Pyros 2
|
Pyros heads into the secret tunnel relying on stonecunning to alert him to traps close and perception on farther ones if possible.
Thargash
|
"Before we move on we should check what's behind these other doors, we don't want any unpleasant surprises sneaking up behind us." suggests Thargash.
If no one objects Thargash will investigate the the doors (listening at them, checking for traps and using detect magic) and if he doesn't detect anything of concern he will take a look behind them (he will take 10 on the perception checks for a total of 41).
| cmlobue |
Pyros seems anxious to head down the tunnel, but Thargash requests a brief delay to check the doors in their current location. Finding nothing unusual about the doors, the half-orc opens them. The three closets each contain an empty 3-foot-high lidless stone container.
Thargash
|
"Looks like it's just storage containers." confirms the druid, who quickly double checks for anything sinister (including with detect magic), ready to move on unless he spots anything of note.
Capt Beidou - Skater
|
Beidou stack up behind Pyros. and Tap pyros on his shoulder
"U got this buddy."
process behind him as they move through the tunnel
| cmlobue |
Now that the doors have been opened, a magical aura becomes apparent. Shoving some bones out of the way, Thargash finds a greater ricochet hammer (which is a normal ricochet hammer plus the speed enhancement).
With nothing else to find here, the Pathfinders hurry (some as best as possible while squeezing) down the hallway. It ends after 65 feet with an ornately carved but otherwise ordinary door. It is unlocked and you find no traps, and there is some sort of chanting coming from the other side.
Please line yourselves up in this delightfully narrow corridor. Muhlia will be last in line or not join at all.
Pyros 2
|
Once everyone gets in place, Pyros cast shield of darkness and blessing of fervor.
" It is GO time boys!"
Pyros will stay near the back to keep out of fireball formation and such, I can bomb the room from here if needed.
Capt Beidou - Skater
|
Beidou will gladly take point.
Beidou "U guys want to hang back till I clear the corridor?
If party agree, I walk down the corridor looking for traps along the way
Perception: 1d20 + 32 ⇒ (10) + 32 = 42
Sword in hand.
get to the door, check for traps.
check if lock. if no trap n unlock tell party is clear. to come in.
I buff up n open door when party is stack up n ready
Thargash
|
"Anyone want this nice throwing hammer?" enquires Thargash upon discovering the magic hammer (if anyone does he'll had it over).
With the storage containers investigated the half-orc casts some longer running spells on himself and other members of the party before everyone heads through the secret door.
Thargash will cast bull's strength and deathward on himself and barkskin and freedom of movement on one other member of the party (If no one else wants them he'll cast them on Jannaria).
As the pathfinders pass into the narrow corridor he unslings a gnarled, rune covered, staff from his back. And then once the party are on the final countdown to open the door he casts a few last spells before moving up. The first of these spells involves him muttering in broken tian at the staff (he clearly can't speak the language, but has memorised the correct words), causing a floating archer in elegant tian armour to materialise behind the group (he summons a zuishin kami to provide some back up medical support with the aid of his ring of natural attunement (Kami)).
Thargash will also cast lead blades, long arm and shield form his wands.
Redgar Oni-Friend
|
Redgar will take the Barkskin if my extended would have run out by now, and the Freedom of Movement, if there's no other takers!
I'll have a last set of drinks 5d6 ⇒ (4, 1, 5, 3, 6) = 19 temp HP for nl.
And just as we open the door, I'll pop the Feather Step from my cracked prism.
If there's no other takers for the hammer, I'll snag that as a backup ranged option, too!
Capt Beidou - Skater
|
Beidou wont might the freedom of movement from Thargash
Heighten Awareness, lead blades, long arm, Long strider, Enlarge Person, Shield
Thargash
|
If there's no other takers for the hammer, I'll snag that as a backup ranged option, too!
Thargash will hand the hammer to Redgar prior to leaving the previous room.
barkskin and freedom of movement on one other member of the party (If no one else wants them he'll cast them on Jannaria).
Just to note on this, everyone except Pyros, Jannaria and Muhlia have barkskin active on them already form previous casting, so they would be the three members of the party who would benefit from it being cast on them. I'm thinking it would be most useful on Jannaria as she is already going to be potentially taking damage from things like life link, but I'm happy to take guidance on that from the rest of the party. For freedom of movement Jannaria has already cast that on some members of the party so it looks like Redgar, Pyros, Jannaria, and Muhlia don't currently have it. My personal preference would be to put it on one of the casters as: 1. Getting grappled can completely shut down a caster; 2. Martials usually have better CMDs and CMBs so are better at avoiding things like grapples; 3. If a few of us get grappled casters have access to things like liberating command, so are able to help the rest of the party escape so long as they are not grappled themselves.
| cmlobue |
The walls of this crypt are studded with empty burial niches from the floor to the ceiling dozens of feet above. Between the niches, ornate wall carvings depict a series of scenes showing the journey a dwarven soul makes after passing into the Great Beyond.
what looks like a woman, flesh pale and clammy as if her body had been drained of blood from the fanged slashes on her four arms, stands not far from the door. Behind her, near a bend in the room, is an animated construct made from fossilized bones from its horned shoulders to its tyrannosaur-skulled hands.
”Redgar Initiative””: 1d20 + 4 ⇒ (18) + 4 = 22 (+4 with HA)
”Pyros Initiative always in surprise”: 1d20 + 9 ⇒ (3) + 9 = 12(including under2)
”Beidou Initiative”: 1d20 + 9 ⇒ (2) + 9 = 11
”Jannaria Initiative”: 1d20 + 15 ⇒ (10) + 15 = 25
”Muhlia Initiative”: 1d20 + 11 ⇒ (10) + 11 = 21
”Red Initiative”: 1d20 + 8 ⇒ (4) + 8 = 12
”Green Initiative”: 1d20 + 10 ⇒ (1) + 10 = 11
”Blue Initiative”: 1d20 + 3 ⇒ (7) + 3 = 10
Muhlia drinks potions of displacement and barkskin before the door opens. She delays until the first Pathfinders act.
Round 1 - bolded may go
Jannaria
Redgar
Pyros
Muhlia (barkskin +5, displacement)
???
Thargash
Beidou
Green
Blue
Jannaria
|
Jannaria would have been closer to the entrance before entopening the door, so moving her accordingly.
So the combat starts and she knows what she will be doing in an almost metronomic and dispassionate manner.
She casts Prayer, if needed with the SR check
SR: 1d20 + 13 ⇒ (12) + 13 = 25
She then orders her tiger to move and attack what looks like a medium living creature to the closest of them.
bite attack roll: 1d20 + 19 ⇒ (7) + 19 = 26
Pyros 2
|
Pyros says " Hey Redgar, could you pause a sec or stay in line of sight so I can select you out of fireball formation?"
Pyros 2
|
Pyros launches his last max emp ht fireball, targeting the best he can with his line of sight. Place it just far enough the tiger is out of range.
big boom reflex dc26: 7d6 + 134 ⇒ (4, 4, 2, 5, 1, 4, 6) + 134 = 160
| cmlobue |
Jannaria casts a spell to empower the Pathfinders further. She orders her tiger through the door to attack.
When it passes through the door, a burst of energy surges through the room and the hallway. You feel your mind slipping away...
DC 23 Will save from everyone within 60 feet - which is everyone on both teams. It's enchantment (compulsion) (mind-affecting) if that matters to anyone.
Caster Level Check vs. SR: 1d20 + 15 ⇒ (3) + 15 = 18
Will Save, Muhlia: 1d20 + 8 ⇒ (4) + 8 = 12
Will Save, ???: 1d20 + 21 ⇒ (4) + 21 = 25
Will Save, Green: 1d20 + 17 ⇒ (14) + 17 = 31
Will Save, Blue: 1d20 + 5 ⇒ (13) + 5 = 18
We'll see how this goes before resolving the other actions.
Round 1 - bolded may go
Jannaria (Will save) and Tiger (Will save)
Redgar (Will save)
Pyros (Will save)
Muhlia (barkskin +5, displacement, affected)
???
Thargash (Will save)
Beidou (Will save)
Green
Blue (affected)
Pyros 2
|
will: 1d20 + 25 ⇒ (9) + 25 = 34
Redgar Oni-Friend
|
Redgar Oni-Friend wrote:If there's no other takers for the hammer, I'll snag that as a backup ranged option, too!Thargash will hand the hammer to Redgar prior to leaving the previous room.
Thargash wrote:barkskin and freedom of movement on one other member of the party (If no one else wants them he'll cast them on Jannaria).Just to note on this, everyone except Pyros, Jannaria and Muhlia have barkskin active on them already form previous casting, so they would be the three members of the party who would benefit from it being cast on them. I'm thinking it would be most useful on Jannaria as she is already going to be potentially taking damage from things like life link, but I'm happy to take guidance on that from the rest of the party. For freedom of movement Jannaria has already cast that on some members of the party so it looks like Redgar, Pyros, Jannaria, and Muhlia don't currently have it. My personal preference would be to put it on one of the casters as: 1. Getting grappled can completely shut down a caster; 2. Martials usually have better CMDs and CMBs so are better at avoiding things like grapples; 3. If a few of us get grappled casters have access to things like liberating command, so are able to help the rest of the party escape so long as they are not grappled themselves.
Roger! Makes sense, no FOM for me and I don't need the barkskin b/c it is still up!
Redgar Oni-Friend
|
Will he or won't he... 1d20 + 12 ⇒ (18) + 12 = 30 He will!
Thargash
|
Thargash will save: 1d20 + 20 ⇒ (8) + 20 = 28
Thargash's kami is immune to mind-affecting so will avoid the effect.
Capt Beidou - Skater
|
Beidou Will Will save: 1d20 + 9 ⇒ (14) + 9 = 23
| cmlobue |
Jannaria starts to laugh maniacally, alongside Al-Jakri. The rest of the Pathfinders shake off the effect.
The tiger's attack is well off target.
Pyros tosses in a ball of flame. The bone creature does not seem to be affected in any way.
Caster Level Check: 1d20 + 14 ⇒ (16) + 14 = 30
Reflex Save: 1d20 + 15 ⇒ (15) + 15 = 30
The female-looking creature dodges some of the blast and absorbs another part of it.
What's up with Muhlia?: 1d100 ⇒ 82
Al-Jakri steps toward Pyros and swings at him.
Pyros, I don't see your race. That will affect what she attacks with.
Slashing Damage: 1d4 + 2d6 ⇒ (4) + (3, 2) = 9
+3 Human-Bane Kukri: 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34
Slashing Damage: 1d4 + 2d6 ⇒ (2) + (2, 4) = 8
Slashing Damage: 1d4 + 10 ⇒ (3) + 10 = 13
+3 Agile Adamantine Kukri: 1d20 + 13 ⇒ (15) + 13 = 28
Slashing Damage: 1d4 + 10 ⇒ (3) + 10 = 13
Critical Damage: 1d4 + 2d6 ⇒ (2) + (3, 4) = 9
Round 1 - bolded may go
Jannaria (affected) and Tiger
Redgar
Pyros
Muhlia (barkskin +5, displacement, affected)
???
Thargash
Beidou
Green (-70 HP)
Blue (affected)
Pyros 2
|
Pyros is dwarf and has
https://www.d20pfsrd.com/magic/all-spells/s/shield-of-darkness/ on at the moment magical darkness, total concealment, so I am not sure if she can see me to get angry at. Possible miss changes or different target?
| cmlobue |
Pyros just cast a spell with a verbal component, so Al-Jakri will know where he is.
Concealment: 1d100 ⇒ 74
Concealment: 1d100 ⇒ 22
32 to hit for 13 slashing. Second attack misses.
And we can't forget Jannaria.
Confusion: 1d100 ⇒ 57
Jannaria hits herself with her weapon and/or fist for 1d8 ⇒ 4 damage.
Redgar Oni-Friend
|
Sorry for delay - thanks for the poke!
Alright everyone - let's take them down! Swift to activate the Teamwork Feats for everyone. As a reminder, +1 to saves (max +4) for each adjacent ally, and a +2 morale to atk/dmg if you damage an enemy damaged by an ally this round.
Redgar will stride to above Green, and take a targeting blow for the legs...
1d20 + 26 + 1 ⇒ (7) + 26 + 1 = 34 If it hits:2d6 + 32 + 1 ⇒ (1, 1) + 32 + 1 = 35 damage, and tripped.
Redgar Oni-Friend
|
If 34 does not hit, I will add 1d8 ⇒ 6 after learning that it does not hit
| cmlobue |
Redgar moves in and knocks the green creature to the floor, though it does resist some of the damage.
He can now see the rest of the chamber. To the south, a 7-foot-tall, horned, wolf-headed fiend with black bat-like wings and pallid flesh with sheets of spiky armor bolted to it snarls at the interlopers. The cretaure's dwarven heritage is still apparent in his stocky build and the thick bristly beard that covers his wolfish lower jaw. There is no question that this is Thurl - or was, once.
With barely a thought, Thurl casts a spell upon Redgar. Quickened Hold Monster, DC 23
He steps behind the bone creature and casts another spell at Redgar and the tiger. Fear, DC 21
Round 1 - bolded may go
Jannaria (-4 HP, permanently confused) and Tiger (Will save)
Redgar (2 Will saves)
Pyros
Muhlia (barkskin +5, displacement, permanently confused)
Thurl
Thargash
Beidou
Green (-95 HP, prone)
Blue (affected)
Jannaria
|
Will save tiger: 1d20 + 12 ⇒ (5) + 12 = 17
The tiger retreats away in fear and Jannaria herself is permanently insane, needing a window to heal herself out of it, without being sure she can do so.
Gotta disable either Green or Blue real fast
Capt Beidou - Skater
|
Beidou turn on haste boots (free). walks into the chamber (move), RAGE.
Standard Improved Vital strike on Green vs prone AC
+1/Keen/Shock/Shocking,Burst Greatsword (Answering/Furious)
Enlarge, Lead blade
17-20 Crit
attack,Improved Vital strike: 1d20 + 31 ⇒ (17) + 31 = 4812d6 + 30 ⇒ (3, 5, 5, 4, 4, 1, 4, 4, 2, 5, 1, 5) + 30 = 73
+3 attack if Metal
acid: 1d6 ⇒ 2
electric: 1d6 ⇒ 3
Shocking Grasp: 5d6 ⇒ (1, 6, 3, 2, 3) = 15
Capt Beidou - Skater
|
17 on the dice
Rolling to confirm Crit +4 (Crit focus)
attack,Crit confirmation: 1d20 + 31 + 4 ⇒ (4) + 31 + 4 = 39
+3 attack if Metal
Crit dmg: 4d6 + 30 ⇒ (2, 4, 5, 2) + 30 = 43
Shocking burst it Crit confirm electric: 1d10 ⇒ 10
Staggering Critical (Fort DC 24)
Capt Beidou - Skater
|
Dmg Summary
Improve Vital 73
acid 2
Electric 3
Shocking Grasp 15 (spell storaging)
If crit +43
shocking burst +10 Electric
Green need to make save - Staggering Critical (Fort DC 24)
Total 146 dmg, If no DR or Resistance
Beidou YELLS "TIDE CALLER" as she winds up her great sword
sparking w electricity charge and deliever its into the Green prone enemies.
Capt Beidou - Skater
|
Beidou will AOO if they get closer, she currently has 15ft reach.
n if they get close enough to attack her she will Parry n Repos 1st attack. then parry the rest.
Capt Beidou - Skater
|
It was suggested i roll my AOO n parry so if it happens, GM can resolve it together
Beidou 15ft reach (10 AOO)
Beidou Answering weapon
Parry 1: 1d20 + 31 + 4 ⇒ (14) + 31 + 4 = 49
repos 1: 1d20 + 31 + 4 ⇒ (12) + 31 + 4 = 47
repos 1 Dmg: 4d6 + 34 ⇒ (1, 2, 3, 1) + 34 = 41
Parry 2: 1d20 + 31 + 4 ⇒ (7) + 31 + 4 = 42
Parry 3: 1d20 + 31 + 4 ⇒ (13) + 31 + 4 = 48
Parry 4: 1d20 + 31 + 4 ⇒ (19) + 31 + 4 = 54
Thargash
|
"Let us know what's in that room and where they are." rumbles Thargash.
Then spotting that two of his companions seem to be in a dangerous state of confusion, Thargash looks towards his kami ally and nods in the direction of Jannaria. The zuishin pulls an arrow from its quiver and infuses it with healing energy before loosing it at the oracle...
Kami touch vs Jannaria + prayer: 1d20 + 17 + 1 ⇒ (14) + 17 + 1 = 32
The kami uses its heal spell like ability on Jannaria via one of its healing arrows and then moves.
Thargash then activates his magic boots and moves along the corridor towards Muhlia. As he does a faint glow begins to emanate from his gauntlet and patches of lichen and moss appear on its surface. Once in range he reaches out towards the former faction leader and attempts to deliver the spell...
Thargash touch vs Muhlia + hero's feast + bull's strength + prayer + fate's favored + haste: 1d20 + 19 + 1 + 1 + 1 + 1 + 1 ⇒ (5) + 19 + 1 + 1 + 1 + 1 + 1 = 29
Thargash activates his boots of speed casts heal and then moves towards Muhlia to try and deliver the spell. He can ignore the displacement on her as his echolocation gives him blindsight.
"Muhlia, snap out of it!"
| cmlobue |
Thargash performs the traditional healing duties of the raging half-orc.
Beidou dashes into the room and takes advantage of the green creature's prone position to land an amazing strike on the creature. It resists a fair amount of the damage (DR and resist acid and electricity) and is barely hanging on.
Fortitude Save: 1d20 + 22 ⇒ (6) + 22 = 28
She does manage to avoid the satggering effect.
She responds by casting a spell defensively at Beidou.
Concentration: 1d20 + 20 ⇒ (1) + 20 = 21
But cannot make the proper gestures in her position.
Thurl points toward Redgar, and the bone creature steps toward him and tries to chew on him. With its hands.
Bite: 1d20 + 19 ⇒ (5) + 19 = 24
Damage: 4d6 + 5 + 15 ⇒ (1, 2, 6, 5) + 5 + 15 = 34
Bite: 1d20 + 19 ⇒ (20) + 19 = 39
Damage: 4d6 + 5 + 15 ⇒ (1, 2, 1, 3) + 5 + 15 = 27
Redgard's armor easily deflects the first attack.
Critical Confirmation: 1d20 + 19 ⇒ (1) + 19 = 20
Critical Damage: 4d6 + 5 ⇒ (3, 2, 3, 3) + 5 = 16
The second makes it through his defenses. Redgar feels his body stiffening.
DC 19 Fort save vs. 1d6 ⇒ 3 Dexterity drain.
Round 2 - bolded may go
Jannaria (-4 HP)
Redgar (-21 HP, 2 Will saves, Fort save)
Pyros
Muhlia (barkskin +5, displacement)
Thurl
Thargash
Beidou
Green (-201 HP, prone)
Blue
Tiger is panicked 19 rounds. I will assume it ends up in the room where you found Muhlia, since that is the farthest it can get from here without putting itself in more danger.
Redgar Oni-Friend
|
Will he or won't he, number one, with lucky clover... 1d20 + 12 + 1 + 3 ⇒ (19) + 12 + 1 + 3 = 35
Will he or won't he, number two... 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22
Fort save... 1d20 + 15 ⇒ (6) + 15 = 21
It's a close run thing for a couple of the saves, but Redgar stays alert and flexible.
Hah! Sticks and Bones can't break my Stones
Seeing as how Green has not yet expired I trust Bediou included the +2 morale bonus to damage, if there wasn't already an equal/higher morale bonus, Redgar will try to finish off the downed creature.
Atk 1, plus morale bonus, plus prone 1d20 + 26 + 2 + 4 ⇒ (2) + 26 + 2 + 4 = 34
If Atk 1 hits, damage: 2d6 + 32 + 2 ⇒ (4, 6) + 32 + 2 = 44
Atk 2, plus morale bonus, plus prone 1d20 + 17 + 2 + 4 ⇒ (6) + 17 + 2 + 4 = 29
If Atk 2 hits, damage: 2d6 + 32 + 2 ⇒ (2, 2) + 32 + 2 = 38
Atk 3, plus morale bonus, plus prone 1d20 + 12 + 2 + 4 ⇒ (17) + 12 + 2 + 4 = 35
Crit confirmation roll... 1d20 + 12 + 2 + 4 ⇒ (17) + 12 + 2 + 4 = 35
If Atk 3 hits, damage: 2d6 + 32 + 2 ⇒ (5, 1) + 32 + 2 = 40
If Atk 3 crits, extra damage: 2d6 + 32 + 2 ⇒ (1, 1) + 32 + 2 = 36
If any of the attacks above would miss, I will add 1d8 ⇒ 4 once I learn it would not hit.
If I down Green before my final attack, I will 5' step up to Blue and continue swinging at the horrible amalgamation. Until Blue has been hit by an ally, I would have -2 to atk and damage from the numbers above. Otherwise, I will step forward after my attacks.
Please let me know if I need to add the extra 1d8, and if so I will update my spent influence accordingly.
Jannaria
|
Jannaria starts at -4 HP, then takes half of what Redgar got, so 11 there, so she would be at -15 after that. Then Lifelink kicks in and she would take 5 more, so she would be at a total of -20 HP, but in return Redgar takes 15 less than he should, so would be at -6 instead.
Recovering her senses, she sees her tiger is cowering in fear, but she will continue despite that. She doesn't feel in immediate danger, so she moves a little bit and decides to heal herself given her offensive spells have very little chance to get through.
Cure Moderate Wounds: 2d8 + 10 ⇒ (2, 4) + 10 = 16
Jannaria is at -4 after the spell
Capt Beidou - Skater
|
Beidou
I did not include any team work +2 morale buff into my dmg on the 1st hit.
I will add it on my next turn
| cmlobue |
| 1 person marked this as a favorite. |
Jannaria backs off an heals herself.
The morale bonus would not have been enough to drop that enemy.
One attack is indeed enough to finish off the green foe. He moves over and strikes the blue one twice (using the extra d6, if that matters for tracking). Unsurprisingly, it is also resistant to his strikes.
Round 2 - bolded may go
Jannaria (-4 HP)
Redgar (-6 HP)
Pyros
Muhlia (barkskin +5, displacement)
Thurl
Thargash
Beidou
Green
Blue (-94 HP)
Pyros 2
|
Pyros moves and done, not seeing any opponents.
| cmlobue |
Pyros waits for the enemy to come to him.
Al-Jakri moves toward the room, looking for an opportunity to strike Thurl.
Thurl casts two more spells once more, trying to paralyze Beidou and pin Redgar to the ground.
Beidou - quickened hold monster, DC 23
Redgar - telekinesis
Combat Maneuver: 1d20 + 26 ⇒ (13) + 26 = 39
Round 2 - bolded may go
Jannaria (-4 HP)
Redgar (-6 HP, pinned)
Pyros
Muhlia (barkskin +5, displacement)
Thurl
Thargash
Beidou (Will save)
Green
Blue (-94 HP)
Thargash
|
Thargash turns towards his kami friend again "Can you take me to Thurl?" he rumbles.
The zuishin moves towards the druid and they both flash out of existence, reappearing in the room within reach of Thurl.
The kami will move to a position next to Thargash and then use its dimension door spell like ability to teleport both of them into the room within reach of Thurl. I assume members of the party can give them enough information to teleport to that position? If not they will aim for another point, as far into the room as they can get, from where Thargash can reach Thurl with his 15 foot reach (with a 5 foot step if necessary). If the ceiling is high enough, they will also aim to be 5 feet above the ground which will hopefully give Thargash a +1 bonus, due to higher ground, on all attacks (I won't include that in the rolls just in case he can't get the extra height).
"Hello Thurl." growls the big half-orc in a menacing tone. "It's good to finally meet you after all the trouble you've caused me over the years. It will be nice to pay you back the favour...". As the rage takes hold of him once more he brings down his sword in the direction of the former venture captain...
Due to its magic bonus when raging the swords should go through all DR up to and including epic.
Furious, raging attack + PA(FF) + bull's strength + haste + heroes' feast + prayer + fate's favored + hunter's blessing: 1d20 + 27 - 0 + 1 + 1 + 1 + 1 + 1 + 2 ⇒ (14) + 27 - 0 + 1 + 1 + 1 + 1 + 1 + 2 = 48
slashing, +6 magic, adamantine damage + PA + lead blades + bull's strength + prayer + fate's favored + hunter's blessing + destructive smite: 4d6 + 22 + 9 + 2 + 1 + 1 + 2 + 6 ⇒ (3, 5, 2, 3) + 22 + 9 + 2 + 1 + 1 + 2 + 6 = 56
"That's for me having to clear up the mess you left under your lodge..."
Furious, raging attack (haste) + PA + bull's strength + haste + heroes' feast + prayer + fate's favored + hunter's blessing: 1d20 + 27 - 3 + 1 + 1 + 1 + 1 + 1 + 2 ⇒ (8) + 27 - 3 + 1 + 1 + 1 + 1 + 1 + 2 = 39
slashing, +6 magic, adamantine damage + PA + lead blades + bull's strength + prayer + fate's favored + hunter's blessing: 4d6 + 22 + 9 + 2 + 1 + 1 + 2 ⇒ (6, 3, 4, 2) + 22 + 9 + 2 + 1 + 1 + 2 = 52
"...and that's for what you did to Valais Durant..."
Furious, raging attack (iterative) + PA + bull's strength + haste + heroes' feast + prayer + fate's favored + hunter's blessing: 1d20 + 22 - 3 + 1 + 1 + 1 + 1 + 1 + 2 ⇒ (17) + 22 - 3 + 1 + 1 + 1 + 1 + 1 + 2 = 43
slashing, +6 magic, adamantine damage + PA + lead blades + bull's strength + prayer + fate's favored + hunter's blessing: 4d6 + 22 + 9 + 2 + 1 + 1 + 2 ⇒ (2, 5, 3, 2) + 22 + 9 + 2 + 1 + 1 + 2 = 49
"...and that's for me having to visit heaven..."
"...and this is for..." ...it's a little hard to tell what its for, as Thargash tries to sink his teeth into Thurl's demonic flesh...
raging bite attack + PA + bull's strength + haste + heroes' feast + prayer + fate's favored + hunter's blessing: 1d20 + 16 - 3 + 1 + 1 + 1 + 1 + 1 + 2 ⇒ (2) + 16 - 3 + 1 + 1 + 1 + 1 + 1 + 2 = 22
bludgeoning, piercing, slashing damage + PA + bull's strength + prayer + fate's favored + hunter's blessing: 1d8 + 5 + 3 + 1 + 1 + 1 + 2 ⇒ (1) + 5 + 3 + 1 + 1 + 1 + 2 = 14
Roll to confirm the iterative crit:
iterative attack crit confirm: 1d20 + 22 - 3 + 1 + 1 + 1 + 1 + 1 + 2 ⇒ (8) + 22 - 3 + 1 + 1 + 1 + 1 + 1 + 2 = 34
slashing, +6 magic, adamantine damage + PA + lead blades + bull's strength + prayer + fate's favored + hunter's blessing: 4d6 + 22 + 9 + 2 + 1 + 1 + 2 ⇒ (6, 6, 3, 2) + 22 + 9 + 2 + 1 + 1 + 2 = 54
Capt Beidou - Skater
|
Beidou, use immediate action Charmed life +4
+2 morale from raging
Will: 1d20 + 9 + 2 + 4 ⇒ (14) + 9 + 2 + 4 = 29
+1 vs compulsion spells and effects.
Unassailable Allegiance (Ex): At 2nd level, a high guardian gains a +1 bonus on Will saves against compulsion spells and effects.
Capt Beidou - Skater
|
Beidou Large, Long Arm with 15ft reach
Beidou step 5ft south n full round attack on the blue enemies
free action - speed boot, Haste (4 charged used).
Rage (23 rage round left) and attack swinging her great sword, Power attack
Weapon: +1/Keen/Shock/Shocking,Burst Greatsword (Answering/Furious), Large, Lead Blade.
17-20 crit, +4 to confirm. If Crit Auto Confirm (2nd Blood Pendant)
if Crit = Staggering Critical (Fort DC 24)
attack 1: 1d20 + 26 ⇒ (1) + 26 = 274d6 + 33 ⇒ (1, 1, 4, 5) + 33 = 44
Teamwork Feats +2/+2
acid: 1d6 ⇒ 3
electric: 1d6 ⇒ 6
attack 2: 1d20 + 21 ⇒ (8) + 21 = 294d6 + 33 ⇒ (6, 2, 4, 3) + 33 = 48
Teamwork Feats +2/+2
acid: 1d6 ⇒ 4
electric: 1d6 ⇒ 1
attack 3: 1d20 + 16 ⇒ (11) + 16 = 274d6 + 33 ⇒ (5, 6, 4, 1) + 33 = 49
Teamwork Feats +2/+2
acid: 1d6 ⇒ 1
electric: 1d6 ⇒ 3
Haste: 1d20 + 26 ⇒ (13) + 26 = 394d6 + 33 ⇒ (2, 3, 2, 1) + 33 = 41
Teamwork Feats +2/+2
acid: 1d6 ⇒ 3
electric: 1d6 ⇒ 1
Capt Beidou - Skater
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note. I included the +2/+2 teamwork feat into beidou attack n dmg roll this time
| cmlobue |
Thurl's demonic flesh armors some of his vital spots, and the bite does not even scratch his skin.
Fortification: 1d100 ⇒ 23
Crit nullified, and the bite damage is lower than DR.
He is still hurting a lot after Thargash's flurry.
Beidou's weapon cannot fully overcome the bone creature's resistances. That doesn't prevent it from crumbling after her first successful attack.
Your first attack was a critical miss, so you still needed to full attack to finish it off.
Al-Jakri shouts that she wants to be the one to finish off Thurl.
Not required, but indicate if your character is willing to stop attacking if and when he is about to die.
Round 3 - bolded may go
Jannaria (-4 HP)
Redgar (-6 HP, pinned)
Pyros
Muhlia (barkskin +5, displacement)
Thurl (-157 HP)
Thargash
Beidou
Green
Blue