Salissa Greenscale
|
Salissa moves forward, and attempts to knock her opponent to the ground. She then conjures a watery spear and strikes.
"Sssurrender now before it isss too late."
athletics-trip: 1d20 + 11 ⇒ (8) + 11 = 19
water blast: 1d20 + 11 - 5 ⇒ (15) + 11 - 5 = 21
damage, piercing: 1d8 + 2 ⇒ (3) + 2 = 5
◆ stride, ◆ trip, ◇ weapon infusion, ◆ strike
GM Tiger
|
Salissa moves forward, and attempts to knock her opponent to the ground. She then conjures a watery spear and strikes.
"Sssurrender now before it isss too late."
[dice=athletics-trip]1d20+11
[dice=water blast]1d20+11-5
[dice=damage, piercing]1d8+2◆ stride, ◆ trip, ◇ weapon infusion, ◆ strike
Apologies - forgot to remove Iverri from the map. We just need to resolve the persistent damage on Zac and Henri.
Henri Hart
|
DC 15 Flat check vs Persistent Poison: 1d20 ⇒ 20
Henri is miraculously no more poisoned, maybe because the source is no more.
| Ephesian Aputhil |
Ephesian will give Zac a Rousing Splash, which might not help that poison too much but at least it'll give him a little more hp to let someone more skilled help him recover.
Rousing Splash Temp HP: 2d4 ⇒ (1, 2) = 3
GM Tiger
|
Henri Dmg: 2d6 ⇒ (5, 5) = 10
Henri manages to overcome the poison. Zac, however doesn't fare so well.
------------------
COMBAT TRACKER
Round: 8
Tactical Map
Terrain:
* Cliff is 30' up
* Everything within the Blue Border is difficult terrain for 24h
------------------
Those with ** may go
**Ephesian - AC 20, 34/37 (AC 21)
**Lester - AC 20, 45/47 (Dragon Stance)
Henri Hart - AC 19, 14/44 (Spirit Link w/ Ephesian)
Eliadyr - AC 21, 29/42
Zac Freelan 3 - AC 21, 43/56 (2d6 persistent poison)
**Salissa - AC 21, 27/58
Salissa Greenscale
|
Salissa slithers over to Zac.
"I'm not much of a medic. I've never really been necessary when I can do this..."
She gestures and a soothing mist descends on the fighter.
healing, ocean's balm vs Zac: 1d8 ⇒ 2
"I hope that helps a bit. I can apply another treatment in a few minutes."
Salissa can use ocean's balm as many times as needed but each character con only benefit from it once every 10 minutes.
GM Tiger
|
I'm going to hand wave the checks since this is taking a bit too long and we're on a timetable to finish.
Zac recovers from the poison as you move to aid the trapped woman.
You hear Evaika calling for help from the cliff face nearby.
To rescue Evaika:
DC 18 Athletics - Climb the cliff and carry her down
DC 18 Survival - to find an easier route up the cliff face, allowing them to circle around the top of the plateau and pull Evaika up with a rope or similar method.
Levitate or similar magic can also help save Evaika without requiring a skill check.
Move within 30' and use a 2-action heal to heal her wounds so that she can climb down herself
"My thanks. I am Evaika. I'm a devout adherent of the Green Faith who has been exploring the region and cleansing natural sites of the demonic blight. Who are you and where are you headed?"
Eliadyr
|
Eliadyr will try to climb up to her but not make much progress.
Athletics* DC 18: 1d20 + 7 ⇒ (1) + 7 = 8
Salissa Greenscale
|
athletics: 1d20 + 11 ⇒ (19) + 11 = 30
"Hold on. I'm coming to help you."
Salissa easily climbs up and carries the woman down.
Eliadyr
|
"Well met Evaika, I'm Eliadyr our group are members of the Pathfinder Society, here on request of the Farheaven Clan. It is fortuitous that we have crossed paths, not only so that we could rescue you from these monstrosities but also as we have been requested to cleanse some corruption over-selves. What do you know of these leshies and their affliction?"
GM Tiger
|
"Pathfinders! Well then, I think we can help each other."
Evaika shares her techniques of spiritual purification. You can later use this information when attempting to purify the barrows.
DC 26 Diplomacy because the text requires a crit success for DC 16 Diplomacy
As thanks for saving her, Evaika gives you her coyote cloak.
The barrows are located near the fork between the Upper Alatusa River and the Lower Alatusa River, just north of the West Yards of Storasta. Unnatural mist blankets the entire area, but the mists at the barrows themselves contain spiritual remnants of those buried within as a result of the many rituals conducted here.
Barely visible through the roiling mists ahead are long earthen mounds, shored up with stone ribbing and heaped as tall as the withered tree trunks surrounding them. The further silhouettes fade in and out of the gloom, but the wind’s occasional dispersal and shifting of the mists gives the uncanny impression that the mounds are moving. Every so often, the mist seems to coalesce into the shapes of faces, which vanish as quickly as they appear.
Ahead, a narrow trail paved in stone winds further into the barrow-mounds, disappearing into the mist. A weathered signpost stands beside it, the words once carved upon it faded to illegibility.
In order to locate the relics and remains the Farheaven Clan seeks, you first need to find the right barrow. The corrupted mists make this no easy task.
As you begin to explore the barrows, the mists suddenly thicken around you. As this occurs, each of you loses sight of your companions. Calling out to one another, you can faintly make out voices, but no visual cues remain to locate the rest of the party. After a moment, subtle whispers begin to rustle through the mists, finally coalescing into words.
You are asked three questions in turn. If you answer well, you will be rewarded with a boon.
Head (Mental/Intellectual Achievements, Studies, etc): DC 16 Arcana or Lore to RK
Heart (Related to your bonds with others or own inner beliefs, such as your family and friendships, moral compass, or faith): DC 16 Diplomacy/Intimidation
Body (Physical prowess, etc): DC 16 Athletics/Acrobatics
The mists coalesce into either a resemblance of your greatest fear or some symbol of it.
DC 16
Deception to convince yourself that you're not afraid
Intimidation to scare the manifestation away
Stealth to Avoid it
DC 16 Survival
Zac Freelan 3
|
My Greatest Strength is my health. I diet and exercise, do not have cancer and get yearly checkups by the doctor.
athletics: 1d20 + 10 ⇒ (20) + 10 = 30
My Greatest fear is that I'll be broke, in debt or struggling with money to make a living someday. deception: 1d20 + 8 ⇒ (10) + 8 = 18
I seek wisdom here, I hope to come out smarter. survival: 1d20 + 8 ⇒ (12) + 8 = 20
Eliadyr
|
Nature: 1d20 + 6 ⇒ (19) + 6 = 25
Eliadyr will call on his long experience with nature (ancestral longevity) to discuss the spiritual purification methods that Evaika has developed. "Fascinating - I hadn't thought that sort of approach was possible, but it will no doubt be extremely useful to us as we try to work in the barrow."
--
Once the mist descends, Eliadyr will pause, retrieve his wayfinder and try not to get too lost. In answer to the whispered questions, Eliadytr will respond
"My greatest strength is my knowledge of magic, particularly arcane magic"
"My greatest fear is that the whispering tyrant will sweep away Kyonin."
Hero point!
Stealth DC 16: 1d20 + 10 ⇒ (4) + 10 = 14
"I seek to recover the relics and remains of the Farheaven Clan and allow them to be laid to rest."
Salissa Greenscale
|
nature: 1d20 + 6 ⇒ (1) + 6 = 7
"My greatest strength? That would be my strong limbs and powerful serpantine coils."
athletics: 1d20 + 11 ⇒ (4) + 11 = 15
The mists for images of Nagaji searching for Salissa in order to force her to return to her family's shrine in Nagajor.
stealth: 1d20 + 8 ⇒ (15) + 8 = 23
"What do I seek? I seek to return the remains and relics of the barrows to the Farheaven clan and a way to cleanse the barrows of their demonic corruption."
survival: 1d20 ⇒ 7
Henri Hart
|
DC 26 Diplomacy: 1d20 + 9 ⇒ (6) + 9 = 15 Failure
"I believe that hurting others is unnecessary. I only require hurting others if it assists me in healing them."
Greatest Strength: DC 16 Diplomacy: 1d20 + 9 ⇒ (16) + 9 = 25
Henri avoids the mist at all costs.
Greatest Fear: DC 16 Stealth: 1d20 + 4 ⇒ (19) + 4 = 23
"We are here to cleanse the barrows of the Farhaven clan to bring the souls of the fallen ones to rest."
What do you seek: DC 16 Survival: 1d20 + 4 ⇒ (17) + 4 = 21
| Ephesian Aputhil |
"My greatest strength is the family which I have lost and found once again. They are the ones who ground me and for whom I joined the Pathfinder Society and for whom I am here to serve the people of Sarkoris"
Diplomacy: 1d20 + 11 ⇒ (8) + 11 = 19
"I have long since faced my greatest fears, when I was tossed into the fleshpits of Thassilon. I bound those fears to my soul and have come out all the stronger for it. The only thing I concern myself with now is how to undo what has been done to the family that I lost"
Intimidation: 1d20 + 9 ⇒ (12) + 9 = 21
"Here I seek a piece of redemption, that I might serve the Farheaven clan and make whole what has long since been broken for them. Perhaps it will let me do the same for myself.
Survival: 1d20 + 0 ⇒ (12) + 0 = 12
GM Tiger
|
The mists clear, obviously satisfied by your answers. Henri spots three vials of Holy Water on the ground in front of him.
Ahead looms a tall barrow streaked with red-painted symbols. The mists shift away from it, creating a curtain that blocks the surrounding mounds from view. The path forks here, one path leading up to the barrow’s stone-lined entrance while the others branch off into the mists. An eerie, keening whistle floats through the air as the wind blows across the entrance to the barrow.
You recognize the barrow from Nelket’s description. The mound is 20 feet tall, with a stone arch over the entrance. However, you also recognize that you're not alone. The corrupting nature of the site has attracted a welcoming committee. They charge forward and attack.
The results of your checks are in the combat tracker. Basically:
Q1:
S - Quickened 1 for 1 rd but extra action is stride only.
CS - As S but 1 minute
Q2: +1 to saves for 1 minute (CS would have been +2)
Q3: the highest roll determines the reward. CS would have netted an extra barkskin potion.
Zac Freelan 3, Search: 1d20 + 9 ⇒ (20) + 9 = 29
Henri Hart, Search: 1d20 + 11 ⇒ (4) + 11 = 15
Lester, Search: 1d20 + 7 ⇒ (19) + 7 = 26
Ephesian, Scout: 1d20 + 8 ⇒ (4) + 8 = 12
Eliadyr, Avoid Notice: 1d20 + 11 ⇒ (19) + 11 = 30
Salissa, Search: 1d20 + 6 ⇒ (19) + 6 = 25
Red Init: 1d20 + 7 ⇒ (11) + 7 = 18
White Init: 1d20 + 7 ⇒ (9) + 7 = 16
Blue Init: 1d20 + 7 ⇒ (1) + 7 = 8
Pink Init: 1d20 + 3 ⇒ (11) + 3 = 14
Green Init: 1d20 + 3 ⇒ (8) + 3 = 11
Yellow Init: 1d20 + 3 ⇒ (10) + 3 = 13
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Before Your Turn:
------------------
Those with ** may go
**Eliadyr - AC 21, 42/42 (Quickened 1, 1 round, Stride only)
**Zac Freelan 3 - AC 21, 56/56 (Quickened 1, 1 minute, Stride only; +1 to saves)
**Lester - AC 20, 47/47 (+1 to saves)
**Salissa - AC 21, 58/58 (+1 to saves)
Red
White
Henri Hart - AC 19, 44/44 (Quickened 1, 1 round, Stride only; +1 to saves)
Pink
Yellow
Ephesian - AC 20, 37/37 (Quickened 1, 1 round, Stride only; +1 to saves)
Green
Blue
GM Tiger
|
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Before Your Turn:
------------------
Those with ** may go
**Eliadyr - AC 21, 42/42 (Quickened 1, 1 round, Stride only)
**Zac Freelan 3 - AC 21, 56/56 (Quickened 1, 1 minute, Stride only; +1 to saves)
Lester - AC 20, 47/47 (+1 to saves)
**Salissa - AC 21, 58/58 (+1 to saves)
Red
White
Henri Hart - AC 19, 44/44 (Quickened 1, 1 round, Stride only; +1 to saves)
Pink
Yellow
Ephesian - AC 20, 37/37 (Quickened 1, 1 round, Stride only; +1 to saves)
Green
Blue
Eliadyr
|
Eliadyr will take one of the vials of holy water unless there are objections.
"It's a cold welcome it would seem. No chance of redemption here."
Eliadyr will position himself, focus for a second, infuse his arrow with a sparking charge and let it fly at yellow
Composite Shortbow: 1d20 + 11 ⇒ (1) + 11 = 12 or 1d20 + 11 ⇒ (9) + 11 = 20 against yellow for 2d6 ⇒ (4, 6) = 10 piercing damage plus 3d12 ⇒ (11, 2, 2) = 15 electricity damage plus 1d4+1 persistent damage.
--
◆ Quickened stride to be beside the rock
◆ Cast Sure strike
◆◆ Spellstrike with Shocking Grasp (rank 2) against Yellow
GM Tiger
|
Eliadyr, you might want to update your spellbook. Shocking Grasp is now Thunderstrike and packs a much bigger wallop than before! :)
Thunderstrike Sonic: 2d4 ⇒ (3, 3) = 6
Eliadyr moves up to get a better shot at the baddies. He lets fly with an electrically enhanced arrow and drops a thunderbolt on Yellow, who fails to get out of the way in time.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Before Your Turn:
------------------
Those with ** may go
Eliadyr - AC 21, 42/42
**Zac Freelan 3 - AC 21, 56/56 (Quickened 1, 1 minute, Stride only; +1 to saves)
Lester - AC 20, 47/47 (+1 to saves)
**Salissa - AC 21, 58/58 (+1 to saves)
Red
White
Henri Hart - AC 19, 44/44 (Quickened 1, 1 round, Stride only; +1 to saves)
Pink
Yellow (-31)
Ephesian - AC 20, 37/37 (Quickened 1, 1 round, Stride only; +1 to saves)
Green
Blue
Zac Freelan 3
|
Action 1, Move forward So Pink is within my reach weapon
Action 2, Attack with Glaive hit: 1d20 + 13 ⇒ (2) + 13 = 15 dmg: 1d8 + 4 ⇒ (1) + 4 = 5 slashing vs Pink
Action 3, Attack with Glaive hit: 1d20 + 8 ⇒ (11) + 8 = 19 dmg: 1d8 + 4 ⇒ (8) + 4 = 12 slashing vs Pink
Action 4, Quickened, move to the left
Edit: Also, my weapon has reach, and I'm a fighter, so if anything attacks me moving past my 10 foot reach, and it probably will, it will activate my aoo.aoo: 1d20 + 13 ⇒ (20) + 13 = 33 dmg: 1d8 + 4 ⇒ (8) + 4 = 12 Looks like the aoo, would crit. deadly: 1d8 ⇒ 4
Henri Hart
|
Henri keeps the three vials of holy water when he finds it, unless anyone wants them.
GM Tiger
|
Zac rushes forward, swings at Pink twice before moving away. Pink flinches at the two hits but doesn't appear to show any pain.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Before Your Turn:
------------------
Those with ** may go
Eliadyr - AC 21, 42/42
Zac Freelan 3 - AC 21, 56/56 (Quickened 1, 1 minute, Stride only; +1 to saves)
Lester - AC 20, 47/47 (+1 to saves)
**Salissa - AC 21, 58/58 (+1 to saves)
Red
White
Henri Hart - AC 19, 44/44 (Quickened 1, 1 round, Stride only; +1 to saves)
Pink (-37)
Yellow (-31)
Ephesian - AC 20, 37/37 (Quickened 1, 1 round, Stride only; +1 to saves)
Green
Blue
Salissa Greenscale
|
Salissa moves forward and gesutres. Spinters of wood and droplets of water begin to circle her, following the movents of her hands and finally lashing out to strike the nearest creature with a jet of water. The kinetecist then moves back, placing more distance between her and the enemy.
elemental blast vs yellow: 1d20 + 11 ⇒ (15) + 11 = 26
damage, bludgeoning: 1d8 ⇒ 5
stride, channel elements, stride
GM Tiger
|
Salissa joins the fray and targets Yellow with water, striking it solidly right in the chest. The sound of breaking ribs (or what's left of them) can be heard but the creature barely flinches. (Crit).
Red runs forward and slashes at Lester, Salissa: 1d2 ⇒ 1 with a claw.
Claw vs Lester AC 20: 1d20 + 9 ⇒ (9) + 9 = 18 for Slashing Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Lester ducks and the claw barely misses him.
White runs at Zac and is almost sliced in half by Zac's reactive strike. Unfortunately for Zac, the creature can still strike at him.
Jaws vs Zac AC 21: 1d20 + 9 ⇒ (3) + 9 = 12 for Piercing Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Claw vs Zac AC 21, MAP, Agile: 1d20 + 5 ⇒ (13) + 5 = 18 for Slashing Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Claw vs Zac AC 21, MAP 2+, Agile: 1d20 + 1 ⇒ (5) + 1 = 6 for Slashing Damage: 1d4 + 1 ⇒ (2) + 1 = 3
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Before Your Turn:
------------------
Those with ** may go
Eliadyr - AC 21, 42/42
Zac Freelan 3 - AC 21, 56/56 (Quickened 1, 1 minute, Stride only; +1 to saves)
Lester - AC 20, 47/47 (+1 to saves)
Salissa - AC 21, 58/58 (+1 to saves)
Red
White (-28)
**Henri Hart - AC 19, 44/44 (Quickened 1, 1 round, Stride only; +1 to saves)
Pink (-37)
Yellow (-41)
Ephesian - AC 20, 37/37 (Quickened 1, 1 round, Stride only; +1 to saves)
Green
Blue
Henri Hart
|
Henri gets close to his allies and tries to recall about Yellow and Red. He then raises magical shield.
◇ Stride
◆ Recall Knowledge about Yellow
◆ Recall Knowledge about Red
◆ Shield
GM Tiger
|
Henri Hart's Religion (T) vs Red: 1d20 + 10 ⇒ (8) + 10 = 18
Henri Hart's Religion (T) vs Yellow: 1d20 + 10 ⇒ (12) + 10 = 22
Red is a ghoul. Ghouls are ravenous undead who haunt graveyards and eat corpses. Their touch paralyzes non-elves. Standard undead immunities - death effects, disease, paralyzed, poison, unconscious. Their bite causes ghoul fever.
Yellow is a Plague Zombie. Plague Zombies are infested with horrible contagions. They are weak to slashing and vitality (positive) damage. Immunities: bleed, death effects, disease, mental, paralyzed, poison, unconscious
GM Tiger
|
Pink shuffles towards Henri and swings a meaty fist at him.
Fist vs Henri AC 20: 1d20 + 11 ⇒ (2) + 11 = 13 for Bludgeoning: 1d8 + 6 ⇒ (5) + 6 = 11
Yellow slowly shuffles towards the party front line, moaning something about brains.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Before Your Turn:
------------------
Those with ** may go
Eliadyr - AC 21, 42/42
Zac Freelan 3 - AC 21, 56/56 (Quickened 1, 1 minute, Stride only; +1 to saves)
Lester - AC 20, 47/47 (+1 to saves)
Salissa - AC 21, 58/58 (+1 to saves)
Red
White (-28)
Henri Hart - AC 19, 44/44 (AC 20; +1 to saves)
Pink (-37)
Yellow (-41)
**Ephesian - AC 20, 37/37 (Quickened 1, 1 round, Stride only; +1 to saves)
Green
Blue
| Ephesian Aputhil |
Ephesian starts by taking a look at Yellow, trying to find out its weaknesses
♦ Exploit Vulnerability Esoteric Lore +11
Invigorated by his time in the mists, Ephesian moves into a flank with Yellow
♦(Quickened) Stride into a flank with Henri against Yellow.
♦Strike Yellow: 1d20 + 9 ⇒ (14) + 9 = 23
Yellow Damage: 2d6 + 3 ⇒ (1, 2) + 3 = 6Plus Weakness or +3
♦Strike Yellow: 1d20 + 4 ⇒ (10) + 4 = 14
Yellow Damage: 2d6 + 3 ⇒ (1, 6) + 3 = 10Plus Weakness or +3
GM Tiger
|
Esoteric vs Yellow: 1d20 + 11 ⇒ (6) + 11 = 17
Weakness to either slashing or positive damage
Ephesian determines Yellow's weakness steps into a flank with Henri against Yellow. He slashes at Yellow and removes its head with his first stroke. Seeing Lester in trouble, he sends him some divine aid.
I changed your last action to sending Guidance to Lester since there's nothing else within reach of you.
Green shambles up to Zac, still moaning about brains. Blue hustles towards Ephesian and tries to take a swipe at him with a filthy claw.
Claw vs Ephesian AC 20: 1d20 + 9 ⇒ (2) + 9 = 11 for Slashing Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Lester immediately drops into a combat stance and unleashes a pair of roundhouse kicks at the ghoul in front of his face.
Dragon Tail vs Red, Flurry, Guidance: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25 for Bludgeoning: 1d10 + 2 ⇒ (5) + 2 = 7
Dragon Tail vs Red, Flurry, MAP: 1d20 + 3 ⇒ (15) + 3 = 18 for Bludgeoning: 1d10 + 2 ⇒ (9) + 2 = 11
Both strikes connect and the ghoul's face becomes uglier than before. Lester takes a step back to get out of the way.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Before Your Turn:
------------------
Those with ** may go
**Eliadyr - AC 21, 42/42
**Zac Freelan 3 - AC 21, 56/56 (Quickened 1, 1 minute, Stride only; +1 to saves)
Lester - AC 20, 47/47 (+1 to saves)
**Salissa - AC 21, 58/58 (+1 to saves)
Red (-18)
White (-28)
Henri Hart - AC 19, 44/44 (AC 20; +1 to saves)
Pink (-37)
Ephesian - AC 20, 37/37 (+1 to saves)
Green
Blue
Eliadyr
|
Eliadyr recentres himself and lets an enchanted arrow fly at pink
◆ Refresh spellstrike
◆◆ Spellstrike with gouging claw Composite Shortbow: 1d20 + 11 ⇒ (17) + 11 = 28 on Pink for 2d6 + 3d6 ⇒ (2, 1) + (3, 1, 4) = 11 piercing + 3 persistent bleed
Salissa Greenscale
|
Salissa lashes out with her tail in an attempt to trip the ghoul in front of her. She then moves to a better position and summons up a wooden spear which she uses to fend off the creature.
athletics, trip vs red: 1d20 + 11 ⇒ (16) + 11 = 27
elemental blast vs red, flat footed?: 1d20 + 11 - 5 ⇒ (9) + 11 - 5 = 15
damage, piercing: 1d8 + 2 ⇒ (5) + 2 = 7
◆ Trip, ◆ stride, ◇ weapon infusion, ◆ elemental blast
GM Tiger
|
Eliadyr refocuses and shoots another empowered arrow at Pink. The arrow slams into Pink's chest and blows out a chunk of its chest but doesn't drop the creature. Salissa knocks Red's legs out from under it with her tail and launches a wooden spear at it. The spear goes into its torso but doesn't quite pin it to the ground.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Before Your Turn:
------------------
Those with ** may go
Eliadyr - AC 21, 42/42
**Zac Freelan 3 - AC 21, 56/56 (Quickened 1, 1 minute, Stride only; +1 to saves)
Lester - AC 20, 47/47 (+1 to saves)
Salissa - AC 21, 58/58 (+1 to saves)
Red (-25)
White (-28)
Henri Hart - AC 19, 44/44 (AC 20; +1 to saves)
Pink (-59; 3 persistent bleed)
Ephesian - AC 20, 37/37 (+1 to saves)
Green
Blue
| Tigerbot v1.0 |
Zac swings at White thrce with his glaive.
Glaive vs White: 1d20 + 13 ⇒ (8) + 13 = 21 for Slashing: 1d8 + 4 ⇒ (6) + 4 = 10
Glaive vs White: 1d20 + 8 ⇒ (18) + 8 = 26 for Slashing: 1d8 + 4 ⇒ (4) + 4 = 8
Glaive vs White: 1d20 + 3 ⇒ (9) + 3 = 12 for Slashing: 1d8 + 4 ⇒ (6) + 4 = 10
Glaive: 1d20 + 13 ⇒ (14) + 13 = 27 for Slashing: 1d8 + 4 ⇒ (1) + 4 = 5
◆◆◆ Strike
↺ AoO
GM Tiger
|
Zac's first strike decapitates White. Turning on Green, he opens a large slash in Green's belly with his first strike (Crit) but just misses with the second slash.
Red gets up, steps forward and attempts to slash Henri with a claw.
Claw vs Henri AC 20: 1d20 + 9 ⇒ (7) + 9 = 16 for Slashing Damage: 1d4 + 1 ⇒ (3) + 1 = 4
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Before Your Turn:
------------------
Those with ** may go
Eliadyr - AC 21, 42/42
Zac Freelan 3 - AC 21, 56/56 (Quickened 1, 1 minute, Stride only; +1 to saves)
Lester - AC 20, 47/47 (+1 to saves)
Salissa - AC 21, 58/58 (+1 to saves)
Red (-25)
**Henri Hart - AC 19, 44/44 (AC 20; +1 to saves)
Pink (-59; 3 persistent bleed)
Ephesian - AC 20, 37/37 (+1 to saves)
Green (-36)
Blue
Henri Hart
|
Ghouls and plague zombies!" he exclaims. telling them what they are dealing with. "Be careful with the ghouls, bite causes fever." he adds.
He steps back and lashes out vital energy at Red.
◆ Step
◆◆ Vitality Lash, DC 20 basic Fortitude save vs 3d6 ⇒ (3, 5, 6) = 14 vitality damage to Red (also Enfeebled 1 on Crit Fail)
GM Tiger
|
Fort: 1d20 + 4 ⇒ (6) + 4 = 10
Henri takes a step back and lashes the ghoul with positive energy. The ghoul snarls and disintegrates.
Pink takes a step forward and tries to punch Henri.
Fist vs Henri AC 19: 1d20 + 11 ⇒ (11) + 11 = 22 for Bludgeoning: 1d8 + 6 ⇒ (2) + 6 = 8
Flat vs Bleed: 1d20 ⇒ 15
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
DC 18 Fortitude vs Zombie Rot: Henri
Before Your Turn:
------------------
Those with ** may go
Eliadyr - AC 21, 42/42
Zac Freelan 3 - AC 21, 56/56 (Quickened 1, 1 minute, Stride only; +1 to saves)
Lester - AC 20, 47/47 (+1 to saves)
Salissa - AC 21, 58/58 (+1 to saves)
Red (-25)
Henri Hart - AC 19, 36/44 (+1 to saves)
Pink (-62)
**Ephesian - AC 20, 37/37 (+1 to saves)
Green (-36)
Blue
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
An infected creature can’t heal damage it takes from zombie rot until it has been cured of the disease
S1: Carrier w/ no ill effect (1 day)
S2-4: d6 Void damage (1 day each)
S5: Dead; Rising as a plague zombie immediately.
| Ephesian Aputhil |
♦Exploit Vulnerability on Green
♦Stride to Green Hopefully not provoking from Blue
♦Strike Green: 1d20 + 9 ⇒ (9) + 9 = 18
Damage vs Green: 2d6 + 3 ⇒ (3, 2) + 3 = 8Plus Weakness
GM Tiger
|
Esoteric: 1d20 + 11 ⇒ (1) + 11 = 12
Ephesian attempts to determine Green's weakness but forgets which implement to use. He trips over his own feet and almost face plants had he not caught himself. He does, however manage to flank Green and strike it.
Ephesian, Zac: 1d2 ⇒ 1
Green turns and punches at Ephesian.
Fist vs Ephesian AC 20, OG: 1d20 + 11 ⇒ (9) + 11 = 20 for Bludgeoning: 1d8 + 6 ⇒ (1) + 6 = 7
Athletics vs DC 18: 1d20 + 7 ⇒ (4) + 7 = 11
Although the zombie's fist connects, it doesn't not succeed in grabbing Ephesian.
Blue hustles to Ephesian and attempts to claw him with filthy nails.
Claw vs Ephesian AC 20, OG: 1d20 + 9 ⇒ (9) + 9 = 18 for Slashing Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Claw vs Ephesian AC 20, OG, MAP, Agile: 1d20 + 5 ⇒ (20) + 5 = 25 for Slashing Damage: 1d4 + 1 ⇒ (4) + 1 = 5 Doubled to 10
Ephesian feels icy cold fingers attempt to lock his muscles in place.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
DC 18 Fortitude vs Zombie Rot: Henri, Ephesian
DC 15 Fortitude vs Paralysis: Ephesian
Before Your Turn:
------------------
Those with ** may go
**Eliadyr - AC 21, 42/42
**Zac Freelan 3 - AC 21, 56/56 (Quickened 1, 1 minute, Stride only; +1 to saves)
**Lester - AC 20, 47/47 (+1 to saves)
**Salissa - AC 21, 58/58 (+1 to saves)
**Henri Hart - AC 19, 36/44 (+1 to saves)
Pink (-62)
Ephesian - AC 20, 18/37 (+1 to saves; OG 1 rd)
Green (-44)
Blue
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
An infected creature can’t heal damage it takes from zombie rot until it has been cured of the disease
S1: Carrier w/ no ill effect (1 day)
S2-4: d6 Void damage (1 day each)
S5: Dead; Rising as a plague zombie immediately.
Any living, non-elf creature hit by a ghoul’s attack must succeed at a DC 15 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
| Tigerbot v1.0 |
Lester moves into a flank with Pink and unleashes a pair of roundhouse kicks at the zombie.
Dragon Tail vs Pink, OG: 1d20 + 8 ⇒ (19) + 8 = 27 for Bludgeoning: 1d10 + 2 ⇒ (3) + 2 = 5
Dragon Tail vs Pink, OG, MAP: 1d20 + 3 ⇒ (13) + 3 = 16 for Bludgeoning: 1d10 + 2 ⇒ (5) + 2 = 7
He takes a step back to prevent any retribution.
◆ Stride
◆ Flurry
◆ Step
GM Tiger
|
Lester moves to flank pink and unleashes a pair of devastating strikes at it. His first roundhouse kick removes Pink's head and it collapses to the ground with a wet splat.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions:
DC 18 Fortitude vs Zombie Rot: Henri, Ephesian
DC 15 Fortitude vs Paralysis: Ephesian
Before Your Turn:
------------------
Those with ** may go
**Eliadyr - AC 21, 42/42
**Zac Freelan 3 - AC 21, 56/56 (Quickened 1, 1 minute, Stride only; +1 to saves)
Lester - AC 20, 47/47 (+1 to saves)
**Salissa - AC 21, 58/58 (+1 to saves)
**Henri Hart - AC 19, 36/44 (+1 to saves)
**Ephesian - AC 20, 18/37 (+1 to saves; OG 1 rd)
Green (-44)
Blue
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
An infected creature can’t heal damage it takes from zombie rot until it has been cured of the disease
S1: Carrier w/ no ill effect (1 day)
S2-4: d6 Void damage (1 day each)
S5: Dead; Rising as a plague zombie immediately.
Any living, non-elf creature hit by a ghoul’s attack must succeed at a DC 15 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
GM Tiger
|
Are you gonna get a conga line going up north? :)
Henri Hart
|
DC 18 Fortitude save: 1d20 + 9 ⇒ (7) + 9 = 16 vs Zombie Rot Failure
Where is Pink on the Map?
Henri steps back and lashes at Pink with vitality!
◆ Step
◆◆ Vitality Lash, DC 20 basic Fortitude save vs 3d6 ⇒ (3, 2, 1) = 6 vitality damage to Red (also Enfeebled 1 on Crit Fail)
Last position will be the translucent icon on the Map
Eliadyr
|
◆ Refresh spellstrike
◆◆ Spellstrike with gouging claw Composite Shortbow: 1d20 + 11 ⇒ (5) + 11 = 16 on Green for 2d6 + 3d6 ⇒ (2, 3) + (5, 5, 2) = 17 piercing + 3 persistent bleed