| Kisaiya Shiraishi |
Kisaiya quickly enters her battle stance and launches two slashes and a punch at one of the wounded ambushers. Full Attacking Blue
Primary Attack with Suishen (two weapon fighting): 1d20 + 17 - 2 ⇒ (8) + 17 - 2 = 23
Primary Damage: 1d8 + 7 + 1d6 ⇒ (8) + 7 + (1) = 16
TWF Attack with +1 Gauntlet (two weapon fighting): 1d20 + 17 - 2 ⇒ (12) + 17 - 2 = 27
TWF Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Secondary Attack with Suishen (two weapon fighting): 1d20 + 12 - 2 ⇒ (3) + 12 - 2 = 13
Secondary Damage: 1d8 + 7 + 1d6 ⇒ (2) + 7 + (6) = 15
HP: 93/93
AC: 23/12/21
Saves: F11/R6/W10
Hero Points: 3
Smite Evil Used: 0/3
Lay on Hands Used: 0/7
Divine Bond Used: 0/2
Resolve Used: 0/1
Challenge: 0/1
Second Chance
Spells/Effects Active:
Suishen:
[ dice]1d20+17[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.
| GM Euan - Jade |
Unk squeezes time and manages to maneuver out of reach and summon aid - who electrifies the battle. Kisaiya draws her blade and slices deeply into one of her opponents who’s looking a little the worse for wear (bloodied).
The ninja do their best to move into flank and pile on the attacks! A seriously focused foe.
The ‘leader’ focuses on the Azata
redblue katana: 1d20 + 13 ⇒ (1) + 13 = 14 damage: 1d8 + 3 ⇒ (5) + 3 = 8 and Fort DC 17 poison
redblue katana: 1d20 + 13 ⇒ (9) + 13 = 22 damage: 1d8 + 3 ⇒ (2) + 3 = 5 and Fort DC 17 poison
One hit for 5hp damage.
Yellow and pink step into flank with Durgan and try to pin him down.
yellow katana: 1d20 + 11 ⇒ (9) + 11 = 20 damage: 1d8 + 1 + 2d6 ⇒ (5) + 1 + (1, 6) = 13 and Fort DC 17 poison
yellow katana: 1d20 + 11 ⇒ (3) + 11 = 14 damage: 1d8 + 1 + 2d6 ⇒ (7) + 1 + (5, 5) = 18 and Fort DC 17 poison
pink katana: 1d20 + 11 ⇒ (8) + 11 = 19 damage: 1d8 + 1 + 2d6 ⇒ (8) + 1 + (3, 2) = 14 and Fort DC 17 poison
pink katana: 1d20 + 11 ⇒ (7) + 11 = 18 damage: 1d8 + 1 + 2d6 ⇒ (7) + 1 + (4, 2) = 14 and Fort DC 17 poison
Two hits for 27hp damage.
Purple works on Mukluk, who’s definitely going to be murdert in the city.
purple katana: 1d20 + 11 ⇒ (2) + 11 = 13 damage: 1d8 + 1 ⇒ (7) + 1 = 8 and Fort DC 17 poison
purple katana: 1d20 + 11 ⇒ (14) + 11 = 25 damage: 1d8 + 1 ⇒ (2) + 1 = 3 and Fort DC 17 poison
One hit for 3hp damage.
Orange and red step around Ameiko.
orange katana: 1d20 + 11 ⇒ (14) + 11 = 25 damage: 1d8 + 1 + 2d6 ⇒ (8) + 1 + (6, 2) = 17 and Fort DC 17 poison
orange katana: 1d20 + 11 ⇒ (19) + 11 = 30 damage: 1d8 + 1 + 2d6 ⇒ (6) + 1 + (6, 1) = 14 and Fort DC 17 poison
red katana: 1d20 + 11 ⇒ (14) + 11 = 25 damage: 1d8 + 1 + 2d6 ⇒ (6) + 1 + (6, 1) = 14 and Fort DC 17 poison
red katana: 1d20 + 11 ⇒ (2) + 11 = 13 damage: 1d8 + 1 + 2d6 ⇒ (3) + 1 + (3, 6) = 13 and Fort DC 17 poison
Three hits for 43hp damage.
Green and blue focus on Kisaiya
green katana: 1d20 + 11 ⇒ (1) + 11 = 12 damage: 1d8 + 1 + 2d6 ⇒ (7) + 1 + (1, 5) = 14 and Fort DC 17 poison
green katana: 1d20 + 11 ⇒ (7) + 11 = 18 damage: 1d8 + 1 + 2d6 ⇒ (8) + 1 + (6, 1) = 16 and Fort DC 17 poison
blue katana: 1d20 + 11 ⇒ (13) + 11 = 24 damage: 1d8 + 1 + 2d6 ⇒ (4) + 1 + (5, 1) = 11 and Fort DC 17 poison
blue katana: 1d20 + 11 ⇒ (6) + 11 = 17 damage: 1d8 + 1 + 2d6 ⇒ (7) + 1 + (5, 4) = 17 and Fort DC 17 poison
One hit for 11hp damage.
As it's the first round, and most of you are flatfooted and don't have your status posted, I'm not sure about the number of hits. Please let me know if I'm correct and I'll note it next round. Also, don't forget your poison saves (+2 DC for each dose).
Ameiko Fort: 1d20 + 4 ⇒ (6) + 4 = 10 vs DC 17+4 for 1 str drain
- Round 1 -
Durgan - 11
Mukluk - 4
- Round 2 -
Unk - 21
Azata - 21 (-5hp)
Kisaiya - 20
Ninja - 18
Yellow - 18 (-17hp)
Pink - 18 (-17hp)
Blue - 18 (-33hp)
• Next up - everyone.
| Durgan Far-Walker |
The next day, after preparing his spells, he begins trading.
You keep saying that nothing bother us, which raises the possibility that something will. So I will list Durgan's spell prep. He expends Bull's Strength and Righteous Might each day working with Ameiko on the waraxe.Durgan normally casts an Extended Tongues every morning, as it will last all day. Also Magic Vestment on his armor (all day), Greater Magic Weapon (all day) on the Cold Iron Battleaxe that he is carrying around as his backup while his waraxe is worked on, Extended Barkskin (all day), and Overland Flight (all day).
With Magic Vestment on his armor (+2) and an all-day Extended Barkskin (+4), Durgan is AC 26, or 25 flat-footed.
The attacks of the assassins miss.
He takes a step, draws his axe, and strikes back.
The backup cold iron battleaxe is +2 with GMW.
Attack vs Pink, PA: 1d20 + 14 - 2 ⇒ (15) + 14 - 2 = 27
Damage: 1d8 + 8 + 6 ⇒ (3) + 8 + 6 = 17
01-50 Miss: 1d100 ⇒ 76
"Mukluk - step to the wall so they can't flank us!"
| Mukluk Muletender |
"Mukluk - step to the wall so they can't flank us!"
1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16 Fort
Mukluk is pleased to have only one hole in his spleen, however is less excited about the poison now coursing through his veins.
However, he still does not mention anything about 'I told you so' or anything like that. Sometimes dwarven stoicism is good. He ponders his next action, hoping to step to the wall to avoid any flankification or murdertering.
| Mukluk Muletender |
Round 1
With a spell after stepping to the wall, Mukluk offers the party 10 rounds of Moose-Zoomies, casting defensively.
1d20 + 18 ⇒ (19) + 18 = 37 Def Casting
+1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.
Melee:
[ dice=Trepanator]1d20+5[/dice] to hit;
[ dice]1d6[/dice] cold iron piercing damage
Mule Bite:
[ dice=MuleBite]1d20+7[/dice] touch to hit;
[ dice=Divine]1d4+2[/dice] damage
Mule Kicks:
[ dice=MuleKicks]1d20+7[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage
[ dice=Divine Mule Piss]1d20+7[/dice] touch to hit;
[ dice]1d4+4[/dice] divine fire
Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (2, 1) = 3 rounds. DC 21 Reflex to avoid being stuck to the ground DC16 str to break free.
Toss some fire at the creature.
1d20 + 7 + 1 + 1 - 4 ⇒ (12) + 7 + 1 + 1 - 4 = 17 touch to hit;
2d6 + 4 ⇒ (2, 5) + 4 = 11 fire damage;
1d6 + 4 ⇒ (3) + 4 = 7 burning DC21 Reflex for half for 1d3 ⇒ 3 rounds
+1 to attx, vs. fear...behold the power of Moose! Believe in the Moose as the Moose believes in you.
With a spell, Mukluk offers the party 10 rounds of Moose-Zoomies. +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.
He again casts a spell that turns the ground all oozy and hot, like a fresh mule meadow muffin. 4d6 + 4 ⇒ (2, 5, 2, 1) + 4 = 14 fire damage, DC 22 Reflex for half and to avoid being entangled. 20' radius burst, should get the leads and maybe more.
Heroism on the heroic Kiss'ya, 200 minutes. And on hisself, also for 200 minutes. Mage Armor (20 hours). Overland Flight (10 hours).
AC: 16/12/14 + 1 w/shield +2 ac vs. evil (Hergie) +1 when hasted
Fort/Ref/Will: +6/+7/+17 +2 vs spells, poison/ +2 vs evil (Hergie)
HP: 52/52
Resist 10 cold/acid
Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
MuleFire: 0/11 used
Rod Extend Lsr: 2/3 used (endure elements MM/Moose alt days, mage armor)
Helgarval
Aid once a day.
Daylight as needed (though only once a day).
Detect evil and know direction at will.
“A cassisian has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants the cassisian a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the cassisian at any one time”
Aid. 1d8 + 3 ⇒ (4) + 3 = 7 temp hp. (The morale +1 won't stack with Ameiko's song.) While Hergarval is nearby, Storm gets "+2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures."
| "Snowball" |
I think Ameiko gets 3 saves vs 17 and then 15+2x for subsequent saves where x is the number of failed saves
"Ameiko!" Snowballs calls out as she gives her a Cat's Luck.
Ameiko gets CHA to saves for 10 minutes.
Snowball uses (Su) and flies away, triggering up to 3 AoOs and hopefully taking them instead of Ameiko...
| Unk's Summoned Monsters |
The bralani azata ignores the leader's feeble attempt to harm him and moves to line up his second blast.
Lightning Bolt (DC 15 for half) vs pink, purple, yellow, green: 6d6 ⇒ (2, 6, 2, 1, 3, 5) = 19
AoO from red-blue and then yellow... though without max damage, sneak attack, or a crit; odds are neither is doing much
| Unk the Conjurer |
Auto success on DC 10 fly check to fly only 5'...
Unk floats slightly to one side to make room for Ameiko, then makes her Levitate up (Assuming she's willing to be levitated out of melee range, this might also mean 3 AoOs...)
Spell-like Abilities
. 11/11 Diviner's Fortune
. 0/1 Time Stutter
. 1/1 Stabilize
Spells Prepared
. 5th 2+1/day {S} Quickened True Strike, Overland Flight, Summon Monster V, (unprepped slot)
. 4th 4+1/day {S} Arcane Eye, Dimension Door, Resilient Sphere (DC 22), Summon Monster IV, Wall of Ice (DC 22), (unprepped slot)
. 3rd 5+1/day {S} Tongues, Fly, Haste, Phantom Steed, Summon Monster III, Tiny Hut
. 2nd 6+1/day {S} See Invisibility, Flaming Sphere (DC 20), Glitterdust (DC 21), Glitterdust (DC 21), Levitate, Levitate, Summon Monster II
. 1st 6+1/day {S} True Strike, Celestial Healing, Endure Elements, Enlarge Person, Fastidiousness, Grease (DC 20), Magic Missile
. 0 (at will) Acid Splash, Detect Magic, Message, Open/Close
| Kisaiya Shiraishi |
Fortitude Save: 1d20 + 11 ⇒ (17) + 11 = 28
Kisaiya does not feel the effects of the poison at all. She tries to focus down the same foe she was already attacking before switching to another. Attacking blue. If blue falls, switch to green She also focuses her mind not just on fighting the remaining foes, but protecting Ameiko. Activating challenge on Green. As long as the challenge is active and she remains adjacent to Ameiko, she can use her Resolve on Ameiko as an immediate action
Primary Attack with Suishen (twf): 1d20 + 17 - 2 ⇒ (7) + 17 - 2 = 22
Primary Damage: 1d8 + 7 + 1d6 ⇒ (4) + 7 + (1) = 12
TWF Attack with +1 Gauntlet (twf): 1d20 + 17 - 2 ⇒ (19) + 17 - 2 = 34
TWF Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Secondary Attack with Suishen (twf): 1d20 + 12 - 2 ⇒ (16) + 12 - 2 = 26
Secondary Damage: 1d8 + 7 + 1d6 ⇒ (5) + 7 + (1) = 13
HP: 82/93
AC: 23/12/21
Saves: F11/R6/W10
Hero Points: 3
Smite Evil Used: 0/3
Lay on Hands Used: 0/7
Divine Bond Used: 0/2
Resolve Used: 0/1
Challenge: 0/1
Second Chance
Spells/Effects Active:
Suishen:
[ dice]1d20+17[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.