| Ascaria |
Ascaria hesitates.
"Hrm. Mort, I want to hunt down the other key before we go back to the frost giant Tor. That's why I want to go to the ground floor. If you want to go straight back to Tor, this is the wrong way."
"What do people want to do? Go confront Tor, or hunt for the other key? I'm fine with either option honestly, but I do have a spell to cast before we enter Tor's chamber again."
So far we have one vote for Tor and two votes (Ascaria and Sol) for either. So Eidi - where do you want to go? Vercinabex Tor or Ground Floor?
| Eidi |
Eidi ponders for a while "We need both, don't we? As we know where exactly Vercinabex is, it seems we should tackle first the chieftain, seize his key, then we can go talk with our frost giant friend"
The half-elf looks at the stairs going down "I guess that leads us to the ground floor, where the core of the giants is expected"
| Mortimer Smith |
"Oh, right. Yea. I guess I kinda figured we'd find them together, since the average fire giant seems no match for us. Lead away, but from between Sol and I."
| Ascaria |
HP = 117/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Hero’s Feast (12h, everyone + Gazzilfek), Magic Vestment (17h, Ascaria, Mort, Sol), Status (17h, Eidi, Mort, Sol, Gazzilfek), Wind Walk (17h, everyone + Gazzilfek), Brightest Light (17h), Air Walk (60m, everyone + Gazzilfek), Protection from Fire (30m, 120hp remaining), Protection from Cold (40m, 120hp remaining)
Life Link (17)(100’) = Eidi, Mort, Sol, Gazzilfek, Heroism (30m, +2)
Channel Energy (7/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Rod of Extend Spell (2/3, 6th lvl)
Light Mace of Reach (3/3, 6th lvl)(Dispel Magic, 17th 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 Armor (1/3 swift +10’ movement)
Spells (Caster Level 17, Concentration +27)
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): (5/9) 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): (4/8) 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, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (6/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (6/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -
"Ah, oh. I doubt the fire giant is with Tor, but it is possible I suppose."
Ascaria considers the two opposing points of view. In the end, he tosses a coin.
Mort/Eidi: 1d2 ⇒ 1
"Heads! OK Mort, let's visit Tor and see where we stand at least."
He heads back up to the third floor, and then down into the basement. If they're untroubled, he'll cast Protection from Energy Communal (30 minutes or 120hp of Cold damage, whichever comes first). He of course includes Gazzilfek.
He’ll pound on the door, and step back behind Mort and Sol, 5’ up off the ground though so he can see. At least a little.
Group effects
Air Walk Communal (everyone + Gazzilfek)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone + Gazzilfek)
Protection from Energy Communal (up to 120hp of Cold damage)(everyone + Gazzilfek)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone + Gazzilfek)
Wind Walk (everyone + Gazzilfek)
| Solrisa Iome Arabasti |
Solrisa wishes that Rae was here, because she loved being loud and pounding on things, like doors or Sol's toys. It was great fun for Rae, so Sol enjoyed it as well. She helps Ascaria pound on the door to make it extra loud to help.
She stands smiling and waiting for the door to open.
| GM Rat Sass |
Much obliged, busy week...
The Outcasts visualize the Citadel, and all its rabbit runs. With respectful debate and consideration, and a little gnome chance, the giant slayers return to the Third Floor, Staircase C, and the alternate descent that inevitably returns to the vicinity of Vercinabex.
Dungeon Level 1 greets you differently this time.
As you descend towards the bottom of this section of stairs, your eyes take in both Bram and Kagro standing at the ready, with Vercinabex's door wide open, though you don't see the frost giant just yet. The two fire giants look quite whole, on the whole.
The northern door is now open, and you can feel a breeze blowing into the Citadel from somewhere towards the rear of this previously unexplored room.
This chamber is rough-hewn from the rock. Every inch of the floor is covered with exotic-looking rugs, and silken hangings cover much of the walls. A bed of cushions is near one wall, and a low wooden table (by giant standards), silvery and cracked from age, rests near the opposite wall surrounded by sitting cushions. A large hookah stands in the center of the room. The far corner holds a crudely carved stone idol that depicts a visage that is half beast, half demon.
1d20 ⇒ 2
You almost miss it, but there also appears to be a Fine spider on the northernmost wall of the northern room.
The way they posture, both fire giants have been waiting for you to arrive, by the mundane way of stairs. They grip their weapons, but do not advance.
Ascaria: 1d20 + 2 ⇒ (14) + 2 = 16
Eidi: 1d20 + 1 ⇒ (7) + 1 = 8
Mortimer: 1d20 + 4 ⇒ (9) + 4 = 13
Solrisa: 1d20 + 4 ⇒ (6) + 4 = 10
???: 1d20 + 4 ⇒ (17) + 4 = 21
Bram: 1d20 + 5 ⇒ (1) + 5 = 6
Kagro: 1d20 + 6 ⇒ (10) + 6 = 16
As if your presence predicts it, a giant wall of spinning blades manifests between you and the fire giants.
That's definitely a Blade Barrier. Definitely.
Kagro almost moves forward, so coiled is he, but he refrains from immediate action, delaying to witness your initial efforts.
Initiative
????- 21
Ascaria- 16
Mortimer- 13
Solrisa- 10
Eidi- 8
Kagro- 7
Bram- 6
Gazzilfek- 5
The entirety of the Outcasts are up!! Roll20 Map has been updated.
Party Buffs
Heroes' Feast
Communal Protection against Fire and Ice
| Ascaria |
HP = 117/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Hero’s Feast (12h, everyone + Gazzilfek), Magic Vestment (17h, Ascaria, Mort, Sol), Status (17h, Eidi, Mort, Sol, Gazzilfek), Wind Walk (17h, everyone + Gazzilfek), Brightest Light (17h), Air Walk (60m, everyone + Gazzilfek), Protection from Fire (30m, 120hp remaining), Protection from Cold (40m, 120hp remaining)
Life Link (17)(100’) = Eidi, Mort, Sol, Gazzilfek, Heroism (30m, +2)
Channel Energy (7/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Rod of Extend Spell (2/3, 6th lvl)
Light Mace of Reach (3/3, 6th lvl)(Dispel Magic, 17th 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 Armor (1/3 swift +10’ movement)
Spells (Caster Level 17, Concentration +27)
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): (5/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (4/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (4/8) 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, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (6/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (6/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -
"Well done Mort! You were right! Saved some giant lives there, good!"
Ascaria auto-succeeds the spellcraft, steps up and tries to dispel the whirling blades.
Dispel Magic: 1d20 + 17 ⇒ (11) + 17 = 28 vs DC 11+CL
- - -
Group effects
Air Walk Communal (everyone + Gazzilfek)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone + Gazzilfek)
Protection from Energy Communal (up to 120hp of Cold damage)(everyone + Gazzilfek)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone + Gazzilfek)
Wind Walk (everyone + Gazzilfek)
| Eidi |
Perception: 1d20 + 27 + 2 ⇒ (7) + 27 + 2 = 36
Spellcraft: 1d20 + 29 + 2 ⇒ (11) + 29 + 2 = 42
"A blade barrier! Take care while crossing it, they have to cross it as well should they want to reach us" Eidi advises, but does not wait to see if Ascaria's dispel works or not, he moves to the side of the gnome and conjures a multicolored fan of prismatic rays that bathes the area.
Bram: 1d8 ⇒ 3 80 electricity damage Ref DC 25 for half
Kagro: 1d8 ⇒ 6 Insane, as insanity spell Will DC 25 negates
???? (if within the area): 1d8 ⇒ 4 Poison
| GM Rat Sass |
The gnome's magic dismisses the blade barrier! The half-elf's magic wreaks havoc among the fire giants!
Bram's Luck v DC 25: 1d20 + 13 ⇒ (11) + 13 = 24
The madman takes almost all of the electrical damage, though he does appear to shirk off a little of it. Resistance
Kagro's Luck v DC 25: 1d20 + 19 ⇒ (11) + 19 = 30
Kagro fares much better against the indigo ray of magic.
With the magical wielders of the Outcasts finished, it's up to the martials to see this battle truly get bloody...
Solrisa and Mortimer are up!
| Solrisa Iome Arabasti |
Round 1
With her old smite still smitin’, Solrisa moves up to attack Bram.
Power attack. One hand.
1d20 + 27 - 4 + 1 + 4 ⇒ (3) + 27 - 4 + 1 + 4 = 31 to hit; (-PA,+Feast)
1d10 + 9 + 8 + 1d6 + 3 + 21 ⇒ (8) + 9 + 8 + (6) + 3 + 21 = 55 magic w/electrical damage
AC= 38 normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)] + 6 vs. SmiteTarget
Touch: 10+1dex+5def+1dodge = 17 AC
HP= 144/144
Right hand = long sword
Left hand = shield
LoH 0/12 used (8d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (18/50 left) 8/2/2020
The Dragon Invoked 3/7 used (+4 to hit/AC,+21 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 17 minutes)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+27-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+22-4[/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
[ dice]1d20+12-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
Power attack. Two hand.
[ dice]1d20+27-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+23-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+18-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage.
[ dice]1d20+13-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage.
DOOMSLAYER BOW
Possibly the Order of the Storm’s deadliest achievement, the means of crafting these bows remained a closely guarded secret for millennia. Crafted from ordinary yew and trimmed with dragon bone, there is little about this nondescript bow that reveals its undeniable power. A +2 composite longbow (+5 Strength), this bow allows the wielder to find the weak spots in his enemy’s hide, allowing him to ignore any natural armor bonus (including any enhancement bonuses to that natural armor) for one attack three times per day. The wielder must declare that he is using this ability (a free action) before the attack roll is made. Strong divination; CL 16th; Craft Magic Arms and Armor, true strike;Price 50,900 gp; Weight 3 lb.
1d20 + 20 + 4 + 1 + 3 + 1 - 2 ⇒ (15) + 20 + 4 + 1 + 3 + 1 - 2 = 42 to hit; (smite, haste, DF, HF)
1d8 + 5 + 3 + 2d6 + 21 + 21 ⇒ (7) + 5 + 3 + (6, 5) + 21 + 21 = 68 damage (DF, smite, holy)
| Mortimer Smith |
Mortimer steps up and attempts to disarm The Really Nice Great Axe from Kargo.
Swift for Disarm, Improved and Greater Weapon Focus
ImpDisarm: 1d20 + 26 + 8 + 2 ⇒ (11) + 26 + 8 + 2 = 47
AC: 41 (39) (base 35),FF: 22, Tch: 23 (+4 vs AoOs when moving) (+4 Holy Aura), +2 BOF HP = (120vsFire) 150/157 +17 Burst of Glory, Ascaria (+5, Particulate Form (Fast Healing +3)
Weapon Equipped = Unarmed with Acid Glove things and Amulet of Might Fists +3/Holy (x2 Str on 1st, x1.5 Str on rest (Dragon))
Buffs(s) etc = Magic Vestment, Status, Life Link, Air Walk, Heroes’ Feast, Protection from Energy (80hp Acid)l, Protection from Energy (120hp Electrical), Protection from Energy (6/120hp Fire), Protection from Evil, Wind Walk, Lunge, Anticipate Dodge, Holy Aura
Damage: 2d10 (Monk’s robe)
Slots:
Martial Flexibility: 4 / 11
Shirt: 10 / 10
KO: 3 / 3
StunningFists: 10 / 17
ElementalFists: 9 / 17
Lightning Sword Fly: ⅔
Hero: 2/3
Saves:
Fort: +18 (Base +10, Con +2, Cloak +5)
Reflex: +20 (Base +10, Dex +4, Cloak +5)
Will: +16 (Base +5, Wis +4(headband), Cloak +5, Iron Will)
| GM Rat Sass |
Ascaria pulls the blade barrier down post-haste, while Eidi confronts the two powerful fire giants with profound magic of his own. Mortimer covers the distance to Kagro and politely divests the commander of his main weapon, but not before Kagro gets to use it on him opportunistically.
Really Nice Greataxe: 1d20 + 30 ⇒ (11) + 30 = 41 for 3d6 + 28 ⇒ (4, 4, 1) + 28 = 37 magical slashing damage
Solrisa connects mightily with Bram's midriff, the gash producing a fire giant's fount of blood to coat the floor at his feet, but not before Bram gets to welcome the maiden into conflict.
Very Nice Flaming Battleaxe: 1d20 + 27 ⇒ (13) + 27 = 40 for 2d6 + 24 + 1d6 ⇒ (6, 6) + 24 + (1) = 37 magical slashing damage, including Fire
Gazzilfek steps up behind the Outcasters, and begins his throat chanting, inspiring the Outcasts to greater feats!
Kagro looks down upon Mortimer, now holding his very nice, very large axe. "Cockroach. Alakora, see to these vermin." The Commander descends the stairs, almost casually, and drinks a potion on his way down. His form flickers for a moment.
He consumed a potion of Displacement.
Bram raises one of his axes. "Hold on a moment. Those blades make it difficult to get a lock on my prey." Bram looks to his midriff, then to Solrisa.
Very Nice Flaming Battleaxe: 1d20 + 27 ⇒ (1) + 27 = 28 for 2d6 + 24 + 1d6 ⇒ (2, 5) + 24 + (1) = 32 magical slashing damage, including Fire
Very Nice Flaming Battleaxe: 1d20 + 22 ⇒ (8) + 22 = 30 for 2d6 + 24 + 1d6 ⇒ (2, 2) + 24 + (6) = 34 magical slashing damage, including Fire
Very Nice Flaming Battleaxe: 1d20 + 17 ⇒ (16) + 17 = 33 for 2d6 + 24 + 1d6 ⇒ (5, 2) + 24 + (5) = 36 magical slashing damage, including Fire
Very Nice Flaming Battleaxe: 1d20 + 12 ⇒ (9) + 12 = 21 for 2d6 + 24 + 1d6 ⇒ (5, 1) + 24 + (6) = 36 magical slashing damage, including Fire
Very Nice Flaming Battleaxe: 1d20 + 27 ⇒ (16) + 27 = 43 for 2d6 + 24 + 1d6 ⇒ (4, 2) + 24 + (6) = 36 magical slashing damage, including Fire
Bram bellows in impotent rage, as his axes fail to cut Solrisa even once, so beloved is she by Apsu.
"Quiet down, Bram. And hold on, like he says, Alakora." Vercinabex shows himself in his bedroom doorway. "So, Kagro was right. You are treasonous little things, desperate, and vicious. You should have never infiltrated the Citadel."
The frost giant stabs a finger at those on the stairs still, and a painfully familiar trio of colorful rays reach you.
That's another Prismatic Spray, just like the one Eidi just leveled against the two fire giants.
An 1d8 ⇒ 6 Indigo Ray reaches Ascaria. Will Save DC 26, or become Insane
A 1d8 ⇒ 3 Yellow Ray reaches Eidi. Reflex Save DC 26 for half, or suffer the full 80 points of electricity damage.
A 1d8 ⇒ 4 Green Ray reaches Gazzilfek. Fortitude Save DC 26 or... death...
1d20 ⇒ 8
Gazzilfek stops singing. His eyes enlarge, then roll up to show the sickly whites, and the large spriggan topples backwards onto the stairs, dead.
"Alright, now, Alakora, if you please."
With the loud words uttered, another Blade Barrier appears, sheeting right through Mortimer and Solrisa. 15d6 ⇒ (6, 2, 4, 6, 3, 6, 2, 5, 1, 4, 6, 1, 3, 3, 5) = 57 slashing damage, Reflex Save DC 23 for half
Round 2
Vercinabex- 22
Alakora- 21
Ascaria- 16
Mortimer- 13 Reflex Save DC 23
Solrisa- 10 (-36hp, 1 fire) Reflex Save DC 23
Eidi- 8
Kagro- 7
Bram- 6 (-55hp)
Gazzilfek- 5 Dead
The entirety of the Outcasts are up!! Roll20 Map has been updated.
Party Buffs
Heroes' Feast
Communal Protection against Fire and Ice
| Solrisa Iome Arabasti |
Round 2
After taking a good lick, Solrisa attack Bram again.
Power attack. One hand.
1d20 + 27 - 4 + 1 + 4 ⇒ (19) + 27 - 4 + 1 + 4 = 47 to hit; (-PA,+Feast,+smite)
1d10 + 9 + 8 + 1d6 + 16 ⇒ (4) + 9 + 8 + (4) + 16 = 41 magic w/electrical damage
1d20 + 22 - 4 + 1 + 4 ⇒ (1) + 22 - 4 + 1 + 4 = 24 to hit; (-PA,+Feast,+smite)
1d10 + 9 + 8 + 1d6 + 16 ⇒ (8) + 9 + 8 + (2) + 16 = 43 magic w/electrical damage
1d20 + 17 - 4 + 1 + 4 ⇒ (17) + 17 - 4 + 1 + 4 = 35 to hit; (-PA,+Feast,+smite)
1d10 + 9 + 8 + 1d6 + 16 ⇒ (8) + 9 + 8 + (4) + 16 = 45 magic w/electrical damage
1d20 + 12 - 4 + 1 + 4 ⇒ (9) + 12 - 4 + 1 + 4 = 22 to hit; (-PA,+Feast,+smite)
1d10 + 9 + 8 + 1d6 + 16 ⇒ (6) + 9 + 8 + (3) + 16 = 42 magic w/electrical damage
Pot Crit: 1d20 + 27 - 4 + 1 + 4 ⇒ (12) + 27 - 4 + 1 + 4 = 40 to hit; (-PA,+Feast,+smite)
1d10 + 9 + 8 + 1d10 + 16 ⇒ (8) + 9 + 8 + (6) + 16 = 47 magic w/electrical damage
Edit for missed save:
1d20 + 13 ⇒ (4) + 13 = 17 Reflex (w/Evasion)
AC= 38 normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)] + 6 vs. SmiteTarget
Touch: 10+1dex+5def+1dodge = 17 AC
HP= 144/144
Right hand = long sword
Left hand = shield
LoH 0/12 used (8d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (18/50 left) 8/2/2020
The Dragon Invoked 3/7 used (+4 to hit/AC,+21 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 17 minutes)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+27-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+22-4[/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
[ dice]1d20+12-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
Power attack. Two hand.
[ dice]1d20+27-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+23-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+18-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage.
[ dice]1d20+13-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage.
DOOMSLAYER BOW
Possibly the Order of the Storm’s deadliest achievement, the means of crafting these bows remained a closely guarded secret for millennia. Crafted from ordinary yew and trimmed with dragon bone, there is little about this nondescript bow that reveals its undeniable power. A +2 composite longbow (+5 Strength), this bow allows the wielder to find the weak spots in his enemy’s hide, allowing him to ignore any natural armor bonus (including any enhancement bonuses to that natural armor) for one attack three times per day. The wielder must declare that he is using this ability (a free action) before the attack roll is made. Strong divination; CL 16th; Craft Magic Arms and Armor, true strike;Price 50,900 gp; Weight 3 lb.
1d20 + 20 + 4 + 1 + 3 + 1 - 2 ⇒ (18) + 20 + 4 + 1 + 3 + 1 - 2 = 45 to hit; (smite, haste, DF, HF)
1d8 + 5 + 3 + 2d6 + 21 + 21 ⇒ (4) + 5 + 3 + (3, 3) + 21 + 21 = 60 damage (DF, smite, holy)
| Eidi |
Spellcraft: 1d20 + 29 + 2 ⇒ (2) + 29 + 2 = 33
Spellcraft: 1d20 + 29 + 2 ⇒ (20) + 29 + 2 = 51
Ref+heroism DC 26: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
"Kagro's potion gave him displacement, and those colors... ouch!" the half-elf suffers under the electrical ray.
Eidi puts his staff on his back around the belt, snaps his fingers, and a nice marvelous rod materializes at his right hand, out of the storing glove "I am sorry, but our mission is too important. You could have just let us check the Vault"
Moving the rod he casts a quickened haste on the party then, with another magical movement, more intricate "You have not been nice, not friendly, not cooperative, not nice" he points to Vercinabex with his ring finger "Die!" and strikes him with a finger of death.
Finger of death damage: 170 = 170
Damage instead if passing Fort DC 25: 3d6 + 17 ⇒ (1, 6, 3) + 17 = 27
HP 142+0 (discounted the 9 temp hp)/173 AC 23 TAC 17
see invisibility (permanent)
hero's feast
mage armor
heroism 4 h
haste (+1 AC included)
quick rod: 2/3
| Mortimer Smith |
FortSaveDC24vsParalysis: 1d20 + 18 ⇒ (13) + 18 = 31 AoO on The Very Nice Greataxe
ReflexSaveDC23vsBladeBarrier: 1d20 + 20 ⇒ (2) + 20 = 22
Mortimer steps to the side to avoid the second blade barrier.
"Sol! Flank!
He drops the Greataxe and pummels Bram.
Dragon: 1d20 + 26 ⇒ (14) + 26 = 40 Feast
For Damage: 2d10 + 3 + 2d6 + 12 + 1d6 + 4d6 ⇒ (8, 3) + 3 + (4, 5) + 12 + (3) + (5, 6, 3, 5) = 57 +Holy, Dragon, Acid,MofFW (Ice)
Dragon: 1d20 + 26 ⇒ (19) + 26 = 45 Feast
For Damage: 2d10 + 3 + 2d6 + 12 + 1d6 ⇒ (8, 10) + 3 + (1, 4) + 12 + (4) = 42 +Holy, Dragon, Acid)
Dragon: 1d20 + 26 ⇒ (5) + 26 = 31 Feast
For Damage: 2d10 + 3 + 2d6 + 12 + 1d6 ⇒ (10, 10) + 3 + (5, 3) + 12 + (1) = 44 +Holy, Dragon, Acid
Dragon: 1d20 + 26 ⇒ (3) + 26 = 29 Feast
For Damage: 2d10 + 3 + 2d6 + 12 + 1d6 ⇒ (5, 4) + 3 + (2, 1) + 12 + (4) = 31 +Holy, Dragon, Acid
Dragon: 1d20 + 26 ⇒ (2) + 26 = 28 Feast
For Damage: 2d10 + 3 + 2d6 + 12 + 1d6 ⇒ (5, 5) + 3 + (5, 3) + 12 + (4) = 37 +Holy, Dragon, Acid
Dragon: 1d20 + 26 ⇒ (11) + 26 = 37 Feast
For Damage: 2d10 + 3 + 2d6 + 12 + 1d6 ⇒ (4, 2) + 3 + (2, 1) + 12 + (1) = 25 +Holy, Dragon, Acid
Dragon: 1d20 + 26 ⇒ (10) + 26 = 36 Feast
For Damage: 2d10 + 3 + 2d6 + 12 + 1d6 ⇒ (8, 9) + 3 + (3, 6) + 12 + (4) = 45 +Holy, Dragon, Acid
Dragon: 1d20 + 26 ⇒ (15) + 26 = 41 Feast
For Damage: 2d10 + 3 + 2d6 + 12 + 1d6 ⇒ (1, 4) + 3 + (2, 4) + 12 + (4) = 30 +Holy, Dragon, Acid
CritConf?: 1d20 + 26 ⇒ (8) + 26 = 34 Feast
For Damage: 2d10 + 3 + 2d6 + 12 + 1d6 ⇒ (2, 10) + 3 + (1, 1) + 12 + (3) = 32 +Holy, Dragon, Acid
"Eidi! Who/what is Alakora?!
AC: 41 (39) (base 35),FF: 22, Tch: 23 (+4 vs AoOs when moving) (+4 Holy Aura), +2 BOF HP = (120vsFire) 100/157 +17 Burst of Glory, Ascaria (+5, Particulate Form (Fast Healing +3)
Weapon Equipped = Unarmed with Acid Glove things and Amulet of Might Fists +3/Holy (x2 Str on 1st, x1.5 Str on rest (Dragon))
Buffs(s) etc = Magic Vestment, Status, Life Link, Air Walk, Heroes’ Feast, Protection from Energy (80hp Acid)l, Protection from Energy (120hp Electrical), Protection from Energy (6/120hp Fire), Protection from Evil, Wind Walk, Lunge, Anticipate Dodge, Holy Aura
Damage: 2d10 (Monk’s robe)
Slots:
Martial Flexibility: 5 / 11
Shirt: 10 / 10
KO: 3 / 3
StunningFists: 10 / 17
ElementalFists: 9 / 17
Lightning Sword Fly: ⅔
Hero: 2/3
Saves:
Fort: +18 (Base +10, Con +2, Cloak +5)
Reflex: +20 (Base +10, Dex +4, Cloak +5)
Will: +16 (Base +5, Wis +4(headband), Cloak +5, Iron Will)
| Ascaria |
| 1 person marked this as a favorite. |
HP = 122/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Hero’s Feast (12h, everyone + Gazzilfek), Magic Vestment (17h, Ascaria, Mort, Sol), Status (17h, Eidi, Mort, Sol, Gazzilfek), Wind Walk (17h, everyone + Gazzilfek), Brightest Light (17h), Air Walk (60m, everyone + Gazzilfek), Protection from Fire (30m, 120hp remaining), Protection from Cold (40m, 120hp remaining)
Life Link (17)(100’) = Eidi, Mort, Sol, Gazzilfek, Heroism (30m, +2)
Channel Energy (5/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Rod of Extend Spell (2/3, 6th lvl)
Light Mace of Reach (3/3, 6th lvl)(Dispel Magic, 17th 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 Armor (1/3 swift +10’ movement)
Spells (Caster Level 17, Concentration +27)
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): (5/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (4/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (4/8) 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, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (6/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (6/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -
Eidi, Sol, and Mort each heal 5hp of damage which is transferred to Ascaria.
I auto succeed both spell crafts. Also, I don’t think it matters with that roll, but Gazzilfek had a +4 poison save from breakfast.
The ray hits Ascaria square in the noggin. He crosses his fingers and prays to Cayden.
Will: 1d20 + 16 ⇒ (12) + 16 = 28 vs DC 26 and resist the influence of the spell!
Ascaria keeps his wits about him, but is angry, ”Why’d you have to kill Gazzilfek? You monster! I’m going to sell your axe for his resurrection!”
Ascaria again tries to dispel the freshly whirling blades.
Dispel Magic: 1d20 + 17 ⇒ (14) + 17 = 31 vs DC 11+CL
As a move action then, he’ll do a little healing. He may be magically protected from fire (I would be if I were him), but he’s the only target around, so the frost giant is affected.
Channel Energy (healing): 11d6 + 1 ⇒ (3, 1, 6, 2, 2, 6, 5, 6, 5, 2, 3) + 1 = 42 (Frost giant takes the total -1 as fire damage, and is dazzled (-1 attacks) 1r (Will DC 28 for half and no dazzle))
Group effects
Air Walk Communal (everyone + Gazzilfek)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone + Gazzilfek)
Protection from Energy Communal (up to 120hp of Cold damage)(everyone + Gazzilfek)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone + Gazzilfek)
Wind Walk (everyone + Gazzilfek)
| Mortimer Smith |
| 1 person marked this as a favorite. |
Sorry, bad cut/paste. Hits should be +26,+26,+21,+21,+16,+16 and +11,+11
| GM Rat Sass |
| 1 person marked this as a favorite. |
1d4 + 6 ⇒ (3) + 6 = 9
Mortimer repositions, obvious in his intent, slipping from Bram's full attention, and proceeds to level a serious barrage of blows, while avoiding many of the blade barrier's. Solrisa contributes savagely to Bram's imminent demise, disregarding the danger brought against her in the form of the deadly wall of weapons.
Eidi engages Vercinabex in a magnificent exchange of powerful offensive magics, evading a good dose of the electricity, while hastening the Outcasts to quicken their victory in the halls of the Citadel's dungeon.
The elder half-elf realizes only after he's cast the death magic that Vercinabex is prepared for such an attack. The black ray of necromantic magic crosses the room, winds around the frost giant's head, and arcs back against Eidi!!
The frost giant is protected by Spell Turning, now 7 levels lessened.
Eidi, please make a Fortitude Save DC 25...
Ascaria pulls the blade barrier down like it was a wall of cobwebs, for the second time in so many rounds. A constant trickle of healing magic reaches the injured Outcasts, though it matters little to the dead spriggan lying on the stairs...
The gnome's next wave of healing energy does target Vercinabex for its very harmful fiery effects against frost giants. At least unprepared ones. In this case, it appears that this Citadel frost giant plans ahead...
Protection from Energy(Fire) up and running, and now lessened.
Will Save DC 28: 1d20 + 15 ⇒ (11) + 15 = 26
Kagro continues to descend the dungeon stairs, and is lost to sight.
Bram seethes, turning his next flurry of slashes on Mortimer, who now appears completely unscathed.
Very Nice Flaming Battleaxe: 1d20 + 27 ⇒ (4) + 27 = 31 for 2d6 + 24 + 1d6 ⇒ (5, 3) + 24 + (4) = 36 magical, slashing damage, including Fire
Very Nice Flaming Battleaxe: 1d20 + 22 ⇒ (4) + 22 = 26 for 2d6 + 24 + 1d6 ⇒ (4, 1) + 24 + (5) = 34 magical, slashing damage, including Fire
Very Nice Flaming Battleaxe: 1d20 + 17 ⇒ (15) + 17 = 32 for 2d6 + 24 + 1d6 ⇒ (2, 1) + 24 + (2) = 29 magical, slashing damage, including Fire
Very Nice Flaming Battleaxe: 1d20 + 12 ⇒ (2) + 12 = 14 for 2d6 + 24 + 1d6 ⇒ (5, 6) + 24 + (6) = 41 magical, slashing damage, including Fire
Very Nice Flaming Battleaxe: 1d20 + 27 ⇒ (15) + 27 = 42 for 2d6 + 24 + 1d6 ⇒ (2, 2) + 24 + (5) = 33 magical, slashing damage, including Fire
He doesn't fare much better, nicking the giant of the Outcasts a single time.
Vercinabex furrows his brow, his gaze taking in the pair of nuisances by the stairs, and the ones on his doorstep. He chooses intimacy this time.
"I never really liked you, Bram."
Another prismatic ray bursts from the frost mage's doorway, striking several unfortunates.
A 1d8 ⇒ 5 Blue Ray reaches Mortimer. Fortitude Save DC 26, or turn to stone.
A 1d8 ⇒ 4 Green Ray reaches Bram. Fortitude Save DC 26, or... death...
Bram barely looks over his shoulder, spitting blood through the doorway with an accuracy he so desperately wanted against the little ones.
"Traito..."
Bram Fortitude Save v DC 26: 1d20 + 23 ⇒ (1) + 23 = 24
The Lieutenant's eyes roll up to whites, and Bram drops at the feet of Mortimer and Solrisa, a grim warning to the Outcasts to leave mighty Tor alone...
A 1d8 ⇒ 7 Violet Ray reaches Solrisa. Will Save DC 26 to remain on this plane...
A 1d8 ⇒ 3 Yellow Ray reaches Ascaria. Reflex Save DC 26 for half, or suffer the full 80 points of electricity damage.
"Do your job, Alakora." Vercinabex Tor steps back and closes the door to his quarters.
Something waits, observes what devastation a frost giant's recent casting has caused among the intruders...
Round 3
Vercinabex- 22 (42/120 PfF, Dazzled)
Alakora- 21
Mortimer- 13 (-28hp, 5 fire) Fort Save DC 26
Solrisa- 10 (-46hp, 1 fire) Will Save DC 26
Eidi- 8 (-35hp electrical, Fort Save DC 25)
Ascaria- 8- Reflex Save DC 26
Kagro- 7
Bram- 6 Dead
Gazzilfek- 5 Dead
The entirety of the Outcasts are up!! Roll20 Map has been updated.
Party Buffs
Heroes' Feast
Communal Protection against Fire and Ice
Haste-
| Solrisa Iome Arabasti |
| 1 person marked this as a favorite. |
1d20 + 15 + 1 ⇒ (13) + 15 + 1 = 29 Will vs. forced vacation.
Solrisa decides to stay rather than go visit her betrothed in person, while she frowns at the now stoned target of her smite. She decides that smashing the statue can wait, and double moves to follow the foes.
| Ascaria |
HP = 103/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Hero’s Feast (12h, everyone + Gazzilfek), Magic Vestment (17h, Ascaria, Mort, Sol), Status (17h, Eidi, Mort, Sol, Gazzilfek), Wind Walk (17h, everyone + Gazzilfek), Brightest Light (17h), Air Walk (60m, everyone + Gazzilfek), Protection from Fire (30m, 120hp remaining), Protection from Cold (40m, 120hp remaining)
Life Link (17)(100’) = Eidi, Mort, Sol, Gazzilfek, Heroism (30m, +2)
Channel Energy (5/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Rod of Extend Spell (2/3, 6th lvl)
Light Mace of Reach (3/3, 6th lvl)(Dispel Magic, 17th 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 Armor (1/3 swift +10’ movement)
Spells (Caster Level 17, Concentration +27)
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): (5/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (4/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (4/8) 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, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (6/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (6/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -
Eidi, Sol, and Mort each heal 5hp of damage which is transferred to Ascaria.
Reflex: 1d20 + 12 ⇒ (18) + 12 = 30 vs DC 26 for 40hp damage
Much to heal himself, Ascaria channels again, but he’s more worried about Mort’s p
Channel Energy (healing): 11d6 + 1 ⇒ (4, 3, 2, 3, 1, 3, 3, 2, 5, 3, 6) + 1 = 36 (someone? takes the total -1 as fire damage, and is dazzled (-1 attacks) 1r (Will DC 28 for half and no dazzle))
Group effects
Air Walk Communal (everyone + Gazzilfek)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone + Gazzilfek)
Protection from Energy Communal (up to 120hp of Cold damage)(everyone + Gazzilfek)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone + Gazzilfek)
Wind Walk (everyone + Gazzilfek)
| Eidi |
| 2 people marked this as a favorite. |
K. arcana DC 27: 1d20 + 28 + 2 ⇒ (18) + 28 + 2 = 48
Fort+HR+reincarnated DC 25: 1d20 + 16 + 2 + 2 ⇒ (5) + 16 + 2 + 2 = 25 I think I pass, but I have Improved Fortitude for a reroll just in case I made something wrong
Eidi is taken by surprise by his own spell force taking on him. Those who have seen death before do not concede to it as easily, for the crude judgement of your own deeds is not something you want to experiment a second time.
The half-elf clenches his teeth. And survives. For now.
K. arcana DC 27: 1d20 + 28 + 2 ⇒ (16) + 28 + 2 = 46
"He is protected from fire" exclaims Eidi between his teeth, pointing at the frost giant wizard.
"Alakora?" the elder echoes, thinking...
K. nobility/history: 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36
He does follow, hastened, Solrisa into the stairs, and says words of magic to protect himself with mirror images.
Images: 1d4 + 5 ⇒ (3) + 5 = 8
Ascaria's life transfer and healing leaves Eidi in good condition, though the life keeps siphoning a bit more.
see invisibility (permanent)
hero's feast
mage armor
mirror image (8) 17 min
heroism 4 h
haste (+1 AC included)
quick rod: 2/3
| Mortimer Smith |
FortDC26: 1d20 + 18 ⇒ (10) + 18 = 28
What just happened?! Why is Sol looking to smash me?
"HEY!" he yells as Tor shuts the door. "Get back here and give me that axe!"
"What about you, Alakora?" He yells into thin air. "I guess you had better hope that he likes you! Maybe you should get him first!"
He follows down the stairs with the others to find Kargo.
AC: 41 (39) (base 35),FF: 22, Tch: 23 (+4 vs AoOs when moving) (+4 Holy Aura), +2 BOF HP = (115vsFire) 157/157 +17 Burst of Glory, Ascaria (+5, Particulate Form (Fast Healing +3)
Weapon Equipped = Unarmed with Acid Glove things and Amulet of Might Fists +3/Holy (x2 Str on 1st, x1.5 Str on rest (Dragon))
Buffs(s) etc = Magic Vestment, Status, Life Link, Air Walk, Heroes’ Feast, Protection from Energy (80hp Acid)l, Protection from Energy (120hp Electrical), Protection from Energy (6/120hp Fire), Protection from Evil, Wind Walk, Lunge, Anticipate Dodge, Holy Aura
Damage: 2d10 (Monk’s robe)
Slots:
Martial Flexibility: 5 / 11
Shirt: 10 / 10
KO: 3 / 3
StunningFists: 10 / 17
ElementalFists: 9 / 17
Lightning Sword Fly: ⅔
Hero: 2/3
Saves:
Fort: +18 (Base +10, Con +2, Cloak +5)
Reflex: +20 (Base +10, Dex +4, Cloak +5)
Will: +16 (Base +5, Wis +4(headband), Cloak +5, Iron Will)
| GM Rat Sass |
Mortimer resists turning to stone, before turning a stony demeanor on Vercinabex Door Closer. Solrisa remains mainly on the plane.
Eidi sees his very colorful life pass before his eyes, before regaining himself, and gaining a myriad of images for protection.
You have enjoyed meeting many people, of many races and species. This name swirls behind your eyes, trying to place it upon a face, but it never materializes. What does ring familiar is what kind of creature might use the structure of the name to allow material plane denizens to call it forth... most likely a demon. Nice roll ;)[ooc]
Ascaria does a laudable job mending the entirety of the Outcasts, though several are still sporting wounds of the day.
Your consummate magical abilities running concurrently, you often find yourself reminded of one of many threads only when it is tugged.
When your connection to Gazzilfek was severed abruptly by Vercinabex's Poison Ray, you... felt something. You might have predicted a low hum of awareness suddenly going silent, but there was a snap here. A difficult thing to manifest in words. As if an ancient musical instrument's bass string broke...
The Siege of the Citadel is taken to a new level. Literally. In pursuit of Kagro, the Outcasts descend to the Second Level of the Dungeons. From the stairs, you can see that the Commander of the Citadel has taken position behind the giant guardians.
They all three turn towards you, awaiting your arrival silently...
[ooc]Round 4
Vercinabex- 22 (42/120 PfF)
Alakora- 21
Mortimer- 13
Solrisa- 10 (-41hp, 1 fire)
Eidi- 8 (-21hp)
Ascaria- 8- (-4hp electrical, -15hp)
Guardians- 7+
Kagro- 7
Bram- 6 Dead
Gazzilfek- 5 Dead
The Outcasts are up!! Roll20 Map has been updated. You may start at any position on the stairs
Party Buffs
Heroes' Feast
Communal Protection against Fire and Ice
Haste
| Solrisa Iome Arabasti |
Round 4
Solrisa takes the briefest moment to heal herself. 8d6 ⇒ (3, 5, 6, 2, 5, 2, 5, 3) = 31 LoH
Realizing she can't get into position just yet, she moves up and waits for others to get into position.
AC= 38 normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)] + 6 vs. SmiteTarget
Touch: 10+1dex+5def+1dodge = 17 AC
HP= 144/144
Right hand = long sword
Left hand = shield
LoH 0/12 used (8d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (18/50 left) 8/2/2020
The Dragon Invoked 3/7 used (+4 to hit/AC,+21 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 17 minutes)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+27-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+22-4[/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
[ dice]1d20+12-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
Power attack. Two hand.
[ dice]1d20+27-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+23-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+18-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage.
[ dice]1d20+13-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage.
DOOMSLAYER BOW
Possibly the Order of the Storm’s deadliest achievement, the means of crafting these bows remained a closely guarded secret for millennia. Crafted from ordinary yew and trimmed with dragon bone, there is little about this nondescript bow that reveals its undeniable power. A +2 composite longbow (+5 Strength), this bow allows the wielder to find the weak spots in his enemy’s hide, allowing him to ignore any natural armor bonus (including any enhancement bonuses to that natural armor) for one attack three times per day. The wielder must declare that he is using this ability (a free action) before the attack roll is made. Strong divination; CL 16th; Craft Magic Arms and Armor, true strike;Price 50,900 gp; Weight 3 lb.
1d20 + 20 + 4 + 1 + 3 + 1 - 2 ⇒ (3) + 20 + 4 + 1 + 3 + 1 - 2 = 30 to hit; (smite, haste, DF, HF)
1d8 + 5 + 3 + 2d6 + 21 + 21 ⇒ (3) + 5 + 3 + (4, 6) + 21 + 21 = 63 damage (DF, smite, holy)
| Ascaria |
HP = 122/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Hero’s Feast (12h, everyone + Gazzilfek), Magic Vestment (17h, Ascaria, Mort, Sol), Status (17h, Eidi, Mort, Sol), Wind Walk (17h, everyone + Gazzilfek), Brightest Light (17h), Air Walk (60m, everyone + Gazzilfek), Protection from Fire (30m, 120hp remaining), Protection from Cold (40m, 120hp remaining), Heroism (30m, +2)
Life Link (17)(100’) = Eidi, Mort, Sol
Channel Energy (5/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Rod of Extend Spell (2/3, 6th lvl)
Light Mace of Reach (3/3, 6th lvl)(Dispel Magic, 17th 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 Armor (1/3 swift +10’ movement)
Spells (Caster Level 17, Concentration +27)
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): (5/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (3/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (4/8) 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, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (6/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (6/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -
Eidi and Sol each heal 5hp of damage which is transferred to Ascaria.
Ascaria wonders about his life link. Was it that which severed when Gazzilfek died? Or the Status? Both he expects. But which left the tug - and what does it mean? He cannot say, and has no time to figure it out. He descends the stairs, moving with all the haste he can muster, and he heals just himself this time, with a cure serious wounds.
CSW: 3d8 + 15 ⇒ (7, 5, 2) + 15 = 29
Group effects
Air Walk Communal (everyone + Gazzilfek)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone + Gazzilfek)
Protection from Energy Communal (up to 120hp of Cold damage)(everyone + Gazzilfek)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone + Gazzilfek)
Wind Walk (everyone + Gazzilfek)
| Eidi |
"Don't know the name, but it definitely sounds he is calling a demon" Eidi frowns "Maybe our chieftain is even more tainted by evil than we considered"
The elder descends a few more steps while gesturing magically, he creates a barred cage of force trying to surround and trap one of the giants in there.
Ref DC 25
The swings the quickening rod to touch Mortimer with displacement. The giant figure seems to outline just a palm from where he really is.
HP 166+0 (discounted the 9 temp hp)/173 AC 23 TAC 17
see invisibility (permanent)
hero's feast
mage armor
mirror image (8) 17 min
heroism 4 h
haste (+1 AC included)
quick rod: 1/3
| Mortimer Smith |
”Thanks Eidi!” Mortimer shouts as he positions himself in front of the giant not targeted for caging. Haste
Acro: 1d20 + 30 ⇒ (3) + 30 = 33
Dragon, Stunning Fist, Power Attack: 1d20 + 26 - 5 + 1 ⇒ (10) + 26 - 5 + 1 = 32 Feast, Haste
For Damage: 2d10 + 3 + 2d6 + 12 + 1d6 + 15 ⇒ (2, 4) + 3 + (6, 6) + 12 + (5) + 15 = 53 +Holy, Dragon, Acid
Fort DC 22 or be stunned for a round
| GM Rat Sass |
The Outcasts descend the stairs in two waves.
The First Wave is Healing, as Solrisa and Ascaria mend themselves and others before the mighty confrontation that awaits.
The Second Wave is Hostility, as Eidi attempts to cage a colossus, and buff Mortimer, who in turn attempts to stun a colossus of his own...
Reflex Save vs DC 25 Forcecage: 1d20 + 10 ⇒ (2) + 10 = 12
The quiet somber giant raises a hand, and finds it stopped by the half-elf's magical barrier! The creature's demeanor doesn't change at all.
Meanwhile, Mortimer finds out that the giant feels nothing for his stunning fist, easily absorbing damage from his holy, acidic punch, though it doesn't fully land. DR and a creature who doesn't understand Stun...
1d100 ⇒ 24
From the stairs above comes the sound of something larger than large. Its snuffles echo the staircase loudly, and those still on the stairs can start to smell something, too. And it is not Eidi's cookie jar.
"Oooooo, where are youuuuu? I'm promised something, and it's in your pockets... next to your nethers... and I'll have what's mine..."
Your minds are spoken to, without the need for vocal chords.
One ancient guardian remains where it is, while the other decides to respond to the Giant of the Outcasts. In its attack, a sudden reverberation fills the chamber, giving all those present a moment of doubt.
Everyone except Solrisa is prompted now to make a Will Save DC 25. Failure, and you are Panicked for 2d4 ⇒ (3, 2) = 5 rounds. Remember to include the Maiden's Boon of +4 morale bonus vs Fear.
The monstrosity moves over Mortimer. Then Solrisa. Then both Eidi and Ascaria!!
Witness the Guardian's Trample! Those interested in attacking this eldritch thing may do so, with a -4 to attack, opportunistically. Doing so will also net you 1d6 + 24 ⇒ (4) + 24 = 28 damage. If you decline to attack, you may make a Reflex Save DC 38 to take half damage.
Lastly, Kagro considers the board, testing Mortimer with a javelin toss.
Javelin: 1d20 + 25 ⇒ (17) + 25 = 42 for 1d8 + 12 ⇒ (6) + 12 = 18 magical piercing damage
Miss Chance, High Good: 1d100 ⇒ 90
Round 5
Vercinabex- 22 (42/120 PfF)
Alakora- 21
Welcome Guest- 21
Silent Giant 1- 16 (Caged)
Silent Giant 2- 15 (-43hp)
Kagro- 14 (Displacement)
Mortimer- 13 (-18hp) (Displacement) Will Save DC 25 -28hp??
Solrisa- 10 (-5hp, 1 fire) -28hp??
Eidi- 8 (-21hp) Will Save DC 25 -28hp??
Ascaria- 8- (-4hp electrical) Will Save DC 25 -28hp??
Bram- 6 Dead
Gazzilfek- 5 Dead
The Outcasts are up!! Roll20 Map has been updated.
Party Buffs
Heroes' Feast
Communal Protection against Fire and Ice
Haste
| Ascaria |
Hero’s Feast also gives a +1 will (untyped).
Will: 1d20 + 16 + 5 ⇒ (16) + 16 + 5 = 37 (hero’s feast, Sol) vs DC 25
For the AoO, Ascaria takes a swing rather than crit-fishing for the save, triggering the dispel magic stored in his mace if he hits.
Light Mace: 1d20 + 15 - 4 ⇒ (19) + 15 - 4 = 30
damage: 1d4 ⇒ 4 Dispel Magic on Hit: 1d20 + 17 ⇒ (12) + 17 = 29
Ascaria then delays his round after Eidi to see if he fails his save. He has a remove fear at the ready!
| Solrisa Iome Arabasti |
"Oh! Big doggie!" Solrisa says, declining to get out of the way and slicing instead.
Power attack. One hand.
1d20 + 27 - 4 + 1 ⇒ (19) + 27 - 4 + 1 = 43 to hit; (-PA,+Feast,+smite)
1d10 + 9 + 8 + 1d6 ⇒ (3) + 9 + 8 + (3) = 23 magic w/electrical damage
Pot crit.
1d20 + 27 - 4 + 1 ⇒ (14) + 27 - 4 + 1 = 38 to hit; (-PA,+Feast,+smite)
1d10 + 9 + 8 + 1d10 ⇒ (5) + 9 + 8 + (6) = 28 magic w/electrical damage
Round 5
Solrisa takes the briefest moment to heal herself. 8d6 ⇒ (6, 1, 1, 5, 6, 2, 2, 5) = 28 LoH
She looks at the giants ahead, and then back at the big doggie behind, thinking.
"I'll get the doggie, Mortie-poo! You get the giants! I'll be right back!" Solrisa says, spinning on her nice booties to face the unnamed horrible horror.
She moves and lunges out at the foe.
Power attack. One hand.
1d20 + 27 - 4 + 1 ⇒ (14) + 27 - 4 + 1 = 38 to hit; (-PA,+Feast,+smite)
1d10 + 9 + 8 + 1d6 ⇒ (4) + 9 + 8 + (1) = 22 magic w/electrical damage
AC= 38 normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)] + 6 vs. SmiteTarget
Touch: 10+1dex+5def+1dodge = 17 AC
HP= 144/144
Right hand = long sword
Left hand = shield
LoH 2/12 used (8d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (18/50 left) 8/2/2020
The Dragon Invoked 3/7 used (+4 to hit/AC,+21 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 17 minutes)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+27-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+22-4[/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
[ dice]1d20+12-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
Power attack. Two hand.
[ dice]1d20+27-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+23-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+18-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage.
[ dice]1d20+13-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage.
DOOMSLAYER BOW
Possibly the Order of the Storm’s deadliest achievement, the means of crafting these bows remained a closely guarded secret for millennia. Crafted from ordinary yew and trimmed with dragon bone, there is little about this nondescript bow that reveals its undeniable power. A +2 composite longbow (+5 Strength), this bow allows the wielder to find the weak spots in his enemy’s hide, allowing him to ignore any natural armor bonus (including any enhancement bonuses to that natural armor) for one attack three times per day. The wielder must declare that he is using this ability (a free action) before the attack roll is made. Strong divination; CL 16th; Craft Magic Arms and Armor, true strike;Price 50,900 gp; Weight 3 lb.
1d20 + 20 + 4 + 1 + 3 + 1 - 2 ⇒ (13) + 20 + 4 + 1 + 3 + 1 - 2 = 40 to hit; (smite, haste, DF, HF)
1d8 + 5 + 3 + 2d6 + 21 + 21 ⇒ (6) + 5 + 3 + (5, 6) + 21 + 21 = 67 damage (DF, smite, holy)
| Eidi |
Will DC 25: 1d20 + 21 + 2 + 2 + 1 ⇒ (9) + 21 + 2 + 2 + 1 = 35 +4 if Eidi was in Solrisa's aura
Ref DC 38: 1d20 + 9 + 2 + 1 ⇒ (17) + 9 + 2 + 1 = 29
Eidi is keeps the s%@$ in while the giant charges, but he is still too stunned to get away from him.
Ascaria's siphoning health slowly heals him up.
"Uh, oh, that voice, Alakora, you won't be as pleased to meet with our Sol" Eidi states on hearing the voice, while he steps away from the giant and tries to wave a spell.
Concentration DC 27: 1d20 + 25 ⇒ (14) + 25 = 39
"And, you, stop moving that fast" he completes a spell bestowing a major curse on the trampling giant.
Will DC 24 or waste 50% of the turns (permanent!)
HP 143+0/173 AC 23 TAC 17
see invisibility (permanent)
hero's feast
mage armor
mirror image (8) 17 min
heroism 4 h
haste (+1 AC included)
quick rod: 1/3
| Ascaria |
HP = 107/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Hero’s Feast (12h, everyone + Gazzilfek), Magic Vestment (17h, Ascaria, Mort, Sol), Status (17h, Eidi, Mort, Sol), Wind Walk (17h, everyone + Gazzilfek), Brightest Light (17h), Air Walk (60m, everyone + Gazzilfek), Protection from Fire (30m, 120hp remaining), Protection from Cold (40m, 120hp remaining), Heroism (30m, +2)
Life Link (17)(100’) = Eidi, Mort, Sol
Channel Energy (4/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Rod of Extend Spell (2/3, 6th lvl)
Light Mace of Reach (3/3, 6th lvl)(spell stored: none)
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 Armor (1/3 swift +10’ movement)
Spells (Caster Level 17, Concentration +27)
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): (5/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (3/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (4/8) 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, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (6/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (6/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -
Eidi, even if you were not in range, Heroes’ Feast provides a +4 vs fear (also morale so they don’t stack). So you’re covered either way!
Eidi, Mort, and Sol each heal 5hp of damage which is transferred to Ascaria.
Ascaria also heals the party from their injuries, a bit, with a channel. He targets the silent giant 2 for the fire damage.
Channel Energy (healing): 11d6 + 1 ⇒ (5, 3, 1, 2, 1, 4, 2, 4, 2, 4, 3) + 1 = 32 (silent giant 2 takes the total -1 as fire damage, and is dazzled (-1 attacks) 1r (Will DC 28 for half and no dazzle))
That’s all he does for now since the giant is so close. Oh! He does take a 5’ step northerly.
Group effects
Air Walk Communal (everyone + Gazzilfek)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone + Gazzilfek)
Protection from Energy Communal (up to 120hp of Cold damage)(everyone + Gazzilfek)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone + Gazzilfek)
Wind Walk (everyone + Gazzilfek)
| Mortimer Smith |
Mortimer doesn't bother trying to avoid the trample. Once the guardian is past, he takes a step and attacks the it again.
AoO
Dragon, Elemental Fist: 1d20 + 26 ⇒ (15) + 26 = 41 Feast
For Damage: 2d10 + 3 + 2d6 + 12 + 1d6 + 4d6 ⇒ (9, 5) + 3 + (5, 5) + 12 + (3) + (4, 6, 2, 5) = 59 +Holy, Dragon, Acid,MofFW (Fire)
The usual flurry.
Dragon, Elemental Fist: 1d20 + 26 ⇒ (4) + 26 = 30 Feast
For Damage: 2d10 + 3 + 2d6 + 12 + 1d6 + 4d6 ⇒ (3, 9) + 3 + (3, 1) + 12 + (4) + (2, 4, 1, 5) = 47 +Holy, Dragon, Acid, MofFW (Fire)
Dragon: 1d20 + 26 ⇒ (19) + 26 = 45 Feast
For Damage: 2d10 + 3 + 2d6 + 12 + 1d6 ⇒ (2, 10) + 3 + (3, 6) + 12 + (6) = 42 +Holy, Dragon, Acid)
Dragon: 1d20 + 21 ⇒ (10) + 21 = 31 Feast
For Damage: 2d10 + 3 + 2d6 + 9 + 1d6 ⇒ (9, 7) + 3 + (1, 6) + 9 + (4) = 39 +Holy, Dragon, Acid
Dragon: 1d20 + 21 ⇒ (9) + 21 = 30 Feast
For Damage: 2d10 + 3 + 2d6 + 9 + 1d6 ⇒ (4, 5) + 3 + (6, 6) + 9 + (4) = 37 +Holy, Dragon, Acid
Dragon: 1d20 + 16 ⇒ (14) + 16 = 30 Feast
For Damage: 2d10 + 3 + 2d6 + 9 + 1d6 ⇒ (10, 1) + 3 + (2, 3) + 9 + (1) = 29 +Holy, Dragon, Acid
Dragon: 1d20 + 16 ⇒ (14) + 16 = 30 Feast
For Damage: 2d10 + 3 + 2d6 + 9 + 1d6 ⇒ (10, 10) + 3 + (3, 6) + 9 + (5) = 46 +Holy, Dragon, Acid
Dragon: 1d20 + 11 ⇒ (4) + 11 = 15 Feast
For Damage: 2d10 + 3 + 2d6 + 9 + 1d6 ⇒ (3, 6) + 3 + (2, 4) + 9 + (5) = 32 +Holy, Dragon, Acid
Dragon: 1d20 + 11 ⇒ (9) + 11 = 20 Feast
For Damage: 2d10 + 3 + 2d6 + 9 + 1d6 ⇒ (7, 2) + 3 + (1, 5) + 9 + (2) = 29 +Holy, Dragon, Acid
Haste
Dragon: 1d20 + 26 + 1 + 1 ⇒ (15) + 26 + 1 + 1 = 43 Feast, Haste
For Damage: 2d10 + 3 + 2d6 + 12 + 1d6 + 1 ⇒ (8, 2) + 3 + (4, 2) + 12 + (1) + 1 = 33 Haste
ImprovedCritConf?: 1d20 + 26 ⇒ (16) + 26 = 42 Feast
For Damage: 2d10 + 3 + 2d6 + 12 + 1d6 ⇒ (6, 7) + 3 + (1, 1) + 12 + (5) = 35 +Holy, Dragon, Acid)
AC: 41 (39) (base 35),FF: 22, Tch: 23 (+4 vs AoOs when moving) (+4 Holy Aura), +2 BOF HP = (115vsFire) 129/157 +17 Burst of Glory, Ascaria (+5, Particulate Form (Fast Healing +3)
Weapon Equipped = Unarmed with Acid Glove things and Amulet of Might Fists +3/Holy (x2 Str on 1st, x1.5 Str on rest (Dragon))
Buffs(s) etc = Magic Vestment, Status, Life Link, Air Walk, Heroes’ Feast, Protection from Energy (80hp Acid)l, Protection from Energy (120hp Electrical), Protection from Energy (6/120hp Fire), Protection from Evil, Wind Walk, Lunge, Anticipate Dodge, Holy Aura
Damage: 2d10 (Monk’s robe)
Slots:
Martial Flexibility: 5 / 11
Shirt: 10 / 10
KO: 3 / 3
StunningFists: 9 / 17
ElementalFists: 8 / 17
Lightning Sword Fly: ⅔
Hero: 2/3
Saves:
Fort: +18 (Base +10, Con +2, Cloak +5)
Reflex: +20 (Base +10, Dex +4, Cloak +5)
Will: +16 (Base +5, Wis +4(headband), Cloak +5, Iron Will)
| Mortimer Smith |
| 1 person marked this as a favorite. |
One that second hit and Crit I believe Mort does 9 pts. of damage, not 12. He is not semi-automatic, just close.
| GM Rat Sass |
The Citadel shakes, as the quiet giant tramples, and the Outcasts respond.
Mortimer assaults the trampling behemoth, a creature incapable of dodging the large man's fists, but quite capable of ignoring the potency of the blows. The silent giant suffers from three of Mortimer's strikes, resisting the fiery component of his first punch. Immunity to Fire, also DR
The critical definitely confirms, but the d6s don't weave into the damage rolls.
Solrisa bounds up the stairs, preparing a proper welcome for the very large thing bounding down. She even lays eyes on it, taking in all its demonic splendor.
This adorable monstrosity is a Nalfeshnee, a chaotic evil outsider of Huge proportions.
You also learn that when Solrisa hits it, it doesn't have a particular Unholy Aura going, as demons like this are likely to have running all the time, implying that this creature isn't able to use Spells or Spell-like abilities.
1 question for every 5 above the 29
The creature's long arm greets the maiden before she's had the chance to introduce herself. Without her Apsu-dic might, the demon succeeds in a decently potent punch of its own.
Claw Attack AoO: 1d20 + 23 ⇒ (20) + 23 = 43 for
2d6 + 11 ⇒ (3, 3) + 11 = 17 slashing damage
Confirm Critical?: 1d20 + 23 ⇒ (15) + 23 = 38 for
2d6 + 11 ⇒ (1, 6) + 11 = 18 slashing damage
Her own strike is almost completely potent, though her electrical damage fails to bite. Immune to Electricity
Eidi tries to avoid the oceanic might of the silent giant, getting rolled under its trampling wave, before lashing out with ancient might of his own.
Will Save v DC 24: 1d20 + 19 ⇒ (11) + 19 = 30
The gargantuan guardian resists the half-elf's curse!
Ascaria remains undaunted on the battlefield, missing the mountain, and healing most of his comrades' injuries, though he himself does show signs of injury, however small.
"Uh, oh, that voice, Alakora, you won't be as pleased to meet with our Sol..."
When the wizened half-elf speaks to the halls and stairs of the Dungeon, two voices answer.
The very large boar-head demon bellows out loud this time, his voice recognizable as the voice between your ears earlier, in your minds. "Ah, so succulent, so lively!! This one wants to see me from the inside!! Almost, pretty! Keep hacking, and maybe I'll tie you in my intestine!! Bwah haha!!"
It has no need to move, so far is its reach. As it claws and bites at Solrisa, it begins to glow with a wriggling light about its body.
Bite Attack v Solrisa: 1d20 + 23 ⇒ (18) + 23 = 41 for
3d8 + 11 ⇒ (7, 4, 6) + 11 = 28 toothy damage
Claw Attack v Solrisa: 1d20 + 23 ⇒ (8) + 23 = 31 for
2d6 + 11 ⇒ (2, 3) + 11 = 16 swipy damage
Claw Attack v Solrisa: 1d20 + 23 ⇒ (20) + 23 = 43 for
2d6 + 11 ⇒ (2, 6) + 11 = 19 swipy damage
Confirm Critical?: 1d20 + 23 ⇒ (17) + 23 = 40 for
2d6 + 11 ⇒ (2, 1) + 11 = 14 swipy damage
"Oooo, maybe we'll see yours first!! We can tie them in a bow!! We can tie them together!! I'll never let you go!!"
The second voice reaches you all, but this voice is new. Feminine.
"Ooooo, you think I would challenge immediately? When your gnome is healing every little bleed? No, let's wear you down a little. Let's hear you complain about how your wells are running dry. Surely you're getting there. Only then shall I show my face. Until then, feel the blood in your loins stir. Anticipate my arrival."
The caged giant begins to slam against the bars of Eidi's force prison.
Bludgeoning Damage: 2d6 + 21 ⇒ (1, 2) + 21 = 24
Bludgeoning Damage: 2d6 + 21 ⇒ (6, 4) + 21 = 31 The ForceCage has taken its first damage!! Oh, this guardian will be out in no time...
The unfettered guardian reaches down to attack Eidi, perhaps aware of the half-elf's recent attempt to curse it permanently...
Slam Attack v Eidi: 1d20 + 22 ⇒ (18) + 22 = 40 for
2d6 + 21 ⇒ (5, 1) + 21 = 27 bludgeoning damage
Strength Damage: 1d6 ⇒ 3
Slam Attack v Eidi: 1d20 + 22 ⇒ (5) + 22 = 27 for
2d6 + 21 ⇒ (3, 6) + 21 = 30 bludgeoning damage
Strength Damage: 1d6 ⇒ 2
The guardian pulls life essence from Eidi, the pulse of negative energy transferring the half-elf's strength into healing for itself...
Kagro moves forward, attempting to neutralize Mortimer and his many attacks.
Grapple v Mortimer: 1d20 + 37 ⇒ (12) + 37 = 49
Miss Chance, High Good: 1d100 ⇒ 67
"There you are. Let's see if I can squeeze the life out of you, or let the Raam do it for me..."
Round 6
Vercinabex- 22 (42/120 PfF)
Alakora- 21
Welcome Guest- 21 (-22hp)
Raam 1- 16 (Caged)
Raam 2- 15 (-137hp)
Kagro- 14 (Displacement, Grappled)
Mortimer- 13 (-18hp) (Displacement, Grappled)
Solrisa- 10 (-61hp, 1 fire)
Eidi- 8 (-73hp, -5 Strength Damage)
Ascaria- 8- (-11hp, -4hp electrical)
Bram- 6 Dead
Gazzilfek- 5 Dead
The Outcasts are up!! Roll20 Map has been updated.
Party Buffs
Heroes' Feast
Communal Protection against Fire and Ice
Haste
| Mortimer Smith |
FireDamage: 1d6 + 10 ⇒ (5) + 10 = 15 Shirt of Immolation
Actually, I dont think Mort is grappled!
| GM Rat Sass |
Ah, that's a nice Grapple CMD! I referred to your profile, and found a CMD Grapple of 45 When you get a chance, I'd be grateful for the update :)
| Solrisa Iome Arabasti |
Round 6
Solrisa sets her sword to smite, and rails into the big doggie with the swipy claws.
Power attack. One hand.
1d20 + 27 - 4 + 4 + 1 ⇒ (10) + 27 - 4 + 4 + 1 = 38 to hit; (-PA,+Feast,+smite)
1d10 + 9 + 21 + 21 ⇒ (4) + 9 + 21 + 21 = 55 smite & magic
1d20 + 22 - 4 + 1 + 4 ⇒ (7) + 22 - 4 + 1 + 4 = 30 to hit; (-PA,+Feast,+smite)
1d10 + 9 + 21 ⇒ (4) + 9 + 21 = 34 smite & magic
1d20 + 17 - 4 + 1 + 4 ⇒ (7) + 17 - 4 + 1 + 4 = 25 to hit; (-PA,+Feast,+smite)
1d10 + 9 + 21 ⇒ (4) + 9 + 21 = 34 smite & magic
1d20 + 12 - 4 + 1 + 4 ⇒ (5) + 12 - 4 + 1 + 4 = 18 to hit; (-PA,+Feast,+smite)
1d10 + 9 + 21 ⇒ (5) + 9 + 21 = 35 smite & magic
Haste attack:
1d20 + 27 - 4 + 4 + 1 ⇒ (10) + 27 - 4 + 4 + 1 = 38 to hit; (-PA,+Feast,+smite)
1d10 + 9 + 21 ⇒ (10) + 9 + 21 = 40 magic
AC= 38 normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)] + 6 vs. SmiteTarget
Touch: 10+1dex+5def+1dodge = 17 AC
HP= 144/144
Right hand = long sword
Left hand = shield
LoH 2/12 used (8d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (18/50 left) 8/2/2020
The Dragon Invoked 3/7 used (+4 to hit/AC,+21 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 17 minutes)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+27-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+22-4[/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
[ dice]1d20+12-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
Power attack. Two hand.
[ dice]1d20+27-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+23-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+18-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage.
[ dice]1d20+13-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage.
DOOMSLAYER BOW
Possibly the Order of the Storm’s deadliest achievement, the means of crafting these bows remained a closely guarded secret for millennia. Crafted from ordinary yew and trimmed with dragon bone, there is little about this nondescript bow that reveals its undeniable power. A +2 composite longbow (+5 Strength), this bow allows the wielder to find the weak spots in his enemy’s hide, allowing him to ignore any natural armor bonus (including any enhancement bonuses to that natural armor) for one attack three times per day. The wielder must declare that he is using this ability (a free action) before the attack roll is made. Strong divination; CL 16th; Craft Magic Arms and Armor, true strike;Price 50,900 gp; Weight 3 lb.
1d20 + 20 + 4 + 1 + 3 + 1 - 2 ⇒ (17) + 20 + 4 + 1 + 3 + 1 - 2 = 44 to hit; (smite, haste, DF, HF)
1d8 + 5 + 3 + 2d6 + 21 + 21 ⇒ (8) + 5 + 3 + (4, 2) + 21 + 21 = 64 damage (DF, smite, holy)
| Eidi |
Fortunately, Eidi has images that might confuse the giant trying to pull his whole life out of him.
Images 8: 1d9 ⇒ 3
Images 7: 1d8 ⇒ 5
Some old wounds heal, siphoned to Ascaria.
K. planes+HR DC 29: 1d20 + 28 + 2 ⇒ (13) + 28 + 2 = 43 special defenses, special attacks
"This demon should have an unholy aura, but does not seem to, its magical powers must be restricted by something, possibly the fortress own powerful magics!" the half-elf shouts out for the others to know, along any worthy information to fight it.
Concentration DC 23: 1d20 + 25 ⇒ (19) + 25 = 44
Eidi steps next to Mortimer and waves a spell to free him from the grapple "This should make you as difficult to catch as the very same water my friend!"
Freedom of movement, 170 min
HP 148+0/173 AC 23 TAC 17
see invisibility (permanent)
hero's feast
mage armor
mirror image (6) 17 min
heroism 4 h
haste (+1 AC included)
freedom of movement (Mortimer), 170 min
quick rod: 1/3
| Mortimer Smith |
Ooh, nice! Smells like a new carriage! ”Thank you Eidi!”
Mortimer backfists the mosquito on his back.
Dragon, Elemental Fist, KnockOut (Kargo): 1d20 + 26 + 1 + 1 ⇒ (19) + 26 + 1 + 1 = 47 Feast, Haste
For Damage: 2d10 + 3 + 2d6 + 12 + 1d6 + 4d6 ⇒ (6, 3) + 3 + (3, 1) + 12 + (1) + (4, 3, 1, 5) = 42 +Holy, Dragon, Acid, Mot4W
fort DC save 24 or be KnockedOut: 1d6 ⇒ 3 rounds.
KargoCrit?: 1d20 + 26 + 1 + 1 ⇒ (5) + 26 + 1 + 1 = 33 Feast, Haste
For Damage: 2d10 + 3 + 12 + 1d6 ⇒ (4, 3) + 3 + 12 + (5) = 27 Dragon, Acid
He then moves to attack the wounded Guardian.
Dragon: 1d20 + 26 + 1 + 1 ⇒ (17) + 26 + 1 + 1 = 45 Feast, Haste
For Damage: 2d10 + 3 + 2d6 + 12 + 1d6 ⇒ (7, 7) + 3 + (2, 5) + 12 + (3) = 39 +Holy, Dragon, Acid)
Dragon: 1d20 + 21 + 1 + 1 ⇒ (16) + 21 + 1 + 1 = 39 Feast, Haste
For Damage: 2d10 + 3 + 2d6 + 9 + 1d6 ⇒ (1, 4) + 3 + (6, 3) + 9 + (1) = 27 +Holy, Dragon, Acid
Dragon: 1d20 + 21 + 1 + 1 ⇒ (16) + 21 + 1 + 1 = 39 Feast, Haste
For Damage: 2d10 + 3 + 2d6 + 9 + 1d6 ⇒ (2, 7) + 3 + (3, 2) + 9 + (1) = 27 +Holy, Dragon, Acid
Dragon: 1d20 + 16 + 1 + 1 ⇒ (20) + 16 + 1 + 1 = 38 Feast, Haste
For Damage: 2d10 + 3 + 2d6 + 9 + 1d6 ⇒ (9, 7) + 3 + (2, 3) + 9 + (1) = 34 +Holy, Dragon, Acid
Dragon: 1d20 + 16 + 1 + 1 ⇒ (6) + 16 + 1 + 1 = 24 Feast, Haste
For Damage: 2d10 + 3 + 2d6 + 9 + 1d6 ⇒ (3, 5) + 3 + (5, 3) + 9 + (1) = 29 +Holy, Dragon, Acid
Dragon: 1d20 + 11 + 1 + 1 ⇒ (13) + 11 + 1 + 1 = 26 Feast, Haste
For Damage: 2d10 + 3 + 2d6 + 9 + 1d6 ⇒ (2, 5) + 3 + (6, 4) + 9 + (6) = 35 +Holy, Dragon, Acid
Dragon: 1d20 + 11 + 1 + 1 ⇒ (15) + 11 + 1 + 1 = 28 Feast, Haste
For Damage: 2d10 + 3 + 2d6 + 9 + 1d6 ⇒ (5, 6) + 3 + (5, 2) + 9 + (5) = 35 +Holy, Dragon, Acid
Haste
Dragon: 1d20 + 26 + 1 + 1 ⇒ (16) + 26 + 1 + 1 = 44 Feast, Haste
For Damage: 2d10 + 3 + 2d6 + 12 + 1d6 + 1 ⇒ (8, 7) + 3 + (6, 2) + 12 + (4) + 1 = 43 +Holy, Dragon, Acid
Crit?: 1d1d20 + 16 + 1 + 1 ⇒ (15) + 16 + 1 + 1 = 33 Feast, Haste
For Damage: 2d10 + 3 + 9 + 1d6 ⇒ (2, 8) + 3 + 9 + (6) = 28 Dragon, Acid
He bounces around enthusiastically, as there is an extra spring in his boxing step.
AC: 41 (39) (base 35),FF: 22, Tch: 23 (+4 vs AoOs when moving) (+4 Holy Aura), +2 BOF
HP = (115vsFire) 134/157 +5 Gnome
Weapon Equipped = Unarmed with Acid Glove things and Amulet of Might Fists +/Holy (x2 Str on 1st, x1.5 Str on rest (Dragon))
Buffs(s) etc = Communal Protection against Fire and Ice
Damage: 2d10 (Monk’s robe)
Slots:
Martial Flexibility: 5 / 11
Shirt: 10 / 10
KO: 3 / 3
StunningFists: 9 / 17
ElementalFists: 7 / 17
Lightning Sword Fly: ⅔
Hero: 2/3
Saves:
Fort: +18 (Base +10, Con +2, Cloak +5)
Reflex: +20 (Base +10, Dex +4, Cloak +5)
Will: +16 (Base +5, Wis +4(headband), Cloak +5, Iron Will)
| Ascaria |
HP = 109/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Hero’s Feast (12h, everyone + Gazzilfek), Magic Vestment (17h, Ascaria, Mort, Sol), Status (17h, Eidi, Mort, Sol), Wind Walk (17h, everyone + Gazzilfek), Brightest Light (17h), Air Walk (60m, everyone + Gazzilfek), Protection from Fire (30m, 120hp remaining), Protection from Cold (40m, 120hp remaining), Heroism (30m, +2), Particulate Form (17r)
Life Link (17)(100’) = Eidi, Mort, Sol
Channel Energy (2/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Rod of Extend Spell (2/3, 6th lvl)
Light Mace of Reach (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 Armor (1/3 swift +10’ movement)
Spells (Caster Level 17, Concentration +27)
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): (5/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (3/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (4/8) 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, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (6/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (5/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -
Eidi, Mort, and Sol each heal 5hp of damage which is transferred to Ascaria.
Ascaria quick channels (move) to give everyone a touch up - especially Eidi, though it won’t cure him completely. Not yet. He burns the stone-ish giant next to him (blue) with the flashback of power. Oh and he only heals the party, carving the various enemies out of the burst naturally.
Channel Energy (healing): 11d6 + 1 ⇒ (6, 2, 6, 1, 6, 6, 3, 3, 5, 6, 4) + 1 = 49 (blue takes the total -1 as fire damage, and is dazzled (-1 attacks) 1r (Will DC 28 for half and no dazzle))
He takes a 5’ step northerly, and casts defensively. While confident, he’s also concerned, so he uses his bracers to ensure success! (Roll twice.)
Concentration: 1d20 + 27 ⇒ (6) + 27 = 33 vs DC 29
Concentration: 1d20 + 27 ⇒ (17) + 27 = 44 vs DC 29
Succeeding, he unleashes his Particulate Form for the party. Fast Healing 3 at the top of your round, immune to bleed damage, critical hits, sneak attacks, and other forms of precision damage. Read up on it, it has other effects too if you need it for extra healing, poison, or disease.
Group effects
Air Walk Communal (everyone + Gazzilfek)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone + Gazzilfek)
Particulate Form (link) (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Protection from Energy Communal (up to 120hp of Cold damage)(everyone + Gazzilfek)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone + Gazzilfek)
Wind Walk (everyone + Gazzilfek)