| GM Kamro |
Two of the undead archers nock arrows and let them fly, which hit Tronar's wall and clatter to the ground. They screech out a warning to their fellows to change tactics.
Sial: "Excellently done. Let's slay this thing quickly"
He finishes his spell, and a gigantic humanoid form made entirely of flame appears next to the plant, immediately slamming its fists into the vegetation.
Slam: 1d20 + 15 ⇒ (17) + 15 = 322d6 + 4 ⇒ (4, 2) + 4 = 10
Reflex: 1d20 + 11 ⇒ (1) + 11 = 12
The plant catches fire!
Fire damage: 2d6 ⇒ (6, 4) = 10
Ziranu's up
| Ziranu Barova |
Perceiving no alternative to Tronar's odd recommendation to "stop playing around with the plant thing," with the Wall of Force now clearly up, Ziranu moves up another five feet, and again takes advantage of Clustered Shots to minimize the plant's damage reduction against his weaponry, hoping to finish it off quickly and turn to focus on the undead threat...
Manyshot-Rapid Shot-Deadly Aim-Haste-Enhanced NL Longbow Attack 1 against Corpse Lotus: 1d20 + 13 + 6 + 4 + 1 + 1 + 1 + 1 - 2 - 4 ⇒ (13) + 13 + 6 + 4 + 1 + 1 + 1 + 1 - 2 - 4 = 34
Attack 1 Damage: 2d8 + 2d6 + 16 + 8 + 4 + 2 ⇒ (8, 6) + (1, 4) + 16 + 8 + 4 + 2 = 49
Rapid Shot-Deadly Aim-Haste-Enhanced NL Longbow Attack 2 against Corpse Lotus: 1d20 + 8 + 6 + 4 + 1 + 1 + 1 + 1 - 2 - 4 ⇒ (20) + 8 + 6 + 4 + 1 + 1 + 1 + 1 - 2 - 4 = 36
Attack 2 Damage: 1d8 + 1d6 + 8 + 4 + 2 + 1 ⇒ (6) + (5) + 8 + 4 + 2 + 1 = 26
Rapid Shot-Deadly Aim-Haste-Enhanced NL Longbow Attack 3 against Corpse Lotus: 1d20 + 3 + 6 + 4 + 1 + 1 + 1 + 1 - 2 - 4 ⇒ (1) + 3 + 6 + 4 + 1 + 1 + 1 + 1 - 2 - 4 = 12
Attack 3 Damage: 1d8 + 1d6 + 8 + 4 + 2 + 1 ⇒ (2) + (2) + 8 + 4 + 2 + 1 = 19
Rapid Shot-Deadly Aim-Haste-Enhanced NL Longbow Attack 4 against Corpse Lotus: 1d20 + 13 + 6 + 4 + 1 + 1 + 1 + 1 - 2 - 4 ⇒ (17) + 13 + 6 + 4 + 1 + 1 + 1 + 1 - 2 - 4 = 38
Attack 4 Damage: 1d8 + 1d6 + 8 + 4 + 2 + 1 ⇒ (6) + (6) + 8 + 4 + 2 + 1 = 27
Haste Bonus-Rapid Shot-Deadly Aim-Haste-Enhanced NL Longbow Attack 5 against Corpse Lotus: 1d20 + 13 + 6 + 4 + 1 + 1 + 1 + 1 - 2 - 4 ⇒ (9) + 13 + 6 + 4 + 1 + 1 + 1 + 1 - 2 - 4 = 30
Attack 5 Damage: 1d8 + 1d6 + 8 + 4 + 2 + 1 ⇒ (6) + (3) + 8 + 4 + 2 + 1 = 24
| Ziranu Barova |
Rapid Shot-Deadly Aim-Haste-Enhanced NL Longbow Attack 2 against Corpse Lotus to Confirm Critical: 1d20 + 8 + 6 + 4 + 1 + 1 + 1 + 1 - 2 - 4 ⇒ (2) + 8 + 6 + 4 + 1 + 1 + 1 + 1 - 2 - 4 = 18
Additional Attack Damage if Confirmed: 2d8 + 16 + 8 + 4 + 2 ⇒ (5, 5) + 16 + 8 + 4 + 2 = 40
A better round of rolls, to be sure, but not for confirming critical hits...
Damage breakouts, with separated acid and piercing (non-slashing) damage, due to the noted multiple DRs:
- Against AC 30 or lower: 49+26+27+24= 126 points of damage, with 19 of it acid and 32 of it piercing.
- Against AC 34 or lower (no need to guess further, since a 32 just hit): 49+26+27= 102 points of damage, with 16 of it acid and 26 of it piercing.
| Anastasia Shoi'Ming |
Anastasia continues to delay.
| GM Kamro |
I posted results:
Tronar identifies the archers as baykoks, undead that can consume the souls of the dying and unleash paralyzing howls. Luckily, you are out of range of both these attacks (though they can fly), and these monsters are actually fairly weak.
Unluckily, you are NOT out of range of their arrows, which can also cause paralysis, and suffering that within reach of the plant would be very bad news.
With Anastasia delaying, Searok's up
| Tronar HanFrum |
thanks Kamro...i must have overlooked the label and was focused on the arrows :) .... by the way, is this an open air courtyard? meaning they can fly over my 30' wall? (of course they don't yet know how tall it is
| Searok Ironbeard |
Searok continues his assault on the plant.
Attack 1: 1d20 + 20 ⇒ (11) + 20 = 31
Attack 2: 1d20 + 15 ⇒ (17) + 15 = 32
Attack 3: 1d20 + 10 ⇒ (4) + 10 = 14
Attack Haste: 1d20 + 20 ⇒ (3) + 20 = 23
Damage 1: 1d8 + 6 ⇒ (5) + 6 = 11
Damage 2: 1d8 + 6 ⇒ (8) + 6 = 14
Damage 3: 1d8 + 6 ⇒ (3) + 6 = 9
Damage Haste: 1d8 + 6 ⇒ (2) + 6 = 8
| GM Kamro |
Searok would miss due to the wall, but tell you what, since he already saw the two baykoks shoot it, he knows it's there, and I can have him delay until one of them gets over it.
I'll say that the first baykok needs to spend his acting flying along the Wall of Force to find the top, but doing so means the other ones now know where it is. They still need to get over it though, so no full attacks this round.
Searok can take his shot now, which would be a hit.
Damage: 1d10 + 1 ⇒ (5) + 1 = 6
Lacking ranged attacks, Asyra will delay, calling out "Laori, Air Walk me now!"
Next baykok will fly over the wall and take one shot at Tronar.
Arrow: 1d20 + 19 ⇒ (16) + 19 = 351d8 + 4 ⇒ (2) + 4 = 6
Negative energy: 1d6 ⇒ 5
Tronar is struck with an arrow, which appears to have been crafted out of bone.
DC 19 Fort save or be paralyzed for 1d3 ⇒ 3 rounds.
Laori approaches Asyra and casts Air Walk on her.
Now buffed, Asyra charges the one who shot Tronar.
Charge Attack: 1d20 + 20 ⇒ (8) + 20 = 282d4 + 11 ⇒ (1, 2) + 11 = 14
She lands a hit.
Shaeda's up
| Tronar HanFrum |
"Does anyone feel the need to fly up there? if so, move towards the invisible wall and I will accommodate you."
Effectively Tronar is in Delay. He will come out of delay if Searok or another Melee type answers "yes", then move to them and cast Fly....otherwise Tronar will stay in Delay
| GM Kamro |
The remaining two baykoks will fly over the wall and take one shot each, one at Asyra and one at Ziranu.
Asyra: 1d20 + 19 ⇒ (17) + 19 = 361d8 + 4 ⇒ (8) + 4 = 12 plus Negative: 1d6 ⇒ 5 and Payalysis
Ziranu: 1d20 + 19 ⇒ (6) + 19 = 251d8 + 4 ⇒ (3) + 4 = 7 plus Negative: 1d6 ⇒ 4 and Payalysis
Fort Save: 1d20 + 10 ⇒ (7) + 10 = 17
Asyra is paralyzed for 1d3 ⇒ 1 rounds.
Sial casts Improved Invisibility on Ziranu. "Keep them from trying that again."
Ziranu's up
| Ziranu Barova |
Ziranu offers a well-timed flexing of the buttocks in appreciation to Shaeda, and nods grimly in thanks to Sial as he fades from sight, before silently stepping five feet to the west and unleashing an acidic storm of blunt arrows at the southernmost undead archer!
Manyshot-Rapid Shot-Deadly Aim-Bless-Haste-Enhanced Longbow Attack 1 against Undead: 1d20 + 13 + 6 + 2 + 2 + 3 + 1 + 1 + 1 - 2 - 4 ⇒ (20) + 13 + 6 + 2 + 2 + 3 + 1 + 1 + 1 - 2 - 4 = 43
Attack 1 Damage: 2d8 + 2d6 + 16 + 4 + 4 + 6 + 4d6 ⇒ (2, 4) + (5, 3) + 16 + 4 + 4 + 6 + (3, 3, 2, 6) = 58
Rapid Shot-Deadly Aim-Bless-Haste-Enhanced Longbow Attack 2 against Undead: 1d20 + 8 + 6 + 2 + 2 + 3 + 1 + 1 + 1 - 2 - 4 ⇒ (7) + 8 + 6 + 2 + 2 + 3 + 1 + 1 + 1 - 2 - 4 = 25
Attack 2 Damage: 1d8 + 1d6 + 8 + 2 + 2 + 3 + 2d6 ⇒ (8) + (1) + 8 + 2 + 2 + 3 + (3, 5) = 32
Rapid Shot-Deadly Aim-Bless-Haste-Enhanced Longbow Attack 3 against Undead: 1d20 + 3 + 6 + 2 + 2 + 3 + 1 + 1 + 1 - 2 - 4 ⇒ (9) + 3 + 6 + 2 + 2 + 3 + 1 + 1 + 1 - 2 - 4 = 22
Attack 3 Damage: 1d8 + 1d6 + 8 + 2 + 2 + 3 + 2d6 ⇒ (8) + (4) + 8 + 2 + 2 + 3 + (5, 3) = 35
Rapid Shot-Deadly Aim-Bless-Haste-Enhanced Longbow Attack 4 against Undead: 1d20 + 13 + 6 + 2 + 2 + 3 + 1 + 1 + 1 - 2 - 4 ⇒ (9) + 13 + 6 + 2 + 2 + 3 + 1 + 1 + 1 - 2 - 4 = 32
Attack 4 Damage: 1d8 + 1d6 + 8 + 2 + 2 + 3 + 2d6 ⇒ (8) + (4) + 8 + 2 + 2 + 3 + (3, 5) = 35
Haste Bonus-Rapid Shot-Deadly Aim-Bless-Haste-Enhanced Longbow Attack 5 against Undead: 1d20 + 13 + 6 + 2 + 2 + 3 + 1 + 1 + 1 - 2 - 4 ⇒ (2) + 13 + 6 + 2 + 2 + 3 + 1 + 1 + 1 - 2 - 4 = 25
Attack 5 Damage: 1d8 + 1d6 + 8 + 2 + 2 + 3 + 2d6 ⇒ (5) + (2) + 8 + 2 + 2 + 3 + (5, 4) = 31
| Ziranu Barova |
Possible critical hit on Attack 1...
Rapid Shot-Deadly Aim-Bless-Haste-Enhanced Longbow Attack 3 against Undead to Confirm Critical: 1d20 + 13 + 6 + 2 + 2 + 3 + 1 + 1 + 1 - 2 - 4 ⇒ (18) + 13 + 6 + 2 + 2 + 3 + 1 + 1 + 1 - 2 - 4 = 41
Additional Attack Damage if Confirmed: 2d8 + 16 + 4 + 4 + 6 ⇒ (6, 1) + 16 + 4 + 4 + 6 = 37
| Ziranu Barova |
Post-attack analysis...
Damage breakouts:
- Against AC 22 or lower: 58+32+35+35+31+37= 228 points of damage.
- Against AC 25 or lower: 58+32+35+31+37= 193 points of damage.
- Against AC 32 or lower: 58+35+37= 130 points of damage.
If Ziranu manages to destroy the southernmost undead, he will shift fire with the remaining arrows to the next one to its north. Thanks!
| Anastasia Shoi'Ming |
"I can not allow you to be paralyzed!" she says quitely.
She focuses on Asyra and remotely uses her ability to help!
Moving 5 ft towards Asyra (could you please move me on the map as I cannot open the map on my phone :/) and using ranged lay on hands and the master healing technique to heal paralyzed on top with a DC 35 profession herbalist roll.
profession herbalist: 1d20 + 29 ⇒ (14) + 29 = 43
Asyra healing from lay on hands: 6d6 ⇒ (4, 2, 6, 6, 1, 2) = 21
Minor Conditions (DC 20): Fatigued, shaken, and sickened.
Major Conditions (DC 25): Dazed and staggered.
Severe Conditions (DC 30): Confused, exhausted, frightened, and nauseated.
Dire Conditions (DC 35): Blinded, deafened, paralyzed, and stunned.
This ability replaces the revelation gained at 7th level.
| GM Kamro |
Anastasia's healing techniques successfully remove Asyra's paralysis. Unfortunately, her ministrations may be short lived.
One of the baykok's lands in the courtyard, and unleashes a vile howl that chills you to your very soul.
Dread Howl (Su)
Once per day, a baykok can unleash a blood-curdling howl. Any living creature within a 30-foot-radius burst becomes paralyzed with fear for 1 round unless it resists with a DC 19 Will save. Any creature that makes this saving throw is instead shaken for 1 round. This is a fear effect. The DC is Charisma-based.
I've drawn a template on the map, looks like Shaeda, Ziranu, Anastasia, Asyra, and Sial are within range.
Sial: 1d20 + 9 ⇒ (3) + 9 = 12
Asyra: 1d20 + 8 ⇒ (4) + 8 = 12
Need saves from the rest of you, and Searok's up next
| Anastasia Shoi'Ming |
will : 1d20 + 14 ⇒ (16) + 14 = 30
| Ziranu Barova |
With Freedom of Movement active on Ziranu, he's immune to paralysis. Would that mean he's immune to the Dread Howl's effects entirely, given that paralysis is the "worst" or failed-save result, or that he simply saves automatically but is somehow still subjected to the lesser successful-save result? Thanks, Kamro.
If a Will save is needed for some reason:
Will Save: 1d20 + 14 ⇒ (3) + 14 = 17
| GM Kamro |
Yes Ziranu, Freedom of Movement does effectively immunize you against this attack.
Looks like only the NPCs are affected, except for Laori who acts now.
Laori darts toward the baykok who landed and strikes with her chain, activating her Destructive Smite domain power for bonus damage.
Spiked Chain: 1d20 + 13 ⇒ (17) + 13 = 302d4 + 6 + 5 ⇒ (4, 3) + 6 + 5 = 18
She hits.
Shaeda's up
| Shaeda Stormborn |
Shaeda moves and attacks the grounded baykok...
+1 Shock Whip Hit: 1d20 + 16 + 1 ⇒ (13) + 16 + 1 = 30
+1 Shock Whip Damage: 1d8 + 5 + 1d6 ⇒ (8) + 5 + (5) = 18 5 damage is electric
She can now BG the two characters she is adjacent with.
| Tronar HanFrum |
Tronar will cast another wall of Force to stop the onslaught of arrows from on high. this time he will leave a gap at tha bottom for the beast to come through melee range or face a flying Searok/airwalking chain spike expert.
I put a text box that shows the first wall is from 0-30 feet. the second wall is 10-40 feet tall hopefully stopping a full attack round of 4 arrows a piece
| Tronar HanFrum |
"i have put up another barrier in front of the archers. if you want to fight them, go low and then up at the first wall where their arrows stopped short to find the path"
| GM Kamro |
A baykok fires an arrow, only to see it hit an invisible wall once again to its frustration. The second one fires a few more arrows, determining where the wall starts and stops, so once again they'll know from now on, but have been effectively robbed of actions.
Sial moves up and strikes at the grounded one with his own spiked chain.
Chain: 1d20 + 10 ⇒ (3) + 10 = 132d4 + 2d6 ⇒ (3, 2) + (6, 6) = 17
He misses. His summoned elemental strides up and attacks it as well.
Slam: 1d20 + 15 ⇒ (3) + 15 = 182d6 + 4 ⇒ (1, 4) + 4 = 9
Misses as well.
Ziranu's up
| Ziranu Barova |
Ziranu moves invisibly to the east a total of 55 feet, leveraging his hasted movement speed, then "goes low" as Tronar noted and edges in just under line where the undeads' arrows were stopped. He fires a single blunt arrow within point blank range at the closest baykok to the east to draw them down...
Rapid Shot-Deadly Aim-Invisibility-Haste-Enhanced Longbow Attack against Undead: 1d20 + 13 + 6 + 2 + 2 + 3 + 1 + 1 + 1 + 1 - 2 - 4 ⇒ (1) + 13 + 6 + 2 + 2 + 3 + 1 + 1 + 1 + 1 - 2 - 4 = 25
Attack Damage: 1d8 + 1d6 + 8 + 2 + 2 + 3 + 1 + 2d6 ⇒ (4) + (1) + 8 + 2 + 2 + 3 + 1 + (2, 3) = 26
Ugh...
| Anastasia Shoi'Ming |
Anastasia moves into the middle of the battle.
I’m so sorry but I’m traveling and roll20 on my phone reloads the map all the time so I can’t see anything. :-( Can you please move Anastasia so she’s 30 ft from everyone?
“Pharasma!! I call your power!!“
Anastasia suddenly sends waves of positive energy into your bodies but she excludes all the enemies!
Channel 4/8; 9d6 to all allies, excluding up to 7 enemies : 9d6 ⇒ (6, 6, 4, 4, 1, 1, 2, 6, 5) = 35 and Anastasia heals another 9*2 from fey foundling and 13 from planar infusion for 35+18+13=66 damage which negates the damage she took from having life link transferring the team’s damage to her.
Additionally, you all feel that Anastasia’s faith into the lady of graves not only heals the body, but it tugs the strands of fate!!
FATEFUL CHANNEL - please ALL players read as you get a free reroll: Fateful Channel feat: Benefit(s): When you channel positive energy to heal living creatures, you grant each creature you heal the ability to roll twice and take the better result on a single attack roll, skill check, or saving throw of their choice within a number of rounds equal to your Charisma bonus (minimum 1). Multiple uses of this ability do not stack, but they do reset the effect’s duration. A creature can only benefit from one instance of this channel effect at a time.
| GM Kamro |
Positive energy washes over you all, invigorating you.
The baykok steps back and unleashes an array of arrows, at Laori, Searok, and Sial (only the first creature struck in a round risks getting paralyzed though).
Laori: 1d20 + 19 ⇒ (20) + 19 = 391d8 + 4 + 1d6 ⇒ (6) + 4 + (3) = 13
Searok: 1d20 + 14 ⇒ (8) + 14 = 221d8 + 4 + 1d6 ⇒ (4) + 4 + (5) = 13
Sial: 1d20 + 9 ⇒ (19) + 9 = 281d8 + 4 + 1d6 ⇒ (5) + 4 + (3) = 12
Laori and Sial are struck, and Laori needs to save:
Fort: 1d20 + 11 ⇒ (19) + 11 = 30
No paralysis.
Searok's up
| Searok Ironbeard |
Now that he is in front of the baykok, Searok strikes!
Attack 1: 1d20 + 20 ⇒ (5) + 20 = 25
Attack 2: 1d20 + 15 ⇒ (7) + 15 = 22
Attack 3: 1d20 + 10 ⇒ (4) + 10 = 14
Attack 1 Confirm?: 1d20 + 20 ⇒ (9) + 20 = 29
Damage 1: 1d8 + 6 ⇒ (2) + 6 = 8
Damage 2: 1d8 + 6 ⇒ (5) + 6 = 11
Damage 3: 1d8 + 6 ⇒ (2) + 6 = 8
Additional Damage 1: 2d8 + 12 ⇒ (3, 8) + 12 = 23
Attack 3 Reroll (Fateful Channel): 1d20 + 10 ⇒ (16) + 10 = 26
| GM Kamro |
Yeah, thinking that's not a crit threat, but you still got 2 hits
Searok strikes the monster twice.
Laori casts another Flame Strike at it.
Damage: 11d6 ⇒ (4, 6, 4, 2, 5, 2, 4, 6, 3, 4, 5) = 45
Reflex: 1d20 + 11 ⇒ (19) + 11 = 30
Between them they finish that one off.
Asyra is paralyzed this round, So Shaeda is up.
| Shaeda Stormborn |
Shaeda will delay. Her plan is to move along with Searok, to keep him BG'd. Rather than ready just a Move action, whenever Searok moves, Shaeda will come out of delay once he is done, and move to catch up.
| Tronar HanFrum |
"This is the last of the extra speed I've afforded you. Now stop playing around with these stick slingers. Don't make me hit you with this wand again." Tronar continues to smile and internally laugh at his humor in the middle of this horror.
Tronar goes into delay. Everyone has 1 more round of Haste. if we continue into the next round, I will see if we need to speed things up again.
| GM Kamro |
The two baykoks will have to swoop down beneath the wall to take their shots, so I'm just going to say they're at ground level now for simplicity's sake. Because of the move, they get one shot each, which I will have them focus on the paralyzed characters in an attempt to keep them out of the fight.
Sial: 1d20 + 19 ⇒ (10) + 19 = 291d8 + 4 + 1d6 ⇒ (7) + 4 + (5) = 16
Asyra: 1d20 + 19 ⇒ (3) + 19 = 221d8 + 4 + 1d6 ⇒ (2) + 4 + (2) = 8
Both are hit, so fort saves to see if their paralysis is extended.
Sial: 1d20 + 8 ⇒ (15) + 8 = 23
Asyra: 1d20 + 10 ⇒ (5) + 10 = 15
Sial will come out of it after this round, but Asyra is paralyzed for another 1d3 ⇒ 3 rounds.
Sial is still paralyzed this round, but his elemental is not, so it will follow its last command and attack.
Slam: 1d20 + 15 ⇒ (20) + 15 = 352d6 + 4 ⇒ (3, 3) + 4 = 10
Reflex: 1d20 + 11 ⇒ (12) + 11 = 23
The monster is struck but does not catch fire.
Ziranu's up