| Veltariel Mendrasti |
Veltariel draws her bow and sends two silvered arrows straight through the two demonic beings at the front line!
Bye bye Nupperibos. I love the luck buff lmao!
Attack, PBS, Rapid Shot, Deadly Aim: 1d20 + 10 + 1 - 2 - 2 ⇒ (7) + 10 + 1 - 2 - 2 = 14
Attack, PBS, Rapid Shot, Deadly Aim: 1d20 + 10 + 1 - 2 - 2 ⇒ (17) + 10 + 1 - 2 - 2 = 24
Damage, PBS, DA: 2d6 + 1 + 4 ⇒ (3, 6) + 1 + 4 = 14
Attack, PBS, Rapid Shot, Deadly Aim: 1d20 + 10 + 1 - 2 - 2 ⇒ (19) + 10 + 1 - 2 - 2 = 26
Attack, PBS, Rapid Shot, Deadly Aim: 1d20 + 10 + 1 - 2 - 2 ⇒ (14) + 10 + 1 - 2 - 2 = 21
Damage, PBS, DA: 2d6 + 1 + 4 ⇒ (3, 6) + 1 + 4 = 14
| Sapher Mornshire |
"Devil baby is the worst, right?" Sapher asks Mok, stepping up and trying to crush it with her silver hammer.
attack, guidance, caroliss's awesome bonus, power attack: 1d20 + 7 + 4 + 1 - 2 ⇒ (7) + 7 + 4 + 1 - 2 = 17
damage: 2d6 + 10 ⇒ (5, 6) + 10 = 21
Esrisi Derexhi
|
Drask's brows furrow at Es. "Alright I know I told you to start listening better but this may be a little far. You can start attacking now."
Esrisi considers Drask's statement, but shakes her head no. "No, I don't think I'm going to do that. I am pretty sure I'm just going to stand here while those devils play with you."
| Veltariel Mendrasti |
Veltariel reaches over and gives the back of Esrisi’s head a swat and says ”Stop being childish and get in there and help! This isn’t a game!”
Esrisi Derexhi
|
"Ow!" the oracle exclaims, rubbing her head. She looks over at Veltariel then back at the combat. "I... Can't. I need to stay here and watch them play. For some reason."
| Caroliss Kaddren |
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"Okay Ez, does it really make sense to stand around while devils are attacking your friends?" . Caroliss draws her Scroll of Protection from Evil and then uses it on Esrisi!
Esrisi gets a new save, at a total +11 bonus. +3 base, +2 ProtEvil, +2 morale (ProtEvil again), +4 Inspiring Prediction.
Esrisi Derexhi
|
Will: 1d20 + 3 + 11 ⇒ (19) + 3 + 11 = 33
Once Caroliss casts her spell, the feeling of standing around instantly vanishes. She shakes her head looks to her friend with a knowing nod before assessing the situation and diving in.
Mokhasi Kpu'unde
|
| 1 person marked this as a favorite. |
Mokhasi nods at Sapher, ”yes, this plump infant devil fly makes me very angry. Do you hear that, accuser? You are weird and horrible.”
Mokhasi struggles for a moment, as if he is trying to remember something just out of his mental reach ”errgh, you, Katniss? Pathfinder, there is an imp above your head.” He points at Caroliss and the space above her, then focuses elsewhere. He draws some power from one of his runes, which morphs from a simple elven script, to a word that simply means ‘light’ in the elven language, and then casts a spell on the space above Veltariel.
Casr Faerie Fire, Green light on the space above Veltariel. Must use arcane reservoir point.
Two imps appear above Veltariel, apparently ready to strike her, but are now wreathed in more of the verdant green light everyone saw earlier, though this is more of a merry flame than that of sunlight.
| GM Dak |
Vel swiftly puts down two more of the devils she has been picking off with her arrows. Sapher attempts to attack the sludge monster closest to her that had attacked her but ends up missing as it dodges the blow. Mok warns Caroliss of an imp somewhere near her while he casts a spell and two imps right above Vel are illuminated in a green light, also catching Vel in the spell as she starts to shimmer with a green light as well. Caroliss pulls out one of her scrolls trying to help convince Es she can indeed join in on the fight. The magic is enough to help Es break free of the spell that had a hold of her.
Round 3
Vel/Sapher/Mok/Caroliss>/Es/Drask, Enemy2
Esrisi Derexhi
|
Esrisi moves south adjacent to Sapher and tries to throw a jab into the creature adjacent to her.
UAS: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
| Drask Umbra |
Drask turns and viciously swings right above Vel's head, aiming to smash one of the imps down!
Starting rage.
Raging Silver Morningstar (PA): 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17
Damage (PA): 1d8 + 8 - 1 + 6 ⇒ (7) + 8 - 1 + 6 = 20
Secondary Bite (PA): 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14
Damage (PA): 1d4 + 4 + 4 ⇒ (4) + 4 + 4 = 12
| GM Dak |
Both Es and Drask miss with their attacks allowing the devils another chance to deal with the group.
The two imps near Vel attack while the one near Caroliss does the same. The accuser devil flies away a bit and begins casting a spell, while the lemure continues to attack Sapher.
Vel: 1d20 + 8 ⇒ (1) + 8 = 9
Damage: 1d4 ⇒ 3
Vel: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d4 ⇒ 2
Caroliss: 1d20 + 10 ⇒ (16) + 10 = 26
Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Sapher: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Sapher: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
While the devil on Sapher misses the imp on Caroliss manages to sting her, while one of the two imps on Vel does the same.
Vel and Caroliss need a Fort save. Vel is DC13, Caroliss DC15 to avoid:
Dex Damage: 1d2 ⇒ 2
With the imps visible, Mok sees that the ones he injured before, they are healing right before his eyes.
Round 4
> Vel/Sapher/Mok/Caroliss/Es/Drask, Enemy2
| Drask Umbra |
One round of rage lost from not finishing an enemy last round. Currently at 5/6 rounds.
Drask growls and bares his teeth, aiming for a quick swing instead of a powerful one.
Raging Silver Morningstar: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 1d8 + 8 - 1 ⇒ (1) + 8 - 1 = 8
Assuming that a 21 hits (hopefully), FtF will kick in.
Secondary Bite (FtF): 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
Damage): 1d4 + 4 ⇒ (1) + 4 = 5
For the future, I'm going to include this spoiler on any round I post before Caroliss so I don't have to wait on her possible buffs.
Secondary Bite (FtF): 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Mokhasi Kpu'unde
|
Mokhasi focuses on the baby devil and blasts it with a arcane power infused magic missile, which nobody knew he could do.
arcane reservoir point (+2 CL), magic missile: 4d4 + 4 ⇒ (1, 2, 4, 2) + 4 = 13
If casting a spell with full round action, this can interrupt and require a DC 23+spell level concentration check, or the spell is interrupted and lost. Note that when Mokhasi summons, he will be vulnerable to just this problem. :)
”No more friends, baby!”
| Sapher Mornshire |
attack, guidance, power attack: 1d20 + 7 + 1 - 2 ⇒ (4) + 7 + 1 - 2 = 10
damage: 2d6 + 10 ⇒ (4, 5) + 10 = 19
Apparently hitting the lemure with her new hammer is an ability that is beyond your dwarf.
| Veltariel Mendrasti |
Fort: 1d20 + 5 ⇒ (7) + 5 = 12
Luck Fort: 1d20 + 5 ⇒ (6) + 5 = 11
After delivering a spinning backflip kick to the one imp who had made the mistake of weaving magic near her, she leaned down and brought her bow up and launched a pair of silver arrows their way!
Arrow 1 at the one she kicked, Arrow 2 at the other one.
Attack, PBS, Rapid Shot, Deadly Aim, Dex Damage: 1d20 + 10 + 1 - 2 - 2 - 1 ⇒ (8) + 10 + 1 - 2 - 2 - 1 = 14
Damage, PBS, DA: 2d6 + 1 + 4 ⇒ (4, 4) + 1 + 4 = 13
Attack, PBS, Rapid Shot, Deadly Aim, Dex Damage: 1d20 + 10 + 1 - 2 - 2 - 1 ⇒ (20) + 10 + 1 - 2 - 2 - 1 = 26
Damage, PBS, DA: 2d6 + 1 + 4 ⇒ (4, 2) + 1 + 4 = 11
Confirm, PBS, Rapid Shot, Deadly Aim, Dex Damage: 1d20 + 10 + 1 - 2 - 2 - 1 ⇒ (8) + 10 + 1 - 2 - 2 - 1 = 14
Bonus Damage, PBS, DA: 4d6 + 2 + 8 ⇒ (3, 3, 5, 5) + 2 + 8 = 26
Confirm, PBS, Rapid Shot, Deadly Aim, Dex Damage: 1d20 + 10 + 1 - 2 - 2 - 1 ⇒ (18) + 10 + 1 - 2 - 2 - 1 = 24
| GM Dak |
Vel takes out the two imps that were attacking her while Sapher is still having difficulties connecting with the lemure that keeps dodging her blows. Mok blasts the accuser with one of his infused magic missiles.
Concentration: 1d20 + 11 ⇒ (2) + 11 = 13
The blast is enough to interrupt the accuser once again as it curses in its infernal tongue. Caroliss gives Drask a blessing which he uses to move closer to help Sapher and Es with the lemure. He hits it and then bites into its disgusting flesh, but the bite doesn't leave a mark. Es pulls out her silver weapon and tries attacking with that instead.
Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d10 + 3 ⇒ (2) + 3 = 5
Flurry: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d10 + 3 ⇒ (4) + 3 = 7
Confirm: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d10 + 3 ⇒ (2) + 3 = 5
She seems to do a much better job with her weapon than she does with her fists as she bashes the lemure to death.
The accuser seeing it is almost the only one left casts a spell and disappears. The imp, does the same.
1d20 + 20 ⇒ (9) + 20 = 29
Out of combat
Mokhasi Kpu'unde
|
Mokhasi, watches Kiir for a moment, and thinking quickly says, ”the imp is gone out of sight, I doubt I can catch it. It seems to be going back towards the exit. The accuser is just gone. Shall we chase one? If we get into range Kiir may be able to spot either, and I may be able to use my druid magic on it.” He looks as if he’s ready to move as soon as any consensus is reached.
| Drask Umbra |
Drask shakes his head. "Small magical creatures who can fly and turn invisible. It seems foolish to give chase. But I don't know how your magic works, if you think you can find it then yes let's finish them before they can pester us more. The imp."
| Sapher Mornshire |
"Go then, and I'll catch up." Sapher says, since she runs at a reasonable pace unlike the rest of the hyper speedy races with her.
| GM Dak |
Caroliss: 1d20 + 13 ⇒ (19) + 13 = 32
Drask: 1d20 + 10 ⇒ (15) + 10 = 25
Esrisi: 1d20 + 12 ⇒ (3) + 12 = 15
Mokashi: 1d20 + 11 ⇒ (1) + 11 = 12
Sapher: 1d20 + 11 ⇒ (4) + 11 = 15
Veltariel: 1d20 + 16 ⇒ (9) + 16 = 25
Mok and Kiir give chase after the imp that disappeared and flew off, but after a brief while he realizes there are too many paths to search and having not found the imp returns to the others. Eventually you head back to where you had originally fought the nupperibos, the halls of this place eerily quiet now. Walking up the stairs of the little 'gladiator pit' you come to three doors and corridor that open off of this small anteroom. A fountain made of green stone on the north wall still provides a constant flow of water. Looking in the fresh water Drask sees a long, thin key made of pale green crystal.
Checking the northern door on the eastern wall you see that this was once a cell of some sorts, however no on currently resides inside. The next door south leads to a long hallway ending in another door. Before taking the hall you check the final southern door set in the eastern wall. A low table sits in the center of the room. Two low benches sit on either side of the table, and a wooden stringed instrument of archaic design leans against one of them. Under the table is a coffer. The ancient instrument is a work of art and likely worth some money. Inside the intricate silver coffer is 22 gold, 175 silver and 312 copper.
Heading back out and into the hall it leads to an oddly shaped room that retains some of the trappings of its former glory. Remarkably well-preserved tapestries hang at the back of alcoves above stone benches. Both depict a mountain with a woman’s face carved into the peak above an immense bridge that crosses the ocean below, while at the mountain’s base rises a strange city. A single stone pillar stands in the middle of the room, the image of a seven-pointed star with a hole in its center carved into its north face.
The tapestries would likely be of some value but each looks to be about fifty pounds. Vel notices that on one of the tapestry hanging rods there is a notch which may hide a secret compartment in the rod. Checking it she finds a wand inside. Now having fully explored the rooms here, the only think left ahead of you is the room filled with water and swimming sinspawn.
| Drask Umbra |
Drask smells the water, not wanting to touch it quite yet. "Mok, there is a key in here, anything magic I should be worried about?"
| GM Dak |
Mok detects no magic from the key or the water, but notes the fountain itself has a magic enchantment on it. After examining it he notes the fountain radiates faint conjuration magic. It constantly creates water to fill the fountain below, which destroys the water at a rate sufficient to prevent it from overflowing.
| Drask Umbra |
Once Mok determines that the only magic is non-harmful, Drask takes a brief moment to scan for mundane traps.
Perception: 1d20 + 10 ⇒ (14) + 10 = 24
If he senses none, he reaches in and grabs the key.
Mokhasi Kpu'unde
|
Earlier
With at least one person’s approval, Mokhasi immediately rushes back up the stairs, looking for the imp the whole time. He shouts over his shoulder, ”we should not let it get into the city - if it can, but please close the door if you are to follow me.”
The others follow and they try to track down the imp, but it appears to be gone. They return to the entranceway and Mokhasi rubs his temples. ”A bad development. Okay - let us enter this place and close the door behind us so at least the accuser cannot escape. It is more dangerous than the imp.”
Green Key
Mokhasi volunteers, ”no magic, but such may be obscured, possibly. I am somewhat resistant to possible curses, so I will volunteer to obtain the key if nobody else would like to do so.” Mokhasi waits to see if anyone else volunteers, and then adds. ”Vel, would you please see if it has any of the magical traps that you recently trained to uncover? There may be a secret glyph of warding or such.”
If it is cursed, Mokhasi has +6 to Will saves against curses. Dunno if anyone can beat that.
| Drask Umbra |
As the tough melee character I volunteer to be the meat shield. If anything should happen to me I trust the smart magical backliners to help. If something happens to the smart magical backliners there is likely little Drask can do except carry them out and ask somebody else to fix them.
| Sapher Mornshire |
Sapher has +13 will verses magic, so she would be happy to get the key.
"I can get it." Sapher reaches in and grabs the key.
she also doesn't mind going into the water to fight. There is a bottom in sight, not like the horrible ocean.
| Sapher Mornshire |
So at the water, Sapher stares at it, but not in the same amount of horror as the vast mess they were on before "At least it has a bottom you can see." she mutters "So what is the plan? You were talking about an elemental, Mok. And Caroliss about a spell to make as passible swimmers. So Drask and myself go in..." she pauses obviously not happy with it, but willing, "Then magic, crossbows, long spears, and such?"
Esrisi Derexhi
|
Looking at Mokhasi, Esrisi asks "Can't you just like, I don't know, freeze the water over as ice so we can go across and they can't get us?"
| Drask Umbra |
Drask takes out his morningstar again, rolling his neck in anticipating of swimming.
| GM Dak |
Earlier
When someone eventually moves to pick up the key, they reach their hand into the water and find that it is cold and clean, easily retrieving the key with no issues.
So it sounds like the plan is Caroliss casts the buff on Drask, he goes in with the morningstar which is not very effective and then Mok summons an elemental? Anything anyone else is doing?
| Drask Umbra |
Wait, I thought since the morningstar was part piercing damage it's drawbacks weren't as bad? We sent some questions on discord.
Mokhasi Kpu'unde
|
Almost right, I’m loaning him my longspear. Should be much better. Still a masterwork two-hander.
”Unfortunately, there is too much water to do so. The specific heat is so high that channeling the appropriate amount of energy out of this for a volume of this size is unfeasible. There are a handful of higher-level spells that could do it.” He hands his spear to Drask and nods at him. ”my summon is of limited duration, so I will begin casting as soon as we see sign of the aquatic sinspawn.”
I thought Dak said that because it was part bludgeoning it would still have the -2 to hit/half damage penalty.
| GM Dak |
I think I had mentioned on Discord, I think it would need to be a purely piercing weapon to avoid the underwater penalties. I don't see how having some spikes on a big metal ball would make it any more aquadynamic :)
Caroliss: 1d20 + 5 ⇒ (11) + 5 = 16
Drask: 1d20 + 1 ⇒ (7) + 1 = 8
Esrisi: 1d20 + 1 ⇒ (18) + 1 = 19
Esrisi: 1d20 + 1 ⇒ (8) + 1 = 9
Mokashi: 1d20 + 2 ⇒ (19) + 2 = 21
Sapher: 1d20 + 4 ⇒ (17) + 4 = 21
Veltariel: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11+2 In dungeons
Enemy: 1d20 + 5 ⇒ (20) + 5 = 25
Once you all are ready and Drask gets into the water the Sinspawn act first.
| Drask Umbra |
Drask grabs the spear from Mok, waits for the approval from the spellcasters, then slips in.
Drask would be readying an attack, but it sounds like the Sinspawn are already planning on doing that so it won't matter.
| Sapher Mornshire |
Sapher nods, taking a deep breath and ready to unleash screaming on the creatures as well.
| GM Dak |
Everyone gets ready for the fight ahead. Caroliss weaves her magic on Drask while Mokashi lends him his longspear and prepares to summon an elemental to their aid.
Drasks moves into the water and as soon as he does the sinspawn emerge once again to attack. I'll give you an AoO and readied attack since they were essentially delaying.
Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Attack: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Drask/Image: 1d2 ⇒ 2
Only one manages to find an opening to bite him, but he finds that it isn't the actual Drask but the image of him instead, causing the image to disappear.
Round 1
Drask, Enemy, >Sapher/Mok/Es/Caroliss/Vel
| Drask Umbra |
AoO (PA): 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
Damage (PA): 1d8 + 6 + 6 ⇒ (1) + 6 + 6 = 13
Readied Attack (PA): 1d20 + 9 - 2 ⇒ (3) + 9 - 2 = 10
Damage (PA): 1d8 + 6 + 6 ⇒ (2) + 6 + 6 = 14
Drask immediately starts thrusting the spear down as the creatures rise up to meet him!
Based on the initiative order I'll get to act in the same 'block' as everybody else, but I'll wait to post that turn until after Caroliss goes.
Mokhasi Kpu'unde
|
Mokhasi waves his hands in a magical manner, drawing a pinch of spirit of wine, and beginning to cast a summon spell in the water, staying relatively far away.
Spirit is wine will increase the duration by 1 round. Casting summon nature’s ally 2, probably water elemental.
| Sapher Mornshire |
Sapher screams her enthusiastic scream.
ear piercing scream: 1d6 ⇒ 3 DC 14, to blue
| Veltariel Mendrasti |
Veltariel sends a pair of arrows towards the nearest ones on her flank.
Attack, Rapid Shot, PBS: 1d20 + 10 - 2 + 1 ⇒ (3) + 10 - 2 + 1 = 12
Attack, Rapid Shot, PBS: 1d20 + 10 - 2 + 1 ⇒ (18) + 10 - 2 + 1 = 27
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Esrisi Derexhi
|
Esrisi steps up behind Drask, staying on the steps. She raises her hand and flicks her wrist before reaching out and touching Drask's shoulder. Casting Guidance on Drask. Will cast Bless next round once the summon is up.
| GM Dak |
Sapher casts her spell as she lets out a silent scream, at least to everyone except the target of her spell.
Fort: 1d20 + 3 ⇒ (10) + 3 = 13
The one she targets lets out a scream in pain as it holds onto its ears. Mok begins working his magic as he starts to coalesce his energy to cast a complicated spell. Es steps up behind Drask and taps him on the shoulder as she casts a spell to aid him in the fight.
Caroliss gives Drask all the help he can get as she grants him a blessing of luck and makes another duplicate image of him. Vel unleashes two arrows toward the one nearest her, but only one connects injuring the sinspawn.
Round 2
>Drask, Enemy, Sapher/Mok/Es/Caroliss/Vel
| Drask Umbra |
Now that the enemies are close in, Drask snarls and unleashes his fury on them!
Starting rage. Drask will attack the most injured first to try to finish them off, if any of my attacks are 1 off from hitting please check if finish the fight is applying.
Attack (PA, Bless, Rage): 1d20 + 9 + 1 - 2 + 2 ⇒ (7) + 9 + 1 - 2 + 2 = 17
Reroll (PA, Bless, Rage): 1d20 + 9 + 1 - 2 + 2 ⇒ (14) + 9 + 1 - 2 + 2 = 24
Damage (PA, Rage): 1d8 + 6 + 6 + 2 ⇒ (8) + 6 + 6 + 2 = 22
Secondary Bite (PA, Rage): 1d20 + 4 - 2 + 2 ⇒ (13) + 4 - 2 + 2 = 17
Reroll (PA, Rage): 1d20 + 4 - 2 + 2 ⇒ (19) + 4 - 2 + 2 = 23
Damage (PA, Rage): 1d4 + 2 + 4 + 2 ⇒ (4) + 2 + 4 + 2 = 12
| GM Dak |
Drask swims back a bit to get himself some room to use the long spear and then jabs it straight into the heart of the sinspawn with arrows in it, killing it in the one blow. He leans over to the dazed sinspawn and bits into its shoulder, tearing out a large chunk of flesh out and spitting it into the water.
The two remaining, non-dazed sinspawn move in to attack Drask.
Bite: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Claw: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Claw: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Drask/Image: 1d2 ⇒ 1
Bite: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Claw: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Claw: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Drask/Image: 1d2 ⇒ 2
While both miss with their claws they each manage to bite at Drask. The first one connects, while the second one ends up biting the image of Drask instead.
Drask needs a DC12 Will save to avoid becoming: Sickened (Minutes): 1d6 ⇒ 2
Unless Caroliss pops on and posts otherwise, I will assume she keeps Bit of Luck and Copycat up on Drask for her actions
Round 2
Drask, Enemy, > Sapher/Mok/Es/Caroliss/Vel
Round 3
Drask, Enemy, Sapher/Mok/Es/Caroliss/Vel
| Drask Umbra |
Will (Rage): 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
I'll wait until a few others have posted because it sounds like some buffs and/or flanking buddies are incoming.
Also GM Dak, for your ease of reference I will keep the status of my mirror image(s) tracked in my header. If I currently don't have any that part of my header will have a strikethrough.
Mokhasi Kpu'unde
|
Mokhasi summons the elemental to flank with Drask after Drask moves.
Small Water ElementalCR 1
XP 400
N Small outsider (elemental, extraplanar, water)
Init +0; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
hp 17 (2d10+6)
Fort +6, Ref +3, Will +0
Immune elemental traits
OFFENSE
Speed 20 ft., swim 90 ft.
Melee slam +7 (1d6+6)
Special Attacks drench, vortex (DC 13, 10–20 ft.), water mastery
STATISTICS
Str 18, Dex 10, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +5; CMD 15
Feats Power Attack
Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, Perception +4, Stealth +8, Swim +14
Languages Aquan
The elemental immediately pummels the sinspawn it’s adjacent to.
slam on flanking target, flanking, water mastery, power attack: 1d20 + 7 + 2 + 1 - 1 ⇒ (6) + 7 + 2 + 1 - 1 = 15
slam damage to flanking target, water mastery, power attack: 1d6 + 6 + 1 + 3 ⇒ (2) + 6 + 1 + 3 = 12
Mokhasi simply tries to throw a splash of acid on one, after popping out his acid flask
acid splash, ranged touch, in melee: 1d20 + 4 - 4 ⇒ (8) + 4 - 4 = 8
acid splash damage: 1d3 + 1 ⇒ (2) + 1 = 3