Act II, Ill Fortunes (the third day)
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• Ki Flurry: +12/+12/+12/+11
• Deadly Aim: -2 attack, +4 damage. (adjustments already included).
• Point Blank Shot: +1 to all bow attack & damage rolls. (bonus already included).
• Aspect of the Falcon 1/day, duration 1 minute, +3 Perception, +1 archery attack, crit 19-20/x3. (bonus already included).
• Perfect Strike: 6/day, 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.
• Ki: 4/9
• AC: 20
• See Invisibility: 1/1
• Aspect of the Falcon: 0/1
• Perfect Strike: 1/6
• Common ammo spent this encounter=4 (miss=1, hit=3)
• Silvered ammo spent this encounter=18 (miss=12, hit=6)
Rolls
Attack #1, Perfect Strike, potential damage - (1d20+11, 1d20+11, 1d8+9)
1d20+11 : (11) + 11 = 22
1d20+11 : (1) + 11 = 12
1d8+9 : (8) + 9 = 17
Attack #2, potential damage - (1d20+11, 1d8+9)
1d20+11 : (8) + 11 = 19
1d8+9 : (6) + 9 = 15
Attack #3, potential damage - (1d20+11, 1d8+9)
1d20+11 : (1) + 11 = 12
1d8+9 : (5) + 9 = 14
Attack #4, potential damage - (1d20+10, 1d8+9)
1d20+10 : (13) + 10 = 23
1d8+9 : (6) + 9 = 15
Finally Veroth's turn.
Rolls
Shortbow+1 - (1d20+11, 1d6+3)
1d20+11 : (15) + 11 = 26
1d6+3 : (5) + 3 = 8
Seventh round of combat.
Initiative
18 Darren
18 Roland
18 Janis
18 Wolverines
18 Durgrim
17 Ireena
16 Heather
15 She-wolves
10 Ujjaya
7 Veroth (temporarily down from 11 due to deafness)
Combat Map.
Conditions
Durgrim and Veroth are entangled (move half speed, cannot run or charge, -2 attack rolls, -4 Dex, if casting Concentration DC 15+spell level or lose spell particularities of this spell: can free itself by spending move action and Str check or Escape Artist check DC equal to spell's saving throw).
Veroth is deafened (automatically failed sound-based Perception checks, -4 on opposed Perception checks, -4 on initiative checks, 20% miss chance for casting spell with auditory components).
Anyone standing in the area of smooth obsidian glass (the dark red rectangle) has the DC of any Acrobatics check increase by 5, DC 15 Acrobatics check to run or charge through area or fall prone and take 1d6 points of damage from sharp obsidian spikes.
Everyone is under the effect of Heather's spell (+1 moral bonus to attack roll and save vs. fear).
Darren is up.
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 5/7
Fervor: 1/5
Blessings: 6/6
Pearl of Power: 1/1
Power Attack: -2 attack, +4 damage
Bull's Strength: +4 Strength
Bless: +1 moral bonus to attack roll and save vs. fear
Sacred Weapon: Flaming (+1d6 fire damage)
Orisons: Light, Create Water, Mending, Detect Magic, Stabilize
Level 1: Divine Favor 2/2, Protection From Evil 1/1, Hide From Undead 1/1, Shield of Faith 1/1
Level 2: Lesser Restoration 1/1, Ironskin 0/1, Bull's Strength 0/1, Burst of Radiance 0/1
Level 3: Channel Vigor 1/1
Rolls
Attack w/ Silvered Hammer - (1d20+12, 1d8+12)
1d20+12 : (14) + 12 = 26
1d8+12 : (2) + 12 = 14
Plus Fire Damage - (1d6)
(4) = 4
She looks utterly surprised and shocked as Darren suddenly targets her, as if you he was not supposed to attack her.
"Well, I was hoping you'd come here to save me, but you're as savage and uncouth as those werewolves!"
With these words, she disappears...
Roland is up next.
She looks utterly surprised and shocked as Darren suddenly targets her, as if you he was not supposed to attack her.
"Well, I was hoping you'd come here to save me, but you're as savage and uncouth as those werewolves!"
With these words, she disappears...
Roland is up next.
"Now you have no one to hide behind..."
...and it's a potential critical.
Janis' scimitar easily slides between the icy plate of the she-wolf's armor, finding soft flesh, sinew, and vital organs to slice through. Her cry of pain are almost deafening in this enclosed room. As he slides his scimitar out of her and her blood pools on the floor, you are all surprised to see she survived the ordeal, though she does not look like she's going to be able to continue fighting much longer...
This all brings a sadistic smile on Janis' scarred features...
Durgrim is up next.
Rolls
Janis' attack (power attack)
Janis' Crit confirmation roll
Rolls
Strength check - (1d20+5)
(2) + 5 = 7
Ireena will move between the two she-wolves and attempt to cleave both, hopefully finishing off the one Janis wounded. She takes a gamble with full power attack, hoping to be lucky and ending this faster... Her AC will drop by 2 for the round.
Sadly, Ireena's gamble did not pay off and she misses her first attack, which negates her second attack.
Heather is up next.
Rolls
Ireena's 1st attack (power attack)
Ireena's 2nd attack (if first one hit, power attack)
Rolls
Tris' Produce Flame (ranged touch)
Matrika's Produce Flame (ranged touch)
Tris' crit confirmation roll
Matrika's crit confirmation roll
• Ki Flurry: +12/+12/+12/+11
• Deadly Aim: -2 attack, +4 damage. (adjustments already included).
• Aspect of the Falcon 1/day, duration 1 minute, +3 Perception, +1 archery attack, crit 19-20/x3. (bonus already included).
• Perfect Strike: 6/day, 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.
• Ki: 3/9
• AC: 20
• See Invisibility: 1/1
• Aspect of the Falcon: 0/1
• Perfect Strike: 0/6
• Common ammo spent this encounter=4 (miss=1, hit=3)
• Silvered ammo spent this encounter=22 (miss=14, hit=8)
Rolls
Attack #1, Perfect Strike, potential damage - (1d20+11, 1d20+11, 1d8+9)
1d20+11 : (4) + 11 = 15
1d20+11 : (18) + 11 = 29
1d8+9 : (3) + 9 = 12
Attack #2, potential damage - (1d20+11, 1d8+9)
1d20+11 : (15) + 11 = 26
1d8+9 : (5) + 9 = 14
Attack #3, potential damage - (1d20+11, 1d8+9)
1d20+11 : (9) + 11 = 20
1d8+9 : (5) + 9 = 14
Attack #4, potential damage - (1d20+10, 1d8+9)
1d20+10 : (10) + 10 = 20
1d8+9 : (6) + 9 = 15
Eighth round of combat.
Initiative
18 Darren
18 Roland
18 Janis
18 Wolverines
18 Durgrim
17 Ireena
16 Heather
15 She-wolves
10 Ujjaya
7 Veroth (temporarily down from 11 due to deafness)
Combat Map.
Conditions
Durgrim and Veroth are entangled (move half speed, cannot run or charge, -2 attack rolls, -4 Dex, if casting Concentration DC 15+spell level or lose spell particularities of this spell: can free itself by spending move action and Str check or Escape Artist check DC equal to spell's saving throw).
Veroth is deafened (automatically failed sound-based Perception checks, -4 on opposed Perception checks, -4 on initiative checks, 20% miss chance for casting spell with auditory components).
Anyone standing in the area of smooth obsidian glass (the dark red rectangle) has the DC of any Acrobatics check increase by 5, DC 15 Acrobatics check to run or charge through area or fall prone and take 1d6 points of damage from sharp obsidian spikes.
Everyone is under the effect of Heather's spell (+1 moral bonus to attack roll and save vs. fear).
Darren is up.
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 5/7
Fervor: 1/5
Blessings: 6/6
Pearl of Power: 1/1
Power Attack: -2 attack, +4 damage
Bull's Strength: +4 Strength
Bless: +1 moral bonus to attack roll and save vs. fear
Sacred Weapon: Flaming (+1d6 fire damage)
Orisons: Light, Create Water, Mending, Detect Magic, Stabilize
Level 1: Divine Favor 2/2, Protection From Evil 1/1, Hide From Undead 1/1, Shield of Faith 1/1
Level 2: Lesser Restoration 1/1, Ironskin 0/1, Bull's Strength 0/1, Burst of Radiance 0/1
Level 3: Channel Vigor 1/1
Rolls
Constitution Check to stabilize - (1d20-1)
(11) - 1 = 10