Akoril |
Fort: 1d20 + 22 ⇒ (10) + 22 = 32
Akoril gets clawed and partially blinded by the bright light.
Hoping to end this quickly Akoril pulls the ley lines together in his head that eminate and pass through the Sunburst and lays them out straight to his allies.
Casting True Target on the 4 of us, designating #2.
The first time each target makes an attack roll against that creature during true target's duration, the attacker rolls twice and uses the better result. The attacker also ignores circumstance penalties to the attack roll and any flat check required due to the designated creature being concealed or hidden.
Akoril then fires another spellstrike, this time at point blank range.
Inspired Volley: 1d20 + 25 + 1 - 2 ⇒ (12) + 25 + 1 - 2 = 36
True Strike: 1d20 + 25 + 1 - 2 ⇒ (5) + 25 + 1 - 2 = 29
piercing+piercing: 3d8 + 4 + 1 + 8d6 + 1 ⇒ (3, 1, 6) + 4 + 1 + (1, 5, 1, 2, 2, 3, 4, 3) + 1 = 37
Chimwemwe |
Chimwemwe traces his invisible tattoos, illuminating as his armor's stored energy flows back into his body. Akoril's magic lays out myriad possible subsequent moments in a single moment. He chooses a better one and aligns his reality to follow.
Then he raises his shield to defend himself.
◆ Overdrive (manipulate) vs. DC 31: 1d20 + 25 ⇒ (15) + 25 = 40
◆ Strike @ #2, True Strike: +2 Striking, Merciful, Ghost Touch Shield Boss (M): 1d20 + 25 ⇒ (1) + 25 = 26 vs. flanked target
◆ Strike @ #2, True Strike: +2 Striking, Merciful, Ghost Touch Shield Boss (M): 1d20 + 25 ⇒ (14) + 25 = 39 vs. flanked target
Magic, Bludgeoning, Merciful, Ghost Touch, Overdrive, Weapon Specialization: 2d6 + 4 + 4 + 2 ⇒ (4, 3) + 4 + 4 + 2 = 17 + Fire: 1d6 ⇒ 2
◆ Raise a Shield
AC 38
↺ Shield Block 13
GM Doug H |
After Akoril buffs the group and lances an arrow into the corpse Kiri strikes, ignoring the creatures' natural concealment. Chim sends his gear into overdrive before clobbering the corpse as well!
#1 rushes in and attacks the gnoll, who's buffing and dishing out lots of damage.
Claw: 1d20 + 29 ⇒ (13) + 29 = 42
S: 3d6 + 13 ⇒ (2, 4, 5) + 13 = 24
Fire: 2d8 ⇒ (4, 8) = 12 Ignoring the rider since True strike is active
Grab: 1d20 + 23 ⇒ (9) + 23 = 32
Grabbing ahold of the gnoll, it then squeezes hi neck.
DC 34 fort: 2d6 + 6 ⇒ (5, 2) + 6 = 13 and fire: 2d8 ⇒ (7, 3) = 10
☀☀☀
Sanctum Round 2
Party Conditions: Inspired
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Akoril: DC 24 vs 13 B, 10 fire
──────────
BOLD IS UP!:
──────────
Akoril (95/164 HP) │ Grabbed
Chimwemwe (164/164 HP)
Kiri (96/138 HP)
Shining Corpse 1 (-18 HP)
➤ Wisps (140/140 HP)
Shining Corpse 2 (-133 HP)
Curling-Wisps-of-Smoke Reliava |
"Never fear, friends!"
Wisps tries to spread electrical sparks between them.
flat check 1: 1d20 ⇒ 3
flat check 2: 1d20 ⇒ 9
bzzt!: 8d4 ⇒ (2, 1, 1, 4, 2, 2, 3, 1) = 16, DC 31 basic Reflex
Inspire, Electric Arc
GM Doug H |
2d20 ⇒ (4, 7) = 11 F, f
The undead roils with energy, getting brighter and brighter until itt explodes in a supernova of flame —
Fire,DC 34 basic Fort: 12d8 ⇒ (2, 6, 5, 3, 1, 3, 5, 3, 5, 7, 4, 7) = 51 20' emanation
☀☀☀
Sanctum Round 3
Party Conditions: Inspired
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Akoril: DC 24 vs 13 B, 10 fire, then DC 34 fort vs 51 fire
Chimwemwe: DC 34 fort vs 51 fire
Kiri: DC 34 fort vs 51 fire
Wisps: DC 34 fort vs 51 fire
──────────
BOLD IS UP!:
──────────
➤ Akoril (95/164 HP) │ Grabbed
➤ Chimwemwe (164/164 HP)
➤ Kiri (96/138 HP)
Shining Corpse 1 (-34 HP)
Wisps (140/140 HP)
Shining Corpse 2 (-149 HP)
Akoril |
fort vs the smooshining: 1d20 + 22 ⇒ (8) + 22 = 30
Fort vs much fire: 1d20 + 22 ⇒ (10) + 22 = 32
Akoril gets smoosed and exploded.
-74 = 21 Ow!
Will get turn in later