GM Niles Iron Gods (Inactive)

Game Master nilesr

Hajoth Hakados
Numeria
The Scar of the Spider
5 Kuthona 4714 (Day 100)
Hero Points
Seven.teen 2
Jarreck 1
Guaire 2
Mort 2


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Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

I agree with Jarreck. This is an excellent time to use the grenade launcher.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Sounds good, but i need to refresh my memory as to how it'll work. Ranged touch, like bombs?


Current Map

Round 1
Seven
Guaire
Jarreck
Nalakai
Omo
Mort
Acolytes

Seven, Guaire and Jarreck are up! The door is opened and the map is updated.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen is unable to see what is going on and her positronic brain is throwing a fit: "Error! Insufficient information to formulate battle plan. Suggest precautionary temporal distortion."

She cocks her head and whispers a spidery phrase, "Tempus Fugit!" and in a now familiar way, the world seems to slow down and actions feel like they're taking forever. Yet to the outside observer, everyone's actions are suddenly incredibly fast.

She casts Haste. Round 1/6


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Yes, Ranged Touch, and you can target an square at AC 10 if you want to do it that way.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

In that case...

Guaire switches to the grenade launcher.
5ft step SW, and shoot into the square between red, green and purple.

RT vs AC 10, PBS: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
I don't know the damage.

Dmg, PBS?: 5d6 + 1 ⇒ (3, 3, 5, 5, 2) + 1 = 19


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

I suggest the concussion grenades. 5d6 Damage B damage

Grenade Launcher:
Price 8,000 gp; Type two-handed ranged; Proficiency exotic (heavy weaponry); Damage as grenade; Critical —; Range 100 ft.; Capacity 20 (5 grenades); Usage see text; Special slow-firing; Weight 8 lbs.

DESCRIPTION

A grenade launcher is a bulky weapon that can fire any grenade a great distance. Grenades propelled by a launcher can be set to detonate upon impact or at the start of the wielder's next turn. A grenade launcher requires charges to fire, but unless the weapon is also loaded with a grenade, any charges that are consumed are wasted. A grenade launcher can hold up to 5 grenades at a time. Loading a single grenade into a grenade launcher is a move action.

Grenade:
A grenade is a small, cylindrical device that is designed to be thrown as a splash weapon or fired from a grenade launcher. Before being thrown by hand, the grenade must be primed with a quick twist of a dial at one end and then armed with a click of a button at the center of that dial. Priming and arming a grenade is a free action; a grenade launcher primes and arms all grenades it fires. The grenade detonates at the beginning of the wielder's next turn, hopefully in the area targeted. When a grenade detonates, it damages all targets within a 20-foot-radius spread. A successful DC 15 Reflex save halves any damage dealt by a grenade.

The type of damage dealt by grenades varies widely and depends upon the nature of the specific grenade. The different types of grenades and the damage types they deal (along with any additional effects their damage deals) are listed below.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

That will do 5d6 to everyone in a 20 ft radius of that square.


Current Map

Round 1
Seven casts Haste!
Guaire takes way too many actions. First he puts his bow away, then he draws the Grenade launcher, he cannot 5' step since that is a wall he would be stepping through. He also cannot shoot his grenade through said wall, I mean, I guess he could but the consequences might be catastrophic. Also, since you aren't attacking a creature you are attacking a square you don't get the bonus damage. Also, you take a -4 penalty for non proficiency
Jarreck
Nalakai
Omo
Mort
Acolytes

Waitin on Jarreck


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Sorry, i didn't see a wall, it looked like an entrance square to me.
I will specify next time, weither i have the bow at the ready or not.
Can i keep that pretty roll?

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Jarreck will spend his 1st round prepping the Launcher if Guaire is not using it. back to work sorry


How high is the ceiling here? 20 feet or so? Mort would need to fly and hover if the way we're depicted now. I would rest on either Jarreck or Guaire's shoulder instead.

Also, can someone adjust Jarreck's hp to 51 and mine to 45 please? Thank you. I can't edit the thing.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

I think only Niles has edit rights.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Hmm the post from me 30 minutes ago should have been from 3.5hrs ago answering Omo's seconding of the grenade launcher idea. Just got home from work. Will have something posted momentarily. Stay with Guaire's shoulder for the moment thinking Jarreck will be moving forward.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Funny thing that, you might want me forward as well. They need to make a Fort save DC 16 or be sickened for 1 round if they start their turn next to me.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Jarreck moves past Omo and Mr Robot turning to his right as he exits the door. His dagger safetly concealed in it's sheathe he uses both hands in an effort to remove one of the many apparent foes in this room.

move action: confront Orange

2H Longsword+PA: 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 19
damage: 1d8 + 3 + 6 ⇒ (6) + 3 + 6 = 15

@Mort, when I wrote that was thinking an acrobatics roll would be happening but with only Omo and Mr Robot figured they'd let me pass, treated as difficult and still have plenty of movement available. Feel free to come along if Niles is Ok with it


Current Map

Friendlies arent considered difficult and you can pass through their squares freely. You just can't charge through them. Ceiling height is a uniform 11 feet.
Round 1
Seven casts Haste!
Guaire takes way too many actions. First he puts his bow away, then he draws the Grenade launcher, he cannot 5' step since that is a wall he would be stepping through. He also cannot shoot his grenade through said wall, I mean, I guess he could but the consequences might be catastrophic. Also, since you aren't attacking a creature you are attacking a square you don't get the bonus damage. Also, you take a -4 penalty for non proficiency
Jarreck (and Mort I guess) charge forward and attack Orange, Jarreck hits the acolyte for 15..the acolyte barely remains standing.
Nalakai chants to his Iron God and casts a spell of Deeper darkness flooding the area in shadows and darkness. Light level is considered Darkness now 50% miss chance, cannot target anything outside of 5'
Omo
Mort
Acolytes

Omo and Mort are up.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Mort flies off of Jarreck's shoulder with a 5-foot flight and transforms again, this time his feathers seem become whisps of cloud and his eyes turn a hollow centers among swirling mists.

Using Wild-Shape to transform into a small air elemental. AC 17, Touch 15, FF 15. I gain darkvision and whirlwind.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

It ate my post! I posted last night.

Mr. Robot moves into the room, getting into saw range of the yellow acolyte. Omo moves behind it grateful for both the cover and the darkvision of his people.

He throws the bomb in hand at the iron priest.

Bombs Away: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
Fire Damage: 3d6 + 9 + 1 ⇒ (1, 1, 2) + 9 + 1 = 14


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Moving to the south of Jarreck, then use Wild-Shape. Orange and Pink will have to make a Fort Save DC16 or be sickened for 1 round. If they save they can't be sickened by the ability anymore.


Current Map

Omo hurls a bomb at Nalakai, but it misses. Reflex: 1d20 + 1 ⇒ (13) + 1 = 14 the splash damage effects Nalakai
Mort turns into an elemental and he stinks so bad that 2d20 ⇒ (6, 18) = 24 Pink is sickened by him!
Acolytes
Orange v Jarreck 1d20 + 5 ⇒ (12) + 5 = 17 miss
Pink and Yellow v Mort 2d20 ⇒ (17, 1) = 18 +7 one hits the "elemental" for 1d4 + 4 ⇒ (3) + 4 = 7
Red casts Lesser Confusion on Omo Will: 1d20 + 3 ⇒ (19) + 3 = 22
Blue casts Lesser Confusion on Omo Will: 1d20 + 3 ⇒ (8) + 3 = 11 Omo is confused!
Green casts Lesser Confusion on Jarreck Will: 1d20 + 2 ⇒ (16) + 2 = 18
Purple casts Lesser Confusion on Jarreck Will: 1d20 + 2 ⇒ (1) + 2 = 3 Jarreck is confused.
Grey casts Lesser Confusion on Mort Will: 1d20 + 7 ⇒ (14) + 7 = 21
Gold casts Lesser Confusion on Mort Will: 1d20 + 7 ⇒ (7) + 7 = 14

Omo and Jarreck are confused for 1 round!

Round 2 Haste 4/6
Seven
Guaire
Jarreck [confused]
Nalakai
Omo [confused]
Mort
Acolytes

Seven, Guaire and Omo are up


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Guess the acolytes all have darkvision. Also Mort's is 18;16;16, I miscalculated.


Current Map

They are all Orcs and Half Orcs. They are also all very familiar with the party, since they all watched you guys dispatch their champion Helskarg with relative ease.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Am i safe to assume that i have spent 1 full round on stacking away my bow and 'equipping' the grenade launcher?

Guaire moves down the stairs.
"Come Spike."

He stays in the space behind Omo.
"Kill that one.", as he points at Yellow.
Gore, PA: 1d20 + 7 - 1 ⇒ (2) + 7 - 1 = 8Dmg: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11


Current Map

Sheathing a weapon is 1 action and taking out a weapon is another, unless you move and then its part of that move action. What is the Pilo's speed(it has to move 40' to attack yellow), and does it have darkvision? Because everything is under the effects of Darkness as posted earlier.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

It has scent, will that do?

Miss: 1d100 ⇒ 24


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

I'm going to go out on a limb and assume somebody told her about the darkness and the confusion.

Nonchalantly Seventeen states, "This will never do, rampant enemy magics everywhere."

She gets out her spellbook and sits down to read. She flips to a labelled page and says, "A magikk subroutine for removing errant processes. Sudo kill -9 ah yes, that will do nicely."

Seventeen is using quick study to swap Haste for Dispel Magic.


Current Map

Scent lets the Pilo target a square, what is the Pilo's movement I couldn't find it in the statblock


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

On nethys archive it is mentioned 30 ft speed.


Current Map

Ok, so then it doesn't get an attack just movement this round, but it can use scent to find enemies it just suffers the 50% miss chance from Darkness. I'm waiting on Omo


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Confusion: 1d100 ⇒ 19

Omo acts normally and throws another bomb at the priest.

Bombs Away: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
Damage: 3d6 + 9 + 1 ⇒ (4, 1, 3) + 9 + 1 = 18

Mr. Robot slices and dices with his saw.

Saw: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 2d4 + 6 ⇒ (2, 2) + 6 = 10

Saw (Confirm): 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 4d4 + 12 ⇒ (1, 4, 3, 4) + 12 = 24


Current Map

Whoops! I put I was waiting on Omo, I was actually waiting on Jarreck, sorry Omo. But now I have some actions for you! (and an instakill from Mr. Robot)
Round 2 Haste 4/6
Seven swaps a spell.
Guaire moves and sends his Pilo into battle
Jarreck [confused]
Nalakai
Omo [confused]
Mort
Acolytes


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Mort slams into the closest acolyte. Attack Slam: 1d20 + 8 ⇒ (2) + 8 = 101d4 - 1 ⇒ (1) - 1 = 0

Then moves 1 square north.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Niles how do you feel about the synergy between nanite surge and dispel magic? Seems a little strong, although it's only 1x per day.

Nanite Surge:
Nanite Surge (3 RP): An android's body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android's character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

confused?: 1d100 ⇒ 35

Jarreck looks at the orange acolyte and begins talking incoherently.


Current Map

Compared to some things, seems fine...isn't there a feat that lets you use the surge more than once?

Round 2 Haste 4/6
Seven swaps a spell.
Guaire moves and sends his Pilo into battle
Jarreck [confused] babbles incoherently
Nalakai uses a scroll to cast Unholy Blight upon his enemies. Omo, Jarreck, Guaire and Mort must make a DC16 Will Save or take 3d8 ⇒ (2, 3, 8) = 13 damage and be sickened for 1d4 ⇒ 1 rounds. A save means half damage and no sickened. If you aren't good then you auto take half and save for 1/4 and no sickened. Let me know how much damage you take.
Omo [confused] hurls a bomb at his enemy, the fire burns Nalakai Omo make a spellcraft check Mr. Robot hacks apart an acolyte of Hellion.
Mort misses and moves north
Acolytes
Orange v Jarreck 1d20 + 5 ⇒ (15) + 5 = 20 hitting the Rogue for 1d4 + 4 ⇒ (4) + 4 = 8
Pink v Mort 1d20 + 5 ⇒ (7) + 5 = 12
Red, Blue, Green and Purple v Pilo 4d20 ⇒ (3, 18, 13, 8) = 42 +5 only one hit for 1d4 + 4 ⇒ (3) + 4 = 7
Grey v Robot 1d20 + 5 ⇒ (1) + 5 = 6

Round 3 Haste 3/6
Seven
Guaire
Jarreck
Nalakai
Omo
Mort
Acolytes

Seven, Guaire and Jarreck are up!


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Will: 1d20 + 3 ⇒ (4) + 3 = 7
Spell Craft: 1d20 + 14 ⇒ (10) + 14 = 24


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Will: 1d20 + 3 ⇒ (3) + 3 = 6
Ack...i don't feel so good.

13 dmg.

Guaire's stomach suddenly twists and he's not feeling too well.
"...what the...."

The pilo keeps at it vs purple.
Gore, PA: 1d20 + 7 - 1 ⇒ (8) + 7 - 1 = 14Dmg: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Tail slap, PA: 1d20 + 7 - 1 ⇒ (1) + 7 - 1 = 7DMg: 1d4 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Miss: 2d100 ⇒ (67, 54) = 121


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seems like they added Extra Surge in some splat book. Yay more powercreep. I haven't really thought about what feats Seventeen will go for next but probably not that.

Seventeen rounds the corner and attempts to dispell the darkness! She mutters an Arcane phrase and ...

Arcane Phrase:
sudo killall -9 darkness

Dispell check: 1d20 + 7 ⇒ (10) + 7 = 17


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Niles, Grey and Pink need to make a DC 16 Fort Save or be sickened for a round. They need to make this save every turn unless they have saved earlier.

Will Save: 1d20 + 8 ⇒ (20) + 8 = 28 Drat, taking 3 damage.

Mort attacks orange with a slam. Attack, Slam: 1d20 + 8 ⇒ (7) + 8 = 151d4 - 1 ⇒ (3) - 1 = 2

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

will save: 1d20 + 2 ⇒ (14) + 2 = 16 N PC so -3hp, not sickened

"and the chicken rode in on the mouse.....HEY!" Jarrecks momentary confusion passes with the attacks and he swings the sword once more towards where the orange acolyte was before.

2H Longsword+PA: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18
damage: 1d8 + 3 + 6 ⇒ (6) + 3 + 6 = 15
miss<51%: 1d100 ⇒ 100

Jarreck 5' steps SW and attemps to hit the pink acolyte who was standing there

2H Longsword+PA: 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17
damage: 1d8 + 3 + 6 ⇒ (5) + 3 + 6 = 14
miss<51%: 1d100 ⇒ 19 but misses is the lighting is still an issue


Current Map

Omo takes 13 Guaire takes 13, Mort takes 3, Jarreck takes 3, Pilo auto saves and takes 3.

Omo:
You notice that Nalakai isn't being harmed by your bombs. He almost certainly prepared some magical defense against them.

Round 3 Haste 3/6
Seven moves into the room (for LOS the center was Nalakai himself) and dispels the magical darkness! Everyone can see now in normal light!
Guaire stands there doing nothing while his Pilo misses.
Jarreck takes out an acolyte and stabs another!
Nalakai casts Sound burst dealing 1d8 ⇒ 1 damage to EVERYONE. and they all must make a Fort save DC 15 or be stunned for one round. Pink and Grey are also effected. Grey: 1d20 + 4 ⇒ (14) + 4 = 18Pink: 1d20 + 4 ⇒ (17) + 4 = 21
Omo
Mort *posted actions
Acolytes


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Fort Save: 1d20 + 8 ⇒ (15) + 8 = 23


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Fortitude: 1d20 + 8 ⇒ (7) + 8 = 15

Mr. Robot settles in to carving up the acolytes in from of him, buzzing into the gray acolyte.

Saw: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 2d4 + 6 ⇒ (2, 2) + 6 = 10

Omo scowls at his enemy.

"Rude."

Then he spears the iron priest with the newly won autograpnel.

Autograpnel: 1d20 + 8 + 1 + 1 + 1 ⇒ (20) + 8 + 1 + 1 + 1 = 31
Damage: 1d6 + 6 + 1 + 1 ⇒ (2) + 6 + 1 + 1 = 10

AutoGrapnel (Confirm): 1d20 + 8 + 1 + 1 + 1 ⇒ (19) + 8 + 1 + 1 + 1 = 30
Damage: 2d6 + 12 + 2 + 2 ⇒ (3, 4) + 12 + 2 + 2 = 23


Current Map

Omo, you take a -4 penalty for not being proficient, and another -2 penalty because it is a medium 2 handed weapon. (It's too big for you) Also, it has a range increment of 30' only so you take another -2 , and furthermore you would have to spend an action to "draw" it since you've been lobbing bombs his way and I believe that requires either one or more free hands.

Round 3 Haste 3/6
Seven moves into the room (for LOS the center was Nalakai himself) and dispels the magical darkness! Everyone can see now in normal light!
Guaire stands there doing nothing while his Pilo misses.
Jarreck takes out an acolyte and stabs another!
Nalakai casts Sound burst dealing 1 damage to EVERYONE. and they all must make a Fort save DC 15 or be stunned for one round. Pink and Grey are also effected.
Omo "draws" the autograpnel and fires it at Nalakai! His attack improbably hits, but does not crit because of an entire host of negative modifiers detailed above as well as soft cover. (Nalakai is also further than 30' out so you don't get PBS)
Mort attacks Pink and misses.
Acolytes
Pink v Jarreck 1d20 + 3 ⇒ (16) + 3 = 19 missing due to haste
Grey v Mort 1d20 + 3 ⇒ (17) + 3 = 20 hitting the gnome/elemental for 1d4 + 4 ⇒ (3) + 4 = 7
Purple, Green, Blue, Red, Normal v Pilo 5d20 ⇒ (8, 15, 4, 2, 10) = 39 +5 no hits (How is the Pilo's AC 22??? That seems a bit high...)

Round 4 Haste 2/6
Seven
Guaire
Jarreck
Nalakai
Omo
Mort
Acolytes

Seven, Guaire and Jarreck are up


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Where is the soft cover coming from? My BaB is greater than +1 so I can draw a weapon as a move action. I would like to revise my action slightly.

Acrobatics: 1d20 + 3 ⇒ (17) + 3 = 20

Omo ducks past Brown Acoylte to get a clear shot at the priest.

If this is permissible, I want to get into range. I very much would like my crit.

If that's alright, then since it's not a small weapon, I need to roll D8s

Damage: 3d8 + 18 + 3 + 3 ⇒ (3, 1, 3) + 18 + 3 + 3 = 31


Current Map

The soft cover comes from the fact that there are larger than you enemies between you and the target. Also, the CMD to go through an enemy is their CMD+5 which unfortunately is higher than your Acro roll. So you would not get past, and then you would provoke an AoO for firing in melee from two enemies. Correct the damage is 1d8+6(Strbonus)+1(magic)

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

fort save: 1d20 + 6 ⇒ (3) + 6 = 9 well joy

Jarreck's sword slips from his numb finger tips as he stares ahead for the moment dumbstruck.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Fort: 1d20 + 5 ⇒ (1) + 5 = 6

Guaire is struck in surprise, as the sound disabled him for the time being.

Fort Pilo?: 1d20 + 8 ⇒ (3) + 8 = 11
Spike snorts, and feels dizzy too.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Fort: 1d20 + 4 ⇒ (15) + 4 = 19

Seventeen brushes off the hostile magics, utters several spidery words and whistles. Immediately a Cheetah appears just south of the Robot. Snarling, it leaps to attack in a whirl of claw and fang!

Seventeen spends her final 3 Arcane Reservoir points to summon a Cheetah. The Cheetah activates it's smite and full attacks dark purple with flank.
Bite: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22Damage: 1d6 + 5 + 3 ⇒ (1) + 5 + 3 = 9 Trip?: 1d20 + 7 ⇒ (10) + 7 = 17
Claw: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27Damage: 1d3 + 5 + 3 ⇒ (2) + 5 + 3 = 10
Claw: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25Damage: 1d3 + 5 + 3 ⇒ (1) + 5 + 3 = 9

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