Kvothe Incruentus
|
Taking in the scenery as they descend, Kvothe keeps his eyes open for any of these "derow" or "deroh" the constables were talking about. Seeing the guard "dogs" down here outside this door is kind of surprising tho and he begins to play their theme(Mandalorian) as the battle breaks out. He then summons some arcane power and fires a chill blast at the creature attacking Didy and Carl
inspire with lingering comp, Ray of Frost
lingering comp: 1d20 + 14 ⇒ (20) + 14 = 34
ray of frost: 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 29
damage: 3d4 + 4 + 1 ⇒ (1, 1, 3) + 4 + 1 = 10
GM_MG
|
Active Effects - Inspire Courage
Blue (-46, Frightened 2)
Carl
Didy
Ambro (-16)
Kvothe
Al
Green
Kvothe's ray strikes the basilisk, as do both of Ambro's attacks. Didy is less lucky, whiffing twice.
Green scrabbles with its eight legs across the floor to Ambrosius.
Bite: 1d20 + 15 ⇒ (6) + 15 = 21 Miss, even with flat-footed.
Blue turns to Ambro and stares at him before attacking. DC 22 Fort Save from Ambro or slowed 1.
Bite: 1d20 + 15 ⇒ (16) + 15 = 31
Bite damage: 2d8 + 4 ⇒ (7, 5) + 4 = 16
Pathfinders Heroes are up!
| Creepy Carl |
that would be me. Checking on results, as I may need to change ideas or spend a hero
Fort: 1d20 + 13 ⇒ (14) + 13 = 27
Fort: 1d20 + 13 ⇒ (18) + 13 = 31
| Creepy Carl |
Carl adjusts his shield as he moves to flank with Didy and be in a position to defend his little friend.
You think they would get tangled easier with 8 legs. I think they are just more stable
Inspired Trip: 1d20 + 14 + 1 + 1 ⇒ (18) + 14 + 1 + 1 = 34
If Inspired Critical Trip Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Raises shield to keep AC 26
moving and should be safe as blue used reaction for glare (cross finger)
Going to use my reaction on the first hit. Either Shield Block (Hardness 10) on myself, or Glimpse of Redemption on an ally(-7 hp damage & Enfeebled (or Stupefied) 2)
Kvothe Incruentus
|
Hearing the notes of the Theme echo in the cavern Kvothe assesses the situation. Summoning his arcane powers once again, he launches another Ray at the lead creature. He then moves a bit to reposition.
1d20 + 12 ⇒ (6) + 12 = 18
frost damage: 3d4 + 4 ⇒ (3, 4, 2) + 4 = 13
| Didymus the Great |
"Holy crap, guys. That octo-lizard's a basilisk! They can turn people into statues! This is some big time hero stuff. We gotta be careful. The good new is that as long as we can kill 'em, we can save anybody who's gotten stoned. Though, umm, it's not pleasant. So, umm, try not to look 'em in the eyes."
command: strike + darting attack to strike and then step.
If blue is still up I will use hunted shot (and hopefully get to take advantage of the flat-footed target if the trip worked), then raise my buckler.
If blue is down I will Hunt Prey (I assume I get a second recall check for this, but I am not sure) and Hunted Shot on Green.
Didy whistles a staccato rhythm at his feathered friend. Ambrosius reacts with a snap of his jaws at the tail of the strange creature, followed by a quick hop onto its back, then digging his talons into its hide propels himself away.
With the wounded raptor safely away from the flanking basilisks, Didy looses a pair of arrows.
inspired Ambrosius jaws vs FF: 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18
piercing: 2d8 + 3 + 1 ⇒ (4, 8) + 3 + 1 = 16
inspired Ambrosius talon vs FF: 1d20 + 12 - 4 + 1 ⇒ (13) + 12 - 4 + 1 = 22
slashing: 2d6 + 2 + 1 ⇒ (2, 6) + 2 + 1 = 11
precision: 1d8 ⇒ 4
hunted shot 1+inspire: 1d20 + 15 + 1 ⇒ (11) + 15 + 1 = 27
piercing+inspire: 2d6 + 1 + 1 ⇒ (3, 5) + 1 + 1 = 10
hunted shot 2+inspire: 1d20 + 15 - 5 + 1 ⇒ (1) + 15 - 5 + 1 = 12
piercing+inspire: 2d6 + 1 + 1 ⇒ (1, 4) + 1 + 1 = 7
precision: 1d8 ⇒ 6
| Lady Alhambra |
Al smiles contentedly at the affect her glare has, but she takes the puppy's warning to heart and summons up a massive volume of water, surrounding the closer basilisk, then rolling slowly towards the other. The strong current lifting the creatures off of their many feet.
I am casing Aqueous Orb, which gets 10' of movement to start. Then using my third action to sustain it for another 10' of movement through Green. Hopefully engulfing and moving both away from us.
GM_MG
|
Active Effects - Inspire Courage
Carl
Didy
Ambro (-16)
Kvothe
Al
Green
Carl seems unaffected by the gaze of the basilisks. He manages11 to trip one of the basilisks.
Kvothe's ray misses this time. Didy and Ambro finish blue off.
Green reflex: 1d20 ⇒ 10 fail
Green is shoved backwards by the rolling sphere of water.
Athletics: 1d20 + 13 ⇒ (12) + 13 = 25
The basilisk swims out of the sphere. Shaking water off itself, it glares at Ambro.
DC 22 Fort save or Slowed 1
First person to take a turn, give me a DC 20 Fort Save.
| Didymus the Great |
Ambro fort save: 1d20 + 13 ⇒ (8) + 13 = 21
Didy fort save: 1d20 + 10 ⇒ (20) + 10 = 30
The dinosaur cocks his head curiously as the giant ball of water rolls past him with the basilisk in tow. As the creature emerges and shakes off the water, he catches its gaze, and his joints suddenly feel rather stiff. It squawks with alarm and complaint.
"Well don't look at it!" Didy seems to answer in reply. "Go on. The last thing I wanna have to do is give you TWO baths."
As the raptor slinks off, taking shelter behind the gnome's legs, the archer sizes up the remaining creature, careful to focus his eye on its tail end, then he fires off a quick volley.
I vaguely recall minions like animal companions having weird rules when it comes to gaining and losing actions, but I can't find it so I am just going to assume that he gets 1 less than the usual 2 when commanded. Command: stride. Hunt Prey. Hunted Shot.
hunted shot 1+inspire: 1d20 + 15 + 1 ⇒ (9) + 15 + 1 = 25
piercing+inspire: 2d6 + 1 + 1 ⇒ (5, 5) + 1 + 1 = 12
hunted shot 2+inspire: 1d20 + 15 - 5 + 1 ⇒ (13) + 15 - 5 + 1 = 24
piercing+inspire: 2d6 + 1 + 1 ⇒ (6, 6) + 1 + 1 = 14
precision: 1d8 ⇒ 4
Kvothe Incruentus
|
Seeing Didy and Ambrosia finish off the first creature, Kvothe summons some chill energy and fires another blast at the least one.
Ray of frost: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33
damage: 3d4 + 4 + 1 ⇒ (2, 3, 4) + 4 + 1 = 14
confirm: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31
| Creepy Carl |
Carl cracks his neck as he adjusts the shield. With a bounce in his stride he moves to flank the creature with the orb of water. He then attempts to push it back into the fluid. Oops.
Inspired Shove: 1d20 + 14 + 1 + 1 ⇒ (7) + 14 + 1 + 1 = 23
Raises shield to keep AC 26
moving. If someone could place me flanking the creature with the orb. No bonus, but it give me a straight push.
Going to use my reaction on the first hit. Either Shield Block (Hardness 10) on myself, or Glimpse of Redemption on an ally(-7 hp damage & Enfeebled (or Stupefied) 2)
GM_MG
|
Active Effects - Inspire Courage
Carl
Didy
Ambro (-16, slow 1)
Kvothe
Al
Green (-58, Speed reduced by 10 feet)
Don't have to confirm anymore, that will crit. They aren't very fast to begin with, so the -10 to speed hurts just as bad as the physical damage.
Didy and Kvothe wound the creature badly, and Carl shoves it back into the orb.
Al is up!
| Lady Alhambra |
I will sustain the orb and try pushing him back again. As long as he fails the initial save, I will just sustain the orb for all three actions and try to push him as far away from us as I can to make that speed penalty even worse. If he passes the save, I will instead cast Daze with my last 2 actions.
daze if applicable, DC 22 Will: 1d6 + 4 ⇒ (6) + 4 = 10
GM_MG
|
Active Effects - Inspire Courage
Carl
Didy
Ambro (-16, slow 1)
Kvothe
Al
Green (-58, Speed reduced by 10 feet)
Reflex: 1d20 ⇒ 2 Crit fail.
The orb drags the basilisk away.
Athletics: 1d20 + 13 ⇒ (13) + 13 = 26
The basilisk once more swims from the sphere. It attempts to gaze at Carl.
DC 22 Fort save.
Heroes are up!
| Creepy Carl |
Fort: 1d20 + 13 ⇒ (17) + 13 = 30
Not even bothering to set his shield Carl rushes at the creature and attempts to push it back into the orb.
Inspired Shove: 1d20 + 14 + 1 + 1 ⇒ (6) + 14 + 1 + 1 = 22
He then retreats back toward the group as far as he is able.
Stride, shove, stride. AC drops to 24.
Going to use my reaction on the first hit. Either Shield Block (Hardness 10) on myself, or Glimpse of Redemption on an ally(-7 hp damage & Enfeebled (or Stupefied) 2)
| Didymus the Great |
"Whew! That trick o' yours is really doing the trick!" Didy praises Al. "Let's see if we can finish this thing off."
Didy rapidly looses arrows at the soaking wet basilisk.
hunted shot 1+inspire: 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33
piercing+inspire: 2d6 + 1 + 1 ⇒ (1, 1) + 1 + 1 = 4
deadly for crit?: 1d10 ⇒ 1
hunted shot 2+inspire: 1d20 + 15 - 5 + 1 ⇒ (4) + 15 - 5 + 1 = 15
piercing+inspire: 2d6 + 1 + 1 ⇒ (3, 2) + 1 + 1 = 7
strike 3: 1d20 + 15 + 1 - 10 ⇒ (14) + 15 + 1 - 10 = 20
piercing+inspire: 2d6 + 1 + 1 ⇒ (4, 4) + 1 + 1 = 10
strike 4: 1d20 + 15 + 1 - 10 ⇒ (3) + 15 + 1 - 10 = 9
piercing+inspire: 2d6 + 1 + 1 ⇒ (3, 1) + 1 + 1 = 6
precision: 1d8 ⇒ 7
| Lady Alhambra |
I will sustain one more time to scoop it up, but then I will use my last 2 actions to run a nice current of electricity through the ball of water.
DC 22 Ref vs Elec Arc: 3d4 + 4 ⇒ (4, 2, 3) + 4 = 13
| Didymus the Great |
"HUZZAH! Hey guard-type people! Not to worry, we won!" he shouts up the sinkhole opening.
Kvothe Incruentus
|
wonder why they would have guard creatures OUTSIDE the door? Kvothe questions as he takes a closer look around the area
| Didymus the Great |
Didy rushes over to Ambro to tend to his wounds and especially to make sure the basilisk's gaze doesn't have lasting effects.
medicine DC 20: 1d20 + 14 ⇒ (11) + 14 = 25
healing: 2d8 + 10 ⇒ (8, 7) + 10 = 25
"Hmm that's a good point. Once I make sure this little fella is okay I'll give the door a thorough check for traps too in case they are extra paranoid."
GM_MG
|
Kvothe doesn't see much here—this area was probably quite grand once, but what was once gleaming white stone is now dingy and covered in mold, filth, and basilisk droppings.
A passage to the south appears to have been intentionally collapsed, and is unpassable without hours of backbreaking labor clearing the collapse.
The door is slightly ajar, and the smell of xulgath from within is stronger. Didy doesn't see any traps, however.
| Creepy Carl |
Maybe they were there to keep things in? By defeating these creatures we removed the guardians to the upper reaches. Ugh, nasty thought.
Carl will keep Abro company while Didy is checking the doors.
Are those window fairly easy to get to look in?
| Didymus the Great |
Didy's eyes go wide in alarm at Carl's thought. Several moments pass before he recovers with a shake of his head. Once everyone seems ready to press on, he tests to see if the cracked doorway is wide enough for his small frame.
I took 10 min to patch up Ambro. @Kvothe, I assume you want to refocus? After that I will try Avoiding Notice as we press on.
Kvothe Incruentus
|
oh yea, def need to refocus from using Lingering Comp. My next exploration activity will also be avoiding notice as we move past the door
GM_MG
|
This palatial chamber’s domed ceiling rises twenty feet above the stone floor. Stained‑glass windows portray a radiant human figure raising two islands from a tumultuous sea. Though the artwork is breathtaking, jagged cracks disrupt the images, and shards of colorful glass litter the floor.
Heavy ebony doors stand in the east and west walls. The atrium’s alabaster walls are marred with crude paintings of humanoid figures,
demons, and profane symbols drawn in blood. An unpleasant, coppery odor lingers in the air.
A corridor continues to the north, while a room can be found to the south, but both are beyond the range of your light.
| Didymus the Great |
Didy and Ambro creep up to the northern corridor and take a peek around the corner.
GM_MG
|
As they creep around the corner, they are startled to see a pair of xulgath holding dagges, and a crimson demon carrying a spear.
1d20 ⇒ 9
1d20 ⇒ 12
1d20 ⇒ 14
1d20 ⇒ 9
1d20 ⇒ 10
1d20 ⇒ 2
1d20 ⇒ 14
GM_MG
|
Demon
Didy
Al
Kvothe
Carl
Blue
Red
The demon steps forward and jabs his spear at Ambro. Special 2-action attack.
Attack: 1d20 + 17 ⇒ (5) + 17 = 22 Miss
Heroes are up!
| Creepy Carl |
Seeing the creatures coming toward his friends, Carl sets his shield and goes over to introduce himself non verbally. He shows the demon his trident trick and tries to put him on the floor.
Trip: 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18
Raises shield to keep AC 26, Stride, Trip.
Going to use my reaction on the first hit. Either Shield Block (Hardness 10) on myself, or Glimpse of Redemption on an ally(-7 hp damage & Enfeebled (or Stupefied) 2)
Kvothe Incruentus
|
Springing into action as quickly as possible, Kvothe strums his lute and begins playing their theme, Mandalorian theme ending with a flourish. He then summons some arcane energy and fires a Ray at the demon
inspire confidence and then ray of frost
ray of frost: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15
damage: 3d4 + 4 + 1 ⇒ (4, 1, 3) + 4 + 1 = 13
| Didymus the Great |
"Whoa!"
The ranger's eye widen in alarm as the spear thrust narrowly misses. As he recovers, his eyes narrow to a squint as he sizes up his new prey. He begins to whistle a command to his trusty companion, but before he can Ambrosius lunges forward with his snapping jaws at the demon.
Wow. He's really getting the hang of things. They grow up so fast!
With a nod tinged with pride and sadness, Didy notches his arrows and let them fly before raising his shield arm for fear of what the demon can do.
1. Hunt Prey on the demon (with ID check Religion +12, thanks to Monster Hunter). 2. Hunted Shot. 3. Raise buckler. Now that Ambro is Mature, no command means he gets a single action to make a Strike at my prey.
hunted shot 1+inspire: 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33
piercing+inspire: 2d6 + 1 + 1 ⇒ (5, 6) + 1 + 1 = 13
crit?: 1d10 ⇒ 7
hunted shot 2+inspire: 1d20 + 15 - 5 + 1 ⇒ (14) + 15 - 5 + 1 = 25
piercing+inspire: 2d6 + 1 + 1 ⇒ (4, 3) + 1 + 1 = 9
precision: 1d8 ⇒ 1
inspired Ambrosius jaws: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26
piercing: 2d8 + 3 + 1 ⇒ (1, 1) + 3 + 1 = 6
precision: 1d8 ⇒ 4
Oh, and anything I glean with my ID check, dubious as it may be I will share with the group immediately. (and hopefully it wouldn't drastically change my tactics)
| Lady Alhambra |
I will use Intimidating Glare on the demon. Then unless Didy warns me they are resistant to electricty or something, I'll use Electric Arc on it and Red.
intim: 1d20 + 15 ⇒ (5) + 15 = 20
DC 22 reflex: 3d4 + 4 ⇒ (2, 4, 1) + 4 = 11
GM_MG
|
Demon (-38)
Didy
Al
Kvothe
Carl
Blue
Red
Carl is unable to trip the demon, while Kvothe misses with his ray.
1d20 ⇒ 14
Didy identifies this as a Babau demon, a CE medium demon. They can unleash grievous strikes. Two actions, The babau makes a melee Strike. This counts as two attacks when calculating the daemon's multiple attack penalty. If this Strike hits, the babau deals an additional 2d6 damage of the same damage type, and the creature struck is frightened 2.
Didy pelts the demon with two arrows, while Ambro follows suit with a bite. As he bites the creatures flesh, dark acidic blood gushes from the wound over Ambro. DC 24 Reflex save for Ambro.
Al's insults don't seem to make much of an impact.
Reflex: 1d20 ⇒ 8 Success.
The two xulgaths suddenly emit an awful stench (can start/stop it as a free action.) Need two DC 16 Fort Saves from everyone within 30 feet.
Remaining actions will come after Reflex save from Ambro and fort saves from Ambro, Didy, and Carl.
| Didymus the Great |
ambro reflex: 1d20 + 14 ⇒ (19) + 14 = 33
ambro fort 1: 1d20 + 13 ⇒ (6) + 13 = 19
didy fort 1: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
ambro fort 2: 1d20 + 13 ⇒ (13) + 13 = 26
didy fort 2: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29
GM_MG
|
Demon (-38)
Didy
Ambro (-20, Frightened 2)
Al
Kvothe
Carl (-8)
Blue
Red
Most of the acid misses Ambro, but he some of it still catches him.
1d6 ⇒ 4
Blue moves forward around Carl and readies.
Red follows suit.
Blue vs. flat footed AC: 1d20 + 10 ⇒ (8) + 10 = 18
Red attacks Carl twice.
Red vs. Flat-footed AC: 1d20 + 10 ⇒ (14) + 10 = 24
Red vs. Flat-footed AC: 1d20 + 6 ⇒ (9) + 6 = 15
Piercing Damage + Sneak attack: 1d4 + 1d6 + 3 ⇒ (3) + (2) + 3 = 8
The attempts a grievous strike on Ambro.
Attack: 1d20 + 17 ⇒ (14) + 17 = 31
Piercing Damage: 1d8 + 2d6 + 7 ⇒ (6) + (1, 2) + 7 = 16 and Frightened 2
He follows up with a second strike.
Attack: 1d20 + 7 ⇒ (1) + 7 = 8
Heroes are up!
| Creepy Carl |
Would my reaction have gone off and used Shield Block on Carl as the first hit.?
Seeing the nasty blow that the demon keeps striking with, Carl changes his focus. He shifts his shield to face the demon. With a flourish he sends this trident sweeping across both both the demon and Red.
Lastly, he steps beside Didy while his calm presence settles Ambro.
Raises shield to keep AC 26
Staff Sweep: 1d20 + 14 + 1 + 1 ⇒ (1) + 14 + 1 + 1 = 17 This check is against both demon and Red to try and trip
Step and my Aura of Courage reduces Abro frightened value by 1
Going to use my reaction on the Demon only. Either Shield Block (Hardness 10) on myself, or Glimpse of Redemption on an ally(-7 hp damage & Enfeebled (or Stupefied) 2)
Nope. Hero point that, first time I used it and am not taking a 1!
Staff Sweep: 1d20 + 14 + 1 + 1 ⇒ (1) + 14 + 1 + 1 = 17 This check is against both demon and Red to try and trip
Now confused. I cut and paste, so did it keep the 1, or is today just bad luck?
GM_MG
|
Demon (-38)
Didy
Ambro (-20, Frightened 1)
Al
Kvothe
Carl
Blue
Red
No, just very bad luck it looks like.
Kvothe Incruentus
|
Realizing he forgot a part, Kvothe doubles down on his performance
performance for lingering comp: 1d20 + 14 ⇒ (4) + 14 = 18
Kvothe then moves up a bit and hurls some arcane energy at the demon
stride and cast magic missile
1d1d4 + 1 ⇒ (4) + 1 = 5
| Lady Alhambra |
Since the electricity didn't seem to hurt the demon, I will focus on the xulgaths instead.
inimidate on blue: 1d20 + 15 ⇒ (19) + 15 = 34
DC 22 elec arc on red + blue: 3d4 + 4 ⇒ (2, 1, 1) + 4 = 8
| Didymus the Great |
The dinosaur lets out a yelp of pain as his mouth fills with acid. Didy whistles a sound for a retreat. Ambrosius darts away from the demon that bites back. Then, safely behind Didy and Carl, he snaps his jaws and rakes with his talons at the enemy that only tastes bad.
Meanwhile Didy continues to rain arrows at his prey, then falls back to maintain some distance from the demon.
1. Command: Darting Attack (step 10' then bite blue) + Strike blue.
2. hunted shot on demon
3. stride
inspired Ambrosius jaws: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26
piercing: 2d8 + 3 + 1 ⇒ (7, 3) + 3 + 1 = 14
inspired Ambrosius talon: 1d20 + 12 - 4 + 1 ⇒ (20) + 12 - 4 + 1 = 29 crit!
slashing: 2d6 + 2 + 1 ⇒ (5, 1) + 2 + 1 = 9
hunted shot 1+inspire: 1d20 + 15 + 1 ⇒ (8) + 15 + 1 = 24
piercing+inspire: 2d6 + 1 + 1 ⇒ (2, 3) + 1 + 1 = 7
hunted shot 2+inspire: 1d20 + 15 - 5 + 1 ⇒ (15) + 15 - 5 + 1 = 26
piercing+inspire: 2d6 + 1 + 1 ⇒ (6, 5) + 1 + 1 = 13
precision: 1d8 ⇒ 3
GM_MG
|
Demon (-66)
Didy
Ambro (-20)
Al
Kvothe
Carl
Red
1d20 ⇒ 2 Crit fail
1d20 ⇒ 20 Crit successBlue is badly injured by Al's spell, and killed by Ambro.
GM_MG
|
Demon (-66)
Didy
Ambro (-20)
Al
Kvothe
Carl (-61)
Red
Red scurries forward, and hesitates.
The demon strides into flank on Carl and makes a Grievous Strike.
Attack vs. Flat-footed: 1d20 + 17 ⇒ (19) + 17 = 36 Critical
Damage + Grievous Strike + Evil Damage + Sneak attack: 1d8 + 7 + 2d6 + 1d6 + 2d6 ⇒ (7) + 7 + (5, 4) + (2) + (5, 1) = 31
The demon wounds Carl, although the shield mitigates some of the damage.
The remaining xulgath makes a single attack.
Attack vs. Flat Footed: 1d20 + 10 ⇒ (18) + 10 = 28
Damage + Sneak: 1d4 + 3 + 1d6 ⇒ (4) + 3 + (3) = 10
Heroes are up!
| Creepy Carl |
I think I found who has been taking pips off my dice rolls! LOL. Better me than Amro.
Carl bows his head as the pair of attacks strike home. I am one with the Elements, and the Elements are with me. A gust of wind brings a small amount of rain that washes some of the charred edges of his wound clean.
Slightly refreshed, Carl sets his shield again and tries to trip both foes. Staff Sweep just states they have to be in reach and no more than 5' apart.
Lay on hands to give me 18 hp. Out of focus points.
Raises shield to keep AC 26
Staff Sweep: 1d20 + 14 + 1 + 1 ⇒ (1) + 14 + 1 + 1 = 17 COME ON!!! 3 times in 2 rounds!
Going to use my reaction on the Demon. Either Shield Block (Hardness 10) on myself, or Glimpse of Redemption on an ally(-7 hp damage & Enfeebled (or Stupefied) 2)
| Lady Alhambra |
I will try to demoralize the remaining xulgath and then try electric arc on it and the demon again.
intimidate: 1d20 + 15 ⇒ (3) + 15 = 18
DC 22 Elec Arc: 3d4 + 4 ⇒ (2, 3, 1) + 4 = 10
| Didymus the Great |
1. hunted shot on demon
2. Hunt Prey on Red
3. Command: Strike + Darting Attack (claw then step 10') on Red
hunted shot 1+inspire: 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33
piercing+inspire: 2d6 + 1 + 1 ⇒ (4, 4) + 1 + 1 = 10
crit?: 1d10 ⇒ 6
hunted shot 2+inspire: 1d20 + 15 - 5 + 1 ⇒ (1) + 15 - 5 + 1 = 12
piercing+inspire: 2d6 + 1 + 1 ⇒ (2, 5) + 1 + 1 = 9
precision: 1d8 ⇒ 1
inspired Ambrosius jaws vs FF: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33 Sorry, Carl, I seem to be hogging all of the dice luck!
piercing: 2d8 + 3 + 1 ⇒ (8, 4) + 3 + 1 = 16
inspired Ambrosius talon vs FF: 1d20 + 12 - 4 + 1 ⇒ (5) + 12 - 4 + 1 = 14
slashing: 2d6 + 2 + 1 ⇒ (4, 6) + 2 + 1 = 13
precision: 1d8 ⇒ 8