[Gameday IV][PFS2] 1-13 Devil at the Crossroads by GM redeux (Inactive)

Game Master redeux

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Verdant Wheel

Male NG Wildwood Halfling | Cleric 6 | HP 66/66 | AC 22 | eF +12 tR +12 eW +14 | speed 25 ft | ePerc +14 | Hero Point 1/3 | Focus: 0/1 | Spells: 1: 3/3 2: 3/3 3: 2/3| Heals: 3/4 | Spell DC 22| active condition: | Exploration activity: Search

As the zombies' limbs explode on contact, Arlo takes a step back in surprise. "Uh, that can't be healthy."

I'd like a Recall Knowledge about the zombies, and in particular what that rot thing does, if possible. Religion at +9. The rest of my actions will depend on the result.


Map: -- | -- | ◆ ◇ ↺ |

gm screen:

Arlo recalls these are Plague Zombies. A creature exposed to a Plague Zombie's rot will start to have their flesh rot over several days and cannot heal any rot damage while affected. If not cured by the 5th day, the creature would die. PFS note - If you get back to the PFS lodge in time, this is a "non-permanent" affliction which would be restored by the lodge free of charge. You'd also know that they are a type of undead creature, and like all undead, are susceptible to positive damage.

new page, so putting update again for readability

Active Effects: Inspire Courage (3 rounds): +1 status to atk rolls, dmg rolls, and saves vs Fear

Terrain Dais is 20 feet high, DC 16 Athletics to climb. To engage the Ascendant in melee, the dais must be climbed, or you must fly/levitate into range. There is visibility for ranged attacks.

Who wished for a Hellknight test? Round 1 : BOLD can act
Drizzic Kruhl
Arlo Rumble (2 actions)

Round 2
The Ascendant flying 10ft above dais, 1d6 persist fire
Muzzo Sharptooth -9, Rage, DC 18 Fort Save, and a 2nd save if you succed the first.
Xun Saburo
Eithrim Navarre
Anjo Aroh -6, DC 18 Fort Save
Zombie3
Zombie4
Zombie5

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)

Fort Save: 1d20 + 8 ⇒ (4) + 8 = 12

Radiant Oath

Goblin shark barbarian 4 | HP 44(54) | AC 20(19) | F +10 R +8 W +7 | Perc +7

fort: 1d20 + 10 ⇒ (9) + 10 = 19
fort: 1d20 + 10 ⇒ (15) + 10 = 25

Pass pass

Verdant Wheel

Male NG Wildwood Halfling | Cleric 6 | HP 66/66 | AC 22 | eF +12 tR +12 eW +14 | speed 25 ft | ePerc +14 | Hero Point 1/3 | Focus: 0/1 | Spells: 1: 3/3 2: 3/3 3: 2/3| Heals: 3/4 | Spell DC 22| active condition: | Exploration activity: Search

"Guys, make sure I treat you after this, those zombies might infect you with something!"

Arlo rubs his hands together to form static, and then points at Zombie4 and Zombie5, and electricity flows towards them. Electric Arc, Basic Reflex DC19 to halve.

Electricity damage: 2d4 + 4 ⇒ (2, 3) + 4 = 9

"The zombies are weak to positive energy! I'll blast them next round if nothing requires my immediate attention first!"

I've discovered a flaw in my spell selection. I've only got utility stuff. Magic Weapon is nice at level 1, but not so much now everyone's got magic stuff already.

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)

No, Magic Weapon is awesome for anyone who doesn't have a striking weapon. It's really good for bosses and when someone has to use their non-striking weapon.

Vigilant Seal

Goblin Ranger (Alchemist) 3 | HP: 39/39 | Hero Point: 1/1 |AC: 19 | F: 9 R: 11 W: 7 | Perc: +7 (Darkvision) Stealth: +9| Speed 25ft | Active conditions:
Resources:
| Infused Regents: 3/3 | Fire: 0/0 | Electricity: 0/0 | Frost: 0/0 | Life: 0/0

"By the coins! What a sight and what a fortune this thing would bring. Just imagine their wishes getting them killed so you could fetch it again and resale it!" Drizzic says before shaking his head realizing this was something his boss would lecture him for.

Instead of worrying about the zombies, the goblin turns his eyes to the creature floating above them, chugs a vial then fires. As the bolt flies, the vial attached to the frame activates and begins dripping a frosty mixture over the bolts.

◆: Interact (Quicksilver Mutagen)
◆: Hunt Prey
◆: Strike

Alchemical Crossbow + IC: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18
Damage (Piercing) + IC + Precision + Alchemical Crossbow Special (Frost): 1d10 + 2 + 1 + 1d8 + 1d6 ⇒ (6) + 2 + 1 + (1) + (2) = 12


Map: -- | -- | ◆ ◇ ↺ |

gm screen:
which pc isnt scared: 1d6 ⇒ 2

The electricity arcs from Arlo and fully hits Zombie4, though Zombie5 somehow manages to partially dodge out of the way. Zombie4 failed save, Zombie5 succeeded

Drizzic's crossbow bolt shoots through the air and misses the flying devil. miss

The Ascendant flaps their wings strongly to remain in flight and then commands, "TREMBLE BEFORE US OR YOU WILL SUFFER A MIGHTY DEATH!" @Everyone except Muzzo - DC 21 will save vs Fear (Inspiring Courage gives you +1 to your save). Their wings continue to burn, but does not seem to hurt them at all. The Ascendant roars in laughter as they flap their fiery wings. persist fire damage did no damage. There is either resistance or immunity

Active Effects: Inspire Courage (2 rounds): +1 status to atk rolls, dmg rolls, and saves vs Fear

Terrain Dais is 20 feet high, DC 16 Athletics to climb. To engage the Ascendant in melee, the dais must be climbed, or you must fly/levitate into range. There is visibility for ranged attacks.

Who wished for a Hellknight test? Round 2 : BOLD can act
Muzzo Sharptooth -9, Rage,
Xun Saburo DC 21 will save vs Fear
Eithrim Navarre DC 21 will save vs Fear
Anjo Aroh -6, DC 21 will save vs Fear
Zombie3
Zombie4 -10,
Zombie5 -5,
Drizzic Kruhl DC 21 will save vs Fear
Arlo Rumble DC 21 will save vs Fear

Round 3
The Ascendant, flying 10ft above dais, 1d6 persist fire

Notes: You know - Zombies weak to slashing and positive. The Ascendant is resistant or immune to fire

Grand Archive

NG Male Half-Orc Bard 6 | HP 68/68 | AC 24 | F +9 R +14 W +12 (+1 vs magic) | Perc +12 (low-light vision) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Will save, ic, orc superstition: 1d20 + 8 + 1 + 1 ⇒ (15) + 8 + 1 + 1 = 25

Xun feels the overwhelming presence of the ascendant trying to scare him. His talismans and music sounding in this chamber help him to withstand the assault.

Xun reaches deeper into the world of the dead. Xun had no issues founding spirits of the dead, it could be the fact that the Ascendant summoned his undead army or the proximity of the scar. Xun begins changing negotiating with the spirits willing to come back to the world of living to do what he asks. It turned out that finding a spirit wishing to get even with this devil was not that hard.

The only way to win this is to get a zombie army of our won. Casting Animate Dead bringing in Zombie Shambler

Soon the body of the housekeeper raises behind the Ascendant and smacks him with her fist.

Punch@ascendant, ic: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28 vs grabbed.
Damage, bludgeoning, ic: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9 That makes the Ascendant grabbed

"You.... will pay....." says the undead in a barely understandable voice.

Jaws, ic, map: 1d20 + 7 + 1 - 5 ⇒ (16) + 7 + 1 - 5 = 19
Damage, piercing, ic: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5

@GM I would like to summon a Zombie of our own, behind the Ascendant. It only seems fair for the Housekeeper to get a chance to avenge her own death. Could you please add a Zombie to the map?
I think the rules are in order. Xun uses 3 actions to cast Animate Dead. The Zombie can be summoned within 30 ft, Xun chooses behind the Ascendant and the summoned Zombie gets two actions - two attacks.


Map: -- | -- | ◆ ◇ ↺ |

Few notes- Most importantly- The Ascendant is flying 10ft above the dias, so out of reach of the shambler. Do you still wish to summon?

2nd - Shambler has "plus grab" which means it can spend 1 action to grab after a successful hit. "Plus improved grab" is when a monster can do this as a free action. So in this case there wouldnt be a 2nd strike if you grabbed on the first

Minorly - there is some debate on how the minion trait works with a monster that is slowed or quickened. For my games I run a slowed minion shambler as still having 2 actions (I mention this since some GM's would interpret this as 1 action)

Grand Archive

NG Male Half-Orc Bard 6 | HP 68/68 | AC 24 | F +9 R +14 W +12 (+1 vs magic) | Perc +12 (low-light vision) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Darn it!. Ok, I made rolls and I got all excited. I don't want to retract that. Let's say that my zombie shows behind Zombie 5 and attack they. From an epic battle between drowned Housekeeper with the devil it will be good old Zombie vs Zombie slap fight. So hit + grab vs Zombie5

Vigilant Seal

M Human LN | Fighter 10 | ◆◇↺ | human| HP: 158/158 | AC: 29/31 |F: +20 R: +14, W: +16[/ooc] | | Perc: +17,

TS save: 1d20 + 12 + 4 ⇒ (7) + 12 + 4 = 23

◆: Quickdrawn Guisarme
◆: Demoralize
◆: Strike

intimidation : 1d20 + 12 ⇒ (8) + 12 = 20
+1 striking guisarme attack: 1d20 + 18 ⇒ (13) + 18 = 31
damage: 2d10 + 6 ⇒ (9, 5) + 6 = 20


Map: -- | -- | ◆ ◇ ↺ |

The summoned housekeeper whacks the Plague Zombie5 with a heavy punch and then grabs the other zombie5! crit, and grabbed!

Navarre draws his guisarme and slices zombie3 in half in one strike Crit! If he was trying to intimidate the ascendant then they hardly paid any attention to the hellknight! Wasn't clear who was being demoralized so I'm assuming Ascendant and it was a fail

Active Effects: Inspire Courage (2 rounds): +1 status to atk rolls, dmg rolls, and saves vs Fear

Terrain Dais is 20 feet high, DC 16 Athletics to climb. To engage the Ascendant in melee, the dais must be climbed, or you must fly/levitate into range. There is visibility for ranged attacks.

Who wished for a Hellknight test? Round 2 : BOLD can act
Muzzo Sharptooth -9, Rage,
Anjo Aroh -6, DC 21 will save vs Fear
Zombie4 -10,
Zombie5 -23, Grabbed
Drizzic Kruhl DC 21 will save vs Fear
Arlo Rumble DC 21 will save vs Fear

Round 3
The Ascendant flying 10ft above dais, 1d6 persist fire
Eithrim Navarre
Xun Saburo
Xun's Shambler

Notes: You know - Zombies weak to slashing and positive. The Ascendant is resistant or immune to fire

Radiant Oath

Goblin shark barbarian 4 | HP 44(54) | AC 20(19) | F +10 R +8 W +7 | Perc +7

Muzzo continued to tear into teh zombies in front of him, chewing off large chunks of putrid flesh and spitting them out. All the while he kept up his battle cry of "Mumphmrawglemagaph!"

bite,ic: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31
P damage: 2d10 + 6 ⇒ (6, 2) + 6 = 14
bite,ic: 1d20 + 11 - 5 + 1 ⇒ (14) + 11 - 5 + 1 = 21
P damage: 2d10 + 6 ⇒ (6, 5) + 6 = 17
bite,ic: 1d20 + 11 - 10 + 1 ⇒ (20) + 11 - 10 + 1 = 22
P damage: 2d10 + 6 ⇒ (6, 8) + 6 = 20

If zombie 4 goes down, step up and attack zombie 5


Map: -- | -- | ◆ ◇ ↺ |

It takes two mouthfuls of Zombie4 before it it collapses from Muzzo's monstrous bite! Crit, then hit. Zombie4 is down. one action left to step towards Zombie5, start climbing, etc

@Anjo

Vigilant Seal

M Human LN | Fighter 10 | ◆◇↺ | human| HP: 158/158 | AC: 29/31 |F: +20 R: +14, W: +16[/ooc] | | Perc: +17,

I thought that in the other turn I had already climbed the dais and I was up and I was going to attack the ascendant with my guisarme that has reach

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)

With no one in his face, Anjo sheaths his sword, picks up his bow, and designates the Ascendant as his prey.

Triggers free Recall Knowledge check +1 on a crit

Will Save wInsp: 1d20 + 10 ⇒ (1) + 10 = 11

Using hero point

Will Save wInsp: 1d20 + 10 ⇒ (14) + 10 = 24


Map: -- | -- | ◆ ◇ ↺ |
Anjo wrote:
Triggers free Recall Knowledge check +1 on a crit

Anjo marks his prey, however, he does not recall anything in particular. This brand of amalgam is completely new to him.

The last remaining Zombie seems to resemble Kellvan. It slams it's arm around Muzzo's neck and then grabs him. 12 B dmg, and grabbed

Active Effects: Inspire Courage (2 rounds): +1 status to atk rolls, dmg rolls, and saves vs Fear

Terrain Dais is 20 feet high, DC 16 Athletics to climb. To engage the Ascendant in melee, the dais must be climbed, or you must fly/levitate into range. There is visibility for ranged attacks.

Who wished for a Hellknight test? Round 2 : BOLD can act
Drizzic Kruhl DC 21 will save vs Fear
Arlo Rumble DC 21 will save vs Fear

Round 3
The Ascendant flying 10ft above dais, 1d6 persist fire
Eithrim Navarre
Xun Saburo
Xun's Shambler
Muzzo Sharptooth -21, Rage, grabbed by Zombie5
Anjo Aroh -6, hunt prey (Ascendant)
Zombie5 -23, Grabbed by Xun's Shambler

Notes: You know - Zombies weak to slashing and positive. The Ascendant is resistant or immune to fire

Verdant Wheel

Male NG Wildwood Halfling | Cleric 6 | HP 66/66 | AC 22 | eF +12 tR +12 eW +14 | speed 25 ft | ePerc +14 | Hero Point 1/3 | Focus: 0/1 | Spells: 1: 3/3 2: 3/3 3: 2/3| Heals: 3/4 | Spell DC 22| active condition: | Exploration activity: Search

Will save vs Fear, Inspire Courage: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25

Arlo looks left and right to see who might need his help. Seeing the zombies fall quickly and the Ascendant high up in the air, he changes plans. He moves up to Anjo and casts Magic Weapon on the bow he's holding.

"Go Anjo! Strike that thing down!"

Moved a bit to the left, so others have a clear line of fire as well.


Map: -- | -- | ◆ ◇ ↺ |

Drizzic Will Save: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23 frightened 1

reload, strike, reload
Alchemical Crossbow + IC, frightened1: 1d20 + 11 + 1 - 1 ⇒ (16) + 11 + 1 - 1 = 27
Damage (Piercing) + IC + Precision + Alchemical Crossbow Special (Frost): 1d10 + 2 + 1 + 1d8 + 1d6 ⇒ (2) + 2 + 1 + (1) + (1) = 7

Drizzic quickly prepares another bolt and launches it at the Ascendant. The bolt hits the devil in the wing, however, the bolt hardly penetrates the skin. Hit, but resistance of some kind

The Ascendant laughs and launches two spiked flechlettes from flapping their wings. The flechlettes head straight towards Drizzic but land on either side of him Miss, miss. The Ascendant continues to fly above the dais. The wings are still on fire but the Ascendant seems unharmed as the last of the fire goes out. resistance/immunity of some kind to fire; persist fire out

Active Effects: Inspire Courage (1 round): +1 status to atk rolls, dmg rolls, and saves vs Fear

Terrain Dais is 20 feet high, DC 16 Athletics to climb. To engage the Ascendant in melee, the dais must be climbed, or you must fly/levitate into range. There is visibility for ranged attacks. If climbing, two hands must be free (unless you have a feat that says otherwise). Climbing distance is determined by the degree of success.

Who wished for a Hellknight test? Round 3 : BOLD can act
Eithrim Navarre
Xun Saburo
Xun's Shambler
Muzzo Sharptooth -21, Rage, grabbed by Zombie5
Anjo Aroh -6, hunt prey (Ascendant), Magic Weapon
Zombie5 -23, Grabbed by Xun's Shambler
Drizzic Kruhl
Arlo Rumble

Round 4
The Ascendant -2, flying 10ft above dais

Notes: You know - Zombies weak to slashing and positive. The Ascendant is resistant or immune to fire, also has resistance of some kind.

Vigilant Seal

M Human LN | Fighter 10 | ◆◇↺ | human| HP: 158/158 | AC: 29/31 |F: +20 R: +14, W: +16[/ooc] | | Perc: +17,

Navarre, after having climbed the dais, lashes out at the strange being

+1 striking Guisarme + Power Attack: 1d20 + 18 ⇒ (17) + 18 = 35
damage: 3d10 + 5 ⇒ (2, 8, 3) + 5 = 18
+1 striking Guisarme: 1d20 + 13 ⇒ (1) + 13 = 14
damage: 3d10 + 5 ⇒ (9, 2, 4) + 5 = 20

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)

Bow in hand prey identified, Anjo casts gravity weapon and fires. If I have to move to avoid a penalty from Cover or Range, I move, if not, I fire an exra attack which GM can roll.

Hunted Shot w Insp: 1d20 + 11 ⇒ (8) + 11 = 19 Damage wStriking + Insp +GW: 2d8 + 2 + 1 + 2 ⇒ (2, 4) + 2 + 1 + 2 = 11
Hunted Shot 2 w Insp: 1d20 + 8 ⇒ (9) + 8 = 17 Damage wStriking + Insp: 2d8 + 2 + 1 ⇒ (3, 5) + 2 + 1 = 11

Grand Archive

NG Male Half-Orc Bard 6 | HP 68/68 | AC 24 | F +9 R +14 W +12 (+1 vs magic) | Perc +12 (low-light vision) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Xun keeps playing. The bard uses magic to sustaining the Zombie around to keep fighting.

The undead Housekeeper attempts to bite held Zombie

Zombie@Zombie5, jaws, ic: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Damage, piercing: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12

And then punch them...

Zombie@Zombie5, fist, ic, agile: 1d20 + 7 + 1 - 4 ⇒ (5) + 7 + 1 - 4 = 9
Damage, piercing: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Xun turns his attention towards the Ascendant and reaches to its mind. He channels the pain and fear that the housekeeper experienced while being drowned and channels it through himself into the flying devil. The fear, the pain in lounges.

Phantom Pain, mental, will save dc19: 2d4 ⇒ (4, 1) = 5 Casting phantom pain +1d4 persistent mental damage, will save DC19

1st action: sustain spell, animate undead
2nd & 3rd: cast Phantom Pain

Verdant Wheel

Male NG Wildwood Halfling | Cleric 6 | HP 66/66 | AC 22 | eF +12 tR +12 eW +14 | speed 25 ft | ePerc +14 | Hero Point 1/3 | Focus: 0/1 | Spells: 1: 3/3 2: 3/3 3: 2/3| Heals: 3/4 | Spell DC 22| active condition: | Exploration activity: Search

Don't forget that you have Hero Points to reroll bad rolls. Might be useful. :P

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)

Anjo fires a third shot

Strike: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 2d8 + 2 ⇒ (1, 5) + 2 = 8


Map: -- | -- | ◆ ◇ ↺ |

@Navarre, will need at least 2 to 3 athletic checks to climb the dais. See Terrain notes in each update. I'll bot this before Ascendant goes again if you don't have a chance to before then

Anjo fires 3 arrows towards The Ascendant, but all three miss by a large margin.

Xun's risen housekeeper takes a giant bite out of Zombie5; however, the follow-up punch misses! Zombie5 looks like it only has one bite left
in it. hit then miss

The Ascendant doesn't even flinch at the thoughts of the housekeeper drowning. "Who do you think drowned the housekeeper?!" the polyphonic voice responds with yet another laugh. Despite this, the spell did seem to manage some initial damage. Success on save

Active Effects: Inspire Courage (1 round): +1 status to atk rolls, dmg rolls, and saves vs Fear

Terrain Dais is 20 feet high, DC 16 Athletics to climb. To engage the Ascendant in melee, the dais must be climbed, or you must fly/levitate into range. There is visibility for ranged attacks. If climbing, two hands must be free (unless you have a feat that says otherwise). Climbing distance is determined by the degree of success.

Who wished for a Hellknight test? Round 3 : BOLD can act
Eithrim Navarre Needs to climb the Dais still
Muzzo Sharptooth -21, Rage, grabbed by Zombie5
Zombie5 -35,
Drizzic Kruhl
Arlo Rumble

Round 4
The Ascendant -7, flying 10ft above dais,
Xun Saburo
Xun's Shambler
Anjo Aroh -6, hunt prey (Ascendant), Magic Weapon

Notes: You know - Zombies weak to slashing and positive. The Ascendant is resistant or immune to fire, also has resistance of some kind.

Vigilant Seal

M Human LN | Fighter 10 | ◆◇↺ | human| HP: 158/158 | AC: 29/31 |F: +20 R: +14, W: +16[/ooc] | | Perc: +17,

ok i think i got it wrong so i need 3 climbing actions

◆: Quickdrawn Guisarme
◆: Climb
◆: Climb

Athletics: 1d20 + 14 ⇒ (6) + 14 = 20
Athletics: 1d20 + 14 ⇒ (2) + 14 = 16

Radiant Oath

Goblin shark barbarian 4 | HP 44(54) | AC 20(19) | F +10 R +8 W +7 | Perc +7

Muzzo shoved the offending zombie's arm down with a quick jerk, then lunged forward to bite again. As soon as his enemy was down, Muzzo sprang to the dais and began climbing.

Bite1: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15
P damage: 2d10 + 6 + 1 ⇒ (10, 4) + 6 + 1 = 21

Bite2: 1d20 + 11 - 5 + 1 ⇒ (15) + 11 - 5 + 1 = 22
P damage: 2d10 + 6 + 1 ⇒ (1, 2) + 6 + 1 = 10

climb: 1d20 + 10 ⇒ (14) + 10 = 24

If the first bite takes down the zombie, then just use the 2nd attack roll for another climb check


Map: -- | -- | ◆ ◇ ↺ |

Navarre hasn't made climb check before R3. Two actions to climb (20 and 16) are both successes so a total of 10 feet climbed of 20 ft. Third action to Climb: 1d20 + 16 ⇒ (13) + 16 = 29 crit, additional 10 ft climbed. Navarre is now at the top of the dais, with weapon not drawn.

Muzzo's first bite tears the Zombie5 apart, limbs falling to the ground. Hit, and down.. He then climbs 10 ft up the Dais. Two successes

Active Effects: Inspire Courage (1 round): +1 status to atk rolls, dmg rolls, and saves vs Fear

Terrain Dais is 20 feet high, DC 16 Athletics to climb. To engage the Ascendant in melee, the dais must be climbed, or you must fly/levitate into range. There is visibility for ranged attacks. If climbing, two hands must be free (unless you have a feat that says otherwise). Climbing distance is determined by the degree of success.

Who wished for a Hellknight test? Round 3 : BOLD can act
Drizzic Kruhl , hunt prey
Arlo Rumble

Round 4
The Ascendant -7, flying 10ft above dais,
Xun Saburo
Xun's Shambler
Anjo Aroh -6, hunt prey, Magic Weapon
Muzzo Sharptooth -21, Rage, climbed 10 of 20 ft.
Eithrim Navarre at top of Dais, but weapon not drawn

Notes: The Ascendant is resistant or immune to fire, also has resistance of some kind.

Verdant Wheel

Male NG Wildwood Halfling | Cleric 6 | HP 66/66 | AC 22 | eF +12 tR +12 eW +14 | speed 25 ft | ePerc +14 | Hero Point 1/3 | Focus: 0/1 | Spells: 1: 3/3 2: 3/3 3: 2/3| Heals: 3/4 | Spell DC 22| active condition: | Exploration activity: Search

"Okay, if fire doesn't seem to do anything, how about the opposite? Feel Gozreh's sting!"
Arlo starts weaving a spell, and cold winds envelop him. A big icicle starts to form and hurls itself at the Ascendant. Ray of Frost.

Spell Attack: 1d20 + 9 ⇒ (17) + 9 = 26
Cold damage: 2d4 + 4 ⇒ (2, 1) + 4 = 7

Do I need to move in order to have a clear shot? If so, I'll obviously move first. If not, my third action will be casting Shield.

Spell attacks don't get IC bonus, right? IC specifically states attack rolls, damage rolls, and saves against fear effects.

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)

Can we assume that Navarre climbs on a side opposite the shooters?

Vigilant Seal

Goblin Ranger (Alchemist) 3 | HP: 39/39 | Hero Point: 1/1 |AC: 19 | F: 9 R: 11 W: 7 | Perc: +7 (Darkvision) Stealth: +9| Speed 25ft | Active conditions:
Resources:
| Infused Regents: 3/3 | Fire: 0/0 | Electricity: 0/0 | Frost: 0/0 | Life: 0/0

Sorry about that. I had some things come up abruptly an lost my ability to get on the internet.

◆: Strike
◆: Reload
◆: Strike

"That thing is a tough one for sure!" Drizzic shakes his head as he watches his last coated shot fly.

Alchemical Crossbow + IC: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
Damage (Piercing) + IC + Precision + Alchemical Crossbow Special (Frost): 1d10 + 2 + 1 + 1d8 + 1d6 ⇒ (8) + 2 + 1 + (5) + (2) = 18

Alchemical Crossbow + IC: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25
Damage (Piercing) + IC: 1d10 + 2 + 1 ⇒ (5) + 2 + 1 = 8


Map: -- | -- | ◆ ◇ ↺ |

Ranged attacks won't suffer a cover penalty, so no need for Arlo to move, and Navarre isn't going to provide lesser cover to the Ascendant.

And no worries Drizzic, hope all is well.

Arlo's ray of frost shoots through the air and lands a solid blow to The Ascendant's chest. Notably it does as much damage as expected! Hit (8 dmg with IC), no apparent resistance

Drizzic's frost-coated bolt misses the mark, but the second, standard bolt lands a direct hit! The bolt; however, seems to struggle to penetrate the skin. Miss, then hit. Some damage is resisted. 8+5 precision (first hit) =13 before resistance.

The Ascendant appears hardly injured and begins flapping their wings wildly. They fly closer to Navarre and shout in a blend of voices, "FOOL! You dare challenge us?!". As they flap their wings harder, strong gusts of wind begin pushing Navarre. DC 24 Reflex save from Navarre. On a fail, you will be pushed off the dais. If this happens you can do a DC 16 reflex save to Grab An Edge (reaction) to avoid falling off the Dais completely. On a fail to grab an edge, you will fall and need to reclimb the dais (at least 2-3 climb actions). On a success you will need to pull yourself up as an action and still take out your weapon before attacking.

Terrain Dais is 20 feet high, DC 16 Athletics to climb. To engage the Ascendant in melee, the dais must be climbed, or you must fly/levitate into range. There is visibility for ranged attacks. If climbing, two hands must be free (unless you have a feat that says otherwise). Climbing distance is determined by the degree of success.

Who wished for a Hellknight test? Round 4 : BOLD can act
Xun Saburo
Xun's Shambler
Anjo Aroh -6, hunt prey, Magic Weapon
Muzzo Sharptooth -21, Rage, climbed 10 of 20 ft.
Eithrim Navarre DC 24 reflex save or fall off dais. See Ascendent's turn for full info
Drizzic Kruhl hunt prey
Arlo Rumble

Round 5
The Ascendant -23, flying 5ft above dais,

Notes: The Ascendant is resistant or immune to fire, also has resistance of some kind.

Grand Archive

NG Male Half-Orc Bard 6 | HP 68/68 | AC 24 | F +9 R +14 W +12 (+1 vs magic) | Perc +12 (low-light vision) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Xun nods to the shambler and lets her go. Not sustaining the spell any longer => Zombie falls to the ground.

Xun comes back to playing the invigorating tune to motivate his allies and to keep them fighting. His hands hitting the drum and letting the music be heard. ◆Inspire courage - 1 round

Then he continues to attack the mind of the creature. If drowning did not work he reaches to his experience from the land of the undead. He recalls the mass of villagers being cut down by undead of all sorts and channels it at the Ascendant.

Phantom pain, Will save DC19, inspire courage: 2d4 + 1 ⇒ (1, 3) + 1 = 5 +1d4 persistent mental damage ◆◆Phantom pain - Will save DC19. I think all this damage is non lethal ;)

Vigilant Seal

M Human LN | Fighter 10 | ◆◇↺ | human| HP: 158/158 | AC: 29/31 |F: +20 R: +14, W: +16[/ooc] | | Perc: +17,

Reflex check: 1d20 + 9 ⇒ (19) + 9 = 28
"Can you only show this foolish trick? Remember that hoy are going yo figth with a menber of Scourge Order"
+1 striking guisarme attack: 1d20 + 18 ⇒ (7) + 18 = 25
damage: 2d10 + 6 ⇒ (1, 7) + 6 = 14
+1 striking guisarme attack: 1d20 + 13 ⇒ (5) + 13 = 18
+1 striking guisarme attack: 1d20 + 8 ⇒ (8) + 8 = 16

Radiant Oath

Goblin shark barbarian 4 | HP 44(54) | AC 20(19) | F +10 R +8 W +7 | Perc +7

climb: 1d20 + 10 ⇒ (12) + 10 = 22
climb: 1d20 + 10 ⇒ (17) + 10 = 27

Muzzo manages to finish the climb, then leaps at the demon-creature, jaws wide and teeth flashing. Unfortunately, his footing was off from the climb, and his lunge fell short.

Muzzo bite!: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
P damage: 2d10 + 6 + 1 ⇒ (2, 10) + 6 + 1 = 19

Verdant Wheel

Male NG Wildwood Halfling | Cleric 6 | HP 66/66 | AC 22 | eF +12 tR +12 eW +14 | speed 25 ft | ePerc +14 | Hero Point 1/3 | Focus: 0/1 | Spells: 1: 3/3 2: 3/3 3: 2/3| Heals: 3/4 | Spell DC 22| active condition: | Exploration activity: Search

Since no one got hurt last round and the spell seems to be working, Arlo throws another dart of ice at the entity. It's not much, but it's helping, at least.

Ray of Frost + IC: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Bleh, using my last Hero point on that.

Ray of Frost + IC: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
Cold damage: 2d4 + 4 + 1 ⇒ (3, 4) + 4 + 1 = 12

After that, Xun had the bright idea to maybe identify what this thing is, exactly, and Arlo tries to recall what this could possibly be. Religion at +9, preferably to know why he's resisting attacks.

"We're winning! Give up, creepy-person!"


Map: -- | -- | ◆ ◇ ↺ |

The Ascendant once again resists any lasting effects of Xun's spell but is flinches slightly at first. Success on save

Navarre's Guisarme scratches the Ascendent but doesn't seem to do as much damage as he'd like hit, then miss. note first action would've been to draw Guisarme so no third attack.

Muzzo reaches the top of the Dais to see The Ascendant, flaming mace in hand. Muzzo's is unable to bite the flying Ascendant's leg! Miss

Arlo's Ray of Frost appears to be going over the devil's shoulder, however, Arlo corrects his aim and hits the creature in the chest! Hit, full damage Arlo wouldn't know much about this exact creature, but he may know that devils in general have resistance to physical damage except silver physical damage.

Active Effects: Inspire Courage (1 round): +1 status to atk rolls, dmg rolls, and saves vs Fear

Terrain Dais is 20 feet high, DC 16 Athletics to climb. To engage the Ascendant in melee, the dais must be climbed, or you must fly/levitate into range. There is visibility for ranged attacks. If climbing, two hands must be free (unless you have a feat that says otherwise). Climbing distance is determined by the degree of success.

Who wished for a Hellknight test? Round 4 : BOLD can act
Anjo Aroh -6, hunt prey, Magic Weapon
Drizzic Kruhl hunt prey

Round 5
The Ascendant -48, flying 5ft above dais,
Xun Saburo
Muzzo Sharptooth -21, Rage, on dais
Eithrim Navarre on dais
Arlo Rumble

Notes: The Ascendant is resistant or immune to fire, resistant to physical damage (except silver).

Vigilant Seal

Goblin Ranger (Alchemist) 3 | HP: 39/39 | Hero Point: 1/1 |AC: 19 | F: 9 R: 11 W: 7 | Perc: +7 (Darkvision) Stealth: +9| Speed 25ft | Active conditions:
Resources:
| Infused Regents: 3/3 | Fire: 0/0 | Electricity: 0/0 | Frost: 0/0 | Life: 0/0

"It ain't doing much but it has to do something!" Drizzic says slapping in another bolt and continuing.

◆: Reload
◆: Strike
◆: Reload

+1 Alchemical Crossbow + IC: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20
Damage (Piercing) + IC + Precision: 1d10 + 2 + 1 + 1d8 ⇒ (5) + 2 + 1 + (3) = 11

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)

Anjo continues firing, hoping to do Arlo proud.

Hunted Shot 1 w Insp: 1d20 + 11 ⇒ (7) + 11 = 18 Damage wStriking + Insp +GW: 2d8 + 2 + 1 + 2 ⇒ (2, 3) + 2 + 1 + 2 = 10
Hunted Shot 2 w Insp: 1d20 + 8 ⇒ (11) + 8 = 19 Damage wStriking + Insp: 2d8 + 2 + 1 ⇒ (8, 1) + 2 + 1 = 12

Strike 2 w Insp: 1d20 + 5 ⇒ (3) + 5 = 8 Damage wStriking + Insp : 2d8 + 2 + 1 ⇒ (1, 7) + 2 + 1 = 11
Strike 3 w Isp : 1d20 + 5 ⇒ (3) + 5 = 8 Damage wStriking + Insp: 2d8 + 2 + 1 ⇒ (5, 5) + 2 + 1 = 13

Wow. Lot of bad rolls


Map: -- | -- | ◆ ◇ ↺ |

Drizzic and Anjo's ranged attacks, unfortunately appear to all miss The Ascendant.

"How's this for tricks, you puny Hellknight! You are no match for us!" the devil booms as they slam their flaming mace across Navare's helm with extreme intensity. A mixture of bludgeoning, fire, and evil damage damage the LG hellknight. Crit, for 48 B, fire, evil dmg. The Ascendant follows up with a second strike, this time bashing Navarre's chest with the flaming mace. Hit, for 21 B, fire, and evil dmg. Lastly, the Ascendant lunges the mace into the hellknight, "Get out of our presence!" they shout as Navarre is shoved off the dais; following close behind to watch the fall. Success to shove.

Navarre begins to fall....@Navarre, you can use the Grab an Edge reaction. DC 16. Note that your hands are currently full and you cannot use the release action off-turn (since it does not have a trigger). This means that you need a Crit Success (26+) to avoid falling ( You'd use your guisarme to stop yourself. It would take one action on your turn to pull yourself up). Anything less than a crit success -- You fall and take 10 damage. You'd be prone and would have to re-climb the dais.

@Muzzo- Your No Escape Reaction could activate from the stride that was part of shove

Terrain Dais is 20 feet high, DC 16 Athletics to climb. To engage the Ascendant in melee, the dais must be climbed, or you must fly/levitate into range. There is visibility for ranged attacks. If climbing, two hands must be free (unless you have a feat that says otherwise). Climbing distance is determined by the degree of success.

Who wished for a Hellknight test? Round 5 : BOLD can act
Xun Saburo
Muzzo Sharptooth -21, Rage, on dais (can use no escape)
Eithrim Navarre -69, Falling (see Notes on Grabbing an Edge reaction)
Arlo Rumble
Anjo Aroh -6, hunt prey, Magic Weapon
Drizzic Kruhl hunt prey

Round 6
The Ascendant -48, flying 5ft above dais, hurt but yet bloodied (>50% hp)

Notes: The Ascendant is resistant or immune to fire, resistant to physical damage (except silver).

Radiant Oath

Goblin shark barbarian 4 | HP 44(54) | AC 20(19) | F +10 R +8 W +7 | Perc +7

Using No escape

Muzzo clung to the fiery demon imp as it tried to move away, biting all the while at the creature's leg that he had clutched.

Muzzo bite!: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
magic P damage: 2d10 + 6 + 1 ⇒ (10, 2) + 6 + 1 = 19
Muzzo bite!: 1d20 + 11 + 1 - 5 ⇒ (17) + 11 + 1 - 5 = 24
magic P damage: 2d10 + 6 + 1 ⇒ (2, 2) + 6 + 1 = 11
Muzzo bite!: 1d20 + 11 + 1 - 10 ⇒ (1) + 11 + 1 - 10 = 3
magic P damage: 2d10 + 6 + 1 ⇒ (10, 4) + 6 + 1 = 21

Grand Archive

NG Male Half-Orc Bard 6 | HP 68/68 | AC 24 | F +9 R +14 W +12 (+1 vs magic) | Perc +12 (low-light vision) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Damn that devil! 69 dmg and a shove in one round.

Xun looks at the devils flaming mace.

"Look at the strength of those blows" speaks quietly

Xun keeps on playing knowing very well that the accuracy of his allies is crucial for them to win this fight. The rhythmic sound of the drum keeps the hearts up.

Then Xun reaches for the leftovers of magic that he can still harness. With magic, he grabs the head of one of the zombies and flings it towards the devil.

Telekinetic Projectile, ic: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14

As he spots that his throw is off, he attempts to course-correct the trajectory with magic. Just a bit left, just a bit left.

Telekinetic Projectile, ic, hero point reroll: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
Damage, bludgeoning, ic: 2d6 + 4 + 1 ⇒ (1, 5) + 4 + 1 = 11

"Eithrim! Grab the edge!"

◆Inspire courage, ◆◆Telekinetic Projectile Xun is out of spell slots. Still is holding to 1 Hero Point and 1 Focus Point if the healing would be needed.

Verdant Wheel

Male NG Wildwood Halfling | Cleric 6 | HP 66/66 | AC 22 | eF +12 tR +12 eW +14 | speed 25 ft | ePerc +14 | Hero Point 1/3 | Focus: 0/1 | Spells: 1: 3/3 2: 3/3 3: 2/3| Heals: 3/4 | Spell DC 22| active condition: | Exploration activity: Search

Ooh, a crit, nice! That'll whittle him down. Again, everyone, you have Hero Points. :P

Arlo turns to Xun. "I don't want to get all sappy, but we're working together. We've done a whole lot of damage already, and there's more where that came from. I have faith we can do this."

Arlo lifts his holy symbol of Gozreh into the air, and a whirl of cold winds envelop him, then rush towards Navarre. The winds soothe his wounds and give him the strength to carry on.

Two-action Heal spell.

Heal for Navarre: 2d8 + 16 ⇒ (1, 6) + 16 = 23 hit points back.

With the Ascendant closer, Arlo starts yelling at them. "You know, I've been playing nice this evening, trying to keep everyone together, but honestly, I'm done with you. May Gozreh smite you herself, and may a thousand lightning bolts strike you every single day! Only the gods and their servants may wield divine might, not fools like you, who wish for short-sighted stuff like riches and power."

Intimidate attempt, you never know.
Intimidation vs Will DC: 1d20 + 7 ⇒ (10) + 7 = 17

Vigilant Seal

M Human LN | Fighter 10 | ◆◇↺ | human| HP: 158/158 | AC: 29/31 |F: +20 R: +14, W: +16[/ooc] | | Perc: +17,

OMG!!! Two bestial hits
Grab: 1d20 + 9 ⇒ (5) + 9 = 14 fail
Navarre receives two impressive blows and falls from the dais receiving a strong blow when crashing against the ground[/ooc]

"You are much tougher than you seem but I will not give up"

◆: Prone UP
◆: Take Lesser Healing Potion from belt
◆: Drink lesser healing Potion

Lesser Heal: 2d8 + 5 ⇒ (6, 1) + 5 = 12

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)

Anjo grits his teeth as he has been ineffective.

HS 1 w Insp: 1d20 + 11 ⇒ (9) + 11 = 20 Damage wInsp + Striking + GW: 2d8 + 1 + 1 + 2 ⇒ (6, 1) + 1 + 1 + 2 = 11

HS 2 w Insp: 1d20 + 8 ⇒ (1) + 8 = 9 Damage wInsp + Striking: 2d8 + 1 + 1 ⇒ (7, 6) + 1 + 1 = 15

Strike 3 w Insp: 1d20 + 6 ⇒ (3) + 6 = 9 Damage wInsp + Striking: 2d8 + 1 + 1 ⇒ (4, 3) + 1 + 1 = 9

Strike 4 w Insp: 1d20 + 6 ⇒ (3) + 6 = 9 Damage wInsp + Striking: 2d8 + 1 + 1 ⇒ (1, 8) + 1 + 1 = 11

Wow. Not one roll above a 10.


Map: -- | -- | ◆ ◇ ↺ |

Muzzo continues to chomp at the devil's legs. Even the legs seem fairly nimble but Muzzo finds a tasty bite. miss, hit, miss. This also tells you the AC (24).

Xun's projectile Zombie Head was heading straight towards Muzzo but Xun corrects the course with ample time to spare-- The zombie head whacks The Ascendant in a weak spot of their wing! Crit!

Unfortunately Arlo's attempt to to demoralize The Ascendant is met with only a stoic look. After the monologue, the Ascendant laughs and responds in their unsettling blend of a voice, "Gozreh has no power here! Who will save you when we are through with you, little halfling?!" Crit fail to demoralize (not that crit fail does anything here, but worth pointing out that the Will save is very strong

Navarre was too beat up to react quickly enough to grab the ledge, and instead fell to the ground; after Arlo's spell and drinking his potion he seems somewhat better.

Anjo's persistent arrow shooting has not yet paid off and the rain of arrows continue to miss their mark unfortunately 4 misses

Drizzic launches one bolt that is so far off-aim it nearly hits Muzzo! Drizzic reloads and shoots a 2nd bolt that perfectly hits the devil in the same weak spot Xun exposed earlier.
+1 Alchemical Crossbow + IC: 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13 Dmg: 1d10 + 2 + 1 + 1d8 ⇒ (1) + 2 + 1 + (2) = 6
+1 Alchemical Crossbow + IC: 1d20 + 11 + 1 - 5 ⇒ (20) + 11 + 1 - 5 = 27 Dmg: 1d10 + 2 + 1 + 1d8 ⇒ (4) + 2 + 1 + (8) = 15 *2 =30 before resistance!

The Ascendant screeches from the bolt that penetrates their wing; clearly looking unwell and close to death at this point. The Ascendant shouts, "You will pay for that!!" while swinging their flaming Mace at Muzzo. crack! The mace connects with Muzzo's head and knocks him to the ground hit but not crit Muzzo for 27 B, Fire, and Evil damage -> dying 1

The Ascendant then dives towards Drizzic and winds up their mace. Navarre's AoO would proc, but would be a punch since Guisarme isn't in both hands
AoO Gauntlet: 1d20 + 13 + 1 ⇒ (12) + 13 + 1 = 26 B: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Navarre punches the devil as it moves past; but the punch largely just gets absorbed into their thick skin hit, but little apparent damage with resistance

With Navarre unable to stop the amalgam, The Ascendent slams it's fiery mace directly into Drizzic with such intense force that Drizzic spins around and drops to the ground in a single blow. Crit, 40 B, fire, and Evil damage -> dying 2

The Ascendant continues to laugh. Their skin sporadically begins to glow red in a way that resembles pure energy that is barely being contained.

Active Effects: Inspire Courage (1 round): +1 status to atk rolls, dmg rolls, and saves vs Fear

Terrain Dais is 20 feet high, DC 16 Athletics to climb. To engage the Ascendant in melee, the dais must be climbed, or you must fly/levitate into range. There is visibility for ranged attacks. If climbing, two hands must be free (unless you have a feat that says otherwise). Climbing distance is determined by the degree of success.

Who wished for a Hellknight test? Round 6 : BOLD can act
Xun Saburo
Eithrim Navarre -38,
Arlo Rumble
Anjo Aroh -6, hunt prey, Magic Weapon
Drizzic Kruhl 0hp, Dying 2
Muzzo Sharptooth 0hp, Dying 1, on dais

Round 7
The Ascendant -97, "near death" (<10% hp), AC 24,

Notes: The Ascendant is resistant or immune to fire, resistant to physical damage (except silver).

Reminder everyone got a hero point directly before combat if you haven't used it already, plus any other hero points unused from earlier

Grand Archive

NG Male Half-Orc Bard 6 | HP 68/68 | AC 24 | F +9 R +14 W +12 (+1 vs magic) | Perc +12 (low-light vision) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Check! Damn I was wondering if it would make sense to spread out a bit.
Xun jumps over fallen Drizzic. Provokes AOO if the creature has it.

And stands on the opposite side to provide a distraction for long enough to Eithrim to finish it off.

"Have no fear! Keep fighting!" yells

Then he gathers protective magic around himself

Move, Inspire Courage, Cast Shield AC 21, provides flanking for Eithrim


Map: -- | -- | ◆ ◇ ↺ |

The Ascendant watches Xun stride past them; however, they do not appear to react.

Vigilant Seal

Goblin Ranger (Alchemist) 3 | HP: 39/39 | Hero Point: 1/1 |AC: 19 | F: 9 R: 11 W: 7 | Perc: +7 (Darkvision) Stealth: +9| Speed 25ft | Active conditions:
Resources:
| Infused Regents: 3/3 | Fire: 0/0 | Electricity: 0/0 | Frost: 0/0 | Life: 0/0

Flat Recovery: 1d20 ⇒ 10
Using Hero Point for Heroic Recovery.

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