| Orsino 'Orsin' Bessatte |
Orsin remains vigilant where he stands, loosing from his lips a triumphant cantata, blending together the harmonies of war as he attempts to strike the creature twice. The clash of steel rings in the bard's ears as the spirit of battle overtakes him.
Concealment: 1d100 ⇒ 97
Power Attack!: 1d20 + 12 + 2 + 2 ⇒ (11) + 12 + 2 + 2 = 27
Damage!: 1d8 + 18 + 2 ⇒ (4) + 18 + 2 = 24
Concealment 2: 1d100 ⇒ 97
Power Attack 2: The Power Attacking!: 1d20 + 7 + 2 + 2 ⇒ (18) + 7 + 2 + 2 = 29
Damage!: 1d8 + 18 + 2 ⇒ (4) + 18 + 2 = 24
48 damage if both attacks hit. Inspire courage now active.
Creepy how my d100 results were the same both times...
| Andrea1 |
HP 81/81
Current Saves: F12R5W115
AC: 24/T12/FF24
In hands: Wooden shield+2,Long sword +2
Current BaB: +11/+6
Spells in Effect:Resist Fire/Cold-Communal(Everyone, 30 points 22 minutes),Inspire Courage (+2 Hit/Damage)
Channels 4/6
Bit of Luck 7/8
Andrea steps forwards and lets her fingers brush Daniel's back, sending a spark of energy through him. Luck
Move to C-7 and Bit of Luck on Daniel. You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result.
| Daniel Arrisen |
Daniel you take that additional 11 HP of damage for failing the Will save.
Initiative order:
Nihiloi - hit Daniel multiple times.
Orsin moved to C8 and couldn't see the creature.
Andrea moved D,7 tried to charm monster
Daniel - hit with one attack 35 HP
Eumphemia - false life
Gerard - tosses a dagger with daylight near the door way. Is that from your gear that returns?
| baldwin the merciful |
RD 2: Nihiloi
The wispy shadow of death releases Daniel, free action, from it's grapple. It steps five feet (A,7) and as as standard action brings forth a swirling maze of tendrils, which act as whips for any foe within 10 feet.
Daniel damage:
damage: 4d6 + 3 ⇒ (4, 2, 5, 6) + 3 = 20
*DC23 reflex save for half damage.
Orsin your going to have to step within the cavern to reach the creature, that will put your within the whipping tendrils.
damage: 4d6 + 3 ⇒ (1, 4, 3, 3) + 3 = 14
*DC23 reflex save for half damage.
| baldwin the merciful |
Orsin steps into the fray placing himself between the Daniel and the beast.
I'll let you five foot step into the spot since grid line and coordinates are bit askew on the map. That will give you the full round attack.
Orsin hit the creature twice.
Orsin I need you to make a Will save to disbelieve DC 19
Your two melee attacks result in the following damage to you.
hit 1: 1d6 + 10 ⇒ (4) + 10 = 14
hit 2: 1d6 + 10 ⇒ (6) + 10 = 16
If you succeed on the the Will save you only take 1/5 damage from each attack. 2 and 5 HP respectively. See what I wrote to Daniel above regarding the shadow shield that it has in effect.
| baldwin the merciful |
HP 81/81
Current Saves: F12R5W115
AC: 24/T12/FF24
In hands: Wooden shield+2,Long sword +2
Current BaB: +11/+6
Spells in Effect:Resist Fire/Cold-Communal(Everyone, 30 points 22 minutes),Inspire Courage (+2 Hit/Damage)
Channels 4/6
Bit of Luck 7/8Andrea steps forwards and lets her fingers brush Daniel's back, sending a spark of energy through him. Luck
Move to C-7 and Bit of Luck on Daniel. You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result.
No need to move Andrea, I moved Orsin into the cavern and slid Daniel down half a hex.
| baldwin the merciful |
Thanks Gerard, I did not pick up on that with the smite. It is not evil....it is CN. Daniel does that adjust your attack and damage rolls, and by how much?
Gerard you can get in but there is no place to stand unless your going in the muck (2 squares of movement per 5 ft.)
going through either Daniel's or Orsin's hex will subject you to the tendril attacks. The tendrils hit everything within 10 feet but you get a reflex save DC 23 for half damage.
| Gerard Nisroc |
We're in trouble... No smite, no bane. Oy! Can Gerard tumble (acrobatics) while flying?
Having nearly asked, Gerard accepts the boon of flight. Thanks, love.
The rogue jumps up and flies above the fray, into the cavernous room and into as close to flanking position as possible.
Acrobatics, tumble through threat square (evelated), fly move/speed 60: 1d20 + 25 ⇒ (16) + 25 = 41
Reflex, as needed: 1d20 + 15 ⇒ (15) + 15 = 30
If he can flank, he will attack. If not he will maneuver to flank.
| Daniel Arrisen |
Yep. Daniel assumed the big shadowy monster was an evil thing. So no smite, no bane. I only did 17 damage
| Daniel Arrisen |
Reflex: 1d20 + 10 ⇒ (6) + 10 = 16
Daniel calls upon his Deities blessings to keep him standing.
LOH+Fey Foundling: 5d6 + 10 ⇒ (2, 3, 2, 6, 6) + 10 = 29
Then he steps to become adjacent again and presses his attack
Just keep standing. If it attacks you it won't kill your friends
Grappled, Inspired, PA Full Attack, Flank: 1d20 + 19 - 2 + 2 - 3 + 2 ⇒ (15) + 19 - 2 + 2 - 3 + 2 = 33
Damage: 1d8 + 4 + 1 + 6 ⇒ (3) + 4 + 1 + 6 = 14
Concealment: 1d100 ⇒ 52
Grappled, Inspired, PA Full Attack, Flank: 1d20 + 14 - 2 + 2 - 3 + 2 ⇒ (12) + 14 - 2 + 2 - 3 + 2 = 25
Damage: 1d8 + 4 + 1 + 6 ⇒ (3) + 4 + 1 + 6 = 14
Concealment: 1d100 ⇒ 3
| Orsino 'Orsin' Bessatte |
Will Save: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
On the dot.
Reflex Save: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
Blargh, so close. So 14 damage from the tendrils and 7 from the backlash of my hits. Down to 54.
| baldwin the merciful |
Daniel hits once for 14 HP of damage. You need to move through a an enemy square to get an attack on him. You were not able to do a full attack.
damage with the move from the tendrils: 4d6 + 3 ⇒ (1, 2, 3, 6) + 3 = 15
make another Reflex save 23 for half damage
Gerard you can acro/fly through the threatened square...that will avoid the AOO...that is the good news. You are still subject to the dozens tendrils that hit everything within 10 feet of the creature. You did make the reflex save for half damage.
tendril damage: 4d6 + 3 ⇒ (2, 4, 5, 1) + 3 = 15
You can read what was under the earlier spoilers now taht you are in the cavern.
You get in flanking position once Daniel moves. I have you flying/hovering over the cesspit now.
I tired to get people in position to reflect their described actions.
| baldwin the merciful |
[dice=Will Save]1d20+8+2
On the dot.
[dice=Reflex Save]1d20+9+2
Blargh, so close. So 14 damage from the tendrils and 7 from the backlash of my hits. Down to 54.
Correct, its a wicked enemy. Since you made the Will save your only subject to 1/5 damage from the shadow shield in subsequent rounds.
| baldwin the merciful |
Gerard you still a Rd 2 attack you can perform and you have flanking now since I moved Daniel.
RD 3:
Initiative order:
Nihiloi
Orsin
Andrea
Daniel
Eumphemia
Gerard
FYI: to speed things up.
Make your roll d100 when you attack, it has a 20% concealment chance.
Also if engaged in melee combat make Will Save DC 19 because of it's shadow shield. Orsin has already made his save.
If you are within 10 feet of this creature you are subject to tendril lashes whipping you. That is reflex DC 23 for half damage. This is every round, and/or if you move within that 10 foot reach. Even though it is a medium sized creature it has a 10 ft reach.
| Daniel Arrisen |
Round 2 reflex: 1d20 + 10 ⇒ (18) + 10 = 28
Bit of Luck Reflex: 1d20 + 10 ⇒ (13) + 10 = 23
Round 2 Shadow Shield Will save: 1d20 + 13 ⇒ (13) + 13 = 26
Round 2 Shadow Shield Will Bit of Luck: 1d20 + 13 ⇒ (7) + 13 = 20
| baldwin the merciful |
Rd 3: nihiloi
1=Gerard, 2=Orsin, 3=Daniel
who does he attack: 1d3 ⇒ 1
The creature focuses his attention on the sly newcomer to he battle.
claw 1: 1d20 + 13 ⇒ (13) + 13 = 26;damage: 2d8 + 3 ⇒ (1, 6) + 3 = 10
claw 2: 1d20 + 13 ⇒ (3) + 13 = 16;damage: 2d8 + 3 ⇒ (1, 1) + 3 = 5
The tendrils continue to fling around providing a whirling mass of damage to all within 10 feet of the creature.
Gerard: 4d6 + 3 ⇒ (4, 6, 2, 4) + 3 = 19
Orsin: 4d6 + 3 ⇒ (3, 2, 1, 1) + 3 = 10
Daniel: 4d6 + 3 ⇒ (5, 6, 6, 2) + 3 = 22
You each get a reflex save for half damage from the tendrils.
It finishes with two slams attacks on the rogue,
slam 1: 1d20 + 13 ⇒ (3) + 13 = 16;damage, plus grab: 1d8 + 3 ⇒ (2) + 3 = 5;
CMB v CMD: 1d20 + 17 ⇒ (7) + 17 = 24
slam 1: 1d20 + 13 ⇒ (1) + 13 = 14;damage, plus grab: 1d8 + 3 ⇒ (7) + 3 = 10;
CMB v CMD: 1d20 + 17 ⇒ (12) + 17 = 29
| Andrea1 |
Round 3
HP 64/81
Current Saves: F12R5W115
AC: 24/T12/FF24
In hands: Wooden shield+2,Long sword +2
Current BaB: +9/+4
Spells in Effect:Resist Fire/Cold-Communal(Everyone, 30 points 22 minutes,Bard Song (+2 hit/damage))
Channels 4/6
Bit of Luck 6/8
Andrea draws her Wand of Cure Serious Wounds, 5' steps up
Reflex: 1d20 + 5 ⇒ (6) + 5 = 11
She hisses as her flesh is torn but touches Orsin with the wand.
3d8 + 12 ⇒ (3, 7, 3) + 12 = 25
| Gerard Nisroc |
The rogue commits himself completely, entering a trance-like state where his body is nearly free of the limitations imposed by the physical world. To fight shadow, one must become like shadow...
The enemy is chaos and logic will not help. He must sense the tendrils, sense the enemies form. And eventually... Strike!
Was the concealment affected by the daylight spell/dagger?
| baldwin the merciful |
It states, "Anytime a nihilloi is aware of an imminent attack, it receives the benefit of 20% concealment, as it can warp and shift its body to avoid the blow." Bright light does interfere with it's fast heal ability. It doesn't really have light weakness listed. However, since the creature exists in shadows I'll let the concealment drop.
Likewise, I'll let the shadow shield drop also.
| Daniel Arrisen |
Daniel sees the attacks on his friends,
No. It's not supposed to be like this!
Fight Me! Coward!
Inspired, PA Full Attack, Flank: 1d20 + 19 + 2 - 3 + 2 ⇒ (14) + 19 + 2 - 3 + 2 = 34
Damage: 1d8 + 4 + 1 + 2 + 6 ⇒ (3) + 4 + 1 + 2 + 6 = 16
Inspired, PA Full Attack, Flank: 1d20 + 14 + 2 - 3 + 2 ⇒ (17) + 14 + 2 - 3 + 2 = 32
Damage: 1d8 + 4 + 1 + 2 + 6 ⇒ (1) + 4 + 1 + 2 + 6 = 14
| Orsino 'Orsin' Bessatte |
Reflex Save: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Took half damage for 5, so with Andrea's healing (thank you!), I'm back to 74.
Concealment: 1d100 ⇒ 23
Power Attack 1: 1d20 + 12 + 7 + 2 ⇒ (12) + 12 + 7 + 2 = 33
Damage: 1d8 + 18 + 2 ⇒ (8) + 18 + 2 = 28
Concealment 2: 1d100 ⇒ 11
Continuing his warlike song Don't forget guys, +2 IC, the bard strikes true with his first swing of his magic blade, but swings at shadowy figments with his second.
28 damage, not bad!
| Andrea1 |
Andrea spits on the corpse after it gets it's...head..brain lump..large sensory organ sliced in.
She then drinks a potion of CLW CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Then a potion of CSW CSW: 3d8 + 5 ⇒ (3, 4, 3) + 5 = 15
Who here needs help? I have the healing wand and some more potions.
| Andrea1 |
Come over here so I can kiss and make it better.
Andrea serves Daniel two potions of CSW
CSW: 6d8 + 10 ⇒ (4, 2, 1, 1, 1, 4) + 10 = 23 Need to send the potion maker a strongly worded letter
We still might have undead behind the east door, so no treasure hunting. Plus we have those vampire spawn who fled to their coffins.
| Euphemia di Nereis |
Once it seems clear, Euphemia ghosts in to use her healing hex on Daniel, at least. She gives Gerard a once-over, though.
"The voice? Are we just going to discount the voice asking for help?
She pauses, and Frank sneezes.
"He doesn't approve."
| Euphemia di Nereis |
[ooc]Healing Hex from earlier: 2d8 + 10 ⇒ (2, 8) + 10 = 20Euphemia grimaces and points to the door at G-11/12.
"I would have interrupted the fight to go help said voice, but I decided I'd best be on hand."
Frank squeaks.
"Well, not literally, of course, but I'm sure you are sensitive to the nub of my gist."
| Daniel Arrisen |
Daniel has Fey Foundling feat. An extra 2 hp healing per dice. Andrea's healing is worth 35.
The paladin stands a little taller as the many wounds on his body lessen from Andrea's gifts,
then Em's healing restores him further
Cure Moderate Wounds+Fey Foundling, Em your Co is now 11 not 10!, SO 2d8+11+4=
Thank you, both of you. Orsin, Gerard well done. Illnerik has lost his General. A loss he will feel keenly. This place WILL be swept clean of his taint. Let's continue if we are ready.