GM Tiger
|
Katrina - you're actually 65/87 because of the 17 damage from the Scream. You made the save for half of 34 sonic
Leo, Katrina and Astrid weather the blast well. Leo blasts healing energy in a 30' circle before slashing at the skull swarm.
Apologies. I removed the wrong zombie. White is still un-dead. Blue is the one that's dead-dead... (and went boom)
White Fort: 1d20 + 18 ⇒ (8) + 18 = 26
Pink Fort: 1d20 + 18 ⇒ (13) + 18 = 31
Green Fort: 1d20 + 20 ⇒ (12) + 20 = 32
Leo's blade connects. However, his slash doesn't do as much damage as he'd like to. The vitality damage, however, is not stopped in any way.
Green moves up and envelops Leo in a mass of chattering skulls.
Swarming Gnaw; DC 29 Reflex Save: 4d8 ⇒ (8, 8, 1, 4) = 21
Swarming Gnaw; DC 29 Reflex Save: 4d8 ⇒ (2, 1, 5, 6) = 14
You are suddenly made aware of the maddening sound of chattering teeth.
Didn't notice this until now that anyone who starts their turn 60' from the swarm needs to make a Will save. NOW Jiki can use his Counter Performance :)
Pink gets in Astrid's face and attempts to punch her.
Fist vs Astrid AC 33: 1d20 + 19 ⇒ (20) + 19 = 39 for Bludgeoning Damage, Crit: 2d6 + 7 ⇒ (1, 1) + 7 = 9 Doubled to 18
Astrid gets smacked right in the face and gets a faceful of sulfur fumes.
White attempts to do the same to Katrina.
Fist vs Katrina AC 25: 1d20 + 19 ⇒ (18) + 19 = 37 for Bludgeoning Damage, Crit: 2d6 + 7 ⇒ (1, 4) + 7 = 12 Doubled to 24
Fist vs Katrina AC 25, MAP: 1d20 + 14 ⇒ (8) + 14 = 22 for Bludgeoning Damage: 2d6 + 7 ⇒ (4, 4) + 7 = 15
Katrina also gets punched in the face and gets sulfur fumes to the face.
Red moves up to Lena but can't do anything else.
GM Tiger
|
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Active Conditions: Courageous Anthem
Before your Turn:
DC 29 Basic Reflex vs 21 Piercing: Leo
DC 29 Basic Reflex vs 14 Piercing: Leo
DC 29 Will Save vs Chattering Teeth: Everyone
DC 24 Fortitude vs Blinding Sulfur: Astrid, Katrina
------------------
Those with ** may go
-3-
**Leo - AC 31, 93/107
Green (-13)
Red (-69)
White (-120)
Pink (-50)
-2-
**Marta Sanz - AC 26, 80/80
**Astrid Gertasdottir - AC 33 (35 w/shield), 91/162
**Katrina Caldwell - AC 25, 41/87
**Lena Starstrider - AC 32, 162/162
**Jiki - AC 26, 96/96
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
F: Confused, 1 rd
A sulfur zombie burns with putrid inner fire.
CS/S: Unaffected
F: Blinded, 1 rd
CF: Blinded, 1 minute
Astrid Gertasdottir
|
will save DC29: 1d20 + 17 ⇒ (1) + 17 = 18
HP reroll
will save DC 29: 1d20 + 17 ⇒ (6) + 17 = 23
fort save: 1d20 + 20 ⇒ (1) + 20 = 21
HP reroll
fort save: 1d20 + 20 ⇒ (16) + 20 = 36
Good grief these dice! Hopefully Jiki can save me from that will save at least.
"Trying to trick me huh? We'll see about that!" The shield maiden flails wildly with her sword.
bastard sword vs pink: 1d20 + 24 ⇒ (1) + 24 = 25
damage-slashing, electrical: 2d8 + 8 + 1d6 ⇒ (7, 3) + 8 + (4) = 22
bastard sword vs pink: 1d20 + 24 - 5 ⇒ (7) + 24 - 5 = 26
damage-slashing, electrical: 2d8 + 8 + 1d6 ⇒ (4, 2) + 8 + (5) = 19
bastard sword vs pink: 1d20 + 24 - 10 ⇒ (19) + 24 - 10 = 33
damage-slashing, electrical: 2d8 + 8 + 1d6 ⇒ (6, 8) + 8 + (3) = 25
Astrid is confused so she might not actually attack pink. Use those attack rolls to determine any attacks she might make.
GM Tiger
|
I'll wait to see what Jiki does with his counter-performance before I process it. Easier to wait than to reverse everything...
Katrina Caldwell
|
Katrina smacks White three times
gtss: 1d20 + 18 ⇒ (4) + 18 = 22 slashing: 2d6 + 8 ⇒ (6, 4) + 8 = 18
gtss: 1d20 + 14 ⇒ (15) + 14 = 29 slashing: 2d6 + 8 ⇒ (6, 4) + 8 = 18
gtss: 1d20 + 10 ⇒ (9) + 10 = 19 slashing: 2d6 + 8 ⇒ (3, 5) + 8 = 16
If White goes down in two, she'll use her last action to flank with Astrid
Jiki, the Flatulist
|
Jiki, the Flatulist wrote:Do you have a link for that? Not that I don't believe you, but so that I can refer to it next time it comes up in my games. I always thought it was based on your DCGM Tiger wrote:Jiki - Level 9 DC is 26 so you made your DC. CA is good for 3 rounds unless I'm missing something.The DC for the check is based on the highest-level recipient. That's 28 because of our various level 11s.
The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances.
So you can say 'good enough' if you want, but RAW I need to hit the level 11 DC. But I really need you to not this time, because otherwise I won't have focus left for this...
↺ Cast a Spell
"♪ Dissonant chords, disrupt the flow,
♪ Harmony shattered, your power's woe.
Counter Performance!"
Performance: 1d20 + 19 ⇒ (13) + 19 = 32
All allies may use better of this check or their own save against the audible effect.
Because that is a success, Performer's Heart gives Jiki a critical success instead without needing to roll the save separately.
◆ Cast a Spell
"♪ Anthem of valor, hearts ignite,
♪ With melody's fire, we rise to fight.
Courageous Anthem!"
All allies get a +1 status bonus to attack rolls, damage rolls, and saves against fear effects for 1 round.
Katrina is just out of range of Soothe, so Jiki needs to move to a more tactically advantageous position.
◆ Stride
◆ Shield
His wand fires another missile at Red.
Force Damage: 2d4 + 2 ⇒ (2, 2) + 2 = 6
I forgot to fire a missile on round 2. If that can be retconned, Red can take another 2d4 + 2 ⇒ (4, 3) + 2 = 9.
Leomund "Leo" Velinznrarikovich
|
Ref1 : 1d20 + 19 ⇒ (3) + 19 = 22 21 damage
Ref2 : 1d20 + 19 ⇒ (12) + 19 = 31 7 damage]
Will : 1d20 + 19 ⇒ (6) + 19 = 25 I'll use Jiki's 32
Secondly, Leo used the champion reaction on the 17 damage from the sonic cone to Katrina (Glimpse of Redemption).
Thirdly, he will use GoR again on White's hit on Katrina
Leo releases his grip with the special gauntlet from his sword. He says a quick word and runes alight along the back of the gauntlet and fingers. Another pulse of vitality erupts.
Leo moves a little closer (1 square to the right) to his allies.
◆◆◆ Heal
◆ hasted Stride
Heal Fort DC 30: 3d8 ⇒ (8, 1, 6) = 15
ALLIES: heal 17; ENEMIES: base 16 vitality damage
Lena Starstrider
|
will: 1d20 + 19 ⇒ (1) + 19 = 20
Lena steps and shoots red.
2 SFSR: 1d20 + 24 ⇒ (8) + 24 = 32
piercing: 2d6 + 3 ⇒ (5, 1) + 3 = 9
electricity: 1d6 ⇒ 5
2 SFSR: 1d20 + 19 ⇒ (13) + 19 = 32
piercing: 2d6 + 3 ⇒ (3, 3) + 3 = 9
electricity: 1d6 ⇒ 3
GM Tiger
|
Everyone who used a HP on the Will Save -- keep them. Jiki's counter performance keeps you sane from the clacking.
Astrid -- 3 Natural 1's?! Sounds like one of my players in 03-15... I think you have the same set of dice or something!
Astrid blinks the smoke and ashes out of her eyes and slices Pink thrice, hitting with the last two strikes. Jiki manages to drown out the chattering teeth. His wand shoots more missiles at Red (retconned last round) and he moves towards Katrina before casting Shield. Lena shoots Red, burying two shafts into its shoulder. Katrina swings at White thrice but only connects with her second attack.
Katrina gets 26 hp back from Leo's Glimpse of Redemption that I overlooked.
Leo doesn't avoid the skull swarm's first attack but avoids the second. He blasts out another 30' of healing energy before getting out of dodge.
R Fort: 1d20 + 18 ⇒ (3) + 18 = 21
W Fort: 1d20 + 18 ⇒ (5) + 18 = 23
P Fort: 1d20 + 18 ⇒ (7) + 18 = 25
Fort: 1d20 + 20 ⇒ (9) + 20 = 29
None of the undead manage to withstand the healing energy. White seems to collapse in on itself before exploding.
Bludgeoning and Fire Damage; DC 23 Basic Reflex: 2d10 + 2 + 2d10 + 2 ⇒ (3, 1) + 2 + (8, 4) + 2 = 20
P Ref: 1d20 + 14 ⇒ (5) + 14 = 19
Ref: 1d20 + 19 ⇒ (11) + 19 = 30
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Active Conditions: Courageous Anthem (1 rd)
Before your Turn:
DC 23 Basic Reflex vs 6 Bludgeoning & 14 Fire Damage: Everyone except Marta and Lena
------------------
Those with ** may go
-3-
Leo - AC 31, 104/107
Green (-51)
Red (-131)
Pink (-127)
-2-
**Marta Sanz - AC 26, 80/80
Astrid Gertasdottir - AC 33 (35 w/shield), 108/162
Katrina Caldwell - AC 25, 84/87
Lena Starstrider - AC 32, 162/162
Jiki - AC 26, 96/96 (AC 27)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Astrid Gertasdottir
|
basic reflex save dc 23: 1d20 + 18 ⇒ (12) + 18 = 30
Success! 10 damage to Astrid
Marta Sanz
|
Marta tries to blast the closest zombie out of existence before moving away.
◆◆ Cast a Spell (Sudden Bolt Rank 2) vs Red
Electricity: 4d12 ⇒ (4, 3, 4, 7) = 18 DC 27 basic Reflex
◆ Stride
GM Tiger
|
Marta drops a small lightning bolt on Red before moving away. Just as well, as Red explodes soon after.
Bludgeoning and Fire Damage; DC 23 Basic Reflex: 2d10 + 2 + 2d10 + 2 ⇒ (2, 2) + 2 + (5, 9) + 2 = 22
Ref: 1d20 + 14 ⇒ (15) + 14 = 29
Ref: 1d20 + 19 ⇒ (17) + 19 = 36
Pink swings at Astrid again with a burning fist.
Fist vs Astrid AC 33: 1d20 + 19 ⇒ (9) + 19 = 28 for Bludgeoning Damage: 2d6 + 7 ⇒ (2, 4) + 7 = 13
Fist vs Astrid AC 33, MAP: 1d20 + 14 ⇒ (17) + 14 = 31 for Bludgeoning Damage: 2d6 + 7 ⇒ (6, 4) + 7 = 17
Fist vs Astrid AC 33, MAP 2+: 1d20 + 9 ⇒ (10) + 9 = 19 for Bludgeoning Damage: 2d6 + 7 ⇒ (5, 1) + 7 = 13
Astrid ducks and weaves like a prize fighter and easily avoids the zombie's attacks. Green moves up into a better position and again unleashes a scream that catches Leo and Astrid.
Shrieking Scream, Sonic Damage; DC 29 Basic Will; F: Frightened 1, CF: Frightened 2: 10d6 ⇒ (4, 1, 3, 1, 1, 5, 3, 6, 1, 1) = 26
Shrieking Scream Cooldown: 1d4 ⇒ 1
Will: 1d20 + 12 ⇒ (8) + 12 = 20
Pink fails to withstand the scream and detonates as well.
Bludgeoning and Fire Damage; DC 23 Basic Reflex: 2d10 + 2 + 2d10 + 2 ⇒ (7, 2) + 2 + (5, 10) + 2 = 28
Ref: 1d20 + 19 ⇒ (19) + 19 = 38
Sorry for the multiple areas... zombies are all going boom now :)
------------------
COMBAT TRACKER
Round: 3-4
Tactical Map
Active Conditions: Courageous Anthem (1 rd)
Before your Turn:
DC 23 Basic Reflex vs 6 Bludgeoning & 14 Fire Damage (blue kaboom): Lena, Jiki, Leo
DC 23 Basic Reflex vs 6 Bludgeoning & 16 Fire Damage (red kaboom): Lena, Jiki, Leo, Astrid, Katrina
DC 23 Basic Reflex vs 11 Bludgeoning & 16 Fire Damage (pink kaboom): Lena, Leo, Astrid, Katrina
DC 29 Basic Will vs 26 Sonic: Astrid, Leo
------------------
Those with ** may go
-4-
**Leo - AC 31, 104/107
Green (-51)
-3-
**Marta Sanz - AC 26, 80/80
**Astrid Gertasdottir - AC 33 (35 w/shield), 98/162
**Katrina Caldwell - AC 25, 74/87
**Lena Starstrider - AC 32, 162/162
**Jiki - AC 26, 96/96 (AC 27)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Katrina Caldwell
|
ref: 1d20 + 19 ⇒ (11) + 19 = 30 (red)
ref: 1d20 + 19 ⇒ (6) + 19 = 25 (pink)
Just the swarm left huh?
She moves away from the swarm, pulls out a Moderate Alchemical Fire and tosses it into the swarm.
bomb: 1d20 + 17 + 1 ⇒ (12) + 17 + 1 = 30 fire: 2d8 ⇒ (5, 3) = 8
Leomund "Leo" Velinznrarikovich
|
Ref1: 1d20 + 19 ⇒ (17) + 19 = 36
Ref2: 1d20 + 19 ⇒ (6) + 19 = 25 | 11 damage
Ref3: 1d20 + 19 ⇒ (10) + 19 = 29 | 13 damage
Will: 1d20 + 19 ⇒ (14) + 19 = 33 | 13 damage
Leo will use Glimpse of Redemption on the scream that affects Astrid.
Leo does well avoiding most of the damage as things explode and reverberate around him.
He's looking pretty roughed up as he repeats his tactics.
◆◆◆ Cast Heal
◆ Strike
Heal, Fort DC 30: 3d8 ⇒ (6, 1, 6) = 13
ALLIES: 15 healing; ENEMIES: base 14 damage
Strike : 1d20 + 21 ⇒ (3) + 21 = 24
Slashing: 2d8 + 4 ⇒ (4, 8) + 4 = 16
GM Tiger
|
Katrina hurls an alchemist fire at the swarm but the flames appear not to affect it as much. Leo does well and avoids the worst of the damage but still comes out pretty ragged. He unleashes another burst of healing to everyone within 30'.
------------------
COMBAT TRACKER
Round: 3-4
Tactical Map
Active Conditions: Courageous Anthem (1 rd)
Before your Turn:
DC 23 Basic Reflex vs 6 Bludgeoning & 14 Fire Damage (blue kaboom): Lena, Jiki
DC 23 Basic Reflex vs 6 Bludgeoning & 16 Fire Damage (red kaboom): Lena, Jiki, Leo, Astrid
DC 23 Basic Reflex vs 11 Bludgeoning & 16 Fire Damage (pink kaboom): Lena, Astrid
DC 29 Basic Will vs 26 Sonic: Astrid
------------------
Those with ** may go
-4-
Leo - AC 31, 82/107
Green (-95)
-3-
**Marta Sanz - AC 26, 80/80
**Astrid Gertasdottir - AC 33 (35 w/shield), 113/162
Katrina Caldwell - AC 25, 65/87
**Lena Starstrider - AC 32, 162/162
**Jiki - AC 26, 96/96 (AC 27)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Astrid Gertasdottir
|
reflex: 1d20 + 18 ⇒ (6) + 18 = 24
reflex: 1d20 + 18 ⇒ (4) + 18 = 22
will: 1d20 + 17 ⇒ (9) + 17 = 26
Jiki, the Flatulist
|
Sorry, out of focus points to stop audible effects.
"Exploding monsters. Why does it always have to be exploding monsters?"
Reflex vs. Blue: 1d20 + 17 ⇒ (14) + 17 = 31
Reflex vs. Red: 1d20 + 17 ⇒ (7) + 17 = 24
Both success = 21 total damage
◆ Cast a Spell
"♪ Anthem of valor, hearts ignite,
♪ With melody's fire, we rise to fight.
Courageous Anthem!"
Going to wait to see how everyone else is doing before my other two actions.
Astrid Gertasdottir
|
Astrid grimaces and spits. "Ugh! Some zombie bits flew into my mouth. Disgusting!"
The shield maiden moves to harry the clattering skulls from the rear.
sudden charge bastard sword vs green, off guard, CA: 1d20 + 24 + 1 ⇒ (3) + 24 + 1 = 28
damage-slashing, electrical: 2d8 + 8 + 1 + 1d6 ⇒ (3, 7) + 8 + 1 + (6) = 25
bastard sword, off guard, CA: 1d20 + 24 + 1 - 5 ⇒ (12) + 24 + 1 - 5 = 32
damage-slashing, electrical: 2d8 + 8 + 1 + 1d6 ⇒ (1, 1) + 8 + 1 + (1) = 12
◆◆ Sudden charge, ◆ strike
GM Tiger
|
------------------
COMBAT TRACKER
Round: 3-4
Tactical Map
Active Conditions: Courageous Anthem (1 rd)
Before your Turn:
DC 23 Basic Reflex vs 6 Bludgeoning & 14 Fire Damage (blue kaboom): Lena
DC 23 Basic Reflex vs 6 Bludgeoning & 16 Fire Damage (red kaboom): Lena
DC 23 Basic Reflex vs 11 Bludgeoning & 16 Fire Damage (pink kaboom): Lena
------------------
Those with ** may go
-4-
Leo - AC 31, 82/107
Green (-95)
-3-
**Marta Sanz - AC 26, 80/80
**Astrid Gertasdottir - AC 33 (35 w/shield), 83/162
Katrina Caldwell - AC 25, 65/87
**Lena Starstrider - AC 32, 162/162
**Jiki - AC 26, 75/96 (2 actions)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Lena Starstrider
|
ref v blue: 1d20 + 21 ⇒ (10) + 21 = 31
ref v red: 1d20 + 21 ⇒ (19) + 21 = 40
ref v pink: 1d20 + 21 ⇒ (6) + 21 = 27
Noting 10 fire resistance
Lena steps and shoots green.
2 SFSR w/CA: 1d20 + 25 ⇒ (3) + 25 = 28
piercing: 2d6 + 3 ⇒ (2, 1) + 3 = 6
electricity: 1d6 ⇒ 5
2 SFSR w/CA: 1d20 + 20 ⇒ (11) + 20 = 31
piercing: 2d6 + 3 ⇒ (3, 6) + 3 = 12
electricity: 1d6 ⇒ 1
GM Tiger
|
Lena gets pummeled by the bits of zombie flying about but the flames only slightly singe her cloak.
She shoots the skull swarm twice, the first arrow skips off the ground in front of it while the second bounces off one of the hard heads, doing little damage.
Astrid spits bits of zombie out of her mouth, realizing she'll need to gargle with some serious mouthwash later on. The scream from the skulls also unnerves her a bit but does not greatly affect her aim. She charges the skulls and slashes at them. Although both strikes hit, the damage seems minimal.
Jiki continues singing, keeping his companions' focus up.
------------------
COMBAT TRACKER
Round: 3-4
Tactical Map
Active Conditions: Courageous Anthem (1 rd)
Before your Turn:
------------------
Those with ** may go
-4-
Leo - AC 31, 82/107
Green (-107)
-3-
**Marta Sanz - AC 26, 80/80
Astrid Gertasdottir - AC 33 (35 w/shield), 83/162
Katrina Caldwell - AC 25, 65/87
Lena Starstrider - AC 32, 154/162
**Jiki - AC 26, 90/96 (2 actions)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Jiki, the Flatulist
|
Jiki wants to ensure that none of the blood on Astrid is her own.
◆◆ Cast a Spell (Signature)
"♪ Gentle hum, soothing balm,
♪ Comfort's touch, bring inner calm.
Soothe!"
Healing: 3d10 + 12 ⇒ (1, 3, 10) + 12 = 26
Marta Sanz
|
Marta realizes the best way to fight a swarm of skulls would be to hit an area. She doesn't have much prepared in that regard, so she pulls out some lingering magic energy before lining up her shot.
◆ Stride
◇ Drain Bonded Item (rank 3)
◆◆ Cast a Spell (Lightning Bolt rank 3)
Electricity: 4d12 ⇒ (3, 5, 5, 7) = 20 DC 27 basic Reflex
GM Tiger
|
Ref: 1d20 + 19 ⇒ (20) + 19 = 39
Jiki heals Astrid. Marta gets into position and unleashes another lightning bolt at the skulls. However, the skulls easily avoid all the damage.
With Pathfinders on both sides, the skulls clack out the equivalent of "eenie meenie miney moe" as it decides on whether to attack Astrid,Leo: 1d2 ⇒ 1
Its decision made, it moves and attempts to bury Astrid with skulls.
Swarming Gnaw; DC 29 Reflex Save: 4d8 ⇒ (2, 8, 1, 3) = 14
Swarming Gnaw; DC 29 Reflex Save: 4d8 ⇒ (2, 6, 3, 4) = 15
------------------
COMBAT TRACKER
Round: 4-5
Tactical Map
Active Conditions: Courageous Anthem (1 rd)
Before your Turn:
DC 29 Basic Reflex vs 14 Piercing: Astrid
DC 29 Basic Reflex vs 15 Piercing: Astrid
------------------
Those with ** may go
-5-
**Leo - AC 31, 82/107
Green (-107)
-4-
**Marta Sanz - AC 26, 80/80
**Astrid Gertasdottir - AC 33 (35 w/shield), 109/162
**Katrina Caldwell - AC 25, 65/87
**Lena Starstrider - AC 32, 154/162
**Jiki - AC 26, 90/96
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Leomund "Leo" Velinznrarikovich
|
"Nethys protect you!"
Leo uses Glimpse of Redemption if Astrid would take damage.
Leo places his off-hand back on the sword as he raises his sword into the air. With a quick word he slices down. As he does so large clumps of rocks materialize and fall.
◆ hand onto sword
◆◆ Cast Scatter Scree ref DC 30: 7d4 ⇒ (2, 1, 4, 4, 4, 1, 3) = 19
◆ Strike: 1d20 + 21 ⇒ (16) + 21 = 37
2d12 + 4 ⇒ (10, 8) + 4 = 22
Astrid Gertasdottir
|
As the skulls swarm over her Astrid smashes them with her shield.
reactive strike-shield boss, CA: 1d20 + 22 + 1 ⇒ (17) + 22 + 1 = 40
damage-bludgeoning, CA: 2d6 + 7 + 1 ⇒ (5, 3) + 7 + 1 = 16
reflex save DC29: 1d20 + 18 ⇒ (12) + 18 = 30
reflex save DC29: 1d20 + 18 ⇒ (2) + 18 = 20
She continues to strike the skulls with her shield.
strike-shield boss, CA: 1d20 + 21 + 1 ⇒ (15) + 21 + 1 = 37
damage-bludgeoning, CA: 2d6 + 7 + 1 ⇒ (2, 5) + 7 + 1 = 15
strike-shield boss, CA: 1d20 + 21 + 1 - 5 ⇒ (12) + 21 + 1 - 5 = 29
damage-bludgeoning, CA: 2d6 + 7 + 1 ⇒ (5, 2) + 7 + 1 = 15
strike-shield boss, CA: 1d20 + 21 + 1 - 10 ⇒ (2) + 21 + 1 - 10 = 14
damage-bludgeoning, CA: 2d6 + 7 + 1 ⇒ (2, 6) + 7 + 1 = 16
↺ Reactive strike (Attack of opportunity), ◆ strike, ◆ strike, ◆ strike
Lena Starstrider
|
Lena keeps shooting green. (1 action each shot with 0 reload)
2 SFSR w/CA: 1d20 + 25 ⇒ (16) + 25 = 41
piercing: 2d6 + 3 ⇒ (4, 3) + 3 = 10
electricity: 1d6 ⇒ 2
fire: 1d6 ⇒ 3
2 SFSR w/CA: 1d20 + 20 ⇒ (6) + 20 = 26
piercing: 2d6 + 3 ⇒ (5, 6) + 3 = 14
electricity: 1d6 ⇒ 2
fire: 1d6 ⇒ 5
2 SFSR w/CA: 1d20 + 15 ⇒ (14) + 15 = 29
piercing: 2d6 + 3 ⇒ (5, 5) + 3 = 13
electricity: 1d6 ⇒ 4
fire: 1d6 ⇒ 2
Katrina Caldwell
|
Katrina throws her +1 Returning Starknife into the swarm. She does have Quick Draw and Far Throw as well.
starknife: 1d20 + 16 ⇒ (20) + 16 = 36 slashing: 2d4 ⇒ (4, 2) = 6
starknife: 1d20 + 12 ⇒ (1) + 12 = 13 slashing: 2d4 ⇒ (3, 1) = 4
starknife: 1d20 + 8 ⇒ (19) + 8 = 27 slashing: 2d4 ⇒ (1, 2) = 3
Jiki, the Flatulist
|
Jiki smacks his wand on the side of his leg, causing another missile to come out.
Force Damage: 2d4 + 2 ⇒ (1, 1) + 2 = 4
He keeps singing, and chucks a rock at the enemy with magic.
◆ Cast a Spell
"♪ Anthem of valor, hearts ignite,
♪ With melody's fire, we rise to fight.
Courageous Anthem!"
All allies get a +1 status bonus to attack rolls, damage rolls, and saves against fear effects for 1 round.
◆◆ Cast a Spell
"♪ Force unseen, object's flight,
♪ Guided by thought, through realms of light.
Telekinetic Projectile!"
Spell Attack: 1d20 + 17 ⇒ (1) + 17 = 18
Bludgeoning Damage: 5d6 + 4 ⇒ (2, 1, 3, 2, 2) + 4 = 14
And remembers why he is always the comic relief in his tales.
GM Tiger
|
As the skulls wash over Astrid, she reacts instantly and smashes them with her shield. She catches enough skulls that the swarm dissipates. However, as the swarm disintegrates, the skulls explode, erupting in a 30' burst of fire and negative damage.
Piercing and Negative Damage, DC 29 Basic Reflex Save: 4d12 ⇒ (11, 2, 12, 9) = 34
For once, Marta is caught in the blast
COMBAT OVER
Just need to resolve the save
Leomund "Leo" Velinznrarikovich
|
Ref: 1d20 + 19 ⇒ (18) + 19 = 37
Astrid Gertasdottir
|
reflex DC29: 1d20 + 18 ⇒ (20) + 18 = 38
Astrid Gertasdottir
|
The exploding swarm causes Astrid the flinch and duck behind her shield. Somehow she emerges completely unscathed.
"Well that wasn't so bad. Let's see how the rest of the army is faring."
She calls upon occult energies to boost her voice once more and shouts out her battle cry to inspire her green-skinned allies. Cast bullhorn
"We have them on the run. Now forward! Finish them off! Videre til ære!" She leaps into battle to assist the orcs in finishing off any packets of undead that remain.
Lena Starstrider
|
That....was interesting. Agreed, let's check on the rest of the group.
Jiki, the Flatulist
|
Reflex Save: 1d20 + 17 ⇒ (9) + 17 = 26
"Onward to glory, Pathfinders!"
But I bet we will get there just as the battle ends.
Astrid Gertasdottir
|
"Onward to glory, Pathfinders!"But I bet we will get there just as the battle ends.
Obviously. Astrid is leading the charge after all. The undead have no chance.
GM Tiger
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Just to see if anyone took lethal damage that we'd have to resolve before we drop out of combat. Since nobody seems to have died, we can handwave the medicine/healing on your way to Freedom Town
Mahja insists on hurrying to Freedom Town. The remaining journey takes several hours, with you and the rest of the forces reaching the town shortly after sunset. Freedom Town is active when you arrive, with many of the citizens milling about, preparing to evacuate. Two half-orcs approach you and Mahja Firehair as you arrive in Freedom Town.
"Ah! Excuse me for a moment. I need to debrief with my scouts, Bovar Ashcaller and Namiri Ashcaller."
Mahja steps away and confers with the twins. She returns with a grim look. "Bovar and Namri hope to prepare the the town for the upcoming ambush. They encountered a fair amount of resistance, however, and eventually dedicated their time to assessing the town’s current defenses. However, we need your help. I need to help find shelter for her people, unload supplies, and generally get the Burning Suns ready for the fight so I need you to take charge on preparing Freedom Town’s defenses."
Mahja hands you a brief list of the major tasks required to prepare Freedom Town. The Ashcallers’ latest reconnaissance determined the undead army was relatively close, with their estimates placing the army at Freedom Town by morning. You have six(6) hours to work with, after which most of the Burning Suns and your other allies will stop to rest for the night. While some individuals will stay up to cover watches and work on small tasks throughout the night, the bulk of the work needs to be done during these six hours.
You prepare Freedom Town for the upcoming battle by earning Defense Points (DP) by succeeding at different skill checks:
CS: +2 DP
S: +1 DP
F: 0 DP
CF: A major setback such as an accident, injury, destruction of supplies, and so on puts you behind schedule. You don’t lose DP, but you can’t Prepare Freedom Town for 1 round as you work to make up for lost time on your task. You can still Aid on a different character’s check to Prepare Freedom Town in the next round.
You have 3 rounds of skill checks, each check being the equivalent of 2 hours work. Each task can gain up to 3 DP. Once a given task has 3 DP, no further checks for that task can be made, as the task is fully complete and other tasks take priority. Only one character can attempt a check for a given task at a time, though other characters can Aid your check instead of making their attempt to Prepare Freedom Town.
Initial DC for all checks is 26. The DC for a given task increases by 2 for each Defense Point already earned for the task. For example, the DC for a task with 2 DP is DC 30. An initial check for a task covers most of the simple or obvious steps toward completing a task. The increased DC represents the very specific aspects of a task that take more effort to complete.
Creative solutions can earn a success (not a Crit Success) instead of having to roll.
Tasks:
While Freedom Town has a small fort near its center, most of the town is made of wooden dwellings that lack Fort Freedom’s palisades. PCs can help erect barricades at key locations throughout the town, as well as digging simple trenches or placing smaller barricades outside of the town.
Applicable Skills: Athletics, Crafting, Warfare Lore
Many of Freedom Town’s citizens are still in the town. While many of the citizens are planning to keep out of the way during the attack, they still represent a liability, especially if the fighting spills into the town itself. Mahja prefers that any citizens not willing to fight be evacuated instead. She has set some of her hold’s members aside to serve as escorts for these citizens and lead them toward the safety of Urgir.
Applicable Skills: Deception, Diplomacy, Intimidation, Performance, Society
Expecting much of the ambush and subsequent battle to occur outside of Freedom Town, Mahja asks the PCs to assess the town’s surroundings. The PCs must travel throughout the surrounding wilderness, getting the lay of the land and locating key features of the area. The PCs can invite Bovar and Namiri Ashcaller with them during the scouting attempt. The Ashcallers share what they know of the wilderness and grant the PCs a +2 circumstance bonus to their checks to scout.
Applicable Skills: Athletics, Acrobatics, Perception, Nature, Survival
The Burning Sun hold makes use of several riding drakes as battle mounts. While the Burning Sun orcs typically use only a few drakes at a time, they plan to use all the hold’s drakes for the assault tomorrow. This has left the hold’s wranglers stretched thin as they work to prepare the drakes for combat. Khagrig Daybreak is helping where he can, but even his assistance isn’t enough. The PCs can help by serving as impromptu wranglers for the hold’s younger drakes.
Applicable Skills: Athletics, Diplomacy, Intimidation, Nature, Survival
In addition to any other fortifications, placing snares, pitfalls, and other traps in and around Freedom Town would go a long way to defending the town. Many of the undead marching toward the town are stopped or outright destroyed by simpler traps, so saturating the area with traps is in the town’s best interest.
Applicable Skills: Crafting, Stealth, Survival, Thievery
Many members of the Burning Suns are worshippers of Sarenrae. Using their knowledge of undead and divine magic, the faithful Burning Sun orcs look to create magical wards to repel or weaken the incoming undead. These orcs are led by Uirch, who uses the knowledge he acquired while restoring the Bastion of Light to help fortify the wards. The PCs can offer their magical insight or anatomical knowledge of undead to support in the creation of these wards.
Applicable Skills: Arcana, Medicine, Occultism, Religion
Katrina Caldwell
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Upon arrival at the town, Katrina was hoping for a nice warm deep bath where she can frolic underwater to her little heart's content. But no, there is still work to do. Sometimes it seems that a Pathfinder's toil is never done.
But she is a Pathfinder and this is her duty. She joins a scouting party.
acrobatics: 1d20 + 19 ⇒ (18) + 19 = 37
GM Tiger
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Katrina manages to better understand the lay of the land and give you an advantage during a later battle.
Crit Success, 2 DP for Scouting. DC for Scouting tasks is now 30
Marta Sanz
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Will swap out a few prepared spells during the rest/trip (Spell Substitution Thesis)
Marta and Everness work together to set up some traps.
Thievery (w/Aid): 1d20 + 19 + 2 ⇒ (8) + 19 + 2 = 29
GM Tiger
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Marta and Everness set snares around Freedom Town.
DC Changes:
TRAPS: 28
SCOUTING: 30
Jiki, the Flatulist
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Wrangle! Wrangle! Wrangle!
Diplomacy: 1d20 + 20 ⇒ (15) + 20 = 35
Astrid Gertasdottir
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@Jiki were you tending the drakes or assisting the evacuees?"