| Kelvin Craghorn |
Action 1: Stride
Action 2: Stride
Action 3: Strike
Reaction: Opportune Backstab
Kelvin, still invisible, rushes the Tzitzimitl. He has no idea what it is, but that's never really stopped him before.
Strike vs Tzitzimitl (Flat-footed): 1d20 + 35 ⇒ (4) + 35 = 39
Damage (P + Sonic/Elec/Force): 4d6 + 12 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (2, 1, 2, 3) + 12 + (5, 5, 2, 2) + (6) + (6) + (2) = 48 plus Weakness 5 to Slashing and Piercing
His spear misses the target, but he waits for an opening created by a Dakapos.
Damage (P + Sonic/Elec/Force): 4d6 + 12 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (4, 5, 3, 3) + 12 + (3, 3, 5, 4) + (1) + (3) + (1) = 47 plus Weakness 5 to Slashing and Piercing and Master Strike (DC 42 Fort save)
GM Tyranius
|
Raspar Crit Success Damage: 4d8 ⇒ (8, 6, 7, 1) = 22
Cabaguil's Religion (T): 1d20 + 26 ⇒ (9) + 26 = 35
Cuthberwyn begins to shake as he slowly withdraws from the situation. Raspar gets out of the darkness just before he gets the shakes as bad as Cuthberwyn. Cabaguil shifts his goggles up to study the opposition but finds he even has difficulty seeing through this darkness. He knows this creature to be undead, but not quite how powerful.
Dakapos leaps through time to get into position as his and Kelvin's blade strike fast and hard into the skeletal legs, though Kelvin's spear just barely scratches teh surface. Dakapos crit and Kelvin miss, opportune backstab hit.
Resistance to Cold 15 and Physical 15.
Fort DC 42 (Master Strike): 1d20 + 29 ⇒ (13) + 29 = 42
The Tzitzimitl quickly begins to heal from Dakapos cracking its leg bone. Fast Healing 15. The Tzitzimitl's chilling darkness continues to spread as the eclipse draws closer and closer to it.
4th Rank Darkness Spell. Creatures with Darkvision treat it as concealed. Greater Darkvision can see fine.
Everyone in the darkness spell needs to make a DC 41 Fort Save
Critical Success The creature takes 4d8 cold damage.
Success The creature takes 8d8 cold damage and is slowed 1 for 1 round.
Failure The creature takes 16d8 cold damage and is slowed 1 for 1 minute.
Critical Failure The creature takes 16d8 cold damage, is slowed 2 for 1 minute, and is doomed 1.
★★★
Huntergate! Round 2/3
──────────
BEFORE YOUR TURN:
──────────
Cuthberwyn: DC 41 Fort vs Eclipsed Darkness
Raspar: DC 41 Fort vs Eclipsed Darkness
Cabaguil: DC 41 Fort vs Eclipsed Darkness
──────────
BOLD: GO!:
──────────
➤ Kelvin (310/310 HP) │ Haste | Resist Bludgeoning 5 | Fire Resist 20 | Invisible (Attack cannot break)
Tzitzimitl (-104 HP) │ Weakness 5 Slashing / Piercing
➤ Cuthberwyn (183/255 HP) │ Resist Fire 20 | Slowed 1 (9/10)
➤ Raspar (248/270 HP) │ Resist Piercing 4; Resist Fire 20 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
➤ Cabaguil (160/228 HP) │ Resist Fire 20 | Slowed 1 (9/10)
➤ Dakapos (279/291 HP) │ Resist Slashing 3 | Resist Fire 20 |
| Ðakaþos |
If I crit then it needs to make two saves: FORT DC 34 or be Slowed 1 until the end of Dak's next turn, Flat-footed until the beginning of Dak's next turn, and FORT DC 41 or be Blind for 1 Round.
| Cuthberwyn Fizzkomingus |
DC 41 Fort: 1d20 + 33 ⇒ (10) + 33 = 43 success
cold: 8d8 ⇒ (5, 3, 8, 7, 6, 3, 3, 6) = 41 ouch
Cuthberwyn remains chilled to his bones as he tries to evacuate from the frigid darkness.
Stride x2. Slowed 1 9 rounds more.
| Kelvin Craghorn |
Action 1: Strike
Action 2: Strike
Action 3: Strike
Reaction: Opportune Backstab
Kelvin gleefully lashes out with his spear.
Strike vs Baddie (Flat-footed): 1d20 + 35 ⇒ (16) + 35 = 51
Damage (P + Sonic/Elec/Force): 8d6 + 12 + 1d6 + 1d6 + 1d6 ⇒ (2, 2, 3, 2, 4, 2, 2, 6) + 12 + (6) + (2) + (1) = 44 plus Weakness 5 to Slashing and Piercing
Going to use Powerful Sneak now, which turns the precision damage into regular physical damage
And follows it up with a pair of grasping claw strikes with the gauntlet
Strike vs Baddie (Flat-footed): 1d20 + 31 ⇒ (17) + 31 = 48
Damage (S + Sonic/Elec/Force): 4d4 + 12 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (2, 3, 2, 1) + 12 + (6, 6, 5, 5) + (3) + (1) + (5) = 51 plus Weakness 5 to Slashing and Piercing
Strike vs Baddie (Flat-footed): 1d20 + 27 ⇒ (5) + 27 = 32
Damage (S + Sonic/Elec/Force): 4d4 + 12 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (1, 3, 4, 3) + 12 + (6, 4, 5, 4) + (4) + (6) + (5) = 57 plus Weakness 5 to Slashing and Piercing
And he hunts for an opportunity to hit back...
Damage (P + Sonic/Elec/Force): 4d6 + 12 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (1, 2, 1, 3) + 12 + (1, 2, 2, 2) + (5) + (1) + (6) = 38 plus Weakness 5 to Slashing and Piercing
| Cabaguil Hobnil |
Equipped: Staff of Healing
Conditions: +2 saves vs evil, strikes gain ghost touch & +1 good damage, fire resistance 20, Darkvision (concealed), Slowed (1/10r)
Battle Medicine: None
Guidance: None
Bounce Back (1/1, no wounded condition from dying)
Belt of Regeneration (temp HP: 0/15) (•>, 1/1d, heal 15hp/r for 2d4r)
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)(0/1, •>, darkvision 1 hour)
Healer’s Gloves: (+2 medicine)(1/1, •>, cure 4d6+15)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Cape: (+2 deception)(1/1, •>>, dimension door 120’)
Boots: (+5’ movement)(1/1, •>, quickened 1m)
Demilich Eye (1/1, •>>, fiery body (9) 1m)
Staff of Healing, Major: (10/10) (+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)
Golden Lions: (1/1, •>>, summon lions)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +28 (T), Spell DC’s 38 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (1/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +34 (M), Spell DC’s 44 (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: (4/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
Fifth Level: (4/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
Sixth Level: (3/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
Seventh Level: (3/4) 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: (4/4) 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
Tenth Level: (1/1) Miracle, Nullify
- - -
Fort: 1d20 + 29 ⇒ (2) + 29 = 31 vs DC 41
Cabaguil uses his last hero point to delay the slaughter of the wizard, if only a short time.
Fort: 1d20 + 29 ⇒ (7) + 29 = 36 vs DC 41
Cold: 16d8 ⇒ (4, 4, 5, 2, 7, 6, 7, 3, 3, 7, 4, 6, 3, 1, 6, 2) = 70 and slowed 1m.
I assume this does not stack, but does extend my slow back to a minute.
Cabaguil, realizing this is not a one round cloud, angrily double moves out of the area.
GM Tyranius
|
Fort DC 34 vs Slowed 1: 1d20 + 29 ⇒ (1) + 29 = 30
Fort DC 41 vs Blinded: 1d20 + 29 ⇒ (16) + 29 = 45
The darkness would have went down but not enough actions to eclispse it due to Dakapos slowed 1. So no damage eclipse cold damage for folks this round.
The group scatters out of the cold darkness as Kelvin continues to try and take the massive undead down, one broken bone at a time.
★★★
Huntergate! Round 2/3
──────────
BOLD: GO!:
──────────
Kelvin (310/310 HP) │ Haste | Resist Bludgeoning 5 | Fire Resist 20 | Invisible (Attack cannot break)
Tzitzimitl (-179 HP) │ Weakness 5 Slashing / Piercing
Cuthberwyn (183/255 HP) │ Resist Fire 20 | Slowed 1 (8/10)
Raspar (248/270 HP) │ Resist Piercing 4; Resist Fire 20 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
Cabaguil (160/228 HP) │ Resist Fire 20 | Slowed 1 (9/10)
➤ Dakapos (279/291 HP) │ Resist Slashing 3 | Resist Fire 20 |
| Ðakaþos |
"And this is how it ends for you!" Seeing that it's slowed for a bit and Kelvin seems to have its number, Dak swings wildly hoping to get one massively good hit in.
ATK 1: 1d20 + 36 ⇒ (7) + 36 = 43 for DMG if hit: 4d12 + 13 + 1d4 ⇒ (7, 9, 7, 1) + 13 + (1) = 38 and Cold: 1d4 ⇒ 4
ATK 2 Exacting: 1d20 + 31 ⇒ (1) + 31 = 32 Miss
ATK 3 Exacting: 1d20 + 31 ⇒ (12) + 31 = 43
ATK Q: 1d20 + 31 ⇒ (20) + 31 = 51for DMG if hit: 4d12 + 13 + 1d4 ⇒ (12, 11, 8, 1) + 13 + (2) = 47 and Cold: 1d4 ⇒ 4 VORPAL. Ignores Cold Resistance. If CRIT, FORT DC 34 or be Slowed 1 until the end of Dak's next turn, Flat-footed until the beginning of Dak's next turn, and FORT DC 41 or be Blind for 1 Round. I'm assuming it's neither a fiend nor undead, add 1d4.
GM Tyranius
|
Fort DC 37: 1d20 + 29 ⇒ (14) + 29 = 43
Fort DC 34 vs Slowed 1: 1d20 + 29 ⇒ (18) + 29 = 47
Fort DC 41 vs Blinded: 1d20 + 29 ⇒ (19) + 29 = 48
Dakapos does a massive amount of damage with his blade as he nearly decapitates the undead. This gives Kelvin the opportunity to break through the broken bones with his spear, toppling the behemoth, making short work of it.
Having destroyed the tzitzimitl this node is cleansed, the resulting outflow of magic that surges through the node bolsters your chance to survive.
Whenever they attempt a saving throw against an effect that would deal negative damage or inflict the drained condition you get one degree of success better.
Dreamgate and Vengegate are left.
| Raspar Soulsage |
Raspar puts his hands on his hips and stands/flies in place and contemplates how completely useless he was in that fight. He shakes his tiny, but earnest, head in shame.
”I will have to do better next time if I’m going to bleed for you.”
He waits for the healing to be done before helping people move to the Vengegate as everyone knows the Dreamgate should go last.
| Kelvin Craghorn |
Kelvin smacks the butt of his spear against the ground. "Barely an inconvenience compared to the last gate. I'm looking forward to seeing what vengeance there is on the other side of this gate."
He'll step through the Vengegate with Raspar, weapon poised for stabbing.
GM Tyranius
|
So there is an effect in here that is going against you every 10 minutes. You are good against the negative effect due to what you rolled on the ritual so I don't see why not.
GM Tyranius
|
Stepping through the Dreamgate causes reality around you to shift. Luckily with each successful gate you feel stronger and stronger to be able to face Dahak.
Here a large fortress stands, rising from rippling fields of grassland. The fortress’s walls rise to a height of thirty feet, while its central stone tower rises to a height of sixty feet. A large, red pentagram is emblazoned on the walls of the central tower. A few cypress trees grow nearby. The sky above is sunny and clear, and a coastal cliff’s edge nearby grants a majestic view of a vast, blue sea.
You recognize the surrounding terrain as matching that where modern-day Kintargo stands—yet instead of a sprawling city, there is only a single small fortress.
Several years ago, the Chelaxian city of Kintargo became swept up in a violent rebellion when a newly instated lord-mayor, Barzillai Thrune, enacted a number of tyrannical laws to subjugate the local populace. Eventually, a local rebel group known as the Silver Ravens overthrew Barzillai, yet not before his spirit tried to merge with the region to become a genius loci. Some of this energy seeped through Dreamgate into Alseta’s Landing, intriguing Dahak’s manifestation with the notion of a nation ruled by diabolists. It reworked this small duplication of Ravounel’s coastline to experiment with that concept.
| Ðakaþos |
Society: 1d20 + 25 ⇒ (9) + 25 = 34 "I don't think we're in Korvosa anymore," Dak quotes.
"Looks like we're headed to the tower."
| Raspar Soulsage |
"Agreed. To the tower!"
Raspar agrees, and whereas he would usually use his short, but strong, legs to lead the way, instead he flies along because he almost never forgets to do that now. Almost never.
GM Tyranius
|
The fortress itself is empty, while what appears to be a single human stands atop the central battlements and leers down at you as you arrive. You recognize the man as Barzillai Thrune! "Step forth my loyal subjects. Bow and pledge your allegiance to the cause"
| Raspar Soulsage |
Raspar's short, but strong, legs stop as he sees the man before him. "Wait! Isn't that former tyrannical mayor of Kintargo, Barzillai Thrune? What is he doing here?"
Raspar puts his hands on his hips, looking at the man.
"What are you doing here? Last time, your ghosts attacked us, I think, so stop being mean and maybe go visit Pharasma so your spirits can rest."
| Kelvin Craghorn |
"This place is full of tricks," Kelvin says. "Can't say I like this one either."
"Thrune! You're dead and your time has passed. Probably your soul is bound and burning somewhere in Hell. But you're not actually here. So give up the farce and get gone from here."
"And if you're dumb enough to think I'm wrong," Kelvin says, attempting to move within 30ft of the diabolist. "Then you should know that, on this day, I'll rearrange the mangled body parts of your corpse into the most profane shape that even Asmodeus will blush from the sheer embarrassment."
If allowed, I'd like to use Scare to Death on Thrune. If not, ignore the below roll
Intimidate vs Thrune's Will DC: 1d20 + 32 ⇒ (18) + 32 = 50
If that, by some miracle, is a Crit Success then Thrune needs to make a DC 42 Fort save or die
GM Tyranius
|
"There is no need for such theatrics." He unfurls a long piece of paper down from the battlements. "What is it you want in life. Anything at all. It will be yours, just sign at the bottom."
Something seems askew about the manner in which Barzillai is offering the contracts, almost as if he were speaking not as a man but as a high ranking fiend in Hell’s armies.
| Raspar Soulsage |
Raspar wonders if now is the time to ask for a nice strong hoe or push for a regular bathing policy amongst the denizens of the Rainbow DreamCastle Citadel. However, he'll wait to see what others want first.
Maybe I want Kelvin to really make that new seeder/holer that he promised.
GM Tyranius
|
Thrune seems frightened but does not scare to death easily.
| Cuthberwyn Fizzkomingus |
DC 40 Occultism: 1d20 + 32 ⇒ (11) + 32 = 43
I suspect this is not Barzillai Thrune, who as we all know is long dead, Cuthberwyn observes, but a fiend of Hell pretending to be him.
| Kelvin Craghorn |
"Makes sense. A shame that they're not going to fool us into something so easy."
GM - If it matters, Kelvin benefits from a constant True Seeing thanks to True Perception
GM Tyranius
|
Indeed it would!
Kelvin sees right through this ruse. He doesn't see Thrune at all but rather an illusion covering Pit Fiend devil as it has its wings folded in tight and remains hunched over, smiling wickedly.
| Ðakaþos |
"Seems to me like more violence is about to ensue." Given Kelvin's alarm, Dak also casts True Seeing
GM Tyranius
|
Barzillai sighs in disappointment, casts the contract aside as it flutters to the ground. AS he speaks the voice changes in pitch becoming more and more gravelly. "I couldn't summon forth your wishes anyways." The veil lifts as the devil shows its true form. A second pit fiend makes itself known from behind the tower "But, we can still have our wish of your eternal souls." The trio leap to attack.
Cabaguil, Detect Magic: 1d20 + 24 ⇒ (4) + 24 = 28
Raspar, Avoid Notice: 1d20 + 34 ⇒ (16) + 34 = 50
Ðakaþos, Scout: 1d20 + 26 ⇒ (9) + 26 = 35
Kelvin, Avoid Notice: 1d20 + 32 ⇒ (1) + 32 = 33
Cuthberwyn, Search: 1d20 + 30 ⇒ (20) + 30 = 50
Pit Fiend: 1d20 + 37 ⇒ (20) + 37 = 57
★★★
Dreamgate! Round 1
──────────
BOLD: GO!:
──────────
Pit Fiend (Red) (-0 HP)
Pit Fiend (Green) (-0 HP)
➤ Cuthberwyn (255/255 HP) │ Resist Fire 20 |
➤ Raspar (270/270 HP) │ Resist Piercing 4; Resist Fire 20 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
➤ Dakapos (291/291 HP) │ Resist Slashing 3 | Resist Fire 20 |
➤ Kelvin (310/310 HP) │ | Resist Bludgeoning 5 | Fire Resist 20 |
➤ Cabaguil (228/228 HP) │ Resist Fire 20 |
| Raspar Soulsage |
Round 1
Action 1: Stride.
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 is always flying, unless he has forgotten his wings are there. His fly speed is 20’, and will try to usually be 10’ off the ground when not hoeing or tilling the soil.
Raspar strides closer to bleed for his companions, tossing at red once.
Melee or Ranged Strike:
1d20 + 33 ⇒ (16) + 33 = 49 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (1, 4, 2) + 11 + (2) + (1) + (4) = 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 + 33 ⇒ (16) + 33 = 49 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (2, 4, 4) + 11 + (4) + (5) + (3) = 33 damage (holy, disrupting, flaming)
Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (4, 5) + 1 = 10 persistent bleeding
AC: 45 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 31/30/29 + 2 vs. spells/reaction
HP: 270/270
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]
[ spoiler=Wrath spell]
Heightened to 9th Level
Cast verbal
Range 30 ft.
Targets 1 evil creature
Duration 1 round
Damage 9d6 Good
Defense DC 37 Will
Critical Success The target is unaffected.
Success The first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.
Failure Each time the target spends an action or performs an activity that damages at least one good creature, it takes 3d6 good damage.
Critical Failure The target is enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.[/ spoiler]
| Cabaguil Hobnil |
Equipped: Staff of Healing
Conditions: +2 saves vs evil, strikes gain ghost touch & +1 good damage, fire resistance 20
Battle Medicine: None
Guidance: None
Bounce Back (1/1, no wounded condition from dying)
Belt of Regeneration (temp HP: 0/15) (•>, 1/1d, heal 15hp/r for 2d4r)
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)(0/1, •>, darkvision 1 hour)
Healer’s Gloves: (+2 medicine)(1/1, •>, cure 4d6+15)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Cape: (+2 deception)(1/1, •>>, dimension door 120’)
Boots: (+5’ movement)(1/1, •>, quickened 1m)
Demilich Eye (1/1, •>>, fiery body (9) 1m)
Staff of Healing, Major: (10/10) (+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)
Golden Lions: (1/1, •>>, summon lions)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +28 (T), Spell DC’s 38 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (1/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +34 (M), Spell DC’s 44 (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: (4/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
Fifth Level: (4/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
Sixth Level: (3/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
Seventh Level: (3/4) 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: (3/4) 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
Tenth Level: (1/1) Miracle, Nullify
- - -
Cabaguil moves up a bit to get a clear shot before casting Searing Light (9) (•>>, good damage only if fiend or undead) at the red fiend!
Searing Light (9): 1d20 + 34 ⇒ (6) + 34 = 40 Damage (Fire): 17d6 + 9 ⇒ (3, 3, 2, 1, 4, 3, 6, 1, 3, 3, 3, 3, 1, 6, 5, 4, 2) + 9 = 62 Damage (Good): 17d6 ⇒ (1, 1, 6, 1, 4, 4, 2, 6, 3, 6, 4, 3, 6, 6, 2, 3, 1) = 59
But he predictably misses.
| Ðakaþos |
Preparing for yet another aerial combat, Dak casts a spell of Fly on himself in the moments before he casts Shield.
| Kelvin Craghorn |
Moved Kelvin to be closer because of the Intimidation Kelvin did earlier
Action 1: Instant Opening
Action 2-3: Returning Throw
Kelvin spots an opening and hurls his spear at the nearest devil. "Eat this!"
Strike vs Red (Off Guard): 1d20 + 33 ⇒ (9) + 33 = 42
Damage (P + Sonic/Elec/Force): 4d6 + 12 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (6, 2, 2, 1) + 12 + (6, 1, 6, 2) + (6) + (2) + (6) = 52 plus Weakness 5 to Slashing and Piercing
| Cuthberwyn Fizzkomingus |
Cuthberwyn uses his eternal composition ability to bolster the defenses of his companions. (Cast inspire defense, party within 60 feet of Cuth gains a +1 status bonus to AC and saving throws, as well as resistance equal to 5 physical damage.)
He then moves forward and takes stock of the fiends.
Finally he will draw a wand.
Cast a Spell ◈ (eternal composition), Stride, Recall Knowledge ◈, Interact to draw.
GM Tyranius
|
Cuthberwyn knows this as a Pit Fiend (Tyrant Devil). When an army of devils invades to bathe a region in bloodshed and hellfire, it is likely that one of Hell’s most powerful and diabolical generals, the pit fiend, masterminded the incursion. Their regeneration can only be turned off by good damage which it is quite weak against.
Raspar's starknife whirls high onto the platform as his slices into the Pit Fiends leg, though it barely seems to scratch it. Resist Physical 15, Immune to Fire, and Weak to Good 15 (Which deactivates its regeneration). 21 total damage after resistances and weaknesses applied.
Dakapos takes to the air as he quickly shields himself. kelvin believes he has found an opening and hurls his spear straight into the battlement wall as he misses. Cabaguil's searing light also misses as the devil's leap off of the battlement to the ground below.
The pair land on the ground, one calling down hellfire from above as the second divebombs on top of Raspar.
Meteor Swarm 1 (Raspar and Kelvin) Damage Bludgeoning: 7d10 ⇒ (9, 9, 7, 6, 1, 7, 4) = 43
Damage (Fire): 16d6 ⇒ (1, 5, 2, 3, 1, 2, 6, 5, 3, 3, 1, 4, 2, 2, 6, 5) = 51
DC 42 Basic Reflex
Meteor Swarm 2 (Cabaguil) Damage Bludgeoning: 7d10 ⇒ (4, 2, 8, 9, 6, 9, 6) = 44
Damage (Fire): 16d6 ⇒ (1, 3, 5, 6, 3, 3, 4, 4, 4, 4, 2, 5, 2, 1, 6, 1) = 54
DC 42 Basic Reflex
Meteor Swarm 3 (Dakapos) Damage Bludgeoning: 7d10 ⇒ (4, 3, 2, 2, 4, 6, 7) = 28
Damage (Fire): 16d6 ⇒ (2, 6, 1, 5, 2, 2, 3, 3, 4, 2, 6, 1, 5, 6, 1, 4) = 53
DC 42 Basic Reflex
Meteor Swarm 4 (Cuthberwyn) Damage Bludgeoning: 7d10 ⇒ (3, 8, 9, 8, 7, 3, 9) = 47
Damage (Fire): 16d6 ⇒ (6, 1, 3, 5, 6, 5, 6, 2, 1, 6, 2, 2, 2, 2, 3, 2) = 54
DC 42 Basic Reflex
Green Jaws vs Raspar AC 45: 1d20 + 40 ⇒ (15) + 40 = 55
Damage: 4d10 + 17 ⇒ (8, 7, 5, 10) + 17 = 47
Good Damage: 2d6 ⇒ (2, 6) = 8 Crit for 110
Dc 43 Fort vs Pit Fiend Venom
★★★
Dreamgate! Round 2
Party Conditions: Inspire Defense (+1 AC/Saves; Resistance Physical 5)
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Cuthberwyn: DC 42 Reflex vs Meteor Swarm
Raspar: DC 43 Fort vs Pit Fiend Venom | DC 42 Reflex vs Meteor Swarm
Dakapos: DC 42 Reflex vs Meteor Swarm
Kelvin: DC 42 Reflex vs Meteor Swarm
Cabaguil: DC 42 Reflex vs Meteor Swarm
──────────
BOLD: GO!:
──────────
Pit Fiend (Red) (-21 HP) │ Regeneration deactivated
Pit Fiend (Green) (-0 HP)
➤ Cuthberwyn (255/255 HP) │ Resist Fire 20 |
➤ Raspar (165/270 HP) │ Resist Piercing 4; Resist Fire 20 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
➤ Dakapos (291/291 HP) │ Resist Slashing 3 | Resist Fire 20 |
➤ Kelvin (310/310 HP) │ | Resist Bludgeoning 5 | Fire Resist 20 |
➤ Cabaguil (228/228 HP) │ Resist Fire 20 |
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
| Ðakaþos |
| 1 person marked this as a favorite. |
Meteor Swarm has been one of my favorite spells going back to when I was like 9 years old!
REF: 1d20 + 34 ⇒ (13) + 34 = 47 Evasion for a CRIT success
"Pathetic. Typically overconfident." Dak's voice drips with some unironic Elven hubris.
"Let's do this." Dak then casts True Target on the Green Pit Fiend, granting its insight to Raspar, Kelvin, Cab, and himself.
He then dashes in for a swing.
True Target ATK: 1d20 + 36 ⇒ (6) + 36 = 42
True Target ATK: 1d20 + 36 ⇒ (19) + 36 = 55 for DMG: 4d12 + 13 + 1d4 + 1d4 ⇒ (12, 9, 4, 6) + 13 + (3) + (1) = 48 Including the Fire damage as my weapon ignores the fiend's resistance.
If CRIT, FORT DC 34 or be Slowed 1 until the end of Dak's next turn, Flat-footed until the beginning of Dak's next turn, and FORT DC 41 or be Blind for 1 Round.
| Kelvin Craghorn |
Reflex save vs DC 42: 1d20 + 34 ⇒ (7) + 34 = 41
Fail, but Kelvin only takes half damage. Thanks to resistances he only takes 31 damage
Action 1: Stride
Action 2: Rage (+20 temp hp)
Action 3: Strike
Reaction: Opportune Backstab
Kelvin moves to stand behind one of the pit fiends, letting his fury come forward. Movement provokes if they have AoO. Temp hp will be added after
He then stabs out with his adamantine spear.
Strike vs Green (Flat-footed): 1d20 + 35 ⇒ (8) + 35 = 43 OR Strike vs Green (Flat-footed): 1d20 + 35 ⇒ (8) + 35 = 43
Damage (P + Sonic/Elec/Force): 4d6 + 12 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (3, 4, 6, 5) + 12 + (5, 3, 4, 4) + (5) + (3) + (1) = 55 plus Weakness 5 to Slashing and Piercing
Damage (P + Sonic/Elec/Force): 4d6 + 12 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (2, 2, 2, 2) + 12 + (3, 3, 6, 5) + (6) + (1) + (2) = 46 plus Weakness 5 to Slashing and Piercing
| Cabaguil Hobnil |
Equipped: Staff of Healing
Conditions: +2 saves vs evil, strikes gain ghost touch & +1 good damage, fire resistance 20
Battle Medicine: None
Guidance: None
Bounce Back (1/1, no wounded condition from dying)
Belt of Regeneration (temp HP: 0/15) (•>, 1/1d, heal 15hp/r for 2d4r)
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)(0/1, •>, darkvision 1 hour)
Healer’s Gloves: (+2 medicine)(1/1, •>, cure 4d6+15)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Cape: (+2 deception)(1/1, •>>, dimension door 120’)
Boots: (+5’ movement)(1/1, •>, quickened 1m)
Demilich Eye (1/1, •>>, fiery body (9) 1m)
Staff of Healing, Major: (10/10) (+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)
Golden Lions: (1/1, •>>, summon lions)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +28 (T), Spell DC’s 38 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (1/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +34 (M), Spell DC’s 44 (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: (4/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
Fifth Level: (4/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
Sixth Level: (3/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
Seventh Level: (3/4) 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
Tenth Level: (1/1) Miracle, Nullify
- - -
Reflex: 1d20 + 29 ⇒ (7) + 29 = 36 vs DC 42 for 98hp damage
Cabaguil first casts Inspire Courage (•>, +1 attack, damage, and saves vs fear (status)) before trying another Searing Light (9) (•>>, good damage only if fiend or undead) at the red fiend!
Searing Light (9): 1d20 + 34 ⇒ (7) + 34 = 41 or Searing Light (9): 1d20 + 34 ⇒ (6) + 34 = 40
Damage (Fire): 17d6 + 9 ⇒ (4, 3, 6, 3, 1, 3, 4, 3, 6, 1, 3, 4, 3, 4, 2, 4, 2) + 9 = 65 Damage (Good): 17d6 ⇒ (5, 4, 2, 2, 3, 6, 3, 5, 4, 2, 2, 2, 2, 5, 1, 2, 6) = 56
Thanks for the buff even if it did no good at all. I'll just go sit in the corner... Damn dice.
| 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 is always flying, unless he has forgotten his wings are there. His fly speed is 20’, and will try to usually be 10’ off the ground when not hoeing or tilling the soil.
1d20 + 32 + 1 ⇒ (13) + 32 + 1 = 46 Fort vs. DC 45
1d20 + 30 + 1 ⇒ (11) + 30 + 1 = 42 Reflex vs. DC 42 - Inspire defense for the win!
Raspar, though completely f$!@ed, attacks green and smiles as he bleeds deeply for his friends.
Melee or Ranged Strike:
1d20 + 33 + 1 ⇒ (1) + 33 + 1 = 35 to hit;
Dak effect: 1d20 + 33 + 1 ⇒ (19) + 33 + 1 = 53 to hit; - Dak for the win!
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (4, 2, 2) + 11 + (5) + (5) + (1) + 1 = 31 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 33 - 4 + 1 ⇒ (18) + 33 - 4 + 1 = 48 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (3, 3, 3) + 11 + (1) + (1) + (2) + 1 = 25 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 33 - 8 + 1 ⇒ (20) + 33 - 8 + 1 = 46 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (3, 3, 4) + 11 + (4) + (1) + (1) + 1 = 28 damage (holy, disrupting, flaming)
Critical damage: 6d4 + 22 + 1d6 + 1d6 ⇒ (4, 3, 2, 2, 2, 3) + 22 + (3) + (5) = 46 + 2d6 + 1 ⇒ (5, 5) + 1 = 11 persistent bleeding
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 + 33 ⇒ (1) + 33 = 34 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (1, 1, 1) + 11 + (1) + (4) + (3) = 22 damage (holy, disrupting, flaming)
Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (1, 1) + 1 = 3 persistent bleeding
AC: 45 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 31/30/29 + 2 vs. spells/reaction
HP: 270/270
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]
[ spoiler=Wrath spell]
Heightened to 9th Level
Cast verbal
Range 30 ft.
Targets 1 evil creature
Duration 1 round
Damage 9d6 Good
Defense DC 37 Will
Critical Success The target is unaffected.
Success The first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.
Failure Each time the target spends an action or performs an activity that damages at least one good creature, it takes 3d6 good damage.
Critical Failure The target is enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.[/ spoiler]
| Cuthberwyn Fizzkomingus |
DC 42 Refl: 1d20 + 31 ⇒ (10) + 31 = 41 LOL, of course. Full damage of 54, minus 15 for resist fire = 39.
Cuthberwyn moves forward and begins a tale of the party's history of vanquishing fiends...and how these two Tyrant Devils are next. 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 40 Performance check for lingering composition: 1d20 + 33 ⇒ (19) + 33 = 52 Crit success, focus point spent, linger 4 rounds.
Cuth then uses the wand in his hand to send a wave of despair washing over Red. Cast crushing despair, DC 43 Will.
Stride, Cast a Spell ◈ (eternal composition), Cast a Spell ◈◈.
GM Tyranius
|
You all have 20 Fire Resist now due to the buff from one of the Gates you cleared.
Will DC 43: 1d20 + 35 + 1 - 1 ⇒ (10) + 35 + 1 - 1 = 45
The Pit Fiends chest heaves as it feels a moment of crushing despair come over it. With one regenerating Pit Fiend being handled Raspar turns to the other as his starknife sears through the fiends thick body like butter.
Fort DC 34 vs Slowed 1: 1d20 + 37 - 1 ⇒ (20) + 37 - 1 = 56
Fort DC 41 vs Blinded: 1d20 + 37 - 1 ⇒ (14) + 37 - 1 = 50
Dakapos and Raspar's strikes do significant damage to the Fiend as they tear one of the wings off of the devilish General.
↺ Green AoO vs Kelvin AC 44: 1d20 + 36 ⇒ (4) + 36 = 40
The Pit Fiends tail twirls out as Kelvin tries to circle around stopping his movement but Kelvin rolls beneath, stabbing it in the underprotected region.
Cabaguil's searing light gets closer and closer but still misses. The red skinned pit-fiends regeneration reactivates as its body quickly mends itself.
The Pair of Pit Fiends begin to get desperate as they send a barrage of fireballs into the middle of your pack. AoO from Dakapos and Raspar. "Let's see if you can survive the overconfidence."
Red Fireball (Kelvin, Raspar, and Dakapos): 16d6 ⇒ (3, 1, 4, 6, 5, 1, 1, 1, 6, 2, 5, 2, 2, 5, 4, 5) = 53 DC 42 Basic Reflex
Green Fireball (Kelvin, Raspar, and Dakapos): 16d6 ⇒ (3, 4, 4, 6, 4, 2, 3, 5, 3, 4, 3, 6, 1, 5, 3, 3) = 59 DC 42 Basic Reflex
★★★
Dreamgate! Round 3
Party Conditions: Inspire Defense (+1 AC/Saves; Resistance Physical 5) | Inspire Courage
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Raspar: DC 42 Reflex x2 vs 53/59 damage
Dakapos: DC 42 Reflex x2 vs 53/59 damage
Kelvin: DC 42 Reflex x2 vs 53/59 damage
──────────
BOLD: GO!:
──────────
Pit Fiend (Red) (-0 HP) │ | Dirged | Crushing Despair
Pit Fiend (Green) (-206 HP) │ Regeneration deactivated | Dirged | Persistent Bleed 2d6+1 | Weakness 5 Piercing/Slashing
➤ Cuthberwyn (221/255 HP) │ Resist Fire 20 |
➤ Raspar (160/270 HP) │ Resist Piercing 4; Resist Fire 20 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
➤ Dakapos (291/291 HP) │ Resist Slashing 3 | Resist Fire 20 |
➤ Kelvin (305/310 HP) │ | Resist Bludgeoning 5 | Fire Resist 20 | Temp HP 20
➤ Cabaguil (150/228 HP) │ Resist Fire 20 |
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
| Raspar Soulsage |
1d20 + 30 + 1 ⇒ (8) + 30 + 1 = 39 Reflex - 53 - 20 resist = 33 fire
1d20 + 30 + 1 ⇒ (20) + 30 + 1 = 51 Reflex - crit!
Melee or Ranged Strike:
AoO: 1d20 + 33 + 1 ⇒ (17) + 33 + 1 = 51 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 + 1 ⇒ (3, 2, 1) + 11 + (2) + (3) + (2) + 1 = 25 damage (holy, disrupting, flaming)
| Cuthberwyn Fizzkomingus |
Cuthberwyn, hopeful his companions can put an end to Green shortly, continues to focus trying to soften up Red, flinging a dozen missiles of force at it. Cast magic missile force barrage ◈◈◈ using a 7th level rank slot.
force: 12d4 + 12 ⇒ (1, 4, 2, 3, 2, 4, 3, 3, 2, 1, 2, 4) + 12 = 43
Cast a Spell ◈◈◈. Dirge of doom lingers three more rounds.
| Ðakaþos |
Reactive Strike: 1d20 + 37 ⇒ (12) + 37 = 49 for DMG if hit: 4d12 + 13 + 1d4 + 1d4 ⇒ (11, 2, 10, 10) + 13 + (3) + (2) = 51 Ignore resistance
REF 1: 1d20 + 34 ⇒ (10) + 34 = 44 CRIT no damage
REF 1: 1d20 + 34 ⇒ (19) + 34 = 53 CRIT no damage
"Oh, I will see the morrow come and I will be the LAST thing you see!" Dak starts a terrifying combinations of attacks. SO much of this is going to be dependent on the result of my first attack. If I hit it and it still stands I'll likely try something ....rash. After this I'll have 1 action and a speed attack remaining.
Power Attack: 1d20 + 37 ⇒ (20) + 37 = 57 for DMG if hit: 7d12 + 13 + 1d4 + 1d4 ⇒ (11, 2, 7, 3, 8, 6, 6) + 13 + (4) + (3) = 63 Ignore resistance
Ignores Cold Resistance. If CRIT, FORT DC 34 or be Slowed 1 until the end of Dak's next turn, Flat-footed until the beginning of Dak's next turn, and FORT DC 41 or be Blind for 1 Round. Nat 20 means DC 37 or get wrekt.
| Cabaguil Hobnil |
Equipped: Staff of Healing
Conditions: +2 saves vs evil, strikes gain ghost touch & +1 good damage, fire resistance 20
Battle Medicine: Cabaguil
Guidance: None
Bounce Back (1/1, no wounded condition from dying)
Belt of Regeneration (temp HP: 0/15) (•>, 1/1d, heal 15hp/r for 2d4r)
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)(0/1, •>, darkvision 1 hour)
Healer’s Gloves: (+2 medicine)(1/1, •>, cure 4d6+15)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Cape: (+2 deception)(1/1, •>>, dimension door 120’)
Boots: (+5’ movement)(1/1, •>, quickened 1m)
Demilich Eye (1/1, •>>, fiery body (9) 1m)
Staff of Healing, Major: (10/10) (+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)
Golden Lions: (1/1, •>>, summon lions)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +28 (T), Spell DC’s 38 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (1/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +34 (M), Spell DC’s 44 (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: (4/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
Fifth Level: (4/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
Sixth Level: (3/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
Seventh Level: (3/4) 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
Tenth Level: (1/1) Miracle, Nullify
- - -
In an effort to save some spells for the final battle, and confident of his allies, he’ll do a little healing on himself after he moves out of the way (•>).
Medicine (assurance): 10 + 27 = 37 vs DC 30 (likely) heal: 2d8 + 30 ⇒ (4, 3) + 30 = 37 (•> or 10m)
Then he’ll continue to inspire his allies with Inspire Courage (•>, +1 attack, damage, and saves vs fear (status)).