| Amaimon Emberheart |
K Planes: 1d20 + 21 ⇒ (18) + 21 = 39
Legacy weapon. Jinni bane, Holy. Any weaknesses known? Sorry for late post had been traveling. Will make move action to be next to it when at computer
”A black Jinni.” The Azer intoned. The runes on his hammer flared to life, as holy power glowed from within. He was channeling the energy not from a deity, but rather directly from the planes. ”There will be no diplomacy, nor mercy, offered from it.”
| miteke |
Yes, it has a vulnerability to Recitation: As cursed genies of evil and chaos, black jinn are strangely susceptible to certain recitations of holy tracts belonging to good or lawful deities or philosophies. These include the spells dictum and holy word, but also forceful recitations of nonmagical holy sermonizing. If a cleric or paladin of a lawful or good deity makes a successful opposed Knowledge (religion) check against a black jinni as a standard action, the black jinni must make a DC 20 Fortitude save or be instantly destroyed, leaving behind only a small spot of charred ash. If this save is successful, the black jinni instead takes 5d6 points of damage.
You may ask 2 additional questions.
No problem on the delay. The site was down for a week, and I delayed as much as I could to allow the new players to get up and running.
| Amaimon Emberheart |
Thank you. Any special attacks / immunities?
| Marcus Nocturnus |
I originally rolled to see what I knew but it turns out I had made the knowledge check before the shutdown. If Amaimon shares, Marcus will regale the group with the heroic rise of Ragathiel.
"On the day that Ragathiel threw off his malaise and set his mind on atoning for his deeds and his family..." Marcus begins as he tries to confront the black genie with its anathema.
K Religion: 1d20 + 12 ⇒ (13) + 12 = 25
| miteke |
@Amaimon Emberheart (Note: some of these numbers will be different as it is an advanced form of the creature)
Special Attacks:
Create Spawn (Su) A humanoid or genie slain by a black jinni’s searing touch rises 1d4 rounds later as an undead spawn. Humanoids rise as zombies; jann rise as ghuls; and djinn, efreet, shaitans, and marids rise as great ghuls. Ghuls and great ghuls are detailed in Pathfinder Chronicles: Dark Markets, A Guide To Katapesh. Spawn created by a black jinni are under its control.
Dust Vortex (Su) Once per day, as a full-round action, a black jinni can cause the obscuring cloud that surrounds it to become a vortex of electrically-charged dust. This vortex is 20 feet high and radiates to a range of 30 feet, with the black jinni at the vortex’s center. The winds within this area are considered a windstorm, making normal ranged attacks impossible and causing a –4 penalty to siege weapon attacks against creatures in the vortex. Creatures within the vortex are subjected to wind effects as described on page 95 of the DMG—those who are blown back are instead drawn toward the center to a square adjacent to the black jinni. A creature that ends its turn within the dust vortex takes 10d6 points of electricity damage (DC 24 Reflex save halves). Once the dust vortex is created, it remains stationary, allowing the black jinni to move around in it or even leave it. The vortex remains in place for 1d6 rounds, or until the black jinni dismisses it as a move action. The save DC is Constitution-based.
Shocking Touch (Su) Any creature hit by a black jinni’s claw attack takes an additional 1d10 points of electricity damage—on a critical hit, this additional electricity damage increases to 2d10 points of damage and the creature must make a DC 24 Fortitude save or the electricity lingers on his body, inflicting an additional 1d10 points of electricity damage each round on the start of the victim’s turn for 1d6 additional rounds. Immersion in any liquid ends this ongoing damage, as does contact with a metal object of at least Medium or larger size that is in contact with the ground. The save DC is Constitution-based.
Immune electricity, fire
@Marcus Nocturnus
fort save: 1d20 ⇒ 7
It scowls at you proclaiming "Ragathiel is an idiot and traitor to his kind!"
In spite of the bold denial, it does shudder and lose some cohesiveness
damage: 5d6 ⇒ (3, 2, 5, 2, 3) = 15
| miteke |
The Great Ghuls rush forward and disappear! You may make a DC perception: 1d20 + 33 ⇒ (15) + 33 = 48 to determine the approximate locations of them.
You may also make a DC 18 religion check to get information about them.
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Malgrim Gryh(-0 HP)
❖❖❖ Round 2 ❖❖❖
Shabendeh(-15 HP)
Qilzar Agha Bagoas(-0 HP)
Amaimon(-0 HP)
Great Ghuls (-0 HP, -0 HP, -0 HP, -0 HP)
Marcus(-0 HP)
| Malgrim Gryh |
Perception: 1d20 + 23 ⇒ (5) + 23 = 28 I am good, but not that good.
Malgrim gathers the elements to himself and steps forward to slam Shabendeh with a baton of mud.
5 ft step, Gather Power, Automatically cast defensively, a Composite Mud Kinectic Blade of Adamantine.
Kinetic Blade Mud (Earth/Water) Blast w/Elemental Overflow: 1d20 + 16 + 4 ⇒ (11) + 16 + 4 = 31
Kinetic Blade Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow: 12d6 + 20 + 8 ⇒ (4, 4, 5, 5, 6, 5, 2, 1, 5, 6, 3, 5) + 20 + 8 = 79
| miteke |
concealment: 1d100 ⇒ 49
Malgrim nail the smokey creature and rocks it a bit. Malgrim finds it a little difficult to pinpoint the creature in the dust cloud that constantly surrounds it, but he manages to land the hit anyway.
The Jinni retaliates in kind, stepping back first showing that it has reach.
to hit claw, power attack: 1d20 + 23 ⇒ (3) + 23 = 26
to hit claw, power attack: 1d20 + 23 ⇒ (19) + 23 = 42
confirm: 1d20 + 23 ⇒ (15) + 23 = 38
damage: 4d6 + 36 ⇒ (2, 4, 1, 4) + 36 = 47
damage electricity: 2d10 + 4 ⇒ (2, 6) + 4 = 12; need fort save.
to hit gore, power attack: 1d20 + 18 ⇒ (16) + 18 = 34
The sneaky dwarf charges at Marcus and kills a few more skin cells with it's negative energy attack.
to hit touch: 1d20 + 21 ⇒ (15) + 21 = 36
negative energy damage: 1d8 + 2 ⇒ (2) + 2 = 4, Curse of the Grave
| miteke |
Note: HP adjusted to account for previous battles.
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Amaimon(-39 HP; Note: Curse of the Grave-39)
Great Ghuls (-0 HP, -0 HP, -0 HP, -0 HP)
Marcus(-38 HP; Note: Curse of the Grave-19)
Malgrim Gryh(-71 HP; need DC 28 fort save)
❖❖❖ Round 3 ❖❖❖
Shabendeh(-94 HP)
Qilzar Agha Bagoas(-0 HP; -2 AC from charge)
| Amaimon Emberheart |
Legacy weapon bane and holy
Hit: 1d20 + 24 + 2 ⇒ (9) + 24 + 2 = 35
Damage: 1d8 + 25 + 2d6 + 2 ⇒ (6) + 25 + (3, 6) + 2 = 42
Fire: 1d6 ⇒ 4
Holy: 2d6 ⇒ (3, 2) = 5
If quickness is still up?
Quickness: 1d20 + 20 + 2 ⇒ (7) + 20 + 2 = 29
Damage: 1d8 + 25 + 2d6 + 2 ⇒ (8) + 25 + (1, 5) + 2 = 41
Fire: 1d6 ⇒ 5
Holy: 2d6 ⇒ (2, 4) = 6
Iterative Hit: 1d20 + 15 + 2 ⇒ (14) + 15 + 2 = 31
Damage: 1d8 + 25 + 2d6 + 2 ⇒ (2) + 25 + (3, 6) + 2 = 38
Fire: 1d6 ⇒ 1
Holy: 2d6 ⇒ (3, 1) = 4
Iterative Hit: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25
Damage: 1d8 + 25 + 2d6 + 2 ⇒ (4) + 25 + (3, 1) + 2 = 35
Fire: 1d6 ⇒ 6
Holy: 2d6 ⇒ (5, 2) = 7
The Azer swung his hammer at the black jinni, again, and again, and again. Each fall of the hammer promised naught but destruction. His face remained impassive with each attack.
| miteke |
Amaimon steps up and goes full on wacko on the Jinni.
concealment: 1d100 ⇒ 69
concealment: 1d100 ⇒ 5
The first blow lands, the second gets lost in the fog, and the third gets deflected off of it's tough hide. The fire damage does not harm it (do not bother with rolling fire damage against the Jinni as it is immune, the holy damage is quite effective though).
The Ghuls move silently into position and a number of blows come out from nowhere.
to hit claw on Malgrim, cold iron and magic, invisible: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19; ignore dex bonus to AC (AC 32)
to hit claw on Malgrim, cold iron and magic, invisible: 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34; ignore dex bonus to AC (AC 32)
to hit claw on Malgrim, cold iron and magic, invisible: 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 30; ignore dex bonus to AC (AC 32)
to hit claw on Amaimon, cold iron and magic, invisible: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18; ignore dex bonus to AC (AC 34)
One actually hits Malgrim, denting him a little more and starting him bleeding, though much of the damage is reduced by his DR.
damage, DR: 1d4 + 8 - 10 ⇒ (4) + 8 - 10 = 2, bleed 1
fire damage: 1d6 + 2 ⇒ (5) + 2 = 7
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Marcus(-38 HP; Note: Curse of the Grave-19)
Malgrim Gryh(-70 HP; bleed 1; need DC 28 fort save) Restoring 10 HP as I did not apply Malgrim's DR to the Jinni's attack
❖❖❖ Round 3 ❖❖❖
Shabendeh(-141 HP)
Qilzar Agha Bagoas(-0 HP; -2 AC from charge)
Amaimon(-39 HP; Note: Curse of the Grave-39; fly: 9 minutes; Legacy Weapon: Ghost touch, bane undead, and +1)
Great Ghuls (-0 HP, -0 HP, -0 HP, -0 HP)
| Malgrim Gryh |
Fortitude: 1d20 + 20 ⇒ (11) + 20 = 31 I am not sure what this is for, but I made it.
Malgrim strikes at Shabendeh once more.
Gather Power, automatically cast a Composite Mud Kinetic Whip. The whip counts as a reach weapon that can attack models adjacent to me as well. I will be attacking the big Djinn.
Mud (Earth/Water) Kinetic Whip w/Elemental Overflow: 1d20 + 16 + 4 ⇒ (12) + 16 + 4 = 32
Damage, B, Mud (Earth/Water) Kinetic Whip w/Elemental Overflow: 12d6 + 20 + 8 ⇒ (6, 4, 6, 2, 3, 1, 5, 4, 6, 4, 3, 2) + 20 + 8 = 74
| Marcus Nocturnus |
"The ghost is coming up our rear." Marcus says as he steps back and turns invisible (improved invisibility).
What Marcus has used:
5/27 rds of performance
1/1 smite
1st level 2/7
2nd level 1/5
3rd level 1/4
4th level 1/2
| miteke |
The whip gets caught up on one of the Ghuls and Marcus barely misses (AC 31 and a -2 to attack from partial cover).
Marcus knows his limitations, which do not include close quarter fighting with a nasty incorporeal dwarf, and promptly vanishes from sight, eliciting a snarl of rage from the said dwarf. It is short lived, however, as there are two other interlopers he can make pay! Malgrim becomes his next victim of choice, but he misses.
to hit touch: 1d20 + 21 ⇒ (4) + 21 = 25
negative energy damage: 1d8 + 2 ⇒ (8) + 2 = 10, Curse of the Grave
Shabendeh launches a flurry of blows on Amaimon.
to hit claw, power attack: 1d20 + 23 ⇒ (8) + 23 = 31
to hit claw, power attack: 1d20 + 23 ⇒ (5) + 23 = 28
to hit gore, power attack: 1d20 + 18 ⇒ (3) + 18 = 21
But nothing is able to connect and he steps back with annoyance.
| miteke |
Adding one damage to Malgrim from bleed effect.
❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Amaimon(-39 HP; Note: Curse of the Grave-39; fly: 9 minutes; Legacy Weapon: Ghost touch, bane undead, and +1)
Great Ghuls (-0 HP, -0 HP, -0 HP, -0 HP)
Marcus(-38 HP; Note: Curse of the Grave-19)
Malgrim Gryh(-71 HP; bleed 1)[/ooc]
❖❖❖ Round 4 ❖❖❖
Shabendeh(-141 HP)
Qilzar Agha Bagoas(-0 HP; -2 AC from charge)
| Amaimon Emberheart |
Legacy Weapon Holy, Bane Jinni
Hit: 1d20 + 24 + 2 ⇒ (12) + 24 + 2 = 38
Damage: 1d8 + 25 + 2d6 + 2 ⇒ (1) + 25 + (4, 5) + 2 = 37
Holy: 2d6 ⇒ (6, 5) = 11
Iterative Hit: 1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21
Damage: 1d8 + 25 + 2d6 + 2 ⇒ (8) + 25 + (5, 5) + 2 = 45
Holy: 2d6 ⇒ (6, 2) = 8
Iterative Hit: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25
Damage: 1d8 + 25 + 2d6 + 2 ⇒ (5) + 25 + (6, 6) + 2 = 44
Holy: 2d6 ⇒ (5, 5) = 10
Silently the Azer continued the assault. Yes, they were surrounded. But he saw no reason to panic, as it would serve no purpose. First they had to survive, then they needed to find how to permanently put the spirit to rest.
| miteke |
I am assuming you step closer to the Jinni as it does not look like your warhammer has reach.
Amaimon scores a hit and the Jinni is starting to feel it. The Great Ghuls move in on him. (ignore dex bonus - AC 34)
to hit bite, invisibility, flank: 1d20 + 14 + 2 + 2 ⇒ (7) + 14 + 2 + 2 = 25
to hit claw, cold iron and magic, invisibility, flank: 1d20 + 14 + 2 + 2 ⇒ (10) + 14 + 2 + 2 = 28
to hit claw, cold iron and magic, invisibility, flank: 1d20 + 14 + 2 + 2 ⇒ (5) + 14 + 2 + 2 = 23
to hit bite, invisibility: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18;
to hit claw, cold iron and magic, invisibility: 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31
to hit claw, cold iron and magic, invisibility: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27
to hit bite, invisibility: 1d20 + 14 + 2 ⇒ (13) + 14 + 2 = 29
to hit claw, cold iron and magic, invisibility: 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20
to hit claw, cold iron and magic, invisibility: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28
Amazingly, not a one of them hits. He is living a charmed life!
The last one focuses on Malgrim. (ignore dex bonus - AC 32)
to hit bite, invisibility: 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34
to hit claw, cold iron and magic, invisibility: 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20
to hit claw, cold iron and magic, invisibility: 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22
The bite actually hits
piercing damage: 1d6 + 8 ⇒ (5) + 8 = 13
fire damage: 1d6 + 2 ⇒ (4) + 2 = 6
but does little damage, though the fire does help (9 damage)
Note: the bane is not affecting the Jinni. It is not undead but is a CE Large outsider (chaotic, evil, extraplanar). Yea, by the description you would think it is undead. I need to adjust the damage you did and the to hit rolls. The holy IS working.
Results: last blow did 11 less damage and this round does 37.
| miteke |
❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Marcus(-38 HP; Note: Curse of the Grave-19)
Malgrim Gryh(-80 HP; bleed 1)
❖❖❖ Round 4 ❖❖❖
Shabendeh(-167 HP)
Qilzar Agha Bagoas(-0 HP; -2 AC from charge)
Amaimon(-39 HP; Note: Curse of the Grave-39; fly: 9 minutes; Legacy Weapon: Ghost touch, bane undead, and +1)
Great Ghuls (-0 HP, -0 HP, -0 HP, -0 HP)
| Marcus Nocturnus |
Marcus begins a jaunty tune about smashing bugs (inspire courage +2 to hit/+2 to damage, discordant voice +1d6 sonic damage). Then he activates his arcane power through the bow and into his arrow before putting one through the ghost.
CLB, PBS, DA, IC, inv, smite: 1d20 + 17 + 1 - 3 + 2 + 2 + 4 ⇒ (8) + 17 + 1 - 3 + 2 + 2 + 4 = 31
CLB, PBS, arcane strike, DA, IC, smite: 1d8 + 3 + 1 + 3 + 6 + 2 + 2 + 1d6 ⇒ (3) + 3 + 1 + 3 + 6 + 2 + 2 + (4) = 24
What Marcus has used:
2/10 rds of invisibility
6/27 rds of performance
1/1 smite
1st level 2/7
2nd level 1/5
3rd level 1/4
4th level 1/2
| Marcus Nocturnus |
no ghost touch, it's half
| miteke |
Marcus shreds a little of the ghostly dwarf, though it still seems quite strong.
❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Malgrim Gryh(-68 HP; bleed 1)
❖❖❖ Round 4 ❖❖❖
Shabendeh(-167 HP)
Qilzar Agha Bagoas(-12 HP; -2 AC from charge)
Amaimon(-39 HP; Note: Curse of the Grave-39; fly: 9 minutes; Legacy Weapon: Ghost touch, bane undead, and +1)
Great Ghuls (-0 HP, -0 HP, -0 HP, -0 HP)
Marcus(-38 HP; Note: Curse of the Grave-19)
| Malgrim Gryh |
I went through the day and I did not spend Burn at any point today. That Burn came from a previous day so I updated my tag line, and I added the current Fire Resistance to make things easier for you to handle in the future. I have 2 points of Burn in my Buffer that I can use as well.
Malgrim turns and bashes the ghost with his kinetic whip and says, "Why won't you go just sit in your throne!"
Gather Power, cast defensively to create a composite mud kinetic whip and strike at the ghost. The whip lasts a turn and can be used to take AoO's as a reach weapon.
Mud (Earth/Water) Kinetic Whip w/Elemental Overflow: 1d20 + 16 + 4 ⇒ (3) + 16 + 4 = 23
Damage, B, Mud (Earth/Water) Kinetic Whip w/Elemental Overflow: 12d6 + 20 + 8 ⇒ (4, 2, 3, 1, 2, 3, 3, 4, 4, 3, 2, 1) + 20 + 8 = 60
Not amazing. If the 23 hits the Ghost, it will take half damage, which is 30 magical bludgeoning damage.
| miteke |
That is just sufficient to injure the ghostly dwarf. But having injured it, you have drawn its ire and it attacks back.
to hit touch: 1d20 + 21 ⇒ (7) + 21 = 28
negative energy damage: 1d8 + 2 ⇒ (7) + 2 = 9, Curse of the Grave
Ouch! I realize I used the wrong AC the last time he attacked you so you miraculously avoided that damage as it should have hit your touch AC. This guy is not someone you want to be fighting!
Shabendeh is on the brink of death and summons a massive electrical dust swarm and steps back.
As noted below this is the ability it is using. On the bright side it affects his allies too! But only if you end your turn in the area!
Dust Vortex (Su) Once per day, as a full-round action, a black jinni can cause the obscuring cloud that surrounds it to become a vortex of electrically-charged dust. This vortex is 20 feet high and radiates to a range of 30 feet, with the black jinni at the vortex’s center. The winds within this area are considered a windstorm, making normal ranged attacks impossible and causing a –4 penalty to siege weapon attacks against creatures in the vortex. Creatures within the vortex are subjected to wind effects as described on page 95 of the DMG—those who are blown back are instead drawn toward the center to a square adjacent to the black jinni. A creature that ends its turn within the dust vortex takes 10d6 points of electricity damage (DC 24 Reflex save halves). Once the dust vortex is created, it remains stationary, allowing the black jinni to move around in it or even leave it. The vortex remains in place for 1d6 rounds, or until the black jinni dismisses it as a move action. The save DC is Constitution-based.
| miteke |
Correcting Shabendeh's HP from -167 to -199
I've decided to give each of you a hero point for this battle. If one of the new players arrive, it will vanish, but until then, use it wisely!
❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Supernatural dust vortex (windstorm) - DC 10 (or 20 if flying) strength check to move away from the Jinni if medium sized. Small creatures will be sucked into the vortex. -8 penalty to fly. 15d6 electrical damage with a DC 28 reflex save if you end your turn in the vortex. If you collapse in the vortex you are in a heap of s&*$ unless it dissipates. To avoid knowledge of when it expires I will roll a die each turn to determine if it dissipates that turn.
Bold may go.
Amaimon (-39 HP; Note: Curse of the Grave-39; fly: 9 minutes; Legacy Weapon: Ghost touch, bane undead, and +1; 1 hero point; check for dust vortex saves needed)
Great Ghuls (-0 HP, -0 HP, -0 HP, -0 HP; check for dust vortex saves needed)
Marcus (-38 HP; Note: Curse of the Grave-19; 1 hero point; check for dust vortex saves needed)
Malgrim Gryh (-77 HP; Curse of the Grave-9; 1 hero point; 15 ER fire; bleed 1; check for dust vortex saves needed)
❖❖❖ Round 5 ❖❖❖
1/6 check if dust vortex dissipates
Shabendeh (-199 HP)
Qilzar Agha Bagoas (-42 HP; check for dust vortex saves needed)
| Malgrim Gryh |
Reflex: 1d20 + 19 ⇒ (14) + 19 = 33
| Amaimon Emberheart |
Happy Thanksgiving!
Amaimon (-39 HP; Note: Curse of the Grave-39; fly: 9 minutes; Legacy Weapon: Ghost touch, bane undead, and +1 Holy, Bane Jinni; 1 hero point; check for dust vortex saves needed)
Ongoing effects not mentioned below: Supernatural dust vortex (windstorm) - DC 10 (or 20 if flying) strength check to move away from the Jinni if medium sized. Small creatures will be sucked into the vortex. -8 penalty to fly. 15d6 electrical damage with a DC 28 reflex save if you end your turn in the vortex. If you collapse in the vortex you are in a heap of s&*$ unless it dissipates. To avoid knowledge of when it expires I will roll a die each turn to determine if it dissipates that turn.
This doesn't say there is a fly check to fly into the sandstorm to attack the Jinni, so that is what Amaimon will do
Bane, Holy, +2 Bard Song, Discordant
Hit: 1d20 + 24 + 2 + 2 ⇒ (12) + 24 + 2 + 2 = 40
Damage: 1d8 + 25 + 2 + 2d6 + 2 ⇒ (4) + 25 + 2 + (2, 6) + 2 = 41
Holy: 2d6 ⇒ (6, 1) = 7
Sonic: 1d6 ⇒ 4
Miss Chance? I don't think that this by RAW gives partial or total cover or concealment, but if it is ruled that it does, here is a roll to keep things moving: 1d100 ⇒ 64
Energy Shield (Sp) As a swift action, you can expend 1 point of mental focus to surround yourself with a shield that protects you from energy damage. Whenever you take acid, cold, electricity, or fire damage, the shield absorbs the damage (as protection from energy). The energy shield can absorb up to 5 points of energy damage per occultist level you possess. This shield lasts for 1 minute or until its power is exhausted. Its effect doesn’t stack with itself, with protection from energy, or with resist energy. You can activate the energy shield as an immediate action by expending 2 points of mental focus instead of 1. You must be at least 3rd level to select this focus power.
Lvl 12. So absorbs 60 points
Reflex: 1d20 + 11 ⇒ (13) + 11 = 24
Electricity Damage if the effects continue: 15d6 ⇒ (4, 3, 3, 1, 4, 5, 5, 1, 6, 2, 6, 4, 4, 6, 4) = 58
The Azer, stoic as ever, thought through the situation. He was in the middle of a storm which was pulling him in. He didn't know if he could get out, and even if he could, there were ghouls blocking every avenue of escape. In the center of the storm was the black jinni, who was powering it. Logically speaking, the only way to reliably end the effect was to end the source. And the black jinni was obviously on its last legs. The power of his runes rejected the laws of gravity, as he strode forth into the air, his runic hammer clutched firmly in his hands. To retreat was a risk. To move forward was a risk. But from where he stood, this had the highest chance of survival. Even as he moved forward and upward, the runes on his armor activated to protect him from harm. He was, first and foremost, a craftsman. A fact which was truly working in his favor this day.
| miteke |
This doesn't say there is a fly check to fly into the sandstorm to attack the Jinni, so that is what Amaimon will do
You are large so your only penalty is a -8 to your fly skill. As long as you do not try anything special, you should be fine. You could also fly by a PC and pick them up to carry them to safety if needed. I would allow a mid-move action to do that if you use the hero point.
Amaimon sucks it up and flies towards the Jinni instead of away from it. With a mighty blow he decapitates it (impressive considering how thick it's neck is), but the storm lingers and absorbs most of the energy resistance. Seeing their master obliterated the Ghuls swarm Amaimon and attack.
to hit bite, invisibility, flank: 1d20 + 14 + 2 + 2 ⇒ (13) + 14 + 2 + 2 = 31; Ignore dex bonuses to AC
to hit claw, cold iron and magic, invisibility, flank: 1d20 + 14 + 2 + 2 ⇒ (6) + 14 + 2 + 2 = 24; Ignore dex bonuses to AC
to hit claw, cold iron and magic, invisibility, flank: 1d20 + 14 + 2 + 2 ⇒ (15) + 14 + 2 + 2 = 33; Ignore dex bonuses to AC
to hit bite, invisibility, flank: 1d20 + 14 + 2 + 2 ⇒ (8) + 14 + 2 + 2 = 26; Ignore dex bonuses to AC
to hit claw, cold iron and magic, invisibility, flank: 1d20 + 14 + 2 + 2 ⇒ (20) + 14 + 2 + 2 = 38; Ignore dex bonuses to AC
confirm: 1d20 + 14 + 2 + 2 ⇒ (18) + 14 + 2 + 2 = 36
to hit claw, cold iron and magic, invisibility, flank: 1d20 + 14 + 2 + 2 ⇒ (3) + 14 + 2 + 2 = 21; Ignore dex bonuses to AC
to hit bite, invisibility, flank: 1d20 + 14 + 2 + 2 ⇒ (2) + 14 + 2 + 2 = 20; Ignore dex bonuses to AC
to hit bite, invisibility, flank: 1d20 + 14 + 2 + 2 ⇒ (1) + 14 + 2 + 2 = 19; Ignore dex bonuses to AC
damage: 2d4 + 16 ⇒ (1, 2) + 16 = 19, bleed 1
fire damage: 1d6 + 2 ⇒ (2) + 2 = 4
Ghul saves!
reflex: 1d20 + 8 ⇒ (3) + 8 = 11
reflex: 1d20 + 8 ⇒ (3) + 8 = 11
reflex: 1d20 + 8 ⇒ (5) + 8 = 13
reflex: 1d20 + 8 ⇒ (12) + 8 = 20
damage
15d6 ⇒ (5, 3, 2, 5, 1, 2, 6, 2, 1, 2, 2, 6, 4, 5, 5) = 51
15d6 ⇒ (1, 2, 2, 3, 4, 5, 4, 4, 3, 2, 2, 2, 2, 2, 4) = 42
15d6 ⇒ (6, 3, 3, 1, 3, 5, 6, 4, 3, 2, 2, 6, 5, 2, 4) = 55
15d6 ⇒ (6, 4, 3, 4, 4, 2, 6, 4, 4, 3, 2, 5, 1, 1, 4) = 53
| miteke |
❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Supernatural dust vortex (windstorm) - DC 10 (or 20 if flying) strength check to move away from the Jinni if medium sized. Small creatures will be sucked into the vortex. -8 penalty to fly. 15d6 electrical damage with a DC 28 reflex save if you end your turn in the vortex. If you collapse in the vortex you are in a heap of s&*$ unless it dissipates. To avoid knowledge of when it expires I will roll a die each turn to determine if it dissipates that turn.
+2 Bard song with discordant voice.
Bold may go.
Marcus (-38 HP; Note: Curse of the Grave-19; 1 hero point; check for dust vortex saves if needed)
Malgrim Gryh (-77 HP; Curse of the Grave-9; 1 hero point; 15 ER fire; bleed 1; check for dust vortex saves if needed)
❖❖❖ Round 5 ❖❖❖
1/6 check if dust vortex dissipates
Qilzar Agha Bagoas (-42 HP; check for dust vortex saves if needed)
Amaimon (-62 HP; Note: Curse of the Grave-39; fly: 9 minutes; Legacy Weapon: Holy, Bane Jinni; 1 hero point; electricity shield: 2; bleed 1; check for dust vortex saves if needed)
Great Ghuls (-27 HP, -26 HP, -25 HP, -21 HP; check for dust vortex saves if needed)
--------------
Shabendeh (dead)
| Malgrim Gryh |
Malgrim decides to get out of the vortex. He tries to duck around the ghost and once out of the vortex he sends a blast of water flecked at the ghost.
Acrobatics vs CMD to avoid AoO: 1d20 + 22 ⇒ (15) + 22 = 37
Move, send a Composite Blast at the ghost.
Water Blast w/Elemental Overflow , PBS , DA, IC: 1d20 + 16 + 1 + 4 - 3 + 2 ⇒ (19) + 16 + 1 + 4 - 3 + 2 = 39
Damage, B, Water Blast w/Elemental Overflow , PBS , DA, IC: 6d6 + 14 + 8 + 1 + 6 + 2 ⇒ (5, 2, 1, 5, 4, 4) + 14 + 8 + 1 + 6 + 2 = 52
37 should get me out of the vortex without being attacked. So 30 to hit for half of 52 damage, or 26 damage.
| Marcus Nocturnus |
Spending my hero point to get out of the vortex. That should be a +8 to the roll.
Move + HP: 1d20 + 8 ⇒ (15) + 8 = 23
Marcus moves out of the vortex and then turns back to cast a spell, "Amaimon, watch your eyes!" he calls and casts glitterdust next to the assaulted azer.
10' radius spread should hit all of the invisible opponents. Will save DC 16 or blinded.
| miteke |
@Marcus
Normally, when you pick a 10' radius spell you pick a vertex and that would not catch all 4, but just this once I'll let you center it on Amaimon and catch all 4 because it just makes sense, dang it and who likes being limited to a grid!
DC 16 will save: 1d20 + 11 ⇒ (14) + 11 = 25
DC 16 will save: 1d20 + 11 ⇒ (12) + 11 = 23
DC 16 will save: 1d20 + 11 ⇒ (1) + 11 = 12
DC 16 will save: 1d20 + 11 ⇒ (2) + 11 = 13
Rude! You blinded two of them, and, more importantly, they are no longer invisible.
❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Supernatural dust vortex (windstorm) - DC 10 (or 20 if flying) strength check to move away from the vortex if medium sized. Small creatures will be sucked into the vortex. -8 penalty to fly. 15d6 electrical damage with a DC 28 reflex save if you end your turn in the vortex. If you collapse in the vortex you are in a heap of s&*$ unless it dissipates. To avoid knowledge of when it expires I will roll a die each turn to determine if it dissipates that turn.
+2 Bard song with discordant voice.
Bold may go.
Malgrim Gryh (-77 HP; Curse of the Grave-9; 1 hero point; 15 ER fire; bleed 1; check for dust vortex saves if needed)
❖❖❖ Round 5 ❖❖❖
1/6 check if dust vortex dissipates
Qilzar Agha Bagoas (-42 HP; check for dust vortex saves if needed)
Amaimon (-62 HP; Note: Curse of the Grave-39; fly: 9 minutes; Legacy Weapon: Holy, Bane Jinni; 1 hero point; electricity shield: 2; bleed 1; check for dust vortex saves if needed)
Great Ghuls (-27 HP, -26 HP, -25 HP blind, -21 HP blind; check for dust vortex saves if needed; check for glitterdust recovery; NO LONGER INVISIBLE!)
Marcus (-38 HP; Note: Curse of the Grave-19; 1 hero point; check for dust vortex saves if needed)
--------------
Shabendeh (dead)
| Malgrim Gryh |
Strength: 1d20 + 1 ⇒ (2) + 1 = 3
I will use the Hero Point you gave to reroll.
Strength: 1d20 + 1 ⇒ (13) + 1 = 14
| miteke |
Perfect! Your turn goes off as planned with that roll :) the water blast hits the pursuing dwarf and you do 21 damage to it. But you ticked it off and it comes after you. Being incorporeal it slides wight through the floor and pops up behind you.
dissipates on a 1: 1d6 ⇒ 6
to hit touch: 1d20 + 21 ⇒ (4) + 21 = 25
negative energy damage: 1d8 + 2 ⇒ (8) + 2 = 10, Curse of the Grave
Plus 1 bleed
What are your current HP at 'cause you just took another 11 damage?
On the bright side only Amaimon and the ghuls are still in the vortex.
❖❖❖❖❖❖ Combat Card Round 5 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Supernatural dust vortex (windstorm) - DC 10 (or 20 if flying) strength check to move away from the vortex if medium sized. Small creatures will be sucked into the vortex. -8 penalty to fly. 15d6 electrical damage with a DC 28 reflex save if you end your turn in the vortex. If you collapse in the vortex you are in a heap of s&*$ unless it dissipates. To avoid knowledge of when it expires I will roll a die each turn to determine if it dissipates that turn.
+2 Bard song with discordant voice.
Bold may go.
Amaimon (-62 HP; Note: Curse of the Grave-39; fly: 9 minutes; Legacy Weapon: Holy, Bane Jinni; 1 hero point; electricity shield: 2; bleed 1; check for dust vortex saves if needed)
Great Ghuls (-27 HP, -26 HP, -25 HP blind, -21 HP blind; check for dust vortex saves if needed; check for glitterdust recovery; NO LONGER INVISIBLE!)
Marcus (-38 HP; Note: Curse of the Grave-19; check for dust vortex saves if needed)
Malgrim Gryh (-88 HP; Curse of the Grave-19; 15 ER fire; bleed 1; check for dust vortex saves if needed)
❖❖❖ Round 6 ❖❖❖
1/5 check if dust vortex dissipates
Qilzar Agha Bagoas (-42 HP; check for dust vortex saves if needed)
--------------
Shabendeh (dead)
| Amaimon Emberheart |
Amaimon (-39 HP)
damage: 2d4 + 16 ⇒ (1, 2) + 16 = 19, bleed 1
fire damage: 1d6 + 2 ⇒ (2) + 2 = 4
Immune to fire so 59 damage, not 62. However, bleed now makes it 60
Also, for glitter dust: A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect. Will negates (blinding only)....I think from the above that passing the will save only negates the blinding effect, so all 4 of the greater ghouls should be visible
Amaimon will attack the ghouls surrounding him, going for the injured ones first. Bard Song and Holy should apply
Swift Action Energy Shield for 1 point of abjuration focus. Blocks 60 points of elemental damage
Ref Save for half damage: 1d20 + 11 ⇒ (3) + 11 = 14
How much damage?: 15d6 ⇒ (1, 4, 1, 4, 3, 1, 5, 4, 4, 5, 5, 2, 4, 1, 1) = 45
All damage blocked, 15 points left
Hit: 1d20 + 24 + 2 ⇒ (4) + 24 + 2 = 30
Damage: 1d8 + 25 + 2 ⇒ (4) + 25 + 2 = 31
Fire: 1d6 ⇒ 5
Sonic: 1d6 ⇒ 6
Holy: 2d6 ⇒ (4, 3) = 7
Hit: 1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30
Damage: 1d8 + 25 + 2 ⇒ (4) + 25 + 2 = 31
Fire: 1d6 ⇒ 3
Sonic: 1d6 ⇒ 4
Holy: 2d6 ⇒ (6, 2) = 8
Hit: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Damage: 1d8 + 25 + 2 ⇒ (6) + 25 + 2 = 33
Fire: 1d6 ⇒ 1
Sonic: 1d6 ⇒ 6
Holy: 2d6 ⇒ (5, 4) = 9
Amaimon found himself at the center of the storm. There was no easy way out, and he was surrounded. Logically speaking, he was in serious trouble. But there was no point panicking, as all he could realistically do was outlast the ghouls. Keeping his wards active was a mentally taxing endeavor, and as such he found it difficult to both fight and avoid the worst of the storm. He was only partially successful in all of the above.
| Malgrim Gryh |
I did 26 damage to the Ghost, not 21. And you did not add it. He did not disperse with the damage right? It seems unlikely but I thought I would ask. I have 3/91 hit points currently. So still standing.
| miteke |
@Amaimon
Right, forgot about the immunity to fire. Need to add that to the combat card too!
Regarding glitterdust, I agree. See the previous combat card that says
Great Ghuls (-27 HP, -26 HP, -25 HP blind, -21 HP blind; check for dust vortex saves if needed; check for glitterdust recovery; NO LONGER INVISIBLE!)
@Malgrim
Drat. Missed that update on the card.
Amainmon's attacks...
It is easy to hit, and his weapon bypasses the DR. But without the ghost touch it does half damage, and it also resists the fire which makes the attacks do a lot less than hoped.
The hits do 44, and 43 divided by 2 is 22 and 21. Since they are all similarly damaged I don't think you can pick out the most damaged one so you target 1d4 ⇒ 4, which is the 4th one in my list. It is not destroyed but now it looks markedly worse for wear than the others.
| miteke |
Before I move on to the Ghul's attacks, please review the card below for errors.
@Malgrim
Speaking of which; did you get the ER from resist energy and is there about 120 minutes left on it?
❖❖❖❖❖❖ Combat Card Round 5 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Supernatural dust vortex (windstorm) - DC 10 (or 20 if flying) strength check to move away from the vortex if medium sized. Small creatures will be sucked into the vortex. -8 penalty to fly. 15d6 electrical damage with a DC 28 reflex save if you end your turn in the vortex. If you collapse in the vortex you are in a heap of s&*$ unless it dissipates. To avoid knowledge of when it expires I will roll a die each turn to determine if it dissipates that turn.
+2 Bard song with discordant voice.
Bold may go.
Great Ghuls (-27 HP, -26 HP, -25 HP blind, -21 HP blind; check for dust vortex saves if needed; check for glitterdust recovery; NO LONGER INVISIBLE!)
Marcus (-38 HP; Note: Curse of the Grave-19; check for dust vortex saves if needed)
Malgrim Gryh (-88 HP/91 HP after burn; Curse of the Grave-19; 15 ER fire for 120 minutes; bleed 1; check for dust vortex saves if needed)
❖❖❖ Round 6 ❖❖❖
1/5 check if dust vortex dissipates
Qilzar Agha Bagoas (-68 HP; check for dust vortex saves if needed)
Amaimon (-60 HP; elemental immunity, fire; Note: Curse of the Grave-39; fly: 9 minutes; Legacy Weapon: Holy, Bane Jinni; 1 hero point; electricity shield: 15; bleed 1; check for dust vortex saves if needed)
--------------
Shabendeh (dead)
| Malgrim Gryh |
The Fire Resistance is a class ability that is always up and just changes based on current Burn. It looks correct to me.
| miteke |
The Ghuls continue their mission of revenge on Amaimon, though now that they are not invisible, he is harder to hit.
to hit bite, flank: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21
to hit claw, cold iron and magic, flank: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25
to hit claw, cold iron and magic, flank: 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33
to hit bite, flank: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32
to hit claw, cold iron and magic, flank: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25
to hit claw, cold iron and magic, flank: 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31
to hit bite, flank, blind: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17
to hit claw, cold iron and magic, flank, blind: 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 30
to hit claw, cold iron and magic, flank, blind: 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31
to hit bite, flank, blind: 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36
concealment miss check: 1d100 ⇒ 86
confirm: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27
piercing damage: 1d6 + 8 ⇒ (1) + 8 = 9
fire damage: 1d6 + 2 ⇒ (6) + 2 = 8 elemental immunity
to hit claw, cold iron and magic, flank, blind: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35
to hit claw, cold iron and magic, flank, blind: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35
DC 16 will save vs. glitterdust: 1d20 + 11 ⇒ (7) + 11 = 18
DC 16 will save vs. glitterdust: 1d20 + 11 ⇒ (5) + 11 = 16
DC 28 reflex save vs. vortex: 1d20 + 8 ⇒ (20) + 8 = 28
DC 28 reflex save vs. vortex: 1d20 + 8 ⇒ (7) + 8 = 15
DC 28 reflex save vs. vortex: 1d20 + 8 ⇒ (7) + 8 = 15
DC 28 reflex save vs. vortex: 1d20 + 8 ⇒ (4) + 8 = 12
vortex damage: 15d6 ⇒ (3, 1, 5, 1, 2, 6, 3, 3, 3, 4, 1, 1, 5, 4, 6) = 48
-12,24,24,24
| miteke |
The last ghul makes a little inroad into killing Amaimon which would have been MUCH worse except that it is no longer invisible, but at the cost of it's existence as the vortex destroys it.
❖❖❖❖❖❖ Combat Card Round 5 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Supernatural dust vortex (windstorm) - DC 10 (or 20 if flying) strength check to move away from the vortex if medium sized. Small creatures will be sucked into the vortex. -8 penalty to fly. 15d6 electrical damage with a DC 28 reflex save if you end your turn in the vortex. If you collapse in the vortex you are in a heap of s&*$ unless it dissipates. To avoid knowledge of when it expires I will roll a die each turn to determine if it dissipates that turn.
+2 Bard song with discordant voice.
Bold may go.
Marcus (-38 HP; Note: Curse of the Grave-19; check for dust vortex saves if needed)
Malgrim Gryh (-88 HP/91 HP after burn; Curse of the Grave-19; Heat Adaptation: 15[2*current burn] ER Fire; bleed 1; check for dust vortex saves if needed)
❖❖❖ Round 6 ❖❖❖
1/5 check if dust vortex dissipates
Qilzar Agha Bagoas (-68 HP; check for dust vortex saves if needed)
Amaimon (-69 HP; elemental immunity, fire; Note: Curse of the Grave-39; fly: 9 minutes; Legacy Weapon: Holy, Bane Jinni; 1 hero point; electricity shield: 15; bleed 1; check for dust vortex saves if needed)
Great Ghuls (-39 HP, -50 HP, -49 HP, destroyed; check for dust vortex saves if needed; NO LONGER INVISIBLE!)
--------------
Shabendeh (dead)
| Malgrim Gryh |
Malgrim calls upon his inner powers to heal his wounds.
Cast defensively and use Kinetic Healer on myself. I use 1 point from my buffer to pay for it. It heals an amount equal to my blast damage. I am not sure my composite blast works for this, so I am just using the water blast roll.
Damage, B, Water Blast w/Elemental Overflow: 6d6 + 14 + 8 ⇒ (5, 1, 5, 6, 2, 4) + 14 + 8 = 45
I heal 45 damage.
| Marcus Nocturnus |
It looks like we are all within 30' of one another so I'm going with haste.
Marcus changes the words of his song so that they still inspire but the magical words uplift his allies and quicken their actions as well (haste 10 rounds). He then shifts his position as he moves to get more room. (5' step)
With haste, Marcus' touch AC vs the ghost is 17+4+1=22
| miteke |
Cast defensively and use Kinetic Healer on myself. I use 1 point from my buffer to pay for it. It heals an amount equal to my blast damage. I am not sure my composite blast works for this, so I am just using the water blast roll.
Rolling 'damage' from a water blast seems right."
Malgrim restores some much needed HP (after bleeding a little, which removes the bleeding condition) and Marcus gives himself and Malgrim a haste boost. Unfortunately Amaimon is out of the area (remember the each square is 10').
vortex gone on 1: 1d5 ⇒ 1; and the vortex dissolves into a messy floor!
The petulant dwarf slides to the side and up and whacks Malgrim.
to hit touch: 1d20 + 21 ⇒ (17) + 21 = 38; +1 AC from haste
negative energy damage: 1d8 + 2 ⇒ (2) + 2 = 4, Curse of the Grave
❖❖❖❖❖❖ Combat Card Round 6 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Supernatural dust vortex (windstorm) - DC 10 (or 20 if flying) strength check to move away from the vortex if medium sized. Small creatures will be sucked into the vortex. -8 penalty to fly. 15d6 electrical damage with a DC 28 reflex save if you end your turn in the vortex. If you collapse in the vortex you are in a heap of s&*$ unless it dissipates. To avoid knowledge of when it expires I will roll a die each turn to determine if it dissipates that turn.
+2 Bard song with discordant voice.
Bold may go.
Amaimon (-69 HP; elemental immunity, fire; Note: Curse of the Grave-39; fly: 9 minutes; Legacy Weapon: Holy, Bane Jinni; 1 hero point; electricity shield: 15)
Great Ghuls (-39 HP, -50 HP, -49 HP, destroyed; check for dust vortex saves if needed; NO LONGER INVISIBLE!)
Marcus (-38 HP; Note: Curse of the Grave-19; haste)
Malgrim Gryh (-48 HP/91 HP after burn; Curse of the Grave-19; Heat Adaptation: 15[2*current burn] ER Fire; haste; bleed 1)
❖❖❖ Round 7 ❖❖❖
Qilzar Agha Bagoas (-68 HP)
--------------
Shabendeh (dead)
| Amaimon Emberheart |
Amaimon will attack the ghouls surrounding him, attacking one at a time to try and get one to fall. Bard Song and Holy should apply
Using Mind Barrier (Sp) As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. As he is lvl 12, it will absorb up to 24 points of damage.
Hit: 1d20 + 24 + 2 ⇒ (19) + 24 + 2 = 45
Damage: 1d8 + 25 + 2 ⇒ (1) + 25 + 2 = 28
Fire: 1d6 ⇒ 4
Sonic: 1d6 ⇒ 1
Holy: 2d6 ⇒ (6, 1) = 7
Hit: 1d20 + 15 + 2 ⇒ (12) + 15 + 2 = 29
Damage: 1d8 + 25 + 2 ⇒ (1) + 25 + 2 = 28
Fire: 1d6 ⇒ 6
Sonic: 1d6 ⇒ 6
Holy: 2d6 ⇒ (3, 4) = 7
Hit: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Damage: 1d8 + 25 + 2 ⇒ (6) + 25 + 2 = 33
Fire: 1d6 ⇒ 1
Sonic: 1d6 ⇒ 4
Holy: 2d6 ⇒ (4, 3) = 7
Aimaimon was fairly certain that they would survive this battle. There was no guarantee, but then again, when did that ever exist? He went about swinging his runic hammer, seeking to thin out the ranks of the ghuls. While he had considered retreating into the air, it just meant that the ghuls would turn on his comrades. And that would not be an ideal situation.
| Malgrim Gryh |
Malgrim turns and hits the ghost.
Gather Power, create a Composite mud Kinetic Blade and Swing!
Mud (Earth/Water) Blast w/Elemental Overflow , Haste: 1d20 + 16 + 1 + 4 ⇒ (19) + 16 + 1 + 4 = 40
Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow: 12d6 + 20 + 8 ⇒ (5, 3, 2, 5, 5, 5, 4, 2, 4, 5, 6, 3) + 20 + 8 = 77
That should hit the ghost. Half damage does a whopping 38.
| Marcus Nocturnus |
it's not 30' from the caster but no more than 30' apart for everyone. It looks like Malgrim is about 27' from Amaimon. For reference I Have drawn a 30' line using the squares and rotated it. The spell itself has a 50' range.
Marcus takes a breath, imbues his bow with a little extra magic (arcane strike), and unloads on the ghost dwarf.
CLB, invisible, inspire, smite, DA, PBS, haste: 1d20 + 17 + 2 + 2 + 4 - 3 + 1 + 1 ⇒ (11) + 17 + 2 + 2 + 4 - 3 + 1 + 1 = 35
CLB dmg, inspire, smite, DA, PBS, AS, DV: 1d8 + 3 + 2 + 2 + 6 + 1 + 3 + 1d6 ⇒ (1) + 3 + 2 + 2 + 6 + 1 + 3 + (4) = 22
CLB, invisible, inspire, smite, DA, PBS, haste, 2nd atk: 1d20 + 17 + 2 + 2 + 4 - 3 + 1 + 1 - 5 ⇒ (18) + 17 + 2 + 2 + 4 - 3 + 1 + 1 - 5 = 37
CLB dmg, inspire, smite, DA, PBS, AS, DV: 1d8 + 3 + 2 + 2 + 6 + 1 + 3 + 1d6 ⇒ (7) + 3 + 2 + 2 + 6 + 1 + 3 + (1) = 25
CLB, invisible, inspire, smite, DA, PBS, haste, hasted atk: 1d20 + 17 + 2 + 2 + 4 - 3 + 1 + 1 ⇒ (3) + 17 + 2 + 2 + 4 - 3 + 1 + 1 = 27
CLB dmg, inspire, smite, DA, PBS, AS, DV: 1d8 + 3 + 2 + 2 + 6 + 1 + 3 + 1d6 ⇒ (4) + 3 + 2 + 2 + 6 + 1 + 3 + (1) = 22