Act II: Ill Fortunes (Part 2, the morning after)
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First Round of Combat.
Initiative
22 ??
20 Durgrim
15 Veroth
15 Ireena
12 Darren
10 Ujjaya
9 Roland
7 Heather
5 Sir Urik
Special Conditions:
Rain: Reduce visibility by half, -4 Perception and ranged attacks, extinguishes unprotected flame, has 50% to extinguish protected flames (lantern).
Light Undergrowth: The textured green vegetation is light undergrowth. It costs 2 move squares, provides concealment, and +2 to DC of Acrobatics and Stealth.
Heavy Undergrowth: The plain green vegetation is heavy undergrowth. It costs 4 move squares, provides concealment (30%), +5 DC of Acrobatics, and +2 circumstance bonus to Stealth.
Trees: Standing in same square as tree gains partial cover (+2 AC, +1 Ref), Climb DC 15.
Massive Trees: Grants cover if staying behind it (+4 AC, +2 Ref), Climb DC 15).
Battle Map.
A wolf which was hidden in the underbrush right next to Ujjaya will burst from its hiding place and attack Ujjaya. The second wolf Veroth spotted will also burst out of its hiding hiding place and attack Ujjaya. The elf, for his part will shoot two arrows at Heather. The firs wolf bites deeply into Ujjaya's calf, inflicting 12 points of damage, and then, with a thrashing of its head, makes Ujjaya fall prone. The second wolf takes this opportunity to jump in, biting Ujjaua in the arm for another 10 points of damage (22 total). The elf shoots two arrows, the first one hitting Heather in the shoulder for 7 damage and the other one missing its mark, flying into a wide arc over her hear.
Ujjaya has 2 Fortitudes save to make, Durgrim is up next.
Rolls
Wolf 1 attack Ujjaya (30% miss chance for heavy undergrowth) and trip if hits
Wolf 2 attack Ujjaya (30% miss chance for heavy undergrowth) and trip if hits
Elf shooting heather
Rolls
Fortitude save 1 - (1d20+7)
(7) + 7 = 14
Fortitude save 2 - (1d20+7)
(18) + 7 = 25
Rolls
Foegrinder w/ Power attack (attack, weapon damage, electiricty) - (1d20+10, 2d6+10, 1d6)
1d20+10 : (4) + 10 = 14
2d6+10 : (16) + 10 = 17
1d6 : (2) = 2
Rolls
Acrobatics to avoid AOO (A.C. 24 vs AOO) - (1d20+16)
(6) + 16 = 22
Rapier (silver, +1) with flanking and sneak attack - (1d20+14, 1d6+3, 4d6)
1d20+14 : (12) + 14 = 26
1d6+3 : (3) + 3 = 6
4d6 : (2152) = 10
Ireena will make her way to the wolf. Not sure how difficult it is to hit, she'll only take a -2 Power Attack, still wanting to drop it as quickly as possible to help Ujjaya. Ireena connects with a powerful attack... only to lightly scratch the wolf.
"This is no ordinary wolf!"
Darren is up next.
Rolls
Ireena's attack (Power Attack -2)
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 6/6
Fervor: 3/5
Blessings: 6/6
Pearl of Power: 1/1
Power Attack: -2 attack, +4 damage
Flanking: +2 attack
-1 Con damage
Orisons: Light, Create Water, Mending, Detect Magic, Stabilize
Level 1: Divine Favor 1/2, Protection From Evil 1/1, Hide From Undead 1/1, Shield of Faith 1/1
Level 2: Lesser Restoration 0/1, Ironskin 1/1, Bull's Strength 1/1, Burst of Radiance 1/1
Level 3: Channel Vigor 1/1
Rolls
Attack! - (1d20+11, 1d8+9)
1d20+11 : (6) + 11 = 17
1d8+9 : (1) + 9 = 10
Ujjaya is up next (and prone, so not shooting his bow until he finds a way to get up, which might provoke an attack of opportunity from the remaining wolf...).
Cost: 1 ki point
Duration: 1hr
+4 enhancement bonus to natural armor bonus for 1 hour.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown on the Monk Progression Table.
Level: 4th.
Replaces: This benefit replaces the ki strike (magic) class feature.
Benefit: When you have at least 1 ki point in your ki pool and hit an evil creature with your unarmed strike attack or with a monk melee weapon, your attack is considered good-aligned for the purpose of overcoming damage reduction and deals an extra 1d6 points of damage. Holy strike is a supernatural ability.
Rolls
Unarmed Strike, damage, Holy Strike damage - (1d20+3, 1d8+2, 1d6)
1d20+3 : (13) + 3 = 16
1d8+2 : (3) + 2 = 5
1d6 : (5) = 5
Roland is up next.
Assuming a 20 hits against touch ac the damage total is 32 considered to be from a single attack. Bullets not silvered.
Rolls
Attack roll 1 - (1d20+10)
(10) + 10 = 20
attack roll 2 - (1d20+5)
(15) + 5 = 20
Damage roll 1 - (2d12)
(14) = 5
Damage roll 2 - (2d12)
(1111) = 22
Heather is up next.
Casting Time 1 round
Components V, S, F/DF (a tiny bag and a small candle)
Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table 10–1. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table 10–1 marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an "*" always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.
Summon Monster III
School conjuration (summoning); Level bard 3, cleric 3, sorcerer/wizard 3
This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.
Rolls
Number of elementals - (1d3)
(1) = 1
Slam attack to hit - (1d20+4)
(11) + 4 = 15
physical damage - (1d4)
(3) = 3
Fire Damage - (1d4)
(1) = 1
With the wolf pretty much taken care of, Sir Urik will take a double move to get close to the archer, sending his celestial raven to harry the wolf in order to make it that much easier for the party to finish it off... However, the wolf still is not harried.
Rolls
Secret Roll
Secret Roll
Initiative
22 elf and wolves
20 Durgrim
15 Veroth
15 Ireena
12 Darren
10 Ujjaya
9 Roland
7 Heather
5 Sir Urik
Special Conditions:
Rain: Reduce visibility by half, -4 Perception and ranged attacks, extinguishes unprotected flame, has 50% to extinguish protected flames (lantern).
Light Undergrowth: The textured green vegetation is light undergrowth. It costs 2 move squares, provides concealment, and +2 to DC of Acrobatics and Stealth.
Heavy Undergrowth: The plain green vegetation is heavy undergrowth. It costs 4 move squares, provides concealment (30%), +5 DC of Acrobatics, and +2 circumstance bonus to Stealth.
Trees: Standing in same square as tree gains partial cover (+2 AC, +1 Ref), Climb DC 15.
Massive Trees: Grants cover if staying behind it (+4 AC, +2 Ref), Climb DC 15).
Ujjaya is prone (-4 melee attack, cannot make ranged attack except crossbows, +4 AC vs. ranged attacks, -4 AC vs. melee attacks, getting up is move-equivalent action which provokes AoO).
Battle Map.
The wolf will perform a withdraw action to reach its elf ally. The elf will then take a 5-foot step, take a potion out and make the wolf drink it, you see some of the wolf's wounds close up.
Durgrim is up next.
Rolls
Secret Roll
Rolls
Foegrinder, power attack (to hit, damage, electricity) - (1d20+10, 2d6+10, 1d6)
1d20+10 : (2) + 10 = 12
2d6+10 : (53) + 10 = 18
1d6 : (3) = 3