GM OfAnything's Port Godless (Inactive)

Game Master terraleon

Port Godless Maps


301 to 350 of 425 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Dark Archive

HP: 58/58 | AC: 12+4/ 11+ T/ 11+4 FF | CMD: 13 | F: +8, R: +5, W: +12 | Init: +6 | Perc: +10, SenseMot+8 | BAB+4 | Speed 40'+10 | Darkvision 90' Spells Sorcerer: 1st:6/8 2nd:4/6 | Cleric 1st:5/5 2nd:4/4 | Channels: 7/9 | Active Conditions: Re-roll Avail Mage Armor, Longstrider,

Reflex save: 1d20 + 3 ⇒ (9) + 3 = 12
initiative: 1d20 + 6 ⇒ (18) + 6 = 24

I'd like to reverse those rolls, please. It's a sorcerer bloodline ability. Yeah, that's the ticket, NOT.... Sigh, at least Turathal is a little resistant to electricity (Aasimar).

In anticipation of being at/near the top of the order, here's Turathal's first round:
He takes a 5' step up to the corner, resisting the urge to curse at it for being useless in terms of cover, and he and his familiar take a peek at the beasty.
familiar knowledge-all, except local & nobility: 1d20 + 7 ⇒ (8) + 7 = 15
Turathal knowledge-religion: 1d20 + 9 ⇒ (3) + 9 = 12
His familiar shrugs, maybe utters a name but little else, then reverts back to tattoo form.
Lacking any real knowledge, Turathal goes for the ol' reliable and uncorks a Toppling Magic Missile as a full-round action.
Force dmg: 4d4 + 8 ⇒ (3, 2, 2, 3) + 8 = 18
Toppling v CMD if it damages beast: 1d20 + 7 + 6 ⇒ (14) + 7 + 6 = 27
SR Check: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
FRACK! pleasepleasepleaseplease, no SR. (Hey, it could happen) Wait, I'll use my sorcer ability to reverse those rolls. Sigh...

Dark Archive

active effects:
more effects:
M Half Orc Fighter 1 (unbreakable) / Alchemist 11 (beastmorph) | Current AC 23 T 11 FF 23 | HP 100/100 | F +17 R +14 W +9 | Init +1 | Perc +15/17 darkvision 60'

know.planes, heroism, mutagen: 1d20 + 13 + 2 - 1 ⇒ (13) + 13 + 2 - 1 = 27

"I know these fiends. Two of them wiped out a village in Tian Xia. I could only hide. Now I am stronger! I will not hide today! Bones, we must concentrate our attacks! If we are divided we will all die, prisoners included!"

GM, these creatures (assuming I have correctly recognised the graphics and other clues in the dungeon) feature in

this scenario:
To Judge a Soul 1: the Lost Legacy
which Drokk completed. May I impart what I recall from that encounter, or only go off the knowledge check above? If limited by the knowledge check, Drokk wants to know DR, Immunities, Spell Like Abilities, Resistances, in that order please. (which might actually be more than I recall!)

Current buffs: Heroism, Mutagen, Barkskin, Long Arm, Expeditious Retreat, Resist Fire 20, shield, Greater Magic Fang, Gravelly Tonic.
Expended: False Life.


Male not always to the swift nor the strong. Bard6 / Paladin2 / Fighter2 / Magus4 / Dad2
Turathal Amonra wrote:

Lacking any real knowledge, Turathal goes for the ol' reliable and uncorks a Toppling Magic Missile as a full-round action.

Confirming as a full-round action, this will go off as Turathal begins round 2.

Drokk -- What tier did you play at? If high, you can remember what you remember. Otherwise, I can tell you two items

Dark Archive

1 person marked this as a favorite.
active effects:
more effects:
M Half Orc Fighter 1 (unbreakable) / Alchemist 11 (beastmorph) | Current AC 23 T 11 FF 23 | HP 100/100 | F +17 R +14 W +9 | Init +1 | Perc +15/17 darkvision 60'
terraleon wrote:


Drokk -- What tier did you play at? If high, you can remember what you remember. Otherwise, I can tell you two items

I'm pretty sure low tier. I'll need to add my list of chronicles to my pbp character sheet when I get home in 2-3 hours. Let's go for DR and immunities then please.

Dark Archive

1 person marked this as a favorite.
HP: 58/58 | AC: 12+4/ 11+ T/ 11+4 FF | CMD: 13 | F: +8, R: +5, W: +12 | Init: +6 | Perc: +10, SenseMot+8 | BAB+4 | Speed 40'+10 | Darkvision 90' Spells Sorcerer: 1st:6/8 2nd:4/6 | Cleric 1st:5/5 2nd:4/4 | Channels: 7/9 | Active Conditions: Re-roll Avail Mage Armor, Longstrider,
terraleon wrote:
Turathal Amonra wrote:


Lacking any real knowledge, Turathal goes for the ol' reliable and uncorks a Toppling Magic Missile as a full-round action.
Confirming as a full-round action, this will go off as Turathal begins round 2.

Full round=uses both standard & move action, but goes off at the end of that same turn (like a full attack). 1 round=goes off start of next turn.

from PRD: "If the spell's normal casting time is a standard action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn't the same as a 1-round casting time.)"
So Turathal using metamagic on spell goes off same round, but he can take no other standard or move actions in order to use metamagic. (that's why he wasn't further away from door...)

Silver Crusade

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

init: 1d20 + 1 ⇒ (12) + 1 = 13


Male not always to the swift nor the strong. Bard6 / Paladin2 / Fighter2 / Magus4 / Dad2
Doctor Drokk wrote:
I'm pretty sure low tier. I'll need to add my list of chronicles to my pbp character sheet when I get home in 2-3 hours. Let's go for DR and immunities then please.

Drokk caught a glance at the monstrosity in the armory and recalled this creature to be a more potent version of the ones he encountered in Tian Xia, a greater ceustodaemon. His knowledge of the creatures was fragmentary, but better than nothing. These beasts only suffered the full effects from blows made by silver or good-aligned weapons, and were immune to a laundry list of effects and ailments, including acid, death effects, disease, mind-affecting effects, paralysis, poison, polymorph effects, and sleep effects.

In a less prosaic form: DR 10/good or silver; Immune acid, death effects, disease, mind-affecting effects, paralysis, poison, polymorph effects, sleep effects;

Just need Iso's initiative, and we'll press. If Turanthal's first, then I'll be able to zip up to the creature 1's actions.

EDIT: Actually, even if he rolls a 20, he can't go before Creature 1, since he's got an initiative modifier of +2. Soooooo, I'll proceed

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

init: 1d20 + 2 ⇒ (7) + 2 = 9
ref: 1d20 + 4 ⇒ (13) + 4 = 17

Iso is quick, but not quick enough to avoid the blast.


Male not always to the swift nor the strong. Bard6 / Paladin2 / Fighter2 / Magus4 / Dad2

Initiative
24 - Turathal (-19hp)
22 - Creature 1 (-18hp)
18 - Hakaam (-7hp)
16 - Nigel (-12hp)
13 - Hakime (-7hp)
10 - Drokk (-5hp)
10 - Bones (-24hp)
09 - Iso (-22hp)
08 - Slaves
07 - Creature 2

I will repost the effects spoiler every three rounds.

Shrugging off the effects of the creature's lightning blast, Drokk called out, "I know these fiends. Two of them wiped out a village in Tian Xia. I could only hide. Now I am stronger! I will not hide today! Bones, we must concentrate our attacks! If we are divided we will all die, prisoners included!" Bones wracked his memory, but could think of no similar creature described in his holy texts.

And now, on to combat!


Male not always to the swift nor the strong. Bard6 / Paladin2 / Fighter2 / Magus4 / Dad2

Turathal stepped up to the corner, glancing around the edge before making a number of arcane gestures and uttering a series mystical syllables which fell upon the party's ears and disappeared like snowflakes on a lake's surface. He culminated with a throwing gesture around the corner. Four glowing orbs, each like a miniature sun and bearing the Eye of Ra, raced down the hall and heavily impacted the terrible creature in the Armory. Each struck with a flash, a faint popping noise, and a puff of greasy smoke, leaving a bare, fist-sized patch of mottled charcoal flesh. The creature rocked backward gently, but did not topple, and its awful bearlike face split in a vicious grin, revealing triple rows of jagged teeth.

In each Pathfinder's mind, they heard a voice like a chorus of grinding stones intermingled with a bell's fading chime."Good try, Little Meat. You, I'll keep alive while I eat!" and with unexpected speed it lashed out at Hakaam with eagle-like talons.

Claw and damage: 1d20 + 13 ⇒ (10) + 13 = 231d6 + 6 ⇒ (5) + 6 = 11
Second Claw, same as the First: 1d20 + 13 ⇒ (12) + 13 = 251d6 + 6 ⇒ (1) + 6 = 7
Ready, Bite!: 1d20 + 13 ⇒ (13) + 13 = 262d6 + 6 ⇒ (6, 1) + 6 = 13

Its claw reached forward, crushing Hakaam's swordarm elbow in a vice grip before yanking the tiefling forward into a hard slash that attempted to rake down the warrior's inner thigh and raised a trio of bloody, weeping welts while shredding his pant leg. Laughing, the daemon bit down hard on Hakaam's shoulder, teeth crunching on and through the mithril rings to leave a half circle of spreading bloodstains. As fast as it grabbed the barbarian, the threw him back in disgust, the voice in their heads echoing again, "Bah, your flesh is foul, though warm, corpse-eyes!

That's 31hp of damage.

Initiative
24 - Turathal (-19hp)
22 - Creature 1 (-18hp)
18 - Hakaam (-38hp)
16 - Nigel (-12hp)
13 - Hakime (-7hp)
10 - Drokk (-5hp)
10 - Bones (-24hp)
09 - Iso (-22hp)
08 - Slaves
07 - Creature 2

You're up, Hakaam!

Scarab Sages

M Dwarf Cleric 6 - HP 53 - AC 20/T: 12/FF:19 - Perception +10 - Fort: +9*, Ref: +4, Will: +10 - CMB: +6, CMD: 18* - Speed: 20 - Init. +1

GM Note: Bones had 5pt of false life left from before should reduce his damage to 19pt.


Male not always to the swift nor the strong. Bard6 / Paladin2 / Fighter2 / Magus4 / Dad2
Bones FireHammer wrote:
GM Note: Bones had 5pt of false life left from before should reduce his damage to 19pt.

No problem. I'll update it on the next Creature action.

Dark Archive

active effects:
more effects:
M Half Orc Fighter 1 (unbreakable) / Alchemist 11 (beastmorph) | Current AC 23 T 11 FF 23 | HP 100/100 | F +17 R +14 W +9 | Init +1 | Perc +15/17 darkvision 60'
GM wrote:

Drokk caught a glance at the monstrosity in the armory and recalled this creature to be a more potent version of the ones he encountered in Tian Xia, a greater ceustodaemon. His knowledge of the creatures was fragmentary, but better than nothing. These beasts only suffered the full effects from blows made by silver or good-aligned weapons, and were immune to a laundry list of effects and ailments, including acid, death effects, disease, mind-affecting effects, paralysis, poison, polymorph effects, and sleep effects.

In a less prosaic form: DR 10/good or silver; Immune acid, death effects, disease, mind-affecting effects, paralysis, poison, polymorph effects, sleep effects;

Drokk tells the party what he knows, naturally. (Not sure if that had been assumed or not).

The Exchange

Male TN Tiefling (Daemon-Spawn) Barbarian (Urban Barbarian) 1 / Investigator (Empiricist) 8 | HP: 75/75| AC: 19 (Current:30) (14 Tch (Current 16), 15 Fl (Current 17) | CMB: +7 CMD: 21 | F: +7, R: +11 (+15 vs traps), W: +6 (+5 vs Illusion/disbelievable effects) | Init: +4 | Perc: +17 (+21 vs traps), SM: +17 |Speed 30ft|Rage=5/6 | |Inspiration (+1d6) 4/8|Mutagen(Dex) 0/1|Active Spells: Heroism, Barkskin, Spider Climb, Shield, Mutagen (Dex)

Hakaam's tail darts for his belt, but does not retrieve his precious mutagen. Instead, he withdraws, telling his companions: "Draw it out. It would be better to face it in the open."

Full withdraw


Male not always to the swift nor the strong. Bard6 / Paladin2 / Fighter2 / Magus4 / Dad2
Doctor Drokk wrote:
Drokk tells the party what he knows, naturally. (Not sure if that had been assumed or not).

Drokk - As you've called out once prior to your turn, I'll have you follow up with that information on your action. Sound good?

Initiative
24 - Turathal (-19hp)
22 - Creature 1 (-18hp)
18 - Hakaam (-38hp)
16 - Nigel (-12hp)
13 - Hakime (-7hp)
10 - Drokk (-5hp)
10 - Bones (-19hp)
09 - Iso (-22hp)
08 - Slaves
07 - Creature 2

Dark Archive

active effects:
more effects:
M Half Orc Fighter 1 (unbreakable) / Alchemist 11 (beastmorph) | Current AC 23 T 11 FF 23 | HP 100/100 | F +17 R +14 W +9 | Init +1 | Perc +15/17 darkvision 60'
terraleon wrote:
Doctor Drokk wrote:
Drokk tells the party what he knows, naturally. (Not sure if that had been assumed or not).

Drokk - As you've called out once prior to your turn, I'll have you follow up with that information on your action. Sound good?

Sounds fair. It is a lot of info!

Dark Archive

"monkey" (magical beast) tumour familiar (sage) 10 | AC 16 T 14 FF 14 | HP 46/46 | F +9 R +9 W +4 | CMD 14 | Init +2 | Perc +5 lowlight vision

know.planes, nigel using drokk's ranks: 1d20 + 9 - 1 ⇒ (20) + 9 - 1 = 28

Nigel also remembers the ceustodaemons from Tian Xia. He screeches in Drokk's ear. Alas Nigel cannot speak a language, he can only speak with his master. He tells Drokk the creatures' spell like abilities and resistances.

"Eeek! Oook, oo-ooook!"

Nigel, sensing this will be a hard battle, jabs Doctor Drokk under an armour hatch with one of his gloved hands. The glove injects Drokk's battle-infusion, and instantaneously long spines erupt from the Doctor and vine-like growths emerge from him.

Nigel then reaches into the handy haversack next to him and withdraws a small bottle (Oil of Bless Weapon). So that's a move action withdrawing the oil, and a standard to jab Drokk with his admixture-vial infusion of Thorn Body (duration 8 rounds), and Vine Strike (duration 8 minutes).

Nigel uses Bodyguard (he's a Protector archetype familiar) to protect Drokk against the next three melee attacks he faces this round.
bodyguard 1: 1d20 + 11 ⇒ (20) + 11 = 31
bodyguard 2: 1d20 + 11 ⇒ (6) + 11 = 17
bodyguard 3: 1d20 + 11 ⇒ (10) + 11 = 21
All three successful, so Drokk gets +2AC against the next 3 eligible attacks this round.

Drokk does not agree with drawing the daemon out of the armoury. Three reasons. One, Drokk is almost maximally buffed now, some of you guys are pretty squishy, and Drokk is willing to tank here. Two, Drokk wants to make amends for his previous failure against these creatures. Three, we all heard the lightning attack from the other chamber, we know in character there's a second threat out there: better to focus fire than to run into the second threat simultaneously.

Dark Archive

HP: 58/58 | AC: 12+4/ 11+ T/ 11+4 FF | CMD: 13 | F: +8, R: +5, W: +12 | Init: +6 | Perc: +10, SenseMot+8 | BAB+4 | Speed 40'+10 | Darkvision 90' Spells Sorcerer: 1st:6/8 2nd:4/6 | Cleric 1st:5/5 2nd:4/4 | Channels: 7/9 | Active Conditions: Re-roll Avail Mage Armor, Longstrider,

Turathal agrees with Drokk. We don't want to create a crossfire of electrical doom and tpk the party (or at least all us squishy fifth & sixth lvl PCs). Kill fast, before they blast/cast/whatever again. We can hope that electric blast was a one-shot, but don't want to bet our lives on that.


Male not always to the swift nor the strong. Bard6 / Paladin2 / Fighter2 / Magus4 / Dad2

Hakime mentioned their husband's surgery on the Wednesday post in discussion. I'm going to wait until 1pm today, then I'll do a bot action for them, and we'll progress. I want to be considerate, but I don't want to create additional delay when I think a smite and a flurry of arrows is clearly a wise choice for the archer in this position.

Silver Crusade

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

sorry - I didn't realize I was up... last update above only showed NIgel's turn in bold... I was waiting.

Silver Crusade

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

Hakime narrows her eyes momentarily as she takes aim and declares smite on the creature she can see.

to hit, silver arrows, smite evil, flurry, point blank, deadly aim: 1d20 + 12 + 3 + 1 - 2 ⇒ (14) + 12 + 3 + 1 - 2 = 28
dmg if hits: 1d8 + 3 + 2 + 4 + 1 ⇒ (2) + 3 + 2 + 4 + 1 = 12

to hit, silver arrows, smite evil, flurry, point blank, deadly aim: 1d20 + 12 + 3 + 1 - 2 ⇒ (6) + 12 + 3 + 1 - 2 = 20
dmg if hits: 1d8 + 3 + 2 + 4 + 1 ⇒ (5) + 3 + 2 + 4 + 1 = 15


Male not always to the swift nor the strong. Bard6 / Paladin2 / Fighter2 / Magus4 / Dad2

Hakaam tactically evaluated the situation, shaking off the daemon's attacks, his tail lashed furiously near his belt, hesitating at his mutagen before he came to a decision. Spinning and whirling, but keeping his blade clear of his allies, the tiefling swiftly withdrew back into the larger hallway. "Draw it out. It would be better to face it in the open."

Nigel also remembered the ceustodaemons from Tian Xia. He screeched in Drokk's ear, communicating in the language only he and his master understand relaying the creatures' spell like abilities and resistances.

"Eeek! Oook, oo-ooook!"

Nigel, sensing the hard battle ahead, jabbed Doctor Drokk through an armour hatch with one of his gloved hands. The glove injected Drokk's battle-infusion with a hushed burble and a whiff of alchemical vapor. In the blink of an eye, long spines erupted from the Doctor and vine-like growths emerged from his bare flesh, writhing subtly.

With a practiced agility, Nigel then reached into the handy haversack next to him and withdrew a small bottle which glowed slightly, like sunlight through clouds or water. The strange little beast then crouched behind the doctor's head, tail curled around an armor spike and eyes darting, watching for any attack on its master.

The zen archer did not flinch or hesitate; Hakime calmly spoke an oath of smiting as she drew and fired a pair of arrows at the horrific creature barely 15 feet from her. Only the most observant would have seen the faint pulse of light which limned the creature. The daemon rolled its shoulder in response to the attack; the first arrow splintered against the curling ram's horns sprouting from each temple, but the second sank deep into its flesh. Snarling, it yanked out the missile with a crunch and a spray of smouldering lavender ichor, hissing as it tossed the fragments aside.

Initiative
24 - Turathal (-19hp)
22 - Greater Ceustodaemon (-30hp)
18 - Hakaam (-38hp)
16 - Nigel (-12hp)
13 - Hakime (-7hp)
10 - Drokk (-5hp)
10 - Bones (-19hp)
09 - Iso (-22hp)
08 - Slaves
07 - Creature 2

Drokk, you're up. I know we're a little stutter-step progressing here, but Bones, Iso, if your actions don't depend on someone else's, feel free to post them and I will incorporate them as I do these consolidation posts. If you've got a decision tree, feel free to use it, and I'll act accordingly. As always, I strongly recommend you copy a post before previewing/submitting it, just to make sure you don't lose your text.

Scarab Sages

M Dwarf Cleric 6 - HP 53 - AC 20/T: 12/FF:19 - Perception +10 - Fort: +9*, Ref: +4, Will: +10 - CMB: +6, CMD: 18* - Speed: 20 - Init. +1

Bones draws upon the power of Pharasma to channel positive energy to heal his allies. Then moving north calls for the prisoners "Move south get away from the beast!"

Channel: 3d6 ⇒ (3, 5, 3) = 11 to heal allies.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso roars a challenge and races forward and around the back, aiming to strike at the horrible creature.

I figure if he has any AOO he'll take it as I close, so heading around the back won't be any worse, unless Iso drops. In which case he is in enough trouble already

Iso's mighty axe lashes out as he roars a challenge.

Mechanically Iso doesn't rage until after attracting the AOO!

attack,rage: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21
damage(slashing,magic,cold iron),rage: 1d12 + 8 + 3 ⇒ (4) + 8 + 3 = 15

Dark Archive

active effects:
more effects:
M Half Orc Fighter 1 (unbreakable) / Alchemist 11 (beastmorph) | Current AC 23 T 11 FF 23 | HP 100/100 | F +17 R +14 W +9 | Init +1 | Perc +15/17 darkvision 60'

Hearing, or perhaps smelling, the approach of the raging barbarian Iso, Drokk allows his ally to pass before stepping up to confront the daemon. Drokk bellows the known properties of the daemon as he goes. See details upthread everyone.

See how you like the taste of this, daemon-slave!

5' step, full attack with claws

claw 1, mutagen, heroism, GMF, flank, power attack: 1d20 + 12 + 2 + 2 + 1 + 2 - 2 ⇒ (8) + 12 + 2 + 2 + 1 + 2 - 2 = 25damage, mutagen, GMF, vicious, vine strike, thorn body, power attack: 1d6 + 7 + 1 + 2d6 + 1d6 + 1d6 + 4 ⇒ (5) + 7 + 1 + (3, 6) + (2) + (1) + 4 = 29
claw 2, mutagen, heroism, GMF, flank, power attack: 1d20 + 12 + 2 + 2 + 1 + 2 - 2 ⇒ (4) + 12 + 2 + 2 + 1 + 2 - 2 = 21damage, mutagen, GMF, vicious, vine strike, thorn body, power attack: 1d6 + 7 + 1 + 2d6 + 1d6 + 1d6 + 4 ⇒ (2) + 7 + 1 + (4, 2) + (5) + (2) + 4 = 27

Each hit requires a DC15 Ref save or else the monster is Entangled for the duration of the vine strike extract (8 mins). It can free itself with a standard action.

If Drokk is hit by a melee attack (except with a reach weapon), the attacker takes 1d6+8 piercing damage.

Btw, I think Hakime's first successful smite against the daemon (an evil outsider) will do double smite damage. It's an extra two points of damage. Every point counts!

Dark Archive

active effects:
more effects:
M Half Orc Fighter 1 (unbreakable) / Alchemist 11 (beastmorph) | Current AC 23 T 11 FF 23 | HP 100/100 | F +17 R +14 W +9 | Init +1 | Perc +15/17 darkvision 60'

Forgot vicious damage to Drokk (and Nigel via Shield Master).

vicious damage: 1d6 ⇒ 1
vicious damage: 1d6 ⇒ 4

So Drokk takes either 1 or 3 damage, and Nigel takes either 0 or 2 damage depending on whether one or both claws hit.


Male not always to the swift nor the strong. Bard6 / Paladin2 / Fighter2 / Magus4 / Dad2

Bones called upon the mercy of power of Pharasma to channel positive energy. The burst of heliotrope light burst out from him in a wave, to wash over and heal his allies, momentarily limning them in a fading outline of illumination like a sunray through water. Then, moving north, he called out to the prisoners, "Move south, get away from the beast!"

+11hp to everyone

Behind him, the doctor heard a growling warcry. Drokk leaned back and paused for half a breath, allowing Iso to charge past him and into the claws of the waiting daemon. The great beast lashed out, attempting to snare the raging warrior as Drokk cried out a warning, "We need good and silver weapons to harm it! It resists ice, fire and lightning, but not your spells!"

That's a lot for the talking...for future reference, about three of those is probably plenty for the time unless you want to craft it in a more terse sentence

AoO: 1d20 + 13 ⇒ (18) + 13 = 31
Tastes like dirt and feet: 2d6 + 6 ⇒ (4, 5) + 6 = 15

housekeeping check: 1d4 ⇒ 1

Catching Iso's leg in its grasp and pulling him to its maw, the daemon bit down hard on the flesh, rending the meat and the top portion of his boot. Iso snarled in response and kicked the ceustodaemon in the nose. The monster howled and dropped him, grabbing at its face. Tumbling from the fall, Iso rolled up on the creature's rear flank and stood in a fluid motion, leaving bloodspatters on the stone next to the smoldering lavender ichor of the daemon. He drew back to hack the daemon's greasy hide, only to be thwarted as the monster grabbed a weapon rack and flung it in the way. The falling weapons fouled Iso's powerful swing, causing it to go wide while knocking the loose armaments across the room.

Reminder, I'm just using some artistic license here. This is just how Iso's strike misses.

Taking advantage of the distraction, Drokk lunged forward, raking his claws on the daemon's other exposed flank. "See how you like the taste of this, daemon-slave!" cried the hunchback! One blow found purchase, leaving a long trio of furrows in its back and ribbons of hide to smoke and writhe on the ground, like exposed earthworms. The bristly pods on the doctor's fore arms fell into the daemon's fur and split open, releasing wriggling vines.

Reflex Save, DC 15: 1d20 + 6 ⇒ (9) + 6 = 15

The daemon hissed in pain and shook its meaty body, shimmying like a wet dog, flinging the pods away, where their vines swiftly and harmlessly wrapped around hilts and weapon racks. Drokk winced, the magic of his spells causing deep purple bruises to blossom on his collarbone.

Behind him, the freed slaves followed Bone's advice and fled down the passage, barreling past and weaving through your group as fast as they could.

I am presuming no one acts to stop them.

2nd Housekeeping: 1d4 ⇒ 2
3rd Housekeeping: 1d20 + 3 ⇒ (3) + 3 = 6

Bitetasic: 1d20 + 7 ⇒ (14) + 7 = 21
Mmmmm, beard & metal: 2d6 + 12 ⇒ (2, 3) + 12 = 17

Silently gliding over the smoking corpses of perhaps a dozen scorched slaves, the second creature flew across the room. Landing by Bones, it grabbed ahold of the dwarf, its awful teeth crimping the metal in his breastplate, near the shoulder then howled in obscene delight. Bones wrenched himself free, using the haft of his warhammer to break the creature's grip. In your minds, a second voice rumbled, like wobbling sheet metal and grinding stones. "Here, meat! Its been too long since I tasted mortal's blood!"

That should bring us back to Turathal's action. I will work hard to stay on top of things now, but this is a fairly meaty post. :)

Initiative, round 2
24 - Turathal (-8hp)
22 - Greater Ceustodaemon (-51hp)
18 - Hakaam (-27hp)
16 - Nigel (-1hp)
13 - Hakime (0hp)
10 - Drokk (0hp)
10 - Bones (-25hp)
09 - Iso (-26hp)
08 - Slaves
07 - Creature 2

The Exchange

1 person marked this as a favorite.
HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

"Arrghhh" howls the wounded barbarian. Although perhaps not quite as badly wounded as first appearances would indicate.

Dr 2/- so only on 24 damage


Male not always to the swift nor the strong. Bard6 / Paladin2 / Fighter2 / Magus4 / Dad2
Iso Soturi wrote:
Dr 2/- so only on 24 damage

Yes, I had that the first time, but lost it once in editing, I'll fix it on the next update.


Male not always to the swift nor the strong. Bard6 / Paladin2 / Fighter2 / Magus4 / Dad2

Since Turathal can't kill the Greater Ceustodaemon, I'll post its actions...and actually, he might want to reconsider what he does after this...wow.

Turathal felt an odd twinge of Ra in the back of his mind...

NomNomNom: 1d20 + 9 ⇒ (8) + 9 = 17
Mastication Amalgamation: 2d6 + 14 ⇒ (3, 1) + 14 = 18

Fisticuffs: 1d20 + 9 ⇒ (20) + 9 = 29
Hadouken!: 1d6 + 14 ⇒ (6) + 14 = 20

Second verse, same as the first: 1d20 + 9 ⇒ (7) + 9 = 16
Whammo!: 1d6 + 14 ⇒ (1) + 14 = 15

The daemon snarled and turned on Iso, its heavy fist slamming down on the barbarian's collarbone with a sharp snapping noise, audible even by Hakaam, disorienting Iso a moment as it made his arm dangle at an unnatural angle before pulling him into its triple-rows of razor teeth. A foul slurping and crunching noise accompanied Iso's muffled cry as the creature mauled his neck and torso, painting its muzzle the color of port wine while the Horsemen's servant shredded his throat, yet amazingly avoided his beard. The final blow of its other talon reached under the human's chainmail with a wet popping and tearing sound, plunging into his belly. The Kellid gazed with surprise into the beast's unblinking hourglass pupils before his eyes rolled back into his head and he lost consciousness, though he never released his grip on his great axe.

Confirmation Bias: 1d20 + 9 ⇒ (11) + 9 = 20
bonus damage: 1d6 + 14 ⇒ (6) + 14 = 20

Less 2 for each hit is 16, 38, 13. That's 67 points of damage, plus 24 previous points, which puts Iso unconscious and at -19, except! He is raging, and has the guarded life power...so 5 points is turned to nonlethal damage, and he stabilizes at -14 lethal, -19 nonlethal. Wow!

It turned to Drokk and dumped Iso's body unceremoniously, offering a sinister laugh which issued from the back of its throat and mingled with the clatter of the axe on the flagstones. The smell of death washed down the narrow corridor with the noise. Again, the creature's telepathy transmitted to all of your minds, harsh and unremitting, like a steel-wire brush on raw, exposed nerves. "Delicious," it licked the dripping, bloodsoaked tips of its raptor-like claws with an abnormally prehensile, triple-forked amethyst tongue. "Are you all seasoned so liberally? Time to find out!"

Turathal may act (effectively before this post, but with knowledge of it because I wrote it trying to keep things moving), then it'll be Hakaam and the rest of the group up to the slaves (unless he somehow manages to negate this post). I will insert summary posts as necessary. If your actions will not affect someone else's actions, feel free to post them and we'll have it sorted appropriately (and chronologically) in the summary.

Initiative, round 2
24 - Turathal (-8hp)

22 - Greater Ceustodaemon (-51hp)
18 - Hakaam (-27hp)
16 - Nigel (-1hp)
13 - Hakime (0hp)
10 - Drokk (0hp)
10 - Bones (-25hp)
09 - Iso (-86hp, -91nonlethal hp)
08 - Slaves
07 - Creature 2

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

The moment of pain passes in an instant before Iso slumps to the floor. Dreams of Desna float through his mind as he cavorts with beautiful maidens on the sands... although never in the sea itself.

Dark Archive

HP: 58/58 | AC: 12+4/ 11+ T/ 11+4 FF | CMD: 13 | F: +8, R: +5, W: +12 | Init: +6 | Perc: +10, SenseMot+8 | BAB+4 | Speed 40'+10 | Darkvision 90' Spells Sorcerer: 1st:6/8 2nd:4/6 | Cleric 1st:5/5 2nd:4/4 | Channels: 7/9 | Active Conditions: Re-roll Avail Mage Armor, Longstrider,

Let's not be hasty. Turathal may not be able to kill the Ceustodaemon, but he might be able to bring it down...which might spare Iso some damage...

Turathal mutters a curse under his breath, having failed to knock over the beast with his magic missiles. So instead he begins arcane incantations that have been heard many times before, conjuring the most slippery of oily essence under the beast in the hope of knocking it prone.

Grease spell, DC:18 reflex save or knocked prone. On the Ceusto in the armory.

Turathal then shouts at Jahani and her riftwarden friend, as well as the remaining freed prisoners: "Take shelter in the cells! Step in and close the door for cover before another blast kills you all!"


Male not always to the swift nor the strong. Bard6 / Paladin2 / Fighter2 / Magus4 / Dad2

Turathal muttered a curse under his breath, having failed to knock over the beast with his magic missiles. So instead, he began arcane incantations heard many times before, conjuring the most slippery of oily essence under the beast in the hope of knocking it prone.

The ground around the ceustodaemon gained a thick sheet of yellowing paste...

1d20 + 5 ⇒ (19) + 5 = 24

The daemon held its stance, the grease backing up around its heavy feet. It looked down at the ground and then directly at Turathal. Hissing, it stepped up, a hands-breadth off the ground and turned to face Iso, raising a clawed fist into the air...

Turathal then turned and shouted at Jahani and her Riftwarden friend, as well as the remaining freed prisoners, "Take shelter in the cells! Step in and close the door for cover before another blast kills you all!"

Initiative, round 2
24 - Turathal (-8hp)
22 - Greater Ceustodaemon (-51hp)
18 - Hakaam (-27hp)
16 - Nigel (-1hp)
13 - Hakime (0hp)
10 - Drokk (0hp)
10 - Bones (-25hp)
09 - Iso (-86hp, -91nonlethal hp)
08 - Slaves
07 - Creature 2


Male not always to the swift nor the strong. Bard6 / Paladin2 / Fighter2 / Magus4 / Dad2

You do have a move action left, Turathal, if you want to move. I don't want you to miss that, unless you don't want to move or draw anything or what not.

Dark Archive

"monkey" (magical beast) tumour familiar (sage) 10 | AC 16 T 14 FF 14 | HP 46/46 | F +9 R +9 W +4 | CMD 14 | Init +2 | Perc +5 lowlight vision

Nigel will be delaying until we see what Hakime does, and what results any attacks she makes have.

Scarab Sages

M Dwarf Cleric 6 - HP 53 - AC 20/T: 12/FF:19 - Perception +10 - Fort: +9*, Ref: +4, Will: +10 - CMB: +6, CMD: 18* - Speed: 20 - Init. +1

(Adj AC: 23; Spells in effect: +3ac shield of faith (14 rounds left))

The power of Pharasma would shield Bones from harm from the creature's last fierce attack.


Male not always to the swift nor the strong. Bard6 / Paladin2 / Fighter2 / Magus4 / Dad2

Ok. Not an issue. We'll update it on the next summary post.


maps & images for The Ruby Phoenix Tournament |

Turathal does retreat down the hall a bit
iirc, we know the range of the cone/blast/breath weapon? was 30')

Scarab Sages

M Dwarf Cleric 6 - HP 53 - AC 20/T: 12/FF:19 - Perception +10 - Fort: +9*, Ref: +4, Will: +10 - CMB: +6, CMD: 18* - Speed: 20 - Init. +1

(Adj AC: 23; spell +3ac shield of faith (13 rounds left))

On Bones's action:
Not liking the large monster breathing down his neck, Bones concentrates defensively on casting spiritual Weapon to call forth a force dagger from Pharasma to attack the Ceustodaemon.

actions & rolls:

Cast defensively vs DC19 : 1d20 + 10 ⇒ (17) + 10 = 27

Spirital Weapon {link} Pharasma's dagger +8 (force damage 1d8+2 19-20x2) 1 of 6 rounds

spiritual Dagger: 1d20 + 8 ⇒ (6) + 8 = 14 to hit
Force damage: 1d8 + 2 ⇒ (2) + 2 = 4

The Exchange

Male TN Tiefling (Daemon-Spawn) Barbarian (Urban Barbarian) 1 / Investigator (Empiricist) 8 | HP: 75/75| AC: 19 (Current:30) (14 Tch (Current 16), 15 Fl (Current 17) | CMB: +7 CMD: 21 | F: +7, R: +11 (+15 vs traps), W: +6 (+5 vs Illusion/disbelievable effects) | Init: +4 | Perc: +17 (+21 vs traps), SM: +17 |Speed 30ft|Rage=5/6 | |Inspiration (+1d6) 4/8|Mutagen(Dex) 0/1|Active Spells: Heroism, Barkskin, Spider Climb, Shield, Mutagen (Dex)

Hakaam takes a swig of his mutagen and fetches another extract, this one of Shield. That should be enough. Just a few more moments!


Male not always to the swift nor the strong. Bard6 / Paladin2 / Fighter2 / Magus4 / Dad2

The slaves and Riftwardens scattered at Turathal's words, doubling up in a couple of instances, taking refuge inside the previously hated slave cells.

Hakaam quickly imbibed a mutagen and pulled another, glancing up at the terrible creature within arm's reach. Bones took a deep breath and centered himself, Pharasma's Shield having prevented the worst of the daemon's last bite and leaving him with no more than a half-ring of bite marks on his breastplate. A swift prayer manifested Her glorious dagger about the monster's head, dancing and stabbing at its skull. An angry toss of its horns deflected the strike with a lightning-like clash, the beast's voice in each Pathfinder's mind, "You need more than that, Meat!" it roared to punctuate the telepathic comment, "I will eat you slow!"

Initiative, round 2
24 - Turathal (-8hp)
22 - Greater Ceustodaemon (-51hp)
18 - Hakaam (-27hp)
13 - Hakime (0hp)
12 - Nigel (-1hp)
10 - Drokk (0hp)
10 - Bones (-8hp)
09 - Iso (-86hp, -91nonlethal hp, Stabilized)
08 - Slaves
07 - Creature 2

Silver Crusade

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

Hakime continues her assault on the demon...

to hit, smite evil, flurry, point blank, deadly aim: 1d20 + 12 + 3 + 1 - 2 ⇒ (8) + 12 + 3 + 1 - 2 = 22
dmg if hits: 1d8 + 3 + 2 + 4 + 1 ⇒ (8) + 3 + 2 + 4 + 1 = 18

to hit, smite evil, flurry, point blank, deadly aim: 1d20 + 12 + 3 + 1 - 2 ⇒ (6) + 12 + 3 + 1 - 2 = 20
dmg if hits: 1d8 + 3 + 2 + 4 + 1 ⇒ (7) + 3 + 2 + 4 + 1 = 17

Dark Archive

active effects:
more effects:
M Half Orc Fighter 1 (unbreakable) / Alchemist 11 (beastmorph) | Current AC 23 T 11 FF 23 | HP 100/100 | F +17 R +14 W +9 | Init +1 | Perc +15/17 darkvision 60'

"Iso is down!"

Time to send you back to Abaddon, fiend.

Drokk goes claw to claw with the daemon.

claw 1, mutagen, heroism, GMF: 1d20 + 12 + 2 + 2 + 1 ⇒ (7) + 12 + 2 + 2 + 1 = 24damage, mutagen, GMF, vicious, vine strike, thorn body: 1d6 + 7 + 1 + 2d6 + 1d6 + 1d6 ⇒ (6) + 7 + 1 + (5, 3) + (3) + (2) = 27
claw 2, mutagen, heroism, GMF: 1d20 + 12 + 2 + 2 + 1 ⇒ (6) + 12 + 2 + 2 + 1 = 23damage, mutagen, GMF, vicious, vine strike, thorn body: 1d6 + 7 + 1 + 2d6 + 1d6 + 1d6 ⇒ (5) + 7 + 1 + (5, 2) + (2) + (6) = 28
bite, mutagen, heroism, GMF: 1d20 + 12 + 2 + 2 + 1 ⇒ (12) + 12 + 2 + 2 + 1 = 29damage, mutagen, GMF, vicious, vine strike, thorn body: 1d8 + 7 + 1 + 2d6 + 1d6 + 1d6 ⇒ (1) + 7 + 1 + (3, 4) + (6) + (5) = 27

Hopefully that's enough to drop the fiend! If not, that's a DC15 Ref save to avoid Entangle for each attack that hit.

vicious damage to Drokk/Nigel: 3d6 ⇒ (2, 2, 5) = 9 Will split 50/50 with Nigel depending on how many attacks landed.

"Iso needs attention! I am coming to aid the rest of you."

Dark Archive

"monkey" (magical beast) tumour familiar (sage) 10 | AC 16 T 14 FF 14 | HP 46/46 | F +9 R +9 W +4 | CMD 14 | Init +2 | Perc +5 lowlight vision

Nigel stands ready to defend his master. He holds the the vial of blessed oil, waiting to determine whether he should apply it to one of Drokk's weapons or that of an ally.

He screeches as Drokk's amulet causes him some pain. "Eeeek!"

bodyguard 1: 1d20 + 11 ⇒ (13) + 11 = 24
bodyguard 2: 1d20 + 11 ⇒ (11) + 11 = 22
bodyguard 3: 1d20 + 11 ⇒ (18) + 11 = 29
3 successes. Drokk gains +2AC against the next three eligible melee attacks this round.


Male not always to the swift nor the strong. Bard6 / Paladin2 / Fighter2 / Magus4 / Dad2

Hakime draws and fired twice in quick succession. The daemon thrashed its horns, deflecting one shot and drifting slightly to avoid the second. True to philosophy, the Zen archer said nothing. Drokk stepped forward and shouted, "Iso is down!"

"Time to send you back to Abaddon, fiend," thought the alchemist, as he went claw to claw with the creature. Drokk's first blow struck while the monster parried the second with a raised fist and shook vigorously, throwing off the seed pods which attempted to entwine in the beast's hide. He lunged forward, biting down hard on the daemon's raised limb, rending the awful flesh and earning the foul taste of sickness and ashes in his mouth as a reward. The daemon's eyes glimmered with excitement as it saw both the Doctor and his familiar flinch with each successful strike, and it replied with a hissing grin. Nigel, meanwhile, kept his perch on his master's shoulder, tail wrapped about a spike and vial in hand, ready to defend. Iso, meanwhile still laid on the floor, blade yet clenched in his fist.

K:arcane: 1d20 + 13 ⇒ (3) + 13 = 16
Reflex, DC 15: 1d20 + 6 ⇒ (17) + 6 = 23
Reflex, DC 15: 1d20 + 6 ⇒ (14) + 6 = 20

The second creature floated backwards a few feet, gentle as a butterfly, and uttered another invocation of harsh, fleeting syllables. Shadowy chains manifested on several of the Pathfinders' bodies, thick, black chains loaded with heavy locks of obsidian. Only Turathal seemed spared, just out of the effect's reach.

I need a DC 15 Will save from Hakaam, Hakime, Nigel, Drokk, and Bones, or you are slowed. Turathal, you are up and may make a DC 26 Perception check. If Hakime wants, she can make a DC 29 Perception check. Bones and Hakaam may attempt DC 30 Perception checks, if they want to try.

Initiative, round 3
24 - Turathal (-8hp)
22 - Greater Ceustodaemon (-85hp)
18 - Hakaam (-27hp, needs DC 15 Will save)
13 - Hakime (0hp, needs DC 15 Will save)
12 - Nigel (-1hp, needs DC 15 Will save)
10 - Drokk (0hp, needs DC 15 Will save)
10 - Bones (-8hp, needs DC 15 Will save)
09 - Iso (-86hp, -91nonlethal hp, Stabilized)
08 - Slaves
07 - Creature 2

The Exchange

Male TN Tiefling (Daemon-Spawn) Barbarian (Urban Barbarian) 1 / Investigator (Empiricist) 8 | HP: 75/75| AC: 19 (Current:30) (14 Tch (Current 16), 15 Fl (Current 17) | CMB: +7 CMD: 21 | F: +7, R: +11 (+15 vs traps), W: +6 (+5 vs Illusion/disbelievable effects) | Init: +4 | Perc: +17 (+21 vs traps), SM: +17 |Speed 30ft|Rage=5/6 | |Inspiration (+1d6) 4/8|Mutagen(Dex) 0/1|Active Spells: Heroism, Barkskin, Spider Climb, Shield, Mutagen (Dex)

Will Save: 1d20 + 6 - 2 + 2 ⇒ (14) + 6 - 2 + 2 = 20
Perception (Elixir of Vision): 1d20 + 17 + 2 + 10 - 2 ⇒ (11) + 17 + 2 + 10 - 2 = 38

Hakaam feels the pull of the spell upon his limbs. Clawing at his mind to believe. To just let go. But in spite of his mutagen's capacity to make him flighty, he manages to push through, answering the dark invocation with words of his own. "የሻቡቆጽጥ እግር ከእርስዎ ጋር በአጭር ጊዜ ውስጥ መሆን አለበት, ለጭካኔ የጭካኔ ድርጊቶች."

Abyssal:
"The spawn of Shrubxithoth will be with you shortly, you sad excuse of flesh."


Male not always to the swift nor the strong. Bard6 / Paladin2 / Fighter2 / Magus4 / Dad2

I also need to update hp's from the split vicious damage. I did 3 points to Drokk, and 4 points to Nigel, as I presume you want him to soak more? Otherwise note it, and I'll adjust.

Initiative, round 3
24 - Turathal (-8hp)

22 - Greater Ceustodaemon (-85hp)
18 - Hakaam (-27hp)
13 - Hakime (0hp, needs DC 15 Will save)
11 - Drokk (-3hp, needs DC 15 Will save)
10+ - Nigel (-5hp, needs DC 15 Will save)
10 - Bones (-8hp, needs DC 15 Will save)
09 - Iso (-86hp, -91nonlethal hp, Stabilized)
08 - Slaves
07 - Creature 2

Silver Crusade

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

will save dc 15: 1d20 + 14 ⇒ (10) + 14 = 24

perc dc 29: 1d20 + 14 ⇒ (1) + 14 = 15

Hakime manages to shake off the feeling of chains holding her back, but seems oblivious to some other things going on around her.

The Exchange

1 person marked this as a favorite.
Male TN Tiefling (Daemon-Spawn) Barbarian (Urban Barbarian) 1 / Investigator (Empiricist) 8 | HP: 75/75| AC: 19 (Current:30) (14 Tch (Current 16), 15 Fl (Current 17) | CMB: +7 CMD: 21 | F: +7, R: +11 (+15 vs traps), W: +6 (+5 vs Illusion/disbelievable effects) | Init: +4 | Perc: +17 (+21 vs traps), SM: +17 |Speed 30ft|Rage=5/6 | |Inspiration (+1d6) 4/8|Mutagen(Dex) 0/1|Active Spells: Heroism, Barkskin, Spider Climb, Shield, Mutagen (Dex)

Whoops. No Elixir of Vision. Rolling Inspiration.

Inspiration: 1d6 ⇒ 3

Dark Archive

active effects:
more effects:
M Half Orc Fighter 1 (unbreakable) / Alchemist 11 (beastmorph) | Current AC 23 T 11 FF 23 | HP 100/100 | F +17 R +14 W +9 | Init +1 | Perc +15/17 darkvision 60'

3 damage to Drokk and 4 to Nigel is good, thanks. Drokk also has 1hp of damage from the previous round, assuming that he made his attack after Bones' channel rather than before.

Drokk tries to resist the malign influence of the daemon.

Will save vs slow, heroism: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19

Man, I really thought two decent hits on that daemon would be enough to take it down! These are bad, bad monsters!

301 to 350 of 425 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM OfAnything's Port Godless All Messageboards

Want to post a reply? Sign in.