Alkabah
|
After learning what these creatures are from Takarias's words Alkabah employs a defensive tactic once again to keep the group safe from the potential of deadly spores and begins emitting an aura of fresh air repelling any spores and detritus from the area.
"Be cleansed from this place bringers of pestilence."
Cleanse air(60ft burst), raise symbol
| DM Brainiac |
Will vs Calm: 1d20 + 19 ⇒ (6) + 19 = 251d20 + 19 ⇒ (3) + 19 = 221d20 + 19 ⇒ (5) + 19 = 241d20 + 19 ⇒ (13) + 19 = 321d20 + 19 ⇒ (5) + 19 = 241d20 + 19 ⇒ (16) + 19 = 351d20 + 19 ⇒ (7) + 19 = 261d20 + 19 ⇒ (15) + 19 = 34
Mental Damage: 4d6 ⇒ (6, 5, 4, 6) = 21
Raneshi inscribes her rune as Alkabah cleanses the air in the observatory. Blooms' calming spell is quite effective, as only three of the demons resist its effects. Those who succumb are wracked with mental anguish as their wrathful essences are suppressed. Takarias shoots one of the ones who resisted an Idari readies his blade.
One of the demons tries to exhale a cloud of spores at you, but Alkabah's spell negates the effect. The remaining two demons fly down at Idari, who slices one as it draws near. They attack with their stingers, one getting a lucky critical hit!
Stingers: 1d20 + 21 ⇒ (11) + 21 = 321d20 + 16 ⇒ (8) + 16 = 241d20 + 21 ⇒ (20) + 21 = 411d20 + 16 ⇒ (5) + 16 = 21
Damage: 2d8 + 9 ⇒ (4, 1) + 9 = 142d6 ⇒ (5, 2) = 7
28 piercing and 14 poison damage to Idari.
| Idari "Lucky Strikes" Lucien |
Idari's blue eyes glare intimidatingly at the foul fungus demon!
Intimidation(E) to Demoralize: 1d20 + 23 ⇒ (5) + 23 = 28
The raging barbarian then Strikes!
Melee(M) +2 Greater Striking Elven curve blade, mighty rage: 1d20 + 26 ⇒ (6) + 26 = 323d8 + 14 + 7 ⇒ (4, 3, 7) + 14 + 7 = 35 S Traits Finesse Forceful Magic Cold Iron Weapon (Standard-Grade) Spirit Ghost Touch
Melee(M) +2 Greater Striking Elven curve blade, map: 1d20 + 26 - 5 ⇒ (3) + 26 - 5 = 243d8 + 14 + 4 ⇒ (1, 1, 6) + 14 + 4 = 26 S Traits Finesse Forceful Magic Cold Iron Weapon (Standard-Grade) Spirit Ghost Touch
He seems a little off....
| Raneshi Glyph |
Raneshi raises her shield and traces a rune of sharpness on her sword. She detonates it, along with the fiery rune she applied last round.
Raise Shield (Atryl damaging rune), Trace esvadir, Invoke
fire: 12d6 ⇒ (2, 4, 6, 2, 2, 2, 3, 2, 4, 2, 3, 5) = 37 DC 32 basic Fort
slashing: 12d6 ⇒ (6, 2, 1, 2, 3, 5, 5, 2, 1, 5, 5, 2) = 39 DC 32 basic Fort
AC 31, Saves +2. I'll shield block (hardness 12) and detonate my rune if hit. (12d6 fire, DC 30 Fortitude.)
Traced Runes: Atryl (on shield, as damaging rune; on enemy)
Engraved Runes:
Raneshi: holtrik, esvadir, kojastri (electricity)
| Takarias Higharrow |
HP 136/136, piercing resistance 2
AC 33 (34 with buckler raised)
Fort +19, Ref +21, Will +20; +2 vs. disease and poisons; +1 vs. inhaled threats
Hero points: 2
Prepared tactics: Strike Hard!, Shields Up, Buckle-Cut, Stupefying Raid
Effects:
"Get it, Idari!" Takarias cries, words followed by an immediate arrow shot.
Fortunate Blow, Strike Hard, Idari
+2 greater striking astral vitalizing composite shortbow: 1d20 + 25 ⇒ (13) + 25 = 38
Piercing (ghost touch): 3d6 + 4 ⇒ (4, 4, 5) + 4 = 17
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (5) + 1 = 6
Fortunate Blow: You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect.
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.
Alkabah
|
Alkabah keeps the cleansing spell going, though it requires little concentration, and attempts to inflict the enemy demons with a blight themselves.
2 action for bane and sustain to instantly boost it to 20ft emanation, dc 32 will save or -1 status to attack rolls.
| Idari "Lucky Strikes" Lucien |
Idari feels most fortunate!
Melee(M) +2 Greater Striking Elven curve blade: 1d20 + 26 ⇒ (7) + 26 = 333d8 + 14 + 6 ⇒ (6, 8, 5) + 14 + 6 = 39 S Traits Finesse Forceful Magic Cold Iron Weapon (Standard-Grade) Spirit Ghost Touch
| Blooms in Darkness |
Blooms maintains the calming spell on the mass of demons that have not yet truly entered the fray, scouring with flames those that have.
Whirling Flames: 11d6 ⇒ (6, 1, 6, 2, 3, 5, 1, 6, 6, 2, 6) = 44 Basic Ref DC 32
| DM Brainiac |
Fortitude vs Atryl, Esvadir: 1d20 + 17 ⇒ (14) + 17 = 311d20 + 17 ⇒ (1) + 17 = 18
Deadly Damage: 1d10 ⇒ 4
Reflex vs Whirling Flames: 1d20 + 20 ⇒ (5) + 20 = 251d20 + 20 ⇒ (13) + 20 = 33
Will vs Bane: 1d20 + 19 ⇒ (17) + 19 = 361d20 + 19 ⇒ (6) + 19 = 25
Raneshi's rune detonations badly injure the demon that Idari struck earlier. The barbarian finishes the fiend off with a swing of his sword but misses with his follow-up strike. Fortunately, Takaris scores a critical hit on the other demon in melee and urges Idari to attack it again, and this time the barbarian connects. Alkabah enacts a bane spell around them while Blooms scorches the two hostile fiends with flames.
The two demons who have not been calmed flank Idari and attack! The other five demons remain pacified and in mental anguish!
Stinger, Flank: 1d20 + 21 - 1 ⇒ (12) + 21 - 1 = 321d20 + 16 - 1 ⇒ (8) + 16 - 1 = 23
Damage: 2d8 + 9 ⇒ (8, 8) + 9 = 252d6 ⇒ (4, 3) = 7
Stinger, Flank: 1d20 + 21 ⇒ (13) + 21 = 341d20 + 16 ⇒ (15) + 16 = 311d20 + 11 ⇒ (9) + 11 = 20
Damage: 2d8 + 9 ⇒ (3, 8) + 9 = 202d6 ⇒ (6, 3) = 9
45 piercing and 16 poison damage to Idari.
| Idari "Lucky Strikes" Lucien |
Idari's blue eyes glare intimidatingly at the less damaged Demon!
Intimidation(E): 1d20 + 23 ⇒ (10) + 23 = 33
The barbarian then ends it!
Melee(M) +2 Greater Striking Elven curve blade: 1d20 + 26 ⇒ (20) + 26 = 463d8 + 14 + 7 ⇒ (6, 2, 1) + 14 + 7 = 30 S Traits Finesse Forceful Magic Cold Iron Weapon (Standard-Grade) Spirit Ghost Touch
Melee(M) +2 Greater Striking Elven curve blade, map: 1d20 + 26 - 5 ⇒ (13) + 26 - 5 = 343d8 + 14 + 4 ⇒ (7, 7, 3) + 14 + 4 = 35 S Traits Finesse Forceful Magic Cold Iron Weapon (Standard-Grade) Spirit Ghost Touch
| Takarias Higharrow |
HP 136/136, piercing resistance 2
AC 33 (34 with buckler raised)
Fort +19, Ref +21, Will +20; +2 vs. disease and poisons; +1 vs. inhaled threats
Hero points: 2
Prepared tactics: Strike Hard!, Shields Up, Buckle-Cut, Stupefying Raid
Effects:
"Your turn now, Rakeshi!" Takarias cries, urging her on as two arrows fly toward the more badly injured demon. Fortunate blow to you
Defiant Banner, Fortunate Blow, Arrow Splits Arrow
+2 greater striking astral vitalizing composite shortbow: 1d20 + 25 ⇒ (16) + 25 = 41
Piercing (ghost touch): 3d6 + 4 ⇒ (3, 3, 3) + 4 = 13
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (5) + 1 = 6
+2 greater striking astral vitalizing composite shortbow: 16 + 25 - 5 = 36
Piercing (ghost touch): 3d6 + 4 ⇒ (3, 4, 4) + 4 = 15
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (4) + 1 = 5
Fortunate Blow: You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect.
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.
Transcendence—Arrow Splits Arrow [one-action] (transcendence) Requirements Your previous action was to Strike with the unfailing bow; Effect You repeat your motions exactly, your attack landing in the same location as your previous shot. You make a Strike against the same target. The result of your d20 roll is the same as the result of the required shot, though any penalties (such as your multiple attack penalty) apply normally to this shot and you don’t automatically adjust the degree of success if the initial roll was a natural 1 or 20.
Defiant Banner [one-action] (Brandish, Flourish, Manipulate, Visual) You and all allies affected by your commander’s banner when you use this action gain resistance 12 to bludgeoning, piercing, and slashing damage (equal to your Intelligence modifier + half your level.)
Alkabah
|
Sustain bane30ft
Alkabah keeps up the pressure and restores Idari's vigor with divine succor.
Heal(7th): 7d8 + 56 ⇒ (8, 5, 3, 3, 2, 7, 6) + 56 = 90
| Raneshi Glyph |
Raneshi makes a quick swing at Takarias' direction.
shortsword: 1d20 + 27 ⇒ (20) + 27 = 47 for slashing: 2d6 + 1 + 2 ⇒ (2, 1) + 1 + 2 = 6
She raises her shield, follows up with a strike to carve a fiery rune onto the demon, then activates the rune.
shortsword: 1d20 + 27 ⇒ (4) + 27 = 31 for slashing: 2d6 + 1 + 2 ⇒ (1, 6) + 1 + 2 = 10
If that hits, trace atryl. Seems...unlikely.
AC 31, Saves +2. I'll shield block (hardness 12) and detonate my rune if hit. (12d6 fire, DC 30 Fortitude.)
Traced Runes: Atryl (on shield, as damaging rune; on enemy)
Engraved Runes:
Raneshi: holtrik, esvadir, kojastri (electricity)
| Blooms in Darkness |
Blooms retains the demons' unnatural quietude, lashing the few that escaped it with lightning.
Electric Arc: 7d4 ⇒ (2, 2, 3, 2, 3, 2, 4) = 18 DC 32 B. Ref
Sustain Calm
| DM Brainiac |
Reflex vs Electric Arc: 1d20 + 20 ⇒ (17) + 20 = 371d20 + 20 ⇒ (11) + 20 = 31
Blooms zaps the two hostile demons, then Takarias takes down the more wounded one with two well-placed arrows. Raneshi scores a critical hit at the commander's urging, following up with another strike, then Idari finishes the fiend off with two brutal blows of his own.
The remaining wasplike fiends buzz and twitch, held back by Blooms' calming spell. If you're quick, you can destroy the fungal node and make your getaway before the pacification wears off!
| Raneshi Glyph |
Raneshi gets close enough to the spore nodule to trace runes one it, and detonates them in an explosion of spores.
| DM Brainiac |
The detonation rocks the observatory as you run clear of the building. With the final fungal node's destruction, the entire town of Greengold trembles as a minor tremor strikes the immediate area. The quake isn’t strong enough to damage structures or inconvenience you, but it’s an obvious indication that you've accomplished something significant.
Indeed, as you make your way back to the town proper, you can watch as the tallest stalks of fungus growing from the broken temple of Calistria sag and swiftly decay—although they don’t vanish completely. It's likely that the dense and impenetrable fungus that blocked further passage within the structure have receded now. You've bought yourself some time to rest and recover before heading back to the temple, though!
Everybody gains a Hero Point!
Alkabah
|
"Well done companions, this one believes we have bought valuable time for the citizens of Greengold to retreat to sufficient safety."
| Raneshi Glyph |
"And we can get to the bottom of this after a rest," Raneshi advises. "Let's make sure someone is guarding the temple, then ready ourselves to push deeper."
| Idari "Lucky Strikes" Lucien |
Idari's elven eyes peer studiously at the temple as they converse.
It's a good beginning. Tomorrow we have work to do.
| DM Brainiac |
Once you have rested, you return to the temple of Calistria. Within the temple ruins, the dense and magical fungus that shrouded the sanctum hall has rotted away, and a chute-like, downward-sloping passageway has opened up in the western wall of rubble. This passage leads down at a very steep angle into a cavern below, where a portion of the temple has collapsed.
The slick chute through the fungus opens into a large chamber, a cavern that may have existed below the temple’s sanctum hall for ages. Now, portions of the hall’s walls lie haphazardly in the cavern, having collapsed downward into this filthy, foul-smelling room. Coils of thorny, pulsing, and flickering phosphorescent fungi coat all surfaces of this cavern, while in the center of the chamber lies the missing statue of Greengold’s founder. The statue is shrouded in tendrils of fungus and surrounded by strange glyphs that pulse and glow in time with the walls and floor of this place. On the far side of the chamber looms a massive cocoon of leathery fungus that looks almost like an immense, leathery puffball. All the tendrils of fungus lead to that cocoon, glowing green with unholy power. A single ten-foot-wide circular vent gapes in the puffball’s side about twenty feet up from the floor.
A pair of eyeless mole-faced demons stand guard by the base of the fungal cocoon. Each one has five tails that end in blood-red eyes. They waste no time upon spotting you, charging forward to attack!
Blooms: 1d20 + 22 ⇒ (12) + 22 = 34
Idari: 1d20 + 25 ⇒ (15) + 25 = 40
Raneshi: 1d20 + 25 ⇒ (8) + 25 = 33
Takarias: 1d20 + 20 ⇒ (5) + 20 = 25
Enemies: 1d20 + 22 ⇒ (9) + 22 = 31
Everybody but Takarias may act first! The demons have an aura:
Critical Success: The creature is unaffected and is temporarily immune to Veil of Lies for 1 minute.
Success: The creature is unaffected.
Failure: The creature is stupefied 1 while it remains in the aura and for 10 minutes after leaving the aura.
Critical Failure: As failure, except stupefied 2.
Alkabah
|
Recall knowledge(Religion): 1d20 + 24 + 2 ⇒ (15) + 24 + 2 = 41
Alkabah studies the creatures as they lumber across the fallen cathedral space, "Be careful of their foul smell it weakens the mind, blessed armaments and iron forged cold shall strike them true."
The cleric then cleanses the air around them preventing at least one issue from rearing it's head while they engage in this space.
"This one shall work to purify the space as it has before, fight well."
Cleanse air(4th) 120ft
| Raneshi Glyph |
RAneshi takes in all of the feindish glyphs, "Some evil workings in play here, watch your step."
She swaps her usual sword for a cold iron mace on Alkabah's advice and mutters over it, causing runes to spread grow up the shaft and over the striking surface.
Swap, cast runic weapon VI (+2 greater striking)
| Idari "Lucky Strikes" Lucien |
At the sight of the pair of eyeless mole-faced demons standing guard by the base of the fungal cocoon, the barbarian--freely--Rages!
Idari calls upon the Spirits to intervene on his behalf.
Spirit Interference vs Ranged Flat DC 5
The barbarian then Strides forward 35' not certain distance but want to be centered between them and us and glares intimidatingly at the closest demon!
Intimidation(E) to Demoralize: 1d20 + 23 ⇒ (6) + 23 = 29
| Blooms in Darkness |
Blooms in Darkness brings down Divine Wrath upon both demons, withholding a portion of the leshy's true power for future battles.
Divine Wrath (Holy Spirit): 4d10 ⇒ (7, 4, 7, 8) = 26 B Fort DC 32. Sickened 1 on fail. Sickened 2 and Slowed 1 (but not double damage) on crit fail
Then Stride away
| DM Brainiac |
Fortitude: 1d20 + 24 ⇒ (4) + 24 = 281d20 + 24 ⇒ (7) + 24 = 31
Idari's glare doesn't quite shake the demons, but both fiends snarl as Blooms blasts them with divine wrath. Undeterred, the monsters lope forward, clawing at Idari and battering him with their tails which fill his mind with strange thoughts.
Claw, Tail vs Idari: 1d20 + 26 - 1 ⇒ (11) + 26 - 1 = 361d20 + 21 - 1 ⇒ (2) + 21 - 1 = 22
Damage: 3d12 + 8 ⇒ (10, 8, 3) + 8 = 29
Claw, Tail vs Idari: 1d20 + 26 - 1 ⇒ (9) + 26 - 1 = 341d20 + 21 - 1 ⇒ (18) + 21 - 1 = 38
Damage: 3d12 + 8 ⇒ (5, 8, 11) + 8 = 323d6 + 8 ⇒ (3, 4, 4) + 8 = 192d6 ⇒ (3, 6) = 9
61 slashing, 19 bludgeoning, and 9 mental damage to Idari. He must attempt a DC 33 Will save against Conspiratorial Thoughts.
Conspiratorial Thoughts (divine, mental, poison)]Saving Throw DC 33 Will; Maximum Duration 6 rounds; Stage 1 slowed 1 (1 round); Stage 2 slowed 2 (1 round); Stage 3 controlled by the degholau (1 round)
| Raneshi Glyph |
Raneshi raises her shield and attacks with her newly-enchanted, cold icon mace. A rune glows upon the spot, and Raneshi activates it!
Raise Shield (Atryl as damaging rune), Engraving Strike, Invoke
+1 gr. striking mace: 1d20 + 27 ⇒ (18) + 27 = 45 for cold iron/bludgeoning: 2d6 + 2 + 1 ⇒ (2, 4) + 2 + 1 = 9
Engraves atryl on mole
fire: 12d6 ⇒ (1, 3, 2, 3, 2, 2, 3, 2, 6, 3, 4, 2) = 33 DC 32 basic Fort
AC 31, Saves +2. I'll shield block (hardness 12) and detonate my rune if hit. (12d6 fire, DC 30 Fortitude.)
Traced Runes: Atryl (on shield, as damaging rune; on enemy)
Engraved Runes:
Raneshi: holtrik, esvadir, kojastri (electricity)
| Idari "Lucky Strikes" Lucien |
Idari exhales.
That was certainly something!
The barbarian seems ready to return the ruination to the demon!
He Strides into a Flank with Raneshi!
Melee(M) +2 Greater Striking Elven curve blade: 1d20 + 26 ⇒ (19) + 26 = 453d8 + 14 + 7 ⇒ (4, 1, 5) + 14 + 7 = 31 S Traits Finesse Forceful Magic Cold Iron Weapon (Standard-Grade) Spirit Ghost Touch
Melee(M) +2 Greater Striking Elven curve blade, map: 1d20 + 26 - 5 ⇒ (15) + 26 - 5 = 363d8 + 14 + 4 ⇒ (6, 8, 5) + 14 + 4 = 37 S Traits Finesse Forceful Magic Cold Iron Weapon (Standard-Grade) Spirit Ghost Touch
Flanking not included
Tut Tut, gentleman. We can work this out.
Intimidation(E) to Demoralize: 1d20 + 23 ⇒ (4) + 23 = 27
Tut Tut
| Takarias Higharrow |
HP 136/136, piercing resistance 2
AC 33 (34 with buckler raised)
Fort +19, Ref +21, Will +20; +2 vs. disease and poisons; +1 vs. inhaled threats
Hero points: 2
Prepared tactics: Strike Hard!, Shields Up, Buckle-Cut, Stupefying Raid
Effects:
Defiant Banner, Fortunate Blow, Arrow Splits Arrow
RECONFIGURE ARMOR?
+2 greater striking astral vitalizing composite shortbow: 1d20 + 25 ⇒ (18) + 25 = 43
Piercing (ghost touch): 3d6 + 4 ⇒ (3, 3, 2) + 4 = 12
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (2) + 1 = 3
Or crit? (holy spirit damage): 2d4 ⇒ (4, 2) = 6
Deadly?: 1d10 ⇒ 8
Fortunate Blow: You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect.
Crit? 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, or could otherwise escape without effort (such as by being large enough that the missile would not be an impediment.)
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.
Transcendence—Arrow Splits Arrow [one-action] (transcendence) Requirements Your previous action was to Strike with the unfailing bow; Effect You repeat your motions exactly, your attack landing in the same location as your previous shot. You make a Strike against the same target. The result of your d20 roll is the same as the result of the required shot, though any penalties (such as your multiple attack penalty) apply normally to this shot and you don’t automatically adjust the degree of success if the initial roll was a natural 1 or 20.
+2 greater striking astral vitalizing composite shortbow: 18 + 25 - 5 = 38
Piercing (ghost touch): 3d6 + 4 ⇒ (4, 1, 1) + 4 = 10
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (2) + 1 = 3
Defiant Banner [one-action] (Brandish, Flourish, Manipulate, Visual) You and all allies affected by your commander’s banner when you use this action gain resistance 12 to bludgeoning, piercing, and slashing damage (equal to your Intelligence modifier + half your level.)
| Takarias Higharrow |
HP 136/136, piercing resistance 2
AC 33 (34 with buckler raised)
Fort +19, Ref +21, Will +20; +2 vs. disease and poisons; +1 vs. inhaled threats
Hero points: 2
Prepared tactics: Strike Hard!, Shields Up, Buckle-Cut, Stupefying Raid
Effects:
Takarias fires a couple of quick arrows, guiding future attacks against one of the moles. Idari can roll twice on his next attack.
Defiant Banner, Fortunate Blow, Arrow Splits Arrow
+2 greater striking astral vitalizing composite shortbow: 1d20 + 25 ⇒ (4) + 25 = 29
Piercing (ghost touch): 3d6 + 4 ⇒ (6, 6, 2) + 4 = 18
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (3) + 1 = 4
Or crit? (holy spirit damage): 2d4 ⇒ (2, 3) = 5
Deadly?: 1d10 ⇒ 4
Fortunate Blow: You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect.
Crit? 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, or could otherwise escape without effort (such as by being large enough that the missile would not be an impediment.)
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.
Transcendence—Arrow Splits Arrow [one-action] (transcendence) Requirements Your previous action was to Strike with the unfailing bow; Effect You repeat your motions exactly, your attack landing in the same location as your previous shot. You make a Strike against the same target. The result of your d20 roll is the same as the result of the required shot, though any penalties (such as your multiple attack penalty) apply normally to this shot and you don’t automatically adjust the degree of success if the initial roll was a natural 1 or 20.
+2 greater striking astral vitalizing composite shortbow: 18 + 25 - 5 = 38
Piercing (ghost touch): 3d6 + 4 ⇒ (3, 4, 1) + 4 = 12
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (4) + 1 = 5
Defiant Banner [one-action] (Brandish, Flourish, Manipulate, Visual) You and all allies affected by your commander’s banner when you use this action gain resistance 12 to bludgeoning, piercing, and slashing damage (equal to your Intelligence modifier + half your level.)
Alkabah
|
Alkabah sustains the air cleansing effect and directs a beam of holy light to lance through one of the mole-demons
Divine lance: 1d20 + 22 ⇒ (19) + 22 = 41
spirit: 8d4 ⇒ (2, 1, 3, 3, 2, 2, 4, 2) = 19
sustain, dovine lance 38 if that's a crit
| Blooms in Darkness |
While they remain sickened, Blooms in Darkness scries into the demons' future, then acts to see that future cut short!
Sure Strike
Blazing Bolt: 1d20 + 22 ⇒ (17) + 22 = 39
Blazing Bolt: 1d20 + 22 ⇒ (8) + 22 = 30
Fire: 12d6 ⇒ (5, 2, 5, 5, 2, 6, 3, 4, 2, 2, 2, 4) = 42
Blazing Bolt: 1d20 + 22 ⇒ (17) + 22 = 39
Fire: 12d6 ⇒ (5, 4, 1, 5, 4, 5, 4, 3, 4, 3, 5, 2) = 45