Jakun Stormhoof |
Assuming the night is restful.
"My friends. I have memorized a spell which, if effective, will render the creature inert for a few precious moments. If it does not succeed we will have a fight on our hands.
Revered Daughter, please proof our allies against fire, I shall proof myself and Thistle.
I believe that we should hang ropes off of the left side. I will fly down on the right side and attempt a casting at it. If it succeeds or fails the rest of you should be able to sneak down and strike it from behind for I will grant you all the magical speed that is so useful. I hesitate to also make the group large as I do not believe we should expand all of resources on this creature fearsome though it may be as foes abound in these dark, twisted tunnels".
The way I see it, the group ties off the ropes. Jakun will cast in the following order: 1. Fly. 2. Resist Energy (Fire) - Jakun. 3. Resist Energy (Fire) - Thistle. 4. Haste - Everyone. Jakun flies down close enough to cast Malfunction (hopefully out of it's range! While I have its attention, the rest of the group climbs down behind it. Combat ensues.
Mariel, can you also cast Blessing of Fervor on the party? It does not stack with Haste but having both on at once grants abilities that do not overlap.
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.
Caitlyn Weissman |
Caitlyn stood ready, the comfortable weight of her hammer in her hands!
Would be nice to get one for Caitlyn then too if possible, she will be at ground zero after all!
Jakun Stormhoof |
Mariel can cast Resist Energy on Caitlyn, Loren and Mittens as the three front liners. Ah, my staff has one more Resist Energy so we can cover the entire group for resistance to fire! Mariel, are you casting Blessing of Fervor? I am going to assume yes. Also Mariel or Mittens or Loren, any way any of you can cast Restoration or Lesser Restoration upon me?
Party Buffs:
Jakun: Fly, Bear's Endurance (+14 HP +2 Fortitude saves) & Darkvision.
All: Resist Energy - Fire 10.
All: Haste - 1 Extra Attack Action +1 Bonus Attack Rolls +1 AC and Reflex Saves. Speed increased by 30'.
All: Blessing of Fervor - ONLY 1 of the following 3 will apply due to Haste - (1) Stand up as swift action with no AoO, (2) +2 Attack AC and Reflex, or (3) Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
Surprise Round?
Once the party prepares itself Jakun lifts silently into the air and casts Darkvision that he may see this fearsome guardian and Bear's Endurance knowing that a cost may be paid for this spell, "Pray to the Gods that this spell works".
He silently drifts off to the side of the balconies where the ropes were not lowered. Once he sees the creature is in range for his spell, he lets loose!
DESCRIPTION
This functions as confusion, except it only affects constructs, and instead of babbling incoherently, the construct takes no actions on its turn (but may still make attacks of opportunity).
Fortitude save DC 18 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24 Yay! No harmful effect from casting a Fisty spell!
Tallen "mittens" short horn |
mittens doesn't cast spells,
Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
Spending one lay on hands . All allies in a 30 ft radius (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light.
Also dumb question what level are we?
Mariel Uth Kaldar |
I have to swap out Restoration for the Fervor Spell. Please in the future do not assume I am casting anything that I have not said that I am casting.
She will cast protection from energy on Caitlyn, Loren and Mittens, from fire
She will cast lesser restoration on the wizard
1d4 ⇒ 2
She will cast fire shield, fire, on herself.
Jakun Stormhoof |
I have to swap out Restoration for the Fervor Spell. Please in the future do not assume I am casting anything that I have not said that I am casting.
She will cast protection from energy on Caitlyn, Loren and Mittens, from fire
She will cast lesser restoration on the wizard
1d4She will cast fire shield, fire, on herself.
I assumed nothing, merely asked if you were going to cast it. You did not reply so I added it to the potential list of buffs to try and move the action along.
Samnell |
Making sure I have all of this down:
Jakun: Fly, Bear's Endurance (+14 HP +2 Fortitude saves) & Darkvision.
All: Resist Energy - Fire 10.
All: Haste - 1 Extra Attack Action +1 Bonus Attack Rolls +1 AC and Reflex Saves. Speed increased by 30'.
All but Jakun: Bless
Plan is Jakun flies up, Darkvisions himself, and then throws down a Malfunction. Then we throw ropes down and the front-liners descend as quickly as they can without the full gravity assist?
Jakun Stormhoof |
Jakun: Fly, Bear's Endurance (+14 HP +2 Fortitude saves) & Darkvision.
Jakun, Thistle & Mariel: Resist Energy - Fire 10.
Loren, Mittens & Caitlyn: Protection from Energy.
All: Haste - 1 Extra Attack Action +1 Bonus Attack Rolls +1 AC and Reflex Saves. Speed increased by 30'.
All but Jakun: Bless
All allies in a 30 ft radius (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. Plus +4 to save vs. Fear - the saves vs. fear of course do not stack.
Plan is Jakun flies up, Darkvisions himself, and then throws down a Malfunction (which Jaukn broke through the SR, the question is, will IT save vs. the spell. Then we throw ropes down and the front-liners descend as quickly as they can without the full gravity assist?
NOW we are set! :-)
Caitlyn Weissman |
Impatient and ready to strike, Caitlyn shuffled and paced while Jackun and Mariel worked their magics. Her skin tingled as the eldritch forces touched her and she felt her eyes narrowing and her knuckle bones grinding. Magic! It didn't sit right with her. She needed something to smash! The metallic hyrda thing started to look inviting all of a sudden, and she wondered just what kind of noise would it make when struck? Would it ring like a gong? She'd soon find out!
Samnell |
Impatient and ready to strike, Caitlyn shuffled and paced while Jackun and Mariel worked their magics. Her skin tingled as the eldritch forces touched her and she felt her eyes narrowing and her knuckle bones grinding. Magic! It didn't sit right with her. She needed something to smash! The metallic hyrda thing started to look inviting all of a sudden, and she wondered just what kind of noise would it make when struck? Would it ring like a gong? She'd soon find out!
Sorry, last thing because I forgot it: The climb down is going to be a 40 foot descent. At a double move you can go half your speed climbing in a round. For the heavy armor club, that means two rounds on the rope. Half that if you take a -5 penalty to the climb checks. Plus risk of falling if you blow a check, of course. So if you play it safe, Jakun and anyone who wants to stay 40 feet up and shoot down from range would have 2-3 rounds on their lonesome before melee goes online. Cool?
Caitlyn Weissman |
OK so haste increases speed to 60' Half of that is 30' a quarter of that is 15'. A DC 15 acrobatics check lets you ignore the first 10' if you deliberately fall with the next 10' turned into non-lethal damage. So if Caitlyn waits for haste, single moves down for 15', jumps she'd fall 25' taking damage as if she fell 15'. I.e. she'd take 1d6 non-lethal damage. Deal! The only thing I'm not clear on is, is climb + fall with acrobatics one move action or two?
It was a long way down, but that didn't faze Caitlyn. Once she was empowered by Jackun's magic she lithely clambered down the rope till the drop didn't seem too bad and then she simply let go, her hair trailing behind her like a streamer. She hit the ground far more softly than she had any right to and then she was sprinting towards the metallic monstrosity, hammer at the ready!
Climb, to descend with haste: 1d20 + 12 ⇒ (17) + 12 = 29
Acrobatics to reduce damage from a deliberate fall: 1d20 + 8 ⇒ (15) + 8 = 23
[dice=Non lethal damage reduce by Boots of the cat]1[/dice]
Might be a round 2 action, she moves closer.
Acrobatics to avoid AOOs: 1d20 ⇒ 19
Samnell |
Acro is generally done as part of a move. Just dropping would be a free action, but since you're trying not to break a bone let's figure there's a bit of set up and care. Two moves it is.
Now let's get this show on the road.
Hydra ACs: 27, T8, F26, SR 16, Immune fire.
Surprise
Once the party prepares itself Jakun lifts silently into the air and casts Darkvision that he may see this fearsome guardian and Bear's Endurance knowing that a cost may be paid for this spell, "Pray to the Gods that this spell works". He silently drifts off to the side of the balconies where the ropes were not lowered. Once he sees the creature is in range for his spell, he lets loose. Cold blue energy lances into the hydra, which freezes in place with its mouths half-open and embers burning in each.
Inits
Hydra: 1d20 + 1 ⇒ (15) + 1 = 16
Caitlyn: 1d20 + 2 ⇒ (6) + 2 = 8
Jakun: 1d20 + 4 ⇒ (9) + 4 = 13
Loren: 1d20 + 2 ⇒ (19) + 2 = 21
Mariel: 1d20 + 0 ⇒ (8) + 0 = 8
Mittens: 1d20 + 1 ⇒ (12) + 1 = 13
Thistletorp: 1d20 + 8 ⇒ (14) + 8 = 22 never flat-footed
Save vs. Malfunction: 1d20 + 4 ⇒ (12) + 4 = 16
Hydra takes no actions for 6/7, can re-save each round.
Jakun: Fly, Bear's Endurance (+14 HP +2 Fortitude saves) & Darkvision.
Jakun, Thistle & Mariel: Resist Energy - Fire 10.
Loren, Mittens & Caitlyn: Protection from Energy.
All: Haste - 1 Extra Attack Action +1 Bonus Attack Rolls +1 AC and Reflex Saves. Speed increased by 30'.
All allies in a 30 ft radius of Mittens receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. Plus +4 to save vs. Fear - the saves vs. fear of course do not stack.
Order is Thistle, Loren, Hydra, Jakun, Mittens, Caitlyn, Mariel. The Party is up!
Just need Mariel and Thistle and I can go ahead.
Caitlyn Weissman |
Samnell how many heads does this thing have? 7?
Caitlyn had this plan of trying to duck and tumble but all that went out the window. Instead the red mist descended as she screamed her rage and frustration at this awful place. Her hair whipped behind her as she sprinted forwards heedless of the danger and swung her hammer in a great arc with enough force to dent a brick wall!
Move action close to 5' range and then standard attack.
Hammer time, rage, power attack, haste: 1d20 + 13 + 1 ⇒ (15) + 13 + 1 = 29Damage?: 1d12 + 16 ⇒ (4) + 16 = 20 +2 from witch hunter if it casts spells. +1 from axe to grind if she's the only one to threaten it. I haven't included Mittens' aura because I'm not clear if he'll be close enough.
Jakun Stormhoof |
Round 1
Jakun attempts to plug it with Magic Missiles still flying above.
SR 1d20 + 7 ⇒ (6) + 7 = 13
To no avail, the missiles simply wink out of existence.
Samnell |
Hydra ACs: 27, T8, F26, SR 16, Immune fire; fast healing 22
Round 2
Thistletorp quickly slipped into the shadows and down the rope. Eager to be down, the kender leaps for the rope...and misses. He plunged to the ground, striking the cold stone a breath later. Loren began to hurry his way down the rope with more success, despite his armor.
Jakun attempts to plug it with Magic Missiles still flying above. To no avail, the missiles simply wink out of existence. Mittens joined him in prudent descent.
Caitlyn lowered herself on the rope and then jumped, landing hard but on her feet and closed with the hydra. She had this plan of trying to duck and tumble but all that went out the window. Instead the red mist descended as she screamed her rage and frustration at this awful place. Her hair whipped behind her as she sprinted forwards heedless of the danger and swung her hammer in a great arc with enough force to dent a brick wall! It struck solidly on the creature's huge body, but the metal melted and flowed, refilling the wound almost instantly.
Mariel descended the ropes while Thistletorp dusted himself off and vanished into the shadows.
It's a DC 15 climb.
Thistleclimb: 1d20 + 7 ⇒ (6) + 7 = 13 oh dear
Falling: 4d6 ⇒ (6, 5, 1, 6) = 18
LorenClimb: 1d20 + 2 ⇒ (18) + 2 = 20 that worked out
Hydrasave: 1d20 + 4 ⇒ (6) + 4 = 10 bummer
Hydra takes no actions for 5/7, can re-save each round.
Jakun: Fly, Bear's Endurance (+14 HP +2 Fortitude saves) & Darkvision.
Jakun, Thistle & Mariel: Resist Energy - Fire 10.
Loren, Mittens & Caitlyn: Protection from Energy.
All: Haste - 1 Extra Attack Action +1 Bonus Attack Rolls +1 AC and Reflex Saves. Speed increased by 30'.
All allies in a 30 ft radius of Mittens receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. Plus +4 to save vs. Fear - the saves vs. fear of course do not stack.
Order is Thistle, Loren, Hydra, Jakun, Mittens, Caitlyn, Mariel. The Party is up!
Caitlyn Weissman |
Why not flank it Thistle? On another topic fast healing 22 is brutal. We likely need to sunder the heads, but Caitlyn doesn't know that.
Caitlyn's hammer was a blur and each strike sent waves of numbness vibrating up her arms as her hammer rang like a gong and sparks flew. A part of her brain noted idly that the great divots she had smashed into the thing's body seemed to vanish as fast as she made them.
Hasted Hammer time, rage, power attack, haste: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27Damage?: 1d12 + 16 ⇒ (1) + 16 = 17 +2 from witch hunter if it casts spells. +1 from axe to grind if she's the only one to threaten it. I haven't included Mittens' aura because I'm not clear if he'll be close enough.
Hammer time, rage, power attack, haste: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23Damage?: 1d12 + 16 ⇒ (10) + 16 = 26Ditto re plusses.
Iterative Hammer time, rage, power attack, haste: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22Damage?: 1d12 + 16 - 5 ⇒ (11) + 16 - 5 = 22Ditto.
Samnell |
Why not flank it Thistle? On another topic fast healing 22 is brutal. We likely need to sunder the heads, but Caitlyn doesn't know that.
Caitlyn's hammer was a blur and each strike sent waves of numbness vibrating up her arms as her hammer rang like a gong and sparks flew. A part of her brain noted idly that the great divots she had smashed into the thing's body seemed to vanish as fast as she made them.
[Dice=Hasted Hammer time, rage, power attack, haste] 1d20 + 13 + 1[dice=Damage?] 1d12 + 16 +2 from witch hunter if it casts spells. +1 from axe to grind if she's the only one to threaten it. I haven't included Mittens' aura because I'm not clear if he'll be close enough.
[Dice=Hammer time, rage, power attack, haste] 1d20 + 13 + 1[dice=Damage?] 1d12 + 16Ditto re plusses.
[Dice=Iterative Hammer time, rage, power attack, haste] 1d20 + 13 + 1[dice=Damage?] 1d12 + 16-5Ditto.
You do need to sever the heads, which I thought I put into Jakun's knowledge check. Assume you know and act accordingly. :)
Caitlyn Weissman |
OK then. Apparently you have to use a slashing weapon for the sunders so Caitlyn would have equipped her Cold Iron Mwk longsword.
She has the same To Hit with that but different damage - so I'll reroll
Sunder 1 dmg: 1d8 + 11 ⇒ (1) + 11 = 12
Sunder 2 dmg: 1d8 + 11 ⇒ (4) + 11 = 15
Sunder 3 dmg: 1d8 + 11 ⇒ (7) + 11 = 18
Tallen "mittens" short horn |
--------------------
AC 27, touch 12, flat-footed 27 (+10 armor, +2 shield, 0 Dex, +2 Natural Armor, +1 deflection)
hp 91 (7d10+21)
Fort +13, Ref 8, Will +10/+14 vs fear
--------------------
Offense
--------------------
Speed 60ft.
Bab +7/2
Melee Gore +11(1d6+3 or 2d6+5 on a charge)
+1cold iron Longsword +15/10/15
1d8+6 19-20 x2
Charging ac 25, Attack +17
As soon as mittens hooves touch the ground he charges the hydra
charging attack: 1d20 + 17 ⇒ (8) + 17 = 25
damage: 1d8 + 6 ⇒ (4) + 6 = 10
Samnell |
Hydra ACs: 27, T8, F26, SR 16, Immune fire; fast healing 22
Round 3
Once again. The creature resists Jakuns spell, which melted away to nothing against its metal hide.
As soon as Mittens hooves touch the ground he charges the hydra. He struck a solid blow, but the metal hide melted and reforged itself almost too swiftly for him to draw his blade free!
Caitlyn's blade was a blur and each strike sent waves of numbness vibrating up her arms as her steel rang like a gong and sparks flew. A part of her brain noted idly that the great divots she had smashed into the thing's body seemed to vanish as fast as she made them. Even as she struck, Mariel safely reached the ground.
Thisltetorp dusts himself off and then slips into the shadows, melting away as though he never was.
In his haste to join the fray and so spare his companions danger he could take on himself, Loren slipped and fell from the rope. He hit the ground hard.
Just then, the hydra broke free of Jakun's binding and began to turn its heads with deadly intent.
LorenClimb: 1d20 + 2 ⇒ (1) + 2 = 3 that's a fall from halfway
Fall: 2d6 ⇒ (4, 4) = 8
Hydrasave: 1d20 + 4 ⇒ (17) + 4 = 21 it's loose, but that was it's action for the round so you've still got a window.
Hydra takes no actions for 4/7, can re-save each round.
Jakun: Fly, Bear's Endurance (+14 HP +2 Fortitude saves) & Darkvision.
Jakun, Thistle & Mariel: Resist Energy - Fire 10.
Loren, Mittens & Caitlyn: Protection from Energy.
All: Haste - 1 Extra Attack Action +1 Bonus Attack Rolls +1 AC and Reflex Saves. Speed increased by 30'.
All allies in a 30 ft radius of Mittens receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. Plus +4 to save vs. Fear - the saves vs. fear of course do not stack.
Order is Thistle, Loren, Hydra, Jakun, Mittens, Caitlyn, Mariel. The Party is up!
Jakun Stormhoof |
Round 3
"Ware, the creature is free!"
Jakun mutters under his breath and casts another spell upon his companions.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.
---
Heroic Surge -
Jakun then releases yet another Magic Missile at the creature, this time form his Staff.
SR 1d20 + 7 ⇒ (6) + 7 = 13 - But once more, the creatures resistance makes the spell ineffectual. Man, dice roller is killing me!
Thistletorp Babblebrook |
Thistletorp moves to a flanking position and strikes from the shadows!
sneak attack111, flank: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
sneak attack222, flank: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
sneak attack damage: 1d4 + 8 + 4d6 ⇒ (4) + 8 + (3, 3, 5, 4) = 27 bewildered: -2 to AC for one round (-4 to AC versus Thistletorp)
Caitlyn Weissman |
Crack! Caitlyn's jaw was clenched so tightly, her molars where at risk of fracture. Irritated she noticed Jackun flapping his hands out of the corner of her eye. A churlish part of her ached to smite when he did that, there was no way any more magic was going to affect her today!
Fort Save vs Enlarge: 1d20 + 11 ⇒ (20) + 11 = 31 <--- PASS
Turning her attention to the metallic beast in front of her, she started hacking through the silvery heads with joyous abandon! Sparks flew, the sound of tortured metal rang in her ears so loud she thought they would burst!
Hasted Sunder: rage, power attack, haste, Mitten's buff: 1d20 + 13 + 1 + 1 ⇒ (17) + 13 + 1 + 1 = 32Damage: 1d8 + 11 + 1 ⇒ (5) + 11 + 1 = 17
Primary Sunder: rage, power attack, haste, Mitten's buff: 1d20 + 13 + 1 + 1 ⇒ (2) + 13 + 1 + 1 = 17Damage: 1d8 + 11 + 1 ⇒ (8) + 11 + 1 = 20
iterative Sunder: rage, power attack, haste, Mitten's buff: 1d20 + 13 + 1 + 1 ⇒ (17) + 13 + 1 + 1 = 32Damage: 1d8 + 11 + 1 ⇒ (3) + 11 + 1 = 15
Tallen "mittens" short horn |
--------------------
AC 25, touch 11, flat-footed 25 (+10 armor, +2 shield, 0 Dex, +2 Natural Armor, +1 deflection)
hp 91 (7d10+21)
Fort +13, Ref 7, Will +10/+14 vs fear
--------------------
Offense
--------------------
Speed 60ft.
Bab +7/2
reach 10
Melee Gore +12(1d6+3 or 2d6+5 on a charge)
+1cold iron Longsword +15/10/15
266+7 19-20 x2
2handed 2d6+9 19-20 x2
ac 23
Str 20, Dex 8, Con 16, Int 6, Wis 10, Cha 19
CMB +12; CMD 22/23Fl
The magic swept over Mittens causeing the minotaur to grow in size. He let out a thinkful snort before he lunched a brutal attack at the pyrohydra's heads
attack 1: 1d20 + 15 ⇒ (16) + 15 = 31
damage 1: 2d6 + 7 ⇒ (6, 4) + 7 = 17
attack 2: 1d20 + 10 ⇒ (17) + 10 = 27
damage 2: 2d6 + 7 ⇒ (3, 3) + 7 = 13
attack 3: 1d20 + 15 ⇒ (6) + 15 = 21
damage 3: 2d6 + 7 ⇒ (4, 1) + 7 = 12
Mariel Uth Kaldar |
Arriving safely down she thanks the Platinum Dragon for guidance.
Valiant Warrior, bring forth your warmth to this creature, help us in our struggle and keep it from harming your faithful ones.
she casts heat metal on the creature.
Will DC 16
Samnell |
Hydra ACs: 27, T8, F26, SR 16, Immune fire; fast healing 22
Round 4
"Ware, the creature is free!" Jakun mutters under his breath and casts another spell upon his companions, who swell to great size. Jakun then releases yet another Magic Missile at the creature, this time form his Staff. But once more, the creatures resistance makes the spell ineffectual.
Mittens let out a thinkful snort before he lunched a brutal attack at the pyrohydra's heads. His blade severs two of the twelve, which fall to the ground with heavy clangs.
Crack! Caitlyn's jaw was clenched so tightly, her molars where at risk of fracture. Irritated she noticed Jackun flapping his hands out of the corner of her eye. A churlish part of her ached to smite when he did that, there was no way any more magic was going to affect her today! Turning her attention to the metallic beast in front of her, she started hacking through the silvery heads with joyous abandon! Sparks flew, the sound of tortured metal rang in her ears so loud she thought they would burst! Two more heads fell!
Arriving safely down Mariel thanks the Platinum Dragon for guidance. "Valiant Warrior, bring forth your warmth to this creature, help us in our struggle and keep it from harming your faithful ones." The hydra began to glow red with heat.
Thistletorp moves to a flanking position and strikes from the shadows! His small blade pierced deep into the hydra's metal hide. As he struck, Loren cleaved another of the hydra's heads from its neck.
The hydra reared and all seven of its remaining heads turned on Mittens. The minotaur knight parried two but felt the hot bite of the others, which left him reeling and bleeding in a dozen places. He couldn't weather another series of blows like that. He's at 14 hp
Bites. The hydra has seven left.
Mittens
Chomp: 1d20 + 16 ⇒ (7) + 16 = 23
Damage: 2d6 + 11 ⇒ (5, 3) + 11 = 19
Chomp: 1d20 + 16 ⇒ (15) + 16 = 31
Damage: 2d6 + 11 ⇒ (2, 1) + 11 = 14
Chomp: 1d20 + 16 ⇒ (11) + 16 = 27
Damage: 2d6 + 11 ⇒ (6, 1) + 11 = 18
Chomp: 1d20 + 16 ⇒ (11) + 16 = 27
Damage: 2d6 + 11 ⇒ (1, 2) + 11 = 14
Chomp: 1d20 + 16 ⇒ (1) + 16 = 17
Damage: 2d6 + 11 ⇒ (6, 4) + 11 = 21
Chomp: 1d20 + 16 ⇒ (13) + 16 = 29
Damage: 2d6 + 11 ⇒ (3, 4) + 11 = 18
Chomp: 1d20 + 16 ⇒ (13) + 16 = 29
Damage: 2d6 + 11 ⇒ (1, 1) + 11 = 13
Jakun: Fly, Bear's Endurance (+14 HP +2 Fortitude saves) & Darkvision.
Jakun, Thistle & Mariel: Resist Energy - Fire 10.
Loren, Mittens & Caitlyn: Protection from Energy.
All: Haste - 1 Extra Attack Action +1 Bonus Attack Rolls +1 AC and Reflex Saves. Speed increased by 30'.
All allies in a 30 ft radius of Mittens receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. Plus +4 to save vs. Fear - the saves vs. fear of course do not stack.
We are down to seven heads.
Order is Thistle, Loren, Hydra, Jakun, Mittens, Caitlyn, Mariel. The Party is up!