Chapter 4: Red Cat Cave
Rolls
Initiative (Perception) - (1d20+4)
(4) + 4 = 8
Rolls
Perception (Initiative) - (1d20+8)
(8) + 8 = 16
Rolls
Initiative Ghostly Cat - (1d20+14)
(20) + 14 = 34
Rolls
Initiative - (1d20+8)
(7) + 8 = 15
Round 1:
Character | Initiative | Acted | Statuses |
Cat | 34 | X | |
Grom | 16 | | |
Artesia | 16 | | |
Igbork | 15 | | |
Koram | 8 |
Rolls
Short bow attack #1 - (1d20+7)
(1) + 7 = 8
Short bow attack #2 - (1d20+2)
(7) + 2 = 9
Potential damage #1 - (1d6)
(2) = 2
Potential damage #2 - (1d6)
(1) = 1
Range 30 feet; Targets 1 creature
You unleash a beam of divine energy. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or if your deity is true neutral. Make a ranged spell attack roll against the target's AC. On a hit, the target takes damage of the chosen alignment type equal to 1d4 plus your spellcasting ability modifier (double damage on a critical hit). The spell gains the trait of the alignment you chose.
Heightened (+1) The damage increases by 1d4.
Rolls
Divine Lance - (1d20+8, 1d4+4)
1d20+8 : (11) + 8 = 19
1d4+4 : (3) + 4 = 7
Actions 2 & 3: Electric Arc - targeting both the cat and the thing that just came out of the wall - 1d4+4 dmg each, basic reflex save applies.
Rolls
Electric Arc DMG - (1d4+4, 1d4+4)
1d4+4 : (3) + 4 = 7
1d4+4 : (1) + 4 = 5
The tiger growls menacingly and another piece of painting comes to life next to Haitith. Then it swings with a claw, and the newly created cave painting moves similarly and tries to claw at the eidolon. Koram can feel the pain through their feedback.
Round 2:
Character | Initiative | Acted | Statuses |
Cat | 34 | X | |
Grom | 16 | | |
Artesia | 16 | | |
Igbork | 15 | | |
Koram | 8 | - 7 hp |
Rolls
Reflex save - (1d20+12)
(2) + 12 = 14
Cave painting vs Haitith - (1d20+15)
(10) + 15 = 25
Damage - (2d4+4)
(12) + 4 = 7
Range touch; Targets 1 creature
Duration 1 minute
You ward a creature with protective energy that deters enemy attacks. Creatures attempting to attack the target must attempt a Will save each time. If the target uses a hostile action, the spell ends.
Critical Success Sanctuary ends.
Success The creature can attempt its attack and any other attacks against the target this turn.
Failure The creature can't attack the target and wastes the action. It can't attempt further attacks against the target this turn.
Critical Failure The creature wastes the action and can't attempt to attack the target for the rest of sanctuary's duration.
Rolls
Magic Missile Damage - (3d4+3)
(441) + 3 = 12
Haitith Strikes (Electricity Damage, Primary) - (1d20+8, 1d8+4)
1d20+8 : (19) + 8 = 27
1d8+4 : (8) + 4 = 12