| Gage G |
Gage is good to go after 5 rounds of camping on a healing square. He can just maintain concentration on the wall the whole time too...
Not all of Oxnard's posted hp values +40 put the owners at max hp, so I think some healing is in order, @Tram
You still have a SA & MA for all 8 of those rounds :3
@Thurgrom: what are your hour-long or longer buffs? Do you have Heroism yet? Also, there should be a glowing square of +5hp/turn underneath you, so if Tram doesn't post soon about waking you up, you can go ahead and just wake up after 2 rounds xD
Gage sits down on one of the glowing squares and concentrates on keeping the wall around, not even full aware of his collapsed ally.
| Thurgrom Thunderhammer |
@Thurgrom: what are your hour-long or longer buffs? Do you have Heroism yet?
I currently have none. No Heroism.
| Tramontane |
Tram goes quickly to Thurgrom and applies his healing techniques, helping some of the wounds close better and most of the blood flow stay into his body.
Treat Deadly Wounds as a full round action: 1d20 + 25 ⇒ (7) + 25 = 32
That means Thurgrom heals 54 hp. During this round, Dvalin, Gage, Thurgrom and Tramontane heal 5hp each from Path of Glory. Dvalin, Gage, Thurgrom and Kragg each heal another 5 thanks to Life Link, and Tram takes 20 damage. This should leave group hp like this:
Dvalin: 49/93
Gage: 50/69
Kragg: 81/104
Rubius: 93/93
Thurgrom: 56/99
Tramontane: 2/103
Next round is Tram's turn to heal himself. He'll be them healing whoever else. You guys tell me when to stop.
| Gage G |
oooh, I forgot about life link. You'll want to keep your own HP really high for that :P
Also, does it trigger at the start of your turn? You might need to turn it off and then it back on after healing yourself a bit...
I'm kind of doubtful that the exact timing matters, though I suppose if the Wyrm shows up then we'll want to know exactly how healed up we are :3
| Tramontane |
Ah, true, it goes at the start of the turn then Path of Glory kicks in at the end, so I guess if we're watching the timing I should heal myself first in order to stay up, then start healing you guys. If the GM has no problems with that, those 54 hp shold be applied to me, and the following turns should be like...
Round 1 of healing
Dvalin: 49/93
Gage: 50/69
Kragg: 81/104
Rubius: 93/93
Thurgrom: 2/99
Tramontane: 56/103
Round 2 of healing (using a swift to expand Path of Glory so anyone can benefit)TDW Thurgrom: 1d20 + 25 ⇒ (15) + 25 = 40
Dvalin: 59/93
Gage: 60/69
Kragg: 91/104
Rubius: 93/93
Thurgrom: 66/99
Tramontane: 41/103
Round 3 of healing TDW Tramontane: 1d20 + 25 ⇒ (8) + 25 = 33
Dvalin: 69/93
Gage: 69/69
Kragg: 101/104
Rubius: 93/93
Thurgrom: 76/99
Tramontane: 85/103
You guys tell me if I should go on.
| Dvalin Fafnirson |
Round 2: Channel Positive Energy: 5d6 ⇒ (4, 1, 4, 1, 2) = 12
Round 3: Channel Positive Energy: 5d6 ⇒ (3, 4, 2, 5, 2) = 16
Thats 28 extra and should top everybody off. Maybe Rubius wants to re-summon some Lanterns and give us temp HP as well again?
As Tramontane works to heal his companions, Dvalin also channels waves of healing energy. The power of the mountains was with them, and Gold Peak would persist - it's own endurance in the face of time strengthening the Dwarves fighting in its name.
| Thurgrom Thunderhammer |
Thurgrom reaches consciousness, and slowly sits up. The mynrughdaer looks up to the oracle. "Tramontane", the storm dwarf scion murmurs, "this has to stop happening. I remember days when I was conscious at the end of battles."
| Tramontane |
Tram doesn't stop apllying bandages. "Well, it's a side effect of being cornered. There's not much neither of us can do, sadly. That clockwork angel hit like a full-loaded chariot."
Yeah, it seems by round 3 we're ready to go, other than casting whatever you guys want to cast. If you want me to cast another BoF, that'sll have to be on round 4.
| Oxnard Kettlebeak |
So, looks like 3 rounds gets everyone to full and there is a single lantern archon left. Let me know whose opening the next door
Kragg has already scouted here and knows that the elf woman is in the next "big" chamber
| Kragg_Oldstone |
"Well. Can't say that this is going to be easy. While I only saw a single elf, there's every possibility that she's going to be another dragon." Kragg said, with a deep sigh. "Everyone ready?" He asked, as he reached for the door...
| Oxnard Kettlebeak |
Kragg opens the door to the small "entry way" without incident, revealing just that- a small 10 x 10 room with coat hooks on the wall. . .
OK, that was a bit of a sike- the next door will trigger initiative when you open it, so please take the time to set up on the map as well
| Gage G |
Maybe Rubius has up to 3 attempts to summon 4 or 5 Lantern Archons (LAs) then? :3
Also, it looks like Path of Glory might last until the start of the next fight. I'll move everyone around a bit and add some yellow glowing squares. Also, I don't see any LAs, I'll just add 1 and let Rubius add more if needed.
Let's say after 2 rounds of Healing, Gage finally gets 'round to passing out a buff.
I believe that leaves ~7 rounds on the Wall and 6 on the Path of Glory by the time we get into position.
After double checking, it looks like we only used up 4 rounds of haste/prayer during the battle, so we have 3 more rounds of those as well :3
We can also get Aid on one dwarf per Archon that Rubius summons if he can get as many as he wants within those 3 rounds of mending, aid for everyone if he can get at least 3 in 1 or 2 tries...
.
@Thurgrom: You are now A HERO, enjoy +2 to ... basically everything.
For over an hour, if no one dispels it.
.
Other Timers that aren't quite done yet (in rounds):
WoS: 7
GPoG: 6
Haste: 3
Prayer: 3
As Tramontane begins healing the others, Gage snaps out of his concentration and casts Heroism on Thurgrom.
Gage idly takes a closer look at the coat hangers as the dwarves start getting ready for the elf in the next room while touching Ali's tablet.
Ali's blood sucking: 1d8 ⇒ 2 charge 3->5
Perception to search for traps +Heroism +Prayer: 1d20 + 12 + 2 + 1 ⇒ (18) + 12 + 2 + 1 = 33
previous Spells, HP, bardsong etc
67/83-16 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)
5/10 charges for Alitharlkian "Ali" the blood angel (in tablet o' doom)
16 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 (1/5/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 |
"Gentlemen, I propose a different tactic", Thurgrom posed. "Why not lure whatever is behind that door out into the open where it can be dealt with in a more communal fashion."
| Kragg_Oldstone |
Kragg nodded. "That would be wise. I suppose that if we can avoid any traps left for us, or the worst of the spells to be thrown our way, then it would be in our interest." He looked around, to see what ideas the others had for pulling this off.
| Gage G |
"If we're quick, maybe we can shove 'em into the wall?" Gage suggests.
| Oxnard Kettlebeak |
Holding for your final answer on what you do
| Rubius Halfbeard |
Lantern archons get aid at will so the one remaining can give us all aid. But it might be pushing it to say it recasts until we all get max hp, just in terms of buff durations.
Rubius aid: 1d8 + 3 ⇒ (3) + 3 = 6
Tawny aid: 1d8 + 3 ⇒ (1) + 3 = 4
The lantern archon recasts his spell of protection for Rubius and his allies. Then Rubius summons a brace of invisible elementals and tells one of them to go forward and open the door.
Medium aether elementals: 1d3 ⇒ 2
Lantern archon is gone now.
| Gage G |
well, not only do those Aid spells take a SA each, they also disappear with the summoned caster... Hound Archon Aid lasts 6 mins insteead of 3 and gets a +6 instead of +3, btw :3
Also, if we want more space, we can wait out all the buffs in addition to the wall of sound :3
Otherwise, we'll just have to try and reposition someone into the wall, or something else similarly hilariously dangerous for us :3
@everyone: move your dorfs where you want 'em or they'll just stay where I dropped 'em off xD
Gage grips Ali's tablet tightly as the elementals approach the door.
| Oxnard Kettlebeak |
As the Aether elemental opens the door, an explosion of heat and fire spills out!
Fireball: 6d6 ⇒ (2, 2, 6, 3, 3, 1) = 17 Looks like this catches Rubius, Thurgrom, and the aether elementals- DC 14 Reflex half
Beyond the door, a richly appointed throne/audience chamber lies in wait, a beautiful elven woman standing at the foot of the throne, wreathed in magic, four silver daggers visibly flying around her, obviously prepared for your assault.
Dvalin Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Kragg Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
Rubius Initiative: 1d20 + 13 ⇒ (10) + 13 = 23
Thurgrom Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Gage Initiative: 1d20 + 5 ⇒ (19) + 5 = 24
Tramontane Initiative: 1d20 + 5 ⇒ (4) + 5 = 9
Lady Hail Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Round 1
Turn Order:
1. Kragg
2.Gage
3. Rubius
4. Lady Hail
5. Dvalin
6. Tramontane
7. Thurgrom
Kragg, Gage, Rubius will go before Lady Hail
| Gage G |
@Fireballvictims: Dwarves (but not elementals) are currently hasted for +1 reflex :D
@Thurgrom: Don't forget you're a hero now, so +2 to saves :D
@Rubius: you're a hero too, so you can heroically dodge with +2, right?
Also I've added two Aether elementals to the map using the Aether Elemental image from our fight inside the space ship engine. I wasn't sure where you'd want them so I just stuck 'em both in front of the door, but feel free to have one of them behind the other or... well it doesn't make sense for them to be further back xD
@Tramontane: Greater Path of Glory is still active, I put yellow squares on the map for the probably-max distance they could've expanded during the 3 rounds of healing :3
Also, that gray circle is the wall we have to skirt around until all our other smexy short term buffs are gone too...
Gage puts Ali away and then watches the lady carefully, hoping to undo any further magics she creates before they can even manifest.
MA: put away tablet
SA: Ready Action (Counterspell; target: Lady Hail)
I can counterspell Slow directly, and anything on Gage's spells known list, but I also have Dispel magic :D
edit: I can't counterspell with close range spells until she or I am 5' closer (range is 50' at CL 10, but she's 55' away), but I can still try Dispel Magic without trouble ^^;
Spellcraft to identify her spell vs DC 15+spell level: 1d20 + 14 ⇒ (18) + 14 = 32
| Thurgrom Thunderhammer |
Reflex DC 14: 1d20 + 4 + 2 + 1 ⇒ (11) + 4 + 2 + 1 = 18 So 9 dmg.
Thurgrom reflexively GET IT?!! pats his beard to minimize any burn damage to it.
"B|tch..!" The mynrughdaer mutters.
| Gage G |
the boards censor words like b~%&@ for you, by the way. Also, I think that half of 17 rounds down for 8 damage, and Shield Other lasts a long time so there's that too... Maybe 4 for Thurgrom and 4 for Tramontane?
| Thurgrom Thunderhammer |
the boards censor words like b%+~$ for you, by the way.
True but finding what doesn't get censored is half the fun, like a$$hole, fu<k, etc.
| Oxnard Kettlebeak |
Just to clarify the visual effects you could identify- she appears blurry, there are more than one of her, she has the four blades dancing around her, and another polearm floating in the air beside her, and she is standing inside a faintly shimmering globelike-bubble
Mirror Image: 1d4 + 5 ⇒ (4) + 5 = 9
False Life: 1d10 + 10 ⇒ (9) + 10 = 19
| Gage G |
Oh shoot, globe of invulnerability? Unbuffed Gage can ID spells effects in place up to level 5, with Heroism and Prayer, he can take 10 to get 28 (all but 9th level)
If she has a Globe of Invulnerability, I don't think I can counterspell her xD
Can I change my action to just cast Dispel magic on her globe? :3
| Dvalin Fafnirson |
We are...bunching up again? I know these are tight quarters but she's still a caster. Maybe split up a little?
I mean, Tramontane is INSIDE the wall of sound. *sigh*
Also, do we storm in again? Because if so, do tell now, then I won't put her on the grill - (I considered putting a Wall of Fire there, but I won't if we are charging...)
| Tramontane |
Yeah, I didn't know at the time that was the wall of sound xD I'll position somewhere else.
| Dvalin Fafnirson |
Oh, apologies, I thought I had posted in Discussion. Did not mean to post in plain text in Gameplay.
"Engage or withdraw? Some of her preparations are likely quite short-lived, she may let them run out or be forced to give pursuit...", Dvalin speaks up before any of his comrades finished deciding on a course of action.
Read: Before someone charges her.
| Kragg_Oldstone |
"Send in the elementals, then we decide." Kragg responded, not being keen on charging headlong into a prepared sorcerer.
| Gage G |
Realizing that she has a Globe of Invulnerability, Gage realizes that he should target that first.
Dispel Check: 1d20 + 10 ⇒ (5) + 10 = 15 DC 11+CL, so that didn't work... if only Gage had gotten that last roll for the dispel check xD
Also, is it the lesser version? I need to know if it blocks 4th level spells >:3
"Uh oh- that didn't break her bubble..." Gage comments, with a note of panic in his voice.
previous Spells, HP, bardsong etc
67/83-16 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)
5/10 charges for Alitharlkian "Ali" the blood angel (in tablet o' doom)
16 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 (2/4/day) Dispel Magic, Fear (DC 18), Haste, Tiny Hut
. 2nd (1/5/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 |
| 1 person marked this as a favorite. |
No, this is the big boy version not lesser globe
| Tramontane |
Tram looks everywhere, trying to notice anything that could be thrown out hurled, the bigger the better. Meanwhile, he invokes his divine power, in an attempt to buy more time and reduce their enemies' protections.
Dispel Magic vs Globe of Invulnerability: 1d20 + 10 ⇒ (4) + 10 = 14
Feck! Well, I guess eventually one Dispel will gatecrash. Just praying we're not dead by the time.
| Oxnard Kettlebeak |
We're pending Rubius and Kragg before she acts
| Kragg_Oldstone |
With a deep sigh Kragg charged forward. He had been waiting for the elementals to make the first move, but standing still while a mage cast spells at them seemed to be an even worse idea.
Double move
| Rubius Halfbeard |
Elemental 1 save: 1d20 + 8 ⇒ (6) + 8 = 14
Elemental 2 save: 1d20 + 8 ⇒ (14) + 8 = 22
Rubius save: 1d20 + 8 + 2 + 2 + 1 ⇒ (19) + 8 + 2 + 2 + 1 = 32
Ok the elementals are missing 8 hp each and Rubius is missing 2 since it took his 6 temp hp.
Rubius orders the elementals in Terran "Try to get her out of there!" They extend their invisible hands and pull.
Telekinetic throw to launch her out of her globe. DC 16 fort save for her. If she fails, she's thrown to land prone at Thurgrom's feet and takes 2d6+2 damage. If she makes the first save, the second elemental will spend its standard trying to throw her as well.
The elementals then float eerily out of the way. Rubius knocks arrow after arrow and lets them fly at the woman.
Fire 1: 1d20 + 11 + 4 + 2 + 1 ⇒ (6) + 11 + 4 + 2 + 1 = 24 I'm sure I'm firing against mirror images as well here.
Fire 2, rapid shot: 1d20 + 11 + 4 + 2 + 1 ⇒ (15) + 11 + 4 + 2 + 1 = 33
Fire 3, haste: 1d20 + 11 + 4 + 2 + 1 ⇒ (6) + 11 + 4 + 2 + 1 = 24
Fire 4, iterative: 1d20 + 11 + 4 + 2 + 1 - 5 ⇒ (20) + 11 + 4 + 2 + 1 - 5 = 33
Dam 1: 2d6 + 11 + 4 + 1d4 ⇒ (5, 5) + 11 + 4 + (1) = 26
Dam 2: 2d6 + 11 + 4 + 1d4 ⇒ (2, 3) + 11 + 4 + (1) = 21
Dam 3: 2d6 + 11 + 4 + 1d4 ⇒ (3, 1) + 11 + 4 + (3) = 22
Dam 4: 2d6 + 11 + 4 + 1d4 ⇒ (4, 6) + 11 + 4 + (1) = 26
Crit confirm on iterative: 1d20 + 11 + 4 + 2 + 1 - 5 ⇒ (15) + 11 + 4 + 2 + 1 - 5 = 28
Extra dam if confirmed: 4d6 + 30 ⇒ (4, 4, 2, 5) + 30 = 45
| Oxnard Kettlebeak |
Round 1
As Kragg moves forward he passes through an area where he feels wind pushing him upwards, but he makes it through without issue.
Gage attempts to dispel the globe of invulnerability, but fails.
The aether elementals attempt to throw her:
Fort: 1d20 + 14 ⇒ (3) + 14 = 17
Fort: 1d20 + 14 ⇒ (17) + 14 = 31 but fail to move her!
Rubius fires his arrows- but they all miss, deflected up as they hit the wind wall that stands between him and her!
Lady Hail frowns, and changing her plan reaches out and casts a spell to send the elementals away.
DC 24 will to negate being banished
Turn Order:
1. Kragg
2.Gage
3. Rubius
4. Lady Hail
5. Dvalin
6. Tramontane
7. Thurgrom
That will bring up the entire party
| Kragg_Oldstone |
Elemental aspect in use, all nonmagical fire adjacent to him go out and dispel magic on any magical fire
Hit: 1d20 + 13 ⇒ (11) + 13 = 24
Piercing: 1d6 + 12 ⇒ (1) + 12 = 13
Acid: 3d6 ⇒ (4, 1, 4) = 9
Hit: 1d20 + 13 ⇒ (12) + 13 = 25
Slashing: 1d4 + 12 ⇒ (4) + 12 = 16
Acid: 3d6 ⇒ (3, 3, 3) = 9
Hit: 1d20 + 13 ⇒ (8) + 13 = 21
Slashing: 1d4 + 12 ⇒ (1) + 12 = 13
Acid: 3d6 ⇒ (6, 6, 6) = 18
Kragg stepped forward, elemental power coursing through his body. His hands grew rocky protrusions, instantly giving him the appearance of being armed with axe and pick. To a casual observer it would appear that the stone weapons were held in stone gauntlets, though in truth they had grown out of his hands. Finding himself within striking distance, he lashed out with a flurry of blows, hoping to end the spellcaster before she could bring any harm to him or his kin.
| Thurgrom Thunderhammer |
Round 1
Thurgrom takes out tablet, holding the calling power of the storm, but then sees Kragg would be in the lightning elemental's path. The storm dwarf puts the tablet back in his armor and thinks.
Knowledge (arcana): 1d20 + 2 ⇒ (6) + 2 = 8
Again! AGAIN! I must charge into certain death! I've heard other scions have a pampered life. Barely have to lift a finger. That's not me, though.
The mynrughdaer charges the spellcaster in hopes of affecting some change.
Storm's Edge (charge, heroism): 1d20 + 21 + 2 + 2 ⇒ (16) + 21 + 2 + 2 = 41
Dmg.: 1d10 + 7 + 1d6 + 2d6 + 2 + 2 ⇒ (8) + 7 + (6) + (1, 4) + 2 + 2 = 30
| Gage G |
Don't forget that we're moving too quickly because of buffs with rounds/level!
We all have haste and prayer until round 4, no need to lower your AC by 2 to get that to-hit. Also double speed :3
Also, Prayer gives +1 damage, not just +1 attack :D
Also, I'm not sure that you can charge through there...
| Kragg_Oldstone |
Don't forget that we're moving too quickly because of buffs with rounds/level!
We all have haste and prayer until round 4, no need to lower your AC by 2 to get that to-hit. Also double speed :3
Also, Prayer gives +1 damage, not just +1 attack :D
Also, I'm not sure that you can charge through there...
Haste Hit: 1d20 + 15 ⇒ (9) + 15 = 24
Piercing: 1d6 + 13 ⇒ (5) + 13 = 18Acid: 3d6 ⇒ (2, 2, 5) = 9
Hit: 26
Piercing: 14
Acid: 9
Hit: 27
Slashing: 17
Acid: 9
Hit: 23
Slashing: 14
Acid: 18
| Oxnard Kettlebeak |
Round 1
Tramontane also fails to dispel the globe of invulberability.
Blur Miss Chance: 1d100 ⇒ 1
Thurgrom swings the mighty Storm's Edge, but the blurry edges of the illusion cause his blade to find nothing but air!
Round 2
Blur Miss Chance: 1d100 ⇒ 99 Mirrors Check: 1d9 ⇒ 5
Blur Miss Chance: 1d100 ⇒ 69 Mirrors Check: 1d8 ⇒ 4
Blur Miss Chance: 1d100 ⇒ 61 Mirrors Check: 1d7 ⇒ 7
Blur Miss Chance to hit extra image on close miss: 1d100 ⇒ 56
Kragg three times swings well, but each time hits only an illusion of the real Lady Hail! Actually manage to clear 4 images there
Turn Order:
1. Kragg
2.Gage
3. Rubius
4. Lady Hail
5. Dvalin
6. Tramontane
7. Thurgrom
Lady Hail: 4 Mirror Images Remain
Pending Dvalin, Gage, and Rubius
| Dvalin Fafnirson |
"Damn those close quarters. Kragg, can't you, like, attack from the walls?", Dvalin shouts as he moves closer, unable to find an opening, and unable to bring magic to bear without endangering his allies.
Instead, he got ready to hit any target that would come near him.
Readied Attack: 1d20 + 9 + 2 + 1 + 2 + 2 + 1 ⇒ (7) + 9 + 2 + 1 + 2 + 2 + 1 = 24 Damage: 1d12 + 11 + 2 + 2 ⇒ (2) + 11 + 2 + 2 = 17
-2 each if gage is not performing
| Gage G |
Gage advances onto a glowing square, pulls out his bow, and starts inspiring courage.
MA: Inspire (22->21)
MA: draw and move onto the glowing square
previous Spells, HP, bardsong etc
67/83-16 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)
5/10 charges for Alitharlkian "Ali" the blood angel (in tablet o' doom)
16 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:
. 21/27 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 (2/4/day) Dispel Magic, Fear (DC 18), Haste, Tiny Hut
. 2nd (1/5/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 |
Round 1
Dvalin readies an attack
Round 2
Gage moves to a glowing square and begins inspiring courage.
Turn Order:
1. Kragg
2.Gage
3. Rubius
4. Lady Hail
5. Dvalin
6. Tramontane
7. Thurgrom
Lady Hail: 4 Mirror Images Remain
Aether Elementals: -9 HP pending will saves vs. banishment
Rubius: 91/93
Thurgrom: 90/99
Just pending Rubius before Lady Hail
| Rubius Halfbeard |
Blue is the wall of wind?
Will elemental 1: 1d20 + 3 ⇒ (7) + 3 = 10 Do I understand correctly that both elementals are saving against her, not me? If I'm rolling and that's a spell, then that nat 7 succeeds.
Will elemental 2: 1d20 + 3 ⇒ (7) + 3 = 10
This action is assuming blue marks the wall of wind.
The elementals blink away in a flash! Rubius doesn't mind but moves forward through the wall of wind and summons elementals again.
Move and standard to summon because monster tactician is cool.
Summoned medium aether elementals: 1d3 ⇒ 3 Muwahahaha.
The elementals hover invisibly behind the wall of wind but Rubius shouts "Shoot at her with my arrows!" Three arrows whip out of her quiver, shooting at the mage!
Let's hope I can break some mirror images. This is complicated because elemental 1 shoots as a standard, then 2, then 3 uses its target of opportunity. Then 3 shoots and 1 and 2 use their target of opportunity. Due to volley fire, their attack bonuses creep up based on how many buddies have shot. These attacks are originating from within the wall of wind thanks to their telekinesis.
Shots at +10: 1d20 ⇒ 19
Shots at +11: 2d20 ⇒ (7, 20) = 27
Shots at +12: 3d20 ⇒ (9, 9, 19) = 37
Confirm: 1d20 + 11 ⇒ (16) + 11 = 27
So the attacks are 29, 18, nat 20, 21, 21, 31. Let me know if any of those break images, beat blur, or hit her. I'll roll damage if any of them hit.
| Oxnard Kettlebeak |
Round 2
Both Aether elementals disappear to the void, and Rubius summons some more.
Blur: 1d100 ⇒ 77
Mirror Images: 1d5 ⇒ 2 Image popped.
18 misses outside the range for Mirror Image
Blur: 1d100 ⇒ 76
Mirror Images: 1d4 ⇒ 4 image popped
Blur: 1d100 ⇒ 43
Blur: 1d100 ⇒ 50 21 is miss but within the range so that pops 2 more down to 1 image
Blur: 1d100 ⇒ 27
Image: 1d2 ⇒ 2 And the final image!
She motions, and casts [url=https://www.d20pfsrd.com/magic/all-spells/f/fear/]Fear[/url DC 22 Will Save- panicked 14 rounds on fail, shaken 1 on success- this hits Rubius, Thurgrom, Kragg, and the elementals
Wreathe of Blades: 10d4 + 1d6 + 2 ⇒ (3, 1, 2, 2, 2, 3, 1, 3, 1, 3) + (2) + 2 = 25
Her Wreathe of Blades protects her as she casts he spells (does not provoke) and damages those who start their turn adjacent.
Kragg and Thurgrom- DC 23 Reflex for half vs. 22 piercing damage and 2 acid damage
Turn Order:
1. Kragg
2.Gage
3. Rubius
4. Lady Hail
5. Dvalin
6. Tramontane
7. Thurgrom
Lady Hail: 0 Mirror images remain
Aether Elementals:
Rubius: 91/93
Thurgrom: 90/99
That will bring up the entire party again pending the fear saves
| Gage G |
Reminder for those saves vs fear: Heroism and Inspire Courage are both +2 morale to this save, so no stacking there, but the dwarves still have Prayer until the end of round 3 for another +1
Also, that wall of wind is outside the big boy globe, right? :D
This time, Gage tries to take out the wall of wind that blocked rubius's shots.
Dispel Check vs Wall of Wind: 1d20 + 10 ⇒ (18) + 10 = 28 vs the big boy globe if that's protecting the wall of wind...
The wind ceases as Gage continues to inspire his friends.
previous Spells, HP, bardsong etc
67/83-16 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)
5/10 charges for Alitharlkian "Ali" the blood angel (in tablet o' doom)
16 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:
. 20/27 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 (1/4/day) Dispel Magic, Fear (DC 18), Haste, Tiny Hut
. 2nd (1/5/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 |
The Wall of Wind is the blue line a ways in front of the globe- to clarify, you want to take down the wall or the globe? Your roll is successful
| Gage G |
the wind wall. I don't want her refreshing that Mirror Image :3
Also, yay it's in front ^^
| Thurgrom Thunderhammer |
Round 2
Will DC 22: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13
Reflex DC 23 (panicked): 1d20 + 4 + 2 - 2 ⇒ (19) + 4 + 2 - 2 = 23
Thurgrom is overcome with the most dire of fears. The mynrughdaer drops his magical axe and shield, yet somehow surviving the worst of the blade spray. The storm dwarf scion runs back down the hallway and away from the terrifying spellcaster.