Ambitious Hearts: Tales from the Forgotten Realms

Game Master Dogbladewarrior


751 to 800 of 862 << first < prev | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | next > last >>

RETIRED Half-Elf Summoner (Synthesist) 20 / Gestalt (Two-Handed) Fighter 10 / Mythic Champion (Dual Path Guardian) Tier 4

init: 1d20 + 15 ⇒ (7) + 15 = 22

how far away is it?


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

1d20 + 27 ⇒ (16) + 27 = 43 Initiative

What exactly is in the room, enemy-wise?"


What it says on the tin; Caffiene addict 20

The room is the interior of a massive (500x500 foot) pyramid. It's a lush jungle with many trees and creeper plants everywhere.

Akor flew about 30 feet and one of the many trees smacked him.

Beyond the one moving tree you get the impression that everything is "alive," though what exactly that means is anyone's guess. Nothing except the one tree has attacked.

...yet. :-)


PC's DO NOT READ. DM REFERENCE ONLY:

White haired beast bonded witch
Female Ghoran Druid 5 Witch (White Haired Witch, Beast-Bonded) 20
NE Medium Plant
Init +8; Senses low-light vision; Perception +35
--------------------
Defense
--------------------
AC 30, touch 16, flat-footed 24 (+6 armor, +6 shield, +6 Dex, +2 natural)
hp 410 (5d8+20d6+250)
Fort +21, Ref +14, Will +24; +4 vs. death, energy drain, necromancy
Immune mind-affecting, paralysis, poison, polymorph, sleep, stunning, plant traits; Resist acid 30, cold 30, electricity 30, fire 30, sonic 30
Weakness delicious, light dependent
--------------------
Offense
--------------------
Speed 40 ft.
Melee Dancing Scimitar +23/+18/+13 (1d6+9/15-20/x2) and
Hair (White Haired Witch) +22 (1d4+9/x2) and
Unarmed strike +19/+14/+9 (1d3+4/x2)
Space 5 ft.; Reach 30 ft.
Special Attacks white hair (constrict), white hair (grab), white hair (pull), white hair (strangle), white hair (trip)
Spell-Like Abilities Detect Poison (1/day), Goodberry (1/day), Major Spell Expertise (Tree Stride) (2/day), Minor Spell Expertise (Windy Escape) (2/day), Purify Food and Drink (1/day)
Druid Spells Prepared (CL 5):
3 (3/day) Wind Wall (x2), Waters of Lamashtu (DC 20)
2 (4/day) Wood Shape (DC 19), Stone Call (x2), Tree Shape
1 (5/day) Stone Shield, Stone Shield (x2), Windy Escape (x2)
0 (at will) Create Water, Detect Magic, Light, Detect Poison
Witch (White Haired Witch, Beast-Bonded) Spells Prepared (CL 20):
9 (5/day) Dominate Monster (DC 28), Summon Monster IX (x2), Time Stop (x2)
8 (5/day) Moment of Prescience, Maze, Mind Blank, Nine Lives, Stormbolts (DC 27)
7 (5/day) Bite the Hand, Mass (DC 26), Chain Lightning (DC 26), Harm (DC 26), Instant Summons, Regenerate
6 (5/day) Dispel Magic, Greater, Flesh to Stone (DC 25), Binding Earth, Mass (DC 25), Slay Living (DC 25), Unwilling Shield (DC 25)
5 (6/day) Baleful Polymorph (DC 24), Cloudkill (DC 24), Teleport, Mind Fog (DC 24), Magic Jar (DC 24)
4 (6/day) Threefold Aspect, Shadow Step, Share Shape, Vermin Shape II
--------------------
Statistics
--------------------
Str 18, Dex 22, Con 30, Int 28, Wis 24, Cha 22
Base Atk +13; CMB +17; CMD 33 (33 vs. Grapple)
Feats Accursed Hex, Arcane Blast (Su), Arcane Strike, Combat Casting, Combat Reflexes (7 AoO/round), Eldritch Heritage, Extra Hex, Familiar Spell, Improved Critical (Scimitar), Improved Eldritch Heritage (Tough as Hell +6), Improved Familiar, Major Spell Expertise (Tree Stride) (2/day) (Sp), Minor Spell Expertise (Windy Escape) (2/day) (Sp), Weapon Finesse, Weapon Focus (Scimitar)
Traits Reactionary, Sacred Touch
Skills Acrobatics +6 (+10 jump), Climb +8, Diplomacy +31, Disguise +7, Escape Artist +7, Fly +34, Handle Animal +10, Heal +12, Intimidate +30, Perception +35, Ride +34, Sense Motive +32, Sleight of Hand +31, Spellcraft +37, Stealth +46, Survival +37, Swim +32, Use Magic Device +34
Languages Abyssal, Aklo, Auran, Celestial, Chelaxian, Common, Daemonic, Druidic, Goblin, Halfling, Hallit, Sylvan
SQ able assistant, animal companion link, arcane familiar nearby, arrow deflection, corrupting touch (11 rds) (9/day), empathic link with familiar, enhanced familiar, expeditious (3/day), familiar form, ghorus seed, glamered, hosteling, many lives, mysterious stranger +2, nature bond abilities (tree mount, sapling treant), patron spells (time), resist death's touch, rogue tricks (combat trick, finesse rogue, weapon training), share spells with companion, share spells with familiar, speak with familiar, spontaneous casting, trackless step, twin soul, wild, wild, wild empathy
Other Gear Elementalist Armor, +5 Arrow deflection, Wild Ironwood Buckler, Dancing Scimitar, Belt of physical perfection +6, Headband of mental superiority +6 (Diplomacy, Fly), Robe of stars (6/month), Shawl of the crone, 398175 GP
--------------------
TRACKED RESOURCES
--------------------
Corrupting Touch (11 rds) (9/day) (Sp) - 0/9
Detect Poison (1/day) (Sp) - 0/1
Expeditious (3/day) - 0/3
Goodberry (1/day) (Sp) - 0/1
Major Spell Expertise (Tree Stride) (2/day) (Sp) - 0/2
Minor Spell Expertise (Windy Escape) (2/day) (Sp) - 0/2
Plane Shift (At will) - 0/0
Purify Food and Drink (1/day) (Sp) - 0/1
Robe of stars (6/month) - 0/6
--------------------
Special Abilities
--------------------
Able Assistant (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.

Cooperative Casting
Your assistance makes item crafting f
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Animal Companion Link (Ex) You have a link with your Animal Companion.
Arcane Blast (Su) Convert a level 1+ spell into a 30' ranged touch attack dealing 2d6+1d6/spell level
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Arrow deflection DC 20 Reflex save to deflect ranged weapon.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Corrupting Touch (11 rds) (9/day) (Sp) Melee touch attack leaves target shaken and radiating evil for 11 rounds.
Damage Resistance, Acid (30) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (30) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (30) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (30) You have the specified Damage Resistance against Fire attacks.
Damage Resistance, Sonic (30) You have the specified Damage Resistance against Sonic attacks.
Delicious (Ex) -2 penalty on Escape Artist and combat maneuver checks to escape bite grapples.
Detect Poison (1/day) (Sp) With Charisma 11+, cast detect poison once per day.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enhanced Familiar (Su) At 4th level, the beast-bonded witch's connection with her familiar strengthens. For the purposes of determining her familiar's powers and abilities, she treats her familiar as if she were one level higher than her actual witch level. This ability re
Expeditious (3/day) Gain a +10 enhancement bonus to all movement modes for 1 rd.
Familiar Form (Sp) At 8th level, a beast-bonded witch may take the shape of her familiar (or a giant version of her familiar or a similar kind of animal) as if using beast shape II. For example, a witch with a rat familiar can turn into a Tiny rat, Small dire ra
Familiar Spell Transfer a specific spell to be cast by the familiar. +3 Levels.
Ghorus Seed (Ex) Create seed that reincarnates you.
Glamered Assumes appearance of normal clothes on command.
Goodberry (1/day) (Sp) With Charisma 11+, cast goodberry once per day.
Hosteling Store bonded animal as an image, asleep for up to 24 hr.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Light Dependent (Ex) Takes 1d4 Constitution damage per day without exposure to sunlight.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Major Spell Expertise (Tree Stride) (2/day) (Sp) The selected spell becomes a spell-like ability, 2/day.
Many Lives (Ex) When killed cannot be raised/resurrected, but auto reincarnate in 1 day.
Minor Spell Expertise (Windy Escape) (2/day) (Sp) The selected spell becomes a spell-like ability, 2/day.
Mysterious Stranger +2 (Ex) Add to the DC of Diplomacy, Knowledge, and Sense Motive to learn about you.
Pit-Touched Add spell level to Intimidate checks for 1 rd after casting.
Plant Traits Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun.
Purify Food and Drink (1/day) (Sp) With Charisma 11+, cast purify food and drink once per day.
Resist Death's Touch (Ex) +4 to saves vs death, energy drain, and necromancy effects.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shawl of the crone Polymorph into venerable female & count as hag for covey. +4 to seem harmless (+8 vs children).
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Twin Soul (Su) At 10th-level, if the witch or her familiar is gravely injured or about to die, the soul of the dying one immediately transfers to the other's body. The two souls share the surviving body peaceably, can communicate freely, and both retain their abili
White Hair (Constrict) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
White Hair (Grab) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
White Hair (Pull) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
White Hair (Strangle) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
White Hair (Trip) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
Wild Armor can be used in Wild Shape.
Wild Armor can be used in Wild Shape.
Wild Empathy +11 (Ex) Improve the attitude of an animal, as if using Diplomacy.

--------------------

Homonculous familiar
Homunculus (Pilferer, Valet)
N Gargantuan Construct
Init +6; Senses darkvision 60 ft., low-light vision; Perception +60
--------------------
Defense
--------------------
AC 33, touch 9, flat-footed 30 (+4 armor, +2 Dex, -4 size, +20 natural, +1 dodge)
hp 205 (2d10+85); fast healing 5
Fort +14, Ref +17, Will +21; +8 resistance bonus vs. spells and spell-like abilities
DR 10/slashing, 15/adamantine, 5/evil; Immune construct traits (+60 hp), ability damage, ability drain, bleeds, death and necromancy effects, disease, energy drain, exhaustion, fatigue, fear, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning; Resist fire 30; SR 26
--------------------
Offense
--------------------
Speed 50 ft., flight (50 feet, good), swimming (60 feet)
Melee Bite (Homunculus (Pilferer, Valet)) +46 (6d6+28/x2) and
Constrict (Strangling Hair) +46 (8d6+28/x2) and
Unarmed strike +46/+41/+36/+31 (1d8+19/x2)
Space 2.5 ft.; Reach 0 ft.
Spell-Like Abilities Nondetection (Constant), Prestidigitation
--------------------
Statistics
--------------------
Str 46, Dex 15, Con —, Int 16, Wis 12, Cha 7
Base Atk +27; CMB +49 (+51 Disarming, +53 Stealing); CMD 62 (64 vs. Disarm, 64 vs. Steal)
Feats Bludgeoner, Combat Expertise +/-7, Dodge, Eldritch Claws, Greater Steal, Improved Disarm, Improved Initiative, Improved Natural Attack (Bite [Homunculus [Pilferer, Valet]]), Improved Natural Attack (Constrict [Strangling Hair]), Improved Steal, Lightning Reflexes, Lunge, Mobility, Power Attack -7/+14, Snatch, Spring Attack, Whirlwind Attack
Skills Acrobatics +31 (+39 jump), Appraise +7, Bluff +2, Climb +23, Diplomacy +2, Disguise +27, Escape Artist +34, Fly +13, Handle Animal +3, Heal +30, Intimidate +23, Perception +60, Ride +31, Sense Motive +30, Sleight of Hand +44, Spellcraft +32, Stealth +29, Survival +30, Swim +55, Use Magic Device +27
Languages Abyssal, Aklo, Auran, Common
SQ able assistant, aide to all, construct armor, construct limb, deliver aid, lightning lash stash (1 uses), poison: bite—injury (dc 25), rune of agony (1/day), rune of imprisonment (1/day), rune of lightning (1/day), rune of shielding (1/day), rune of terror (1/day), teammate, telepathic link (1,500')
Combat Gear Staff of the woodlands; Other Gear Staff of the woodlands, Belt of physical might (Str & Con +6), Ring of fire resistance (greater), You have no money!
--------------------
TRACKED RESOURCES
--------------------
Lightning Lash Stash (1 uses) - 0/1
Rune of Agony (1/day) - 0/1
Rune of Imprisonment (1/day) - 0/1
Rune of Lightning (1/day) - 0/1
Rune of Shielding (1/day) - 0/1
Rune of Terror (1/day) - 0/1
Stoneskin - 0/200
--------------------
Special Abilities
--------------------
Able Assistant (Valet) (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.

Cooperative Casting
Your assistance makes item crafting f
Aide to All (Valet) (Ex) At 13th level, a valet can choose to use the aid another action as a full-round action, granting up to three adjacent creatures bonuses from this action. Each bonus may be either for the same action or check or for different actions or checks. This a
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Combat Expertise +/-7 Bonus to AC in exchange for an equal penalty to attack.
Construct Armor Requirements: Craft Construct, Craft Magic Arms and Armor, animate objects, the construct modified must be the same size as the creator CR Increase: +1 Cost: 35,000 gp This modification allows the construct to be worn like
Construct Limb Requirements: Craft Construct, Craft Magic Arms and Armor, animate objects, Small or Tiny construct

CR Increase: none

Cost: 27,000 gp

This modification can be performed on a Small or Tiny construct, such as an
Construct Traits (+60 HP) Constructs have many immunities, no Constitution, and a bonus to HP based on size.
Damage Reduction (10/slashing) You have Damage Reduction against all except Slashing attacks.
Damage Reduction (15/adamantine) You have Damage Reduction against all except Adamantine attacks.
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Damage Resistance, Fire (30) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Aid (Valet) (Ex) At 7th level, a valet can move before and after using the aid another action, as long as its total movement does not exceed its speed. This ability replaces speak with animals of its kind.
Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Fast Healing 5 (Ex) You heal damage every round if you have > 1 Hp.
Flight (50 feet, Good) You can fly!
Greater Steal Foe doesn't realize you've stolen from him until after combat.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death and Necromancy effects (Ex) You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Steal You don't provoke attacks of opportunity when stealing.
Lightning Lash Stash (1 uses) A 30-foot burst of electricity cracks out of the modified construct's stash. Those within the burst must succeed on a DC 15 Reflex saving throw or take 3d8 points of electrical damage. A successful save halves the damage.

Modification Requi
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mobility +4 to AC against some attacks of opportunity.
Nondetection (Pilferer) (Constant) (Sp) A pilferer is under the constant effect of nondetection with a caster level equal to its master's class level. The DC of the caster level check to penetrate the nondetection effect is equal to 15 + the master's caster level. This abilit
Poison: Bite—Injury (DC 25) (Ex) Poison inflicts sleep for 1 minute, 1/minute for 60 minutes.
Power Attack -7/+14 You can subtract from your attack roll to add to your damage.
Prestidigitation (Valet) (Sp) A valet can use prestidigitation once per hour.
Rune of Agony (1/day) DC 17 Fort or -4 penalty on attack rolls, skill checks, and ability checks for 1 minute.
Rune of Imprisonment (1/day) DC 22 Will or be inprisoned in the gem
Rune of Lightning (1/day) E3d8 electrical damage/Reflex half
Rune of Shielding (1/day) +4 shield bonus for 1 minute
Rune of Terror (1/day) DC 20 Will save or become panicked
Snatch You can start a grapple if you hit with a claw or bite attack.
Spell Resistance (26) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Swimming (60 feet) You have a Swim speed.
Teammate (Valet) (Ex) A valet is considered to have all the teamwork feats its master has.
Telepathic Link (1,500') (Ex) A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet.
Whirlwind Attack Instead of making a full attack, you attack all foes in reach.

--------------------

Tree mount
Sapling Treant
N Large Plant
Init +0; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 16, touch 9, flat-footed 16 (-1 size, +7 natural)
hp 40 (+15)
Fort +7, Ref +1, Will +2
Defensive Abilities evasion; Immune mind-affecting, paralysis, poison, polymorph, sleep, stunning
--------------------
Offense
--------------------
Speed 30 ft., climbing (30 feet)
Melee Slam x2 (Sapling Treant) +9 x2 (1d8+7/x2) and
Unarmed strike +9 (1d4+7/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks double damage against objects
--------------------
Statistics
--------------------
Str 24, Dex 10, Con 16, Int 2, Wis 12, Cha 7
Base Atk +3; CMB +11; CMD 21
Feats Improved Natural Armor, Improved Natural Armor, Spell Sponge
Tricks Attack [Trick], Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Down [Trick], Fighting [Trick], Guard [Trick], Heel [Trick], Stay [Trick]
Skills Climb +15, Fly -2, Perception +8, Stealth +0
Languages
SQ attack any target [trick], combat riding [trick], fighting [trick]
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
-none-
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Climbing (30 feet) You have a Climb speed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Double Damage Against Objects (Ex) If this creature makes a full attack against an object or structure, it deals double damage.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Sponge Double duration when master targets you with a harmless spell with a target of "you".

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

The good news is I've created the BBEG. The bad news it I've created the BBEG. ;-)


Round 1Everyone post your actions and I'll work out the order after.

Another tree steps to the left of the previous and takes a swing Akor.

Branch 1d20 + 20 ⇒ (14) + 20 = 346d6 ⇒ (5, 3, 3, 1, 3, 3) = 18

Yet a third, slightly different looking tree (size category huge) steps between the two larger ones. It's covered in vines that animate and try to grab akor while a pair of arm like branched attempt to Disarm Akor's weapon.

Disarm sword in hand 1d20 + 46 ⇒ (8) + 46 = 54

Grapple "hair" 1d20 + 51 ⇒ (20) + 51 = 71

Perception DC 30:

It's made of wood and vines and such, but it's not a tree. It's just disguised to look as one.

Meanwhile a young woman with extremely long white hair leaps forth from one of the trees and swings an incredibly sharp wooden scimitar at Akor

Sorry, but you did go ahead of the others alone

Scimitar 1d20 + 23 ⇒ (6) + 23 = 291d6 + 14 ⇒ (3) + 14 = 17 Crit on 15-20 confirm 1d20 + 23 ⇒ (15) + 23 = 38 If confirmed 1d6 + 14 ⇒ (5) + 14 = 19

Dm reference:

Homunclus 205/205
AC 33, touch 9, flat-footed 30 (+4 armor, +2 Dex, -4 size, +20 natural, +1 dodge)
hp 205 (2d10+85); fast healing 5
Fort +14, Ref +17, Will +21; +8 resistance bonus vs. spells and spell-like abilities
DR 10/slashing, 15/adamantine, 5/evil; Immune construct traits (+60 hp), ability damage, ability drain, bleeds, death and necromancy effects, disease, energy drain, exhaustion, fatigue, fear, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning; Resist fire 30; SR 26

Witch 410/410
AC 30, touch 16, flat-footed 24 (+6 armor, +6 shield, +6 Dex, +2 natural)
hp 410 (5d8+20d6+250)
Fort +21, Ref +14, Will +24; +4 vs. death, energy drain, necromancy
Immune mind-affecting, paralysis, poison, polymorph, sleep, stunning, plant traits; Resist acid 30, cold 30, electricity 30, fire 30, sonic 30
Weakness delicious, light dependent


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Sparel casts a spell then flies over and touches Akor with his glowing hand.

I'm assuming Sparel went last so Akor can take your actions, then the tree does it's thing. If you're grappled successfully you'll break free after sparel casts his spell.

Provoking an AOO.

White haired woman 1d20 + 23 ⇒ (12) + 23 = 351d6 + 14 ⇒ (6) + 14 = 20 if crit 1d20 + 23 ⇒ (14) + 23 = 371d6 + 14 ⇒ (1) + 14 = 15


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T1
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

Going to take a wile for me to work out rosa as she was in full Defance mode. Sorry guys, but I think shes going to go in pest control mode


Rosa.Luminass. wrote:
Going to take a wile for me to work out rosa as she was in full Defance mode. Sorry guys, but I think shes going to go in pest control mode

Not sure what "pest control mode" means, but post your actions whenever you get a chance.


RETIRED Half-Elf Summoner (Synthesist) 20 / Gestalt (Two-Handed) Fighter 10 / Mythic Champion (Dual Path Guardian) Tier 4

Tialvoron will cast Dance of a Thousand Cuts on himself.


Tialvoron Manaril wrote:
Tialvoron will cast Dance of a Thousand Cuts on himself.

im not familiar with that one. Can you link or post it in a spoiler please?


RETIRED Half-Elf Summoner (Synthesist) 20 / Gestalt (Two-Handed) Fighter 10 / Mythic Champion (Dual Path Guardian) Tier 4

dance of a thousand cuts


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Once more calling upon divine power Akor empowers himself to bring about holy vengeance Immediate action, activating Judgement, choosing Justice, Destruction(Slayer) and Protection for a +5 to hit, +9 to damage and +5 to AC. My total AC is 39.

The champion of the Seldarine unleashes a flurry of strikes at the tree that first swung at him Assuming nothing else was in the room for my first attack

Akor's attacks:

1d20 + 35 ⇒ (3) + 35 = 38 for 1d10 + 24 ⇒ (7) + 24 = 31

1d20 + 35 ⇒ (8) + 35 = 43 for 1d10 + 24 ⇒ (10) + 24 = 34

1d20 + 35 ⇒ (16) + 35 = 51 for 1d10 + 24 ⇒ (8) + 24 = 32

1d20 + 35 ⇒ (12) + 35 = 47 for 1d10 + 24 ⇒ (2) + 24 = 26

Also, if the tree is evil add in:

2d6 ⇒ (1, 4) = 5, 2d6 ⇒ (5, 2) = 7, 2d6 ⇒ (2, 4) = 6, 2d6 ⇒ (6, 2) = 8

Suddenly, another tree swings at him, but protected as he is by his near divinity, Akor avoids the blow. A third tree grabs him up and takes away Demonwrack from his grip.

Finally, some crazed white haired woman leaps at him from the trees, trying to strike him down, yet once again he is saved by his enchantments.

Round wrap up:

The second tree missed.

The third tree successfully disarmed me, and also grappled me.

The white haired lady missed her attack as well


Tialvoron Manaril wrote:
dance of a thousand cuts

Ahh, bard spell. I don't play bards often.


RETIRED Half-Elf Summoner (Synthesist) 20 / Gestalt (Two-Handed) Fighter 10 / Mythic Champion (Dual Path Guardian) Tier 4

me either, but when i saw the spell i thought it seemed pretty good for a half-elf warrior


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T1
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

Rosa Takes to the Air and a mass of constructs sworn around her, any thing that flys close will be attacked.

Detect Chaos

Construct sworn:

1st-355
2ed-23
3ed-17
4th-9
5th-5
6th-3
7th-2
8th-1


Akor Scourgebane wrote:

Once more calling upon divine power Akor empowers himself to bring about holy vengeance Immediate action, activating Judgement, choosing Justice, Destruction(Slayer) and Protection for a +5 to hit, +9 to damage and +5 to AC. My total AC is 39.

The champion of the Seldarine unleashes a flurry of strikes at the tree that first swung at him Assuming nothing else was in the room for my first attack

** spoiler omitted **

Suddenly, another tree swings at him, but protected as he is by his near divinity, Akor avoids the blow. A third tree grabs him up and takes away Demonwrack from his grip.

Finally, some crazed white haired woman leaps at him from the trees, trying to strike him down, yet once again he is saved by his enchantments.

** spoiler omitted **

All of your blows struck the tree and it goes over in a heap. You are now unarmed.


Nothing attacks Tia or Rosa.

Round 2

The woman with the hair swings at Sparel

Scimitar 1d20 + 23 ⇒ (5) + 23 = 281d6 + 14 ⇒ (3) + 14 = 17 Crit on 15-20 confirm 1d20 + 23 ⇒ (2) + 23 = 251d6 + 14 ⇒ (6) + 14 = 20

Meanwhile her hair attempts to grapple and hold Sparel. However, no matter how hard it tries Sparel always seems to move out of the way at the exact moment necessary. Freedom of movement.

The tree and "Tree." continue to attack Akor
The tree wildly swings it's branches at Akor.
Branch1 1d20 + 20 ⇒ (2) + 20 = 226d6 ⇒ (2, 4, 4, 4, 4, 4) = 22
Branch2 1d20 + 20 ⇒ (4) + 20 = 246d6 ⇒ (6, 1, 5, 1, 6, 5) = 24
Branch3 1d15 + 20 ⇒ (8) + 20 = 286d6 ⇒ (2, 4, 1, 1, 3, 3) = 14

The other "Tree's" vines and roots attempt to pull Akor off his feet, but he too seems to move at just the right time to avoid capture. The power of Sparel's spell doing it's work. However, it's branches grab the sword from the ground and place it inside an opening at it's back. (Akor, if you can you have an AOO as it grabs the sword)


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

The tress swing at Akor, all to no avail, as he is too well protected.

Round 2

Akor calls out in Celestial "Foul creatures, thou shall never be able to separate my blade from me! Demonwrack return!" Swift action to use the Called property to teleport his sword back to his hand.

I'll post his attacks once I'm home from work


RETIRED Half-Elf Summoner (Synthesist) 20 / Gestalt (Two-Handed) Fighter 10 / Mythic Champion (Dual Path Guardian) Tier 4

Tilavoron moves toward the brouhaha after casting Greater Heroism


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Actually, is there any effect blocking teleporation?


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T1
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

Detect Chaos?


What it says on the tin; Caffiene addict 20
Tialvoron Manaril wrote:
Tilavoron moves toward the brouhaha after casting Greater Heroism

You have a standard action remaining.


What it says on the tin; Caffiene addict 20
Akor Scourgebane wrote:
Actually, is there any effect blocking teleporation?

Now that you mention it yes there probably would be in the pyramid. Demonwrack would remain where it is.


What it says on the tin; Caffiene addict 20
Rosa.Luminass. wrote:
Detect Chaos?

Yes. Everywhere especially the woman and tree.


RETIRED Half-Elf Summoner (Synthesist) 20 / Gestalt (Two-Handed) Fighter 10 / Mythic Champion (Dual Path Guardian) Tier 4
Tiny Coffee Golem wrote:
Tialvoron Manaril wrote:
Tilavoron moves toward the brouhaha after casting Greater Heroism
You have a standard action remaining.

Casting the spell was my standard. then i moved towards Akor at least 10ft so the spell i cast first round doesnt end.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Akor falls back a few feet and studies the witch, trying to pinpoint her weaknesses 1d20 + 41 ⇒ (14) + 41 = 55 Knowledge(Nature), +12 bonus from Wis due to Monster Lore


Akor Scourgebane wrote:
Akor falls back a few feet and studies the witch, trying to pinpoint her weaknesses 1d20+41 Knowledge(Nature), +12 bonus from Wis due to Monster Lore

I'm not sure what that does, but she's human. With all of their weaknesses.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Was just trying to see if she was any sort of fae or plant creature, with all these living trees attacking us.

Knowledges:

You can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster's CR. For common monsters, such as goblins, the DC of this check equals 5 + the monster's CR. For particularly rare monsters, such as the tarrasque, the DC of this check equals 15 + the monster's CR, or more. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information. Many of the Knowledge skills have specific uses as noted on Table: Knowledge Skill DCs.

So any special class or race features, vulnerabilities, etc.


What it says on the tin; Caffiene addict 20
Akor Scourgebane wrote:

Was just trying to see if she was any sort of fae or plant creature, with all these living trees attacking us.

** spoiler omitted **

So any special class or race features, vulnerabilities, etc.

My mistake. She is a plant creature known as a Ghoran.


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T1
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

Rosa gets her Smite on, Chose begone Spray out and gets to work

Spells Running
1:magic-circle-against-chaos
2:status Greater
3: Shield of Law
4: Orb of Law runing
5: True Seeing
6: FoM

Sword is Axoaic,
Heading for Whitch.


Round 2 thus far

Akor is being beaten upon. He called his sword, but it could not teleport.

Akor has all actions minus swift remaining.
Tia cast a spell and moved.
Rosa is moving to the Witch and will beat upon her.
Sparel has yet to act.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Sparel takes a small step back, points a hand at the plant witch and eldrich energy rapidly flows up his arm and releases in a white hot blast at the witch.

Ranged touch 1d20 + 24 ⇒ (11) + 24 = 3510d6 ⇒ (4, 4, 1, 1, 6, 2, 1, 6, 4, 1) = 30

The blast hits and she bleeds a small amount of dark green icor.

edit: with those rolls that was a bit underwhelming


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Unslinging Windstrike, Akor lets loose a trio of arrows at the witch.

Ranged Atk:

1d20 + 31 ⇒ (2) + 31 = 33 for 1d8 + 16 ⇒ (8) + 16 = 24 +1d6 ⇒ 2 electricity dmg

1d20 + 31 ⇒ (20) + 31 = 51, possible crit.

1d20 + 31 ⇒ (3) + 31 = 34 going to spend a Mythic Point here to add 1d8 ⇒ 7 for a total of 41

critical damage if confirmed 3d8 + 48 ⇒ (4, 5, 5) + 48 = 62 +2d10 ⇒ (4, 10) = 14 elec dmg.

1d20 + 31 ⇒ (20) + 31 = 51, possible crit.

1d20 + 31 ⇒ (7) + 31 = 38 crit dmg if confirmed 3d8 + 48 ⇒ (6, 8, 1) + 48 = 63 +2d10 ⇒ (8, 3) = 11 elec dmg

If all atks hit, and all crits are confirmed total damage= 149 +27 electricity dmg


I'm going to take a couple of liberties here to move things along.

Rosa's attacks greatly harm the witch, but she does not die.

All of Akor's shots land true. The plant witch screams in pain and falls over in a heap.

The "tree" that was attacking Akor stops moving mid swing as the witch dies. As in mid action shot it stops. the vines that were grappling cease swaying. The whole thing is as if it were made of painted stone.

For a breath the pyramid is completely silent. Then the natural sounds of animals begin to creep back in. The sound is a normal for this kind of ecosystem.


RETIRED Half-Elf Summoner (Synthesist) 20 / Gestalt (Two-Handed) Fighter 10 / Mythic Champion (Dual Path Guardian) Tier 4

crap. took me too long to get myself worked up :(


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Yea, that was a little unfair and kinda anti-climactic. I mean, I know two of my attacks were criticals, but I also know that the witch has a lot more HP than that.


RETIRED Half-Elf Summoner (Synthesist) 20 / Gestalt (Two-Handed) Fighter 10 / Mythic Champion (Dual Path Guardian) Tier 4

no biggie, sorta a downfall of my build. probably didnt build this guy as optimized as i should have.


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T1
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

Rosa would have DONE a lot of DMG, over 300+ Chaotic Witch Law Channels and Law sword hits x 6 Crits 16 up Chop chop + Mecha swarm, So ok with auto that


Rosa.Luminass. wrote:
Rosa would have DONE a lot of DMG, over 300+ Chaotic Witch Law Channels and Law sword hits x 6 Crits 16 up Chop chop + Mecha swarm, So ok with auto that

I didn't mean to be anticlimactic. Sorry. I was just trying to move things along. For what it's worth Between the three of you I don't see her surviving more than a couple of rounds. There's a good chance Rosa would have ended her this round. Let's just move forward.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

"We should question the corpse. She may yet be able to offer insight."

Sparel leans over to examine the corpse and cast a spell (speak with dead).

...nothing happens.

"That's odd. Her spirit must not be available to question. That could only mean that either she's been utterly destroyed or has been brought back to life. It's barely been time to do either of those things. Curious."

Feel free to use her as a recurring vilian. There is a very specific preplanned reason for this. I'll share it with whomever is DM if you wish to use her.


witches gear:
Elementalist Armor(ill need to look up the specifics at home, but it's wild with some energy resistances.), +5 Arrow deflection, Wild Ironwood Buckler, Dancing Scimitar, Belt of physical perfection +6, Headband of mental superiority +6 (Diplomacy, Fly), Robe of stars (6/month), Shawl of the crone, 398,175 GP worth of gems and valuables


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T1
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

Rosa looks close at the body,
"If she had contingency, she may all ready be in a new body, one pre prepared, Crones I know uses, young girls for this."


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Rosa.Luminass. wrote:

Rosa looks close at the body,

"If she had contingency, she may all ready be in a new body, one pre prepared, Crones I know uses, young girls for this."

"Perhaps" SParel says thoughtfully


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Akor looks around, thinking, then picks up his blade "I wonder if there's any more to this pyramid or not. I would like to know what in the Nine Hells was going on here"

Does there appear to be any halls, doors, etc, or is this just one giant room?"


RETIRED Half-Elf Summoner (Synthesist) 20 / Gestalt (Two-Handed) Fighter 10 / Mythic Champion (Dual Path Guardian) Tier 4

i assume Rosa has some drones or devices for auto-sorting and identifying the witch's stuff?


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T1
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

yep


Akor Scourgebane wrote:

Akor looks around, thinking, then picks up his blade "I wonder if there's any more to this pyramid or not. I would like to know what in the Nine Hells was going on here"

Does there appear to be any halls, doors, etc, or is this just one giant room?"

One giant room, but covered in all kinds of foliage so there could easily be lots of nooks and crannies.


Rosa.Luminass. wrote:
yep

A few of Rosa's small orb shaped drones fly over to the witch and with their little metallic hands begin to remove and sort her valuables in a very orderly fashion. Magic and non-magic. All neatly laid out on the ground. A few of them have blue glowing eye sockets and they hover about the magic gear and thoroughly examine it. When a consensus is reached a small strip of paper prints from the side of the creatures body and they attach it to the item before moving to the next. Everything is identified.

Elementalist Armor:

+5 Ceremonial ironwood armor (+1 armor) Elemental resistance 30 (Acid, cold, fire, sonic, electricity), WIld, Expeditious, hosteling, glammered. [ooc]I may have gone a little overboard{/ooc]

Buckler:

+5 arrow deflection ironwood wild buckler

Scimitar:

+5 Adamantine Ever Dancing, defending, glammered, impervious


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

"Tialv, see if you can summon something now that the witch is dead. If so, would you mind calling in some elementals from the plane of fire to help clear out all these trees and vines?"


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Akor Scourgebane wrote:
"Tialv, see if you can summon something now that the witch is dead. If so, would you mind calling in some elementals from the plane of fire to help clear out all these trees and vines?"

"the area has a teleportation lockdown. You'd have to summon them outside and bring them in."

Sparel says as he telikinetically returns Akors sword from the mechanical tree.

Edit:"though clearing the plants may not be a great idea. The pyramid itself appears to have made them. I would deduce that if we find the center they'll be some sort if control mechanism. Perhaps we can use this for good. It's a place of power that may be useful in our fight to reclaim Myth Drannor. "

751 to 800 of 862 << first < prev | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Ambitious Hearts: Tales from the Forgotten Realms All Messageboards

Want to post a reply? Sign in.