Sphynx casts two rays; Zombies have AC 11, Touch AC 9.
Sphynx rolls two Ranged Touch Attacks at +7 each.
Ray #1: Hits AC 12 (Hit)
Ray #2: Hits AC 26 (Hit)
Sphynx summons two rays of fiery vengeance, aimed at Zombies 1 and 3. The rays strike the lumbering undead full on, and incinerate both of the abominations INSTANTLY!
GM:
Zombie #1 has taken 20 pts. of Fire damage. [-4] DESTROYED.
Zombie #3 has taken 28 pts. of Fire damage. [-12] DESTROYED.
Sphynx grins widely when he sees the two Zombies go up in flames. Unlike normal creatures, who possess a positive life-force, Zombies cannot linger on death's door, and bleed out slowly. Once damaged beyond a certain point, undead creatures such as Zombies are simply destroyed.
GM:
Balance check, DC 10.
Zombie rolls (20) - 1 = 19. Success.
Zombie moves out of the grease. But he is still on fire.
Zombie #4 takes two more pts. of Fire damage. (For a total of 6 pts. so far.)
The Zombie in the grease (#4) continues to burn, as he lumbers forward towards Hawke.
Zombie #2 take a swing at Hawke, but the big warrior is easily able to fend him off.
Quixt:
Moving back 5 feet to his Northwest (Q16), Quixt releases another spell from his lips while gripping a small piece of licorice root, judging quickly that the effect will be on everyone in the room.
Zombies #1, #3, #5, #6, #7, and #8 have been destroyed.
Zombie #2 has taken 7 pts. Fire damage.
Zombie #4 has taken 4 pts. Fire damage.
Skeletons are all un-damaged.
Nimbar has taken 6 pts. damage.
Quixt has taken 3 pts. damage.
Whole party is Hasted:
Each member gets an extra melee attack at their highest bonus, or an extra MOVE action (not both);
each member gets +1 to hit;
each member gets +1 Dodge bonus to AC;
each member gets +1 Dodge bonus to Reflex save;
each member gets +30 ft. bonus to movement rate.
Everyone in the party gets a tingling sensation in their entire body; it's their first experience with the Haste spell. And it feels wonderful! Everyone can tell that they are moving more quickly, and that they feel lighter, and more spry.
Vs. Touch AC 9:
(7) = Vs. Zombie #2: Miss! OMG!
(23) = Vs. Zombie #4: Hit for 16 pts. damage. Zombie #4 is DESTROYED. [-4]
Nimbar severely mis-judges Zombie #2's position, and the ray flies right by the lumbering creature, missing it completely! However, Nimbar makes up for it by striking true with the second ray, and INCINERATING Zombie #4 in flames!
Hawke, surprised that both Zombies did not fall, NEVERTHELESS continues with his original plan, throwing caution to the wind, charging the contingent of skeletons, leaving the lone Zombie stragler for Nimbar to deal with. The remaining zombie, and the skeleton leader, both take ineffective swings at Hawke as he rushes past them!
Hawke says to Nimbar, sarcastically, "Clean up your mess, lazy bones!"
Hawke's Attacks, Using Charge & Pounce, Augmented (+1 to hit) By Haste:
Primary Hand (Base Charge): +13
Primary Hand (Pounce, Full Attack): +13 / +8
Off-Hand (Pounce, Full Attack): +13
Primary Hand (Haste Attack): +13
Damage: Primary: 1d8+5 / Off: 1d4+2
Attack Rolls: 33, 31, 15, 30, 33 vs. AC 15 = All 5 attacks hit.
Damage: (Primary) Skeleton #1: 13 pts. = Skeleton #1 is DESTROYED.
Damage: (Primary) Skeleton #7: 9 pts. = Skeleton #7 is DESTROYED.
Damage: (Offhand) Skeleton #2: 5 pts. = Skeleton #2 is DESTROYED. [0 Hit Pts.]
Damage: (Primary) Skeleton #3: 10 pts. = Skeleton #2 is DESTROYED.
Damage: (Primary) Skeleton #2: 7 pts. = Skeleton #2 is SMASHED. [-7]
Once again, Hawke proves to everyone who witnesses it EXACTLY WHY he was made squad leader in his old army unit, and why he was a favorite of his sergeants. Hawke smashes 4 of the zombies in a matter of seconds, his powerful hammers shattering their rickety frames with ease.
The skeletons, however, are unimpressed, and un-deterred. They advance, and attack, like the methodical drones they are!
GM:
Skeletons #11, 10, 9, and 4 attack Hawke.
Skeletons #5 and #8 attack Quixt.
Vs. Hawke, +1 melee: 14, 11, 16, 2 = All missed.
Vs. Quixt, +1 melee: 10, 7 = All missed.
However, their drone-like nature means that their attack techniques are slow, and un-imaginative; both Hawke and Quixt have no trouble whatsoever fending off the oafish undead.
Sphynx casts Magic Missile on the remaining Zombie; the creature is struck by 4 motes of blue energy, which spark and sputter as they make impact, disrupting its animating force, and dropping the zombie into a heap on the floor!
GM:
Damage: 15 pts.
Zombie #2 has taken a total of 22 pts. damage. [-6]
Zombie #2 is DESTROYED.
No zombies remain.
QUIXT: All of the zombies have now been destroyed, and Hawke has already put down 4 of the skeletons. What do you do?
Sphynx casts Magic Missile on the remaining Zombie; the creature is struck by 4 motes of blue energy, which spark and sputter as they make impact, disrupting its animating force, and dropping the zombie into a heap on the floor!
GM:
Damage: 15 pts.
Zombie #2 has taken a total of 22 pts. damage. [-6]
Zombie #2 is DESTROYED.
No zombies remain.
QUIXT: All of the zombies have now been destroyed, and Hawke has already put down 4 of the skeletons. What do you do?
Quixt:
Hasted by the previous spell, he attacks two of the skeletons with his sword (Skeletons #6 & #8) and parries, moving back 5 feet to the West to attempt to split the skeletons (P16). (Rolls 19,10; 4 points damage)
I believe you meant to say #5 and #8; #6 is not in range.
The strike against #8 (10) is a clean miss.
The strike against #5 (19) is a hit;
Damage = 4 pts.
Damage Reduction: 5 / Bludgeoning
Skeleton takes 0 damage.
Quixt lashes out against two of the skeletons, before taking a step backwards, to square #P16. One of the skeletons blocks with its shield. The other skeleton gets hit by Quixt's blade, but seems none the worse for wear for it.
Nimbar casts magic missile, targeting the same two skeletons as Quixt did, with two bolts (2d4+2) each.
GM:
Damage vs. Skeleton #5: 7 pts. [-2] DESTROYED.
Damage vs. Skeleton #8: 7 pts. [-2] DESTROYED.
Four motes of blue light fly from Nimbar's hand, two headed for each targeted skeleton; the bolts slam into the automatons, blasting them apart into bony flinders! Both skeletons are destroyed!
Hawke follows up with another array of hammer blows; his confidence is high, from his recent success!
Hawke stands his ground, realizing how effective his hammers are with all of his strength behind them. He pulverizes 3 out of the four skeletons that he targets; Skeleton #4, who is hit by the lighter hammer, is decapitated! The skeleton's helmeted head goes flying across the corridor, clanging loudly against the wall and floor several times before coming to a stop! The skeleton, however, is un-deterred, since it has no use for a head in order to fight.
GM:
Base DC for bone shattering against wall: 15. (Bone makes a soft sound.)
Head is helmeted by metal: -5.
Total DC to be heard: DC 10.
Number of times (1d4) that the helmet bounced: 4.
Hawke grins sheepishly, "Sorry guys. I didn't mean to jug him so hard."
A total of 9 (out of 12!) of the skeletons are already down! The Skeleton counter-attack is coming next! Stay tuned!
Skeleton #12 moves into the square where #11 was, and attacks Hawke.
Skeleton #09 doesn't have to move; he attacks Hawke also.
Skeleton #06 charges to the spot where Quixt was last round (dark blue dot), and attacks Quixt. (+2 to hit / -2 AC from charge.)
Attacks: 5,7,4 = All Attacks Miss.
The skeletons are much faster, and harder to hit than their fleshy cousins, but they are poor warriors, swinging blindly, with no technique whatsoever. Both Hawke and Quixt cannot help but laugh at the clumsy attacks, as they easily fend off the last three of the boney warriors.
SPHYNX: It's your turn! Three skeletons remain, although the clanging helmet is likely to draw more attention and future visitors! What do you do?
Sphynx takes another step forward (O12) and whirls his left forearm, rotating his palm upward as he stops. He curls the two small finger of the hand, extending the the first two and his thumb. Three shards of light fly forward, two at one of the skeletons on Hawke (12) and one at the skeleton on Quixt.
Sphynx has 4 missiles, not three. I am assuming you shot two at each target.
Sphynx, you said in LINE chat that I failed to move you forward last turn. Your un-modified space is O12. If you moved forward 1 square last turn, you'd be on O13. Moving again this turn would put you at O14, which is where I put you. If this is still wrong, let me know. Although you are in no immediate danger, your character should be placed exactly where you intend him to be.
Skeleton #09 takes 4 pts. force damage. [-3] DESTROYED.
Skeleton #06 takes 6 pts. force damage. [-1] DESTROYED.
Only one skeleton (#12) remains.
4 motes of blue energy slam into skeletons, 2 into each, and blast them apart! Two more skeletons have been destroyed! Only 1 skeleton remains.
Last round, Hawke made the clattering noise by decapitating the skeleton.
This is the first round since that happened.
Surprise Round: The clanging noise.
1st Round: All 4 cast Shield of Faith
2nd Round: Three run towards party (Arrive at outer edge of area) (S26)
2nd Round: One runs toward room #56.
[1 of 20 rounds on SOF is gone.]
3rd Round: Three run towards party. (Arrive at battle distance) (S11)
3rd Round: One arrives at room #56; warns others.
[2 of 20.] 4th Round: Four cast SOF; Three attack party. 1 blows horn of alarm.
[3 of 20.] 5th Round: Five (TOTAL) run towards party; Three attack party
[4 of 20] / [1 of 20] 6th Round: Five run towards party; arrive at edge of area. (S26) 6th Round: Three attack party.
[5 of 20] / [2 of 20]
7th Round: FIve run towards party; arrive at battle distance. 7th Round: Three attack party.
[6 of 20] / [3 of 20]
When the last 5 arrive, up to 3 of them will spend their first round healing survivors from the first group.
8th Round: Some heal, some fight.
[Acolytes 1,2,3,4 = 7 of 20] / [Acolytes 5,6,7,8 = 4 of 20]
Sphynx has 4 missiles, not three. I am assuming you shot two at each target.
Sphynx, you said in LINE chat that I failed to move you forward last turn. Your un-modified space is O12. If you moved forward 1 square last turn, you'd be on O13. Moving again this turn would put you at O14, which is where I put you. If this is still wrong, let me know. Although you are in no immediate danger, your character should be placed exactly where you intend him to be.
Skeleton #09 takes 4 pts. force damage. [-3] DESTROYED.
Skeleton #06 takes 6 pts. force damage. [-1] DESTROYED.
Only one skeleton (#12) remains.
4 motes of blue energy slam into skeletons, 2 into each, and blast them apart! Two more skeletons have been destroyed! Only 1 skeleton remains.
Quixt:
Seeing a potential opportunity, Quixt moves 10 feet to flank the skeleton engaged with Hawke (R16). He attacks with his sword twice, the Haste spell powering the attacks.
He hits the skeleton squarely in the head on the first pass and misses on the second, underestimating the skeleton’s lack of a real center of gravity to keep it in place after he hits it. The damage is muted, but definite. The sword leaves a nasty notch squarely in the crown of the skull. It doesn’t “jug” the skeleton, but it definitely draws its attention. (See Attack & Damage Rolls In Rolz).
Nimbar, knowing that the clanging helmet will have attracted attention, moves up to get a better look down the length of the hall; he does not attempt to attack the skeleton. He knows that the remaining skeleton is in Hawke's capable hands.
GM:
Nimbar takes a double-move to square S11.
GM:
Hawke's Full Round Action + Haste:
Primary Hand (Full Attack): +11 / +6
Off-Hand (Full Attack): +11
Primary Hand (Haste Attack): +11
Hawke's Attack Rolls: 31 (Hit) ... Not bothering with remaining attacks.
Damage: 7 pts.
Skeleton #12 has taken 10 pts. damage [-5] DESTROYED.
Hawke smashes the remaining skeleton into flinders, and proceeds to follow Nimbar.
GM:
Hawke takes a normal move to square S9.
Hawke then takes a Haste movement to square T14.
Hawke actually gets a little in front of Nimbar, just in case his friend has unknowingly wandered into danger.
As both Hawke and Nimbar approach the long hallway, they hear excited voices somewhere downrange, followed by the clatter of booted feet, running.
Start of Second Round Since The Noise: Coming into view, down the hallway, they see three Wendol, but these tribesmen are not wearing hide armor like their brothers; they are wearing full suits of chainmail armor, and leather boots, probably taken off of the dead patrolmen you encountered some months back, when you first discovered this place.
Each carries a wicked-looking mace with iron flanges on it. Each is wearing a black cape, and a glowing amulet that radiates a purplish light. The Wendol make it to square S26 this round.
Hawke hisses, "Cultists!"
Nimbar nods in agreement, and spits, "Acolyte cultists, to be precise. Those are amulets of Set. The snake deity of emptiness."
Not being in a position where he can see the cultists, Sphynx moves toward Hawke and Nimbar as far as he is able to do so in the hopes of giving the Wendol a taste of their own magic.
OOC:
If he cannot cast and move, he will still move, trying to get to the right of Nimbar.
Cast on the Move [GENERAL]
Pre-Requisite: Int 13, Run feat, 5th caster level
Benefit: You can take a double-move, and cast a spell simultaneously, during either of your move actions. (You must declare which move action you will cast in before casting your spell.) Your spell can still be interrupted, and all normal penalties to movement still apply, including attacks of opportunity, movement penalties from terrain, etc. Note that spells cast while on the move must be standard action spells; full round spells cannot be cast in this manner.
Normal: Normally you can only take a single move during a round, and then use your remaining standard action to cast your spell.
Cast on the Run [GENERAL]
Pre-Requisite: Run, Cast on the Move
Benefit: As Cast on the Move, except that you can take a full run action before casting your spell.
Sphynx, the range of you spell is short (40 ft.) and the cultists are too far away. If you take a run action (x4 movement) you can position yourself pretty much anywhere on the map. I am going to put Sphynx in square V12, where he will be in a good position to cast at them, after they move next round. You will be between Hawke and Nimbar, in a position where either of them can easily help you if necessary, and/or you could help either one of them quite easily. V12 also offers a good corner; instead being surrounded by 8 foes, you can only be surrounded by 4 (if it even comes to that, which it probably won't.)
Sphynx moves up, picking a nice, nestled corner to cast from (V12.)
Sphynx, the range of you spell is short (40 ft.) and the cultists are too far away. If you take a run action (x4 movement) you can position yourself pretty much anywhere on the map. I am going to put Sphynx in square V12, where he will be in a good position to cast at them, after they move next round. You will be between Hawke and Nimbar, in a position where either of them can easily help you if necessary, and/or you could help either one of them quite easily. V12 also offers a good corner; instead being surrounded by 8 foes, you can only be surrounded by 4 (if it even comes to that, which it probably won't.)
Sphynx moves up, picking a nice, nestled corner to cast from (V12.)
Quixt:
Moves to S17 while sheathing his sword and uses Summon Monster (Giant Fire Beetle) scroll to appear in square T24 and then moves 20 ft to R13 to get out of the way of Nimbar.
Normal move action: Move and sheath sword. Normal standard action: Cast spell. Haste action: Move again.
In the spell description, it says "appears where you designate, and attacks immediately." Since you made it appear 10 ft. away, it takes a 1-square (5 ft.) adjustment, and attacks Cultist #2.
GM:
Cultists are running (no Dex bonus to AC)
Fire Beetle attack: (18) = Hits!
Damage: 6 pts.
The fire beetle appears suddenly, and moves forward with blinding speed, snapping at the running cultist. The beetle manages to bite his leg, causing him to stumble.
GM:
Dex Check DC 10: (7) = Failed.
Cultist #2 falls and is prone.
The cultist does a face plant into the stone floor, while his companions ignore him, and continue to run towards the party.
Nimbar moves 60 ft. to square #U22.
Nimbar casts Magic Missile at Cultist #2.
Damage: 17 pts.
Cultist #2 has taken a total of 23 pts. of damage.
Cultist #2 is Gravely Wounded!
Nimbar moves to square #W18, drawing his Rapier as he does so.
Nimbar moves up a great distance, probably more than was necessary, and casts Magic Missile at Cultist #2, hoping to finish him off. The Cultist grunts in pain, as four motes of blue light slam into him, but somehow, he remains standing! Nimbar backs up a few paces, drawing his Rapier as he does so, knowing that Cultist #3 will probably come after him.
GM:
Distance to Cultist #1: 60 ft.
Hawke can easily charge that distance;
Normal move = 30 ft.; Hasted move: +30 = 60 ft.
Charging distance is x2 movement (120 ft. while hasted.)
Normal Action: Charge using Pounce ability.
=======================================
Primary Hand (Base Charge) (+13)
Primary Hand (Pounce Full Attack) (+13 / +8)
Off-Hand (Pounce Full Attack) (+13)
======================================= Haste Action: Extra attack @ +13
=======================================
Attack Rolls: 32,15,13,32,15 = 2 hits (both with primary wpn.)
=======================================
Damage: 8,13 = 21 pts. Total.
=======================================
Dex Check, DC 10: (15) = Made it.
=======================================
Cultist #1 takes 21 pts. damage.
Hawke rushes forward, moving incredibly fast under the effects of the Haste spell. He hits Cultist #1 in mid-stride, whacking him once on the shoulder (and more than likely, dislocating it) and once on the left side of the head, causing the Cultist to spit teeth! The Cultist bumbles and stumbles, almost falling to the floor, but not quite; however, his wobbling and staggering causes Hawke's remaining attacks to miss, which is fortunate for him.
GM:
Cultist #1 will attack Hawke.
Cultist #2 will attack the Beetle.
Cultist #3 will charge Nimbar.
The Beetle will get an AoO vs. Cultist #3
Cultist #1 takes a step backwards, and casts a spell.
(Ray of Evil): Ray that normally does 1d3 damage (neg energy.)
Amplified by evil amulet to 1d8.
Hawke's normal Touch AC: 14; Charging: 12;
Haste bonus: +1 (13); Force shield bonus: +5 (18)
Ranged touch attack: (16) = Missed! (Deflected)
Cultist #2 casts a spell at the beetle;
Beetle AoO vs. Prone opponent: (11) = Missed!
Cultist #2 attack roll: (23) -4 for Prone: 19 (Hit!)
Damage: 7 pts. [-3] Fire Beetle disappears!
Current Damage:
Nimbar has taken 22 pts. damage. [SERIOUSLY Wounded!]
Quixt has taken 3 pts. damage.
Cultist #1 has taken 21 pts. damage. [GRAVELY Wounded!]
Cultist #2 has taken 23 pts. damage. [GRAVELY Wounded!
Cultist #1 takes a step backwards, seemingly out of fear; however, his expression then hardens, and he shouts angrily at Hawke.
The Cultist Shouts, "DIE!"
The ray should have struck Hawke, for all intents and purposes; but it is deflected by Hawke's force shield. The Cultist stares blankly, clearly non-plussed, and then begins looking around the battlefield, somewhat nervously.
Cultist #2 does not try to get up; instead, he chants a quick spell, while fending off the beetle with his off-hand. His hands begin to glow an eerie black, and he grabs one of the beetle's legs! A surge of negative energy flows over the creature, and it disappears in a puff of smoke! Everyone in the party knows that this is the result of a summoned creature being killed. Summoned creatures do not die on the Prime Material plane; they simply vanish in a puff of smoke, instantly teleported back to their own plane of existence.
Cultist #3 charges; since the beetle used its AoO on the prone Cultist, it cannot get another attack of opportunity. The Cultist strikes with the fury of a true, evil madman, shattering Nimbar's defenses, and braining him with a savage blow from the big, knotted club that he carries! The blow would have killed a normal man, but to his credit, Nimbar remains standing!
SPHYNX: Nimbar is in SERIOUS TROUBLE! What do you do?
Seeing that Nimbar is in dire need of assistance, Sphynx moves as far forward as he can. He rubs his forefingers against his thumbs as he moves, perhaps grinding some fine residue. When he points his hands at the cultist who hit Nimbar, a two thin lines of flame shoot forward, racing at his target.
Sphynx advances to square #V17, within touching range of Nimbar, should he need to cast any curative spells; but his intent at the moment is quite different. He sends TWO scorching rays of fire into Nimbar's opponent, burning the hapless Cultist VERY BADLY. The Cultist SCREAMS in pain, as his flesh begins to MELT. How he is still standing, is anyone's guess.
GM:
Sphynx's ranged touch attacks: 21, 24 (Both hit)
Damage per ray: 4d6: 14, 13 (27 damage total) Current Damage:
Nimbar has taken 22 pts. damage. [SERIOUSLY Wounded!]
Quixt has taken 3 pts. damage.
Cultist #1 has taken 21 pts. damage. [GRAVELY Wounded!]
Cultist #2 has taken 23 pts. damage. [GRAVELY Wounded!]
Cultist #3 has taken 27 pts. damage. [GRAVELY Wounded!]