| brvheart |
If you can see invisible creatures then you can take the AOO as he would only have 20% concealment against you. As is he is considered invisible and incorporeal when ethereal. I presume that you added your flank Oro-Tu so 1 hit. concentration: 1d20 + 9 + 4 ⇒ (16) + 9 + 4 = 29
Besides, did you really want me taking three more attacks on you instead?
| Oro-Tu |
no lol but if he failed the spell casting defensively he would still have lost the action :P. But no, I am good with 3 less attacks, and yes included flanking bonus (14+2)
| Oro-Tu |
I might have missed a plus somewhere but its 11+2raging+1haste+2flank for 16, so haste is in there
| Silas Frey |
Silas empowers his blade again and strikes at the creature.
Rapier: 1d20 + 8 + 2 + 1 ⇒ (14) + 8 + 2 + 1 = 25
Miss chance 50+ Miss: 1d100 ⇒ 41
damage: 1d6 + 6 + 1d6 + 1 ⇒ (5) + 6 + (5) + 1 = 17
| brvheart |
It is still going to consider Oro-Tu it's greatest threat as Natalie is under the spell affect.
claw: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24 damage: 1d8 + 6 ⇒ (7) + 6 = 13
claw: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24 damage: 1d8 + 6 ⇒ (7) + 6 = 13
bite: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24 damage: 1d6 + 6 ⇒ (1) + 6 = 7
It then takes it's swift action off course to resume blinking as it will do each round. It does not have multiattack to attack separate opponents. Lyst and Leialoha are up, then top of round.
| Lyst |
The funny thing is, if he hadn't been raging or if he hadn't used stalwart, those all would have missed.
Lyst sees his companions having difficulty, so he begins to admonish them with the wisdom of Thyr while trying to block attacks against Oro-Tu.
Standard Action: Sermonic Performance - Inspire Courage +2
Move action: grant soft cover to Oro-Tu.
| brvheart |
I presume you are taking the 5' step in between Lyst? You need to make a Perform (oratory) check please.
| Lyst |
No, I am not taking a 5ft step. I am using my trait that allows me to spend a move action to grant an adjacent ally soft cover.
I will give you a perform check on the assumption that there are circumstances I am not aware of, but generally using a Sermonic/Bardic Performance requires no check (except in specific cases, such as countersong).
Perform(oratory): 1d20 + 6 ⇒ (4) + 6 = 10
| Oro-Tu |
sweet thanks for the soft cover, what does that GI e +2 or +4 AC? Does it stack with your +4 luck or replace it? Yeah AC is not my greatest strength lol... And with my luck if I had dropped the Dr they would have all been 28 to hit or something anyway :P
| Lyst |
I am granting you a +4 untyped AC bonus vs ranged/reach attacks. This would stack with the +4 luck bonus, but you only get that when I take full defense, which I did not this round.
Also, of course, my Inspire Courage is granting +2 to attacks, damage, and saves vs charm/fear to all allies.
-Posted with Wayfinder
| Leialoha |
Lyst is correct that you don't need a Perform check, but of course this is a homebrew so you can rule as desired. One of my favorite PFS characters is an evangelist cleric and I also played one through the first book of Jade Regent in a PbP. Love that archetype. Very flavorful.
Leialoha draws forth a little bottle of alchemical grease from his satchel and casts a spell. The floor under the barguest is suddenly coated with grease.
Casts grease using alchemical grease to increase the DC. DC 18 Reflex save.
Oh this pains Leialoha so, but the grease seems a more sure thing than his preference for raining elemental hell on his foes.
| Natalie Desmee |
Narrowing her eyes Natalie doesn't give up. the words from Lyst lift's her heart that there is a chance to succeed where originally she saw failure. She lifts the heavy sword and slahes at the greater barghest some more.
+2 adamantine greatsword: 1d20 + 11 ⇒ (9) + 11 = 20 dmg: 2d6 + 2 ⇒ (1, 3) + 2 = 6
+2 adamantine greatsword: 1d20 + 11 ⇒ (8) + 11 = 19 dmg: 2d6 + 2 ⇒ (5, 4) + 2 = 11
+2 adamantine greatsword: 1d20 + 6 ⇒ (5) + 6 = 11 dmg: 2d6 + 2 ⇒ (3, 5) + 2 = 10
miss chance: 1d100 ⇒ 55
miss chance: 1d100 ⇒ 47
miss chance: 1d100 ⇒ 75
| brvheart |
reflex save: 1d20 + 10 ⇒ (11) + 10 = 21
I was thinking either grease or flaming sphere:0
| brvheart |
Initiative Order Round Three
Natalie
Oro-Tu
Silas
Creature
Lyst
Leialoha
Oro-Tu and then Silas are up
| brvheart |
Once it blinked back it would at least have to make the save for full damage as it is not an area spell. Regardless, it made its reflex and I don't see it surviving to its next action! Natalie may not have hit it for a lot, but I think it will make the deciding difference.
| Silas Frey |
Silas once again uses his power as the rapier begins to sing with energy.
Rapier: 1d20 + 8 + 2 + 1 + 2 ⇒ (7) + 8 + 2 + 1 + 2 = 20
Damage: 1d6 + 1 + 1d6 + 2 + 6 ⇒ (1) + 1 + (1) + 2 + 6 = 11
Rapier: 1d20 + 8 + 2 + 1 + 2 ⇒ (17) + 8 + 2 + 1 + 2 = 30
Damage: 1d6 + 1 + 1d6 + 2 + 6 ⇒ (3) + 1 + (5) + 2 + 6 = 17
Miss 0-50
Miss chance: 1d100 ⇒ 9
Miss chance: 1d100 ⇒ 91
| brvheart |
The goblinoid shudders under Silas' blade and is starting to show little mood for continuing. Oro-Tu up.
| Oro-Tu |
Oro-Tu spews a long line of weighty curses in Ronjoronjo and brings his polearm down repeatedly in a frenzy. (rage, power attack, stalwart, haste, courage, AC 23 DR 4/-)
Attack 1: 1d20 + 18 - 4 ⇒ (11) + 18 - 4 = 25
Damage: 1d10 + 10 + 2 + 6 ⇒ (5) + 10 + 2 + 6 = 23
Attack 2: 1d20 + 18 - 4 ⇒ (8) + 18 - 4 = 22
Damage: 1d10 + 10 + 2 + 6 ⇒ (9) + 10 + 2 + 6 = 27
Attack 3: 1d20 + 13 - 4 ⇒ (3) + 13 - 4 = 12
Damage: 1d10 + 10 + 2 + 6 ⇒ (5) + 10 + 2 + 6 = 23
Miss under 50: 1d100 ⇒ 71
Miss under 50: 1d100 ⇒ 23
Miss under 50: 1d100 ⇒ 82
| brvheart |
poof, with Oro-Tu's first swing the Barghest is blasted back to it's plane. XP=620 each.
Leialoha, you see bodies start to arise in the next room similar to the worm room.
| brvheart |
Keep the same initiative is fine. If you had not seen them yesterday you would not know what they were. They are more of those worms. You two are up.
| Lyst |
Lyst moves forward but stops in his tracks when he sees the action.
Knowledge Religion: 1d20 + 5 ⇒ (7) + 5 = 12 "What are these things??"
He responds by conjuring a defensive field and continuing his sermon. "Thyr will strike down all foes who seek to usurp the natural order of nature and the world..." he drones on.
Deflection Aura - +2 deflection bonus to AC & CMD for all allies within 20ft of me for 6 rounds
Inspire Courage - +2 to attacks & weapon damage rolls and saves vs charm/fear effects
| Leialoha |
"We faced them before we met you Lyst. Yesterday in fact. I don't know what they are either, but they are animated by type of worm. Last time, they had a queen too. She could spit acid. The others could sting. It was harder to hit them in the body. We had to kill the animated bodies and then the worms came out." Seeing a chance to burn a large number of them before he has to worry about protecting allies, Leialoha calls out a familiar incantation in Ronjoronjo and raises his hand toward the room, sending a tiny flaming sphere directly into the center where it explodes, bathing the room in an inferno of flames.
Casts fireball for: 8d6 + 3 ⇒ (2, 2, 2, 1, 3, 3, 5, 2) + 3 = 23 Fire damage. DC 21 Reflex save for half.
Is there a way I can show the radius on Roll 20?
| brvheart |
I made one for you.
reflex: 1d20 + 6 ⇒ (5) + 6 = 11
reflex: 1d20 + 6 ⇒ (11) + 6 = 17
reflex: 1d20 + 6 ⇒ (15) + 6 = 21
reflex: 1d20 + 6 ⇒ (4) + 6 = 10
reflex: 1d20 + 6 ⇒ (6) + 6 = 12
reflex: 1d20 + 6 ⇒ (10) + 6 = 16
reflex: 1d20 + 6 ⇒ (20) + 6 = 26
reflex: 1d20 + 6 ⇒ (19) + 6 = 25
reflex: 1d20 + 6 ⇒ (11) + 6 = 17
reflex: 1d20 + 6 ⇒ (13) + 6 = 19
reflex: 1d20 + 6 ⇒ (16) + 6 = 22
reflex: 1d20 + 6 ⇒ (12) + 6 = 18
reflex: 1d20 + 5 ⇒ (11) + 5 = 16
reflex: 1d20 + 5 ⇒ (20) + 5 = 25
reflex: 1d20 + 5 ⇒ (16) + 5 = 21
reflex: 1d20 + 5 ⇒ (10) + 5 = 15
reflex: 1d20 + 5 ⇒ (8) + 5 = 13
reflex: 1d20 + 5 ⇒ (17) + 5 = 22
| Natalie Desmee |
Hearing Leialoha warn of the corpses in the other room Natalie moves over in that direction still getting chills from having fought the greater barghest. she stops and sets herself waiting for Oro-Tu and the others to get over here before engaging the enemy.
move action - move 30 feet to the east setting herself in the passageway.
| brvheart |
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The fireball killed most of the worms and worm infested bodies and the unoccupied bodies are burning.
| Oro-Tu |
Oro-Tu finishes hacking at the barghest in time to hear the explosion and warning in the next room. He moves over quickly, thanks to the haste, and swings at the nearest living thing.
move action 60ft thanks to haste, to 15' in front of natalie and able to hit the top left corpse on map 10ft away. I tried moving him in roll20 don't know if it saved it. AC 19 DR 4/-
Attack, rage, PA, stalwart: 1d20 + 16 - 4 ⇒ (18) + 16 - 4 = 30
damage: 1d10 + 12 + 6 ⇒ (3) + 12 + 6 = 21
Oro-Tu then readies his polearm for any that may try to approach him.
| brvheart |
It did. I removed the body, the worm is still in the downed body there and needs to take a standard to come out. You will get an AOO. You can pre-roll that if you like.
| brvheart |
Silas moves 60' also and attacks a worm with his rapier with the same powers as before
rapier: 1d20 + 8 + 2 + 1 + 2 ⇒ (8) + 8 + 2 + 1 + 2 = 21
damage: 1d6 + 1 + 1d6 + 2 + 6 ⇒ (1) + 1 + (4) + 2 + 6 = 14
| brvheart |
Actually Oro-Tu, you get two AOO's one on each of them now. The other one attacks Silas.
stinger: 1d20 + 8 ⇒ (10) + 8 = 18
slam: 1d20 + 2 ⇒ (16) + 2 = 18
| Oro-Tu |
ok so the AOO is for the worms exiting the body? Got like 2 left if there are more that walk up haha
aoo1: 1d20 + 16 - 4 ⇒ (18) + 16 - 4 = 30
damage: 1d10 + 12 + 6 ⇒ (3) + 12 + 6 = 21
aoo2: 1d20 + 16 - 4 ⇒ (20) + 16 - 4 = 32
damage: 1d10 + 12 + 6 ⇒ (1) + 12 + 6 = 19
crit confirm: 1d20 + 16 - 4 ⇒ (1) + 16 - 4 = 13
damage: 1d10 + 12 + 6 ⇒ (3) + 12 + 6 = 21
| brvheart |
One was for exiting and the other was for the walk up. As you crit the walk up the worm in it is dead also. Just one left on Silas now.
| Oro-Tu |
I rolled a 1 to confirm crit so I don't know if that makes a difference lol it may not have died.
| brvheart |
My error but considering you would get another AOO next round when it left the body and it having 2 hp I am not worried. I will leave it dead.
| Leialoha |
Actually a nat 1 on a crit confirm is not an automatic failure, just as a nat 20 on a crit confirm is not an automatic success. Only applies to attack rolls and saving throws. Of course, a 13 on a crit confirm may still not confirm :) and Brvhrt is always free to house rule that 20s and 1s act the same way on crit confirms that they do on attacks.
| Oro-Tu |
Hmm, I always considered them 'attack rolls' and gave success on 20 failure on 1 for those (a 1 wouldn't make you 'miss' on confirming though, just not crit), since they used attack bonus, but I can see where you are going with it. I always liked 2nd edition with the 20 crits period method :P
| brvheart |
It is a crit confirm so no it is not an auto failure and 13 hit the AC so it is dead anyway. I do have a Nat 20 auto confirm though! A kobold needs that 1 in 400 chance of getting a lucky shot!