
Sister Zephra |

Sister Zephra looks to Gaelan, intending to move when he does, so that they can work in tandem.
Delaying until after Gaelan.

Whispering Tyrant |

Round 1: Jackal and Ghouls
The jackal-faced large humanoid flies across the cathedral and then intones magic some 50' from the party and points at them! Immediately, the moisture from your body evaporates, causing your flesh to wither and crack.
Damage: 11d6 ⇒ (3, 6, 2, 5, 6, 3, 1, 4, 5, 1, 2) = 38
Party Fort saves DC 22 for half damage:
Aja: 1d20 + 10 ⇒ (5) + 10 = 15 --- fails
Gaelan: 1d20 + 17 ⇒ (1) + 17 = 18 --- fails
Sister: 1d20 + 10 ⇒ (20) + 10 = 30 --- success
Solanis auto-makes the save.
Zed: 1d20 + 13 ⇒ (17) + 13 = 30 --- success
The jackal humanoid then follows with a Quickened magic missile and targets Aja, the party responsible for the Chain Lightning, as five energy missiles slam into her.
Aja takes an additional 5d4 + 5 ⇒ (4, 2, 2, 2, 2) + 5 = 17 damage.
The ghouls double move through the difficult terrain toward the party, growling and gnashing their teeth!
Summary of damage:
Aja: -55 damage
Gaelan: -38 damage
Sister: -19 damage
Solanis: -19 damage
Zed: -19 damage

Gaelan Zindarien |

Gaelan moves forward 20' and attacks a fresh ghoul, relying on the Disruption ability on his blade. "The ghouls are mine, deal with the others!"
Attack: 1d20 + 20 + 1 + 3 - 4 ⇒ (12) + 20 + 1 + 3 - 4 = 32
Damage with fire: 1d8 + 20 + 3 + 1d6 ⇒ (6) + 20 + 3 + (5) = 34
DC 14 Will save or be destroyed.
AC: 29
Swift action to LoH on himself: 6d6 + 12 ⇒ (3, 6, 1, 4, 4, 3) + 12 = 33: missing -5 hps.

Whispering Tyrant |

The elven paladin rushes in, the faint hint of whispered murmurs pervades the stale air like leathery bat wings. He suddenly feels a malevolent force envelop him as soon as he takes a 5' step, but he fights it off, the presence disappears, and he continues with his action to attack the ghoul.
Gaelan Fort save: 1d20 + 17 ⇒ (8) + 17 = 25 --- success
Ghoul Will save: 1d20 ⇒ 18 --- success! -34 damage to Ghoul.
Sister's delayed action is up as well as Zed then the Barbed Devil to complete the round. Does Solanis move up as stated with Gaelan? If so, he and anyone else who moves into the room needs to make DC 23 Fort save.

Zed Ulmin |

Sorry, am I missing a map somewhere? I don't see one.

Sister Zephra |

Zephra shrugs. "If I stay back from this malevolent force, I'd have to stay back from every malevolent force, and I'd not be able to do anything then," she says. She murmurs a quick prayer to Pharasma and moves behind Gaelan, drawing her daggers as she goes. She stabs at the ghoul that Gaelan already weakened in a smooth motion.
She casts freedom of movement as a swift action with fervor, and moves up to the square just south of Gaelan.
Dagger attack, divine favor, flagbearer, haste, inspire courage, undead, WW: 1d20 + 22 + 4 + 2 + 1 + 3 + 1 + 4 ⇒ (16) + 22 + 4 + 2 + 1 + 3 + 1 + 4 = 53
P/S/magic damage, divine favor, flagbearer, inspire courage, WW: 1d10 + 13 + 4 + 2 + 3 + 4 ⇒ (5) + 13 + 4 + 2 + 3 + 4 = 31
Fortitude save, protection from evil, Lastwall Phalanx: 1d20 + 10 + 2 + 1 ⇒ (11) + 10 + 2 + 1 = 24

Aja. |

Party Fort saves DC 22 for half damage:
Aja: 1d20 + 10 ⇒ (5) + 10 = 15 --- fails
close. I have additional +2 from heroism and +4 (edit: 3) from lastwall phalanx. It's hard for us to track all our buffs, we don't expect you to get it right.

Eudamonia Solanis |

The bonus from Lastwall phalanx is based on how many allies are adjacent to you- I had moved away, so you’ll only get +3 from that right now. And yes, I will still follow Gaelan forward.
Fort: 1d20 + 22 ⇒ (17) + 22 = 39 +2 vs evil

Whispering Tyrant |

Ghouls shaded with red took full damage from chain lightning and ghoul shaded with green just took 65 damage from Gaelan and Sister. I forgot about ghoul who got struck by the Searing light -will update on next map but it's in the back.
Yes, definitely too many buffs - if I make a mistake with a save, we will retcon. Thanks for understanding. Sister and Solanis are not affected by the malevolent force. Zed is up.

Zed Ulmin |

Zed considers the situation slowly, then his clothes flare up as if caught by the wind. He moves into the room quickly and ends in front of the good Sister, and from his hand springs a burning white light that flashes at the large jackal!
Activate judgement as a swift action, gaining slayer's brand and protection. Moving to the square to the top-right of Zephra. Fire off slayer's brand as a ranged touch attack against the jackal humanoid, which I assume is at least evil, so it should effect it.
Ranged Touch: 1d20 + 11 + 3 + 2 ⇒ (16) + 11 + 3 + 2 = 32
Damage: 1d6 - 2 + 3 + 2 ⇒ (2) - 2 + 3 + 2 = 5
From judgement and moving and Lastwall Phalanx, my AC will be 34 for this round.

Whispering Tyrant |

Zed, in the future when I post that everyone needs to make a save when they do X and then you do X and don't roll the save, I will state that you autofail the save. This is your warning. :) I get that the posts have a lot of information crammed in them, but try to read the bolded sections specifically.
Zed's Fort save: 1d20 + 13 ⇒ (13) + 13 = 26 --- success, the malevolent force fails to affect you.
Moving in front of Sister provokes an AoO from the green-shaded ghoul.
Attack of Opportunity: 1d20 ⇒ 20 --- hit
Confirm: 1d20 ⇒ 1 --- no
Damage: 1d6 + 6 ⇒ (6) + 6 = 12
Zed Fort save vs. DC 17: 1d20 + 13 ⇒ (3) + 13 = 16 - I believe with Lastwall Phalanx, you make the save. Solanis, if I am wrong, please let me know.
Zed's brand fails to affect the Jackal-faced humanoid. It is not undead.
End of Round 1: Barbed Devil
The barbed devil curses at Aja for hurting him with her lightning. It raises its bow, which catches fire before your very eyes, and it unleashes a barrage of arrows at her!
Attack: 1d20 + 19 ⇒ (7) + 19 = 26 -misses with haste right?
Attack: 1d20 + 14 ⇒ (15) + 14 = 29 - hits
Attack: 1d20 + 9 ⇒ (11) + 9 = 20 - misses
Damage from flaming bow: 1d8 + 7 + 1d6 ⇒ (8) + 7 + (3) = 18
Summary of Party's damage:
Summary of damage:
Aja: -55-18= -73 damage
Gaelan: -5 damage
Sister: -19 damage
Solanis: -19 damage
Zed: -31 damage
Aja and Solanis are up in Round 2!

Eudamonia Solanis |

Sola scowls as the demon adds to Aja's injuries. Hoping to take the focus off of the wounded caster, she quickly heals herself and then flies over the ghouls to take up position above the jackal-headed creature. Once in position, she thrusts her spear down at the servant of darkness. swift: lay hands, and activate hands of valor; move action (with haste): fly up above the creature (too high for it to reach) and then come down into spear range (hoping avoiding an AoO since I also have reach); standard: attack; free: maintain performance.
lay hands: 2d6 ⇒ (6, 2) = 8
attack (PA/IC/haste/HoV/higher ground): 1d20 + 17 + 1 + 7 + 1 ⇒ (19) + 17 + 1 + 7 + 1 = 45
for: 1d8 + 22 ⇒ (7) + 22 = 29
I'm positioning myself directly above it so that if it tries to move away or cast any spells it will risk an AoO.

Eudamonia Solanis |

...*her* spear...
Because it's large, I figured it would be able to attack me on its turn- I'm just trying to occupy it for a round or 2 to buy Aja enough time to get some healing or otherwise protect herself (or kill this thing and/or the demon). Hopefully it won't be able to kill me that fast.
AC 27

Aja. |

Attack: 1d20 + 19 ⇒ (7) + 19 = 26 -misses with haste right? miss
Attack: 1d20 + 14 ⇒ (15) + 14 = 29 - hits
Attack: 1d20 + 9 ⇒ (11) + 9 = 20 - misses
5 mirror images. needs a 6 to hit: 1d6 ⇒ 5 miss, 4 mirror images left.
Aja was quite stumbled by the barrage of spells. What was that?
Spellcraft, identify first spell: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
"Let's take it down" Aja casts Dispel Magic on the Jackal man.
Dispel Check: 1d20 + 12 ⇒ (13) + 12 = 25
Then she moves out of sight, hiding behind the door.

Whispering Tyrant |

I forgot the Mirror Image, my bad. You lose 2 images then (one was a near miss). 3 images left..
Aja fails to identify the 1st spell. She casts Dispel Magic and leaves the line of sight. There is no visible effect on the flying jackal.
Round 2: Jackal and Ghouls
The jackal, bleeding from Solanis' wound, full-attacks her with its claws and bite. As Solanis is struck by the creature's claws, she suddenly feels horrific pangs of extreme hunger with each strike. After the attack, the emaciated jackal follows up with another Quickened Magic Missile, this time on Solanis, as 5 energy missile slam into her. The jackal smiles, "Feel the famine, for I am the servitor of the Horseman!"
Claw: 1d20 ⇒ 16 --- hit
Claw: 1d20 ⇒ 9 --- hit
Bite: 1d20 ⇒ 6 --- barely misses
Damage: 4d6 + 12 ⇒ (6, 4, 4, 3) + 12 = 29 + 2d6 ⇒ (4, 3) = 7 non-lethal hunger damage
Magic Missile damage: 5d4 + 5 ⇒ (1, 3, 3, 2, 2) + 5 = 16
Total damage to Solanis for the battle: -56 and -7 nonlethal damage.
Ghouls:
Southern red ghoul take a 5' step and full-attacks Gaelan, but all attacks miss.
Claw: 1d20 ⇒ 2
Claw: 1d20 ⇒ 12
Bite: 1d20 ⇒ 7
Green wounded ghoul full-attacks Sister. Is her AC 41? Please post your AC in your last post to make it easier for me. Will assume that her AC is higher than 31 so all attacks miss.
Claw: 1d20 ⇒ 18
Claw: 1d20 ⇒ 11
Bite: 1d20 ⇒ 12
Red Ghoul moves into position and attacks Zed, but misses.
Claw: 1d20 ⇒ 5
Fresh ghoul moves into position and attacks Zed, but misses.
Claw: 1d20 ⇒ 9
Fresh ghoul full-attacks Zed, but the inquisitor deflects each blow.
Claw: 1d20 ⇒ 1
Claw: 1d20 ⇒ 2
Bite: 1d20 ⇒ 8
Wounded ghoul runs around and moves into flank Zed, provoking AoO, but misses also.
Claw: 1d20 + 2 ⇒ (2) + 2 = 4
Wow 12 combat rolls, only 4 higher than 10...yeesh!
Rest of ghouls move up.
Zed gets AoO then Gaelan, Sister, and Zed are up. At the beginning of his turn, due to the Jackal's aura, Zed must make DC 22 Fortitude save or become fatigued due to hunger.

Zed Ulmin |

Zed's brand fails to affect the Jackal-faced humanoid. It is not undead.
It doesn't have to be undead for my brand to affect it. I took the holy brand option, which lets me brand anything with the evil subtype. I am not 100% confident that is has the evil subtype, but I'm guessing it probably does.
Zed does not let the movement of the ghoul go unpunished.
AoO vs Wounded Ghoul (SA, IC): 1d20 + 18 + 2 + 3 ⇒ (5) + 18 + 2 + 3 = 28
Damage (SA, IC, Undead): 1d10 + 12 + 2 + 3 + 1 ⇒ (2) + 12 + 2 + 3 + 1 = 20
Then he attempts to resist the effect of the jackal creature.
Fort Save (Phalanx): 1d20 + 13 + 1 ⇒ (10) + 13 + 1 = 24 +2 vs disease/mind-affecting, -1 vs ability score damage/drain
Then it is Zed's time to act. His weapon glows with a pale light and he begins bludgeoning a vicious path through the undead, eyes set on the large jackal creature.
Activate greater bane as a swift action. Using full plate of speed to activate haste as free action.
Attack vs Ghoul (SA, IC, Haste, Bane): 1d20 + 18 + 2 + 3 + 1 + 2 ⇒ (8) + 18 + 2 + 3 + 1 + 2 = 34
Damage (SA, IC, Undead, Bane, Greater Bane, PA): 1d10 + 12 + 2 + 3 + 1 + 2 + 4d6 + 9 ⇒ (1) + 12 + 2 + 3 + 1 + 2 + (5, 1, 6, 4) + 9 = 46
Attack vs Ghoul (SA, IC, Haste, Bane, PA): 1d20 + 18 + 2 + 3 + 1 + 2 - 3 ⇒ (12) + 18 + 2 + 3 + 1 + 2 - 3 = 35
Damage (SA, IC, Undead, Bane, Greater Bane, PA): 1d10 + 12 + 2 + 3 + 1 + 2 + 4d6 + 9 ⇒ (4) + 12 + 2 + 3 + 1 + 2 + (6, 4, 3, 3) + 9 = 49
Attack vs Ghoul (SA, IC, Haste, Bane, PA): 1d20 + 13 + 2 + 3 + 1 + 2 - 3 ⇒ (5) + 13 + 2 + 3 + 1 + 2 - 3 = 23
Damage (SA, IC, Undead, Bane, Greater Bane, PA): 1d10 + 12 + 2 + 3 + 1 + 2 + 4d6 + 9 ⇒ (9) + 12 + 2 + 3 + 1 + 2 + (3, 4, 1, 4) + 9 = 50
Zed will first attack the ghoul directly to his right. If the downs that enemy, he will 5 foot step into that square and begin attacking the one that he will be flanking with Gaelan (make sure to remember the +2 flanking bonus if applicable). If he also downs that one, he will activate his advancing armor to move 10 feet as a free action without provoking to put himself directly adjacent to the jackal creature, assuming that the brand works as I described above.
Magic Vestment (12 hours)
False Life (12 hours)
Freedom of Movement (2 hours)
See Invisibility (2 hours)
Sola Aura
Inspire Courage
Lastwall Phalanx (increases AC and saves vs evil depending on number of adjacent allies)
Judgement (boosting AC and giving brand right now, until combat is over)
Greater Bane (until dismissed, 2 of 12 rounds used now)
Haste (via full plate of speed, 1 of 10 rounds used now)

Sister Zephra |

I've been keeping my status line up-to-date, using the format of [normal AC]+[buffs], and I use asterisks to indicate variables that are not always active. I think it is actually 40: 10 base, +9 armor, +8 Dex, +1 untyped (haste), +6 natural armor (ironskin), +4 deflection (shield of faith), +2 sacred (Lastwall Phalanx). I will change this value not to include Lastwall Phalanx by default, but with an asterisk to show that it is probably higher. Also, Zephra's going to activate her sacred armor bonus, which will increase her enhancement bonus.
Zephra whirls her daggers in a protective zigzag about her as she mutters prayers to Pharasma and denounces the Whispering Way under her breath.
Swift action activate sacred armor, increasing her armor enhancement bonus by 1 for 1m. She does a full attack starting with the injured ghoul to the east of Gaelran and then focusing on the one flanking Zed if she drops it.
+2 dagger attack (primary), divine favor, flagbearer, haste, inspire courage, undead, WW: 1d20 + 22 + 4 + 2 + 1 + 3 + 1 + 4 ⇒ (14) + 22 + 4 + 2 + 1 + 3 + 1 + 4 = 51
P/S/magic damage, divine favor, flagbearer, inspire courage, WW: 1d10 + 13 + 4 + 2 + 3 + 4 ⇒ (4) + 13 + 4 + 2 + 3 + 4 = 30
+1 dagger attack (secondary), divine favor, flagbearer, haste, inspire courage, undead, WW: 1d20 + 21 + 4 + 2 + 1 + 3 + 1 + 4 ⇒ (10) + 21 + 4 + 2 + 1 + 3 + 1 + 4 = 46
P/S/magic damage, divine favor, flagbearer, inspire courage, WW: 1d10 + 12 + 4 + 2 + 3 + 4 ⇒ (3) + 12 + 4 + 2 + 3 + 4 = 28
+2 dagger attack (primary), divine favor, flagbearer, haste, inspire courage, undead, WW: 1d20 + 22 + 4 + 2 + 1 + 3 + 1 + 4 ⇒ (9) + 22 + 4 + 2 + 1 + 3 + 1 + 4 = 46
P/S/magic damage, divine favor, flagbearer, inspire courage, WW: 1d10 + 13 + 4 + 2 + 3 + 4 ⇒ (10) + 13 + 4 + 2 + 3 + 4 = 36
+1 dagger attack (secondary), divine favor, flagbearer, haste, inspire courage, undead, WW: 1d20 + 21 + 4 + 2 + 1 + 3 + 1 + 4 ⇒ (12) + 21 + 4 + 2 + 1 + 3 + 1 + 4 = 48
P/S/magic damage, divine favor, flagbearer, inspire courage, WW: 1d10 + 12 + 4 + 2 + 3 + 4 ⇒ (1) + 12 + 4 + 2 + 3 + 4 = 26
+2 dagger attack (haste), divine favor, flagbearer, haste, inspire courage, undead, WW: 1d20 + 22 + 4 + 2 + 1 + 3 + 1 + 4 ⇒ (10) + 22 + 4 + 2 + 1 + 3 + 1 + 4 = 47
P/S/magic damage, divine favor, flagbearer, inspire courage, WW: 1d10 + 13 + 4 + 2 + 3 + 4 ⇒ (8) + 13 + 4 + 2 + 3 + 4 = 34
(Her deadly juggernaut luck bonus doesn't stack with divine favor, so it doesn't boost attack or damage until it reaches +5. However, it increases for each enemy she drops with a melee attack, and this also affects her DR.)

Whispering Tyrant |

Whispering Tyrant wrote:Zed's brand fails to affect the Jackal-faced humanoid. It is not undead.It doesn't have to be undead for my brand to affect it. I took the holy brand option, which lets me brand anything with the evil subtype. I am not 100% confident that is has the evil subtype, but I'm guessing it probably does.
Zed does not let the movement of the ghoul go unpunished.
[dice=AoO vs Wounded Ghoul (SA, IC)]1d20+18+2+3
[dice=Damage (SA, IC, Undead)]1d10+12+2+3+1Then he attempts to resist the effect of the jackal creature.
[dice=Fort Save (Phalanx)]1d20+13+1 +2 vs disease/mind-affecting, -1 vs ability score damage/drain
Then it is Zed's time to act. His weapon glows with a pale light and he begins bludgeoning a vicious path through the undead, eyes set on the large jackal creature.
Activate greater bane as a swift action. Using full plate of speed to activate haste as free action.
[dice=Attack vs Ghoul (SA, IC, Haste, Bane)]1d20+18+2+3+1+2
[dice=Damage (SA, IC, Undead, Bane, Greater Bane, PA)]1d10+12+2+3+1+2+4d6+9[dice=Attack vs Ghoul (SA, IC, Haste, Bane, PA)]1d20+18+2+3+1+2-3
[dice=Damage (SA, IC, Undead, Bane, Greater Bane, PA)]1d10+12+2+3+1+2+4d6+9[dice=Attack vs Ghoul (SA, IC, Haste, Bane, PA)]1d20+13+2+3+1+2-3
[dice=Damage (SA, IC, Undead, Bane, Greater Bane, PA)]1d10+12+2+3+1+2+4d6+9Zed will first attack the ghoul directly to his right. If the downs that enemy, he will 5 foot step into that square and begin attacking the one that he will be flanking with Gaelan (make sure to remember the +2 flanking bonus if applicable). If he also downs that one, he will activate his advancing armor to move 10 feet as a free action without provoking to put himself directly adjacent to the jackal creature, assuming that the brand works as I described above.
** spoiler omitted **...
Okay, a lot to digest. The jackal does have the evil subtype so it is branded.
The AoO kills the ghoul and it explodes in a burst of filth. Zed DC 17 Fort save.The next 2 attacks kill the fresh ghoul to your right and it explodes as well. Zed DC 17 Fort save.
3rd attack: Kills the flanked ghoul, causing it to explode the contents of its bloated stomach on Zed, Gaelan and Sister - you all must make DC 17 Fort saves. If your Fort save is already 17 or higher - you auto make saves and no effect.
Then with advancing armor, Zed moves next to the jackal. Very nice round!

Whispering Tyrant |

I've been keeping my status line up-to-date, using the format of [normal AC]+[buffs], and I use asterisks to indicate variables that are not always active. I think it is actually 40: 10 base, +9 armor, +8 Dex, +1 untyped (haste), +6 natural armor (ironskin), +4 deflection (shield of faith), +2 sacred (Lastwall Phalanx). I will change this value not to include Lastwall Phalanx by default, but with an asterisk to show that it is probably higher. Also, Zephra's going to activate her sacred armor bonus, which will increase her enhancement bonus.
Zephra whirls her daggers in a protective zigzag about her as she mutters prayers to Pharasma and denounces the Whispering Way under her breath.
Swift action activate sacred armor, increasing her armor enhancement bonus by 1 for 1m. She does a full attack starting with the injured ghoul to the east of Gaelran and then focusing on the one flanking Zed if she drops it.
[dice=+2 dagger attack (primary), divine favor, flagbearer, haste, inspire courage, undead, WW]1d20+22+4+2+1+3+1+4
[dice=P/S/magic damage, divine favor, flagbearer, inspire courage, WW]1d10+13+4+2+3+4[dice=+1 dagger attack (secondary), divine favor, flagbearer, haste, inspire courage, undead, WW]1d20+21+4+2+1+3+1+4
[dice=P/S/magic damage, divine favor, flagbearer, inspire courage, WW]1d10+12+4+2+3+4[dice=+2 dagger attack (primary), divine favor, flagbearer, haste, inspire courage, undead, WW]1d20+22+4+2+1+3+1+4
[dice=P/S/magic damage, divine favor, flagbearer, inspire courage, WW]1d10+13+4+2+3+4[dice=+1 dagger attack (secondary), divine favor, flagbearer, haste, inspire courage, undead, WW]1d20+21+4+2+1+3+1+4
[dice=P/S/magic damage, divine favor, flagbearer, inspire courage, WW]1d10+12+4+2+3+4[dice=+2 dagger attack (haste), divine favor, flagbearer, haste, inspire courage, undead, WW]1d20+22+4+2+1+3+1+4
[dice=P/S/magic damage, divine favor, flagbearer, inspire courage,...
Okay, Sister will take a 5' step to get in melee of 3 enemies.
1st attack drops wounded ghoul. Sister: DC 17 Fortitude save.Next 3 attacks drop a fresh ghoul. Sister: DC 17 Fortitude save.
Last attack wounds a fresh ghoul.

Whispering Tyrant |

Sister Zephra |

Fort save DC 17, protection from evil: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25
Fort save DC 17, protection from evil: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Fort save DC 17, protection from evil: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32
She gets a +4 morale bonus on these if they are magical death effects from death ward.

Zed Ulmin |

Fort Saves: 3d20 ⇒ (12, 15, 7) = 34
At +13 base fort that will save, plus if they're disease related that's another +2 higher. Woot!

Gaelan Zindarien |

Gaelan takes a 5' step east, putting him into melee range of 3 ghouls and starts attacking with Disruption ability.
Attack: 1d20 + 20 + 1 + 3 - 4 ⇒ (12) + 20 + 1 + 3 - 4 = 32
Damage with fire: 1d8 + 20 + 3 + 1d6 ⇒ (4) + 20 + 3 + (2) = 29
Attack: 1d20 + 20 + 1 + 3 - 4 ⇒ (14) + 20 + 1 + 3 - 4 = 34
Damage with fire: 1d8 + 20 + 3 + 1d6 ⇒ (1) + 20 + 3 + (5) = 29
Attack: 1d20 + 15 + 1 + 3 - 4 ⇒ (17) + 15 + 1 + 3 - 4 = 32
Damage with fire: 1d8 + 20 + 3 + 1d6 ⇒ (7) + 20 + 3 + (1) = 31
Attack: 1d20 + 10 + 1 + 3 - 4 ⇒ (11) + 10 + 1 + 3 - 4 = 21
Damage with fire: 1d8 + 20 + 3 + 1d6 ⇒ (3) + 20 + 3 + (3) = 29
One threat:
Attack: 1d20 + 15 + 1 + 3 - 4 ⇒ (14) + 15 + 1 + 3 - 4 = 29
Damage with fire: 1d8 + 20 + 3 ⇒ (5) + 20 + 3 = 28
AC 27

Whispering Tyrant |

With the first 2 swings and the confirmed crit, Gaelan destroys the 2 red ghouls and the yellow ghoul. With no one else in range, his last attack is wasted. 3 more ghouls dead.
Round 2: Barbed Devil
The devil moves and casts magic, summoning a cold, cloying miasma of greasy darkness that strikes all of the heroes, except Aja. The darkness does not affect the ghouls or the jackal.
Damage: 5d8 ⇒ (7, 1, 4, 6, 5) = 23
Will saves DC 18:
Gaelan: 1d20 + 15 + 1 ⇒ (7) + 15 + 1 = 23
Sister: 1d20 + 12 + 1 - 2 ⇒ (19) + 12 + 1 - 2 = 30
Solanis: 1d20 + 16 ⇒ (6) + 16 = 22
Zed: 1d20 + 15 ⇒ (3) + 15 = 18
All save so everyone takes 11 damage.
Summary of Damage:
Aja: -73 damage
Gaelan: -16 damage
Sister: -30 damage
Solanis: -67 damage and 7 nonlethal damage
Zed: -12 damage
Aja and Solanis are up to start Round 3 - last round of Haste for most I believe.

Zed Ulmin |

That's a will save, yes? Per my stalwart ability I take no partial effects on successful fort/will saves, kind of like evasion.

Eudamonia Solanis |

Relieved that the real front line is arriving—and bleeding worse than she cares to acknowledge—Sola pulls back from the jackalheaded beast. She flies back to take up position right above Zephra, healing herself as she goes. Once in position, she stabs at the ghoul behind Zed.
lay hands: 2d6 ⇒ (4, 3) = 7
longspear vs undead (PA/IC/HoV/hg): 1d20 + 19 + 7 + 1 ⇒ (1) + 19 + 7 + 1 = 28
for: 1d8 + 24 + 2d6 ⇒ (4) + 24 + (5, 6) = 39
That should up Zephra, Gaelan, and my bonus from Lastwall phalanx to +3. That puts my AC at 29 (31 vs undead).

Sister Zephra |

Oh shoot, I forgot to include Lastwall Phalanx in my saving throws. That +2 would keep her from failing.
Also, you might want to note in your running total of damage that Zephra had had 15 temp hp from false life when we started, which reduced the damage she's taken so far.
Does the greasy darkness affect neutral characters as powerfully as it affects good characters? If so, Zephra might be exempt because she isn't good. (She can't be, because she must strive to be the same alignment as her goddess.)

Aja. |

Aja steps back into line of sight.
Does the darkness obscure sight? Is it countered by my Daylight?
t.b.c.

Whispering Tyrant |

Oh shoot, I forgot to include Lastwall Phalanx in my saving throws. That +2 would keep her from failing.
Also, you might want to note in your running total of damage that Zephra had had 15 temp hp from false life when we started, which reduced the damage she's taken so far.
Does the greasy darkness affect neutral characters as powerfully as it affects good characters? If so, Zephra might be exempt because she isn't good. (She can't be, because she must strive to be the same alignment as her goddess.)
I do not keep track of your temp hps - you are on the honor system to track those yourself. You are not sickened then. Sister takes 5 points of damage then from spell instead of 11.

Aja. |

Aja. wrote:The cold greasy darkness evaporates after the spell's effects are adjudicated. You can see.Aja steps back into line of sight.
Does the darkness obscure sight? Is it countered by my Daylight?
t.b.c.
Not knowing what that creature really is, Aja tries her fire at the Jackal man. She concentrates long and casts Empowered Scorching Ray.
ranged touch attack: 1d20 + 10 + 1 + 3 ⇒ (7) + 10 + 1 + 3 = 21
fire damage: 4d6 + 8 + 3 ⇒ (6, 2, 5, 3) + 8 + 3 = 27 x 1.5 = 40
ranged touch attack: 1d20 + 10 + 1 + 3 ⇒ (2) + 10 + 1 + 3 = 16
fire damage: 4d6 + 8 + 3 ⇒ (4, 5, 5, 5) + 8 + 3 = 30 x 1.5 = 45
ranged touch attack: 1d20 + 10 + 1 + 3 ⇒ (12) + 10 + 1 + 3 = 26
fire damage: 4d6 + 8 + 3 ⇒ (2, 4, 6, 3) + 8 + 3 = 26 x 1.5 = 39
Spell resistance: 1d20 + 13 ⇒ (15) + 13 = 28 just in case it's needed

Whispering Tyrant |

As the jackal man is in melee range of Zed, Aja takes -4 penalty to each ray since she does not have Precise Shot. Thus, only 1 ray of fire strikes the jackal, damaging him, though it has some fire resistance.
Round 3: Jackal
Since Zed is flanked by one of the remaining ghouls, the jackal delays to see if the ghoul can paralyze Zed and eat him.
Delays.
Ghouls
The ghoul flanking Zed full attacks him, but misses all of its attacks.
Claw: 1d20 + 2 ⇒ (4) + 2 = 6
Claw: 1d20 + 2 ⇒ (1) + 2 = 3
Bite:1d20 + 2 ⇒ (10) + 2 = 12
The other ghoul steps forward and out of hunger tries to bite Sister but misses as well.
Claw: 1d20 ⇒ 14
Round 3: Jackal
The Jackal flexes its muscles and full-attacks Zed with the flank, drawing blood on the inquisitor's back and biting his shoulder with its diseased teeth. Then it unleashes its last Quickened Magic Missile on Aja.
Claw: 1d20 + 2 ⇒ (12) + 2 = 14 --- hits AC over 32
Damage: 2d6 + 6 ⇒ (5, 1) + 6 = 12 plus 1d6 ⇒ 1 nonlethal hunger
Claw: 1d20 + 2 ⇒ (10) + 2 = 12 --- hits AC over 31
Damage: 2d6 + 6 ⇒ (2, 5) + 6 = 13 + 1d6 ⇒ 4 non-lethal
Bite:1d20 + 2 ⇒ (18) + 2 = 20 --- hits AC over 38
Damage: 2d8 + 6 ⇒ (4, 2) + 6 = 12
Magic Missile Damage: 5d5 + 5 ⇒ (3, 2, 3, 2, 3) + 5 = 18
Total damage this round to Zed if all 3 attacks hit: 37 + 5 non-lethal
Total damage this round to Aja: 18
Zed must make DC 22 Fortitude save vs. Disease.
Solanis, Zed, Sister, and Gaelan then must make DC 22 Fortitude save due to the Jackal's 20' aura or be fatigued.
After the saves, Zed, Sister, and Gaelan are up!

Sister Zephra |

Fort save DC 22 vs fatigue, protection from evil, Lastwall Phalanx: 1d20 + 10 + 2 + 2 ⇒ (20) + 10 + 2 + 2 = 34
Zephra murmurs another prayer to Pharasma, ignoring the ghoul's claws, and unleashes another volley of her daggers, first at the nearest ghoul and then on the ghoul flanking Zed after taking a quick step.
Casts false life on herself, provoking an attack of opportunity from the ghoul, and then full attacking with a five-foot step between targets.
false life hp: 1d10 + 10 ⇒ (9) + 10 = 19
+2 dagger attack (primary), divine favor, flagbearer, haste, inspire courage, undead, WW: 1d20 + 22 + 4 + 2 + 1 + 3 + 1 + 4 ⇒ (2) + 22 + 4 + 2 + 1 + 3 + 1 + 4 = 39
P/S/magic damage, divine favor, flagbearer, inspire courage, WW: 1d10 + 13 + 4 + 2 + 3 + 4 ⇒ (9) + 13 + 4 + 2 + 3 + 4 = 35
+1 dagger attack (secondary), divine favor, flagbearer, haste, inspire courage, undead, WW: 1d20 + 21 + 4 + 2 + 1 + 3 + 1 + 4 ⇒ (3) + 21 + 4 + 2 + 1 + 3 + 1 + 4 = 39
P/S/magic damage, divine favor, flagbearer, inspire courage, WW: 1d10 + 12 + 4 + 2 + 3 + 4 ⇒ (3) + 12 + 4 + 2 + 3 + 4 = 28
+2 dagger attack (primary), divine favor, flagbearer, haste, inspire courage, undead, WW: 1d20 + 17 + 4 + 2 + 1 + 3 + 1 + 4 ⇒ (6) + 17 + 4 + 2 + 1 + 3 + 1 + 4 = 38
P/S/magic damage, divine favor, flagbearer, inspire courage, WW: 1d10 + 13 + 4 + 2 + 3 + 4 ⇒ (1) + 13 + 4 + 2 + 3 + 4 = 27
+1 dagger attack (secondary), divine favor, flagbearer, haste, inspire courage, undead, WW: 1d20 + 16 + 4 + 2 + 1 + 3 + 1 + 4 ⇒ (15) + 16 + 4 + 2 + 1 + 3 + 1 + 4 = 46
P/S/magic damage, divine favor, flagbearer, inspire courage, WW: 1d10 + 12 + 4 + 2 + 3 + 4 ⇒ (10) + 12 + 4 + 2 + 3 + 4 = 35
+2 dagger attack (haste), divine favor, flagbearer, haste, inspire courage, undead, WW: 1d20 + 22 + 4 + 2 + 1 + 3 + 1 + 4 ⇒ (13) + 22 + 4 + 2 + 1 + 3 + 1 + 4 = 50
P/S/magic damage, divine favor, flagbearer, inspire courage, WW: 1d10 + 13 + 4 + 2 + 3 + 4 ⇒ (9) + 13 + 4 + 2 + 3 + 4 = 35

Gaelan Zindarien |

Fort Save: 1d20 + 17 + 1 ⇒ (20) + 17 + 1 = 38
Round 3:
Gaelan grips his blade, "You misbegotten piece of rotting flesh, Sarenrae condemns you to die!"
Smite evil as a swift action, move up incurring AoO, and attack:
Attack: 1d20 + 20 + 3 + 1 + 5 - 4 ⇒ (20) + 20 + 3 + 1 + 5 - 4 = 45
Damage assuming evil outsider: 1d10 + 20 + 3 + 24 ⇒ (5) + 20 + 3 + 24 = 52
Confirm: 1d20 + 20 + 3 + 1 + 5 - 4 ⇒ (20) + 20 + 3 + 1 + 5 - 4 = 45
Extra damage: 1d10 + 20 + 3 + 24 ⇒ (7) + 20 + 3 + 24 = 54
Total damage: 106
OMG...3 20s in a row - 1st time in my PbP history!
AC: 34

Whispering Tyrant |
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Mouth agape....
AoO: 1d20 ⇒ 15 --- hit
Damage: 2d8 + 6 ⇒ (7, 3) + 6 = 16 --- immune to disease
The 12' tall Jackal-headed humanoid sees the elf rush in and it bends down to bite him, drawing blood, as a smile comes to its face, secure in the knowledge that it is the chosen one of Urgathoa. What it fails to realize is that the elf's plan was to draw it in to his reach and more importantly, its head. The elf surprises the evil outsider by quickly spinning and bringing his elven curve blade down on its exposed neck! In an instant, it realizes its mistake, but it is too late as the paladin's blow decapitates it, its head landing on the cathedral grounds with a soft thud, ending its existence forever...
The jackal is no more. Only the barbed devil is left, looking pretty worried...Great rolls, G!

Gaelan Zindarien |

Praise be to the Inheritor!
(That was awesome, Gaelan)
Thanks-looked cool!

Whispering Tyrant |