| Marcus Nocturnus |
I did that in the wrong order.
Marcus fires once and moves away from the giant. (70' move due to haste, moves stealthily so he gets 35' away)
CLB, DA, heroism, haste, invisible, PBS: 1d20 + 17 + 1 + 2 - 3 + 1 + 2 ⇒ (1) + 17 + 1 + 2 - 3 + 1 + 2 = 21 targets do not get dex bonus against invisible attackers
CLB dmg, PBS, DA, arcane strike, discordant voice: 1d8 + 3 + 1 + 6 + 3 ⇒ (6) + 3 + 1 + 6 + 3 = 19
Stealth: 1d20 + 22 + 20 ⇒ (17) + 22 + 20 = 59
| miteke |
Marcus takes a shot but misses and sneaks away. The giant has no clue and swings at empty air. It growls something in a language Marcus does not understand.
❖❖❖❖❖❖ Combat Card Round 9 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Marcus (-53 HP; heroism; inspire courage +2; haste until round 14; greater invisibility until round 13)
❖❖❖ Round 10 ❖❖❖
Hell Hound (friendly)
Fire Giant (-75 HP)
| Marcus Nocturnus |
This time, Marcus unleashes a barrage of arrows and then side-steps so his location is not know.
CLB, DA, heroism, haste, invisible: 1d20 + 17 + 2 - 3 + 1 + 2 ⇒ (8) + 17 + 2 - 3 + 1 + 2 = 27 targets do not get dex bonus against invisible attackers
CLB dmg, inspire, DA, arcane strike: 1d8 + 3 + 6 + 3 ⇒ (8) + 3 + 6 + 3 = 20
CLB, DA, heroism, haste, invisible: 1d20 + 17 + 2 - 3 + 1 + 2 ⇒ (6) + 17 + 2 - 3 + 1 + 2 = 25 targets do not get dex bonus against invisible attackers
CLB dmg, inspire, DA, arcane strike: 1d8 + 3 + 6 + 3 ⇒ (1) + 3 + 6 + 3 = 13
CLB, DA, heroism, haste, invisible, 2nd atk: 1d20 + 17 + 2 - 3 + 1 + 2 - 5 ⇒ (12) + 17 + 2 - 3 + 1 + 2 - 5 = 26 targets do not get dex bonus against invisible attackers
CLB dmg, inspire, DA, arcane strike: 1d8 + 3 + 6 + 3 ⇒ (5) + 3 + 6 + 3 = 17
| miteke |
Marcus misses all three times, and the fire giant commands the hell hound to track Marcus.
survival, half speed: 1d20 + 8 ⇒ (5) + 8 = 13
It sniffs its way closer as the giant moves forward, holding a javelin now.
❖❖❖❖❖❖ Combat Card Round 10 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Marcus (-53 HP; heroism; inspire courage +2; haste until round 14; greater invisibility until round 13)
❖❖❖ Round 11 ❖❖❖
Hell Hound (friendly)
Fire Giant (-75 HP)
| Marcus Nocturnus |
Sorry about that, ran out of time last night
Marcus fires off a full volley and then moves (5' step) to avoid any immediate attacks.
CLB, DA, heroism, haste, invisible, pbs: 1d20 + 17 + 1 + 2 - 3 + 1 + 2 ⇒ (18) + 17 + 1 + 2 - 3 + 1 + 2 = 38 targets do not get dex bonus against invisible attackers
CLB dmg, inspire, DA, arcane strike, pbs: 1d8 + 3 + 2 + 6 + 3 ⇒ (2) + 3 + 2 + 6 + 3 = 16
CLB, DA, heroism, haste, invisible, pbs: 1d20 + 17 + 1 + 2 - 3 + 1 + 2 ⇒ (10) + 17 + 1 + 2 - 3 + 1 + 2 = 30 targets do not get dex bonus against invisible attackers
CLB dmg, inspire, DA, arcane strike, pbs: 1d8 + 3 + 2 + 6 + 3 ⇒ (3) + 3 + 2 + 6 + 3 = 17
CLB, DA, heroism, haste, invisible, pbs, 2nd atk: 1d20 + 17 + 1 + 2 - 3 + 1 + 2 - 5 ⇒ (18) + 17 + 1 + 2 - 3 + 1 + 2 - 5 = 33 targets do not get dex bonus against invisible attackers
CLB dmg, inspire, DA, arcane strike, pbs: 1d8 + 3 + 2 + 6 + 3 ⇒ (3) + 3 + 2 + 6 + 3 = 17
| Marcus Nocturnus |
Darn, went to fast. Each of those damages should be 1 point less. Inspire comes off but point blank shot gets added. I need to design multiple attack rolls for the different layouts. it's crazy trying to delete stuff.
| miteke |
At higher levels it is like that as buffs get added and dropped. It is nearly impossible to have a template ready for every combination. And I find that for my more complicated characters, like my inquisitor, there is usually a mistake in there. All good.
All three shots hit this time for 50 damage, but these giants are tough and it is still standing and pissed! He was ready for you and fires at you with a javelin it was fondling in its right hand.
concealment: 1d100 ⇒ 93
But he targets the wrong location.
The hound tries to track you down after you slip to the side, and...
tracking: 1d20 + 8 ⇒ (12) + 8 = 20
... starts sniffing at your ankles. You realize that if you want to remain unlocated you will need to get rid of your new bestie because the giant steps forward, renews its 2 handed grip on its sword, and starts beating on you.
concealment: 1d100 ⇒ 31
concealment: 1d100 ⇒ 58
concealment: 1d100 ⇒ 93
to hit greatsword, power attack: 1d20 + 23 - 3 - 5 ⇒ (8) + 23 - 3 - 5 = 23
slashing damage, power attack: 3d6 + 23 ⇒ (6, 3, 1) + 23 = 33
to hit greatsword: 1d20 + 23 - 3 - 10 ⇒ (6) + 23 - 3 - 10 = 16
slashing damage, power attack: 3d6 + 23 ⇒ (4, 5, 2) + 23 = 34
You just laugh because the strokes are pretty clumsy. But you realize that your invisibility is due to run out pretty dang soon.
❖❖❖❖❖❖ Combat Card Round 11 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Marcus (-53 HP; heroism; inspire courage +2; haste until round 14; greater invisibility until round 13)
❖❖❖ Round 12 ❖❖❖
Hell Hound (friendly)
Fire Giant (-125 HP)
| Marcus Nocturnus |
"Hound, stay back, I'll play with you later." Marcus said and then opened fire on the giant. Then he moved a step to the side away from the hound.
CLB, PBS, DA, heroism, haste, invisible: 1d20 + 17 + 1 + 2 - 3 + 1 + 2 ⇒ (16) + 17 + 1 + 2 - 3 + 1 + 2 = 36 targets do not get dex bonus against invisible attackers
CLB dmg, PBS, DA, arcane strike: 1d8 + 3 + 1 + 6 + 3 ⇒ (5) + 3 + 1 + 6 + 3 = 18
CLB, PBS, DA, heroism, haste, invisible: 1d20 + 17 + 1 + 2 - 3 + 1 + 2 ⇒ (20) + 17 + 1 + 2 - 3 + 1 + 2 = 40 targets do not get dex bonus against invisible attackers
CLB dmg, PBS, DA, arcane strike: 1d8 + 3 + 1 + 6 + 3 ⇒ (7) + 3 + 1 + 6 + 3 = 20
CLB, PBS, DA, heroism, haste, invisible, 2nd atk: 1d20 + 17 + 1 + 2 - 3 + 1 + 2 - 5 ⇒ (17) + 17 + 1 + 2 - 3 + 1 + 2 - 5 = 32 targets do not get dex bonus against invisible attackers
CLB dmg, PBS, DA, arcane strike: 1d8 + 3 + 1 + 6 + 3 ⇒ (6) + 3 + 1 + 6 + 3 = 19
Crit confirm; CLB, PBS, DA, heroism, haste, invisible: 1d20 + 17 + 1 + 2 - 3 + 1 + 2 ⇒ (7) + 17 + 1 + 2 - 3 + 1 + 2 = 27 targets do not get dex bonus against invisible attackers
CLB dmg, PBS, DA, arcane strike: 2d8 + 6 + 2 + 12 + 6 ⇒ (8, 6) + 6 + 2 + 12 + 6 = 40
| miteke |
I am going to expedite this now. Marcus find that there is a trap door that has seen recent use in C24 and makes his way upstairs and also follows the trail of dead bodies and sees Amaimon fly into D18 (Icon added to the third level).
Meanwhile the wish that Alessandro Khadaji had a Djinn cast has gone horribly wrong. Instead of plane shifting him into the presence of his enemy, it swapped him with Gnasher, which should be impossible because nobody should be able to leave. The dang spell is pretty tricky, and powerful, and the Djinn seemed to have some difficulty with the translation.
Sooo...
@Alessandro
Go ahead and prep any spells you would have if you expected to pop into the middle of a fight.
@Amaimon
Move your token to where you would be after flying into the room.
@Marcus
You would have healed up and rested if that is what you think your character would have done before moving on.
Time to look for the old combat card and pick up where we left off.
| miteke |
@Alessandro
You are in the middle of 4 rather violent undead that are invisible. Make a roll to see if you perceive them. Probably perception, but you could get creative.
@Seif and Malgrim
You see Gnasher vanish and Alessandro appear. He looks a little confused.
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Malgrim Gryh (-0 HP)
Alessandro (-0 HP)
Marcus (-0 HP)
❖❖❖ Round 2 ❖❖❖
Puce Ghul (-0 HP; invisible)
Seif (-0 HP)
Shadow (-0 HP; Air Walk, 119 minutes left)
Amaimon (-0 HP)
Black Ghul (-0 HP; invisible)
Yellow Ghul (-0 HP; invisible)
Red Ghul (-0 HP; invisible)
| Ironperenti |
Marcus would have used a couple of uses from his wand of CLW, fed the hound, and checked the fire giant for anything useful or valuable. Then with the hound in tow he would have stealthed to the area he found the fire giant to see if it was a living quarters or just a hall.
| Malgrim Gryh |
Perception: 1d20 + 23 ⇒ (20) + 23 = 43 I spot Yellow I think!
Perception: 1d20 + 23 ⇒ (13) + 23 = 36I spot Red I think!
Malgrim steps closer and gathers power to himself as he lobs a spindle to strike two blurs that are close together.
I am going to use an AoE to avoid dealing with Invisibility. Gather Power, create a Composite Spindle blast. DC 18 Reflex Save for Yellow and Red. Half damage and Quarter damage on the save.
Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow: 12d6 + 20 + 8 ⇒ (5, 5, 4, 1, 3, 3, 6, 2, 3, 6, 4, 3) + 20 + 8 = 73
So on a Failure they take 36 damage. On a save they take 18 or 0 if they have some version of Evasion.
Seeing Gnasher disappear and somehow replaced by a new figure Gnasher calls out, "Who are you and what did you do to Gnasher?"
| miteke |
Malgrim winds up and coats a couple of the invisible things with a generous dollop of mud.
DC 18 fort save for yellow: 1d20 + 14 ⇒ (3) + 14 = 17
DC 18 fort save for red: 1d20 + 14 ⇒ (15) + 14 = 29
There is a brown out for a moment. Unfortunately the spell does not in any way reveal the locations of the invisible foes.
@Hassan Ahmed
I updated the image on the map and the name in the combat card to use Vonna instead of Alessandro Khadaji.
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Marcus (-0 HP)
Vonna (-0 HP)
❖❖❖ Round 2 ❖❖❖
Puce Ghul (-0 HP; invisible)
Seif (-0 HP)
Shadow (-0 HP; Air Walk, 119 minutes left)
Amaimon (-0 HP)
Black Ghul (-0 HP; invisible)
Yellow Ghul (-18 HP; invisible)
Red Ghul (-36 HP; invisible)
Malgrim Gryh (-0 HP)
| Marcus Nocturnus |
Marcus sacked out somewhere near the battle site and let his new found friend guard the area assuming the hound would alert to any threats. After squeezing through to the other side, redressing and then checking out the trapdoor Marcus finds himself alone in a rather open area with a lot of choices. Spotting the azer go flying away into one of the buildings he decides to follow in hopes of finding an ally in this place. Whether he can make friends the old fashioned way or using magic, he hopes the azer is able to speak some common language.
(double move toward door)
Having rested +12 HP and used all lay on hands before sleeping.
lay on hands: 6d6 ⇒ (2, 3, 3, 1, 1, 5) = 15
and 3 first level spells on cure light wounds should get him up to full.
CLW: 3d8 + 15 ⇒ (1, 2, 6) + 15 = 24
this leaves him with two 1st level spells, can he recharge the wand?
In order to find the trap door he will need to say goodbye to his hound but will hope the spell lingers in case he needs to come back.
| miteke |
@Marcus
Remember that the hound does not understand a thing you say. It cannot take directions or respond to any instructions, at least not those in common. It merely considers you its pal and will want to follow you around by default. With a decent handle animal check you could get it to stay or something equally uncomplicated, or you could close a door behind you.
As for healing, do you have any spells from the conjuring school? if so, they may be used to recharge the wand.
When you reach the door you see the flying Azer over at a curtained section of the room. You also see an odd looking dwarf perched on a throne and a glowing symbol hanging in the air. The flying guy seems to be avoiding the dwarf. The dwarf in question yells out "WHAT ANOTHER ONE?!?! I'LL KILL YOU ALL!"
| miteke |
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Vonna (-0 HP)
❖❖❖ Round 2 ❖❖❖
Puce Ghul (-0 HP; invisible)
Seif (-0 HP)
Shadow (-0 HP; Air Walk, 119 minutes left)
Amaimon (-0 HP)
Black Ghul (-0 HP; invisible)
Yellow Ghul (-18 HP; invisible)
Red Ghul (-36 HP; invisible)
Quilzar agha Bagoas (-0 HP)
Malgrim Gryh (-0 HP)
Marcus (-0 HP)
| miteke |
The site went down before I could add this...
@Marcus/Amaimon
D8:
A covered pavilion composed of twisting brass columns inset with ivory and precious stones encloses a cushioned throne at the center of this huge circular audience chamber. Less ornate chairs sit on smaller extensions of the central pavilion to each side, while giant curtains composed of fine brass links cover passageways on either flank, with a third, smaller one to the east. Fire pits shimmer with barely contained heat, and a deep pit is visible beyond the throne.
The dwarf is translucent, clean-shaven, clad in expensive robes, eyes aglow with a hellish light, and perched on a throne with a glowing symbol hanging in the air above and in front of him.
| Amaimon Emberheart |
”Amaimon: Move your token to where you would be after flying into the room.”
Hopefully temporary map issues, talked to GM and I thank him for his understanding and patience.
Standard action for Legacy Weapon. Gaining Undead-Bane and Ghost Touch. Move action to fly and land adjacent to the undead dwarf. Assuming he, as a dwarven ghost, is not native to this plane:
AC: 41/18/40 ///// Saves 20/17/19
Planar Ward (Sp) As a standard action, you can expend 2 points of mental focus to surround yourself with a planar ward. Creatures not native to the plane that you are currently on take a –4 penalty on attacks against you, and you receive a +4 circumstance bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of such creatures.
Quickness (Sp) As a standard action, you can expend 1 point of mental focus to grant supernatural quickness and reflexes to yourself or a willing living creature you touch. This functions as haste, but the bonus to AC and on Reflex saving throws increases to +2. This effect lasts for 1 round per occultist level you possess.
Legacy Weapon (Su) As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
The azer sighed as the human came into view. A single mortal. Logically speaking, he couldn’t have caused all of the damage by himself. That meant that there were more than just him. Perhaps they had fallen? Or this human had become separated. Or it was a different group and the human was merely taking advantage of the chaos? It was impossible to say…but risks sometimes had to be taken. And saving said human could well endear him to any others, and thus was a positive step towards attaining his freedom.
The issue, such as it was, was the enraged spirit. He truly did not want to fight it, for he didn’t believe that it could leave the room. But thr calculus had changed. Taking to the air once more, his inner flames denying the pull of gravity through an effort of will, he landed next to the spirit.
Diplomacy: 1d20 + 14 ⇒ (16) + 14 = 30
”Master of the Haunted Palace.” He intoned, landing heavily beside the spirit. ”No conflict is needed. Let us pass your domains in peace, and so shall we go.” His eyes, always blazing with flame, were hard. His hammer glowed, the runes on it spelled out potential destruction for the incorporeal and for those despised by Pharasma. It was clear that he was ready and willing to use it, if the spirit insisted on violence.
| Marcus Nocturnus |
I was just saying when I went to sleep the hound would hang out and give warning by nature, growl/bark. Also, I think he is smarter than a standard dog and could probably understand hand gestures and such but he can't do the squeezing I would need to do to get to the trapdoor so he is still inside where I found him unless I misunderstand the map layout.
My apologies for any confusion, I had two first level spells of which I can cast cure light wounds, I thought I could use them to recharge the wand. The spell is conjuration. Just wanted to check.
I should have been clearer. For future reference, I am always moving to avoid being observed. I will move my token to the sides of doors next time just so it is clearer what I'm trying to do.
Marcus goes invisible and watches.
(Cast vanish and move inside)
| miteke |
@Marcus. That makes sense with the hound. See note in gameplay about recharging wands.
Note that you had to take a move to get to the door as you were a ways away. I think you were a double move away since each square is a 10' section and you are not currently hasted. I would be OK with you entering the area with some longer term buffs as you WERE following a trail of bloody footprints. I would not expect you to have cast a short term (rounds/level) spell prior to this point yet, since no threat was visible yet.
Updated combat card with Amaimon's current buffs to come once I figure things out. When you got to the door you would not have had time to do all that. I think it reasonable to say that you had the Mind Over Gravity going before you got to the door as it is a longer duration, but the others only last a minute or so. You can pick one of them to activate at the door before you move, but not all three. Does that seem fair to you? May I assume from your post it is the Legacy Weapon ability?
| miteke |
Have I got all the enchantments correct now?
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Vonna (-0 HP)
❖❖❖ Round 2 ❖❖❖
Puce Ghul (-0 HP; invisible)
Seif (-0 HP)
Shadow (-0 HP; Air Walk, 119 minutes left)
Amaimon (-0 HP; fly: 12 minutes; Planar Ward: ends round 11; Quickness: ends round 12)
Black Ghul (-0 HP; invisible)
Yellow Ghul (-18 HP; invisible)
Red Ghul (-36 HP; invisible)
Quilzar agha Bagoas (-0 HP)
Malgrim Gryh (-0 HP)
Marcus (-0 HP; invisible ends round 6)
| Amaimon Emberheart |
Will save with +4 if this symbol was made by the ghost (or anyone else not native to this plane: 1d20 + 15 + 4 ⇒ (10) + 15 + 4 = 29
Will add to character sheet. Also please feel free to make such rolls if you like. More than happy to make them myself as well
| Malgrim Gryh |
I am not sure what visual effect would remain, but a giant spindle of mud did impact two creatures. Even if it just sloughed off of them, I think Vonna may have noticed that right next to her.
Malgrim grimaces and says, "You're right next to some invisible super ghouls."
| Vonna the Huntress |
Invisible super... ghouls?
By the Seven Heavens! I shall not abide.
The female steps back, hand reaching into a pouch. She mutters arcane syllables.
Pointing towards the two areas the ghouls may be, she releases a spell.
What appear to be thick black tentacles come up through the floor seeking... purchase.
Grapple, Char Level + Str + Size vs Each: 1d20 + 12 + 4 + 1 ⇒ (10) + 12 + 4 + 1 = 27
Grapple damage, condition Grappled: 1d6 + 4 ⇒ (3) + 4 = 7
Black Tentacles. 20' radius, as specified in Discussion. CMD = 10 + CMB or 27. Tentacles get +5 vs Grappled opponents. So CMD is 32.
| miteke |
From an unexpected direction Vonna is attacked when she attempts to cast the spell!
to hit bite: 1d20 + 14 ⇒ (12) + 14 = 26
damage: 2d6 + 8 ⇒ (3, 2) + 8 = 13 plus1d6 ⇒ 5 fire damage
Your character sheet is incomplete. What is her AC with and without dex bonus? If it hits you will need to make a concentration check for the total damage.
| miteke |
Poor Vonna gets smacked for her troubles and her spell just fizzles. Then she is beset by one of the invisible foes and gets smacked around some more.
to hit bite: 1d20 + 14 ⇒ (3) + 14 = 17
damage: 2d6 + 8 ⇒ (3, 4) + 8 = 15 plus1d6 ⇒ 1 fire damage
to hit claw: 1d20 + 14 ⇒ (1) + 14 = 15
damage: 1d6 + 5 ⇒ (4) + 5 = 9 plus1d6 ⇒ 2 fire damage and 1 bleed
to hit claw: 1d20 + 14 ⇒ (20) + 14 = 34
damage: 1d6 + 5 ⇒ (1) + 5 = 6 plus1d6 ⇒ 3 fire damage and 1 bleed
-21 and 1 bleed
She is having a very bad day and quickly realizes that she is in a very bad place.
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Seif (-0 HP)
Shadow (-0 HP; Air Walk, 119 minutes left)
Amaimon (-0 HP; fly: 12 minutes; Planar Ward: ends round 11; Quickness: ends round 12)
Black Ghul (-0 HP; invisible)
Yellow Ghul (-18 HP; invisible)
Red Ghul (-36 HP; invisible)
Quilzar agha Bagoas (-0 HP)
Malgrim Gryh (-0 HP)
Marcus (-0 HP; invisible ends round 6)
Vonna (-34 HP; 1 bleed)
❖❖❖ Round 3 ❖❖❖
Puce Ghul (-0 HP; invisible)
| Malgrim Gryh |
Malgrim creates a new spindle and sends it forward again.
Gather Power, create an extend range composite blast spindle. Strike the same two squares. DC 18 Reflex. Half damage on a failure, quarter damage on a successful reflex save.
Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow: 12d6 + 20 + 8 ⇒ (2, 6, 5, 3, 2, 6, 5, 4, 5, 6, 4, 1) + 20 + 8 = 77
So 38 or 19 damage on a save.
| Vonna the Huntress |
I haven't come this far to fail now.
Gathering her wits she steps back and placing enough space between her and where she things the invisible attackers could be...
...she erects an invisible barrier. The barrier is suspended a hands width from the ground.
I've erected an unseen wall from there to there, it will buy us time perhaps.
What is this place? Do we need to go through... them?
Step back. Away.
Wall of Force about 4 inches from the floor.
| miteke |
Corrected the bolding. Looks like I tricked Malgrim too :(
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Seif (-0 HP)
Shadow (-0 HP; Air Walk, 119 minutes left)
Amaimon (-0 HP; fly: 12 minutes; Planar Ward: ends round 11; Quickness: ends round 12)
Black Ghul (-0 HP; invisible)
Yellow Ghul (-18 HP; invisible)
Red Ghul (-36 HP; invisible)
Quilzar agha Bagoas (-0 HP)
Malgrim Gryh (-0 HP)
Marcus (-0 HP; invisible ends round 6)
Vonna (-34 HP; 1 bleed)
❖❖❖ Round 3 ❖❖❖
Puce Ghul (-0 HP; invisible)
| Amaimon Emberheart |
Ghost touch + undead bane
Hit: 1d20 + 24 + 2 ⇒ (7) + 24 + 2 = 33
Damage: 1d8 + 25 + 2 + 2d6 ⇒ (5) + 25 + 2 + (3, 1) = 36
Fire: 1d6 ⇒ 5
Hit: 1d20 + 15 + 2 ⇒ (1) + 15 + 2 = 18
Damage: 1d8 + 25 + 2 + 2d6 ⇒ (7) + 25 + 2 + (3, 6) = 43
Fire: 1d6 ⇒ 1
Hit: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
Damage: 1d8 + 25 + 2 + 2d6 ⇒ (4) + 25 + 2 + (5, 6) = 42
Fire: 1d6 ⇒ 4
”I did not wish for this to happen.” The azer said, as he lashed out with his weapon. Truly, his heart was not dedicated to the matter, as his attacks were far from clean. A potentially fatal flaw, which he belatedly admitted. He could only hope that the mortal who had come in would make himself known and join the fight. Though his very long existence had taught him not to rely on others. At the end of the day, he knew that the only person’s whose actions he could control was his own.
| Marcus Nocturnus |
Marcus considers the Azer's general demeanor and the explanations he is giving to the ghost. He doesn't seem to a be a bad sort and something seems terribly wrong with that ghost, not to mention it's a ghost. He decides he probably should help the Azer. If for no other reason than he, Marcus, needs an ally or two in this place if he is going to survive and successfully find a way out of this dimension.
| Amaimon Emberheart |
My apologies! It’s been awhile and I forgot that I had quickness up
Hit: 1d20 + 24 + 2 ⇒ (7) + 24 + 2 = 33 34 hit ghost touch
Damage: 1d8 + 25 + 2 + 2d6 ⇒ (5) + 25 + 2 + (3, 1) = 36
Fire: 1d6 ⇒ 5
Hit: 1d20 + 15 + 2 ⇒ (1) + 15 + 2 = 18
Damage: 1d8 + 25 + 2 + 2d6 ⇒ (7) + 25 + 2 + (3, 6) = 43
Fire: 1d6 ⇒ 1
Hit: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19 20 hit ghost touch
Damage: 1d8 + 25 + 2 + 2d6 ⇒ (4) + 25 + 2 + (5, 6) = 42
Fire: 1d6 ⇒ 4
Hit: 1d20 + 20 + 2 + 1 ⇒ (19) + 20 + 2 + 1 = 42
Damage: 1d8 + 25 + 2 + 2d6 ⇒ (2) + 25 + 2 + (2, 2) = 33
Fire: 1d6 ⇒ 1
34 hit
36 +5 fire damage
Miss
20 hit
42 +5 fire damage
42 hit
33 +1 fire damage
AC: 41/18/40 ///// Saves 20/17/19
Mind Over Gravity (Sp) As a standard action, you can expend 1 point of mental focus to give yourself a fly speed of 60 feet with perfect maneuverability. This effect lasts for 1 minute per occultist level you possess.
Planar Ward (Sp) As a standard action, you can expend 2 points of mental focus to surround yourself with a planar ward. Creatures not native to the plane that you are currently on take a –4 penalty on attacks against you, and you receive a +4 circumstance bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of such creatures.
Quickness (Sp) As a standard action, you can expend 1 point of mental focus to grant supernatural quickness and reflexes to yourself or a willing living creature you touch. This functions as haste, but the bonus to AC and on Reflex saving throws increases to +2. This effect lasts for 1 round per occultist level you possess.
Legacy Weapon (Su) As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
* Undead Bane + Ghost Touch
| miteke |
Amaim manages to score a couple of hits on the undead annoyance and the ghost touch and fire do it's thing.
Seif and Shadow are up.
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Seif (-0 HP)
Shadow (-0 HP; Air Walk, 119 minutes left)
Black Ghul (-0 HP; invisible)
Yellow Ghul (-18 HP; invisible)
Red Ghul (-36 HP; invisible)
Quilzar agha Bagoas (-75 HP)
Malgrim Gryh (-0 HP)
Marcus (-0 HP; invisible ends round 6)
Vonna (-34 HP; 1 bleed)
❖❖❖ Round 3 ❖❖❖
Puce Ghul (-0 HP; invisible)
Amaimon (-0 HP; fly: 12 minutes; Planar Ward: ends round 11; Quickness: ends round 12)
| miteke |
Well, dang. I sure hope Seif rejoins us soon, but I suppose I should bot him. Seif was just about to cast [url=https://www.aonprd.com/SpellDisplay.aspx?ItemName=Invisibility%20Purge]Invisibility Purge[/url but with the wall of force in the way he opts for healing Vonna instead.
cure: 3d8 + 12 ⇒ (4, 3, 6) + 12 = 25
"I wonder if they can fly. How far up does that wall go?"
The big cat moves forwards and swipes experimentally at the wall.
His question is answered as muddy prints appear on the walls as they climb over the barrier. (climb speed 20' enough to climb up and drop over to the other side, so two move actions to get over it). The citadel is made for giant creatures and has an impressive ceiling height. Any reason you can think of that they would not be able to do this? Note that Black and Puce were not in the mud blast so they are not leaving tracks. Again, correct me if I am wrong. The long delays messes with my memory. I will be keeping a faster pace now, botting Seif more quickly.
The angry dwarf attacks Amaimon and an aura of fright assaults him (make a will save).
to hit touch: 1d20 + 21 ⇒ (3) + 21 = 24
damage: 1d8 + 2 ⇒ (5) + 2 = 7, Curse of the Grave
The incorporeal touch completely ignores his armor and causes his flesh to shivel.
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Malgrim Gryh (-0 HP)
Marcus (-0 HP; invisible ends round 6)
Vonna (-9 HP)
❖❖❖ Round 3 ❖❖❖
Puce Ghul (-0 HP; invisible)
Amaimon (-7 HP; fly: 12 minutes; Planar Ward: ends round 11; Quickness: ends round 12; DC 27 will save or be shaken)
Seif (-0 HP)
Shadow (-0 HP; Air Walk, 119 minutes left)
Black Ghul (-0 HP; invisible)
Yellow Ghul (-18 HP; invisible)
Red Ghul (-36 HP; invisible)
Quilzar agha Bagoas (-75 HP)
| Amaimon Emberheart |
Will Save: 1d20 + 15 + 4 ⇒ (12) + 15 + 4 = 31
Hit: 1d20 + 24 + 2 + 1 ⇒ (10) + 24 + 2 + 1 = 37
Damage: 1d8 + 25 + 2 + 2d6 ⇒ (6) + 25 + 2 + (1, 3) = 37
Fire: 1d6 ⇒ 1
Swiftness: 1d20 + 20 + 2 + 1 ⇒ (6) + 20 + 2 + 1 = 29
Damage: 1d8 + 25 + 2 + 2d6 ⇒ (6) + 25 + 2 + (5, 4) = 42
Fire: 1d6 ⇒ 5
Iterative: 1d20 + 15 + 2 + 1 ⇒ (16) + 15 + 2 + 1 = 34
Damage: 1d8 + 25 + 2 + 2d6 ⇒ (8) + 25 + 2 + (4, 3) = 42
Fire: 1d6 ⇒ 6
Iterative: 1d20 + 10 + 2 + 1 ⇒ (20) + 10 + 2 + 1 = 33
Damage: 1d8 + 25 + 2 + 2d6 ⇒ (1) + 25 + 2 + (1, 5) = 34
Fire: 1d6 ⇒ 4
Confirm: 1d20 + 10 + 2 + 1 ⇒ (16) + 10 + 2 + 1 = 29
Crit: 2d8 + 54 ⇒ (1, 2) + 54 = 57
The Azer grimaced. He was a sturdy creature, not prone to outright dodging attacks. Rather, he relied on his armor and his bronze frame to absorb the attacks of enemies, as well as his own skill in parrying what came his way. The fact that he did not see himself as a professional warrior only beat that fact home. Thus, when the ghost struck him, and it's hand went through his armor and into him, it was not exactly a shock, but it was a chilling reminder of his situation.
"It did not have to be this way." He said, grimly, as he continued his assault. He was a craftsman, and his hammer, at the moment, was the best tool possible for banishing a hostile spirit. The only sticking point for him was that the planar traveler had gone invisible, and thus far had made no move to help him. He did not regret turning back to help, for he still believed that he had made the right choice at the time. Especially as how his act might play well with other soft-skins from the mortal plane. But it did reinforce his belief that at the end of the day, the only person you could really count on was yourself.
| Marcus Nocturnus |
Deciding the Azer was the one to support he began to sing, a sad but inspiring song to bring strength and effectiveness in battle for the Azer (inspire courage +2 to hit/dmg). He then moves closer to the two combatants.
| miteke |
Amaimon is totally dominating the hapless dwarf as he resists the aura and uses the ghost touch ability to its fullest extent and totally plasters it and, unbeknownst to Amaimon, it is swatted into oblivion for the second time in one day. Boy is he going to wake up angry!
That particular combat is over. Note that his turn is supposed to come a little later in the init cycle, but no matter, as the combats are separated by a wall.
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Malgrim Gryh (-0 HP)
Vonna (-9 HP)
❖❖❖ Round 3 ❖❖❖
Puce Ghul (-0 HP; invisible)
Amaimon (-7 HP; fly: 12 minutes; Planar Ward: ends round 11; Quickness: ends round 12; GM Note: Turn already taken)
Seif (-0 HP)
Shadow (-0 HP; Air Walk, 119 minutes left)
Black Ghul (-0 HP; invisible)
Yellow Ghul (-18 HP; invisible)
Red Ghul (-36 HP; invisible)
Quilzar agha Bagoas (dissipated; GM Note: 2d6 ⇒ (3, 2) = 5)
Marcus (-0 HP; invisible ends round 6)
| Malgrim Gryh |
Malgrim sees shadow bat at the wall and waits to see if the ghuls can bypass it. He says, "Who are you, and how did you get to this prison?"
I do not know how the wall works, so I will ready until I see the ghuls are not on the other side of the wall to attack them.