| Dhearic |
Religion: 1d20 + 16 ⇒ (19) + 16 = 35
"The spirit seemed to change with the sight of the deed. It seems that he may have lost his ability to gather his spiritual energies over and over again. Dhaeric says as he casts a spell on his new allies.
Cast an Extended Blessing of Fervor and motion Amaimon to open the door.
| Malgrim Gryh |
Malgrim will move to open the door.
| Amaimon Emberheart |
Aimaimon joined him. ”It is good that the spirit fled. We gain naught by fighting it.” With hammer in hand he joined his comrades in pushing the door open.
| Malgrim Gryh |
"If we kill it now, it should be off to Pharasma for judgement instead of incessantly regenerating. And then maybe we can get out of this prison." Malgrim tells Amaimon.
| Amaimon Emberheart |
The Azer sighed. ”There is wisdom in your words. Let us put it to rest.”
| miteke |
It looks enraged by your actions. You get the first round of actions.
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor
Bold may go.
Dhearic (-0/185 HP)
Amaimon (-0/147 HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours)
Malgrim (-0/103 HP after burn; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)
The doomed dwarf (-0 HP)
❖❖❖ Round 2 ❖❖❖
| Dhearic |
Dhaeric calls upon his Osiris and casts Death Ward on Amaimon.
+2 to AC and what not. Cast Death Ward on Amaimon. Stay out of the room for now.
| Malgrim Gryh |
Malgrim grins and sends a blast of mud at the foul dwarf as he continues to wave around the deed.
Pick +2 to the world. Gather Power, create a Composite Mud blast and fire at the Dwarf! Touch AC 19.
Mud (Earth/Water) Blast w/Elemental Overflow , PBS , DA, Competence, BoF: 1d20 + 16 + 1 + 4 - 3 + 1 + 2 ⇒ (3) + 16 + 1 + 4 - 3 + 1 + 2 = 24
Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow , PBS , DA: 12d6 + 20 + 8 + 1 + 6 ⇒ (3, 3, 6, 5, 3, 1, 2, 3, 4, 5, 4, 5) + 20 + 8 + 1 + 6 = 79
I think he is flat footed as he has not acted yet, but Malgrim may have gotten a bit too cocky with waving the deed around. If a 24 does hit, then the dwarf will take half of 79 Magical Bludgeon damage for a mighty 39.
| Amaimon Emberheart |
Standard Action Legacy weapon: Undead Bane, Ghost Touch, +1
Swift Action 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. 26 temp HP to avoid being cursed
Aimaimon strode forth, the runes on his hammer glowing. He took up position in front of his comrades, ready to intercept the ghost’s inevitable charge.
| miteke |
@Amaimon
I'm assuming you move 30' into the room. Remember that you could get fancy and actually fly there, but you did say strode :)
Malgrim lands a blow on the dwarf. He is actually pretty easy to hit and counts on his ghostly form to protect him.
Since Amaimon entered the room, he attacks instead of hides and waits. As before his charge instills fear.
Make those saves! Well, unless you are immune to fear in which case cite the reason.
to hit touch: 1d20 + 21 ⇒ (5) + 21 = 26
negative energy damage: 1d8 + 2 ⇒ (6) + 2 = 8, Curse of the Grave
It ghostly hand passes right through Amaimon's armor but his psychic protections negate the chilling touch.
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor
Bold may go.
Dhearic (-0/185 HP; DC 27 will save or be frightened for 4d6 ⇒ (1, 1, 1, 4) = 7 rounds)
Amaimon (-0/147 HP; Curse of the Grave -8; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Undead Bane, Ghost Touch, +1; Mind Barrier: 4 temp HP; Death Ward; DC 27 will save or be frightened for 4d6 ⇒ (6, 5, 4, 4) = 19 rounds)
Malgrim (-0/103 HP after burn; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes; DC 27 will save or be frightened for 4d6 ⇒ (1, 6, 3, 3) = 13 rounds)
The doomed dwarf (-39 HP)
❖❖❖ Round 2 ❖❖❖
| Amaimon Emberheart |
Fear: 1d20 + 15 ⇒ (14) + 15 = 29 So fortunate!
Swift action another abjuration point for Mind Barrier
Ghost Touch Hit: 1d20 + 25 + 2 + 1 ⇒ (10) + 25 + 2 + 1 = 38
Bane Damage: 1d8 + 25 + 1 ⇒ (2) + 25 + 1 = 28
Bane: 2d6 + 2 ⇒ (3, 1) + 2 = 6
Fire: 1d6 ⇒ 1
Hit: 1d20 + 16 + 1 + 2 ⇒ (16) + 16 + 1 + 2 = 35
Damage: 1d8 + 25 + 1 ⇒ (3) + 25 + 1 = 29
Bane: 2d6 + 2 ⇒ (6, 4) + 2 = 12
Fire: 1d6 ⇒ 4
Hit: 1d20 + 11 + 1 + 2 ⇒ (15) + 11 + 1 + 2 = 29
Damage: 1d8 + 25 + 1 ⇒ (5) + 25 + 1 = 31
Bane: 2d6 + 2 ⇒ (1, 6) + 2 = 9
Fire: 1d6 ⇒ 4
Fortunately, the supernatural fear that filled the room failed to grasp the Azer’s mind. With methodical efficiency he attacked the ghost, his hammer rising and falling with a single minded purpose.
| Dhearic |
Death Ward stops any negative energy effects, which is what he did. I think his attack would just bounce. It's in the second sentence of the first paragraph.
We have Heroes Feast, which gives +4 to Fear saves.
Will Save + Heroes Feast: 1d20 + 23 + 4 ⇒ (10) + 23 + 4 = 37
Dhaeric takes a defensive stance and watches.
+2 AC from BoF, +4 AC from Full Defense for 36 AC, 21 Touch.
| Malgrim Gryh |
Will Save+HF: 1d20 + 11 + 4 ⇒ (8) + 11 + 4 = 23
Malgrim turns and runs.
I add 30 ft to my speed and move 120 ft back towards the area I know is safe.
| miteke |
Death Ward stops any negative energy effects, which is what he did. I think his attack would just bounce. It's in the second sentence of the first paragraph.
That's right. I thought it was just energy drain.
The desperate dwarf tries it's best to do SOME damage, but even though all three attacks land, it soon realizes that there is some potent magic making that impossible. It looks like it is readying itself to flee!
to hit touch: 1d20 + 21 ⇒ (10) + 21 = 31
negative energy damage: 1d8 + 2 ⇒ (2) + 2 = 4
to hit touch: 1d20 + 21 - 5 ⇒ (8) + 21 - 5 = 24
negative energy damage: 1d8 + 2 ⇒ (7) + 2 = 9
to hit touch: 1d20 + 21 - 10 ⇒ (8) + 21 - 10 = 19
negative energy damage: 1d8 + 2 ⇒ (4) + 2 = 6
❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor
Bold may go.
Dhearic (-0/185 HP)
Amaimon (-0/147 HP; Curse of the Grave -8; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Undead Bane, Ghost Touch, +1; Mind Barrier: 13 temp HP; Death Ward)
Malgrim (-0/103 HP after burn; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes; frightened for 12 rounds)
The doomed dwarf (-163 HP)
❖❖❖ Round 4 ❖❖❖
| Malgrim Gryh |
Malgrim runs!!!!!
| Dhearic |
Dhaeric stays defensive and watches Amaimon.
+2 to AC and +4 Full Defense for AC 36 and 21 Touch.