
Raspar Soulsage |

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 strikes at green, after taking a solid hit.
Melee or Ranged Strike:
1d20 + 32 ⇒ (14) + 32 = 46 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (4, 3, 1) + 11 + (6) + (1) + (6) = 32 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 32 - 4 ⇒ (16) + 32 - 4 = 44 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (4, 4, 1) + 11 + (5) + (6) + (5) = 36 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 32 - 8 ⇒ (17) + 32 - 8 = 41 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (3, 1, 4) + 11 + (2) + (3) + (1) = 25 damage (holy, disrupting, flaming)
Note 20 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 ⇒ (6) + 30 = 36 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (4, 4, 4) + 11 + (5) + (5) + (1) = 34 damage (holy, disrupting, flaming)
Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (5, 4) + 1 = 10 persistent bleeding
AC: 44 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 30/29/28 + 2 vs. spells/reaction
HP: 258/258
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+31[/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: Free ReRoll (1/1), +5’ movement (35’)
Battle Medicine: None
Guidance: None
Bounce Back (0/1, no wounded condition from dying)
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)(0/1, •>, cure 4d6+15)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Winged: (1/1hr, •>>, fly 5m)
Cape: (+2 deception)(1/1, •>>, dimension door 120’)
Boots: (+5’ movement)(0/1, •>, quickened 1m)
Demilich Eye (1/1, •>>, fiery body (9) 1m)
Staff of Healing, Major: (9/9) (+4hp heal spells; stabilize, heal(1,2,3,4,5,6,7), regenerate (7), restoration(2,4,6), restore senses(2,6), remove disease(3,5,7), breath of life(5))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +25 (T), Spell DC’s 35 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (0/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (1/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +29 (M), Spell DC’s 39 (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: (4/4) Flaming Sphere*, Charm§* (2), Create Food, Dispel Magic§, Heal§ (2), See Invisibility
Third Level: (4/4) 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: (1/4) 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: (1/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regenerate, 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: (2/4) 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, wanting to preserve his more powerful spells, and having little to really harm these folk, will fire off a Magic Missile (•>>> for damage: 3d4 + 4 ⇒ (4, 3, 1) + 4 = 12) at the red one.

Cuthberwyn Fizzkomingus |

Cuthberwyn continues his tale to shake the giants' confidence. Cast 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 38 Performance check for lingering composition: 1d20 + 31 ⇒ (13) + 31 = 44 success, focus point spent, linger for three rounds.
Cuth then eyes Red and calls down some misfortune onto them. Cast ill omen, DC 37 Will.
Verbal component to Cast a Spell, verbal and somatic components to Cast a Spell.

Ðakaþos |

"And thus you fall." Dak, settled into position and sure of his stance gives a series of powerful swings:
ATK 1: 1d20 + 34 ⇒ (1) + 34 = 35 MISS
Exacting Strike: 1d20 + 29 ⇒ (10) + 29 = 39 for DMG if hit: 4d12 + 13 ⇒ (3, 3, 10, 5) + 13 = 34 and Fire and Ice: 1d6 + 1d6 ⇒ (2) + (1) = 3
Power ATTACK: 1d20 + 24 ⇒ (15) + 24 = 39 for DMG if hit: 7d12 + 13 ⇒ (4, 9, 1, 11, 1, 12, 9) + 13 = 60 and Fire and Ice: 1d6 + 1d6 ⇒ (5) + (2) = 7 +5 to hit if the exacting strike missed.

Kelvin Craghorn |

Action 1: Strike
Action 2: Strike
Action 3: Strike (or Stride if Red drops)
Reaction: Opportune Backstab
Happy to release his anger, Kelvin stabs and claws repeatedly at the foe in front of him.
Strike vs Red (Flat-Footed): 1d20 + 32 ⇒ (14) + 32 = 46
Damage (P + Son/Elec/Force): 3d6 + 13 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (2, 1, 3) + 13 + (6, 5, 3, 4) + (3) + (2) + (5) = 47 plus Weakness 5 to Slashing & Piercing
Strike vs Red (Flat-Footed): 1d20 + 28 ⇒ (11) + 28 = 39
Damage (S + Son/Elec/Force): 3d4 + 13 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (2, 3, 4) + 13 + (2, 5, 5, 1) + (5) + (3) + (1) = 44 plus Weakness 5 to Slashing & Piercing
Strike vs Red (Flat-Footed): 1d20 + 24 ⇒ (14) + 24 = 38
Damage (S + Son/Elec/Force): 3d4 + 13 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (2, 4, 2) + 13 + (5, 1, 4, 6) + (1) + (6) + (3) = 47 plus Weakness 5 to Slashing & Piercing
Damage (P + Son/Elec/Force): 3d6 + 13 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (4, 5, 2) + 13 + (3, 2, 3, 4) + (5) + (4) + (5) = 50 plus Weakness 5 to Slashing & Piercing

![]() |

Dakapos exact strike misses as his more powerful follow-up does some serious damage to the giant's leg. This gives Kelvin a chance to stab his spear into the giant's foot causing it to hop in pain.
Cabaguil helps a bit as he sends magical missiles to bruise the foe while Kelvin continues to hamper the giant as his spear hits two more times. Cuthbweryn continues his Dirge, bringing a bit of ill portents upon the giant.
Will DC 37: 1d20 + 30 ⇒ (19) + 30 = 49
retraining his aim Raspar sends his starknife right at the giant's chest. it twists in the air grinding deep into its gut. Weakness Good 20 and immune to fire for 141 damage.
The giants continue to call down a storm around them, scorching everything withing 15' of their reach.
Red Dragonstorm Blade vs Cuthberwyn AC 39 | Kelvin AC 38 | Dakapos AC 45: 1d20 + 35 - 2 ⇒ (11) + 35 - 2 = 44
Damage (Cuthberwyn and kelvin): 3d12 + 20 ⇒ (8, 10, 7) + 20 = 45
Acid Damage: 1d8 ⇒ 3
Cold Damage: 1d8 ⇒ 5
Elec Damage: 1d8 ⇒ 5
Fire Damage: 1d8 ⇒ 4
Poison Damage: 1d8 ⇒ 6
GreenDragonstorm Blade vs Raspar AC 44: 1d20 + 35 - 2 ⇒ (17) + 35 - 2 = 50
Damage (Raspar): 3d12 + 20 ⇒ (8, 7, 10) + 20 = 45
Acid Damage: 1d8 ⇒ 6
Cold Damage: 1d8 ⇒ 1
Elec Damage: 1d8 ⇒ 3
Fire Damage: 1d8 ⇒ 7
Poison Damage: 1d8 ⇒ 7
Yellow Dragonstorm Blade vs Raspar AC 44 | Cabaguil AC 33: 1d20 + 35 - 2 ⇒ (8) + 35 - 2 = 41
Damage (Cabaguil): 3d12 + 20 ⇒ (1, 9, 11) + 20 = 41
Acid Damage: 1d8 ⇒ 1
Cold Damage: 1d8 ⇒ 4
Elec Damage: 1d8 ⇒ 4
Fire Damage: 1d8 ⇒ 7
Poison Damage: 1d8 ⇒ 2
★★★
Storming Giants! Round 3/4
──────────
BOLD: GO!:
──────────
➤ Kelvin (161/280 HP) │ Resist Fire 7 | Haste |
➤ Cuthberwyn (178/242 HP) │ Resist Fire 15 | Haste
➤ Raspar (134/258 HP) │ Resist Piercing 4; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
Dragonstorm Giant (Red) (-347 HP) │ Weakness 5 Piercing/Slashing | Dirge | 2d8 Persistent Negative
Dragonstorm Giant (Green) (-141 HP)
Dragonstorm Giant (Yellow) (-10 HP) │ Slowed 1 | Dirge
➤ Dakapos (276/276 HP) │ Resist Slashing 3 | Haste
➤ Cabaguil (118/170 HP) │ Resist Fire 10 |

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 strikes at green, after taking another solid hit.
Melee or Ranged Strike:
1d20 + 32 ⇒ (5) + 32 = 37 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (3, 1, 4) + 11 + (5) + (3) + (4) = 31 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 32 - 4 ⇒ (17) + 32 - 4 = 45 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (3, 4, 3) + 11 + (5) + (5) + (3) = 34 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 32 - 8 ⇒ (16) + 32 - 8 = 40 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (3, 4, 4) + 11 + (4) + (5) + (5) = 36 damage (holy, disrupting, flaming)
Note 20 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 ⇒ (4, 1, 3) + 11 + (1) + (3) + (3) = 26 damage (holy, disrupting, flaming)
Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (3, 3) + 1 = 7 persistent bleeding
AC: 44 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 30/29/28 + 2 vs. spells/reaction
HP: 258/258
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+31[/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: Free ReRoll (1/1), +5’ movement (35’)
Battle Medicine: None
Guidance: None
Bounce Back (0/1, no wounded condition from dying)
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)(0/1, •>, cure 4d6+15)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Winged: (1/1hr, •>>, fly 5m)
Cape: (+2 deception)(1/1, •>>, dimension door 120’)
Boots: (+5’ movement)(0/1, •>, quickened 1m)
Demilich Eye (1/1, •>>, fiery body (9) 1m)
Staff of Healing, Major: (9/9) (+4hp heal spells; stabilize, heal(1,2,3,4,5,6,7), regenerate (7), restoration(2,4,6), restore senses(2,6), remove disease(3,5,7), breath of life(5))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +25 (T), Spell DC’s 35 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (0/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (1/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +29 (M), Spell DC’s 39 (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: (4/4) Flaming Sphere*, Charm§* (2), Create Food, Dispel Magic§, Heal§ (2), See Invisibility
Third Level: (4/4) 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: (1/4) 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: (1/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regenerate, 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: (2/4) 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 takes the hit, and realizes he’s too close. So he drops back (•>) and casts Inspire Courage (•>, +1 attack, damage, and saves vs fear (status)) to give his allies the edge.
As he has nothing left to do, he’ll try and identify these giants.
(•>, Arcana/Nature/Occult/Religion/Society +24)

Ðakaþos |

Unharmed and unfazed, Dak takes a calming breath before setting to work with a similar pattern:
ATK: 1d20 + 34 ⇒ (4) + 34 = 38 MISS
Exacting Strike: 1d20 + 29 ⇒ (5) + 29 = 34 MISS
Power Attack: 1d20 + 29 ⇒ (14) + 29 = 43 for DMG if hit: 7d12 + 13 ⇒ (8, 10, 1, 6, 1, 7, 9) + 13 = 55 and Fire and Ice: 1d6 + 1d6 ⇒ (1) + (6) = 7

Kelvin Craghorn |

Action 1: Strike
Action 2: Strike
Action 3: Strike
Haste: Strike
Reaction: Opportune Backstab
His movement hastened, Kelvin opts for a flurry of stabbing strikes with spear and claw. "DIE! DIE! DIE! DIE!"
Strike vs Red (Flat-footed): 1d20 + 32 ⇒ (17) + 32 = 49
Damage (P + Son/Elec/Force): 3d6 + 13 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (1, 5, 1) + 13 + (4, 2, 1, 2) + (1) + (5) + (4) = 39 plus Weakness 5 to Piercing and Slashing
Strike vs Red (Flat-footed): 1d20 + 28 ⇒ (8) + 28 = 36
Damage (S + Son/Elec/Force): 3d6 + 13 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (1, 1, 4) + 13 + (5, 3, 2, 1) + (5) + (2) + (3) = 40 plus Weakness 5 to Piercing and Slashing
Strike vs Red (Flat-footed): 1d20 + 24 ⇒ (18) + 24 = 42
Damage (S + Son/Elec/Force): 3d6 + 13 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (6, 3, 2) + 13 + (3, 6, 4, 4) + (2) + (1) + (1) = 45 plus Weakness 5 to Piercing and Slashing
Strike vs Red (Flat-footed): 1d20 + 24 ⇒ (19) + 24 = 43
Damage (S + Son/Elec/Force): 3d6 + 13 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (6, 6, 1) + 13 + (6, 3, 5, 3) + (2) + (6) + (1) = 52 plus Weakness 5 to Piercing and Slashing
Damage (P + Son/Elec/Force): 3d6 + 13 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (3, 2, 2) + 13 + (3, 4, 2, 5) + (5) + (3) + (4) = 46 plus Weakness 5 to Piercing and Slashing

![]() |

Cabaguil's Society (T): 1d20 + 24 ⇒ (17) + 24 = 41
Dakapos finishes one of the giants as he hacks the leg off. The giant quickly begins to bleed out. Cabaguil gets out of reach and tries to pin point some weaknesses on these strange fire giants. Since they came from the dragonstorm itself they are immune to fire and very resistant to acid, electricity, cold, and poison. Though they are very weak against good.
Kelvin- your target is dead so please retcon your actions.
Raspar continues to drive his starknife home into the giant's chest as it grinds through the armor.
★★★
Storming Giants! Round 3/4
Party Conditions: Inspire Courage
Battlemap
──────────
BOLD: GO!:
──────────
➤ Kelvin (161/280 HP) │ Resist Fire 7 | Haste |
➤ Cuthberwyn (178/242 HP) │ Resist Fire 15 | Haste
Raspar (134/258 HP) │ Resist Piercing 4; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
Dragonstorm Giant (Green) (-243 HP)
Dragonstorm Giant (Yellow) (-10 HP) │ Slowed 1 | Dirge
Dakapos (276/276 HP) │ Resist Slashing 3 | Haste
Cabaguil (118/170 HP) │ Resist Fire 10 |

Cuthberwyn Fizzkomingus |

Cuthberwyn moves up and targets Yellow. There were two peanuts walking down the road, and one was assaulted...peanut. Get it? Cast hideous laughter, DC 37 Will.
Stride, verbal & somatic components to Cast a Spell. Lingering 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) for two more rounds.

Kelvin Craghorn |

GM - Kelvin instead uses two Stride actions to reach Yellow, followed by a single action for Instant Opening. And then the first of my awesome strikes. End of turn.

![]() |
1 person marked this as a favorite. |

Kelvin rushes in, creatng an opening as he give the giant a small wound. Cuthberwyn does what he can against the slower giant as he tells jokes he once heard from an poppet bear named Fozzie during his show Fozzie Bear-lie Fridays.
Will DC 37: 1d20 + 30 ⇒ (3) + 30 = 33
Te fire giant begins to laugh as he repeats the joke and adds one of his own. "Dreamed abount drowning in a Sea of Orange Soda...." The giant tries to contain a laugh. "Took you awhile but realized it was just a Fanta Sea." He bends over laughing.
The pair begin to set up a defensive wall as they strike out at Kelvin.
Green vs Kelvin AC 38: 1d20 + 35 - 1 ⇒ (2) + 35 - 1 = 36
Yellow vs Kelvin AC 38: 1d20 + 35 - 1 ⇒ (16) + 35 - 1 = 50
Damage: 3d12 + 20 ⇒ (11, 10, 12) + 20 = 53
Elec: 1d6 ⇒ 5
Kelvin is nearly dented into the ground as the flat edge of the blade smashes into him.
★★★
Storming Giants! Round 4/5
Party Conditions: Inspire Courage
Battlemap
──────────
BOLD: GO!:
──────────
➤ Kelvin (45/280 HP) │ Resist Fire 7 | Haste |
➤ Cuthberwyn (178/242 HP) │ Resist Fire 15 | Haste
➤ Raspar (134/258 HP) │ Resist Piercing 4; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
Dragonstorm Giant (Green) (-243 HP)
Dragonstorm Giant (Yellow) (-49 HP) │ Slowed 1 | Dirge
➤ Dakapos (276/276 HP) │ Resist Slashing 3 | Haste
➤ Cabaguil (118/170 HP) │ Resist Fire 10 |

Raspar Soulsage |

Round 5
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 strikes at green, after moving closer.
Melee or Ranged Strike:
1d20 + 32 ⇒ (11) + 32 = 43 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (2, 4, 2) + 11 + (5) + (3) + (1) = 28 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 32 - 4 ⇒ (8) + 32 - 4 = 36 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (1, 2, 1) + 11 + (5) + (5) + (2) = 27 damage (holy, disrupting, flaming)
Note 20 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 ⇒ (7) + 30 = 37 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (3, 3, 1) + 11 + (3) + (3) + (5) = 29 damage (holy, disrupting, flaming)
Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (2, 4) + 1 = 7 persistent bleeding
AC: 44 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 30/29/28 + 2 vs. spells/reaction
HP: 258/258
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+31[/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: Free ReRoll (1/1), +5’ movement (35’)
Battle Medicine: None
Guidance: None
Bounce Back (0/1, no wounded condition from dying)
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)(0/1, •>, cure 4d6+15)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Winged: (1/1hr, •>>, fly 5m)
Cape: (+2 deception)(1/1, •>>, dimension door 120’)
Boots: (+5’ movement)(0/1, •>, quickened 1m)
Demilich Eye (1/1, •>>, fiery body (9) 1m)
Staff of Healing, Major: (9/9) (+4hp heal spells; stabilize, heal(1,2,3,4,5,6,7), regenerate (7), restoration(2,4,6), restore senses(2,6), remove disease(3,5,7), breath of life(5))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +25 (T), Spell DC’s 35 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (0/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (1/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +29 (M), Spell DC’s 39 (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: (4/4) Flaming Sphere*, Charm§* (2), Create Food, Dispel Magic§, Heal§ (2), See Invisibility
Third Level: (4/4) Charm§* (3), Crisis of Faith§, Dispel Magic§ (3), Enthrall*, Heal§ (3), Mending (3), Searing Light§
Fourth Level: (2/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
Fifth Level: (1/4) 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: (1/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regenerate, 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: (2/4) 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 casts Inspire Courage (•>, +1 attack, damage, and saves vs fear (status)) to give his allies the edge. Then he’ll fire another try at Enervation (•>>, Fort DC 39).
He’ll hit both giants.

Cuthberwyn Fizzkomingus |

Cuthberwyn sustains his spell and draws out his spiked chain will provoke from Green to deliver a blow.
+2 greater striking flaming adamantine spiked chain: 1d20 + 28 ⇒ (20) + 28 = 48
slashing: 3d8 + 3 ⇒ (7, 1, 8) + 3 = 19 likely immune to fire, knocked Prone on crit
Sustain, Interact to Draw, Step, Strike (haste).

Kelvin Craghorn |

Action 1: Step
Action 2: Strike
Action 3: Strike
Haste: Strike
Reaction: Opportune Backstab
Kelvin shakes his head, his bell having been rung by the giant. He then growls, steps in close, and continues his assault with spear and claw.
Strike vs Green (Flat-footed): 1d20 + 32 ⇒ (1) + 32 = 33
Damage (P + Son/Elec/Force): 3d6 + 13 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (2, 6, 5) + 13 + (6, 4, 5, 5) + (2) + (5) + (5) = 58 plus Weakness 5 to Piercing and Slashing
Strike vs Green (Flat-footed): 1d20 + 28 ⇒ (3) + 28 = 31
Damage (S + Son/Elec/Force): 3d4 + 13 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (2, 2, 1) + 13 + (2, 6, 6, 2) + (6) + (2) + (3) = 45 plus Weakness 5 to Piercing and Slashing
Strike vs Green (Flat-footed): 1d20 + 24 ⇒ (2) + 24 = 26
Damage (S + Son/Elec/Force): 3d4 + 13 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (3, 1, 1) + 13 + (5, 3, 4, 5) + (3) + (2) + (2) = 42 plus Weakness 5 to Piercing and Slashing
Damage (P + Son/Elec/Force): 3d6 + 13 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (2, 2, 1) + 13 + (4, 3, 4, 3) + (5) + (6) + (3) = 46 plus Weakness 5 to Piercing and Slashing

Ðakaþos |

Dak takes a single large step to flank with Kelvin before opening with a quick barrage of attacks:
ATK 1: 1d20 + 34 + 1 ⇒ (9) + 34 + 1 = 44 for DMG if hit: 4d12 + 13 ⇒ (9, 7, 8, 3) + 13 = 40 and Fire and Ice: 1d6 + 1d6 ⇒ (2) + (5) = 7
Power Attack: 1d20 + 29 + 1 ⇒ (7) + 29 + 1 = 37 for DMG if hit: 7d12 + 13 ⇒ (5, 11, 4, 2, 2, 8, 1) + 13 = 46 and Fire and Ice: 1d6 + 1d6 ⇒ (1) + (1) = 2

![]() |

Dakapos and Kelvin set up a flank and strike as a single unit. Both landing a single strike. Opportune Strike hits
Green Fort DC 39: 1d20 + 33 - 1 ⇒ (13) + 33 - 1 = 45
Yellow Fort DC 39: 1d20 + 33 - 1 ⇒ (11) + 33 - 1 = 43
Cabaguil begins to sap the life force from the pair as their flames dull in and out a bit. Cuthberwyn sweeps the giant to the ground as his chain severs through muscle where Raspar's holy starknife slices through the giant's brain killing it.
The slower giant focuses its strikes at the nimbler elf.
Yellow vs Dakapos AC 45: 1d20 + 35 - 1 ⇒ (15) + 35 - 1 = 49
Damage: 3d12 + 20 ⇒ (4, 11, 2) + 20 = 37
Elec: 1d6 ⇒ 4
Yellow vs Dakapos AC 45: 1d20 + 35 - 1 - 5 ⇒ (4) + 35 - 1 - 5 = 33
★★★
Storming Giants! Round 5/6
Party Conditions: Inspire Courage
Battlemap
──────────
BOLD: GO!:
──────────
➤ Kelvin (45/280 HP) │ Resist Fire 7 | Haste |
➤ Cuthberwyn (178/242 HP) │ Resist Fire 15 | Haste
➤ Raspar (134/258 HP) │ Resist Piercing 4; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
Dragonstorm Giant (Yellow) (-49 HP) │ Slowed 1 | Dirge | 2d8 persistent Neg
➤ Dakapos (239/276 HP) │ Resist Slashing 3 | Haste
➤ Cabaguil (118/170 HP) │ Resist Fire 10 |

Raspar Soulsage |

Round 6
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 strikes at yellow, not having to move to execute 3 beautiful holy attacks.
Melee or Ranged Strike:
1d20 + 32 + 1 ⇒ (17) + 32 + 1 = 50 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (1, 1, 4) + 11 + (1) + (4) + (4) + 1 = 27 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 32 - 4 + 1 ⇒ (12) + 32 - 4 + 1 = 41 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (3, 3, 2) + 11 + (2) + (3) + (5) + 1 = 30 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 32 - 8 + 1 ⇒ (9) + 32 - 8 + 1 = 34 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (4, 1, 2) + 11 + (6) + (5) + (2) + 1 = 32 damage (holy, disrupting, flaming)
Note 20 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 ⇒ (20) + 30 = 50 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (2, 2, 4) + 11 + (2) + (2) + (6) = 29 damage (holy, disrupting, flaming)
Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (6, 2) + 1 = 9 persistent bleeding
AC: 44 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 30/29/28 + 2 vs. spells/reaction
HP: 258/258
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+31[/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]

Kelvin Craghorn |

Action 1: Stride
Action 2: Strike
Action 3: Strike
Haste: Strike
Reaction: Opportune Backstab
"HEY! HIT ME YOU CHICKEN!" Kelvin roars, heedless of the fact that he's sporting some serious wounds. He moves to place himself opposite Dak and releases a veritable temper tantrum of attacks.
Strike vs Yellow (Flat-footed): 1d20 + 32 + 1 ⇒ (13) + 32 + 1 = 46
Damage (P + Son/Elec/Force): 3d6 + 13 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (3, 5, 3) + 13 + (2, 1, 1, 5) + (1) + (3) + (5) = 42 plus Weakness 5 to Piercing and Slashing
Strike vs Yellow (Flat-footed): 1d20 + 28 + 1 ⇒ (8) + 28 + 1 = 37
Damage (P + Son/Elec/Force): 3d4 + 13 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (1, 3, 1) + 13 + (1, 4, 1, 3) + (1) + (1) + (1) = 30 plus Weakness 5 to Piercing and Slashing
Strike vs Yellow (Flat-footed): 1d20 + 24 + 1 ⇒ (10) + 24 + 1 = 35
Damage (P + Son/Elec/Force): 3d4 + 13 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (3, 2, 3) + 13 + (6, 6, 2, 4) + (2) + (4) + (1) = 46 plus Weakness 5 to Piercing and Slashing
Damage (P + Son/Elec/Force): 3d6 + 13 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (5, 4, 3) + 13 + (3, 1, 5, 1) + (3) + (4) + (2) = 44 plus Weakness 5 to Piercing and Slashing

Cabaguil Hobnil |

Equipped: Staff of healing
Conditions: Free ReRoll (1/1), +5’ movement (35’)
Battle Medicine: None
Guidance: None
Bounce Back (0/1, no wounded condition from dying)
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)(0/1, •>, cure 4d6+15)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Winged: (1/1hr, •>>, fly 5m)
Cape: (+2 deception)(1/1, •>>, dimension door 120’)
Boots: (+5’ movement)(0/1, •>, quickened 1m)
Demilich Eye (1/1, •>>, fiery body (9) 1m)
Staff of Healing, Major: (9/9) (+4hp heal spells; stabilize, heal(1,2,3,4,5,6,7), regenerate (7), restoration(2,4,6), restore senses(2,6), remove disease(3,5,7), breath of life(5))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +25 (T), Spell DC’s 35 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (0/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (1/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +29 (M), Spell DC’s 39 (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: (4/4) Flaming Sphere*, Charm§* (2), Create Food, Dispel Magic§, Heal§ (2), See Invisibility
Third Level: (4/4) Charm§* (3), Crisis of Faith§, Dispel Magic§ (3), Enthrall*, Heal§ (3), Mending (3), Searing Light§
Fourth Level: (2/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
Fifth Level: (1/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
Sixth Level: (1/4) 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: (1/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regenerate, 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: (2/4) 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 will Reach (•>) and fling his healing farther than he has before. Seeing Kelvin is so wounded, he’ll freshen him up a bit.
Heal (6): 6d8 + 48 ⇒ (3, 6, 2, 6, 3, 2) + 48 = 70

Cuthberwyn Fizzkomingus |

Cuthberwyn sustains his spell again, cracking another joke — Dragons can't keep a secret, you know — they always talon everyone! — and moves forward on Yellow.
+2 greater striking flaming adamantine spiked chain: 1d20 + 28 ⇒ (15) + 28 = 43
slashing: 3d8 + 3 ⇒ (8, 7, 2) + 3 = 20 likely immune to fire, knocked Prone on crit
+2 greater striking flaming adamantine spiked chain: 1d20 + 28 - 5 ⇒ (1) + 28 - 5 = 24
slashing: 3d8 + 3 ⇒ (2, 2, 8) + 3 = 15 never mind, LOL
Sustain, Stride, Strike, Strike (haste).

Cabaguil Hobnil |

PCing Ðakaþos
Dak stands in flank while firing a quick barrage of attacks:
One: 1d20 + 34 + 1 ⇒ (5) + 34 + 1 = 40 damage: 4d12 + 13 ⇒ (1, 11, 9, 6) + 13 = 40 Fire and Ice: 1d6 + 1d6 ⇒ (5) + (3) = 8
Power Attack: 1d20 + 29 + 1 ⇒ (7) + 29 + 1 = 37 damage: 7d12 + 13 ⇒ (2, 4, 1, 8, 11, 2, 11) + 13 = 52 Fire and Ice: 1d6 + 1d6 ⇒ (2) + (3) = 5
Pair of misses I expect...

![]() |

1 hit with flank for Dakapos.
Dakapos gets a small wound into the giant's shin as Cabaguil flings some healing magic as far out as he can go. Kelvin, Cuthberwyn, and Raspar each geta single decent strike in each as the giant begins to bleed more and more.
Yellow vs Dakapos AC 45: 1d20 + 35 - 1 ⇒ (17) + 35 - 1 = 51
Damage: 3d12 + 20 ⇒ (1, 1, 8) + 20 = 30
Yellow vs Dakapos AC 45: 1d20 + 35 - 1 - 5 ⇒ (17) + 35 - 1 - 5 = 46
Damage: 3d12 + 20 ⇒ (4, 7, 9) + 20 = 40
Dakapos gets his bell rung a bit as the giant's blade swats him through the air before smashing him back down into the loose soil.
★★★
Storming Giants! Round 6/7
Party Conditions: Inspire Courage
Battlemap
──────────
BOLD: GO!:
──────────
➤ Kelvin (115/280 HP) │ Resist Fire 7 | Haste |
➤ Cuthberwyn (178/242 HP) │ Resist Fire 15 | Haste
➤ Raspar (134/258 HP) │ Resist Piercing 4; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
Dragonstorm Giant (Yellow) (-245 HP) │ Slowed 1 | Dirge | 2d8 persistent Neg | Weakness 5 Piercing and Slashing
➤ Dakapos (169/276 HP) │ Resist Slashing 3 | Haste
➤ Cabaguil (118/170 HP) │ Resist Fire 10 |

Cabaguil Hobnil |

Equipped: Staff of healing
Conditions: Free ReRoll (1/1), +5’ movement (35’)
Battle Medicine: None
Guidance: None
Bounce Back (0/1, no wounded condition from dying)
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)(0/1, •>, cure 4d6+15)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Winged: (1/1hr, •>>, fly 5m)
Cape: (+2 deception)(1/1, •>>, dimension door 120’)
Boots: (+5’ movement)(0/1, •>, quickened 1m)
Demilich Eye (1/1, •>>, fiery body (9) 1m)
Staff of Healing, Major: (9/9) (+4hp heal spells; stabilize, heal(1,2,3,4,5,6,7), regenerate (7), restoration(2,4,6), restore senses(2,6), remove disease(3,5,7), breath of life(5))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +25 (T), Spell DC’s 35 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (0/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (1/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +29 (M), Spell DC’s 39 (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: (4/4) Flaming Sphere*, Charm§* (2), Create Food, Dispel Magic§, Heal§ (2), See Invisibility
Third Level: (4/4) Charm§* (3), Crisis of Faith§, Dispel Magic§ (3), Enthrall*, Heal§ (3), Mending (3), Searing Light§
Fourth Level: (2/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
Fifth Level: (1/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
Sixth Level: (1/4) 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: (1/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regenerate, 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: (2/4) 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 casts Inspire Courage (•>, +1 attack, damage, and saves vs fear (status)) to give his allies the edge. He'll also move a bit closer (•>).
Seeing the battle is coming to a close, he rests the rest of the round and watches the last of the battle unfold.

Raspar Soulsage |

Round 7
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 strikes at yellow, not having to move to execute 3 beautiful holy attacks.
Melee or Ranged Strike:
1d20 + 32 + 1 ⇒ (20) + 32 + 1 = 53 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (4, 3, 4) + 11 + (5) + (5) + (5) + 1 = 38 damage (holy, disrupting, flaming)
Critical damage: 6d4 + 22 + 1d6 + 1d6 ⇒ (2, 1, 3, 1, 3, 1) + 22 + (3) + (2) = 38 + 2d6 + 1 ⇒ (3, 6) + 1 = 10 persistent bleeding
Melee or Ranged Strike:
1d20 + 32 - 4 + 1 ⇒ (4) + 32 - 4 + 1 = 33 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (2, 1, 3) + 11 + (6) + (5) + (6) + 1 = 35 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 32 - 8 + 1 ⇒ (15) + 32 - 8 + 1 = 40 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (4, 4, 1) + 11 + (2) + (6) + (5) + 1 = 34 damage (holy, disrupting, flaming)
Note 20 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 ⇒ (12) + 30 = 42 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (3, 3, 3) + 11 + (4) + (1) + (6) = 31 damage (holy, disrupting, flaming)
Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (2, 4) + 1 = 7 persistent bleeding
AC: 44 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 30/29/28 + 2 vs. spells/reaction
HP: 258/258
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+31[/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 |

As Cuthberwyn's tale of woe fades, he picks it up again, this time incorporating the remaining giant's fallen comrades. Cast 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).
At the same time, he keeps his spell in effect — You know why they have walls around cemeteries? Because others are just dying to get in! — and hurries forward in a blur to engage the remaining giant.
+2 greater striking flaming adamantine spiked chain: 1d20 + 28 ⇒ (13) + 28 = 41
slashing: 3d8 + 3 ⇒ (3, 2, 1) + 3 = 9 likely immune to fire, knocked Prone on crit
Verbal component to Cast A Spell, Sustain ◈, Stride (haste), Strike.

Kelvin Craghorn |

Action 1: Strike
Action 2: Strike
Action 3: Strike
Haste: Strike
Reaction: Opportune Backstab
Kelvin keeps the pressure on, delivering a flurry of attacks with Ogogoro's Pride and the Cinderclaw gauntlet.
Strike vs Red (Flat-footed): 1d20 + 32 + 1 ⇒ (13) + 32 + 1 = 46
Damage (P + Sonic/Elec/Force): 3d6 + 13 + 1 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (5, 2, 1) + 13 + 1 + (2, 3, 3, 3) + (1) + (3) + (5) = 42 plus Weakness 5 to Slashing and Piercing
Strike vs Red (Flat-footed): 1d20 + 28 + 1 ⇒ (4) + 28 + 1 = 33
Damage (P + Sonic/Elec/Force): 3d4 + 13 + 1 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (2, 4, 4) + 13 + 1 + (2, 5, 2, 4) + (5) + (3) + (6) = 51 plus Weakness 5 to Slashing and Piercing
Strike vs Red (Flat-footed): 1d20 + 24 + 1 ⇒ (16) + 24 + 1 = 41
Damage (P + Sonic/Elec/Force): 3d4 + 13 + 1 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (4, 1, 1) + 13 + 1 + (3, 2, 6, 6) + (6) + (3) + (2) = 48 plus Weakness 5 to Slashing and Piercing
Strike vs Red (Flat-footed): 1d20 + 24 + 1 ⇒ (14) + 24 + 1 = 39
Damage (P + Sonic/Elec/Force): 3d4 + 13 + 1 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (1, 3, 2) + 13 + 1 + (2, 3, 4, 6) + (6) + (1) + (1) = 43 plus Weakness 5 to Slashing and Piercing
Damage (P + Sonic/Elec/Force): 3d6 + 13 + 1 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (6, 1, 5) + 13 + 1 + (3, 5, 1, 1) + (4) + (6) + (3) = 49 plus Weakness 5 to Slashing and Piercing

![]() |

The remaining giant falls to the attacks as he loses too much blood.
+1 Victory Points for defeating the giants
Total Victory Points = 12
Though you have little time to rest as Dahak's fury grows stronger with each of his obstacles you defeat. It grows to near full intensity as acid and lightning crackle over and over again.
Many of Breachill’s citizens attempt to flee during the attacks on the town, and the manifestation of Dahak revels in their fear. It knows that in their panicked state, the citizens of Breachill are easy targets and sets its forces to intercept the citizens as they flee.
A pillar of flames comes from the storm above as it unleashes its most powerful minion yet. It forms a Balor demon at the front of the gates to slaughter those fleeing in mass.

Kelvin Craghorn |

"Nine bloody Hells! So much running!" Kelvin complains as he runs to keep up with Raspar. "Would be a lot better if everything came to us so it could die!"

![]() |

Cabaguil, Detect Magic: 1d20 + 22 ⇒ (4) + 22 = 26
Raspar, Avoid Notice: 1d20 + 33 ⇒ (15) + 33 = 48
Ðakaþos, Scout: 1d20 + 26 ⇒ (19) + 26 = 45
Kelvin, Avoid Notice: 1d20 + 30 ⇒ (2) + 30 = 32
Cuthberwyn, Search: 1d20 + 28 ⇒ (7) + 28 = 35
Balor: 1d20 + 36 ⇒ (14) + 36 = 50
Cabaguil's Religion (T): 1d20 + 24 ⇒ (3) + 24 = 27
Raspar's Religion (T): 1d20 + 22 ⇒ (2) + 22 = 24
Ðakaþos's Religion (U): 1d20 + 18 ⇒ (11) + 18 = 29
Kelvin's Religion (T): 1d20 + 21 ⇒ (12) + 21 = 33
Cuthberwyn's Religion (T): 1d20 + 24 ⇒ (2) + 24 = 26
None of you immediately recognize the demon as you rush towards the gates to help. It taunts you as a 20' aura of fire scroches and licks the grass, causing a blackened ring around the demon where it walks. It cracks a fiery whip and wields a deadlier looking longsword. It readies an attack for when someone draws near.
★★★
Gate Guard! Round 1
──────────
BOLD: GO!:
──────────
Balor (-0 HP)
➤ Raspar (258/258 HP) │ Resist Piercing 4; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
➤ Dakapos (276/276 HP) │ Resist Slashing 3 |
➤ Cuthberwyn (242/242 HP) │ Resist Fire 15 |
➤ Kelvin (280/280 HP) │ Resist Fire 7 | |
➤ Cabaguil (170/170 HP) │ Resist Fire 10 |

Raspar Soulsage |

”I really have to admire how much time and energy the town has put into maintaining such a thick and huge wall around the town,” Raspar notes as he triple moves into danger after spending a long time healing up.
You said there is a gate at this point in the wall? Is it open or closed?

Kelvin Craghorn |

Action 1: Stride
Action 2: Stride
Action 3: Recall Knowledge
Kelvin moves forward, spear spinning in his hands. Each step he takes hints at an anger held in check, and he studies this new foe.

Cabaguil Hobnil |

Equipped: Staff of healing
Conditions: Free ReRoll (1/1), +5’ movement (35’)
Battle Medicine: None
Guidance: None
Bounce Back (0/1, no wounded condition from dying)
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)(0/1, •>, cure 4d6+15)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Winged: (1/1hr, •>>, fly 5m)
Cape: (+2 deception)(1/1, •>>, dimension door 120’)
Boots: (+5’ movement)(0/1, •>, quickened 1m)
Demilich Eye (1/1, •>>, fiery body (9) 1m)
Staff of Healing, Major: (9/9) (+4hp heal spells; stabilize, heal(1,2,3,4,5,6,7), regenerate (7), restoration(2,4,6), restore senses(2,6), remove disease(3,5,7), breath of life(5))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +25 (T), Spell DC’s 35 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (0/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (1/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +29 (M), Spell DC’s 39 (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: (4/4) Flaming Sphere*, Charm§* (2), Create Food, Dispel Magic§, Heal§ (2), See Invisibility
Third Level: (4/4) Charm§* (3), Crisis of Faith§, Dispel Magic§ (3), Enthrall*, Heal§ (3), Mending (3), Searing Light§
Fourth Level: (2/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
Fifth Level: (1/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
Sixth Level: (1/4) 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: (1/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regenerate, 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: (1/4) 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 also moves forward a fair bit (•>>) and tries to reinforce Kelvin’s knowledge.
(•>, Arcana/Nature/Occult/Religion/Society +24)

![]() |

Gate is open from people fleeing.
RK: 1d20 + 24 ⇒ (16) + 24 = 40
Raspar's little legs struggle and burn but he manages to keep up with the rest. Kelvin still can't remember anything about the demon but Cabaguil knows this to be a Balor Demon. As it is surrounded in flames it is likely immune to fire and weak against cold effects.
When folk whisper frightened tales of the demonic, what most envision is the balor—a towering figure of fire and flesh, a horned nightmare armed with a flaming whip and a sword flying through the night in search of its latest victim. On the Abyss, balors serve demon lords as generals or captains, and they typically command vast legions of demons. Standing at 14 feet in height, only the cruelest mortal souls—those who devoted entire lives to sins too numerous to count—can fuel the formation of a balor. More often, a balor forms from a mass of dozens of mortal souls who shared debased ideologies in life.
★★★
Gate Guard! Round 1
──────────
BOLD: GO!:
──────────
Balor (-0 HP)
Raspar (258/258 HP) │ Resist Piercing 4; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
➤ Dakapos (276/276 HP) │ Resist Slashing 3 |
➤ Cuthberwyn (242/242 HP) │ Resist Fire 15 |
Kelvin (280/280 HP) │ Resist Fire 7 | |
Cabaguil (170/170 HP) │ Resist Fire 10 |

Botting for... |
Action 1: Stride
Action 2: Time Jump
Action 3: Strike
Speed Rune: Strike
Dakapos breaks out into a sprint, the elven fighter/mage eager to do battle with this most famous type of demon. His speed, already approaching legend with this group, surprises even the rest of the group as he speaks a word and is suddenly on the opposite side of the Balor!
With a clear voice he shouts an ancient elven war cry and strikes with his magical bastard sword two-handed.
Strike vs Balor: 1d20 + 34 ⇒ (5) + 34 = 39
Damage (S + d6 Cold): 4d12 + 13 + 1d6 ⇒ (7, 1, 8, 1) + 13 + (6) = 36
Strike vs Balor: 1d20 + 29 ⇒ (8) + 29 = 37
Damage (S + d6 Cold): 4d12 + 13 + 1d6 ⇒ (12, 12, 12, 8) + 13 + (3) = 60

Botting for... |
Action 1: Stride
Action 2: Stride
Action 3: Dirge of Doom
Cuthberwyn sees Dak, then doesn't, and then has to squint a bit when he sees him again. He shakes his head before hustling to catch up. He begins telling a tale of how the group, literally just minutes ago, annihilated a bunch of Dahak's giant minions.
Lingering Composition (Performance) vs DC 38: 1d20 + 32 ⇒ (17) + 32 = 49
Dirge lasts for 4 rounds, though the Balor isn't yet within 30ft.

![]() |

Dakapos leaps through time to get as close as possible to the demon. Though the Balor was ready for him and repositions his attacks with its whip. Dakapos feels the intense heat all around the demon and knows staying this close is going to hurt.
Any creature that starts its turn within 20' of the Balor will take 3d6+10 fire damage.
Cuthberwyn begins a Dirge to try and even the odds out a bit.
Cold iron silver flame whip vs Dakapos AC 45: 1d20 + 40 - 1 ⇒ (9) + 40 - 1 = 48
Damage (Fire): 4d6 + 17 - 1 ⇒ (1, 1, 6, 6) + 17 - 1 = 30 + Improved Grab Dragonscale Amulet negates 5.
Damage (Evil): 1d6 ⇒ 1
The flaming whip wraps tight around Dakapos as it tosses him 15' away.
Whip reposition can move the grabbed target anywhere within its reach.
With Dakapos well out of reach the demon's wings spread out to an impressive 20+ feet as it leaps through the air at the rest of the group. Its Vorpal blade gleams as it strikes for Kelvin's neck.
Vorpal cold iron silver longsword vs Kelvin AC 39: 1d20 + 40 - 5 ⇒ (10) + 40 - 5 = 45
Damage (Slashing): 4d8 + 17 ⇒ (4, 5, 6, 1) + 17 = 33 Raspar's champion ability will block 20 damage for 13 total.
Damage (Evil): 1d6 ⇒ 5 Raspar's Aura will block all of this.
★★★
Gate Guard! Round 2
──────────
BOLD: GO!:
──────────
Balor (-0 HP) │ Dirge of Doom
➤ Raspar (258/258 HP) │ Resist Piercing 4; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
➤ Dakapos (250/276 HP) │ Resist Slashing 3 |
➤ Cuthberwyn (242/242 HP) │ Resist Fire 15 |
➤ Kelvin (267/280 HP) │ Resist Fire 7 | |
➤ Cabaguil (170/170 HP) │ Resist Fire 10 |

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 lashes out with his holy starknife, doing some holy damn damage.
Melee or Ranged Strike:
1d20 + 32 ⇒ (11) + 32 = 43 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (1, 1, 1) + 11 + (2) + (1) + (2) = 19 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 32 - 4 ⇒ (6) + 32 - 4 = 34 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (4, 3, 3) + 11 + (4) + (5) + (2) = 32 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 32 - 8 ⇒ (11) + 32 - 8 = 35 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (4, 3, 3) + 11 + (5) + (6) + (6) = 38 damage (holy, disrupting, flaming)
Note 20 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 ⇒ (2, 3, 2) + 11 + (6) + (2) + (4) = 30 damage (holy, disrupting, flaming)
Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (1, 6) + 1 = 8 persistent bleeding
AC: 44 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 30/29/28 + 2 vs. spells/reaction
HP: 258/258
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+31[/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]

Botting for... |
Action 1: Time Jump
Action 2-3: Power Attack
Speed Rune: Strike
Dak rushes back in, once more employing magic to get within the balor's range without drawing its ire.
He then pulls back his sword arm, putting every ounce of power into the swing.
Power Attack vs Balor: 1d20 + 34 ⇒ (11) + 34 = 45
Damage (S + d6 Cold): 7d12 + 13 + 1d6 ⇒ (3, 11, 12, 9, 2, 1, 10) + 13 + (4) = 65
And for good measure he swings once more.
Power Attack vs Balor: 1d20 + 24 ⇒ (7) + 24 = 31
Damage (S + d6 Cold): 4d12 + 13 + 1d6 ⇒ (2, 6, 8, 9) + 13 + (4) = 42

Kelvin Craghorn |

Action 1: Step
Action 2: Strike
Action 3: Strike
Reaction: Opportune Backstab
Fire Damage: 3d6 + 10 ⇒ (5, 1, 1) + 10 = 17 Reist Fire 9 reduces this to 8 damage
Kelvin grins through the flames. "You've no idea how long I've dreamed of killing something like you," he says, putting spear and clawed gauntlet to use.
Strike vs Balor (Flat-footed): 1d20 + 32 ⇒ (14) + 32 = 46
Damage (P + Son/Elec/Force): 3d6 + 11 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (1, 1, 3) + 11 + (4, 1, 3, 1) + (2) + (2) + (1) = 30 plus Weakness 5 to Slashing + Piercing
Strike vs Balor (Flat-footed): 1d20 + 32 ⇒ (16) + 32 = 48
Damage (S + Son/Elec/Force): 3d4 + 11 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (3, 2, 3) + 11 + (6, 4, 6, 6) + (2) + (4) + (4) = 51 plus Weakness 5 to Slashing + Piercing
Damage (P + Son/Elec/Force): 3d6 + 11 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (1, 6, 5) + 11 + (3, 4, 2, 3) + (4) + (3) + (6) = 48 plus Weakness 5 to Slashing + Piercing

Cabaguil Hobnil |

Equipped: Staff of healing
Conditions: Free ReRoll (1/1), +5’ movement (35’)
Battle Medicine: None
Guidance: None
Bounce Back (0/1, no wounded condition from dying)
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)(0/1, •>, cure 4d6+15)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Winged: (1/1hr, •>>, fly 5m)
Cape: (+2 deception)(1/1, •>>, dimension door 120’)
Boots: (+5’ movement)(0/1, •>, quickened 1m)
Demilich Eye (1/1, •>>, fiery body (9) 1m)
Staff of Healing, Major: (9/9) (+4hp heal spells; stabilize, heal(1,2,3,4,5,6,7), regenerate (7), restoration(2,4,6), restore senses(2,6), remove disease(3,5,7), breath of life(5))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +25 (T), Spell DC’s 35 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (0/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (1/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +29 (M), Spell DC’s 39 (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: (4/4) Flaming Sphere*, Charm§* (2), Create Food, Dispel Magic§, Heal§ (2), See Invisibility
Third Level: (4/4) Charm§* (3), Crisis of Faith§, Dispel Magic§ (3), Enthrall*, Heal§ (3), Mending (3), Searing Light§
Fourth Level: (2/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
Fifth Level: (1/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
Sixth Level: (1/4) 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: (1/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regenerate, 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: (1/4) 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 Inspires Courage (•>, +1 attack, damage, and saves vs fear (status)) for his allies, giving them a sharper edge.
He then ponders. Such tight quarters limits his options, but he still has a trick or two. Hoping the unholy demon has some spells, he’ll try a Crisis of Faith (8) (•>>, Will DC 39 damage: 16d6 + 8 ⇒ (3, 2, 1, 5, 6, 4, 3, 6, 2, 3, 3, 6, 5, 5, 2, 5) + 8 = 69 or divine casters: 16d8 + 8 ⇒ (2, 4, 7, 7, 7, 5, 3, 2, 1, 7, 2, 1, 7, 4, 7, 7) + 8 = 81)

![]() |

Raspar Aura Fire Damage: 3d6 + 10 ⇒ (5, 1, 4) + 10 = 20
Raspar gets a little burned as he stays so close to the demon. His starknife floats through the air and misses. he Balor sees this and takes advantage of the opportunity as his deadly sharp blade reaches out.
AoO vs Raspar AC 44: 1d20 + 40 ⇒ (12) + 40 = 52
Damage (Slashing): 4d8 + 17 ⇒ (2, 8, 3, 2) + 17 = 32
Damage (Evil): 1d6 ⇒ 1 Raspar's aura will negate this
Dakapos leaps through the air behind the demon and brings his powerful attack down into the demon's wing. Weakness Cold and Cold Iron (20)
Dakapos realizes that the demon's blood begins to melt his blade.
Dakapos Weapon Damage: 3d6 + 10 ⇒ (1, 3, 3) + 10 = 17
Kelvin hops in the other side and begins cutting real low getting in another couple of injuries, his spear also begins to smolder.
Kelvin Weapon Damage: 3d6 + 10 ⇒ (6, 1, 5) + 10 = 22
Cabaguil offers a bit of faith in this time of crisis.
Will DC 39: 1d20 + 35 - 1 ⇒ (12) + 35 - 1 = 46
This causes the demon to stumble momentarily as it tries to regain its footing.
★★★
Gate Guard! Round 2
Party Conditions: Inspire Courage
Battlemap
──────────
BOLD: GO!:
──────────
Balor (-211 HP) │ Dirge of Doom | Weakness Piercing/Slashing 5
Raspar (221/258 HP) │ Resist Piercing 4; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
Dakapos (250/276 HP) │ Resist Slashing 3 |
➤ Cuthberwyn (242/242 HP) │ Resist Fire 15 |
Kelvin (259/280 HP) │ Resist Fire 9 | |
Cabaguil (170/170 HP) │ Resist Fire 10 |

![]() |

Cuthberweyn Aura Fire Damage: 3d6 + 10 ⇒ (6, 2, 3) + 10 = 21
Getting slightly burned Cuthberwyn sends a massive sheet of magical missiles into the Balor, trying to take it down quickly.
Magic Missile: 15d4 + 15 ⇒ (2, 2, 2, 3, 2, 3, 1, 2, 4, 1, 2, 3, 2, 1, 3) + 15 = 48
The demon folds a wing over to try and protect itself but it is no use.
Cold iron silver flame whip vs Dakapos AC 45: 1d20 + 40 - 1 ⇒ (12) + 40 - 1 = 51
Damage (Fire): 4d6 + 17 ⇒ (3, 6, 5, 6) + 17 = 37 + Improved Grab Dragonscale Amulet negates 5.
Damage (Evil): 1d6 ⇒ 2 Raspars aura negates this.
The demon continues to toss Dakapos to the side with its flaming whip as it tries to decapitate Kelvin.
Vorpal cold iron silver longsword vs Kelvin AC 39: 1d20 + 40 - 5 - 1 ⇒ (19) + 40 - 5 - 1 = 53
Damage (Slashing): 4d8 + 17 ⇒ (4, 7, 5, 1) + 17 = 34 Crit for 68. Raspar's champion ability will block 20 damage for 48 total.
Damage (Evil): 1d6 ⇒ 4 Crit for 8. Raspar's Aura will negate 5.
Vorpal cold iron silver longsword vs Kelvin AC 39: 1d20 + 40 - 10 - 1 ⇒ (4) + 40 - 10 - 1 = 33
★★★
Gate Guard! Round 3
Party Conditions: Inspire Courage
Battlemap
──────────
BOLD: GO!:
──────────
Balor (-259 HP) │ Dirge of Doom | Weakness Piercing/Slashing 5
➤ Raspar (221/258 HP) │ Resist Piercing 4; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
➤ Dakapos (219/276 HP) │ Resist Slashing 3 |
➤ Cuthberwyn (236/242 HP) │ Resist Fire 15 |
➤ Kelvin (208/280 HP) │ Resist Fire 9 | |
➤ Cabaguil (170/170 HP) │ Resist Fire 10 |

Raspar Soulsage |

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 continues to belabor the Balor, belatedly.
Melee or Ranged Strike:
1d20 + 32 ⇒ (2) + 32 = 34 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (4, 3, 3) + 11 + (5) + (5) + (3) = 34 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 32 - 4 ⇒ (9) + 32 - 4 = 37 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (4, 2, 2) + 11 + (3) + (5) + (2) = 29 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 32 - 8 ⇒ (1) + 32 - 8 = 25 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (3, 1, 2) + 11 + (3) + (2) + (3) = 25 damage (holy, disrupting, flaming)
Note 20 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 ⇒ (19) + 30 = 49 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (2, 2, 4) + 11 + (1) + (3) + (1) = 24 damage (holy, disrupting, flaming)
Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (3, 3) + 1 = 7 persistent bleeding
AC: 44 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 30/29/28 + 2 vs. spells/reaction
HP: 258/258
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+31[/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: Free ReRoll (1/1), +5’ movement (35’)
Battle Medicine: None
Guidance: None
Bounce Back (0/1, no wounded condition from dying)
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)(0/1, •>, cure 4d6+15)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Winged: (1/1hr, •>>, fly 5m)
Cape: (+2 deception)(1/1, •>>, dimension door 120’)
Boots: (+5’ movement)(0/1, •>, quickened 1m)
Demilich Eye (1/1, •>>, fiery body (9) 1m)
Staff of Healing, Major: (9/9) (+4hp heal spells; stabilize, heal(1,2,3,4,5,6,7), regenerate (7), restoration(2,4,6), restore senses(2,6), remove disease(3,5,7), breath of life(5))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +25 (T), Spell DC’s 35 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (0/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (1/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +29 (M), Spell DC’s 39 (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: (4/4) Flaming Sphere*, Charm§* (2), Create Food, Dispel Magic§, Heal§ (2), See Invisibility
Third Level: (4/4) Charm§* (3), Crisis of Faith§, Dispel Magic§ (3), Enthrall*, Heal§ (3), Mending (3), Searing Light§
Fourth Level: (2/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
Fifth Level: (1/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
Sixth Level: (1/4) 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: (1/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regenerate, Searing Light§ (7), Sunburst§
Eighth Level: (0/4) 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: (1/4) 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
- - -
It worked so well, he does it again!
Cabaguil Inspires Courage (•>, +1 attack, damage, and saves vs fear (status)) for his allies, giving them a sharper edge.
Hoping the unholy demon has some spells, he’ll try a Crisis of Faith (8) (•>>, Will DC 39 damage: 16d6 + 8 ⇒ (4, 3, 5, 6, 2, 6, 4, 3, 5, 1, 4, 5, 3, 2, 6, 1) + 8 = 68 or divine casters: 16d8 + 8 ⇒ (2, 3, 8, 5, 6, 6, 2, 2, 6, 7, 7, 3, 5, 6, 4, 7) + 8 = 87)