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DM Voice's Envoy of Geb - An Undead Campaign (Inactive)

Game Master Mark Sweetman

The Shadow Claw has sent you forth as a vanguard of Geb to seek a book that may hold the key to where Nex has been hiding all these years...


1,751 to 1,800 of 2,552 << first < prev | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | next > last >>

Male Vampire (Previously Human) Magus 10

Reading back, I need Reflex Saves to avoid having my sword be stuck, 3 questions.
1. Does this apply on my Spellstrike blows?
2. Does this apply if I kill them?
3. Does this apply every hit, as in during my full attack?


Female Human (ghost) Shadow Sorcerer 10

Round 3 Officially.

Reposted from above:
+
Round 3 action
Current AC = 31
Immune to magic missile due to shield (which no one saw her cast.)

Vesta emerges partially from the ceiling (partial cover) and attempts to telekinetically bull rush the one holding open the portal into the spiked pit she made earlier.

(no save, but SR applies as normal)

CMB 1d20 + 21 ⇒ (2) + 21 = 23
To overcome Spell Resistance 1d20 + 12 ⇒ (10) + 12 = 22 (+4 more if spell penetration feat applies to Spell like abilities)

Can use Telikinesis again in 1d4 ⇒ 1 rounds


Primordial Ooze

Daemon - force of mind alone as far as you can tell.

Grigore - reflex saves for weapon stick are applied when your target dies only. Spellstrike attacks are treated the same as a melee attack - so yes, it applies if the spellstrike is a kill-shot.


Male Vampire (Previously Human) Magus 10

Okie dokes, thank you for clearing it up :) I'll be sure to make any reflex saves after things are resolved :P


Male Dullahan(formerly an Elf) Weapon Master 4

Slight problem, I can only see the map for round 1 via my cell


Primordial Ooze

You are free and clear in the centre of the room. Targets are:
The lacridaemons near to Ignac, or at the entrance near Grigore.
The venedaemons, which are all floating 30ft off the floor.
The horned skeletal daemon at the rear of the chamber.
Though you'd only be able to charge the horny skeletal one at the back - as there are pits in the way of the rest.


Female Human (ghost) Shadow Sorcerer 10

I dont know if it's reflected on the map properly, but my spiked pit is 10X10 and 50 feet deep. I think the circle on the map is the pit. If so it jsut needs to be bigger. Also, the edges of the pit slope, so if he's ending his turn standing adjascent he needs to make a ref save with a +2 bonus. Creatures subjected to a bull rush effeect (or similar effect) do not get a save to avoid falling in the pit if they are affected by the pushing effect. Just FYI information. I know you have a lot to keep up with. ;-)


Primordial Ooze

Aye - my bad... also the pits summoned by the venedaemon's should be same size. I'll correct on next update once I have Gathroc's action.
And you are correct - the horny daemon would need a save... unless it had an ability that invalidated the need...


Male Dullahan(formerly an Elf) Weapon Master 4

Can I charge the Horned Daemon, or is that not possible due to the pit?


Primordial Ooze

Gathroc - as I stated three posts above yours - the horned skeletal daemon is the only one you can actually charge.


Male Dullahan(formerly an Elf) Weapon Master 4

Ok, just wanted to make sure that was still valid after Vesta's post about the pit and all.

Deciding it was time to now take the fight to one who seemed responsible for this brazen assault, Gathroc rushes the horned fiend, seeking to cut him down with his mighty blade. 1d20 + 28 ⇒ (8) + 28 = 36 Charging Power Attack. No PA penalty due to Furious Focus. 1d20 + 29 + 1d6 + 2d6 ⇒ (12) + 29 + (3) + (5, 6) = 55 3 dmg is cold, 11 from Vicious.

1d6 ⇒ 3 Vicious to myself,


Primordial Ooze

Update will be incoming tonight, haven't found time enough at work to sit down and unravel all of the threads yet.


Primordial Ooze

Updating in chunks to make it easier for me

Reflex for Ignac Weapon Snare #1: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
Reflex for Ignac Weapon Snare #2: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19

Ignac's bardiche strikes down two of the lacridaemons, though the death throes of the second catch fast around the blade.
Weapon is now stuck - DC 15 Strength check to free as a move action.

Gathroc charges forward towards the horned skeletal daemon and his aim is true. However as his blade creases the daemon's form, a burst of powerful magic is expunged. As the blade cuts deep, the portal begins to collapse upon itself as the horned daemon starts to be sucked within....
Fickle Hand of Fate: 1d100 ⇒ 23
...though Gathroc's powerful strike is enough to disrupt the pull, and the daemon remains even as the portal disappears.

Spellcraft DC 25:
A contingency was set to plane shift the daemon away if it were attacked, but Gathroc's strike was enough to disrupt the magic.
Yes I know this isn't as per RAW, but I wanted to give a chance for non-escape of the daemon.


Primordial Ooze

The daemons within the room take note that the portal has now vanished, though fight on with suicidal grim resolve.

The venedaemon that Gabriel has begun to throttle plunges straight down into the acid lined pit below it, seeking to drown the hand in the caustic fluid...
Gabriel - you can either ride it on down, or take an Acrobatics check (DC 25) to jump off as it plunges.

The other venedaemons turn upon Gathroc as one moving to positions where they have clear sight of the headless marauder. Seeking to protect their master and leader, the air of the chamber burns as lances of fire streak out towards him...
4 x Venedaemons casting scorching ray - 8 rays:
Ranged Touches: @+11, they hit on a 3 or better (touch AC 14) 8d20 ⇒ (1, 5, 2, 5, 20, 6, 18, 16) = 73 - 6 hits, 1 potential crit - conf 1d20 + 11 ⇒ (6) + 11 = 17 - success, 5 hits and 1 crit
Spell Penetration: @+11, they penetrate on a 7 or better (SR 18) - crit is first in the rolls 6d20 ⇒ (18, 10, 3, 16, 3, 18) = 68 - 3 hits and 1 crit make it through
Damage: 3 x 4d6, 1 x 8d6 4d6 + 4d6 + 4d6 + 8d6 ⇒ (4, 2, 4, 5) + (1, 3, 3, 4) + (6, 1, 5, 6) + (2, 2, 5, 2, 1, 2, 6, 3) = 67
If I've got the math wrong at all, please point it out in your update post


Primordial Ooze

Grigore's first strike makes the lacridaemon burst like a ripe watermelon hit with a sledgehammer and it falls back smoking from the large hole that used to be it's chest cavity. His following attacks lay a second daemon low, though this is intact enough for it's flesh to potentially trap his blade as it hardens...
Explosive crit negated the snare chance on 1st kill, but DC 20 reflex for the second kill is needed or your weapon is snared.

The two lacridaemons remaining in combat with Ignac strike back ineffectually...
Attacks: 6d20 ⇒ (11, 14, 11, 1, 3, 16) = 56
...claws and teeth clattering off his armour.

The sole surviving lacridaemon near the entrance steps forward towards death and the vampire likely to deliver it, and furiously strikes...
Claw: 1d20 + 9 ⇒ (20) + 9 = 29 Claw: 1d20 + 9 ⇒ (7) + 9 = 16 Bite: 1d20 + 9 ⇒ (20) + 9 = 29
Claw Conf: 1d20 + 9 ⇒ (18) + 9 = 27 Bite Conf: 1d20 + 9 ⇒ (15) + 9 = 24
Claw Damage: 1d4 + 1d4 + 2 ⇒ (3) + (1) + 2 = 6 Bite Damage: 1d4 + 1d4 + 2 ⇒ (1) + (4) + 2 = 7 The second d4 in each is acid
...desperation proving fortuitous as it manages to land two strikes.

Action Tracker (Round 3): Gathroc, Ignac, Venedaemon, Grigore, Clawed, Gabriel, Daemon, Vesta, 2 x Black-Glow Venedaemons

Damage Tracker:
Invisivenedaemon - 31
Horned and Skeletal - 46 You accidentally rolled a d20 for damage, so I halved the 12 to 6. Cold doesn't count, so should be 46 left over

Updated Map


Male Vampire (Previously Human) Magus 10

DR negates the physical damage dealt, but the 5 acid still goes through.
Reflex DC20: 1d20 + 10 ⇒ (14) + 10 = 24

Grigore cackles madly at the remaining Lacridaemon, shrugging off the blows dealt, but scowling when he notices the acid dripping through his clothing.
He waggles his finger tauntingly and hisses out:

Daemonic:

You shall pay for my new attire. A payment of blood!

Current Status:

HP 103/123
AC 28/16/22
Arcane Pool 14/15
Active Effects Haste, +3 on weapon

First actual action in combat, 3 crits. Jeez, Magus, why did I never make you before?
And I think that my attack was more of a hollow point


Female Human (ghost) Shadow Sorcerer 10

Vesta, realizing the tables have turned in their favor, casts Khains Army for the next three rounds, or until the enemies are sufficiently destroyed. She'll do her best to summon them between the enemy and her allies.

This will both bolster her undead breatherin and harm the enemy. (they explode with necromantic energy when killed, heaing undead and harming others)

Vesta does so love a catch 22 situation.

First casting
1Ghast =1d4 + 1 ⇒ (1) + 1 = 2 ghouls.

I am going to assume the demons are immune to disease and paraylsis.

Ghast
Bite 1d20 + 3 ⇒ (2) + 3 = 51d6 + 1 ⇒ (2) + 1 = 3
Claw11d20 + 3 ⇒ (6) + 3 = 91d6 + 1 ⇒ (5) + 1 = 6
Claw21d20 + 3 ⇒ (9) + 3 = 121d6 + 1 ⇒ (4) + 1 = 5

Ghoul 1
Bite 1d20 + 5 ⇒ (10) + 5 = 151d6 + 3 ⇒ (1) + 3 = 4
Claw 11d20 + 5 ⇒ (19) + 5 = 241d6 + 3 ⇒ (3) + 3 = 6
Claw 2 1d20 + 5 ⇒ (7) + 5 = 121d6 + 3 ⇒ (3) + 3 = 6

Ghoul 2
Bite 1d20 + 5 ⇒ (8) + 5 = 131d6 + 3 ⇒ (5) + 3 = 8
Claw 11d20 + 5 ⇒ (10) + 5 = 151d6 + 3 ⇒ (6) + 3 = 9
Claw 2 1d20 + 5 ⇒ (6) + 5 = 111d6 + 3 ⇒ (6) + 3 = 9

Khain's Army:

Khain's Army
School: necromancy [evil]
Level: cleric 5, sorcerer/wizard 5, witch 5
Casting Time: 1 standard action
Components: V, S, M/DF (a handful of ghoul's teeth)
Range: 5 feet
Effect: 1d4+1 ghouls and 1 ghast
Duration: 1 round/level
Saving Throw: Fortitude half (see text)
Spell Resistance: no
Originally created by the priest-king of Nemret Noktoria, the ghoul Kortash Khain, for use by his minions to bolster their forces in battles against their enemies, Khain's army has become a favorite of many necromancers throughout Osirion and beyond. By scattering a handful of ghoul's teeth across the ground, you cause 1d4+1 ghouls led by a single ghast to rise up from the ground around you. The ghouls and their ghast leader must appear in squares adjacent to you, but after that they follow your spoken commands unerringly.
If one of the ghouls is destroyed while the spell's duration is still in effect, it bursts into a spray of rotten flesh and necromantic energy that deals 1d6 points of negative energy damage to all adjacent targets-this energy heals undead targets as typical for negative energy damage. If the ghast is destroyed in this manner, it deals twice as much negative energy damage as a ghoul. A successful Fortitude save halves the negative energy damage dealt. When this spell's duration expires, any remaining undead created by this spell crumble apart into dust and blow away without dealing any additional negative energy damage.

Ghoul CR 1

CE Medium undead
Init +2; Senses darkvision 60 ft.; Perception +7
Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +2, Ref +2, Will +5
Defensive Abilities channel resistance +2
Offense
Speed 30 ft.
Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune to this effect)
Statistics
Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 14
Base Atk +1; CMB +2; CMD 14
Feats Weapon Finesse
Skills Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3
Languages Common
Special Abilities
Disease (Su) Ghoul Fever : Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage ; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.

Ghouls are undead that haunt graveyards and eat corpses. Legends hold that the first ghouls were either cannibalistic humans whose unnatural hunger dragged them back from death or humans who in life fed on the rotting remains of their kin and died (and were reborn) from the foul disease—the true source of these undead scavengers is unclear.

Ghouls lurk on the edges of civilization (in or near cemeteries or in city sewers) where they can find ample supplies of their favorite food. Though they prefer rotting bodies and often bury their victims for a while to improve their taste, they eat fresh kills if they are hungry enough. Though most surface ghouls live primitively, rumors speak of ghoul cities deep underground led by priests who worship ancient cruel gods or strange demon lords of hunger. These “civilized” ghouls are no less horrific in their eating habits, and in fact the concept of a well-laid ghoul banquet table is perhaps even more horrifying than the concept of taking a meal fresh from the coffin.

Ghast

Ghasts are ghouls with the advanced monster template . A ghast's paralysis even affects elves. Ghasts roam in packs of their own kind or lead groups of common ghouls. The stink of death and corruption surrounding these creatures is overwhelming, granting them the stench extraordinary ability (10-foot radius, Fort DC 15 negates, sickened for 1d6+4 minutes).

CE Medium undead (advanced template)

Init +2; Senses darkvision 60 ft.; Perception +7
Defensive Abilities channel resistance +2
Offense
Speed 30 ft.
Melee bite +5 (1d6+3 plus disease and paralysis) and 2 claws +5 (1d6+3 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 17)
stench extraordinary ability (10-foot radius, Fort DC 15 negates, sickened for 1d6+4 minutes).
Statistics
Str 17, Dex 19, Con —, Int 17, Wis 18, Cha 18
Base Atk +1; CMB +6; CMD 18
Feats Weapon Finesse
Skills Acrobatics +6, Climb +8, Perception +9, Stealth +9, Swim +5
Languages Common
Special Abilities
Disease (Su) Ghoul Fever : Bite—injury; save Fort DC 15; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage ; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.


Male Human(Lich) Cleric 3, Wizard 3, Mystic Theurge 4

Having no real attack spells prepared and seeing that the others seem to be handling the enemy rather well I move with all my hasted ability to as close as I can to Gathroc, avoiding attacks of opportunity along the way, preparing to heal him as needed.


'Male' Crawling Claw (Human) Rogue 10

Scenting blood, Gabriel refuses to lose his grip on his prey, and continues to throttle the Daemon...

+1 Ghost-touch claw: 1d20 + 25 ⇒ (11) + 25 = 36, for 1d1 + 15 ⇒ (1) + 15 = 16 Magical Silver S/B damage.

+1 Ghost-touch claw: 1d20 + 20 ⇒ (18) + 20 = 38, for 1d1 + 15 ⇒ (1) + 15 = 16 Magical Silver S/B damage.


Primordial Ooze

Gabriel - you've taken two attacks, which I'm assuming means that you've ceased grappling? - which would make you drop off into the acid?
If you want to keep a grip on the daemon, you'll need to only grapple it (which without the extra feats, means only a single set of rolls and damage). Otherwise the daemon will be free to fly up and away - leaving you at the bottom of the pit.
It's your choice, but just want to make sure the implications are known.

Vesta - I'm not sure where you are summoning the ghouls and ghasts?
Are you not able to refer to the map posted and advise at least a general position?
Lastly - a reminder that there are only three lacridaemons (the ones that have been dying like flies) and one horned skeletal daemon left on the ground. All of the spellcasting venedaemons are floating 30ft in the air, so won't be reachable by your summons.

Daemon - action noted, just seeking clarification on the others and then I'll do a combined update.


'Male' Crawling Claw (Human) Rogue 10

So can I drop the grapple (free action), make a full attack, and make free grapple attempts (which can be stopped as a free action), at the end of each attack?

It would go something like this: Release grapple-attack-grapple-release grapple-attack-grapple?

Grapple: 1d20 + 18 ⇒ (14) + 18 = 32.
Grapple: 1d20 + 18 ⇒ (17) + 18 = 35.

If that does not work, I will just grapple once for damage.


Male Human Graveknight Armiger 10

Grapple

There's nothing I can see that would prohibit him from taking a full attack, unless you are ruling this because he is just a hand. IN which case, it makes sense.


Primordial Ooze

Gabriel - aye that'll work. I have a mental image of you jumping from shoulder to shoulder slapping the daemon in the face as you move :)
You take 2d6 ⇒ (6, 2) = 8 damage from the acid from being in the pit.

Ignac - as Gabriel was the grapple initiator, if he chooses to take a full attack option he is not maintaining it and therefore the grapple disappears. Maintaining a grapple generally takes a standard action check.
You are correct that a grapple recipient can take a full attack with a 1 handed weapon or claw without issue.
However it can work as he described, with him using the grab special ability on the last attack to reapply the grapple.


'Male' Crawling Claw (Human) Rogue 10
DM - Voice of the Voiceless wrote:
Gabriel - aye that'll work. I have a mental image of you jumping from shoulder to shoulder slapping the daemon in the face as you move :)

Heh. I could not suppress a chuckle when I saw that :-P


Female Human (ghost) Shadow Sorcerer 10

I'll Summon the ghouls around Ignac and his prey. Next round I'll do something about the fliers.


Primordial Ooze

Horned Initiative (for Round 4): 1d20 + 7 ⇒ (8) + 7 = 15

Gabriel's talons dig deep into the venedaemon's flesh and it's breathing becomes labored.

Daemon rushes forward moving around the melees and pits and draws near behind Gathroc. End up in L,6

Vesta's summoned ghouls and ghast claw their way out of the ground through a black portal and rapidly claw at the remaining lacridaemons in combat with Ignac. Despite their fervor, only one strike marks the daemon's skin.
I included flanking, though still only 1 hit.

The two remaining venedaemons then act, one sending a volley of force missiles at Vesta... to be absorbed by her shield. The other hisses and instead conjures twin lances of fire at the ghost...
Ranged Touch: 1d20 + 11 ⇒ (19) + 11 = 30 and 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 4d6 ⇒ (4, 3, 4, 3) = 14 and 4d6 ⇒ (6, 5, 5, 2) = 18 fire

Action Tracker (Round 4): Gathroc, Ignac, Venedaemon, Grigore, Clawed, Horned Skeletal, Gabriel, Daemon, Vesta, 2 x Black-Glow Venedaemons

Damage Tracker:
Lacridaemon - D,12 - 6
Invisivenedaemon - 63 Near Death
Horned and Skeletal - 46

Map is the same as before - the ghouls and ghast are in C,11-13
Ignac is flanking the lacridaemons, and Gathroc only has the horny skeletal one beside him.


Male Human Graveknight Armiger 10

Move Action Strength Check:1d20 + 8 ⇒ (7) + 8 = 15
5-foot step to F14
Attack (D13):1d20 + 25 + 1 + 2 ⇒ (19) + 25 + 1 + 2 = 47
1d10 + 2d6 + 24 ⇒ (1) + (3, 6) + 24 = 34
Confirmation:1d20 + 25 + 1 + 2 ⇒ (18) + 25 + 1 + 2 = 46
1d10 + 2d6 + 24 + 1d8 ⇒ (10) + (4, 1) + 24 + (3) = 42
+1 from Haste, +2 from flanking, 2d6s are electrical, 1d8 is sonic

Graveknight's Channel Destruction doesn't say that the extra damage isn't doubled, as happens with elemental weapons, so I'm putting that damage in.

@Weapon: ::How was that, eh?::


Female Human (ghost) Shadow Sorcerer 10

Vesta grins at the demon and throws a ball of energy at the demon who shot at it. The ball of energy spreads and lengthens until it becomes a spiked chain that attempts to wrap itself around the creatures.

Chain of perdition will attempt to drag the creature toward the ground towards her allies.

No save, but Spell Resist applies.

Spell resistance 1d20 + 14 ⇒ (5) + 14 = 19

CMB to use combat maneuver drag (toward the ground) 1d20 + 21 ⇒ (15) + 21 = 36


Male Dullahan(formerly an Elf) Weapon Master 4

Gathroc prepares to rain down certain doom and inevitable destruction, but pauses "Yield. Your forces are almost fully destroyed, most of us are unharmed, and my wounds will heal. Yield, or I will end you." Free action to speak, but if it refuses to yield, I will attack. Note, I am not delaying or not taking an action, I am simply giving the Daemon a chance to yield, which it can do as a free action. Otherwise, I'll take my full attack.


Primordial Ooze

Gathroc - if you're waiting for a tangible response from the enemy before choosing what to do I'd have to rule that it is either a delayed action or a readied action.


Male Dullahan(formerly an Elf) Weapon Master 4

He can't just say something like "Fine, I yield" then hold his actual surrender till his initiative count? or is there something I'm missing, which is possible. Not trying to argue, but I don't know the rules super-well, and you clearly have more GMing experience than me, so maybe I'm just not getting it.


Primordial Ooze

Technically you are correct, but it breaks versimillitude for me.
I'm essentially saying that you wouldn't really get a feel for whether it is surrendering / bluffing / fighting on until it actually takes a tangible action (on it's count).

Or to say it a different way it could say "I yield", but since your action is gone (higher in the initiative chain) you'd have no way of reacting if it wasn't telling the truth until Round 5.

Delaying you'd get a chance to act immediately after it (with a full rounds worth of actions), or readying you'd get a standard action to take place immediately before it (if it wasn't bluffing).

Alternatively you can attack now, try and gauge how injured it is and pull your punches if it's going to die - and try to force compliance that way.

Does that make sense?


Male Dullahan(formerly an Elf) Weapon Master 4

Yes, thank you very much. My IRL group never really played by the rules too closely, so I'm learning a lot via all the PbPs I'm in. I'll post up in a few, thanks again for clearing that up for me


Male Dullahan(formerly an Elf) Weapon Master 4

The unholy warrior decides to wait, if the Daemon tries anything foolish, he will strike it down where it stands. Readying an action to attack if it tries to cast a spell or attacks.


Male Vampire (Previously Human) Magus 10

When it gets to my turn:
Spellcombat for Full Round Action:
Cast Fly on myself
Concentration DC 21: 1d20 + 18 ⇒ (9) + 18 = 27 Success.

Five foot step to G19

Full Attack @ H19:

Attack 1:1d20 + 17 ⇒ (16) + 17 = 33 Potential Crit
Damage 1:1d6 + 10 + 2d6 ⇒ (6) + 10 + (4, 5) = 25
Attack 2:1d20 + 17 ⇒ (20) + 17 = 37 Potential Crit
Damage 2:1d6 + 10 + 2d6 ⇒ (5) + 10 + (5, 5) = 25
Attack 3:1d20 + 12 ⇒ (19) + 12 = 31 Potential Crit
Damage 3:1d6 + 10 + 2d6 ⇒ (6) + 10 + (2, 3) = 21

Confirm 1 :1d20 + 17 ⇒ (18) + 17 = 35
Crit DMG 1:1d6 + 10 ⇒ (4) + 10 = 14
Confirm 2 :1d20 + 17 ⇒ (6) + 17 = 23
Crit DMG 2:1d6 + 10 ⇒ (4) + 10 = 14
Confirm 3 :1d20 + 12 ⇒ (16) + 12 = 28
Crit DMG 3:1d6 + 10 ⇒ (2) + 10 = 12

Vicious Damage: 3d6 ⇒ (1, 5, 3) = 9

Includes -2 for spellcombat, +1 for haste

At end of round, Fast Healing 5 heals me up.

Current Status:

HP 99/123
AC 28/16/22
Arcane Pool 14/15
Active Effects Haste, +3 on weapon, Fly

HP is including Vicious damage, assuming all three attacks hit.

Let me know if/when to make a Reflex save for my weapon.
My action won't change unless I get hit with another Halt Undead or something :P


Primordial Ooze

Ignac destroys one of the lacridaemons facing him with a brutal strike, while Grigore deals with the sole creature remaining near the entrance.
Crit for Ignac means no save for him, though need one from Grigore.

The horned skeletal daemon before Gathroc puts his hands up before him and the venedaemons in the room also pause for a few moments. It speaks in common that seems to almost slide off it's tongue and are audible to all "Our hands will be stayed..."

Sense Motive DC 31:
The daemon is holding something in reserve and you ken that a message has passed from it to the venedaemons.
1d20 + 22 ⇒ (9) + 22 = 31

Actions from Daemon and Vesta please.
At present the horned skeletal daemon and the venedaemons are pausing...


Male Vampire (Previously Human) Magus 10

Reflex DC20: 1d20 + 10 ⇒ (6) + 10 = 16
Weapon's stuck


'Male' Crawling Claw (Human) Rogue 10

Well, down in the pit, Gabriel is a little busy...

Gabriel attempts to finish-off the Daemon down in the pit with him!

+1 ghost-touch claw: 1d20 + 25 ⇒ (15) + 25 = 40, for 1d1 + 15 ⇒ (1) + 15 = 16 Magical Silver S/B damage.

Free Grapple: 1d20 + 18 ⇒ (11) + 18 = 29.

+1 ghost-touch claw: 1d20 + 20 ⇒ (6) + 20 = 26, for 1d1 + 15 ⇒ (1) + 15 = 16 Magical Silver S/B damage.

Free Grapple: 1d20 + 18 ⇒ (16) + 18 = 34.


Male Dullahan(formerly an Elf) Weapon Master 4

1d20 + 14 ⇒ (5) + 14 = 19 Sense Motive


Primordial Ooze

Gabriel can happily throttle the life out of the venedaemon in the pit :)

The venedaemon that is the recipient of Gabriel's unique attention goes limp after a single strike...
Do you kill, or leave unconscious?


Female Human (ghost) Shadow Sorcerer 10

This is what vesta did this round weather or not they pause:

Vesta grins at the demon and throws a ball of energy at the demon who shot at it. The ball of energy spreads and lengthens until it becomes a spiked chain that attempts to wrap itself around the creatures.

Chain of perdition will attempt to drag the creature toward the ground towards her allies.

No save, but Spell Resist applies.

Spell resistance 1d20 + 14 ⇒ (5) + 14 = 19

CMB to use combat maneuver drag (toward the ground) 1d20 + 21 ⇒ (15) + 21 = 36

Chain of Perdition:

School: evocation [force]
Level: cleric 3, sorcerer/wizard 3
Casting Time: 1 standard action
Components: V, S, M/DF (chain link)
Range: close (25 ft. + 5 ft./2 levels)
Effect: 10-ft. chain
Duration: 1 round/level (D) (D)
Saving Throw: none
Spell Resistance: yes
A floating chain of force with hooks at each end appears within an unoccupied space of your choosing within range. This chain is a Medium object that has a 10-foot reach. Physical attacks cannot hit or harm the chain of perdition, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it normally. The chain's AC against touch attacks is 10 + your Charisma modifier (sorcerer), Intelligence modifier (wizard), or Wisdom modifier (cleric).

The chain can perform the dirty trick (blind or entangle), drag, reposition, and trip combat maneuvers, using your caster level in place of your Combat Maneuver Bonus, and your Charisma modifier (sorcerer), Intelligence modifier (wizard), or Wisdom modifier (cleric) in place of your Strength or Dexterity modifier. The chain does not provoke attacks of opportunity for making combat maneuvers. It suffers no penalty or miss chance due to darkness, invisibility, or other forms of concealment.

As a move action, you can move the chain up to 30 feet. If the chain goes beyond the spell's range or out of your sight, it returns to you.

If a creature that the chain attacks has spell resistance, you must make a caster level check (1d20 + caster level) against that spell resistance the first time the chain performs a successful maneuver against that creature. If the chain is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.


Primordial Ooze

At Vesta's command a chain of force appears and drags a venedaemon towards the ground. It drops from it's height of thirty feet down to fifteen feet.

Just Daemon to confirm action and I'll update for the other daemons ;)


Male Human(Lich) Cleric 3, Wizard 3, Mystic Theurge 4

Sense motive 1d20 + 25 ⇒ (8) + 25 = 33

The horned skeleton lies, he is going to attempt something.

With that I approach Gathroc and perform my innervating touch attack, heals for 1d8 + 10 ⇒ (2) + 10 = 12


'Male' Crawling Claw (Human) Rogue 10

Gabriel is collecting spare hands, so he will take the Venedaemon down :-)


Primordial Ooze

Within the acidic pit, Gabriel kills his quarry. 2d6 ⇒ (1, 4) = 5 acid to Gabriel.

The horned daemon seems to smile as it steps back from Gathroc and adds "....for now." Gathroc reacts with explosive prejudice, his curved blade seeking to sever the beasts daemonic essence...
Gathroc readied attack: 1d20 + 26 ⇒ (7) + 26 = 33 Power Attack. 1d10 + 29 + 1d6 + 2d6 ⇒ (2) + 29 + (5) + (4, 5) = 45
...but despite landing a wicked blow he is unable to end the creature. However as his blade cuts through the daemon's robe part of the fabric falls to the ground with a thunk. The daemon intones a few arcane syllables and draws it's bony hand across it's eyes and disappears.

The remaining venedaemons all cry out in unison as they bite down on a gem they each retrieve from within their robes. As one they vanish from the interior of the hall... leaving you alone with a single unlucky lacridaemon as the sole surviving invader...

For those Spellcrafty types:
Horned Daemon - Greater Teleport
Venedaemon - Teleport, single use from a specific soul gem

Gathroc:
I'm putting this up to explain mechanically how things played out:
1. Your readied action is with a non-reach weapon, and you don't have Step Up - so you can't follow the horny daemon back.
2. Since he'll be out of range when he casts, you can't disrupt the cast with your hit.
3. I've put your strike in as a reasonable interpretation of your proposed actions. Him stepping back = something is up, so you would have swung.
So it went like this:
Daemon warned you
Horned daemon started to step back - your readied action went off and hits.
Horned daemon is still up, so uses greater teleport as a standard action and disappears.
Just wanted to put this up so that you didn't feel like I'd screwed you over or anything... you might want to take a look in the bit of robe you cut off ;)


Male Human(Lich) Cleric 3, Wizard 3, Mystic Theurge 4

"Well that was less then optimal, we should secure our survivor for when our employer returns. Usually fabric does not thunk, one may want to look into that as well. Is there anyone that requires healing aid?"

Anyone who responds I will walk over to and heal using my natural abilities until they are at full health.


Female Human (ghost) Shadow Sorcerer 10
Daemon Son-of-none wrote:

"Well that was less then optimal, we should secure our survivor for when our employer returns. Usually fabric does not thunk, one may want to look into that as well. Is there anyone that requires healing aid?"

Anyone who responds I will walk over to and heal using my natural abilities until they are at full health.

"I could use some." Vesta says as she floats over to Daemon. 83/128 HP


Male Dullahan(formerly an Elf) Weapon Master 4

Voiceless:
Just so I understand, I acted before he actually began casting, which is why the damage didn't cause an interruption?

Only thing I would have differently is used Vital Strike for an extra d10 of damage, though that might not have mattered.

Gathroc swears a few choice words including his haterd of cowardly spellcasters. He then grabs up the part of the robe that he sliced off. "Attend to another Lich, my wounds already begin to close. Perhaps next time a general over a thousand years old gives you an order, you'll listen to him and we won't be in this situation."


Male Vampire (Previously Human) Magus 10

Strength Check DC 15 1d20 + 6 ⇒ (19) + 6 = 25

Grigore snickers and draws his blade from the body of the Lacridaemon, walking slowly towards the rest of the group. He runs his fingers along his wounds, licking his fingers clean of blood as the cuts close.
"We all are in service to the Lord, not to each other. Perhaps next time you'd care to wait for him to direct us instead?" His eyes in slits and a grin on his face, he stops adjacent to Ignac.
"I will go to our liege and tell him what has transpired. Though I am sure he is already aware, I am sure that a personal account of what transpired would be useful."


Male Human Graveknight Armiger 10

I've got but a few scratches. Ignac says, as he puts his weapon away, and grapples the creature.2 AoO's, if he can take them.

Grapple1d20 + 17 ⇒ (14) + 17 = 31

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