Penchant Posted February 10 Clone Share Posted February 10 (edited) The short time at the Barony was rejuvenating. The High Priest of Sarenrae eases your wounds and restores your life energy and you are fed and clothed. Letters of gratitude are delivered, though well wishers are kept at a distance in deference to the needs of the heroes trying to recover their strength. All the while troubling reports come in. Cities under siege, villages massacred, holy sites desecrated. Things were not going well for humankind. The wizard gathers you, ready with his most powerful spell to instantly travel long distances. You all are gathered with fresh gear and supplies. The circle is made and the spell is cast. There is a swirling darkness with motes of light rushing past you as you are flung into a void. The perception is strong even though it only lasts a fraction of a second. You appear with an audible popping sound and are immediately assaulted by sounds and smells both alien and horrific. You find your footing on stonework and discover you are on a rampart overlooking a great field. Around you there are bowmen and siege weapons firing furiously and there are cries of death and pain. The court wizard looks faint and collapses to his knees from the effort of casting the most powerful spell. A man standing nearby in colorful garb and bearing a banner cries out among the din, "I am the Herald Marcus! Greetings Holy Ones! I am here with information for you, intelligence gathered over the course of the day. Most important is --- Huurk!" His eyes roll back into his head and a demonic looking arrow sprouts from his chest. He is instantly dead. A second arrow simultaneously skewers the old wizard and pins him to the ground. A mad cackling laughter wafts its way across the battlefield. You are on the ramparts overlooking the battlefield. You are 50 feet up. There are stairs on either side going down but they would have to open a gate to let you out that way. There is open warfare going on to the north and south of you but will not be involved in the scenario. The narrow lane from the city gates to the portal has been cleared of men and minor demons. All that are left are those guarding the portal. The old wizard and the herald are deceased. Quel tragique The party has initiative. Round 1 begin Knowledge reveals that there are: Shadow Demons, Babau and Erinyes arrayed against you. Teamwork is strongly suggested. Edited February 10 by Penchant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Drunva Posted February 13 Clone Share Posted February 13 AC: 28(30 vs Fiends) | HP: 136/136 NL Damage: 40| Burn: 5|Denrag Sheet | Elemental Overflow: 2/+4 (+2 Con|+2 Dex) Body thrumming with Sabrael's Haste spell and coursing with elemental might, Denrag felt the urge to surge forward. Still, the number and nature of the enemy promoted caution. "I'll descend and try and weaken their back line!" He called to the others as he stepped off of the ramparts and floated lower, stopping some 10ft above the ground. The winds around him churned as pushed he took aim at one of the Erinyes. They seemed likely to be the canniest of their foes and such creatures polluting his skies was a personal affront. With a grunt of effort he loosed a concentrated burst of air laced with disruptive energies which would hopefully both seriously wound the creature and prevent some of its devilish tricks. Actions/ Mechanics Pre battle buff: Starting the day with 3 Burn in Enveloping Winds Active Effects: Haste (Round 8/8) |Enveloping Winds 40% miss chance vs ranged attacks Defiant Armor (DR 2/- vs Evil Outsiders) Elemental Overflow: 25% chance to negate criticals/sneak attack Move: Move to H12 at 10 ft above the ground Standard: take 2 Burn fire an Empowered Disrupting Extended range Air blast at Erinyes 1 (includes +1 from Haste, +2 from overflow) Bludgeoning damage * 1.5 = 49 Total damage: 49 Bludgeoning damage (Burn calculation: 1 (Extended) + 1 (Empower) + 1 (Disrupting) -1 (Infusion specialization) = 2 Burn taken If hit the Erinyes must pass a DC 23 + Spell level concentration check for SLAs or Spells for 1 round. Name xDiceName xDiceResult xDiceString xDiceRolls Air blast 30 1d20+14 16 Bludgeoning damage 33 4d6+17 6,3,6,1 Link to comment Share on other sites More sharing options...
Grand Poobah Posted February 13 Clone Share Posted February 13 (edited) “Thank you Sabrael your gift of speed will be essential”. Quake surveys the scene deciding to flank right hopefully to get a good view of the gate and surprise on the Erinyes(1) “I will flank right as a bird and get in position to surprise pounce the Erinyes there and maybe destroy the gate if it seems sensible. Sunna, can I leave the second Erinyes to you or do you have other plans” Once the plans are finished the Tigre leaps off to the right and once hidden by the buildings morphs into a crow. Flying a full speed keeping the buildings as cover Quake rises to about 30 feet in the air once past the last building and takes in the battlefield again and in particular the gate. ACTIONS: Recieve Haste [+30 base spped] Swift: Sprinting Form*: base speed 20 feet. [1min duration for 2 x use] Free action shift to crow =>Crow [60feet+30+20] 110 feet x 3 for move only **Note that I was already flying and I can easilly get to same spot at 300feet [lion spped] with slightly straighter lines Stealth Perception Note including +4 favoured enemy Knowledge with favoured enemy Knowledge crow ST 20 DEX 18CON 14 INT 18 WIS 22 CHA 9 HP: 103 | AC 43 Touch 24 FF 39 | Initiative 5 Saves Fort 11, Ref 13, Will 10| DR 5/Evil SR 12 Bite +21D, 1d3+10 Claw x 2: +21/+21 for 1d3+10 Sting : +21D ; 1d3+10 Full: +21B+16B/+19C/+19C/+19S Special: Low light Speed 60 [80 shifter],110 haste], darkvision 60 Resistance 10 : Cold, Acid, and Electricity Spells: Sky Hunter Form |HASTE Skills: Acrobatics +14, Fly+13, Intimidate+6, Perception+14 , Sense motive+9, Stealth+14, Survival+14 (17track) Edited February 14 by Grand Poobah (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Stealth 33 1d20+14 19 Perception 27 1d20+14 13 Knowledge 16 1d20+13 3 Link to comment Share on other sites More sharing options...
Penchant Posted February 16 Author Clone Share Posted February 16 For Sunna: Babau Immune electricity,poison / Resists acid, cold, fire / Spell Resistance Protective Slime, see invisibility, darkness, dispel magic Sneak attackers that work in darkness or in teams Shadow Immune electricity,poison / Resists acid, fire / Spell Resistance / Incorporeal Deeper Darkness, Fear, Telekinesis Operate in shadow and possess mortals. Weak against sunlight Erinyes Immune fire, poison / resists acid, cold / Spell Resistance True seeing, Fear, Unholy blight Stay at a distance and snipe targets Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Leonidas1789 Posted February 17 Clone Share Posted February 17 (edited) Sabrael Gandhari - Human Sorceress 8 (Character sheet) AC: 30 | HP: 72/72 | Speed: 30' | Initiative: +12 | Damage Reduction: 5 acid, cold, fire, electricity | Fast Healing 1 | Condition: Normal Sabrael had taken the precaution to cast a Mage Armor spell on herself for the day. Now that combat was inevitable, she had also cast Protection from Evil, Communal on all party members, giving each 2 minutes of Protection from Evil. When her turn came, she quickly cast yet another spell on the entire party. Cast: Haste on the entire party. That, after all, was her favorite opening move. She then waited for Sunna to teleport her to the battlefield downstairs. "Let us stay close to one another." she says. "If we charge individually as we did last time, we will get separated and surrounded by those devils." OOC N/A Edited February 17 by Leonidas1789 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
OzzyKP Posted February 17 Clone Share Posted February 17 (edited) Sunna Halvesen——————————Round 1 Before teleporting into the battle, Sunna activated her newly acquired ring of the savage beast. She could immediately feel the power it gave her. Her muscles grew and her skin became thick and rough. At the same time, she could feel her mind getting a bit foggier. It was a strange sensation, but she was ready for battle nonetheless. Upon arriving into the battle, she quickly scanned the battlefield for their enemies. Thanks to the many years of training by Ravit and her own studies she was able to recognize the invaders immediately. As before she barked out instructions to her team, "I count five Babau, three Shadow demons and two Erinyes. Choose your attacks carefully, all are immune to poison, resist acid attacks, and have spell resistance. The Babau and Shadows resist fire and the Erinyes are completely immune to it. The Babau and Shadows are immune to electricity and the Babau resist cold." "Can anyone cast daylight? The Shadows are weak against sunlight and can possess us. Importantly they are incorporeal, leave them to me unless you have some way to hit them. A warning to you, Sabrael, the Babau and Erinyes can see you if you're invisible. I suspect they will try to cloak themselves in darkness, be warned. Look out for the Babau, don't let them flank you. The Erinyes will try to snipe us from a distance, but don't rush in or the Babau will encircle you. Sabrael's right, we should stay together." She adjusts her tactics for the battle, deciding to keep a hand free to deflect any incoming arrows and imbues her blade with some power to cut down intangible enemies. She then concentrates her newfound gift from the heavens and instantly transports herself and Sabrael down to the ground and says a quick prayer to Matravash asking to keep her pure and safe during this battle. OOC and Actions Sunna Halvesen------------------------- HP: 101 (101 base) AC: 33 (10 base, +7 armor, +4 Dexterity, +3 dodge, +2 deflection, +6 natural armor, +1 haste) - DR 2/- vs Evil Outsiders Hands: Waveblade ===== Reactions ===== ===== Actions ===== Swift: Purity judgment (+1 sacred on all saves) Move: Martial Flexibility: Add Deflect Arrows and Ghost Slayer feats Standard: Dimension Door Sabrael & Sunna to the ground Ongoing Effects and Daily Use Things Ongoing Effects: Haste (+1 attack, +1 AC, +20 ft move, +1 extra attack): 8 rounds remaining Ring of the Savage Beast (+4 STR, -2 INT, +2 natural armor): 100 rounds remaining Protection vs. Evil (+2 deflection AC, can't be possessed, hard for evil summons to touch me: 20 rounds remaining Purity judgment (+1 sacred on all saves: Till end of combat Deflect Arrows feat (can deflect one ranged attack per round): 10 rounds remaining Ghost Slayer feat (as swift can give ghost touch property to weapon for 1 round): 10 rounds remaining Remaining Resources: Martial Flexibility Remaining: 6/7 Dimension Door distance: 100 ft/160 ft Knockout: 1/1 Judgment: 0/1 Belt of Superior Maneuvers: 3/3 1st level spells: 2/2 Arrows: 40/40 Edited February 18 by OzzyKP (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Penchant Posted February 18 Author Clone Share Posted February 18 (edited) Quake is spotted by the Erinyes and they seemingly all recognize his appearance even though they do not speak to each other. The two fliers try to unleash foul blasphemies at him but only one succeeds. He must overcome the effect. One of the Shadows flies like a bat out of hell at Quake but it's ethereal embrace is avoided by Quake's deft maneuvers. Several babau work to unravel some of the magic the party has enacted and are successful. The battlefield erupts into two immense globes of darkness that covers the demons and obscures them. Sabrael casts Haste Denrag flies and blasts Erinyes 1 (AC 30 for 33 damage and DC23+lvl to cast SLA) Quake flies and hides (DC 33 to spot) Sunna activates abilities and DDoors down with Sabrael Erinyes 1 Unholy Blights at quake but fails Erinyes 2 Unholy Blights at quake (Make DC 19 will save to halve damage and avoid being sickened) Shadow Demon 1 moves to attack quake but nothing hits Shadow Demon 2 Casts Deeper Darkness and disappears (60' radius bubble) Shadow Demon 3 Casts Deeper Darkness and disappears (60' radius bubble) Babau 1 moves and tries to dispel haste (Fails) Babau 2 moves and tries to dispel Protection from Evil Communal (Succeeds, Protection from Evil is gone) Babau 3 moves and tries to dispel haste (Succeeds, Haste is gone) Babau 4 does stuff in the darkness Babau 5 does stuff in the darkness Quake does not recognize the magic of the gateway (with a 16) The party has initiative! Edited February 18 by Penchant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Erinyes 1 concentration check 21 1d20+17 4 Erinyes 2 damage 27 5d8 8,3,6,4,6 Shadow 1 Claw 1 16; 6; 5 1d20+11;1d6;1d6 [5]; [5,6]; [5,6,5] Shadow 1 Claw 2 2; 5 1d6;1d6 [2]; [2,5] Shadow 1 Claw 2 to hit 18 1d20+11 7 Shadow 1 Bite 14; 1; 3 1d20+11;1d6;1d6 [3]; [3,1]; [3,1,3] Babau 1 dispel 18 1d20+7 11 Babau 2 dispel 23 1d20+7 16 Babau 3 dispel 19 1d20+7 12 Pentrate SR on Quake 14 1d20+12 2 Link to comment Share on other sites More sharing options...
Grand Poobah Posted February 18 Clone Share Posted February 18 (edited) Quake moves forward towards the Erinyes careful to guide his side facing the shadow demon. His form shifts to a huge Allosaurus with a wickedly sharp horn and massive feathered wings. He charges forward and then lashes out at the Erinyes that was previously injured QUAKE AS ALLOSAURUS ST 28 DEX 10 CON 14 INT 12 WIS 22 CHA 9 HP: 103 | AC 41Touch 17 FF 38 | Initiative 2 Saves Fort 11(13), Ref 10(12), Will 10(12)[+18 1rd] | DR 5/Evil SR 13 Bite +20 demon +grab for 2d6+15 demon Claw x 2 +20/+20 for 1d8+10 Rake x 2 : +20/+20 for 1d8+10 Special: scent, grab, pounce, rake Speed [70][70f ], darkvision 60 Resistance 10 : Cold, Acid, and Electricity Spells: Haste (included in stats) Sprinting Form+20 feet base Sky Hunter Form* 100 feet average (LASTING) Skills: Acrobatics +12, Fly+12, Intimidate+6, Perception+16 , Sense motive+14, Stealth+11, Survival+16 (20/24track) Special: scent, grab, pounce, rake Space 15 ft.; Reach 15 ft. Speed 50 [50f ], darkvision 60 Resistance 10 : Cold, Acid, and Electricity Spells: Haste (included in stats) Sprinting Form+20 feet base Sky Hunter Form* 100 feet average (LASTING) Skills: Acrobatics +12, Fly+12, Intimidate+6, Perception+16 , Sense motive+14, Stealth+11, Survival+16 (20/24track) ------ NOTE: There is an additional +2 to attack from charge and all damage should be at +1 Will save +18 +10, +2 demonslayer, Adaptive Defense: +6 [1 round duration] Save on DC 19 will Edited February 21 by Grand Poobah (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Save on DC 19 will 23 1d20+18 5 Bite1 on Erinyes1 36 1d20+20 16 Bite 1 Damage on Erinyes1 22 2d6+14 2,6 Claw1 on Erinyes1 20 1d20+18 2 Claw1 damage Erinyes1 12 1d8+9 3 Claw2 on Erinyes1 26 1d20+18 8 Claw2 damage Erinyes1 15 1d8+9 6 Gore 1 on Erinyes1 23 1d20+18 5 Gore 1 Damage on Erinyes1 16 2d6+9 3,4 Bite2 on Erinyes2 16 1d20+15 1 Bite 2 Damage on Erinyes2 20 2d6+14 5,1 Grab on Erinyes2 47 1d20+28 19 Link to comment Share on other sites More sharing options...
Drunva Posted February 20 Clone Share Posted February 20 AC: 28(30 vs Fiends) | HP: 136/136 NL Damage: 40| Burn: 5|Denrag Sheet | Elemental Overflow: 2/+4 (+2 Con|+2 Dex) Denrag loosed a foul curse in Auran as the dome of magical darkness cut off his view of the demons before them. Worse he wasn't sure what had befell Quake. His instinct was to fly higher to check, but he was loathe to further separate. Instead he landed on the nearest roof. "Either of you have something to help us deal with the darkness?" He asked Sabrael and Sunna. "I could try flying over it or extending my senses into it." As he made his short inquiry he kept his focus on the darkness, ready to fire off another disruptive burst of magic at the first fiend to make itself visible. Actions/ Mechanics Pre battle buff: Starting the day with 3 Burn in Enveloping Winds Active Effects: Haste (Round 8/8) |Enveloping Winds 40% miss chance vs ranged attacks Defiant Armor (DR 2/- vs Evil Outsiders) Elemental Overflow: 25% chance to negate criticals/sneak attack Move: Move to K10 and land on roof Standard: Ready action to blast any fiend leaving the darkness with an Extended Disruptive blast Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
OzzyKP Posted February 23 Clone Share Posted February 23 (edited) Sunna Halvesen——————————Round 2 Sunna scowls when she felt Sabrael's magic leave her. "Uhh, I forgot to mention," she added, "the Babau's can dispel magic. They also have protective slime and can create darkness. The Shadows can create deeper darkness, fear and have telekinesis. The Erinyes can also create fear and unholy blight." "In any event," she says as she moves forward, "these are bad MFers. Quake, you will be ripped apart if you try to go it alone. Stick close to us and we'll take them down together." Staying true to her instructions, she moves forward cautiously. She stays near her allies and gets ready to attack anything that approaches. OOC and Actions Sunna Halvesen------------------------- HP: 101 (101 base) AC: 30 (10 base, +7 armor, +4 Dexterity, +3 dodge, +6 natural armor) - DR 2/- vs Evil Outsiders Hands: Waveblade ===== Reactions ===== ===== Actions ===== Swift: Activate Ghost Slayer Move: 30 ft forward Standard: Ready action to attack any enemy that comes in range Ongoing Effects and Daily Use Things Ongoing Effects: Ring of the Savage Beast (+4 STR, -2 INT, +2 natural armor): 99 rounds remaining Purity judgment (+1 sacred on all saves: Till end of combat Deflect Arrows feat (can deflect one ranged attack per round): 9 rounds remaining Ghost Slayer feat (as swift can give ghost touch property to weapon for 1 round): 9 rounds remaining Remaining Resources: Martial Flexibility Remaining: 6/7 Dimension Door distance: 100 ft/160 ft Knockout: 1/1 Judgment: 0/1 Belt of Superior Maneuvers: 3/3 1st level spells: 2/2 Arrows: 40/40 Edited February 24 by OzzyKP (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Leonidas1789 Posted February 24 Clone Share Posted February 24 (edited) Sabrael Gandhari - Human Sorceress 8 (Character sheet) AC: 30 | HP: 72/72 | Speed: 30' | Initiative: +12 | Damage Reduction: 5 acid, cold, fire, electricity | Fast Healing 1 | Condition: Normal Sabrael agrees with Sunna. She takes a few steps forward, staying behind her ally, and begins to cast a spell. The spell summons a Hound Archon. Cast: Summon Monster IV (Hound Archon). OOC N/A Edited February 24 by Leonidas1789 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Penchant Posted February 25 Author Clone Share Posted February 25 (edited) Quake shifts and pounces hitting Erinyes 1 three times and missing Erinyes 2 entirely. (22, 15, 16) Denrag readies an action Sunna readies an action Sabrael starts casting Summon Monster 4 Babau do things in the darkness but none come within range of vision Shadow Demons 2 and 3 maintain Shadow demon 1 casts Magic Jar at Quake, but the spell deflects harmlessly off of his spell resistance. Erinyes 1 and 2 both fly out of Quakes reach (5's steps) and unload on him with arrows. No hits. The party's turn Edited February 25 by Penchant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Shadow Demon 1 concentration 32 1d20+14 18 SD1 spell penetration 12 1d20+10 2 Erinyes 1 attack 1 25 1d20+14 11 Erinyes 1 attack 2 SyntaxError: Unexpected token nan 1d20nan Erinyes 1 attack 2 32 1d20+14 18 Erinyes 1 attack 3 25 1d20+9 16 Erinyes 2 attack 1 22 1d20+14 8 Erinyes 2 attack 2 33 1d20+14 19 Erinyes 2 attack 3 15 1d20+9 6 Link to comment Share on other sites More sharing options...
Drunva Posted February 27 Clone Share Posted February 27 AC: 28(30 vs Fiends) | HP: 136/136 NL Damage: 48| Burn: 6|Denrag Sheet | Elemental Overflow: 2/+4 (+2 Con|+2 Dex) Though he was somewhat relieved that nothing immediately attacked him or his companions, not knowing what the enemy was up to was maddening. Worse, Quake was too far to communicate with effectively, or Denrag assumed he was with the darkness cutting into his vision. Still, the combination of his air mastery and the strange celestial powers he'd been granted might offer a possible solution. "I'm moving a bit closer, I should be able get a sense of what these fiends are up to" His rudimentary plan explained, Denrag floated closer. He was gratified to see one of the Babau come into view. With a triumphant grin, he launched a burst of air at the fiend. This wind lacked his signature silver or cold iron, but it did carry his senses forth on the powerful wind gusting in it's wake. Even after the blast made it's flight a strong tunnel of wind allowed Denrag to perceive the scene as if he stood in his original position and some 50ft in the direction of the blast. His body was beginning to protest the constant pushing of his powers, but he readied to call out anything of note his glimpse might have granted. "At least a pair of Babau are skulking around one of the buildings!" We should be safe to advance at least to where I'm standing," He called back to Sabrael and Sunna. Actions/ Mechanics Pre battle buff: Starting the day with 3 Burn in Enveloping Winds Active Effects: Enveloping Winds 40% miss chance vs ranged attacks Defiant Armor (DR 2/- vs Evil Outsiders) Elemental Overflow: 30% chance to negate criticals/sneak attack Move: Move to S12, remaining at roof height Standard: Gusting Air blast vs Babau 1 Bludgeoning damage (Attack includes Overflow bonuses) Burn Cost: Gusting (1) + Continuous Gust of wind (2) - Infusion specialization (2) = 1 Burn accepted Small circle indicates 'second' position for vision/hearing. Name xDiceName xDiceResult xDiceString xDiceRolls Air blast 23 1d20+12 11 Bludgeoning damage 23 4d6+16 1,3,1,2 Perception 31 1d20+12 19 Link to comment Share on other sites More sharing options...
Grand Poobah Posted March 3 Clone Share Posted March 3 (edited) QUAKE : Huge Winged & Horned Warcat HP: 103 | AC 39 Touch 15 FF 39 [charge = -2AC]| Initiative 1 | DR 5/Evil SR 13 Speed [70][70f ], darkvision 60 Space 15 ft.; Reach 15 ft. Quake lurches 10 foot forward in two rapid movements of his wings. The large white sweaps concealing momentarily his shift to a huge warcat. The beast turns its attention to the Erinye that has been weakened by their efforts, his vicious bite tearing the demon apart He then turns on the shadow demon ripping into it with a gore and his claws before rending the shadow demon in a destial rage. Other Character Info Saves Fort 13, Ref 12, Will 12 Resistance 10 : Cold, Acid, and Electricity ST 28 DEX 10 CON 14 INT 12 WIS 22 CHA 9 [power attack at -5/+10] [Charge +2 att/+1 damage/-2AC] Melee bite +17/+12 (2d6+25 plus grab), 2 claw +15 (1d8+17/ plus rend) Space 15 ft.; Reach 15 ft. Special Attacks pounce, rend (2 claws, 1d8+29), trample (2d8+18, DC 21) Spells: Sprinting Form Sky Hunter Form Skills: Acrobatics +12, Fly+12, Intimidate+6, Perception+16 , Sense motive+14, Stealth+11, Survival+16 (20/24track) Special: scent, grab, pounce, rake Spells: Sprinting Form Sky Hunter Form Skills: Acrobatics +12, Fly+12, Intimidate+6, Perception+16 , Sense motive+14, Stealth+11, Survival+16 (20/24track) Rolls Fly Edited March 4 by Grand Poobah (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Fly 29 1d20+12 17 Bite1 on Erinyes1 34 1d20+17 17 Bite 1 Damage on Erinyes1 30 2d6+24 4,2 Bite2 on Erinyes1 21 1d20+12 9 Bite 2 Damage on Erinyes1 30 2d6+24 2,4 Grab on bite1 45 1d20+25 20 Grab on bite 2 26 1d20+25 1 Gore 1 on Erinyes1 29 1d20+15 14 Gore 1 Damage on Erinyes1 28 2d6+19 5,4 Claw 1 on Shadow 32 1d20+15 17 Claw 1 Damage 25 1d8+17 8 Claw 2 19 1d20+15 4 Claw 2 Damager 23 1d8+17 6 Rend 31 1d20+15 16 Rend Damage 31 1d8+29 2 Link to comment Share on other sites More sharing options...
Leonidas1789 Posted March 4 Clone Share Posted March 4 (edited) Sabrael Gandhari - Human Sorceress 8 (Character sheet) AC: 30 | HP: 72/72 | Speed: 30' | Initiative: +12 | Damage Reduction: 5 acid, cold, fire, electricity | Fast Healing 1 | Condition: Normal Sabrael finishes casting her spell; the first Hound Archon appears just south of Sunna. She then takes a few more steps forward, and begins casting the exact same spell again, to summon yet another Hound Archon. Cast: Summon Monster IV (Hound Archon). OOC N/A Edited March 4 by Leonidas1789 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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