| Oxnard Kettlebeak |
Round 1
You hear clockworks moving in the other room, and the door flings open.
Turn Order:
1. Clockwork Angel
2. Clockwork Mages
3. Rubius
4. Clockwork Assassins
5. Dvalin
6. Thurgom
7. Tramontane
8. Kragg
8. Gage
Status:
Ali: 112/118
Rubius is up
| Rubius Halfbeard |
Rubius doesn't like the cramped quarters so he steps back and casts a spell to prepare for the fight.
Recasting divine favor. Lantern archons ready shots at the first clockwork to step into their view.
| Gage G |
I think Ali would've run out of her 1 minute during the ransacking xD
She only had 7 rounds left... I suppose if we were quick it might be 1-3 rounds left...
| Oxnard Kettlebeak |
Round 1
Rubius casts a spell and the archons prepare to fire.
You hear the sound of clockworks moving in the other room, but none emerge from the door.
Turn Order:
1. Clockwork Angel
2. Clockwork Mages
3. Rubius
4. Clockwork Assassins
5. Dvalin
6. Thurgom
7. Tramontane
8. Kragg
8. Gage
Everyone but Rubius is up then before the clockworks again
| Gage G |
Max hp is only 69 at the moment ^^;
Gage casts Haste and begins telling a tale of the triumphs preceding the founding of the first sky fortress. Inspire Courage: +2 atk/dmg/vs fear
Haste: +1 attack/reflexes/AC
previous Spells, HP, bardsong etc
69/83-14 HP
20/20 Normal Arrows
20/20 Silver Blanched Cold-Iron Arrows
160/160 Silver Blanched Cold-Iron Arrows (in a sack in the haversack)
3/10 charges for Alitharlkian "Ali" the blood angel (in tablet o' doom)
14 unhealable damage (resets to Ali's current charge after rest)
Ali's powers/prices:
* she knows some things, basic waifu function requires 1 charge per day
* interface with the ship:
* * 100/100 charges of fire elemental summoning remaining
* 4 charges => cast Prayer CL 7th
* 2 charges/missile => cast a modified Magic Missile (identical except dealing lightning damage instead of force damage)
* 10 charges => Manifest: the Blood Angel manifests into the physical world for 1 minute
Extraordinary Abilities
. 1/1 uses/day Lore Master (take 20 on any knowledge check)
Supernatural Abilities
. 8/8 uses/day Silver Tongue (swift; +5 to Bluff to lie; DC 18 CL check to magically force truth or detect lies)
. 1/1 uses/day War Chant ("while chanting" +2 rounds; All allies within 30'; +1 Morale to Attacks, Fort saves, Will vs fear, and to skill checks to ride or march into battle; Allies moving in formation and performing no other actions may move +10')
Bardic Performances:
. 25/27 rounds per day (SA or MA to start); Countersong (Su, aud) [30'; language-dependent], Distraction (Su, vis) [30'], Fascinate (Su, aud, vis) [enchantment (compulsion), language-dependent, mind-affecting; DC 20 will], Inspire Courage (Su, aud or vis) [language-dependent (if aud), mind-affecting; +2 morale vs charm & fear; +2 competence to attack and damage], Inspire Competence (Su, aud) [30'; language-dependent; +3 competence to a kind of skill check], Suggestion (Sp) [SA; enchantment (compulsion), language-dependent, mind affecting; DC 20 will]
Spells Known
. 4th (2/2/day) Dimension Door, Wall of Sound
. 3rd (3/4/day) Dispel Magic, Fear (DC 18), Haste, Tiny Hut
. 2nd (3/5/day) Glitterdust (DC 17), Heroism, Invisibility, Pyrotechnics (DC 17), Silence
. 1st (7/7/day) Cure Light Wounds, Disguise Self, Feather Fall, Grease (DC 16), Silent Image (DC 16)
. 0 (at will) Detect Magic, Mage Hand, Mending, Open/Close, Spark, Summon Instrument
| Kragg_Oldstone |
Kragg stepped into the walls once more, vanishing into the stone. Given the narrow point in which they would be fighting, the only way he was going to be useful was if he managed to come in behind the constructs. He knew though that timing was going to be important, lest he find himself surrounded and alone.
| Thurgrom Thunderhammer |
Round 1
Thurgrom feels Gage's spell cast on himself, and swells with pride at the bard's tale. The mynrughdaer enter the small room to find it full of clockwork, which impedes his progress inside. The storm dwarf begins the melee by slicing through the fist clockwork in the room.
Storm's Edge (hasted, inspired): 1d20 + 21 + 1 + 2 ⇒ (16) + 21 + 1 + 2 = 40
Dmg.: 1d10 + 7 + 1 + 2 ⇒ (10) + 7 + 1 + 2 = 20 Damn. Max Damage
| Tramontane |
Tramontane chants, and a powerful blessing descends upon his friends and him. When almost everyone is inside the room, he follows.
| Dvalin Fafnirson |
As everybody prepares to intercept the clockworks at the chokepoint, Thurgrom suddenly storms forward, emboldened by Gages tale.
With a sigh, Dvalin follows lest the Storm Dwarf be isolated and felled by their enemies.
Coming up behind him, he finds it impossible to pass Thurgrom without leaving himself open...but there was another possibility - feeling his iron sphere grow immensely hot, he began to channel the heat of the magma pulsing through Gold Peaks subterranean veins, then opened his mouth and expelled it in a fiery breath.
Fire Breat, 15 Feet Cone, DC 20 for half: 10d4 ⇒ (1, 2, 3, 3, 3, 4, 1, 1, 1, 4) = 23
Time to next use: 1d4 ⇒ 3
Fiery Soul Standard action SU - no AoO provoked.
| Oxnard Kettlebeak |
Round 1
Everyone waits a moment and Gage enhances them with Haste.
Dvalin catches one assassin and one angel in his cone:
Reflex Assassin: 1d20 + 16 ⇒ (3) + 16 = 19
Reflex Angel: 1d20 + 17 ⇒ (14) + 17 = 31
The angel avoids some, but the assassin takes the full burst.
Thurgrom slashes into the first Clockwork Assassin!
Lightning Damage: 1d6 ⇒ 6 Remember the d6 lightning damage from shocking burst as well
Tramontane casts prayer.
Kragg melds back into the stone of the wall and moves to get around behind the constructs.
Round 2
The Clockwork Angel lashes out at Dvalin:
+1 Flaming Keen Greatsword: 1d20 + 28 ⇒ (3) + 28 = 31
Damage: 2d6 + 11 ⇒ (3, 4) + 11 = 18
+1 Flaming Keen Greatsword: 1d20 + 23 ⇒ (9) + 23 = 32
Damage: 2d6 + 11 ⇒ (1, 5) + 11 = 17
+1 Flaming Keen Greatsword: 1d20 + 18 ⇒ (5) + 18 = 23
Damage: 2d6 + 11 ⇒ (4, 3) + 11 = 18
+1 Flaming Keen Greatsword: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 2d6 + 11 ⇒ (3, 1) + 11 = 15
Two hits! Although Dvalin resists the fire damage.
The Clockwork Mages take aim at Thurgrom, and 10 force missiles flow out, impacting him!
Magic Missile x2: 10d4 + 10 ⇒ (2, 4, 2, 2, 2, 1, 2, 3, 2, 1) + 10 = 31
Turn Order:
1. Clockwork Angel
2. Clockwork Mages
3. Rubius
4. Clockwork Assassins
5. Dvalin
6. Thurgom
7. Tramontane
8. Kragg
8. Gage
Status:
Dvalin 58/93
Thurgrom: 68/99
Orange Assassin: -29
Blue Assassin: -23
Angel (pink): -12
That brings up Rubius before the two assassins.
| Thurgrom Thunderhammer |
Thurgrom slashes into the first Clockwork Assassin!
[Dice=Lightning Damage]1d6 Remember the d6 lightning damage from shocking burst as well
Shocking Burst only functions when there's a critical hit. Do you want rework Storm's Edge and add Shock to the weapon?
| Oxnard Kettlebeak |
A shocking burst weapon functions as a shock weapon that explodes with electricity upon striking a successful critical hit. The electricity does not harm the wielder. In addition to the extra electricity damage from the shock ability,
No- shocking burst is always shock and then it adds the extra d10s on top on a critical (whereas most shock weapons do not do anything extra on critical)
| Thurgrom Thunderhammer |
No- shocking burst is always shock and then it adds the extra d10s on top on a critical (whereas most shock weapons do not do anything extra on critical)
Ah. I see it there. You're right. Fixing my crunch on Storm's Edge.
| Rubius Halfbeard |
"Let's get em, boys!"
At Rubius' instruction, the lantern archons fly over Rubius and Dvalin's head and unleash their light-storms at the constructs.
LA 1: 1d20 + 6 ⇒ (4) + 6 = 10
LA 2: 1d20 + 7 ⇒ (7) + 7 = 14
LA 3: 1d20 + 8 ⇒ (12) + 8 = 20
LA 4 and targets of opportunity at +9: 5d20 ⇒ (2, 7, 20, 12, 8) = 49
Confirm: 1d20 + 9 ⇒ (18) + 9 = 27
Dam: 9d6 ⇒ (2, 3, 2, 2, 6, 4, 3, 2, 2) = 26 If 10 misses touch, 2 fewer. If 11 misses touch, 4 fewer. If 14 misses touch, 7 fewer. etc.
Rubius, meanwhile, enhances his bow for constructs and lines up a single shot of his own. Then he fires again when the archons fire.
Standard action shot: 1d20 + 26 ⇒ (13) + 26 = 39
Target of opportunity, immediate action shot: 1d20 + 26 ⇒ (6) + 26 = 32
Dam 1: 4d6 + 21 + 1d4 ⇒ (4, 2, 4, 4) + 21 + (2) = 37
Dam 2: 4d6 + 21 + 1d4 ⇒ (5, 2, 6, 1) + 21 + (3) = 38
TLDR: I'm going to bet 14 misses touch and 32 hits normal AC. If so, 19 typeless damage then 37 and 38 damage in two hits.
| Oxnard Kettlebeak |
Round 2
Only three of the Lantern Archon shots hit. Looks like 11 damage- assuming you have them attacking the Assassin
Rubius final shot pieces the gears of the first clockwork assassin, which collapses to the ground in a heap of spare parts.
The remaining assassin stabs at Thurgrom which its built in Rapier:
+1 Rapier: 1d20 + 25 ⇒ (3) + 25 = 28
Damage: 1d6 + 7 ⇒ (1) + 7 = 8
+1 Rapier: 1d20 + 20 ⇒ (19) + 20 = 39
Damage: 1d6 + 7 ⇒ (6) + 7 = 13
+1 Rapier: 1d20 + 15 ⇒ (3) + 15 = 18
Damage: 1d6 + 7 ⇒ (4) + 7 = 11
+1 Rapier: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 1d6 + 7 ⇒ (3) + 7 = 10
After three of its four strikes connect, the assassin steps back.
Turn Order:
1. Clockwork Angel
2. Clockwork Mages
3. Rubius
4. Clockwork Assassins
5. Dvalin
6. Thurgom
7. Tramontane
8. Kragg
8. Gage
Status:
Dvalin 113/93
Thurgrom: 32/99 (should have temp HP amount higher)
Blue Assassin: -23
Angel (pink): -12
That brings up everyone but Rubius again before the other clockworks; also- Thurgrom should have had some amount of temp HP from aid? I forgot to take those first so however many it was he has that many more HP remaining now.
| Kragg_Oldstone |
Kragg took a deep breath and stepped out from the wall. The elemental shifted back into his dwarven form, his hands growing weapons once more. Too much happened at once for him to actually attack anything, but at least he was ready.
5ft step into room, standard action to be a dwarf once more. Now in a very precarious situation, but hoping that the party surges in and makes the danger much less notable. We have haste up, right? If so then current AC is 30.
| Thurgrom Thunderhammer |
Round 2
Thurgrom grimaces under the assassins' attacks, but fights on. Taking a five-foot step back to allow overs into the small battle space, the mynrughdaer focuses is enhanced attacks on the clockwork angel.
Storm's Edge (hasted, inspired): 1d20 + 21 + 1 + 2 ⇒ (16) + 21 + 1 + 2 = 40
Dmg: 1d10 + 7 + 1 + 2 + 1d6 ⇒ (10) + 7 + 1 + 2 + (6) = 26
Storm's Edge (hasted, inspired): 1d20 + 21 + 1 + 2 ⇒ (14) + 21 + 1 + 2 = 38
Dmg: 1d10 + 7 + 1 + 2 + 1d6 ⇒ (1) + 7 + 1 + 2 + (1) = 12
Storm's Edge (hasted, inspired): 1d20 + 16 + 1 + 2 ⇒ (18) + 16 + 1 + 2 = 37
Dmg: 1d10 + 7 + 1 + 2 + 1d6 ⇒ (6) + 7 + 1 + 2 + (2) = 18
| Gage G |
Gage moves into the room to get a better look, heedless of the angel shaped clockwork.
provoking from the "angel", AC is only 19 I believe xD
Also, I need to check out temp hp interaction with Shield Other...
In any case, should be less than 140 damage, so Gage should survive to cast a spell:
Then, Gage casts Glitterdust (DC 17) on the far corner, coating three clockwork constructs. (all except green, gray circle added to map for clarification)
69+7/69 hp before the AoO
Also, since Gage can see them now, Lore Master to take 10 on knowledge checks for all of them: what does a 25 (Arcana? or Engineering?) get me? :D
previous Spells, HP, bardsong etc
69+7/83-14 HP
20/20 Normal Arrows
20/20 Silver Blanched Cold-Iron Arrows
160/160 Silver Blanched Cold-Iron Arrows (in a sack in the haversack)
3/10 charges for Alitharlkian "Ali" the blood angel (in tablet o' doom)
14 unhealable damage (resets to Ali's current charge after rest)
Ali's powers/prices:
* she knows some things, basic waifu function requires 1 charge per day
* interface with the ship:
* * 100/100 charges of fire elemental summoning remaining
* 4 charges => cast Prayer CL 7th
* 2 charges/missile => cast a modified Magic Missile (identical except dealing lightning damage instead of force damage)
* 10 charges => Manifest: the Blood Angel manifests into the physical world for 1 minute
Extraordinary Abilities
. 1/1 uses/day Lore Master (take 20 on any knowledge check)
Supernatural Abilities
. 8/8 uses/day Silver Tongue (swift; +5 to Bluff to lie; DC 18 CL check to magically force truth or detect lies)
. 1/1 uses/day War Chant ("while chanting" +2 rounds; All allies within 30'; +1 Morale to Attacks, Fort saves, Will vs fear, and to skill checks to ride or march into battle; Allies moving in formation and performing no other actions may move +10')
Bardic Performances:
. 24/27 rounds per day (SA or MA to start); Countersong (Su, aud) [30'; language-dependent], Distraction (Su, vis) [30'], Fascinate (Su, aud, vis) [enchantment (compulsion), language-dependent, mind-affecting; DC 20 will], Inspire Courage (Su, aud or vis) [language-dependent (if aud), mind-affecting; +2 morale vs charm & fear; +2 competence to attack and damage], Inspire Competence (Su, aud) [30'; language-dependent; +3 competence to a kind of skill check], Suggestion (Sp) [SA; enchantment (compulsion), language-dependent, mind affecting; DC 20 will]
Spells Known
. 4th (2/2/day) Dimension Door, Wall of Sound
. 3rd (3/4/day) Dispel Magic, Fear (DC 18), Haste, Tiny Hut
. 2nd (2/5/day) Glitterdust (DC 17), Heroism, Invisibility, Pyrotechnics (DC 17), Silence
. 1st (7/7/day) Cure Light Wounds, Disguise Self, Feather Fall, Grease (DC 16), Silent Image (DC 16)
. 0 (at will) Detect Magic, Mage Hand, Mending, Open/Close, Spark, Summon Instrument
| Oxnard Kettlebeak |
Dvalin Will: 1d20 + 12 ⇒ (10) + 12 = 22
Kragg Will: 1d20 + 8 ⇒ (17) + 8 = 25
Rubius Will: 1d20 + 15 ⇒ (12) + 15 = 27
Thurgrom Will: 1d20 + 2 ⇒ (5) + 2 = 7
Gage Will: 1d20 + 4 ⇒ (13) + 4 = 17
Tramontane Will: 1d20 + 11 ⇒ (18) + 11 = 29
As you are acting the round you feel something, like a memory at the back of your head, but it fades away without incident.
| Tramontane |
Beginning of the round: Dvalin and Thurgrom each heal 5 hp.
Tram steps forward a bit, just enough to see what's happening. Not able to reach Thurgrom yet, he decides to catch some protection on him.
Move just beside Rubius, cast Shield Other on Thurgrom.
HP -10, spells 2nd -2, spells 3rd -1, spells 4th -2
| Dvalin Fafnirson |
Tramontane, so far, there is nothing to heal for Dvalin - I'm good. So keep those 5 HP.
Stepping forward into the space Thurgrom vacated, Dvalin is now able to see the Clockwork Angel in all it's terrible splendor.
There was no time to marvel, though - raising his axe, he quickly started chopping at the constructed creature, hoping that Gage's spell took hold.
-2 AC and loss of Dex could be huge, considering the Reflex Save it made earlier - swift action to spend one Arcane Pool Point to add +2 to Weapon, then full attack.
Attack, heroism, haste, arcane pool, inspire, regular: 1d20 + 9 + 2 + 1 + 2 + 2 ⇒ (15) + 9 + 2 + 1 + 2 + 2 = 31 Damage: 1d12 + 11 + 2 + 2 ⇒ (1) + 11 + 2 + 2 = 16
Attack, heroism, haste, arcane pool, inspire, haste: 1d20 + 9 + 2 + 1 + 2 + 2 ⇒ (3) + 9 + 2 + 1 + 2 + 2 = 19 Damage: 1d12 + 11 + 2 + 2 ⇒ (11) + 11 + 2 + 2 = 26
Attack, heroism, haste, arcane pool, inspire, iterative: 1d20 + 4 + 2 + 1 + 2 + 2 ⇒ (15) + 4 + 2 + 1 + 2 + 2 = 26 Damage: 1d12 + 11 + 2 + 2 ⇒ (6) + 11 + 2 + 2 = 21
| Oxnard Kettlebeak |
Round 2
Thurgrom slices into the clockwork angel with three well aimed strike, the power of Storm's Edge helping his strikes to cut deep! As +5 it ignores DR/adamantine You also notice, the electricity crackling- it seems to be more effective against them!
Tramontane casts shield other on Thurgrom.
Kragg steps out and returns to dwarven form.
Gage moves into the room, and the angel turns its flaming greatsword on him:
Aoo: 1d20 + 28 ⇒ (14) + 28 = 42
Damage: 2d6 + 11 + 1d6 ⇒ (3, 3) + 11 + (1) = 18
He casts glitterdust:
Angel Will: 1d20 + 6 ⇒ (17) + 6 = 23
Mage Will: 1d20 + 7 ⇒ (19) + 7 = 26
Assassin Will: 1d20 + 6 ⇒ (12) + 6 = 18
but all three clockworks shake off its effects!
Dvalin swings, but the non-blinded angel dodges all but one of his attacks, and the hard shell protects it from the force of the blow!
The angel splits its attacks, trying to strike at Thurgrom with its first and final blows, and Dvalin with the two in between:
+1 Flaming Greatsword: 1d20 + 28 ⇒ (12) + 28 = 40
Damage: 2d6 + 11 + 1d6 ⇒ (6, 3) + 11 + (2) = 22
+1 Flaming Greatsword: 1d20 + 23 ⇒ (7) + 23 = 30
Damage: 2d6 + 11 ⇒ (3, 5) + 11 = 19
+1 Flaming Greatsword: 1d20 + 18 ⇒ (15) + 18 = 33
Damage: 2d6 + 11 ⇒ (5, 5) + 11 = 21
+1 Flaming Greatsword: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 2d6 + 11 + 1d6 ⇒ (6, 6) + 11 + (3) = 26
All four hit! Dvalin ignores the part of the damage from the fire, and Tramontane takes half the damage meant for Thurgrom. After the blows, the angel steps back again.
One of the mages steps forward, and aiming its wand crystal sends a fireball down the corridor, exploding to hit everyone!
Fire Damage: 9d6 ⇒ (6, 3, 6, 2, 6, 1, 6, 3, 4) = 37
The other mage backs away from Kragg and fires magic missiles at him!
Force Damage: 5d4 + 5 ⇒ (3, 3, 3, 3, 2) + 5 = 19
Turn Order:
1. Clockwork Angel
2. Clockwork Mages
3. Rubius
4. Clockwork Assassins
5. Dvalin
6. Thurgom
7. Tramontane
8. Kragg
8. Gage
Status: All but Kragg/Tawny pending DC 14 reflex save for half vs. 37 fire damage
Dvalin 73/93, temp HP gone
Gage: 67/69, temp HP gone 18/2 for 9 damage, the rest to Tramontane
Kragg: 103/104, temp hp gone
Thurgrom: 31/99, temp hp gone Added back 18 temp HP from aid which should have been used first
Tramontane: 83/103, temp hp gone 5 from the heal to Thurgrom, 9 from half the damage done to Gage, 24 from half of the two blows to Thurgrom
Blue Assassin: -23
Angel (pink): -78
That brings up Rubius before the Assassin that remains, pending Reflex saves vs. the fireball
| Gage G |
do lantern archons have resist fire?
reflex+heroism+haste: 1d20 + 10 + 2 + 1 ⇒ (4) + 10 + 2 + 1 = 17
that makes 18 again: 9 for Gage and 9 for Tram
| Tramontane |
Ref Vs Fireball, Haste, Prayer: 1d20 + 6 + 1 + 2 ⇒ (17) + 6 + 1 + 2 = 26
So, 18 from my ball and 9 from Gage's adds up to 27. That's 56/103 hp. Guys, we need that angel down, he auto hits four times per turn XD
| Gage G |
oh yeah, I forgot we have prayer for a minute...
| Rubius Halfbeard |
Lantern archons reflexes: 4d20 ⇒ (2, 17, 9, 7) = 35
What was that archon's aid hp?: 1d8 + 3 ⇒ (7) + 3 = 10 Ok I have one archon left, barely.
Rubius reflex: 1d20 + 8 + 2 + 1 ⇒ (8) + 8 + 2 + 1 = 19
Ok so 18 damage to Rubius and Tawny.
Rubius sidesteps and unleashes a rapid volley at the foe.
Fire 1: 1d20 + 26 ⇒ (9) + 26 = 35
Fire 2, rapid shot: 1d20 + 26 ⇒ (12) + 26 = 38
Fire 3, haste: 1d20 + 26 ⇒ (10) + 26 = 36
Fire 4, iterative: 1d20 + 21 ⇒ (15) + 21 = 36
Dam 1: 4d6 + 21 + 1d4 ⇒ (6, 2, 5, 2) + 21 + (4) = 40
Dam 2: 4d6 + 21 + 1d4 ⇒ (1, 4, 4, 5) + 21 + (3) = 38
Dam 3: 4d6 + 21 + 1d4 ⇒ (4, 6, 3, 1) + 21 + (3) = 38
Dam 4: 4d6 + 21 + 1d4 ⇒ (6, 3, 3, 1) + 21 + (1) = 35
The lantern archon shoots a zap of light at one of the enemies while Tawny moves into position.
Focusing down whatever the red guy is first.
Archon zaps against touch: 1d20 + 3 + 4 + 2 ⇒ (5) + 3 + 4 + 2 = 14
Archon zaps: 1d20 + 3 + 4 + 2 ⇒ (5) + 3 + 4 + 2 = 14
Dam: 2d6 ⇒ (3, 3) = 6
When the archon fires, Rubius takes advantage by firing another shot of his own.
Fire 5, target of opportunity: 1d20 + 26 ⇒ (1) + 26 = 27
Nat 1 misses.
| Oxnard Kettlebeak |
Round 3
Tawny actually can't get to "g" because that's past a locked door you haven't opened yet- moved him as close as he can get
Rubius' first three shots takes out of of the clockwork mages, while his final arrow hits the Clockwork Angel, digging into its gears.
The Clockwork Assassin continues working back from the frontline, up to the stairs where it full attacks at Kragg:
Integrated Rapier: 1d20 + 25 ⇒ (2) + 25 = 27
Damage: 1d6 + 7 ⇒ (4) + 7 = 11
Integrated Rapier: 1d20 + 20 ⇒ (10) + 20 = 30
Damage: 1d6 + 7 ⇒ (3) + 7 = 10
Integrated Rapier: 1d20 + 15 ⇒ (20) + 15 = 35
Damage: 1d6 + 7 ⇒ (3) + 7 = 10
Integrated Rapier: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 1d6 + 7 ⇒ (4) + 7 = 11 Two hits!
Turn Order:
1. Clockwork Angel
2. Clockwork Mage
3. Rubius
4. Clockwork Assassin
5. Dvalin
6. Thurgom
7. Tramontane
8. Kragg
8. Gage
Dvalin 73/93, temp HP gone, pending save vs. 37 fire
Gage: 58/69, temp HP gone
Kragg: 83/104, temp hp gone
Rubius: 93/93, temp HP gone
Thurgrom: 31/99, pending save vs. 37 fire
Tramontane: 56/103, temp hp gone
Blue Assassin: -23
Angel (pink): -113
That brings up the rest of the party again
| Kragg_Oldstone |
Haste and minor form, returning the attacks. Thanks for factoring in the haste AC
Hit: 1d20 + 14 ⇒ (1) + 14 = 15
Piercing: 1d6 + 12 ⇒ (1) + 12 = 13
Electricity: 3d6 ⇒ (3, 6, 5) = 14
Haste Hit: 1d20 + 14 ⇒ (17) + 14 = 31
Piercing: 1d6 + 12 ⇒ (3) + 12 = 15
Electricity: 3d6 ⇒ (4, 5, 2) = 11
Hit: 1d20 + 14 ⇒ (19) + 14 = 33
Slashing: 1d4 + 12 ⇒ (1) + 12 = 13
Electricity: 3d6 ⇒ (5, 5, 6) = 16
Hit: 1d20 + 14 ⇒ (19) + 14 = 33
Slashing: 1d4 + 12 ⇒ (2) + 12 = 14
Electricity: 3d6 ⇒ (3, 5, 2) = 10
Kragg met the flurry of attacks with his own barrage. Bladed and spiked fists lashed out, as he channeled the power of the plane of air into each blow. Electrical energy covered his extremities, each one promising ruin to whatever it touched.
| Gage G |
Casting Defensively vs DC 23: 1d20 + 10 + 5 ⇒ (11) + 10 + 5 = 26
While continuing his tale of Dwarven victories and destinies, Gage manages to cast Wall of Sound without letting his guard down. A nearly invisible hum spreads from near Kragg to near Gage.
to beat SR on the wizard: 1d20 + 10 ⇒ (12) + 10 = 22
do all three of them have SR? Please say no, I don't want to see if I'm lucky a third or fourth time ^^;
Then the hum becomes an ear-splitting cacophony as it contacts clockwork, rattling gears and causing headaches.
Sonice Damage!
in alphabetical order:
(assuming max damage from the spell and no SR on the angel or assassin for this, please subtract and/or roll 1d20+10 as necessary)
Wall of Sound vs Clockwork Angel: 2d6 + 10 + 2d4 ⇒ (1, 5) + 10 + (2, 1) = 19
Clockwork Assassin: 4d4 ⇒ (4, 3, 3, 2) = 12
Clockwork Mage: 2d6 + 10 + 2d4 ⇒ (5, 1) + 10 + (3, 2) = 21
Dvalin: 4d4 ⇒ (4, 2, 2, 1) = 9
Gage: 4d4 ⇒ (4, 2, 4, 3) = 13
Kragg: 4d4 ⇒ (3, 3, 3, 3) = 12
Rubius: 2d4 ⇒ (4, 1) = 5
Thurgom : 4d4 ⇒ (1, 3, 4, 1) = 9
@Tramontane: let's figure out damage distribution after confirmation of how much damage should be applied ^^
previous Spells, HP, bardsong etc
this is not including damage from Wall of Sound :3
58/83-14 HP
20/20 Normal Arrows
20/20 Silver Blanched Cold-Iron Arrows
160/160 Silver Blanched Cold-Iron Arrows (in a sack in the haversack)
3/10 charges for Alitharlkian "Ali" the blood angel (in tablet o' doom)
14 unhealable damage (resets to Ali's current charge after rest)
Ali's powers/prices:
* she knows some things, basic waifu function requires 1 charge per day
* interface with the ship:
* * 100/100 charges of fire elemental summoning remaining
* 4 charges => cast Prayer CL 7th
* 2 charges/missile => cast a modified Magic Missile (identical except dealing lightning damage instead of force damage)
* 10 charges => Manifest: the Blood Angel manifests into the physical world for 1 minute
Extraordinary Abilities
. 1/1 uses/day Lore Master (take 20 on any knowledge check)
Supernatural Abilities
. 8/8 uses/day Silver Tongue (swift; +5 to Bluff to lie; DC 18 CL check to magically force truth or detect lies)
. 1/1 uses/day War Chant ("while chanting" +2 rounds; All allies within 30'; +1 Morale to Attacks, Fort saves, Will vs fear, and to skill checks to ride or march into battle; Allies moving in formation and performing no other actions may move +10')
Bardic Performances:
. 23/27 rounds per day (SA or MA to start); Countersong (Su, aud) [30'; language-dependent], Distraction (Su, vis) [30'], Fascinate (Su, aud, vis) [enchantment (compulsion), language-dependent, mind-affecting; DC 20 will], Inspire Courage (Su, aud or vis) [language-dependent (if aud), mind-affecting; +2 morale vs charm & fear; +2 competence to attack and damage], Inspire Competence (Su, aud) [30'; language-dependent; +3 competence to a kind of skill check], Suggestion (Sp) [SA; enchantment (compulsion), language-dependent, mind affecting; DC 20 will]
Spells Known
. 4th (1/2/day) Dimension Door, Wall of Sound
. 3rd (3/4/day) Dispel Magic, Fear (DC 18), Haste, Tiny Hut
. 2nd (2/5/day) Glitterdust (DC 17), Heroism, Invisibility, Pyrotechnics (DC 17), Silence
. 1st (7/7/day) Cure Light Wounds, Disguise Self, Feather Fall, Grease (DC 16), Silent Image (DC 16)
. 0 (at will) Detect Magic, Mage Hand, Mending, Open/Close, Spark, Summon Instrument
| Thurgrom Thunderhammer |
Round 3
Witnessing the adverse effect electricity has on these lethal automations, Thurgrom remembers he has access to a storm elemental. But with these confined spaces, summoning the living lightning would be more a danger to his comrades than to the constructs. With little tactical maneuverability, the mynrughdaer focuses on felling the faux angel.
Storm's Edge (hasted, inspired): 1d20 + 21 + 1 + 2 ⇒ (12) + 21 + 1 + 2 = 36
Dmg: 1d10 + 7 + 1 + 2 + 1d6 ⇒ (8) + 7 + 1 + 2 + (2) = 20
Storm's Edge (hasted, inspired): 1d20 + 21 + 1 + 2 ⇒ (1) + 21 + 1 + 2 = 25
Dmg: 1d10 + 7 + 1 + 2 + 1d6 ⇒ (1) + 7 + 1 + 2 + (2) = 13
Storm's Edge (hasted, inspired): 1d20 + 16 + 1 + 2 ⇒ (17) + 16 + 1 + 2 = 36
Dmg: 1d10 + 7 + 1 + 2 + 1d6 ⇒ (4) + 7 + 1 + 2 + (5) = 19
| Dvalin Fafnirson |
Reflex: 1d20 + 2 + 5 + 2 + 1 ⇒ (13) + 2 + 5 + 2 + 1 = 23 so 37+9/2 = 23 damage - 10 resistance = 13
Dvalin notices how little effect his swings have, but if he could keep the angels attention, that would maybe give Thurgrom a Chance to kill it. Focusing on doing his best to support his allies, he continues to swing at the unnatural creature in front of him.
Attack, heroism, haste, arcane pool, inspire, prayer, regular: 1d20 + 9 + 2 + 1 + 2 + 2 + 1 ⇒ (19) + 9 + 2 + 1 + 2 + 2 + 1 = 36 Damage: 1d12 + 11 + 2 + 2 ⇒ (7) + 11 + 2 + 2 = 22
Attack, heroism, haste, arcane pool, inspire, prayer, haste: 1d20 + 9 + 2 + 1 + 2 + 2 + 1 ⇒ (19) + 9 + 2 + 1 + 2 + 2 + 1 = 36 Damage: 1d12 + 11 + 2 + 2 ⇒ (4) + 11 + 2 + 2 = 19
Attack, heroism, haste, arcane pool, inspire, prayer, iterative: 1d20 + 4 + 2 + 1 + 2 + 2 + 1 ⇒ (17) + 4 + 2 + 1 + 2 + 2 + 1 = 29 Damage: 1d12 + 11 + 2 + 2 ⇒ (7) + 11 + 2 + 2 = 22
As he swings, he takes a moment to focus inward, and bring forth the icy gold of the glaciers of old. He was unsure if such would bother a machine, but he had to try all the same.
Swift to activate Touched by Ice
| Soul-of-the-Mountain |
The floating stones trying to deflect blows from Dvalin let the Fire wash over them, not caring about the searing heat.
Flame Spirit gives my familiar immunity to fire
| Oxnard Kettlebeak |
Round 3
Thurgram Reflex?: 1d20 + 4 ⇒ (7) + 4 = 11 18 to Thurgrom, 18 to Tramontane
Dvalin swings, connecting three times.
Thurgrom, severely wounded, but still on his feat fights on, hitting twice with brutal blows! 7 lighting damage becomes 10
Kragg swings with his electricity charged fists, hitting the assassin three times after his first swipe misses!
Gage brings into being the Wall of Sound!
The angel takes the brunt of the burst, but all the clockworks maintain their feet, though the assassin and the angel both appear seriously wounded, though some of your companions are as well! 5 to Thurgrom; 4 to Tramontane and 7 to Gage, 6 to Tram I believe here
Turn Order:
1. Clockwork Angel
2. Clockwork Mage
3. Rubius
4. Clockwork Assassin
5. Dvalin
6. Thurgom
7. Tramontane
8. Kragg
8. Gage
Dvalin 51/93, temp HP gone
Gage: 51/69, temp HP gone
Kragg: 71/104, temp hp gone
Rubius: 88/93, temp HP gone
Thurgrom: 8/99, temp HP gone
Tramontane: 28/103, temp hp gone
Tawny: +9 Temp
Mage: -21
Blue Assassin: -102
Angel (pink): -207
Just pending Tramontane before the angel and mage- the angel you can tell is critically wounded
| Tramontane |
Beginning of the round: Dvalin, Gage, Kragg, Rubius, Thrugrom, you all heal 5 hp. Tram suffers 25 damage.
The situation seems dire, though Tram still retains his temper. He quickly uses his healing touch on himself, then starts invoking divine help. The ground emits a faint light at first, then turning brighter, under some of his frinds' feet.
Healer's Way on Tramontane as a swift: 5d6 + 10 ⇒ (2, 2, 6, 6, 1) + 10 = 27
Standard: cast Path of Glory, Greater in the ground under Dvalin, Thurgrom, Gage and himself. If you guys end your turn in one of the squares you get to heal another 5 hp.
Healer's Way, Reroll 1s: 1d6 ⇒ 4
30 healed from Healer's Way and another 5 makes 35 healed, for a total hp of 38. Sorry, guys, but I'm at the end of the conga so can't reach you.
| Oxnard Kettlebeak |
Round 3
Tramontane heals the team and himself.
Round 4
The Clockwork Angel goes back to work, strike at Thurgrom first:
+1 Flaming Greatsword: 1d20 + 28 ⇒ (6) + 28 = 34
Damage: 2d6 + 11 + 1d6 ⇒ (5, 5) + 11 + (3) = 24
And again:
+1 Flaming Greatsword: 1d20 + 23 ⇒ (9) + 23 = 32
Damage: 2d6 + 11 + 1d6 ⇒ (4, 2) + 11 + (1) = 18 24 and then 18 damage comes to 12 then 9 to put Thurgrom to -8 and down
Then the Angel turns to Dvalin:
+1 Flaming Greatsword: 1d20 + 18 ⇒ (20) + 18 = 38
Damage: 2d6 + 11 ⇒ (5, 1) + 11 = 17
+1 Flaming Greatsword: 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 2d6 + 11 ⇒ (6, 2) + 11 = 19
Confirm?: 1d20 + 18 ⇒ (10) + 18 = 28
Damage: 2d6 + 11 ⇒ (6, 1) + 11 = 18
Only one hit on Dvalin connects, however!
The Clockwork Mage looks at Gage, and fires its complement of missiles!
Magic Missile: 5d4 + 5 ⇒ (2, 1, 3, 4, 1) + 5 = 16
Turn Order:
1. Clockwork Angel
2. Clockwork Mage
3. Rubius
4. Clockwork Assassin
5. Dvalin
6. Thurgom
7. Tramontane
8. Kragg
8. Gage
Dvalin 39/93, temp HP gone
Gage: 40/69, temp HP gone
Kragg: 76/104, temp hp gone
Rubius: 93/93, temp HP gone
Thurgrom: -8/99, temp HP gone
Tramontane: 17/103, temp hp gone
Tawny: +9 Temp
Mage: -21
Blue Assassin: -102
Angel (pink): -207
That brings up Rubius before the Assassin! Rubius- please designate the order for all three because killing two is a possibility
| Tramontane |
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Remember Gage eats only 8 points out of this Magic Missile, Tramontane receiving the other 8 and taking him down to 9. However, thanks to Shield Master, Tram is splitting the damage received between himself and his familar, so instead of 12+9+8 he's been dealt 6+5+4=15 for a total of 23 hp remaining for himself and 37 for his familiar.
| Dvalin Fafnirson |
Touched by Ice, Cold Damage versus Angel: 2d6 + 10 ⇒ (4, 4) + 10 = 18
For the record, I am fine with reduced scaling on this ability - when I originally mentioned it, the main issue was the standard activation time that made it almost unusable. As move it was a decent trade-off, but with a Swift it could be a bit strong, admittedly. Maybe triggering it as swift or immediate halves the damage to 1d6+5? I mean, I'll take the full set too, just saying it was more about usability and SOME scaling than about actual effectivity - and that was splendidly resolved. :)
| Oxnard Kettlebeak |
As the Angel connects with Dvalin, the cold of his dwarven defenses freeze the gears over and it crumbles with the last hit.
Angel dies off that, only the Assassin and Mage are left
| Rubius Halfbeard |
Thanks for the healing, Tram!
Oxnard, I don't have a shot at light blue, whichever one that is. So my shots are directed at pink first but if that's the angle, then green.
Rubius keeps volleying into the horrible constructs, trying to knock loose gears from their joins.
Fire 1: 1d20 + 23 ⇒ (2) + 23 = 25
Fire 2, rapid shot: 1d20 + 23 ⇒ (13) + 23 = 36
Fire 3, haste: 1d20 + 23 ⇒ (15) + 23 = 38
Fire 4, iterative: 1d20 + 18 ⇒ (8) + 18 = 26
Lantern archon fires thrice at +6 against touch: 3d20 ⇒ (18, 12, 15) = 45
Lantern dam: 3d6 ⇒ (2, 1, 5) = 8
Rubius, target of opportunity: 1d20 + 23 ⇒ (17) + 23 = 40
Rubius dam 1: 4d6 + 21 + 1d4 ⇒ (2, 3, 4, 3) + 21 + (2) = 35 From a +3 weapon and the 1d4 is cold.
Rubius dam 2: 4d6 + 21 + 1d4 ⇒ (5, 6, 3, 2) + 21 + (3) = 40
Rubius dam 3: 4d6 + 21 + 1d4 ⇒ (6, 4, 5, 3) + 21 + (4) = 43
Rubius dam 4: 4d6 + 21 + 1d4 ⇒ (4, 3, 6, 2) + 21 + (1) = 37
Rubius dam 5: 4d6 + 21 + 1d4 ⇒ (1, 1, 1, 2) + 21 + (3) = 29
| Oxnard Kettlebeak |
Round 4
Three shots from Rubius, and the final mage is reduced to spare parts, but unable to get an angle on the assassin he cannot finish it!
The assassin steps away from Kragg, and in a white of motion, repairs itself!
Turn Order:
1. Rubius
2. Clockwork Assassin
3. Dvalin
4. Thurgom
5. Tramontane
6. Kragg
7. Gage
Dvalin 39/93, temp HP gone
Gage: 40/69, temp HP gone
Kragg: 76/104, temp hp gone
Rubius: 93/93, temp HP gone
Thurgrom: -8/99, temp HP gone
Tramontane: 17/103, temp hp gone
Tawny: +9 Temp
Blue Assassin: -54
[ooc]With only the one foe remaining, the entire party is up to close round 4/start round 5!
| Gage G |
I'd like to point out that hitting the Wall of Sound is an option, though it'll hurt all of us...
Gage, in an uncharacteristic show of forethought, decides to keep the wall around longer just in case they can use it against something in the next room somehow. He continues the tale of the first conquest of the surface while withdrawing to a safe distance from the translucent (and almost quiet) wall.
regarding the Wall of Sound: GM didn't reply directly, so it looks like the damage rolls are going to be what I rolled originally :>
HP: 58 - half(13) -> 51 + heal -> 56 - half(16) -> 48 + heal -> 53 /69
that second heal is assuming Tram extends his square to include Gage's new square. Only 3 eligible squares that aren't under the wall, after all xD
Actions:
Delay 'till after Tramontane for the 5 hpz :>
SA: concentrate
FA: Inspire Courage! 23->22 rounds
previous Spells, HP, bardsong etc
53/83-14 HP
20/20 Normal Arrows
20/20 Silver Blanched Cold-Iron Arrows
160/160 Silver Blanched Cold-Iron Arrows (in a sack in the haversack)
3/10 charges for Alitharlkian "Ali" the blood angel (in tablet o' doom)
14 unhealable damage (resets to Ali's current charge after rest)
Ali's powers/prices:
* she knows some things, basic waifu function requires 1 charge per day
* interface with the ship:
* * 100/100 charges of fire elemental summoning remaining
* 4 charges => cast Prayer CL 7th
* 2 charges/missile => cast a modified Magic Missile (identical except dealing lightning damage instead of force damage)
* 10 charges => Manifest: the Blood Angel manifests into the physical world for 1 minute
Extraordinary Abilities
. 1/1 uses/day Lore Master (take 20 on any knowledge check)
Supernatural Abilities
. 8/8 uses/day Silver Tongue (swift; +5 to Bluff to lie; DC 18 CL check to magically force truth or detect lies)
. 1/1 uses/day War Chant ("while chanting" +2 rounds; All allies within 30'; +1 Morale to Attacks, Fort saves, Will vs fear, and to skill checks to ride or march into battle; Allies moving in formation and performing no other actions may move +10')
Bardic Performances:
. 22/27 rounds per day (SA or MA to start); Countersong (Su, aud) [30'; language-dependent], Distraction (Su, vis) [30'], Fascinate (Su, aud, vis) [enchantment (compulsion), language-dependent, mind-affecting; DC 20 will], Inspire Courage (Su, aud or vis) [language-dependent (if aud), mind-affecting; +2 morale vs charm & fear; +2 competence to attack and damage], Inspire Competence (Su, aud) [30'; language-dependent; +3 competence to a kind of skill check], Suggestion (Sp) [SA; enchantment (compulsion), language-dependent, mind affecting; DC 20 will]
Spells Known
. 4th (1/2/day) Dimension Door, Wall of Sound
. 3rd (3/4/day) Dispel Magic, Fear (DC 18), Haste, Tiny Hut
. 2nd (2/5/day) Glitterdust (DC 17), Heroism, Invisibility, Pyrotechnics (DC 17), Silence
. 1st (7/7/day) Cure Light Wounds, Disguise Self, Feather Fall, Grease (DC 16), Silent Image (DC 16)
. 0 (at will) Detect Magic, Mage Hand, Mending, Open/Close, Spark, Summon Instrument
| Kragg_Oldstone |
Hit Blue: 1d20 + 14 ⇒ (13) + 14 = 27
Piercing: 1d6 + 12 ⇒ (2) + 12 = 14
Electricity: 3d6 ⇒ (6, 3, 4) = 13
Haste Hit: 1d20 + 14 ⇒ (5) + 14 = 19
Piercing: 1d6 + 12 ⇒ (5) + 12 = 17
Electricity: 3d6 ⇒ (1, 3, 5) = 9
Hit: 1d20 + 14 ⇒ (3) + 14 = 17
Slashing: 1d4 + 12 ⇒ (2) + 12 = 14
Electricity: 3d6 ⇒ (4, 4, 6) = 14
Hit: 1d20 + 14 ⇒ (20) + 14 = 34
Slashing: 1d4 + 12 ⇒ (3) + 12 = 15
Electricity: 3d6 ⇒ (4, 6, 3) = 13
Confirm?: 1d20 + 14 ⇒ (2) + 14 = 16
Kragg stepped forward and continued his attack, with what now appeared to be a pair of stone gauntlets that crackled with electricity. Blow after blow rained down on the clockwork creature, with some attacks being far more skilled that others. Even with his newfound strength he doubted that he could have done much against it’s impervious form. But he was fortunate in that his attacks had more than just brute strength.
| Thurgrom Thunderhammer |
Constitution: 1d20 + 2 - 8 ⇒ (19) + 2 - 8 = 13
Thurgrom is stabilized.
| Dvalin Fafnirson |
Seeing the Angel fall even as it strikes him gives Dvalin Hope.
And Hope was a powerful motivator. Seeing only one enemy still standing, Dvalin raises his Axe and charges at the Assassin.
Attack: 1d20 + 9 + 2 + 1 + 2 + 2 + 1 + 2 ⇒ (20) + 9 + 2 + 1 + 2 + 2 + 1 + 2 = 39 Damage: 1d12 + 11 + 2 + 2 ⇒ (3) + 11 + 2 + 2 = 18
Confirm: 1d20 + 9 + 2 + 1 + 2 + 2 + 1 + 2 ⇒ (17) + 9 + 2 + 1 + 2 + 2 + 1 + 2 = 36 Damage: 2d12 + 11 + 4 + 4 ⇒ (10, 8) + 11 + 4 + 4 = 37
55 damage
After seeing Kragg finish the Assassin(or finishing it off himself), Dvalin turns around to see how everybody was doing.
Combat was...a swift affair, and if one wanted to survive, one had to focus on the enemies - noticing the active Spell from Tramontane, he'd then attempt to return to one of the healing fields swiftly.
Originally wanted to put out a Channel following Combat, but let's see how far Tram takes us :)
| Rubius Halfbeard |
If combat is over, I'll also hop in a path of glory square.
| Oxnard Kettlebeak |
Round 4
Dvalin steps up, and swings and with a perfectly aimed strike the assassin's head comes clean off and it crumbles to the ground.
Combat over
Dvalin 39/93, temp HP gone
Gage: 40/69, temp HP gone
Kragg: 76/104, temp hp gone
Rubius: 93/93, temp HP gone
Thurgrom: -8/99, temp HP gone
Tramontane: 17/103, temp hp gone
Tawny: +9 Temp
Yes- I applied the original rolls of Wall of Sound already; have not applied any healing for path of glory in Round 4
| Gage G |
Gage can just Concentrate while we heal for another 8 rounds. Even the Archon gets +40 hp :D
Sadly this means the end to round/level buffs like Haste and Prayer.
Gage will definitely heal to full, probably while charging up Ali, since she's one of my most useful ability at this point... or maybe it's Haste +IC? Or DoD + Fear? Hehehe, I love that last one, just need tight enough quarters and a foe whose language I know...
.
@GM: BTW, is recharging Ali a Standard Action?
Gage might have to let the wall switch to rounds/level and then feed Ali his blood...
.
@Tram: Doesn't matter much this time, but I think touch range means that the 4 initial squares need to be under or adjacent to you...
As the dust settles, Gage stays out of the way and concentrates on the Wall of Sound.
"Careful of the wall, lads. Think we can shove someone else into it later?"
previous Spells, HP, bardsong etc
69/83-14 HP
20/20 Normal Arrows
20/20 Silver Blanched Cold-Iron Arrows
160/160 Silver Blanched Cold-Iron Arrows (in a sack in the haversack)
3/10 charges for Alitharlkian "Ali" the blood angel (in tablet o' doom)
14 unhealable damage (resets to Ali's current charge after rest)
Ali's powers/prices:
* she knows some things, basic waifu function requires 1 charge per day
* interface with the ship:
* * 100/100 charges of fire elemental summoning remaining
* 4 charges => cast Prayer CL 7th
* 2 charges/missile => cast a modified Magic Missile (identical except dealing lightning damage instead of force damage)
* 10 charges => Manifest: the Blood Angel manifests into the physical world for 1 minute
Extraordinary Abilities
. 1/1 uses/day Lore Master (take 20 on any knowledge check)
Supernatural Abilities
. 8/8 uses/day Silver Tongue (swift; +5 to Bluff to lie; DC 18 CL check to magically force truth or detect lies)
. 1/1 uses/day War Chant ("while chanting" +2 rounds; All allies within 30'; +1 Morale to Attacks, Fort saves, Will vs fear, and to skill checks to ride or march into battle; Allies moving in formation and performing no other actions may move +10')
Bardic Performances:
. 22/27 rounds per day (SA or MA to start); Countersong (Su, aud) [30'; language-dependent], Distraction (Su, vis) [30'], Fascinate (Su, aud, vis) [enchantment (compulsion), language-dependent, mind-affecting; DC 20 will], Inspire Courage (Su, aud or vis) [language-dependent (if aud), mind-affecting; +2 morale vs charm & fear; +2 competence to attack and damage], Inspire Competence (Su, aud) [30'; language-dependent; +3 competence to a kind of skill check], Suggestion (Sp) [SA; enchantment (compulsion), language-dependent, mind affecting; DC 20 will]
Spells Known
. 4th (1/2/day) Dimension Door, Wall of Sound
. 3rd (3/4/day) Dispel Magic, Fear (DC 18), Haste, Tiny Hut
. 2nd (2/5/day) Glitterdust (DC 17), Heroism, Invisibility, Pyrotechnics (DC 17), Silence
. 1st (7/7/day) Cure Light Wounds, Disguise Self, Feather Fall, Grease (DC 16), Silent Image (DC 16)
. 0 (at will) Detect Magic, Mage Hand, Mending, Open/Close, Spark, Summon Instrument
| Kragg_Oldstone |
Kragg took several deep breaths as he regarded the wreckage on the ground. "By the shadows of the depths! These constructs were well hard. Imagine what an army of these could do. Remember the siege? Even one of these could have turned the tide if placed well." He exclaimed as he looked at his wounded and bleeding kinsmen. The sight filled him with tredipation. For they were here to hunt a dragon, and had barely overcome the wyrm's guards.
| Rubius Halfbeard |
Rubius nods. "Aye, those machines are mighty. But we dealt with them and we'll hold it together to deal with the rest. Maybe we should shout out our ideas more, though?"
We've been discussing strategy OOC but a little more IC discussion might help justify coordinating better, e.g. about whom we're focusing fire on.
| Oxnard Kettlebeak |
will need final decision on how many rounds you use on healing