RotRL: The Alkenstar Expedition (Inactive)

Game Master drbuzzard

Guns vs. Magic in Rise of the Runelords.

Current map

Xin Shalast Map

Loot List


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Trench fighter certainly helps, but I can make something worse with a thrower actually (well not worse due to firearm rules, even with my nerfs +10 to hit is a lot after all).

Fighters are just plenty badass at high level nowadays.

After all the bombs, the giant goes down.

Then from behind you a fireball lobs into the party and erupts. Looking back you see a human in robes who has stepped out of a room.

fire damage: 17d6 ⇒ (3, 6, 4, 4, 4, 5, 4, 2, 2, 6, 3, 4, 5, 5, 1, 2, 1) = 61 DC 26 reflex for 1/2

also 5 magic missiles strike Jan
5d4 + 5 ⇒ (1, 4, 1, 1, 3) + 5 = 15

You are all up.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Reflex: 1d20 + 26 ⇒ (11) + 26 = 37 take 30
Yap: 1d20 + 26 ⇒ (7) + 26 = 33 take none with evasion

Bo moves towards the caster and reloads.

Yap channels.

Heals: 9d6 ⇒ (2, 5, 4, 2, 5, 1, 3, 6, 5) = 33


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

1d20 + 26 ⇒ (10) + 26 = 36 reflex

takes 31

Boom lets his wounds knit together then zips down the hall haste and hits the caster with a dispel bomb

Mutagen, PB/haste/heroism/DC 27: 1d20 + 19 + 1 + 1 + 2 ⇒ (7) + 19 + 1 + 1 + 2 = 30 for 9d6 + 1 + 9 ⇒ (3, 6, 3, 6, 6, 6, 6, 5, 3) + 1 + 9 = 54 splash 10

Dispel: 1d20 + 17 ⇒ (12) + 17 = 29


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Reflex: 1d20 + 19 ⇒ (3) + 19 = 22

Well that figures.

Too focused on the sudden appearance of the caster to escape the fire and he flinches as the flames bloom around him as he takes the magic missile hits. He snaps a shot off at the wizard.

Son of a b##@%.

Attack (Lever-Action Rifle): 1d20 + 39 ⇒ (20) + 39 = 59

Attack (Lever-Action Rifle, Confirm Critical): 1d20 + 43 ⇒ (5) + 43 = 48 Sigh.

Damage (Lever-Action Rifle): 1d10 + 24 ⇒ (9) + 24 = 33
Damage (Lever-Action Rifle, Critical Damage): 3d10 + 72 ⇒ (10, 2, 5) + 72 = 89


Boom: hit
Crit hits and confirms. He looks rather ragged.

Target is still up. He casts a spell. 1d4 ⇒ 1

He appears to be healed up.

PCs are up.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Jan reloads.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Spellcraft?: 1d20 + 24 ⇒ (12) + 24 = 36

Bo moves within 30' and fires once at the mage.

Attack: 1d20 + 20 ⇒ (5) + 20 = 25 steel
Dam: 1d8 + 18 ⇒ (8) + 18 = 26


You just get the spellcraft (distance) and recognize it was Time Stop.

Before you get within 30' you bump into an invisible wall.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

He looks like the staues of Karzoug we've seen?

Arcana on Wall: 1d20 + 24 ⇒ (15) + 24 = 39


No.

wall of force


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

Well that was lame. Jan, can you deal with that wall please?


Boom: You are on the wizard's side of the wall.


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

oops sorry! Busted me not looking at the map
off to a meeting but I will get a post this evening


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Jan will attempt to Shatterspell, charging at the invisible wall.

Attack (Shatterspell): 1d20 + 31 ⇒ (17) + 31 = 48
Damage (Shatterspell): 1d6 + 16 ⇒ (3) + 16 = 19


Shatterspell is a sunder check.


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

just g T home post in the morning apologies


Well in any case, with that roll, the wall pops out of existence.


175/175 | AC 42 | T 28 | FF 27 | CMD 37 | Fort +19 | Ref +30 | Will +23 | Init +12 | Perc +23
Active Spells:

Yap will ready a dispel to attempt to counter the wizards next spell..

Greater Dispel Check: 1d20 + 14 + 4 ⇒ (6) + 14 + 4 = 24 well poop..


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

Boom unloads on the caster

formatting the post with saves now


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

40 ft range, Heroism is counteracted by range

Dispel Bomb
Mutagen, PB/Rapid Shot Bomb/DC 27: 1d20 + 19 + 1 - 2 ⇒ (16) + 19 + 1 - 2 = 34 for 9d6 + 1 + 9 ⇒ (2, 5, 1, 4, 3, 4, 2, 6, 2) + 1 + 9 = 39 splash 10 Dispel: 1d20 + 17 ⇒ (19) + 17 = 36

Blinding Bomb DC 27 Fort Save
Mutagen, PB/Rapid Shot Bomb: 1d20 + 19 + 1 - 2 ⇒ (16) + 19 + 1 - 2 = 34 for 9d6 + 1 + 9 ⇒ (2, 2, 3, 1, 1, 3, 3, 1, 5) + 1 + 9 = 31 splash 10

Frost Bomb DC 27 Fort or staggered
Mutagen, PB/Rapid Shot Bomb: 1d20 + 14 + 1 - 2 ⇒ (17) + 14 + 1 - 2 = 30 for 9d6 + 1 + 9 ⇒ (2, 5, 1, 1, 6, 5, 4, 4, 1) + 1 + 9 = 39 splash 10

Poison Bomb DC 27 Fort 1d4 ⇒ 4 con save for half
Mutagen, PB/Rapid Shot Bomb: 1d20 + 9 + 1 - 2 ⇒ (19) + 9 + 1 - 2 = 27 for 9d6 + 1 + 9 ⇒ (4, 2, 4, 5, 2, 4, 1, 3, 5) + 1 + 9 = 40 splash 10

haste Blinding Bomb
Mutagen, PB/Rapid Shot Bomb/DC 27: 1d20 + 19 + 1 - 2 ⇒ (4) + 19 + 1 - 2 = 22 for 9d6 + 1 + 9 ⇒ (3, 5, 5, 1, 5, 4, 1, 5, 4) + 1 + 9 = 43


saves: 4d20 ⇒ (2, 6, 9, 15) = 32

that could have gone better

1d4 ⇒ 3

He casts another spell, and you don't see him anymore.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Spellcraft: 1d20 + 24 ⇒ (17) + 24 = 41


time stop again


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

"Powerful wizard there.. Best be on our guard."

Yap healed 33 to everyone after the fireball. How much are people down still?


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

none


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Down 43 on my end.


Unnamed

I'm assuming the dude is not still right where he was on the map


No, he's gone.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Bo pulls a wand to heal himself while Yap tend to Jan.

Cure Mod Wand: 4d8 + 6 ⇒ (3, 4, 7, 2) + 6 = 22 two charges.

Jan Heals: 4d8 + 28 ⇒ (4, 7, 2, 3) + 28 = 44 1st and 3rd spell used.

"I guess back over to where the big ansties were and search?"

Bo moves back to the area of previous fight and searches..

Perc: 1d20 + 28 ⇒ (9) + 28 = 37


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

Boom will follow

Well, that can't be good that he is gone like that

Boom activates his invisibility ring


You take a careful look around the room. There's nothing loot worthy, and really the only thing of note is the doors to the west which are covered in a shimmering energy.


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

1d20 + 29 ⇒ (4) + 29 = 33 arcana


Seems to be like a wall of force.


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

Jan, do your thing!


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Jan twirls his rifle and slams it into the wall of force, hoping for the best.

I totally don't understand how this works. Get it, it's meta humor!

Shatterspell Sunder: 1d20 + 18 ⇒ (19) + 18 = 37
Damage: 1d4 + 16 ⇒ (2) + 16 = 18


force damage: 10d6 ⇒ (1, 6, 4, 6, 2, 5, 3, 1, 2, 2) = 32 DC 25 for 1/2

however the glow does go away


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Bo and Yap top him off again..

Cure Wand: 4d8 + 6 ⇒ (7, 1, 3, 5) + 6 = 22 cashes cure wand.
Yap: 1d8 + 14 ⇒ (7) + 14 = 21

Yap Lifelink bonds with Jan and Boom. He then casts a Communal Resist Fire(30) on eveyone before the doors are opened. Lasts 70 mins each.

Bo casts Stoneskin and Extended Divine Favor on himself as well.. When everyone else is ready he opens the doors and moves in.


Waiting to see if anyone else has prep in mind and i'll take you in.


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

Using Echolocation, Freedom of Movement, Shield and Spell Resistance, and ready


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Fortitude (?): 1d20 + 20 ⇒ (10) + 20 = 30


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Jan's going to load with adamantine.


Hmm, forgot to specify reflex, BAD GM, BAD!.

Have to rework the baddy in the next room. Will set up the encounter when I'm done with that. I could leave them stock, but they wouldn't last a round then.


You head into the next room.

Pillars of gold support the arching ceiling of this room. The northern wall bears a particularly detailed mural that shows Xin-Shalast at its height, with the face atop Mhar Massif appearing to address its citizens as magical runes and spirals of energy emerge from its open mouth. Yet even this impressive work of art is overwhelmed by what towers in the center of the room—an immense, slowly rotating, thirty-foot-diameter sphere of gold, its surface shimmering with strangely sluggish flames. A stone walkway with a set of stairs leads up to the side of the sphere, where a five-foot- wide ramp leads up to a ten-foot-wide platform balanced precariously atop of the globe, from which a shimmering pillar of golden light shines up to the ceiling above.

In this room is an armored Lamia and 4 storm giants (of the corrupted sort you've seen).

init: 1d20 + 11 ⇒ (20) + 11 = 31


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Init: 1d20 + 13 ⇒ (17) + 13 = 30
Yap: 1d20 + 12 ⇒ (7) + 12 = 19


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

1d20 + 12 ⇒ (20) + 12 = 32 init


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

Boom unloads poison bombs on the Giants, targeting each one listed Save is fort Heroisim counters any range increment

On 5Mutagen, PB/Rapid Shot Bomb/DC 27: 1d20 + 19 + 1 - 2 ⇒ (19) + 19 + 1 - 2 = 37 for 9d6 + 1 + 9 ⇒ (6, 5, 6, 1, 1, 5, 1, 4, 3) + 1 + 9 = 42 splash 10 1d4 ⇒ 1 con

on 2Mutagen, PB/Rapid Shot Bomb: 1d20 + 19 + 1 - 2 ⇒ (18) + 19 + 1 - 2 = 36 for 9d6 + 1 + 9 ⇒ (2, 6, 5, 4, 1, 1, 3, 6, 4) + 1 + 9 = 42 splash 10 1d4 ⇒ 2 con

on 4Mutagen, PB/Rapid Shot Bomb: 1d20 + 14 + 1 - 2 ⇒ (4) + 14 + 1 - 2 = 17 for 9d6 + 1 + 9 ⇒ (3, 5, 4, 1, 2, 1, 2, 4, 4) + 1 + 9 = 36 splash 10 1d4 ⇒ 1 con

on 3 Mutagen, PB/Rapid Shot Bomb: 1d20 + 9 + 1 - 2 ⇒ (1) + 9 + 1 - 2 = 9 for 9d6 + 1 + 9 ⇒ (4, 2, 1, 2, 3, 3, 5, 2, 3) + 1 + 9 = 35 splash 10 1d4 ⇒ 2 con with my feats allowing me to move squares on a miss, I should be able to still guarantee a splash and that it gets hit with the cloud


3 bombs hit, last one splashes reflex: 1d20 ⇒ 13 pass

Gas
fort save: 5d20 ⇒ (13, 3, 3, 3, 4) = 26 all pass 1 con to each, so no effect yet

Bombs obscure unless you are at the edge, but since the bombs have a 10 radius, and the giants a 15' radius, there's no obscuring.

Waiting on Jan for init.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Initiative: 1d20 + 11 ⇒ (1) + 11 = 12 Well I go last!


The giants all cast chain lightning based on Bo and it arcs to everyone else.

SR check vs. Boom 4d20 ⇒ (2, 15, 18, 18) = 53 fail, pass, pass, pass

electrical damage: 15d6 ⇒ (3, 1, 4, 4, 6, 1, 3, 2, 2, 3, 2, 5, 2, 4, 3) = 45 DC 20 reflex for 1/2 DC 18 for everyone else
electrical damage: 15d6 ⇒ (5, 3, 1, 4, 3, 4, 3, 3, 5, 5, 1, 5, 2, 6, 1) = 51 DC 20 reflex for 1/2 DC 18 for everyone else
electrical damage: 15d6 ⇒ (5, 1, 4, 5, 6, 2, 1, 2, 1, 4, 1, 2, 3, 5, 4) = 46 DC 20 reflex for 1/2 DC 18 for everyone else
electrical damage: 15d6 ⇒ (5, 5, 6, 5, 4, 2, 6, 4, 5, 6, 1, 1, 2, 2, 3) = 57 DC 20 reflex for 1/2 DC 18 for everyone else

Lamia casts a spell on herself.

PCs are up.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

It appears Resist Lightning would have been better good lord.. Also can you let us know what feat those giants have to get +2 init to +11 lol? It feels broken..

Reflex: 4d20 ⇒ (12, 16, 10, 20) = 58 pass all take 98..

Spellcraft Lamia: 1d20 + 24 ⇒ (19) + 24 = 43

Hair on edge Bo does his best to recover.. He activates his judgement of healing and protection as a swift action. He will then fire at #2..

Attack 1: 1d20 + 24 ⇒ (11) + 24 = 35 steel
Attack 2: 1d20 + 24 ⇒ (18) + 24 = 42
Attack 3: 1d20 + 19 ⇒ (11) + 19 = 30

Dam 1: 1d8 + 22 ⇒ (1) + 22 = 23
Dam 2: 1d8 + 22 ⇒ (8) + 22 = 30
Dam 3: 1d8 + 22 ⇒ (1) + 22 = 23

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