Act II: Ill Fortunes
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Rolls
Burning Hands (DC 16 Reflex for Half) - (3d4)
(421) = 7
@ Weiryn, luckily for you, zombies don,t have Combat Reflexes and can only make one attack of opportunity. It misses Weiryn who then casts his spell. Only the zombie directly in front of Weiryn misses it's save, the other two undeads succeed it.
Veroth is up next.
Rolls
Zombie's attack of opportunity
1st zombie's Ref save
2nd zombie's Ref save
Blaspheme's Ref save
His eyes keep darting to the blashpeme, what ever the hells that thing is!?
Rolls
Dagger attack with flanking - (1d20+13, 1d4+2)
1d20+13 : (8) + 13 = 21
1d4+2 : (4) + 2 = 6
Sneak attack if applicable - (3d6)
(464) = 14
Acrobatics in case of AOOs - (1d20+15)
(2) + 15 = 17
Veroth slashes at the zombie and manages to destroy the abomination.
Ujjaya is up next.
Rolls
Hard to Kill
• Ki Flurry: 4 arrows.
• Deadly Aim: -2 attack, +4 damage.
• Point Blank Shot.
• Improved Precise Shot.
• Perfect Strike: Must declare before rolling, once/round, as part of attack; roll two d20s for one bowshot, with the lower roll as crit confirmation if the higher threatens.
Rolls
Alchemical Flash arrow (Truestrike), damage, fire damage - (1d20+30, 1d8+10, 1d6)
1d20+30 : (9) + 30 = 39
1d8+10 : (2) + 10 = 12
1d6 : (1) = 1
Arrow #2 attack, damage - (1d20+10, 1d8+10)
1d20+10 : (7) + 10 = 17
1d8+10 : (8) + 10 = 18
Arrow #3 attack, damage - (1d20+10, 1d8+10)
1d20+10 : (11) + 10 = 21
1d8+10 : (8) + 10 = 18
Arrow #4 attack, Perfect Strike, damage - (1d20+9, 1d20+9, 1d8+10)
1d20+9 : (14) + 9 = 23
1d20+9 : (16) + 9 = 25
1d8+10 : (2) + 10 = 12
Darren is up next.
Assuming that the torch will negate the dim light miss chance
EDIT: Dude... come on! This guy never rolls well
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 6/6
Fervor: 3/5
Blessings: 6/6
Divine Favor: +3 attack, +3 damage
Power Attack: -2 attack, +4 damage
Rolls
Attack! - (1d20+11, 1d8+13)
1d20+11 : (4) + 11 = 15
1d8+13 : (4) + 13 = 17
"Death to you vile creature!"
Both of his attacks hit, his second one barely so, leaving long fuming wounds on the abomination, making it howl in fury and frustration.
"My friends, this thing seems to have a pretty good defense, I would not suggest hindering yourself with any sort of fancy blows while striking at it!"
The blaspheme will be next.
Rolls
Sir Urik 1st attack
Sir Urik 2nd attack
"My friends, I suggest we not tarry and kill this foul beast quickly! Had this bite connected, I have a dread feeling that I would have been pretty much out of the combat."
Ashlyn is up next.
Rolls
Blashpeme bite
She will move 5 foot and try her best effort to put her former companion out of this tormented state so his soul can finally be at rest... However, she misses.
Rolls
Ashlyn attack
Initiative
22 Skeleton
21 Roland
18 Durgrim
15 Zombies
14 Weiryn
13 Veroth
10 Ujjaya
8 Darren
5 Sir Urik
4 Blaspheme
3 Ashlyn
Combat Map
Conditions
The sub-story is dimly light by light from the hole on the floor above. Consider shadowy illumination (20% miss chance). Except 20-feet around Roland (everburning torch), and those who have dark/night vision.
Roland is sickened (-2 to attacks, damage, saves, skills, ability checks).
Ashlyn is shaken from grief (-2 attacks, saves, skills, ability checks).
Speaking of which Roland is up!
-2 for sickened
-2+4 for deadly aim
Firing against touch ac
Rolls
attack 1, damage 1 - (1d20+6, 2d12+4)
1d20+6 : (15) + 6 = 21
2d12+4 : (126) + 4 = 22
attack 2, damage 2 - (1d20+1, 2d12+4)
1d20+1 : (9) + 1 = 10
2d12+4 : (89) + 4 = 21
Durgrim is up next.
Rolls
Attack 1 (to hit, damage) - (1d20+15, 1d10+17)
1d20+15 : (10) + 15 = 25
1d10+17 : (1) + 17 = 18
Attack 2 (to hit, damage) - (1d20+10, 1d10+17)
1d20+10 : (16) + 10 = 26
1d10+17 : (9) + 17 = 26
Weiryn is up next.
Rolls
1d100 (01-34 Durgrim, 35-67 Ashlyn, 68-100 Veroth) - (1d100)
(65) = 65
Zombie attack.