Death-Lok |
I assume Siggut is using Heartseeker. It pierces her stoneskin but the 33 does not crit and he inflicts 28 damage on the drow priestess.
Round 1: Drow Priestess
She grimaces in pain as the dwarf flies toward her, resisting her Repulsion and buries his pick in her shoulder, drawing blood. On her turn, she moves 30' away from the dwarf to avoid giving him a full-round of attacks into the center of the room. Siggut gets an AoO. She then looks at the archer and smiles, as she intones, "Go away to Baphomet's play area!" A portal opens next to Mal and sucks him in and he disappears off the plane. She cast Maze. The drow priestess follows that up by stretching her hand and intoning more magic, as shards of ice appear and ravage Ravarel and Elise. She cast Cold Ice Strike as a swift action.
Rav and Elise have to make a Reflex saving throw for half damage or suffer 15d6 ⇒ (4, 4, 3, 6, 1, 2, 4, 4, 6, 6, 4, 6, 6, 4, 4) = 64 cold damage.
After the AoO and the saves, Siggut and Elise are up and Mal can attempt a DC 20 Intelligence check as a full-round action but with -1 penalty, he only gets out with a natural 20.
Elise Sunwake |
Maze is such a broken spell, no save, take someone out of a fight permanently..
Reflex: 1d20 + 12 ⇒ (10) + 12 = 22 Not sure the DC,so I'll wait till I see if I passed before acting.
Elise Sunwake |
It's not even about tanking Int score, hell a wizard with a 26 Int would still need to roll a 12 or better lol.. It's what it is, hopefully Mal can get lucky or we may be hosed, dam 14 pre-buffed priest and 4 CR 13's is gonna be fun..
Elise calls for her deity's protection and empower channel heals as a move action before casting Repulsion putting a sphere 20' out from her.
The DC is 24 Will to pass it, with +19 to beat spell resistance.
Channel Heal: 10d6 + 15 ⇒ (1, 1, 5, 5, 2, 3, 3, 3, 5, 2) + 15 = 45
She activates her Aura of Heroism as well as a swift action. 30' Radius Heroism spell for allies.
Ravarel Darkwood |
reflex: 1d20 + 16 ⇒ (1) + 16 = 17
maze becomes a mandatory choice for communal spell immunity at high levels
luckstaff reroll: 1d20 + 16 ⇒ (7) + 16 = 23
Elise Sunwake |
Yea I don't get that spell till 17th level unfortunately.
Attempting to whisper..
"Rav, might wanna try and disrupt spells if possible.."
A tactic I often use in PFS is to ready an action to cast a damaging spell when a caster begins to cast and try to disrupt them. Not saying that will work her with all her buffs up, but might be worth a shot..
Malugor |
Mal sees the labyrinth before him and starts working his way through it.
I don't have a problem with Maze...it's a good tactic to use.
Int save: 1d20 ⇒ 19....ouch, so close!
Looks like I'm going to be here awhile.
1d20 ⇒ 1
1d20 ⇒ 12
1d20 ⇒ 20
Looks like Mal will get out right before his turn on Round 5. I'm sure you guys will be just fine. :)
Elise Sunwake |
To bad you don't have a Stone of Good Luck lol.. That 19 would have got you out. I highly recommend getting one for those who have Fates Favored trait btw. +2 to saves/skills/ability checks for 20k is a bargain. A lot of people don't realize that Initiative and Caster Level checks are ability checks.
Death-Lok |
Actually, doing a little research, Mal has a -1 penalty to Intelligence (ability checks) and natural 20 auto-success rule does not apply to ability checks (see below). So his 20 Intelligence check is really a 19 with his penalty and he cannot find his way out of the Maze. Unless he has some form of raising his Intelligence score or increasing ability checks, he is stuck in the Maze for the duration of the spell. Sorry.
Does the automatic success/failure roll also apply to ability checks?
No, nor does it apply to skill checks.
You don't have a 1-in-20 chance to bust open the vault door to a bank (Strength check DC 1000).
You don't have a 1-in-20 chance to jump over the moon (Acrobatics DC 1 zillion).
Elise Sunwake |
Isn't a 5% chance to get out already harsh enough GM? A natural 20 should mean something..
Elise Sunwake |
Last time I checked the GM was the rules, but ok.. Three man it is! Not trying to be an ass just drunk this evening lol..
Ravarel Darkwood |
looks like the tarrys are up
Death-Lok |
Thanks Rav!
Two demodands flank Siggut and attack him:
1d20 + 26 + 2 ⇒ (3) + 26 + 2 = 31...miss
1d20 + 26 + 2 ⇒ (14) + 26 + 2 = 42...hit
Damage: 1d6 + 9 ⇒ (5) + 9 = 14
The two other demodands fly and attack Elise!
1d20 + 26 ⇒ (11) + 26 = 37
Damage: 1d6 + 9 ⇒ (4) + 9 = 13
1d20 + 26 ⇒ (12) + 26 = 38
Damage: 1d6 + 9 ⇒ (6) + 9 = 15
Elise takes 28 damage and must make 2 DC 17 Will saves or be unable to cast divine spells next round.
Rav is up!
Ravarel Darkwood |
@DL ELise cast a Repulsion (turnabout is fairplay) therefore the tarrys need to make will saves to penetrate it. "casting Repulsion putting a sphere 20' out from her.The DC is 24 Will to pass it, with +19 to beat spell resistance."
I'll wait to see how this affects their positioning before posting Ravs actions
Elise Sunwake |
Will: 2d20 ⇒ (18, 20) = 38 She only fails on a 1
Ravarel Darkwood |
The battlefield erupts into a devastating explosion of electricity as 2 electric Fireballs explode around the tarrys and the drow leaving his allies unharmed.
Spell Perfection Fireball allows one metamagic to be added free and doubles the effect of Spell Focus and Spell Penetration
+6 to beat SR (elf+spell penetration)
Fireball DC= 25
+7 Int + 3rd lvl spell
+2 School Power, +2 Spell Focus Evocation)
+1DC to metamagicked spells (arcane bloodline power)
Using Arcanist Reservoir x2 to add +2CL (10/17 remaining)
+7hp dam, +1hp dam per die of spell dam (orc bloodline power)
Metamagic Adeptx2 (3/5 remaining) to add Selective w/o increasing casting time
Changing energyx2 to elec (5/10 remain)
Book of Harms 1/day maximize spell
4th slot= Quickened Selective Intensified and Dazing Intensified Selective Maximized (2/5 remain)
Intensified Selective Quickened Shock Fireball DC25: 15d6 + 15 + 7 ⇒ (5, 2, 2, 1, 6, 1, 4, 4, 4, 5, 2, 4, 6, 5, 1) + 15 + 7 = 74
SR=14+2+4+2(elf,spell penetration, potent magic)
SR vs Drow: 1d20 + 22 ⇒ (5) + 22 = 27
SR vs Tarry1: 1d20 + 22 ⇒ (1) + 22 = 23
SR vs Tarry2: 1d20 + 22 ⇒ (1) + 22 = 23
SR vs Tarry2: 1d20 + 22 ⇒ (15) + 22 = 37
SR vs Tarry2: 1d20 + 22 ⇒ (19) + 22 = 41
Maximized Intensified Dazing Selective Shock Fireball DC25 (90+15+7)112dam
SR vs Drow: 1d20 + 22 ⇒ (13) + 22 = 35
SR vs Tarry1: 1d20 + 22 ⇒ (4) + 22 = 26
SR vs Tarry2: 1d20 + 22 ⇒ (4) + 22 = 26
SR vs Tarry2: 1d20 + 22 ⇒ (8) + 22 = 30
SR vs Tarry2: 1d20 + 22 ⇒ (4) + 22 = 26
As he casts the second fireball in a matter of seconds Rav feels the strain of expending so much magical energy Book of Harms Feedback damage: 3d4 ⇒ (3, 4, 4) = 11
I hope the drow has an Int of 5 and neglected to choose fireball as one of the spells protected by spell immunity
You can daze creatures with the power of your spells.
Benefit: You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell.
Dazing is a mind affecting effect. And therefore creatures immune to that like undead are unaffected.
once a creature has been affected by Dazing every round after the first it can make a Will save to act normally for that round. If the creature is subject to continous damage (Ball Lightning for example) it receives a -2 penalty to its Will save to act normally for the round
the logic behind these changes is that high level enemies tend to have reflex as their poor save particularly huge and colossal enemies. Giving enemies a chance to resist the Daze round by round after the initial round with their stronger save (Will) weakens the power of Dazing metamagic significantly. I think this is a fair nerf that allows me to continue using Daze without overpowering encounters
Level Increase: +3 (a dazing spell uses up a spell slot three levels higher than the spell’s actual level.
Spells that do not inflict damage do not benefit from this feat.
Death-Lok |
Okay there are 4 demodands...don't know why you labeled them Tarry 1 and 2 twice instead of 1-4, but will count from closest to you first.
First spell: Does not penetrate the drow's SR nor the two closest to Rav.
Reflex saves for D3: 1d20 + 11 ⇒ (14) + 11 = 25...37 damage
D4: 1d20 + 11 ⇒ (19) + 11 = 30...37 damage
Second spell:
Rav, my ruling is that using the Harmful surge, adds 3 levels to the spell, as it does not have the language included in the metamagic rod description that states that it does not change the spell slot of the altered spell. Therefore, your spell is fireball (3) + dazing (3) + maximized (3) + selective (1) + intensified (1) = 11th level spell, which is not legal. Kindly modify your spell. You can keep the same SR rolls.
EDIT:
Thanks!
Drow cleric is immune to fireball.
Tarry 1: 1d20 + 11 ⇒ (20) + 11 = 31...37 damage
Tarry 2: 1d20 + 11 ⇒ (20) + 11 = 31...37 damage
Tarry 3: 1d20 + 11 ⇒ (19) + 11 = 30...37 damage (74 damage)
Tarry 4: 1d20 + 11 ⇒ (7) + 11 = 18...74 damage (111) and dazed.
Ravarel Darkwood |
uh...oooook
retconning: Rav is not able to use the book of harms ability so the damage is:
intensified selective dazing shock fireball: 15d6 + 15 + 7 ⇒ (2, 6, 3, 3, 1, 6, 4, 4, 1, 4, 2, 5, 6, 3, 2) + 15 + 7 = 74
sorry for the mislabeling of the tarrys. twas a cut and paste error
Death-Lok |
Round 2: Drow priestess
As a swift action, the priestess casts Grace and moves away from Siggut without provoking. She then casts Destruction at Ravarel! "Curse your magic, elf!"
DC 26 Fort save, Rav! - you have Death Ward on you get +4 to save. If successful, you take 10d6 ⇒ (2, 5, 3, 6, 3, 1, 3, 4, 5, 1) = 33 damage.
Elise Sunwake |
You also have +2 from Heroism Aura Rav.
Which ones is dazed GM? I don't see any numbering on them.
Ravarel Darkwood |
deathward.heroism.ioun stone
fort: 1d20 + 16 + 4 + 2 + 1 ⇒ (4) + 16 + 4 + 2 + 1 = 27
damn... those were pretty ineffective fireballs... the RNG has it out for us
Ravarel Darkwood |
BAH!...I just realized Death Ward and Heroism are both Morale bonuses and therefore don't stack. So Ravs save would be 25 which FAILS. Using his last Fate point for a reroll.
fort: 1d20 + 16 + 4 + 1 ⇒ (15) + 16 + 4 + 1 = 36
Rav is now out of Luckstaff rerolls AND Fatepoints. But the good news is that he is now one crap save roll away from Death and an Apotheosis into an Aasimar with a better Con and an additional +2 vs the death effects that are so prevalent in this AP. Just hope I don't drag the rest of you down with me.
Elise Sunwake |
Thanks, I was hoping one of the ones in my face was dazed lol.
Elise empower channels again as a move action and then casts Sunburst(DC 25 Reflex) to try and blind some of the attackers.. I looked at the template and can just barely fit one side so that myself and Rav aren't in it's effect. I'm relying on Sig's innate resistance to make the save for him..
Concentration: 1d20 + 26 ⇒ (18) + 26 = 44 vs DC 31
SR Priestess: 1d20 + 19 ⇒ (13) + 19 = 32
Demodand 1: 1d20 + 19 ⇒ (11) + 19 = 30
Demodand 2: 1d20 + 19 ⇒ (10) + 19 = 29
Demodand 3: 1d20 + 19 ⇒ (9) + 19 = 28
Demodand 4: 1d20 + 19 ⇒ (14) + 19 = 33
Damage: 6d6 ⇒ (5, 5, 6, 5, 4, 4) = 29 plus blind, save for 1/2 and no blindness.
Empower Channel: 10d6 + 15 ⇒ (1, 5, 1, 3, 2, 5, 2, 4, 2, 5) + 15 = 45
She is also reserving her Divine Interference to force a reroll if the Demo's find a crit on her. Not healing the enemies obviously.
Siggut Frost |
Siggut willl take a 5' step to the NW.
Attacking turquoise
power attack, heroes feast, heroism, heartseeker
to hit: 1d20 + 29 - 4 + 1 + 2 ⇒ (3) + 29 - 4 + 1 + 2 = 31 damage: 1d6 + 25 ⇒ (4) + 25 = 29
to hit: 1d20 + 24 - 4 + 1 + 2 ⇒ (20) + 24 - 4 + 1 + 2 = 43 damage: 1d6 + 25 ⇒ (1) + 25 = 26
to hit: 1d20 + 19 - 4 + 1 + 2 ⇒ (10) + 19 - 4 + 1 + 2 = 28 damage: 1d6 + 25 ⇒ (2) + 25 = 27
confirm: 1d20 + 24 - 4 + 1 + 2 ⇒ (9) + 24 - 4 + 1 + 2 = 32 damage: 3d6 + 75 ⇒ (6, 5, 4) + 75 = 90
Ravarel Darkwood |
just reviewed the Map and realized that I hadn't posted a move action for this round...the very glass cannon does not like being so close to the front lines
After the healing energy of Elise's God washes over him Rav sees the need for a little more space between him and the targets of his bombardment
move action: Rav
arcane res 9/17
Ravarel Darkwood |
looks like the non-dazed tarrys are up
Elise Sunwake |
Hopefully after some failed reflexes with blindness lol.. On a serious note I hope they fail for my sake lol.
Ravarel Darkwood |
after all their great safes vs daze I think they are sure some bad ones vsblind
Death-Lok |
Apologies for delay.
Drow Cleric Reflex save: 1d20 + 13 ⇒ (16) + 13 = 29...14 damage
Tarry #1: 1d20 + 11 + 4 ⇒ (18) + 11 + 4 = 33...14 damage, 51 damage total
Tarry #2: 1d20 + 11 + 4 ⇒ (10) + 11 + 4 = 25...14 damage, 51 damage total
Tarry #3: 1d20 + 11 + 4 ⇒ (19) + 11 + 4 = 34...14 damage, 88 damage total
Tarry #4: 1d20 + 11 + 4 ⇒ (15) + 11 + 4 = 30...14 damage, 125 damage total, still dazed
No one is blinded by the burst.
Siggut's attacks, especially the confirmed critical, drive his pick through the demodand's eye, killing it instantly! #3 is dead.
Round 2: Demodands
Demodands #1 and 2 full-attack Elise, turning into whirling blurs with their short swords for 9 attacks each!
Please confirm 31 AC is accurate as that is AC I am using.
#1
Attack: 1d20 + 26 ⇒ (13) + 26 = 39...hit
Damage: 1d6 + 9 ⇒ (5) + 9 = 14
Attack: 1d20 + 26 ⇒ (2) + 26 = 28...miss
Attack: 1d20 + 21 ⇒ (11) + 21 = 32...hit
Damage: 1d6 + 9 ⇒ (2) + 9 = 11
Attack: 1d20 + 21 ⇒ (12) + 21 = 33...hit
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Attack: 1d20 + 16 ⇒ (16) + 16 = 32...hit
Damage: 1d6 + 9 ⇒ (3) + 9 = 12
Attack: 1d20 + 16 ⇒ (7) + 16 = 23...miss
Attack: 1d20 + 11 ⇒ (10) + 11 = 21...miss
Attack: 1d20 + 11 ⇒ (16) + 11 = 27...miss
Bite: 1d20 + 22 ⇒ (16) + 22 = 38...hit
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
#2
Attack: 1d20 + 26 ⇒ (9) + 26 = 35...hit
Damage: 1d6 + 9 ⇒ (2) + 9 = 11
Attack: 1d20 + 26 ⇒ (15) + 26 = 41...hit
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Attack: 1d20 + 21 ⇒ (7) + 21 = 28...miss
Attack: 1d20 + 21 ⇒ (19) + 21 = 40...hit, threat
Confirmation: 1d20 + 21 ⇒ (4) + 21 = 25...no confirmation
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Attack: 1d20 + 16 ⇒ (1) + 16 = 17...miss
Attack: 1d20 + 16 ⇒ (19) + 16 = 35...hit, threat
Confirmation: 1d20 + 16 ⇒ (3) + 16 = 19...no
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Attack: 1d20 + 11 ⇒ (2) + 11 = 13...miss
Attack: 1d20 + 11 ⇒ (9) + 11 = 20...miss
Bite: 1d20 + 22 ⇒ (6) + 22 = 28...miss
Total damage: 50+35=85 damage to Elise.
#4 is still dazed.
Elise Sunwake |
AC 31 is correct.. Man you roll to good for saves.. If my DC was 30 only 1 would have failed.
I know I stated she would be using Divine Interference if she got crit, but that's not a readied action. Can she instead use her Stone Shield this round. It would negate quite a bit of those hits?
Assuming that's ok her AC would be 35 for the round so she would take 21 from first attacks and the same from second attack, saves her 29 damage.
Who's up?
Siggut Frost |
As he still has an adjacent target Siggut will engage that one.
power attack, heroes feast, heroism, heartseeker
to hit: 1d20 + 29 - 4 + 1 + 2 ⇒ (20) + 29 - 4 + 1 + 2 = 48 damage: 1d6 + 25 ⇒ (6) + 25 = 31
to hit: 1d20 + 24 - 4 + 1 + 2 ⇒ (5) + 24 - 4 + 1 + 2 = 28 damage: 1d6 + 25 ⇒ (3) + 25 = 28
to hit: 1d20 + 19 - 4 + 1 + 2 ⇒ (10) + 19 - 4 + 1 + 2 = 28 damage: 1d6 + 25 ⇒ (2) + 25 = 27
confirm: 1d20 + 29 - 4 + 1 + 2 ⇒ (18) + 29 - 4 + 1 + 2 = 46 damage: 3d6 + 75 ⇒ (4, 1, 4) + 75 = 84
Ravarel Darkwood |
ok let's try this again...after all their good saves we are due
An apocalypse of blue-white energy flashes over the battlefield as 2 balls of electricity flare in and out of existence leaving his allies unscathed
Spell Perfection Fireball allows one metamagic to be added free and doubles the effect of Spell Focus and Spell Penetration
+6 to beat SR (elf+spell penetration)
Fireball DC= 25
+7 Int + 3rd lvl spell
+2 School Power, +2 Spell Focus Evocation)
+1DC to metamagicked spells (arcane bloodline power)
+7hp dam, +1hp dam per die of spell dam (orc bloodline power)
Using Metamagic Adept (2/5 remaining) to add Selective w/o increasing casting time
Using Versatile Evocation 4/10, changing energy to shock
Using 4th lvl slot 1/5 remain
Fireball#1
Intensified Selective Dazing Shock Fireball DC25: 14d6 + 14 + 7 ⇒ (1, 4, 1, 1, 1, 2, 1, 1, 2, 5, 6, 1, 4, 6) + 14 + 7 = 57
SR=14+6(elf,spell penetration)
SR vs Drow: 1d20 + 20 ⇒ (11) + 20 = 31
SR vs Tarry1: 1d20 + 20 ⇒ (20) + 20 = 40
SR vs Tarry2: 1d20 + 20 ⇒ (13) + 20 = 33
SR vs Tarry4: 1d20 + 20 ⇒ (9) + 20 = 29
Fireball #2
Intensified Selective Quickened Shock Fireball DC25: 14d6 + 14 + 7 ⇒ (1, 4, 3, 1, 5, 2, 1, 5, 1, 3, 2, 2, 2, 5) + 14 + 7 = 58
SR=14+6(elf,spell penetration)
SR vs Drow: 1d20 + 20 ⇒ (10) + 20 = 30
SR vs Tarry1: 1d20 + 20 ⇒ (12) + 20 = 32
SR vs Tarry2: 1d20 + 20 ⇒ (12) + 20 = 32
SR vs Tarry4: 1d20 + 20 ⇒ (20) + 20 = 40
using a 4thlvl slot, 0/5 remain
metamagic master adding Selective, 1/5 remain
versatile evocation changing damage to shock, 3/10 remain
btw this fight is draining my resources at an alarming rate and Rav should be across the room having dimension slid there in a previous post
Death-Lok |
Elise, you cannot use Stone Shield as you are adjacent to a wall.
Siggut, not your turn - we are at top of round - Rav is up.
Saves:
Drow cleric is immune to Fireball.
Tarry #1: 1d20 + 11 ⇒ (2) + 11 = 13
Tarry #2: 1d20 + 11 ⇒ (4) + 11 = 15
Tarry #4: 1d20 + 11 ⇒ (13) + 11 = 24...dies
Tarry #1: 1d20 + 11 ⇒ (5) + 11 = 16...166 damage and dazed
Tarry #2: 1d20 + 11 ⇒ (3) + 11 = 14...166 damage and dazed.
Rolls caught up with me....
Ravarel Darkwood |
Rav has taken his action for round 3. Next up drow....Elise....Sig.... then dazed tarrys
btw being adjacent to a wall OR ground is a requirement for using Stone Shield and therefore Elise should be able to cast that spell.... unless I'm missing something
Elise Sunwake |
I was curious about that as well. The spell says you must be adjacent to earth/stone ground or wall to work.
Ravarel Darkwood |
back in town from family vacay. Hope everyone had a good Christmas.... now let's kill this drow biyatch... and looks like it's her turn btw
Ravarel Darkwood |
I'm feelin kinda stupid right now.....I forgot Sigg has Spellshatter. This combat woulda been a lot easier if I'd yelled to Sigg "sunder that biyatches spell immunity." That woulda made things so much easier. Immune to dazing Fireball...not anymore
Death-Lok |
Apologies for absence - work and baby and New Year got hectic. I am back!
Stone Shield works against only one opponent so will say that Elise cast it as first demodand attacked:
Attack: 1d20 + 26 ⇒ (13) + 26 = 39...hit
Damage: 1d6 + 9 ⇒ (5) + 9 = 14
Attack: 1d20 + 26 ⇒ (2) + 26 = 28...miss
Attack: 1d20 + 21 ⇒ (11) + 21 = 32...misses, hits shield, shield has 12 hps left
Damage: 1d6 + 9 ⇒ (2) + 9 = 11
Attack: 1d20 + 21 ⇒ (12) + 21 = 33...hits shield, still 12 hps
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Attack: 1d20 + 16 ⇒ (16) + 16 = 32...hits shield, shield has 8 hps left
Damage: 1d6 + 9 ⇒ (3) + 9 = 12
Attack: 1d20 + 16 ⇒ (7) + 16 = 23...miss
Attack: 1d20 + 11 ⇒ (10) + 11 = 21...miss
Attack: 1d20 + 11 ⇒ (16) + 11 = 27...miss
Bite: 1d20 + 22 ⇒ (16) + 22 = 38...hit
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
So Elise takes 21 damage from 1st demodand and 35 from second for total of 56 damage.
Round 3: Drow Priestess
As a swift action, she unleashes another Cold Ice Strike on Siggut!
Damage: 15d6 ⇒ (2, 5, 5, 2, 1, 4, 5, 6, 2, 4, 3, 2, 6, 5, 4) = 56
Siggut, Reflex DC 24 for half damage.
As a standard action, she pulls out a crossbow bolt and throws it at Rav imbuing it with dark energy in the process! As it strikes the mage, the elf feels a cold darkness spreading up his body and over his face!
[ooc]Ranged Throw attack: 1d20 + 12 + 6 ⇒ (4) + 12 + 6 = 22
Damage: 17d6 ⇒ (3, 4, 3, 5, 3, 5, 6, 2, 5, 1, 2, 1, 2, 5, 5, 2, 1) = 55 and blindness.
Half of this damage is cold damage and half of it is negative energy.
Rav, DC 26 Fort save for half damage and no blindness.
Elise and Siggut are up!