GM Euan's Rise of the Runelords (Inactive)

Game Master Euan

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Xin-Shalast


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Xin-Shalast - Roll20 Map - Tracking Sheet

Valena removes Kast’s paralysis and realizes there’s no chance of it for herself. Izomandakus turns Seamus into a killing machine because sadly, darkvision is as good as their vision gets. Rastaf does something heroic! Weakened though he is, Kast still manages a deep wound as he snaps out of his paralyzation! Seamus pokes the creature in what would be an eye, and a greenish sludgy ooze comes out of it, but it is hurt badly by the time he’s done (three hits, one a crit!). Koba remains in the rear and guards the back against intrusion - though he moves up a little this round and then readies an attack.

They focus on their chew toy Izomandakus, trying to take advantage of flank. That said, you can hear the red one complain about the damage Seamus is doing - even if you don’t know the language, the meaning is clear.

bite on Izomandakus: 1d20 + 19 + 2 ⇒ (11) + 19 + 2 = 32 damage: 2d6 + 8 ⇒ (5, 2) + 8 = 15 plus Fort DC 23 or Con drain: 1d2 ⇒ 1
If hit and if you make the fort against the poison, make another Fort DC 23 please.

slam on Izomandakus: 1d20 + 19 + 2 ⇒ (7) + 19 + 2 = 28 damage: 1d6 + 8 ⇒ (2) + 8 = 10 plus 1 con damage
slam on Izomandakus: 1d20 + 19 + 2 ⇒ (4) + 19 + 2 = 25 damage: 1d6 + 8 ⇒ (4) + 8 = 12 plus 1 con damage

tentacle on Izomandakus: 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 30 damage: 1d6 + 4 ⇒ (2) + 4 = 6
tentacle on Izomandakus: 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20 damage: 1d6 + 4 ⇒ (3) + 4 = 7

Then the second tries to improve upon its partner’s work.
bite on Izomandakus: 1d20 + 19 + 2 ⇒ (4) + 19 + 2 = 25 damage: 2d6 + 8 ⇒ (1, 5) + 8 = 14 plus Fort DC 23 or Con drain: 1d2 ⇒ 2
If hit and if you make the fort against the poison, make another Fort DC 23 please.

slam on Izomandakus: 1d20 + 19 + 2 ⇒ (7) + 19 + 2 = 28 damage: 1d6 + 8 ⇒ (3) + 8 = 11 plus 1 con damage
slam on Izomandakus: 1d20 + 19 + 2 ⇒ (11) + 19 + 2 = 32 damage: 1d6 + 8 ⇒ (2) + 8 = 10 plus 1 con damage

tentacle on Izomandakus: 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36 damage: 1d6 + 4 ⇒ (1) + 4 = 5
critthreat tentacle on Izomandakus: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17 damage: 1d6 + 4 ⇒ (4) + 4 = 8

tentacle on Izomandakus: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28 damage: 1d6 + 4 ⇒ (3) + 4 = 7

Sadly, only one tentacle gets through for very minimal damage - the kind likely absorbed by Izomandakus' protections.

- Round 3 -
Valena - 25 (5 images)
Izomandakus - 22 (-24hp, -1 con dam)
Pachemu - 22 (-18hp)
Rastaf - 20
Kast - 15
Seamus - 14 (-14hp, 2 images, gr invisible)
Koba - 7 (sickened)
Red - 6 (-90hp)
Blue - 6

Aura of Misfortune (Su) A chernobue radiates an aura of evil malaise to a radius of 30 feet which you should be able to see on the map. All lawful or good creatures in this area take a -1 penalty on attack rolls and weapon damage rolls. Lawful good creatures take a -3 penalty and upon first entering the aura must make a DC 20 Fortitude save or be sickened for as long as they remain in the area.

Horrific Appearance (Su) Creatures that succumb to a chernobue’s horrific appearance (DC 20 Will) become paralyzed with disgust for 2d6 rounds; a paralyzed creature gets a new save each round to recover from the effect, provided he is no longer aware of the chernobue or within 30 feet of it.

Poison (Su) Bite - injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d2 Con drain; cure 1 save. The thick, orange poison injected by a chernobue is semi-alive. As soon as the poisoned victim is cured of the poison (by making a save, being targeted with an effect like neutralize poison, or enduring the full duration of the poison), the orange fluid bursts from the victim’s body, causing 1d6 Charisma damage and rendering the victim unconscious for 2d6 rounds unless he makes a final DC 23 Fortitude save.


It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

A few clay scales come out of his body as Izomandakus augmentation comes to an end.

Fly+HR (hover) DC 15: 1d20 + 16 - 4 + 2 ⇒ (8) + 16 - 4 + 2 = 22
Hovering in the air with his wings, the white, focuses on trying to end the horrifying beast.
Bite+HR-aura {AS}: 1d20 + 20 + 2 - 1 ⇒ (7) + 20 + 2 - 1 = 281d8 + 17 + 3 - 1 ⇒ (2) + 17 + 3 - 1 = 21
Claw+HR-aura {AS}: 1d20 + 21 + 2 - 1 ⇒ (20) + 21 + 2 - 1 = 421d6 + 12 + 3 - 1 ⇒ (2) + 12 + 3 - 1 = 16
Claw+HR-aura {AS}: 1d20 + 21 + 2 - 1 ⇒ (19) + 21 + 2 - 1 = 411d6 + 12 + 3 - 1 ⇒ (6) + 12 + 3 - 1 = 20

Crit?: 1d20 + 21 + 2 - 1 ⇒ (7) + 21 + 2 - 1 = 291d6 + 12 + 3 - 1 ⇒ (1) + 12 + 3 - 1 = 15
Finishing his movement adjusting to end over the blue one.

Apemu, squeezes through the tunnels after Valena and Kast have moved.

Pachemotions:

Pig - HP 101/119 AC 26 TAC 12 +2 if within circle vs evil
Derhii form bonuses applied: +1 AC, -2 TAC (-1 Dex, -1 size, +4 derhii natural, -1 pig natural)

Boy - HP 104/119 DR 5/adamantine (40/50) AC 33 TAC 17 +0 if within circle vs evil

Bolts: 9
Rod: 0/3
Augment: 5/8 (+4 or +3 nat. AC 6 rounds)
Perfection: 12/14 (+7)
Pearl 1: 2/2
Pearl 2: 1/1
Recall: 0/4 (+2 DC for 1 round)
Effects:
-1 Con damage
fickle winds 14 min
tears to wine (+5) 265 min
shield 13 min
heightened awareness 125 min
heroism 265 min
clay skin 125 min
mage armor 13 h -25 min
greater magic weapon (+3) 13 h -25 min
greater reversion 24 h (used)
form of the dragon 2 (Medium white dragon) 14 min
- +6 size Str, +4 size Con
- +6 natural armor bonus
- darkvision 60’
- fly 90 feet (poor), swim 60 feet
- breath weapon (2 times, 40-foot cone of cold, 8d8) [1 used]
- DR 5/magic
- resist cold 20
- vulnerability to fire
(Pachemu) monsterous physique II (derhii) 12 min
- speed 30 ft., fly 60 ft. (poor; -7 Fly), climb 30 ft.
- darkvision 60’
- 2 hands for weapons, or slams
- +4 size Str
- -2 size Dex
- +4 natural armor
- +1 CMB/CMD, -1 hit/AC from Large size
- Knockdown (minor trip version) When a derhii confirms a critical hit with a two-handed weapon, it has a chance to knock an opponent prone in addition to the damage dealt by the critical hit. If the derhii's confirmation roll exceeds its opponent's CMD, the opponent is knocked prone as if from the trip combat maneuver. This does not provoke an attack of opportunity, nor can the derhii be tripped if the confirmation roll fails to exceed the CMD.
+2 Staff+MP2: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Magical/Bludgeoning damage+MP2: 1d6 + 2 + 3 ⇒ (4) + 2 + 3 = 9
+2 Staff+MP2: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Magical/Bludgeoning damage+MP2: 1d6 + 2 + 3 ⇒ (5) + 2 + 3 = 10
[ooc]+trip on critical hit

[/ooc]


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

Round 2, Init 3

Kast, realizing that he’s going to be as useless as a regular Sandpoint guard in this fight, steps back and wishes Perfection on everyone else. If he can’t be this fight, he’ll try to get others to be more perfect.

Perfect Blessing Round 1/14:
Choose one at the start of your turn:
  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended

Kasternations:

hp: 113/113
AC: 34/27/19 (always on shield) +2 with MCaE + 4 SoF +2 BoF
Saves: F9/R14/W12* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4

Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left

Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 5/7 left
1: 3/8 left
2: 7/8 left
3: 6/8 left
4: 4/7 left
5: 7/7 left
6: 6/6 left
7: 4/4 left

[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Cold (30, 90minutes).[ /spoiler]

Perfect Intentions, Round 2/13: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.

Iron Quill, two handed:
1d20 + 18 ⇒ (10) + 18 = 28 to hit; (GMW)
1d10 + 18 ⇒ (5) + 18 = 23 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (12) + 10 = 22 to hit; (GMW)
1d10 + 18 ⇒ (1) + 18 = 19 magic cold iron damage

[spoiler=Perfect Blessing Round 1/14]Choose one at the start of your turn:

  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]


Retired to Taldor?

'Hang in there Izomandakus!' Pleased that his attacks were hurting the odd creature, Seamus hopes his friend will be ok. Feeling Kast's blessing wash over him Seamus speeds up his attacks striking again and again.

Perfect Blessing Extra attack Full Attack: + 1 Keen Rapier TWF, flank, sneak, + 1 giant bane shortsword, WF, TWF, slank, sneak. it looks like there are two aura's
Avert gaze (high is good): 1d100 ⇒ 79
Rapier: 1d20 + 18 + 1 - 2 + 2 - 2 ⇒ (13) + 18 + 1 - 2 + 2 - 2 = 30 for damage: 1d6 + 7 + 1 ⇒ (6) + 7 + 1 = 14 sneak: 6d6 ⇒ (4, 6, 1, 6, 5, 6) = 28
concealment(High good): 1d100 ⇒ 85
shortsword: 1d20 + 18 + 1 - 2 + 2 - 2 ⇒ (17) + 18 + 1 - 2 + 2 - 2 = 34 for damage: 1d6 + 7 + 1 + 1 ⇒ (4) + 7 + 1 + 1 = 13 sneak: 6d6 ⇒ (4, 5, 4, 2, 1, 2) = 18
concealment(High good): 1d100 ⇒ 44
Rapier: 1d20 + 13 + 1 - 2 + 2 - 2 ⇒ (8) + 13 + 1 - 2 + 2 - 2 = 20 for damage: 1d6 + 7 + 1 ⇒ (4) + 7 + 1 = 12 sneak: 6d6 ⇒ (3, 2, 5, 5, 1, 3) = 19
concealment(High good): 1d100 ⇒ 18
shortsword: 1d20 + 13 + 1 - 2 + 2 - 2 ⇒ (15) + 13 + 1 - 2 + 2 - 2 = 27 for damage: 1d6 + 7 + 1 + 1 ⇒ (3) + 7 + 1 + 1 = 12 sneak: 6d6 ⇒ (3, 6, 1, 1, 6, 6) = 23
concealment(High good): 1d100 ⇒ 79
Rapier: perfect blessing: 1d20 + 18 + 1 - 2 + 2 - 2 ⇒ (9) + 18 + 1 - 2 + 2 - 2 = 26 for damage: 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9 sneak: 6d6 ⇒ (5, 2, 6, 2, 5, 4) = 24
concealment(High good): 1d100 ⇒ 67
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Silver Crusade

M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25

Rastaf stands back and stands by.


Val advances on the strange creature, annoyed at how the creatures ignore her stare. With their skin dulling her blade, too, she decides to try going for a quick feint.

Taking the ac, hit, and reflex bonus from perfect blessing

Greater Feint: 1d20 + 26 ⇒ (8) + 26 = 34

Valiables:

HP: 122/122
AC: 37/20/27
Saves: F16/R19/W17 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks 5/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: Freedom of Movement, Tough Crowd, Perfect Blessing

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 4/6 used (Vanishx1, Psychic Readingx0, Ill Omenx0, Faerie Firex1, Invigoratex0, Remove Fearx1, Eldritch Weaponx2)
2: 4/5 used (Mirror Imagex2, Placebo Effectx1, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 4/5 used (Sendingx1, Displacementx0, Major Imagex1, Invisibility Spherex1, Step Through Realityx1)
4: 2/3 used (Dimension Doorx0, Freedom of Movementx1, Tough Crowdx1)

Irreconcilable Differences:
[ dice]1d20+21[/dice] to hit;
[ dice]1d6+10[/dice] damage.


Xin-Shalast - Roll20 Map - Tracking Sheet

GM Rolls:
1d20 ⇒ 2

Valena starts the round making the creature flat-footed for everyone, though she draws an AoO doing so. Izomandakus then hits every time, but does not quite drop it. Rastaf stands at the ready. Kast grants everyone else the perfection he seeks in himself. Seamus uses that perfection to drop red with his first swing, 5’ step, and hit blue with two others. Koba continue to guard the rear (delay).

slam on Valena: 1d20 + 19 ⇒ (15) + 19 = 34 damage: 1d6 + 8 ⇒ (3) + 8 = 11 plus 1 con damage images: 1d6 ⇒ 6

And it swats an image.

The remaining one, apparently the one in charge, lashes out before stepping back, but not with its bite, which doesn’t seem to reach the wily dragon. So it tries to bite at Seamus (haha!).
bite on Seamus: 1d20 + 19 ⇒ (8) + 19 = 27 damage: 2d6 + 8 ⇒ (1, 1) + 8 = 10 plus Fort DC 23 or Con drain: 1d2 ⇒ 1 invisability: 1d100 ⇒ 26 images: 1d3 ⇒ 1
If hit and if you make the fort against the poison, make another Fort DC 23 please.

slam on Izomandakus: 1d20 + 19 ⇒ (7) + 19 = 26 damage: 1d6 + 8 ⇒ (2) + 8 = 10 plus 1 con damage
slam on Izomandakus: 1d20 + 19 ⇒ (4) + 19 = 23 damage: 1d6 + 8 ⇒ (5) + 8 = 13 plus 1 con damage

tentacle on Izomandakus: 1d20 + 14 ⇒ (1) + 14 = 15 damage: 1d6 + 4 ⇒ (1) + 4 = 5
tentacle on Izomandakus: 1d20 + 14 ⇒ (5) + 14 = 19 damage: 1d6 + 4 ⇒ (1) + 4 = 5

And Desna takes her blessings away from the remaining Chernobue as it flails at its enemies and considers flight - if it lasts that long.

- Round 4 -
Valena - 25 (4 images)
Izomandakus - 22 (-24hp, -1 con dam)
Pachemu - 22 (-18hp)
Rastaf - 20
Kast - 15
Seamus - 14 (-14hp, 2 images, gr invisible)
Koba - 7 (sickened)
Red - 6 (-165hp, bleeding)
Blue - 6 (-48hp)

Aura of Misfortune (Su) A chernobue radiates an aura of evil malaise to a radius of 30 feet which you should be able to see on the map. All lawful or good creatures in this area take a -1 penalty on attack rolls and weapon damage rolls. Lawful good creatures take a -3 penalty and upon first entering the aura must make a DC 20 Fortitude save or be sickened for as long as they remain in the area.

Horrific Appearance (Su) Creatures that succumb to a chernobue’s horrific appearance (DC 20 Will) become paralyzed with disgust for 2d6 rounds; a paralyzed creature gets a new save each round to recover from the effect, provided he is no longer aware of the chernobue or within 30 feet of it.

Poison (Su) Bite - injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d2 Con drain; cure 1 save. The thick, orange poison injected by a chernobue is semi-alive. As soon as the poisoned victim is cured of the poison (by making a save, being targeted with an effect like neutralize poison, or enduring the full duration of the poison), the orange fluid bursts from the victim’s body, causing 1d6 Charisma damage and rendering the victim unconscious for 2d6 rounds unless he makes a final DC 23 Fortitude save.


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

BoF to attx/ref.

Round 4, Init 3

Kast moves up and attacks once, through the sickness and misery.

Iron Quill, two handed:
1d20 + 18 - 3 - 2 + 2 ⇒ (6) + 18 - 3 - 2 + 2 = 21 to hit; (GMW)
1d10 + 18 ⇒ (5) + 18 = 23 magic cold iron damage

Perfect Blessing Round 2/14:
Choose one at the start of your turn:
  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended

Kasternations:

hp: 113/113
AC: 34/27/19 (always on shield) +2 with MCaE + 4 SoF +2 BoF
Saves: F9/R14/W12* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4

Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left

Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 5/7 left
1: 3/8 left
2: 7/8 left
3: 6/8 left
4: 4/7 left
5: 7/7 left
6: 6/6 left
7: 4/4 left

[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Cold (30, 90minutes).[ /spoiler]

Perfect Intentions, Round 2/13: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.

Iron Quill, two handed:
1d20 + 18 ⇒ (3) + 18 = 21 to hit; (GMW)
1d10 + 18 ⇒ (9) + 18 = 27 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (19) + 10 = 29 to hit; (GMW)
1d10 + 18 ⇒ (9) + 18 = 27 magic cold iron damage

[spoiler=Perfect Blessing Round 1/14]Choose one at the start of your turn:

  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]


Retired to Taldor?

Smiling as the first strange thing fell, Seamus is almost giddy as he was able to attack the second one. Clinching his mouth shut so the creature cannot find him, Seamus attacks repeatedly with rapier and long knife.

Perfect Blessing Extra attack Full Attack: + 1 Keen Rapier TWF, flank, sneak, + 1 giant bane shortsword, WF, TWF, slank, sneak. it looks like there are two aura's
Avert gaze (high is good): 1d100 ⇒ 85
Rapier: 1d20 + 18 + 1 - 1 + 2 - 2 ⇒ (3) + 18 + 1 - 1 + 2 - 2 = 21 for damage: 1d6 + 7 + 1 ⇒ (5) + 7 + 1 = 13 sneak: 6d6 ⇒ (5, 1, 3, 4, 4, 4) = 21
concealment(High good): 1d100 ⇒ 55
shortsword: 1d20 + 18 + 1 - 1 + 2 - 2 ⇒ (1) + 18 + 1 - 1 + 2 - 2 = 19 for damage: 1d6 + 7 + 1 + 1 ⇒ (6) + 7 + 1 + 1 = 15 sneak: 6d6 ⇒ (6, 6, 3, 4, 3, 3) = 25
concealment(High good): 1d100 ⇒ 39
Rapier: 1d20 + 13 + 1 - 1 + 2 - 2 ⇒ (6) + 13 + 1 - 1 + 2 - 2 = 19 for damage: 1d6 + 7 + 1 ⇒ (3) + 7 + 1 = 11 sneak: 6d6 ⇒ (4, 4, 1, 4, 4, 6) = 23
concealment(High good): 1d100 ⇒ 94
shortsword: 1d20 + 13 + 1 - 1 + 2 - 2 ⇒ (19) + 13 + 1 - 1 + 2 - 2 = 32 for damage: 1d6 + 7 + 1 + 1 ⇒ (3) + 7 + 1 + 1 = 12 sneak: 6d6 ⇒ (2, 1, 4, 3, 6, 5) = 21
concealment(High good): 1d100 ⇒ 17
Rapier: perfect blessing: 1d20 + 18 + 1 - 1 + 2 - 2 ⇒ (3) + 18 + 1 - 1 + 2 - 2 = 21 for damage: 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9 sneak: 6d6 ⇒ (1, 1, 6, 6, 1, 6) = 21
concealment(High good): 1d100 ⇒ 90
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).


It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

Izomandrakus hovers over the mass of tentacles, trying to dodge and deflect the attacks while he tries to help finish the ancient thing in a flurry of claws and wings.
Fly+HR: 1d20 + 16 - 4 + 2 ⇒ (4) + 16 - 4 + 2 = 18
Bite+HR-aura+height {AS}: 1d20 + 20 + 2 - 1 + 1 ⇒ (3) + 20 + 2 - 1 + 1 = 251d8 + 17 + 3 - 1 ⇒ (8) + 17 + 3 - 1 = 27
Claw+HR-aura+height {AS}: 1d20 + 21 + 2 - 1 + 1 ⇒ (5) + 21 + 2 - 1 + 1 = 281d6 + 12 + 3 - 1 ⇒ (6) + 12 + 3 - 1 = 20
Claw+HR-aura+height {AS}: 1d20 + 21 + 2 - 1 + 1 ⇒ (16) + 21 + 2 - 1 + 1 = 391d6 + 12 + 3 - 1 ⇒ (1) + 12 + 3 - 1 = 15
Wing+HR-aura+height {AS}: 1d20 + 15 + 2 - 1 + 1 ⇒ (14) + 15 + 2 - 1 + 1 = 311d4 + 7 + 3 - 1 ⇒ (4) + 7 + 3 - 1 = 13
Wing+HR-aura+height {AS}: 1d20 + 15 + 2 - 1 + 1 ⇒ (5) + 15 + 2 - 1 + 1 = 221d4 + 7 + 3 - 1 ⇒ (3) + 7 + 3 - 1 = 12

He also takes a Kastly perfect bite at the creature.
BoF extra attack: Bite+HR-aura+height {AS}: 1d20 + 20 + 2 - 1 + 1 ⇒ (18) + 20 + 2 - 1 + 1 = 401d8 + 17 + 3 - 1 ⇒ (5) + 17 + 3 - 1 = 24

Will DC 20: 1d20 + 10 ⇒ (1) + 10 = 11
Apemu climbs through the tunnels, when space is available, but gets paralyzed at the first sight of the nasty eye!

Pachemotions:

Pig - HP 101/119 AC 26 TAC 12 +2 if within circle vs evil
Derhii form bonuses applied: +1 AC, -2 TAC (-1 Dex, -1 size, +4 derhii natural, -1 pig natural)

Boy - HP 104/119 DR 5/adamantine (40/50) AC 33 TAC 17 +0 if within circle vs evil

Bolts: 9
Rod: 0/3
Augment: 5/8 (+4 or +3 nat. AC 6 rounds)
Perfection: 12/14 (+7)
Pearl 1: 2/2
Pearl 2: 1/1
Recall: 0/4 (+2 DC for 1 round)
Effects:
blessing of fervor (extra attack) r16
-1 Con damage
fickle winds 14 min
tears to wine (+5) 265 min
shield 13 min
heightened awareness 125 min
heroism 265 min
clay skin 125 min
mage armor 13 h -25 min
greater magic weapon (+3) 13 h -25 min
greater reversion 24 h (used)
form of the dragon 2 (Medium white dragon) 14 min
- +6 size Str, +4 size Con
- +6 natural armor bonus
- darkvision 60’
- fly 90 feet (poor), swim 60 feet
- breath weapon (2 times, 40-foot cone of cold, 8d8) [1 used]
- DR 5/magic
- resist cold 20
- vulnerability to fire
Fly+HR: 1d20 + 16 - 4 + 2 ⇒ (8) + 16 - 4 + 2 = 22
Bite+HR {AS}: 1d20 + 20 + 2 ⇒ (5) + 20 + 2 = 271d8 + 17 + 3 ⇒ (8) + 17 + 3 = 28
Claw+HR {AS}: 1d20 + 21 + 2 ⇒ (20) + 21 + 2 = 431d6 + 12 + 3 ⇒ (6) + 12 + 3 = 21
Claw+HR {AS}: 1d20 + 21 + 2 ⇒ (16) + 21 + 2 = 391d6 + 12 + 3 ⇒ (3) + 12 + 3 = 18
Wing+HR {AS}: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 261d4 + 7 + 3 ⇒ (2) + 7 + 3 = 12
Wing+HR {AS}: 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 281d4 + 7 + 3 ⇒ (1) + 7 + 3 = 11
(Pachemu) monsterous physique II (derhii) 12 min
- speed 30 ft., fly 60 ft. (poor; -7 Fly), climb 30 ft.
- darkvision 60’
- 2 hands for weapons, or slams
- +4 size Str
- -2 size Dex
- +4 natural armor
- +1 CMB/CMD, -1 hit/AC from Large size
- Knockdown (minor trip version) When a derhii confirms a critical hit with a two-handed weapon, it has a chance to knock an opponent prone in addition to the damage dealt by the critical hit. If the derhii's confirmation roll exceeds its opponent's CMD, the opponent is knocked prone as if from the trip combat maneuver. This does not provoke an attack of opportunity, nor can the derhii be tripped if the confirmation roll fails to exceed the CMD.
+2 Staff+MP2: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
Magical/Bludgeoning damage+MP2: 1d6 + 2 + 3 ⇒ (1) + 2 + 3 = 6
+2 Staff+MP2: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Magical/Bludgeoning damage+MP2: 1d6 + 2 + 3 ⇒ (4) + 2 + 3 = 9
[ooc]+trip on critical hit

[/ooc]


Val shifts Kast’s blessing to a burst of speed as she runs along the wall. Taking movement this round, and she will provoke from movement

She moves as if about strike the qlippoth, but instead just draws its focus away with a quick flick of the blade.

Greater Feint: 1d20 + 26 ⇒ (12) + 26 = 38

Valiables:

HP: 122/122
AC: 35/18/27
Saves: F16/R17/W17 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks 5/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: Freedom of Movement, Tough Crowd, Mirror Image (4), Perfect Blessing (movement)

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 4/6 used (Vanishx1, Psychic Readingx0, Ill Omenx0, Faerie Firex1, Invigoratex0, Remove Fearx1, Eldritch Weaponx2)
2: 4/5 used (Mirror Imagex2, Placebo Effectx1, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 4/5 used (Sendingx1, Displacementx0, Major Imagex1, Invisibility Spherex1, Step Through Realityx1)
4: 2/3 used (Dimension Doorx0, Freedom of Movementx1, Tough Crowdx1)

Irreconcilable Differences:
[ dice]1d20+21[/dice] to hit;
[ dice]1d6+10[/dice] damage.


Xin-Shalast - Roll20 Map - Tracking Sheet

Valena doesn’t quite get there unscathed, or at least unswung!
slam on Valena: 1d20 + 19 ⇒ (1) + 19 = 20 damage: 1d6 + 8 ⇒ (6) + 8 = 14 plus 1 con damage images: 1d6 ⇒ 6

She is however, missed completely.

Valena flat-foots the critter and moves into a more advantageous position. Izomandakus hammers the beast with every swing a hit thanks to Valena, but with the DR it’s hard to gauge how wounded it is. Rastaf waits. Kast moves up and tries, but cannot quite land it this round. Seamus, thanks to concealment and luck, manages to not hit at all, unusually enough. Koba moves up to console Pachemu as he continues to guard the rear.

The remaining one, unable to get free, tries to cut down at least one of you before he dies.
bite on Valena: 1d20 + 19 ⇒ (7) + 19 = 26 damage: 2d6 + 8 ⇒ (4, 3) + 8 = 15 plus Fort DC 23 or Con drain: 1d2 ⇒ 2 images: 1d6 ⇒ 6
If hit and if you make the fort against the poison, make another Fort DC 23 please.

slam on Izomandakus: 1d20 + 19 ⇒ (16) + 19 = 35 damage: 1d6 + 8 ⇒ (3) + 8 = 11 plus 1 con damage
slam on Izomandakus: 1d20 + 19 ⇒ (10) + 19 = 29 damage: 1d6 + 8 ⇒ (2) + 8 = 10 plus 1 con damage

tentacle on Izomandakus: 1d20 + 14 ⇒ (7) + 14 = 21 damage: 1d6 + 4 ⇒ (3) + 4 = 7
tentacle on Izomandakus: 1d20 + 14 ⇒ (6) + 14 = 20 damage: 1d6 + 4 ⇒ (2) + 4 = 6

Izomandakus gets hit again, and this time the con takes hold and he feels quite the worse for wear.

- Round 5 -
Valena - 25 (5 images)
Izomandakus - 22 (-35hp, -2 con dam)
Pachemu - 22 (-18hp)
Rastaf - 20
Kast - 15
Seamus - 14 (-14hp, 2 images, gr invisible)
Koba - 7 (sickened)
Red - 6 (-164hp, bleeding)
Blue - 6 (-97hp)

Aura of Misfortune (Su) A chernobue radiates an aura of evil malaise to a radius of 30 feet which you should be able to see on the map. All lawful or good creatures in this area take a -1 penalty on attack rolls and weapon damage rolls. Lawful good creatures take a -3 penalty and upon first entering the aura must make a DC 20 Fortitude save or be sickened for as long as they remain in the area.

Horrific Appearance (Su) Creatures that succumb to a chernobue’s horrific appearance (DC 20 Will) become paralyzed with disgust for 2d6 rounds; a paralyzed creature gets a new save each round to recover from the effect, provided he is no longer aware of the chernobue or within 30 feet of it.

Poison (Su) Bite - injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d2 Con drain; cure 1 save. The thick, orange poison injected by a chernobue is semi-alive. As soon as the poisoned victim is cured of the poison (by making a save, being targeted with an effect like neutralize poison, or enduring the full duration of the poison), the orange fluid bursts from the victim’s body, causing 1d6 Charisma damage and rendering the victim unconscious for 2d6 rounds unless he makes a final DC 23 Fortitude save.

Silver Crusade

M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25

Rastaf stands by, aware and ready to act. He marvels at his friends' prowess at fighting such abjectly horrid monsters.


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

BoF to attx/ref.

Round 5, Init 3

Kast tries again, through the sickness and misery.

Iron Quill, two handed:
1d20 + 18 - 3 - 2 + 2 ⇒ (3) + 18 - 3 - 2 + 2 = 18 to hit; (GMW)
1d10 + 18 ⇒ (7) + 18 = 25 magic cold iron damage

Iron Quill, two handed:
1d20 + 11 - 3 - 2 + 2 ⇒ (12) + 11 - 3 - 2 + 2 = 20 to hit; (GMW)
1d10 + 18 ⇒ (4) + 18 = 22 magic cold iron damage

Perfect Blessing Round 2/14:
Choose one at the start of your turn:
  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended

Kasternations:

hp: 113/113
AC: 34/27/19 (always on shield) +2 with MCaE + 4 SoF +2 BoF
Saves: F9/R14/W12* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4

Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left

Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 5/7 left
1: 3/8 left
2: 7/8 left
3: 6/8 left
4: 4/7 left
5: 7/7 left
6: 6/6 left
7: 4/4 left

[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Cold (30, 90minutes).[ /spoiler]

Perfect Intentions, Round 2/13: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.

Iron Quill, two handed:
1d20 + 18 ⇒ (13) + 18 = 31 to hit; (GMW)
1d10 + 18 ⇒ (5) + 18 = 23 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (17) + 10 = 27 to hit; (GMW)
1d10 + 18 ⇒ (6) + 18 = 24 magic cold iron damage

[spoiler=Perfect Blessing Round 1/14]Choose one at the start of your turn:

  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]


Retired to Taldor?

A little flustered that between trying to watch the creature using his peripheral vision and not striking where he was aiming, Seamus paused taking a deep breath. Re setting his feet, he turned his head catching the glint of light out of the side of his eye and attacks the creature again with both rapier and long knife. As his blades ring true he begins to smile, then realizes he'd attacked the wall.

Perfect Blessing Extra attack Full Attack: + 1 Keen Rapier TWF, flank, sneak, + 1 giant bane shortsword, WF, TWF, slank, sneak. it looks like there are two aura's
Avert gaze (high is good): 1d100 ⇒ 56
Rapier: 1d20 + 18 + 1 - 1 + 2 - 2 ⇒ (11) + 18 + 1 - 1 + 2 - 2 = 29 for damage: 1d6 + 7 + 1 ⇒ (5) + 7 + 1 = 13 sneak: 6d6 ⇒ (1, 5, 3, 3, 3, 4) = 19
concealment(High good): 1d100 ⇒ 8
shortsword: 1d20 + 18 + 1 - 1 + 2 - 2 ⇒ (7) + 18 + 1 - 1 + 2 - 2 = 25 for damage: 1d6 + 7 + 1 + 1 ⇒ (6) + 7 + 1 + 1 = 15 sneak: 6d6 ⇒ (2, 3, 6, 2, 5, 4) = 22
concealment(High good): 1d100 ⇒ 5
Rapier: 1d20 + 13 + 1 - 1 + 2 - 2 ⇒ (9) + 13 + 1 - 1 + 2 - 2 = 22 for damage: 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9 sneak: 6d6 ⇒ (6, 3, 6, 5, 1, 5) = 26
concealment(High good): 1d100 ⇒ 47
shortsword: 1d20 + 13 + 1 - 1 + 2 - 2 ⇒ (12) + 13 + 1 - 1 + 2 - 2 = 25 for damage: 1d6 + 7 + 1 + 1 ⇒ (2) + 7 + 1 + 1 = 11 sneak: 6d6 ⇒ (2, 5, 3, 1, 5, 4) = 20
concealment(High good): 1d100 ⇒ 11
Rapier: perfect blessing: 1d20 + 18 + 1 - 1 + 2 - 2 ⇒ (9) + 18 + 1 - 1 + 2 - 2 = 27 for damage: 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9 sneak: 6d6 ⇒ (3, 3, 4, 4, 4, 1) = 19
concealment(High good): 1d100 ⇒ 16
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).


It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

Fly+HR: 1d20 + 16 - 4 + 2 ⇒ (18) + 16 - 4 + 2 = 32
Izomandakus wears down as the strange powers of the eye get part of his vitality, but he keeps hovering over and engages with more bites and cold claws "I don't blame you for your fury. How good can be those waste waters for the retina?"
Bite+HR-aura+height {AS}: 1d20 + 20 + 2 ⇒ (13) + 20 + 2 = 351d8 + 17 + 3 - 1 ⇒ (4) + 17 + 3 - 1 = 23
Claw+HR-aura+height {AS}: 1d20 + 21 + 2 ⇒ (3) + 21 + 2 = 261d6 + 12 + 3 - 1 ⇒ (5) + 12 + 3 - 1 = 19
Claw+HR-aura+height {AS}: 1d20 + 21 + 2 ⇒ (18) + 21 + 2 = 411d6 + 12 + 3 - 1 ⇒ (1) + 12 + 3 - 1 = 15
Wing+HR-aura+height {AS}: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 191d4 + 7 + 3 - 1 ⇒ (2) + 7 + 3 - 1 = 11
Wing+HR-aura+height {AS}: 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 201d4 + 7 + 3 - 1 ⇒ (2) + 7 + 3 - 1 = 11

BoF perfect attack: Bite+HR-aura+height {AS}: 1d20 + 20 + 2 ⇒ (2) + 20 + 2 = 241d8 + 17 + 3 - 1 ⇒ (4) + 17 + 3 - 1 = 23

For lack of any movement possibilities, Apemu thinks he has seen pigpens that would pass for comfortable restrooms in comparison with this place.

Pachemotions:

Pig - HP 101/119 AC 26 TAC 12 +2 if within circle vs evil
Derhii form bonuses applied: +1 AC, -2 TAC (-1 Dex, -1 size, +4 derhii natural, -1 pig natural)

Boy - HP 98 [84]/119 DR 5/adamantine (35/50) AC 33 TAC 17 +0 if within circle vs evil

Bolts: 9
Rod: 0/3
Augment: 5/8 (+4 or +3 nat. AC 6 rounds)
Perfection: 12/14 (+7)
Pearl 1: 2/2
Pearl 2: 1/1
Recall: 0/4 (+2 DC for 1 round)
Effects:
blessing of fervor (extra attack) r16
-2 Con damage
fickle winds 14 min
tears to wine (+5) 265 min
shield 13 min
heightened awareness 125 min
heroism 265 min
clay skin 125 min
mage armor 13 h -25 min
greater magic weapon (+3) 13 h -25 min
greater reversion 24 h (used)
form of the dragon 2 (Medium white dragon) 14 min
- +6 size Str, +4 size Con
- +6 natural armor bonus
- darkvision 60’
- fly 90 feet (poor), swim 60 feet
- breath weapon (2 times, 40-foot cone of cold, 8d8) [1 used]
- DR 5/magic
- resist cold 20
- vulnerability to fire
(Pachemu) monsterous physique II (derhii) 12 min
- speed 30 ft., fly 60 ft. (poor; -7 Fly), climb 30 ft.
- darkvision 60’
- 2 hands for weapons, or slams
- +4 size Str
- -2 size Dex
- +4 natural armor
- +1 CMB/CMD, -1 hit/AC from Large size
- Knockdown (minor trip version) When a derhii confirms a critical hit with a two-handed weapon, it has a chance to knock an opponent prone in addition to the damage dealt by the critical hit. If the derhii's confirmation roll exceeds its opponent's CMD, the opponent is knocked prone as if from the trip combat maneuver. This does not provoke an attack of opportunity, nor can the derhii be tripped if the confirmation roll fails to exceed the CMD.
+2 Staff+MP2: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Magical/Bludgeoning damage+MP2: 1d6 + 2 + 3 ⇒ (4) + 2 + 3 = 9
+2 Staff+MP2: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
Magical/Bludgeoning damage+MP2: 1d6 + 2 + 3 ⇒ (5) + 2 + 3 = 10
[ooc]+trip on critical hit

[/ooc]


Val tries to keep the qlippoth on its metaphorical toes to leave openings for the others to strike.

Greater Feint: 1d20 + 26 ⇒ (6) + 26 = 32

Attack with Irreconcilable Differences (perfect blessing, power attack, aura): 1d20 + 21 + 2 - 4 - 1 ⇒ (4) + 21 + 2 - 4 - 1 = 22
Damage (power attack, aura)): 1d6 + 10 + 8 - 1 ⇒ (4) + 10 + 8 - 1 = 21

I’m sure that will miss so no point in rolling the surprise strike

Valiables:

HP: 122/122
AC: 37/20/27
Saves: F16/R19/W17 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks 5/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: Freedom of Movement, Tough Crowd, Mirror Image (4), Perfect Blessing (ac, hit, ref)

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 4/6 used (Vanishx1, Psychic Readingx0, Ill Omenx0, Faerie Firex1, Invigoratex0, Remove Fearx1, Eldritch Weaponx2)
2: 4/5 used (Mirror Imagex2, Placebo Effectx1, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 4/5 used (Sendingx1, Displacementx0, Major Imagex1, Invisibility Spherex1, Step Through Realityx1)
4: 2/3 used (Dimension Doorx0, Freedom of Movementx1, Tough Crowdx1)

Irreconcilable Differences:
[ dice]1d20+21[/dice] to hit;
[ dice]1d6+10[/dice] damage.


Xin-Shalast - Roll20 Map - Tracking Sheet

Valena feints successfully, but does not land a blow. Izomandakus shreds into it hitting several times, but he can’t quite drop it due to that damnable thick skin. Rastaf continues to stand by. Kast continues a brief but annoying bad streak and Seamus does the same. Koba tries to pull Pachemu back from the area, but she is a rather large creature at this point, so he settles for consoling her.

The remainder, in a frenzy, does all he can to take Izomandakus with it Abyss!
bite on Izomandakus: 1d20 + 19 ⇒ (13) + 19 = 32 damage: 2d6 + 8 ⇒ (3, 6) + 8 = 17 plus Fort DC 23 or Con drain: 1d2 ⇒ 1
If hit and if you make the fort against the poison, make another Fort DC 23 please.

slam on Izomandakus: 1d20 + 19 ⇒ (11) + 19 = 30 damage: 1d6 + 8 ⇒ (4) + 8 = 12 plus 1 con damage
slam on Izomandakus: 1d20 + 19 ⇒ (19) + 19 = 38 damage: 1d6 + 8 ⇒ (6) + 8 = 14 plus 1 con damage

tentacle on Izomandakus: 1d20 + 14 ⇒ (10) + 14 = 24 damage: 1d6 + 4 ⇒ (4) + 4 = 8
tentacle on Izomandakus: 1d20 + 14 ⇒ (11) + 14 = 25 damage: 1d6 + 4 ⇒ (4) + 4 = 8

Just one more hit for more con damage and a little hp damage as well!

- Round 6 -
Valena - 25 (5 images)
Izomandakus - 22 (-49hp, -3 con dam)
Pachemu - 22 (-18hp)
Rastaf - 20
Kast - 15
Seamus - 14 (-14hp, 2 images, gr invisible)
Koba - 7 (sickened)
Red - 6 (-164hp, bleeding)
Blue - 6 (-137hp)

Aura of Misfortune (Su) A chernobue radiates an aura of evil malaise to a radius of 30 feet which you should be able to see on the map. All lawful or good creatures in this area take a -1 penalty on attack rolls and weapon damage rolls. Lawful good creatures take a -3 penalty and upon first entering the aura must make a DC 20 Fortitude save or be sickened for as long as they remain in the area.

Horrific Appearance (Su) Creatures that succumb to a chernobue’s horrific appearance (DC 20 Will) become paralyzed with disgust for 2d6 rounds; a paralyzed creature gets a new save each round to recover from the effect, provided he is no longer aware of the chernobue or within 30 feet of it.

Poison (Su) Bite - injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d2 Con drain; cure 1 save. The thick, orange poison injected by a chernobue is semi-alive. As soon as the poisoned victim is cured of the poison (by making a save, being targeted with an effect like neutralize poison, or enduring the full duration of the poison), the orange fluid bursts from the victim’s body, causing 1d6 Charisma damage and rendering the victim unconscious for 2d6 rounds unless he makes a final DC 23 Fortitude save.


It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

Izomandrakus' white scales protect him from the worst of the rage, but still, some go through causing the miasma to keep affecting his vitality.

The white presses on, hovering over the eye beat.
Fly+HR: 1d20 + 16 - 4 + 2 ⇒ (10) + 16 - 4 + 2 = 24
Bite+HR-aura+height {AS}: 1d20 + 20 + 2 ⇒ (19) + 20 + 2 = 411d8 + 17 + 3 - 1 ⇒ (1) + 17 + 3 - 1 = 20
Claw+HR-aura+height {AS}: 1d20 + 21 + 2 ⇒ (12) + 21 + 2 = 351d6 + 12 + 3 - 1 ⇒ (6) + 12 + 3 - 1 = 20
Claw+HR-aura+height {AS}: 1d20 + 21 + 2 ⇒ (16) + 21 + 2 = 391d6 + 12 + 3 - 1 ⇒ (6) + 12 + 3 - 1 = 20
Wing+HR-aura+height {AS}: 1d20 + 15 + 2 ⇒ (5) + 15 + 2 = 221d4 + 7 + 3 - 1 ⇒ (1) + 7 + 3 - 1 = 10
Wing+HR-aura+height {AS}: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 191d4 + 7 + 3 - 1 ⇒ (3) + 7 + 3 - 1 = 12

BoF Perfect Bite+HR-aura+height {AS}: 1d20 + 20 + 2 ⇒ (18) + 20 + 2 = 401d8 + 17 + 3 - 1 ⇒ (3) + 17 + 3 - 1 = 22

Pachemotions:

Pig - HP 101/119 AC 26 TAC 12 +2 if within circle vs evil
Derhii form bonuses applied: +1 AC, -2 TAC (-1 Dex, -1 size, +4 derhii natural, -1 pig natural)

Boy - HP 89 [75]/119 DR 5/adamantine (30/50) AC 33 TAC 17 +0 if within circle vs evil

Bolts: 9
Rod: 0/3
Augment: 5/8 (+4 or +3 nat. AC 6 rounds)
Perfection: 12/14 (+7)
Pearl 1: 2/2
Pearl 2: 1/1
Recall: 0/4 (+2 DC for 1 round)
Effects:
blessing of fervor (extra attack) r16
-3 Con damage
fickle winds 14 min
tears to wine (+5) 265 min
shield 13 min
heightened awareness 125 min
heroism 265 min
clay skin 125 min
mage armor 13 h -25 min
greater magic weapon (+3) 13 h -25 min
greater reversion 24 h (used)
form of the dragon 2 (Medium white dragon) 14 min
- +6 size Str, +4 size Con
- +6 natural armor bonus
- darkvision 60’
- fly 90 feet (poor), swim 60 feet
- breath weapon (2 times, 40-foot cone of cold, 8d8) [1 used]
- DR 5/magic
- resist cold 20
- vulnerability to fire
Fly+HR: 1d20 + 16 - 4 + 2 ⇒ (17) + 16 - 4 + 2 = 31
Bite+HR {AS}: 1d20 + 20 + 2 ⇒ (18) + 20 + 2 = 401d8 + 17 + 3 ⇒ (5) + 17 + 3 = 25
Claw+HR {AS}: 1d20 + 21 + 2 ⇒ (1) + 21 + 2 = 241d6 + 12 + 3 ⇒ (5) + 12 + 3 = 20
Claw+HR {AS}: 1d20 + 21 + 2 ⇒ (3) + 21 + 2 = 261d6 + 12 + 3 ⇒ (4) + 12 + 3 = 19
Wing+HR {AS}: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 251d4 + 7 + 3 ⇒ (2) + 7 + 3 = 12
Wing+HR {AS}: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 251d4 + 7 + 3 ⇒ (1) + 7 + 3 = 11
(Pachemu) monsterous physique II (derhii) 12 min
- speed 30 ft., fly 60 ft. (poor; -7 Fly), climb 30 ft.
- darkvision 60’
- 2 hands for weapons, or slams
- +4 size Str
- -2 size Dex
- +4 natural armor
- +1 CMB/CMD, -1 hit/AC from Large size
- Knockdown (minor trip version) When a derhii confirms a critical hit with a two-handed weapon, it has a chance to knock an opponent prone in addition to the damage dealt by the critical hit. If the derhii's confirmation roll exceeds its opponent's CMD, the opponent is knocked prone as if from the trip combat maneuver. This does not provoke an attack of opportunity, nor can the derhii be tripped if the confirmation roll fails to exceed the CMD.
+2 Staff+MP2: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Magical/Bludgeoning damage+MP2: 1d6 + 2 + 3 ⇒ (1) + 2 + 3 = 6
+2 Staff+MP2: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Magical/Bludgeoning damage+MP2: 1d6 + 2 + 3 ⇒ (4) + 2 + 3 = 9
[ooc]+trip on critical hit

[/ooc]


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

BoF to attx/ref.

Round 6, Init 3

Kast moves up and attacks once, though his stomach roils.

Iron Quill, two handed:
1d20 + 18 - 3 - 2 + 2 ⇒ (18) + 18 - 3 - 2 + 2 = 33 to hit; (GMW)
1d10 + 18 ⇒ (4) + 18 = 22 magic cold iron damage

Iron Quill, two handed:
1d20 + 11 - 3 - 2 + 2 ⇒ (16) + 11 - 3 - 2 + 2 = 24 to hit; (GMW)
1d10 + 18 ⇒ (6) + 18 = 24 magic cold iron damage

Perfect Blessing Round 5/14:
Choose one at the start of your turn:
  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended

Kasternations:

hp: 113/113
AC: 34/27/19 (always on shield) +2 with MCaE + 4 SoF +2 BoF
Saves: F9/R14/W12* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4

Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left

Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 5/7 left
1: 3/8 left
2: 7/8 left
3: 6/8 left
4: 4/7 left
5: 7/7 left
6: 6/6 left
7: 4/4 left

[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Cold (30, 90minutes).[ /spoiler]

Perfect Intentions, Round 2/13: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.

Iron Quill, two handed:
1d20 + 18 ⇒ (15) + 18 = 33 to hit; (GMW)
1d10 + 18 ⇒ (7) + 18 = 25 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (16) + 10 = 26 to hit; (GMW)
1d10 + 18 ⇒ (3) + 18 = 21 magic cold iron damage

[spoiler=Perfect Blessing Round 1/14]Choose one at the start of your turn:

  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]


Retired to Taldor?

Frowning at the fact that he hit the wall instead of the creature, Seamus quicky checks his weapons, then resets his feet. Hoping the creature doesn't sort out his location from the sound he Leans to the left, peaking at the thing from the corner of his eye. Quickly attacking again, repeatedly trusting his rapier and long knife at the thing.

Perfect Blessing Extra attack Full Attack: + 1 Keen Rapier TWF, flank, sneak, + 1 giant bane shortsword, WF, TWF, slank, sneak. it looks like there are two aura's
Avert gaze (high is good): 1d100 ⇒ 53
Rapier: 1d20 + 18 + 1 - 1 + 2 - 2 ⇒ (12) + 18 + 1 - 1 + 2 - 2 = 30 for damage: 1d6 + 7 + 1 ⇒ (5) + 7 + 1 = 13 sneak: 6d6 ⇒ (4, 5, 6, 2, 3, 5) = 25
concealment(High good): 1d100 ⇒ 94
shortsword: 1d20 + 18 + 1 - 1 + 2 - 2 ⇒ (8) + 18 + 1 - 1 + 2 - 2 = 26 for damage: 1d6 + 7 + 1 + 1 ⇒ (5) + 7 + 1 + 1 = 14 sneak: 6d6 ⇒ (2, 4, 3, 6, 5, 1) = 21
concealment(High good): 1d100 ⇒ 24
Rapier: 1d20 + 13 + 1 - 1 + 2 - 2 ⇒ (11) + 13 + 1 - 1 + 2 - 2 = 24 for damage: 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10 sneak: 6d6 ⇒ (6, 1, 5, 1, 6, 3) = 22
concealment(High good): 1d100 ⇒ 12
shortsword: 1d20 + 13 + 1 - 1 + 2 - 2 ⇒ (5) + 13 + 1 - 1 + 2 - 2 = 18 for damage: 1d6 + 7 + 1 + 1 ⇒ (3) + 7 + 1 + 1 = 12 sneak: 6d6 ⇒ (6, 2, 5, 3, 6, 6) = 28
concealment(High good): 1d100 ⇒ 14
Rapier: perfect blessing: 1d20 + 18 + 1 - 1 + 2 - 2 ⇒ (8) + 18 + 1 - 1 + 2 - 2 = 26 for damage: 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10 sneak: 6d6 ⇒ (6, 2, 2, 6, 4, 1) = 21
concealment(High good): 1d100 ⇒ 50
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).


Xin-Shalast - Roll20 Map - Tracking Sheet

Valena, GMPC, takes a swing, after tricking it with feint of course!
Valena Feint: 1d20 + 26 ⇒ (9) + 26 = 35
Attack: 1d20 + 21 - 3 ⇒ (7) + 21 - 3 = 25 damage: 1d6 + 10 + 7 ⇒ (6) + 10 + 7 = 23


Xin-Shalast - Roll20 Map - Tracking Sheet

Valena GMPC feints again, and swings this time digging in a bit and bringing the creature within an inch of life, whereupon Izomandakus rips what’s left to shreds!

The creature dies and its aura fades, releasing Pachemu from paralyzation in time, and relieving Kobe of his sickening.

Valena (5 images)
Izomandakus (-49hp, -3 con dam)
Pachemu (-18hp)
Seamus (-14hp, 2 images)

As you heal and plan, you poke your head around a few corners and the bulk of the region is made clear to you. There are a pair of double doors leading north from a small platform. As foul as this chamber is, there’s a seepage of odor from beyond those doors that truly rankles the nose.


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

"That was...awful," Kast apologizes, trying to spit out the aura of sickness that tainted his perfection. He takes some time to compose himself, air limping in place for a moment. "I have never felt so...imperfect...ever."

He gives time for others to heal and recover themselves. Then, when others are ready, he will move up to the next set of double doors.


Retired to Taldor?

How much longer will Seamus be invisible?

Seeing Val and Izomandakus bring down the last of the odd creatures, Seamus stops worrying about 'revealing' his location. "Well done you two!"

Chuckling at Kast's observation he shrugs, "Maybe, but I'd rather fight them than the poop-monsters. Especially if I get to be invisible. Thanks again for that Izomandakus."

Seeing Kast move to the north, Seamus follows along. Climbing up out of the sewage onto the 'catwalk' he nears the double doors, though his eyes are watering from the stench, he carefully inspects the door for locks and traps. Once the others are ready and he's confident the doorway is safe, he opens the double doors.

Will take 10(38/44) on perception and 10(40/46) on disable device


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It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

@Seamus: Near a min invis

Izomandrakus cleans his mouth of the jelly pieces of eye in his jaws "You are welcome Seamus. The eye was a bit chewy, ancient thing this..."

And turns to Pachemu to check the ape is doing good.

Then, he licks his wounds with the cold tongue before following swift the others to the north.

Pachemotions:

Pig - HP 101/119 AC 26 TAC 12 +2 if within circle vs evil
Derhii form bonuses applied: +1 AC, -2 TAC (-1 Dex, -1 size, +4 derhii natural, -1 pig natural)

Boy - HP 89 [75]/119 DR 5/adamantine (30/50) AC 33 TAC 17 +0 if within circle vs evil

Bolts: 9
Rod: 0/3
Augment: 5/8 (+4 or +3 nat. AC 6 rounds)
Perfection: 12/14 (+7)
Pearl 1: 2/2
Pearl 2: 1/1
Recall: 0/4 (+2 DC for 1 round)
Effects:
blessing of fervor (extra attack) r16
-3 Con damage
fickle winds 14 min
tears to wine (+5) 265 min
shield 13 min
heightened awareness 125 min
heroism 265 min
clay skin 125 min
mage armor 13 h -25 min
greater magic weapon (+3) 13 h -25 min
greater reversion 24 h (used)


Xin-Shalast - Roll20 Map - Tracking Sheet

The party rushes forward, and flings open the next set of doors. I’ll say Seamus has four more rounds of invisibility as you did move pretty quickly here.

This room reeks of strange chemicals. A five foot wide metal walkway looks out over a large pool of foamy, filthy water ten feet below, from which five metallic pipes emerge through the walkway above.

Four of these pipes are five feet in diameter and extend up in the four corners of the room to a height of about a foot above the balcony; each is filled with a different colored bubbling fluid. The fifth pipe is twenty feet wide and extends up to the north - this pipe is filled nearly to the rim with shuddering, glowing green sludge.

Thin streams of fluid flow through the air, suspended by magic no doubt, from the four corner pipes to drain into the central one. A stone throne floats in the air above this slime. On the throne, a bloated azlanti man points at the party and farts. As he does so, you see his belly roll and his magic heart of slime (image). The heart, which beats slowly in his forever opened chest looks horrifying.

He gurgles, ”No!” and finishes his spell. Suddenly a demon appears in the doorway! This fiend’s armored flesh is scaly and moist. Its large, toothy mouth gapes below a pair of hungry, reptilian eyes. It roars in your collective faces, and we roll initiative.

Knowledge Planes DC 21:
You face a Hezrou Demon! CE Large outsider (aquatic, chaotic, demon, evil, extraplanar). One question for each five you beat the DC as usual.
- - -

- Round 1 -
Valena - 20+ (5 images)
Kast - 20-
Seamus - 17 (-14hp, 2 images, gr invisibility 1/4r)
Rastaf - 12
Izomandakus - 10 (-30hp, -3 con dam)
Pachemu - 10 (-18hp)
Koba - 5
Good Folk - 4

Initiative Rolls:
Izomandakus: 1d20 + 3 ⇒ (7) + 3 = 10
Kast: 1d20 + 0 ⇒ (20) + 0 = 20
Rastaf: 1d20 + 1 ⇒ (11) + 1 = 12
Seamus: 1d20 + 10 ⇒ (7) + 10 = 17
Valena: 1d20 + 6 ⇒ (14) + 6 = 20
Good Folk: 1d20 + 0 ⇒ (4) + 0 = 4

I moved a few folks up into the doorway.

Silver Crusade

M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25

kn. planes: 1d20 + 4 ⇒ (14) + 4 = 18
Looks like this guy farts demons. That's a new one.


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

1d20 + 19 ⇒ (4) + 19 = 23 Know (Planes)

”That’s a demon? Izo, you know anything?” Kast ponders his actions. ”And is that guy a friend of yours?”


Retired to Taldor?

Not sure which is worse, the smell of the chemicals or the smell of the sewage, Seamus frowns realizing the grotesque fat man is too high for him to get to easily. As the scaly, toothy, hungry, lizardy-looking thing appears, Seamus shrugs. Remembering he's still invisible, he resists the urge to comment about the fat man being a larger meal than himself. Instead, he repeatedly thrust at the thing with his rapier while slashing with his long knife.

invisible 1st of 4rds, Next round AC will be 33 using weapon in bucklered hand: Full attack: + 1 keen rapier TWF/+1 giant bane shortsword. WF, TWF (buckler) flank, sneak
Rapier: 1d20 + 18 + 1 - 2 + 2 ⇒ (12) + 18 + 1 - 2 + 2 = 31 for damage: 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9 flank: 6d6 ⇒ (6, 4, 3, 1, 4, 4) = 22
shortsword: 1d20 + 18 + 1 + 1 - 1 - 2 + 2 ⇒ (11) + 18 + 1 + 1 - 1 - 2 + 2 = 30 for damage: 1d6 + 7 + 1 ⇒ (3) + 7 + 1 = 11 flank: 6d6 ⇒ (4, 3, 6, 6, 3, 1) = 23
Rapier: 1d20 + 13 + 1 - 2 + 2 ⇒ (6) + 13 + 1 - 2 + 2 = 20 for damage: 1d6 + 7 + 1 ⇒ (3) + 7 + 1 = 11 flank: 6d6 ⇒ (2, 3, 6, 2, 5, 4) = 22
shortsword: 1d20 + 13 + 1 + 1 - 1 - 2 + 2 ⇒ (2) + 13 + 1 + 1 - 1 - 2 + 2 = 16 for damage: 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9 flank: 6d6 ⇒ (2, 4, 4, 1, 4, 3) = 18
Well, we should at least learn about where the things AC is.


It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

K. planes+HA+HR+wine DC 21: 1d20 + 17 + 2 + 2 + 5 ⇒ (20) + 17 + 2 + 2 + 5 = 46
"A Hezrou Demon!" exclaims Izomandakus critically exerting memories out of his bestiary compendium brain "And none of these ones are friends!"
Special defenses, special attacks, senses, spell-likes, weak saves, preferred meal

Playing with some licorice root in one claw, the white casts a haste spell to empower the whole party, then flies over Rastaf's head.

Pachemu, without much space, stays behind for now.

Pachemotions:

Pig - HP 101/119 AC 26 TAC 12 +2 if within circle vs evil
Derhii form bonuses applied: +1 AC, -2 TAC (-1 Dex, -1 size, +4 derhii natural, -1 pig natural)

Boy - HP 89 [75]/119 DR 5/adamantine (30/50) AC 33 TAC 17 +0 if within circle vs evil

Bolts: 9
Rod: 0/3
Augment: 5/8 (+4 or +3 nat. AC 6 rounds)
Perfection: 12/14 (+7)
Pearl 1: 2/2
Pearl 2: 1/1
Recall: 0/4 (+2 DC for 1 round)
Effects:
haste r15
blessing of fervor (extra attack) r6?
-3 Con damage
fickle winds 14 min
tears to wine (+5) 265 min
shield 13 min
heightened awareness 125 min
heroism 265 min
clay skin 125 min
mage armor 13 h -25 min
greater magic weapon (+3) 13 h -25 min
greater reversion 24 h (used)
form of the dragon 2 (Medium white dragon) 14 min
- +6 size Str, +4 size Con
- +6 natural armor bonus
- darkvision 60’
- fly 90 feet (poor), swim 60 feet
- breath weapon (2 times, 40-foot cone of cold, 8d8) [1 used]
- DR 5/magic
- resist cold 20
- vulnerability to fire
Fly+HR: 1d20 + 16 - 4 + 2 ⇒ (15) + 16 - 4 + 2 = 29
Bite+HR {AS}: 1d20 + 20 + 2 ⇒ (19) + 20 + 2 = 411d8 + 17 + 3 ⇒ (3) + 17 + 3 = 23
Claw+HR {AS}: 1d20 + 21 + 2 ⇒ (9) + 21 + 2 = 321d6 + 12 + 3 ⇒ (3) + 12 + 3 = 18
Claw+HR {AS}: 1d20 + 21 + 2 ⇒ (4) + 21 + 2 = 271d6 + 12 + 3 ⇒ (3) + 12 + 3 = 18
Wing+HR {AS}: 1d20 + 15 + 2 ⇒ (1) + 15 + 2 = 181d4 + 7 + 3 ⇒ (2) + 7 + 3 = 12
Wing+HR {AS}: 1d20 + 15 + 2 ⇒ (5) + 15 + 2 = 221d4 + 7 + 3 ⇒ (4) + 7 + 3 = 14
(Pachemu) monsterous physique II (derhii) 12 min
- speed 30 ft., fly 60 ft. (poor; -7 Fly), climb 30 ft.
- darkvision 60’
- 2 hands for weapons, or slams
- +4 size Str
- -2 size Dex
- +4 natural armor
- +1 CMB/CMD, -1 hit/AC from Large size
- Knockdown (minor trip version) When a derhii confirms a critical hit with a two-handed weapon, it has a chance to knock an opponent prone in addition to the damage dealt by the critical hit. If the derhii's confirmation roll exceeds its opponent's CMD, the opponent is knocked prone as if from the trip combat maneuver. This does not provoke an attack of opportunity, nor can the derhii be tripped if the confirmation roll fails to exceed the CMD.
+2 Staff+MP2: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
Magical/Bludgeoning damage+MP2: 1d6 + 2 + 3 ⇒ (5) + 2 + 3 = 10
+2 Staff+MP2: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Magical/Bludgeoning damage+MP2: 1d6 + 2 + 3 ⇒ (3) + 2 + 3 = 8
[ooc]+trip on critical hit

[/ooc]


Xin-Shalast - Roll20 Map - Tracking Sheet

Special defenses, special attacks, senses, spell-likes, weak saves, preferred meal

The demon is known to you... (link)

DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 22

This one doesn't seem to have the stench aura - or you're all getting used to the fumes. :)

Nausea (Ex) The noxious vapors and foul fluids that constantly weep and seethe from a hezrou’s body are particularly heinous to those the creature grapples. Each round a creature is grappled by a hezrou, the grappled foe must make a DC 24 Fortitude save to avoid becoming nauseated. A creature nauseated in this manner remains nauseated until he succeeds on a DC 24 Fortitude save, or until a minute has passed during which he is not grappled by the hezrou, whichever condition comes first.

He has darkvision, but cannot see the invisible.

Seamus is his preferred meal, but as he can't see him, he'll have to settle for someone else.


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

Round 1, Init 20

Kast air limps up to the casting foe, ignoring the jerk who was summoned, and strikes Izo's compadre. He strikes at Jordimandus.

Iron Quill, two handed:
1d20 + 18 - 3 - 2 + 2 ⇒ (13) + 18 - 3 - 2 + 2 = 28 to hit; (GMW)
1d10 + 18 ⇒ (8) + 18 = 26 magic cold iron damage

Kasternations:

hp: 113/113
AC: 34/27/19 (always on shield) +2 with MCaE + 4 SoF +2 BoF
Saves: F9/R14/W12* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4

Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left

Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 5/7 left
1: 3/8 left
2: 7/8 left
3: 6/8 left
4: 4/7 left
5: 7/7 left
6: 6/6 left
7: 4/4 left

[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Cold (30, 90minutes).[ /spoiler]

Perfect Intentions, Round 2/13: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.

Iron Quill, two handed:
1d20 + 18 ⇒ (5) + 18 = 23 to hit; (GMW)
1d10 + 18 ⇒ (4) + 18 = 22 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (4) + 10 = 14 to hit; (GMW)
1d10 + 18 ⇒ (2) + 18 = 20 magic cold iron damage

[spoiler=Perfect Blessing Round 1/14]Choose one at the start of your turn:

  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]


Val stares at the big horrible slimy frog demon thing in her way, still holding her scented handkerchief over her face. ”I am really so sorry, darling, as I always hate to be rude to the help, but we are just not here for you.

She centers herself as she talks, then suddenly taps her party members close by.

Concentration (dimensional agility) DC 23: 1d20 + 15 + 4 ⇒ (7) + 15 + 4 = 26

Dimension Door over next to where I have placed her new location for any who want it of Rastaf, Seamus, and Izo

She stares at the presumably—if she follows the Logic of Themes—latest Thassilonian wizard with no pleasure except in that doing so will make him hurt for putting them all through this.

Hypnotic stare on slime fart wizard guy, so -2 on all his will saves as long as she keeps it up and whoever hits him before her next turn gets +3 damage

Valiables:

[b]HP:
122/122
AC: 37/20/27
Saves: F16/R19/W17 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare: Slime fart wizard guy
Painful Stare: Slime fart wizard guy (unclaimed)
Active Implanted Tricks 5/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: Freedom of Movement, Tough Crowd, Mirror Image (4), Perfect Blessing (ac, hit, ref)

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 4/6 used (Vanishx1, Psychic Readingx0, Ill Omenx0, Faerie Firex1, Invigoratex0, Remove Fearx1, Eldritch Weaponx2)
2: 4/5 used (Mirror Imagex2, Placebo Effectx1, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 4/5 used (Sendingx1, Displacementx0, Major Imagex1, Invisibility Spherex1, Step Through Realityx1)
4: 3/3 used (Dimension Doorx1, Freedom of Movementx1, Tough Crowdx1)

Irreconcilable Differences:
[ dice]1d20+21[/dice] to hit;
[ dice]1d6+10[/dice] damage.

Silver Crusade

M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25

Knowing that Seamus is close by, Rastaf calls to him.

Seamus! Hold your blade towards me so I can bless it!

The cleric casts Bless Weapon, and reaches out for his friend's weapon.

Bless Weapon:
This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the DR of evil creatures or striking evil incorporeal creatures (though the spell doesn’t grant an actual enhancement bonus). The weapon also becomes good-aligned, which means it can bypass the DR of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot.

In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.


Xin-Shalast - Roll20 Map - Tracking Sheet

Koba 5’ steps to see the demon, and calls out, ”Another demon! This place is thick with them!” He calls on the power of the dead god to smite his foe, and it works!

Koba bow: 1d20 + 16 - 2 ⇒ (3) + 16 - 2 = 17 damage: 2d8 + 10 + 9 ⇒ (6, 2) + 10 + 9 = 27
Koba bow: 1d20 + 16 - 2 ⇒ (16) + 16 - 2 = 30 damage: 1d8 + 5 + 9 ⇒ (1) + 5 + 9 = 15
Koba bow: 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26 damage: 1d8 + 5 + 9 ⇒ (5) + 5 + 9 = 19
hasted Koba bow: 1d20 + 16 - 2 ⇒ (20) + 16 - 2 = 34 damage: 1d8 + 5 + 9 ⇒ (5) + 5 + 9 = 19
critthreat hasted Koba bow: 1d20 + 16 - 2 ⇒ (7) + 16 - 2 = 21 damage: 2d8 + 10 + 18 ⇒ (5, 3) + 10 + 18 = 36

+9 more damage on the first hit (demon).


Xin-Shalast - Roll20 Map - Tracking Sheet

Valena teleports across the room, possibly taking others with her before staring at the fat man causing ripples to flow outward from his black heart. Kast draws an AoO from the demon, though as a summoned creature it cannot touch him - he does enrage the creature! Then he almost causally stabs at the wizard (DR 10). Seamus digs in hitting twice though running afoul of the DR. Rastaf blesses Seamus’ weapon (rapier?). Izomandakus hastens the party, giving everyone a jump next round as he slips forward a bit and tells everyone what they face, at least up close. Koba smites the beast and makes good with his archery though he does not fell the beast.

The demon attacks those he can see, starting with Izomandakus or Rastaf: 1d2 ⇒ 2 … Rastaf!

Bite on Rastaf: 1d20 + 17 ⇒ (7) + 17 = 24 damage: 4d4 + 8 ⇒ (3, 1, 1, 2) + 8 = 15 grapple: 1d20 + 23 ⇒ (2) + 23 = 25
claw on Rastaf: 1d20 + 17 ⇒ (17) + 17 = 34 damage: 1d8 + 8 ⇒ (5) + 8 = 13 grapple: 1d20 + 23 ⇒ (15) + 23 = 38

Rastaf is hit and grappled! Fort DC 24 or nauseated (can save each round).

Meanwhile, the fat man grabs a rod and swiftly casts an Acid Arrow launching it at Izomandakus to make his spell casting tougher.
Acid Arrow on Izomandakus: 1d20 + 9 ⇒ (17) + 9 = 26 (touch) damage: 2d4 ⇒ (2, 2) = 4 plus 2d4 ongoing for 5 rounds.

Then he casts defensively as he must take more time with this one.
Concentration: 1d20 + 20 ⇒ (4) + 20 = 24 vs DC 27

He casts disintegration upon poor Kast! Kast trips up a spell that would have surely killed him if Desna looked away.

Whew…But we’re not done yet.

As Valena appears, the wispy colors flying over her head from the tank like think in the corner, coalesce a bit and attack!

Knowledge Dungeoneering DC 22:
You face a creature the likes of which you’ve never seen before, and may never see again. The humors of each pipe are alive, and attack anything within reach blindly. Think advanced ochre jelly and you’re on the right track, but they’re something else entirely.

N large ooze. One question for each five you beat the DC.
- - -

The red one in the NW corner attacks Valena.
red on Valena: 1d20 + 9 ⇒ (2) + 9 = 11 damage: 2d4 + 5 + 1d4 ⇒ (2, 2) + 5 + (3) = 12 (d4 acid) and grab: 1d20 + 15 ⇒ (2) + 15 = 17 images: 1d6 ⇒ 3

yellow on Valena: 1d20 + 9 ⇒ (7) + 9 = 16 damage: 2d4 + 5 + 1d4 ⇒ (1, 1) + 5 + (1) = 8 (d4 acid) and grab: 1d20 + 15 ⇒ (10) + 15 = 25

blue on demon: 1d20 + 9 ⇒ (19) + 9 = 28 damage: 2d4 + 5 + 1d4 ⇒ (4, 2) + 5 + (4) = 15 (d4 acid) and grab: 1d20 + 15 ⇒ (19) + 15 = 34

Looks like the blue jelly hits the demon, doing little after the DR, but further grappling him.

- Round 2 -
Valena - 20+ (5 images)
Kast - 20-
Seamus - 17 (-14hp, 2 images, gr invisibility 2/4r)
Rastaf - 12 (-13hp, grappled)
Izomandakus - 10 (-34hp, -3 con dam, 2d4 acid 1/5r)
Pachemu - 10 (-18hp)
Koba - 5
Squirmy heart guy - 4 (-16hp)
Demon - 4 (-112hp, grappled)
Blue Jelly - 4 (grappled)

Next up - everyone!


It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

K. dungeoning+HR+HA+wine DC 22: 1d20 + 10 + 2 + 2 + 5 ⇒ (15) + 10 + 2 + 2 + 5 = 34 How the heck a humor is killed? xD

Following along in the teleportation from Valena, Izomandakus hides behind her as the strange ooze attack "These are terrible humors Jordimankus!"

The dragon frowns in pain as the acid arrow stabs on his cold scales "Look, it is not worth the effort to fight, why you just don't give us what we are looking for so you can keep sitting in your stenchy throne?"

Hovering five feet forward to engage with the boss of sloth.
Fly+HR: 1d20 + 16 - 4 + 2 ⇒ (10) + 16 - 4 + 2 = 24
Bite+HR+haste {AS}: 1d20 + 20 + 2 + 1 ⇒ (17) + 20 + 2 + 1 = 401d8 + 17 + 3 ⇒ (8) + 17 + 3 = 28
Claw+HR+haste {AS}: 1d20 + 21 + 2 + 1 ⇒ (7) + 21 + 2 + 1 = 311d6 + 12 + 3 ⇒ (2) + 12 + 3 = 17
Claw+HR+haste {AS}: 1d20 + 21 + 2 + 1 ⇒ (10) + 21 + 2 + 1 = 341d6 + 12 + 3 ⇒ (2) + 12 + 3 = 17
Wing+HR+haste {AS}: 1d20 + 15 + 2 + 1 ⇒ (20) + 15 + 2 + 1 = 381d4 + 7 + 3 ⇒ (4) + 7 + 3 = 14
Wing+HR+haste {AS}: 1d20 + 15 + 2 + 1 ⇒ (9) + 15 + 2 + 1 = 271d4 + 7 + 3 ⇒ (1) + 7 + 3 = 11

Haste extra attack: Bite+HR+haste {AS}: 1d20 + 20 + 2 + 1 ⇒ (10) + 20 + 2 + 1 = 331d8 + 17 + 3 ⇒ (5) + 17 + 3 = 25
Crit?: 1d20 + 15 + 2 + 1 ⇒ (19) + 15 + 2 + 1 = 371d4 + 7 + 3 ⇒ (4) + 7 + 3 = 14

Squeezing through the tunnel, Apemu squeaks trying to demoralize the demon "Oink oink!"
Intimidate (demoralize): 1d20 + 11 ⇒ (15) + 11 = 26

Pachemotions:

Pig - HP 101/119 AC 26 TAC 12 +2 if within circle vs evil
Derhii form bonuses applied: +1 AC, -2 TAC (-1 Dex, -1 size, +4 derhii natural, -1 pig natural)

Boy - HP 85 [71]/119 DR 5/adamantine (30/50) AC 33 TAC 17 +0 if within circle vs evil

Bolts: 9
Rod: 0/3
Augment: 5/8 (+4 or +3 nat. AC 6 rounds)
Perfection: 12/14 (+7)
Pearl 1: 2/2
Pearl 2: 1/1
Recall: 0/4 (+2 DC for 1 round)
Effects:
acid arrow r6
haste r15
blessing of fervor (extra attack) r6?
-3 Con damage
fickle winds 14 min
tears to wine (+5) 265 min
shield 13 min
heightened awareness 125 min
heroism 265 min
clay skin 125 min
mage armor 13 h -25 min
greater magic weapon (+3) 13 h -25 min
greater reversion 24 h (used)
form of the dragon 2 (Medium white dragon) 14 min
- +6 size Str, +4 size Con
- +6 natural armor bonus
- darkvision 60’
- fly 90 feet (poor), swim 60 feet
- breath weapon (2 times, 40-foot cone of cold, 8d8) [1 used]
- DR 5/magic
- resist cold 20
- vulnerability to fire
Fly+HR: 1d20 + 16 - 4 + 2 ⇒ (19) + 16 - 4 + 2 = 33
Bite+HR {AS}: 1d20 + 20 + 2 ⇒ (2) + 20 + 2 = 241d8 + 17 + 3 ⇒ (2) + 17 + 3 = 22
Claw+HR {AS}: 1d20 + 21 + 2 ⇒ (18) + 21 + 2 = 411d6 + 12 + 3 ⇒ (2) + 12 + 3 = 17
Claw+HR {AS}: 1d20 + 21 + 2 ⇒ (3) + 21 + 2 = 261d6 + 12 + 3 ⇒ (5) + 12 + 3 = 20
Wing+HR {AS}: 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 361d4 + 7 + 3 ⇒ (3) + 7 + 3 = 13
Wing+HR {AS}: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 261d4 + 7 + 3 ⇒ (4) + 7 + 3 = 14
(Pachemu) monsterous physique II (derhii) 12 min
- speed 30 ft., fly 60 ft. (poor; -7 Fly), climb 30 ft.
- darkvision 60’
- 2 hands for weapons, or slams
- +4 size Str
- -2 size Dex
- +4 natural armor
- +1 CMB/CMD, -1 hit/AC from Large size
- Knockdown (minor trip version) When a derhii confirms a critical hit with a two-handed weapon, it has a chance to knock an opponent prone in addition to the damage dealt by the critical hit. If the derhii's confirmation roll exceeds its opponent's CMD, the opponent is knocked prone as if from the trip combat maneuver. This does not provoke an attack of opportunity, nor can the derhii be tripped if the confirmation roll fails to exceed the CMD.
+2 Staff+MP2: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
Magical/Bludgeoning damage+MP2: 1d6 + 2 + 3 ⇒ (4) + 2 + 3 = 9
+2 Staff+MP2: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Magical/Bludgeoning damage+MP2: 1d6 + 2 + 3 ⇒ (2) + 2 + 3 = 7
[ooc]+trip on critical hit

[/ooc]


Retired to Taldor?

'That's right Val deal with the floaty fat man!' Smiling as Val teleports nearer the fart wizard guy, his smile waning as he sees the ooze like substance pour out on his friend. Hearing Rastaf tell him to hold his blade out, he pauses, realizing he can just tap the cleric with the rapier. Leaning that way, he lays the flat of the blade against his friend's arm, hoping he doesn't accidently cut himself on the blade. As Rastaf reaches out for the weapon Seamus feel an unusual blessing flow over the blade.

Hearing the demon move he turns, just in time to see the creature grab Rastaf while the fat wizards ooze flows out and down on the demon at the same time. Very confused as to why the fat man's ooze would attack his ally, Seamus tries to focus on the task at hand. Turning he repeatedly thrusts the bless rapier at the demon, slashing with the long knife.

invisible 2nd of 4rds, Next round AC will be 33 using weapon in bucklered hand: Full attack: + 1 keen rapier blessed TWF/+1 giant bane shortsword. WF, TWF (buckler) flank, sneak
blessed Rapier: 1d20 + 18 + 1 - 2 + 2 ⇒ (5) + 18 + 1 - 2 + 2 = 24 for damage: 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10 flank: 6d6 ⇒ (6, 2, 5, 2, 2, 1) = 18
shortsword: 1d20 + 18 + 1 + 1 - 1 - 2 + 2 ⇒ (4) + 18 + 1 + 1 - 1 - 2 + 2 = 23 for damage: 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9 flank: 6d6 ⇒ (3, 5, 1, 3, 5, 4) = 21
blessed Rapier: 1d20 + 13 + 1 - 2 + 2 ⇒ (6) + 13 + 1 - 2 + 2 = 20 for damage: 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10 flank: 6d6 ⇒ (1, 1, 1, 2, 1, 1) = 7
shortsword: 1d20 + 13 + 1 + 1 - 1 - 2 + 2 ⇒ (5) + 13 + 1 + 1 - 1 - 2 + 2 = 19 for damage: 1d6 + 7 + 1 ⇒ (6) + 7 + 1 = 14 flank: 6d6 ⇒ (4, 3, 1, 4, 6, 4) = 22
Wow, what a sucky bunch or rolls!


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

1d20 + 16 ⇒ (4) + 16 = 20 Know (Dungeoneering) - DRs? Special attacks? Special defenses?

While continuing to focus on the main caster, Kast will shout out relevant info about the Val's blobs...and knows nothing.


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

Round 2, Init 20

Kast attacks the blob jerk, and will offer flank for 'Mus on the demon.

Iron Quill, two handed:
1d20 + 18 + 1 ⇒ (11) + 18 + 1 = 30 to hit; (GMW)
1d10 + 18 ⇒ (3) + 18 = 21 magic cold iron damage

Iron Quill, two handed:
1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16 to hit; (GMW)
1d10 + 18 ⇒ (5) + 18 = 23 magic cold iron damage

Iron Quill, two handed, haste:
1d20 + 18 - 3 - 2 + 2 ⇒ (13) + 18 - 3 - 2 + 2 = 28 to hit; (GMW)
1d10 + 18 ⇒ (9) + 18 = 27 magic cold iron damage

Kasternations:

hp: 113/113
AC: 34/27/19 (always on shield) +2 with MCaE + 4 SoF +2 BoF
Saves: F9/R14/W12* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4

Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left

Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 5/7 left
1: 3/8 left
2: 7/8 left
3: 6/8 left
4: 4/7 left
5: 7/7 left
6: 6/6 left
7: 4/4 left

[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Cold (30, 90minutes).[ /spoiler]

Perfect Intentions, Round 2/13: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.

Iron Quill, two handed:
1d20 + 18 ⇒ (16) + 18 = 34 to hit; (GMW)
1d10 + 18 ⇒ (9) + 18 = 27 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (1) + 10 = 11 to hit; (GMW)
1d10 + 18 ⇒ (5) + 18 = 23 magic cold iron damage

[spoiler=Perfect Blessing Round 1/14]Choose one at the start of your turn:

  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]


Xin-Shalast - Roll20 Map - Tracking Sheet

Seamus, being all invisible, still manages to hit twice against the merely summoned beast - and drops it!

Rastaf is therefor free of his grappled condition prior to his initiative and can act normally.

Note: The jellies seem to have a 15' reach.


Knowledge (dungeoneering): 1d20 + 4 ⇒ (4) + 4 = 8

Val has no bloody idea what those masses of jelly are, but they seem slow, so she decides to try running past and going right for the big guy. She dashes up the wall just high enough to be within striking distance.

Primary Attack with Irreconcilable Differences (perfect blessing, power attack): 1d20 + 21 + 2 - 4 ⇒ (19) + 21 + 2 - 4 = 38
Primary Damage (power attack, painful stare): 1d6 + 10 + 8 + 2d6 + 3 ⇒ (4) + 10 + 8 + (6, 2) + 3 = 33

Crit Confirm (critical focus): 1d20 + 21 + 2 - 4 + 4 ⇒ (8) + 21 + 2 - 4 + 4 = 31
Crit Damage: 1d6 + 10 + 8 ⇒ (3) + 10 + 8 = 21

Valiables:

HP: 122/122
AC: 37/20/27
Saves: F16/R19/W17 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare: Slime wizard
Painful Stare: Slime wizard
Active Implanted Tricks 5/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: Freedom of Movement, Tough Crowd, Mirror Image (4), Perfect Blessing (ac, hit, ref)

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 4/6 used (Vanishx1, Psychic Readingx0, Ill Omenx0, Faerie Firex1, Invigoratex0, Remove Fearx1, Eldritch Weaponx2)
2: 4/5 used (Mirror Imagex2, Placebo Effectx1, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 4/5 used (Sendingx1, Displacementx0, Major Imagex1, Invisibility Spherex1, Step Through Realityx1)
4: 3/3 used (Dimension Doorx1, Freedom of Movementx1, Tough Crowdx1)

Irreconcilable Differences:
[ dice]1d20+21[/dice] to hit;
[ dice]1d6+10[/dice] damage.

Silver Crusade

M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25

fort: 1d20 + 14 ⇒ (14) + 14 = 28

Thanks, Seamus!

Rastaf gets back on his feet.


Xin-Shalast - Roll20 Map - Tracking Sheet

Koba steps onto firmer ground and launches a barrage at the wizard, the demon having been vanquished by Seamus.

Koba bow: 1d20 + 16 - 4 ⇒ (9) + 16 - 4 = 21 damage: 2d8 + 10 ⇒ (3, 5) + 10 = 18
Koba bow: 1d20 + 16 - 4 ⇒ (10) + 16 - 4 = 22 damage: 1d8 + 5 ⇒ (7) + 5 = 12
Koba bow: 1d20 + 11 - 4 ⇒ (16) + 11 - 4 = 23 damage: 1d8 + 5 ⇒ (7) + 5 = 12
hasted Koba bow: 1d20 + 16 - 4 ⇒ (11) + 16 - 4 = 23 damage: 1d8 + 5 ⇒ (2) + 5 = 7

Though he steadily improves for a while, he doesn't manage to land a blow.


Xin-Shalast - Roll20 Map - Tracking Sheet

Humor’s are killed the same way an ochre jelly is - repeated application of damage - though they are immune to electricity.

On his turn, Izomandakus takes acid: 2d4 ⇒ (4, 4) = 8 damage.

Valena leaps up, drawing an AoO from the jelly as she stabs the poor wizard critically! Take that DR. Kast connects twice, leaving fiercely bleeding wounds though DR applied. Seamus, being all invisible, still manages to hit twice against the merely summoned beast - and drops it! Rastaf gets ready for more. Izomandakus learns a little, and then attacks the slothful one - who is remarkably hard to hit all things considered. Still, he does will only missing once though DR 10 applies. Oh and the demon is intimidated! Koba throws some arrows into the room unsuccessfully.

AoO red on Valena: 1d20 + 9 ⇒ (15) + 9 = 24 damage: 2d4 + 5 + 1d4 ⇒ (1, 4) + 5 + (2) = 12 (d4 acid) and grab: 1d20 + 15 ⇒ (4) + 15 = 19 images: 1d6 ⇒ 5

He casts defensively again, one more time…
Concentration: 1d20 + 20 ⇒ (14) + 20 = 34 vs DC 29

He utters but a word and Valena goes blind - no save!

Spellcraft DC 22:
He cast Power Word Blind. You estimate it will last rounds: 1d4 + 1 ⇒ (3) + 1 = 4
- - -

The red one in the NW corner attacks Izomandakus or Valena: 1d2 ⇒ 2 … Valena
red on Valena: 1d20 + 9 ⇒ (5) + 9 = 14 damage: 2d4 + 5 + 1d4 ⇒ (3, 2) + 5 + (2) = 12 (d4 acid) and grab: 1d20 + 15 ⇒ (13) + 15 = 28 images: 1d6 ⇒ 2

The other three writhe around a bit but find nothing in reach.

- Round 3 -
Valena - 20+ (5 images)
Kast - 20-
Seamus - 17 (-14hp, 2 images, gr invisibility 3/4r)
Rastaf - 12 (-13hp, grappled)
Izomandakus - 10 (-42hp, -3 con dam, 2d4 acid 2/5r)
Pachemu - 10 (-18hp)
Koba - 5
Squirmy heart guy - 4 (-138hp)

Next up - everyone!


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Spellcraft: 1d20 + 4 ⇒ (15) + 4 = 19

Val is rather perturbed at this master of filth’s gall in not even allowing her the courtesy of a chance to resist his spell.

”Well if you are going to cheat, then so will I.”

She takes a moment to center herself before beginning her spell.

Cast Defensively (DC 19): 1d20 + 15 ⇒ (20) + 15 = 35

She taps her closed eyelids and is suddenly seeing once again.

She casts Placebo Effect on herself. The blindness is delayed for 11 minutes and she can see normally in the meantime

Valiables:

HP: 122/122
AC: 37/20/27
Saves: F16/R19/W17 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare: Slime wizard
Painful Stare: Slime wizard
Active Implanted Tricks 5/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: Freedom of Movement, Tough Crowd, Mirror Image (4), Perfect Blessing (ac, hit, ref)

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 4/6 used (Vanishx1, Psychic Readingx0, Ill Omenx0, Faerie Firex1, Invigoratex0, Remove Fearx1, Eldritch Weaponx2)
2: 5/5 used (Mirror Imagex2, Placebo Effectx2, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 4/5 used (Sendingx1, Displacementx0, Major Imagex1, Invisibility Spherex1, Step Through Realityx1)
4: 3/3 used (Dimension Doorx1, Freedom of Movementx1, Tough Crowdx1)

Irreconcilable Differences:
[ dice]1d20+21[/dice] to hit;
[ dice]1d6+10[/dice] damage.


It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

Izomandrakus grimaces in pain as the acid arrow keeps its toll up through his already damaged vitality "Guess we can just hit the humors until they are no more like any other ooze, but let's just finish the big lazy guy first!"

Spellcraft+HR+wine DC 22: 1d20 + 21 + 2 + 5 ⇒ (13) + 21 + 2 + 5 = 41
"Oh shut! A power blind word! Valena's eyes are going to be shut for a few seconds. If we survive it." the white gives the good news of the bad news.

Fly+HR: 1d20 + 16 - 4 + 2 ⇒ (17) + 16 - 4 + 2 = 31
Not wanting to give the wizard the chance to keep casting any more spell, he snaps at him with his jaws and wraps around with his front claws, grabbing himself to the throne with the rear ones.
Grab attempt+FoD2+perfection+HR+haste: 1d20 + 15 + 3 + 1 + 2 + 1 ⇒ (17) + 15 + 3 + 1 + 2 + 1 = 39

The wizard does not seem armed, but anyway he is confident his dragon scales will protect him from any non magical item he might have at hand.
Happy to soak AoOs, hopping the DR 5/magic stops them good enough!

Apemu squeezes a bit more through the tunnel, but finds his squeaks to be too distant for being intimidating to the wizard.

Pachemotions:

Pig - HP 101/119 AC 27 TAC 13 +2 if within circle vs evil
Derhii form bonuses applied: +1 AC, -2 TAC (-1 Dex, -1 size, +4 derhii natural, -1 pig natural)
haste +1 AC

Boy - HP 77 [62]/119 DR 5/adamantine (30/50) AC 34 TAC 18 +0 if within circle vs evil

Bolts: 9
Rod: 0/3
Augment: 5/8 (+4 or +3 nat. AC 6 rounds)
Perfection: 11/14 (+7)
Pearl 1: 2/2
Pearl 2: 1/1
Recall: 0/4 (+2 DC for 1 round)
Effects:
perfection (+7 Str) 1 round
acid arrow r6
haste (+1 AC included) r15
blessing of fervor (extra attack) r6?
-3 Con damage
fickle winds 14 min
tears to wine (+5) 265 min
shield 13 min
heightened awareness 125 min
heroism 265 min
clay skin 125 min
mage armor 13 h -25 min
greater magic weapon (+3) 13 h -25 min
greater reversion 24 h (used)
form of the dragon 2 (Medium white dragon) 14 min
- +6 size Str, +4 size Con
- +6 natural armor bonus
- darkvision 60’
- fly 90 feet (poor), swim 60 feet
- breath weapon (2 times, 40-foot cone of cold, 8d8) [1 used]
- DR 5/magic
- resist cold 20
- vulnerability to fire
Fly+HR: 1d20 + 16 - 4 + 2 ⇒ (9) + 16 - 4 + 2 = 23
Bite+HR+haste {AS}: 1d20 + 20 + 2 + 1 ⇒ (8) + 20 + 2 + 1 = 311d8 + 17 + 3 ⇒ (4) + 17 + 3 = 24
Claw+HR+haste {AS}: 1d20 + 21 + 2 + 1 ⇒ (7) + 21 + 2 + 1 = 311d6 + 12 + 3 ⇒ (5) + 12 + 3 = 20
Claw+HR+haste {AS}: 1d20 + 21 + 2 + 1 ⇒ (7) + 21 + 2 + 1 = 311d6 + 12 + 3 ⇒ (3) + 12 + 3 = 18
Wing+HR+haste {AS}: 1d20 + 15 + 2 + 1 ⇒ (4) + 15 + 2 + 1 = 221d4 + 7 + 3 ⇒ (2) + 7 + 3 = 12
Wing+HR+haste {AS}: 1d20 + 15 + 2 + 1 ⇒ (14) + 15 + 2 + 1 = 321d4 + 7 + 3 ⇒ (3) + 7 + 3 = 13
(Pachemu) monsterous physique II (derhii) 12 min
- speed 30 ft., fly 60 ft. (poor; -7 Fly), climb 30 ft.
- darkvision 60’
- 2 hands for weapons, or slams
- +4 size Str
- -2 size Dex
- +4 natural armor
- +1 CMB/CMD, -1 hit/AC from Large size
- Knockdown (minor trip version) When a derhii confirms a critical hit with a two-handed weapon, it has a chance to knock an opponent prone in addition to the damage dealt by the critical hit. If the derhii's confirmation roll exceeds its opponent's CMD, the opponent is knocked prone as if from the trip combat maneuver. This does not provoke an attack of opportunity, nor can the derhii be tripped if the confirmation roll fails to exceed the CMD.
+2 Staff+MP2: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Magical/Bludgeoning damage+MP2: 1d6 + 2 + 3 ⇒ (1) + 2 + 3 = 6
+2 Staff+MP2: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Magical/Bludgeoning damage+MP2: 1d6 + 2 + 3 ⇒ (6) + 2 + 3 = 11
[ooc]+trip on critical hit

[/ooc]


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

Round 3, Init 20

Kast attacks again.

Iron Quill, two handed:
1d20 + 18 + 1 ⇒ (9) + 18 + 1 = 28 to hit; (GMW)
1d10 + 18 ⇒ (4) + 18 = 22 magic cold iron damage

Iron Quill, two handed:
1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30 to hit; (GMW)
1d10 + 18 ⇒ (7) + 18 = 25 magic cold iron damage

Iron Quill, two handed:
Haste: 1d20 + 18 + 1 ⇒ (1) + 18 + 1 = 20 to hit; (GMW)
1d10 + 18 ⇒ (9) + 18 = 27 magic cold iron damage

Iron Quill, Pot Crit, two handed:
1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26 to hit; (GMW)
1d10 + 18 ⇒ (4) + 18 = 22 magic cold iron damage

Kasternations:

hp: 113/113
AC: 34/27/19 (always on shield) +2 with MCaE + 4 SoF +2 BoF
Saves: F9/R14/W12* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4

Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left

Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 5/7 left
1: 3/8 left
2: 7/8 left
3: 6/8 left
4: 4/7 left
5: 7/7 left
6: 6/6 left
7: 4/4 left

[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Cold (30, 90minutes).[ /spoiler]

Perfect Intentions, Round 2/13: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.

Iron Quill, two handed:
1d20 + 18 ⇒ (8) + 18 = 26 to hit; (GMW)
1d10 + 18 ⇒ (6) + 18 = 24 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (6) + 10 = 16 to hit; (GMW)
1d10 + 18 ⇒ (6) + 18 = 24 magic cold iron damage

[spoiler=Perfect Blessing Round 1/14]Choose one at the start of your turn:

  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]


Retired to Taldor?

Sorry, should have posted here first instead of last

Smiling as the demon falls and disappears, Seamus, in his joy, forgets he's invisible for the moment and turns to Rastaf, "Your welcome." His eyes widen realizing he'd spoken while invisible. Quickly looking toward the oozes in the corners making sure he hadn't given himself away, he watches as his friends try to deal with the horrors.

Hearing dragomandakus comment about finishing the big lazy guy first, Seamus looks at the floating fat man, frowning as the tentacles ? slither out of his chest. Realizing the only way he's going to reach the Azlanti, he focuses on his magic armor commanding the mithril armor to 'fly.' Adjusting to the new ability, Seamus slowly moves up and away towards the Fat man.

Fly 6 minutes? invisible 3rd of 4 rounds. Standard action? activate the armors flying ability, move action: 35 ft 10 ft up

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