Anastacia's Group

Game Master Kertuffle

This is the thread for the group led by Anastacia
Worg Fight


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male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

I'd dig, please :)

"Say," says Dareon, as they pack up to move on. "What say we go dig at that tree there? There's no more danger of electrocution, is there?" he smiles.

"And about that monstrosity...I'd wager Wilhelm is busy enough in his own neck of the woods. Best that we take it out ourselves, I say. We don't want to be reliant on other groups to do our group's job."


After 10 minutes of digging you find a heavy leather cloak wrapped around several items.
Masterwork dagger
Wand
Silver Ring (75gp)
Spellbook! (Water has damaged most of it, but 5 spells remain identifiable: Identify, Mage Armor, Reduce Person, Silent Image and Unseen Servant)

Spellcraft DC 18 and Detect Magic:
The Dagger is +1 and the Wand is a Wand of Burning Hands CL5 with 4 charges left


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

Spellcraft DC 18: 1d20 + 12 ⇒ (1) + 12 = 13 Well, I guess that's an aid on someone else's XD

"Ooh! A spellbook!" Dareon says, snatching up the waterclogged book and rifling through its pages. "A few magics that I don't yet have access to! Excellent."


There are no encounters that night.
Pharast 24
The weather is actually pleasant today and find yourself exploring the the hilly hex that contains the mite lair. Nothing seems to have taken up residence in the roots of the sycamore tree that served as their caves. Their are no encounters that night.
Pharast 25
Again with the rainy weather. At least the temperature is comfortable, but you are beginning to feel waterlogged. You continue through hilly terrain and by midday you meet the Thorn River. Travelling northwards looking for a place to ford it you finally find that a rickety wooden bridge has been constructed over it as it runs through a 20' gorge. The bridge definitely needs some work, as it can only support 1 horse at a time and sways dangerously when you do it. You have to cross it twice, once to explore the western half of the hex and once on the return trip. There are no encounters that night.
Pharast 26
Clear warm day, best you've had so far. You make your way northwestwards travelling through the hex with the goldmine and soon finding your way to into plains. You find where just a few weeks ago, a giant trapdoor spider was slain here. As you approach 5 wolves saunter out of the hole in the ground that served as the spider's lair. To your surprise one of them talks in Common.
3d6 ⇒ (4, 2, 3) = 9
"Hello humans, what brings you to my realm.". Currently they are about 60' from you.

k/Nature DC 19:
These are Worgs, you can look them up if you wish.

Perception DC 20:
4 more have circled around you and are stealthing behind some hills about 90' behind you

[


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

Know (nature): 1d20 + 17 ⇒ (7) + 17 = 24

Perception: 1d20 + 4 ⇒ (6) + 4 = 10

"Wargs...be careful. Evil, powerful wolflike creatures. The glimmer of intelligence shines within their eyes, but only enough for them to be more proficient at killing and eating folks." For the first time, he spits. "Foul creatures."


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

Perception: 1d20 + 10 ⇒ (20) + 10 = 30

"They are behind us too. Get ready for a fight!"

Anastacia follows her own advice, calling on Pharasma for help in the coming fight.

Casts bless.

Initiative: 1d20 + 1 ⇒ (5) + 1 = 6


HP 65/65, AC 17, T 12, FF 15, CMD 21, F +7, R +4, W +5, Init +6, Per +10

"I see them," Vors replies, then dismounts and lets the reigns go so the horse is free to run. He draws his claymore. "I think sadly you're mistanking, this is our land," Vors challenges the one which spoke.

Perception: 1d20 + 10 ⇒ (15) + 10 = 25
Initiative: 1d20 + 6 ⇒ (19) + 6 = 25


As Anastacia throws her bless spell the Worgs leap to the attack.
Anyone with an Init of 13 or better can act before they do
Worg Group 1 (5) 60' in front of you
Worg Group 2 (4) 90' behind you in cover.
Working on map but probably won't be up till later today.


HP 65/65, AC 17, T 12, FF 15, CMD 21, F +7, R +4, W +5, Init +6, Per +10

The rage once again takes hold of him and Vors regress to a primal self. His field of vision shrinks to a tunnel and at the end of this are the Worgs in front of him. He challenges them but all that comes forth is a howl. Then he runs, as fast as his feet are willing to carry him, his blade ready to slice like a dragons talon.

Charging the group in front of him, raging
Charging, Power attack: 1d20 + 9 + 2 + 2 ⇒ (5) + 9 + 2 + 2 = 18
Damage, Power attack: 2d6 + 10 + 2 ⇒ (6, 2) + 10 + 2 = 20
Raging 1st round


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

Initiative: 1d20 + 2 ⇒ (2) + 2 = 4

As the battle unfolds around him, Dareon calls upon his recently-learned powers of conjuration, calling a creature from Heaven to aid them in their plight.

Casting Summon Monster III, range 40', to summon a Lantern Archon.

The archon appears closer to Vors than it does to him, max range forward, to be within range of all of the wargs that Vors is fighting.

Celestial:
"Creature from the Great Heavens above, aid us in our plight! Attack the creatures that wish us harm!"

The Lantern Archon obediently follows its directions, and a pair of light rays emanate from the creature to strike the wargs.

Light Ray 1, vs. touch: 1d20 + 3 ⇒ (3) + 3 = 6
Damage, bypasses all DR: 1d6 ⇒ 5

Light Ray 2, vs. touch: 1d20 + 3 ⇒ (13) + 3 = 16
Damage, bypasses all DR: 1d6 ⇒ 2

Lantern Archon, hp 13/13, AC 17 vs. evil creatures, touch 13, flat-footed 17, DR 10/evil, CMD 6, fort +4, ref +3, will +0


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8
Kertuffle wrote:

After 10 minutes of digging you find a heavy leather cloak wrapped around several items.

Masterwork dagger
Wand
Silver Ring (75gp)
Spellbook! (Water has damaged most of it, but 5 spells remain identifiable: Identify, Mage Armor, Reduce Person, Silent Image and Unseen Servant)

** spoiler omitted **

Just letting y'all know, I'm taking the dagger and the wand too... no one seems to have claimed them. If anyone objects, that's fine, you can have them...except the book. That's mine.


HP 65/65, AC 17, T 12, FF 15, CMD 21, F +7, R +4, W +5, Init +6, Per +10

Who cares, I have my great swords and worgs to slay ;)


Vors shows no hesitation as he charges headlong into the fray, seriously injuring, but not killing one of the beasts before they can react.
Bej Init: 1d20 + 2 ⇒ (4) + 2 = 6
The worgs near Vors descend upon the mighty warrior.
Flank Attack: 1d20 + 9 ⇒ (13) + 9 = 22
Flank Attack: 1d20 + 9 ⇒ (16) + 9 = 25
Flank Attack: 1d20 + 9 ⇒ (17) + 9 = 26
Flank Attack: 1d20 + 9 ⇒ (15) + 9 = 24
Attack: 1d20 + 7 ⇒ (13) + 7 = 20
All 5 hit
Damage: 5d6 + 20 ⇒ (2, 4, 6, 2, 4) + 20 = 38

Trip: 1d20 + 7 ⇒ (6) + 7 = 13
Trip: 1d20 + 7 ⇒ (14) + 7 = 21
Trip: 1d20 + 7 ⇒ (20) + 7 = 27
Trip: 1d20 + 7 ⇒ (17) + 7 = 24
Trip: 1d20 + 7 ⇒ (16) + 7 = 23

The Worgs manage to trip Vors up and he falls prone. As he falls Bej takes the opportunity to shoot twice into the melee.
Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Both arrows thunk into the one Dante damaged and it falls.

4 Worgs rush the party from behind, but can't quite make it to you. Dareon starts to throw a summoning spell, but he has to cast the entire six seconds.

Anastacia, Bej, Vors and Masa you get an action, then the Worgs and then Dareon's Archon appears and attacks. I'm assuming Dante stands, the 4 attack of opportunity are as follows
Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Attack: 1d20 + 7 ⇒ (9) + 7 = 16
Attack: 1d20 + 7 ⇒ (8) + 7 = 15
only 1 hit, Damage: 1d6 + 4 ⇒ (1) + 4 = 5


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

Initiative if needed: 1d20 + 2 ⇒ (9) + 2 = 11
Masamura draws his blade and attacks.

Attack 2H: 1d20 + 6 ⇒ (5) + 6 = 11
Damage 2h: 1d8 + 3 ⇒ (8) + 3 = 11

What are the odds of this happening?


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

Turning in her saddle, Anastacia lets a bolt from her crossbow fly toward one of the worgs behind her.

Light-crossbow: 1d20 + 6 ⇒ (14) + 6 = 201d8 ⇒ 1
Should be an 18 to hit, Anastacia has her shield on.

Then she spurs Fauchard forward toward where Vors has fallen, in case he needs help.

While her horse moves up, Anastacia hangs her crossbow from the saddle .


HP 65/65, AC 17, T 12, FF 15, CMD 21, F +7, R +4, W +5, Init +6, Per +10

I am not Dante! :D

Suddenly finding himself on the ground with multiple bleeding wounds only fuels Vors' anger. Growling threatening, he jumps to his feet avoiding most of the snapping jaws around him. The one that closes around his let arm is rewarded with a pommel bashed into its skull. Then it releases its hold.

Attacking, Power attack: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24
Damage: 2d6 + 10 + 2 ⇒ (3, 4) + 10 + 2 = 19

Raging round 2


I'm soo sorry Vors. I blame lack of sleep.

Masamura leaps off his horse and attacks the Worg that runs up to him. He misses as the Worg dodges under his blow.

Bej turns around and sends two arrows into the Worg running up to him.
Bej Attack: 1d20 + 4 ⇒ (1) + 4 = 5
Bej Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
One arrow sticks deep into its side.

Vors smashes the skull of the one that bit him, leaving it senseless on the ground. The two remaining leap to attack the barbarian.
Flank Attack: 1d20 + 9 ⇒ (7) + 9 = 16
flank Attack: 1d20 + 9 ⇒ (8) + 9 = 17
Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage from two hitting: 2d6 + 8 ⇒ (3, 1) + 8 = 12
Trip: 1d20 + 7 ⇒ (9) + 7 = 16
Trip: 1d20 + 7 ⇒ (5) + 7 = 12
This time around Vors stands his ground, growling his defiance.

One of the Worgs running in from behind attacks Dareon's horse.
Attack Horse: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Trip Horse: 1d20 + 7 ⇒ (7) + 7 = 14
The Worg slightly wounds Bej's horse.

A Worg attack Masa
The Worg sinks his teeth into the horse, but it doesn't fall.
The Lantern Archon appears and two beam of light blast the Worg attacking Dareon. One beam goes wide, but the other hits the worg, searing its flesh.
I assume that you attack the one attacking you. I placed it 10' away, probably 20' off the ground so it can't be attacked. You'll need to make a Ride check of 5 or the horse will move away from being attacked. 10 or better on the check and you can have the horse attack.

A Worg charges Anastacias Horse.
Attack: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Trip: 1d20 + 7 ⇒ (7) + 7 = 14
Anastacia's horse is also bitten as the Worg leaps at its back, but stays standing.

Bej's Ride: 1d20 + 6 ⇒ (7) + 6 = 13
Bej's Horse attacks the Worg as it comes in.
Attack on Worg: 1d20 + 4 ⇒ (3) + 4 = 7
The horse misses and the Worg attack 1to4Horse: 1d6 ⇒ 4 the horse.
Attack on Horse: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Trip: 1d20 + 7 ⇒ (8) + 7 = 15

A Worg attacks Masamura
Attack: 1d20 + 7 ⇒ (2) + 7 = 9
and misses.

Everyone is up. Two dead Worgs near Vors. The Worg on Anastacia is -2 AC since charged this round.


HP 65/65, AC 17, T 12, FF 15, CMD 21, F +7, R +4, W +5, Init +6, Per +10

No problem. I think all three hit me, since I am raging, current AC 15

The continued bleeding is draining his power and while the rage does its best to support him, a damaged left arm causes his overhead blow to miss the intended worg and bury itself in the ground. His vision becomes blurry as the rage releases even more adrenaline. Pouring fuel on the blaze.

Attacking, Power attack: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
Damage: 2d6 + 10 + 2 ⇒ (1, 3) + 10 + 2 = 16

Raging round 3


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

Anastacia guides her warhorse, letting the animal strike back at the worg with it's hooves.

mounted combat: 1d20 + 1 ⇒ (19) + 1 = 20

Hoof: 1d20 + 5 ⇒ (9) + 5 = 141d4 + 3 ⇒ (3) + 3 = 6

Hoof: 1d20 + 5 ⇒ (7) + 5 = 121d4 + 3 ⇒ (4) + 3 = 7

While the horse tries to stomp the wolf into paste, Anastacia calls on her goddess.

"Pharasma, hear me now, in my time of need. Lend me your holy dagger."

Casts spiritual weapon.

concentration: 1d20 + 9 ⇒ (8) + 9 = 17

Not bothered by the violent motion of her steed, Anastacia succeeds in evoking the dagger, which which she slices at the nearest wolf.

spiritual weapon: 1d20 + 7 ⇒ (1) + 7 = 81d8 + 2 ⇒ (5) + 2 = 7


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

Handle Animal Check, DC 5 or 10: 1d20 + 2 ⇒ (17) + 2 = 19

"Sshhh, baby, shhh..." says Dareon, patting the horse on its flank and cooing reassuringly. "The big bad wolves are just about to regret that." With that, Dareon snaps the reigns on his horse and spurs it to rise up and strike the creature with its hooves, while at the same time he calls upon necromantic and arcane energies to blind the warg in front of him.

Cast blindness/deafness, trying to blind the warg. DC 15 Fortitude save or permanent blindness.

Concentration: 1d20 + 9 ⇒ (16) + 9 = 25

At the same time, Dareon calls out to the lantern archon in Celestial.

Celestial:
"Defend me, heavenly creature! Smite the evil beings with your rays and interpose yourself between me and their wrath!"

The lantern archon falls to ground level to defend Dareon from the attacks of the wargs and tries to shoot light rays at the wargs yet again.

Light Ray 1, vs. touch, bypasses DR: 1d20 + 3 ⇒ (6) + 3 = 9
Light Ray 2, vs. touch, bypasses DR: 1d20 + 3 ⇒ (6) + 3 = 9
Light Ray 1 Damage: 1d6 ⇒ 6
Light Ray 2 Damage: 1d6 ⇒ 1

Summon duration 2 rounds expended.
Lantern Archon, hp 13/13, AC 17 vs. evil creatures, touch 13, flat-footed 17, DR 10/evil, CMD 6, fort +4, ref +3, will +0


Bej ride: 1d20 + 6 ⇒ (4) + 6 = 10
I'm not going to retcon, my mistake. But I'll keep the lower AC in mind and thanks for reminding me.
Vors swings wildly at the worgs surrounding him, but his sword does not connect. The worgs attack back.
Flank Attack: 1d20 + 9 ⇒ (8) + 9 = 17
Flank attack: 1d20 + 9 ⇒ (18) + 9 = 27
Attack: 1d20 + 7 ⇒ (10) + 7 = 17
All 3 hit for Damage: 3d6 + 12 ⇒ (2, 2, 3) + 12 = 19
Trip: 1d20 + 7 ⇒ (1) + 7 = 8
Trip: 1d20 + 7 ⇒ (1) + 7 = 8
Trip: 1d20 + 7 ⇒ (6) + 7 = 13
but none of them trip him up.

One of Anasatacia's horse's hooves hit, however the dagger she summons misses.
The Worg lunges at Anastacia, attempting to drag her from her horse.
Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Trip, I'll let her oppose it with Ride if neccessary: 1d20 + 7 ⇒ (13) + 7 = 20
Anastacia's Ride: 1d20 + 1 ⇒ (8) + 1 = 9
The Worg's teeth sink into the young cleric's thigh and drags her from the saddle.
Anastacia is currently prone by her horse.

Worg fort: 1d20 + 5 ⇒ (14) + 5 = 19
The Worg shakes off the effect of Dareon's spell and the Latern Archon flies down, interposing itself between the worg and its summoner. It misses with its light ray however. Dareon's horse is more than calm, it strikes out at its attacker, both hooves hitting.
Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 2d4 + 6 ⇒ (3, 2) + 6 = 11
Enraged, the Worg attacks the horse back.
Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Dareon's horse falls over, not dead but very seriously injured.
Dareon Ride: 1d20 ⇒ 8
Dareon falls hard to the ground and is prone
Falling Damage to Dareon: 1d6 ⇒ 2

Bej wheels his horse and drawing his battle axe swings at the Worg on him.
Attack: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Horse Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Horse Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 2d4 + 6 ⇒ (1, 4) + 6 = 11
The poor Worg falls to Bej's mounted assault.

Masamura and his Worg continue to fight.

Three Worgs are now dead, but Dareon and Anastacia are off their horses and prone. go ahead and post for next round.

If Anastacia stands up the Worg takes an attack of opportunity.
Attack: 1d20 + 7 ⇒ (8) + 7 = 15
and misses


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

"Ahem," says Dareon, from beside his unconscious and dying horse.

Celestial:
"I said between myself and my foul attackers!"

The lantern archon does its best before unleashing a pair of light rays at the closest warg to Dareon.

Light Ray 1, vs touch, bypasses DR: 1d20 + 3 ⇒ (12) + 3 = 15
Light Ray 1 Damage: 1d6 ⇒ 6
Light Ray 2, vs touch, bypasses DR: 1d20 + 3 ⇒ (1) + 3 = 4
Light Ray 2 Damage: 1d6 ⇒ 5

Goddammit. Maybe those war-mages were right - a well-placed fireball really can make quite the difference. Running out of useful spells, Dareon draws the wand he's just garnered from that soggy cache underneath the tree. He doesn't know what he does, but he hopes it's something cool.

He leans forward and over his horse so he doesn't catch the poor animal in whatever effects it is, and he points it towards the wargs that threaten him.

Fire Damage: 5d4 ⇒ (2, 1, 2, 2, 3) = 10 DC 11 Reflex for half.

A small pop develops into a much larger BOOM and a wave of fire comes out of the end of the wand, crisping the wargs in front of him.

"Oh." he says. "So that's what it does."

Summon duration 3 rounds expended.
Lantern Archon, hp 13/13, AC 17 vs. evil creatures, touch 13, flat-footed 17, DR 10/evil, CMD 6, fort +4, ref +3, will +0


Male Human (Issian) Fighter 1/Transmuter 5

Damn beasts. Wolves are bad enough, now we got talking wolves!” momentarily without any worg around him, Bej spurs Fortune to Dareon’s aid. Careful top stay away from the beast’s maw, he hangs onto his horse, lowers his arm and taps Dareon on the shoulder. The young wizard immediately disappears.
In an attempt to distract the beast further from his comrade on the ground, he shouts at the worg “You’re no better than a lowly coyote!
_________________

move action to ride up to Dareon.
Standard action to cast invisibility on him. The map has hexes instead of squares, but it seems dareon is more than 5 feet away from the worg, so even scent shouldn’t be able to pinpoint him.
EDIT: dammit, Dareon ninjaed me. Are we going by group initiative or do I go before him?


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

Bej, I sincerely hope I go before you. Also, shouldn't your physical enhancement be +2, now that your wizard level is 5, and thus boosting your Dex to 16?


HP 65/65, AC 17, T 12, FF 15, CMD 21, F +7, R +4, W +5, Init +6, Per +10

With blood now flowing from several wounds most of Vors still stands tall amongst his three attackers. The relentless attacks on stroke his inner bonfire. Pulling his blade free of the ground he yells his challenge at the worgs, the red haze of the berserker now clouds his vision and he sweeps his blade at the moving shadows.

Attacking, Power attack: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Damage: 2d6 + 10 + 2 ⇒ (5, 1) + 10 + 2 = 18
Raging 4th round
+11 to hit and still missing, well those ones and twos had to come some day.


Bej, you'll go immediately after he flames the worg. I'll deal with that Worg right now, if Dareon kills him, I'll let Bej change his action.
Worg reflex: 1d20 + 6 ⇒ (13) + 6 = 19
The Worg yelps as fire and light descend upon him, but he is still standing although severely singed.
Nope, Worg is still up, although everyone can tell he has only a few hit points left and is seriously considering fleeing. Bej, you can change your action if you wish.
@Vors, did you run over an old gypsy woman this week. Your dice are terrible.:)


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

Anastacia rolls along with the wolf. She winches as it's nasty fangs rip at her leg. the ground too, is a hard landing pad. Nonetheless, Anastacia uses her forward momentum to roll back up on her feet, drawing her mace as she goes.

The young, and now angry, cleric smites at the worg, at the same time she directs Pharasma's sacred dagger to stab at the same beast.

Mace: 1d20 + 6 ⇒ (5) + 6 = 111d8 + 1 ⇒ (5) + 1 = 6

Spiritual weapon: 1d20 + 7 ⇒ (12) + 7 = 191d8 + 2 ⇒ (3) + 2 = 5


Male Human (Issian) Fighter 1/Transmuter 5

I was under the impression we still hadn't leveled up during this fight. I will change my action though.

Seeing that Dareon isn't in as much trouble as he initially thought, Bej draws two more arrows hoping to end the already scorched worg.

Bow attack with Rapid shot: 1d20 + 4 ⇒ (18) + 4 = 221d8 + 1 ⇒ (4) + 1 = 5
Bow attack with Rapid shot: 1d20 + 4 ⇒ (12) + 4 = 161d8 + 1 ⇒ (6) + 1 = 7


I let eveyone officially level up. You are 6th level now.
Two well placed arrows from Bej finish off the Worg manacing Dareon.

Anastacia misses with her mace but the spiritual dagger buries itself deep in angry talking wolf. The Worg taunts Anastacia as he tries to bite her side. "Not so high mighty are we now off your horse are we, soon you will be keeping your god company."
Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Trip: 1d20 + 7 ⇒ (16) + 7 = 23
He knocks Anastacia to the ground once again.

Emboldened by Vors wild swings the worgs around the barbarian close in for the kill.
Flank Attack: 1d20 + 9 ⇒ (11) + 9 = 20
Flank Attack: 1d20 + 9 ⇒ (5) + 9 = 14
Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Two hit for Damage: 2d6 + 8 ⇒ (5, 4) + 8 = 17
Trip: 1d20 + 7 ⇒ (9) + 7 = 16
Trip: 1d20 + 7 ⇒ (16) + 7 = 23
And Vors falls down, bleeding from multiple wounds.

Masamura Attack: 1d20 + 6 ⇒ (5) + 6 = 11
Masamura Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Worg Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Worg Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Worg trip: 1d20 + 7 ⇒ (1) + 7 = 8
Worg trip: 1d20 + 7 ⇒ (20) + 7 = 27
Damage to Masamura: 2d6 + 8 ⇒ (1, 1) + 8 = 10
Masamura and his Worg have been jockeying for position, but the Worg finally gets the upper hand,knocking the ninja to the ground (He has taken 10 points of damage due to 2 seperate bites and is now prone.)

Not a good round for Vors. I went ahead and botted Masamura, he seems to have disappeared again. Everyone is up.
Attacks of Opportunity for those who wish to stand up.
AOO Anastacia: 1d20 + 7 ⇒ (7) + 7 = 14
AOO Vors: 1d20 + 7 ⇒ (18) + 7 = 25
AOO Vors: 1d20 + 7 ⇒ (2) + 7 = 9
AOO Vors: 1d20 + 7 ⇒ (9) + 7 = 16
1 Worg will hit Vors for
Damage: 1d6 + 4 ⇒ (2) + 4 = 6


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

Seeing his compatriot fall down for the second or third time, and the wargs closing in on him, hungry for blood, Dareon makes a snap decision. He shouts out to the barbarian, "Vors! Don't try to avoid falling!" before calling on arcane energies to create an extraplanar space underneath the man.

Casting create pit, trying to space it so that it only affects Vors. If that's not possible, the fewer wargs in the pit with him, the better. The pit is 30 feet deep, so 3d6 ⇒ (5, 6, 5) = 16 damage without an Acrobatics check, or 11 damage with one. DC 15 Reflex to avoid, but I'm asking Vors to willingly fail his save. Even if he takes the full damage from the pit, his DR should make it so that he's only reduced to 0 hit points and staggered, which is better than being dead at the hands of wargs.

At the same time, Dareon directs his lantern archon to the defense of Anastasia and shouts out to his compatriots. "Bej, go and help Masamura kill that warg! Anastasia, Bej, Masamura, look out for the wargs attacking Vors coming for us!"

Celestial:
"Noble servant of heaven, aid my friend, the servitor of Pharasma, over yonder! please."

Because politeness is awesome, the lantern archon flies towards the warg that threatens Anastasia and unleashes a pair of light rays at it, trying to incapacitate.

Light Ray 1, ranged touch, bypasses DR: 1d20 + 3 ⇒ (2) + 3 = 5
Ray 1 Damage: 1d6 ⇒ 5
Light Ray 2, ranged touch, bypasses DR: 1d20 + 3 ⇒ (17) + 3 = 20
Ray 2 Damage: 1d6 ⇒ 2

Summon duration 4 rounds expended.
Lantern Archon, hp 13/13, AC 17 vs. evil creatures, touch 13, flat-footed 17, DR 10/evil, CMD 6, fort +4, ref +3, will +0
Create pit round 1.


I will let you create a pit that does not include the Worgs except one who will get a +4 on his save. The question is will Vors voluntarily fail the save or not? I will put the pit on the map, but it is in the process of forming right now. (A virtual pit) Vors looks damaged enough that this very well might kill him. Are you sure you want to do this?


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

Climbing to her feet, Anastacia fights on in grim silence.

Mace: 1d20 + 6 ⇒ (11) + 6 = 171d8 + 1 ⇒ (2) + 1 = 3

Spiritual weapon: 1d20 + 7 ⇒ (8) + 7 = 151d8 + 2 ⇒ (7) + 2 = 9


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

He's at 13/65 right now, though, right? Because of his DR, he should have only taken 11 damage from the last two attacks that hit him. That means he'll be taking a maximum of 13 damage from the falling (16-3 for DR) or a minimum of 8 damage, either situation being non-deadly for Vors. That is to say, worst-case scenario being that Vors is at the bottom of a pit at 0/65 with a warg that's just taken 16 falling damage. If my math is incorrect and the fall will leave him at lower than -5 hit points, then I'll have the pit target as many wargs as I can instead.


HP 65/65, AC 17, T 12, FF 15, CMD 21, F +7, R +4, W +5, Init +6, Per +10

GM am I allowed to do that while raging? I agree with Dareon's tactics ooc. Also I have 12 temp hp from rage that aren't added to the ones in my profile


I will certainly allow Vors to voluntarily fail a save. Dareon if you will take the pit area I have put on the map and place it where you will. You can rotate it if you would like.
@Anastacia, the worg you are fighting is now dead. When I make the summary post I'll include the description.


Male Human (Issian) Fighter 1/Transmuter 5

Ok so now I have a question. If I do the same trick I tried on Dareon with Masa (run up to him and make him invisible) then in his next round:
1) he can stand up with no AoO (invisible creature does not provoke)
2) he can make a sneak attack (since he is invisible until he attacks and thus for the first attack the worg is denied Dex bonus).
Am I right? I looked at a couple of FAQs and it does seems to be so. Hope I don't need to change my action again.

Bej doesn’t quite liked being ordered around by Dareon, but Masamura does seem to be needing help I’ve been wanting to try this on that young fellow for a while…Giddy up, Fortune!” Bej spurs his horse up to the young ninja, lunges over and touches him. Masamura immediately disappears.


The answers to your questions are yes and yes. Invisible ninjas are scary.


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

Sorry came down an Ear Infection, Suspected Strep Throat, and Pneumonia. Really sorry. Not my month it seems. Will stand up and Attack when I can.

Masamura uses Bej's arm to aid him up and then fluidly swings at the Warg.

Attack(2H Katana): 1d20 + 6 ⇒ (7) + 6 = 13
Damage(2H Katana): 1d8 + 3 ⇒ (4) + 3 = 7
Sneak Attack?: 2d6 ⇒ (4, 2) = 6


HP 65/65, AC 17, T 12, FF 15, CMD 21, F +7, R +4, W +5, Init +6, Per +10

So how the beast raging within Vors recognises Dareon's voice and heeds the call. As the ground opens he is prepared and his aching body does its best to migrate the fall.

Landing in the bottom of the pit he smiles wickedly at the worg which was unfortunately enough to join him. Then his inner fire won't let he wait any more and he gleefully swings his blade over and over again.

Acrobatics: 1d20 + 2 - 1 ⇒ (19) + 2 - 1 = 20 I need some help with the fall damage calculations.
Raging 5th round

Attacking, Power attack: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Damage: 2d6 + 10 + 2 ⇒ (6, 6) + 10 + 2 = 24


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

Anastacia sends the spiritual dagger flying to attack the next worg.

spiritual weapon: 1d20 + 7 ⇒ (18) + 7 = 251d8 + 2 ⇒ (8) + 2 = 10

Anastacia assumes that the worgs will continue to see her as the main threat, so she uses the brief respite to heal some of her wounds.

"Pharasma, Lady of Birth and Death, heal my wounds, so all may witness your glory!"

Converts shield of faith to cure light wounds
Cure light wounds: 1d8 + 5 ⇒ (4) + 5 = 9

Should be 2 rounds left on the spiritual weapon.


Worg Reflex: 1d20 + 6 ⇒ (15) + 6 = 21
As Dareon intones his words of power and yells out his warning, Vors feels the ground open up beneath him. The worg looks as if its going to leap free and Vors swings at the beast as he falls
I'll let Vors swing at -4, he still hits handily
The force of Vors blow deals a horrible wound to the worg and it is wimpering in pain.
Lethal Damage Vors: 1d6 ⇒ 3
Nonlethal Damage Vors: 1d6 ⇒ 1
Vors lands with a thump after the 30' fall but is able to roll with the impact.

Bej rides up to Masamura and the ninja disappears from sight. The worg he is fighting is taken aback until the ninja nearly cuts him in half as he comes back into view. The worg tries to return the favor.
attack on Masa: 1d20 + 7 ⇒ (4) + 7 = 11 but misses
Since you're back, your character has so far taken 10 points of damage. It also is in serious need of some updates, looks like you're running about 2 levels behind.
Anastacia's spiritual dagger and her mace kill her worg.
"We're still running a round behind so your cure light will occur next round.
The Latern Archon swiftly flies between Anastacia and the worgs, and a beam of light omits from it, missing the wounded worg.
The archon moved so it gets only one attack. I will allow its first attack next round to hit and do the damage you rolled.

The wounded worg flees the fight, soon it will be able to get behind some hills and be lost to sight.
It is 30' off the map right now and it will break line of sight next round One worg runs up to Dareon although it moved to far to attack. The other one runs up to Anastacia and attacks
Attack Anastacia: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Trip: 1d20 + 7 ⇒ (7) + 7 = 14
The Worg gets in a good bite but doesn't take her down.
Anastacia, if you wish to change your action for next round feel free
All right everyone is up for next round and Happy Easter!


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

Alarmed, Dareon backpedals away from the wolflike creature that has raced towards him to attack him. His mind fills with images of the creature ripping his flesh, killing him with teeth and claws and strength and leaving him bleeding here. Instinctively, he begins to mouth arcane syllables, using his fear and his magic to propel the spell into the warg's brain and send it running.

5-foot step away from the warg and then cast cause fear. DC 14 Will save or become frightened for 1d4 ⇒ 3 rounds.

At the same time, the lantern archon fires off another pair of light rays at the warg attacking Anastasia.

Light Ray 1, ranged touch, bypasses DR: 1d20 + 3 ⇒ (17) + 3 = 20
Ray 1 Damage: 1d6 ⇒ 2
Light Ray 2, ranged touch, bypasses DR: 1d20 + 3 ⇒ (12) + 3 = 15
Ray 2 Damage: 1d6 ⇒ 6

Summon duration 5 rounds expended.
Lantern Archon, hp 13/13, AC 17 vs. evil creatures, touch 13, flat-footed 17, DR 10/evil, CMD 6, fort +4, ref +3, will +0
Create pit round 2.


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

2 Levels... Well crap... I will try to have the key updates by tomorrow or the next day but probably not the full little fiddly bits til Thursday or Friday.


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

Indeed, you should be level six.


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

So, that means I don't have to take a move action to shift the spiritual weapon. It will attack the worg next to my char. For 10 hp.
Other than that, and taking a 5' step to safely cast a spell, my actions will stay the same.


Male Human (Issian) Fighter 1/Transmuter 5

"Tough furry basterd, ain't you?" says Bej as even the masterful strike by Masamura fails tu cut down the worg. That said, he rapidly cocks two arrows and sends them into the beast's hide.

____________________
No penalty even with Masa in the way because of Precise Shot

bow attack with Rapid shot & Arcane Strike: 1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 81d8 + 3 ⇒ (6) + 3 = 9
bow attack with Rapid shot & Arcane Strike: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 171d8 + 3 ⇒ (3) + 3 = 6


HP 65/65, AC 17, T 12, FF 15, CMD 21, F +7, R +4, W +5, Init +6, Per +10

Standing at the bottom of the pit without any opponent Vors looks around at the walls for handholds, root, anything to start his climb. Frustrated he roars, grabs a stone and toss it at the wall.

Raging round 6

Guess I'll have to climb up now


Worg Will: 1d20 + 3 ⇒ (7) + 3 = 10
As Dareon steps back arcane energies flail around him and the worg is suddenly overcome by sheer terror. With a yelp and its tail between its legs it flees from the wizard.

Bej shoots twice at the worg menacing Masamura and one sinks deep and the worg, frustrated by Bej's continued interference moves past Masamura and tries to drag Bej off his horse.
Massa Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Masamura cuts it down before it reaches Bej.

Anastacia's magic dagger cuts the worg near her and realizing that it is now alone, it also starts to flee.

Vors is slightly confused. The walls of the pit do not seem to be earth and roots, but instead are solid, finely built stone. DC 25 Climb check, its not an easy climb

Good job everyone. The worgs are fleeing. One of them is already out of sight. The other two are about 60' away if you want to take some parting shots.


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

The description for Spiritual Weapon only says a move action to switch targets, not how much movement is allowed. Other than the range for the spell (160')which is plenty to reach a worg.

Anastacia sends the dagger spinning after the worg.

Spiritual weapon: 1d20 + 7 ⇒ (5) + 7 = 121d8 + 2 ⇒ (6) + 2 = 8

The cleric mutters a colorful oath as the worg dodges her spell.


Walking like a caged animal Vors roars his disapproval at the stonewalls. Finally determination grips him and he straps his blade on his back befor he begins the climb.

Climb: 1d20 + 8 + 2 - 1 ⇒ (11) + 8 + 2 - 1 = 20
Raging round 7

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