GM BPChocobo's PFS Cult of the Ebon Destroyer (Inactive)

Game Master Black Powder Chocobo

Cult of the Ebon Destroyer for PFS credit

Combat map
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Silver Crusade

Male Elf Magus (Hexcrafter) 10 - HP 83/83 - AC 21/T: 14/FF:19 - Perception +7 (+10 near familiar) - F: +12/ R: +11/ W: +8 (+2 vs. Enchantments) - CMB: +11- CMD: 25, Speed: 30, Init. +2 - Arcane Pool +3 10/10

My attempt at gallows humor failed (8 charisma strikes again!) Amarthecthel was trying to be humorous about allowing Pelkin to take the risk.

"I am jesting with you, my friend," says the elf. "Your offer is valiant. May the gods be with you."

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

I knew that. Pelkin isn't exactly charismatic either if you recall!

Valiant indeed. Perhaps I should train as a paladin.


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Pelkin braces himself, sacrificing his body to set off the trap for the others...

Sonic damage: 5d8 ⇒ (1, 8, 7, 5, 1) = 22
Pelkin Reflex vs DC 18: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29

A thunderous boom fills the air as Pelkin's body is rocked by the shockwave of sonic force. His flexible body is ready for it, though, and only minor pains linger on him.

11 damage to you Pelkin.

The trap set, the party slowly makes their way forward.

Think silk curtains separate the hallway illuminated by bright orance flames. The flames issue from the upraised claws of a carved, twoheaded gargoyle statue that squats in the corner. Each head stares down a different passage.

DC 25 Kn: History or Religion:

The statue depicts a mythical Vudrani creature called a sharaberunda, which has both feline and avian features. Vudrani deities occasionally manifest as this strange creature.

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

Lore steps forward with her wand and touches Pelkin twice to heal damage from the rune.

clw pelkin: 1d8 + 1 ⇒ (5) + 1 = 6
clw pelkin: 1d8 + 1 ⇒ (5) + 1 = 6

"You poor boy, you took that hit for us all, I can't let you go forward with such pains. There you go, all fixed up now! Sarenrae bless you for your bravery this day."

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

Pelkin once again nods his thanks for the healing. Somebody had to do it. You think you saw him smile but he'll deny it.

Know Religion: 1d20 + 12 ⇒ (19) + 12 = 31

The statue depicts a mythical Vudrani creature called a sharaberunda, which has both feline and avian features. Vudrani deities occasionally manifest as this strange creature. Why is beyond me.

Pelkin will lead the party forward. Stay close to me now so that I might aid you in times of trouble. Pelkin looks carefully as they tred, wondering if more harm is in store for him.

Perception: 1d20 + 18 ⇒ (14) + 18 = 32

Liberty's Edge

Male
ATK:
Rep Hvy XBow:+16 /+17(PBS)/+17)/+11(Deadly Aim)/+9(RS+DA)/+2 Favored Enemy
Half Elf CL:12
Archetypes:
Bolt Ace 10/Wild Shadow/Trapper 2
Skills:
Acrobatics:+16;Climb:+6;Disable Device:+19;Intimidate:+3;Stealth:+16;Survival:+14
Gunslinger 9/Ranger 2 (HP:100/100)(AC:29 FF:20 T:20)(F:+13 R:+17 W:+10)(Init:+10)(Perception:+19)

"Dunno if that was foolish or not... but it was brave..." Velidor says and then takes his customary spot in the back of the group...


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Pelkin doesn't find anything near the statue, but just past it in the hallway going north, he sees a pair of stools and very recent tracks leading deeper into the tunnel system.

If nothing else, continuing forward around lunch time!

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

Its lunch time, we should continue forward and see what these tracks lead us to.

Pelkin will try to determine if these are human tracks and how many of them there were.

Liberty's Edge

Male
ATK:
Rep Hvy XBow:+16 /+17(PBS)/+17)/+11(Deadly Aim)/+9(RS+DA)/+2 Favored Enemy
Half Elf CL:12
Archetypes:
Bolt Ace 10/Wild Shadow/Trapper 2
Skills:
Acrobatics:+16;Climb:+6;Disable Device:+19;Intimidate:+3;Stealth:+16;Survival:+14
Gunslinger 9/Ranger 2 (HP:100/100)(AC:29 FF:20 T:20)(F:+13 R:+17 W:+10)(Init:+10)(Perception:+19)

Velidor steps forward and offers to follow the tracks

Tracking: 1d20 + 13 ⇒ (11) + 13 = 24

Perception: 1d20 + 15 ⇒ (9) + 15 = 24


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@Pelkin: You'd need a Survival check, but Velidor has that covered :)

Velidor confirms that there were two of them, human sized. Both barefoot.

A thick, black curtain blocks the end of the hallway, although slight gaps around the edges show faint radiance, revealing light on the other side.

A pale, magical light, radiation from the air itself, shines throughout the pillared hall. A balustraded walkway surrounds the upper floor of the two-story area. Passages lead from either side on the lower floor, and perhaps the upper floor, too, with another hallway at the opposite end of the large chamber.

Map updated!

Liberty's Edge

Male
ATK:
Rep Hvy XBow:+16 /+17(PBS)/+17)/+11(Deadly Aim)/+9(RS+DA)/+2 Favored Enemy
Half Elf CL:12
Archetypes:
Bolt Ace 10/Wild Shadow/Trapper 2
Skills:
Acrobatics:+16;Climb:+6;Disable Device:+19;Intimidate:+3;Stealth:+16;Survival:+14
Gunslinger 9/Ranger 2 (HP:100/100)(AC:29 FF:20 T:20)(F:+13 R:+17 W:+10)(Init:+10)(Perception:+19)

"This area seems perfect for an ambush or a trap."

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

Hmm, so it would seem. Pelkin takes time to detect for the various auras. Perhaps its time to be bold, however. After detecting for auras and looking for pratfalls, Pelkin will lead the party thru the curtain.

Perception: 1d20 + 18 ⇒ (3) + 18 = 21

This might be my last post before vacation but I'll try to check in the morning before I leave the house.


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Sorry for being quiet the past few days. I'll post tomorrow. Rough skinny is that those perceptions didn't find anything.


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Pelkin doesn't find anything unusual on a quick glance through the room. Cautiously, he steps in, the party following along side him.

Pelkin's eyes react just as numerous figures move out from behind pillars and out of pathways; they are garbed the same as the monks that were encountered in the silk mill, except all of them bear the unholy symbol of Dhalavei across their necks. "Capture the intruders! Their sacrifice will please our goddess!"

Yeah, this is a mooktastic scenario

Inits:

Mook Black: 1d20 + 1 ⇒ (2) + 1 = 3
Mook Blue: 1d20 + 1 ⇒ (15) + 1 = 16
Mook Brown: 1d20 + 1 ⇒ (8) + 1 = 9
Mook Green: 1d20 + 1 ⇒ (9) + 1 = 10
Mook Grey: 1d20 + 1 ⇒ (2) + 1 = 3
Mook Orange: 1d20 + 1 ⇒ (14) + 1 = 15
Mook Pink: 1d20 + 1 ⇒ (13) + 1 = 14
Mook Red: 1d20 + 1 ⇒ (13) + 1 = 14
Mook White: 1d20 + 1 ⇒ (9) + 1 = 10
Mook Yellow: 1d20 + 1 ⇒ (19) + 1 = 20
Amarthecthel: 1d20 + 2 ⇒ (16) + 2 = 18
Lore: 1d20 + 2 ⇒ (10) + 2 = 12
Pelkin: 1d20 + 7 ⇒ (3) + 7 = 10
Twigg: 1d20 + 2 ⇒ (9) + 2 = 11
Velidor: 1d20 + 9 ⇒ (4) + 9 = 13

One of dark monks tactically moves alongside the wall and behind another pillar for cover.

Init Order (bold = up)
Monk Yellow
Amarthecthel
Monk Blue
Monk Orange
Monk Pink
Monk Red
Velidor
Lore
Twigg
Monk Green
Monk White
Monk Brown
Monk Black
Monk Grey

Silver Crusade

Male Elf Magus (Hexcrafter) 10 - HP 83/83 - AC 21/T: 14/FF:19 - Perception +7 (+10 near familiar) - F: +12/ R: +11/ W: +8 (+2 vs. Enchantments) - CMB: +11- CMD: 25, Speed: 30, Init. +2 - Arcane Pool +3 10/10

"I see that your sort is even more slow to learn than most humans," says Amarthecthel to the monks as frost travels down his scimitar's blade. "It will be a pleasure explaining it to you again. I'll use small words."

Amarthecthel shrugs off his faithful familiar Glosrofel the hawk, sending it to perch over the doorway. He then uses his arcane pool to give his scimitar the icy burst quality. The then casts a Rime Spell-templated frostbite spell. The he moves to the attack.

1st attack (vs. yellow) - +1 Cold Iron icy burst Scimitar w/ spell combat and spellstrike and frostbite: 1d20 + 12 - 1 ⇒ (8) + 12 - 1 = 191d6 + 7 + 1d6 + 8 ⇒ (3) + 7 + (6) + 8 = 24

2nd attack (vs. yellow) - +1 Cold Iron icy burst Scimitar w/ spell combat and spellstrike and frostbite: 1d20 + 12 - 1 ⇒ (7) + 12 - 1 = 181d6 + 7 + 1d6 + 8 ⇒ (3) + 7 + (5) + 8 = 23

If the attacks hit, the target will be entangled in ice for 1 round and fatigued.


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Amarthecthel narrowly hits the monk the first time, icy cool going through its body. The numbing cold slows down the monk enough that the second swing also connects, sending him to a frost-induced unconsciousness.

The swarm of cultist monks surround Pelkin and Amarthecthel, striking out with foot and fist!

A lot of attacks @ Pelkin and Amarthecthel:

Ki for defense
Blue grapple @ FF Pelkin: 1d20 + 10 ⇒ (19) + 10 = 29

Ki for attack
Red stunning flurry @ FF Pelkin: 1d20 + 7 ⇒ (5) + 7 = 12
Damage on hit: 1d8 + 4 ⇒ (2) + 4 = 6
Pelkin Fort on hit: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14

Red flurry @ FF Pelkin: 1d20 + 7 ⇒ (6) + 7 = 13
Damage on hit: 1d8 + 4 ⇒ (5) + 4 = 9

Red flurry @ FF Pelkin: 1d20 + 7 ⇒ (15) + 7 = 22
Damage on hit: 1d8 + 4 ⇒ (7) + 4 = 11

Ki for defense
Orange grapple @ Amarthecthel: 1d20 + 10 ⇒ (3) + 10 = 13

Ki for attack
Pink stunning flurry @ Amarthecthel: 1d20 + 7 ⇒ (8) + 7 = 15
Damage on hit: 1d8 + 4 ⇒ (8) + 4 = 12
Amar Fort on hit: 1d20 + 10 ⇒ (11) + 10 = 21

Pink flurry @ Amarthecthel: 1d20 + 7 ⇒ (9) + 7 = 16
Damage on hit: 1d8 + 4 ⇒ (2) + 4 = 6

Pink flurry @ Amarthecthel: 1d20 + 7 ⇒ (8) + 7 = 15
Damage on hit: 1d8 + 4 ⇒ (3) + 4 = 7

From the bevy of attacks, Amarthecthel manages to avoid and dodge every strike, adjusting to the cultists' fighting style. Pelkin, however, is placed in a shoulder lock, but luckily his magical armor deflects the other attacks aimed at him

Init Order (bold = up)
Amarthecthel (frostbite)
Monk Orange
Monk Pink
Monk Red
Velidor
Lore
Twigg
Pelkin (6 damage, grappled)

Monk Green
Monk White
Monk Brown
Monk Black
Monk Grey

Liberty's Edge

Male
ATK:
Rep Hvy XBow:+16 /+17(PBS)/+17)/+11(Deadly Aim)/+9(RS+DA)/+2 Favored Enemy
Half Elf CL:12
Archetypes:
Bolt Ace 10/Wild Shadow/Trapper 2
Skills:
Acrobatics:+16;Climb:+6;Disable Device:+19;Intimidate:+3;Stealth:+16;Survival:+14
Gunslinger 9/Ranger 2 (HP:100/100)(AC:29 FF:20 T:20)(F:+13 R:+17 W:+10)(Init:+10)(Perception:+19)

Velidor takes a step to his right and shoots at the orange foe
...if that monk falls before he is done he will shoot the white foe...

Musket1+RS1+PBS+DA vs Touch AC: 1d20 + 10 ⇒ (10) + 10 = 20
DMG RS1+DA+MT+PBS: 1d12 + 5 + 4 + 1 + 1 ⇒ (1) + 5 + 4 + 1 + 1 = 12

Musket1+RS2+PBS+DA vs Touch AC: 1d20 + 10 ⇒ (16) + 10 = 26
DMG RS2+DA+MT+PBS: 1d12 + 5 + 1 + 4 + 1 ⇒ (12) + 5 + 1 + 4 + 1 = 23

Musket2+PBS vs Touch AC: 1d20 + 9 ⇒ (20) + 9 = 29
DMG2+PBS+MT: 1d12 + 1 + 5 ⇒ (7) + 1 + 5 = 13

possible crit on shot 3: 1d20 + 9 ⇒ (1) + 9 = 10
DMG2+PBS+MT: 3d12 + 3 + 15 ⇒ (3, 8, 4) + 3 + 15 = 33

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

Lore casts blessing of fervor on her allies:

With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.


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The first two shots fell the orange robed monk, despite its attempt to dodge, the 3rd shot also nails the adjacent white robed monk, blood staining the garments.

Lore buffs the party with a blessing from Sarenrae, granting a fiery fervor to the group!

Init Order (bold = up)
Group Buffs: blessing of fervor, 7 rounds remaining
Amarthecthel (frostbite)
Monk Blue (grappling)
Monk Pink
Monk Red
Velidor
Lore
Twigg
Pelkin (6 damage, grappled)

Monk Green
Monk White (13 damage)
Monk Brown
Monk Black
Monk Grey

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

Pelkin, not liking being grappled, casts Litany of Sloth on his aggressor. Swift Action. He then uses Dimensional Hop to escape the grapple. Since he can't use an AoO I should be able to do this safely, correct?

Assuming so, Pelkin then strikes at said aggressor!

Vital Strike: 1d20 + 10 ⇒ (10) + 10 = 20 for Damage: 2d8 + 8 ⇒ (6, 8) + 8 = 22


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@Pelkin: Since you are grappled, I do need a Concentration to cast the litany of sloth. Likewise, since Dimensional Hop is a spell-like ability, that requires a Concentration check, too. The DC for that should be 23. Since litany of sloth is an immediate action, that will not provoke, but using Dimensional Hop will. Finally, Blue, being grappled too, cannot make attack of opportunities, but Red can. So, using litany of sloth is safe, but using Dimensional Hop will provoke from Red.

Do you still want to attempt the actions as you have them?
Also, don't forget about Lore's blessing of fervor!

Oh yeah, and litany of sloth was errata'ed to now allow a Will save, so I'll roll for that, too, if you do stick with casting it.

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

Conc Check: 1d20 + 13 ⇒ (20) + 13 = 33 Figures, LOL.

A Will save now? Meh, now its almost not worth it. I'll stick to the actions and try to at least eliminate one AoO.


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Fair enough, I'll assume then you'd target Red so you could then dimensional hop safely.

Grand Lodge

Male Gnome Sorcerer (Sylvan) 8
Stats:
HP 58 | AC 20 | T 14 | FF 13 | CMD 12 | Fort +6 | Ref +5 | Will +6| Init +2 | Perc +1

Twiggy moves up next to Pelkin and fires some light beams out of his fingers at the 3 enemies.
Color Spray - casting defensively 1d20 + 12 ⇒ (14) + 12 = 26

After Mexel moves up and attacks one blue enemy
bite 1d20 + 8 ⇒ (20) + 8 = 28, 1d6 + 7 ⇒ (5) + 7 = 12
bite crit confirmation 1d20 + 8 ⇒ (4) + 8 = 12, 1d6 + 7 ⇒ (4) + 7 = 11.


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Blue Will: 1d20 + 7 ⇒ (7) + 7 = 14
Red Will: 1d20 + 7 ⇒ (14) + 7 = 21
White Will: 1d20 + 7 ⇒ (16) + 7 = 23
Duration: 1d4 ⇒ 4

One of the monks shudders as his eyes roll to the back of his head. Mexel then comes up and mauls the stunned man.

@Pelkin: Because the guy grappling you is now blind and stunned, the grapple has ended! You can make new actions if you would like :)

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

Why yes, yes I would. I'd like to full attack my now stunned grappler.

1st Attack = keep the 20, damage would be 6+8 = 14 if that hits.
Second: 1d20 + 5 ⇒ (14) + 5 = 19 for 8+8 = 16 damage.


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He down now. More tomorrow!

-Posted with Wayfinder


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Despite Mexel, Twigg, and Pelkin defeating another monk, more of them come at the party forming a wall of fists!

Green Grapple @ Twigg: 1d20 + 8 ⇒ (2) + 8 = 10

Twigg, master wrestler, easily avoids the attempt feeble attempt to hold him down.

White Stunning punch @ Pelkin: 1d20 + 8 ⇒ (20) + 8 = 28
Damage on hit: 1d8 + 4 ⇒ (8) + 4 = 12
Pelkin Fort on hit: 1d20 + 11 + 3 ⇒ (7) + 11 + 3 = 21

Another lucky shot hits Pelkin, but he holds firm and doesn't fall to such weak attempts to disrupt his body chemistry.

Another monk comes from around the corner and tries moves in to attack Amarthecthel.

Brown Stunning Fist @ Amarthecthel: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
Damage on hit: 1d8 + 4 ⇒ (2) + 4 = 6
Amarthecthel Fort on hit: 1d20 + 10 ⇒ (4) + 10 = 14

Gray Stunning Fist @ Amarthecthel: 1d20 + 8 ⇒ (4) + 8 = 12
Damage on hit: 1d8 + 4 ⇒ (5) + 4 = 9
Amarthecthel Fort on hit: 1d20 + 10 ⇒ (6) + 10 = 16

However, the newcomers seem to be too anxious as the magus easily reads the attacks and avoids them.

Don't forget about Blessing of Ferver goodness!

Init Order (bold = up)
Group Buffs: blessing of fervor, 7 rounds remaining
Amarthecthel (frostbite)
Monk Pink
Monk Red
Velidor
Lore
Twigg
Pelkin (6 damage, grappled)
Monk Green (dodgy)
Monk White (13 damage, dodgy)
Monk Brown (dodgy)
Monk Black (dodgy)
Monk Grey (dodgy)

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

I should only have a +13 to Fort according to Hero Lab (6 (Level) + 2 (Con) + 3 (Cloak) + 2 (Heroism), is a 20 good enough?

EDIT : But I have Shake It Off as my Solo Tactic and I have 3 allies around me so its really +16, never mind!

I really need to remember that more often, especially for those around me!

Silver Crusade

Male Elf Magus (Hexcrafter) 10 - HP 83/83 - AC 21/T: 14/FF:19 - Perception +7 (+10 near familiar) - F: +12/ R: +11/ W: +8 (+2 vs. Enchantments) - CMB: +11- CMD: 25, Speed: 30, Init. +2 - Arcane Pool +3 10/10

"For Yuelral and the Society!" shouts Amarthecthel, beginning to lose himself in battle lust.

1st attack (vs. green) - +1 Cold Iron icy burst Scimitar w/ spell combat and spellstrike and frostbite: 1d20 + 12 - 1 ⇒ (20) + 12 - 1 = 311d6 + 7 + 1d6 + 8 ⇒ (5) + 7 + (2) + 8 = 22

2nd attack (vs. green) - +1 Cold Iron icy burst Scimitar w/ spell combat and spellstrike and frostbite: 1d20 + 12 - 1 ⇒ (7) + 12 - 1 = 181d6 + 7 + 1d6 + 8 ⇒ (2) + 7 + (5) + 8 = 22

Critical Hit Confirmation: 1d20 + 12 - 1 ⇒ (18) + 12 - 1 = 291d6 + 7 + 1d6 + 8 ⇒ (6) + 7 + (5) + 8 = 26

If AC<19, hit twice for 70 points of damage. If 18<AC<29, hit once for 48 points of damage. If AC>29, no hits.

If the attacks hit, the target will be entangled in ice for 1 round and fatigued.

If the first (critical) hit takes out an enemy, the second attack will target pink.


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@Pelkin: I forgot about your Heroism, but yes, I did remember your Shake it Off; that's a really good use of Solo Tactics and your saves at this level are awesome. If only you were a pala-monk, too :P

Finish Him!
With a single blow, Amarthecthel decapitates one of the monks, its now severed head freezing, then smashing into pieces on the ground.

The second attack would miss any other of your assailants, although you can move into Green's square if you wish to take a 5' step.

Seeing Amarthecthel and Twigg as the biggest threats, two monks try to grab them, acting extra evasive.

Pink grapple @ Amarthecthel: 1d20 + 10 ⇒ (12) + 10 = 22
Red grapple @ Twigg: 1d20 + 10 ⇒ (14) + 10 = 24

Amarthecthel narrowly shakes off his attacker, but Twigg finds himself with his arm pulled behind his back!

@Pelkin: Forgot to update your stats; added your damage, but removed the grapple line.

Init Order (bold = up)
Group Buffs: blessing of fervor, 7 rounds remaining
Amarthecthel (frostbite)
Monk Pink (dodgy)
Monk Red (grappling, dodgy)
Velidor
Lore
Twigg (grappled)
Pelkin (18 damage)

Monk White (13 damage, dodgy)
Monk Brown (dodgy)
Monk Black (dodgy)
Monk Grey (dodgy)

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

Release him or die. Pelkin attacks the red monk holding Twigg!

Using BoF for an extra attack. Also using Bane on this fella.

Attack: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16 for Damage: 1d8 + 8 + 2d6 ⇒ (3) + 8 + (4, 1) = 16
Attack: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13 for Damage: 1d8 + 8 + 2d6 ⇒ (8) + 8 + (1, 1) = 18
Attack: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 for Damage: 1d8 + 8 + 2d6 ⇒ (7) + 8 + (5, 3) = 23

Confirm #3?: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23 for Damage: 2d8 + 16 ⇒ (6, 4) + 16 = 26

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

Lore casts admonishing ray and fires both rays at gray.

ranged touch to hit: 1d20 + 7 ⇒ (3) + 7 = 10
non-lethal dmg if hits, no save: 4d6 ⇒ (6, 1, 1, 6) = 14

ranged touch to hit: 1d20 + 7 ⇒ (20) + 7 = 27
ranged touch to confirm crit: 1d20 + 7 ⇒ (14) + 7 = 21
non-lethal dmg if hits, no save: 4d6 ⇒ (4, 1, 4, 5) = 14
addl non-lethal dmg if crits, no save: 4d6 ⇒ (3, 6, 6, 6) = 21


Niswan map Ebon Destroyers handouts Combat map

Bah, Paizo ated my post.

Pelkin makes short work of two monks, freeing Twigg from his captor with the first two swings, then sending another to meet Dhalavei with final swing that cuts into the monk's heart.

The first two attacks were good enough to fell Red, so redirected your last attack to White.

Lore then knocks another unconscious with a well-aimed ray to the back of the neck.

Init Order (bold = up)
Group Buffs: blessing of fervor, 7 rounds remaining
Amarthecthel (frostbite)
Monk Pink (dodgy)
Velidor
Lore
Twigg/Mexel
Pelkin (18 damage)
Monk Brown (dodgy)
Monk Black (dodgy)

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

After felling two foes, Pelkin will step toward another foe! Taking a 5' step to the northeast.

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

I forgot to declare my fervor bonuses this last round... +2 to attack, but it doesn't matter since she hit with one obviously and missed obviously with the other... and +2 to ac and reflex saves

Liberty's Edge

Male
ATK:
Rep Hvy XBow:+16 /+17(PBS)/+17)/+11(Deadly Aim)/+9(RS+DA)/+2 Favored Enemy
Half Elf CL:12
Archetypes:
Bolt Ace 10/Wild Shadow/Trapper 2
Skills:
Acrobatics:+16;Climb:+6;Disable Device:+19;Intimidate:+3;Stealth:+16;Survival:+14
Gunslinger 9/Ranger 2 (HP:100/100)(AC:29 FF:20 T:20)(F:+13 R:+17 W:+10)(Init:+10)(Perception:+19)

Velidor moves to his right one step and shoots at the brown monk first...
Musket1+RS1+PBS+DA vs Touch AC: 1d20 + 10 ⇒ (17) + 10 = 27
DMG RS1+DA+MT+PBS: 1d12 + 5 + 4 + 1 + 1 ⇒ (1) + 5 + 4 + 1 + 1 = 12

Musket1+RS2+PBS+DA vs Touch AC: 1d20 + 10 ⇒ (4) + 10 = 14
DMG RS2+DA+MT+PBS: 1d12 + 5 + 1 + 4 + 1 ⇒ (4) + 5 + 1 + 4 + 1 = 15

Musket2+PBS vs Touch AC: 1d20 + 9 ⇒ (2) + 9 = 11
DMG2+PBS+MT: 1d12 + 1 + 5 ⇒ (1) + 1 + 5 = 7


Niswan map Ebon Destroyers handouts Combat map

The agile monk only takes the first shot, the other two missing him.

Twigg moves up and tries to blast more of them with his awesome Skittles colors of the rainbow.

Casting defensively: 1d20 + 12 ⇒ (5) + 12 = 17

Pink Will: 1d20 + 7 ⇒ (4) + 7 = 11
Black Will: 1d20 + 7 ⇒ (18) + 7 = 25
Brown Will: 1d20 + 7 + 4 ⇒ (13) + 7 + 4 = 24
Stunned/Blind duration on failure: 1d4 ⇒ 4

The pink monk goes down, but the other two avoid the spray of colors! Mexel then moves over to attack the wounded monk.

Mexel bite @ brown: 1d20 + 8 ⇒ (17) + 8 = 25
Damage on hit: 1d6 + 7 ⇒ (5) + 7 = 12

The monk gets a bear bite: they can be pretty nasty you know.

The black and brown robed monks immediately make a break for it, heading up the hallway, their superior speed allowing them to make good distance.

Double move from Black, Withdraw action from Brown to avoid the AoO from Mexel and has cover from Amarthecthel for his other threatening square, so no AoO's against either target.

Init Order (bold = up)
Group Buffs: blessing of fervor, 6 rounds remaining
Amarthecthel (frostbite)
Monk Pink (stunned)
Velidor
Lore
Twigg/Mexel
Pelkin (18 damage)
Monk Brown (dodgy)
Monk Black (24 damage, dodgy)

Silver Crusade

Male Elf Magus (Hexcrafter) 10 - HP 83/83 - AC 21/T: 14/FF:19 - Perception +7 (+10 near familiar) - F: +12/ R: +11/ W: +8 (+2 vs. Enchantments) - CMB: +11- CMD: 25, Speed: 30, Init. +2 - Arcane Pool +3 10/10

Use blessings of fervor for the extra attack.

1st attack - +1 Cold Iron icy burst Scimitar w/ spell combat and spellstrike and frostbite: 1d20 + 12 - 1 ⇒ (6) + 12 - 1 = 171d6 + 7 + 1d6 + 8 ⇒ (3) + 7 + (2) + 8 = 20

2nd attack - +1 Cold Iron icy burst Scimitar w/ spell combat and spellstrike and frostbite: 1d20 + 12 - 1 ⇒ (20) + 12 - 1 = 311d6 + 7 + 1d6 + 8 ⇒ (4) + 7 + (5) + 8 = 24

3rd attack - +1 Cold Iron icy burst Scimitar w/ spell combat and spellstrike and frostbite: 1d20 + 12 - 1 ⇒ (16) + 12 - 1 = 271d6 + 7 + 1d6 + 8 ⇒ (5) + 7 + (5) + 8 = 25

Critical Hit Confirmation: 1d20 + 12 - 1 ⇒ (3) + 12 - 1 = 141d6 + 7 + 1d6 + 8 ⇒ (2) + 7 + (6) + 8 = 23

It don't look good for pinky.


Niswan map Ebon Destroyers handouts Combat map

Amarthecthel slays the stunned monk, almost as if he was in competition with Pelkin to slay the cultists in the most violent way possible.

Reminder you got a couple of runners!

Init Order (bold = up)
Group Buffs: blessing of fervor, 6 rounds remaining
Amarthecthel (frostbite)
Monk Pink (stunned)
Velidor
Lore
Twigg/Mexel
Pelkin (18 damage)

Monk Brown (dodgy)
Monk Black (24 damage, dodgy)

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

If Twigg would shift out of my path, Pelkin has enough movement to charge the monks. Assuming he does, I'll charge and use the +2 bonus from BOF.

Charge!: 1d20 + 14 ⇒ (15) + 14 = 29 for Damage: 1d8 + 8 ⇒ (7) + 8 = 15

Liberty's Edge

Male
ATK:
Rep Hvy XBow:+16 /+17(PBS)/+17)/+11(Deadly Aim)/+9(RS+DA)/+2 Favored Enemy
Half Elf CL:12
Archetypes:
Bolt Ace 10/Wild Shadow/Trapper 2
Skills:
Acrobatics:+16;Climb:+6;Disable Device:+19;Intimidate:+3;Stealth:+16;Survival:+14
Gunslinger 9/Ranger 2 (HP:100/100)(AC:29 FF:20 T:20)(F:+13 R:+17 W:+10)(Init:+10)(Perception:+19)

Velidor moves to the first hallway on the right and checks to see if it is clear...


Niswan map Ebon Destroyers handouts Combat map

Velidor goes to the closest hallway, to make sure the party doesn't get themselves surrounded, and finds that it branches off, once to the north part way through, then the hallway turns to the south at its end, about 30' ahead.

Lore may be a bit delayed, but I'll wait to see what Twigg does :)

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

Lore moves to the other side of the pillars.. careful not to block anyone else's line of sight or effect, seeing that Pelkin looks ready to run to catch up to the fleeing cultists... She sends her last fireball at them trying to stop them...(placing just outside the hallway, so it doesn't go down the hall too far, just far enough to hit both cultists)

when the fireball blooms around them, she squeals in delight... "Ooooh pretty fire!"

fireball dmg, dc 18 reflex for half: 9d6 ⇒ (4, 6, 2, 6, 2, 4, 2, 1, 2) = 29


Niswan map Ebon Destroyers handouts Combat map

Black Reflex: 1d20 + 6 ⇒ (15) + 6 = 21
Brown Reflex: 1d20 + 6 ⇒ (1) + 6 = 7

The injured monk sees the bead of fire coming at them and hugs the wall; his ally is instead struck in the back, the fire seriously wounding him. However, he took all of the impact, leaving both injured, but alive.

Init Order (bold = up)
Group Buffs: blessing of fervor, 6 rounds remaining
Amarthecthel (frostbite)
Monk Pink (stunned)
Velidor
Lore
Twigg/Mexel
Pelkin (18 damage, action planned out)
Monk Brown (29 damage, dodgy)
Monk Black (24 damage, dodgy)

Silver Crusade

Male Elf Magus (Hexcrafter) 10 - HP 83/83 - AC 21/T: 14/FF:19 - Perception +7 (+10 near familiar) - F: +12/ R: +11/ W: +8 (+2 vs. Enchantments) - CMB: +11- CMD: 25, Speed: 30, Init. +2 - Arcane Pool +3 10/10

"Surrender, you men! Mortal lives are short enough!" cries Amarthecthel.

Grand Lodge

Male Gnome Sorcerer (Sylvan) 8
Stats:
HP 58 | AC 20 | T 14 | FF 13 | CMD 12 | Fort +6 | Ref +5 | Will +6| Init +2 | Perc +1

Twigg casts an illusion spell of a wall in front of the running monks.

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'
_Twigg wrote:
Twigg casts an illusion spell of a wall in front of the running monks.

And hopefully sidesteps out of the way before being bowled over by Pelkin. :)


Niswan map Ebon Destroyers handouts Combat map

Black Will: 1d20 + 7 ⇒ (3) + 7 = 10

Pelkin then moves up and fells the cultist in the rear; the other, panicked, cannot seem to move past the wall in the way that suddenly appeared.

Short work is made of him.

Calling it!

10 cure light wounds potions and an equal number of cruel-looking ritual daggers are found on the monks' bodies.

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