Almaas Kargar
|
Almaas continues his undead bane ability and shoots arrows at the Graveknight.
Undead bane 4/13.
Longbow to hit:+1 Longbow +19 (6 BAB, +7 Wis (Zen Archer), +1 Enhancement Bonus, +1 Weapon Focus, -2 Deadly Aim, +2 Wood Mystery Wood bond, +1 haste, bane +2, pbs +1 ]
Longbow damage: 1d8+8+2d6, 20/x3 [+4 Deadly aim, +1 Enhancement bonus, bane +2+2d6, pbs +1]
Almaas has deadeye bowman but he still has to cope with cover for all these shots below.
* *
Haste Attack, rapid shot -2 : 1d20 + 19 - 2 ⇒ (10) + 19 - 2 = 27
Damage: 1d8 + 8 + 2d6 ⇒ (2) + 8 + (6, 5) = 21
-
Primary Rapid Shot 1: 1d20 + 19 - 2 ⇒ (5) + 19 - 2 = 22
Damage: 1d8 + 8 + 2d6 ⇒ (7) + 8 + (5, 6) = 26
-
Primary Rapid Shot 2: 1d20 + 19 - 2 ⇒ (9) + 19 - 2 = 26
Damage: 1d8 + 8 + 2d6 ⇒ (3) + 8 + (6, 2) = 19
-
Secondary , Rapid Shot -2: 1d20 + 19 - 2 - 5 ⇒ (5) + 19 - 2 - 5 = 17
Damage: 1d8 + 8 + 2d6 ⇒ (4) + 8 + (5, 5) = 22
| GM supervillan |
Daedîn launches his arrows. The first double-shot is swatted out of the air by the graveknight. Deflect arrows - which didn't work against Almaas in round 1 because she was flatfooted. But still, two holy arrows find their target.
Shel beats a hasty retreat.
wondering what evil god she had pissed off that morning.
Lissala, obvs.
Teric flings balls of cold lightning at the evil knight, but they have no effect. Immune.
Inky and Nina enter the chapel and begin a deadly joust. Nina's lance pierces the graveknight's chest, but it doesn't stop her! One hit.
Seldanna uses her hexcraft...
Will DC21: 1d20 + 11 ⇒ (16) + 11 = 27
...the graveknight's faith in her goddess protects her.
Almaas sends yet more cold iron flying through the air, but none of his darts pierce the enemy's armour.
The unholy warrior advances, and thrusts her lance through the doorway:
greater disarm vs Daedîn, expertise: 1d20 + 23 - 4 ⇒ (11) + 23 - 4 = 30
The lance strikes not at the elf, but instead it hooks the archer's bow out of his grasp and flings it across the room! Yellow crescent on the map is the bow.
direction, 1=north: 1d8 ⇒ 4
The graveknight then stabs at Daedîn with her flaming weapon.
lance, expertise: 1d20 + 18 - 4 ⇒ (19) + 18 - 4 = 33damage: 1d8 + 14 ⇒ (7) + 14 = 21fire damage: 3d6 ⇒ (5, 2, 5) = 12
lance, expertise: 1d20 + 13 - 4 ⇒ (7) + 13 - 4 = 16damage: 1d8 + 14 ⇒ (6) + 14 = 20fire damage: 3d6 ⇒ (6, 6, 4) = 16
The lance finds Daedîn's flesh. 1 hit.
Round 2 / 3
Seldanna
Almaas
Graveknight, -126hp
Inky
Daedîn, -41hp
Nina
Shel, -73hp
Teric
The bold may act!
Almaas Kargar
|
Almaas continues his undead bane ability and shoots arrows at the Graveknight.
Undead bane 5/13.
Longbow to hit:+1 Longbow +19 (6 BAB, +7 Wis (Zen Archer), +1 Enhancement Bonus, +1 Weapon Focus, -2 Deadly Aim, +2 Wood Mystery Wood bond, +1 haste, bane +2, pbs +1 ]
Longbow damage: 1d8+8+2d6, 20/x3 [+4 Deadly aim, +1 Enhancement bonus, bane +2+2d6, pbs +1]
Almaas has deadeye bowman but he still has to cope with cover for all these shots below.
* *
Haste Attack, rapid shot -2 : 1d20 + 19 - 2 ⇒ (16) + 19 - 2 = 33
Damage: 1d8 + 8 + 2d6 ⇒ (7) + 8 + (2, 2) = 19
-
Primary Rapid Shot 1: 1d20 + 19 - 2 ⇒ (13) + 19 - 2 = 30
Damage: 1d8 + 8 + 2d6 ⇒ (3) + 8 + (2, 6) = 19
-
Primary Rapid Shot 2: 1d20 + 19 - 2 ⇒ (7) + 19 - 2 = 24
Damage: 1d8 + 8 + 2d6 ⇒ (7) + 8 + (3, 4) = 22
-
Secondary , Rapid Shot -2: 1d20 + 19 - 2 - 5 ⇒ (8) + 19 - 2 - 5 = 20
Damage: 1d8 + 8 + 2d6 ⇒ (3) + 8 + (5, 6) = 22
Teric Cain
|
Teric's mouth twists as he sees the graveknight shrug off the cold. He snarls an arcane word and clenches his fist. Five points of light swirl lazily around the grave knight and them slam into her violently.
Magic Missile: 5d4 + 5 ⇒ (4, 4, 1, 2, 3) + 5 = 19
Seldanna Marzanna
|
Seldanna continues to send nasty hexes the way of the graveknight, the brand on her arm itching like hell as she secretly curses Lissala and the strength she gives her unholy minions.
Retribution hex. WILL DC21.
Incandescence
|
With the graveknight now quite literally up in her face (and ignoring her and Nina for the moment) Inky snaps and swipes at it before taking a step back...
Bite (Haste, Magic Attacks): 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Claw (Haste, Magic Attacks): 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Claw (Haste, Magic Attacks): 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Bite (Haste, Magic Attacks): 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Aid Another (+2 AC): 1d20 + 9 ⇒ (13) + 9 = 22
Aid Another (+2 AC): 1d20 + 9 ⇒ (17) + 9 = 26
Aid Another (+2 AC): 1d20 + 9 ⇒ (11) + 9 = 20
Nina Brightspark
|
"This thing's strong..." Nina scowls as she continues needling the graveknight with her lance. This time she shifts her grip slightly, offering more control over her strikes at the expense of sheer striking power...
Attack (+1 Adamantine Lance; Arcane Strike, Haste): 1d20 + 13 ⇒ (7) + 13 = 20
Damage: 1d6 + 9 ⇒ (5) + 9 = 14
Attack (+1 Adamantine Lance; Arcane Strike, Haste): 1d20 + 13 ⇒ (17) + 13 = 30
Damage: 1d6 + 9 ⇒ (4) + 9 = 13
Attack (+1 Adamantine Lance; Arcane Strike, Haste): 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d6 + 9 ⇒ (1) + 9 = 10
Ride: 1d20 + 10 ⇒ (3) + 10 = 13
| GM supervillan |
Inky and Nina fail to breach the graveknight's defences as she furiously parries and blocks the both the gnome's and the eidolon's attacks. Combat Expertise - underrated feat imho.
Teric CL check vs SR: 1d20 + 10 ⇒ (18) + 10 = 28
Teric's magic missiles slam into the undead guardian, who lets out a grating hiss of anger in response. SR penetrated.
Round 2 / 3
Seldanna
Almaas
Graveknight, -145hp
Inky
Daedîn, -41hp
Nina
Shel, -73hp
Teric
The bold may act!
Will resolve all round 2 actions before Seldanna and Almaas' round 3.
Shel Whispertongue PFS
|
Shel continues to move away from the graveknight, not wanting to get caught by a stray lance.
Sorry, I cant do much about this guy while I’m on death’s door here.
| GM supervillan |
Daedîn evades the graveknight's lance (narrowly) and retrieves his bow, whilst Shel, in grievous pain from her wounds, continues her retreat.
Seldanna peeks round the corner and tries her hexcraft again.
Will DC21: 1d20 + 11 ⇒ (3) + 11 = 14
...this time the young witch dooms the undead knight, though Lissala's defender doesn't know it yet.
Almaas' arrows fail to breach the graveknight's defences, as she bats away the only one that might have pierced her armour.
lance vs Nina, expertise: 1d20 + 23 - 4 ⇒ (16) + 23 - 4 = 35damage: 1d8 + 14 ⇒ (8) + 14 = 22fire damage: 3d6 ⇒ (2, 1, 1) = 4 13 damage to Emketta, the graveknight
The graveknight continues her joust with Nina, exchanging lance blows. As she stabs the gnome, impossible flames burn away at her and she cries out in alarm. But the graveknight knows no purpose but to destroy intruders on her sacred ground, and presses the attack.
lance vs Nina, expertise: 1d20 + 18 - 4 ⇒ (2) + 18 - 4 = 16damage: 1d8 + 14 ⇒ (8) + 14 = 22fire damage: 3d6 ⇒ (3, 4, 5) = 12
lance vs Nina, expertise: 1d20 + 13 - 4 ⇒ (19) + 13 - 4 = 28damage: 1d8 + 14 ⇒ (5) + 14 = 19fire damage: 3d6 ⇒ (3, 5, 4) = 12 15 to Emketta
The undead's lance burning pierces Nina a second time, almost felling the halfling, and now the impossible flames burn all around the graveknight as her undead flesh is torn apart by Seldanna powerful hex. With a final indignant scream, the undead guardian collapses in a broken heap. Her skeletal charge fades into nothingness. All that remains is the battered armour and few pieces of gear.
Combat over!
Party status
Daedîn, -41hp
Nina, -57hp
Shel, -73hp
Nina Brightspark
|
| 1 person marked this as a favorite. |
"Ooooh...is, uh...medic?" Nina groans, bleeding profusely and quite clearly on the verge of collapsing right there in her saddle. She fishes into a pocket and pulls out a wand, waving it about.
"If someone can use this, I'd reeeeeally appreciate it!"
Still, even as wounded as she is, Nina doesn't call for Inky to retreat and instead the pair remain where they are, trying to stay vigilant.
"Never give up, never surrender..." the gnome smiles, possibly a bit loopy from blood loss.
______________
Nina has her old trusty CLW wand; GM do you prefer charges being rolled or may I take the average?
Almaas Kargar
|
"That was an unbelievable enemy! Very tough! What do we do now!"
Teric Cain
|
Teric takes the wand and eases Nina out of her saddle. "Good show, little gnome. Quite a strategy to let it hurt you to hurt it." He uses the wand on her until her wounds close.
12 charges on average to get you back to full
| GM supervillan |
I'm fine with average wand results for calculating charges out of combat, though you can roll if you prefer (or feel lucky).
Also, that last GM post needed another editing pass - but my toddler woke up before I finished it!
Shel Whispertongue PFS
|
Shel uses several charges from her wand as well.
17 to be exact using the average roll!
”Wehave got to stop nearly getting me killed today. Does that sound like a plan,” Shel grumbles as the healing magic takes hold.
Nina Brightspark
|
"Uh yes, definitely all part of the plan," Nina chuckles awkwardly. It totally wasn't, but she's glad whatever Seldanna did managed to work out so good.
Once Teric is done making use of her wand she smiles as she stows it back into her pack. "Thank yoooouuuuu! It's amazing how handy these things are."
Charges remaining (23).
She then, finally, turns her attention back to the large chamber proper. "Well, this is definitely a room, isn't it? Maybe there's something really valuable or important here since that graveknight was hanging around..."
Mindful of magical traps after the rather painful encounter with the priest back in Kaer Maga, Nina begins a sweep for magical auras.
Shel Whispertongue PFS
|
Shel searches the room with Nina, looking for anything out of sorts.
Perception 1d20 + 18 ⇒ (7) + 18 = 25
Almaas Kargar
|
Almaas also looks into the room and detects magic.
| GM supervillan |
As you patch yourselves up you search for magical or mundane secrets.
The graveknight's armour, bent and blackened, possesses a powerful magical aura. Examining it you find it now contains only ash.
Several other magical items survive, and lie next to the armour: a ring, an amulet, and a tattered black cloak. The graveknight's weapons no longer burn with unholy flame, but are enchanted (a lance and a longsword). Lastly, she carried a potion.
Your detect magic spells also show the last fleeting whisps of magic fade from the circular door in the northeast section of the room: whatever spell held the portal has elapsed with the defeat of the undead guardian.
Shel finds nothing of note in the chapel - the pews and the altar are simply rotten wood.
Daedîn
|
Daedîn will do likewise with his wand, if someone would be so kind as to tap him with it...
Use the average for 7 hits = 38 (currently -3)
Teric Cain
|
Teric takes Daedîn's wand and heals him with it. He snaps his fingers and waves over to the graveknight's armor. An invisible force sweeps the ash into a belt pouch, then carries it back over to the Varisian who tucks it away.
"Well, that's done." He picks up the amulet of natural armor. "Would anyone mind if I used this for a bit?"
Almaas Kargar
|
Almaas picks up all items of the Graveknight as well as the armor.
"Seldanna, you seemed to know a lot about this undead being. Do you think we will encounter more of its kind?"
Seldanna Marzanna
|
"Another one? I certainly hope not...but we should be careful what we wish for, or we might end up against something even worse!" The red-headed witch shrugs in reply, a worried crease on her brow.
Teric Cain
|
"The Fat Man must have been allowed to go past the graveknight. It did seem to be ready to guard the door."
Before they open the previously sealed door, Teric re-casts two protection spells.
Recasting protection from Evil and Mirror Image
Images: 1d4 + 2 ⇒ (4) + 2 = 6
Almaas Kargar
|
| 1 person marked this as a favorite. |
Almaas casts ‘protection from evil’ and ‘invisibility’ on himself, Daedin and Shel.
”Shel, Daedin, this will protect you a bit!“
Then he casts ‘bless’ on the party.
Right before opening the door, he casts ‘divine favor’.
”May Erastil be with us!!“
1st level: 5/6 cast, 2nd level: 4/5 cast.
Shel Whispertongue PFS
|
Shel moves to the door that the group is gathering around and takes a peek for any traps.
Perception 1d20 + 22 ⇒ (16) + 22 = 38
If no traps, Shel opens the door.
Nina Brightspark
|
Ready for pretty much anything now, Nina and Inky move into position just slightly to the side of the door. While Shel and the others examine it for traps, she takes the opportunity to cast a bolstering spell on herself and then pulls out two wands, giving Inky a tap with both before stowing them.
"Ready to go!"
______________
Nina will cast Heroism on herself and then use charges from her wands of Magic Fang and Shield for Inky. Charges remaining (21) and (37), respectively.
| GM supervillan |
After healing, you spend some time casting various protective and enhancing spells. Shel checks the door and finds no traps. It slides easily into the wall...
Even after millennia of decay, this room’s decor indicates that it was more important than any other in the shrine. Tapestries and rugs show Thassilonians at work, at rest, and at play, as well as giants hauling massive blocks to construct monuments to their lords. The rear of the room is full of thick white fog. Several creatures await you, armed with longspears.
Knowledge (planes) DC12
DC17
DC22
DC27
"Δάσκαλε, είναι εδώ." says one of the misshapen creatures.
"Ξέρω. Να τους σκοτώσουμε όλους" replies a slow, masculine voice from somewhere in the fog.
What are those creatures with the longspears?
DC22
DC27
DC32
DC37
Shel: 1d20 + 9 ⇒ (6) + 9 = 15
Seldanna: 1d20 + 9 ⇒ (9) + 9 = 18
Pet Lonan: 1d20 + 2 ⇒ (17) + 2 = 19
Teric: 1d20 + 1 ⇒ (20) + 1 = 21
Nina: 1d20 + 2 ⇒ (16) + 2 = 18
Pet Incandescence: 1d20 + 3 ⇒ (17) + 3 = 20
Almaas: 1d20 + 8 ⇒ (2) + 8 = 10
Daedin: 1d20 + 14 ⇒ (10) + 14 = 24
Naroth Balam: 1d20 + 6 ⇒ (6) + 6 = 12
team blue: 1d20 + 6 ⇒ (10) + 6 = 16
team red: 1d20 + 6 ⇒ (16) + 6 = 22
team yellow: 1d20 + 6 ⇒ (5) + 6 = 11
glowball: 1d20 + 4 ⇒ (17) + 4 = 21
Round 1
Daedîn, -3hp, prot evil, invis
team red
glowball
Teric, prot evil, mirror image (6)
Inky, magic fang, shield
Seldanna
Nina, heroism
team blue
Shel, prot evil, invis
Naroth Balam
team yellow
Almaas, prot evil, invis
The bold may act!
Active effects: bless, white squares are fogged.
Nina Brightspark
|
I thiiiink Nina might be able to see into the room from her position, at least partially. But just in case...
Kn. Arcana (DC 24; Heroism): 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
"Aw cripes, that's a Solid Fog spell! Moving through one of those is like moving through molasses...and forget trying to shoot into it unless you're using, like, Scorching Ray or something," Nina groans.
Kn. Dungeoneering (DC 17; Heroism): 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
"Oh hey, sinspawn warriors - creations of Thassilonian sin magic. Or more technically, these are slothspawn..."
Almaas Kargar
|
kn arcana : 1d20 + 11 ⇒ (20) + 11 = 31
Kn dung. identify monster : 1d20 + 12 ⇒ (15) + 12 = 27
DR, immunities please.
”That is a solid fog so forget to shoot arrows! And these are slothspawn aberrations! Remember Erastil’s teachings! A community supports those in need!“ Almaas says with some anticipation.
”Can you please throw a couple of fireballs in there!!“
Daedîn
|
Daedîn moves 5’ NW and fires at red and then yellowfin red drops...
To hit: Base/Dex, Weapon Focus, Magic, Rapid Shot, Deadly Aim, Precise Shot, Deadeye Bowman
Damage: Magic, Strength, Deadly Aim, HolySneak Attack
Longbow (Manyshot) vs FFAC: 1d20 + 15 + 2 + 1 + 1 - 2 - 2 ⇒ (1) + 15 + 2 + 1 + 1 - 2 - 2 = 16
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 4 + 2d6 + 4d6 ⇒ (4) + 2 + 2 + 4 + (1, 5) + (1, 3, 4, 3) = 29
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 4 + 2d6 + 4d6 ⇒ (6) + 2 + 2 + 4 + (1, 4) + (5, 1, 3, 5) = 33
Longbow (Iterative) vs FFAC: 1d20 + 10 + 2 + 1 - 2 - 2 ⇒ (9) + 10 + 2 + 1 - 2 - 2 = 18
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 4 + 2d6 + 4d6 ⇒ (3) + 2 + 2 + 4 + (5, 5) + (4, 4, 4, 6) = 39
Longbow (Rapid Shot) vs FFAC: 1d20 + 15 + 2 + 1 - 2 - 2 ⇒ (15) + 15 + 2 + 1 - 2 - 2 = 29
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 4 + 2d6 + 4d6 ⇒ (8) + 2 + 2 + 4 + (6, 1) + (5, 6, 2, 6) = 42
| GM supervillan |
Nina can see in far enough to see the fog and some of the sinspawn, so everyone can open the "If Nina can see in" spoiler in her post above.
Almaas, you get info as per the nested spoilers. For everyone elses benefit (since I assume you communicate of course) sinspawn are immune to mind affecting effects and have Spell Resistance.
Daedîn opens fire - but his first shots catch the side of the open doorway and bounce away harmlessly, and his second doesn't pierce the slothspawn's chain armour. One arrow finds its target, the sniper's skill and the holy enchantment causing severe damage but not killing the thassilonian horror.
Note, there are 3 pairs of slothspawn - I will describe them as 'dark red, bright red, dark blue, light blue, dark yellow, bright yellow.' Let me know if you're not sure which is which.
"Ουχ, ένας τοξότης. Πόσο κουραστικό" says the wounded slothspawn as it slouches forwards, spear-tip first. "Ξέρω. Αιματηρή τυπική, έτσι δεν είναι?" its counterpart adds as they advance.
dark red longspear vs Daedîn: 1d20 + 15 ⇒ (19) + 15 = 34damage: 1d8 + 9 ⇒ (2) + 9 = 11
bright red longspear vs Daedîn: 1d20 + 15 ⇒ (16) + 15 = 31damage: 1d8 + 9 ⇒ (3) + 9 = 12
Both longspears find their mark, pricking Daedîn.
I don't think Shel or Almaas is a particularly lazy or slothful person, are they? ;)
A snall glowing orb flies out of the mist. "Հայտնաբերվել են թշնամիներ: Ներգրավում" it says in a soft, pleasant tone.
light ray vs Daedîn, touch: 1d20 + 3 ⇒ (3) + 3 = 6damage: 1d6 ⇒ 2
It fires a light beam at Daedîn but hits the arch of the doorway.
What is that cute menacing glowy laser-globe? (orange circle on map)
That globe is a lantern archon, a minor angel.
DC17
DC22
DC27
Round 1
Daedîn, -26hp, prot evil, Will DC13 needed
team red, dark red -42hp
glowball, flying 5' elevation
Teric, prot evil, mirror image (6)
Inky, magic fang, shield
Seldanna
Nina, heroism
team blue
Shel, prot evil, invis, Will DC13 needed
Naroth Balam
team yellow
Almaas, prot evil, invis, Will DC13 needed
The bold may act!
Active effects: bless, white squares are fogged.
Almaas Kargar
|
kn planes : 1d20 + 18 ⇒ (11) + 18 = 29
”These lights are immune to electricity and petrification.
They resist weapons that are not evil and attack with light rays that pierce any resistance!“
will save : 1d20 + 20 ⇒ (12) + 20 = 32
Teric Cain
|
Teric shifts over at the mention of fog, but sees the multitude of enemies and decides to let the ruse hold for another round. He flicks his wrist and a metamagic rod drops into his hand. He motions to the room and an explosion of cold frost covers the front of the room.
Cold Fireball with Persistent metamagic. See placement on the map. It gets everyone except dark blue
SR (dark red): 1d20 + 10 ⇒ (3) + 10 = 13
SR (light red): 1d20 + 10 ⇒ (16) + 10 = 26
SR (bright yellow): 1d20 + 10 ⇒ (10) + 10 = 20
SR (dark yellow): 1d20 + 10 ⇒ (8) + 10 = 18
SR (light blue): 1d20 + 10 ⇒ (7) + 10 = 17
SR (ball of light): 1d20 + 10 ⇒ (9) + 10 = 19
Cold Damage (two Reflex DC 23 for half): 10d6 ⇒ (1, 6, 4, 2, 3, 5, 5, 4, 4, 3) = 37
Failure to make both saves means full damage, plus the target is slowed
Shel Whispertongue PFS
|
Will 1d20 + 12 ⇒ (16) + 12 = 28
GM, Shel is many things, but lazy/slothful isn’t one of them, lol.
| GM supervillan |
dark red - SR
light blue - SR
light red reflex 1: 1d20 + 5 ⇒ (19) + 5 = 24
light red reflex 2: 1d20 + 5 ⇒ (7) + 5 = 12
bright yellow reflex 1: 1d20 + 5 ⇒ (4) + 5 = 9
bright yellow reflex 1: 1d20 + 5 ⇒ (2) + 5 = 7
dark yellow reflex 1: 1d20 + 5 ⇒ (5) + 5 = 10
dark yellow reflex 1: 1d20 + 5 ⇒ (8) + 5 = 13
ball of light - poof!
Teric sends a ball of cold blue fire into the room. It catches most of the slothspawn, but two of them resist the magic completely. The remainder suffer the slowing ice.
Round 1
Daedîn, -26hp, prot evil
team red, dark red -42hp; light red -37hp, slow1
Teric, prot evil, mirror image (6)
Inky, magic fang, shield
Seldanna
Nina, heroism
team blue
Shel, prot evil, invis
Naroth Balam
team yellow, both -37hp + slow1
Almaas, prot evil, invis
The bold may act!
Active effects: bless, white squares are fogged.
Incandescence
|
Inky sighs a bit as a logjam forms at the doorway though she can certainly see the sense in blasting the room while all the foes are still inside and clustered.
"Good thing you can do some razzle-dazzle when you have to Nina," the eidolon remarks as she moves up behind Almaas and readies to defend her allies.
Priority Nina, Teric, Shel, Daedîn, Almaas
Aid Another (+2 AC): 1d20 + 9 ⇒ (6) + 9 = 15
Aid Another (+2 AC): 1d20 + 9 ⇒ (12) + 9 = 21
Aid Another (+2 AC): 1d20 + 9 ⇒ (6) + 9 = 15
Nina Brightspark
|
"Yep yep," Nina agrees, sounding surprisingly cheerful. Rather than attempt to stab at anyone with her lance, she instead weaves some magic similar to what Seldanna used earlier...and the group is blessed with a feeling of alacrity!
Ride Check: 1d20 + 10 ⇒ (18) + 10 = 28
______________
Nina will cast Haste, which should get everyone~
Seldanna Marzanna
|
| 1 person marked this as a favorite. |
"Nasty things!" Seldanna joins in the magical harassment of the slothspawn, casting into a existence a mass of writhing black tentacles to fill up the room.
I've placed a copy of the 20' radius spread where Seldanna's Black Tentacles spell is cast. Should catch all of the slothspawn except dark blue.
CMB: 1d20 + 10 + 4 + 1 ⇒ (19) + 10 + 4 + 1 = 34 Damage: 1d6 + 4 ⇒ (5) + 4 = 9
| GM supervillan |
Nina hastens the pathfinders, whilst Inky keeps a guard.
Seldanna conjures black tentacles within the inner sanctum, grappling the slothspawn! Ouch.
"Παγκόσμια μαγεία και πλοκάμια!" one of the slothspawn calls back over its shoulder. A muffled voice replies, and though you can't catch the words the tone is indignant.
The slothspawn light blue anyway struggle against the tentacles:
light blue CMB: 1d20 + 12 ⇒ (7) + 12 = 19
None get free. The one slothspawn not grasped by the tentacles merely sets his longspear, waiting concealed in the edge of the fog.
Round 1
Daedîn, -26hp, prot evil
team red, dark red -51hp, grappled; light red -46hp, grappled, slow1
Teric, prot evil, mirror image (6)
Inky, magic fang, shield
Seldanna
Nina, heroism
team blue, light blue -9hp, grappled; dark blue set spear
Shel, prot evil, invis
Naroth Balam
team yellow, both -46hp, grappled + slow1
Almaas, prot evil, invis
Shel may act!
Active effects: bless, white squares are fogged, black squares are tentacled (11r), haste (7r)
Shel Whispertongue PFS
|
Invisible Shel slices at the dark red demon, popping into sight after her first attack. That doesn’t stop her from continuing to slice and dice using the hastemagic.
Attack with Haste while invisible 1d20 + 15 + 1 ⇒ (15) + 15 + 1 = 31
Damage 1d3 + 4 ⇒ (3) + 4 = 7 plus
5d6 ⇒ (4, 3, 4, 4, 4) = 19 sneak attack
Haste attack 1d20 + 15 + 1 ⇒ (9) + 15 + 1 = 25
Damage 1d3 + 4 ⇒ (2) + 4 = 6
Offhand attack 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 34
Damage 1d3 + 2 ⇒ (1) + 2 = 3
Iterative attack 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
Damage 1d3 + 4 ⇒ (1) + 4 = 5
Offhand attack 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Damage 1d3 + 2 ⇒ (1) + 2 = 3
——-
Possible critical on attack three 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18
Damage 1d3 + 2 ⇒ (2) + 2 = 4
| GM supervillan |
In a whirl of blades, Shel slices into the nearest slothspawn, taking advantage of both the tentacles and her invisibility. Her fourth cut takes the monster down! crit did not confirm - but it didn't need to
Spellcraft DC28 (penalised for distance)
The slothspawn continue to struggle against the black tentacles...
bright yellow CMB: 1d20 + 12 ⇒ (12) + 12 = 24
dark yellow CMB: 1d20 + 12 ⇒ (13) + 12 = 25
...but remain trapped.
Round 1 /2
Daedîn, -26hp, prot evil
team red, dark red; light red -46hp, grappled, slow1
Teric, prot evil, mirror image (6)
Inky, magic fang, shield
Seldanna
Nina, heroism
team blue, light blue -9hp, grappled; dark blue set spear
Shel, prot evil
Naroth Balam
team yellow, both -46hp, grappled
Almaas, prot evil, invis
The bold may act!
Active effects: bless, white squares are fogged, black squares are tentacled (11r), haste (7r)
Almaas Kargar
|
Almaas activates his aberration bane ability and shoots arrows at the red monster. Should the red aberration fall, he will attack the slothspawn in light blue.
Swift action: aberration bane 5/13.
Longbow to hit:+1 Longbow +22 (+6 BAB, +7 Wis (Zen Archer), +1 Enhancement Bonus, +1 Weapon Focus, -2 Deadly Aim, +2 Wood Mystery Wood bond, +1 haste, bane +2, bless +1, divine favor +3 ]
Longbow damage: 1d8+10+2d6, 20/x3 [+4 Deadly aim, +1 Enhancement bonus, bane +2+2d6, divine favor +3]
* *
Haste Attack rapid shot -2 : 1d20 + 22 - 2 ⇒ (13) + 22 - 2 = 33
Damage: 1d8 + 10 + 2d6 ⇒ (1) + 10 + (4, 6) = 21 + +sneak attack damage : 1d6 ⇒ 5
If a sneak attack was successful then immediate action ‘Study Target’ as a slayer for +2 to hit and damage.
-
Primary Attack 1st rapid shot -2 : 1d20 + 22 - 2 ⇒ (18) + 22 - 2 = 38
Damage: 1d8 + 10 + 2d6 ⇒ (2) + 10 + (4, 1) = 17 potentially +2 with study target.
-
Primary Attack 2nd rapid shot -2 : 1d20 + 22 - 2 ⇒ (19) + 22 - 2 = 39
Damage: 1d8 + 10 + 2d6 ⇒ (2) + 10 + (5, 6) = 23 potentially +2 with study target.
-
Secondary Attack rapid shot -2 : 1d20 + 22 - 2 - 5 ⇒ (8) + 22 - 2 - 5 = 23
Damage: 1d8 + 10 + 2d6 ⇒ (2) + 10 + (1, 5) = 18 potentially +2 with study target.
Daedîn
|
I'm assuming the red one in front of me is down via your last post...
Daedîn moves back 5’ fires at orange...
To hit: Base/Dex, Weapon Focus, Magic, Rapid Shot, Deadly Aim, Precise Shot, Deadeye Bowman
Damage: Magic, Strength, Deadly Aim, Holy
Longbow (Manyshot): 1d20 + 15 + 2 + 1 + 1 - 2 - 2 ⇒ (16) + 15 + 2 + 1 + 1 - 2 - 2 = 31
Magic/Cold Iron/Good Damage: 1d8 + 2 + 2 + 4 + 2d6 ⇒ (5) + 2 + 2 + 4 + (4, 6) = 23
Magic/Cold Iron/Good Damage: 1d8 + 2 + 2 + 4 + 2d6 ⇒ (3) + 2 + 2 + 4 + (4, 5) = 20
Longbow (Iterative): 1d20 + 10 + 2 + 1 - 2 - 2 ⇒ (19) + 10 + 2 + 1 - 2 - 2 = 28
Magic/Cold Iron/Good Damage: 1d8 + 2 + 2 + 4 + 2d6 ⇒ (4) + 2 + 2 + 4 + (4, 1) = 17
Longbow (Rapid Shot): 1d20 + 15 + 2 + 1 - 2 - 2 ⇒ (7) + 15 + 2 + 1 - 2 - 2 = 21
Magic/Cold Iron/Good Damage: 1d8 + 2 + 2 + 4 + 2d6 ⇒ (6) + 2 + 2 + 4 + (2, 5) = 21
| GM supervillan |
The archers drop a couple of slothspawn and injure a third...
Round 2
Daedîn, -26hp, prot evil
team red
Teric, prot evil, mirror image (6)
Inky, magic fang, shield
Seldanna
Nina, heroism
team blue, light blue -50hp, grappled; dark blue set spear
Shel, prot evil
Naroth Balam
bright yellow, -46hp, grappled, dark yellow
Almaas, prot evil
The bold may act!
Active effects: bless, white squares are fogged, black squares are tentacled (10r), haste (6r)