Chapter 6: Calamity Caves
Range varies; Targets 1 willing living creature or 1 undead
You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
1 action (somatic) The spell has a range of touch.
2 actions (verbal, somatic) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
3 actions (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
Rolls
Healing font - (2d8+16)
(34) + 16 = 23
Free Action: Extend Boost (Arcana vs. standard DC)
Action 2: Act Together (Koram Casts Boost Eidolon)(Haitith Strikes)
Reaction: Aid Haitith
Action 3: Haitith Strikes
EDIT: I think that's a crit on the Aid check, so should be +2 on the first attack, not +1. The secondary attack shouldn't get the aid bonus, so would be one lower for a total of 6, not 7.
Also, if the Arcana check is a success, Boost Eidolon will last 3 rounds total.
Rolls
Haitith Will Save - (1d20+8)
(4) + 8 = 12
Arcana (Int) - (1d20+5)
(14) + 5 = 19
Diplomacy (Cha) - (1d20+10)
(15) + 10 = 25
Haitith Strikes (Primary)(w/ Aid & Boost Eidolon)(Electricity damage) - (1d20+10, 1d8+6)
1d20+10 : (18) + 10 = 28
1d8+6 : (1) + 6 = 7
Haitith Strikes (Secondary) - (1d20+6, 1d6+6)
1d20+6 : (1) + 6 = 7
1d6+6 : (1) + 6 = 7
Will Save
Act1: Strike
Act2: Trip
Act3: Strike
Rolls
Will - (1d20+9)
(9) + 9 = 18
Antler - Atk/Dam - (1d20+9, 1d10+6p)
1d20+9 : (14) + 9 = 23
1d10+6p : (3) + 6 = 9
Athletics (Str) - (1d20+11-5)
(12) + 6 = 18
Antler - Atk/Dam - (1d20+9-10, 1d10+6p)
1d20+9-10 : (8) - 1 = 7
1d10+6p : (2) + 6 = 8
Round 3:
Character | Initiative | AC | HP | Statuses |
Creature | 32 | 25 | 94/120 | |
Tomas | 24 | 20 | 42/64 | |
Iroven | 17 | 21 (23) | 21/56 | |
Koram | 13 | 18 / 20 (Haitith) | 44/60 | |
Artesia | 11 | 17 | 42/42 |
Rolls
Iroven Vicious Strike - (1d20+5, 2d8+4)
1d20+5 : (18) + 5 = 23
2d8+4 : (44) + 4 = 12
Attack vs Tomas - (1d20+18, 2d10+8, 1d6)
1d20+18 : (13) + 18 = 31
2d10+8 : (55) + 8 = 18
1d6 : (1) = 1
Attack vs Haitih - (1d20+18-4, 2d6+8, 1d6)
1d20+18-4 : (7) + 14 = 21
2d6+8 : (16) + 8 = 15
1d6 : (5) = 5
Attack vs Iroven - (1d20+18-8, 2d6+8, 1d6)
1d20+18-8 : (16) + 10 = 26
2d6+8 : (15) + 8 = 14
1d6 : (1) = 1
First action: change grip
Second and third: Vicious swing
Rolls
Bastard sword - Atk/Dam - (1d20+11, 2d12+4)
1d20+11 : (8) + 11 = 19
2d12+4 : (48) + 4 = 16
Range varies; Targets 1 willing living creature or 1 undead
You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
1 action (somatic) The spell has a range of touch.
2 actions (verbal, somatic) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
3 actions (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
Rolls
Healing Font (Iroven) - (2d8+16)
(46) + 16 = 26
A2: Strike
A3: Interact to Draw Shield
Rolls
Antler - Atk/Dam - (1d20+9, 1d10+6p)
1d20+9 : (12) + 9 = 21
1d10+6p : (3) + 6 = 9
Antler - Atk/Dam - (1d20+9-5, 1d10+6p)
1d20+9-5 : (6) + 4 = 10
1d10+6p : (6) + 6 = 12
Action 2: Act Together (Koram uses battle medicine on self)(Haitith Strikes, primary w/ electricity damage)
Action 3: Haitith Strikes (w/ secondary weapon)
1 more round of boost Eidolon after this.
Koram gainst +14 hp
Rolls
Medicine (Wis) - (1d20+6, 2d8+5)
1d20+6 : (15) + 6 = 21
2d8+5 : (63) + 5 = 14
Haitith Strikes (Boosted, Electricity Damage, Primary) - (1d20+11, 1d8+6)
1d20+11 : (8) + 11 = 19
1d8+6 : (8) + 6 = 14
Haitith Strikes 2 (Boosted, secondary attack, agile) - (1d20+7, 1d6+6)
1d20+7 : (14) + 7 = 21
1d6+6 : (6) + 6 = 12
His wounds heals though as Artesia says a healing prayer behind him.
The combined pummeling of Haitih and Tomas is not enough to pierce the tough creature.
The creature tries to return in full, striking out at all those around it. The first attack against Iroven misses, but it connects to both Haitih (23 damage) and Tomas (18 damage).
Rolls
Attack #1 vs Iroven - (1d20+18, 2d10+8, 1d6)
1d20+18 : (1) + 18 = 19
2d10+8 : (35) + 8 = 16
1d6 : (4) = 4
Attack #2 vs Tomas - (1d20+18-4, 2d6+8, 1d6)
1d20+18-4 : (12) + 14 = 26
2d6+8 : (45) + 8 = 17
1d6 : (1) = 1
Attack #3 vs Haitith - (1d20+18-8, 2d6+8, 1d6)
1d20+18-8 : (12) + 10 = 22
2d6+8 : (64) + 8 = 18
1d6 : (5) = 5
Range varies; Targets 1 willing living creature or 1 undead
You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
1 action (somatic) The spell has a range of touch.
2 actions (verbal, somatic) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
3 actions (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
Rolls
Healing (Tomas) - (2d8+16)
(33) + 16 = 22
Second attack: Vicious swing
Rolls
Bastard sword - Atk/Dam - (1d20+11, 1d12+4)
1d20+11 : (17) + 11 = 28
1d12+4 : (5) + 4 = 9
Bastard sword - Atk/Dam - (1d20+6, 2d12+4)
1d20+6 : (11) + 6 = 17
2d12+4 : (39) + 4 = 16
Actions 2&3: Act Together (Koram Casts Electric Arc for 3d6 dmg vs. basic reflex save DC 19)(Haitith Strikes)
Reaction: Koram Aids Haitith for +1 Attack
Forgot - I need to remember to cast my new spell, Summoner's Precaution before our next fight!
Rolls
Diplomacy (Cha) - (1d20+12)
(3) + 12 = 15
Electric Arc Damage - (3d4)
(441) = 9
Haitith Strikes (Primary, Electric)(w/ Aid & Boost Eidolon) - (1d20+12, 1d8+6)
1d20+12 : (16) + 12 = 28
1d8+6 : (4) + 6 = 10
A1: Strike
A2: Trip
A3: Raise Shield +2AC
Also, Tomas has 6 tHP from raging that haven't been shaved off yet
Rolls
Antler - Atk/Dam - (1d20+10, 1d10+6p)
1d20+10 : (1) + 10 = 11
1d10+6p : (10) + 6 = 16
Athletics (Str) - (1d20+11-5)
(1) + 6 = 7
Iroven lets loose with a hard attack that connects with the creature. He tries to follow up a second strike with even more force behind it, but it dodges out of the way.
A bolt of electricity flies past, but once again the creature is able to dodge it. It leaves him open to an attack from Haitith however.
Tomas tries to strike it, before trying to trip the creature. He loses his balance and falls prone himself.
The creature sees an opening in the prone Tomas and strikes him (40 damage). Before following up with attacks on Iroven (16 damage) and Haitith (20 damage). As the last attacks strike hits Haitih, the eidolon seemingly pops out of existence and Koram falls down.
Tomas, rough rolls. Crit fail on a Trip attempt is falling prone yourself, so up to you if you want to spend your last action to raise shield or standing. The +2 from raise shield nulls out the -2 from being prone.
Koram needs to make a death save.
You are all up again. You can tell the carcass is barely holding together, and you figure one good hit left for that to break apart.
Round 4:
Character | Initiative | AC | HP | Statuses |
Creature | 32 | 25 | 79/120 | |
Tomas | 24 | 20 | 12/64 | prone |
Iroven | 17 | 21 (23) | 31/56 | |
Koram | 13 | 18 / 20 (Haitith) | 0/60 | dying 1 |
Artesia | 11 | 17 | 42/42 |
Rolls
Reflex save Electric Arc - (1d20+17)
(18) + 17 = 35
Attack #1 vs Tomas - (1d20+18, 2d10+8, 1d6)
1d20+18 : (16) + 18 = 34
2d10+8 : (61) + 8 = 15
1d6 : (5) = 5
Attack #2 vs Iroven - (1d20+18-4, 2d6+8, 1d6)
1d20+18-4 : (9) + 14 = 23
2d6+8 : (52) + 8 = 15
1d6 : (1) = 1
Attack #3 vs Haitith - (1d20+18-8, 2d6+8, 1d6)
1d20+18-8 : (10) + 10 = 20
2d6+8 : (42) + 8 = 14
1d6 : (6) = 6
Free action: Release one grip
Third action: trip
Rolls
Bastard sword - Atk/Dam - (1d20+11, 2d12+4)
1d20+11 : (20) + 11 = 31
2d12+4 : (97) + 4 = 20
Trip - (1d20+2)
(14) + 2 = 16
Range varies; Targets 1 willing living creature or 1 undead
You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
1 action (somatic) The spell has a range of touch.
2 actions (verbal, somatic) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
3 actions (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
Rolls
Healing for Koram - (2d8+16)
(83) + 16 = 27
Koram: Techincally you move just ahead of the creature that downed you when you go down. So you are able to act this round.