
GM Rat Sass |
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1d20 ⇒ 2
1d20 ⇒ 18
1d20 ⇒ 6
"I think if Krathanos gives us his belt, Rae can be his. You said you wanted a woman Krathanos. She is the best wife you could ever have. And Rae truly deserves someone like Krathanos in her life."
"You keep promising me things I can't see. The woman Rae is not here, so she can't be exchanged. You're not being honest, Eidi. I'm starting to think you are not looking out for my best interests..."
"Second, we could go with you so as to collect the belt when we arrive. That’s a lot of trust on our part, for once free, you might not want to give up the belt and might flee or attack us."
"Oh, now you're just hurting my feelings. Friends wouldn't do that, little gnome."
"But I have another suggestion. Frankly, I don’t think my powers will be sufficient to send you away. But if they are, I want the belt for my trouble. So to that end, I suggest you give the belt to an associate to hold, just temporarily. I’ll then try to Plane Shift you out of here - send you far far away so you can go about your business. If it works, well, you won’t be here, and your associate will give us the belt. If, as I suspect, it doesn’t work, you can simply take it back and we can continue our conversation. You can’t get any fairer than that. We’re each risking little, and each have much to gain if it works…”
Krathanos pulls on his beard. "Done. Of course, I'll want to know what plane you're trying to send me to. Let me see your forks, then we'll leave the Belt with my pets, and you'll release me."
It's going surprisingly well with the titan negotiation, when 30' up and to your left, one of the gargoyles bellows, then gurgles, then collapses off the top of the wall, dead before it hits the ground.
There is a strange humanoid floating just above the wall. It holds a short sword, while a repeating crossbow is slung on its hip. The blood of the gargoyle drips from its lethal blade. It looks between you and Ascaria, then fixes a gaze upon you, as you return it.
Krathanos looks over his shoulder, his mighty forehead furrowing deeply. "Ah, so that's how it is. You were never serious. You only wanted to distract me. Well, at least I'll have some fun today."
Ascaria: 1d20 + 1 ⇒ (17) + 1 = 18
Eidi: 1d20 + 1 ⇒ (12) + 1 = 13
Mortimer: 1d20 + 4 ⇒ (12) + 4 = 16
Solrisa: 1d20 + 4 ⇒ (17) + 4 = 21
Krathanos: 1d20 + 1 ⇒ (19) + 1 = 20
Gargoyles: 1d20 + 4 ⇒ (11) + 4 = 15
???: 1d20 + 5 ⇒ (17) + 5 = 22
The strange bird humanoid drops below the wall's height, and is lost to sight.
Round 1
???- 22
Solrisa- 21
Krathanos- 20
Ascaria- 18
Mortimer- 16
Gargoyles- 15
Eidi- 13
Solrisa is up! Roll20 Map has been updated.
Party Buffs
Magic Vestment (+4)
Air Walk, Communal

Solrisa Iome Arabasti |

Round 1
Solrisa moves in front of Eidi and Ascaria, taking total defense, and asks The Dragon for aid. Is the loud shouty man evil?
”Hey, we don’t want to fight and we’re happy to keep talking,” Solrisa explains. ”We’re trying to find a way to get you out of here. We’re on your side.”
1d20 + 13 ⇒ (14) + 13 = 27 Diplomacy
AC= 38 normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
+2 Barkskin + 2 BoF = 40 + Smite = 46 AC vs main jerk
Touch: 10+1dex+5def+1dodge+2 BoF: = 19 AC
HP= 135/135
Right hand = long sword
Left hand = shield
LoH 0/12 used (8d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (22/50 left) 5/2/2020
The Dragon Invoked 1/7 used (+4 to hit/AC,+20 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 16 minutes)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+26-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+11-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
Power attack. Two hand.
[ dice]1d20+26-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage.

GM Rat Sass |

Ah, a lot of options here. I've got a Move Action to move forward, a Standard Action to take Total Defense, and possibly a Swift Action to Smite Krathanos or a Move Action to Detect Evil on Krathanos, now that you're within 60'. The Diplomatic route is being interrupted by the Deus Ex Machina death of the gargoyle. Lend me some clarity, and I'll update.

Solrisa Iome Arabasti |

Ah, a lot of options here. I've got a Move Action to move forward, a Standard Action to take Total Defense, and possibly a Swift Action to Smite Krathanos or a Move Action to Detect Evil on Krathanos, now that you're within 60'. The Diplomatic route is being interrupted by the Deus Ex Machina death of the gargoyle. Lend me some clarity, and I'll update.
No move action to Detect Evil. Speaking is a free action, but you can ignore. I just want to know if Smite is effective so I can include in AC.

Mortimer Smith |

Round 1
Mortimer spins around has he hears the gargoyle bellow and fall.
"Ah, so that's how it is. You were never serious. You only wanted to distract me. Well, at least I'll have some fun today."
"No, wait!" Mortimer bellows. "That wasn't us! We're all here before you! That was a surprise to us as well! I bet that's the assassin friend of the last guy who tried to buy your belt!" He points up and over to his right. "Maybe over there! Did any of you see it?!" He asks, addressing the remaining gargoyles as well as the group.

GM Rat Sass |

Smite is well-timed, and effective.
You are aware of the activity just before and just after the gargoyle fell to its death. Your keen awareness doesn't pierce the invisibility of the assailant, but you do know that the gargoyle was struck down from something just behind him, and it made rustling sounds in doing so, as if by a startled bird. You are also aware that its presence is now gone from the top of the wall.
Krathanos circles a very large hand in the air, and the gargoyles' wings begin to stir in anticipation.
"Well, you killed one of my pets, so I'm gonna kill at least one of you. Fair's fair. Then we'll get back to talking about the Belt and your promise. If you're in a hurry, just lie down, one of you, and I'll make your death swift."
He throws a fist into the air, then swings it down and in your direction. The sky answers with lightning. It lances the maiden first, then travels from her to both half-elf and gnome, declining to leap to the giant in the back.
Solrisa, please make a Reflex Save DC 23, Eidi and Ascaria, please make a Reflex Save DC 21. Success, and you take half, failure and you take all of the 20d6 ⇒ (2, 6, 3, 6, 2, 2, 3, 4, 3, 2, 1, 1, 5, 2, 3, 3, 6, 1, 1, 1) = 57 damage.
Krathanos has cast a Quickened Chain Lightning.
When you look back to the titan, the air charring about you, you realize he's moved towards Solrisa, and is also bringing his great hammer down.
Great Hammer, S: 1d20 + 37 ⇒ (12) + 37 = 49 for 4d6 + 27 ⇒ (4, 1, 5, 3) + 27 = 40 damage
Ascaria and Mortimer are up! Solrisa, let me know if that hit. Your listed AC is 46, but you just took Total Defense...

GM Rat Sass |

Krathanos pulls his great hammer back, the kiss of adamantine but a whisper through the maiden's hair, as Solrisa keeps her shield's surface turned towards the titan. Looking down at the ground around her feet, it is evident she's been pounded into the dirt about an inch.
"Well, looks like you can take a hit, girl. This is gonna be fun..."
Mortimer is up, followed by Ascaria en Delay!

Solrisa Iome Arabasti |

”Oh! I love wooing!” Solrisa cheers. ”That’s the best game. Rae would chase me with a tree branch yelling Woo Woo Woo! and hit me with it when she caught me. And if I fell she would yell Woo Woo Woo! while she hit me,” Solrisa recalls fondly.
”One time Mum saw us playing the Woo game, but she made Rae stop playing it, but I still liked it.”

Ascaria |

Round: 1
HP = 83/99
Hero Points = 5
Equipped = Rod of Reach
Conditions = Magic Vestment (1/16h, +4 Ascaria, Mort, Sol), Status (1/16h, Eidi, Mort, Sol), Wind Walk (1/16h, all), Brightest Light (1/16h), Air Walk (10/40m, all), Heroism (1/30m)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (10/12)(10/10) (DC: 27)(Avoid 9, 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 (3/3, 6th lvl)
Rod of Reach Spell (3/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (3/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (0/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 16, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (5/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (6/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (6/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (6/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (6/6) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/4) Cure Critical Wounds Mass, Create Demiplane, Mass Heal
* Caster Level +2
- - -
”An audacity of gargoyles but you’re very reactionary! If you insist upon dying for your belt, so be it.” Ascaria says simply as he absorbs some further damage from Sol and EIdi.* You are a fool. he thinks at the giant, but doesn’t verbalize it for fear of becoming a target for his attacks.
Ascaria channels quickly (move), careful to avoid their opponent and any gargoyles who may be close enough (ie any he can see).
Channel Energy (healing): 10d6 + 1 ⇒ (5, 5, 2, 5, 5, 1, 2, 1, 4, 3) + 1 = 34
He’ll then defensively cast (just in case - auto succeeds) firing off a Blessing of Fervor for the group.
Group effects
Air Walk Communal (everyone)
Blessing of Fervor (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); 17 temp hp) (everyone)
Wind Walk (everyone)
* Sol and Eidi each heal 5hp of damage which is transferred to Ascaria.

Ascaria |
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Round 1, continued
HP = 83/99 +16 temp
Hero Points = 4
Equipped = Rod of Reach
Conditions = Magic Vestment (1/16h, +4 Ascaria, Mort, Sol), Status (1/16h, Eidi, Mort, Sol), Wind Walk (1/16h, all), Brightest Light (1/16h), Air Walk (10/40m, all), Heroism (1/30m), Blessings of Fervor (1/16r, all), Burst of Glory (1/16r, all)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (10/12)(10/10) (DC: 27)(Avoid 9, 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 (3/3, 6th lvl)
Rod of Reach Spell (3/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (3/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (0/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 16, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (5/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (6/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (5/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (6/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (6/6) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/4) Cure Critical Wounds Mass, Create Demiplane, Mass Heal
* Caster Level +2
- - -
Ascaria looks about the chamber, and looks to the size of the big man’s weapon and grunts. Calling upon the power of heroes (using a hero point) he summons another spell! He casts, for the first (and maybe last) time, Burst of Glory (+1 attacks & saves vs fear (sacred), +16 temp HP)
He shines with a particularly enhanced glow, even for Ascaria, after casting the spell. He looks at his hands, glowing softly, and smiles.
Group effects
Air Walk Communal (everyone)
Blessing of Fervor (everyone)
Burst of Glory (+1 attacks & saves vs fear (sacred), +16 temp hp) (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); 17 temp hp) (everyone)
Wind Walk (everyone)

GM Rat Sass |

Solrisa stands defiant in the shadow of the titan, and also receptive to further conversation, though her battle stance would suggest she's not optimistic. Also, you failed your Reflex Save, Solrisa. Mortimer won't allow the maiden to enjoy this confrontation-conversation alone, joining the others in the shadow, and marshalling mental might to prepare for a disarming denouement.
Ascaria thrums with power! First, he heals as is his wont. Second, he brings Cayden's might in the form of his Fervor. Third, and lastly, the gnome's internal glow is reflected in each of his fellow Outcasts, everyone brought to a new brightness like torchfire!
The next leathery-winged moments are quite disjointed. The gargoyles on the north wall turn their attention to an as-yet-unseen foe, and begin assaulting the unknown with arrows.
Worry not. You are attended to by the four gargoyles on the south wall. 30' above you, arrows begin to rain down upon you!! Red and Green unleash the most arrows, while Blue and Orange manage only a single arrow apiece, for closing distance.
For his obvious casting ability, each and every arrow targets the gnome.
Composite Longbow, A: 1d20 + 21 ⇒ (9) + 21 = 30 for 2d6 + 11 ⇒ (3, 4) + 11 = 18 damage
Composite Longbow, A: 1d20 + 21 ⇒ (1) + 21 = 22 for 2d6 + 11 ⇒ (3, 1) + 11 = 15 damage
Composite Longbow, A: 1d20 + 16 ⇒ (9) + 16 = 25 for 2d6 + 11 ⇒ (3, 6) + 11 = 20 damage
Composite Longbow, A: 1d20 + 11 ⇒ (5) + 11 = 16 for 2d6 + 11 ⇒ (2, 5) + 11 = 18 damage
Composite Longbow, A: 1d20 + 6 ⇒ (12) + 6 = 18 for 2d6 + 11 ⇒ (5, 4) + 11 = 20 damage
Composite Longbow, A: 1d20 + 21 ⇒ (2) + 21 = 23 for 2d6 + 11 ⇒ (3, 2) + 11 = 16 damage
Composite Longbow, A: 1d20 + 21 ⇒ (1) + 21 = 22 for 2d6 + 11 ⇒ (3, 2) + 11 = 16 damage
Composite Longbow, A: 1d20 + 16 ⇒ (11) + 16 = 27 for 2d6 + 11 ⇒ (6, 4) + 11 = 21 damage
Composite Longbow, A: 1d20 + 11 ⇒ (4) + 11 = 15 for 2d6 + 11 ⇒ (1, 4) + 11 = 16 damage
Composite Longbow, A: 1d20 + 6 ⇒ (15) + 6 = 21 for 2d6 + 11 ⇒ (3, 4) + 11 = 18 damage
Composite Longbow, A: 1d20 + 23 ⇒ (13) + 23 = 36 for 2d6 + 11 ⇒ (3, 5) + 11 = 19 damage
Composite Longbow, A: 1d20 + 23 ⇒ (17) + 23 = 40 for 2d6 + 11 ⇒ (1, 3) + 11 = 15 damage
Orange's arrow shears the temporary hit points clean off Ascaria's blond head, then Blue's arrow pierces the toast.
Round 1
Eidi- 13 (Reflex Save DC 21, +39hp from Ascaria)
...
Round 2
???- 22
Solrisa- 21 (-18hp)
Krathanos- 20
Mortimer- 16
Ascaria- 16- (-34hp)
Gargoyles- 15
Eidi to finish Round 1, and Solrisa is up for Round 2! Roll20 Map has been updated.
Party Buffs
Magic Vestment (+4)
Air Walk, Communal
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); 17 temp hp)
Burst of Glory (+1 attacks & saves vs fear (sacred), +16 temp HP)

Solrisa Iome Arabasti |

Round 1
Ayep, reading is hard. Damage/temp/healing hp in spoiler.
Solrisa moves up to defend her party. She doesn't want to fight the loud shouty man, but apparently there is no choice.
Power attack. One hand.
1d20 + 26 - 4 + 1 + 4 + 1 ⇒ (10) + 26 - 4 + 1 + 4 + 1 = 38 to hit; (-PA,+HF,+Heroism,+smite+burst)
1d10 + 9 + 8 + 1d6 + 20 ⇒ (10) + 9 + 8 + (6) + 20 = 53 magic w/electrical damage
9d6 ⇒ (1, 3, 5, 5, 4, 6, 4, 6, 4) = 38 LoH (assuming AoO lands)
AC= 38 normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
+2 Barkskin = Smite (4 for smite + 2 champs armor) = 46 AC vs main jerk
Touch: 10+1dex+5def+1dodge+2 BoF: = 19 AC
HP= 135/135+17 temp - 57 +34 +16 temp
Right hand = long sword
Left hand = shield
LoH 1/12 used (8d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (18/50 left) 8/2/2020
The Dragon Invoked 1/7 used (+4 to hit/AC,+20 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 16 minutes)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+26-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+11-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
Power attack. Two hand.
[ dice]1d20+26-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage.

Eidi |

Ref DC 21: 1d20 + 9 ⇒ (16) + 9 = 25
The elder protects himself with magic from the blast as well as he can.
HP 135/163
Before Solrisa moves away, Eidi lunges his hand to touch her with a displacement spell "That hammer is nasty! Take some protections Solrisa!"
The half-elf let's Ascaria's magic heal up his wounds.
HP 163+16/163 AC 22 TAC 16

GM Rat Sass |

"That hammer is nasty!"
The air seems to inhale about Krathanos, as Eidi brings the gods' attention to the titan's massive hammer. It soars through the air as the maiden approaches him, and it finds its mark, now that Solrisa has let her guard down to charge the mountain.
AoO, S: 1d20 + 37 ⇒ (20) + 37 = 57 for 4d6 + 27 ⇒ (1, 1, 5, 3) + 27 = 37 damage
Confirm Critical?: 1d20 + 37 ⇒ (11) + 37 = 48 for 8d6 + 54 ⇒ (2, 4, 2, 1, 1, 6, 4, 2) + 54 = 76 damage
Miss Chance, High Good: 1d100 ⇒ 64
Krathanos steps back for two reasons- one, to admire his handiwork, and two, for the pain ripping through his calf, as the maiden pays him back in pain.
"Your little sword stings, Solrisa. I should have charmed you, before I bled you. And look at that- you're still standing! That minotaur was much easier to decapitate. Now, if you know what's good for you, go and sit down in that corner over there, and wait like a good little girl. I'll deal with your friends, then you and I can get to know each other better."
The titan moves in large steps, ignoring the threat at his legs so he can get closer to the casters at the back. AoO for Solrisa He also eyeballs the behemoth cages, before turning back to speak.
"Alright, gnome. In other times, you'd be in a cage, helping me keep others alive long enough for me to break every bone in their bodies. Something tells me I need to deal with you, or I'll never see any of you bleed for my pleasure. See, you should let her suffer. As soon as I see wounds closed, I've got to make more."
To put a point on it, Krathanos thumps Ascaria with his blood-splattered hammer.
Great Hammer, A: 1d20 + 37 ⇒ (5) + 37 = 42 for 4d6 + 27 ⇒ (4, 3, 2, 5) + 27 = 41 damage
Mortimer and Ascaria are up!!

Solrisa Iome Arabasti |

Sweet bejeebus that hurt.
Solrisa takes the blow, woozying a bit, but had taken worse from years of sisterly ‘play’ from Rae. She’s not down yet. Yet.
”Hey! Pick on someone your own size. Me!”
AoO. Power attack. One hand.
1d20 + 26 - 4 + 1 + 4 + 1 ⇒ (7) + 26 - 4 + 1 + 4 + 1 = 35 to hit; (-PA,+HF,+Heroism,+smite+burst)
1d10 + 9 + 8 + 1d6 + 20 ⇒ (7) + 9 + 8 + (5) + 20 = 49 magic w/electrical damage

Mortimer Smith |

Round 2, Init 16
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
"You guys actually work for this idiot?!" Mortimer shouts derisively at the stone gargoyles above them.
Mortimer flips over to Kranthanos and attacks.
Acro: 1d20 + 27 ⇒ (11) + 27 = 38
Disarming Stunning Fire Strike: 1d20 + 16 + 3 + 5 + 2 + 1 + 2 ⇒ (14) + 16 + 3 + 5 + 2 + 1 + 2 = 43 +Blessing, +Glory, +Imp Disarm?
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 + 1d6 ⇒ (1, 8) + 10 + 3 + (5) + (6) + (6) = 39 +Dragon, +Acid, +Cold, +Fire
Fort Save DC 22 or be stunned for 1 round and shaken for LA-La-laaaa!: 1d4 + 5 ⇒ (2) + 5 = 7 rounds.
AC = 33 (35?) (Barkskin +2) (+4 on an AoO) 34 (+2 Barkskin) if hasted
HP = 158/132, Breakfast +10
Weapon Equipped = Unarmed with Acid Glove things and Amulet of Might Fists +3/Cold (x2 Str on 1st, x1.5 Str on rest (Dragon))
Condition(s) = Air Walk, BoF, WInd Walk, Feast, Protection from Fire (120)
Damage: 2d10 (Monk’s robe)
Slots:
Martial Flexibility: 10 / 10
Shirt: 10 / 10
KO: 3 / 3
StunningFists: 15 / 16
ElementalFists: 15/16
Weapon Profficiency (Unarmed)
Stunning Assault
Lightning Sword Fly: 3/3
Saves:
Fort: +17 (Base +10, Con +2, Cloak +5)
Reflex: +19 (Base +10, Dex +4, Cloak +5)
Will: +14 (Base +5, Wis +4(headband), Cloak +5)

GM Rat Sass |

Fortitude Save v DC 22, 1 Fails: 1d20 ⇒ 7 Whew...
Mighty Krathanos tightens his grip on the deadly war hammer, the muscles in his forearm seizing at the last to prevent his weapon from slipping through his fingers to the Keep's floor.
"You did that without a weapon. Felt that, Mortimer. You're gonna regret that." The titan lives up to his promise, skulling the giant tumbling around his feet.
AoO, M: 1d20 + 37 ⇒ (10) + 37 = 47 for 4d6 + 27 ⇒ (3, 3, 2, 2) + 27 = 37 damage
Ascaria is up!!

Ascaria |

Round 2
HP = 99/99
Hero Points = 4
Equipped = Rod of Reach
Conditions = Magic Vestment (1/16h, +4 Ascaria, Mort, Sol), Status (1/16h, Eidi, Mort, Sol), Wind Walk (1/16h, all), Brightest Light (1/16h), Air Walk (10/40m, all), Heroism (1/30m), Blessings of Fervor (2/16r, all), Burst of Glory (2/16r, all)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (10/12)(10/10) (DC: 27)(Avoid 9, 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 (3/3, 6th lvl)
Rod of Reach Spell (3/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (2/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (0/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 16, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (5/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (6/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (5/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (6/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (6/6) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (3/4) Cure Critical Wounds Mass, Create Demiplane, Mass Heal
* Caster Level +2
- - -
Ascaria heals the injured, a little, as the bruising on his body grows.*
He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.
He frowns at Eidi, still buffing Sol, but he sets it aside for the moment. He worries about all those arrow shots critically hitting him, or others, but there’s too much bleeding going on to spend further time buffing, at least this round. He’ll delay his planned Particulate Form, and instead 5’ step forward casting Heal, Mass (cures 160hp and more) on Ascaria, Mort, and Sol. He can’t quite reach Eidi, but he’s healthy for the moment so he’s not too worried.
He casts defensively, using his bracers for added safety.
Concentration: 1d20 + 25 ⇒ (9) + 25 = 34 vs DC 31 (best of two rolls)
Concentration: 1d20 + 25 ⇒ (19) + 25 = 44 vs DC 31 (best of two rolls)
Group effects
Air Walk Communal (everyone)
Blessing of Fervor (everyone)
Burst of Glory (+1 attacks & saves vs fear (sacred), +16 temp hp) (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); 17 temp hp) (everyone)
Wind Walk (everyone)
* Mort and Sol each heal 5hp of damage which is transferred to Ascaria.

GM Rat Sass |

Eidi brings a little chaos of his own, shifting the maiden's true position in combat through magical means. Solrisa exchanges god-like blows with the titan, her noggin rocked just hard enough to miss him when he walks away. Mortimer finds his way adjacent to the brobdingnagian, thumping and getting thumped in return. It matters very little, in the scheme of things, as Ascaria erases the titan's work from the wee folk.
The gargoyles continue their attacks. The rear gargoyles reposition, and take aim at what appears to be a shifting target just beyond the west wall.
The gargoyles attending you repeat their performance, trying to extinguish both the Canary's radiant light, and the half-elf's magical shimmer.
Composite Longbow, A: 1d20 + 21 ⇒ (16) + 21 = 37 for 2d6 + 11 ⇒ (2, 6) + 11 = 19 damage
Composite Longbow, A: 1d20 + 21 ⇒ (9) + 21 = 30 for 2d6 + 11 ⇒ (4, 3) + 11 = 18 damage
Composite Longbow, A: 1d20 + 16 ⇒ (20) + 16 = 36 for 2d6 + 11 ⇒ (6, 2) + 11 = 19 damage
Confirm Critical?: 1d20 + 16 ⇒ (17) + 16 = 33 for 4d6 + 22 ⇒ (3, 4, 5, 4) + 22 = 38 damage
Composite Longbow, A: 1d20 + 11 ⇒ (11) + 11 = 22 for 2d6 + 11 ⇒ (5, 2) + 11 = 18 damage
Composite Longbow, A: 1d20 + 6 ⇒ (18) + 6 = 24 for 2d6 + 11 ⇒ (1, 1) + 11 = 13 damage
Composite Longbow, A: 1d20 + 21 ⇒ (16) + 21 = 37 for 2d6 + 11 ⇒ (3, 2) + 11 = 16 damage
Composite Longbow, A: 1d20 + 21 ⇒ (4) + 21 = 25 for 2d6 + 11 ⇒ (4, 5) + 11 = 20 damage
Composite Longbow, A: 1d20 + 16 ⇒ (9) + 16 = 25 for 2d6 + 11 ⇒ (1, 3) + 11 = 15 damage
Composite Longbow, A: 1d20 + 11 ⇒ (20) + 11 = 31 for 2d6 + 11 ⇒ (5, 2) + 11 = 18 damage
Confirm Critical?: 1d20 + 11 ⇒ (11) + 11 = 22 for 2d6 + 11 ⇒ (3, 3) + 11 = 17 damage
Composite Longbow, A: 1d20 + 6 ⇒ (10) + 6 = 16 for 2d6 + 11 ⇒ (5, 4) + 11 = 20 damage
Composite Longbow, E: 1d20 + 21 ⇒ (12) + 21 = 33 for 2d6 + 11 ⇒ (4, 6) + 11 = 21 damage
Composite Longbow, E: 1d20 + 21 ⇒ (7) + 21 = 28 for 2d6 + 11 ⇒ (1, 1) + 11 = 13 damage
Composite Longbow, E: 1d20 + 16 ⇒ (1) + 16 = 17 for 2d6 + 11 ⇒ (1, 2) + 11 = 14 damage
Composite Longbow, E: 1d20 + 11 ⇒ (20) + 11 = 31 for 2d6 + 11 ⇒ (1, 6) + 11 = 18 damage
Confirm Critical?: 1d20 + 11 ⇒ (15) + 11 = 26 for 4d6 + 22 ⇒ (1, 3, 2, 1) + 22 = 29 damage
Composite Longbow, E: 1d20 + 6 ⇒ (2) + 6 = 8 for 2d6 + 11 ⇒ (2, 5) + 11 = 18 damage
Composite Longbow, E: 1d20 + 21 ⇒ (9) + 21 = 30 for 2d6 + 11 ⇒ (4, 4) + 11 = 19 damage
Composite Longbow, E: 1d20 + 21 ⇒ (17) + 21 = 38 for 2d6 + 11 ⇒ (6, 3) + 11 = 20 damage
Composite Longbow, E: 1d20 + 16 ⇒ (13) + 16 = 29 for 2d6 + 11 ⇒ (2, 4) + 11 = 17 damage
Composite Longbow, E: 1d20 + 11 ⇒ (16) + 11 = 27 for 2d6 + 11 ⇒ (5, 3) + 11 = 19 damage
Composite Longbow, E: 1d20 + 6 ⇒ (2) + 6 = 8 for 2d6 + 11 ⇒ (2, 3) + 11 = 16 damage
Round 2
Eidi- 13 (-156hp)
...
Round 3
???- 22
Solrisa- 21 (Displaced)
Krathanos- 20 (-92hp)
Mortimer- 16
Ascaria- 16- (-110hp)
Gargoyles- 15
Eidi to finish Round 2, and Solrisa is up for Round 3! Roll20 Map has been updated.
Party Buffs
Magic Vestment (+4)
Air Walk, Communal
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); 17 temp hp)
Burst of Glory (+1 attacks & saves vs fear (sacred), +16 temp HP)

Ascaria |

HP = 28/99
Hero Points = 4
Equipped = Rod of Reach
Conditions = Magic Vestment (1/16h, +4 Ascaria, Mort, Sol), Status (1/16h, Eidi, Mort, Sol), Wind Walk (1/16h, all), Brightest Light (1/16h), Air Walk (10/40m, all), Heroism (1/30m), Blessings of Fervor (2/16r, all), Burst of Glory (2/16r, all)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (9/12)(10/10) (DC: 27)(Avoid 9, 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 (3/3, 6th lvl)
Rod of Reach Spell (3/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (2/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (0/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 16, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (5/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (6/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (5/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (6/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (6/6) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (3/4) Cure Critical Wounds Mass, Create Demiplane, Mass Heal
* Caster Level +2
- - -
Ascaria immediately pops, and heals himself of some of his injuries… (immediate action)
Channel Energy (Ascaria Only): 10d6 + 1 ⇒ (3, 2, 4, 2, 3, 6, 3, 4, 3, 6) + 1 = 37

Solrisa Iome Arabasti |

Round 3
Solrisa follows after the big shouty man and swings at him. BoF to AC.
Power attack. One hand.
1d20 + 26 - 4 + 1 + 4 + 1 ⇒ (3) + 26 - 4 + 1 + 4 + 1 = 31 to hit; (-PA,+HF,+Heroism,+smite+burst)
1d10 + 9 + 8 + 1d6 + 20 ⇒ (10) + 9 + 8 + (6) + 20 = 53 magic w/electrical damage
AC= 38 normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
+2 Barkskin = Smite (4 for smite + 2 champs armor) = + 2 BoF 48 AC vs main jerk
Touch: 10+1dex+5def+1dodge+2 BoF: = 19 AC
HP= 135/135
Right hand = long sword
Left hand = shield
LoH 1/12 used (8d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (18/50 left) 8/2/2020
The Dragon Invoked 1/7 used (+4 to hit/AC,+20 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 16 minutes)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+26-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+11-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
Power attack. Two hand.
[ dice]1d20+26-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage.

Eidi |

With a quick movement of his hand Eidi tries to deviate the arrow coming to his head with his faith.
Divine Interference burning unseen servant to force a reroll with a -1 on that natural 20 (only red and blue were on range, thus it might try to safe Ascaria or Eidi depending on who attacked whom)
"This is not going good" the half-elf mutters, grasping his sacred amulet and looking for more divine help "Please, stop all these arrows, we cannot perish here!" casting fickle winds in the whole Outcasts before moving away from the entrance.
Burning the ecclesitheurge daily divine bone casting
Healing Grace to Ascaria for +5 hp
Then, expecting even more problems the elder calls for his heroics to protect himself with mirror image.
Burning a hero point to have mirror image up?
Mirror image: 1d4 + 5 ⇒ (3) + 5 = 8
Healing Grace +2 hp
BoF +2
HP 25 or 72/163 AC 24 TAC 18
fickle winds
mirror image 8
mage armor

GM Rat Sass |

The Divine Interference is a great idea, Eidi, but I believe my archers are out-of-range, 30' up, for either those attacking Ascaria or yourself :( That would have been stellar, snatching a critical out of my hands like that. I admit that I was tempted to levitate you all above the ground with the Air Walk, but I was assuming everyone is ground level, at present.
Arrows black out the sky, and almost black out two of the Outcasts, as the casters become pincushions for the gargoyles. The new columns of air swirling about each of you is guaranteed to frustrate ranged attacks, though the gargoyles also sport claws, teeth, and horns...
Eidi digs deep, and suddenly sprouts eight other Eidis to confuse the flock of foes looming overhead!!
The rear wall erupts with conflict, though it is short-lived. The strange bird figure reappears, as does a noble-looking, redskinned humanoid, both standing behind two of the three gargoyles. The flash of two blades, and you are witness to two more gargoyle deaths. The bird only needed a single stab, while the red man needed three.
The red man is actually a genie. An Efreeti, to be exact, a Lawful Evil Outsider from the Plane of Fire. This one is likely a Malik, or Noble Efreeti, so stands more powerfully.
1 question for every 5 above 20
"We'll finish these ones off, just do your jobs, and take care of Krathanos!! It's much easier to take the belt off a dead titan, right?"
Krathanos turns to watch two more of his pets fall from the wall, and spits a puddle big enough to soak both of your boots, while he swats at Solrisa again, nonchalantly. His inattention causes him to swing wide, even with a hammer that large...
AoO, S: 1d20 + 37 ⇒ (7) + 37 = 44 for 4d6 + 27 ⇒ (3, 3, 4, 6) + 27 = 43 damage
"Now, see, you're irritating me now. You know how hard it was to train those things?" As the titan says that, he looks back at the girallon behemoths salivating in their cages. "Well, if there are more guests at the party, I'll need more pets to provide the entertainment."
Instead of thumping either of the wee folk at his feet, the titan steps up to the cages, and removes the very large slab of rock sealing them at the top. AoO for Mortimer
"There we go. A captive audience no longer. Hey, I don't mind if you slaughter them all, just make it entertaining..."
The bird and red man don't look pleased with the new development, as their body gestures boldly demonstrate.
Mortimer and Ascaria are up!

Ascaria |
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Round 3
HP = 71/99
Hero Points = 4
Equipped = Rod of Reach
Conditions = Magic Vestment (1/16h, +4 Ascaria, Mort, Sol), Status (1/16h, Eidi, Mort, Sol), Wind Walk (1/16h, all), Brightest Light (1/16h), Air Walk (10/40m, all), Heroism (1/30m), Blessings of Fervor (3/16r, all), Burst of Glory (3/16r, all), Particulate Form (1/16r, all)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (9/12)(10/10) (DC: 27)(Avoid 9, 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 (3/3, 6th lvl)
Rod of Reach Spell (3/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (2/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (0/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 16, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (5/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (6/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (5/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (6/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (5/6) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (3/4) Cure Critical Wounds Mass, Create Demiplane, Mass Heal
* Caster Level +2
- - -
Ascaria heals the injured, a little, as the bruising on his body grows.*
He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.
”Now that’s enough of that!” Ascaria yells shrilly at the archers, though it’s Eidi’s spell that’ll really throw them off. ”Mortimer, wait a tick!” he calls out to restrain the big man from running off before the next (last?) round of buffs.
Ascaria casts Particulate Form on the party.
He then channels to heal the group (everyone), careful to avoid the enemy as he 5’ steps.
Channel Energy (healing): 10d6 + 1 ⇒ (3, 3, 3, 6, 4, 4, 4, 2, 5, 3) + 1 = 38
Group effects
Air Walk Communal (everyone)
Blessing of Fervor (everyone)
Burst of Glory (+1 attacks & saves vs fear (sacred), +16 temp hp) (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); 17 temp hp) (everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Wind Walk (everyone)
* Eidi heals 5hp of damage which is transferred to Ascaria.

Eidi |

Remember Solrisa displacement! (for that AoO up for example ^)
Yup! Eidi's token was next to the wall for red and blue, but pythagoras and the hunched elder back probably kept him away anyway xD
K. planes DC 20: 1d20 + 28 ⇒ (10) + 28 = 38 Special defenses, spell-likes, ecology, saves
"A noble efreeti! A lawful evil outsider from the plane of fire people! These are probably the friends of Dark Quelthos. The bird is the one that killed the gargoyle before" Eidi's wounds partially close up as they are transferred to the gnome, then the burst of positive energy further fixes up things.
HP 68/163 AC 24 TAC 18
fickle winds
mirror image 8
mage armor
BoF +2
particulate form
heroes' feast

GM Rat Sass |

Oh, yes, I will remember Sol's Displacement, if I manage to hit her hehehe
Mortimer is up!!

Mortimer Smith |
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Round 3, Init 16
+2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Mortimer punches Krathanos in the kneecap as the Titan turns.
AoOStunningFireBreakGuard+: 1d20 + 45 ⇒ (15) + 45 = 60 +Imp Disarm, +BoF, Breakfast
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 + 1d6 ⇒ (2, 1) + 10 + 3 + (4) + (1) + (5) = 26 +Dragon, +Cold, +Acid, +Fire
Fort Save DC 22 or be Stunned for 1 round and be Shaken: 1d4 + 5 ⇒ (3) + 5 = 8 rounds.
Mortimer delays for Ascaria, then goes after Kranthanos.
FireBreakGuard+: 1d20 + 45 ⇒ (13) + 45 = 58 +Imp Disarm, +BoF, Breakfast, +28 if a he's already disarmed
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 + 1d6 ⇒ (9, 10) + 10 + 3 + (6) + (2) + (6) = 46 +Dragon, +Cold, +Acid, +Fire

GM Rat Sass |

Eidi brings inspiration on the winds, protecting the Outcasts from further slings and arrows. Mostly arrows. Solrisa presses her attacks against the inhospitable titan, but the flat of her blade strikes his shinbone at too oblique an angle to cut him. Ascaria flashes his healing energy twice, first subconsciously, second supraconsciously, and sprinkles his sprinkle spell over every Outcast head in further protection. Mortimer cracks into Krathanos twice, bringing a deep furrow to the titan's brow. The brobdingnagian seems to have eyes only for the maiden, as he studies the swordswoman and her strange shiftiness.
Fortitude Save v Stun, 1 Fails: 1d20 ⇒ 7
The elder half-elf's spell comes into full effect, as the four gargoyles plaguing you from the walls launch their full set of attacks once again at Ascaria and Eidi, and none of the arrows reach their intended targets! Instead, they deflect upwards, eventually clattering to the floor of the Keep impotently. It takes their best shots to realize the futility, so all four of them target the bird and efreeti from across the Keep's expanse, frustrated by the winds.
Composite Longbow, K: 1d20 + 16 - 2 ⇒ (14) + 16 - 2 = 28 for 2d6 + 11 ⇒ (3, 5) + 11 = 19 damage
Composite Longbow, K: 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28 for 2d6 + 11 ⇒ (4, 2) + 11 = 17 damage
Composite Longbow, K: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11 for 2d6 + 11 ⇒ (3, 5) + 11 = 19 damage
Composite Longbow, K: 1d20 + 16 - 2 ⇒ (15) + 16 - 2 = 29 for 2d6 + 11 ⇒ (4, 4) + 11 = 19 damage
Composite Longbow, K: 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21 for 2d6 + 11 ⇒ (3, 3) + 11 = 17 damage
Composite Longbow, K: 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 23 for 2d6 + 11 ⇒ (1, 2) + 11 = 14 damage
Composite Longbow, E: 1d20 + 16 - 2 ⇒ (11) + 16 - 2 = 25 for 2d6 + 11 ⇒ (6, 5) + 11 = 22 damage
Composite Longbow, E: 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 10 for 2d6 + 11 ⇒ (1, 3) + 11 = 15 damage
Composite Longbow, E: 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8 for 2d6 + 11 ⇒ (5, 1) + 11 = 17 damage
Composite Longbow, E: 1d20 + 16 - 2 ⇒ (18) + 16 - 2 = 32 for 2d6 + 11 ⇒ (1, 6) + 11 = 18 damage
Composite Longbow, E: 1d20 + 11 - 2 ⇒ (2) + 11 - 2 = 11 for 2d6 + 11 ⇒ (3, 5) + 11 = 19 damage
Composite Longbow, E: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17 for 2d6 + 11 ⇒ (6, 3) + 11 = 20 damage
The efreeti bellows in outrage, more than pain, as he's struck a singular arrow blow.
The lone archer gargoyle standing almost face-to-face with said efreeti steps back and launches a full volley at his kinslayer.
Composite Longbow, E: 1d20 + 21 ⇒ (7) + 21 = 28 for 2d6 + 11 ⇒ (6, 3) + 11 = 20 damage
Composite Longbow, E: 1d20 + 21 ⇒ (19) + 21 = 40 for 2d6 + 11 ⇒ (2, 4) + 11 = 17 damage
Composite Longbow, E: 1d20 + 16 ⇒ (10) + 16 = 26 for 2d6 + 11 ⇒ (4, 4) + 11 = 19 damage
Composite Longbow, E: 1d20 + 11 ⇒ (7) + 11 = 18 for 2d6 + 11 ⇒ (2, 4) + 11 = 17 damage
Composite Longbow, E: 1d20 + 6 ⇒ (20) + 6 = 26 for 2d6 + 11 ⇒ (4, 3) + 11 = 18 damage
Krathanos watches the arrows fly, a look of excitement evident on his features.
"Now this is more like it. Can you already imagine being ripped apart by the apes? I'm getting there, but I can wait for them to paint a picture for me. Suppose it's too late to send you off to your corner, Solrisa. Come at me, then. I can still have fun with your headless body."
Round 3
Eidi- 13 (-95hp)
...
Round 4
???, Efreeti- 22 (-35hp)
Solrisa- 21 (Displaced)
Krathanos- 20 (-164hp)
Ascaria- 16 (-28hp)
Mortimer- 15
Gargoyles- 15-
Eidi to finish Round 3, and Solrisa is up for Round 4! Roll20 Map has been updated.
Party Buffs
Magic Vestment (+4)
Air Walk, Communal
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); 17 temp hp)
Burst of Glory (+1 attacks & saves vs fear (sacred), +16 temp HP)
Fickle Winds
Particulate Form

Solrisa Iome Arabasti |

”I can still have fun with your headless body.“
”What? You keep on running away from me. You can’t handle me when I’m alive, I doubt you can when I’m dead,” Solrisa self-owns, but is genuinely confused by the big man’s efforts to avoid her.
Round 4
Spending a hero point for a move action to get in close. Provoking.
Solrisa follows after the big shouty man and swings at him. BoF for extra attack.
Power attack. One hand.
1d20 + 26 - 4 + 1 + 4 + 1 ⇒ (15) + 26 - 4 + 1 + 4 + 1 = 43 to hit; (-PA,+HF,+Heroism,+smite+burst)
1d10 + 9 + 8 + 1d6 + 20 ⇒ (5) + 9 + 8 + (3) + 20 = 45 magic w/electrical damage
Power attack. One hand. BoF.
1d20 + 26 - 4 + 1 + 4 + 1 ⇒ (18) + 26 - 4 + 1 + 4 + 1 = 46 to hit; (-PA,+HF,+Heroism,+smite+burst)
1d10 + 9 + 8 + 1d6 + 20 ⇒ (1) + 9 + 8 + (6) + 20 = 44 magic w/electrical damage
Power attack. One hand.
1d20 + 21 - 4 + 1 + 4 + 1 ⇒ (1) + 21 - 4 + 1 + 4 + 1 = 24 to hit; (-PA,+HF,+Heroism,+smite+burst)
1d10 + 9 + 8 + 1d6 + 20 ⇒ (2) + 9 + 8 + (2) + 20 = 41 magic w/electrical damage
Power attack. One hand.
1d20 + 16 - 4 + 1 + 4 + 1 ⇒ (16) + 16 - 4 + 1 + 4 + 1 = 34 to hit; (-PA,+HF,+Heroism,+smite+burst)
1d10 + 9 + 8 + 1d6 + 20 ⇒ (3) + 9 + 8 + (6) + 20 = 46 magic w/electrical damage
Power attack. One hand.
1d20 + 11 - 4 + 1 + 4 + 1 ⇒ (15) + 11 - 4 + 1 + 4 + 1 = 28 to hit; (-PA,+HF,+Heroism,+smite+burst)
1d10 + 9 + 8 + 1d6 + 20 ⇒ (3) + 9 + 8 + (6) + 20 = 46 magic w/electrical damage
Power attack. One hand. BoF. Pot crit:
1d20 + 26 - 4 + 1 + 4 + 1 ⇒ (20) + 26 - 4 + 1 + 4 + 1 = 48 to hit; (-PA,+HF,+Heroism,+smite+burst)
1d10 + 9 + 8 + 1d10 + 20 ⇒ (1) + 9 + 8 + (4) + 20 = 42 magic w/electrical damage
9d6 ⇒ (2, 6, 3, 3, 5, 4, 2, 3, 4) = 32 LoH (assuming AoO lands, but also miss chance, so maybe not)
AC= 38 normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
+2 Barkskin = Smite (4 for smite + 2 champs armor) = 46 AC vs main jerk + displacement
Touch: 10+1dex+5def+1dodge+2 BoF: = 19 AC
HP= 135/135
Right hand = long sword
Left hand = shield
LoH 1/12 used (8d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (18/50 left) 8/2/2020
The Dragon Invoked 1/7 used (+4 to hit/AC,+20 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 16 minutes)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+26-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+11-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
Power attack. Two hand.
[ dice]1d20+26-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage.

GM Rat Sass |

With a movement bespeaking a sudden zephyr at her back, Solrisa finds her feet quite fleet, and takes her place in the titan's shadow, with plenty of time to spare several attacks!
"There you are. Your magics play with your position, but my masher will find you soon enough."
AoO, S: 1d20 + 37 ⇒ (12) + 37 = 49 for 4d6 + 27 ⇒ (3, 4, 1, 4) + 27 = 39 damage
Miss Chance, High Good: 1d100 ⇒ 53
Krathanos snorts a little as the wee woman heals most of her fresh wound. "You look prettier with blood for rouge, Solrisa. Ready to die, then? I'm getting bored of you." That, or his two fresh gashes are registering in the titan's brain...
Eidi is up!

Eidi |
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Eidi's wounds fast heal as he feels his materia is made of particulate. Although still feeling pretty beat though, the elder sees with alarm how Karathos releases the cage bar. Clenching his teeth, the bald half-elf decides to intervene by speeding up forward using Ascaria's fervor.
Set on position Eidi unleashes a chaos of colors.
Cast defensively DC 29: 1d20 + 23 ⇒ (14) + 23 = 37
Rays of rainbow colors emanate from his fingers striking all around every creature that is in front and around in a prismatic spray!
DC 25
Karathos: 1d8 ⇒ 7 Violet Sent to another plane (Will negates) <= xDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
Blue behemooth: 1d8 ⇒ 2 Orange 40 points acid damage (Reflex half)
Yellow behemooth: 1d8 ⇒ 2 Orange 40 points acid damage (Reflex half)
Lilac behemooth: 1d8 ⇒ 4 Green Poison (Frequency 1/rd. for 6 rd.; Init. effect death; Sec. effect 1 Con/rd.; Cure 2 consecutive Fort saves)*
Red behemooth: 1d8 ⇒ 4 Green Poison (Frequency 1/rd. for 6 rd.; Init. effect death; Sec. effect 1 Con/rd.; Cure 2 consecutive Fort saves)*
Green behemooth: 1d8 ⇒ 1 Red 20 points fire damage (Reflex half)
Brown behemooth: 1d8 ⇒ 2 Orange 40 points acid damage (Reflex half)
HP 71/163 AC 24 TAC 18
fickle winds
mirror image 8
mage armor
BoF +2
particulate form
heroes' feast

GM Rat Sass |
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The elder half-elf realizes the dire implications of the girallon behemoths entering the arena, so decides to bring one of his most powerful spells to bear on the entire fleet of foes in the interior of the Keep! Each and every foe has their own ancient resistance to magical attacks...
Eidi's Caster Level Check v Krathanos's SR: 1d20 + 17 ⇒ (18) + 17 = 35 success
Eidi's Caster Level Check v Blue's SR: 1d20 + 17 ⇒ (2) + 17 = 19 success
Eidi's Caster Level Check v Yellow's SR: 1d20 + 17 ⇒ (8) + 17 = 25 success
Eidi's Caster Level Check v Lilac's SR: 1d20 + 17 ⇒ (12) + 17 = 29 success
Eidi's Caster Level Check v Red's SR: 1d20 + 17 ⇒ (20) + 17 = 37 success
Eidi's Caster Level Check v Green's SR: 1d20 + 17 ⇒ (15) + 17 = 32 success
Eidi's Caster Level Check v Brown's SR: 1d20 + 17 ⇒ (13) + 17 = 30 success
Eidi forces the titan and each and every Girallon Behemoth to contend with the prismatic magics searing them all!!
Will Save v DC 25: 1d20 + 21 ⇒ (1) + 21 = 22
In the fading purple light, you hear a gigantic roar of mirth, as Krathanos, the Shackled Conqueror, disappears before your very eyes!!
1d100 ⇒ 98
Blue Girallon Reflex Save v DC 25: 1d20 + 11 ⇒ (11) + 11 = 22
Yellow Girallon Reflex Save v DC 25: 1d20 + 11 ⇒ (12) + 11 = 23
Lilac Girallon Fortitude Save v DC 25: 1d20 + 21 ⇒ (8) + 21 = 29
Red Girallon Fortitude Save v DC 25: 1d20 + 21 ⇒ (5) + 21 = 26
Green Girallon Reflex Save v DC 25: 1d20 + 11 ⇒ (10) + 11 = 21
Brown Girallon Reflex Save v DC 25: 1d20 + 11 ⇒ (8) + 11 = 19
Lilac and Red fail to drop dead under the effects of the Spray's Green Poison!! The remaining Girallon Behemoths suffer most of their relative elemental damage, though not to the fullest extent. Acid and Fire Resistances apply
The Green and Brown Behemoths leap from the cage, descending on Eidi Chaos-Maker!!
Claw Attack, E: 1d20 + 34 ⇒ (12) + 34 = 46 for 2d6 + 14 ⇒ (6, 1) + 14 = 21 damage
Claw Attack, E: 1d20 + 34 ⇒ (10) + 34 = 44 for 2d6 + 14 ⇒ (6, 5) + 14 = 25 damage
The Red Behemoth scrambles a slam at Solrisa, once it hits the floor!
Claw Attack, S: 1d20 + 34 ⇒ (9) + 34 = 43 for 2d6 + 14 ⇒ (5, 5) + 14 = 24 damage
Miss Chance, High Good: 1d100 ⇒ 25
Ascaria and Mortimer are up!

Solrisa Iome Arabasti |
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I’ve had a day of shock over this. I can’t believe it. Really wanted to see Sol/Mort take the big shouty man down...and can’t believe Eidi’s spell worked. Amazing. What a fight/encounter this has been/currently is.
Solrisa looks around with confusion about where the big shouty man might have gone.

Ascaria |

Round 4
HP = 99/99
Hero Points = 4
Equipped = Rod of Reach
Conditions = Magic Vestment (1/16h, +4 Ascaria, Mort, Sol), Status (1/16h, Eidi, Mort, Sol), Wind Walk (1/16h, all), Brightest Light (1/16h), Air Walk (10/40m, all), Heroism (1/30m), Blessings of Fervor (3/16r, all), Burst of Glory (3/16r, all), Particulate Form (1/16r, all)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (5/12)(10/10) (DC: 27)(Avoid 9, 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, 6th lvl)
Rod of Reach Spell (3/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (2/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (0/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 16, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (5/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (6/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (5/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (5/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (5/6) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (3/4) Cure Critical Wounds Mass, Create Demiplane, Mass Heal
* Caster Level +2
- - -
Ascaria heals the injured, a little, as the bruising on his body grows* even as a little is healed again (fast healing 3).
He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.
"What? Huh? Where'd he go?! Eidi, where did you send him?"
He looks about, trying to decide what to do next, and worries a bit about Eidi’s still egregious injuries. So he’ll focus on him. Using his rod of reach, he’ll cast Heal (cures 150hp and more). (Ascaria doesn’t provoke when casting spells that heal wounds so he doesn’t bother defensively casting.)
He then channels to heal the others in the group (hits everyone), careful to avoid the enemies as he 5’ steps to get in range of Mort and Sol.
Channel Energy (healing): 10d6 + 1 ⇒ (4, 6, 3, 4, 4, 5, 6, 2, 6, 4) + 1 = 45
Group effects
Air Walk Communal (everyone)
Blessing of Fervor (everyone)
Burst of Glory (+1 attacks & saves vs fear (sacred), +16 temp hp) (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); 17 temp hp) (everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Wind Walk (everyone)
* Eidi and Sol each heal 5hp of damage which is transferred to Ascaria.

Eidi |
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"Oooops!" Eidi looks as startled as the other Outcasts at the outcome of the magic.
8 images: 1d9 ⇒ 1
8 images: 1d9 ⇒ 5
The first girallon finds the elder among the images, but the other one only shatters one of Eidi's duplicates.
HP 50/163 AC 24 TAC 18
The rest of the wounds are quickly patched by Ascaria's powerful magic.
HP 163/163 AC 24 TAC 18
fickle winds
mirror image 7 remaining
mage armor
BoF +2
particulate form
heroes' feast
I think I will have many stories about this one on time to come xD
It is the kind of unexpected turn outs of good books and engaging series.

Mortimer Smith |

Round 4, Init 15
BOF for speed.
"AAAAUUUUUUUUUGGGGGGGGGGGGGGGGGHHHHHHHHHHHHHHHHHH!!!!!!"
Mortimer howls as Krathanos disappears in a ray of purple.
"Get back here! Where'd he go?!"
With their only reason for being in this deathtrap keep having vanished before his eyes, Mortimer struggles with feeling compelled to stay.
I wonder how long Ascaria can keep this up.
""Oooops!"
"I don't suppose you can do that for us?" he asks Eidi as tumbles closer to hit green.
Acro: 1d20 + 27 ⇒ (6) + 27 = 33
LFlyingSideElectricStunningKick: 1d20 + 16 + 3 + 5 + 1 + 1 ⇒ (19) + 16 + 3 + 5 + 1 + 1 = 45 +Feast, +Glory
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 + 1d6 ⇒ (8, 9) + 10 + 3 + (3) + (6) + (1) = 40 +Dragon, +Cold, +Acid, +Zap!
CritConfirm?: 1d20 + 16 + 3 + 5 + 1 + 1 ⇒ (12) + 16 + 3 + 5 + 1 + 1 = 38 +Feast, +Glory
for Damage: 2d10 + 10 + 3 ⇒ (7, 10) + 10 + 3 = 30 +Dragon
On confirmation, Green is shaken for 😨: 1d4 + 5 ⇒ (3) + 5 = 8 rounds and needs a Fort Save DC22 to avoid being stunned for a round as well.
If that does not confirm, Fort Save DC22 or be stunned for a round and shaken for ^(as above) rounds.
I KNOW I could have made him drop that damn hammer!
AC = 33 (+4 when moving) (Barkskin +2) (+4 on an AoO) (+1 if hasted)
HP = 132/132, Breakfast +10
Weapon Equipped = Unarmed with Acid Glove things and Amulet of Might Fists +3/Cold (x2 Str on 1st, x1.5 Str on rest (Dragon))
Condition(s) = Air Walk, BoF, WInd Walk, Feast
Damage: 2d10 (Monk’s robe)
Slots:
Martial Flexibility: 10 / 10
Shirt: 10 / 10
KO: 3 / 3
StunningFists: 14 / 16
ElementalFists: 14/16
Weapon Profficiency (Unarmed)
Stunning Assault
Lightning Sword Fly: 3/3
Saves:
Fort: +17 (Base +10, Con +2, Cloak +5)
Reflex: +19 (Base +10, Dex +4, Cloak +5)
Will: +14 (Base +5, Wis +4(headband), Cloak +5)

GM Rat Sass |
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The many-mirrored Eidi earns a new title- Titan Liberator. Solrisa comports herself for monkey business. Ascaria tends to the elder's many wounds. Mortimer also demonstrates his ape-titude for thumping monkeys.
Fortitude Save v DC 22: 1d20 + 21 ⇒ (5) + 21 = 26
The gargoyles shout their confusion at the sudden disappearance of their master, in a chaos that would make Krathanos proud. Red and Blue descend from the wall, knowing full well their bows are useless against the Outcasts.
Claw Attack, Flank, A: 1d20 + 23 + 2 ⇒ (9) + 23 + 2 = 34 for 1d6 + 8 ⇒ (1) + 8 = 9 damage
Claw Attack, Flank, A: 1d20 + 23 + 2 ⇒ (12) + 23 + 2 = 37 for 1d6 + 8 ⇒ (5) + 8 = 13 damage
Green and Orange have other designs, which don't include sparring with Girallons. They take to the air, and fire away at the efreeti dumping yet another brother off the wall.
Composite Longbow, M: 1d20 + 23 ⇒ (11) + 23 = 34 for 2d6 + 11 ⇒ (5, 2) + 11 = 18 damage
Composite Longbow, M: 1d20 + 23 ⇒ (14) + 23 = 37 for 2d6 + 11 ⇒ (4, 5) + 11 = 20 damage
The efreeti looks more than irritated with the two new arrows sticking in his breast. "Darl, if you want my power, I'll need your healing. These damnable gargoyles are expert marksmen."
An unseen voice calls out a response. "When have I ever let you down, Malhazar? You are a valued companion. I'll not lose you to the titan's minions. You will burn brighter, shortly."
The efreeti looks pleased. "The apes are loose from their cages, and are attacking the pretenders. One of them has mirror images up, but your gnome is at the back, currently flanked by a pair of the gargoyles."
The voice calls out. "Ah, yes. Ascaria. I have a promise to keep..."
"Oh, and the titan's gone. The elfblood hit him with some ray of magic, purple in color, and Krathanos just faded away."
"Is that so? That's a new vexation."
Round 4
Eidi- 13 (7 images)
...
Round 5
Solrisa- 21 (Displaced)
Bird, Malhazar- 22 (-73hp)
Girallon Behemoths- (Blue -30hp,Yellow -30hp,Lilac Fort DC 25,Red Fort DC 25,Green -80hp/Shaken 8r,Brown -30hp)
Ascaria- 16 (-21hp)
Mortimer- 15
Gargoyles- 15-
Eidi to finish Round 4, and Solrisa is up for Round 5! Roll20 Map has been updated. Side note- first time seeing an Emoji coded into a game- copy/paste? Interesting. Another player in my Carrion Crown campaign is inserting a pair of crossed swords for internal monologuing...
Party Buffs
Magic Vestment (+4)
Air Walk, Communal
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); 17 temp hp)
Blessing of Fervor
Burst of Glory (+1 attacks & saves vs fear (sacred), +16 temp HP)
Fickle Winds
Particulate Form

Eidi |

Too pressed to think too much in the menace coming up to them in the north, the elder focus on the immediate foes at hand "They are too many! If this next does not make some room we probably should retreat, but I cannot teleport us away in this demiplane" Eidi raises the hand with his bonded ring while stepping back and up in the air to take distance from the gorillons.
Concentration (cast defensively) DC 27: 1d20 + 23 ⇒ (20) + 23 = 43
The half-elf shows in the hand a piece of amber and a piece of silver and they do crackle with electricity as he uses the ring to cast a chain lightning spell centered on the green behemooth!
Chain lightning damage: 15d6 ⇒ (1, 1, 2, 6, 5, 2, 3, 2, 5, 2, 3, 1, 1, 2, 6) = 42
Ref DC 24 for green, DC 22 for the rest
There is an electrical discharge that takes the gorillon then it arches taking up every enemy at 30 feet distance from the first ape.
SR+SP (green): 1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21
SR+SP (red): 1d20 + 15 + 2 ⇒ (14) + 15 + 2 = 31
SR+SP (brown): 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25
SR+SP (yellow): 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28
SR+SP (lilac): 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28
SR+SP (red gargoyle): 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19
HP 163/163 AC 24 TAC 18
> spent arcane bond daily use (standard action)
fickle winds
mirror image 7 remaining
mage armor
BoF +2
particulate form
walk in the air 5'
heroes' feast

Solrisa Iome Arabasti |

”Woo-woo? Woo-woo?” Solrisa looks around for the big shouty man, very disappointed that the man fled. "Ahhh...I wanted to play woo-woo!"
Round 4
Solrisa steps and lunges at the big apes (no, not Mort, the behemoths) (green then red).
Power attack. One hand.
1d20 + 26 - 4 + 1 + 1 ⇒ (13) + 26 - 4 + 1 + 1 = 37 to hit; (-PA,+HF,+Heroism,+burst)
1d10 + 9 + 8 + 1d6 ⇒ (7) + 9 + 8 + (1) = 25 magic w/electrical damage
Power attack. One hand. BoF.
1d20 + 26 - 4 + 1 + 1 ⇒ (18) + 26 - 4 + 1 + 1 = 42 to hit; (-PA,+HF,+Heroism,+burst)
1d10 + 9 + 8 + 1d6 ⇒ (10) + 9 + 8 + (6) = 33 magic w/electrical damage
Power attack. One hand.
1d20 + 21 - 4 + 1 + 1 ⇒ (11) + 21 - 4 + 1 + 1 = 30 to hit; (-PA,+HF,+Heroism,+burst)
1d10 + 9 + 8 + 1d6 ⇒ (3) + 9 + 8 + (6) = 26 magic w/electrical damage
Power attack. One hand.
1d20 + 16 - 4 + 1 + 4 + 1 ⇒ (19) + 16 - 4 + 1 + 4 + 1 = 37 to hit; (-PA,+HF,+Heroism,+burst)
1d10 + 9 + 8 + 1d6 ⇒ (10) + 9 + 8 + (3) = 30 magic w/electrical damage
Power attack. One hand.
1d20 + 11 - 4 + 1 + 1 ⇒ (1) + 11 - 4 + 1 + 1 = 10 to hit; (-PA,+HF,+Heroism,+burst)
1d10 + 9 + 8 + 1d6 ⇒ (6) + 9 + 8 + (1) = 24 magic w/electrical damage
Power attack. One hand. BoF. POT CRIT:
1d20 + 26 - 4 + 1 + 1 ⇒ (19) + 26 - 4 + 1 + 1 = 43 to hit; (-PA,+HF,+Heroism,+burst)
1d10 + 9 + 8 + 1d6 ⇒ (6) + 9 + 8 + (3) = 26 magic w/electrical damage
Power attack. One hand. POT CRIT.
1d20 + 16 - 4 + 1 + 4 + 1 ⇒ (7) + 16 - 4 + 1 + 4 + 1 = 25 to hit; (-PA,+HF,+Heroism,+burst)
1d10 + 9 + 8 + 1d6 ⇒ (2) + 9 + 8 + (2) = 21 magic w/electrical damage
AC= 38 normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
+2 Barkskin = Smite (4 for smite + 2 champs armor) = 46 AC vs loud jerk
Touch: 10+1dex+5def+1dodge+2 BoF: = 19 AC
HP= 135/135+17 temp - 57 +34 +16 temp
Right hand = long sword
Left hand = shield
LoH 1/12 used (8d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (18/50 left) 8/2/2020
The Dragon Invoked 1/7 used (+4 to hit/AC,+20 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 16 minutes)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+26-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+11-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
Power attack. Two hand.
[ dice]1d20+26-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage.

GM Rat Sass |

The poor behemoths newly liberated from their tortuous imprisonment now suffer at the hands of the Outcasts! Green becomes the focus of the half-elf's lightning fire, before the rest taste the pain, as well.
Reflex Save v DC 24, Green: 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 10
Reflex Save v DC 22, Red: 1d20 + 11 ⇒ (3) + 11 = 14
Reflex Save v DC 22, Orange: 1d20 + 11 ⇒ (12) + 11 = 23
Reflex Save v DC 22, Yellow: 1d20 + 11 ⇒ (5) + 11 = 16
Reflex Save v DC 22, Lilac: 1d20 + 11 ⇒ (15) + 11 = 26
Reflex Save v DC 22, Red Gargoyle: 1d20 + 13 ⇒ (10) + 13 = 23
The Red Gargoyle minimizes the damage by a quick wing flip, but doesn't seem to resist the electricity like the Behemoths do. Orange(Brown) and Lilac sense the ricochets from Green just in time, dampening the punishment.
The maiden is quite effective with her blade, though the electricity doesn't seem to affect them at all, as the blade tickles by comparison to the elder half-elf's pinch.
Green still stands after Solrisa's assaults, though it stands much bloodier than moments before...
The beaked assassin and Malhazar disappear again.
Both of them stepped into the air, as they make no noise along the stony upper wall. The rustle of air surrounding Malhazar gives his flight path away, as both bird and efreeti retreat west, and beyond the wall, presumably towards the sound of Darl's voice.
In a frothing rage, the Blue Behemoth launches itself off the wall towards the west, and towards the Voice of Darl. Moments later, its death roar can be heard for miles around, its body loudly crumpling on the ground below. You can almost feel it through your feet.
The Rage of Behemoths continue to savage where they can within the Keep.
Lilac leaps from the wall, joining Ascaria in flank! It's unclear if it means to rip a gargoyle apart, or a gnome, or both...
Orange(Brown) moves up and levels a full attack against the lightning striker.
Claw Attack, E: 1d20 + 34 ⇒ (6) + 34 = 40 for 2d6 + 14 ⇒ (6, 6) + 14 = 26 damage
Mirror Images, 1 Hits: 1d8 ⇒ 1 Found you!
Claw Attack, E: 1d20 + 34 ⇒ (17) + 34 = 51 for 2d6 + 14 ⇒ (6, 5) + 14 = 25 damage
Mirror Images, 1 Hits: 1d8 ⇒ 2 Down to 6 Images
Claw Attack, E: 1d20 + 34 ⇒ (9) + 34 = 43 for 2d6 + 14 ⇒ (6, 3) + 14 = 23 damage
Mirror Images, 1 Hits: 1d7 ⇒ 1 Found you again!
Claw Attack, E: 1d20 + 34 ⇒ (16) + 34 = 50 for 2d6 + 14 ⇒ (4, 1) + 14 = 19 damage
Mirror Images, 1 Hits: 1d7 ⇒ 3 Down to 5 Images
Bite Attack, E: 1d20 + 29 ⇒ (1) + 29 = 30 for 3d6 + 9 ⇒ (6, 1, 1) + 9 = 17 damage
Mirror Images, 1 Hits: 1d6 ⇒ 5 Down to 4 Images
Green, looking a little shaky, goes after Mortimer.
Claw Attack, Shaken, M: 1d20 + 34 - 2 ⇒ (18) + 34 - 2 = 50 for 2d6 + 14 ⇒ (4, 1) + 14 = 19 damage
Claw Attack, Shaken, M: 1d20 + 34 - 2 ⇒ (2) + 34 - 2 = 34 for 2d6 + 14 ⇒ (3, 5) + 14 = 22 damage
Claw Attack, Shaken, M: 1d20 + 34 - 2 ⇒ (15) + 34 - 2 = 47 for 2d6 + 14 ⇒ (5, 4) + 14 = 23 damage
Claw Attack, Shaken, M: 1d20 + 34 - 2 ⇒ (10) + 34 - 2 = 42 for 2d6 + 14 ⇒ (5, 6) + 14 = 25 damage
Bite Attack, Shaken, M: 1d20 + 29 - 2 ⇒ (18) + 29 - 2 = 45 for 3d6 + 9 ⇒ (5, 2, 5) + 9 = 21 damage
Red and Yellow try to pin down slippery Solrisa, though only Yellow has any luck.
Claw Attack, S: 1d20 + 34 ⇒ (19) + 34 = 53 for 2d6 + 14 ⇒ (2, 4) + 14 = 20 damage
Miss Chance, High Good: 1d100 ⇒ 6
Claw Attack, S: 1d20 + 34 ⇒ (5) + 34 = 39 for 2d6 + 14 ⇒ (4, 3) + 14 = 21 damage
Miss Chance, High Good: 1d100 ⇒ 51
Claw Attack, S: 1d20 + 34 ⇒ (3) + 34 = 37 for 2d6 + 14 ⇒ (6, 4) + 14 = 24 damage
Miss Chance, High Good: 1d100 ⇒ 20
Claw Attack, S: 1d20 + 34 ⇒ (2) + 34 = 36 for 2d6 + 14 ⇒ (3, 4) + 14 = 21 damage
Miss Chance, High Good: 1d100 ⇒ 40
Bite Attack, S: 1d20 + 29 ⇒ (3) + 29 = 32 for 3d6 + 9 ⇒ (1, 3, 1) + 9 = 14 damage
Miss Chance, High Good: 1d100 ⇒ 38
Claw Attack, S: 1d20 + 34 ⇒ (4) + 34 = 38 for 2d6 + 14 ⇒ (3, 4) + 14 = 21 damage
Miss Chance, High Good: 1d100 ⇒ 50
Claw Attack, S: 1d20 + 34 ⇒ (10) + 34 = 44 for 2d6 + 14 ⇒ (1, 1) + 14 = 16 damage
Miss Chance, High Good: 1d100 ⇒ 46
Claw Attack, S: 1d20 + 34 ⇒ (19) + 34 = 53 for 2d6 + 14 ⇒ (3, 3) + 14 = 20 damage
Miss Chance, High Good: 1d100 ⇒ 61
Claw Attack, S: 1d20 + 34 ⇒ (8) + 34 = 42 for 2d6 + 14 ⇒ (1, 3) + 14 = 18 damage
Miss Chance, High Good: 1d100 ⇒ 67
Bite Attack, S: 1d20 + 29 ⇒ (17) + 29 = 46 for 3d6 + 9 ⇒ (4, 1, 3) + 9 = 17 damage
Miss Chance, High Good: 1d100 ⇒ 86
Ascaria and Mortimer are up!

GM Rat Sass |

Correction- Eidi still has 5 Images up... Missed the 1 on the Bite Attack...

Ascaria |

Round 4
HP = 68/99
Hero Points = 4
Equipped = Rod of Reach
Conditions = Magic Vestment (1/16h, +4 Ascaria, Mort, Sol), Status (1/16h, Eidi, Mort, Sol), Wind Walk (1/16h, all), Brightest Light (1/16h), Air Walk (10/40m, all), Heroism (1/30m), Blessings of Fervor (4/16r, all), Burst of Glory (4/16r, all), Particulate Form (2/16r, all)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (3/12)(10/10) (DC: 27)(Avoid 9, 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, 6th lvl)
Rod of Reach Spell (3/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (1/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (0/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 16, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (5/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (6/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (5/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (5/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (4/6) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (3/4) Cure Critical Wounds Mass, Create Demiplane, Mass Heal
* Caster Level +2
- - -
Ascaria heals the injured, a little, as the bruising on his body grows* even as a little is healed again (fast healing 3).
He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.
Ascaria 5’ steps out of flank, at least temporarily, ”I suggest we gather together friends, make your way to the center so we can all join hands in time.” He’s not sure how that’s gonna work, if at all, but he’s willing to try - and at least he won’t have so far to reach to heal everyone if it doesn’t work.
In the meantime, the gargoyles are most annoying, and he’s pretty sure they at least are evil. He casts Holy Word Will DC 26, still clueless about affecting Eidi with the spell (as he’s always made his save). He hopes it will work on the big gorillas too, but he is less certain. He casts defensively, using his bracers to all but ensure success.
Concentration: 1d20 + 25 ⇒ (12) + 25 = 37 vs DC 29
Concentration: 1d20 + 25 ⇒ (9) + 25 = 34 vs DC 29
He then channels to heal the others in the group (hits everyone), careful to avoid the enemies as he 5’ steps to get in range of Mort and Sol.
Channel Energy (healing): 10d6 + 1 ⇒ (1, 4, 6, 4, 3, 6, 4, 1, 1, 2) + 1 = 33
Group effects
Air Walk Communal (everyone)
Blessing of Fervor (everyone)
Burst of Glory (+1 attacks & saves vs fear (sacred), +16 temp hp) (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); 17 temp hp) (everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Wind Walk (everyone)
* Eidi, Mort, and Sol each heal 5hp of damage which is transferred to Ascaria.

Mortimer Smith |

Round 5, Init 15
"OW!" yells Mortimer.
PerceptDC30: 1d20 + 25 ⇒ (10) + 25 = 35
BOF for +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
"I cannot teleport us away in this demiplane"
"No need," responds Mortimer, gritting his teeth at the Behemoth. "Just outside the gates would suffice!"
"Why don't you go fight that invisible bird and his sidekick efreeti?! They and Daryl just killed one of your own!" he bellows (albeit somewhat quietly for him) at the monstrosities before him. He strikes at the green one.
Stun
RPunchStrikingFireDisarm: 1d20 + 16 + 5 + 3 + 2 + 1 + 2 + 1 ⇒ (13) + 16 + 5 + 3 + 2 + 1 + 2 + 1 = 43 +Blessing, +Glory, +Imp Disarm?, Breakfast
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 + 1d6 ⇒ (7, 1) + 10 + 3 + (3) + (5) + (3) = 32 +Dragon, +Cold, +Acid, +Fire
RPunchStrikingFireDisarm: 1d20 + 16 + 5 + 3 + 2 + 1 + 2 + 1 ⇒ (7) + 16 + 5 + 3 + 2 + 1 + 2 + 1 = 37 +Blessing, +Glory, +Imp Disarm?, Breakfast
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 + 1d6 ⇒ (3, 8) + 10 + 3 + (1) + (2) + (6) = 33 +Dragon, +Cold, +Acid, +Fire
DC22 or be stunned for 1 round
RPunchStrikingFireDisarm: 1d20 + 11 + 5 + 3 + 2 + 1 + 2 + 1 ⇒ (11) + 11 + 5 + 3 + 2 + 1 + 2 + 1 = 36 +Blessing, +Glory, +Imp Disarm?, Breakfast
for Damage: 2d10 + 7 + 3 + 1d6 + 1d6 + 1d6 ⇒ (5, 3) + 7 + 3 + (4) + (1) + (3) = 26 +Dragon, +Cold, +Acid, +Fire
RPunchStrikingFireDisarm: 1d20 + 11 + 5 + 3 + 2 + 1 + 2 + 1 ⇒ (15) + 11 + 5 + 3 + 2 + 1 + 2 + 1 = 40 +Blessing, +Glory, +Imp Disarm?, Breakfast
for Damage: 2d10 + 7 + 3 + 1d6 + 1d6 + 1d6 ⇒ (5, 3) + 7 + 3 + (6) + (6) + (3) = 33 +Dragon, +Cold, +Acid, +Fire
RPunchStrikingFireDisarm: 1d20 + 6 + 5 + 3 + 2 + 1 + 2 + 1 ⇒ (16) + 6 + 5 + 3 + 2 + 1 + 2 + 1 = 36 +Blessing, +Glory, +Imp Disarm?, Breakfast
for Damage: 2d10 + 7 + 3 + 1d6 + 1d6 + 1d6 ⇒ (3, 5) + 7 + 3 + (6) + (4) + (4) = 32 +Dragon, +Cold, +Acid, +Fire
RPunchStrikingFireDisarm: 1d20 + 6 + 5 + 3 + 2 + 1 + 2 + 1 ⇒ (11) + 6 + 5 + 3 + 2 + 1 + 2 + 1 = 31 +Blessing, +Glory, +Imp Disarm?, Breakfast
for Damage: 2d10 + 7 + 3 + 1d6 + 1d6 + 1d6 ⇒ (4, 10) + 7 + 3 + (4) + (6) + (5) = 39 +Dragon, +Cold, +Acid, +Fire
RPunchStrikingFireDisarm: 1d20 + 1 + 5 + 3 + 2 + 1 + 2 + 1 ⇒ (1) + 1 + 5 + 3 + 2 + 1 + 2 + 1 = 16 +Blessing, +Glory, +Imp Disarm?, Breakfast
for Damage: 2d10 + 7 + 3 + 1d6 + 1d6 + 1d6 ⇒ (9, 8) + 7 + 3 + (5) + (2) + (2) = 36 +Dragon, +Cold, +Acid, +Fire
RPunchStrikingFireDisarm: 1d20 + 1 + 5 + 3 + 2 + 1 + 2 + 1 ⇒ (5) + 1 + 5 + 3 + 2 + 1 + 2 + 1 = 20 +Blessing, +Glory, +Imp Disarm?, Breakfast
for Damage: 2d10 + 7 + 3 + 1d6 + 1d6 + 1d6 ⇒ (4, 8) + 7 + 3 + (3) + (3) + (1) = 29 +Dragon, +Cold, +Acid, +Fire
AC: 35, FF: 22, Tch: 23 (+4 vs AoOs when moving)
HP = 82/132
Weapon Equipped = Unarmed with Acid Glove things and Amulet of Might Fists +3/Cold (x2 Str on 1st, x1.5 Str on rest (Dragon))
Condition(s) = Air Walk, BoF, WInd Walk, Feast
Damage: 2d10 (Monk’s robe)
Slots:
Martial Flexibility: 10 / 10
Shirt: 10 / 10
KO: 3 / 3
StunningFists: 13 / 16
ElementalFists: 13 / 16
Weapon Profficiency (Unarmed)
Stunning Assault
Lightning Sword Fly: 3/3
Saves:
Fort: +17 (Base +10, Con +2, Cloak +5)
Reflex: +19 (Base +10, Dex +4, Cloak +5)
Will: +14 (Base +5, Wis +4(headband), Cloak +5)