
Lockjaw Stoneshield |

Round 2
HP = 44/44
AC = 21/10/21
SR = 9
Weapon Equipped = Mwk Cold Iron Dwarven Waraxe
Speed = 20'
Lay on Hands/day = 5/5 (2d6)
Channel/day = 2/2 (2d6)
Smite Evil/day = 2/2 (+2 hit, +4 damage, +2 deflection AC)
Status Effects = Bless
Lockjaw continues to wait for an opponent he can strike.
Continue to Delay, I can't do anything to the swarm and I don't want to leave my "post".

Karrak Ironhand |

Is there a map other than the one on the campaign page? I'm not sure where the enemies are.
"Torag shield us from these fiends!" Karrak moves toward the center of the courtyard to provide a shield of faith to as many allies as possible.
Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.
HP=30/30
Channel Energy 4/4 remaining
Deflection Aura 0/1
Touch of Good 6/6
Level 0 (5/day):
Create Water
Resistance
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Know the Enemy
Sanctuary
Magic Weapon
Bless (USED)
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon
Silence
Summon Monster II

Hungry Voodoo |

Tararr runs up the low steps into the entry hall with a cloud of bats on his tail. Karrak follows Tararr across the courtyard and cries out a prayer to Torag that shields everyone. Lockjaw stays steady, waiting for a lycanthrope to come into range.
Chitleen hurls a flask at the batmen as they lift Daeron upward in their nets. He overcompensates a bit though and the flask flies past the slavers arcing high before it falls back to earth somewhere with an explosion.
The pair with Daeron continue to ascend toward the large winged forms that circle near the ceiling some sixty feet above at the limits of the dwarves' darkvision. A familiar voice calls down, taunting his foes, "I should thank you for ridding us of the uncooperative gnolls, but I do not think dwarves are much improvement. You elves are welcome to join us, but the dwarves will join their doomed ancestors and we shall sell the human chattel to the Hungry Ones. Prepare to die, oh despised dwarves!"
The half-bat form of Abid Shabbha swoops down from the shadowed ceiling to settle on the roof of the compound opposite the entrance. Two giant bats follow, diving at Karrak exposed in the center of the courtyard. One pulls up too soon, missing its bite as it lands. The other fares better and sinks needle-like teeth into the dwarf priest.
Karrak-6 bite, Tararr- swarmed 5 slashy, 1 bleed, DC 11 distracted
The human archers fire at the fleeing slavers and the mocking leader, but all their arrows crumble just before they strike as if by magic. Lockjaw rushes out from his room to defend Karrak from the dire bats.
Lockjaw up
Round 3
Lockjaw
Tararr
Chitleen
Karrak
Bats
humans

Chitleen Shudra |

Round 3:
Cursing the miss, Chitleen emerges from the trapdoor and sees Tararr afflicted. Pulling a vial of alkahest from his satchel the grim faced perfumier hurls it straight at Tararr...
Point Blank Alkahest: 1d20 + 6 - 3 ⇒ (19) + 6 - 3 = 22 for 2d4 + 4 ⇒ (1, 4) + 4 = 9
..only for it to dip at the last second and strike the ground in front of the dwarf. By design, or by chance, the acid does not splatter upon the barbarian - but only upon the swarm of bats.
Move up to top level, then pitch a vial at the swarm. Precise bomb to prevent singing Tararr.

Lockjaw Stoneshield |

Round 3
HP = 44/44
AC = 21/10/21
SR = 9
Weapon Equipped = Mwk Cold Iron Dwarven Waraxe
Speed = 20'
Lay on Hands/day = 5/5 (2d6)
Channel/day = 2/2 (2d6)
Smite Evil/day = 2/2 (+2 hit, +4 damage, +2 deflection AC)
Status Effects = Bless
Lockjaw steps out and swings at the nearest bat.
Can I step to -E4 then -F5 to get flank? If not I'll just 5' step to -E5.
Mwk Waraxe Cold Iron Power Attack Bless: 1d20 + 7 ⇒ (3) + 7 = 101d10 + 7 ⇒ (5) + 7 = 12
Flank not included, probably won't matter.

Karrak Ironhand |

Karrak steps away five foot step to E8 and prays. A shining silver hammer appears near Abid Shabbha and begins to assail him.
http://paizo.com/pathfinderRPG/prd/spells/spiritualWeapon.html
round 1 of 4 for SW
Attack: 1d20 + 7 ⇒ (15) + 7 = 22 (3 BAB 3 WIS 1 bless)
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Spellcraft to identify wards on Abid Shabbha: 1d20 + 5 ⇒ (13) + 5 = 18
HP=24/30
Channel Energy 4/4 remaining
Deflection Aura 0/1
Touch of Good 6/6
Level 0 (5/day):
Create Water
Resistance
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Know the Enemy
Sanctuary
Magic Weapon
Bless (USED)
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon (USED)
Silence
Summon Monster II

Tararr Trollspiltter |

RD 3 HP 36/47 *44/55, Rage 1/16
Still being accosted by the mini bats, Tararr throws himself into a frenzy. Upon seeing the giant bats assault his friend, flings himself into the fray swinging hard with his hard won urgosh.
Fort 1d20 + 6 ⇒ (20) + 6 = 26
2h grip, Rage, +1 (Bane) Urgosh 1d20 + 10 ⇒ (20) + 10 = 30 DMG 1d8 + 8 ⇒ (6) + 8 = 14
Confirm Crit 1d20 + 10 ⇒ (7) + 10 = 17
DMG1d8 + 8 ⇒ (2) + 8 = 10
Hope I did that right. :)

Hungry Voodoo |

Lockjaw skirts the melee and swings his axe at one of the great bats, but the swing loses momentum with the maneuver and the blow is weak. Tararr emerges from the cloud of bats, eyes bulging and red faced as he drives the magic urgrosh through the dire bat dropping it in a crimson spray. Karrak ducks past the enraged dwarf to a more secure position between the warriors and casts a spell. A silver hammer appears striking the werebat leader on the roof. Karrak- identifying a precast spell would be know (arcana)DC 23 in this case, so not high enough.
Chitleen drops a flask from his rooftop perch. The bomb explodes in the midst of the swarm and twitching, burning bats litter the floor emitting the acrid stink of burning hair and chemicals. The swarm is greatly diminished, but swirls forward engulfing Karrak and Tararr. Karrak-4, Tararr- 6 + 1 bleed, Fort DC 11 or distracted
The remaining dire bat creeps forward snapping at Lockjaw as more echoing shrieks are heard from above. Abid ducks the holy hammer and with a gesture and word, a pale beam shoots from his hand hitting the ponderous dwarf paladin. Lockjaw feels his strength drained by foul necrotic energy. ow, max damage- -8 str, fort DC 15 for half
Three hybrid manbats swoop down upon the human archers laying waste in their bestial fury. Two men fall in moments. The third fights for his life with a silvered dagger.
Round 4
Lockjaw
Tararr
Chitleen
Karrak
Bats
humans

Lockjaw Stoneshield |

Round 4
HP = 44/44
AC = 21/10/21
SR = 9
Weapon Equipped = Mwk Cold Iron Dwarven Waraxe
Speed = 20'
Lay on Hands/day = 5/5 (2d6)
Channel/day = 2/2 (2d6)
Smite Evil/day = 2/2 (+2 hit, +4 damage, +2 deflection AC)
Status Effects = Bless, STR (-4)
Well, SR had to fail at some point. ;)
Fort 15: 1d20 + 9 ⇒ (20) + 9 = 29
Should've saved that for my hit roll.
Shrugging off the worst of the spell, Lockjaw hefts his axe and swings at the dire bat again.
Will step into flank if I can.
Mwk Waraxe Cold Iron Power Attack Bless Drain: 1d20 + 5 ⇒ (4) + 5 = 91d10 + 5 ⇒ (7) + 5 = 12

Karrak Ironhand |

Fort save 1d20 + 6 ⇒ (6) + 6 = 12
Karrak ducks free of the swarm. the yellow square? 5' step to F9
He lifts his holy symbol toward the bat leader and gestures for Silence as the ethereal hammer continues its attack.
Spiritual Weapon round 2/4
Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
HP=20/30 and bleeding 1
Channel Energy 4/4 remaining
Deflection Aura 0/1
Touch of Good 6/6
Level 0 (5/day):
Create Water
Resistance
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Know the Enemy
Sanctuary
Magic Weapon
Bless (USED)
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon (USED)
Silence (USED)
Summon Monster II

Chitleen Shudra |

Round 4:
Taking it upon himself to clear the swarm of biting bats, Chitleen unleashes another vial of acid...
Point Blank Alkahest: 1d20 + 6 - 3 ⇒ (8) + 6 - 3 = 11 for 2d4 + 4 ⇒ (3, 1) + 4 = 8
Pitch a vial at the swarm. Precise bomb to prevent singing friendlies.

Hungry Voodoo |

Lockjaw moves to attack the other giant bat, but suffering from Abid's spell, he fails to injure it. Tararr circles around looking for an opening. Torag's spiritual hammer strikes again and the man-bat's curse is heard below as Karrak's follow up spell fails to silence the sorcerer.
Chitleen attempts a second bomb on the swarming bats, but it spray only the stone floor as the swarm has already surged over Karrak and Lockjaw.
Karrak-5 +1 bleed, Lockjaw-6 +1 bleed
Tararr- finish off the dire bat?

Hungry Voodoo |

Tararr moves in with the gleaming urgrosh, but the big bat dodges then snaps its terrible jaws back at the dwarf, but misses as well. Two of the werebats finish off the final human archer with savage violence. The third werebat flaps its wings and leaps up on the roof to assault Chitleen. Its clawed feet slip upon landing however and its bite misses.
Round 5
Lockjaw
Tararr
Chitleen
Karrak
Bats

Lockjaw Stoneshield |

Round 5
HP = 38/44
AC = 21/10/21
SR = 9
Weapon Equipped = Mwk Cold Iron Dwarven Waraxe
Speed = 20'
Lay on Hands/day = 5/5 (2d6)
Channel/day = 2/2 (2d6)
Smite Evil/day = 2/2 (+2 hit, +4 damage, +2 deflection AC)
Status Effects = Bless, STR (-4)
Seeing the humans down Lockjaw moves to tie down the other direbats before they can run loose in the compound.
"Stand still varmint!"
Move to southern of the two direbats.
Mwk Waraxe Cold Iron Power Attack Bless Drain: 1d20 + 5 ⇒ (20) + 5 = 251d10 + 5 ⇒ (10) + 5 = 15
Crit confirm: 1d20 + 5 ⇒ (10) + 5 = 152d10 + 10 ⇒ (1, 1) + 10 = 12

Tararr Trollspiltter |

We'll take care of that! ;) HP44/55, Rage 3/16
Tararr lays into the dire bat with all his might and both ends of his urgosh.
Axe end 1d20 + 8 ⇒ (9) + 8 = 17 DMG1d8 + 6 ⇒ (3) + 6 = 9
Spear end 1d20 + 8 ⇒ (16) + 8 = 24 DMG 1d6 + 6 ⇒ (4) + 6 = 10

Hungry Voodoo |

Lockjaw charges toward the pair of man-bats tearing at the fallen humans and plows into one with such a powerful blow that its supernatural powers cannot mend the damage. It slumps onto the pile of fallen humans. Tararr spins his mithral weapon in a silvery fan that bloodies the giant bat though it remains on its large clawed feet.
Round 5
Chitleen
Karrak
Bats

Chitleen Shudra |

Round 5: AC 16 -3 (Dex penalty) +4 Shield = 17
Chitleen spins away from the hybrid bat, drawing his talwar as he does with one hand. The second hand reaches into his satchel and emerges smeared with a waxy attar that Chitleen applies with a touch to his shoulders.
5ft step to the right if possible?, move action draw and standard action for shield extract.

Karrak Ironhand |

HP=19/30 and bleeding 1
Bless Round 5/40
Deflection Aura Round 4/4
Channel Energy 4/4 remaining
Deflection Aura 0/1
Touch of Good 6/6
Level 0 (5/day):
Create Water
Resistance
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Know the Enemy
Sanctuary
Magic Weapon
Bless (USED)
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon (USED)
Silence (USED)
Summon Monster II
The shining hammer swings at the bat leader.
Spiritual Weapon round 3/4
Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Karrak pulls out his modified crossbow and fires at the bat assailing Chitleen (moving to a better angle if necessary.)
Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d8 ⇒ 7

Hungry Voodoo |

Chitleen steps back and quickly applies a warding balm. An invisible yet tangible barrier forms over his arm which blocks the sharp teeth of the bat-headed figure. One claw fumbles on the barrier, but a low slash wounds the elf's knee. Chitleen-6 slash
Karrak runs past Tararr with the swarm trailing behind. His crossbow fires a powerful bolt, but his hurried aim is off as the swarm surrounds him and Tararr once again.
Karrak-2 +1 bleed, Tararr-5 +1 bleed; both fort DC 11 or distracted.
The flying silver hammer again hits Abid leaving telling bruises on the lycanthrope. He dodges out of the way and completes the same spell as before to send a gray beam at Tararr. The barbarian shifts however, in response to the dire bats attack and the ray narrowly misses the bat instead ruining its attack.
Lockjaw's final enemy leaps onto a fallen human and bites at the paladin, but is deflected by the heavy armor. oops, J4 werebat dead.
Round 6
Lockjaw
Tararr
Chitleen
Karrak
Bats

Lockjaw Stoneshield |

Round 6
HP = 37/44
AC = 21/10/21
SR = 9
Weapon Equipped = Mwk Cold Iron Dwarven Waraxe
Speed = 20'
Lay on Hands/day = 5/5 (2d6)
Channel/day = 2/2 (2d6)
Smite Evil/day = 2/2 (+2 hit, +4 damage, +2 deflection AC)
Status Effects = Bless, STR (-4), Bleeding
"Hah, ye can't beat good stone ye daft bat!"
Mwk Waraxe Cold Iron Power Attack Bless Drain: 1d20 + 5 ⇒ (6) + 5 = 111d10 + 5 ⇒ (8) + 5 = 13
Swift LoH: 2d6 ⇒ (1, 3) = 4
HP = 41/44
AC = 21/10/21
SR = 9
Weapon Equipped = Mwk Cold Iron Dwarven Waraxe
Speed = 20'
Lay on Hands/day = 5/5 (2d6)
Channel/day = 2/2 (2d6)
Smite Evil/day = 2/2 (+2 hit, +4 damage, +2 deflection AC)
Status Effects = Bless, STR (-4)

Karrak Ironhand |

Fort save 1d20 + 6 ⇒ (15) + 6 = 21
Spiritual Weapon round 4/4
Attack: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Karrak steps away from the swarm (G11) and fires at Chitleen's assailant, even as he calls out, "Chitleen, can you do something about this bat swarm?"
Lt. Xbow Attack: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d8 ⇒ 2
HP=16/30 and bleeding 2
Bless Round 6/40
Deflection Aura: Ended
Channel Energy 4/4 remaining
Deflection Aura 0/1
Touch of Good 6/6
Level 0 (5/day):
Create Water
Resistance
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Know the Enemy
Sanctuary
Magic Weapon
Bless (USED)
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon (USED)
Silence (USED)
Summon Monster II

Chitleen Shudra |

Round 6: Bombs: 2/6 remaining, HP: 13/19, AC: 17
Hissing in response to Karrak's urgings that don't take into consideration that he is beset by an assault of his own, Chitleen nevertheless steps away from the manbat and fishes out another vial of alkahest. Flinging it backhanded into the swarm...
Point Blank Alkahest: 1d20 + 6 - 3 ⇒ (16) + 6 - 3 = 19 for 2d4 + 4 ⇒ (4, 3) + 4 = 11 50% higher damage to swarms
...where it breaks upon a bat as it falls and showers the writhing mess of wings with corrosive liquid.
5ft step to NE, Pitch a vial at the swarm. Precise bomb to prevent singing friendlies.

Hungry Voodoo |

The werebat may have been foiled by stone armor, but is in turn unharmed by Lockjaw's cold iron as it easily ducks the dwarf's axe. Karrak calls out for Chitleen's assistance as he attempts to avoid the swarming bats long enough to wing the elf's attacker. Chitleen tosses a vial into the swirling mass of flying mammals and sends a hundred or so to their doom. The survivors disband to return to their roosts.
The spirit hammer is deflected by an invisible shield that guards the werebat leader. Karrak- silver bolt? also bleed isn't cumulative, so just -1/rnd.
Tararr up.

Tararr Trollspiltter |

Fort v. DC11 1d20 + 8 ⇒ (12) + 8 = 20
RD 6 HP44/55, Rage 4/16,
Seeking finish the bat before him, Tararr lays into it again.
Axe 1d20 + 8 ⇒ (14) + 8 = 22 DMG 1d8 + 6 ⇒ (3) + 6 = 9
Spike 1d20 + 8 ⇒ (12) + 8 = 20 DMG 1d6 + 6 ⇒ (2) + 6 = 8

Hungry Voodoo |

Karrak- check.
In a flurry of mithral blades, Tararr cuts down the dire bat and stalls the momentum of the assault. The furious lycanthrope on Chitleen continues to claw and bite, but fails to touch the warded elf. The man-bat on Lockjaw continues to have difficulty getting past the heavy armor, but does get a lucky bite on the dwarf's arm as he raises his axe.
Lockjaw- 8 bite
Abid digs out a potion drinking it quickly to cure some of the damage from the hammer before he throws back his head to apparently shout in a range beyond normal hearing.
Round 7
Lockjaw
Tararr
Chitleen
Karrak
Bats

Lockjaw Stoneshield |

Round 7
HP = 33/44
AC = 21/10/21
SR = 9
Weapon Equipped = Mwk Cold Iron Dwarven Waraxe
Speed = 20'
Lay on Hands/day = 4/5 (2d6)
Channel/day = 2/2 (2d6)
Smite Evil/day = 2/2 (+2 hit, +4 damage, +2 deflection AC)
Status Effects = Bless, STR (-4)
Looking to finish off his foe quickly Lockjaw swings again.
Mwk Waraxe Cold Iron Power Attack Bless Drain: 1d20 + 5 ⇒ (15) + 5 = 201d10 + 5 ⇒ (2) + 5 = 7

Tararr Trollspiltter |

Turning to address the bat attacking the elf, Tararr rushes to Chitleen's side. Bringing the true power of his blade to bear, Tararr swings at beast with a solid two hand chop.
Axe 1d20 + 10 ⇒ (18) + 10 = 28 DMG w/Bane1d8 + 8 + 2d8 ⇒ (6) + 8 + (6, 8) = 28
W/o Bane 1d8 + 8 ⇒ (1) + 8 = 9
Wasn't sure if it'd apply, but didn't want to slow things down.

Karrak Ironhand |

In that case, and I am proceeding under the understanding that I have some silver bolts, Karrak will fire at Chitleen's assailant again.
Lt. Xbow blessed Attack: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d8 ⇒ 6
HP=16/30 and bleeding 1
Bless Round 7/40
Deflection Aura: Ended
status:
Channel Energy 4/4 remaining
Deflection Aura 0/1
Touch of Good 6/6
Level 0 (5/day):
Create Water
Resistance
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Know the Enemy
Sanctuary
Magic Weapon
Bless (USED)
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon (USED)
Silence (USED)
Summon Monster II

Chitleen Shudra |

Round 7: Bombs: 2/6 remaining, HP: 14/19, AC: 17
A glance below shows that most of the threats of the floor have been ended and the perfumed elf observes dwarven steel ready for blood. Turning back to the bat before him Chitleen takes a step backwards... off the roof, attempting to twist in the air to at least lessen the force of his fall...
Acrobatics: 1d20 + 3 - 3 ⇒ (7) + 3 - 3 = 7 1d6 ⇒ 5 damage?
...though he still lands heavily with a crunch - ending up prone on the ground. Reaching into his satchel a restorative attar is brought forth and applied to his temples.
5ft to E,8, prone after fall, CLW Extract for : 1d8 + 3 ⇒ (3) + 3 = 6

Hungry Voodoo |

Lockjaw continues swinging at his man-bat foe, hitting it solidly, but leaving only a minor wound. Tararr grunts in frustration as he wishes to aid Chitleen, but cannot yet reach the enemy. Suddenly, Chitleen inexplicably tumbles off the roof and crashes to the ground. From his contorted position, he uncorks a healing attar to alleviate the pain.
The frenzied man-bat glides down after the fallen elf. Karrak fires, but his bolt deflects off the werebat's leather armor. It lands on Chitleen, but Tararr charges forward to take off its head just before it sinks diseased fangs into the elf's neck. Tararr- only 2d6 bane bonus damage.
Abid glides over to perch above the shrine of Kols and releases another gray ray that strikes Tararr. Tararr- 8 Str damage, DC 16 fort for half. Lockjaws opponent again manages to bite the paladin with curved fangs though its claws only grate against rock armor. Lockjaw- 5 bite
There is the crack of leathery wings above as the two werebat slavers return. They cast a net over Karrak entangling the priest as the net is pulled taut by the lycanthropes hovering ten feet overhead.
Round 8
Lockjaw
Chitleen
Karrak
Tararr
Bats

Lockjaw Stoneshield |

Round 8
HP = 28/44
AC = 21/10/21 (+2 vs. Smite Foe)
SR = 9
Weapon Equipped = Mwk Cold Iron Dwarven Waraxe
Speed = 20'
Lay on Hands/day = 4/5 (2d6)
Channel/day = 2/2 (2d6)
Smite Evil/day = 2/2 (+2 hit, +4 damage, +2 deflection AC)
Status Effects = Bless, STR (-4)
"Karrack! Dammit now I'ma get mad."
Detect Evil the Bat on me and if it's evil (I assume so) Smite it to bypass DR.
Mwk Waraxe Cold Iron Power Attack Bless Drain Smite: 1d20 + 7 ⇒ (6) + 7 = 131d10 + 9 ⇒ (5) + 9 = 14