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Aubrey's Eberron campaign.

Game Master Aubrey the Malformed


18,151 to 18,176 of 18,176 << first < prev | 354 | 355 | 356 | 357 | 358 | 359 | 360 | 361 | 362 | 363 | 364 | next > last >>

Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5

5' step to I2 before firing on the worm golem. I'm using Manyshot, Rapid Shot, and, crucially, Clustered Shots.
Attack 1: 12+20=AC 32, damage 2d8+6=17 + 8 electricity.
Attack 2: 10+20=AC 30, damage 1d8+3=10 + 4 electricity.
Attack 3: 8+14=AC 22, damage 1d8+3=4 + 2 electricity.
Attack 4: 2+9=AC 11, damage 1d8+3=10 + 4 electricity.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5

Initiative
Ezreal 18
Janosz 17+
Worm Golem 17-
Gelb 16
Gil 7+
Kazadar 7

Golem!


Ez might want to rethink his move action and Dimension Door - Gil already escaped from the immediate environs of the golem.

Gelb's magic missiles make no impression at all on the golem. The elemental's first blow bounces off the golem's armour, but the second makes a palpable dent and sends a shockwave along its body. Janosz's arrows mostly ping off its carapace but a few sparks crackle in their wake.

For the DM:

Spoiler:
1d4 + 1 ⇒ (1) + 1 = 2

The golem vomits another swarm of grubs over the elemental, although this has little noticable impact upon the extraplanar visitor. The grubs begin slithering up the room.

Gelb.

Map updated.


"Do you heroes really need to fight everything in your way?" Gelb asks.

"Can't we sneak past the guardian?" Gelb continues with his questioning as he frowns at the lack of damage his wand made and the rot grub swarms blocking the causeway.

Move action: stow wand of magic missiles.
Standard action: draw flask of alchemist's fire.

Gil


HPs: 89/88, APs: 10/10 Effects: Mage Armor, Overland Flight, Protection Fire 60 pts, Gr Invisibility, Haste Karnnathi Wizard (Universalist) 12

Ok. I'll alter that after work.


60/70 hp; Effects: None; 120915 xp after Manfred

OK, adding 26 points of healing, thanks Kazadar.

Seeing the elemental's effect on the golem, Gil casts haste on the allies in front - Kazadar, Ezreal, and the elemental.

With a still-pained voice, "Sorry, the spell cannot reach all of us this time."


Haste active (speed 40, +1 AC, +1 Ref) Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3

Kazadar turns on a heel, the enchantress's spell providing the speed boost necessary to get back to where she was J1 so that he could once again heal her.

cure serious wounds: 3d8 + 11 ⇒ (6, 7, 2) + 11 = 26
swapped out Bestow Curse to heal Gil. This won't top you off, but 4th level spells are kinda special for me and this ought to get you close.

still need Ez's updated turn before golem


HPs: 89/88, APs: 10/10 Effects: Mage Armor, Overland Flight, Protection Fire 60 pts, Gr Invisibility, Haste Karnnathi Wizard (Universalist) 12

With a few words Ezreal vanishes while the elemental pounds the iron worm.

Cast: Greater Invisibility Rnd 1/12
Fly to H15
And I hadn't thought about haste on the elemental. Niiice.


HPs: 89/88, APs: 10/10 Effects: Mage Armor, Overland Flight, Protection Fire 60 pts, Gr Invisibility, Haste Karnnathi Wizard (Universalist) 12

The Elemental lashes out at the worm over and over, but to little effect.

From midair lightning arcs out through the swarms and into the golem.

Oh- I'm actually up again as far as I can tell.

Slam, Power Attack: 1d20 + 17 - 3 + 1 ⇒ (2) + 17 - 3 + 1 = 17
Slam, Power Attack: 1d20 + 17 - 3 + 1 ⇒ (4) + 17 - 3 + 1 = 19
Slam, Power Attack: 1d20 + 17 - 3 + 1 ⇒ (3) + 17 - 3 + 1 = 18

Damn, dicebot!

Stormbolt: 6d6 ⇒ (4, 5, 4, 6, 1, 3) = 23
Can hit both swarms and the wormbot with a 20' line
Reflex DC 24 for 1/2
Fly to O16

Gr Invisibility 2/12
Janosz up


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5

More of the same. I'm using Manyshot, Rapid Shot, and Clustered Shots.
Attack 1: 10+20=AC 30, damage 2d8+6=16 + 10 electricity.
Attack 2: 9+20=AC 29, damage 1d8+3=8 + 5 electricity.
Attack 3: 18!+14=AC 22, confirm roll 13+14+4(action point)=AC 31, damage 1d8+3=8x3=24 + 4 electricity.
Attack 4: 11+9=AC 20, damage 1d8+3=5 + 2 electricity.


60/70 hp; Effects: None; 120915 xp after Manfred

Gil nods at the cleric. "Thank you - I'm much better now. What magic have you prepared today? Golems resist most by their nature, but there are some that would work."


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5
Janosz Frogshanks wrote:

...

Attack 3: 18!+14=AC 22, confirm roll 13+14+4(action point)=AC 31, damage 1d8+3=8x3=24 + 4 electricity.
...

Um, typo. I rolled a 19, not an 18 (which is not a crit, even with my Improved Critical feat), which adds up to AC 33, not 22. I really need to get into that dice roller...


Cripes, we've had about two rounds and I've barely got a post in. I'll check this out tomorrow as it's time for bed.


Haste active (speed 40, +1 AC, +1 Ref) Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3

"Spells to boost, cure, and heal... summon weapons, walls of blades, and a strike of holy flame. Nothing offensive that will help, I am afraid, short of me smacking it with my warhammer and hoping to heal myself of the wounds."


60/70 hp; Effects: None; 120915 xp after Manfred

"Well, then, what if we follow Gelb's line of reasoning? Is there another way past? It didn't prompt for a passphrase like the fire being in the previous chamber. I can enable some of us to bypass the chamber, I think, but only half of us at best."


Golem Reflex save v Stormbolt 1d20 + 5 ⇒ (5) + 5 = 10
Swarm 2 Reflex save v Stormbolt 1d20 + 5 ⇒ (11) + 5 = 16

The electricity coursing through the golem appears to have a stange effect upon it. It becomes sluggish, its attacks slower. The metallic behemoth and the stone colossus slug it out. The grub swarms creep closer.

Golem attacks elemental
1d20 + 28 - 1 ⇒ (11) + 28 - 1 = 38 to hit, damage 2d10 + 16 ⇒ (9, 2) + 16 = 27

Gelb.

Map updated.


Too far, Gelb thinks as he readies himself to throw his flask at one of the swarms.

Ready: Gelb will ready an action to throw his alchemist's fire at the first swarm that comes within 20 ft.

Gil


60/70 hp; Effects: None; 120915 xp after Manfred

"That's good, Ez! Electricity slows it!"

She thinks on what she has learned of golems affected in this fashion by electricity, hoping this one shares other traits.

Knowledge (Arcana): 1d20 + 16 ⇒ (10) + 16 = 26

Still invisible, the recaster says, "Good plan, Gelb. I'm going to see if there's a clue to the creature in the far end of the room." She steps through the gap between rogue and ranger and flies to the ceiling and down the length of the room as high as possible and as far as movement allows. As she flies, she draws a trusty old friend from its wand sheath. Wand of Lightning Bolt


Haste active (speed 40, +1 AC, +1 Ref) Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3

Kazadar trudges forward to J5 and readies his weapon for a vital strike, should the swarm approach closer.

even though it wont help unless these are grubs the size of rats. anything smaller is probably immune to weapon damage. OR... i could summon a Spiritual Weapon that would do force damage... Allows for SR, so no good vs golem, but could help vs swarms since it is force damage instead of weapon damage.


HPs: 89/88, APs: 10/10 Effects: Mage Armor, Overland Flight, Protection Fire 60 pts, Gr Invisibility, Haste Karnnathi Wizard (Universalist) 12

This time when the worm darts in the elemental is ready. It reaches out one enormous stone hand to grab the worm by one of its body spikes and using the other fist like a sledgehammer begins pounding down on its head repeatedly until the golem can break free.

While the worm is distracted another blast of lightning shoots through it.

Slam, Power Attack: 1d20 + 17 - 3 + 1 + 1 ⇒ (19) + 17 - 3 + 1 + 1 = 35, Damage: 2d8 + 9 + 6 ⇒ (2, 3) + 9 + 6 = 20
Slam, Power Attack: 1d20 + 17 - 3 + 1 + 1 ⇒ (15) + 17 - 3 + 1 + 1 = 31, Damage: 2d8 + 9 + 6 ⇒ (2, 5) + 9 + 6 = 22
Slam, Power Attack: 1d20 + 17 - 3 + 1 + 1 ⇒ (2) + 17 - 3 + 1 + 1 = 18

Storm Bolt vs Golem: 6d6 ⇒ (1, 2, 1, 5, 2, 6) = 17
Ez moves to H18

Elemental hps: 95/73 (DR 5)


HPs: 89/88, APs: 10/10 Effects: Mage Armor, Overland Flight, Protection Fire 60 pts, Gr Invisibility, Haste Karnnathi Wizard (Universalist) 12

Force damage won't matter. You need an Area Effect. Splash weapons or spells/items that do line, or radius damage.
Or... Swarms are usually slow. Get away from them if you can't stop them. Once they get off the elemental I can throw some fire at them.


Janosz.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5

Same as last turn. I'm using Manyshot, Rapid Shot, and Clustered Shots.
Attack 1: 12+20=AC 32, damage 2d8+6=17 + 9 electricity.
Attack 2: 12+20=AC 32, damage 1d8+3=9 + 4 electricity.
Attack 3: 14+14=AC 28, damage 1d8+3=7 + 3 electricity.
Attack 4: 10+9=AC 19, damage 1d8+3=6 + 2 electricity.


The golem slams down once more on the elemental, and the grub swrms slither closer.

1d20 + 28 - 1 ⇒ (11) + 28 - 1 = 38 to hit, damage 2d10 + 16 ⇒ (6, 5) + 16 = 27

Gelb.

Map updated.


Gelb steps forward and lobs his flask at the rot grub swarm.

Move: 5' step forward to J3.
Full round action: throw flask of alchemist's fire at rot grub swarm 1.
Attack (-2 distance): 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22.
Damage: 1d6 ⇒ 2 fire.

Misdirection miss: 1d8 ⇒ 5.

Gil


60/70 hp; Effects: None; 120915 xp after Manfred

Gil continues her invisible travel to the far end of the chamber. She casts detect magic when the far wall is within range of the dweomer and studies the area for traps magical and mundane.

Perception v traps: 1d20 + 17 ⇒ (15) + 17 = 32

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