PF2E Stolen Fate

Game Master andreww

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◆ Single action ◆◆ Two actions ◆◆◆ Three actions ◇ Free action ⟳ Reaction


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CG Aasimar Halfling Bard 19 | HP 232/234 | AC 41 (42) | Spd 45' | F+28, R+31, W+33 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +29 (+3 visual, +1 haunts/spirits) | Init: 32 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 44. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑□□, 8☑□□, 9□□□, 10□, Focus☑□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 10/10 | Harrow Omen: Keys (reflex) | Cond: energy aegis (resist 10), speak plants/skald, shield

Sipping his honey mead, Billy sees The Fool struggling. The bard says, "Slick's absolutely right. You're doing fine, my friend." Billy offers a drink from his Jug and asks, "Maybe some libation to take the edge off?" Appreciating the garish outfit, Billy adds, "And you look fantastic!"

Holding the jug provides a +1 circ bonus, but the crit Aid from Slick provides +2 circ, which doesn't stack.
Diplomacy +aid +music: 1d20 + 35 + 2 + 1 ⇒ (1) + 35 + 2 + 1 = 39
Hero Point (vanilla old-school normal hero point)
Diplomacy +aid +music: 1d20 + 35 + 2 + 1 ⇒ (3) + 35 + 2 + 1 = 41
Sheesh...the dice gods are making me work for it. Two nat-1s in these first two skill checks???


The Fool takes heart from the encouragement and performs an aria from Lord Alvinerro, an opera about a man who trades his soul with Asmodeus for one more day with his dead wife. The harrowkin’s performance is particularly moving and impressive, especially considering they never remove their costume head.

As they step back the massive form of the Joke lumbers onto the stage. He props up his rather crude puppet, who he has called Hovey, onto his knee and launches into a series or rather dry and dull stories.

Helping him will require a Deception check to improve his work.


CG Aasimar Halfling Bard 19 | HP 232/234 | AC 41 (42) | Spd 45' | F+28, R+31, W+33 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +29 (+3 visual, +1 haunts/spirits) | Init: 32 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 44. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑□□, 8☑□□, 9□□□, 10□, Focus☑□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 10/10 | Harrow Omen: Keys (reflex) | Cond: energy aegis (resist 10), speak plants/skald, shield

Billy wipes a tear as The Fool finishes a heartfelt performance. "Bravo! Bravo!"

As The Joke takes center stage, Billy adjusts his Musical Accompaniment to provide a lighter atmosphere, leading to a sting, or rimshot, at each punchline. He calls out encouragement, "You're really really funny." He's not. "I've never heard anyone with better comic timing." He has.

Deception +music: 1d20 + 27 + 1 ⇒ (12) + 27 + 1 = 40


Billys suggestions cheer up the joke immensely and he happily takes on any suggestions, chatting away with his weird puppet head.

As he steps off the Twins they take his place, arguing with one another as they do so. The explain that they plan to perform a series of magic tricks, culminating in a battle with a giant, the Joke in disguise. However, they cannot decide which of them should have the glory of the final victory!

Intimidate to Coerce or Diplomacy to Request to help resolve the dispute.


Male Half-Elf Fighter 19 | ♥️ 293/293| ➕ slash 5, fire 19, fiend spells/magic 2, falling ∞ | AC 44 | Speed 60' | Scout (Init +29, +2 visual) | Antimagic: F+31M (Battle Hard.) R+29M (Bulwark, Temp. Ref.) W+29M (Bravery) | Perc+27M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 35; Slots: 1□ 2□ 3□ | Hero 1, ⚒+⚿++-⛨•★+•| ✋ | Status:

Slick lets out a breath of relief when Billy manages to talk The Fool into performing, but tenses up again when it looks like Billy overplays his hand with a clearly over-the-top reaction to The Joke's pathetic attempts at humor. But, no. The brute bought the deception and all is well again.

When The arguing Twins finally come on stage, Slick decides to get involved. He listens to their bickering for a bit but eventually tires of it. "Now look here you two. The plan seems sound, but you can't both have the final glory, right? Seems befitting in this situation that we let fate decide, right?"

The question is rhetorical as Slick pulls a gold coin from his pocket and holds it up. Pointing to one twin, he says, "you're heads." Pointing to the other, he says, "you're tails." With a flick of his finger, Slick launches the coin into the air. It spins in a great arc before hitting the ground and coming to stop. "Tails, it is!"

He points to the twin he had originally designated as tails. "Looks like you're it." He then turns to the other one with a look that brooks no argument. "We're all in agreement here, Right? Good."

Activity: Coerce with Guise of the Smirking Devil and Intimidating Prowess vs Twin

Intimidation (Coerce): 1d20 + 30 + 2 + 2 ⇒ (18) + 30 + 2 + 2 = 52

Right!


CG Aasimar Halfling Bard 19 | HP 232/234 | AC 41 (42) | Spd 45' | F+28, R+31, W+33 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +29 (+3 visual, +1 haunts/spirits) | Init: 32 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 44. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑□□, 8☑□□, 9□□□, 10□, Focus☑□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 10/10 | Harrow Omen: Keys (reflex) | Cond: energy aegis (resist 10), speak plants/skald, shield

Billy tries to settle the twins down by playing good cop to Slick's bad cop.

Changing his background music to a soothing lullaby, he asks, "Maybe some delicious honey mead to calm the nerves?" He pours two mugs, offers them to the twins, and continues, "My friend here is right. Surely wise folks like yourselves realize a compromise involving fate is only fitting for members of the Harrow."

Diplomacy +jug + music: 1d20 + 35 + 1 + 1 ⇒ (11) + 35 + 1 + 1 = 48


| HP 272/272 | AC 43 | F+29 s->cs R+35 cf->f, f->1/2 damage, s->cs W+28 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 9 | weakness cold iron 5 | Perc +28 (+29 if involving sight) | Speed 35 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +36), Scout while in favored terrain (forests), and Search | Active Conditions: None

"Both of you should study both roles, so you're always ready. Then trade off every time you rehearse or perform!"

Pinebrush points at the same one as Slick. "Start with that one."

Diplomacy (+2 if they somehow count as sprites): 1d20 + 29 ⇒ (14) + 29 = 43


They are all successes

The Twins perk up at the, occasionally contradictory, advice from the group. That's great, thanks they both shout. I am sure we can work it out they say in unison before disappearing behind the curtains on the stage. A moment later the curtains open again and all five, or six if you include the weird puppet, come onto the stage to perform their combined act.

The performance is eclectic, amusing and moving in different parts as the troupe puts your advice into good effect. By the end you find yourselves clapping along and cheering. The performers take a deep bow at the end and vanish behind the curtains. They open once again, perhaps for an encore, but instead you see four cards lying on the table.

However, before you can react, something else happens...

I am going to put the card details onto roll20. You can look over them and decide if thee are any you might want but dont take any yet as events may overtake you.


As you collect the cards from the table you are sat at there is a disturbance on the stage. A yawning portal appears, beyond you see a massive, vaulted chamber. A dark haired woman stands behind a heavy wooden desk littered with occult paraphernalia. Her identical twin stands next to her.

The woman holds an intricate wooden box. As she opens the lid the whole room shudders and each of you feels a decidedly wrenching sense. Your Harrow cards are ripped from your possession and go flying through the gate. All around the theatre more cards spring into being and fly through the portal. As the last card enters the box the woman smiles, and closes the lid.

Simultaneously, a group of monstrous beings leaps through the portal to attack you. As the last of them lands on the stage the portal snaps shut, all of your cards are lost!

OK, you have lost your cards, however, you get to retain the benefits of one hand of cards. At this point, you can readjust which cards you have chosen to invest. I am going to give you a day or so to decide before rolling for initiative.

In terms of set up, you are all currently seated but this doesnt count as being prone. However, I assume none of you currently have any weapons drawn.


Male Half-Elf Fighter 19 | ♥️ 293/293| ➕ slash 5, fire 19, fiend spells/magic 2, falling ∞ | AC 44 | Speed 60' | Scout (Init +29, +2 visual) | Antimagic: F+31M (Battle Hard.) R+29M (Bulwark, Temp. Ref.) W+29M (Bravery) | Perc+27M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 35; Slots: 1□ 2□ 3□ | Hero 1, ⚒+⚿++-⛨•★+•| ✋ | Status:

Slick watches the main show with amusement, then sits through the card-wrenching, portal-opening and monster-appearing epilogue with somewhat less excitement. "That was quite the show, though I think the ending needs work. Looks like we've gone to a lot of trouble collecting all the cards only for someone to come along and steal them from us. How about we take care of these uglies first, then worry about finding the twins and getting the cards back?"

These are the five cards Slick will keep in his hand: The Brass Dwarf, The Cricket, The Paladin, The Survivor, The Tyrant

These are the cards he will get rid of: The Bear, The Big Sky, The Desert, The Mountain Man, The Uprising.


CG Aasimar Halfling Bard 19 | HP 232/234 | AC 41 (42) | Spd 45' | F+28, R+31, W+33 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +29 (+3 visual, +1 haunts/spirits) | Init: 32 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 44. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑□□, 8☑□□, 9□□□, 10□, Focus☑□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 10/10 | Harrow Omen: Keys (reflex) | Cond: energy aegis (resist 10), speak plants/skald, shield

Billy thoroughly enjoys the performance. He's the first to stand up and gives an enthusiastic ovation. "Bravo and brava, ladies and gentlemen!" His musical accompaniment, which has changed appropriately throughout the show, is now a triumphant overture, adding to the applause.

Unfortunately, the celebration is short-lived as their cards are magically whisked away, but not before Billy took a close look at The Dance.

Billy retains the benefits of: The Dance, The Marriage, The Teamster, The Theater, and The Waxworks.
Active cards are listed in bold on his character sheet in the Harrow Cards section.

GM NOTE: For upcoming initiative, Billy will activate The Dance (1/day: for initiative, take the best of three Performance checks at +37).


Cond: | Female, Resistance 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality.| N Skilled Human Silence in Snow Witch 19 | HP 217/217| AC 41| F+29, R+30, W+31 (S>CS), (+1 saves vs magical effects)| Speed 40 ft |Perc(M) +29 (+2 visual)| Init +31 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 44. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□☑ +☑ , 6□□□, 7□□□□, 8□□□, 9□□□, 10□ Focus□□□| Staff Charges: 9+5 (14 net)| KnifeWand Uses: □□|Focus recharges □ | ✋Knifewand✋Staff✋| Quicken Spell □|

Sigourney ignores the entire performance and the lead-up to it, preferring to engage in some light reading. When the cards are handed over to the party, she glances up and zeroes in on The Fool. 'The Fool as a Harrowkin was insufferably insecure, but as a card? The ability to reduce mental stupification would be most helpful.' Sigourney thinks to herself.

She's so busy thinking about The Fool that when the cards are sucked away and monstrous creatures come to play, Sigourney is caught completely off-guard. The loss of half of her cards - most painfully felt being The Owl and The Tangled Briar - felt like parts of her spirit being forcibly ripped from her body! Her body buckles unnaturally under the occult magical forces tearing away at her very being. Sigourney's frame, already slender becomes dangerously gaunt and thin. The dust generated by the unnatural winds of magic causes Sigourney to start coughing uncontrollably.

"Cough! Cough! You two..." Her body straining with barely contained fury and newly constrained frailty, she looks up into the portal and into the eyes of the dark haired women. "I will get you...both...for this..." She manages to get out before descending into a fit of violent coughing.

Sigourney retains:
The Eclipse
The Fool
The Hidden Truth
The Vision
The Queen Mother


| HP 272/272 | AC 43 | F+29 s->cs R+35 cf->f, f->1/2 damage, s->cs W+28 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 9 | weakness cold iron 5 | Perc +28 (+29 if involving sight) | Speed 35 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +36), Scout while in favored terrain (forests), and Search | Active Conditions: None

"Hey, what? Who--?"

Pinebrush loses The Locksmith, The Liar, The Beating, and The Keep.
He retains The Snakebite, The Juggler, The Demon's Lantern, The Midwife, and The Crows


As you were busy checking over loot no-one would be scouting so no scout bonus. No weapons are ready. Pine gets to use stealth as he always can. No sight based item bonuses for this one and no reactions before your turn.

Initiative
Slick : 1d20 + 28 ⇒ (16) + 28 = 44, +2 visual

Slick Battle Cry: 1d20 + 34 ⇒ (10) + 34 = 44, nothing in range
Battle cry: 1d20 + 32 ⇒ (11) + 32 = 43

Billy perform: 3d20 ⇒ (8, 9, 5) = 22 take highest +34, +3 item visual, +2 circ scout

Pinebrush, Stealth: 1d20 + 32 ⇒ (15) + 32 = 47, Perception +27, +1 circ if visual, +2 circ scout

Sigourney: 1d20 + 28 ⇒ (5) + 28 = 33, +2 circ scout, +2 item visual

Red, Blue, Green, Yellow, Purple
Init: 5d20 ⇒ (16, 13, 7, 14, 1) = 51

The large, vulture headed creature cackles unpleasantly, an oddly rasping noise. It raises one clawed hand and sends lightning coursing through the entire group. With a look of horror Sigourney recognises it as a chain lightning and braces herself for the pain. Turnabout it seems is fair play.

He then rips out a spear embedded in his body and sends it hurtling at Billy. It impales him through the thigh and he finds himself nearly pinned through his chair and into the floor.

Rolls:

Reflex saves, Sigourney, Reginald, Billy, Slick, Pine

Reflex Saves, All +1 vs Magic

Sigourney: 1d20 + 29 ⇒ (11) + 29 = 40, +1 vs magic, agile mind, pass
Reginald : 1d20 + 29 ⇒ (15) + 29 = 44, no evasion, pass
Billy : 1d20 + 30 ⇒ (2) + 30 = 32, fail
Slick : 1d20 + 28 ⇒ (15) + 28 = 43, Bulwark +1, Evasion, pass becomes crit. stops
Pinebrush: 1d20 + 34 ⇒ (16) + 34 = 50, Improved Evasion

Damage: 11d12 ⇒ (5, 6, 10, 11, 12, 9, 8, 10, 7, 6, 1) = 85

Spear: 1d20 ⇒ 19, crit

Damage: 2d10 + 12 + 1d6 ⇒ (10, 2) + 12 + (4) = 28 *2 +1d10 ⇒ 3 deadly +8d6 bleed

Combat Status:
Round 1

Turn Order

Yellow
--------------------------------------------
Pine
--------------------------------------------
Red
--------------------------------------------
Slick
Billy
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Blue
Green
Purple
--------------------------------------------
Sigourney

Bold to act. At the start of your turn I need each of you to give me 2 DC35 will saves against Frightful Presence. Please make these your first rolls.

Combat status

Slick [278]
Billy [222], 144 damage, 8d6 bleed, see invisibile,
Pinebrush [258]
Sigourney [206], 37 damage, see invisible
Reginald [126], 45 damage


CG Aasimar Halfling Bard 19 | HP 232/234 | AC 41 (42) | Spd 45' | F+28, R+31, W+33 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +29 (+3 visual, +1 haunts/spirits) | Init: 32 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 44. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑□□, 8☑□□, 9□□□, 10□, Focus☑□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 10/10 | Harrow Omen: Keys (reflex) | Cond: energy aegis (resist 10), speak plants/skald, shield

Damn ... best of 3 init rolls and couldn't do better than a 9? Ouch!

When the lightning heads his way, Billy tries extra hard to dodge.
Harrow (Keys +4) reroll
Reflex +antimagic +harrow: 1d20 + 30 + 1 + 4 ⇒ (7) + 30 + 1 + 4 = 42
Should be a success based on other rolls. Not much savings, but worth a shot for the possible crit success.


| HP 272/272 | AC 43 | F+29 s->cs R+35 cf->f, f->1/2 damage, s->cs W+28 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 9 | weakness cold iron 5 | Perc +28 (+29 if involving sight) | Speed 35 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +36), Scout while in favored terrain (forests), and Search | Active Conditions: None

Will: 1d20 + 27 + 1 ⇒ (3) + 27 + 1 = 31
Will: 1d20 + 27 + 1 ⇒ (6) + 27 + 1 = 34 Too bad I just lost The Keep. At least there's no additional penalty for two failures?

Pinebrush is unnerved by the appearance of the monsters, enough that his hand shakes as he draws his weapon.

He points Minty Toothpick at the closest one, and the weapon extends, lancing across the room to stab it.

◆ Draw rapier
◆◆ Extending Strike vs Off-Guard Blue Rapier: 1d20 + 33 + 1 - 2 ⇒ (7) + 33 + 1 - 2 = 39 for piercing: 3d6 + 6 + 1 ⇒ (3, 5, 2) + 6 + 1 = 17, precision: 4d6 ⇒ (3, 6, 5, 6) = 20, cold (ignores resistance): 1d6 ⇒ 5, and spirit (holy) (damage): 1d4 ⇒ 2, plus an addition spirit (holy) damage: 1d4 ⇒ 1 if the target is Unholy; total of 33, or 34 if unholy
◇ Debilitating Strike if that hit. Enfeebled 1 and can't use Reactions

⟳ whichever comes first (Demon's Lantern):
Opportune Backstab: [reaction] Trigger: A creature within your melee reach is hit by a melee attack from one of your allies
When your enemy is hit by your ally, you capitalize upon the distraction. Make a Strike against the triggering creature.
Rapier: 1d20 + 33 + 1 - 1 ⇒ (13) + 33 + 1 - 1 = 46 for piercing): 3d4 + 6 + 1 ⇒ (4, 4, 4) + 6 + 1 = 19, precision: 4d6 ⇒ (1, 2, 2, 1) = 6, cold (ignores resistance): 1d6 ⇒ 3, and spirit (holy) (damage): 1d4 ⇒ 1, plus an addition spirit (holy) damage: 1d4 ⇒ 1 if the target is Unholy; total of 28, or 29 if unholy

The Demon's Lantern: Activate [reaction] envision; Frequency once per day; Trigger A creature hits you with a melee attack; Effect You release a flash of lights and attempt a Reflex saving throw. If your saving throw is higher than the attack roll for the triggering attack, it misses. If the attack misses, the attacker is dazzled until the end of your next turn.

The Juggler: Activate [reaction] Interact; Trigger an item of 1 Bulk or less falls within your reach, or an attacker fails an attack roll to hit you or a creature within your reach with a thrown weapon of 1 Bulk or less; Effect You grab the triggering item. If all of your hands are full (including any extra free hands from The Juggler), you must immediately release an item, which can include the triggering item.

Holy Healing [reaction] concentrate, healing, vitality; Frequency once per day; Trigger You critically succeed at a Strike against an unholy creature with the weapon; Effect You regain HP equal to double the unholy creature's level

Trickster's Ace; Trigger: Reduced to half HP or less. Effect: Cast 4th-rank mountain's resilience

The Midwife [reaction] command; Frequency once per day; Trigger A creature you can sense within 60 feet would die or be destroyed; Effect You prevent the target from dying or being destroyed and restore to the target 6d8+24 Hit Points. This effect can prevent a death effect or disintegrate from slaying a target. The amount of healing granted increases to 7d8+28 if you're at least 15th level, 8d8+32 if you're at least 17th level, and 9d8+36 if you're at least 19th level.


Billy manages to duck just in time and takes a little less damage.

Pine finds himself rather unnerved, but still manages to stab Blue.

I forgot to mention this but please make two DC35 will saves at the end of your turn to reduce your frightened condition. Pine, I have rolled yours. It only reduces if you make both. Critical passes or fails dont matter.

Red flies into the air and casts a spell. Visions of horror and death flood the minds of all of you! Billy recognises it as Phantasmagoria!

Pausing here to see if anyone wants to reroll, looking at Slick really.

Rolls:

Pine will: 2d20 ⇒ (16, 18) = 34, both pass

Will Saves, All +1 vs Magic
Slick : 1d20 + 28 ⇒ (8) + 28 = 36, Bravery, fail
Billy : 1d20 + 32 ⇒ (17) + 32 = 49, Greater Resolve, crit
Pinebrush: 1d20 + 27 - 1 ⇒ (19) + 27 - 1 = 45, Slippery Mind, pass - crit
Sigourney: 1d20 + 30 ⇒ (20) + 30 = 50, +Resolve, crit
Reginald : 1d20 + 30 ⇒ (14) + 30 = 44, pass


Male Half-Elf Fighter 19 | ♥️ 293/293| ➕ slash 5, fire 19, fiend spells/magic 2, falling ∞ | AC 44 | Speed 60' | Scout (Init +29, +2 visual) | Antimagic: F+31M (Battle Hard.) R+29M (Bulwark, Temp. Ref.) W+29M (Bravery) | Perc+27M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 35; Slots: 1□ 2□ 3□ | Hero 1, ⚒+⚿++-⛨•★+•| ✋ | Status:

Those snake creatures were truly ugly...

Frightful Presence appears to be a fear effect (thus Bravery and the +1 from Billy's Courageous Anthem comes into effect), but not a magical one (so no Antimagic).

Will Save vs DC 35: 1d20 + 28 + 1 ⇒ (11) + 28 + 1 = 40, Bravery
Will Save vs DC 35: 1d20 + 28 + 1 ⇒ (18) + 28 + 1 = 47, Bravery

...but Slick had seen a lot uglier in his time and ignores their looks.

When the chain lightning reaches Slick, he intercepts it with his armor and grounds the charge before it can do any more harm.

Slick doesn't have his reactions yet, so no Protector's Sacrifice to pull some of Billy's damage his way.

Now one of the ugly snakes was casting spells at them. Slick finds his mind filling with endless images, like countless dreams and lives colliding with each other. A disconcerting situation to say the least...

Phantasmagoria is not a fear effect (so no Bravery or CA), but it is a mental effect, so Skeptic's Defense would have worked except that, once again, Slick doesn't have his reactions yet. So.....

Rerolling with my Harrow Ritual result: Stars (★): - Crit Success (+: reroll a Will saving throw with +4) with Antimagic

Will Save vs DC 38-40: 1d20 + 28 + 1 + 4 ⇒ (12) + 28 + 1 + 4 = 45

A success, though not a crit. Looks like Slick is about to get his brains scrambled a little.


Damage: 16d6 ⇒ (5, 1, 5, 2, 4, 4, 1, 4, 3, 2, 5, 5, 6, 1, 6, 6) = 60

Slick manages to shrug off the worst of the horrors.

Combat Status:
Round 1

Turn Order

Yellow
--------------------------------------------
Pine
--------------------------------------------
Red
--------------------------------------------
Slick
Billy

--------------------------------------------
Blue
Green
Purple
--------------------------------------------
Sigourney

Bold to act.

Combat status

Slick [278], 28 damage, no reactions until Red Turn 2
Billy [222], 102 damage, 8d6 bleed
Pinebrush [258], frightened 1
Sigourney [206], 37 damage
Reginald [126], 30 damage

Blue, 60 damage, enfeebled 1, no reaction [Start Pine turn 2]
Red, 15 up


Male Half-Elf Fighter 19 | ♥️ 293/293| ➕ slash 5, fire 19, fiend spells/magic 2, falling ∞ | AC 44 | Speed 60' | Scout (Init +29, +2 visual) | Antimagic: F+31M (Battle Hard.) R+29M (Bulwark, Temp. Ref.) W+29M (Bravery) | Perc+27M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 35; Slots: 1□ 2□ 3□ | Hero 1, ⚒+⚿++-⛨•★+•| ✋ | Status:

Slick finally gets his feet under him and can move again. He wishes he'd had his sword in his hands during the performance, but that might have been seen as unfriendly.

As usual, he waits for his friend Billy's magical boosts before whipping out his sword and launching himself at the Snake that Pine skewered earlier.

Action (◇): Delay: Until the end of Billy's turn.

Going to assume Billy casts Courageous Anthem and Haste, though Slick's Quickstrike rune means that he doesn't really need Haste this turn.

Action 1 (◆): Interact - Take +3 Greater Striking Greater Flaming Holy Quickstrike Greatsword in hands

Actions 2 & 3 (◆◆): Needle in the Gods’ Eyes
- Action: Leap with Greater Boots of Bounding - Up to 50 feet horizontally or vertically.
- Action: Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem vs Enfeebled 1 Blue.
- Action: Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem vs Enfeebled 1 and Off-Guard? Blue.

Greatsword Attack: 1d20 + 33 + 3 + 1 ⇒ (14) + 33 + 3 + 1 = 51 vs Enfeebled 1
Greatsword Damage: 3d12 + 14 + 1 ⇒ (6, 12, 7) + 14 + 1 = 40 slashing damage
Greatsword Flaming Damage: 1d6 ⇒ 1 fire damage - no resistance
Greatsword Holy Damage: 1d4 ⇒ 2 holy spirit damage

If Target is Unholy:
Greatsword Holy Extra Damage to Unholy: 1d4 ⇒ 1 holy spirit damage

If Crit Success:
Target is Off-Guard until the start of your next turn (Fighter Weapon Mastery of Swords).

Target takes an additional 2d10 persistent fire damage - no resistance (Greater Flaming).

Greatsword Attack: 1d20 + 33 + 3 + 1 ⇒ (12) + 33 + 3 + 1 = 49 vs Enfeebled 1 and Off-Guard?
Greatsword Damage: 3d12 + 14 + 1 ⇒ (9, 7, 2) + 14 + 1 = 33 slashing damage
Greatsword Flaming Damage: 1d6 ⇒ 5 fire damage - no resistance
Greatsword Holy Damage: 1d4 ⇒ 2 holy spirit damage

If Target is Unholy:
Greatsword Holy Extra Damage to Unholy: 1d4 ⇒ 3 holy spirit damage

If Crit Success:
Target is Off-Guard until the start of your next turn (Fighter Weapon Mastery of Swords).

Target takes an additional 2d10 persistent fire damage - no resistance (Greater Flaming).

Action 4 (◆): Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem, Haste and MAP2 vs Enfeebled 1 and Off-Guard? Blue.

Greatsword Attack: 1d20 + 33 + 3 + 1 - 10 ⇒ (16) + 33 + 3 + 1 - 10 = 43 vs Enfeebled 1 and Off-Guard?
Greatsword Damage: 3d12 + 14 + 1 ⇒ (5, 10, 6) + 14 + 1 = 36 slashing damage
Greatsword Flaming Damage: 1d6 ⇒ 1 fire damage - no resistance
Greatsword Holy Damage: 1d4 ⇒ 4 holy spirit damage

If Target is Unholy:
Greatsword Holy Extra Damage to Unholy: 1d4 ⇒ 2 holy spirit damage

If Crit Success:
Target is Off-Guard until the start of your next turn (Fighter Weapon Mastery of Swords).

Target takes an additional 2d10 persistent fire damage - no resistance (Greater Flaming).


CG Aasimar Halfling Bard 19 | HP 232/234 | AC 41 (42) | Spd 45' | F+28, R+31, W+33 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +29 (+3 visual, +1 haunts/spirits) | Init: 32 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 44. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑□□, 8☑□□, 9□□□, 10□, Focus☑□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 10/10 | Harrow Omen: Keys (reflex) | Cond: energy aegis (resist 10), speak plants/skald, shield

Will vs fear +CA, DC 35: 1d20 + 32 + 1 ⇒ (9) + 32 + 1 = 42 (succ => crit succ)
Will vs fear +CA, DC 35: 1d20 + 32 + 1 ⇒ (2) + 32 + 1 = 35 (succ => crit succ)

From his seated position at the table, Billy manages to shake off the fear. Quickly, gathering his wits, the bard sings,

"A Joker, a Dancer, the Fool.
Performed with some Twins. It was cool!
.....But though they were taken,
.....We're steadfast. Not shaken.
Let's kill all those evil and cruel."

Lingering Performance +VirtPerf +Music, DC 38: 1d20 + 36 + 2 + 1 ⇒ (20) + 36 + 2 + 1 = 59
Crit Success: Courageous Anthem duration 4 rounds. Cost: 1 focus point.
Eternal Composition allows casting a bardsong as a hasted action.

Then, focusing his energy to cast quickly (Quickened Casting), the bard hastily sings a song of haste.

"Our harrow cards are missing. More than just misplaced.
Before the snakes start hissing, let's kill them with some haste."

Cast Haste (7th rank) for the entire party.

Finding a surprisingly amount of time on his hands he grins and sings,
"You monsters ruined our party. But now, you'll know my name.
I'm Billy Freaking Bardy. Your sanity, I'll claim!"

Billy casts Phantasmagoria and targets all enemies within 120'.
Mental Damage +Dangerous Sorcery: 16d6 + 9 ⇒ (6, 6, 1, 4, 5, 1, 1, 6, 3, 4, 1, 5, 5, 2, 4, 4) + 9 = 67
Each enemy: Will DC 41

Phantasmagoria Saves:
Critical Success: The target is unaffected.
Success: The target takes half damage and can't use reactions until the start of your next turn.
Failure: The target takes full damage and is confused until the start of your next turn.
Critical Failure: The target takes double damage and is confused for 1 minute.

Pers Bleed: 8d6 ⇒ (6, 1, 5, 1, 1, 5, 1, 2) = 22
Note: Greater Stanching armor rune provides DC 10 flat check on pers bleed checks.
Flat Check, DC 10: 1d20 ⇒ 4
Harrow Reroll: Crowns (Other)
Flat Check, DC 10: 1d20 ⇒ 12
Hooray! Billy hates the sight of blood!

◇ Ling Comp, ◆ CA (hasted action due to Eternal Composition, ◇ Quickened Casting, ◆ Haste (1 action due to Quickened casting), ◆◆ Phantasmagoria


Billy does Billy things, inspiring his companions to greater feats of heroics. He then seeks to return the favour and bring madness and death to the enemy but they seem entirely unaffected. One of them says something, its unclear what but it sounds a bit sarcastic.

Daemonic:

The little mortal thinks such magics can harm us! Hah, let us show him just how we bring death to his kind.

Slick draws his blade and crashes into Blue who is sent reeling, but somehow still standing.

Blue, horribly damaged, flies up out of Slicks reach and casts a spell. It is another Phantasmagoria! Fortunately, this time, no-one so much as blinks.

The second vulture headed creature sends a spear stabbing out at Pine. It stabs him in the arm, causing more bleeding wounds. He then lashes out with another chain lightning, starkly illuminating the old theatre. What people outside think is going on is anyone's guess but no-one is coming to investigate.

I am going to pause here as Billy may wish to Shadow Siphon give how much damage he has already taken. Green is still to act.

Rolls:

Will Saves, All +1 vs Magic
Slick : 1d20 + 28 ⇒ (14) + 28 = 42, Bravery
Billy : 1d20 + 32 ⇒ (15) + 32 = 47, Greater Resolve
Pinebrush: 1d20 + 27 ⇒ (17) + 27 = 44, Slippery Mind
Sigourney: 1d20 + 30 ⇒ (11) + 30 = 41, +Resolve
Reginald : 1d20 + 30 ⇒ (19) + 30 = 49

Fire damage: 2d10 ⇒ (1, 3) = 4
Recovery: 1d20 ⇒ 11

Spear: 1d20 ⇒ 10, hit
Damage: 2d10 + 12 + 1d6 ⇒ (3, 9) + 12 + (1) = 25 +4d6 bleed

Chain Lightning
Billy, Sigourney, Reg, Pine

Reflex Saves, All +1 vs Magic
Billy : 1d20 + 30 ⇒ (10) + 30 = 40, pass
Sigourney: 1d20 + 29 ⇒ (12) + 29 = 41, pass
Reginald : 1d20 + 29 ⇒ (15) + 29 = 44, damage avoidance, pass
Pinebrush: 1d20 + 34 ⇒ (16) + 34 = 50, Improved Evasion, crit pass

Damage: 11d12 ⇒ (2, 11, 12, 1, 2, 2, 7, 5, 5, 9, 7) = 63


CG Aasimar Halfling Bard 19 | HP 232/234 | AC 41 (42) | Spd 45' | F+28, R+31, W+33 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +29 (+3 visual, +1 haunts/spirits) | Init: 32 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 44. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑□□, 8☑□□, 9□□□, 10□, Focus☑□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 10/10 | Harrow Omen: Keys (reflex) | Cond: energy aegis (resist 10), speak plants/skald, shield

GM Andrew: Billy has 9th rank Energy Aegis which gives him Resist 10 all energy. It's listed in tagline.
In my long post (with saves, pers bleed, etc), forgot to mention it. Is it OK for you to retcon and subtract 10 from the last go-round of CL? And then can you subtract 10 from whatever gets applied here? Thanks!

Billy is momentarily saddened that his new high-rank spell had no effect on the intruders. But he snaps out of it when more damage comes his way. He reacts by chanting,
"Time to slighten the damaging lightnin'."

Counteract with Shadow Siphon (Rank 6, but functions as 8): 1d20 + 31 ⇒ (19) + 31 = 50 (vs caster DC)
Shadow Siphon: Treat counteract rank as 2 higher (ie. 8th level).

Counteract Results:

Counteract Rules Summary:
Critical Success: Counteract the target if its counteract rank is no more than 3 higher than your effect's counteract rank. (up to 11th rank)
Success: Counteract the target if its counteract rank is no more than 1 higher than your effect's counteract rank. (up to 9th rank)
Failure: Counteract the target if its counteract rank is lower than your effect's counteract rank. (up to 7th rank)
Critical Failure: You fail to counteract the target.


I have applied Billy's resist, lots to keep track of.

Billy manages to draw much of the power from the electrical blast, causing the creature to snarl in frustration.

The odd, multicoloured, long limbed, creature at the back sinuously floats forward, rising into the air as it moves. Its long fingers twist and writhe as it conjures a mass of cloying black energy which washes over the group, except Slick who is too far away.

Pausing here again to see if there are any rerolls

Rolls:

Fort Saves, All +1 vs Magic
Billy : 1d20 + 27 ⇒ (11) + 27 = 38, pass
Pinebrush: 1d20 + 28 - 1 ⇒ (14) + 28 - 1 = 41, pass becomes crit, pass - crit
Sigourney: 1d20 + 28 ⇒ (5) + 28 = 33, fail
Reginald : 1d20 + 28 ⇒ (18) + 28 = 46, pass


The group find their blood being extracted by the horrific mist conjured by the creature.

Rolls:

Void damage: 16d6 ⇒ (6, 3, 3, 3, 2, 3, 1, 5, 4, 6, 2, 6, 4, 1, 1, 6) = 56
Applying 10 resist for Billy and 5 for Sigourney

Combat Status:
Round 1

Inspire 1/4
Haste 1/10

Turn Order

Yellow
--------------------------------------------
Pine
--------------------------------------------
Red
--------------------------------------------
Slick
Billy
--------------------------------------------
Blue
Purple
Green
--------------------------------------------
Sigourney

Bold to act.

Combat status

Slick [278], 28 damage, no reactions until Red Turn 2
Billy [222], 162 damage, 4d6 bleed
Pinebrush [258], frightened 1
Sigourney [206], 98 damage
Reginald [126], 58 damage

Blue, 311 damage, enfeebled 1, no reaction [Start Pine turn 2], off guard [Slick turn 2], 2d10 fire, 15' up
Red, 15 up
Green, 10' up, DC11 flat check to target it with anything, 25THP


Cond: | Female, Resistance 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality.| N Skilled Human Silence in Snow Witch 19 | HP 217/217| AC 41| F+29, R+30, W+31 (S>CS), (+1 saves vs magical effects)| Speed 40 ft |Perc(M) +29 (+2 visual)| Init +31 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 44. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□☑ +☑ , 6□□□, 7□□□□, 8□□□, 9□□□, 10□ Focus□□□| Staff Charges: 9+5 (14 net)| KnifeWand Uses: □□|Focus recharges □ | ✋Knifewand✋Staff✋| Quicken Spell □|

Will, CA, S>CS DC 35: 1d20 + 30 + 1 ⇒ (2) + 30 + 1 = 33

Will, Stars reroll, S>CS DC 35: 1d20 + 30 + 1 ⇒ (10) + 30 + 1 = 41

Will, S>CS DC 35: 1d20 + 30 + 1 ⇒ (19) + 30 + 1 = 50

Choking, spluttering and caught completely off-guard, Sigourney feels as helpless and scared as the time the Demons teleported into Harrowheart. Luckily for her, that horrible memory gave way to the victorious scene where she and Pine triumphed against overwhelming numbers. Gritting her teeth, she steadies herself and prepares for an explosive magical counterattack.

Sigourney's slow reaction time is made up for by her Patron's quick thinking. The dragon within immediately puppets Reginald and Commands him to attempt to finish off Blue.

Even bereft of the Hidden Truth, a phantasmal flicker of the Harrow Card remains. It activates with a blue bolt that flashes from her head, hopefully giving her insight into the snake-like fiends. She uses her Loremaster's Etude to grant her proper insight into those creatures.

Her recent purchase of the Greater Accolade Robes has given her the ability not just to think quickly, but also grab her Staff in a hurry. She Reviews her notes and quickly tries to recall what she knows about the bird-headed fiends, while at the same time she draws her Ceremonial Knife-Wand of Holy Light from her Robes.

In both cases she wants to know about the creature's immunities.

"Billy, I...c-can't help you very much..." She begins, until a fit of violent coughing overwhelms her; "u-until I get my Staff in my hands - but take this minor healing for now!" She Quickened Casts a 5th rank Heal on the hapless Bard.

Heal 5th Rank: 5d8 + 40 ⇒ (1, 6, 2, 2, 1) + 40 = 52

Turning to face the daemons, she uses the table to prop herself into a standing position. Pointing the Knifewand at the enemy, she mirrors the creatures' sarcastic, mocking tone and says in Daemonic;

✂︎❄︎♒︎♏︎ ♌︎♓︎♑︎ ♎︎♋︎♏︎❍︎□︎■︎ ⧫︎♒︎♓︎■︎⬧︎ ⧫︎♒︎♏︎♓︎❒︎ ❍︎♋︎♑︎♓︎♍︎ ♍︎♋︎■︎ ♒︎◆︎❒︎⧫︎ ◆︎⬧︎✍︎ ☹︎♏︎⧫︎ ︎☜︎ ⬧︎♒︎□︎⬥︎ ⍓︎□︎◆︎ ♒︎□︎⬥︎ ✋︎ ♌︎❒︎♓︎■︎♑︎ ♎︎♏︎♋︎⧫︎♒︎ ⧫︎□︎ ⍓︎□︎◆︎︎ ☞︎♓︎❒︎♏︎ ︎♓︎♑︎■︎ ︎ ☟︎□︎●︎⍓︎ ☹︎♓︎♑︎♒︎⧫︎✏︎✂︎

Translation from Daemonic:
"The big daemon thinks their magic can hurt us? Let ME show you how I bring death to you. Fire Sign - Holy Light!"

A beam of bright light erupts from the wand, turning semi-corporeal as it transitions into the Netherworld just long enough that it hits the fiend where it is hopefully at its weakest - its reflexes.

7th rank Holy Light, CA vs Blue Reflex DC. If Blue is dead then vs Purple Reflex DC: 1d20 + 31 + 1 ⇒ (19) + 31 + 1 = 51

Spluttering and exhausted, she hastily moves towards Slick so that she can potentially Heal him on future rounds.

Fire, CA: 13d6 + 1 ⇒ (6, 4, 4, 1, 6, 5, 4, 2, 3, 3, 2, 3, 2) + 1 = 46

Spirit, Holy: 13d6 ⇒ (6, 1, 3, 3, 6, 3, 5, 5, 5, 3, 4, 1, 4) = 49

◇ Patron's Puppet (Command Reginald), ◇ Recall Knowledge on Blue (The Hidden Truth), ◇ Loremaster's Etude, ◇ Review (Recall Knowledge on Purple + Interact to draw Knifewand of 7th rank Holy Light), ◇ Quickened Casting, ◆ 5th rank 2A Heal as 1A , ◇ Shadow Signet, ◆◆ Holy Light vs Blue or Purple Reflex DC, ◆ Hasted Stride

If Blue critically succeeds the saving throw it is about to take from Reginald, activate The Eclipse's reaction. Otherwise save reaction for Cloud Dragon's Cloak versus ranged attack from a bird-headed creature or Wooden Double if Sigourney gets crit.

The Eclipse:
Activate [reaction] envision (mental); Frequency once per day; Trigger A foe that you're aware of and who is within 60 feet achieves a critical success on a saving throw or a Strike; Effect You produce an aura of doubt that overwhelms all foes in a 30-foot emanation and reduces bright light in that area to dim light, as if the region were under an eclipse. The triggering creature's critical success is reduced to a regular success. All further saving throws or Strikes attempted by enemies within the emanation suffer a –2 item penalty; saving throws or Strikes attempted by the triggering enemy suffer a –3 penalty instead. You can sustain this aura of doubt for up to 1 minute.


Male Familiar of Freezing Rime 19 | HP 133/133| AC 41| F+29, R+30, W+31| 25 feet speed | Spells DC 40| ✋ ✋ | Perc +26, Low-light vision, 30 feet Cond:

Will, CA, DC 35: 1d20 + 30 + 1 ⇒ (6) + 30 + 1 = 37

Will, CA, DC 35: 1d20 + 30 + 1 ⇒ (5) + 30 + 1 = 36

Reginald quails and squeaks a little but is cut off suddenly when the Patron controls his body. Disturbingly calm, he moves silently on his four paws towards Blue before distending his body into strings, aiming to garrote Blue in a Stitching Strike.

Slashing DC 41 Reflex Save on Blue, CA: 16d6 + 1 ⇒ (5, 6, 6, 6, 4, 2, 2, 6, 3, 1, 4, 4, 6, 1, 1, 1) + 1 = 59

On failure, Blue is immobilized for 1 round or until it Escapes against my spell DC (DC 41). Reginald then reforms in its original square. Also its DC 41 because it's vs Sigourney's spell DC and not Reginald, who is frightened 1 at the time of the Stitching Strike,

Will, CA, DC 35: 1d20 + 30 + 1 ⇒ (17) + 30 + 1 = 48

Will, CA, DC 35: 1d20 + 30 + 1 ⇒ (13) + 30 + 1 = 44

With the Patron's presence in his mind and Sigourney right behind him, Reginald digs deep into himself and stops being so frightened.

◆ Stride, ◆◆ Stitching Strike Blue


Reginald scampers forward and unravels himself at Blue. Despite its rather sinuous appearance it seems to be quite slow and takes the full force of the wrappings. Its body, sheared into thick lumps, crashes to the ground.

Sigourney recognises the snake like fiends as Phasmadaemons, dangerous opponents. She realises they are immune to both fear and death effects. Drawing her wand she also examines the vulture headed monsters. They are Purrodaemons, immune to both death effects and bleed.

With Blue dead she blasts Purple with holy flames. It roars in anger!

That is a hit for 110 damage. One note, I think its the Vision which gives the free RK, not the Hidden Truth.

Yellow raises a taloned hand and drops a mass of flame on the group.

Pausing for rerolls

Rolls:

Stitching Strike save: 1d20 ⇒ 11, fail

Reflex Saves, All +1 vs Magic
Billy : 1d20 + 30 ⇒ (2) + 30 = 32, fail
Pinebrush: 1d20 + 34 ⇒ (5) + 34 = 39, Improved Evasion, pass to crit
Sigourney: 1d20 + 29 ⇒ (8) + 29 = 37, pass
Reginald : 1d20 + 29 ⇒ (15) + 29 = 44, probably damage avoidance, pass, 0 damage


CG Aasimar Halfling Bard 19 | HP 232/234 | AC 41 (42) | Spd 45' | F+28, R+31, W+33 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +29 (+3 visual, +1 haunts/spirits) | Init: 32 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 44. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑□□, 8☑□□, 9□□□, 10□, Focus☑□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 10/10 | Harrow Omen: Keys (reflex) | Cond: energy aegis (resist 10), speak plants/skald, shield

Billy calls out to Sigourney, "Thanks for the healing! Feeling much better ..." And then more flames engulf him.

The little halfling uses some Chaotic Destiny to draw a harrow card and tries to twist away from the flames.
1/day: Reroll failed save. Draw a harrow card. If Crowns, improve result by one step.

Reflex Reroll +magic: 1d20 + 30 + 1 ⇒ (16) + 30 + 1 = 47
Harrow Omen Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 5

If not a crit success, Energy Aegis provides resist 10.


Billy manages to get a table between him and the blast at the last minute.

Crit success

Sigourney is lightly singed. The creature then hurls another weapon from its body at Billy.

Rolls:

Damage: 8d6 ⇒ (1, 5, 1, 3, 3, 3, 3, 5) = 24 fire, -5 resist

Attack: 1d20 ⇒ 11, hit
Damage: 3d8 + 17 + 2d6 ⇒ (3, 3, 3) + 17 + (1, 2) = 29

Combat Status:
Round 2

Inspire 2/4
Haste 2/10

Turn Order

Yellow
--------------------------------------------
Pine
--------------------------------------------
Red
--------------------------------------------
Slick
Billy
--------------------------------------------
Purple
Green
--------------------------------------------
Sigourney

Bold to act.

Combat status

Slick [278], 28 damage, no reactions until Red Turn 2
Billy [222], 138 damage, 4d6 bleed
Pinebrush [258], frightened 1
Sigourney [206], 117 damage
Reginald [126], 58 damage

Blue, dead
Red, 15 up
Green, 10' up, DC11 flat check to target it with anything, 25THP
Purple, 110 damage
Yellow, 10' up


| HP 272/272 | AC 43 | F+29 s->cs R+35 cf->f, f->1/2 damage, s->cs W+28 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 9 | weakness cold iron 5 | Perc +28 (+29 if involving sight) | Speed 35 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +36), Scout while in favored terrain (forests), and Search | Active Conditions: None

Pine sees that Billy is badly injured (again) and that these fiends seem to be bullying him. But the best remedy for that is probably sweeping more of them off the board, and he sees that Sigourney has also hurt one of them.

Clicking his anklets together to activate their speed boost, he leaps up onto the table and into the air, diving towards the injured monster's midsection before diverting up towards its throat, hoping to catch it off-guard by the sudden change in direction. He does try to make sure to keep Billy in sight.

But he just can't shake the, um, shakiness.

◆ Activate anklets of alacrity, gaining a bonus to all Speeds
◆ Fly into Purple's space (triggers RS from Purple, if applicable)
◆ Feint Deception: 1d20 + 31 - 1 ⇒ (11) + 31 - 1 = 41 vs Purple's Perception DC; on a success it is Off-Guard to Pine's melee attacks until the end of his next turn and takes a -2 circumstance penalty to Perception and Reflexes, on a crit it's also Off-Guard to all melee attacks for the duration
◆ Strike Minty Toothpick (+3 Greater Striking Extending holy Greater Frost Rapier): 1d20 + 33 + 1 - 1 ⇒ (17) + 33 + 1 - 1 = 50 for piercing: 3d6 + 6 + 1 ⇒ (5, 6, 1) + 6 + 1 = 19, precision (if Off-Guard): 4d6 ⇒ (3, 2, 4, 4) = 13, spirit (holy): 1d4 ⇒ 3, and cold damage (ignores resistance): 1d6 ⇒ 5, plus an additional spirit (holy) damage: 1d4 ⇒ 1 if the target is Unholy. Total of 38 plus any Holy weakness, assuming it's Off-Guard and Unholy. On crit add deadly damage: 2d8 ⇒ (6, 6) = 12 for a total of 88, Off-Guard until Pine's start of turn, and DC 34 Fort save or Slowed 1.
◇ Debilitating Strikes. Enfeebled 1 and 3d6 persistent bleed.
Will vs Frightened: 1d20 + 27 + 1 ⇒ (1) + 27 + 1 = 29
Will vs Frightened: 1d20 + 27 + 1 ⇒ (3) + 27 + 1 = 31 Well, still Frightened then.

Since they're kind of focus-firing, will save Reaction for Midwife, just in case.


Pine swoops in at Purple. Unfortunately the creature isnt fooled by his tricks and he lands only a superficial wound. However, as he stabs it the creatures body seems to twist and try to absorb his blade!

Pausing to see if Pine wants to reroll his critical fail.

Rolls:

Pine reflex: 1d20 + 34 - 1 ⇒ (1) + 34 - 1 = 34, critical fail


| HP 272/272 | AC 43 | F+29 s->cs R+35 cf->f, f->1/2 damage, s->cs W+28 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 9 | weakness cold iron 5 | Perc +28 (+29 if involving sight) | Speed 35 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +36), Scout while in favored terrain (forests), and Search | Active Conditions: None

The building was old and damaged even before the attack. Why shouldn't a piece of ceiling debris fall right then, just when Pine needs it?
◇ Chaotic Destiny Reflex: 1d20 + 34 - 1 ⇒ (5) + 34 - 1 = 38
Harrow Omen Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 5


Pine finds his weapon wrenched from his grasp and it drops to the ground next to him.

Red swoops down on Billy and snaps and claws at him leaving him bloody but standing, just.

Rolls:

Jaws: 1d20 ⇒ 8, hit
Damage: 3d10 + 16 + 1d6 ⇒ (2, 4, 4) + 16 + (2) = 28

Claw: 1d20 - 4 ⇒ (13) - 4 = 9, hit
Damage: 3d8 + 16 + 1d6 ⇒ (7, 8, 6) + 16 + (4) = 41

Combat Status:
Round 2

Inspire 2/4
Haste 2/10

Turn Order

Yellow
--------------------------------------------
Pine
--------------------------------------------
Red
--------------------------------------------
Slick
Billy

--------------------------------------------
Purple
Green
--------------------------------------------
Sigourney

Bold to act.

Combat status

Slick [278], 28 damage, no reactions until Red Turn 2
Billy [222], 217 damage, 4d6 bleed
Pinebrush [258], frightened 1, disarmed
Sigourney [206], 117 damage
Reginald [126], 58 damage

Blue, dead
Red
Green, 10' up, DC11 flat check to target it with anything, 25THP
Purple, 138 damage
Yellow, 10' up


Male Half-Elf Fighter 19 | ♥️ 293/293| ➕ slash 5, fire 19, fiend spells/magic 2, falling ∞ | AC 44 | Speed 60' | Scout (Init +29, +2 visual) | Antimagic: F+31M (Battle Hard.) R+29M (Bulwark, Temp. Ref.) W+29M (Bravery) | Perc+27M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 35; Slots: 1□ 2□ 3□ | Hero 1, ⚒+⚿++-⛨•★+•| ✋ | Status:

With Reginald's dispatching of the phasmadaemon he was attacking, Slick turns his attentions to the remaining fiends in the room. He watches as first Sigourney and then Pine focus their attentions on one of the purrodaemons. As the creature happens to be within easy reach (and likely without any reactions left), Slick decides to join in on the fun. He launches himself at his new target and gets to work sending it back to Abaddon.

Actions 1 & 2 (◆◆): Needle in the Gods’ Eyes
- Action: Leap with Greater Boots of Bounding - Up to 50 feet horizontally or vertically.
- Action: Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem and Gang Up vs Off-Guard Purple.
- Action: Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem and Gang Up vs Off-Guard Purple.

Greatsword Attack: 1d20 + 33 + 3 + 1 ⇒ (11) + 33 + 3 + 1 = 48 vs Off-Guard
Greatsword Damage: 3d12 + 14 + 1 ⇒ (4, 1, 4) + 14 + 1 = 24 slashing damage
Greatsword Flaming Damage: 1d6 ⇒ 4 fire damage - no resistance
Greatsword Holy Damage: 1d4 ⇒ 3 holy spirit damage
Greatsword Holy Extra Damage to Unholy: 1d4 ⇒ 4 holy spirit damage

Greatsword Attack: 1d20 + 33 + 3 + 1 ⇒ (1) + 33 + 3 + 1 = 38 vs Off-Guard

Rerolling with my Harrow Ritual result: Hammers (⚒): - Crit Success (+: reroll a Strike roll with +4 status bonus)

Greatsword Attack: 1d20 + 33 + 3 + 1 + 4 ⇒ (9) + 33 + 3 + 1 + 4 = 50 vs Off-Guard
Greatsword Damage: 3d12 + 14 + 1 + 4 ⇒ (11, 6, 12) + 14 + 1 + 4 = 48 slashing damage
Greatsword Flaming Damage: 1d6 ⇒ 5 fire damage - no resistance
Greatsword Holy Damage: 1d4 ⇒ 1 holy spirit damage
Greatsword Holy Extra Damage to Unholy: 1d4 ⇒ 3 holy spirit damage

Action 3 (◆): Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem, Gang Up and MAP2 vs Off-Guard Purple.

Greatsword Attack: 1d20 + 33 + 3 + 1 - 10 ⇒ (16) + 33 + 3 + 1 - 10 = 43 vs Off-Guard
Greatsword Damage: 3d12 + 14 + 1 ⇒ (4, 7, 1) + 14 + 1 = 27 slashing damage
Greatsword Flaming Damage: 1d6 ⇒ 1 fire damage - no resistance
Greatsword Holy Damage: 1d4 ⇒ 4 holy spirit damage
Greatsword Holy Extra Damage to Unholy: 1d4 ⇒ 2 holy spirit damage

Action 4 (◆): Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem, Haste, Gang Up and MAP2 vs Off-Guard Purple.

Greatsword Attack: 1d20 + 33 + 3 + 1 - 10 ⇒ (15) + 33 + 3 + 1 - 10 = 42 vs Off-Guard
Greatsword Damage: 3d12 + 14 + 1 ⇒ (6, 3, 10) + 14 + 1 = 34 slashing damage
Greatsword Flaming Damage: 1d6 ⇒ 5 fire damage - no resistance
Greatsword Holy Damage: 1d4 ⇒ 4 holy spirit damage
Greatsword Holy Extra Damage to Unholy: 1d4 ⇒ 3 holy spirit damage

On Any Crit Success:
Target is Off-Guard until the start of your next turn (Fighter Weapon Mastery of Swords).

Target takes an additional 2d10 persistent fire damage - no resistance (Greater Flaming).

Available Reactions:

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 Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem and Gang Up vs Off-Guard.

Greatsword Attack: 1d20 + 33 + 3 + 1 ⇒ (16) + 33 + 3 + 1 = 53 vs Off-Guard
Greatsword Damage: 3d12 + 14 + 1 ⇒ (3, 5, 2) + 14 + 1 = 25 slashing damage
Greatsword Flaming Damage: 1d6 ⇒ 3 fire damage - no resistance
Greatsword Holy Damage: 1d4 ⇒ 4 holy spirit damage
Greatsword Holy Extra Damage to Unholy: 1d4 ⇒ 2 holy spirit damage

If Crit Success, target is Off-Guard until the start of your next turn (Fighter Weapon Mastery of Swords).

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)

Holy Healing (↺) (1/day)
Trigger You critically succeed at a Strike against an unholy creature with a Holy weapon
You regain HP equal to double the unholy creature's level.

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.

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.


CG Aasimar Halfling Bard 19 | HP 232/234 | AC 41 (42) | Spd 45' | F+28, R+31, W+33 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +29 (+3 visual, +1 haunts/spirits) | Init: 32 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 44. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑□□, 8☑□□, 9□□□, 10□, Focus☑□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 10/10 | Harrow Omen: Keys (reflex) | Cond: energy aegis (resist 10), speak plants/skald, shield

Billy is used to getting plenty of attention. But this is getting ridiculous. He'll bleed out if there smothering affection continues. Realizing he's not much help if he's unconscious, he decides to make a quick exit.

He chants, ♫"Thanks for the ovation. But time for a vacation."♫ He casts Time Jump to stand up and move near Sigourney.
Use 2 actions (Leap, Stand, Step, Stride) without triggering reactions.

Touching his heart, he concentrates to heal himself.
Lay on Hands heals 54 hp.

Finally, he mutters "wield shield" to bring up a magical Shield.
AC bumped to 41. If attacked, he'll Shield Block to block up to 25 hp of damage.

Pers Bleed: 4d6 ⇒ (4, 3, 4, 4) = 15
Greater Stanching armor rune provides DC 10 flat check for pers bleed.
Flat Check, DC 10: 1d20 ⇒ 3

◆ Time Jump (Stand, Stride), ◆ Lay on Hands (heal 54), ◆ Shield (AC 41)


Slick crashes into purple hacking away. He lands four solid hits and, with a groan, it slumps to the ground, quite dead.

Billy brings himself some much needed healing before bravely running away. Green tracks Billy's flight with its soulless black eyes. It flies forward, hovering over Billy ad Sigourney. With an evil grin it raises one clawed hand and then clenches its fist. Billy is suddenly outlined in nauseating grey energy which saps at his vitality.

Billy needs to make me a Fortitude save. I am letting you roll this one yourself. Please make it your only roll in your post.


CG Aasimar Halfling Bard 19 | HP 232/234 | AC 41 (42) | Spd 45' | F+28, R+31, W+33 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +29 (+3 visual, +1 haunts/spirits) | Init: 32 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 44. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑□□, 8☑□□, 9□□□, 10□, Focus☑□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 10/10 | Harrow Omen: Keys (reflex) | Cond: energy aegis (resist 10), speak plants/skald, shield
GMAndrewW wrote:
Billy needs to make me a Fortitude save. I am letting you roll this one yourself. Please make it your only roll in your post.

Fortitude +antimagic: 1d20 + 27 + 1 ⇒ (7) + 27 + 1 = 35

If that's a failure...
With his current harrow omen being Shields, Billy activates his Harrower ability, Avoid Dire Fate, to ensure a successful resolution.


Billy sees his life flash before his eyes but it seems Destiny still has work for him to do.

That is a fail, your reaction makes it a pass. It is Rank 8 Execute so that is 40 damage, less your 10 resist, and you are not dead.

Combat Status:
Round 2

Inspire 2/4
Haste 2/10

Turn Order

Yellow
--------------------------------------------
Pine
--------------------------------------------
Red
--------------------------------------------
Slick
Billy
--------------------------------------------
Green
--------------------------------------------
Sigourney

Bold to act.

Combat status

Slick [278], 28 damage
Billy [222], 208 damage, 4d6 bleed
Pinebrush [258], frightened 1, disarmed
Sigourney [206], 117 damage
Reginald [126], 58 damage

Blue, dead
Red
Green, DC11 flat check to target it with anything, 25THP
Purple, dead
Yellow, 10' up


Cond: | Female, Resistance 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality.| N Skilled Human Silence in Snow Witch 19 | HP 217/217| AC 41| F+29, R+30, W+31 (S>CS), (+1 saves vs magical effects)| Speed 40 ft |Perc(M) +29 (+2 visual)| Init +31 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 44. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□☑ +☑ , 6□□□, 7□□□□, 8□□□, 9□□□, 10□ Focus□□□| Staff Charges: 9+5 (14 net)| KnifeWand Uses: □□|Focus recharges □ | ✋Knifewand✋Staff✋| Quicken Spell □|

Sigourney watches helplessly as Billy takes the Execute, fully expecting Billy to drop from the death-bringing energy. When he somehow hangs on by a thread she breathes a sigh of relief, her shoulders sagging as the tension leaves her body.

Sigourney's Patron acts again, this time Commanding Reginald to protect Billy.

Sigourney pulls out her Staff of Healing from her belt - both to finally get in hand but also to pre-emptively trigger any reactions from the Green fiend.

"Billy! I...am going to heal you - hold still!" Sigourney quickly reaches out a trembling hand and places it on the Halfling's shoulder. Glowing brightly with vitality, she hastens the flow of time for Billy, herself and Reginald (whom after being commanded is in her space). They feel themselves recovering hit points as if they took a spot of Long-Term Rest, as if they've received a Moment of Renewal.

Assuming Billy has +3 Con, Sigourney and Reginald have +4 Con and the formula is (Conx18)x2:
Billy heals (3×18)×2=108 hp from Long term rest
Sigourney (and Reginald) heal (4×18)×2=144 hp from Long term rest

With magical Haste, Sigourney Strides away, trying to keep everyone within Heal range.

◇ Patron's Puppet (Command), ◆ Interact to draw Staff of Healing, ◆◆ Moment of Renewal (Sigourney, Billy, Reginald), ◆ Stride

↺ Save reaction for The Eclipse for a critical Strike against the PCs or for Cloud Dragon's Cloak, whichever one activates first.


Male Familiar of Freezing Rime 19 | HP 133/133| AC 41| F+29, R+30, W+31| 25 feet speed | Spells DC 40| ✋ ✋ | Perc +26, Low-light vision, 30 feet Cond:

(At the start of Sigourney's Turn)

Reginald receives a new order and reluctantly runs back into the fray, onto Sigourney's shoulder. He puts his paws on Sigourney's newly acquired Spellguard Shield and starts to squeak.

Reginald starts to separate into stringy bits of himself, his arms extending, warping and splitting until an even smaller, even more spaghetti-like version of himself forms. This version of himself attaches himself to the Spellguard Shield and starts to levitate towards Billy. Its movement stops when the shield is in front of Billy in a protective position as Reginald casts Dancing Shield.

The Shield is raised per the Raise a Shield action. This means that the +2 circumstance bonus to AC also applies to saving throws against spells that target Billy (as well as to AC). Sadly I don't have Shield Block...yet.

◆ Stride, ◆◆ Dancing Shield


Sigourney brings some much needed healing to the group before tactically withdrawing.

Yellow, enraged that their focus fire target is still standing swoops down at Billy and lashes out twice at him. As he does so the area plunges into dim light from the power of Sigourney's Eclipse card.

Sigoruneys reaction will trigger on the first attack. I hope you can all see in the dark as most of the chamber is now dim light. Enemies will be concealed unless you have darkvision.

Rolls:

Glaive 1: 1d20 ⇒ 19, crit, turned into a regular hit
Damage: 3d8 + 17 + 2d6 ⇒ (5, 2, 2) + 17 + (1, 5) = 32

Glaive 2: 1d20 - 5 - 3 ⇒ (18) - 5 - 3 = 10, hit

Damage: 3d8 + 17 + 2d6 ⇒ (2, 3, 3) + 17 + (3, 2) = 30

Combat Status:
Round 3

Inspire 3/4
Haste 3/10

Turn Order

Yellow
--------------------------------------------
Pine
--------------------------------------------
Red
--------------------------------------------
Slick
Billy
--------------------------------------------
Green
--------------------------------------------
Sigourney

Bold to act.

Combat status

Slick [278], 28 damage
Billy [222], 162 damage, 4d6 bleed
Pinebrush [258], frightened 1, disarmed
Sigourney [206], 0 damage
Reginald [126], 0 damage

Blue, dead
Red
Green, DC11 flat check to target it with anything, 25THP
Purple, dead
Yellow


| HP 272/272 | AC 43 | F+29 s->cs R+35 cf->f, f->1/2 damage, s->cs W+28 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 9 | weakness cold iron 5 | Perc +28 (+29 if involving sight) | Speed 35 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +36), Scout while in favored terrain (forests), and Search | Active Conditions: None

Pine stoops to collect his fallen, needle-like weapon, before swooping back towards the middle of the fight.

He considers trying out his new eternal eruption, but since they were caught by surprise it's still stowed in his pouch. No time to fumble with it now.

Besides, the ugly one (one of the ugly ones) is distracted by Billy. And... it's probably best if everyone is closer together right now, anyway. While its attention is elsewhere, he stings it twice.

It's not his best work. He still can't shake the, um, shakiness.

◆ Interact to pick up dropped weapon
◆ Fly into Green's space (triggering RS from Green, if applicable)
◆ Strike Off-Guard Green Flat Check: 1d20 ⇒ 11 Minty Toothpick (+3 Greater Striking Extending holy Greater Frost Rapier): 1d20 + 33 + 1 - 1 ⇒ (6) + 33 + 1 - 1 = 39 Critical Hammers Harrow Reroll: 1d20 + 33 + 1 + 4 - 1 ⇒ (3) + 33 + 1 + 4 - 1 = 40 for piercing: 3d6 + 6 + 1 ⇒ (5, 3, 2) + 6 + 1 = 17, precision: 4d6 ⇒ (4, 5, 6, 1) = 16, spirit (holy): 2d4 ⇒ (2, 2) = 4, and cold (ignores resistance) damage: 1d6 ⇒ 6; total of 43. No concealment check due to Blind-Fight.
◆ Strike Off-Guard Green Flat Check: 1d20 ⇒ 18 Minty Toothpick (+3 Greater Striking Extending holy Greater Frost Rapier): 1d20 + 33 + 1 - 1 - 5 ⇒ (12) + 33 + 1 - 1 - 5 = 40 for piercing: 3d6 + 6 + 1 ⇒ (6, 1, 3) + 6 + 1 = 17, precision: 4d6 ⇒ (5, 6, 4, 5) = 20, spirit (holy): 2d4 ⇒ (3, 4) = 7, and cold (ignores resistance) damage: 1d6 ⇒ 5; total of 49. No concealment check due to Blind-Fight.
◇ Debilitating Strike, if the first attack hit. Enfeebled 1 and persistent bleed 3d6
Will: 1d20 + 27 ⇒ (2) + 27 = 29


| HP 272/272 | AC 43 | F+29 s->cs R+35 cf->f, f->1/2 damage, s->cs W+28 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 9 | weakness cold iron 5 | Perc +28 (+29 if involving sight) | Speed 35 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +36), Scout while in favored terrain (forests), and Search | Active Conditions: None

Pine stoops to collect his fallen, needle-like weapon, before swooping back towards the middle of the fight.

He considers trying out his new eternal eruption, but since they were caught by surprise it's still stowed in his pouch. No time to fumble with it now.

Dashing towards Billy, he quickly tends to the worst of his wounds. And then heals him with his gloves too, for good measure.

◆ Interact to pick up dropped weapon
◆ Stride into Billy's space
◆ Battle Medicine (Master) Medicine: 1d20 + 30 - 1 ⇒ (3) + 30 - 1 = 32 Success for healing: 4d8 + 30 ⇒ (7, 7, 3, 8) + 30 = 55
◆ Greater Healer's Gloves Healing: 4d6 + 15 ⇒ (4, 5, 1, 4) + 15 = 29 Total of 84 healed.
Will: 1d20 + 27 + 1 - 1 ⇒ (19) + 27 + 1 - 1 = 46


Pine rushes over and provides some much needed healing for Billy.

That Battle Medicine looks like a success not a crit, so 2d8+30, so 73 total.

Red slithers forward to flank Billy and Pine. It snaps out at Billy with its jaws, tearing out chunks of flesh and undoing Pines good work.

Rolls:

Bite 1: 1d20 ⇒ 7, hit
Damage: 3d10 + 16 + 1d6 ⇒ (9, 9, 6) + 16 + (4) = 44

Bite 2: 1d20 - 5 ⇒ (19) - 5 = 14, hit
Damage: 3d10 + 16 + 1d6 ⇒ (7, 2, 9) + 16 + (5) = 39

Combat Status:
Round 3

Inspire 3/4
Haste 3/10

Turn Order

Yellow
--------------------------------------------
Pine
--------------------------------------------
Red
--------------------------------------------
Slick
Billy

--------------------------------------------
Green
--------------------------------------------
Sigourney

Bold to act.

Combat status

Slick [278], 28 damage
Billy [222], 172 damage, 4d6 bleed
Pinebrush [258]
Sigourney [206],
Reginald [126],

Blue, dead
Red
Green, DC11 flat check to target it with anything, 25THP, 10' up
Purple, dead
Yellow


Male Half-Elf Fighter 19 | ♥️ 293/293| ➕ slash 5, fire 19, fiend spells/magic 2, falling ∞ | AC 44 | Speed 60' | Scout (Init +29, +2 visual) | Antimagic: F+31M (Battle Hard.) R+29M (Bulwark, Temp. Ref.) W+29M (Bravery) | Perc+27M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 35; Slots: 1□ 2□ 3□ | Hero 1, ⚒+⚿++-⛨•★+•| ✋ | Status:

With no small measure of satisfaction, Slick dispatches his latest opponent with a flurry of sword strikes. He glances over to see how his friends are holding up against the remaining daemons.

He lets out a sigh. As usual, Billy’s magnetic personality was drawing the creatures’ attention; the fiends seemingly going out of their way to take a bite out of him. Slick once again wonders what it is about his friend that provokes such fury in these monsters. Good thing that Sigourney and Pine were doing their best to keep Billy in the fight, because Slick has his hands full cutting down their enemies one by one.

Seeing that only one of the creatures was within reach of his leap, Slick launches himself at the remaining purrodaemon. He lands in front of Sigourney and gets to work with his sword.

Actions 1 & 2 (◆◆): Needle in the Gods’ Eyes
- Action: Leap with Greater Boots of Bounding - Up to 50 feet horizontally or vertically.
- Action: Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem vs Yellow.
- Action: Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem vs Yellow.

Greatsword Attack: 1d20 + 33 + 3 + 1 ⇒ (7) + 33 + 3 + 1 = 44
Greatsword Damage: 3d12 + 14 + 1 ⇒ (3, 3, 7) + 14 + 1 = 28 slashing damage
Greatsword Flaming Damage: 1d6 ⇒ 2 fire damage - no resistance
Greatsword Holy Damage: 1d4 ⇒ 1 holy spirit damage
Greatsword Holy Extra Damage to Unholy: 1d4 ⇒ 3 holy spirit damage

Greatsword Attack: 1d20 + 33 + 3 + 1 + 4 ⇒ (15) + 33 + 3 + 1 + 4 = 56
Greatsword Damage: 3d12 + 14 + 1 + 4 ⇒ (10, 3, 8) + 14 + 1 + 4 = 40 slashing damage
Greatsword Flaming Damage: 1d6 ⇒ 1 fire damage - no resistance
Greatsword Holy Damage: 1d4 ⇒ 2 holy spirit damage
Greatsword Holy Extra Damage to Unholy: 1d4 ⇒ 1 holy spirit damage

The second Strike I'm guessing is a crit, in which case...

If Crit Success, target is Off-Guard until the start of your next turn (Fighter Weapon Mastery of Swords).

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)

Reaction (↺): Battle Cry
- Action: Demoralize with The Tyrant and Intimidating Prowess vs Yellow.

Intimidation (Demoralize): 1d20 + 30 + 3 + 2 ⇒ (8) + 30 + 3 + 2 = 43 vs Yellow Will DC

I'm going to assume that's good enough for Frightened 1.

Action 3 (◆): Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem and MAP2 vs Off-Guard and Frightened 1 Yellow.

Greatsword Attack: 1d20 + 33 + 3 + 1 - 10 ⇒ (9) + 33 + 3 + 1 - 10 = 36 vs Off-Guard and Frightened 1
Greatsword Damage: 3d12 + 14 + 1 ⇒ (11, 5, 10) + 14 + 1 = 41 slashing damage
Greatsword Flaming Damage: 1d6 ⇒ 2 fire damage - no resistance
Greatsword Holy Damage: 1d4 ⇒ 3 holy spirit damage
Greatsword Holy Extra Damage to Unholy: 1d4 ⇒ 2 holy spirit damage

Action 4 (◆): Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem, Haste and MAP2 vs Off-Guard and Frightened 1 Yellow.

Greatsword Attack: 1d20 + 33 + 3 + 1 - 10 ⇒ (12) + 33 + 3 + 1 - 10 = 39 vs Off-Guard and Frightened 1
Greatsword Damage: 3d12 + 14 + 1 ⇒ (3, 12, 10) + 14 + 1 = 40 slashing damage
Greatsword Flaming Damage: 1d6 ⇒ 6 fire damage - no resistance
Greatsword Holy Damage: 1d4 ⇒ 2 holy spirit damage
Greatsword Holy Extra Damage to Unholy: 1d4 ⇒ 4 holy spirit damage


CG Aasimar Halfling Bard 19 | HP 232/234 | AC 41 (42) | Spd 45' | F+28, R+31, W+33 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +29 (+3 visual, +1 haunts/spirits) | Init: 32 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 44. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑□□, 8☑□□, 9□□□, 10□, Focus☑□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 10/10 | Harrow Omen: Keys (reflex) | Cond: energy aegis (resist 10), speak plants/skald, shield

"Thanks for the healing, Pine. I feel much bet..." Oof! The poor halfling absorbs another blow.

Billy decides he's had enough of being the bad guys' punching bag. First, he mutters "wield shield" to continue his magical force field. Then he sings out,
"This constant endless beating -- I'm growing rather tired.
They say that fame is fleeting. Till then, I'll be admired!"

Billy casts Overwhelming Presence on all 3 remaining enemies. Surrounded in supernatural splendor, Billy's golden hue expands into a godlike celestial aura.
All enemies w/in 40': Will Save DC 41. Note: Incapacitation trait for enemies level 19+.

Overwhelming Presence:

Spell: Overwhelming Presence
Rank: 9th
Area: 40' burst
Target: Any number of creatures
Duration: Until tribute is paid

Description: You surround yourself with supernatural splendor, appearing to be a god or similarly majestic being, with an appearance, regalia, and iconography of your choice. Targets must attempt a Will save. Regardless of the outcome, the target is then temporarily immune for 1 minute.

Critical Success The target is unaffected.
Success The target must pay tribute to you two times. Paying tribute requires that the target spend a single action, which has either the move trait (as they bow) or manipulate trait (as they offer up a token in their hands). They must pay tribute at least once on each of their turns, if possible. While affected, the target is fascinated by you and can't use hostile actions against you.
Failure As success, but the target must pay tribute a total of six times.
Critical Failure As failure, but the target must spend all its actions paying tribute, and they cannot take other actions until the tribute is fully paid.

With the enemies hopefully demonstrating a more non-violent method of adoration, the little halfling runs off to find a more ... strategic position.

◆ Shield, ◆◆ Overwhelming Presence, ◆ Stride (hasted)


Slick leaps at Yellow. He lands two solid hits and the creature seems somewhat perturbed.

Billy begins to radiate godlike energy! Green begins to whine and grovel on the floor while Red cries out in horror. Seriously impeded, the group is able to quickly dispatch the remaining foes.

COMBAT OVER

The room falls quiet but all of your cards have gone...

What do you do?

Rolls:

Will saves, red, green, yellow

3d20 ⇒ (10, 4, 19) = 33

Fail, Crit Fail, Pass

I think Green actually needs a flat check to target. While overwhelming presence is a burst it targets "any number of creatures". I read that as meaning you have to target who you want to affect in the area, making concealment an issue.

Flat check: 1d20 ⇒ 19


Cond: | Female, Resistance 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality.| N Skilled Human Silence in Snow Witch 19 | HP 217/217| AC 41| F+29, R+30, W+31 (S>CS), (+1 saves vs magical effects)| Speed 40 ft |Perc(M) +29 (+2 visual)| Init +31 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 44. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□☑ +☑ , 6□□□, 7□□□□, 8□□□, 9□□□, 10□ Focus□□□| Staff Charges: 9+5 (14 net)| KnifeWand Uses: □□|Focus recharges □ | ✋Knifewand✋Staff✋| Quicken Spell □|

Seizing the opportunity, Sigourney blasts Yellow and Red with as many Holy Lights as she can force out of her wand and herself.

DC 10 Flat check for breaking: 1d20 ⇒ 5

Sigourney's Knifewand, covered in patchwork stitches and reforged countless times over years of use, shatters in her hand from magical strain. This shock knocks Sigourney prone.

Exhausted, Sigourney slowly gets back up from her prone position, using her Staff as a walking stick, the sound of Daemons dying around her. A thin smile forms around her lips.

"Reginald...you are alive? Thank Nethys." She pauses to think, a thoughtful expression on her face which soon gives way to alarm.

"Hang on a second...we do not have our cards anymore...does that mean...what happens to Harrowheart?" Sigourney hobbles over to the rest of the party.

"Quickly, we must return! That woman could be storming Harrowheart as we speak!"


Male Half-Elf Fighter 19 | ♥️ 293/293| ➕ slash 5, fire 19, fiend spells/magic 2, falling ∞ | AC 44 | Speed 60' | Scout (Init +29, +2 visual) | Antimagic: F+31M (Battle Hard.) R+29M (Bulwark, Temp. Ref.) W+29M (Bravery) | Perc+27M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 35; Slots: 1□ 2□ 3□ | Hero 1, ⚒+⚿++-⛨•★+•| ✋ | Status:

With his two friends falling to their knees to worship Billy, the remaining purrodaemon finds itself in the unenviable position of fighting on alone. Slick's flashing sword soon cuts it down, sending the creature back to Abaddon where it is soon followed by its groveling companions.

"Nice job there, Billy. Pretty sure we could have finished them off eventually, but your spell sure sped things up subtantially."

Slick then starts searching the area in case the daemons left anything of value behind.

Activity: Search with Obsidian Goggles (Greater) (Perception +26, +2 Visual) - SECRET

When Sigourney suggests returning to Harrowheart immediately, Slick can't help but agree, though he's not so sure if they still can. "Don't we need to have at least one card in our possession to shift back to the Harrow Court? I guess we'll find out soon enough."

He then focuses on whatever remnants of the cards' power he still possesses and attempts to shift back to the Harrow Court.

Action: Enter the Harrow Court

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