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First Vailis reaction is to instantly cast haste to fuel up the group! The half-elf gives priority to include Frostfur in the spell, leaving himself out.
6 rounds +1 to hit, +1 AC and Ref, +30' movement and +1 attack when full attacking
Only after that, he allows himself to study the creatures in front.
K. arcana: 1d20 + 5 ⇒ (8) + 5 = 13

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Halkale rubs Frostfur on the flank saying some phrases. Casting Shield Companion and sends her in to fight the golems.
Um..how does the large wolf get by everyone not small?
"G-G-Go right Frostur, the others can s-s-stay on the right."
Once in range, she bites at the golem. White
Bite, Haste: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19 Damage, if hits, plus free trip if hit: 1d8 + 10 ⇒ (7) + 10 = 17 Trip: 1d20 + 14 ⇒ (8) + 14 = 22 Compare to Target's CMD
Halkale follows the others in, but stays in the doorway, letting them position.

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Mel will cast vanish and then move around the far side of the table. With haste, I think he can end his move in the square to the right of the red one.
-Posted with Wayfinder

GM Harker |

I noticed that no one has moved themselves on the map, is there an issue with editing?
Halkale, Frostfur can move through allied spaces without restriction. The only thing you have to worry about is if the space she's moving through is smaller than 10 by 10.
Neither Valik nor Vailis can identify precise what type of creature these metal men are.
Valik begins by moving up to the metal man with white stripes and punching him in the chest. Its hard exterior appears to soak up most of the damage and its speed seems unaffected. Only 1 damage went through and it's immune to any effects that requires a Fort save.
Vailis supplies the group with a Haste spell, speeding up his companions and providing them with a little more defense.
Halkale casts a shielding spell on Frostfur and commands her to engage the closest enemy. Wary after being hit by Valik, the creature dodges the wolf's fangs.
Melufiuos turns himself invisible, then moves adjacent to the metal man with red stripes.
Notes: Haste cast on everyone this round except Vailis. Shield Companion active on Frostfur. Mel is invisible.
Ophelia is up.

GM Harker |

Ophelia loads her crossbow with a bolt blanched in adamantine and steps forward, firing the bolt at the black striped metal man with a very solid hit. Sorry, that didn't confirm, but did do full damage.
Ophelia Ranged against Black - Cover + Haste: 1d20 + 5 - 4 + 1 ⇒ (20) + 5 - 4 + 1 = 22
Confirmation Roll: 1d20 + 5 - 4 + 1 ⇒ (11) + 5 - 4 + 1 = 13
Ophelia Damage: 1d8 ⇒ 2
The white striped metal man steps back 5 feet from Valik and attempts to hit him with its halberd twice. Despite Valik's excellent defenses, the creature manages to hit him with its first attack. The first attack does 19 damage to Valik, while the second attack missed by less than 4, but it's not in melee range for an AoO. I'll assume your AC is dropped to 27 for the rest of the round.
The black striped enemy steps up 5 feet and also attacks Valik twice with its halberd. With his defenses slightly weakened, the monk is hit with the first attack. If Valik's AC is 27 now, he takes another 24 damage.
The red striped enemy moves up to Frostfur and sticks the dire sized wolf with its polearm. Frostfur takes 18 damage which is shared with Halkale, for 9 damage each.
If Mel can take an AoO on Red if he wants, but it'll break his invisibility afterwards.
White First Attack: 1d20 + 18 ⇒ (16) + 18 = 34
White Second Attack: 1d20 + 13 ⇒ (16) + 13 = 29
White First Attack damage: 1d10 + 14 ⇒ (5) + 14 = 19
Black First Attack: 1d20 + 18 ⇒ (9) + 18 = 27
Black Second Attack: 1d20 + 13 ⇒ (12) + 13 = 25
Black First Attack damage: 1d10 + 14 ⇒ (10) + 14 = 24
Red Attack: 1d20 + 18 ⇒ (17) + 18 = 35
Red Attack damage: 1d10 + 14 ⇒ (4) + 14 = 18
Initiative (Round 2)
Melufiuos {Life link with Quiella} <= Up
Ophelia <= Up
Valik [43 damage, reduced to 38 on Quiella's turn] {Life link with Quiella} <= Up
Vailis <= Up
Halkale/Frostfur [H: 9 Damage, F: 9 Damage reduced to 4 on Quiella's turn] {F: Life link with Quiella; Shield Companion} <= Up
3 Metal Men
Quiella [10 Damage from Life Link on her turn] <= Up
Group Effects
Haste: +30' (20' small) speed, +1 attack, +1 AC, +1 Reflex save, 1 extra attack if full attack.
Everyone is up!

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Quiella moves to stand beside Valik thank Erastil for that summoner! she thinks as she's able to reach his side. Without taking a breath, she swings at the one one her left with her longhandled hammer.
Lucerne hammer, attack, haste, power attack: 1d20 + 12 + 1 - 2 ⇒ (19) + 12 + 1 - 2 = 30 for bludgeoning, silver: 1d10 + 6 + 6 ⇒ (3) + 6 + 6 = 15
move action to get to Valik
Standard action to attack the construct
-10hp
Shield and haste are both active
-Posted with Wayfinder

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Well I missed the magic fang +1 to att and damage but i'll put in this time.
Frostfur spins and snaps at the golem that injured her. red
Bite, MF, Haste: 1d20 + 12 + 1 + 1 ⇒ (8) + 12 + 1 + 1 = 22 Damage, if hits, plus free trip if hit: 1d8 + 10 + 1 ⇒ (5) + 10 + 1 = 16 Trip: 1d20 + 14 ⇒ (17) + 14 = 31 Compare to Target's CMD
Halkale steps into the room and fires an arrow.
Attack, DA, PBS, Haste: 1d20 + 12 + 1 + 1 ⇒ (18) + 12 + 1 + 1 = 32 Damage, if hits, PBS: 2d6 + 7 + 1 ⇒ (4, 6) + 7 + 1 = 18
Halkale has Gravity bow cast on himself and Shield companion and Magic Fang on himself and Frostfur.

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Yes, Mel will take the AoO.
rapier AoO + haste + invis: 1d20 + 7 + 1 + 2 ⇒ (18) + 7 + 1 + 2 = 28
raper dmg: 1d6 + 3 + 1d6 ⇒ (6) + 3 + (1) = 10
stored shocking grasp: 5d6 ⇒ (2, 4, 6, 2, 5) = 19

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critical threat, Mel
-Posted with Wayfinder

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Vailis peeks around the corner and gathers courage to face the strange unknown constructs "Be careful they are probably immune to magics and normal weapons!"
Superior Summon monster IV: Monitor lizard (lvl 3): 1d3 + 1 ⇒ (2) + 1 = 3
Pointing to the area behind the enemies he uses his summoning to call 3 augmented fiendish monitor lizards behind the enemy lines!
"Go give a flank my creatures and destroy those robots!" yells the summoner.
The three lizards jump over the robots like basilliscs attempting to coil around their legs, arms and bodies!
Red bite : 1d20 + 7 ⇒ (20) + 7 = 27
crit? : 1d20 + 7 ⇒ (15) + 7 = 22
B/S/P damage: 2d8 + 12 ⇒ (8, 5) + 12 = 25
Grab attempt: 1d20 + 11 ⇒ (11) + 11 = 22
Blue bite : 1d20 + 7 ⇒ (9) + 7 = 16
B/S/P damage: 1d8 + 6 ⇒ (3) + 6 = 9
Grab attempt: 1d20 + 11 ⇒ (3) + 11 = 14
Green bite : 1d20 + 7 ⇒ (15) + 7 = 22
B/S/P damage: 1d8 + 6 ⇒ (8) + 6 = 14
Grab attempt: 1d20 + 11 ⇒ (17) + 11 = 28

GM Harker |

Black AoO: 1d20 + 18 ⇒ (13) + 18 = 31
White AoO: 1d20 + 18 ⇒ (2) + 18 = 20
Black Damage: 1d10 + 14 ⇒ (2) + 14 = 16
Mel's Crit Confirmation: 1d20 + 10 ⇒ (6) + 10 = 16
Melufiuos takes advantage of his invisibility to sneak attack the red striped metal man when it passes by him. The attack does not critically hit, but the electricity appears to do more damage than expected to the enemy.
Quiella surges forward, provoking opportunity attacks from the black and white striped metal men. Despite her magical defenses, the darker metal man strikes her with its halberd. Quiella takes 16 damage from Black's AoO.
Undaunted, Quiella brings her hammer down upon the same enemy that just hit her, but yet again it metal shell provides some protection from the damage. It only takes 10 damage from that attack.
Frostfur bites into the red striped enemy and successfully pulls it to the ground. Her teeth are not sharp enough to break all the way through its exterior, however. DR reduces the damage again.
I'll assume Halkale attacks the same target as Frostfur.
Halkale then steps into the area and successfully fires an arrow at the same enemy, yet the damage is still reduced from what is expected.
Vailis peeks around the corner long enough to summon three fiendish lizards. The summoned creatures immediately begin attacking the black metal man as he appears more damaged. The red lizard bites its target critically, but isn't able to grapple it. The blue lizard misses with its bite, while the green also hits yet doesn't gain a grapple. Also DR here. Just assume all damage is reduced unless I say otherwise.
Melufiuos, Ophelia, and Valik are up.

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Valik, after suffering very grevious wounds, will cover up and move back slowly and get behind everyone before he gets skewered to death.
full withdraw from black, acrobatics away from white with a charge from my boots: 1d20 + 16 ⇒ (7) + 16 = 23

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Yeah, did crashed before I could make my confirm roll
Mel drops rapier and draws dagger. Spell combat. Shock grasp. Step north. Attack.
busy. Roll for me if you need to
-Posted with Wayfinder

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If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move
but I guess that is not a normal move? So just cast, step, and touch
-Posted with Wayfinder

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I don't understand how Quiella provoked? 15' S and then 5' SW. Do they have 15' of reach?

GM Harker |

Quiella, there's a hard corner there, so you had to move through Valik's space to get to the space you stopped in. Moving into that final space provoked.
The rest of this is for Mel.
You cannot draw a weapon as part of a full-round action, only as part of a move action (which is less involved than a full-round action).
You can only take a 5 foot step when making a full-round action, but this step is not a move action.
I'd prefer you make your rolls later when you have more time. I'm fairly busy myself.

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Sorry, was just trying to keep the game moving.
OK, so assuming that Mel can cast shocking grasp, take a 5' step, and try to touch the robot, here is his attack/damage.
touch: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
damage: 5d6 ⇒ (5, 4, 4, 6, 6) = 25
If that isn't valid either, then he will step forward first and cast defensively. If that is the case, here is my concentration roll.
concentrate: 1d20 + 11 ⇒ (13) + 11 = 24

GM Harker |

Mel: No worries, I just prefer not to have to make player combat rolls unless I need to bot.
Melufiuos casts Shocking Grasp defensively then moves over to touch the red striped metal man with the spell. As the electricity arcs over the creature's body, it begins to emit a black smoke and its gears grind loudly before it becomes inert on the floor.
Red enemy is defeated.
Ophelia reloads her crossbow, then waits for an opening to use it. She'll take a full defense action as her standard this round. I don't want to waste any more blanched bots without her okay.
Ignoring the lizards south of them for the moment, the two remaining metal men focus their attacks on Quiella. The white striped enemy strikes her with its first attack and misses with the second, while the black striped enemy also hits her with its first attack which finally injures the paladin enough to drop her to ground. The first attack did 22 damage, while the second attack did 21 damage. This brings Quiella's total damage to 69.
The black striped creature directs its second attack against Frostfur and misses.
White first attack: 1d20 + 18 ⇒ (18) + 18 = 36
White second attack: 1d20 + 13 ⇒ (5) + 13 = 18
White first attack damage: 1d10 + 14 ⇒ (8) + 14 = 22
Black first attack: 1d20 + 18 ⇒ (19) + 18 = 37
Black second attack: 1d20 + 13 ⇒ (4) + 13 = 17
Black first attack damage: 1d10 + 14 ⇒ (7) + 14 = 21
Initiative (Round 2)
Melufiuos {Life link with Quiella} <= Up
Ophelia <= Up
Valik [38 damage, reduced to 33 on Quiella's turn] {Life link with Quiella} <= Up
Vailis <= Up
Halkale/Frostfur [H: 9 Damage, F: 4 damage] {F: Life link with Quiella; Shield Companion} <= Up
2 Metal Men
Quiella [69 Damage; 74 from Life Link on her turn] <= Up
Group Effects
Haste: +30' (20' small) speed, +1 attack, +1 AC, +1 Reflex save, 1 extra attack if full attack.
Everyone is up. Someone might want to heal Quiella before she takes her turn.

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I guess 30AC isn't very high at level 7 :-p
I think Quiella will end her life links as an immediate action after the first attack hits
-Posted with Wayfinder

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Vailis steps to the side while drawing what seems a tiny flask of blood. The half-elf completes a secret chant he recently learned while touching Valik with a drop of blood casting infernal healing on the warrior.
Unfortunately this being a 1 round spell means I cannot reach Quiella and cast.
Valik gains: +1 fast healing for 10 rounds
The augmented fiendish monitor lizards keep up their attempt to grab the metallic creatures.
Bite: 1d20 + 7 ⇒ (11) + 7 = 18
B/S/P damage: 1d8 + 6 ⇒ (6) + 6 = 12
Grab attempt if hits: 1d20 + 11 ⇒ (13) + 11 = 24
Bite: 1d20 + 7 ⇒ (3) + 7 = 10
B/S/P damage: 1d8 + 6 ⇒ (8) + 6 = 14
Grab attempt if hits: 1d20 + 11 ⇒ (14) + 11 = 25
Bite: 1d20 + 7 ⇒ (11) + 7 = 18
B/S/P damage: 1d8 + 6 ⇒ (7) + 6 = 13
Grab attempt if hits: 1d20 + 11 ⇒ (4) + 11 = 15

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Mel can cast grease from a scroll, possibly slowing down those walking meat slicers, but that would probably be bad for the lizards. Similarly darkness would hamper them and/or everyone else (but it is probably too bright in here for that anyway). I'm tempted to rush up and shock them some more, but seeing what they did to Valik and Quiella, I probably won't be alive to cast it a second time. What I'd like to do is vanish, charge the rapier, and then jump out casting shocking grasp again (so I could hit one with a total of 2 shocking grasps in one round). But that will take me 3-4 rounds of prep time... maybe less if I hid under the table instead of vanishing...? Finally, I have hydraulic push... I assume splashing water on these guys is not enough to short them out, but I figure I'd suggest it too.
Any suggestions?

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Tank them with mirror image while we reorganise. I can try to pit them.

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Frostfur bites at the black striped foe
Bite, MF, Haste, Flank: 1d20 + 12 + 1 + 2 + 2 ⇒ (18) + 12 + 1 + 2 + 2 = 35 Damage, if hits, plus free trip if hit, MF: 1d8 + 10 + 1 ⇒ (6) + 10 + 1 = 17 Trip: 1d20 + 14 ⇒ (14) + 14 = 28 Compare to Target's CMD
Halkale steps up unleashes a volley of adamantite blanched arrows at the white striped hoping to protect the prone paladin. Five foot step
Attack, PBS, Rapid Shot, DA, Haste: 1d20 + 10 + 1 + 1 ⇒ (20) + 10 + 1 + 1 = 32 Damage, if hits, PBS: 2d6 + 7 + 1 ⇒ (5, 5) + 7 + 1 = 18
Attack, PBS, Rapid Shot, DA, Haste: 1d20 + 10 + 1 + 1 ⇒ (3) + 10 + 1 + 1 = 15 Damage, if hits, PBS: 2d6 + 7 + 1 ⇒ (3, 3) + 7 + 1 = 14
Attack, PBS, Rapid Shot, DA, Haste: 1d20 + 5 + 1 + 1 ⇒ (19) + 5 + 1 + 1 = 26 Damage, if hits, PBS: 2d6 + 7 + 1 ⇒ (4, 6) + 7 + 1 = 18
Hasted Attack, PBS, Rapid Shot, DA: 1d20 + 10 + 1 + 1 ⇒ (2) + 10 + 1 + 1 = 14 Damage, if hits, PBS: 2d6 + 7 + 1 ⇒ (1, 4) + 7 + 1 = 13
Attack, PBS, Rapid Shot, DA, Haste, CONFIRM: 1d20 + 10 + 1 + 1 ⇒ (7) + 10 + 1 + 1 = 19 Damage, if hits, PBS: 2d6 + 7 + 1 ⇒ (5, 2) + 7 + 1 = 15 Damage, if hits, PBS: 2d6 + 7 + 1 ⇒ (4, 5) + 7 + 1 = 17

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like that idea even better
The magus casts mirror image and wades into battle.
straight west
Images: 1d4 + 1 ⇒ (3) + 1 = 4
-Posted with Wayfinder

GM Harker |

Vailis casts a healing spell on Valik as his lizards continue their assault on the black striped metal man. Unfortunately, none of their strikes can make it past the enemy's defenses.
Frostfur, however, sinks her teeth into that same enemy, but is unable to force it to the ground.
Halkale then unleashes a flurry of arrows at the white striped metal man, and the first and third projectile punches through its shell, perhaps thanks to the adamantine coating. The first arrow seemed as though it might hit something crucial, but it was just a regular hit.
Melufiuos casts a spell to create four images of himself and moves towards the metal men on the other side of the room. The metal men swiftly react by trying to skewer him with their halberds and only end up removing two of his images. Mel has two images left now.
Black AoO: 1d20 + 18 ⇒ (12) + 18 = 30
Hits Mel on a 1: 1d5 ⇒ 4
White AoO: 1d20 + 18 ⇒ (20) + 18 = 38
Hits Mel on a 1: 1d4 ⇒ 3
Valik and Ophelia are up. Quiella will be up if she gets healed to consciousness, otherwise she needs to make a check to stop dying.

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Oh-oh-phelia...
-Posted with Wayfinder

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Valik watches as Halkale unleashes a barrage of arrows. He sees the elf's elbow drop an inch or so as he fires off his second arrow.
Halkale, raise your elbow an inch, that is why your first shot was so well aimed
Immediate action: spend 2 ki to have him re-roll the 2nd attack of a (3)
After a quick breather Valik tries to bolster his allies in their fight, knowing one more hit could be his last.
We aren't done yet. Perseverance will be our ally, keep fighting on everyone
Advice round 1

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If sensei's advice works like bardic performance, then by 7th level it is a move action, so you basically have a standard action still.
I guess the +2 hit and +2 damage also apply to my little minions, am I correct?
Also, Valik heals 1st of 10 hp on his turn.
If Ophelia is GMPCed I suggest she channels energy, as constructs are immune to normal healing and will not be affected ;)

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not a silly elf
Attack, PBS, Rapid Shot, DA: 1d20 + 10 + 1 + 1 ⇒ (2) + 10 + 1 + 1 = 14 Damage, if hits, PBS: 2d6 + 7 + 1 ⇒ (6, 1) + 7 + 1 = 15 ooof

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[oc]I'll take that advice![/ooc]
Standing up behind Halkale, Ophelia calls on her goddess' power.
Channel positive energy: 4d6 ⇒ (2, 4, 1, 2) = 9
Ooof. That should hit everyone, though.

GM Harker |

Although I have a hard time visualizing it, Valik's advice applies to the summoned creatures, yes. It's identical to Inspire Courage,
so Valik does have a standard action left if he wants it.
Mel could have drawn his dagger when he moved this round, yes.
Valik applies some immediate advice to Halkale, but the arrow still misses. The monk then broadens his advice to everyone, making their attacks more effective.
Ophelia calls upon the power of Pharasma to heal her companions and give them the gift of good fortune.
Ophelia has Fateful Channel, which allows you to reroll a single attack roll, skill check, or saving throw on your next turn.
Quiella awakens from the healing, prone on the floor with her hammer laying nearby.
Quiella is up, Valik can take a standard.
Notes: Haste on everyone except Vailis. Shield Companion active on Frostfur, Inspire Courage Active, Reroll can be taken by everyone.

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is a concentration check a skill check?
Fey Foundling turns that 9 into a 17 for Quiella
-Posted with Wayfinder

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Quiella quickly heals herself with a blessing from Erastil, then raises her arm and sends out her own weak pulse of positive energy. Remaining on the ground, she draws her greatsword.
- 17 from channel
52 damage
lay on hands, favored class, greater Mercy, fey foundling: 2d6 + 2 + 1d6 + 6 ⇒ (1, 1) + 2 + (5) + 6 = 15 rerolling 1s with beneficent touch: 2d6 ⇒ (6, 6) = 12
- 25 From Lay on hands
27 Damage
Channel Energy, Oracle: 2d6 ⇒ (1, 1) = 2 wow...
- 6 from channel energy and fey foundling
21 damage
too bad beneficent touch is only 1/day
-Posted with Wayfinder

GM Harker |

Quiella uses her innate healing powers as a paladin to heal herself a great deal, then channels positive energy to heal herself and Valik a little. Afterwards, she draws her greatsword.
The black striped metal man steps forward five feet and directs its attacks on Halkale, with the first strike hitting the Ranger. Halkale takes 16 damage from the first attack.
Noticing Quiella stirring once again, the white striped metal man focuses its two attacks on her, with the first hitting as well. Quiella takes 19 damage from the first attack.
Black first attack: 1d20 + 18 ⇒ (8) + 18 = 26
Black second attack: 1d20 + 13 ⇒ (3) + 13 = 16
Black first attack damage: 1d10 + 14 ⇒ (2) + 14 = 16
White first attack: 1d20 + 18 ⇒ (12) + 18 = 30
White second attack: 1d20 + 13 ⇒ (9) + 13 = 22
White first attack damage: 1d10 + 14 ⇒ (5) + 14 = 19
Initiative (Round 3)
Melufiuos <= Up
Ophelia <= Up
Valik [25 damage on turn. 8 Rds of IH left] <= Up
Vailis <= Up
Halkale/Frostfur [H: 16 Damage] {F: Shield Companion} <= Up
2 Metal Men
Quiella [40 Damage] <= Up
Group Effects
Haste: +30' (20' small) speed, +1 attack, +1 AC, +1 Reflex save, 1 extra attack if full attack.
Inspire Courage: +2 rolled attack, damage; +2 charm, fear saves
Faithful Channel: Reroll a single attack roll, skill check, or saving throw
Everyone is up!

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Vailis draws a slice of butter, but he does not start eating or cooking. Instead the half-elf performs a succession of arcane movements casting grease to produce a slippery coating under the constructs feet!
Ref DC 18 to avoid falling
The lizards then start punishing the metallic creatures with the help of the inspired advice of the Sensei!
Bite+IC: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Fateful channel reroll!: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26 +4 if fallen by grease
B/S/P damage+IC: 1d8 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Grab attempt if hits+IC: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14 +4 if fallen by grease
Bite+IC: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27 +4 if fallen by grease
B/S/P damage+IC: 1d8 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Grab attempt if hits+IC: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28 +4 if fallen by grease
One of the lizards takes profit of Quiella's flank!
Bite+IC+flank: 1d20 + 7 + 2 + 2 ⇒ (16) + 7 + 2 + 2 = 27 +4 if fallen by grease
B/S/P damage+IC: 1d8 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Grab attempt if hits+IC+flank: 1d20 + 11 + 2 + 2 ⇒ (14) + 11 + 2 + 2 = 29 +4 if fallen by grease
Vailis points the lizard then to step towards him to let Mel access the melee.

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So I've missed using haste on Frostfur this entire battle. bad ranger.
Frostfur snarls and bites the little metal men again. Black then white if needed.
Bite, Haste, IC: 1d20 + 12 + 1 + 2 ⇒ (9) + 12 + 1 + 2 = 24 Damage, if hits, plus free trip if hit: 1d8 + 10 + 2 ⇒ (5) + 10 + 2 = 17 Trip: 1d20 + 14 + 1 + 2 ⇒ (18) + 14 + 1 + 2 = 35 Compare to Target's CMD
and again
Bite: 1d20 + 12 + 1 + 2 ⇒ (2) + 12 + 1 + 2 = 17 Damage, if hits, plus free trip if hit: 1d8 + 10 + 2 ⇒ (8) + 10 + 2 = 20 Trip: 1d20 + 14 + 1 + 2 ⇒ (3) + 14 + 1 + 2 = 20 Compare to Target's CMD
I think that first attack is enough to pull the black stripe to the ground..or dead. Am I right in assuming prone doesn't get AOO? because I think i'll provoke when I shoot my bow. If the metal guy goes down, then I'll use the rolls below. If not, I'll delay (and probably not attack but we'll see what occurs.
Halkale looses another volley of arrows. Same order black-white
Attack 1, PBS, Rapid Shot, DA, Haste, IC: 1d20 + 10 + 1 + 1 + 2 ⇒ (10) + 10 + 1 + 1 + 2 = 24 Damage, if hits, PBS: 2d6 + 7 + 1 ⇒ (1, 5) + 7 + 1 = 14
Attack 2, PBS, Rapid Shot, DA: 1d20 + 10 + 1 + 1 + 2 ⇒ (20) + 10 + 1 + 1 + 2 = 34 Damage, if hits, PBS: 2d6 + 7 + 1 ⇒ (3, 5) + 7 + 1 = 16
Attack 3, PBS, Rapid Shot, DA: 1d20 + 5 + 1 + 1 + 2 ⇒ (20) + 5 + 1 + 1 + 2 = 29 Damage, if hits, PBS: 2d6 + 7 + 1 + 2 ⇒ (3, 3) + 7 + 1 + 2 = 16
Haste Attack, PBS, Rapid Shot, DA, Haste, IC: 1d20 + 10 + 1 + 1 + 2 ⇒ (11) + 10 + 1 + 1 + 2 = 25 Damage, if hits, PBS: 2d6 + 7 + 1 ⇒ (3, 5) + 7 + 1 = 16
Confirm Rolls
Attack 2, PBS, Rapid Shot, DA: 1d20 + 10 + 1 + 1 + 2 ⇒ (6) + 10 + 1 + 1 + 2 = 20 Damage, if hits, PBS: 2d6 + 7 + 1 ⇒ (6, 6) + 7 + 1 = 20 Damage, if hits, PBS: 2d6 + 7 + 1 ⇒ (5, 4) + 7 + 1 = 17
Attack 3, PBS, Rapid Shot, DA: 1d20 + 5 + 1 + 1 + 2 ⇒ (3) + 5 + 1 + 1 + 2 = 12 Damage, if hits, PBS: 2d6 + 7 + 1 + 2 ⇒ (5, 1) + 7 + 1 + 2 = 16 Damage, if hits, PBS: 2d6 + 7 + 1 ⇒ (1, 6) + 7 + 1 = 15

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Quiella glares at the construct that struck her "Dishonorable clanker" she mutters before healing herself again and swinging away, from her back, at the construct that stepped within reach of her blade.
(None)
Round 3 action:
Swift action to lay on hands
Full attack action against the near construct
Rolls:
lay on hands, favored class, greater Mercy, fey foundling: 2d6 + 2 + 1d6 + 6 ⇒ (2, 1) + 2 + (4) + 6 = 15
greatsword, attack, power attack, advice, haste, prone: 1d20 + 12 - 2 + 2 + 1 - 4 ⇒ (3) + 12 - 2 + 2 + 1 - 4 = 12 for slashing, cold iron, magic: 1d10 + 7 + 6 + 2 ⇒ (2) + 7 + 6 + 2 = 17
greatsword, hastened attack, power attack, advice, haste, prone: 1d20 + 12 - 2 + 2 + 1 - 4 ⇒ (8) + 12 - 2 + 2 + 1 - 4 = 17 for slashing, cold iron, magic: 1d10 + 7 + 6 + 2 ⇒ (9) + 7 + 6 + 2 = 24
greatsword, iterative attack, power attack, advice, haste, prone: 1d20 + 7 - 2 + 2 + 1 - 4 ⇒ (17) + 7 - 2 + 2 + 1 - 4 = 21 for slashing, cold iron, magic: 1d10 + 7 + 6 + 2 ⇒ (8) + 7 + 6 + 2 = 23
reroll for first attack: 1d20 + 12 - 2 + 2 + 1 - 4 ⇒ (13) + 12 - 2 + 2 + 1 - 4 = 22
Active Status effects:
shield
Advice
Haste
-25hp
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Mel performs spell combat, choosing to step up 5' first. Next, he burns an arcane point to recall shocking grasp which he then casts defensively. He takes his free touch attack and then lashes out with his dagger, twice.
cast defensively: 1d20 + 11 ⇒ (8) + 11 = 19
free touch attack: 1d20 + 6 ⇒ (5) + 6 = 11
dagger to hit: 1d20 + 7 + 2 + 1 - 2 ⇒ (19) + 7 + 2 + 1 - 2 = 27
dagger dmg: 1d4 + 2 + 2 ⇒ (2) + 2 + 2 = 6
shocking grasp dmg: 5d6 ⇒ (5, 3, 4, 4, 4) = 20 any plusses?
dagger to hit from haste: 1d20 + 7 + 2 + 1 - 2 ⇒ (16) + 7 + 2 + 1 - 2 = 24
dagger dmg: 1d4 + 2 + 2 ⇒ (2) + 2 + 2 = 6

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confirm: 1d20 + 7 + 2 + 1 - 2 ⇒ (2) + 7 + 2 + 1 - 2 = 10
dmg: 1d4 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Only if needed for defensive casting or crit confirmation
reroll: 1d20 ⇒ 7

GM Harker |
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Vailis casts a Grease spell and both metal men lose their footing over the slippery floor and crash to the ground.
The green summoned lizard bites into the black striped metal man but does not get a good hold on him.
The blue lizard also bites the white striped enemy and does manage to grapple him. The red lizard follows up on blue's success and also bites the white striped metal man.
Frostfur then attacks the black metal man with her jaws and it promptly stops moving.
It only takes Halkale two more arrows to the end the combat, with the first a solid hit and the second coated arrow penetrating deep into its central core and disrupting its central gears.
Black Reflex: 1d20 + 6 ⇒ (11) + 6 = 17
White Reflex: 1d20 + 6 ⇒ (6) + 6 = 12
Halkale can save two of his adamantine blanched arrows. I'll assume that Quiella still heals and Melufiuos recalls his spell, but didn't cast it.
Combat Over
Injury Report: Halkale 16 damage, Quiella 25 damage, Valik 17 damage after Infernal Healing finishes.
Let me know if you want to reestablish your Life Links, Quiella.
You all find that each of the three metal men possessed a magical halberd.
They are +1 halberds.

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Reposting the room description for your convenience
This grand reception hall holds a table and eight ornate chairs. A small sideboard holds an empty decanter and a silver serving set. A wide fireplace in the east wall holds a thick bed of ashes, and a neat stack of firewood lies nearby. Two narrow doors stand to the northeast and southeast. Wide passageways lead out of this room to the northwest and southwest. A cursory check of the two doors in the room reveal that they are locked.
The silver tea set looks to be around 50 to 100 gp. Appraise check can give you a specific number.
You all also notice an identical key on each of the metal men. The keys on the metal men do not work on the doors, but if tried on the the door in the northern hallway will work.
PC Perception checks to speed this up.
Halkale Perception: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
Mel Perception: 1d20 + 10 ⇒ (18) + 10 = 28
Ophelia's Perception: 1d20 + 16 ⇒ (13) + 16 = 29
Quiella's Perception: 1d20 ⇒ 7
Vailis' Perception: 1d20 ⇒ 14
Valik Perception: 1d20 + 18 ⇒ (15) + 18 = 33
Searching the room, Valik is the first to find a partially burned missive in the cold ashes of the fire. What little that can be seen appears to be written in Kelish. Removing it from its current location will be likely to completely destroy it. This is just part of the now defunct faction missions, so has no baring on the current scenario. However if you want to see some old fluff, you'll need to make a DC 12 Dexterity check, or a successful DC 15 Sleight of Hand, or use some other method of preserving the page to be able to read it. You'll also need to be able to read Kelish.
Valik also notices a hollow log at the bottom of the neat pile of wood beside the fireplace. Within are two magical potions wrapped in wax paper bearing the cryptic message 'Shandon: Sometimes a fly can avoid a spider’s snares because he can fly. Be careful. –Dorvik.'
They are both potions of Levitate
A look down the southern hallway reveals a door on its northern side.
Let me know which door you want to check/go through first.

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The half-elf breaths deep as the combat finishes but says nothing, diligently storing back all the components he has drawn.
While the others explore the room, Vailis checks the halberds.
Detect magic spellcraft: 1d20 + 10 ⇒ (2) + 10 = 12
But he seems to have no idea "They are... magical"
He tastes the potions then makes a second attempt with the detect magic.
Perception: 1d20 + 0 ⇒ (4) + 0 = 4
Detect magic spellcraft: 1d20 + 10 ⇒ (11) + 10 = 21
"The potions are levitate ones" the Summoner ponders then the words "Mmm... spider... flying... do you think it is trying to make us fall in its webbing trap like a fly?"
"I guess the locked door to the north is the best way to proceed next" Vailis will send his lizards in the first position through the door to try avoid any trap there.
6 min duration (yeah summoner summons rock! :D)

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Sounds good to me. Mel has recalled shocking grasp but has not cast it. "Yeah! Take that you unnatural abominations!", cheers the elf loudly when the last one goes down. He then rushes over to Quiella, "OMG(or some period-appropriate teen-slang)! You had me so frightened! I've never seen anyone connect like that with Valik. Swinging at him is like swinging at the wind. And then to see you go down, I really thought we were all gonners. But then 'O brought you back! And all those arrows! OMG (again) Halkale was a blur! Master summoner, your haste and critters truly rock! And you too, you big-ass puppy!", he says, reaching out to scratch Frostfur. But he stops cold, his hand frozen in mid air and his eyes glazed, as if not-quite remembering a dream. But in an instant, it is past and he grins at the wolf.
"Now, lets see what those motherless bastards were swinging around." He heads over to inspect the weapons, mumbling "Black should be ashamed of himself. These things were so much tougher than the crud he sent at us!"
detect magic spellcraft: 1d20 + 14 ⇒ (1) + 14 = 15
Not only can he not identify the magical properties of the halberds, he somehow manages to cut himself on them.

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Mel then goes ahead and casts shocking grasp into his rapier, burns another charge, and recalls shocking grasp again.
He also offers his wand of cure light wounds to help heal the party. "It's brand new, help me break it in."

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Quiella will reactivate her life link as before, yes
Quiella catches her breath and then sets about healing the injured.
round 1
-25 Quiella
-17 Valik
-25 Halkale
Avg channel roll for 2d6 = 7
-14 Quiella
-10 Valik
-18 Halkale
Round 2
-24 Quiella
-5 Valik
-13 Halkale
Avg channel roll for 2d6=7
-13 Quiella
-6 Halkale
Round 3
-18 Quiella
-1 Halkale
Avg CLW from Mel's wand=5 * 3 charges = 15
-3 Quiella
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