
DireMerc |

The vampires groans as the positive energy burns him once more.
Assuming Aeron targets the boss as he is the closest target
Aeron takes a mighty sing at the vampire leader but his attack misses. Focusing his inner power he strikes again and this lands a devastating blow. But the vampire is still standing he grunts and gives Aeron a look of surprise.
Orlando lands a crit and a hit on his foe taking him down.
Assuming Tessai would move up to take down the boss since Orlando took his down himself and the only target still standing is the vamp boss
Tessai moves and takes a swing at the vampire leader but he blocks her blow as well.
The vampire leader looks down to Varn and sneers but ignores him and turns to Aeron.
"You fight well warrior, your weapon is not silver yet that blow I truly felt. I am Theruk Nul assassin of Shax what is your name?" he says and then suddenly strikes at Aeron.
using improve feint. feint check bluff vs Aeron dc which is 10 + base attack bonus + Wisdom modifier: 1d20 + 15 ⇒ (12) + 15 = 27
pretty sure that worked so adding sneak attack and extra damage from destructive strike domain ability.
attack: 1d20 + 14 ⇒ (11) + 14 = 251d4 + 12 + 2d6 + 3d6 ⇒ (3) + 12 + (2, 4) + (6, 3, 5) = 35
damage to self: 1d6 ⇒ 5
The wraith takes another swing at Tzadkiel.
touch attack/con damage: 1d20 + 14 ⇒ (6) + 14 = 201d4 ⇒ 4
miss chance 50 and under misses: 1d100 ⇒ 98
boss vamp will: 1d20 + 14 ⇒ (14) + 14 = 28
Moxsa's will save: 1d20 + 12 ⇒ (16) + 12 = 28
your go again.

Aeron Stillwaters |

For some reason I thought the other vampire was the boss...
Hp 70/103; AC 21/11T/20FF; CMD 20
+10F/+5R/+8W
Mythic power: 6/7
Buffs: Resist Fire 20, Slow poison, Mythic Shield other (DR2/-)
"It doesn't matter what your name is. You're dust."
5' step to E5 to set up a flank with Tessai
Vital Strike: 1d20 + 17 + 2 ⇒ (13) + 17 + 2 = 32
Damage: 4d4 + 52 ⇒ (2, 3, 3, 1) + 52 = 61

Caladire "Varn" Sophas |

Thank you, Merc, for not murdering me while prone lol.
Varn remains in place, feeling more vulnerable than he ever had... He moves to assist his comrades in taking down the vampire by highlighting a weakness in his movements...
Assuming the Vamp boss is still alive... Using Reveal Weakness on him; -3 AC/STs until next round. If the Vamp falls after Aeron's attack, then Varn will stand up.

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After that vital strike Tzad will wait to see if the boss is still up. Man that is a lot of damage Aeron. :)

Aeron Stillwaters |

Mythic vital strike is a little broken (well mythic in general is pretty broken). Due to how overhand chop and backswing work, if I'm not hasted and don't crit, I actually do more damage with a single vital strike than I would if I hit with both off my normal attacks. Of course if I ever get dominated it'll probably be a TPK.

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We are mythic as well, so do not be too concerned. I can swift cast Hold person where you have to save twice and take the worst roll for instance. Of douse I can swift protection from Evil to block the control too. : )

Tessai |

"You were Theruk Nul assassin of Shax" - the tiefling roars - "I am Tessai, hand of the Goddess, and soon you will be nothing more" - she adds, swinging.
Radiance attack 1: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
Damage: 1d8 + 19 ⇒ (4) + 19 = 23
Radiance attack 1 crit confirm: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
Additional Damage if crit: 1d8 + 19 ⇒ (8) + 19 = 27
Radiance attack 2: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Damage: 1d8 + 19 ⇒ (1) + 19 = 20
Radiance attack 2 crit confirm: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Additional Damage if crit: 1d8 + 19 ⇒ (2) + 19 = 21

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Tzadkiel reaches out and touches Varn. Be healed my brother.
Mythic Cure Serious: 6d8 + 15 ⇒ (2, 4, 3, 5, 2, 2) + 15 = 33 You also gain back three ability damage, your choice, if you have any ability damage.

Caladire "Varn" Sophas |

No ability damage, just two negative levels.
Varn gets back to his feet, feeling exceptionally drained from the attacks by the vampire. He thanks Othello and Tzad for bringing him back from the brink. As he stands he feels a little dizzy and places a hand to his head, feeling "fuzzy". "Those damnable vampires... I feel very much off my game."

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I cannt fix those til I level to 8. That is the oracle tax; slower spell progression. Sorry.

Caladire "Varn" Sophas |

Knowledge: Religion: 1d20 + 11 ⇒ (13) + 11 = 24 To know additional information regarding information on killing the vampires...

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With the immediate threat gone the oracle with will cast detect magic and begin to search the room. Are the vampires dead or will they reform in some coffin close by? he asks.
Perception: 1d20 + 19 ⇒ (9) + 19 = 28
Note that Tzadkiel has everyone lifelinked so if you are down 5 or more hit points you heal 5 and he takes 5. Since we are out of combat everyone let me know how much you are down.

Aeron Stillwaters |

I realized that due to shield other, Tzadkiel should have taken 15 damage from the vampire that it Aeron He's down 15, so Tzad would take a total of 30 damage if you keep life link up.

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Yep.
As damage begins to roll in from the life like Tzadkiel begins to heal himself.
Cure Light: 1d8 + 6 ⇒ (6) + 6 = 12
Cure Light: 1d8 + 6 ⇒ (2) + 6 = 8
Cure Light: 1d8 + 6 ⇒ (7) + 6 = 13

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Has his new friend's wounds transfer to him Tzadkiel considers what he knows about vampires.
Knowledge Religion: 1d20 + 11 ⇒ (18) + 11 = 29

DireMerc |

Defensive Abilities: A vampire gains channel resistance +4, DR 10/magic and silver, and resistance to cold 10 and electricity 10, in addition to all of the defensive abilities granted by the undead type. A vampire also gains fast healing 5. If reduced to 0 hit points in combat, a vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Weaknesses: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
Reducing a vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.

Tessai |

Tessai steps next to Tzadkiel, and readies also an action to attack if the creature rears its ugly head again - 'Cowards will always be cowards' - she nods to her companion - 'Either in death or undeath, it matters not'
Reaadied attack: 1d20 + 10 ⇒ (17) + 10 = 27
Damage if it hits: 1d8 + 19 ⇒ (3) + 19 = 22

Othello Bonmarlo |

Assuming Tzad and Varn told the rest of us.
"I doubt any of us brought stakes. That leaves the head chopping every dead vampire in order for them to stay that way."

Orlando Nedraid |

"Did anyone bring any arrows we could adapt to stakes? I think my crossbow bolts are too short." Orlando said, still checking out the walls.

Aeron Stillwaters |

"We can worry about that if we find their coffins. Let's just just see if we can't track down this wraith thingy and put it down."
Perc: 1d20 + 11 ⇒ (11) + 11 = 22
Aeron will poke around for anything of interest, before continuing on.

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Tzadkiel was also hit once by the wraith and took 4 con damage unless touch ac 20 missed.
The wraith doesn't return. He will likely wait for you to engage another opponent before returning.
Yea, the 20 touch hit. I had forgotten it was touch so though it missed.

DireMerc |

When you move on.
You press on and arrive at a room that must once have been a large morgue and it has been transformed into a laboratory.
A tiefling male is standing there and behind him you can see what is most likely the physical body of the wraith. He seems to be kneeling and his eyes are closes and it goes back and forth between corporal and incorporeal.
When you enter the room he is casting a spell of summoning to conjure a babau demon in front of him you see two more of the babau demons in position to the left and right sides of the door.
Initiative:
enemy: 1d20 + 9 ⇒ (8) + 9 = 17
Aeron: 1d20 + 6 ⇒ (17) + 6 = 23
Varn: 1d20 + 6 ⇒ (9) + 6 = 15
Orlando: 1d20 + 10 ⇒ (4) + 10 = 14
Othello: 1d20 + 7 ⇒ (18) + 7 = 25
Tessai: 1d20 + 1 ⇒ (13) + 1 = 14
Tzadkiel: 1d20 + 5 ⇒ (8) + 5 = 13
So Aeron and Othello get to go before the enemy.

Aeron Stillwaters |

Hp 103/103; AC 21/11T/20FF; CMD 20
+10F/+5R/+8W
Mythic power: 6/7
Buffs: Resist Fire 20, Slow poison, Mythic Shield other (DR2/-)
"For the good of goodly folk!!"
Aeron bursts into the room and makes a beeline for the wizard (I2)
Vital Strike vs FFAC: 1d20 + 17 ⇒ (7) + 17 = 24
Damage?: 2d4 + 52 ⇒ (2, 2) + 52 = 56
If the wizard is still up, then I will use a mythic point.
Vital strike (amazing initiative): 1d20 + 17 - 2 ⇒ (13) + 17 - 2 = 28
Damage?: 2d4 + 52 ⇒ (2, 4) + 52 = 58

Othello Bonmarlo |

"Sorry demons, but your time here is short!" He lets loose three cold-iron arrows at the recently summoned demon.
Using Judgement:Justice and Rapid Shot
Attack 1: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
Attack 2: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Attack 3: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30
Using Surge on shot 1
Surge: 1d6 ⇒ 3+17=20
Damage 1: 1d8 + 2 ⇒ (2) + 2 = 4
Damage 2: 1d8 + 2 ⇒ (1) + 2 = 3
Damage 3: 1d8 + 2 ⇒ (5) + 2 = 7

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EARLIER
That wrath did manage to touch me so I must restore that damage. Is anyone else wounded?
Lesser Restoration: 1d4 ⇒ 1
Lesser Restoration: 1d4 ⇒ 4
PRESENT
Reminder that Tzadkiel had a Protection from Evil 10" Radius up. Summoned creatures should not be able to enter the circle unless Tzad attacks.
SR vs Demons: 1d20 + 7 ⇒ (14) + 7 = 21
Spells up:
Magic Circle Against Evil: +2 Deflection to AC and +2 Resistance to saves. [ooc]Will not stack with rings of protection or cloaks of resistance] - 70 min.
Communal Delay Poison - 2 hours
Resist Fire 20 - 20 minutes
Resources Remaining:
Spell Slots Used:
1st: 8/day - 3
2nd: 8/day - 5
3rd: 6/day - 3
Channels used: 4 of 8
Mythic points used: 2 of 7

DireMerc |

Aeron's first swing just barely misses the mage who has surrounded himself with powerful protective spells and the second blow hits but doesn't deal as much damage as Aeron would have expected. Still he is badly injured by the blow. (eats trough his false life temp hp and stoneskin takes a bit off from the damage but he still takes 34 damage thought which is a bit more than 1/3 of his hp)
Othello lands 3 hits on the meatshield (lol) the wizard just summoned dealing it 14 damage.
The babau next to Aeron takes a step back and attacks with his longspear.
attack Aeron: 1d20 + 12 ⇒ (10) + 12 = 221d8 + 3 ⇒ (6) + 3 = 9
attack Aeron: 1d20 + 7 ⇒ (7) + 7 = 141d8 + 3 ⇒ (6) + 3 = 9
The wizard takes a step back and cast hungry pit under Aeron to protect himself from the powerful fighter.
The remaining babau hold their ground.
The wraith reappears once more coming out of the wall and going after Tessai.
attack touch: 1d20 + 14 ⇒ (6) + 14 = 201d4 ⇒ 3
Your go

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Tzadkiel uses his ability to deliver touch spells at range to touch the wrath with a Mythic Cure Serious Wounds. He then moves to D4 to support the fight. Kill the wrath if you can, before it moves back into the wall. he recommends. He will then use a mythic point to channel to harm undead as a swift.
Range Touch: 1d20 + 8 ⇒ (16) + 8 = 246d8 + 14 ⇒ (7, 4, 8, 3, 3, 5) + 14 = 44 Will Save DC 20 for half.
Channel to harm undead: 7d6 ⇒ (1, 4, 2, 3, 5, 4, 1) = 20 DC 22 Will save for half.
Spells up:
Magic Circle Against Evil: +2 Deflection to AC and +2 Resistance to saves. [ooc]Will not stack with rings of protection or cloaks of resistance] - 70 min.
Communal Delay Poison - 2 hours
Resist Fire 20 - 20 minutes
Resources Remaining:
Spell Slots Used:
1st: 8/day - 3
2nd: 8/day - 5
3rd: 6/day - 4
Channels used: 5 of 8
Mythic points used: 3 of 7

Tessai |

Tessai can feel her life force ebbing away, but still she roars defiantly at the wraith as it attacks her - "You are a foolish, pathetic excuse for what was once a living creature. You will understand why the Goddess has decided to lay her trust on me"
I am assuming that the 3 damage are not negative levels? :O
Swift Smite Evil on the Wraith
Full attack.
Smiting Radiance: 1d20 + 10 + 5 ⇒ (16) + 10 + 5 = 31
Damage if it hits: 1d8 + 19 + 6 ⇒ (3) + 19 + 6 = 28
Smiting Radiance again: 1d20 + 5 + 5 ⇒ (17) + 5 + 5 = 27
Damage if it hits: 1d8 + 19 + 6 ⇒ (2) + 19 + 6 = 27
Tapping into their newfound mythical powers, the paladin is able to swing yet again at the creature.
Burn a MP for Amazing Initiative.
Smiting Radiance: 1d20 + 10 + 5 ⇒ (13) + 10 + 5 = 28
Damage if it hits: 1d8 + 19 + 6 ⇒ (2) + 19 + 6 = 27

Orlando Nedraid |

Round 1_______________
Seeing the Wraith expose itself, Orlando grinned.
"Oh, one too many trips to the well, eh?"
He backflipped next to the wraith (to (C,2))...
Acrobatics: 1d20 + 17 - 1 ⇒ (4) + 17 - 1 = 20
And lashed out with his rapier.
Rapier attack: 1d20 + 15 - 1 ⇒ (13) + 15 - 1 = 27 for a possible 1d6 + 9 + 6 ⇒ (2) + 9 + 6 = 17 piercing, cold iron, magic and precision damage.
Then used a Mythic surge to make a Surprise Strike.
Rapier sudden attack: 1d20 + 15 + 2 - 1 ⇒ (9) + 15 + 2 - 1 = 25 for a possible 1d6 + 9 + 6 ⇒ (6) + 9 + 6 = 21 piercing, cold iron, magic and precision damage.
Against an incorporeal target, the damage would be 5 points and 7 points respectively.

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Round 1_______________
Seeing the Wraith expose itself, Orlando grinned.
"Oh, one too many trips to the well, eh?"
He backflipped next to the wraith (to (C,2))...
[dice=Acrobatics]1d20+17-1
And lashed out with his rapier.
[dice=Rapier attack]1d20+15-1 for a possible 1d6+9+6 piercing, cold iron, magic and precision damage.
Then used a Mythic surge to make a Surprise Strike.
[dice=Rapier sudden attack]1d20+15+2-1 for a possible 1d6+9+6 piercing, cold iron, magic and precision damage.Against an incorporeal target, the damage would be 5 points and 7 points respectively.
You seem to be assuming 1/3 damage. Should be 1/2 damage or 8 and 10, right?

Caladire "Varn" Sophas |

Varn, still weakened from the encounter with the vampires, decides to avoid any offensive spells. Instead he casts a spell to quicken his allies, furthermore he empowers the spell with some of his mythic power!
-1 MP to cast Mythic Haste. Only 4 rounds due to negative levels, so make them count! This will target Orlando, Tzad, Othello, and Tessai. Sorry, Aeron, you are too far away.

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Ah. That makes sense. Yea, pity. You need ghost touch more than most.

DireMerc |

concentration to cast defensibly: 1d20 + 20 ⇒ (8) + 20 = 28
No problem there make your reflex save.
The 3 damage is con damage to Tessai.
Tzadkiel and Tessai manage to destroy the wraith. When the spirit form vanishes you notice the semi-transparent body in the back becomes fully solid and opens it's eyes.
Orlando's attack on the wraith would be unnecessary he would already be down at that point. You can do change your action.
Also missing othello

Orlando Nedraid |

Round 1 (redux)_______________
He backflipped next to the target (to (E,4))...
Acrobatics: 1d20 + 17 - 1 ⇒ (4) + 17 - 1 = 20
And lashed out with his rapier at the target at (E,5).
Rapier attack: 1d20 + 15 - 1 ⇒ (13) + 15 - 1 = 27 for a possible 1d6 + 9 + 6 ⇒ (2) + 9 + 6 = 17 piercing, cold iron, magic and precision damage.
Then used a Mythic surge to make a Surprise Strike.
Rapier sudden attack: 1d20 + 15 + 2 - 1 ⇒ (9) + 15 + 2 - 1 = 25 for a possible 1d6 + 9 + 6 ⇒ (6) + 9 + 6 = 21 piercing, cold iron, magic and precision damage.

Aeron Stillwaters |

Ref save DC?: 1d20 + 5 ⇒ (17) + 5 = 22
Hp 99/103; AC 21/11T/20FF; CMD 20
+10F/+5R/+8W
Mythic power: 5/7
Buffs: Resist Fire 20, Slow poison, Mythic Shield other (DR2/-)
Aeron hop away as the pit appears beneath his feet and moves up to attack the demon.
Attack Babau vital strike: 1d20 + 17 ⇒ (4) + 17 = 21
Damage?: 4d4 + 52 ⇒ (3, 2, 1, 4) + 52 = 62
Anyone who ends adjacent to the pit needs to make a +2 ref save or fall in correct?
Ref save: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27

Othello Bonmarlo |

Othello will three shot the mage, reminding him that he is still not safe.
Attack 1: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18
Attack 2: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18
Attack 3: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32
Damage 1: 1d8 + 2 ⇒ (8) + 2 = 10
Damage 2: 1d8 + 2 ⇒ (8) + 2 = 10
Damage 3: 1d8 + 2 ⇒ (8) + 2 = 10
I will cry if the first two miss.

DireMerc |

Correct Aeron. Unfortunately Othello they do ac 24 missed earlier
Aeron lands a solid hit on the demon but it's still standing although barely.
The mages spell protect him from the first two arrow deflecting them away and the third hits but is stopped by his stonekin spell so he takes no damage.
The mages floats up a bit using his pre-cast levitation spell to avoid falling into the pit himself and casts a spell launching a ray at Aeron sapping his strength and making him feel tired.
ranged touch: 1d20 + 10 ⇒ (8) + 10 = 18
The demons attack
One moves up and strikes at Orlando's back with his longspear.
attack longspear: 1d20 + 14 ⇒ (8) + 14 = 221d8 + 7 + 2d6 ⇒ (2) + 7 + (5, 1) = 15
attack longspear: 1d20 + 9 ⇒ (18) + 9 = 271d8 + 7 + 2d6 ⇒ (7) + 7 + (5, 3) = 22
The other drops his spear and attacks with his claws and bites
attack claw: 1d20 + 14 ⇒ (18) + 14 = 321d6 + 5 + 2d6 ⇒ (6) + 5 + (4, 3) = 18
attack claw: 1d20 + 14 ⇒ (7) + 14 = 211d6 + 5 + 2d6 ⇒ (1) + 5 + (6, 1) = 13
attack bite: 1d20 + 9 ⇒ (17) + 9 = 261d8 + 2 + 2d6 ⇒ (1) + 2 + (1, 5) = 9
The demon Aeron hit counters dropping his spear and using his natural attacks well.
attack claw: 1d20 + 14 ⇒ (7) + 14 = 211d6 + 5 + 2d6 ⇒ (6) + 5 + (2, 3) = 16
attack claw: 1d20 + 14 ⇒ (2) + 14 = 161d6 + 5 + 2d6 ⇒ (2) + 5 + (5, 2) = 14
attack bite: 1d20 + 9 ⇒ (6) + 9 = 151d8 + 2 + 2d6 ⇒ (4) + 2 + (5, 4) = 15
The Berbalang flies over the pit and attacks Aeron as well using his paralyzing bite. attack bite: 1d20 + 12 ⇒ (12) + 12 = 241d6 + 5 ⇒ (5) + 5 = 10 Fort save dc 19 vs paralysis if hit.
babau demon reflex: 1d20 + 6 ⇒ (2) + 6 = 8
The demon on front of Aeron however is caught of guard by the expanding pit and falls in and is killed by the fall.
Your go

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First, can you move Tzad to D4 as stated above? Thx.
Tzadkiel takes half the damage from Aeron through his Shield Other Spell. But due to the spell's +1 deflection bonus to AC all three attacks from the demon miss him. The bite from the Berbalang does hit and Tzadkiel takes 3 damage after mythic DR. Aeron, note that Tzadkiel gets the DR, not you. Sorry, but you end up at full anyway. :)
On his turn his life link activates and Aeron heals the other 5, doing 5 damage to Tzadkiel. Orlando also heals 5. Orlando is within Tzadkiel's magic circle and thus had +2 to his AC, which should mean only the first claw hit from all the attacks on him. If anyone else is wounded and down at least 5 they heal 5 as well, so let me know. Tzadkiel takes 13 total damage.
Tzadkiel will let the others act before he acts. I want to know how wounded Orlando is before acting.
Spells up:
Magic Circle Against Evil: +2 Deflection to AC and +2 Resistance to saves. [ooc]Will not stack with rings of protection or cloaks of resistance] - 70 min.
Communal Delay Poison - 2 hours
Resist Fire 20 - 20 minutes
Shield Other on Aeron
Resources Remaining:
Spell Slots Used:
1st: 8/day - 3
2nd: 8/day - 5
3rd: 6/day - 4
Channels used: 5 of 8
Mythic points used: 3 of 7

Caladire "Varn" Sophas |

Round 2
Varn begins the castings of a summoning spell...
Summon Monster III to call forth a Lantern Archon. Also, don't forget Othello that you are now Hasted. So if you're using Mythic Rapid Shot to gain three attacks... you now will get four attacks.
Hasted Characters - Tessai, Tzad, Orlando, & Othello. Round 3/4 rounds remaining.

Aeron Stillwaters |

Hp 98/103; AC 22(21)/11T/20FF; CMD 20
+10F/+5R/+8W
Mythic power: 5/7 -2 = 3/7
Buffs: Resist Fire 20, Delay poison, Mythic Shield other
Fort Ray of exh: 1d20 + 10 ⇒ (5) + 10 = 15 I'll eat that: -6 to Dex and Str
Fort Para DC19: 1d20 + 10 ⇒ (3) + 10 = 13 Ugh, blow some mythic points. Not getting paralyzed next to that pit
Mythic points x2: 2d6 ⇒ (4, 2) = 6
Weariness floods into Aerons muscles for the foul spell, but he draws on his reserves to shrug off the creature's foul bite. He brings his sword to bear against the creature and steps back from the edge. (5'step to G4)
Attack Vital strike: 1d20 + 17 - 3 ⇒ (10) + 17 - 3 = 24
Damage?: 4d4 + 52 - 3 ⇒ (4, 2, 3, 1) + 52 - 3 = 59