Billy Bardy |
After bravely standing next to the abomination long enough to provide Slick some flanking, Billy backs away and tries to recall what he knows about such creatures. He relays what he knows to the group.
Billy attempts a RK check on the enemy in hallway. If he gets a question, lowest save please.
Staring at the (Green) creature in front of him, Billy activates his Shadow Signet and sings to cast Chromatic Ray at his target.
♫"In this theater of burlesque, with horrors so dramatic.
They're really quite grotesque. My ray is most chromatic!"♫
Chromatic Ray (6th rank) + CA vs Green: 1d20 + 27 + 1 ⇒ (16) + 27 + 1 = 44 (vs lowest of AC, Fort DC, or Ref DC, courtesy of Shadow Signet)
1:Red (40 fire dmg), 2:Orange (50 acid dmg), 3:Yellow (60 elec dmg), 4:Green (35 poison dmg + enfeebled), 5:Blue (Flesh to Stone), 6:Indigo (Confusion), 7:Violet (Slowed) + teleport, 8:Intense (Dazzle/Blind + reroll): 1d8 ⇒ 3
Electricity Damage + Dangerous Sorcery: (60) + 6 = 66
If crit, double damage.
Will vs Green +Antimagic: 1d20 + 28 + 1 ⇒ (14) + 28 + 1 = 43 (with Resolve)
◆ Stride (hasted), ◆ Recall Knowledge, ◇ Activate Shadow Signet, ◆◆ Chromatic Ray
GMAndrewW |
Slick rushes around in all directions striking wildly as he goes. He manages to shrug off the strange sensation of broken bones from the horrible monsters.
I applied the extra electrical damage to Orange and Blue
Pine fades from view and lashes out at Orange, cutting badly into its flesh. The wound opens revealing a rotting mass, no blood oozes from it...
He then starts to feel like all of his bones are breaking!
That is a crit for 68 damage, sadly they dont bleed.
Billy backs off from the horror that he recognises is an undead monstrosity called a Tormented. He realises that they are fast, but relatively fragile (Fort is their weakest save).
He then blasts green with a mass of electricity.
Thats a crit for 132 damage.
As he does so, he sees the wounds of the monster begin to stitch themselves back together!
The two horrors flanking Pine focus on him, thinking they are flanking (they are not!). Sadly for Pine they seem to know exactly where he is, despite his invisibility. They land a pair of blows and Pine feels his mind being torn apart by pain.
Red moves to attack Slick who finds his mind under assault, despite his magical protections. Seeing him weakened, Green tries to finish him off! He fails.
Pine duration: 1d4 ⇒ 3
Orange vs Pine
Attack 1: 1d20 ⇒ 15, Miss due to Demon Lantern, it doesnt care about Daze
Attack 2: 1d20 - 4 ⇒ (19) - 4 = 15, hit
Attack 3: 1d20 - 8 ⇒ (10) - 8 = 2, miss
Damage: 4d6 + 14 ⇒ (1, 6, 5, 5) + 14 = 31 mental +2d6 persistent mental
Blue vs Pine
Attack 1: 1d20 ⇒ 6, miss
Attack 2: 1d20 - 4 ⇒ (16) - 4 = 12, hit
Attack 3: 1d20 - 8 ⇒ (5) - 8 = -3, miss
Damage: 4d6 + 14 ⇒ (2, 2, 2, 5) + 14 = 25 mental +2d6 persistent mental
Red vs Slick
Attack 1: 1d20 ⇒ 20, crit
Attack 2: 1d20 - 4 ⇒ (8) - 4 = 4, miss
Damage: 4d6 + 14 ⇒ (3, 4, 3, 1) + 14 = 25 *2 for 50 mental -16 resist +4d6 persistent mental
Green vs Slick
Attack 1: 1d20 ⇒ 10, hit
Attack 2: 1d20 - 4 ⇒ (9) - 4 = 5, miss
Attack 3: 1d20 - 8 ⇒ (16) - 8 = 8, miss
Damage: 4d6 + 14 ⇒ (3, 5, 2, 1) + 14 = 25 mental -16 resist
Red persistent fire: 2d10 ⇒ (7, 10) = 17
Recovery: 1d20 ⇒ 17
Haste 3/10
Inspire 3/4
Turn Order
Pine
Billy
Slick
Sigourney
--------------------------------------
Red
Green
Blue
Yellow
Bold to act.
Combat status
Slick [248], 153 damage, sickened 1, 2d6 bleed, 4d6 mental
Billy [198], 10 THP, see invisibile,
Pinebrush [214], 157 damage, sickened 1, 2d6 persistent mental, [clumsy 2, slowed 1, 1/3]
Sigourney [200], 42 damage, [clumsy 2 and slowed 1, 1/2]
Reginald [112], 0HP, stable, sickened 1
Marzalee, dead
Orange, 112 damage
Red, 107 damage
Blue, 35 damage
Green, 158 damage
Billy Bardy |
Delay for Slick...
After Slick attacks, Billy moves further back. (Out of Red's aura, but still within 60' of Pinebrush for CA. Or he instead moves closer if Slick took out both Green/Red.)
He calls out, "They're undead creatures called Tormented. They're fragile-ish."
Assuming Slick left one of the nearby horrors alive, Billy chants, "I'm game to aim" casting Sure Strike. Knowing they're undead, the bard activates his Shadow Signet and sings out,
♫"The last act of this show. It's Billy's time to shine.
This horror, it must go. With fire that's divine."♫
With Sure Strike (best of 2 attack rolls, no circ penalties for cover), Billy casts Holy Light (5th rank). Target order: Green (if alive), else Red. Note: If both are dead, he'll instead move closer to doorway and target Orange.
Holy Light +CA, vs green/red/orange: 1d20 + 27 + 1 ⇒ (2) + 27 + 1 = 30 (vs Fort DC)
or
Holy Light +CA, vs green/red/orange: 1d20 + 27 + 1 ⇒ (10) + 27 + 1 = 38 (vs Fort DC)
Fire Damage: 9d6 ⇒ (2, 6, 1, 4, 5, 1, 5, 6, 2) = 32
Spirit Damage +Dangerous Sorcery: 9d6 + 5 ⇒ (5, 1, 1, 4, 4, 5, 5, 4, 4) + 5 = 38
Will vs Green, +antimagic: 1d20 + 28 + 1 ⇒ (19) + 28 + 1 = 48 (w/ Resolve)
◇ Delay for Slick, ◆ Stride (hasted), ◆ Sure Strike, ◇ Activate Shadow Signet, ◆◆ Holy Light
Slick Silvertongue |
Slick grits his teeth and ignores all the damage he's taking. He leaps straight up to give himself some room and comes down slicing repeatedly left then right before once again trying to shrug off his continued bleeding and newly acquired migraine.
Actions 1 & 2 (◆◆): Needle in the Gods’ Eyes
- Action: Leap with Greater Boots of Bounding - Up to 6 feet vertically.
- Action: Strike (+3 Greater Striking Shock Thundering Greater Flaming Greatsword) with Courageous Anthem vs Green (or Red if Green is down).
- Action: Strike (+3 Greater Striking Shock Thundering Greater Flaming Greatsword) with Courageous Anthem vs Green (or Red if Green is down).
Greatsword Attack: 1d20 + 29 + 3 + 1 ⇒ (20) + 29 + 3 + 1 = 53
Greatsword Damage: 3d12 + 13 + 1 ⇒ (12, 10, 8) + 13 + 1 = 44 slashing damage
Greatsword Shock Damage: 1d6 ⇒ 6 electricity damage
Greatsword Thundering Damage: 1d6 ⇒ 5 sonic damage
Greatsword Flaming Damage: 1d6 ⇒ 4 fire damage - no resistance
A crit! The following apply.
Target is Off-Guard until the start of your next turn (Fighter Weapon Mastery of Swords).
Electricity arcs out to deal an equal amount of electricity damage to up to two other creatures of your choice within 10 feet of the target (Shock).
Target must succeed at a DC 24 Fortitude save or be deafened for 1 minute (or 1 hour on a critical failure) (Thundering).
Target takes an additional 2d10 persistent fire damage (Greater Flaming).
Greatsword Attack: 1d20 + 29 + 3 + 1 ⇒ (2) + 29 + 3 + 1 = 35
Greatsword Damage: 3d12 + 13 + 1 ⇒ (10, 2, 12) + 13 + 1 = 38 slashing damage
Greatsword Shock Damage: 1d6 ⇒ 2 electricity damage
Greatsword Thundering Damage: 1d6 ⇒ 1 sonic damage
Greatsword Flaming Damage: 1d6 ⇒ 6 fire damage - no resistance
Action 3 (◆): Strike (+3 Greater Striking Shock Thundering Greater Flaming Greatsword) with Courageous Anthem and MAP2 vs Green (or Red if Green is down).
Greatsword Attack: 1d20 + 29 + 3 + 1 - 10 ⇒ (1) + 29 + 3 + 1 - 10 = 24
Greatsword Damage: 3d12 + 13 + 1 ⇒ (6, 12, 2) + 13 + 1 = 34 slashing damage
Greatsword Shock Damage: 1d6 ⇒ 2 electricity damage
Greatsword Thundering Damage: 1d6 ⇒ 2 sonic damage
Greatsword Flaming Damage: 1d6 ⇒ 2 fire damage - no resistance
Action 4 (◆): Strike (+3 Greater Striking Shock Thundering Greater Flaming Greatsword) with Courageous Anthem, Haste and MAP2 vs Green (or Red if Green is down).
Greatsword Attack: 1d20 + 29 + 3 + 1 - 10 ⇒ (13) + 29 + 3 + 1 - 10 = 36
Greatsword Damage: 3d12 + 13 + 1 ⇒ (5, 4, 10) + 13 + 1 = 33 slashing damage
Greatsword Shock Damage: 1d6 ⇒ 4 electricity damage
Greatsword Thundering Damage: 1d6 ⇒ 5 sonic damage
Greatsword Flaming Damage: 1d6 ⇒ 1 fire damage - no resistance
Pretty sure that Green is down after that flurry of destruction, but Red might still be up. Here are three Will saves; feel free to ignore the last one if Red also went down.
Basic Will Save with Sickness 1 vs DC ??: 1d20 + 24 - 1 ⇒ (15) + 24 - 1 = 38, Bravery, +1 vs magic
Basic Will Save with Sickness 1 vs DC ??: 1d20 + 24 - 1 ⇒ (1) + 24 - 1 = 24, Bravery, +1 vs magic
Ugh! Rerolling with my Harrow Ritual result: Stars (★): - Success (+: reroll a Will saving throw)
Basic Will Save with Sickness 1 vs DC ??: 1d20 + 24 - 1 ⇒ (5) + 24 - 1 = 28, Bravery, +1 vs magic
Basic Will Save with Sickness 1 vs DC ??: 1d20 + 24 - 1 ⇒ (5) + 24 - 1 = 28, Bravery, +1 vs magic
If any of those are Failures, Slick will trigger his Paladin card to bump the level up to a Success.
Reaction (↺): Activate an Item: The Paladin - Adjust the result of your saving throw up by one degree of success.
Persistent Bleed Damage: 2d6 ⇒ (1, 3) = 4
Persistent Damage Recovery Flat Check vs DC 15: 1d20 ⇒ 20
Persistent Mental Damage with Resistance 16: 4d6 - 16 ⇒ (5, 3, 4, 2) - 16 = -2
Persistent Damage Recovery Flat Check vs DC 15: 1d20 ⇒ 19
Reactive Strike (↺) (extra reaction from Tactical Reflexes)
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
- Action: Strike (+3 Greater Striking Shock Thundering Greater Flaming Greatsword) with Courageous Anthem
Greatsword Attack: 1d20 + 29 + 3 + 1 ⇒ (1) + 29 + 3 + 1 = 34
Greatsword Damage: 3d12 + 13 + 1 ⇒ (2, 8, 1) + 13 + 1 = 25 slashing damage
Greatsword Shock Damage: 1d6 ⇒ 4 electricity damage
Greatsword Thundering Damage: 1d6 ⇒ 3 sonic damage
Greatsword Flaming Damage: 1d6 ⇒ 4 fire damage - no resistance
If Crit Success, Target is Off-Guard until the start of your next turn (Fighter Weapon Mastery of Swords).
If Crit Success, electricity arcs out to deal an equal amount of electricity damage to up to two other creatures of your choice within 10 feet of the target (Shock).
If Crit Success, target must succeed at a DC 24 Fortitude save or be deafened for 1 minute (or 1 hour on a critical failure) (Thundering).
If Crit Success, target takes an additional 2d10 persistent fire damage - no resistance (Greater Flaming).
If Crit Success, you can use a reaction to Demoralize your foe (Battle Cry)
Protector's Sacrifice (↺)
Trigger An ally within 30 feet takes damage
Reduce the damage the ally would take by 24. You redirect this damage to yourself, but your immunities, weaknesses, resistances and so on do not apply.
Warding Tattoo (Fiend) (↺) (1/day)
Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically
Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage.
The Paladin (↺) (1/day)
Trigger You fail or critically fail a saving throw
Adjust the result of your saving throw up by one degree of success.
Talisman: Snapleaf (↺)
Trigger You begin to fall.
This small, crystalline carving takes the shape of a tree leaf and attaches to armor or clothing with a simple strap. When you activate the snapleaf, you gain the benefits of feather fall and a 2nd-level invisibility spell for 1 minute or until you stop falling, whichever comes first.
Skeptic's Defense (↺) (1/day)
Trigger You are targeted by or are in the area of a mental spell or effect.
You don't believe in any mental twaddle, and you're certainly not afraid of it. You scoff and verbally refute the triggering effect, attempting a counteract check using your Intimidation modifier with a counteract level of half your level rounded up. If you succeed, you ignore the triggering effect, though any other creatures that were also targeted or in the area are still affected. If the source of the effect you successfully counteracted understands your language and has an Intelligence modifier of –3 or higher, that creature becomes stupefied for 1 round.
Blessed Denial (↺)
Trigger An ally within 30 feet would become Frightened, Drained, Enfeebled, Sickened, or Stupefied.
You exude peace and protection, lessening a harmful condition as it falls upon an ally. Reduce the value of the condition your ally would take by 1 (to a minimum of 0). If the ally takes more than one condition at the same time, choose one to reduce.
Shield Block (↺) (extra reaction from The Paladin)
Trigger While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
GMAndrewW |
Slick leaps into the air. As he lands he cuts down green, who crumples to the ground. He then hacks into Red a couple of times but he does not go down. He then starts feeling decidedly unwell.
Both of those are fails. Slick is affected for 1d4 ⇒ 3 rounds.
Billy then blasts Red, who also crumples to the ground.
Haste 3/10
Inspire 3/4
Turn Order
Pine
Billy
Slick
Sigourney
--------------------------------------
Red
Green
Blue
Yellow
Bold to act.
Combat status
Slick [248], 157 damage, sickened 1, [clumsy 2 and slowed 1, 3 rounds]
Billy [198], 10 THP, see invisibile,
Pinebrush [214], 157 damage, sickened 1, 2d6 persistent mental, [clumsy 2, slowed 1, 1/3]
Sigourney [200], 42 damage, [clumsy 2 and slowed 1, 1/2]
Reginald [112], 0HP, stable, sickened 1
Marzalee, dead
Orange, 112 damage
Red, dead
Blue, 35 damage
Green, dead
Sigourney Knowledge |
Sigourney doubles over with pain as she finishes casting Holy Light. As she sees Slick runs back into the corridor, she yells "Careful not to step on Reginald!"
to him.
While Sigourney's body is wracked with pain, her mind is still sharp. She effortlessly tries to think to herself what weaknesses the Tormented have.
Using Assured Knowledge to, as a free action, Recall Knowledge with Assurance on Tormented if I can do so with my Academia Lore (34), Arcana (34), Society (32), Nature (32), Crafting (32), Lore (Loremaster) (30) - which applies to everything vs Unspecific lore DC, Occultism (28), Religion (28).
Her movement is inhibited by her newly wracked bones. Using her staff as a walking stick, she slowly hobbles over to Slick's side. Trusting that Slick will protect her, she begins to Cast a Spell.
She sees the tiny form of Pine in the room, flanked by the undead. While his heat signature registers a blazing hot red compared to the cold living dead, she doesn't think that he can last much longer on his own. With her newly acquired Staff of Healing, she expends 7 charges from it and tries to Heal Pine's wounds.
7th Rank Heal, 2 actions, True Staff of Healing: 7d8 + 56 + 4 ⇒ (1, 2, 7, 1, 4, 1, 5) + 56 + 4 = 81
◇ Assured Knowledge (Recall Knowledge), ◆ Stride (hasted), ◆◆ Heal
Will save 1, antimagic: 1d20 + 26 + 1 ⇒ (8) + 26 + 1 = 35
Will save 2, antimagic: 1d20 + 26 + 1 ⇒ (18) + 26 + 1 = 45
Gentle Landing Trigger: A creature (Sigourney or one of her allies) within range is falling.
Cloud Dragon's Cloak Trigger: You or an ally within 60 feet are targeted by a ranged attack.
Interposing Earth Trigger: You are the target of a Strike or would attempt a Reflex save against a damaging area effect. Duration: 3 rounds.[
Air Bubble. Trigger: A creature (Sigourney or one of her allies) within 60 feet enters an environment where it can't breathe.
Hidebound. A creature within 60 feet is hit with a Strike that deals physical damage.
Recognize Spell. Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. Note: Sigourney can perform this as a free action if the spell is on the arcane or primal lists.
Hexing Jar. Activate [reaction] envision Frequency once per hour; Trigger You roll a critical success on an attack roll with a witch spell, or your target rolls a critical failure on its saving throw against a witch spell or hex you cast; Effect The thing in the jar becomes more energetic—glowing, dancing, rapping on the glass, or some other action appropriate to its appearance. It encourages you until the start of your next turn, granting you and your familiar a +1 status bonus to AC and saving throws and a +2 status bonus against mental effects.
Activate—Antimagic Armor [reaction] (concentrate); Frequency once per day; Trigger A spell targets you or includes you in its area; Effect The armor attempts to counteract the triggering spell with the effect of a 7th-rank dispel magic spell and a counteract modifier of +26.
Pinebrush |
"Oog. You can still see me. That's cheating. I think I have to--oh!" Sigourney's magic revitalizes Pine, but he's still hurting. He lurches to one side to attack one of the remaining tormented, then suddenly moves the other way and quickly circles the other one, stinging it as he goes.
But even with Billy's spell, he can only move so fast. "You need to stop it, or we're going to make you!"
◆ Feint Orange Deception (Sickened): 1d20 + 29 - 1 ⇒ (2) + 29 - 1 = 30 vs Perception DC
Harrowed reroll Deception: 1d20 + 29 + 4 - 1 ⇒ (5) + 29 + 4 - 1 = 37. If successful, target is Off-Guard to all of Pine's melee attacks until the end of his next turn, or all of anyone's melee attacks on a critical success. It also takes a -2 circumstance penalty to Perception and Reflex.
◇ Step, per Scoundrel
◆ Either:
- If the first Feint was a failure, try again Deception: 1d20 + 29 - 1 ⇒ (12) + 29 - 1 = 40
- If the first Feint was a success, Strike Rapier: 1d20 + 30 + 1 - 2 ⇒ (10) + 30 + 1 - 2 = 39 for piercing: 3d6 + 6 + 1 ⇒ (2, 6, 5) + 6 + 1 = 20, precision: 3d6 ⇒ (5, 3, 2) = 10, spirit: 1d6 ⇒ 3, and cold (ignores resistance) damage: 1d6 ⇒ 3 (total 36)
◆ Either
-If he still hasn't successfully Feinted or if Orange is down, cast shield
- Strike; if he didn't Strike the first time, this uses his rapier instead and doesn't have MAP. Shortsword: 1d20 + 30 + 1 - 2 - 4 ⇒ (9) + 30 + 1 - 2 - 4 = 34 for slashing: 3d6 + 6 + 1 ⇒ (1, 6, 1) + 6 + 1 = 15, precision: 3d6 ⇒ (2, 6, 3) = 11, spirit: 1d6 ⇒ 4, and cold (ignores resistance) damage: 1d6 ⇒ 6 (total 36)
◇ If at least one attack hit, Debilitating Strikes. Enfeebled 1 and can't flank or contribute to flanking
Will vs Blue Aura: 1d20 + 23 + 1 - 1 ⇒ (5) + 23 + 1 - 1 = 28
Will vs Orange Aura: 1d20 + 23 + 1 - 1 ⇒ (9) + 23 + 1 - 1 = 32
persistent damage: 2d6 ⇒ (6, 4) = 10 Persists?: 1d20 ⇒ 10
GMAndrewW |
Regrettably Sigourney recognises nothing about these things. She does managed to bring some relief to Pine.
Pine manages to feint out orange and stabs it in the chest. It does not react. He then stabs it in the knee. He then writhes in pain as his bones keep breaking!
There is no additional effect but the duration resets.
Orange lashes out wildly at Pine as does Blue but neither can lay a claw on the nimble little sprite.
However, then the eyes of red flip open and they scream!
Before I roll any saves does Billy want to Counter Perform?
Duration: 2d4 ⇒ (3, 3) = 6
Orange attacks
Attack 1: 1d20 - 1 ⇒ (1) - 1 = 0
Attack 2: 1d20 - 1 ⇒ (8) - 1 = 7
Attack 3: 1d20 - 1 ⇒ (16) - 1 = 15
Blue attacks
Attack 2: 1d20 ⇒ 3
Attack 3: 1d20 ⇒ 7
Billy Bardy |
Billy hears one of them scream ... again. And sees the red one moving. "Wait! Wasn't he dead?" This time sounds different. With his current inspiration ending soon, he cheers louder to drown out the new sound.
♫"My name's Billy and I couldn't be prouder.
It's time I sing a little bit louder."♫
Counter Performance +VirtPerf +Mask +Music: 1d20 + 29 + 2 + 2 + 1 ⇒ (10) + 29 + 2 + 2 + 1 = 44
He casts Counter Performance.
For your upcoming save, each ally in his 60' aura can use the better result of the above Performance check (44) and your normal saving throw. Cost: 1 focus point and CA ends.
GMAndrewW |
I assume everyone uses Billy's 44 as it is a crit pass. By my reading you use the result of the roll and so stuff like sickened does not reduce it.
Billy's quip negates the shout so Red tries to swipe at Slick. It sinks its long fingers into his leg.
Greens eyes then also flick open and it screams as well!
Pausing to check for rerolls
Attack: 1d20 - 2 ⇒ (17) - 2 = 15
Damage: 4d6 + 14 ⇒ (5, 1, 6, 4) + 14 = 30 mental, -16 resist, +2d6 persistent which cannot get through the resist
Will Saves
Slick : 1d20 + 24 - 1 ⇒ (19) + 24 - 1 = 42, Bravery, +1 vs magic, pass
Billy : 1d20 + 28 ⇒ (4) + 28 = 32, Resolve, +1 vs magic, fail
Pinebrush: 1d20 + 23 - 1 ⇒ (9) + 23 - 1 = 31, +1 vs magic, fail
Sigourney: 1d20 + 26 ⇒ (8) + 26 = 34, +1 vs magic, pass
Reginald : 1d20 + 26 - 1 ⇒ (19) + 26 - 1 = 44, crit pass