GM Fez |
Fight on Korlum!: 1d20 + 2 ⇒ (17) + 2 = 19
Fight on Grache!: 1d20 + 2 ⇒ (16) + 2 = 18
The half-orcs cry out with pain as Elaril's spell blinds them. This lasts for a few seconds before they shift stances, becoming more defensive and quieting down, listening for your movements. Move: Martial Flexibility, Standard: Total Defense
Order 3rd Round
Elaril, Berato
Korlum and Grache [0 [blinded] [enlarged] [total defense], 0 [blinded] [enlarged] [total defense]]
Vindlér, Anthys, Marcus
Marcus Volso |
Marcus slowly approaches the two, making sure to move slowly enough to hold formation with his companions.
Move, Total Defense
AC is currently 27, but will go up a bunch if people come in range.
Anthys |
Anthys advances next to Marcus and readies an attack.
AC is +2 Shield Wall, +1 Lastwall Phalanx (at the moment), for AC 28. Will go up more if more PCs get adjacent with Lastwall Phalanx, Heart of the Streets, and the Magic Circle.
Damage: 1d8 + 6 + 4 ⇒ (5) + 6 + 4 = 15
Berato Aquilinus |
Sorry I wasn't able to post earlier I had a work emergency this morning. Basically, they're blind AND total defensing, and thus can't take AoOs - recommend front row folks walk up to them and start the mowing process... :)
Berato double moves to map location and places his magic circle vs. evil fwd to allow front liners to go up to the brutes.
Blind + Total defense = double reasons not to do AoOs; to speed things up can Marcus and Anthys redo their actions and position themselves in formation within the Magic Circle? if not move Berato back behind Anthys plse.
Marcus Volso |
I was going to say we don't really get anything out of it other than being more dangerous since we can't get to them and attack this round anyway, but I forgot that Anthys has an iterative attack now. I'm fine with a double move up.
Anthys |
I am with you, Marcus. At low-level PFS, watching people "Double Move to Engage" frustrates me so much because it is still just one attack over two rounds; whereas "Move+Ready/Move+Attack" is possibly two, and Move+Total Defense/Move+Attack" is one attack with an AC boost for the first round. But as you point out, with iterative attacks there is a reason for Anthys to try to close the distance in one round.
Marcus Volso |
I think in a lot of cases, its even more important at high level pathfinder not to double move to engage. Unless people have significant defenses, whoever gets to full attack first wins a lot of the time. In a martial duel, if one person moves+readied attack and one moves+attacks, advantage goes heavily to the first person who can now open with a full iterative attack round.
In this case, its a little better because there is a possibly temporary blinding condition on both of them, we've got limited rounds of lastwall phalanx to work with and because we're unusually durable for a pathfinder party, so there are positive tradeoffs that make the move not too bad in this case.
Elaril |
Elaril follows at a slower pace. He keeps an eye on the half orcs ready to try and stun one should it recover from the temporary blindess.
Ready Ear Piercing Scream vs first half orc to recover from blindess. DC18
3d6+3
Edit: I don't understand why my dice roll isnt working.... I've used (dice=Sonic Damage]3d6+3[/dice) but with square brackets. The dice tags at each end disappear but it doesnt roll.
GM Fez |
Weird
The two half-orcs change stances, pricking their ears in your group's direction to figure out where to strike and blinking their eyes extremely hard to get rid of the sparkles.
Korlum: 1d20 + 2 ⇒ (15) + 2 = 17
Grache: 1d20 + 2 ⇒ (2) + 2 = 4
Neither manages to and they both hold their postures, winding up for something.
Order 4th Round
Elaril, Berato
Korlum and Grache [0 [blinded] [enlarged] [ready], 0 [blinded] [enlarged] [ready]]
Vindlér, Anthys, Marcus
Anthys |
Anthys swings twice at the foe in front of him.
Attack, Bless, PA: 1d20 + 13 + 1 - 2 ⇒ (10) + 13 + 1 - 2 = 22
Damage: 1d8 + 6 + 4 ⇒ (6) + 6 + 4 = 16
Iterative, Scion, Bless, PA: 1d20 + 8 + 2 + 1 - 2 ⇒ (4) + 8 + 2 + 1 - 2 = 13
Damage: 1d8 + 6 + 4 ⇒ (5) + 6 + 4 = 15
AC is +2 deflection from Magic Circle, +3 sacred from Lastwall Phalanx (both apply if they are evil), +2 Shield Wall, and +1 Heart of the Streets for AC 33.
Marcus Volso |
Marcus lashes out, creating openings in the already blinded orc's guard.
Aid Another, Vindler Attack vs. AC 10: 1d20 + 5 ⇒ (8) + 5 = 13
Aid Another, Anthys Attack vs. AC 10: 1d20 + 5 ⇒ (7) + 5 = 12
+5 to hit for Vindler and Anthy's next attacks vs the one we're all threatening.
AC 27 vs evil, 23 vs non-evil.
GM Fez |
Anthys' first attack comes in, drawing a line of blood from the half-orc's flank. Readied action goes off. The half-orc reacts with speed and surety, aiming at the spot Anthys attacked from.
Giant Punch!: 1d20 + 5 ⇒ (2) + 5 = 7
Miss chance: 1d100 ⇒ 23
Anthys' shield is in the way before the half-orc even launches his fist, then follows up with his blade again, drawing more blood and punching through something vital, dropping the monstrous orc.
"Grache? You alright? Grache?! Grache?!?!"
The second half-orc roars in fury, allowing Vindlér to slide next to him and swing with his morningstar.
Bash!: 1d20 + 7 + 5 ⇒ (10) + 7 + 5 = 22
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
He connects, leading to the same reaction that Anthys faced.
Giant Fist!: 1d20 + 5 ⇒ (17) + 5 = 22
With the same results.
Order 5th Round
Elaril, Berato
Korlum and Grache [-7 [blinded] [enlarged] [ready], -31 [unconscious and bleeding out]]
Vindlér, Anthys, Marcus
Berato Aquilinus |
Berato lends some divine power to Anthys!
Touch of Good: +3 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round
Elaril |
Elaril lets fly with a beam of frost at the remaining half orc.
RTA: 1d20 + 5 ⇒ (1) + 5 = 6, Damage: 1d3 + 3 ⇒ (2) + 3 = 5
Marcus Volso |
Marcus lashes out once more, creating openings for Anthys and Vindler to exploit.
Aid Another, Vindler Attack vs. AC 10: 1d20 + 5 ⇒ (9) + 5 = 14
Aid Another, Anthys Attack vs. AC 10: 1d20 + 5 ⇒ (13) + 5 = 18
+5 to hit for Vindler and Anthy's next attacks.
AC 27 vs evil, 23 vs non-evil.
Anthys |
Anthys takes a step over his fallen foe and swings twice.
Attack, Bless, PA, Touch of Good, Aid Another: 1d20 + 13 + 1 - 2 + 3 + 5 ⇒ (17) + 13 + 1 - 2 + 3 + 5 = 37
Damage: 1d8 + 6 + 4 ⇒ (6) + 6 + 4 = 16
Iterative, Bless, PA, Touch of Good, Scion: 1d20 + 8 + 1 - 2 + 3 + 2 ⇒ (10) + 8 + 1 - 2 + 3 + 2 = 22
Damage: 1d8 + 6 + 4 ⇒ (2) + 6 + 4 = 12
Is Vegazi still with us?
GM Fez |
She is, but she's rather low on arrows and you guys are so good at blending things she's willing to step back and keep watch for other nasties coming in.
Everyone steps up to the final half-orc, bringing him down in a well-coordinated series of attacks, feints, and backstabs, leaving him bleeding out on the ground with his brother. Combat over!
Anthys |
Right, the reason I asked is to deal with these guys.
"Vegazi, I leave their fate in your hands. We will save them if you want or leave them to the gods if you want."
Anthys goes over to the prisoners and begins opening the pen. "I am Anthys, from Lastwall. Terrin sent us. Do you know of more foes here besides these ones?"
GM Fez |
"They may be my brothers by blood, but they would gladly sack and destroy the human settlements in the area and I cannot have that."
The scouts are grateful, even if they can't express their gratitude the way they would like to now. Anthys learns there is at least one more enemy here. Someone the twins were afraid of, whose sadistic laughter could be heard through the night along with the screams of the scouts that were tortured...He could be heard further up the cliffs.
Anthys |
"Something fearsome up the cliffs? We will be prepared. It could a devil, this tribe is known to work with such fiends."
Anthys will finish off the half-orcs. He will search their bodies, and what looks like their cave (G4?).
Then over to that island in the pond?
"Vindlér, if the mysterious other enemy is a devil, can you use that wand to see the unseen? We know some of them can become invisible."
Anybody in other games with Vindlér? I know he is running several for the Gameday.
Elaril |
"If need be, I can activate the wand as well. Do the townsfolk know anything further about this other enemy? Did the laugh sound human?"
GM Fez |
I haven't seen him around.
Two messy bedrolls adorn this cramped stone cavern. A crude diagram is drawn in chalk on the back wall. Looking under the bedroll in this chamber you find two bright green emeralds worth 200 gp each, a compass, 20 feet of chain, a piece of charcoal, a snapleaf, and the key to the padlock holding the fence shut on the scouts.
When asked the scouts reply that the laughter was definitely not human.
Anthys |
"Why don't you activate the wand, Elaril. It is best if you are the one to spot an invisible foe because you can cast Glitterdust on them."
"Let's check out that small island. Then take out whatever is making that laughter, and then get the scouts back to Arwyll Stead."
He asks the freed captives, "You are scouts, right? Good with bows? Is your gear nearby? Berato here could heal you and then you could back us up."
If their gear is nowhere to be found, then Anthys can loan out his shortbow and his two javelins.
Marcus Volso |
Knowledge: Geography, Scion, Inspiration: 1d20 + 6 + 2 + 1d6 ⇒ (14) + 6 + 2 + (6) = 28
Marcus will inspect the discovered map before showing it to the other members of the group.
"Hm. This is a map of the area...the tallest mountain east of this camp is marked with an X and labeled with something in a language I can't read. Vegazi or Elaril, can you make anything out of this."
Anthys |
Anthys will escort the scouts back to the ledge to find their gear.
"Let Berato heal you up a bit. Then you can get going back to the Stead. Let them know we will be back soon."
"Vegazi, who is Eiseth?"
GM Fez |
Vegazi's answer is a bare whisper, so much so that Vindlér has to ask her to repeat herself before translating. "My grandmother. The roost is her place of triumph. Where she fought for control of the Hell's Fury tribe and won, and where my mother likely waits now."
The scouts quietly gather their gear and pass off some useful equipment to your party, only wishing to travel lightly. 2 vials of antitoxin and 3 potions of cure moderate wounds.
GM Fez |
Moving up towards the island you spy two gaav devils, flying nearby. They spot you as you do them, before giving a cry to attack.
Anthys: 1d20 + 2 ⇒ (6) + 2 = 8
Marcus: 1d20 + 4 ⇒ (14) + 4 = 18
Berato: 1d20 + 1 ⇒ (2) + 1 = 3
Vindlér: 1d20 + 6 ⇒ (12) + 6 = 18
Vegazi: 1d20 + 2 ⇒ (7) + 2 = 9
Gaavs: 1d20 + 3 ⇒ (10) + 3 = 13
Order 1st Round
Vindlér, Marcus, Elaril
Gaavs [R: 0, B: 0]
Vegazi, Anthys, Berato
Vindlér Far-seer |
Vindler moves to Anthys's side and prepares for the devils to approach. "Hell has grown to miss you, you filth. Let us help send you back where you came from!"
Move, then ready an attack in an enemy comes in range
Elaril |
Kn: Planes: 1d20 + 14 ⇒ (9) + 14 = 23
"I seem to remember that...."
What do I know Boss? Preference on defensive stats - DR / SR / Immunities / Resistances etc
Elaril |
Elaril eyes the devils carefully before preparing a small surprise.
Ready Ear Piercing Scream vs whichever attacks first.
Sonic Damage: 3d4 + 3 ⇒ (2, 2, 1) + 3 = 8, DC18 Will save for half damage and no Daze
Marcus Volso |
Marcus moves up in front of Elaril, forming a shield wall with Anthys and holding to defend his companions from any devils that might attack.
Move Action: Move
Standard Action: Ready to Aid AC if a devil attacks a companion in range.
I think AC is currently 26 vs. Evil thanks to the Magic Circle.
GM Fez |
The two devils dive down, spears ready to stab.
Spear (Marcus)!: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Spear (Anthys)!: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
The sound of small spears hitting your shields is cathartic, knowing again that your tactics save you and your allies from harm.
Order 1st Round
Vindlér, Marcus, Elaril
Gaavs [R: 0, B: 0]
Vegazi, Anthys, Berato
Berato Aquilinus |
Berato steps forward and grants Anthys a boon from Torag.
Touch of Good (Core 44): You can touch a creature as a standard action, granting a +3 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 8 times a day.
10-ft. radius centered on Berato: Magic Circle vs. Evil = 60 min
Entire party: Delay Poison, Communal = 60 min
Anthys: Light = 60 min
Anthys and Elaril: Suppress Charms and Compulsions = 10 min
Entire party: Bless = 6 min (+1 morale bonus on attack rolls and on saving throws against fear effects)
Anthys: Align Weapon (Good) = 6 min
Berato: Bull's Strength = 6 min
Berato: Divine Favor = 1 min
AC 23 with Shield Wall; 25with Lastwall Phalanx
Anthys |
1 person marked this as a favorite. |
Anthys takes a step and slashes at a devil (Red) with Requiem.
Attack, Touch of Good, Bless, PA: 1d20 + 13 + 3 + 1 - 2 ⇒ (20) + 13 + 3 + 1 - 2 = 35
Damage: 1d8 + 9 ⇒ (8) + 9 = 17
Confirm, Touch of Good, Bless, PA: 1d20 + 13 + 3 + 1 - 2 ⇒ (15) + 13 + 3 + 1 - 2 = 30
Crit Damage: 1d8 + 9 ⇒ (8) + 9 = 17
Iterative, Touch of Good, Bless, PA, Scion: 1d20 + 8 + 3 + 1 - 2 + 2 ⇒ (9) + 8 + 3 + 1 - 2 + 2 = 21
Damage: 1d8 + 9 ⇒ (7) + 9 = 16
Weapon is Good-aligned. Thanks Berato! 50 damage from the defensive sword-and-board guy. If he drops Red with the first hit, then the iterative on Blue.
Berato Aquilinus |
It pays to put all your chips on red! i.e. the fighter! :)
GM Fez |
Anthys cuts the first down with a swift flick, then turns his blade to cut deeply into the second. Vegazi tries to help with a shot at the last flying devil.
Thrum!: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
The devil flies to far backwards from Anthys' swing, giving it a wide berth from Vegazi's arrow.
Forgot the EPS...
Will!: 1d20 ⇒ 3
Elaril's spell causes the devil to hover in place, unprepared for another strike against it.
Order 2nd Round
Vindlér, Marcus, Elaril
Gaavs [B: -24 [dazed]]
Vegazi, Anthys, Berato
Vindlér Far-seer |
"Well done, lad," Vindler shouts as Anthys cuts down one of the devils, then immediately turns to strike the second. Vindler raises his own weapon and follows his brother-in-arms's lead in attacking the remaining infernal foe.
+1 Morningstar, bless: 1d20 + 8 ⇒ (2) + 8 = 10 Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Elaril |
With one devil down and the other temporarily out of action, Elaril pauses to survey their surrondings. Content nothing is sneaking up on them, he waits to see if the brawn can finish off the wounded creature.
Im reading the post as the devil is going to be dazed for it's turn so..... Delay until after Anthys & Berato.
Marcus Volso |
Marcus steps up and provides an opening for Anthys and Vindler to strike.
Aid Another, Attack Anthys: 1d20 + 5 ⇒ (17) + 5 = 22 +5 to hit for next attack.
Aid Another, Attack Vindler: 1d20 + 5 ⇒ (6) + 5 = 11 +5 to hit for next attack.
Anthys |
Anthys (presumably) finishes off the devil.
Attack, Bless, PA, Aid Another: 1d20 + 13 + 1 - 2 + 5 ⇒ (9) + 13 + 1 - 2 + 5 = 26
Damage: 1d8 + 9 ⇒ (5) + 9 = 14
Iterative, Bless, PA, Scion: 1d20 + 8 + 1 - 2 + 2 ⇒ (10) + 8 + 1 - 2 + 2 = 19
Damage: 1d8 + 9 ⇒ (7) + 9 = 16