Hector, The Flame of Liberty! |
never mind, I misread - Hector will just drink his potion and he's happy to tug one of the levitators along, and if anen and tytus do the same we should be in good shape, right?
GM Abraham |
By my reading of the levitate spell - and I'm open to counterarguments if you think I'm misreading - the flyers (Hector, Anen, and Tytus) could push the levitators (Heccan and Caduceus) laterally from side to side (which they'll need, because otherwise they have no way to maneuver or change position since the spell only lets you go up and down), but would not be able to pull them up any faster than the 20' movement/round allowed by the spell (since the spell says nothing about making them weightless). Not ideal, I acknowledge, but those are the compromises that arise from trying to get a 2nd level spell to do the work of a 3rd level spell :-) However, Hector drinking his potion will resolve the problem of Caduceus needing to use a move action to move each levitator, since there will only be 2 of them. Is that the plan? And the flyers stick with the levitators to help them steer from side to side?
anen tyln |
Works for me. We're going to be in some trouble if we're attacked on the way up though.
Heccan Abraxi |
That works for me as well. If we are attacked I can cast feather fall so I can drop the spell one at a time and let everyone hit the ground safely as a fall back. Maybe one of the flyers scouts ahead? In any event, Heccan will cast levitate to anyone who needs it.
GM Abraham |
04:30 Out of Combat
Conditions: -300 feet below the breach
Anen - 2 dmg; Overland Flight 40' (10:00); Mage Armor (05:30); Heightened Awareness (04:40);
Tytus - dmg; Fly 60' (04:40);
Hector - dmg; Fly 60' (04:35);
Caduceus - dmg; life link on all; Levitate 20' (04:40);
Heccan - dmg; Levitate 20' (04:40);
Tytus drinks his extract of Fly.
Anen is already flying but activates a couple of wands on himself.
Hector drinks a potion of Fly.
Heccan casts Levitate twice, once on himself and once on Caduceus, and then lifts both of them slowly up into the air. So, just a clarification on how this works, as I interpret it: Caduceus has no control over his upward and downward movement; Heccan (as the caster) needs to use a move action each round to move each of them up 20', so he can move them both straight up 20' per round but then has no standard action available. If, at any point, Heccan wants to use his actions for other things, or becomes incapacitated in some way, the levitating people will simply remain in place, at least as long as the spell lasts. Flying PCs can use a standard action to direct one of the levitating PCs laterally, while also using a move action for their own flight; doing this will require a DC 15 Fly check. Also, note that while levitating in mid-air, if you are attacked you are considered flat-footed since you are not able to maneuver in place.
Meanwhile, the flying PCs need to make Fly checks to do any of the following:
DC 10 Move less than half speed and remain flying
DC 15 Hover (this would include taking a 5' step in order to full attack)
DC 15 Turn greater than 45° by spending 5 feet of movement
DC 20 Turn 180° by spending 10 feet of movement
DC 20 Fly up at a greater than 45° angle
I know these rules are commonly ignored in Pathfinder Society, but, for reasons you'll see as we go along, they are important in this mod.
You will begin 300' below the breach (the hole in the side of the castle)
Let me know if this all seems ok to you all and if anyone wants to do anything else and then we'll move on to the next part of the action.
Caduceus Via |
while levitating in mid-air, if you are attacked...
Yeah, sure, what could go wrong?
It's not like I have any other options at the moment.
GM Abraham |
04:30 Round 1
Conditions:
-230 feet below the breach
Fly skill rules
Anen - 2 dmg; Overland Flight 40' (10:00); Mage Armor (05:30); Heightened Awareness (04:40);
Hector - dmg; Fly 60' (04:35);
Red Hill Giant - dmg;
Heccan - dmg; Levitate 20' (04:40);
Caduceus - dmg; life link on all; Levitate 20' (04:40);
Tytus - dmg; Fly 60' (04:40);
The group begins to ascend according to the plan outlined. As they do so, they continue to hear loud and irregular banging and smashing noises emanating from the castle, which occasionally seems to shudder. It appears that something is tearing at the very foundations of the floating sky castle!
Ascend: 1d10 ⇒ 7 When the group has ascended about 70' into the air, another hill giant - this one in black leather armor haphazardly studded with bolts and bits of metal - steps out of the breach and looks down at them. His face is swollen and misshapen as if he has been battered and bruised regularly and often and his features have never truly had time to heal. Scars cover his face and bald head, and his narrow eyes glare darkly. His hands appear to be giant metal hammer heads and he clangs them together as he moves forward and hurls a large rock down at the pathfinders, aiming for one of the flat-footed levitators.
1 Heccan, 2 Caduceus: 1d2 ⇒ 1
thrown rock vs flat-footed, 2nd range increment: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16 Heccan, I think your flat-footed AC is currently 18?
B dmg: 1d8 + 13 ⇒ (4) + 13 = 17
But his boulder goes just wide of the floating sorcerer.
Anen, Shall I assume you always dismiss Heightened Awareness when rolling initiative?
Caduceus: 1d20 + 0 ⇒ (17) + 0 = 17
Anen: 1d20 + 6 ⇒ (18) + 6 = 24 +4 w/Heightened Awareness
Tytus: 1d20 + 2 ⇒ (10) + 2 = 12
Heccan: 1d20 + 2 ⇒ (16) + 2 = 18
Hector: 1d20 + 12 ⇒ (7) + 12 = 19
Red: 1d20 + 1 ⇒ (18) + 1 = 19
Anen and Hector are up! Red is 230' feet away from you.
anen tyln |
Anen, Shall I assume you always dismiss Heightened Awareness when rolling initiative?
Yep.
Anen draws his lesser reach metamagic rod and uses it to cast glitterdust on the giant. DC 22 Will saves.
DC 15 fly check to hover: 1d20 + 20 ⇒ (15) + 20 = 35
GM Abraham |
Will DC 22: 1d20 + 5 ⇒ (4) + 5 = 9 bah, stupid pathfinders!
The giant flails blindly, nearly falling off the golden pathway!
Heccan Abraxi |
Do I still have tounges active? Ten minutes a level so would have been active for 100 minutes. Also, AC accurate assuming I would be allowed to buff up as I normally would casting mage armor, shield and cat's grace.
GM Abraham |
How does he throw a rock with hammer hands? Just curious?
He doesn't really have hammer hands - it's flavor text describing his gauntlets.
GM Abraham |
Conditions:
-230 feet below the breach
Fly skill rules
Heccan - dmg; Levitate 20' (04:40);
Caduceus - dmg; life link on all; Levitate 20' (04:40);
Tytus - dmg; Fly 60' (04:40);
04:30 Round 2
Anen - 2 dmg; Overland Flight 40' (10:00); Mage Armor (05:30); Heightened Awareness (04:40);
Hector - dmg; Fly 60' (04:35); round 1 actions not yet taken;
Red Hill Giant - dmg;blind;
Anen performs some dastardly magic and from impossibly far away manages to drop a pile of fairy dust right on top of the brutish fellow, blinding him, at least momentarily.
Red Will vs Glitterdust DC 22: 1d20 + 5 ⇒ (17) + 5 = 22
However, it only takes a few moments for the giant to wipe the worst of it out of his eyes. He squints malevolently at the pathfinders far below.
Pathfinders are up! Hector may take 2 rounds worth of actions.
GM Abraham |
Do I still have tounges active? Ten minutes a level so would have been active for 100 minutes. Also, AC accurate assuming I would be allowed to buff up as I normally would casting mage armor, shield and cat's grace.
I think you cast Tongues back during the fight with the other giants and the wolves and ogres? It has been 2.5 hours since then, so no, it would no longer be active.
As for what buffs you have up - it certainly would make sense that you would have cast mage armor before beginning your ascent. Minute/level buffs like shield and cat's grace seem less clear, since of course you had no way of knowing that we would be entering combat. In a tabletop game I would have simply asked everyone what steps, if any, they were taking before beginning the encounter, but that's trickier in PbP. So I leave it up to your judgment - if you feel that you would, as your standard operating practice, cast minute/level buffs when you first began your ascent, I'll allow it, but then please try to be consistent with that in other situations where rolling initiative may not be immediately apparent, if that makes sense.
Hector, The Flame of Liberty! |
ok this is part of PF (3-dimensional movement) where my brain just can't compute. I'll use all my actions to fly up, but I'm not likely to make a DC 20 check, so it would have to be looping swirls. If you just want to make a judgment call of "it'll take X rounds to get up in gentle looping swirls, that's my preference. I have 120 ft of fly each turn if I double move.
anen tyln |
I'm not opposed to just bonding out a dimension door and just popping you and Tytus next to the thing if it'll make it easier.
GM Abraham |
I'm appalled to say that I can't remember even a tiny bit of trigonometry (I used to be pretty good at it, once upon a time) but basically you can ascend by zig zagging, 60' one way (at 45 degrees up), then 60' the other way, also at 45 degrees up). I think this gets you about 80' of ascent for one round of double-moving, though I'll be happy to be corrected by anyone who remembers trig. Or you can just Anen's Dimension Door suggestion.
Hector, The Flame of Liberty! |
I'd love a dimension door!
anen tyln |
Grabbing on to Tytus and Hector, and hooking his ankle around Caduceus' leg, Anen casts dimension door.
Used my bonded object. If anybody doesn't want to come along that's fine too, I'll move the minis back.
GM Abraham |
Conditions:
Fly skill rules
Heccan - dmg; Levitate 20' (04:40); -210 feet below the breach
Caduceus - dmg; life link on all; Levitate 20' (04:40);
Tytus - dmg; Fly 60' (04:40);
04:30 Round 2
Anen - 2 dmg; Overland Flight 40' (10:00); Mage Armor (05:30); Heightened Awareness (04:40);
Hector - dmg; Fly 60' (04:35);
Cyan - dmg;
Red Hill Giant - dmg;
Yellow Hill Giant - dmg;
Green Hill Giant - dmg;
Orange Hill Giant - dmg;
Blue Hill Giant - dmg;
Purple Hill Giant - dmg;
Black ? Giant - dmg;
Anen opens a small rift between the dimensions and - presto - he and most of his companions are standing on the golden pathway next to the giant, who looks quite surprised, and rather displeased, to see them there.
Now that they are closer the pathfinders can see - and hear - that something is smashing the very foundations of the castle, which is shaking and trembling.
The entrance that the giant stands before is not a proper doorway, but rather a hole in the castle wall. It looks as through something or someone has smashed their way inside. A pair of gigantic corpses lies on the spiral path, blackened and burned.
In a large hall beyond the violent breach in the wall, six giants smash what appears to be a living, swirling cloud. One of the giants is slightly taller than his fellows, with rough, gray skin like granite; his half plate armor is adorned with heads - presumably of his slain enemies - hanging from chains. The body of a dead giant lies on the ground nearby. The interior hall is a place of serene beauty, with marble busts on tall columns, a white and blue carpet with a delicate, woven pattern, and silver and white banners draped across the vaulted ceiling and hanging down the walls. The crude and ugly nature of the invaders and the violence they bring with them feels like a blight upon this elegant place. The ceiling in the room is 30 feet high.
The cloud-like creature has dark hollows reminiscent of eyes and a mouth, and a howling wind whips it into ominous shapes.
The taller giant has chiseled, muscular features and a flat, forward-sloping head, looking almost as if it were carved of stone.
The other giants are hill giants, who look very similar to the ones that you've already encountered.
Far below, Heccan is a small dot, slowly levitating upwards. Heccan, unless you have something else you want to do to get there faster, or other uses for your standard action, I'll just increment your altitude by 20' each round.
Caduceus, Tytus, and Hector may act! (Hector, unless you had something you wanted to do with your round 1 action, I'm going to treat this as you just delayed until Anen cast Dimension Door).
Caduceus Via |
Happily surprised at their sudden arrival, the paladin cannot contain a laugh. "My thanks. Much better than climbing all those stairs!"
If I cast an AoE spell (like Prayer), due to the giant hole in the wall (no pun intended) would every creature in the next room be affected? If so, I will 5' step back, cast Prayer, with the hill giants as bad guys (-1) and non-HILL giants as good guys (including the presumed elemental and presumed giant we are looking for getting the +1)
Heccan Abraxi |
Mage armor a given, but likely not cat's and shield if not suspecting trouble. Makes my ff AC a 14 so that boulder hit me. Ugh! If I survive the rock, I can also cast dimension door to get me and my levitation buddies to the breach if that is possible.
GM Abraham |
Happily surprised at their sudden arrival, the paladin cannot contain a laugh. "My thanks. Much better than climbing all those stairs!"
If I cast an AoE spell (like Prayer), due to the giant hole in the wall (no pun intended) would every creature in the next room be affected? If so, I will 5' step back, cast Prayer, with the hill giants as bad guys (-1) and non-HILL giants as good guys (including the presumed elemental and presumed giant we are looking for getting the +1)
A burst spell affects whatever it catches in its area, including creatures that you can’t see. It can’t affect creatures with total cover from its point of origin (in other words, its effects don’t extend around corners).
Prayer is a 40' burst centered on you, so it looks to me that if you cast from your current position (or 5' back to avoid having to cast defensively) the only foes who would be caught would be Red and Yellow.
GM Abraham |
Mage armor a given, but likely not cat's and shield if not suspecting trouble. Makes my ff AC a 14 so that boulder hit me. Ugh! If I survive the rock, I can also cast dimension door to get me and my levitation buddies to the breach if that is possible.
Ok, so that's 17 dmg to Heccan from the thrown rock (which, via lifelink, becomes 12 to Heccan and 5 to Caduceus). Yes, if you cast DDoor too (I don't think either of you are able to get everyone there with a single casting?) then you will be up there with everyone else. Will adjust status card accordingly.
GM Abraham |
Conditions:
Fly skill rules
Heccan - 12 dmg; Levitate 20' (04:40);
Caduceus - 5 dmg; life link on all; Levitate 20' (04:40);
Tytus - dmg; Fly 60' (04:40);
04:30 Round 2
Anen - 2 dmg; Overland Flight 40' (10:00); Mage Armor (05:30); Heightened Awareness (04:40);
Hector - dmg; Fly 60' (04:35);
Cyan - dmg;
Red Hill Giant - dmg;
Yellow Hill Giant - dmg;
Green Hill Giant - dmg;
Orange Hill Giant - dmg;
Blue Hill Giant - dmg;
Purple Hill Giant - dmg;
Black ? Giant - dmg;
Updated status card.
Heccan Abraxi |
I believe I can bring one willing creature with me through the dimension door. I would like to cast DD and bring Caduceus with me if he is willing. Is that possible?
School conjuration (teleportation); Level bard 4, magus 4, sorcerer/wizard 4, summoner 3, unchained summoner 4, witch 4; Domain travel 4; Bloodline arcane 4
CASTING
Casting Time 1 standard action
Components V
EFFECT
Range long (400 ft. + 40 ft./level)
Target you and touched objects or other touched willing creatures
Duration instantaneous
Saving Throw none and Will negates (object); Spell Resistance no and yes (object)
DESCRIPTION
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired – whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature traveling with you take an additional 4d6 points of damage and the spell simply fails.
Mythic
The duration of this spell changes to 1 round per 2 caster levels, and it creates A temporary, invisible, one-way portal in your square to your destination. You immediately pass through the portal and arrive at the destination, but you can’t take any other creatures with you.
When casting the spell, you can designate a number of creatures equal to your caster level.
These creatures can see and use the portal, passing through it to arrive at the destination (this isn’t an action). A creature that passes through the portal can’t take any other actions until its next turn.
Hector, The Flame of Liberty! |
Hector smiles widely at being placed directly next to the giant, although his delight turns to concern when he sees the fight inside.
Seeing no immediate alternative, he throws himself into the adjacent giant, trying to make him a pincushion.
Attack #1 w/Rapier +2 w/ prayer: 1d20 + 18 + 1 ⇒ (12) + 18 + 1 = 31
#1 dmg w/ prayer & 5 precision if applies: 1d6 + 9 + 1 + 5 ⇒ (6) + 9 + 1 + 5 = 21
Attack #2 w/Rapier +2 w/ prayer: 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34
#1 dmg w/ prayer & 5 precision if applies: 1d6 + 9 + 1 + 5 ⇒ (6) + 9 + 1 + 5 = 21
Crit Confirm? attack#2 w/Rapier +2 w/ prayer: 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33
crit dmg w/ prayer: 1d6 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Kn(planes) w/ free inspiration: 1d20 + 11 + 1d6 ⇒ (9) + 11 + (3) = 23
Kn(local) w/ free inspiration: 1d20 + 13 + 1d6 ⇒ (17) + 13 + (6) = 36
Gm's choice of what to tell Hector - it's not really Hector that knows, it's the Pathfinder Archivist that is sharing his brain :)
If attacked, he’ll attempt parry & riposte
obviously can’t riposte if not adjacent to giant with reach, so ignore that part if so
Spend 1 panache point and expend 1 AoO to:
Parry w/ prayer : 1d20 + 18 + 1 ⇒ (20) + 18 + 1 = 39 vs. Enemy attack roll
If Parry, then immediate action to Riposte: 1d20 + 18 + 1 ⇒ (17) + 18 + 1 = 36
riposte dmg?: 1d6 + 9 + 5 ⇒ (1) + 9 + 5 = 15
Remaining Panache: 5/6; AoOs: 5/6
Tytus Umbraeyes |
KnowPla: 1d20 + 1d6 + 13 ⇒ (12) + (6) + 13 = 31
HD, resistances worst save
KnowLocal: 1d20 + 1d6 + 17 ⇒ (1) + (3) + 17 = 21
Tytus will use his wand of longarm to gain a bit more reach.
GM Abraham |
I believe I can bring one willing creature with me through the dimension door. I would like to cast DD and bring Caduceus with me if he is willing. Is that possible?
** spoiler omitted **...
Heccan, Caduceus (and the others) are already up there - you were the only one left behind when Anen cast DD (due to the limitation on the number of passengers). I've moved your token to the spiral on the assumption that your round 1 action was casting DD. You'll be able to act again when your turn comes up in round 2.
GM Abraham |
Conditions:
Fly skill rules
Heccan - 12 dmg; Levitate 20' (04:40);
Caduceus - 5 dmg; life link on all; Levitate 20' (04:40);
Tytus - dmg; Fly 60' (04:40); Longarm (rnd 11);
04:30 Round 2
Anen - 2 dmg; Overland Flight 40' (10:00); Mage Armor (05:30); Heightened Awareness (04:40);
Hector - dmg; Fly 60' (04:35); parry & riposte;
Cyan Air Elemental - dmg;
Red Hill Giant - 50 (+3 if prayer) dmg;
Yellow Hill Giant - dmg;
Green Hill Giant - dmg;
Orange Hill Giant - dmg;
Blue Hill Giant - dmg;
Purple Hill Giant - dmg;
Black Stone Giant - dmg;
Caduceus, so, just to clarify, did you want to cast Prayer or do something else?
Hector quickly stabs the Red giant twice, with one of his attacks skewering his spleen! +3 more damage if prayer is active.
Tytus uses a wand to make his arms all stretchy-like.
Tytus recalls that the creature in the center of the room is a Large Air Elemental. 8 HD, DR ?/-, Will is its weakest save Hector also recalls that such creatures are known for their ability to take the form of a whirlwind.
Tytus recalls that the taller of the giants inside the room is a Stone Giant, but he can't remember anything else about it, but Hector knows that such giants are known for their rock throwing and catching abilities. Hector, in the future I'd prefer you to choose the questions, since of course I already know what would be most useful! There's a link to a list of question categories that I like to use in the campaign header.
Caduceus is up! (Unless you went ahead with the choice to cast Prayer?).
GM Abraham |
Conditions:
Fly skill rules
Prayer on Pathfinders and Red and Yellow
Heccan - 7 dmg; Levitate 20' (04:40);
Caduceus - 15 dmg; life link on all; Levitate 20' (04:40);
Tytus - dmg; Fly 60' (04:40); Longarm (rnd 11);
04:30 Round 3
Anen - 2 dmg; Overland Flight 40' (10:00); Mage Armor (05:30); Heightened Awareness (04:40);
Hector - 14 dmg; Fly 60' (04:35); no swift action available;
Cyan Air Elemental - 37 dmg;
Red Hill Giant - 68 dmg; prayer;
Yellow Hill Giant - 33 dmg; prayer;
Green Hill Giant - dmg;
Orange Hill Giant - dmg;
Blue Hill Giant - dmg;
Purple Hill Giant - dmg;
Black Stone Giant - dmg;
Caduceus, I moved you back 5' since presumably you wish to avoid having to cast defensively or provoke an AoO.
The Cyan elemental lashes out at the Yellow giant near him...
slam: 1d20 + 14 ⇒ (9) + 14 = 23
B dmg: 1d8 + 4 ⇒ (5) + 4 = 9
slam: 1d20 + 14 ⇒ (20) + 14 = 34
B dmg: 1d8 + 4 ⇒ (3) + 4 = 7
CRIT CONFIRM? slam: 1d20 + 14 ⇒ (8) + 14 = 22
CRIT B dmg: 1d8 + 4 ⇒ (7) + 4 = 11
... hitting him twice, but not critically wounding him. It appears that this giant was already wounded from before.
The Red giant tries to repay Hector for his kindness...
slam, PA, prayer: 1d20 + 13 ⇒ (5) + 13 = 18
B dmg, prayer: 2d6 + 12 ⇒ (5, 3) + 12 = 20
Hector easily parries this blow and again skewers the giant with his riposte. Hector, 1 point of panache, 1 AoO, and immediate action spent.
Seeing this, the angry giant steps back 5' before continuing his attacks on Hector.
slam, PA, prayer: 1d20 + 13 ⇒ (17) + 13 = 30
B dmg, prayer: 2d6 + 12 ⇒ (4, 3) + 12 = 19
... and this time the giant manages to connect forcefully.
Yellow leaves the elemental to his comrades and turns to face this new threat, directing his greatclub towards Tytus' noggin!
greatclub, PA, prayer: 1d20 + 11 ⇒ (2) + 11 = 13
B dmg, PA, prayer: 2d8 + 15 ⇒ (5, 5) + 15 = 25
iterative greatclub, PA, prayer: 1d20 + 6 ⇒ (14) + 6 = 20
B dmg, PA, prayer: 2d8 + 15 ⇒ (6, 2) + 15 = 23
... but he misses badly.
Green continues to hammer at the air elemental...
greatclub, PA: 1d20 + 12 ⇒ (2) + 12 = 14
B dmg, PA: 2d8 + 16 ⇒ (7, 5) + 16 = 28
iterative greatclub, PA: 1d20 + 7 ⇒ (8) + 7 = 15
B dmg, PA: 2d8 + 16 ⇒ (1, 1) + 16 = 18
... but misses twice.
Orange tries too...
greatclub, PA: 1d20 + 12 ⇒ (6) + 12 = 18
B dmg, PA: 2d8 + 16 ⇒ (1, 2) + 16 = 19
iterative greatclub, PA: 1d20 + 7 ⇒ (9) + 7 = 16
B dmg, PA: 2d8 + 16 ⇒ (6, 2) + 16 = 24
... and also whiffs.
Blue's turn...
greatclub, PA: 1d20 + 12 ⇒ (10) + 12 = 22
B dmg, PA: 2d8 + 16 ⇒ (5, 3) + 16 = 24
iterative greatclub, PA: 1d20 + 7 ⇒ (6) + 7 = 13
B dmg, PA: 2d8 + 16 ⇒ (5, 2) + 16 = 23
... and finally one of his swings takes a chunk of air out of the elemental, though not quite as much as he would have expected.
Purple tries to one up his comrade...
greatclub, PA: 1d20 + 12 ⇒ (9) + 12 = 21
B dmg, PA: 2d8 + 16 ⇒ (6, 1) + 16 = 23
iterative greatclub, PA: 1d20 + 7 ⇒ (11) + 7 = 18
B dmg, PA: 2d8 + 16 ⇒ (5, 3) + 16 = 24
... and again connects with a single blow. The air elemental is looking rather wispy.
The Black stone giant steps forward and swings twice at Tytus, who has partial cover from the attacks.
greatclub, PA: 1d20 + 13 ⇒ (8) + 13 = 21
B dmg, PA: 2d8 + 21 ⇒ (4, 5) + 21 = 30
iterative greatclub, PA: 1d20 + 8 ⇒ (2) + 8 = 10
B dmg, PA: 2d8 + 21 ⇒ (3, 3) + 21 = 27
... both swings miss.
Caduceus' life link once again provides healing, this time to Heccan and Hector.
Pathfinders are up! The bold may act!
anen tyln |
Anen flies out over the abyss and casts slow into the room.
I'll move 25' south and and 10' east.
I believe I can catch blue, green, orange, purple, and the black stone giant. I will not be selecting the air elemental.
DC 22 Will save to avoid.
After casting, Anen shifts away from the tear in the keep. (5' below the lip of the wall).
GM Abraham |
Conditions:
Fly skill rules
Prayer on Pathfinders and Red and Yellow
Heccan - 7 dmg; Levitate 20' (04:40);
Caduceus - 15 dmg; life link on all; Levitate 20' (04:40);
Tytus - dmg; Fly 60' (04:40); Longarm (rnd 11);
04:30 Round 3
Anen - 2 dmg; Overland Flight 40' (10:00); Mage Armor (05:30); Heightened Awareness (04:40);
Hector - 14 dmg; Fly 60' (04:35); no swift action available;
Cyan Air Elemental - 37 dmg;
Red Hill Giant - 68 dmg; prayer;
Yellow Hill Giant - 33 dmg; prayer;
Green Hill Giant - dmg; Slow;
Orange Hill Giant - dmg; Slow;
Blue Hill Giant - dmg; Slow;
Purple Hill Giant - dmg; Slow;
Black Stone Giant - dmg; Slow;
Blue DC 22 Will vs slow: 1d20 + 3 ⇒ (14) + 3 = 17
Green DC 22 Will vs slow: 1d20 + 3 ⇒ (9) + 3 = 12Orange DC 22 Will vs slow: 1d20 + 3 ⇒ (11) + 3 = 14
Purple DC 22 Will vs slow: 1d20 + 3 ⇒ (11) + 3 = 14
Black DC 22 Will vs slow: 1d20 + 7 ⇒ (2) + 7 = 9
Anen quickly slows most of the giants.
The bold may act!
Heccan Abraxi |
Heccan's eyes go wide as he sees the rather large force assaulting the castle. "By the laws! This is more than mere banditry I suspect."
The sorcerer once again calls upon his power to fade from sight. Heccan casts improved invisibility on himself.
Tytus Umbraeyes |
Tytus looks at the red giant, inspects his movements for a second,
Swift action Studied combat +5
Full attack: 1d20 + 9 + 5 ⇒ (8) + 9 + 5 = 221d10 + 11 + 5 ⇒ (2) + 11 + 5 = 18
Full attack: 1d20 + 4 + 5 ⇒ (3) + 4 + 5 = 121d10 + 11 + 5 ⇒ (10) + 11 + 5 = 26
He then quickly flys a 5 foot step back.
Hector, The Flame of Liberty! |
Hector shuffles towards the giant and continues his assault.
Attack #1 w/Rapier +2 w/ prayer: 1d20 + 18 + 1 ⇒ (14) + 18 + 1 = 33
#1 dmg w/ prayer & 5 precision if applies: 1d6 + 9 + 1 + 5 ⇒ (5) + 9 + 1 + 5 = 20
Attack #2 w/Rapier +2 w/ prayer: 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21
#1 dmg w/ prayer & 5 precision if applies: 1d6 + 9 + 1 + 5 ⇒ (5) + 9 + 1 + 5 = 20
If attacked, he’ll attempt parry & riposte
obviously can’t riposte if not adjacent to giant with reach, so ignore that part if so
Spend 1 panache point and expend 1 AoO to:
Parry w/ prayer : 1d20 + 18 + 1 ⇒ (6) + 18 + 1 = 25 vs. Enemy attack roll
If Parry, then immediate action to Riposte: 1d20 + 18 + 1 ⇒ (4) + 18 + 1 = 23
riposte dmg?: 1d6 + 9 + 5 ⇒ (3) + 9 + 5 = 17
Remaining Panache: 4/6; AoOs: 5/6
GM Abraham |
Conditions:
Fly skill rules
Prayer on Pathfinders and Red and Yellow
Heccan - 7 dmg; Levitate 20' (04:40); Greater Invis (rnd 12);
Caduceus - 15 dmg; life link on all; Levitate 20' (04:40);
Tytus - dmg; Fly 60' (04:40); Longarm (rnd 11); Studied Red;
04:30 Round 3
Anen - 2 dmg; Overland Flight 40' (10:00); Mage Armor (05:30); Heightened Awareness (04:40);
Hector - 14 dmg; Fly 60' (04:35); opportune parry & riposte;
Cyan Air Elemental - 37 dmg;
Red Hill Giant - 88 dmg; prayer;
Yellow Hill Giant - 33 dmg; prayer;
Green Hill Giant - dmg; Slow;
Orange Hill Giant - dmg; Slow;
Blue Hill Giant - dmg; Slow;
Purple Hill Giant - dmg; Slow;
Black Stone Giant - dmg; Slow;
Heccan once again disappears from view.
Tytus studies Red and then makes two quick attacks against him, both of which miss.
Hector advances and swings at Red again. His first attack hits but the second misses, leaving Red still standing and looking quite angry.
Caduceus is up!
Caduceus Via |
Holding his shield aloft, Caduceus calls to the invaders as he invokes the power of his goddess. "Do you dare gaze on the glory of Iomedae?"
Casting Burst of Radiance DC 19 Reflex save
DESCRIPTION
This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not.
Damage: 5d4 ⇒ (3, 1, 2, 4, 3) = 13
Blinded for...?: 1d4 ⇒ 1 OR Dazzled for...?: 1d4 ⇒ 1
GM Abraham |
Conditions:
Fly skill rules
Prayer on Pathfinders and Red and Yellow
Slow on most of the giants
Heccan - 2 dmg; Levitate 20' (04:40); Greater Invis (rnd 12);
Caduceus - 30 dmg; life link on all; Levitate 20' (04:40);
Tytus - 42 dmg; Fly 60' (04:40); Longarm (rnd 11); Studied Red; 24 more dmg if AC is 21 or less;
04:30 Round 4
Anen - 2 dmg; Overland Flight 40' (10:00); Mage Armor (05:30); Heightened Awareness (04:40);
Hector - 9 dmg; Fly 60' (04:35);
Cyan Air Elemental - 62 dmg;
Red Hill Giant - 101 dmg; prayer; dazzled (rnd 3);
Yellow Hill Giant - 65 dmg; prayer; blinded (rnd 3);
Green Hill Giant - dmg; Slow;
Orange Hill Giant - dmg; Slow;
Blue Hill Giant - dmg; Slow;
Purple Hill Giant - dmg; Slow;
Black Stone Giant - dmg; Slow;
Red Reflex, DC 19, prayer: 1d20 + 4 - 1 ⇒ (20) + 4 - 1 = 23
Yellow Reflex, DC 19, prayer: 1d20 + 2 - 1 ⇒ (8) + 2 - 1 = 9Caduceus invokes Iomedae to blast two of his foes with holy light; afterwards one blinks his eyes furiously, while the other seems quite blinded.
The air elemental now lashes out at the blinded Yellow giant...
slam: 1d20 + 14 ⇒ (7) + 14 = 21
B dmg: 1d8 + 4 ⇒ (4) + 4 = 8
slam: 1d20 + 14 ⇒ (8) + 14 = 22
B dmg: 1d8 + 4 ⇒ (7) + 4 = 11
... hitting it twice.
Red learned his lesson after Hector parried him last time and he steps back 5' before swinging twice at Hector...
slam, prayer, dazzled: 1d20 + 14 ⇒ (10) + 14 = 24
B dmg, prayer: 2d6 + 8 ⇒ (2, 1) + 8 = 11
slam, prayer, dazzled: 1d20 + 14 ⇒ (9) + 14 = 23
B dmg, prayer: 2d6 + 8 ⇒ (3, 4) + 8 = 15
... but even swinging less powerfully, he still misses the well armored Hector twice.
Yellow swings blindly at Tytus...
greatclub, PA, prayer: 1d20 + 11 ⇒ (11) + 11 = 22 50% miss chance, high is always good for the one rolling: 1d100 ⇒ 81
B dmg, PA, prayer: 2d8 + 15 ⇒ (2, 4) + 15 = 21
iterative greatclub, PA, prayer: 1d20 + 6 ⇒ (20) + 6 = 26 50% miss chance, high is always good for the one rolling: 1d100 ⇒ 51
B dmg, PA, prayer: 2d8 + 15 ⇒ (8, 3) + 15 = 26
CRIT CONFIRM? iterative greatclub, PA, prayer: 1d20 + 6 ⇒ (8) + 6 = 14
CRIT B dmg, PA, prayer: 2d8 + 15 ⇒ (4, 6) + 15 = 25
... and even in his blindness somehow manages to connect solidly twice!
Green tries to finish the job against the air elemental...
greatclub, PA, Slow: 1d20 + 12 - 1 ⇒ (7) + 12 - 1 = 18
B dmg, PA: 2d8 + 16 ⇒ (6, 3) + 16 = 25
... but misses.
Orange takes a turn...
greatclub, PA, Slow: 1d20 + 12 - 1 ⇒ (4) + 12 - 1 = 15
B dmg, PA: 2d8 + 16 ⇒ (8, 1) + 16 = 25
... but the airy creature is nimble.
Blue also tries to finish it off...
greatclub, PA, Slow: 1d20 + 12 - 1 ⇒ (15) + 12 - 1 = 26
B dmg, PA: 2d8 + 16 ⇒ (6, 8) + 16 = 30
... and connects solidly. The last bits of coherent air stuff are shredded away from whatever it is that makes an air elemental a creature and not a bit of weather, and it sighs its last.
All Purple can do is slowly move into position.
Black steps forward 5' and swings at the already wounded Tytus...
greatclub, PA, Slow: 1d20 + 12 ⇒ (9) + 12 = 21
B dmg, PA: 2d8 + 21 ⇒ (1, 2) + 21 = 24
Tytus, what's your current AC? It says 21 in one place and 22 in another and now it matters.
Caduceus' life link provides some solace to Heccan, Tytus, and Hector.
Pathfinders are up! The bold may act! Note that the blind and dazzled effects on Yellow and Red will expire just before Caduceus' turn, i.e. they are only in effect for Heccan.
anen tyln |
"Aw," Anen says at seeing the Air Elemental fall.
Fly Check: 1d20 + 15 ⇒ (12) + 15 = 27
Anen flies up a bit before he casts glitterdust in the center of the mass of giants. Above the ledge now for line of sight.
Dropping it on the intersection at the southeast corner of the purple giant, which should get black, yellow, purple, and green.
DC 22 Will save to resist.
Gotta steer clear of those rocks. he thinks before shifting back to the platform.
GM Abraham |
Conditions:
Fly skill rules
Prayer on Pathfinders and Red and Yellow
Slow on most of the giants
Heccan - 2 dmg; Levitate 20' (04:40); Greater Invis (rnd 12);
Caduceus - 30 dmg; life link on all; Levitate 20' (04:40);
Tytus - 42 dmg; Fly 60' (04:40); Longarm (rnd 11); Studied Red; 24 more dmg if AC is 21 or less;
04:30 Round 4
Anen - 2 dmg; Overland Flight 40' (10:00); Mage Armor (05:30); Heightened Awareness (04:40);
Hector - 9 dmg; Fly 60' (04:35);
Cyan Air Elemental - 62 dmg;
Red Hill Giant - 101 dmg; prayer; dazzled (rnd 3);
Yellow Hill Giant - 65 dmg; prayer; blinded (rnd 3); Blind (Will DC 22);
Green Hill Giant - dmg; Slow; Blind (Will DC 22);
Orange Hill Giant - dmg; Slow;
Blue Hill Giant - dmg; Slow;
Purple Hill Giant - dmg; Slow;
Black Stone Giant - dmg; Slow; Blind (Will DC 22);
Black Will DC 22: 1d20 + 7 ⇒ (8) + 7 = 15
Yellow Will DC 22, prayer: 1d20 + 3 - 1 ⇒ (4) + 3 - 1 = 6Purple Will DC 22: 1d20 + 3 ⇒ (19) + 3 = 22
Green Will DC 22: 1d20 + 3 ⇒ (1) + 3 = 4
Anen blinds most of his targets with glitterdust. Sigh...
The bold may act!
Heccan Abraxi |
Heccan frowns as he sees the onslaught. "They certainly do seem determined. Let us disabuse them of that shall we?"
Heccan lets fly another ball of flaming arcane magic, directing it to the center of the room. [ooc]Template placed on map in red.[/dice]
FIREBALL, REF v DC 20 for half: 10d6 ⇒ (1, 4, 4, 3, 2, 6, 2, 2, 6, 3) = 33
Caduceus Via |
Caduceus places his hand on the tiefling's back and funnels positive energy directly into the investigator.
LoH~Tytus: 4d6 + 2 ⇒ (4, 5, 3, 6) + 2 = 20
LoH~Caduceus {SWIFT ACTION/Fey Foundling/Inheritor's Light}: 4d6 + 2 + 8 + 3 ⇒ (6, 4, 5, 2) + 2 + 8 + 3 = 30
Hector, The Flame of Liberty! |
”Die already!” Hector stays at it trying to bring down the giant he’s engaged with . . .
Attack #1 w/Rapier +2 w/ prayer: 1d20 + 18 + 1 ⇒ (7) + 18 + 1 = 26
#1 dmg w/ prayer & 5 precision if applies: 1d6 + 9 + 1 + 5 ⇒ (4) + 9 + 1 + 5 = 19
Attack #2 w/Rapier +2 w/ prayer: 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33
#2dmg w/ prayer & 5 precision if applies: 1d6 + 9 + 1 + 5 ⇒ (4) + 9 + 1 + 5 = 19
Attack #2 Crit Confirm? w/Rapier +2 w/ prayer: 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 19
#2 crit dmg w/ prayer: 1d6 + 9 + 1 ⇒ (5) + 9 + 1 = 15
On the off chance that crit confirms, get a panache point back, or if I take him down get one back. If attacked, he’ll attempt parry & riposte
obviously can’t riposte if not adjacent to giant with reach, so ignore that part if so
Spend 1 panache point and expend 1 AoO to:
Parry w/ prayer : 1d20 + 18 + 1 ⇒ (8) + 18 + 1 = 27 vs. Enemy attack roll
If Parry, then immediate action to Riposte: 1d20 + 18 + 1 ⇒ (18) + 18 + 1 = 37
riposte dmg?: 1d6 + 9 + 5 ⇒ (6) + 9 + 5 = 20
Remaining Panache: 3/6; AoOs: 5/6
GM Abraham |
Conditions:
Fly skill rules
Prayer on Pathfinders
Slow on the giants
Heccan - 2 dmg; Levitate 20' (04:40); Greater Invis (rnd 12);
Caduceus - dmg; life link on all; Levitate 20' (04:40);
Tytus - 22 dmg; Fly 60' (04:40); Longarm (rnd 11); Studied Red; 24 more dmg if AC is 21 or less;
04:30 Round 4
Anen - 2 dmg; Overland Flight 40' (10:00); Mage Armor (05:30); Heightened Awareness (04:40);
Hector - 9 dmg; Fly 60' (04:35); opportune parry & riposte;
Cyan Air Elemental - 62 dmg;
Red Hill Giant - 120 dmg;
Yellow Hill Giant - 98 dmg;
Green Hill Giant - 33 dmg; Slow; Blind (Will DC 22);
Orange Hill Giant - 16 dmg; Slow;
Blue Hill Giant - 33 dmg; Slow;
Purple Hill Giant - 33 dmg; Slow;
Black Stone Giant - 33 dmg; Slow; Blind (Will DC 22);
Yellow Ref DC 20, Prayer: 1d20 + 2 - 1 ⇒ (13) + 2 - 1 = 14
Green Ref DC 20, Slow: 1d20 + 2 - 1 ⇒ (6) + 2 - 1 = 7Orange Ref DC 20, Slow: 1d20 + 2 - 1 ⇒ (19) + 2 - 1 = 20
Blue Ref DC 20, Slow: 1d20 + 2 - 1 ⇒ (15) + 2 - 1 = 16
Purple Ref DC 20, Slow: 1d20 + 2 - 1 ⇒ (2) + 2 - 1 = 3
Black Ref DC 20, Slow: 1d20 + 6 - 1 ⇒ (13) + 6 - 1 = 18
Heccan drops a fireball amidst the cluster of giants, to devastating effect. Yellow drops.
Caduceus heals Tytus and himself.
Hector steps forward 5' and drops the Red giant with a single blow. Hector regains 1 panache from killing blow.
Tytus is up!
GM Abraham |
Conditions:
Fly skill rules
Prayer on Pathfinders
Slow on the giants
Heccan - 2 dmg; Levitate 20' (04:40); Greater Invis (rnd 12);
Caduceus - 5 dmg; life link on all; Levitate 20' (04:40);
Tytus - 75 dmg; Fly 60' (04:40); Longarm (rnd 11); Studied Red; 24 more dmg if AC is 21 or less (in which case, dead) - if not, total dmg after Caduceus life link is 70; On delay;
04:30 Round 5
Anen - 2 dmg; Overland Flight 40' (10:00); Mage Armor (05:30); Heightened Awareness (04:40);
Hector - 4 dmg; Fly 60' (04:35);
Cyan Air Elemental - 62 dmg;
Red Hill Giant - 120 dmg;
Yellow Hill Giant - 98 dmg;
Green Hill Giant - 33 dmg; Slow; Blind (Will DC 22);
Orange Hill Giant - 16 dmg; Slow;
Blue Hill Giant - 33 dmg; Slow;
Purple Hill Giant - 33 dmg; Slow;
Black Stone Giant - 33 dmg; Slow; Blind (Will DC 22);
Putting Tytus on delay
Green blindly stumbles forward, but is too slow to do anything else.
Green Will DC 22: 1d20 + 3 ⇒ (17) + 3 = 20
Orange hurls a boulder at Hector...
Rock, Slow: 1d20 + 6 - 1 ⇒ (15) + 6 - 1 = 20
... but it bounces harmlessly off his armor.
Blue also slowly takes aim at Hector with a stone, though his comrades are in the way of a clean shot...
Rock, Slow, Cover: 1d20 + 6 - 1 - 4 ⇒ (12) + 6 - 1 - 4 = 13
Purple, seeing how tough Hector is to hit, slowly tries his luck against Tytus...
greatclub, PA, Slow: 1d20 + 11 ⇒ (11) + 11 = 22
B dmg, PA: 2d8 + 16 ⇒ (4, 4) + 16 = 24
... and just manages to hit him.
Finally, Black swings slowly and blindly at Tytus as well...
greatclub, PA, Slow: 1d20 + 12 ⇒ (10) + 12 = 22
50% miss chance, high is good for me: 1d100 ⇒ 62
B dmg, PA: 2d8 + 21 ⇒ (5, 3) + 21 = 29
... crunching him on the noggin.
Black Will DC 22: 1d20 + 7 ⇒ (9) + 7 = 16
Nevertheless, the Stone giant is not able to shake the glitter out of his eyes.
Tytus, is now at 0 hp and disabled, or, if his AC is 21 rather than 22, as noted in an earlier post, he's now at -24 and dead. I think his AC is probably 22, but it says 21 in one place and 22 in another, so we need him to weigh in to sort it out. I'll send him a PM to ask him to check in on the game.
Caduceus' life link now triggers, healing Hector [ooc](and possibly also Tytus - basically, if Tytus is dead, the life link has no effect; on the other hand if Tytus is at 0, then the life link triggers, Caduceus takes another 5 dmg, and Tytus will be at +5 hp. I'll wait to add any of that to the stat block until we hear from Tytus. By the way, this situation is a great illustration of how you can make any GM's job easier by having your profile filled out clearly).
Pathfinders are up! The bold may act.