GM Peachbottom's War for the Crown

Game Master Peachbottom

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Rebuilding Stachys

Palace of Birdsong 1st Floor Map
Palace of Birdsong 2nd Floor Map

Loyalty Points: 44

Hero Points:
Icabhod: 3 | Henrika: 1 | Trevor: 2 | Tychus: 1 | Xallis: 2


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Male
Skills:
Diplo +22 (Charming +23)|Heal +11|Kn. Nob +13|Kn. Rel +10|SM +12|Kn. His +6|Appraise +6|Spell +5|Prof. bartender +8
Aasimar
Vitals:
HP 47/47|AC 19, T 11, FF19|Fort +6, Ref +2, Will +8|Resist acid, cold & electricity 5|BAB +4, CMB +4, CMB 14
Cleric/6th|Perception +5|Channel Energy 3d6, 7/7x/day (Will DC 17)

"Navia's scouting has been remarkable so far", Trevor concedes. "Yes. Please scout the way."


Navia heads up the stairs first, while the rest of you wait nearby. She peaks in the door at the top of the stairs first.

H30 Artisan’s Loft

This warm balcony overlooks the kitcens below and is used for a variety of chores, particularly in the chilly winter months. Most of the palace’s cobbling, sewing, and weaving happens here, where the head housekeeper can watch both the crafting tasks and the kitchen work below. There is also a ladder that leads directly to the kitchen.

No work is being done here at the moment, so Navia moves on.

You don’t need to check the servant’s rooms (SR).

Before Navia can explore the northern rooms, she spots a soldier made of metal walking towards her. She ducks back into the loft to hide. Observing the soldier, she sees that it was not coming after her but patrolling the north-eastern section of the palace in a circular route.

Navia spends 1 minute observing. If you want to avoid the enemy, Navia can try stealth or invisibility. Or you can fight it.

Lore – Knowledge (Arcana)
Icahbod: 1d20 + 3 ⇒ (4) + 3 = 7
Trevor: 1d20 + 5 ⇒ (17) + 5 = 22
Xallis: 1d20 + 11 ⇒ (6) + 11 = 17

Trevor identifies the enemy as a Clockwork Soldier and can tell you the following information about it:
•A clockwork soldier’s type is construct (clockwork).
•The clockwork soldier is a mechanical mercenary that fights to the death for its creator. With the ability to wield most weapons with full proficiency, clockwork soldiers are versatile and wholly unpredictable foes.
•A clockwork soldier is vulnerable to adamantine weapons and electricity.
•Clockwork soldiers have specially designed hands that easily grasp and lock onto weapons and objects.

Construct and Clockwork Traits
•Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
•Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
•Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
•Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
•Clockwork constructs must be wound with special keys in order to function.


AC 11+7, T 11, FF 10+7 | CMB 3, CMD 13 | HP 51/51 | Fort +5, Ref +4, Will +6 | Init +1 | Perception +0 | Conditions: barkskin, mage armor
Eidolon stats:
AC 18+5, T 12-2, FF 16+5 | CMB +9+2, CMD 21+1 |HP 32/32 | Fort +5, Ref +3-1, Will +4 | Init +2 | Perception +15 , scent 30 ft | Conditions: mage armor, extended barkskin, enlarge person

"Hmmm..." the summoner does a headcount of himself and his allies. "Not nearly enough castings of invisibility to get us all through. And a team is only as sneaky as the loudest member." He taps himself on the chest to emphasize that.

Navia shakes her head. "No need. It's a big dumb construct, we can break it like the rest. We don't have the right kind of metal for it, so we just have to hit it really really hard, right?" She grins and crackers her knuckles together.

If the party does want to fight, I'd like to pre-cast enlarge person on Navia.


Male
Skills:
Diplo +22 (Charming +23)|Heal +11|Kn. Nob +13|Kn. Rel +10|SM +12|Kn. His +6|Appraise +6|Spell +5|Prof. bartender +8
Aasimar
Vitals:
HP 47/47|AC 19, T 11, FF19|Fort +6, Ref +2, Will +8|Resist acid, cold & electricity 5|BAB +4, CMB +4, CMB 14
Cleric/6th|Perception +5|Channel Energy 3d6, 7/7x/day (Will DC 17)

Trevor sighs in resignation. "You're right, Xallis. There's nothing for it than to destroy it. Cayden be with us!"


LN Human Bolt Ace 5/Sanctified Slayer 1| HP 51/51 | AC 24, T 17, FF 15 | Fort +9, Ref +12, Will +8 | Perception +13 | Grit: 2/4

Tychus takes out one of his bolts and gives it a sad look.

"I kind of have reservations about this... But I don't think we have many other options. If we do this, Abadar will have to help me..."

If we do combat, Tychus will pre-cast Divine Favour.


You cast your preparatory spells and wait for the clockwork soldier to pass through the wider section of hallway. When it does, you rush up the stairs to face it.

Initiative:

Henrika: 1d20 + 3 ⇒ (2) + 3 = 5
Icabhod: 1d20 + 6 ⇒ (2) + 6 = 8
Trevor: 1d20 ⇒ 7
Tychus: 1d20 + 6 ⇒ (3) + 6 = 9
Xallis: 1d20 + 1 ⇒ (5) + 1 = 6
Clockwork Soldier: 1d20 + 6 ⇒ (9) + 6 = 15

The clockwork soldier reacts quickly and marches in your direction to attack first. It wields a halberd just like its human soldier counterparts.

Clockwork Soldier – Halberd vs. Henrika’s AC 20: 1d20 + 18 ⇒ (2) + 18 = 20
Mirror Image: 1d5 ⇒ 1
Damage: 1d10 + 13 ⇒ (9) + 13 = 22

The clockwork creature thrusts its weapon with a strength that no human soldier could achieve. It bypasses Henrika’s illusions and hits her hard.

Henrika gets hit for 22 damage. (She had 14 hp from false life that get removed first.)

Round 1
Initiative

15 – Clockwork Soldier
09 – Tychus (51/51 hp)
08 – Icabhod (41/47 hp)
07 – Trevor (47/47 hp)
06 – Xallis (51/51 hp)
06 – Navia (32/32 hp)
05 – Henrika (43/51 hp)

Active Spells/Effects
Henrika:Heightened Awareness (28 min), ▲Mirror Image (4 images, 5 min), ▲Hermean Potential (2 rolls, 5 min)
Icabhod:Barkskin (+3 AC, 28 min), ▲Perceive Cues (28 min)
Trevor: None
Tychus:Divine Favor (+2, 10 rd)
Xallis:Mage Armor (28 min), ▲Barkskin (+3 AC, 28 min)
Navia:Barkskin (+3 AC, 2 hr), ▲Mage Armor (28 min), ▲Unfetter (28 min), ▲Enlarge Person (6 min)

Everyone goes.


M Human Investigator 6|HP 28/47|AC17T12FF15|F4R7W5|Per8 Insp1/5 Hero pt 1/3

I fear that my weapons will do little against this. Icabhod will attempt to gracefully bypass the soldier to flank

Acrobatics: 1d20 + 10 ⇒ (7) + 10 = 17


Male
Skills:
Diplo +22 (Charming +23)|Heal +11|Kn. Nob +13|Kn. Rel +10|SM +12|Kn. His +6|Appraise +6|Spell +5|Prof. bartender +8
Aasimar
Vitals:
HP 47/47|AC 19, T 11, FF19|Fort +6, Ref +2, Will +8|Resist acid, cold & electricity 5|BAB +4, CMB +4, CMB 14
Cleric/6th|Perception +5|Channel Energy 3d6, 7/7x/day (Will DC 17)

Trevor steps back as Navia erupts in front of him into her Large size. Initially unsure how to help, the cleric realizes one of the party's best weapon stands before him. So the caydenite reaches out and touches the eidolon, granting her the Touch of Good Domain ability for her attack against the automaton.

Touch of Good (Sp):

You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

This give Navia a +3 to all above for one round.


F NG human mesmerist 6 | HP 12/51 | AC20* T12* FF20* | CMB+7 CMD18 | F+5 R+6 W+9** (+2 vs illusions) | Init+3 Per+8* SM+8* | hero 0 tricks 2/5 YR 1/1 | spells 1st-1/5 2nd-1/4 | effects/conditions Mesmeric Mirror x2 6m, message 58m

Henrika buckles slightly at the force of the clockwork soldier's attack. Then, planting her feet, she vows to return as good a blow as she received. She swings with her enchanted sword.

Attack (Korinna's blade), flanking, Power Attack: 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27
Reroll (from Hermean potential) attack (Korinna's blade), flanking, Power Attack: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 11
Damage (magic, slashing), Power Attack: 1d8 + 6 + 6 ⇒ (2) + 6 + 6 = 14
Confirm critical: 1d20 + 10 - 2 ⇒ (4) + 10 - 2 = 12
Reroll (from Hermean potential) confirm critical: 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13
Reroll (from hero point) confirm critical: 1d20 + 10 - 2 ⇒ (7) + 10 - 2 = 15
Additional critical damage (magic, slashing): 1d8 + 6 + 6 ⇒ (1) + 6 + 6 = 13


AC 11+7, T 11, FF 10+7 | CMB 3, CMD 13 | HP 51/51 | Fort +5, Ref +4, Will +6 | Init +1 | Perception +0 | Conditions: barkskin, mage armor
Eidolon stats:
AC 18+5, T 12-2, FF 16+5 | CMB +9+2, CMD 21+1 |HP 32/32 | Fort +5, Ref +3-1, Will +4 | Init +2 | Perception +15 , scent 30 ft | Conditions: mage armor, extended barkskin, enlarge person

Xallis decides to test out his theory on this supposed 'strong grip' that the construct has on its weapon. He casts a conjuration spell, summoning a layer of oily goop that coats the clockwork soldier's weapon!

Casting grease on the soldier's weapon. Reflex DC 16 to avoid dropping it, unless it has some ability to negate that.

Meanwhile, Navia decides to try and 'disarm' her foe in a far more literal sense, swinging just over her allies' heads!

Navia's Claw (power attack): 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14 damage: 1d6 + 5 + 4 ⇒ (2) + 5 + 4 = 11
Navia's Claw (power attack): 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23 damage: 1d6 + 5 + 4 ⇒ (5) + 5 + 4 = 14
Navia's Claw (power attack): 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17 damage: 1d6 + 5 + 4 ⇒ (6) + 5 + 4 = 15
Navia's Claw (power attack): 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11 damage: 1d6 + 5 + 4 ⇒ (2) + 5 + 4 = 11


LN Human Bolt Ace 5/Sanctified Slayer 1| HP 51/51 | AC 24, T 17, FF 15 | Fort +9, Ref +12, Will +8 | Perception +13 | Grit: 2/4

If the Construct is still alive:

Knowing that not just any careless shot would do, Tychus takes a second to scout out a weak spot amongst the constructs many joints.

Attack: 1d20 + 13 ⇒ (3) + 13 = 16
Damage: 1d10 + 13 ⇒ (6) + 13 = 19

Studying the Construct. Spending a point of Grit to target Touch AC. It receives +4 AC from all the Soft Cover Tychus has to shoot through.

Mmmm, given the penalty, I think I'll need to re-roll that.

Attack RR: 1d20 + 13 ⇒ (3) + 13 = 16


Male
Skills:
Diplo +22 (Charming +23)|Heal +11|Kn. Nob +13|Kn. Rel +10|SM +12|Kn. His +6|Appraise +6|Spell +5|Prof. bartender +8
Aasimar
Vitals:
HP 47/47|AC 19, T 11, FF19|Fort +6, Ref +2, Will +8|Resist acid, cold & electricity 5|BAB +4, CMB +4, CMB 14
Cleric/6th|Perception +5|Channel Energy 3d6, 7/7x/day (Will DC 17)
Xallis Livara wrote:

Meanwhile, Navia decides to try and 'disarm' her foe in a far more literal sense, swinging just over her allies' heads!

[dice=Navia's Claw (power attack)]1d20+9-2 [dice=damage]1d6+5+4
[dice=Navia's Claw (power attack)]1d20+9-2 [dice=damage]1d6+5+4
[dice=Navia's Claw (power attack)]1d20+9-2 [dice=damage]1d6+5+4
[dice=Navia's Claw (power attack)]1d20+9-2 [dice=damage]1d6+5+4

Add +3 to all these rolls, due to Trevor's Touch of Good.


Round 1

Tychus’ shot bounces harmlessly off the construct’s armor-plating.

Tychus misses.

Clockwork Soldier AoO vs. Icabhod’s AC 20: 1d20 + 18 ⇒ (3) + 18 = 21
Damage: 1d10 + 13 ⇒ (9) + 13 = 22

Icabhod tries to slip past the soldier but the robot’s defenses prove difficult to bypass. The soldier cuts Icabhod badly as he passes by. Icabhod feels like he can’t take another hit like that.

Icabhod’s Acrobatics check was not high enough to avoid an attack of opportunity. The clockwork soldier hits Icabhod for 22 damage. I’ll move Icabhod in the space behind the soldier so he can give Henrika and Navia flanking.

Trevor gives Navia his blessing then Navia, towering over Henrika, claws at the enemy.

With touch of good and flanking, the attack results are 19, 28, 22, and 16. The second and third attacks are hits.

Navia batters the soldier twice. Its armor-plating absorbs some of the damage but Navia still hits it hard enough to leave a mark.

Navia hits the clockwork soldier twice for a total of 19 damage after DR.

Xallis wrote:
Casting grease on the soldier's weapon. Reflex DC 16 to avoid dropping it, unless it has some ability to negate that.

It gets a +2 bonus against attempts to disarm it. It is not immune to disarming. I’m going to rule that this bonus applies to the grease Reflex save as well.

Clockwork Soldier Reflex DC 16: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26

Xallis greases the soldier’s halberd. It’s latched hands maintain their hold for now but the weapon remains slippery.

Henrika returns the favor against the soldier and leaves a dent on its body.

Henrika hits the clockwork soldier for 9 damage after DR. Crit didn’t happen.

Round 2

Clockwork Soldier Reflex DC 16: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15

The clockwork soldier raises its halberd and when it does so, the weapon slips from its grip and clatters to the ground, spoiling the attack.

Clockwork Soldier Reflex DC 16: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26

The soldier tilts its head emotionlessly to look at the weapon on the ground then bends down and picks it back up.

Icabhod AoO, flanking: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Navia AoO, power attack, flanking, touch of good: 1d20 + 9 - 2 + 2 + 3 ⇒ (10) + 9 - 2 + 2 + 3 = 22
Damage: 1d6 + 5 + 4 ⇒ (6) + 5 + 4 = 15

Henrika AoO, power attack, flanking: 1d20 + 10 - 2 + 2 ⇒ (19) + 10 - 2 + 2 = 29
Crit Confirmation: 1d20 + 10 - 2 + 2 ⇒ (12) + 10 - 2 + 2 = 22
Damage: 2d8 + 12 + 12 ⇒ (7, 4) + 12 + 12 = 35

When the clockwork soldier does so, the three of you surrounding it, take the opportunity to ruthlessly beat it down while it is defenseless. Icabhod is unable to harm the creature. But Navia then rips off a piece of the soldier’s chest plate and Henrika follows up by slashing the exposed section, severing some internal hoses and wiring. Oily fluid drains out of the construct’s body and within moments it collapses to the ground.

Navia hits the clockwork soldier for 10 damage then Henrika made crit happen and hits it for 30 more damage, destroying it.

I’ll give Henrika a hero point back for that. I was considering giving Xallis one too for the timely grease but he already has 3.

That was quick. Combat over.

Status
Henrika (43/51 hp)
Icabhod (19/47 hp)
Trevor (47/47 hp)
Tychus (51/51 hp)
Xallis (51/51 hp)
Navia (32/32 hp)

Active Spells/Effects
Henrika:Heightened Awareness (28 min), ▲Mirror Image (4 images, 5 min)
Icabhod:Barkskin (+3 AC, 28 min), ▲Perceive Cues (28 min)
Trevor: None
Tychus:Divine Favor (+2, 9 rd)
Xallis:Mage Armor (28 min), ▲Barkskin (+3 AC, 28 min)
Navia:Barkskin (+3 AC, 2 hr), ▲Mage Armor (28 min), ▲Unfetter (28 min), ▲Enlarge Person (6 min)

I’ll do a post about the nearby rooms in a separate post.


The clockwork soldier drops a magical halberd that you can pick up. Nothing else is worth salvaging from it.

Halberd – Spellcraft DC 18 Rolls:

Trevor: 1d20 + 5 ⇒ (7) + 5 = 12
Tychus: 1d20 + 4 ⇒ (13) + 4 = 17
Xallis: 1d20 + 11 ⇒ (9) + 11 = 20

(It’s a +1 halberd.)

With the guardian out of the way, you can safely check the rooms to the north. You peek in the servant room which is clearly being lived in but is currently unoccupied. You leave it alone and proceed to the observatory.

H27 Observatory

This large, window-lined room rises to a domed, glass ceiling, exposing the entire room to a spectacular view. The room looks barely used and there are scuff marks on the ground suggesting the clockwork soldier was probably stored here when not in use.

Below the observatory, the next room you check is the captain’s quarters.

H28 Captain’s Quarters

This spacious but sparse room was set aside for the palace’s guard commander, Gul Gusairne. He’s obviously not using it anymore. The room contains several books on elven history, organization, and psychology.

Perception Rolls:

Henrika, heightened awareness: 1d20 + 8 ⇒ (18) + 8 = 26
Icabhod, perceive cues: 1d20 + 8 + 5 ⇒ (7) + 8 + 5 = 20
Trevor: 1d20 + 5 ⇒ (20) + 5 = 25
Tychus: 1d20 + 11 ⇒ (1) + 11 = 12
Xallis: 1d20 + 0 ⇒ (10) + 0 = 10
Navia: 1d20 + 16 ⇒ (9) + 16 = 25

You spot a hollowed-out bedpost contains a keyring full of keys.

Next to the Captain’s Quarters is an armory.

H29 Armory

The palace armory contains extra equipment for soldiers and various family members. If you take the time to count it, altogether there are: an Aldori dueling sword, five halberds, five heavy crossbows, two rapiers, five short swords, two shortbows, 240 crossbow bolts, 144 arrows, and a masterwork large steel shield. In addition, you spot tucked in a corner, a book of crude, salacious drawings.

(None of these items are magical and probably best left alone.)

The last room you check is the palace’s arcane laboratory. Xallis recalls Count Bartelby briefly showing him this room on his last visit.

H26. Arcane Laboratory

The Lotheeds have a well-earned reputation for producing powerful arcane spellcasters, and generations of arcanists, magi, and wizards have studied their art have in the palace’s arcane laboratory. Steel and lead panels cover most of the walls to prevent accidental damage to the rest of the palace. Spellbooks within hold nearly every 1st- and 2nd-level arcane spell, as well as a number of higher-level spells to be studied by advanced students. The space also includes an alchemist’s lab.

The spellbooks technically belong to the crown and should remain here. Spells could be copied out of them while here but you don’t have time for that at the moment. In addition, a glass case set in the wall contains a well-used wand.

(The wand is labeled as a wand of dispel magic and does not need to be identified. It is fine to claim this item for your use. It has 13 charges and dispel checks with it would be 1d20+5.)

(You know what?! I did this whole post was going to say it took you 10 minutes to search these rooms, but then I realized that would make a number of your spells wear off and you probably want to try to encounter Bartelby before they do. But I'm not redoing this whole post again later. So, I’m not reducing the duration of any of your spells now. I’ll try to remember and say you actually search these rooms after you encounter Bartelby and take 10 minutes off of your spells afterwards. There was nothing in the rooms that would make a noticeable difference with what order you do things in. From here, you are nearing where Alista said you might encounter Bartelby. Before you proceed, I might suggest healing Icabhod a bit though.)


F NG human mesmerist 6 | HP 12/51 | AC20* T12* FF20* | CMB+7 CMD18 | F+5 R+6 W+9** (+2 vs illusions) | Init+3 Per+8* SM+8* | hero 0 tricks 2/5 YR 1/1 | spells 1st-1/5 2nd-1/4 | effects/conditions Mesmeric Mirror x2 6m, message 58m

Henrika slowly shakes her head and relaxes slightly, only now recognizing how tense the fight against the clockwork soldier had made her. "These constructs are quite a challenge for my training," she whispers. "I must ask Jack to teach me some tricks I can use against them, if we are likely to face more such creatures in the future."

If anyone's willing to use the healing wand on Ichabod, Henrika would appreciate a touch or two as well, just in case.

Before they move closer to the count's lair, Henrika casts Hermean potential on herself again.


LN Human Bolt Ace 5/Sanctified Slayer 1| HP 51/51 | AC 24, T 17, FF 15 | Fort +9, Ref +12, Will +8 | Perception +13 | Grit: 2/4

Even with the generous offer to not count down the spell duration, I'm fairly sure my Divine Favour will wear off quickly. Tychus will recast it before encountering Bartelby.


Healing
Cure Light Wounds on Icabhod: 1d8 + 1 ⇒ (5) + 1 = 6
Cure Light Wounds on Icabhod: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds on Icabhod: 1d8 + 1 ⇒ (7) + 1 = 8
Cure Light Wounds on Icabhod: 1d8 + 1 ⇒ (6) + 1 = 7
Cure Light Wounds on Henrika: 1d8 + 1 ⇒ (8) + 1 = 9

Trevor uses one of your wands of cure light wounds to patch up Icabhod and Henrika’s injuries. Icahbod heals 25 hp. Henrika heals 8 hp. (5 charges were used.)

You refresh some spells then step through the doors to the upstairs parlor.

The bay windows here overlook not only the Palace of Birdsong’s exquisite gardens, but also much of the county’s most beautiful scenery beyond.

Count Bartelby sits in a large wooden chair that is carved to resemble a fearsome bear facing outwards and looking over the gardens. Although he reclines with a glass of red wine in hand, it is clear that he is prepared for battle. Those attuned to magic can sense that he has enhanced himself with a number of spells. One effect is visible: as he moves, multiple illusions echo his movements. Henrika can recognize it without needing to identify it, since it is one of her favorite tricks: mirror image.

Mirror Images: 1d4 + 2 ⇒ (3) + 2 = 5

He appears to be alone. Count Bartelby turns and stands when you open the door. He gestures towards the window. ”Beautiful, isn’t it? This land and all of its people. From here, I could see you approaching from a mile away, you know. Not the least bit subtle, are we?” In his other hand, he holds an unsheathed sword cane. He raises it and points it towards Xalls. ”Sir Xallis. I am most disappointed in you. When we first met, I thought us of similar minds. Being of superior intellect, I thought you’d see things from my point of view and understand that what I am doing here is not only just but necessary.”

“I welcomed you into my home! I offered you my hospitality! And this is how you repay me?!” Bartelby shouts and smashes the glass of wine to the ground. ”You think you are better than me?! You defy me laws! You steal my people’s hearts! And now you’ve come to steal my home!? How DARE you!? Such defiance will not go unanswered! You will pay for this outrage with your lives!”

When Count Bartelby shouts those final words, three guards burst through the door at the far end of the hallway. And in addition, the chair he was sitting on, twists and rears up to reveal itself as a flat, wooden bear construct.

Bear Construct Lore

Knowledge (Arcana) DC 16:

•This is a wood golem.
•A wood golem’s type is construct.
•A wood golem is carved from rare woods, assembled into a roughly humanoid body with articulated limbs. This golem was carved in the shape of a chair.

Knowledge (Arcana) DC 21:

•A chair golem is vulnerable to adamantine weapons and fire. It is immune to magic.
•A wood golem can launch a barrage of razor-sharp wooden splinters from its body.

Knowledge (Arcana) DC 26:

•A wood golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the Fire descriptor, which affect it normally. In addition, certain spells and effects function differently against the creature, as noted below.
Warp wood or wood shape slows a wood golem.
Repel wood drives the golem back and deals damage to it.
•A magical attack that deals cold damage breaks any slow effect on the golem and heals the golem.

Construct Traits

Automatic:

•Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
•Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
•Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
•Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).

Initiative:

Henrika: 1d20 + 3 ⇒ (15) + 3 = 18
Icabhod: 1d20 + 6 ⇒ (19) + 6 = 25
Trevor: 1d20 ⇒ 4
Tychus: 1d20 + 6 ⇒ (1) + 6 = 7
Xallis: 1d20 + 1 ⇒ (13) + 1 = 14
Count Bartelby: 1d20 + 2 ⇒ (8) + 2 = 10
Wooden Bear Construct: 1d20 + 3 ⇒ (6) + 3 = 9
Lotheed Soldiers: 1d20 + 1 ⇒ (18) + 1 = 19

Round 1
Initiative

25 – Icabhod (44/47 hp)
19 – Lotheed Soldier (Red)
19 – Lotheed Soldier (Yellow)
19 – Lotheed Soldier (Blue)
18 – Henrika (51/51 hp)
14 – Xallis (51/51 hp)
14 – Navia (32/32 hp)
10 – Count Bartelby Lotheed
09 – Wooden Bear Construct
07 – Tychus (51/51 hp)
04 – Trevor (47/47 hp)

Active Spells/Effects
Henrika:Heightened Awareness (27 min), ▲Mirror Image (4 images, 4 min), ▲Hermean Potential (2 rolls, 6 min)
Icabhod:Barkskin (+3 AC, 27 min), ▲Perceive Cues (27 min)
Trevor: None
Tychus:Divine Favor (+2, 10 rd)
Xallis:Mage Armor (27 min), ▲Barkskin (+3 AC, 27 min)
Navia:Barkskin (+3 AC, 2 hr), ▲Mage Armor (27 min), ▲Unfetter (27 min), ▲Enlarge Person (5 min)
Count Bartelby:Mirror Image (5 images)

Icabhod starts us off.


F NG human mesmerist 6 | HP 12/51 | AC20* T12* FF20* | CMB+7 CMD18 | F+5 R+6 W+9** (+2 vs illusions) | Init+3 Per+8* SM+8* | hero 0 tricks 2/5 YR 1/1 | spells 1st-1/5 2nd-1/4 | effects/conditions Mesmeric Mirror x2 6m, message 58m

Henrika dismisses her heightened awareness spell for a +4 on her initiative roll, allowing her to get the jump on the soldiers.

Henrika moves quickly into the opulent hall, past the construct as it is animating and putting herself next to the count. "Nonetheless, I persist. You are under arrest," she says, fixing him with her hypnotic stare. "Surrender and you may receive clemency, though your vile deeds make you undeserving of it. If you persist, you will die in this room, like the other soulless puppets that inhabit this palace."

I was going to have her cast blistering invective before I realized she's not close enough to affect the soldiers, who it would be aimed at. So instead, she will swing at Bartelby to attempt to remove one of his mirror images.

Attack Bartelby (Korinna's blade): 1d20 + 10 ⇒ (3) + 10 = 13
Reroll (Hermean potential) attack: 1d20 + 10 ⇒ (2) + 10 = 12
Damage (magic, slashing): 1d8 + 6 ⇒ (7) + 6 = 13


M Human Investigator 6|HP 28/47|AC17T12FF15|F4R7W5|Per8 Insp1/5 Hero pt 1/3

Before battle, Icabhod drinks an Extract of Shield +4 AC 6 Minutes and applies Medium Spider Venom to his rapier Type poison (injury); Save Fortitude DC 14; Frequency 1/round for 4 rounds; Cure 1 save 1d2 Str damage

You are a worthless lord who cannot maintain your estate. He strikes out with his Rapier

Rapier+1,Studied Combat, Studied Strike: 1d20 + 10 ⇒ (14) + 10 = 241d6 + 6 + 2d6 ⇒ (5) + 6 + (4, 2) = 17


Round 1

Bartelby Mirror Image: 1d6 ⇒ 1
Barelby - Poison Fort DC 14: 1d20 + 6 ⇒ (8) + 6 = 14

Icabhod rushes up and catches the Count off-guard causing a rainbow of emotions to race across his face. At first, Bartelby seems shocked by the accuracy of Icabhod’s attack. And then a look of panic when he realizes the blade was poisoned. Finally, he grins with smug satisfaction when his constitution staunches the poison from spreading. ”Bravo! A worthy opponent.” he retorts.

Icabhod hits the true Bartelby for 17 damage. Unfortunately, he just barely saves against the poison. Icabhod goes before Henrika, so she can’t add the painful stare damage yet.

Henrika moves across the room and tries to slash Bartelby as well. However, an invisible shield rotates in front of the attack and stops the sword before it would connect with the Count.

Henrika misses Count Bartelby.

Two of the soldiers (yellow and blue) spread across the width of the hallway and fire upon Henrika with heavy crossbows. ”Traitor!”

Lotheed Soldier (Yellow) – Heavy Crossbow vs. Henrika’s AC 20: 1d20 + 7 - 4 ⇒ (14) + 7 - 4 = 17

Lotheed Soldier (Blue) – Heavy Crossbow vs. Henrika’s AC 20: 1d20 + 7 - 4 ⇒ (12) + 7 - 4 = 15

The soldiers’ bolts reduce Henrika’s images by two. Then they both reload.

Both soldier (Yellow) and (Blue) miss Henrika, but because the attacks were within 5 of her AC, they destroy a mirror image.

The third soldier (red) rushes to flank Henrika, dropping his crossbow and bringing his halberd to bear as he runs.

Lotheed Soldier (Red) – Halberd vs. Henrika’s AC 20: 1d20 + 8 ⇒ (2) + 8 = 10

Henrika sees a tell in the soldier’s attack and side-steps out of harms way.

Lotheed Soldier (Red) misses Henrika. “Runs” is just descriptive. The soldier did not charge; just a 30 ft. move.

Round 1
Initiative

25 – Icabhod (44/47 hp)
22 – Henrika (51/51 hp)
19 – Lotheed Soldier (Red)
19 – Lotheed Soldier (Yellow)
19 – Lotheed Soldier (Blue)
14 – Xallis (51/51 hp)
14 – Navia (32/32 hp)
10 – Count Bartelby Lotheed (17 damage)
09 – Wooden Bear Construct
07 – Tychus (51/51 hp)
04 – Trevor (47/47 hp)

Active Spells/Effects
Henrika:Mirror Image (1 image, 4 min), ▲Hermean Potential (1 rolls, 6 min)
Icabhod:Barkskin (+3 AC, 27 min), ▲Perceive Cues (27 min), ▲Shield (6 min)
Trevor: None
Tychus:Divine Favor (+2, 10 rd)
Xallis:Mage Armor (27 min), ▲Barkskin (+3 AC, 27 min)
Navia:Barkskin (+3 AC, 2 hr), ▲Mage Armor (27 min), ▲Unfetter (27 min), ▲Enlarge Person (5 min)
Count Bartelby:Mirror Image (5 images), ▲Shield, ▼Hypnotic Stare

Xallis and Navia are next.


AC 11+7, T 11, FF 10+7 | CMB 3, CMD 13 | HP 51/51 | Fort +5, Ref +4, Will +6 | Init +1 | Perception +0 | Conditions: barkskin, mage armor
Eidolon stats:
AC 18+5, T 12-2, FF 16+5 | CMB +9+2, CMD 21+1 |HP 32/32 | Fort +5, Ref +3-1, Will +4 | Init +2 | Perception +15 , scent 30 ft | Conditions: mage armor, extended barkskin, enlarge person

Xallis' expression grows more tired as he hears Lotheed speak. Despite that, he manages to retort with a smug, venomous tone. "An amusing accusation, to call me unsubtle. I was merely lowering myself to match your tone, considering it was you who sent your weak and noisy manservant to kill me. Had he been any less vital to your estate, I would have assumed you were sending an incompetent assassin on purpose as a grim prank. I hear it's all the rage among the nobles of Ustalav."

He shakes his head, and Navia assumes a combat stance. "But you have gone too far. You are short sighted, untested, and that show of force has allowed me a peek behind the mask of intellect you wear. And what I see disgusts me. Should you be unwilling to apologize, I'll be forced to show you how we do things in Cheliax."

Round 1!

Noticing the layers of protective spells, Xallis will begin by trying to strip some of them away by drawing their newly acquired wand of dispelling magic.
Dispel Magic: 1d20 + 5 ⇒ (6) + 5 = 11

Xallis' Knowledge (Arcana) vs Wood Bear: 1d20 + 11 ⇒ (17) + 11 = 28

Meanwhile, Navia takes flight and looms over her foes, hovering above the floor by about five or six feet. The eidolon attempts to step on the construct as she makes her entrance!

Navia's Claw vs Wood Bear (power attack): 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20 damage: 1d6 + 5 + 4 ⇒ (3) + 5 + 4 = 12

Oops, not a fan of that Dispel. Let's spend a hero point to try and fix it up!
Dispel Magic the encore: 1d20 + 5 ⇒ (10) + 5 = 15


Round 1

Xallis wrote:
Dispel Magic the encore: 1d20 + 5 ⇒ (10) + 5 = 15

(Close. But not quite. Bartelby is CL 7, so you’d need an 18.)

Xallis’ tests his wand against Bartelby’s magic but Bartelby’s spellcasting holds up. Xallis shares his knowledge about the golem to everyone.

”Apologize?! Does a man apologize to ants when he crushes them under his boot?”

Then Navia plants her foot into the golem’s face. Like with the other constructs, it absorbs some of the blow, but Navia hits hard enough to leave a mark.

Navia hits the wood golem for 7 damage after DR. Navia is 5 ft. off the ground, so another character can stand underneath if they want to. And she won’t block Tychus’ ranged attacks if he shoots past her.

Bartelby Cast Defensively DC 16, spell combat: 1d20 + 11 + 4 ⇒ (2) + 11 + 4 = 17
Bartelby - Sword Cane, spell combat, spell bonus vs. Icabhod's AC 24: 1d20 + 11 - 4 + 3 ⇒ (20) + 11 - 4 + 3 = 30
Crit Confirmation: 1d20 + 11 - 4 + 3 ⇒ (1) + 11 - 4 + 3 = 11 (Lucky.)
Damage: 1d6 + 6 ⇒ (2) + 6 = 8 Spell Electricity Damage: 5d6 ⇒ (2, 4, 6, 5, 3) = 20

”Let me return the favor, investigator.” Bartelby stabs at Icabhod with his cane. Electric energy crackles along its length and shocks Icabhod when the blade connects with his armor.

Bartelby hits Icabhod for a total of 28 damage (8 piercing, 20 electricity).

Identify Spell – Spellcraft DC 16:
Shocking Grasp

Bartelby Acrobatics DC 25: 1d20 + 6 ⇒ (14) + 6 = 20

Then Bartelby retreats back, counting on his mirror images to protect him.

Icahbod AoO: 1d20 + 7 ⇒ (7) + 7 = 14

Henrika AoO: 1d20 + 10 ⇒ (17) + 10 = 27
Henrika AoO, Hermean Potential: 1d20 + 10 ⇒ (5) + 10 = 15
Mirror Image: 1d6 ⇒ 1
Damage: 1d8 + 6 ⇒ (1) + 6 = 7 Painful Stare: 2d6 + 3 ⇒ (1, 4) + 3 = 8

Navia AoO, power attack: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14

He avoids easily avoids attacks from Icabhod and Navia, but not from Henrika. His mirror images betray him, and Henrika cuts flesh. Bartelby growls in anger.

Bartelby’s acrobatics is not high enough to avoid attacks of opportunities. Icabhod and Navia miss. They are not within 5 of his AC, so no images are destroyed. Henrika hits Bartelby for a total of 15 damage, from her sword and painful stare.

Then you can see why the Count backed up. The wood golem shudders and releases a barrage of razor-sharp splinters. The splinters shatter the windows, puncture the walls and furniture in the semi-circular room, and pierce the flesh of those within the room as well. Henrika, Icabhod, Navia, and one of the soldiers (red) are caught in the blast.

Piercing Damage: 6d6 ⇒ (4, 6, 2, 5, 6, 5) = 28

Reflex Saves for Half
Icabhod: 1d20 + 7 ⇒ (12) + 7 = 19
Henrika: 1d20 + 6 ⇒ (13) + 6 = 19
Navia: 1d20 + 3 ⇒ (18) + 3 = 21
Soldier (Red): 1d20 + 2 ⇒ (15) + 2 = 17

Everyone manages to shield themselves, somewhat, although their cloaks and armors are left bristling as the shards of wood cling to them.

Everyone succeeded at the Reflex for half. Icahbod, Henrika, and the Soldier take 14 damage. Navia takes none because of evasion.

GM Spoiler – Recharge:
Recharge: 1d4 + 1 ⇒ (1) + 1 = 2

Chain Golem – Slam vs. Navia’s AC 23: 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8

Chain Golem – Slam vs. Navia’s AC 23: 1d20 + 12 ⇒ (8) + 12 = 20
Damage: 2d6 + 4 ⇒ (3, 4) + 4 = 11

Finally, the golem swings two bear paws at Navia hovering above it. Ironically, her barkskin protects her from the wooden slams.

The wood golem misses Navia with both attacks.

Round 1
Initiative

07 – Tychus (51/51 hp)
04 – Trevor (47/47 hp)

Round 2
Initiative

25 – Icabhod (2/47 hp)
22 – Henrika (37/51 hp)
19 – Lotheed Soldier (Red) (14 damage)
19 – Lotheed Soldier (Yellow)
19 – Lotheed Soldier (Blue)
14 – Xallis (51/51 hp)
14 – Navia (32/32 hp)
10 – Count Bartelby Lotheed (32 damage)
09 – Wood Golem (7 damage)
07 – Tychus (51/51 hp)
04 – Trevor (47/47 hp)

Active Spells/Effects
Henrika:Mirror Image (1 image, 4 min)
Icabhod:Barkskin (+3 AC, 27 min), ▲Perceive Cues (27 min), ▲Shield (6 min)
Trevor: None
Tychus:Divine Favor (+2, 10 rd)
Xallis:Mage Armor (27 min), ▲Barkskin (+3 AC, 27 min)
Navia:Barkskin (+3 AC, 2 hr), ▲Mage Armor (27 min), ▲Unfetter (27 min), ▲Enlarge Person (5 min)
Count Bartelby:Mirror Image (5 images), ▲Shield, ▼Hypnotic Stare

Tychus, Trevor, Icabhod, and Henrika are next.


Male
Skills:
Diplo +22 (Charming +23)|Heal +11|Kn. Nob +13|Kn. Rel +10|SM +12|Kn. His +6|Appraise +6|Spell +5|Prof. bartender +8
Aasimar
Vitals:
HP 47/47|AC 19, T 11, FF19|Fort +6, Ref +2, Will +8|Resist acid, cold & electricity 5|BAB +4, CMB +4, CMB 14
Cleric/6th|Perception +5|Channel Energy 3d6, 7/7x/day (Will DC 17)

Round 1
Trevor levels himself with Count Bartleby, as he saw Xallis's attempt to rip some of those benefical spells on the wizard, and casts dispel magic on Count Bartleby.
Dispel Magic: 1d20 + 6 ⇒ (12) + 6 = 18


LN Human Bolt Ace 5/Sanctified Slayer 1| HP 51/51 | AC 24, T 17, FF 15 | Fort +9, Ref +12, Will +8 | Perception +13 | Grit: 2/4

"We need to deplete his Images if we hope to win!" Tychus shouts out gruffly as he hurriedly unleashes a volley of shots on the Count.

Attack 1: 1d20 + 10 ⇒ (13) + 10 = 23
Damage 1: 1d10 + 12 ⇒ (10) + 12 = 22

Attack 2: 1d20 + 10 ⇒ (2) + 10 = 12
Damage 2: 1d10 + 12 ⇒ (10) + 12 = 22

Attack 3: 1d20 + 5 ⇒ (17) + 5 = 22
Damage 3: 1d10 + 12 ⇒ (3) + 12 = 15

Attack 2 RR: 1d20 + 10 ⇒ (4) + 10 = 14


F NG human mesmerist 6 | HP 12/51 | AC20* T12* FF20* | CMB+7 CMD18 | F+5 R+6 W+9** (+2 vs illusions) | Init+3 Per+8* SM+8* | hero 0 tricks 2/5 YR 1/1 | spells 1st-1/5 2nd-1/4 | effects/conditions Mesmeric Mirror x2 6m, message 58m

Round 2

Henrika follows Bartelby, dodging retaliatory attacks from the wooden construct and the soldier as she goes.

Acrobatics: 1d20 + 8 ⇒ (6) + 8 = 14

She ends up next to the count, where she guards against his spellcasting with her enchanted sword. She concentrates and casts a spell of her own (also provoking an attack of opportunity from Bartelby).

"Contemptible coward! Surrender, thou pompous prat, and too all those who follow thee!" she shouts. Relying on the short speech she gave just before hostilities, Henrika casts blistering invective.

Intimidate: 1d20 + 13 ⇒ (13) + 13 = 26


I’ll post now so Xallis can get a chance to post too. The soldiers won’t be interacting with Icabhod this round so it’s okay.

Round 1

Tychus is firing through at least one character or npcs space, so Bartelby has soft cover.

Tychus fires three bolts but with all the fighting in the hallway he can’t get a clear shot with any of them.

Tychus misses. With soft cover, none were within 5 either.

Trevor tries his own dispel magic and this time it works. Count Bartelby’s mirror images are stripped from him, leaving only his true self remaining. ”Accursed Caydenite!” he growls in frustration.

Round 2

Henrika wrote:
She ends up next to the count, where she guards against his spellcasting with her enchanted sword.

It sounds like Henrika is using the defending property on her weapon, so I’ll add it to her AC for the AoOs too.

Wood Golem AoO, flanking vs. Henrika’s AC 21: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
Mirror Image: 1d2 ⇒ 2
Damage: 2d6 + 4 ⇒ (5, 4) + 4 = 13
(I don't need to confirm the crit since it only destroys an image.)

Lotheed Soldier (Red) AoO, flanking vs. Henrika’s AC 21: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
Mirror Image: 1d3 ⇒ 3
Damage: 1d10 + 2 ⇒ (6) + 2 = 8

The golem claws and Henrika as she pursues the count, destroying her last image. The nearby soldier also attacks, thinking her illusions have ran out, but is surprised when two more pop into existence. Although his halberd destroys one of them as quickly as it appears.

Henrika’s Acrobatics result is not high enough to avoid attacks of opportunity. The Wood Golem destroys the last image from Henrika’s mirror image spell. I’m assuming Henrika would want to use her mesmeric mirror trick, otherwise the soldier would hit her. She gains two more mirror images but the soldier destroys one, leaving one image remaining.

Count Bartelby AoO vs. Henrika’s AC 21: 1d20 + 13 ⇒ (11) + 13 = 24
Mirror Image: 1d2 ⇒ 2
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Bartelby swings at Henrika as she casts her spell, destroying her last image, but she gets her spell off.

Bartelby destroys Henrika’s last mirror image from mesmeric mirror with his attack of opportunity.

Henrika beats the soldiers’ DC by 10 so they are demoralized for 3 rounds each. Oddly, she also beats Bartelby’s DC by 10 also, so he is also demoralized for 3 rounds. The golem is mindless thus immune.

Fire Damage
Bartelby: 1d10 ⇒ 6
Soldier (Red): 1d10 ⇒ 7
Soldier (Yellow): 1d10 ⇒ 9
Soldier (Blue): 1d10 ⇒ 6

Reflex Saves DC 14
Barelby, shaken: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17
Soldier (Red), shaken: 1d20 + 2 - 2 ⇒ (16) + 2 - 2 = 16
Soldier (Yellow), shaken: 1d20 + 2 - 2 ⇒ (4) + 2 - 2 = 4 Fire Damage: 1d6 ⇒ 3
Soldier (Blue), shaken: 1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 3 Fire Damage: 1d6 ⇒ 5

Henrika’s words literally scorch those around her and the two soldiers in the back scream and catch fire.

Bartelby takes 6 fire damage and another 11 damage from painful stare. Soldier (Red) takes 7 fire damage. Soldier (Yellow) catches fire and takes a total of 12 fire damage. Soldier (Blue) also catches fire and takes a total of 11 fire damage.

Lotheed Soldier (Red) - Halberd, flanking, demoralized vs. Henrika’s AC 21: 1d20 + 8 + 2 - 2 ⇒ (15) + 8 + 2 - 2 = 23
Damage: 1d10 + 2 ⇒ (1) + 2 = 3

The nearest soldier (red) steps to flank Henrika with the count. Without any illusions left, the soldier clips her shoulder. Fortunately, it is just a glancing blow.

Lotheed Soldier (Red) hits Henrika for 3 damage.

Lotheed Soldier (Yellow) Reflex DC 15, shaken: 1d20 + 2 - 2 ⇒ (8) + 2 - 2 = 8
Fire Damage: 1d6 ⇒ 1

Lotheed Soldier (Yellow) – Heavy Crossbow, flanking, demoralized vs. Navia’s AC 23: 1d20 + 7 + 2 - 2 - 4 ⇒ (9) + 7 + 2 - 2 - 4 = 12
Damage: 1d10 + 2 ⇒ (7) + 2 = 9

Lotheed Soldier (Blue) Reflex DC 15, shaken: 1d20 + 2 - 2 ⇒ (18) + 2 - 2 = 18

Lotheed Soldier (Blue) – Heavy Crossbow, flanking, demoralized vs. Navia’s AC 23: 1d20 + 7 + 2 - 2 - 4 ⇒ (16) + 7 + 2 - 2 - 4 = 19
Damage: 1d10 + 2 ⇒ (8) + 2 = 10

The two soldiers with crossbows are ill equipped to use them is such close quarters, so they aim at Navia in the air where they have a clearer shot. Even so, their bolts miss their target. Instead of reloading, they drop their crossbows and switch to their halberds while stepping up to defend the count. Despite the fire, the soldiers refuse to show weakness with their master nearby.

Lotheed Soldiers (Yellow) and (Blue) miss Navia. (Blue)’s fire goes out. (Yellow)’s continues to burn for 1 fire damage.

Round 2
Initiative

25 – Icabhod (2/47 hp)
22 – Henrika (34/51 hp) (Defending +1 AC)
19 – Lotheed Soldier (Red) (21 damage) (Shaken 2 rd)
19 – Lotheed Soldier (Yellow) (13 damage) (On fire, Shaken 2 rd)
19 – Lotheed Soldier (Blue) (11 damage) (Shaken 2 rd)
14 – Xallis (51/51 hp)
14 – Navia (32/32 hp)
10 – Count Bartelby Lotheed (49 damage) (Shaken 3 rd)
09 – Wood Golem (7 damage)
07 – Tychus (51/51 hp)
04 – Trevor (47/47 hp)

Active Spells/Effects
Henrika: None
Icabhod:Barkskin (+3 AC, 27 min), ▲Perceive Cues (27 min), ▲Shield (6 min)
Trevor: None
Tychus:Divine Favor (+2, 9 rd)
Xallis:Mage Armor (27 min), ▲Barkskin (+3 AC, 27 min)
Navia:Barkskin (+3 AC, 2 hr), ▲Mage Armor (27 min), ▲Unfetter (27 min), ▲Enlarge Person (5 min)
Count Bartelby:Shield, ▼Hypnotic Stare

Icabhod and Xallis can go.


M Human Investigator 6|HP 28/47|AC17T12FF15|F4R7W5|Per8 Insp1/5 Hero pt 1/3

FInding him in ire straights, Icabhod withdraws to safety.


AC 11+7, T 11, FF 10+7 | CMB 3, CMD 13 | HP 51/51 | Fort +5, Ref +4, Will +6 | Init +1 | Perception +0 | Conditions: barkskin, mage armor
Eidolon stats:
AC 18+5, T 12-2, FF 16+5 | CMB +9+2, CMD 21+1 |HP 32/32 | Fort +5, Ref +3-1, Will +4 | Init +2 | Perception +15 , scent 30 ft | Conditions: mage armor, extended barkskin, enlarge person

Round 2

Xallis steps forward, preparing another spell. He causes a splotch of grease to form underneath the construct centering the burst on its northwest corner in hops of toppling it.

"To think a man who shares my good fortune, born to a family skilled in both politics and the arcane, understands so little of both concepts!"

Not wanting to risk anything, Navia allows herself to drop the five feet the the ground so that she may properly focus on her opponent.

Navia's Claw vs Wood Bear (power attack): 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14 damage: 1d6 + 5 + 4 ⇒ (1) + 5 + 4 = 10
Navia's Claw vs Wood Bear (power attack): 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23 damage: 1d6 + 5 + 4 ⇒ (3) + 5 + 4 = 12
Navia's Claw vs Wood Bear (power attack): 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19 damage: 1d6 + 5 + 4 ⇒ (2) + 5 + 4 = 11
Navia's Claw vs Wood Bear (power attack): 1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 21 damage: 1d6 + 5 + 4 ⇒ (3) + 5 + 4 = 12


Round 2

Icabhod safely withdraws.

Wood Golem Reflex DC 16: 1d20 + 5 ⇒ (7) + 5 = 12

The wood golem slips on the grease and falls to the ground. It lets out a long bear roar on the way down. RRRRRRrrrrrr

(Navia gets +4 on her attacks for the golem being prone.)

With the golem prone on the ground, Navia takes the opportunity to rake deep claw marks around its body.

Navia hits the wood golem all 4 times for a total of 25 damage after DR.

Bartelby Cast Defensively DC 21, shaken: 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22
Bartelby – Touch, flanking, shaken vs. Henrika’s Touch AC 12: 1d20 + 10 + 2 - 2 ⇒ (8) + 10 + 2 - 2 = 18
Empowered Damage: 3d6 ⇒ (5, 5, 5) = 15 (Empowered to 22)

”You think you can best me with base insults. You’ve volunteered yourself to be the first to die.”

Instead of attacking with his sword, Count Bartelby casts a spell and reaches out with his off-hand. His hand glows with dark necromantic energy and when he lays his hand upon Henrika, she feels her life force drain out of her while invigorating Bartelby. The count let’s out a gasp of ecstasy, then he steps back to let his soldiers fight for him.

Count Bartelby touches Henrika dealing her 22 damage and healing himself for the same amount. (He uses a magus’ ability to empower one spell per day to empower this spell. He also uses the magus’ spell recall ability to recall the spell to be able to be used again.)

Identify Spell – Spellcraft DC 21:
Vampiric Touch

Navia AoO, power attack vs. Wood Golem: 1d20 + 9 - 2 + 4 ⇒ (17) + 9 - 2 + 4 = 28
Damage: 1d6 + 5 + 4 ⇒ (2) + 5 + 4 = 11

Meanwhile, the golem stands back up. Navia takes advantage of its vulnerable moment to scratch it again.

Wood Golem – Slam vs. Navia’s AC 23: 1d20 + 12 ⇒ (5) + 12 = 17
Damage: 2d6 + 4 ⇒ (3, 5) + 4 = 12

The golem takes another swing at Navia but so far she remains elusive and dodges again. Up close, Navia can see the splinters on its body slowly regrowing. If given enough time, it will be able to release them again.

The wood golem takes 6 damage from Navia’s AoO. It misses Navia with its attack.

Round 2
Initiative

07 – Tychus (51/51 hp)
04 – Trevor (47/47 hp)

Round 3
Initiative

25 – Icabhod (2/47 hp)
22 – Henrika (12/51 hp) (Defending +1 AC)
19 – Lotheed Soldier (Red) (21 damage) (Shaken 2 rd)
19 – Lotheed Soldier (Yellow) (13 damage) (On fire, Shaken 2 rd)
19 – Lotheed Soldier (Blue) (11 damage) (Shaken 2 rd)
14 – Xallis (51/51 hp)
14 – Navia (32/32 hp)
10 – Count Bartelby Lotheed (27 damage) (Shaken 2 rd)
09 – Wood Golem (38 damage)
07 – Tychus (51/51 hp)
04 – Trevor (47/47 hp)

Active Spells/Effects
Henrika: None
Icabhod:Barkskin (+3 AC, 27 min), ▲Perceive Cues (27 min), ▲Shield (6 min)
Trevor: None
Tychus:Divine Favor (+2, 9 rd)
Xallis:Mage Armor (27 min), ▲Barkskin (+3 AC, 27 min)
Navia:Barkskin (+3 AC, 2 hr), ▲Mage Armor (27 min), ▲Unfetter (27 min), ▲Enlarge Person (5 min)
Count Bartelby:Shield, ▼Hypnotic Stare

Shaken:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

It’s Tychus’, Trevor’s, Icabhod’s, and Henrika’s turns.


F NG human mesmerist 6 | HP 12/51 | AC20* T12* FF20* | CMB+7 CMD18 | F+5 R+6 W+9** (+2 vs illusions) | Init+3 Per+8* SM+8* | hero 0 tricks 2/5 YR 1/1 | spells 1st-1/5 2nd-1/4 | effects/conditions Mesmeric Mirror x2 6m, message 58m

I believe Henrika still has an immediate action available, since she activated her implanted Mesmeric Mirror as a free action, so if it’s all right with you I would like to have her activate another Mesmeric Mirror trick with her Reflexive Trick feat when Bartelby hits her.


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Henrika wrote:
I believe Henrika still has an immediate action available, since she activated her implanted Mesmeric Mirror as a free action, so if it’s all right with you I would like to have her activate another Mesmeric Mirror trick with her Reflexive Trick feat when Bartelby hits her.

Reflexive Trick feat?! There's no end to those duplicates. Okay, of course she can use it. =)

Mirror Image: 1d3 ⇒ 1

Bartelby still hit, but Henrika has two more mirror images around her.


Male
Skills:
Diplo +22 (Charming +23)|Heal +11|Kn. Nob +13|Kn. Rel +10|SM +12|Kn. His +6|Appraise +6|Spell +5|Prof. bartender +8
Aasimar
Vitals:
HP 47/47|AC 19, T 11, FF19|Fort +6, Ref +2, Will +8|Resist acid, cold & electricity 5|BAB +4, CMB +4, CMB 14
Cleric/6th|Perception +5|Channel Energy 3d6, 7/7x/day (Will DC 17)

Round 2
Undeterred by the Count's insults, Trevor casts Hold Person on the wizard. (Will DC 15 negates)


LN Human Bolt Ace 5/Sanctified Slayer 1| HP 51/51 | AC 24, T 17, FF 15 | Fort +9, Ref +12, Will +8 | Perception +13 | Grit: 2/4

Round 2

As the extra guards join the melee, Tychus' line of sight to the Count gets worse and worse. Cursing his bad luck, Tychus moves up slightly and aims another shot at a guard.

Attack (Red): 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 1d10 + 12 ⇒ (4) + 12 = 16


M Human Investigator 6|HP 28/47|AC17T12FF15|F4R7W5|Per8 Insp1/5 Hero pt 1/3

Round 3

Extremely wounded, Icabhod drinks a CLW extract

CLW: 1d8 + 5 ⇒ (8) + 5 = 13


Round 2

Tychus fires a bolt through the soldier whose back is towards him. The soldier drops his halberd and grasps at the shaft protruding from his chest in shock then falls over dying.

Tychus hits Lotheed Soldier (Red) for 16 damage, killing him. (Technically dying but removed from the map.)

Bartelby Will DC 15: 1d20 + 4 ⇒ (17) + 4 = 21

Trevor tries to paralyze Count Bartelby, but in his rage, his willpower is strong. ”You think your magic has power over me? Me?! A master mage, like my father?” he responds.

Bartelby saves, negating the effect. (But there was a strong possibility of his failing. Bartelby is sorta weird. Will is his low save.)

Round 3

Icahbod heals for 13 hp.

Botting Henrika.

Henrika – Korianna’s Blade, power attack, defending: 1d20 + 10 - 2 - 1 ⇒ (2) + 10 - 2 - 1 = 9
Damage: 1d8 + 5 + 6 ⇒ (2) + 5 + 6 = 13

Henrika – Acrobatics: 1d20 + 9 ⇒ (17) + 9 = 26

Henrika decides to regroup after being drained by Bartelby. She takes a parting shot at the remaining soldier (blue) adjacent to her then takes a few steps back.

Henrika misses Lotheed Soldier (Blue). Her Acrobatics check is a success and does not provoke when moving away. I’m also going to make an executive decision that the spaces with couches don’t obstruct your movement.

Lotheed Soldier (Yellow) Fire Reflex DC 15, shaken: 1d20 + 2 - 2 ⇒ (20) + 2 - 2 = 20

The fire on the last burning soldier goes out and he shouts, ”After her!”

Lotheed Soldier (Yellow) Halberd, shaken vs. Henrika’s AC 21: 1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9
Damage: 1d10 + 2 ⇒ (2) + 2 = 4

The soldier chases after Henrika and slashes downwards. Henrika leaps over the blade and he ends up splitting open a couch cushion and spilling out the soft stuffing within. Between the wooden shards and this cut, the couch is unsalvageable.

Lotheed Soldier (Yellow) misses Henrika.

Navia AoO, power attack vs. Lotheed Soldier (Blue): 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11
Damage: 1d6 + 5 + 4 ⇒ (6) + 5 + 4 = 15

Lotheed Soldier – Halberd, shaken vs. Navia’s AC 23: 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15
Damage: 1d10 + 2 ⇒ (10) + 2 = 12

The second soldier (blue) opts to move towards Navia instead of pursuing Henrika over the grease. Navia claws at the soldier as he approaches but the soldier is able to dodge. Then soldier then attacks Navia who blocks the attack with her foot and kicks it away.

Thanks to Navia’s Large size and Combat Reflexes, she can make a second attack of opportunity. (The first was when the golem stood up.) However, her attack was a miss. The soldier’s attack is also a miss.

Round 3
Initiative

25 – Icabhod (15/47 hp)
22 – Henrika (12/51 hp) (Defending +1 AC)
19 – Lotheed Soldier (Yellow) (13 damage) (Shaken 1 rd)
19 – Lotheed Soldier (Blue) (11 damage) (Shaken 1 rd)
14 – Xallis (51/51 hp)
14 – Navia (32/32 hp)
10 – Count Bartelby Lotheed (27 damage) (Shaken 2 rd)
09 – Wood Golem (38 damage)
07 – Tychus (51/51 hp)
04 – Trevor (47/47 hp)

Active Spells/Effects
Henrika:Mesmeric Mirror (2 images, 6 min)
Icabhod:Barkskin (+3 AC, 27 min), ▲Perceive Cues (27 min), ▲Shield (6 min)
Trevor: None
Tychus:Divine Favor (+2, 8 rd)
Xallis:Mage Armor (27 min), ▲Barkskin (+3 AC, 27 min)
Navia:Barkskin (+3 AC, 2 hr), ▲Mage Armor (27 min), ▲Unfetter (27 min), ▲Enlarge Person (5 min)
Count Bartelby:Shield, ▼Hypnotic Stare

Shaken:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Xallis’ turns.


AC 11+7, T 11, FF 10+7 | CMB 3, CMD 13 | HP 51/51 | Fort +5, Ref +4, Will +6 | Init +1 | Perception +0 | Conditions: barkskin, mage armor
Eidolon stats:
AC 18+5, T 12-2, FF 16+5 | CMB +9+2, CMD 21+1 |HP 32/32 | Fort +5, Ref +3-1, Will +4 | Init +2 | Perception +15 , scent 30 ft | Conditions: mage armor, extended barkskin, enlarge person

Running low on words to throw, Xallis focuses on his magic. Considering the circumstances, he decides to weave the flows of time into Old Reliable.

Casting haste on the party!

Feeling her movements quicken, Navia decides to try and finish off the construct before it can launch another wave of needles.

Navia's Claw (power attack) vs Wood Bear: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9 damage: 1d6 + 5 + 4 ⇒ (4) + 5 + 4 = 13
Navia's Claw (power attack) vs Wood Bear: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15 damage: 1d6 + 5 + 4 ⇒ (6) + 5 + 4 = 15
Navia's Claw (power attack) vs Wood Bear: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12 damage: 1d6 + 5 + 4 ⇒ (3) + 5 + 4 = 12
Navia's Claw (power attack) vs Wood Bear: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17 damage: 1d6 + 5 + 4 ⇒ (4) + 5 + 4 = 13
Navia's Claw (haste, power attack) vs Wood Bear: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10 damage: 1d6 + 5 + 4 ⇒ (6) + 5 + 4 = 15


Round 3

Navia wrote:
Navia decides to try and finish off the construct before it can launch another wave of needles.

(Not with those rolls. =) )

Navia releases a series of rapid strikes. The wood golem crosses its flat forearms in defense that keeps the attacks from doing anything more than superficial damage.

All five of Navia’s attacks miss.

Count Bartelby draws a wand and a ray of fire shoots out at Navia. "Ignis fulmine!"

Bartelby – Ray vs. Navia Touch AC 10, shaken: 1d20 + 8 - 2 - 4 ⇒ (20) + 8 - 2 - 4 = 22
Crit Confirmation: 1d20 + 8 - 2 - 4 ⇒ (6) + 8 - 2 - 4 = 8
Fire Damage: 4d6 ⇒ (6, 3, 3, 5) = 17

The ray is aimed at Navia’s face. Thanks to Xallis’ haste, she reacts quickly enough to avoid a direct hit. Nevertheless, she still gets burned.

Navia gets hit for 17 fire damage.

Identify Spell – Spellcraft DC 17:
Scorching Ray

Wood Golem – Slam vs. Navia’s AC 24: 1d20 + 12 ⇒ (20) + 12 = 32
Crit Confirmation: 1d20 + 12 ⇒ (6) + 12 = 18
Damage: 2d6 + 4 ⇒ (2, 5) + 4 = 11

Wood Golem – Slam vs. Navia’s AC 24: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 2d6 + 4 ⇒ (3, 1) + 4 = 8

The wood golem rears its arms back and hits Navia with two powerful cross slashes that bring the eidolon down.

The wood golem hits Navia twice for a total of 17 damage. Navia is at -2 hp and dying. (Navia isn’t dismissed until -14 hp and can still be healed.)

The splinters on the golem finish regrowing.

Round 3
Initiative

07 – Tychus (51/51 hp)
04 – Trevor (47/47 hp)

Round 4
Initiative

25 – Icabhod (15/47 hp)
22 – Henrika (12/51 hp) (Defending +1 AC)
19 – Lotheed Soldier (Yellow) (13 damage) (Shaken 1 rd)
19 – Lotheed Soldier (Blue) (11 damage) (Shaken 1 rd)
14 – Xallis (51/51 hp)
14 – Navia (-2/32 hp) (Dying)
10 – Count Bartelby Lotheed (27 damage) (Shaken 1 rd)
09 – Wood Golem (38 damage)
07 – Tychus (51/51 hp)
04 – Trevor (47/47 hp)

Active Spells/Effects
Henrika:Mesmeric Mirror (2 images, 6 min), ▲Haste (6 rd)
Icabhod:Barkskin (+3 AC, 27 min), ▲Perceive Cues (27 min), ▲Shield (6 min), ▲Haste (6 rd)
Trevor:Haste (6 rd)
Tychus:Divine Favor (+2, 8 rd), ▲Haste (6 rd)
Xallis:Mage Armor (27 min), ▲Barkskin (+3 AC, 27 min), ▲Haste (5 rd)
Navia:Barkskin (+3 AC, 2 hr), ▲Mage Armor (27 min), ▲Unfetter (27 min), ▲Enlarge Person (5 min), ▲Haste (5 rd)
Count Bartelby:Shield, ▼Hypnotic Stare

Shaken:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Dying:
A dying creature is unconscious and near death. Creatures that have negative hit points and have not stabilized are dying. A dying creature can take no actions. On the character’s next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. If a dying creature has an amount of negative hit points equal to its Constitution score, it dies.

Tychus, Trevor, Icabhod, and Henrika next.

On the plus side, Tychus has clear shots to the enemies now. Navia won’t block his view while prone. I know Trevor doesn’t have selective channeling but he may want to consider a channel energy.


Male
Skills:
Diplo +22 (Charming +23)|Heal +11|Kn. Nob +13|Kn. Rel +10|SM +12|Kn. His +6|Appraise +6|Spell +5|Prof. bartender +8
Aasimar
Vitals:
HP 47/47|AC 19, T 11, FF19|Fort +6, Ref +2, Will +8|Resist acid, cold & electricity 5|BAB +4, CMB +4, CMB 14
Cleric/6th|Perception +5|Channel Energy 3d6, 7/7x/day (Will DC 17)

Round 3
The cleric hold aloft his holy symbol and a wave of positive energy washes over his allies. And not the enemies, thanks to Selective Channel.
Channel Energy: 3d6 ⇒ (6, 2, 5) = 13


F NG human mesmerist 6 | HP 12/51 | AC20* T12* FF20* | CMB+7 CMD18 | F+5 R+6 W+9** (+2 vs illusions) | Init+3 Per+8* SM+8* | hero 0 tricks 2/5 YR 1/1 | spells 1st-1/5 2nd-1/4 | effects/conditions Mesmeric Mirror x2 6m, message 58m

Henrika steps back and draws her trusty wand of color spray again. She activates it, covering the two soldiers (and also the bear statue, though she suspects it will do no good) with a mesmerizing wave of swirling multicolored rays.

Drawn from the corner of her square, the cone should get both soldiers. The Will saving throw is DC 11, and she increases the HD for each level of effect by 1.


LN Human Bolt Ace 5/Sanctified Slayer 1| HP 51/51 | AC 24, T 17, FF 15 | Fort +9, Ref +12, Will +8 | Perception +13 | Grit: 2/4

Dodging one of Navia's arms as she collapses to the ground, Tychus is forced to step back and reassess the situation. The wall of enemies prevented him from getting a clear shot at the Count. With the last bolt in his clip, Tychus fires a shot at the southern guard.

Attack (Blue): 1d20 + 13 ⇒ (20) + 13 = 33
Damage: 1d10 + 13 ⇒ (2) + 13 = 15

Study Blue, Attack and 5-Foot back.

Attack (Blue) Confirm Crit: 1d20 + 13 ⇒ (4) + 13 = 17


Round 3

Extra Crit Damage: 1d10 + 13 ⇒ (8) + 13 = 21

Tychus shoots the soldier through the throat. He gurgles as blood spills out of his mouth and he topples over against the smashed open window, dangling half-in and half-out.

Tychus gets a critical hit on Lotheed Soldier (Blue) for 36 damage. He is dead.

Trevor provides his allies with some much needed healing which also revives Navia back to consciousness. (Icabhod, Henrika, and Navia each heal 13 hp.)

Round 4

Botting Icabhod

Seeing Henrika reach for her wand, Icabhod holds before rushing in.

Lotheed Soldier (Yellow) Will DC 11, shaken: 1d20 + 2 - 1 ⇒ (1) + 2 - 1 = 2

Blinded Rounds: 1d4 ⇒ 3

Henrika blasts the remaining guard in the face with an overload of color. The guard drops his weapon and wobbles in place blank-faced. Henrika can almost see the stars spinning around his head.

Lotheed Soldier (Yellow) is stunned for 4 rounds and blinded for 3 rounds. Henrika is correct, the golem is unaffected.

Once the color spray goes off, knowing Navia is still the best bet for taking down the golem, Icahbod takes a chance and dashes around to flank the creature.

Wood Golem AoO vs. Icabhod’s AC 25: 1d20 + 12 ⇒ (4) + 12 = 16
Damage: 2d6 + 4 ⇒ (2, 2) + 4 = 8

Icahbod – Rapier, haste, flanking vs. Wood Golem: 1d20 + 7 + 1 + 2 ⇒ (10) + 7 + 1 + 2 = 20
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

The wood golem swings clumsily as it twists its body on the grease. Icabhod gets into position and stabs it. His weapon has difficulty against the golem’s resistances but he still manages to chip it.

The golems attack of opportunity misses. Icabhod hits the wood golem for 2 damage after DR.

The soldier is unable to act since he is stunned.

Round 4
Initiative

25 – Icabhod (28/47 hp)
22 – Henrika (25/51 hp) (Defending +1 AC)
19 – Lotheed Soldier (Yellow) (13 damage) (Stunned 4 rd, Blinded 3 rd)
14 – Xallis (51/51 hp)
14 – Navia (11/32 hp) (Prone)
10 – Count Bartelby Lotheed (27 damage) (Shaken 1 rd)
09 – Wood Golem (40 damage)
07 – Tychus (51/51 hp)
04 – Trevor (47/47 hp)

Active Spells/Effects
Henrika:Mesmeric Mirror (2 images, 6 min), ▲Haste (5 rd)
Icabhod:Barkskin (+3 AC, 27 min), ▲Perceive Cues (27 min), ▲Shield (6 min), ▲Haste (5 rd)
Trevor:Haste 5 rd)
Tychus:Divine Favor (+2, 7 rd), ▲Haste (5 rd)
Xallis:Mage Armor (27 min), ▲Barkskin (+3 AC, 27 min), ▲Haste (5 rd)
Navia:Barkskin (+3 AC, 2 hr), ▲Mage Armor (27 min), ▲Unfetter (27 min), ▲Enlarge Person (5 min), ▲Haste (5 rd)
Count Bartelby:Shield, ▼Hypnotic Stare
Lotheed Soldier (Yellow):Color Spray (Stunned 4 rd, Blinded 3 rd)

Blinded:
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone.

Prone:
The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.

Shaken:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Stunned:
A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any). Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.

Xallis and Navia go.


AC 11+7, T 11, FF 10+7 | CMB 3, CMD 13 | HP 51/51 | Fort +5, Ref +4, Will +6 | Init +1 | Perception +0 | Conditions: barkskin, mage armor
Eidolon stats:
AC 18+5, T 12-2, FF 16+5 | CMB +9+2, CMD 21+1 |HP 32/32 | Fort +5, Ref +3-1, Will +4 | Init +2 | Perception +15 , scent 30 ft | Conditions: mage armor, extended barkskin, enlarge person

Round 4

Navia's body shudders as she is shocked back to life by the explosion of holy energy. Her dark eyes shutter open and focus on her opponent. Opting for volume of attacks against quality, she leans back on her shoulders and kicks at the constuct with her claws!

Navia's Claw vs Bear (prone, power attack): 1d20 + 9 + 1 - 2 - 4 ⇒ (9) + 9 + 1 - 2 - 4 = 13 damage: 1d6 + 5 + 4 ⇒ (5) + 5 + 4 = 14
Navia's Claw vs Bear (prone, power attack): 1d20 + 9 + 1 - 2 - 4 ⇒ (14) + 9 + 1 - 2 - 4 = 18 damage: 1d6 + 5 + 4 ⇒ (6) + 5 + 4 = 15
Navia's Claw vs Bear (prone, power attack): 1d20 + 9 + 1 - 2 - 4 ⇒ (7) + 9 + 1 - 2 - 4 = 11 damage: 1d6 + 5 + 4 ⇒ (1) + 5 + 4 = 10
Navia's Claw vs Bear (prone, power attack): 1d20 + 9 + 1 - 2 - 4 ⇒ (17) + 9 + 1 - 2 - 4 = 21 damage: 1d6 + 5 + 4 ⇒ (1) + 5 + 4 = 10
Navia's Claw vs Bear (prone, power attack, haste): 1d20 + 9 + 1 - 2 - 4 ⇒ (10) + 9 + 1 - 2 - 4 = 14 damage: 1d6 + 5 + 4 ⇒ (1) + 5 + 4 = 10

Deciding to aid his allies, Xallis makes another attempt against Lotheed with dispel magic.

Dispel Magic: 1d20 + 5 ⇒ (12) + 5 = 17


Round 4

Navia is also flanking with Icabhod so she gets +2 more to those attack rolls.

Navia kicks from the ground. Two of her claws reduce the golem’s shins to splinters. Unfortunately, it isn’t enough to topple to creature.

Navia hits the wood golem twice for a total of 15 damage after DR.

Xallis tries to dispel a spell on Count Bartelby. The two are nearly evenly matched but in the end, Bartelby’s magic prevails.

The dispel check fails. So close.

Bartleby – Ray, shaken vs. Trevor’s Touch AC 16 (12 +4 soft cover): 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 20
Damage: 4d6 ⇒ (2, 1, 6, 6) = 15

”Enough of your meddling spellcasting! You cannot best me at magic! Ignis fulmine! Count Bartelby fires another fiery ray from his wand all the way across the room to erupt against Xallis.

Xallis gets hit with a ray for 15 fire damage.

”Get him!” Bartelby commands the golem, still pointing in Xallis’ direction. The golem obeys and marches forward.

Wood Golem Acrobatics DC 10: 1d20 + 3 ⇒ (11) + 3 = 14

Icabhod AoO, haste, flanking: 1d20 + 7 + 1 + 2 ⇒ (14) + 7 + 1 + 2 = 24
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Navia AoO, haste, flanking, power attack, prone: 1d20 + 9 + 1 + 2 - 2 - 4 ⇒ (10) + 9 + 1 + 2 - 2 - 4 = 16
Damage: 1d6 + 5 + 4 ⇒ (4) + 5 + 4 = 13

Wood Golem Slam vs. Trevor’s AC 20: 1d20 + 12 ⇒ (18) + 12 = 30
Damage: 2d6 + 4 ⇒ (1, 1) + 4 = 6

Icabhod stabs the golem again but the golem does not react. It is purely focused on its instructions. Navia tries to kick it as well without luck. Trevor stands in the golem’s way and it swats at him as if trying to brush him aside.

Icahbod hits the wood golem with an attack of opportunity for 3 more damage after DR. Navia’s attack of opportunity misses. The wood golem his Trevor for 6 damage.

Then, as predicted, the golem explodes out another volley of splinters at everyone and nearby.

Damage: 6d6 ⇒ (5, 4, 6, 4, 3, 5) = 27

Reflex Saves for Half
Henrika, haste: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Icabhod, haste: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Trevor, haste: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18
Tychus, haste: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14
Xallis, haste: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Navia. Haste, enlarge person: 1d20 + 3 + 1 - 1 ⇒ (18) + 3 + 1 - 1 = 21

Fortunately, you were all prepared for this eventuality and throw up protection to shield yourselves from the worst of it.

Everyone passed the Reflex save and takes half damage (13 damage). Navia takes no damage because of evasion. The soldier was just out of range of the effect.

GM Spoiler – Recharge:

Recharge: 1d4 + 1 ⇒ (1) + 1 = 2

Round 4
Initiative

07 – Tychus (38/51 hp)
04 – Trevor (28/47 hp)

Round 5
Initiative

25 – Icabhod (15/47 hp)
22 – Henrika (12/51 hp) (Defending +1 AC)
19 – Lotheed Soldier (Yellow) (13 damage) (Stunned 3 rd, Blinded 2 rd)
14 – Xallis (23/51 hp)
14 – Navia (11/32 hp) (Prone)
10 – Count Bartelby Lotheed (27 damage)
09 – Wood Golem (58 damage)
07 – Tychus (38/51 hp)
04 – Trevor (28/47 hp)

Active Spells/Effects
Henrika:Mesmeric Mirror (2 images, 6 min), ▲Haste (5 rd)
Icabhod:Barkskin (+3 AC, 27 min), ▲Perceive Cues (27 min), ▲Shield (6 min), ▲Haste (5 rd)
Trevor:Haste (5 rd)
Tychus:Divine Favor (+2, 7 rd), ▲Haste (5 rd)
Xallis:Mage Armor (27 min), ▲Barkskin (+3 AC, 27 min), ▲Haste (4 rd)
Navia:Barkskin (+3 AC, 2 hr), ▲Mage Armor (27 min), ▲Unfetter (27 min), ▲Enlarge Person (5 min), ▲Haste (4 rd)
Count Bartelby:Shield, ▼Hypnotic Stare
Lotheed Soldier (Yellow):Color Spray (Stunned 3 rd, Blinded 2 rd)

Blinded:
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone.

Prone:
The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.

Stunned:
A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any). Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.

The soldier cannot act so everyone goes.


F NG human mesmerist 6 | HP 12/51 | AC20* T12* FF20* | CMB+7 CMD18 | F+5 R+6 W+9** (+2 vs illusions) | Init+3 Per+8* SM+8* | hero 0 tricks 2/5 YR 1/1 | spells 1st-1/5 2nd-1/4 | effects/conditions Mesmeric Mirror x2 6m, message 58m

Henrika drops the wand so that she can use both hands on her sword, and with her increased speed moves around the grease patch and past the blind and stunned soldier.

Acrobatics, half speed, ACP: 1d20 + 9 - 1 ⇒ (10) + 9 - 1 = 18

She arrives next to Bartelby, and swings her sword at his head.

Attack Bartelby (Korinna's blade), defending, haste, Power Attack: 1d20 + 10 - 1 + 1 - 2 ⇒ (8) + 10 - 1 + 1 - 2 = 16
Damage (magic, slashing), defending, Power Attack: 1d8 + 6 - 1 + 6 ⇒ (6) + 6 - 1 + 6 = 17

It hasn't gone well for me in the past, but I figure her charging up to swing at her enemy is where Henrika shines most, so I feel like I should invest the hero point to reroll her attack. Let's see what happens...

Reroll attack (hero point): 1d20 + 10 - 1 + 1 - 2 ⇒ (14) + 10 - 1 + 1 - 2 = 22

Ooo, that might succeed! I'll roll painful stare damage just in case.

Painful stare: 2d6 + 3 ⇒ (6, 3) + 3 = 12


M Human Investigator 6|HP 28/47|AC17T12FF15|F4R7W5|Per8 Insp1/5 Hero pt 1/3

Icabhod backs Henrika up and pursues Barfelby, stabbing with his blade

Rapier+1,Studied Combat,Studied Strike,Haste: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 191d6 + 6 ⇒ (6) + 6 = 12

Going to use hero point reroll and 2 points of inspiration for +1d6 on attack

Rapier+1,Studied Combat,Studied Strike,Haste Inspiration: 1d20 + 10 + 1 + 1d6 ⇒ (20) + 10 + 1 + (1) = 321d6 + 6 + 2d6 ⇒ (1) + 6 + (6, 4) = 17

Crit check: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 301d6 + 1 ⇒ (6) + 1 = 7


Male
Skills:
Diplo +22 (Charming +23)|Heal +11|Kn. Nob +13|Kn. Rel +10|SM +12|Kn. His +6|Appraise +6|Spell +5|Prof. bartender +8
Aasimar
Vitals:
HP 47/47|AC 19, T 11, FF19|Fort +6, Ref +2, Will +8|Resist acid, cold & electricity 5|BAB +4, CMB +4, CMB 14
Cleric/6th|Perception +5|Channel Energy 3d6, 7/7x/day (Will DC 17)

Round 4
Trevor wants to assist in stripping the spells off the Count, but his healing skills are needed more. The cleric lets loose another Selective Channel.
Energy Channel: 3d6 ⇒ (6, 2, 6) = 14

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