
Foxy Quickpaw |

What does it mean, that you have Nonlethal written in your first row of damage rolls?
Construct traits ...
- Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Omari shoots some arrows with mixed results and Khedron fails to gore the creture.
The remaining retriever keeps attacking Khedron.
@Khedron
AoO: 1d20 + 19 ⇒ (16) + 19 = 352d6 + 6 ⇒ (5, 2) + 6 = 13
Claw: 1d20 + 19 ⇒ (5) + 19 = 242d6 + 6 ⇒ (3, 2) + 6 = 11
Frost: 1d20 + 16 ⇒ (4) + 16 = 2012d6 ⇒ (4, 1, 3, 3, 6, 1, 3, 6, 1, 6, 5, 6) = 45 DC19 Ref for half
Retriever(78+45?), Retriever(RIP)
Hazreem, Heshan, Ohrmizd, Omari <--

Omari the Landless |

It means that I forgot to delete that when copying from when I shot the Jann captain in the initial patrol. When we were trying to capture him for interrogation and I was using blunt arrows...
I assume the frost is vs Touch AC, otherwise it misses
Reflex: 1d20 + 7 + 4 + 3 ⇒ (9) + 7 + 4 + 3 = 23 vs DC 19
+7 animal HD +4 Dex+3 Resistance
Khedron HP 85/110 (had 11 temp HP from Heroes Feast)

Omari the Landless |

Omari continues to shoot at the thing, while Khedron recovers from his stumble and tries hoof and horn on the thing...
Omari - full attack with bow (green)
Khedron - 5' step and full attack (green).
To hit A: 1d20 + 9 + 4 + 3 + 1 + 2 - 2 ⇒ (4) + 9 + 4 + 3 + 1 + 2 - 2 = 21
+9 bab +4 dex +3 enhancement (GMW) +1 Heroes Feast +2 GBoA -2 Rapid shot
Damage A, Manyshot: 2d8 + 6 + 4 + 2 ⇒ (2, 8) + 6 + 4 + 2 = 22 (magic (bow), cold iron (arrow)
manyshot, +3*2 enhancement +2*2 str +1*2 BoA, Greater
To hit B, Rapid Shot: 1d20 + 9 + 4 + 3 + 2 + 1 - 2 ⇒ (8) + 9 + 4 + 3 + 2 + 1 - 2 = 25
+9 bab +4 dex +3 enhancement (GMW) +1 Heroes Feast +2 GBoA -2 Rapid shot
Damage B: 1d8 + 3 + 2 + 1 ⇒ (2) + 3 + 2 + 1 = 8 (magic (bow), cold iron (arrow)
+3 enhancement +2 str +1 BoA, Greater
To hit C: 1d20 + 9 + 4 + 3 + 1 + 2 - 2 - 5 ⇒ (2) + 9 + 4 + 3 + 1 + 2 - 2 - 5 = 14
+9 bab +4 dex +3 enhancement (GMW) +1 Heroes Feast +2 GBoA -2 Rapid shot -5 iterative
Damage C: 1d8 + 3 + 2 + 1 ⇒ (2) + 3 + 2 + 1 = 8 (magic (bow), cold iron (arrow)
Khedron Horns, To Hit: 1d20 + 8 + 7 + 1 + 1 - 1 - 2 ⇒ (8) + 8 + 7 + 1 + 1 - 1 - 2 = 22
+8 bab +7str +1 enhancement (AoMF) +1 Heroes Feast-1 size -2 PA
Khedron Horns, Damage: 2d6 + 7 + 6 + 1 ⇒ (6, 1) + 7 + 6 + 1 = 21 Magic
+7 str +6 PA +1 enhancement (AoMF)
Khedron Hoof A, To Hit: 1d20 + 8 + 7 + 1 + 1 - 1 - 2 - 2 ⇒ (19) + 8 + 7 + 1 + 1 - 1 - 2 - 2 = 31
+8 bab +7 str +1 enhancement (AoMF) +1 Heroes Feast-1 size -2 PA -2 secondary natural attack
Khedron Hoof A, Damage: 1d4 + 3 + 6 + 1 ⇒ (1) + 3 + 6 + 1 = 11
+3 0.5*str +6 PA +1 enhancement (AoMF)
Khedron Hoof B, To Hit: 1d20 + 8 + 7 + 1 + 1 - 1 - 2 - 2 ⇒ (20) + 8 + 7 + 1 + 1 - 1 - 2 - 2 = 32
+8 bab +7 str +1 enhancement (AoMF) +1 Heroes Feast-1 size -2 PA -2 secondary natural attack
Khedron Hoof B, Damage: 1d4 + 3 + 6 + 1 ⇒ (1) + 3 + 6 + 1 = 11
+3 0.5*str +6 PA +1 enhancement (AoMF)
Possible Crit, Khedron Hoof B
Khedron Hoof B, Crit Confirm: 1d20 + 8 + 7 + 1 + 1 - 1 - 2 - 2 ⇒ (4) + 8 + 7 + 1 + 1 - 1 - 2 - 2 = 16
+8 bab +7 str +1 enhancement (AoMF) +1 Heroes Feast-1 size -2 PA -2 secondary natural attack
Khedron Hoof B, Extra Damage: 1d4 + 3 + 6 + 1 ⇒ (1) + 3 + 6 + 1 = 11
+3 0.5*str +6 PA +1 enhancement (AoMF)

Hazreem Al'Shakar_1 |

Hazreem shifts to get a better angle on the retriever and continues to batter it to pieces!
Full attack on retriever.
Slam, flank: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26; damage: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Slam, flank: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17; damage: 2d6 + 6 ⇒ (3, 4) + 6 = 13
Damage is considered magical in nature.

Omari the Landless |

After running back out of the guard tower, Omari asks: "Who's hurt, and how bad?"
I know Khedron got hurt, and so did Heshan. I plan on spending at least 1 channel... Also, someone should loot the Jann we defeated. There should be some stuff - we've dropped like 6 or 7 captains now...

Hazreem Al'Shakar_1 |

"I was scratched by that retriever," Hazreem adds, "But I am OK. Once Omari has healed us we need to keep moving."

Ohrmizd |

"Good job" Ohrmizd congrats everyone as the last retriever falls, and cuts through with Zenzirad, making sure they are not standing back "I am good, but can use some healing"
The Kheleshite gets closed to Omari to enjoy the healing as the others.
"Ok, without the retrievers, the path to the upper town is open" Ohrmizd gets back into the flying carpet "We shall explore there now. See how can we safely reach the Brazen Tower."
HP 126+0/133 AC 36 TAC 20
bane 9/13
divine favor 1 min
judgment 3/5
- purity (+3 sacred to saves; doubled for curses, diseases and poisons)
- protection (+3 sacred AC)
shield of faith 13 min
hero's feast 12 h
hunter's blessing (+2 sacred, urban, outsider native) 13 h
greater magic weapon (+3) 13 h
magic vestment (+3) 13 h
keen edge 130 min
bloodhound 130 min
clay skin 130 min (DR 5/adamantine 50/50 hp)
heroism 130 min
heightened awareness 130 min

Omari the Landless |

Omari channels Erastil's power:
Healing: 7d6 ⇒ (2, 2, 2, 6, 6, 2, 6) = 26
I think that is everyone at full except Heshan, who's only down 1...

Ohrmizd |

"Sure thing! Let's go!" Ohrmizd nods and hastens, floating close to the ground on the carpet, towards the Upper Town.
As they reach the gates he takes height and inspects the defenses.
Perception: 1d20 + 20 + 2 + 2 + 2 ⇒ (5) + 20 + 2 + 2 + 2 = 31
I am figuring out we are moving over the red circle at the general map

Hazreem Al'Shakar_1 |

Hazreem decides to scan the surrounding area to make sure reinforcements are not on the way as he flies behind the others.
Perception: 1d20 + 23 ⇒ (9) + 23 = 32

Omari the Landless |

Omari bestrides Khedron (who has air walk on him), and heads to the open space on top of the gatehouse, to see if there are any more guardians for the gate into the upper town...
@party, take the gatehouse from the top down?

Foxy Quickpaw |

There are only two totally unaware guards on the other side that would open the door if someone had to go through from the upper town.
You see the ruined warehouse to the northeast. There are several wagons and carts here, holding a variety of mundane trade goods. It looks like confiscated from townsfolk and traders by the new rulers.

Omari the Landless |

Foxy, are the guards Gnolls, Human, Janni (normal or captains)??
"Fish in a barrel! If we time this right, Hazreem and Ohrmizd can jump them, as soon as I start shooting."

Ohrmizd |

"We should totally take them so people can take the needed resources from the warehouse" Ohrmizd states, trying to figure out the situation.
Unless wrongly reading the situation, the Kheleshite gets close to call the attention of the guards "Hey, you two, what the heck are you doing helping Jhavhul and his plans of total destruction?"
Diplomacy: 1d20 + 20 + 2 ⇒ (8) + 20 + 2 = 30
If they do not answer amicably, he prepares to act once Omari begins shooting, ready to spring into action and assist in neutralizing the guards swiftly and efficiently.

Foxy Quickpaw |

The Janni captains are surprised when adressed from above, but don't answer. At least not in words. They raise their bows.
Heshan: 1d20 + 4 ⇒ (12) + 4 = 16
Omari: 1d20 + 4 ⇒ (16) + 4 = 20
Hazreem: 1d20 + 0 ⇒ (6) + 0 = 6
Janni: 1d20 + 9 ⇒ (7) + 9 = 16
Janni: 1d20 + 9 ⇒ (5) + 9 = 14
Omari <--
Janni
Heshan
Janni
Ohrmizd, Hazreem

Omari the Landless |

I was thinking more of a coordinated rush rather than 'Hey idiots, here we are to shoot at!', but whatever...
Omari steps up to the edge of the battlements on the gatehouse and starts pounding arrows down...
5' step and full attack. I figure I will have cover from the battlements, and they are less than 30' away... He shoots at the first Jann in the init order.
To hit A: 1d20 + 9 + 4 + 3 + 2 + 1 + 2 - 2 + 1 ⇒ (20) + 9 + 4 + 3 + 2 + 1 + 2 - 2 + 1 = 40
+9 bab +4 dex +3 enhancement (GMW) +2 HB+1 Heroes Feast +2 GBoA -2 Rapid shot +1 PBS
Damage A, Manyshot: 2d8 + 6 + 4 + 2 + 4 + 2 ⇒ (1, 3) + 6 + 4 + 2 + 4 + 2 = 22 (magic (bow), cold iron (arrow)
manyshot, +3*2 enhancement +2*2 str +1*2 BoA, Greater +2*2 Hunter's Blessing +2*1 PBS
To hit B, Rapid Shot: 1d20 + 9 + 4 + 3 + 2 + 1 + 2 - 2 + 1 ⇒ (8) + 9 + 4 + 3 + 2 + 1 + 2 - 2 + 1 = 28
+9 bab +4 dex +3 enhancement (GMW) +2 HB+1 Heroes Feast +2 GBoA -2 Rapid shot +1 PBS
Damage B: 1d8 + 3 + 2 + 1 + 2 + 1 ⇒ (4) + 3 + 2 + 1 + 2 + 1 = 13 (magic (bow), cold iron (arrow)
+3 enhancement +2 str +1 BoA, Greater +2 HB +1 PBS
To hit C: 1d20 + 9 + 4 + 3 + 2 + 1 + 2 - 2 + 1 - 5 ⇒ (5) + 9 + 4 + 3 + 2 + 1 + 2 - 2 + 1 - 5 = 20
+9 bab +4 dex +3 enhancement (GMW) +2 HB+1 Heroes Feast +2 GBoA -2 Rapid shot +1 PBS -5 iterative
Damage C: 1d8 + 3 + 2 + 1 + 2 + 1 ⇒ (4) + 3 + 2 + 1 + 2 + 1 = 13 (magic (bow), cold iron (arrow)
Khedron rushes off the top of the gatehouse and descends to directly above the Jann that Omari shot, where he lashes out with his horns...
Move action - 50' move with air walk. (He can't charge because of no straight line.) He will close to 5' range, so that the Janni (same one Omari shoots) will have to either a) take an AoO for using his bow in melee, or b) drop his bow and draw his sword (no full attack).
standard action - attack with horns
Khedron Horns, To Hit: 1d20 + 8 + 7 + 1 + 1 - 1 - 2 + 2 + 1 ⇒ (9) + 8 + 7 + 1 + 1 - 1 - 2 + 2 + 1 = 26
+8 bab +7str +1 enhancement (AoMF) +1 Heroes Feast-1 size -2 PA +2 Hunter's Blessing +1 higher ground
Khedron Horns, Damage: 2d6 + 10 + 6 + 1 + 2 ⇒ (5, 5) + 10 + 6 + 1 + 2 = 29 Magic
+10 1.5*str +6 PA +1 enhancement (AoMF)+2 hunter's blessing
Edit: Possible Crit on To Hit A
Crit Confirm, To hit A: 1d20 + 9 + 4 + 3 + 2 + 1 + 2 - 2 + 1 ⇒ (10) + 9 + 4 + 3 + 2 + 1 + 2 - 2 + 1 = 30
Extra Damage A: 2d8 + 6 + 4 + 2 + 4 + 2 ⇒ (8, 8) + 6 + 4 + 2 + 4 + 2 = 34 (magic (bow), cold iron (arrow)
3X crit, +3*2 enhancement +2*2 str +1*2 BoA, Greater +2*2 Hunter's Blessing +2*1 PBS
Khedron Horns AoO, To Hit: 1d20 + 8 + 7 + 1 + 1 - 1 - 2 + 2 + 1 ⇒ (13) + 8 + 7 + 1 + 1 - 1 - 2 + 2 + 1 = 30
+8 bab +7str +1 enhancement (AoMF) +1 Heroes Feast-1 size -2 PA +2 Hunter's Blessing +1 higher ground
Khedron Horns AoO, Damage: 2d6 + 10 + 6 + 1 + 2 ⇒ (4, 6) + 10 + 6 + 1 + 2 = 29 Magic
+10 1.5*str +6 PA +1 enhancement (AoMF)+2 hunter's blessing

Ohrmizd |

"Well, you wanted it the hard way then!" Ohrmizd, seeing his companions swiftly dispatching one of the guards, moves decisively to support their efforts.
Commanding the flying carpet down over the remaining guard, he slashes hard with the scimitar.
Zenzirad-PA+HR+HB+height: 1d20 + 18 - 3 + 2 + 2 + 1 ⇒ (13) + 18 - 3 + 2 + 2 + 1 = 33
Magical/Slashing damage+PA+frost+HB: 1d6 + 8 + 6 + 2 + 1d6 + 2 ⇒ (6) + 8 + 6 + 2 + (5) + 2 = 29
HP 133+0/133 AC 33 TAC 17
bane 9/13
shield of faith 13 min
hero's feast 12 h
hunter's blessing (+2 sacred, urban, outsider native) 13 h
greater magic weapon (+3) 13 h
magic vestment (+3) 13 h
keen edge 130 min
bloodhound 130 min
clay skin 130 min (DR 5/adamantine 50/50 hp)
heroism 130 min
heightened awareness 130 min

Foxy Quickpaw |

The remaining guard is hit by the missiles, but shoots back.
@Heshan
Bow: 1d20 + 16 ⇒ (11) + 16 = 271d8 + 5 ⇒ (5) + 5 = 10
Bow: 1d20 + 11 ⇒ (7) + 11 = 181d8 + 5 ⇒ (4) + 5 = 9
Ohrmizd adds a bad gash to the guards flesh with his blade, but he still stands.
Omari, Heshan
Janni
Ohrmizd,
Hazreem <--

Hazreem Al'Shakar_1 |

Hazreem flies around the back of the janni captain and strikes him from the rear!
Move to Map position.
Slam vs. Janni: 1d20 + 15 + 1 + 2 ⇒ (3) + 15 + 1 + 2 = 21; damage: 2d6 + 6 ⇒ (5, 4) + 6 = 15 damage is considered magical in nature.

Omari the Landless |

Omari switches targets, firing past Ohrmizd at the Jann, and Khedron charges while the arrows fly...
Omari - full attack
Khedron - Charge!
To hit A: 1d20 + 9 + 4 + 3 + 2 + 1 + 2 - 2 + 1 ⇒ (18) + 9 + 4 + 3 + 2 + 1 + 2 - 2 + 1 = 38
+9 bab +4 dex +3 enhancement (GMW) +2 HB+1 Heroes Feast +2 GBoA -2 Rapid shot +1 PBS
Damage A, Manyshot: 2d8 + 6 + 4 + 2 + 4 + 2 ⇒ (5, 1) + 6 + 4 + 2 + 4 + 2 = 24 (magic (bow), cold iron (arrow)
manyshot, +3*2 enhancement +2*2 str +1*2 BoA, Greater +2*2 Hunter's Blessing +2*1 PBS
To hit B, Rapid Shot: 1d20 + 9 + 4 + 3 + 2 + 1 + 2 - 2 + 1 ⇒ (19) + 9 + 4 + 3 + 2 + 1 + 2 - 2 + 1 = 39
+9 bab +4 dex +3 enhancement (GMW) +2 HB+1 Heroes Feast +2 GBoA -2 Rapid shot +1 PBS
Damage B: 1d8 + 3 + 2 + 1 + 2 + 1 ⇒ (4) + 3 + 2 + 1 + 2 + 1 = 13 (magic (bow), cold iron (arrow)
+3 enhancement +2 str +1 BoA, Greater +2 HB +1 PBS
To hit C: 1d20 + 9 + 4 + 3 + 2 + 1 + 2 - 2 + 1 - 5 ⇒ (10) + 9 + 4 + 3 + 2 + 1 + 2 - 2 + 1 - 5 = 25
+9 bab +4 dex +3 enhancement (GMW) +2 HB+1 Heroes Feast +2 GBoA -2 Rapid shot +1 PBS -5 iterative
Damage C: 1d8 + 3 + 2 + 1 + 2 + 1 ⇒ (6) + 3 + 2 + 1 + 2 + 1 = 15 (magic (bow), cold iron (arrow)
Khedron Horns charge, To Hit: 1d20 + 8 + 7 + 1 + 1 - 1 - 2 + 2 + 2 ⇒ (14) + 8 + 7 + 1 + 1 - 1 - 2 + 2 + 2 = 32
+8 bab +7str +1 enhancement (AoMF) +1 Heroes Feast-1 size -2 PA +2 charge +2 Hunter's Blessing
Khedron Horns charge, Damage: 2d6 + 2d6 + 10 + 6 + 1 + 2 ⇒ (4, 6) + (6, 6) + 10 + 6 + 1 + 2 = 41
+2d6 powerful charge +10 1.5*str +6 PA +1 enhancement (AoMF)+2 hunter's blessing
CMB Grapple check - Impaling Charge: 1d20 + 8 + 7 + 1 + 1 + 1 - 2 + 2 + 2 ⇒ (7) + 8 + 7 + 1 + 1 + 1 - 2 + 2 + 2 = 27
+7 BAB +7str+1enhancement+1 HF +1 size -2 PA +2 charge +2 HB

Ohrmizd |

"Well done friends" Ohrmizd makes a sign on the air wishing mercy for the spirits of the Janni "There will be time to give proper burial to these fallen creatures. But now, we have to go find their boss and fix up things with him."
With that Ohrmizd flies into the inner city and towards the Brazen Tower entrance unless the group is interrupted first "Let's try to access the tower from the topmost window or balcony available"

Omari the Landless |

A whistle bring Khedron back to the roof of the gatehouse, and Omari swings into the saddle, ready to follow where Ohrmizd is leading...

Hazreem Al'Shakar_1 |

Hazreem tails the others here, watchful of other threats here or any other signs the alarm has been raised.

Foxy Quickpaw |

The Brazen Tower has only one entrance at the bottom, where a large closed gate would open for those invited. There is no window you could look through into the tower. And it emanates strong magic suggesting it is warded against a lot of possible intrusion methods.
But there is more that suggests not going into the brazen tower yet. There are gnolls. And many of them. Desecrating the temple of Sarenrae with their presence and their vile acts. The Temple of Sarenrae almost looks worse than when it was in ruins. Windows are broken, doors have been bashed open and hang loosely from hinges, and blasphemous graffiti is scrawled upon the walls in blood and excrement. Gaping holes mar the twin domes above the transepts, and oily black smoke issues from the cracks. The southeastern annex has been completely gutted by fire, its walls blackened, its dome collapsed.

Ohrmizd |

Ohrmizd curses as he spots the gnolls desecrating the temple "Rats! This cannot be allowed" the Kheleshite redirects his attention to the structure he helped reconstruct only a few months ago "Do you mind if we take care of that first?"
"They have even defecated over the Sacred Wall!" he exclaims outraged "What do you think if we check first the collapsed annex building before entering the main area?"

Omari the Landless |
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Omari makes his feelings clear: "Ohrmizd, anytime you want to kill some gnolls, please invite me to the party..."

Ohrmizd |

"Shall we try to impress them stating we are the ones that defeated the Carrion King? Or do we just assault them until they are convinced to flee away from town?" Ohrmizd starts the discussion.
He will try to check if the gnolls are all close together where they can be easily fireballed or the group should assault room by room to free the temple?

Omari the Landless |

"Kill them all, every last dog-face... That said, let's try to be smart about this. If we just start dumping battle magics, they will surely flee. Keep things in manageable bite sized chunks as it were. Ohrmizd, is there a back way into the temple?"
Unfortunately, we don't have a tactical map here, so planning is a bit of an imagination exercise. I think it would be best to avoid a meeting engagement as it were, rather fight a series of smaller battles...

Heshan Antar |

"I can throw an enhanced fireball in the area while the rest of you pick off as many as you can. I am not sure if I can use lightning on all of them."
I'm well aware that he can't. Fireball would most likely hit as many as possible.

Ohrmizd |

"There are only two entrances after the reconstruction. We can take the side door, the one in front of the statue of Sarenrae." Ohrmizd explains pointing out the general layout of the temple, for Hazreem who has never been there.
A1

Hazreem Al'Shakar_1 |

"Hmm. I say take the side door, although both entrances are probably guarded equally." Hazreem replies.

Ohrmizd |

Ohrmizd, seeing the gnolls raising the alarm and preparing to engage with their crossbows, wastes no time in springing into action. With a determined look, he descends on a charge over the temple grounds, aiming to quickly close the distance and engage the gnolls in melee combat before they can unleash a volley of bolts.
As Ohrmizd charges forward on his flying carpet, a radiant halo begins to glow above his head. The aura of bright light casts a luminous glow around him, piercing through the darkness that shrouds the desecrated temple. As he soars through the air, the celestial radiance weights over any evil gnoll, their vile intentions quivering in the face of celestial judgment "Witness the light of the Dawnflower who has come to cleanse the temple of its defilers and restore its sanctity!"
Flying to get close on the gnolls and activating heaven's light.
The halo is only like a daylight spell at this level, but I am picturing it as a cool entrance for the gnolls seeing the light of Sarenrae falling over them for their heresy.

Omari the Landless |

Ok, I see no gnolls on the map... I think this is just Foxy telling us to get on with it and go inside (A3). I think the tactical choice is Hazreem clearing them out with his whirlwind
Omari starts pouring arrows back at the gnolls, and then Khedron charges...

Hazreem Al'Shakar_1 |

As Ohrmizd charges forward Hazreem flies close behind him and heads directly towards the closest mass of gnolls assuming a terrifyingly loud whirlwind, his face a mask of unrestrained fury!
Standard Assume Whirlwind shape.
Move: Fly into the Temple.
Reflex DC save DC 26 or get caught and take 2d6 + 6 ⇒ (6, 5) + 6 = 17 damage. Second Reflex save DC 26 or get trapped in the whirlwind.