒ (3) + 15 + 2 + 2 - 2 = 20
Damage: 2d6 + 18 + 6 ⇒ (6, 2) + 18 + 6 = 32

Bite, haste, charge, pa: 1d20 + 15 + 2 + 2 - 2 ⇒ (3) + 15 + 2 + 2 - 2 = 20
Damage: 2d6 + 18 + 6 ⇒ (1, 3) + 18 + 6 = 28

Bite, haste, charge, pa: 1d20 + 15 + 2 + 2 - 2 ⇒ (14) + 15 + 2 + 2 - 2 = 31
Damage: 2d6 + 18 + 6 ⇒ (2, 1) + 18 + 6 = 27

Shadow Lodge

MAP

@Chabon: I'm not sure you have the line of sight to cast a spell targetted on Thurl since he's hiding behind a large creature and you also have your friends before you. Would you like to redo your standard action or do you want me to rule on this? Miguel does not suffer from the same problem because he's flying

Chabon advances towards the battle raging a few paces from him then prepares to cast a spell on the strange dwarf he glimpsed before.

Miguel flies up in the air and uses his magic to summon another reptilian creature that immediately smashes into the large monster dominating the center of the field injuring it but failing to trip it on the ground. The dinosaur then lashes against one of the nearby abominations but this time its aim is just a little bit off and it misses!
Meanwhile Panza unleashes its primeval fury on yet other abomination almost cutting it in two. Despite the grievous wounds the surprisingly resistant creature keeps fighting on!

Bruised and bloodied as they are the kellids prove themselves as ferocious as the abominations and throw themselves at the demons like men possessed!

Barbarian Rage:
purple vs green 01: 1d20 + 13 ⇒ (6) + 13 = 19Damage roll: 1d12 + 8 ⇒ (5) + 8 = 13

purple vs green 02: 1d20 + 8 ⇒ (19) + 8 = 27Damage roll: 1d12 + 8 ⇒ (11) + 8 = 19

cyan vs yellow 01: 1d20 + 13 ⇒ (17) + 13 = 30Damage roll: 1d12 + 8 ⇒ (6) + 8 = 14

cyan vs yellow 02: 1d20 + 8 ⇒ (7) + 8 = 15Damage roll: 1d12 + 8 ⇒ (7) + 8 = 15

Twice the greataxes heavy blades pierce the demon's flesh, yet once again the cuts seem merely superifical...

Round 2 - Bold may act

Kellid warrior (cyan) -31hp
Kellid warrior (purple) -30hp

Rocky
Terramor

Tatooed dwarf

Grimaldus

Giant Monster -34hp
Abomination (red)
Abomination (orange)
Abomination (black) -42hp, shaken 8
Abomination (blue) -60hp

Brutus

Kellid Warchief (fuchsia)

Goat headed demon (yellow) -14hp
Goat headed demon (green) -10hp

Chabon
Miguel
Panza


Init +5 | HP 94|94 | AC33 T10 FF31 | Fort +15, Reflex +11, Will +10, +4 vs enchantments | CMD 34 | Perception +6
Buffs:
Longstrider, Extended GMF,, Barkskin, Aspect of the Wolf

Oops, Panza's attacks should be 1 lower, I added 2 for haste instead of 1 although I don't think it makes a difference given the numbers.

Silver Crusade

Male CG Aasimar Arcanist 11 | HP 101+19/101 | AC 16  T 12  FF 14 | CMB +5, CMD 17 | F: +9, R: +9, W: +10 | Init: +6 | Perc: +16, SM: +0 | Speed 30ft | Arcane Reservoir 8/14 | Spells: 1st 6/6; 2nd 4/6; 3rd 5/5; 4th 4/5; 5th 4/4 | Active conditions:false life and see invis .

Ok, then I'll cast fly and move, ending 20 ft in the air in my current map location, if that's enough for me to have line of sight on Thurl. If not please let me know how high I'd need to get to see him, I have 90 ft of fly speed so can get lots of places in the general area. I'll also likely want to counterspell if he casts again so let me give you a spellcraft check now spellcraft on Thurl casting: 1d20 + 20 ⇒ (3) + 20 = 23

Grand Lodge

Male Oread Unchained Monk 10 | AC 24 (33)| T 23 (24)| FF 21 (29)| HP: 84/84 (104)| CMD 39+ | Fort +12 (14)| Ref +13 (14)| Will +13 | Init +2 | Perception +24 | Ki 7/11 SF 6/10

Rocky is in a target rich environment.

unarmed strike #1 vs black inc flanking: 1d20 + 16 + 1 + 2 ⇒ (18) + 16 + 1 + 2 = 37
blugoning/silver/cold iron/magic/holy: 1d10 + 12 ⇒ (5) + 12 = 17
acid dmg: 1d6 ⇒ 3
holy?: 2d6 ⇒ (5, 4) = 9

Rocky will then declare a setup blow vs blue for an elbow smash.
unarmed strike #2 vs blue: 1d20 + 16 + 1 ⇒ (1) + 16 + 1 = 18
blugoning/silver/cold iron/magic/holy: 1d10 + 9 ⇒ (9) + 9 = 18
acid dmg: 1d6 ⇒ 3
holy?: 2d6 ⇒ (1, 6) = 7
He misses so no elbow smash.

He will then attack Orange declaring a stunning fist attack.
Haste attack vs orange: 1d20 + 16 + 1 ⇒ (10) + 16 + 1 = 27
blugoning/silver/cold iron/magic/holy: 1d10 + 9 ⇒ (6) + 9 = 15
acid dmg: 1d6 ⇒ 6
holy?: 2d6 ⇒ (4, 4) = 8
If it hits DC 19 Fort or stunned.

Next 2 attacks will be against black or blue when black goes down.

unarmed strike #3: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
blugoning/silver/cold iron/magic/holy: 1d10 + 9 ⇒ (6) + 9 = 15
acid dmg: 1d6 ⇒ 1
holy?: 2d6 ⇒ (1, 1) = 2

Spending a ki for an extra attack.
unarmed strike ki attack: 1d20 + 16 + 1 ⇒ (2) + 16 + 1 = 19
blugoning/silver/cold iron/magic/holy: 1d10 + 9 ⇒ (1) + 9 = 10
acid dmg: 1d6 ⇒ 2
holy?: 2d6 ⇒ (4, 5) = 9

Current AC is 35 due to haste

Shadow Lodge

MAP

@Chabon:That's enough to have a line of sight on anything on the battlefield, thanks for your understanding. As for counterspell, are you going to use a dispell magic spell to counterspell?

@Panza: Yes, given those numbers a -1 to hit changes nothing

Rocky's hits the enemies surrounding him twice, smashing the blackish abomination again, and then doing the same against its caompanion whose color reminds him of a ripe orange, but this time with a twist...

DC19 Fort Save (orange): 1d20 + 7 ⇒ (7) + 7 = 14

The deformed monster seems affected and stops threatening the oread, copious droll being emitted from its maws.

Round 2 - Bold may act

Kellid warrior (cyan) -31hp
Kellid warrior (purple) -30hp

Rocky
Terramor

Tatooed dwarf

Grimaldus

Giant Monster -34hp
Abomination (red)
Abomination (orange) -29hp, stunned 1
Abomination (black) -71hp, shaken 8
Abomination (blue) -60hp

Brutus

Kellid Warchief (fuchsia)

Goat headed demon (yellow) -14hp
Goat headed demon (green) -10hp

Chabon
Miguel
Panza

Silver Crusade

Male CG Aasimar Arcanist 11 | HP 101+19/101 | AC 16  T 12  FF 14 | CMB +5, CMD 17 | F: +9, R: +9, W: +10 | Init: +6 | Perc: +16, SM: +0 | Speed 30ft | Arcane Reservoir 8/14 | Spells: 1st 6/6; 2nd 4/6; 3rd 5/5; 4th 4/5; 5th 4/4 | Active conditions:false life and see invis .
DM Elan Morin wrote:

@Chabon:That's enough to have a line of sight on anything on the battlefield, thanks for your understanding. As for counterspell, are you going to use a dispell magic spell to counterspell?

No, using Counterspell exploit, where I spend an arcane resevoir pt as an immediate action and then have to expend a spell slot at the level being cast (as opposed to +1 normal b/c of greater counterspell).

exploit details:
By expending 1 point from her arcane reservoir, the arcanist can attempt to counter a spell as it is being cast. She must identify the spell being cast as normal. If she successfully does so, the arcanist can attempt to counter the spell as an immediate action and by expending an available arcanist spell slot of a level at least one higher than the level of the spell being cast. To counterspell, the arcanist must attempt a dispel check as if using dispel magic. If the spell being countered is one that the arcanist has prepared, she can instead expend an available arcanist spell slot of the same level, and she receives a +5 bonus on the dispel check. Counterspelling in this way does not trigger any feats or other abilities that normally occur when a spellcaster successfully counters a spell.
Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

Terramor advances on the large monster, attacking with his longsword as Morningstar bites and kicks. "Fight me, monster! I, Sir Terramor the Blue Knight, challenge you!"

Activate Dragon's Challenge.

+1 adamantine longsword and Gang Up and Dragon's Challenge and Haste: 1d20 + 15 + 2 + 1 ⇒ (3) + 15 + 2 + 1 = 21
Damage: 1d8 + 5 + 12 + 1 ⇒ (4) + 5 + 12 + 1 = 22

+1 adamantine longsword and Gang Up and Dragon's Challenge and Haste: 1d20 + 15 + 2 + 1 ⇒ (10) + 15 + 2 + 1 = 28
Damage: 1d8 + 5 + 12 + 1 ⇒ (6) + 5 + 12 + 1 = 24

+1 adamantine longsword and Gang Up and Dragon's Challenge and Haste: 1d20 + 10 + 2 + 1 ⇒ (11) + 10 + 2 + 1 = 24
Damage: 1d8 + 5 + 12 ⇒ (4) + 5 + 12 = 21

Handle Animal in Combat: 1d20 + 14 + 4 ⇒ (4) + 14 + 4 = 22

Morningstar bite and Dragon's Challenge and Haste and Power Attack: 1d20 + 10 + 4 + 1 - 2 ⇒ (11) + 10 + 4 + 1 - 2 = 24
Damage: 1d8 + 5 + 4 ⇒ (7) + 5 + 4 = 16

Morningstar bite and Dragon's Challenge and Haste and Power Attack: 1d20 + 10 + 4 + 1 - 2 ⇒ (17) + 10 + 4 + 1 - 2 = 30
Damage: 1d8 + 5 + 4 ⇒ (6) + 5 + 4 = 15

Morningstar Hoof and Dragon's Challenge and Haste and Power Attack: 1d20 + 8 + 4 + 1 - 2 ⇒ (8) + 8 + 4 + 1 - 2 = 19
Damage: 1d6 + 2 + 4 ⇒ (3) + 2 + 4 = 9

Morningstar Hoof and Dragon's Challenge and Haste and Power Attack: 1d20 + 8 + 4 + 1 - 2 ⇒ (13) + 8 + 4 + 1 - 2 = 24
Damage: 1d6 + 2 + 4 ⇒ (5) + 2 + 4 = 11

Dragon's Challenge: +12 to damage target, -2 AC vs. others when used, allies gain +4 to hit the target of your challenge.

Remember that you all have the PAIRED OPPORTUNIST FEAT:[ooc] Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.

Active Buffs: haste.

GM: If any adjacent ally is attacked, Terramor will burn up to three AoO's to grant that ally an immediate +5 AC.

If Sir Terramor is attacked, Morningstar will use Bodyguard and In Harm's Way to improve Sir Terramor's AC by +2 and also take the damage and effects of that attack on itself. If Morningstar is attacked, Terramor will use Mounted Combat to attempt to negate the hit.

Shadow Lodge

MAP

Terramor and his trusted steed, Morningstar unleash a veritable storm of blade slashes, hooves and bites. Thanks to the magical energies released by the dwarf to quicken the demonic horde's movements most of them fail to connect but those that do cause quite a bit of damage.

Cursing, the dwarf steps away from the dinosaur threatening him and bellows:"Leave those fools be! Kill the pathfinders, quick!" then he starts casting a spell.

Chabon identifies it as Summon Monster V. Chabon can now attempt a DC22 dispel check by "burning" a lvl 5 spell.

Round 2 - Bold may act

Kellid warrior (cyan) -31hp
Kellid warrior (purple) -30hp

Rocky
Terramor

Tatooed dwarf

Grimaldus

Giant Monster -73hp
Abomination (red)
Abomination (orange) -29hp, stunned 1
Abomination (black) -71hp, shaken 8
Abomination (blue) -60hp

Brutus

Kellid Warchief (fuchsia)

Goat headed demon (yellow) -14hp
Goat headed demon (green) -10hp

Chabon
Miguel
Panza


Summoned Bearded Devil HP: 57/57 | AC: 19 T: 12 FF: 17 (DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10; SR 16) | F: +9 R: +7 W: +3 | Init: +6 | Perc: +10 (darkvision 60') | Spd: 40’
Devil Dog wrote:

A shimmering portal appears and disgorges a 6 foot, seething devil wielding a vicious, saw-toothed glaive. Below its toothy maw writhes a hideous, twitching beard. The bearded devil instantly locks eyes with the Hell Knight who summoned him to this plane and makes a single-word inquiry - "Master?"

Upon receiving his command from Grimaldus, the devil roars an infernal battle cry, charges the dwarf, and strikes with its large glaive! (+2 attack, -2 AC)
Charge attack - 10' reach weapon: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
Damage: 1d10 + 6 ⇒ (6) + 6 = 12 + Infernal Wound

Infernal Wound (Su): The damage a bearded devil deals with its glaive inflicts persistent wounds that cause 2 points of bleed damage. Bleed caused from an infernal wound is particularly difficult to stanch—a DC 17 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 16 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects on the victim. The infernal wounds caused by a bearded devil are a supernatural ability of the devil, not of the weapon.

Reposting the summoned devil's attack! First round of summoning - should be four to go...

Liberty's Edge

Two-handed Fighter-5/Hellknight-5 | AC 26 T 14 FF 24 | HP 39/99 | F +12 R +6 W +7 (+2 vs. compulsion)| Init +5 | Perc +13

Grim Detects Chaos, issues his commands to the summoned bearded devil, then moves to the edge of the battle to fight his way in! He stands near to the devil and swings his mighty greatsword at the abomination next to the dwarf (red).

+1 Shocking Adamantine Greatsword + Power Attack + Vital Strike + Overhand Chop + Haste: 1d20 + 17 + 1 ⇒ (16) + 17 + 1 = 34
Electrical damage: 4d6 + 22 + 1d6 ⇒ (6, 4, 4, 4) + 22 + (6) = 46

+1AC from Haste makes Grim AC27

Shadow Lodge

MAP

@Grimaldus: if you want to summon you need to spend a whole round doing so. The summon appears right at the beginning of your next round (the dwarf is doing the same btw). You can't summon and then move and attack, which is another full round of actions. Please decide what you want to do. Summon or move and then attack?

Shadow Lodge

MAP

Ok, trying to keep this moving fast, I'll make him delay his action

Grimaldus hesitates for a moment while the battle keeps raging before his eyes.

The giant monster does not though and he unleashed its unnatural fury against the one who cause it pain: Sir Terramor...

Claws, maws and stings... oh my!:
Bite vs Terramor: 1d20 + 18 + 1 ⇒ (19) + 18 + 1 = 38Damage roll: 1d8 + 10 ⇒ (1) + 10 = 11

Bite vs Terramor (haste): 1d20 + 18 + 1 ⇒ (2) + 18 + 1 = 21Damage roll: 1d8 + 10 ⇒ (1) + 10 = 11

Claw 01 vs Terramor: 1d20 + 18 + 1 ⇒ (3) + 18 + 1 = 22Damage roll: 1d6 + 10 ⇒ (1) + 10 = 11

Claw 02 vs Terramor: 1d20 + 18 + 1 ⇒ (4) + 18 + 1 = 23Damage roll: 1d6 + 10 ⇒ (2) + 10 = 12

Sting vs Terramor: 1d20 + 18 + 1 ⇒ (16) + 18 + 1 = 35Damage roll: 1d6 + 10 ⇒ (3) + 10 = 13 Plus poison, if wounded roll Fort DC18

Terramor should have an AC of 28 atm, right?

The monster hits the knight twice. Once with a savage bite, the other with its sting. Somehow the damage seems to affect Terramor's steed instead of himself though!

Morningstar suffers 24 damage and has to check against poison, Fort DC18

The abominations react as well. Most of them keep focusing their attacks on rocky while the reddish one stays near the dwarf, acting as some sort of monstrous bodyguard.

Revenge of the Abominations (?):
Black vs Rocky (bite - haste): 1d20 + 14 + 1 - 2 ⇒ (4) + 14 + 1 - 2 = 17Damage roll: 1d6 + 3 + 1d6 ⇒ (6) + 3 + (4) = 131d6 is electric damage

Black vs Rocky (bite - haste): 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33Damage roll: 1d6 + 3 + 1d6 ⇒ (3) + 3 + (2) = 81d6 is electric damage

Black vs Rocky (gore): 1d20 + 14 + 1 - 2 ⇒ (8) + 14 + 1 - 2 = 21Damage roll: 1d6 + 3 + 1d6 ⇒ (4) + 3 + (5) = 121d6 is electric damage

Black vs Rocky (slam): 1d20 + 14 + 1 - 2 ⇒ (12) + 14 + 1 - 2 = 25Damage roll: 1d8 + 3 + 1d6 ⇒ (1) + 3 + (3) = 71d6 is electric damage

Black vs Rocky (tail slap): 1d20 + 12 + 1 - 2 ⇒ (14) + 12 + 1 - 2 = 25Damage roll: 1d6 + 1 + 1d6 ⇒ (1) + 1 + (5) = 71d6 is electric damage

Blue vs Rocky (bite - haste): 1d20 + 14 + 1 ⇒ (20) + 14 + 1 = 35Damage roll: 1d6 + 3 + 1d6 ⇒ (2) + 3 + (5) = 101d6 is electric damage

Blue vs Rocky (bite - haste): 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 34Damage roll: 1d6 + 3 + 1d6 ⇒ (5) + 3 + (3) = 111d6 is electric damage

Blue vs Rocky (gore): 1d20 + 14 + 1 ⇒ (4) + 14 + 1 = 19Damage roll: 1d6 + 3 + 1d6 ⇒ (1) + 3 + (5) = 91d6 is electric damage

Blue vs Rocky (slam): 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 21Damage roll: 1d8 + 3 + 1d6 ⇒ (8) + 3 + (4) = 151d6 is electric damage

Blue vs Rocky (tail slap): 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33Damage roll: 1d6 + 1 + 1d6 ⇒ (4) + 1 + (6) = 111d6 is electric damage

Edit Critical Confirmation 01: 1d20 + 14 + 1 ⇒ (17) + 14 + 1 = 32Damage roll: 1d6 + 3 + 1d6 ⇒ (5) + 3 + (2) = 101d6 is electric damage

Critical confirmation 02): 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20Damage roll: 1d6 + 1 + 1d6 ⇒ (4) + 1 + (2) = 71d6 is electric damage

And even Rocky is hit twice, proving that the sheer number of attacks the abominations can bring to bear is nothing to scoff at!

Round 2 - Bold may act

Kellid warrior (cyan) -31hp
Kellid warrior (purple) -30hp

Rocky -21hp
Terramor Terramor: -0hp/Morningstar: -24hp and roll vs poison

Tatooed dwarf
Giant Monster -73hp
Abomination (red)
Abomination (orange) -29hp
Abomination (black) -71hp, shaken 7
Abomination (blue) -60hp

Brutus
Grimaldus

Kellid Warchief (fuchsia)

Goat headed demon (yellow) -14hp
Goat headed demon (green) -10hp

Chabon
Miguel
Panza

Liberty's Edge

Two-handed Fighter-5/Hellknight-5 | AC 26 T 14 FF 24 | HP 39/99 | F +12 R +6 W +7 (+2 vs. compulsion)| Init +5 | Perc +13

I obviously gooned up the summoning...had it all wrong. I guess no matter what it would take me two turns to move into place, and then summon the devil. So take all of me previous actions/attacks and apply them for this round. Sheesh!! What a pain in the butt!!

Shadow Lodge

MAP
Grimaldus wrote:
I obviously gooned up the summoning...had it all wrong. I guess no matter what it would take me two turns to move into place, and then summon the devil. So take all of me previous actions/attacks and apply them for this round. Sheesh!! What a pain in the butt!!

Since initiative was rolled you had 1 round of actions and you moved near the enemy. Now you can choose to spend the whole round summoning (the summon will appear at the beginning of your next round) or you can move and attack or do something else. As I delayed you, I moved you down in the initiative order and you can act now. Tell me what you want to do please

Silver Crusade

Male CG Aasimar Arcanist 11 | HP 101+19/101 | AC 16  T 12  FF 14 | CMB +5, CMD 17 | F: +9, R: +9, W: +10 | Init: +6 | Perc: +16, SM: +0 | Speed 30ft | Arcane Reservoir 8/14 | Spells: 1st 6/6; 2nd 4/6; 3rd 5/5; 4th 4/5; 5th 4/4 | Active conditions:false life and see invis .

Chabon can tell Thurl is attempting to summon some monstrosity to join the battle and attempts to counter his magics, but to no avail.

CL check vs. 22: 1d20 + 11 ⇒ (8) + 11 = 19

burns immediate action, arcane reservoir point & 5th lvl spell slot.

Silver Crusade

Male CG Aasimar Arcanist 11 | HP 101+19/101 | AC 16  T 12  FF 14 | CMB +5, CMD 17 | F: +9, R: +9, W: +10 | Init: +6 | Perc: +16, SM: +0 | Speed 30ft | Arcane Reservoir 8/14 | Spells: 1st 6/6; 2nd 4/6; 3rd 5/5; 4th 4/5; 5th 4/4 | Active conditions:false life and see invis .

Actually, going to folio reroll that check

CL check: 1d20 + 11 ⇒ (16) + 11 = 27

Thurl's arcane energies are distorted and Chabon causes the spell to go awry.

due to counter drain exploit, I get 1 reservoir pt back

Grand Lodge

M Half-Orc Paladin/Monk/Stalwart Defender 12 | HP: 159/159 l Fort: +19 (+21 with stance), Ref: +12, W: +19 (+21 with stance) l Init: +1 l Per: +8 l Movement: 30
AC:
Default: 23/T: 21/FF: 20 | This Round: 42*/T: 29* (40* vs incorporeal)/FF: 28
Resources:
LoH 3/7 | Fist 3/4 | Smite 2/2 | Stance 3/8 | Reroll (X)
CMD:
39/41 vs Grapple

Brutus closes the final few strides and slams a huge fist into one of the abominations.

Punch (divine favor, haste): 1d20 + 17 + 2 + 1 - 3 ⇒ (7) + 17 + 2 + 1 - 3 = 24
Damage: 1d8 + 8 + 2 + 6 ⇒ (2) + 8 + 2 + 6 = 18

If that hits, blue abomination needs to make a DC 18 fort save vs stunning fist.

Shadow Lodge

MAP

@Grimaldus: You moved first round, maybe you could have spared a standard action but you could not have summoned anything. This second round you have to choose between summoning or moving and attacking. Considering you moved yourself on the map I've to guess you chose the latter

Grimaldus advances and slashes with his greatsword causing an electrical release as he slashes on the abomination guarding the dwarf who tries to summon something but is blocked by Chabon's skillful countermagic.
Meanwhile Brutus tries to punch another abomination, but his aim proves inaccurate.

On the other side of the battle the kellid chief renews his assault on the demon in front of him...

Warchief vs green 01: 1d20 + 16 ⇒ (6) + 16 = 22damage roll: 1d12 + 8 ⇒ (4) + 8 = 12

Warchief vs green 02: 1d20 + 11 ⇒ (16) + 11 = 27damage roll: 1d12 + 8 ⇒ (12) + 8 = 20

He hits once causing some damage.

Obeying the dwarf's orders, the Nabasu disengage from the barbarians by flying into the air and move towards the pathfinders. Then they cast their baleful gaze on every living thing nearby but in so doing give the barbarian another opportunity to swing their axes at them!

Barbarian AoOs:
AoO Cyan: 1d20 + 13 ⇒ (3) + 13 = 16Damage roll: 1d12 + 8 ⇒ (10) + 8 = 18

AoO Purple: 1d20 + 13 ⇒ (14) + 13 = 27Damage roll: 1d12 + 8 ⇒ (2) + 8 = 10

AoO Warchief: 1d20 + 16 ⇒ (3) + 16 = 19Damage roll: 1d12 + 8 ⇒ (6) + 8 = 14

One of them hits but seems to cause no damage at all!

Panza, Brutus, Rocky, Terramor and Morningstar, roll two DC18 Fortitude saves each, please. For any failed check you gain a negative level. This ability is a free action for the demons btw...

It cuts both ways:
Fortitude check (orange) 01: 1d20 + 7 ⇒ (19) + 7 = 26
Fortitude check (orange) 02: 1d20 + 7 ⇒ (19) + 7 = 26
Fortitude check (black) 01: 1d20 + 7 ⇒ (15) + 7 = 22
Fortitude check (black) 02: 1d20 + 7 ⇒ (9) + 7 = 16
Fortitude check (blue) 01: 1d20 + 7 ⇒ (10) + 7 = 17
Fortitude check (blue) 02: 1d20 + 7 ⇒ (6) + 7 = 13
Fortitude check (monster) 01: 1d20 + 10 ⇒ (14) + 10 = 24
Fortitude check (monster) 02: 1d20 + 10 ⇒ (16) + 10 = 26
Fortitude check (purple) 01: 1d20 + 5 ⇒ (19) + 5 = 24
Fortitude check (purple) 02: 1d20 + 5 ⇒ (17) + 5 = 22
Fortitude check (warchief): 1d20 + 6 ⇒ (19) + 6 = 25

Round 2 - Bold may act

Kellid warrior (cyan) -31hp
Kellid warrior (purple) -30hp

Rocky -21hp
Terramor Terramor: -0hp/Morningstar: -24hp and roll vs poison

Tatooed dwarf
Giant Monster -73hp
Abomination (red) -46hp
Abomination (orange) -29hp
Abomination (black) -71hp, shaken 7, 1 neg.lvl
Abomination (blue) -60hp, 2 neg.lvl

Brutus
Grimaldus

Kellid Warchief (fuchsia)

Goat headed demon (yellow) -14hp
Goat headed demon (green) -20hp

Chabon
Miguel
Panza

Grand Lodge

Male Oread Unchained Monk 10 | AC 24 (33)| T 23 (24)| FF 21 (29)| HP: 84/84 (104)| CMD 39+ | Fort +12 (14)| Ref +13 (14)| Will +13 | Init +2 | Perception +24 | Ki 7/11 SF 6/10

fort save #1: 1d20 + 11 ⇒ (17) + 11 = 28
fort save #2: 1d20 + 11 ⇒ (18) + 11 = 29

I'm sad that I can only get a 71 on my jump check. Far short of the 120 I would need. You mentioned a gaze. Does that mean we can avert/close our eyes for protection?

Liberty's Edge

Two-handed Fighter-5/Hellknight-5 | AC 26 T 14 FF 24 | HP 39/99 | F +12 R +6 W +7 (+2 vs. compulsion)| Init +5 | Perc +13

First round, Grim moved and started summoning. That would be a move and an action. Second round I thought he finished summoning. Thought this was the third round now. So we'll go with the attack and he still has his summon left for the day.

Silver Crusade

Male CG Aasimar Arcanist 11 | HP 101+19/101 | AC 16  T 12  FF 14 | CMB +5, CMD 17 | F: +9, R: +9, W: +10 | Init: +6 | Perc: +16, SM: +0 | Speed 30ft | Arcane Reservoir 8/14 | Spells: 1st 6/6; 2nd 4/6; 3rd 5/5; 4th 4/5; 5th 4/4 | Active conditions:false life and see invis .

let's try this again . . .

That must be Thurl . . . I'm going to give him the ending he deserves for all his treachery.

Chabon casts feeblemind on Thurl.

Chabon will use an arcane reservoir point to increase the DC by 2 (from potent magic exploit), for a 23 Will save. There's with a further -4 penalty if Thurl is an arcane caster.

feeblemind:
Target creature’s Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence– or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.

Chabon will then slide forward and down a bit to get within Sir Terramor's protective orbit, sitting 15ft up.

Shadow Lodge

MAP

@Rocky: Here's the wording on this ability

Death-Stealing Gaze:

Death-Stealing Gaze (Su)

As a free action once per day per growth point (minimum of 1/day), a nabasu can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 18 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the nabasu’s control. A nabasu’s gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the nabasu picks which human becomes a ghoul. The save DC is Charisma-based.

Upon further reflection I believe this should be considered a gaze attack. My first instinct would be to ask for a knowledge (planes) check to identify the creature's attacks, but let's not be too strict and say you have a chance to not look at the creatures.

Averting eyes (low is good):
Panza: 1d100 ⇒ 34
Brutus: 1d100 ⇒ 36
Rocky: 1d100 ⇒ 71
Terramor: 1d100 ⇒ 74
Morningstar: 1d100 ⇒ 61

Only Rocky, Terramor and Morningstar have to save

@Grimaldus

1 round spell duration:
A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.

By raw a spell with a duratiuon of 1 round is a full round action. And afaik you can't split a full round action over 2 rounds. I know it's a common house rule but this is PFS (and to be honest, summons are already all powerful imo)

Thurl's will save vs Chabon's spell (DC27): 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 30

Chabon targets the dwarf but his natural resistance and its ferocious willpower manage to overcome the effect!

Migue & Panza to go


Init +5 | HP 94|94 | AC33 T10 FF31 | Fort +15, Reflex +11, Will +10, +4 vs enchantments | CMD 34 | Perception +6
Buffs:
Longstrider, Extended GMF,, Barkskin, Aspect of the Wolf

By raw a spell with a duratiuon of 1 round is a full round action. And afaik you can't split a full round action over 2 rounds. I know it's a common house rule but this is PFS (and to be honest, summons are already all powerful imo)

You can indeed split a full round action over two rounds, taking a standard action each round.

Rules source

Panza certainly doesn't have the intelligence to avert his eyes from a gaze attack

Fort save 1: 1d20 + 12 ⇒ (19) + 12 = 31
Fort save 2: 1d20 + 12 ⇒ (3) + 12 = 15

Panza picks up a negative level and I think my summon is also in range

Fort save 1: 1d20 + 13 ⇒ (20) + 13 = 33
Fort save 2: 1d20 + 13 ⇒ (10) + 13 = 23

But he is fine.


Init +5 | HP 94|94 | AC33 T10 FF31 | Fort +15, Reflex +11, Will +10, +4 vs enchantments | CMD 34 | Perception +6
Buffs:
Longstrider, Extended GMF,, Barkskin, Aspect of the Wolf

Panza takes a thunderous step forward and starts snapping at the abominations.

He starts with blue and moves on to orange if orange goes down

RAAAAARGH!

Bite, haste, pa, neg level: 1d20 + 15 + 1 - 2 - 1 ⇒ (11) + 15 + 1 - 2 - 1 = 24
Damage, pa: 2d6 + 18 + 6 ⇒ (2, 4) + 18 + 6 = 30

Hasted Bite, haste, pa, neg level: 1d20 + 15 + 1 - 2 - 1 ⇒ (10) + 15 + 1 - 2 - 1 = 23
Damage, pa: 2d6 + 18 + 6 ⇒ (6, 4) + 18 + 6 = 34

Iterative Bite, haste, pa, neg level: 1d20 + 10 + 1 - 2 - 1 ⇒ (16) + 10 + 1 - 2 - 1 = 24
Damage, pa: 2d6 + 18 + 6 ⇒ (4, 5) + 18 + 6 = 33

If he does move on to blue then he gets +2 as he is flanking with the stegosaurus


N Large Animal HP 56|90; AC23 T13 FF19; Fort +13, Ref +12, Will +5

The stegosaurus bellows and lashes out at the giant monster, cleaving into orange.

MOOOOOOOOOOOOO!!!!!!!!!!

Tail, flank, pa: 1d20 + 17 + 2 - 3 ⇒ (19) + 17 + 2 - 3 = 35
Damage, pa: 3d6 + 12 + 9 ⇒ (5, 5, 2) + 12 + 9 = 33
Trip: 1d20 + 18 + 2 - 3 ⇒ (1) + 18 + 2 - 3 = 18

If it hits it cleaves into orange

Tail, flank, pa: 1d20 + 17 + 2 - 3 ⇒ (20) + 17 + 2 - 3 = 36
Damage, pa: 3d6 + 12 + 9 ⇒ (1, 4, 5) + 12 + 9 = 31
Trip: 1d20 + 18 + 2 - 3 ⇒ (15) + 18 + 2 - 3 = 32

Confirm Tail, flank, pa: 1d20 + 17 + 2 - 3 ⇒ (12) + 17 + 2 - 3 = 28
Damage, pa: 3d6 + 12 + 9 ⇒ (5, 6, 4) + 12 + 9 = 36

The Exchange

N Male Grippli Druid 11 | Init +12 | HP: 102|102 | AC:30 (15 Tch, 26 FF) | CMD 21 | F:+15, R:+11, W:+21, +4 vs fey and plants | Per: +28 Conditions: Wild Shape

Miguel flies forward, remaining at 30' up, and summons yet another dinosaur into the battle as no battle can have too many dinosaurs in it.

Casting summon natures ally 4 and putting a young augmented ankylosaurus which will attack the giant monster


HP: 106/95 | AC: 22 (8 Tch, 22 FF) | CMB+19, CMD 29 | F:+14, R:+7, W:+4

MOOOOOOO!!!

Tail slam at the giant monster

Tail, flank: 1d20 + 15 + 2 ⇒ (5) + 15 + 2 = 22
Damage: 2d6 + 12 ⇒ (2, 5) + 12 = 19
If he hits the monster needs to make a DC23 fort save or be dazed for 1 round

Shadow Lodge

MAP

Miguel:
The source you quote is the same I used but I can't find any reference to spltting full round actions over 2 rounds.

It says: A full-round action requires an entire round to complete. Thus, it can't be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.

and

A spell that takes one round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed. → When you begin a spell that takes 1 round or longer to cast, you must continue the invocations, gestures, and concentration from 1 round to just before your turn in the next round (at least). If you lose concentration after starting the spell and before it is complete, you lose the spell.

Panza's aim seems a bit opff as its jaws cannot connect with its intended target at all, possibly due to the evil demons' gaze effect.

Fortunately for the pathfinders, the summoned stegosaurus proves far mopre accurate and with 2 sweeps of its tail slays the giant monster and the nearest abomination!

The other summoned dinosaur does not hit anything though.

You targetted the giant monster but he was killed by the stegosaurus. I'd allow you to attack something else but a 22 is not enough the hit the abominations

In their bloodlust the kellids charge the remaining abominations!

Cyan vs black (charge): 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26Damage roll: 1d12 + 8 ⇒ (8) + 8 = 16

Purple vs blue (charge): 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17Damage roll: 1d12 + 8 ⇒ (10) + 8 = 18

Neither of them can hit their intended target though.

Round 3 - Bold may act

Kellid warrior (cyan) -31hp
Kellid warrior (purple) -30hp

Rocky -21hp
Terramor Terramor: -0hp/Morningstar: -24hp and roll vs poison

Tatooed dwarf
Giant Monster
Abomination (red) -46hp
Abomination (orange)
Abomination (black) -71hp, shaken 7, 1 neg.lvl
Abomination (blue) -60hp, 2 neg.lvl

Brutus
Grimaldus

Kellid Warchief (fuchsia)

Goat headed demon (yellow) -14hp
Goat headed demon (green) -20hp

Chabon
Miguel
Panza

Silver Crusade

Male CG Aasimar Arcanist 11 | HP 101+19/101 | AC 16  T 12  FF 14 | CMB +5, CMD 17 | F: +9, R: +9, W: +10 | Init: +6 | Perc: +16, SM: +0 | Speed 30ft | Arcane Reservoir 8/14 | Spells: 1st 6/6; 2nd 4/6; 3rd 5/5; 4th 4/5; 5th 4/4 | Active conditions:false life and see invis .

From p. 186 of Core RB: "Start/Complete Full-Round Action: The “start full-round action” standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can’t use this action to start or complete a full attack, charge, run, or withdraw."

Shadow Lodge

MAP

Thanks to Chabon for the reference. Now the situation is this: round 01 you approach the fight, it took a single move action although, even with haste for some of you it should have been 2 move actions, which leaves standard. If Grimaldus starts summoning with a standard action he then can use another standard action to call forth the devil. If he does so he has no standard actions left in round 2 and can't move and attack in round 2. Either way he can't get an attack AND the summon in round 2. Because of my previous mistake I'm open to 2 solutions: (1) Grimaldus can summon but then his attack against the abomination gets cancelled. He's movbed back to his previous position and has to roll fortitude twice for the nabasu's gaze attacks (depending on concealment % roll). (2) We leave things as they happened. The red abomination suffers damage and Grimaldus is left out of the gaze attacks' range

Grand Lodge

Male Oread Unchained Monk 10 | AC 24 (33)| T 23 (24)| FF 21 (29)| HP: 84/84 (104)| CMD 39+ | Fort +12 (14)| Ref +13 (14)| Will +13 | Init +2 | Perception +24 | Ki 7/11 SF 6/10

Rocky does not like the look of the goat headed things but he can't afford to take his eyes off of the many enemies around him.

With no information about who to target or why Rocky will take advantage of the flank provided by the friendly spiked dino.

What I'm trying to accomplish is killing black, killing blue, then stepping into blue's space and using a stunning fist on the yellow demon. (DC 19 fort) So these attacks are in that order and don't include the flank bonus from the stegosaurus since I don't know how many attacks are needed to kill. I won't waste the stun on black or blue.

unarmed strike #1: 1d20 + 16 + 1 ⇒ (16) + 16 + 1 = 33
blugoning/silver/cold iron/magic/holy: 1d10 + 12 ⇒ (6) + 12 = 18
extra acid dmg: 1d6 ⇒ 2
holy?: 2d6 ⇒ (3, 6) = 9

unarmed strike #2: 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26
blugoning/silver/cold iron/magic/holy: 1d10 + 9 ⇒ (3) + 9 = 12
extra acid dmg: 1d6 ⇒ 4
holy?: 2d6 ⇒ (3, 6) = 9

unarmed strike Haste: 1d20 + 16 + 1 ⇒ (7) + 16 + 1 = 24
blugoning/silver/cold iron/magic/holy: 1d10 + 9 ⇒ (8) + 9 = 17
extra acid dmg: 1d6 ⇒ 1
holy?: 2d6 ⇒ (3, 6) = 9

unarmed strike #3: 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13
blugoning/silver/cold iron/magic/holy: 1d10 + 9 ⇒ (7) + 9 = 16
extra acid dmg: 1d6 ⇒ 6
holy?: 2d6 ⇒ (2, 4) = 6

And spending a ki point for an extra attack.
unarmed strike Ki strike: 1d20 + 16 + 1 ⇒ (19) + 16 + 1 = 36
blugoning/silver/cold iron/magic/holy: 1d10 + 9 ⇒ (9) + 9 = 18
extra acid dmg: 1d6 ⇒ 3
holy?: 2d6 ⇒ (2, 6) = 8

unarmed strike Ki strike crit?: 1d20 + 16 + 1 ⇒ (19) + 16 + 1 = 36
blugoning/silver/cold iron/magic/holy: 1d10 + 9 ⇒ (10) + 9 = 19
extra acid dmg: 1d6 ⇒ 6
holy?: 2d6 ⇒ (5, 5) = 10
shaken for: 1d4 + 6 ⇒ (3) + 6 = 9 rounds if the crit lands.

If yellow is stunned it is shaken for: 1d4 + 6 ⇒ (3) + 6 = 9 rounds.

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

Fortitude save v. Poison: 1d20 + 10 ⇒ (4) + 10 = 14

If that save fails, use Determination class ability to roll again.

Determination, if necessary:
Fortitude save v. Poison: 1d20 + 10 ⇒ (11) + 10 = 21

Terramor moves forward slightly and lays into the creatures around him.

Concentrate all attacks on Black until it falls. Any remaining attacks to Red.

+1 adamantine longsword and Gang Up and Haste: 1d20 + 15 + 2 + 1 ⇒ (19) + 15 + 2 + 1 = 37
Damage: 1d8 + 5 + 1 ⇒ (3) + 5 + 1 = 9

+1 adamantine longsword and Gang Up and Haste: 1d20 + 15 + 2 + 1 ⇒ (6) + 15 + 2 + 1 = 24
Damage: 1d8 + 5 + 1 ⇒ (5) + 5 + 1 = 11

+1 adamantine longsword and Gang Up and Haste: 1d20 + 10 + 2 + 1 ⇒ (17) + 10 + 2 + 1 = 30
Damage: 1d8 + 5 + 1 ⇒ (5) + 5 + 1 = 11

Handle Animal in Combat: 1d20 + 14 + 4 ⇒ (2) + 14 + 4 = 20

Morningstar bite and Haste and Power Attack: 1d20 + 10 + 1 - 2 ⇒ (6) + 10 + 1 - 2 = 15
Damage: 1d8 + 5 + 4 ⇒ (4) + 5 + 4 = 13

Morningstar bite and Haste and Power Attack: 1d20 + 10 + 1 - 2 ⇒ (18) + 10 + 1 - 2 = 27
Damage: 1d8 + 5 + 4 ⇒ (8) + 5 + 4 = 17

Morningstar Hoof and Haste and Power Attack: 1d20 + 8 + 1 - 2 ⇒ (19) + 8 + 1 - 2 = 26
Damage: 1d6 + 2 + 4 ⇒ (4) + 2 + 4 = 10

Morningstar Hoof and Haste and Power Attack: 1d20 + 8 + 1 - 2 ⇒ (16) + 8 + 1 - 2 = 23
Damage: 1d6 + 2 + 4 ⇒ (4) + 2 + 4 = 10

Remember that you all have the PAIRED OPPORTUNIST FEAT:[ooc] Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.

Active Buffs: haste.

GM: If any adjacent ally is attacked, Terramor will burn up to three AoO's to grant that ally an immediate +5 AC.

If Sir Terramor is attacked, Morningstar will use Bodyguard and In Harm's Way to improve Sir Terramor's AC by +2 and also take the damage and effects of that attack on itself. If Morningstar is attacked, Terramor will use Mounted Combat to attempt to negate the hit.

Shadow Lodge

MAP

Rocky hits the black colored abomination killing it with one punch. Doing the same with its bluish companion proves more complicated but finally the oread lands a decisive hit, making the last of its many heads literally explode in a cascade of ichor

Rocky hit twice: with the first and with the last of his attacks. He caused enough damage to get rid of 2 abominations though

Terramor:
What's the determination class ability? I can't seem to find it. Also remember you and Morningstar ned to roll 2 DC18 fortitude checks each or gain a negative level for each failure. I will roll for you this time because I need to know if to apply those mods or not.

Terramor DC18 Fort save 01: 1d20 + 10 ⇒ (6) + 10 = 16
Terramor DC18 Fort save 02: 1d20 + 10 ⇒ (3) + 10 = 13

Morningstar DC18 Fort save 01: 1d20 + 10 ⇒ (18) + 10 = 28
Morningstar DC18 Fort save 02: 1d20 + 10 ⇒ (11) + 10 = 21

Terramor gains 2 negative levels.

You also threatened a critical with your first attack:

Critical Confirmation (Terramor): 1d20 + 15 + 2 + 1 - 2 ⇒ (17) + 15 + 2 + 1 - 2 = 33Damage roll: 1d8 + 5 + 1 ⇒ (1) + 5 + 1 = 7

Since with the actions he described, Terramor concentrated on eliminating the abominations that were killed by Rocky I'd direct his attacks on the last remaining one. Morningstar has 2 attacks left and the dwarf in range. Both hit.

Terramor and Morningstar finish off the last remaining abomination and then the war-horse smashes into the dwarf as well! Although he doesn't seem damaged, the dwarf skin cracks a little, as if covered with a layer of stone!

Surrounded but not beaten, the dwarf yells:"What are you doing?!?! You damned fools! STOP them!!!" before trying to cast something...

Cast defensively DC27: 1d20 + 15 ⇒ (9) + 15 = 24

But he fails and leaves himself wide open for retribution...

All those who threaten the dwarf have an AoO against him

Round 3 - Bold may act

Kellid warrior (cyan) -31hp
Kellid warrior (purple) -30hp

Rocky -21hp
Terramor Terramor: -0hp, 2 negative levels / Morningstar: -24hp

Tatooed dwarf 20/110
Abomination (red)
Abomination (black)
Abomination (blue)

Brutus
Grimaldus

Kellid Warchief (fuchsia)

Goat headed demon (yellow) -14hp
Goat headed demon (green) -20hp

Chabon
Miguel
Panza

Liberty's Edge

Two-handed Fighter-5/Hellknight-5 | AC 26 T 14 FF 24 | HP 39/99 | F +12 R +6 W +7 (+2 vs. compulsion)| Init +5 | Perc +13

Thanks for the rules deep-dive - I will stand with what I picked previously - no summon, Grim attacking the abomination. Now that it is dead...

Grim finds an open path to the dwarf, and moves to a tactically significant position before launching a powerful attack.

+1 Shocking Adamantine Greatsword + Power Attack + Vital Strike + Overhand Chop + Haste: 1d20 + 17 + 1 ⇒ (4) + 17 + 1 = 22
Electrical damage: 4d6 + 22 + 1d6 ⇒ (5, 2, 2, 3) + 22 + (4) = 38

But the ichor and destroyed parts of the abominations cause him to be slightly unbalanced, and his mighty strike whistles past the dwarf...

Grand Lodge

Male Oread Unchained Monk 10 | AC 24 (33)| T 23 (24)| FF 21 (29)| HP: 84/84 (104)| CMD 39+ | Fort +12 (14)| Ref +13 (14)| Will +13 | Init +2 | Perception +24 | Ki 7/11 SF 6/10

I hope it didn't disrupt things but Rocky wanted to 5ft step up to yellow even if he couldn't attack yet. I have moved him accordingly.

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

GM: Well first of all, Terramor doesn't have the Determination ability, so mea maxima culpa. Another character of mine does. It's part of the Preacher archetype, which my gunslinger/inquisitor has.

Grand Lodge

M Half-Orc Paladin/Monk/Stalwart Defender 12 | HP: 159/159 l Fort: +19 (+21 with stance), Ref: +12, W: +19 (+21 with stance) l Init: +1 l Per: +8 l Movement: 30
AC:
Default: 23/T: 21/FF: 20 | This Round: 42*/T: 29* (40* vs incorporeal)/FF: 28
Resources:
LoH 3/7 | Fist 3/4 | Smite 2/2 | Stance 3/8 | Reroll (X)
CMD:
39/41 vs Grapple

Jeeze. This party cleans up fast.

Brutus steels himself against the demons' baleful gaze.

Fort: 1d20 + 18 ⇒ (16) + 18 = 34
Fort: 1d20 + 18 ⇒ (3) + 18 = 21

Finding all his opponents quickly defeated, the Mountain bounds through the battlefield to take the fight to Thurl.

Punch (divine favor, haste): 1d20 + 17 + 2 + 1 - 3 ⇒ (2) + 17 + 2 + 1 - 3 = 19
Damage: 1d8 + 8 + 2 + 6 ⇒ (1) + 8 + 2 + 6 = 17

If that hits, tattooed dwarf needs to make a DC 18 fort save vs stunning fist.

Shadow Lodge

MAP

@Rocky: the demon is flying at 30'' of height, it's not like you can step near it and punch

Grimaldus and Brutus both close in on the dwarf who's still trying to cast a spell or something like it Actually, it's a spell like ability so no spellcraft here.

Unfortunately both of the warriors barely miss their target Haste... but there's some AoO's incoming I believe (Terramor and dinosaurs for sure)

Terramor:
Morningstar suffers Poison damage: 1d4 ⇒ 2. He needs to roll a DC18 fort save again at the beginning of his next round. If he saves the effect is cured

Strangely enough, once the bloodthirsthy kellid warchief realized he won't be able to reach the dwarf, he distances himself from the battle instead of closing in:"NO! Don't stand near each other!" he shouts from afar.

The meaning of his warning becomes immediately apparent though as the flying demons flap their leathery wings and emit a low, menacing shriek targetting those threatening their master. Suddenly all humanoids near the half orc feel their limbs growing stiff...

Mass hold person cast as a spell like ability. It affects every enemy humanoid inside 30'' from Brutus. Brutus, Chabon, Grimaldus, Rocky and Terramor need to roll 2 DC21 Will saves or be paralyzed

Kellid saves:
cyan DC21 Will save 01: 1d20 + 8 ⇒ (3) + 8 = 11
cyan DC21 Will save 02: 1d20 + 8 ⇒ (9) + 8 = 17

purple DC21 Will save 01: 1d20 + 8 ⇒ (19) + 8 = 27
purple DC21 Will save 02: 1d20 + 8 ⇒ (2) + 8 = 10

Round 3 - Bold may act

Kellid warrior (cyan) -31hp, paralyzed 8
Kellid warrior (purple) -30hp, paralyzed 8

Rocky -21hp
Terramor Terramor: -0hp, 2 negative lvl / Morningstar: -24hp, -2str

Tatooed dwarf 20/110

Brutus
Grimaldus

Kellid Warchief (fuchsia)

Goat headed demon (yellow) -14hp
Goat headed demon (green) -20hp

Chabon
Miguel
Panza
1 negative lvl

Grand Lodge

Male Oread Unchained Monk 10 | AC 24 (33)| T 23 (24)| FF 21 (29)| HP: 84/84 (104)| CMD 39+ | Fort +12 (14)| Ref +13 (14)| Will +13 | Init +2 | Perception +24 | Ki 7/11 SF 6/10

As a native outsider Rocky is immune to Hold Person. And Enlarge incidentally.

Silver Crusade

Male CG Aasimar Arcanist 11 | HP 101+19/101 | AC 16  T 12  FF 14 | CMB +5, CMD 17 | F: +9, R: +9, W: +10 | Init: +6 | Perc: +16, SM: +0 | Speed 30ft | Arcane Reservoir 8/14 | Spells: 1st 6/6; 2nd 4/6; 3rd 5/5; 4th 4/5; 5th 4/4 | Active conditions:false life and see invis .

Being in the air cuts both ways. I'm terrrible at this part of the game, but if they are 30 ft up, then I'm not sure it gets everyone mentioned since the furthest point would be 30 ft up and then step ladder smaller down. You have to envision cones going out in all directions right? Rocky, Kellids and Dinos below them certainly. Terramor, Grim, Brutus and Chabon not so sure. Need someone with better spatial envisioning than me, just raising the issue that it might not work.

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