| Isilme |
Drifting down slightly to get a better view of the cultists coming down the hall, she ponders how best to prevent them from posing a threat. Though initially she considers using her divine runes to create a fireball, she instead settles on pulling the same maneuver that had just worked so well on the first group. Weaving her bardic magic, she unleashes confusion on the cultists down the hall, hoping to make use of the haste against them.
5' down, cast confusion DC 18 Will Save
| Hinagiku |
Hinagiku leaves no chances to the cowlike creature, she keeps close to it, too close for it to reach with her jaw and horns. When the creature rears up, Hinagiku moves underneath it and strikes at its belly three times, moving out only as it falls back on its six legs. And, as the creature retreats, Hinagiku presses her advantage, stepping sideways to lock it between her and Xanderghul. The monk then throws two kicks at the creatures head, one with her right leg followed by one with her left leg as she jumps to transfer the momentum to her second strike.
attack(inspired,grazed,smite,flank): 1d20 + 16 + 2 - 1 + 4 + 2 ⇒ (3) + 16 + 2 - 1 + 4 + 2 = 26
dg(inspired,smite): 1d8 + 7 + 2 + 2 ⇒ (3) + 7 + 2 + 2 = 14
attack(inspired,grazed,smite,flank): 1d20 + 16 + 2 - 1 + 4 + 2 ⇒ (18) + 16 + 2 - 1 + 4 + 2 = 41
dg(inspired,smite): 1d8 + 7 + 2 + 2 ⇒ (6) + 7 + 2 + 2 = 17
attack(inspired,grazed,smite,flank): 1d20 + 16 + 2 - 1 + 4 + 2 ⇒ (1) + 16 + 2 - 1 + 4 + 2 = 24
fumble(inspired,grazed,smite,flank): 1d20 + 16 + 2 - 1 + 4 + 2 ⇒ (6) + 16 + 2 - 1 + 4 + 2 = 29
dg(inspired,smite): 1d8 + 7 + 2 + 2 ⇒ (6) + 7 + 2 + 2 = 17
attack(inspired,grazed,smite,flank): 1d20 + 11 + 2 - 1 + 4 + 2 ⇒ (15) + 11 + 2 - 1 + 4 + 2 = 33
dg(inspired,smite): 1d8 + 7 + 2 + 2 ⇒ (4) + 7 + 2 + 2 = 15
[ooc]Flurry of blows, spend 1 ki for extra attack. Assuming Xanderghul is threatening for flanking. +4 ac from Smite. [ooc]
| GM Kiora |
Hinagiku leaps into the air, kicking it twice across the head, then attempting to strike at its many legs, but the creature bleats out and rears away from her with the aid of its enormous, leathery wings. During all of this, Valaria darts out up the stairs and between Hinagiku and Ary to find a better position. Seeing Hinagiku duking it out with the beast in front of her, she quickly flicks her starknife out and towards the creature's neck. The spinning starknife arcs out, slicing across the beast's throat, before vanishing and reappearing in her hand.
Isilme again attempts to befuddle the stream of cultists, but finds that her magic isn't as effective this time around as the first time she did this. Despite her best efforts they continue to stream out from the doorway. One manages to climb up the stairs, and as Hinagiku turns to face them, another thrusts their glaive out from within the door way, slicing its blade through her side.
Templar A Will Save: 1d20 + 8 ⇒ (4) + 8 = 12
Templar B Will Save: 1d20 + 8 ⇒ (18) + 8 = 26
Templar C Will Save: 1d20 + 8 ⇒ (16) + 8 = 24
Templar D Will Save: 1d20 + 8 ⇒ (2) + 8 = 10
Templar E Will Save: 1d20 + 8 ⇒ (18) + 8 = 26
Templar F Will Save: 1d20 + 8 ⇒ (10) + 8 = 18
Templar B vs Hinagiku (Haste, Smite): 1d20 + 12 + 1 + 2 ⇒ (12) + 12 + 1 + 2 = 27 Hinagiku's AC is 23 + 1 (flowing dodge) + 1 (aegis) - 1 (grazed) = 24
Damage (Smite vs Paladin): 1d10 + 7 + 6 + 6 ⇒ (8) + 7 + 6 + 6 = 27
Templar C vs Hinagiku (Haste, Smite): 1d20 + 12 + 1 + 2 ⇒ (2) + 12 + 1 + 2 = 17
Edit:
Valaria vs Cow Dragon (Inspire, Prayer): 1d20 + 16 + 2 + 1 ⇒ (18) + 16 + 2 + 1 = 37
Damage: 1d4 + 9 + 2 ⇒ (1) + 9 + 2 = 12
Book keeping: Hinagiku deals 32 damage to the 6-legged cow which is in critical condition. Valaria maintains performance. Valaria deals 12 damage to cow-dragon. Templar A and Templar D are confused. Templar B deals 27 damage to Hinagiku. Templar B and C smites Hinagiku.
Hinagiku is entitled to an AoO vs Templar C
Anevia and Ary are up!
| Ary Bishop |
Hinagiku was in range of bodyguard due to intruder’s end activated during her previous turn if that matters. If Ary cannot pinball the targets into a wall, instead spend 2 combat stamina to attempt to disarm them. Ary rallies, and uses a Full Round Action to regain Intruder's End and Kill the Wounded. She will move to bodyguard allies during her FRA as long as the movement does not appear to provoke. Both characters 5 foot step.
Anevia uses Resonance Shot against Manbearcow. She gambits to recover cursed fate, and on a successful sneak attack she gains 3 AC and, Cow is hampered (applies no 5-foot step and half movespeed).
Faith AoO and Bull Rush v. Templar C (Heroism, Inspired, Prayer, Critical, IE): 1d20 + 16 + 2 + 2 + 1 - 3 + 2 ⇒ (20) + 16 + 2 + 2 + 1 - 3 + 2 = 40
Faith Confirm? v. Templar C (Heroism, Inspired, Prayer, Critical, IE): 1d20 + 16 + 2 + 2 + 1 - 3 + 2 ⇒ (13) + 16 + 2 + 2 + 1 - 3 + 2 = 33
Faith AoO and Bull Rush v. Templar B (Heroism, Inspired, Prayer, Critical, IE): 1d20 + 16 + 2 + 2 + 1 - 3 + 2 ⇒ (10) + 16 + 2 + 2 + 1 - 3 + 2 = 30
Faith Damage v. Templar C (Inspired, Prayer): 1d4 + 7 + 2 + 1 ⇒ (3) + 7 + 2 + 1 = 13
Faith Damage v. Templar B (Inspired, Prayer): 1d4 + 7 + 2 + 1 ⇒ (3) + 7 + 2 + 1 = 13
Anevia Resonance Shot v. Manbearcow Touch (Point Blank, Inspired, Prayer, Gambit): 1d20 + 11 + 1 + 2 + 1 + 1 ⇒ (17) + 11 + 1 + 2 + 1 + 1 = 33
Anevia Force Damage v. Manbearcow (Point Blank, Inspired, Prayer, Sneak): 3d6 + 7 + 1 + 2 + 1 + 4d6 ⇒ (3, 3, 3) + 7 + 1 + 2 + 1 + (2, 5, 3, 2) = 32
"Hold the line. Stay together when you can!" Ary calls to the others as she moves beside Hinagiku to cover her flank, drawing her motes back inwards as she eyes the battlefield, readying herself to better guard her companions.
"Daisy, you just gonna let him keep hitting your boyfriend like that?" Anevia asks as she slips into the corner, drawing silver energy into another longsword before launching it towards the oversized dragoncow... still ready to flee at the first hint of true danger.
| GM Kiora |
Ary vanishes and reappears in place of her motes just in time to save Hinagiku from the antipaladin's strikes, but she finds the next one to move too carefully for her to get a good reading on her. They both watch Ary's movement's carefully, as if they were accounting for her tricks...
Meanwhile, the Bladebound renews her assault on Ehren, whipping her inky black energy-blade in an arc aimed for his neck...
Bladebound vs Ehren: 1d20 + 14 + 1 - 3 - 2 - 1 ⇒ (6) + 14 + 1 - 3 - 2 - 1 = 15
Bladebound vs Ehren: 1d20 + 9 + 1 - 3 - 2 - 1 ⇒ (1) + 9 + 1 - 3 - 2 - 1 = 5
Bladebound vs Ehren fumble?: 1d20 + 9 + 1 - 3 - 2 - 1 ⇒ (17) + 9 + 1 - 3 - 2 - 1 = 21
Audit: 27 HP back to Hinagiku due to Bodyguard
Book keeping: Anevia kills dragoncowdemon with 32 damage, the Bladebound fumbles and breaks her sword.
Kule and Ehren are up!
| Külə |
| 1 person marked this as a favorite. |
The bladebound's weapon broken, Külə moves up alongside Ehren and proceeds to backhand the cultist, unconcerned about hitting her metal armor with his hand.
Attack: 1d20 + 12 ⇒ (3) + 12 = 15
Damage: 1d3 + 5 ⇒ (1) + 5 = 6
| Ehren Ferron |
Ehren is able to hold his own against the magus for a few precious seconds, but it is all too apparent that she is the superior swordswoman. With a timely swing of his flame blade, the druid manages to parry her first attack, sparing himself from having another bloody hole punched into him. But even as her unholy sword is deflected, the bladebound maneuvers it into the perfect angle for a deadly blow.
A sense of dread hangs over Ehren as he realizes that he is not fast enough to stop what is coming. Even so, as the wicked blade comes arcing for his neck, he reaches out with his empty hand for something, anything... It is only natural that he grasps the familiar presence that his been with him all along. The bladebound follows through with her swing, but by the time she does so, half of the black blade's length is missing.
The druid blinks, not entirely certain of what just transpired, but he is not one to idly let an opportunity slide by. Following Kule's lead, he steps in and thrusts his blade of fire at the Templar, eager to be done with this fight.
"Cuir srian uirthi," he mutters to his python, hoping to take advantage of the Templar's predicament. Ideally, they would take at least one of them alive.
Flame Blade Touch Attack (Inspired): 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Confirm? (Surge!): 1d20 + 7 + 2 + 1d6 ⇒ (6) + 7 + 2 + (5) = 20
Fire Damage (Inspired): 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Second Flame Blade Touch Attack (Inspired): 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Grapple Attempt (Inspired): 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
| GM Kiora |
The magus staggers back, staring at her broken blade, dumb-founded. She doesn't have time to really register what just happened, though, as she has to fend herself against a crazed naked elf and a python wrapped around her opposite leg. The two serve as an ample distraction, giving Ehren an opening. Surging with ley power, he swipes his blade across the woman's breastplate, super-heating the metal with a flash of light. White spots obscure her vision for just a few seconds...
Ahead of him, though, the cultists move out, their pace swift thanks to their leader's magic. They keep to behind the cultists that came before, who guard their allies' approach with their glaives lowered. Two of them climb the stairs up to the altar. One turns to fight Valaria, the other, Xanderghul. Ary watches this happen, but she knows Xanderghul is too far, and there are too many people between her and him, for her to do something. Instead she rushes five feet forwards, raising Faith just in time to intercept the antipaladin's glaive as it rushed for Valaria's face. She turns just in time to see another one arc its glave across Xanderghul's chest - he steps back just enough to avoid a more deadly wound, but he is so close to the edge he could stumble if he was not paying attention.
Below the altar, another cultist moves forwards, and cuts their glaive across the snake trying to strangle the distraught magus.
Just then, arcane words echo down the tunnel, and an immense pit suddenly manifests beneath Ary and Hinagiku's feet!
Crit damage: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Templar D confusion: 1d100 ⇒ 24
Templar D Vs Valaria (haste, smite): 1d20 + 12 + 1 + 2 ⇒ (17) + 12 + 1 + 2 = 32
Templar E Vs Snake (haste): 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 21
Damage: 1d10 + 7 ⇒ (4) + 7 = 11
Hinagiku Bodyguard #1: 1d20 ⇒ 8
Templar F Vs Xanderghul (haste, smite): 1d20 + 12 + 1 + 2 ⇒ (3) + 12 + 1 + 2 = 18 AC is 17 + 1 (Pro-Evil)
Templar E Vs Snake (haste): 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31
Damage (smite, double damage vs warpriest): 1d10 + 7 + 6 + 6 ⇒ (2) + 7 + 6 + 6 = 21
Book keeping: Ehren crits and deals 23 damage to the Bladebound and blinds her for 1 round. She is wounded. Templar D smites Valaria. Ary moves 5 ft to bodyguard Valaria, preventing a blow. Templar F smites Xanderghul. Templar E deals 11 damage to the constrictor snake and it is wounded. Templar F deals 21 damage to Xanderghul (smite ignores 5 pts of DR). A pit appears beneath both Ary and Hinagiku (Isilme is flying).
Round 7!
Ary and Hinagiku must make a DC 20 reflex save or fall into a 50 ft deep acid pit. Hinagiku and Ary have a -2 to all saving throws due to the antipaladin's aura.
Xanderghul is up!
| Xanderghul |
"Argh," Xanderghul growls low under his breath, taking a step back and away from the Templar that had struck him. Such a pointless and useless being had no right to slice him with a weapon. Without a suitable spell already prepared to smite such a foe, Xanderghul siphons a bit of the universe's magic into his body. Once it is there he channels it while speaking a simple arcane phrase that simply means "kill with fire". Xanderghul's arms erupt into flames, he points both hands at the Templar, and then a trio of scorching rays fire at the cultist, guided by Ary's confidence. "Hmph," he sighs smugly.
Scorching Ray #1 (Inspired): 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13 Damage (Inspired): 4d6 + 2 ⇒ (4, 6, 5, 4) + 2 = 21
Scorching Ray #2 (Inspired): 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Scorching Ray #3 (Inspired): 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 Damage (Inspired): 4d6 + 2 ⇒ (1, 3, 4, 3) + 2 = 13
RALLY Scorching Ray #2: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26 Damage (Inspired): 4d6 + 2 ⇒ (3, 3, 5, 3) + 2 = 16
5ft. step back. Spend 2 MP to cast scorching ray with wild arcana. Three rays all shoot at Templar F.
| Hinagiku |
Thanks to her training with Transcendent Sight, Hinagiku feels the ley change under her feet before she even sees it. Quickly, she spreads her legs into a split to find herself suspended over the acid pit, just by at its corner. Calling upon the ley, she entwines her hands into its lines to propel herself out from the precarious situation and unto the nearby ground.
reflex(aura, grazed, item surge, mythic surge): 1d20 + 16 - 2 - 1 + 1d6 + 1d6 ⇒ (4) + 16 - 2 - 1 + (4) + (2) = 23
| Ary Bishop |
| 1 person marked this as a favorite. |
Reflexes (Heroism, Aura, Critical, Prayer, Faith Surge): 1d20 + 11 + 2 - 2 - 3 + 1 + 1d8 ⇒ (10) + 11 + 2 - 2 - 3 + 1 + (5) = 24
Ary reaches over to steady Hinagiku, and nearly tumbles over the edge in the process, but as she loses her balance, her shield arm lurches away from the hole offsetting her fall. With a sigh of relief, she glances over to Ehren. "Can you get some sort of wall up in the tunnel to buy us time? We seem to have hammered into an ant hill, here."
| Ehren Ferron |
With the bladebound blinded momentarily, Ehren is able to put some breathing room between the two of them. He looks down at his flame blade, still not sure why he doesn't have a sword stuck in his neck. Not that he is complaining about it. But it was a mystery he would have to solve later, when they weren't in the middle of enemy territory. Or rather, after they finished reclaiming said territory.
"I'll see what I can do. But we might be better off just stomping on them faster," he replies, while Xanderghul blasts one of them with beams of fire - he had the right idea.
| GM Kiora |
Hinagiku doesn't have to call upon the ley here as much as it grabs her and pulls her back up and out of the chasm that suddenly erupts beneath her feet. Her way steady, she turns to see Xanderghul immolate one of the cultists. She screams out as she is burned alive. She does not have the same resistance to flames as she had come to expect of the Deskaran cultists, who were very often tieflings.
One of the cultists still inside of the tunnel starts crying out in a confused, unintelligible tongue.
Templar A confusion: 1d100 ⇒ 28
Book keeping: Xanderghul deals 50 damage to Templar F who is in critical condition.
Hinagiku will need to move away from the pit before the end of her turn, or she will have to make the same Reflex DC again with a +2 bonus.
Hinagiku, Valaria, and Isilme are up!
| Isilme |
With the cultists upon them now, and bolstered by their caster's haste, Isilme opts to cancel out their advantage. Knowing the spell herself, she finds it simple to reverse the spell to cancel out the haste that had already been cast, though she does so by drawing heavily on her divine power again.
Std Act: (2 MP) Eldritch Wish to Cast slow on all the cultists except the caster. slow automagically dispels haste without saving throw or dispel check.
The bladebound, who isn't hasted, has to make a Will save DC 16 or be slowed
| Hinagiku |
"The cow or the cultist." Hinagiku finally answers softly to Ary. Though with the magus bladeless, Hinagiku felt like Ehren was in a good position now, so other cultists it was. Staying by the chasm's edge, Hinagiku finds focuses on the only one in reach. In a twirl, she sweeps under their legs, and as they fall, she straighten backs up she brings down both of her fist simultaneously unto their chest, accelerating their fall to the ground. At last, she brings downs her leg in one final kick before adopting a defensive posture.
trip (inspired,grazed,defensive): 1d20 + 18 + 2 - 1 - 4 ⇒ (18) + 18 + 2 - 1 - 4 = 33
attack (inspired,grazed,defensive): 1d20 + 16 + 2 - 1 - 4 ⇒ (16) + 16 + 2 - 1 - 4 = 29
dg(inspired): 1d8 + 7 + 2 ⇒ (5) + 7 + 2 = 14
attack (inspired,grazed,defensive): 1d20 + 16 + 2 - 1 - 4 ⇒ (15) + 16 + 2 - 1 - 4 = 28
dg(inspired): 1d8 + 7 + 2 ⇒ (6) + 7 + 2 = 15
attack (inspired,grazed,defensive): 1d20 + 18 + 2 - 1 - 4 ⇒ (11) + 18 + 2 - 1 - 4 = 26
dg(inspired): 1d8 + 7 + 2 ⇒ (3) + 7 + 2 = 12
save vs pit(grazed, aura, spell): 1d20 + 16 - 2 - 1 + 2 ⇒ (19) + 16 - 2 - 1 + 2 = 34
Flurry, 1 ki point for extra attack
| GM Kiora |
RETCON:
Hinagiku feels the ley wrap around her arms and shoulders, lifting her up, but her feet start to slide down the smooth surface of the pit's walls. She scrambles, and for a moment is all but certain that she is about to fall, when Ary's gauntleted hand darts out and grabs her by the wrist. The crusader Commander heaves once and pulls Hinagiku out of the pit and next to her.
---
Undaunted by her close call, Hinagiku proceeds to trip the cultist on the stairs next to her, then the one behind of her, before spinning back to ensure the first one she tripped was driven further down towards the ground.
Only you can see the templars in the tunnel, thanks to your polymorphic magic. The one in front of Hinagiku draws a shortsword.
Hinagiku doesn't notice the blade jab out from the dark at her, but Ary does, and she rebuffs the blade readily with Faith. As that happens, one of the fallen Templars stands back up. "The Lord-Commander!" she exclaims, her voice heavily distorted by her helmet.
She takes a cautious step back up the stairs, then brings her glaive down, hard! But, devoted to Baphomet as she was, she was no match for Chevalier Bishop.
Meanwhile, Valaria steps away from the pit - no need to ask more of Desna than she needed to, today, and lines up her blade with the Templar on the altar that had attempted to kill her.
Valaria vs Templar D (inspire, prayer): 1d20 + 16 + 2 + 1 ⇒ (8) + 16 + 2 + 1 = 27
Damage (inspire, prayer): 1d4 + 9 + 2 + 1 ⇒ (1) + 9 + 2 + 1 = 13
Templar B vs Hinagiku (smite): 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24
Templar C vs Ary (smite, high ground): 1d20 + 12 + 2 + 1 ⇒ (3) + 12 + 2 + 1 = 18
Hinagiku Bodyguard #1: 1d20 ⇒ 7
Audit: Hinagiku actually cannot Legendary Surge and Mythic Surge in the same round because they are both Immediate Actions. The only way to do both in the same round is if she grants her Legendary Item Intelligent in the future. Hinagiku should restore the 1 MP she did not use. Hinagiku also cannot Legendary Surge and Ki Strike in the same round, since immediate actions eat up your next swift. She does have access to immediate actions after her turn ends, however.
Book keeping: Hinagiku trips Templars C & E. She deals 12 damage to C. Valaria maintains performance. Isilme dispels the Haste effect. Templar B switches Smite to Ary, then stands up, 5 ft steps back.
Ary is entitled to an AoO vs Templar C as they stand up.
Anevia and Ary are up!
| Ary Bishop |
| 1 person marked this as a favorite. |
Ary AoOs and Rallies once more, she spends 4 Stamina to attempt to Disarm Templar C and D, then attempts to bull rush C away from her (and her weapon). Anevia fires a Cursed Fate at the blade bound magus, inflicting -2 AC on a successful Sneak and requiring a DC 15 Will save or suffer -4 to all d20 rolls for one round. She gambits and gains 3 AC (or rakes), recovering Resonance Shot.
Faith Damage (Prayer, Inspired): 1d4 + 7 + 1 + 2 ⇒ (4) + 7 + 1 + 2 = 14
Faith AoO and Disarm v. Templar D (Wounded, Heroism, Prayer, Inspired): 1d20 + 16 - 2 + 2 + 1 + 2 ⇒ (15) + 16 - 2 + 2 + 1 + 2 = 34
Faith Damage (Prayer, Inspired): 1d4 + 7 + 1 + 2 ⇒ (4) + 7 + 1 + 2 = 14
Faith AoO and Bull Rush v. Templar C (Wounded, Heroism, Prayer, Inspired): 1d20 + 16 - 2 + 2 + 1 + 2 ⇒ (14) + 16 - 2 + 2 + 1 + 2 = 33
Faith Damage (Prayer, Inspired): 1d4 + 7 + 1 + 2 ⇒ (2) + 7 + 1 + 2 = 12
Cursed Fate v. Bladebound (Inspired, Prayer, Point Blank, Gambit): 1d20 + 11 + 2 + 1 + 1 + 1 ⇒ (14) + 11 + 2 + 1 + 1 + 1 = 30
Cursed Fate Damage (Inspired, Prayer, Curse, Sneak): 1d6 + 1 + 2 + 1 + 2d6 + 4d6 ⇒ (5) + 1 + 2 + 1 + (5, 5) + (3, 6, 3, 3) = 34
As Ehren suggests just killing them all as quickly as possible, Ary purses her lips and mutters dryly. "I guess that makes us the wall, Daisy."
As the Templar rises from the ground, Ary's shield arm swipes out dangerously-fast, aiming for one of the hands on her glaive, threatening to break her grip with the strike.
"Don't give them a chance to Rally! Press our advantage!" she calls over the battle.
She slips away from the pit... and into the arms of their foes, dangerously over-extended, but pushed to do so by the sudden advent of certain death quite literally at her heels.
She drives her shield arm into the shoulder of the next Templar, before going for center mass on her original target, hoping to force them away from their own weapon... or at least buy herself some space.
Anevia calmly slinks over beside Xanderghul, allowing inky black tendrils to run down her arm and unite with the bow once more, drawing a nocked arrow into firing position. From the way she's standing, closing one eye to get a proper shot, Xanderghul can't quite be certain whether Anevia just winked at him or not as she releases the arrow towards the ill-fated Magus.
| GM Kiora |
While Ary presses the assault, pulling the cultists' glaives from their hands and sending another flying into the altar behind of them, sending them tumbling into the floor, Ehren faces off against the Bladebound. Underneath her helmet she winces, her eyes still starry from the flash of light earlier. "How.... how dare you," she hisses, her voice thick with a Sarkorian accent. Keeping her broken weapon in one hand, she reaches for her belt and draws a shortsword, then swings wildly at Ehren, not even coming close to hitting him. She grunts as she feels Anevia's shot hit her square in the back, faltering for just a moment...
DC 15 Will Save Bladebound (critical): 1d20 + 11 - 3 ⇒ (8) + 11 - 3 = 16
Bladebound is Blind: 1d100 ⇒ 9
Book keeping: Ary deals 26 damage to Templar C, disarming and leaving them prone. Ary deals 14 damage to Templar B, leaving them disarmed. Anevia deals 34 damage to Bladebound, inflicting point blank gambit.
The Bladebound triggers an AoO from Ehren and his snake when she draws a weapon.
Kule and Ehren are up!
| Külə |
With a gaggle of new cultists filling the room, Külə decides to wade into the thick of it. Moving around the confused magus, he finally finds a spot large enough for his equine form and dismisses his alter self. Before the cultists know it, what was a naked, scarred elf, is now a unicorn in resplendent armor, gleaming in iridescent hues. Decidedly less morose than he once was, and unconcerned with possibly draining his allies, he holds his head high as he prepares to battle the worshipers of Baphomet.
Suddenly, UNICORN!
Mv Act: Move around cultist; Std Act: Dismiss alter self
| Ehren Ferron |
Ehren calmly walks around the blinded bladebound, putting some distance between himself and the nearby pit of acid - the work of some other caster they would have to deal with. After a moment of consideration, he lowers his flame blade and raises his other hand, pointing a finger at the Templar.
"Nid wyf yn gwybod beth addawodd Baphomet ichi, ond nid oedd yn werth chweil," he murmurs, before unleashing a bolt of pure ley energy.
Ehren casts ley energy bolt (Reflex DC 19 to halve). The line can pass through one object but will fizzle upon hitting another. Python takes a 5-foot slither to its current spot.
Ley Energy Damage: 9d6 ⇒ (6, 2, 1, 6, 6, 1, 6, 1, 1) = 30
| GM Kiora |
Ehren points upwards, and a focused beam of ley jettisons out from the ground with a loud whirr. The Bladebound regains her vision just in time to dodge out of the way of the worst of it, but the fallen templar behind of her is in no condition to move quickly. The beam angles into the entrance of the secret tunnel, and up and through one of its walls. The beam continues through the stone on the other end through the fallen cultist atop the altar in front of Ary, before fizzling out in the wall behind of them. The Templar in front of Ary slouches over and goes very still, and the smell of roasted meat permeates the air.
That was odd! Ehren hadn't actually willed it to fire at such an odd angle like that. It was almost like something else had willed that so.
The other Templar across from Ary switches focus to her. They don't even seem to notice the fallen cultist beside of them. They draw a shortsword at their waist and swing it in an arc against Ary, who deflects it effortlessly with her shield. The action distracts her from Hinagiku behind of her, who watches her own opponent stand unsteadily, draw her own blade, and then attempt to strike out wildly at the skilled monk. The kitsune simply sidesteps them calmly as they go barreling into the pit, and fall a very long way, out of sight.
At that moment, babau appear! One bursts from the curtains on Valaria's side of the temple, but as he thrusts at the tiefling from behind of her he is repelled by something invisible and inexplicable. Val doesn't have much time to think about this development when another babau appears from thin air on the other side of her!
Meanwhile, the last babau appears in the room next to Anevia and Xanderghul! Its sudden appearance catches Anevia by surprise, who is skewered in the back by its spear. She cries out and spins around to see a babau sitting on what was previously an empty bed. It sneers at her with a fanged grin, lancing her again across the side, before leaping off of the mattress to dig its fangs into her neck with a guttural yell. Anevia screams and pulls the demon off of her, and it regains its footing in front of her and Xanderghul.
Finally, the Templar that was previously trying to kill Xanderghul shrinks against the altar in horror as the naked elf man twists and contorts into an enormous unicorn in resplendent armor. They take a slow step to their left, holding their glaive protectively in front of them.
Blackblade Reflex (critical): 1d20 + 11 - 3 ⇒ (14) + 11 - 3 = 22
Templar E Reflex: 1d20 + 4 ⇒ (6) + 4 = 10
Templar B Reflex: 1d20 + 4 ⇒ (11) + 4 = 15
Templar C Reflex (wounded): 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11
Templar D vs Ary (wounded, smite): 1d20 + 11 - 2 + 2 ⇒ (13) + 11 - 2 + 2 = 24
Templar E vs Hinagiku (wounded, smite): 1d20 + 11 - 2 + 2 ⇒ (11) + 11 - 2 + 2 = 22
1d4 ⇒ 3
Babau #1 vs Valaria: 1d20 + 12 ⇒ (6) + 12 = 18 vs FF 19
Anevia Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Babau #2 stealth: 1d20 + 22 ⇒ (9) + 22 = 31
Babau #2 vs Anevia: 1d20 + 12 ⇒ (10) + 12 = 22
Damage!: 1d8 + 7 + 2d6 ⇒ (6) + 7 + (6, 1) = 20
Babau #2 vs Anevia: 1d20 + 7 ⇒ (17) + 7 = 24
Damage!: 1d8 + 7 ⇒ (7) + 7 = 14
Babau #2 vs Anevia: 1d20 + 7 ⇒ (20) + 7 = 27
Crit confirm: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Edit:
Templar E reflex save: 1d20 + 4 - 2 ⇒ (10) + 4 - 2 = 12
Fall Damage: 5d6 ⇒ (1, 1, 6, 4, 4) = 16
Acid Damage: 2d6 ⇒ (1, 5) = 6
Book keeping: Ehren deals 15 damage to the Blackblade and 30 damage to Templars E, B, and C. This kills Templar C and wounds E & B. Templar D smites Ary. Templar E smites Hinagiku. Babau #1, #2, and #3 join initiative. Babau #2 deals 38 damage to Anevia. Babau #2 crits, causing 1d8 bleed with a bite attack. Anevia is wounded. Babau #3 teleports. Templar F 5 ft steps and Total Defenses.
Round 8!
Kule and Hinagiku were entitled to AoOs vs Templar E as they stand up.
Xanderghul is up!
| Anevia the Hawkguard |
Objection! Anevia has uncanny dodge, and thus retains her dex mod. In addition, pinhole gambit grants her a bonus to her ac equal to her initiation mod rather than a penalty to the the targets, due to errata. Her AC is 24 as a result. She also is currently in her blurry stance so she has a 20% miss chance on each of those attacks!
| Külə |
Unlike the ineffectual punches of his human form, Külə's partially regrown horn posed a serious threat to those around him who let their guard down. Needless to say, he quickly takes advantage of opening presented by the cultist standing up next to him to gore his flank.
Attack: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
| Xanderghul |
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As the babaus appear in strength, Xanderghul growls. "Hinagiku or Val, someone - will you go and get that summoner? This will just keep happening until they're dead."
Then he turns to the babau. Looking around, he realizes that there's really nowhere he can stand or go that he can't be struck by someone. That won't do, and he still has several powerful spells left. He wonders idly why the Templars haven't given up yet. They certainly should.
He summons his power once again, creating a phantasm of the babau's worst fear - whatever that is - in the mind of the creature. He empowers this spell with his mythic power as well, practically ensuring the creature's death. To protect himself from the creature's retaliation, he activates his spellguard bracers, which fortify his concentration.
Spell Penetration: 1d20 + 9 ⇒ (19) + 9 = 28
Spell Penetration: 1d20 + 9 ⇒ (1) + 9 = 10
Resilient Illusions: 1d20 + 9 ⇒ (4) + 9 = 13
Resilient Illusions: 1d20 + 9 ⇒ (1) + 9 = 10
Concentration: 1d20 + 17 ⇒ (3) + 17 = 20
Bracers Re-Roll: 1d20 + 17 ⇒ (11) + 17 = 28
Cast mythic phantasmal killer on the babau right next to Xander. It makes a DC 20 Will save and then a DC 20 Fort save. If it succeed on Fort save but not the Will save, it is dazed for 1 round and must repeat the Fort save on my next turn.
| GM Kiora |
The babau makes a move as if to lunge at Anevia again, but then stops dead in its tracks. Its eyes widen and it starts to tremble in place.
"Kýrios!" cries out Tabitha. "We are stuck! What should we do?" Virrk from beside of her watches their back anxiously.
Isilme can see the further cultist in the tunnel striking themselves with their own glaive in confusion.
Babau Will Save: 1d20 + 5 ⇒ (10) + 5 = 15
Babau Fort Save: 1d20 + 10 ⇒ (18) + 10 = 28
Templar A Confusion: 1d100 ⇒ 51
Damage to Self: 1d8 + 4 ⇒ (4) + 4 = 8
Book keeping: Babau #2 is dazed. Templar A deals 8 damage to themselves. Templar A and the Bladebound are no longer confused at the beginning of Isilme's turn.
Hinagiku, Valaria, and Isilme are up!
| Isilme |
From her perch above the battle, ironically safely above the acidic pit, Isilme surveys the battle. Xanderghul was right, they needed to deal with the summoner. With everyone spread out and in melee, however, they would need an edge to push break the remaining cultists to open up a path to the tunnel. In order to hasten their demise, then, Isilme calls upon the Song of Spheres to grant her allies a blessing of fervor. Then, empowered, she charges Cygnus with arcane power, its blade glowing and seemingly sharper than ever, and alights next to the Bladebound cultist.
Std Act: Cast blessing of fervor on Isilme, Ehren, Ary, Hinagiku, Kule, Anevia and Xanderghul.; Swift Act: Arcane Pool (+1 Keen); Mv Act: Move by Bladebound Cultist
| Xanderghul |
When his students call out, Xanderghul looks over towards them. He can barely see them from where he is, so he just sounds in their direction. "Just watch and learn!" he shouts. "If you need me, call for me and I will be there."
| Hinagiku |
After a quick jab at the closest templar, Hinagiku looks down the tunnel from which the cultist had been coming from, then to Valaria and Ary who were now surrounded by babaus. The choice was simple.
”Mrs. Valaria, I will take it from here.” Hinagiku says as she steps gracefully forward toward the babau, skilfully deflecting its spear, she takes it down with a single blow to its knee. Closing her eyes, Hinagiku lets the ley guide her next steps, flowing like water she moves past Valaria and next to Ary where she slides the ground grab the second babau’s foot with her own and drag it to the ground as she stands up, just like the ebb of a wave.
AoO templar E (inspired,grazed): 1d20 + 16 + 2 - 1 ⇒ (2) + 16 + 2 - 1 = 19
dg templar E(inspired): 1d8 + 7 + 2 ⇒ (6) + 7 + 2 = 15
acrobatics(grazed,belt): 1d20 + 18 - 1 + 4 ⇒ (14) + 18 - 1 + 4 = 35
trip(inspired,grazed,evil outsider): 1d20 + 18 + 2 - 1 + 2 ⇒ (10) + 18 + 2 - 1 + 2 = 31
acrobatics(grazed,belt): 1d20 + 18 - 1 + 4 ⇒ (14) + 18 - 1 + 4 = 35
trip(inspired,grazed,evil outsider, fleet charge): 1d20 + 18 + 2 - 1 + 2 + 3 ⇒ (14) + 18 + 2 - 1 + 2 + 3 = 38
Use BoF for speed. Use fleet charge as move action.
Will use redirection on the templar next to Ary when they attack.
| GM Kiora |
"Got it," Valaria mutters back in response to Xanderghul. She darts out as Hinagiku closes in, rushing headlong into the tunnel. Getting a running start, she leaps up onto the wall and dashes past the two Templar's heads. She clears the tunnel and makes it to the other end, out of sight of the other heroes. "She's here, alone," Valaria murmurs into Isilme's spell. She readies herself for combat and continues chanting the next verse of her epic, the only thing of the tiefling the heroes could still tell, her verse echoing down the tunnel.
You can see the closer templar in the tunnel drop their sword to grasp their glaive in both hands. Without Hinagiku in the way, now they have free reign to attack you. A change had come upon Isilme of late - since her time in Elysium, she had come to perceive the world as only those mortals in touch with divine could. The way she had originally as a raelis.
She could feel the forces of darkness coalescing around the antipaladin before he even struck her. The first time, she moves quickly enough to raise her shield to protect herself. The second time though, the Templar of Baphomet comes in quick and savage, cutting across her neck and cheek in a stinging wound.
"Gan yr Abyss, Steffan, tynnwch eich hun at ei gilydd a mynd i amddiffyn Zanedra!" calls out a voice in the tunnel. Moments later, a glaive shoots out from the entrance, trying to catch Isilme off guard as she squares off with the other magus. She leaps back from the first one, raising her shield to intercept the blade, but the second strike arcs across her neck and cheek, leaving a trail of droplets of blood in its wake.
"By the Abyss, Steffan, pull yourself together and go protect Zanedra!"
Valaria Acrobatics to move through Babau threatened squares: 1d20 + 22 ⇒ (14) + 22 = 36
Valaria Acrobatics to move through Templar B: 1d20 + 22 ⇒ (5) + 22 = 27
Valaria Acrobatics to move through Templar A: 1d20 + 22 ⇒ (12) + 22 = 34
Templar B vs Isilme (wounded, smite): 1d20 + 12 - 2 + 2 ⇒ (10) + 12 - 2 + 2 = 22
Templar B vs Isilme (wounded, smite): 1d20 + 7 - 2 + 2 ⇒ (18) + 7 - 2 + 2 = 25
Templar B vs Isilme (cleric bonus damage): 1d10 + 7 + 6 + 6 ⇒ (4) + 7 + 6 + 6 = 23
Anevia Bleed Damage: 1d8 ⇒ 5
Book keeping: Valaria maintains performance and double moves. Hinagiku trips Babau #1 and Babau #3. Isilme casts BoF on everyone but Valaria and Xanderghul's students. Templar B smites Isilme instead of Hinagiku. Templar B deals 23 damage to Isilme, grazing her.
Ary and Anevia are up!
| Isilme |
The sensation of the cultist drawing upon their evil patron causes the hairs on Isilme's neck to stand on end, and though it takes her a moment to realize the implications, her reflexes were sufficient to catch the first blow. The second blow, however, posed a more significant threat, and it's only by releasing a magus spell she had picked up in order to better mimic Val's fighting style that she's able to get Cygnus up fast enough to deflect the blow, causing it to miss her throat by mere inches.
Imm. Act: cast duelist's parry
Duelist's Parry(Heroism,Arcane Pool,Inspire): 1d20 + 12 + 4 + 1 + 2 ⇒ (15) + 12 + 4 + 1 + 2 = 34
| Anevia the Hawkguard |
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Ary and Anevia choose +2 attack and AC. Ary Full attacks with dual wield, 5 foot stepping to target the babau if the cultist goes down (+4 hit and damage once she changes targets). Anevia 5 foot steps and MURDERDEATHKILLS (hopefully) the Magus with teleport-strike. Then Teleports to the yellow X. I think she can see there (I moved Ary to check).
Faith Attack 2 and Bull Rush v. Temp D (Wounded, Heroism, Inspired, Prayer, DW, BoF): 1d20 + 11 + 1 + 2 ⇒ (5) + 11 + 1 + 2 = 19
Radiance Attack and Bull Rush v. Temp D (Wounded, Heroism, Inspired, Prayer, DW, BoF): 1d20 + 16 + 1 + 2 ⇒ (14) + 16 + 1 + 2 = 33
Faith Damage 1 (Inspired, Prayer): 1d4 + 5 + 2 + 1 ⇒ (1) + 5 + 2 + 1 = 9
Faith Damage 2 (Inspired, Prayer): 1d4 + 5 + 2 + 1 ⇒ (4) + 5 + 2 + 1 = 12
Radiance Damage 1 (Inspired, Prayer): 1d8 + 7 + 2 + 1 ⇒ (2) + 7 + 2 + 1 = 12
Fading Strike (Flanking, Prayer, Inspired): 1d20 + 10 + 2 + 1 + 2 ⇒ (17) + 10 + 2 + 1 + 2 = 32
Piercing Damage (Inspired, Prayer, Sneak): 1d6 + 5 + 2 + 1 + 4d6 ⇒ (5) + 5 + 2 + 1 + (2, 5, 6, 1) = 27
"Ha-ha-aaaaah!" Anevia starts to laugh at the Babau as it appears, sweeping back away from the first blow, then comes the next claw, which catches her... then comes the mouth. "It bit me!" she yells. "Augh... Gods, that's a lot of blood. Ary, send me some motes!"
"I can't... I didn't practice that today." Ary calls across the battlefield as she continues to hammer away at their foes, first attempting to drive the nearest cultist back, and following through as she does.
"Oh no. Kule, help. Xander, protect me!" Anevia calls out, as her shortsword falls into her waiting hand. She slips out of the Babau's reach and drives the blade upwards into the cultist, leaving a gaping wound when she simply flickers across the battlefield, leaving Xanderghul and Kule between her and the murder demon.
| GM Kiora |
Ary launches the remaining templar off the pedestal, then steps up to pursue them while they are still flying through the air to slam them further into the corner. They collapse onto the ground in a heap, and Ary strikes downwards with Radiance to finish them off.
Meanwhile, Anevia makes some ruckus but smoothly slays the Bladebound fighting Ehren in one surprise stroke, before vanishing and reappearing on the altar next to a different cultist.
Book keeping: Ary kills Templar D with 33 damage (first attack bull rushes, second attack leaves prone, third attack kills). Anevia takes 5 bleed damage. Anevia deals 27 damage to the Bladebound and kills her, also.
Kule and Ehren are up!
| Külə |
Külə turns his attention to the Cultist by him, looking to bring him down to give Anevia some breathing space. While the Babau could still teleport next to her, they were cowardly and unlikely to charge headlong into a confrontation with him as well. Lunging at the wounded cultist, his head down, he aims squarely for his chest, knowing even if he failed to puncture the armor, the blow could still leave him incapacitated.
Gore Attack (Inspired, Prayer): 1d20 + 10 + 2 + 1 ⇒ (16) + 10 + 2 + 1 = 29
Damage: 1d8 + 6 + 2 + 1 ⇒ (5) + 6 + 2 + 1 = 14
BoF Gore Attack (Inspired, Prayer): 1d20 + 10 + 2 + 1 ⇒ (4) + 10 + 2 + 1 = 17
Damage: 1d8 + 6 + 2 + 1 ⇒ (4) + 6 + 2 + 1 = 13
Hoof Attack: 1d20 + 6 + 2 + 1 ⇒ (14) + 6 + 2 + 1 = 23
Damage: 1d3 + 2 + 2 + 1 ⇒ (1) + 2 + 2 + 1 = 6
Hoof Attack: 1d20 + 6 + 2 + 1 ⇒ (12) + 6 + 2 + 1 = 21
Damage: 1d3 + 2 + 2 + 1 ⇒ (1) + 2 + 2 + 1 = 6
If Külə kills off the cultist to his north, he'll take a 5' step and attack the one to his left with the remaining attacks.
| Ehren Ferron |
Ehren grimaces, realizing that any further attempts to manipulate the ley through spellcraft would likely be a bad idea if his spell’s bizarre behavior was any indication. Fortunately, his energy bolt did exactly what he intended, if not in the way he expected. As Anevia finishes off the bladebound, the druid looks over to where the Templars’ reinforcements emerged, and where Valaria had headed. The babau are dangerous, but as Xanderghul had succinctly put it, more would appear if they did not do something about their summoner.
Eager to clear the way, Ehren draws on his own reserves of mythic power, using it to reproduce the effects of the very same spell he cast earlier. A great gout of flames comes pouring out of his mouth, taking on the shape of a great serpent, even larger than the last. The fire snake blazes through the air in a wide arc before plunging into the tunnel and the Templars within.
Ehren will use the blessing for the +2 to stuff. He then expends 3 MP to cast another fire snake (CL 11).
Fire Damage: 11d6 ⇒ (4, 6, 1, 4, 3, 4, 6, 6, 4, 5, 4) = 47 Reflex DC 21 to halve.
| GM Kiora |
The unicorn turns and gores the templar above him through with his horn, discarding the body with a snort and a twist of his neck. It felt good to be on four legs again.
At that moment Ehren finishes his spell, and an enormous serpent made of fire flashes down and into the hallway. The templars scream as they are roasted alive, and the one in front slumps to the ground, dead.
Zanedra grins nastily and twists her open hand in clawed motion. Her fingers are adorned with rings of solid iron. Valaria can feel the woman's magic start to worm into her mind, and she starts to lose feeling in her fingers, but the birthmark on her cheek flashes a brilliant blue, and she can feel the cultist leader's magic begin to fade.
Taking advantage of the chaos, one babau disappears and reappears in front of Ehren. The babau closer to Ary takes a chance and lunges to its feet, before backing behind the curtain behind of it and reappearing near Xanderghul, just as the wizard's first target gives one last tremble before collapsing to the ground, literally having been frightened to death. The demon's body immediately begins to bubble and fade away into a smear of ichor on the ground.
Reflex Templar B (critical): 1d20 + 4 - 3 ⇒ (6) + 4 - 3 = 7
Reflex Templar A: 1d20 + 4 ⇒ (7) + 4 = 11
Zanedra Concentration: 1d20 + 15 ⇒ (12) + 15 = 27
Valaria Will Save (Birthmark): 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
Babau #2 Fort Save: 1d20 + 10 ⇒ (9) + 10 = 19
Book keeping: Kule KOs Templar F with 14 damage. Ehren's fire snake kills Templar B and leaves Templar A in critical condition. Babau #2 dies of fear.
Hinagiku and Ary are entitled to AoOs vs Babau #1 as it stands up.
Round 9!
Xanderghul is up!
| Xanderghul |
Xanderghul eyes the babaus on either side of him warily. This could go very poorly for him if he wasn't careful. On the other hand, babaus weren't particularly deadly or fearsome enemies, so he was certain that if he could survive a short time longer the babaus would be inexorably reduced to bubbling ichor on the ground like their compatriot.
He speaks the words to a new spell now. Necromantic magic crackles around his hands as he withdraws a small vial from his component pouch. He uncorks the vial, which emits a 'sigh' that sounds very like Xanderghul. He reaches for the babau nearer to Anevia and grasps, his hand crackling with energy. He pulls his hand back and the babau suddenly feels its lungs strained. The very air was being drawn out of the demon's mouth, threatening to suffocate it. Knowing that the babaus rely on polearms, Xanderghul also steps closer to the one that he is attempting to kill, hoping that it helps his own chances of survival.
Cast Defensively (DC 25): 1d20 + 17 ⇒ (8) + 17 = 25
Spell Penetration: 1d20 + 9 ⇒ (14) + 9 = 23
Eldritch Breach: 1d20 + 9 ⇒ (6) + 9 = 15
The babau to the north of me makes a DC 20 Fort save. If it succeeds, it is staggered for 1 round. If it fails, it falls unconscious and drops to 0 hp. Then I 5' step north.
| GM Kiora |
The babau next to Xanderghul gasps, dropping its spear as it grasps at its throat. Its eyes roll back into its head and it collapses onto the ground.
A singed templar walks out of the tunnel and starts mumbling to himself. He doesn't seem to understand where he is.
Fort Save: 1d20 + 10 ⇒ (4) + 10 = 14
Templar A: 1d100 ⇒ 30
Templar A reflex (critical): 1d20 + 4 - 3 ⇒ (19) + 4 - 3 = 20
Book keeping: Xanderghul KOs Babau #1
Isilme, Hinagiku, Valaria, Ary, Anevia, Kule and Ehren are up!
| Isilme |
Acrobatics: 1d20 + 12 ⇒ (16) + 12 = 28
Isilme floats past the cultist adjacent to her, executing a tumble in mid-air while diving past him into the tunnel that had opened beneath the base the statue of Baphomet was built upon. Her speed, augmented by her magic, easily allows her to catch up to Val to aid her with the cultist leader who had been summoning the Babaus.
"It seems you have run out of allies," she says to the cultist as she lunges through the air at her with Cygnus, "You might wish to rethink the steps that led you to this fate now in your final moments."
+30 mv with Blessing of Fervor; Mv Act: Tumble past cultist into tunnel; Std Act: Attack
Attack(Heroism,Inspire,Prayer,Arcane Pool): 1d20 + 12 + 4 + 2 + 1 + 1 ⇒ (17) + 12 + 4 + 2 + 1 + 1 = 37
Damage(Heroism, Inspire, Prayer, Arcane Pool): 1d6 + 7 + 4 + 2 + 1 + 1 ⇒ (2) + 7 + 4 + 2 + 1 + 1 = 17
Crit Threat(Heroism,Inspire,Prayer, Arcane Pool): 1d20 + 12 + 4 + 2 + 1 + 1 ⇒ (16) + 12 + 4 + 2 + 1 + 1 = 36
| Ehren Ferron |
Ehren grimaces when the murder demon accosts him, woefully aware of how ineffective his flame blade would be against it. Unwilling to find out how well his cold iron dagger would fare, he decides to unleash some of his most powerful magic. He reaches to the babau with his free hand, attempting to impose his will on its physical form. Giving the head of the fallen Baphomet statue a sidelong glance, he visualizes the most appropriate form he could think of for this situation. Casting right in the face of the demon is a risk in itself, but the archdruid's crown pulsates with soft light, ready to act should the babau attempt to retaliate.
+2 to attack rolls/AC/Reflex saves. Ehren casts baleful polymorph on the babau, attempting to transform it into a goat. It must pass a DC 20 Fortitude save to resist being transformed. If it fails, it must then pass a DC 20 Will save to resist becoming a REAL goat.
Cast Defensively DC 25 (Legendary Surge): 1d20 + 15 + 1d6 ⇒ (6) + 15 + (5) = 26
Caster Level vs. Spell Resistance: 1d20 + 9 ⇒ (15) + 9 = 24
| GM Kiora |
Isilme flits through the tunnel, coming out onto the other side. She finds that she is at the bottom of a ten foot deep pit. Looking behind of her, etched runes, carefully painted in what appears to be fresh blood, cover the bulging stone. The pit walls block most of her view of the room.
Inside of the pit, Valaria faces off against a red-haired Kellid woman with a blue pentagram tattooed to her forehead. Her entire body is covered in the same intricate Sarkorian-styled tattoos, forming organic patterns across her arms and chest. In one hand she has a small hand crossbow, with a holster of bolts on her opposite hip.
Isilme arrives just as Zanedra dodges out of the way of one of Valaria's hastier swings. Not wasting the opportunity, she exploits the opening, thrusting her rapier towards her face. Though Isilme's aim was perfect, she is caught off-guard as the blade drags across her skin, screeching with a noise as if the blade were caught against solid stone. Realizing what sort of trick this is, Isilme twists her blade into a spot next to the summoner's clavicle, piercing through her stony skin and deep into her shoulder. The pain from the severed tendon there would slow her down somewhat.
Crit Dex Damage: 1d6 ⇒ 2
Crit Str Damage: 1d6 ⇒ 2
Book keeping: Isilme crits, dealing 7 damage, 2 DEX damage and 2 STR damage.
Hinagiku, Valaria, Ary, Anevia, and Kule are up!
| Hinagiku |
As soon as the babaus around her teleport away, Hinagiku turns around and goes after them. Yet, she finds her path blocked by a the stumbling cultist. Unsure how deeply evil has ingrained itself in their heart, Hinagiku slides the ground, brings her full weight on their legto trip them. Quickly standing up, she follows with a series of punches aimed at the cultists armpits and thigh, where blows would not be lethal, but definitely effective.
5' step, full attack non-lethal. Use BoF for extra attack.
trip (inspired,grazed): 1d20 + 18 + 2 - 1 ⇒ (2) + 18 + 2 - 1 = 21
attack (inspired,grazed): 1d20 + 16 + 2 - 1 ⇒ (8) + 16 + 2 - 1 = 25
dg(inspired): 1d8 + 7 + 2 ⇒ (7) + 7 + 2 = 16
attack (inspired,grazed): 1d20 + 16 + 2 - 1 ⇒ (20) + 16 + 2 - 1 = 37
aconfirm (inspired,grazed,scroll): 1d20 + 16 + 2 - 1 + 2 ⇒ (12) + 16 + 2 - 1 + 2 = 31
dg(inspired): 1d8 + 7 + 2 ⇒ (7) + 7 + 2 = 16
attack (inspired,grazed,defensive): 1d20 + 11 + 2 - 1 ⇒ (15) + 11 + 2 - 1 = 27
dg(inspired): 1d8 + 7 + 2 ⇒ (3) + 7 + 2 = 12
| Ary Bishop |
Ary takes +2 bonuses, Anevia takes gofast. Ary 5 foot steps and absolutely destroys (probably) the remaining Templar if he isn't already KO'd. If he is, share favored enemy v. remaining babau. Anevia fires a cursed fate at the Babau. DC 15 will save or -4 to all d20 rolls for one round. She also robs him of 2 AC if sneak is successful. Anevia heads into the hallway and activates stealthiness, possibly going invisible. She does some more bleeding, and recovers her expended maneuvers.
Faith Attack 1(Wounded, Heroism, Inspired, Prayer, DW, BoF): 1d20 + 16 + 1 + 2 ⇒ (4) + 16 + 1 + 2 = 23
Faith Attack 2(Wounded, Heroism, Inspired, Prayer, DW, BoF): 1d20 + 11 + 1 + 2 ⇒ (20) + 11 + 1 + 2 = 34
Faith Confirm? 2 and Bull Rush (Wounded, Heroism, Inspired, Prayer, DW, BoF): 1d20 + 11 + 1 + 2 ⇒ (4) + 11 + 1 + 2 = 18
Radiance Attack 1(Wounded, Heroism, Inspired, Prayer, DW, BoF): 1d20 + 16 + 1 + 2 ⇒ (20) + 16 + 1 + 2 = 39
Radiance Confirm 1?: 1d20 + 16 + 1 + 2 ⇒ (7) + 16 + 1 + 2 = 26
Faith Damage 1 (Inspired, Prayer): 1d4 + 5 + 2 + 1 ⇒ (3) + 5 + 2 + 1 = 11
Faith Damage 2 (Inspired, Prayer): 1d4 + 5 + 2 + 1 ⇒ (3) + 5 + 2 + 1 = 11
Radiance Damage 1 (Inspired, Prayer): 1d8 + 7 + 2 + 1 ⇒ (6) + 7 + 2 + 1 = 16
Anevia Cursed Fate (Point Blank, Inspired, Prayer, Soft Cover): 1d20 + 11 + 1 + 2 + 1 - 4 ⇒ (14) + 11 + 1 + 2 + 1 - 4 = 25
Cursed Fate Damage v. Babau (Point Blank, Inspired, Prayer, Sneak, Cursed): 1d6 + 1 + 1 + 2 + 1 + 4d6 + 2d6 ⇒ (6) + 1 + 1 + 2 + 1 + (3, 5, 3, 3) + (6, 2) = 33
Anevia Stealth (Gambit): 1d20 + 23 + 1 ⇒ (10) + 23 + 1 = 34
When Hinagiku steps right next to the pit again, Ary purses her lips and follows after, slamming faith into the remaining Templar as Hinagiku takes him to the ground. She winces as she realizes that Hinagiku is trying to spare the cultist... by knocking him unconscious on a slope into a pit of acid. She keeps her hand out at the ready to grab Hinagiku should she lose her balance...
Meanwhile, Anevia stands a bit taller as Xanderghul kills one babau and begins to suffocate the other. "Haha. I knew Xanderghul would save me. But... I'm still bleeding. We're gonna have to do something about that pretty soon." she says as she leans to the side and fires an arrow into the only remaining standing target... before slinking towards the tunnel and vanishing (for most) into the darkness.
| Külə |
Gore Attack (Inspire, Prayer): 1d20 + 10 + 2 + 1 ⇒ (5) + 10 + 2 + 1 = 18
Damage (Inspire, Prayer): 1d8 + 6 + 2 + 1 ⇒ (4) + 6 + 2 + 1 = 13
Attack(Hoof): 1d20 + 6 + 2 + 1 ⇒ (13) + 6 + 2 + 1 = 22
Damage (Inspire, Prayer): 1d8 + 6 + 2 + 1 ⇒ (6) + 6 + 2 + 1 = 15
Attack(Hoof): 1d20 + 6 + 2 + 1 ⇒ (14) + 6 + 2 + 1 = 23
Damage (Inspire, Prayer): 1d8 + 6 + 2 + 1 ⇒ (4) + 6 + 2 + 1 = 13
Külə turns towards the babau engaging Ehren and presses the attack against it, rearing to clobber it with his hooves and then bringing his horn down from above to attempt to gore him.
| GM Kiora |
Hinagiku pulls the cultist to the ground, her first punch sufficient to knock the templar out cold. Meanwhile, across the room, Anevia shoots the remaining babau once before vanishing into the dark tunnel. Kule rears up and attempts to trample the babau, who dances away from his sharp hooves. Unfortunately, it doesn't see Ehren's spell coming, and the babau is transformed into a goat. The goat bleats once angrily before winking out of existence.
Meanwhile, on the other end of the tunnel, Isilme and Valaria face off against the summoner, Zanedra. Valaria lashes out at her twice with her starknife, the metal of the blade shooting sparks out as it comes in contact with her rock-hard skin. Gritting her teeth, she steps back and carefully aims her next strike at the crease of her arm. Letting it fly, she finds a seam in her flesh that allows her weapon to carve deeper than before.
Zanedra frowns at this development, and gestures a hand towards the space above Isilme and Valaria. "All I have to do is Call and He always answers me," she sneers in response to Isilme. "Whatever comes out of His doors is a tool I can use." She laughs. "My foremothers could call but One God, I, I can Call multitudes!"
Valaria had no patience for monologuing, so she had lashed out as soon as she started speaking... but it wasn't enough, her blade barely leaving a surface scratch upon her skin despite swinging with all her might. Two babaus appear on the ledge behind of the women, catching the tiefling off-guard. She cries out in surprise as the longspear digs into her back. Isilme had managed to spin around and dodge the blade aimed for hers, but even she wasn't fast enough to evade it entirely.
Hinagiku vs Pit: 1d20 + 16 - 1 ⇒ (12) + 16 - 1 = 27
Valaria vs Zanedra (inspired, prayer): 1d20 + 16 + 2 + 1 ⇒ (5) + 16 + 2 + 1 = 24
Damage (inspired, prayer): 1d4 + 9 + 2 + 1 - 10 ⇒ (3) + 9 + 2 + 1 - 10 = 5
Valaria vs Zanedra (inspired, prayer): 1d20 + 11 + 2 + 1 ⇒ (5) + 11 + 2 + 1 = 19
Valaria Distant Barrage vs Zanedra (inspired, prayer): 1d20 + 19 + 2 + 1 ⇒ (8) + 19 + 2 + 1 = 30
Damage (inspired, prayer): 1d4 + 9 + 2 + 1 - 2 ⇒ (2) + 9 + 2 + 1 - 2 = 12
Anevia bleeds: 1d8 ⇒ 5
Babau Will Save (grazed): 1d20 + 5 - 1 ⇒ (14) + 5 - 1 = 18
Babau perception vs Anevia: 1d20 + 19 - 1 - 3 ⇒ (14) + 19 - 1 - 3 = 29
Babau #3 fort save: 1d20 + 10 - 2 ⇒ (7) + 10 - 2 = 15
Babau #3 will save: 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19
Valaria vs Zanedra (inspired, prayer): 1d20 + 16 + 2 + 1 ⇒ (6) + 16 + 2 + 1 = 25
Valaria damage vs Zanedra: 1d4 + 9 + 2 + 1 - 10 ⇒ (4) + 9 + 2 + 1 - 10 = 6
Zanedra concentration (Valaria, DC 22): 1d20 + 15 ⇒ (11) + 15 = 26
Summon Monster: 1d3 ⇒ 2
Babau #1 Stealth vs Valaria (distance): 1d20 + 22 + 1 ⇒ (16) + 22 + 1 = 39
Valaria Perception vs Babau #1: 1d20 + 16 ⇒ (1) + 16 = 17
Babau #1 vs Valaria: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 1d8 + 7 + 2d6 ⇒ (3) + 7 + (3, 2) = 15
Babau #1 vs Valaria: 1d20 + 7 ⇒ (8) + 7 = 15
Babau #2 Stealth vs Isilme (distance): 1d20 + 22 + 1 ⇒ (3) + 22 + 1 = 26
Isilme Perception vs Babau #2: 1d20 + 30 ⇒ (12) + 30 = 42
Babau #2 vs Isilme: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 1d8 + 7 ⇒ (6) + 7 = 13
Babau #2 vs Isilme: 1d20 + 7 ⇒ (2) + 7 = 9
Book keeping: Hinagiku trips Steffan and then knocks him out with 11 NL damage and 5 lethal. After Xanderghul's turn, he will fall into the pit. Valaria uses 1 MP to activate Distant Barrage, dealing 17 damage to Zanedra. Ary shares favored enemy vs Babau #3. Anevia deals 35 damage to Babau #3, grazing it and bewildering it. Anevia takes 5 bleed damage. Anevia is also grazed, but she is invisible. Kule deals 3 damage to Babau #3 after DR. It is wounded. Ehren turns it into a goat (but not a real goat.) Valaria AoOs Zanedra for 6 damage. Zanedra summons babaus, causing the goat and KO'd babau to vanish. Babau #1 deals 15 damage to Valaria. Babau #2 deals 13 damage to Isilme.
Round 10!
Isilme is entitled to an AoO vs Zanedra
The Heroes Are Up!
| Xanderghul |
Utilizing Isilme's blessing to enhance his speed, Xanderghul rushes across the battlefield and down the hallway towards Zanedra, Isilme, and Valaria. It's too dark and cramped in the hallway to see anything except his allies, half of the enemy summoner, and the barest hint of one babau.
Xander isn't messing around, however. He wants the battle to end, and that means debilitating the opponent as much as possible so his allies could safely defeat her. He starts with a targeted blast of necromantic death energy. Hopefully he could steal her strongest spellcasting ability and make it easier for his allies to affect her with spells. This simple spell simply requires pointing a finger and speaking words of decay and death, and a ray of crackling black energy shoots from Xander to Zanedra, threatening to sap her life force.
Ranged Touch (inspired, into melee): 1d20 + 6 + 2 - 4 ⇒ (11) + 6 + 2 - 4 = 15
Negative Levels: 1d4 ⇒ 2
Use the blessing of fervor for +30 movespeed and then move into the tunnel. Cast enervation on Zanedra. If a 15 to touch hits, she takes 2 negative levels that last 9 hours.
| GM Kiora |
With her free hand, Zanedra pauses to feel at her neck. Isilme's wound was fastly swelling into a visibly enlarged mass. That's all the opportunity Xanderghul needs to aim a ray of necromantic magic down the narrow hall and still missing Isilme.
At that moment, outside, the fallen templar slides down the slope into the pit of acid.
Book keeping: Zanedra is at 2 negative levels.
Isilme, Hinagiku, Valaria, Ary, Anevia, Kule and Ehren are up!
| Isilme |
AoO (M. Hero, Inspire, Prayer, Arcane Pool): 1d20 + 12 + 4 + 2 + 1 + 1 ⇒ (15) + 12 + 4 + 2 + 1 + 1 = 35
Damage: 1d6 + 7 + 4 + 2 + 1 + 1 ⇒ (1) + 7 + 4 + 2 + 1 + 1 = 16
Attack: 1d20 + 12 + 4 + 2 + 1 + 1 ⇒ (19) + 12 + 4 + 2 + 1 + 1 = 39
Isilme takes advantage of yet another opening against the bloviating cultist, punctuating her tiresome monologue with yet another sharp slash, this time aiming to puncture her lungs through the rib cage. Prepared for the resistance of her stoneskin spell, she lunges forward with extra force once she feels the point make contact.
| GM Kiora |
Preferring precision to brutal might, Isilme's deftly aimed strike snakes past the summoner's magical defenses and draws blood! The cultist is caught off guard by the sudden, vicious attack, and is unable to finish her summoning.
Damage: 1d6 + 7 + 4 + 2 + 1 + 1 - 10 ⇒ (4) + 7 + 4 + 2 + 1 + 1 - 10 = 9
Concentration: 1d20 + 15 ⇒ (19) + 15 = 34
Book keeping: Isilme deals 25 damage to Zanedra, which interrupts her spell. Babaus were never summoned (so there is a goat instead) and +15 Hp to Valaria and +13 HP to Isilme. Zanedra is grazed.
Isilme, Hinagiku, Valaria, Ary, Anevia, Kule and Ehren are up!