Chapter 1: Blood and Lightning
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At-Will
Special: You must have momentum and be able to deal your Sneak Attack damage to the target if you hit.
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage.
Miss: Deal your Sneak Attack damage + damage equal to your level.
Rolls
Melee Attack - Total - (1d20+7)
(15) + 7 = 22
Abandon Dagger - Total - (1d8+5)
(7) + 5 = 12
Forgot Ongoing Save last round - (1d20)
(7) = 7
Ongoing this round if first fails - (1d20)
(18) = 18
Sneak Attack - Total - (1d4)
(2) = 2
Rolls
Elven Grace - Go on 1 - (1d6)
(2) = 2
Rolls
Javelin of Faith - Attack vs PD - (1d20+5)
(13) + 5 = 18
Javelin of Faith - Damage - (1d6+3)
(1) + 3 = 4
Seeing the rogue approach and how his armor isn't as thick as the other two, it goes for him in hopes of one last blow before he is slain. The other attempts to get away. However, the adventurer won't let him go. The lizardman decides to take the painful route and run away knowing it could be struck multiple times in doing so.
Rolls
LS1 spear vs Edgar (vs AC - 7 damage) - (1d20+7)
(10) + 7 = 17
LM2 attempts to disengage - (1d20)
(2) = 2
Rolls
Melee + Bless + Escalation - (1d20+4+1+1)
(8) + 6 = 14
Damage - (1d10+3)
(9) + 3 = 12
Rolls
Melee Attack - Total - (2d20h1+7)
(207) + 7 = 27
Melee Damage - Total - (1d10+4)
(7) + 4 = 11
Unstoppable - (1d12+3)
(11) + 3 = 14
Rolls
Melee + Bless + Escalation - (1d20+4+1+2)
(1) + 7 = 8
Damage - (1d10+3)
(3) + 3 = 6
Rolls
Melee Attack - Total - (2d20h1+8)
(420) + 8 = 28
Melee Damage - Total - (1d10+4)
(7) + 4 = 11
The last lizardman Magician gives a frustrated grunt and runs up the stairs and disappears through the ceiling, presumably to the top of the tower where the ritual is taking place. Filled with adrenaline and a drive to save the wizards up too, you all run up the stairs and follow it. The energy from the battle still active.
The axe wielding human looks at you and says, "Oh look, the adventurers the archmage sent. Sadly you could not save the commander, and you won't be able to save these people either." You see off to the side is thr body of commander Ameliefor. A large pool of blood underneath her makes you notice the blood on the axe the man is wielding. "Her second in command fought valiantly, but only for an ant that he is. Now come, meet your fate at the hands of Zvegdar! It is only a matter of time before we all bow to the Three!"
Rolls
Zvegdar initiative - (1d20+6)
(20) + 6 = 26
Lizardman Magicians initiative - (1d20+5)
(15) + 5 = 20
Rolls
Zvegdar attacks Makasi with Glaezentorg (vs AC - 6 damage) - (1d20+6)
(18) + 6 = 24
Rolls
Melee + Bless + Escalation - (1d20+4+1+3)
(4) + 8 = 12
Damage - (1d10+3)
(1) + 3 = 4
That means if your charisma modifier was +3 and experienced 3 battles before your next full heal up (as one example), you could use it 6 times, once in each battle and 3 more times scattered as you want amongst all the battles.
Think of it this way. You get Cha Mod uses per day, plus one free use per battle
In this case, the attack missed, but if you use one of your daily uses (your once per battle use was spent already), you would do +1d12 damage and do half damage instead of damage equal to your level, or you can save it in case next round you think you will hit
Hrafe seeing the traitor carrying his promised prize was galvanized back into his furor as the spirits of his war shirt carried him into a bloodcrazed wroth. He moved laterally as the traitor charged exploiting the open flank. Slashing as Zvedgar passed letting his opponents momentum carry into the blow.
Rolls
Melee Attack - Total - (2d20h1+9)
(1816) + 9 = 27
Melee Damage - Total - (1d10+4)
(10) + 4 = 14