GM BPChocobo TK2 |
So this gets into the idea of experience and knowledge versus expectations, albeit the encounter is written that anyone even peeking into the room past the corner immediately gets the basilisk's attention. There is a reason why the there is a boon saying what you have encountered so you can roleplay previous experiences appropriately.
Assuming Art will have averted gaze to barely look at the creature to study it, but ending the round visible but with the +4 bonus unless you do one more thing. Single action to get into the room to view the beast, then still have a single action...
Artemus notices that this isn't a normal basilisk, but one infused with diabolical blood. Thankfully, it is regular sized at least.
Init Order (bold = up)
Faeros
Artemus (standard action remaining)
Reptile
Nilfyr
Thunderstealer
Botting Faeros by the end of the night
Artemus Jarm |
[b]I am fine with moving in but my thought was to try to ID the creature type simply on the statues. I think I need a save save at +4, right? also what else to I know about basilisks in general and this one specifically? Do I know you can fix people with their blood? Do I know the range of their gaze? I note that the room is set up so that to see the creature you need to pretty much be within 30' Will decide what to do based on what I know. [/ooc]
Fort Save: 1d20 + 9 + 4 ⇒ (16) + 9 + 4 = 29
GM BPChocobo TK2 |
30' range, 1d3 Medium sized creatures, correct on +4 bonus to gaze. Basilisks are otherwise nothing special outside of that gaze normally, although with those diabolic features, it will be slightly harder to kill thanks to some DR and elemental resistances.
GM BPChocobo TK2 |
Faeros, now aware from the others about the threat, prepares a blindfold to practice some blind archery.
Artemus waits, thinking of a strategy to deal with the trapped basilisk.
The devilish basilisk waits, pawing at the crystalline wall after noticing the party around the corner.
Init Order (bold = up)
Faeros (blindfolded)
Artemus
Reptile
Nilfyr
Thunderstealer
Artemus Jarm |
Not trying to screw with the game here, but as I was trying to figure out how to attack the creature I realized the squares were 10' so Nilfyr is 40' away from the creature. That might require backing up a bit? If not I'll cast something when I hear.
GM BPChocobo TK2 |
@Art: These are 5' squares on the map, so Nilfyr is roughly 15' away on his turn.
@Nilfyr: You passed your save. The only ones with some reliable chance of failing are Lyr and maybe Faeros/Art. Your Fort save and buffs are to the point that as long as you don't Nat 1, you're ok.
GM BPChocobo TK2 |
Solid plan; I'll assume he agrees to it if he doesn't reply by this afternoon. Also... no luck in saving the statues, well past... the statue of limitations *rimshot*
Artemus Jarm |
I was really thinking those were 10' squares for some reason. Sorry for my confusion. Lets make our icons larger :) Also had forgotten that archons were immune to petrification.
Art summons 1d3 + 1 ⇒ (3) + 1 = 4 lantern archons using a 4th level summoning. The tiny archons swarm the earth bound creature, blasting it with their beams of force. After their summoning he moves back outside of the "viewing" area.
First Round Barrage
Range Touch: 1d20 + 3 ⇒ (1) + 3 = 41d6 ⇒ 5
Range Touch: 1d20 + 3 ⇒ (1) + 3 = 41d6 ⇒ 6
Range Touch: 1d20 + 3 ⇒ (20) + 3 = 231d6 ⇒ 6
Range Touch: 1d20 + 3 ⇒ (9) + 3 = 121d6 ⇒ 1
Range Touch: 1d20 + 3 ⇒ (6) + 3 = 91d6 ⇒ 5
Range Touch: 1d20 + 3 ⇒ (3) + 3 = 61d6 ⇒ 3
Range Touch: 1d20 + 3 ⇒ (9) + 3 = 121d6 ⇒ 4
Range Touch: 1d20 + 3 ⇒ (4) + 3 = 71d6 ⇒ 5
Confirm?: 1d20 + 3 ⇒ (15) + 3 = 181d6 ⇒ 6
Also need 4 DC 13 will saves vs aura of menace
LG Small outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4 Aura aura of menace (DC 13)
DEFENSE
AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
hp 13 [17] (2d10+2) [2d10+6]
Fort +4 [+6], Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification
OFFENSE
Speed fly 60 ft. (perfect)
Ranged 2 light rays +3 ranged touch (1d6)
Spell-Like Abilities (CL 3rd):
At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)
STATISTICS
Str 5 [5], Dex 11, Con 16 [16], Int 6, Wis 11, Cha 10
Base Atk +2; CMB -4 [-2]; CMD 6 [8]
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal; truespeech
SPECIAL ABILITIES
Gestalt (Su)
Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.
Aura of Menace (Su)
Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.
Light Ray (Ex)
A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.
Augment Summoning: Items in brackets [] represent the spell being cast by a character with the Augment Summoning feat.
Nilfyr Starshadow |
Ah, I misunderstood. Good to know. :-) Also, if it will help, Nilfyr could donate a spiritual weapon to the cause of bringing the basilisk down...
Nilfyr shudders briefly, sensing that things may well have gotten very, very interesting. ...or boring. I suppose it's all about your point of view....
GM BPChocobo TK2 |
Yeah, not even going to have the basilisk fight against those rolls
It takes less than half a minute for the archons to bring down the tainted basilisk with a barrage of holy light. Artemus hears, It is done. in his head, his newfound allies informing him of their success and thus safe passage into the rest of the room. It takes little time for Nilfyr's polearm to smash the crystalline barrier, allowing the archon's freedom.
The only thing of note inside are a pair of basins, one filled with food and the other with rare-cooked meat. Both of the basins radiate conjuration magic that Artemus surmises provides food and nourishment to the now slain basilisk.
Continuing further, there is a passage to the west that seems to go on and on for a while. The party notes it, but leaves it be for the time being as it is outside of the scope of the scenario unless you want special non-PFS Darkland adventures!
Pressing on, the party comes across the end point of the Spire fountain stream, the water disappearing into a deep cleft in the rock. The garden path crosses the stream via a small footbridge and continues to another cave mouth to the northeast of the group's position.
On the shore ahead, two shriveled drow warriors lie dead amid the weird foliage. They are still attired in dark mail and their weapons lie on the ground.
Map updated!
Nilfyr Starshadow |
Nilfyr looks to the others and smirks ruefully. "Anyone want to place a wager on whether those two rise up when we get close?" He moves closer, fauchard ready.
GM BPChocobo TK2 |
Nilfyr doesn't wait long as to make his point as the closest of the two corpses rises up as half-elf approaches!
Zomb: 1d20 + 10 ⇒ (2) + 10 = 12
Artemus: 1d20 + 5 ⇒ (7) + 5 = 12
Faeros: 1d20 + 14 ⇒ (18) + 14 = 32
Nilfyr: 1d20 + 3 ⇒ (16) + 3 = 19
Thunderstealer: 1d20 ⇒ 16
Init Order (bold = up)
Faeros
Nilfyr
Thunderstealer
Zombie
Artemus
Artemus Jarm |
Yeah, not even going to have the basilisk fight against those rolls
It takes less than half a minute for the archons to bring down the tainted basilisk with a barrage of holy light. Artemus hears, It is done. in his head, his newfound allies informing him of their success and thus safe passage into the rest of the room. It takes little time for Nilfyr's polearm to smash the crystalline barrier, allowing the archon's freedom.
The only thing of note inside are a pair of basins, one filled with food and the other with rare-cooked meat. Both of the basins radiate conjuration magic that Artemus surmises provides food and nourishment to the now slain basilisk.
Continuing further, there is a passage to the west that seems to go on and on for a while. The party notes it, but leaves it be for the time being as it is outside of the scope of the scenario unless you want special non-PFS Darkland adventures!
Pressing on, the party comes across the end point of the Spire fountain stream, the water disappearing into a deep cleft in the rock. The garden path crosses the stream via a small footbridge and continues to another cave mouth to the northeast of the group's position.
On the shore ahead, two shriveled drow warriors lie dead amid the weird foliage. They are still attired in dark mail and their weapons lie on the ground.
Map updated!
But wait. The blood of a freshly slain basilisk can free those turned to stone. Does the mod allow for this? We get some blood regardless.
GM BPChocobo TK2 |
Ahh, I misread the info, thought it only worked on those petrified within the hour. We'll get back to that after this battle then as Artemus recalls this knowledge more accurately.
GM BPChocobo TK2 |
Giving it to tomorrow before posting; Art, can you poke Faeros to see if he is still interested?
GM BPChocobo TK2 |
Faeroes fires an arrow at the zombie before it can get any closer to Nilfyr; his arrow shoots through the body, but instead of blood or bodily fluid, a stream of horrific bee-like creatures swarm out from the body, spilling over Nilfyr!
This unusual swarm is a family of hellwasps, intelligent vermin common in the depths of Hell. Their stings attack the joints and ligaments, causing horrific pain and limiting the victim's movements. Their small size makes swatting at them nearly pointless.
Hellwasps resist fire and require good-aligned strikes to fully harm them. Their most vile trait is that they can inhabit corpses or helpless victims, moving the body at its whim, effectively dominating the poor soul until the hellwasps eat the victim alive from the inside.
Map updated, seeing if the new and unusual enemy may affect Thunderstealer and Nilfyr's decisions.
Init Order (bold = up)
Faeros
Nilfyr
Thunderstealer
Swarm
Artemus
Nilfyr Starshadow |
Nilfyr steps away from the swarm and incants a quick prayer to Desna. Suddenly, a wall of air springs forth between himself and the swarm, keeping them at bay. "It won't last long, but I expect we could use the time to retreat or figure out the best way to defeat it."
Not an action: 5' step, as indicated on map
Standard action: Cast wind wall, completely enclosing the swarm and the bodies.
Faeros89 |
[planes: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28
My arrows are useless against such a monstrosity. I'm open to ideas...
Sorry - I seem to always forget about play by post whenever I get busy in other areas.
GM BPChocobo TK2 |
The bugs try to move through the wind, but Nilfyr's magic keeps them rebuffed. In response, the swarm of bees seem to form in the shape of a fist with a single finger extended upwards.
They then begin to burrow inside the other corpse which slowly begins to rise...
@Faeros: Glad to have you back! Incidentally, I rolled fairly well for you in absentia :)
Init Order (bold = up)
Faeros
Nilfyr
Thunderstealer
Swarm
Artemus
Thunderstealer |
1d4 + 1 ⇒ (3) + 1 = 4
4 lightning mephits appear and blast the swarm with lightning bolts!
DC15 for half
Electricity: 6d6 ⇒ (6, 5, 6, 6, 2, 3) = 28
Electricity: 6d6 ⇒ (3, 6, 2, 1, 6, 2) = 20
Electricity: 6d6 ⇒ (4, 1, 6, 2, 6, 3) = 22
Electricity: 6d6 ⇒ (2, 3, 3, 1, 6, 2) = 17
With swarm vulnerability to AoO spells, even if the swarm makes all saves, this should be 64 damage! However, next round it will be 1d8 mini bolts, but they should be able to kill them all before they manage to inhabit the body. :-)
Artemus Jarm |
Saving his resources Art watches with interest. I really should learn more blasting spells. If the bodies that are rising up are close enough the lantern archons will fire on them.
Faeros89 |
Faeros will try to help by readying his action to dimensional hop himself and an ally backward to safety should the swarm try to consume them.
GM BPChocobo TK2 |
The lightning destroys the swarm's corpse shell, killing some of the bugs as well. However, with the windwall still in place and no other bodies to carry it across, the swarm is easy picking for the mephits' and archons' energy attacks. A dozen seconds later, the swarm is dispersed.
Good tactics! Was wondering how you'd fare with that foe.
Where to now? The upper most passage, the building, or backtrack to the other door?
Thunderstealer |
The lightning destroys the swarm's corpse shell, killing some of the bugs as well. However, with the windwall still in place and no other bodies to carry it across, the swarm is easy picking for the mephits' and archons' energy attacks. A dozen seconds later, the swarm is dispersed.
Good tactics! Was wondering how you'd fare with that foe.
Where to now? The upper most passage, the building, or backtrack to the other door?
"Let's check out the building!"
Thunderstealer will shape back to human and open the door.
As my summons only last rounds, I've removed them from the battlefield again.
GM BPChocobo TK2 |
Thunderstealer decides to be the big, beaming face of the party and opens the door!
Carved scenes of cavorting nymphs adorn the walls of this stately marble bathhouse. Three luxurious porcelain basins are embedded in the floor, each enameled with golden patterns of flowering vines. One tub is dry and empty, another filled with black sludge, and the last filled with softly steaming water.
In alcoves along the east and west walls, two-foot-tall stalagmites pierce the floor and radiate heat. There is a door in the north wall.
Two women sigh exasperatedly after the door opens; dressed in simple linens, the two both cry out, "Finally! We are saved!"
Map updated
Nilfyr Starshadow |
Sense Motive: 1d20 + 16 ⇒ (7) + 16 = 23
Niflyr, who has over time become significantly less trusting of anything or anyone he finds here, does his best to judge the womens' intent. "Before you declare yourselves free and escape to the surface, could you explain to us how you got here, and what we're seeing in this room?" He indicates the tubs and stalagmites with his gaze.
GM BPChocobo TK2 |
@Nilfyr: You trust your gut that these women want to be out of here
The blonde woman steps closer to Nilfyr sighing in exasperation at his words. "We were taken, in the night from foul monsters to be used as playthings for...", she begins to tear up before continuing. "... a wizard named Nhur Athemon."
The other woman, a brunette, nods at the first's words. "Yes, we've been down here for three weeks, taken from the town of Thornkeep. I'm Nimmi and this is Tyala."
Tyala plops down on the ground, seemingly exhausted, as Nimmi continues. "The pool to my left the right most on the map is a bath. We were told to use it to keep ourselves... fresh... for whatever bastard Nhur has in mind."
"The other one has some sticky stuff that doesn't smell safe."
Tyala looks up at Nilfyr, pleading, "Please, you have to get us out of here!"
Altered the colors for the women to be yellow (blonde) and brown (brunette)
Artemus Jarm |
Peering into the room Art quizzes the two ladies. Well, we are here to help, no doubt about that but let me ask you a few questions about Thornkeep to increase our trust in each other.
Knowledge Local to ask telling questions about Thornkeep: 1d20 + 14 ⇒ (4) + 14 = 18
GM BPChocobo TK2 |
@Artemus: You have a fair idea of Thornkeep; it is a small village near Fort Inevitable. It provides much of the foodstuffs for the fort, although it is known as being something of a haven for bandits, rogues, and other ne'e-rdo-wells by reputation. Recently, the Pathfinder Society sent some teams to explore some old Azlanti ruins underneath the town that helped guide further exploration into the Spire that you are in now as a name of the owner of those ruins matched something for the Spire - Nhur Athemon.
Nilfyr's casting magic causes the women to shriek as he starts his spell. Nimmi hides behind of the basins in a panic. Meanwhile, Tyala gets up in Nilfyr's face, slapping him in the face. "The f'ing hell! What are you trying to do to us, you bastard!", she shouts at Nilfyr. @Nilfyr: You take one point of non-lethal damage: You do get a magical aura from Tyala.
Artemus then tries to calm them, checking their motives with questions, but Tyala answers his questions correctly, even though she has to think about it for a couple of them.
Thunderstealer |
Artemus' lyrakien familiar has detect magic (constant) and detect Evil (constant), so she could check auras without scaring the poor traumatized women.
Nilfyr Starshadow |
Nilfyr rubs his jaw for a moment, then says, "Just trying to figure out why you're radiating magic, Tyala; perhaps you could explain that?" He looks over to Artemus for confirmation of his findings.
Spellcraft: 1d20 + 10 ⇒ (14) + 10 = 24
GM BPChocobo TK2 |
"I told you, he cast a spell on us that keeps us to this room unless physically carried out.", she sighs back at Nilfyr.
Lyr tells you in your head, Bad! They are bad, bad women!
GM BPChocobo TK2 |
As Artemus buffs himself, the two women sigh, demonic wings seemingly unfolding from their backs. "A shame, you will have to be made into playthings.", Tyala comments.
Nim: 1d20 + 3 ⇒ (9) + 3 = 12
Tyala: 1d20 + 3 ⇒ (8) + 3 = 11
Artemus: 1d20 + 5 ⇒ (4) + 5 = 9
Faeros: 1d20 + 14 ⇒ (13) + 14 = 27
Nilfyr: 1d20 + 3 ⇒ (20) + 3 = 23
Thunderstealer: 1d20 ⇒ 17
Init Order (bold =up)
Faeros
Nilfyr
Thunderstealer
Nimmi
Tyala
Artemus (prot from evil)
So I am heading out on vacation then a conference until Aug 29th and will have limited computer access during the vast majority of this time. I will post when I can, but expect it to be sporadic.
Nilfyr Starshadow |
"You might find that...difficult." Nilfyr begins his attack, vanishing and reappearing ten feet away, tripping the brown-haired demon, and following up with a devastating slash of his fauchard.
Move action: Dimensional Hop (10'), as indicated on map
Standard action: Trip brown-haired demon
Trip (+2 Adamantine Fauchard (2H), Greater Trip, Gauntlets of the Skilled Maneuver (Trip), Ioun Stone (Thorny Brown)): 1d20 + 17 + 4 + 2 + 2 ⇒ (6) + 17 + 4 + 2 + 2 = 31
AoO (+2 Adamantine Fauchard (2H), Power Attack): 1d20 + 17 - 3 ⇒ (20) + 17 - 3 = 34
Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 11 + 9 ⇒ (8) + 11 + 9 = 28
Critical Confirm (+2 Adamantine Fauchard (2H), Power Attack): 1d20 + 17 - 3 ⇒ (18) + 17 - 3 = 32
Critical Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 11 + 9 ⇒ (10) + 11 + 9 = 30
Faeros89 |
As the conversation develops Faeros monitors it for untruths and hidden agendas.sense motive: 1d20 + 23 + 2 + 5 ⇒ (11) + 23 + 2 + 5 = 41.
Faeros, almost seeming unsurprised by this development, moves in front of Artemus before studying the blonde one and unleashing a single arrow.
(heroism, study, point blank, deadly)
arrow: 1d20 + 18 + 2 + 1 + 3 - 3 ⇒ (6) + 18 + 2 + 1 + 3 - 3 = 271d8 + 3 + 3 + 1 + 6 ⇒ (6) + 3 + 3 + 1 + 6 = 19
What sort of creature of the abyss is this? He calls to Artemis before trying to recall for himself.
knowledge planes: 1d20 + 12 + 2 + 3 ⇒ (17) + 12 + 2 + 3 = 34
GM BPChocobo TK2 |
@Faeros: Oddly... that would have likely failed their bluff because...
Upon seeing the wings and personalities of these foes, both Artemus and Faeros realize: succubi. While they aren't the most physically imposing, their natural compulsion skills and demonic resistances can take down the even the most mentally prepared foes. In particular, beware their embrace and gifts as they can drain the life force or personalities of their targets. As with most demons, cold iron or good weapons are required to fully harm them and lesser spellcasters will find it difficult to land magic against them.
Nilfyr's blade moves faster than the demon can react and she hits the ground hard, blackened blood spilling from a savage wound from his follow up.
Faeros follows up with a strike at the other one, striking her hard with an arrow that she pulls out with a flinch on her face.
Nimmi, panicked, moves her hands in an arcane pattern...
Nimmi concentration: 1d20 + 12 ⇒ (13) + 12 = 25
She then disappears from Nilfyr's sight
Nilfyr Spellcraft: 1d20 + 10 ⇒ (10) + 10 = 20
Unfortunately, he does not recognize this demonic magic.
Tyala then points the bloodied arrow back at Faeros. "I command to you turn your violent tendencies against your friends! I shall take care of you.", she shouts, Faeros feeling his head get heavy...
Faeros Will: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25
But strong is his faith and resolve, and he shrugs off the attempt to assault his mind.
A scowl appears on her face as she shouts, "Vixigoth, kill!" A gaunt, nearly skeletal figure rises from the black pool, the pungent tar dripping off its frame. Metal longspear in hand, it strikes at Nilfyr!
Acid demon spear @ Nilfyr: 1d20 + 12 ⇒ (4) + 12 = 16
Damage on hit: 1d8 + 7 + 2d6 ⇒ (6) + 7 + (1, 4) = 18
Nilfyr feels his body pushed, but his armor protects him from the surprise strike.
The acidic demon is a babau, a stealthy striker adept at aiming for weak spots. Their skin is highly caustic, harming those who strike it and even damaging weapons that strike it, too.
Init Order (bold =up)
Faeros
Nilfyr
Thunderstealer
Nimmi (48 damage, ???)
Tyala (9 damage)
Acidic demon
Artemus (prot from evil)
Faeros89 |
[b] Demons, and more demons! May judgement descend onto all of you![b]
Faeros calls a [i]Bane[i] against evil outsiders and unleashes a volley into his same target, switching if it is destroyed.
(same as before + bane and rapid. If he has to change targets from the studied one, decrease attack and damage by 2)
arrow: 1d20 + 21 ⇒ (3) + 21 = 241d8 + 2d6 + 13 ⇒ (3) + (1, 2) + 13 = 19
arrow: 1d20 + 21 ⇒ (19) + 21 = 401d8 + 2d6 + 13 ⇒ (2) + (3, 5) + 13 = 23
arrow: 1d20 + 16 ⇒ (19) + 16 = 351d8 + 2d6 + 13 ⇒ (5) + (5, 2) + 13 = 25
crit confirm 1: 1d20 + 21 ⇒ (3) + 21 = 24
bonus damager if crit: 2d8 + 26 ⇒ (1, 4) + 26 = 31
crit confirm 2: 1d20 + 16 ⇒ (14) + 16 = 30
bonus damager if crit: 2d8 + 26 ⇒ (1, 3) + 26 = 30
Faeros stares in awe at his bow, wondering where this power was for the last several months
Nilfyr Starshadow |
Nilfyr thrusts with his fauchard as before, attempting to bring the new demon down.
Full-round action: Attack Vixigoth
Trip (+2 Adamantine Fauchard (2H), Greater Trip, Gauntlets of the Skilled Maneuver (Trip), Ioun Stone (Thorny Brown)): 1d20 + 17 + 4 + 2 + 2 ⇒ (5) + 17 + 4 + 2 + 2 = 30
AoO (+2 Adamantine Fauchard (2H), Power Attack (Furious Focus)): 1d20 + 17 ⇒ (7) + 17 = 24 (+4 for prone?)
Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 11 + 9 ⇒ (5) + 11 + 9 = 25
Attack (+2 Adamantine Fauchard (2H, Iterative), Power Attack): 1d20 + 12 - 3 ⇒ (18) + 12 - 3 = 27 (+4 for prone?)
Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 11 + 9 ⇒ (5) + 11 + 9 = 25
Critical Confirm (+2 Adamantine Fauchard (2H, Iterative), Power Attack): 1d20 + 12 - 3 ⇒ (6) + 12 - 3 = 15 (+4 for prone?)
Critical Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 11 + 9 ⇒ (10) + 11 + 9 = 30
GM BPChocobo TK2 |
Faeros' battlecry is the lead to a trio of arrows that strike the demon's dual hearts spot on. She falls down lifeless.
Artemus calls in the archons to fire their light beams at the prone Vixigoth!
The flurry of light beams pierce the mud, leaving it silent in the angels' assault.
Init Order (bold =up)
Faeros (bane outsider)
Nilfyr
Thunderstealer
Nimmi (48 damage, ???)
Artemus (prot from evil)