Silas Hawkwinter |
OK 30 mins - so Heroism is still on Hecktor and Silas, but everything else is down.
Shortly before the party goes in Silas remarks, "This is it! We're gonna need an army to beat this guy." Suddenly there are multiple Silas's!
Mirror Images: 1d4 + 2 ⇒ (3) + 2 = 5
"Good, but I need to be stronger for this. You know Gilmork, those tusks are just what I need! OINK RAAR!" His muscles suddenly bunch up and his skin turns a slickly shade of green and the muscles keep growing, and growing, and growing. Threatening to rip his clothes, just when it looks like they will, the growth stops. The now very orkisk looking Silas breathes a sigh of relief (thank the gods, no wardrobe malfunction!), and uh belches. A few moments later there's a sheepish, "Sorry!"
Just before everyone goes in Silas uses his wand of bless weapon and downs a potion of Divine Favor and will cast Good Hope and put Inspire up.
Buffs: Inspire (+2 competence), Heroism (+2 morale), Divine Favor (+1 luck), Alter Self (+2 str): +7 to hit and dmg
GM Niles |
Ok, here it is. The final encounter with the BBEG. Over two years have led you to this!
The opening leads into a rotunda formed from tremendous limestone blocks. A ten-foot-tall dais rises from the center of the room, supporting a concentric mini-ziggurat of layered, rune-covered gear—even those with no magic can feel the supernatural energy pulsing from the thing. On either side of the dais, a half-flight of stairs ascends from the floor to the largest gear. Colored chalk streaks the walls, floor, and ceiling with arcane symbols and patterns, and sickly-scented oils burn from careful placed braziers made from human skulls. Scattered throughout the room flop the decaying parts of dozens of battered undead corpses, all bearing bloodless gashes and sundered limbs. These flop and undulate unnaturally, scattered beneath him like fish in a net. Above the strange seal hovers a horrifically decomposed humanoid. The lower half of his body is gone, leaving only guts and his dangling spine encased in a weird, glass-like receptacle filled with sickly-colored fluids bolted into his chest. Tubes made from intestines and other compounds rise from the fluids attaching to his face, neck, and arms. He preaches loudly, bellowing obscene liturgies from a strange book to a worshipful audience of rotting corpses. Dark energies seep from the ziggurat, caressing the surrounding undead.
Ah. The Flies in the ointment have arrived. Prepare the sacrificial altars, The Tyrant will glory in your souls.
Jaxom: 1d20 + 2 ⇒ (3) + 2 = 5
Silas: 1d20 + 8 ⇒ (14) + 8 = 22
Gilmork: 1d20 + 3 ⇒ (3) + 3 = 6
Lucanor: 1d20 + 2 ⇒ (19) + 2 = 21
Hecktor: 1d20 + 2 ⇒ (14) + 2 = 16
Drazmorg: 1d20 + 4 ⇒ (13) + 4 = 17
Bloody Bones: 1d20 + 1 ⇒ (9) + 1 = 10
Huecuva: 1d20 + 8 ⇒ (12) + 8 = 20
Round 1
Silas
Luc
Huecuva
Drazmorg
Hecktor
Bloody Bones
Gilmork
Jaxom
Silas and Luc are up, give em hell.
Lucanor |
Knowledge Religion, Monster Lore included: 1d20 + 13 ⇒ (2) + 13 = 15
Knowledge Religion, Monster Lore included: 1d20 + 13 ⇒ (7) + 13 = 20
Knowledge Religion, Monster Lore included: 1d20 + 13 ⇒ (15) + 13 = 28
Lucanor is about to share his knowledge, only to see their oracle is already ahead of him. With a nod he chants "Drazmog, we've come to put an end to you. If you were anything close to human, I'd offer you a chance to turn yourself in. Instead, we'll be sending your tattered soul to the hell it's earned a hundred times over." He releases two arrows against the lich.
Bane Effect on bow to make it work against undead.
to hit: 1d20 + 15 ⇒ (18) + 15 = 33
Dmg: 1d8 + 7 ⇒ (7) + 7 = 14 Bane 2d6 ⇒ (3, 3) = 6
To hit #2 1d20 + 10 ⇒ (4) + 10 = 14
Dmg: 1d8 + 7 ⇒ (7) + 7 = 14 Bane 2d6 ⇒ (5, 1) = 6
Gilmork |
Spell Failure 1-20: 1d100 ⇒ 421d100 ⇒ 431d100 ⇒ 51d100 ⇒ 66
Protection from Evil on Hecktor, Silas and myself as well prior to the battle.
Knowledge Religion: 1d20 + 5 ⇒ (20) + 5 = 25
"Careful guys, we know about those Bloody Bones. Those things at the altar though, are Huecuvas, not that powerful, but remnants of heretical clerics, they are quite resistant to normal weapons. Drazmorg looks to me like a lich, no wonder I'd say. We might need blunt magical weapons to properly hurt him, though electricity and cold won't hurt him. Take care of his ghoulish touch as well, he can paralyze us if we come within reach, but surely he'll use spells on us, liches are known for that."
Silas Hawkwinter |
Silas takes one look at the macabre tableu and twitches. With a wistful look at the twins, he heeds Gilmork's warning well and instead reaches for the staff. Pointing it at figure on the dais, he bellows, "Drazmorg! Today is a good day to die! You're going down son."
Then amped up by Jaxom's magic and a little of his own, Silas starts sprinting. When about 30' form the dais, he plants the staff firmly into the ground and like a long jumper he flings himself up and over the heads of the monsters below! He lands with the staff in a two handed grip and aims thunderous blow at Drazmorg's head.
So it looks like there's a charge lane open. If there's not, never mind about the attack, but he will try to get there! Of course this thing is a lich, so any number of things could go wrong with that. Doesn't matter, Silas still looks cool doing it.
Acrobatics - Long Jump! Matrix style ;): 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28
Staff to the head?: 1d20 + 18 + 2 ⇒ (18) + 18 + 2 = 38
Blunt dmg: 1d6 + 14 ⇒ (6) + 14 = 20
GM Niles |
The top of the Ziggurat is 25' above ground level...so its much too high of an acrobatics check to jump up there (DC84 if I did my calculations correct Dc+4 per 1 foot over 4 feet.
I'll let Silas redo his action.
Silas Hawkwinter |
Let's just convert the acrobatics check into an avoid aoo one. If he can't change for some reason then just ignore the attack.
GM Niles |
Please either adjust your statblocks or post your amended stats (mostly AC/Saves) for me somewhere.
Round 1
Silas sprints into the inner seal area with his hasted speed. He manages to close the distance and is in melee with Drazmorg!
Luc steps out of cover and fires two arrows at Drazmorg. One hits, but the damage is lessened greatly by the magical protections on the Lich!
Huecuva all move to intercept the intruders, except one and turns to climb the Ziggurat after Silas
Drazmorg reaches out with a grave touched hand! TouchAttack: 1d20 + 8 ⇒ (16) + 8 = 24 Hitona1: 1d5 ⇒ 1 Silas takes 1d6 + 8 ⇒ (5) + 8 = 13 negative energy damage and must make a DC17 Fort save or be paralyzed. The Lich then floats away south. Silas gets an AoO if he isn't paralyzed.
Hecktor
Bloody Bones
Gilmork
Jaxom
Hecktor is up!
Hecktor |
Hecktor moves forward.
As he sees the hated skeletons, he goes for the closest.
"Out of my way!"
Scythe, lots of bonuses, PA: 1d20 + 16 + 1 + 2 + 1 - 3 ⇒ (19) + 16 + 1 + 2 + 1 - 3 = 36Dmg: 2d4 + 13 + 1 + 2 + 9 + 2d6 ⇒ (3, 3) + 13 + 1 + 2 + 9 + (5, 1) = 37
Crits would be better off on lich boy over there..
Scythe, lots of bonuses, PA: 1d20 + 16 + 1 + 2 + 1 - 3 ⇒ (19) + 16 + 1 + 2 + 1 - 3 = 36
Overkill: 6d4 + 39 + 3 + 6 + 27 ⇒ (2, 1, 2, 3, 1, 1) + 39 + 3 + 6 + 27 = 85
Though i'd like to ask....with this roll, could i throw it into his face and 1 shot kill him?
GM Niles |
Actually yes, that would have 1 shot the Lich...wow.
Hecktor chops apart a Bloody Bones!
Bloody Bones
Green moves and fires a Tendril at Hecktor 1d20 + 5 ⇒ (6) + 5 = 11 miss
Pink moves and fires a Tendril at Hecktor 1d20 + 5 ⇒ (1) + 5 = 6 miss
Red moves and fires a Tendril at Hecktor 1d20 + 5 ⇒ (3) + 5 = 8 miss
Blue moves
Gilmork
Jaxom
Round 2
Silas
Luc
Huecuva
Drazmorg
Hecktor
Bloody Bones
Gilmork
Jaxom
Gilmork, Jaxom, Silas and Luc are up
Jaxom, Stone-Twin |
Jaxom moves into the doorway with one hand gripping the quicken rod; his mental call to the heavens is answered by Lantern Archons: 1d3 + 1 ⇒ (2) + 1 = 3
Who appear near the ziggurat and zip around it to lash the lich with their light.
A1: Light Ray (RT) Inspire: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
A2: Light Ray (RT) Inspire: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
A3: Light Ray (RT) Inspire: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Technically, he needs to make 3 DC 13 saves against their Aura's of Menace, but I doubt that will happen.
Jaxom then raises his free and clenches it. The stones beneath the bloody bones and false priests begins to shift, and they need to make a Reflex DC 20 check to avoid being entangled. Shifting Earth
Silas Hawkwinter |
I think everyone has +1 AC +2 fort +3 reflex +2 will from the buffs (reflected in Silas's stats). Oh and Silas is defiantly going to be keen to use saving finale in this battle.
Fort DC17: 1d20 + 7 ⇒ (14) + 7 = 21
The icy touch of the Lich is excruciating as frostbite rapidly sets in. The cold threatens to send him into a torpor but Silas grits his teeth and shakes off the lassitude with a snarl! He then jabs at Drazmorg as he floated away. It wasn't his best shot, more wild strength than precision, but boy it had some power behind it!
AOO?: 1d20 + 18 ⇒ (8) + 18 = 26 Blunt dmg: 1d6 + 14 ⇒ (6) + 14 = 20
Before he could do anymore one of the filthy Huecuva moves to intercept. Silas swings the staff with great force aiming for it's neck!
Standard/Full attack with buffs including arcane strike.
Fist attack: 1d20 + 18 ⇒ (8) + 18 = 26 Blunt dmg: 1d6 + 14 ⇒ (5) + 14 = 19
Iterative: 1d20 + 13 ⇒ (3) + 13 = 16 Blunt dmg: 1d6 + 14 ⇒ (5) + 14 = 19
Hasted: 1d20 + 18 ⇒ (18) + 18 = 36 Blunt dmg: 1d6 + 14 ⇒ (3) + 14 = 17
Not sure how weak the Huecuva is. If it takes more than one blow to down it Silas will full attack. If not he'll try to move out of Drazmorg's line of sight by moving to stand next to Hecktor. Not too much Silas can do about the lich if he's flying, he doesn't have blunt arrows.
Gilmork |
Gilmork's AC is now 25, and attacks against me give 1d6+8 piercing damage in retaliation, 2d6+8 when succesfully grappling me. My bite also does 1d6 extra piercing damage now as well as +1 damage due to Magic Fang.
Silas you're forgetting the NA bonus to AC provided through Barkskin and the +2 AC vs Evil from Prot. from Evil. Hecktor has those bonuses as well.[/ooc]
Gilmork moves into the room and casts a new spell.
Spell Failure 1-20: 1d100 ⇒ 82
Casting Prayer, 30-feet radius around me, we get +1 to most rolls and the enemy takes -1 to most rolls. Get to the chopping folks.
Silas Hawkwinter |
Yes I totally forgot those! So Silas has AC 25 +2 vs evil.
GM Niles |
Inspire doesn't add to Lantern Archon damage it adds a +2 competence bonus on attack and weapon damage rolls
Silas' AoO deals some damage to the Lich who hisses in pain.
Gilmork casts Prayer
Jaxom summons some Lantern Archons...Will: 1d20 + 12 ⇒ (5) + 12 = 17 they deal a little damage to the heavily protected Lich. Jaxom casts a spell and 2d20 ⇒ (9, 4) = 13+4 and 2d20 ⇒ (13, 4) = 17 +6 all of the creatures are affected by the Shifting Earth and entangled.
Round 2
Silas smashes a Heucuva, it looks very wounded.
Luc
Huecuva
Drazmorg
Hecktor
Bloody Bones
Gilmork
Jaxom
Waiting on Lucanor.
Lucanor |
Lucanor continues to fire his arrows , preferring to strike at the lich, a little damage being better than none at all
Same as before, bane effect against undead on bow/arrows
If lich out of range/line of sight, then firing at the next closest undead not in melee. Prayer now included
To hit 1d20 + 16 ⇒ (20) + 16 = 36
Dmg: 1d8 + 8 ⇒ (1) + 8 = 9 plus Bane 2d6 ⇒ (5, 5) = 10
To hit: 1d20 + 11 ⇒ (10) + 11 = 21
Dmg: 1d8 + 8 ⇒ (1) + 8 = 9 plus Bane 2d6 ⇒ (5, 1) = 6
Edit: Possible crit on first arrow, to confirm 1d20 + 16 ⇒ (6) + 16 = 22
If confirmed Dmg: 1d8 + 8 ⇒ (1) + 8 = 9 plus Bane 2d6 ⇒ (5, 1) = 6
Dmg: 1d8 + 8 ⇒ (2) + 8 = 10 plus Bane 2d6 ⇒ (3, 6) = 9
Not sure if the bane counts on the X3
GM Niles |
Silas' AoO deals some damage to the Lich who hisses in pain.
Gilmork casts Prayer
Jaxom summons some Lantern Archons... they deal a little damage to the heavily protected Lich. Jaxom casts a spell and all of the creatures are affected by the Shifting Earth and entangled.
Round 2
Silas smashes a Heucuva, it looks very wounded.
Luc fires an arrow into Silas' Heucuva and finishes it off. His second arrow strikes another undead priest, dealing moderate damage.
Huecuva
Pink engages Hecktor 2d20 ⇒ (6, 6) = 12+9 missing.
Green 1d20 + 6 ⇒ (12) + 6 = 18 tries to move out and falls prone, it crawls out of the Sands.
Red 1d20 + 6 ⇒ (2) + 6 = 8 also falls prone and crawls towards the enemy.
Drazmorg moves and summons the mythic power of the Seal to send a bolt of Acid at the Lantern Archons two of the Archons Ref: 2d20 ⇒ (20, 15) = 35 +3 take half of 9d6 ⇒ (6, 2, 5, 4, 4, 4, 5, 5, 4) = 39 Acid Damage. So 19 damage? I think this kills them both. Drazmorg gestures to the corpses on the Seal Floor, and more rise to fight the living! He cast Animate Dead(a version of it)
Hecktor
Bloody Bones
Gilmork
Jaxom
Hecktor is up
Hecktor |
Hecktor dodged the attack and lets out a mocking spit.
"What were you trying, huh?
It's the last thing you've ever DONE!!!"
Slice (forgot inspire last round): 1d20 + 16 + 2 + 1 + 2 + 1 - 3 ⇒ (2) + 16 + 2 + 1 + 2 + 1 - 3 = 21& Dice: 2d4 + 13 + 2 + 1 + 2 + 9 + 2d6 ⇒ (2, 1) + 13 + 2 + 1 + 2 + 9 + (5, 1) = 36
In the unlikely case he's not dead...
Slice (forgot inspire last round): 1d20 + 16 + 2 + 1 + 2 + 1 - 3 ⇒ (14) + 16 + 2 + 1 + 2 + 1 - 3 = 33& Dice: 2d4 + 13 + 2 + 1 + 2 + 9 + 2d6 ⇒ (4, 2) + 13 + 2 + 1 + 2 + 9 + (1, 2) = 36
If he is down, Hecktor walks 2 squares west, up to the bone.
Silas Hawkwinter |
Don't you get a hasted attack too? :)
GM Niles |
Silas' AoO deals some damage to the Lich who hisses in pain.
Gilmork casts Prayer
Jaxom summons some Lantern Archons... they deal a little damage to the heavily protected Lich. Jaxom casts a spell and all of the creatures are affected by the Shifting Earth and entangled.
Round 2
Silas smashes a Heucuva, it looks very wounded.
Luc fires an arrow into Silas' Heucuva and finishes it off. His second arrow strikes another undead priest, dealing moderate damage.
Huecuva
Pink engages Hecktor missing.
Green tries to move out and falls prone, it crawls out of the Sands.
Red also falls prone and crawls towards the enemy.
Drazmorg moves and summons the mythic power of the Seal to send a bolt of Acid at the Lantern Archons two of the Archons take half of 39 Acid Damage. So 19 damage? I think this kills them both. Drazmorg gestures to the corpses on the Seal Floor, and more rise to fight the living!
Hecktor hacks apart the lesser undead in his way with a brutal attack!
Bloody Bones
Pink attacks Hecktor with its claws 2d20 ⇒ (1, 13) = 14 +6 missing
Red sends four tendrils of gore at Hecktor 4d20 ⇒ (10, 9, 1, 9) = 29 +5 Hecktor's magical protection keeps them off of him!
Green sends four tendrils of gore at Gilmork 4d20 ⇒ (8, 10, 1, 4) = 23 +3 but its aim is foiled by the shifting sands!
Blue sends four tendrils of gore at Lucanor 4d20 ⇒ (9, 2, 5, 4) = 20 +3 Holy wow but the Inquisitor proves too dodgy.
DGreen moves and sends a tendril at Hecktor 1d20 + 5 ⇒ (16) + 5 = 21 Yay! Grapple: 1d20 + 10 ⇒ (6) + 10 = 16 Ugh.
Purple moves and sends a tendril at Hecktor 1d20 + 5 ⇒ (12) + 5 = 17 Yay! Grapple: 1d20 + 10 ⇒ (13) + 10 = 23 What's your CMD Hecktor? I think its higher than 23...
Gilmork
Jaxom
Round 3
Silas
Luc
Huecuva
Drazmorg
Hecktor
Bloody Bones
Gilmork
Jaxom
Gilmork, Jaxom, Silas and Luc are up
Jaxom, Stone-Twin |
Standard Action
With his mysterious scepter, Jaxom points at the entangled and prone undead. Fire shoots up from the flagstones, twining around the scepter before leaping towards the undead.
Empowered Burning Arc (Blue Bloody): 8d6 ⇒ (6, 1, 5, 5, 6, 4, 4, 5) = 36*1.5: 54 Reflex: 19
Empowered Burning Arc (Green Bloody): 4d6 ⇒ (6, 5, 4, 3) = 18*1.5: 27 Reflex: 19
Empowered Burning Arc (Red Pries): 2d6 ⇒ (3, 6) = 9*1.5: 13 Reflex: 19
He then flicks the scepter in a dismissive fashion, pushing the roiling earth and moving those undead away from Gilmork and Luc.
Move Action: Move the shifting sands 20 feet to the south: all entangled and prone undead are carried with it. This should also engulf the southern undead priest who should roll to avoid entanglement
Swift Action:
"Valiant Hecktor, I pray thee waste not your time on trifles! Slay the lich!"
He then raises, the quickening rod in his other hand and summons a small herd of Celestial Aurochs to clear the path.
Celestial Aurochs: 1d4 + 1 ⇒ (3) + 1 = 4
These bison appear from a rift and form almost a river of flesh as they stampede over the undead in their way on their way to attack the lich.
Okay, if I understand correctly, then each large bison moving one after the other and standing tail to snout can trample the undead as part of a charge attack on the lich. With a trample they need not make a overrun check they just need to move through the area. Any one in their path can either make an AoO at -4 or make a reflex save (DC 19) to take half damage.
Stampede:
Smiting Trample 1: 2d6 + 12 + 2 + 3 ⇒ (6, 4) + 12 + 2 + 3 = 27
Smiting Trample 2: 2d6 + 12 + 2 + 3 ⇒ (6, 6) + 12 + 2 + 3 = 29
Smiting Trample 3: 2d6 + 12 + 2 + 3 ⇒ (1, 2) + 12 + 2 + 3 = 20
Smiting Trample 4: 2d6 + 12 + 2 + 3 ⇒ (2, 6) + 12 + 2 + 3 = 25
With a straight line of large creatures this should hit red and pink bloody bones, purple undead, and the lich.
They each attempt to gore the undead before slamming into the far wall as many tons of flesh come to a swift halt.
Smiting Gore 1: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
Damage: 1d8 + 12 + 2 + 3 ⇒ (5) + 12 + 2 + 3 = 22
Smiting Gore 2: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
Damage: 1d8 + 12 + 2 + 3 ⇒ (2) + 12 + 2 + 3 = 19
Smiting Gore 3: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
Damage: 1d8 + 12 + 2 + 3 ⇒ (6) + 12 + 2 + 3 = 23
Smiting Gore 4: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
Damage: 1d8 + 12 + 2 + 3 ⇒ (4) + 12 + 2 + 3 = 21
Smiting Gore 4 (Confirm): 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30
Damage: 1d8 + 12 + 2 + 3 ⇒ (2) + 12 + 2 + 3 = 19
The last remaining Archon shoots its rays of light at the lich.
Ray of Light: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
Damage: 1d6 ⇒ 1
Ray of Light: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
Damage: 1d6 ⇒ 3
Jaxom wilts a bit from the effort of pouring so much of his magic through his frame in such a short time.
Silas Hawkwinter |
Silas feints high and then whips the staff down and around in a knee height arc. It smashes into the undead priest with a meaty thud! He'd forced to fend off one attack with a sudden block and calls out to Jaxom, "Small problem. It's flying..."
Full attack.Maintain inspire 6/22
First: 1d20 + 18 ⇒ (4) + 18 = 22Dmg: 1d6 + 14 ⇒ (3) + 14 = 17
Iterative: 1d20 + 13 ⇒ (19) + 13 = 32Dmg: 1d6 + 14 ⇒ (3) + 14 = 17
Hasted: 1d20 + 18 ⇒ (2) + 18 = 20Dmg: 1d6 + 14 ⇒ (5) + 14 = 19
Hecktor |
Likewise, i search for flying and flies on this page, no mention of such.
Edit: i looked back at the intro of him.....the guy hovers above the floor through magical means, but like you said, with Silas getting melee hits on him, i've not yet seen him fly up.
Edit 2:
If by all luck Jaxom's awesome stampede does as intended, could green bones be killed by a shot from someone? That would leave me a path to Drazzy.
Lucanor |
Lucanor tries to back up out of range of the creature that just missed him, and then fires at the lich.
Moving west one, northwest one.
To hit: 1d20 + 16 ⇒ (5) + 16 = 21
Dmg: 1d8 + 8 ⇒ (5) + 8 = 13 Bane 2d6 ⇒ (4, 5) = 9
To Hit #2: 1d20 + 11 ⇒ (6) + 11 = 17
Dmg: 1d8 + 8 ⇒ (6) + 8 = 14 Bane 2d6 ⇒ (6, 2) = 8
Silas Hawkwinter |
He was at the top of the pyramid and Niles said: 'The Lich then floats away south' I took that to mean he was flying :). @Niles is he flying?
Gilmork |
Gilmork steps 5 feet to the west then fires at the Bloody Bones that are in the way of Hecktor and Drazmorg, hoping to open up a path between the lich and his scythe-wielding doom.
Ranged Attacks, Rapid Shot 1, Bane, Deadly Aim, Haste, Prayer, Bless, Inspire: 1d20 + 10 - 2 + 2 + 1 + 1 + 1 ⇒ (4) + 10 - 2 + 2 + 1 + 1 + 1 = 171d8 + 3 + 4 + 2 + 1 + 2 + 2d6 ⇒ (2) + 3 + 4 + 2 + 1 + 2 + (1, 1) = 16
Rapid Shot 2: 1d20 + 13 ⇒ (10) + 13 = 231d8 + 12 + 2d6 ⇒ (2) + 12 + (5, 3) = 22
Iterative Shot: 1d20 + 8 ⇒ (14) + 8 = 221d8 + 12 + 2d6 ⇒ (8) + 12 + (3, 3) = 26
Hasted Shot: 1d20 + 13 ⇒ (10) + 13 = 231d8 + 12 + 2d6 ⇒ (2) + 12 + (4, 6) = 24
Firing first at the purple Bloody Bone south of Hecktor, if that one goes down I'll switch targets to pink as I probably can't shoot dark green.
GM Niles |
He is flying...I said he floats south, and I also on the map placed the same flying token I've used since day 1 of this campaign. A blue circle with the height of the flying creature in it.
Also, Trample is a full round action so cannot be combined with charging. You can Trample, or you can Charge but you cannot do both.
And Jaxom's turn illustrates why I don't like Pathfinder. I had to look up like 10 different fricking pages of abilities to figure if his turn was legal. Also, Jax that rod can only be used 3X per day.
Also also text from Shifting Sand As a move action, you may move the area of shifting sand up to 10 feet in any direction. Not 20
GM Niles |
I'm not certain how you got all those bonuses to Trample, but I hope you didn't add inspire...because its not a weapon attack. The text says 2d6+9 not +17 I'm guessing you added +2 somewhere because of Augment Summons....but what else am I missing..Smite doesn't work on trample...its not an attack.
Gilmork destroys Red BB and damages Pink
Jaxom does a metric ton of stuff that I'll have to make about two dozen d20 rolls now.
1 22
2 23
3 14
4 19
1d20 ⇒ 18 Blue is incinerated
1d20 ⇒ 2 Green takes 27
1d20 ⇒ 17 Red takes 13
1d20 + 2 ⇒ (1) + 2 = 3 1d20 + 2 ⇒ (5) + 2 = 7 1d20 + 2 ⇒ (12) + 2 = 14 1d20 + 2 ⇒ (17) + 2 = 19
1d20 + 2 ⇒ (5) + 2 = 7 1d20 + 2 ⇒ (11) + 2 = 13 1d20 + 2 ⇒ (18) + 2 = 20 1d20 + 2 ⇒ (9) + 2 = 11
The end result is a bunch of redead undead.
Round 3
Silas smacks around the last Bloody Bones.
Luc misses the Lich
Huecuva
Red crawls out of the Sand and stands.
Green moves to the south of the Ziggurat which is 25' tall and an obstacle if anyone is wondering.
Drazmorg floats to the West and gestures at Hecktor Dc20 Will save or be paralyzed Drazmorg summons more mythic power and gestures at Jaxom DC20 Will or be feebleminded
Hecktor
Bloody Bones
Gilmork
Jaxom
Hecktor is up
Jaxom, Stone-Twin |
I thought he might be flying because of the icon. As for trample damage, the 12 is from the increased strength since it deals 1.5 strength damage. I thought Inspire would apply because trample says it works like overrun (same reason I thought it could be part of a charge) and all CMBs can and are effected by all bonuses that improve attacks/damage. I thought smite would apply because trample is listed under special attacks and smite modifies attacks. I'm okay being wrong, and you ruling otherwise. I also respect your dislike of Pathfinder, but I don't share it. Making multiple rolls is simple with cut and paste. As for the reading multiple pages, puzzles intrigue me.
Will (Prayer, Protection from Evil): 1d20 + 11 + 1 + 1 ⇒ (8) + 11 + 1 + 1 = 21
Between Gilmork's Prayer and his queen's favor, Jaxom is barely able to reject the lich's magic.
GM Niles |
Text from Feeblemind: A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving throw. Incoming Saving Finale!
Jaxom, Stone-Twin |
Haha. I wish you had included that when you told me to make the save originally.
The vicious spell lingers trying to work its vile work on the sorcerer, but his heroic spirit saves him. +4 luck bonus from a Hero Point. Save your finale.
GM Niles |
Round 3
Silas smacks around the last Bloody Bones.
Luc misses the Lich
Huecuva
Red crawls out of the Sand and stands.
Green moves to the south of the Ziggurat which is 25' tall and an obstacle if anyone is wondering.
Drazmorg floats to the West and gestures at Hecktor Drazmorg summons more mythic power and gestures at Jaxom. Both heroes resist the mythic lich's power.
Hecktor moves up and taunts.
Bloody Bones crawls out of the shifting sands and stands.
Gilmork
Jaxom
Round 4
Silas
Luc
Huecuva
Drazmorg
Hecktor
Bloody Bones
Gilmork
Jaxom
Gilmork, Jaxom, Silas and Luc are up
Jaxom, Stone-Twin |
The herd of auroch's stampede over the undead bedeviling Luc and Gilmork.
Stampede 1: 2d6 + 12 ⇒ (5, 5) + 12 = 22
Stampede 2: 2d6 + 12 ⇒ (4, 5) + 12 = 21
Stampede 3: 2d6 + 12 ⇒ (1, 2) + 12 = 15
Jaxom moves forward and tries to dispel the charms keeping the lich aloft.
Dispel Magic: 1d20 + 8 ⇒ (14) + 8 = 22 Would Prayer improve the cl check here?
The lonely archon continues to send out its beams of light.
Pew, Pew (RT): 1d20 + 3 + 2 + 1 ⇒ (4) + 3 + 2 + 1 = 10
Damage: 1d6 ⇒ 4
Pew, Pew (RT): 1d20 + 3 + 2 + 1 ⇒ (3) + 3 + 2 + 1 = 9
Damage: 1d6 ⇒ 3
Gilmork |
Gilmork 5-foot steps and grabs some blunt arrows from his quiver.
"I'll teach you to stay up and in sight of a disciple of Gozreh."
Having said that, he unleashes a volley upon the flying lich.
Rapid Shot 1, Deadly Aim, Bane, Haste, Prayer, Bless, Inspire: 1d20 + 13 ⇒ (12) + 13 = 251d8 + 12 + 2d6 ⇒ (5) + 12 + (4, 5) = 26
Rapid Shot 2: 1d20 + 13 ⇒ (12) + 13 = 251d8 + 12 + 2d6 ⇒ (6) + 12 + (2, 3) = 23
Iterative Attack: 1d20 + 8 ⇒ (12) + 8 = 201d6 + 12 + 2d6 ⇒ (5) + 12 + (4, 6) = 27
Hasted Attack: 1d20 + 13 ⇒ (11) + 13 = 241d8 + 12 + 2d6 ⇒ (5) + 12 + (5, 5) = 27
Silas Hawkwinter |
A dispell magic roll is a caster level check. That's not listed in the above so afaik it doesn't help.
Can't do much about a flying foe with DR 15 magic & blunt. Silas does have a bow but has regular arrows :/ Undead are also immune to things like blistering invective so I guess Silas is left with hitting things while Gilmork kills it.
Having downed one minion only to watch Drazmorg float away with impunity, Silas feelt an icy cold sweat trickling down his back. This wasn't going to be easy...
He jogged down the pyramid and engaged the foe to the south. He brought the staff down hard in a two handed strike, blending a fraction of his power into it. A faint blue trail was left by the staff as it scythed down and bounced off the undead abomination with a meaty thwack!
Silas moves to engage the green foe to the south.
Free action inspire: 7/22
Standard Attack with flank: 1d20 + 18 + 2 ⇒ (17) + 18 + 2 = 37Damage: 1d6 + 14 ⇒ (2) + 14 = 16
Silas Hawkwinter |
No ;) Although Silas being a turncoat would be an interesting twist.
GM Niles |
Gilmork fires four arrows and they all bounce off various invisible shields the Lich has in place (Shield spell, Mage Armor...)
Jaxom directs his herd of beef to stampede elsewhere
22,21,15 DC19
3d20 ⇒ (14, 13, 5) = 32 +2
2d20 ⇒ (6, 4) = 10 +6
The Herd destroys the undead. Jaxom casts Dispel CL check 22, a powerful protective magic is stripped from the Lich.
Round 4
Silas deals 16 damage to the Heucuva.
Luc casts True Strike.
Huecuva attacks Silas 2d20 ⇒ (1, 11) = 12 +9 missing.
Drazmorg is now determined to get rid of that pesky mage He casts Suffocation on Jaxom Fort DC25. Once more Drazmorg calls on the mythic power of the Seal to cast a another spell...a ray of enervation strikes at Hecktor 1d20 + 9 ⇒ (12) + 9 = 21 who takes 1d4 ⇒ 2 negative levels.
Hecktor
Gilmork
Jaxom
Round 5
Silas
Luc
Huecuva
Drazmorg
Hecktor
Bloody Bones
Gilmork
Jaxom
Good guys are up
Gilmork |
Gilmork steps 5 feet south-west and fires another four blunt arrows at the flying lich.
Rapid Shot 1, same modifiers as before: 1d20 + 13 ⇒ (8) + 13 = 211d8 + 12 + 2d6 ⇒ (4) + 12 + (2, 6) = 24
Rapid Shot 2: 1d20 + 13 ⇒ (3) + 13 = 161d8 + 2d6 + 12 ⇒ (6) + (4, 5) + 12 = 27
Iterative Shot: 1d20 + 8 ⇒ (9) + 8 = 171d8 + 2d6 + 12 ⇒ (8) + (2, 2) + 12 = 24
Hasted Attack: 1d20 + 13 ⇒ (8) + 13 = 211d8 + 2d6 + 12 ⇒ (3) + (1, 6) + 12 = 22