GM Rat Sass's Age of Worms

Game Master Governayle

Roll20 Link
Treasure Log
The Road So Far...
Map of Alhaster
Ascaria's Pub


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|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

The gnome's first look down the large hole in the ground reveals a 20' shaft that extends downwards 50'. It ends with a muddy floor and cavern walls that glisten with moisture. There is a slight, sharp chemical smell that reaches you, even with the waters of the Eel swirling around the island here at sea level.

Roll20 Map has been updated. Remember that you are currently looking down, from 50' above the cavern floor.


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Solrisa smiles as the dragons are either fled or kilt, as evil bad dragons should be.

"Oh! That was fun! I'm sorry that one got away..." Solrisa ponders chasing it, even into the water, but stops when it seems to be gone gone. "I guess...okay...I guess we don't chase them, huh?" Sol still smiles, but it's also clear that she wants to chase.

Eventually, she moves over the hole to look down the shaft. Smelling the chemicals, she thanks The Great Dragon for her protections from acid.

When others are ready, she will float down the center of the hole.

Doesn't seem like I can move Sol on the new map? Might be my user error...or not.


Bald male Half-Elf elder

"Thanks Sir Ascaria" Eidi smiles while he fits on place his tunic once more. The elder conjures some light to help the gnome on his explorations of the lower area of the hole.

"Well, it seems we will have to explore that area after all" with little regard for his own safety Eidi jumps into the hole and descends to a height of 30', using the tip of his staff to light the area and recognize the deeper grounds.
Perception+HR (see invisibility): 1d20 + 20 + 2 ⇒ (9) + 20 + 2 = 31

He attempts to determine the source of the chemical odors.
Knowledge+HR: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17 extra +12 for arcana/planes, +8 for local


Male, Gnome

Status:
AC = 25 (F23/T12) (+3 magic vestment included)
HP = 93/93 +9 temporary
Hero Points = 6
Equipped = None
Conditions = Hero’s Feast (1/12h), Magic Vestment (+3, 1/15h), Status (1/15h, Eidi, Eri, Mort, Sol), Wind Walk (1/15h), Brightest Light (1/15h), Air Walk Communal (5/30m, everyone), Protection from Acid (1/30m / 87hp, Ascaria, Eidi, Eri, Mort), Protection from Fire (1/60m / 120hp, Ascaria, Eidi, Eri, Mort, Sol)
Life Link (14)(100’) = Eidi, Eri, Mort, Sol
Channel Energy (10/11)(9/9) (DC: 27)(Avoid 8, 35’r, 1/1 swift) (8d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (2/3 through 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage)
Spellguard Bracers (3/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll)
Tankard (1/1 Remove Fear), (1/1 Heroism (30min)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (2/3 swift +10’ movement)
Melee Attack: BAB +10/+5, Size +1 Damage: +0
Ranged Attack: BAB +10/+5, Dex +1, Size +1 Damage: +0
Spells (Caster Level 15, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (18): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (19): (8/8) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (20): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (21): (5/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (22): (4/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Speak with Haunt*, Terrible Remorse
Fifth (23): (6/7) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (24): (6/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (25): (4/5) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
* Caster Level +2
- - -

"Is that... sulfur?" wonders Ascaria at the odor. "Mine fires are a thing. Do we want some protection from fire as well as we descend?"

Ascaria mulls it over briefly, and casts Protection from Energy Communal (60 minutes or 120hp of Fire damage, whichever comes first) He remembers to use his extend rod this time to extend the duration.

He then follows the others into the hole.

Group effects
Air Walk Communal (everyone)
Protection from Energy Communal (up to 120hp of Acid damage)(everyone except Sol)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone)
Wind Walk (everyone)


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

The descent is narrow at first, and will expand by the time you reach the cavern floor. For those at various heights, you will be able to see the entirety of the cavern at a height of 20' from the floor.

I'll declare that Eidi descended another 10' in order to take in the sights.

This earthen-walled cavern reeks of sharp, bitter chemicals strong enough to water the eyes and steal the breath. The walls of the cavern are a tangled mess of roots, mud, and stone. Water drips constantly from the walls, gathering in puddles on the floor and collecting in a fuming pool to the west. South of the cavern entrance four large glass canisters once stood, although they have been shattered and their contents allowed to wash away. To the southwest, a ledge is heaped with smashed containers, crates, and other unrecognizable ruins. To the west, a second ledge is similarly cluttered, only this time with alchemical equipment and large, ruined tables of stone and wood.

Roll20 Map has been updated.

Eidi:

The entirety of the scene strikes you as a destroyed alchemical lab of what must have been superior craftsmanship. The fumes are likewise of alchemical origins. A strange profession, that of an alchemist. Not truly the realm of arcana, but its own practice of magic-like creations.

You do understand, a little more than the others, that the Protection from Acid is a vital part of your exploration here. Without it, you might have to endure a challenge to your overall health every few seconds you decide to press your luck.


Male Human Brawler (17), Thief (0)
Gmsass wrote:
South of the cavern entrance four large glass canisters once stood, although they have been shattered [...] To the southwest, a ledge is heaped with smashed containers, crates, and other unrecognizable ruins. To the west, [...] ruined tables of stone and wood.

Know Dungeon: 1d20 + 4 ⇒ (19) + 4 = 23 Iron Lung... would Mort know that smell?

Mort descends 20' down, and looks around.

"... looks like something I might have done..." he solemnly mutters.


Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

Back into the dark we go.

knowledge check: 1d20 ⇒ 19 kn. arcana +19, dungeoneering +11, geography +6, local +7, and nature or planes, +5

Before we head down,
"Five dragons hanging around a stinky hole. What are we going to find down there? More dragons? More stink?"


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Mortimer:

The smell is entirely alien to you. It assaults your initial perception of what a wet, stinky cave should smell like.

Eri:

The smell is entirely alien to you. It assaults your initial perception of what a wet, stinky cave should smell like. It also reeks of alchemicals gone wrong.

Once you lay eyes on the damaged goods, you can tell that there was once a grand alchemical operation which occupied this cavern.

Let's take single round actions, while you move about the cavern... This requires your Perceptions to be a Move Action.


Bald male Half-Elf elder

"There has been a grand explosion here. Alchemicals gone wrong I would say... but otherwise these seems a place were high craftmanship has been done" Eidi pulls from his crafting knowledge to attempt assess the place "It is a great luck you protected us against the acids Ascaria... this acrid smell... it could have quickly affected our lungs otherwise..."

The half-elf holds high his staff high emitting light while he advances trying to perceive anything that might tell him what exactly had been being crafted in this place.


Male, Gnome

Ascaria double moves into the large chamber to try and take more in. He descends to 15' above the floor, but his limited eyesight reveals little but a large cavern.

Group effects
Air Walk Communal (everyone)
Protection from Energy Communal (up to 120hp of Acid damage)(everyone except Sol)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone)
Wind Walk (everyone)


Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

Ooh a chance this spell might actually be useful.

Eri looks a little giddy and casts Gust of wind straight up from below the hole they came from. He then gets ready to move in a bit more.


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Solrisa smiles and giggles from Ascaria's touch. "Oh! Warm hand, Ascaria!" Sol beams, now protected from fire. "I wonder what is down here! Maybe butterflies! I hope it's butterflies!"

Solrisa descends to the north (move) and activates her Dragon's Eyes (move), scanning for things.


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|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

The Outcasts descend into the 20' high cavern. The maiden sees no evil. The half-elf sees no invisible lurkers. The gnome sees very little.

In a moment of inspiration, Eri decides to cast some magic to blast the stagnant air about him upwards, and into the immediate air space of the Traitors' Graves above. Those above unlucky enough to lack the protection of the group lurking below will find it most unpleasant to breathe...

The entirety of the cavern is still considerably 'fumey', but the entrance shaft is not, for the moment...

As the blast of air echoes loudly within the cavern, the acidic pool to the west begins to swirl, as if something very large has been disturbed by the sudden change in pressure.

The foul, toxic liquid bubbles and surges to noxious life, sliding up onto itself and quickly filling out into the form of a lumbering, draconic beast. The thing’s body is semi-translucent and gelatinous, and streamers of acid drip from its flanks to sizzle on the ground. Some of these strands writhe and crack like whips. Its long neck ends in a disturbing tangle of skulls, some human, some draconic, and some something in between.

One of its heads seems to identify your intrusion, which brings the other heads to face in your direction moments later.

Knowledge(Religion) DC 31:

This creature is something wholly other than anything you've come across. Your mind is forced to understand it by piecing together its various aspects, and categorizing it for what stands before you in abomination to all that's good in the world.

Its nature is acid, and water. It seems to consist of fluid, and yet lacks a true body. Something animates this amalgam of alchemicals from beyond the grave. It is Huge. It represents Undead, Incorporeal, and Water subtypes For the obvious Acid nature, you might call it an Acidwraith...

1 question for every 5 above 31

Initiative:

Ascaria: 1d20 + 1 ⇒ (20) + 1 = 21
Eidi: 1d20 + 1 ⇒ (17) + 1 = 18
Eri: 1d20 + 2 ⇒ (2) + 2 = 4
Mortimer: 1d20 + 2 ⇒ (16) + 2 = 18
Solrisa: 1d20 + 4 ⇒ (1) + 4 = 5
AW: 1d20 + 14 ⇒ (5) + 14 = 19

Round 1
Ascaria- 21
AW- 19
Mortimer- 18
Eidi- 18
Solrisa- 5
Eri- 4

Ascaria is up! Roll20 Map has been updated.

Party Buffs
Protection from Acid
Protection from Fire


Male Human Brawler (17), Thief (0)
GMSass wrote:
As the blast of air echoes loudly within the cavern, the acidic pool to the west begins to swirl, as if something very large has been disturbed by the sudden change in pressure.

Huh. I swear something like that happened while I was drinking champagne out of a bottle through a straw... except that was sweet.

He turns to Eidi and nods to what used to be an acidic pool. "I'm guessing the gas or whatever it is over there is still explosive, right?"


Male, Gnome

Round: 1, Initiative: 21

Status:
AC = 25 (F23/T12) (+3 magic vestment included)
HP = 93/93 +9 temporary
Hero Points = 6
Equipped = None
Conditions = Hero’s Feast (1/12h), Magic Vestment (+3, 1/15h), Status (1/15h, Eidi, Eri, Mort, Sol), Wind Walk (1/15h), Brightest Light (1/15h), Air Walk Communal (5/30m, everyone), Protection from Acid (1/30m / 87hp, Ascaria, Eidi, Eri, Mort), Protection from Fire (1/60m / 120hp, Ascaria, Eidi, Eri, Mort, Sol), Prayer (1/15r, everyone)
Life Link (14)(100’) = Eidi, Eri, Mort, Sol
Channel Energy (10/11)(9/9) (DC: 27)(Avoid 8, 35’r, 1/1 swift) (8d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (2/3 through 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage)
Spellguard Bracers (3/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll)
Tankard (1/1 Remove Fear), (1/1 Heroism (30min)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (2/3 swift +10’ movement)
Melee Attack: BAB +10/+5, Size +1 Damage: +0
Ranged Attack: BAB +10/+5, Dex +1, Size +1 Damage: +0
Spells (Caster Level 15, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (18): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (19): (8/8) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (20): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (21): (4/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (22): (4/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Speak with Haunt*, Terrible Remorse
Fifth (23): (6/7) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (24): (6/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (25): (4/5) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
* Caster Level +2
- - -

Seeing no opponent, but hearing something large rising up from the acid, Ascaria isn’t sure what to do. (Can’t make the knowledge check.)

Ascaria, assuming it’s something horrible as it’s down here, will cast Prayer (+1 attacks, damage, saves, & skills (luck)) effecting all allies.

”What do you see? Close up if you can, and I'll bless us further.” he asks as he peers into the chamber.

Group effects
Air Walk Communal (everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Energy Communal (up to 120hp of Acid damage)(everyone except Sol)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone)
Wind Walk (everyone)


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

GM Rolls:

1d4 ⇒ 1

The gnome girds your collective loins, some unseen terror lurking just beyond the edge of his sight. It doesn't take long at all for Ascaria to feel justified in his preparation, as the monstrosity takes flight, and closes the distance between it and you. It executes its movement with stellar control for such a large frame.

Several of its mouths open, and yaw forth something acidic, and something poisonous. The entire party is struck by the acidic spew. 50' cone

Here we go- 14d6 ⇒ (6, 4, 6, 4, 3, 1, 5, 2, 1, 5, 4, 4, 1, 2) = 48 Acid Damage, Reflex Save DC 30 for Half Damage. Also, Fortitude Save DC 30. Failure, and you're struck with 1d6 ⇒ 5 Strength Damage.

Keep track of your Acid Protection, as some of you have already weathered acid attacks from the dragons above. I'd appreciate you posting your current levels of protection. The Fortitude Save is against Poison, in case you have a bonus.

"You will melt, then we will merge..."

As it speaks, the acid dripping from it mouths hisses as it strikes the cavern floor.

Round 1
AW- 19
Mortimer- 18 (Reflex Save v DC 30, Fortitude Save v DC 30)
Eidi- 18 (Reflex Save v DC 30, Fortitude Save v DC 30)
Solrisa- 5 (Reflex Save v DC 30, Fortitude Save v DC 30)
Eri- 4 (Reflex Save v DC 30, Fortitude Save v DC 30)

...
Round 2
Ascaria- 21 (Reflex Save v DC 30, Fortitude Save v DC 30)

The Party is up! Roll20 Map has been updated.

Party Buffs
Protection from Acid
Protection from Fire
Prayer


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

1d20 + 17 ⇒ (18) + 17 = 35 Know (Religion)
1d20 + 14 ⇒ (6) + 14 = 20 Reflex 18 damage, Resist 30 acid.
1d20 + 17 + 4 ⇒ (9) + 17 + 4 = 30 Fortitude (+feast)

Solrisa coughs from the bad breath. "Oh! This undead wraithy thing smells bad!"

Turn coming after seeing if Eidi has any spell treats to share with Sol.


Male, Gnome

Ascaria, going last, waits to see what the others do, and where they are on the map, before he can determine what to do.

Reflex: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17 (prayer)
Fort: 1d20 + 9 + 5 ⇒ (15) + 9 + 5 = 29 (prayer, feast)


Male Human Brawler (17), Thief (0)

Round 1, Init 18

ReflexDC30: 1d20 + 18 + 1 ⇒ (11) + 18 + 1 = 30 +Prayer
Fort: 1d20 + 20 + 1 + 4 ⇒ (6) + 20 + 1 + 4 = 31 +Iron Lung, +Prayer, +Feast

Thanks, Aroden and Cayden!

"It talks!?" Mortimer shrieks in surprise. "The pool -- Ascria -- it's formed into a lummox of a blob, like drawings of some old beast in my Archeology book! Long neck, at least four faces at the end of it! Its spitting acid and breathing poison!"

Mortimer moves up on it and strikes at the beast to see of what substance it is really made (if any -- "Wraith"?!), and to hopefully do damage.

LForearmSwing: 1d20 + 24 + 1 ⇒ (14) + 24 + 1 = 39 +Prayer
for damage: 2d10 + 10 + 1d6 + 1d6 + 1 ⇒ (7, 6) + 10 + (3) + (3) + 1 = 30 +Prayer, +Dragon, +Cold, +Acid (ha?), Good, Magic, Cold Iron, Silver

Status:

AC = 34 (+4 on an AoO)
HP = 124, 80 Acid
Weapon Equipped = Unarmed with Acid Glove things and Amulet of Might Fists +1/Cold (x2 Str on 1st, x1.5 Str on second (Dragon))
Condition(s) =
Damage: 2d10 (Monk’s robe)

Slots:
Martial Flexibility: 7 / 10
Shirt: 10 / 10
KO: 2 / 2
StunningFists: 14 / 14
ElementalFists: 14/14
Lightning Sword Fly: 3/3

Saves:
Fort +16 (Base +9, Con +2, Cloak +5, +4 vs inhaled and contact poisons, +2 vs disease (Trait Black Lung))
Reflex+18 (Base +9, Dex +4, Cloak +5)
Will +12 (Base +5, Wis +4(diadem), Cloak +5)

Spoiler:
[
--------------------------------------------------------------------
(Innate: Weapon Focus (Unarmed Strike), Dodge, Mobility, Improved Grapple, Power Attack, Combat Reflexes, Combat Expertise, Additional Traits (Bruising Intellect, Spirit Sense), Stunning Fist, Improved Critical, Dragon Style, Dragon Ferocity)

AC 25(26, Buckler), 30(31, Buckler) on AoO, 19 (+4 Mobility) Touch
BAB = +14/+9/+4
124 HP

Armor Class = 26 (27) (Armor +6, Ring +2, Dex +4, Dodge +1, lvl 4, 9, & 13 AC bumps +3)(Buckler +1)
Flat­Footed AC = 18 (Armor +6, Ring +2)
Touch AC = 20 (Dex +4, Dodge +1, lvl 4, 9, & 13 AC bumps +3, Ring of Protection +2)
+4 Mobility (vs AoOs when moving)
+3 Magic Vestment (on buckler, lasts 13 hours)
+2 Barkskin (from wand, lasts 30 minutes)

ToHit = 1d20+20+1+3 (Weapon Focus, Amulet)
RHit = 1d20+24-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
LHit = 1d20+24-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
THit = 1d21+19-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
FHit = 1d21+14-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 acid)
Throw = 1d20+20

Max Flexlo Slots 10
Initiative +4
CMB = 20
CMD = (BAB + STR + 10 + DEX + AC CLASS FEATURE + Ring o' Protection + Dodge) => (14 + 5 + 10 + 4 + 2 + 2 + 1 == 38)
CMD (Grapple) = 38 + (Maneuver Training Grapple + Armbands + Improved Grapple) => (37+3+1+2 == 44)
CMD (Grapple) = 37 + (Maneuver Training Disarm) => (38+2 == 40)
CMD (Grapple) = 37 + (Maneuver Training Overrun) => (38+1 == 39)

+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT


Bald male Half-Elf elder

K. religion+HR+Paragon+prayer: 1d20 + 27 + 2 + 1 ⇒ (9) + 27 + 2 + 1 = 39 vulnerabilities and resistances
"That is... a strange creature... it seems... incorporeal, an undead..." Eidi seems to struggle to understand the nature of the menace "...but it seems made of acid... and... water? an... acidwraith could we call it?"

Ref+HR+Paragon+prayer DC 30: 1d20 + 9 + 2 + 1 + 1 ⇒ (20) + 9 + 2 + 1 + 1 = 33
Fort+HR+prayer DC 30: 1d20 + 15 + 2 + 1 ⇒ (11) + 15 + 2 + 1 = 29
Almost miraculously, Eidi places his staff in front and casts a quick abjuration that partially protects himself from the strange breath. He seems strangely weakened though.
-24 from acid protection = 96/120 (I believe Eidi was not hit by acid before)

"I am pretty unsure of what kind of magics might be of more use right now... or whether if the pool has enough explosive potential Mortimer... but for a start let's see if this might be of use..." Eidi descends to Solrisa's position and casts death ward on her. And +4 hp from healing grace

Status:

AC = 20 (due to paragon surge)
HP = HP: 147/138 (DR 5/Bludgeoning 50/50, Acid Protection 96/120)
Weapon Equipped = Staff
Condition(s) = mage armor 12h, defending bone 10h, see invisibility 4h, heroism 2h, heroes feast 12h, paragon surge (Spell Penetration) 12 min, protection from acid communal (96/120), -5 Str damage (poison)


Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

Round 1 Init 4 AC: 21

ref save DC:30: 1d20 + 11 ⇒ (10) + 11 = 21 ow ow ow ow ow

Eri will zip out a lightning bolt at the acid bath dragon using empower spell.
REF save DC: 20 for half
SR+ greater spell penetration: 1d20 + 14 ⇒ (14) + 14 = 28

lightning bolt damage: 15d6 ⇒ (5, 5, 1, 5, 4, 1, 6, 1, 4, 3, 2, 6, 3, 3, 6) = 55

Deets:

AC: 21 (mage armor, rod of fury)
HP: 74 (acid resist 72/120)
Weapon equipped: +2, Veering Composite Long Bow, with rod of fury [spoiler=furyness] +2 AC, free empower spell ≤6th lvl 1/day]

Fury 1/1
Cold Iron Arrows: 80
Hero Points: 5

+17 or +15/+15 (fight+1, sorc +3, ER +7, WF +1 dex +3 bow +2 )
PB: +18 or +16/+16 within 30' with +1 dam

Damage bump: +6 [+2 (bow) +1(str) +1 (feat ex pull) +2 (feat arcane weap)]

Conditions: air walk, prot. from acid, wind walk

AC 17 or 21 [dex +3, amu +2, rod of fury +2 m. armor +4]
CMD 21
BAB +13
Fortitude +10 (+2 fight, +2 sorc, +3 ER, +3 cloak )
Reflex +11 (+2 fight, +2 sorc., +2 ER, +2 dex, +3 cloak)
Will +10 (+5 sorc., +2 ER, +3 cloak)

Defensive casting concentration check = +24 (@13th, with headband, feat)
Spell Penetration= +17 (@13th) [feats: spell pen and greater spell pen]
Dispel magic level check= +15 (@13th)

The spells/day listed will include the casting (if any) that I made this round

b]Orisons[/b] DC:17(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation, Read Magic)
First Level: DC:18 (7/7 per day 3/4 stones) (Detect Secret Doors, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:19 (6/7 per day) (Acid Arrow,Admonishing Ray, Knock, Scorching Ray, Glitterdust)
Third Level: DC:20 (6/6 per day) (Battering Blast, Dispel Magic, Fireball, Mad Monkeys, Lightning Bolt)
Fourth Level: DC:21 (6/7 per day) (Detect Scrying, Dimensional Anchor, Rigor Mortis, Summon Monster IV)
Fifth Level: DC:22 (3/6 per day) (Fire Snake, Parchment Swarm, Sonic Thrust)
Sixth Level: DC:23 (4/5 per day) (Elemental Assessor, Greater Dispel)

Thunder staff charges: 7/7 (extra d6 dam, 3 rnds ea.)
Shock rounds /4
Quick Runner’s Shirt Charge 1/1


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Round 1, Init 5

Sol charges into the wraith, following Mort to battle. She calls upon The Dragon for aid in battle.

Power attack. Two hand.
1d20 + 24 - 4 + 4 + 2 ⇒ (6) + 24 - 4 + 4 + 2 = 32 to hit; (-PA,+Dragon)
1d10 + 9 + 12 + 1d6 + 19 + 19 ⇒ (10) + 9 + 12 + (4) + 19 + 19 = 73 magic w/electrical damage

Sol Stats:

AC= 26 normal, 32 vs. blue [26 (+11 armor +1 dex +1 NA +2 def + 1 dodge) + 5 shield +2 Barkskin] +4 Wraith +2 champ armor (vs. wraith)

HP= 126/126 + 9 - 16 = 119/126 first bite
Right hand = long sword
Left hand =
LoH 0/11 used (7d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (26/50 left) 8/8/2018
The Dragon Invoked 1//7 used (+4 to hit/AC,+18 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 14 minutes)
Nice Booties 1/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used

Power attack. One hand.
[ dice]1d20+24-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage

[ dice]1d20+19-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage

[ dice]1d20+14-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage

Power attack. Two hand.
[ dice]1d20+24-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage

[ dice]1d20+19-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage

[ dice]1d20+14-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage.


Male, Gnome

Round: 2, Initiative: 21

Status:
AC = 25 (F23/T12) (+3 magic vestment included)
HP = 83/93 +9 temporary
Hero Points = 6
Equipped = None
Conditions = Hero’s Feast (1/12h), Magic Vestment (+3, 1/15h), Status (1/15h, Eidi, Eri, Mort, Sol), Wind Walk (1/15h), Brightest Light (1/15h), Air Walk Communal (5/30m, everyone), Protection from Acid (1/30m / 39hp, Ascaria, Eidi, Eri, Mort), Protection from Fire (1/60m / 120hp, Ascaria, Eidi, Eri, Mort, Sol), Prayer (1/15r, everyone), -5 strength damage, Blessings of Fervor (1/15r, Ascaria, Mort, Sol)
Life Link (14)(100’) = Eidi, Eri, Mort, Sol
Channel Energy (10/11)(9/9) (DC: 27)(Avoid 8, 35’r, 1/1 swift) (8d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (2/3 through 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage)
Spellguard Bracers (3/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll)
Tankard (1/1 Remove Fear), (1/1 Heroism (30min)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (2/3 swift +10’ movement)
Melee Attack: BAB +10/+5, Size +1 Damage: +0
Ranged Attack: BAB +10/+5, Dex +1, Size +1 Damage: +0
Spells (Caster Level 15, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (18): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (19): (8/8) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (20): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (21): (4/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (22): (3/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Speak with Haunt*, Terrible Remorse
Fifth (23): (6/7) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (24): (6/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (25): (4/5) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
* Caster Level +2
- - -

He absorbs some of Sol’s injuries* as he looks around the battlefield. As his strength drains from his body, he moves yet closer to the creature - and his front liners. He then bestows Blessing of Fervor on Sol, Mort, and himself (the others are too far away).

Group effects
Air Walk Communal (everyone)
Blessing of Fervor (Ascaria, Mort, & Sol)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Energy Communal (up to 120hp of Acid damage)(everyone except Sol)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone)
Wind Walk (everyone)

* Sol heals 5hp of damage which is transferred to Ascaria.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

GM Rolls:

1d4 ⇒ 3

Mortimer moves up on the creature, incurring a quick lash of a tentacle.

Touch AoO, M: 1d20 + 17 ⇒ (8) + 17 = 25 for 4d6 ⇒ (5, 3, 2, 5) = 15 Acid Damage

His fist strike lands, though it doesn't do as much damage as he might like, due to the creature's 'bodiless' nature. By its acidic nature, the giant suffers more damage, though it is buffered by the gnome's magical protection.

Acid Damage, M: 4d6 ⇒ (6, 5, 4, 6) = 21

Eidi does his best against the beast's breath, before tapping the maiden and adding further magical protections.

Eidi:

The creature's undead nature will provide it immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), as well as death effects, disease, paralysis, poison, sleep effects, and stunning. It's not subject to nonlethal damage, ability drain, or energy drain, and is immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.

It's also immune to damage from Acid, Electricity, and Sonic attacks, and maintains Fire Resistance 20 and Cold Resistance 20. It also has Spell Resistance...

Solrisa finds her way clear as the half-elf preps her and steps out of the way. Her charge is magnificent, as she marks the undead for Apsu's Might, though she doesn't seem to do as much damage as she usually does.

The creature anticipates the charge, and lashes out with another of its tendrils.

Touch AoO, S: 1d20 + 17 ⇒ (20) + 17 = 37 for 4d6 ⇒ (5, 3, 4, 1) = 13 damage
Confirm Critical?: 1d20 + 17 ⇒ (17) + 17 = 34 for 4d6 ⇒ (2, 6, 5, 3) = 16 damage

Her sword draws through the acidic body of the acidwraith, so incurs its own damage. Acid Damage: 4d6 ⇒ (4, 4, 5, 2) = 15 Keep tabs if it actually damages the weapon

Eri stabs out with a massive bolt of lightning, and it seems to hit home Yes to SR, but the acidwraith feels none of the pain. Immune to Electricity

Eri:

Fortitude Save v DC 30: 1d20 + 10 + 4 + 1 ⇒ (16) + 10 + 4 + 1 = 31 You're welcome

From your vantage beneath the entrance hole above, you see the sliver of daylight slowly eclipse, until it is fully shut out. The massive slab of stone has been replaced, sealing you all in...

Ascaria reaps the wounds, then lays out Cayden's Fervor to the frontliners.

The acidwraith begins healing rapidly from its wounds, shifting back, and spewing another cone of caustic vapor!

Here we go, Mortimer, Ascaria, and Solrisa- 14d6 ⇒ (2, 6, 6, 2, 5, 1, 2, 1, 4, 6, 6, 5, 6, 3) = 55 Acid Damage, Reflex Save DC 30 for Half Damage. Also, Fortitude Save DC 30. Failure, and you're struck with 1d6 ⇒ 1 Strength Damage.

Continue tracking your Acid Protection. The Fortitude Save is against Poison, in case you have a bonus.

"You will melt, then we will merge..."

Round 2
AW- 19 (-46hp?)
Mortimer- 18 (Reflex Save v DC 30, Fortitude Save v DC 30)
Eidi- 18 (-5 Str Damage)
Solrisa- 5 (-9hp)(Reflex Save v DC 30, Fortitude Save v DC 30)
Eri- 4

...
Round 3
Ascaria- 21 (-5hp) (Reflex Save v DC 30, Fortitude Save v DC 30)

The Party is up! Roll20 Map has been updated.

Party Buffs
Protection from Acid
Protection from Fire
Prayer
Blessing of Fervor


Male, Gnome

Ascaria, going last, waits to see what the others do, and where they are on the map, before he can determine what to do.

Reflex: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19 (prayer)
Fort: 1d20 + 9 + 5 ⇒ (19) + 9 + 5 = 33 (prayer, feast)

He takes a little acid damage as his protections wear off. (-16hp)


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Round 2, Init 5

1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26 Reflex 25 damage, Resist 30 acid.
1d20 + 17 + 4 + 1 ⇒ (16) + 17 + 4 + 1 = 38 Fortitude (+feast,prayer)

Sol takes some acid damage, but her resistance soaks up most of it. She attacks back, coughing heartily.

Power attack. Two hand.
1d20 + 24 - 4 + 4 ⇒ (12) + 24 - 4 + 4 = 36 to hit; (-PA,+Dragon)
1d10 + 9 + 12 + 1d6 + 19 ⇒ (5) + 9 + 12 + (5) + 19 = 50 magic w/electrical damage

1d20 + 19 - 4 + 4 ⇒ (7) + 19 - 4 + 4 = 26 to hit; (-PA,+Dragon)
1d10 + 9 + 12 + 1d6 + 19 ⇒ (8) + 9 + 12 + (2) + 19 = 50 magic w/electrical damage

1d20 + 14 - 4 + 4 ⇒ (13) + 14 - 4 + 4 = 27 to hit; (-PA,+Dragon)
1d10 + 9 + 12 + 1d6 + 19 ⇒ (6) + 9 + 12 + (5) + 19 = 51 magic w/electrical damage

Sol Stats:

AC= 26 normal, 32 vs. blue [26 (+11 armor +1 dex +1 NA +2 def + 1 dodge) + 5 shield +2 Barkskin] +4 Wraith +2 champ armor (vs. wraith)

HP= 126/126 + 9 - 16 = 119/126 first bite
Right hand = long sword
Left hand =
LoH 0/11 used (7d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (26/50 left) 8/8/2018
The Dragon Invoked 1//7 used (+4 to hit/AC,+18 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 14 minutes)
Nice Booties 1/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used

Power attack. One hand.
[ dice]1d20+24-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage

[ dice]1d20+19-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage

[ dice]1d20+14-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage

Power attack. Two hand.
[ dice]1d20+24-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage

[ dice]1d20+19-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage

[ dice]1d20+14-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage.


Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

Round 2 Init 4 AC: 21

Eri will use message to relay the following:
”Hey guys, a giant rock has been rolled over this hole above me.”

Eri looks at his hands in disbelief.
Shoot, I hope this works.

Eri will spark out a fireball at the acid bath dragon using empower spell.
REF save DC: 20 for half
SR+ greater spell penetration: 1d20 + 14 ⇒ (7) + 14 = 21

fireball damage: 15d6 ⇒ (6, 6, 2, 2, 6, 4, 4, 4, 3, 5, 2, 2, 4, 2, 6) = 58

Deets:

AC: 21 (mage armor, rod of fury)
HP: 74 (acid resist 72/120)
Weapon equipped: +2, Veering Composite Long Bow, with rod of fury [spoiler=furyness] +2 AC, free empower spell ≤6th lvl 1/day]

Fury 1/1
Cold Iron Arrows: 80
Hero Points: 5

+17 or +15/+15 (fight+1, sorc +3, ER +7, WF +1 dex +3 bow +2 )
PB: +18 or +16/+16 within 30' with +1 dam

Damage bump: +6 [+2 (bow) +1(str) +1 (feat ex pull) +2 (feat arcane weap)]

Conditions: air walk, prot. from acid, wind walk

AC 17 or 21 [dex +3, amu +2, rod of fury +2 m. armor +4]
CMD 21
BAB +13
Fortitude +10 (+2 fight, +2 sorc, +3 ER, +3 cloak )
Reflex +11 (+2 fight, +2 sorc., +2 ER, +2 dex, +3 cloak)
Will +10 (+5 sorc., +2 ER, +3 cloak)

Defensive casting concentration check = +24 (@13th, with headband, feat)
Spell Penetration= +17 (@13th) [feats: spell pen and greater spell pen]
Dispel magic level check= +15 (@13th)

The spells/day listed will include the casting (if any) that I made this round

b]Orisons[/b] DC:17(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation, Read Magic)
First Level: DC:18 (7/7 per day 3/4 stones) (Detect Secret Doors, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:19 (6/7 per day) (Acid Arrow,Admonishing Ray, Knock, Scorching Ray, Glitterdust)
Third Level: DC:20 (6/6 per day) (Battering Blast, Dispel Magic, Fireball, Mad Monkeys, Lightning Bolt)
Fourth Level: DC:21 (6/7 per day) (Detect Scrying, Dimensional Anchor, Rigor Mortis, Summon Monster IV)
Fifth Level: DC:22 (2/6 per day) (Fire Snake, Parchment Swarm, Sonic Thrust)
Sixth Level: DC:23 (4/5 per day) (Elemental Assessor, Greater Dispel)

Thunder staff charges: 7/7 (extra d6 dam, 3 rnds ea.)
Shock rounds /4
Quick Runner’s Shirt Charge 1/1


Bald male Half-Elf elder

"Eri! It can only be damaged by fire and cold, but it has a solid [20] resistance to those too" Eidi manages to shout while he looks up and grumbles confirming Eri's words.

Too far to affect the fight as he wishes, the elder devotes his time to approach while producing a piece of licorice root and reaching the group from afar, he casts haste, regretfully leaving Eri out of the area.
Healing grace to cure Ascaria +3 hp

Status:

AC = 20 (due to paragon surge)
HP = HP: 147/138 (DR 5/Bludgeoning 50/50, Acid Protection 96/120)
Weapon Equipped = Staff
Condition(s) = mage armor 12h, defending bone 10h, see invisibility 4h, heroism 2h, heroes feast 12h, paragon surge (Spell Penetration) 12 min, protection from acid communal (96/120), -5 Str damage (poison), haste (r16)


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Male Human Brawler (17), Thief (0)

Round 2, Init 18-

HEY GMSASS:
Does Mort's Deli Croissant Gloves protect him from the acid damage?

BoF: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Delay until after Eidi

YEAS! LICORICE!!! Mortimer grins a grin he has not borne in some time.

ReflexDC30: 1d20 + 18 + 2 + 1 ⇒ (16) + 18 + 2 + 1 = 37 +BoF, +Prayer, +Haste
Fort: 1d20 + 20 + 4 + 1 ⇒ (10) + 20 + 4 + 1 = 35 +Iron Lung, +Feast, +Prayer

Blob wrote:
"You will melt, then we will merge..."

"Do you know how to say anything else?" Mortimer asks, icily.

Swift for Lurch Style^3

Mortimer takes a five foot step to re-engage the Blob.

RPunch: 1d20 + 22 + 2 + 1 + 1 ⇒ (12) + 22 + 2 + 1 + 1 = 38 Amulet, Weapon Focus, +BoF, +Haste, +Prayer
for damage: 2d10 + 10 + 1d6 + 1d6 + 1 ⇒ (1, 7) + 10 + (3) + (1) + 1 = 23 +Dragon, +Cold, +Acid, Good, Magic, Cold Iron, Silver, +Prayer

LPunch: 1d20 + 26 ⇒ (7) + 26 = 33 Amulet, Weapon Focus, +BoF, +Haste, +Prayer
for damage: 2d10 + 7 + 1d6 + 1d6 + 1 ⇒ (9, 9) + 7 + (5) + (4) + 1 = 35 +Dragon, +Cold, +Acid, Good, Magic, Cold Iron, Silver, +Prayer

RHook: 1d20 + 21 ⇒ (20) + 21 = 41 Amulet, Weapon Focus, +BoF, +Haste, +Prayer
for damage: 2d10 + 7 + 1d6 + 1d6 + 1 ⇒ (9, 8) + 7 + (4) + (3) + 1 = 32 +Dragon, +Cold, +Acid, Good, Magic, Cold Iron, Silver, +Prayer

CritConfirm?: 1d20 + 21 ⇒ (16) + 21 = 37 Amulet, Weapon Focus, +BoF, +Haste, +Prayer
for damage: 2d10 + 7 + 1d6 + 1d6 + 1 ⇒ (4, 10) + 7 + (2) + (3) + 1 = 27 +Dragon, +Cold, +Acid, Good, Magic, Cold Iron, Silver, +Prayer

Blob shaken for Not Stirred: 1d4 + 5 ⇒ (2) + 5 = 7 rounds.

RBackFist: 1d20 + 21 ⇒ (7) + 21 = 28 Amulet, Weapon Focus, Imp. Two-Weapon Fight, +BoF, +Haste, +Prayer
for damage: 2d10 + 7 + 1d6 + 1d6 + 1 ⇒ (10, 3) + 7 + (5) + (4) + 1 = 30 +Dragon, +Cold, +Acid, Good, Magic, Cold Iron, Silver, +Prayer

LHook: 1d20 + 16 ⇒ (8) + 16 = 24 Amulet, Weapon Focus, +BoF, +Haste, +Prayer
for damage: 2d10 + 7 + 1d6 + 1d6 + 1 ⇒ (5, 7) + 7 + (6) + (5) + 1 = 31 +Dragon, +Cold, +Acid, Good, Magic, Cold Iron, Silver, +Prayer

LElbow: 1d20 + 16 ⇒ (14) + 16 = 30 Amulet, Weapon Focus, Greater Two-Weapon Fight, +BoF, +Haste, +Prayer
for damage: 2d10 + 7 + 1d6 + 1d6 + 1 ⇒ (1, 3) + 7 + (4) + (4) + 1 = 20 +Dragon, +Cold, +Acid, Good, Magic, Cold Iron, Silver, +Prayer

Haste
ForearmSwing(R): 1d20 + 26 ⇒ (15) + 26 = 41 Amulet, Weapon Focus, +BoF, +Haste, +Prayer
for damage: 2d10 + 10 + 1d6 + 1d6 + 1d6 + 1 ⇒ (4, 7) + 10 + (6) + (1) + (2) + 1 = 31 +Dragon, +Cold, +Acid, Good, Magic, Cold Iron, Silver, +Prayer

Status:

AC = 31 (+4 on an AoO)
HP = 124, 17 Acid
Weapon Equipped = Unarmed with Acid Glove things and Amulet of Might Fists +1/Cold (x2 Str on 1st, x1.5 Str on second (Dragon))
Condition(s) =
Damage: 2d10 (Monk’s robe)

Slots:
Martial Flexibility: 4 / 10
Shirt: 10 / 10
KO: 2 / 2
StunningFists: 14 / 14
ElementalFists: 14/14
Lightning Sword Fly: 3/3

Saves:
Fort +14 (+1 Feast, +2 Protect from Evil, +4 vs inhaled and contact poisons, +2 vs disease (Trait Black Lung))
Reflex+17 (+1 Feast, +2 Protect from Evil)
Will +12 (+1 Feast, +2 Protection from Evil, +2 vs sleep, paralysis and stun (In battle, Dragon))

Spoiler:
[
--------------------------------------------------------------------
(Innate: Weapon Focus (Unarmed Strike), Dodge, Mobility, Improved Grapple, Power Attack, Combat Reflexes, Combat Expertise, Additional Traits (Bruising Intellect, Spirit Sense), Stunning Fist, Improved Critical, Dragon Style, Dragon Ferocity)

AC 25(26, Buckler), 30(31, Buckler) on AoO, 19 (+4 Mobility) Touch
BAB = +14/+9/+4
124 HP

Armor Class = 26 (27) (Armor +6, Ring +2, Dex +4, Dodge +1, lvl 4, 9, & 13 AC bumps +3)(Buckler +1)
Flat­Footed AC = 18 (Armor +6, Ring +2)
Touch AC = 20 (Dex +4, Dodge +1, lvl 4, 9, & 13 AC bumps +3, Ring of Protection +2)
+4 Mobility (vs AoOs when moving)
+3 Magic Vestment (on buckler, lasts 13 hours)
+2 Barkskin (from wand, lasts 30 minutes)

ToHit = 1d20+20+1+3 (Weapon Focus, Amulet)
RHit = 1d20+24-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
LHit = 1d20+24-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
THit = 1d21+19-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
FHit = 1d21+14-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 acid)
Throw = 1d20+20

Max Flexlo Slots 10
Initiative +4
CMB = 20
CMD = (BAB + STR + 10 + DEX + AC CLASS FEATURE + Ring o' Protection + Dodge) => (14 + 5 + 10 + 4 + 2 + 2 + 1 == 38)
CMD (Grapple) = 38 + (Maneuver Training Grapple + Armbands + Improved Grapple) => (37+3+1+2 == 44)
CMD (Grapple) = 37 + (Maneuver Training Disarm) => (38+2 == 40)
CMD (Grapple) = 37 + (Maneuver Training Overrun) => (38+1 == 39)

+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT


Male, Gnome

Round: 3, Initiative: 21

Status:
AC = 25 (F23/T12) (+3 magic vestment included, +2 from BoF not included)
HP = 74/93
Hero Points = 6
Equipped = None
Conditions = Hero’s Feast (1/12h), Magic Vestment (+3, 1/15h), Status (1/15h, Eidi, Eri, Mort, Sol), Wind Walk (1/15h), Brightest Light (1/15h), Air Walk Communal (5/30m, everyone), Protection from Acid (1/30m / 120hp, Ascaria, Eidi, Eri, Mort, Sol), Protection from Fire (1/60m / 120hp, Ascaria, Eidi, Eri, Mort, Sol), Prayer (3/15r, everyone), -5 strength damage, Blessings of Fervor (2/15r, Ascaria, Mort, Sol), Haste
Life Link (14)(100’) = Eidi, Eri, Mort, Sol
Channel Energy (10/11)(9/9) (DC: 27)(Avoid 8, 35’r, 1/1 swift) (8d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (2/3 through 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage)
Spellguard Bracers (3/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll)
Tankard (1/1 Remove Fear), (1/1 Heroism (30min)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (2/3 swift +10’ movement)
Melee Attack: BAB +10/+5, Size +1 Damage: +0
Ranged Attack: BAB +10/+5, Dex +1, Size +1 Damage: +0
Spells (Caster Level 15, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (18): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (19): (8/8) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (20): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (21): (4/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (22): (3/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Speak with Haunt*, Terrible Remorse
Fifth (23): (6/7) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (24): (6/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (25): (4/5) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
* Caster Level +2
- - -

Ascaria further absorbs some of Sol’s injuries.*

He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.

He thanks Eidi for the haste, and the touch of healing. Ascaria then casts a fresh round of Protection from Energy Communal (50 minutes or 120hp of Acid damage, whichever comes first). He touches himself, then descends from his position near the ceiling to touch Mortimer and Sol - provoking from the nasty fell beast as he does so. He further makes a mental note to buy a damn rod of reach next time he has any gold to rub together.

Group effects
Air Walk Communal (everyone)
Blessing of Fervor (Ascaria, Mort, & Sol)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Energy Communal (up to 120hp of Acid damage)(everyone to varying degrees)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone)
Wind Walk (everyone)

* Sol heals 5hp of damage which is transferred to Ascaria.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Eidi Hastens all but the sorcerer, making sure every strike against the undead counts.

Solrisa manages a single slash of her own, while her own weapon drips from the acidic ectoplasms of the acidwraith. 4d6 ⇒ (5, 1, 5, 1) = 12 Acid Damage, keep track if it actually damages the blade

Eri fails to penetrate the creature's magical resistance! A heavy blast of fire like that surely would have sent the creature to its final rest...

Ascaria braves the danger of the monster, to protect his friends from further acid damage.

AoO Attack, A: 1d20 + 17 ⇒ (18) + 17 = 35 for 4d6 ⇒ (4, 3, 1, 4) = 12 Acid Damage

Mortimer takes full advantage of the half-elf's gift of speed, laying into the acidwraith, without fear for his own safety.

Mortimer:

For the unique nature of this incorporeal creature, I'm ruling the gloves unable to protect you on your unarmed strikes. I will, however, allow this knowledge to inform your recent attack, and let you slip after not only Eidi, but Ascaria, as well, to renew your Acid Protections ;)

The giant lays into the acidwraith six out of seven swings, incurring as many acidic damaging drippings.

24d6 ⇒ (2, 6, 5, 5, 3, 1, 2, 1, 1, 3, 5, 3, 4, 1, 3, 3, 5, 2, 3, 1, 3, 3, 3, 3) = 71 Acid Damage

"We will merge..."

The entity backs up, and slips into the cavern floor, leaving behind its several skulls to rest on the floor.

Round 3
AW- 19 (-143hp?xx)
Eidi- 18 (-5 Str Damage)
Solrisa- 5 (-9hp)
Eri- 4

...
Round 4
Ascaria- 21 (-2hp)
Mortimer-20

The Party is up! Roll20 Map has been updated.

Party Buffs
Protection from Acid
Protection from Fire
Prayer
Blessing of Fervor


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

As I read it, the acid damage is halved before applied to the sword’s hardness. So far, not even close to damaging the highly enchanted blade (+2 for every plus to hardness).

”Wait, where did it go!? We were having fun!” Sol says, looking around. Solrisa delays, waiting to see what others do and what she should do while she waits.


Male Human Brawler (17), Thief (0)

Round 3, Init 18-

HEY GMSASS:

GMSass wrote:
For the unique nature of this incorporeal creature [ ... ]

... but apparently not unique enough to be shakable? Boo. Also, Mort wouldn't stop in the middle of his flurry in round 2. He's down 54 hits at the start of round three, and he has another 120 points of Acid Protection at that point. Also, we get no AoO?

"C'mon Sol! We've heads to roll!"

Mortimer starts dispersing skulls in an attempt to free them from their acid bath.

BoottoHead: 1d20 + 22 + 2 + 1 + 1 ⇒ (5) + 22 + 2 + 1 + 1 = 31Amulet, Weapon Focus, +BoF, +Haste, +Prayer
for damage: 2d10 + 10 + 1d6 + 1d6 + 1 ⇒ (9, 8) + 10 + (1) + (2) + 1 = 31 +Dragon, +Cold, +Acid, Good, Magic, Cold Iron, Silver, +Prayer

BoottoHead: 1d20 + 26 ⇒ (11) + 26 = 37 Amulet, Weapon Focus, +BoF, +Haste, +Prayer
for damage: 2d10 + 7 + 1d6 + 1d6 + 1 ⇒ (8, 9) + 7 + (2) + (4) + 1 = 31 +Dragon, +Cold, +Acid, Good, Magic, Cold Iron, Silver, +Prayer

BoottoHead: 1d20 + 21 ⇒ (20) + 21 = 41Amulet, Weapon Focus, +BoF, +Haste, +Prayer
for damage: 2d10 + 7 + 1d6 + 1d6 + 1 ⇒ (4, 4) + 7 + (5) + (5) + 1 = 26+Dragon, +Cold, +Acid, Good, Magic, Cold Iron, Silver, +Prayer

ConfirmCrit?: 1d20 + 21 ⇒ (6) + 21 = 27Amulet, Weapon Focus, +BoF, +Haste, +Prayer
for damage: 2d10 + 7 + 1d6 + 1d6 + 1 ⇒ (6, 1) + 7 + (6) + (2) + 1 = 23+Dragon, +Cold, +Acid, Good, Magic, Cold Iron, Silver, +Prayer

BoottoHead: 1d20 + 21 ⇒ (4) + 21 = 25 Amulet, Weapon Focus, Imp. Two-Weapon Fight, +BoF, +Haste, +Prayer
for damage: 2d10 + 7 + 1d6 + 1d6 + 1 ⇒ (3, 3) + 7 + (2) + (2) + 1 = 18+Dragon, +Cold, +Acid, Good, Magic, Cold Iron, Silver, +Prayer

BoottoHead: 1d20 + 16 ⇒ (12) + 16 = 28Amulet, Weapon Focus, +BoF, +Haste, +Prayer
for damage: 2d10 + 7 + 1d6 + 1d6 + 1 ⇒ (9, 6) + 7 + (3) + (2) + 1 = 28+Dragon, +Cold, +Acid, Good, Magic, Cold Iron, Silver, +Prayer

BoottoHead: 1d20 + 16 ⇒ (19) + 16 = 35 Amulet, Weapon Focus, Greater Two-Weapon Fight, +BoF, +Haste, +Prayer
for damage: 2d10 + 7 + 1d6 + 1d6 + 1 ⇒ (1, 8) + 7 + (6) + (5) + 1 = 28+Dragon, +Cold, +Acid, Good, Magic, Cold Iron, Silver, +Prayer

ConfirmCrit?: 1d20 + 16 ⇒ (10) + 16 = 26 Amulet, Weapon Focus, Greater Two-Weapon Fight, +BoF, +Haste, +Prayer
for damage: 2d10 + 7 + 1d6 + 1d6 + 1 ⇒ (7, 6) + 7 + (4) + (6) + 1 = 31+Dragon, +Cold, +Acid, Good, Magic, Cold Iron, Silver, +Prayer

Haste
BoottoHead: 1d20 + 26 ⇒ (8) + 26 = 34 Amulet, Weapon Focus, +BoF, +Haste, +Prayer
for damage: 2d10 + 10 + 1d6 + 1d6 + 1d6 + 1 ⇒ (4, 2) + 10 + (3) + (1) + (1) + 1 = 22+Dragon, +Cold, +Acid, Good, Magic, Cold Iron, Silver, +Prayer

Status:

AC = 31 (+4 on an AoO)
HP = 70, 120 Acid
Weapon Equipped = Unarmed with Acid Glove things and Amulet of Might Fists +1/Cold (x2 Str on 1st, x1.5 Str on second (Dragon))
Condition(s) =
Damage: 2d10 (Monk’s robe)

Slots:
Martial Flexibility: 4 / 10
Shirt: 10 / 10
KO: 2 / 2
StunningFists: 14 / 14
ElementalFists: 14/14
Lightning Sword Fly: 3/3

Saves:
Fort +14 (+1 Feast, +2 Protect from Evil, +4 vs inhaled and contact poisons, +2 vs disease (Trait Black Lung))
Reflex+17 (+1 Feast, +2 Protect from Evil)
Will +12 (+1 Feast, +2 Protection from Evil, +2 vs sleep, paralysis and stun (In battle, Dragon))

Spoiler:
[
--------------------------------------------------------------------
(Innate: Weapon Focus (Unarmed Strike), Dodge, Mobility, Improved Grapple, Power Attack, Combat Reflexes, Combat Expertise, Additional Traits (Bruising Intellect, Spirit Sense), Stunning Fist, Improved Critical, Dragon Style, Dragon Ferocity)

AC 25(26, Buckler), 30(31, Buckler) on AoO, 19 (+4 Mobility) Touch
BAB = +14/+9/+4
124 HP

Armor Class = 26 (27) (Armor +6, Ring +2, Dex +4, Dodge +1, lvl 4, 9, & 13 AC bumps +3)(Buckler +1)
Flat­Footed AC = 18 (Armor +6, Ring +2)
Touch AC = 20 (Dex +4, Dodge +1, lvl 4, 9, & 13 AC bumps +3, Ring of Protection +2)
+4 Mobility (vs AoOs when moving)
+3 Magic Vestment (on buckler, lasts 13 hours)
+2 Barkskin (from wand, lasts 30 minutes)

ToHit = 1d20+20+1+3 (Weapon Focus, Amulet)
RHit = 1d20+24-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
LHit = 1d20+24-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
THit = 1d21+19-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
FHit = 1d21+14-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 acid)
Throw = 1d20+20

Max Flexlo Slots 10
Initiative +4
CMB = 20
CMD = (BAB + STR + 10 + DEX + AC CLASS FEATURE + Ring o' Protection + Dodge) => (14 + 5 + 10 + 4 + 2 + 2 + 1 == 38)
CMD (Grapple) = 38 + (Maneuver Training Grapple + Armbands + Improved Grapple) => (37+3+1+2 == 44)
CMD (Grapple) = 37 + (Maneuver Training Disarm) => (38+2 == 40)
CMD (Grapple) = 37 + (Maneuver Training Overrun) => (38+1 == 39)

+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT


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Male, Gnome

Round: 4, Initiative: 21

Status:
AC = 25 (F23/T12) (+3 magic vestment included, +2 from BoF not included)
HP = 93/93
Hero Points = 6
Equipped = None
Conditions = Hero’s Feast (1/12h), Magic Vestment (+3, 1/15h), Status (1/15h, Eidi, Eri, Mort, Sol), Wind Walk (1/15h), Brightest Light (1/15h), Air Walk Communal (5/30m, everyone), Protection from Acid (1/30m / 108hp, Ascaria, Eidi, Eri, Mort, Sol), Protection from Fire (1/60m / 120hp, Ascaria, Eidi, Eri, Mort, Sol), Prayer (4/15r, everyone), -5 strength damage, Blessings of Fervor (3/15r, Ascaria, Mort, Sol), Haste
Life Link (14)(100’) = Eidi, Eri, Mort, Sol
Channel Energy (9/11)(9/9) (DC: 27)(Avoid 8, 35’r, 1/1 swift) (8d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (2/3 through 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage)
Spellguard Bracers (3/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll)
Tankard (1/1 Remove Fear), (1/1 Heroism (30min)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (2/3 swift +10’ movement)
Melee Attack: BAB +10/+5, Size +1 Damage: +0
Ranged Attack: BAB +10/+5, Dex +1, Size +1 Damage: +0
Spells (Caster Level 15, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (18): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (19): (8/8) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (20): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (21): (4/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (22): (3/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Speak with Haunt*, Terrible Remorse
Fifth (23): (6/7) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (24): (6/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (25): (4/5) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
* Caster Level +2
- - -

Ascaria absorbs some of Mort and Sol’s injuries* as the creature flees the battlefield.

He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.

”Hah! Hah I say! Cackle of hyena’s you’d better run!” He coughs up some blood as he yells. He checks the area, and channels energy to heal himself, Mort, Sol, and Eidi if he needs any.
Channel Energy (healing): 10d6 + 1 ⇒ (5, 4, 1, 3, 5, 1, 1, 1, 4, 3) + 1 = 29

Group effects
Air Walk Communal (everyone)
Blessing of Fervor (Ascaria, Mort, & Sol)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Energy Communal (up to 120hp of Acid damage)(everyone to varying degrees)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone)
Wind Walk (everyone)

* Mort and Sol each heal 5hp of damage which is transferred to Ascaria.


Bald male Half-Elf elder

"Be careful, it probably just hide into the rock, I do not think it left so easily..." Eidi casts resist energy communal to add extra acid protections on top of Ascaria's ones, and profits his haste to reach everyone around up to Mortimer. When he touches Ascaria, the touch seems to bear some extra healing.
12/4 = 30 min resist 30 to acid.
Healing grace: +3 hp to Ascaria

Provided the time, the half-elf elder studies the strange skulls residues.
K. arcana?: 1d20 + 25 ⇒ (8) + 25 = 33


Male Human Brawler (17), Thief (0)

"Maybe," Mortimer grunts as he knocks some heads together and smashes skulls, "these skulls are the source of it's 'power'."


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F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Solrisa watches Mort and smiles, thinking that this is a fun game. She also flies closer to the floor and begins to smash things.

”Oh Mort! This is so much fun! Do you know who also loved to smash things?! Do YOU!?” Solrisa waits a split second before blurting out the answer: ”Rae! Rae used to love smashing things.”

Solrisa smiles in fond remembrance of her sister and she smashes and smashes.


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|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Mortimer hovers above the scatter of skulls, and pounds them into the non-existence towards which they seemed to be heading.

Mortimer:

No, the creature has an Intelligence, so I'm allowing the Shaken condition to wrack the wraith. I simply overlooked tagging AW, as it was retreating. In its Withdrawal, you were given no AoO, as you have no Reach. I adjusted the Initiative Order, per your instructions. In hindsight, the AoO Ascaria suffered would have succeeded, Shaken or no.

Eidi protects those he can with more Acidic Resistance, while studying the abandoned skulls.

Eidi:

The parts of the creature which weigh with substance appear to be the acid-water body, and the calcific skulls which reside in the heads of the incarnation. They themselves seem to be a residue, and will likely reform when the creature reappears. They don't carry the animating force of the creature, only provide it an outward form.

Solrisa joins the giant in the smashing. Eri contemplates his position, his actions contingent on the next moments. Ascaria blasts the cavern with healing energy, Cayden's everboon.

It doesn't occur immediately, but several seconds after the monster's disappearance. Mere feet away, the acidwraith returns, rising from the floor of the cavern, and lashing out with a single bite at the gnome.

Bite Attack, A: 1d20 + 22 - 2 ⇒ (16) + 22 - 2 = 36 for 4d6 + 10 + 4d6 ⇒ (6, 6, 6, 3) + 10 + (1, 3, 1, 5) = 41 damage, including Acid

Round 5
AW- 19 (-143hp?xxxx, Shaken)
Mortimer- 18 (-18hp)
Eidi- 18 (-5 Str Damage)
Solrisa- 5
Eri- 4

...
Round 6
Ascaria- 21 (-31hp)

The Party is up! Roll20 Map has been updated. Note the Round count- you have 1 round to prep, creature missing, then execute Round 5/6 with the creature already having acted.

Party Buffs
Protection from Acid
Protection from Fire
Prayer
Blessing of Fervor
Resist Acid, Communal
Haste


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Round 5, Init 5

Sol spins, moving to attack the foe. In her excitement, she nearly plunges over Ascaria.

Power attack. Two hand.
1d20 + 24 - 4 + 4 + 1 ⇒ (1) + 24 - 4 + 4 + 1 = 26 to hit; (-PA,+Dragon)
1d10 + 9 + 12 + 1d6 + 19 + 1 ⇒ (6) + 9 + 12 + (3) + 19 + 1 = 50 magic w/electrical damage

Sol Stats:

AC= 26 normal, 34 vs. wraith [26 (+11 armor +1 dex +1 NA +2 def + 1 dodge) + 5 shield +2 Barkskin +4 Wraith +2 champ armor (vs. wraith)+2 BoF

HP= 126/126
Right hand = long sword
Left hand =
LoH 0/11 used (7d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (26/50 left) 8/8/2018
The Dragon Invoked 3/7 used (+4 to hit/AC,+18 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 14 minutes)
Nice Booties 1/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used

Power attack. One hand.
[ dice]1d20+24-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage

[ dice]1d20+19-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage

[ dice]1d20+14-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage

Power attack. Two hand.
[ dice]1d20+24-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage

[ dice]1d20+19-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage

[ dice]1d20+14-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage.


Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

Round 5-6 Init 4 AC: 21

Eri will take round five to cast summon monster IV to summon this many: 1d3 ⇒ 3 Lantern Archon(s)

lantern archon special attack:
Light Ray (Ex) A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.

On round six he will move over a little and use a magic missile scroll to cast Parchment Swarm on Drippy, the dragon. REF Save (DC:22 )for half damage and no damage from the magic missile. Using magic missile makes it not an area of effect spell.

overcome SR: 1d20 + 17 ⇒ (13) + 17 = 30 greater spell penetration

parchment damage: 13d6 ⇒ (5, 2, 4, 4, 1, 5, 2, 4, 6, 4, 1, 2, 3) = 43
magic missile damage: 1d4 + 1 ⇒ (1) + 1 = 2

---Archon 1
archon range touch attack: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d6 ⇒ 3

archon range touch attack: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d6 ⇒ 6

---Archon2
archon range touch attack: 1d20 + 3 ⇒ (20) + 3 = 23
damage: 1d6 ⇒ 3

archon range touch attack: 1d20 + 3 ⇒ (14) + 3 = 17
damage: 1d6 ⇒ 5

---Archon 3
archon range touch attack: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d6 ⇒ 4

archon range touch attack: 1d20 + 3 ⇒ (11) + 3 = 14
damage: 1d6 ⇒ 2

Deets:

AC: 21 (mage armor, rod of fury)
HP: 74 (acid resist 72/120)
Weapon equipped: +2, Veering Composite Long Bow, with rod of fury [spoiler=furyness] +2 AC, free empower spell ≤6th lvl 1/day]

Fury 1/1
Cold Iron Arrows: 80
Hero Points: 5

+17 or +15/+15 (fight+1, sorc +3, ER +7, WF +1 dex +3 bow +2 )
PB: +18 or +16/+16 within 30' with +1 dam

Damage bump: +6 [+2 (bow) +1(str) +1 (feat ex pull) +2 (feat arcane weap)]

Conditions: air walk, prot. from acid, wind walk

AC 17 or 21 [dex +3, amu +2, rod of fury +2 m. armor +4]
CMD 21
BAB +13
Fortitude +10 (+2 fight, +2 sorc, +3 ER, +3 cloak )
Reflex +11 (+2 fight, +2 sorc., +2 ER, +2 dex, +3 cloak)
Will +10 (+5 sorc., +2 ER, +3 cloak)

Defensive casting concentration check = +24 (@13th, with headband, feat)
Spell Penetration= +17 (@13th) [feats: spell pen and greater spell pen]
Dispel magic level check= +15 (@13th)

The spells/day listed will include the casting (if any) that I made this round

b]Orisons[/b] DC:17(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation, Read Magic)
First Level: DC:18 (7/7 per day 3/4 stones) (Detect Secret Doors, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:19 (6/7 per day) (Acid Arrow,Admonishing Ray, Knock, Scorching Ray, Glitterdust)
Third Level: DC:20 (6/6 per day) (Battering Blast, Dispel Magic, Fireball, Mad Monkeys, Lightning Bolt)
Fourth Level: DC:21 (5/7 per day) (Detect Scrying, Dimensional Anchor, Rigor Mortis, Summon Monster IV)
Fifth Level: DC:22 (2/6 per day) (Fire Snake, Parchment Swarm, Sonic Thrust)
Sixth Level: DC:23 (4/5 per day) (Elemental Assessor, Greater Dispel)

Thunder staff charges: 7/7 (extra d6 dam, 3 rnds ea.)
Shock rounds /4
Quick Runner’s Shirt Charge 1/1


Male, Gnome

Status:
AC = 25 (F23/T12) (+3 magic vestment included, +2 from BoF not included)
HP = 79/93
Hero Points = 6
Equipped = None
Conditions = Hero’s Feast (1/12h), Magic Vestment (+3, 1/15h), Status (1/15h, Eidi, Eri, Mort, Sol), Wind Walk (1/15h), Brightest Light (1/15h), Air Walk Communal (5/30m, everyone), Protection from Acid (1/30m / 108hp, Ascaria, Eidi, Eri, Mort, Sol), Protection from Fire (1/60m / 120hp, Ascaria, Eidi, Eri, Mort, Sol), Prayer (6/15r, everyone), -5 strength damage, Blessings of Fervor (5/15r, Ascaria, Mort, Sol), Haste, Resist Acid (1/30m, 30), Heroism (1/30m)
Life Link (14)(100’) = Eidi, Eri, Mort, Sol
Channel Energy (9/11)(9/9) (DC: 27)(Avoid 8, 35’r, 1/1 swift) (8d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (2/3 through 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage)
Spellguard Bracers (3/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll)
Tankard (1/1 Remove Fear), (0/1 Heroism (30min)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (2/3 swift +10’ movement)
Melee Attack: BAB +10/+5, Size +1 Damage: +0
Ranged Attack: BAB +10/+5, Dex +1, Size +1 Damage: +0
Spells (Caster Level 15, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (18): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (19): (8/8) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (20): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (21): (4/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (22): (3/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Speak with Haunt*, Terrible Remorse
Fifth (23): (6/7) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (24): (6/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (25): (4/5) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
* Caster Level +2
- - -

Round: 5, Initiative: 21
He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.
Ascaria idly absorbs some of Mort’s injuries* as he prepares himself as he should have before entering the hole. He tips back a flagon tucked at his waist, and swallows a foamy sip of beer (casting Heroism on himself).

Round: 6, Initiative: 21
He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.
Ascaria further absorbs some of Mort’s injuries* as he’s tagged by the returning blob.

He’ll take a step further away, and channel energy, healing the party, and avoiding healing the incorporeal undead, even though it would likely have no effect. Ascaria is paranoid…
Channel Energy (healing): 10d6 + 1 ⇒ (1, 4, 3, 5, 3, 2, 2, 2, 1, 3) + 1 = 27

Group effects
Air Walk Communal (everyone)
Blessing of Fervor (Ascaria, Mort, & Sol)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Energy Communal (up to 120hp of Acid damage)(everyone to varying degrees)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone)
Wind Walk (everyone)

* Mort heal 10hp of damage total which is transferred to Ascaria.


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Bald male Half-Elf elder

Round 4
Examining the skulls Eidi states "This confirms the theory of its ectoplasmic nature. The skulls give a nuclear base to the incorporeal and acidic form. Interesting..."

The half-elf does not cast anything additional, somehow hopping the monster will be away for a long time.

Round 5
Concentrate+prayer DC 23: 1d20 + 16 + 1 ⇒ (20) + 16 + 1 = 37
But he is quickly corrected and he answers in consequence. Focusing on his movements to avoid danger, Eidi says some divine words and his hand flashes in light. The half-elf descends close to Solrisa discharging the blade of light on her sword "Solrisa! This should be able to pierce through its immaterial essence!"
Unsure about current flying height. Eidi can use Lunge spell to touch Sol at 10' distance, but will walk to reach her even if that triggers AoO.
Using Aroden's holy symbol 'divine bond' for its daily spell free cast.


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F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Oooh...nice spell, thank you.

Solrisa smiles a sunny smile, reflected by the light of her blade.


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Male Human Brawler (17), Thief (0)
Eidi wrote:
Examining the skulls Eidi states "This confirms the theory of its ectoplasmic nature. The skulls give a nuclear base to the incorporeal and acidic form. Interesting..."

"I knew it! The core is here!" Mortimer exclaims, beating on the skulls until the creature reappears.

He looks over his shoulder, then down at the skulls. Just...wait.

+2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.

Mortimer moves 60 feet (hopefully prevoking a number of times Lurch^3) and slaps the creature.

Chop: 1d20 + 28 + 2 ⇒ (15) + 28 + 2 = 45 +Prayer, +BoF, +Haste, +FLANK
for Damage: 2d10 + 10 + 1d6 + 1d6 + 1 ⇒ (5, 5) + 10 + (5) + (5) + 1 = 31 +Dragon, +Cold, +Acid, Good, Magic, Cold Iron, Silver, +Prayer

He wonders what Blade of Light tastes like.

Status:

AC = 31 (+4 on an AoO)
HP = 109, 120 Acid +30Acid, 30 minutes
Weapon Equipped = Unarmed with Acid Glove things and Amulet of Might Fists +1/Cold (x2 Str on 1st, x1.5 Str on second (Dragon))
Condition(s) =
Damage: 2d10 (Monk’s robe)

Slots:
Martial Flexibility: 4 / 10
Shirt: 10 / 10
KO: 2 / 2
StunningFists: 14 / 14
ElementalFists: 14/14
Lightning Sword Fly: 3/3

Saves:
Fort +14 (+1 Feast, +2 Protect from Evil, +4 vs inhaled and contact poisons, +2 vs disease (Trait Black Lung))
Reflex+17 (+1 Feast, +2 Protect from Evil)
Will +12 (+1 Feast, +2 Protection from Evil, +2 vs sleep, paralysis and stun (In battle, Dragon))

Spoiler:
[
--------------------------------------------------------------------
(Innate: Weapon Focus (Unarmed Strike), Dodge, Mobility, Improved Grapple, Power Attack, Combat Reflexes, Combat Expertise, Additional Traits (Bruising Intellect, Spirit Sense), Stunning Fist, Improved Critical, Dragon Style, Dragon Ferocity)

AC 25(26, Buckler), 30(31, Buckler) on AoO, 19 (+4 Mobility) Touch
BAB = +14/+9/+4
124 HP

Armor Class = 26 (27) (Armor +6, Ring +2, Dex +4, Dodge +1, lvl 4, 9, & 13 AC bumps +3)(Buckler +1)
Flat­Footed AC = 18 (Armor +6, Ring +2)
Touch AC = 20 (Dex +4, Dodge +1, lvl 4, 9, & 13 AC bumps +3, Ring of Protection +2)
+4 Mobility (vs AoOs when moving)
+3 Magic Vestment (on buckler, lasts 13 hours)
+2 Barkskin (from wand, lasts 30 minutes)

ToHit = 1d20+20+1+3 (Weapon Focus, Amulet)
RHit = 1d20+24-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
LHit = 1d20+24-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
THit = 1d21+19-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
FHit = 1d21+14-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 acid)
Throw = 1d20+20

Max Flexlo Slots 10
Initiative +4
CMB = 20
CMD = (BAB + STR + 10 + DEX + AC CLASS FEATURE + Ring o' Protection + Dodge) => (14 + 5 + 10 + 4 + 2 + 2 + 1 == 38)
CMD (Grapple) = 38 + (Maneuver Training Grapple + Armbands + Improved Grapple) => (37+3+1+2 == 44)
CMD (Grapple) = 37 + (Maneuver Training Disarm) => (38+2 == 40)
CMD (Grapple) = 37 + (Maneuver Training Overrun) => (38+1 == 39)

+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Eidi tracks the maiden, bestowing upon her a powerful new magic, which should prove effective against the ecto. Solrisa, in her zeal, fumbles in her bright charge.

AoO Bite Attack, S: 1d20 + 22 ⇒ (9) + 22 = 31 for 4d6 + 10 + 4d6 ⇒ (1, 3, 5, 6) + 10 + (2, 4, 4, 2) = 37 damage, including Acid

Mortimer provokes the acidwraith, skirting it warily, before striking at it from flank with the maiden.

AoO Bite Attack, M: 1d20 + 22 ⇒ (5) + 22 = 27 for 4d6 + 10 + 4d6 ⇒ (2, 6, 1, 2) + 10 + (6, 2, 3, 6) = 38 damage, including Acid

Swift Lurch: 1d20 + 28 ⇒ (4) + 28 = 32 for 2d10 + 10 + 1 ⇒ (9, 8) + 10 + 1 = 28 damage

Eri brings several attacks to bear, through his magical acumen. A new shredded swarm erupts around the wraith.

Reflex Save v DC 22: 1d20 + 19 ⇒ (8) + 19 = 27

The Lantern Archons newly summoned fail to hit, even once...

Ascaria does his best to keep any injury from touching his companions.

Drippy breathes in a westerly direction.

Here we go, Solrisa, Ascaria, and Eidi- 14d6 ⇒ (5, 5, 6, 6, 3, 4, 5, 3, 2, 3, 1, 2, 1, 1) = 47 Acid Damage, Reflex Save DC 30 for Half Damage. Also, Fortitude Save DC 30. Failure, and you're struck with 1d6 ⇒ 6 Strength Damage.

Round 6
AW- 19 (-188hp?xxxxx, Shaken)
Eidi- 18 (-5 Str Damage, Reflex Save DC 30, Fortitude Save DC 30) )
Solrisa- 5 (Reflex Save DC 30, Fortitude Save DC 30)
Mortimer- 5-
Eri- 4

...
Round 7
Ascaria- 21 (-14hp)(Reflex Save DC 30, Fortitude Save DC 30)

The Party is up! Roll20 Map has been updated.

Party Buffs
Protection from Acid
Protection from Fire
Prayer
Blessing of Fervor
Resist Acid, Communal
Haste


Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

Round 7 Init 4 AC: 21

kn Arcana or spellcraft to make sure that Drippy is not showing resistance to magic slashing damage.: 1d20 + 19 + 1 ⇒ (16) + 19 + 1 = 36 prayer

Eri stands firm to use another magic missile scroll to cast Parchment Swarm on Drippy, the dragon. REF Save (DC:22 )for half damage and no damage from the magic missile. Using magic missile makes it not an area of effect spell.

overcome SR: 1d20 + 17 ⇒ (15) + 17 = 32 greater spell penetration

parchment damage: 13d6 ⇒ (6, 3, 6, 6, 3, 6, 4, 3, 4, 2, 6, 4, 3) = 56
magic missile damage: 1d4 + 1 ⇒ (1) + 1 = 2

The archons will still attack and do whatever they can to provide flank for Mort n Sol.

GM_Sass:
Did the natural 20 not hit?

Archon1
archon range touch attack: 1d20 + 3 ⇒ (7) + 3 = 10
damage: 1d6 ⇒ 1

archon range touch attack: 1d20 + 3 ⇒ (1) + 3 = 4
damage: 1d6 ⇒ 1

Archon2
archon range touch attack: 1d20 + 3 ⇒ (7) + 3 = 10
damage: 1d6 ⇒ 6

archon range touch attack: 1d20 + 3 ⇒ (15) + 3 = 18
damage: 1d6 ⇒ 2

Archon3
archon range touch attack: 1d20 + 3 ⇒ (1) + 3 = 4
damage: 1d6 ⇒ 2

archon range touch attack: 1d20 + 3 ⇒ (11) + 3 = 14
damage: 1d6 ⇒ 6

Deets:

AC: 21 (mage armor, rod of fury)
HP: 74 (acid resist 72/120)
Weapon equipped: +2, Veering Composite Long Bow, with rod of fury [spoiler=furyness] +2 AC, free empower spell ≤6th lvl 1/day]

Fury 1/1
Cold Iron Arrows: 80
Hero Points: 5

+17 or +15/+15 (fight+1, sorc +3, ER +7, WF +1 dex +3 bow +2 )
PB: +18 or +16/+16 within 30' with +1 dam

Damage bump: +6 [+2 (bow) +1(str) +1 (feat ex pull) +2 (feat arcane weap)]

Conditions: air walk, prot. from acid, wind walk

AC 17 or 21 [dex +3, amu +2, rod of fury +2 m. armor +4]
CMD 21
BAB +13
Fortitude +10 (+2 fight, +2 sorc, +3 ER, +3 cloak )
Reflex +11 (+2 fight, +2 sorc., +2 ER, +2 dex, +3 cloak)
Will +10 (+5 sorc., +2 ER, +3 cloak)

Defensive casting concentration check = +24 (@13th, with headband, feat)
Spell Penetration= +17 (@13th) [feats: spell pen and greater spell pen]
Dispel magic level check= +15 (@13th)

The spells/day listed will include the casting (if any) that I made this round

b]Orisons[/b] DC:17(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation, Read Magic)
First Level: DC:18 (7/7 per day 3/4 stones) (Detect Secret Doors, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:19 (6/7 per day) (Acid Arrow,Admonishing Ray, Knock, Scorching Ray, Glitterdust)
Third Level: DC:20 (6/6 per day) (Battering Blast, Dispel Magic, Fireball, Mad Monkeys, Lightning Bolt)
Fourth Level: DC:21 (5/7 per day) (Detect Scrying, Dimensional Anchor, Rigor Mortis, Summon Monster IV)
Fifth Level: DC:22 (1/6 per day) (Fire Snake, Parchment Swarm, Sonic Thrust)
Sixth Level: DC:23 (4/5 per day) (Elemental Assessor, Greater Dispel)

Thunder staff charges: 7/7 (extra d6 dam, 3 rnds ea.)
Shock rounds /4
Quick Runner’s Shirt Charge 1/1


Bald male Half-Elf elder

Note the 2nd archon had a natural 20! :D

Ref+HR+paragon+prayer+haste DC 30: 1d20 + 9 + 2 + 1 + 1 + 1 ⇒ (1) + 9 + 2 + 1 + 1 + 1 = 15
Fort+HR+prayer DC 30: 1d20 + 15 + 2 + 1 ⇒ (3) + 15 + 2 + 1 = 21
Eidi forces himself into a dangerous position to bolster Solrisa's sword, making him totally unable to avoid the acidic shower. The half-elf feels the sudden and terrible lack of strength and falls unconscious.
Due to total -11 Str damage

Status:

AC = 21 (due to paragon surge and haste)
HP = HP: 147/138 (DR 5/Bludgeoning 50/50, Acid Protection 49/120)
Weapon Equipped = Staff
Condition(s) = mage armor 12h, defending bone 10h, see invisibility 4h, heroism 2h, heroes feast 12h, paragon surge (Spell Penetration) 12 min, protection from acid communal (49/120), -11 Str damage (poison), haste (r16)


Male, Gnome

Reflex: 1d20 + 9 + 3 ⇒ (20) + 9 + 3 = 32 (prayer, blessings)
Fort: 1d20 + 9 + 5 ⇒ (19) + 9 + 5 = 33 (prayer, feast)

Ascaria miraculously keeps his feet amid the blast. More later...


Bald male Half-Elf elder

As Eidi starts to faint Manzorian's present magic kicks in. The powerful ring of inner fortitude gives the elder enough strength to keep his fight going.
I almost forgot this goodie! Eidi's Str damage should be only -3

SR+Spell penetration: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18 Spell Penetration is given by paragon surge
Eidi walks back looking for a position far from the acidic shower and raises a hand. From each of his fingers a force projectile is cast.
Magic missile+healing grace: 5d4 + 5 + 1 ⇒ (4, 3, 4, 3, 2) + 5 + 1 = 22


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Round 6, Init 5

1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29 Reflex 17 damage, Resist 30 acid.
1d20 + 17 + 4 + 1 ⇒ (14) + 17 + 4 + 1 = 36 Fortitude (+feast,prayer)

Sol attacks again and again with her bright and sunny blade.

Power attack. Two hand.
1d20 + 24 - 4 + 4 + 1 ⇒ (7) + 24 - 4 + 4 + 1 = 32 to hit; (-PA,+Dragon,+prayer)
1d10 + 9 + 12 + 1d6 + 19 + 1 ⇒ (1) + 9 + 12 + (4) + 19 + 1 = 46 magic w/electrical damage

Power attack. Two hand.
1d20 + 19 - 4 + 4 + 1 ⇒ (16) + 19 - 4 + 4 + 1 = 36 to hit; (-PA,+Dragon)
1d10 + 9 + 12 + 1d6 + 19 + 1 ⇒ (3) + 9 + 12 + (1) + 19 + 1 = 45 magic w/electrical damage

Power attack. Two hand.
1d20 + 14 - 4 + 4 + 1 ⇒ (11) + 14 - 4 + 4 + 1 = 26 to hit; (-PA,+Dragon)
1d10 + 9 + 12 + 1d6 + 19 + 1 ⇒ (3) + 9 + 12 + (1) + 19 + 1 = 45 magic w/electrical damage

Power attack. Two hand. BoF
1d20 + 24 - 4 + 4 + 1 ⇒ (4) + 24 - 4 + 4 + 1 = 29 to hit; (-PA,+Dragon)
1d10 + 9 + 12 + 1d6 + 19 + 1 ⇒ (4) + 9 + 12 + (2) + 19 + 1 = 47 magic w/electrical damage

Sol Stats:

AC= 26 normal, 34 vs. wraith [26 (+11 armor +1 dex +1 NA +2 def + 1 dodge) + 5 shield +2 Barkskin] +4 Wraith +2 champ armor (vs. wraith)

HP= 126-25+5+5-17+5/126
Right hand = long sword
Left hand =
LoH 0/11 used (7d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (26/50 left) 8/8/2018
The Dragon Invoked 3/7 used (+4 to hit/AC,+18 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 14 minutes)
Nice Booties 1/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used

Power attack. One hand.
[ dice]1d20+24-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage

[ dice]1d20+19-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage

[ dice]1d20+14-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage

Power attack. Two hand.
[ dice]1d20+24-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage

[ dice]1d20+19-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage

[ dice]1d20+14-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage.

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