| Kiyomi Matsumata |
Kiyomi continues to inspire and fires her barrage again!
Bow!: 1d20 + 14 + 1 + 3 - 2 ⇒ (2) + 14 + 1 + 3 - 2 = 18 for 1d6 + 1 + 3 ⇒ (4) + 1 + 3 = 8 plus 1d6 ⇒ 4 acid!
Bow!: 1d20 + 14 + 1 + 3 - 2 ⇒ (14) + 14 + 1 + 3 - 2 = 30 for 1d6 + 1 + 3 ⇒ (2) + 1 + 3 = 6 plus 1d6 ⇒ 4 acid!
Bow!: 1d20 + 9 + 1 + 3 - 2 ⇒ (12) + 9 + 1 + 3 - 2 = 23 for 1d6 + 1 + 3 ⇒ (6) + 1 + 3 = 10 plus 1d6 ⇒ 5 acid!
| Malnival Selintin |
Attack: 1d20 + 16 ⇒ (18) + 16 = 34
Damage: 1d6 + 15 ⇒ (6) + 15 = 21
Confirm crit: 1d20 + 16 ⇒ (13) + 16 = 29
Damage: 1d6 + 15 ⇒ (5) + 15 = 20
Haste Attack: 1d20 + 16 ⇒ (19) + 16 = 35
Damage: 1d6 + 15 ⇒ (3) + 15 = 18
Confirm crit: 1d20 + 16 ⇒ (17) + 16 = 33
Damage: 1d6 + 13 ⇒ (5) + 13 = 18
Attack2: 1d20 + 11 ⇒ (19) + 11 = 30
Damage: 1d6 + 15 ⇒ (1) + 15 = 16
Confirm crit: 1d20 + 11 ⇒ (5) + 11 = 16
Damage: 1d6 + 13 ⇒ (4) + 13 = 17
| Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
Parity takes a 5-foot and lunges at the creepy shadow thing.
Continuing Belker's Damage on the living one: 2d12 ⇒ (5, 7) = 12
To hit: 1d20 + 12 + 2 + 3 ⇒ (3) + 12 + 2 + 3 = 20
Damage: 1d8 + 1d6 + 3 + 20 ⇒ (2) + (4) + 3 + 20 = 29
To hit: 1d20 + 7 + 3 ⇒ (18) + 7 + 3 = 28
Damage: 1d8 + 1d6 + 3 + 20 ⇒ (4) + (3) + 3 + 20 = 30
Crit?: 1d20 + 7 + 3 ⇒ (15) + 7 + 3 = 25
Damage: 1d8 + 1d10 + 3 + 22 ⇒ (6) + (2) + 3 + 22 = 33
To hit: 1d20 + 12 + 3 ⇒ (10) + 12 + 3 = 25
Damage: 1d8 + 1d6 + 3 + 20 ⇒ (1) + (6) + 3 + 20 = 30
Taking the extra attack form BoF
| DM NomadSage |
Kiyomi fires three arrows in quick succession, but only one pierces the nue's hide. Malnival steps up and cuts it deeply with a number of scimitar slashes. The nue roars again, evoking its rage and pain.
Parity makes a lurching attack against the nue's shadow double, but only manages a glancing blow, with no real effect.
The nue pair retaliate, the live one rending into Malnival and leaving him a ragged, bloody mess, while the shadow partner strikes at Parity.
Tosakage bite (monkey) vs Malnival: 1d20 + 23 ⇒ (16) + 23 = 39; Damage: 2d6 + 10 ⇒ (3, 1) + 10 = 14 and DC 19 Fort save or another negative level
Tosakage bite (snake) vs Malnival: 1d20 + 23 ⇒ (14) + 23 = 37; Damage: 1d4 + 10 ⇒ (2) + 10 = 12 and DC 23 Fort save or take Strength Damage: 1d2 ⇒ 1
Tosakage claw vs Malnival: 1d20 + 23 ⇒ (13) + 23 = 36; Damage: 1d6 + 10 ⇒ (6) + 10 = 16
Tosakage claw vs Malnival: 1d20 + 23 ⇒ (9) + 23 = 32; Damage: 1d6 + 10 ⇒ (5) + 10 = 15
I count Malnival at -23 hp (actually, -33 with 2x neg levels), unless I missed something!
Shadow Nue bite (monkey) vs Parity: 1d20 + 23 ⇒ (8) + 23 = 31; Damage: 2d6 + 10 ⇒ (4, 1) + 10 = 15 and Fort save as above...
Shadow Nue bite (snake) vs Parity: 1d20 + 23 ⇒ (13) + 23 = 36; Damage: 1d4 + 10 ⇒ (4) + 10 = 14 and 2nd Fort save as above, for Strength Damage: 1d2 ⇒ 1
Shadow Nue claw vs Parity: 1d20 + 23 ⇒ (8) + 23 = 31; Damage: 1d6 + 10 ⇒ (6) + 10 = 16
Shadow Nue claw vs Parity: 1d20 + 23 ⇒ (13) + 23 = 36; Damage: 1d6 + 10 ⇒ (6) + 10 = 16
Initiative Order: (Round 3)
[21] Tosakage/Shadow Nue
[16] Heng <<<
[14] Harlan
[11] Kiyomi
[11] Malnival
[11] Parity
Heng's action...
Heng
|
Round 3
Touch AC: 34/28, hp: 100/110, Ki 5/10, Stun 9/11, Fire 10, dragon style
condition: two neg levels.
Rejuvenated by Harlan, Heng bounds back in to ward his fallen comrade.
ki defense, stun
+2 frost fist: 1d20 + 15 - 2 ⇒ (11) + 15 - 2 = 24 (stun DC 18, maybe?)
damage: 2d8 + 6 + 2 + 2 ⇒ (7, 3) + 6 + 2 + 2 = 20 + cold: 1d6 ⇒ 4
acrobatics, if needed vs reach?: 1d20 + 18 ⇒ (6) + 18 = 24
I'd forgotten that we'd switched to Roll20. on it.
| Harlan Starshine |
Round 3 Init 14
HP = 87/87
AC/T/FF = 22/14/19 (25% ignore sneak/critical)
Weapon Equipped = +1 Light Crossbow
Bolts = 24/35
Speed = 15'
Channel = 0/6 (6d6)
Energy Body = 10/11
Oracle Spells Known (CL 12):
Oracle Spells Known (CL 12th; concentration +17)
6th 1/3—mass cure moderate wounds, greater dispel magic, heal
5th 5/6—break enchantment, breath of life*, mass cure light wounds, wall of stone
4th 4/7—air walk, blessing of fervor*, cure critical wounds, holy smite*, restoration
3rd 7/7—cure serious wounds, dispel magic, invisibility purge, magic circle against evil, neutralize poison, stone shape
2nd 6/7—aid, cure moderate wounds, ghostbane dirge*, resist energy, lesser restoration, shield other, spiritual weapon
1st 8/8—bless, burning disarm*, command*, cure light wounds, detect evil, detect undead, sun metal*
0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink*, spark*, stabilize
* Save DC = 15 + Level
Status Effects = -1 Con
"Kiyomi, look for magic binding them to the women!"
He sighs as Mal dies again, then fixes him.
Breath of Life. 5d8 + 13 ⇒ (4, 4, 8, 5, 3) + 13 = 37
Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.
| Kiyomi Matsumata |
Kiyomi shouts in fright as Malnival falls and then sighs deeply in relief as Harlan draws him back from death! She continues inspiring courage +3 and murmurs a spell of Haste on the party!
+4 to attack (+3 inspire, +1 haste), +3 to damage, +1 to AC and Reflex, plus another attack at highest BAB when you full attack!
| Harlan Starshine |
Not sure how Blessing of Fervor stacks with Haste. I think most of the bonus types are the same and I believe the extra attack doesn't stack. Now they are useful as you can take the higher save bonus from BoF and the extra attack from Haste.
| Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
Fort: 1d20 + 13 ⇒ (17) + 13 = 30 success
Fort #2: 1d20 + 12 ⇒ (15) + 12 = 27 success
Will: 1d20 + 11 ⇒ (7) + 11 = 18 failsauce
In order received. I will post actions shortly.
-Posted with Wayfinder
| Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
HP: 63/124 AC:34 7 mirror images
Parity steps northwest, next to Mal, pulling his shield out of his glove and attacks the original beast who is raging on the elf. He then defensively casts mirror image and takes a different stance fighting defensively with less power and calls upon his cloak.
Immediate: withdraw shield, drop power attack, use defending; Swift: Mirror Image, Move: ready shield; Standard: activate chaincloth cloak
Defensive Cast DC 19: 1d20 + 4 + 12 + 4 ⇒ (5) + 4 + 12 + 4 = 25; success; Images: 1d4 + 4 ⇒ (3) + 4 = 7
| Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
AC should be 35 right now (normally 29 ... +2 for defending, +4 from the chaincloth cloak). My base AC has been wrong for over a year because of some corrupted files in Hero Lab that I just fixed, finally ... fysa. If you need the break down I can send it
| DM NomadSage |
Malnival coughs up blood as Parity sidesteps and takes up a defensive stance.
"No!" a voice shouts from empty air, and a moment later Yugureda Shosaito appears, standing next to O-Sayumi and the other woman. "You will not take her!" he snarls. He touches the geisha's shoulder and the two of them disappear in a wisp of shadow-smoke.
The living nue's body collapses into itself, transforming rapidly into a cloud of darkness. It retreats towards the door to the east. (Provokes AoOs from Parity and Heng) The shadow nue steps between you and the door and blasts everyone with a deafening roar.
Shadow Nue roar: 5d6 ⇒ (1, 6, 1, 4, 3) = 15 sonic damage, and deaf for 2d6 ⇒ (2, 4) = 6 rounds. A DC 22 Fort save halves the damage and negates the deafness.
Harlan, Kiyomi and Malnival can also make DC 22 Will saves. If you pass, read the spoiler below.
| Harlan Starshine |
Round 4 Init 14
HP = 72/87
AC/T/FF = 22/14/19 (25% ignore sneak/critical)
Weapon Equipped = +1 Light Crossbow
Bolts = 24/35
Speed = 15'
Channel = 0/6 (6d6)
Energy Body = 10/11
Oracle Spells Known (CL 12):
Oracle Spells Known (CL 12th; concentration +17)
6th 1/3—mass cure moderate wounds, greater dispel magic, heal
5th 4/6—break enchantment, breath of life*, mass cure light wounds, wall of stone
4th 4/7—air walk, blessing of fervor*, cure critical wounds, holy smite*, restoration
3rd 7/7—cure serious wounds, dispel magic, invisibility purge, magic circle against evil, neutralize poison, stone shape
2nd 6/7—aid, cure moderate wounds, ghostbane dirge*, resist energy, lesser restoration, shield other, spiritual weapon
1st 8/8—bless, burning disarm*, command*, cure light wounds, detect evil, detect undead, sun metal*
0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink*, spark*, stabilize
* Save DC = 15 + Level
Status Effects = -1 Con
Fort DC 22: 1d20 + 8 ⇒ (12) + 8 = 20
Will DC 22: 1d20 + 10 ⇒ (8) + 10 = 18
Harlan holds his ears as the blast deafens him, attempting to heal the damage caused.
Spell Failure Deafened, 20% high Good: 1d100 ⇒ 56
CLW, Mass: 1d8 + 13 ⇒ (8) + 13 = 21
| Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
Forgot belkers last round
Continuing Belkers (2): 2d12 ⇒ (2, 7) = 9
Fort Save: 1d20 + 13 ⇒ (8) + 13 = 21
AoO: 1d20 + 18 ⇒ (6) + 18 = 24
Damage: 1d8 + 1d6 + 17 ⇒ (1) + (1) + 17 = 19
In case he does get away
Belkers (3) : 2d12 ⇒ (9, 12) = 21
Belkers (4): 2d12 ⇒ (4, 5) = 9
-Posted with Wayfinder
| DM NomadSage |
Parity slashes at the retreating cloud but does not appear to damage it. After the deafening roar, Harlan pulls Malnival again from the brink.
Initiative Order: (Round 4)
[21] Tosakage/Shadow Nue
[16] Heng <<<
[14] Harlan
[11] Kiyomi
[11] Malnival
[11] Parity
Heng's turn... (Harlan already accounted for this round)
Heng
|
R 4
AC: 30/28, hp: 93/110, Ki 5/10, Stun 9/11, Fire 8/10, dragon style, +2 fervor, inspired, condition: two neg levels.
Ah, my bad. school starting up again so a bit distracted.
Seeing that the fiend has left behind its shadow, Heng charges in to remove the obstacle with a stunning blow.
+2 frost fist: 1d20 + 15 + 2 + 3 ⇒ (12) + 15 + 2 + 3 = 32 + stun- fort DC 18
damage: 2d8 + 6 + 2 + 2 + 3 ⇒ (8, 3) + 6 + 2 + 2 + 3 = 24 + fire: 1d6 ⇒ 1
| Kiyomi Matsumata |
Kiyomi fires again at any target she can see!
Bow: 1d20 + 14 + 1 + 3 ⇒ (1) + 14 + 1 + 3 = 19 for 1d6 + 1 + 3 ⇒ (6) + 1 + 3 = 10 and 1d6 ⇒ 6 acid!
Bow: 1d20 + 14 + 1 + 3 ⇒ (3) + 14 + 1 + 3 = 21 for 1d6 + 1 + 3 ⇒ (5) + 1 + 3 = 9 and 1d6 ⇒ 6 acid!
Bow: 1d20 + 9 + 1 + 3 ⇒ (5) + 9 + 1 + 3 = 18 for 1d6 + 1 + 3 ⇒ (2) + 1 + 3 = 6 and 1d6 ⇒ 5 acid!
| Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
Parity continues his attack.
To hit: 1d20 + 18 ⇒ (12) + 18 = 30
Damage: 1d8 + 1d6 + 17 ⇒ (5) + (1) + 17 = 23
To hit: 1d20 + 13 ⇒ (15) + 13 = 28
Damage: 1d8 + 1d6 + 17 ⇒ (7) + (6) + 17 = 30
To hit: 1d20 + 18 ⇒ (5) + 18 = 23
Damage: 1d8 + 1d6 + 17 ⇒ (7) + (5) + 17 = 29
possible crit: 1d20 + 18 ⇒ (4) + 18 = 22
Damage: 1d8 + 1d10 + 19 ⇒ (6) + (4) + 19 = 29
-Posted with Wayfinder
| DM NomadSage |
Malnival, somewhat tentatively, gets back up and retrieves his weapon. Parity attacks the shadow nue with a three-move combination, but only strikes true with one blow.
The cloud of darkness passes through the eastern door and out of sight. The shadow nue steps back to block the door, while tearing into Heng with its long reach.
Shadow Nue bite (monkey) vs Heng: 1d20 + 23 ⇒ (10) + 23 = 33; Damage: 2d6 + 10 ⇒ (5, 3) + 10 = 18
Shadow Nue bite (snake) vs Heng: 1d20 + 23 ⇒ (18) + 23 = 41; Damage: 1d4 + 10 ⇒ (2) + 10 = 12
Shadow Nue claw vs Heng: 1d20 + 23 ⇒ (9) + 23 = 32; Damage: 1d6 + 10 ⇒ (2) + 10 = 12
Shadow Nue claw vs Heng: 1d20 + 23 ⇒ (20) + 23 = 43; Confirm Critical: 1d20 + 23 ⇒ (3) + 23 = 26; Damage: 1d6 + 10 ⇒ (5) + 10 = 15
... total of 34 actual damage.
Neg Level chance: 1d100 ⇒ 90
Poison chance: 1d100 ⇒ 60
... just need a DC 23 Fort save vs poison.
Initiative Order: (Round 5)
[21] Shadow Nue
[16] Heng <<<
[14] Harlan
[11] Kiyomi
[11] Malnival
[11] Parity
Heng's action...
Heng
|
R5
AC: 34/28, hp: 59/110, Ki 4/10, Stun 9/11, Fire 8/10, dragon style, +2 fervor, inspired, condition: two neg levels.
glad that's pseudodamage. use the fervor bonus to counter neg levs.
Flurry1: 1d20 + 16 + 3 ⇒ (2) + 16 + 3 = 21
damage: 2d8 + 6 + 2 + 3 ⇒ (4, 7) + 6 + 2 + 3 = 22 + cold: 1d6 ⇒ 5
Flurry2: 1d20 + 16 + 3 ⇒ (8) + 16 + 3 = 27 + cold: 1d6 ⇒ 6
damage: 2d8 + 6 + 2 + 3 ⇒ (4, 8) + 6 + 2 + 3 = 23
Flurry3: 1d20 + 11 + 3 ⇒ (10) + 11 + 3 = 24 + cold: 1d6 ⇒ 4
damage: 2d8 + 6 + 2 + 3 ⇒ (6, 3) + 6 + 2 + 3 = 20
Flurry4: 1d20 + 11 + 3 ⇒ (9) + 11 + 3 = 23 + cold: 1d6 ⇒ 3
damage: 2d8 + 6 + 2 + 3 ⇒ (6, 4) + 6 + 2 + 3 = 21
Flurry5: 1d20 + 6 + 3 ⇒ (12) + 6 + 3 = 21 + cold: 1d6 ⇒ 3
damage: 2d8 + 6 + 2 + 3 ⇒ (6, 1) + 6 + 2 + 3 = 18
that was crappy
| Harlan Starshine |
HP = 72/87
AC/T/FF = 22/14/19 (25% ignore sneak/critical)
Weapon Equipped = +1 Light Crossbow
Bolts = 24/35
Speed = 15'
Channel = 0/6 (6d6)
Energy Body = 10/11
Oracle Spells Known (CL 12):
Oracle Spells Known (CL 12th; concentration +17)
6th 1/3—mass cure moderate wounds, greater dispel magic, heal
5th 3/6—break enchantment, breath of life*, mass cure light wounds, wall of stone
4th 4/7—air walk, blessing of fervor*, cure critical wounds, holy smite*, restoration
3rd 7/7—cure serious wounds, dispel magic, invisibility purge, magic circle against evil, neutralize poison, stone shape
2nd 6/7—aid, cure moderate wounds, ghostbane dirge*, resist energy, lesser restoration, shield other, spiritual weapon
1st 8/8—bless, burning disarm*, command*, cure light wounds, detect evil, detect undead, sun metal*
0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink*, spark*, stabilize
* Save DC = 15 + Level
Status Effects = -1 Con
Harlan, still unaware of the nature of the shadow beast but seeing Heng badly injured, moves up behind him and calls upon the power of his healing circlet.
Heal using all 4 charges of my circlet. Welcome to Wellsville.
"Can we kill it?"