GM Euan's Rise of the Runelords (Inactive)

Game Master Euan

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Xin-Shalast


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Retired to Taldor?

Raising an eyebrow as three jets of flames fly over and strike the enemy, Seamus turns back and smiles at Izomandakus, "Impressive!" Looking up at Kast and Val he asks. "This doorway is a little crowded, should we back up and try and bottle neck them?"


Val would very much like to rush on in but the glare she gets from Kast makes her hesitate. She instead moves up and draws her wand of magic missile and fires a few off at the giant in sight.

Use Magic Device: 1d20 + 22 ⇒ (5) + 22 = 27

Magic Missile (cl5): 3d4 + 3 ⇒ (2, 4, 2) + 3 = 11

Valiables:

HP: 140/140
AC: 39/22/31
Saves: F16/R20(evasion)/W+20 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Immune: Poison
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks 3/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 1
Spells/Conditions: freedom of movement, apport object precast, telepathic bond, mirror image (7)

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 3/7 used (Vanishx0, Psychic Readingx0, Ill Omenx1, Faerie Firex0, Invigoratex0, Remove Fearx0, Eldritch Weaponx2, Martial Esotericax0)
2: 3/6 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1, Phantom’s Armoryx0)
3: 4/5 used (Sendingx1, Displacementx1, Major Imagex0, Invisibility Spherex1, Step Through Realityx1)
4: 2/4 used (Dimension Doorx0, Freedom of Movementx1, Telepathic Bondx1, Tough Crowdx0)

Irreconcilable Differences:
[ dice]1d20+26[/dice] to hit;
[ dice]1d6+12[/dice] damage.


Retired to Taldor?

Seeing Val move up and fire, Seamus knows that should draw the giants to them. Holding his ground he waits for the giants to come and get them. Looking up at Kast, "We'll stay here and try to draw them back."

If the fellow attacks, Seamus will 5 ft step and execute the Readied attack: + 1 giant bane shortsword
readied attack: 1d20 + 20 + 2 ⇒ (14) + 20 + 2 = 36 for damage: 1d6 + 2 + 8 ⇒ (3) + 2 + 8 = 13 bane: 2d6 ⇒ (2, 2) = 4

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

Yes, back up and give them room to come to us.

Rastaf moves to where he can cast, on friend or foe, as things proceed.


Xin-Shalast - Roll20 Map - Tracking Sheet

Isomandakus tries to lite the first on on fire, hitting three times. Seamus readies a swing that does not occur. Valena tosses a few missiles at the giant. Rastaf moves into position.

Red takes the brunt of your abuse, but does not falter as she closes with Seamus and swings!
Red on Seamus: 1d20 + 26 ⇒ (13) + 26 = 39 damage: 4d6 + 18 ⇒ (6, 1, 2, 4) + 18 = 31 images: 1d3 ⇒ 2

I think that's close enough to strip an image but let me know if not.

The other cloud giants move into position. The rune giant casts a spell you cannot see and also moves.

Perception DC 40:
You hear spell casting coming from somewhere in the northern part of the room with the giants. He's far away (hence the high DC).
- - -

- Round 1 -
Kast - 4
- Round 2 -
Izomandakus - 24 (4 images)
Seamus - 22 (1 image)
Valena - 21 (7 images)
Rastaf - 11
Good Folk - 9
Red cloud - 9 (-46hp)

• Next up - everyone starting with Kast.


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

Izomandakus: Perception+HR+HA+wine: 1d20 + 2 + 2 + 2 + 10 ⇒ (1) + 2 + 2 + 2 + 10 = 17
Pachemu: Perception+wine: 1d20 + 5 + 10 ⇒ (8) + 5 + 10 = 23

"This is unfair that you have so long arms you know? Why don't you get along with someone of your size?" Izomandrakus picks something from his hanging pouch and throws to the air a pinch of iron.

A reducing magic takes hold on the three giants he can see, forcing them to even up a bit the reach and might of the swings.
Will DC 25 or lose one size category

Pachemu oinks menacingly at the first giant in line.
Intimidate-smaller size (demoralize): 1d20 + 18 - 4 ⇒ (9) + 18 - 4 = 23

Pachemotions:

Pig - HP 102/162 AC 27 TAC 13 +2 if within circle vs evil
(gargoyle: -1 size, +2 natural)
resist energy (fire 30) 160 min

Boy - HP 158+64/162+64 DR 10/magic AC 42 TAC 18 +0 if within circle vs evil

Bolts: 9
Rod: 0/3
Augment: 8/8 (+4 or +4 nat. AC 8 rounds)
Perfection: 8/16 (+8)
Recall: 2/4 (+2 DC for 1 round)
Effects:
perfection of self (+8 Int) for 1 round
tears to wine (+10) 150 min
greater shapechanger gift (Pachemu: gargoyle) 16 h
mirror image (4) 6 min
shield 6 min
heightened awareness 140 min
barkskin 300 min
see invisibility 300 min
heroism 300 min
mage armor 16 h -10
greater magic weapon (+4) 16 h -10
greater reversion 24 h
form of the dragon 3 (Huge blue dragon) 6 min
- +10 size Str, +8 size Con
- +8 natural armor bonus
- blindsense 60’
- darkvision 120’
- fly 120 feet (poor)
- breath weapon (every 1d4 rounds, 100-foot line of electricity, 12d8)
- DR 10/magic
- frightful presence
- immunity to electricity
- +2 CMB/CMD, -2 hit/AC from Huge size


Xin-Shalast - Roll20 Map - Tracking Sheet

Red Will: 1d20 + 14 ⇒ (16) + 14 = 30 vs DC 25
Blue Will: 1d20 + 14 ⇒ (15) + 14 = 29 vs DC 25
Green Will: 1d20 + 14 ⇒ (10) + 14 = 24 vs DC 25

Alas, only green shrinks down to size, her deep melodious voice cracking a bit as it lightens.


Retired to Taldor?

yeah, burst an image, he should be AC41

As he dodges the giant's attack, Seamus asks, as he realizes two of the giants can get to them from where their at. "The whole point of a bottleneck is so they can only attack one at a time right?" Chuckling as Izomandakus shrinks the giant in the back, Seamus recommends, "Let's move back a bit and force them to come to us. As he steps back the sheaths his rapier and short sword and draws the returning frost Spear.

Feels like a double move


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

Kast casts a nice Flame Strike at the two front-most goons.

15d6 ⇒ (2, 5, 5, 3, 6, 2, 4, 6, 5, 5, 5, 4, 6, 6, 5) = 69 fire/holy & DC 23 Reflex

He readies to wade into melee.

Kasternations:

hp: 161/161
AC: 38/30/22 (always on shield, Barkskin included) +2 BoF + 8 smite +2 eagle
Saves: F12/R16/W13* +8 vs. mind affecting
Furious Focus, GWM=+4, 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: 7/7 left
1: 6/8 left
2: 6/8 left
3: 6/8 left
4: 5/8 left
5: 3/7 left
6: 6/7 left
7: 6/6 left
8: 3/4 left

[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+4) 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 Fire and Cold (30, 160 minutes). Moment of Prescience.[ /spoiler]

Perfect Intentions, Round 3/16: 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.

[/url]

[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:

A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]

[spoiler=Championing]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+8 to attack/AC
+8 to damage

[ /spoiler]

Iron Quill, two handed:
1d20 + 18 ⇒ (15) + 18 = 33 to hit; (GMW)
1d10 + 18 ⇒ (2) + 18 = 20 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (10) + 10 = 20 to hit; (GMW)
1d10 + 18 ⇒ (9) + 18 = 27 magic cold iron damage

[spoiler=Perfect Blessing Round 1/16]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]

Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.


Xin-Shalast - Roll20 Map - Tracking Sheet

Red Reflex: 1d20 + 10 ⇒ (19) + 10 = 29 vs DC 23 for 34
Blue Reflex: 1d20 + 10 ⇒ (12) + 10 = 22 vs DC 23 for 69

The front row cooks a little, but red is still standing.

Valena and Rastaff to end the round!


Val advances on giants, still staying in the doorway though. She tries to sneak forward with quick movements to avoid getting swiped at.

Acrobatics to Avoid AoOs: 1d20 + 25 ⇒ (2) + 25 = 27

She catches the most wounded giant with her hypnotic stare before taking a stab. -2 on all its will saves if it’s still up

Attack with Irreconcilable Differences (power attack): 1d20 + 26 - 4 ⇒ (16) + 26 - 4 = 38
Damage (power attack, painful stare): 1d6 + 12 + 8 + 2d6 + 3 ⇒ (5) + 12 + 8 + (5, 1) + 3 = 34

Valiables:

HP: 140/140
AC: 39/22/31
Saves: F16/R20(evasion)/W+20 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Immune: Poison
Hypnotic Stare: red
Painful Stare: red
Active Implanted Tricks 3/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 1
Spells/Conditions: freedom of movement, apport object precast, telepathic bond, mirror image (7)

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 3/7 used (Vanishx0, Psychic Readingx0, Ill Omenx1, Faerie Firex0, Invigoratex0, Remove Fearx0, Eldritch Weaponx2, Martial Esotericax0)
2: 3/6 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1, Phantom’s Armoryx0)
3: 4/5 used (Sendingx1, Displacementx1, Major Imagex0, Invisibility Spherex1, Step Through Realityx1)
4: 2/4 used (Dimension Doorx0, Freedom of Movementx1, Telepathic Bondx1, Tough Crowdx0)

Irreconcilable Differences:
[ dice]1d20+26[/dice] to hit;
[ dice]1d6+12[/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

I'm assuming the last BoF wore off, so Rastaf will cast it again.

Rastaf casts Blessing of Fervor on the party, because it's that good.

BoF:
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

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, extended, silent, or still spell.


Xin-Shalast - Roll20 Map - Tracking Sheet

Kast lights up the front row with a little fire. Izomandakus reduces one while Pachemu demoralizes another. Seamus prepares for combat differently. Valena doesn’t manage to avoid the AoO’s, though with so many mirrors she’s likely safe, and she does plant a solid hit on red. Rastaf casts blessings of fervor on the group.

Red on Valena: 1d20 + 26 - 2 ⇒ (3) + 26 - 2 = 27 damage: 4d6 + 18 ⇒ (6, 2, 5, 6) + 18 = 37 images: 1d8 ⇒ 2
Blue on Valena: 1d20 + 26 ⇒ (17) + 26 = 43 damage: 4d6 + 18 ⇒ (2, 1, 5, 5) + 18 = 31 images: 1d8 ⇒ 7

One of the AoO's got lucky and an image pops.

The giants then tend to business, trying to whittle down the warrior woman!
Red on Valena: 1d20 + 26 - 2 ⇒ (9) + 26 - 2 = 33 damage: 4d6 + 18 ⇒ (6, 5, 4, 1) + 18 = 34 images: 1d7 ⇒ 3
Red on Valena: 1d20 + 21 - 2 ⇒ (8) + 21 - 2 = 27 damage: 4d6 + 18 ⇒ (5, 5, 6, 3) + 18 = 37 images: 1d7 ⇒ 3
Red on Valena: 1d20 + 16 - 2 ⇒ (18) + 16 - 2 = 32 damage: 4d6 + 18 ⇒ (4, 1, 5, 6) + 18 = 34 images: 1d7 ⇒ 4

Blue on Valena: 1d20 + 26 ⇒ (17) + 26 = 43 damage: 4d6 + 18 ⇒ (1, 2, 5, 4) + 18 = 30 images: 1d7 ⇒ 5
Blue on Valena: 1d20 + 21 ⇒ (18) + 21 = 39 damage: 4d6 + 18 ⇒ (3, 6, 3, 5) + 18 = 35 images: 1d6 ⇒ 1
Blue on Valena: 1d20 + 16 ⇒ (5) + 16 = 21 damage: 4d6 + 18 ⇒ (4, 6, 3, 4) + 18 = 35 images: 1d6 ⇒ 1

One more image, and a palpable hit! (I think)

Green, reduced and not liking it, moves around to support red.

The rune giant moves up, heaving into view, air walking a bit. He tries to dominate Valena. Will DC 19 or depart the battlefield.

- Round 2 -
Kast - 4
- Round 3 -
Izomandakus - 24 (4 images)
Seamus - 22 (1 image)
Valena - 21 (-35hp, 5 images)
Rastaf - 11
Good Folk - 9
Red cloud - 9 (-114hp, demoralized 1/2r)
Blue cloud - 9 (-69hp)
Green cloud - 9 (reduced)

• Next up - everyone.


Retired to Taldor?

Furrowing his brow, Seamus realizes Val is heading the opposite direction. Wanting to tell his friend a 'bottleneck' means to draw the enemy into a narrow gap, not pop out at them like a cork from champaign. Instead, he simply sighs. Refusing to let her fight alone, he drops the spear. Clicking his heals together, he moves forwards drawing his keen rapier and mithril long knife. Attempting to tumble under the giants reach, he thrusts his long knife at the right hand red giant's ankle.

BoF + 30 feet move 20 tumble 15 of it, draws weapons while moving, attacking with bucklered hand so AC 37. Attack: + 1 mithril giant bane shortsword, weapons focus/buckler
acrobatic: 1d20 + 31 ⇒ (5) + 31 = 36
attack: 1d20 + 20 + 3 + 1 - 1 ⇒ (13) + 20 + 3 + 1 - 1 = 36 for damage: 1d6 + 3 + 8 ⇒ (5) + 3 + 8 = 16 bane: 2d6 ⇒ (6, 6) = 12

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

While they're bunched together, Rastaf moves and casts Holy Smite.

Holy energy: 5d8 ⇒ (6, 4, 8, 7, 5) = 30
Will save DC 21 for half and not blinded.


@GM Euan That’s actually a miss as Val will be taking ac/hit/ref from Rastaf’s BoF, as I can see no reason she would have done otherwise. She’ll stick with it as well for now

Will Save (vs charm or compulsion): 1d20 + 20 + 2 ⇒ (8) + 20 + 2 = 30

Val smiles and shrugs at the rune giant. ”Bad luck, darling. Feel free to try me again.” She looks back to Seamus and the others, hearing Seamus’s sigh. <“Sorry, dear, but this is just a tad more fun for me. I do not exactly have any of those fancy blasty kabooms. And I doubt we could get them to follow us through the door regardless.”>

Primary Attack with Irreconcilable Differences (BoF, power attack): 1d20 + 26 + 2 - 4 ⇒ (8) + 26 + 2 - 4 = 32
Primary Damage (power attack, painful stare): 1d6 + 12 + 8 + 2d6 + 3 ⇒ (1) + 12 + 8 + (6, 4) + 3 = 34

Secondary Attack with Irreconcilable Differences (BoF, power attack): 1d20 + 21 + 2 - 4 ⇒ (13) + 21 + 2 - 4 = 32
Secondary Damage (power attack, painful stare): 1d6 + 12 + 8 + 2d6 + 3 ⇒ (4) + 12 + 8 + (1, 6) + 3 = 34

Tertiary Attack with Irreconcilable Differences (BoF, power attack): 1d20 + 16 + 2 - 4 ⇒ (12) + 16 + 2 - 4 = 26
Tertiary Damage (power attack, painful stare): 1d6 + 12 + 8 + 2d6 + 3 ⇒ (4) + 12 + 8 + (1, 6) + 3 = 34

Reminder to only take the first painful stare damage that hits

Valiables:

HP: 140/140
AC: 41/24/31
Saves: F16/R22(evasion)/W+20 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Immune: Poison
Hypnotic Stare: red
Painful Stare: red
Active Implanted Tricks 3/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 1
Spells/Conditions: freedom of movement, apport object precast, telepathic bond, mirror image (5), BoF (ac/hit/ref)

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 3/7 used (Vanishx0, Psychic Readingx0, Ill Omenx1, Faerie Firex0, Invigoratex0, Remove Fearx0, Eldritch Weaponx2, Martial Esotericax0)
2: 3/6 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1, Phantom’s Armoryx0)
3: 4/5 used (Sendingx1, Displacementx1, Major Imagex0, Invisibility Spherex1, Step Through Realityx1)
4: 2/4 used (Dimension Doorx0, Freedom of Movementx1, Telepathic Bondx1, Tough Crowdx0)

Irreconcilable Differences:
[ dice]1d20+26[/dice] to hit;
[ dice]1d6+12[/dice] damage.


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

Izomandakus brings his hand again to his neck pouch and follows up the iron powder with a ball of tar he throws at the giants' legs "What do you think about getting choked in a muddy situation?"

The area is suddenly covered in hot tar menacing to entangle the giants feet as they burn.
Fire damage: 10d6 ⇒ (2, 4, 1, 3, 3, 2, 5, 3, 6, 2) = 31
Ref DC 27 (with robes and perfection) damage is not halved but they avoid getting entangled. Starting turn (or moving into) the tar means Fire damage: 2d6 ⇒ (3, 1) = 4 and requires another Ref DC 27 to avoid entangled.

And then, if its Lord Highness of Wrath and intern Knight of the last wall has moved his limping leg out of the way, the dragon approaches to easily be on reach next round.

Pachemu moves her glazing gaze at the other giant in the front, trying to get it scary muddled on place.
Intimidate-smaller size (demoralize): 1d20 + 18 - 4 ⇒ (2) + 18 - 4 = 16

Pachemotions:

Pig - HP 102/162 AC 27 TAC 13 +2 if within circle vs evil
(gargoyle: -1 size, +2 natural)
resist energy (fire 30) 160 min

Boy - HP 158+64/162+64 DR 10/magic AC 44 TAC 20 +0 if within circle vs evil

Bolts: 9
Rod: 0/3
Augment: 7/8 (+4 or +4 nat. AC 8 rounds)
Perfection: 8/16 (+8)
Recall: 1/4 (+2 DC for 1 round)
Effects:
perfection of self (+8 Int) 1 round
blessing of fervor (+2) r17
tears to wine (+10) 150 min
greater shapechanger gift (Pachemu: gargoyle) 16 h
mirror image (4) 6 min
shield 6 min
heightened awareness 140 min
barkskin 300 min
see invisibility 300 min
heroism 300 min
mage armor 16 h -10
greater magic weapon (+4) 16 h -10
greater reversion 24 h
form of the dragon 3 (Huge blue dragon) 6 min
- +10 size Str, +8 size Con
- +8 natural armor bonus
- blindsense 60’
- darkvision 120’
- fly 120 feet (poor)
- breath weapon (every 1d4 rounds, 100-foot line of electricity, 12d8)
- DR 10/magic
- frightful presence
- immunity to electricity
- +2 CMB/CMD, -2 hit/AC from Huge size


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

Kast steps and unleashes yet more holy fire.

15d6 ⇒ (5, 3, 4, 5, 2, 3, 5, 4, 6, 2, 4, 4, 3, 5, 5) = 60 holy/fire vs. DC 23 Reflex - Looks like he can get three goons with it.

Kasternations:

hp: 161/161
AC: 38/30/22 (always on shield, Barkskin included) +2 BoF + 8 smite +2 eagle
Saves: F12/R16/W13* +8 vs. mind affecting
Furious Focus, GWM=+4, 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: 7/7 left
1: 6/8 left
2: 6/8 left
3: 6/8 left
4: 5/8 left
5: 2/7 left
6: 6/7 left
7: 6/6 left
8: 3/4 left

[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+4) 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 Fire and Cold (30, 160 minutes). Moment of Prescience.[ /spoiler]

Perfect Intentions, Round 3/16: 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.

[/url]

[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:

A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]

[spoiler=Championing]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+8 to attack/AC
+8 to damage

[ /spoiler]

Iron Quill, two handed:
1d20 + 18 ⇒ (15) + 18 = 33 to hit; (GMW)
1d10 + 18 ⇒ (10) + 18 = 28 magic cold iron damage

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

[spoiler=Perfect Blessing Round 1/16]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]

Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.


Xin-Shalast - Roll20 Map - Tracking Sheet

Have to sort out a few things...

Kast holy fires the giants.
Red Reflex: 1d20 + 10 ⇒ (8) + 10 = 18 vs DC 23 for 60hp damage
Blue Reflex: 1d20 + 10 ⇒ (15) + 10 = 25 vs DC 23 for 30hp damage
Green Reflex: 1d20 + 10 ⇒ (7) + 10 = 17 vs DC 23 for 60hp damage

Izomandakus holy tars the giants.
Red Reflex: 1d20 + 10 ⇒ (9) + 10 = 19 vs DC 23 for 31hp damage and entangled
Blue Reflex: 1d20 + 10 ⇒ (6) + 10 = 16 vs DC 23 for 31hp damage and entangled
Green Reflex: 1d20 + 10 ⇒ (3) + 10 = 13 vs DC 23 for 31hp damage and entangled
The rune giant is not touching the ground, and is immune to fire.

Red drops prior to Seamus and Valena, which is what I was just checking. So Seamus and Valena, I think there's tar between you and an opponent. What do you do?


Val steps back and fires some magic missiles from her wand at whichever of the cloud giants is most wounded.

UMD: 1d20 + 22 ⇒ (8) + 22 = 30

Magic Missile (cl5): 3d4 + 3 ⇒ (4, 3, 1) + 3 = 11


Retired to Taldor?

Seeing the red giant fall, Seamus dreams of rushing in and rescuing his friend ruined, he sighs, redoubling his grip on the returning frost Spear. Stepping forwards he throws the spear at the nearer blue of the two giants.

BoF +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. AC 43, 5 ft step, full attack + 1 returning frost Spear, point blank
attack: 1d20 + 20 + 1 + 1 + 2 ⇒ (20) + 20 + 1 + 1 + 2 = 44 for damage: 1d8 + 1 + 1 + 1 ⇒ (7) + 1 + 1 + 1 = 10 frost: 1d6 ⇒ 6
attack: 1d20 + 20 + 1 + 1 + 2 ⇒ (20) + 20 + 1 + 1 + 2 = 44 for damage: 2d8 + 2 + 2 + 2 ⇒ (8, 7) + 2 + 2 + 2 = 21


Xin-Shalast - Roll20 Map - Tracking Sheet

Kast drops holy fire on the giants. Izomandakus drops holy tar on the giants. Seamus plugs blue, solidly, with his spear! Valena plugs blue with a wand. Rastaf drops holy smites on the giants finishing off blue.

Rastaf holy smites the giants.
Blue Will: 1d20 + 14 ⇒ (12) + 14 = 26 vs DC 21 for 15hp damage
Green Will: 1d20 + 14 ⇒ (8) + 14 = 22 vs DC 21 for 15hp damage
Rune Giant Will: 1d20 + 20 ⇒ (18) + 20 = 38 vs DC 21 for 15hp damage

Green tries to break free to pursue the repositioning party.
-4hp
Reflex: 1d20 + 10 ⇒ (7) + 10 = 17 vs DC 27

The rune giant bellows at the poor green reduced cloud giant, but there’s little the little one can do. The rune giant steps up, relishing the heat, and well above the sticky tar. He swings once, idly, at Valena. And like the other rune giant, it appears to see through your images!

Rune on Valena: 1d20 + 29 ⇒ (4) + 29 = 33 damage: 4d6 + 22 ⇒ (4, 6, 1, 2) + 22 = 35

Just over the sounds of battle, you can hear spell casting coming from behind the rune giant somewhere out of sight.

- Round 3 -
Kast - 4
- Round 4 -
Izomandakus - 24 (4 images)
Seamus - 22 (1 image)
Valena - 21 (-35hp, 5 images)
Rastaf - 11
Good Folk - 9
Red cloud - 9 (dead)
Blue cloud - 9 (dead, entangled)
Green cloud - 9 (-109hp, reduced, entangled)
Rune Giant - 9 (-15hp)

• Next up - everyone.


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

The Izomandrakus blue dragon roars "I can fly you there up" and delays a bit to see if anyone wants a free lift.

Then, takes flight, taking any incoming attack but getting at the close space so any knight can strike on the giant from his back.
Fly (fly up at greater than 45° angle) DC 20: 1d20 + 16 - 6 + 2 ⇒ (19) + 16 - 6 + 2 = 31
Bite+HR+BoF {AS}: 1d20 + 23 + 2 + 2 ⇒ (19) + 23 + 2 + 2 = 462d8 + 22 + 4 ⇒ (4, 4) + 22 + 4 = 34

Pachemu menaces the rune giant with some true tickling that would make him lose his oversized and angry curling lip.
Intimidate-smaller size (demoralize): 1d20 + 18 - 4 ⇒ (14) + 18 - 4 = 28

Pachemotions:

Pig - HP 102/162 AC 27 TAC 13 +2 if within circle vs evil
(gargoyle: -1 size, +2 natural)
resist energy (fire 30) 160 min

Boy - HP 158+64/162+64 DR 10/magic AC 44 TAC 20 +0 if within circle vs evil

Bolts: 9
Rod: 0/3
Augment: 7/8 (+4 or +4 nat. AC 8 rounds)
Perfection: 8/16 (+8)
Recall: 1/4 (+2 DC for 1 round)
Effects:
blessing of fervor (+2) r17
tears to wine (+10) 150 min
greater shapechanger gift (Pachemu: gargoyle) 16 h
mirror image (4) 6 min
shield 6 min
heightened awareness 140 min
barkskin 300 min
see invisibility 300 min
heroism 300 min
mage armor 16 h -10
greater magic weapon (+4) 16 h -10
greater reversion 24 h
form of the dragon 3 (Huge blue dragon) 6 min
- +10 size Str, +8 size Con
- +8 natural armor bonus
- blindsense 60’
- darkvision 120’
- fly 120 feet (poor)
- breath weapon (every 1d4 rounds, 100-foot line of electricity, 12d8)
- DR 10/magic
- frightful presence
- immunity to electricity
- +2 CMB/CMD, -2 hit/AC from Huge size


Retired to Taldor?

Pleased with the result of his first attack with the spear, Seamus decides to attempt it again. Tossing the spear at the big guy that just flew in.

BoF +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. AC 43, 5 ft full attack + 1 returning frost Spear, point blank, he's 20 ft up and 20 ft away, so is he within 30 ft?
attack: 1d20 + 20 + 1 + 1 + 2 ⇒ (16) + 20 + 1 + 1 + 2 = 40 for damage: 1d8 + 1 + 1 + 1 ⇒ (5) + 1 + 1 + 1 = 8 frost: 1d6 ⇒ 1


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 4

Kast steps forward to attack, lunging as necessary to get his attacks on a target.

Iron Quill, two handed:
1d20 + 24 + 2 + 2 ⇒ (2) + 24 + 2 + 2 = 30 to hit; (GMW,BoF)
1d10 + 26 + 1d6 + 2d6 ⇒ (7) + 26 + (2) + (3, 2) = 40 magic cold iron/fire/holy damage

Iron Quill, two handed:
1d20 + 15 + 2 + 2 ⇒ (15) + 15 + 2 + 2 = 34 to hit; (GMW)
1d10 + 26 + 1d6 + 2d6 ⇒ (7) + 26 + (6) + (5, 6) = 50 magic cold iron/fire/holy damage

Iron Quill, two handed:
1d20 + 10 + 2 + 2 ⇒ (15) + 10 + 2 + 2 = 29 to hit; (GMW)
1d10 + 26 + 1d6 + 2d6 ⇒ (9) + 26 + (3) + (1, 1) = 40 magic cold iron/fire/holy damage

Kasternations:

hp: 161/161
AC: 38/30/22 (always on shield, Barkskin included) +2 BoF + 8 smite +2 eagle
Saves: F12/R16/W13* +8 vs. mind affecting
Furious Focus, GWM=+4, 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: 7/7 left
1: 6/8 left
2: 6/8 left
3: 6/8 left
4: 5/8 left
5: 2/7 left
6: 6/7 left
7: 6/6 left
8: 3/4 left

[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+4) 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 Fire and Cold (30, 160 minutes). Moment of Prescience.[ /spoiler]

Perfect Intentions, Round 3/16: 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.

[/url]

[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:

A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]

[spoiler=Championing]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+8 to attack/AC
+8 to damage

[ /spoiler]

Iron Quill, two handed:
1d20 + 18 ⇒ (6) + 18 = 24 to hit; (GMW)
1d10 + 18 ⇒ (5) + 18 = 23 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (10) + 10 = 20 to hit; (GMW)
1d10 + 18 ⇒ (5) + 18 = 23 magic cold iron damage

[spoiler=Perfect Blessing Round 1/16]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]

Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.


Xin-Shalast - Roll20 Map - Tracking Sheet

Valena, GMPC, tries to swiftly mount Izomandakus to preserve her attack!
Ride: 1d20 + 7 ⇒ (19) + 7 = 26 vs DC 20

She succeeds! So she gets an attack at the end of her round after waiting for Izomandakus to get into position.

Valena primary: 1d20 + 24 ⇒ (15) + 24 = 39 damage: 1d6 + 20 + 2d6 + 3 ⇒ (1) + 20 + (1, 3) + 3 = 28

And she connects!


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Xin-Shalast - Roll20 Map - Tracking Sheet

Kast steps up and hits once, but it’s a considerable hit, and the giant takes notice. Izomandakus flies up at the rune giant and Pachemu weakens its resolve. Seamus tosses his spear at the big man, and connects. Valena mounts Izomandakus and takes a chunk out of the new giant as well. Rastaf does something heroic.

AoO Rune on Izomandakus: 1d20 + 29 ⇒ (2) + 29 = 31 damage: 4d6 + 22 ⇒ (2, 3, 2, 4) + 22 = 33

Green tries to break free to pursue the repositioning party.
Fire damage: 2d6 ⇒ (6, 5) = 11
Reflex: 1d20 + 10 ⇒ (17) + 10 = 27 vs DC 27

And she breaks free! She moves up to the fracas. Izomandakus gets an AoO with his bite as she moves.

The rune giant bellows at the poor green reduced cloud giant, but there’s little the little one can do as the smell of slowly charring giant flesh fills the air.

The rune giant laughs at her feebleness. Blasts of fire and electricity launch from his runes in a cone against the party! Kast, Izomandakus, and Seamus are affected. He can’t quite get both Valena and Kast, so he picked Kast for his hard hit. Reflex DC 29 for half (one save for half of both).
Fire damage: 10d6 ⇒ (5, 6, 6, 4, 6, 3, 1, 6, 4, 1) = 42 plus Electrical damage: 10d6 ⇒ (6, 5, 2, 6, 2, 5, 5, 4, 3, 1) = 39

Further, the runes on his body pules white hot! Everyone within 10’ (Kast, Valena, Izomandakus, green giant) must make a Fort DC 24 or be blind 1 round.

Green giant fort: 1d20 + 20 ⇒ (7) + 20 = 27 vs DC 24 for blindness 1r
Valena fort: 1d20 + 16 ⇒ (20) + 16 = 36 vs DC 24 for blindness 1r

Additionally, a new member of the battle appears on the field. Merging the most horrifying features of carrion-fed insect and withered cadaver, this bony devil moves in unsettling lurches.

Knowledge planes DC 19:
You face a Bone Devil! LE Large outsider (devil, evil, extraplanar, lawful). One question for each five you beat the DC.

The interrogators and inquisitors of devilkind, bone devils delight in torturing those weaker than themselves - mortals, souls, and other devils alike. Born of ancient heresies mired amid the Styx-fed swamps of Stygia, Hell’s fifth layer, bone devils - also known as osyluths - enforce infernal order and the will of the archdevils. Powerful fiends favor these terrifying sadists for their unwavering devotion to Hell’s laws and the commands of their masters, as osyluths eagerly report the disobedience of other devils - regardless of standing - and take to the craft of torture like morbid artists.

Diabolists risk much to bargain with them, as bone devils glean many infernal secrets amid their nightmarish calcified torture hives. These devils especially delight in journeying to the mortal plane, as their cruel talents and service to evil spellcasters often mean gaining much valuable information, which they might hold in their perfect memories for centuries before reporting back to their diabolical masters.
- - -

The creature turns invisible as it flies in over the heads of the giants. I’ve left it on the map as I think someone has see invisibility going and maybe a true seeing too. It's hard to see on the map, but it's right next to, and just below, Kast.

Lastly, those who can see invisibly, see a man striding in behind bony (image). He finishes his spell and becomes visible as a fireball streaks into the parties midst! ”Not much of an opener I know, but it was convenient.” he chuckles mumbling to himself.

The fireball just barely hits everyone. Might even hit the corner of the rune giant, but he’s immune to fire so no matter.
Fireball: 16d6 ⇒ (4, 5, 4, 4, 2, 4, 5, 5, 6, 6, 1, 6, 3, 4, 1, 4) = 64 DC 26 reflex

Valena reflex: 1d20 + 20 ⇒ (17) + 20 = 37 vs DC 26 for nothing (evasion)

- Round 4 -
Kast - 4
- Round 5 -
Izomandakus - 24 (4 images)
Seamus - 22 (1 image)
Valena - 21 (-35hp, 5 images)
Rastaf - 11
Good Folk - 9
Red cloud - 9 (dead)
Blue cloud - 9 (dead, entangled)
Green cloud - 9 (-120hp, reduced)
Rune Giant - 9 (-74hp, demoralized)

• Next up - everyone.


Retired to Taldor?

Reflex DC 29: 1d20 + 25 + 2 ⇒ (18) + 25 + 2 = 45
Reflex DC 26: 1d20 + 25 + 2 ⇒ (19) + 25 + 2 = 46

As the air get's crowded and Seamus finds himself dodging, fire and lightning and then a second fireball, he considers where he may be the most help. Seeing the smaller (by comparison) green giant near, he drops the spear. Drawing his blades as he taps his heels together he moves forwards taking a tumble to draw near. Coming to his feet, he stabs at the green giant's thigh with the mithril blade.

BoF +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. AC 39 20 ft move, acrobatics, attack + 1 mithril giant bane shortsword. WF
acrobatics: 1d20 + 31 ⇒ (17) + 31 = 48
attack: 1d20 + 20 + 3 + 1 + 2 ⇒ (2) + 20 + 3 + 1 + 2 = 28 for damage: 1d6 + 3 + 8 + 1 + 2 ⇒ (5) + 3 + 8 + 1 + 2 = 19 bane: 2d6 ⇒ (5, 3) = 8
well, three in the high teens and a two, I guess I can't complain.


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 + 12 ⇒ (2) + 12 = 14 Fort
1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25 Reflex - Evasion and Resist Fire 30

Round 4

Kast steps forward again, blindly lunging as necessary.

Iron Quill, two handed:
1d20 + 24 + 2 + 2 ⇒ (8) + 24 + 2 + 2 = 36 to hit; (GMW,BoF)
1d10 + 26 + 1d6 + 2d6 ⇒ (7) + 26 + (5) + (5, 6) = 49 magic cold iron/fire/holy damage
high is good: 1d100 ⇒ 68

Iron Quill, two handed:
1d20 + 15 + 2 + 2 ⇒ (18) + 15 + 2 + 2 = 37 to hit; (GMW)
1d10 + 26 + 1d6 + 2d6 ⇒ (7) + 26 + (3) + (2, 5) = 43 magic cold iron/fire/holy damage
high is good: 1d100 ⇒ 66

Iron Quill, two handed:
1d20 + 10 + 2 + 2 ⇒ (15) + 10 + 2 + 2 = 29 to hit; (GMW)
1d10 + 26 + 1d6 + 2d6 ⇒ (9) + 26 + (1) + (1, 4) = 41 magic cold iron/fire/holy damage
high is good: 1d100 ⇒ 37

Iron Quill, two handed:
Pot crib: 1d20 + 15 + 2 + 2 ⇒ (8) + 15 + 2 + 2 = 27 to hit; (GMW)
1d10 + 26 ⇒ (5) + 26 = 31 magic cold iron/fire/holy damage

Kasternations:

hp: 161/161
AC: 38/30/22 (always on shield, Barkskin included) +2 BoF + 8 smite +2 eagle
Saves: F12/R16/W13* +8 vs. mind affecting
Furious Focus, GWM=+4, 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: 7/7 left
1: 6/8 left
2: 6/8 left
3: 6/8 left
4: 5/8 left
5: 2/7 left
6: 6/7 left
7: 6/6 left
8: 3/4 left

[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+4) 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 Fire and Cold (30, 160 minutes). Moment of Prescience.[ /spoiler]

Perfect Intentions, Round 3/16: 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.

[/url]

[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:

A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]

[spoiler=Championing]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+8 to attack/AC
+8 to damage

[ /spoiler]

Iron Quill, two handed:
1d20 + 18 ⇒ (5) + 18 = 23 to hit; (GMW)
1d10 + 18 ⇒ (1) + 18 = 19 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (16) + 10 = 26 to hit; (GMW)
1d10 + 18 ⇒ (10) + 18 = 28 magic cold iron damage

[spoiler=Perfect Blessing Round 1/16]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]

Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.

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

reflex: 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34
Fire resistance 20.


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 + 2 ⇒ (5) + 16 + 2 = 23 Reflex

Sorry for missed save!


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

Izomandakus lunges at the smaller giant as it tries to get out of the tar.
AoO: Bite+HR+BoF {AS}: 1d20 + 23 + 2 + 2 ⇒ (18) + 23 + 2 + 2 = 452d8 + 22 + 4 ⇒ (1, 2) + 22 + 4 = 29

Ref+HR+BoF DC 29: 1d20 + 13 + 2 + 2 ⇒ (18) + 13 + 2 + 2 = 35
Fort+HR+dragon form DC 24: 1d20 + 16 + 2 + 4 ⇒ (13) + 16 + 2 + 4 = 35
He closes his eyes on time as the electricity discharges harmlessly through his blue scales, but the fire toasts him considerably despite all his efforts.

K. planes+HR+HA+wine DC 19: 1d20 + 19 + 2 + 2 + 10 ⇒ (14) + 19 + 2 + 2 + 10 = 47 special defenses, bad saves, special attacks, senses
Despite all the conflagrations, the dragon blindsense and the see invisibility magics let the blue follow all the developments of the fight "A bone devil at your feet Kast!"

Ref+HR+BoF DC 26: 1d20 + 13 + 2 + 2 ⇒ (15) + 13 + 2 + 2 = 32
The fireball though is another thing, and just the hardness of his dragon scales let him somehow survive good enough.

Hovering on place, Izomandakus fights with everything against the rune giant while trying to keep a stable ground for Valena "A flashy opener, but too coward for a true master of Greed! Roaaaaaarrrrr!"
Fly+HR DC 15 (hover): 1d20 + 16 - 6 + 2 ⇒ (4) + 16 - 6 + 2 = 16
Bite+HR+BoF {AS}: 1d20 + 23 + 2 + 2 ⇒ (4) + 23 + 2 + 2 = 312d8 + 22 + 4 ⇒ (1, 2) + 22 + 4 = 29
Claw+HR+BoF {AS, acid}: 1d20 + 24 + 2 + 2 ⇒ (18) + 24 + 2 + 2 = 462d6 + 16 + 4 + 1d6 ⇒ (5, 1) + 16 + 4 + (1) = 27
Claw+HR+BoF {AS, acid}: 1d20 + 24 + 2 + 2 ⇒ (5) + 24 + 2 + 2 = 332d6 + 16 + 4 + 1d6 ⇒ (2, 2) + 16 + 4 + (4) = 28
Wing+HR+BoF {AS}: 1d20 + 18 + 2 + 2 ⇒ (19) + 18 + 2 + 2 = 411d8 + 9 + 4 ⇒ (3) + 9 + 4 = 16
Wing+HR+BoF {AS}: 1d20 + 18 + 2 + 2 ⇒ (8) + 18 + 2 + 2 = 301d8 + 9 + 4 ⇒ (8) + 9 + 4 = 21
Tail slap+HR+BoF {AS}: 1d20 + 18 + 2 + 2 ⇒ (11) + 18 + 2 + 2 = 332d6 + 22 + 4 ⇒ (4, 4) + 22 + 4 = 34
Note 5 of the claws' damage is acid

Meanwhile Pachemu fixates his intimidating presence against the smaller giant.
Intimidate-smaller size (demoralize): 1d20 + 18 - 4 ⇒ (9) + 18 - 4 = 23

The tar keeps burning on the giant.
Fire damage (and DC 27 to avoid entangle): 2d6 ⇒ (1, 2) = 3

Pachemotions:

Pig - HP 102/162 AC 27 TAC 13 +2 if within circle vs evil
(gargoyle: -1 size, +2 natural)
resist energy (fire 30) 160 min

Boy - HP 105+64/162+64 DR 10/magic AC 44 TAC 20 +0 if within circle vs evil

Bolts: 9
Rod: 0/3
Augment: 7/8 (+4 or +4 nat. AC 8 rounds)
Perfection: 8/16 (+8)
Recall: 1/4 (+2 DC for 1 round)
Effects:
blessing of fervor (+2) r17
tears to wine (+10) 150 min
greater shapechanger gift (Pachemu: gargoyle) 16 h
mirror image (4) 6 min
shield 6 min
heightened awareness 140 min
barkskin 300 min
see invisibility 300 min
heroism 300 min
mage armor 16 h -10
greater magic weapon (+4) 16 h -10
greater reversion 24 h
form of the dragon 3 (Huge blue dragon) 6 min
- +10 size Str, +8 size Con
- +8 natural armor bonus
- blindsense 60’
- darkvision 120’
- fly 120 feet (poor)
- breath weapon (every 1d4 rounds, 100-foot line of electricity, 12d8)
- DR 10/magic
- frightful presence
- immunity to electricity
- +2 CMB/CMD, -2 hit/AC from Huge size


Xin-Shalast - Roll20 Map - Tracking Sheet

Valena focuses on the rune giant, trying to bring him down, from atop Izomandakus!

Valena primary: 1d20 + 24 ⇒ (19) + 24 = 43 damage: 1d6 + 20 + 2d6 + 3 ⇒ (5) + 20 + (1, 5) + 3 = 34
Valena secondary: 1d20 + 19 ⇒ (16) + 19 = 35 damage: 1d6 + 20 + 2d6 + 3 ⇒ (1) + 20 + (4, 2) + 3 = 30
Valena tertiary: 1d20 + 14 ⇒ (3) + 14 = 17 damage: 1d6 + 20 + 2d6 + 3 ⇒ (3) + 20 + (1, 3) + 3 = 30

She hits twice and downs the brute!


Xin-Shalast - Roll20 Map - Tracking Sheet

GM Rolls:
1d20 ⇒ 17

Izomandakus - don’t forget the fireball save for poor Pachemu. Thanks!

Kast is rocked by the fireball and ‘breath’ weapon of the rune lord, but even blind, he gives back two solid hits. Izomandakus thrashes the little green giant with his bite before focusing on the rune giant with four more hits - ravaging it! Seamus tumbles in safely, but just misses the giant with his swing. Valena takes down the rune giant. Rastaf does something heroic.

Green, still in the burning tar, but unwilling to move out of the way, attacks Seamus!
Green on Seamus: 1d20 + 26 ⇒ (16) + 26 = 42 damage: 2d6 + 16 ⇒ (2, 1) + 16 = 19 images: 1d2 ⇒ 2
Green on Seamus: 1d20 + 21 ⇒ (15) + 21 = 36 damage: 2d6 + 16 ⇒ (4, 2) + 16 = 22
Green on Seamus: 1d20 + 16 ⇒ (17) + 16 = 33 damage: 2d6 + 16 ⇒ (4, 5) + 16 = 25

Seamus looses his last image, but the creature can't quite make him pay.

Izomandakus:
No special defenses but it's saves are Fort +12, Ref +12, Will +7. For special attacks they have a poison sting which is annoying but not fatal, and small handful of spells.
- - -

The invisible bone devil creates a wall of ice, blocking Pachemu and Rastaf from the rest of the party. It casts defensively and remains invisible as that’s not an attack. It steps back 5’ as well.
Concentration: 1d20 + 16 ⇒ (6) + 16 = 22 vs DC 23

...and he just fails to get the spell off. Ouch.

The caster waives his staff around, the flaming red gem at the top sparkling in the light. He casts mass reduce person (link). Kast, Izomandakus, Seamus, and Valena - Fort DC 23 to avoid being reduced.

Valena fort: 1d20 + 16 ⇒ (19) + 16 = 35 vs DC 23 to avoid reduction

- Round 5 -
Kast - 4 (-85hp)
- Round 6 -
Izomandakus - 24 (-53hp, 4 images)
Pachemu - 24 ()
Seamus - 22 (1 image)
Valena - 21 (-35hp, 5 images)
Rastaf - 11 (-14hp)
Good Folk - 9
Red cloud - 9 (dead)
Blue cloud - 9 (dead, entangled)
Green cloud - 9 (-152hp, reduced)
Rune Giant - 9 (dead)

• Next up - everyone.

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

The cleric, seeing that many are injured, moves and selectively channels.
hit points: 8d6 ⇒ (1, 5, 5, 5, 1, 1, 4, 3) = 25


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

Pachemu Ref DC 26: 1d20 + 5 ⇒ (7) + 5 = 12
Pachemu gets the fireball at its fullest, but luckily the fire resistance still on her takes a good chunk out of the heat.

This is quickly patched by Rastaf good vibes.

Fort+HR+dragon DC 23: 1d20 + 16 + 2 + 4 ⇒ (11) + 16 + 2 + 4 = 33
Enduring the reduction, Izomandakus poses his eyes on the bone devil while pointing to the wizard "Ha! You are a shame to Karzoug, how he let's you stay here?!"

Then casts dismissal at the bone devil while perfecting his own smartness.
Will DC 22 or be forced back to its home plane

And flies over the small giant, trying to get Valena to the wizard while tumbling in the air in a barrel move.
Acrobatics+HR (tumble in case the devil passes the save): 1d20 + 6 ⇒ (20) + 6 = 26
Fly+HR: 1d20 + 16 - 6 + 2 ⇒ (10) + 16 - 6 + 2 = 22

Pachegoyle waves the wand towards the green giant trying to help bring him down.
Use Magic Device DC 20: 1d20 + 8 ⇒ (18) + 8 = 26
Scorching ray wand - Shooting into melee (touch) 23/22 charges: 1d20 + 11 - 4 ⇒ (1) + 11 - 4 = 8
A scorching ray of fire comes out of the wand and just strikes on the tar pool.

A tar pool that continues burning and menacing to entangle the green giant.
Fire damage: 2d6 ⇒ (5, 2) = 7
Ref DC 27 vs entangle

Pachemotions:

Pig - HP 101/162 AC 27 TAC 13 +2 if within circle vs evil
(gargoyle: -1 size, +2 natural)
resist energy (fire 30) 160 min

Boy - HP 130+64/162+64 DR 10/magic AC 44 TAC 20 +0 if within circle vs evil

Bolts: 9
Rod: 0/3
Augment: 7/8 (+4 or +4 nat. AC 8 rounds)
Perfection: 7/16 (+8)
Recall: 1/4 (+2 DC for 1 round)
Effects:
perfection of self (+8 Int) 1 round
blessing of fervor (+2) r17
tears to wine (+10) 150 min
greater shapechanger gift (Pachemu: gargoyle) 16 h
mirror image (4) 6 min
shield 6 min
heightened awareness 140 min
barkskin 300 min
see invisibility 300 min
heroism 300 min
mage armor 16 h -10
greater magic weapon (+4) 16 h -10
greater reversion 24 h
form of the dragon 3 (Huge blue dragon) 6 min
- +10 size Str, +8 size Con
- +8 natural armor bonus
- blindsense 60’
- darkvision 120’
- fly 120 feet (poor)
- breath weapon (every 1d4 rounds, 100-foot line of electricity, 12d8)
- DR 10/magic
- frightful presence
- immunity to electricity
- +2 CMB/CMD, -2 hit/AC from Huge size


Retired to Taldor?

Seeing the larger giant fall from the air, Seamus watches Izomandakus and Val moved towards the wizard while Pachemu waives her wand. Redoubling his effort, Seamus attacks the smaller green giant, attacking repeatedly with rapier and mithril long knife alike.

BoF +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. AC 39 full attack: +1 Keen rapier/+ 1 mithril giant bane shortsword, weapons focus/buckler, twf, itwf, gtwf
attack: keen rapier: 1d20 + 20 + 1 - 2 + 2 - 2 ⇒ (19) + 20 + 1 - 2 + 2 - 2 = 38 for damage: 1d6 + 8 + 1 ⇒ (3) + 8 + 1 = 12
attack: shortsword: 1d20 + 20 + 3 + 1 - 1 - 2 + 2 ⇒ (5) + 20 + 3 + 1 - 1 - 2 + 2 = 28 for damage: 1d6 + 8 + 3 ⇒ (6) + 8 + 3 = 17 bane: 2d6 ⇒ (1, 5) = 6
attack: keen rapier: 1d20 + 15 + 1 - 2 + 2 ⇒ (15) + 15 + 1 - 2 + 2 = 31 for damage: 1d6 + 8 + 1 ⇒ (1) + 8 + 1 = 10
attack: shortsword: 1d20 + 15 + 3 + 1 - 1 - 2 + 2 ⇒ (19) + 15 + 3 + 1 - 1 - 2 + 2 = 37 for damage: 1d6 + 8 + 3 ⇒ (1) + 8 + 3 = 12 bane: 2d6 ⇒ (5, 3) = 8
attack: keen rapier: 1d20 + 10 + 1 - 2 + 2 ⇒ (9) + 10 + 1 - 2 + 2 = 20 for damage: 1d6 + 8 + 1 ⇒ (3) + 8 + 1 = 12
attack: shortsword: 1d20 + 10 + 3 + 1 - 1 - 2 + 2 ⇒ (18) + 10 + 3 + 1 - 1 - 2 + 2 = 31 for damage: 1d6 + 8 + 3 ⇒ (3) + 8 + 3 = 14 bane: 2d6 ⇒ (6, 6) = 12
attack: keen rapier: confirm cit: 1d20 + 20 + 1 - 2 + 2 - 2 ⇒ (14) + 20 + 1 - 2 + 2 - 2 = 33 for damage: 1d6 + 8 + 1 ⇒ (2) + 8 + 1 = 11
attack: keen rapier: confirm crit: 1d20 + 15 + 1 - 2 + 2 ⇒ (15) + 15 + 1 - 2 + 2 = 31 for damage: 1d6 + 8 + 1 ⇒ (5) + 8 + 1 = 14
attack: shortsword: confirm crit: 1d20 + 15 + 3 + 1 - 1 - 2 + 2 ⇒ (16) + 15 + 3 + 1 - 1 - 2 + 2 = 34 for damage: 1d6 + 8 + 3 ⇒ (1) + 8 + 3 = 12


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 + 12 ⇒ (10) + 12 = 22 Fort

Now that he can true see, Kast points out the bony devil that is about. His voice was never that deep, and comes out much more squeaky than before now that he is diminished.


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 5

Little tiny Kast lunges out at the bony invisible jerks.

Iron Quill, two handed:
1d20 + 24 + 2 + 2 - 2 ⇒ (8) + 24 + 2 + 2 - 2 = 34 to hit; (GMW,BoF)
1d10 + 26 + 1d6 + 2d6 - 3 ⇒ (8) + 26 + (2) + (4, 4) - 3 = 41 magic cold iron/fire/holy damage

Iron Quill, two handed:
1d20 + 15 + 2 + 2 - 2 ⇒ (10) + 15 + 2 + 2 - 2 = 27 to hit; (GMW)
1d10 + 26 + 1d6 + 2d6 - 3 ⇒ (4) + 26 + (3) + (1, 4) - 3 = 35 magic cold iron/fire/holy damage

Iron Quill, two handed:
1d20 + 10 + 2 + 2 - 2 ⇒ (7) + 10 + 2 + 2 - 2 = 19 to hit; (GMW)
1d10 + 26 + 1d6 + 2d6 - 3 ⇒ (9) + 26 + (4) + (1, 2) - 3 = 39 magic cold iron/fire/holy damage

Kasternations:

hp: 161/161
AC: 38/30/22 (always on shield, Barkskin included) +2 BoF + 8 smite +2 eagle
Saves: F12/R16/W13* +8 vs. mind affecting
Furious Focus, GWM=+4, 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: 7/7 left
1: 6/8 left
2: 6/8 left
3: 6/8 left
4: 5/8 left
5: 2/7 left
6: 6/7 left
7: 6/6 left
8: 3/4 left

[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+4) 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 Fire and Cold (30, 160 minutes). Moment of Prescience.[ /spoiler]

Perfect Intentions, Round 3/16: 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.

[/url]

[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:

A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]

[spoiler=Championing]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+8 to attack/AC
+8 to damage

[ /spoiler]

Iron Quill, two handed:
1d20 + 18 ⇒ (6) + 18 = 24 to hit; (GMW)
1d10 + 18 ⇒ (3) + 18 = 21 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (3) + 10 = 13 to hit; (GMW)
1d10 + 18 ⇒ (3) + 18 = 21 magic cold iron damage

[spoiler=Perfect Blessing Round 1/16]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]

Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.


Retired to Taldor?

oops Fort DC 23: 1d20 + 17 ⇒ (9) + 17 = 26 whew!


Xin-Shalast - Roll20 Map - Tracking Sheet

Shrunken Kast does a little less damage due to his reduction, but hammers the beast twice. Izomandakus dismisses the bone devil before flying up to the mage who is rather surprised by the sudden visit. Seamus remains full sized as well as he thrashes the little green giant. The giant teeters a moment before falling back, her legs still stuck as she burns. Valena, riding the dragon, lashes out at the little mage. Rastaf moves up a bit and heals the party.

Bone devil will: 1d20 + 7 ⇒ (11) + 7 = 18 vs DC 22 - dismissed!

Valena on mage: 1d20 + 24 ⇒ (20) + 24 = 44 damage: 1d6 + 20 + 2d6 + 3 ⇒ (5) + 20 + (4, 4) + 3 = 36
critthreat Valena on mage: 1d20 + 24 ⇒ (5) + 24 = 29 damage: 1d6 + 20 + 2d6 + 3 ⇒ (1) + 20 + (3, 2) + 3 = 29

Valena doesn't confirm the crit, and there's DR (10), and there's a magical layer (false life), but she smiles as she lands a solid blow to start the new phase of the battle.

The mage quickly casts resist energy electricity to protect against the dragon’s breath before trying a disintegrate spell on him, casting defensively of course.

Concentration: 1d20 + 23 ⇒ (20) + 23 = 43 vs DC 27
Ranged touch on Izomandakus: 1d20 + 13 ⇒ (7) + 13 = 20 vs AC 20 Got a +1 somewhere I don't know about Izomandakus?
Damage: 32d6 ⇒ (4, 4, 5, 3, 6, 2, 6, 6, 3, 2, 2, 3, 1, 5, 1, 2, 3, 2, 1, 1, 5, 5, 2, 4, 4, 1, 2, 6, 2, 1, 5, 4) = 103 or successful save damage: 5d6 ⇒ (5, 2, 3, 2, 6) = 18

Regardless of the outcome of his spells, he also drops back a bit, provoking from Valena and Izomandakus - if he still lives! He also provokes with his ranged attack, in case you have combat reflexes...

AoO Valena on mage: 1d20 + 24 ⇒ (13) + 24 = 37 damage: 1d6 + 20 + 2d6 + 3 ⇒ (6) + 20 + (3, 3) + 3 = 35

And Valena hits him again, as if punishing him for attacking Izomandakus. And this time, she draws blood as his magical protections begin to falter (burned through false life).

He looks down, and looks surprised. As if it has been centuries since he's been injured. Maybe longer...

- Round 6 -
Kast - 4 (-60hp)
- Round 7 -
Izomandakus - 24 (-28hp, 4 images)
Pachemu - 24 (-9hp)
Seamus - 22
Valena - 21 (-10hp, 5 images)
Rastaf - 11
Red cloud - 9 (dead)
Blue cloud - 9 (dead)
Green cloud - 9 (dead)
Rune Giant - 9 (dead)
Bone Devil - 9 (dismissed)
Mage - 9 (-36hp)

• Next up - everyone.

EDIT: Images, images, so many mirror images. Izomandakus might dodge that disintegration yet!
Images: 1d5 ⇒ 1

Or not...


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

AoO: Bite+HR+BoF {AS}: 1d20 + 23 + 2 + 2 ⇒ (11) + 23 + 2 + 2 = 382d8 + 22 + 4 ⇒ (6, 1) + 22 + 4 = 33
Izomandakus gifts a bite to the wizard for his ranged attack.

Fort+HR+dragon DC ?: 1d20 + 16 + 2 + 4 ⇒ (7) + 16 + 2 + 4 = 29
The green beam lands true but the dragon's hardiness is strong.

Fly+HR: 1d20 + 16 - 6 + 2 ⇒ (12) + 16 - 6 + 2 = 24
Then he flies up, bringing Valena once again to the fringe of combat, there is some electrical breath exhaled which might or might not be to the evil wizard's liking.
Electrical damage (Ref DC 25): 12d8 ⇒ (7, 8, 8, 7, 4, 5, 1, 5, 2, 3, 1, 4) = 55

Pachegoyle starts flapping her wings and takes flight over the tar pool until, double flying to get a sighting of the mage.

Pachemotions:

Pig - HP 101/162 AC 27 TAC 13 +2 if within circle vs evil
(gargoyle: -1 size, +2 natural)
resist energy (fire 30) 160 min

Boy - HP 112+64/162+64 DR 10/magic AC 44 TAC 20 +0 if within circle vs evil

Bolts: 9
Rod: 0/3
Augment: 7/8 (+4 or +4 nat. AC 8 rounds)
Perfection: 7/16 (+8)
Recall: 1/4 (+2 DC for 1 round)
Effects:
blessing of fervor (+2) r17
tears to wine (+10) 150 min
greater shapechanger gift (Pachemu: gargoyle) 16 h
mirror image (4) 6 min
shield 6 min
heightened awareness 140 min
barkskin 300 min
see invisibility 300 min
heroism 300 min
mage armor 16 h -10
greater magic weapon (+4) 16 h -10
greater reversion 24 h
form of the dragon 3 (Huge blue dragon) 6 min
- +10 size Str, +8 size Con
- +8 natural armor bonus
- blindsense 60’
- darkvision 120’
- fly 120 feet (poor)
- breath weapon (every 1d4 rounds, 100-foot line of electricity, 12d8)
- DR 10/magic
- frightful presence
- immunity to electricity
- +2 CMB/CMD, -2 hit/AC from Huge size


Retired to Taldor?

Pleased that the giants are down, Seamus watches as Izomandakus flies and attacks the wizard. Not sure he's ready to try and cross the tar pool, Seamus sheaths his blades and draws his short bow.

two move actions


Xin-Shalast - Roll20 Map - Tracking Sheet

Sorry, Izomandakus. DC 25 - you survive the disintegration!

Rastaf, I see you moved on the map, but you're in the tar zone (anything in the red circle). If you stay there - it's a DC 27 reflex to avoid being entangled by the tar and set on fire.


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 6

Kast double moves towards the foes.


Xin-Shalast - Roll20 Map - Tracking Sheet

As little Kast rounds the corner, he sees Karzoug! Izomandakus you may change your final position if you wish as you’ll see him too as you round the corner.

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
GM Euan - Rise wrote:
Rastaf, I see you moved on the map, but you're in the tar zone (anything in the red circle). If you stay there - it's a DC 27 reflex to avoid being entangled by the tar and set on fire.

My bad. A full move would get him out of it, so I completed his move 60.

reflex, if still needed: 1d20 + 13 ⇒ (2) + 13 = 15
Fire resistance 20


Xin-Shalast - Roll20 Map - Tracking Sheet

Kast rounds the corner and sees Karzoug! Izomandakus resists the disintegration and flies to head off the wizard. Seamus switches weapons. Valena GMPC plays whack-a-mage, trying to whittle him down to size. Rastaf moves through the tar. (Yes, I know it shouldn’t be this easy. Just letting the backfield join up.)

Mage Reflex: 1d20 + 13 ⇒ (4) + 13 = 17 vs DC 25 for 55hp electrical damage -30 resistance = 25 damage

Valena on mage: 1d20 + 24 ⇒ (7) + 24 = 31 damage: 1d6 + 20 + 2d6 + 3 ⇒ (3) + 20 + (6, 3) + 3 = 35

Valena hits him again, continuing to harm the weaselly mage. (DR)

The mage quickly casts a maximized magic missile, targeting Valena in his anger. (-25hp Valena) and follows it up with a defensive casting of a non quickened maximized magic missile at the same target (assuming the first volley worked). Concentration auto succeeds, so -25hp more to Valena.

Karzoug sees the mage battle, and smiles, ”You’ve come so far too. Shame to fail now.” He laughs so hard, he almost forgets to cast, but manages a simple spell in the end, a scorching ray the three nearest heroes.

Scorching ray on Izomandakus: 1d20 + 17 ⇒ (18) + 17 = 35 damage: 4d6 ⇒ (6, 3, 6, 4) = 19
Scorching ray on Kast: 1d20 + 17 ⇒ (5) + 17 = 22 damage: 4d6 ⇒ (5, 1, 3, 5) = 14
Scorching ray on Valena: 1d20 + 17 ⇒ (19) + 17 = 36 damage: 4d6 ⇒ (5, 3, 5, 3) = 16

I think each of you are hit, just barely in Kast's case. Please confirm if you are hit, and let me know how much, if any, fire protection you have. Thanks!

He seems to be studying what you are protected against as much as doing any damage. Also, he’s either extraordinarily lucky, or he has true seeing going for your images didn’t phase him.

Oh and while the mage moves about a bit, Karzoug remains almost perfectly motionless, as each time before.

- Round 7 -
Kast - 4 (-60hp)
- Round 8 -
Izomandakus - 24 (-28hp, 4 images)
Pachemu - 24 (-9hp)
Seamus - 22
Valena - 21 (-76hp, 5 images)
Rastaf - 11
Red cloud - 9 (dead)
Blue cloud - 9 (dead)
Green cloud - 9 (dead)
Rune Giant - 9 (dead)
Bone Devil - 9 (dismissed)
Mage - 9 (-86hp)

• Next up - everyone.


Retired to Taldor?

Hearing there was a Karzoug on the back side of the large room, Seamus moves across the tar. Dropping the shortbow he draws his blades as he rounds the corner past Kast and nearing the Karzoug.

BoF xtra move, 90 ft


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

Izomandakus grunts as the fire beam scorches one of his wings "Why you would not come and fight so we can see? Roaaaarrrrr!"
Fly+HR DC 15 (hover): 1d20 + 16 - 6 + 2 ⇒ (13) + 16 - 6 + 2 = 25

Hovering forward, he flanks the mage with Kast.
Bite+HR+BoF+flank {AS}: 1d20 + 23 + 2 + 2 + 2 ⇒ (7) + 23 + 2 + 2 + 2 = 362d8 + 22 + 4 ⇒ (3, 1) + 22 + 4 = 30
Claw+HR+BoF+flank {AS, acid}: 1d20 + 24 + 2 + 2 + 2 ⇒ (5) + 24 + 2 + 2 + 2 = 352d6 + 16 + 4 + 1d6 ⇒ (5, 5) + 16 + 4 + (6) = 36
Claw+HR+BoF+flank {AS, acid}: 1d20 + 24 + 2 + 2 + 2 ⇒ (9) + 24 + 2 + 2 + 2 = 392d6 + 16 + 4 + 1d6 ⇒ (2, 4) + 16 + 4 + (1) = 27
Wing+HR+BoF+flank {AS}: 1d20 + 18 + 2 + 2 + 2 ⇒ (20) + 18 + 2 + 2 + 2 = 441d8 + 9 + 4 ⇒ (1) + 9 + 4 = 14
Wing+HR+BoF+flank {AS}: 1d20 + 18 + 2 + 2 + 2 ⇒ (7) + 18 + 2 + 2 + 2 = 311d8 + 9 + 4 ⇒ (4) + 9 + 4 = 17
Tail slap+HR+BoF+flank {AS}: 1d20 + 18 + 2 + 2 + 2 ⇒ (16) + 18 + 2 + 2 + 2 = 402d6 + 22 + 4 ⇒ (2, 3) + 22 + 4 = 31

Crit?: 1d20 + 18 + 2 + 2 + 2 ⇒ (2) + 18 + 2 + 2 + 2 = 261d8 + 9 + 4 ⇒ (5) + 9 + 4 = 18

Meanwhile, Pachemu stashes the wand, tied by her scarf maybe, and flies forward with fervor, snatching the commanding staff with both hands.

Pachemotions:

Pig - HP 101/162 AC 25 TAC 11 +2 if within circle vs evil
(gargoyle: -1 size, +2 natural)
resist energy (fire 30) 160 min

Boy - HP 93+64/162+64 DR 10/magic AC 44 TAC 20 +0 if within circle vs evil

Bolts: 9
Rod: 0/3
Augment: 7/8 (+4 or +4 nat. AC 8 rounds)
Perfection: 7/16 (+8)
Recall: 1/4 (+2 DC for 1 round)
Effects:
blessing of fervor (+2) r17
tears to wine (+10) 150 min
greater shapechanger gift (Pachemu: gargoyle) 16 h
mirror image (4) 6 min
shield 6 min
heightened awareness 140 min
barkskin 300 min
see invisibility 300 min
heroism 300 min
mage armor 16 h -10
greater magic weapon (+4) 16 h -10
greater reversion 24 h
form of the dragon 3 (Huge blue dragon) 6 min
- +10 size Str, +8 size Con
- +8 natural armor bonus
- blindsense 60’
- darkvision 120’
- fly 120 feet (poor)
- breath weapon (every 1d4 rounds, 100-foot line of electricity, 12d8)
- DR 10/magic
- frightful presence
- immunity to electricity
- +2 CMB/CMD, -2 hit/AC from Huge size

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