Golden Orb

Lantern Archon's page

11 posts. Alias of Purple Dragon Knight.


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LG small outsider (archon, extraplanar, good, lawful) | AC 15 T 11 FF 15 CMD 6 | HP 13/13 | F+4 R+3 W+0; +4 vs. poison, +2 resistance vs. evil; DR 10/evil; Immune electricity, petrification | Init +4 | Per +4; darkvision 60', low-light vision

The lantern archons shoot.

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lantern archon 1 vs. golem, light ray1: 1d20 + 3 ⇒ (13) + 3 = 16 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 5 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

lantern archon 1 vs. golem, light ray2: 1d20 + 3 ⇒ (15) + 3 = 18 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 5 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

lantern archon 1 vs. golem, light ray3 from BoF: 1d20 + 3 ⇒ (11) + 3 = 14 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 3 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

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lantern archon 2 vs. golem, light ray1: 1d20 + 3 ⇒ (3) + 3 = 6 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 3 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

lantern archon 2 vs. golem, light ray2: 1d20 + 3 ⇒ (19) + 3 = 22 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 4 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

lantern archon 2 vs. golem, light ray3 from BoF: 1d20 + 3 ⇒ (17) + 3 = 20 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 6 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

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lantern archon 3 vs. golem, light ray1: 1d20 + 3 ⇒ (16) + 3 = 19 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 3 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

lantern archon 3 vs. golem, light ray2: 1d20 + 3 ⇒ (18) + 3 = 21 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 3 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

lantern archon 3 vs. golem, light ray3 from BoF: 1d20 + 3 ⇒ (8) + 3 = 11 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 2 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

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lantern archon 4 vs. golem, light ray1: 1d20 + 3 ⇒ (17) + 3 = 20 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 6 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

lantern archon 4 vs. golem, light ray2: 1d20 + 3 ⇒ (17) + 3 = 20 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 4 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

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lantern archon 5 vs. golem, light ray1: 1d20 + 3 ⇒ (20) + 3 = 23 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 3 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

lantern archon 5 vs. golem, light ray2: 1d20 + 3 ⇒ (17) + 3 = 20 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 2 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

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lantern archon 6 vs. golem, light ray1: 1d20 + 3 ⇒ (12) + 3 = 15 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 4 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

lantern archon 6 vs. golem, light ray2: 1d20 + 3 ⇒ (15) + 3 = 18 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 1 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

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lantern archon 7 vs. golem, light ray1: 1d20 + 3 ⇒ (1) + 3 = 4 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 5 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

lantern archon 7 vs. golem, light ray2: 1d20 + 3 ⇒ (20) + 3 = 23 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 5 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

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lantern archon 8 vs. golem, light ray1: 1d20 + 3 ⇒ (18) + 3 = 21 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 5 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

lantern archon 8 vs. golem, light ray2: 1d20 + 3 ⇒ (16) + 3 = 19 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 3 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

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CONFIRM CRIT 1: 1d20 + 3 ⇒ (1) + 3 = 4
additional dmg, bypasses all DRs: 1d6 ⇒ 2

CONFIRM CRIT 2: 1d20 + 3 ⇒ (1) + 3 = 4
additional dmg, bypasses all DRs: 1d6 ⇒ 4


LG small outsider (archon, extraplanar, good, lawful) | AC 15 T 11 FF 15 CMD 6 | HP 13/13 | F+4 R+3 W+0; +4 vs. poison, +2 resistance vs. evil; DR 10/evil; Immune electricity, petrification | Init +4 | Per +4; darkvision 60', low-light vision

The lantern archons keep shooting.

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lantern archon 1 vs. golem, light ray1: 1d20 + 3 ⇒ (17) + 3 = 20 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 2 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

lantern archon 1 vs. golem, light ray2: 1d20 + 3 ⇒ (5) + 3 = 8 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 6 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

lantern archon 1 vs. golem, light ray3 from BoF: 1d20 + 3 ⇒ (9) + 3 = 12 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 6 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

=======================

lantern archon 2 vs. golem, light ray1: 1d20 + 3 ⇒ (15) + 3 = 18 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 6 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

lantern archon 2 vs. golem, light ray2: 1d20 + 3 ⇒ (7) + 3 = 10 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 5 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

lantern archon 2 vs. golem, light ray3 from BoF: 1d20 + 3 ⇒ (10) + 3 = 13 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 6 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

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lantern archon 3 vs. golem, light ray1: 1d20 + 3 ⇒ (2) + 3 = 5 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 2 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

lantern archon 3 vs. golem, light ray2: 1d20 + 3 ⇒ (12) + 3 = 15 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 5 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

lantern archon 3 vs. golem, light ray3 from BoF: 1d20 + 3 ⇒ (6) + 3 = 9 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 5 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage


LG small outsider (archon, extraplanar, good, lawful) | AC 15 T 11 FF 15 CMD 6 | HP 13/13 | F+4 R+3 W+0; +4 vs. poison, +2 resistance vs. evil; DR 10/evil; Immune electricity, petrification | Init +4 | Per +4; darkvision 60', low-light vision

The lantern archons hover and keep shooting.

Hover 1: 1d20 + 14 ⇒ (15) + 14 = 29
Hover 2: 1d20 + 14 ⇒ (9) + 14 = 23
Hover 3: 1d20 + 14 ⇒ (16) + 14 = 30

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lantern archon 1 vs. golem, light ray1: 1d20 + 3 ⇒ (4) + 3 = 7 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 6 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

lantern archon 1 vs. golem, light ray2: 1d20 + 3 ⇒ (18) + 3 = 21 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 4 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

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lantern archon 2 vs. golem, light ray1: 1d20 + 3 ⇒ (1) + 3 = 4 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 5 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

lantern archon 2 vs. golem, light ray2: 1d20 + 3 ⇒ (5) + 3 = 8 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 1 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

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lantern archon 3 vs. golem, light ray1: 1d20 + 3 ⇒ (15) + 3 = 18 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 6 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

lantern archon 3 vs. golem, light ray2: 1d20 + 3 ⇒ (16) + 3 = 19 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 5 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage


LG small outsider (archon, extraplanar, good, lawful) | AC 15 T 11 FF 15 CMD 6 | HP 13/13 | F+4 R+3 W+0; +4 vs. poison, +2 resistance vs. evil; DR 10/evil; Immune electricity, petrification | Init +4 | Per +4; darkvision 60', low-light vision

The lantern archons head over the hole and keep firing at the golem.

lantern archon 1 vs. golem, light ray: 1d20 + 3 ⇒ (17) + 3 = 20 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 3 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

lantern archon 2 vs. golem, light ray: 1d20 + 3 ⇒ (13) + 3 = 16 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 5 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage

lantern archon 3 vs. golem, light ray: 1d20 + 3 ⇒ (2) + 3 = 5 vs. Flat-footed (due to climbing) Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 2 + Climb check against the DC of the slope or wall. Failure means golem falls from current height and sustain the appropriate falling damage


LG small outsider (archon, extraplanar, good, lawful) | AC 15 T 11 FF 15 CMD 6 | HP 13/13 | F+4 R+3 W+0; +4 vs. poison, +2 resistance vs. evil; DR 10/evil; Immune electricity, petrification | Init +4 | Per +4; darkvision 60', low-light vision

The lantern archons appear 50' away to the east then fly east, spreading out as ordered, and begin to fire upon the approaching golem!

lantern archon 1 vs. golem, light ray: 1d20 + 3 ⇒ (13) + 3 = 16 vs. Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 1

lantern archon 2 vs. golem, light ray: 1d20 + 3 ⇒ (9) + 3 = 12 vs. Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 3

lantern archon 3 vs. golem, light ray: 1d20 + 3 ⇒ (13) + 3 = 16 vs. Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 5

If golem approaches within 20-ft of a lantern archon, it will be affected by Aura of Menace (Su):
A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a DC 13 Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.


LG small outsider (archon, extraplanar, good, lawful) | AC 15 T 11 FF 15 CMD 6 | HP 13/13 | F+4 R+3 W+0; +4 vs. poison, +2 resistance vs. evil; DR 10/evil; Immune electricity, petrification | Init +4 | Per +4; darkvision 60', low-light vision

The lantern archons move east both movements provoke and if still alive continue to fire upon the bone devil! targeting a large creature square that is not adjacent to a creature to avoid the -4 penalty for firing in melee

lantern archon 1 vs. bone devil, light ray 1: 1d20 + 3 ⇒ (15) + 3 = 18 vs. Touch AC (at -2 due to Berato's Aura of Menace)
dmg, bypasses all DRs: 1d6 ⇒ 5

lantern archon 2 vs. bone devil, light ray 1: 1d20 + 3 ⇒ (8) + 3 = 11 vs. Touch AC (at -2 due to Berato's Aura of Menace)
dmg, bypasses all DRs: 1d6 ⇒ 3


LG small outsider (archon, extraplanar, good, lawful) | AC 15 T 11 FF 15 CMD 6 | HP 13/13 | F+4 R+3 W+0; +4 vs. poison, +2 resistance vs. evil; DR 10/evil; Immune electricity, petrification | Init +4 | Per +4; darkvision 60', low-light vision

The lantern archons move northeast and begin to fire upon the weakened bone devil! targeting a large creature square that is not adjacent to a creature to avoid the -4 penalty for firing in melee

lantern archon 1 vs. bone devil, light ray 1: 1d20 + 3 ⇒ (12) + 3 = 15 vs. Touch AC (at -2 due to Berato's Aura of Menace)
dmg, bypasses all DRs: 1d6 ⇒ 5

lantern archon 2 vs. bone devil, light ray 1: 1d20 + 3 ⇒ (9) + 3 = 12 vs. Touch AC (at -2 due to Berato's Aura of Menace)
dmg, bypasses all DRs: 1d6 ⇒ 4


LG small outsider (archon, extraplanar, good, lawful) | AC 15 T 11 FF 15 CMD 6 | HP 13/13 | F+4 R+3 W+0; +4 vs. poison, +2 resistance vs. evil; DR 10/evil; Immune electricity, petrification | Init +4 | Per +4; darkvision 60', low-light vision

The lantern archons move south and begin to fire upon the weakened bone devil!

lantern archon 1 vs. bone devil, light ray 1: 1d20 + 3 ⇒ (2) + 3 = 5 vs. Touch AC (at -2 due to Berato's Aura of Menace)
dmg, bypasses all DRs: 1d6 ⇒ 2

lantern archon 2 vs. bone devil, light ray 1: 1d20 + 3 ⇒ (16) + 3 = 19 vs. Touch AC (at -2 due to Berato's Aura of Menace)
dmg, bypasses all DRs: 1d6 ⇒ 5


LG small outsider (archon, extraplanar, good, lawful) | AC 15 T 11 FF 15 CMD 6 | HP 13/13 | F+4 R+3 W+0; +4 vs. poison, +2 resistance vs. evil; DR 10/evil; Immune electricity, petrification | Init +4 | Per +4; darkvision 60', low-light vision

The two servants of heaven appear 30 feet from Berato's original position and as he reaches them and asks for their help, they immediately seek to aid Berato's allies!

lantern archon 1 casts Aid: 1d8 + 3 ⇒ (6) + 3 = 9 temporary hit points to Anthys
lantern archon 2 casts Aid: 1d8 + 3 ⇒ (8) + 3 = 11 temporary hit points to Adeah

The first archon carries the holy charge towards Anthys, while the other towards Adeah. 1 is at altitude 0; 2 is at altitude 5'; on top of each other and both adjacent to Anthys

Both Anthys and Adeah, in addition to the temporary hit points above, gain the following bonuses: +1 morale bonus on attack rolls and saves against fear effects; duration 3min

Two Will saves (DC 13) are also required by the bone devil against the archons' Auras of Menace

Aura of Menace (Su):
A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a DC 13 Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.


LG small outsider (archon, extraplanar, good, lawful) | AC 15 T 11 FF 15 CMD 6 | HP 13/13 | F+4 R+3 W+0; +4 vs. poison, +2 resistance vs. evil; DR 10/evil; Immune electricity, petrification | Init +4 | Per +4; darkvision 60', low-light vision

The two servants of heaven appear and on Berato's signal, immediately begin to fire upon the ice devil!

lantern archon 1 vs. ice devil, light ray 1: 1d20 + 3 ⇒ (6) + 3 = 9 vs. Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 1
lantern archon 1 vs. ice devil, light ray 2: 1d20 + 3 ⇒ (7) + 3 = 10 vs. Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 3

lantern archon 2 vs. ice devil, light ray 1: 1d20 + 3 ⇒ (8) + 3 = 11 vs. Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 2
lantern archon 2 vs. ice devil, light ray 2: 1d20 + 3 ⇒ (8) + 3 = 11 vs. Touch AC
dmg, bypasses all DRs: 1d6 ⇒ 2

Two Will saves (DC 13) are also required by the ice devil against the archons' Auras of Menace

Aura of Menace (Su):
A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a DC 13 Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.


LG small outsider (archon, extraplanar, good, lawful) | AC 15 T 11 FF 15 CMD 6 | HP 13/13 | F+4 R+3 W+0; +4 vs. poison, +2 resistance vs. evil; DR 10/evil; Immune electricity, petrification | Init +4 | Per +4; darkvision 60', low-light vision

another one...