Pelkin Norwind |
Pelkin will imbibe a few potions.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Pelkin will come back to the hallway that Velidor has looked into. Once everyone is ready to move on Pelkin will lead the way. Might as well check them all.
Let's just take-10 on Perception (for 28) as we go to make it easier.
Velidor Gamestalker |
"Pelkin you might want to drink some of those potions... never mind. Well that was interesting. Is everyone ready?"
Pelkin Norwind |
We are ready.
GM BPChocobo TK1 |
Sorry for the delay; took some cold meds and slept way longer than I expected yesterday!
The party explores the eastern rooms, the hardy Pelkin leading the way. They come across the standard living quarters and supply chambers for the base here. A quick guess notes that there is enough foodstuffs and water to feed over a dozen people for about 2 months. The group also finds the sleeping quarters for the acolytes, with each small room containing a small trunk and a sleeping mat. The trunks do not have anything valuable, other than what appears to be a marker indicating how much wealth each person has earned.
Nothing of significant value is found, even with magical aids.
The party then heads to the west, making sure that they clear out this section of the Dhalavei site before heading towards where the cultists try to run to.
This shadowy chamber has a large, square shrine recessed into the wall opposite the entrance. From the center of the shrine, a dark, multi-armed stone idol seems to watch over the room. Deep-etched abstract designs fill the walls and ceiling. Offerings of dried flowers sit around the shrine, and the cloying scent of bitter incense hangs in the air.
However, what dominates your view is the large form a three-headed woman with olive skin, who stands up upon the party reaching the doorway to the shrine. Matching the trio of heads are six arms: two hold a spear, another with a wicked-looking kukri, and a forth is armed with a strangely-shaped longsword. Everyone hears in their minds, I am Sulukta, favored embodiment of my mistress, Dhalavei. I see you intruders have made your way here. Enter if you wish to test the will of the Unsuspected Rot!
This is a beatific one, a type of asura who often represent lawful evil deities. They are exceptionally skilled in multi-weapon fighting and have the grace and skill of a monk in combat ie, flurry of blows, improved evasion, monk AC and speed boosts, and unarmed strike/weapon proficiencies. Worse, if they target a weapon spot on their last strike when flurrying, then can continue a powerful onslaught as long as they do not miss.
Beyond the martial capabilities, they also have a variety of spell-like abilities, including enhancing weapons, seeing through invisibility, blurring their forms, a short-ranged teleport, and some disabling effects. Lastly, they have common outsider resistances, requiring good weapons to harm them, resisting spells SR 20, and resisting acid and electricity.
Sulukta: 1d20 + 7 ⇒ (16) + 7 = 23
Amarthecthel: 1d20 + 2 ⇒ (10) + 2 = 12
Lore: 1d20 + 2 ⇒ (6) + 2 = 8
Pelkin: 1d20 + 7 ⇒ (6) + 7 = 13
Twigg: 1d20 + 2 ⇒ (9) + 2 = 11
Velidor: 1d20 + 9 ⇒ (20) + 9 = 29
Init Order (bold = up)
Velidor
Sulukta
Pelkin
Twigg/Mexel
Amarthecthel
Lore
Map updated!
Pelkin Norwind |
Know Planes: 1d20 + 12 + 4 ⇒ (11) + 12 + 4 = 27
Pelkin tells the party what he knows of such a creature. Read the spoiler, please. There's plenty!
Velidor Gamestalker |
Velidor spends a grit to extend his touch accuracy out past his first increment...TEST THIS!
Musket1+RS1+DA vs Touch AC: 1d20 + 9 ⇒ (12) + 9 = 21
DMG RS1+DA+MT+PBS: 1d12 + 5 + 4 + 1 + 1 ⇒ (6) + 5 + 4 + 1 + 1 = 17
Musket1+RS2+DA vs Touch AC: 1d20 + 9 ⇒ (16) + 9 = 25
DMG RS2+DA+MT+PBS: 1d12 + 5 + 1 + 4 + 1 ⇒ (7) + 5 + 1 + 4 + 1 = 18
Musket2 vs Touch AC: 1d20 + 4 ⇒ (9) + 4 = 13
DMG2+PBS+MT: 1d12 + 1 + 5 ⇒ (12) + 1 + 5 = 18
GM BPChocobo TK1 |
Miss chance > 20 is hit: 1d100 ⇒ 49
Velidor fires a bevy of bullets, but the large woman manages to dodge two of them, although one would have hit if Velidor hadn't need to adjust his aim due to his fellow elf-blood companions. Cover penalty for people in the way.
That is your answer then. You will make excellent sacrifices to my mistress!, the party hears in their heads as Sulukta moves up and tries to disarm Pelkin of his trusty blade!
As she approaches, the party notices that she is blurry to look at.
She already was before combat started, I forgot to note that. Also thus the roll above.
Disarm @ Pelkin: 1d20 + 19 ⇒ (3) + 19 = 22
Caught unawares by the action, Pelkin finds his weapon at his feet.
What good is a weapon if you cannot hold it, infidel?
Init Order (bold = up)
Velidor priority below others, in case some nice buffs come your way :)
Sulukta (8 damage)
Pelkin (disarmed)
Twigg/Mexel
Amarthecthel
Lore
Lorelendral Teklet |
looking up a spell... andon phone so hard to do this... will be back
Pelkin Norwind |
Pelkin activates his judgment of piercing and tries to cast Litany of Sloth! DC 17 Will save if it goes off.
Cast Defensive: 1d20 + 17 ⇒ (4) + 17 = 21
Spell Resist: 1d20 + 13 ⇒ (14) + 13 = 27
Not caring about the potential risk he picks up his weapon. He then uses Dimensional Hop to move across the room. He then casts Prayer. You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –1 penalty on such rolls.
Cast Defensive, if needed: 1d20 + 17 ⇒ (4) + 17 = 21 If needed on the DH, I'm not sure if it provokes.
Spell Resist for Prayer: 1d20 + 13 ⇒ (7) + 13 = 20
Wow, I don't know if any of that worked at all. If I missed something feel free to adjust and make any rolls as needed.
Lorelendral Teklet |
Knowing the lady can teleport, Lore tries to lock her down with a dimensional anchor....
does she have sr? if so, I'll need to roll against it
oh never mind... I'll roll it anyway...
ranged touch to hit: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
sr if nec: 1d20 + 8 ⇒ (20) + 8 = 28
GM BPChocobo TK1 |
Sulukta Will vs LoS: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18
Sulukta Will vs prayer: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23
@Pelkin: Your DH did not go off. It does require a concentration check as it is a spell-like ability, and since is most similar to dimensional step, it will be treated as a 4th level spell, so the DC would be 23 and thus you narrowly missed the check.
Also, although she passed the check on the Prayer, everyone else gets the other benefits :)
Sulukta once again taunts you through your mind. Your frail magic will not work on me. Surrender yourself so you may be sacrificed proper and I can guarantee your death with be quick.
Trip AoO @ Pelkin: 1d20 + 18 ⇒ (14) + 18 = 32
As Pelkin reaches for his falcata, one of Sulukta's arms grabs his hand and with a simple twist, she turns turns the half-elf's downward force against him and throws Pelkin to the ground face-first.
Lore tries to hit the beatic one with her spell, but the ray is off target thanks to Amarthecthel covering much of her view.
Init Order (bold = up)
Group buffs: Prayer (8 rounds remaining)
Velidor priority below others, in case some nice buffs come your way :)
Sulukta (8 damage)
Pelkin (disarmed, prone)
Twigg/Mexel
Amarthecthel
Lore
Pelkin Norwind |
Well, I wondered about DH as I see now that it says it does not provoke an AoO. If that's the case then why would I need a CC? I've always been confused about it, maybe I'll look into it more.
GM BPChocobo TK1 |
The ability says the movement doesn't provoke an AoO, but activating any spell-like ability provokes. That is why a concentration check is needed to avoid the AoO. It it went off, then however you moved wouldn't provoke (which as a teleport effect shouldn't anyway, but this is CRB writing, so take that as you will). However, unlike daily use SLA, dimensional hope uses are are based on how much you move, and since you did not move, you still have your full allotment of DH.
Pelkin Norwind |
Ah OK, I see now. Understood. I've moved my pog back to where I was then.
You know what? I'm gonna use my reroll. I have a folio now and I'm going to try and teleport out of there since I think it'll be bad to be on the ground in front of that fella.
Reroll Cast Defensive: 1d20 + 17 ⇒ (5) + 17 = 22 Oh boy.
Pelkin Norwind |
Also, I found a thread where it was the opinion of those there that DH was equal to a 3rd level spell since its "not quite as good" as Dimension Door but I haven't found anything concrete yet. Just thought I'd bring that up before Pelkin gets slaughtered, LOL.
EDIT : I found this in some "unofficial FAQ" as well.
Q: A lot of the class abilities like for sorcerer bloodline '1st level attack powers' are listed as Spell-like abilities, but don't have any specific spell they're based on. The rules for Sp's seem to assume any Sp is based on a normal spell somehow. How do we determine the Sp spell level?
A: (James Jacobs 5/11/10) When one (be it Paizo or whoever) introduces new Spell-like abilities that don't mimic an existing spell, it's the book's responsibility to indicate what spell level that ability is. I argued for a LONG time that we should avoid creating spell-like abilities that don't mimic existing spells for pretty much this exact reason, but I obviously lost that argument. So the best way to estimate what a spell-like ability's level is if it doesn't say in the description and it doesn't mimic a spell is to just look at what level the class gets the ability at and assume it's the highest-level spell that one could cast at that level. Thus: an aberrant sorcerer gains acidic ray as a spell-like ability at 1st level, therefore that SLA is effectively a 1st level spell. The fey sorcerer gains fleeting glance at 9th level, and since the highest-level spell that sorcerer could cast is 4th at 9th level, fleeting glance is equivalent to a 4th level spell. And so on. My personal preference would be, of course, to turn all of those into Supernatural abilities.
Under this idea, since at 8th level I can cast the maximum of a 3rd level spell, DH would be also. What would be your opinion? I'll rest my case and abide by whatever you conclude from here.
GM BPChocobo TK1 |
@Pelkin: That is an interesting question; I found that FAQ as well, and thought that as a backup, it would also be 4th as that's when a cleric would get that... but in your case, 3rd would be the number. Right now, I'm leaning towards 4th level, but I'll ask some fellow VOs about that for their opinion.
The follow up question is that would DH allow you to change your position so you would be standing instead of prone when you use it? I'm leaning towards no, but I'll look that up, too, if I do go with DH being a 3rd level SLA for you.
Pelkin Norwind |
Well, if its a 3rd level spell, I think I make the DC for casting defensively so I wouldn't take the AoO so being prone wouldn't be on the table, right?
GM BPChocobo TK1 |
The AoO was for grabbing your weapon; when you fail casting defensively, you just lose the spell.
I only somewhat recently realized that picking up a weapon provokes AoOs, and am working on a brawler/warpriest disarm build now :P
Pelkin Norwind |
After thinking about it I believe I would be prone after the teleport since in the game its a condition and teleportation wouldn't remove conditions. However, I now realize that, after being tripped, I still do not have my weapon. Can I grab it and then use DH to get away with the same action? If I can't get my weapon I may nix Prayer and simply try to grab my weapon and stand up.
GM BPChocobo TK1 |
D'oh, you would have your weapon. The prone condition doesn't affect your reach and didn't otherwise stop your action to pivk it up.
Finally, I realized you used 3 actions, so one has to go no matter what. You cam either nix the prayer or the DH
-Posted with Wayfinder
Pelkin Norwind |
OK, lets see here. I tried to cast Litany as a swift and that went off, he made the save. I picked up my weapon and ate the AoO, falling prone. That ate my move action. However, from what I've read (which is a bit now) I do have my weapon as the act of picking it up provoked the trip. Since all I have is a standard I'll cast Prayer.
Double check all that to be sure we've retconned everything correctly after all this stuff. Its quite the action-packed turn. To recap,
Swift : Cast Litany of Wrath
Move : Grap weapon
Standard : Cast Prayer
Sound right? In the end I guess I still have my reroll since I would make the CD check for a 3rd level spell, if needed.
Velidor Gamestalker |
"OK either we all rush in or we retreat... this is a bad spot for a fight... she has us confined"
GM BPChocobo TK1 |
after picking up the weapon (move action), you tried to DH, which is also a move action. Then you mentioned standard action to prayer, so at least in order, the prayer will be removed. That ok?
-Posted with Wayfinder
Amarthecthel |
"Right!" says Amarthecthel, agreeing with Velidor. He casts a spell and moves with sudden speed.
cast haste on the party, move in and dare the asura to try to hit him!
Pelkin Norwind |
What I was saying, after putting everything together, is that once I was knocked prone using DH would be pointless if I only had one action left. I'd would have skipped on that and cast Prayer if I knew I only had one action left. Plus, I'm not sure I can use DH if using it is a standard and the teleport is considered a move in itself. Does that make sense?
Black Powder Chocobo RPG Superstar 2015 Top 16 |
DH is a move action as per its text, so there wouldn't have been a standard action conflict. But if you'd prefer to have the prayer over the DH, then that is fine (I did interrupt your action after all). Finally, most agreed that since the spell to emulate is hard to pinpoint, the highest level spell available when acquired is the best rule of thumb, so your DH would be 3rd level for concentration purposes. Between that and retconning away the DH, you still have your reroll.
Looks at Sulukta's feats, frowns at her lack of Combat Reflexes
Amarthecthel boosts the party's speed, then darts behind the large woman before she can react.
Init Order (bold = up)
Group buffs:
Prayer (8 rounds remaining)
Haste (7 rounds remaining)
Velidor
Sulukta (8 damage)
Pelkin (prone)
Twigg/Mexel
Amarthecthel
Lore
Pelkin Norwind |
Sounds good to me. Maybe now I'll remember all of that, sheesh! Now I'm ready to die.
Velidor Gamestalker |
Velidor tries to shoot through the crowd to hit the dastardly foe once more...
Musket1+RS1+PBS+DA vs Touch AC: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23
DMG RS1+DA+MT+PBS: 1d12 + 5 + 4 + 1 + 1 ⇒ (3) + 5 + 4 + 1 + 1 = 14
Musket1+RS2+PBS+DA vs Touch AC: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25
DMG RS2+DA+MT+PBS: 1d12 + 5 + 1 + 4 + 1 ⇒ (9) + 5 + 1 + 4 + 1 = 20
Musket2+PBS vs Touch AC: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
DMG2+PBS+MT: 1d12 + 1 + 5 ⇒ (6) + 1 + 5 = 12
Haste ATK vs Touch AC: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
DMG RS1+DA+MT+PBS: 1d12 + 5 + 4 + 1 + 1 ⇒ (11) + 5 + 4 + 1 + 1 = 22
"We need a better spot to fight from"
GM BPChocobo TK1 |
Twigg tries to slow down the large foe!
Twigg SR check: 1d20 + 7 ⇒ (5) + 7 = 12
The gnome pouts as he can tell his spell fizzles.
Mexel meanwhile moves up to interpose himself between Sulukta and Pelkin, biting at her leg!
Mexel bite @ Sulukta: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
Damage on hit: 1d6 + 7 ⇒ (3) + 7 = 10
Crit confirm?: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
Extra damage on crit: 1d6 + 7 ⇒ (5) + 7 = 12
Miss chance > 20 is hit: 1d100 ⇒ 26
Jinkies
Surprisingly, Mexel bites into her heel, the asura gritting her teeth in pain!
Your pet will be made into a rug for Zaafira.]
Velidor Miss chance > 20 is hit: 1d100 ⇒ 43
Velidor Miss chance > 20 is hit: 1d100 ⇒ 31
Against Velidor, though, the half-elf is surprised when after the first show narrowly missed, the second one aimed at one of the heads is stopped by Sulukta's free hands catching the bullet in mid-air, smiling as she lets it fall to the ground harmlessly. The third blast barely pierces the outsider's skin and the last causes an unfortunate misfire that jams the gun.
I think 1-2 causes misfire, unless I missed something in your weapon profile; you don't have a lucky weapon, so I think that is the case.
Your toy is simply that, a thing of noise and proof of weakness. Your reliance on it will be your undoing., Sulukta taunts in your head.
Sulukta shrinks down to a smaller Medium size before she acts. Now surrounded, she steps to the side of Amarthecthel and decides to make short work of the elf who darted around her.
Stunning flurry knife hand @ Amarthecthel: 1d20 + 16 ⇒ (7) + 16 = 23
Damage on hit: 1d10 + 6 ⇒ (9) + 6 = 15
Amarthecthel Fort save on hit vs DC 22: 1d20 + 10 ⇒ (13) + 10 = 23
Amarthecthel is painfully hit in the neck, but shoulders the injury, still standing aggressively.
You have strength of body; it is unfortunate that you fight against us., Sulukta almost remorsefully states with the hint of malice still in her telepathic voice.
The beatific one then gets much more aggressive against the elf, using a flurry of maneuvers to disable the magus!
Flurry Disarm @ Amarthecthel: 1d20 + 17 ⇒ (13) + 17 = 30
Amarthecthel's scimitar bounces on the ground after Sulukta uses her own blade to twirl it around his arm, forcing the elf to drop it.
Flurry temple sword trip @ Amarthecthel: 1d20 + 12 ⇒ (2) + 12 = 14
Flurry trip @ Amarthecthel: 1d20 + 12 ⇒ (11) + 12 = 23
Using her blade backwards to catch Amarthecthel's leg, he leaps over the first attempt, and only narrowly avoids the swing in the air to throw him the the ground due to a sudden burst of alacrity thank you haste. Sneering in disgust, she then swings her blade at Amarthecthel.
Flurry temple sword @ Amarthecthel: 1d20 + 6 ⇒ (9) + 6 = 15
Damage on hit: 1d8 + 7 ⇒ (3) + 7 = 10
The weapon bounces off of Amarthecthel's armor.
Init Order (bold = up)
Group buffs:
Prayer (8 rounds remaining)
Haste (7 rounds remaining)
Velidor
Sulukta (22 damage, blurred)
Pelkin (prone)
Twigg/Mexel
Amarthecthel (15 damage, disarmed)
Lore
Lorelendral Teklet |
Lore moves up and channels to heal, excluding Sulukti with selective channeling.
channel: 4d6 ⇒ (6, 6, 5, 5) = 22
Pelkin Norwind |
Pelkin stands up. He then casts Ear-Piercing Scream, DC 15 Fort to half damage and negate the one round of being dazed: 5d6 ⇒ (2, 2, 4, 2, 5) = 15
SR: 1d20 + 13 ⇒ (12) + 13 = 25
Swift Action : Pelkin activates his judgment of protection.
GM BPChocobo TK1 |
Sulukta Fort: 1d20 + 6 ⇒ (14) + 6 = 20
Sulukta resists the full effects of Pelkin's spell while Lore heals up Amarthecthel's wounds!
Init Order (bold = up)
Group buffs:
Prayer (8 rounds remaining)
Haste (7 rounds remaining)
Velidor
Sulukta (29 damage, blurred)
Pelkin (judgment-piercing/protection)
Twigg/Mexel
Amarthecthel (disarmed)
Lore
Pelkin Norwind |
She takes half damage (7) on a save, unless she has some ability that I don't know of.
GM BPChocobo TK1 |
@Pelkin: I thought I added the half damage, my bad! Edited it above :)
_Twigg |
Mexel attacks
claw 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11, 1d4 + 7 + 1 ⇒ (3) + 7 + 1 = 11 damage
Fumble confirm 1d20 + 10 ⇒ (1) + 10 = 11
claw 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24, 1d4 + 7 + 1 ⇒ (1) + 7 + 1 = 9 damage
bite 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21, 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9 damage .
bite 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12, 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9 damage .
Twigg tries slow again.
slow vs SR 1d20 + 7 ⇒ (5) + 7 = 12
Velidor Gamestalker |
reliable musket and musket master skills so misfire only on a 1
Amarthecthel |
Amarthecthel stops and looks at where his scimitar lays, then back at the asura. "You're going to regret that," he says. The elf backs up and casts a spell, transforming himself into a gargoyle.
Cast defensively (DC 21): 1d20 + 12 ⇒ (13) + 12 = 25
Velidor Gamestalker |
Velidor rushes into the room and shoots at the foe loading adamantine ammo...
Musket1+RS1+PBS+DA vs Touch AC: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29
DMG RS1+DA+MT+PBS: 1d12 + 5 + 4 + 1 + 1 + 1 ⇒ (6) + 5 + 4 + 1 + 1 + 1 = 18
GM BPChocobo TK1 |
@Twigg: No fumble confirm needed; PFS doesn't use those rules.
Don't forget that she is blurred, so 20% miss chance!
While Amarthecthel turns into his more feral form, Velidor moves into the room, and fires a close range shot at Sulukta; however once again, she manages to snatch the bullet in midair with a single hand.
Your experience tells you that she has training to deflect or catch small projectiles in midair.
Twigg tries once again to hamper Sulukta's maneuverability while Mexel attacks, but fails to wound the outsider.
You are willing to become a monster to fight me; Dhalavei would be proud of your desire to do anything to defeat your foes. It is a shame that I will have to relish in ripping that resolve and your body apart.
Sulukta opens up with a stunning palm strike, then uses her blade this time to try and slice Amarthecthel into ribbons.
Flurry Stunning fist palm strike @ Amarthecthel: 1d20 + 16 ⇒ (15) + 16 = 31
Damage on hit: 1d10 + 6 ⇒ (1) + 6 = 7
Amarthecthel Fort save on hit vs DC 22: 1d20 + 10 ⇒ (6) + 10 = 16
Temple sword @ Amarthecthel: 1d20 + 16 ⇒ (5) + 16 = 21
Damage on hit: 1d8 + 7 ⇒ (2) + 7 = 9
Temple sword @ Amarthecthel: 1d20 + 11 ⇒ (1) + 11 = 12
Damage on hit: 1d8 + 7 ⇒ (1) + 7 = 8
Temple sword @ Amarthecthel: 1d20 + 11 ⇒ (19) + 11 = 30
Damage on hit: 1d8 + 7 ⇒ (8) + 7 = 15
Crit confirm: 1d20 + 11 ⇒ (20) + 11 = 31
Damage on hit: 1d8 + 7 ⇒ (4) + 7 = 11
Temple sword @ Amarthecthel: 1d20 + 6 ⇒ (14) + 6 = 20
Damage on hit: 1d8 + 7 ⇒ (8) + 7 = 15
As he adjusts to his new form, Amarthecthel is slapped with a jolting strike that sends stunning vibrations throughout his entire nervous system. Sulukta takes advantage of this, cutting him twice more, including once across the head.
Init Order (bold = up)
Group buffs:
Prayer (7 rounds remaining)
Haste (6 rounds remaining)
Velidor
Sulukta (29 damage, blurred)
Pelkin (judgment-piercing/protection)
Twigg/Mexel
Amarthecthel (42 damage, monstrous, stunned, disarmed)
Lore
Pelkin Norwind |
Pelkin, using his great footspeed, moves around to flank the enemy! He also drops his Piercing judgment for Smiting! To overcome damage resistance.
Attack: 1d20 + 14 ⇒ (3) + 14 = 17 for Damage: 1d8 + 9 ⇒ (6) + 9 = 15
Pelkin again flails wildly!
GM BPChocobo TK1 |
You should just lie down and let me sacrifice you quickly; you are weak and not worth my time, you pitiful excuse for a warrior.
Lorelendral Teklet |
Lore casts cure serious wounds, and then steps up behind Amarthecthel touching him on the back.
cure serious: 3d8 + 8 ⇒ (5, 8, 8) + 8 = 29
Velidor Gamestalker |
Velidor takes a 5 ft closer to the hallway opening and spends a standard action clearing his weapon.
Amarthecthel |
GM BPC- Gargoyles have DR 10/magic. How many of those hits were magical?
"I'm not becoming feral to attack you, demon! At least not yet."
He dives for his sword, scooping it up.
Not sure where the sword is, but he moves there.
What does Amarthecthel know about this thing's defenses? Knowledge (planes): 1d20 + 9 ⇒ (10) + 9 = 19
GM BPChocobo TK1 |
All of them, but I will PM you later about something related to that.
Also, there is a spoiler a bit back with the info, Pelkin made the roll and said everyone can look at it.
-Posted with Wayfinder
Amarthecthel |
Right. So...we're in serious trouble without some good-aligned weapons, here. If anyone has the capacity to align our weapons, please make that first priority. We're bordering on a TPK.
Lorelendral Teklet |
sorry didn't take that spell today...
GM BPChocobo TK1 |
Botting Twigg/Mexel
Mexel moves over to try and keep Sulukta occupied.
Mexel bite: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Damage on hit: 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Miss chance >20 is hit: 1d100 ⇒ 17
Mexel bite: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
Damage on hit: 1d6 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Miss chance >20 is hit: 1d100 ⇒ 66
Mexel bite: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Damage on hit: 1d4 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Miss chance >20 is hit: 1d100 ⇒ 38
Mexel bite: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
Damage on hit: 1d4 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Miss chance >20 is hit: 1d100 ⇒ 76
Mexel is far less effective this time around, bearly landing a minor scratch.
For a third time, Twigg tries to slow down Sulukta!
Twigg SR check: 1d20 + 7 ⇒ (14) + 7 = 21
Sulukta Will: 1d20 + 14 ⇒ (10) + 14 = 24
Twigg's spell goes off, but Sulukta's mind is too strong to be hampered by such magic.
Your weak mind is no match for what is granted to Dhalavei's faithful., Sulukta taunts.
Amarthecthel wants to retrieve his weapon adjacent to him, but cannot stunned this round!. However, Lore heals up much of the magus' injuries.
You are only delaying the inevitable, but Dhalavei wills that those of false faith must be removed., Sulukta warns.
The 6-armed woman steps over to Lore and opens up with a sweep to her leg with the blade.
Flurry Trip @ Lore: 1d20 + 19 - 2 ⇒ (1) + 19 - 2 = 18
However, the gnome's low profile causes the outsider to bounce the weapon off of the ground! Annoyed, she tries again.
Flurry trip @ Lore: 1d20 + 19 - 2 ⇒ (8) + 19 - 2 = 25
Lore now finds herself flat on her back as Sulukta now punches at her!
Stunning Flurry punch @ prone Lore: 1d20 + 11 ⇒ (1) + 11 = 12
Damage on hit: 1d10 + 6 ⇒ (6) + 6 = 12
Lore Fort save on hit vs DC 22: 1d20 + 9 ⇒ (12) + 9 = 21
Flurry punch @ prone Lore: 1d20 + 11 ⇒ (1) + 11 = 12
Damage on hit: 1d10 + 6 ⇒ (6) + 6 = 12
Flurry punch @ prone Lore: 1d20 + 6 ⇒ (5) + 6 = 11
Damage on hit: 1d10 + 6 ⇒ (10) + 6 = 16
Panicking, Lore rolls around on the ground, proving a nimble enough target that Sulukta cannot land a hit!
Rolling around like a beetle on its back; let me just step on you and end your misery.
Init Order (bold = up)
Group buffs:
Prayer (6 rounds remaining)
Haste (5 rounds remaining)
Velidor
Sulukta (30 damage, blurred)
Pelkin (judgment-smiting/protection)
Twigg/Mexel
Amarthecthel (13 damage, monstrous, disarmed)
Lore (prone)
Lorelendral Teklet |
cast defensively: 1d20 + 12 ⇒ (20) + 12 = 32
Lore prays all her companions are as good as they seem and casts holy smite on Sulukti.
You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.
The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.
holy smite dmg if evil will save for half dc 19: 4d8 ⇒ (3, 5, 3, 3) = 14
holy smite dmg if evil outsider same save: 8d6 ⇒ (2, 5, 1, 4, 2, 6, 3, 6) = 29
(Neutrals take 1/2 dmg, can reduce to 1/4 if save)
IF she's blinded, Lore will stand up and move back five feet.
Pelkin Norwind |
I did for my own weapon but I can't do it for others.
Pelkin looks to finally aid his friends in this fight! Adding Bane. Keeping the judgments the same, especially the DR bypass one.
Attack: 1d20 + 14 ⇒ (15) + 14 = 29 for Damage: 1d8 + 9 + 2d6 ⇒ (8) + 9 + (1, 2) = 20
Attack: 1d20 + 14 ⇒ (12) + 14 = 26 for Damage: 1d8 + 9 + 2d6 ⇒ (8) + 9 + (1, 6) = 24
Attack: 1d20 + 9 ⇒ (19) + 9 = 28 for Damage: 1d8 + 9 + 2d6 ⇒ (6) + 9 + (3, 4) = 22
Confirm #3?: 1d20 + 9 ⇒ (6) + 9 = 15 for Damage: 2d8 + 18 ⇒ (3, 4) + 18 = 25
Not sure if I need these but just in case, high is good as always. Hopefully I just need 21+ on this.
Miss Chance: 1d100 ⇒ 57
Miss Chance: 1d100 ⇒ 26
Miss Chance: 1d100 ⇒ 72