GM Tyranius Age of Ashes (PF2E) (Inactive)

Game Master Tyranius

Tactical Map
Treasure Sheet
Macros
Ruling Citadel Alterein
Hero Points (Max 3): Cabaguil (3); Cuthberwyn (1); Ðakaþos (3); Dori (2); Kelvin (0); Raspar (3)


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Male, Elf (Seer) | HP 306/306 AC: 47 (Slash Resist 3) | F: +33 (Juggernaut) R: +34 (Evasion), W: +27 (Bravery) | Perception: +27 (M, Low-Light Vision) Default Exploration: Scout | Speed: 40' (Daily Longstrider)

Dak flies forward into range, heedless of the danger. His first swings are careful, testing Dahak's mettle.

ATK 1: 1d20 + 37 + 1 ⇒ (1) + 37 + 1 = 39 @!#$!@#$%
ATK 2 (Exacting Strike): 1d20 + 32 + 1 ⇒ (7) + 32 + 1 = 40 @#$$#^%
ATK Speed (Certain Strike): 1d20 + 32 + 1 ⇒ (9) + 32 + 1 = 42 1@#$%@%^


Male Human

Status:
AC: 38 | HP: 120/228 (resist fire 20, resist all 5) | Hero Points: 0
Equipped: Staff of Healing
Conditions: +2 saves vs evil, strikes gain ghost touch & +1 good dam, fire resistance 20, frightened 2
Battle Medicine: Cabaguil
Guidance: None
True Seeing (0/1)
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)(1/1, •>, 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: (3/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eye, Searing Light§ (5), Sending
Sixth Level: (3/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
Seventh Level: (2/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regenerate, Searing Light§ (7), Sunburst§
Eighth Level: (2/4) Blade Barrier§ (8), Canticle of Everlasting Grief, Charm§* (8), Crisis of Faith§ (8), Discern Location, Dispel Magic§ (8), Divine Aura*, Flame Strike§ (8), Divine Armageddon§, Heal§ (8), Searing Light§ (8), Sunburst§ (8)
Ninth Level: (1/4) Charm§ (9), Blade Barrier§ (9), Crisis of Faith§ (9), Dispel Magic§ (9), Divine Armageddon§ (9), Flame Strike§ (9), Heal§ (9), Meteor Swarm§, Proliferating Eyes, Searing Light§ (9), Sunburst§ (9), Weapon of Judgement
Tenth Level: (1/1) Miracle, Nullify
- - -

”Damn dragon! That hurts!” Cabaguil quickly moves away, hoping it has no AoO, but willing to soak it rather than stand so close to doom! (•>)

Then he casts Flame Strike (9) (•>>, Reflex DC 44 or fire/divine: 16d6 + 9 ⇒ (5, 2, 5, 2, 3, 5, 2, 2, 3, 1, 1, 2, 4, 6, 1, 1) + 9 = 54) making sure not to get any allies in the area of effect.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Round 2

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 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 moves and strikes out at the bad thing using his far superior starknife.

Melee or Ranged Strike:
1d20 + 34 + 1 ⇒ (9) + 34 + 1 = 44 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1 ⇒ (4, 4, 4) + 12 + (6) + (6) + 1 = 37 damage (holy, flaming)

Melee or Ranged Strike:
1d20 + 34 - 4 + 1 ⇒ (2) + 34 - 4 + 1 = 33 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1d6 + 1 ⇒ (3, 1, 1) + 12 + (1) + (6) + (3) + 1 = 28 damage (holy, 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.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 33 ⇒ (3) + 33 = 36 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (1, 3, 1) + 11 + (5) + (1) + (1) = 23 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (3, 4) + 1 = 8 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]


HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

Action 1: Sneak
Action 2: Sneak
Action 3: Sneak

Kelvin growls, then moves south towards Dahak. Knowing that the dragon has the ability to detect things by smell, Kelvin retrieves a bit of sulphur from a pouch and rubs it on his hands. The smell is strong enough that it fills the air, making him impossible to pinpoint by scent. Kelvin has Foil Senses. And I will once more try to Sneak with Hidden Paragon (hopefully) triggering.
Stealth vs DC 56: 1d20 + 32 ⇒ (2) + 32 = 34 Dang. Still no luck. Need to get a 15+ to pull this off


Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0

Cuthberwyn maneuvers in the air and tries to befuddle Dahak. Cast confusion (D), DC 44 Will.

Fly ◈, Cast a Spell ◈◈. Dirge of doom lingers one more round.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Will DC 44: 1d20 + 40 - 1 ⇒ (2) + 40 - 1 = 41 Confused for 1 minute
Reflex DC 44: 1d20 + 36 - 1 ⇒ (12) + 36 - 1 = 47

Cuthberwyn confuses Dahak as the Dragon slows. Cabaguil rains fire down onto the confused manifestation, though it doesn't seem to hurt it at all. Immune to fire. Kelvin takes it slow, covering his scent with sulfur.

Raspar and Dakapos gain no ground as Dahak's defenses hold superior.

Target; 1=Self, 2=Dakapos, 3=Kelvin, 4=Raspar: 1d4 ⇒ 4

Tail vs Raspar AC 45: 1d20 + 43 - 1 ⇒ (16) + 43 - 1 = 58
Damage: 6d10 + 12 ⇒ (6, 3, 10, 7, 2, 8) + 12 = 48 Crit for 96

Tail vs Raspar AC 45: 1d20 + 43 - 5 - 1 ⇒ (6) + 43 - 5 - 1 = 43
Tail vs Raspar AC 45: 1d20 + 43 - 10 - 1 ⇒ (17) + 43 - 10 - 1 = 49
Damage: 6d10 + 12 ⇒ (3, 6, 2, 9, 5, 5) + 12 = 42

The dragon's tail slashes through Raspar's armor with ease, before babbling incoherently about the end of the world.

End Confusion Will DC 44: 1d20 + 40 - 1 ⇒ (11) + 40 - 1 = 50 Stunned 1

★★★
Adamantine Fen! Round 4

Party Conditions: Inspire Courage
Battlemap

──────────
BOLD: GO!:
──────────
Dahak (-0 HP)Dirge of Doom | Stunned 1
➤ Cuthberwyn (160/268 HP)Resist Fire 20 |
➤ Cabaguil (120/228 HP)Resist Fire 20 |
➤ Kelvin (310/310 HP) Temp HP 25 | Resist Bludgeoning 5 | Fire Resist 20 |
➤ Raspar (132/270 HP)Resist Piercing 4; Resist Fire 20 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
➤ Dakapos (289/306 HP)Resist Slashing 3 | Resist Fire 20 | Heroism
⠀⠀Forceful hand (50/50 HP)AC 25


Male Human

Status:
AC: 38 | HP: 120/228 (resist fire 20, resist all 5) | Hero Points: 0
Equipped: Staff of Healing
Conditions: +2 saves vs evil, strikes gain ghost touch & +1 good dam, fire resistance 20, frightened 1, quickened (1/10r)
Battle Medicine: Cabaguil
Guidance: None
True Seeing (0/1)
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)(1/1, •>, 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)(0/1, •>, 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: (3/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eye, 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: (1/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regenerate, Searing Light§ (7), Sunburst§
Eighth Level: (2/4) Blade Barrier§ (8), Canticle of Everlasting Grief, Charm§* (8), Crisis of Faith§ (8), Discern Location, Dispel Magic§ (8), Divine Aura*, Flame Strike§ (8), Divine Armageddon§, Heal§ (8), Searing Light§ (8), Sunburst§ (8)
Ninth Level: (1/4) Charm§ (9), Blade Barrier§ (9), Crisis of Faith§ (9), Dispel Magic§ (9), Divine Armageddon§ (9), Flame Strike§ (9), Heal§ (9), Meteor Swarm§, Proliferating Eyes, Searing Light§ (9), Sunburst§ (9), Weapon of Judgement
Tenth Level: (1/1) Miracle, Nullify
- - -

”Lovely.” Cabaguil says dryly as his knowledge of the creature is not only non existent, not only wrong, but in fact the opposite of what he thought.

Having moved too far last round, foolish boy, he’ll click his heels together for the quickened condition (•>) which he’ll use to move slightly (•>) and cast Heal 7 (•>>, Fort DC 44) on Raspar.
Heal 7: 7d8 + 56 + 4 ⇒ (6, 6, 7, 8, 4, 8, 3) + 56 + 4 = 102


HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

Action 1: Sneak
Action 2: Strike
Action 3: Strike
Reaction: Opportune Backstab

Kelvin does his best to quietly sneak forward, hoping to become invisible to the dragon.
Stealth vs DC 56: 1d20 + 33 ⇒ (14) + 33 = 47
Nice! Failure equals success when sneaking, thus allowing Kelvin to trigger Hidden Paragon. He's invisible for the next minute (which isn't broken by hostile actions. Plus Foil Senses should make it hard for him. Dahak would need to Seek to find Kelvin.

Reflex save vs DC 45 (Aura): 1d20 + 35 ⇒ (6) + 35 = 41
Aura damage (halved): 10d6 ⇒ (6, 1, 6, 5, 3, 6, 3, 6, 6, 5) = 47 / 2 is 23. 4 of that is fire, so Kelvin only takes 19 damage. His temp hp from Rage soaks that up

Hidden from view, the raging dwarf strikes out with a powerful blow.
Strike vs Dahak (Flat-footed): 1d20 + 35 ⇒ (10) + 35 = 45
Damage (P + Sonic/Elec/Force): 8d6 + 12 + 2 + 1d6 + 1d6 + 1d6 ⇒ (6, 3, 6, 3, 4, 6, 5, 2) + 12 + 2 + (4) + (4) + (1) = 58 plus Weakness 5 to Slashing and Piercing (using Powerful Sneak)

Strike vs Dahak (Flat-footed): 1d20 + 30 ⇒ (12) + 30 = 42
Damage (P + Sonic/Elec/Force): 8d6 + 12 + 2 + 1d6 + 1d6 + 1d6 ⇒ (4, 1, 2, 4, 2, 4, 6, 2) + 12 + 2 + (4) + (5) + (2) = 50 plus Weakness 5 to Slashing and Piercing (using Powerful Sneak)

Opportune Backstab:
Strike vs Melee Opponent (Flat-footed): 1d20 + 33 ⇒ (6) + 33 = 39
Damage (P + Sonic/Elec/Force): 4d6 + 12 + 2 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (3, 6, 1, 5) + 12 + 2 + (2, 3, 3, 2) + (1) + (5) + (3) = 48 plus Weakness 5 to Slashing and Piercing


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Round 3

Action 1: Strike.
Action 2: Strike.
Action 3: Strike.

Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5. Raspar 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 bleeds a lot (until Cabaguil ruins his heroic effort towards bleeding out) and strikes out at the bad thing using his far superior starknife.

Melee or Ranged Strike:
1d20 + 34 + 1 ⇒ (20) + 34 + 1 = 55 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1 ⇒ (3, 1, 4) + 12 + (6) + (3) + 1 = 30 damage (holy, flaming)
Critical damage: 6d4 + 22 + 1d6 + 1d6 ⇒ (2, 4, 2, 2, 3, 1) + 22 + (3) + (6) = 45 + 2d6 + 1 ⇒ (4, 5) + 1 = 10 persistent bleeding

Melee or Ranged Strike:
1d20 + 34 - 4 + 1 ⇒ (16) + 34 - 4 + 1 = 47 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1d6 + 1 ⇒ (4, 3, 3) + 12 + (3) + (2) + (6) + 1 = 34 damage (holy, flaming)

Melee or Ranged Strike:
1d20 + 34 - 8 + 1 ⇒ (16) + 34 - 8 + 1 = 43 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1 ⇒ (4, 4, 1) + 12 + (3) + (5) + 1 = 30 damage (holy, 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.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 33 ⇒ (4) + 33 = 37 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (2, 4, 3) + 11 + (6) + (1) + (2) = 29 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (6, 1) + 1 = 8 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]


Male, Elf (Seer) | HP 306/306 AC: 47 (Slash Resist 3) | F: +33 (Juggernaut) R: +34 (Evasion), W: +27 (Bravery) | Perception: +27 (M, Low-Light Vision) Default Exploration: Scout | Speed: 40' (Daily Longstrider)

Dak sustains the Forceful Hand, then casts a spell of True Target for Raspar, Kelvin and himself. Then he swings his blade twice!

ATK 1: 1d20 + 37 + 3 ⇒ (9) + 37 + 3 = 49
ATK 1: 1d20 + 37 + 3 ⇒ (15) + 37 + 3 = 55 for DMG if hit: 4d12 + 13 + 3 ⇒ (4, 3, 1, 10) + 13 + 3 = 34 and Fire: 1d4 ⇒ 4 Cold: 1d4 ⇒ 2 Positive if Fiend: 1d4 ⇒ 2 Ignores Fire Resistance.

ATK 2: 1d20 + 32 + 3 ⇒ (6) + 32 + 3 = 41
ATK 2: 1d20 + 32 + 3 ⇒ (12) + 32 + 3 = 47 for DMG if hit: 4d12 + 13 + 3 ⇒ (9, 11, 7, 2) + 13 + 3 = 45 and Fire: 1d4 ⇒ 1 Cold: 1d4 ⇒ 2 Positive if Fiend: 1d4 ⇒ 3 Ignores Fire Resistance.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Cabaguil quickly heals Raspar's wounds as Kelvin feels the oppresive elements swirling around the dragon, but his rage alone fuels him for a bit longer. Hidden from view underneath the behemoth Kelvin stabs up into Dahak's neck but isn't able to get through the layers of scales.

Raspar's starknight twists upward catching the underside of Dahak's tail, making it twitch away from slicing him apart. Dakapos tries to help as he sustains his spell managing to rip off some of the older, molten scales from Dahak's neck.

Dakapos Reflex save vs DC 45 (Aura): 1d20 + 34 ⇒ (16) + 34 = 50
Aura damage (halved): 10d6 ⇒ (2, 3, 6, 4, 3, 1, 1, 6, 4, 2) = 32 No damage due to Evasion.

★★★
Adamantine Fen! Round 4

Party Conditions: Inspire Courage
Battlemap

──────────
BOLD: GO!:
──────────
Dahak (-87 HP)Dirge of Doom | Stunned 1 | 2d6+1 Persistent Bleed
➤ Cuthberwyn (160/268 HP)Resist Fire 20 |
Cabaguil (120/228 HP)Resist Fire 20 |
Kelvin (310/310 HP) Temp HP 6 | Resist Bludgeoning 5 | Fire Resist 20 |
Raspar (234/270 HP)Resist Piercing 4; Resist Fire 20 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
Dakapos (289/306 HP)Resist Slashing 3 | Resist Fire 20 | Heroism
⠀⠀Forceful hand (50/50 HP)AC 25


Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0

Cuthberwyn moves over slightly and up a few feet, then concentrates ethereal energy and attacks the spirit of Dahak's, er, spirit. Cast spirit blast.

force: 16d6 ⇒ (5, 1, 2, 4, 3, 1, 5, 3, 6, 5, 4, 2, 5, 6, 6, 6) = 64 DC 44 basic Fort

Fly ◈, Cast a Spell ◈◈. Dirge of doom will end at the start of Cuthberwyn's next round.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Fort DC 44: 1d20 + 42 - 1 ⇒ (6) + 42 - 1 = 47

Cuthberwyn sends an ethereal blast out at Dahak's spirit. The force damage tears through Dahak's spirit ripping a portion of it free into the ether.

Shaking off the stunned state from his mind Dahak swirls about sending some of the blast back at Cuthberwyn.

Spirit Blast Force Damage: 16d6 ⇒ (4, 6, 5, 6, 5, 6, 4, 3, 3, 1, 4, 3, 1, 2, 5, 4) = 62 DC 47 Fort Save

Bleed: 2d6 + 1 ⇒ (1, 3) + 1 = 5
Flat Check DC 20: 1d20 ⇒ 6

★★★
Adamantine Fen! Round 5

Party Conditions: Inspire Courage
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Cuthberwyn: DC 48 Fort vs Spirit Blast

──────────
BOLD: GO!:
──────────
Dahak (-124 HP)Dirge of Doom | 2d6+1 Persistent Bleed
➤ Cuthberwyn (160/268 HP)Resist Fire 20 |
➤ Cabaguil (120/228 HP)Resist Fire 20 |
➤ Kelvin (310/310 HP) Temp HP 6 | Resist Bludgeoning 5 | Fire Resist 20 |
➤ Raspar (234/270 HP)Resist Piercing 4; Resist Fire 20 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
➤ Dakapos (289/306 HP)Resist Slashing 3 | Resist Fire 20 | Heroism
⠀⠀➤ Forceful hand (50/50 HP)AC 25


Male Human

Status:
AC: 38 | HP: 135/228 (resist fire 20, resist all 5) | Hero Points: 0
Equipped: Staff of Healing
Conditions: +2 saves vs evil, strikes gain ghost touch & +1 good dam, fire resistance 20, quickened (2/10r), regeneration (1/4r 15hp/r)
Battle Medicine: Cabaguil
Guidance: None
True Seeing (0/1)
Bounce Back (1/1, no wounded condition from dying)
Belt of Regeneration (temp HP: 0/15) (•>, 0/1d, 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)(1/1, •>, 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)(0/1, •>, quickened 1m stride, climb, or swim)
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: (3/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eye, 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: (1/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regenerate, Searing Light§ (7), Sunburst§
Eighth Level: (2/4) Blade Barrier§ (8), Canticle of Everlasting Grief, Charm§* (8), Crisis of Faith§ (8), Discern Location, Dispel Magic§ (8), Divine Aura*, Flame Strike§ (8), Divine Armageddon§, Heal§ (8), Searing Light§ (8), Sunburst§ (8)
Ninth Level: (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
Tenth Level: (1/1) Miracle, Nullify
- - -

Cabaguil will start, quickened, for a ‘free’ move to 5’ step closer to Cuthberwyn for future healing. Then he heals himself a bit, triggering his belt (•>) for temporary rounds: 2d4 ⇒ (2, 2) = 4 regeneration (15hp/r).

Wanting to do something useful, he’ll then try one of his favorites. He casts Crisis of Faith (9) (•>>, Will DC 44 damage: 18d6 + 9 ⇒ (1, 6, 5, 1, 6, 6, 5, 4, 5, 4, 4, 2, 5, 3, 5, 4, 2, 5) + 9 = 82 or divine casters: 18d8 + 9 ⇒ (3, 5, 6, 5, 5, 5, 4, 3, 7, 1, 2, 2, 7, 6, 8, 1, 6, 3) + 9 = 88).


Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0

DC 47 Fort: 1d20 + 33 ⇒ (19) + 33 = 52 success, and I did not expect one

Cuthberwyn twists away and avoids about half of the force shards, then rights himself and picks up the Dahak-haunting tale anew. 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 ⇒ (4) + 33 = 37 Fail, but no focus point spent.

Cuth then taps into his occultism knowledge and and tries to rewire the Dahak manifestation's mind. Castsynthesesia, DC 44 Will.

Afterward he keeps himself aloft.

Cast a Spell ◈ (eternal composition), Cast a Spell ◈◈, Fly ◈.


HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

Action 1: Sneak
Action 2: Strike
Action 3: Strike
Reaction: Opportune Backstab

Still benefitting from his invisibility, Kelvin moves to flank Dahak on silent steps.
Stealth vs DC 56: 1d20 + 33 ⇒ (8) + 33 = 41
It's not as quiet as he'd like however.

That doesn't stop him from thrusting with his spear in an attempt to skewer the dragon.
Strike vs Dahak (Flat-footed): 1d20 + 35 + 1 ⇒ (2) + 35 + 1 = 38
Damage (P + Sonic/Elec/Force): 8d6 + 12 + 2 + 1d6 + 1d6 + 1d6 ⇒ (2, 5, 4, 2, 5, 6, 6, 1) + 12 + 2 + (4) + (5) + (4) = 58 plus Weakness 5 to Slashing and Piercing

Strike vs Dahak (Flat-footed): 1d20 + 30 + 1 ⇒ (14) + 30 + 1 = 45
Damage (P + Sonic/Elec/Force): 8d6 + 12 + 2 + 1d6 + 1d6 + 1d6 ⇒ (5, 5, 5, 3, 2, 1, 6, 5) + 12 + 2 + (1) + (1) + (3) = 51 plus Weakness 5 to Slashing and Piercing

And because he stays within the dread dragon aura, the dwarf must contend with that danger...
Reflex save vs DC 45 (Aura): 1d20 + 34 ⇒ (5) + 34 = 39 Success
Damage: 10d6 ⇒ (6, 1, 6, 6, 2, 2, 4, 1, 2, 4) = 34 Only 14 damage to Kelvin

Opportune Backstab:
Strike vs Melee Opponent (Flat-footed): 1d20 + 33 + 1 ⇒ (17) + 33 + 1 = 51
Damage (P + Sonic/Elec/Force): 8d6 + 12 + 2 + 1d6 + 1d6 + 1d6 + 1 ⇒ (5, 5, 4, 5, 4, 5, 4, 2) + 12 + 2 + (2) + (1) + (4) + 1 = 56 plus Weakness 5 to Slashing and Piercing
PLUS DC 42 Fort save vs Master Strike (Killed)


Male, Elf (Seer) | HP 306/306 AC: 47 (Slash Resist 3) | F: +33 (Juggernaut) R: +34 (Evasion), W: +27 (Bravery) | Perception: +27 (M, Low-Light Vision) Default Exploration: Scout | Speed: 40' (Daily Longstrider)

Spirit Blast as in the spell Spirit Blast?

At the first sign of an incoming spell, Dak slashes back with his blade: AoO: 1d20 + 37 + 3 ⇒ (11) + 37 + 3 = 51 DAMN! So close

Not having the training Kelvin has, he slides a bit towards flanking the dragon. Step, Sustain, Attack, Speed Strike

Attack: 1d20 + 37 + 3 ⇒ (17) + 37 + 3 = 57 for DMG (Ignore Fire Resist): 4d12 + 13 + 3 ⇒ (7, 9, 3, 1) + 13 + 3 = 36 and Fire: 1d4 ⇒ 3 and Cold: 1d4 ⇒ 3 and Fiend?: 1d4 ⇒ 1
Speed: 1d20 + 32 + 3 ⇒ (16) + 32 + 3 = 51 MISS


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Round 4

Action 1: Strike.
Action 2: Strike.
Action 3: Strike.

Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5. Raspar 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 critfishes for a crit.

Melee or Ranged Strike:
1d20 + 34 + 1 ⇒ (10) + 34 + 1 = 45 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1 ⇒ (3, 4, 3) + 12 + (4) + (5) + 1 = 32 damage (holy, flaming)

Melee or Ranged Strike:
1d20 + 34 - 4 + 1 ⇒ (8) + 34 - 4 + 1 = 39 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1d6 + 1 ⇒ (2, 3, 2) + 12 + (1) + (1) + (4) + 1 = 26 damage (holy, flaming)

Melee or Ranged Strike:
1d20 + 34 - 8 + 1 ⇒ (1) + 34 - 8 + 1 = 28 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1 ⇒ (3, 4, 3) + 12 + (3) + (4) + 1 = 30 damage (holy, 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.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 33 ⇒ (3) + 33 = 36 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (3, 4, 1) + 11 + (4) + (3) + (2) = 28 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (3, 4) + 1 = 8 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]


Male, Elf (Seer) | HP 306/306 AC: 47 (Slash Resist 3) | F: +33 (Juggernaut) R: +34 (Evasion), W: +27 (Bravery) | Perception: +27 (M, Low-Light Vision) Default Exploration: Scout | Speed: 40' (Daily Longstrider)

Redoing turn in light of new information.

Ðakaþos stands his ground maintaining the spell. He tries to find a weak spot in the dragon's defenses. Sustain, Power Attack, Crit fish with speed attack

Power ATK: 1d20 + 37 + 3 ⇒ (17) + 37 + 3 = 57 for DMG: 7d12 + 13 + 3 ⇒ (7, 1, 10, 5, 11, 10, 8) + 13 + 3 = 68 and Fire (Ignore Resistance): 1d4 ⇒ 4 and Cold (Ignore Resistance: 1d4 ⇒ 3 and Fiend?: 1d4 ⇒ 4
Speed Attack: 1d20 + 27 + 3 ⇒ (20) + 27 + 3 = 50 for DMG: 4d12 + 13 + 3 ⇒ (3, 1, 6, 3) + 13 + 3 = 29 and Fire (Ignore Resistance): 1d4 ⇒ 4 and Cold (Ignore Resistance: 1d4 ⇒ 3 and Fiend?: 1d4 ⇒ 2 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. Additionally it's a DC 37 FORT or be decapitated. As freaking amazing as that would be.... Vorpal has the incapacitate trait.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Will DC 44: 1d20 + 38 + 2 - 1 ⇒ (15) + 38 + 2 - 1 = 54

Being this cloase and not sure if he will get an opportunity again Cuthberwyn messes up Dahak's smells, but his sniffer is much more powerful than simple magics.

Cabaguil triggers his belt as he begins to regenerate, giving the manifestation a bit of an internal crisis.

Will DC 44: 1d20 + 38 + 2 - 1 ⇒ (16) + 38 + 2 - 1 = 55

But it too quickly passes. Kelvin stays within the dragonstorm Aura as his own and Raspar's attacks bounce off of the dragon's body.

Dakapos does a bit better as his strength breaks through the scales as Dahak turns to Kelvin crashing across the floor like some sort of asthmatic cave troll.

Fort DC 34 vs Slowed 1: 1d20 + 42 - 1 ⇒ (2) + 42 - 1 = 43
Fort DC 41 vs Blinded 1 Round: 1d20 + 42 - 1 ⇒ (7) + 42 - 1 = 48
Fort DC 37 vs Decapitation: 1d20 + 42 - 1 ⇒ (6) + 42 - 1 = 47

Dakapos blade cleaves through Dahak's neck,s evering it free from the dragons body in a bloody show of strenth. Wavering back and forth the dragons body collapses to the ground. The dust it kicks up nearly blinds Dakapos.

@Dakapos DC 48 Fort Save vs Blindness.

★★★
Adamantine Fen! Round 6

Party Conditions: Inspire Courage
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Dakapos: DC 48 Fort vs Blindness

──────────
BOLD: GO!:
──────────
Dahak (-264 HP)Dirge of Doom | 2d6+1 Persistent Bleed
➤ Cuthberwyn (129/268 HP)Resist Fire 20 |
➤ Cabaguil (135/228 HP)Resist Fire 20 |
➤ Kelvin (302/310 HP)Resist Bludgeoning 5 | Fire Resist 20 |
➤ Raspar (234/270 HP)Resist Piercing 4; Resist Fire 20 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
➤ Dakapos (289/306 HP)Resist Slashing 3 | Resist Fire 20 | Heroism
⠀⠀➤ Forceful hand (50/50 HP)AC 25


Male Human

Status:
AC: 38 | HP: 150/228 (resist fire 20, resist all 5) | Hero Points: 0
Equipped: Staff of Healing
Conditions: +2 saves vs evil, strikes gain ghost touch & +1 good dam, fire resistance 20, quickened (3/10r), regeneration (2/4r 15hp/r)
Battle Medicine: Cabaguil
Guidance: None
True Seeing (0/1)
Bounce Back (1/1, no wounded condition from dying)
Belt of Regeneration (temp HP: 0/15) (•>, 0/1d, 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)(1/1, •>, 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)(0/1, •>, quickened 1m stride, climb, or swim)
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: (3/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eye, Searing Light§ (5), Sending
Sixth Level: (2/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
Seventh Level: (1/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regenerate, Searing Light§ (7), Sunburst§
Eighth Level: (2/4) Blade Barrier§ (8), Canticle of Everlasting Grief, Charm§* (8), Crisis of Faith§ (8), Discern Location, Dispel Magic§ (8), Divine Aura*, Flame Strike§ (8), Divine Armageddon§, Heal§ (8), Searing Light§ (8), Sunburst§ (8)
Ninth Level: (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
Tenth Level: (1/1) Miracle, Nullify
- - -

”Yeah! That’s how we do that!” Cabaguil shouts as Ðakaþos cuts down the creature he didn’t even scratch. ”Well done!”

His belt does its thing as well (regen 15hp). Then he casts to heal Cuthberwyn (•>>) - just in case the dragon explodes!

Heal 6: 6d8 + 48 + 4 ⇒ (5, 6, 4, 5, 2, 6) + 48 + 4 = 80 (staff)


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

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 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 keeps on attacking the monster, hoping to cause it to explode so they could be certain the threat is ended.

Melee or Ranged Strike:
1d20 + 34 + 1 ⇒ (11) + 34 + 1 = 46 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1 ⇒ (1, 2, 3) + 12 + (4) + (6) + 1 = 29 damage (holy, flaming)

Melee or Ranged Strike:
1d20 + 34 - 4 + 1 ⇒ (5) + 34 - 4 + 1 = 36 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1d6 + 1 ⇒ (1, 3, 4) + 12 + (1) + (4) + (3) + 1 = 29 damage (holy, flaming)

Melee or Ranged Strike:
1d20 + 34 - 8 + 1 ⇒ (19) + 34 - 8 + 1 = 46 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1 ⇒ (1, 4, 4) + 12 + (1) + (4) + 1 = 27 damage (holy, 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.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 33 ⇒ (2) + 33 = 35 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (1, 2, 1) + 11 + (3) + (4) + (6) = 28 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (6, 4) + 1 = 11 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]


HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

Action 1: Strike
Action 2-3: Ready (Strike)

Kelvin takes a page from Raspar's book at decides to stab the body once more for good measure.
Strike vs Dead Dahak (Flat-Footed): 1d20 + 35 ⇒ (20) + 35 = 55
Damage (P + Son/Elec/Force): 8d6 + 14 + 1d6 + 1d6 + 1d6 ⇒ (2, 5, 1, 3, 3, 6, 4, 5) + 14 + (6) + (3) + (3) = 55

"Too easy by half," the dwarf says, readying to strike the next foe to get within his reach.

Ready Action:

Strike vs Dead Dahak (Flat-Footed?): 1d20 + 35 ⇒ (17) + 35 = 52
Damage (P + Son/Elec/Force): 8d6 + 14 + 1d6 + 1d6 + 1d6 ⇒ (5, 6, 1, 2, 6, 1, 3, 6) + 14 + (2) + (3) + (4) = 53


HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

Per Slack, redoing Kelvin's turn
Action 1: Point Out
Action 2: Stride
Action 3: Strike
Reaction: Opportune Backstab

Kelvin, who cannot be easily fooled by illusions, spots what the dragon did. "He's to the west of us!" Trying to use Point Out, though Kelvin is invisible so I'm not sure how well this'll work

He moves up to Dahak and stabs out with his spear. I'd like to keep that roll from before please :)
Strike vs Dahak (Flat-footed?): 20 + 35 = 55
Damage (P + Son/Elec/Force): 29 + 14 + 6 + 3 + 3 = 55 plus Weakness 5 to Slashing and Piercing

Opportune Backstab:
Again reusing my rolls please :)
Strike vs Dahak (Flat-footed?): 17 + 33 = 50
Damage (P + Son/Elec/Force): 28 + 14 + 2 + 3 + 4 = 51 plus Weakness 5 to Slashing and Piercing


Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0

Cuthberwyn glances about, confused by Kelvin's words, but soon enough understanding. Illusion, he thinks to himself, drawing out his staff of providence and casting a spell to see things as they actually are. Cast true seeing from the staff.

Cuth then picks up his tale of woe again. 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 ⇒ (13) + 33 = 46 Success, focus point spent, linger 3 rounds.

Absent enough actions to remain in the air, he falls. Instructively he crumples the leaf affixed to his armor and vanishes, floating to the ground safely. Activate snapleaf.

Interact to draw, Cast a Spell ◈◈, Cast a Spell ◈ (eternal composition), ⤾ Interact.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Cuthberwyn hears out Kelvin's call as the dwarf leaps forward, driving his spear into Dahak's foot. Wanting to see it with his own eyes Cuthberwyn gives himself his own little bit of True Sight.

Cabaguil's belt does some of the heavy lifting as he heals Cuthberwyn's wounds. Raspar is ready to strike the corpse just before Kelvin calls out and misses as his twirling spiral of death falls short.

★★★
Adamantine Fen! Round 6

Party Conditions: Inspire Courage
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Dakapos: DC 48 Fort vs Blindness

──────────
BOLD: GO!:
──────────
Dahak (-385 HP)Dirge of Doom | 2d6+1 Persistent Bleed | Weakness Slashing/Piercing 5
Cuthberwyn (209/268 HP)Resist Fire 20 |
Cabaguil (150/228 HP)Resist Fire 20 |
Kelvin (302/310 HP)Resist Bludgeoning 5 | Fire Resist 20 |
Raspar (234/270 HP)Resist Piercing 4; Resist Fire 20 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
➤ Dakapos (289/306 HP)Resist Slashing 3 | Resist Fire 20 | Heroism
⠀⠀➤ Forceful hand (50/50 HP)AC 25


Male, Elf (Seer) | HP 306/306 AC: 47 (Slash Resist 3) | F: +33 (Juggernaut) R: +34 (Evasion), W: +27 (Bravery) | Perception: +27 (M, Low-Light Vision) Default Exploration: Scout | Speed: 40' (Daily Longstrider)

FORT v. Blindness: 1d20 + 33 ⇒ (8) + 33 = 41 Blinded, and not knowing for how long, Dak tries to stay calm. He drops the hand spell to go all out.

Concealed Check: 1d20 ⇒ 7
Power ATK: 1d20 + 37 + 3 ⇒ (20) + 37 + 3 = 60 for Double DMG: 7d12 + 13 + 3 + 3d4 ⇒ (4, 7, 3, 3, 6, 11, 2) + 13 + 3 + (2, 4, 4) = 62 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. DC 37 FORT v. decapitation.

Perhaps because in Dahak's hubris he didn't expect a blind elf to hurt him again, Dahak moved right into it.

Concealed Check: 1d20 ⇒ 13
Speed: 1d20 + 27 + 3 ⇒ (3) + 27 + 3 = 33 MISS

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Cuthberwyn Reflex save vs DC 45 (Aura): 1d20 + 31 ⇒ (5) + 31 = 36
Damage: 10d6 ⇒ (3, 1, 2, 3, 2, 5, 1, 2, 2, 1) = 22 18 damage after Resistance

Kelvin Reflex save vs DC 45 (Aura), Evasion: 1d20 + 34 ⇒ (5) + 34 = 39
Damage: 10d6 ⇒ (4, 5, 2, 3, 1, 2, 3, 2, 3, 4) = 29 11 damage after resistances.

Dakapos Reflex save vs DC 45 (Aura), Evasion: 1d20 + 34 ⇒ (10) + 34 = 44
Damage: 10d6 ⇒ (2, 5, 2, 6, 2, 1, 5, 2, 1, 1) = 27 10 damage.

★★★

@Dakapos- Blinded is DC 11 Flat Check so both of those will miss.

Dakapos swings wildly at the dragon before him. Dahak takes a step back, releasing a might heal into his own body as the energy around him begrins to crackle and grow in intensity once more. "This small prison will burn followed by your world."

Heal: 8d8 + 64 ⇒ (4, 1, 8, 5, 8, 4, 1, 4) + 64 = 99

Bleed: 2d6 + 1 ⇒ (1, 4) + 1 = 6
Flat Check: 1d20 ⇒ 7

★★★
Adamantine Fen! Round 7

Party Conditions: Inspire Courage
Battlemap

──────────
BOLD: GO!:
──────────
Dahak (-292 HP)Dirge of Doom | 2d6+1 Persistent Bleed | Weakness Slashing/Piercing 5
➤ Cuthberwyn (191/268 HP)Resist Fire 20 |
➤ Cabaguil (150/228 HP)Resist Fire 20 |
➤ Kelvin (291/310 HP)Resist Bludgeoning 5 | Fire Resist 20 |
➤ Raspar (234/270 HP)Resist Piercing 4; Resist Fire 20 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
➤ Dakapos (279/306 HP)Resist Slashing 3 | Resist Fire 20 | Heroism | Blinded 1 Minute
⠀⠀➤ Forceful hand (50/50 HP)AC 25


Male Human

Status:
AC: 38 | HP: 165/228 (resist fire 20, resist all 5) | Hero Points: 0
Equipped: Staff of Healing
Conditions: +2 saves vs evil, strikes gain ghost touch & +1 good dam, fire resistance 20, quickened (4/10r), regeneration (3/4r 15hp/r)
Battle Medicine: Cabaguil
Guidance: None
True Seeing (0/1)
Bounce Back (1/1, no wounded condition from dying)
Belt of Regeneration (temp HP: 0/15) (•>, 0/1d, 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)(1/1, •>, 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)(0/1, •>, quickened 1m stride, climb, or swim)
Demilich Eye (1/1, •>>, fiery body (9) 1m)
Staff of Healing, Major: (4/10) (+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: (3/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eye, Searing Light§ (5), Sending
Sixth Level: (2/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
Seventh Level: (1/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regenerate, Searing Light§ (7), Sunburst§
Eighth Level: (2/4) Blade Barrier§ (8), Canticle of Everlasting Grief, Charm§* (8), Crisis of Faith§ (8), Discern Location, Dispel Magic§ (8), Divine Aura*, Flame Strike§ (8), Divine Armageddon§, Heal§ (8), Searing Light§ (8), Sunburst§ (8)
Ninth Level: (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
Tenth Level: (1/1) Miracle, Nullify
- - -

Cabaguil uses his quickness to move (•>) to a slightly more advantageous position. Then he summons the power of his staff to cast Restore Senses (6) (•>>, 30’r, cure blindness)

Then he’ll cast Inspire Courage (•>, +1 attack, damage, and saves vs fear (status))

His belt does its thing as well (regen 15hp).


HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

Action 1: Sneak
Action 2: Strike
Action 3: Strike
Reaction: Opportune Backstab

Kelvin stays close but tries to sneak around to the side of Dahak.
Stealth vs DC 56: 1d20 + 33 ⇒ (17) + 33 = 50 Failure counts as a success!

He then stabs at the dragon with Craghorn's Fury from the cover of his invisibility, putting every ounce of muscle into the strike.
Strike vs Dahak (Flat-footed): 1d20 + 35 + 1 ⇒ (2) + 35 + 1 = 38
Damage (P + Sonic/Elec/Force): 8d6 + 14 + 1d6 + 1d6 + 1d6 ⇒ (2, 3, 3, 5, 4, 1, 2, 2) + 14 + (5) + (1) + (1) = 43 plus Weakness 5 to Slashing and Piercing

The weapon is wide of its mark. But this doesn't stop him from using the weapon again.
Strike vs Dahak (Flat-footed): 1d20 + 30 + 1 ⇒ (5) + 30 + 1 = 36
Damage (P + Sonic/Elec/Force): 8d6 + 14 + 1d6 + 1d6 + 1d6 + 1 ⇒ (4, 3, 2, 6, 6, 1, 5, 4) + 14 + (4) + (6) + (3) + 1 = 59 plus Weakness 5 to Slashing and Piercing

The second strike is no better, but that doesn't stop the eerily quiet dwarf from hunting for an opening...

Opportune Backstab:
Strike vs Melee Opponent (Flat-footed): 1d20 + 33 ⇒ (13) + 33 = 46
Damage (P + Sonic/Elec/Force): 4d6 + 12 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (1, 1, 6, 4) + 12 + (2, 6, 6, 2) + (6) + (1) + (4) = 51 plus Weakness 5 to Slashing and Piercing


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Round 5

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 moves up to strikes, critfishing for a crit.

Melee or Ranged Strike:
1d20 + 34 + 1 ⇒ (2) + 34 + 1 = 37 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1 ⇒ (3, 1, 1) + 12 + (2) + (5) + 1 = 25 damage (holy, 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.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 33 ⇒ (8) + 33 = 41 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (1, 3, 2) + 11 + (6) + (6) + (4) = 33 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (6, 3) + 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]


Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0

Cuthberwyn takes to the air again, though not particularly high up. He manuevers so that he can target the party with his spell, inlcuding Kelvin since he can see him via his own true seeing. Cast haste (H 7th).

He wracks his brain looking for future options as well.

Cast a Spell ◈◈, Fly ◈. Dirge of doom lingers two more rounds.


Male, Elf (Seer) | HP 306/306 AC: 47 (Slash Resist 3) | F: +33 (Juggernaut) R: +34 (Evasion), W: +27 (Bravery) | Perception: +27 (M, Low-Light Vision) Default Exploration: Scout | Speed: 40' (Daily Longstrider)

Blinded, Dak maintains his spell and tries to use his other senses to fight.

Blind: 1d20 ⇒ 18
Power ATK: 1d20 + 37 + 3 ⇒ (4) + 37 + 3 = 44

Blind: 1d20 ⇒ 7 MISS


Male, Elf (Seer) | HP 306/306 AC: 47 (Slash Resist 3) | F: +33 (Juggernaut) R: +34 (Evasion), W: +27 (Bravery) | Perception: +27 (M, Low-Light Vision) Default Exploration: Scout | Speed: 40' (Daily Longstrider)

My bad!

Dak maintains his spell for the moment, and adjusts his grip:

Power ATK: 1d20 + 37 + 3 ⇒ (1) + 37 + 3 = 41
Speed ATK: 1d20 + 27 + 3 ⇒ (5) + 27 + 3 = 35

To the rest of the party though, he's still completely blind.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Kelvin Reflex save vs DC 45 (Aura), Evasion: 1d20 + 34 ⇒ (19) + 34 = 53
Damage: 10d6 ⇒ (5, 1, 5, 4, 4, 1, 4, 3, 1, 5) = 33 No damage due to Evasion.

Kelvin Reflex save vs DC 45 (Aura), Evasion: 1d20 + 34 ⇒ (13) + 34 = 47
Damage: 10d6 ⇒ (6, 5, 1, 4, 3, 4, 4, 2, 2, 3) = 34 No damage due to Evasion.

Cuthberwyn hastens the party as he puts a little distance between himself and Dahak's damaging aura. Cabaguil's powerful wand cures Dakapos of his blindness so the elf can enact revenge.

Kelvin is unable to sneak up on the mighty forces of destruction. Raspar's holy blade misses as Dakapos' aim is thrown off by his sight suddenly returning all at once.

Dahak flies back, his heavy wingbeats nearly knock you to the ground as he unleashes his storm over the group once more.

Acid Damage: 5d6 ⇒ (1, 4, 3, 3, 1) = 12
Cold Damage: 5d6 ⇒ (2, 5, 4, 1, 6) = 18
Electricity Damage: 5d6 ⇒ (2, 5, 3, 4, 2) = 16
Fire Damage: 5d6 ⇒ (3, 4, 5, 6, 4) = 22
Poison Damage: 5d6 ⇒ (2, 1, 4, 5, 1) = 13

Rounds: 1d4 ⇒ 1

DC 47 Basic Reflex against the breath attack.

★★★
Adamantine Fen! Round 8

Party Conditions: Inspire Courage | Haste
Battlemap

──────────
BOLD: GO!:
──────────
Dahak (-292 HP)Dirge of Doom | 2d6+1 Persistent Bleed | Weakness Slashing/Piercing 5
➤ Cuthberwyn (191/268 HP)Resist Fire 20 |
➤ Cabaguil (165/228 HP)Resist Fire 20 |
➤ Kelvin (291/310 HP)Resist Bludgeoning 5 | Fire Resist 20 |
➤ Raspar (234/270 HP)Resist Piercing 4; Resist Fire 20 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
➤ Dakapos (279/306 HP)Resist Slashing 3 | Resist Fire 20 | Heroism | Blinded 1 Minute
⠀⠀➤ Forceful hand (50/50 HP)AC 25


Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0

DC 47 Refl: 1d20 + 31 ⇒ (5) + 31 = 36 Because of course.

Acid 12 x 2 = 24, resist 10 for 14
Cold 18 x 2 = 36
Electricity 16 x 2 = 32
Fire 22 x 2 = 44, resist 20 for 24
Poison 13 x 2 = 26

14 + 36 + 32 + 24 + 26 = 132 damage. 59/268

Cuthberwyn, battered and bruised, patches his wounds (Assurance in Medicine = 30, DC 20 Treat Wounds for crit success, healing: 4d8 + 10 ⇒ (4, 1, 3, 6) + 10 = 24), then flies up and over a bit, trying to give Dak a flanking partner.

Battle Medicine ◈, Fly ◈, Fly ◈, no haste action. Dirge of doom lingers one more round.


Male Human

Status:
AC: 38 | HP: 155/228 (resist fire 20, resist all 5) | Hero Points: 0
Equipped: Staff of Healing
Conditions: +2 saves vs evil, strikes gain ghost touch & +1 good dam, fire resistance 20, quickened (5/10r), regeneration (4/4r 15hp/r)
Battle Medicine: Cabaguil
Guidance: None
True Seeing (0/1)
Bounce Back (1/1, no wounded condition from dying)
Belt of Regeneration (temp HP: 0/15) (•>, 0/1d, 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)(1/1, •>, 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)(0/1, •>, quickened 1m stride, climb, or swim)
Demilich Eye (1/1, •>>, fiery body (9) 1m)
Staff of Healing, Major: (4/10) (+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: (3/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eye, Searing Light§ (5), Sending
Sixth Level: (2/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
Seventh Level: (1/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regenerate, Searing Light§ (7), Sunburst§
Eighth Level: (1/4) 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
Tenth Level: (1/1) Miracle, Nullify
- - -

Reflex: 1d20 + 29 ⇒ (17) + 29 = 46 vs DC 47 (-61 after fire resistance)
I really wish the game allowed the squishy to hang back, but no. Most of my spells are limited to 30’.

Cabaguil cooks.

He uses his quickened action to move closer to the threat. He then heals everyone in the party but Cuthberwyn who is too far away. Heal 8 (•>>)
Heal: 8d8 + 4 ⇒ (1, 3, 7, 4, 3, 8, 1, 8) + 4 = 39 (staff)

His belt does its thing as well (regen 15hp) for the last time.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Round 8

Action 1: Stride.
Action 2: Stride.
Action 3: Strike.
Haste: 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 + 30 ⇒ (16) + 30 = 46 Reflex

Raspar moves up to strike, critfishing for a crit.

Melee or Ranged Strike:
1d20 + 34 + 1 ⇒ (11) + 34 + 1 = 46 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1 ⇒ (4, 4, 3) + 12 + (2) + (2) + 1 = 28 damage (holy, flaming)

Melee or Ranged Strike:
1d20 + 34 + 1 - 4 ⇒ (11) + 34 + 1 - 4 = 42 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1 ⇒ (4, 4, 4) + 12 + (1) + (6) + 1 = 32 damage (holy, 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.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 33 ⇒ (4) + 33 = 37 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (1, 4, 3) + 11 + (2) + (5) + (2) = 28 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (3, 4) + 1 = 8 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]


HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

Reflex save vs DC 47: 1d20 + 34 ⇒ (18) + 34 = 52 No damage

Kelvin, still invisible, is a harder target for the dragon than it realizes. He avoids its rainbow breath weapon.

Action 1:Stride
Action 2: Strike
Action 3: Strike
Reaction: Opportune Backstab

Kelvin boldly moves forward and stabs out with his reforged spear.
Strike vs Dahak (Flat-footed): 1d20 + 35 ⇒ (16) + 35 = 51
Damage (P + Sonic/Elec/Force): 4d6 + 12 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (2, 3, 3, 1) + 12 + (5, 1, 6, 5) + (3) + (1) + (2) = 44 plus Weakness 5 to Slashing and Piercing

And eagerly looks to stab through dragon-god scales.
Strike vs Dahak (Flat-footed): 1d20 + 30 ⇒ (12) + 30 = 42
Damage (P + Sonic/Elec/Force): 4d6 + 12 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (2, 5, 2, 5) + 12 + (1, 1, 3, 2) + (2) + (3) + (3) = 41 plus Weakness 5 to Slashing and Piercing

He then waits for Dak to get in on the action...

Opportune Backstab:
Strike vs Melee Opponent (Flat-footed): 1d20 + 33 ⇒ (14) + 33 = 47
Damage (P + Sonic/Elec/Force): 4d6 + 12 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (1, 5, 3, 6) + 12 + (3, 3, 4, 2) + (1) + (6) + (4) = 50 plus Weakness 5 to Slashing and Piercing


Male, Elf (Seer) | HP 306/306 AC: 47 (Slash Resist 3) | F: +33 (Juggernaut) R: +34 (Evasion), W: +27 (Bravery) | Perception: +27 (M, Low-Light Vision) Default Exploration: Scout | Speed: 40' (Daily Longstrider)

As Dahak flies back, Ðakaþos takes a quick swing with his brilliant blade:

Flank AoO: 1d20 + 37 + 3 ⇒ (10) + 37 + 3 = 50 for DMG: 4d12 + 13 + 3 + 3d4 ⇒ (1, 7, 6, 8) + 13 + 3 + (1, 3, 1) = 43

He then maintains his spell and keeps pace with the dragon, swinging again with as much force as he can muster.

Power Attack: 1d20 + 37 + 3 ⇒ (15) + 37 + 3 = 55 for DMG: 7d12 + 13 + 3 + 3d4 ⇒ (5, 7, 1, 10, 5, 7, 8) + 13 + 3 + (1, 2, 3) = 65

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Dakapos Reflex save vs DC 45 (Breath), Evasion: 1d20 + 34 ⇒ (8) + 34 = 42

Cuthberwyn's Dirge lingers a moment more as he retreats quickly to try and heal his wounds as most of the party gets cooked, fried, and electrocuted. Cabaguil does some emergency healing as he sends out a strong pulse of light from his staff.

Raspar's attack misses, though Kelvin and Dakapos attacks strip the last layer of scales free exposing Dakapos' flesh beneath them. The Dragon roars in defiance as he heals once more, though this one seems considerably weaker.

Heal: 5d8 + 40 ⇒ (1, 1, 6, 4, 4) + 40 = 56

Jaws vs Dakapos AC 47: 1d20 + 44 - 1 ⇒ (10) + 44 - 1 = 53
Damage: 5d10 + 10 ⇒ (5, 10, 8, 3, 4) + 10 = 40 Raspar negates 20 of this damage.
Damage (Fire): 4d6 ⇒ (1, 1, 6, 4) = 12 All damage resisted.

Bleed Persistent Damage: 2d6 + 1 ⇒ (3, 4) + 1 = 8
Flat Check: 1d20 ⇒ 12

The elements around Dahak increase far faster this time around as he is ready to breath again at any moment.

Kelvin Reflex save vs DC 45 (Aura), Evasion: 1d20 + 34 ⇒ (16) + 34 = 50 No damage
Dakapos Reflex save vs DC 45 (Aura), Evasion: 1d20 + 34 ⇒ (3) + 34 = 37
Damage: 10d6 ⇒ (2, 5, 4, 5, 6, 5, 2, 6, 2, 2) = 39 31 damage.

★★★
Adamantine Fen! Round 9

Party Conditions: Inspire Courage | Haste
Battlemap

──────────
BOLD: GO!:
──────────
Dahak (-411 HP)Dirge of Doom | 2d6+1 Persistent Bleed | Weakness Slashing/Piercing 5
➤ Cuthberwyn (83/268 HP)Resist Fire 20 |
➤ Cabaguil (158/228 HP)Resist Fire 20 |
➤ Kelvin (310/310 HP)Resist Bludgeoning 5 | Fire Resist 20 |
➤ Raspar (212/270 HP)Resist Piercing 4; Resist Fire 20 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 24/24) |
➤ Dakapos (206/306 HP)Resist Slashing 3 | Resist Fire 20 | Heroism |
⠀⠀➤ Forceful hand (50/50 HP)AC 25


Male, Elf (Seer) | HP 306/306 AC: 47 (Slash Resist 3) | F: +33 (Juggernaut) R: +34 (Evasion), W: +27 (Bravery) | Perception: +27 (M, Low-Light Vision) Default Exploration: Scout | Speed: 40' (Daily Longstrider)

Sorry, in my haste I forgot the save. Not getting any help from one of his most potent spells, Dak takes the beating with a little help from Raspar and lets the Hand dissipate.Will use the Reaction if triggered since I get 2.

Wounded, but not near death, the elf keeps up his normal method of attacking:

[fly]
Power Attack: 1d20 + 37 + 3 ⇒ (13) + 37 + 3 = 53 for DMG: 7d12 + 13 + 3 + 3d4 ⇒ (7, 6, 7, 4, 11, 10, 11) + 13 + 3 + (4, 3, 1) = 80
Speed Attack: 1d20 + 27 + 3 ⇒ (19) + 27 + 3 = 49 for DMG if hit: 4d12 + 13 + 3 + 3d4 ⇒ (4, 7, 4, 3) + 13 + 3 + (2, 2, 1) = 39


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Round 8

Action 1: Stride.
Action 2: Strike.
Action 3: Strike.
Haste: 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 moves up to strike, critfishing for a crit...but with flank now.

Melee or Ranged Strike:
1d20 + 34 + 1 + 2 ⇒ (2) + 34 + 1 + 2 = 39 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1 ⇒ (1, 1, 3) + 12 + (3) + (3) + 1 = 24 damage (holy, flaming)

Melee or Ranged Strike:
1d20 + 34 + 1 - 4 + 2 ⇒ (19) + 34 + 1 - 4 + 2 = 52 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1 ⇒ (3, 4, 4) + 12 + (3) + (1) + 1 = 28 damage (holy, flaming)

Melee or Ranged Strike:
1d20 + 34 + 1 - 8 + 2 ⇒ (14) + 34 + 1 - 8 + 2 = 43 to hit;
P/S, holy: 3d4 + 12 + 1d6 + 1d6 + 1 ⇒ (2, 3, 3) + 12 + (2) + (5) + 1 = 28 damage (holy, 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.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 33 ⇒ (6) + 33 = 39 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (1, 3, 2) + 11 + (5) + (1) + (4) = 27 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (6, 6) + 1 = 13 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]


Male Human

Status:
AC: 38 | HP: 185/228 (resist fire 20, resist all 5) | Hero Points: 0
Equipped: Staff of Healing
Conditions: +2 saves vs evil, strikes gain ghost touch & +1 good dam, fire resistance 20, quickened (6/10r)
Battle Medicine: Cabaguil
Guidance: None
True Seeing (0/1)
Bounce Back (1/1, no wounded condition from dying)
Belt of Regeneration (temp HP: 0/15) (•>, 0/1d, 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)(1/1, •>, 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)(0/1, •>, quickened 1m stride, climb, or swim)
Demilich Eye (1/1, •>>, fiery body (9) 1m)
Staff of Healing, Major: (4/10) (+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: (3/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eye, Searing Light§ (5), Sending
Sixth Level: (2/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
Seventh Level: (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: (1/4) 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
Tenth Level: (1/1) Miracle, Nullify
- - -

He uses his quickened action to move closer. He then heals everyone in the party but Raspar who is too far away. Heal 7 (•>>>)
Heal: 7d8 + 4 ⇒ (4, 4, 4, 3, 2, 7, 2) + 4 = 30 (staff)


HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

Action 1: Strike
Action 2: Strike
Action 3: Strike
Reaction: Opportune Backstab

The bottled up rage, so long kept quiet, manifests through Kelvin's shouted words. "DRAGON! I'VE HATED YOU FOR TOO MUCH OF MY LIFE! TODAY YOU DIE TO A CRAGHORN'S FURY!"

Strike vs Dahak (Flat-footed): 1d20 + 35 ⇒ (4) + 35 = 39
Damage (P + Sonic/Elec/Force): 4d6 + 14 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (2, 6, 6, 1) + 14 + (5, 5, 4, 4) + (2) + (6) + (2) = 57 plus Weakness 5 to Slashing and Piercing

Strike vs Dahak (Flat-footed): 1d20 + 31 ⇒ (5) + 31 = 36
Damage (S + Sonic/Elec/Force): 4d4 + 14 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (2, 3, 4, 1) + 14 + (6, 5, 3, 3) + (5) + (5) + (5) = 56 plus Weakness 5 to Slashing and Piercing

Strike vs Dahak (Flat-footed): 1d20 + 27 ⇒ (9) + 27 = 36
Damage (S + Sonic/Elec/Force): 4d4 + 14 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (3, 3, 2, 4) + 14 + (1, 5, 6, 4) + (1) + (2) + (6) = 51 plus Weakness 5 to Slashing and Piercing

Reflex save vs Aura: 1d20 + 34 ⇒ (17) + 34 = 51 Success means no damage

And because someone will distract the dragon, Kelvin hurts for the opportunity to backstab...

Opportune Backstab:
Strike vs Melee Opponent (Flat-footed): 1d20 + 33 ⇒ (3) + 33 = 36
Damage (P + Sonic/Elec/Force): 4d6 + 14 + 4d6 + 1d6 + 1d6 + 1d6 ⇒ (1, 2, 6, 6) + 14 + (6, 3, 6, 6) + (6) + (4) + (1) = 61 plus Weakness 5 to Slashing and Piercing

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Cuthberwyn continues his dirge as he attempts to counter Dahak's healing.

Spell Attack: 1d20 + 34 ⇒ (19) + 34 = 53
Spell Attack: 1d20 + 34 ⇒ (17) + 34 = 51

Though Dahak doesn't realize it yet his heals will no longer close off his wounds or stop his bleeding. Cabaguil begins working on everyone else. Raspar's holy blade finally manages to strike into the position that Kelvin and Dakapos have been stripping scales away from. The searing blade causes Dahak to gasp in pain as it does significant damage to the area. Weakness Good 26!

Kelvin's spear misses as Dahak begins to turn towards Raspar. Though he does seem to find a new lucky number.

Raspar Reflex save vs DC 45 (Aura): 1d20 + 30 ⇒ (2) + 30 = 32
Damage: 10d6 ⇒ (5, 3, 3, 5, 1, 3, 3, 2, 3, 2) = 30 Crit for 48

Dakapos Reflex save vs DC 45 (Aura), Evasion: 1d20 + 34 ⇒ (12) + 34 = 46

Raspar gets burned a little more though with Cabaguil's infernal healing you are well into this as Dahak's manifestation appears to be struggling mightily.

Dahak tries to heal once more but grows fearful as it seems to do nothing. He swings about snapping at Dakapos once more. "What have you done!?"

Jaws vs Dakapos AC 47: 1d20 + 44 - 1 ⇒ (5) + 44 - 1 = 48
Damage: 5d10 + 10 ⇒ (9, 9, 3, 10, 3) + 10 = 44
Damage (Fire): 4d6 ⇒ (2, 6, 5, 4) = 17 All damage resisted.

Bleed Persistent Damage: 2d6 + 1 ⇒ (5, 6) + 1 = 12
Flat Check: 1d20 ⇒ 11

Dahak bites into Dakapos, but just as he does so the drogons body convulses. Seems the wound Raspar caused to the dragon at the start of the combat has gotten the better of him as he slowly bleed out.

Bleed Damage from the starknife got the kill.

With the five nodes of Alseta’s Landing and defeat the manifestation of Dahak, the prison realm created so long ago collapses in on itself. As the Adamantine Fen implodes, you are shunted (harmlessly) out through Vengegate.

There you are met by a smiling and mournful looking Mengkare. "Thank you for saving all of us. Myself most of all Heroes." He gives a deep respectful bow to you.


Male, Elf (Seer) | HP 306/306 AC: 47 (Slash Resist 3) | F: +33 (Juggernaut) R: +34 (Evasion), W: +27 (Bravery) | Perception: +27 (M, Low-Light Vision) Default Exploration: Scout | Speed: 40' (Daily Longstrider)

Ðakaþos drops his blade, his heaving breath punctuated with the occasional cough, "It is done Mengkare." The elf looks around to see a world he knows. He then sits down, the exhaustion catching up with him. "Is it all done? What remains now?"


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5
GM Tyranius wrote:
Bleed Damage from the starknife got the kill.

From Hell’s heart I stab at thee.

Raspar hacks a few more times at the dragon, making sure to make sure it’s dead. He doesn’t want to have to come back here and do this again.


HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

In a rare gesture of solidarity, Kelvin stabs at the corpse with Raspar. His spear runs furrows through the flesh of the dead dragon, it's jagged tip tearing flesh.

When he finally stops, his rage leaving him winded, it's tears that flow freely down his face. "You have no idea how much I needed this done, Mengkare. The bastard has been a looming shadow my entire life."

He hocks up a gob of phlegm and spits on the the remains of Dahak.


Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0

Cuthberwyn stares at the fallen manifestation for a long while, his eyes big and unblinking. Finally, he steps forward and claims a single scale from the dragon's hide, that lone token itself still nearly as large as his own head.

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