Miteke's Legacy of Fire

Game Master miteke

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Wounds (0) HP (147) Tempt (26) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (2/3) Ember (3/3) Azer Occultist (13) Lvl 1 (7/7) Lvl 2 (4/7) Lvl 3 (4/5) Lvl 4 (1/4) Lvl 5 (1/2) Transmutation (7/10) Abjuration (7/9) Spirit Warrior (3/3) Current Buffs (Legacy Weapon, Heroic Splendor, Greater Magic Weapon, Freedom of Movement, Overland Flight, Certain Grip) Lesser Extend Rod (0/3) Extend Rod (0/3)

"We shall do so." Aimaimon said. "And if the ghost decides to wait at the entrance for us to leave, I can carry us by air to another level."


Skills:
Acrobatics +22 (23), Disable Device 28 (29), Heal +10, Perception +24, Stealth +26 (27), Survival +3, Use Magic Device +13
Hobgoblin Kineticist 13 | Init +6 (7), Senses Perception (Darkvision) +24 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 163/163 (111/189) ( Non-lethal) | Burn 6/10|Active Conditions: None

Malgrim nods and starts heading for the stairs with Dhaeric following behind after telling the other Salamanders to wait for them there.

So the plan is to go down the D5 stair case which should lead down to D5. We will start by searching all the rooms carefully in order D7, D8, D9, D9, D10 and then D6. If we don't find something important there, we will stealthily skirt north of the Bull on the raised area to hide from the dwarf and start searching rooms on the other side. I will be taking 10 and focusing on pillars for secret doors or compartments, any furniture that may hide something of value, etc. I will be taking 10 on Stealth for a 37 and will try to remain a room or so ahead of the others in case I see the dwarf and need to back them off. I will also take 10 on searching for a 35 with Tears to Wine (See below). This will be slow, but the dwarf is crazy strong so we need to try and avoid it.


Skills:
Knowledge [Religion] +16, Heal +22, Linguistics +4, Sense Motive +23
Attacks:
[dice=Spiked Gauntlet]1d20+9[/dice] [dice=Damage, P, Spiked Gauntlet]1d4[/dice]
NG Cleric of Osiris | 172/172 HP | Fort: 19, Ref: 12, Will 23 |AC 27 (30) Touch 15 FF 25 (28) | Perception (Darkvision) +7

Dhaeric casts Tears to Wine on the group and will try to be stealthy as they go down.

Cast Tears to Wine and share with everyone. It adds +5 to Int and Wisdom skill checks for the next 130 minutes. Take 10 on Stealth for a mighty 12 and stay back from Malgrim to give him room to operate while still being in line of sight incase things go bad.

This spell is a little weird. You take about a bottle's worth of water and turn it into a light alcohol that can be shared. I have generally seen it viewed that there is enough for a small group to all drink some and share the benefits of the spell. If you do not agree with this, please let me know.


I would agree that with that many cubic feet produced you have enough wine to provide drinks to an entire bar.

You guys spend hours upon hours doing a deep search of the rooms you passed over and lo and behold! In room D17a you find (after beating a DC 30 search roll), you find a secret niche in the south wall can be revealed—inside is a small brass chest. Within it are three diamonds worth 500 gp each, a flask labeled as “haste,” and a scroll of beaten brass upon which is inscribed the deed to the Bayt al-Bazan citadel and holdings within the City of Brass.

1d6 ⇒ 5

But after claiming your prize you find yourself cornered by a squad of pissed giants who find your murder spree offensive.
Initiative (Malgrim): 1d20 + 6 ⇒ (7) + 6 = 13
Initiative (Dhearic): 1d20 + 2 ⇒ (9) + 2 = 11
Initiative (Amaimon): 1d20 + 2 ⇒ (11) + 2 = 13

Initiative (enemies): 1d20 + 5 ⇒ (18) + 5 = 23

You are so focussed on the find that you are a little surprised and they are able to rush in and fall upon you while you are distracted.


❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.

Dhearic (-0/185 HP; 13 temp HP)
Amaimon (-0/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)

❖❖❖ Round 2 ❖❖❖
Gaints (-0 HP)
Warhounds (-0 HP)


Skills:
Knowledge [Religion] +16, Heal +22, Linguistics +4, Sense Motive +23
Attacks:
[dice=Spiked Gauntlet]1d20+9[/dice] [dice=Damage, P, Spiked Gauntlet]1d4[/dice]
NG Cleric of Osiris | 172/172 HP | Fort: 19, Ref: 12, Will 23 |AC 27 (30) Touch 15 FF 25 (28) | Perception (Darkvision) +7

Dhaeric calls upon Osiris for aid and protection.

5 ft step back behind Malgrim. Cast Blessings of Fervor defensively. He selects the +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. So his currently AC is 32.

He is +26 to Concentration, so he will automatically make the DC 23 Concentration to cast defensively.


Skills:
Acrobatics +22 (23), Disable Device 28 (29), Heal +10, Perception +24, Stealth +26 (27), Survival +3, Use Magic Device +13
Hobgoblin Kineticist 13 | Init +6 (7), Senses Perception (Darkvision) +24 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 163/163 (111/189) ( Non-lethal) | Burn 6/10|Active Conditions: None

Malgrim gathers power to himself and creates a baton made of mud to strike at the nearest giant.

Select +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves, Gather Power, create a Kinetic Blade of Composite Mud and attack black. Current AC 39.

Concentration: 1d20 + 21 ⇒ (16) + 21 = 37 Success!

Mud (Earth/Water) Blast w/Elemental Overflow , PBS, Competence, BoF : 1d20 + 16 + 4 + 1 + 2 ⇒ (5) + 16 + 4 + 1 + 2 = 28

Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow: 12d6 + 20 + 8 ⇒ (5, 6, 1, 1, 6, 3, 1, 4, 4, 6, 6, 6) + 20 + 8 = 77

If an AC of 28 hits Black, he takes 77 Magical Bludgeoning damage.


Wounds (0) HP (147) Tempt (26) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (2/3) Ember (3/3) Azer Occultist (13) Lvl 1 (7/7) Lvl 2 (4/7) Lvl 3 (4/5) Lvl 4 (1/4) Lvl 5 (1/2) Transmutation (7/10) Abjuration (7/9) Spirit Warrior (3/3) Current Buffs (Legacy Weapon, Heroic Splendor, Greater Magic Weapon, Freedom of Movement, Overland Flight, Certain Grip) Lesser Extend Rod (0/3) Extend Rod (0/3)

Blessing of fervor for this round will give +2 AC and the like. Standard action for legacy weapon. Giant Bane and +2 Enchantment

"Most fortuitous. With this deed, we could put the spirit to rest. Then-" The Azer stopped, as he saw the giants coming in. With a sigh he activated the runes on his hammer, causing them to glow. "That is less than ideal."


Malgrim barely lands his strike, while the others set up defensive spells.

It's a bit crowded so the hounds wait in the background. They do breathe out s spray of fire at Amaimon, but it only serves as his afternoon shower as he is Immune.

Three of the giants take swing after swing at him but all miss. They find it very depressing

to hit greatsword, power attack: 1d20 + 23 - 3 ⇒ (8) + 23 - 3 = 28
to hit greatsword, power attack: 1d20 + 23 - 3 - 5 ⇒ (1) + 23 - 3 - 5 = 16
to hit greatsword: 1d20 + 23 - 3 - 10 ⇒ (14) + 23 - 3 - 10 = 24

to hit greatsword, power attack: 1d20 + 23 - 3 ⇒ (1) + 23 - 3 = 21
to hit greatsword, power attack: 1d20 + 23 - 3 - 5 ⇒ (7) + 23 - 3 - 5 = 22
to hit greatsword: 1d20 + 23 - 3 - 10 ⇒ (6) + 23 - 3 - 10 = 16

to hit greatsword, power attack: 1d20 + 23 - 3 ⇒ (7) + 23 - 3 = 27
to hit greatsword, power attack: 1d20 + 23 - 3 - 5 ⇒ (12) + 23 - 3 - 5 = 27
to hit greatsword: 1d20 + 23 - 3 - 10 ⇒ (3) + 23 - 3 - 10 = 13

One of them attacks Malgrim.After all, Malgrim sis just clobber the poor fellow.
to hit greatsword, power attack: 1d20 + 23 - 3 ⇒ (6) + 23 - 3 = 26
to hit greatsword, power attack: 1d20 + 23 - 3 - 5 ⇒ (1) + 23 - 3 - 5 = 16
to hit greatsword: 1d20 + 23 - 3 - 10 ⇒ (11) + 23 - 3 - 10 = 21

The miss too and at this point they start to understand the trail of bodies they came to avenge.


❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor,
Bold may go.

Dhearic (-0/185 HP; 13 temp HP)
Amaimon (-0/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/10 rounds)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)

❖❖❖ Round 3 ❖❖❖
Gaints (-0,-0.-0.-77 HP)
Warhounds (-0 HP)


Skills:
Knowledge [Religion] +16, Heal +22, Linguistics +4, Sense Motive +23
Attacks:
[dice=Spiked Gauntlet]1d20+9[/dice] [dice=Damage, P, Spiked Gauntlet]1d4[/dice]
NG Cleric of Osiris | 172/172 HP | Fort: 19, Ref: 12, Will 23 |AC 27 (30) Touch 15 FF 25 (28) | Perception (Darkvision) +7

Dhearic trusts in his allies and takes a defensive posture.

Full defense. +2 to AC, etc from Blessing of Fervor.


Skills:
Acrobatics +22 (23), Disable Device 28 (29), Heal +10, Perception +24, Stealth +26 (27), Survival +3, Use Magic Device +13
Hobgoblin Kineticist 13 | Init +6 (7), Senses Perception (Darkvision) +24 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 163/163 (111/189) ( Non-lethal) | Burn 6/10|Active Conditions: None

Concentration: 1d20 + 21 ⇒ (10) + 21 = 31 Success.

Malgrim strikes at the same giant with another baton of mud.

Gather Power, create a Kinetic Blade and Composite Mud attack on the wounded giant. Stick with the +2 for Fervor.

Mud (Earth/Water) Blast w/Elemental Overflow , PBS, Competence, BoF : 1d20 + 16 + 4 + 1 + 2 ⇒ (9) + 16 + 4 + 1 + 2 = 32

Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow: 12d6 + 20 + 8 ⇒ (3, 6, 5, 3, 5, 2, 4, 4, 1, 6, 4, 6) + 20 + 8 = 77

32 should hit for another 77 Magical Bludgeoning damage.


Wounds (0) HP (147) Tempt (26) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (2/3) Ember (3/3) Azer Occultist (13) Lvl 1 (7/7) Lvl 2 (4/7) Lvl 3 (4/5) Lvl 4 (1/4) Lvl 5 (1/2) Transmutation (7/10) Abjuration (7/9) Spirit Warrior (3/3) Current Buffs (Legacy Weapon, Heroic Splendor, Greater Magic Weapon, Freedom of Movement, Overland Flight, Certain Grip) Lesser Extend Rod (0/3) Extend Rod (0/3)

Hit: 1d20 + 25 + 4 ⇒ (7) + 25 + 4 = 36
Damage: 1d8 + 25 + 4 + 2d6 ⇒ (8) + 25 + 4 + (6, 5) = 48
Fire: 1d6 ⇒ 1

BoF: 1d20 + 20 + 4 ⇒ (11) + 20 + 4 = 35
Damage: 1d8 + 25 + 4 + 2d6 ⇒ (5) + 25 + 4 + (5, 4) = 43
Fire: 1d6 ⇒ 5

Iterative: 1d20 + 16 + 4 ⇒ (17) + 16 + 4 = 37
Damage: 1d8 + 25 + 4 + 2d6 ⇒ (4) + 25 + 4 + (1, 3) = 37
Fire: 1d6 ⇒ 4

Iterative: 1d20 + 11 + 4 ⇒ (1) + 11 + 4 = 16
Damage: 1d8 + 25 + 4 + 2d6 ⇒ (3) + 25 + 4 + (4, 2) = 38
Fire: 1d6 ⇒ 4

Weathering the storm that was the oversized weapons of the giants, Aimaimon stepped in to attack. The cramped nature of the combat was useful for the group, as the giants lacked the space needed to properly swing their weapons. The Azer had no such issue. Coming in below their guards, he was a whirlwind of destruction, his hammer breaking bones and bruising muscle wherever it landed.


@Malgrim
So does that put your AC at 39?

@Amaimon
Is your AC at 35 as you are taking the haste option?


Wounds (0) HP (147) Tempt (26) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (2/3) Ember (3/3) Azer Occultist (13) Lvl 1 (7/7) Lvl 2 (4/7) Lvl 3 (4/5) Lvl 4 (1/4) Lvl 5 (1/2) Transmutation (7/10) Abjuration (7/9) Spirit Warrior (3/3) Current Buffs (Legacy Weapon, Heroic Splendor, Greater Magic Weapon, Freedom of Movement, Overland Flight, Certain Grip) Lesser Extend Rod (0/3) Extend Rod (0/3)

Yup, AC stays at 35 this round as he took the extra attack option


Malgrim is unable to finish off the giant, but Amaimon finishes it off, following up with more pounding on the green giant (ho, ho, ho). The cleric hides.

A hound moves in to attack Malgrim, followed by the expected flurry of blows on Amaimon.

to hit bite on Malgrim: 1d20 + 26 ⇒ (4) + 26 = 30

to hit greatsword, power attack, flank: 1d20 + 23 + 2 - 3 ⇒ (4) + 23 + 2 - 3 = 26
to hit greatsword, power attack, flank: 1d20 + 23 + 2 - 3 - 5 ⇒ (9) + 23 + 2 - 3 - 5 = 26
to hit greatsword, power attack, flank: 1d20 + 23 + 2 - 3 - 10 ⇒ (18) + 23 + 2 - 3 - 10 = 30
to hit greatsword, power attack: 1d20 + 23 - 3 ⇒ (1) + 23 - 3 = 21
to hit greatsword, power attack: 1d20 + 23 - 3 - 5 ⇒ (12) + 23 - 3 - 5 = 27
to hit greatsword, power attack: 1d20 + 23 - 3 - 10 ⇒ (2) + 23 - 3 - 10 = 12
to hit greatsword, power attack, flank: 1d20 + 23 + 2 - 3 ⇒ (19) + 23 + 2 - 3 = 41
confirm: 1d20 + 2 + 23 - 3 ⇒ (19) + 2 + 23 - 3 = 41
slashing damage, power attack: 3d6 + 23 ⇒ (5, 3, 4) + 23 = 35; doubled to 70; less 13 temp HP for 57 damage
to hit greatsword, power attack, flank: 1d20 + 23 + 2 - 3 - 5 ⇒ (10) + 23 + 2 - 3 - 5 = 27
to hit greatsword: 1d20 + 23 + 2 - 3 - 10 ⇒ (9) + 23 + 2 - 3 - 10 = 21

Malgrim remains untouched but a giant gets in a luck blow to Amaimon and rings his bell loudly.


❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor,
Bold may go.

Amaimon (AoO on Warhound)
Dhearic (-0/185 HP; 13 temp HP)
Amaimon (-57/147 HP; 0 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/10 rounds)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)

❖❖❖ Round 4 ❖❖❖
Gaints (-0, -0, -80 HP)
Warhounds (-0 HP)


Skills:
Acrobatics +22 (23), Disable Device 28 (29), Heal +10, Perception +24, Stealth +26 (27), Survival +3, Use Magic Device +13
Hobgoblin Kineticist 13 | Init +6 (7), Senses Perception (Darkvision) +24 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 163/163 (111/189) ( Non-lethal) | Burn 6/10|Active Conditions: None

My AC is 39 with Blessing of Fervor. I will note that in the future. I do continue to take the +2 bonus.

Concentration: 1d20 + 21 ⇒ (15) + 21 = 36 Success!

Malgrim swings at the nearest giant with another baton made of magical mud!

Gather Power, successfully cast defensively a Kinetic Blade of Composite Mud and strike Yellow giant. Keep the Blessing at +2 for an AC of 39.

Mud (Earth/Water) Blade w/Elemental Overflow , PBS, Competence, BoF : 1d20 + 16 + 4 + 1 + 2 ⇒ (2) + 16 + 4 + 1 + 2 = 25

Damage, B, Mud (Earth/Water) Blade w/Elemental Overflow: 12d6 + 20 + 8 ⇒ (3, 1, 6, 1, 2, 3, 3, 4, 1, 2, 6, 3) + 20 + 8 = 63

Blarg. 25 probably misses, but I do 63 Magical Bludgeoning damage if I hit.


Skills:
Knowledge [Religion] +16, Heal +22, Linguistics +4, Sense Motive +23
Attacks:
[dice=Spiked Gauntlet]1d20+9[/dice] [dice=Damage, P, Spiked Gauntlet]1d4[/dice]
NG Cleric of Osiris | 172/172 HP | Fort: 19, Ref: 12, Will 23 |AC 27 (30) Touch 15 FF 25 (28) | Perception (Darkvision) +7

Dhaeric continues his defensive posture.

+2 AC from BoF and +4 Dodge bonus from Full Defense for a 36 AC.

Dhaeric only has 172 hps. When I redid his equipment he lost +2 to Con and his total HP's were reduced.


Wounds (0) HP (147) Tempt (26) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (2/3) Ember (3/3) Azer Occultist (13) Lvl 1 (7/7) Lvl 2 (4/7) Lvl 3 (4/5) Lvl 4 (1/4) Lvl 5 (1/2) Transmutation (7/10) Abjuration (7/9) Spirit Warrior (3/3) Current Buffs (Legacy Weapon, Heroic Splendor, Greater Magic Weapon, Freedom of Movement, Overland Flight, Certain Grip) Lesser Extend Rod (0/3) Extend Rod (0/3)

Swift action heroic splendor for +4 str for 1 minute

Hit: 1d20 + 25 + 4 + 2 ⇒ (7) + 25 + 4 + 2 = 38
Damage: 1d8 + 25 + 4 + 2d6 + 3 ⇒ (5) + 25 + 4 + (3, 3) + 3 = 43
Fire: 1d6 ⇒ 2

BoF: 1d20 + 20 + 4 + 2 ⇒ (7) + 20 + 4 + 2 = 33
Damage: 1d8 + 25 + 4 + 2d6 + 3 ⇒ (6) + 25 + 4 + (5, 2) + 3 = 45
Fire: 1d6 ⇒ 5

Iterative: 1d20 + 16 + 4 + 2 ⇒ (6) + 16 + 4 + 2 = 28
Damage: 1d8 + 25 + 4 + 2d6 + 3 ⇒ (2) + 25 + 4 + (3, 5) + 3 = 42
Fire: 1d6 ⇒ 5

Iterative: 1d20 + 11 + 4 + 2 ⇒ (3) + 11 + 4 + 2 = 20
Damage: 1d8 + 25 + 4 + 2d6 + 3 ⇒ (4) + 25 + 4 + (2, 1) + 3 = 39
Fire: 1d6 ⇒ 5

His head ringing from the blow, Amaimon attempted to continue fighting. But his efforts were impaired by his sudden loss of balance. It would come down to whether muscle memory and sheer willpower would guide his hand.


Amaimon strikes the wounded giant three times and rearranges his vital parts.

@Amaimon
You still have that AoO.

❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor,
Bold may go.

Amaimon (AoO on Warhound)

❖❖❖ Round 4 ❖❖❖
Gaints (-0, -0 HP)
Warhounds (-0 HP)

Dhearic (-0/185 HP; 13 temp HP)
Amaimon (-57/147 HP; 0 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/10 rounds)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)


Wounds (0) HP (147) Tempt (26) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (2/3) Ember (3/3) Azer Occultist (13) Lvl 1 (7/7) Lvl 2 (4/7) Lvl 3 (4/5) Lvl 4 (1/4) Lvl 5 (1/2) Transmutation (7/10) Abjuration (7/9) Spirit Warrior (3/3) Current Buffs (Legacy Weapon, Heroic Splendor, Greater Magic Weapon, Freedom of Movement, Overland Flight, Certain Grip) Lesser Extend Rod (0/3) Extend Rod (0/3)

AOO, thank you for reminding me!: 1d20 + 25 + 4 + 2 ⇒ (18) + 25 + 4 + 2 = 49
Damage: 1d8 + 25 + 4 + 2d6 + 3 ⇒ (2) + 25 + 4 + (2, 5) + 3 = 41


The hound gets punished for skirting the front line but then attacks it's recent molester. Amaimon finds himself surrounded and is attacked by an impressive number of swings and such.

to hit bite: 1d20 + 26 ⇒ (1) + 26 = 27
to hit claw: 1d20 + 24 ⇒ (20) + 24 = 44
confirm: 1d20 + 24 ⇒ (9) + 24 = 33
slashing/piercing damage: 2d6 + 11 ⇒ (5, 1) + 11 = 17
to hit claw: 1d20 + 24 ⇒ (19) + 24 = 43
slashing/piercing damage: 2d6 + 11 ⇒ (6, 5) + 11 = 22

to hit bite: 1d20 + 26 ⇒ (5) + 26 = 31
to hit claw: 1d20 + 24 ⇒ (18) + 24 = 42
slashing/piercing damage: 2d6 + 11 ⇒ (5, 3) + 11 = 19
to hit claw: 1d20 + 24 ⇒ (6) + 24 = 30

to hit greatsword, power attack: 1d20 + 23 - 3 ⇒ (14) + 23 - 3 = 34
to hit greatsword, power attack: 1d20 + 23 - 3 - 5 ⇒ (19) + 23 - 3 - 5 = 34
to hit greatsword: 1d20 + 23 - 3 - 10 ⇒ (5) + 23 - 3 - 10 = 15

to hit greatsword, power attack: 1d20 + 23 - 3 ⇒ (18) + 23 - 3 = 38
slashing damage, power attack: 3d6 + 23 ⇒ (6, 1, 2) + 23 = 32
to hit greatsword, power attack: 1d20 + 23 - 3 - 5 ⇒ (9) + 23 - 3 - 5 = 24
to hit greatsword: 1d20 + 23 - 3 - 10 ⇒ (15) + 23 - 3 - 10 = 25

90 damage! That puts him at the threshold of unconsciousness!


❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor,
Bold may go.

Dhearic (-0/185 HP; 13 temp HP)
Amaimon (-147/147 HP; 0 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/10 rounds)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)

❖❖❖ Round 5 ❖❖❖
Gaints (-0, -0 HP)
Warhounds (-0, -41 HP)


Wounds (0) HP (147) Tempt (26) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (2/3) Ember (3/3) Azer Occultist (13) Lvl 1 (7/7) Lvl 2 (4/7) Lvl 3 (4/5) Lvl 4 (1/4) Lvl 5 (1/2) Transmutation (7/10) Abjuration (7/9) Spirit Warrior (3/3) Current Buffs (Legacy Weapon, Heroic Splendor, Greater Magic Weapon, Freedom of Movement, Overland Flight, Certain Grip) Lesser Extend Rod (0/3) Extend Rod (0/3)

4 points of abjuration used. Each reduces attack by 13 damage as immediate actions. So… Current wounds taken this round: 90 - 13 - 13 = 64 Total Wounds: 57 + 64 = 121

Hit: 1d20 + 25 + 4 + 2 ⇒ (9) + 25 + 4 + 2 = 40
Damage: 1d8 + 25 + 4 + 2d6 + 3 ⇒ (6) + 25 + 4 + (4, 4) + 3 = 46
Fire: 1d6 ⇒ 5

BoF: 1d20 + 20 + 4 + 2 ⇒ (8) + 20 + 4 + 2 = 34
Damage: 1d8 + 25 + 4 + 2d6 + 3 ⇒ (4) + 25 + 4 + (2, 3) + 3 = 41
Fire: 1d6 ⇒ 4

Iterative: 1d20 + 16 + 4 + 2 ⇒ (17) + 16 + 4 + 2 = 39
Damage: 1d8 + 25 + 4 + 2d6 + 3 ⇒ (7) + 25 + 4 + (6, 1) + 3 = 46
Fire: 1d6 ⇒ 4

Iterative: 1d20 + 11 + 4 + 2 ⇒ (14) + 11 + 4 + 2 = 31
Damage: 1d8 + 25 + 4 + 2d6 + 3 ⇒ (3) + 25 + 4 + (6, 5) + 3 = 46
Fire: 1d6 ⇒ 4

There was a reason weight categories existed in sports. Sadly, this was a fight to the death, and by their nature such competitions were not fair. Purely by the power of his craftsmanship, the Azer remained standing. He lashed out with as much offensive power as he could, knowing full well that he could not survive much more.

1 more use of abjuration to have 13 temp HP. Brings me down to 4/9 uses


@Amaimon
Which giant are you targeting,

❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor,
Bold may go.

Amaimon (need target for recent attacks)
Dhearic (-0/185 HP; 13 temp HP)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)

❖❖❖ Round 5 ❖❖❖
Gaints (-0, -0 HP)
Warhounds (-0, -41 HP)

Amaimon (-121/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/10 rounds)


Skills:
Acrobatics +22 (23), Disable Device 28 (29), Heal +10, Perception +24, Stealth +26 (27), Survival +3, Use Magic Device +13
Hobgoblin Kineticist 13 | Init +6 (7), Senses Perception (Darkvision) +24 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 163/163 (111/189) ( Non-lethal) | Burn 6/10|Active Conditions: None

Cast Defensively: 1d20 + 21 ⇒ (1) + 21 = 22 Failed.

Malgrim starts to gather the elements to himself, but with the stifling heat from the plane he breaks into a fit of coughing and fails to create the button.

Pick the +2 for an AC of 29 and 5 ft back to let Dhaeric in.


Skills:
Knowledge [Religion] +16, Heal +22, Linguistics +4, Sense Motive +23
Attacks:
[dice=Spiked Gauntlet]1d20+9[/dice] [dice=Damage, P, Spiked Gauntlet]1d4[/dice]
NG Cleric of Osiris | 172/172 HP | Fort: 19, Ref: 12, Will 23 |AC 27 (30) Touch 15 FF 25 (28) | Perception (Darkvision) +7

Dhaeric steps forward and calls upon the blessings of Osiris to heal Amaimon.

I automatically make the DC to cast defensively. Cast Heal on Amaimon to heal him for 130 points. Use the +2 bonus to have an AC of 32.


Malgrim is unable to aim well but Dhearic puts himself in jeopardy to heal Amaimon back to full health.

@Amaimon
Which giant are you targeting?

❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor,
Bold may go.

Amaimon (need target for recent attacks)

❖❖❖ Round 5 ❖❖❖
Gaints (-0, -0 HP)
Warhounds (-0, -41 HP)

Amaimon (-0/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/10 rounds; AC 35)
Dhearic (-0/185 HP; 13 temp HP; AC 32)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes; AC 39)


Wounds (0) HP (147) Tempt (26) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (2/3) Ember (3/3) Azer Occultist (13) Lvl 1 (7/7) Lvl 2 (4/7) Lvl 3 (4/5) Lvl 4 (1/4) Lvl 5 (1/2) Transmutation (7/10) Abjuration (7/9) Spirit Warrior (3/3) Current Buffs (Legacy Weapon, Heroic Splendor, Greater Magic Weapon, Freedom of Movement, Overland Flight, Certain Grip) Lesser Extend Rod (0/3) Extend Rod (0/3)

Yellow


Yellow is overwhelmed by the rain of blows, every one of which hits. The Warhounds both attack Dhearic while the giant takes on the heavy hitter.

On the cleric
to hit bite: 1d20 + 26 ⇒ (9) + 26 = 35
to hit claw: 1d20 + 24 ⇒ (16) + 24 = 40
to hit claw: 1d20 + 24 ⇒ (6) + 24 = 30

to hit bite: 1d20 + 26 ⇒ (13) + 26 = 39
to hit claw: 1d20 + 24 ⇒ (11) + 24 = 35
to hit claw: 1d20 + 24 ⇒ (14) + 24 = 38

damage: 2d8 + 11 + 2d8 + 11 + 2d6 + 11 + 2d6 + 11 + 2d6 + 11 + 2d6 + 11 + 2d6 + 11 ⇒ (8, 8) + 11 + (1, 4) + 11 + (1, 2) + 11 + (1, 3) + 11 + (3, 3) + 11 + (1, 6) + 11 + (6, 6) + 11 = 130

On Malgrim

to hit greatsword, power attack: 1d20 + 23 - 3 ⇒ (13) + 23 - 3 = 33
to hit greatsword, power attack: 1d20 + 23 - 3 - 5 ⇒ (1) + 23 - 3 - 5 = 16
to hit greatsword: 1d20 + 23 - 3 - 10 ⇒ (14) + 23 - 3 - 10 = 24

And he finds that he is savaged, while Malgrim's armor protects him completely.


❖❖❖❖❖❖ Combat Card Round 5 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor,
Bold may go.

Amaimon (-0/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/10 rounds; AC 35)
Dhearic (-146/185 HP; 13 temp HP; AC 32)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes; AC 39)

❖❖❖ Round 6 ❖❖❖
Gaints (-0 HP)
Warhounds (-0, -41 HP)


Skills:
Knowledge [Religion] +16, Heal +22, Linguistics +4, Sense Motive +23
Attacks:
[dice=Spiked Gauntlet]1d20+9[/dice] [dice=Damage, P, Spiked Gauntlet]1d4[/dice]
NG Cleric of Osiris | 172/172 HP | Fort: 19, Ref: 12, Will 23 |AC 27 (30) Touch 15 FF 25 (28) | Perception (Darkvision) +7

Dhaeric was uninjured and you rolled 130 damage. He had 13 Temps from Heroes feast, so shouldn't he be at -117/172? That was a painful round.

Dhaeric steps back behind Malgrim and heals his own wounds.

+2 to AC from Blessing of Fervor and cast the Domain spell Cure Serious Wounds defensively. The spell is empowered through the Healing Domain.

Cure Serious Wounds: 4d8 + 13 ⇒ (6, 2, 3, 3) + 13 = 27

Heal 27+13 Empowered for 40 total Healing.


Skills:
Acrobatics +22 (23), Disable Device 28 (29), Heal +10, Perception +24, Stealth +26 (27), Survival +3, Use Magic Device +13
Hobgoblin Kineticist 13 | Init +6 (7), Senses Perception (Darkvision) +24 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 163/163 (111/189) ( Non-lethal) | Burn 6/10|Active Conditions: None

Cast Defensively!: 1d20 + 21 ⇒ (15) + 21 = 36 Success!

Malgrim shakes off the heat and steps between Dhaeric and the two beasts. A new rod of mud appears in his hand as he calls out to Amaimon, "Kill the beast to the north!" He then swings his kinetic blade at the creature.

Pick the +2 to the world and 5 ft step. AC 39 currently. Gather Power, cast a Kinetic Blade of Composite (Mud) and attack the hound north that is flanking Amaimon.

Mud (Earth/Water) Kinetic Blade w/Elemental Overflow , PBS, Competence, BoF: 1d20 + 16 + 4 + 1 + 2 ⇒ (19) + 16 + 4 + 1 + 2 = 42

Damage, B, Mud (Earth/Water) Kinetic Blade w/Elemental Overflow: 12d6 + 20 + 8 ⇒ (3, 2, 4, 2, 3, 1, 6, 4, 5, 3, 6, 6) + 20 + 8 = 73

Someday I will have Improved Crit, but for now 42 probably hits the Hound for 72 Magical Bludgeoning damage.


Dhearic tends to his own wounds, probably wondering what the heck he has gotten himself into. Malgrim pummels the hound and hears a satisfactory crunch.

Amaimon?

❖❖❖❖❖❖ Combat Card Round 5 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor,
Bold may go.

Amaimon (-0/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/10 rounds; AC 35)

❖❖❖ Round 6 ❖❖❖
Gaints (-0 HP)
Warhounds (-0, -114 HP)

Dhearic (-106/185 HP; 13 temp HP; AC 32)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes; AC 39)


Wounds (0) HP (147) Tempt (26) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (2/3) Ember (3/3) Azer Occultist (13) Lvl 1 (7/7) Lvl 2 (4/7) Lvl 3 (4/5) Lvl 4 (1/4) Lvl 5 (1/2) Transmutation (7/10) Abjuration (7/9) Spirit Warrior (3/3) Current Buffs (Legacy Weapon, Heroic Splendor, Greater Magic Weapon, Freedom of Movement, Overland Flight, Certain Grip) Lesser Extend Rod (0/3) Extend Rod (0/3)

Hit: 1d20 + 25 + 4 + 2 ⇒ (9) + 25 + 4 + 2 = 40
Damage: 1d8 + 25 + 4 + 2d6 + 3 ⇒ (2) + 25 + 4 + (5, 6) + 3 = 45
Fire: 1d6 ⇒ 2

BoF: 1d20 + 20 + 4 + 2 ⇒ (9) + 20 + 4 + 2 = 35
Damage: 1d8 + 25 + 4 + 2d6 + 3 ⇒ (1) + 25 + 4 + (3, 4) + 3 = 40
Fire: 1d6 ⇒ 4

Iterative: 1d20 + 16 + 4 + 2 ⇒ (9) + 16 + 4 + 2 = 31
Damage: 1d8 + 25 + 4 + 2d6 + 3 ⇒ (8) + 25 + 4 + (5, 3) + 3 = 48
Fire: 1d6 ⇒ 1

Iterative: 1d20 + 11 + 4 + 2 ⇒ (14) + 11 + 4 + 2 = 31
Damage: 1d8 + 25 + 4 + 2d6 + 3 ⇒ (2) + 25 + 4 + (5, 1) + 3 = 40
Fire: 1d6 ⇒ 4

One giant left. The Azer, now hale and hearty once more, continued his assault upon it, lest the foe recover its wits and repeat the damage it had done upon him before.


With the giant bane, Amaimon is a giant slayer, dismantling the remaining giant. The injured warhound turns tail and flees (take any AoO). The other one nips at Amaimon before it tries to escape.

to hit bite: 1d20 + 26 ⇒ (8) + 26 = 34

❖❖❖❖❖❖ Combat Card Round 6 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor,
Bold may go.

Amaimon (-0/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/until round 11; AC 35)
Dhearic (-106/185 HP; 13 temp HP; AC 32)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes; AC 39)

❖❖❖ Round 7 ❖❖❖
Warhounds (-0, -114 HP)


Skills:
Acrobatics +22 (23), Disable Device 28 (29), Heal +10, Perception +24, Stealth +26 (27), Survival +3, Use Magic Device +13
Hobgoblin Kineticist 13 | Init +6 (7), Senses Perception (Darkvision) +24 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 163/163 (111/189) ( Non-lethal) | Burn 6/10|Active Conditions: None

Cast Defensively: 1d20 + 21 ⇒ (12) + 21 = 33 Success!

Malgrim gathers the power to himself once more and strikes at the remaining hound.

I don't bother with an Attack of Opportunity if he provokes from me. Gather Power, cast defensively to cast a Kinetic Blade Composite (Mud) attack and Strike! Opt for the +2.

Mud (Earth/Water) Kinetic Blade w/Elemental Overflow , PBS, Competence, BoF: 1d20 + 16 + 4 + 1 + 2 ⇒ (17) + 16 + 4 + 1 + 2 = 40

Damage, B, Mud (Earth/Water) Kinetic Blade w/Elemental Overflow: 12d6 + 20 + 8 ⇒ (4, 1, 3, 1, 4, 5, 4, 5, 3, 1, 1, 2) + 20 + 8 = 62

40 should hit for 62 Magical Bludgeoning damage.


Skills:
Knowledge [Religion] +16, Heal +22, Linguistics +4, Sense Motive +23
Attacks:
[dice=Spiked Gauntlet]1d20+9[/dice] [dice=Damage, P, Spiked Gauntlet]1d4[/dice]
NG Cleric of Osiris | 172/172 HP | Fort: 19, Ref: 12, Will 23 |AC 27 (30) Touch 15 FF 25 (28) | Perception (Darkvision) +7

Dhearic steps further from the hound while keeping Malgrim between the hound and himself for cover. He then casts defensively to heal his wounds.

5 ft step. Pick +2 to AC and cast Cure Moderate Wounds on himself by burning Resist Energy.

Cure Moderate Wounds: 2d8 + 10 ⇒ (1, 6) + 10 = 17

Automatically empowered with the Healing domain brings this to 25 points of healing for himself.


Malgrim smacks the hound still in sight while the cleric heals himself.
Amaimon may take an AoO on the first hound to flee.

❖❖❖❖❖❖ Combat Card Round 6 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor,
Bold may go.

Amaimon (-0/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/until round 11; AC 35) AoO available
Dhearic (-81/185 HP; AC 32)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes; AC 39)

❖❖❖ Round 7 ❖❖❖
Warhounds (-62, -114 HP)


Wounds (0) HP (147) Tempt (26) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (2/3) Ember (3/3) Azer Occultist (13) Lvl 1 (7/7) Lvl 2 (4/7) Lvl 3 (4/5) Lvl 4 (1/4) Lvl 5 (1/2) Transmutation (7/10) Abjuration (7/9) Spirit Warrior (3/3) Current Buffs (Legacy Weapon, Heroic Splendor, Greater Magic Weapon, Freedom of Movement, Overland Flight, Certain Grip) Lesser Extend Rod (0/3) Extend Rod (0/3)

AOO: 1d20 + 25 + 2 ⇒ (2) + 25 + 2 = 29
Damage: 1d8 + 25 + 2 ⇒ (5) + 25 + 2 = 32
Fire: 1d6 ⇒ 3

Hit: 1d20 + 25 + 2 ⇒ (20) + 25 + 2 = 47
Damage: 1d8 + 25 + 2 ⇒ (7) + 25 + 2 = 34
Fire: 1d6 ⇒ 5

Confirm: 1d20 + 27 ⇒ (20) + 27 = 47
Crit: 2d8 + 54 ⇒ (5, 5) + 54 = 64

Total: 33 + 64 = 97

Hit: 1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 30
Damage: 1d8 + 25 + 2 ⇒ (3) + 25 + 2 = 30
Fire: 1d6 ⇒ 6

Hit: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23
Damage: 1d8 + 25 + 2 ⇒ (1) + 25 + 2 = 28
Fire: 1d6 ⇒ 6

Turning his attention to the hound that was foolish enough to not immediately flee, Aimaimon brought his hammer down squarely upon its head.


In spite of Amaimon's best effort to miss, he connects on the fleeing hound. Not enough to put it down, but it does yelp as it flees.

Note: Both fled, but from what I can tell you only get on AoO. The second one just tried to bite you before it fled. I can see why you thought it was still there as I forgot to move it. This means you can only get one attack on it it and only after pursuing, so I've adjusted the map accordingly and you only did a 'measly' 98 damage. Which was enough to kill that one anyway :)

Question: It is booking out of there at a rate of 80'/round, more if it runsn at at the moment you have no idea where it ran off to. Do you pursue?

❖❖❖❖❖❖ Combat Card Round 7 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor,
Bold may go.

Amaimon (-0/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/until round 11; AC 35) AoO available
Dhearic (-81/185 HP; AC 32)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes; AC 39)

❖❖❖ Round 8 ❖❖❖
Warhounds (-146 HP)


Skills:
Acrobatics +22 (23), Disable Device 28 (29), Heal +10, Perception +24, Stealth +26 (27), Survival +3, Use Magic Device +13
Hobgoblin Kineticist 13 | Init +6 (7), Senses Perception (Darkvision) +24 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 163/163 (111/189) ( Non-lethal) | Burn 6/10|Active Conditions: None

Malgrim steps forward and sends another blast at the hound.

I think I can see part of it from here. I cannot get around cover from the door though, so I will add that in. 5 ft step, Gather Power, send a Composite Mud blast at the creature. I place it at just outside PBS, so that will also be left out. Select the +2 to the world for an AC of 39.

Mud (Earth/Water) Blast w/Elemental Overflow , DA, Competence, BoF, Cover: 1d20 + 16 + 1 + 4 - 3 + 2 - 4 ⇒ (6) + 16 + 1 + 4 - 3 + 2 - 4 = 22

Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow , DA: 12d6 + 20 + 8 + 6 ⇒ (3, 2, 4, 6, 3, 3, 5, 4, 6, 3, 1, 5) + 20 + 8 + 6 = 79

With cover from the wall, 22 probably misses. If it somehow hits, the creature takes 79 magical bludgeoning damage.


Skills:
Knowledge [Religion] +16, Heal +22, Linguistics +4, Sense Motive +23
Attacks:
[dice=Spiked Gauntlet]1d20+9[/dice] [dice=Damage, P, Spiked Gauntlet]1d4[/dice]
NG Cleric of Osiris | 172/172 HP | Fort: 19, Ref: 12, Will 23 |AC 27 (30) Touch 15 FF 25 (28) | Perception (Darkvision) +7

Seeing the threats leave, Dhaeric stays defensive.

+2 to AC from BoF, and +4 AC from Full Defense for AC 36.


Wounds (0) HP (147) Tempt (26) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (2/3) Ember (3/3) Azer Occultist (13) Lvl 1 (7/7) Lvl 2 (4/7) Lvl 3 (4/5) Lvl 4 (1/4) Lvl 5 (1/2) Transmutation (7/10) Abjuration (7/9) Spirit Warrior (3/3) Current Buffs (Legacy Weapon, Heroic Splendor, Greater Magic Weapon, Freedom of Movement, Overland Flight, Certain Grip) Lesser Extend Rod (0/3) Extend Rod (0/3)

”It would be pointless to pursue.” The Azer said. ”I know not where it has gone, and the giants are already alerted to our presence.” If he was upset or unnerved by this, it did not show. ”Now that we are joined by such a formidable cleric, I believe it would be best to put the spirit of the dwarf to rest. This way we might remove a threat that we face.”


The out of sight hound is gone but a decent survival roll could track it.

Amaimon (-0/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/until round 11; AC 35) AoO available
Dhearic (-52/185 HP; AC 32)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes; AC 39)


Skills:
Acrobatics +22 (23), Disable Device 28 (29), Heal +10, Perception +24, Stealth +26 (27), Survival +3, Use Magic Device +13
Hobgoblin Kineticist 13 | Init +6 (7), Senses Perception (Darkvision) +24 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 163/163 (111/189) ( Non-lethal) | Burn 6/10|Active Conditions: None

"We found the deed. Perhaps we go and show the ghost the deed and put it down for good. Maybe that will unlock the curse that holds this place closed." Malgrim suggests.


Wounds (0) HP (147) Tempt (26) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (2/3) Ember (3/3) Azer Occultist (13) Lvl 1 (7/7) Lvl 2 (4/7) Lvl 3 (4/5) Lvl 4 (1/4) Lvl 5 (1/2) Transmutation (7/10) Abjuration (7/9) Spirit Warrior (3/3) Current Buffs (Legacy Weapon, Heroic Splendor, Greater Magic Weapon, Freedom of Movement, Overland Flight, Certain Grip) Lesser Extend Rod (0/3) Extend Rod (0/3)

"Let us do so." The azer agreed. He was in no rush to track down and murder an animal that had fled, not when they had already left a trail of corpses in their wake that the denizens of this place would surely find.


You head for the godsforsaken ghost and open the door. It glares at you from its throne, it's floating and ineffective symbol now gone.


Skills:
Acrobatics +22 (23), Disable Device 28 (29), Heal +10, Perception +24, Stealth +26 (27), Survival +3, Use Magic Device +13
Hobgoblin Kineticist 13 | Init +6 (7), Senses Perception (Darkvision) +24 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 163/163 (111/189) ( Non-lethal) | Burn 6/10|Active Conditions: None

"We hold the deed to this place. It is time for you to move on to your final fate!" Malgrim commands the ghost as he displays the deed.

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