| Valas Daevossz |
Valas throws one arm forward and fires a shadowy bolt of… something at the nearest archer
STANDARD shadowmark touch attack, damage: 1d20 + 11 ⇒ (4) + 11 = 155d6 ⇒ (3, 4, 6, 5, 4) = 22
Will -2 vs sphere abilities for 1m
He then tries to blend into his surroundings…
MOVE 10’ south (to the wall) and Hide in Plain sight
stealth: 1d20 + 19 ⇒ (5) + 19 = 24
| Voice of Awesomeness |
1d20 + 21 ⇒ (11) + 21 = 32 Perception to spot Valas
The Ankou steps out of the shadows at the back of the tavern and fires a black ray at Valas. 1d20 + 16 ⇒ (7) + 16 = 23 Ranged touch, Ray of Exhaustion, CL check to overcome SR 1d20 + 15 ⇒ (1) + 15 = 16 failed.
However, the stalwart drow is able to shrug off the attempted spell. The demonic looking fey snarls in anger and frustration.
| Gardolf the Great |
Gardolf takes a swing at the fey creature threatening Sifso with his enchanted staff, while his familiar murmurs advice into his ear.
Belladhriel offers Combat Advice as a move action and readies a refocusing draught for Gardolf as a standard action.
As a standard action, Gardolf attacks with Brutal Strike, Dual Attack, Power Attack, and Vital Strike.
Attack (Blackstaff), Combat Advice, Dual Attack, greater magic weapon, Power Attack, rage/furious, shillelagh: 1d20 + 17 + 2 - 2 + 2 - 2 + 4 + 1 ⇒ (2) + 17 + 2 - 2 + 2 - 2 + 4 + 1 = 24
Damage (bludgeoning, cold iron, magic, shillelagh, silver, Vital Strike), greater magic weapon, Power Attack, rage/furious: 4d6 + 8 + 2 + 4 + 4 ⇒ (4, 5, 3, 5) + 8 + 2 + 4 + 4 = 35
Brutal Strike gives his opponent the battered condition if it hits. He will expend his martial focus to add 20 damage (twice his BAB). It must also make a DC 21 Fortitude save or become staggered for 3 rounds.
Attack (Blackstaff), Dual Attack, greater magic weapon, Power Attack, rage/furious, shillelagh: 1d20 + 17 - 2 + 2 - 2 + 4 + 1 ⇒ (18) + 17 - 2 + 2 - 2 + 4 + 1 = 38
Damage (bludgeoning, cold iron, magic, shillelagh, silver), greater magic weapon, Power Attack, rage/furious: 2d6 + 8 + 2 + 4 + 4 ⇒ (6, 5) + 8 + 2 + 4 + 4 = 29
(I'll save his move action for in case that destroys his opponent and he needs to move.)
| Renzia |
Further attacks streak across the room to one of the archers in the corner. But this time they aren't glass, but shards of pure magical force.
force blast attack: 1d20 + 21 ⇒ (7) + 21 = 28 Touch attach, probably vs flatfoot
force blast damage: 5d6 + 22 ⇒ (5, 6, 3, 1, 5) + 22 = 42 -1 AC for 1 round
Once again, three clouds of blurry figures race around the room, fading as they move until they are no longer visible. One leaps out through the broken window. One moves near the bar, and one streaks along the western wall before fading away.
stealth: 1d20 + 35 ⇒ (10) + 35 = 45
| Sifso |
Sifso nimbly evades the attempt to knock him out of the air, and looks every foe in the room in the eye, with a steady glance. "You are ALL going down."
With that, his leg snaps out at the fae's knee, attempting again to take him down.
Free: -2 AC; +13 THP
Swft: Enhancer (Physical) for another 10 rounds
Move: Challenge all foes
They all now gets +2 to attack me, -4 on attacks that don't target me. I get +3 to hit & +7 to damage him.
- [Due to Sifso's Power, Shimye-Magalla’s Vengence] Whenever Challenged enemies–and/or enemies within a Patrol–make an attack that does not include Sifso as a target, they trigger an AoO from Sifso. Additionally, they must make a Will save or become shaken until the end of their next turn (DC 25 = 10 + ½ level + WIS modifier). Successive triggers of this ability increase the fear to a greater condition, as normal, and the condition is applied before the effect in question, potentially penalizing or disrupting the action. The target is aware of this effect.
Stnd: Kick the scout
Fly vs Sleight (DC 41): 1d20 + 37 ⇒ (6) + 37 = 43
Kick (vital), challenged, higher, flank: 1d20 + 25 + 3 + 1 + 2 ⇒ (7) + 25 + 3 + 1 + 2 = 38
damage (vital): 12d8 + 5d6 + 10 + 5 + 6 ⇒ (6, 1, 4, 8, 2, 7, 4, 5, 3, 8, 8, 7) + (3, 4, 6, 6, 2) + 10 + 5 + 6 = 105
If that hits, Sifso will spend 1 ki to knock him prone (no save). and, if he fails a DC 25 Reflex:
The target cannot use that leg for any actions or attacks.
-10 penalty on Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
Cannot run or charge.
Cannot bull rush or overrun and takes a -10 penalty to resist these combat maneuvers.
Speed is reduced to 5 feet and the target can no longer make a 5-foot step (If the creature has more than two legs, speed is instead reduced by 1/2; the creature still cannot make a 5-foot step).
Carrying capacity is reduced by two thirds and the maximum weight a character can lift over head or off the ground is halved when sitting, impossible when standing.
.
+ DC 25 Fort : Brutal Strike gives his opponent the battered condition if it hits. It must also make a DC 25 Fortitude save or become staggered for 3 rounds.
.
+ Another DC 25 Reflex : Enemies hit by Sifso’s attacks of opportunity or attack actions are affected as by a tanglefoot bag, with Reflex DC = 10 + ½ level + WIS modifier
damage: 6d8 + 5d6 + 10 + 5 + 6 ⇒ (7, 4, 7, 3, 3, 7) + (3, 2, 4, 2, 5) + 10 + 5 + 6 = 68
DC 25 Reflex : Enemies hit by Sifso’s attacks of opportunity or attack actions are affected as by a tanglefoot bag, with Reflex DC = 10 + ½ level + WIS modifier
| Voice of Awesomeness |
Sifso's kick crushes the fae's knee, and he crumples to ground in a useless heap. However, before the warrior can land a second blow, his foe seemingly disappears in a swirl of dark mist. Those who have enhanced senses do not spot the scout within the common room (Ie, he's not invisible or stealthed) .
Was the fae leader defeated, or did he perhaps teleport(or was teleported) away?
| Voice of Awesomeness |
One of the archers takes aim at Sifso, and lets fly an incandescently bright arrow. As it hits the sage, it blasts him with devastating gust of wind.1d20 + 27 ⇒ (18) + 27 = 45 for 1d8 + 10 + 6d6 ⇒ (5) + 10 + (2, 5, 2, 5, 1, 3) = 33 18 is cold and Sifso is blinded for 1d4 ⇒ 3 rounds. He also needs to make a DC 22 Fort save or be knocked prone.
I know he's flying, but the maneuver doesn't say it can't affect flying targets. If a flying target can't be knocked prone, then he's forced to land, and can't take to the air for a full round.
| Voice of Awesomeness |
The other archer fires a barrage of arrows infused with swirling, freezing arctic cold.
1d20 + 27 ⇒ (15) + 27 = 42 for 1d8 + 10 + 6d6 ⇒ (2) + 10 + (4, 5, 2, 6, 4, 3) = 36
1d20 + 27 ⇒ (12) + 27 = 39 for 1d8 + 10 + 6d6 ⇒ (7) + 10 + (3, 6, 6, 5, 5, 5) = 47
1d20 + 22 ⇒ (20) + 22 = 42 Possible crit.
1d20 + 26 ⇒ (18) + 26 = 44 Crit confirmed vs Gardolf for 3d8 + 30 + 1d10 + 18d6 ⇒ (3, 3, 6) + 30 + (4) + (1, 3, 4, 2, 1, 6, 2, 4, 6, 4, 5, 2, 2, 3, 4, 3, 3, 6) = 107
1d20 + 17 ⇒ (4) + 17 = 21 Miss vs Gardolf
A pair of the icy arrows slam into Sifso 83 cold damage, while a third slices deep into Gardolf 107 cold.
| Vulpiano Arvanxi |
Seeing Sifso flail wildly about due to having been blinded, Vulpiano reaches out to his companion, and cures his vision. 1d20 + 52 + 1d8 ⇒ (7) + 52 + (2) = 61 Heal vs DC 20
That was Vulp's standard action, I am going to 'hold' his swift to see if he needs to heal anybody.
| Sifso |
Fort: 1d20 + 17 ⇒ (5) + 17 = 22
Sifso blinks with aggravation as the arrow blinds him, but he manages to keep aloft.
Even blind, he remains alert, depending on Shimye-Magalla's gift of tremorsense. When the archer takes his attention off of Sifso for a moment to shoot at Gardolf, the seasoned defender lets out a derisive "Ha!".
He moves with preternatural speed to interpose himself between the attacks, and with each arrow he replies with an attack, punishing the archer for splitting his attention.
Due to the blinding flash, he misjudges the first attack completely, but gets his bearings by the second.
Punch, challenged, higher, swords motif, magician motif: 1d20 + 25 + 3 + 1 + 2 + 5 ⇒ (1) + 25 + 3 + 1 + 2 + 5 = 3750% Miss (High = Good): 1d100 ⇒ 1750% Miss (High = Good): 1d100 ⇒ 38
Punch, challenged, higher, swords motif, magician motif: 1d20 + 25 + 3 + 1 + 2 + 5 ⇒ (16) + 25 + 3 + 1 + 2 + 5 = 52
confirm?: 1d20 + 25 + 3 + 1 + 2 + 5 ⇒ (6) + 25 + 3 + 1 + 2 + 5 = 42
damage: 6d8 + 5d6 + 10 + 5 + 6 ⇒ (5, 3, 8, 7, 7, 4) + (4, 6, 2, 4, 5) + 10 + 5 + 6 = 76
if confirmed?: 6d8 + 5d6 + 10 + 5 + 6 ⇒ (6, 2, 7, 4, 3, 7) + (2, 4, 2, 1, 6) + 10 + 5 + 6 = 65
50% Miss (High = Good): 1d100 ⇒ 2850% Miss (High = Good): 1d100 ⇒ 67
25 DC Fort or the Archer is Staggered.
.
Sifso damage so far:
Round 1 force sword : 206/270 (50 to delayed pool)
Round 2 50 nonlethal
. . arrow : 18 damage-13THP (45 to delayed pool)
Round 3 45 nonlethal
. . trip arrow : 8 cold =5/13 THP
. . 2nd archer : 26 + 37 + 97 = 160 (-5 THP, -40 delayed) = 105 damage -3 momentum = -21 damage = 84
Current: 122 HP +95 nonlethal +50 delayed
| Valas Daevossz |
Valas, taking more stock of the case, advances forward again to about even with his new companions. He still creeps along quietly. When he reaches his destination, he throws both arms forward, emitting a bolt of shadowy stuff at the archer in the Southwest corner RED.
[move] 15' stealth: 1d20 + 19 ⇒ (13) + 19 = 32
[standard] shadowmark ranged touch attach RED, damage: 1d20 + 11 ⇒ (2) + 11 = 135d6 ⇒ (5, 3, 6, 5, 2) = 21
Will -2 vs sphere abilities for 1m
the dice are laughing at me.
| Myth/Mthandihle |
Myth grins over at one of the archers in the corners as her form flows again, a pair of dragon-like wings sprouting from her shoulders as scales mingle with her fur and she takes a more bipedal stance. She runs towards the corner, her form blurring, then leaps into the air as her jaw elongates into a wicked toothy maw which drips with acid as she snaps at the archer.
Bite: 1d20 + 18 ⇒ (16) + 18 = 34
Damage: 1d6 + 10 + 5 ⇒ (4) + 10 + 5 = 19 5 is acid
| Voice of Awesomeness |
The ankou raises it's wicked claw, and screams a soundless, unintelligible shout. A swarming mass of beating wings with razor tipped wings made of shadow is directed at his foes in a cone of terror and rage.
30ft cone, targeting Sifso, Vulp, and I believe Gardolf, should all be in range. 12d6 ⇒ (2, 5, 1, 5, 4, 6, 6, 4, 3, 6, 2, 2) = 46 Proange damage, reflex DC 24 for half. Also, all are shaken for 8 rounds, regardless of save.
1d20 + 14 ⇒ (16) + 14 = 30 he takes 23 damage
Top of the new round, Gardolf up first!