Baldwin the Merciful's - CoT Campaign (Inactive)

Game Master baldwin the merciful

This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.


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Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Well what the heck? The thread wasn't telling me there were new posts. Sorry :(

AoO 1d20 + 7 ⇒ (19) + 7 = 26
Confirm crit 1d20 + 7 ⇒ (14) + 7 = 21
1d10 + 4 ⇒ (5) + 4 = 9
extra damage if confirmed - 1d10 + 4 ⇒ (1) + 4 = 5
Round 5 attack- 1d20 + 7 ⇒ (6) + 7 = 13
damage 1d10 + 4 ⇒ (5) + 4 = 9
alchemical silver weapon


Evil GM

Tweaker's AoO missed.

Lucrezia - AOO succeeds for extra damage but std action misses.


Evil GM

RD 5: recap

Tweaker - aiding Duncan's hit +2 on Duncan's turn. The aid fails since the devil is not there to be hit by Duncan. AoO missed.

CN- She is hiding behind Orsin.

Lucrezia- Hit AOO and confirmed Crit., Missed std attack.

Guest Devil - dropped glaive, double claw attack on John. Hitting once for 6 HP. He then moved to an area of some cover (B/C 4). Tweaker and Lucrzia each have an AoO.

Lemure - Dead

Andrea - gives Duncan a CMW potion CMW: 2d8 + 3 ⇒ (4, 6) + 3 = 13

Orsin - moved to F4, maintained inspire courage, piercing scream.

John - fumbles but catches his silver mace. (I did adjust the damage to the devil from your previous hit.

Duncan - takes the CMW potion. +1 AC with Swift Judgment AC21/23.


Evil GM

Rd 6:

Tweaker -

CN- She is hiding behind Orsin.

Lucrezia-

Guest Devil -

Lemure - Dead

Andrea -

Orsin -

John -

Duncan -

Rd 6: Begins with the crowd standing up with excitement.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

attack 1d20 + 7 ⇒ (1) + 7 = 8
dmg 1d10 + 5 ⇒ (8) + 5 = 13
moving to C/3.5

Lucrezia moves to try to attack the bearded thing.


Evil GM
Lucrezia Villanova wrote:

attack 1d20+7

dmg 1d10+5

Lucrezia moves to try to attack the bearded thing.

Make a Dex check to see if you fumbled your weapon, add you dex modiifer to the roll.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

dex check 1d20 + 3 ⇒ (18) + 3 = 21


Evil GM
Lucrezia Villanova wrote:
dex check 1d20+3

Actually you couldn't attack from that Hex as its around a corner with the wall that is there.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Oh, C:4 then?


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Do you see and hear them devil? Andrea waves to the crowd. They want your death! They want you to die for their amusement! Do you wish that? Die and they will be laughing at you, go and vent your wrath on the one who brought you here!

Diplomacy go beat up the other cleric: 1d20 + 9 ⇒ (10) + 9 = 19


Evil GM
Lucrezia Villanova wrote:
Oh, C:4 then?

C4 works but if you leave it a C3 theatrically it explains your possible fumble that you recovered from, and it leaves C4 open for someone else to slide into.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

That works for me.


Evil GM

Andrea the other cleric is not longer visible. If you want to go try to find him that up to you.


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

How did neither Duncan nor myself get an aoo on the Devil since it left the squares we threatened?


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Withdraw action?


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

I was wondering that. If he used the WITHDRAW action then Tweaker would not have got an AOO.

AOO if allowed. 2 handed PA, Divine Favor, Inspired, Flank, Minus Buckler1d20 + 7 - 1 + 2 + 1 + 2 - 1 ⇒ (16) + 7 - 1 + 2 + 1 + 2 - 1 = 26
On that round Judgement was on Damage, Destructive Smite1d8 + 4 + 3 + 2 + 1 + 2 + 2 ⇒ (4) + 4 + 3 + 2 + 1 + 2 + 2 = 18


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

How did he also move after doing a full attack?


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12
baldwin the merciful wrote:

RD 5: Mid round recap

Tweaker - aiding Duncan's hit +2 on Duncan's turn. The aid fails since the devil is not there to be hit by Duncan.

Guest Devil - dropped glaive, double claw attack on John. Hitting once for 6 HP. He then moved to an area of some cover (B/C 4). Tweaker and Lucrzia each have an AOO

Here it is. He attacked THEN moved. He provokes from John and Duncan. Bless you Tweaker!!! Devil Takes 18 Damage from Duncan's AOO


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

So no attack then withdraw? Or did it do something I am not familiar with?


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12
John Deos wrote:
How did he also move after doing a full attack?

Ahh who cares. TAKE YOUR AOO AND KILL HIM! Hahahaha!


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12
Andrea1 wrote:
So no attack then withdraw? Or did it do something I am not familiar with?

Withdraw is a FULL ROUND ACTION. here attacked John so he regular moves.


Evil GM

Explain and show me the rule on how john or duncan get an AoO? He did not move through your threatened square? He began in the square your threatened he did not move through it.


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

Provoking an Attack of Opportunity: Two kinds of actions can provoke attacks of opportunity: moving out of a threatened square and performing certain actions within a threatened square.

Moving: Moving out of a threatened square usually provokes attacks of opportunity from threatening opponents. There are two common methods of avoiding such an attack—the 5-foot step and the withdraw action. pg 180 CORE


Evil GM

Wow...i'm gaming in RL now and my group and I are floored. We've been playing for 6-10 years together and have always played moving through a threatened square, rather than out of a threatened square. I stand corrected, nobody take any actions till I can correct the map.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

And make the Devil die. ;)


Evil GM
John Deos wrote:
How did he also move after doing a full attack?

The creature is hasted that is how the second attack occurred and then he took the move. He did not use his haste previous round since I hit Duncan twice and I didn't want to kill him off. As far as the AOO, I'll correct it and reflect the damage.


Evil GM

The devil falls to the floor and shortly thereafter disappears along with his glaive. The crowd is on their feet cheers.

"Bravo....bravo...more, do it again...send something bigger this time....bravo."

Thesling has an astonished look on his face as Deluor is pale. Three are no other actors remaining nearby.


Evil GM

There is 15 minute break during this intermission. You can use that time to heal up or rebuff if you have it. I haven't kept track of spells, judgments and whatnot.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea uses her CLW wand on Duncan and John

DuncanCLW: 1d8 + 3 ⇒ (8) + 3 = 11
JohnCLW: 1d8 + 3 ⇒ (5) + 3 = 8

Andrea will cast Bear's Endurance on herself just before they go out. +4 CON 38 HP total

Orsin, will you be Inpiring? If not I will bless the group.

If Orsin does not inspire, I cast Bless. +1 Hit +1 saves vs. Fear

Does anyone want a potion of Shield of Faith or Protection from Evil?

If someone does and they drink, they get +2 AC from the Shield of Faith and +2 AC vs. Evil and +2 to Saves vs. Evil from the Protection from Evil. If they do not, Andrea will drink.

Be off for a few hours, will respond when I can

Final act! get ready! Does anyone need more healing?


Evil GM

Act 6: Trial by Combat and Love
This is the 6th of 7 Acts, the first act was the sentencing.

This act begins with a large second set depicting a swampy wasteland in Hell. The actors are spread across the stage when the curtain rises.

Larazod (Orsin), Monris (Duncan) and Drovalid (John) each need to make Will Save DC17 during their perfomance.

All Actors can make a perception check.

Fargus

The fool dances around the stage.

Monris

Begins puffing on bagpipes. A wretched sound hurting the crowds ears.

HAANDERTHAN

(Aside)"How can this be? Four trials broken, and still they
prevail. Asmodeus smiles upon them. Does the Dark Lord
truly know of my compact with the Abyss? It cannot be, or
I am utterly undone. True or nay, I must try the last. I shall
plunge their faith in pitch and acrid stew, and see if they
hold to the cause."

(To the companions) "You sickly whelps profess undying
devotion to one another. Another smoldering lie flung from
your dark holes. You but conspire to confound this court and
our Dark Majesty. ’Tis ye who contract with demon-spawn
and seek my undoing, in service to some slimy mistress or
master of the putrid Abyss. Your vile benefactors have thus
far warded off justice’s dark hand, but let us see if you hold
steadfast before the promise of oblivion."

DENTRIS

"More? I cannot last. My old heart gives out. Go on
without me, master. I served your father faithfully. Alas,
I am found lacking in the face of his half-breed son.
The challenges, ever dire, cleave my soul from me. May
Asmodeus keep me."

LARAZOD

"No foolish talk, old druid. Haven’t you claimed immortality
a thousand times to any bent ear? Old Dentris Maltrada
cannot die, ye said. I’ve eaten the heart of an ancient Red
Wyrm, and warmed by his fire, my soul burns eternal. Get
up, my dear friend, more father to me, than ever any father
was. Your duties are not abated. Your task is yet undone.

TYBAIN

"Let him die. He’s suffered long enough, and we’ve suffered
his blustery speeches even more keenly. Kick off, old bag,
and be done with ye."

DENTRIS

"Why you shiny beetle! You quivering pall-o-dine of a
young whelp-turned-demigod! You plump kettle! I’ll
bring the all-encompassing powers of a thousand worlds
crashing down upon your head! The keening song of
dead gods warble at my command. I’ll leave your mind
a tatterdemalion of a sad rag. Die! Die, you say! Nay, not
till I’ve seen the last oafish breath squeezed from your
lungs by tongs of fire—you simpering Aro-din-din!"

TYBAIN

"Looking more lively now, aren’t we?"

LARAZOD

"Peace, old man. The pall-o-dine works a righteous healing
upon your old bones—applying the only balm your
withered heart desires—spitting ire and uncouth rage.
Bile for balm, bile for balm—what a wolfish old man, a
terror to kings and angels. Ladies and gentlemen, I give
you Dentris Maltrada. He knows no equal."

DENTRIS

"Enough, pup! I am much abused. Lay not your hands
on me, pall-o-dine! I’ll rise without your young god’s
urgings. I’ve work left indeed."

ILSANDRA

"Strange old wizard, loyal and dear heart. He’ll join us in
the marriage bed and one last night of bliss will be his for
the taking!"

LARAZOD

"A lovely sentiment, my princess of Hell, disturbing though
it may be."

DROVALID

"Enough. It is time. I am not long of your company, but
know that I would stand by you all through six hundred
trials. Take hands with me, half-breed. My sins and yours
are one. Our destinies intertwine, and I walk your path
with you to the bitter burning end."

LARAZOD

I’m honored.

HAANDERTHAN

"How touching. These sentiments of yours are nothing
but dreamy clouds, soon to be shred by Asmodeus’s
blasting winds.

LARAZOD

"Face of hazy dream-like bliss, kiss like fire. I burn for you,
princess. Cling to me, dig your talons into my chest and
touch my heart with white-hot caress."

ILSANDRA

"I am yours for one thousand blissful years. Drink my
sizzling blood from my wrist, or anywhere else you like—
let us seal this sinful compact and consummate our love
in the heat of battle."

TYBAIN

Dentris, you old cur, dog curled by your master’s feet. I
can’t call you friend, but a truer servant I’ve never known.
Loyalty is the mark of greatness. Know that my sword is
yours even as your spells bend to Larazod’s cause. We stand
as one, and we always shall."

ILSANDRA

Great Tormentor, Drovalid Vorclune, let it be said a man
who can bear the vicious ministrations he renders upon
his foes is a great man indeed. Though I am pledged to
this young half-breed, know your courage sends shudders
through my loins."

DROVALID

"You do me sweet honor, great lady. I stand in awe of
your passion, and these worthy nobles’ unshakable
courage. Even this milksop of a pall-o-dine stands
hard against the torments of Hell—harder than
the fiercest witch."

The companions fight off a legion of devils. Four Skeleton trolls are summoned. They are large with a 10 foot reach. The Skeleton troll In F3/4 is on fire.

MAP RD1


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Perception check 1d20 + 11 ⇒ (1) + 11 = 12
attack 1d20 + 6 ⇒ (5) + 6 = 11 +1 if Andrea did cast bless before
do we get a bonus for their size?
damage 1d10 + 3 ⇒ (10) + 3 = 13
using alch silver flail
diagonal step to D:3.5

Ok, just four big damn skeletons. We can handle this with no problem. Right?

Lucrezia steps toward one of the big skeletons, swinging her flail at it.


Evil GM

Lucrezia you don't see anything else. No size bonus unless its a racial, class feature. Their AC size is reflected in their AC calculations.

Orsin needs to state if he is going to do his inspire courage, or not. If not, then Andrea casts her bless buff.

Andrea's Perception: 1d20 + 5 ⇒ (13) + 5 = 18

She sees and tells the group that another human cast three spells throughout the performance, towards Orsin, Duncan and John.

Initiative:

Trolls: 1d20 + 7 ⇒ (10) + 7 = 17
Anrea: 1d20 + 0 ⇒ (5) + 0 = 5
Orsin: 1d20 + 0 ⇒ (18) + 0 = 18
CN: 1d20 + 1 ⇒ (14) + 1 = 15
Lucrezia: 1d20 + 3 ⇒ (14) + 3 = 17
Duncan: 1d20 + 4 ⇒ (14) + 4 = 18
John: 1d20 + 5 ⇒ (12) + 5 = 17
Tweaker: 1d20 + 8 ⇒ (12) + 8 = 20

RD1 Skeleton Trolls

Tweaker
Trolls
John
CN -She screams and tries to hide.
Duncan
Lucrezia
Andrea
Orsin

RD 1 begins:

RD1 Skeleton Trolls


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

Will: 1d20 + 1 ⇒ (8) + 1 = 9
!1 hate you dice roller
perception: 1d20 + 8 ⇒ (13) + 8 = 21


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Before the fight(since we have 15 minutes) I turn to Tweaker

Tweaker, could you usk the stagehand Milach(sp) if he can give us a hand during the fight somehow?

Andrea did heal you before the fight John if you didn't notice, 8 points


Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5

Shinon reminded me a while back that the bonuses stack! So let's do both.

Orsin will have refreshed his heroism buff during the intermission as well.

When it's Orsin's turn, he'll begin to inspire courage. Everyone will get the benefits at the top of Round 2.


Evil GM

Milach is up in the catwalks Andrea.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Orsino 'Orsin' Bessatte wrote:

Shinon reminded me a while back that the bonuses stack! So let's do both.

Orsin will have refreshed his heroism buff during the intermission as well.

When it's Orsin's turn, he'll begin to inspire courage. Everyone will get the benefits at the top of Round 2.

Bless and Inspire Courage/Heroism stack?


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

Until what ever spell I failed goes off, I'll go ahead and attack The troll. I also assume I came out wearing my shield.
John Takes his mace and attacks the troll next to him.
Attack with mace: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d8 + 4 ⇒ (2) + 4 = 6


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
baldwin the merciful wrote:
Milach is up in the catwalks Andrea.

Oh Angel of the arts who strides abouve us and watches over us! Lend us your hand in our time of need! :)


Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5

Heroism and bless do NOT stack. BUT inspire courage and bless stack. I won't be gaining the benefits to my attack roll from your bless spell, but everyone else will. That's reason enough in my opinion to cast it. :)

Will save: 1d20 + 3 ⇒ (3) + 3 = 6

Ugh.

EDIT: The modifier should be +5, but the result is still far below 17. :(


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

As the Devil falls under his Mighty Axe swing. Duncan smiles. He roars to the crowd.
Aye. Ye'll need t'do better n' that.

Duncan will accept the cast of Shield of Faith and cast Divine Favor Just before walking on stage. Char Sheet adjusted. 0 judgements left, 1 Smite left, 2 first level spells left, 2 2nd left spells left.

Duncan plays the bagpipes (badly) but cast them aside as soon as the large skeletons appear.

Will Save vs Magic1d20 + 11 ⇒ (7) + 11 = 18

Perception1d20 + 7 ⇒ (17) + 7 = 24

Seeing the Size of the foes before him Duncan pulls his Warhammer. Skeletons. They be good fer SMASHING remember?
Duncan receives a racial +1 to attacks foes with the GIANT subtype and +4 to AC


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Don't forget that Andrea healed Duncan for 11 ponts after the devil fight


Evil GM

Duncan Only:
You perceived during you bagpipel playing before the others came to the stage that a spell being cast, slow. You made your save.

John and Orsin:
The two of you are slowed. -1AC, -1Att., -1 reflex. Both of you are staggered and can only take one action a move or a std action but not both during each round. Your move is at half its normal speed.


Evil GM

Tweaker can take his action when he logs in. I have party I'm going to in a little bit so I'll be offline.

Skeleton trolls:

Duncan the large creature bites and claws at you. You feel the fiery aura of the beast.

Fiery Troll bite: 1d20 + 9 ⇒ (18) + 9 = 271d8 + 6 ⇒ (6) + 6 = 12

extra fire: 1d6 ⇒ 6

Fiery Troll claw 1: 1d20 + 9 ⇒ (5) + 9 = 141d8 + 6 ⇒ (4) + 6 = 10

extra fire: 1d6 ⇒ 3

Fiery Troll claw 2: 1d20 + 9 ⇒ (17) + 9 = 261d8 + 6 ⇒ (1) + 6 = 7

extra fire: 1d6 ⇒ 4

Duncan is smashed by the fiery beast (29HP)

---
Orsin

The creature reaches out to pommel and bite you with his long arms and twisted face.

Troll bite: 1d20 + 8 ⇒ (1) + 8 = 91d8 + 5 ⇒ (6) + 5 = 11

Troll claw 1: 1d20 + 8 ⇒ (14) + 8 = 221d8 + 5 ⇒ (5) + 5 = 10

Troll claw 2: 1d20 + 8 ⇒ (15) + 8 = 231d8 + 5 ⇒ (6) + 5 = 11

Orsin gets whacked around the stage.

---
Tweaker

The creature in D3/4 swings at his claws at Tweaker and bites down.

Troll bite: 1d20 + 8 ⇒ (9) + 8 = 171d8 + 5 ⇒ (6) + 5 = 11

Troll claw 1: 1d20 + 8 ⇒ (2) + 8 = 101d8 + 5 ⇒ (4) + 5 = 9

Troll claw 2: 1d20 + 8 ⇒ (9) + 8 = 171d8 + 5 ⇒ (2) + 5 = 7

Narrowly escapes.

---
John

The creature in C/D1 takes a five foot step and attacks you.

Troll bite: 1d20 + 8 ⇒ (2) + 8 = 101d8 + 5 ⇒ (4) + 5 = 9

Troll claw 1: 1d20 + 8 ⇒ (14) + 8 = 221d8 + 5 ⇒ (4) + 5 = 9

Troll claw 2: 1d20 + 8 ⇒ (4) + 8 = 121d8 + 5 ⇒ (5) + 5 = 10

Avoids getting hit.


Evil GM

Duncan make a knowledge roll you can add your blacksmith bonus to it

Duncan know roll DC13 or better:
You know if you stand adjacent to this creature you will take fire damage every round at the beginning of your action. 1d6. It's a fiery aura (EX)


Evil GM

There are thunderous cheers from the group when Duncan gets whacked.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Attack 1d20 + 7 ⇒ (18) + 7 = 25
damage 1d10 + 4 ⇒ (8) + 4 = 12
alch silver flail/bashing dmg

Lucrezia will swing at the big skeleton again, hoping to make contact with it.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan is reeling from the Hits. Never in his life had he been so badly damaged. But he needed to defeat this foe. An he was a Dwarf. It wouldn't do to die to a troll, even a dead one.

Profession:Blacksmith1d20 + 8 ⇒ (15) + 8 = 23

1 hand PA, Divine Favor, Bless, Hatred Warhammer 1d20 + 7 - 1 + 2 + 1 + 1 ⇒ (20) + 7 - 1 + 2 + 1 + 1 = 30
Damage, Destructive Smite1d8 + 3 + 2 + 2 + 2 ⇒ (4) + 3 + 2 + 2 + 2 = 13

Confirm Crit?1d20 + 7 - 1 + 2 + 1 + 1 ⇒ (17) + 7 - 1 + 2 + 1 + 1 = 27
Damage, Destructive Smite1d8 + 3 + 2 + 2 + 2 ⇒ (6) + 3 + 2 + 2 + 2 = 15

The blow is mighty sends Bone chips Flying. He then 5ft steps away. He Badly needed Healing and couldn't take the heat from the thing.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andres is horrified at the damage the skeletons are inflicting. She originally planned on becoming invisible and then acting but neither Duncan or Orsin could take any more damage.

Fight defensivly if possible +2 AC (17)

Andrea channels, healing energy knitting her friends wounds and damaging the undead.

Heal for everyone on the stage and damage to undead: 2d6 ⇒ (6, 3) = 9 1 use left

Channel if dice are rolled separately for the undead: 2d6 ⇒ (1, 1) = 2 DC 16 to reduce damage to all undead.


Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5

Correct me if I'm mistaken, but I thought that the effects of channeling was either/or?

At this point, I would definitely say healing would be preferable to damaging, seeing as Duncan and I are at death's door, lol.

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