Act II, Ill Fortunes (the third day)
Be sure to read and follow the guidelines for our forums.
Veroth is up next.
Rolls
Tris' healing
Rolls
Shortbow+1, -4 for firing into melee - (1d20+7, 1d6+3)
1d20+7 : (2) + 7 = 9
1d6+3 : (3) + 3 = 6
• Shooting silvered arrows.
• 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: 5/9
• AC: 20
• See Invisibility: 1/1
• Aspect of the Falcon: 0/1
• Perfect Strike: 2/6
• Common ammo spent this encounter=4 (miss=1, hit=3)
• Silvered ammo spent this encounter=14 (miss=8, hit=6)
Rolls
Attack #1, Perfect Strike, potential damage - (1d20+12, 1d20+12, 1d8+10)
1d20+12 : (11) + 12 = 23
1d20+12 : (3) + 12 = 15
1d8+10 : (6) + 10 = 16
Attack #2, potential damage - (1d20+12, 1d8+10)
1d20+12 : (15) + 12 = 27
1d8+10 : (1) + 10 = 11
Attack #3, potential damage - (1d20+12, 1d8+10)
1d20+12 : (17) + 12 = 29
1d8+10 : (3) + 10 = 13
Attack #4, potential damage - (1d20+11, 1d8+10)
1d20+11 : (18) + 11 = 29
1d8+10 : (5) + 10 = 15
Sixth 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.
Standard Action: Attack
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 6/7
Fervor: 1/5
Blessings: 6/6
Pearl of Power: 1/1
Power Attack: -2 attack, +4 damage
Bull's Strength: +4 Strength
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/ Flaming and Silvered - (1d20+12, 1d8+12)
1d20+12 : (4) + 12 = 16
1d8+12 : (1) + 12 = 13
Roland is up next.
Rolls
attack 1, damage 1 - (1d20+11, 2d12+5)
1d20+11 : (20) + 11 = 31
2d12+5 : (28) + 5 = 15
attack 2 damage 2 - (1d20+5, 2d12+5)
1d20+5 : (9) + 5 = 14
2d12+5 : (23) + 5 = 10
Rolls
Critical confirm - (1d20+11)
(11) + 11 = 22
Damage - (6d12)
(3122672) = 32
Durgrim is up next.
Rolls
Strength check - (1d20+5)
(10) + 5 = 15
Heather is up next.
Rolls
Ireena's attack
[ooc]No extra healing, just 8[ooc]
Rolls
Channel energy - (3d6)
(143) = 8
Rolls
Matrika's healing