Kelvin Craghorn |
Action 1: Stride
Action 2: Strike
Action 3: Strike
Reaction: Opportune Backstab
Kelvin growls and moves towards the nearest mage, instinctively staying clear for Cuthberwyn to perform his spell. He then proceeds to try and eviscerate the one beside Raspar.
Strike vs Green (flat-footed): 1d20 + 30 + 1 ⇒ (15) + 30 + 1 = 46
Damage (P + Son/Elec): 2d6 + 11 + 2 + 3d6 + 1d6 + 1d6 + 1 ⇒ (4, 3) + 11 + 2 + (5, 4, 6) + (4) + (1) + 1 = 41
Strike vs Green (flat-footed): 1d20 + 25 + 1 ⇒ (5) + 25 + 1 = 31
Damage (P + Son/Elec): 2d6 + 11 + 2 + 3d6 + 1d6 + 1d6 + 1 ⇒ (2, 4) + 11 + 2 + (5, 3, 6) + (5) + (1) + 1 = 40
He aims his spear, ready to stab again should Raspar land a strike...
Damage (P + Son/Elec): 2d6 + 11 + 2 + 3d6 + 1d6 + 1d6 + 1 ⇒ (3, 4) + 11 + 2 + (4, 4, 1) + (2) + (5) + 1 = 37
GM Tyranius |
Finger of Death Fort DC 38: 1d20 + 23 ⇒ (2) + 23 = 25
One of the mages turns sickly pale as Cabaguils spell drains most of his life. he skin on the mages body sinks and and pulls taut against the bone, aging him by decades in an instant. Dakapos steps up and puts the poor man out of his misery.
Prismatic Spray Will Beam: 1d8 ⇒ 8
Prismatic Spray Will Beam 2 Beams: 2d8 ⇒ (8, 1) = 9
Prismatic Spray Will Beam reroll the 8: 1d8 ⇒ 8
Stop rolling an 8...: 1d8 ⇒ 2
Fire and acid burn the remaining mage as he screams in pain, too slow to avoid the blasts.
Fire Reflex DC 37: 1d20 + 26 - 1 ⇒ (11) + 26 - 1 = 36
Acid Reflex DC 37: 1d20 + 26 - 1 ⇒ (10) + 26 - 1 = 35
Just as the bright flashes stop it is quickly followed up by Raspar's starknife that stabs into the mages knee. The mage knees over in pain where Kelvin is able to finish him off with Ogororo's Pride through the back.
Combat Over.
Raspar Soulsage |
Raspar dusts himself off, hoping for a spot of healing before moving on. But if not, that's okay too. Raspar doesn't mind a good bleed for his friends.
After the loot has been looted, he will be ready to move to on.
Kelvin Craghorn |
Once his rage subsides Kelvin picks up one of the daggers and a potion, stowing both and indicating his readiness to move on as well.
Cabaguil Hobnil |
Cabaguil heals the party before moving on if there's time, if not, he'll spare a few spells to take the edge off quickly before moving on.
Let me know if I need to cast spells here and I'll do a few rounds of quick healing. Oh wow, nice prismatic spray on the map!
He'll then move southwest down the tunnel to the next door which might be behind a portcullis? He looks for a way through.
Perception: 1d20 + 25 ⇒ (13) + 25 = 38 And also checks for magic.
Cuthberwyn Fizzkomingus |
Cuthberwyn plucks both wands and hands one to Cabaguil. These might come in handy, he says with a smile.
Ðakaþos |
Dak places the arrow (carefully) into his quiver. "Come now, let's move before Raspar doesn't something rash."
GM Tyranius |
Cabaguil finds that a sturdy potcullis blocks his path and a massive iron double door seems secured and locked up beyond.
GM Tyranius |
With Cabaguil's aid Raspar is able to lift the portcullus just enough to allow the others to slide underneath it.
You now are between the portcullis and a locked iron door.
Kelvin Craghorn |
1 person marked this as a favorite. |
Kelvin moves up to deal with the locked door.
Thievery: 1d20 + 29 ⇒ (19) + 29 = 48
... and depending on the complexity, he keeps working on it.
Thievery: 1d20 + 29 ⇒ (18) + 29 = 47
GM Tyranius |
An immense octagonal pillar of stone looms in the center of this room, while glittering golden coins lie scattered along the floor to the south beyond the pillar.
Cabaguil Hobnil |
Equipped: Staff of healing
Conditions: See Invisibility (1/10m)
Battle Medicine: None
Guidance: None
Bounce Back (1/1, no wounded condition from dying)
Cape of the Mountebank (+2 deception)(1/1, •>>, dimension door)
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Messenger’s Ring: (+2 diplomacy)(1/1, 1m, Animal Messenger)
Eye of the Wise (•>, telepathy with Warbal Bumblebrasher)(•>, +2 decipher writing, disable device, identify magic, pick lock, seek, sense motive)
Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
Healer’s Gloves: (+2 medicine)(1/1, •>, cure 4d6+15)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Winged: (1/1hr, •>>, fly 5m)
Staff of Healing, Major: (9/9) (+3hp heal spells; stabilize, heal(1,2,3,4,5), restoration(2,4), restore senses(2), remove disease(3,5), breath of life(5))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +24 (T), Spell DC’s 34 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (0/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +28 (M), Spell DC’s 38 (M)
Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
First Level: (4/4) Charm§*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (2/4) Flaming Sphere*, Charm§* (2), Create Food, Dispel Magic§, Heal§ (2), See Invisibility
Third Level: (3/4) Charm§* (3), Crisis of Faith§, Dispel Magic§ (3), Enthrall*, Heal§ (3), Mending (3), Searing Light§
Fourth Level: (3/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
Fifth Level: (3/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
Sixth Level: (3/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
Seventh Level: (2/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regeneration, Searing Light§ (7), Sunburst§
Eighth Level: (3/4) Blade Barrier§ (8), Canticle of Everlasting Grief, Charm§* (8), Crisis of Faith§ (8), Discern Location, Dispel Magic§ (8), Divine Aura*, Flame Strike§ (8), Divine Armageddon§, Heal§ (8), Searing Light§ (8), Sunburst§ (8)
Ninth Level: (2/3) Charm§ (9), Blade Barrier§ (9), Crisis of Faith§ (9), Dispel Magic§ (9), Divine Armageddon§ (9), Flame Strike§ (9), Heal§ (9), Meteor Swarm§, Proliferating Eyes, Searing Light§ (9), Sunburst§ (9), Weapon of Judgement
- - -
Cabaguil feels uneasy looking into the room. ”Why lock this up? I mean sure, a few coins, but what gives?”
He’ll cast See Invisibility (•>>) and also Detect Magic (•>>).
If nothing pings, he’ll follow someone stronger into the room and look around.
Perception: 1d20 + 25 + 1 ⇒ (1) + 25 + 1 = 27 (goggles)
Raspar Soulsage |
Raspar pads in to support Cabaguil, shaking his head.
"What kind of people just leave dirty money laying around? It should be washed and bagged, of course," Raspar puts his hands on his hips and shakes his head. It would take him a while to clean this place up, and he has rocks and stones to wash at home already.
GM Tyranius |
From the entrance Cabaguil notices nothing invisible within. Sitting on the central pillar are a trio of bottles that radiate a magical aura.
Kelvin Craghorn |
"Probably a trap. Lucky for you, I know traps."
He checks for traps, and then retrieves the bottles for Cabaguil (should he find none).
GM Tyranius |
Kelvin's Perception (L): 1d20 + 23 ⇒ (9) + 23 = 32
Cuthberwyn's Perception (M): 1d20 + 23 ⇒ (4) + 23 = 27
Peeking into the room, Kelvin doesn't notice any traps. Striding in he grabs the bottles, but as he does so he notices a mass of congealed blood in the form of several ooze that were out of sight behind the pillars. Kelvin grabs ahold of the trio of bottles as the ooze begin to reach for him. Backed Cabaguil up a small bit as you likely didn't want to end up right next to these.
Cabaguil, Detect Magic: 1d20 + 22 ⇒ (14) + 22 = 36
Raspar, Avoid Notice: 1d20 + 30 ⇒ (4) + 30 = 34
Ðakaþos, Scout: 1d20 + 21 ⇒ (1) + 21 = 22
Kelvin, Avoid Notice: 1d20 + 23 ⇒ (12) + 23 = 35
Cuthberwyn, Search: 1d20 + 23 ⇒ (4) + 23 = 27
Ichor: 1d20 + 20 ⇒ (20) + 20 = 40
The ooze begins to slither out either side of the pillar into view as Raspar, Kelvin, and Cabaguil all feel a strange pull in their minds. You vision turns into a dreamy haze. You hear strange voices in your mind that only Cabaguil seems to understand. "Stay with uss......"
All three need DC 37 Will save against Charm. (Incapacitation in effect)
★★★
Vault! Round 1
──────────
BEFORE YOUR TURN:
──────────
Cabaguil: DC 37 Will vs Charm
Kelvin: DC 37 Will vs Charm x2
Raspar: DC 37 Will vs Charm
──────────
BOLD: GO!:
──────────
Ichor (Red) (-0 HP)
Ichor (Green) (-0 HP)
Ichor (Yellow) (-0 HP)
Ichor (Pink) (-0 HP)
➤ Cabaguil (161/161 HP) │ Resist Fire 10
➤ Kelvin (250/250 HP) │ Resist Fire 7
➤ Raspar (244/244 HP) │ Resist Piercing 3; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24)
➤ Cuthberwyn (216/216 HP) │ Resist Fire 10
➤ Dakapos (261/261 HP) │ Resist Slashing 3
Raspar Soulsage |
1d20 + 27 ⇒ (11) + 27 = 38 Will
Round 1
Action 1: Stride.
Action 2: Strike.
Action 3: Strike.
Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5.
Raspar ignores the noise and strikes out at green.
Melee or Ranged Strike:
1d20 + 30 ⇒ (12) + 30 = 42 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (2, 1, 4) + 11 + (1) + (5) + (3) = 27 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 30 - 4 ⇒ (11) + 30 - 4 = 37 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (4, 2, 1) + 11 + (4) + (2) + (2) = 26 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 30 - 8 ⇒ (6) + 30 - 8 = 28 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (4, 2, 4) + 11 + (3) + (5) + (6) = 35 damage (holy, disrupting, flaming)
Note 18 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 3 persistent good damage to the grappler.
2 persistent good damage for the grappler.
Melee or Ranged Strike:
1d20 + 30 ⇒ (5) + 30 = 35 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (3, 1, 3) + 11 + (2) + (6) + (2) = 28 damage (holy, disrupting, flaming)
Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (1, 1) + 1 = 3 persistent bleeding
AC: 43 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 29/28/27 + 2 vs. spells/reaction
HP: 244/244
Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)
Melee Strike:
[ dice=Shield]1d20+30[/dice] to hit;
[ dice=B]1d4+4[/dice] damage
[ spoiler=@Dori, GM Tyranius]
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level (=19). The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]
Cabaguil Hobnil |
Equipped: Staff of healing
Conditions: See Invisibility (1/10m)
Battle Medicine: None
Guidance: None
Bounce Back (1/1, no wounded condition from dying)
Cape of the Mountebank (+2 deception)(1/1, •>>, dimension door)
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Messenger’s Ring: (+2 diplomacy)(1/1, 1m, Animal Messenger)
Eye of the Wise (•>, telepathy with Warbal Bumblebrasher)(•>, +2 decipher writing, disable device, identify magic, pick lock, seek, sense motive)
Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
Healer’s Gloves: (+2 medicine)(1/1, •>, cure 4d6+15)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Winged: (1/1hr, •>>, fly 5m)
Staff of Healing, Major: (9/9) (+3hp heal spells; stabilize, heal(1,2,3,4,5), restoration(2,4), restore senses(2), remove disease(3,5), breath of life(5))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +24 (T), Spell DC’s 34 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (0/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +28 (M), Spell DC’s 38 (M)
Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
First Level: (4/4) Charm§*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (2/4) Flaming Sphere*, Charm§* (2), Create Food, Dispel Magic§, Heal§ (2), See Invisibility
Third Level: (3/4) Charm§* (3), Crisis of Faith§, Dispel Magic§ (3), Enthrall*, Heal§ (3), Mending (3), Searing Light§
Fourth Level: (3/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
Fifth Level: (3/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
Sixth Level: (3/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
Seventh Level: (2/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regeneration, Searing Light§ (7), Sunburst§
Eighth Level: (2/4) Blade Barrier§ (8), Canticle of Everlasting Grief, Charm§* (8), Crisis of Faith§ (8), Discern Location, Dispel Magic§ (8), Divine Aura*, Flame Strike§ (8), Divine Armageddon§, Heal§ (8), Searing Light§ (8), Sunburst§ (8)
Ninth Level: (2/3) Charm§ (9), Blade Barrier§ (9), Crisis of Faith§ (9), Dispel Magic§ (9), Divine Armageddon§ (9), Flame Strike§ (9), Heal§ (9), Meteor Swarm§, Proliferating Eyes, Searing Light§ (9), Sunburst§ (9), Weapon of Judgement
- - -
Will: 1d20 + 28 ⇒ (3) + 28 = 31 (successes are crit successes) vs DC 37
Though a master himself at such things, his first brush with charm and he succumbs. …but only for a moment! He heroically tries resisting the creatures, not wanting to fall under their influence. Hero point re-roll
Will: 1d20 + 28 ⇒ (10) + 28 = 38 (successes are crit successes) vs DC 37
Whew!
Cabaguil, as he goes before Kelvin, lights up the western two oozes with fire. Still shaky from his recent mental ordeal, he might overdo it a little with a Flame Strike (8) (•>>, Reflex DC 38 or fire/divine: 14d6 + 8 ⇒ (6, 4, 1, 5, 6, 5, 1, 2, 4, 1, 6, 5, 4, 4) + 8 = 62)
Then he moves a bit out of the way (•>).
Kelvin Craghorn |
Will save vs DC 37: 1d20 + 22 ⇒ (4) + 22 = 26
Ugh. Hero Point this
Will save vs DC 37: 1d20 + 22 ⇒ (15) + 22 = 37 Crit success
Will save vs DC 37: 1d20 + 22 ⇒ (19) + 22 = 41 Crit success
Kelvin has a moment where his will nearly leaves him, but he powers through to resist the charm.
Action 1: Step
Action 2: Instant Opening
Action 3: Strike
Kelvin takes a careful step, looking for an opening, and stabs at one of the oozes.
Strike vs Red (Flat-footed): 1d20 + 30 ⇒ (20) + 30 = 50
Damage (P + Sonic/Elec): 2d6 + 11 + 4d6 + 1d6 + 1d6 ⇒ (1, 2) + 11 + (1, 5, 1, 3) + (5) + (6) = 35 plus Weakness 5 to Slashing and Piercing
Ðakaþos |
Dak takes a moment to forumlate a plan before diving in. +24 to Occultism? for an ID. Other actions pending
GM Tyranius |
Pink Reflex DC 38: 1d20 + 20 ⇒ (15) + 20 = 35
Yellow Reflex DC 38: 1d20 + 20 ⇒ (9) + 20 = 29
You each resist the charming allure...for now as Cabaguil follows it up with a pillar of flames to the ooze. It seems to burn and pop against the melted goo. Kelvin dines in and stabs the ooze with his spear though it barely seems to do any damage. Immune to crits and resistant to physical 15.
Raspar's starknife slices and dices as the wounds caused by it seem to smoke and boil. also resistant to physical 15.
Ðakaþos's Occultism (T): 1d20 + 24 ⇒ (14) + 24 = 38
Dakapos recognizes the ooze as Immortal Ichor. An immortal ichor is an intelligent mass of blood from a dead evil deity. The cultists who perform the ritual to create immortal ichor typically seal up the sentient ooze in an underground or remote chamber that blocks its magical abilities, but over time these seals break or weaken, freeing the unholy monster. ABle to quickly regenerate unless harmed by good aligned attacks. Good will stop regeneration for 1 round.
★★★
Vault! Round 1
──────────
BOLD: GO!:
──────────
Ichor (Red) (-0 HP)
Ichor (Green) (-43 HP) │ Regen deactivated
Ichor (Yellow) (-62 HP)
Ichor (Pink) (-82 HP) │ Weakness 5 Slashing and Piercing
Cabaguil (161/161 HP) │ Resist Fire 10
Kelvin (250/250 HP) │ Resist Fire 7
Raspar (244/244 HP) │ Resist Piercing 3; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24)
➤ Cuthberwyn (216/216 HP) │ Resist Fire 10
➤ Dakapos (261/261 HP) │ Resist Slashing 3
Cuthberwyn Fizzkomingus |
Hmm, any chance Cuthberwn can use counter perfomance on this? I understand if not, since he hasn't heard it himself.
GM Tyranius |
Does not appear so. it would have to be an auditory or visual trait.
Cuthberwyn Fizzkomingus |
Does not appear so. it would have to be an auditory or visual trait.
Reasonable.
Cuthberwyn begins a tale of dread, hoping it can affect the ooze. Dirge of doom cantrip (30' emanation, foes in the area are Frightened 1 and cannot reduce their Frightened value below 1 while in the area).
DC 35 Performance check for lingering composition: 1d20 + 29 ⇒ (1) + 29 = 30 failure, no focus point spent. Also, best time evar to crit fail any roll.
He then weaves another spell into his tale. Cast slow, DC 37 Fort.
Verbal component to Cast a Spell, verbal & somatic components to Cast a Spell.
Ðakaþos |
Frustrated, Dak decides he's just going to have to hit them harder. Raspar's got one side clogged up, so Dak moves to the other with Kelvin.
ATK v. Red: 1d20 + 32 ⇒ (18) + 32 = 50 for DMG: 3d12 + 13 ⇒ (9, 11, 10) + 13 = 43 and Fire and Ice: 1d6 + 1d6 ⇒ (2) + (1) = 3
"They're going to keep coming without something inherently Good to harm them!"
GM Tyranius |
Cuthberwyn begins to sing his dirge, though it doesn't seem to affect the ooze. Immune to mental.
Red DC 37: 1d20 + 30 ⇒ (15) + 30 = 45
Green DC 37: 1d20 + 30 ⇒ (3) + 30 = 33
Yellow DC 37: 1d20 + 30 ⇒ (8) + 30 = 38
Pink DC 37: 1d20 + 30 ⇒ (7) + 30 = 37
His spell does much better as it seems to slow the ichors considerably. Dakapos splits the damage apart, wounding another of the ooze Resistant Physical 15 as they quickly begin to stitch back together except for the one that Raspar wounded. Regeneration 15.
Red Pseudopod vs Kelvin AC 37: 1d20 + 27 ⇒ (3) + 27 = 30
Red Pseudopod vs Kelvin AC 37: 1d20 + 27 - 5 ⇒ (14) + 27 - 5 = 36
Green Pseudopod vs Raspar AC 43: 1d20 + 27 ⇒ (7) + 27 = 34
Yellow Pseudopod vs Dakapos AC 44: 1d20 + 27 ⇒ (15) + 27 = 42
Yellow Pseudopod vs Dakapos AC 44: 1d20 + 27 - 5 ⇒ (3) + 27 - 5 = 25
Pink Pseudopod vs Raspar AC 43: 1d20 + 27 ⇒ (14) + 27 = 41
The pseudopods all miss in the tight quarters.
★★★
Vault! Round 2
──────────
BOLD: GO!:
──────────
Ichor (Red) (-31 HP) │ Slowed 1 (1 rnd)
Ichor (Green) (-43 HP) │ Regen deactivated, Slowed 1 (1 min)
Ichor (Yellow) (-47 HP) │ Slowed 1 (1 rnd)
Ichor (Pink) (-67 HP) │ Slowed 1 (1 rnd), Weakness 5 Slashing and Piercing
➤ Cabaguil (161/161 HP) │ Resist Fire 10
➤ Kelvin (250/250 HP) │ Resist Fire 7
➤ Raspar (244/244 HP) │ Resist Piercing 3; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24)
➤ Cuthberwyn (216/216 HP) │ Resist Fire 10
➤ Dakapos (261/261 HP) │ Resist Slashing 3
Kelvin Craghorn |
Action 1: Stride
Action 2: Strike
Action 3: Strike
Reaction: Opportune Backstab
"Keep their focus, Dak! I'm going to help Raspar."
Kelvin strides over, twirling his spear. With a muted growl he stabs at the ooze battling the Desnan.
Strike vs Green (Flat-footed): 1d20 + 30 ⇒ (3) + 30 = 33
Damage (P + Sonic/Elec): 2d6 + 11 + 4d6 + 1d6 + 1d6 ⇒ (2, 6) + 11 + (2, 3, 2, 5) + (5) + (1) = 37 plus Weakness 5 to Slashing and Piercing
Strike vs Green (Flat-footed): 1d20 + 28 ⇒ (8) + 28 = 36
Damage (P + Sonic/Elec): 2d6 + 11 + 4d6 + 1d6 + 1d6 ⇒ (1, 6) + 11 + (5, 4, 5, 4) + (2) + (5) = 43 plus Weakness 5 to Slashing and Piercing
And knowing that Raspar will keep his starknife moving, he waits for an opening.
Damage (P + Sonic/Elec): 2d6 + 11 + 4d6 + 1d6 + 1d6 ⇒ (4, 5) + 11 + (2, 6, 6, 2) + (4) + (3) = 43 plus Weakness 5 to Slashing and Piercing
Cabaguil Hobnil |
Equipped: Staff of healing
Conditions: See Invisibility (1/10m)
Battle Medicine: None
Guidance: None
Bounce Back (1/1, no wounded condition from dying)
Cape of the Mountebank (+2 deception)(1/1, •>>, dimension door)
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Messenger’s Ring: (+2 diplomacy)(1/1, 1m, Animal Messenger)
Eye of the Wise (•>, telepathy with Warbal Bumblebrasher)(•>, +2 decipher writing, disable device, identify magic, pick lock, seek, sense motive)
Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
Healer’s Gloves: (+2 medicine)(1/1, •>, cure 4d6+15)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Winged: (1/1hr, •>>, fly 5m)
Staff of Healing, Major: (9/9) (+3hp heal spells; stabilize, heal(1,2,3,4,5), restoration(2,4), restore senses(2), remove disease(3,5), breath of life(5))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +24 (T), Spell DC’s 34 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (0/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +28 (M), Spell DC’s 38 (M)
Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
First Level: (4/4) Charm§*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (2/4) Flaming Sphere*, Charm§* (2), Create Food, Dispel Magic§, Heal§ (2), See Invisibility
Third Level: (3/4) Charm§* (3), Crisis of Faith§, Dispel Magic§ (3), Enthrall*, Heal§ (3), Mending (3), Searing Light§
Fourth Level: (3/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
Fifth Level: (3/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
Sixth Level: (2/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
Seventh Level: (2/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regeneration, Searing Light§ (7), Sunburst§
Eighth Level: (2/4) Blade Barrier§ (8), Canticle of Everlasting Grief, Charm§* (8), Crisis of Faith§ (8), Discern Location, Dispel Magic§ (8), Divine Aura*, Flame Strike§ (8), Divine Armageddon§, Heal§ (8), Searing Light§ (8), Sunburst§ (8)
Ninth Level: (2/3) Charm§ (9), Blade Barrier§ (9), Crisis of Faith§ (9), Dispel Magic§ (9), Divine Armageddon§ (9), Flame Strike§ (9), Heal§ (9), Meteor Swarm§, Proliferating Eyes, Searing Light§ (9), Sunburst§ (9), Weapon of Judgement
- - -
Cabaguil keeps pressure on the western oozes with another Flame Strike (6) (•>>, Reflex DC 38 or fire/divine: 10d6 + 6 ⇒ (3, 6, 3, 2, 2, 6, 1, 5, 1, 2) + 6 = 37) before lending aid to his allies with Inspire Courage (•>, +1 attack, damage, and saves vs fear (status))
Ðakaþos |
"Bloody hell!" Taranis attempts to tumble through the enemies before him to get around to Raspar:
Acrobatics: 1d20 + 26 ⇒ (20) + 26 = 46
On the other side he gives a singular, powerful attack with everything he's got:
ATK: 1d20 + 32 ⇒ (1) + 32 = 33 LAME
Raspar Soulsage |
Round 2
Action 1: Strike.
Action 2: Strike.
Action 3: Strike.
Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5.
Raspar takes some damage but continues to attack green, but will switch to pink if he hits green once.
Melee or Ranged Strike:
1d20 + 30 + 1 ⇒ (1) + 30 + 1 = 32 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (3, 4, 4) + 11 + (3) + (6) + (4) + 1 = 36 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 30 - 4 + 1 ⇒ (11) + 30 - 4 + 1 = 38 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (3, 2, 3) + 11 + (1) + (2) + (5) + 1 = 28 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 30 - 8 + 1 ⇒ (16) + 30 - 8 + 1 = 39 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (3, 2, 1) + 11 + (1) + (1) + (4) + 1 = 24 damage (holy, disrupting, flaming)
Note 18 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 3 persistent good damage to the grappler.
2 persistent good damage for the grappler.
Melee or Ranged Strike:
1d20 + 30 ⇒ (13) + 30 = 43 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (3, 1, 4) + 11 + (5) + (2) + (4) = 30 damage (holy, disrupting, flaming)
Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (6, 5) + 1 = 12 persistent bleeding
AC: 43 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 29/28/27 + 2 vs. spells/reaction
HP: 244/244
Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)
Melee Strike:
[ dice=Shield]1d20+30[/dice] to hit;
[ dice=B]1d4+4[/dice] damage
[ spoiler=@Dori, GM Tyranius]
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level (=19). The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]
Cuthberwyn Fizzkomingus |
Cuthberwyn assesses the battlefield and quickly makes a decision. Cast wall of force, dotted line on map. Hoping the ceiling is low enough to be able to block those two entirely.
Verbal, somatic, & material components to Cast a Spell.
GM Tyranius |
Red Reflex DC 37: 1d20 + 20 ⇒ (4) + 20 = 24
Yellow Reflex DC 37: 1d20 + 20 ⇒ (14) + 20 = 34
Cabaguil burns two of the ooze as Kelvin, Raspar and Dakapos all try to focus on one of the creatures. Kelvin and Raspar deal significant damage, though Dakapos misses.
Cuthberwyn springs forth a wall of force against the ooze, blocking their path. The pair try to move forward and smash into the invisible barrier. Unable to pass they shudder and screech as small chunks from the wall break free and fling into the barrier.
Red Telekinetic Projectile: 1d20 + 31 ⇒ (14) + 31 = 45
Damage: 7d6 + 6 ⇒ (2, 4, 4, 5, 5, 3, 3) + 6 = 32
Yellow Telekinetic Projectile: 1d20 + 31 ⇒ (15) + 31 = 46
Damage: 7d6 + 6 ⇒ (2, 1, 6, 5, 3, 5, 5) + 6 = 33
5 Damage to the Wall of Force.
The remaining pair to the easy shake and quake from the shrill cry from the trapped pair as a strange aura creeps out from underneath them. The ground and walls around you begin to crumble.
Destructive Aura. All of your resistances within 15' are reduced by 6.
This shaking causes the iron door to break loose as it begins to slam shut.
@Cabaguil- You are the only one within range of it at the moment. DC 35 Reflex to jump to the opposite side of the door and out of the room. Do you wish to do so? Will move forward with the remainder of the round once have an answer.
GM Tyranius |
The door slams shut as small pinholes in the wall begin to emit a caustic noxious poison that fills the room.
Everyone but Cuhberwyn needs a DC 38 Fort Save vs Poison.
DC 36 Occultism, Religion, or Thievery to disabe the poison in the room and allow the door to be opened.
★★★
Vault! Round 3
Party Conditions: Inspire Courage
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Cabaguil: DC 36 vs Poison
Kelvin: DC 36 vs Poison
Raspar: DC 36 vs Poison
Dakapos: DC 36 vs Poison
──────────
BOLD: GO!:
──────────
Ichor (Red) (-53 HP)
Ichor (Green) (-189 HP) │ Regen deactivated, Slowed 1 (1 min), Weakness 5 Slashing and Piercing, | Destructive Aura
Ichor (Yellow) (-50 HP)
Ichor (Pink) (-52 HP) │ Weakness 5 Slashing and Piercing | Destructive Aura
➤ Cabaguil (161/161 HP) │ Resist Fire 10
➤ Kelvin (250/250 HP) │ Resist Fire 7
➤ Raspar (244/244 HP) │ Resist Piercing 3; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24)
➤ Cuthberwyn (216/216 HP) │ Resist Fire 10
➤ Dakapos (261/261 HP) │ Resist Slashing 3
⠀⠀Wall of Force (55/60 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
Raspar Soulsage |
Uh oh! Poison gas! That's going to slow my efforts to clean this place up!
1d20 + 29 ⇒ (11) + 29 = 40 Fort
Round 3
Action 1: Strike.
Action 2: Strike.
Action 3: Strike.
Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5.
Raspar takes some damage but continues to attack green, but will switch to pink if he hits green once.
Melee or Ranged Strike:
1d20 + 30 + 1 ⇒ (11) + 30 + 1 = 42 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (4, 3, 3) + 11 + (6) + (4) + (2) + 1 = 34 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 30 - 4 + 1 ⇒ (5) + 30 - 4 + 1 = 32 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (2, 1, 4) + 11 + (4) + (1) + (1) + 1 = 25 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 30 - 8 + 1 ⇒ (10) + 30 - 8 + 1 = 33 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (3, 2, 4) + 11 + (1) + (2) + (1) + 1 = 25 damage (holy, disrupting, flaming)
Note 18 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 3 persistent good damage to the grappler.
2 persistent good damage for the grappler.
Melee or Ranged Strike:
1d20 + 30 ⇒ (17) + 30 = 47 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (3, 3, 4) + 11 + (1) + (4) + (5) = 31 damage (holy, disrupting, flaming)
Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (5, 2) + 1 = 8 persistent bleeding
AC: 43 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 29/28/27 + 2 vs. spells/reaction
HP: 244/244
Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)
Melee Strike:
[ dice=Shield]1d20+30[/dice] to hit;
[ dice=B]1d4+4[/dice] damage
[ spoiler=@Dori, GM Tyranius]
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level (=19). The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]
Cabaguil Hobnil |
Equipped: Staff of healing
Conditions: See Invisibility (1/10m)
Battle Medicine: None
Guidance: None
Bounce Back (1/1, no wounded condition from dying)
Cape of the Mountebank (+2 deception)(1/1, •>>, dimension door)
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Messenger’s Ring: (+2 diplomacy)(1/1, 1m, Animal Messenger)
Eye of the Wise (•>, telepathy with Warbal Bumblebrasher)(•>, +2 decipher writing, disable device, identify magic, pick lock, seek, sense motive)
Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
Healer’s Gloves: (+2 medicine)(1/1, •>, cure 4d6+15)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Winged: (1/1hr, •>>, fly 5m)
Staff of Healing, Major: (9/9) (+3hp heal spells; stabilize, heal(1,2,3,4,5), restoration(2,4), restore senses(2), remove disease(3,5), breath of life(5))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +24 (T), Spell DC’s 34 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (0/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +28 (M), Spell DC’s 38 (M)
Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
First Level: (4/4) Charm§*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (2/4) Flaming Sphere*, Charm§* (2), Create Food, Dispel Magic§, Heal§ (2), See Invisibility
Third Level: (3/4) Charm§* (3), Crisis of Faith§, Dispel Magic§ (3), Enthrall*, Heal§ (3), Mending (3), Searing Light§
Fourth Level: (3/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
Fifth Level: (2/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
Sixth Level: (2/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
Seventh Level: (2/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regeneration, Searing Light§ (7), Sunburst§
Eighth Level: (2/4) Blade Barrier§ (8), Canticle of Everlasting Grief, Charm§* (8), Crisis of Faith§ (8), Discern Location, Dispel Magic§ (8), Divine Aura*, Flame Strike§ (8), Divine Armageddon§, Heal§ (8), Searing Light§ (8), Sunburst§ (8)
Ninth Level: (2/3) Charm§ (9), Blade Barrier§ (9), Crisis of Faith§ (9), Dispel Magic§ (9), Divine Armageddon§ (9), Flame Strike§ (9), Heal§ (9), Meteor Swarm§, Proliferating Eyes, Searing Light§ (9), Sunburst§ (9), Weapon of Judgement
- - -
Fort: 1d20 + 24 ⇒ (16) + 24 = 40 vs DC 36
Amazingly Cabaguil resists the gas, though he does worry if it’s flammable.
Cabaguil lends aid to his allies with Inspire Courage (•>, +1 attack, damage, and saves vs fear (status))
He then targets magenta, doing what he can to reduce its regeneration more than anything. He’s not sure if it’ll work (probably won’t!) but he’s going to try a Searing Light 5 (•>>, good damage only if fiend or undead)
Searing Light (5): 1d20 + 28 + 0 ⇒ (1) + 28 + 0 = 29 (cover, inspire) Damage (Fire): 9d6 + 5 + 1 ⇒ (5, 2, 2, 6, 2, 5, 1, 1, 3) + 5 + 1 = 33 (inspire) Damage (Good): 9d6 ⇒ (6, 6, 3, 2, 3, 3, 4, 3, 5) = 35
Sadly, he blasts the ceiling.
Kelvin Craghorn |
Fort save vs DC 36: 1d20 + 26 ⇒ (19) + 26 = 45
The poison doesn't yet bother Kelvin much.
Action 1: Stride
Action 2-3: Disable Device
"I'll get the door open. Keep the ooze busy!"
Kelvin retreats back to the door, looking for a way to quickly deal with the trap and the door.
Thievery: 1d20 + 29 ⇒ (1) + 29 = 30
Oh hell no. Hero Point.
Thievery: 1d20 + 29 ⇒ (18) + 29 = 47
Ðakaþos |
FORT: 1d20 + 27 + 1 ⇒ (7) + 27 + 1 = 35 Aww man! ACID: 4d6 ⇒ (3, 6, 1, 6) = 16
Not sure how to work the confusion piece here. Do I now need a Will save?
Cuthberwyn Fizzkomingus |
Cuthberwyn lets out a muffled cry as the door slams shut, quickly wracking his brain for a solution.
DC 36 Occultism (Expert): 1d20 + 23 ⇒ (8) + 23 = 31 well, not that much of an expert, it seems.
Seeing no way to reopen the door, he feverishly pulls out his crowbar and tries to work on the iron door. Athletics (Master): 1d20 + 23 ⇒ (4) + 23 = 27
Recall Knowledge ◈, Interact to retrieve item, Interact to use item.
GM Tyranius |
Unfortunately it is just an ooze, not a fiend or undead.
Cabaguil's flames barely miss the ooze as he strikes the ceiling instead of the floor, the poisonous haze causing his eyes to water.
Kelvin rushes to the doors and quickly works the locking mechanism free to get them open. Doors are now unlocked.
Raspar continues to hack and slice into one of the ooze to keep it from regenerating too much, even if his weapon isn't completely effective.
Using his crowbar Cuthberwyn prys the iron doors back open as a thick green smog flows out into his face. The poison starts to confuse Dakapos as he can't tell friend from foe in the thick smoke and watery eyes. Inhaling deeply he hacks his blade at the only creature in front of him to try and clear a path back out of the room.
ATK v. Pink: 1d20 + 32 ⇒ (4) + 32 = 36
Damage: 3d12 + 13 ⇒ (8, 1, 10) + 13 = 32
Fire and Ice: 2d6 ⇒ (3, 6) = 9
ATK v. Pink: 1d20 + 32 - 5 ⇒ (5) + 32 - 5 = 32
Damage: 3d12 + 13 ⇒ (8, 5, 10) + 13 = 36
Fire and Ice: 2d6 ⇒ (6, 4) = 10
ATK v. Pink: 1d20 + 32 - 10 ⇒ (7) + 32 - 10 = 29
Damage: 3d12 + 13 ⇒ (5, 7, 6) + 13 = 31
Fire and Ice: 2d6 ⇒ (6, 5) = 11
It takes a moment for the poison to filter out into the hallway once the doors are open.
Red Telekinetic Projectile: 1d20 + 31 ⇒ (3) + 31 = 34
Damage: 7d6 + 6 ⇒ (4, 4, 4, 1, 1, 5, 2) + 6 = 27
Yellow Telekinetic Projectile: 1d20 + 31 ⇒ (14) + 31 = 45
Damage: 7d6 + 6 ⇒ (1, 1, 1, 1, 6, 1, 6) + 6 = 23
The two ooze don't manage to make a scratch on invisible barrier holding them in place. The eastern pair send several psuedopods in Dakapos and Raspar.
Green Psuedopod vs Raspar AC 43: 1d20 + 27 ⇒ (12) + 27 = 39
Green Psuedopod vs Raspar AC 43: 1d20 + 27 - 5 ⇒ (12) + 27 - 5 = 34
Green Psuedopod vs Raspar AC 43: 1d20 + 27 - 10 ⇒ (9) + 27 - 10 = 26
Pink Psuedopod vs Dakapos AC 44: 1d20 + 27 ⇒ (16) + 27 = 43
Pink Psuedopod vs Dakapos AC 44: 1d20 + 27 - 5 ⇒ (10) + 27 - 5 = 32
Pink Psuedopod vs DakaposAC 44: 1d20 + 27 - 10 ⇒ (8) + 27 - 10 = 25
★★★
Vault! Round 4
Party Conditions: Inspire Courage
Battlemap
──────────
BOLD: GO!:
──────────
Ichor (Red) (-38 HP)
Ichor (Green) (-243 HP) │ Regen deactivated, Slowed 1 (1 min), Weakness 5 Slashing and Piercing, | Destructive Aura
Ichor (Yellow) (-35 HP)
Ichor (Pink) (-136 HP) │ Weakness 5 Slashing and Piercing | Destructive Aura
➤ Cabaguil (161/161 HP) │ Resist Fire 10
➤ Kelvin (250/250 HP) │ Resist Fire 7
➤ Raspar (244/244 HP) │ Resist Piercing 3; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24)
➤ Cuthberwyn (216/216 HP) │ Resist Fire 10
➤ Dakapos (261/261 HP) │ Resist Slashing 3, Poison Stage 1
⠀⠀Wall of Force (39/60 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
Cabaguil Hobnil |
Equipped: Staff of healing
Conditions: See Invisibility (1/10m)
Battle Medicine: None
Guidance: None
Bounce Back (1/1, no wounded condition from dying)
Cape of the Mountebank (+2 deception)(1/1, •>>, dimension door)
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Messenger’s Ring: (+2 diplomacy)(1/1, 1m, Animal Messenger)
Eye of the Wise (•>, telepathy with Warbal Bumblebrasher)(•>, +2 decipher writing, disable device, identify magic, pick lock, seek, sense motive)
Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
Healer’s Gloves: (+2 medicine)(1/1, •>, cure 4d6+15)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Winged: (1/1hr, •>>, fly 5m)
Staff of Healing, Major: (9/9) (+3hp heal spells; stabilize, heal(1,2,3,4,5), restoration(2,4), restore senses(2), remove disease(3,5), breath of life(5))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +24 (T), Spell DC’s 34 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (0/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +28 (M), Spell DC’s 38 (M)
Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
First Level: (4/4) Charm§*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (2/4) Flaming Sphere*, Charm§* (2), Create Food, Dispel Magic§, Heal§ (2), See Invisibility
Third Level: (3/4) Charm§* (3), Crisis of Faith§, Dispel Magic§ (3), Enthrall*, Heal§ (3), Mending (3), Searing Light§
Fourth Level: (3/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
Fifth Level: (2/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
Sixth Level: (2/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
Seventh Level: (2/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regeneration, Searing Light§ (7), Sunburst§
Eighth Level: (2/4) Blade Barrier§ (8), Canticle of Everlasting Grief, Charm§* (8), Crisis of Faith§ (8), Discern Location, Dispel Magic§ (8), Divine Aura*, Flame Strike§ (8), Divine Armageddon§, Heal§ (8), Searing Light§ (8), Sunburst§ (8)
Ninth Level: (2/3) Charm§ (9), Blade Barrier§ (9), Crisis of Faith§ (9), Dispel Magic§ (9), Divine Armageddon§ (9), Flame Strike§ (9), Heal§ (9), Meteor Swarm§, Proliferating Eyes, Searing Light§ (9), Sunburst§ (9), Weapon of Judgement
- - -
Not sure if there’s still enough poison to affect us. Just in case:
Fort: 1d20 + 24 ⇒ (13) + 24 = 37 vs DC 36
Cabaguil lends aid to his allies with Inspire Courage (•>, +1 attack, damage, and saves vs fear (status))
Thinning on spells already, and unable to use his divine area of effect spells due to the quarters, he’ll throw a simple Produce Flame (•>>, 8d4 persistent damage on crit) at green!
Produce Flame: 1d20 + 28 + 1 ⇒ (18) + 28 + 1 = 47 (inspire) Damage (Fire): 8d4 + 8 + 1 ⇒ (4, 2, 1, 4, 3, 1, 3, 1) + 8 + 1 = 28 (inspire)
Kelvin Craghorn |
Action 1: Stride
Action 2: Strike
Action 3: Strike
Reaction: Opportune Backstab
Kelvin hurries back in to strike at the ooze with his mighty spear.
Strike vs Green (Flat-footed): 1d20 + 30 + 1 ⇒ (3) + 30 + 1 = 34
Damage (P + Sonic/Elec): 2d6 + 11 + 4d6 + 1d6 + 1d6 + 1 ⇒ (5, 3) + 11 + (3, 2, 2, 5) + (3) + (5) + 1 = 40 plus Weakness 5 to Slashing and Piercing
And a second time!
Strike vs Green (Flat-footed): 1d20 + 25 + 1 ⇒ (7) + 25 + 1 = 33
Damage (P + Sonic/Elec): 2d6 + 11 + 4d6 + 1d6 + 1d6 + 1 ⇒ (2, 2) + 11 + (5, 2, 4, 4) + (4) + (3) + 1 = 38 plus Weakness 5 to Slashing and Piercing
He then watches for an opening created by Raspar...
Damage (P + Sonic/Elec): 2d6 + 11 + 4d6 + 1d6 + 1d6 + 1 ⇒ (3, 3) + 11 + (1, 1, 3, 1) + (3) + (4) + 1 = 31 plus Weakness 5 to Slashing and Piercing
Raspar Soulsage |
Round 4
Action 1: Strike.
Action 2: Strike.
Action 3: Strike.
Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5.
Raspar takes some damage but continues to attack green, but will switch to pink if he hits green once.
Melee or Ranged Strike:
1d20 + 30 + 1 ⇒ (12) + 30 + 1 = 43 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (1, 1, 2) + 11 + (5) + (3) + (1) + 1 = 25 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 30 - 4 + 1 ⇒ (8) + 30 - 4 + 1 = 35 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (3, 4, 4) + 11 + (2) + (2) + (5) + 1 = 32 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 30 - 8 + 1 ⇒ (15) + 30 - 8 + 1 = 38 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (3, 4, 4) + 11 + (2) + (6) + (1) + 1 = 32 damage (holy, disrupting, flaming)
Note 18 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 3 persistent good damage to the grappler.
2 persistent good damage for the grappler.
Melee or Ranged Strike:
1d20 + 30 ⇒ (18) + 30 = 48 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (4, 3, 4) + 11 + (2) + (6) + (6) = 36 damage (holy, disrupting, flaming)
Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (5, 1) + 1 = 7 persistent bleeding
AC: 43 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 29/28/27 + 2 vs. spells/reaction
HP: 244/244
Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)
Melee Strike:
[ dice=Shield]1d20+30[/dice] to hit;
[ dice=B]1d4+4[/dice] damage
[ spoiler=@Dori, GM Tyranius]
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level (=19). The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]
Ðakaþos |
FORT: 1d20 + 27 ⇒ (12) + 27 = 39 Experience and sheer stubborn cantankerousness help Dak overcome the worst of it. as soon as his wits are about him, he hacks at the ooze before him:
Power Attack: 1d20 + 32 + 1 ⇒ (11) + 32 + 1 = 44 for DMG: 5d12 + 13 + 1 ⇒ (1, 6, 2, 7, 1) + 13 + 1 = 31 and Fire and Ice: 1d6 + 1d6 ⇒ (6) + (5) = 11
ATK: 1d20 + 27 + 1 ⇒ (8) + 27 + 1 = 36 for DMG: 3d12 + 13 + 1 ⇒ (2, 5, 12) + 13 + 1 = 33 and Fire and Ice: 1d6 + 1d6 ⇒ (1) + (6) = 7
GM Tyranius |
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@Cabaguil- Nah, with the doors open it would have dissipated out inot the hallway.
Cabaguil ignites the ooze Raspar is valantly fighting off. Kelvin's spear quickly finishes it off before it has any chance of regenerating further. Raspar and Dakapos begin to work on the next ooze before it has a chance of wrapping its thoughts into their minds.
★★★
Vault! Round 4
Party Conditions: Inspire Courage
Battlemap
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BOLD: GO!:
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Ichor (Red) (-38 HP)
Ichor (Yellow) (-35 HP)
Ichor (Pink) (-257 HP) │ Weakness 5 Slashing and Piercing | Destructive Aura
Cabaguil (161/161 HP) │ Resist Fire 10
Kelvin (250/250 HP) │ Resist Fire 7
Raspar (244/244 HP) │ Resist Piercing 3; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24)
➤ Cuthberwyn (216/216 HP) │ Resist Fire 10
Dakapos (261/261 HP) │ Resist Slashing 3
⠀⠀Wall of Force (39/60 HP)
Cuthberwyn Fizzkomingus |
Cuthberwyn is relieved that he managed to get the door open, though he is more than a little concerned about the green smog that wafts out. Unable to take time to ponder this, he tucks his crowbar away and races through the door, noting that his wall remains in place and makes for a more manageable battle at the moment.
He begins to recite a tale to bolster the defenses of his companions. (Cast inspire defense, party within 60 feet of Cuth gains a +1 status bonus to AC and saving throws, as well as resistance equal to 4 physical damage.)
DC 35 Performance check for lingering composition: 1d20 + 28 ⇒ (4) + 28 = 32 failure, no focus point spent.
[ooc]Stride, Interact to stow an item, verbal component to Cast a Spell.