
Beleste |

Round 3 - Current AC 22
Beleste's face would contort in anger as he watches the Aasimar dance away from his blow before a wave of colors rolls over him...
Will Save vs Color Spray: 1d20 + 2 ⇒ (14) + 2 = 16 Passed that one by the skin of his teeth.
Beleste, hardly noticing the sudden heat wave at his back, would shift around his magic wielding comrade to get a clear shot on the dual wielding Aasimar.
"Die!" he would shout as he once more brings down his gargantuan sword in an attempt to strike his foe.
Huge Longsword Attack with Bless: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30
Damage: 3d6 + 6 ⇒ (1, 4, 3) + 6 = 14
Critical Confirmation Roll: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
Crit Damage: 3d6 + 6 ⇒ (3, 1, 6) + 6 = 16
Nothing really flavorful to do for that roll so I'll not add anything in.

Faeleen Baudi |

Piranha Strike, Arcane Strike.
AoO Attack: 1d20 + 7 - 1 ⇒ (17) + 7 - 1 = 23
AoO Damage: 1d6 + 1 + 2 + 1 ⇒ (2) + 1 + 2 + 1 = 6
When her opponent is concentring on his spell and momentarily unable to react, Faeleen takes advantage of the opportunity to make a quick and accurate strike, connecting with her target just before a wave of magical colors sweeps over her.
Will: 1d20 + 5 ⇒ (4) + 5 = 9 +6 if in dim light or darker.
Her senses overloaded by the visual assault, the tiefling bard can do nothing more than stare at the pretty colours playing tricks on her brains.
Stun and Blindness: 1d4 ⇒ 1 Well, I guess that even consistent low rolls have their advantages.

Aren Brighteyes |

Her arcane strike lasts for 1 full round, so she doesn't have to activate it again. Until her next turn any attacks have it and she used it on her last attack.

Faeleen Baudi |

You can't arcane strike on an AoO, you need a swift action to activate. Also you shouldnt've been able to AoO in the first place, I temporarily forgot that casting defensively prevents that from happening :) Sorry for wasting your roll, my bad. Good karma for you.
No need to waste the roll, let's just use it as my Will save. :D

Jokum Tannith |

I'm now after Beleste in the order, so I'm curious if swing has knocked out the rogue aasimar that was attacking me. It will determine what, exactly, I decide to do. I'll get a post up in about an hour and a half or so. Also, I'll be sure to be more specific with my targeting in the future. I just wasn't sure what my character knew about where the wizard may have gone.

Beleste |

DM Frogfoot wrote:You can't arcane strike on an AoO, you need a swift action to activate. Also you shouldnt've been able to AoO in the first place, I temporarily forgot that casting defensively prevents that from happening :) Sorry for wasting your roll, my bad. Good karma for you.No need to waste the roll, let's just use it as my Will save. :D
I'm happy to see this. If not I was going to try and make sure I was near by to attack him if he tried anything dastardly.

Jethop // The Ravener |

Is A4 or A2 still alive? If one is, then on turn 4, I would like the Ravener to make a 5' step towards one of them and do a full attack. It would target whomever looks weakest. Thank you guys for your forbearance while I am traveling!
In case of a vicious mauling:
Attack (Claw 1): 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
damage: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Attack (Claw 2): 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
damage: 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Attack (Bite): 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
damage: 1d2 + 2 + 1 ⇒ (1) + 2 + 1 = 4
If two strikes hit, bleed damage: 2d6 ⇒ (1, 4) = 5
If both are dead, he will move towards the druid, and slash!
Attack (Claw 2): 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
damage: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9

Faeleen Baudi |

Yay! Being stunned kind of sucks. D:
It takes a moment before Faeleen realizes that what is blinding her isn't the spell, but some kind of drow fast food that an overeager member of audience had dropped. She wipes the mess of all kinds of unhealthy ingredients from her face, then thrusts her rapier towards her opponent before he can take advantage of her disadvantageous situation.
Attacking A2, Piranha Strike, Arcane Strike
Attack: 1d20 + 7 - 1 ⇒ (9) + 7 - 1 = 15
Damage: 1d6 + 1 + 2 + 1 ⇒ (1) + 1 + 2 + 1 = 5
Screw it. I'll start singing next round. :P

Jokum Tannith |

Even as he manages to deflect the stabbing strike of the aasimar's swortsword, Jokum hisses in pain as the rogue's longsword slashes through his magical defenses. Eyes flaring in sudden anger, he says in a cold and arrogant elven voice, "Purati ā nadani, balaka. Aga navadavavum!"
Stepping back, Jokum glares in anger as he speaks the invoking words. Extending his hands, a burst of flame flares into existence and consumes the form of the aasimar completely. Further mental command moves the sphere into the center of the conflagration.
5 foot step to F6 and cast burning hands in a diagonal cone starting in G5 (will only get the one aasimar). I use my move action to move the flaming sphere onto square H5.
Flaming sphere damage with Intense Spells: 3d6 + 2 ⇒ (1, 1, 3) + 2 = 7 Reflex 18 negates
Burning hands with intense spells: 5d4 + 2 ⇒ (2, 4, 3, 1, 4) + 2 = 16 Reflex 17 for half damage
Mage Armor (Jokum) - 4 hours
Flaming Sphere - Winks out of existence before the start of my next turn
Enlarge Person (Beleste) - 4 minutes
Glitterdust (a5 and a3) - 3 rounds (DC 17 Will negates blind)

Undvach |

Reflex vs Fireball: 1d20 + 2 ⇒ (10) + 2 = 12 (Resisted 5, took 8)
Undvach watches the magus throw a burst of shimmering colors moments before the fireball erupts around him, feeling the heat searing at his skin. As it subsides, he looks up to see Faeleen wiping something that could almost be called 'food' from her face. Chuckling to himself, he keeps his distance while stepping around to the opposite side of her opponent and tries once more to flatten the unfortunate Aasimar into the ground.
Using a move to step around (through H12?) to I11 without AOO and flank A2, worth losing the bite (which hasn't been working lately) if I can actually hit something!
Greatclub Attack (Bless/Flank): 1d20 + 10 + 1 + 2 ⇒ (9) + 10 + 1 + 2 = 22
Greatclub Damage: 1d10 + 8 ⇒ (10) + 8 = 18
Ooh! Max Damage! XD Although, Shatner Frogfoot: Still waiting on the 'minor penalty' for the 2 on the greatclub attack roll in Round 2?

Aren Brighteyes |

Whoops. Forgot Aren has Resist 5 Fire still. XD Edited health accordingly.

DM Frogfoot |

Initiative
Aasimar 3
Beleste, Undvach and Jokum
Aasimar 1 and 4
Aren and Faeleen
Aasimar2, 6 and 5
Jethop and Grrazz
Round 4 Recap
The druid in eagle form attempts to escape by flying high into the sky, but with a mighty, clattering leap, Selres leaps into the air and grasps the eagle with both claws! Selres begins to brutally and messily tear the eagle apart, leaving blood and feathers all over the stalagmite. "ECHOLT-HA CHALUKE!" you hear the female drow on the spider scream into a microphone. It echoes across the stadium and the cry is taken up by the crowd. "ECHOLT-HA CHALUKE!" "ECHOLT-HA CHALUKE!" "ECHOLT-HA CHALUKE!" they chant.
Beleste's next swing is far more accurate, landing a brutal blow on the rogue aasimar! The aasimar attempts to block the blow, but it's a Medium Longsword vs. a Huge one...no contest. The Medium longsword is knocked out of the aasimar's hands - only unbroken due to its innate magic - and with a vicious backswing, Beleste takes the fool rogue's head clean off.
Faeleen and the magus are squaring off. The magus has been successfully deflecting attacks left and right, and looks very confident. He opens his mouth, presumably to taunt Faeleen once more.
You never find out what he was going to say.
Crunch. With a dull sound, Undvach's primitive weapon shows that it's still useful to have a greatclub around even when you're dealing with magic. The magus falls, the back of his skull caved in completely.
A small but dedicated crowd of drow fans - the nearest ones to where your combat has been taking place, take up a chant: "TIEFLING! TIEFLING! TIEFLING! TIEFLING!" The chant doesn't gain much momentum and dies not long after, but it did happen for a short while.
Jokum, Beleste kills your target - since only one target remains, I assume you do the same thing, but to him (the enemy wizard) instead of the rogue.
The wizard tries to surrender when he sees all his comrades dying at once. "Stop this madness please!" he turns his head to the drow crowd. "I've lost! Let me live!" tears run down his face in terror, flowing over his burned and cracked flesh.
A moment later, a tremendous spider descends at incredible speeds from the ceiling, its 8 horrible legs all piercing the unfortunate wizard's body at once. With a scream, he's hauled off into the air.
"TIEFLINGS HA FILLENAIUS!" the announcer's voice booms.
Without warning, you see huge sections of the arena floor drop away into what seems like an endless abyss. Looking over the edge of your floor section, which remains anchored, you see blips of fire as the terrain that contained the losers is incinerated. You barely have time to be disoriented, before a new arena is placed around the stalagmite that you have been doing battle in. Even the stalagmite surprises you by folding down into the arena floor until it's completely flush.
The floor in certain places is pulled away by unknown mechanisms until grates in the floor are revealed. The dark areas in the map are grated sections. Looking down through the holes in the grate, you see what look like nozzles, arranged in rows and pointing upward.
"THE TIEFLING WARRIORS HAVE SURVIVED ROUND 1!" you hear the announcer scream, in Undercommon. "THEY BARELY BROKE A SWEAT!" A chorus of boos, with a few cheers, from the crowd.
"SHALL I MAKE THEM SWEAT A BIT MORE?" the announcer cries, to raucous cheering from every corner of the crowd.
Fire erupts from every nozzle below the grates. Anyone standing on the grates (Beleste, Undvach, Jethop, Grrazz, and Seres) take 2d6 ⇒ (4, 3) = 7 fire damage, Reflex 18 DC for half.
Also, as the fire erupts from the grates, a summoning portal appears attached the ground near you. Looking around the arena, you see a squad of dwarves in a similar situation about 100 feet off, and a squad of merciless-looking humans in the opposite direction.
Through the portal walks a Large demon, as well as several smaller imps.
Finally, with an accompanying shout of "AND JUST IN CASE THEY FIND THIS TOO EASY..." two gun turrets emerge from the dirt (in the lighter red spots.)

Beleste |

Round 5
I can't see the map. I had to request access to it.
Reflex: 1d20 + 3 ⇒ (13) + 3 = 16
And do there appear to be people in the turrets?

Aren Brighteyes |

Round 5
Reflex: 1d20 + 3 ⇒ (3) + 3 = 6
Aren grimaces as the jet of flame scorches his creation. With a sharp whistle he calls Selres over and draws one of the wands he had been given. Its a simple matter to activate the wand and send dark energy through the iron rod and into his skeletal puppet, but the wand hardly sparks at all. The tiefling curses under his breath and holsters it again. "Selres, stay within thirty feet and guard me." He looks to either side, and then calls out to his group, "I believe we should start working together considering the amount of danger we're facing!" His eyes were on the large demon at the moment, but the humans and dwarves were a worry as well. Then again, that demons body could be quite useful if they could down it first... He holsters the wand carefully and waits for the others to begin recovering from the battle. He could heal them, yes, but unlike himself the others appeared far sturdier.
Inflict Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2

Grrazz |

Grrazz yelps again in fear as the world changes around them. When yet more fire appears the furred teifling scampers crazily back towards the group, seeming trying to put something, anything, ANYONE between themselves and the fire.
Going full defensive and RUN AWAY from the burning!

Beleste |

Round 5 - AC 22
Beleste would smile as the flames licking at his body, barely managed to singe his skin.
"I see you have brought us more companions and toys to play with!" he would shout to the crowd as he circles around the turret that rose from the floor.
Move to occupy N, N1, O, O1
His plan was to use the turret as cover and a blockade from the demon while he used his now huge adamantine longsword to demolish it.
With that in mind, he would bring his sword down on the turret in an attempt to sunder it as he shouts in a sarcastic tone, "I appreciate your generosity!"
Power Attack Sunder Attempt with Bless: 1d20 + 6 + 4 + 2 + 1 + 1 ⇒ (13) + 6 + 4 + 2 + 1 + 1 = 27 27 - 2 = 25 Strength + BAB + Improved Sunder + Masterwork + Bless - 2 Power Attack
Damage: 3d6 + 6 + 4 ⇒ (5, 3, 6) + 6 + 4 = 24 Huge Longsword + Strength + Power Attack

Jethop // The Ravener |

Reflex: 1d20 + 7 ⇒ (11) + 7 = 18
The Ravener avoids the worst of the fire. "Aren, heal me!"
It then steps to M12 to be out of the line of fire for the gun turrent. He readies an action to full attack any enemy that gets in range this turn.

Undvach |

Reflex vs Fire of Epic Scorching: 1d20 + 2 ⇒ (11) + 2 = 13 (Resist 5, take 2)
Just to confirm, the fire was a single burst, and now gone? Or is it ongoing shooting up from the vents? And if the latter, does it block LOS/LOE?
Undvach roars loudly as he's caught by surprise, the plume of fire engulfing him completely although doing little damage. 'Oh, these drow LOVE burning people, don't they?' he thinks to himself.
Turning to see where his companions are, he considers his options. Charging straight for the demon would seem preferable, but without company it could he suicidal. Whatever. It looks tasty. Letting out a loud yell "Tasty demon!" (Activate rage), he runs lumbers straight towards the demon (ending at F10 if the fire is still up, else F9), feeling large horns start to grow from his forehead. 'For some reason this doesn't hurt as much as it did when they made it happen?' He raises his greatclub above his head as he nears his target, bringing it down solidly on the imp blocking his way (E10 or E9 respectively).
Greatclub Attack (Charge/Rage/Bless): 1d20 + 12 + 2 + 1 ⇒ (16) + 12 + 2 + 1 = 31
Greatclub Damage (Rage): 1d10 + 11 ⇒ (8) + 11 = 19
Rage (Updated on char sheet): 11 rounds remaining

Faeleen Baudi |
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Knowledge (Planes): 1d20 + 5 ⇒ (3) + 5 = 8 To identify the demons.
"This is hopeless," Faeleen thinks. Only the large demon would probably be a tough fight, but all those little ones and two freaking gun turrets? It is apparent that they are intended to die here in this arena, so why provide them more enjoyment by fighting back? Trapped in these dark thoughts, she stares at the demons... And realizes that they are standing awfully close to one another. Perhaps there was still hope after all, if she'd just get lucky with a spell...
She extends her hand, sending forth a glowing mote of light that flies over the heads of the fiends before exploding into a cloud of golden particles that make everything in the vincinity sparkle like vampires in direct sunlight.
Casting Glitterdust into the intersection of C8, C9, D9 and D10. That should catch all of the demons. Will save DC 15 or be blinded for 4 rounds.

Jokum Tannith |

From a distant part of his mind, horror bubbles to the surface of Jokum's mind as he sees his wizard counterpart taken by the spider. Even as he tries to reconcile his horror with the recognition that it was necessary to survive, the world around him goes haywire. He watches, warily, as the stalagmite descends but his wariness turns into alarm as the floor changes yet again and blast of flame scorches the air around him. Shielding his eyes from the sudden flare, he turns to his other side at the shouted warnings of his companions.
Eyes popping at their sudden appearance, Jokum quickly glances over the demons, reaching desperately in his mind for some fleeting memory of them. With an urgent edge to his voice, he shouts,"Working together sounds fine by me. I'll slow them as I best I can. We need to down the guns quickly or we'll be surrounded." Seeing their numbers and proximity to one another, he quickly takes up a chant and pulls a dab of butter from a vial in his component pouch. As his draconic chanting reaches a crescendo, he flicks the butter from his finger towards a point in from the largest demon. The butter disappears as it leaves his finger, even as the ground underneath the demons' claws shines slickly. And now I think discretion is the better part of valor... With this thought in mind, Jokum picks his way across the battlefield, carefully avoiding the flame-belching grates even as he drops his crossbow. As he moves, his tail -as if of its own accord- retrieves a flask of alchemist fire from his bandolier.
Standard action to cast Grease on squares D9/D10/E9/E10. Move action to M4 (I think I was in G3) before. Free action to drop my crossbow and swift action to retrieve my flask with my tail. Also, as I run past does it look like the guns could be something we could use if we got rid of the controller?
Knowledge(Planes): 1d20 + 11 ⇒ (1) + 11 = 12 to determine what I know about the demons. I'm particularly interested in what kind of elemental resistances and vulnerabilities they might have. Edit: Obviously...
Mage Armor (Jokum) - 4 hours
Grease - 4 minutes (DC 16 Reflex initial or fall prone, DC 10 acrobatics after to move at half speed.)
Enlarge Person (Beleste) - 3.5 minutes

DM Frogfoot |

Jokum and Faeleen: You're unable to identify its specific species. However, your general knowledge of the planes does tell you one educated guess - it's a demon, the chaotic variety of evil outsider, rather than a devil, the lawful kind, based on the fact that it's roaring rather than talking and wearing primitive garb. Beyond that, perhaps due to the stress of the situation, your mind draws a blank.

DM Frogfoot |

As the fire nozzles turn themselves off, you can get a good look at the creature you're facing. Standing at an impressive 11 feet tall, the demon's horns sweep back from its head in two pairs of two. Like some of you, this demon's breath is smoky - but it seems far more noxious, coming from him. Though his first act upon reaching the arena was to scream and roar in rage, as he regards these new threats you detect a bestial intelligence in its eyes. Its skin is a dull red and its lower body is covered in a bed of coarse-looking black fur, coverings its legs down to its hooves. Two enormous bat-like wings spread from its back and it has a wicked-looking flail in its clutches.
The imps, meanwhile, are scrawny-looking green buggers, with faces filled with wicked glee and fire dancing from their fingertips as they giggle to each other. No tails or wings have they - their claws are of exaggerated size.
Initiative
Beleste, Undvach and Jokum
Aren and Faeleen
Jethop and Grrazz
Imps
Demon Lord
Gun Turrets
Round 5 recap
AoO on Beleste: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
As Beleste confidently strides around the gun turret, the duplicity of the drow makes itself felt once again. A secret compartment slides open suddenly and a longsword aims a slash laterally across Beleste's midsection! The blow lands, but fails to do damage on Beleste's tough hide. Beleste retaliates by slamming his adamantine longsword onto the gun turret! You tear a large hole, but not quite big enough to reach in and disable it. Your blow was strong, though - you reckon another hit like that will open the gun turret up like a tin can.
Just as the nozzles turn off Undvach is barreling through the fire. The imps, who could see through the flames, were still slightly disoriented by the summoning, and your greatclub smashes the imp you attacked into paste on the ground. The Large demon above you roars in rage.
Jokum, you see the longsword trap attack Beleste when he gets too close to the gun turret, so I'll assume you'll end your turn out of its threat range so you can cast safely. I put you at L5, next to Faeleen. If you want to be moved somewhere else let me know.
Demon reflex: 1d20 + 8 ⇒ (20) + 8 = 28
Imp reflex: 1d20 + 10 ⇒ (8) + 10 = 18 The demons nimbly keep their footing on the greasy terrain.
Seres obediently moves to its master's side, obeying Aren's command to avoid the gun turret's close range attack. As the negative energy courses through it, the skeletal lizard noses at the ILW wand like a living lizard might nose at a water spigot. Small cracks in the bone structure disappear as the necromantic magic takes hold.
Faeleen casts her spell, cunningly weaving the magic into an explosion of light, right in the Demon's face.
Will save Demon: 1d20 + 3 ⇒ (4) + 3 = 7 BLINDED 4 ROUNDS
Will save Imp 1: 1d20 + 7 ⇒ (3) + 7 = 10 BLINDED 4 ROUNDS
Will save Imp 3: 1d20 + 7 ⇒ (4) + 7 = 11 BLINDED 4 ROUNDS
Will save Imp 4: 1d20 + 7 ⇒ (16) + 7 = 23 Resisted
Will save Imp 5: 1d20 + 7 ⇒ (1) + 7 = 8 BLINDED 4 ROUNDS
Will save Imp 2: 1d20 + 7 ⇒ (4) + 7 = 11 BLINDED 4 ROUNDS
The imp next to Undvach dances close to him and tries to touch him with the point of his pointer finger:
Blinded Attack vs touch AC: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11
When the barest, blindly-flailing touch of the imp makes contact with your hide, Undvach, you feel an odd corruption of heat like molten metal coursing through your veins. For the next 2 rounds, take a -2 to all saves and roll two d20s for any action, taking the less favorable roll.
Imp 2 dashes over to Jethop and attempts to do similarly!
Blind Poke vs touch AC: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20 The Ravener, too, is struck by Hell-corruption. -2 all saves, roll 2 d20s and take lesser result for 2 rounds.
Imp 4 moves into position and waves frantically for his other imp comrades! Imps 3 and 5 join him, following by sound! Imp 4 reflex across grease: 1d20 + 10 ⇒ (12) + 10 = 22 Together they begin chattering to each other in high-pitched voices.
Demon Lord reflex to move: 1d20 + 8 ⇒ (2) + 8 = 10
The Demon Lord has a thought process that runs very similarly to Undvach's - he's the closest target, so he's getting attacked. The demon taps his lower lip with a claw, then smiles and roars again, shooting a jet of boiling blood at Undvach!
Usable again in: 1d4 ⇒ 1
DC 17 for half damage, boiling blood spray, fire damage: 5d6 ⇒ (4, 4, 1, 4, 3) = 16
The gun turret Beleste is attacking activates its countermeasures! A flare is fired out of the top of the gun turret directly into Beleste's eyes! DC 16 Will or be blinded, Beleste.
The other gun turret swivels in its position as it aims. The barrel of its gun points at Aren! When it fires though, it shoots not fire or lead, but a thick cloud of flechettes! DC 16 Reflex for half damage, slashing:
3d4 ⇒ (3, 2, 2) = 7

Beleste |

Round 6 - Current AC 18
Will Save vs. Flare: 1d20 + 1 ⇒ (13) + 1 = 14
Beleste would give a roar as the light of the flare burns right in front of his eyes and temporarily takes his vision from him. In blind rage, he would yet attempt to yet again bring his sword down on the turret that was in front of him.
50% Miss Chance from being Blind - High is a hit: 1d100 ⇒ 19
Power Attack Sunder Attempt with Bless: 1d20 + 6 + 4 + 2 + 1 + 1 - 2 ⇒ (9) + 6 + 4 + 2 + 1 + 1 - 2 = 21 (Strength + BAB + Improved Sunder + Masterwork + Bless - Power Attack)
Damage: 3d6 + 6 + 4 ⇒ (2, 3, 4) + 6 + 4 = 19 (Huge Longsword + Strength + Power Attack)
Having felt the pressure of the blade trying to slash through his hide and realizing he could not protect himself as effectively from it while blind, Beleste would take a step back from the turret in an attempt to get out of the blade's range while keeping the turret within his.
5-foot step to O, O1, P, P1

Aren Brighteyes |

Round 6
Aren quickly sees the wisdom in healing his much stronger friend and moves to do so, quickly ducking aside from the ball of fur and fear that was the Grazz. He lays his hand on the mans back and summons his healing energy, sending it coursing through the lad. At the same time he calls out to Selres, "Flank it with my friend here and take that bloody imp down!" Selres, revitalized from the font of negative energy sent through it's body, quickly moves to comply, circling around the fiery spigots on the ground and moving in behind the imp to attack it with its massive fangs. As its teeth are about to sink into the small little imp, the light from Aren's spell begins to course through the Ravener's body, healing him of the worst of his injuries by a fair margin. The undead thing flinches in the light of positive energy and its bone tingle, even though the source is several feet away from it. It misses entirely and for the first time in it's simple unlife it feels the air humming with energy of a dangerous sort for its kind.
Aren
Move to N13
Cast Cure Moderate Wounds on Jethop
Cure Moderate Wounds: 2d8 + 4 ⇒ (6, 5) + 4 = 15
Selres
Move down and around to M 11 and attack imp
Bite Attack: 1d20 + 9 ⇒ (2) + 9 = 11 (+1 bless, +2 flanking)
Bite Damage: 2d6 + 4 ⇒ (1, 5) + 4 = 10

Jethop // The Ravener |

I'm a little confused. I thought I had moved to M12 where the imp is and had readied a full attack if any enemy got close. (As per my last post.) Did that happen? If it did, here are the combat rolls for that.
Attack (Claw 1): 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
damage: 1d4 + 4 ⇒ (2) + 4 = 6
Attack (Claw 2): 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
damage: 1d4 + 4 ⇒ (2) + 4 = 6
Attack (Bite): 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
damage: 1d2 + 2 ⇒ (1) + 2 = 3
If two attacks hit, Bleed Damage: 2d6 ⇒ (4, 5) = 9
If the Imp is still alive after that attack (if it occurred), the Ravener will attack again.
Attack (Claw 1): 1d20 + 9 + 1 - 2 ⇒ (2) + 9 + 1 - 2 = 10
Attack (Claw 1): 1d20 + 9 + 1 - 2 ⇒ (9) + 9 + 1 - 2 = 17
damage: 1d4 + 4 ⇒ (3) + 4 = 7
Attack (Claw 2): 1d20 + 9 + 1 - 2 ⇒ (12) + 9 + 1 - 2 = 20
Attack (Claw 2): 1d20 + 9 + 1 - 2 ⇒ (16) + 9 + 1 - 2 = 24
damage: 1d4 + 4 ⇒ (1) + 4 = 5
Attack (Bite): 1d20 + 3 + 1 - 2 ⇒ (8) + 3 + 1 - 2 = 10
Attack (Bite): 1d20 + 3 + 1 - 2 ⇒ (4) + 3 + 1 - 2 = 6
damage: 1d2 + 2 ⇒ (2) + 2 = 4
If two attacks hit, Bleed Damage: 2d6 ⇒ (3, 5) = 8
If the Imp died with the first full attack, then the Ravener will charge the Imp at H6 after being healed.
Attack (Claw 1): 1d20 + 9 + 1 + 2 - 2 ⇒ (5) + 9 + 1 + 2 - 2 = 15
Attack (Claw 1): 1d20 + 9 + 1 + 2 - 2 ⇒ (10) + 9 + 1 + 2 - 2 = 20
damage: 1d4 + 4 ⇒ (1) + 4 = 5

Undvach |

Reflex Save Attempt 1 (Corrupt): 1d20 + 0 ⇒ (12) + 0 = 12
Reflex Save Attempt 2 (Corrupt): 1d20 + 0 ⇒ (11) + 0 = 11
Save failed, resist 5, take 11. Elemetal Fury: Taking elemental damage in excess of my level while raging adds an extra round of rage for today.
Undvach roars in pain as the demon's boiling blood pours over him. the heat searing even through his thick skin. Then, laughing as the heat fills him with renewed energy, he looks up into the demon's eyes and grins, putting his needle-like teeth on display and carefully savoring the taste of the blood covering him.
He then picks up his imp-sauced greatclub and launches himself bodily at the demon!
Greatclub Attack Attempt 1 (Rage/Bless): 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26
Greatclub Attack Attempt 2 (Rage/Bless): 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25
Gratclub Damage: 1d10 + 11 ⇒ (9) + 11 = 20
Horns Gore Attack Attempt 1 (Rage/Bless): 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
Horns Gore Attack Attempt 2 (Rage/Bless): 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Horns Damage: 1d8 + 3 ⇒ (6) + 3 = 9
First Bite Attack Attempt 1 (Rage/Bless): 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
First Bite Attack Attempt 2 (Rage/Bless): 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Bite Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Second Bite Attack Attempt 1 (Rage/Bless): 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Second Bite Attack Attempt 2 (Rage/Bless): 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Bite Damage: 1d6 + 3 ⇒ (4) + 3 = 7
I managed to roll a 1 on the last attack, but lost a 19 and a 20. Sucky. Lets just hope I hit it!
Rage remaining: 11 rounds

Faeleen Baudi |

"Ha! Take that, you oversized garden gnomes!" Faeleen yells at the demons. Her spell seemed to have worked; Maybe all wasn't lost after all. Upon hearing the small fiends pathetically chattering amongst themselves in Abyssal, Faeleen starts to sign a mocking song at the imps in the same language, despite the dubious tactical value of such a maneuver.
Starting to Inspire Courage. Everyone gets a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
"These midgets wish me ill/
They try to maim, they try to kill/
I say to that: whatever!/
They are blind and not too clever."
Yeah, I know, not the best rhymes around. :P

Jokum Tannith |

Movement to where I am is fine for last round.
Glancing at the imps chanting in front of him and outlined in glittering dust, Jokum has a hard time suppressing a laugh at Faeleen's song. Giving in to the impulse, he guffaws before he points at the middle creature and chants a single word in draconic. A beam of icy energy springs from his hand and surges towards the little outsider. Having done so, the tiefling wizard tactically repositions closer to his more fearsome allies.
Standard action to Ray of Frost Imp 4 and then move to O-10.
Ray of Frost touch attack with bless and Inspire Courage: 1d20 + 5 + 1 + 1 ⇒ (1) + 5 + 1 + 1 = 8
Ray of Frost damage with Intense Spells: 1d3 + 2 ⇒ (3) + 2 = 5
Mage Armor (Jokum) - 4 hours
Grease - 4 minutes (DC 10 acrobaticsto move at half speed or fall prone.)
Enlarge Person (Beleste) - 3.5 minutes

DM Frogfoot |

Initiative
Beleste, Undvach and Jokum
Aren and Faeleen
Jethop and Grrazz
Imps
Demon Lord
Gun Turrets
Round 6 recap
Beleste's missed swing digs a divot of dirt from the arena floor as he growls and rubs his eyes. Beleste, you may not be able to see, but you hear teh gun turret swiveling around to face you.
Undvach gets up close and personal with the demon and lands a solid blow with his greatclub against the demon's leg! The demon's eyes grow wide as it howls in pain and rage, letting Undvach get in another slam with his horns, but he recovers in time to get his flail between Undvach's jaws, preventing him from tasting sweet demon flesh.
Jethop, meanwhile, fires off a ray of icy cold - but the icy ray is eliminated as the flame jets suddenly turn on again! Flame jets, as I said earlier, block LoS but not LoE, and are high enough to block everyone's view of everyone else except the demon, Beleste and the gun turrets.
Aren's healing reinforces the evil body of the Ravener, helping to supplant the original innocence of Jethop the pig boy. Aren, opportunity to repost your round 6 action of where to move Selres, since the imp that Selres was targeting got squished by Jethop. I'm keeping that unfortuante roll for whatever attack he makes this round though.
My mistake, Jethop, you do full-attack the imp who approached you. It survived the claw attacks, but then you bit its head off. It didn't get to apply Hell corruption to you (:() and you get to charge H6. You hit with your claw, but it survives.
The imps chatter angrily at Faeleen's singsong taunting in their language.
Imp 3 will step away from the Ravener and cast a spell on it:
Ravener, make a DC 16 Will save or be confused for 4 rounds.
Imps 4 and 5 turn their attention from Faeleen to the Ravener as the Ravener gets all up in their faces. They put their claws together and begin chanting in unison. "Nokerum fissaris lailed, Abbadon hazro, mornerlo utretcht!"
With an evil, mischievous chuckle, imp 1 moves backward and casts another spell, this time on the demon:
The demon's outline becomes blurry, shifting, and wavering, making it hard to make it out clearly - 20% miss chance for attackers.. It still has flashing lights in front of its eyes, though, so it strikes uncertainly at Undvach:
Miss chance, high is hit.: 1d100 ⇒ 57
Flail: 1d20 + 9 ⇒ (10) + 9 = 19
2d6 + 6 ⇒ (3, 6) + 6 = 15
Meanwhile, the gun turrets spray at their targets, Aren and Beleste respectively:
Reflex DC 16 for half, vs Aren: 3d4 ⇒ (1, 2, 1) = 4
Reflex DC 16 for half, vs Beleste: 3d4 ⇒ (4, 1, 1) = 6

Beleste |

Round 7 - Current AC 18
Reflex Save vs Turret Spray DC 16: 1d20 + 3 ⇒ (12) + 3 = 15
As the spray pierces his thick hide, Beleste would bare his teeth and give a ferocious growl as he lashes out once more with his longsword in the direction of the turret.
50% Miss Chance from being Blind - High is a hit: 1d100 ⇒ 53
Power Attack Sunder Attempt with Bless and Inspire Courage: 1d20 + 6 + 4 + 2 + 1 + 1 + 1 - 2 ⇒ (11) + 6 + 4 + 2 + 1 + 1 + 1 - 2 = 24 (Strength + BAB + Improved Sunder + Masterwork + Bless + Inspire Courage - Power Attack)
Damage: 3d6 + 6 + 4 + 1 ⇒ (1, 5, 5) + 6 + 4 + 1 = 22 (Huge Longsword + Strength + Power Attack + Inspire Courage)

DM Frogfoot |

Hehe, Beleste, I do appreciate the effort, but you probably only need to include the "bonus" to-hit and to-hit damages - Improved Sunder, Power Attack, Bless, Inspire Courage, etc. not BAB, Strength or Masterwork. Those are part of your base to-hit package and I always assume you'll calculate those correctly.

Jethop // The Ravener |

Will: 1d20 + 7 ⇒ (10) + 7 = 17
The Ravener feels the imp's magic tug at its mind, but you cannot drive mad what was already mad before. It 5' steps to H6 and begins its full attack. It concentrates on the imp that it already hit, and if that imp dies, it will strike another of the imps. (All three are in range.)
Attack (Claw 1): 1d20 + 9 + 1 + 1 ⇒ (20) + 9 + 1 + 1 = 31
Damage: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9
critical confirmation: 1d20 + 9 + 1 + 1 ⇒ (18) + 9 + 1 + 1 = 29
Critical Damage: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Attack (Claw 2): 1d20 + 9 + 1 + 1 ⇒ (3) + 9 + 1 + 1 = 14
Damage: 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7
bite: 1d20 + 3 + 1 + 1 ⇒ (10) + 3 + 1 + 1 = 15
Damage: 1d2 + 2 + 1 ⇒ (2) + 2 + 1 = 5
If two natural attacks hit the same imp, Bleed Damage: 2d6 ⇒ (3, 2) = 5

Jokum Tannith |

Stepping through the swirling melee, Jokum concludes that the largest of the demons was probably the most threatening for the moment. Extending his hands, he chants a few brief words in draconic before a ray of blazing fire emerges from his hands flashes towards the best.
Scorching Ray attack + bless + inspire courage: 1d20 + 5 + 1 + 1 ⇒ (12) + 5 + 1 + 1 = 19
Scorching Ray damage + Intense Spells: 4d6 + 2 ⇒ (3, 1, 2, 1) + 2 = 9 Edit: Yuck.
Mage Armor (Jokum) - 4 hours
Grease - 4 minutes (DC 10 acrobatics to move at half speed or fall prone.)
Enlarge Person (Beleste) - 3.5 minutes