
Kelvin Craghorn |

Just realized that I have also used my boots once today (it's been a day!) and so Kelvin could not have used them to fly. Ah well.
Action 1: Rage
Action 2-3: Returning Throw
Impotent fury fills Kelvin. "COME DOWN YOU COWARD!"
He hurls his spear, despite the distance. The weapon arcs to strike and return to him.
Strike vs Dahak: 1d20 + 31 - 4 ⇒ (15) + 31 - 4 = 42
Damage (P + Sonic/Elec/Force): 3d6 + 13 + 1d6 + 1d6 + 1d6 ⇒ (1, 4, 2) + 13 + (5) + (1) + (6) = 32

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Kelvin hurls his spear but Dahak manages to twist in the sky avoiding it completely. Dahak spreads his wings out wide to come to a slow descent. As he does so he spits flames high into the air causing a frightening scene as the flames rain down around him, covering him in fire.
Frightenening Aura - Everyone needs to make a DC DC 42 Will Save (Results are in the link)
Dragon Heat Aura- Anyone that begins their turn within 10' of the dragon needs to make a DC 42 Basic Reflex or take 6d6 fire damage.
Dahak dives into Dakapos as his claws and wings frenzy inot the flying elf.
Claw Frenzy vs Dakapos AC 45: 1d20 + 42 ⇒ (12) + 42 = 54
Damage: 4d8 + 22 ⇒ (4, 8, 4, 4) + 22 = 42 Resist 3
Claw Frenzy vs Dakapos AC 45: 1d20 + 42 - 4 ⇒ (1) + 42 - 4 = 39
Wing Frenzy vs Dakapos AC 45: 1d20 + 42 - 8 ⇒ (17) + 42 - 8 = 51
Damage: 3d8 + 17 ⇒ (1, 1, 1) + 17 = 20 Resist 3
Jaws vs Dakapos AC 45: 1d20 + 42 - 10 ⇒ (2) + 42 - 10 = 34
Reminder you can use some of your Victory Points each round to take an action away from Dahak.
★★★
Dahak's Wrath Round 3
──────────
BOLD: GO!:
──────────
Manifestation of Dahak (-66 HP) │ Dragon Heat Aura
➤ Raspar (161/258 HP) │ Resist Piercing 4; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
➤ Cuthberwyn (172/242 HP) │ Resist Fire 15 |
➤ Kelvin (280/280 HP) │ Resist Fire 9 | |
➤ Dakapos (118/276 HP) │ Resist Slashing 3 |
➤ Cabaguil (157/170 HP) │ Resist Fire 10 | Fly 15'
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Cabaguil Hobnil |

Equipped: Staff of healing
Conditions: Free ReRoll (1/1), +5’ movement (35’), Wounded 1, Flying (1/5m)
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: (0/1hr, •>>, 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: (0/4) 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: (0/4) 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: (0/4) 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
- - -
Will: 1d20 + 29 ⇒ (20) + 29 = 49 vs DC 42
Cabaguil is unafraid. He has faced death before. This may be the last time, and perhaps death shall truly win this time. But he'll do what he can for the side of good.
Wanting to help, he’ll reach (•>) out and cast a Heal 7 (•>>) on Ðakaþos.
Heal: 7d8 + 56 ⇒ (4, 4, 1, 5, 1, 6, 5) + 56 = 82

Raspar Soulsage |

1d20 + 28 ⇒ (2) + 28 = 30 Will
1d20 + 28 ⇒ (12) + 28 = 40 Will - halfling luck
Round 3
Action 1: Lay on Hands.
Action 2: Stride.
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 moves out of breath formation and goes fishing for a crit.
Melee or Ranged Strike:
1d20 + 32 - 2 - 4 ⇒ (16) + 32 - 2 - 4 = 42 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (2, 3, 2) + 11 + (1) + (1) + (3) = 23 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 ⇒ (3) + 30 = 33 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (2, 3, 2) + 11 + (2) + (2) + (3) = 25 damage (holy, disrupting, flaming)
Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (6, 4) + 1 = 11 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 |

Cuthberwyn moves over and gives Kelvin a gift similar to that which he gave Dak. Send 'em back to Hell! he says.
Stride, Cast a Spell ◈◈.

Ðakaþos |

Fright: 1d20 + 23 ⇒ (12) + 23 = 35 Fail. Bravery means Frightened 1.
Fright: 1d20 + 23 ⇒ (8) + 23 = 31
REF: 1d20 + 29 - 1 ⇒ (9) + 29 - 1 = 37 Fire: 6d6 - 5 ⇒ (3, 6, 5, 4, 6, 2) - 5 = 21
Wounded, and not likely to survive much longer, Dak gives it his all
POWER ATK: 1d20 + 34 - 1 ⇒ (20) + 34 - 1 = 53 for DBL: 7d12 + 13 ⇒ (4, 4, 12, 1, 2, 6, 11) + 13 = 53 and Double Fire and Ice: 1d6 + 1d6 ⇒ (3) + (1) = 4 Flat-footed until next turn, 1d10 Persistent Fire, Slowed 1 (FORT DC 24 negates)
ATK: 1d20 + 24 ⇒ (19) + 24 = 43 for DMG: 4d12 + 13 ⇒ (1, 5, 8, 6) + 13 = 33 and Double Fire and Ice: 1d6 + 1d6 ⇒ (4) + (5) = 9
Cast Shield

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Cuthberwyn Will DC 42: 1d20 + 32 ⇒ (16) + 32 = 48 Crit Success
Raspar continues to heal his wounds, though the starknife misses as the dragon is just too far away. It easily seems the blade and avoids it by a wide margin.
Cuthberwyn works on getting the frontliners flying once more as Kelvin begins to float. Dakapos cntinues to burn as his blade drives down to the hilt inot the dragons scales. Resist Cold 24, Immune to Fire
Fort DC 24: 1d20 + 36 ⇒ (20) + 36 = 56
Wanting to help Cabaguil sends a massive heal towards Dakapos to try and keep in in the face of the dragon for more than a few seconds.
★★★
Dahak's Wrath Round 3
──────────
BOLD: GO!:
──────────
Manifestation of Dahak (-280 HP) │ Dragon Heat Aura
Raspar (215/258 HP) │ Resist Piercing 4; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) | Frightened 1
Cuthberwyn (172/242 HP) │ Resist Fire 15 |
➤ Kelvin (280/280 HP) │ Resist Fire 9 | |
Dakapos (179/276 HP) │ Resist Slashing 3 |
Cabaguil (157/170 HP) │ Resist Fire 10 | Fly 15'
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Kelvin Craghorn |

Action 1: Fly
Action 2: Fly
Action 3: Fly
Kelvin springs into the air, rushing to get the elevation needed to get into the action.
Kelvin is now 35ft up in the air
I propose that we use Victory points to take away one of his actions next round

Cuthberwyn Fizzkomingus |

I propose that we use Victory points to take away one of his actions next round
Motion seconded.

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They determine your overall victory, how many people died in these attacks, how destroyed the town got. You will get these points back as long as you win.
Kelvin rises into the air. Seeing you in trouble the population begins to make a racket drawing Dahak's attention away from you moentarily. "I will set this entire world ablaze!"
-3 Victory Points = 12 Total.
Claw Frenzy vs Dakapos AC 46: 1d20 + 42 ⇒ (7) + 42 = 49
Damage: 4d8 + 22 ⇒ (7, 4, 6, 3) + 22 = 42 Resist 3
Claw Frenzy vs Dakapos AC 46: 1d20 + 42 - 4 ⇒ (7) + 42 - 4 = 45
Wing Frenzy vs Dakapos AC 46: 1d20 + 42 - 8 ⇒ (15) + 42 - 8 = 49
Damage: 3d8 + 17 ⇒ (8, 4, 8) + 17 = 37 Resist 3
Dakapos takes another beating as the dragon rapidly descends to the ground, nearly crushing Raspar below. Since Dahak didn't have the third action to fly to stay airborne he fell 40' to the ground taking 20 damage.
★★★
Dahak's Wrath Round 3
──────────
BOLD: GO!:
──────────
Manifestation of Dahak (-300 HP) │ Dragon Heat Aura
➤ Raspar (215/258 HP) │ Resist Piercing 4; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) | Frightened 1
➤ Cuthberwyn (172/242 HP) │ Resist Fire 15 |
➤ Kelvin (280/280 HP) │ Resist Fire 9 | |
➤ Dakapos (106/276 HP) │ Resist Slashing 3 |
➤ Cabaguil (157/170 HP) │ Resist Fire 10 | Fly 15'
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Raspar Soulsage |

1d20 + 29 ⇒ (11) + 29 = 40 Reflex (Resist 15 fire)
6d6 ⇒ (4, 1, 5, 3, 6, 2) = 21 fire
Round 4
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 moves to be a flank with someone and tries again for a nice crit.
Melee or Ranged Strike:
1d20 + 32 ⇒ (9) + 32 = 41 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (4, 3, 1) + 11 + (5) + (4) + (2) = 30 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 32 - 4 ⇒ (13) + 32 - 4 = 41 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (3, 1, 2) + 11 + (4) + (2) + (6) = 29 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 ⇒ (1) + 30 = 31 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (3, 2, 4) + 11 + (4) + (2) + (1) = 27 damage (holy, disrupting, flaming)
Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (6, 5) + 1 = 12 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 |

"I will set this entire world ablaze!"
You can try, Cuthberwyn says, not at all confident the dragon cannot, in fact, do exactly that. Nevertheless, they must do everything they can to bring it down, so Cuth extends his reach as far as he can and empowers his companions and himself with magic to make them all act faster. Cast haste (H+4) with reach to 60', which should reach everyone. If GM allows, this might give Raspar an extra Strike action.
Cast a Spell ◈◈ using Reach Spell ◈.

Cabaguil Hobnil |

Equipped: Staff of healing
Conditions: Free ReRoll (1/1), +5’ movement (35’), Wounded 1, Flying (1/5m)
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: (0/1hr, •>>, 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: (2/9) (+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: (0/4) 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: (0/4) 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: (0/4) 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 summons the power of his staff to heal Ðakaþos further! He casts another Heal 7 (•>>). Then he lands, and moves away a little using haste for an extra stride (•>>).
Heal: 7d8 + 56 ⇒ (4, 5, 4, 2, 1, 5, 7) + 56 = 84

Kelvin Craghorn |

Action 1: Fly
Action 2: Strike
Action 3: Strike
Reaction: Opportune Backstab
Kelvin swoops down toward Dahak, spear flashing out as the angry dwarf looks to end the creature of his nightmares.
Strike vs Dahak (Flat-Footed): 1d20 + 32 ⇒ (5) + 32 = 37
Damage (P + Son/Elec/Force): 3d6 + 13 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (2, 6, 3) + 13 + (6, 1, 1, 4) + (4) + (2) + (1) = 43 plus Weakness 5 to Piercing and Slashing
He follows the attack with his prized spear with a surprise clawing using the Cinderclaw Gauntlet, a weapon taken from a dead charau-ka that worshipped Dahak.
Strike vs Dahak (Flat-Footed): 1d20 + 28 ⇒ (14) + 28 = 42
Damage (P + Son/Elec/Force): 3d4 + 12 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (3, 2, 3) + 12 + (3, 1, 6, 5) + (1) + (6) + (6) = 48 plus Weakness 5 to Piercing and Slashing
And, of course, the dwarf looks for an opening to stab the dragon in the back, like the monster has to so many others.
Damage (P + Son/Elec/Force): 3d6 + 13 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (2, 4, 5) + 13 + (1, 1, 1, 2) + (4) + (2) + (4) = 39 plus Weakness 5 to Piercing and Slashing

Ðakaþos |

Dak, not expecting the opening, makes a quick swipe as Dahak falls:
AoO: 1d20 + 34 ⇒ (8) + 34 = 42 for DMG: 4d12 + 13 ⇒ (2, 4, 10, 2) + 13 = 31
He then dives forward with a sudden charge:
Sudden charge: 1d20 + 34 ⇒ (7) + 34 = 41 for DMG: 4d12 + 13 ⇒ (9, 6, 5, 3) + 13 = 36
He then pulls back for something more precise:
Exacting Strike: 1d20 + 29 ⇒ (14) + 29 = 43 for DMG: 4d12 + 13 ⇒ (12, 12, 4, 10) + 13 = 51
Speed Blade: 1d20 + 24 ⇒ (14) + 24 = 38 for DMG: 4d12 + 13 ⇒ (8, 2, 3, 12) + 13 = 38

![]() |

Raspar burns a little as his starknife slides across the harder scales. Cuthberwyn reaches out and makes everyone just a little bit faster while Kelvin swoops down towards Dahak, only to find himself swooping into an open maw.
AoO vs Kelvin AC 39: 1d20 + 42 ⇒ (6) + 42 = 48
Damage: 4d10 + 22 ⇒ (5, 9, 10, 10) + 22 = 56
Damage (Fire): 3d6 ⇒ (1, 5, 6) = 12
Kelvin is chewed up a bit and spit out to the side just as Dakapos rushes back in missing each of his own attacks in the process. Cabaguil continues to heal Dakapos as Dahak stands back up and begins to slowly rise back into the air as he loops around the castle for another strafing run of flames to coat the area.
1 action wasted due to VP usage. 1 action to stand and 1 action to Fly with speed of 240' AoO from Dakapos and Raspar if they wish.
★★★
Dahak's Wrath Round 4
Party Conditions: Haste
Battlemap
──────────
BOLD: GO!:
──────────
Manifestation of Dahak (-300 HP) │ Dragon Heat Aura
➤ Raspar (209/258 HP) │ Resist Piercing 4; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
➤ Cuthberwyn (172/242 HP) │ Resist Fire 15 |
➤ Kelvin (221/280 HP) │ Resist Fire 9 | |
➤ Dakapos (190/276 HP) │ Resist Slashing 3 |
➤ Cabaguil (157/170 HP) │ Resist Fire 10 | Fly 15'
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Raspar Soulsage |

Bummed that he’s no longer able to enjoy the nice sauna effect, Raspar lashes out at the fleeing dragonthing.
Melee or Ranged Strike:
1d20 + 32 ⇒ (8) + 32 = 40 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (3, 2, 3) + 11 + (1) + (5) + (4) = 29 damage (holy, disrupting, flaming)

Cabaguil Hobnil |

Equipped: Staff of healing
Conditions: Free ReRoll (1/1), +5’ movement (35’), Wounded 1, Flying (1/5m), Haste
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: (0/1hr, •>>, 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: (2/9) (+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: (0/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
Sixth Level: (0/4) 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: (0/4) 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: (0/4) 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 does the best he can, reaching out (•>) to cast a Heal 6 (•>>) upon Ðakaþos.
Heal: 6d8 + 48 + 4 ⇒ (7, 1, 4, 6, 1, 5) + 48 + 4 = 76 (staff)
Then he’ll use his hasted movement to get closer to the dragon (•>) (assuming the others are moving up as well. If not, Cabaguil stays put).

Kelvin Craghorn |

Action 1: Fly
Action 2: Fly
Action 3: Fly
Unperturbed by the wound, Kelvin gives chase. He's no match for the dragon's speed but instinctively know that staying bunched up with the others is a bad idea.

Ðakaþos |

New round, so that retreat draws, yes?
Chasing the coward, Dak takes another quick swipe:
AoO: 1d20 + 34 ⇒ (13) + 34 = 47 for DMG: 4d12 + 13 ⇒ (4, 7, 9, 10) + 13 = 43
The hypotenuse of that triangle is 116'. If climbing is half speed it's 230' to move there. Casting Time Jump gets me 160' closer.

Cuthberwyn Fizzkomingus |

Cuthberwyn watches the dragon fly off with a mixture of relief and regret. Well, there's nothing else for it then, he says with a sigh, giving chase along the ground.
Stride x3.

Raspar Soulsage |

Round 5
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 chooses not to chase, and instead fishes for a crit at whatever range. (About -10 with range increments.)
Melee or Ranged Strike:
1d20 + 32 ⇒ (18) + 32 = 50 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (2, 1, 4) + 11 + (2) + (4) + (6) = 30 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 ⇒ (2, 1, 2) + 11 + (4) + (1) + (1) = 22 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 32 - 8 ⇒ (15) + 32 - 8 = 39 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (4, 2, 4) + 11 + (4) + (3) + (4) = 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 ⇒ (18) + 30 = 48 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (3, 1, 1) + 11 + (5) + (3) + (4) = 28 damage (holy, disrupting, flaming)
Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (3, 5) + 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]

Cuthberwyn Fizzkomingus |

Reminder that everyone has haste so you get an extra Strike or Stride action. Including me, which I forgot.

Raspar Soulsage |

Raspar hastily tosses out another Hail Mary strike:
Melee or Ranged Strike:
1d20 + 32 ⇒ (8) + 32 = 40 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (3, 3, 1) + 11 + (5) + (6) + (3) = 32 damage (holy, disrupting, flaming)

Kelvin Craghorn |

Alas, Fly does not count as Stride. It is a separate action.

![]() |

I 100% did not figure out the hypotenuse of the triangle for this.
Raspar shudders from the sudden decrease in temperature. He tosses a couple hail mary's at Dahak and fails to find contact with any of them as the Dragon is simply too far away.
Cuthberwyn and Kelvin rush to keep up. Dakapos spins around as his blade misses the dragon fleeing but he flies after as his magic blips him closer and closer as Cabaguil heals the elf's wounds.
Dang, this one action gone is really forcing Dahak to the ground oer and over. Most of his abilities cost 2 actions. After this round you have 2 rounds left you can use that before you are out of points.
Dahak breathes flames in a wide arc as he circles and swirls destruction back to the ground.
60' range on breath. Should hit Dakapos and Kelvin DC 46 Basic Reflex
Breath Damage (Fire): 5d6 ⇒ (5, 3, 4, 2, 6) = 20
Breath Damage (Acid): 5d6 ⇒ (5, 5, 5, 2, 3) = 20
Breath Damage (Cold): 5d6 ⇒ (2, 4, 2, 1, 3) = 12
Breath Damage (Electricity): 5d6 ⇒ (1, 5, 5, 4, 2) = 17
Breath Damage (Poison): 5d6 ⇒ (3, 6, 2, 5, 4) = 20
Rounds: 1d4 ⇒ 3
The manifestation crashes to the ground beside Cuthberwyn as the flames of destruction from the breath attack deplete. 30 damage for smashing into the ground and prone.
★★★
Dahak's Wrath Round 5
Party Conditions: Haste
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Kelvin: DC 46 Reflex vs Breath
Dakapos: DC 46 Reflex vs Breath
──────────
BOLD: GO!:
──────────
Manifestation of Dahak (-330 HP) │ Dragon Heat Aura | Prone
➤ Raspar (209/258 HP) │ Resist Piercing 4; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
➤ Cuthberwyn (172/242 HP) │ Resist Fire 15 |
➤ Kelvin (221/280 HP) │ Resist Fire 9 | |
➤ Dakapos (266/276 HP) │ Resist Slashing 3 |
➤ Cabaguil (157/170 HP) │ Resist Fire 10 | Fly 15'
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Cabaguil Hobnil |

Equipped: Staff of healing
Conditions: Free ReRoll (1/1), +5’ movement (35’), Wounded 1, Flying (1/5m), Haste
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: (0/1hr, •>>, 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: (2/9) (+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: (0/1) 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: (0/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
Sixth Level: (0/4) 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: (0/4) 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: (0/4) 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 moves with his haste (•>) before firing Magic Missile (3) (•>>> for damage: 6d4 + 9 ⇒ (1, 3, 2, 1, 1, 4) + 9 = 21) at the dragon.

Cuthberwyn Fizzkomingus |

Cuthberwyn begins a tale to try and frighten the dragon, as ludicrous as it seems. 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: 1d20 + 31 ⇒ (12) + 31 = 43 success, lingers 3 rounds, focus point spent.
Cuth tries another spell. Surely one must work, yes? Cast slow, DC 37 Fort
In desperation, Cuth swallows hard and moves adjacent to the massive creature, hopeful he can take the coming assault...and someone else doesn't have to.
Cast a Spell ◈, Cast a Spell ◈◈, Stride (haste).

Kelvin Craghorn |

Reflex save vs DC 46: 1d20 + 31 ⇒ (3) + 31 = 34
Hell no. Hero Point
Reflex save vs DC 46: 1d20 + 31 ⇒ (19) + 31 = 50
No damage, success is crit success.
Action 1: Fly
Action 2: Fly
Action 3: Fly
Haste: Strike
Reaction: Opportune Backstab
Kelvin swoops down to get closer to Dahak, striking with Ogogoro's Pride as he gets within range.
Strike vs Dahak (Flat-footed): 1d20 + 32 ⇒ (15) + 32 = 47
Damage (P + Sonic/Elec/Force): 3d6 + 13 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (3, 4, 4) + 13 + (5, 3, 2, 3) + (1) + (1) + (2) = 41 plus Weakness 5 to Slashing and Piercing
Damage (P + Sonic/Elec/Force): 3d6 + 13 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (4, 2, 1) + 13 + (2, 2, 5, 5) + (1) + (6) + (1) = 42 plus Weakness 5 to Slashing and Piercing

Ðakaþos |

REF: 1d20 + 29 ⇒ (5) + 29 = 34 Sigh, another crit fail. With resistance that's 158 DMG.
Severely wounded again, Dak drops to the ground to focus on the attack:
ATK 1: 1d20 + 34 ⇒ (12) + 34 = 46
Certain Strike: 1d20 + 29 ⇒ (3) + 29 = 32
ATK 2: 1d20 + 29 ⇒ (12) + 29 = 41
ATK Quick: 1d20 + 24 ⇒ (14) + 24 = 38

![]() |

Raspar rushes the downed dragon while Cuthberwyn begins a dirge to hopefully slow Dahak further.
Fort DC 37: 1d20 + 36 - 1 ⇒ (19) + 36 - 1 = 54
Dahak seems unaffected at being slowed any further. Kelvin dives low to the ground avoiding the crackling energy but nor before jaws extend out to try and eat him whole.
AoO vs Kelvin AC 39: 1d20 + 42 ⇒ (16) + 42 = 58
Damage: 4d10 + 22 ⇒ (4, 5, 6, 10) + 22 = 47
Damage (Fire): 3d6 ⇒ (1, 3, 1) = 5 Resist 9 fire for Crit for 95
Just then Kelvin's spear drives into Dahak's neck. Prone and Dirge turn that into a hit.
Dakapos dives right through the center of the crackling energy. His body burns as he barely misses Dahak with his blade. What is your certain strike damage?
Cabaguil shatters several scales with his magical missiles as Daak rolls back to his feet. With a snarl, electricity rolls along his red scales.
Claw vs Dakapos AC 46: 1d20 + 42 - 1 ⇒ (18) + 42 - 1 = 59
Damage: 4d8 + 22 ⇒ (3, 7, 8, 2) + 22 = 42 Resist 3 so Crit for 81
★★★
Dahak's Wrath Round 5
Party Conditions: Haste
Battlemap
──────────
BOLD: GO!:
──────────
Manifestation of Dahak (-392 HP) │ Dragon Heat Aura | Prone | Weakness 5 (Piercing/Slashing)
➤ Raspar (209/258 HP) │ Resist Piercing 4; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
➤ Cuthberwyn (172/242 HP) │ Resist Fire 15 |
➤ Kelvin (126/280 HP) │ Resist Fire 9 | |
➤ Dakapos (27/276 HP) │ Resist Slashing 3 |
➤ Cabaguil (157/170 HP) │ Resist Fire 10 | Fly 15'
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Ðakaþos |

Sorry, certain strike is 13 slashing. Delaying to see if I get healed or if this is my last hurrah!

Kelvin Craghorn |

Reflex vs Dragon Heat Aura, DC 42: 1d20 + 31 ⇒ (6) + 31 = 37
Damage (Fire): 6d6 ⇒ (4, 2, 4, 2, 4, 1) = 17 No damage, thanks to Improved Evasion and Resist Fire 9
Action 1: Fly (Hover)
Action 2: Strike
Action 3: Strike
Haste: Strike
Reaction: Opportune Backstab
"DIE, DRAGON! DIE!"
The primal fury flows through Kelvin, Ogogoro's Pride and the Cinderclaw Gauntlet moving in flashes as the angry dwarf tries to tear into the Manifestation of Dahak.
Ogogoro's Pride vs Dahak (Flat-Footed): 1d20 + 32 ⇒ (10) + 32 = 42
Damage (P + Son/Elec/Force): 3d6 + 13 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (1, 6, 2) + 13 + (5, 6, 1, 5) + (5) + (5) + (1) = 50 plus Weakness 5 to Piercing and Slashing
Cinderclaw Gauntlet vs Dahak (Flat-Footed): 1d20 + 28 ⇒ (13) + 28 = 41
Damage (S + Son/Elec/Force): 3d6 + 13 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (2, 3, 6) + 13 + (4, 6, 1, 2) + (2) + (6) + (5) = 50 plus Weakness 5 to Piercing and Slashing
Cinderclaw Gauntlet vs Dahak (Flat-Footed): 1d20 + 24 ⇒ (3) + 24 = 27
Damage (S + Son/Elec/Force): 3d6 + 13 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (1, 2, 4) + 13 + (1, 4, 6, 3) + (2) + (3) + (2) = 41 plus Weakness 5 to Piercing and Slashing
Damage (P + Son/Elec/Force): 3d6 + 13 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (4, 1, 1) + 13 + (4, 6, 2, 6) + (6) + (1) + (3) = 47 plus Weakness 5 to Piercing and Slashing

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 chooses not to move closer, and instead fishes for a crit at whatever range.
Melee or Ranged Strike:
1d20 + 32 ⇒ (2) + 32 = 34 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (4, 2, 4) + 11 + (6) + (5) + (6) = 38 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 32 - 4 ⇒ (15) + 32 - 4 = 43 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (4, 3, 1) + 11 + (2) + (5) + (4) = 30 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, 2, 1) + 11 + (4) + (3) + (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 ⇒ (13) + 30 = 43 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (3, 4, 1) + 11 + (2) + (4) + (3) = 28 damage (holy, disrupting, flaming)
Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (1, 2) + 1 = 4 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’), Wounded 1, Flying (1/5m), Haste
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: (0/1hr, •>>, 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: (2/9) (+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: (0/1) 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: (1/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
Fifth Level: (0/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
Sixth Level: (0/4) 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: (0/4) 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: (0/4) 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’s your last hurrah for the most part. Casters don’t get as much in the way of spells, are built to require the higher level spells to be relevant, and it’s been a long day… :)
Cabaguil does what he can, moving up a bit (haste •>), before trying to aid the groups attacks by casting Inspire Courage (•>, +1 attack, damage, and saves vs fear (status)).
Then he does what he can for Ðakaþos with a Heal 4 (•>>)
Heal: 4d8 + 32 + 4 ⇒ (3, 5, 5, 5) + 32 + 4 = 54 (staff)

Cuthberwyn Fizzkomingus |

DC 42 basic Refl: 1d20 + 28 ⇒ (1) + 28 = 29 because of course
fire: 6d6 ⇒ (1, 6, 3, 1, 5, 2) = 18 doubled for 36, less 15 fire resistance for 21
Cuthberwyn will delay until just after Dak goes, then will cast maze on the Manifestation of Dahak.

![]() |

Raspar tosses his starknife from afar as it teleports back to him. misses. Kelvin's spear bounces off of the scales as he doesn't put nearly enough strength behind it. Dakapos gets healed a bit more to give the elf a few more centuries of life.
Have Cuthberwyn up as a reminder for the Maze after Dakapos goes.
★★★
Dahak's Wrath Round 5
Party Conditions: Haste
Battlemap
──────────
BOLD: GO!:
──────────
Manifestation of Dahak (-405 HP) │ Dragon Heat Aura | Prone | Weakness 5 (Piercing/Slashing)
Raspar (209/258 HP) │ Resist Piercing 4; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
Kelvin (126/280 HP) │ Resist Fire 9 | |
➤ Dakapos (81/276 HP) │ Resist Slashing 3 |
Cuthberwyn (151/242 HP) │ Resist Fire 15 |
➤ Cabaguil (157/170 HP) │ Resist Fire 10 | Fly 15'
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Ðakaþos |

REF v. Fire: 1d20 + 29 ⇒ (10) + 29 = 39 for Fire: 6d6 - 5 ⇒ (5, 1, 6, 6, 1, 3) - 5 = 17 HP: 64/276
Dak, prepared to meet Pharasma for judgement, stands his ground and works his blade, hoping that one swing becomes a dragonslayer:
ATK 1: 1d20 + 34 ⇒ (4) + 34 = 38 MISS
ATK 2: 1d20 + 29 ⇒ (14) + 29 = 43 MISS
ATK 3: 1d20 + 24 ⇒ (4) + 24 = 28 MISS
Quickened: 1d20 + 34 ⇒ (16) + 34 = 50 for DMG: 4d12 + 13 ⇒ (12, 9, 1, 4) + 13 = 39

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My reminder for the Maze and PaizoCon foiled me.
Dakapos willingly burns as he slices through Dahak's wing just as the Manifestation disappears into Cuthberwyn's maze.
Perception vs DC 39: 1d20 + 30 ⇒ (5) + 30 = 35
★★★
Dahak's Wrath Round 6
Party Conditions: Haste
Battlemap
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BOLD: GO!:
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Manifestation of Dahak (-449 HP) │ Maze | Dragon Heat Aura | Prone | Weakness 5 (Piercing/Slashing)
➤ Raspar (209/258 HP) │ Resist Piercing 4; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
➤ Kelvin (126/280 HP) │ Resist Fire 9 | |
➤ Dakapos (64/276 HP) │ Resist Slashing 3 |
➤ Cuthberwyn (151/242 HP) │ Resist Fire 15 |
➤ Cabaguil (157/170 HP) │ Resist Fire 10 | Fly 15'
──────────
CONDITIONS & EFFECTS REFERENCE
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Kelvin Craghorn |

Action 1: Fly
Action 2-3: Ready
Kelvin flies over to the ground, taking a position that he hopes will help to hem the dragon in. And he readies to strike out at Dahak the moment they appear.
Damage (P + Son/Elec/Force): 3d6 + 13 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (2, 1, 6) + 13 + (5, 3, 6, 1) + (4) + (4) + (2) = 47 plus Weakness 5 to Piercing and Slashing
Add +1 to both if Inspire Courage is up

Cabaguil Hobnil |

Equipped: Staff of healing
Conditions: Free ReRoll (1/1), +5’ movement (35’), Wounded 1, Flying (1/5m), Haste
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: (0/1hr, •>>, 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: (2/9) (+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: (0/1) 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: (0/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
Fifth Level: (0/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
Sixth Level: (0/4) 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: (0/4) 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: (0/4) 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 aids for the inevitable return with Inspire Courage (•>, +1 attack, damage, and saves vs fear (status)).
Then he does what he can for Ðakaþos with another Heal 4 (•>>)
Heal: 4d8 + 32 + 4 ⇒ (7, 7, 1, 4) + 32 + 4 = 55 (staff)

Ðakaþos |

"I'm still extremely wounded. If I die today, I die. I just want to bring that bastard with me."
With little healing available to him, he bides his time.... Flying to the top of the castle and awaiting...
Triple move

Cuthberwyn Fizzkomingus |

Cuthberwyn sustains his spell and glances over to Dak — I do have a bit more for you, if you'd like. But not that far away... as he prepares for the coming onslaught.
Sustain a Spell ◈, other two actions pending. If Dak comes within 30' he'll give him a 5th level soothe. If not, he'll draw out his adamantine spiked chain and Ready a Strike.

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Alright, PaizoCon has calmed down a bit.
Everyone begins to gather back up as Cabaguil and Cuthberwyn heal Dakapos a little more, preparing for a final strike.
Soothe: 5d10 + 20 ⇒ (2, 10, 6, 7, 4) + 20 = 49
Perception vs DC 39: 1d20 + 30 ⇒ (5) + 30 = 35
The Manifestation seems to be lost in the maze for a few more seconds at least.
★★★
Dahak's Wrath Round 7
Party Conditions: Haste
Battlemap
──────────
BOLD: GO!:
──────────
Manifestation of Dahak (-449 HP) │ Maze | Dragon Heat Aura | Prone | Weakness 5 (Piercing/Slashing)
➤ Raspar (209/258 HP) │ Resist Piercing 4; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
➤ Kelvin (126/280 HP) │ Resist Fire 9 | |
➤ Dakapos (168/276 HP) │ Resist Slashing 3 |
➤ Cuthberwyn (151/242 HP) │ Resist Fire 15 |
➤ Cabaguil (157/170 HP) │ Resist Fire 10 | Fly 15'
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Cabaguil Hobnil |

Equipped: Staff of healing
Conditions: Free ReRoll (1/1), +5’ movement (35’), Wounded 1, Flying (1/5m), Haste
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: (0/1hr, •>>, 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: (2/9) (+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: (0/1) 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: (3/4) Charm§* (3), Crisis of Faith§, Dispel Magic§ (3), Enthrall*, Heal§ (3), Mending (3), Searing Light§
Fourth Level: (0/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
Fifth Level: (0/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
Sixth Level: (0/4) 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: (0/4) 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: (0/4) 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 aids for the inevitable return with Inspire Courage (•>, +1 attack, damage, and saves vs fear (status)).
Then he does what he can for Kelvin with a little Heal 3 (•>>)
Heal: 3d8 + 24 + 4 ⇒ (2, 4, 8) + 24 + 4 = 42 (staff)