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 will 5 foot to the north and still using lunge, will ready for approach, attacking over Heng.
To hit: 1d20 + 19 ⇒ (16) + 19 = 35
Miss: 1d100 ⇒ 22, Miss: 1d100 ⇒ 41
Damage: 1d8 + 20 + 1d6 ⇒ (1) + 20 + (6) = 27
To hit: 1d20 + 19 ⇒ (2) + 19 = 21
Miss: 1d100 ⇒ 20, Miss: 1d100 ⇒ 55
Damage: 1d8 + 20 + 1d6 ⇒ (2) + 20 + (3) = 25
To hit: 1d20 + 14 ⇒ (11) + 14 = 25
Miss: 1d100 ⇒ 3, Miss: 1d100 ⇒ 5
Damage: 1d8 + 20 + 1d6 ⇒ (6) + 20 + (6) = 32
Crit Confirm: 1d20 + 19 ⇒ (16) + 19 = 35
Additional Damage: 1d8 + 22 + 1d10 ⇒ (8) + 22 + (8) = 38
DM NomadSage |
Harlan spins and fires four bolts into the tengu, rapid-fire, critically wounding the foe. Malnival moves up swiftly and strikes, further wounding it, and Kiyomi's fiery rays finish it off.
Why are Harlan's bolts doing holy damage? Did I miss something? If legit, Malnival's attack will finish it off. If not, it will drop from Kiyomi's spell.
Kiyomi SR Check vs Typhoon Guard 1: 1d20 + 7 ⇒ (12) + 7 = 19
Parity moves to defend the doorway behind Heng, while the monk gulps down a blurring potion.
The tengu do not wait, and spring to attack. As the first closes in on Heng, Parity stabs it deep through a gap in the doorway. It screams in pain as it lashes out with paired katana and wakizashi.
TG2 katana vs Heng: 1d20 + 10 ⇒ (7) + 10 = 17; Damage: 1d8 + 7 ⇒ (5) + 7 = 12
TG2 wakizashi vs Heng: 1d20 + 14 ⇒ (20) + 14 = 34; Damage: 1d6 + 7 ⇒ (4) + 7 = 11
TG2 wakizashi vs Heng: 1d20 + 14 ⇒ (13) + 14 = 27; Damage: 1d6 + 7 ⇒ (3) + 7 = 10
TG2 wakizashi confirm crit: 1d20 + 14 ⇒ (17) + 14 = 31; Crit Damage: 1d6 + 7 ⇒ (5) + 7 = 12
With subtle pops of transplanted air, three other Typhoon Guards teleport into the hallway, emerging in flanking positions around Heng. Another moves through a panel into a room to the south.
***
Initiative Order (Round Three):
[19] Harlan <<<
[16] Malnival
[13] Parity
[13] Heng
[12] Kiyomi
[11] Typhoon Guard
Actions?
Heng |
Round 3
AC:31*, hp:110, Ki 10, Stun 11, Fire 10, blessed, inspired +3, dragon style, *blurred (20% miss)
GM- wakazashis will hit AC, but 20% miss chance
Suddenly surrounded, Heng throws his ki energy into defense and lays into the Crow between him and his companions.
flurry 1: 1d20 + 16 + 3 + 1 ⇒ (20) + 16 + 3 + 1 = 40miss?: 1d100 ⇒ 46
damage: 2d8 + 6 + 2 + 2 + 3 ⇒ (1, 5) + 6 + 2 + 2 + 3 = 19 + cold: 1d6 ⇒ 2
Stun- fort DC 18
flurry 2: 1d20 + 16 + 3 + 1 ⇒ (4) + 16 + 3 + 1 = 24miss?: 1d100 ⇒ 31
damage: 2d8 + 6 + 2 + 3 ⇒ (1, 4) + 6 + 2 + 3 = 16 + cold: 1d6 ⇒ 1
flurry 3: 1d20 + 11 + 3 + 1 ⇒ (1) + 11 + 3 + 1 = 16miss?: 1d100 ⇒ 51
damage: 2d8 + 6 + 2 + 3 ⇒ (7, 2) + 6 + 2 + 3 = 20 + cold: 1d6 ⇒ 3
flurry 4: 1d20 + 11 + 3 + 1 ⇒ (15) + 11 + 3 + 1 = 30miss?: 1d100 ⇒ 6
damage: 2d8 + 6 + 2 + 3 ⇒ (2, 3) + 6 + 2 + 3 = 16 + cold: 1d6 ⇒ 6
flurry 5: 1d20 + 6 + 3 + 1 ⇒ (8) + 6 + 3 + 1 = 18miss?: 1d100 ⇒ 26
damage: 2d8 + 6 + 2 + 3 ⇒ (6, 1) + 6 + 2 + 3 = 18 + cold: 1d6 ⇒ 3
flurry 1 threat: 1d20 + 16 + 3 + 1 ⇒ (3) + 16 + 3 + 1 = 23
damage: 2d8 + 6 + 2 + 2 + 3 ⇒ (6, 2) + 6 + 2 + 2 + 3 = 21 + cold: 1d6 ⇒ 6
not great, but if by chance he goes down, step next to Kiyomi
Harlan Starshine |
Round 3 Init 19
HP = 87/87
AC/T/FF = 22/14/19 (25% ignore sneak/critical)
Weapon Equipped = +1 Light Crossbow
Bolts = 31/35
Speed = 15'
Channel = 6/6 (6d6)
Energy Body = 11/11
Oracle Spells Known (CL 12):
Oracle Spells Known (CL 12th; concentration +17)
6th 3/3—mass cure moderate wounds, greater dispel magic, heal
5th 6/6—break enchantment, breath of life*, mass cure light wounds, wall of stone
4th 2/7—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 7/7—aid, cure moderate wounds, ghostbane dirge*, resist energy, lesser restoration, shield other, spiritual weapon
1st 6/8—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 = Bless, Haste, Inspired
Perception DC 15: 1d20 + 12 ⇒ (10) + 12 = 22
I got my crossbow the holy treatment, that transfers to the bolts right?
"Guys, he's next door and getting ready."
Harlan turns and blasts the next tengu. Straight North of me.
+1 XBow, Holy Rapid Fire Haste Inspired Bless Point Blank Shot: 1d20 + 18 ⇒ (4) + 18 = 22
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Evil: 2d6 ⇒ (4, 6) = 10
+1 XBow, Holy Rapid Fire Haste Inspired Bless Point Blank Shot: 1d20 + 18 ⇒ (2) + 18 = 20
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Evil: 2d6 ⇒ (5, 5) = 10
+1 XBow, Holy Rapid Fire Haste Inspired Bless Point Blank Shot: 1d20 + 18 ⇒ (5) + 18 = 23
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Evil: 2d6 ⇒ (2, 4) = 6
+1 XBow, Holy Rapid Fire Haste Inspired Bless Point Blank Shot: 1d20 + 13 ⇒ (15) + 13 = 28
Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Evil: 2d6 ⇒ (4, 3) = 7
Kiyomi Matsumata |
Kiyomi continues to sing inspire courage +3 and steps five feet south. She aims the wand and fires at the northernmost tengu!
Scorching ray!: 1d20 + 13 + 1 + 3 + 1 ⇒ (18) + 13 + 1 + 3 + 1 = 36 for 4d6 + 3 ⇒ (3, 4, 3, 2) + 3 = 15 fire damage! Miss chance: 1d100 ⇒ 84
Scorching ray!: 1d20 + 13 + 1 + 3 + 1 ⇒ (9) + 13 + 1 + 3 + 1 = 27 for 4d6 + 3 ⇒ (5, 5, 5, 1) + 3 = 19 fire damage! Miss chance: 1d100 ⇒ 57
DM NomadSage |
Don't forget miss chance...
Harlan Miss Chance 1: 1d100 ⇒ 77
Harlan Miss Chance 2: 1d100 ⇒ 29
Harlan Miss Chance 3: 1d100 ⇒ 36
Harlan Miss Chance 4: 1d100 ⇒ 73
Malnival Miss Chance: 1d100 ⇒ 13
Harlan turns and rapid-fires his crossbow at one of the tengu flanking Heng, missing but once. Malinval rushes over and makes a powerful strike, but his blade passes through the foe's blurred image.
***
Initiative Order (Round Three):
[19] Harlan
[16] Malnival
[13] Parity <<<
[13] Heng
[12] Kiyomi
[11] Typhoon Guard
At Parity's action.
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 steps into a routing of blows versus the southern Typhoon Guard trying to open a hole for Heng.
To hit: 1d20 + 18 ⇒ (16) + 18 = 34
Miss Chance: 1d100 ⇒ 77, Miss Chance: 1d100 ⇒ 20
Damage: 1d8 + 1d6 + 20 ⇒ (8) + (2) + 20 = 30
Haste To hit: 1d20 + 18 ⇒ (17) + 18 = 35
Miss Chance: 1d100 ⇒ 54, Miss Chance: 1d100 ⇒ 62
Damage: 1d8 + 1d6 + 20 ⇒ (7) + (5) + 20 = 32
Iterative To hit: 1d20 + 13 ⇒ (15) + 13 = 28
Miss Chance: 1d100 ⇒ 8, Miss Chance: 1d100 ⇒ 77
Damage: 1d8 + 1d6 + 20 ⇒ (3) + (5) + 20 = 28
Confirm: 1d20 + 18 ⇒ (3) + 18 = 21
Damage: 1d8 + 1d10 + 22 ⇒ (4) + (3) + 22 = 29
Confirm: 1d20 + 18 ⇒ (18) + 18 = 36
Damage: 1d8 + 1d10 + 22 ⇒ (8) + (5) + 22 = 35
Confirm: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 1d8 + 1d10 + 22 ⇒ (4) + (1) + 22 = 27
Huh ... all crit threats. If the southern guy goes down, rotate to the one to Heng's west
DM NomadSage |
With three precise attacks, Parity cuts down the southern tengu. Glad for the opening, Heng steps out of the flank and retaliates against the western foe, landing a couple hard punches.
TG4 Fort save vs stun: 1d20 + 13 ⇒ (19) + 13 = 32
Kiyomi fires her wand again, blasting the northernmost guard with two scorching rays.
Kiyomi SR Check vs Typhoon Guard 6: 1d20 + 7 ⇒ (17) + 7 = 24
The Typhoon Guards counter. The northernmost tengu teleports behind Kiyomi, while the other two attack Heng and Parity, respectively. Another opens a panel just behind Malnival.
TG2 katana vs Heng: 1d20 + 10 ⇒ (2) + 10 = 12; Miss Chance: 1d100 ⇒ 40; Damage: 1d8 + 7 ⇒ (6) + 7 = 13
TG2 wakizashi vs Heng: 1d20 + 14 ⇒ (2) + 14 = 16; Miss Chance: 1d100 ⇒ 64; Damage: 1d6 + 7 ⇒ (3) + 7 = 10
TG2 wakizashi vs Heng: 1d20 + 9 ⇒ (10) + 9 = 19; Miss Chance: 1d100 ⇒ 73; Damage: 1d6 + 7 ⇒ (3) + 7 = 10
TG4 katana vs Parity: 1d20 + 10 ⇒ (17) + 10 = 27; Damage: 1d8 + 7 ⇒ (6) + 7 = 13
TG4 wakizashi vs Parity: 1d20 + 14 ⇒ (16) + 14 = 30; Damage: 1d6 + 7 ⇒ (2) + 7 = 9
TG4 wakizashi vs Parity: 1d20 + 9 ⇒ (13) + 9 = 22; Damage: 1d6 + 7 ⇒ (2) + 7 = 9
With a loud sound of tearing paper, a massive tetsubo club rips through the eastern wall and smashes into Harlan.
Kazuo vs Harlan: 1d20 + 13 ⇒ (15) + 13 = 28; Damage: 2d8 + 9 ⇒ (7, 8) + 9 = 24
Kazuo vs Harlan: 1d20 + 8 ⇒ (15) + 8 = 23; Damage: 2d8 + 9 ⇒ (5, 4) + 9 = 18
Through the new opening in the wall, you see an obese ogre magi wielding the great tetsubo. He roars as his club strikes Harlan. "It is the gaijin! They have come for you, my lord."
Behind the giant, a middle-aged man half-dressed in immaculate jade-hued armor grimaces and dons his samurai helm.
***
Initiative Order (Round Four):
[19] Harlan <<<
[16] Malnival
[13] Parity
[13] Heng
[12] Kiyomi
[11] Typhoon Guard
[09] Kazuo / Sennaka
Top of the order! Images of Kazuo and Sennaka added to your Roll20 journals.
Harlan Starshine |
Round 4
HP = 31/87
AC/T/FF = 22/14/19 (25% ignore sneak/critical)
Weapon Equipped = +1 Light Crossbow
Bolts = 27/35
Speed = 15'
Channel = 6/6 (6d6)
Energy Body = 11/11
Oracle Spells Known (CL 12):
Oracle Spells Known (CL 12th; concentration +17)
6th 3/3—mass cure moderate wounds, greater dispel magic, heal
5th 6/6—break enchantment, breath of life*, mass cure light wounds, wall of stone
4th 2/7—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 7/7—aid, cure moderate wounds, ghostbane dirge*, resist energy, lesser restoration, shield other, spiritual weapon
1st 6/8—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 = Bless, Haste, Inspired
Seeing the wounds pile up, Harlan acts to close them on everybody.
I have Safe Curing so my Cure spells don't provoke, and Channel doesn't provoke. 5' step away from ogre.
Quickened Channel: 6d6 ⇒ (3, 2, 4, 1, 5, 6) = 21
Mass CLW: 1d8 + 13 ⇒ (7) + 13 = 20
With Selective Channeling and a Charisma of 21 I can exclude 5, so that would be all of the tengu. I'll exclude any injured ones (with the idea that it doesn't matter for them) followed by the rest.
Also note that with Spirit Boost up to 11 hit points of over healing from my Mass CLW becomes temporary HP.
HP = 82/87
AC/T/FF = 22/14/19 (25% ignore sneak/critical)
Weapon Equipped = +1 Light Crossbow
Bolts = 27/35
Speed = 15'
Channel = 4/6 (6d6)
Energy Body = 11/11
Oracle Spells Known (CL 12):
Oracle Spells Known (CL 12th; concentration +17)
6th 3/3—mass cure moderate wounds, greater dispel magic, heal
5th 5/6—break enchantment, breath of life*, mass cure light wounds, wall of stone
4th 2/7—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 7/7—aid, cure moderate wounds, ghostbane dirge*, resist energy, lesser restoration, shield other, spiritual weapon
1st 6/8—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 = Bless, Haste, Inspired
"Found him guys!"
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's stoneskin absorb the blow that sneaks through and seeing that Heng is no longer surrounded he steps to the south, attacking past Kiyomi with a martial lunge under her guard at the Tengu to her south. Harlan's heal gives him a feeling of vigor.
AC is 27 this round due to lunge
To hit: 1d20 + 18 ⇒ (16) + 18 = 34
Miss: 1d100 ⇒ 57, Mis: 1d100 ⇒ 73
Damage: 1d8 + 1d6 + 20 ⇒ (2) + (2) + 20 = 24
To hit: 1d20 + 18 ⇒ (10) + 18 = 28
Miss: 1d100 ⇒ 12, Mis: 1d100 ⇒ 90
Damage: 1d8 + 1d6 + 20 ⇒ (3) + (2) + 20 = 25
To hit: 1d20 + 13 ⇒ (20) + 13 = 33
Miss: 1d100 ⇒ 31, Mis: 1d100 ⇒ 90
Damage: 1d8 + 1d6 + 20 ⇒ (5) + (6) + 20 = 31
Crits below
To hit: 1d20 + 18 ⇒ (19) + 18 = 37
Damage: 1d8 + 1d10 + 22 ⇒ (1) + (3) + 22 = 26
To hit: 1d20 + 13 ⇒ (1) + 13 = 14
Damage: 1d8 + 1d10 + 22 ⇒ (3) + (8) + 22 = 33
Heng |
Round 4
AC:27, hp:77/110, Ki 8/10, Stun 9/11, Fire 10, blessed, inspired +3, dragon style, *blurred (20% miss)
Heng blocks the assault and attempts to make short work of the two crows attacking him by drawing on his key for extra speed.
flurry 1: 1d20 + 16 + 3 + 1 ⇒ (12) + 16 + 3 + 1 = 32, miss?: 1d100 ⇒ 78
damage: 2d8 + 6 + 2 + 2 + 3 ⇒ (4, 6) + 6 + 2 + 2 + 3 = 23 + cold: 1d6 ⇒ 1
Stun- fort DC 18
flurry 2: 1d20 + 16 + 3 + 1 ⇒ (7) + 16 + 3 + 1 = 27, miss?: 1d100 ⇒ 26
damage: 2d8 + 6 + 2 + 3 ⇒ (7, 6) + 6 + 2 + 3 = 24 + cold: 1d6 ⇒ 2
flurry 3: 1d20 + 11 + 3 + 1 ⇒ (1) + 11 + 3 + 1 = 16, miss?: 1d100 ⇒ 63
damage: 2d8 + 6 + 2 + 3 ⇒ (3, 2) + 6 + 2 + 3 = 16 + cold: 1d6 ⇒ 4
flurry 4: 1d20 + 11 + 3 + 1 ⇒ (10) + 11 + 3 + 1 = 25, miss?: 1d100 ⇒ 29
damage: 2d8 + 6 + 2 + 3 ⇒ (7, 6) + 6 + 2 + 3 = 24 + cold: 1d6 ⇒ 2
flurry 5: 1d20 + 6 + 3 + 1 ⇒ (12) + 6 + 3 + 1 = 22, miss?: 1d100 ⇒ 97
damage: 2d8 + 6 + 2 + 3 ⇒ (1, 8) + 6 + 2 + 3 = 20 + cold: 1d6 ⇒ 5
ki bonus attack: 1d20 + 16 + 3 + 1 ⇒ (4) + 16 + 3 + 1 = 24,miss?: 1d100 ⇒ 44
damage: 2d8 + 6 + 2 + 2 + 3 ⇒ (6, 2) + 6 + 2 + 2 + 3 = 21 + cold: 1d6 ⇒ 6
Kiyomi Matsumata |
Kiyomi continues singing INSPIRE COURAGE +3! and drops her wand, drawing her shortsword and attacking the foe standing between her and Harlan!
Stab!: 1d20 + 8 + 3 + 2 ⇒ (14) + 8 + 3 + 2 = 27 for 1d6 - 1 + 3 ⇒ (6) - 1 + 3 = 8 damage!
Stab!: 1d20 + 3 + 3 + 2 ⇒ (2) + 3 + 3 + 2 = 10 for 1d6 - 1 + 3 ⇒ (5) - 1 + 3 = 7 damage!
Malnival Selintin |
Haste:1d20 + 16 + 3 + 1 ⇒ (4) + 16 + 3 + 1 = 24
Damage 1d6 + 9 + 6 ⇒ (3) + 9 + 6 = 18
Attack 1:1d20 + 16 + 3 + 1 ⇒ (9) + 16 + 3 + 1 = 29
Damage 1d6 + 9 + 6 ⇒ (6) + 9 + 6 = 21
Attack 21d20 + 11 + 3 + 1 ⇒ (6) + 11 + 3 + 1 = 21
Damage 1d6 + 9 + 6 ⇒ (6) + 9 + 6 = 21
Attack 31d20 + 6 + 3 + 1 ⇒ (7) + 6 + 3 + 1 = 17
Damage 1d6 + 9 + 6 ⇒ (3) + 9 + 6 = 18
DM NomadSage |
Harlan blast heals himself and the group, carefully excluding the injured tengu from his divine magic.
Malnival Miss Chance: 1d100 ⇒ 45
Malnival Miss Chance: 1d100 ⇒ 15
Malnival Miss Chance: 1d100 ⇒ 98
Malnival attacks, relying on speed rather than precision, and with the boost of Kiyomi's song, manages to land a couple solid strikes.
Parity lunges to attack past Kiyomi, carving two deep wounds into the tengu guard. Kiyomi drops her wand and attacks the same foe with her short sword, giving it another bloody mark.
Kiyomi Miss Chance: 1d100 ⇒ 84
Heng unleashes a flurry of attacks, beating down one of the tengu and landing a follow-through punch on his second opponent.
With an aggravated squawk, two of the tengu step back and teleport out of sight. The last one remaining, barely standing from its many wounds, bites Kiyomi viciously, snapping its beak around her neck. She feels her voice begin to fade. It then steps away into the hallway to the west.
TG6 bite vs Kiyomi: 1d20 + 14 ⇒ (20) + 14 = 34; Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Confirm Critical: 1d20 + 14 ⇒ (7) + 14 = 21; Damage: 1d4 + 5 ⇒ (2) + 5 = 7
DC 18 Will save or lose the ability to speak aloud.
"Cowards! I will tear out their feathers for this betrayal!" The giant oni roars. He continues to attack Harlan, smashing him with his tetsubo a couple more times.
Kazuo vs Harlan: 1d20 + 13 ⇒ (10) + 13 = 23; Damage: 2d8 + 9 ⇒ (2, 5) + 9 = 16
Kazuo vs Harlan: 1d20 + 8 ⇒ (13) + 8 = 21; Damage: 2d8 + 9 ⇒ (5, 2) + 9 = 16
Sikutsu Sennaka drinks a potion and tosses the empty flask aside.
***
Initiative Order (Round Five):
[19] Harlan <<<
[16] Malnival
[13] Parity
[13] Heng
[12] Kiyomi
[11] Typhoon Guard
[09] Kazuo / Sennaka
Top of the order!
Malnival Selintin |
Malnival covers the distance to the one attacking his friend with amazing speed, swinging his scimitar as flames erupt along the blade.
Attack1d20 + 16 + 1 + 3 ⇒ (20) + 16 + 1 + 3 = 40
Confirm crit:1d20 + 16 + 1 + 3 ⇒ (8) + 16 + 1 + 3 = 28
Damage1d6 + 9 + 6 ⇒ (5) + 9 + 6 = 20
Fire:1d6 ⇒ 1
Crit damage:1d6 + 9 + 6 ⇒ (3) + 9 + 6 = 18
Fire:1d6 ⇒ 1
Harlan Starshine |
Round 5
HP = 32/87
AC/T/FF = 22/14/19 (25% ignore sneak/critical)
Weapon Equipped = +1 Light Crossbow
Bolts = 27/35
Speed = 15'
Channel = 4/6 (6d6)
Energy Body = 11/11
Oracle Spells Known (CL 12):
Oracle Spells Known (CL 12th; concentration +17)
6th 3/3—mass cure moderate wounds, greater dispel magic, heal
5th 5/6—break enchantment, breath of life*, mass cure light wounds, wall of stone
4th 2/7—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 7/7—aid, cure moderate wounds, ghostbane dirge*, resist energy, lesser restoration, shield other, spiritual weapon
1st 6/8—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 = Bless, Haste, Inspired
Harlan once again bears the brunt of the oni attack, watching the discarded potion vial hit the floor.
The halfling steps between the last tengu and Kiyomi, gulping at her crushed throat.
Another Mass CLW. If that doesn't fix her throat can I determine what might?
CLWM: 1d8 + 13 ⇒ (6) + 13 = 19
Herolabs is saying my AC is actually 25. I've taken full damage this round, working to find out what's going on there and fixing where it needs to be fixed.
Edit: Found it, forgot to add my new Ring of Protection +2 which brings it to 24 and then of course Haste is 25.
Heng |
Round 5
AC:30/27, hp:118/110, Ki 7/10, Stun 8/11, Fire 9/10, blessed, charging, dragon style, ki defense, *blurred (20% miss)
Hoping to take some pressure off Harlan, Heng launches himself through the paper screen to collide with the giant thug.
Hot Foot: 1d20 + 16 + 2 + 1 ⇒ (2) + 16 + 2 + 1 = 21
damage: 2d8 + 6 + 2 + 2 + 3 ⇒ (8, 1) + 6 + 2 + 2 + 3 = 22 + fire: 1d6 ⇒ 4
Stun- fort DC 18
not so much
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 follows Heng stepping behind him, swiftly imbuing himself with unerring accuracy and then lunges forward through the broken paper wall channeling a powerfully enhanced force magic.
Swift cast True Strike, Standard Channel Force Punch, Move action to expend 4th level slot (no inspire or arcane strike this round ... thank you Hero Lab)
To hit: 1d20 + 14 + 20 ⇒ (16) + 14 + 20 = 50
Crit Confirmation: 1d20 + 14 + 20 ⇒ (5) + 14 + 20 = 39
Damage: 1d8 + 1d6 + 14 + 10d4 + 4d6 ⇒ (1) + (5) + 14 + (1, 3, 3, 4, 3, 3, 2, 2, 4, 2) + (6, 4, 3, 5) = 65 + make a DC17 Fort Save or be thrown back 30 25 feet
Crit Damage: 1d8 + 1d10 + 16 + 10d4 + 4d6 ⇒ (6) + (5) + 16 + (1, 2, 3, 1, 4, 4, 2, 1, 1, 2) + (2, 6, 3, 1) = 60
DM NomadSage |
Harlan continues shifting back, healing the group once again.
Malnival, Parity and Heng move up and attack the ogre mage. Heng tears through the koji panel, but gets caught up for a moment and misses his target. Malnival lands a good cut, searing the oni's wound with fire. Finally, Parity lunges in and hits the oni with Suishen in a terrific blast of force. Kazuo amazingly survives and keeps his footing, but is now badly wounded.
Kazuo Fort save: 1d20 + 16 ⇒ (4) + 16 = 20
The last tengu laughs -- distinctly with Kiyomi's voice -- steps back and teleports away.
Kazuo glares at Parity and turns his tetsubo against the vanguard.
Kazuo vs Parity: 1d20 + 18 ⇒ (8) + 18 = 26; Damage: 2d8 + 9 ⇒ (8, 8) + 9 = 25
Kazuo vs Parity: 1d20 + 13 ⇒ (2) + 13 = 15; Damage: 2d8 + 9 ⇒ (7, 4) + 9 = 20
Kazuo vs Parity: 1d20 + 8 ⇒ (4) + 8 = 12; Damage: 2d8 + 9 ⇒ (7, 5) + 9 = 21
Finally, Sennaka draws his katana. With a practiced display, he gestures at Heng and nods. "I challenge you, half-blood. If an ounce of honor runs through you, you will face me."
Demanding Challenge -- Heng has a -2 AC from anyone other than the samurai when you're in his threatened area (which currently you are not).
RE: Kiyomi's voice... the healing spell does not fix the problem; it appears to be a kind of supernatural ability/curse.
Actions?
Malnival Selintin |
Malnival unleashes a flurry of strikes against the one as electricity and flame run the length of his blade.
Shocking grasp:5d6 ⇒ (2, 2, 3, 3, 3) = 13
Crit damage if hits as crit:Shocking grasp:5d6 ⇒ (3, 2, 2, 6, 6) = 19
Attack1:1d20 + 16 + 2 + 1 - 2 ⇒ (6) + 16 + 2 + 1 - 2 = 23
Damage: 1d6 + 9 + 6 ⇒ (6) + 9 + 6 = 21
Fire:1d6 ⇒ 3
Haste Attack:1d20 + 16 + 2 + 1 - 2 ⇒ (15) + 16 + 2 + 1 - 2 = 32
Confirm crit:Attack:1d20 + 16 + 2 + 1 - 2 ⇒ (13) + 16 + 2 + 1 - 2 = 30
Damage: 1d6 + 9 + 6 ⇒ (2) + 9 + 6 = 17
Fire:1d6
Crit Damage: 1d6 + 9 + 6 ⇒ (3) + 9 + 6 = 18
Fire:1d6 ⇒ 4
Attack2 :1d20 + 11 + 2 + 1 - 2 ⇒ (19) + 11 + 2 + 1 - 2 = 31
Confirm crit:1d20 + 16 + 2 + 1 - 2 ⇒ (19) + 16 + 2 + 1 - 2 = 36
Damage: 1d6 + 9 + 6 ⇒ (1) + 9 + 6 = 16
Fire:1d6 ⇒ 4
Crit Damage: 1d6 + 9 + 6 ⇒ (5) + 9 + 6 = 20
Fire:1d6 ⇒ 2
Attack3:1d20 + 6 + 2 + 1 - 2 ⇒ (18) + 6 + 2 + 1 - 2 = 25
Confirm crit:1d20 + 16 + 2 + 1 - 2 ⇒ (19) + 16 + 2 + 1 - 2 = 36
Damage: 1d6 + 9 + 6 ⇒ (1) + 9 + 6 = 16
Fire:1d6 ⇒ 4
CritDamage: 1d6 + 9 + 6 ⇒ (3) + 9 + 6 = 18
Fire:1d6 ⇒ 6
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 flourishes his blade and steps to interpose himself between Heng and the mark.
"You want to be stupid and do as he asks or should we all just cut him down, Heng?"
Regardless, Parity will cast stoneskin on Heng this round. 120 points of DR10/adamantine)
Heng |
Round 5
AC:31/27, hp:118/110, Ki 6/10, Stun 6/11, Fire 8/10, blessed, dragon style, ki defense, stoneskin (120 points of DR10/adamantine) *blurred (20% miss)
Heng nods. "I accept your challenge, Sennaka. And when you are defeated, you will abdicate your position. Then you may serve the true Empress or end your own life honorably." The monk steps around Parity and the fallen oni and assumes dragon stance as he offers his own challenge in the form of a deafening draconic roar!
Draconic Roar: 2d8 + 6 + 2 + 2 ⇒ (2, 2) + 6 + 2 + 2 = 14
Shaken: 1d4 ⇒ 1 rounds
Will DC 18 for half damage, no shaken
DM NomadSage |
Sennaka Will Save: 1d20 + 8 ⇒ (4) + 8 = 12
Sennaka Will Save (Resolve): 1d20 + 8 ⇒ (5) + 8 = 13
Heng's roar takes the samurai by surprise, but he retaliates quickly, charging in and slashing down with his katana.
Sennaka katana vs Heng (charge/shaken): 1d20 + 23 ⇒ (8) + 23 = 31; Damage: 1d8 + 25 ⇒ (4) + 25 = 29
Heng's turn. Others doing anything or cheering audience?
Malnival Selintin |
Malnival shakes his head and looks towards his blind friend. "Really!? We could totally take him down! Are we just supposed to stand here and watch?"
The Magus prepares a spell but holds it until needed.
Scorching Ray: waiting for being to look like he will lose.
Heng |
Round 6
AC:27, stoneskin: 110/120, hp:99/110, Ki 5/10, Stun 5/11, Fire 8/10, blessed, dragon style, ki defense, stoneskin (DR10/adamantine) *blurred (20% miss)
Hmmm, I'm guessing the charge cancelled out the shaken? I might argue that one wouldn't likely charge toward what just frightened one, but I guess there isn't a rule against it. Also, still blurred so 20% miss chance, no?
Heng responds with a blinding slurry of blows to the undulating stylings of Kiyomi. Um, flurry, but I like that so I'm leaving the misspelling
flurry 1: 1d20 + 16 + 3 + 1 ⇒ (16) + 16 + 3 + 1 = 36
damage: 2d8 + 6 + 2 + 2 + 3 ⇒ (8, 1) + 6 + 2 + 2 + 3 = 22 + cold: 1d6 ⇒ 3
Stun- fort DC 18
flurry 2: 1d20 + 16 + 3 + 1 ⇒ (16) + 16 + 3 + 1 = 36
damage: 2d8 + 6 + 2 + 3 ⇒ (5, 5) + 6 + 2 + 3 = 21 + cold: 1d6 ⇒ 4
flurry 3: 1d20 + 11 + 3 + 1 ⇒ (16) + 11 + 3 + 1 = 31
damage: 2d8 + 6 + 2 + 3 ⇒ (6, 1) + 6 + 2 + 3 = 18 + cold: 1d6 ⇒ 4
flurry 4: 1d20 + 11 + 3 + 1 ⇒ (7) + 11 + 3 + 1 = 22
damage: 2d8 + 6 + 2 + 3 ⇒ (6, 8) + 6 + 2 + 3 = 25 + cold: 1d6 ⇒ 1
flurry 5: 1d20 + 6 + 3 + 1 ⇒ (4) + 6 + 3 + 1 = 14
damage: 2d8 + 6 + 2 + 3 ⇒ (7, 2) + 6 + 2 + 3 = 20 + cold: 1d6 ⇒ 6
Ki bonus: 1d20 + 16 + 3 + 1 ⇒ (4) + 16 + 3 + 1 = 24
damage: 2d8 + 6 + 2 + 2 + 3 ⇒ (2, 1) + 6 + 2 + 2 + 3 = 16 + cold: 1d6 ⇒ 1
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)
"Meh, honor gets everyone killed. Just a matter of figuring which one of them it's gonna be this time. My money's on Heng. He's got moxie."
Parity leans up against a nearby wall support (not torn paper) and folds Suishen across his arms.
DM NomadSage |
Yep, I forgot the blur again... Miss Chance: 1d100 ⇒ 14. You can retcon a near miss.
Sennaka Fort save: 1d20 + 16 - 2 ⇒ (8) + 16 - 2 = 22
Heng lightning attacks slam the samurai a number of times, but only a few make significant impact through the daimyo's heavy armor. His grunts of pain bear an almost appreciable tone. With nearly flawless form, he counter-attacks with a thrust, upslice and diagonal follow-through.
Sennaka katana vs Heng: 1d20 + 21 ⇒ (8) + 21 = 29; Miss Chance: 1d100 ⇒ 7; Damage: 1d8 + 25 ⇒ (2) + 25 = 27
Sennaka katana vs Heng: 1d20 + 16 ⇒ (13) + 16 = 29; Miss Chance: 1d100 ⇒ 82; Damage: 1d8 + 25 ⇒ (5) + 25 = 30
Sennaka katana vs Heng: 1d20 + 11 ⇒ (7) + 11 = 18; Miss Chance: 1d100 ⇒ 46; Damage: 1d8 + 25 ⇒ (3) + 25 = 28
Your go...
Harlan Starshine |
Round 6
HP = 51/87
AC/T/FF = 22/14/19 (25% ignore sneak/critical)
Weapon Equipped = +1 Light Crossbow
Bolts = 27/35
Speed = 15'
Channel = 4/6 (6d6)
Energy Body = 11/11
Oracle Spells Known (CL 12):
Oracle Spells Known (CL 12th; concentration +17)
6th 3/3—mass cure moderate wounds, greater dispel magic, heal
5th 4/6—break enchantment, breath of life*, mass cure light wounds, wall of stone
4th 2/7—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 7/7—aid, cure moderate wounds, ghostbane dirge*, resist energy, lesser restoration, shield other, spiritual weapon
1st 6/8—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 = Bless, Haste, Inspired
"Ok...I hope Heng wins. Anyway, no reason not to close our wounds while we wait."
Harlan once again heals the party with a chained healing spell. Oh, some of Heng's wounds closed too? Ooops, well I am just a halfling.
CMW Mass: 2d8 + 13 ⇒ (3, 5) + 13 = 21
Heng |
Round 7
AC:27, stoneskin: 110/120, hp:110/110, Ki 4/10, Stun 4/11, Fire 8/10, blessed, dragon style, ki defense, stoneskin (DR10/adamantine) *blurred (20% miss)
Heng feels a burst of vigor from Harlan and wonders whether all this aid is honorable, but only briefly. The corrupt daimyo challenged him while drinking a potion and would likely not have told the giant oni to stand aside. He leads with a stunning nonlethal blow to soften the evil warlord before following with powerful deadly attacks.
flurry 1: 1d20 + 16 + 3 + 1 ⇒ (16) + 16 + 3 + 1 = 36
damage: 2d8 + 6 + 2 + 2 + 3 ⇒ (7, 7) + 6 + 2 + 2 + 3 = 27 + cold: 1d6 ⇒ 5
Nonlethal. Stun- fort DC 18
flurry 2: 1d20 + 16 + 3 + 1 ⇒ (13) + 16 + 3 + 1 = 33
damage: 2d8 + 6 + 2 + 3 ⇒ (6, 8) + 6 + 2 + 3 = 25 + cold: 1d6 ⇒ 6
flurry 3: 1d20 + 11 + 3 + 1 ⇒ (20) + 11 + 3 + 1 = 35
damage: 2d8 + 6 + 2 + 3 ⇒ (6, 2) + 6 + 2 + 3 = 19 + cold: 1d6 ⇒ 2
flurry 4: 1d20 + 11 + 3 + 1 ⇒ (19) + 11 + 3 + 1 = 34
damage: 2d8 + 6 + 2 + 3 ⇒ (3, 8) + 6 + 2 + 3 = 22 + cold: 1d6 ⇒ 1
flurry 5: 1d20 + 6 + 3 + 1 ⇒ (7) + 6 + 3 + 1 = 17
damage: 2d8 + 6 + 2 + 3 ⇒ (1, 1) + 6 + 2 + 3 = 13 + cold: 1d6 ⇒ 2
Ki bonus: 1d20 + 16 + 3 + 1 ⇒ (9) + 16 + 3 + 1 = 29
damage: 2d8 + 6 + 2 + 2 + 3 ⇒ (3, 2) + 6 + 2 + 2 + 3 = 18 + cold: 1d6 ⇒ 2
threat 3: 1d20 + 11 + 3 + 1 ⇒ (10) + 11 + 3 + 1 = 25
damage: 2d8 + 6 + 2 + 3 ⇒ (3, 4) + 6 + 2 + 3 = 18 + cold: 1d6 ⇒ 1
threat 4: 1d20 + 11 + 3 + 1 ⇒ (1) + 11 + 3 + 1 = 16
damage: 2d8 + 6 + 2 + 3 ⇒ (8, 8) + 6 + 2 + 3 = 27 + cold: 1d6 ⇒ 1
DM NomadSage |
Non-lethal with cold damage?
Heng unleashes a lightning burst of kicks and punches, pounding hard against Sennaka's armor.
Sennaka Fort Save: 1d20 + 16 - 2 ⇒ (1) + 16 - 2 = 15
The first hit is most effective, clobbering the samurai hard against the helmet and stunning him for a few seconds. He drops his katana, and besides his heavy armor, cannot defend himself from the subsequent onslaught.
Heng |
Non-lethal with cold damage?
shrugs. I guess? the punch was a smack upside the head, but my smack is still frosty. I think this is the first time EVER that stun has actually worked. add these to last round...
Medusa's Wrath 1: 1d20 + 16 + 3 + 1 ⇒ (18) + 16 + 3 + 1 = 38
damage: 2d8 + 6 + 2 + 2 + 3 ⇒ (4, 2) + 6 + 2 + 2 + 3 = 19+ cold: 1d6 ⇒ 1
Medusa's Wrath 2: 1d20 + 16 + 3 + 1 ⇒ (1) + 16 + 3 + 1 = 21
damage: 2d8 + 6 + 2 + 2 + 3 ⇒ (4, 3) + 6 + 2 + 2 + 3 = 20+ cold: 1d6 ⇒ 5
Seeing his foe unable to respond, Heng grabs up the katana and holds the blade to Sennaka's throat. "Surrender with honor," the monk commands.
DM NomadSage |
True... I can't think of the last time anyone has failed a stun save!
After he recovers, Sennaka takes off his helmet and drops it to the floor. "I can see when I am bested, but do not confuse this victory with an honorable one." He looks you up and down. "You mean to take me prisoner? I have a hundred veteran samurai coming this way presently. They will cut you down like the dogs you are."
End of Combat!
Harlan Starshine |
Harlans jaw drops when the warlord is actually stunned, but he wastes no time examining Kiyomi.
You said it was a curse, so break enchantment should fix it?
Break Enchantment: 1d20 + 12 ⇒ (11) + 12 = 23
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)
"Hundred, a thousand, it doesn't matter ... they'll never see us. Let's strip this place and get out of here."
Strip Sennaka and the oni of their gear and do a quick search of these rooms. Then its take Sennaka on a windwalk outta here.