PF2E Stolen Fate

Game Master andreww

Book 1 Roll20 Table
Book 2 Roll20 Table

Loot List
Character Stats

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

GM Rolls:

[dice=Attack 1]1d20[/dice]
[dice=Attack 2]1d20[/dice]
[dice=Attack 3]1d20[/dice]

[dice=Damage] [/dice]

[dice=Fortitude]1d20[/dice]
[dice=Reflex]1d20[/dice]
[dice=Will]1d20[/dice]

PC Rolls:

Perception
[dice=Slick ] 1d20+25 [/dice], Master
[dice=Billy ] 1d20+ 27[/dice], Master, +2 visual and hearing
[dice=Pinebrush]1d20 + 26 [/dice], Legendary, +1 visual
[dice=Sigourney]1d20+27[/dice], Expert, +2 visual

Initiative
[dice=Slick ] 1d20+27 [/dice]
[dice=Slick Battle Cry]1d20+34[/dice]
[dice=Billy ] 1d20+27 [/dice], +2 item visual/hearing, +2 circ scout
[dice=Pinebrush, Stealth]1d20 + 34 [/dice], Perception +26, +1 circ if visual, +2 circ scout
[dice=Sigourney]1d20+27[/dice], +2 circ scout, +2 item visual

Fort Saves
[dice=Slick ] 1d20+29 [/dice], Juggernaut, +1 vs magic
[dice=Billy ] 1d20+ 26[/dice], +1 vs magic
[dice=Pinebrush]1d20 + 27 [/dice], pass becomes crit, +1 vs magic
[dice=Sigourney] 1d20+27[/dice], +1 vs magic, bump vs disease
[dice=Reginald ] 1d20+27[/dice]

Reflex Saves
[dice=Slick ] 1d20+27[/dice], Bulwark +1, Evasion, +1 vs magic
[dice=Billy ] 1d20+29 [/dice], +1 vs magic
[dice=Pinebrush]1d20 + 33 [/dice], Improved Evasion, +1 vs magic
[dice=Sigourney] 1d20+28[/dice], +1 vs magic, agile mind
[dice=Reginald ] 1d20+28[/dice], probably evasion

Will Saves
[dice=Slick ] 1d20+ 27[/dice], Bravery, +1 vs magic
[dice=Billy ] 1d20+31[/dice], Greater Resolve, +1 vs magic
[dice=Pinebrush]1d20 +26 [/dice], +1 vs magic
[dice=Sigourney] 1d20+29[/dice], +1 vs magic, resolve
[dice=Reginald ] 1d20+29[/dice]

Harrow Deck:

[dice=Harrow Draw]1d6 + 1d9[/dice]
Suit: Hammers, Keys, Shields, Books, Stars, Crowns
Alignment: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil


401 to 450 of 2,340 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

Dramiil is able to add his own efforts to the protective rituals. the small rice plants ringing the clearing briefly glow with a pale yellow light. The protection is in place and holding strong...for now.

Dramiil and Nubnonk put their heads together to discuss the Jiangh-Shi. Keru also joins in their discussion Between you all ou realise that if you can hold your breath then you will become very difficult for a jiangh-shi vampire to perceive. Also, if they grapple you they can drain your vital energy, or Ki as Keru describes it.

Holding your breath in this situation requires you to have a hand free to cover your mouth and nose fully. The jiangh-shi can impose a stacking drained condition.

As darkness falls the Scaleseeds gather in the centre of the clearing. Each of them evokes a simple light spell to provide some comfort against the encroaching night.

Go ahead and decide where you want to be on the map and what exploration activity you want to be using. Can I just heck everyone's vision as this encounter takes place at night.


CG Aasimar Halfling Bard 17 | HP 210/210 | AC 38 | Spd 45' | F+26, R+29, W+31 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +27 (+2 visual, +1 haunts/spirits) | Init: +29 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 39. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑☑□, 8☑□□, 9□□, Focus☑□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Crowns (Other)| Cond: resist 10 energy

At Nubnonk's and Slick's suggestion that Billy consider using the Staff as a stake, the halfling nods importantly, "Will do!" When the group discusses needing a free hand to hold one's breath, the bard looks mournfully at his lute, and carefully tucks it away.

Finally, gripping his staff, Billy steps to the side of the clearing and prepares for battle.

Exploration Mode: Search (with low-light vision from his Aasimar heritage).


Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

Exploration Mode: Investigate. Darkvision. Perception [Master] +20.

Nubnonk wracks his brain to think of ways to increase how well he and the others can hold their breaths and still use both hands. In unofficial competitions, he had gotten to 54 seconds of holding his breath, which was pretty good for a small goblin. But he had never specifically trained for it or anything, not like the venerated bards of his people.

Like Smink. Oh, beautiful Smink.

The goblin stops daydreaming--it was too late and/or too early for that, depending on your world-shifting perspective. And he had to focus!

"Billy and Dramiil maybe can use one hand to help hold breath, but Slick and Nubnonk need both hands. Nubnonk have boomerang and scepter, need both to fight!"

@GM: Can we devise any makeshift measures, like altering a mask we're wearing that covers our mouths but then stuffing some cotton in our noses, to be able to use both hands for a bit? Nubnonk will plug up his nose and go mouth-breather for a while, and then happily use an action to don and secure his mask when he detects Kannijo. But yeah, I'm kind of screwed if I can't use both hands.


Male Half-Elf Fighter 17 | ♥️ 263/263 | ➕ slash 4, mental 16, fiend spells/magic 2 | AC 41 | Speed 55' | Scout (Init +27) | Antimagic: F+29M (Battle Hard.) R+27M (Bulwark, Temp. Ref.) W+27M (Bravery) | Perc+25M (Darkvision) | Fly ☑□ | Focus □□ | Spells DC 33; Slots: 1□ 2□ 3□ | Hero 1, ◫++⚿+•★+| ✋ +3 GS Greatsword | Status:

As the night falls, Slick's vision changes slightly to take the approaching darkness into account and he continues to be able to see perfectly well. When the breath holding conversation comes up, Slick glances at both his hands wrapped around the hilt of his greatsword. "Welp, that's me out of the competition. But that's fine with me: I want Kannijo to find me. He's got something I want."

Slick scans around him continuously looking for any sign of an approaching ambush.

Exploration Mode: Scout +22 (with darkvision from Cavern Elf Atavism)


No makeshift measures sorry.

The group gather together and make their preparations. The sun dips behind the mountains and darkness settles on the clearing. Around you the jungle coms to life with the sounds of a thousand different insects and animals. Stars glimmer overhead providing a little light but not much and it starts to get cold. After several hours, as your legs are starting to cramp up, suddenly the jungle goes quiet and you are immediately aware of three massive forms lurching towards the clearing!

Initiative
Dramiil : 1d20 + 19 ⇒ (4) + 19 = 23
Slick : 1d20 + 20 + 2 ⇒ (4) + 20 + 2 = 26
Billy : 1d20 + 23 + 2 ⇒ (5) + 23 + 2 = 30
Nubnonk : 1d20 + 20 ⇒ (11) + 20 = 31
Nubnonk Battle Cry: 1d20 + 27 ⇒ (18) + 27 = 45

Nothing is in range of Slick for Battle Cry. Nubnonk gets a critical success on Green who would be fleeing into the forest if it didnt seem to be unfazed by the little goblin.

The three massive plant creatures lurch out of the surrounding forest and begin demolishing the rice plants which were used as a focus for the protective ritual. They seem to be very effective at doing so!

If one of the creatures attacks a rice plant then a PC can protect that plant using their reaction to put yourself in the way. In this case you become the target of the attack. I have put a bunch of tokens on the map to represent the plants. Those with an X on them have been destroyed.

Combat Status:
Round 1
Turn Order

Green
Blue
Orange
------------------------------------------------
Nubnonk
Billy
Slick
Dramiil

Scaleseeds

Bold to act.

Combat status

Slick 188/188
Dramiil 116/116
Nubnonk 166/166
Billy 138/138

Rice plants: 8/14
Rice Ritual Points: 3


Male Half-Elf Fighter 17 | ♥️ 263/263 | ➕ slash 4, mental 16, fiend spells/magic 2 | AC 41 | Speed 55' | Scout (Init +27) | Antimagic: F+29M (Battle Hard.) R+27M (Bulwark, Temp. Ref.) W+27M (Bravery) | Perc+25M (Darkvision) | Fly ☑□ | Focus □□ | Spells DC 33; Slots: 1□ 2□ 3□ | Hero 1, ◫++⚿+•★+| ✋ +3 GS Greatsword | Status:

Jeez. I'm beginning to wonder if Battle Cry was worth the investment :)

Slick hears some rustling in the forest and looks over in time to see some massive plants pushing through the undergrowth and starting to chomp on the precious rice seedlings. "Looks like someone hasn't been keeping up with the weeding around here. I guess that's our job now."

Note: Looks like at 15ft square, they're officially Huge, so only 2 sizes larger than Slick. Titan Wrestler and Powerful Shove means that he can still affect them.

Slick waits for the usual buffing from Billy and the others before launching himself at the nearest overgrown bush.

Action (◇): Delay: Until after Billy, Dramiil and Nubnonk's turns.

The following assumes that Billy managed to get Inspire Courage going. Hopefully Nub can find a weakness and share it.

Action 1 (◆): Stride (45 feet)

I put Slick over one of the rice plants. I'm assuming he can share that space with them. If not, or if doing so destroys the plant, then move Slick one square East from his current location.

Action 2 (◆): Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage and Share Weakness? vs Orange Plant.

Greatsword Attack: 1d20 + 23 + 2 + 1 ⇒ (17) + 23 + 2 + 1 = 43
Greatsword Damage: 3d12 + 8 + 1 ⇒ (3, 12, 8) + 8 + 1 = 32 slashing damage plus weakness?

If Crit Success:
The target is flat-footed until the end of your next turn (Grievous).

The following assumes that was a crit, otherwise ignore flat-footed.

Action 3 (◆): Brutish Shove with Powerful Shove
- Action: Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage, Share Weakness and MAP1 vs Flat-Footed Orange Plant.
- Action: Shove with Powerful Shove vs Orange Vrock

Greatsword Attack: 1d20 + 23 + 2 + 1 - 5 ⇒ (19) + 23 + 2 + 1 - 5 = 40 vs Flat-Footed
Greatsword Damage: 3d12 + 8 + 1 ⇒ (11, 3, 2) + 8 + 1 = 25 slashing damage plus weakness?

If Crit Success:
The target is flat-footed until the end of your next turn (Grievous).

If Crit Success:
You push your target back 20 feet. You can Stride after it, but you must move the same distance and in the same direction (Flinging Shove).
If Target <= Huge: The target is flat-footed until the end of your current turn (Powerful Shove & Brutish Shove).

If Success:
You push your target back 10 feet. You can Stride after it, but you must move the same distance and in the same direction (Flinging Shove).
If Target <= Huge: The target is flat-footed until the end of your current turn (Powerful Shove & Brutish Shove).

If Failure:
You push your target back 5 feet (Flinging Shove).
The target is flat-footed until the end of your current turn (Brutish Shove).

Surely there's a tree or two that Slick can use to slam the plant against. Slick will Stride after the creature and try to stay adjacent to it.

Shoved Against Object:
Shove Damage: 5 = 5 bludgeoning damage (Powerful Shove).

Reaction (↺): Attack of Opportunity

Attack of Opportunity if it comes up:
Action (◆): Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage and Share Weakness? vs Flat-Footed Orange Plant.

Greatsword Attack: 1d20 + 23 + 2 + 1 ⇒ (5) + 23 + 2 + 1 = 31 vs Flat-Footed
Greatsword Damage: 3d12 + 8 + 1 ⇒ (1, 7, 9) + 8 + 1 = 26 slashing damage plus weakness?

If Crit Success, the target is flat-footed until the end of your next turn (Grievous).


Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

I feel that way about a lot of the skill feats. They're either useless 99% of the time or they're Scare to Death.

"Hey!" Nubnonk shouts after realizing that his fearsome battle cry had had no effect. "You very rude!"

The goblin was already somewhat interposed between the nearest plant creature and the next row of rice plants, and so stands his ground and tries to attack it.

◆ Exploit Vulnerability Esoteric Lore, Plant Creatures: 1d20 + 23 ⇒ (3) + 23 = 26 vs Standard DC for the creature's level
◆ +2 Striking Returning Boomerang Ranged Strike, Green Plant: 1d20 + 22 + 1 ⇒ (2) + 22 + 1 = 25
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (6, 5) + 6 + 3 = 20 Plus weakness

Success grants information as Recall Knowledge (Diverse Lore) w/ additional information or context (Know-It-All). Should still get something w/ Dubious Knowledge. Activating mortal weakness if available and I succeed. Unfortunately, I feel like that's gonna be a failure...

Exploit Vulnerability:
◆ (Esoterica, Manipulate, Thaumaturge) Frequency once per round Requirements You are holding your implement. You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again.
Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. You can attempt to Exploit Vulnerabilities in one of two ways: either by invoking properties that repel that type of creature, or by attempting a more improvisational, ad-hoc method with your esoterica that can impose a custom weakness on any creature, albeit one that usually isn't as dire as a creature's existing weakness.

◆ Share Weakness:
(Esoterica, Manipulate, Thaumaturge) Prerequisites Exploit Vulnerability, mortal weakness Requirements You are Exploiting a creature's Vulnerability using mortal weakness. You select an object from your esoterica that has great personal value to you, such as a locket or treasured ring, and you grant it to an ally, establishing a personal link that allows your ally to affect an enemy as if they were you. The ally's Strikes apply the weakness from your mortal weakness the same way your Strikes do. This benefit ends when your Exploit Vulnerability ends or you Share Weakness again.

Since that doesn't seem like I'll actually be able to Share Weakness this round, I'll throw in an alternate action.

Alternate Action:
◆ +2 Striking Returning Boomerang Ranged Strike, MAP, Green Plant: 1d20 + 22 + 1 - 5 ⇒ (9) + 22 + 1 - 5 = 27
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (1, 5) + 6 + 3 = 15 Plus Weakness or Personal Antithesis (8)

Unfortunately, the goblin isn't having a particularly good roll of luck or skill.

We'll try again next round.


CG Aasimar Halfling Bard 17 | HP 210/210 | AC 38 | Spd 45' | F+26, R+29, W+31 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +27 (+2 visual, +1 haunts/spirits) | Init: +29 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 39. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑☑□, 8☑□□, 9□□, Focus☑□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Crowns (Other)| Cond: resist 10 energy

When the larger-than-life vegetation attacks, Billy sings,

"Assaulted by murderous plants!
How 'bout a song and a dance?
.....They're not very nice.
.....They're eating our rice.
This salad does not stand a chance!"

Performance - Lingering Composition +Virt Performer (no lute), DC 30: 1d20 + 23 + 2 ⇒ (14) + 23 + 2 = 39
Well, darn ... the lute woulda made it a crit. No matter.
Success: Inspire Courage lasts 3 rounds. (Cost: 1 focus point).
All allies within 60' have +1 status bonus to attacks/damage and fear saves.

With his team duly inspired, Billy studies the plants. While he'd like to focus attack on the injured one, it's just out of range. Instead, he tries out a new version of his Chromatic Ray to do max damage on the nearest (green) enemy.

"Mary Mary, quite contrary
How does your garden grow?
These monstrous plants are very scary.
Time for them to go!"

Chromatic Ray (6th) +IC vs Green: 1d20 + 21 + 1 ⇒ (18) + 21 + 1 = 40
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 ⇒ 7
Violet: The target is slowed for 1 minute. It must also succeed at a Will save (DC 31) or be teleported 120 feet directly away from you.

Bummer about no damage, and slowed may not mean much to these things ... maybe get lucky with teleport? Oh well ... it was fun to try!

◆ Inspire Courage, ◇ Lingering Composition, ◆◆ Chromatic Ray


Stats:
AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
Skills:
Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

Dramiil looks to the rice near him and does some quick calculations. "I can only save two. Little plants, I'm going to do what I can to keep you alive. Dream of the paddy fields and a warm summer day."

He weaves magic from his mind and unspools an invisible wall around him and the rice stands, towering twenty feet into the air.

Placing a Wall of Force around Dram and two plants.


Billy inspires his companions and blasts the green plant. It promptly vanishes in a flash of light. Unnoticed by the group is appears somewhere off in the jungle and is rather confused, despite being mindless.

This puts green out of the fight for quite some time given the slow seems to be automatic. I have removed him from the map for now.

Dramiil protects himself and some plants with the ever versatile Wall of Force. Nubnonk cannot quite get a read on the plants and his boomerang goes wide twice.

Thats a fail on exploit and recall knowledge and both attacks. We havent been using Dubious Knowledge so far, if you want me to I can but it adds quite a bit of extra complication. Its one of my least favourite feats but if you want to use it we will. Its less of an issue in PBP than in FTF or Online real time games.

Meanwhile, Slick crashes into Orange. His first cut carves a deep gash in the rubbery hide of the creature which triggers an attack of its own. A massive leaf lashes out and wraps around Slick!

Thats a crit for 64 damage but it triggers a reaction which hits for 19 and grabs Slick.

The second attack is similarly devastating and drives the massive plant backwards.

Thats also a crit for 55 damage. If you go with it you will remain grabbed, if you dont you will break the grab.

The druids huddle together in the centre of the clearing trying to stay out of the way.

I am going to pause here as I need to know what Slick is going to do.

Rolls:

Green Will: 1d20 ⇒ 2

Green reaction: 1d20 ⇒ 19
Damage: 2d8 + 7 ⇒ (8, 4) + 7 = 19 P


Slick drives the plant back into the forest. It comes driving back at him twice as hard! It unleashes a flurry of leaf attacks which Slick weathers but ends up feeling a bit battered and bruised.

18 damage on a miss

Blue advances on Billy and destroys two more of the rice plants powering the ritual. Out in the forest somewhere Green starts to slowly make its way back to the clearing.

Rolls:

Orange : 1d20 ⇒ 2 MISS
Damage on a Miss: 2d8 + 7 ⇒ (5, 6) + 7 = 18

Combat Status:
Round 2
Turn Order
Inspire 2/3

Green
Blue
Orange
------------------------------------------------
Nubnonk
Billy
Slick
Dramiil

Scaleseeds

Bold to act.

Combat status

Slick 151/188
Dramiil 116/116
Nubnonk 166/166
Billy 138/138

Green, slowed 1 [1 minute - rnd 1], 70' away
Orange, 119 damage, ff

Rice plants: 6/14
Rice Ritual Points: 2


Male Half-Elf Fighter 17 | ♥️ 263/263 | ➕ slash 4, mental 16, fiend spells/magic 2 | AC 41 | Speed 55' | Scout (Init +27) | Antimagic: F+29M (Battle Hard.) R+27M (Bulwark, Temp. Ref.) W+27M (Bravery) | Perc+25M (Darkvision) | Fly ☑□ | Focus □□ | Spells DC 33; Slots: 1□ 2□ 3□ | Hero 1, ◫++⚿+•★+| ✋ +3 GS Greatsword | Status:

Slick's first blow strikes home, but the giant plant takes it badly and grabs him with a massive tendril. Not to be so easily rebuffed, Slick swings his greatsword and brings it down on the offending extremity before smashing the plant deep into the forest.

The plant is 20 feet away on the map right now, which is where I assume Slick's shove left it. The GM states that It comes driving back at him twice as hard, followed by some sort of super-attack. I presume that it had to move forward at least one square in Slick's direction to get within Reach. Not that it really matters as I think Slick's Speed is such that he can reach the plant from where he is.

Slick watches in satisfaction as the plant regroups and comes charging back. He weathers the flurry of attacks with just a few scratches to show for it. "Is that all you've got left in the tank, weedy boy? Not impressed. Maybe you'll get another shot at me, but doubt it."

Slick pauses a moment in case Billy and the others have anything they want to do, and then charges into the forest after his green nemesis, slashing twice and pushing it further away from the clearing.

Slick will not follow the plant after the shove.

Action (◇): Delay: Until after Billy, Dramiil and Nubnonk's turns.

Action 1 (◆): Stride (45 feet)

Action 2 (◆): Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage vs Flat-Footed Orange Plant.

Greatsword Attack: 1d20 + 23 + 2 + 1 ⇒ (15) + 23 + 2 + 1 = 41 vs Flat-Footed
Greatsword Damage: 3d12 + 8 + 1 ⇒ (6, 2, 11) + 8 + 1 = 28

If Crit Success:
The target is flat-footed until the end of your next turn (Grievous).

Action 3 (◆): Brutish Shove with Powerful Shove
- Action: Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage, Share Weakness and MAP1 vs Flat-Footed Orange Plant.
- Action: Shove with Powerful Shove vs Orange Plant

Greatsword Attack: 1d20 + 23 + 2 + 1 - 5 ⇒ (10) + 23 + 2 + 1 - 5 = 31 vs Flat-Footed
Greatsword Damage: 3d12 + 8 + 1 ⇒ (12, 2, 11) + 8 + 1 = 34

The Shove uses the same success criteria as the Strike

If Crit Success:
The target is flat-footed until the end of your next turn (Grievous).

If Crit Success:
You push your target back 20 feet. You can Stride after it, but you must move the same distance and in the same direction (Flinging Shove).
If Target <= Huge: The target is flat-footed until the end of your current turn (Powerful Shove & Brutish Shove).

If Success:
You push your target back 10 feet. You can Stride after it, but you must move the same distance and in the same direction (Flinging Shove).
If Target <= Huge: The target is flat-footed until the end of your current turn (Powerful Shove & Brutish Shove).

If Failure:
You push your target back 5 feet (Flinging Shove).
The target is flat-footed until the end of your current turn (Brutish Shove).

Shoved Against Object:
Shove Damage: 5 = 5 bludgeoning damage (Powerful Shove).

Reaction (↺): Attack of Opportunity

Attack of Opportunity if it comes up:
Action (◆): Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage and Share Weakness? vs Flat-Footed Orange Plant.

Greatsword Attack: 1d20 + 23 + 2 + 1 ⇒ (16) + 23 + 2 + 1 = 42 vs Flat-Footed
Greatsword Damage: 3d12 + 8 + 1 ⇒ (9, 1, 4) + 8 + 1 = 23

If Crit Success, the target is flat-footed until the end of your next turn (Grievous).


CG Aasimar Halfling Bard 17 | HP 210/210 | AC 38 | Spd 45' | F+26, R+29, W+31 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +27 (+2 visual, +1 haunts/spirits) | Init: +29 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 39. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑☑□, 8☑□□, 9□□, Focus☑□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Crowns (Other)| Cond: resist 10 energy

Billy jumps for joy when he sends one of the enemies on an all-expense paid trip to the other side of the jungle. He calls out in Sylvan, "Don't forget to write." Then as the near (Blue) one moves in to attack one of the defenseless rice plants, Billy jumps in front to take the blow instead.
Billy uses his reaction on the previous turn, hoping he doesn't regret it.

He then studies the plant creature to see what he knows about them.
(Recall Knowledge with Nature +18.)

After sharing with the group, Billy decides the last spell worked so well, he'll try it again. He chants and casts another Chromatic Ray,

"One of the creatures departed.
Into the dead of night.
I'm Billy. I'm just getting started
Helping you see the light. "

Chromatic Ray (6th) +IC: 1d20 + 21 + 1 ⇒ (12) + 21 + 1 = 34
Random color
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, or Blind on crit + reroll): 1d8 ⇒ 8
Violet => Dazzled (or blinded?) until end of Billy's next turn.
Reroll for Violet: 1d8 ⇒ 3
Electricity Damage + Dangerous Sorcery: (60) + 6 = 66
If crit, double damage.

Regaining his reaction on the new turn, Billy will again attempt to save the rice plant if Blue attacks it. Even if Blue still kills it, at least Billy will slow it down.

◆ Recall Knowledge, ◆◆ Chromatic Ray


Stats:
AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
Skills:
Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

Dramiil makes some odd gestures and inclines his head in different directions, and the landscape warps in four distinct cubes around various rice plants.

Strange Geometry

"The should confuse any assailants...I hope," he says, slightly muffled through the walls of force.


Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

Nubnonk looks quite flustered after his failures moments ago and looks with dismay around the battlefield as everyone else seems to be contributing more (and more effectively) than him. He hadn't even been able to identify the rude plants! He blames the strange lighting and sudden changes for all this before resolving himself to do better. No plant was going to get the better of him!

◆ Exploit Vulnerability Esoteric Lore, Plant Creatures: 1d20 + 23 ⇒ (11) + 23 = 34 vs Standard DC for the creature's level

Success grants information as Recall Knowledge (Diverse Lore) w/ additional information or context (Know-It-All). Activating mortal weakness if available and I succeed.

◆ +2 Striking Returning Boomerang Ranged Strike, IC, vs Blue Plant: 1d20 + 22 + 1 ⇒ (8) + 22 + 1 = 31
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (4, 4) + 6 + 3 = 17 Plus weakness

Exploit Vulnerability:
(Esoterica, Manipulate, Thaumaturge) Frequency once per round Requirements You are holding your implement. You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again.
Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. You can attempt to Exploit Vulnerabilities in one of two ways: either by invoking properties that repel that type of creature, or by attempting a more improvisational, ad-hoc method with your esoterica that can impose a custom weakness on any creature, albeit one that usually isn't as dire as a creature's existing weakness.

◆ Share Weakness:
(Esoterica, Manipulate, Thaumaturge) Prerequisites Exploit Vulnerability, mortal weakness Requirements You are Exploiting a creature's Vulnerability using mortal weakness. You select an object from your esoterica that has great personal value to you, such as a locket or treasured ring, and you grant it to an ally, establishing a personal link that allows your ally to affect an enemy as if they were you. The ally's Strikes apply the weakness from your mortal weakness the same way your Strikes do. This benefit ends when your Exploit Vulnerability ends or you Share Weakness again.

Blinking his eyes, Nubnonk feels much more confident. Almost all plants could burn. That was one of the first things goblins learned when they started to play with fire in the cradle. This was part of why it had been so easy for the Crookedtoes Tribe to convert to worship of Sarenrae. Fire was already holy to goblins!

With a grin, Nubnonk taps his holy symbol to his boomerang, which begins glowing with a fiery aura that does not burn the weapon. As he lets loose his weapon, he reaches into his pockets and pulls out a ring containing the ashes of a married couple from ages past who fought side by side in the Shining Crusade. One had been a fierce devotee of Gorum, and the other a paladin of Sarenrae. Although they had fallen, the ring still represented that sort of fiery bond. Nubnonk was very happy to have found it antiquing in Absalom with Billy one day. He squeezes it tight and throws it towards Slick.

"BURN THEM!" the goblin cries, his eyes alight with glee.


Billy manages to interpose himself in front of one the rice plants buts takes a solid battering instead of it. The blow to the side of his head disorients him so much he cannot think what these creatures are. On the plus side, it does not affect his aim and he blasts the horrid plant monster.

Regular hit for 66 damage and dazzled

Meanwhile from within his box Dramiil twists and bends space around some of the plants.

OK, there have to be some limits on wall of force and this is one of them. Its a solid barrier so it does block like of effect for spells. As such the cubes from Strange Geometry will not go through it. If you want to change where they are go ahead and do so.

Gathering himself together Nubnonk focuses on the plants and he has a revelation. That means they must burn! He also realises that they resist acid damage given their rubbery nature.

They are weak to fire and resist acid

Realising that he is able to send his boomerang slicing into blue where it somehow leaves strange scorch marks amongst the leaves.

Blue takes another 27 damage. Share Weakness really does need something saying what sort of rage it operates at.

Slick rushes forward and slices into Orange, nearly cutting it in half. It reacts, slapping back at him, but Slick easily evades the blow and then finishes it off.

Thats one dead plant

Green continues to plod his way back to the clearing and the group can now see him looming through the jungle to the north west. Blue however now seems to have Billy as its focus. It smashes him with one of its leaves which promptly wraps around his small body. The thing then promptly ingests him!

Billy takes 25 damage, is grabbed and then swallowed taking another 26. Billy is slowed 1 and must hold his breath meaning no inspire, not that I think you could have heard him anyway while he was swallowed.

Then, for good measure, it destroys the rice plant next to it.

Rolls:

Damage: 2d8 + 7 ⇒ (8, 7) + 7 = 22

Orange reaction: 1d20 ⇒ 5

Blue, leaf: 1d20 ⇒ 8
Damage: 2d8 + 7 ⇒ (5, 5) + 7 = 17 +2d6 ⇒ (5, 3) = 8 acid which I have been totally overlooking. I wont go back and add it in now but will apply it going forward.

Swallow Whole: 1d20 ⇒ 18
Damage: 2d8 + 3 ⇒ (5, 8) + 3 = 16 +2d6 ⇒ (5, 5) = 10 acid

Forgot that blue was dazzled but dont want to disrupt the dice rolls.

Attack flat check: 1d20 ⇒ 11

It is fine.

Combat Status:
Round 3
Turn Order
Inspire 3/3

Green
Blue

------------------------------------------------
Nubnonk
Billy
Slick
Dramiil

Scaleseeds

Bold to act.

Combat status

Slick 151/188
Dramiil 116/116
Nubnonk 166/166
Billy 65/138, grabbed, slowed 1, holding his breath, swallowed

Green, slowed 1 [1 minute - rnd 1]
Orange, dead
Blue, 93 damage, dazzled (Billys turn round 3)

Rice plants: 6/14
Rice Ritual Points: 2


Male Half-Elf Fighter 17 | ♥️ 263/263 | ➕ slash 4, mental 16, fiend spells/magic 2 | AC 41 | Speed 55' | Scout (Init +27) | Antimagic: F+29M (Battle Hard.) R+27M (Bulwark, Temp. Ref.) W+27M (Bravery) | Perc+25M (Darkvision) | Fly ☑□ | Focus □□ | Spells DC 33; Slots: 1□ 2□ 3□ | Hero 1, ◫++⚿+•★+| ✋ +3 GS Greatsword | Status:

Slick finishes off the plant with his now flaming greatsword. He gives Nubnonk a thumbs-up for the boost. Turning, he barely catches Billy's feet disappearing into the next plant. "Hold tight Billy, I'll get you out." He charges the plant, meandering around unpredictably along the way to throw the plant off guard before following up with his usual combination of (now flaming) slashes and shoves.

Actions 1 & 2 (◆◆): Scout's Charge
- Action: Stride (45 feet)
- Action: Feint with Ventriloquist's Ring (Greater) vs Blue Plant
- Action: Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage and Share Weakness vs Flat-Footed Blue Plant.

Deception (Feint): 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 31 vs Blue Plant Perception DC

Will assume that's good enough and plant is now flat-footed to next attack.

Greatsword Attack: 1d20 + 23 + 2 + 1 ⇒ (19) + 23 + 2 + 1 = 45 vs Flat-Footed
Greatsword Damage: 3d12 + 8 + 1 ⇒ (10, 7, 7) + 8 + 1 = 33 slashing damage plus weakness

If Crit Success:
The target is flat-footed until the end of your next turn (Grievous).

Action 3 (◆): Brutish Shove with Powerful Shove
- Action: Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage, Share Weakness and MAP1 vs Flat-Footed Blue Plant.
- Action: Shove with Powerful Shove vs Blue Plant

Greatsword Attack: 1d20 + 23 + 2 + 1 - 5 ⇒ (6) + 23 + 2 + 1 - 5 = 27 vs Flat-Footed
Greatsword Damage: 3d12 + 8 + 1 ⇒ (10, 2, 11) + 8 + 1 = 32 slashing damage plus weakness

If Strike Misses:
Slick will use one of his +4 Hammers harrow reading results for a reroll. Let me know if it was needed.
Greatsword Attack: 1d20 + 23 + 2 + 1 - 5 + 4 ⇒ (18) + 23 + 2 + 1 - 5 + 4 = 43 vs Flat-Footed

The Shove uses the same success criteria as the Strike. If grabbed, Slick will NOT follow the plant, otherwise, he will.

If Crit Success:
The target is flat-footed until the end of your next turn (Grievous).

If Crit Success:
You push your target back 20 feet. You can Stride after it, but you must move the same distance and in the same direction (Flinging Shove).
If Target <= Huge: The target is flat-footed until the end of your current turn (Powerful Shove & Brutish Shove).

If Success:
You push your target back 10 feet. You can Stride after it, but you must move the same distance and in the same direction (Flinging Shove).
If Target <= Huge: The target is flat-footed until the end of your current turn (Powerful Shove & Brutish Shove).

If Failure:
You push your target back 5 feet (Flinging Shove).
The target is flat-footed until the end of your current turn (Brutish Shove).

Shoved Against Object:
Shove Damage: 5 = 5 bludgeoning damage (Powerful Shove).

Reaction (↺): Attack of Opportunity

Attack of Opportunity if it comes up:
Action (◆): Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage and Share Weakness vs Flat-Footed Blue Plant.

Greatsword Attack: 1d20 + 23 + 2 + 1 ⇒ (15) + 23 + 2 + 1 = 41 vs Flat-Footed
Greatsword Damage: 3d12 + 8 + 1 ⇒ (7, 11, 1) + 8 + 1 = 28 slashing damage plus weakness

If Crit Success, the target is flat-footed until the end of your next turn (Grievous).


CG Aasimar Halfling Bard 17 | HP 210/210 | AC 38 | Spd 45' | F+26, R+29, W+31 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +27 (+2 visual, +1 haunts/spirits) | Init: +29 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 39. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑☑□, 8☑□□, 9□□, Focus☑□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Crowns (Other)| Cond: resist 10 energy

As soon as Billy gets swallowed, he does not panic. He's been smothered by adoring fans before. Entering the belly of the beast triggers his Air Bubble spell so he can breathe comfortably. Once inside, he tries to wriggle free to escape.

Acrobatics to Escape: 1d20 + 18 ⇒ (8) + 18 = 26
Maybe it's easy-ish to escape a dead beast?

The halfling then chooses to activate his Goggles of Night for some darkvision.

(Slowed: Only 2 actions) ↺ Air Bubble (previous turn), ◆ Escape, ◆ Interact (activate goggles)


Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

I'm going to assume that Blue got dead. As the GM previously ruled, when the target of my Exploit Vulnerability dies, so does EV (and by extension, Share Weakness), so I'll re-exploit towards Green.

"Billy!" Nubnonk cries as he watches the bard get swallowed up. But in the next moment, Slick is there hacking away devastatingly. The goblin is sure that his halfling friend won't stay stuck in whatever counts as a digestive system in these creatures.

So he focuses on the plant currently re-approaching from its sudden teleportation. "Back for more?" he says, his boomerang back in hand. He tries to stoke fire in his weapon once more.

◆ Exploit Vulnerability Esoteric Lore, Green: 1d20 + 23 ⇒ (8) + 23 = 31

◆ +2 Striking Returning Boomerang Ranged Strike, IC, vs Green: 1d20 + 22 + 1 ⇒ (1) + 22 + 1 = 24
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (3, 2) + 6 + 3 = 14 Plus weakness

If successful, ◆ re-activate Share Weakness for Slick. Otherwise...

Alternate Action:
◆ +2 Striking Returning Boomerang Ranged Strike, IC, vs Green: 1d20 + 22 + 1 ⇒ (4) + 22 + 1 = 27
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (2, 6) + 6 + 3 = 17 Plus weakness


Stats:
AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
Skills:
Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

"Burn them? You need one of those fire and ice psychics for that sort of thing! I don't even know why they're considered psychics," grumbles Dramiil. "Sounds more like some new thing, like these 'kineticists' I heard about. More like unruly elementalists, if you ask me. Oh right. Dram. Nobody asked you," he reminds himself.

Dramiil casts Dimension Door almost imperceptibly, and taps Slick for Guidance.

"I'll blast it as I can in a moment," says the robed caster. "Brr, it was much warmer inside the walls of force with the rice. Someone should use that spell to make a nice cozy tent."


Air Bubble is fine and would deal with the nedd to hold your breath

Slick rushes over to the plant which has just eaten Billy. He cuts deep into its central stalk which oozes bright green sap and triggers the plants snapping leaves. His second blow causes it to slowly topple over.

Slick takes 17 damage

Nubnonk sends his boomerang flying but his aim is off, possibly its hard to see the thing amongst all the other foliage.

Nubnonk doesnt need to re exploit just to trigger its vulnerability and so has another action.

Billy, inside the belly of the beats, is unable to wriggle free. The weight of the massive creature keeps him pinned inside its stomach but at least it being dead means it has stopped trying to actively digest him!

Dramiil relocates himself and complains about the weather!

Billy remains trapped, as a reminder, you can get out by spending three actions and making attacks which do slashing or piercing damage. These can come from anyone.

Rolls:

Blue reaction: 1d20 ⇒ 12
Damage: 2d8 + 7 ⇒ (3, 2) + 7 = 12 P +2d6 ⇒ (4, 1) = 5 acid

Nubnonk has an action left, I will update once we have that.


Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

Okay, good to know.

Frustrated at his continued lack of success at throwing--too many trees here!--Nubnonk reaches back to his harness and prepares for mischief.

Vaultbreaker's Harness ◆:
[ooc](Invested, Magical, Transmutation)[ooc]
Activate Interact; Effect You cinch the harness to prepare for mischief. You gain a +1 item bonus to Stealth checks and a +10-foot item bonus to your Speed for 1 minute.


Green stomps back into the clearing, entirely ignoring Nubnonk and heading straight for the plants inside the Wall of Force. It really is a very stupid plant.

Combat Status:
Round 4
Turn Order
Inspire Expired

Green
------------------------------------------------
Nubnonk
Billy
Slick
Dramiil

Scaleseeds

Bold to act.

Combat status

Slick 134/188
Dramiil 116/116
Nubnonk 166/166
Billy 65/138, grabbed, slowed 1, swallowed

Green, slowed 1 [1 minute - rnd 1]
Orange, dead
Blue, dead

Rice plants: 6/14
Rice Ritual Points: 2


CG Aasimar Halfling Bard 17 | HP 210/210 | AC 38 | Spd 45' | F+26, R+29, W+31 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +27 (+2 visual, +1 haunts/spirits) | Init: +29 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 39. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑☑□, 8☑□□, 9□□, Focus☑□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Crowns (Other)| Cond: resist 10 energy

Hiding in his room, safe within his womb, Billy takes a breath of fresh air. "Well, I can't stay here forever. I am a rock, not a meal! I'm meant to be seen. And heard." He tries to escape.

Acrobatics to Escape: 1d20 + 18 ⇒ (8) + 18 = 26
Assuming failure, since the same roll failed last time...
The failure triggers his Avoid Dire Fate reaction.
Harrow Omen (Books/Skill Check) reroll. Note: the active Harrow Omen is listed in Billy's header)

Avoid Dire Fate:
Avoid Dire Fate: ↺ (fortune).
Requirements: You have an active harrow omen.
Trigger: you fail or critically fail a check associated with your harrow omen's suit.
Effect: Treat the failure as a success or a critical failure as a failure. You no longer have an active harrow omen.

After escaping, Billy surveys the battlefield and sings out new inspiration:

"Our party continues to thrive.
Though I was just eaten alive.
.....But please don't be hasty.
.....We halflings aren't tasty.
Wait! When will your master arrive?"

1 round only: All allies within 60' have +1 status bonus to attacks/damage and fear saves.

Slowed (2 actions): ◆ Escape, ↺ Avoid Dire Fate, ◆ Inspire Courage


Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

Perhaps surprisingly, Nubnonk doesn't mind being ignored by the overgrown weed. It was Billy who liked being the center of attention. And since Dramiil's handy wall was still protecting the rice plants, the goblin ◆ strides back to make room for Slick to charge through and sends his glowing weapon flying through the air once more.

◆ +2 Striking Returning Boomerang Ranged Strike, IC, vs Green: 1d20 + 22 + 1 ⇒ (2) + 22 + 1 = 25
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (2, 5) + 6 + 3 = 16 Plus weakness

Ugh.

But he misses again, quite horribly. It felt increasingly like something had actively sapped his luck away. He was usually much better able to contribute than this! Catching his errant flying club, he tries once more.

◆ +2 Striking Returning Boomerang Ranged Strike, IC, vs Green, MAP: 1d20 + 22 + 1 - 5 ⇒ (14) + 22 + 1 - 5 = 32
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (5, 2) + 6 + 3 = 16 Plus weakness


Male Half-Elf Fighter 17 | ♥️ 263/263 | ➕ slash 4, mental 16, fiend spells/magic 2 | AC 41 | Speed 55' | Scout (Init +27) | Antimagic: F+29M (Battle Hard.) R+27M (Bulwark, Temp. Ref.) W+27M (Bravery) | Perc+25M (Darkvision) | Fly ☑□ | Focus □□ | Spells DC 33; Slots: 1□ 2□ 3□ | Hero 1, ◫++⚿+•★+| ✋ +3 GS Greatsword | Status:

Slick watches to make sure that Billy frees himself. "About time you rejoined the party, Billy. For a moment there I thought I was going to have to go in and get you out myself." He then turns to welcome the last of the huge plants upon its triumphant return from the wilderness to which it was temporarily exiled. He's a bit disappointed to be so rudely ignored by the leafy beast. Shrugging, he decides to go pay it a visit instead. Slick trots up to the plant who seems to be having a bit of trouble getting to the precious rice plants and starts the usual lumberjack routine with his still flaming greatsword.

Actions 1 & 2 (◆◆): Scout's Charge
- Action: Stride (45 feet)
- Action: Feint with Ventriloquist's Ring (Greater) and Guidance vs Green Plant
- Action: Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage and Share Weakness vs Flat-Footed Green Plant.

Deception (Feint): 1d20 + 18 + 2 + 1 ⇒ (10) + 18 + 2 + 1 = 31 vs Green Plant Perception DC

Will assume that's good enough and plant is now flat-footed to next attack.

Greatsword Attack: 1d20 + 23 + 2 + 1 ⇒ (20) + 23 + 2 + 1 = 46 vs Flat-Footed
Greatsword Damage: 3d12 + 8 + 1 ⇒ (11, 8, 5) + 8 + 1 = 33 slashing damage plus weakness

If Crit Success:
The target is flat-footed until the end of your next turn (Grievous).

Action 3 (◆): Brutish Shove with Powerful Shove
- Action: Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage, Share Weakness and MAP1 vs Flat-Footed Green Plant.
- Action: Shove with Powerful Shove vs Green Plant

Greatsword Attack: 1d20 + 23 + 2 + 1 - 5 ⇒ (10) + 23 + 2 + 1 - 5 = 31 vs Flat-Footed
Greatsword Damage: 3d12 + 8 + 1 ⇒ (10, 10, 12) + 8 + 1 = 41 slashing damage plus weakness

If Strike Misses:
Slick will use one of his +4 Hammers harrow reading results for a reroll. Let me know if it was needed.
Greatsword Attack: 1d20 + 23 + 2 + 1 - 5 + 4 ⇒ (14) + 23 + 2 + 1 - 5 + 4 = 39 vs Flat-Footed

The Shove uses the same success criteria as the Strike. If grabbed, Slick will NOT follow the plant, otherwise, he will.

If Crit Success:
The target is flat-footed until the end of your next turn (Grievous).

If Crit Success:
You push your target back 20 feet. You can Stride after it, but you must move the same distance and in the same direction (Flinging Shove).
If Target <= Huge: The target is flat-footed until the end of your current turn (Powerful Shove & Brutish Shove).

If Success:
You push your target back 10 feet. You can Stride after it, but you must move the same distance and in the same direction (Flinging Shove).
If Target <= Huge: The target is flat-footed until the end of your current turn (Powerful Shove & Brutish Shove).

If Failure:
You push your target back 5 feet (Flinging Shove).
The target is flat-footed until the end of your current turn (Brutish Shove).

Shoved Against Object:
Shove Damage: 5 = 5 bludgeoning damage (Powerful Shove).

Reaction (↺): Attack of Opportunity

Attack of Opportunity if it comes up:
Action (◆): Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage and Share Weakness vs Flat-Footed Blue Plant.

Greatsword Attack: 1d20 + 23 + 2 + 1 ⇒ (7) + 23 + 2 + 1 = 33 vs Flat-Footed
Greatsword Damage: 3d12 + 8 + 1 ⇒ (6, 11, 8) + 8 + 1 = 34 slashing damage plus weakness

If Crit Success, the target is flat-footed until the end of your next turn (Grievous).

I don't mind Nub's terrible string of recent attack rolls if it means he leaves all the good rolls for Slick :)


Stats:
AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
Skills:
Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

Dramiil moves up near Nubnonk. 1 action.

"These things will probably smell like burnt cabbage when I do this, fair warning," he says out of the side of his mouth, and casts a psychic spell.

Electric Arc.

Electric Arc, IC: 6d4 + 5 + 1 ⇒ (2, 3, 2, 2, 3, 4) + 5 + 1 = 22


Billy manages to slip free and inspire his companions.

Nubnonk, clearly distracted by the large plant stomping past him manages only a single successful throw.

26 damage

Slick hurtles past the little goblin and starts hacking away at the remaining tree! It reacts poorly, lashing out at Slick with its leaves before being driven backward.

The plant takes 132 damage, Slick takes 26.

Dramiils bolt of lightning then crackles past Slick and sets the thing to dancing! It then promptly collapses.

A crit fail for 44 damage

Rolls:

Plant reaction: 1d20 ⇒ 14
Damage: 2d8 + 7 ⇒ (6, 7) + 7 = 20 +2d6 ⇒ (2, 4) = 6 acid

Plant reflex: 1d20 ⇒ 1

Combat Status:
Round 5
Turn Order
Inspire 1/1

Nubnonk
Billy

------------------------------------------------
Slick
Dramiil
Scaleseeds

Bold to act.

Combat status

Slick 108/188
Dramiil 116/116
Nubnonk 166/166
Billy 65/138

Rice plants: 6/14
Rice Ritual Points: 2


CG Aasimar Halfling Bard 17 | HP 210/210 | AC 38 | Spd 45' | F+26, R+29, W+31 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +27 (+2 visual, +1 haunts/spirits) | Init: +29 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 39. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑☑□, 8☑□□, 9□□, Focus☑□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Crowns (Other)| Cond: resist 10 energy

After wiping plant goo from himself, Billy watches as the party efficiently takes down the enemies. "Well done, everyone." Expecting more trouble, he does some quick in-battle healing.

Battle Medicine (expert) DC 20: 1d20 + 21 ⇒ (18) + 21 = 39
Damage Healed (+Expert + Medic): 2d8 + 10 + 5 ⇒ (7, 3) + 10 + 5 = 25
Crit Damage Healed: 2d8 ⇒ (8, 7) = 15

He then sings,
"Plants turned to weeds.
How's everyone feeling?
What Billy needs:
Some magical healing."

Soothe (3rd level), vs Billy: 3d10 + 12 ⇒ (5, 5, 8) + 12 = 30

Still holding onto the Staff of Final Rest, Billy tells Slick. "I'll get to you next, my friend. Unless Nubnonk can help...."

◆ Battle Med, ◆◆ Soothe


Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

Nubnonk toddles over and grabs the offered Staff of Final Rest from Billy. In spite of Sarenrae's grace, he had never really taken much to the healing arts. But magic he could do. Every item had a story to tell, and if you were smart enough (as the goblin was, obviously), you could trick it into telling you its story.

◆ Trick Magic Item, Religion, Spell Level 4: 1d20 + 18 ⇒ (9) + 18 = 27

I assume that the DC is either 23 for a Level 4 spell or 27 for a Level 10 item, sooo...

The Staff tells him what it can do, and Nubnonk gasps. He points it as Slick and tries to bless him with positive energy.

◆◆ Lv4 Heal: 4d8 + 32 ⇒ (3, 8, 5, 8) + 32 = 56

"Nubnonk like this staff. Nubnonk can keep it?"


Stats:
AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
Skills:
Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

"...I just had a realization. Whomst among us wishes to be invisible?"

Dramiil pulls out his phial of Bottled Air.

"I think that the jiang-shi must be seeing the exhalation of breath. If you inhale from the bottle and exhale back into it, though...you might be unseen. If you only breathe through your mouth."


Male Half-Elf Fighter 17 | ♥️ 263/263 | ➕ slash 4, mental 16, fiend spells/magic 2 | AC 41 | Speed 55' | Scout (Init +27) | Antimagic: F+29M (Battle Hard.) R+27M (Bulwark, Temp. Ref.) W+27M (Bravery) | Perc+25M (Darkvision) | Fly ☑□ | Focus □□ | Spells DC 33; Slots: 1□ 2□ 3□ | Hero 1, ◫++⚿+•★+| ✋ +3 GS Greatsword | Status:

Slick watches the last of the huge plants twitch and die. "I guess they were sent to destroy all the rice plants and to soften us up. I expect their boss will be showing up presently. We better make ourselves presentable."

He then closes his eyes and asks Gorum for help patching up some of these scratches the plants gave him.

Action 1 (◆): Cast a Spell: Lay on Hands [L6] with Accelerating Touch on Slick

Slick recovers 36 hit points, gains a +2 status bonus to AC for 1 round and a +10-foot status bonus to his Speed until the end of his next turn (Accelerating Touch).

He then hops from foot to foot, "Time flies when you're having fun."

Action 2 & 3 (◆◆): Cast a Spell: Haste on Slick


Only Nubnonk and Billy are currently up. I will not apply either of your turns as they may change given what is about to happen.

With a flash of light the figure of a snake like creature with a humanoid head appears in the clearing. The scaleseed druids all cry out in alarm. The figure addresses you

“Nine hundred and ninety-nine breaths I have stolen. I have received this sign that my ascension is at hand. Who among you shall feed me your breath, this precious final gasp I require?”

The figure is difficult to see and several shifting versions of its image move in and around it.

Nubnonk, you can take your readied attack. Kannijo is benefitting both from Blur (DC5 flat check to target) and Mirror Image.

Combat Status:
Round 5
Turn Order
Inspire Expired

Nubnonk
Billy
------------------------------------------------
Kannijo
------------------------------------------------
Slick
Dramiil
Scaleseeds

Bold to act.

Combat status

Slick 108/188
Dramiil 116/116
Nubnonk 166/166
Billy 135/138

Kannijo, Images 3

Rice plants: 6/14
Rice Ritual Points: 2


Stats:
AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
Skills:
Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

"Well then. Not Slick, as he'll be two-handed wielding his sword..."

Dramiil waits to see where he can send the bottle. For now, he uses it for himself.

When Dram is up, he'll have pulled out the bottle (1 action), uncorked the bottle (1 action) and taken a breath (1 action). InvisiDram!


Male Half-Elf Fighter 17 | ♥️ 263/263 | ➕ slash 4, mental 16, fiend spells/magic 2 | AC 41 | Speed 55' | Scout (Init +27) | Antimagic: F+29M (Battle Hard.) R+27M (Bulwark, Temp. Ref.) W+27M (Bravery) | Perc+25M (Darkvision) | Fly ☑□ | Focus □□ | Spells DC 33; Slots: 1□ 2□ 3□ | Hero 1, ◫++⚿+•★+| ✋ +3 GS Greatsword | Status:

Slick was expecting the vampire to come out of the woods, so when it appears out of nowhere, he has to whirl around to look for it. He spots the funny-looking snake creature with the ugly humanoid face and his eyes immediately fall on the harrow card stapled to its forehead. "Hey! That's what we came for!" He then trots over to where Kannijo appeared and makes a grab for it.

Action 1 (◆): Stride (45 feet)

Action (◇): Release: one hand from his greatsword.

Action 2 (◆): Steal Snakebit Harrow Card from Kannijo

Thievery (Steal): 1d20 + 15 ⇒ (19) + 15 = 34 vs Kannijo Perception DC
Concealed Flat Check vs DC 5: 1d20 ⇒ 11

He then says, "defend," and the space around him shimmers for a moment.

Action 3 (◆): Cast a Spell: Shield [L6] - AC 34 (Hardness 15)

If that doesn't get the card away from Kannijo, then we're in more trouble than I thought.


Dramiil fiddles about with his magical bottle while Slick dashes across the battlefield and snatches the card from the corrupted Naga's head. Kannijo screams in fury.

Combat Status:
Round 6
Turn Order
Inspire Expired


Nubnonk
Billy

------------------------------------------------
Kannijo
------------------------------------------------
Slick
Dramiil
Scaleseeds

Bold to act.

Combat status

Slick 108/188
Dramiil 116/116
Nubnonk 166/166
Billy 135/138

Kannijo, Images 3

Rice plants: 6/14
Rice Ritual Points: 2


CG Aasimar Halfling Bard 17 | HP 210/210 | AC 38 | Spd 45' | F+26, R+29, W+31 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +27 (+2 visual, +1 haunts/spirits) | Init: +29 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 39. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑☑□, 8☑□□, 9□□, Focus☑□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Crowns (Other)| Cond: resist 10 energy

That is a frightening picture of Kannijo in the Roll20 journal!

Seeing the snake-like vampire, Billy quickly considers his options. First things first. He sings out inspiration.

"Kannijo is here for our breath.
I think we should fight to the death.
.....It's gruesome. It's gory.
.....But what a great story!
If only Slick had a bat-leth."

Performance - Lingering Composition +Virt Performer (no lute), DC 30: 1d20 + 23 + 2 ⇒ (1) + 23 + 2 = 26
Let's try some Halfling Luck for the win.
Performance - Lingering Composition +Virt Performer (no lute), DC 30: 1d20 + 23 + 2 ⇒ (10) + 23 + 2 = 35
Success: Inspire Courage lasts 3 rounds. (Cost: 1 focus point).
All allies within 60' have +1 status bonus to attacks/damage and fear saves.

As much as Billy wants to try out the staff, he promised Slick some healing.

"This fight looks kinda hard.
This vampire's not appealing.
Slick just stole his card!
That man deserves some healing!"

Soothe (5th level) for Slick: 5d10 + 20 ⇒ (1, 4, 9, 10, 6) + 20 = 50
Soothe: Slick is healed for 50, and has +2 status bonus to saves vs mental for 1 minute.

◆ Inspire Courage, ◆◆ Soothe


Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

I'm a bit to tired to do a whole big write up, so imagine your own goblin shenanigans.

Readied Attack: 1d20 + 22 ⇒ (9) + 22 = 31
Bludgeoning Dmg: 2d6 + 6 + 3 ⇒ (1, 5) + 6 + 3 = 15
Blur DC 5: 1d20 ⇒ 5
Mirror Image: 1d4 ⇒ 2

◆ Stride

◆ Exploit Vulnerability: 1d20 + 23 ⇒ (15) + 23 = 38

◆ Attack: 1d20 + 22 + 1 ⇒ (18) + 22 + 1 = 41
Bludgeoning Dmg: 2d6 + 6 + 3 ⇒ (1, 2) + 6 + 3 = 12
Blur DC 5: 1d20 ⇒ 4
Mirror Image: 1d4 ⇒ 1 or 1d6 ⇒ 1

Nubnonk is ready to tame this snake!


Nubnonks readied strike whizzes past Kannijos head, popping a image.

That is a miss which gets rid of an image.

Billy inspires his allies and heals Slick. Nubnonk makes his preparations, recognising the creature as a corrupted spirit naga. Such creatures are dangerously venomous, causing affected targets to become stupefied. His strike slashes through an image as his aim is thrown off by the Blur magic.

Thats a success on the exploit. Kannijo has no weaknesses but he is resistant to physical damage save for that caused by darkwood weapons.

Kannijo leaps away from Slick and invokes a powerful magic, clawing at the minds of all of you.

Kannijo leaps which does not provoke and casts. Nubnonk is unaffected. Dramiil and Slick fail. Billy critically fails. Pausing here to see if anyone wants to reroll.

Combat Rolls:

Will Saves
Dramiil : 1d20 + 21 ⇒ (11) + 21 = 32, Walls of Will
Slick : 1d20 + 19 + 2 ⇒ (6) + 19 + 2 = 27, Bravery, Soothe
Billy : 1d20 + 23 ⇒ (1) + 23 = 24, Resolve
Nubnonk : 1d20 + 21 ⇒ (20) + 21 = 41, Resolve

Scaleseeds: 5d20 ⇒ (8, 3, 20, 20, 9) = 60


CG Aasimar Halfling Bard 17 | HP 210/210 | AC 38 | Spd 45' | F+26, R+29, W+31 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +27 (+2 visual, +1 haunts/spirits) | Init: +29 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 39. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑☑□, 8☑□□, 9□□, Focus☑□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Crowns (Other)| Cond: resist 10 energy

Billy feels the Kannijo reaching for his mind and tries, really hard, to fight it off, with some Chaotic Destiny.
Reroll a save, draw a harrow card. If Crowns, improve one step.

Will: 1d20 + 23 ⇒ (6) + 23 = 29 Resolve
Harrow Omen Suit - 1:Hammers, 2:Keys, 3:Shields, 4:Books, 5:Stars, 6:Crowns: 1d6 ⇒ 2

Since that feels like a failure ...
Billy will trigger his Paladin card to turn the failure into a success.
There's nothing that indicates The Paladin is a fortune effect, so it seems like the trigger/reaction can be used in conjunction with a fortune reroll.
Whaddya say, oh benevolent GM?


Male Half-Elf Fighter 17 | ♥️ 263/263 | ➕ slash 4, mental 16, fiend spells/magic 2 | AC 41 | Speed 55' | Scout (Init +27) | Antimagic: F+29M (Battle Hard.) R+27M (Bulwark, Temp. Ref.) W+27M (Bravery) | Perc+25M (Darkvision) | Fly ☑□ | Focus □□ | Spells DC 33; Slots: 1□ 2□ 3□ | Hero 1, ◫++⚿+•★+| ✋ +3 GS Greatsword | Status:

Slick will use his +4 Stars harrow reading result for a +4 reroll of his Will saving throw.

Will Save +4 with Soothe & Bravery vs DC ??: 1d20 + 19 + 2 + 4 ⇒ (9) + 19 + 2 + 4 = 34


@Billy, yes, they seem to work together. The Paladin card is not a fortune effect (although it possibly should be). That gets you to a pass, you don't get a double roll up with Resolve as that requires you to actually roll a pass. @Slick, the Harrowing Ritual and Soothe are both status bonuses so that gets you to 32, which is unfortunately, still a fail. Just waiting on Dramiil.


Stats:
AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
Skills:
Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

I'd like a reroll based on my Stars suit card! Does the GM reroll?


Stats:
AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
Skills:
Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

Will Reroll via Stars: 1d20 + 21 ⇒ (15) + 21 = 36

Here's hoping.

Dramiil focuses on the mystical energy of the Harrow Cards to alter his fate.


Dramiil manages to pull himself together with the help of fate.

The spell was level 7 Crushing Despair. Billy passes and cannot use reactions and must make a Will save at the start of his turn or be slowed 1 the next round. For Slick, he cannot use reactions for 1 minute and must make a Will save at the start of each turn or be Slowed 1 for that round. Please make sure to make this save as your first roll in your post.

Combat Status:
Round 6
Turn Order
Inspire 1/3

Nubnonk
Billy
------------------------------------------------
Kannijo
------------------------------------------------
Slick
Dramiil
Scaleseeds

Bold to act.

Combat status

Slick 158/188, +2 vs mental effects, crushing despair (1 minute)
Dramiil 116/116
Nubnonk 166/166
Billy 135/138, crushing depair (one round)

Kannijo, Images 1

Rice plants: 6/14
Rice Ritual Points: 2


Male Half-Elf Fighter 17 | ♥️ 263/263 | ➕ slash 4, mental 16, fiend spells/magic 2 | AC 41 | Speed 55' | Scout (Init +27) | Antimagic: F+29M (Battle Hard.) R+27M (Bulwark, Temp. Ref.) W+27M (Bravery) | Perc+25M (Darkvision) | Fly ☑□ | Focus □□ | Spells DC 33; Slots: 1□ 2□ 3□ | Hero 1, ◫++⚿+•★+| ✋ +3 GS Greatsword | Status:

Once again, Slick's mind is assaulted by an unfamiliar emotion. "What in Elysium is this? Why do I feel like life isn't worth living all of a sudden? How strange. Must be something that slippery Kannijo fellow did to me. Maybe I should just return to Harrowheart and let the feeling pass..."

Will Save with Soothe & Bravery vs DC 33: 1d20 + 19 + 2 ⇒ (16) + 19 + 2 = 37

Slick shakes off his lethargy and despair long enough to focus on his enemy. "...or maybe I should just chop Kannijo's head off and be done with it. Yeah, that sounds like a better idea.". He charges the ugly serpent and chops away at the creature.

Actions 1 & 2 (◆◆): Scout's Charge
- Action: Stride (45 feet)
- Action: Feint - vs Kannijo
- Action: Strike (+2 Striking Greater Crushing Greatsword) with Inspire Courage vs Flat-Footed? Kannijo.

Deception (Feint): 1d20 + 19 ⇒ (16) + 19 = 35 vs Kannijo Perception DC

Greatsword Attack: 1d20 + 23 + 2 + 1 ⇒ (3) + 23 + 2 + 1 = 29 vs Flat-Footed?

Oh, come on! Now is when my luck runs out? No way, Jose. Time to use one of those nice +4 Hammers ritual results for a reroll.

Greatsword Attack With Hammers +4 status bonus: 1d20 + 23 + 2 + 4 ⇒ (13) + 23 + 2 + 4 = 42 vs Flat-Footed?
Concealed Flat Check vs DC 5: 1d20 ⇒ 11
Greatsword Damage: 3d12 + 8 + 1 ⇒ (9, 3, 10) + 8 + 1 = 31 slashing damage

Oh, yes! Well worth it.

If a Crit Success then Flat-Footed:
Fighter Weapon Mastery (Sword)
You gain access to the critical specialization effects of all [Swords] for which you have master proficiency.
Sword The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.

Action 3 (◆): Brutish Shove with Powerful Shove vs Kannijo
- Action: Strike (+2 Striking Greater Crushing Greatsword) with MAP1 and Inspire Courage vs Flat-Footed? Kannijo.
- Action: Shove with Titan Wrestler vs Kannijo

Greatsword Attack: 1d20 + 23 + 2 - 5 + 1 ⇒ (7) + 23 + 2 - 5 + 1 = 28 vs Flat-Footed?
Concealed Flat Check vs DC 5: 1d20 ⇒ 9
Greatsword Damage: 3d12 + 8 + 1 ⇒ (8, 10, 3) + 8 + 1 = 30 slashing damage

The Shove uses the same success criteria as the Strike. Slick will NOT follow Kannijo

Powerful Shove Against Object:
Shove Damage: 4 = 4 bludgeoning damage

Powerful Shove
You can use Aggressive Block or Brutish Shove against a creature up to two sizes larger than you. When a creature you Shove has to stop moving because it would hit an object, it takes damage equal to your Strength modifier (minimum 1). This happens regardless of how you Shoved the creature.


Stats:
AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
Skills:
Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

Dram's hand lingers for a moment near his dagger, before he shakes his head and curses a short streak of invectives against himself, Nethys, Irori, and anyone else who might listen. "That's for carving things, you dolt," he concludes, "Like very soft balsa wood. With a cleric nearby."

He strides to get a clear shot at the twisted, vampiric naga, and unleashes a bolt of psychic energy that crackles out of existence for a brief held breath, and then rematerializes as it crashes into Kannijo

Phase Bolt, Amped: 1d20 + 21 ⇒ (19) + 21 = 40

for: 6d4 + 5 ⇒ (3, 2, 4, 4, 3, 1) + 5 = 22

Is that a critical success? :) Note that with Amped, target is flat footed against the attack.If so, damage is 11d4 plus 5. And no teleporting for Kannijo until my next turn...

Possible extra damage if crit: 5d4 ⇒ (4, 2, 1, 1, 2) = 10

actions: Stride, Phase Bolt Amped

Of course, all of this just has a 50% chance of popping his mirror image :P


Dramiils bolt streaks through the air and strikes Kannijo's final image.

That is a regular hit, even flat footed.

Slicks blade cuts deep into Kannijo's hide but he seems significantly resistant. His second attack however goes well wide.

First attack crits for 52 damage.

Combat Rolls:

Blur flat check for Phase Bolt: 1d20 ⇒ 17
Blur flat check for Feint: 1d20 ⇒ 8

Please note, all individually targeted abilities need a flat check. Please also make flat checks before your attack or other rolls as it comes first.

Combat Status:
Round 7
Turn Order
Inspire 2/3

Nubnonk
Billy

------------------------------------------------
Kannijo
------------------------------------------------
Slick
Dramiil
Scaleseeds

Bold to act.

Combat status

Slick 158/188, +2 vs mental effects, crushing despair (1 minute)
Dramiil 116/116
Nubnonk 166/166
Billy 135/138, crushing depair (one round)

Kannijo, 52 damage, Blur, FF end of Slciks turn on turn 7

Rice plants: 6/14
Rice Ritual Points: 2


CG Aasimar Halfling Bard 17 | HP 210/210 | AC 38 | Spd 45' | F+26, R+29, W+31 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +27 (+2 visual, +1 haunts/spirits) | Init: +29 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 39. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑☑□, 8☑□□, 9□□, Focus☑□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Crowns (Other)| Cond: resist 10 energy

Will Save, DC 33: 1d20 + 23 ⇒ (10) + 23 = 33 (Resolve)

Billy manages to fight off the feeling of despair. "Can't keep a good bard feeling down!" With Dramiil taking down the last of the images, Billy calls out, "Nice! Now, let's see about that blur ...", and he sings,

"This vampire gave me a fright.
Did he think it was going to last?
A spell to help end this fight.
His "blur": a thing of the past!

Dispel Magic (lvl 6), vs Blur DC: 1d20 + 21 ⇒ (16) + 21 = 37
On success, should counteract up to a level 7 effect ... I think.
And that was Billy's last level-6 slot, so hope it worked ...

Then, with a little extra time on his hands, he holds his breath while he takes a free hand to cover his nose and mouth.

◆◆Dispel Magic, ◆ Interact (cover nose and mouth)


CG Aasimar Halfling Bard 17 | HP 210/210 | AC 38 | Spd 45' | F+26, R+29, W+31 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +27 (+2 visual, +1 haunts/spirits) | Init: +29 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 39. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑☑□, 8☑□□, 9□□, Focus☑□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Crowns (Other)| Cond: resist 10 energy
GMAndrewW wrote:
Billy needs a flat check to target Kannijo. If you succeed that will dispel

Flat Check, DC 5: 1d20 ⇒ 6

Whew ... and hooray!

401 to 450 of 2,340 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [GMAndrewW] PF2E Stolen Fate All Messageboards

Want to post a reply? Sign in.