| Bharak Slagsun |
"Right. Let's say hello." Bharak threw the door open, his blade in hand. He anticipated the 'whoosh' of Vhane's bolt flying past his head, trusting the other dwarf to aim true. He couldn't help but smile, looking forward to a brawl where his mind would not be tampered with.
| Axton Vendian |
Selective metamagic rod in hand, Axton readies a spell. As soon as atleast three* of the sinspawn are visible in the hallway, and with no more than three of his allies are in front of him, he casts cone of cold down the hallway.
* Or more if the GM thinks that makes sense!
Caster level check + spell penetration vs. SR 1: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
Caster level check + spell penetration vs. SR 2: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24
Caster level check + spell penetration vs. SR 3: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24
DBH feel free to roll more SR rolls if there are more targets.
Cold damage: 12d6 ⇒ (3, 6, 5, 4, 5, 1, 3, 3, 6, 6, 4, 1) = 47
| Bharak Slagsun |
Vs Purple FF: 1d20 + 21 ⇒ (10) + 21 = 31
Damage: 1d6 + 23 ⇒ (2) + 23 = 25
Acid: 1d6 ⇒ 5
Fire: 1d6 ⇒ 2
With the door thrown open, Bharak immediately swung at the nearest sinspawn. It was far from a killing blow, but it was enough to draw blood. Or whatever it was within the creatures that passed for it.
| Silviana Tyne |
Silviana cannot see any enemies from her position at the back of the group, so instead she casts blessing of fervor and activates her invocation (granting bonuses to attack and saves).
• Increase its speed by 30 feet.
• Stand up as a swift action without provoking an attack of opportunity.
• Take 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.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.
An omdura can call forth the power of her deity to improve her allies’ abilities as a standard action.
When the omdura calls upon this power, she must select one type of invocation from those listed below to grant the benefits to her allies within 30 feet. A called invocation cannot be disrupted, but it ends immediately if the omdura is killed, paralyzed, stunned, or knocked unconscious.
The omdura can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The omdura can change her chosen invocation to another type as a swift action, but doing so expends a 1-minute increment of her invocations.
At 7th level, an omdura can call an invocation as a move action instead of a standard action. At 13th level, an omdura can call an invocation as a swift action.
• Destruction: The omdura’s allies are filled with divine wrath, gaining a +1 sacred bonus on weapon damage rolls. This bonus increases by 1 for every 3 class levels the omdura has.
• Healing: The omdura radiates a healing light, granting fast healing 1. This causes the omdura’s allies to recover 1 hit point each round (up to their maximum hit points). The amount of fast healing increases by 1 for every 3 class levels the omdura has.
• Justice: This invocation spurs the omdura’s allies to seek justice, granting a +1 sacred bonus on attack rolls. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, this bonus is doubled on attack rolls to confirm critical hits.
• Piercing: This invocation gives the omdura’s allies great focus and makes their spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks to overcome a target’s spell resistance. This bonus increases by 1 for every 3 class levels the omdura has.
• Protection: The omdura radiates a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, this bonus is doubled against attack rolls to confirm critical hits against the omdura’s allies.
• Purify: The omdura’s allies are protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, the bonus is doubled against curses, diseases, and poisons.
• Resiliency: This invocation makes the omdura’s allies resistant to harm, granting DR 1/magic. This DR increases by 1 for every 5 class levels the omdura has. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the omdura’s. If she is neutral, the type of DR doesn’t change.
• Resistance: The omdura’s allies are shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic)chosen when the omdura calls this invocation. The protection increases by 2 for every 3 class levels the omdura has.
• Smiting: This invocation bathes the weapons of the omdura’s allies in a divine light. These weapons count as magic for the purpose of bypassing damage reduction. At 6th level, the allies’ weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the omdura’s alignments. If the omdura is neutral, she does not grant this bonus. At 10th level, the allies’ weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
At 11th level, when using her invocation class ability, the omdura chooses two invocations to grant her allies. In addition, the omdura also benefits from any one invocation she calls, but she receives only half the invocation’s granted bonus.
| Ryn Mero |
Ryn hurls her shield at the first sinspaw she sees, the moment the door flies open.
+2 distance heavy spiked steel shield/PBS: 1d20 + 17 + 1 ⇒ (3) + 17 + 1 = 21
Bludgeoning/piercingl: 2d6 + 8 ⇒ (6, 2) + 8 = 16
| GM_DBH |
Ryn sends her shield into the room to hit Purple.
Purple yells something in another language. And then swings at Bharak with the weapon he picks up.
"Intruders!"
halberd: 1d20 + 11 ⇒ (15) + 11 = 26
His blow hits the doorframe in the cramped quarters of the fight.
The party can now act. You can hear activity on the other rooms as the Sinspawn react to the warning. None of their doors will be opened this round.
| Bharak Slagsun |
Rage (+2 AC) 15-20 Crit range (On a critical hit from a spine flail, the victim must succeed at a DC 15 Fortitude save to resist being permanently blinded by the blow.) Blessing of Fervor gives +1 attack
Hit: 1d20 + 21 ⇒ (13) + 21 = 34
Damage: 1d6 + 23 ⇒ (3) + 23 = 26
Acid: 1d6 ⇒ 2
Fire: 1d6 ⇒ 5
Blessing of Fervor: 1d20 + 17 ⇒ (10) + 17 = 27
Damage: 1d6 + 23 ⇒ (6) + 23 = 29
Acid: 1d6 ⇒ 5
Fire: 1d6 ⇒ 2
Iterative: 1d20 + 12 ⇒ (14) + 12 = 26
Damage: 1d6 + 23 ⇒ (3) + 23 = 26
Acid: 1d6 ⇒ 3
Fire: 1d6 ⇒ 5
Iterative: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 + 23 ⇒ (5) + 23 = 28
Acid: 1d6 ⇒ 5
Fire: 1d6 ⇒ 6
Confirm: 1d20 + 7 ⇒ (4) + 7 = 11
Crit: 1d6 + 23 ⇒ (6) + 23 = 29
Bharak had no idea what the creature said, but he knew that it was loud enough for others to hear. Without missing a beat, his blade came down again, and again, and again. He knew that these creatures would give no mercy, but by the same token, he was not prepared to offer it either.
| Silviana Tyne |
Ditto for Silviana! :)
| GM_DBH |
Doors fly open as the remaining Sinspawn hurry out to face the intruders.
Blue opens the door to see Bharak & Ryn right in his face!
AOO for Ryn and Bharak on Blue
The others scramble out, Green with his halberd ready, the others at the back have longbows.
Caster level vs SR: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25
Axton lets his held spell go when the hallway is crowed with targets.
ref save vs Cone: 1d20 + 9 ⇒ (3) + 9 = 12
ref save vs Cone: 1d20 + 9 ⇒ (17) + 9 = 26
ref save vs Cone: 1d20 + 9 ⇒ (12) + 9 = 21
ref save vs Cone: 1d20 + 9 ⇒ (3) + 9 = 12
Orange ducks behind Green to dodge some damage. :).
Map updated. The party can now act!
| Ryn Mero |
As the door opens, Ryn smashes her shield into the face of the unfortunate sinspawn with devastating force.
AoO
+2 Distance Heavy spiked Steel Shield: 1d20 + 19 ⇒ (19) + 19 = 38
Bludgeoning/Piercing/Magic: 2d6 + 8 ⇒ (5, 1) + 8 = 14
Immediately following her strike with an unrelenting assault of blows, the clang of her shield and crack of boots meeting bones, filling the hallway.
+2 Distance Heavy spiked Steel Shield: 1d20 + 19 ⇒ (6) + 19 = 25
Bludgeoning/Piercing/Magic: 2d6 + 8 ⇒ (4, 6) + 8 = 18
Kick: 1d20 + 17 ⇒ (13) + 17 = 30
Bludgeoning: 2d6 + 5 ⇒ (1, 3) + 5 = 9
+2 Distance Heavy spiked Steel Shield: 1d20 + 14 ⇒ (17) + 14 = 31
Bludgeoning/Piercing/Magic: 2d6 + 8 ⇒ (2, 4) + 8 = 14
Kick: 1d20 + 12 ⇒ (7) + 12 = 19
Bludgeoning: 2d6 + 5 ⇒ (3, 3) + 5 = 11
+2 Distance Heavy spiked Steel Shield: 1d20 + 9 ⇒ (9) + 9 = 18
Bludgeoning/Piercing/Magic: 2d6 + 8 ⇒ (2, 6) + 8 = 16
If Blue drops before I’m done, will take a step to continue on Green
| Silviana Tyne |
Silviana tosses her starknife at the revealed sinspawn. She takes an extra attack with blessing of fervor.
Full attack #1, heroism, invocation: 1d20 + 21 + 2 + 1 ⇒ (5) + 21 + 2 + 1 = 29
Damage (piercing): 1d4 + 11 ⇒ (3) + 11 = 14
Full attack #2, heroism, invocation: 1d20 + 16 + 2 + 1 ⇒ (6) + 16 + 2 + 1 = 25
Damage (piercing): 1d4 + 11 ⇒ (4) + 11 = 15
Bonus attack (blessing of fervor), heroism, invocation: 1d20 + 21 + 2 + 1 ⇒ (16) + 21 + 2 + 1 = 40
Damage (piercing): 1d4 + 11 ⇒ (3) + 11 = 14
• Increase its speed by 30 feet.
• Stand up as a swift action without provoking an attack of opportunity.
• Take 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.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.
An omdura can call forth the power of her deity to improve her allies’ abilities as a standard action.
When the omdura calls upon this power, she must select one type of invocation from those listed below to grant the benefits to her allies within 30 feet. A called invocation cannot be disrupted, but it ends immediately if the omdura is killed, paralyzed, stunned, or knocked unconscious.
The omdura can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The omdura can change her chosen invocation to another type as a swift action, but doing so expends a 1-minute increment of her invocations.
At 7th level, an omdura can call an invocation as a move action instead of a standard action. At 13th level, an omdura can call an invocation as a swift action.
• Destruction: The omdura’s allies are filled with divine wrath, gaining a +1 sacred bonus on weapon damage rolls. This bonus increases by 1 for every 3 class levels the omdura has.
• Healing: The omdura radiates a healing light, granting fast healing 1. This causes the omdura’s allies to recover 1 hit point each round (up to their maximum hit points). The amount of fast healing increases by 1 for every 3 class levels the omdura has.
• Justice: This invocation spurs the omdura’s allies to seek justice, granting a +1 sacred bonus on attack rolls. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, this bonus is doubled on attack rolls to confirm critical hits.
• Piercing: This invocation gives the omdura’s allies great focus and makes their spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks to overcome a target’s spell resistance. This bonus increases by 1 for every 3 class levels the omdura has.
• Protection: The omdura radiates a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, this bonus is doubled against attack rolls to confirm critical hits against the omdura’s allies.
• Purify: The omdura’s allies are protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, the bonus is doubled against curses, diseases, and poisons.
• Resiliency: This invocation makes the omdura’s allies resistant to harm, granting DR 1/magic. This DR increases by 1 for every 5 class levels the omdura has. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the omdura’s. If she is neutral, the type of DR doesn’t change.
• Resistance: The omdura’s allies are shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic)chosen when the omdura calls this invocation. The protection increases by 2 for every 3 class levels the omdura has.
• Smiting: This invocation bathes the weapons of the omdura’s allies in a divine light. These weapons count as magic for the purpose of bypassing damage reduction. At 6th level, the allies’ weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the omdura’s alignments. If the omdura is neutral, she does not grant this bonus. At 10th level, the allies’ weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
At 11th level, when using her invocation class ability, the omdura chooses two invocations to grant her allies. In addition, the omdura also benefits from any one invocation she calls, but she receives only half the invocation’s granted bonus.
| Bharak Slagsun |
AOO: 1d20 + 21 ⇒ (20) + 21 = 41
Damage: 1d6 + 23 ⇒ (2) + 23 = 25
Acid: 1d6 ⇒ 2
Fire: 1d6 ⇒ 3
Crit: 1d20 + 21 + 6 ⇒ (8) + 21 + 6 = 35
Damage: 1d6 + 23 ⇒ (1) + 23 = 24
Hit: 1d20 + 21 ⇒ (19) + 21 = 40
Damage: 1d6 + 23 ⇒ (4) + 23 = 27
Acid: 1d6 ⇒ 3
Fire: 1d6 ⇒ 6
Confirm: 1d20 + 21 + 6 ⇒ (1) + 21 + 6 = 28
Damage: 1d6 + 23 ⇒ (2) + 23 = 25
Blessing of Fervor: 1d20 + 17 ⇒ (7) + 17 = 24
Damage: 1d6 + 23 ⇒ (4) + 23 = 27
Acid: 1d6 ⇒ 5
Fire: 1d6 ⇒ 5
Iterative: 1d20 + 12 ⇒ (3) + 12 = 15
Damage: 1d6 + 23 ⇒ (2) + 23 = 25
Acid: 1d6 ⇒ 4
Fire: 1d6 ⇒ 6
Iterative: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 + 23 ⇒ (1) + 23 = 24
Acid: 1d6 ⇒ 2
Fire: 1d6 ⇒ 4
The sinspawn charged into the room, first into Axton’s spell and then into Bharak’s blade. The dwarf went to work, moving with a speed that belied his short stature. If the creatures thought that he would be slow and ponderous, then it was a fatal miscalculation.
| Lt. Vhane |
Vhane unloads a barrage of bolts at any spawn left standing.
Just pick whichever spawn, DBH. All good to me.
Deadly Aim/BoF(+2's)
+2 Repeating heavy crossbow: 1d20 + 16 ⇒ (2) + 16 = 18
Damage: 1d10 + 15 ⇒ (9) + 15 = 24
(Rapid Shot)+2 Repeating heavy crossbow: 1d20 + 16 ⇒ (2) + 16 = 18
Damage: 1d10 + 15 ⇒ (10) + 15 = 25
+2 Repeating heavy crossbow: 1d20 + 11 ⇒ (3) + 11 = 14
Damage: 1d10 + 15 ⇒ (9) + 15 = 24
+2 Repeating heavy crossbow: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d10 + 15 ⇒ (6) + 15 = 21
Wow. Simply amazing rolls. (Ugh.)
Unable to hit squat, Vhane gives a slight shake of his head in frustration at his inability to hit anything.
AC 26; Hp's 145/145
| GM_DBH |
| 1 person marked this as a favorite. |
Sinspawn with class levels I'm afraid. :).
Three of the Sinspawn die to Barak, Ryn & Silviana in the bloody opening to the fight.
Lt. Vhane sees one bolt hit Yellow but not quite kill it.
Longbow Yellow: 1d20 + 12 ⇒ (4) + 12 = 16
Longbow Yellow: 1d20 + 7 ⇒ (4) + 7 = 11
Longbow Red: 1d20 + 12 ⇒ (9) + 12 = 21
Longbow Red: 1d20 + 7 ⇒ (11) + 7 = 18
The remaining Sinspawn shoot at Bharak and miss! :(
Ok, they might have class levels but Yellow is nearly dead and the party is going to have a round on them. I'm handwaving the rest of the fight. You win.
Loot:
+1 Human bane arrows (58),
Potion of Cure moderate wounds (6).
+1 chainmail (6),
+1 Composite longbow (6).
Nothing else here. Where to next?
You know that D4 holds the imprisoned Cleric of Zon kuthon, while D5 is the traitorous Cleric of Nethys.
| Silviana Tyne |
Let's take on the traitorous cleric while we still have a blessing of fervor active?
| Bharak Slagsun |
"That's a right fine mess we done cleared up. But let's not waste time, there's a cleric that needs dying." Bharak said, as he moved forward.
| GM_DBH |
You approach the door to D4. You know from Silviana's dream walk that this room holds the captured Cleric of Zon-kuthon and the two Animate Dream guards.
To reach the traitorous Cleric of Nethys you will need to pass through this room.
The door itself is not trapped or locked.
What are you doing now?
| Bharak Slagsun |
"Right. I'm good to go." Bharak said. "Got three seconds everyone before I open this door, and then it's time to get to work." If anyone had anything they planned to do, now was the time to say it.
| Bharak Slagsun |
Having caught the foe by surprise, Bharak quickly moved in…what mattered now was whether he could keep the initiative…
Move only, will use the map when I’m off phone
| Silviana Tyne |
Silviana must also wait in the corridor for the martials to rush in.
| Ryn Mero |
Ryn sends her shield spinning into the room, passing through one of the creatures, ricocheting off the wall, then passing through the other, managing to do some damage before coming back to her.
+2 Distance Heavy spiked Steel Shield : 1d20 + 19 ⇒ (6) + 19 = 25
Magic/Bludgeoning/Piercing: 2d6 + 8 ⇒ (5, 2) + 8 = 15
+2 Distance Heavy spiked Steel Shield : 1d20 + 14 ⇒ (8) + 14 = 22
Magic/Bludgeoning/Piercing: 2d6 + 8 ⇒ (1, 5) + 8 = 14
Should do half damage to incorporeal creatures
| GM_DBH |
Barak rushes in, Ryn clips two of the Animate dreams with her shield. Lt. Vhane & Koriah shuffle forward.
init Green: 1d20 + 4 ⇒ (3) + 4 = 7
init Orange: 1d20 + 4 ⇒ (18) + 4 = 22
init Bharak: 1d20 + 2 ⇒ (8) + 2 = 10
init Ryn: 1d20 + 4 ⇒ (6) + 4 = 10
init Lt. Vhane: 1d20 + 7 ⇒ (13) + 7 = 20
init Silviana: 1d20 + 7 ⇒ (9) + 7 = 16
init Axton: 1d20 + 10 ⇒ (10) + 10 = 20
init Koriah: 1d20 + 5 ⇒ (12) + 5 = 17
Orange darts forward and slams its arm through Bharak
incorporeal touch attack: 1d20 + 16 ⇒ (4) + 16 = 20
damage Negative energy + Curse: 6d8 ⇒ (5, 1, 3, 5, 7, 7) = 28
Will save DC21 please Bharak or 1d4 Wisdom drain and you are fatigued
Lt. Vhane, Ryn & Silviana may now act!
| Bharak Slagsun |
Will 10 +4 Hardy +2 Rage: 1d20 + 16 ⇒ (1) + 16 = 17
Wisdom drain but immune to fatigue: 1d4 ⇒ 2
| Lt. Vhane |
Vhane moves into the room, placing himself on the far side of Bharak and just a step behind. He then takes somewhat of an aim at the one in front of Bharak and fires! ... missing by just a bit.
Move 20'. On Bharak's right, just up against the wall. Attack Green.
Gonna go with Distracting Shot: 'A bolt ace can spend 1 grit point and choose to miss a target that she could normally attack within her range with a crossbow attack. When she does, the target loses its Dexterity bonus to AC (if any) for 1 round.'
Don't know if it works versus these guys or not, but, there you go.
I also don't know if I have to roll. It seems like I can just miss on purpose but I don't know.
HP's: 145/145; AC: 24/18 touch/16 ff
| Silviana Tyne |
Can't update the map because it's View only!
Silviana moves in to the spot just behind Bharak. (I think she is staggered this first round of combat from her Powerless Prophecy oracle's curse.) She frets that she will not be able to be very useful this fight since none of her weapons are magical. However, she maintains her invocation and the blessing that Desna has gifted them.
• Increase its speed by 30 feet.
• Stand up as a swift action without provoking an attack of opportunity.
• Take 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.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.
An omdura can call forth the power of her deity to improve her allies’ abilities as a standard action.
When the omdura calls upon this power, she must select one type of invocation from those listed below to grant the benefits to her allies within 30 feet. A called invocation cannot be disrupted, but it ends immediately if the omdura is killed, paralyzed, stunned, or knocked unconscious.
The omdura can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The omdura can change her chosen invocation to another type as a swift action, but doing so expends a 1-minute increment of her invocations.
At 7th level, an omdura can call an invocation as a move action instead of a standard action. At 13th level, an omdura can call an invocation as a swift action.
• Destruction: The omdura’s allies are filled with divine wrath, gaining a +1 sacred bonus on weapon damage rolls. This bonus increases by 1 for every 3 class levels the omdura has.
• Healing: The omdura radiates a healing light, granting fast healing 1. This causes the omdura’s allies to recover 1 hit point each round (up to their maximum hit points). The amount of fast healing increases by 1 for every 3 class levels the omdura has.
• Justice: This invocation spurs the omdura’s allies to seek justice, granting a +1 sacred bonus on attack rolls. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, this bonus is doubled on attack rolls to confirm critical hits.
• Piercing: This invocation gives the omdura’s allies great focus and makes their spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks to overcome a target’s spell resistance. This bonus increases by 1 for every 3 class levels the omdura has.
• Protection: The omdura radiates a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, this bonus is doubled against attack rolls to confirm critical hits against the omdura’s allies.
• Purify: The omdura’s allies are protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, the bonus is doubled against curses, diseases, and poisons.
• Resiliency: This invocation makes the omdura’s allies resistant to harm, granting DR 1/magic. This DR increases by 1 for every 5 class levels the omdura has. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the omdura’s. If she is neutral, the type of DR doesn’t change.
• Resistance: The omdura’s allies are shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic)chosen when the omdura calls this invocation. The protection increases by 2 for every 3 class levels the omdura has.
• Smiting: This invocation bathes the weapons of the omdura’s allies in a divine light. These weapons count as magic for the purpose of bypassing damage reduction. At 6th level, the allies’ weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the omdura’s alignments. If the omdura is neutral, she does not grant this bonus. At 10th level, the allies’ weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
At 11th level, when using her invocation class ability, the omdura chooses two invocations to grant her allies. In addition, the omdura also benefits from any one invocation she calls, but she receives only half the invocation’s granted bonus.
| GM_DBH |
Botting Ryn.
Ryn moves up beside Bharak.
Shield: 1d20 + 19 ⇒ (15) + 19 = 34
incorporeal 1-50 hits: 1d100 ⇒ 38
damage: 2d6 + 8 ⇒ (3, 4) + 8 = 15
Incorporeal touch Green: 1d20 + 16 ⇒ (10) + 16 = 26
Green swipes at Ryn but misses by a hairs breadth.
Bharak, Koriah & Axton can now act!
| Bharak Slagsun |
Rage (+2 AC)
15-20 Crit range (On a critical hit from a spine flail, the victim must succeed at a DC 15 Fortitude save to resist being permanently blinded by the blow.)
Hit: 1d20 + 21 ⇒ (10) + 21 = 31
Damage: 1d6 + 23 ⇒ (1) + 23 = 24
Acid: 1d6 ⇒ 3
Fire: 1d6 ⇒ 2
Bof: 1d20 + 17 ⇒ (8) + 17 = 25
Damage: 1d6 + 23 ⇒ (1) + 23 = 24
Acid: 1d6 ⇒ 4
Fire: 1d6 ⇒ 4
Iterative: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 1d6 + 23 ⇒ (5) + 23 = 28
Acid: 1d6 ⇒ 3
Fire: 1d6 ⇒ 6
Confirm: 1d20 + 12 ⇒ (14) + 12 = 26
Crit: 1d6 + 23 ⇒ (4) + 23 = 27
Iterative: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d6 + 23 ⇒ (3) + 23 = 26
Acid: 1d6 ⇒ 1
Fire: 1d6 ⇒ 1
Growling in anger at once more having his mind violated, the dwarf attacked with everything he had. Physical pain was one thing. Bodily harm he expected. But to have his very mind be tampered with? That he could not forgive.
| GM_DBH |
Bharak growls and nearly shreds Orange. It is still there but looks badly off!.
You faintly hear spellcasting from the next room.
Koriah advance into the room and attacks the badly off Orange
Aklys: 1d20 + 13 ⇒ (6) + 13 = 19
damage + cold: 1d10 + 4 + 1d6 ⇒ (5) + 4 + (4) = 13
She hits but doesn't end it!
Axton?
| Silviana Tyne |
Silviana can't fail that Perception check, so I won't bother rolling. :)
Silviana frowns. "Something's casting spells next door," she cautions.