Solrisa Iome Arabasti |
Solrisa does a quick rinse of her bloody sword and smiles at Mort.
"Oh Mort, remember! That was a good fight!" She chats happily. She doesn't have much to contribute on the nature of the blobs, so she keeps quiet.
She airwalks forward to help Eidi out.
GM Rat Sass |
1 person marked this as a favorite. |
The east wall is simply that- a crafted, stone surface, of unknown depth.
The stone does not take your ogling personally, a patience for the ages, should you wish to continue gazing upon its centuries-old surface.
GM Rat Sass |
The elder half-elf proceeds to walk upon the air, above the increasingly turbulent waters. The tunnel widens considerably, narrows again, then widens as the sound of a waterfall echoes at a distance.
Roll20 Map has been updated.
Eidi |
"The spider said something about the monster in the waterfall" Eidi uses his rod to cast extended see invisibility.
200 min
He helps inspect the waterfall once they reach it "We might get all in blood after all" Eidi smiles at Mortimer now less dirty hands.
Perception: 1d20 + 16 ⇒ (17) + 16 = 33
The elder also uses detect magic if a first inspection is not fruitful.
GM Rat Sass |
The red river plummets over the edge here, cascading down a thirty-foot diameter pit with a roar. The light from the party shimmers in reflections from the mineral in the water, producing an otherworldly aurora in the spray and mist.
The spray and mist make it impossible to tell how long the waterfall descends into the darkness below. There’s some room to maneuver around and climb the walls on the far side of the waterfall, where many narrow ledges beckon, but the stone is all very slick. Above, the vast cavern arches upward into darkness.
To your left, oddly out of place, is a set of stairs, carved into the stone, as well as walls that lead up its sides, only to face a blank main wall.
The depth of the waterfall doesn't escape you. There is greater space, further down, from the sounds of the waterfall's echoes...
There is nothing that detects as magic, other than what you sense in the party's stores.
Roll20 Map has been updated.
Eidi |
Eidi smiles proud of making Solrisa happy "The space further down the cascade is greater than it seems. At least the echoes suggest that" the half-elf starts walking in the air further exploring the waterfall area "We might want to have a look at both the stairs and the bottom before choosing our way"
The elder will go down to see what there is after having a glimpse of the stairs area. Unless the group decides to keep going in other direction.
Eri Nandri |
Seeing Mort's bloody mess, Eri casts prestidigitation to clean him and Solrisa off. He then Airwalks clear of the waterfall.
"Thanks for the flight, Ascaria. That looks like a dangerous climb."
Yeh, I COULD make the climb, but I sure don't want to.
Eri will make cast message just because.
Ascaria |
Ascaria is frustrated by the lack of passage. "Another wall?" he says annoyed.
"I think we're going to have to find a way through one of these walls. I'm very curious as to what's on the other side!" he shrugs though as nothing obvious presents itself and waits for others to search for the secrets he knows he cannot find.
When Eidi goes down the pipe though, he comes with him.
Mortimer Smith |
Mortimer thinks.
"Well, that last wall got a little fresh with me, so I say we check out what's under and behind the waterfall first."
He leaves the wall to sulk on it's own and follows Eidi's air walk decent into the sub-subterranean space.
Mortimer pulls a thunderstone and a tangleburn bag out of the Haversack.
GM Rat Sass |
1d20 ⇒ 5
The descent is a brisk one, at the very least. The cool, cavernous air, combined with the misting of the waterfall, and you're all very chilled for the traveling downwards through the spray.
The Falling River drops 100' to a largish Lake, which contains an unknown depth of the red mineral water, before overflowing, and continuing to cascade to the depths further below.
There is a decent-sized ceiling here, 50' above the water, which tapers to a mere 20' towards the next descent to the west.
It is here that you are met by the sight of four floating sets of ceramic armor. They each bear crossbows, while two longswords are sheathed at their sides. Something awfully familiar about them... They don't appear to have noticed you yet. The sound of the waterfall has provided you some decent cover to any noises you've made up until now, it seems.
Roll20 Map has been updated. Single round actions for now, please.
Eri Nandri |
Eri looks around at as the old-timers show recognition in their eyes. ”Are we attacking these things?”
If yes, then..
Fireball centered on the dot.
damage: 9d6 ⇒ (6, 4, 4, 1, 5, 6, 4, 4, 5) = 39
SR: 1d20 + 13 ⇒ (18) + 13 = 31
If no, then…
”OK, sounds good.”
AC 15 or 19 [dex +3, amu +2, m. armor +4]
CMD 20
BAB +7
Defensive casting concentration check = +17 (@9th)
Spell Penetration= +13 (@9th) [feats: spell pen and greater spell pen]
Dispel magic level check= +11 (@9th)
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 (7/7 per day 3/4 stones) (Detect Secret Doors, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (5/7 per day) (Acid Arrow, Knock, Scorching Ray, Glitterdust)
Third Level: DC:17 (5/6 per day) (Dispel Magic, Fireball, Mad Monkeys, Lightning Bolt)
Fourth Level: DC:18 (4/5 per day) (Rigor Mortis, Summon Monster IV)
Thunder staff charges: 7/7 (extra d6 dam, 3 rnds ea.)
Shock rounds /4
Quick Runner’s Shirt Charge 1/1
Weapon equipped = +2, Veering Composite Long Bow
+13 or +11/+11 (fight+1, sorc +3, ElKn +3, WF, +1, dex +3 bow +2)
+13 or +11/+11 within 30' with +1 dam
Damage bump: +7 [+2 (bow) +1(str) +2 (feat ex pull) +2 (feat arcane weap)]
Ascaria |
Weapon Equipped = Rod of Extend
Conditions = Magic Vestment (1/11h, +2), Status (1/11h; Eri, Mort, Sol), Airwalk (6/22m), Bless (1/22m)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (8/9)(7/7) (DC: 23)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (1/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +8/+3, Size +1 Damage: +0
Ranged Attack: BAB +8/+3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 11, Concentration +17)
Once per Day: Arcane Mark,
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (6/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Status, Suppress Charms and Compulsions
Third (19): (6/7) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (5/7) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration, Terrible Remorse
Fifth (21): (4/5) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
Only able to see a pair of them, Ascaria takes out his rod of extend and casts Bless (+1 attacks & saves vs fear (morale)). ”I think we should attack these Eri. Light ‘em up!” he suggests, though he wonders how much fire will do to the metal creatures. Time to find out, he thinks.
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
GM Rat Sass |
Eri begins the engagement with his tried-and-true burst of fire, catching three of the sentinels in its radius, while Ascaria blankets the group in Cayden's blessing.
Reflex Save v DC 17: 1d20 + 18 ⇒ (14) + 18 = 32
Reflex Save v DC 17: 1d20 + 18 ⇒ (3) + 18 = 21
Reflex Save v DC 17: 1d20 + 18 ⇒ (18) + 18 = 36
The armored warriors turn towards you all, a speed in their initial movements that belie their airy nature.
Ascaria: 1d20 + 1 ⇒ (16) + 1 = 17
Eidi: 1d20 + 1 ⇒ (10) + 1 = 11
Eri: 1d20 + 2 ⇒ (11) + 2 = 13
Mortimer: 1d20 + 2 ⇒ (5) + 2 = 7
Solrisa: 1d20 + 4 ⇒ (16) + 4 = 20
WW: 1d20 + 6 ⇒ (14) + 6 = 20
Round 1
Eri- 20
Mortimer- 18
WW- 17 (-19hp, -19hp, -19hp)
Ascaria- 15
Solrisa- 14
Eidi- 4
Looks like Mortimer, Solrisa, and Eidi have a Surprise Action first, then Eri and Mortimer may begin Round 1!
Party Buffs
Bless- +1 to Attacks
Eidi |
Surprise round
Eidi quickly places his hand on Solrisa's back and casts heroism on her.
+2 to almost everything for 100 min
Round 1
The half-elf raises a blessing of the faithful to further help Solrisa.
+2 to one type of rolls for next round (sacred bonus)
"What kind of things are those? Ceramic constructs? Are they dangerous?"
K. arcana: 1d20 + 20 ⇒ (18) + 20 = 38
GM Rat Sass |
Knowledge(Planes), actually :) Great roll either way.
These entities are Wind Warriors, Neutral Air Elementals, set as sentinels in the tombs of fallen Wind Dukes of Aaqa, given a humanoid form like the Vaati themselves. It is likely that the earlier True Tomb of Zosiel, in the Whispering Cairn, was guarded by like creatures.
2 questions, Wise One.
Mortimer Smith |
Bless
Hits: 15+26 AC:25, Con = 7
Slots: 6/8
KO: 1/2
Blessings of Fervor, Dragon Ferocity, Elemental Fist
(Innate: Dragon Style, Improved Critical, Stunning Fist)
--------------------------------------------------------------------
AC 25, 30 on AoO, 24 Touch; 81/81 HP
BAB = +11/+6/+1 (level 10)
ToHit = 1d20+16+1+1 (Weapon Focus, Amulet)
RHit = 1d20+18-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+18-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+16
Fort+10 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+13
Will +7
(Cloak +2)
Slots 8/8
Initiative +4
CMD = 32 (10+ BAB + Str bonus + Dex bonus, 31 Maneuver Training Grapple +2, 30 Manuever training Disarm, +2 class feature "AC Bonus" at level 4/9)
+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT
"Heeey... didn't we kill these guys already!? This has to be the past! It's deja-vu all over again!"
Mortimer runs after the cover of fireball burst (30'). "Surprise!" he taunts.
Round 1, Init 18
He then moves the additional 10' to close with Blue.
Swift for Dragon Ferocity + Elemental Fist
Stunning Fist
AcidPalm: 1d20 + 16 ⇒ (11) + 16 = 27 -PA, +Bless, Stunning Fist, +Amulet
for Damage: 1d10 + 10 + 1 + 1d6 + 6 + 1d6 ⇒ (10) + 10 + 1 + (2) + 6 + (4) = 33 + Roll a 1 on a Fort DC17 and be stunned for 1 round and Shaken for Waa!: 1d4 + 5 ⇒ (4) + 5 = 9 rounds. +Dragon,+Amulet,+Cold,+PA,+Acid,Cold Fe,Magic,Ag
Eri Nandri |
Round 1, Init 20 AC: 19
Eri will move into position and cast lightning bolt using selective casting to preclude Mort. He will hit blue and red.
bolt damage: 9d6 ⇒ (1, 4, 5, 2, 1, 3, 5, 4, 2) = 27
SR: 1d20 + 13 ⇒ (1) + 13 = 14
AC 15 or 19 [dex +3, amu +2, m. armor +4]
CMD 20
BAB +7
Defensive casting concentration check = +17 (@9th)
Spell Penetration= +13 (@9th) [feats: spell pen and greater spell pen]
Dispel magic level check= +11 (@9th)
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 (7/7 per day 3/4 stones) (Detect Secret Doors, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (5/7 per day) (Acid Arrow, Knock, Scorching Ray, Glitterdust)
Third Level: DC:17 (5/6 per day) (Dispel Magic, Fireball, Mad Monkeys, Lightning Bolt)
Fourth Level: DC:18 (3/5 per day) (Rigor Mortis, Summon Monster IV)
Thunder staff charges: 7/7 (extra d6 dam, 3 rnds ea.)
Shock rounds /4
Quick Runner’s Shirt Charge 1/1
Weapon equipped = +2, Veering Composite Long Bow
+13 or +11/+11 (fight+1, sorc +3, ElKn +3, WF, +1, dex +3 bow +2)
+13 or +11/+11 within 30' with +1 dam
Damage bump: +7 [+2 (bow) +1(str) +2 (feat ex pull) +2 (feat arcane weap)]
GM Rat Sass |
The sorcerer unleashes powerful magics, bent on the sentinels' destruction. Nary a word of parlay or diplomacy, just ultraviolence. The lightning is something, though, as Red and Blue defy the bolt's burst.
Reflex Save v DC 17: 1d20 + 18 ⇒ (5) + 18 = 23
Reflex Save v DC 17: 1d20 + 18 ⇒ (5) + 18 = 23
Your character sheet doesn't list Selective Casting among your many Feats. Please update, so I don't make false assumptions. Also, it would be cool if you would include your DCs on your spells, so I don't have to run them down, thanks!
Blue doesn't react to Mortimer's attempted Stunning Fist, being a creature which needs fear no such underhanded technique.
The ceramic sentinels respond to your hostile presence.
Both sentinels engaged with Solrisa and Mortimer in close-combat drop their crossbows. As the crossbows leave their hands, they dissolve into dust, mixing with the misting air which swirls about you, near the waterfall. As quickly, their swords are in their hands, and they unleash an attack that Tynan would be proud of. Well, at least one of them...
Longsword, M: 1d20 + 17 ⇒ (13) + 17 = 30 for 1d8 + 3 ⇒ (2) + 3 = 5 damage
Longsword, M: 1d20 + 17 ⇒ (20) + 17 = 37 for 1d8 + 3 ⇒ (2) + 3 = 5 damage
Confirm Critical?: 1d20 + 17 ⇒ (16) + 17 = 33 for 1d8 + 3 ⇒ (3) + 3 = 6 damage
Longsword, M: 1d20 + 12 ⇒ (12) + 12 = 24 for 1d8 + 3 ⇒ (6) + 3 = 9 damage
Longsword, S: 1d20 + 17 ⇒ (8) + 17 = 25 for 1d8 + 3 ⇒ (5) + 3 = 8 damage
Longsword, S: 1d20 + 17 ⇒ (8) + 17 = 25 for 1d8 + 3 ⇒ (1) + 3 = 4 damage
Longsword, S: 1d20 + 12 ⇒ (12) + 12 = 24 for 1d8 + 3 ⇒ (2) + 3 = 5 damage
Meanwhile, Red and Green make their way directly to Eri's airspace, and plague the caster with two swift strikes at his head.
Longsword, E: 1d20 + 17 ⇒ (8) + 17 = 25 for 1d8 + 3 ⇒ (1) + 3 = 4 damage
Longsword, E: 1d20 + 17 ⇒ (11) + 17 = 28 for 1d8 + 3 ⇒ (4) + 3 = 7 damage
From the deeper part of the Falling River's descent, you can see three more ceramic sentinels coming to the aid of their comrades.
Marked on the map as smaller versions, with varying depths.
Ascaria and Solrisa are up to finish Round 1!
Ascaria |
Round: 2, Initiative: 15
Weapon Equipped = Rod of Extend
Conditions = Magic Vestment (1/11h, +2), Status (1/11h; Eri, Mort, Sol), Airwalk (6/22m), Bless (1/22m), Prayer (1/11r)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (8/9)(7/7) (DC: 23)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (1/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +8/+3, Size +1 Damage: +0
Ranged Attack: BAB +8/+3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 11, Concentration +17)
Once per Day: Arcane Mark,
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (6/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Status, Suppress Charms and Compulsions
Third (19): (5/7) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (5/7) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration, Terrible Remorse
Fifth (21): (4/5) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
He takes a little damage at the start of the round, but the injuries don’t look too serious as yet, so he continues to prepare.
"Thanks Mort!" he calls back as he crosses by Eidi and casts Prayer (+1 attacks, damage, saves, & skills (luck)). I think I get everyone on our side, and all of them excepting those in the deep and the one on Sol.
SR if needed: 1d20 + 11 ⇒ (3) + 11 = 14
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
* Eri and Mort each heal 5hp of damage thanks to Ascaria.
Solrisa Iome Arabasti |
Round 1, Init 14
Solrisa attacks the armor with her magic adamantine sword.
Power attack. One hand.
1d20 + 18 - 3 + 1 + 1 ⇒ (2) + 18 - 3 + 1 + 1 = 19 to hit; (-PA,+bless,+prayer)
1d10 + 6 + 6 + 1 ⇒ (2) + 6 + 6 + 1 = 15 magic damage.
Power attack. One hand.
1d20 + 13 - 3 + 1 + 1 ⇒ (4) + 13 - 3 + 1 + 1 = 16 to hit; (-PA,+bless,+prayer)
1d10 + 6 + 6 + 1 ⇒ (8) + 6 + 6 + 1 = 21 magic damage.
Power attack. One hand.
1d20 + 8 - 3 + 1 + 1 ⇒ (1) + 8 - 3 + 1 + 1 = 8 to hit; (-PA,+bless,+prayer)
1d10 + 6 + 6 + 1 ⇒ (2) + 6 + 6 + 1 = 15 magic damage.
After attacking, she will 5' step closer to the others.
Wow. Rolled like an Ascaria. :(
AC=27 (+10 armor +1 dex +1 NA +2 def + 1 dodge) +4 shield = 31 + 2 barkskin = 33 AC
HP= 92/92
Right hand = long sword
Left hand = shiny shield
LoH 0/8 used (5d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (42/50 left)
The Dragon Invoked 1/4 used
Breath of the Dragon 0/2 used
Nice Booties 0/3 used
Power attack. One hand.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+13-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+8-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+8-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
GM Rat Sass |
Eri brings the lightning, skewering two sentinels in the process. Mortimer engages one singularly, bringing his full fist to bear, albeit without his desired Stun. Ascaria blankets most of the cavern with a more robust Prayer. Solrisa swings her sword, the swishing paying homage to the very Wind Dukes themselves. Eidi watches the maiden miss every swing, so steels her with a Dead God's blessing of his own.
The sentinels late to the party rise from below, like a waterfall in reverse, and begin to engage the front two foes.
Longsword, M: 1d20 + 17 + 2 ⇒ (11) + 17 + 2 = 30 for 1d8 + 3 ⇒ (7) + 3 = 10 damage
Longsword, M: 1d20 + 17 + 2 ⇒ (12) + 17 + 2 = 31 for 1d8 + 3 ⇒ (7) + 3 = 10 damage
Longsword, S: 1d20 + 17 + 2 ⇒ (10) + 17 + 2 = 29 for 1d8 + 3 ⇒ (6) + 3 = 9 damage
Round 2
Eri- 20
Mortimer- 18 (-36hp)
WW- 17 (-31hp, -65hp, -19hp)
Ascaria- 15
Solrisa- 14 (-9hp, 1 round of Blessing of the Faithful)
Eidi- 4 (Two questions regarding sentinels)
Eri and Mortimer may begin Round 2!
Party Buffs
Bless- +1 to Attacks
Prayer- +1 to Attacks/Damage/Saves/Skills
Mortimer Smith |
Round 2, Init 13
Bless
Hits: 81-31, AC:25
Slots: 6/8
KO: 1 / 2
StunningFists: 10/11
Blessings of Fervor, Dragon Ferocity, Elemental Fist, Prayer
(Innate: Dragon Style, Improved Critical, Stunning Fist)
--------------------------------------------------------------------
AC 25, 30 on AoO, 24 Touch; 81/81 HP
BAB = +11/+6/+1 (level 10)
ToHit = 1d20+16+1+1 (Weapon Focus, Amulet)
RHit = 1d20+18-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+18-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+16
Fort+10 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+13
Will +7
(Cloak +2)
Slots 8/8
Initiative +4
CMD = 32 (10+ BAB + Str bonus + Dex bonus, 31 Maneuver Training Grapple +2, 30 Manuever training Disarm, +2 class feature "AC Bonus" at level 4/9)
+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT
Mortimer is not surprised the creatures do not respond to his attempts to stun them. Nevertheless, he continues on with great resolve.
Weren't these things weaker before?
Mortimer observes the recently arrived Ceramics. Well, they got here in a hurry...
He carries his attacks out on blue, switching if necessary, his Will resolved.
RPunch: 1d20 + 15 + 1 + 1 ⇒ (8) + 15 + 1 + 1 = 25 -PA, +Amulet, +Bless, +Prayer
for Damage: 1d10 + 11 + 1d6 + 6 ⇒ (4) + 11 + (4) + 6 = 25 +Dragon,+Amulet, +Cold, +PA, +Prayer, Magic, Cold Fe, Ag
1d20 + 15 + 1 + 1 ⇒ (6) + 15 + 1 + 1 = 23 -PA, +Amulet, +Bless, +Prayer
for Damage: 1d10 + 9 + 1d6 + 6 ⇒ (6) + 9 + (6) + 6 = 27 +Dragon, +Amulet, +Cold, +PA, +Prayer, Magic, Cold Fe, Ag
1d20 + 10 + 1 + 1 ⇒ (20) + 10 + 1 + 1 = 32 -PA, +Amulet, +Bless, +Prayer
for Damage: 1d10 + 6 + 1d6 + 6 ⇒ (6) + 6 + (2) + 6 = 20 +Amulet, +Cold, +PA, +Prayer, Magic, Cold Fe, Ag
Confirm?: 1d20 + 10 + 1 + 1 ⇒ (11) + 10 + 1 + 1 = 23 -PA, +Amulet, +Bless, +Prayer
for Damage: 1d10 + 6 + 1d6 + 6 ⇒ (8) + 6 + (3) + 6 = 23 +Amulet, +Cold, +PA, +Prayer, Magic, Cold Fe, Ag
If that confirms, and this guy is Shake-able, It is Shaken for Waa!: 1d4 + 5 ⇒ (4) + 5 = 9 rounds.
1d20 + 5 + 1 + 1 ⇒ (14) + 5 + 1 + 1 = 21 -PA, +Amulet, +Bless, +Prayer
for Damage: 1d10 + 6 + 1d6 + 6 ⇒ (3) + 6 + (1) + 6 = 16 +Amulet, +Cold, +PA, +Prayer, Magic, Cold Fe, Ag
GM Rat Sass |
Blue shatters on the last blow, his last strike the weakest of the three, but just effective enough to destroy the sentinel. The ceramic-armored knight returns to the air, its particles becoming finer and finer, until they are lost to sight. The dust falls, mixing with the mists of the Falling River.
Eri is up!
Eri Nandri |
Round 2, Init 20 AC: 19
I’m in a tight spot!
I’m in a tight spot!
Eri takes a 5’ step and launches another bolt using defensive casting to hit green and red. [REF DC17]
conc. check dc21: 1d20 + 17 ⇒ (5) + 17 = 22
bolt damage: 9d6 ⇒ (4, 1, 6, 2, 4, 2, 1, 2, 3) = 25
SR: 1d20 + 13 ⇒ (11) + 13 = 24
AC 15 or 19 [dex +3, amu +2, m. armor +4]
CMD 20
BAB +7
Defensive casting concentration check = +17 (@9th)
Spell Penetration= +13 (@9th) [feats: spell pen and greater spell pen]
Dispel magic level check= +11 (@9th)
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 (7/7 per day 3/4 stones) (Detect Secret Doors, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (5/7 per day) (Acid Arrow, Knock, Scorching Ray, Glitterdust)
Third Level: DC:17 (4/6 per day) (Dispel Magic, Fireball, Mad Monkeys, Lightning Bolt)
Fourth Level: DC:18 (3/5 per day) (Rigor Mortis, Summon Monster IV)
Thunder staff charges: 7/7 (extra d6 dam, 3 rnds ea.)
Shock rounds /4
Quick Runner’s Shirt Charge 1/1
Weapon equipped = +2, Veering Composite Long Bow
+13 or +11/+11 (fight+1, sorc +3, ElKn +3, WF, +1, dex +3 bow +2)
+13 or +11/+11 within 30' with +1 dam
Damage bump: +7 [+2 (bow) +1(str) +2 (feat ex pull) +2 (feat arcane weap)]
GM Rat Sass |
Reflex Save DC 17: 1d20 + 18 ⇒ (1) + 18 = 19
Reflex Save DC 17: 1d20 + 18 ⇒ (12) + 18 = 30
Red doesn't perceive Eri's lightning as quickly as Green does, taking the full brunt of the burn.
The two sentinels plaguing Eri circle him somewhat, lending themselves to full attacks, rather than slip into flank. Every strike lands on the hovering sorcerer.
Longsword, E: 1d20 + 17 - 1 ⇒ (7) + 17 - 1 = 23 for 1d8 + 3 - 1 ⇒ (3) + 3 - 1 = 5 damage
Longsword, E: 1d20 + 17 - 1 ⇒ (15) + 17 - 1 = 31 for 1d8 + 3 - 1 ⇒ (6) + 3 - 1 = 8 damage
Longsword, E: 1d20 + 12 - 1 ⇒ (12) + 12 - 1 = 23 for 1d8 + 3 - 1 ⇒ (6) + 3 - 1 = 8 damage
Longsword, E: 1d20 + 17 - 1 ⇒ (17) + 17 - 1 = 33 for 1d8 + 3 - 1 ⇒ (5) + 3 - 1 = 7 damage
Longsword, E: 1d20 + 17 - 1 ⇒ (4) + 17 - 1 = 20 for 1d8 + 3 - 1 ⇒ (7) + 3 - 1 = 9 damage
Longsword, E: 1d20 + 12 - 1 ⇒ (12) + 12 - 1 = 23 for 1d8 + 3 - 1 ⇒ (1) + 3 - 1 = 3 damage
Yellow draws away from the chasm drop, focusing on Eidi.
Longsword, Ei: 1d20 + 17 - 1 + 2 ⇒ (7) + 17 - 1 + 2 = 25 for 1d8 + 3 - 1 ⇒ (1) + 3 - 1 = 3 damage
Ascaria, Solrisa and Eidi are up!
Ascaria |
Round: 3, Initiative: 15
Weapon Equipped = Rod of Extend
Conditions = Magic Vestment (1/11h, +2), Status (1/11h; Eri, Mort, Sol), Airwalk (6/22m), Bless (1/22m), Prayer (2/11r)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (6/9)(7/7) (DC: 23)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (1/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +8/+3, Size +1 Damage: +0
Ranged Attack: BAB +8/+3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 11, Concentration +17)
Once per Day: Arcane Mark,
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (6/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Status, Suppress Charms and Compulsions
Third (19): (5/7) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (4/7) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration, Terrible Remorse
Fifth (21): (4/5) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
He takes a bit of damage at the start of the round, and the injuries are getting serious.
”Damn!” he says as the flying tin men spread out. He steps into position (5’ step) and casts Blessing of Fervor, though it only affects Ascaria, Mort, and Sol for now. He can’t quite stretch it to the others.
But he also speedily heals, and that does reach the others. He Channels Energy to heal the party, getting everyone in his circle. He’s careful to carve out the enemy in case his healing works on them.
Channel Energy (healing): 8d6 + 1 ⇒ (5, 1, 2, 6, 2, 6, 2, 1) + 1 = 26
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Blessing of Fervor (Ascaria, Mort, Sol)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
* Eri, Mort, and Sol each heal 5hp of damage thanks to Ascaria.
Solrisa Iome Arabasti |
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Round 2, Init 14
Solrisa attacks the armor with her magic adamantine sword. She can 5' step between attacks or use lunge or both if her initial target falls.
Power attack. One hand.
1d20 + 18 - 3 + 1 + 1 + 2 + 2 ⇒ (9) + 18 - 3 + 1 + 1 + 2 + 2 = 30 to hit; (-PA,+bless,+prayer,+heroism,+faithful)
1d10 + 6 + 6 + 1 ⇒ (8) + 6 + 6 + 1 = 21 magic damage.
Power attack. One hand.
1d20 + 13 - 3 + 1 + 1 + 2 + 2 ⇒ (17) + 13 - 3 + 1 + 1 + 2 + 2 = 33 to hit; (-PA,+bless,+prayer,+heroism,+faithful)
1d10 + 6 + 6 + 1 ⇒ (4) + 6 + 6 + 1 = 17 magic damage.
Power attack. One hand.
1d20 + 8 - 3 + 1 + 1 + 2 + 2 ⇒ (20) + 8 - 3 + 1 + 1 + 2 + 2 = 31 to hit; (-PA,+bless,+prayer,+heroism,+faithful)
1d10 + 6 + 6 + 1 ⇒ (8) + 6 + 6 + 1 = 21 magic damage.
Power attack. One hand. BoF.
1d20 + 18 - 3 + 1 + 1 + 2 + 2 ⇒ (18) + 18 - 3 + 1 + 1 + 2 + 2 = 39 to hit; (-PA,+bless,+prayer,+heroism,+faithful)
1d10 + 6 + 6 + 1 ⇒ (1) + 6 + 6 + 1 = 14 magic damage.
After attacking, she will 5' step closer to the others.
Oooh...3 potential crits:
Power attack. One hand.
1d20 + 13 - 3 + 1 + 1 + 2 + 2 ⇒ (17) + 13 - 3 + 1 + 1 + 2 + 2 = 33 to hit; (-PA,+bless,+prayer,+heroism,+faithful)
1d10 + 6 + 6 + 1 ⇒ (3) + 6 + 6 + 1 = 16 magic damage.
Power attack. One hand.
1d20 + 8 - 3 + 1 + 1 + 2 + 2 ⇒ (7) + 8 - 3 + 1 + 1 + 2 + 2 = 18 to hit; (-PA,+bless,+prayer,+heroism,+faithful)
1d10 + 6 + 6 + 1 ⇒ (3) + 6 + 6 + 1 = 16 magic damage.
Power attack. One hand. BoF.
1d20 + 18 - 3 + 1 + 1 + 2 + 2 ⇒ (6) + 18 - 3 + 1 + 1 + 2 + 2 = 27 to hit; (-PA,+bless,+prayer,+heroism,+faithful)
1d10 + 6 + 6 + 1 ⇒ (2) + 6 + 6 + 1 = 15 magic damage.
AC=27 (+10 armor +1 dex +1 NA +2 def + 1 dodge) +4 shield = 31 + 2 barkskin = 33 AC
HP= 92/92
Right hand = long sword
Left hand = shiny shield
LoH 0/8 used (5d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (40/50 left)
The Dragon Invoked 1/4 used
Breath of the Dragon 0/2 used
Nice Booties 1/3 used
Power attack. One hand.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+13-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+8-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+8-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
Eidi |
Eidi makes his best to avoid the longsword that scratches the half-elven face. He steps back and casts magic missiles on the green armor which is abusing on Eri.
Magic missile: 5d4 + 5 ⇒ (1, 2, 3, 1, 4) + 5 = 16
"Wow! This is an incredible place for a battle!" the elder seems strangely enthusiastic "First time I fight the elementals over a pool of blood!"
GM Rat Sass |
Eri remains determined to stay alive, bringing his lightning bolt to bear on the sentinels, despite the fact that the lightning surely drew their ire. Mortimer destroys a centuries-old entity with centuries-old technique. Ascaria decides to bolster a contingent of the fight with the power of the zealot. Solrisa connects a total of four times, but the creature stands against the onslaught robustly. Eidi adds force damage upon fire and electrical damage, and yet Green still stands.
The creatures are not only unstunnable, they are uncrittable.
Incredible.
Don't forget your two questions regarding the Wind Warriors. Although, it may not be so necessary, depending on how the fight progresses :)
The second wave of sentinels engages more aggressively, Mort's pair entering flank about him, Solrisa's lone sentinel setting flank for Yellow, when the time comes.
Longsword, M: 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23 for 1d8 + 3 ⇒ (7) + 3 = 10 damage
Longsword, M: 1d20 + 17 + 2 ⇒ (8) + 17 + 2 = 27 for 1d8 + 3 ⇒ (4) + 3 = 7 damage
Longsword, M: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26 for 1d8 + 3 ⇒ (1) + 3 = 4 damage
Longsword, M: 1d20 + 17 + 2 ⇒ (13) + 17 + 2 = 32 for 1d8 + 3 ⇒ (5) + 3 = 8 damage
Longsword, M: 1d20 + 17 + 2 ⇒ (16) + 17 + 2 = 35 for 1d8 + 3 ⇒ (5) + 3 = 8 damage
Longsword, M: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28 for 1d8 + 3 ⇒ (2) + 3 = 5 damage
Longsword, S: 1d20 + 17 ⇒ (13) + 17 = 30 for 1d8 + 3 ⇒ (4) + 3 = 7 damage
Longsword, S: 1d20 + 17 ⇒ (18) + 17 = 35 for 1d8 + 3 ⇒ (5) + 3 = 8 damage
Longsword, S: 1d20 + 12 ⇒ (18) + 12 = 30 for 1d8 + 3 ⇒ (2) + 3 = 5 damage
Round 3
Eri- 20 (-20hp)
Mortimer- 18 (-37hp)
WW- 17 (-56hp, -47hp)
Ascaria- 15
Solrisa- 14 (-20hp)
Eidi- 4
WW2- 3(-73hp)
Eri and Mortimer may begin Round 3!
Party Buffs
Bless- +1 to Attacks
Prayer- +1 to Attacks/Damage/Saves/Skills
Blessing of Fervor(only Ascaria, Mort, and Solrisa)
GM Rat Sass |
Their special defense is rooted in their Elemental nature, and the benefits of not suffering Bleed, Paralysis, Poison, Sleep effects, Stunning, Critical Hits, or Flanking. Quite a hefty set of Immunities...
They aren't immune to magic, however, so there is no Spell Resistance, and since their very essence is held together by its spirit, disarming it only allows another weapon to take its place.
Duly noted.
In the future, your Stat block will be more easily interpreted if you list AC = # (...), instead of AC = # (...),+,+,= #
Mortimer Smith |
Round 3, Init 18
Hits: 81-36,-11-16-5, +26+5
AC: 27
Slots: 6/8
KO: 1 / 2
StunningFists: 10/11
Bless, Dragon Ferocity, Elemental Fist, Prayer,BoF
(Innate: Dragon Style, Improved Critical, Stunning Fist)
--------------------------------------------------------------------
AC 25, 30 on AoO, 24 Touch; 81/81 HP
BAB = +11/+6/+1 (level 10)
ToHit = 1d20+16+1+1 (Weapon Focus, Amulet)
RHit = 1d20+18-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+18-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+16
Fort+10 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+13
Will +7
(Cloak +2)
Slots 8/8
Initiative +4
CMD = 32 (10+ BAB + Str bonus + Dex bonus, 31 Maneuver Training Grapple +2, 30 Manuever training Disarm, +2 class feature "AC Bonus" at level 4/9)
+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT
BoF: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Mortimer shrugs leaving his question unanswered for the time being, and resolves his will. He five foot steps out of flank.
Maybe I should try lightning...
"Eidi! Licorice!" he demands as politely as possible under the circumstances.
RPunch: 1d20 + 19 ⇒ (17) + 19 = 36 -PA, +Amulet, +Bless, +Prayer
for Damage: 1d10 + 12 + 1d6 + 6 + 1d6 ⇒ (6) + 12 + (2) + 6 + (1) = 27 +Dragon,+Amulet, +Cold, +PA, +Lightning, +Prayer, Magic, Cold Fe, Ag
LPunch: 1d20 + 19 ⇒ (4) + 19 = 23 -PA, +Amulet, +Bless, +Prayer
for Damage: 1d10 + 10 + 1d6 + 6 + 1d6 ⇒ (5) + 10 + (5) + 6 + (6) = 32 +Dragon, +Amulet, +Cold, +PA, +Prayer, +Lightning, Magic, Cold Fe, Ag
RPunch: 1d20 + 14 ⇒ (12) + 14 = 26 -PA, +Amulet, +Bless, +Prayer
for Damage: 1d10 + 7 + 1d6 + 6 + 1d6 ⇒ (3) + 7 + (3) + 6 + (6) = 25 +Amulet, +Cold, +PA, +Prayer, Magic, Cold Fe, Ag
LPunch: 1d20 + 9 ⇒ (12) + 9 = 21 -PA, +Amulet, +Bless, +Prayer
for Damage: 1d10 + 7 + 1d6 + 6 ⇒ (9) + 7 + (5) + 6 = 27 +Amulet, +Cold, +PA, +Prayer, Magic, Cold Fe, Ag
Eri Nandri |
Round 3, Init 20 AC: 19
crapcrapcrapcrapcrapcrapcrapcrapcrap
Show me your sparkle!
crapcrapcrapcrapcrapcrapcrapcrapcrap
bluff to hide the crap inside: 1d20 + 5 ⇒ (10) + 5 = 15
Eri takes a 5’ step and launches another bolt using defensive casting to hit green and red. [REF DC17]
conc. check dc21: 1d20 + 17 ⇒ (6) + 17 = 23
bolt damage: 9d6 ⇒ (3, 5, 3, 1, 6, 5, 4, 5, 1) = 33
SR: 1d20 + 13 ⇒ (6) + 13 = 19
AC 15 or 19 [dex +3, amu +2, m. armor +4]
CMD 20
BAB +7
Defensive casting concentration check = +17 (@9th)
Spell Penetration= +13 (@9th) [feats: spell pen and greater spell pen]
Dispel magic level check= +11 (@9th)
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 (7/7 per day 3/4 stones) (Detect Secret Doors, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (5/7 per day) (Acid Arrow, Knock, Scorching Ray, Glitterdust)
Third Level: DC:17 (3/6 per day) (Dispel Magic, Fireball, Mad Monkeys, Lightning Bolt)
Fourth Level: DC:18 (3/5 per day) (Rigor Mortis, Summon Monster IV)
Thunder staff charges: 7/7 (extra d6 dam, 3 rnds ea.)
Shock rounds /4
Quick Runner’s Shirt Charge 1/1
Weapon equipped = +2, Veering Composite Long Bow
+13 or +11/+11 (fight+1, sorc +3, ElKn +3, WF, +1, dex +3 bow +2)
+13 or +11/+11 within 30' with +1 dam
Damage bump: +7 [+2 (bow) +1(str) +2 (feat ex pull) +2 (feat arcane weap)]
Mortimer Smith |
If that is the case, Mort's AC is 29 at the end of round two. You rolled like a monster in the first and beginning of the second round, but not so much after that. Mort's damage/heal history this combat is: Max=81, Rnd1[-16+5-20], Rnd2[-16+26+5]. This puts him at -16 hits currently.
Eidi |
1 person marked this as a favorite. |
Eidi is brought out of his thoughts and starts playing with a piece of licorice root under his fingers "They are elementals, we cannot stun or flank them! Do not try to disarm them as their weapons are part of their nature and new ones will be soon available to them! Just kick them hard or burn them with magic! They do not have specific defenses against that!"
I told him he will soon be addict to the licorice the elder smiles wide in the middle of the fray.
GM Rat Sass |
Duly noted.
Mortimer works the clay, while Eri lashes out with more lightning.
Reflex Save v DC 17: 1d20 + 18 ⇒ (11) + 18 = 29
Reflex Save v DC 17: 1d20 + 18 ⇒ (17) + 18 = 35 Man, those were some nice rolls...
The ceramic knights continue to harry the intruders. Eidi entertains a single fellow, while Eri enjoys his own menage a trois.
Longsword, Ei: 1d20 + 17 - 1 ⇒ (5) + 17 - 1 = 21 for 1d8 + 3 - 1 ⇒ (4) + 3 - 1 = 6 damage
Longsword, Ei: 1d20 + 17 - 1 ⇒ (20) + 17 - 1 = 36 for 1d8 + 3 - 1 ⇒ (1) + 3 - 1 = 3 damage
Confirm Critical?: 1d20 + 17 - 1 ⇒ (2) + 17 - 1 = 18 for 1d8 + 3 - 1 ⇒ (6) + 3 - 1 = 8 damage
Longsword, Ei: 1d20 + 12 - 1 ⇒ (4) + 12 - 1 = 15 for 1d8 + 3 - 1 ⇒ (5) + 3 - 1 = 7 damage
Scratched for 9hp...
Longsword, E: 1d20 + 17 - 1 ⇒ (7) + 17 - 1 = 23 for 1d8 + 3 - 1 ⇒ (6) + 3 - 1 = 8 damage
Longsword, E: 1d20 + 17 - 1 ⇒ (12) + 17 - 1 = 28 for 1d8 + 3 - 1 ⇒ (3) + 3 - 1 = 5 damage
Longsword, E: 1d20 + 12 - 1 ⇒ (18) + 12 - 1 = 29 for 1d8 + 3 - 1 ⇒ (8) + 3 - 1 = 10 damage
Longsword, E: 1d20 + 17 - 1 ⇒ (1) + 17 - 1 = 17 for 1d8 + 3 - 1 ⇒ (4) + 3 - 1 = 6 damage
Longsword, E: 1d20 + 17 - 1 ⇒ (19) + 17 - 1 = 35 for 1d8 + 3 - 1 ⇒ (6) + 3 - 1 = 8 damage
Confirm Critical?: 1d20 + 17 - 1 ⇒ (2) + 17 - 1 = 18 for 1d8 + 3 - 1 ⇒ (7) + 3 - 1 = 9 damage
Longsword, E: 1d20 + 12 - 1 ⇒ (2) + 12 - 1 = 13 for 1d8 + 3 - 1 ⇒ (6) + 3 - 1 = 8 damage
Scratched for 31hp...
The contingent of ceramic knights stands largely whole, as do you.
Ascaria, Solrisa, and Eidi are up!
Solrisa Iome Arabasti |
Round 3, Init 14
Solrisa attacks the armor with her magic adamantine sword. She can 5' step between attacks or use lunge or both if her initial target falls.
Power attack. One hand.
1d20 + 18 - 3 + 1 + 1 + 2 + 2 ⇒ (8) + 18 - 3 + 1 + 1 + 2 + 2 = 29 to hit; (-PA,+bless,+prayer,+heroism,+faithful)
1d10 + 6 + 6 + 1 ⇒ (2) + 6 + 6 + 1 = 15 magic damage.
Power attack. One hand.
1d20 + 13 - 3 + 1 + 1 + 2 + 2 ⇒ (4) + 13 - 3 + 1 + 1 + 2 + 2 = 20 to hit; (-PA,+bless,+prayer,+heroism,+faithful)
1d10 + 6 + 6 + 1 ⇒ (5) + 6 + 6 + 1 = 18 magic damage.
Power attack. One hand.
1d20 + 8 - 3 + 1 + 1 + 2 + 2 ⇒ (15) + 8 - 3 + 1 + 1 + 2 + 2 = 26 to hit; (-PA,+bless,+prayer,+heroism,+faithful)
1d10 + 6 + 6 + 1 ⇒ (9) + 6 + 6 + 1 = 22 magic damage.
Power attack. One hand. BoF.
1d20 + 18 - 3 + 1 + 1 + 2 + 2 ⇒ (13) + 18 - 3 + 1 + 1 + 2 + 2 = 34 to hit; (-PA,+bless,+prayer,+heroism,+faithful)
1d10 + 6 + 6 + 1 ⇒ (4) + 6 + 6 + 1 = 17 magic damage.
AC=33 [27 (+10 armor +1 dex +1 NA +2 def + 1 dodge) +4 shield = 31 + 2 barkskin]
HP= 89/92
Right hand = long sword
Left hand = shiny shield
LoH 0/8 used (5d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (40/50 left)
The Dragon Invoked 1/4 used
Breath of the Dragon 0/2 used
Nice Booties 1/3 used
Power attack. One hand.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+13-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+8-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+8-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
Ascaria |
Round: 3, Initiative: 15
Weapon Equipped = Rod of Extend
Conditions = Magic Vestment (1/11h, +2), Status (1/11h; Eri, Mort, Sol), Airwalk (6/22m), Bless (1/22m), Prayer (3/11r), Blessings of Fervor (2/11r)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (4/9)(7/7) (DC: 23)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (1/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +8/+3, Size +1 Damage: +0
Ranged Attack: BAB +8/+3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 11, Concentration +17)
Once per Day: Arcane Mark,
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (6/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (5/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Status, Suppress Charms and Compulsions
Third (19): (5/7) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (4/7) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration, Terrible Remorse
Fifth (21): (4/5) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
He takes a bit more damage at the start of the round.*
He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.
"Wow! This is an incredible place for a battle!" the elder seems strangely enthusiastic "First time I fight the elementals over a pool of blood!"
Ascaria takes a moment to look around and shrugs, ”You’re absolutely right, this is amazing!”
Feeling sure they’re evil, and seeing Eri needs help, he casts Burst of Radiance (Reflex DC 18 blind or dazzled rounds: 1d4 ⇒ 4 also damage if evil: 5d4 ⇒ (4, 1, 3, 2, 4) = 14) on the pair fighting Eri - careful of course to exclude Eri from the blast radius.
Again, worrying over Eri, Ascaria channels quickly (move) to aid his beleaguered ally. He's careful to exclude any opponents within range.
Channel Energy (healing): 8d6 + 1 ⇒ (4, 4, 4, 5, 6, 4, 6, 2) + 1 = 36
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Blessing of Fervor (Ascaria, Mort, Sol)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
* Eidi and Eri each heal 5hp of damage thanks to Ascaria.