GMF's Shattered Star (Inactive)

Game Master Fanguar

Current map Crystal Palace - Workshops


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AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 1
HP: 100 - ???/102 | AC 22 (T12/FF22) | CMD 22
F: +8, R: +4, W: +8
Spells Left Today: 1st - 6/7 | 2nd - 6/7 | 3rd - 6/7 | 4th - 2/4
Channels Left Today (5d6+1 each): 4/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus)
Location: Front Row
SA : Cast cure critical

CR10 so up to GMF what the base is for a Pale Stranger? 10? 15?

Clement swallows when he observes the skeletal "woman" unloading at Rhesus and laments his shield did little to protect either of them.

I'll let Rhesus determine the post-DR damage which is shared, and then the 5hp pumped after that, but I don't imagine that was scary damage to merit healing yet.

"I.. uhh... hit her hard! Or, knock her gun down!"

Clement looks at his dagger and suspects it will do little against bone, suspecting this woman is not much different from a mundane skeleton.

Aid (Rhesus next attack): 1d20 + 10 ⇒ (19) + 10 = 29

Yes! +2 to Rhesus's next attack. Which could be a CMB to disarm her of that gun?


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 1, Init 10

hp 52/52; AC 16/12T/14FF; CMD 14
+6F/+7R/+9W

Back row.
Opponent: GunnyUndead
SA: Telekinetic Charge, shooting Rheese at Gunny
MA:

"What the--?!" Spasi says, reacting poorly to the hot lead filling his friend.

"Oh yeah, let's see how you like being shot!" Spasi says as he casts telekinetic charge, launching his angry barbarian at the gunny. "Let's see how you like it." Rhese, take a free immediate attack at +2.

1d20 + 20 ⇒ (8) + 20 = 28 Know (Religion) - what is this thing?

Spellz:

4th: 1/4 (Telekinetic Charge)
3rd: 1/7 (See Invis (ext),)
2nd: 0/8 ( )
1st: 1/8 (MageArmor)

Wand of Magic Missile 42/50 CL 9 left
Wand of False Life, CL10 3 left
Wand of Dim Door 1 left
Wand of Fly 6 left


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 1
HP 91/102 DR 4/-, 8/lethal, fire 2
AC 18/T10/FF16
CMD 26
F+12, R+7, W+6; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 20/23
Row: Front
Opponent: Rolanda
Abilities: Life Link, Shield Other

Woof. Ok.
7-4=3=2 Rhesus 1 Clem
20-4=16=8 Rhesus 8 Clem=3 Rhesus 13 Clem
3-4=0
4-4=0
5-4=1=1 Rhesus

6 Rhesus 14 Clem

Rhesus grunts as the bullets impact him, but other than the one to the liver they just annoy him. Suddenly he's flying through the air!

I will indeed attempt to disarm the creature of at least one pistol, using this free attack for it.

Disarm Attempt: 1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30

Failing that, he falls back on his normal and strikes the creature herself.

"Didn't work, going to try her actual arms!"

Rage, Reckless Abandon, Power Attack. Bludgeoning and Magic.

Attack: 1d20 + 20 ⇒ (12) + 20 = 32
Damage: 2d6 + 22 ⇒ (6, 6) + 22 = 34

Attack: 1d20 + 15 ⇒ (4) + 15 = 19
Damage: 2d6 + 22 ⇒ (4, 4) + 22 = 30

No +2 from Clem yet as he goes after Rhesus and the Fastball Special.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 1, Initiative: 11
HP: 51/51; AC: 16 (T14/FF12)
F: +6, R: +9, W: +5
Location: Back Row
Opponent: None
Move: Inspire Courage (Su) +2 att/dam (competence) & +2 save vs fear (morale)
Standard: Longbow (silver, blunt): 1d20 + 12 + 5 ⇒ (17) + 12 + 5 = 34 (point blank, heroism, inspire) damage: 1d8 + 9 + 3 ⇒ (4) + 9 + 3 = 16 (point blank, inspire)

Conditions:
-1 strength, Heroism (5/90m), Inspiration
Weapon Equipped = Bow
Cold Iron Arrows = 25/25
Silver Blunt Arrows = 9/10
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 21/22 (+2 round lingering, move action)
Boots of Speed = 10/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check)
Bow Attack Mods: BAB +7/2, Dex +4, Weapon Focus +1, Bow +2, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +2, (Deadly Aim +4)
Bard Spells: (CL 9, Con: +12, SR +11, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/4) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (2/2) Dispel Magic, Haste

Bibic worries, a little about so many shots, but sees Rhesus seemingly unconcerned, he inspires the party (+2 att/dam (competence) & +2 save vs fear (morale)) and takes a single shot at the creature.

What arrow I use depends on my knowledge check. Presuming I made it, I use blunt silver. If I didn’t it’s cold iron. Both are magical.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale)


@Bibic: DR 10/bludgeoning and magic
@Spasi:The creature is a pale stranger; the shade of an expert horseman from another world. It is a rare kind of undead.

As Rhesus comes flying in, a wave of unnatural terror washes over him, DC21 Will: 1d20 + 6 + 4 ⇒ (3) + 6 + 4 = 13 You are panicked for 5 rounds (aura of fear 10'). Instead of attacking, Rhesus drops his hammer and flees in terror.

The creature watches Rhesus flee, "Coward," it mutters as Bibic's arrow pierces its shoulder and turns its guns on Clement.

Pew: 1d20 + 15 ⇒ (15) + 15 = 30
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Pew: 1d20 + 15 ⇒ (15) + 15 = 30
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Pew: 1d20 + 10 ⇒ (3) + 10 = 13
Pew: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Pew: 1d20 + 5 ⇒ (8) + 5 = 13

Everyone is up

PALE STRANGER CR 10:

XP 9,600
NE Medium undead
Init +9; Senses darkvision 60 ft.; Perception +22
Aura fear (10 ft., DC 21)
DEFENSE
AC 25, touch 19, flat-footed 19 (+2 armor, +5 Dex, +1 dodge, +3 luck, +4 natural)
hp 111/127
Fort +9, Ref +10, Will +13
Defensive Abilities channel resistance +4; DR 10/bludgeoning and magic; Immune undead traits; SR 21
OFFENSE

Speed 30 ft.
Ranged +1 pistols +15/+15/+10/+10/+5 (1d8+1/19–20/×4)
Special Attacks pistols, stranger's shot
STATISTICS

Str 17, Dex 21, Con —, Int 11, Wis 18, Cha 18
Base Atk +11; CMB +14; CMD 33


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 2, Initiative: 11
HP: 51/51; AC: 16 (T14/FF12)
F: +6, R: +9, W: +5
Location: Back Row
Opponent: None
Free: Inspire Courage (Su) +2 att/dam (competence) & +2 save vs fear (morale)
Move: Draw scroll
Standard: Read scroll

Conditions:
-1 strength, Heroism (5/90m), Inspiration
Weapon Equipped = Bow
Cold Iron Arrows = 25/25
Silver Blunt Arrows = 9/10
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 20/22 (+2 round lingering, move action)
Boots of Speed = 10/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check)
Bow Attack Mods: BAB +7/2, Dex +4, Weapon Focus +1, Bow +2, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +2, (Deadly Aim +4)
Bard Spells: (CL 9, Con: +12, SR +11, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/4) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (2/2) Dispel Magic, Haste

Bibic takes a break from the action as Rhesus runs past him. He quickly draws a scroll of Remove Fear, and casts it on the big man before retuning his attention to the skeleton. ”It’s best harmed by magical bludgeoning weapons!” he shouts as he continues to inspire.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 2, Init 10

hp 52/52; AC 16/12T/14FF; CMD 14
+6F/+7R/+9W

Back row.
Opponent: GunnyUndead
SA: Telekinetic Charge, shooting Rheese at Gunny
MA: Facepalm.

"What the--?!" Spasi says, stunned as his barbarian missile fails to achieve the desired result.

He tries it again. Another Telekinetic Charge, Barbarian to Knight4, check.

Spellz:

4th: 2/4 (Telekinetic Charge*2)
3rd: 1/7 (See Invis (ext),)
2nd: 0/8 ( )
1st: 1/8 (MageArmor)

Wand of Magic Missile 42/50 CL 9 left
Wand of False Life, CL10 3 left
Wand of Dim Door 1 left
Wand of Fly 6 left


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 2
HP 91/102 DR 4/-, 8/lethal, fire 2
AC 18/T10/FF16
CMD 26
F+12, R+7, W+6; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 20/23
Row: Front
Opponent: Rolanda
Abilities: Life Link, Shield Other, Inspired, Immune to Fear

Rhesus stops being scared long enough to finally get angry and punches the woman.

"Hey, I'm back, thanks Bibic!"

Assuming I am not Raging because I hit the fear aura after my disarm attempt, so I will punch her then pick up my hammer and swing once at her while raging. Also, the punch does nothing because it is nonlethal and she is immune as an undead.

Attack: 1d20 + 22 + 2 ⇒ (6) + 22 + 2 = 30
Damage: 2d6 + 24 + 1 ⇒ (1, 6) + 24 + 1 = 32


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 2
HP: 72/102 | AC 22 (T12/FF22) | CMD 22
F: +8, R: +4, W: +8
Spells Left Today: 1st - 6/7 | 2nd - 6/7 | 3rd - 6/7 | 4th - 1/4
Channels Left Today (5d6+1 each): 4/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus)
Location: Front Row
SA : Cast cure critical to harm

"Blunt? Only thing we have that's blunt is Reese's hammer... and errr, head."

Clement considers his options for a moment.

"Or, this might work..."

His hand aglow with holy energy, Clement reaches out to touch the pistol wielding "stranger".

Touch: 1d20 + 12 ⇒ (20) + 12 = 32
Cure Critical DC17: 4d8 + 9 + 2 ⇒ (7, 3, 3, 7) + 9 + 2 = 31

Touch (Confirm): 1d20 + 12 ⇒ (12) + 12 = 24 for 4d8 + 9 + 2 ⇒ (7, 7, 1, 4) + 9 + 2 = 30

I think that's a DC17 Will for 61 or 30.


Clement Fear save: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
Caster check vs SR21: 1d20 + 9 ⇒ (8) + 9 = 17

Clement's spell fizzles when he touches the creature, but Rhesus' hammer slams home, hard.

The creature eyeballs Rhesus, "Back for more?".
Vs touch
Pew: 1d20 + 15 ⇒ (3) + 15 = 18
damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4

Pew: 1d20 + 15 ⇒ (12) + 15 = 27
damage: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Pew: 1d20 + 10 ⇒ (5) + 10 = 15
damage: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Pew: 1d20 + 10 ⇒ (4) + 10 = 14
damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4

Pew: 1d20 + 5 ⇒ (6) + 5 = 11

Some power rolls there...Everyone is up

PALE STRANGER CR 10:

XP 9,600
NE Medium undead
Init +9; Senses darkvision 60 ft.; Perception +22
Aura fear (10 ft., DC 21)
DEFENSE
AC 25, touch 19, flat-footed 19 (+2 armor, +5 Dex, +1 dodge, +3 luck, +4 natural)
hp 79/127
Fort +9, Ref +10, Will +13
Defensive Abilities channel resistance +4; DR 10/bludgeoning and magic; Immune undead traits; SR 21
OFFENSE

Speed 30 ft.
Ranged +1 pistols +15/+15/+10/+10/+5 (1d8+1/19–20/×4)
Special Attacks pistols, stranger's shot
STATISTICS

Str 17, Dex 21, Con —, Int 11, Wis 18, Cha 18
Base Atk +11; CMB +14; CMD 33


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 3
HP 91/102 DR 4/-, 8/lethal, fire 2
AC 18/T10/FF16
CMD 26
F+12, R+7, W+6; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 19/23
Row: Front
Opponent: Annie Oakley
Abilities: Life Link, Shield Other, Inspired, Immune to Fear

Rhesus ignores the bullets as they bounce off of him, raising an eyebrow as he raises his hammer.

"Yup, reckon so."

I think while raging, since I'm superstitious, it doesn't make sense that I would activate the Shard for haste.

Attack: 1d20 + 22 ⇒ (14) + 22 = 36
Damage: 2d6 + 24 ⇒ (1, 5) + 24 = 30

Attack: 1d20 + 17 ⇒ (6) + 17 = 23
Damage: 2d6 + 24 ⇒ (2, 4) + 24 = 30

Also Fang my Touch AC is 10 right now so that last shot does hit.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 3, Init 10

hp 52/52; AC 16/12T/14FF; CMD 14
+6F/+7R/+9W

Back row.
Opponent: GunnyUndead
SA: Arcane bolt @ Gunny.
MA:

Spasi smiles as the 2nd charge leads to more satisfying bonebreaking. He moves closer to shoot an arcane bolt at the gunny.

1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2 ranged touch (combat); 1d4 + 4 ⇒ (4) + 4 = 8 force damage.

Spellz:

4th: 2/4 (Telekinetic Charge)
3rd: 1/7 (See Invis (ext),)
2nd: 0/8 ( )
1st: 1/8 (MageArmor)

Wand of Magic Missile 42/50 CL 9 left
Wand of False Life, CL10 3 left
Wand of Dim Door 1 left
Wand of Fly 6 left
Arcane Bolt: (1/10) used 1d20 + 6 ⇒ (16) + 6 = 22 ranged touch; 1d4 + 4 ⇒ (4) + 4 = 8 damage.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 3, Initiative: 11
HP: 51/51; AC: 16 (T14/FF12)
F: +6, R: +9, W: +5
Location: Back Row
Opponent: None
Free: Inspire Courage (Su) +2 att/dam (competence) & +2 save vs fear (morale)
Full: Longbow (silver): 1d20 + 10 + 6 ⇒ (8) + 10 + 6 = 24 (point blank, haste, heroism, inspiration) damage: 1d8 + 9 + 3 ⇒ (3) + 9 + 3 = 15 (point blank, inspiration)
Longbow (silver): 1d20 + 10 + 6 ⇒ (18) + 10 + 6 = 34 (point blank, haste, heroism, inspiration) damage: 1d8 + 9 + 3 ⇒ (1) + 9 + 3 = 13 (point blank, inspiration)
iterative Longbow (silver): 1d20 + 5 + 6 ⇒ (3) + 5 + 6 = 14 (point blank, haste, heroism, inspiration) damage: 1d8 + 9 + 3 ⇒ (8) + 9 + 3 = 20 (point blank, inspiration)
Hasted Longbow (silver): 1d20 + 10 + 6 ⇒ (17) + 10 + 6 = 33 (point blank, haste, heroism, inspiration) damage: 1d8 + 9 + 3 ⇒ (1) + 9 + 3 = 13 (point blank, inspiration)

Conditions:
-1 strength, Heroism (5/90m), Inspiration
Weapon Equipped = Bow
Cold Iron Arrows = 25/25
Silver Blunt Arrows = 5/10
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 19/22 (+2 round lingering, move action)
Boots of Speed = 9/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check)
Bow Attack Mods: BAB +7/2, Dex +4, Weapon Focus +1, Bow +2, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +2, (Deadly Aim +4)
Bard Spells: (CL 9, Con: +12, SR +11, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/4) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (2/2) Dispel Magic, Haste

Bibic clicks his heels together for haste, and unloads with his full load - all blunt-silver arrows to pierce the creatures resistances. He continues to inspire courage to help the party succeed.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale)


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 3
HP: 98/102 | AC 22 (T12/FF22) | CMD 22
F: +8, R: +4, W: +8
Spells Left Today: 1st - 6/7 | 2nd - 6/7 | 3rd - 5/7 | 4th - 1/4
Channels Left Today (5d6+1 each): 4/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus)
Location: Front Row
SA : Cast cure serious

The creature attacked Rhesus last round, right? Or was it Clem?

Realizing he's done little to stop their adversary, Clement instead steps back to tend to his injuries.

Cure serious: 3d8 + 9 ⇒ (8, 2, 7) + 9 = 26

72+26=98. Still pending Rhesus's damage if he was the one shot at last round.


Rhesus was shot at.

Rhesus connects once and a pair of Bibic's arrows thud in.

The phantom wavers, but isn't destroyed. It opens up again on Rhesus.

Pew: 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7

Pew: 1d20 + 15 ⇒ (6) + 15 = 21
Damage: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9

Pew: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4

Pew: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9

Pew: 1d20 + 5 ⇒ (2) + 5 = 7

Everyone is up

PALE STRANGER CR 10:

XP 9,600
NE Medium undead
Init +9; Senses darkvision 60 ft.; Perception +22
Aura fear (10 ft., DC 21)
DEFENSE
AC 25, touch 19, flat-footed 19 (+2 armor, +5 Dex, +1 dodge, +3 luck, +4 natural)
hp 17/127
Fort +9, Ref +10, Will +13
Defensive Abilities channel resistance +4; DR 10/bludgeoning and magic; Immune undead traits; SR 21
OFFENSE
Speed 30 ft.
Ranged +1 pistols +15/+15/+10/+10/+5 (1d8+1/19–20/×4)
Special Attacks pistols, stranger's shot
STATISTICS

Str 17, Dex 21, Con —, Int 11, Wis 18, Cha 18
Base Atk +11; CMB +14; CMD 33


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 4, Initiative: 11
HP: 51/51; AC: 16 (T14/FF12)
F: +6, R: +9, W: +5
Location: Back Row
Opponent: None
Free: Inspire Courage (Su) +2 att/dam (competence) & +2 save vs fear (morale) (lingering 1/2)
Full: Longbow (silver): 1d20 + 10 + 6 ⇒ (7) + 10 + 6 = 23 (point blank, haste, heroism, inspiration) damage: 1d8 + 9 + 3 ⇒ (6) + 9 + 3 = 18 (point blank, inspiration)
Longbow (silver): 1d20 + 10 + 6 ⇒ (18) + 10 + 6 = 34 (point blank, haste, heroism, inspiration) damage: 1d8 + 9 + 3 ⇒ (1) + 9 + 3 = 13 (point blank, inspiration)
iterative Longbow (silver): 1d20 + 5 + 6 ⇒ (18) + 5 + 6 = 29 (point blank, haste, heroism, inspiration) damage: 1d8 + 9 + 3 ⇒ (3) + 9 + 3 = 15 (point blank, inspiration)
Hasted Longbow (silver): 1d20 + 10 + 6 ⇒ (9) + 10 + 6 = 25 (point blank, haste, heroism, inspiration) damage: 1d8 + 9 + 3 ⇒ (8) + 9 + 3 = 20 (point blank, inspiration)

Conditions:
-1 strength, Heroism (5/90m), Inspiration
Weapon Equipped = Bow
Cold Iron Arrows = 25/25
Silver Blunt Arrows = 1/10
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 19/22 (+2 round lingering, move action)
Boots of Speed = 8/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check)
Bow Attack Mods: BAB +7/2, Dex +4, Weapon Focus +1, Bow +2, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +2, (Deadly Aim +4)
Bard Spells: (CL 9, Con: +12, SR +11, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/4) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (2/2) Dispel Magic, Haste

Bibic clicks his heels together for haste one last time, and unloads with his full load - all blunt-silver arrows to pierce the creatures resistances. He stops inspiring courage, but his meaning lingers in the minds of his companions (lingering performance) and the benefits remain.

I need to re-arrange my arrows after this fight, get rid of those damned reptile bane arrows - they’re just in the way!

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 4, Init 10

hp 52/52; AC 16/12T/14FF; CMD 14
+6F/+7R/+9W

Back row.
Opponent: GunnyUndead
SA: Nuthin'.
MA:

Spasi watches as Bibic and Rheese finish off the gunner.

Spellz:

4th: 2/4 (Telekinetic Charge)
3rd: 1/7 (See Invis (ext),)
2nd: 0/8 ( )
1st: 1/8 (MageArmor)

Wand of Magic Missile 42/50 CL 9 left
Wand of False Life, CL10 3 left
Wand of Dim Door 1 left
Wand of Fly 6 left
Arcane Bolt: (1/10) used 1d20 + 6 ⇒ (8) + 6 = 14 ranged touch; 1d4 + 4 ⇒ (4) + 4 = 8 damage.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 4
HP 83/102 DR 4/-, 8/lethal, fire 2
AC 18/T10/FF16
CMD 26
F+12, R+7, W+6; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 18/23
Row: Front
Opponent: Annie Oakley
Abilities: Life Link, Shield Other, Inspired, Immune to Fear

7-4=3/2=2R1C.9-4=5/2=3R2C.4-4=0.9-4=5/2=3R2C. 8 Rhesus 5 Clem.

Rhesus takes the last few bullets stoically, then responds with a hammer blow of his own.

Attack: 1d20 + 22 ⇒ (6) + 22 = 28
Damage: 2d6 + 24 ⇒ (5, 1) + 24 = 30

Attack: 1d20 + 17 ⇒ (2) + 17 = 19
Damage: 2d6 + 24 ⇒ (6, 1) + 24 = 31


With arrows and hammer you shatter the foul magics binding this lost creature. The look of confusion and anger leave the specter's face and it smiles as it dissipates. A door leads into the keep proper.

Into the main keep, or do you want to try a window?


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic rearranges his quiver, pulling arrows from his pack and putting a few back. Once he's ready, he stands and joins the others.

"Where to Spasi? I like the door, but we could clamber through a window I suppose."

I'm going to need more arrows when we're done here today. Where do they all go? I miss too much. He grimaces.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Clem at 93. We'll do a little healing since Rhesus at 83/102.

Cure moderate (Rhesus): 2d8 + 9 ⇒ (2, 7) + 9 = 18
Cure light (Clem): 1d8 + 5 ⇒ (4) + 5 = 9

Clem to 102.

Clement rests for a moment after tending to the recent gunshot wounds.

"Door, please."

He then wondered about the strange implements that were wrecking havoc recently (the pistols).

"What are those? Some sort of noisy wand?"


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26
Wise Clem wrote:
""Door, please."

Spasi nods, ready to follow Rhesus and Clem through the door...but not before doing a solid search of the gunner, especially for anything interestings, like guns and more guns.

"That was weird. Shot at us without even a thought. These people are really hostile to random intruders, aren't they"?


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Rhesus heads to the door once the healing and looting are finished.

"Seems like. Maybe we should've knocked?"

He makes sure his wounds are closed.

"I really need to tie this hammer to my hand or something."


This enormous, rectangular hall has a thirty-foot-high ceiling. Taking up the entirety of the long northern and southern walls identical bas-relief sculptures of a headless knight riding a horse whose eyes and nostrils trail gouts of flame. In alcoves at each of the rooms's four corners stand imposing suits of black armor. Another door sits in the wall opposite you and the large double doors of the main entrance are to the west. The room's eastern end is taken up by a sweeping marble staircase leading up to an open landing a story above.

As you step into the room, the door slams behind you and a thick green mist begins to spill out of the two easternmost suits of armor, blocking access to the stairs. At the same time a bat-winged torso or a woman flops out of another alcove. Her long black tube of a tongue writhes as she addresses you in accented common, "Clever, but did you really think that the master wouldn't notice your arrival? This is his realm, children. Nothing passes here without his notice. We know why you are here. Oh, yes, but fear not, all will be forgiven in time. Now come give mother a kiss."

Initiative:

Rhesus: 1d20 + 2 ⇒ (1) + 2 = 3
Spasi: 1d20 + 4 ⇒ (6) + 4 = 10
Bibic: 1d20 + 3 ⇒ (14) + 3 = 17
Clement: 1d20 + 0 ⇒ (14) + 0 = 14
Enemy: 1d20 + 3 ⇒ (3) + 3 = 6

Combat
17 Bibic
14 Clement
10 Spasi
6 Rhesus
3 Enemy

Everyone but Rhesus is up

HUNGRY FOG CR 6 x2:

XP 2,400
N Huge ooze
Init –3; Senses blindsight 60 ft.; Perception –5
Aura bewitching brume (10 ft., DC 8)
DEFENSE

AC 5, touch 5, flat-footed 5 (–3 Dex, –2 size)
hp 59 (7d8+28)
Fort +6, Ref –1, Will –3
Defensive Abilities gaseous, negative energy affinity; DR 10/magic; Immune acid, electricity, ooze traits, sonic; Resist cold 10
Weaknesses vulnerable to wind
OFFENSE

Speed fly 15 ft. (perfect)
Melee +5 touch (6d6 negative energy)
Space 15 ft.; Reach 15 ft.
Special Attacks enveloping mists (DC 17, 3d6 negative energy and staggered)

Bewitching Brume (Su) Any creature within 10 feet of a hungry fog or currently being affected by its enveloping mists must succeed on a DC 8 Will save at the start of that creature's turn or become shaken for 1 round at the half-glimpsed shapes of phantoms floating within the fog. This is a mind-affecting fear effect. The save DC is Charisma-based.
Enveloping Mists (Ex) A hungry fog can engulf foes (see Universal Monster Rules in the Appendices). A creature engulfed by a hungry fog does not gain the pinned condition and may move normally—such a creature is not in danger of suffocating, but as long as it begins its turn engulfed, it is staggered in addition to the damage the attack causes. The save DC to avoid the enveloping mists is Constitution-based.
Gaseous (Ex) A hungry fog has a body composed of eerie mist. It can pass through small holes or narrow openings, even mere cracks, but cannot enter water or other liquid. It has no Strength score, and cannot manipulate objects as a result.
Vulnerable to Wind (Ex) A hungry fog is treated as a Tiny creature for the purposes of determining the effects high wind has upon it.


MANANANGGAL CR 7:

XP 3,200
CE Medium undead
Init +3; Senses darkvision 60 ft.; Perception +16
DEFENSE

AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
hp 85 (10d8+40)
Fort +7, Ref +8, Will +10
DR 10/good or silver; Immune undead traits
Weaknesses light sensitivity, vulnerable to light blades
OFFENSE

Speed 30 ft., fly 100 ft. (good)
Melee bite +11 (1d8+4), 2 claws +12 (1d8+4 plus grab)
Special Attacks blood drain (1d2 Constitution)
Spell-Like Abilities (CL 9th; concentration +13)
At will—bleed (DC 14), dancing lights, touch of fatigue (DC 14)
3/day—darkness, deep slumber (DC 17), fear (DC 18)


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 1, Initiative: 17
HP: 51/51; AC: 16 (T14/FF12)
F: +6, R: +9, W: +5
Location: Back Row
Opponent: None
Move: Inspire Courage (Su) +2 att/dam (competence) & +2 save vs fear (morale) (lingering 1/2)
Standard: Longbow (cold iron): 1d20 + 12 + 5 ⇒ (1) + 12 + 5 = 18 (point blank, heroism, inspiration) damage: 1d8 + 9 + 3 ⇒ (2) + 9 + 3 = 14 (point blank, inspiration)

Conditions:
-1 strength, Heroism (6/90m), Inspired (+2)
Weapon Equipped = Bow
Cold Iron Arrows = 61/67
Silver Blunt Arrows = 16/16
Adamantium Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 5/5
Bardic Performance = 18/22 (+2 round lingering, move action)
Boots of Speed = 8/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check)
Bow Attack Mods: BAB +7/2, Dex +4, Weapon Focus +1, Bow +2, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +2, (Deadly Aim +4)
Bard Spells: (CL 9, Con: +12, SR +11, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/4) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (1/2) Dispel Magic, Haste

Bibic, unsure of what he faces, takes a closer look at both mist and beast as he inspires the party to greater feats!

Knowledge Dungeoneering - Hungry Fog: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10 (heroism) Questions: DR, Special Abilities, SR
Knowledge Religion - Manananggal: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10 (heroism) Questions: DR, Special Abilities, SR

He follows it up with one tepid shot at the Manananggal. Having certainly missed his knowledge check, he fires cold iron at the creature missing anyway I suspect.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 1, Init 10

hp 52/52; AC 16/12T/14FF; CMD 14
+6F/+7R/+9W

Back row.
Opponent: All of them, Katie.
SA: Fireball.
MA: Admire fireball.

Spasi checks out the foes arrayed before him...

1d20 + 12 ⇒ (14) + 12 = 26 Know (Dungeoneering) - DRs/resists
1d20 + 20 ⇒ (17) + 20 = 37 Know (Religion) - DRs/resists

...and if nothing seems to show that the foes aren't immune/resistant to fire, Spasi unleashes a Spasi-special at them.

9d6 ⇒ (5, 6, 6, 6, 4, 5, 5, 3, 1) = 41 fireball vs. DC 20 for half

Spellz:

4th: 2/4 (Telekinetic Charge)
3rd: 2/7 (See Invis (ext),Fireball)
2nd: 0/8 ( )
1st: 1/8 (MageArmor)

Wand of Magic Missile 42/50 CL 9 left
Wand of False Life, CL10 3 left
Wand of Dim Door 1 left
Wand of Fly 6 left
Arcane Bolt: (1/10) used 1d20 + 6 ⇒ (6) + 6 = 12 ranged touch; 1d4 + 4 ⇒ (4) + 4 = 8 damage.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 1
HP: 98/102 | AC 22 (T12/FF22) | CMD 22
F: +8, R: +4, W: +8
Spells Left Today: 1st - 6/7 | 2nd - 6/7 | 3rd - 5/7 | 4th - 1/4
Channels Left Today (5d6+1 each): 3/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus)
Location: Front Row
SA : Channel to harm

Clement pauses for a moment as his face glows orange from Spasi's efforts, unsure whether he should be impressed or afraid.

Sucking in air, he works to channel holy assistance against the winged woman.

Channel (DC17 Will for half): 5d6 + 1 ⇒ (2, 4, 5, 1, 6) + 1 = 19


@Spasi: You succeed your checks, you can just look in the spoiler

Ref ooze: 1d20 - 1 ⇒ (16) - 1 = 15
Ref ooze: 1d20 - 1 ⇒ (5) - 1 = 4
Ref undead: 1d20 + 8 ⇒ (6) + 8 = 14
Will: 1d20 + 10 ⇒ (3) + 10 = 13

Clement and Spasi use spells. They're super effective!

The fogs float forward to reach for Rhesus:

Touch: 1d20 + 5 ⇒ (8) + 5 = 13
Negative Energy: 6d6 ⇒ (1, 4, 5, 5, 4, 3) = 22

Touch: 1d20 + 5 ⇒ (20) + 5 = 25
Confirm?: 1d20 + 5 ⇒ (18) + 5 = 23
Negative Energy: 12d6 ⇒ (1, 2, 5, 4, 2, 4, 5, 2, 5, 6, 6, 1) = 43

The undead creature flaps over and casts fear on Spasi and Bibic. DC18 will save or be panicked for 9 rounds. If the Will save succeeds, you are shaken for 1 round.

Everyone is up

HUNGRY FOG CR 6 x2:

XP 2,400
N Huge ooze
Init –3; Senses blindsight 60 ft.; Perception –5
Aura bewitching brume (10 ft., DC 8)
DEFENSE
AC 5, touch 5, flat-footed 5 (–3 Dex, –2 size)
hp 18/59, 18/59
Fort +6, Ref –1, Will –3
Defensive Abilities gaseous, negative energy affinity; DR 10/magic; Immune acid, electricity, ooze traits, sonic; Resist cold 10
Weaknesses vulnerable to wind
OFFENSE

Speed fly 15 ft. (perfect)
Melee +5 touch (6d6 negative energy)
Space 15 ft.; Reach 15 ft.
Special Attacks enveloping mists (DC 17, 3d6 negative energy and staggered)

Bewitching Brume (Su) Any creature within 10 feet of a hungry fog or currently being affected by its enveloping mists must succeed on a DC 8 Will save at the start of that creature's turn or become shaken for 1 round at the half-glimpsed shapes of phantoms floating within the fog. This is a mind-affecting fear effect. The save DC is Charisma-based.
Enveloping Mists (Ex) A hungry fog can engulf foes (see Universal Monster Rules in the Appendices). A creature engulfed by a hungry fog does not gain the pinned condition and may move normally—such a creature is not in danger of suffocating, but as long as it begins its turn engulfed, it is staggered in addition to the damage the attack causes. The save DC to avoid the enveloping mists is Constitution-based.
Gaseous (Ex) A hungry fog has a body composed of eerie mist. It can pass through small holes or narrow openings, even mere cracks, but cannot enter water or other liquid. It has no Strength score, and cannot manipulate objects as a result.
Vulnerable to Wind (Ex) A hungry fog is treated as a Tiny creature for the purposes of determining the effects high wind has upon it.


MANANANGGAL CR 7:

XP 3,200
CE Medium undead
Init +3; Senses darkvision 60 ft.; Perception +16
DEFENSE
AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
hp 15/85
Fort +7, Ref +8, Will +10
DR 10/good or silver; Immune undead traits
Weaknesses light sensitivity, vulnerable to light blades
OFFENSE

Speed 30 ft., fly 100 ft. (good)
Melee bite +11 (1d8+4), 2 claws +12 (1d8+4 plus grab)
Special Attacks blood drain (1d2 Constitution)
Spell-Like Abilities (CL 9th; concentration +13)
At will—bleed (DC 14), dancing lights, touch of fatigue (DC 14)
3/day—darkness, deep slumber (DC 17), fear (DC 18)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 2, Init 10

hp 52/52; AC 16/12T/14FF; CMD 14
+6F/+7R/+9W

Back row.
Opponent: Mananangaal
SA: Magic Missile @ Mana
MA: 5 step, drawing wand

1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28 Will vs. DC 18 (+bard)

Spasi, both shaken and stirred by the closeness of the undead, moves back and draws his wand. He shoots the undead and hopes for the best.

5d4 + 5 ⇒ (3, 3, 1, 4, 3) + 5 = 19 force damage

Spellz:

4th: 2/4 (Telekinetic Charge)
3rd: 2/7 (See Invis (ext),fireball)
2nd: 0/8 ( )
1st: 1/8 (MageArmor)

Wand of Magic Missile 41/50 CL 9 left
Wand of False Life, CL10 3 left
Wand of Dim Door 1 left
Wand of Fly 6 left
Arcane Bolt: (1/10) used 1d20 + 6 ⇒ (11) + 6 = 17 ranged touch; 1d4 + 4 ⇒ (1) + 4 = 5 damage.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 1
HP 69/102 DR 4/-, 8/lethal, fire 2
AC 21/T13/FF19
CMD 26
F+12, R+7, W+6; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 17/23
Row: Front
Opponent: Scary Fog
Abilities: Life Link, Shield Other, Inspired

22/2=11R11C;43/2=22R21C;33R32C

Seeing the flapping thing cast a spell, Rhesus rages and attacks the fog, even as his flesh withers.

Attack: 1d20 + 19 ⇒ (1) + 19 = 20
Damage: 2d6 + 24 ⇒ (3, 4) + 24 = 31

Attack: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 2d6 + 24 ⇒ (5, 2) + 24 = 31


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 2, Initiative: 17
HP: 51/51; AC: 16 (T14/FF12)
F: +6, R: +9, W: +5
Location: Running away
Opponent: None
Reaction: Will: 1d20 + 5 + 4 ⇒ (7) + 5 + 4 = 16 (inspiration, heroism)
Full Round: Flee

Conditions:
-1 strength, Heroism (6/90m), Inspired (+2) (lingering 1/2)
Weapon Equipped = Bow
Cold Iron Arrows = 61/67
Silver Blunt Arrows = 16/16
Adamantium Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 5/5
Bardic Performance = 18/22 (+2 round lingering, move action)
Boots of Speed = 8/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check)
Bow Attack Mods: BAB +7/2, Dex +4, Weapon Focus +1, Bow +2, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +2, (Deadly Aim +4)
Bard Spells: (CL 9, Con: +12, SR +11, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/4) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (1/2) Dispel Magic, Haste

Bibic sizes up the opposition, and quickly flees the other way, dropping his beloved bow and heading back to the stables where it’s warm and safe.

Note: You still benefit from the inspiring courage due to my lingering performance for this round and next.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale)


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 2
HP: 81/102 | AC 22 (T12/FF22) | CMD 22
F: +8, R: +4, W: +8
Spells Left Today: 1st - 6/7 | 2nd - 6/7 | 3rd - 5/7 | 4th - 1/4
Channels Left Today (5d6+1 each): 2/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus)
Location: Front Row
SA : Cast cure critical

Clement yelps in shock as Rhesus's flesh (and consequently his own) begins to melt.

"Yeagghh! Don't just stand in it!"

Clement sees what his holy infused power can do to regrow flesh as quickly as it seems to be melting away.

Channel (to heal us): 5d6 + 1 ⇒ (3, 1, 2, 3, 5) + 1 = 15


Rhesus dissipates one of the fogs, while Spasi's spell severs the foul magics animating the undead creature. It drops the ground, inanimate once more.

The remaining fog attacks Rhesus again:
Touch: 1d20 + 5 ⇒ (15) + 5 = 20
Negative energy: 6d6 ⇒ (5, 4, 6, 4, 6, 5) = 30

Everyone is up, just the one ooze remains.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 3, Initiative: 17
HP: 51/51; AC: 16 (T14/FF12)
F: +6, R: +9, W: +5
Location: Cowering in the stables
Opponent: None
Full Round: Flee

Conditions:
-1 strength, Heroism (6/90m), Inspired (+2) (lingering 2/2)
Weapon Equipped = Bow
Cold Iron Arrows = 61/67
Silver Blunt Arrows = 16/16
Adamantium Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 5/5
Bardic Performance = 18/22 (+2 round lingering, move action)
Boots of Speed = 8/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check)
Bow Attack Mods: BAB +7/2, Dex +4, Weapon Focus +1, Bow +2, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +2, (Deadly Aim +4)
Bard Spells: (CL 9, Con: +12, SR +11, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/4) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (1/2) Dispel Magic, Haste

Bibic finishes his run to the stables and cowers in the corner of one of the stalls. He puts his hands over his head and tries to bury himself in the dark shadows - as if they’re safer!

Note: You still benefit from the inspiring courage due to my lingering performance for this round.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 3, Init 10

hp 52/52; AC 16/12T/14FF; CMD 14
+6F/+7R/+9W

Back row.
Opponent:
SA: Magic Missile @ Ooze
MA: 5 step, drawing wand

Spasi fires his wand at the remaining ooze, hoping it manages to damage the thing.

5d4 + 5 ⇒ (1, 4, 3, 2, 1) + 5 = 16 force damage

Spellz:

4th: 2/4 (Telekinetic Charge)
3rd: 2/7 (See Invis (ext),fireball)
2nd: 0/8 ( )
1st: 1/8 (MageArmor)

Wand of Magic Missile 40/50 CL 9 left
Wand of False Life, CL10 3 left
Wand of Dim Door 1 left
Wand of Fly 6 left
Arcane Bolt: (1/10) used 1d20 + 6 ⇒ (12) + 6 = 18 ranged touch; 1d4 + 4 ⇒ (2) + 4 = 6 damage.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 2
HP 69/102 DR 4/-, 8/lethal, fire 2
AC 21/T13/FF19
CMD 26
F+12, R+7, W+6; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 17/23
Row: Front
Opponent: Scary Fog
Abilities: Life Link, Shield Other, Inspired

30/2=15R15C.

Rhesus takes the healing with the melting and attempts to cancel them all out by smacking the last smoke monster.

Attack: 1d20 + 19 ⇒ (3) + 19 = 22
Damage: 2d6 + 24 ⇒ (4, 1) + 24 = 29

Attack: 1d20 + 14 ⇒ (1) + 14 = 15
Damage: 2d6 + 24 ⇒ (2, 2) + 24 = 28


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 3
HP: 83/102 | AC 22 (T12/FF22) | CMD 22
F: +8, R: +4, W: +8
Spells Left Today: 1st - 6/7 | 2nd - 6/7 | 3rd - 5/7 | 4th - 1/4
Channels Left Today (5d6+1 each): 3/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus)
Location: Front Row
SA : Stab at fog

Clement, trusting the battle is well in hand, stabs at the fog twice with his green-hued blade.

Dagger +2 Corrosive (power, flank, inspire): 1d20 + 10 + 2 + 2 ⇒ (15) + 10 + 2 + 2 = 29 for 1d4 + 10 + 1d6 + 2 ⇒ (1) + 10 + (1) + 2 = 14
Dagger +2 Corrosive (power, flank, inspire): 1d20 + 10 + 2 + 2 ⇒ (14) + 10 + 2 + 2 = 28 for 1d4 + 10 + 1d6 + 2 ⇒ (1) + 10 + (2) + 2 = 15


Focusing on the remaining ooze, you quickly drop it and an oppressive silence descends over the hall. Combat over

#Lootz: Each of the suits of black armor are +1 full plate.

Several doors branch off of the room. Who knows what sinister creatures lurk behind them.

Doors lead to C6, C8, C11, C9, C12. Pick your poison.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic, eventually (I assume), recovers and returns to the group. "Sorry about that chaps." he says as he picks up his bow, "She looked a little like my mother there for a moment."

He says nothing more on the matter.

He follows Spasi where he will go, but suggests perhaps C6 and work through to C8 and then C11.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi looks at Bibic.

"Yeah, that was weird. It was like that time I tried to get you to enjoy the company of those who tengu chicks back in Magnimar. You disappeared so fast that I didn't know where you went. No matter. I took your place here and there, I suppose."

Once Clem and Rhese get themselves together, he's happy to follow them through C6.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Rhesus shakes his head while rubbing his suddenly dry and chapped skin.

"Don't worry about it Bibic, happened to me last fight too. Spasi I don't think Bibic is a tengu, maybe you're remembering somebody else's mother you slept with?"

Rhesus will examine the armor.

"Reckon we should load this up now or get it on our way out?"

Once healed he will move into C6.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Clement takes a breather while he works his divinity to mend his and Rhesus's shared injuries.

Rhesus down 22. Clem down 19.

CMW (Rhesus): 2d8 + 9 ⇒ (6, 5) + 9 = 20
CMW (Clem): 2d8 + 9 ⇒ (6, 4) + 9 = 19

4/7 2nd level slots remain today.

Clement shrugs at the armor.

"Looks heavy. We need some of those magic bags to start storing this kind of stuff we find... or one of those big portable holes."


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Take a look in C6 just so any baddies in it don't come from behind us later as we explore?


You open the door to a single enormous, hollow cylinder. A broken spiral staircase winds up along the wall and ends at tangle of crossbeams and broken stone that extends only partly from the wall, the rest having fallen away to litter the floor. Far above, you see that part of the roof has fallen in, leaving a hole open to the sky. The floor itself is covered in muck, bones and other detritus. The whole room smells like a midden.

From above comes a piercing shriek and you see 3 pairs of reptilian eyes looks down at you from the heights.

Initiative:

Rhesus: 1d20 + 2 ⇒ (16) + 2 = 18
Spasi: 1d20 + 4 ⇒ (20) + 4 = 24
Bibic: 1d20 + 3 ⇒ (9) + 3 = 12
Clement: 1d20 + 0 ⇒ (17) + 0 = 17
Enemy: 1d20 + 5 ⇒ (1) + 5 = 6

Combat
24 Spasi
18 Rhesus
17 Clement
12 Bibic
6 Baddies

Everyone is up

Advanced WYVERN CR 7 x3:

XP 2,400
N Large dragon
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +18
DEFENSE

AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
hp 96
Fort +10, Ref +7, Will +9
Immune sleep, paralysis
OFFENSE

Speed 20 ft., fly 60 ft. (poor)
Melee sting +12 melee (1d6+6 plus poison), bite +12 melee (2d6+6 plus grab), 2 wings +5 (1d6+4)
Space 10 ft.; Reach 5 ft.
Special Attack rake (2 talons +12, 1d6+6)
Poison (Ex) Sting—injury; save DC 19; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 1, Initiative: 12
HP: 51/51; AC: 16 (T14/FF12)
F: +6, R: +9, W: +5
Location: Back row
Opponent: None
Move: Inspire Courage (Su) +2 att/dam (competence) & +2 save vs fear (morale)
Standard: Longbow (cold iron): 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17 (inspire) damage: 1d8 + 9 + 2 ⇒ (8) + 9 + 2 = 19 (inspire)

Conditions:
-1 strength, Heroism (6/90m), Inspired (+2)
Weapon Equipped = Bow
Cold Iron Arrows = 60/67
Silver Blunt Arrows = 16/16
Adamantium Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 5/5
Bardic Performance = 17/22 (+2 round lingering, move action)
Boots of Speed = 8/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check)
Bow Attack Mods: BAB +7/2, Dex +4, Weapon Focus +1, Bow +2, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +2, (Deadly Aim +4)
Bard Spells: (CL 9, Con: +12, SR +11, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/4) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (1/2) Dispel Magic, Haste

Bibic calls out to the group, ”Fear not, we’ve got this!” and other platitudes as he tries to boost their spirits by inspiring courage*.

He then takes a pot-shot with his bow at the lead flier. (Assuming target between 30-110’ away)

Ongoing Party Effects
* Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 1, Init 24

hp 33/52; AC 16/12T/14FF; CMD 14
+6F/+7R/+9W

Back row.
Opponent: 3 reptilian jerks
SA: fireball
MA: move behind Bibic

Spasi fireballs the room, trying to get at least two of the jerks, which he tries to identify.

9d6 ⇒ (6, 1, 1, 3, 5, 3, 3, 1, 1) = 24 fire damage vs. DC 20

1d20 + 20 ⇒ (8) + 20 = 28 Know (Arcana)

"Wyverns, big 'uns too. Like Rhesus' mom. Big and ugly."

Spellz:

4th: 2/4 (Telekinetic Charge)
3rd: 3/7 (See Invis (ext),fireball*2)
2nd: 0/8 ( )
1st: 1/8 (MageArmor)

Wand of Magic Missile 40/50 CL 9 left
Wand of False Life, CL10 3 left
Wand of Dim Door 1 left
Wand of Fly 6 left
Arcane Bolt: (1/10) used 1d20 + 6 ⇒ (14) + 6 = 20 ranged touch; 1d4 + 4 ⇒ (4) + 4 = 8 damage.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 1
HP 89/102 DR 4/-, 8/lethal, fire 2
AC 21/T13/FF19
CMD 26
F+12, R+7, W+6; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 17/23
Row: Front
Opponent: None
Abilities: Life Link, Shield Other

Rhesus readies an attack against any wyverns that get too close to Clem or Bibic.

I have Combat Reflexes and will Ready a regular attack against the first to fly in range. Not making the rolls as I don't know what buffs or circumstances will happen, nor if I will even get AoO (Flyby attack or whatnot).

"You've been sleeping with wyverns too?"


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 1
HP: 102/102 | AC 22 (T12/FF22) | CMD 22
F: +8, R: +4, W: +8
Spells Left Today: 1st - 4/7 | 2nd - 4/7 | 3rd - 5/7 | 4th - 1/4
Channels Left Today (5d6+1 each): 3/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus), Shield of Faith (Rhesus)
Location: Front Row
SA : Cast SoF on Rhesus

@Rhesus: I see your profile has 91/91 but your round counter has 89/102. Clement probably would've healed you with another CLW if your max is 102 and not 91.

If GMF Is OK Revising:

Cure Light: 1d8 + 5 ⇒ (1) + 5 = 6

Clement, realizing he's about to be slashed up significantly by a trio of drakes, quickly moves to ward Rhesus against their assaults.

Shield of Faith on Rhesus. +3AC I believe. Clem's shield good for another +2 on the first attack.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Profile fixed, missed it on level up. Apologies.


ref DC20: 1d20 + 7 ⇒ (13) + 7 = 20
ref DC20: 1d20 + 7 ⇒ (15) + 7 = 22
ref DC20: 1d20 + 7 ⇒ (10) + 7 = 17

Spasi's fireball explodes, licking the creatures in its flames and Bibic's arrow goes wide.

The creatures swoop down to attack:

Attack Rhesus: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Grab: 1d20 + 18 ⇒ (2) + 18 = 20

Attack Rhesus: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Grab: 1d20 + 18 ⇒ (10) + 18 = 28

Attack Clement: 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Grab: 1d20 + 18 ⇒ (13) + 18 = 31

I think that Clement and Rhesus are grappled, but if I mis-totaled buffs or what not let me know. Everyone is up.

Advanced WYVERN CR 7 x3:

XP 2,400
N Large dragon
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +18
DEFENSE
AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
hp 84/96, 84/96, 72/96
Fort +10, Ref +7, Will +9
Immune sleep, paralysis
OFFENSE

Speed 20 ft., fly 60 ft. (poor)
Melee sting +12 melee (1d6+6 plus poison), bite +12 melee (2d6+6 plus grab), 2 wings +5 (1d6+4)
Space 10 ft.; Reach 5 ft.
Special Attack rake (2 talons +12, 1d6+6)
CMB +14 (+18 grapple); CMD 25
Poison (Ex) Sting—injury; save DC 19; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.

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