Sir Mr. Proudefeets |
You guys are spaced out so Vermin cannot get to the stone giant without squeezing and Jothas is standing in the charge lane for Sparky, so no pounce :(. Gotta ask for your help here. Also I need to wait to see if Orange is down or not. But the Ankylosaurus can attack the Stone Giant.
[dice=Ankylosaurus Tail]1d20+14;3d6+12 Dang. What is up with that creature?
Sorry, should have clarified that the Griffon mount is up in the air (whatever height is 5' above the height of the giant), so he should not be blocking your attack.
Vermin* |
Nice, but still blocking Vermin, who is 15' tall. lol. There are issues with being big. :) Vermin can move 15[' forward and bite. But I think, having to squeeze through the doorway and not being completely out of that doorway means he is squeezing and takes those penalties.
Jothas Bate |
Jothas takes a 5' step to the NW and attacks the stone giant
power attack, haste, cornugon smash
to hit: 1d20 + 22 ⇒ (15) + 22 = 37 damage: 1d10 + 21 ⇒ (9) + 21 = 30
intimidate: 1d20 + 18 ⇒ (15) + 18 = 33
to hit: 1d20 + 17 ⇒ (20) + 17 = 37 damage: 1d10 + 21 ⇒ (6) + 21 = 27
confirm: 1d20 + 17 ⇒ (5) + 17 = 22 damage: 1d10 + 21 ⇒ (2) + 21 = 23
Vermin* |
When Jothas moves up Sparky pounces on the stone giant, further ruining his day.
Bite: 1d20 + 17 + 2 ⇒ (7) + 17 + 2 = 261d8 + 11 + 1d6 + 9 ⇒ (3) + 11 + (5) + 9 = 28
Claw: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 351d6 + 9 + 1d6 + 9 ⇒ (1) + 9 + (4) + 9 = 23
Claw: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 191d6 + 9 + 1d6 + 9 ⇒ (6) + 9 + (3) + 9 = 27
Vermin moves in and casts Frostbite on himself.
N Large animal
Init +3; Senses low-light vision, scent; Perception +7
—————
Defense
—————
AC 32, touch 13, flat-footed 27 (+5 armor, +4 Dex, +1 dodge, +13 natural, -1 size)
hp 60 (8d8+24)
Fort +9, Ref +10, Will +4 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion
—————
Offense
—————
Speed 40 ft.
Melee bite +15 (1d8+9 plus grab), 2 claws +15 (1d6+9)
Space 10 ft.; Reach 10 ft.
Special Attacks pounce and grab
—————
Statistics
—————
Str 28, Dex 18, Con 14, Int 3, Wis 15, Cha 9
Base Atk +6; CMB +16 (+20 grapple); CMD 30
Feats Dodge, Light Armor Proficiency, Weapon Focus (bite), Weapon Focus (claw)
Tricks Air Walk, Attack, Attack Any Target, Defend, Down, Fighting, Guard, Seek, Stay, Track, Flank, Quiet Watch, Heel
Skills Acrobatics +7 (+11 to jump), Climb +12, Perception +7, Stealth +3, Swim +12
SQ air walk, attack any target, defend, devotion, fighting, guard, seek, track
Other Gear +1 chain shirt, amulet of natural armor +1, 1,350 gp
—————
Special Abilities
—————
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.
GM_Starson |
The Stone and Orange giants are powerful, strong, and hard to hit. But their no match for a series of well trained veteran pathfinders ganging up on them. While the stone giant's armor and skin mean that he resists many of the attacks, the ones that get through contain just to much power for him to resist, and he's eventually driven to the ground.
PATHFINDERS VICTORY!... FOR NOW!
The Pathfinders quickly do what pathfinders do best... loot the bodies, stashing some gems and some gold in pockets, and noticing that the stone giant was wearing +1 Half plate... no wonder he was so hard to hit! With their spoils collected, they move out of the destroyed room and into the keep proper.
The keep is beautiful on the inside, serene and elegant in its construction and decor. Most everything is white, blue, or silver. Rare woods and stone can be found throughout, and silver inlay, other precious metals, and even semiprecious stones were used liberally to tastefully adorn every aspect. Everything inside the structure is scaled for a giant about 15–18 feet tall. The doors are all massive and heavy, made of brass with inset wooden panels. The furnishings are far too large for humans to use easily. A full-grown human sitting in a chair found here would appear smaller than a child or a halfling. On average, ceilings range from 30 to 50 feet in height.
As the team ventures forward a little, a cat of all things leaps out in front of them. The black and white patched cat looks up at them, and a voice comes forth from the feline.
“Please. I need your help. I’m in the central hall holding off the main force, but some… thing is at the foundation. Somehow, it’s causing damage. I don’t know how that’s possible, but please find it and stop it. Any stairway that you find can take you down to it—it’s at the very bottom of the keep.”
After speaking the cat stares at you for a moment and licks it's paws a little bit, giving you that look only very spoiled cats can of disappointed indifference.
Vermin* |
This voice must be the giant we look for; the owner of this castle. Vermin notes. Lets find a stair.
Bauble |
Bauble collapses upon himself during the conversation with the cat, morphing from multi-limbed insectoid monstrosity to... well Bauble monstrosity.
"Nice kitty!"
Bauble tries to pet the cat.
He also:
Bauble |
I think the party will follow the kitty's instructions. Do you need a perception roll or anything?
Lucija Lal Rani |
"Mr. Vermin, I believe that oaf broke a bone of mine," Says Lucija impatiently as she applies a thin anointment of devil's blood (healing myself 10 hit points over the course of a minute, leaving 18 to go).
Vermin* |
Vermin looks concerned but his wands are melded into his body and his raptor claws could never properly hold a wand anyway. Perhaps Sir Mr. Proudefeets could help?
GM_Starson |
Lucija, do you have a cure light wand? If so, we can assume proudefeet uses it, and I'll move on later today. If not, we'll give him a little more time otherwise I'll move us onward.
Lucija Lal Rani |
No, I haven't got my own. If I need to cast a second infernal healing spell on myself, I will.
GM_Starson |
We'll assume you can make a second casting of it just from travel time.
The stairway spirals down an open shaft through the thick mist. Eventually the stair stops and the mist becomes solid like a floor. This area is a chamber of sorts whose the floor, walls, and ceiling are also solid mist. The central portion of the chamber is a column of white mist sixty feet across. Near it is a bizarre creature that looks like a humanoid insect, twelve feet tall with a long tail and a thick, ice-blue carapace. It wields a wickedly barbed spear in both hands and is stabbing it into the misty column. With each blow, a portion of the mist turns to ice and shatters into a thousand brittle bits. Every third blow or so, the entire castle shudders and shakes. A giant with pale, blue-white skin and a scraggly white beard crusted with its own frozen drool guards the creature. The giant stands hunched over and
looks toward the staircase with a weird, half-vacant look, seemingly staring past the pathfinders rather than at them.
init, Sir Mr. Proudefeets: 1d20 + 3 ⇒ (13) + 3 = 16
init without heightened awareness, Bauble: 1d20 + 11 ⇒ (18) + 11 = 29
init, bate: 1d20 + 2 ⇒ (19) + 2 = 21
init, vermin: 1d20 + 3 ⇒ (1) + 3 = 4
init, Lucija: 1d20 + 3 ⇒ (10) + 3 = 13
init, Hammerhand: 1d20 + 3 ⇒ (18) + 3 = 21
init, Ice Giant: 1d20 - 1 ⇒ (18) - 1 = 17
init, Ice Devil: 1d20 + 8 ⇒ (11) + 8 = 19
PATHFINDERS FIGHT! THE BOLD MAY ACT!
Bauble
Hammerhand
Bate
---------------
Ice Devil
Frost Giant
---------------
Lucija/Naghamadi
Mr Proudefeets/Griff
Vermin/sparky
Bauble |
Kn Arcana: 1d20 + 11 ⇒ (2) + 11 = 13
Kn Planes: 1d20 + 11 ⇒ (14) + 11 = 25
Bauble casts Mirror Image and dashes forward.
Images: 1d4 + 3 ⇒ (2) + 3 = 5
"Soooo many Baubles!"
Clandelve Hammerhand |
Clandelve's fist tightens around his hammer, and he moves to anchor the party's flank.
"Ye might want tae think about stoppin' 'at. Coz we're nae too keen on th' tower comin' doon on top ay us." the dwarf says.
double move
Vermin* |
Gotta do something about my poor init. :(
Knowledge (planes): 1d20 + 5 ⇒ (10) + 5 = 15
Jothas Bate |
Jothas charges to the reach of his whip and attacks the giant
power attack, cornugon smash, charge
to hit: 1d20 + 23 ⇒ (19) + 23 = 42 damage: 1d10 + 21 ⇒ (4) + 21 = 25
intimidate: 1d20 + 18 ⇒ (20) + 18 = 38
Vermin* |
Vermin watches the battlefield form up and calls out Ware the charge lanes. Sparky needs to charge.
Leaving a charge lane means full attacks instead of a single attack for both Vermin and his pet...
Sir Mr. Proudefeets |
Apologies for the delay in posting - life with a small baby can be hectic sometimes...
Back at the site of the last battle Proudefeets watches Lucija use her stick of malevolent healing with dismay. "My friend, there is no need for such unclean forms of "healing" - let me show you how the blessings of Chaldira can help you..."
healing from Lay on Hands: 3d6 ⇒ (4, 4, 6) = 14
"See? Don't you feel much better now? And without that noxious smell that your stick gives you? My advice: best to submerge that stick in a vat of holy water..."
...
Just before entering the chamber, Proudefeets taps himself with a wand of Divine Favor, restows it, and pulls out his wand of Saddle Surge.
@GM, is the entire map passable for flyers? Or at the areas outside the "cloud" inaccessible to us? Also, I assume that the circular shape near the devil is not passable due to being a solid column?
GM_Starson |
The Giant roars in pain and looks visibly upset as the whip cracks across him... and more than a little nervous about the crazy guy little guy with a whip.
1d100 ⇒ 65
You are correct mr. proudefeets, and no worries, tiny humans are trouble to handle, they get all sorts of unfair bonuses. Area outside the cloud is technically "Outside the castle" but flyable area as their just "Columns in mist".... so beware falling!
PATHFINDERS FIGHT! THE BOLD MAY ACT!
Bauble
Hammerhand
Bate
---------------
Ice Devil
Frost Giant
---------------
Lucija/Naghamadi
Mr Proudefeets/Griff
Vermin/sparky
Vermin* |
Mr. Hammerhadn has already acted. He double moved. I believe your guys are up Mr. GM.
Bauble |
"Poor sad big guy with frosty drool! Nasty evil thing with pointy tail got his brain."
Hey all you cleric types, a protection from evil spell might free him.
GM_Starson |
Ah, missed that! Yes, it is in deed my turn!
The frost giant roars in anger and steps forward a bit, swinging his mighty great axe down upon the Samurai.
Greataxe: 1d20 + 18 - 2 ⇒ (20) + 18 - 2 = 36Oh dear.
damage: 3d6 + 13 ⇒ (3, 1, 6) + 13 = 23
Greataxe: 1d20 + 18 - 2 ⇒ (16) + 18 - 2 = 32Oh dear. You are SO lucky you shook him.
damage: 6d6 + 26 ⇒ (5, 5, 2, 1, 2, 4) + 26 = 45
Greataxe: 1d20 + 13 ⇒ (17) + 13 = 30
damage: 3d6 + 13 ⇒ (1, 2, 1) + 13 = 17
The giant brings the axe down with a devastating blow that would have utterly destroyed a lesser man, slicing him in twain.
Bates is "Merely" knocked back on his heels, struggling to stay standing.
Lucky man. Pretty sure that would have killed anyone else in the party. Especially since he didn't power attack against the heavily armored guy.
The demon meanwhile, ignores the pathfinders and stabs his icy spear into the column again, wrenching out a large chunk of it, causing a shuddering to rumble through the castle above.
PATHFINDERS FIGHT! THE BOLD MAY ACT!
Bauble
Hammerhand
Bate -23
---------------
Ice Devil
Frost Giant -25 shaken
---------------
Lucija/Naghamadi
Mr Proudefeets/Griff
Vermin/sparky
Lucija Lal Rani |
Back at the site of the last battle Proudefeets watches Lucija use her stick of malevolent healing with dismay.
It's actually her own magic, not a wand.
......
Naghamadi's Knowledge (Planes) to know about the ice devil (in case it even matters, see below): 1d20 + 19 ⇒ (16) + 19 = 35
Naghamadi races across the sky nearer the ice devil ("run" action, on a trajectory that should keep them both just out of the giant's range).
Bodyguard in case Lucija is attacked: 1d20 ⇒ 16
"BEGONE!" Lucija booms, pointing at the devil.
CL check to beat SR, if necessary: 1d20 + 10 ⇒ (17) + 10 = 27
Sir Mr. Proudefeets |
Mr. P hears Bauble's suggestion and responds. Tucking his wand of saddle surge back into his cloak, he swiftly retrieves a wand of Protection From Evil from his wrist sheath, casts it (holding the charge), and urges Griff forward.
Move action to re-stow the wand of saddle surge, swift action to retrieve the wand of protection from evil, standard action to cast protection from evil from the wand.
The griffon double moves (flying but not charging) to allow Mr. P to get close enough to lean down and deliver the touch spell. Presuming that the giant has reach, this will provoke an AoO from the giant (against either Griff or Mr. P).
deliver Protection from evil spell, vs. Touch AC: 1d20 + 14 ⇒ (2) + 14 = 16
Griff and Mr. P should now be at whatever altitude is 5' above the height of the giant
Vermin* |
Unconcerned about the spell to help the frost giant Sparky pounces while Vermin charges through the air to engage the devil. As he charges he bellows ignore the frost giant and stop that devil!. Sparky will stop attacking if the giant drops. Unsure if Vermin can change through the air and attack or not. He can charge upward and can move a total of 100 but I think Sir Mr. Proudefeets blocks him. Let me know what you think.
Bite: 1d20 + 17 ⇒ (15) + 17 = 321d8 + 9 + 1d6 + 9 ⇒ (1) + 9 + (2) + 9 = 21 11 non-lethal and fatigued.
Claw: 1d20 + 17 ⇒ (8) + 17 = 251d6 + 9 + 1d6 + 9 ⇒ (1) + 9 + (3) + 9 = 22 12 non-lethal and fatigued.
Claw: 1d20 + 17 ⇒ (13) + 17 = 301d6 + 9 + 1d6 + 9 ⇒ (2) + 9 + (6) + 9 = 26 15 non-lethal and fatigued.
N Large animal
Init +3; Senses low-light vision, scent; Perception +7
—————
Defense
—————
AC 32, touch 13, flat-footed 27 (+5 armor, +4 Dex, +1 dodge, +13 natural, -1 size)
hp 60 (8d8+24)
Fort +9, Ref +10, Will +4 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion
—————
Offense
—————
Speed 40 ft.
Melee bite +15 (1d8+9 plus grab), 2 claws +15 (1d6+9)
Space 10 ft.; Reach 10 ft.
Special Attacks pounce and grab
—————
Statistics
—————
Str 28, Dex 18, Con 14, Int 3, Wis 15, Cha 9
Base Atk +6; CMB +16 (+20 grapple); CMD 30
Feats Dodge, Light Armor Proficiency, Weapon Focus (bite), Weapon Focus (claw)
Tricks Air Walk, Attack, Attack Any Target, Defend, Down, Fighting, Guard, Seek, Stay, Track, Flank, Quiet Watch, Heel
Skills Acrobatics +7 (+11 to jump), Climb +12, Perception +7, Stealth +3, Swim +12
SQ air walk, attack any target, defend, devotion, fighting, guard, seek, track
Other Gear +1 chain shirt, amulet of natural armor +1, 1,350 gp
—————
Special Abilities
—————
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.
Sir Mr. Proudefeets |
@Vermin, Mr. P couldn't quite reach the devil, which is why he went for the prot-evil on the giant. He'll go after the devil next round for sure (if he hasn't been dismissed)... How do you charge upwards? Would be super handy for this character! And sorry to block your charge lane - thought I was getting out of the way...
Vermin* |
First no problem. And I am not sur I can so I asked. Since Vermin is air walking there is no reason form him to be on the ground in the place. Charging says you have to take the shortest path. Unsure the actual dimensions of the pillar too.
GM_Starson |
will: 1d20 + 12 ⇒ (6) + 12 = 18
*Poof*
The clouds ripple slightly where there was once an ice demon.
The Frost giant twitches as he's tapped, and takes a swing at proudefeets.
AOO Proc: 1d20 + 15 ⇒ (14) + 15 = 29
Damage: 3d6 + 21 ⇒ (5, 6, 1) + 21 = 33
The spell sparks along him, but doesn't seem to do much else.
Sparky is then upon the frost giant, cutting and slashing, and the giant roars in pain.
1d100 ⇒ 52
1d100 ⇒ 93
1d100 ⇒ 30
As sparky strikes the giant, a cloud of black smoke fills the air and coalesces behind him, forming into another massive devil! This one white with dragonfly like wings and a vicious scorpion tail. It cackles and howls as it swings it's tail around, ready to attack.
PATHFINDERS FIGHT! THE BOLD MAY ACT!
Bauble
Hammerhand
Bate -23
---------------
Bone Devil
Frost Giant -94 shaken
---------------
Lucija/Naghamadi
Mr Proudefeets/Griff -33/0
Vermin/sparky
Bauble |
Bauble hurries around to the other side of the devil, (drawing an AoO from it, though he stayed at least 15' from the giant), then readies an action to cast an intensified, empowered (using the acrimony veil) shocking grasp defensively (auto success) after Bates has moved or attacked (hoping for a flank).
To Hit, flank: 1d20 + 15 - 2 + 2 ⇒ (4) + 15 - 2 + 2 = 19
But I fear he misses anyway.
Damage: 1d6 + 20 ⇒ (4) + 20 = 24
Empowered, Intensified, Shocking Grasp Damage: 10d6 + 16 ⇒ (2, 1, 6, 6, 2, 5, 4, 1, 4, 1) + 16 = 48
Clandelve Hammerhand |
Clandelve lunges at the giant, striking directly at its knee.
+2 Warhammer (adamantine) (power attack, lunge): 1d20 + 16 ⇒ (14) + 16 = 301d8 + 16 ⇒ (6) + 16 = 22
Using lunge + defensive training, AC is 32 until next turn
Vermin* |
Frost Giant should also be fatigued. I am traveling today and will not be able to post til late.
Jothas Bate |
Jothas will take a 5' step to the west to put a bit of distance between him and the new devil, and try to strike it with his whip.
power attack
to hit: 1d20 + 21 ⇒ (5) + 21 = 26 damage: 1d10 + 21 ⇒ (9) + 21 = 30
intimidate: 1d20 + 18 ⇒ (12) + 18 = 30
to hit: 1d20 + 16 ⇒ (2) + 16 = 18 damage: 1d10 + 21 ⇒ (3) + 21 = 24
Likely that all misses
Bauble |
@Jothas
Did you add in the flank bonus from Bauble?
GM_Starson |
Jothas snaps his whip at the new devil, and scores a light blow against him. The creature seems surprised the whip could hit at all, and is definitely perturbed.
Bauble's slice misses, but the crackling of energy distracts the giant enough opens up a path for Hammerhand to dive in and swing, taking out the giant's knee with a sickening "CRUNCH!" as it falls to the misty floor.
The devil strikes at bauble as he moves...
sting: 1d20 + 14 ⇒ (1) + 14 = 15
damage: 3d4 + 5 ⇒ (4, 3, 2) + 5 = 14
but has just as much luck striking him. Infuriated by this, he unleashes as wave of attacks...
bite: 1d20 + 14 - 2 ⇒ (8) + 14 - 2 = 20
damage: 1d8 + 5 ⇒ (7) + 5 = 12
Claw: 1d20 + 14 - 2 ⇒ (11) + 14 - 2 = 23
damage: 1d6 + 5 ⇒ (3) + 5 = 8
Claw: 1d20 + 14 - 2 ⇒ (19) + 14 - 2 = 31
damage: 1d6 + 5 ⇒ (1) + 5 = 6
sting: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24
damage: 3d4 + 5 ⇒ (1, 3, 2) + 5 = 11
1 Image destroyed by near miss
image hit on 1: 1d4 ⇒ 3
image hit on 1: 1d3 ⇒ 1
While bauble dodges most of the attacks, others blasting images, the stinger sneaks by, striking him with poison!
bauble fort: 1d20 + 12 ⇒ (5) + 12 = 17
str damage: 1d3 ⇒ 3
He can feel the poison pumping through his veins and burning him from the inside! The demon crows in laughter.... and then vanishes!
PATHFINDERS FIGHT! THE BOLD MAY ACT!
Bauble 2 Images -3 str -11HP
Hammerhand
Bate -23
---------------
Bone Devil -20 [invisible]
---------------
Lucija/Naghamadi
Mr Proudefeets/Griff -33/0
Vermin/sparky
Griff Griffon |
Just noting that Griff has scent, so if the devil is within 30' he should be aware of its presence, though he'll still need to use a move action to determine the direction.
Also, just for clarification, the giant is out of the battle (at least for now)? His icon is still on the map so just want to be sure.
Lastly, for clarification, what size was the devil? It was a bit hard to tell how many squares its icon occupied back when we could still see it.
Lucija Lal Rani |
Automatic success on Spellcraft roll.
Lucija wastes no time in blasting the space where the bone devil had just stood with scintillating motes and searing sparkles!
Glitterdust, DC 20, in the space where the bone devil was, and if also possible within that area, where the giant is.
Naghamadi's Knowledge (Planes) to know about the bone devil: 1d20 + 19 ⇒ (7) + 19 = 26
Naghamadi then closes in on the giant....
bite vs giant: 1d20 + 13 ⇒ (1) + 13 = 14
damage: 1d6 + 3 ⇒ (2) + 3 = 5
Bodyguard #1: 1d20 ⇒ 9
Bodyguard #2: 1d20 ⇒ 6
Bodyguard #3: 1d20 ⇒ 15
Bodyguard #4: 1d20 ⇒ 17
Bodyguard #5: 1d20 ⇒ 4
Bodyguard #6: 1d20 ⇒ 7
GM_Starson |
Just noting that Griff has scent, so if the devil is within 30' he should be aware of its presence, though he'll still need to use a move action to determine the direction.
Also, just for clarification, the giant is out of the battle (at least for now)? His icon is still on the map so just want to be sure.
Lastly, for clarification, what size was the devil? It was a bit hard to tell how many squares its icon occupied back when we could still see it.
He's still there, and glowing now thanks to Lucija. The giant is now down, though unconscious thanks to non-lethal. Devil is large size.
Lucija knows that it's a bone devil, with resistance to damage from all but good, high spell resistances, and many immunities to elemental damage. It also has the ability to cast spells such as ice wall, and quickened invisibility.
Naghamadi spends to much time in the fourth dimension and attacks there instead of the third dimension and completely misses.
Lucija Lal Rani |
Lucija knows that it's a bone devil, with resistance to damage from all but good, high spell resistances, and many immunities to elemental damage. It also has the ability to cast spells such as ice wall, and quickened invisibility.Naghamadi spends to much time in the fourth dimension and attacks there instead of the third dimension and completely misses.
Let's be clear; It was Naghamadi who made the Knowledge check. He's Lucija's tutor in forbidden lore (and surrogate common sense, kind of Hobbes-to-her-Calvin).
GM_Starson |
Vermin attacks the devil!
claws: 1d20 + 17 ⇒ (1) + 17 = 18
damage: 1d8 + 8 ⇒ (4) + 8 = 12
claws: 1d20 + 17 ⇒ (5) + 17 = 22
damage: 1d8 + 8 ⇒ (5) + 8 = 13
bite: 1d20 + 17 ⇒ (9) + 17 = 26
damage: 2d6 + 8 ⇒ (4, 2) + 8 = 14
grab: 1d20 + 20 ⇒ (16) + 20 = 36
foreclaws: 1d20 + 12 ⇒ (16) + 12 = 28
damage: 1d4 + 5 ⇒ (2) + 5 = 7
foreclaws: 1d20 + 12 ⇒ (4) + 12 = 16
damage: 1d4 + 5 ⇒ (2) + 5 = 7
Lucija blasts him with glitter dust!
devil will: 1d20 + 7 ⇒ (15) + 7 = 22 and despite going invisible, he glows brightly, but is not blinded, and vermin attacks again!
claws: 1d20 + 17 ⇒ (13) + 17 = 30
damage: 1d8 + 8 ⇒ (5) + 8 = 13
claws: 1d20 + 17 ⇒ (19) + 17 = 36
damage: 1d8 + 8 ⇒ (5) + 8 = 13
bite: 1d20 + 17 ⇒ (4) + 17 = 21
damage: 2d6 + 8 ⇒ (4, 1) + 8 = 13
grab: 1d20 + 20 ⇒ (1) + 20 = 21
foreclaws: 1d20 + 12 ⇒ (6) + 12 = 18
damage: 1d4 + 5 ⇒ (4) + 5 = 9
foreclaws: 1d20 + 12 ⇒ (10) + 12 = 22
damage: 1d4 + 5 ⇒ (2) + 5 = 7
Sadly, vermin's blast of attacks don't do much damage against the resistant evil being!
Everybody, I just realized the bone devil has a fear aura! Everyone within 5 feet of it needs to roll me a will save against fear, DC 19!
PATHFINDERS FIGHT! THE BOLD MAY ACT!
Bauble 2 Images -3 str -11HP
Hammerhand
Bate -23
---------------
Bone Devil -30 [invisible, glowing, grappled]
---------------
Lucija/Naghamadi
Mr Proudefeets/Griff -33/0
Vermin/sparky
Bauble |
I think you need to reroll the mirror images thing. He has 5 images so you need to roll a d6, not a d4 on that first attempt and then decreae from there.
Fear ST, DC 19: 1d20 + 12 ⇒ (18) + 12 = 30
Bauble did not like missing and uses an arcane reservoir to grant Arcane Accuracy.
To Hit: 1d20 + 21 ⇒ (18) + 21 = 39
Damage: 1d20 + 20 ⇒ (16) + 20 = 36
Intensified, Empowered Shocking Grasp Damage: 10d6 + 17 ⇒ (1, 1, 6, 4, 6, 5, 1, 3, 4, 3) + 17 = 51
Crit To Hit: 1d20 + 21 ⇒ (10) + 21 = 31
Crit Damage: 1d20 + 10 ⇒ (2) + 10 = 12
Shocking Grasp Crit Damage: 10d6 + 18 ⇒ (2, 5, 5, 5, 3, 2, 5, 4, 4, 2) + 18 = 55
Itereative To Hit: 1d20 + 21 - 5 ⇒ (8) + 21 - 5 = 24
Damage: 1d20 + 20 ⇒ (8) + 20 = 28
GM_Starson |
I think you need to reroll the mirror images thing. He has 5 images so you need to roll a d6, not a d4 on that first attempt and then decreae from there.
Your forgetting (And no worries, most people do) that mirror images still "Pop" if the opponent misses by less than 5. Buuuuut I still miscounted how many are left, cause I had "5" in my head, not "5+OG Bauble", so here are your rerolls.
Hit on 1: 1d5 ⇒ 3
hit on 1: 1d4 ⇒ 2
So no hit, and your down to 2 images plus yourself. However, I am gonna need a caster check to get past his spell resistance.
PATHFINDERS FIGHT! THE BOLD MAY ACT!
Bauble 2 Images Left
Hammerhand
Bate -23
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Bone Devil -30 [invisible, glowing, grappled]
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Lucija/Naghamadi
Mr Proudefeets/Griff -33/0
Vermin/sparky
Bauble |
I did not know about the miss by 5 rule though it is there in black and white. I actually like that since I think Mirror Image without that rule is a bit too nice.
Spell Resistance: 1d20 + 21 ⇒ (2) + 21 = 23
Ugh. Even with Greater Spell Pentration that does not look good. REALLY tempted to take a reroll, but with all the others smacking the poor thing I don't think so. It's rounds are numbered.
Jothas Bate |
Was waiting for the result of the failed fear save
Jothas will whip again at the devil.
power attack, cornugon smash
to hit: 1d20 + 21 ⇒ (16) + 21 = 37 damage: 1d10 + 21 ⇒ (6) + 21 = 27
intimidate: 1d20 + 18 ⇒ (3) + 18 = 21
to hit: 1d20 + 16 ⇒ (10) + 16 = 26 damage: 1d10 + 21 ⇒ (7) + 21 = 28
GM_Starson |
Was waiting for the result of the failed fear save
Sorry, it's a standard fear save. You are now panicked and have to run for...
fear: 1d6 ⇒ 3turns.
This however, doesn't matter,Lucky you. That's because, concerning spell resistance Bauble, that's enough! But I did just notice... are you rolling d20s for damage?!?! Is that a mistake or how in the world are you doing that! Luckily, even ignoring that...
Bauble taps the bone devil and hooks his blade in juuuuuust right... and the flash of lightning that booms out is enough to vaporize the bone devil where it stands, turning the creature into powders of ash that float away.
PATHFINDERS WIN! VICTORY!
Clandelve Hammerhand |
Clandelve smirks as the second devil falls.
"Now tae figure out whit they were doin'," he says as he starts to examine what they were pounding on.
perception: 1d20 + 19 ⇒ (6) + 19 = 25