Bardyth the Giant |
Yeah, I like that layout better as well. I am thinking with Hopper's speed, he could pretty easily cover much of that possible area, while still being centrally located at the start. So we would only need, maybe, one more person somewhat in that direction. I know Ionic offered to be that direction, but with their lower speed, I might suggest they help guard the water-crossing at the base of the waterfall, as that is the next most likely way for an enemy to cross successfully, and puts the bridge where we expect the Salamanders to cross, in easy sling shooting angles until an enemy tries to cross. Just my thoughts.
Salliss |
We were told we needed to protect the well, yet there is no light in the area of the well — not even for low-light vision.
Looks to me like the northern blue tree is planted in the river. I would want it back 5’ SE of where it is.
Hopper and Ionic (or whomever is to the north) will need to provide light for the northern Blue Tree. Provided they are willing to do that it should be able to cover the northern part of the river.
Overall good placement.
Salliss is overall satisfied with the suggested placement, but does express a couple of concerns. The biggest being needing light — but not necessarily a tree — near the well.
“Am I to support Bardyth at the bridge, or did you want me someplace else?”
Herondal Lapetty |
Ah the bit about the well wasn't bolded and I missed it. I can hang my lighted Wayfinder in one of the blue trees or near the well. Can the trees not be in the river? Moved it 1 square SE, It still has a decent shot at the bridge.
Herondal Lapetty |
Herondal sketches out a mini map in the dirt as part of his plan.
"There is a spot just to the East of the southern blue tree where you could hide and keep on eye on both paths. From there aid as you see fit.
Hopper, Would you be willing to have Wolfie guard the well? At the very least his warning will give us time to react if anything sneaks through."
Bardyth the Giant |
We were told we needed to protect the well, yet there is no light in the area of the well — not even for low-light vision.
Actually, southern violet tree provides 20 feet of bright light. which means another 20 feet of low-light past that, which covers most of the clearing of the well, and the well itself, in low-light. Concealment doesn't lessen or reduce light levels unless specified otherwise. Similar light covers all but most eastern bits of the river and path due to northern violet tree. Drop Bardyth's sunrod up there, where i put a torch icon, and lighting is covered for the north east, and well. just leaving south-eastern-most area unlit. At least for low-light vision. Normal vision folks like me have some blind spots. If anyone has the light cantrip, just light up a pebble on top of south-eastern rockface, and map lighting is solved for low-light folks.That way Hopper can keep Wolfie as a mount
no need for anything west of the bridge, as the fires say they each square act as a torch. bardyth and his wayfinder would cover the 20 foot gap.
Salliss |
Once the feathers are planted, Salliss moves into the trees and conceals himself.
Avoid Notice, in cover of trees.
Ionic Saltbeard |
Ionic just looks to his much more experienced companions and waits for their orders to see if they have preferences to where he should stand and wait. "Just tell me where should stand. I'll stand dere and defend it."
The Mad Hoppper |
Hopper would plant his tree and near the river turn and would come back with wolfie on the road "No worries Wolfie, we got it" he pats his wolf on his neck.
Avoid notice, tree responsible north most blue one (near the river)
Pip Hip Hooray |
Pip plants a violet tree, murmurs encouraging words to it in Sylvan, and then picks a spot near the bridge where she can shoot at enemies. Pip also concentrates and shifts out her fey primal spell of Electric Arc for Ray of Frost for this battle, having heard that fire creatures may be showing up to the party.
Salliss |
Realizing that the battle will be done before the spell would end, Salliss uses his new wand of Longstrider to increase his movement speed. He then hides again.
Ionic Saltbeard |
Ionic plants the last reccomended tree and then places himself hopefully in range of the nearest purple tree and pulls out his dagger and axe. "We doin' dis? Or not?"
PFS 2 GM ZD |
Salliss, Avoid Notice: 1d20 + 20 ⇒ (15) + 20 = 35
Herondal, Search: 1d20 + 16 ⇒ (12) + 16 = 28
Hopper, Avoid Notice: 1d20 + 14 ⇒ (3) + 14 = 17
Bardyth, Search: 1d20 + 16 ⇒ (9) + 16 = 25
Ionic, Scout: 1d20 + 13 ⇒ (20) + 13 = 33
Pip Hip Hooray, Investigate: 1d20 + 16 ⇒ (6) + 16 = 22
GM: 5d20 ⇒ (5, 10, 9, 5, 10) = 39
As if on cue of Ionic's comment, bodies become barely visible across the bridge along the western tree line, breaking through the tree line.
Some of the Patfhinder's React first.
Initiative Order, Bold may go. You may act any in order. You do not have to wait for others...unless you want too. If so, coordinate in discussion.
Sillass 78/78
Ionic 85/85
Herondal 74/74
Barydeth 118/118
Salamander, Blue
Salamander, Yellow
Brimorak, Red
Pip Hip Hooray 78/78
Hopper 72/72
Salamander, Red
Brimorak, Yellow
Salamander, Blue
Salamander, Yellow
Salamander, Red
Brimorak, Red
Brimorak, Yellow
Bardyth the Giant |
Seeing combat is at hand, Bardyth cries out a challenge in Jotun, then rages and triggers giants stature.
Action 1: Insult their various mothers in Jotun. (No mechanical effect, but I had an action I wasn't going to be able to use, so it felt appropriate.)
Action 2: Rage, Ac drops to 23, gains 10 temporary hp
Action 3: Grow to Large size and increase reach by 5 feet. (Since am wielding a polearm, it means I threaten to three squares out now.)
As I have AoO, Bardyth will use it on the first enemy to trigger in his 15 foot reach.
wow, those damage dice did not like me. Yay for static bonus. NOTE: these are just my own stats, and I go after Herondal. So any attack and/or damage bonus he may give is NOT included. Also, as a reminder, if that AoO does crit, and the action that triggered it has the manipulate trait. That action is interrupted
Tree tries to heal an ally, finds no valid target, and sits there looking pretty
end turn
Herondal Lapetty |
Herondal quickly acts out an inspiring bit from a play about inexperienced adventurer's overcoming overwhelming odds.
"Steady!"
Inspire Courage. I and all (non tree) allies within 60 ft gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects. ◆
He then takes a pot shot at one of the enemies.
Ray of Frost at red goat head enemy including Inspire but not probable cover: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19 ◆◆
cold dmg: 3d4 + 4 + 1 ⇒ (1, 3, 1) + 4 + 1 = 10
Lash Out aoo: 1d20 + 15 ⇒ (13) + 15 = 28
blugoning + Grab: 2d8 + 7 ⇒ (2, 8) + 7 = 17
Bardyth the Giant |
as goat head critter in brush. I believe it gets the concealed co dictionary. Thus a DC5 flat-check to see if the blue tree hits.
PFS 2 GM ZD |
Barydeth takes the form of immovable object and wields his polearm, daring the intruders to approach.
Herondal begins to inspire their allies. Then follows up with a ray of cold. It goes wide and is lost into the woods.
Bold May Act:
Sillass 78/78
Ionic 85/85
Herondal 74/74
Barydeth 118/118
Salamander, Blue
Salamander, Yellow
Brimorak, Red
Pip Hip Hooray 78/78
Hopper 72/72
Salamander, Red
Brimorak, Yellow
Salliss |
1 person marked this as a favorite. |
Salliss gets out his bow and fires twice at Red Salamander.
Shortbow, IC: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29 Range increment 60’
Piercing, IC: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
On crit Deadly: 1d10 ⇒ 10
Sneak Attack: 2d6 ⇒ (5, 3) = 8
Shortbow, second attack, IC: 1d20 + 14 - 5 + 1 ⇒ (1) + 14 - 5 + 1 = 11 Range increment 60’
Piercing, IC: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
On crit Deadly: 1d10 ⇒ 9
Sneak Attack: 2d6 ⇒ (2, 2) = 4
He then hides again.
Stealth to hide: 1d20 + 18 ⇒ (5) + 18 = 23
Quickdraw, strike, hide
Oops! Forgot concealment!
Concealment check, first shot: 1d20 ⇒ 16
Second shot definitely got caught in concealment. That is my claim at least.
PFS 2 GM ZD |
The tree drenches the Brimorak, which only seems to stoke their flames, enraging them.
Salliss targets the red salamander, makes contact, and takes cover back into the bushes.
Ionic is up
Salamander, Blue 125/125
Salamander, Yellow 125/125
Salamander, Red: 108/125
Brimorak, Red: 70/80 Sillass hidden
Brimorak, Yellow: 80/80 Sillass hidden
Ionic Saltbeard |
Ionic marks the middle salamander as his prey and then realizes there's little he can do from this far away. He gets a bit closer and starts to see if there's no way to aid his blue tree with firing it's water shots.
Whelp with start positions like that, I think it's safe to assume there's nothing coming from the north to begin with.
Botくん |
Ionic's tree gives a shake and scatters water around it making it hard to burn a 20 foot radius around it. The tree then fires a focused stream at the closest salamander.
Concealment DC 5: 1d20 ⇒ 2
Water Shot: 1d20 + 13 ⇒ (17) + 13 = 30
Cold Damage: 4d6 ⇒ (6, 5, 5, 6) = 22
The shot misses the salamander but positively decimates a burning tree near it.
PFS 2 GM ZD |
The blue and yellow salamanders lead the charge to the bridge, striding twice each (these guys are slow...), before igniting, the flames forming a type of armor. Their ranseurs gleaming in the light.
The red Brimorak strides from one set of bushes to another, before pointing a finger towards the group. An explosion of fire comes from the center of the group, catching a majority of the party and a few trees.
fire damage: 6d6 ⇒ (1, 6, 4, 4, 4, 3) = 22
You do not have to wait until your turn to make your saves. You may go ahead and roll them
This will also hit Ionic's, Salliss', and Barydeth's trees. They will need to make reflex saves too. And as a reminder, both blue trees give the fire ward ability, so everyone should have resist fire 5, after determining levels of success.
Additionally, the undergrowth in that area (red outline) no longer grant standard cover or the concealed condition. It now provides just lesser cover.
Bold May Act
Sillass 78/78 - DC 22 basic reflex vs fire explosion
Ionic 85/85 - DC 22 basic reflex vs fire explosion
Herondal 74/74-DC 22 basic reflex vs fire explosion
Barydeth 118/118-DC 22 basic reflex vs fire explosion
Salamander, Blue
Salamander, Yellow
Brimorak, Red
Pip Hip Hooray 78/78 DC 22 basic reflex vs fire explosion
Hopper 72/72
Salamander, Red
Brimorak, Yellow
Salamander, Blue 125/125
Salamander, Yellow 125/125
Salamander, Red: 108/125
Brimorak, Red: 70/80 Sillass hidden; fireball used
Brimorak, Yellow: 80/80 Sillass hidden
Bardyth the Giant |
bardyth Reflex: 1d20 + 10 ⇒ (16) + 10 = 26
Bardyth stands in the flames, unconcerned. assuming blue tree resistance doesn't stack with ring resistance, (here's hoping that wasn't a wasted purchase for this scenario) Bardyth takes 6 points if fire out of his 10 temp hp.
violet reflex: 1d20 + 13 ⇒ (10) + 13 = 23
The tree loses some leaves and is slightly scorched by the flames. violet tree takes 6 fire damage to its 80 hp, dropping it to 74/80
Herondal Lapetty |
reflex save DC 22: 1d20 + 13 ⇒ (1) + 13 = 14
hero point reroll: 1d20 + 13 ⇒ (3) + 13 = 16
Herondal moves but not quite fast enough.
Pip Hip Hooray |
Reflex: 1d20 + 13 ⇒ (1) + 13 = 14
Hero Roll Reflex: 1d20 + 13 ⇒ (4) + 13 = 17
"Oww!" Pip takes 17 damage from the flames, and some of the vines that curl around her smolder and blacken. As a creature who is now part dryad, she feels anguish for the poor burning trees.
NPC Buddy |
Tree Reflex: 1d20 + 13 ⇒ (1) + 13 = 14 Guess this one used too much of its water…
Having just released a torrent of water, the tree is a little dry when the fire hits it. Downright dehydrated after the blast of fire.
Salliss |
Salliss Reflex: 1d20 + 17 ⇒ (4) + 17 = 21
Salliss Reroll Reflex: 1d20 + 17 ⇒ (11) + 17 = 28 Evasion turns it to crit success
Salliss avoids the fiery blast completely. He is concerned for the tree he planted as well as Miley annoyed that he has no where to hide.
Pip Hip Hooray |
Saliss just reminded me it was also my turn. D'oh!
Pip grooves to Herondal's music, and lays down a counter beat with her tapping feet.
Performance (dance): 1d20 + 14 ⇒ (10) + 14 = 24
◇Lingering Performance
◈ Inspire Defense
INSPIRE DEFENSE -- You inspire your allies to protect themselves more effectively. You and all allies in the area gain a +1 status bonus to AC and saving throws, as well as resistance equal to half the spell's level to physical damage.
Then she attempts to extinguish one of the salamanders!
◈◈ Ray of Frost+IC: 1d20 + 15 + 1 ⇒ (14) + 15 + 1 = 30
Brrrrr Cold Damage: 4d4 + 4 + 1 ⇒ (4, 2, 4, 2) + 4 + 1 = 17
PFS 2 GM ZD |
Pip shoots a cold ray at 1d3 ⇒ 1 yellow. It shivers as the blistering cold penetrates it's fiery armor.
undergrowth in that area (red outline) no longer grant standard cover or the concealed condition. It now provides just lesser cover.
Hopper is up
Bold May Act
Sillass 78/78
Ionic 85/85 - DC 22 basic reflex vs fire explosion
Herondal 74/74
Barydeth 118/118 4/10 Temp
Salamander, Blue
Salamander, Yellow
Brimorak, Red
Pip Hip Hooray 61/78
Hopper 72/72
Salamander, Red
Brimorak, Yellow
Salamander, Blue 125/125
Salamander, Yellow 98/125
Salamander, Red: 108/125
Brimorak, Red: 70/80 fireball used
Brimorak, Yellow: 80/80
Ionic Saltbeard |
Reflex Save: 1d20 + 13 ⇒ (9) + 13 = 22
Ionic dives into the brush and avoids the worst of the fire ball. His fire opal ring in particular seems to glow as it absorbs some of the flames.
"Dangit! Dey got fire balls!"
Hopper's Wolf |
Wolfie raises his head and howls. The voice is strong and quickly other animals of the forest begin to respond. The grey wolf lays his ears and begins to growl, with a bit of nervousness it begins to step to the side looking where the enemies are. First, he caught their scent but Goblin did not allow him to move forwards, soon after the explosion came, right in front of Wolfie.
"Now Wolfie, go, go, go!" yelled the rider. The huge wolf moved to action. He jumped over the burning bush and run towards Barydeth. He almost bumped into the giant halfling who almost mistaken them for the foes.
"Don't even think about attacking me!" yelled from the saddle Goblin, as he threw the bomb at the closest Salamanders
Then Wolfie runs again past Barydeth and runs out of the area that was previously hit.
The Mad Hoppper |
Hopper was sitting in the saddle looking at the other side of the river. He felt Wolfie nervousness and he also noticed that his hands are shaking. They began to pace there and back just to not stand in place. Wolfie caught the scent of foes and howled, the sound was soothing for him, he knew that Wolfie would want to jump to attack as soon as he stops howling. But that was not the moment.
He stopped the wolf from running, they needed to wait for an opening.
Then the explosion happened, Hopper smiled seeing fire, the flames eating on plants, the sheer power of a blast...
"Now Wolfie, go, go, go!" shrieked Hopper. They run through the scorched ground, Hopper holding his bottled lightning in his hand. He helped Wolfie just a bit to pick a less burning route.
He saw Barydeth throwing insults at the enemy, only then did Hopper notice how big he is. The halfling heard them running and half-turned towards them, Hopper was certain that he will attack them
"Don't even think about attacking me!" he yelled as Wolfie jumped on the bridge.
Bottled Lightning@yellow salamander, cavalier charge, ic: 1d20 + 13 + 1 + 1 ⇒ (18) + 13 + 1 + 1 = 33
Damage, electricity, ic: 2d6 + 1 ⇒ (2, 5) + 1 = 8 +2 splash damage to Yellow and Blue salamander if not critically missed, Yellow salamander is flat-footed for a round if hit
Then they run away from the bridge to the south and Hopper pulls out another bottle.
two-action: Cavalier charge
one-action: take another lightning bottle out
Bardyth the Giant |
here's hoping they don't have AoO's of their own. Since they are described as having polearms too. If they do, and they crit, and chose the bomb-throw as the trigger, no bomb explody, as it would disrupt that... Which also means you probably stop on the bridge, because of how nested actions in an activity work.
PFS 2 GM ZD |
I will say, for ease of play, the bomb was tossed outside the range of the polearm, since he can choose when to throw it. As Barydeth guessed it. The Salamander's have AOO's. So the AOO's will trigger off of movement, which can not be disrupted with basic AOO.
The yellow salamander is jolted with some bottled lightning.
Both salamander's take a swing at the halfling as he rides by.
yellow AOO: 1d20 + 18 ⇒ (2) + 18 = 202d10 + 7 ⇒ (9, 5) + 7 = 21
blue AOO: 1d20 + 18 ⇒ (17) + 18 = 352d10 + 7 ⇒ (10, 7) + 7 = 24
The yellow Salamander misses. The blue lands a massive blow. 48 damage from the crit, which is reduced by 2 from thanks to pip's inspire defense.
The tree sense weakness and fires a blast of cold water at yellow. It comes up short and lands in the river.
The red salamander activates his fire armor and advances right into Barydeth's glaive. The salamander eats it with a smirk and calls out in a foreign tongue.
The remaining brimorak approaches the water cautiously and points his crooked finger at the center of the group. Another explosion rings out.
fireball: 6d6 ⇒ (1, 4, 2, 6, 2, 1) = 16 DC 22 basic reflex save, yellow outline
ROUND 2
The area east of the river begins to burn as the invaders press there way into the camp. The agents, hanging on to the explosive round of combat.
Can they hold them off?
Bold May Act
Sillass 78/78-DC 22 basic reflex save
Ionic 79/85-DC 22 basic reflex save
Herondal 74/74-DC 22 basic reflex save
Barydeth 118/118 4/10 Temp-DC 22 basic reflex save
Salamander, Blue
Salamander, Yellow
Brimorak, Red
Pip Hip Hooray 61/78-DC 22 basic reflex save
Hopper 26/72
Salamander, Red
Brimorak, Yellow
Salliss' tree 41/80-DC 22 basic reflex save
Ionic's tree 63/80
Herondal's tree 80/80
Barydeth's tree 74/80-DC 22 basic reflex save
Pip's tree 80/80
Hopper' tree 80/80
Salamander, Blue 123/125
Salamander, Yellow 88/125; flat-footed
Salamander, Red: 88/125
Brimorak, Red: 70/80 fireball used
Brimorak, Yellow: 80/80
Herondal Lapetty |
reflex save including ID: 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16
Herondal continues to act out a famous scene about inexperienced adventurers defending against a small army.
Inspire Courage attempting Lingering Performance DC 23: 1d20 + 16 ⇒ (9) + 16 = 25◇◈
+1 morale bonus to attack and damage rolls for 3 rounds.
He then moves up. ◈
And acts out his most intimidating glare against the red creature on the bridge.
intimidating glare using acting drama: 1d20 + 16 ⇒ (4) + 16 = 20◈
Clearly I gotta move up to something bigger. The chipmunk isn't cutting it.
aoo: 1d20 + 15 ⇒ (13) + 15 = 28
bludgeoning +grab: 2d8 + 7 ⇒ (3, 4) + 7 = 14
Pip Hip Hooray |
Reflex Save with ID: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18
Pip shrieks as once again she catches fire and takes 17 damage. "Will you stop doing THAT!"
She also glares at the dice roller, which is clearly one of her scariest monsters that she is facing in this battle.
NPC Buddy |
Tree reflex: 1d20 + 13 ⇒ (18) + 13 = 31 If only they could benefit from the inspired defense!
This time the tree avoids much of the blast. It renews the warding against fire and then sprays water at the nearest salamander.
Super Soaker! vs Red Salamander: 1d20 + 13 ⇒ (17) + 13 = 30 Range 60’
Cold water: 4d6 ⇒ (3, 2, 2, 6) = 13
Salliss |
Reflex, Inspired Defense: 1d20 + 17 + 1 ⇒ (2) + 17 + 1 = 20
This time Salliss gets burned by the fire.
Sallis fires two arrows at the Salamander that Hopper hit with his bomb. Yellow
Shortbow, IC: 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25 Range increment 60’
Piercing, IC: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
On crit Deadly: 1d10 ⇒ 8
Sneak Attack: 2d6 ⇒ (5, 4) = 9
Shortbow, second attack, IC: 1d20 + 14 - 5 + 1 ⇒ (2) + 14 - 5 + 1 = 12 Range increment 60’
Piercing, IC: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
On crit Deadly: 1d10 ⇒ 8
Sneak Attack: 2d6 ⇒ (4, 5) = 9
He then moves back so that the group isn’t quite so close together.
PFS 2 GM ZD |
The red salamander is unimpressed with Herondal's glare.
Salliss fires a pair of arrows at the yellow salamander, even flat-footed, the fire armor repels the arrows.
Bold May Act
Sillass 67/78
Ionic 79/85-DC 22 basic reflex save
Herondal 63/74
Barydeth 118/118 4/10 Temp-DC 22 basic reflex save
Salamander, Blue
Salamander, Yellow
Brimorak, Red
Pip Hip Hooray 45/78
Hopper 26/72
Salamander, Red
Brimorak, Yellow
Salliss' tree 28/80
Ionic's tree 58/80
Herondal's tree 80/80
Barydeth's tree 74/80-DC 22 basic reflex save
Pip's tree 80/80
Hopper' tree 80/80
Ionic Saltbeard |
Ionic tries to roll out of the way of the second fireball as he almost gets burned up again.
Reflex, Inspired Defence: 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21
Without the extra underbrush, Ionic burns worse than he thought he would.
Ionic moves up to his tree and then removes his ring and places it on the tree next to him instead.
Stride, Interact and Interact? If it's only one interact to hand off the ring then he'll draw his sling.
Ionic draws out his sling, dropping his axe, and loads a bullet into it. He then winds up and fires at the closest salamander, as it's the only one in range.
“They too far away” Sling: 1d20 + 13 + 1 ⇒ (14) + 13 + 1 = 28
Damage, piercing: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Botくん |
Ionic's tree spreads it's water around making everything resistant to the fires but itself.
It then:
Freezing water shot: 1d20 + 13 ⇒ (3) + 13 = 16
Cold damage: 4d8 ⇒ (2, 8, 7, 5) = 22
PFS 2 GM ZD |
Ionic gets his beard singed before lobbing a stone at the closest salamander. The bullet bonks the elemental on the head with a loud thonk. It recoils and cuts a glare at the source before returning to the Giant Halfling in front of it.
Ionic's tree wet's the earth and launches another jet of water, missing it's target.
Bold May Act
Sillass 67/78
Ionic 68/85
Herondal 63/74
Barydeth 118/118 4/10 Temp-DC 22 basic reflex save
Salamander, Blue
Salamander, Yellow
Brimorak, Red
Pip Hip Hooray 45/78
Hopper 26/72
Salamander, Red
Brimorak, Yellow
Salliss' tree 28/80
Ionic's tree 58/80
Herondal's tree 80/80
Barydeth's tree 74/80-DC 22 basic reflex save
Pip's tree 80/80
Hopper' tree 80/80
Salamander, Blue 123/125
Salamander, Yellow 88/125; flat-footed
Salamander, Red: 80/125
Brimorak, Red: 70/80 fireball used
Brimorak, Yellow: 80/80
Bardyth the Giant |
bardyth reflex: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23
Bardyth continues to mock the fireballs, as his temporary hp remains at 1/10. (16÷2)-5=3 wee.
violet tree Reflex: 1d20 + 13 ⇒ (5) + 13 = 18
The tree is much worse off, getting positively singed, and dropping to 63/80.
Bardyth will swing away on yellow salamander, since his friend got injured to make it flat-footed.
glaive, ic: 1d20 + 16 + 1 ⇒ (12) + 16 + 1 = 29slashing, Ghost touch, cold iron: 2d8 + 16 + 1 ⇒ (1, 2) + 16 + 1 = 20
Second swing
glaive, ic, map: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31
if that hit, which I think it does, I will free action pop the bloodseeker beak on the glaive for 1d4 precision, since it's flat footed
slashing, Ghost touch, cold iron, forceful: 2d8 + 16 + 1 + 2 + 1d4 ⇒ (7, 1) + 16 + 1 + 2 + (1) = 28
this many enemies alive, with reach, bardyth is forced to give ground... 5 foot step
forgot my deadly d8s, if any of those crit. So here they are in order.
Attack 1 deadly: 1d8 ⇒ 3
Attack 2 deadly: 1d8 ⇒ 3
time for bardyth to take a bashing...
Heal tree looks at who has taken the most damage, as there are two targets with very close hp, sorry hopper And heals Saliss tree.
heal: 2d8 + 16 ⇒ (1, 8) + 16 = 25
The Mad Hoppper |
sorry hopper
By all means, heal the trees! Hopper can heal with a potion, and he should dodge the AOE's and AOO's ;) Especially that Red Brimorak may throw another fireball
Bardyth the Giant |
If any of them decides to trigger it. here's hoping they don't want to, and all decide to Step into attack range... the two in back will have to step twice, and eating 4 actions is lovely
bardyth AoO: 1d20 + 16 + 1 ⇒ (16) + 16 + 1 = 33
gt, cold iron, slashing, etc: 2d8 + 16 + 1 ⇒ (3, 2) + 16 + 1 = 22
deadly of it ever happens: 1d8 ⇒ 1
man... the number of d8s I'm rolling less than 4 on is... painful... I agree with pip, dice roller is the real enemy here