| GM Blazej |
Almaas: Ogre Mage Knowledge. A moderate spell resistance (19), Reflex by far is their weakest save, Will is their second weakest save but is near a match for their Fortitude. Their spell like abilities include invisibility, darkness, and cone of cold, but they don't have any other special attacks they can leverage in a fight.
Undy: You being 20 feet up is reasonable.
Meylara quickly tears into one of the ogre mages and breaks through their armor. The acid is what provokes the most enraged response as that seems to be the most devastating part of the wound. The ogre mage is downed in the pounce.
On the other side of the arena Undy and Riddy launch their combined magic at the evil spirit. Unfortunately the magic doesn't penetrate the natural resistance of the creature.
"Pathetic. I thought your magic was more potent from how it took down the other, but I see that it was just another illusion." He looks down below at Tooth and proclaims, "let me test the one that dealt the final blow instead." Directing himself downward he flies toward the ground and lands near Tooth and Claw and with a laugh swings his greatsword through the tengu Baron.
Greatsword vs Tooth: 1d20 + 14 ⇒ (2) + 14 = 16
Slashing Damage: 3d6 + 10 ⇒ (6, 1, 2) + 10 = 19
Unfortunately for the ogre mage, the moment carried to quickly to be able and the blow is trivial for Tooth to evade.
The other moves and lands in the center of the arena. Once their they focus and a crackle of a storm builds from their weapon. Clouds build up around the weapon and once it is entirely opaque he sweeps it at the Pathfinders and creates a cone of freezing cold that envelops most of the party on ground and in the air.
Cold Damage, DC 18 Reflex for half: 9d6 ⇒ (1, 5, 3, 2, 6, 2, 4, 4, 4) = 31
This is a 60 foot cone that hits Meylara, Saya, Almaas, Katrina, Undy, and Riddy.
This is not hitting Tooth, Claw, or Petal
Round 1 & 2
Round 5 & 6 for haste
Green Ogre Mage (dead)
White Ogre Mage (On ground)
Blue Ogre Mage (On ground)
Katrina (Reflex)
Tooth
Almaas (Reflex)
Saya (Reflex)
-
Meylara (Reflex)
Undy (Reflex)
Katrina aka Krazy Kat
|
Katrina uses a charge from her CMW wand during the intermission round.
cmw: 2d8 + 3 ⇒ (6, 6) + 3 = 15
k planes: 1d20 + 9 ⇒ (11) + 9 = 20
Once combat resumes, she restarted her Song and also sung up her wings in case she needed to fly.
ref: 1d20 + 16 ⇒ (17) + 16 = 33
After being hit by the Cone of Cold she flies up into the air
Meylara Raven
|
Reflex, Evasion: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Meylara takes the full brunt of the cold blast in the chest and bares her teeth, growling at the Ogre Magi.
Undiana Jones
|
Undy Reflex DC 18: 1d20 + 9 ⇒ (6) + 9 = 15 Undy takes 31, leaving him at 39/81
Riddy Reflex DC 18, improved evasion: 1d20 + 6 ⇒ (11) + 6 = 17 Riddy also has SR 13, pending SR check, Riddy takes 15, leaving him at 24/40
| GM Blazej |
| 1 person marked this as a favorite. |
SR check vs Riddy: 1d20 + 9 ⇒ (2) + 9 = 11
Riddy is safe from the onslaught of freezing cold.
Saya of Eledir
|
Sorry i didn't read the two ronds beetwen the fight to recover, On those two rounds she would have used the wand of CLW to restore her hp, spending two charges, if that is ok.
Cure light wounds wand: 2d8 + 2 ⇒ (2, 8) + 2 = 12
Reflex: 1d20 + 11 + 4 + 1 ⇒ (1) + 11 + 4 + 1 = 17 Using INURED TO THE ELEMENTS Adding half 9 goals (+4) and assuming haste is still up. Last for 10 rounds- , Damage reduced by 1 due theElemental Awakening Water One box marked
She gets hit with the burst of cold, unable to react she falls back and its unable to dodge in time, despite all her protections, probably distracted by one half orc in the arena, but she gathers her wits, the blood on her clothes is apparent due the cold burn on herself, but she stands proudly and start to sing the appropiate Saga, this one seems an original about a group of children that were looking for refuge into ice storm, just to find out a haunted cave , She then prepares to defend for the next spell to come.
Move .- Inspiring rage song .- (25/31) +4 Dex Morale , +3 Natural armor, Claws 1d6, Pounce. Standard .- Prepares to counter spell again
| GM Blazej |
Round 1 & 2
Round 5 & 6 for haste
Green Ogre Mage (dead)
White Ogre Mage (On ground)
Blue Ogre Mage (On ground)
Katrina
Tooth
Almaas (Reflex)
Saya
-
Meylara
Undy
The group bolsters their magic against the flying foes taking to air and song.
Tooth, Almaas, Meylara and Undy can act
Almaas Kargar
|
reflex, heroism +2, shake it off +2, haste +1: 1d20 + 11 + 2 + 2 + 1 ⇒ (5) + 11 + 2 + 2 + 1 = 21
"These ogres are evil beings!" Almaas shouts.
Attacking the blue ogre first, then white if blue drops. Facing cover for white but deadeye bowman trait negates cover from one ally.
Additional +4 to hit and damage because of divine favor spell and fate’s favored trait.
Haste Attack, rapid shot -2, manyshot: 1d20 + 29 - 2 ⇒ (3) + 29 - 2 = 30
FirstManyshot cold iron arrow damage: 1d8 + 13 + 2d6 ⇒ (8) + 13 + (2, 4) = 27
Second Manyshot cold iron arrow damage: 1d8 + 13 + 2d6 ⇒ (8) + 13 + (3, 5) = 29
~
Primary Attack first rapid shot, rapid shot -2: 1d20 + 29 - 2 ⇒ (6) + 29 - 2 = 33
cold iron arrow damage: 1d8 + 13 + 2d6 ⇒ (1) + 13 + (2, 4) = 20
~
Primary Attack second rapid shot, rapid shot -2: 1d20 + 29 - 2 ⇒ (8) + 29 - 2 = 35
cold iron arrow damage: 1d8 + 13 + 2d6 ⇒ (2) + 13 + (2, 2) = 19
~
Secondary Attack first rapid shot, rapid shot -2: 1d20 + 29 - 2 - 5 ⇒ (1) + 29 - 2 - 5 = 23
cold iron arrow damage: 1d8 + 13 + 2d6 ⇒ (1) + 13 + (6, 5) = 25
| GM Blazej |
While the last arrow fails to connect, the rest of Almaas's volley strikes the spellcasting outsider and brings giant collapsing to the ground.
Blue Ogre Mage (95 damage, downed)
Claw, spawn of Achaekek
|
When the ogre mage's sword sweeps over Tooth's head, in the blink of an eye Tooth has moved! Sudden Shift, immediate action teleport 10' within the ogre mage's reach.
Claw slashes at the oni:
claw vs white, ant, bard, haste, GMF: 1d20 + 12 + 2 + 2 + 1 + 1 ⇒ (7) + 12 + 2 + 2 + 1 + 1 = 25magic damage: 1d6 + 6 + 2 + 2 ⇒ (3) + 6 + 2 + 2 = 13
claw vs white, ant, bard, haste, GMF: 1d20 + 12 + 2 + 2 + 1 ⇒ (6) + 12 + 2 + 2 + 1 = 23magic damage: 1d6 + 6 + 2 + 2 ⇒ (5) + 6 + 2 + 2 = 15
claw vs white, ant, bard, haste, GMF: 1d20 + 12 + 2 + 2 + 1 ⇒ (1) + 12 + 2 + 2 + 1 = 18magic damage: 1d6 + 6 + 2 + 2 ⇒ (2) + 6 + 2 + 2 = 12
looks like 2 potential hits
grab on hit?, claw, ant, bard, haste, GMF, grab: 1d20 + 13 + 1 + 2 + 2 + 1 + 1 + 4 ⇒ (1) + 13 + 1 + 2 + 2 + 1 + 1 + 4 = 25
grab on hit?, claw, ant, bard, haste, GMF, grab: 1d20 + 13 + 1 + 2 + 2 + 1 + 1 + 4 ⇒ (3) + 13 + 1 + 2 + 2 + 1 + 1 + 4 = 27
On a successful grab the ogre mage is pulled adjacent
mandibles on grab, ant, bard, haste, GMF: 1d20 + 9 + 2 + 2 + 1 + 1 ⇒ (5) + 9 + 2 + 2 + 1 + 1 = 20damage: 1d6 + 3 + 1 + 2 + 1 ⇒ (1) + 3 + 1 + 2 + 1 = 8
If no grab succeeds, then Claw uses Surprise Shift to move 5' NE - this movement is a swift action that does not provoke.
Tooth and Claw
|
Tooth will 5' step NE if Claw grappled the ogre mage, if not then Claw's Surprise Shift will have given him a flank instead.
"You big. But me kill dragons bigger than you."
The Baron stows his shield and lays into the oni with his huge axe.
axe vs white, ant, bard, haste, outflank, power: 1d20 + 12 + 2 + 2 + 1 + 4 - 2 ⇒ (13) + 12 + 2 + 2 + 1 + 4 - 2 = 32magic damage: 3d6 + 8 + 2 + 6 ⇒ (1, 4, 6) + 8 + 2 + 6 = 27
haste axe vs white, ant, bard, haste, outflank, power: 1d20 + 12 + 2 + 2 + 1 + 4 - 2 ⇒ (2) + 12 + 2 + 2 + 1 + 4 - 2 = 21magic damage: 3d6 + 8 + 2 + 6 ⇒ (4, 4, 6) + 8 + 2 + 6 = 30
iterative axe vs white, ant, bard, haste, outflank, power: 1d20 + 7 + 2 + 2 + 1 + 4 - 2 ⇒ (15) + 7 + 2 + 2 + 1 + 4 - 2 = 29magic damage: 3d6 + 8 + 2 + 6 ⇒ (1, 3, 5) + 8 + 2 + 6 = 25
peck vs white, ant, bard, haste, outflank, power: 1d20 + 6 + 2 + 2 + 1 + 4 - 2 ⇒ (2) + 6 + 2 + 2 + 1 + 4 - 2 = 15damage: 1d3 + 2 + 2 + 2 ⇒ (2) + 2 + 2 + 2 = 8
| GM Blazej |
Claw lands a few blows, but isn't able to take hold. Despite that with blow after blow landing, eventually the ogre mage is cut through one too many times and with a guttural croak they collapse to the ground.
While they heal and regenerate, they are in no position to continue the fight for quite a while, you have a chance to heal and recuperate before yet more challenger attack. You can take another two rounds of actions.
Saya of Eledir
|
*The only thing she can do the help herslef is to pick up her wand of Cure light wounds, and heal herself twice, then as a move action of the second round, She'll put the wand back into stowing items*
Cure light wounds: 2d8 + 2 ⇒ (4, 6) + 2 = 12
Song has stopped, but has the trait of Community Minded, that allows the morale bonus of abilties to remain 2 extra rounds, so for the next initiatvie those who took the song should add +2 to their inituitative due the extra 4 Morale Dex bonus. Added a note on the initiative macros.
For next figth starts at 51/70 Hp, Rounds 25/31, Active Buffs Haste finishes by the time the initiative is rolled as i belive 10 rounds have passed.
Almaas Kargar
|
Almaas also heals himself.
clw : 2d8 + 2 ⇒ (7, 4) + 2 = 13
Tooth and Claw
|
I think there will be 2 rounds of Haste left, Saya.
The Baron draws and activates a Wand of Cure Light Wounds:
clw: 1d8 + 1 ⇒ (3) + 1 = 4
Then he stows the wand and casts Resinous Skin upon himself.
"Blood God is pleased. Fight to win many shinies in great Tournament! Me get paid much!"
Meylara Raven
|
Is someone able to hit me with a quick heal or two? I'm not able to access or activate my wand while in this form.
Meylara casts Strong Jaw in the first round and Greater Invisibility in the second.
| GM Blazej |
Undy gets his two rounds of mid combat prep as well.
As the party tends to their wounds a group of tengu leap from the wall and land on the ground with cat-like grasp. They train their focus on the each of you as you cast your healing spells and hold it until they get an indication that you are aware of them. They hold another moment in focus on Tooth as you finish your healing, but give no preference as one at the head of the four addresses the group.
"You challenge has not concluded and we are tasked with continuing the test. Be ready."
They clasp their hands and bow to your group as they draw blades to hand and ready for combat.
Almaas: 1d20 + 9 ⇒ (4) + 9 = 13
Tooth: 1d20 + 4 ⇒ (7) + 4 = 11
Undy: 1d20 + 4 ⇒ (16) + 4 = 20 +4 if Heightened Awareness
Katrina: 1d20 + 5 ⇒ (7) + 5 = 12
Saya: 1d20 + 5 ⇒ (12) + 5 = 17
Meylara: 1d20 + 6 ⇒ (9) + 6 = 15 +2 in surprise round
Tengu Black and White: 1d20 + 3 ⇒ (15) + 3 = 18
Tengu Blue and Pink: 1d20 + 3 ⇒ (16) + 3 = 19
Round 1
Undy
Saya
Tengu Black
Tengu White
Tengu Blue
Tengu Pink
Meylara
Almaas
Katrina
Tooth
Undy and Saya are able to act first in the initiative. Haste is still active, this is round 8 of haste..
Saya of Eledir
|
*Saya does a small bow as well, and nods once*
- Such sportmanship, lets do our best, and may the test help us all to improve -
*With this she starts to tell the Saga of Balaurdu Tolbite, the invencible tengu from Korvosa, faster with the blade and deadly wuth his beak, beating countless of enemies with quick with and beak of steel, from Korvosa to Goka, the invencible Tolbite*
Move action .- Inspiring controlled song ) +4 Morale Dex, +3 Nat Armor bonus, claws, and pounce ) Standard .- Cast Long arm ( Extending her reach to 15 ft, Swift .- Arcane Strike ).
| GM Blazej |
I will be delaying Undy after the monastic tengu warriors. He can still take his pre-combat rounds for preparation and restoration.
As soon as Saya's begins retelling the saga, the four tengu press forward into the center of the mass of the Pathfinder party. They each move cautiously, doing their best to be quick and monitor each of your moments. They flock around Almaas and throw defensive attacks. They watch the defenses of the party and fight with caution as they focus more on how he dodges the attacks rather than landing an immediate strike.
One with white embrodiery dominating their clothing makes an attempt to bypass through Katrina, but the magic from the saga and lingering haste provide enough of an advantage that the monastic warrior is forced to retreat a step. He seems to give a nod as he monitors Katrina's movements and gives another testing blow himself.
Throughout this Saya is given multiple chances to ensure none of this attacks have anything but the most minor chances of landing.
The do not seem surprised by the lack of success, but neither of they undeterred as they gird themselves for your own attacks.
Black
B. Acrobatics to avoid AoOs from Saya: 1d20 + 12 ⇒ (7) + 12 = 19 Provokes from Saya
Attacking Almaas
d20 for Saya Bodyguard Aid: 1d20 ⇒ 8 Successfully aids AC
Unarmed Strike vs Almaas with Stunning Fist: 1d20 + 9 - 3 ⇒ (1) + 9 - 3 = 7
Bludgeon Damage: 1d10 + 4 ⇒ (7) + 4 = 11
White
W. Acrobatics to tumble through Katrina's Space: 1d20 + 12 ⇒ (15) + 12 = 27 Fails due to current buffs.
Attacking Katrina
d20 for Saya Bodyguard Aid: 1d20 ⇒ 5 Successfully aids AC
Unarmed Strike vs Katrina with Stunning Fist: 1d20 + 9 - 3 - 4 ⇒ (8) + 9 - 3 - 4 = 10
Bludgeon Damage: 1d10 + 4 ⇒ (2) + 4 = 6
Pink
P. Acrobatics to avoid AoO from Almaas if he can take one: 1d20 + 12 ⇒ (15) + 12 = 27
Attacking Almaas
d20 for Saya Bodyguard Aid: 1d20 ⇒ 3 Successfully aids AC
Unarmed Strike vs Almaas with Stunning Fist: 1d20 + 9 - 3 - 4 ⇒ (10) + 9 - 3 - 4 = 12
Bludgeon Damage: 1d10 + 4 ⇒ (2) + 4 = 6
Blue
Attacking Almaas
d20 for Saya Bodyguard Aid: 1d20 ⇒ 15 Successfully aids AC
Unarmed Strike vs Almaas with Stunning Fist: 1d20 + 9 - 3 - 4 ⇒ (9) + 9 - 3 - 4 = 11
Bludgeon Damage: 1d10 + 4 ⇒ (4) + 4 = 8
I do not believe Katrina or Almaas could take AoOs here in the initial round. Correct me if I'm wrong.
Round 1 & 2
Tengu Black
Tengu White (defensive)
Tengu Pink (defensive)
Tengu Blue (defensive)
Undy
Meylara
Almaas
Katrina
Tooth
==
Saya (Saya can take an AoO on Tengu Black)
Round 9 of haste
Everyone is able to act.
Katrina aka Krazy Kat
|
After returning the cultural bow and dodging the hit, Katrina starts singing and takes to the air again.
Inspire Courage and Butterfly Wings
Come up here and dance she smiles down at the white tinged tengu.
Meylara Raven
|
Meylara directs Petal to flank blue and attack, then charges in herself to pounce on white.
Unless the Tengu can See Invisibility, all of Meylara's attacks are vs Flat-Footed AC as she has Greater Invis up for the next 10 rounds. Redirecting to Black if White goes down - she has 15 feet of reach.
With Inspire Courage, Divine Favor, Haste, Strong Jaw(damage dice increase by 2 sizes) and Charge
Claw: 1d20 + 13 + 2 + 3 + 1 + 2 ⇒ (13) + 13 + 2 + 3 + 1 + 2 = 34 for B/S and Acid: 2d6 + 11 + 1d6 + 2 + 3 ⇒ (1, 4) + 11 + (3) + 2 + 3 = 24
Claw: 1d20 + 13 + 2 + 3 + 1 + 2 ⇒ (9) + 13 + 2 + 3 + 1 + 2 = 30 for B/S and Acid: 2d6 + 11 + 1d6 + 2 + 3 ⇒ (6, 1) + 11 + (2) + 2 + 3 = 25
Rake:
Talon: 1d20 + 13 + 2 + 3 + 1 + 2 ⇒ (16) + 13 + 2 + 3 + 1 + 2 = 37 for S and Acid: 2d6 + 11 + 1d6 + 2 + 3 ⇒ (4, 4) + 11 + (1) + 2 + 3 = 25
Talon: 1d20 + 13 + 2 + 3 + 1 + 2 ⇒ (18) + 13 + 2 + 3 + 1 + 2 = 39 for S and Acid: 2d6 + 11 + 1d6 + 2 + 3 ⇒ (5, 2) + 11 + (2) + 2 + 3 = 25
Bite: 1d20 + 13 + 2 + 3 + 1 + 2 ⇒ (3) + 13 + 2 + 3 + 1 + 2 = 24 for B/P/S and Acid: 4d6 + 11 + 1d6 + 2 + 3 ⇒ (2, 5, 2, 6) + 11 + (4) + 2 + 3 = 35
Bite Haste Attack: 1d20 + 13 + 2 + 3 + 1 + 2 ⇒ (10) + 13 + 2 + 3 + 1 + 2 = 31 for B/P/S and Acid: 4d6 + 11 + 1d6 + 2 + 3 ⇒ (5, 5, 5, 4) + 11 + (5) + 2 + 3 = 40 and will Grab: 1d20 + 12 + 4 + 2 + 3 + 1 + 2 ⇒ (17) + 12 + 4 + 2 + 3 + 1 + 2 = 41
I am not gonna add up the damage as I assume White is going down, but don't know which hits will do the final deed.
Petal Raven
|
Petal blurs across the arena, 90 feet of movement (60 + haste) means she can get into position with no issues - I've left her path indicated, it is 85 feet by my calculation moving into a flanking position on Blue with Almaas and takes a swipe with her talon.
Including Inspire, Haste and Flanking.
Talon: 1d20 + 13 + 1 + 2 + 2 ⇒ (13) + 13 + 1 + 2 + 2 = 31 for 2d6 + 6 + 2 ⇒ (3, 4) + 6 + 2 = 15
Tooth and Claw
|
Tooth ponders the appearance of the tengu. Me wonder if Lady Mika would like to fight in this tournament. Me and Lady Mike would make strong team! If me win here, me ask Lady Mika to join me in Grand Tourney!
The Baron bows to his fellow tengu, then waves Claw to attack.
Claw, spawn of Achaekek
|
The giant mantis strikes out -
claw vs Pink tengu, ant, bard, haste, GMF: 1d20 + 12 + 2 + 2 + 1 + 1 ⇒ (6) + 12 + 2 + 2 + 1 + 1 = 24damage: 1d6 + 6 + 2 + 2 + 1 ⇒ (6) + 6 + 2 + 2 + 1 = 17
claw vs Pink tengu, ant, bard, haste, GMF: 1d20 + 12 + 2 + 2 + 1 + 1 ⇒ (7) + 12 + 2 + 2 + 1 + 1 = 25damage: 1d6 + 6 + 2 + 2 + 1 ⇒ (3) + 6 + 2 + 2 + 1 = 14
haste claw vs Pink tengu, ant, bard, haste, GMF: 1d20 + 12 + 2 + 2 + 1 + 1 ⇒ (6) + 12 + 2 + 2 + 1 + 1 = 24damage: 1d6 + 6 + 2 + 2 + 1 ⇒ (2) + 6 + 2 + 2 + 1 = 13
No idea if any of those would hit, so:
grab on hit?, ant, bard, haste, GMF, grab: 1d20 + 13 + 1 + 2 + 2 + 1 + 1 + 4 ⇒ (18) + 13 + 1 + 2 + 2 + 1 + 1 + 4 = 42
grab on hit?, ant, bard, haste, GMF, grab: 1d20 + 13 + 1 + 2 + 2 + 1 + 1 + 4 ⇒ (4) + 13 + 1 + 2 + 2 + 1 + 1 + 4 = 28
grab on hit?, ant, bard, haste, GMF, grab: 1d20 + 13 + 1 + 2 + 2 + 1 + 1 + 4 ⇒ (19) + 13 + 1 + 2 + 2 + 1 + 1 + 4 = 43
If a grab lands, Pink is pulled adjacent
mandibles on grab, ant, bard, haste, GMF: 1d20 + 9 + 2 + 2 + 1 + 1 ⇒ (11) + 9 + 2 + 2 + 1 + 1 = 26damage: 1d6 + 4 + 2 + 1 ⇒ (6) + 4 + 2 + 1 = 13
Tooth and Claw
|
I've positioned Tooth as if Claw landed a grab, to attack Pink. If Claw did not land a grab, Tooth instead attacks Blue tengu, moving one space closer so as to be adjacent to Blue.
The Baron pounces with his giant axe...
axe vs tengu, ant, charge, bard, haste: 1d20 + 12 + 2 + 2 + 2 + 1 ⇒ (13) + 12 + 2 + 2 + 2 + 1 = 32damage: 3d6 + 8 + 2 ⇒ (2, 2, 3) + 8 + 2 = 17
haste axe vs tengu, ant, charge, bard, haste: 1d20 + 12 + 2 + 2 + 2 + 1 ⇒ (11) + 12 + 2 + 2 + 2 + 1 = 30damage: 3d6 + 8 + 2 ⇒ (4, 2, 3) + 8 + 2 = 19
iterative axe vs tengu, ant, charge, bard, haste: 1d20 + 7 + 2 + 2 + 2 + 1 ⇒ (13) + 7 + 2 + 2 + 2 + 1 = 27damage: 3d6 + 8 + 2 ⇒ (6, 2, 6) + 8 + 2 = 24
peck vs tengu, ant, charge, bard, haste: 1d20 + 6 + 2 + 2 + 2 + 1 ⇒ (17) + 6 + 2 + 2 + 2 + 1 = 30damage: 1d3 + 2 + 2 ⇒ (1) + 2 + 2 = 5
... noting their defensive postures, Tooth eschews more powerful swings in favour of accuracy.
"Your struggle please Blood God. Offer your prayers."
ETA: if any enemy tengu remain standing after his attack sequence, Tooth draws his shield.
Almaas Kargar
|
Almaas attacks!
Attacking the surviving Tengu. No bane. Almaas has POINT BLANK MASTER so he does not provoke with the bow. He has unarmed strike so he threatens for flanking.
Haste Attack, rapid shot -2, manyshot: 1d20 + 27 - 2 ⇒ (9) + 27 - 2 = 34
FirstManyshot cold iron arrow damage: 1d8 + 11 ⇒ (2) + 11 = 13
Second Manyshot cold iron arrow damage: 1d8 + 11 ⇒ (6) + 11 = 17
~
Primary Attack first rapid shot, rapid shot -2: 1d20 + 27 - 2 ⇒ (12) + 27 - 2 = 37
cold iron arrow damage: 1d8 + 11 ⇒ (1) + 11 = 12
~
Primary Attack second rapid shot, rapid shot -2: 1d20 + 27 - 2 ⇒ (9) + 27 - 2 = 34
cold iron arrow damage: 1d8 + 11 ⇒ (2) + 11 = 13
~
Secondary Attack, rapid shot -2: 1d20 + 27 - 2 - 5 ⇒ (12) + 27 - 2 - 5 = 32
cold iron arrow damage: 1d8 + 11 ⇒ (5) + 11 = 16
He then 5 ft steps.
Undiana Jones
|
Sorry for the posting delay - I was wiped out last night.
During the two rounds of prep:
Undy heals two more hp from Infernal Healing - now at 41/81 with 5 more rounds of fast healing 1
Riddy uses the two rounds to heal Undy with his wand of CLW.
UMD DC 20: 1d20 + 16 ⇒ (20) + 16 = 36
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
UMD DC 20: 1d20 + 16 ⇒ (6) + 16 = 22
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
After healing from Riddy, Undy is at 53/81
Undy uses his two rounds to cast Heightened Awareness on himself again (which he dismisses at the start of initiative) and to activate his Sihedron Brand to give himself 20 temporary hp.
At the start of the new combat, Undy is at 53/81 hp, with 20 temp hp and fast healing 1 for 5 rounds. Riddy is at 39/40 hp
Undiana Jones
|
Undy and Riddy both step back 5' away from the pink tengu and then once again unleash a strange mixture of combined magic.
Going to pause before casting in order to find out how many of the tengu are still standing - it will affect my spell choice. If it seems like they are nearly vanquished then Undy and Riddy will each just use their wands of magic missile (CL 3 and CL 5 respectively) in order to preserve resources.
Undy also heals 1 more from infernal healing - now at 74/81 with 4 rounds remaining.
| GM Blazej |
I will admit I'm not certain about charge/pounce rules when attacking other creatures than the target of the charge. I'll allow for it now.
Saya's attack misses by a small margin as they leverage their training to close the distance.
With a vicious set of blows that allows little time for them to avoid the attacks, Meylara leaves one one of the martial artists on the precipice of death and takes down a second.
Almaas launches a flurry of arrows into another of the monks as the shots prove too accurate to dodge in this close range combat. They fall under the weight of the multitude of shots.
The last of the remaining martial artists is able to keep one step away from each of Claw's swipes, but isn't able to avoid Petal or most of Tooth's swings. With only one left up Undy and Riddy launch magical missiles.
CL 3 Magic Missile: 3d4 + 3 ⇒ (3, 2, 2) + 3 = 10
Despite the stand they took against the well equipped Pathfinders, they fall as well bleeding on the ground.
They are down before the second magic missile
The party is free to act.
Katrina aka Krazy Kat
|
She keeps her wings going as she looks down on the carnage, then swoops down and stabilizes the martial artists, before heading upwards again to fly overwatch to see what comes out next.
Meylara Raven
|
Meylara commands Petal to guard Kat and then takes a look around to see if any more combatants are arriving soon.
How many rounds do we have, given that combat took <1?
If she does not see any, she will wildshape back to human (still invisible), and pull her CLW wand out and start healing herself while we wait.
CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Wand: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Wand: 1d8 + 1 ⇒ (2) + 1 = 3
| GM Blazej |
You only have another two rounds as you see movement in the stands as another group of tien warriors is already moving in to continue pressing the attack.
If something does interrupt/change that you can keep those healing rolls
Undiana Jones
|
During the two rounds of downtime Undy heals another 2 from infernal healing - now at 76/81 with 2 rounds remaining.
Riddy uses his healing wand once again on the undine wizard.
UMD DC 20: 1d20 + 16 ⇒ (16) + 16 = 32
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Undy is fully healed at 81/81 (with 20 temp hp) and 2 rounds of fast healing remaining.
Then Riddy turns to healing Meylara.
UMD DC 20: 1d20 + 16 ⇒ (4) + 16 = 20
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Meanwhile, Undy uses another charge of Heightened Awareness and uses a pearl of power to recover his Burning Hands spell.
Saya of Eledir
|
*She sighs a bit as the events continue to unfold , pulls out a rod from one bandolier *
}
*As the time to figth comes she steels herself as she starts to produce another spell on the second round*
Round 1.- Move- Pull out a lesser extend rod, Standard Nothing :- 2nd round- Full round action. - Cast good hope on the party
Free action .- Drop the rod And grab glaive 2 handed.
Good hope : +2 Morale to Abilty chekcs ( Initiative ) , Hit rolls, weapon damage, Saving throws This will lsat for 20 rounds .
Almaas Kargar
|
Almaas also heals himself again.
clw : 2d8 + 2 ⇒ (8, 4) + 2 = 14
Tooth and Claw
|
Baron Tooth applies another charge of his healing wand, then boosts his offensive power.
Move to draw wand, standard to activate; move to stow wand, standard to cast Lead Blades.
clw: 1d8 + 1 ⇒ (3) + 1 = 4
Saya, Good Hope is a Standard action cast with a 10mins/level duration. And an excellent spell :)
Saya of Eledir
|
Yes its a standard action normally, Saya is an spontaneous caster, and even with rods that increases the casting level to apply metamagic feats/rods to a full roujnd action, And its 1 min/level , Heroism is 10 min /Lvl. That is why its worth to cast with extend. That is why i am puting it as that. Sorry for the ooc, just clarification on the action economy.
Undiana Jones
|
Saya CL check vs Riddy's SR 13: 1d20 + 10 ⇒ (10) + 10 = 20 Yes, he could voluntarily lower it but then he wouldn't have the action he used for healing.
| GM Ladile |
**HOUSE GM ANNOUNCEMENT**
As the once raging battle begins to slow, a strange cloud of translucent smoke appears in the center of the arena, coalescing into the demonic form of Kiang Zhen. The oni raises her hand, and the remaining creatures suddenly fall back and drop to their knees as if to acknowledge defeat.
"Well done, well done!" she bellows. "My minions accept your victory, and you have adequately impressed the Emissary. Please, lower your weapons. I congratulate those of you still alive, for you have grown that much closer to qualifying for the Ruby Phoenix Tournament!"
The oni pauses for a minute to study the crowd before continuing, "Beneath the trapdoors lies a series of subterranean passages. Scattered within the passages I have secured a collection of small, but nearly priceless porcelain vases. Your challenge is to locate one of these vases and return it to me. However, there is a catch – there are fewer vases than competitors. Only those who present me with a vase shall pass on to the next part of the competition."
______________
Table GMs, you may now begin Act Three!
Almaas Kargar
|
Almaas is glad that the fighting is over.
”It is not pleasurable for me to attack anyone without any true necessity. At least finding a vase does not involve bloodshed! But that they are employing an Oni … that is testament enough that these organizers don’t have a good heart“ the dwarf says.
”Let us get going!“ he says and heals his remaining wounds.
CLW : 1d8 + 1 ⇒ (7) + 1 = 8
Katrina aka Krazy Kat
|
*lands next to Petal and dissipates her wings*
I suspect we might have to fight something for the vase ... as well as protect it from other competitors.
She pokes herself with a CLW wand. Anyone else need healing?
clw: 1d8 + 1 ⇒ (1) + 1 = 2
She then frowns and does it again.
clw: 1d8 + 1 ⇒ (7) + 1 = 8
Saya of Eledir
|
Almaas is glad that the fighting is over.
”It is not pleasurable for me to attack anyone without any true necessity. At least finding a vase does not involve bloodshed! But that they are employing an Oni … that is testament enough that these organizers don’t have a good heart“ the dwarf says.
”Let us get going!“
*Saya picks the wand as well that is lying around there, as she heals herslef as well*
We can always hope, masterdwarf, this tests are getting more and more surprising, there is always more of a catch that what its apparent, but I do believe that our teamwork will make us go thru any surprises there might be. -
Nodding towards Kat she replies - Hopefully one charge of this would be enough, thank you - As she activates the wand on herself - Your performance its truly mesmerizing I must say Miss Kat, i had not the time to express this properly till now
Healing: 2d8 + 2 ⇒ (8, 2) + 2 = 12
- Lets be in our way,there may be enemies that are smarter or skillful than us, there may not, but we have what they lack, teamwork and the will to do what is right for each other, Onward companions, to Victory - She raises her voice to motivate the group, while moving forward -
So, Good hope will last for 20 mins due the extended effect, if something happens in that time we got that +2 morale bonus ( It might last 20 mins and 2 rounds if it couts for anything due Community minded. . heh.If not enough to get bac
| GM Blazej |
A minute has past since the end of the prior fight. So good hope will still be active into this next section, at least for some period.
There is a new map up on the slideshow
You are given little other direction as other teams begin scrabbling down the trapdoors below the arena and those drop into a series of subterranean passages. There is a strong stench as you make your way down that is stale and putrid even compared to the newly battle stained grounds of the arena.
Passing through the There is thick hemp rope that leads to the bottom of the 20 foot drop that will likely be enough to support a pair of the group, with exception for the far more gargantuan Claw. There are signs that the rope was attached to a pulley system, but the apparatus is no longer functional as it refuses to rotate. The passageway leads forward and the stench grows ever greater. Light grows dim beyond the meager light filtering in from the trapdoor.
Shortly the passage splits into two. One that to capable eyes leads to a well shaft and another room that continues forward and contains a number of large tubs.
Well Shaft
The hall ends and there is a shaft that is set into the ground. Some vast mechanical mechanism fills the shaft and completely obstructs the shaft.
Large Tubs
The awful stench of sewage is even stronger as you enter this area. This room have a number of large straining tubs containing nets and rakes along with some retched residue that runs along the sides of each of the bins. The room has been infested with an ample amount of fungus due to seemingly little maintenance in recent years, but there is little else of value left behind. There is a passage that continues down leading out of this room.
Saya of Eledir
|
*Saya covers her nose and mouth with a scarf, as the stench reaches her*
- Ugh, nasty. -
*She looks at the room with some curiosity while looks around the area inspecting for something out of the ordinary*
K. Engineering: 1d20 + 12 ⇒ (10) + 12 = 22
Perception: 1d20 + 7 ⇒ (12) + 7 = 19
The glint of something near the tubes catches her eye, and she looks over to it making sure to grab it using the glaive as a lever, to raise the reach of her , till she is able to get the plaque
Asuming doens't take more actions or nothing else happing meanwhile this happens.
Meylara Raven
|
Divine Favor and Greater Invisibility are done, but Barkskin (100 mins) and Strong Jaw (10 mins) have a while to go yet.
Meylara finishes healing herself with the third charge from her wand, then switches to healing Petal.
CLW Wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Wand: 1d8 + 1 ⇒ (6) + 1 = 7
I know nothing about machinery like this. As you can no doubt smell, it is too often used to corrupt nature for destructive purposes. I see Saya has the plaque with instructions on how to operate it?
taking 10 on perception gives me a 37.
Katrina aka Krazy Kat
|
Katrina actually blushes as Saya compliments her performance. Thank you ... although, that's just peanuts compared to some of the stunts I can do ... don't often get to do those on adventure though. Say ... you didn't happen to see me as a mermaid last night did you?
k eng: 1d20 + 9 ⇒ (17) + 9 = 26
perception: 1d20 + 18 ⇒ (1) + 18 = 19
Sewage pump. I think I can get it going and pump the sewage out. Although I see Saya's found the operating manual
Undiana Jones
|
Knowledge (Eng) DC 24, HA, Absalom: 1d20 + 17 + 1 ⇒ (8) + 17 + 1 = 26
Perception DC 18: 1d20 + 20 ⇒ (8) + 20 = 28
Undy also notes the sewage pumps and the instructions. "The smell is thankfully not so bad thanks to our magical protection. But I wonder if we should get the pump active again anyway, simply to facilitate our search."
I believe that everyone has Life Bubble protecting them from the aroma.