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