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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Radiant Oath

HP 250/250| AC 39 (41 with raised shield)| Fort +26, Refl +23, Will +27 | Perc +24 (+26 int) (darkvision) |Resist: 7 fire, 4 slashing Acid 4, Cold 4, Elec 4, poison 4

reflex(maybe a 20?): 1d20 + 23 ⇒ (14) + 23 = 37

"By Torag's Beard! what just hit us?"


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: 1d20 + 28 ⇒ (17) + 28 = 45
Kelvin completely avoids the blast from Dahak, and is infuriated when the vision ends. "I was just getting warmed up!"

Perception: 1d20 + 24 ⇒ (16) + 24 = 40
He's about to retrieve the gourd when Cabaguil mentions the village. "I see it too! Let's get going quickly!"


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

1d20 + 26 ⇒ (5) + 26 = 31 Reflex (Resist Fire 15) Looks like a mere 127 damage.

Raspar burns. And then will draw and drink a minor elixir of life 1d6 + 1 ⇒ (5) + 1 = 6 hp healing.

"Ah, that's better."

* * *

Raspar listens to what Char-baguil has to say about dead gnomes, and it seems to be a lot. He will follow the party to the gap.


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)

REF v. Breath: 1d20 + 26 ⇒ (19) + 26 = 45 Evasion for the crit.

Dak dodges the dragonflame!

As the rest of the party works out the details, Dak eyes the storm. Any option to figure out what might be the ultimate magical impetus? He then hustles to the gap.


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 42(!) Refl: 1d20 + 24 ⇒ (14) + 24 = 38
Cuthberwyn twists and does manage to avoid some of the dragonflame.

Once through the gate...
DC 25 Medicine: 1d20 + 23 ⇒ (3) + 23 = 26
DC 28 Nature: 1d20 + 21 ⇒ (11) + 21 = 32
DC 25 Perception: 1d20 + 25 ⇒ (1) + 25 = 26 LMAO

Cuth concurs with Cabaguil's assessment of the gmone's demise.

This storm...it's unnatural. You can tell by the local flora that it's been going for quite some t— Cuthberwyn expounds, then stops abruptly when he gets sand in his eyes. AARGH! He is unable to see what the others see through the storm, instead furiously rubbing at his eyes.

Dark Archive

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

@Dakapos- not from the edges of the storm.

It takes roughly 20 minutes to reach the town. Finderplain is an eclectic mishmash of structures arrayed with the best of intentions along unregulated thoroughfares that have migrated gradually over the centuries thanks to a lack of formal building codes. Founded about 300 years ago, Finderplain serves as a waypoint for travelers between Nex, Katapesh, and the western wilds. Its predominantly gnome populace is largely transitory, rarely remaining for more than 6 months before departing for other excitement and opportunity. As a result, even the younger structures have often exchanged ownership a dozen times, and any property left abandoned for at least a week is up for grabs. What’s more, Finderplain has weathered at least 50 different governments, having recently wished farewell to Chief Minarchist Dwalginostil’s 11 months of governmental noninterference, and 2 months ago hailed Soukmaster Satla Kivarn and her commerce-minded initiatives.

The last few days of dust storm have forced Finderplain’s occupants to shelter in their homes. Dunes of fine silt have accumulated in the streets, forming low mounds here and there and noone is out walking the streets.


Male Human

Cabaguil looks for a public house of some kind. Anywhere strangers might be accepted in from the sandstorm.

Arcana/Nature/Occult/Religion/Society: 1d20 + 21 ⇒ (13) + 21 = 34

Upon finding a likely building (or taking a random shot) he pounds loudly on the door, ”Oy there! We’re travelers caught out in this mess! Please! Let us in so we may heal and rest from the weather!”

He’ll try other buildings if he can’t get anyone to open. Though if the group passes an abandoned structure, Cabaguil will suggest they take cover there temporarily so he can heal everyone (including himself!) and they can rest a moment and take stock of the storm.


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

Raspar will touch himself in a private way. +48 hp.

”C’mon, let’s find a place to hole up. We’ll have a lot of work ahead of us to clean all this up! There is a LOT of dust.”


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 mentally pictures Raspar's agony at the thought of having to sweep up such a mess as this, then he smiles.

A split second later he realizes that the halfling would take Sisyphean delight at the though, then he scowls.

Dark Archive

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

Cabaguil leads the group through the streets towards a place called Bazal's Basin. The largest of Finderplain’s buildings, this earthen hall acts as a town hall, dance parlor, theater, feast hall, temple, and more as needed. Like many of Finderplain’s features, it’s been renamed dozens of times. The main room can hold about 400 people comfortably with another 100 in side rooms—and half again that many if most of them are gnomes.

On your way there you hear a weathered forlorn howl that seems to scare a family of gnomes from their home as they come bursting out of the door.Three gnomes and one half-elf inside into a blind panic. They burst from their shelter, screaming in terror as they run down the street, just visible to
you through a break in the dust storm. At the same time, three opportunistic huge dark, swirling clouds filled with flying debris and streaked with sudden flashes of lightning converge on the fleeing creatures.

No map. The swirling dust clouds are 50' away and the area is difficult terrain due to the sand dunes. This dust also gives concealment to everything.

GM Screen:

Cabaguil, Detect Magic: 1d20 + 22 ⇒ (14) + 22 = 36
Raspar, Avoid Notice: 1d20 + 26 ⇒ (14) + 26 = 40
Ðakaþos, Scout: 1d20 + 21 ⇒ (12) + 21 = 33
Kelvin, Avoid Notice: 1d20 + 23 ⇒ (6) + 23 = 29
Cuthberwyn, Search: 1d20 + 23 ⇒ (6) + 23 = 29
Dori, Defend: 1d20 + 21 ⇒ (1) + 21 = 22
Dust Clouds: 1d20 + 20 ⇒ (6) + 20 = 26

★★★
Elemental Opportunists! Round 1

Battlemap

──────────
BOLD: GO!:
──────────
➤ Raspar (216/216 HP)Resist Piercing 3; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5)
➤ Cabaguil (143/143 HP)Resist Fire 10
➤ Dakapos (231/231 HP)Resist Slashing 3
➤ Cuthberwyn (203/203 HP)Resist Fire 10
➤ Kelvin (235/235 HP)Resist Fire 7
Dust Cloud (Red) (-0 HP)
Dust Cloud (Green) (-0 HP)
Dust Cloud (Yellow) (-0 HP)
Dori (234/234 HP)(Shield Hardness 17 HP 167/180), Resist Fire 7, Slashing 4 (Wyrmbane Aura 15 Ft Fire 3 , Acid 3 , Cold 3 , Electricity 3 , Poison 3)


Male Human

Status:
AC: 32 | HP: 143/143 (resist fire 10) | Hero Points: 2
Equipped: Staff of healing
Conditions: See Invisibility (5/10m)
Battle Medicine: None
Guidance: None
Bounce Back (1/1, no wounded condition from dying)
Cape of the Mountebank (+2 deception)(1/1, •>>, dimension door)
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Messenger’s Ring: (+2 diplomacy)(1/1, 1m, Animal Messenger)
Eye of the Wise (•>, telepathy with Warbal Bumblebrasher)(•>, +2 decipher writing, disable device, identify magic, pick lock, seek, sense motive)
Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
Healer’s Gloves: (+2 medicine)(1/1, •>, cure 4d6+15)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Winged: (1/1 hour, •>>, fly 5m)
Staff of Healing, Major: (8/8) (+3hp heal spells; stabilize, heal(1,2,3,4,5), restoration(2,4), restore senses(2), remove disease(3,5), breath of life(5))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +22 (T), Spell DC’s 32 (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 +26 (M), Spell DC’s 36 (M)
Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
First Level: (3/4) Charm§*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (3/4) 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 Eyes, Searing Light§ (5), Sending
Sixth Level: (4/4) 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: (4/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regeneration, Searing Light§ (7), Sunburst§
Eighth Level: (2/3) Blade Barrier§ (8), Canticle of Everlasting Grief, Charm§* (8), Crisis of Faith§ (8), Dispel Magic§ (8), Divine Aura*, Flame Strike§ (8), Divine Armageddon§, Heal§ (8), Searing Light§ (8), Sunburst§ (8)

So I guess we took a half hour or so in the swirling sandstorm to heal? If that's not the case, Cabaguil will heal the party with a spell instead of the below...

Cabaguil extends his senses (link) to see the seen and unseen.

Cabaguil look at the new threat, what he can see of it. Though they have concealment, he tries to determine what they’re up against if he can (•>). He’ll call out what he learns if anything.
Arcana/Nature/Occult/Religion/Society: 1d20 + 21 ⇒ (18) + 21 = 39

He’ll then cast Flame Strike (8) (•>>, Reflex DC 36 or fire/divine: 14d6 + 8 ⇒ (5, 3, 4, 5, 1, 2, 6, 4, 5, 2, 3, 6, 4, 2) + 8 = 60) trying to get them all in the radius (just 10’ so he’ll get what he can).

Dark Archive

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

The two champions could negate some of the damage and between lay on hands and medicine checks you would have been fin on the 30 minutes it too to get into town.


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

Is there a map for this? Raspar might want to move to protect the civilians if he knew which way to go. Or at least try to engage of the dank blowhards (not Kelvin).

Raspar pauses, trying to decide what he can see and which way to go.

"Which way Cabaguil!?"


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: Stride
Action 2: Stride
Action 3: Stride

Kelvin pushes through the sand, trying to get close to the danger so he can stab it. "Hey you! Yeah, you with the ugly face! Get over here so I can rearrange it!"
Kelvin is 35ft closer now


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 summons some magic to hasten his approach. He becomes magically fast and closes in! Haste + double stride for 40' closer.


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

Round 1

Action 1: Stride.
Action 2: Stride.
Action 3: Shield.

Raspar will double move in the direction Cabaguil indicates, calling out to the innocents and raising his shield.

Dark Archive

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

GM Screen:

Cabaguil's Arcana (T): 1d20 + 19 ⇒ (15) + 19 = 34

Found a map I can recycle for the combat.

Most of you charge forth through the sand storm as Cabaguil recognizes these creatures as Uthuls. An uthul most often appears to be a dark, swirling cloud filled with flying debris and streaked with sudden flashes of lightning. Although they are clearly elemental in nature, uthuls are nearly always found on the Material Plane, where they hide among natural cloud formations, especially thunderstorms. Huge air elementals They are able to form into living whirlwinds that can pass through areas inflicting severe damage.

With this much wind Cabaguil believes flames will do the trick as he sends a flame strike down in between two of the elementals.

Green Reflex DC 36: 1d20 + 29 ⇒ (11) + 29 = 40
Yellow Reflex DC 36: 1d20 + 29 ⇒ (14) + 29 = 43

The flames swirl into the winds creating huge fiery tornado elementas for a few brief moments as panic sets in until the flames extinguish.

★★★
Elemental Opportunists! Round 1

Battlemap

──────────
BOLD: GO!:
──────────
Raspar (216/216 HP)Resist Piercing 3; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5)
Cabaguil (143/143 HP)Resist Fire 10
Dakapos (231/231 HP)Resist Slashing 3
➤ Cuthberwyn (203/203 HP)Resist Fire 10
Kelvin (235/235 HP)Resist Fire 7
Dust Cloud (Red) (-0 HP)
Dust Cloud (Green) (-30 HP)
Dust Cloud (Yellow) (-30 HP)
Dori (234/234 HP)(Shield Hardness 17 HP 167/180), Resist Fire 7, Slashing 4 (Wyrmbane Aura 15 Ft Fire 3 , Acid 3 , Cold 3 , Electricity 3 , Poison 3)


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 steps forward, strategically placing himself between the two champions, and weaves a spell. Cast slow, DC 36 Fort.

Stride, verbal & somatic components for slow (L3).

Dark Archive

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

Fort DC 36: 1d20 + 28 ⇒ (13) + 28 = 41

Cuthberwyn gets in range and begins to slow one of the elementals. The trio of elementals transform into living vortex's that violently swirl all around the buildings.

Red Swirling Vortex Damage (Raspar, Dakapos, and Kelvin) Blud / Lightning: 4d6 + 2d12 ⇒ (5, 1, 5, 5) + (6, 9) = 31 @Kelvin DC 32 Reflex or be picked up and carried along with the vortex. If taken you can escape with another reflex save but are ejected 1d4x10' in a random direction.

Yellow Swirling Vortex Damage (Raspar, Dakapos, and Kelvin) Blud / Lightning: 4d6 + 2d12 ⇒ (6, 2, 1, 1) + (6, 7) = 23 @Dakapos DC 32 Reflex or be picked up and carried along with the vortex. If taken you can escape with another reflex save but are ejected 1d4x10' in a random direction.

The trio of you are battered by debris and shocked by lightning as the heavy winds lift you off of your feet.

★★★
Elemental Opportunists! Round 1 / 2

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Dakapos: DC 32 Reflex or get sucked into Swirling Vortex
Kelvin: DC 32 Reflex or get sucked into Swirling Vortex

──────────
BOLD: GO!:
──────────
➤ Raspar (162/216 HP)Resist Piercing 3; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5)
➤ Cabaguil (143/143 HP)Resist Fire 10
➤ Dakapos (177/231 HP)Resist Slashing 3
➤ Cuthberwyn (203/203 HP)Resist Fire 10
➤ Kelvin (181/235 HP)Resist Fire 7
Dust Cloud (Red) (-0 HP)
Dust Cloud (Green) (-30 HP)Slow 1 round
Dust Cloud (Yellow) (-30 HP)
➤ Dori (234/234 HP)(Shield Hardness 17 HP 167/180), Resist Fire 7, Slashing 4 (Wyrmbane Aura 15 Ft Fire 3 , Acid 3 , Cold 3 , Electricity 3 , Poison 3)


Male Human

Status:
AC: 32 | HP: 143/143 (resist fire 10) | Hero Points: 2
Equipped: Staff of healing
Conditions: See Invisibility (5/10m)
Battle Medicine: None
Guidance: None
Bounce Back (1/1, no wounded condition from dying)
Cape of the Mountebank (+2 deception)(1/1, •>>, dimension door)
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Messenger’s Ring: (+2 diplomacy)(1/1, 1m, Animal Messenger)
Eye of the Wise (•>, telepathy with Warbal Bumblebrasher)(•>, +2 decipher writing, disable device, identify magic, pick lock, seek, sense motive)
Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
Healer’s Gloves: (+2 medicine)(1/1, •>, cure 4d6+15)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Winged: (1/1 hour, •>>, fly 5m)
Staff of Healing, Major: (8/8) (+3hp heal spells; stabilize, heal(1,2,3,4,5), restoration(2,4), restore senses(2), remove disease(3,5), breath of life(5))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +22 (T), Spell DC’s 32 (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 +26 (M), Spell DC’s 36 (M)
Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
First Level: (3/4) Charm§*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (3/4) 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 Eyes, Searing Light§ (5), Sending
Sixth Level: (4/4) 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), Regeneration, Searing Light§ (7), Sunburst§
Eighth Level: (2/3) Blade Barrier§ (8), Canticle of Everlasting Grief, Charm§* (8), Crisis of Faith§ (8), Dispel Magic§ (8), Divine Aura*, Flame Strike§ (8), Divine Armageddon§, Heal§ (8), Searing Light§ (8), Sunburst§ (8)

Cabaguil shrugs, one of his most powerful spells, and a pair of decent hits out of it. He wanted more! More power! He moves up. It’s difficult terrain, 25’ move, so just 10’. I’m 40’ away. (•>)

He tries something a little different, casting Searing Light (7) (•>>, good damage only if fiend or undead) because all his other spells are too short range.

Searing Light (7): 1d20 + 26 ⇒ (2) + 26 = 28 Damage (Fire): 13d6 + 7 ⇒ (4, 5, 5, 2, 1, 4, 5, 4, 6, 1, 3, 1, 6) + 7 = 54 Damage (Good): 13d6 ⇒ (6, 1, 3, 1, 2, 6, 2, 2, 3, 2, 4, 5, 3) = 40

He points his finger straight up in the air rather than at his target.


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)

REF: 1d20 + 26 ⇒ (10) + 26 = 36

Dak keeps his feet planted as he closes in for a hit:
Power ATK v. Green: 1d20 + 30 ⇒ (13) + 30 = 43 for DMG: 5d12 + 13 ⇒ (7, 5, 2, 10, 3) + 13 = 40 andFire & Cold: 2d6 ⇒ (2, 3) = 5


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: 1d20 + 28 ⇒ (1) + 28 = 29
Kelvin hrks as he's picked up by the swirling vortex!

Action 1: Escape
Action 2: Escape
Action 3: Escape

"Let me go, you long-winded bastard!"
Athletics: 1d20 + 26 ⇒ (4) + 26 = 30

Kelvin continues to struggle to break free.
Athletics: 1d20 + 21 ⇒ (5) + 21 = 26

He tries to calm himself. "C'mon, you can do this. You just gotta..."
Athletics: 1d20 + 16 ⇒ (3) + 16 = 19

"GODS DAMNIT ALL!"


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: Strike out.
Action 2: Strike out.
Action 3: Strike out.

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

Raspar strikes out at green, again and again.

Melee or Ranged Strike:
1d20 + 27 ⇒ (1) + 27 = 28 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (2, 2, 3) + 11 + (6) + (3) + (3) = 30 damage (holy, disrupting, flaming)

Melee or Ranged Strike:
1d20 + 27 - 4 ⇒ (6) + 27 - 4 = 29 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (4, 3, 4) + 11 + (1) + (3) + (3) = 29 damage (holy, disrupting, flaming)

Melee or Ranged Strike:
1d20 + 27 - 8 ⇒ (15) + 27 - 8 = 34 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (1, 3, 1) + 11 + (5) + (2) + (2) = 25 damage (holy, disrupting, flaming)

Note 16 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 2 persistent good damage to the grappler.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 27 ⇒ (5) + 27 = 32 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (4, 2, 1) + 11 + (2) + (3) + (6) = 29 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (5, 2) + 1 = 8 persistent bleeding

AC: 39 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 27/26/25 + 2 vs. spells/reaction
HP: 216/216

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+26[/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 (=17). 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]

Dark Archive

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

Each of Raspar's strikes pass harmlessly through the elemental as they miss. Cabaguil sends a blazing ray of light into the wounded elemental in front of Dakapos, but instead scorches a nearby building.

Dakapos closes in on the elemental and slashes his blade across the surface finding solid footing. Hit.

Kelvin is swept up into the miniature tornado and taken away with one of the elementals.

★★★
Elemental Opportunists! Round 1 / 2

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Kelvin: DC 32 Reflex or get sucked into Swirling Vortex

──────────
BOLD: GO!:
──────────
Raspar (162/216 HP)Resist Piercing 3; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5)
Cabaguil (143/143 HP)Resist Fire 10
Dakapos (177/231 HP)Resist Slashing 3
Cuthberwyn (203/203 HP)Resist Fire 10
Kelvin (181/235 HP)Resist Fire 7
Dust Cloud (Red) (-0 HP)
Dust Cloud (Green) (-75 HP)
Dust Cloud (Yellow) (-30 HP)
➤ Dori (234/234 HP)(Shield Hardness 17 HP 167/180), Resist Fire 7, Slashing 4 (Wyrmbane Aura 15 Ft Fire 3 , Acid 3 , Cold 3 , Electricity 3 , Poison 3)

Dark Archive

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

Dori stomps through the knee-high sand as he tries to close the distance. The dust clouds sweep through your group once more as they playfully circle the building.

Red Swirling Vortex Damage (Kelvin) Blud / Lightning: 4d6 + 2d12 ⇒ (4, 6, 4, 3) + (1, 11) = 29

Yellow Swirling Vortex Damage (Dakapos and Dori) Blud / Lightning: 4d6 + 2d12 ⇒ (2, 4, 6, 3) + (10, 12) = 37 @Dori DC 32 Reflex or be picked up and carried along with the vortex. If taken you can escape with another reflex save but are ejected 1d4x10' in a random direction.

Dori reflex DC 32: 1d20 + 22 ⇒ (13) + 22 = 35

Raspar and Dori block a lot of the debris as it is flung at Dakapos. Champion reaction x2.

★★★
Elemental Opportunists! Round 2 / 3

Battlemap

──────────
BOLD: GO!:
──────────
➤ Raspar (162/216 HP)Resist Piercing 3; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5)
➤ Cabaguil (143/143 HP)Resist Fire 10
➤ Dakapos (172/231 HP)Resist Slashing 3
➤ Cuthberwyn (203/203 HP)Resist Fire 10
➤ Kelvin (152/235 HP)Resist Fire 7
Dust Cloud (Red) (-0 HP)
Dust Cloud (Green) (-75 HP)
Dust Cloud (Yellow) (-30 HP)
➤ Dori (197/234 HP)(Shield Hardness 17 HP 167/180), Resist Fire 7, Slashing 4 (Wyrmbane Aura 15 Ft Fire 3 , Acid 3 , Cold 3 , Electricity 3 , Poison 3)


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: Stride.
Action 2: Strike out.
Action 3: Strike out.

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

Raspar moves to strike at red, twice.

Melee or Ranged Strike:
1d20 + 27 ⇒ (13) + 27 = 40 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (4, 3, 4) + 11 + (2) + (6) + (4) = 34 damage (holy, disrupting, flaming)

Melee or Ranged Strike:
1d20 + 27 - 4 ⇒ (10) + 27 - 4 = 33 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (3, 2, 3) + 11 + (2) + (4) + (4) = 29 damage (holy, disrupting, flaming)

Note 16 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 2 persistent good damage to the grappler.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 27 ⇒ (5) + 27 = 32 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (4, 3, 1) + 11 + (1) + (2) + (4) = 26 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (5, 5) + 1 = 11 persistent bleeding

AC: 39 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 27/26/25 + 2 vs. spells/reaction
HP: 216/216

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+26[/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 (=17). 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]


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: Escape
Action 2: Stand
Action 3: Strike
Reaction: Opportune Backstab

Kelvin continues to fight to break free!
Escape: 1d20 + 26 ⇒ (20) + 26 = 46
Assuming a crit is just a success...
Distance: 1d4 ⇒ 4 x10
Direction (1 is North, going clockwise): 1d8 ⇒ 8

Breaking free, the dwarf is spit out of the maelstrom only to slam into a nearby building with force!
I assume he takes damage and is prone, but I don't know how much damage

Getting back up to his feet, Kelvin growls. "You're going to pay for that."

He stabs with his prized spear!
Strike vs Red (Flat-footed): 1d20 + 28 ⇒ (1) + 28 = 29
Damage (P + Sonic/Elec): 2d6 + 11 + 3d6 + 1d6 + 1d6 ⇒ (2, 4) + 11 + (4, 4, 4) + (3) + (4) = 36 plus Weakness 5 to Slashing


Male Human

Status:
AC: 32 | HP: 143/143 (resist fire 10) | Hero Points: 2
Equipped: Staff of healing
Conditions: See Invisibility (5/10m)
Battle Medicine: None
Guidance: None
Bounce Back (1/1, no wounded condition from dying)
Cape of the Mountebank (+2 deception)(1/1, •>>, dimension door)
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Messenger’s Ring: (+2 diplomacy)(1/1, 1m, Animal Messenger)
Eye of the Wise (•>, telepathy with Warbal Bumblebrasher)(•>, +2 decipher writing, disable device, identify magic, pick lock, seek, sense motive)
Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
Healer’s Gloves: (+2 medicine)(1/1, •>, cure 4d6+15)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Winged: (1/1 hour, •>>, fly 5m)
Staff of Healing, Major: (8/8) (+3hp heal spells; stabilize, heal(1,2,3,4,5), restoration(2,4), restore senses(2), remove disease(3,5), breath of life(5))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +22 (T), Spell DC’s 32 (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 +26 (M), Spell DC’s 36 (M)
Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
First Level: (3/4) Charm§*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (3/4) 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 Eyes, Searing Light§ (5), Sending
Sixth Level: (4/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
Seventh Level: (2/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regeneration, Searing Light§ (7), Sunburst§
Eighth Level: (2/3) Blade Barrier§ (8), Canticle of Everlasting Grief, Charm§* (8), Crisis of Faith§ (8), Dispel Magic§ (8), Divine Aura*, Flame Strike§ (8), Divine Armageddon§, Heal§ (8), Searing Light§ (8), Sunburst§ (8)

Cabaguil moves up a bit further (•>), before calling down a Flame Strike (7) (•>>, Reflex DC 36 or fire/divine: 12d6 + 7 ⇒ (4, 6, 3, 2, 5, 4, 1, 2, 1, 1, 1, 3) + 7 = 40). He’ll hit red and green together.


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 strategically forward and lets loose a spell to speed up his companions. Cast haste, targeting everyone in the party.

Stride, verbal & somatic components for haste.


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 rushes in and makes a mighty swing of his sword

ATK: 1d20 + 30 ⇒ (10) + 30 = 40 for DMG if hit: 3d12 + 13 ⇒ (8, 7, 11) + 13 = 39 and Fire: 1d6 ⇒ 1 Cold: 1d6 ⇒ 4

He then raises a shield against the incoming onslaught.

Radiant Oath

HP 250/250| AC 39 (41 with raised shield)| Fort +26, Refl +23, Will +27 | Perc +24 (+26 int) (darkvision) |Resist: 7 fire, 4 slashing Acid 4, Cold 4, Elec 4, poison 4

Dori moves towards the closest enemy and takes a few swings
actions 1:stride
actions 2:strike
actions 3:strike
haste actionstrike

attack!: 1d20 + 28 ⇒ (18) + 28 = 46
damage?: 3d8 + 11 ⇒ (3, 2, 3) + 11 = 19

attack!: 1d20 + 23 ⇒ (10) + 23 = 33
damage?: 3d8 + 11 ⇒ (4, 5, 7) + 11 = 27

attack!: 1d20 + 18 ⇒ (13) + 18 = 31
damage?: 3d8 + 11 ⇒ (8, 3, 4) + 11 = 26

retributive strike: :

target gains resistance 17. If the foe is within 15 ft range:
attack!:: 1d20 + 28 ⇒ (6) + 28 = 34
damage?: 3d8 + 11 ⇒ (3, 1, 1) + 11 = 16
If hit is successful, target gets 4 persistent good damage

Dark Archive

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

Dori and Raspar's weapons both seem to diminish the raging mini tornado's storm as the elementals power struggles. Cabaguil rains down another flames strike onto the pair as Kelvin is ejected right into the nearby wall.

Red Reflex DC 36: 1d20 + 29 ⇒ (6) + 29 = 35
Green Reflex DC 36: 1d20 + 29 ⇒ (8) + 29 = 37

Cuthberwyn spurs the group onwards as Dakapos raises his shield and focuses on a similar location as Raspar's starknife as it seems to make contact. Kelvin is too shaken as he swings around the open air.

The elementals begin to calm down a bit as they cease spinning debris all around them. The elementals shift around, swirling up more dust along the ground as they send powerful lightning bolts out from the center of their storm.

Red Lightning Crash Damage (Dori): 6d12 ⇒ (3, 7, 2, 7, 5, 8) = 32 DC 34 Basic Reflex.
Rounds: 1d4 ⇒ 2

Green Lightning Crash Damage (Dakapos, Cabaguil): 6d12 ⇒ (8, 11, 4, 5, 11, 9) = 48 DC 34 Basic Reflex.
Rounds: 1d4 ⇒ 3

Yellow Lightning Crash Damage (Kelvin, Raspar, Cuthberwyn): 6d12 ⇒ (3, 6, 7, 12, 11, 6) = 45 DC 34 Basic Reflex.
Rounds: 1d4 ⇒ 4

★★★
Elemental Opportunists! Round 3 / 4

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Raspar: DC 34 vs Lightning Crash
Cabaguil: DC 34 vs Lightning Crash
Dakapos: DC 34 vs Lightning Crash
Cuthberwyn: DC 34 vs Lightning Crash
Kelvin: DC 34 vs Lightning Crash
Dori: DC 34 vs Lightning Crash

──────────
BOLD: GO!:
──────────
➤ Raspar (162/216 HP)Resist Piercing 3; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5)
➤ Cabaguil (143/143 HP)Resist Fire 10
➤ Dakapos (172/231 HP)Resist Slashing 3
➤ Cuthberwyn (203/203 HP)Resist Fire 10
➤ Kelvin (152/235 HP)Resist Fire 7
Dust Cloud (Red) (-122 HP)
Dust Cloud (Green) (-95 HP)
Dust Cloud (Yellow) (-30 HP)
➤ Dori (197/234 HP)(Shield Hardness 17 HP 167/180), Resist Fire 7, Slashing 4 (Wyrmbane Aura 15 Ft Fire 3 , Acid 3 , Cold 3 , Electricity 3 , Poison 3)


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 34: 1d20 + 28 ⇒ (8) + 28 = 36 Assuming that is a basic save, no damage for Kelvin

Action 1: Rage (+20 temp hp)
Action 2: Strike
Action 3: Strike
Haste: Strike or Stride
Reaction: Opportune Backstab

Fury boils over within Kelvin. "NO MORE BRUSHING TEETH WITH SAND!"

He makes a pair of powerful stabs with Ogogoro's Pride, attempting to punctuate the point by puncturing the foes.
Strike vs Red (Flat-footed): 1d20 + 28 ⇒ (9) + 28 = 37
Damage (P + Sonic/Elec): 2d6 + 13 + 3d6 + 1d6 + 1d6 ⇒ (4, 4) + 13 + (4, 2, 2) + (6) + (6) = 41 plus Weakness 5 to Piercing

Strike vs Red (Flat-footed): 1d20 + 23 ⇒ (17) + 23 = 40
Damage (P + Sonic/Elec): 2d6 + 13 + 3d6 + 1d6 + 1d6 ⇒ (5, 6) + 13 + (3, 5, 6) + (2) + (4) = 44 plus Weakness 5 to Piercing

Strike vs Red (Flat-footed): 1d20 + 18 ⇒ (3) + 18 = 21
Damage (P + Sonic/Elec): 2d6 + 13 + 3d6 + 1d6 + 1d6 ⇒ (5, 2) + 13 + (2, 6, 3) + (1) + (1) = 33 plus Weakness 5 to Piercing
If Red drops on the second Strike (or is somehow dead before my turn, please use the Haste action to Stride to Green instead.

He angrily looks for an opening...

Opportune Backstab:
Strike vs Melee Opponent (Flat-footed): 1d20 + 26 ⇒ (18) + 26 = 44
Damage (P + Sonic/Elec): 2d6 + 13 + 3d6 + 1d6 + 1d6 ⇒ (3, 1) + 13 + (5, 2, 5) + (2) + (5) = 36 plus Weakness 5 to Piercing


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

Round 43

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

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

1d20 + 26 ⇒ (6) + 26 = 32 Reflex

Delay until after Kelvin.

Raspar moves to strike at red, then green, thrice.

Melee or Ranged Strike:
1d20 + 27 ⇒ (11) + 27 = 38 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (2, 1, 2) + 11 + (6) + (2) + (3) = 27 damage (holy, disrupting, flaming)

Melee or Ranged Strike:
1d20 + 27 - 4 ⇒ (20) + 27 - 4 = 43 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (2, 3, 3) + 11 + (2) + (1) + (6) = 28 damage (holy, disrupting, flaming)
Critical damage: 6d4 + 22 + 1d6 + 1d6 ⇒ (1, 3, 4, 4, 1, 4) + 22 + (3) + (2) = 44 + 2d6 + 1 ⇒ (4, 3) + 1 = 8 persistent bleeding

Melee or Ranged Strike:
1d20 + 27 - 8 ⇒ (18) + 27 - 8 = 37 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (1, 4, 1) + 11 + (1) + (1) + (4) = 23 damage (holy, disrupting, flaming)

Note 16 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 2 persistent good damage to the grappler.

Rasparations:

2 persistent good damage for the grappler.

Melee or Ranged Strike:
1d20 + 27 ⇒ (1) + 27 = 28 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (1, 2, 3) + 11 + (4) + (3) + (6) = 30 damage (holy, disrupting, flaming)

Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (5, 4) + 1 = 10 persistent bleeding

AC: 39 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 27/26/25 + 2 vs. spells/reaction
HP: 216/216

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+26[/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 (=17). 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]


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 34 Refl: 1d20 + 24 ⇒ (19) + 24 = 43 half damage for 22

Cuthberwyn steps deftly between his companions as he starts up an inspirational tale of protection for his companions. (Inspire defense, party within 60 feet of Cuth gains a +1 status bonus to AC and saving throws, as well as resistance equal to 3 physical damage.)

DC 32 Performance check for lingering composition: 1d20 + 28 ⇒ (12) + 28 = 40 success = three rounds, focus point spent.

He then turns attention to Yellow, weaving a complex tapestry of hand gestures that play on the creature's senses. Cast synesthesia, DC 36 Will.

Stride via haste, verbal component for inspire defense with lingering composition, verbal & somatic components for synesthesia.


Male Human

Status:
AC: 32 | HP: 95/143 (resist fire 10) | Hero Points: 2
Equipped: Staff of healing
Conditions: See Invisibility (5/10m), Quickened (stride/strike)
Battle Medicine: None
Guidance: None
Bounce Back (1/1, no wounded condition from dying)
Cape of the Mountebank (+2 deception)(1/1, •>>, dimension door)
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Messenger’s Ring: (+2 diplomacy)(1/1, 1m, Animal Messenger)
Eye of the Wise (•>, telepathy with Warbal Bumblebrasher)(•>, +2 decipher writing, disable device, identify magic, pick lock, seek, sense motive)
Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
Healer’s Gloves: (+2 medicine)(1/1, •>, cure 4d6+15)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Winged: (1/1 hour, •>>, fly 5m)
Staff of Healing, Major: (8/8) (+3hp heal spells; stabilize, heal(1,2,3,4,5), restoration(2,4), restore senses(2), remove disease(3,5), breath of life(5))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +22 (T), Spell DC’s 32 (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 +26 (M), Spell DC’s 36 (M)
Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
First Level: (3/4) Charm§*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (3/4) 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 Eyes, Searing Light§ (5), Sending
Sixth Level: (4/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
Seventh Level: (2/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regeneration, Searing Light§ (7), Sunburst§
Eighth Level: (1/3) Blade Barrier§ (8), Canticle of Everlasting Grief, Charm§* (8), Crisis of Faith§ (8), Dispel Magic§ (8), Divine Aura*, Flame Strike§ (8), Divine Armageddon§, Heal§ (8), Searing Light§ (8), Sunburst§ (8)

Reflex: 1d20 + 23 ⇒ (9) + 23 = 32 vs DC 34 for 48hp lightning dam

Cabaguil quickly 5’ steps (•>) back a bit from yellow though he fears he’s still in reach. He’ll again call down a Flame Strike (8) (•>>, Reflex DC 36 or fire/divine: 14d6 + 8 ⇒ (4, 3, 6, 1, 4, 6, 4, 6, 6, 6, 3, 3, 6, 6) + 8 = 72). He’ll hit red and green together if he gets the spell off.

He’ll then Inspire Courage (•>, +1 attack, damage, and saves vs fear (status)) to give his allies an edge.

Dark Archive

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

@Cuthberwyn- Your Resistance should be at 4 now for all physical as you can cast 8th level spells.

Reflex DC 36: 1d20 + 29 ⇒ (18) + 29 = 47

Raspar's starknife destroys the core of the elemental as it dissipates into a small electrical explosion. Cabaguil sends a pillar of flames down into the green tinted storm as it burns just off center.

Will DC 36: 1d20 + 22 ⇒ (7) + 22 = 29

Cuthberwyn casts a spell that absolutely wrecks the elementals senses. It seems to get confused as the winds begin swirling chaotically.

Kelvin avoids the lightning as his prized spear finishes off the elemental that Cabaguil's flames weakened down.

★★★
Elemental Opportunists! Round 3 / 4

Party Conditions: Inspire Defense +1 until round 7 (Resist 4), Inspire Courage +1
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Dakapos: DC 34 vs Lightning Crash
Dori: DC 34 vs Lightning Crash

──────────
BOLD: GO!:
──────────
Raspar (117/216 HP)Resist Piercing 3; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5)
Cabaguil (95/143 HP)Resist Fire 10
➤ Dakapos (172/231 HP)Resist Slashing 3
Cuthberwyn (181/203 HP)Resist Fire 10
Kelvin (152/235 HP)Resist Fire 7, Temp HP 20
Dust Cloud (Yellow) (-30 HP)Synesthesia 1 minute
➤ Dori (197/234 HP)(Shield Hardness 17 HP 167/180), Resist Fire 7, Slashing 4 (Wyrmbane Aura 15 Ft Fire 3 , Acid 3 , Cold 3 , Electricity 3 , Poison 3)

Radiant Oath

HP 250/250| AC 39 (41 with raised shield)| Fort +26, Refl +23, Will +27 | Perc +24 (+26 int) (darkvision) |Resist: 7 fire, 4 slashing Acid 4, Cold 4, Elec 4, poison 4

Doris sees that Cab is alone and in a bad position. He rushes to the next target!

actions 1:stride
actions 2:strike
actions 3:strike
[b]haste action[b] strike

attack!: 1d20 + 28 ⇒ (17) + 28 = 45
damage?: 3d8 + 11 ⇒ (5, 6, 1) + 11 = 23

attack!: 1d20 + 23 ⇒ (4) + 23 = 27
damage?: 3d8 + 11 ⇒ (5, 3, 5) + 11 = 24

attack!: 1d20 + 18 ⇒ (14) + 18 = 32
damage?: 3d8 + 11 ⇒ (5, 5, 7) + 11 = 28


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)

REF: 1d20 + 26 ⇒ (11) + 26 = 37 Ðakaþos dodges the lightning with some room to spare. He then takes a single step, closing 10' in before unleashing his blade in a carefully curated barrage:

Power ATK: 1d20 + 30 + 1 ⇒ (20) + 30 + 1 = 51 for DOUBLE: 5d12 + 13 + 1d6 + 1d6 + 1 ⇒ (2, 4, 3, 3, 7) + 13 + (2) + (3) + 1 = 38 Flat-footed until next turn, 1d10 Persistent Fire, Slowed 1 (FORT DC 24 negates Slow)
Haste ATK: 1d20 + 20 + 1 ⇒ (16) + 20 + 1 = 37 for DMG if hit: 3d12 + 13 + 1d6 + 1d6 + 1 ⇒ (10, 8, 9) + 13 + (6) + (3) + 1 = 50

Radiant Oath

HP 250/250| AC 39 (41 with raised shield)| Fort +26, Refl +23, Will +27 | Perc +24 (+26 int) (darkvision) |Resist: 7 fire, 4 slashing Acid 4, Cold 4, Elec 4, poison 4

reflex: 1d20 + 23 ⇒ (2) + 23 = 25

Dark Archive

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

Dori and Dakapos take a small jolt from the edges of the lightning bolts as they focus their attacks onto the central elemental ending it's existence between hammer and blade.

In the short distance you see some of the local militia helping the survivors, leading them towards Bazal’s Basin. Having witnessed your battle the militia waves towards you. "This way! Get in here quick!" The shout as loud as they can but it is barely heard over the storm.


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

Kelvin quickly leads the group towards Bazal's Basin.


Male Human

Cabaguil moves quickly for the Basin following Kelvin. He wants no more of this storm that's for sure. Sand is getting, well, let's just say sand is getting everywhere.

He hurries along.


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

Raspar hustles to keep up. With the sand continuing to go everywhere, he wonders how he'll ever clean it all up.

Dark Archive

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

It takes roughly 10 minutes to go the short distance to Bazal’s Basin. Once inside the militia pull the door shut, straining as sand fills in all of the gaps.

Once the sand within settles you find the building is currently housing 450 residents. A small gnome with bright red hair and a couple piercings in her eyebrow scuttles through the crowd. "You're safe now." She looks you over. "You aren't from Finderplain? Who are you? Where did you come from? How did you get through the storm? Why would you come into the storm?" She asks with confusion.


Male Human

”We’re heroes from the Rainbow Citadel, but we don’t expect you’ve heard of us before now.” he introduces each member of the party by name, ending with himself.

”So what can you tell us about these storms? We found a courier…” he hands over the note the party found on the dead man. ”…so clearly this isn’t the first one. Have those creatures appeared before?”

He'll start working on the parties wounded before fanning out to look for others in need of aid.

Dark Archive

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

“Short answer: no. Finderplain’s not got a lot of longtime residents and historians, but a dust storm should not last this long and be this fierce. We’re two days into it, and it’s stronger than ever. Scouts have skirmished with monsters out there, yet we don’t know if they started the storm or are just enjoying it.”

Satla grimaces as another howl sounds off in the distance. “There’s something—maybe somethings—really creepy out there prowling the streets. Worse, some of the survivors we’ve pulled in have mentioned hearing whispering urges toward violence, or were tormented for hours by hearing voices promising the end of the world. Others have seen glowing eyes and horns that disappear into the dust. Whatever it is, it’s cruel, smart, and relentless.”


Male Human

"Well, I guess we're headed back out into it then." Cabaguil says grimly. He digs out a scarf or other rag to help keep the sand out of his mouth and nose at all.

When he's done what he can by way of healing, and had a little rest and some water, he'll ready to head back out.

"Where have these glowing eyes been seen? Is there a part of town more dangerous than the rest since the storm? It'd be nice to not have to wander around too much out there, you know?"

When the party is close to ready, he'll try his Prying Eye (•1min, perception +23) spell. He doesn't think it'll last long in the windstorm, but he's going to give it a try to at least get the lay of the town if he can.


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

Raspar pads along, trying to see how he might best be of help.

"Oh, it's a dangerous monster?" Rasp draws his starknife and is ready to head outside. "Say no more. I will be bleed for you, gnomefriend."

He will wait to see if Cabaguil can locate it or if he needs to blunder around until it is found.

Dark Archive

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

Satla gives a tentative smile and grows a bit excited. “Hey, we can use all the help we can get. There are only a few of us left who are strong enough to hold our own against the monsters. We’ve also got a lot of local leaders who we’ve yet to find, dead or alive. At this point, I need information, rescuers, those leaders, and supplies—food and water, especially. And if you can figure out how to stop the storm, all the better.”

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