Still Heather's turn.
Act II, Ill Fortunes (the third day)
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Still Heather's turn.
I cast bless Allies gain +1 on attack rolls and saves against fear.
Rolls
Ireena's REF save.
Secret Roll
Secret Roll
Rolls
Ref save - (1d20+6)
(8) + 6 = 14
• Shooting silvered arrows vs. wolf-woman (H12)
• Rapid Shot: +12/+12
• Point blank shot (bonus already included)
• HP: 49/49
• Ki: 9/9
• AC: 20
• See Invisibility: 1/1
• Aspect of the Falcon: 1/1
• Perfect Strike: 6/6
• Common ammo spent this encounter=0 (miss=0, hit=0)
• Silvered ammo spent this encounter=2 (miss=?, hit=?)
Rolls
Reflex save - (1d20+7)
(15) + 7 = 22
Attack #1, potential damage - (1d20+13, 1d8+6)
1d20+13 : (11) + 13 = 24
1d8+6 : (2) + 6 = 8
Attack #2, potential damage - (1d20+13, 1d8+6)
1d20+13 : (17) + 13 = 30
1d8+6 : (5) + 6 = 11
Rolls
Reflex save - (1d20+11)
(6) + 11 = 17
Second round of combat.
Initiative
18 Darren
18 Roland
18 Janis
18 Wolverines
18 Durgrim
17 Ireena
16 Heather
15 She-wolves
11 Veroth
10 Ujjaya
Combat Map. (please place your counters for those who haven't done so already)
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).
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).
Before Darren gets to act, a waiflike young woman appears in the corner of the room, near the pile of gear where the markings peek out from underneath. She looks at the combat, apparent hope on her fey-like features.
Daren is up.
Level: Cleric: 2; Oracle: 2; Warpriest: 2; Druid: 2; Paladin: 2; Sorcerer: 2; Wizard: 2; Arcanist: 2; Hunter: 2; Adept: 2; Strength Domain: 2; Antipaladin: 2; Alchemist: 2; Summoner: 2; Ferocity Subdomain: 2; Rage Subdomain: 2; Resolve Subdomain: 2; Magus: 2; Bloodrager: 2; Shaman: 2
Casting Time: 1 standard action
Components: V, S, M/DF (a few hairs, or a pinch of dung, from a bull)
Range: touch
Target: creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
Source: Core Rulebook
Summary: Subject gains +4 to Str for 1 min./level.
The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
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
Bull's Strength: +4 Strength (70 rds)
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 1/1
Level 3: Channel Vigor 1/1
Rolls
Reflex Save - (1d20+3)
(15) + 3 = 18
Attack (silvered) (power attack) - (1d20+11, 1d8+12)
1d20+11 : (10) + 11 = 21
1d8+12 : (4) + 12 = 16
Rolls
1st shot (Rapid Shot, Deadly Aim)
2nd shot (Rapid Shot, Deadly Aim)
3rd shot (Rapid Shot, Deadly Aim)
Speaking of which, Durgrim is up and takes 4 points of bleeding damage.
Rolls
Acid damage on Durgrim
Bite on Durgrim
1st claw on Durgrim
2nd claw on Durgrim
Bite on Darren
1st claw on Darren
2nd claw on Darren
Full attack with foegrinder, most damaged wolverine first, then least.
-2 from entangled, +1 from bless, -2 from power attack: -3 on attacks, ie. +9/+4 with the foegrinder
Current HP: 25/66
Taken 3 CON damage
Spent: 6 Lay on Hands (none left)
Spells Prepared: Level 1: Divine favor, Veil of Positive energy
Rolls
Attack I (attack, damage, electric) - (1d20+9, 2d6+10, 1d6)
1d20+9 : (16) + 9 = 25
2d6+10 : (23) + 10 = 15
1d6 : (4) = 4
Attack II (attack, damage, electric) - (1d20+4, 2d6+10, 1d6)
1d20+4 : (4) + 4 = 8
2d6+10 : (13) + 10 = 14
1d6 : (4) = 4
Seeing Durgrim is starting to be in trouble, Ireena aims for the wolverine in front of him and shoots. she then yells to Janis. "Janis, stop shooting the werewolves! We need to finish off the wolverines first!"
Ireena's arrow hits the wall next to the wolverine, making her swear silently under her breath. "I'm better with a sword... I need to get in there..."
Heather is up next.
Rolls
Ireena's attack
With the Healing domain my heal spells are 50% more effective, so Durgrim is healed for 27 points.
Rolls
Cure Moderate Wounds - (2d8+6)
(57) + 6 = 18
Speaking of which, Veroth, the monkeys will attempt to steal his rapier. Tiny paws grasp towards his rapier, but fail to grasp it, Veroth retains his rapier, this round...
Rolls
Cure Light Wounds
Swarm damage
Steal Attempt