GM Xavier Kahlvet's Passing the Torch—High Tier (Inactive)

Game Master KingTreyIII

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Dark Archive

Female NG Elf Cleric (Herald Caller) 18 | HP 129/129 | AC: 13 T: 13 FF: 10 | CMB +11, CMD: 24 | F: 19, R: 15, W: 25 | Ini: 12 (16 HA) | Prcp: 33, SM: 12 | Spd: 40 | hrsm aura: 6/18| chnnl: 1/5 | RODS xtnd 2/3 prstnt 0/3 prcng 0/3 quckn 3/3 rch 0/3 slnt 0/3 | robe of gates 1/3 | touch of glory 0/11 | hrsm, tru seeing, FoM, SR, GrAngAspct

Xanaphia casts Spell Resistance, Greater Angelic Aspect, and another extended (via rod) True Seeing on herself. She ascends via Grognar's communal air walk, sticking close to the tower in an effort to combat the winds, hopefully finding something to hold on to. She'll also stay a bit lower than the others. (I'll go with 130' above the ground)

The Exchange

N Female Arcanist 18 | HP: 284/236 | AC: 29 (13 Tch, 24 FF) | CMD 29 | F:+25, R:+21, W:+22 +3 vs mind affecting, Immune to fire, resist elec 30 | Init: +13-17 Per: +36, SM: +31 | Speed Fly 60 |
Spells:
6|5|3|4|2|4|3|4|3; Reroll Unused; Pool 6|21; Adept 3|5
| Conditions: FoM, Blindsight 40', Blindsense 60', See invis, Images 8

As a reminder, everyone except I think Fletch, still has Mass Fly giving you a 60' fly speed.

Dark Archive

Female NG Elf Cleric (Herald Caller) 18 | HP 129/129 | AC: 13 T: 13 FF: 10 | CMB +11, CMD: 24 | F: 19, R: 15, W: 25 | Ini: 12 (16 HA) | Prcp: 33, SM: 12 | Spd: 40 | hrsm aura: 6/18| chnnl: 1/5 | RODS xtnd 2/3 prstnt 0/3 prcng 0/3 quckn 3/3 rch 0/3 slnt 0/3 | robe of gates 1/3 | touch of glory 0/11 | hrsm, tru seeing, FoM, SR, GrAngAspct
Anariel Gallonica wrote:
As a reminder, everyone except I think Fletch, still has Mass Fly giving you a 60' fly speed.

Well then I have fly from the spell, fly from wings via Greater Angelic Aspect, and Air Walk. Yay. I also have SR from 2 different sources, haha

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

I cast airwalk for those of use with single-digit fly scores.

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

Fletch follows along?


| Strange Aeons | Hell's Rebels | ◆◇↻

GM Screen:
S Grognar
1uYel

Oh yeah, forgot about something:

Hard Mode Adjustment for the previous fight:
Add another nightshade to the encounter. All nightshades cast both haste and invisibility before the first round of combat.

Wind Tangent:
So admittedly there aren’t rules written in for the direction of the wind/how fast it goes/etc., so I’m going to make a GM call with how to run this: the wind is buffeting all over the place, so it’s going to be random which way the wind primarily blows from round to round by rolling a d26 to determine the direction. The numbering is based on the number of squares adjacent to a Medium creature (excluding their space) with 1 being the upper-top-left, 2 being the upper-top-middle, 3 being the upper-top-right, 4 being the upper-center-left and so on (moving down to the top-left of the next lower layer, so directly to the right would be 14, straight down would be 22, etc.). It’s not perfect when dealing with Large creatures, but any other method would result in dealing with partial diagonals and no one wants that.

That probably went over some of your guys’ heads, but it makes to me and that’s what matters. I’m assuming that these winds are going 40 mph (the average speed for severe winds as spelled out in the Core), so air walking people (Definitely Thereus and Fletch, and I’m assuming [until told otherwise] anyone else with a Fly skill bonus in the single digits) are pushed 8 squares in the direction determined by the d26.

1d26 ⇒ 17

Great. Now I have to improvise with a 3x3 cell table in Google Slides (where one cell is the equivalent of a 10’-square on the map) since that just blew people off of the map.

A booming voice echoes from above the Pathfinders, clearly audible over the cacophony of the storm.

”What do you think you’re—Wait! Stop!”

Suddenly, hiding from behind the central tower, three gaunt beasts emerge!

Knowledge (planes) 27:
These are astradaemons, deadly predators of souls from Abaddon and personify death by negative energy or level drain. These vile creatures stalk the multiverse for souls to feed upon, and a creature grappled by them are at risk of the daemon directly devouring their soul, killing them instantly and empowering the fiend!

If you exceed the DC by 5+, open the spoiler below

Spoiler:
A soul outside of its body—whether by death or magic—sates the daemon as it siphons off the creature’s soul. If a creature died near it then the astradaemon gains temporary hit points and an increase to its Strength. Incorporeal undead and living spirits traveling outside of the body (such as by astral projection or magic jar) take damage each round they are near the daemon.

If you exceed the DC by 10+, open the spoiler below

Spoiler:
The mere touch of an astradaemon rends through a living creature’s soul bit by bit. An astradaemon’s natural attacks all deal energy drain.

The gaunt creatures all fly, and partway through their flight Flyby attack they cast a spell and send a dark ray straight at Thereus! Order is Blue, Yellow, Red.

Spellcraft 32 +1 per 10’ from Grognar:

Blue vs Thereus Touch: 1d20 + 27 + 3 ⇒ (2) + 27 + 3 = 32
Negative Levels: 2d4 ⇒ (3, 2) = 5

Yellow vs Thereus Touch: 1d20 + 27 + 3 ⇒ (11) + 27 + 3 = 41
Negative Levels: 2d4 ⇒ (2, 2) = 4

Red vs Thereus Touch: 1d20 + 27 + 3 ⇒ (8) + 27 + 3 = 38
Negative Levels: 2d4 ⇒ (1, 4) = 5

The creatures then descend downward—one by Fletch, one by Xanaphia, and one kind of off to the side. Gonna save you guys my headache of trigonometry and trying to figure this whole thing out and just say “trust me, they can make it in one move action.”

The sound of spellcasting echoes from atop the central tower and a magical manifestation shimmers from there Red circle for the general area that the magic was manifesting and a beam of energy strikes at Grognar!

Dispel vs Deathward: 1d20 + 15 ⇒ (15) + 15 = 30

Suddenly, with a thunderous roar several bolts of blood red lightning strikes from above and hits the central tower before chaining off of it and striking the floating red disc!

Fort Saves:
Duration: 1d6 ⇒ 5
Anariel: 1d20 + 24 ⇒ (16) + 24 = 40
Fletch: 1d20 + 14 ⇒ (8) + 14 = 22
Grognar: 1d20 + 23 ⇒ (18) + 23 = 41
Thereus: 1d20 + 29 ⇒ (18) + 29 = 47
Xanaphia: 1d20 + 19 ⇒ (13) + 19 = 32

Red: 1d20 + 14 ⇒ (12) + 14 = 26
Yellow: 1d20 + 14 ⇒ (1) + 14 = 15
Blue: 1d20 + 14 ⇒ (17) + 14 = 31
???: 1d20 ⇒ 5 Keeping their exact bonus close to my chest.

The giant boom deafens Fletch and Yellow. And maybe ???, but you don’t know.

Following the lightning strikes, the clouds above poor sheeting rain on Absalom below. Ranged attacks take an additional -2 penalty (for a total of -6 on ranged weapon attack rolls and a -2 on all other ranged attack rolls).

HARD MODE: Sorm of Skyreach
Round 2
Field Effects: Communal Electricity Resistance, Severe Wind (-4 to Fly/ranged weapon attacks), Sheeting Rain (-2 to Ranged attacks)
========================
Grognar [165’ above ground]
Thereus [150’ above ground] {14 negative levels}
Anariel [170’ above ground] {8 images}
Xanaphia [130’ above ground]
Fletch [150’ above ground] {Deafened: Round 0 of 5}

Red [150’ above ground]
Yellow [150’ above ground] {Deafened: Round 0 of 5}
Blue [140’ above ground]
???
========================

The Exchange

N Female Arcanist 18 | HP: 284/236 | AC: 29 (13 Tch, 24 FF) | CMD 29 | F:+25, R:+21, W:+22 +3 vs mind affecting, Immune to fire, resist elec 30 | Init: +13-17 Per: +36, SM: +31 | Speed Fly 60 |
Spells:
6|5|3|4|2|4|3|4|3; Reroll Unused; Pool 6|21; Adept 3|5
| Conditions: FoM, Blindsight 40', Blindsense 60', See invis, Images 8

With a flicker Anariels changes herself into a huge golden dragon.

Free action to alter my shape, I now have 60' blindsense, does this pick up the undetectable caster?


| Strange Aeons | Hell's Rebels | ◆◇↻
Anariel Gallonica wrote:

With a flicker Anariels changes herself into a huge golden dragon.

Free action to alter my shape, I now have 60' blindsense, does this pick up the undetectable caster?

No.

The Exchange

N Female Arcanist 18 | HP: 284/236 | AC: 29 (13 Tch, 24 FF) | CMD 29 | F:+25, R:+21, W:+22 +3 vs mind affecting, Immune to fire, resist elec 30 | Init: +13-17 Per: +36, SM: +31 | Speed Fly 60 |
Spells:
6|5|3|4|2|4|3|4|3; Reroll Unused; Pool 6|21; Adept 3|5
| Conditions: FoM, Blindsight 40', Blindsense 60', See invis, Images 8

Oops, missed the Planes and Spellcraft check

Planes, heroism, clear ear: 1d20 + 37 + 2 + 2 ⇒ (9) + 37 + 2 + 2 = 50
Spellcraft, heroism: 1d20 + 34 + 2 ⇒ (6) + 34 + 2 = 42

Take care Anariel rumbles, These are astradaemons, their very touch drains your life force and they appear to be able to cast enegy drain. Her voice holds a trace of concern perhaps.

With that she makes a long swooping circuit of the group with her enhanced flight speed, trying to find the unndetectable enemy.

Taking a movee action to fly around the group to see if the enemy pops up on my blindnsense radar. I have a fly speed of 120. I will use 115 of it as I may want to use dimensional slide as part of it. My standard an swift actions may depend on if I spot them

The Exchange

N Female Arcanist 18 | HP: 284/236 | AC: 29 (13 Tch, 24 FF) | CMD 29 | F:+25, R:+21, W:+22 +3 vs mind affecting, Immune to fire, resist elec 30 | Init: +13-17 Per: +36, SM: +31 | Speed Fly 60 |
Spells:
6|5|3|4|2|4|3|4|3; Reroll Unused; Pool 6|21; Adept 3|5
| Conditions: FoM, Blindsight 40', Blindsense 60', See invis, Images 8

As a note for everyone except Fletch who can fly using my mass fly speed it gives you all a +13 bonus to fly checks.

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

D-O-U-G-H. Three astradaemons.

Fletch pauses to see if anything distracts one of these dangerous demons. If nothing does, he moves straight away from the nearest one and seeks cover.


| Strange Aeons | Hell's Rebels | ◆◇↻

I get that this is a super-high level and it’s hard mode, but could you please try to avoid doing your turn one action at a time, Anariel? It bogs things down heavily.

That said, invisible creature represented by the gray circle; 225’ above ground.

The Exchange

N Female Arcanist 18 | HP: 284/236 | AC: 29 (13 Tch, 24 FF) | CMD 29 | F:+25, R:+21, W:+22 +3 vs mind affecting, Immune to fire, resist elec 30 | Init: +13-17 Per: +36, SM: +31 | Speed Fly 60 |
Spells:
6|5|3|4|2|4|3|4|3; Reroll Unused; Pool 6|21; Adept 3|5
| Conditions: FoM, Blindsight 40', Blindsense 60', See invis, Images 8

Given that my turn involves reacting to things that happen, no I really cannot. I can hardly be bogging things down when three other people have yet to post their actions for this turn. Given I am possibly the most regular poster in this game I dont see me as the cause of any slowness.

Watch out shouts Anariel, The invisible enemy is just behind and above the yellow Astradaemon. A way above but even so.

With that Anariel quickens a spell, causing an explosion of colourful lights to illuminate the invisible enemy.

Casting quickened glitterdust, it does not allow for SR. The invisible enemy should be revealed and needs to make a DC27 will save or be blinded with a new save at the end of every round.

She then focuses her mind, drawing on reserves of arcane power and unleashes a powerful burst at the nearest astradaemon (blue). BEGONE she roars.

Following it up with a persistent dismissal on blue, spending an arcane pool point to increase the DC and using metamagic mastery to negate the increased casting time.

SR, CL, IS, GSP: 1d20 + 18 + 1 + 4 ⇒ (9) + 18 + 1 + 4 = 32

If that succeeds it needs to make a DC32 will save, roling twice and taking the lowest result.


| Strange Aeons | Hell's Rebels | ◆◇↻

Anariel’s glitterdust reveals the form of a human man with a buckler strapped to one hand and a Small shortsword in the other, as well as a three-flanged helm on his head.

Blue Will: 1d20 + 16 + 3 ⇒ (15) + 16 + 3 = 341d20 + 16 + 3 ⇒ (15) + 16 + 3 = 34

The daemon hisses at Anariel as her spell fails to affect it!

From above, the Taldan man’s voice booms.

”By order of the Decemvirate you will cease this foolishness, Pathfinders! Further prolonging this ritual will put Absalom in danger!”

EDIT: Oh yeah, glitterdust blinds too.

Decemvirate Will: 1d20 + 28 - 2 ⇒ (7) + 28 - 2 = 33

HARD MODE: Sorm of Skyreach
Round 2
Field Effects: Communal Electricity Resistance, Severe Wind (-4 to Fly/ranged weapon attacks), Sheeting Rain (-2 to Ranged attacks)
========================
Grognar [165’ above ground]
Thereus [150’ above ground] {14 negative levels}

Anariel [170’ above ground] {8 images}
Xanaphia [130’ above ground]
Fletch [150’ above ground] {Deafened: Round 0 of 5}

Red [150’ above ground]
Yellow [150’ above ground] {Deafened: Round 0 of 5}
Blue [140’ above ground]
Decemvirate of the Three-Flanged Helm [225’ above ground]
========================

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Planes: 1d20 + 10 ⇒ (8) + 10 = 18
Spellcraft: 1d20 + 28 ⇒ (5) + 28 = 33

Grognar sees the overwhelming forces the enemy has brought upon the pathfinders. He casts grace (swift) then he casts Euphoric touch moves (clicks his boots of haste if needed) and tries to touch the blue creature.

SR: 1d20 + 18 ⇒ (10) + 18 = 28
Touch Attack: 1d20 + 23 ⇒ (11) + 23 = 34

Anariel good try with the dismissal


| Strange Aeons | Hell's Rebels | ◆◇↻

Miss Chance (miss on a 1): 1d2 ⇒ 2

Well crap. Guess he's out of the combat.

HARD MODE: Sorm of Skyreach
Round 2
Field Effects: Communal Electricity Resistance, Severe Wind (-4 to Fly/ranged weapon attacks), Sheeting Rain (-2 to Ranged attacks)
========================
Grognar [130’ above ground]
Thereus [150’ above ground] {14 negative levels}
Anariel [170’ above ground] {8 images}
Xanaphia [130’ above ground]
Fletch [150’ above ground] {Deafened: Round 0 of 5}

Red [150’ above ground]
Yellow [150’ above ground] {Deafened: Round 0 of 5}
Blue [140’ above ground]
Decemvirate of the Three-Flanged Helm [225’ above ground]
========================

Silver Crusade

Male LG Human Brawler 1/Fighter (weapon master) 10/Paladin (divine hunter) 7 (5 neg lvls) | HP 184/184| AC: 32 T: 18 FF: 24 | CMB +18, CMD: 38 (41 Disarm/Sunder) | F: 24, R: 20, W: 13| Init: +3 | Perc: -6, SM:-2 | Spd: 30 | Lay on hands: 5/8| Channel: 4/4 | Martial Flex: 3/4 | Smite: 0/3 | Reliable Strike 1/2 | Goz Mask 4/6 | Active: Freedom of movement, evasion, see invisibility, fly, GWS

For what it's worth, Thereus also had fly on himself from here. Did not have mass fly from earlier as that would have been the one that was dispelled.

Thereus, feels the life force drain from his body in three fell swoops.

Swift to activate the arrowmaster's bracers bonus to one shot. Also using A Sure Thing trait for an extra bonus. Aiming at the glitterdusted fellow.

Manyshot: 1d20 + 28 - 14 - 4 - 2 + 20 + 2 ⇒ (2) + 28 - 14 - 4 - 2 + 20 + 2 = 32 Manyshot damage: 1d8 + 24 + 1d8 + 24 ⇒ (1) + 24 + (8) + 24 = 57 and holy: 2d6 + 2d6 ⇒ (6, 6) + (3, 6) = 21

Rapid shot: 1d20 + 28 - 14 - 4 - 2 ⇒ (9) + 28 - 14 - 4 - 2 = 17 Rapid shot damage: 1d8 + 24 ⇒ (8) + 24 = 32 and holy: 2d6 ⇒ (6, 5) = 11
Iterative 1: 1d20 + 23 - 14 - 4 - 2 ⇒ (12) + 23 - 14 - 4 - 2 = 15 Iterative 1 damage: 1d8 + 24 ⇒ (4) + 24 = 28 and holy: 2d6 ⇒ (1, 2) = 3
Iterative 2: 1d20 + 18 - 14 - 4 - 2 ⇒ (7) + 18 - 14 - 4 - 2 = 5 Iterative 2 damage: 1d8 + 24 ⇒ (7) + 24 = 31 and holy: 2d6 ⇒ (4, 3) = 7
Iterative 3: 1d20 + 13 - 14 - 4 - 2 ⇒ (12) + 13 - 14 - 4 - 2 = 5 Iterative 3 damage: 1d8 + 24 ⇒ (3) + 24 = 27 and holy: 2d6 ⇒ (5, 2) = 7

Deadly Aim using Adaptive Seeking Holy Bow and improved precise shot.

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

Fletch just moves to get some distance on the daemons.


| Strange Aeons | Hell's Rebels | ◆◇↻

Due to circumstances (and I’ll leave it at that) I have dropped Anariel from this table. Because of that I’m going to have to do a thorough retcon of this combat as if Anariel weren’t in it (her previously cast spells, like mass fly, I’ll still allow the party to have going), most notably applying the four-player adjustment, which removes two of the daemons.

The daemon and Decemvirate member stealth on top of the central tower prior to combat—the daemon is behind the tower and the Decemvirate member in front (but invisible).

Round 1

Grognar rises to 165’ and looks (unsuccessfully) for any threats

Thereus moves.

The daemon delays until after Fletch to see what the party does.

Xanaphia moves down to 130’

The Decemvirate member likewise delays until after Fletch.

Fletch just kinda loiters around

Due to the wind, Xanaphia, Thereus, and Fletch are blown 40’ southeast.

The daemon flies out from behind the tower and used Flyby Attack to cast energy drain on Thereus before settling adjacent to Xanaphia.

Reminder:
GM Xavier Kahlvet wrote:

Blue vs Thereus Touch: 1d20 + 27 + 3 ⇒ (2) + 27 + 3 = 32

Negative Levels: 2d4 ⇒ (3, 2) = 5

The Decemvirate member dispels Grognar’s death ward then (unknown to the party) moves.

A bolt of lightning strikes that deafens Fletch for 5 rounds.

Round 2

Grognar then casts grace and euphoric tranquility and touches the daemon

I’m going to assume that Xanaphia reveals the Decemvirate somehow (most likely with invisibility purge): Thereus full-attacks the Decemvirate member.

Reminder (attack bonuses are actually 9 higher due to Thereus having fewer negative levels):
Quote:

Manyshot: 1d20 + 28 - 14 - 4 - 2 + 20 + 2 ⇒ (2) + 28 - 14 - 4 - 2 + 20 + 2 = 32 Manyshot damage: 1d8 + 24 + 1d8 + 24 ⇒ (1) + 24 + (8) + 24 = 57 and holy: 2d6 + 2d6 ⇒ (6, 6) + (3, 6) = 21

Rapid shot: 1d20 + 28 - 14 - 4 - 2 ⇒ (9) + 28 - 14 - 4 - 2 = 17 Rapid shot damage: 1d8 + 24 ⇒ (8) + 24 = 32 and holy: 2d6 ⇒ (6, 5) = 11
Iterative 1: 1d20 + 23 - 14 - 4 - 2 ⇒ (12) + 23 - 14 - 4 - 2 = 15 Iterative 1 damage: 1d8 + 24 ⇒ (4) + 24 = 28 and holy: 2d6 ⇒ (1, 2) = 3
Iterative 2: 1d20 + 18 - 14 - 4 - 2 ⇒ (7) + 18 - 14 - 4 - 2 = 5 Iterative 2 damage: 1d8 + 24 ⇒ (7) + 24 = 31 and holy: 2d6 ⇒ (4, 3) = 7
Iterative 3: 1d20 + 13 - 14 - 4 - 2 ⇒ (12) + 13 - 14 - 4 - 2 = 5 Iterative 3 damage: 1d8 + 24 ⇒ (3) + 24 = 27 and holy: 2d6 ⇒ (5, 2) = 7

Decemvirate Reflex; DC 25: 1d20 + 26 - 2 ⇒ (18) + 26 - 2 = 42

The Decemvirate Member sees Thereus’s incoming shots, and at the last second snaps his buckler into place as both of Thereus’s arrows glide off of the shield and completely away from their target! All other attacks missed.

So that would significantly change Fletch’s turn since he doesn’t have a daemon standing right next to him. Because of that I’m going to allow him to redo his turn.

Also, I don’t think I got a clear answer from folks: are you all choosing to air walk or fly? (I know Fletch’s answer to that)

HARD MODE: Sorm of Skyreach
Round 2
Field Effects: Severe Wind (-4 to Fly/ranged weapon attacks), Sheeting Rain (-2 to Ranged attacks)
========================
Grognar [130’ above ground]
Thereus [150’ above ground] {5 negative levels}
Xanaphia [130’ above ground]
Fletch [150’ above ground] {Deafened: Round 0 of 5}

Blue [140’ above ground]
Decemvirate of the Three-Flanged Helm [225’ above ground]
========================

The Exchange

N Female Arcanist 18 | HP: 284/236 | AC: 29 (13 Tch, 24 FF) | CMD 29 | F:+25, R:+21, W:+22 +3 vs mind affecting, Immune to fire, resist elec 30 | Init: +13-17 Per: +36, SM: +31 | Speed Fly 60 |
Spells:
6|5|3|4|2|4|3|4|3; Reroll Unused; Pool 6|21; Adept 3|5
| Conditions: FoM, Blindsight 40', Blindsense 60', See invis, Images 8

Good luck everyone, you are going to need it given how our GM chooses to run their games

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

Fletch, unable to hear anything but his own heartbeat turns and takes aim at the Decemvirate member. He recalls the previous attempt to hide the truth behind a Decemvirate mask and he unleashes a single arrow, trying to help his more legendary companions.

+3 adaptive composite longbow w/ Deadly Aim and boots of speed and Freebooter's Bane: 1d20 + 24 - 2 - 4 + 1 + 3 ⇒ (18) + 24 - 2 - 4 + 1 + 3 = 401d8 + 7 + 8 + 1 + 3 ⇒ (1) + 7 + 8 + 1 + 3 = 20

Freebooter's Bond: All allies within 30 feet who can see or hear the freebooter gain an additional +2 bonus on attack rolls when flanking with the freebooter or with another ally affected by this ability.

Fletch also uses an old Hunter's Trick to help his companions.

Aiding Attack (Ex): The Ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the Ranger’s next turn gains a +2 circumstance bonus on that attack roll.

Silver Crusade

Male LG Human Brawler 1/Fighter (weapon master) 10/Paladin (divine hunter) 7 (5 neg lvls) | HP 184/184| AC: 32 T: 18 FF: 24 | CMB +18, CMD: 38 (41 Disarm/Sunder) | F: 24, R: 20, W: 13| Init: +3 | Perc: -6, SM:-2 | Spd: 30 | Lay on hands: 5/8| Channel: 4/4 | Martial Flex: 3/4 | Smite: 0/3 | Reliable Strike 1/2 | Goz Mask 4/6 | Active: Freedom of movement, evasion, see invisibility, fly, GWS

I wish to fly with my winged boots from here

Dark Archive

Female NG Elf Cleric (Herald Caller) 18 | HP 129/129 | AC: 13 T: 13 FF: 10 | CMB +11, CMD: 24 | F: 19, R: 15, W: 25 | Ini: 12 (16 HA) | Prcp: 33, SM: 12 | Spd: 40 | hrsm aura: 6/18| chnnl: 1/5 | RODS xtnd 2/3 prstnt 0/3 prcng 0/3 quckn 3/3 rch 0/3 slnt 0/3 | robe of gates 1/3 | touch of glory 0/11 | hrsm, tru seeing, FoM, SR, GrAngAspct

Xanaphia air walks away from the foe and casts invisibility purge. Path shown on map.
caster level: 18 + 1d4 - 1 ⇒ 18 + (3) - 1 = 20


| Strange Aeons | Hell's Rebels | ◆◇↻

Xanaphia couldn't actually see the Decemvirate member with true seeing. Should've been clearer.

Xanaphia edited her post.

Dark Archive

Female NG Elf Cleric (Herald Caller) 18 | HP 129/129 | AC: 13 T: 13 FF: 10 | CMB +11, CMD: 24 | F: 19, R: 15, W: 25 | Ini: 12 (16 HA) | Prcp: 33, SM: 12 | Spd: 40 | hrsm aura: 6/18| chnnl: 1/5 | RODS xtnd 2/3 prstnt 0/3 prcng 0/3 quckn 3/3 rch 0/3 slnt 0/3 | robe of gates 1/3 | touch of glory 0/11 | hrsm, tru seeing, FoM, SR, GrAngAspct

EDIT: Xanaphia ascends as much as possible towards the now-visible decemvirate (cast the spell before moving, minor retcon please. 3D combat is hard for me—using a spiral-stair-type ascent—note boots of striding and springing). Using her greater quicken metamagic rod, Xanaphia swiftly summons a Peri (SMIX) who spends its whole turn flying towards the foe, stopping directly under it.

Peri:
Peri (Sarenrae) CR 14
XP 38,400
Male peri (Pathfinder RPG Bestiary 3 218)
NG Medium outsider (good, native)
Init +7; Senses darkvision 60 ft., low-light vision, smoke sight; Perception +26
--------------------
Defense
--------------------
AC 30, touch 18, flat-footed 22 (+7 Dex, +1 dodge, +12 natural)
hp 218 (19d10+114)
Fort +14, Ref +18, Will +17
DR 10/cold iron, 10/evil; Immune electricity, fire; Resist acid 10, cold 10; SR 25
--------------------
Offense
--------------------
Speed 30 ft., fly 90 ft. (good)
Melee +2 flaming burst scimitar +30/+25/+20/+15 (1d6+14/18-20 plus 1d6 fire) or
. . 2 wings +23 (1d6+4 plus burn)
Special Attacks burn (2d6 fire, DC 25), whirlwind dance
Spell-Like Abilities (CL 15th; concentration +23)
. . Constant—fire shield (warm shield)
. . At will—aid, flame jump, pyrotechnics (DC 20), scorching ray
. . 3/day—fireball (DC 21), flame strike (DC 23), wall of fire
--------------------
Statistics
--------------------
Str 26, Dex 24, Con 23, Int 21, Wis 19, Cha 26
Base Atk +19; CMB +28 (+30 disarm); CMD 45 (47 vs. disarm)
Feats Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Improved Disarm, Iron Will, Mobility, Power Attack, Spring Attack, Whirlwind Attack
Skills Acrobatics +29, Diplomacy +30, Fly +33, Heal +23, Knowledge (planes) +27, Knowledge (religion) +24, Perception +26, Perform (Enter Choice) +30, Sense Motive +26, Spellcraft +27, Stealth +29
Languages Celestial, Common, Draconic, Elven, Ignan; telepathy 100 ft.
Other Gear +2 flaming burst scimitar
--------------------
Special Abilities
--------------------
Burn (2d6 fire, Wing, DC 25) (Ex) If you hit an opponent or they touch you, you inflict fire damage.
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Flame Jump (At will) (Sp) Enter fire of own size to instantly travel to a fire anywhere, as greater teleport.
Fly (90 feet, Good) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Fire You are immune to fire damage.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Smoke Sight (Su) A peri can see through fire, fog, and smoke without penalty.
Spell Resistance (25) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Whirlwind Attack Instead of making a full attack, you attack all foes in reach.
Whirlwind Dance (1/day, DC 26) (Su) Flame vortex can move over foes to batter, burn & sweep up for 9 rd (Ref neg).

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
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| Strange Aeons | Hell's Rebels | ◆◇↻

Xanaphia’s invisibility purge reveals the form of the Taldan human that is the bearer of the three-spired helm. A buckler is strapped to one arm while in his other he wields a shortsword that is far too small for him—the shortsword appears to have once been regal, but has since been weathered by time, occasional cracks and nicks appear on its blade.

Fletch shoots an arrow and miraculously manages to hit the Decemvirate member, but he felt that not all of his damage went through ran into DR.

1d26 ⇒ 19

The violent wind pushes the Seekers (sans Thereus) down and to the north, causing Fletch to bump into the pacified daemon. 25’ north and 25’ lower to the ground (the hypotenuse of that triangle being 40); Fletch stops just short of that because he ran into the daemon

Decemvirate Spellcraft vs Euphoric Tranquility; DC 29: 1d20 + 13 - 2 ⇒ (16) + 13 - 2 = 27

The daemon is still technically a participant in this combat, and through telepathy the Decemvirate member realizes something is wrong (auto-succeeds at the Sense Motive check to know that it’s under a compulsion) and tells it to delay until after his turn, so the daemon does so (since everyone is its friend currently).

The man bearing the triple-spired growls as he stares past the peri below him and at the daemon that just got touched by Grognar.

”You dare do such a thing? You dare attack a member of the Decemvirate?! The killing of a Runelord? The assistance to Mendev during the Fifth Crusade? The devastation of the juggernauts of the Aspis Consortium? Efforts that could never have occurred without my guidance on the Ten—and at my suggestion that some of you were instrumental in these efforts! Not to mention the sheer amount of diamonds needed at such short notice just to resurrect you four alone! Do these mean nothing?!

“Very well. You are entitled to your opinion, but if you would disrupt this ritual then the Grand Lodge—nay, Absalom—would not survive! Tar-Baphon is at Absalom’s doorstep, and if protecting our fair city means disposing of four of the best Pathfinders that I have seen in years, then I suppose I have no choice.”

The Decemvirate member defensively cannot fail the concentration check casts dispel magic on the daemon! The astradaemon isn’t completely inside of Xanaphia’s protective aura because of height differences and such, so it’s still a valid target.

CL Check: 1d20 + 15 ⇒ (17) + 15 = 32

Euphoric tranquility is the highest CL spell on the daemon.

Rage reenters the daemon’s eyes as it locks onto Xanaphia!

The Decemvirate member looks down at Thereus and points his shortsword at him.

”You first, Erastilian.”

The masked man flies over and hovers just above Thereus, revealing a stab wound in his thigh that glows with an emerald green light. Provokes from both Thereus and the Peri (the Peri gets the +2 bonus from Fletch’s Aiding Shot).

Blue comes out of delay.

The daemon five-foot-flies forward and roars as it full-attacks Xanaphia!

Blue vs Xanaphia; PA, higher ground:
Bite: 1d20 + 25 + 3 + 1 - 5 ⇒ (20) + 25 + 3 + 1 - 5 = 44
Damage: 2d6 + 7 + 10 ⇒ (2, 2) + 7 + 10 = 21
Grab: 1d20 + 29 + 3 + 1 - 5 ⇒ (8) + 29 + 3 + 1 - 5 = 36

Claw 1: 1d20 + 25 + 3 + 1 - 5 ⇒ (9) + 25 + 3 + 1 - 5 = 33
Damage: 1d8 + 7 + 10 ⇒ (5) + 7 + 10 = 22

Claw 2: 1d20 + 25 + 3 + 1 - 5 ⇒ (15) + 25 + 3 + 1 - 5 = 39
Damage: 1d8 + 7 + 10 ⇒ (3) + 7 + 10 = 20

Tail Slap: 1d20 + 20 + 3 + 1 - 5 ⇒ (9) + 20 + 3 + 1 - 5 = 28
Damage: 1d12 + 3 + 5 ⇒ (1) + 3 + 5 = 9

*

Bite Confirmation: 1d20 + 25 + 3 + 1 - 5 ⇒ (9) + 25 + 3 + 1 - 5 = 33
Bonus Crit Damage: 2d6 + 7 + 10 ⇒ (5, 6) + 7 + 10 = 28

The beast viciously bites into the Sarenite and brings her closer with the elf in its maw while she feels her life force begin deteriorating, but a stone talisman around her neck shatters to dust as she nimbly slips free of the daemon’s hold! This, however, does not stop the astradaemon, as it continues to rend into Xanaphia’s body!

HARD MODE: Storm of Skyreach
Round 3
Field Effects: Severe Wind (-4 to Fly/ranged weapon attacks), Sheeting Rain (-2 to Ranged attacks)
========================
Grognar [105’ above ground]
Thereus {5 negative levels} [150’ above ground]
Xanaphia (-100) {2 negative levels} [125’ above ground]
Peri [220’ above ground]
Fletch [140’ above ground] {Deafened: Round 1 of 5}

Blue (+10) [140’ above ground]
Decemvirate of the Three-Flanged Helm (-20 from “1” attacks [before DR]) [155’ above ground]
========================

Silver Crusade

Male LG Human Brawler 1/Fighter (weapon master) 10/Paladin (divine hunter) 7 (5 neg lvls) | HP 184/184| AC: 32 T: 18 FF: 24 | CMB +18, CMD: 38 (41 Disarm/Sunder) | F: 24, R: 20, W: 13| Init: +3 | Perc: -6, SM:-2 | Spd: 30 | Lay on hands: 5/8| Channel: 4/4 | Martial Flex: 3/4 | Smite: 0/3 | Reliable Strike 1/2 | Goz Mask 4/6 | Active: Freedom of movement, evasion, see invisibility, fly, GWS

AOO shot: 1d20 + 30 + 1 - 2 - 4 - 5 ⇒ (15) + 30 + 1 - 2 - 4 - 5 = 35 damage: 1d8 + 24 + 1 ⇒ (2) + 24 + 1 = 27 and holy: 2d6 ⇒ (6, 1) = 7

Point Blank Deadly Aim using Adaptive Seeking Holy Bow.

Swift to Smite Evil on Decemvirate, standard to go total defense (+5 and +6 to AC) then move toward the rest of the group, drawing wand of shield.


| Strange Aeons | Hell's Rebels | ◆◇↻

GM Screen:
S Thereus last turn (forgot to say it in a GM screen)

The three-flanged Decemvirate scoffs as Thereus’s arrow pings off of his breastplate.

”Seems someone needs a reminder of their superiors!”

Decemvirate AoO vs Thereus; CE: 1d20 + 41 - 2 - 5 ⇒ (20) + 41 - 2 - 5 = 54
Damage: 1d4 + 56 - 2 + 2d6 ⇒ (4) + 56 - 2 + (5, 1) = 64 Fire Damage: 5d6 ⇒ (6, 2, 1, 4, 5) = 18 Sonic Damage: 1d6 ⇒ 6 Divine Damage: 9d6 ⇒ (5, 4, 2, 1, 4, 1, 6, 3, 6) = 32

Decemvirate Confirmation; Critical Focus: 1d20 + 41 - 2 - 5 + 4 ⇒ (14) + 41 - 2 - 5 + 4 = 52
Bonus Crit Damage: 1d4 + 56 - 2 ⇒ (1) + 56 - 2 = 55

With a thunderous BOOM the Decemvirate stabs Thereus in the back, doing dreadful damage to the paladin of Erastil! He then slices outward, causing Thereus to lose his grip on Justice—his longbow—and it falls downward toward the ground over a hundred feet below! Thereus is Bleeding 1 and has been disarmed.

Thereus Fort vs “Thunderous Boom”: 1d20 + 24 ⇒ (3) + 24 = 27
Thereus Will vs Divine Damage: 1d20 + 13 ⇒ (12) + 13 = 25
Thereus Will vs ???: 1d20 + 13 ⇒ (7) + 13 = 20

Thereus, would you like to use a folio reroll on any of these saves?

Knowledge (arcana) 24:
The Decemvirate member is currently affected by Resounding blow.

HARD MODE: Storm of Skyreach
Round 3
Field Effects: Severe Wind (-4 to Fly/ranged weapon attacks), Sheeting Rain (-2 to Ranged attacks)
========================
Grognar [105’ above ground]
Thereus (-175) {5 negative levels; Bleed 1} [150’ above ground]
Xanaphia (-100) {2 negative levels} [125’ above ground]
Peri [220’ above ground]
Fletch {Deafened: Round 1 of 5} [140’ above ground]

Blue (+10) [140’ above ground]
Decemvirate of the Three-Flanged Helm (-20 from “1” attacks [before DR]) [155’ above ground]
========================

Silver Crusade

Male LG Human Brawler 1/Fighter (weapon master) 10/Paladin (divine hunter) 7 (5 neg lvls) | HP 184/184| AC: 32 T: 18 FF: 24 | CMB +18, CMD: 38 (41 Disarm/Sunder) | F: 24, R: 20, W: 13| Init: +3 | Perc: -6, SM:-2 | Spd: 30 | Lay on hands: 5/8| Channel: 4/4 | Martial Flex: 3/4 | Smite: 0/3 | Reliable Strike 1/2 | Goz Mask 4/6 | Active: Freedom of movement, evasion, see invisibility, fly, GWS

no reroll

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Grognar clicks his boots of haste, then moves up (swift action) to the astradaemon using Xanaphia as cover to prevent an AOO. Then he will talk a full attack with haste and freebooters bane.

Attack: 1d20 + 25 + 3 + 1 ⇒ (20) + 25 + 3 + 1 = 49 +2 attack vs Humans, and evil outsider.
Damage: 2d6 + 29 + 3 ⇒ (4, 5) + 29 + 3 = 41 +2 damage vs Humans, aberrations and evil outsider.
-----------------------------------------------------------------------
Attack Haste: 1d20 + 25 + 3 + 1 ⇒ (20) + 25 + 3 + 1 = 49
Damage: 2d6 + 29 + 3 ⇒ (3, 4) + 29 + 3 = 39
-----------------------------------------------------------------------
Attack Iterative: 1d20 + 20 + 3 + 1 ⇒ (20) + 20 + 3 + 1 = 44
Damage: 2d6 + 29 + 3 ⇒ (5, 1) + 29 + 3 = 38
-----------------------------------------------------------------------
Attack: 1d20 + 15 + 3 + 1 ⇒ (17) + 15 + 3 + 1 = 36
Damage: 2d6 + 29 + 3 ⇒ (6, 2) + 29 + 3 = 40
-----------------------------------------------------------------------

Four critical threats confirmation rolls.

Attack: 1d20 + 25 + 3 + 1 ⇒ (10) + 25 + 3 + 1 = 39 +2 attack vs Humans, and evil outsider.
Damage: 2d6 + 29 + 3 ⇒ (2, 5) + 29 + 3 = 39 +2 damage vs Humans, aberrations and evil outsider.
-----------------------------------------------------------------------
Attack Haste: 1d20 + 25 + 3 + 1 ⇒ (18) + 25 + 3 + 1 = 47
Damage: 2d6 + 29 + 3 ⇒ (5, 4) + 29 + 3 = 41
-----------------------------------------------------------------------
Attack Iterative: 1d20 + 20 + 3 + 1 ⇒ (5) + 20 + 3 + 1 = 29
Damage: 2d6 + 29 + 3 ⇒ (5, 2) + 29 + 3 = 39
-----------------------------------------------------------------------
Attack: 1d20 + 15 + 3 + 1 ⇒ (8) + 15 + 3 + 1 = 27
Damage: 2d6 + 29 + 3 ⇒ (6, 4) + 29 + 3 = 42


| Strange Aeons | Hell's Rebels | ◆◇↻

Blinks eyes in disbelief. Four critical threats in a row. Damn. Unfortunately (and this is something Fletch didn’t mention), Freebooter’s Bane only applies against a single target and only for the allies within 30’ of Fletch when he used it—and based on the bonus he used previously, it’s applied against the Decemvirate. So only Fletch and Thereus has it. Also, the daemon has a 15’ reach with its tail, using Xanaphia as cover to avoid an AoO isn’t possible.

Daemon Tail AoO vs Grognar; PA: 1d20 + 25 + 3 - 5 ⇒ (3) + 25 + 3 - 5 = 26
Damage: 1d12 + 3 + 5 ⇒ (11) + 3 + 5 = 19

Grognar Miss Chance vs Daemon (Miss on a 1):
Primary: 1d2 ⇒ 2

Haste: 1d2 ⇒ 1

Secondary: 1d2 ⇒ 1

Tertiary: 1d2 ⇒ 1

Grognar slashes wildly at the Daemon, but he only manages to connect once as he seems to aim about three feet too far to the right.

HARD MODE: Storm of Skyreach
Round 3
Field Effects: Severe Wind (-4 to Fly/ranged weapon attacks), Sheeting Rain (-2 to Ranged attacks), Freebooter’s Bane +3 vs Decemvirate (Fletch and Thereus only)
========================
Grognar [135’ above ground]
Thereus (-175) {5 negative levels; Bleed 1} [150’ above ground]
Xanaphia (-100) {2 negative levels} [135’ above ground]
Peri [220’ above ground]
Fletch {Deafened: Round 1 of 5} [140’ above ground]

Blue (-68) [140’ above ground]
Decemvirate of the Three-Flanged Helm (-20 from “1” attacks [before DR]) [155’ above ground]
========================

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Guess I need true seeing.

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

"Thereus!" shouts Fletch, furious over the paladin's murder. In his anger, he fires a full barrage at the Decemvirate member.

"Damn you to the Abyss!"

+3 adaptive composite longbow w/ Rapid Shot, Many Shot, Deadly Aim, and boots of speed and Freebooter's Bane: 1d20 + 24 - 2 - 4 + 1 + 3 ⇒ (6) + 24 - 2 - 4 + 1 + 3 = 282d8 + 14 + 16 + 2 + 6 ⇒ (1, 1) + 14 + 16 + 2 + 6 = 40 <– First two arrows
Third (hasted) shot: 1d20 + 24 - 2 - 4 + 1 + 3 ⇒ (10) + 24 - 2 - 4 + 1 + 3 = 321d8 + 7 + 8 + 1 + 3 ⇒ (5) + 7 + 8 + 1 + 3 = 24
Fourth shot: 1d20 + 19 - 2 - 4 + 1 + 3 ⇒ (3) + 19 - 2 - 4 + 1 + 3 = 201d8 + 7 + 8 + 1 + 3 ⇒ (7) + 7 + 8 + 1 + 3 = 26
Fifth shot: 1d20 + 14 - 2 - 4 + 1 + 3 ⇒ (16) + 14 - 2 - 4 + 1 + 3 = 281d8 + 7 + 8 + 1 + 3 ⇒ (5) + 7 + 8 + 1 + 3 = 24

Using the Combat Boon I've saved almost since the beginning to reroll the first d20 roll.

Reroll Manyshot: 1d20 + 24 - 2 - 4 + 1 + 3 ⇒ (6) + 24 - 2 - 4 + 1 + 3 = 28 Ooookay.

Aiding Attack (Ex): The Ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the Ranger’s next turn gains a +2 circumstance bonus on that attack roll.


| Strange Aeons | Hell's Rebels | ◆◇↻
"Fletch" wrote:
"Thereus!" shouts Fletch, furious over the paladin's murder.

Thereus is still alive. Barely conscious, but alive.

All of Fletch’s arrows impact the Decemvirate member’s back, only to all deflect off with several resonant clangs flavor; all of the arrows missed. The masked man looks down at his attacker and chuckles as he speaks, knowing fully well that the freebooter cannot hear him.

”Be glad that you are the least threatening here; you may yet live to see another day, Fletch.”

HARD MODE: Storm of Skyreach
Round 3
Field Effects: Severe Wind (-4 to Fly/ranged weapon attacks), Sheeting Rain (-2 to Ranged attacks), Freebooter’s Bane +3 vs Decemvirate (Fletch and Thereus only)
========================
Grognar [135’ above ground]
Thereus (-175) {5 negative levels; Bleed 1} [150’ above ground]
Xanaphia (-100) {2 negative levels} [135’ above ground]
Peri [220’ above ground]

Fletch {Deafened: Round 1 of 5} [140’ above ground]
Blue (-68) [140’ above ground]
Decemvirate of the Three-Flanged Helm (-20 from “1” attacks [before DR]) [155’ above ground]
========================

Dark Archive

Female NG Elf Cleric (Herald Caller) 18 | HP 129/129 | AC: 13 T: 13 FF: 10 | CMB +11, CMD: 24 | F: 19, R: 15, W: 25 | Ini: 12 (16 HA) | Prcp: 33, SM: 12 | Spd: 40 | hrsm aura: 6/18| chnnl: 1/5 | RODS xtnd 2/3 prstnt 0/3 prcng 0/3 quckn 3/3 rch 0/3 slnt 0/3 | robe of gates 1/3 | touch of glory 0/11 | hrsm, tru seeing, FoM, SR, GrAngAspct

Peri AOO +2 flaming burst scimitar: 1d20 + 30 + 2 ⇒ (5) + 30 + 2 = 37
dmg: 1d6 + 14 ⇒ (5) + 14 = 19 fire: 1d6 ⇒ 1

The Peri takes off straight down, telepathically communicating to Thereus it is going to retrieve the fallen bow.

Xanaphia defensively casts heal on herself (can’t fail the concentration check) then quickly (via rod) casts reach heal on Thereus. She then steps 5’ through the air, putting Grognar between her and the daemon.
150 pts of Heal HP to each of us.


| Strange Aeons | Hell's Rebels | ◆◇↻

GM Screen:
Curse first, then song

The Peri manages to scratch the Decemvirate member’s skin, but it seems he was completely unaffected by the fire damage.

For simplicity’s sake, the Peri is effectively just right above Thereus’s longbow (still needs to use a move action to pick it up).

1d26 ⇒ 5

The buffeting wind pushes Xanaphia, Grognar, and Fletch 40’ straight up!

The Decemvirate member glances between Grognar and Thereus for a moment, then flies upward at a 45 degree angle dashed arrow then turns and moves straight forward solid arrow and lunges straight forward at the oracle!

Decemvirate vs Grognar; CE: 1d20 + 41 - 5 - 2 ⇒ (2) + 41 - 5 - 2 = 36
Damage: 1d4 + 34 - 2 + 2d6 ⇒ (1) + 34 - 2 + (3, 5) = 41 Fire Damage: 5d6 ⇒ (3, 4, 6, 2, 5) = 20 Sonic Damage: 1d6 ⇒ 6 Divine Damage: 9d6 ⇒ (1, 1, 6, 3, 3, 5, 3, 5, 2) = 29
Grognar Fort vs Divine Damage: 1d20 + 23 ⇒ (5) + 23 = 28

Not totally sure if the AC in Grognar's quick-reference line (the thing right below his name; can never figure out what to call it) is correct, but I know that any DR that he would have wouldn't apply against the Decemvirate member's attack.

The astradaemon then looks up, ichorous black sludge drooling from its fishlike maw. It flies straight upwards to be on the same level as Grognar and Xanaphia then makes a sharp 90 degree turn as it moves laterally to be adjacent to Xanaphia! Provokes from Grognar; has an absurd Fly bonus, so it can make all of those fancy maneuvers.

Blue Bite vs Xanaphia; PA: 1d20 + 25 + 3 - 5 ⇒ (4) + 25 + 3 - 5 = 27
Damage: 2d6 + 7 + 10 ⇒ (5, 5) + 7 + 10 = 27

Bad for Thereus on a 1: 1d2 ⇒ 1

Thereus does not move, simply floating there despite what his mind wants to do.

Knowledge (arcana) 23:
Thereus got hit by a bestow curse 50% chance each turn of acting normally.

HARD MODE: Storm of Skyreach
Round 4
Field Effects: Severe Wind (-4 to Fly/ranged weapon attacks), Sheeting Rain (-2 to Ranged attacks), Freebooter’s Bane +3 vs Decemvirate (Fletch and Thereus only)
========================
Grognar (-97) {1 Bleed} [175’ above ground]
Thereus (-25) {5 negative levels; ???: Round 1 of ?} [150’ above ground]
Xanaphia (-27) {3 negative levels} [175’ above ground]
Peri
Fletch {Deafened: Round 2 of 5} [180’ above ground]

Blue (-68; +5) [175’ above ground]
Decemvirate of the Three-Flanged Helm (-39 from “1” attacks [before DR]) [175’ above ground]
========================

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

I assume Grognar is staring at an adamantine weapon of some sort? Is the fire, sonic and divine damage coming from a weapon, spell some kind of ability? What does it look like?


| Strange Aeons | Hell's Rebels | ◆◇↻
Grognar the Oracle wrote:
I assume Grognar is staring at an adamantine weapon of some sort? Is the fire, sonic and divine damage coming from a weapon, spell some kind of ability? What does it look like?

The short answer is "you're not sure."

The long answer: The sword is actually made of notched, really old iron (it seems to have once been regal, but it now barely seems to be holding itself together), but it nonetheless gets over any DR you may have other than really weird ones (like DR/bludgeoning or something). The sword is wreathed in flames, and each hit makes a loud boom (the sonic damage, which I talked about in a spoiler here). The divine damage seems to originate from the Decemvirate member, but is channeled through the sword. Otherwise, you’re unsure about where all of these damage types are coming from.

Speaking of the boom, I actually forgot something:

Grognar Fort vs “Thunderous Boom”: 1d20 + 23 ⇒ (5) + 23 = 28

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

Fletch rinses and repeats.

+3 adaptive composite longbow w/ Rapid Shot, Many Shot, Deadly Aim, Point Blank Shot and boots of speed: 1d20 + 24 - 2 - 4 + 1 + 1 ⇒ (10) + 24 - 2 - 4 + 1 + 1 = 302d8 + 14 + 16 + 2 + 2 ⇒ (5, 2) + 14 + 16 + 2 + 2 = 41 <– First two arrows
Third (hasted) shot: 1d20 + 24 - 2 - 4 + 1 + 1 ⇒ (10) + 24 - 2 - 4 + 1 + 1 = 301d8 + 7 + 8 + 1 + 1 ⇒ (4) + 7 + 8 + 1 + 1 = 21
Fourth shot: 1d20 + 19 - 2 - 4 + 1 + 1 ⇒ (7) + 19 - 2 - 4 + 1 + 1 = 221d8 + 7 + 8 + 1 + 1 ⇒ (1) + 7 + 8 + 1 + 1 = 18
Fifth shot: 1d20 + 14 - 2 - 4 + 1 + 1 ⇒ (1) + 14 - 2 - 4 + 1 + 1 = 111d8 + 7 + 8 + 1 + 1 ⇒ (7) + 7 + 8 + 1 + 1 = 24

Good Lord. That was awful.

Aiding Attack (Ex): The Ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the Ranger’s next turn gains a +2 circumstance bonus on that attack roll.

Dark Archive

Female NG Elf Cleric (Herald Caller) 18 | HP 129/129 | AC: 13 T: 13 FF: 10 | CMB +11, CMD: 24 | F: 19, R: 15, W: 25 | Ini: 12 (16 HA) | Prcp: 33, SM: 12 | Spd: 40 | hrsm aura: 6/18| chnnl: 1/5 | RODS xtnd 2/3 prstnt 0/3 prcng 0/3 quckn 3/3 rch 0/3 slnt 0/3 | robe of gates 1/3 | touch of glory 0/11 | hrsm, tru seeing, FoM, SR, GrAngAspct

Peri grabs the bow and starts flying back up, 45 feet (flying straight up at half speed—has +33 Fly so no roll needed.).

Gonna throw out some cheese but at this point we need it.

Xanaphia, using the last charge of her greater quicken rod and robe of gates, summons 4 elder air elementals adjacent to her and all of them enter whirlwind form. They start flying back and forth across the daemon in an attempt to ‘vacuum’ it up. In this order: blue (above Xanaphia), black (also above), red (above), yellow (below). They have a 100’ fly speed so I calculate that they could each, including the extra distance for changing directions, fly across the daemon 3-5 times. Whirlwind—REF DC 29. As soon as one “catches” the daemon, the other(s), if possible, attempt to do the same thing to the decemvirate. I’ll need some help positioning the tokens depending on which one “catches” each foe, if and when it happens.

air elementals:
This cloud-like creature has dark hollows reminiscent of eyes and a mouth, and a howling wind whips it into ominous shapes.
--------------------
VIII Elemental (Elder), Air CR 11
XP 12,800
Male elder air elemental (Pathfinder RPG Bestiary 120)
N Huge outsider (air, elemental, extraplanar)
Init +15; Senses darkvision 60 ft.; Perception +19
--------------------
Defense
--------------------
AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, -2 size)
hp 184 (16d10+96)
Fort +16, Ref +21, Will +7
Defensive Abilities air mastery; DR 10/—; Immune elemental traits
--------------------
Offense
--------------------
Speed fly 100 ft. (perfect)
Melee 2 slams +25 (2d8+11)
Space 15 ft.; Reach 15 ft.
Special Attacks whirlwind (10-60 ft. high, 2d8+11 damage, DC 29)
--------------------
Statistics
--------------------
Str 32, Dex 33, Con 22, Int 10, Wis 11, Cha 11
Base Atk +16; CMB +29; CMD 51
Feats Blind-fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Weapon Finesse[B]
[b]Skills
Acrobatics +30, Escape Artist +30, Fly +34, Knowledge (planes) +19, Perception +19, Stealth +22
Languages Auran
--------------------
Ecology
--------------------
Environment plane of air
Organization solitary, pair, or gang (3-8)
Treasure none
--------------------
Special Abilities
--------------------
Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against this creature.
Blind-Fight Re-roll misses because of concealment, other benefits.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Reflexes (12 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Elemental Traits Elementals have many immunities.
Fly (100 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Whirlwind (10-60 ft. high, 2d8+11 damage, DC 29) (Su) Become a whirlwind which damages foe in same square and may trap them within (Ref part).

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KN: arcana DC 23: 1d20 + 19 ⇒ (6) + 19 = 25

Once the daemon is caught in a whirlwind and carried as far away from the Pathfinders as possible (going downward for the extra fly speed, and also going after the decemvirate—unless anyone would like it to be adjacent to them or in a particular spot—I will verbally ask the group), Xanaphia casts dispel magic on Thereus, targeting the bestow curse. At that point Xanaphia will use her move action to air walk as far away from everyone else as possible, ascending 20’ (as shown on the map).

dispel check: 1d20 + 18 + 1d4 - 1 ⇒ (6) + 18 + (3) - 1 = 26


| Strange Aeons | Hell's Rebels | ◆◇↻

All of Fletch’s arrows bounce off of the Decemvirate member’s armor.

Assumptions and Mathfinder Extreme!™:
Well, this is going to be fun to resolve. Alright, in order to fit the daemon in its space, an elemental will have to be a 30’ 25’ tall whirlwind, and there’ll be plenty of space left over for the Decemvirate member.

Math to support the whirlwind height

Spoiler:
The daemon has a space of 1000 cubic feet (cube with a 10’ side). Assuming an elemental turns into a cone, its volume is calculated by the equation V=πr^2*h/3, where r is the radius at its widest point and h is the height. The whirlwind ability says that the widest point is equal to half of the height, so the diameter is 1/2 of the height, so h=4r => r=h/4. Substituting it in, the equation will be V=(h^3)π/48.

Solving for V=1000 will have h=24.81. Because I don’t want to deal with sizes that aren’t in increments of 5 feet (because f*ck trying to figure that out in combat), that will round up to a 25’ whirlwind at a volume of 1065.22 cubic feet. However, we have to account for the fact that the whirlwind is NOT a perfect cone since it decreases to a diameter of 5’ rather than going to a point (so it’s more like a trapezoidal shape rotated about a central axis). Because I REALLY don’t want to calculate the amount to take off from our result due to it not being a perfect cone (I could, but I don’t want to), we’ll be safe increasing the height to 30’ for a final volume of 1767.15 cubic feet—making our margin of error negligible given the final result we’re going for—and there’ll still be plenty of volume left for that same elemental to suck up the Decemvirate member’s 125 cubic foot space.

Ah screw it, let’s do the calculations.

The volume of a truncated cone is V=1/3•π(r1^2+r1r2+r2^2)h, where h is the height, r1 is the radius of one of the bases and r2 is the radius of the other. We know that the two radii are 5’ and r=h/4, so substituting that in we get V=1/3•π(h^2/16+5h/4+25)h => V=πh^3/48+5πh/12+25πh/3 => V=πh^3/48+105πh/12.

Because this is a cubic equation, there’ll be three solutions (even if some are imaginary), so our options are to power through the calculations with a modified quadratic equation (an equation I can never remember already and one where I hate to calculate using it by longhand) or to graph it and see where it intersects with V=1000. Let’s not do the longhand, because f*ck that, so let’s use desmos, with V as y and h as x.

Plugging it in, we find an intersection at x=19.289, which seemed rather off from our original value, so I went back and remembered that 5’ is the diameter, not the radius, for the smaller base of the truncated cone, making our actual equation V=1/3•π(h^2/16+2.5h/4+6.25)h => V=πh^3/48+2.5πh/12+6.25πh/3 => V=πh^3/48+27.5πh/12.

Graphing with that, the intersection is now at x=23.338. Rounding up to 25 gives us a volume of 1202.64 cubic feet, meaning that our initial guess of 30’ was actually incorrect, because there’s still plenty of room for the Decemvirate member as well as a handful of Tiny creatures.

Why did I make you sit through those calculations with me? Because Xanaphia’s player is making me figure out how the elementals do this turn because they know that I’m better at spatial reasoning than them.

I’m assuming that the bottom of the whirlwind manifests at the bottom-center of the creatures’ regular space. Also assuming that they move to be at least level with the daemon for efficiency with sucking it up in the whirlwind (and so that I can have less of a headache trying to figure out which spaces they have to oscillate between). I changed the elementals’ size on the map to Medium to represent the bottom of the whirlwind. For the spoiler below, I’m just going to have a number of rolls that go unused, but it’ll be easier for me to write beforehand—I’ll cross out any rolls that did not actually occur (due to a successful save). Also assuming that the elementals are immune to each others’ whirlwind due to the space required to pick them up.

Daemon Reflex Saves vs Elementals (fishing for 7+):
Vs Blue; moves through space 4 times
Spoiler:
Avoid Damage 1: 1d20 ⇒ 17
Damage 1: 2d8 + 11 ⇒ (2, 2) + 11 = 15
Avoid being sucked up 1: 1d20 ⇒ 6

Avoid Damage 2: 1d20 ⇒ 12
Damage 2: 2d8 + 11 ⇒ (1, 4) + 11 = 16
Avoid being sucked up 2: 1d20 ⇒ 1

Avoid Damage 3: 1d20 ⇒ 4
Damage 3: 2d8 + 11 ⇒ (6, 3) + 11 = 20
Avoid being sucked up 3: 1d20 ⇒ 16

Avoid Damage 4: 1d20 ⇒ 12
Damage 4: 2d8 + 11 ⇒ (1, 7) + 11 = 19
Avoid being sucked up 4: 1d20 ⇒ 1

Vs Black; moves through space 4 times

Spoiler:
Avoid Damage 1: 1d20 ⇒ 2
Damage 1: 2d8 + 11 ⇒ (2, 3) + 11 = 16
Avoid being sucked up 1: 1d20 ⇒ 5

Avoid Damage 2: 1d20 ⇒ 3
Damage 2: 2d8 + 11 ⇒ (8, 4) + 11 = 23
Avoid being sucked up 2: 1d20 ⇒ 12

Avoid Damage 3: 1d20 ⇒ 10
Damage 3: 2d8 + 11 ⇒ (4, 3) + 11 = 18
Avoid being sucked up 3: 1d20 ⇒ 9

Avoid Damage 4: 1d20 ⇒ 7
Damage 4: 2d8 + 11 ⇒ (2, 2) + 11 = 15
Avoid being sucked up 4: 1d20 ⇒ 9

Vs Red; moves through space 4 times

Spoiler:
Avoid Damage 1: 1d20 ⇒ 10
Damage 1: 2d8 + 11 ⇒ (6, 5) + 11 = 22
Avoid being sucked up 1: 1d20 ⇒ 19

Avoid Damage 2: 1d20 ⇒ 12
Damage 2: 2d8 + 11 ⇒ (4, 4) + 11 = 19
Avoid being sucked up 2: 1d20 ⇒ 20

Avoid Damage 3: 1d20 ⇒ 2
Damage 3: 2d8 + 11 ⇒ (1, 1) + 11 = 13
Avoid being sucked up 3: 1d20 ⇒ 12

Avoid Damage 4: 1d20 ⇒ 3
Damage 4: 2d8 + 11 ⇒ (3, 3) + 11 = 17
Avoid being sucked up 4: 1d20 ⇒ 8

Yellow has to move up to be level with the daemon, so that eats up some movement.

Vs Yellow; moves through space 3 times

Spoiler:
Avoid Damage 1: 1d20 ⇒ 6
Damage 1: 2d8 + 11 ⇒ (8, 3) + 11 = 22
Avoid being sucked up 1: 1d20 ⇒ 17

Avoid Damage 2: 1d20 ⇒ 12
Damage 2: 2d8 + 11 ⇒ (3, 2) + 11 = 16
Avoid being sucked up 2: 1d20 ⇒ 2

Avoid Damage 3: 1d20 ⇒ 10
Damage 3: 2d8 + 11 ⇒ (7, 2) + 11 = 20
Avoid being sucked up 3: 1d20 ⇒ 1

The elementals turn into tornadoes and move back and forth through the daemon’s space, but by some sheer twist of fate is not sucked up into any of the vortexes! Well that power play didn’t go exactly as planned...

When Xanaphia moves away Assuming she still does; she doesn’t have the swift action to cast grace, the daemon bites her!

Astradaemon Bite AoO vs Xanaphia; PA: 1d20 + 25 + 3 - 5 ⇒ (2) + 25 + 3 - 5 = 25
Damage: 2d6 + 7 + 10 ⇒ (4, 5) + 7 + 10 = 26

Xanaphia attempts to dispel the curse on Thereus, but fails to do so. You didn’t take into account that you currently have 3 negative levels, Xanaphia.

EDIT: Misread some of the previous dice rolls in the confusion; this happens during the Avoid Being Sucked Up 1 save against Black:

Decemvirate Reflex (because of reasons): 1d20 + 26 - 2 ⇒ (7) + 26 - 2 = 31

The astradaemon still wasn’t sucked up because of reasons that y’all don’t know about so I won’t explain them.

HARD MODE: Storm of Skyreach
Round 4
Field Effects: Severe Wind (-4 to Fly/ranged weapon attacks), Sheeting Rain (-2 to Ranged attacks), Freebooter’s Bane +3 vs Decemvirate (Fletch and Thereus only)
========================
Grognar (-97) {1 Bleed} [175’ above ground]
Thereus (-25) {5 negative levels; ???: Round 1 of ?; Cursed} [150’ above ground]
Xanaphia (-53) {3 negative levels; Freedom of Movement: Round 1 of 3} [175’ above ground]
Peri [45’ above ground]
Black Elemental {25’ tall whirlwind} [180’ above ground]
Blue Elemental {25’ tall whirlwind} [180’ above ground]
Red Elemental {25’ tall whirlwind} [180’ above ground]
Yellow Elemental {25’ tall whirlwind} [175’ above ground]
Fletch {Deafened: Round 2 of 5} [180’ above ground]
Astradaemon (-152 from “5” attacks [before DR]) [175’ above ground]
Decemvirate of the Three-Flanged Helm (-39 from “1” attacks [before DR]) [175’ above ground]
========================


| Strange Aeons | Hell's Rebels | ◆◇↻

Human error; forgot that Xanaphia said that she ascended.

HARD MODE: Storm of Skyreach
Round 4
Field Effects: Severe Wind (-4 to Fly/ranged weapon attacks), Sheeting Rain (-2 to Ranged attacks), Freebooter’s Bane +3 vs Decemvirate (Fletch and Thereus only)
========================
Grognar (-97) {1 Bleed} [175’ above ground]
Thereus (-25) {5 negative levels; ???: Round 1 of ?; Cursed} [150’ above ground]
Xanaphia (-53) {3 negative levels; Freedom of Movement: Round 1 of 3} [195’ above ground]
Peri [45’ above ground]
Black Elemental {25’ tall whirlwind} [180’ above ground]
Blue Elemental {25’ tall whirlwind} [180’ above ground]
Red Elemental {25’ tall whirlwind} [180’ above ground]
Yellow Elemental {25’ tall whirlwind} [175’ above ground]
Fletch {Deafened: Round 2 of 5} [180’ above ground]
Astradaemon (-152 from “5” attacks [before DR]) [175’ above ground]
Decemvirate of the Three-Flanged Helm (-39 from “1” attacks [before DR]) [175’ above ground]
========================

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Arcana: 1d20 + 4 ⇒ (6) + 4 = 10

Aoo: 1d20 + 25 ⇒ (18) + 25 = 43 +2 attack vs Humans, and evil outsider.
Damage: 2d6 + 29 ⇒ (6, 4) + 29 = 39 +2 damage vs Humans, aberrations and evil outsider.

Aoo: 1d20 + 25 ⇒ (11) + 25 = 36 +2 attack vs Humans, and evil outsider.
Damage: 2d6 + 29 ⇒ (3, 4) + 29 = 36 +2 damage vs Humans, aberrations and evil outsider.

Quicken True seeing and Divine Vessel follow by moving up to the Decemvirate member.

End up being less exciting then I had hoped.


| Strange Aeons | Hell's Rebels | ◆◇↻

Grognar Miss Chance (Miss on a 1): 1d2 ⇒ 1

1d26 ⇒ 16

Xanaphia and Fletch are blown 40’ to the south. So is Grognar, but with the Decemvirate member in the way I’m going to say that he effectively doesn’t move.

The astradaemon takes a five-foot “step” and full-attacks Xanaphia from below!

Astradaemon vs Xanaphia; PA:
Bite: 1d20 + 25 + 3 - 5 ⇒ (15) + 25 + 3 - 5 = 38
Damage: 2d6 + 7 + 10 ⇒ (1, 1) + 7 + 10 = 19

Claw 1: 1d20 + 25 + 3 - 5 ⇒ (11) + 25 + 3 - 5 = 34
Damage: 1d8 + 7 + 10 ⇒ (1) + 7 + 10 = 18

Claw 2: 1d20 + 25 + 3 - 5 ⇒ (14) + 25 + 3 - 5 = 37
Damage: 1d8 + 7 + 10 ⇒ (6) + 7 + 10 = 23

Tail: 1d20 + 20 + 3 - 5 ⇒ (5) + 20 + 3 - 5 = 23
Damage: 1d12 + 3 + 5 ⇒ (8) + 3 + 5 = 16

Xanaphia falls unconscious following the daemon’s second claw for the record, I’m ruling that since you’re using air walk, you would fall prone onto the solid “ground” the spell creates; you wouldn’t fall out of the sky. Knowing that the Sarenite is still alive, the fiend follows up with a slap of its tail, killing the elf and causing the daemon to grow stronger!

Daemon Temporary HP: 1d8 ⇒ 2

However, a stone talisman around Xanaphia’s neck shatters to dust as a warm glow surrounds her.

Talisman of Life’s Breath: 5d8 + 9 ⇒ (6, 1, 8, 1, 4) + 9 = 29

Xanaphia gasps for breath as she is brought back to the verge of life! And because she actually died, she gets another negative level; she’s currently sitting at 4 HP.

Decemvirate Fly: 1d20 + 13 - 2 - 4 ⇒ (7) + 13 - 2 - 4 = 14

The Decemvirate member five-foot “steps” over and up to Grognar in the eye and shakes his head.

”Such a resourceful agent; I’m sorry I have to do this, but you leave me no choice.”

You didn’t say what kind of form you went into with divine vessel, but based on previous encounters I’m assuming that it was the anarchic form, so you wouldn’t take any of the sonic damage (still going to roll it in case I assumed incorrectly).

Decemvirate vs Grognar; CE:
Primary: 1d20 + 41 - 5 - 2 ⇒ (8) + 41 - 5 - 2 = 42
Damage: 1d4 + 34 - 2 + 2d6 ⇒ (1) + 34 - 2 + (1, 1) = 35 Fire Damage: 5d6 ⇒ (1, 4, 2, 3, 3) = 13 Sonic Damage: 1d6 ⇒ 1 Divine Damage: 9d6 ⇒ (3, 3, 5, 1, 2, 1, 4, 3, 6) = 28

Secondary: 1d20 + 41 - 5 - 2 - 5 ⇒ (1) + 41 - 5 - 2 - 5 = 30
Damage: 1d4 + 34 - 2 + 2d6 ⇒ (3) + 34 - 2 + (4, 3) = 42 Fire Damage: 5d6 ⇒ (4, 3, 5, 3, 3) = 18 Sonic Damage: 1d6 ⇒ 2

Tertiary: 1d20 + 41 - 5 - 2 - 5 - 5 ⇒ (15) + 41 - 5 - 2 - 5 - 5 = 39
Damage: 1d4 + 34 - 2 + 2d6 ⇒ (2) + 34 - 2 + (2, 2) = 38 Fire Damage: 5d6 ⇒ (4, 3, 4, 5, 4) = 20 Sonic Damage: 1d6 ⇒ 2 Divine Damage: 9d6 ⇒ (1, 4, 2, 2, 4, 3, 3, 3, 5) = 27

Quaternary: 1d20 + 41 - 5 - 2 - 5 - 5 - 5 ⇒ (8) + 41 - 5 - 2 - 5 - 5 - 5 = 27
Damage: 1d4 + 34 - 2 + 2d6 ⇒ (2) + 34 - 2 + (3, 6) = 43 Fire Damage: 5d6 ⇒ (3, 6, 4, 4, 3) = 20 Sonic Damage: 1d6 ⇒ 5

Grognar Fort vs Primary “Thunderous Boom”: 1d20 + 23 ⇒ (3) + 23 = 26
Grognar Fort vs Primary Divine Damage: 1d20 + 23 ⇒ (8) + 23 = 31
Grognar Fort vs Tertiary “Thunderous Boom”: 1d20 + 23 ⇒ (20) + 23 = 43
Grognar Fort vs Tertiary Divine Damage: 1d20 + 23 ⇒ (12) + 23 = 35

All of those succeed. I know Grognar has weird shenanigans with his familiar, so I’m going to assume that he was using it since combat started and have separate damage totals in the Initiative card for him and his familiar. Since the Decemvirate member is doing all types of damage at a time, I’m going to say that each damage type is halved individually (which makes a difference, since odd-numbered damage goes to the familiar).

Thereus doesn’t act on a 1: 1d2 ⇒ 1

HARD MODE: Storm of Skyreach
Round 5
Field Effects: Severe Wind (-4 to Fly/ranged weapon attacks), Sheeting Rain (-2 to Ranged attacks), Freebooter’s Bane +3 vs Decemvirate (Fletch and Thereus only)
========================
Grognar (-128) {3 Bleed} [175’ above ground]
Grognar’s Familiar (-133)

Thereus (-25) {5 negative levels; ???: Round 2 of ?; Cursed} [150’ above ground]
Xanaphia (-100) {5 negative levels; Freedom of Movement: Round 2 of 3; prone} [195’ above ground]
Peri [45’ above ground]
Black Elemental {25’ tall whirlwind} [180’ above ground]
Blue Elemental {25’ tall whirlwind} [180’ above ground]
Red Elemental {25’ tall whirlwind} [180’ above ground]
Yellow Elemental {25’ tall whirlwind} [175’ above ground]
Fletch {Deafened: Round 3 of 5} [180’ above ground]

Astradaemon (-152 from “5” attacks [before DR]; +7) [180’ above ground]
Decemvirate of the Three-Flanged Helm (-39 from “1” attacks [before DR]) [180’ above ground]
========================

Dark Archive

Female NG Elf Cleric (Herald Caller) 18 | HP 129/129 | AC: 13 T: 13 FF: 10 | CMB +11, CMD: 24 | F: 19, R: 15, W: 25 | Ini: 12 (16 HA) | Prcp: 33, SM: 12 | Spd: 40 | hrsm aura: 6/18| chnnl: 1/5 | RODS xtnd 2/3 prstnt 0/3 prcng 0/3 quckn 3/3 rch 0/3 slnt 0/3 | robe of gates 1/3 | touch of glory 0/11 | hrsm, tru seeing, FoM, SR, GrAngAspct

Peri run-flies in a straight line upwards towards Therius with his bow. (90’ fly, halved for going upward, then x4 for “running” = 180’ so she should be able to reach him this turn if I’m not mistaken)

Each of the elementals once more enter the daemon’s space as many times as they can, trying to vacuum it up. (Rinse and repeat) If any manage to capture the daemon, the others go after the decemvirate.

Xanaphia activates her aura of heroism (Heroism in a 30’ radius centered on herself—swift action) Then to buy the Pathfinders some time to, like, not die, Xanaphia casts mass heal (should get herself, Grognar, and the familiar—assuming the familiar is on Grognar).
cast defensively if the daemon is still not caught in a whirlwind DC33: 1d20 + 22 ⇒ (20) + 22 = 42
healing: 1d4 - 1 ⇒ (3) - 1 = 2X10 + 180 - 50 (for negative levels)
Also—if, and only if, the daemon gets caught in a whirlwind, Xanaphia stands up.


| Strange Aeons | Hell's Rebels | ◆◇↻

Alright, time to do this again…

Daemon Reflex vs Elementals (fishing for 7+):
Vs Yellow; moves through space 9 times
Spoiler:
Avoid Damage 1: 1d20 ⇒ 7
Damage 1: 2d8 + 11 ⇒ (1, 6) + 11 = 18
Avoid being sucked up 1: 1d20 ⇒ 1

Avoid Damage 2: 1d20 ⇒ 16
Damage 2: 2d8 + 11 ⇒ (1, 4) + 11 = 16
Avoid being sucked up 2: 1d20 ⇒ 20

Avoid Damage 3: 1d20 ⇒ 2
Damage 3: 2d8 + 11 ⇒ (4, 2) + 11 = 17
Avoid being sucked up 3: 1d20 ⇒ 1

The daemon gets sucked up into Yellow and the elemental gets the hell away from everything! the elemental is 125’ off the lowest edge of the table that I used to add onto the map.

The remaining elementals then do the same thing against the Decemvirate member.

Decemvirate Reflex vs Elementals (fishing for 5+):
Vs Red; moves through space 10 times
Spoiler:
Avoid Damage 1: 1d20 ⇒ 3
Damage 1: 2d8 + 11 ⇒ (3, 5) + 11 = 19
Avoid being sucked up 1: 1d20 ⇒ 18

Avoid Damage 2: 1d20 ⇒ 16
Damage 2: 2d8 + 11 ⇒ (4, 5) + 11 = 20
Avoid being sucked up 2: 1d20 ⇒ 11

Avoid Damage 3: 1d20 ⇒ 13
Damage 3: 2d8 + 11 ⇒ (1, 5) + 11 = 17
Avoid being sucked up 3: 1d20 ⇒ 2

Avoid Damage 4: 1d20 ⇒ 17
Damage 4: 2d8 + 11 ⇒ (7, 5) + 11 = 23
Avoid being sucked up 4: 1d20 ⇒ 20

Avoid Damage 5: 1d20 ⇒ 14
Damage 5: 2d8 + 11 ⇒ (1, 4) + 11 = 16
Avoid being sucked up 5: 1d20 ⇒ 15

Avoid Damage 6: 1d20 ⇒ 2
Damage 6: 2d8 + 11 ⇒ (2, 6) + 11 = 19
Avoid being sucked up 6: 1d20 ⇒ 15

Avoid Damage 7: 1d20 ⇒ 14
Damage 7: 2d8 + 11 ⇒ (8, 3) + 11 = 22
Avoid being sucked up 7: 1d20 ⇒ 9

Avoid Damage 8: 1d20 ⇒ 6
Damage 8: 2d8 + 11 ⇒ (1, 5) + 11 = 17
Avoid being sucked up 8: 1d20 ⇒ 1

Avoid Damage 9: 1d20 ⇒ 11
Damage 9: 2d8 + 11 ⇒ (7, 5) + 11 = 23
Avoid being sucked up 9: 1d20 ⇒ 1

Avoid Damage 10: 1d20 ⇒ 16
Damage 10: 2d8 + 11 ⇒ (4, 3) + 11 = 18
Avoid being sucked up 10: 1d20 ⇒ 11

Vs Black; moves through space 9 times

Spoiler:
Avoid Damage 1: 1d20 ⇒ 20
Damage 1: 2d8 + 11 ⇒ (3, 6) + 11 = 20
Avoid being sucked up 1: 1d20 ⇒ 7

Avoid Damage 2: 1d20 ⇒ 13
Damage 2: 2d8 + 11 ⇒ (5, 2) + 11 = 18
Avoid being sucked up 2: 1d20 ⇒ 3

Avoid Damage 3: 1d20 ⇒ 11
Damage 3: 2d8 + 11 ⇒ (6, 3) + 11 = 20
Avoid being sucked up 3: 1d20 ⇒ 3

Avoid Damage 4: 1d20 ⇒ 18
Damage 4: 2d8 + 11 ⇒ (5, 7) + 11 = 23
Avoid being sucked up 4: 1d20 ⇒ 8

Avoid Damage 5: 1d20 ⇒ 3
Damage 5: 2d8 + 11 ⇒ (2, 6) + 11 = 19
Avoid being sucked up 5: 1d20 ⇒ 15

Avoid Damage 6: 1d20 ⇒ 17
Damage 6: 2d8 + 11 ⇒ (4, 8) + 11 = 23
Avoid being sucked up 6: 1d20 ⇒ 7

Avoid Damage 7: 1d20 ⇒ 4
Damage 7: 2d8 + 11 ⇒ (4, 3) + 11 = 18
Avoid being sucked up 7: 1d20 ⇒ 19

Avoid Damage 8: 1d20 ⇒ 17
Damage 8: 2d8 + 11 ⇒ (6, 2) + 11 = 19
Avoid being sucked up 8: 1d20 ⇒ 14

Avoid Damage 9: 1d20 ⇒ 15
Damage 9: 2d8 + 11 ⇒ (8, 7) + 11 = 26
Avoid being sucked up 9: 1d20 ⇒ 6

Vs Blue; moves through space 10 times

Spoiler:
Avoid Damage 1: 1d20 ⇒ 15
Damage 1: 2d8 + 11 ⇒ (8, 8) + 11 = 27
Avoid being sucked up 1: 1d20 ⇒ 9

Avoid Damage 2: 1d20 ⇒ 1
Damage 2: 2d8 + 11 ⇒ (8, 4) + 11 = 23
Avoid being sucked up 2: 1d20 ⇒ 13

Avoid Damage 3: 1d20 ⇒ 7
Damage 3: 2d8 + 11 ⇒ (2, 5) + 11 = 18
Avoid being sucked up 3: 1d20 ⇒ 10

Avoid Damage 4: 1d20 ⇒ 5
Damage 4: 2d8 + 11 ⇒ (2, 5) + 11 = 18
Avoid being sucked up 4: 1d20 ⇒ 15

Avoid Damage 5: 1d20 ⇒ 12
Damage 5: 2d8 + 11 ⇒ (6, 8) + 11 = 25
Avoid being sucked up 5: 1d20 ⇒ 15

Avoid Damage 6: 1d20 ⇒ 15
Damage 6: 2d8 + 11 ⇒ (2, 8) + 11 = 21
Avoid being sucked up 6: 1d20 ⇒ 19

Avoid Damage 7: 1d20 ⇒ 9
Damage 7: 2d8 + 11 ⇒ (6, 6) + 11 = 23
Avoid being sucked up 7: 1d20 ⇒ 14

Avoid Damage 8: 1d20 ⇒ 9
Damage 8: 2d8 + 11 ⇒ (3, 4) + 11 = 18
Avoid being sucked up 8: 1d20 ⇒ 11

Avoid Damage 9: 1d20 ⇒ 1
Damage 9: 2d8 + 11 ⇒ (2, 3) + 11 = 16
Avoid being sucked up 9: 1d20 ⇒ 19

Avoid Damage 10: 1d20 ⇒ 8
Damage 10: 2d8 + 11 ⇒ (5, 5) + 11 = 21
Avoid being sucked up 10: 1d20 ⇒ 10

The air elementals oscillate through the Decemvirate member's space but do not suck him up into their whirlwind.

Okay, the elementals ran into DR against the Decemvirate, but it has a different value from the DR that Fletch ran into, so I’m going to be denoting how much damage he’s taken differently so that I can keep track of it all better.

HARD MODE: Storm of Skyreach
Round 5
Field Effects: Severe Wind (-4 to Fly/ranged weapon attacks), Sheeting Rain (-2 to Ranged attacks), Freebooter’s Bane +3 vs Decemvirate (Fletch and Thereus only)
========================
Grognar [175’ above ground]
Grognar’s Familiar

Thereus (-25) {5 negative levels; ???: Round 2 of ?; Cursed} [150’ above ground]
Xanaphia {5 negative levels; Freedom of Movement: Round 2 of 3} [195’ above ground]
Peri [150’ above ground]
Black Elemental {25’ tall whirlwind} [180’ above ground]
Blue Elemental {25’ tall whirlwind} [180’ above ground]
Red Elemental {25’ tall whirlwind} [180’ above ground]
Yellow Elemental {25’ tall whirlwind} [180’ above ground]
Fletch {Deafened: Round 3 of 5} [180’ above ground]
Astradaemon (-169 from “6” attacks [before DR]; +7) [180’ above ground]
Decemvirate of the Three-Flanged Helm (-153 from “1+6” attacks [before DR]) [180’ above ground]
========================

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

Fletch is in over his head and knows it. He's a determined soul who's always believed he would die on some battlefield or another, demanding only that the death be in a good cause. Outmatched and in mortal danger, he nonetheless maintains his composure. From his earliest days in the Andoran navy to his later days fighting cultists all across the world, Fletch has always moved towards the sound of battle, not for the love of battle, but for the chance to do good, to make use of his talents.

In this moment, Fletch does not think about his past or his philosophies. His only thoughts are of angles, motion and wind direction. He fires and releases as soon as his skill and magic permit.

+3 adaptive composite longbow w/ Rapid Shot, Many Shot, Deadly Aim, Point Blank Shot and boots of speed: 1d20 + 24 - 2 - 4 + 1 + 1 ⇒ (14) + 24 - 2 - 4 + 1 + 1 = 342d8 + 14 + 16 + 2 + 2 ⇒ (8, 8) + 14 + 16 + 2 + 2 = 50 <– First two arrows
Third (hasted) shot: 1d20 + 24 - 2 - 4 + 1 + 1 ⇒ (15) + 24 - 2 - 4 + 1 + 1 = 351d8 + 7 + 8 + 1 + 1 ⇒ (4) + 7 + 8 + 1 + 1 = 21
Fourth shot: 1d20 + 19 - 2 - 4 + 1 + 1 ⇒ (4) + 19 - 2 - 4 + 1 + 1 = 191d8 + 7 + 8 + 1 + 1 ⇒ (5) + 7 + 8 + 1 + 1 = 22
Fifth shot: 1d20 + 14 - 2 - 4 + 1 + 1 ⇒ (7) + 14 - 2 - 4 + 1 + 1 = 171d8 + 7 + 8 + 1 + 1 ⇒ (4) + 7 + 8 + 1 + 1 = 21

Aiding Attack (Ex): The Ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the Ranger’s next turn gains a +2 circumstance bonus on that attack roll.

TL:DR: Two hits at AC 34 for 50 damage; 1 hit at AC 13 for 21 damage.

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Grognar activates his boots and once again going for the Decemvirate member.

Attack: 1d20 + 25 + 1 + 2 + 7 + 3 + 2 + 3 ⇒ (11) + 25 + 1 + 2 + 7 + 3 + 2 + 3 = 54 PA, Haste, Heroism, Divine Power, Divine Vessel, Hunter’s blessing FBB
Damage: 3d6 + 17 + 12 + 7 + 4 + 2 + 3 ⇒ (3, 4, 1) + 17 + 12 + 7 + 4 + 2 + 3 = 53
-------------------------------------------------------------------------
Attack: 1d20 + 25 + 1 + 2 + 7 + 3 + 2 + 3 ⇒ (11) + 25 + 1 + 2 + 7 + 3 + 2 + 3 = 54
Damage: 3d6 + 17 + 12 + 7 + 4 + 2 + 3 ⇒ (4, 6, 1) + 17 + 12 + 7 + 4 + 2 + 3 = 56
--------------------------------------------------------------------------
Attack: 1d20 + 35 + 3 ⇒ (20) + 35 + 3 = 58
Damage: 3d6 + 17 + 12 + 7 + 4 + 2 + 3 ⇒ (2, 1, 6) + 17 + 12 + 7 + 4 + 2 + 3 = 54
-------------------------------------------------------------------------
Attack: 1d20 + 30 + 3 ⇒ (19) + 30 + 3 = 52
Damage: 3d6 + 17 + 12 + 7 + 4 + 2 + 3 ⇒ (2, 2, 2) + 17 + 12 + 7 + 4 + 2 + 3 = 51
-------------------------------------------------------------------------
Bite: 1d20 + 29 + 3 ⇒ (16) + 29 + 3 = 48
Damage: 2d6 + 8 + 7 + 3 + 2 + 3 ⇒ (4, 6) + 8 + 7 + 3 + 2 + 3 = 33

Critical Confirmation:
--------------------------------------------------------------------------
Attack: 1d20 + 35 + 3 ⇒ (9) + 35 + 3 = 47
Damage: 3d6 + 17 + 12 + 7 + 4 + 2 + 3 ⇒ (5, 4, 6) + 17 + 12 + 7 + 4 + 2 + 3 = 60
-------------------------------------------------------------------------
Attack: 1d20 + 30 + 3 ⇒ (3) + 30 + 3 = 36
Damage: 3d6 + 17 + 12 + 7 + 4 + 2 + 3 ⇒ (1, 2, 1) + 17 + 12 + 7 + 4 + 2 + 3 = 49
-------------------------------------------------------------------------


| Strange Aeons | Hell's Rebels | ◆◇↻

Fletch’s arrows bounce off of the Decemvirate member’s armor.

Grognar does a rapid barrage on the Decemvirate member, but despite all of his strikes he only manages to hit him once. Once again, Grognar doesn’t have Freebooter’s Bane. Only hit on the nat 20; didn’t confirm.

1d26 ⇒ 10

Xanaphia, Grognar, and Fletch are pushed to the northwest by the wind.

Whirlwind wrote:
A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.

Astradaemon Reflex: 1d20 + 19 + 3 ⇒ (16) + 19 + 3 = 38

Damage: 2d8 + 11 ⇒ (5, 6) + 11 = 22

The daemon escapes from the whirlwind.

The Decemvirate member turns around to the daemon and whistles and points at Grognar! The daemon responds by double-moving toward the half-orc! Provokes from Fletch.

Daemon Reflex from moving through Yellow: 1d20 + 19 + 3 ⇒ (7) + 19 + 3 = 29

The Decemvirate member then flies over Provokes from Grognar and slices into the half-orc!

Decemvirate vs Grognar; CE: 1d20 + 41 - 5 - 2 ⇒ (9) + 41 - 5 - 2 = 43
Damage: 1d4 + 34 - 2 + 2d6 ⇒ (3) + 34 - 2 + (5, 2) = 42 Fire Damage: 5d6 ⇒ (3, 4, 5, 6, 5) = 23 Divine Damage: 9d6 ⇒ (2, 3, 5, 4, 4, 5, 2, 6, 5) = 36

Grognar Fort vs Thunderous Boom: 1d20 + 27 ⇒ (15) + 27 = 42
Grognar Fort vs Divine Damage: 1d20 + 27 ⇒ (15) + 27 = 42

1 is bad for Thereus: 1d2 ⇒ 2

EDIT: Forgot about something on Xanaphia’s turn:

Xanaphia Concentration: 1d20 + 22 ⇒ (13) + 22 = 35

Nevermind; carry on.

HARD MODE: Storm of Skyreach
Round 6
Field Effects: Severe Wind (-4 to Fly/ranged weapon attacks), Sheeting Rain (-2 to Ranged attacks), Freebooter’s Bane +3 vs Decemvirate (Fletch and Thereus only)
========================
Grognar (-61) [175’ above ground]
Grognar’s Familiar (-60)
Thereus (-25) {5 negative levels; Cursed} [150’ above ground]
Xanaphia {5 negative levels} [195’ above ground]
Peri [150’ above ground]
Black Elemental {25’ tall whirlwind} [180’ above ground]
Blue Elemental {25’ tall whirlwind} [180’ above ground]
Red Elemental {25’ tall whirlwind} [180’ above ground]
Yellow Elemental {25’ tall whirlwind} [180’ above ground]
Fletch {Deafened: Round 4 of 5} [180’ above ground]

Astradaemon (-184 from “7” attacks [before DR]) [180’ above ground]
Decemvirate of the Three-Flanged Helm (-207 from “1+6” attacks [before DR]) [180’ above ground]
========================

Dark Archive

Female NG Elf Cleric (Herald Caller) 18 | HP 129/129 | AC: 13 T: 13 FF: 10 | CMB +11, CMD: 24 | F: 19, R: 15, W: 25 | Ini: 12 (16 HA) | Prcp: 33, SM: 12 | Spd: 40 | hrsm aura: 6/18| chnnl: 1/5 | RODS xtnd 2/3 prstnt 0/3 prcng 0/3 quckn 3/3 rch 0/3 slnt 0/3 | robe of gates 1/3 | touch of glory 0/11 | hrsm, tru seeing, FoM, SR, GrAngAspct

Xanaphia keeps aura of heroism active and casts a targeted greater dispel magic on the decemvirate.
CL check: 1d20 + 18 + 1d4 - 1 - 5 ⇒ (16) + 18 + (2) - 1 - 5 = 30
(can potentially dispel 3 spells if I’m not mistaken? With my 5 neg levels.)

Peri hands Thereus his bow then flies over to flank the decemvirate with Grognar.

The air elementals all try to vacuum up the daemon again. (same as before—double move, entering the daemon’s space as many times as they can. If/when it is caught, move it as far away as possible. Thanks very much again for help w/specifics. If the daemon gets caught again I might like to move my token but I’m not super concerned about it.)

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