Zibini, Goblin Psychic
|
Zibini's shield of force shatters as he's hit, but it absorbs a good portion of the attack.
Shield Block, breaking all three layers for 20 Hardness.
"So you're the traitor.." says Zibini vaguely, "and the evil spirits don't keep promises?"
This really didn't sound very convincing, but the goblin's head is still spinning so maybe it's just him.
Oh. Bad guy big. Long arms.
Zibini steps back, hopefully out of his reach. Healed and protected, he grins weakly. "Didn't work. Try again." And then, where there was one goblin, there now seem to be four.
◆ Step
◆◆ Cast mirror image Stupefied Flat check: 1d20 ⇒ 13--success.
GM Tiger
|
"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.
Will use reactions as they become avalable. Shield block, or glimpse. If Sophia is hit, then Myrsa will shieldblock.
Oops. Sorry. Forgot to move him there
Khaul Irontoe
|
No worries
GM Tiger
|
No worries
So are you going after Red or Wanikkawi?
GM Tiger
|
Chupko continues to throw stones at Wanikkawi but doesn't connect. Avery again connects with her crossbow, making Wanikkawi look like a pincushion. Sophia darts in and slashes at Wanikkawi's face, opening deep wounds. Wanikkawi roars in frustration.
"Oh you little owl! You will be a tasty snack! Wait till I get my hands on you!"
Zibini taunts Wanikkawi, but steps out of reach. Suddenly four goblins appear.
Tarkii reaches out and heals Zibini. Then touches Wanikkawi with the void. To his horror, Wanikkawi's wounds appear to close! Wanikkawi laughs uproariously. "My thanks, little mystic one! I will save you 'til last! Maybe if you surrender now, I won't eat you!"
Just need confirmation from Khaul who he's swinging that hammer at. :)
------------------
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 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 (-74; -2 Perc/Will; Enfeebled 2; Dazzled; 1d4 persistent bleed)
-4-
**Salaish - AC 24, 74/74
Zibini - AC 23 (24 w/shield), 58/64 (AC 26; Stupefied 1, 1/2; Sickened 1 w/in the firelight; 3 mirror images)
Salaish Talenduth
|
Salaish snickers. She sings another verse of the song she started earlier.
Casting Courageous Anthem again
Lingering Composition (Performance) DC 24: 1d20 + 16 ⇒ (2) + 16 = 18
Failure: CA lasts for 1 round and Salaish keeps her Focus Point.
Then she casts Charitable Urge on the Red spirit.
DC 22 Will
"Khaul! Move away from the Red Spirit if you can!" She shouts, knowing her spell will work better if no one is beside it.
@GM Tiger: Does it look like Wanikkawi has any items in its possession? Asking for a friend...
◇ Lingering Composition, ◆ Cast a spell, ◆◆ Cast a spell
Khaul Irontoe
|
I'll try to finish off red
GM Tiger
|
Well, Wanikkawi appears to be wearing a tatty old vest. But he doesn't appear to have anything. You want his vest? :)
Will: 1d20 + 17 ⇒ (15) + 17 = 32
Salaish continues to inspire her companions to fight on. She attempts to convince Red that giving is good but he ignores her.
Khaul swings mighty blows at Red and connects with the first strike. Bones can be heard breaking. However, Khaul also gets impales by the spikes on Red's body.
Piercing; DC 23 Basic Reflex Save; 1d6 persistent poison on CF: 3d8 ⇒ (7, 5, 3) = 15
Red laughs at Khaul getting spiked. "So you get the point?" He then swings his axe thrice at the dwarf.
Hatchet vs Khaul AC 27, OG: 1d20 + 17 ⇒ (1) + 17 = 18 for Slashing: 1d6 + 10 ⇒ (1) + 10 = 11
Hatchet vs Khaul AC 27, MAP, Agile, OG: 1d20 + 13 ⇒ (12) + 13 = 25 for Slashing: 1d6 + 10 ⇒ (4) + 10 = 14 Net 1 damage after shield block
Hatchet vs Khaul AC 27, MAP 2+, Agile, OG: 1d20 + 9 ⇒ (11) + 9 = 20 for Slashing: 1d6 + 10 ⇒ (5) + 10 = 15
His second strike hits and manages to chip off some of the paint on Myrsa.
A,C,K,Sa,So,T: 1d6 ⇒ 5
Wanikkawi turns and attempts to bite Sophia.
Dazzled: 2d20 ⇒ (19, 14) = 33
Jaws vs Sophia AC 23: 1d20 + 21 ⇒ (4) + 21 = 25 for Piercing: 3d8 + 8 ⇒ (8, 8, 1) + 8 = 25
Jaws vs Sophia AC 23, MAP: 1d20 + 16 ⇒ (2) + 16 = 18 for Piercing: 3d8 + 8 ⇒ (7, 7, 1) + 8 = 23
Right as his jaws close on the owl, Myrsa appears right in front of his face, causing him to bite into the shield. Myrsa absorbs some of the force that would have almost cut Sophia in half. Net damage: 12 after the shield block
Looking over the fire, Wanikkawi directs his words at A,C,K,Sa,T: 1d5 ⇒ 4
"Join me and become a spirit, I can offer you power beyond your wildest imaginings!" The words are like honey and Salaish is oddly drawn to them.
Bleed;Flat: 1d4 ⇒ 41d20 ⇒ 6
GM Tiger
|
------------------
COMBAT TRACKER
Round: 5-6
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 23 Basic Reflex Save vs 15 Piercing: Khaul
DC 25 Fortitude Save vs Poison: Khaul
DC 28 Will Save vs Demand Pact: Salaish
------------------
Those with ** may go
-6-
**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, 19/52
**Khaul - AC 25 (27 w/shield; H 13, 107/120), 79/100 (AC 27; +1 Atk/Saves/Perc/Skill Checks)
Red (-43)
Wanikkawi (-78; -2 Perc/Will; Dazzled; 1d4 persistent bleed)
-5-
**Salaish - AC 24, 74/74
**Zibini - AC 23 (24 w/shield), 58/64 (AC 26; Stupefied 1, 1/2; Sickened 1 w/in the firelight; 3 mirror images)
--------------------------------
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.
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)
Salaish Talenduth
|
DC 28 Will Save vs Demand Pact: 1d20 + 12 ⇒ (15) + 12 = 27
Hero Point Reroll: DC 28 Will Save vs Demand Pact: 1d20 + 12 ⇒ (16) + 12 = 28
Whew!
Avery Wings
|
"Not. My. Sophia!" Avery quickly heals Sophia with her magic.
◆◆ Heal Companion (concentrate, manipulate): 3d10 + 24 ⇒ (6, 7, 9) + 24 = 46 HP for Sophia
She then reloads her weapon.
◆◆ Heal Companion
◆ Reload
| Sophia The Owl |
Sophia pecks Wanikkawi's eyes again!
Jaws Attack, MAP: 1d20 + 12 ⇒ (17) + 12 = 29 vs Wanikawwi
Damage: 2d6 + 3 ⇒ (5, 3) + 3 = 11 P damage
◆ Strike
GM Tiger
|
Avery heals Sophia while the owl continues to do damage to Wanikkawi's face.
Salaish appears to wrestle with Wanikkawi's words but manages to prevail. Wanikkawi laughs. The malice apparent in his voice. "Very well, little one. If you won't join me that way, I will have to make you one with me. By eating you!"
------------------
COMBAT TRACKER
Round: 5-6
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 23 Basic Reflex Save vs 15 Piercing: Khaul
DC 25 Fortitude Save vs Poison: Khaul
------------------
Those with ** may go
-6-
**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, 52/52
**Khaul - AC 25 (27 w/shield; H 13, 107/120), 79/100 (AC 27; +1 Atk/Saves/Perc/Skill Checks)
Red (-43)
Wanikkawi (-90; -2 Perc/Will; Dazzled; 1d4 persistent bleed)
-5-
**Salaish - AC 24, 74/74
**Zibini - AC 23 (24 w/shield), 58/64 (AC 26; Stupefied 1, 1/2; Sickened 1 w/in the firelight; 3 mirror images)
--------------------------------
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)
Tarkii
|
I think my Vampiric Touch may have been missed from last round.
GM Tiger
|
I think my Vampiric Touch may have been missed from last round.
Tarkii
|
Frustrated, out of focus and lightly floating Tarkii reaches out with a Chill Touch
damage if living: 5d4 + 1 ⇒ (3, 3, 1, 4, 3) + 1 = 15
Basic Fort DC 26, see spell for details,
Tarkii then protects themselves with the shield spell.
AC 27, will block (Hardness 15)
GM Tiger
|
Retcon/Correction
Wanikkawi flinches at Tarkii's touch but nothing happens. He laughs maliciously at the ysoki. "That does not affect me, little one. I have been part of the void for decades! It cannot harm me!"
I made the mistake in thinking that void damage will heal Wanikkawi. Since it won't, I have corrected his hp. He's more hurt now :)
------------------
COMBAT TRACKER
Round: 5-6
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 23 Basic Reflex Save vs 15 Piercing: Khaul
DC 25 Fortitude Save vs Poison: Khaul
------------------
Those with ** may go
-6-
**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, 52/52
**Khaul - AC 25 (27 w/shield; H 13, 107/120), 79/100 (AC 27; +1 Atk/Saves/Perc/Skill Checks)
Red (-43)
Wanikkawi (-112; -2 Perc/Will; Dazzled; 1d4 persistent bleed)
-5-
**Salaish - AC 24, 74/74
**Zibini - AC 23 (24 w/shield), 58/64 (AC 26; Stupefied 1, 1/2; Sickened 1 w/in the firelight; 3 mirror images)
--------------------------------
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)
GM Tiger
|
Fort: 1d20 + 20 ⇒ (17) + 20 = 37
As Tarkii goes to cast his spell, Wanikkawi takes advantage of the lapse to bite him.
Jaws vs Tarkii AC 26: 1d20 + 21 ⇒ (5) + 21 = 26 for Piercing: 3d8 + 8 ⇒ (3, 6, 6) + 8 = 23 Net 17 dmg after DR if Khaul doesn't use GoR; Net 15 damage if GoR is used.
Khaul, you can use GoR but that will be your Rd 6 reaction.
Tarkii touches Wanikkawi but the spell has no apparent effect. The chittering Ysoki then summons a mystical shield.
------------------
COMBAT TRACKER
Round: 5-6
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 23 Basic Reflex Save vs 15 Piercing: Khaul
DC 25 Fortitude Save vs Poison: Khaul
------------------
Those with ** may go
-6-
**Chupko - AC 24 (26 w/shield), 72/72
Tarkii - AC 26, 93/94 (AC 27; 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) Damage pending
Avery Wings - AC 24 (25 w/shield), 72/72; Sophia AC 23, 52/52
**Khaul - AC 25 (27 w/shield; H 13, 107/120), 79/100 (AC 27; +1 Atk/Saves/Perc/Skill Checks)
Red (-43)
Wanikkawi (-112; -2 Perc/Will; Dazzled; 1d4 persistent bleed; Rd 6 Reaction used)
-5-
**Salaish - AC 24, 74/74
**Zibini - AC 23 (24 w/shield), 58/64 (AC 26; Stupefied 1, 1/2; Sickened 1 w/in the firelight; 3 mirror images)
--------------------------------
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)
Tarkii
|
That'll teach me to cast shield afterwards instead of before. Khaul: I already have Resistance 6 and a lot of HP, so don't feel obligated to react if you'd rather save it.
Khaul Irontoe
|
reflex DC 23: 1d20 + 8 ⇒ (11) + 8 = 19
fort DC25: 1d20 + 14 ⇒ (19) + 14 = 33 Strong blooded so saves reduced affliction by 2 rather than 1, also poison resistance/3
"Arghh!" he cries out. "Dunnie worry, I'm blunt them points for you."
I think red's second strike wouldn't have actually hit me, as I'm AC27, and it only hit 25
Khaul winces in pain as the red spiky thing impales him.
Seeing Wanikkawi striking at Tarkii he again calls out "Stop! Mend your ways. While there is light, you may yet be redeemed."
It is worth it to keep the enfeedbled condition up on him.
Keeping Myrsa up, he redoubles his efforts to finish the giant spirit Wanikkawi.
strike,IC,flank: 1d20 + 15 + 1 + 2 ⇒ (6) + 15 + 1 + 2 = 24 Really dice bot? What did I do to you?
damage: 2d8 + 4 ⇒ (7, 4) + 4 = 15
strike,IC,MAP,falnk: 1d20 + 15 + 1 - 5 + 2 ⇒ (10) + 15 + 1 - 5 + 2 = 23
damage: 2d8 + 4 ⇒ (1, 5) + 4 = 10
* raise shield
* strike
* strike
Zibini, Goblin Psychic
|
Zibini's ready to heal someone, but Tarkii keeps beating him to it. Oh well! Bashing baddies is better.
With a rock!
He then levels his menacing gaze and his toothy grin at Wanikkawi. "You already told us spirit's promises are lies. But we keep our promises. We defend the fire. You LOSE!"
◆◆ Cast telekinetic projectile. Stupefied Flat check: 1d20 ⇒ 7 Success. Spell attack: 1d20 + 12 + 1 - 1 ⇒ (15) + 12 + 1 - 1 = 27 for bludgeoning damage: 4d6 ⇒ (3, 4, 1, 1) = 9
◆ Demoralize Intimidation: 1d20 + 12 - 1 ⇒ (12) + 12 - 1 = 23
Zibini then recovers from the Stupefied condition.
GM Tiger
|
I think red's second strike wouldn't have actually hit me, as I'm AC27, and it only hit 25
Khaul - You're flanked.
Khaul doesn't dodge Red's spikes but does shrug off the poison from the axe strike.
Zibini again taunts Wanikkawi but neither his taunts nor the rock he hurled at Wanikkawi have any effect. Khaul also swings twice at Wanikkawi but doesn't connect.
------------------
COMBAT TRACKER
Round: 5-6
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
-6-
**Chupko - AC 24 (26 w/shield), 72/72
Tarkii - AC 26, 78/94 (AC 27; 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, 52/52
Khaul - AC 25 (27 w/shield; H 13, 107/120), 64/100 (AC 27; +1 Atk/Saves/Perc/Skill Checks)
Red (-43)
Wanikkawi (-112; -2 Perc/Will; Dazzled; 1d4 persistent bleed; Rd 6 Reaction used; Enfeebled 2)
-5-
**Salaish - AC 24, 74/74
Zibini - AC 23 (24 w/shield), 58/64 (Sickened 1 w/in the firelight; 3 mirror images)
Chupko
|
The archaeologist casts again a spell throwing a sharp stone towards Wanikkawi.
Telekinetic projectile, Courageous anthem: 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18
Damage: 4d6 + 1 ⇒ (3, 3, 5, 6) + 1 = 18
GM Tiger
|
Chupko hurls another rock. This time the rock hits one of Wanikkawi's horns and bounces off... missing Sophia by inches...
------------------
COMBAT TRACKER
Round: 5-6
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
-6-
Chupko - AC 24 (26 w/shield), 72/72
Tarkii - AC 26, 78/94 (AC 27; 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, 52/52
Khaul - AC 25 (27 w/shield; H 13, 107/120), 64/100 (AC 27; +1 Atk/Saves/Perc/Skill Checks)
Red (-43)
Wanikkawi (-112; -2 Perc/Will; Dazzled; 1d4 persistent bleed; Rd 6 Reaction used; Enfeebled 2)
-5-
**Salaish - AC 24, 74/74
Zibini - AC 23 (24 w/shield), 58/64 (Sickened 1 w/in the firelight; 3 mirror images)
Salaish Talenduth
|
"Well, this calls for a new song!" Salaish declares, promptly belting out a new set of accusatory lyrics.
From "Fooling Yourself (The Angry Young Man)" by Styx, with a minor edit
"You see the world through your cynical eyes
You're a troubled spirit I can tell
You got it all in the palm of your hand
But your hand's wet with sweat, and your head needs a rest
And you're fooling yourself if you don't believe it
You're kidding yourself if you don't believe it"
Casting Courageous Anthem again
Lingering Composition (Performance) DC 24: 1d20 + 16 ⇒ (8) + 16 = 24
Success: CA lasts 3 rounds
She follows it up with a casting of Electric Arc, causing the bolt to pass through Wanikkawi before arcing around Khaul to zap Red in the rear.
Electric Arc damage: 4d4 + 1 ⇒ (1, 3, 2, 2) + 1 = 9
Includes Courageous Anthem damage bonus
◇ Lingering Composition, ◆ Cast a spell, ◆◆ Cast a spell
GM Tiger
|
Reflex: 1d20 + 18 ⇒ (15) + 18 = 33
Red Reflex: 1d20 + 15 ⇒ (17) + 15 = 32
Both Red and Wanikkawi easily avoid the zap.
Red laughs and swings at Khaul thrice with an axe.
Hatchet vs Khaul AC 27, OG: 1d20 + 17 ⇒ (9) + 17 = 26 for Slashing: 1d6 + 10 ⇒ (1) + 10 = 11
Hatchet vs Khaul AC 27, OG, MAP, Agile: 1d20 + 13 ⇒ (13) + 13 = 26 for Slashing: 1d6 + 10 ⇒ (3) + 10 = 13
Hatchet vs Khaul AC 27, OG, MAP 2+, Agile: 1d20 + 9 ⇒ (15) + 9 = 24 for Slashing: 1d6 + 10 ⇒ (6) + 10 = 16
Seeing the source of the rocks, Wanikkawi turns to Chupko. "How about you! You are standing there hurling rocks at Wanikkawi! Join with me and you need not hurl rocks and mingle with weaklings again!"
Wanikkawi then tries to bite K,So,T: 1d3 ⇒ 2
Jaws vs Sophia AC 23, E2: 1d20 + 21 - 2 ⇒ (15) + 21 - 2 = 34 for Piercing: 3d8 + 8 - 2 ⇒ (3, 6, 3) + 8 - 2 = 18 Doubled to 36
Flat: 1d20 ⇒ 16
Myrsa immediately snaps out and absorbs some of the blow, though Sophia takes the brunt of the attack.
Athletics to Grapple vs DC 22: 1d20 + 20 ⇒ (20) + 20 = 40
Wanikkawi's jaws close on Sophia...
"Mmmm... yum yum yum..." he taunts Avery, his mouth full of owl...
GM Tiger
|
------------------
COMBAT TRACKER
Round: 6-7
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 28 Will Save vs Demand Pact: Chupko
DC 25 Fortitude Save vs Poison: Khaul x2
------------------
Those with ** may go
-7-
**Chupko - AC 24 (26 w/shield), 72/72
**Tarkii - AC 26, 78/94 (AC 27; 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, 29/52 (Restrained, Immobilzed, OG, Escape DC 30; Escape only)
**Khaul - AC 25 (27 w/shield; H 13, 107/120), 40/100 (AC 27; +1 Atk/Saves/Perc/Skill Checks)
-6-
Red (-43)
Wanikkawi (-112; -2 Perc/Will; Dazzled; 1d4 persistent bleed; Enfeebled 2)
**Salaish - AC 24, 74/74
**Zibini - AC 23 (24 w/shield), 58/64 (Sickened 1 w/in the firelight; 3 mirror images)
--------------------------------
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)
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.
Salaish Talenduth
|
Eeep! This isn't going well! Seeing Sophia in Wanikkawi's jaws gives Salaish pause. They're too quick for lightening. Lots of things just aren't working! What can I do? She decides to try to slow Wanikkawi down. Maybe this will work? She casts Roaring Applause on him and hopes for the best, then raises her buckler.
Wanikkawi needs to make a DC 22 Will save.
◆◆ Cast a spell, ◆ Raise Shield
Chupko
|
The archaeologist moves to flank the red one and to strike it.
+1 striking shortsword vs off guard, Courageous anthem: 1d20 + 15 + 1 ⇒ (12) + 15 + 1 = 28
Damage, sneak: 2d6 + 1 + 2d6 ⇒ (1, 5) + 1 + (1, 6) = 14
And again.
+1 striking shortsword vs off guard, Courageous anthem: 1d20 + 15 + 1 - 4 ⇒ (18) + 15 + 1 - 4 = 30
Damage, sneak: 2d6 + 1 + 2d6 ⇒ (3, 6) + 1 + (2, 1) = 13
GM Tiger
|
Will: 1d20 + 16 ⇒ (15) + 16 = 31
Wanikkawi appears distracted by Salaish. Somehow, her actions appear to be worthy of applause -- and he does so...
Bleed;Flat: 1d4 ⇒ 41d20 ⇒ 8
Got so caught up in trying to eat Sophia I forgot to roll his bleed...
Wanikkawi appears confused when he finds himself asking Salaish for her autograph...
------------------
COMBAT TRACKER
Round: 6-7
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 28 Will Save vs Demand Pact: Chupko
DC 25 Fortitude Save vs Poison: Khaul x2
------------------
Those with ** may go
-7-
**Chupko - AC 24 (26 w/shield), 72/72
**Tarkii - AC 26, 78/94 (AC 27; 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, 29/52 (Restrained, Immobilzed, OG, Escape DC 30; Escape only)
**Khaul - AC 25 (27 w/shield; H 13, 107/120), 40/100 (AC 27; +1 Atk/Saves/Perc/Skill Checks)
-6-
Red (-43)
Wanikkawi (-116; -2 Perc/Will; Dazzled; 1d4 persistent bleed; Enfeebled 2)
Salaish - AC 24, 74/74
**Zibini - AC 23 (24 w/shield), 58/64 (Sickened 1 w/in the firelight; 3 mirror images)
--------------------------------
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)
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.
Khaul Irontoe
|
Khaul will shield block the first hit on himself, which should reduce his damage by 11 I think
fort: 1d20 + 14 ⇒ (8) + 14 = 22
fort: 1d20 + 14 ⇒ (1) + 14 = 15 Ugh
He has poison resistance 3 against the damage
Do I get to make a recovery fort roll on my turn as well? Assuming so, I'm including a 3rd fort. Normal save reduces effect by 2, crit by 3 due to strong blooded dwarf
fort, recovery: 1d20 + 14 ⇒ (1) + 14 = 15 Argh, really, end of this game I'm going to look at what dicebot has done to me.
Hmm, so... I think that leaves me confused, so three targets
who W,S,Red: 3d3 ⇒ (3, 1, 3) = 7 Phew
As the poison flows through his veins, Khaul lashes out all around him, hoping to make the assault stop.
strike W, flank,IC: 1d20 + 15 + 1 + 2 ⇒ (18) + 15 + 1 + 2 = 36
damage: 2d8 + 4 ⇒ (3, 3) + 4 = 10
strike red, flank,IC,MAP: 1d20 + 15 + 1 + 2 - 5 ⇒ (2) + 15 + 1 + 2 - 5 = 15
damage: 2d8 + 4 ⇒ (2, 2) + 4 = 8
strike W, flank,IC,MAPx2: 1d20 + 15 + 1 + 2 - 10 ⇒ (3) + 15 + 1 + 2 - 10 = 11
damage: 2d8 + 4 ⇒ (8, 8) + 4 = 20
Khaul has no reactions while confused, but Myrsa can still shieldblock
Tarkii
|
I think the recovery for poison is at the end of your turn Khaul, so I think you should get to act normally, and then be confused starting at the end of your turn.
Khaul Irontoe
|
Yes, but the first two saves were against the poison when first exposed, and the crit fail likely advanced it two stages. On the plus side, that 18 is likely a crit, pity the rolled damage was below average, but every bit will count at this stage.
Tarkii
|
Thanks, missed the crit fail on the second check, was thinking it got to the 3rd check to confuse you.
Tarkii rushes through the fire, before opening himself to another attack as he moves towards the Babbling Khaul.
2 campfiresquares: 2d6 ⇒ (4, 2) = 6
There Tarkii reaches out with his staff and touches Khaul, attempting to Cleanse his Affliction(3).
Counteract (lvl 3): 1d20 + 16 ⇒ (7) + 16 = 23
Reducing the poison by 1 level, and counteracting it if it's level 4 or less.
Stride, Cast Cleanse Affliction(3) with 1 charge from staff + level 3 spell
Also, if it comes around again, feel free to use my campaign coin to reroll your poison save if needed.
Zibini, Goblin Psychic
|
Zibini looses his magic once again. It's unusual for a fight to last long enough for him to catch his breath and do it more than once, but nor is it the first time.
Realizing that none of his allies are nearby, he really lets loose this time. Something he's known he could do for a while but has never had the opportunity to try. The force that rolls out from him pushes the grass away and scatters dust and small objects--and blasts against the violent spirit.
Doing that takes a lot of him, but he scoops up one of the rocks with his mind and hurls it harder.
◇ Unleash Psyche
◇ Violent Unleash. Everyone in a 20-foot emanation (that's just Wanikkawi) can make a DC 22 basic Reflex save against force damage: 3d6 ⇒ (2, 6, 4) = 12. Zibini also becomes Stunned 1.
◆◆ Cast telekinetic projectile. Spell attack: 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18 for bludgeoning damage: 4d6 + 6 + 1 ⇒ (1, 5, 2, 2) + 6 + 1 = 17
GM Tiger
|
Khaul - you used your rd 6 reaction to GoR Wanikkawi's hit on Tarkii. Otherwise I would have applied the damage reduction to the first hit. You also have 3 hero points. You can HP the failed rolls if you like. I'll hold off processing you and Tarkii...
Chupko Will: 1d20 + 12 ⇒ (12) + 12 = 24
Chupko - you can hero point that if you like
Reflex: 1d20 + 18 ⇒ (17) + 18 = 35
Wanikkawi laughs as he avoids Zibini's damage altogether. Additionally, a rock from Zibini misses Wanikkawi completely, but pings off Khaul's armor.
------------------
COMBAT TRACKER
Round: 7
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 28 Will Save vs Demand Pact: Chupko
DC 25 Fortitude Save vs Poison: Khaul x2 (HP Pending?)
------------------
Those with ** may go
Chupko - AC 24 (26 w/shield), 72/72 (pending HP)
**Tarkii - AC 26, 78/94 (AC 27; 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, 29/52 (Restrained, Immobilzed, OG, Escape DC 30; Escape only)
**Khaul - AC 25 (27 w/shield; H 13, 107/120), 40/100 (AC 27; +1 Atk/Saves/Perc/Skill Checks)
Red (-70)
Wanikkawi (-116; -2 Perc/Will; Dazzled; 1d4 persistent bleed; Enfeebled 2)
Salaish - AC 24, 74/74
Zibini - AC 23 (24 w/shield), 58/64 (Sickened 1 w/in the firelight; 3 mirror images)
--------------------------------
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)
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.
Khaul Irontoe
|
I thought I had burned through my HP with earlier poor rolls. Happy to reroll that fort save
HP reroll on poison: 1d20 + 15 ⇒ (19) + 15 = 34 Now that is more like it. Unconfused, Khaul's second and third actions were initially going to be to raise shield and lay on hands (18 hp healed)
Tarkii
|
Tarkii casts shield and uses the staff to cast Heal on Khaul from afar.
healing: 3d8 + 24 + 2 ⇒ (7, 3, 5) + 24 + 2 = 41
AC 27 will block (15). Using the 3rd level spell and staff charge to cast heal(3) instead of Cleanse Affliction. and staying put.
| Sophia The Owl |
Sophia flutters its wings, trying to Escape!
DC 30 Acrobatics to Escape: 1d20 + 12 ⇒ (10) + 12 = 22
Avery Wings
|
"Noooo!!!" Avery screams and launches an arrow at the giant monster.
+1 Striking Fearsome Sukgung Attack: 1d20 + 15 ⇒ (6) + 15 = 21 vs Prey (becomes Frightened 1 at Crit Fail)
Hero Point! +1 Striking Fearsome Sukgung Attack: 1d20 + 15 ⇒ (9) + 15 = 24 vs Prey (becomes Frightened 1 at Crit Fail)
Damage: 2d8 ⇒ (6, 5) = 11 P damage
Precision Edge: 1d8 ⇒ 1 precision P damage to Prey the first time hit in the round
Sneak Attack: 1d6 ⇒ 6 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.
She reloads and sends another one.
+1 Striking Fearsome Sukgung Attack, MAP: 1d20 + 15 - 5 ⇒ (9) + 15 - 5 = 19 vs Prey (becomes Frightened 1 at Crit Fail)
Damage: 2d8 ⇒ (2, 2) = 4 P damage
Precision Edge: 1d8 ⇒ 4 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.
◆ Strike
◆ Reload
◆ Strike
GM Tiger
|
Khaul Poison: 1d6 ⇒ 4 Net 1 damage after resistance
Khaul's dwarven resilience helps him minimize the poison damage. smashes Wanikkawi in the ribs and raises his shield before healing himself. Tarkii adds to the healing and raises a mystical shield.
"THAT WAS PAINFUL! I WILL MAKE YOU PAY!
Desperate to save Sophia, Avery shoots two bolts at Wanikkawi but misses.
Wanikkawi attempts to swallow Sophia.
Athletics vs Reflex DC 24: 1d20 + 18 ⇒ (12) + 18 = 30
Bludgeoning Damage from Swallowed, E2: 3d8 + 8 - 2 ⇒ (6, 4, 6) + 8 - 2 = 22
"Delicious!"
K,T: 1d2 ⇒ 2
Wanikkawi then attempts to bite Tarkii.
Jaws vs Tarkii AC 27, MAP: 1d20 + 16 ⇒ (5) + 16 = 21 for Piercing: 3d8 + 8 ⇒ (2, 2, 1) + 8 = 13
But can't quite reach him. Wanikkawi then turns to Khaul.
"Come join me, dwarf! You will have power and riches galore when you become one with me."
Wanikkawi Bleed; Flat: 1d4 ⇒ 31d20 ⇒ 6
Retcon
Chupko moves and flanks Red and stabs it twice. However, upon doing so, he's also poked by the quills on Blue.
Piercing; DC 23 Basic Reflex Save; CF: 1d6 Persistent Poison: 3d8 ⇒ (5, 2, 1) = 8
Piercing; DC 23 Basic Reflex Save; CF: 1d6 Persistent Poison: 3d8 ⇒ (6, 5, 4) = 15
End Retcon
Red turns and slashes at Chupko with an axe before moving out of the flank.
Hatchet vs Chupko AC 24: 1d20 + 17 ⇒ (14) + 17 = 31 for Slashing: 1d6 + 10 ⇒ (5) + 10 = 15 Net 7 after GoR
Hatchet vs Chupko AC 24, MAP, Agile: 1d20 + 13 ⇒ (2) + 13 = 15 for Slashing: 1d6 + 10 ⇒ (1) + 10 = 11
GM Tiger
|
------------------
COMBAT TRACKER
Round: 7-8
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 28 Will Save vs Demand Pact: Khaul
DC 23 Basic Reflex Save vs 15 Piercing: Chupko
DC 23 Basic Reflex Save vs 8 Piercing: Chupko
DC 25 Fortitude Save vs Poison: Chupko
------------------
Those with ** may go
-8-
**Chupko - AC 24 (26 w/shield), 64/72
**Tarkii - AC 26, 78/94 (AC 27; 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, 7/52 (Grabbed; Slowed 1; Swallowed; Escape DC 30; Air: 7 rds; Rupture: 17)
**Khaul - AC 25 (27 w/shield; H 13, 107/120), 98/100 (AC 27; +1 Atk/Saves/Perc/Skill Checks)
-7-
Red (-70; Enfeebled 2)
Wanikkawi (-139; -2 Perc/Will; Dazzled; 1d4 persistent bleed)
**Salaish - AC 24, 74/74
**Zibini - AC 23 (24 w/shield), 58/64 (Sickened 1 w/in the firelight; 3 mirror images)
--------------------------------
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)
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.
Zibini, Goblin Psychic
|
"You're not nice!"
The four goblins scramble over each other to reach the spirit. Once again imagining himself (themselves?) as a warrior--though now without the shield, trusting in his mirror images to protect him--Zibini draws a dogslicer from nowhere, then draws it across Wanikkawi. "I'll cut her out!"
Then the sword of force shatters as he becomes overwhelmed again. Too much magic for the little goblin.
◆ Stride to flank
◆◆ Cast amped imaginary weapon. Spell attack (flanking): 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32 for slashing damage: 6d8 + 6 ⇒ (2, 2, 1, 8, 1, 5) + 6 = 25 Oh! If that's a crit, double damage, and the exploding imaginary sword knocks Wanikkawi away up to 10 feet. I'll just push him up into the fire.
Zibini becomes Stupefied 1 again.
GM Tiger
|
Zibini and his three companions move up to Wanikkawi and slash at him with imaginary dogslicers. The slash opens a large gash on Wanikkawi's belly.
"NOOOO!! I HAVEN'T EVEN GOTTEN SALAISH'S AUTOGRAPH YET!!" he wails before collapsing to the ground. He doesn't get up again. (much to Avery's relief)
To cut Sophia out - spend 3 actions slicing Wanikkawi open. This has to happen before Avery's turn or she'll take damage
------------------
COMBAT TRACKER
Round: 7-8
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 28 Will Save vs Demand Pact: Khaul
DC 23 Basic Reflex Save vs 15 Piercing: Chupko
DC 23 Basic Reflex Save vs 8 Piercing: Chupko
DC 25 Fortitude Save vs Poison: Chupko
------------------
Those with ** may go
-8-
**Chupko - AC 24 (26 w/shield), 64/72
**Tarkii - AC 26, 78/94 (AC 27; 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, 7/52 (Grabbed; Slowed 1; Swallowed; Escape DC 30; Air: 7 rds; Rupture: 17)
**Khaul - AC 25 (27 w/shield; H 13, 107/120), 98/100 (AC 27; +1 Atk/Saves/Perc/Skill Checks)
-7-
Red (-70; Enfeebled 2)
**Salaish - AC 24, 74/74
Zibini - AC 23 (24 w/shield), 58/64 (Sickened 1 w/in the firelight; 3 mirror images; Stupefied 1)
Khaul Irontoe
|
will DC28!!!: 1d20 + 13 ⇒ (16) + 13 = 29
"Even if yer were able to take me body, ye'll never take me soul." calls back Khaul.
"Those of yer with blades may want ta be rescuing the owl.." he suggests.
He turns on the spiky creature in red, making sure that Myrsa has a good view of the proceedings.
strike,CA,heroism: 1d20 + 15 + 1 + 1 ⇒ (8) + 15 + 1 + 1 = 25
damag,CA: 2d8 + 4 + 1 ⇒ (3, 4) + 4 + 1 = 12
strike,CA,heroism,MAP: 1d20 + 15 + 1 + 1 - 5 ⇒ (14) + 15 + 1 + 1 - 5 = 26
damag,CA: 2d8 + 4 + 1 ⇒ (4, 5) + 4 + 1 = 14
* raise shield
* strike
* strike.
ref saves if required, each is at +9: 2d20 ⇒ (8, 19) = 27
GM Tiger
|
Piercing; DC 23 Basic Reflex Save: 3d8 ⇒ (6, 1, 6) = 13
Piercing; DC 23 Basic Reflex Save: 3d8 ⇒ (6, 4, 2) = 12
Net 19 damage after saves
Khaul bashes Red twice and hits both times. He gets spiked the first time but avoids most of the quills the second.
------------------
COMBAT TRACKER
Round: 7-8
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 23 Basic Reflex Save vs 15 Piercing: Chupko
DC 23 Basic Reflex Save vs 8 Piercing: Chupko
DC 25 Fortitude Save vs Poison: Chupko
------------------
Those with ** may go
-8-
**Chupko - AC 24 (26 w/shield), 64/72
**Tarkii - AC 26, 78/94 (AC 27; 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, 7/52 (Grabbed; Slowed 1; Swallowed; Escape DC 30; Air: 7 rds; Rupture: 17)
Khaul - AC 25 (27 w/shield; H 13, 107/120), 79/100 (AC 27; +1 Atk/Saves/Perc/Skill Checks)
-7-
Red (-70; Enfeebled 2)
**Salaish - AC 24, 74/74
Zibini - AC 23 (24 w/shield), 58/64 (Sickened 1 w/in the firelight; 3 mirror images; Stupefied 1)
--------------------------------
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)
Tarkii
|
Without a slashing weapon handy Tarkii pulls open a rift to the beyond a pulls out a severed hand which begins cutting out Sophia.
Crawling Hand: AC 12; Fort +2, Ref +5, Will +2
HP 8 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, unconscious, visual
Animate Dead(1), >> Cut, Cut
GM Tiger
|
I think Zibini and Tarkii just made themselves a friend for life :)