| Strong Jaw |
@ Valda! Temp HP 6 and Fast Healing 6 for 4/2 Rounds!
Strongjaw eyes the two dirty Necromancers.
Wish Mees has an utter fireball.
The Witch decides to cast Heal on Veshka.
Heal(1): 1d8 + 8 + 1 ⇒ (1) + 8 + 1 = 10
The Witch then uses Life Boost Hex on her.
Fast Healing 6 for 4/4
| Valda |
Valda shifts her immanence into her sword and unleashes a mirror strike on her opponent!
Mirror Strike: 1d20 + 15 ⇒ (14) + 15 = 291d20 + 13 ⇒ (4) + 13 = 17
Damage: 1d12 + 8 ⇒ (9) + 8 = 17
Enemies take -1 on melee attacks against Valda.
| GM ShadowLord |
Kadosh has trouble trying to exploit the skeleton, so he just smashes it with his battleaxe instead.
Veshka's rubble pummels both undead creatures, getting the better of the rider.
Catamoch kicks the mount with such power that he shatters the back leg and sends the creature tumbling to the ground in pieces.
With only the rider left, he redirects his next attack to the undead warrior and delivers another powerful blow. Valda's blade comes crashing down on it and finishes it off, leaving only the two necromancers and two wooly rhinos.
Realizing the tide has turned against them, the necromancers cut the bindings holding the two skeletal woolly rhinos to the massive iron cage.
The ground shakes as the two undead rhinos, freed from their harnesses, let out a low, rumbling bellow. Their massive, decayed forms, still encased in remnants of flesh and bone, lurch forward, their hollow eyes glowing with an unnatural light.
The ground begins to shake as the two large creature charge ahead into Valda! The first creature slams its horn into her with tremendous force, (critically?) striking her with its horn. In addition to the damage below, Valda must make a DC22 Reflex or be shoved back 5' and knocked prone.
Valda Damage: 3d12 + 5 ⇒ (6, 11, 10) + 5 = 32
If crit, Valda Crit Damage?: 3d12 + 5 ⇒ (4, 9, 12) + 5 = 30
Everyone up!
DC22: 1d20 + 11 ⇒ (5) + 11 = 16 10
DC22: 1d20 + 9 ⇒ (16) + 9 = 25 5
1d20 + 15 ⇒ (19) + 15 = 34
1d20 + 15 ⇒ (5) + 15 = 20
| Kadosh |
HP 74/74
AC 23
Fort +13, Ref +12, Will +10
Hero points: 3
Effects:
"Valda!" Kadhosh cries, panting a little as he rushes back across the battlefield to her side.
He glances over at the necromancers, wondering if they would be better off taking the fight directly to them. But he can't leave his friend to fight alone.
Exploit vulnerability vs. aqua, Stride, Strike
Lore (esoteric) (trained) to Exploit Vulnerability vs. standard DC of creature's level: 1d20 + 12 ⇒ (6) + 12 = 18
Battleaxe: 1d20 + 13 ⇒ (9) + 13 = 22
Slashing, with implement empowerment, personal antithesis: 1d8 + 5 + 4 ⇒ (5) + 5 + 4 = 14
React to Ring Bell if target of Exploit Vulnerability makes a Strike or Casts a Spell that would affect me or an ally. Class DC 22.
OR Implement's Interruption if target of Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using. Make a Strike against the triggering creature with your weapon implement. If your attack is a critical hit, you disrupt the triggering action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
| Strong Jaw |
@ Valda! Temp HP 6 and Fast Healing 6 for 4/1 Rounds! @ Veshka Fast Healing 6 for 4/3 Rounds!
Strongjaw frowns at the scared Necromancers.
Tanngrisnir Strides 35' closer to Valda.
Strongjaw casts Heal on her.
Heal(1): 1d8 + 8 + 1 ⇒ (5) + 8 + 1 = 14
He then Clinging Ice Hex the closest Rhino!
Clinging Ice Hex Ref DC 22: 3d4 ⇒ (3, 2, 1) = 6
| Hakata |
Hakata draws a bead on the closest rhino, channels the spirits of battle, and unleashes two quick shots.
Hunt Prey, cast embodiment of battle, Apparition's Enhancement, Hunted Shot
Recall Knowledge (Religion): 1d20 + 12 ⇒ (15) + 12 = 27
+1 striking shortbow: 1d20 + 12 + 1 + 1 ⇒ (13) + 12 + 1 + 1 = 27 for piercing: 2d6 + 1 + 1 ⇒ (5, 1) + 1 + 1 = 8 and spirit: 1d6 ⇒ 1
+1 striking shortbow: 1d20 + 12 + 1 + 1 - 5 ⇒ (9) + 12 + 1 + 1 - 5 = 18 for piercing: 2d6 + 1 + 1 ⇒ (6, 6) + 1 + 1 = 14 and spirit: 1d6 ⇒ 3
Deadly?: 1d8 ⇒ 7
Combine damage if both hit.
| Valda |
Reflex: 1d20 + 9 ⇒ (10) + 9 = 19
Valda takes a hit and goes flying, landing hard on her back. Strongjaw's magic mends the majority of her wounds, though. She gets back to her feet, steps back up, and attacks the rhino!
Stand, Step, Strike.
Strike: 1d20 + 15 ⇒ (9) + 15 = 24
Damage: 1d12 + 6 ⇒ (12) + 6 = 18
Enemies take -1 on melee attacks against Valda.
| Veshka. |
Veshka clops forward, drawing closer to the mammoths as she drives Catamoch on, on!
| Catamoch |
Rushing around the flank of the reanimated rhinos, Catamoch bulls into them with sheer mass and demonic strength, rearing up to crush bones with his flinty hooves.
Hoof: 1d20 + 15 ⇒ (15) + 15 = 30
Bludgeoning: 2d6 + 4 + 2 ⇒ (3, 1) + 4 + 2 = 10
Hoof: 1d20 + 11 ⇒ (9) + 11 = 20
Bludgeoning: 2d6 + 4 + 2 ⇒ (5, 2) + 4 + 2 = 13
| GM ShadowLord |
Kadosh isn't able to find a vulnerability to exploit, but lands his battleaxe swing into the undead creature, finding that it is partially resistant to his sharp weapon.
Strong jaw helps keep Valda in the fight while slining some icicles around.
Ref DC22: 1d20 + 8 ⇒ (17) + 8 = 25
The rhino's dig their hooves into the ground and lower their heads, signaling trouble. Both rhinos burst forward in separate directions, intent at plowing through the party. The first rhino tramples ahead overtop of Valda and Veshka, closing in and lining up Strongjaw and Hakata as it comes to a stop.
The second rhino also tramples Valda, but also clips Kadosh as it moves north across the battlefield.
Trample hitting Veshka, Kadosh and Valda twice. Each trample is a DC19 Reflex.
Trample Damage DC19R: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Party up! For reference, the black rhino is the injured one the party has been hitting so far.
B: 39
| Valda |
Reflex: 1d20 + 9 ⇒ (13) + 9 = 221d20 + 9 ⇒ (1) + 9 = 10
"Argh!" Valda yells as the rhinos stomp all over her. Wounded but unbowed, she gives chase, slashing at the damaged rhino.
Strikes: 1d20 + 15 ⇒ (9) + 15 = 241d20 + 10 ⇒ (3) + 10 = 13
Damage: 1d12 + 6 ⇒ (4) + 6 = 10
| Strong Jaw |
Ref(E) DC 19: 1d20 + 13 ⇒ (12) + 13 = 25
Strongjaw Commands Tanngrisnir to Stride to within 30' of the Black undead nuisance.
The Witch then flips it the Bird...again!
Heal(3) Fort DC 22: 3d8 ⇒ (4, 6, 4) = 14
Strongjaw also Clinging Ice Hex it!
Clinging Ice Hex Reflex DC 22: 3d4 ⇒ (2, 3, 3) = 8
Tanngrisnir then Strides back away behind some foliage 35'.
| Hakata |
Hakata sustains his connection with the spirits, releases two shots and withdrawls to get out of an easy overrun.
Sustain, Hunted Shot, Stride
+1 striking shortbow: 1d20 + 12 + 1 + 1 ⇒ (8) + 12 + 1 + 1 = 22 for piercing: 2d6 + 1 + 1 ⇒ (4, 4) + 1 + 1 = 10
+1 striking shortbow: 1d20 + 12 + 1 + 1 - 5 ⇒ (8) + 12 + 1 + 1 - 5 = 17 for piercing: 2d6 + 1 + 1 ⇒ (2, 5) + 1 + 1 = 9
| Veshka. |
Reflex: 1d20 + 11 ⇒ (5) + 11 = 16
Veshka snarls as the rhino spins her off to the side, spitting her vitae on the ground where thirsty clover immediately grows and stretches towards her droplets.
As she catches her footing, she brushes her hand against the spilled blood, bringing it to her lips to close the circle of her wrath.
Boost Eidolon: 1d20 + 13 ⇒ (14) + 13 = 27 Focus down to 0, but Catamoch gets another 3 rounds of +2 damage
| Catamoch |
Untroubled and exultant, Catamoch continues the battle. The sad absence of froth and gore among his foes more than made up for by a truly satisfying crunch.
Hoof: 1d20 + 15 ⇒ (18) + 15 = 33
Bludgeoning: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Hoof: 1d20 + 11 ⇒ (9) + 11 = 20
Bludgeoning: 2d6 + 6 ⇒ (2, 2) + 6 = 10
| Kadosh |
Reflex (expert): 1d20 + 12 ⇒ (2) + 12 = 14 Well, amazing that's not a crit fail...
HP 60/74
AC 23
Fort +13, Ref +12, Will +10
Hero points: 3
Effects:
Kadosh grits his teeth as he feels a rib shatter from the skeleton's impact. Still, he can't die yet, so he races across the bloody battlefield, swinging his ax
Stride, Strike x2
Battleaxe: 1d20 + 13 ⇒ (12) + 13 = 25
Slashing, with implement empowerment, personal antithesis: 1d8 + 5 + 4 ⇒ (4) + 5 + 4 = 13
Battleaxe, iterative: 1d20 + 13 - 5 ⇒ (16) + 13 - 5 = 24
Slashing, with implement empowerment, personal antithesis: 1d8 + 5 + 4 ⇒ (8) + 5 + 4 = 17
React to:
Ring Bell if target of Exploit Vulnerability makes a Strike or Casts a Spell that would affect me or an ally. Class DC 22.
Or Implement's Interruption if target of Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using. Make a Strike against the triggering creature with your weapon implement. If your attack is a critical hit, you disrupt the triggering action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
Battleaxe: 1d20 + 13 ⇒ (8) + 13 = 21
Slashing, with implement empowerment, personal antithesis: 1d8 + 5 + 4 ⇒ (8) + 5 + 4 = 17
| GM ShadowLord |
The party puts together a well-coordinated assault against the darker rhino and lands most of their attacks against it. Catamoch's hooves are devastatingly powerful and shatter the front leg of the beast, causing it to falter and nearly collapse. Seizing the opportunity, Kadosh dashes in with his battlefield and finishes the creature off, sending it collapsing to the ground.
Applying SJ's heal to the blue one since black is down now.
Meanwhile, hakata may have gotten out of the easy overrun, but the wooly rhino spins and lines up Hakata in its sights, refusing to let him get away. Digging it, it charges ahead and lowers his head and slams its horn into him with tremendous force.
Hakata Damage: 3d12 + 5 ⇒ (10, 7, 10) + 5 = 32 + DC22 Reflex or be shoved back 5 and knocked prone by the force of the blow.
The rhino tries a follow-up attack, but mistimes its strike.
Party up! One rhino down.
1d20 + 15 ⇒ (12) + 15 = 27
DC22: 1d20 + 8 ⇒ (14) + 8 = 22
1d20 + 10 ⇒ (10) + 10 = 20
B: 11
| Strong Jaw |
@ Valda! Temp HP 6 and Fast Healing 6 for 4/0 Rounds! @ Veshka Fast Healing 6 for 4/2 Rounds!
Strongjaw takes out three pieces of ..and speaks Primal words of anger at the Black Rhino!
Needle Darts (3)
Spell Attack Roll(T) : 1d20 + 12 ⇒ (20) + 12 = 325d4 ⇒ (3, 4, 3, 2, 4) = 16
The Winter Witch also Clinging Ice Hex the Black Rhino!
Clinging Ice Hex Ref DC 22: 3d4 ⇒ (3, 4, 4) = 11
| Hakata |
| 1 person marked this as a favorite. |
Reflex: 1d20 + 12 ⇒ (6) + 12 = 18
The rhino's charge knocks Hakata back, but he jumps to his feet and ripples into a hulking, white-haired primate.
Stand, Dark Forest Form (Ape), Strike
fist: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24 for bludgeoning: 2d6 + 5 ⇒ (4, 5) + 5 = 14
AC 23, 10 Temp HP, 35/57 HP
| Veshka. |
Veshka darts past the rhino as Catamoch runs it down. As she draws nearer to the necromancers, she murmurs a quick blessing to guide Valda's blade.
Shared Step, Guidance
| Catamoch |
Catmoch trundles after the charging rhino, driving his hooves into its flank to try to knock it off its course.
Hoof: 1d20 + 15 ⇒ (2) + 15 = 17
Bludgeoning: 2d6 + 4 + 2 ⇒ (3, 6) + 4 + 2 = 15
Hoof: 1d20 + 11 ⇒ (9) + 11 = 20
Bludgeoning: 2d6 + 4 + 2 ⇒ (3, 1) + 4 + 2 = 10
| Valda |
Valda moves in to attack the last rhino.
Stride, Strike, Strike
Strikes: 1d20 + 15 ⇒ (15) + 15 = 301d20 + 10 ⇒ (14) + 10 = 24
Damage: 1d12 + 6 ⇒ (3) + 6 = 91d12 + 6 ⇒ (2) + 6 = 8
Enemies take -1 on melee attacks against Valda.
| Kadosh |
HP 60/74
AC 23
Fort +13, Ref +12, Will +10
Hero points: 3
Effects:
Kadosh moves in, slashing at the remaining skeletal creature -- though he longs to rush the necromancers who are responsible for these horrors.
Stride, Exploit Vulnerability, Strike!
Lore (esoteric) (trained) to Exploit Vulnerability vs. standard DC of creature's level: 1d20 + 12 ⇒ (11) + 12 = 23
Battleaxe: 1d20 + 13 ⇒ (8) + 13 = 21
Slashing, with implement empowerment, personal antithesis: 1d8 + 5 + 4 ⇒ (3) + 5 + 4 = 12
React to Ring Bell if target of Exploit Vulnerability makes a Strike or Casts a Spell that would affect me or an ally. Class DC 22.
OR react to Implement's Interruption if target of Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using. Make a Strike against the triggering creature with your weapon implement. If your attack is a critical hit, you disrupt the triggering action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
| GM ShadowLord |
Ice Ice DC22: 1d20 + 11 ⇒ (10) + 11 = 21
Valda lands two small strikes against the large rhino and Apekata delivers a powerful kick and once in flanking position, Kadosh continues to smash bone with his battleaxe. Strongjaw wins the moment though, first freezing the creature than delivering a critical strike with his magical attack!
After taking so many hits, the rhino decides to get out of this position and tramples all over the party. As the rhino starts to move, Kadosh senses its intent and lashes out with his battleaxe and Valda reacts swinging her blade, both attempting to put the creature down before it can trample them all.
Kadosh Implement's Interruption: 1d20 + 13 ⇒ (6) + 13 = 19
Valda Reactive Strike: 1d20 + 15 ⇒ (4) + 15 = 19
Unfortunately both attacks come up short and the rhino runs amuck, trampling through the party before making a half-circle turn the opposite direction and trampling over Strongjaw as well. Everyone but Veshka needs to make a basic DC19 Reflex or take Trample Damage: 2d6 + 6 ⇒ (6, 4) + 6 = 16.
Seeing Veshka approach, the two necromancers take defensive measures and both casts spells which cause three illusory duplicates of themselves to appear. Afterwards, the stride in opposite directions, spreading out.
Party up!
B:65
| Kadosh |
Reflex (expert): 1d20 + 12 ⇒ (2) + 12 = 14 Dicebot hates Kadosh
HP 44/74
AC 23
Fort +13, Ref +12, Will +10
Hero points: 3
Effects:
Kadosh groans as he is slow to avoid the rhino. Again, he looks at the necromancers, but sees Strongjaw alone against the skeleton and rushes in that direction to help. "Back up, Strongjaw!" he calls as he chops furiously into the undead creature once, then a second time.
Stride, Strike x2
Battleaxe: 1d20 + 13 ⇒ (19) + 13 = 32
Slashing, with implement empowerment, personal antithesis: 1d8 + 5 + 4 ⇒ (1) + 5 + 4 = 10
Battleaxe: 1d20 + 13 - 5 ⇒ (18) + 13 - 5 = 26
Slashing, with implement empowerment, personal antithesis: 1d8 + 5 + 4 ⇒ (2) + 5 + 4 = 11
OK, I guess those rolls weren't bad.
React to [ url=https://2e.aonprd.com/Actions.aspx?ID=1230]Ring Bell[/url] if target of Exploit Vulnerability makes a Strike or Casts a Spell that would affect me or an ally. Class DC 22.
or to Implement's Interruption if target of Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using. Make a Strike against the triggering creature with your weapon implement. If your attack is a critical hit, you disrupt the triggering action.
Battleaxe: 1d20 + 13 ⇒ (18) + 13 = 31
Slashing, with implement empowerment, personal antithesis: 1d8 + 5 + 4 ⇒ (4) + 5 + 4 = 13
| Hakata |
Reflex: 1d20 + 12 ⇒ (20) + 12 = 32
Animal fury continues to run through Hakata. He dodges the trampling completely, then shifts into the shape of a swift snow leopard to pursue the rhino.
Sustain (Change Form), Stride, Strike
jaws: 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22 for piercing: 2d6 + 5 ⇒ (3, 4) + 5 = 12
AC 23, 10 Temp HP, 35/57 HP
| Strong Jaw |
Ref(E) DC 19: 1d20 + 13 ⇒ (19) + 13 = 3216 = 16
Strongjaw hates the Rhinos!
Being a bit crushed, the Witch decides to bath Hakata and Clinging Ice Hex the Stupids Rhino!
Rousing Splash Temp HP: 3d4 + 1 ⇒ (1, 1, 3) + 1 = 6
Rousing Splash
Clinging Ice Hex Ref DC 22: 3d4 ⇒ (3, 3, 2) = 8
| Veshka. |
Catamoch Reflex: 1d20 + 10 ⇒ (5) + 10 = 15
Veshka wheezes as she replaces the breath knocked from Catamoch's lungs, but she stands her ground, calling forth the lightning to lash at both necromancers as the boar god draws nearer.
Extended Electric Arc: 4d4 ⇒ (4, 4, 3, 2) = 13 Basic Ref DC 22
| GM ShadowLord |
Veshka's electrical spell zaps away two of the images on the orange necromancer, leaving only one images remaining.
The first necromancer casts a spell which causes webbing to appear all around Valda! (10' burst, DC21)
You create a sticky web in the area that impedes creatures' movement each time they try to move through it. Squares filled with the web are difficult terrain. Each square can be cleared of the web by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws.
Each time a creature in the web begins to use a move action or enters the web during a move action, it must attempt an Athletics check or Reflex save against your spell DC to avoid taking a circumstance penalty to its Speeds or becoming immobilized. A creature that gets out of the web ceases to take a circumstance penalty to its Speed from the web.
Critical Success The creature is unaffected, and it doesn't need to attempt further Athletics checks or saving throws against the web this turn. If it used an Athletics check, it clears the web from every square it leaves after leaving the square.
Success The creature is unaffected during its action. If it used an Athletics check, it clears the web from every square it leaves after leaving the square.
Failure The creature takes a –10-foot circumstance penalty to its Speeds until the start of its next turn.
Critical Failure The creature is immobilized until the start of its next turn, after which it takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape to remove its immobilized condition.
The orange necromancer drains his bonded item and once again casts lightning bolt, this time on Veshka.
Veshka E damage: 4d12 ⇒ (2, 4, 5, 3) = 14 DC21 Reflex.
Party up!
1d20 + 12 ⇒ (9) + 12 = 21
1d4 ⇒ 2
1d3 ⇒ 3
| Hakata |
Hakata shifts into a spry deer and gallops toward the necromancer that Catamoch is closing in on.
Sustain (Change Shape), Stride, Stride
| Valda |
Athletics: 1d20 + 14 ⇒ (3) + 14 = 17
The webs cling to Valda and slow her down, but she pushes her way through them, stumbling up to the necromancer and attacking.
Strike: 1d20 + 15 ⇒ (18) + 15 = 33
Damage: 1d12 + 6 ⇒ (1) + 6 = 7
| Strong Jaw |
Strongjaw Commands Tanngrisnir to Stride (twice) to get both Necromancers in his goblin sound!
The Songsinger Glares Intimidatingly at the closest Necromancer!
Intimidation(T): 1d20 + 12 ⇒ (9) + 12 = 21
Performance(E) targets both Necromancers!: 1d20 + 15 ⇒ (13) + 15 = 28
Youses bees messings with da Broken Tusks Tribes!
| Veshka. |
Reflex: 1d20 + 11 ⇒ (16) + 11 = 27
Veshka redirects the rotridden lightning away with only a smattering of burns, lunging towards the northern necromancer with a wordless howl of wrath to spur Catamoch on!
Intimidate: 1d20 + 14 ⇒ (19) + 14 = 33
| Catamoch |
Joyous at finding prey that bleeds and breaks, Catamoch plunges his tusks into what he hopes is the real necromancer.
Tusks: 1d20 + 15 ⇒ (10) + 15 = 25
Piercing: 2d6 + 4 + 2 ⇒ (4, 5) + 4 + 2 = 15
| GM ShadowLord |
The necromancers grimace at the sound of the annoying goblin, finding his song grating and annoying.
Both Catamoch and Valda swipe away mirror images of the necromancers, gradually reducing their illusory defense.
Hakata and Kadosh quickly dash towards the necromancers, attempting to close the distance.
The necromancer to the north hisses "You fools!", his eyes blazing with dark fury. "You may destroy my creations, but the curse of Ashen Swale is eternal! The valley itself will rise against you! We are but the first wave of the storm that will sweep you away!"
Both necromancers begin to chant in unison, dark words of power dripping from their lips. A sickening aura of dark energy swirls around their hands, which they direct towards Valda and Catamoch.
Valda and Catamoch both feel a cold, piercing sensation run through their bodies, the energy draining from her muscles and leeching into the necromancers.
Void Damage Valda: 6d6 ⇒ (1, 1, 4, 5, 1, 2) = 14
Void Damage Catamoch: 6d6 ⇒ (4, 2, 4, 6, 1, 2) = 19
Party up! Orange has no more images, red has one.
1d20 + 12 ⇒ (12) + 12 = 24
1d20 + 12 ⇒ (8) + 12 = 20
1d2 ⇒ 2
1d3 ⇒ 2
1d20 + 13 ⇒ (12) + 13 = 25
1d20 + 13 ⇒ (9) + 13 = 22
o:+9
r: +7
| Hakata |
Hakata shifts into a bear, lumbers up to the orange necromancer, and bites at him.
Sustain, Stride to flank, Strike
jaws: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30 for piercing: 2d8 + 5 ⇒ (4, 2) + 5 = 11
| Strong Jaw |
Having Successfully lowered their Will to resist him, Strongjaw smiles!
Breaking out into maniacal laughter at the two Necromancers, the Songsinger sends Fear(3) Will DC 22 at both!
The Witch then Clinging Ice Hex the closest!
Ref DC 22: 3d4 ⇒ (4, 3, 4) = 11
| Veshka. |
Veshka snarls, her own lifeforce filling the void suddenly appearing within Catamoch.
Boost Eidolon
| Catamoch |
Catamoch swings his great head for the necromancer, using his momentum to run roughshod over them with his flinty hooves.
Tusk: 1d20 + 15 ⇒ (3) + 15 = 18
Piercing: 2d6 + 4 + 2 ⇒ (2, 6) + 4 + 2 = 14
Hoof: 1d20 + 11 ⇒ (14) + 11 = 25
Bludgeoning: 2d6 + 4 + 2 ⇒ (4, 3) + 4 + 2 = 13
Hoof: 1d20 + 7 ⇒ (20) + 7 = 27
Bludgeoning: 2d6 + 4 + 2 ⇒ (5, 4) + 4 + 2 = 15
| Valda |
Reactive Strike: 1d20 + 15 ⇒ (2) + 15 = 17
Damage: 1d12 + 6 ⇒ (6) + 6 = 12
Valda hacks and slashes, trying to clear out the wizard's mirror images.
Strikes: 1d20 + 15 ⇒ (14) + 15 = 291d20 + 10 ⇒ (20) + 10 = 301d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d12 + 6 ⇒ (6) + 6 = 121d12 + 6 ⇒ (3) + 6 = 91d12 + 6 ⇒ (12) + 6 = 18
| Kadosh |
HP 44/74
AC 23
Fort +13, Ref +12, Will +10
Hero points: 3
Effects:
Kadosh moves around the wizard, into a flanking position with Valda but I can't get off the map, so not quite in the spot my token is and then swipes with his ax.
Stride x2, Strike
Battleaxe: 1d20 + 13 ⇒ (7) + 13 = 20
Slashing, with implement empowerment: 1d8 + 5 ⇒ (5) + 5 = 10
| GM ShadowLord |
@Kadosh we can adjust the map. I put you into flanking.
Strongjaw manages to frighten both of the necromancers and pelt one with more ice while Catamoch and Bearkata both deliver critical blows to the orange-glad necromancer.
Meanwhile, Valda gets rid of the last shadow and then delivers a powerful, critical blow the conjurer. Before he can recover, Kadosh's battleaxe buries into his back.
Feeling the end is near, the necromancers pull out all the stops! The red-clad one steps away from Valda and casts lightning bolt on her!
Valda Electricity Damage - Reflex DC21: 4d12 ⇒ (10, 10, 4, 11) = 35
The northern one takes a step away from his attackers surrounding him and casts a spell that gives him some temporary relief from the wounds.
Party up!
DC22: 1d20 + 12 - 1 ⇒ (15) + 12 - 1 = 26
DC22: 1d20 + 12 - 1 ⇒ (14) + 12 - 1 = 25
DC22: 1d20 + 12 ⇒ (17) + 12 = 29
@17
@35
| Kadosh |
HP 44/74
AC 23
Fort +13, Ref +12, Will +10
Hero points: 3
Effects:
"Careful, Radiant Valda!" Kadosh warns as he again moves around the necromancer, sizing him up. He then swings his ax in a furious arc, aiming at the spellcaster's neck.
Stride, Exploit Vulnerability, Strike!
Lore (esoteric) (trained) to Exploit Vulnerability vs. standard DC of creature's level: 1d20 + 12 ⇒ (16) + 12 = 28
Battleaxe: 1d20 + 13 ⇒ (17) + 13 = 30
Slashing, with implement empowerment, personal antithesis: 1d8 + 5 + 4 ⇒ (2) + 5 + 4 = 11
React to Ring Bell if target of Exploit Vulnerability makes a Strike or Casts a Spell that would affect me or an ally. Class DC 22.
OR to Implement's Interruption if target of Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using. Make a Strike against the triggering creature with your weapon implement. If your attack is a critical hit, you disrupt the triggering action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
| Hakata |
Hakata growls at the necromancer.
Sustain, Stride to flank, Strike
jaws: 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28 for piercing: 2d8 + 5 ⇒ (6, 8) + 5 = 19
| Valda |
Reflex: 1d20 + 9 ⇒ (1) + 9 = 10
Hero Point: 1d20 + 9 ⇒ (14) + 9 = 23
Valda heroically throws herself aside, avoiding the full blast of lightning. She steps back up to attack the necromancer.
Strikes: 1d20 + 15 ⇒ (1) + 15 = 161d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d12 + 6 ⇒ (2) + 6 = 8
| Strong Jaw |
Strongjaw takes out some rusty nails. He waves at the Orange Necromancer.
Needle Darts: 1d20 + 12 ⇒ (1) + 12 = 135d4 ⇒ (4, 1, 3, 1, 2) = 11
He then Clinging Ice Hex him!
Clinging Ice Hex Ref DC 22: 3d4 ⇒ (3, 1, 1) = 5
| Veshka. |
Catamoch Reactive Strike: 1d20 + 15 ⇒ (9) + 15 = 24
Tusks: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Catamoch reacts badly to the necromancer's attempt to flee, raking his tusks along the apostate's ribs when he drops his guard to cast his spell.
Veshka, trusting to her feral companions to finish the job, heads south, lashing the other necromancer with wrathful bolts of lightning!
Electric Arc: 4d4 ⇒ (1, 2, 2, 4) = 9 Basic Ref DC 22