GM Tiger |
Flat Check: 1d20 ⇒ 14
Khaul holds up his shield and unleashes a bright light at it. The light hits Blue and does some damage.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Terrain Conditions:
Green Areas - Difficult terrain; Tall grasses that are 5' high and provide concealment
Brown Areas - Normal Terrain
Fire - Hazardous terrain (4 squares)
* Enter the square or begin turn in fire pit: 1d6 Fire Damage
* End turn in the fire pit: DC 25 Reflex or suffer 1d6 Persistent Fire
Lighting from the fire:
Bright Light - 10' radius from the fire (Yellow Circle)
Dim Light - up to the edge of the clearing
Darkness - anything past that (unless you have DV or some other aid)
Active Conditions:
------------------
Those with ** may go
Chupko - AC 24 (26 w/shield), 72/72 (Readied Attack)
Tarkii - AC 26, 94/94 (DR 6 vs Physical Dmg)
Blue (-8)
**Avery Wings - AC 24 (25 w/shield), 72/72; Sophia AC 23, 52/52
Khaul - AC 25 (27 w/shield; H 13, 120/120), 100/100
GM
Salaish - AC 24, 74/74
Zibini - AC 23 (24 w/shield), 64/64
Avery Wings |
"About time." Avery tells to her self. She moves and commands her owl to help with her attack. She then shoots Blue.
+1 Striking Fearsome Sukgung Attack: 1d20 + 15 ⇒ (20) + 15 = 35 vs Target (becomes Frightened 1 at Crit Fail) (Crit)
Damage: 2d8 ⇒ (1, 8) = 9 P damage
Precision Edge: 1d8 ⇒ 7 precision P damage to Prey the first time hit in the round
Sneak Attack: 1d6 ⇒ 4 precision P damage to Off-guard target
On Critical Hit: If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.
◆ Stride
◆ Command An Animal
◆ Strike
Sophia The Owl |
Sophia silently flies and scratches Blue's eyes!
◆ Fly
◆ Support, 1d4 persistent bleed damage, and the target is Dazzled until it removes the bleed damage
GM Tiger |
Flat: 1d20 ⇒ 19
Avery moves up and shoots Blue. Her bolt catches it in the leg and pins it to the ground.
"You'll pay for that you --- gagh!" Blue squeals as Sophia claws at its eyes.
You then see a small creature approach the torch Avery placed. It raises a bow and takes a potshot at K,Z: 1d2 ⇒ 1
Shortbow vs Khaul AC 27, 60': 1d20 + 18 ⇒ (9) + 18 = 27 for Piercing: 1d6 + 6 ⇒ (4) + 6 = 10
Khaul raises his shield and the arrow shatters upon Myrsa.
You hear a pounding noise and something large crashes into the camp. It stops about 10' from Khaul and tries to perforate him with its horns.
Horns vs Khaul AC 27, Reach 10: 1d20 + 21 ⇒ (2) + 21 = 23 for Piercing: 3d10 + 8 ⇒ (4, 8, 1) + 8 = 21
Horns vs Khaul AC 27, Reach 10, MAP: 1d20 + 16 ⇒ (12) + 16 = 28 for Piercing: 3d10 + 8 ⇒ (5, 2, 5) + 8 = 20
"YOU HAVE BEEN LIED TO! THERE WERE FIVE EXPLORERS ON THAT FIRST NIGHT!"
GM Tiger |
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Terrain Conditions:
Green Areas - Difficult terrain; Tall grasses that are 5' high and provide concealment
Brown Areas - Normal Terrain
Fire - Hazardous terrain (4 squares)
* Enter the square or begin turn in fire pit: 1d6 Fire Damage
* End turn in the fire pit: DC 25 Reflex or suffer 1d6 Persistent Fire
Lighting from the fire:
Bright Light - 10' radius from the fire (Yellow Circle)
Dim Light - up to the edge of the clearing
Darkness - anything past that (unless you have DV or some other aid)
Active Conditions:
------------------
Those with ** may go
-2-
**Chupko - AC 24 (26 w/shield), 72/72
**Tarkii - AC 26, 94/94 (DR 6 vs Physical Dmg)
Blue (-48; Frightened 1; 1d4 persistent bleed; Dazzled; Immobilized, OG)
Avery Wings - AC 24 (25 w/shield), 72/72; Sophia AC 23, 52/52
Khaul - AC 25 (27 w/shield; H 13, 120/120), 80/100 (AC 27)
Red
Wannikkawi
-1-
**Salaish - AC 24, 74/74
**Zibini - AC 23 (24 w/shield), 64/64
Tarkii |
"Yes... yes... the endless Cosmos calls to you, like a moth to the flame. Prepare for your existance to end."
Bon Mot vs Wannikkawi Will DC: 1d20 + 19 ⇒ (8) + 19 = 27
Tarkii then begins floating as gives Wannikkawi a glimpse of the endless void.
Debilitating Dichotomy: 9d6 ⇒ (2, 5, 5, 6, 4, 4, 6, 5, 2) = 39
Basic Will save DC 26 (Stunned 1 on crit fail). I must save as well with +1 Succeess Degree
WIll DC 26: 1d20 + 17 ⇒ (19) + 17 = 36
Tarkii's mind briefly touches the Void, but it doesn't do him any harm, he does being floating though, as if the stars were pulling him away from this world.
Minor Curse: Enfeebled 1 and -2 Penalty to saves and DCs vs Grapple, Shove, and other forms of forced movement.
GM Tiger |
Will: 1d20 + 16 ⇒ (20) + 16 = 36
Tarkii gives Wannikkawi a glimpse of the Endless Void but the creature just shrugs it off.
"I have LIVED in the void, little one! It does not scare me." Though he appears flustered by what Tarkii said to him.
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Terrain Conditions:
Green Areas - Difficult terrain; Tall grasses that are 5' high and provide concealment
Brown Areas - Normal Terrain
Fire - Hazardous terrain (4 squares)
* Enter the square or begin turn in fire pit: 1d6 Fire Damage
* End turn in the fire pit: DC 25 Reflex or suffer 1d6 Persistent Fire
Lighting from the fire:
Bright Light - 10' radius from the fire (Yellow Circle)
Dim Light - up to the edge of the clearing
Darkness - anything past that (unless you have DV or some other aid)
Active Conditions:
------------------
Those with ** may go
-2-
**Chupko - AC 24 (26 w/shield), 72/72
Tarkii - AC 26, 94/94 (DR 6 vs Physical Dmg; Enfeebled 1; -2 Penalty to saves/DCs vs Grapple/Shove/forced movement.)
Blue (-48; Frightened 1; 1d4 persistent bleed; Dazzled; Immobilized, OG)
Avery Wings - AC 24 (25 w/shield), 72/72; Sophia AC 23, 52/52
Khaul - AC 25 (27 w/shield; H 13, 120/120), 80/100 (AC 27)
Red
Wannikkawi (-2 Perc/Will)
-1-
**Salaish - AC 24, 74/74
**Zibini - AC 23 (24 w/shield), 64/64
Zibini, Goblin Psychic |
"If you wanna tell us somethin' different, we ASKED!"
Zibini glares at the oversized spirit. "You just can't sit still and play nice, huh? Then DON'T!"
◆ Demoralize Intimidation: 1d20 + 12 ⇒ (5) + 12 = 17
◆◆ Cast agitate. DC 22 Will
GM Tiger |
Will: 1d20 + 16 ⇒ (17) + 16 = 33
Zibini's words have no immediate effect on the raging Wannikkawi. "Little one, do you think your words have any effect on me?! ME?! Who spent years waiting for justice?!"
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Terrain Conditions:
Green Areas - Difficult terrain; Tall grasses that are 5' high and provide concealment
Brown Areas - Normal Terrain
Fire - Hazardous terrain (4 squares)
* Enter the square or begin turn in fire pit: 1d6 Fire Damage
* End turn in the fire pit: DC 25 Reflex or suffer 1d6 Persistent Fire
Lighting from the fire:
Bright Light - 10' radius from the fire (Yellow Circle)
Dim Light - up to the edge of the clearing
Darkness - anything past that (unless you have DV or some other aid)
Active Conditions:
------------------
Those with ** may go
-2-
**Chupko - AC 24 (26 w/shield), 72/72
Tarkii - AC 26, 94/94 (DR 6 vs Physical Dmg; Enfeebled 1; -2 Penalty to saves/DCs vs Grapple/Shove/forced movement.)
Blue (-48; Frightened 1; 1d4 persistent bleed; Dazzled; Immobilized, OG)
Avery Wings - AC 24 (25 w/shield), 72/72; Sophia AC 23, 52/52
Khaul - AC 25 (27 w/shield; H 13, 120/120), 80/100 (AC 27)
Red
Wanikkawi (-2 Perc/Will)
-1-
**Salaish - AC 24, 74/74
Zibini - AC 23 (24 w/shield), 64/64
Chupko |
The archaeologist jumps from his hidden position to cast a spell towards Wanikkawi and the Red one.
Blazing bolt, vs off-guard Wanikkawi: 1d20 + 12 ⇒ (16) + 12 = 28
Damage, sneak: 4d6 + 2d6 ⇒ (3, 4, 2, 2) + (6, 6) = 23
Blazing bolt, vs off-guard Red: 1d20 + 12 ⇒ (11) + 12 = 23
Damage, sneak: 4d6 + 2d6 ⇒ (6, 5, 4, 1) + (2, 2) = 20
If one misses I hero point it
Salaish Talenduth |
"Justice?! You're not seeking justice--this is just plain ol' revenge! And I've got just the song for you!" Salaish begins belting out her lyrics.
Lingering Composition (Performance) DC 24: 1d20 + 16 ⇒ (8) + 16 = 24
Success: Courageous Anthem lasts 3 rounds. All allies get a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
From "You're So Vain" by Carly Simon
"You're so vain
You probably think this song is about you
You're so vain (you're so vain)
I bet you think this song is about you
Don't you, don't you?
You had me several years ago when I was still quite naive
Well you said that we made such a pretty pair and that you would never leave
But you gave away the things you loved
And one of them was me
I had some dreams they were clouds in my coffee, clouds in my coffee and
You're so vain..."
She follows up her performance by casting Slow on Pink.
DC 22 Fort Save
◇ Lingering Composition, ◆ Cast a spell, ◆◆ Cast a spell
GM Tiger |
Will: 1d20 + 16 ⇒ (17) + 16 = 33
Wanikkawi screams in pain as Chupko's fire missiles hit him. Red also takes a hit from the fire and its scream is just as loud.
Salaish starts a song and drives away the fear of combat. She then follows up with a spell but the effect is not evident at the moment. The lyrics proclaiming Wanikkawi as 'vain' does get under his skin, however.
Blue blinks, trying to clear the blood from his eyes. He unleashes three arrows at the hovering owl.
Dazzled Flat: 3d20 ⇒ (7, 2, 13) = 22
Shortbow vs Sophia AC 23, 60', F1: 1d20 + 16 - 1 ⇒ (16) + 16 - 1 = 31 for Piercing: 1d6 + 4 ⇒ (2) + 4 = 6
Shortbow vs Sophia AC 23, 60', MAP, F1: 1d20 + 11 ⇒ (13) + 11 = 24 for Piercing: 1d6 + 4 ⇒ (1) + 4 = 5 Dazzled
Shortbow vs Sophia AC 23, 60', MAP 2+, F1: 1d20 + 6 - 1 ⇒ (4) + 6 - 1 = 9 for Piercing: 1d6 + 4 ⇒ (2) + 4 = 6
Bleed; Flat: 1d4 ⇒ 11d20 ⇒ 4
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Terrain Conditions:
Green Areas - Difficult terrain; Tall grasses that are 5' high and provide concealment
Brown Areas - Normal Terrain
Fire - Hazardous terrain (4 squares)
* Enter the square or begin turn in fire pit: 1d6 Fire Damage
* End turn in the fire pit: DC 25 Reflex or suffer 1d6 Persistent Fire
Lighting from the fire:
Bright Light - 10' radius from the fire (Yellow Circle)
Dim Light - up to the edge of the clearing
Darkness - anything past that (unless you have DV or some other aid)
Active Conditions: Courageous Anthem (1/3)
------------------
Those with ** may go
Chupko - AC 24 (26 w/shield), 72/72
Tarkii - AC 26, 94/94 (DR 6 vs Physical Dmg; Enfeebled 1; -2 Penalty to saves/DCs vs Grapple/Shove/forced movement.)
Blue (-49; 1d4 persistent bleed; Dazzled; Immobilized, OG)
**Avery Wings - AC 24 (25 w/shield), 72/72; Sophia AC 23, 46/52
**Khaul - AC 25 (27 w/shield; H 13, 120/120), 80/100 (AC 27)
Red (-21)
Wanikkawi (-24; -2 Perc/Will)
Salaish - AC 24, 74/74
Zibini - AC 23 (24 w/shield), 64/64
Khaul Irontoe |
Keepying Myrsa up, Khaul steps carefully forward.
"The bigger they are..." he says
strike,IC: 1d20 + 15 + 1 ⇒ (8) + 15 + 1 = 24
damage: 2d8 + 4 + 1 ⇒ (6, 8) + 4 + 1 = 19
* raise shield
* step
* strike
GM Tiger |
Khaul steps forward swings at Wanikkawi and misses. He raises his shield to ward off a return strike.
Let's keep the posting rate up so we can put this game to bed. I don't really want to delay 04-07 too much
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Terrain Conditions:
Green Areas - Difficult terrain; Tall grasses that are 5' high and provide concealment
Brown Areas - Normal Terrain
Fire - Hazardous terrain (4 squares)
* Enter the square or begin turn in fire pit: 1d6 Fire Damage
* End turn in the fire pit: DC 25 Reflex or suffer 1d6 Persistent Fire
Lighting from the fire:
Bright Light - 10' radius from the fire (Yellow Circle)
Dim Light - up to the edge of the clearing
Darkness - anything past that (unless you have DV or some other aid)
Active Conditions: Courageous Anthem (1/3)
------------------
Those with ** may go
Chupko - AC 24 (26 w/shield), 72/72
Tarkii - AC 26, 94/94 (DR 6 vs Physical Dmg; Enfeebled 1; -2 Penalty to saves/DCs vs Grapple/Shove/forced movement.)
Blue (-49; 1d4 persistent bleed; Dazzled; Immobilized, OG)
**Avery Wings - AC 24 (25 w/shield), 72/72; Sophia AC 23, 46/52
Khaul - AC 25 (27 w/shield; H 13, 120/120), 80/100 (AC 27)
Red (-21)
Wanikkawi (-24; -2 Perc/Will)
Salaish - AC 24, 74/74
Zibini - AC 23 (24 w/shield), 64/64
Avery Wings |
"I'll take care of this Blue one, while you handle that noisy giant." Avery tells her allies.
She then reloads her weapon her target once more.
+1 Striking Fearsome Sukgung Attack: 1d20 + 15 ⇒ (20) + 15 = 35 vs Target (becomes Frightened 1 at Crit Fail) (Crit)
Damage: 2d8 ⇒ (5, 7) = 12 P damage
Precision Edge: 1d8 ⇒ 5 precision P damage to Prey the first time hit in the round
Sneak Attack: 1d6 ⇒ 3 precision P damage to Off-guard target
On Critical Hit: If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.
"I will keep you pinned on that ground." she tells Blue with some hint of madness in her words. She then commands her owl to attack Blue as well.
◆ Reload
◆ Strike
◆ Command an Animal
Sophia The Owl |
Sophia slashes Blue with her claws!
Talons Attack: 1d20 + 12 ⇒ (10) + 12 = 22 vs Blue, OG
Damage: 2d4 + 3 ⇒ (3, 1) + 3 = 7 S damage
Talons Attack, Agile, MAP: 1d20 + 12 - 4 ⇒ (13) + 12 - 4 = 21 vs Blue, OG
Damage: 2d4 + 3 ⇒ (3, 4) + 3 = 10 S damage
◆ Strike
◆ Strike
Avery Wings |
DC 5 Flat check: 1d20 ⇒ 10 vs Blue's concealment
Sophia The Owl |
DC 5 Flat check: 1d20 ⇒ 7 vs Blue's concealment
DC 5 Flat check: 1d20 ⇒ 19 vs Blue's concealment
Sophia The Owl |
If Blue is gone after Avery's attack, Sophia will fly to Red and attack it instead.
GM Tiger |
Avery shoots Blue again. This time the arrow finds its eye and punches through its skull, dropping it. Sophia flies at Red and slashes at it but doesn't succeed.
Red pulls out an axe and swings at Sophia.
Hatchet vs Sophia AC 23: 1d20 + 17 ⇒ (10) + 17 = 27 for Slashing: 1d6 + 10 ⇒ (5) + 10 = 15
Hatchet vs Sophia AC 23, MAP, Agile: 1d20 + 13 ⇒ (4) + 13 = 17 for Slashing: 1d6 + 10 ⇒ (5) + 10 = 15
One of the slashes connects. In the firelight, Avery can see that the axe has an oily substance on the blade.
Wanikkawi appears to tremble, as if agitated. He charges forward and attacks A,C,Z: 1d3 ⇒ 1. "What have you done to me, little one?! I feel slow!"
Horns vs Avery AC 24, Reach 10: 1d20 + 21 ⇒ (1) + 21 = 22 for Piercing: 3d10 + 8 ⇒ (7, 5, 8) + 8 = 28
Luckily for Avery, Wanikkawi appears to be a bit unbalanced, though the effect appears to wear off quickly. (Agitated 1 rd, Slowed 1 for 1 rd)
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Terrain Conditions:
Green Areas - Difficult terrain; Tall grasses that are 5' high and provide concealment
Brown Areas - Normal Terrain
Fire - Hazardous terrain (4 squares)
* Enter the square or begin turn in fire pit: 1d6 Fire Damage
* End turn in the fire pit: DC 25 Reflex or suffer 1d6 Persistent Fire
Lighting from the fire:
Bright Light - 10' radius from the fire (Yellow Circle)
Dim Light - up to the edge of the clearing
Darkness - anything past that (unless you have DV or some other aid)
Active Conditions: Courageous Anthem (1/3)
Before your Turn:
DC 25 Fortitude vs Poison: Sophia
------------------
Those with ** may go
-3-
**Chupko - AC 24 (26 w/shield), 72/72
**Tarkii - AC 26, 94/94 (DR 6 vs Physical Dmg; Enfeebled 1; -2 Penalty to saves/DCs vs Grapple/Shove/forced movement.)
**Avery Wings - AC 24 (25 w/shield), 72/72; Sophia AC 23, 31/52
**Khaul - AC 25 (27 w/shield; H 13, 120/120), 80/100 (AC 27)
Red (-21)
Wanikkawi (-24; -2 Perc/Will)
-2-
**Salaish - AC 24, 74/74
**Zibini - AC 23 (24 w/shield), 64/64
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Duration: 6 rds
S1: 1d6 poison, Stupefied 1 (1 rd)
S2: 1d6 poison, Stupefied 2 (1 rd)
S3: 1d6 poison, Stupefied 2, Confused 1 (1 rd)
Avery Wings |
"Sophia, be careful!" Avery exclaims while she carefully retreats and runs away from the giant. She then reloads her weapon after getting behind her allies.
◆ Step
◆ Stride
◆ Reload
Sophia The Owl |
DC 25 Fortitude: 1d20 + 12 ⇒ (19) + 12 = 31 vs Poison
Sophia flies away from Red up to thirty feet off the ground and closer to her allies.
◆ Fly
GM Tiger |
Avery reloads as Sophia gets out of the way.
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Terrain Conditions:
Green Areas - Difficult terrain; Tall grasses that are 5' high and provide concealment
Brown Areas - Normal Terrain
Fire - Hazardous terrain (4 squares)
* Enter the square or begin turn in fire pit: 1d6 Fire Damage
* End turn in the fire pit: DC 25 Reflex or suffer 1d6 Persistent Fire
Lighting from the fire:
Bright Light - 10' radius from the fire (Yellow Circle)
Dim Light - up to the edge of the clearing
Darkness - anything past that (unless you have DV or some other aid)
Active Conditions: Courageous Anthem (1/3)
Before your Turn:
------------------
Those with ** may go
-3-
**Chupko - AC 24 (26 w/shield), 72/72
**Tarkii - AC 26, 94/94 (DR 6 vs Physical Dmg; Enfeebled 1; -2 Penalty to saves/DCs vs Grapple/Shove/forced movement.)
Avery Wings - AC 24 (25 w/shield), 72/72; Sophia AC 23, 31/52
**Khaul - AC 25 (27 w/shield; H 13, 120/120), 80/100 (AC 27)
Red (-21)
Wanikkawi (-24; -2 Perc/Will)
-2-
**Salaish - AC 24, 74/74
**Zibini - AC 23 (24 w/shield), 64/64
Chupko |
The archaeologist moves again to cast a spell throwing a sharp stone towards Wanikkawi.
Telekinetic projectile, Courageous anthem: 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23
Damage: 4d6 + 1 ⇒ (4, 2, 6, 2) + 1 = 15
Tarkii |
Tarkii continues his magical assault, this time shouting at Wanikkawi "Kneel before your doom."
Casting Command for Drop Prone. Will DC 26.
Tarkii then circles around into melee "Yes... YES! Bring the pain Khaul. BRING THE PAIN."
GM Tiger |
Will: 1d20 + 16 ⇒ (13) + 16 = 29
Chupko hurls a rock at Wanikkawi but it bounces off one of the huts wall. Tarkii orders Wanikkawi to kneel but Wanikkawi ignores him.
"OH I know what you are trying to do! I made a deal with the spirits of old! The POWER AND GLORY I would have gained!!"
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Terrain Conditions:
Green Areas - Difficult terrain; Tall grasses that are 5' high and provide concealment
Brown Areas - Normal Terrain
Fire - Hazardous terrain (4 squares)
* Enter the square or begin turn in fire pit: 1d6 Fire Damage
* End turn in the fire pit: DC 25 Reflex or suffer 1d6 Persistent Fire
Lighting from the fire:
Bright Light - 10' radius from the fire (Yellow Circle)
Dim Light - up to the edge of the clearing
Darkness - anything past that (unless you have DV or some other aid)
Active Conditions: Courageous Anthem
Before your Turn:
------------------
Those with ** may go
-3-
Chupko - AC 24 (26 w/shield), 72/72
Tarkii - AC 26, 94/94 (DR 6 vs Physical Dmg; Enfeebled 1; -2 Penalty to saves/DCs vs Grapple/Shove/forced movement.)
Avery Wings - AC 24 (25 w/shield), 72/72; Sophia AC 23, 31/52
**Khaul - AC 25 (27 w/shield; H 13, 120/120), 80/100 (AC 27)
Red (-21)
Wanikkawi (-24; -2 Perc/Will)
-2-
**Salaish - AC 24, 74/74
**Zibini - AC 23 (24 w/shield), 64/64
Khaul Irontoe |
As Sophia is struck, Khaul calls out. "Mine your soul, spirit. The owl is under my protection."
Glimpse of redemption, reduces damage to Sophia by 8, and is enfeeble-2 (or foregoes strike on her). I think at the stage red struck, I had my reaction back.
Keeping Myrsa high, Khaul steps up to the opposite side of the giant horned demonic creature and slams his hammer into it once again.
strike,IC,flank: 1d20 + 15 + 1 + 2 ⇒ (11) + 15 + 1 + 2 = 29
damage,Ic: 2d8 + 4 + 1 ⇒ (3, 8) + 4 + 1 = 16
* raise shield
* step
* strike
- reaction available
Khaul either shield block or glimpse the first time either is usable
Myrsa - shield block, but currently no valid allies to use it with.
GM Tiger |
As Sophia is struck, Khaul calls out. "Mine your soul, spirit. The owl is under my protection."
Glimpse of redemption, reduces damage to Sophia by 8, and is enfeeble-2 (or foregoes strike on her). I think at the stage red struck, I had my reaction back.
Khaul, at the time Sophia was struck, neither one was within 15' of you. So GoR doesn't apply.
GM Tiger |
Khaul steps up and takes advantage of the flank set up by Tarkii. He swings his hammer and clobbers Wanikkawi with it before raising his shield.
"Oh you small folk you will PAY!" Wanikkawi roars.
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Terrain Conditions:
Green Areas - Difficult terrain; Tall grasses that are 5' high and provide concealment
Brown Areas - Normal Terrain
Fire - Hazardous terrain (4 squares)
* Enter the square or begin turn in fire pit: 1d6 Fire Damage
* End turn in the fire pit: DC 25 Reflex or suffer 1d6 Persistent Fire
Lighting from the fire:
Bright Light - 10' radius from the fire (Yellow Circle)
Dim Light - up to the edge of the clearing
Darkness - anything past that (unless you have DV or some other aid)
Active Conditions: Courageous Anthem
Before your Turn:
------------------
Those with ** may go
-3-
Chupko - AC 24 (26 w/shield), 72/72
Tarkii - AC 26, 94/94 (DR 6 vs Physical Dmg; Enfeebled 1; -2 Penalty to saves/DCs vs Grapple/Shove/forced movement.)
Avery Wings - AC 24 (25 w/shield), 72/72; Sophia AC 23, 31/52
Khaul - AC 25 (27 w/shield; H 13, 120/120), 80/100 (AC 27)
Red (-21)
Wanikkawi (-40; -2 Perc/Will)
-2-
**Salaish - AC 24, 74/74
**Zibini - AC 23 (24 w/shield), 64/64
Salaish Talenduth |
"Really? You're outnumbered and outmatched. All that 'power and glory' are evaporating as we speak." Salaish counters, casting Fear on Wanikkawi.
DC 22 Will save
Then she raises her buckler in case an errant arrow flies her way.
◆◆ Cast a spell, ◆ Raise shield
Zibini, Goblin Psychic |
"Would have? So they didn't even do what they promised?"
Zibini laughs at the spirit's foolishness. He laughs and laughs, and again is soon surrounded by magical energy and a swirl of tangible emotions.
Unfortunately, emotional magic was kind of his specialty. And the spirit had already just ignored it once. Affecting his mind seemed hard. Okay! Time to resume his warrior aspect.
Zibini's głowy weapons reform once more, and he lashes out with his imaginary dogslicer.
◇ Unleash Psyche
◆ cast amped shield, which doesn't provoke RS
◆ cast amped imaginary weapon, which does provoke. Spell attack: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22 for slashing damage: 6d8 + 6 + 1 ⇒ (8, 3, 4, 2, 7, 2) + 6 + 1 = 33
Reaction: Zibini will Shield Block if hit, cast shadow projectile if an ally within 20 feet makes a ranged attack, or cast amped guidance if any ally fails anything by 1--whichever is triggered first.
GM Tiger |
Will: 1d20 + 16 ⇒ (13) + 16 = 29
Wanikkawi trembles slightly from the aftereffects of Salaish's spell. He also smiles as he sees Zibini draw his imaginary dogslicer.
"Oh little one. You will make a nice snack!"
He lashes out with his jaws.
Jaws vs Zibini AC 24, RS, F1: 1d20 + 21 - 1 ⇒ (2) + 21 - 1 = 22 for Piercing: 3d8 + 8 ⇒ (3, 5, 8) + 8 = 24
GM Tiger |
Sophia is 7: 1d7 ⇒ 2
Red picks up his bow and fires a pair of arrows at Tarkii. "Gosh Darn It Wanikkawi! Get outta the way!"
Shortbow vs Tarkii AC 26, 60', Lesser Cover: 1d20 + 18 - 2 ⇒ (17) + 18 - 2 = 33 for Piercing: 1d6 + 6 ⇒ (2) + 6 = 8 Net 2 damage after DR
Shortbow vs Tarkii AC 26, 60', Lesser Cover, MAP: 1d20 + 13 - 2 ⇒ (13) + 13 - 2 = 24 for Piercing: 1d6 + 6 ⇒ (4) + 6 = 10
The first arrow hits Tarkii but he hardly flinches.
K,T,Z: 1d3 ⇒ 3
"Little one, " he says to Zibini, "Join with me. Transform into a spirit and I will make you great! Think of the power! You will no longer have to deal with these weaklings!" The words are like honey and near impossible to resist.
K,T: 1d2 ⇒ 2
Jaws vs Tarkii AC 26, F1: 1d20 + 21 - 1 ⇒ (6) + 21 - 1 = 26 for Piercing: 3d8 + 8 ⇒ (5, 6, 6) + 8 = 25 Net 11 damage after DR and GoR
Jaws vs Tarkii AC 26, F1, MAP: 1d20 + 16 - 1 ⇒ (4) + 16 - 1 = 19 for Piercing: 3d8 + 8 ⇒ (5, 1, 5) + 8 = 19
------------------
COMBAT TRACKER
Round: 3-4
Tactical Map
Terrain Conditions:
Green Areas - Difficult terrain; Tall grasses that are 5' high and provide concealment
Brown Areas - Normal Terrain
Fire - Hazardous terrain (4 squares)
* Enter the square or begin turn in fire pit: 1d6 Fire Damage
* End turn in the fire pit: DC 25 Reflex or suffer 1d6 Persistent Fire
Lighting from the fire:
Bright Light - 10' radius from the fire (Yellow Circle)
Dim Light - up to the edge of the clearing
Darkness - anything past that (unless you have DV or some other aid)
Active Conditions: Courageous Anthem
Before your Turn:
DC 27 Will Save vs Demand Pact: Zibini
** DC 27 Will because of the frightened. It's 28 normally **
------------------
Those with ** may go
-4-
**Chupko - AC 24 (26 w/shield), 72/72
**Tarkii - AC 26, 81/94 (DR 6 vs Physical Dmg; Enfeebled 1; -2 Penalty to saves/DCs vs Grapple/Shove/forced movement.)
**Avery Wings - AC 24 (25 w/shield), 72/72; Sophia AC 23, 31/52
**Khaul - AC 25 (27 w/shield; H 13, 120/120), 80/100 (AC 27)
Red (-21)
Wanikkawi (-40; -2 Perc/Will; Enfeebled 2)
-3-
**Salaish - AC 24, 74/74
**Zibini - AC 23 (24 w/shield), 64/64
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS: Wanikkawi becomes sickened 1 at the thought of his own transformation.
S: Unaffected
F: The creature takes on aspects of Wanikkawi’s form for 1 minute. Because of this, if they enter or begin their turn in bright light caused by the fire they become sickened 1 for 1 round.
CF: As above, except the creature becomes sickened 1 if they enter or begin their turn in any light by the fire and sickened 2 in bright light caused by the fire. This condition lasts for 1 minute.
Avery Wings |
Avery assigns the giant as her prey. She then shoots Wanikkawi.
+1 Striking Fearsome Sukgung Attack: 1d20 + 15 ⇒ (18) + 15 = 33 vs Prey (becomes Frightened 1 at Crit Fail)
Damage: 2d8 ⇒ (5, 2) = 7 P damage
Precision Edge: 1d8 ⇒ 1 precision P damage to Prey the first time hit in the round
Sneak Attack: 1d6 ⇒ 1 precision P damage if target is Off-Guard
On Critical Hit: If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.
Avery then whistles to command Sophia to fly down and scratch the giant's eyes!
◆ Hunt Prey (Wanikkawi)
◆ Strike
◆ Command an Animal
Sophia The Owl |
Sophia flies down to Wanikawwi and scratches the giant's eyes!
◆ Fly
◆ Support, 1d4 persistent bleed damage, and the target is Dazzled until it removes the bleed damage
Khaul Irontoe |
"Scared to face a superior warrior are ye?" sneers Khaul at the giant spirit. He slams the hammer into Wanikkawi's back once, twice..
strike,flank,IC: 1d20 + 15 + 2 + 1 ⇒ (2) + 15 + 2 + 1 = 20
damge,IC: 2d8 + 4 + 1 ⇒ (2, 1) + 4 + 1 = 8
strike,flank,IC,MAP: 1d20 + 15 + 2 + 1 - 5 ⇒ (15) + 15 + 2 + 1 - 5 = 28
damge,IC: 2d8 + 4 + 1 ⇒ (8, 6) + 4 + 1 = 19
* raise shield
* strike
* strike
Zibini, Goblin Psychic |
Will: 1d20 + 11 ⇒ (10) + 11 = 21
"Haha!" Zibini laughs as the spirit misses him. He didn't even need his shield! "Ha.. ha... oogh. I feel... You made me allergic to fire??" The goblin is horrified. And oogly.
Absently, he glances over at Avery and gives form to the shadow of her arrow. Arrow and shadow fly together, making it harder for Wanikkawi to avoid the real arrow.
Then, keeping his shield up, he moves away. And, just before being overwhelmed by his own power once more, he sends a burst of fury towards the evil spirit that dared do such an awful thing.
↺ Shadow Projectile. This triggers a RS, but Zibini won't be able to Shield Block it because, well, he used his reaction before his turn on shadow projectile. Wanikkawi can make a DC 21 (-1 for Sickened included) Will save against mental damage: 3d8 + 6 ⇒ (5, 1, 2) + 6 = 14. On a success or worse, he's also Off-Guard against Avery's Strike.
◆ Sustain Amped Shield
◆ Stride
◆ Psi Burst. Wanikkawi can make a DC 21 (Sickened included) basic Reflex save against bludgeoning damage: 3d4 ⇒ (3, 4, 3) = 10
Unleash ends. Zibini is Stupefied 1 for two rounds.
Tarkii |
I don't think that Glimpse and my Resistance stack unfortunately.
Tarkii stands their ground and touches themselves.
Vital Beacon: 4d10 ⇒ (7, 5, 1, 5) = 18
I think that nets me 93/94
Before unleashing the void on Wanikkawi again.
debilitating dichotomy: 9d6 ⇒ (5, 3, 5, 6, 2, 2, 1, 4, 6) = 34
Basic Will DC 26, Stunned 1 on a crit fail
I must also save at +1 Success level: 1d20 + 17 ⇒ (11) + 17 = 28
Crit success for me.
Tarkii is drawn further upwards, nearly leaving the groud.
Now enfeebled 2, -3 vs grapple/shove/forced movement. +2 status vs Trip, half damage from falls. Powerful Leap and Quick Jump. Also My bulk is halved.
Chupko |
The Tengu continues to harass Wanikkavi with stones.
Telekinetic projectile, courageous anthem : 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15
Damage: 4d6 ⇒ (6, 1, 3, 5) = 15
GM Tiger |
Avery's bolt hits Wanikkawi but does little damage. Sophia joins the fray and scratches at Wanikkawi's eyes.
"Such a tiny creature. Perfect for a quick snack!"
Chupko hurls a rock but it misses the large creature completely. Tarkii heals himself and unleashes more of the void on Wanikkawi.
Will vs Tarkii: 1d20 + 16 ⇒ (20) + 16 = 36
Will vs Shadow Projectile DC 21: 1d20 + 16 ⇒ (12) + 16 = 28
Ref vs Psi Burst DC 21: 1d20 + 18 ⇒ (8) + 18 = 26
Again Wanikkawi shrugs off the void... Zibini suffers some aspect of Wanikkawi's transformation and becomes allergic to the firelight. He gets out of the firelight and unleashes psychic energy at Wanikkawi.
Zibini, the sickened will only trigger if you're within the bonfire. The torch won't affect you.
------------------
COMBAT TRACKER
Round: 3-4
Tactical Map
Terrain Conditions:
Green Areas - Difficult terrain; Tall grasses that are 5' high and provide concealment
Brown Areas - Normal Terrain
Fire - Hazardous terrain (4 squares)
* Enter the square or begin turn in fire pit: 1d6 Fire Damage
* End turn in the fire pit: DC 25 Reflex or suffer 1d6 Persistent Fire
Lighting from the fire:
Bright Light - 10' radius from the fire (Yellow Circle)
Dim Light - up to the edge of the clearing
Darkness - anything past that (unless you have DV or some other aid)
Active Conditions: Courageous Anthem
Before your Turn:
------------------
Those with ** may go
-4-
Chupko - AC 24 (26 w/shield), 72/72
Tarkii - AC 26, 93/94 (DR 6 vs Physical Dmg; Enfeebled 2; -3 Penalty to saves/DCs vs Grapple/Shove/forced movement; +2 vs Trip; Bulk 50%; Half damage from falls)
Avery Wings - AC 24 (25 w/shield), 72/72; Sophia AC 23, 31/52
Khaul - AC 25 (27 w/shield; H 13, 120/120), 80/100 (AC 27)
Red (-21)
Wanikkawi (-72; -2 Perc/Will; Enfeebled 2; Dazzled; 1d4 persistent bleed)
-3-
**Salaish - AC 24, 74/74
Zibini - AC 23 (24 w/shield), 64/64 (Sickened 1, 1 rd; Stupefied 1, 1/2; Sickened 1 w/in the firelight)
Salaish Talenduth |
That spirit made Zibini allergic to fire?! Suddenly Salaish realizes that Red may be more dangerous than Wanikkawi, at least in the long term. Still clutching the Heroism scroll in her hand, she makes a quick decision, casting it on Khaul. If it manages to turn him, we'd be in big trouble!
Using PFS provision scroll of Heroism on Khaul.
Then she raises her buckler again.
◆◆ Use a scroll, ◆ Raise shield
GM Tiger |
Salaish makes Khaul more heroic and raises her buckler again.
Khaul, Heroism won't stack with CA though, so your attack bonus is just +1
Red drops his bow and hurries to take advantage of the flank on Khaul. He pulls out his axe and takes a swing at Khaul..
Hatchet vs Khaul AC 27, OG: 1d20 + 17 ⇒ (1) + 17 = 18 for Slashing: 1d6 + 10 ⇒ (1) + 10 = 11
His excitement gets the better of him and he overbalances.
K,S,T,Z: 1d4 ⇒ 4
Dazzled: 3d20 ⇒ (8, 10, 6) = 24
Horns vs Zibini AC 24, Reach 10, E2: 1d20 + 21 - 2 ⇒ (17) + 21 - 2 = 36 for Piercing: 3d10 + 8 ⇒ (5, 10, 2) + 8 = 25 Crit doubled to 50
Horns vs Zibini AC 24, Reach 10, MAP, E2: 1d20 + 16 - 2 ⇒ (9) + 16 - 2 = 23 for Piercing: 3d10 + 8 ⇒ (7, 10, 5) + 8 = 30
Horns vs Zibini AC 24, Reach 10, MAP 2+, E2: 1d20 + 11 - 2 ⇒ (3) + 11 - 2 = 12 for Piercing: 3d10 + 8 ⇒ (6, 2, 5) + 8 = 21
Wanikkawi's horn tears through Zibini. "That's what should have happened during the first night! I made a deal with the spirits! They would have made me legendary in Niishan! Instead they shun me! But I'll show them all! Starting with you!!" he says gleefully.
Bleed; Flat: 1d4 ⇒ 31d20 ⇒ 9
GM Tiger |
------------------
COMBAT TRACKER
Round: 4-5
Tactical Map
Terrain Conditions:
Green Areas - Difficult terrain; Tall grasses that are 5' high and provide concealment
Brown Areas - Normal Terrain
Fire - Hazardous terrain (4 squares)
* Enter the square or begin turn in fire pit: 1d6 Fire Damage
* End turn in the fire pit: DC 25 Reflex or suffer 1d6 Persistent Fire
Lighting from the fire:
Bright Light - 10' radius from the fire (Yellow Circle)
Dim Light - up to the edge of the clearing
Darkness - anything past that (unless you have DV or some other aid)
Active Conditions: Courageous Anthem (Salaish and Zibini only)
Before your Turn:
------------------
Those with ** may go
-5-
**Chupko - AC 24 (26 w/shield), 72/72
**Tarkii - AC 26, 93/94 (DR 6 vs Physical Dmg; Enfeebled 2; -3 Penalty to saves/DCs vs Grapple/Shove/forced movement; +2 vs Trip; Bulk 50%; Half damage from falls)
**Avery Wings - AC 24 (25 w/shield), 72/72; Sophia AC 23, 31/52
**Khaul - AC 25 (27 w/shield; H 13, 120/120), 80/100 (AC 27; +1 Atk/Saves/Perc/Skill Checks)
Red (-21)
Wanikkawi (-75; -2 Perc/Will; Enfeebled 2; Dazzled; 1d4 persistent bleed)
-4-
**Salaish - AC 24, 74/74
**Zibini - AC 23 (24 w/shield), 14/64 (AC 24; Stupefied 1, 1/2; Sickened 1 w/in the firelight)
Avery Wings |
"Sophia, attack!" Avery commands her owl to attack Wanikawwi. She then reloads and shoots the same target.
+1 Striking Fearsome Sukgung Attack: 1d20 + 15 ⇒ (16) + 15 = 31 vs Prey (becomes Frightened 1 at Crit Fail)
Damage: 2d8 ⇒ (2, 7) = 9 P damage
Precision Edge: 1d8 ⇒ 2 precision P damage to Prey the first time hit in the round
Sneak Attack: 1d6 ⇒ 4 precision P damage if target is Off-Guard
On Critical Hit: If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.
◆ Command an Animal
◆ Reload
◆ Strike
Sophia The Owl |
Sophia pokes Wanikawwi with her beak!
Jaws Attack: 1d20 + 12 ⇒ (16) + 12 = 28 vs Wanikkawi
Damage: 2d6 + 3 ⇒ (5, 2) + 3 = 10 P damage
Jaws Attack, MAP: 1d20 + 12 - 5 ⇒ (20) + 12 - 5 = 27 vs Wanikawwi (Crit)
Damage: 2d6 + 3 ⇒ (1, 2) + 3 = 6 P damage
◆ Strike
◆ Strike
Tarkii |
Tarkii reaches back and lays on hands Zibini.
24 healing and +2 status to AC for 1 round.
Looking back to Wanikkawi Tarkii reaches out this time.
level 4 vampiric touch: 8d6 + 1 ⇒ (3, 2, 2, 5, 5, 5, 6, 6) + 1 = 35
Basic Fort DC 26. I'll get temp HP = to half the damage dealt.
Zibini, if you'd like more healing feel free to touch Tarkii as an action for 4d8 from Vital Beacon,
Khaul Irontoe |
"Spirits offer you things that your hands cannot hold." notes Khaul.
Keeping Myrsa up, he swings mightily trying to fell the mighty Wanikkawi.
It doesn't look like red is next to Khaul any more, is that right? Otherwise I might try to get rid of that annoyance.
strike,flank,heroism: 1d20 + 15 + 2 + 1 ⇒ (17) + 15 + 2 + 1 = 35
damage,: 2d8 + 4 ⇒ (5, 2) + 4 = 11
strike,flank,heroism,MAP: 1d20 + 15 + 2 + 1 - 5 ⇒ (5) + 15 + 2 + 1 - 5 = 18
damage,: 2d8 + 4 ⇒ (2, 2) + 4 = 8
"Don't yer be turnin yer back on me now!" he roars.
* raise shield
* strike
* strike
Will use reactions as they become avalable. Shield block, or glimpse. If Sophia is hit, then Myrsa will shieldblock.
Chupko |
The Tengu continues to harass Wanikkavi with stones.
Telekinetic projectile [/b : 1d20 + 12 ⇒ (14) + 12 = 26
[b]Damage: 4d6 ⇒ (2, 3, 1, 6) = 12