Solrisa Iome Arabasti |
Solrisa eats while she is hungry, but not too much. She enjoys quiet chatter and highlighting all the nice things others did in the battle today, complimenting everyone at least once. She is quite happy.
At the conclusion of the food, she will return to her armor and getting ready for the morrow.
Woo WOO! As Ascaria mentions, post 7000+!
Ascaria |
Weapon Equipped = None
Conditions = Magic Vestment on Buckler (1/9h), Bless (5/18m)
Life Link (9)(100’) = Eidi, Eri, Mort, Sol, Tynan
Channel Energy (4/9)(7/7) (DC: 22)(Avoid 6) (5d6+1+2d6 phylactery)
Amiable Blunder (1/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (0/3)
Melee Attack: BAB +6/+1, Size +1 Damage: +0
Ranged Attack: BAB +6/+1, Dex +1, Size +1 Damage: +0
Spells (Caster Level 9, Concentration +15)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (2/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (7/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Suppress Charms and Compulsions
Third (19): (3/7) Cure Serious Wounds, Daylight, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (2/5) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration
”Oh! Good idea!” Ascaria exclaims, surprised he himself forgot that such things were still available despite their ‘hosts’ offerings.
He collects a pair of large pitchers from the kitchen, conjures some water in full view of Auric, and then enhances it to a light frothy ale.
He first walks over to the Warband, and leaves a pitcher with them. He says quietly, ”Complements of Cayden Cailean. I understand, and will take no offense, if you don’t drink any - but politeness requires me to provide.” he grins widely as he returns to the group - likely to find their pitcher already empty!
He recasts the combination again (three castings) and fills his own mug before passing the pitcher around again. He toasts the Outcasts and Tynan’s most excellent suggestion. He drinks his first sip deeply, then slows as he wants to be fresh in the morning.
Mortimer Smith |
"OOOH, Great idea, Tynan! I have respect for beer!"
Mort waits for everyone to help themselves to the first pitcher as Ascaria wanders over to offer the Warband a second, then finishes the first pitcher before Ascaria comes back.
I wonder if they're going to drink theirs... Pity if they don't. Waste of good beer!
When Ascaria arrives back at the table he asks sheepishly, "Hey Ascaria, can your beer be preserved over time?"
GM Rat Sass |
Auric nods respectfully at the gnome's offering, but abstains from the pitcher. Only when Khellek casts a cantrip, and nods knowingly to his fighter, only then does Auric pour himself a cup, and samples the brew. Khellek himself doesn't drink, and Auric only has one mug. Finishing it, he brings the mostly full pitcher back to the Outcasts' table.
The night passes calmly. The Purple Cloaks never wander from their post, but every so often a set of them is swapped out, for fresh legs.
...
The Final Day of the Gauntlet arrives. The Coenoby takes on a light ambience of the grave, for its quiet and coolness. Absent are the helpers in the kitchen, and the resident physician. The main chef makes sure your egg whites are freshly warmed, the freshly-squeezed pomegranate juice chilled sufficiently. Once the foods are set out on the long tables, he also departs, likely to find himself a good seat to spectate.
The Battle begins at the twelfth hour.
Also, please Level to 10.
Ascaria |
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Weapon Equipped = None
Conditions = Magic Vestment on Buckler (1/9h)
Life Link (10)(100’) = Eidi, Eri, Mort, Sol, Tynan
Channel Energy (9/9)(7/7) (DC: 23)(Avoid 6) (5d6+1+2d6 phylactery)
Amiable Blunder (1/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (3/3)
Melee Attack: BAB +7/+2, Size +1 Damage: +0
Ranged Attack: BAB +7/+2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 10, Concentration +16)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (8/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (8/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Suppress Charms and Compulsions
Third (19): (5/7) Cure Serious Wounds, Daylight, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (6/6) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration
Fifght (21): (4/4) Air Walk Communal, Breath of Life, Cure Light Wounds Mass
In the morning Ascaria prepares himself for the day ahead, thanking Cayden Cailean for his healing might. He considers his new spells and plans to make good use of them in the coming fight. Well, some of them he hopes.
Uneasy, before breakfast he casts Magic Vestment (+2 for 10 hours) on himself and Sol.
Before they leave for breakfast, he whispers, ”We don’t know what sorts of spells they may throw at us. I propose protecting us from Fire, Electricity, and Cold today. It’s a lot of spells for me but I think it’s worth it.”
He spends his morning easily enough, drawing the Coenoby from several different angles. He does grow more uneasy as the hour approaches, wondering what the powers-that-be have in store for their band. It shows in his art...
Coenoby entry: 1d20 + 16 ⇒ (10) + 16 = 26
Coenoby dining area: 1d20 + 16 ⇒ (18) + 16 = 34
Coenoby kitchen: 1d20 + 16 ⇒ (4) + 16 = 20
Coenoby stream: 1d20 + 16 ⇒ (5) + 16 = 21
Eri Nandri |
Eri has some beer and prepares. As the hour grows closer Eri looks like he is about to speak. message and covering his mouth: "Uhh. Any ideas on how tis will play out? Maybe it's best not to verbalize even with protection. Man, I am super paranoid right now."
Solrisa Iome Arabasti |
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In the morning, Solrisa is happy to eat. She makes cheery talk and is full of excitement. When she is not eating, she is readying her armor and her swords, wondering which one she should use today. She slightly favors BluespRae, but her old sword, MemoRae, is pretty nice as well.
Solrisa decides to use BluespRae due to a very important reason: it is blue and that's important.
She will, of course, give herself Barkskin (but only after offering it to Mort) when the battle is close at hand. As well as enchanting her sword more strongly (+1 & merciful).
She is soon ready to have some fun.
* * *
"Any ideas on how tis will play out?"
Solrisa smiles, hopeful of victory and having fun.
"Oh, I hope they come attack me. Sometimes it seems like they are afraid to hit me, maybe because I'm a woman, I don't know. But like those dwarves were afraid, I am sure," Solrisa answers. "I don't think Auric is a coward, he'll fight me."
Mortimer Smith |
"Uhh. Any ideas on how tis will play out? Maybe it's best not to verbalize even with protection. Man, I am super paranoid right now."
Mortimer looks at the Archer. Is he actually sweating?
"Relax, we got this. Just don't throw the first punch," he says calmly.
"Oh, I hope they come attack me. Sometimes it seems like they are afraid to hit me, maybe because I'm a woman,"
Mortimer's jaw drops slightly, and he shakes his head. "I would be afraid to hit you, but it's because I've seen you in a fight."
"I don't know. But like those dwarves were afraid, I am sure," Solrisa answers. "I don't think Auric is a coward, he'll fight me."
Mortimer nods. "I'm certain you're right, Solrisa."
Ascaria |
Weapon Equipped = None
Conditions = Magic Vestment on Buckler (1/9h), Bless (2/20m), Prot from Energy (Fire 0/120hp, Cold 0/120hp, Electric 0/120hp)(1/16m), Air walk (1/16m), Prayer (5/20r)
Life Link (10)(100’) = Eidi, Eri, Mort, Sol, Tynan
Channel Energy (9/9)(7/7) (DC: 23)(Avoid 6) (5d6+1+2d6 phylactery)
Amiable Blunder (1/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (3/3)
Melee Attack: BAB +7/+2, Size +1 Damage: +0
Ranged Attack: BAB +7/+2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 10, Concentration +16)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (7/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (8/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal
Third (19): (4/7) Cure Serious Wounds, Daylight, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (3/6) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration
Fifght (21): (3/4) Air Walk Communal, Breath of Life, Cure Light Wounds Mass
Ascaria nods to Eri, and makes no further plans out loud.
As the party rises up on the platform before the fight though, Ascaria prepares the group.
”OK everyone, now I’m going to add a new layer to our spells today - air walk. Just imagine that anywhere you plant your foot is solid ground - even if it’s not - and you’ll be fine. I suggest we all stand just above the ground in case they have ideas about making it hard to move around. Just a foot or so should suffice I think.”
Bless (+1 attacks & saves vs fear (morale)) with the rod so 20m duration
Protection from Energy Communal (16 minutes or 120hp of Fire damage, whichever comes first)
Protection from Energy Communal (16 minutes or 120hp of Cold damage, whichever comes first)
Protection from Energy Communal (16 minutes or 120hp of Electricity damage, whichever comes first)
Air Walk Communal 16m duration
When the horn is about to be sounded, he adds a Prayer (+1 attacks, damage, saves, & skills (luck)) with the rod before putting it away (20r duration)
As the horn is sounded, he fires off a Protection from Evil, communal and smiles, (16r duration)
GM Rat Sass |
The Twelfth Hour arrives. The Purple Cloaks assemble around Auric and Khellek, almost like a procession, and escort them from the Coenoby first. After a significant pause, the same guards return to escort you to up to the elevator, and your final Battle of the Gauntlet.
The field is well manicured once more, the signs of previous battle wiped clean, and the pentagram redrawn. The sound of the crowd is the loudest it's been, as the stadium seating is filled to capacity. The noise only grows louder, as the Artists and Outcasts comes into view.
Across the field awaits quite a sight. Four large, animated, stone statues turn to face you. Two in the rear appear to be guarding Khellek, while the two in the front bookend Auric, who looks more than ready to engage, shield and light crossbow shifting easily in his arms.
These are rather magnificent Stone Golems, neutral large constructs. 1 question for every 5 points above 26.
Once again, Talabir Welik speaks up, his voice booming over the din of the Catafalque. "And so it comes to this!! Auric's Warband, versus the Artists and Outcasts!! Our Final Battle!! Our Gauntlet of Asmodeus concluded!! The Hellfire Belt, there!! Set your eyes upon Auric, and the splendorous adornment on his waist!! This is what we came for, to see who will lay rightful claim to its ownership!!" The crowd surges in volume as Auric takes a moment to salute all five points of the stadium.
"I will draw this out no further, as we are all eager to see the clash of the titans!! Sound the horns, one final time...!"
And with their sounding, the Final Battle begins.
Ascaria: 1d20 + 1 ⇒ (20) + 1 = 21
Eidi: 1d20 + 1 ⇒ (19) + 1 = 20
Eri: 1d20 + 2 ⇒ (1) + 2 = 3
Mortimer: 1d20 + 4 ⇒ (3) + 4 = 7
Solrisa: 1d20 + 4 ⇒ (1) + 4 = 5
Tynan: 1d20 + 4 ⇒ (17) + 4 = 21
Auric: 1d20 + 6 ⇒ (18) + 6 = 24
Khellek: 1d20 + 8 ⇒ (1) + 8 = 9
SGA: 1d20 - 1 ⇒ (7) - 1 = 6
SGK: 1d20 - 1 ⇒ (8) - 1 = 7
Auric flicks his shield into the air, which begins to hover in place, almost as if animated with a life of its own. He raises his crossbow, and fires at 1 Tynan, 2 Mortimer, 3 Solrisa: 1d3 ⇒ 3 Solrisa!
Light Crossbow: 1d20 + 15 - 2 ⇒ (16) + 15 - 2 = 29 for 1d8 + 2 ⇒ (8) + 2 = 10 damage
Round 1
Auric- 24
Tynan- 21
Ascaria- 21
Eidi- 20
Khellek- 9
Mortimer- 7
SGK- 7
SGA- 6
Solrisa- 5 (-10hp)
Eri- 3
Tynan, Ascaria, and Eidi are up!
Current Party Buffs
Bless- 20 minutes
Protection from Fire, Cold, Electricity- 16 minutes
Air Walk- 16 minutes
Protection from Evil- 16 minutes
Tynan Swale |
Round 1, Init 21
Tynan swiftly sizes up Auric and his defenses, intrigued by the hovering shield. (swift action to study ) Rather than advancing alone to a certain death, he then turns his attention to the northernmost of Auric's constructs, and eyes its stony form. (move action to study second target)
Taking a defensive stance, (standard for Total Defense) he speaks to the rest of the group.
"Well, those certainly don't look very fleshy... any idea what those are?"
Total Defense- AC:26, FFAC:22, TAC:20
CMD:26, FFCMD:22
Fort: +9, Ref: +13, Will: +6
Hit Points: 64/64
Bless, Air Walk, Pro from Evil,
Pro from Fire (120/120),
Pro from Cold (120/120),
Pro from Electricity (120/120)
Ascaria |
Round: 1, Initiative: 21, Height: 5’
Weapon Equipped = None
Conditions = Magic Vestment on Buckler (1/9h), Bless (2/20m), Prot from Energy (Fire 0/120hp, Cold 0/120hp, Electric 0/120hp)(1/16m), Air walk (1/16m), Prayer (5/20r), Protection from Evil (4/16r), Blessings of Fervor (1/10r)
Life Link (10)(100’) = Eidi, Eri, Mort, Sol, Tynan
Channel Energy (9/9)(7/7) (DC: 23)(Avoid 6) (5d6+1+2d6 phylactery)
Amiable Blunder (1/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (3/3)
Melee Attack: BAB +7/+2, Size +1 Damage: +0
Ranged Attack: BAB +7/+2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 10, Concentration +16)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (7/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (7/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal
Third (19): (4/7) Cure Serious Wounds, Daylight, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (2/6) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration
Fifth (21): (3/4) Air Walk Communal, Breath of Life, Cure Light Wounds Mass
He soaks a little of Sol’s harm as his round starts* but he doesn’t take much notice of it.
Ascaria casts Blessing of Fervor on the group even as he sizes up the opposition. He then moves up 5’ and south 5’ to gain a little altitude. Not enough to be sure, but it’s a start.
”I don’t know what those are, but they look a fair bit tougher than mere Flesh Golems. I suggest we climb above them, and rain down upon Khelleck and Auric on our terms. I doubt those huge stone monstrocities can fly, and Auric’s crossbow isn’t so deadly." he laughs, giddy with the thought of rising above the battlefield, though he worries what spells that might expose them to.
* Sol heals 5hp of damage thanks to Ascaria.
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Blessing of Fervor (everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Energy Communal (120hp of Fire damage)
Protection from Energy Communal (120hp of Cold damage)
Protection from Energy Communal (120hp of Electrical damage)
Protection from Evil (everyone)
Mortimer Smith |
”The Hellfire Belt, there!! Set your eyes upon Auric, and the splendorous adornment on his waist!! This is what we came for, to see who will lay rightful claim to its ownership!!"
Mortimer frowns as the proceedings begin.
Huh? THAT?! It’s so … ugly. You’d think for an event like this and as much wealth as it represents they’d pay for something with a little less sparkle.He eyes the Stone Golems.
"HEY! What are those made of?! Can we turn them into mud and then add water?" he asks, looking first at Eidi and then at Ascaria.
Solrisa Iome Arabasti |
Round 1, Init 5
"Oh, Mort look! I love working in stone! This will be fun!" Solrisa squees with delight.
Solrisa casts extended Divine Favor trying to get the most out of Ascaria's generous spell, then begins to climb higher like he suggests. Her shirt shimmies as the magic is used and she climbs again, even higher.
AC=26 (+10 armor +1 dex +1 NA +2 def + 2 'skin) +4 shield = 30
HP= 79/84
Right hand = long sword
Left hand = shield
LoH 0/7 used (4d6+1d6)
Quick Shirt 1/1 used
Wand of Barkskin (44/50 left)
The Dragon Invoked 0/3 used
Breath of the Dragon 0/2 used
Power attack. One hand.
[ dice]1d20+17-3+2+1[/dice] to hit; (-PA,heroism,+1 magic,+prayer)
[ dice]1d10+6+6+1d6+2+1+1[/dice] magic nonlethal damage.
[ dice]1d20+12-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+17-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+12-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
Magic Vestment (9 hours, Blue Light Special Shield, +2)
Bless (Ascaria, +1 to hit/morale)
+2 sword and merciful (+1d6, nonlethal)
Prayer (+1 sacred on lots, Ascaria)
BoF (awesome, Ascaria) +2 to def/reflex unless otherwise stated
Eri Nandri |
Round 1 Init 3 AC:20 (BoF)
BoF:Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves
In the morning Eri casts mage armor on himself. On the way up he will cast Gravity Bow
Once on the field he will heed Ascaria’s advice and double move higher (30’ up)
AC 14 or 18 [dex +3, amu +1, m. armor +4]
CMD 19
BAB +6
Defensive casting = +16 (@8th)
Spell Penetration= +10 (@8th)
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation, Read Magic)
First Level: DC:15 (5/7 per day 4/4 stones) (Burning Disarm, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (7/7 per day) (Acid Arrow, Admonishing Ray, Glitterdust, Gust of Wind)
Third Level: DC:17 (5/5 per day) (Dispel Magic, Fireball, Lightning Bolt)
Fourth Level: DC:18 (4/4 per day) (Summon Monster IV)
Thunder staff charges: 7/7 (extra d6 dam, 3 rnds ea.)
Shock rounds 0/3
Quick Runner’s Shirt Charge 1/1
Weapon equipped = +2 Composite Long Bow
+12 or +10/+10 (fight+1, sorc +3, ElKn +2, WF, +1, dex +3 bow +2)
+13 or +11/+11 within 30' with +1 dam
Damage bump: +8 [+2 (bow) +2(str) +2 (feat ex pull) +2 (feat arcane weap)]
GM Rat Sass |
Eidi GMPC decides that a good defense should be a prepared parry to Khellek's imminent spellcasting, so readies a Dispel Magic to put a fizzle to the wizard's first discharge of magic.
Counterspell: 1d20 + 6 ⇒ (6) + 6 = 12
When Khellek throws his first spell, Eidi is unable to impede its effect.
Everyone is awash in the wizard's weave.
Khellek has cast Confusion.
Will Save DC 22 or become Confused.
Mortimer is up! Depending on the success/failure of Will Saves, Solrisa and Eri may change their posted actions, of course.
Mortimer Smith |
Round1, Init 7
AC 27, 31 on AoO, 24 Touch; 74/74 HP
Barkskin, Bless, Protection from Energy (Fire, Cold, Electricity), Air Walk, Prayer, Protection from Evil, Confused
Static (Saves etc) below.
--------------------------------------------------------------------
AC 25, 29 on AoO, 22 Touch; 74/74 HP
BAB = +10/+5 (level 10)
ToHit = 1d20+14+1
RHit = 1d20+15-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+15-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+10-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+5-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+15
Fort+9 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+12
Will+6
Initiative +4
CMD = 29 (10+ BAB + Str bonus + Dex bonus, 31 Maneuver Training Grapple +2, 30 Manuever training Disarm, +1 class feature "AC Bonus" at level 4)
+1 Grapple (Armbands), +2 Grapple MT, +2 Improved Grapple (+5 total)
Mortimer accepts the Barkskin Sol offers him.
WillDC1,000,000: 1d20 + 6 ⇒ (2) + 6 = 8
?: 1d100 ⇒ 23 Acts Normally.
Stone Chucker in hand, Mortimer draws a thunderstone from the Haversack and proceeds to hover 30' up.
"I wish I was behind Khellek..."
GM Rat Sass |
The stone men begin their march forward. Slow and plodding, these brutish statues seem to understand with whom they must engage. Their faces remain serene as their prey begin to take to the air.
Solrisa and Eri are up (at least for their Saves)!
Eidi |
Short before entering the arena, Eidi casts his long lasting spells: a defending bone and mage armor on himself, then weapon of awe and blur on Solrisa, heroism on Mortimer and shield of faith +3 on Tynan.
-------------------------------------
Eidi sighs in frustration as his dispel conjuration fails to counter Khellek's spell.
Spellcraft+prayer: 1d20 + 19 + 1 ⇒ (15) + 19 + 1 = 35
The elder seems to identify the spell as it is cast though "A confusion spell! Stay away of anyone of us that gets confused"
K. arcana+prayer: 1d20 + 19 + 1 ⇒ (6) + 19 + 1 = 26
"Those are Stone Golems, neutral large constructs, but I cannot tell much about them" shouts the half-elf to the team.
He then climbs in the air following the rest of the party and trying to hold himself at 30 feet of everyone. Then, Eidi produces a licorece root from his pouch and says some arcane words casting haste with his extend rod on the party.
9 rounds of haste: +1 AC, +1 Ref, +30' movement, +extra attack on full attacks
GM Rat Sass |
Welcome back, Eidi. Round 1 action already posted for you. You'll need a Will Save before you're able to determine your Round 2 actions... no rush, as we wait on Solrisa and Eri to conclude Round 1.
Eri Nandri |
kn. arcana DC26: 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33
spellcraft DC19: 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 21
will save DC22: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
Feel free to look at the kn. arcana and spellcraft spoilers.
Mortimer Smith |
Round1, Init 7
AC 27, 31 on AoO, 24 Touch; 74/74 HP
Barkskin, Bless, Protection from Energy (Fire, Cold, Electricity), Air Walk, Prayer, Protection from Evil, Confused
Static (Saves etc) below.
--------------------------------------------------------------------
AC 25, 29 on AoO, 22 Touch; 74/74 HP
BAB = +10/+5 (level 10)
ToHit = 1d20+14+1
RHit = 1d20+15-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+15-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+10-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+5-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+15
Fort+9 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+12
Will+6
Initiative +4
CMD = 29 (10+ BAB + Str bonus + Dex bonus, 31 Maneuver Training Grapple +2, 30 Manuever training Disarm, +1 class feature "AC Bonus" at level 4)
+1 Grapple (Armbands), +2 Grapple MT, +2 Improved Grapple (+5 total)
Feel free to look at the kn. arcana and spellcraft spoilers.
"What are you talking about? I'm not confused, am I?!"
GM Rat Sass |
Tynan studies the field, while guarding against incoming attacks. Ascaria casts his bacchanalian Fervor once more, while ascending lightly. Eidi tries to prevent Khellek from his own casting, but falls short, though he manages to steel his mind with the thought of baked goods, avoiding Khellek's influence. Mortimer is the first to succumb to Khellek's confusing magic, though he manages to keep his senses.
Solrisa wills herself to be useful, but not before her mind must contend with Khellek's first attack.
Will Save v DC 22: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
Confusion Effect: 1d100 ⇒ 49 Does nothing but babble incoherently
Instead of casting her own magic and ascending, the maiden remains in place, cooing to herself, the second victim of Confusion. Eri manages to maintain himself, and ascends a ways from the field.
Seeing the field begin to separate, Auric advances, but only enough to match Mortimer in mid-air at height. He doesn't seem to be in a hurry to engage you just yet.
Eidi casts Haste, making sure to include everyone, before they advance forward and out of reach.
Round 2
Auric- 24
Tynan- 21 (Will Save DC 22 or be Confused 12 rounds)
Ascaria- 21 (-5hp, Will Save DC 22 or be Confused 12 rounds)
Eidi- 20
Khellek- 9
Mortimer- 7 (Confused 12 rounds)
SGK- 7
SGA- 6
Solrisa- 5 (-5hp, Confused 12 rounds)
Eri- 3
Tynan and Ascaria are up! Please remember to roll the Will Save first, as it has direct bearing on your ability to act in Round 2.
Current Party Buffs
Bless- 20 minutes
Blessing of Fervor- 10 rounds
Protection from Fire, Cold, Electricity- 16 minutes
Haste- 9 rounds
Air Walk- 16 minutes
Protection from Evil- 16 minutes
Tynan Swale |
Round 2, Init 21
Will Save: 1d20 + 6 ⇒ (19) + 6 = 25
Feeling the all too familiar tickle of mental chaos at the edge of his mind, Tynan manages to steel himself from the effects and maintian control. (Not today, Satan...)
Calling upon the enhanced reflexes from Ascaria's blessing (Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.), he quickly climbs to join the others above the arena floor. (double move) With a quick glance, he studies the southern golem flanking Auric. (swift to study 3rd foe)
SoF- AC:25, FFAC:21, TAC:19
SoF + BoF- AC:27, FFAC:23, TAC:21
Total Defense- AC:31, FFAC:28, TAC:24
CMD:26, FFCMD:22
Fort: +9, Ref: +13, Will: +6
Hit Points: 64/64
Bless, Air Walk, Pro from Evil,
Shield of Faith, Blessing of Faith
Pro from Fire (120/120),
Pro from Cold (120/120),
Pro from Electricity (120/120)
Ascaria |
Round: 2, Initiative: 21, Height: 5’
Weapon Equipped = None
Conditions = Magic Vestment on Buckler (1/9h), Bless (2/20m), Prot from Energy (Fire 0/120hp, Cold 0/120hp, Electric 0/120hp)(1/16m), Air walk (1/16m), Prayer (6/20r), Protection from Evil (5/16r), Blessings of Fervor (2/10r), Haste (1/9r), Confused (1/12r)
Life Link (10)(100’) = Eidi, Eri, Mort, Sol, Tynan
Channel Energy (9/9)(7/7) (DC: 23)(Avoid 6) (5d6+1+2d6 phylactery)
Amiable Blunder (1/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (3/3)
Melee Attack: BAB +7/+2, Size +1 Damage: +0
Ranged Attack: BAB +7/+2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 10, Concentration +16)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (7/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (7/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal
Third (19): (4/7) Cure Serious Wounds, Daylight, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (2/6) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration
Fifth (21): (3/4) Air Walk Communal, Breath of Life, Cure Light Wounds Mass
He soaks a little of Sol’s harm as his round starts* but he doesn’t take much notice of it again as he worries about other things.
Will: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11 (prayer) vs DC 22
Confusion: 1d100 ⇒ 83
Ascaira catches himself, No, this isn't right! and lashes out at Eidi in his confusion. Naturally, as he has no weapons, his tiny fists provoke an AoO if Eidi has a weapon out and wishes to use it.
fisticuffs: 1d20 + 8 + 4 ⇒ (2) + 8 + 4 = 14 (bless, prayer, haste, higher ground) damage: 1d3 + 1 ⇒ (2) + 1 = 3 (prayer)
fisticuffs: 1d20 + 3 + 4 ⇒ (9) + 3 + 4 = 16 (bless, prayer, haste, higher ground) damage: 1d3 + 1 ⇒ (3) + 1 = 4 (prayer)
hasted fisticuffs: 1d20 + 8 + 4 ⇒ (13) + 8 + 4 = 25 (bless, prayer, haste, higher ground) damage: 1d3 + 1 ⇒ (3) + 1 = 4 (prayer)
* Sol heals 5hp of damage thanks to Ascaria.
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Blessing of Fervor (everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Energy Communal (120hp of Fire damage)
Protection from Energy Communal (120hp of Cold damage)
Protection from Energy Communal (120hp of Electrical damage)
Protection from Evil (everyone)
GM Rat Sass |
Khellek nods an objective approval to no one in particular, as three of the six Artists and Outcasts succumb to his first magical foray into the Final Battle. He seems to study the other three, settling on his adversary spellcaster, Eidi. With a rather stern gesture somewhat unbecoming of the kindly old man, Khellek grasps at the air, as if trying to pull something from Eidi, from afar.
Will Save DC 23, or be stricken by the spell Feeblemind. Please note that you have a -4 penalty to the roll, as you are a spell caster.
Mortimer is up!
Mortimer Smith |
Round 2, Init 7
AC 27, 31 on AoO, 24 Touch; 74/74 HP
Barkskin, Bless, Protection from Energy (Fire, Cold, Electricity), Air Walk, Prayer, Protection from Evil, Confused, Blessing of Fervor, Heroism, Haste
Static (Saves etc) below.
--------------------------------------------------------------------
AC 25, 29 on AoO, 22 Touch; 74/74 HP
BAB = +10/+5 (level 10)
ToHit = 1d20+14+1
RHit = 1d20+15-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+15-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+10-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+5-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+15
Fort+9 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+12
Will+6
Initiative +4
CMD = 29 (10+ BAB + Str bonus + Dex bonus, 31 Maneuver Training Grapple +2, 30 Manuever training Disarm, +1 class feature "AC Bonus" at level 4)
+1 Grapple (Armbands), +2 Grapple MT, +2 Improved Grapple (+5 total)
?: 1d100 ⇒ 89 Attack the nearest creature
BoF: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves..
"Sol! Sol! Work on the stone, not in it!"
Annoyed by the Archer's proximity and apparently in a blind rage, Mortimer suddenly turns on Eri.
"What are you doing??! Sneaking up behind?!" he bellows, inadvertently flicking spit into the Archer's hair.
Non-lethal
RPunch: 1d20 + 16 ⇒ (7) + 16 = 23 =PA,+Bless,+Prayer,+Hero,+BoF
for Damage: 1d10 + 4 + 6 + 1d6 ⇒ (7) + 4 + 6 + (5) = 22 +PA, +Cold, +Prayer, Iron, Ag, Fe
After pummeling Eri to teach him a lesson, Mortimer steps away and turns about to face Auric again.
What was I doing? I think there's something more interesting over here??
GM Rat Sass |
The stony ents continue their slow march forward, though one does stay behind to keep Khellek company...
Solrisa and Eri are up! I'll be adjusting the rounds of Confusion shortly, to reflect their count more accurately among the three of you affected.
Eri Nandri |
Round 2 Init 3 AC:20 (BoF)
BoF:Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves
message to party: The golems are immune to magic that allows for spell resistance
spellcraft DC20: 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25
Eri will take a 5’step back and cast dispel magic on the confusion affect on Mort.
dispel: 1d20 + 8 ⇒ (9) + 8 = 17
AC 14 or 18 [dex +3, amu +1, m. armor +4]
CMD 19
BAB +6
Defensive casting = +16 (@8th)
Spell Penetration= +10 (@8th)
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation, Read Magic)
First Level: DC:15 (5/7 per day 4/4 stones) (Burning Disarm, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (7/7 per day) (Acid Arrow, Admonishing Ray, Glitterdust, Gust of Wind)
Third Level: DC:17 (4/5 per day) (Dispel Magic, Fireball, Lightning Bolt)
Fourth Level: DC:18 (4/4 per day) (Summon Monster IV)
Thunder staff charges: 7/7 (extra d6 dam, 3 rnds ea.)
Shock rounds 0/3
Quick Runner’s Shirt Charge 1/1
Weapon equipped = +2 Composite Long Bow
+12 or +10/+10 (fight+1, sorc +3, ElKn +2, WF, +1, dex +3 bow +2)
+13 or +11/+11 within 30' with +1 dam
Damage bump: +8 [+2 (bow) +2(str) +2 (feat ex pull) +2 (feat arcane weap)]
Solrisa Iome Arabasti |
Round 2, Init 5
1d100 ⇒ 94
"YOU STOLE THE COOKIES!!!" Solrisa attacks the nearest creature, laying into the golem in front of her.
Power attack. One hand.
1d20 + 20 ⇒ (7) + 20 = 27 to hit; (in spoiler)
1d10 + 6 + 6 + 2 ⇒ (6) + 6 + 6 + 2 = 20 adamantine magic damage.
Power attack. One hand. Iterative.
1d20 + 15 ⇒ (16) + 15 = 31 to hit; (in spoiler)
1d10 + 6 + 6 + 2 ⇒ (1) + 6 + 6 + 2 = 15 adamantine magic damage.
Power attack. One hand. Haste
1d20 + 20 ⇒ (15) + 20 = 35 to hit; (in spoiler)
1d10 + 6 + 6 + 2 ⇒ (5) + 6 + 6 + 2 = 19 adamantine magic damage.
Attacks Mods:
+17 Normal
-3 PA
+1 Magic
+1 Prayer
+2 BOF
+1 Haste
+1 Bless
---------
+20
AC=26 (+10 armor +1 dex +1 NA +2 def + 2 'skin) +4 shield = 30+1 Haste
HP= 84/84
Right hand = long sword
Left hand = shield
LoH 0/7 used (4d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (44/50 left)
The Dragon Invoked 0/3 used
Breath of the Dragon 0/2 used
Power attack. One hand.
[ dice]1d20+17-3+2+1[/dice] to hit; (-PA,heroism,+1 magic,+prayer)
[ dice]1d10+6+6+1d6+2+1+1[/dice] magic nonlethal damage.
[ dice]1d20+12-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+17-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+12-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
Magic Vestment (9 hours, Blue Light Special Shield, +2)
Bless (Ascaria, +1 to hit/morale)
+2 sword and merciful (+1d6, nonlethal)
Prayer (+1 sacred on lots, Ascaria)
BoF (awesome, Ascaria) +2 to def/reflex unless otherwise stated
GM Rat Sass |
Tynan maintains his mental faculties, ascending to new heights, while sizing up another opponent. Ascaria manages to hit the elder half-elf, despite Eidi's preparations. Eidi brings much-needed speed to all present, while keeping himself above the fight, for now. Mortimer gives the archer a hard check for entering his air space. Solrisa finds her stride, and almost levels a golem in three strokes, knowing how to work with stone. Eri tries to lift Khellek's influence, but comes up short against the more powerful caster.
Auric begins his assault. Swiftly moving up to Mortimer, he slashes with his greatsword!
Greatsword: 1d20 + 17 ⇒ (8) + 17 = 25 for 2d6 + 15 ⇒ (4, 5) + 15 = 24 damage
Missing, Auric retreats, descending to a height of 10'. No AoO with the Spring Attack.
Round 3
Auric- 24
Tynan- 21
Ascaria- 21 (-10hp, Confused 11 rounds)
Eidi- 20 (-4hp, Will Save DC 23)
Khellek- 9
Mortimer- 7 (Confused 10 rounds)
SGK- 7
SGA- 6
Solrisa- 5 (Confused 10 rounds)
Eri- 3 (-22hpNL)
Tynan, Ascaria, and Eidi are up!
Current Party Buffs
Bless- 20 minutes
Blessing of Fervor- 9 rounds
Protection from Fire, Cold, Electricity- 16 minutes
Haste- 8 rounds
Air Walk- 16 minutes
Protection from Evil- 16 minutes
Ascaria |
Round: 3, Initiative: 21, Height: 25’
Weapon Equipped = None
Conditions = Magic Vestment on Buckler (1/9h), Bless (2/20m), Prot from Energy (Fire 0/120hp, Cold 0/120hp, Electric 0/120hp)(1/16m), Air walk (1/16m), Prayer (7/20r), Protection from Evil (6/16r), Blessings of Fervor (3/10r), Haste (2/9r), Confused (2/12r)
Life Link (10)(100’) = Eidi, Eri, Mort, Sol, Tynan
Channel Energy (9/9)(7/7) (DC: 23)(Avoid 6) (5d6+1+2d6 phylactery)
Amiable Blunder (1/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (3/3)
Melee Attack: BAB +7/+2, Size +1 Damage: +0
Ranged Attack: BAB +7/+2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 10, Concentration +16)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (7/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (7/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal
Third (19): (4/7) Cure Serious Wounds, Daylight, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (2/6) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration
Fifth (21): (3/4) Air Walk Communal, Breath of Life, Cure Light Wounds Mass
He soaks a little of Eri’s harm as his round starts* but he doesn’t take much notice of it as his mind whirls.
Confusion: 1d100 ⇒ 40
His mind wanders as he squats down in the air and babbles quietly to himself. At one point he nods repeatedly agreeing with whatever he’s saying.
* Eri heals 5hp of damage thanks to Ascaria.
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Blessing of Fervor (everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Energy Communal (120hp of Fire damage)
Protection from Energy Communal (120hp of Cold damage)
Protection from Energy Communal (120hp of Electrical damage)
Protection from Evil (everyone)
Tynan Swale |
Round 3, Init 21, Height 30'
Moving above Solrisa, Tynan calls upon the heighened reflexes of Ascaria's blessing. (Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.)
Unsheathing his enchanted throwing dagger with his off hand in the blink of an eye, he hurls it at the stony attacker. (free action to draw from feat)
Dagger Attack: 1d20 + 18 + 1 + 1 + 2 - 2 ⇒ (2) + 18 + 1 + 1 + 2 - 2 = 22 (studied, bless, prayer, BoF, -range)
Dagger Damage: 1d4 + 6 + 1 ⇒ (3) + 6 + 1 = 10 (studied, prayer)
SoF- AC:25, FFAC:21, TAC:19
SoF + BoF- AC:27, FFAC:23, TAC:21
Total Defense- AC:31, FFAC:28, TAC:24
CMD:26, FFCMD:22
Fort: +9, Ref: +13, Will: +6
Hit Points: 64/64
Bless, Air Walk, Pro from Evil, Prayer
Shield of Faith, Blessing of Faith
Pro from Fire (120/120),
Pro from Cold (120/120),
Pro from Electricity (120/120)
Eidi |
3 people marked this as a favorite. |
Vol+elven immunities+prayer-arcane caster DC 23: 1d20 + 16 + 2 + 1 - 4 ⇒ (18) + 16 + 2 + 1 - 4 = 33
Cookies! Cookies! Cookies! Eidi knows Khellek is after his mind, but his years of training makes him focus to avoid the mind strangle trap!
"Enough!" shouts Eidi trying to avoid Ascaria's attacks and raising up his staff. "You all calm down and focus, now!" he shouts over the furious attendants of the Arena, using his words as divine components for calm emotions centered between Solrisa and Mortimer. See green line on map
Confusion is automatically removed and morale bonuses like bless are suppressed for 7 rounds
My understanding of the spell is this suppression/removal part is automatic, and the save is only to avoid the "you cannot take violent actions" effect. But if I am wrong I suggest Ascaria, Solrisa and Mortimer to fail on purpose the save. Vol DC 15.
As for the golems, I guess they are immune
Vol+elven immunities+prayer DC 15: 1d20 + 16 + 2 + 1 ⇒ (18) + 16 + 2 + 1 = 37
GM Rat Sass |
Ascaria, Mortimer, and Solrisa are Confused, so they cannot recognize ally from foe, unless they can 'act normally'. In this case, I'd allow any Confused player the opportunity to auto-fail the Will Save, if they are acting normally when the Calm Emotions was cast. As they aren't, they must make the Will Save, and hope to fail it. I rather enjoy the reversal in desire- one of the only times you'd like to roll low...
Khellek actually smiles, as Eidi manages to withstand his casting, impressed. "Well done, Master Half, well done. Let's see what else I have up my sleeve."
The adversary wizard flies closer, requiring a more intimate range, before casting another spell, at Eri. Eri, another Will Save DC 21, or fall asleep for 12 rounds.
Khellek has cast Deep Slumber.
Mortimer is up!
Mortimer Smith |
Round 3, Init 7
AC 30 (-Grappled), 33 (-) on AoO, 26(-) Touch; 74/74 HP
CMD=40 (Grappled, I think)
Barkskin, Bless, Protection from Energy (Fire, Cold, Electricity), Air Walk, Prayer, Protection from Evil, Confused, Blessing of Fervor, Heroism, Haste, Grappled
7/8 Flexo slots
9/10 Shirt slots
Static (Saves etc) below.
--------------------------------------------------------------------
AC 25, 29 on AoO, 22 Touch; 74/74 HP
BAB = +10/+5 (level 10)
ToHit = 1d20+14+1
RHit = 1d20+15-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+15-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+10-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+5-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+15
Fort+9 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+12
Will+6
Initiative +4
CMD = 29 (10+ BAB + Str bonus + Dex bonus, 31 Maneuver Training Grapple +2, 30 Manuever training Disarm, +1 class feature "AC Bonus" at level 4)
+1 Grapple (Armbands), +2 Grapple MT, +2 Improved Grapple (+5 total)
WillDC15: 1d20 + 6 ⇒ (8) + 6 = 14
"Enough!" shouts Eidi trying to avoid Ascaria's attacks and raising up his staff. "You all calm down and focus, now!"
At the onset of Eidi’s scolding, Mortimer freezes, the hair standing up on the back of his neck as he involuntarily experiences a flashback to his early childhood -- his nanny scolding him in the Library.
Madam McGrath?! ”Yes, Ma’am!” he responds instinctively (and ashamedly), looking around, and shaking off the unpleasant affects of the Confusion. He tarries in the moment briefly, caught up in the fact that he’d just remembered something of his own past.
What did I do? Was I bellowing again?
As Auric and the Stone Golums come sharply into focus for him, he completely regains his composure and re-focuses on Khellek.
Oh!! Right!!! What was I thinking?! ”Thanks Eidi!!!” Did I just call him ‘Ma’am`? Shoot. Gonna have to make amends for that… later.
He focuses on Khellek.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. Haste -- move to Khellek; 20' over Auric, likely provoking AoO from Happy Stone Golum if not also Khellek
Free, Greater Grapple
Grapple: 1d20 + 15 + 1 + 1 + 2 + 7 + 2 ⇒ (4) + 15 + 1 + 1 + 2 + 7 + 2 = 32 +Bless, +Prayer, +Hero, BoF, GrrGrap, +Armbands, +MT, +IG -- Assuming this hits...
for SofI: 1d6 + 10 ⇒ (1) + 10 = 11
"Stop this, and I'll let you go!"
GM Rat Sass |
AoO, Slam Attack: 1d20 + 22 ⇒ (2) + 22 = 24 for 2d10 + 9 ⇒ (6, 5) + 9 = 20 damage
The giant air walks past the stone golem, deftly avoiding a large stony hand swat.
Miss Chance, High Good: 1d100 ⇒ 62
Mortimer manages to find the wily wizard at the last moment, securing the rather robust older man within his arms! A touch of Displacement is afoot...
"Ah, well, you're more perceptive than I thought. And much less confused than I'd like. Let's see how long you can keep up your embrace, shall we?"
The golems begin their work on Mortimer, one swinging twice, another swinging once, and yet another moving into flank to support its brick-brother.
Slam Attack, M: 1d20 + 22 ⇒ (3) + 22 = 25 for 2d10 + 9 ⇒ (7, 1) + 9 = 17 damage
Slam Attack, M: 1d20 + 22 + 2 ⇒ (3) + 22 + 2 = 27 for 2d10 + 9 ⇒ (8, 7) + 9 = 24 damage
Slam Attack, M: 1d20 + 22 + 2 ⇒ (20) + 22 + 2 = 44 for 2d10 + 9 ⇒ (7, 10) + 9 = 26 damage
Confirm Critical?: 1d20 + 22 + 2 ⇒ (13) + 22 + 2 = 37 for 2d10 + 9 ⇒ (4, 7) + 9 = 20 damage
The remaining stone golem tries to punish Solrisa for her hacks in its side.
Slam Attack, S: 1d20 + 22 ⇒ (13) + 22 = 35 for 2d10 + 9 ⇒ (7, 10) + 9 = 26 damage
Slam Attack, S: 1d20 + 22 ⇒ (14) + 22 = 36 for 2d10 + 9 ⇒ (7, 8) + 9 = 24 damage
Solrisa and Eri are up! Eri, remember your Will Save DC 21...
Solrisa Iome Arabasti |
Round 3, Init 5
Solrisa grunts as the stony fists find purchase through her armors. She silently calls to the Dragon for help.
5d6 ⇒ (4, 5, 1, 3, 4) = 17 Healing
Still residually angry at the stone golem, Solrisa strikes out again and again with her adamantine blade.
"I HOPE YOU HAVE COOKIES INSIDE!!" Solrisa grunts, hoping the creature is full of cookies upon cracking.
Power attack. One hand.
1d20 + 20 ⇒ (10) + 20 = 30 to hit; (in spoiler)
1d10 + 6 + 6 + 2 ⇒ (2) + 6 + 6 + 2 = 16 adamantine magic damage.
Power attack. One hand. Iterative.
1d20 + 15 ⇒ (7) + 15 = 22 to hit; (in spoiler)
1d10 + 6 + 6 + 2 ⇒ (7) + 6 + 6 + 2 = 21 adamantine magic damage.
Power attack. One hand. Haste
1d20 + 20 ⇒ (11) + 20 = 31 to hit; (in spoiler)
1d10 + 6 + 6 + 2 ⇒ (6) + 6 + 6 + 2 = 20 adamantine magic damage.
Attacks Mods:
+17 Normal
-3 PA
+1 Magic
+1 Prayer
+2 BOF
+1 Haste
+1 Bless
---------
+20
AC=26 (+10 armor +1 dex +1 NA +2 def + 2 'skin) +4 shield = 30+1 Haste
HP= 51/84
Right hand = long sword
Left hand = shield
LoH 1/7 used (4d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (44/50 left)
The Dragon Invoked 0/3 used
Breath of the Dragon 0/2 used
Power attack. One hand.
[ dice]1d20+17-3+2+1[/dice] to hit; (-PA,heroism,+1 magic,+prayer)
[ dice]1d10+6+6+1d6+2+1+1[/dice] magic nonlethal damage.
[ dice]1d20+12-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+17-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+12-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
Magic Vestment (9 hours, Blue Light Special Shield, +2)
Bless (Ascaria, +1 to hit/morale)
+2 sword and merciful (+1d6, nonlethal)
Prayer (+1 sacred on lots, Ascaria)
BoF (awesome, Ascaria) +2 to def/reflex unless otherwise stated
GM Rat Sass |
1d20 ⇒ 15
Solrisa seems to resist Eidi's ministrations, as she crushes the first of four golems, all three of her swings connecting!
Didn't see your Will Save DC 15 attempt, Solrisa, so have inserted the fourth d20 roll, which colors your attack string more successfully, while failing to lose your Confusion. Seems a decent trade-off.
Eri is up!
Eri Nandri |
Round 3 Init 3 AC:20 (BoF)
BoF:Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves
will save DC21: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
spellcraft DC18: 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33
Eri will fly above Ascaria and begin casting summon monster IV. ThinkingWonder how this will work?
AC 14 or 18 [dex +3, amu +1, m. armor +4]
CMD 19
BAB +6
Defensive casting = +16 (@8th)
Spell Penetration= +10 (@8th)
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation, Read Magic)
First Level: DC:15 (5/7 per day 4/4 stones) (Burning Disarm, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (7/7 per day) (Acid Arrow, Admonishing Ray, Glitterdust, Gust of Wind)
Third Level: DC:17 (4/5 per day) (Dispel Magic, Fireball, Lightning Bolt)
Fourth Level: DC:18 (3/4 per day) (Summon Monster IV)
Thunder staff charges: 7/7 (extra d6 dam, 3 rnds ea.)
Shock rounds 0/3
Quick Runner’s Shirt Charge 1/1
Weapon equipped = +2 Composite Long Bow
+12 or +10/+10 (fight+1, sorc +3, ElKn +2, WF, +1, dex +3 bow +2)
+13 or +11/+11 within 30' with +1 dam
Damage bump: +8 [+2 (bow) +2(str) +2 (feat ex pull) +2 (feat arcane weap)]
GM Rat Sass |
Tynan pings the stone golem to little observable effect. Ascaria finds his mind wandering, plopping an aerial squat for now. Eidi provides a countering energy to the three Confused! It appears that the giant benefits, losing his confusion, while the maiden maintains hers. The gnome is still an unknown...
I'm ruling that Calm Emotions does, in fact, 'remove' the Confused condition, not merely 'suppress' it. Eidi is not bound to concentrate in order to suppress the Confusion effect. He has simply provided a one-time Will Save DC 15, which is more easily rolled with higher levels.
Mortimer grabs a bull by the horns, embracing the wizard amidst a sea of stone. Solrisa destroys the first stone golem, still addled, and angered for lack of cookie. Eri dodges another mental assault from Khellek, remaining awake at a critical time.
1d20 ⇒ 1
1d100 ⇒ 42
Auric studies his opponents for a moment, deciding on Eidi for his next engagement. A swift, flying charge, and human and half-elf meet in mid-air. "Alright, you. Enough. Consider surrender, and you won't have to experience any more unnecessary pain. Your fight has been a good one, but your big guy is about to drop, and two of you are addled, including your healer. It's only a matter of time, really."
Greatsword, Charge: 1d20 + 17 + 2 ⇒ (11) + 17 + 2 = 30 for 2d6 + 15 ⇒ (4, 4) + 15 = 23 damage
Auric doesn't seem to revel in the attack. Very business-like, that one.
Round 4
Auric- 24
Tynan- 21
Ascaria- 21 (-10hp, -5hpNL, Confused 10 rounds, Will Save DC 15 to remove)
Eidi- 20 (-27hp)
Khellek- 9
Mortimer- 7 (-46hp)
SGK- 7
SGA- 6
Solrisa- 5 (-33hp, Confused 9 rounds)
Eri- 3 (-17hpNL)
Tynan, Ascaria, and Eidi are up!
Current Party Buffs
Bless- 20 minutes
Blessing of Fervor- 9 rounds
Protection from Fire, Cold, Electricity- 16 minutes
Haste- 8 rounds
Air Walk- 16 minutes
Protection from Evil- 16 minutes
Ascaria |
Round: 4, Initiative: 21, Height: 20’
Weapon Equipped = None
Conditions = Magic Vestment on Buckler (1/9h), Bless (2/20m), Prot from Energy (Fire 0/120hp, Cold 0/120hp, Electric 0/120hp)(1/16m), Air walk (1/16m), Prayer (8/20r), Protection from Evil (7/16r), Blessings of Fervor (4/10r), Haste (3/9r)
Life Link (10)(100’) = Eidi, Eri, Mort, Sol, Tynan
Channel Energy (8/9)(7/7) (DC: 23)(Avoid 6) (5d6+1+2d6 phylactery)
Amiable Blunder (1/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (3/3)
Melee Attack: BAB +7/+2, Size +1 Damage: +0
Ranged Attack: BAB +7/+2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 10, Concentration +16)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (7/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (7/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal
Third (19): (4/7) Cure Serious Wounds, Daylight, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (2/6) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration
Fifth (21): (3/4) Air Walk Communal, Breath of Life, Cure Light Wounds Mass
He soaks a little of Eidi, Eri, Mort, and Sol harm as his round starts* but he doesn’t take much notice of it as his mind whirls.
He hears Eidi’s voice in his head, and tries to shake him loose.
Will: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13 (prayer) vs DC 15
He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.
His mind clears, for now. He quickly channels, catching Eri, Eidi, and himself in the aura. He grudgingly excludes Auric from his healing.
Channel Energy (healing): 7d6 + 1 ⇒ (4, 2, 5, 3, 5, 1, 5) + 1 = 26
Then he rushes toward Mort but cannot quite close the distance. He makes it as far as he can.
* Eidi, Eri, Mort, and Sol each heal 5hp of damage thanks to Ascaria.
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Blessing of Fervor (everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Energy Communal (120hp of Fire damage)
Protection from Energy Communal (120hp of Cold damage)
Protection from Energy Communal (120hp of Electrical damage)
Protection from Evil (everyone)
Eidi |
Eidi attempts to defend himself with the help of his staff "There is still plenty to say on that Auric!"
Defending bone absorbs 5 damage. Then Ascaria heals the rest
"Eri, retreat from him!" he shouts, then with a quick movement the half-elf escapes Auric's area and moves past Solrisa.
Concede an AoO
The elder quickly touches Solrisa and Tynan "We first finish the wizard" and with a single arcane word casts dimension door to move them along to Khellek's back.
I cannot move their tokens in the map, thus I have written their names at the landing place. Eidi makes special attention to place Solrisa so she has 2 enemies and only one ally (me) adjacent.
GM Rat Sass |
Greatsword AoO, Eidi: 1d20 + 17 ⇒ (7) + 17 = 24 for 2d6 + 15 ⇒ (2, 5) + 15 = 22 damage
Tynan and Solrisa are separated, Tynan in the air at 30' and Solrisa on ground level. Eidi manages to join Tynan in mid-air, blinking out together, and reappearing behind Khellek!
In her Confused state, Solrisa would not be willing. This seems to be an easier way to adjudicate your intention.
Tynan is up!
GM Rat Sass |
No worries, Eidi. Heat of battle, and literal Confusion swirling about you, understandable that 3-dimensional fighting got in the way. In this case, Tynan is not moved with Eidi. Now, Eidi is ground-level with Solrisa, administering his Unbreakable Heart. Solrisa, you have a Will Save DC 14, courtesy of Eidi. Fail it, and your Confusion has been suppressed. Make it, and Eidi's casting 'against' you is not considered an attack, because of Unbreakable Heart's (harmless) qualifier.
Tynan still to go!