
|  Fandral | 
 
	
 
                
                
              
            
            Fandral strikes out at the opponent directly in front of him...
My weapon is a +1 Adamantine Heartseeker Cutlass
attack #1: 1d20 + 17 + 3 + 2 + 1 ⇒ (17) + 17 + 3 + 2 + 1 = 40
damage: 1d6 + 7 + 5 + 3 + 2 ⇒ (3) + 7 + 5 + 3 + 2 = 20 5 is precision
potential crit?: 1d20 + 15 + 3 + 2 + 1 + 1 ⇒ (1) + 15 + 3 + 2 + 1 + 1 = 23
extra damage: 1d6 + 7 + 3 + 2 ⇒ (2) + 7 + 3 + 2 = 14
attack #2: 1d20 + 12 + 3 + 2 + 1 ⇒ (13) + 12 + 3 + 2 + 1 = 31
damage: 1d6 + 7 + 5 + 3 + 2 ⇒ (1) + 7 + 5 + 3 + 2 = 18 5 is precision
hasted attack: 1d20 + 17 + 3 + 2 + 1 ⇒ (7) + 17 + 3 + 2 + 1 = 30
damage: 1d6 + 7 + 5 + 3 + 2 ⇒ (3) + 7 + 5 + 3 + 2 = 20 5 is precision
I will parry the attack/ will do this up to 5 times
parry: 1d20 + 17 + 3 + 2 + 1 ⇒ (16) + 17 + 3 + 2 + 1 = 39
parry: 1d20 + 17 + 3 + 2 + 1 ⇒ (15) + 17 + 3 + 2 + 1 = 38
parry: 1d20 + 17 + 3 + 2 + 1 ⇒ (9) + 17 + 3 + 2 + 1 = 32
parry: 1d20 + 17 + 3 + 2 + 1 ⇒ (9) + 17 + 3 + 2 + 1 = 32
parry: 1d20 + 17 + 3 + 2 + 1 ⇒ (2) + 17 + 3 + 2 + 1 = 25

|  Clandelve Hammerhand | 
 
	
 
                
                
              
            
            Clandelve easily avoids the worst of the blast behind his shield, but still takes some damage.
Still, with the enemy right next to him, the dwarf has a chance to lay into it with both hammer and shield. The dwarf tries to ram the construct into the wall and trip it.
reflex: 1d20 + 6 ⇒ (20) + 6 = 26 +5 more vs. spell or spell-like ability
Each time attack hits a target, gain a +1 bonus on attack rolls against that target, which stacks with each hit against that target and lasts until the end of turn. This is not included this in the rolls below.
+2 Warhammer (adamantine) (power attack, haste): 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 191d8 + 14 ⇒ (1) + 14 = 15 
+2 Warhammer (adamantine) (power attack, haste): 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 221d8 + 14 ⇒ (8) + 14 = 22 
+2 Spiked Light Shield (power attack, haste): 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 311d4 + 7 ⇒ (1) + 7 = 8 
+2 Spiked Light Shield (power attack, haste): 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 151d4 + 7 ⇒ (4) + 7 = 11 
extra haste attack: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 301d8 + 14 ⇒ (6) + 14 = 20 
Opponents hit with Shield Bash also hit with free bull rush attack, using attack roll +15. If bull rush succeeds, may make trip combat maneuver at end of bull rush. If hit, total of 35 for first bull rush attack.If hit, total of 31 for second bull rush attack. 
trip combat maneuver: 1d20 + 15 ⇒ (16) + 15 = 31 
trip combat maneuver: 1d20 + 15 ⇒ (10) + 15 = 25

|  Floggentop Wizzbottle III | 
 
	
 
                
                
              
            
            I told you gm.. The struggle is real getting peeps to remember my buffs.. It has always been this way lol.. +5 hit/damage to all Clandelve's attacks and trip maneuvers..

| GM Aarvid | 
 
	
 
                
                
              
            
            @Blanchbeak - ok, got it on the bane. FWIW I have the same issue with my inquisitor.
@Wizzy, Yep - I hear you. Only two viable options 1) put the buffs on the map for your team as a reminder  
or 2) let the GM apply the buffs to the bad guys and they will remind your team with every hit :)

| GM Aarvid | 
 
	
 
                
                
              
            
            Clandelve lays into the metallic creature near him. His first swing goes wide (but is saved by Wizzy's buffs), but he adjusts and crushes metal with the second blow.
The shield seems mostly ineffective but do manage to knock the creature to the ground where the last hit crushes its metal skull, exposing wires and gears. After a few sparks, it stops moving.
Powering...doooooown
Fandral, since the dwarf went first, you no longer have a target in 5' step range. Let me know if you want to change actions. You can see outside, where a few humanoids wait.

|  Fandral | 
 
	
 
                
                
              
            
            Fandral will move to the side of the door opposite of Blanchbeak....
"One metal man down, the other will be down shortly. Leave us be and we may let you live. And just so we are clear, you drew first blood." Speaking to anyone outside.
intimidate to demoralize: 1d20 + 10 ⇒ (17) + 10 = 27

| GM Aarvid | 
 
	
 
                
                
              
            
            Fandral moves to the corner of the bar, calling out to the people he sees in the evening street light.
The man with the whip outside the door calls back.
Actually, you attacked my servant first. But you are right, more blood of yours will be drawn soon enough.
The man's boast sounds a bit less confident than he did moments ago.
Garret...

|  Garret C. | 
 
	
 
                
                
              
            
            I've put the buffs on the map
Garret, surprised to see his usual work being done by Wizzy, and being done better. And seeing Clandelve able to one-shot the golem-like things moves were he can cure everybody but the golem-like creature. Garret lacks the knowledge to know if it will cure it, and no other enemy looks wounded
Channel: 4d6 ⇒ (2, 4, 3, 5) = 14

| GM Aarvid | 
 
	
 
                
                
              
            
            Garret calls down divine healing on the party. (Don't forget to add to your HP, and apply buffs to your rolls to make it easier on your poor GM :-)
The blurry human man with the whip, visibly shaking, furiously snaps his whip at Fandral, the first with surprising accuracy.
The League is not intimidated by the likes of rebels like you!
Whip,de/buffs, spellstrike, spellcombat: 1d20 + 12 + 1 + 20 - 2 - 2 + 3 ⇒ (11) + 12 + 1 + 20 - 2 - 2 + 3 = 43 for dmg,shock: 1d3 + 1 + 5d6 ⇒ (2) + 1 + (3, 3, 4, 1, 6) = 20
Whip, de/buffs, spellstrike, spellcombat: 1d20 + 12 + 1 - 2 - 2 ⇒ (9) + 12 + 1 - 2 - 2 = 18 for dmg,shock: 1d3 + 1 ⇒ (2) + 1 = 3
Whip, de/buffs, spellstrike, spellcombat: 1d20 + 7 + 1 - 2 - 2 ⇒ (20) + 7 + 1 - 2 - 2 = 24 for dmg: 1d3 + 1 ⇒ (1) + 1 = 2
confirm: 1d20 + 7 + 1 - 2 - 2 ⇒ (16) + 7 + 1 - 2 - 2 = 20 for dmg: 1d3 + 1 ⇒ (3) + 1 = 4
Ok, this is my first full attack mess with a de/buffed magus and I am probably missing something. 
Adding in all of Fandral's riposte's and add trip attacks on each of these, I am going to resolve this and wait on starting round 2 until tonight.  I am not sure if this guy also has another spell he can cast with his off hand...so that may be coming too.
Burngar can go to close out the round though.

|  BURNGAR ROCKHARD! | 
 
	
 
                
                
              
            
            Burngar's wound knits completely closed with the channeled energy.
Knowing the clanking robot is now within the reach of his mighty hammer, he hops down from the bar back to the ground. Burngar's gaze locks with his opponent as he furiously raises his weapon. His feet lift from the ground as he drops the hammer with a tremendous force, repeating the uninterrupted assault for three thundering slams, not caring if the creature continues to stand or not.
Don't forget to apply cover bonus due to bar to the robot's AC.
"I"
Attack 1: +2 Adamantine Longhammer, IC, Banner, Haste: 1d20 + 16 + 3 + 2 + 1 ⇒ (9) + 16 + 3 + 2 + 1 = 31 Damage: Adamantine, IC, Banner: 2d6 + 18 + 3 + 2 ⇒ (3, 2) + 18 + 3 + 2 = 28
"DON'T"
Attack 2: +2 Adamantine Longhammer, IC, Banner, Haste: 1d20 + 11 + 3 + 2 + 1 ⇒ (8) + 11 + 3 + 2 + 1 = 25 Damage: Adamantine, IC, Banner: 2d6 + 18 + 3 + 2 ⇒ (1, 6) + 18 + 3 + 2 = 30
"LIKE"
Haste Attack: +2 Adamantine Longhammer, IC, Banner, Haste: 1d20 + 16 + 3 + 2 + 1 ⇒ (13) + 16 + 3 + 2 + 1 = 35 Damage: Adamantine, IC, Banner: 2d6 + 18 + 3 + 2 ⇒ (3, 1) + 18 + 3 + 2 = 27
"ROBOTS!"
Panting and slobering Burngar scans the room for his next target.
Oops, edited. Accidentally changed my damage to my iterative to-hit, not the to-hit.

|  Clandelve Hammerhand | 
 
	
 
                
                
              
            
            Clandelve steps toward the door and lunges toward the man on the other side with the whip.
"Never mess wit' dwarves!"
His hammer and shield, bolstered by his companions' spells and oratory, both strike home despite the cover.
Looks like he has cover against me, but I'm using lunge to be able to hit him at 10' so I only have to 5' step.
Each time attack hits a target, gain a +1 bonus on attack rolls against that target, which stacks with each hit against that target and lasts until the end turn. 
+2 Warhammer (adamantine + buffs): 1d20 + 16 + 6 ⇒ (13) + 16 + 6 = 351d8 + 8 + 5 ⇒ (6) + 8 + 5 = 19 and 
+2 Warhammer (adamantine + buffs): 1d20 + 11 + 6 ⇒ (14) + 11 + 6 = 311d8 + 8 + 5 ⇒ (8) + 8 + 5 = 21 and 
+2 Spiked Light Shield + buffs: 1d20 + 13 + 6 ⇒ (4) + 13 + 6 = 231d4 + 6 + 5 ⇒ (3) + 6 + 5 = 14 
+2 Spiked Light Shield + buffs: 1d20 + 8 + 6 ⇒ (15) + 8 + 6 = 291d4 + 6 + 5 ⇒ (3) + 6 + 5 = 14 Opponents hit with Shield Bash also hit with free bull rush attack, using attack roll +15. If bull rush succeeds, may make trip combat maneuver at end of bull rush. If hit, total of 38 for first bull rush attack. If hit, total of 44 for second bull rush attack.
trip combat maneuver: 1d20 + 15 + 6 ⇒ (14) + 15 + 6 = 35 
trip combat maneuver: 1d20 + 15 + 6 ⇒ (18) + 15 + 6 = 39

| GM Aarvid | 
 
	
 
                
                
              
            
            The man with the whip hits Fandral once with his whip of three tries, but the first delivers a loud snap of electrical energy with the weapon.
Burngar takes out his anger on the northern robot, smashing the creature to metallic pulp in a few powerful swings. First and third swing took it down
Massive damage. All systems shutting..d....
=== Round 3 === 
24-Blanchbeak  <== Go 
19-R, S 
18-Clandelve (attack queued), Floggentop 
16-T 
15-Fandral, Garret 
8-N 
5-Burgar

| GM Aarvid | 
 
	
 
                
                
              
            
            Blanchbeak pauses to consider his next course of action.
The red-garbed halforc looking female steps back and calls out again.
Fire in the hole!
As another fiery bead speeds into the bar, exploding into flames
fireball: 7d6 ⇒ (5, 6, 3, 4, 3, 3, 1) = 25 DC17 save for half.
=== Round 3 === 
19- S (step and fireball) 
18-Blanchbeak, Clandelve (attack queued), Floggentop <=== Go!
16-T 
15- Fandral, Garret 
8-N 
5-Burgar
Will resolve actions this evening, including Clandelve's attacks

|  BURNGAR ROCKHARD! | 
 
	
 
                
                
              
            
            Burngar bellows, "Ha! If you're going to launch fireballs, you could at least HIT ME!"

|  Clandelve Hammerhand | 
 
	
 
                
                
              
            
            Sorry, realized I posted too soon. Someone has moved me closer to the door, but I actually need to stay 10' away from the guy with the whip to use Lunge. Otherwise, I only get one attack.

| GM Aarvid | 
 
	
 
                
                
              
            
            Clandelve lunges at the leader holding the whip outside the doorway.
miss: 1d100 ⇒ 6 miss 1-20 misses
miss: 1d100 ⇒ 99 miss 1-20 hits
miss: 1d100 ⇒ 33 miss 1-20 hits
miss: 1d100 ⇒ 26 miss 1-20 hits
The first hammer swing hits the ground, but the second lands with a solid thud. The shields bashes knock the man backwards, throwing his arm up defensively against the dwarf's onslaught.
AHhhhhhGGgG!!!
He falls back, prone on the ground.
18-Blanchbeak, Floggentop <=== Go! 
15- Fandral, Garret  <=== Go!

|  Blanchbeak | 
 
	
 
                
                
              
            
            "Spread out and draw them in!" This is stupid, standing here for those fireballs. One more and I'm dead. Blanchbeak moves to the back of the room and takes cover behind the counter, exchanging his sword for a crossbow.
Free Sheathe a weapon
Standard Movement
Free Draw a weapon
Swift Change judgment (Resistance - fire 6)

|  Garret C. | 
 
	
 
                
                
              
            
            Gm, can you put each player life next to him? It helps to know how needs more healing
reflx: 1d20 + 5 ⇒ (9) + 5 = 14
Garret tries to do the shield trick again, but this time he's not quick enough and he faces the full burn. Then he steps back and starts chanelling to cure his mates.
channel: 4d6 ⇒ (4, 2, 4, 5) = 15
quick channel: 4d6 ⇒ (4, 4, 2, 2) = 12
Or move out and crush that caster.

|  Fandral | 
 
	
 
                
                
              
            
            reflex: 1d20 + 16 ⇒ (20) + 16 = 36Whooh
"Ok thats it"Fandral has had enough of these fireballs and goes out to confront the spell slinger mono y mono. "I was going to just bruise you, but my patience is worn out."
Fandral moves in and out of the enemies blades in a display of athleticism. When he comes face to face with the magic user he lashes out with his blade.
acrobatics to avoid AOO, going around not through: 1d20 + 20 ⇒ (19) + 20 = 39
Swift action to spend a panache to double precision damage
attack: 1d20 + 17 + 1 + 2 + 3 ⇒ (9) + 17 + 1 + 2 + 3 = 32
damage: 1d6 + 7 + 10 + 2 + 3 ⇒ (3) + 7 + 10 + 2 + 3 = 25 10 is precision damage
confirming potential crit: 1d20 + 17 + 1 + 2 + 3 + 1 ⇒ (4) + 17 + 1 + 2 + 3 + 1 = 28
extra damage: 1d6 + 7 + 2 + 3 ⇒ (6) + 7 + 2 + 3 = 18
parry: 1d20 + 17 + 2 + 3 + 1 ⇒ (8) + 17 + 2 + 3 + 1 = 31
then immediate action to riposte
riposte: 1d20 + 17 + 2 + 3 + 1 ⇒ (9) + 17 + 2 + 3 + 1 = 32
riposte damage: 1d6 + 7 + 5 + 2 + 3 ⇒ (4) + 7 + 5 + 2 + 3 = 21

| GM Aarvid | 
 
	
 
                
                
              
            
            @Garret, there is a spell called "status" if you want to know who to heal - :) 
Actually, each player should be keeping their hp in their status bar. Sometimes I track it as a GM, but this combat had enough for me to track that I left that part out.
Blanchbeak tries to remedy his burnability.
Garret calls down more divine healing to sooth the burns on most of his allies.
Fandral dances and dodges out into the street to strike at the source of the fireball fun.
The two men take their readied (feeble) swings at Fandral.
scimitar: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6 for sword: 1d8 + 1 ⇒ (7) + 1 = 8
scimitar: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6 for sword: 1d8 + 1 ⇒ (1) + 1 = 2
Probably one of them is cut down by Fandral's riposte!
She calls out to the two men in front of her.
You worthless fools!Your only job was to stop him!
Fandral pierces her orcish neck with his blade. Confirmed>5!
Wizzy delays to assess the situation.
The fallen leader with whip in hand, prepares to assault from the ground Fandral.

| GM Aarvid | 
 
	
 
                
                
              
            
            The prone leader snaps his whip at Fandral thrice, but for little effect.
Take this! And this! And this! Oh nevermind!
Whip, buffs, spellstrike, spellcombat: 1d20 + 12 + 1 - 4 - 2 ⇒ (19) + 12 + 1 - 4 - 2 = 26 for dmg,shock: 1d3 + 1 ⇒ (3) + 1 = 4
Whip, buffs, spellstrike, spellcombat: 1d20 + 12 + 1 - 2 - 4 ⇒ (6) + 12 + 1 - 2 - 4 = 13 for dmg,shock: 1d3 + 1 ⇒ (1) + 1 = 2
Whip, buffs, spellstrike, spellcombat: 1d20 + 7 + 1 - 2 - 4 ⇒ (19) + 7 + 1 - 2 - 4 = 21 for dmg,shock: 1d3 + 1 ⇒ (2) + 1 = 3
And Magic Missiles spring from his other hand to the swordsman dmg: 5d4 + 5 ⇒ (2, 1, 1, 4, 2) + 5 = 15
5-Burgar, Wizzy <=== Go!
=== Round 4 === 
19- S 
18-Blanchbeak, Clandelve, Floggentop 
16-Thrall 
15- Fandral, Garret 
8-Neddrick (Prone)
5-Burgar, Wizzy

|  BURNGAR ROCKHARD! | 
 
	
 
                
                
              
            
            A furious Burngar rounds the corner outside.
As I am emerging from cover, I should not incur an AoO heading outside, so no acrobatics attempt.
He glares at the man with the whip, then his hammer, then the whip, then the man, then his fist, then the man, "HA! PLEASED TO MEET YOU!"
He side checks the magus with his armor spikes.
Armor Spikes, PA, RA, IC, Banner: 1d20 + 15 - 2 + 2 + 3 + 2 ⇒ (7) + 15 - 2 + 2 + 3 + 2 = 27 Damage: 1d6 + 8 + 4 + 3 + 2 ⇒ (5) + 8 + 4 + 3 + 2 = 22
Longhammer (10' reach), PA, RA, IC, Banner: 1d20 + 14 - 2 + 2 + 3 + 2 ⇒ (15) + 14 - 2 + 2 + 3 + 2 = 34 Damage(Adamantine): 2d6 + 12 + 6 + 3 + 2 ⇒ (6, 2) + 12 + 6 + 3 + 2 = 31

| GM Aarvid | 
 
	
 
                
                
              
            
            Burngar rounds the corner and tries to slam the prone leader with his armor.
blurry: 1d100 ⇒ 20 miss 1-20
But just cannot quite connect on the may due to the unclear image.
Wizzy continues to contemplate an action.
The red orcish sorceress is not fond of Fandral in her personal space.
And stay down, human! Is Fandral down at this point -5hp?
She steps back under a tree and lobs another fireball into the bar, Catching Clandelve, Garret and Burngar .
Neddick ain't payin' me enough. Thrall do your job and protect me!
fireball: 7d6 ⇒ (2, 2, 4, 4, 6, 4, 1) = 23 DC17 for half
18-Blanchbeak, Clandelve, Floggentop , Wizzy <== go!

|  Burngar Rockhard | 
 
	
 
                
                
              
            
            Reflex: 1d20 + 2 ⇒ (6) + 2 = 8
Burngar takes the brunt of the fireball, but he seems to resist some of it. His smile grows huge though as the fire that did not hurt him is absorbed by his armor and his armor spikes light on fire.
Fire Forged Armor + Fire Forged Weapon now active.
-Posted with Wayfinder

|  Fandral | 
 
	
 
                
                
              
            
            Not quite...I checked twice,I added up all the damage and it comes to 62...My status bar is in the red though.
"Not quite down yet you orcish brute" Fandral sneers after absorbing the spell to the chest.

| GM Aarvid | 
 
	
 
                
                
              
            
            Ok Fandral - was not sure if your status was before or after the magic missiles but not a biggie she would have had to include her ally to get you in the fire...which she considered .

|  Floggentop Wizzbottle III | 
 
	
 
                
                
              
            
            Back from weekend hunt, sry for the delay..
Reflex: 1d20 + 13 ⇒ (6) + 13 = 19 take half and then full heal from channels.
Wizzy moves to get line of sight to the whip guy and casts Glitterdust(DC 17), continuing to sing as well.. With Harmonic spell he doesn't have to spend a BP this round..
He aims the spell to not hit allies. I added an off center 10' radius template lol..

| GM Aarvid | 
 
	
 
                
                
              
            
            Wizzy's spell hits the red orcish sorceress (assuming that is the one you want - that just fireballed and per the map). 
The whip leader remains prone at the bar entrance.
1d20 ⇒ 4
She glows like a sparkly beacon and blinks while calling out...
AHHHHWWWW, now what? Neddrick, where are you?
The thrall steps up to slash at Fandral and protect his blinded mistress per her orders...
sword: 1d20 + 4 ⇒ (8) + 4 = 12 for dmg: 1d8 + 1 ⇒ (1) + 1 = 2
=== Round 4 (con't) === 
19- Red Sorceress (blind, sparkly) 
18- Wizzy (glittered)
16-Thrall 
15- Fandral, Garret , Blanchbeak, Clandelve <== Go! 
8-Neddrick (Whip, Prone) 
5-Burngar

|  Garret C. | 
 
	
 
                
                
              
            
            I 5step backto cure precisely you, Blanchbeak, so you should be in range (unless I unde my movement in the map). Also, I'll do a template in the future.
reflex: 1d20 + 5 ⇒ (12) + 5 = 17
this time, Garret is able to move the shield quickly, then, not caring about his wounds rushes out the reach the badly wounded Fandral an forget how to dismish hostile magic to cure him. But to do so, he must forget all kind of personal safety and risk an attack of the prone leader. Garret risks an AoO
Great Desna, allow your humble servant to extend the path of this man. He whispers as Fandral's wounds close, albeit not as much as he would like.
Now can you take care of him, Fandral?
Cure serious wounds: 3d8 + 7 ⇒ (1, 8, 6) + 7 = 22

|  Blanchbeak | 
 
	
 
                
                
              
            
            @Garret: As much as I'd love the healing, we were definitely 35 ft. apart. The space 30 ft. from me was blocked by a table.
Blanchbeak uses a wand, then moves back to where he can see the sorcerer. It's time to pay for your sins, woman.
Standard activate wand of true strike
Move Movement
Free Sheathe wand (in belt, not wrist slot)
Free Drop prone for cover
Free Knowledge check

|  Fandral | 
 
	
 
                
                
              
            
            Fandral graciously accepts the healing before he moves towards the magic user and unleashes a flurry of cuts from his blade.
attack #1: 1d20 + 17 + 2 + 3 + 1 ⇒ (20) + 17 + 2 + 3 + 1 = 43
damage: 1d6 + 7 + 5 + 2 + 3 ⇒ (6) + 7 + 5 + 2 + 3 = 23 5 is precision
confirming crit: 1d20 + 17 + 2 + 3 + 1 + 1 ⇒ (3) + 17 + 2 + 3 + 1 + 1 = 27
extra damage: 1d6 + 7 + 2 + 3 ⇒ (1) + 7 + 2 + 3 = 13
attack #2: 1d20 + 12 + 2 + 3 + 1 ⇒ (2) + 12 + 2 + 3 + 1 = 20
damage: 1d6 + 7 + 5 + 2 + 3 ⇒ (2) + 7 + 5 + 2 + 3 = 19 5 is precision
hasted attack: 1d20 + 17 + 2 + 3 + 1 ⇒ (4) + 17 + 2 + 3 + 1 = 27
damage: 1d6 + 7 + 5 + 2 + 3 ⇒ (2) + 7 + 5 + 2 + 3 = 19 5 is precision

|  Clandelve Hammerhand | 
 
	
 
                
                
              
            
            Clandelve takes the full brunt of the fireball's damage.
"Ye'll pay fer that!" he bellows.
But with the prone leader still to be dealt with, the dwarf plants his feet and lays into him with warhammer and spiked shield.
reflex: 1d20 + 7 + 5 ⇒ (1) + 7 + 5 = 13
+2 Warhammer (adamantine) (power attack, buffs): 1d20 + 13 + 4 ⇒ (19) + 13 + 4 = 361d8 + 14 + 4 ⇒ (3) + 14 + 4 = 21 
+2 Warhammer (adamantine) (power attack, buffs): 1d20 + 8 + 4 ⇒ (1) + 8 + 4 = 131d8 + 14 + 4 ⇒ (1) + 14 + 4 = 19 
+2 Spiked Light Shield (power attack, buffs): 1d20 + 10 + 4 ⇒ (3) + 10 + 4 = 171d4 + 7 + 4 ⇒ (2) + 7 + 4 = 13 
+2 Spiked Light Shield (power attack, buffs): 1d20 + 5 + 4 ⇒ (19) + 5 + 4 = 281d4 + 7 + 4 ⇒ (3) + 7 + 4 = 14 
extra haste atk: 1d20 + 13 ⇒ (6) + 13 = 191d8 + 14 ⇒ (7) + 14 = 21

| GM Aarvid | 
 
	
 
                
                
              
            
            Garret casts a spell and moves to heal Fandral (no Aoo if you cast/hold first)
Fandral moves up on the blinded red sorceress and cuts through her with three precise strokes.
She should have fallen, but she spits and stands there holding her lifeblood in her hand, fury burning in her unseeing eyes.
NOOOOOO! I...will...not...be...denied!!!!
Blanchbeak does a bunch of stuff back in the bar and moves up.
Finally, Clandelve tries to finish off the fallen blurry techno-leader with a flurry of blows and shield buffets.
#1: 1d100 ⇒ 17 miss 1-20  Miss
#2 Hammer hits ground
#3 Shield misses wide
#4: 1d100 ⇒ 58 miss 1-20  Hit 
#haste: 1d100 ⇒ 93 miss 1-20 Hit
The spiked shield but makes a minor cut, largely not penetrating his rock-hard skin.
The final swing barely hits, but does solid crunch when it does.
You will pay for that one, dwarf!
You will all PAY!!!
He then attempts to cast a spell from prone.
concentration: 1d20 ⇒ 16 at which point he disappears from sight.
5-Burngar <==go!
=== Round 5  === 
19- Red Sorceress (blind, sparkly, dying?) 
18- Wizzy 
16-Thrall 
15- Fandral, Garret , Blanchbeak, Clandelve <== Go! 
8-Neddrick (Whip, gone?) 
5-Burngar

|  BURNGAR ROCKHARD! | 
 
	
 
                
                
              
            
            Burngar, losing sight of any target except the two standing moves directly between them. Looking at the fire emitting from his armor he yells, "HA! I HAVE SOMETHING TO GIVE BACK TO YOU! BUT DON'T GO ANYWHERE!"
Move: 20' movement.
I can do a slightly askew route through Garet's spot to avoid an AoO from the standing non-invisible guy and the blind sorcerer.  The invisible guy could though if he wants to.
Burngar raises his enormous hammer above his head and slams it on the ground with tremendous force. The ground buckles and cracks around him from the blow.
Standard: Groundbreaker
Groundbreaker Damage (Adamantine): 2d6 + 18 + 2 ⇒ (2, 3) + 18 + 2 = 25
That will buckle anything up to and including an adamantine floor.
Fandral (sorry my friend but I figure you're fine), the thrall, and the wizard all need a Reflex Save (DC 15) or fall prone.  All spaces around me, and my square are now considered difficult terrain.  (Not sure how you wanted me to mark that on the map).

|  Fandral | 
 
	
 
                
                
              
            
            Only fail on a 1
reflex: 1d20 + 16 ⇒ (7) + 16 = 23
"Watch it brother, you almost took me out" Fandral smiles looking back at Burngar

|  Clandelve Hammerhand | 
 
	
 
                
                
              
            
            Clandelve, seeing one enemy disappear from sight, decides it's best to focus on one in view.
He lunges at the enemy to his right.
Using Lunge to get to the green-clad enemy at reach.
+2 Warhammer (adamantine) (power attack, buffs): 1d20 + 13 + 4 ⇒ (6) + 13 + 4 = 231d8 + 14 + 4 ⇒ (4) + 14 + 4 = 22 
+2 Warhammer (adamantine) (power attack, buffs): 1d20 + 8 + 4 ⇒ (13) + 8 + 4 = 251d8 + 14 + 4 ⇒ (5) + 14 + 4 = 23 
+2 Spiked Light Shield (power attack, buffs): 1d20 + 10 + 4 ⇒ (12) + 10 + 4 = 261d4 + 7 + 4 ⇒ (2) + 7 + 4 = 13 
+2 Spiked Light Shield (power attack, buffs): 1d20 + 5 + 4 ⇒ (8) + 5 + 4 = 171d4 + 7 + 4 ⇒ (2) + 7 + 4 = 13 
Opponents hit with Shield Bash also hit with free bull rush attack, using attack roll +15. If bull rush succeeds, may make trip combat maneuver at end of bull rush. If hit, total of 41 for first bull rush attack.If hit, total of 33 for second bull rush attack. 
trip combat maneuver: 1d20 + 15 ⇒ (17) + 15 = 32 
trip combat maneuver: 1d20 + 15 ⇒ (13) + 15 = 28

| GM Aarvid | 
 
	
 
                
                
              
            
            Burngar shatters the ground around him.
Sorc: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
Thrall: 1d20 + 1 + 1 ⇒ (4) + 1 + 1 = 6
The red sorceress keeps her feet - barely. However the thrall falls to the ground.
Looking up at Clandelve the Merciless...
Don't hurt me! I am being forced to fight, please!
The red sorceress looks like she is going to going to try and cast...but lets out a gasp as the rest of her blood drains out of her hands.
BAHHHHH! Vengenc.....! and she spits blood then drops to the ground un-moving.
18- Wizzy , Fandral, Garret , Blanchbeak, Clandelve <== Go!
Clandelve, you can keep your rolls above on the prone groveling thrall, either not attacking at all and moving, or taking 1 or all attacks

|  Fandral | 
 
	
 
                
                
              
            
            Fandral turns his attention from the scorceres and turns to where he left the whip wielder and the thrall...
"Then stay down..."Fandral shouts at the thrall,"Where is the other"
Will delay until the other one is exposed...
added another point to panache pool for the crit on the sorcerer

| GM Aarvid | 
 
	
 
                
                
              
            
            Blanchbeak - from your places in the bar you may never have seen the whipper snapper directly but would know he was near the door .

|  Blanchbeak | 
 
	
 
                
                
              
            
            Blanchbeak stands up and aims his crossbow toward the door. "Does anybody know where the missing man was last?"
Free 5-ft. step
Standard Ready an attack if I have information to guess/know where the invisible person is
Grrr! Wasted true strike on a nat 1.

|  Clandelve Hammerhand | 
 
	
 
                
                
              
            
            Once Wizzy has pointed out the invisible foe, Clandelve adjusts his attacks toward that area. Looks like I can 5' step and keep my previous attacks.
miss chance, low=bad: 1d100 ⇒ 60
miss chance: 1d100 ⇒ 31
miss chance: 1d100 ⇒ 49
miss chance: 1d100 ⇒ 26
 
	
 
     
    