GMF's Shattered Star (Inactive)

Game Master Fanguar

Current map Crystal Palace - Workshops


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Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

"Well that's a fine looking chair, though I don't know what it's worth. Not sure I like all those runes either."

Bibic casts detect magic, from the door, and tries to discover what he can.

Spellcraft: 1d20 + 21 + 2 ⇒ (7) + 21 + 2 = 30 (heroism) (+2 more to ID magic items)
Knowledge Arcana: 1d20 + 16 + 2 ⇒ (14) + 16 + 2 = 32 (heroism)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26
GM Fanguar wrote:
Anyone with ranks of appraise recognizes that it is made of adamantine and is incredibly valuable.

Of which Spasi does! What a hero. Sticking one point there at lvl 2 and rarely ever using it. Who's laughing now? The guy with 500 lbs of adamantine chair that he can't carry.

Spasi pauses at a distance and casts Detect Magic. He will scan the area, the glyphs, and all the nonsense.

1d20 + 30 + 2 ⇒ (20) + 30 + 2 = 52 Know (Arcana)
1d20 + 30 + 2 ⇒ (17) + 30 + 2 = 49 Spellcraft


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Clement keeps a hand on Bibic's shoulder, hoping there isn't any adamantine silverware the elf suddenly decides he needs should this room once again feature an illusory ceiling concealing other deadly sanity-draining foes.

"Any sign of our runelord? Or another door we are better off closing until he's dead and we can take our time clearing this place out?"


Knowing is half the battle, as they say.

Surveying the contraption, you determine that the whole thing is cleverly constructed runic spellbook. Any individual sitting in the chair would have access to the impressive amount of magical knowledge stored within. Lacking any prepared spellcasters, I assume no one is particularly interested in giving the thing a whirl. I believe the last unexplored door leads to A6.

Leaving the mysteries of Xin's spell trove aside for the moment, you move to investigate the last room. Inside, seven pillars of cracked, murky crystal grow from the floor of what appears to have once been an audience chamber, encasing the withered forms of desiccated humans dressed in Thassilonian finery.

Two of the pillars pulsate with a deep orange hue emanating from within.
As you watch, each glow coalesces into two points of lights that form the eyes of a pair of shadowy figures that glide out of the pillars. Anyone with Know(religion) recognizes them as dread wraiths.

Initiative:

Rhesus: 1d20 + 2 ⇒ (18) + 2 = 20
Spasi: 1d20 + 12 ⇒ (6) + 12 = 18
Bibic: 1d20 + 3 ⇒ (1) + 3 = 4
Clement: 1d20 + 0 ⇒ (16) + 0 = 16
Enemy: 1d20 + 13 ⇒ (10) + 13 = 23

Combat
23 Wraiths
20 Rhesus
18 Spasi
16 Clem
4 Bibic

Assuming Rhesus is in front as per usual.

The creatures glide forward and reach out for the hulking barbarian.

Touch atk: 1d20 + 20 ⇒ (2) + 20 = 22 negative energy damage?: 3d6 ⇒ (6, 6, 5) = 17 CON damage?: 1d8 ⇒ 6 DC23 fort to negate
Touch atk 2: 1d20 + 20 ⇒ (17) + 20 = 37 negative energy damage?: 3d6 ⇒ (2, 2, 4) = 8 CON damage?: 1d8 ⇒ 8 DC23 fort to negate

The party is up.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

HP: 86/86; AC: 26 (T19/FF20)
F: +12, R: +19, W: +13
Location: Back row
Opponent: None
Move: Inspire Courage (Su) +3 att/dam (competence), +3 vs fear (morale), & +d6 sonic damage within 30’
Standard: Longbow: 1d20 + 19 + 6 ⇒ (8) + 19 + 6 = 33 (PB, hero, inspire) damage: 1d8 + 16 + 4 + 1d6 ⇒ (7) + 16 + 4 + (4) = 31 (PB, inspire, sonic)

Conditions:
Heroism (1/300m), Protection from Evil (4/12m), Resist Fire (30), Echolocation (40’, 1/160m)
Weapon Equipped = Longbow
Cold Iron, Silver Salted Arrows = 44/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 15/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
+3 arrow of ooze slaying = 1/1
Bardic Performance = 19/36 (+2 round lingering, move action)
LoreMaster = 0/1 (take-20 on any knowledge check, standard action)
Boots of Speed = 8/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Wayfinder = 10/10 (Detect Secret Doors(0), Knock(1), Dimension Door(2), Word of Recall(4)(no target))
- Clear Spindle = 0/1 (Protection from Evil, 12m)
Rod of Extend, lesser = 0/3 (Heroism Bibic, Heroism Rhesus, Heroism Clement)
Bow Attack Mods: BAB +12/7/2, Dex +6, Weapon Focus +1, Bow +4, (Rapid Shot -2), (Deadly Aim -4)
Bow Damage Mods: Composite Bow +4, Bow +4, (Deadly Aim +8)
Bow DR: magic, cold iron, silver
Bard Spells: (CL 16, Con: +21, SR +18, DC: 15+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (6/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (2/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism, Oppressive Boredom
3) (0/5) Cure Serious Wounds, Daylight, Dispel Magic, Haste, Invisibility Sphere
4) (2/5) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
5) (1/2) Cure Light Wounds Mass, Dispel Magic Greater, Shadow Walk, Suggestion Mass

Bibic quickly begins his inspiration and he takes a single shot at one of them, pulling a ghost-salted arrow to overcome their incorporeality.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 1

hp 131/131+16 temp hp; AC 16/12T/14FF; CMD 18
+14F/+12R/+16W

Back row.
Opponent:
SA: Cast Sunburst
MA: Fly back, out of range.

"Oh yeah! Time for another SPASI SPECIAL!" Spasi rubs his hands together and offers a Sunburst at the two dread pirate robwraiths. He places it away as so to avoid hitting Rhesus, who doesn't need an extra layer of tan.

16d6 ⇒ (3, 5, 4, 1, 6, 6, 5, 4, 5, 5, 1, 3, 1, 6, 2, 2) = 59 Sunburst vs. DC 27 reflex to save/half & avoid destruction

Spellz:

8th 1/4 (Sunburst*1, DC 27 Reflex)
7th 0/5 (Banish*0(DC30),SMVII*0,GTele*0)
6th 1/7 (ChainLight*0(DC25),Disintigrate*0,TruSee*1,GrDispMag*0)
5th: 3/8 (Lightning Arc*2 (DC24),LifBub*0, Overland*1,Echolocation*0, TePort*0,WallForce*0) DC 23
4th: 1/8 (Gr Invis*0, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*1,WallFire*0)
3rd: 2/8 (See Invis (ext)*0,fireball*0,Haste*0,Heroism*1,DisMag*1) DC 21
2nd: 1/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*0, ScRay*0) DC 21
1st: 2/15 (MageArmor*1,Snowball*0,MMissile*1,Vanish*0,Grease*0)

Wand of Magic Missile 21/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Sihedron Artifact

Haste Round 1/15: +1 to all the things. You know what to do.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

HP 186/211 DR 8/-, 16/lethal, fire 4
AC 34/T23(29 vs. Incorporeal)/FF31
CMD 37
Fort +20, Ref +12, Will +11; +2 insight bonus vs. transmutation spells, +6 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies', +4 bonus to Will saves vs. enchantment spells.
Rage: 30/39
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking
Row: Front

Both hit while I'm not raging.

Fort DC 23: 1d20 + 18 ⇒ (18) + 18 = 36
Fort DC 23: 1d20 + 18 ⇒ (17) + 18 = 35

Rage, attack. I have Ghost Rager. While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons. She also gains a +3 morale bonus to touch AC, which increases by 1 at 8th level and every 4 levels thereafter (to a maximum of +7 at 20th level). This can't raise her touch AC above her full AC. A barbarian must be at least 6th level before selecting this rage power.

Attack 1: 1d20 + 31 ⇒ (3) + 31 = 34
Damage: 2d6 + 34 ⇒ (1, 4) + 34 = 39
Sonic: 1d6 ⇒ 5

Attack 2: 1d20 + 26 ⇒ (12) + 26 = 38
Damage: 2d6 + 34 ⇒ (6, 5) + 34 = 45
Sonic: 1d6 ⇒ 2

Attack 3: 1d20 + 21 ⇒ (16) + 21 = 37
Damage: 2d6 + 34 ⇒ (4, 1) + 34 = 39
Sonic: 1d6 ⇒ 6

Attack 4: 1d20 + 16 ⇒ (19) + 16 = 35
Damage: 2d6 + 34 ⇒ (3, 1) + 34 = 38
Sonic: 1d6 ⇒ 3

Attack 4 Crit Confirm: 1d20 + 17 ⇒ (11) + 17 = 28
Additional Damage: 4d6 + 68 ⇒ (3, 5, 5, 6) + 68 = 87


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 1
HP 195/195 | AC 29 (T15/FF29) -
F: +14 R: +9 W: +15
Location: Near Rhesus (front/middle line)
Action: Burst of Radiance

Conditions:


Effects: Lifelink (Rhesus, Bibic, Spasi), Shield Other (Rhesus), Resist Fire 30
**
Spells Left Today: 1st - 4/8 | 2nd - 3/8 | 3rd - 4/7 | 4th - 5/7 | 5th - 7/7 | 6th - 5/7 | 7th - 4/5 | 8th - 2/3
Channels Left Today (10d6+1 each): 6/9
Boots Left Today: 1/1
Summon Nature's Ally II Left Today: 1/1
Combat Healer Left Today: 3/3

Watching the wraiths glide out towards Rhesus, Clement generally judges the creatures as a severe threat that may last nearly half a minute against their group and does what he can to contribute to their obliteration.

Burst of radiance DC18 Reflex or blinded on fail, dazzled on success. Evil takes damage regardless of save:

5d4 ⇒ (2, 1, 4, 1, 1) = 9


Ref save: 1d20 + 14 ⇒ (18) + 14 = 32
Ref save: 1d20 + 14 ⇒ (4) + 14 = 18

Bibic's arrow flies true striking the vile creature, before the room explodes into light. One of the creature's evaporates completely in the glare of the sudden radiance. The other has little time to do more than hiss in pain before the fury of Rhesus' hammer finally releases this remnant of an ancient ambassador from the curse of undeath.

Combat over

Besides the unusual sight of the persevered emissaries. There is nothing of interest in the room.

I believe that is it for the level. Reminder that there is the stone platform, A3a on the map, that can be used to move up or down a level of the palace.

Contemplating your next move, you move back into the main hall and get a bit of a surprise, as the legless, singed form of Xin rests wearily once more upon his throne.


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Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

”Hey Xin! It’s us! Your faithful servants again,” Spasi re-adopts the sycophantic tone he had before. ”We were just cleaning up around here. Lots of rooms where we were able to fix things really good for you, like you wanted, and before our huge armies get here.”

1d20 + 20 + 2 ⇒ (10) + 20 + 2 = 32 Bluff.

”So….what kind of rewards should we expect? And when are they coming? Or we can go get them ourselves if you just point the way to the treasure room.”


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic nods along with Spasi. He stands loosely at attention behind his leader.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Clement works to hide the smirk induced by Spasi's sarcasm, working to maintain his demeanor as an angelic herald.

"You know, it's obvious to me now.. we were opening these doors trying to find ol' Xin hiding out behind his throne on top of his treasure hoard like some sort of dragon but he's..."

Clement gestures at the stone platform.

"Probably down... or up. What do you guys think? If I'm some sort of Runelord I'd probably be at the topmost level, but then again I'd probably have all my treasure safely stashed away below?"


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Rhesus nods. "He's definitely down or up. Maybe behind a door. Dunno Clem, what would Noya do here?"


Xin doesn't appear to notice you. He sits in weary stupor, the the embers in the stumps of his incinerated limbs glowing feebly. No amount of shouting or clamor rouses him from his contemplation.

Where to folks up a level or down?


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

"Down." suggests Bibic.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi nods, agreeing. He follows Bibic down.

”To bad we couldn’t get directions to the treasure vault.”


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Clement glances upward, as if he could divine through the ceiling above what may be in that direction.

Shrugging, he steps onto the platform and looks to Spasi to figure out how to operate the device.


Spasi stands on the black platform. With a bit of concentration, he wills it to transform. It glows faintly and slowly transforms into a spiral staircase that leads down into the depths and upwards into a newly formed hole in the ceiling.

Heading downwards, you don't get far before your way is blocked by water. The lower level appears to be flooded with sea water, a minor inconvenience to seasoned adventurers such as yourselves.

Swimming/using spells to continue, or shall we go upwards first?


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic looks at the water and shrugs, "I don't have any good solutions for that handy. Shall we go up?"


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Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi can breathe and act mostly normally underwater, thanks to his fancy Cloak of the MF Manta MF Ray, which is pretty sweet. He cannot offer underwater movement to others, however, but hopes that Clem might.

He will audibly note that Life Bubble should be active for everyone and will allow breathing underwater.

He will go up if Clem doesn’t have a good solution, but thinks going down first is best.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Clement flutters his wings for a moment as Spasi proposes life-bubbling to help the group traverse the water's depths.

"Got it".

With a flourish, Clement gestures to the others and a white-tinged egg-shaped structure surrounds the group as he reaches out and makes contact with each of them.

Cast Life Bubble which is great for breathing, but not necessarily moving.

Spells Left Today: 1st - 4/8 | 2nd - 3/8 | 3rd - 4/7 | 4th - 5/7 | 5th - 6/7 | 6th - 5/7 | 7th - 4/5 | 8th - 2/3


I'll assume that means you're going down. I know Rhesus has a ring of free movement, but let me know if Clem/Bibic already have, or are going to use any means of dealing with the underwater movement/fight penalties.

Making your preparation, you head down the spiral staircase and into the murky depths below. Submerged far beneath the murky crystal floor of the palace’s main promenade rests a great hall. The light of your illumination filters out through the water revealing a multitude of motionless clockwork soldiers. Each stands firmly in place, row after row, in regimented columns from the floor to the transparent ceiling a hundred feet above, with those above the ground seeming to stand on floating disks of rippling force. Archways open out of the main hall to the north and south.

Out of the darkness, several eel-like creatures with crasping arms and claws come gliding out of the darkness. Know(dungeoneering) DC25: They are Siyokoys

Initiative:

Rhesus: 1d20 + 2 ⇒ (10) + 2 = 12
Spasi: 1d20 + 12 ⇒ (7) + 12 = 19
Bibic: 1d20 + 3 ⇒ (8) + 3 = 11
Clement: 1d20 + 0 ⇒ (4) + 0 = 4
Enemy: 1d20 + 5 ⇒ (10) + 5 = 15

Combat
19 Spasi
15 Eelboys
12 Rhesus
11 Bibic
4 Clem

Spasi is up. And remember that we are under water.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

1d20 + 25 + 2 ⇒ (12) + 25 + 2 = 39 Know (Dungeoneering)

Spasi knows a surprising lot about Siyokoys, and none of it is good. Hovering in the water in his cloak of manta ray goodness, he ponders his options.

He casts Greater Invisibility on himself and hides, letting the sluggo crew slug eels.


The creatures descend upon the party

Bite vs Rhesus: 1d20 + 18 ⇒ (16) + 18 = 34 Damage?: 1d6 + 9 ⇒ (6) + 9 = 15
Bite vs Rhesus: 1d20 + 18 ⇒ (5) + 18 = 23 Damage?: 1d6 + 9 ⇒ (5) + 9 = 14
Bite vs Rhesus: 1d20 + 18 ⇒ (19) + 18 = 37 Damage?: 1d6 + 9 ⇒ (6) + 9 = 15
Confirm?: 1d20 + 18 ⇒ (18) + 18 = 36 Crit damage?: 1d6 + 9 ⇒ (5) + 9 = 14

Bite vs Clem: 1d20 + 18 ⇒ (3) + 18 = 21 Damage?: 1d6 + 9 ⇒ (2) + 9 = 11 Grab?: 1d20 + 24 ⇒ (5) + 24 = 29
Bite vs Clem: 1d20 + 18 ⇒ (15) + 18 = 33 Damage?: 1d6 + 9 ⇒ (2) + 9 = 11 Grab?: 1d20 + 24 ⇒ (9) + 24 = 33
Bite vs Clem: 1d20 + 18 ⇒ (13) + 18 = 31 Damage?: 1d6 + 9 ⇒ (5) + 9 = 14 Grab?: 1d20 + 24 ⇒ (14) + 24 = 38

(if any of the grabs hit, Constrict: 2d6 + 4 ⇒ (3, 4) + 4 = 11

Party is up. There are 6 of the creatures.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 1
HP 159/195 -36 | AC 29 (T15/FF29) -
F: +14 R: +9 W: +15
Location: Next to Rhesus (front line)
Action: Swing Rod

Conditions:


Effects: Lifelink (Rhesus, Bibic, Spasi), Shield Other (Rhesus), Resist Fire 30, Life Bubble, Freedom of Movement
**
Spells Left Today: 1st - 4/8 | 2nd - 3/8 | 3rd - 4/7 | 4th - 3/7 | 5th - 6/7 | 6th - 5/7 | 7th - 4/5 | 8th - 2/3
Channels Left Today (10d6+1 each): 6/9
Boots Left Today: 1/1
Summon Nature's Ally II Left Today: 1/1
Combat Healer Left Today: 3/3

[ooc]Ah, Clement would apply Freedom of Movement for himself and Bibic to make things easier here before we dive in, if that's OK? 160 min duration each so should have us covered for nearly 3 hrs.

Clement grunts as he experiences not only his own chomping eel bites finding their way past his armor, but Rhesus's as well. Wiggling his way out, the half-angel works to hammer the eel monster into submission.

Rod of Resolve (flank?, charge): 1d20 + 14 + 2 + 2 ⇒ (1) + 14 + 2 + 2 = 19 for 1d6 + 14 ⇒ (1) + 14 = 15
Rod of Resolve (flank?, charge): 1d20 + 9 + 2 + 2 ⇒ (15) + 9 + 2 + 2 = 28 for 1d6 + 14 ⇒ (2) + 14 = 16
Rod of Resolve (flank?, charge): 1d20 + 4 + 2 + 2 ⇒ (18) + 4 + 2 + 2 = 26 for 1d6 + 14 ⇒ (1) + 14 = 15


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

HP 176/211 DR 8/-, 16/lethal, fire 4
AC 34/T23(29 vs. Incorporeal)/FF31
CMD 37
Fort +20, Ref +12, Will +11; +2 insight bonus vs. transmutation spells, +6 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies', +4 bonus to Will saves vs. enchantment spells.
Rage: 29/39
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking
Row: Front

15-8=7/2=4R3C;29-8=21/2=11R10C-5=6R15C.10R18C.

B so 1/2 underwater.

Attack: 1d20 + 26 ⇒ (16) + 26 = 42
Damage: 2d6 + 31 ⇒ (2, 6) + 31 = 39

Attack: 1d20 + 21 ⇒ (1) + 21 = 22
Damage: 2d6 + 31 ⇒ (1, 1) + 31 = 33

Attack: 1d20 + 16 ⇒ (7) + 16 = 23
Damage: 2d6 + 31 ⇒ (6, 6) + 31 = 43

Attack: 1d20 + 11 ⇒ (5) + 11 = 16
Damage: 2d6 + 31 ⇒ (4, 6) + 31 = 41


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 1

hp 131/131+16 temp hp; AC 16/12T/14FF; CMD 18
+14F/+12R/+16W

Back row.
Opponent:
SA: Cast Magic Missile
MA: Stay back, invisible.

Spasi casts a nice magic missile at the most wounded eel-goon.

5d4 + 5 ⇒ (4, 1, 4, 2, 2) + 5 = 18 force damage
Wand of Magic Missile 20/50 CL 9 left

Spellz:

8th 1/4 (Sunburst*1, DC 27 Reflex)
7th 0/5 (Banish*0(DC30),SMVII*0,GTele*0)
6th 1/7 (ChainLight*0(DC25),Disintigrate*0,TruSee*1,GrDispMag*0)
5th: 3/8 (Lightning Arc*2 (DC24),LifBub*0, Overland*1,Echolocation*0, TePort*0,WallForce*0) DC 23
4th: 2/8 (Gr Invis*1, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*1,WallFire*0)
3rd: 2/8 (See Invis (ext)*0,fireball*0,Haste*0,Heroism*1,DisMag*1) DC 21
2nd: 1/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*0, ScRay*0) DC 21
1st: 2/15 (MageArmor*1,Snowball*0,MMissile*1,Vanish*0,Grease*0)

Wand of Magic Missile 20/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Sihedron Artifact

Haste Round 1/15: +1 to all the things. You know what to do.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

HP: 86/86; AC: 26 (T19/FF20)
F: +12, R: +19, W: +13
Location: Back row
Opponent: None
Move: Inspire Courage (Su) +3 att/dam (competence), +3 vs fear (morale), & +d6 sonic damage within 30’
Standard: cast haste.

Conditions:
Heroism (1/300m), Protection from Evil (4/12m), Resist Fire (30), Echolocation (40’, 1/160m), Air Bubble
Weapon Equipped = Longbow
Cold Iron, Silver Salted Arrows = 44/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 15/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
+3 arrow of ooze slaying = 1/1
Bardic Performance = 19/36 (+2 round lingering, move action)
LoreMaster = 0/1 (take-20 on any knowledge check, standard action)
Boots of Speed = 8/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Wayfinder = 10/10 (Detect Secret Doors(0), Knock(1), Dimension Door(2), Word of Recall(4)(no target))
- Clear Spindle = 0/1 (Protection from Evil, 12m)
Rod of Extend, lesser = 0/3 (Heroism Bibic, Heroism Rhesus, Heroism Clement)
Bow Attack Mods: BAB +12/7/2, Dex +6, Weapon Focus +1, Bow +4, (Rapid Shot -2), (Deadly Aim -4)
Bow Damage Mods: Composite Bow +4, Bow +4, (Deadly Aim +8)
Bow DR: magic, cold iron, silver
Bard Spells: (CL 16, Con: +21, SR +18, DC: 15+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (4/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (2/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism, Oppressive Boredom
3) (0/5) Cure Serious Wounds, Daylight, Dispel Magic, Haste, Invisibility Sphere
4) (1/5) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
5) (1/2) Cure Light Wounds Mass, Dispel Magic Greater, Shadow Walk, Suggestion Mass

Hehehe, I basically just suck underwater. It’s my kryptonite, my Achilles heel. And Freedom of Movement won’t help me much, but I’ll take what I can get - thanks Clem!

Knowledge Dungeoneering: 1d20 + 9 ⇒ (19) + 9 = 28 vs DC 25
Bibic calls out what he knows about the creatures, before he begins his inspiration and casts Haste on the group.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +3 to attacks, damage (competence) and +3 vs fear (morale), and +d6 sonic damage within 30’
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)


@Clem: Yup that fine, and totally expected.

Clem and Rhesus strike at one of the eel creatures connecting occasionally. It's rubbery hide proving quite resilent against your blows. The swarming bolts of Spasi's spell weave in to strike the wounded enemy, but still is fight on.

The creatures continue to attack, with three focusing on Rhesus and three on Clem.

bite vs Rhesus: 1d20 + 18 ⇒ (20) + 18 = 38 Damage?: 1d6 + 9 ⇒ (4) + 9 = 13
Claw 1 vs Rhesus: 1d20 + 18 ⇒ (11) + 18 = 29 Damage?: 1d6 + 9 ⇒ (1) + 9 = 10
Claw 2 vs Rhesus: 1d20 + 18 ⇒ (16) + 18 = 34 Damage?: 1d6 + 9 ⇒ (6) + 9 = 15
Tail slap vs Rhesus: 1d20 + 14 ⇒ (10) + 14 = 24 Damage?: 1d6 + 4 ⇒ (4) + 4 = 8 Electric damage: 3d6 ⇒ (5, 3, 4) = 12 DC22 Fort save or be stunned for 1d4 ⇒ 3 rounds
Crit confirm: 1d20 + 18 ⇒ (19) + 18 = 37 Crit damage: 1d6 + 9 ⇒ (5) + 9 = 14

bite vs Rhesus: 1d20 + 18 ⇒ (18) + 18 = 36 Damage?: 1d6 + 9 ⇒ (4) + 9 = 13
Claw 1 vs Rhesus: 1d20 + 18 ⇒ (18) + 18 = 36 Damage?: 1d6 + 9 ⇒ (5) + 9 = 14
Claw 2 vs Rhesus: 1d20 + 18 ⇒ (17) + 18 = 35 Damage?: 1d6 + 9 ⇒ (2) + 9 = 11
Tail slap vs Rhesus: 1d20 + 14 ⇒ (12) + 14 = 26 Damage?: 1d6 + 4 ⇒ (1) + 4 = 5 Electric damage: 3d6 ⇒ (4, 5, 5) = 14 DC22 Fort save or be stunned for 1d4 ⇒ 4 rounds

bite vs Rhesus: 1d20 + 18 ⇒ (11) + 18 = 29 Damage?: 1d6 + 9 ⇒ (1) + 9 = 10
Claw 1 vs Rhesus: 1d20 + 18 ⇒ (12) + 18 = 30 Damage?: 1d6 + 9 ⇒ (5) + 9 = 14
Claw 2 vs Rhesus: 1d20 + 18 ⇒ (15) + 18 = 33 Damage?: 1d6 + 9 ⇒ (1) + 9 = 10
Tail slap vs Rhesus: 1d20 + 14 ⇒ (3) + 14 = 17 Damage?: 1d6 + 4 ⇒ (6) + 4 = 10 Electric damage: 3d6 ⇒ (1, 2, 3) = 6 DC22 Fort save or be stunned for 1d4 ⇒ 4 rounds

bite vs Clem: 1d20 + 18 ⇒ (2) + 18 = 20 Damage?: 1d6 + 9 ⇒ (5) + 9 = 14
Claw 1 vs Clem: 1d20 + 18 ⇒ (16) + 18 = 34 Damage?: 1d6 + 9 ⇒ (2) + 9 = 11
Claw 2 vs Clem: 1d20 + 18 ⇒ (5) + 18 = 23 Damage?: 1d6 + 9 ⇒ (1) + 9 = 10
Tail slap vs Clem: 1d20 + 14 ⇒ (10) + 14 = 24 Damage?: 1d6 + 4 ⇒ (3) + 4 = 7 Electric damage: 3d6 ⇒ (1, 2, 3) = 6 DC22 Fort save or be stunned for 1d4 ⇒ 3 rounds

bite vs Clem: 1d20 + 18 ⇒ (12) + 18 = 30 Damage?: 1d6 + 9 ⇒ (3) + 9 = 12
Claw 1 vs Clem: 1d20 + 18 ⇒ (7) + 18 = 25 Damage?: 1d6 + 9 ⇒ (2) + 9 = 11
Claw 2 vs Clem: 1d20 + 18 ⇒ (14) + 18 = 32 Damage?: 1d6 + 9 ⇒ (6) + 9 = 15
Tail slap vs Clem: 1d20 + 14 ⇒ (16) + 14 = 30 Damage?: 1d6 + 4 ⇒ (2) + 4 = 6 Electric damage: 3d6 ⇒ (2, 1, 3) = 6 DC22 Fort save or be stunned for 1d4 ⇒ 2 rounds

bite vs Clem: 1d20 + 18 ⇒ (17) + 18 = 35 Damage?: 1d6 + 9 ⇒ (6) + 9 = 15
Claw 1 vs Clem: 1d20 + 18 ⇒ (19) + 18 = 37 Damage?: 1d6 + 9 ⇒ (3) + 9 = 12
Claw 2 vs Clem: 1d20 + 18 ⇒ (1) + 18 = 19 Damage?: 1d6 + 9 ⇒ (2) + 9 = 11
Tail slap vs Clem: 1d20 + 14 ⇒ (10) + 14 = 24 Damage?: 1d6 + 4 ⇒ (3) + 4 = 7 Electric damage: 3d6 ⇒ (2, 4, 2) = 8 DC22 Fort save or be stunned for 1d4 ⇒ 4 rounds
Crit confirm: 1d20 + 18 ⇒ (11) + 18 = 29 Crit damage: 1d6 + 9 ⇒ (1) + 9 = 10

Well, that's a wall of text and a half. Party is up.

Hps:
47/136


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 2
HP 106/195 -18 Rhesus -69 eels +34 | AC 29 (T15/FF29) -
F: +14 R: +9 W: +15
Location: Next to Rhesus (front line)
Readied Action: Channel

Conditions:


Effects: Lifelink (Rhesus, Bibic, Spasi), Shield Other (Rhesus), Resist Fire 30, Life Bubble, Freedom of Movement
**
Spells Left Today: 1st - 4/8 | 2nd - 3/8 | 3rd - 4/7 | 4th - 3/7 | 5th - 6/7 | 6th - 5/7 | 7th - 4/5 | 8th - 2/3
Channels Left Today (10d6+1 each): 5/9
Boots Left Today: 1/1
Summon Nature's Ally II Left Today: 1/1
Combat Healer Left Today: 3/3

-11 claw -1 electric -12 bite -15 claw -1 electric -15 bite -12 claw -2 electric

Fort DC22: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24
Fort DC22: 1d20 + 14 + 2 ⇒ (13) + 14 + 2 = 29
Fort DC22: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25

Clement grunts-urgles underwater as the combination of Rhesus-wounds and direct injuries pummel him. Shrugging off the worst of the shocking tail slaps, Clement is thankful for the extra agility provided by Bibic's magic.

Uncertain of how much of a beating they will continue to take, Clement resorts to quickly restoring the health of his allies along with himself, hopeful Rhesus will clobber the creatures before things get too far.

Channel: 10d6 + 1 ⇒ (1, 2, 3, 4, 5, 5, 2, 5, 4, 2) + 1 = 34


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

HP: 86/86; AC: 26 (T19/FF20)
F: +12, R: +19, W: +13
Location: Back row
Opponent: None
Free: Inspire Courage (Su) +3 att/dam (competence), +3 vs fear (morale), & +d6 sonic damage within 30’
Move: Move into position
Standard: Longbow: 1d20 + 19 + 7 ⇒ (7) + 19 + 7 = 33 (PB, haste, hero, inspire) damage: 1d8 + 16 + 4 + 1d6 ⇒ (5) + 16 + 4 + (2) = 27 (PB, inspire, sonic)

Conditions:
Heroism (1/300m), Protection from Evil (4/12m), Resist Fire (30), Echolocation (40’, 1/160m), Air Bubble
Weapon Equipped = Longbow
Cold Iron, Silver Salted Arrows = 43/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 15/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
+3 arrow of ooze slaying = 1/1
Bardic Performance = 19/36 (+2 round lingering, move action)
LoreMaster = 0/1 (take-20 on any knowledge check, standard action)
Boots of Speed = 8/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Wayfinder = 10/10 (Detect Secret Doors(0), Knock(1), Dimension Door(2), Word of Recall(4)(no target))
- Clear Spindle = 0/1 (Protection from Evil, 12m)
Rod of Extend, lesser = 0/3 (Heroism Bibic, Heroism Rhesus, Heroism Clement)
Bow Attack Mods: BAB +12/7/2, Dex +6, Weapon Focus +1, Bow +4, (Rapid Shot -2), (Deadly Aim -4)
Bow Damage Mods: Composite Bow +4, Bow +4, (Deadly Aim +8)
Bow DR: magic, cold iron, silver
Bard Spells: (CL 16, Con: +21, SR +18, DC: 15+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (4/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (2/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism, Oppressive Boredom
3) (0/5) Cure Serious Wounds, Daylight, Dispel Magic, Haste, Invisibility Sphere
4) (1/5) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
5) (1/2) Cure Light Wounds Mass, Dispel Magic Greater, Shadow Walk, Suggestion Mass

Doing what little he can, he hopes it’s enough as he moves to just behind Clement and Rhesus so as to be close to the line. Trying to get 15’ away from the enemy if that’s reasonable? Mapless is a little weird here, but I have a -2 for each 5’ of water, so I’m trying to get close enough to only have a -6. I haven’t applied the underwater penalties as yet to my roll. Let me know what it is though and I’ll do so for future rolls.

He’ll then make a single shot at the most wounded.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +3 to attacks, damage (competence) and +3 vs fear (morale), and +d6 sonic damage within 30’
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

HP 193/211 DR 8/-, 16/lethal, fire 4
AC 34/T23(29 vs. Incorporeal)/FF31
CMD 37
Fort +20, Ref +12, Will +11; +2 insight bonus vs. transmutation spells, +6 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies', +4 bonus to Will saves vs. enchantment spells.
Rage: 28/39
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking
Row: Front

27-8=21/2=11R10C-5=6R15C;15-8=7/2=4R3C;13-8=5/2=3R2C;14-8=6/2=3R3C;11-8=2/2 =1R1C;17R24C.

Attack 1: 1d20 + 26 ⇒ (17) + 26 = 43
Damage: 2d6 + 31 ⇒ (1, 5) + 31 = 37

Attack Haste: 1d20 + 26 ⇒ (3) + 26 = 29
Damage: 2d6 + 31 ⇒ (1, 3) + 31 = 35

Attack 3: 1d20 + 21 ⇒ (1) + 21 = 22
Damage: 2d6 + 31 ⇒ (4, 1) + 31 = 36

Attack 4: 1d20 + 16 ⇒ (11) + 16 = 27
Damage: 2d6 + 31 ⇒ (3, 1) + 31 = 35

Attack 5: 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 2d6 + 31 ⇒ (2, 5) + 31 = 38

Attack 5 Crit Confirm: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
Additional Damage: 4d6 + 62 ⇒ (1, 2, 1, 6) + 62 = 72


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 2

hp 131/131+16 temp hp; AC 16/12T/14FF; CMD 18
+14F/+12R/+16W

Back row.
Opponent:
SA: Cast Magic Missile
MA: Stay back, invisible.

Spasi casts a nice magic missile at the most wounded eel-goon.

5d4 + 5 ⇒ (1, 2, 2, 3, 1) + 5 = 14 force damage
Wand of Magic Missile 20/50 CL 9 left

Spellz:

8th 1/4 (Sunburst*1, DC 27 Reflex)
7th 0/5 (Banish*0(DC30),SMVII*0,GTele*0)
6th 1/7 (ChainLight*0(DC25),Disintigrate*0,TruSee*1,GrDispMag*0)
5th: 3/8 (Lightning Arc*2 (DC24),LifBub*0, Overland*1,Echolocation*0, TePort*0,WallForce*0) DC 23
4th: 2/8 (Gr Invis*1, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*1,WallFire*0)
3rd: 2/8 (See Invis (ext)*0,fireball*0,Haste*0,Heroism*1,DisMag*1) DC 21
2nd: 1/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*0, ScRay*0) DC 21
1st: 3/15 (MageArmor*1,Snowball*0,MMissile*2,Vanish*0,Grease*0)

Wand of Magic Missile 20/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Sihedron Artifact

Haste Round 1/15: +1 to all the things. You know what to do.


@Bibic: Yup 15' is fine and please apply the penalty to your roll, thanks.

Bibic and Rhesus quickly dispatch the wounded creature, before Rhesus crushes the life from another. Spasi's bolts weave in to wound another.

The four remaining creatures continue to attack:

bite vs Rhesus: 1d20 + 18 ⇒ (7) + 18 = 25 Damage?: 1d6 + 9 ⇒ (6) + 9 = 15
Claw 1 vs Rhesus: 1d20 + 18 ⇒ (18) + 18 = 36 Damage?: 1d6 + 9 ⇒ (6) + 9 = 15
Claw 2 vs Rhesus vs Rhesus: 1d20 + 18 ⇒ (17) + 18 = 35 Damage?: 1d6 + 9 ⇒ (6) + 9 = 15
Tail slap vs Rhesus: 1d20 + 14 ⇒ (20) + 14 = 34 Damage?: 1d6 + 4 ⇒ (3) + 4 = 7 Electric damage?: 3d6 ⇒ (3, 2, 2) = 7 DC22 fort save or be stunned for 1d4 ⇒ 2 rounds
Crit confirm?: 1d20 + 14 ⇒ (3) + 14 = 17 extra damage: 1d6 + 4 ⇒ (2) + 4 = 6

bite vs Rhesus: 1d20 + 18 ⇒ (1) + 18 = 19 Damage?: 1d6 + 9 ⇒ (6) + 9 = 15
Claw 1 vs Rhesus: 1d20 + 18 ⇒ (6) + 18 = 24 Damage?: 1d6 + 9 ⇒ (3) + 9 = 12
Claw 2vs Rhesus: 1d20 + 18 ⇒ (17) + 18 = 35 Damage?: 1d6 + 9 ⇒ (1) + 9 = 10
Tail slap vs Rhesus: 1d20 + 14 ⇒ (2) + 14 = 16 Damage?: 1d6 + 4 ⇒ (6) + 4 = 10 Electric damage?: 3d6 ⇒ (4, 6, 4) = 14 DC22 fort save or be stunned for 1d4 ⇒ 2 rounds

bite vs Rhesus: 1d20 + 18 ⇒ (7) + 18 = 25 Damage?: 1d6 + 9 ⇒ (3) + 9 = 12
Claw 1 vs Rhesus: 1d20 + 18 ⇒ (1) + 18 = 19 Damage?: 1d6 + 9 ⇒ (1) + 9 = 10
Claw 2 vs Rhesus: 1d20 + 18 ⇒ (6) + 18 = 24 Damage?: 1d6 + 9 ⇒ (6) + 9 = 15
Tail slap vs Rhesus: 1d20 + 14 ⇒ (16) + 14 = 30 Damage?: 1d6 + 4 ⇒ (2) + 4 = 6 Electric damage?: 3d6 ⇒ (4, 3, 4) = 11 DC22 fort save or be stunned for 1d4 ⇒ 4 rounds

bite vs Clem: 1d20 + 18 ⇒ (18) + 18 = 36 Damage?: 1d6 + 9 ⇒ (3) + 9 = 12
Claw 1 vs Clem: 1d20 + 18 ⇒ (13) + 18 = 31 Damage?: 1d6 + 9 ⇒ (6) + 9 = 15
Claw 2 vs Clem: 1d20 + 18 ⇒ (13) + 18 = 31 Damage?: 1d6 + 9 ⇒ (5) + 9 = 14
Tail slap vs Clem: 1d20 + 14 ⇒ (1) + 14 = 15 Damage?: 1d6 + 4 ⇒ (5) + 4 = 9 Electric damage?: 3d6 ⇒ (6, 1, 6) = 13 DC22 fort save or be stunned for 1d4 ⇒ 2 rounds

Party is up.

Hps:
122/136


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

HP: 86/86; AC: 26 (T19/FF20)
F: +12, R: +19, W: +13
Location: Back row
Opponent: None
Free: Continue Inspire Courage (Su) +3 att/dam (competence), +3 vs fear (morale), & +d6 sonic damage within 30’
Full: Longbow: 1d20 + 17 + 1 ⇒ (6) + 17 + 1 = 24 (PB, haste, hero, inspire, underwater) damage: 2d8 + 32 + 4 + 1d6 ⇒ (3, 2) + 32 + 4 + (1) = 42 (PB, inspire, sonic)
Longbow: 1d20 + 17 + 1 ⇒ (3) + 17 + 1 = 21 (PB, haste, hero, inspire, underwater) damage: 1d8 + 16 + 4 + 1d6 ⇒ (3) + 16 + 4 + (2) = 25 (PB, inspire, sonic)
Longbow: 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20 (PB, haste, hero, inspire, underwater) damage: 1d8 + 16 + 4 + 1d6 ⇒ (6) + 16 + 4 + (3) = 29 (PB, inspire, sonic)
Longbow: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17 (PB, haste, hero, inspire, underwater) damage: 1d8 + 16 + 4 + 1d6 ⇒ (7) + 16 + 4 + (5) = 32 (PB, inspire, sonic)
Hasted Longbow: 1d20 + 17 + 1 ⇒ (1) + 17 + 1 = 19 (PB, haste, hero, inspire, underwater) damage: 1d8 + 16 + 4 + 1d6 ⇒ (5) + 16 + 4 + (6) = 31 (PB, inspire, sonic)

Conditions:
Heroism (1/300m), Protection from Evil (4/12m), Resist Fire (30), Echolocation (40’, 1/160m), Air Bubble
Weapon Equipped = Longbow
Cold Iron, Silver Salted Arrows = 43/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 15/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
+3 arrow of ooze slaying = 1/1
Bardic Performance = 19/36 (+2 round lingering, move action)
LoreMaster = 0/1 (take-20 on any knowledge check, standard action)
Boots of Speed = 8/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Wayfinder = 10/10 (Detect Secret Doors(0), Knock(1), Dimension Door(2), Word of Recall(4)(no target))
- Clear Spindle = 0/1 (Protection from Evil, 12m)
Rod of Extend, lesser = 0/3 (Heroism Bibic, Heroism Rhesus, Heroism Clement)
Bow Attack Mods: BAB +12/7/2, Dex +6, Weapon Focus +1, Bow +4, (Rapid Shot -2), (Deadly Aim -4)
Bow Damage Mods: Composite Bow +4, Bow +4, (Deadly Aim +8)
Bow DR: magic, cold iron, silver
Bard Spells: (CL 16, Con: +21, SR +18, DC: 15+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (4/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (2/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism, Oppressive Boredom
3) (0/5) Cure Serious Wounds, Daylight, Dispel Magic, Haste, Invisibility Sphere
4) (1/5) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
5) (1/2) Cure Light Wounds Mass, Dispel Magic Greater, Shadow Walk, Suggestion Mass

Bibic is as close as he dare, in both directions! He fires a volley into the most wounded beast if he can. I took off for underwater combat and rolled pitifully.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +3 to attacks, damage (competence) and +3 vs fear (morale), and +d6 sonic damage within 30’
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 3

hp 131/131+16 temp hp; AC 16/12T/14FF; CMD 18
+14F/+12R/+16W

Back row.
Opponent:
SA: Cast Magic Missile
MA: Stay back, invisible.

Spasi casts a nice magic missile at the most wounded eel-goon.

5d4 + 5 ⇒ (4, 2, 3, 1, 4) + 5 = 19 force damage
Wand of Magic Missile 19/50 CL 9 left

Spellz:

8th 1/4 (Sunburst*1, DC 27 Reflex)
7th 0/5 (Banish*0(DC30),SMVII*0,GTele*0)
6th 1/7 (ChainLight*0(DC25),Disintigrate*0,TruSee*1,GrDispMag*0)
5th: 3/8 (Lightning Arc*2 (DC24),LifBub*0, Overland*1,Echolocation*0, TePort*0,WallForce*0) DC 23
4th: 2/8 (Gr Invis*1, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*1,WallFire*0)
3rd: 2/8 (See Invis (ext)*0,fireball*0,Haste*0,Heroism*1,DisMag*1) DC 21
2nd: 1/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*0, ScRay*0) DC 21
1st: 3/15 (MageArmor*1,Snowball*0,MMissile*2,Vanish*0,Grease*0)

Wand of Magic Missile 20/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Sihedron Artifact

Haste Round 1/15: +1 to all the things. You know what to do.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 3
HP 191/195 -65 +150 | AC 29 (T15/FF29) -
F: +14 R: +9 W: +15
Location: Back Row
Move: Paddle back
Action: Heal

Conditions:


Effects: Lifelink (Rhesus, Bibic, Spasi), Shield Other (Rhesus), Resist Fire 30, Life Bubble, Freedom of Movement
**
Spells Left Today: 1st - 4/8 | 2nd - 3/8 | 3rd - 4/7 | 4th - 3/7 | 5th - 6/7 | 6th - 4/7 | 7th - 4/5 | 8th - 2/3
Channels Left Today (10d6+1 each): 5/9
Boots Left Today: 1/1
Summon Nature's Ally II Left Today: 1/1
Combat Healer Left Today: 3/3

Despite the metal plate surrounding his body, Clement realizes he actually harms himself more by letting himself get hit than letting Rhesus get clobbered and merely suffering whatever wounds manage to find their way through both Rhesus's armor and thick Shoanti skin.

Padding backwards, Clement summons more powerful healing magic to set himself right while hoping Rhesus finishes off clobbering the eels while Bibic sorts out the usefulness of a bow and arrows underwater.

-12 -15 -14 eels -24 Rhesus = -65hp = 41hp +150hp


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

HP 180/211 DR 8/-, 16/lethal, fire 4
AC 34/T23(29 vs. Incorporeal)/FF31
CMD 37
Fort +20, Ref +12, Will +11; +2 insight bonus vs. transmutation spells, +6 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies', +4 bonus to Will saves vs. enchantment spells.
Rage: 27/39
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking
Row: Front

15-8=7/2=4R3C;15-8=7/2=4R3C;7-8=0;7/2=4R3C;10-8=2/2=1R1C;13R10C.
Fort DC 22: 1d20 + 20 ⇒ (1) + 20 = 21


The water resistance proves to much of a barrier and Bibics arrows fly wide, as another volley from Spasis thuds in.

With Clem falling back, the remaining eel creatures pile on to Rhesus:

bite vs Rhesus: 1d20 + 18 ⇒ (14) + 18 = 32 Damage?: 1d6 + 9 ⇒ (6) + 9 = 15
Claw 1 vs Rhesus: 1d20 + 18 ⇒ (17) + 18 = 35 Damage?: 1d6 + 9 ⇒ (2) + 9 = 11
Claw 2 vs Rhesus: 1d20 + 18 ⇒ (11) + 18 = 29 Damage?: 1d6 + 9 ⇒ (3) + 9 = 12
Tail slap vs Rhesus: 1d20 + 14 ⇒ (10) + 14 = 24 Damage?: 1d6 + 4 ⇒ (4) + 4 = 8 Electric damage?: 3d6 ⇒ (6, 3, 3) = 12 Already stunned, so wont worry about it.

bite vs Rhesus: 1d20 + 18 ⇒ (18) + 18 = 36 Damage?: 1d6 + 9 ⇒ (4) + 9 = 13
Claw 1 vs Rhesus: 1d20 + 18 ⇒ (6) + 18 = 24 Damage?: 1d6 + 9 ⇒ (2) + 9 = 11
Claw 2 vs Rhesus: 1d20 + 18 ⇒ (13) + 18 = 31 Damage?: 1d6 + 9 ⇒ (2) + 9 = 11
Tail slap vs Rhesus: 1d20 + 14 ⇒ (18) + 14 = 32 Damage?: 1d6 + 4 ⇒ (5) + 4 = 9 Electric damage?: 3d6 ⇒ (6, 2, 6) = 14 Already stunned, so wont worry about it.

bite vs Rhesus: 1d20 + 18 ⇒ (16) + 18 = 34 Damage?: 1d6 + 9 ⇒ (3) + 9 = 12
Claw 1 vs Rhesus: 1d20 + 18 ⇒ (5) + 18 = 23 Damage?: 1d6 + 9 ⇒ (4) + 9 = 13
Claw 2 vs Rhesus: 1d20 + 18 ⇒ (14) + 18 = 32 Damage?: 1d6 + 9 ⇒ (5) + 9 = 14
Tail slap vs Rhesus: 1d20 + 14 ⇒ (11) + 14 = 25 Damage?: 1d6 + 4 ⇒ (5) + 4 = 9 Electric damage?: 3d6 ⇒ (5, 2, 5) = 12 Already stunned, so wont worry about it.

bite vs Rhesus: 1d20 + 18 ⇒ (9) + 18 = 27 Damage?: 1d6 + 9 ⇒ (6) + 9 = 15
Claw 1 vs Rhesus: 1d20 + 18 ⇒ (10) + 18 = 28 Damage?: 1d6 + 9 ⇒ (1) + 9 = 10
Claw 2 vs Rhesus: 1d20 + 18 ⇒ (7) + 18 = 25 Damage?: 1d6 + 9 ⇒ (2) + 9 = 11
Tail slap vs Rhesus: 1d20 + 14 ⇒ (2) + 14 = 16 Damage?: 1d6 + 4 ⇒ (5) + 4 = 9 Electric damage?: 3d6 ⇒ (5, 3, 5) = 13 Already stunned, so wont worry about it.

Party is up.

Hps:

103/136


Acrobatics: +11. Disable: +20. Perception: +14. Sleight+12/Stealth +16. F12/R17/W9. Seeker of Redemption 10

Round 4

hp 131/131+16 temp hp; AC 16/12T/14FF; CMD 18
+14F/+12R/+16W

Back row.
Opponent:
SA: Cast Magic Missile
MA: Stay back, invisible.

Spasi casts a nice magic missile at the most wounded eel-goon.

5d4 + 5 ⇒ (1, 3, 4, 1, 1) + 5 = 15 force damage
Wand of Magic Missile 19/50 CL 9 left

Spellz:

8th 1/4 (Sunburst*1, DC 27 Reflex)
7th 0/5 (Banish*0(DC30),SMVII*0,GTele*0)
6th 1/7 (ChainLight*0(DC25),Disintigrate*0,TruSee*1,GrDispMag*0)
5th: 3/8 (Lightning Arc*2 (DC24),LifBub*0, Overland*1,Echolocation*0, TePort*0,WallForce*0) DC 23
4th: 2/8 (Gr Invis*1, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*1,WallFire*0)
3rd: 2/8 (See Invis (ext)*0,fireball*0,Haste*0,Heroism*1,DisMag*1) DC 21
2nd: 1/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*0, ScRay*0) DC 21
1st: 4/15 (MageArmor*1,Snowball*0,MMissile*3,Vanish*0,Grease*0)

Wand of Magic Missile 20/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Sihedron Artifact

Haste Round 1/15: +1 to all the things. You know what to do.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

HP: 86/86; AC: 26 (T19/FF20)
F: +12, R: +19, W: +13
Location: Back row
Opponent: None
Free: Continue Inspire Courage (Su) +3 att/dam (competence), +3 vs fear (morale), & +d6 sonic damage within 30’
Full: Longbow: 1d20 + 17 + 1 ⇒ (5) + 17 + 1 = 23 (PB, haste, hero, inspire, underwater) damage: 2d8 + 32 + 4 + 1d6 ⇒ (4, 2) + 32 + 4 + (2) = 44 (PB, inspire, sonic)
Longbow: 1d20 + 17 + 1 ⇒ (19) + 17 + 1 = 37 (PB, haste, hero, inspire, underwater) damage: 1d8 + 16 + 4 + 1d6 ⇒ (3) + 16 + 4 + (4) = 27 (PB, inspire, sonic)
Longbow: 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 21 (PB, haste, hero, inspire, underwater) damage: 1d8 + 16 + 4 + 1d6 ⇒ (6) + 16 + 4 + (4) = 30 (PB, inspire, sonic)
Longbow: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15 (PB, haste, hero, inspire, underwater) damage: 1d8 + 16 + 4 + 1d6 ⇒ (2) + 16 + 4 + (5) = 27 (PB, inspire, sonic)
Hasted Longbow: 1d20 + 17 + 1 ⇒ (14) + 17 + 1 = 32 (PB, haste, hero, inspire, underwater) damage: 1d8 + 16 + 4 + 1d6 ⇒ (4) + 16 + 4 + (3) = 27 (PB, inspire, sonic)

Conditions:
Heroism (1/300m), Protection from Evil (4/12m), Resist Fire (30), Echolocation (40’, 1/160m), Air Bubble
Weapon Equipped = Longbow
Cold Iron, Silver Salted Arrows = 38/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 15/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
+3 arrow of ooze slaying = 1/1
Bardic Performance = 19/36 (+2 round lingering, move action)
LoreMaster = 0/1 (take-20 on any knowledge check, standard action)
Boots of Speed = 8/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Wayfinder = 10/10 (Detect Secret Doors(0), Knock(1), Dimension Door(2), Word of Recall(4)(no target))
- Clear Spindle = 0/1 (Protection from Evil, 12m)
Rod of Extend, lesser = 0/3 (Heroism Bibic, Heroism Rhesus, Heroism Clement)
Bow Attack Mods: BAB +12/7/2, Dex +6, Weapon Focus +1, Bow +4, (Rapid Shot -2), (Deadly Aim -4)
Bow Damage Mods: Composite Bow +4, Bow +4, (Deadly Aim +8)
Bow DR: magic, cold iron, silver
Bard Spells: (CL 16, Con: +21, SR +18, DC: 15+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (4/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (2/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism, Oppressive Boredom
3) (0/5) Cure Serious Wounds, Daylight, Dispel Magic, Haste, Invisibility Sphere
4) (1/5) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
5) (1/2) Cure Light Wounds Mass, Dispel Magic Greater, Shadow Walk, Suggestion Mass

Bibic knows the pressure is on with their main damage dealer out of the picture for the time being. He needs to make a few hits and do something!
I took off for underwater combat.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +3 to attacks, damage (competence) and +3 vs fear (morale), and +d6 sonic damage within 30’
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 4
HP 181/195 -10 -Rhesus TBD | AC 29 (T15/FF29) -
F: +14 R: +9 W: +15
Location: Front Row
Action: Heal Rhesus

Conditions:


Effects: Lifelink (Rhesus, Bibic, Spasi), Shield Other (Rhesus), Resist Fire 30, Life Bubble, Freedom of Movement
**
Spells Left Today: 1st - 4/8 | 2nd - 3/8 | 3rd - 4/7 | 4th - 3/7 | 5th - 6/7 | 6th - 3/7 | 7th - 4/5 | 8th - 2/3
Channels Left Today (10d6+1 each): 5/9
Boots Left Today: 1/1
Summon Nature's Ally II Left Today: 1/1
Combat Healer Left Today: 3/3

It looks like Freedom of Movement doesn't prevent stunned, but prevents paralysis? The same with Remove Paralysis. Apparently we either need a paladin's Mercy or Heal.

Seeing Rhesus suddenly go motionless, Clement exhales a heavy sigh in the life bubble, thankful for the fresh air surrounding him and the others. Moving forward, he mutters a few words and presses a hand to Rhesus's back while trying to avoid the eels.

Heal on Rhesus to remove the stun, and bring him to full HP among other benefits.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

HP 211/211 DR 8/-, 16/lethal, fire 4
AC 34/T23(29 vs. Incorporeal)/FF31
CMD 37
Fort +20, Ref +12, Will +11; +2 insight bonus vs. transmutation spells, +6 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies', +4 bonus to Will saves vs. enchantment spells.
Rage: 25/39
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking
Row: Front

Rhesus comes out of his stun swinging.

Attack 1: 1d20 + 26 ⇒ (16) + 26 = 42
Damage: 2d6 + 31 ⇒ (6, 5) + 31 = 42

Attack Haste: 1d20 + 26 ⇒ (16) + 26 = 42
Damage: 2d6 + 31 ⇒ (4, 3) + 31 = 38

Attack 2: 1d20 + 21 ⇒ (19) + 21 = 40
Damage: 2d6 + 31 ⇒ (6, 4) + 31 = 41

Attack 3: 1d20 + 16 ⇒ (5) + 16 = 21
Damage: 2d6 + 31 ⇒ (6, 3) + 31 = 40

Attack 4: 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 2d6 + 31 ⇒ (2, 2) + 31 = 35

Attack 2 Confirm: 1d20 + 21 + 1 ⇒ (19) + 21 + 1 = 41
Additional Damage: 4d6 + 62 ⇒ (1, 6, 3, 3) + 62 = 75

Attack 4 Confirm: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
Additional Damage: 4d6 + 62 ⇒ (3, 2, 2, 3) + 62 = 72


Sorry for the delay folks, was at a cabin during the week and was having issues accessing my paizo account on my phone. Anywho, onward we go.

Spasi an Bibic soften one up, before Rhesus knocks it down before crushing the life out of another with a mighty blow.

The two remaining beasties continue to gnaw at the fearsome barbarian:

Bite: 1d20 + 18 ⇒ (11) + 18 = 29 Damage?: 1d6 + 9 ⇒ (6) + 9 = 15
Claw 1: 1d20 + 18 ⇒ (19) + 18 = 37Damage?: 1d6 + 9 ⇒ (6) + 9 = 15
Claw 2: 1d20 + 18 ⇒ (14) + 18 = 32Damage?: 1d6 + 9 ⇒ (5) + 9 = 14
Tail slap: 1d20 + 14 ⇒ (9) + 14 = 23 Damage?: 1d6 + 4 ⇒ (2) + 4 = 6 Shock damage?: 3d6 ⇒ (1, 5, 4) = 10 DC22 fort save of be stunned for 1d4 ⇒ 1 rounds

Bite: 1d20 + 18 ⇒ (7) + 18 = 25 Damage?: 1d6 + 9 ⇒ (5) + 9 = 14
Claw 1: 1d20 + 18 ⇒ (19) + 18 = 37Damage?: 1d6 + 9 ⇒ (2) + 9 = 11
Claw 2: 1d20 + 18 ⇒ (8) + 18 = 26Damage?: 1d6 + 9 ⇒ (3) + 9 = 12
Tail slap: 1d20 + 14 ⇒ (11) + 14 = 25 Damage?: 1d6 + 4 ⇒ (6) + 4 = 10 Shock damage?: 3d6 ⇒ (5, 6, 1) = 12 DC22 fort save of be stunned for 1d4 ⇒ 2 rounds

Party is up.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

HP: 86/86; AC: 26 (T19/FF20)
F: +12, R: +19, W: +13
Location: Back row
Opponent: None
Free: Continue Inspire Courage (Su) +3 att/dam (competence), +3 vs fear (morale), & +d6 sonic damage within 30’
Full: Longbow: 1d20 + 17 + 1 ⇒ (14) + 17 + 1 = 32 (PB, haste, hero, inspire, underwater) damage: 2d8 + 32 + 4 + 1d6 ⇒ (6, 8) + 32 + 4 + (4) = 54 (PB, inspire, sonic)
Longbow: 1d20 + 17 + 1 ⇒ (10) + 17 + 1 = 28 (PB, haste, hero, inspire, underwater) damage: 1d8 + 16 + 4 + 1d6 ⇒ (4) + 16 + 4 + (5) = 29 (PB, inspire, sonic)
Longbow: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15 (PB, haste, hero, inspire, underwater) damage: 1d8 + 16 + 4 + 1d6 ⇒ (5) + 16 + 4 + (2) = 27 (PB, inspire, sonic)
Longbow: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22 (PB, haste, hero, inspire, underwater) damage: 1d8 + 16 + 4 + 1d6 ⇒ (2) + 16 + 4 + (5) = 27 (PB, inspire, sonic)
Hasted Longbow: 1d20 + 17 + 1 ⇒ (8) + 17 + 1 = 26 (PB, haste, hero, inspire, underwater) damage: 1d8 + 16 + 4 + 1d6 ⇒ (6) + 16 + 4 + (4) = 30 (PB, inspire, sonic)

Conditions:
Heroism (1/300m), Protection from Evil (4/12m), Resist Fire (30), Echolocation (40’, 1/160m), Air Bubble
Weapon Equipped = Longbow
Cold Iron, Silver Salted Arrows = 38/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 15/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
+3 arrow of ooze slaying = 1/1
Bardic Performance = 18/36 (+2 round lingering, move action)
LoreMaster = 0/1 (take-20 on any knowledge check, standard action)
Boots of Speed = 8/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Wayfinder = 10/10 (Detect Secret Doors(0), Knock(1), Dimension Door(2), Word of Recall(4)(no target))
- Clear Spindle = 0/1 (Protection from Evil, 12m)
Rod of Extend, lesser = 0/3 (Heroism Bibic, Heroism Rhesus, Heroism Clement)
Bow Attack Mods: BAB +12/7/2, Dex +6, Weapon Focus +1, Bow +4, (Rapid Shot -2), (Deadly Aim -4)
Bow Damage Mods: Composite Bow +4, Bow +4, (Deadly Aim +8)
Bow DR: magic, cold iron, silver
Bard Spells: (CL 16, Con: +21, SR +18, DC: 15+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (4/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (2/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism, Oppressive Boredom
3) (0/5) Cure Serious Wounds, Daylight, Dispel Magic, Haste, Invisibility Sphere
4) (1/5) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
5) (1/2) Cure Light Wounds Mass, Dispel Magic Greater, Shadow Walk, Suggestion Mass
- - -

Bibic winds up and starts to breathe easier now that they were whittling them down. Still nasty brutes, but he had more confidence they’d survive now. He continues to shoot.
I took off for underwater combat.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +3 to attacks, damage (competence) and +3 vs fear (morale), and +d6 sonic damage within 30’
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 5

hp 131/131+16 temp hp; AC 16/12T/14FF; CMD 18
+14F/+12R/+16W

Back row.
Opponent:
SA: Cast Magic Missile
MA: Stay back, invisible.

Spasi casts a nice magic missile at the most wounded eel-goon.

5d4 + 5 ⇒ (1, 3, 3, 4, 1) + 5 = 17 force damage
Wand of Magic Missile 17/50 CL 9 left

Spellz:

8th 1/4 (Sunburst*1, DC 27 Reflex)
7th 0/5 (Banish*0(DC30),SMVII*0,GTele*0)
6th 1/7 (ChainLight*0(DC25),Disintigrate*0,TruSee*1,GrDispMag*0)
5th: 3/8 (Lightning Arc*2 (DC24),LifBub*0, Overland*1,Echolocation*0, TePort*0,WallForce*0) DC 23
4th: 2/8 (Gr Invis*1, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*1,WallFire*0)
3rd: 2/8 (See Invis (ext)*0,fireball*0,Haste*0,Heroism*1,DisMag*1) DC 21
2nd: 1/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*0, ScRay*0) DC 21
1st: 5/15 (MageArmor*1,Snowball*0,MMissile*4,Vanish*0,Grease*0)

Wand of Magic Missile 20/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Sihedron Artifact

Haste Round 1/15: +1 to all the things. You know what to do.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 5
HP 181/195 - Rhesus Damage TBD | AC 29 (T15/FF29) - F: +14 R: +9 W: +15
Location: Front Row
Action: Swing Rod

Conditions:


Effects: Lifelink (Rhesus, Bibic, Spasi), Shield Other (Rhesus), Resist Fire 30, Life Bubble, Freedom of Movement
**
Spells Left Today: 1st - 4/8 | 2nd - 3/8 | 3rd - 4/7 | 4th - 3/7 | 5th - 6/7 | 6th - 3/7 | 7th - 4/5 | 8th - 2/3
Channels Left Today (10d6+1 each): 5/9
Boots Left Today: 1/1
Summon Nature's Ally II Left Today: 1/1
Combat Healer Left Today: 3/3

Also feeling emboldened by their progress and realizing he is back in the thick of melee after assisting Rhesus, Clement resorts to some clobbering swings of his own.

Rod of Resolve #1 (flank, inspire, haste): 1d20 + 14 + 2 + 3 ⇒ (7) + 14 + 2 + 3 = 26 for 1d6 + 14 + 3 ⇒ (3) + 14 + 3 = 20 + 1d6 ⇒ 2 sonic
Rod of Resolve #2 (flank, inspire, haste): 1d20 + 9 + 2 + 3 ⇒ (4) + 9 + 2 + 3 = 18 for 1d6 + 14 + 3 ⇒ (3) + 14 + 3 = 20 + 1d6 ⇒ 6 sonic
Rod of Resolve #3 (flank, inspire, haste): 1d20 + 4 + 2 + 3 ⇒ (2) + 4 + 2 + 3 = 11 for 1d6 + 14 + 3 ⇒ (6) + 14 + 3 = 23 + 1d6 ⇒ 4 sonic

Rod of Resolve Bonus (flank, inspire, haste): 1d20 + 14 + 2 + 3 ⇒ (18) + 14 + 2 + 3 = 37 for 1d6 + 14 + 3 ⇒ (1) + 14 + 3 = 18 + 1d6 ⇒ 1 sonic


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

HP 205/211 DR 8/-, 16/lethal, fire 4
AC 34/T23(29 vs. Incorporeal)/FF31
CMD 37
Fort +20, Ref +12, Will +11; +2 insight bonus vs. transmutation spells, +6 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies', +4 bonus to Will saves vs. enchantment spells.
Rage: 27/39
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking
Row: Front

15-8=7/2=4R3C;11-8=3/2=2R1C;6R5C.

Attack 1: 1d20 + 26 ⇒ (20) + 26 = 46
Damage: 2d6 + 31 ⇒ (3, 2) + 31 = 36

Attack Haste: 1d20 + 26 ⇒ (3) + 26 = 29
Damage: 2d6 + 31 ⇒ (3, 6) + 31 = 40

Attack 2: 1d20 + 21 ⇒ (9) + 21 = 30
Damage: 2d6 + 31 ⇒ (4, 4) + 31 = 39

Attack 3: 1d20 + 16 ⇒ (20) + 16 = 36
Damage: 2d6 + 31 ⇒ (4, 1) + 31 = 36

Attack 4: 1d20 + 11 ⇒ (7) + 11 = 18
Damage: 2d6 + 31 ⇒ (2, 5) + 31 = 38

Attack 1: 1d20 + 26 + 1 ⇒ (10) + 26 + 1 = 37
Additional Damage: 4d6 + 62 ⇒ (2, 2, 2, 5) + 62 = 73

Attack 3: 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26
Additional Damage: 4d6 + 62 ⇒ (1, 1, 5, 5) + 62 = 74


Bibic, Spasi and Clem soften up one the remaining creatures, before Rhesus puts it down. Turning his attention to the last remaining foe, he brings his mighty hammer to bear and puts an end to its existence.

Combat over.

Archways stand to the north and the south, faintly visible in the murky water.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi says invisible, and waits for Rhesus to be healed and then proceed. The thinks the north archway is slightly better than the south, but would go either way.

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