{PFS} {PBP} {LVL 11 - 13} Tide of Honor (Jade Regent book 5, sanctioned portion) (Inactive)

Game Master FiddlersGreen

Seinaru Heikiko

Initiative!
[dice=Matamah]1d20+6[/dice]
[dice=Rand]1d20+6[/dice]
[dice=Rhon+Earl?]1d20+1[/dice]
[dice=42]1d20+5[/dice]
[dice=Alden]1d20+3[/dice]
[dice=Turtle]1d20+4[/dice]
[dice=Turtle]1d20+4[/dice]

42 - GM reroll used


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Scoured Stars Map

The wonders of being able to read things over during lunch.
Fortunately I have not resolved any of those actions yet.

42, I double-checked the magus' class abilities, and it seems that because vorpal is a +5 enchantment, you can't actually apply it to your blade until level 17.

I'll let you change your actions in light of that. Hmm... and because it looks cool, I'll let you use spell combat bladed dash to get to the oni, and then full attack him on your way down. =)

Waiting on 42 and Alden.

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

That sucks major monkey dangly bits. I'll have to change it to shocking burst then.

shocking damage: 1d6 ⇒ 4
shocking crit: 1d10 ⇒ 4

K.Gt.Scimitar: 1d20 + 12 + 5 ⇒ (14) + 12 + 5 = 31 damage: 1d6 + 6 + 4 ⇒ (6) + 6 + 4 = 16 shocking: 1d6 ⇒ 3

The Exchange

”Rand” | Male LG Medium Human Unchained Monk 13 | Mythic Power Uses: 4 (4) | HP 4 (134) | AC 39; T 20; FF 33; +4 dodge bonus to AC vs. Koth | CMD 47 | F +14 R +17 W +17; +2 vs. Enchantments | Init +12 | Perc +24; Darkvision 60' | Speed 70 ft | Ki Pool: 10 (13) | Active Conditions: Barkskin; Shaken; Immune to Electricity and Poison, Resist 10 Acid, Cold, Fire

Stabilization Roll: 1d20 + 2 ⇒ (5) + 2 = 7

Silver Crusade

Male halfling Fighter/Cavalier | hp 28/95 | AC 29, T 12, FF 28 | Fort +10, Ref +6, Will +2 (+6 vs. enchant) | Challenge 2/2 | Bluff +14, Diplom +17, Handle Animal +22, Percept +2 Halfling
Naala, wolf mount:
hp 21/76 | AC 24, T 16, FF 19 | Fort +10, Ref +12, Wil +5 | Speed 50 ft. | Acrobatics +8, Percept +10

Alden, seated on Naala's back once more, rides to 42's rescue, seeing that unfortunately Rand is already down. Naala double-moves, and Alden spends his Standard action to aid 42's AC, giving him +9


Scoured Stars Map

Aye, sorry the nat 20 didn't do as much as you hoped, but that's how the magus works.

Seeing that Rand is already down, Alden moves to guard 42, though he and Naala take some damage as they run through the wall of fire due to not being fireproof.
firewall damage: 2d6 + 11 ⇒ (5, 3) + 11 = 19

Rhon decides that he would be best off drawing hostility from his allies, so he drinks his potion of fly and moves up to the two oni, provoking attacks from them as he moves.
AoO attack roll Nigankona: 1d20 + 30 ⇒ (6) + 30 = 36
AoO attack roll Nobunobu: 1d20 + 21 ⇒ (14) + 21 = 35
Fortunately, due to his defensive stance (and some luck), both attacks miss.

Not relishing the prospect of taking being surrounded by enemies along (lest he suffer the same fate as Rand), Hatsue runs through the wall of fire after Alden, taking position behind him and drawing his bow. He takes a shot at Kazuo...
attack roll: 1d20 + 14 ⇒ (3) + 14 = 17 but misses.

Jiro tries once more to extricate himself from the black tentacles.
CMB roll: 1d20 + 16 + 2 + 1 ⇒ (11) + 16 + 2 + 1 = 30 With a roar, Jiro finally breaks free of the tentacles, and runs out to join the fray!

Finally, 42 attempts to charge his sword with far more power than he normally could, but unable to muster the required power, settles for lightning instead. With a quick incantation, he carries himself up to Nigankona and cuts him twice before floating back down to the ground. Meanwhile, the flames on his clothes keep licking at him...
burn: 2d6 ⇒ (3, 1) = 4

Tokikokito sees that you are all now bunched together, and takes advantage of the situation by sending a fireball into your group before flying closer to engage Alden in combat.
damage: 10d6 ⇒ (3, 4, 3, 4, 3, 5, 4, 2, 6, 2) = 36 DC16 reflex for half
CL check vs Rhon: 1d20 + 11 ⇒ (17) + 11 = 28
Jiro reflex: 1d20 + 11 ⇒ (2) + 11 = 13
Hatsue reflex: 1d20 + 13 ⇒ (8) + 13 = 21
Still disoriented by the tentacular ordeal, Jiro takes the fireball in the face, but Hatsue manages to hide behind 42 and avoid the fireball entirely.

Nigankona roars at 42, who had actually managed to to deal him some damage, and at Rhon who is currently in his face. 1d2 ⇒ 1
Deciding that 42 is the greater threat, he swings furiously at 42, aiming for his 1d2 ⇒ 1 body before floating 5ft back and projecting a fiery missile at Rhon.

pain?:

fly check: 1d20 + 16 ⇒ (12) + 16 = 28
tetsubo attack roll 1: 1d20 + 30 ⇒ (17) + 30 = 47
miss chance: 1d100 ⇒ 32
damage: 2d8 + 18 ⇒ (2, 5) + 18 = 25
tetsubo attack roll 2: 1d20 + 25 ⇒ (16) + 25 = 41
miss chance: 1d100 ⇒ 13
damage: 2d8 + 18 ⇒ (3, 6) + 18 = 27
tetsubo attack roll 3: 1d20 + 20 ⇒ (5) + 20 = 25
miss chance: 1d100 ⇒ 72
damage: 2d8 + 18 ⇒ (2, 2) + 18 = 22
tetsubo attack roll haste: 1d20 + 30 ⇒ (13) + 30 = 43
miss chance: 1d100 ⇒ 62
damage: 2d8 + 18 ⇒ (6, 5) + 18 = 29
fire missile attack roll: 1d20 + 20 ⇒ (12) + 20 = 32
damage: 4d6 ⇒ (2, 5, 5, 4) = 16

With Alden unable to lend proper assistance against the flying monster, the oni manages to strike 42 three times! Fortunately however, the immense tetsubo passes harmlessly through 42's blinking form the first two times, and only gets him on the third swing. The fiery projectile hits Rhon easily, but Rhon's potion of fire resistance proves to be immensely valuable as it shields him completely.

Sennaka charges at Alden...1d2 ⇒ 2 but becides at the last moment to go for Naala!attack roll: 1d20 + 24 ⇒ (9) + 24 = 33
This time, however, Alden is able to reach Sennaka and fend off his blow before the katana can cut his faithful companion.
Kazuo quickly follows up from behind and pulls his master out of combat once more.

Round 5 (Party Haste 8 rounds):
Nigankona -57hp (flying 10ft)
Sikutsu Sennaka (challenging Rand) -107
Kazuo Yojimbo -122hp
Matamah -34hp (6 images)
Rand -127hp (bleeding)
Nobunobu (BT 7) (flying 10ft)
Alden -25hp
Naala -19hp
Rhon -7hp
Habesuta Hatsue -23hp
Hirabashi Jiro -71hp (bless weapon, heroism)
42 -71hp(blinking, on fire)
Tokikokito (BT 8) (2 fireball used)

All of you except for Rand need to make a DC16 reflex save against the fireball.

42's on 6hp not counting the fireball. Fortunately blinking will halve the fireball damage, but he could still use some healing.

Matamah and Rand are up.

Silver Crusade

Active Spells:
Aura's:
Aura of Good (Overwhelming) l Aura of Courage (10 ft) l Aura of Resolve (10 ft) | Aura of Faith (10 ft)
LG Male Dwarf Paladin (Stonelord) 16 | HP 182/182 | AC 43 | T 14 | FF 42 | CMB +16 | CMD 34 | Fort: +20 (+2 poison/drugs, +4 alcohol), Ref: +11, Will: +19 (+1 all saves FF/surprise rd) | 8/adamantine | SR 21 | Fortification 75% | Immune to Blood Drain, Charm, Fear, & Petrification | Perception: +25 (+2 unusual stonework)(darkvision 60 ft) | Init: +1 | Move 20' | LoH 11/11 | DS 38/38 |

Reflex Save vs Fireball: DC 16: 1d20 + 8 ⇒ (4) + 8 = 12

Silver Crusade

Aasimar Bard 13 | HP 127/127 | AC 14 | T 11 | FF 13 | CMD 19 | F +15 | R +16 | W +15 | +4 vs. sonic/lang, +2 vs. charm/compulsion | Resist Acid/Cold/Elec 5 | Init +6 | Perc +4 (Blindsight 40 ft., Darkvision 60 ft.) | Sense Motive +27 | Spells: Level 1: 8/8, Level 2: 7/7, Level 3: 6/6, Level 4: 5/5, Level 5: 3/3 | Bardic Performance Rounds: 43/43 | Active Spells: None Yet

Reflex Save (Haste): 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26 - Ahh, fire. The aasimar's weakness.

Free Action
A little afraid, Matamah still decides to continue his inspiring chants.

Standard Action
Thinking he needs to at least stop one of the enemies, he casts Confusion on the most possible enemies he can target. Looks like he can get 4 of them in a burst 15' burst if centers 5' up on the lower right corner of the blue-skinned enemy. If you disagree, then he'll probably get 3 instead. DC 24 Will to negate. Doing so defensively and he can't fail to do that.

Move Action
Thinking that having a samurai next to him is bad, he opts to take an attack for a quick getaway. Not wanting Matamah to get full attacked. He will take an AoO from the enemy that was next to him. Remember, 1d7 for Mirror Image.

REMEMBER: INSPIRE COURAGE, FLAGBEARER, AND HASTE (+5 to attack rolls (and CMB), +4 to damage rolls, +1 dodge bonus to AC and CMD, +1 Reflex Save, double move speed (up to +30 ft.), +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))

FLAGBEARER ONLY WORKS IF WITHIN 30 FT. OF MATAMAH (-1 attack/damage from bonuses listed above if beyond that range).

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

Reflex: 1d20 + 13 ⇒ (14) + 13 = 27

42 easily avoids the full front of the fireball, but still passes out from the heat.

With the blinking, 42 is now at -3

Silver Crusade

Male halfling Fighter/Cavalier | hp 28/95 | AC 29, T 12, FF 28 | Fort +10, Ref +6, Will +2 (+6 vs. enchant) | Challenge 2/2 | Bluff +14, Diplom +17, Handle Animal +22, Percept +2 Halfling
Naala, wolf mount:
hp 21/76 | AC 24, T 16, FF 19 | Fort +10, Ref +12, Wil +5 | Speed 50 ft. | Acrobatics +8, Percept +10

Reflex Alden: 1d20 + 6 ⇒ (9) + 6 = 15
Reflex Naala: 1d20 + 12 ⇒ (3) + 12 = 15 Wow... missed it by one for BOTH of them. Ugh.

Both Alden and Naala are well-singed by the fireball.

The Exchange

”Rand” | Male LG Medium Human Unchained Monk 13 | Mythic Power Uses: 4 (4) | HP 4 (134) | AC 39; T 20; FF 33; +4 dodge bonus to AC vs. Koth | CMD 47 | F +14 R +17 W +17; +2 vs. Enchantments | Init +12 | Perc +24; Darkvision 60' | Speed 70 ft | Ki Pool: 10 (13) | Active Conditions: Barkskin; Shaken; Immune to Electricity and Poison, Resist 10 Acid, Cold, Fire

Stabilization: 1d20 + 2 ⇒ (1) + 2 = 3


Scoured Stars Map

Matamah keeps up his music, but inserts a discordant note that threatens to disupt the senses of his enemies. As he releases his spell, however, he seems to encounter resistance...

Round 5 (Party Haste 8 rounds):
Nigankona -57hp (flying 10ft)
Sikutsu Sennaka (challenging Rand) -107
Kazuo Yojimbo -122hp
Matamah -52hp (6 images)
Rand -127hp (bleeding)
Nobunobu (BT 7) (flying 10ft)
Alden -61hp
Naala -55hp
Rhon -23hp
Habesuta Hatsue -23hp
Hirabashi Jiro -71hp (bless weapon, heroism)
42 -80hp(blinking)
Tokikokito (BT 8) (2 fireball used)

Matamah, you discover that all the enemies except Sennaka have spell resistance!

Roll a CL check.

Silver Crusade

Aasimar Bard 13 | HP 127/127 | AC 14 | T 11 | FF 13 | CMD 19 | F +15 | R +16 | W +15 | +4 vs. sonic/lang, +2 vs. charm/compulsion | Resist Acid/Cold/Elec 5 | Init +6 | Perc +4 (Blindsight 40 ft., Darkvision 60 ft.) | Sense Motive +27 | Spells: Level 1: 8/8, Level 2: 7/7, Level 3: 6/6, Level 4: 5/5, Level 5: 3/3 | Bardic Performance Rounds: 43/43 | Active Spells: None Yet

Believe it's separate for each one.

Caster Level Check: 1d20 + 12 ⇒ (18) + 12 = 30
Caster Level Check: 1d20 + 12 ⇒ (14) + 12 = 26
Caster Level Check: 1d20 + 12 ⇒ (18) + 12 = 30
Caster Level Check: 1d20 + 12 ⇒ (4) + 12 = 16


Scoured Stars Map

Nice rolls! Sennaka didn't have SR, so you got all of them. Well, penetrated their SR at least. They still get their will save. Sennaka will use resolve to roll twice and take the better roll.

Nigankona's will save roll: 1d20 + 15 ⇒ (18) + 15 = 33
Sennaka's will save 1st roll: 1d20 + 8 ⇒ (2) + 8 = 10
Sennaka's will save 2nd roll: 1d20 + 8 ⇒ (18) + 8 = 26 Takes this one and makes it.
Kazuo's will save roll: 1d20 + 13 ⇒ (4) + 13 = 17 Ha! The bodyguard!
Tokikokito's will save roll: 1d20 + 12 ⇒ (7) + 12 = 19 Got two!

The mighty Nigankona shrugs off Matamah's spell easily, and Sennaka powers through with the resolve that he had honed through his training as a samurai. However, as his bodygaurd's eyes glaze over, he begins to wonder if he should have sent Kazuo for similar training. Tokikokito also begins to look about in a daze...

Satisfied at his handiwork, Matamah decides to head for where he thinks he will be safer. Nobunobu will have none of that, however, and takes a swing at Matamah as he moves.
attack roll: 1d20 + 21 ⇒ (20) + 21 = 41
confirmation roll: 1d20 + 21 ⇒ (1) + 21 = 22 lol
image?: 1d7 ⇒ 2 Double lol
He smashes one of the many Matamahs running by, but that one simply vanishes with a pop.

Unwilling to just let it go at that, the oni flies off after Matamah and takes a swing at him again.
vital strike power attack roll: 1d20 + 21 - 4 ⇒ (8) + 21 - 4 = 25
image?: 1d6 ⇒ 1 Ouch
damage roll: 2d8 + 10 + 12 ⇒ (5, 4) + 10 + 12 = 31
Matamah feels his teeth rattling in his jaws as the oni picks the right one this time and smacks him on the side of the head. The oni gloats as it hovers over Matamah, daring him to move again.

Meanwhile, Rand continues to bleed...

Round 5 (Party CL 13 Haste cast in round 1):
Nigankona -57hp
Sikutsu Sennaka (challenging Rand) -107
Kazuo Yojimbo -122hp (confused in round 5)
Matamah -83hp (5 images)
Rand -127hp (bleeding)
Nobunobu (BT cast in round 1)
Alden -61hp
Naala -55hp
Rhon -23hp
Habesuta Hatsue -23hp
Hirabashi Jiro -71hp (bless weapon, heroism)
42 -80hp (blinking, bleeding)
Tokikokito (BT cast in round 1) (2 fireball used) (confused in round 5)

Well, so there's good news and bad news. The good news is that 2 of the enemies are now confused. And hey! They're adjacent to each other!

The bad news is that two of your hard hitters are down and bleeding.

42 needs a stabilisation roll.

Alden and Rhon are up.

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

stabilize: 1d20 + 1 ⇒ (17) + 1 = 18

42 is not bleeding... but he is slightly snoring.

Silver Crusade

Active Spells:
Aura's:
Aura of Good (Overwhelming) l Aura of Courage (10 ft) l Aura of Resolve (10 ft) | Aura of Faith (10 ft)
LG Male Dwarf Paladin (Stonelord) 16 | HP 182/182 | AC 43 | T 14 | FF 42 | CMB +16 | CMD 34 | Fort: +20 (+2 poison/drugs, +4 alcohol), Ref: +11, Will: +19 (+1 all saves FF/surprise rd) | 8/adamantine | SR 21 | Fortification 75% | Immune to Blood Drain, Charm, Fear, & Petrification | Perception: +25 (+2 unusual stonework)(darkvision 60 ft) | Init: +1 | Move 20' | LoH 11/11 | DS 38/38 |

Attack of Opportunity vs. Oni that pursued Matamah
+1 Ghost Touch Dwarven Waraxe: 1d20 + 21 ⇒ (17) + 21 = 38
Damage: magic, ghost touch, slashing: 1d10 + 8 ⇒ (1) + 8 = 9

Rhon flies 5 feet to confront the Oni that 42 has struck. Fly Check to remain flying after moving less than half speed: DC 10: 1d20 - 1 ⇒ (20) - 1 = 19

Free Action
Rhon enters his Defensive Stance.

Swift Action
Rhon activates Stonestrike.

Full Attack Action
+1 Ghost Touch Dwarven Waraxe: 1d20 + 26 ⇒ (10) + 26 = 36
Damage: magic, ghost touch, slashing, adamantine: 1d10 + 13 ⇒ (9) + 13 = 22
Additional damage from Bane (Earth Subtype or Constructs): 2d6 ⇒ (1, 1) = 2

+1 Ghost Touch Dwarven Waraxe, Haste: 1d20 + 26 ⇒ (5) + 26 = 31
Damage: magic, ghost touch, slashing, adamantine: 1d10 + 13 ⇒ (7) + 13 = 20
Additional damage from Bane (Earth Subtype or Constructs): 2d6 ⇒ (3, 4) = 7

+1 Ghost Touch Dwarven Waraxe: 1d20 + 21 ⇒ (16) + 21 = 37
Damage: magic, ghost touch, slashing, adamantine: 1d10 + 13 ⇒ (5) + 13 = 18
Additional damage from Bane (Earth Subtype or Constructs): 2d6 ⇒ (4, 1) = 5

+1 Ghost Touch Dwarven Waraxe: 1d20 + 16 ⇒ (17) + 16 = 33
Damage: magic, ghost touch, slashing, adamantine: 1d10 + 13 ⇒ (6) + 13 = 19
Additional damage from Bane (Earth Subtype or Constructs): 2d6 ⇒ (2, 1) = 3


Scoured Stars Map

Rhon, whilst waiting for Alden, can I confirm your AC when in defensive stance (i.e. your current AC)... against (you will like this) creatures with the giant subtype?

Basically, does your AC of 39 take into account haste, defensive stance and defensive training vs giants? If not, please give me an updated AC (normal and vs giants).

Silver Crusade

Active Spells:
Aura's:
Aura of Good (Overwhelming) l Aura of Courage (10 ft) l Aura of Resolve (10 ft) | Aura of Faith (10 ft)
LG Male Dwarf Paladin (Stonelord) 16 | HP 182/182 | AC 43 | T 14 | FF 42 | CMB +16 | CMD 34 | Fort: +20 (+2 poison/drugs, +4 alcohol), Ref: +11, Will: +19 (+1 all saves FF/surprise rd) | 8/adamantine | SR 21 | Fortification 75% | Immune to Blood Drain, Charm, Fear, & Petrification | Perception: +25 (+2 unusual stonework)(darkvision 60 ft) | Init: +1 | Move 20' | LoH 11/11 | DS 38/38 |

GM: My armor class vs. giants: AC 44, T 21, FF 35. Everything is correct in my stat line at the moment since I am flying. If I wind up back on the ground several things will increase.

Silver Crusade

Male halfling Fighter/Cavalier | hp 28/95 | AC 29, T 12, FF 28 | Fort +10, Ref +6, Will +2 (+6 vs. enchant) | Challenge 2/2 | Bluff +14, Diplom +17, Handle Animal +22, Percept +2 Halfling
Naala, wolf mount:
hp 21/76 | AC 24, T 16, FF 19 | Fort +10, Ref +12, Wil +5 | Speed 50 ft. | Acrobatics +8, Percept +10

Lucky for both Alden and Rhon, Rhon and the onis are only 10 ft. off the ground, which means Alden threatens them with his lance, which means he can help Rhon. Unfortunately, Naala cannot.

Naala moves a few feet over (no AOOs provoked thanks to Escape Route) and then Alden uses his Swift and Standard actions to grant Rhon an additional +18 to his AC. "You're our greatest chance of victory, brother, I will keep you safe as long as I'm able!"

For the next round, and because it's many MANY posts back somewhere, do we know if these onis (or just some of them) would happen to be immune to fire? Alden still has his necklace he can use to at least wear them down, with the assumption that they're not all completely immune.


Scoured Stars Map

I think it's only +9 since Naala can't reach the oni...but that's not entirely a bad thing since that means she protects you. Also, between the two of you, Rhon is near impossible to hit...

The two-headed oni and the ogre mage are not resistant to fire, whilst the last one is literally covered in flames. None of them appear to have the earth subtype =p.

Alden heads towards Rhon as the dwarf goes toe to toe with the flying oni. Rhon swings his axe at Nobunobu as he flies after Matamah, but while the axe hits easily, it bounces off the oni's oddly stone-like skin. He is tempted to chase after it, but the flaming oni was the one who destroyed Earl, and Rhon is eager for some payback! Ignoring the flames covering the oni's body, he puts his fury behind every strike, and every swing strikes true, drawing blood.

Hatsue sees the fallen 42 beside him and quickly stoops down to help him up. Her hand glows with positive energy as she helps him to his feet.
Lay on hands Hatsue: 2d6 ⇒ (1, 1) = 2
Lay on hands 42: 2d6 ⇒ (6, 1) = 7
I looked through her stats and realised that she had some minor healing...enough to get 42 back to his feet. 42 you are conscious and no longer prone. Your weapon is still on the ground though.

Jiro sees that Sennaka is close by, and goes straight for him, managing to avoid Nigankona and Tokikokito, but provoking from Kazuo who lashes out at him instinctively.
attack of opportunity: 1d20 + 19 ⇒ (5) + 19 = 24
The samurai narrowly avoids the oni's strike and goes for Sennaka!
attack roll: 1d20 + 23 ⇒ (4) + 23 = 27
However, the momentary distraction is just enough to make him miss Senna by a whisker! The two samurai exchange harsh bitter words (that none of you understand or are conscious to hear), but the animosity between them is clear.

Round 5 (Party CL 13 Haste cast in round 1):
Nigankona -131hp
Sikutsu Sennaka (challenging Rand) -107
Kazuo Yojimbo -117hp (confused in round 5)
Matamah -83hp (5 images)
Rand -127hp (bleeding)
Nobunobu (BT cast in round 1) (-9ss)
Alden -61hp
Naala -55hp
Rhon -23hp
Habesuta Hatsue -21hp
Hirabashi Jiro -71hp (bless weapon, heroism)
42 -73hp (blinking, bleeding)
Tokikokito (BT cast in round 1) (2 fireball used) (confused in round 5)

Ok, 42, decision time. You are back at positive hit points, but you're on very low health. If you open your eyes, Hatsue will help you to your feet, but your weapon is still on the floor. If you remain on the ground, the enemies will assume you are dead, but your allies might need your help.

The choice is your's.

I will point out that since Hatsue did a lay on hands on you, he apparently has some paladin class levela and is able to use your wand of CMW if you can just get away from danger for a few moments.

42, what do you wish to do?

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

I can move us to a new location with dimension door. What do you guys think?

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

42 opens up his eyes, "Grab me" he says, grabbing onto Naala and Alden, putting his feet agains his other two teammates.

CoD: 1d20 + 16 ⇒ (3) + 16 = 19 Made it by one. :)

42, and those he touched, move to the lunch room. "Grab my wand, we have to hurry."

Silver Crusade

Male halfling Fighter/Cavalier | hp 28/95 | AC 29, T 12, FF 28 | Fort +10, Ref +6, Will +2 (+6 vs. enchant) | Challenge 2/2 | Bluff +14, Diplom +17, Handle Animal +22, Percept +2 Halfling
Naala, wolf mount:
hp 21/76 | AC 24, T 16, FF 19 | Fort +10, Ref +12, Wil +5 | Speed 50 ft. | Acrobatics +8, Percept +10

Well done, 42! Hopefully this will give us the ability to regroup and maybe even finish them off.


Scoured Stars Map

42, 2 things. One, Rhon is 10ft in the air, so without flight, you can't reach him. Also, taking Rhon away will leave Matamah out there alone. Finally, if all combatants leave while Rand is left in the courtyard bleeding out... well, a samurai like Sennaka doesn't get to high levels without checking to see that his enemies are dead-dead.

Confirm that you are only taking Alden, Naala and Hatsue? Or will you leave Alden outside to help Rhon?
Alternatively, Alden can choose to remain outside with Rhon.

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

I'll just take Hatsue, since i will be back soon after healing. 2-3 rounds...


Scoured Stars Map

Ok, that sets the battlefield. Let's see how this plays out.

42 casts a spell to transport himself and Hatsue to the meeting room. He quickly hands Hatsue his wand and says the activation word whilst holding it out to the warrior, who realises what is going on and takes the wand, ready to use it on 42 on his turn.

confusion: 1d100 ⇒ 25
Tokikokito staggers around a little, but manages to regain his senses momentarily. Seeing Alden within reach, he begins swinging his monk spade at the little cavalier.

swinging:

attack roll 1: 1d20 + 21 ⇒ (4) + 21 = 25
attack roll double weapon: 1d20 + 21 ⇒ (6) + 21 = 27
attack roll 2: 1d20 + 16 ⇒ (13) + 16 = 29
attack roll 3: 1d20 + 11 ⇒ (6) + 11 = 17
attack roll haste: 1d20 + 21 ⇒ (5) + 21 = 26
total damage: 1d8 + 10 ⇒ (7) + 10 = 17

Despite the many swings, only one of his strikes connects with the halfling.

Nigankona slugs it out with Rhon, determined not to be shown up by the puny dwarf that stands before him.
fly check: 1d20 + 16 ⇒ (6) + 16 = 22

swings:

attack roll 1: 1d20 + 30 ⇒ (1) + 30 = 31
attack roll 2: 1d20 + 25 ⇒ (18) + 25 = 43
attack roll 3: 1d20 + 20 ⇒ (12) + 20 = 32
attack roll haste: 1d20 + 30 ⇒ (15) + 30 = 45
total damage: 2d8 + 18 ⇒ (1, 6) + 18 = 25 x 3

The oni nearly drops his tetsubo on the first swing. His second is met with interference from Alden's lance, and the oni realises Alden's true role in this battle. He adjusts his elevation just a little further up before continuing his assault on Rhon. Even then, Rhon's combination of defensive training against giants and his defensive stance allow him to fend off the blows, until with a sudden burst of speed the oni delivers a backswing that catches the dwarf's armor at an awkward angle... and rends off half the chest piece with a screech of twisting metal!
Yep... so they gave this guy this item: "tetsubo of the titans (+3 tetsubo, as maul of the titans)", which is basically THE go-to item for sunder builds.

Sennaka sneers as he sees Jiro before him. Samurai vs Samurai, as it should be. He replies to Jiro's challenge with one of his own, and unleashes a barrage of strikes.

slashes!:

attack roll 1: 1d20 + 23 ⇒ (4) + 23 = 27
damage roll: 1d8 + 11 + 14 ⇒ (7) + 11 + 14 = 32
attack roll 2: 1d20 + 18 ⇒ (17) + 18 = 35
damage roll: 1d8 + 11 + 14 ⇒ (2) + 11 + 14 = 27
attack roll 3: 1d20 + 13 ⇒ (7) + 13 = 20
damage roll: 1d8 + 11 + 14 ⇒ (1) + 11 + 14 = 26
attack roll haste: 1d20 + 23 ⇒ (12) + 23 = 35
damage roll: 1d8 + 11 + 14 ⇒ (2) + 11 + 14 = 27
total damage: 1d8 + 10 ⇒ (3) + 10 = 13

Despite his many wounds, Sennaka proves himself a formidable foe, and Jiro, already battered and burned by the magical assault earlier, falls to the Sennaka's second strike. With a third, Sennaka cuts once more... and Jiro falls to the ground without its head...

Kazuo's confusion: 1d100 ⇒ 29
Meanwhile. Kazuo looks around and just babbles incoherently.

Round 6 (Party CL 13 Haste cast in round 1):
Nigankona -131hp
Sikutsu Sennaka (challenging Rand, challenging Jiro) -107
Kazuo Yojimbo -117hp (confused in round 5)
Matamah -83hp (5 images)
Rand -127hp (bleeding)
Nobunobu (BT cast in round 1) (-9ss)
Alden -78hp
Naala -55hp
Rhon -23hp / Rhon's armor - (Hardness 16, HP 16/75 = damaged)
Habesuta Hatsue -21hp
Hirabashi Jiro -71hp (bless weapon, heroism)
42 -73hp (blinking)
Tokikokito (BT cast in round 1) (2 fireball used) (confused in round 5)

Rhon, your armor is damaged, and you have discovered that Nigankona is carrying a variation of one of the most terrifyingly specialised sundering weapons crafted in Golarion. Do note that this will affect your ACP to fly checks.

Aaaand.... I was hoping Jiro would get at least one full attack in... he was only 1 level lower than Sennaka. =(

Matamah, you're up.

Silver Crusade

Active Spells:
Aura's:
Aura of Good (Overwhelming) l Aura of Courage (10 ft) l Aura of Resolve (10 ft) | Aura of Faith (10 ft)
LG Male Dwarf Paladin (Stonelord) 16 | HP 182/182 | AC 43 | T 14 | FF 42 | CMB +16 | CMD 34 | Fort: +20 (+2 poison/drugs, +4 alcohol), Ref: +11, Will: +19 (+1 all saves FF/surprise rd) | 8/adamantine | SR 21 | Fortification 75% | Immune to Blood Drain, Charm, Fear, & Petrification | Perception: +25 (+2 unusual stonework)(darkvision 60 ft) | Init: +1 | Move 20' | LoH 11/11 | DS 38/38 |

That is just mean!

My armor class has been updated in my stat line. Current AC vs. Giants: AC 37, T 21, FF 29.


Scoured Stars Map

Damaged, not destroyed yet. The AC that your armor provides is halved, and it can still be repaired using the mending cantrip. If it gets completely destroyed, you will need a make whole spell.

But you think that if your armor takes one more hit from that tetsubo, it might get destroyed.

Silver Crusade

Aasimar Bard 13 | HP 127/127 | AC 14 | T 11 | FF 13 | CMD 19 | F +15 | R +16 | W +15 | +4 vs. sonic/lang, +2 vs. charm/compulsion | Resist Acid/Cold/Elec 5 | Init +6 | Perc +4 (Blindsight 40 ft., Darkvision 60 ft.) | Sense Motive +27 | Spells: Level 1: 8/8, Level 2: 7/7, Level 3: 6/6, Level 4: 5/5, Level 5: 3/3 | Bardic Performance Rounds: 43/43 | Active Spells: None Yet

"Our situation is dire."

If this guy is hoping for a full attack on me it will never happen ;)

Free Action
Matamah continues to inspire.

Standard Action
He casts Cacophonous Call at the enemy above him. DC 23 Will save or be nauseated for 12 rounds.
Caster Level Check: 1d20 + 12 ⇒ (6) + 12 = 18

Move Action
He moves away again. Provoking an AoO.

REMEMBER: INSPIRE COURAGE, FLAGBEARER, AND HASTE (+5 to attack rolls (and CMB), +4 to damage rolls, +1 dodge bonus to AC and CMD, +1 Reflex Save, double move speed (up to +30 ft.), +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))

FLAGBEARER ONLY WORKS IF WITHIN 30 FT. OF MATAMAH (-1 attack/damage from bonuses listed above if beyond that range).


Scoured Stars Map

That is precisely what he is hoping for. These guys like their full attacks. XD

This time, Matamah fails to put enough power into his spell, and it fizzles against the magic resistance of the oni.

As Matamah moves away from the oni again, he takes another swing.
power attack vital strike attack roll: 1d20 + 21 - 4 ⇒ (9) + 21 - 4 = 26
image?: 1d6 ⇒ 6
The oni crushes another fake Matamah as the real one runs further away. Determine to catch his quarry, the oni flies after Matamah to try to attack him again.
power attack vital strike attack roll: 1d20 + 21 - 4 ⇒ (5) + 21 - 4 = 22
image?: 1d5 ⇒ 3
And another fake Matamah disappears.

Rand continues to bleed slowly. Meanwhile, inside the keep, 42 spits a mouthful of blood on the floor as Hatsue takes his wand and repeats the command word to cast a healing spell on 42. She also takes the opportunity to channel some of her own healing into herself.
lay on hands: 2d6 ⇒ (2, 6) = 8

Round 6 (Party CL 13 Haste cast in round 1):
Nigankona -131hp
Sikutsu Sennaka (challenging Rand, challenging Jiro) -107
Kazuo Yojimbo -117hp (confused in round 5)
Matamah -83hp (3 images)
Rand -128hp (bleeding)
Nobunobu (BT cast in round 1) (-9ss)
Alden -78hp
Naala -55hp
Rhon -23hp / Rhon's armor - (Hardness 16, HP 16/75 = damaged)
Habesuta Hatsue -13hp
Hirabashi Jiro -71hp (bless weapon, heroism)
42 -73hp (blinking)
Tokikokito (BT cast in round 1) (2 fireball used) (confused in round 5)

Alden, Naala, Rhon and 42 are up.

42, you can roll your own healing from your wand.

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

So, the Paladin heals me with the wand. Right?

42 retrieves his wand for the Paladin to use his wand on him.
CMW: 2d8 + 3 ⇒ (7, 4) + 3 = 14
Use Magical Device: 1d20 + 13 ⇒ (14) + 13 = 27 to use the wand myself
Taking it back, 42 uses it once more on himself.
CMW: 2d8 + 3 ⇒ (6, 3) + 3 = 12


Scoured Stars Map

Yep. Heh. I'll just say that you are each holding one end of the wand. XD

42 and Hatsue both grip his wand and together use it to make 42 feel better.

Round 6 (Party CL 13 Haste cast in round 1):
Nigankona -131hp
Sikutsu Sennaka (challenging Rand, challenging Jiro) -107
Kazuo Yojimbo -117hp (confused in round 5)
Matamah -83hp (3 images)
Rand -128hp (bleeding)
Nobunobu (BT cast in round 1) (-9ss)
Alden -78hp
Naala -55hp
Rhon -23hp / Rhon's armor - (Hardness 16, HP 16/75 = damaged)
Habesuta Hatsue -13hp
Hirabashi Jiro -71hp (bless weapon, heroism)
42 -47hp (blinking)
Tokikokito (BT cast in round 1) (2 fireball used) (confused in round 5)

Alden, Naala and Rhon are still up.

Silver Crusade

Active Spells:
Aura's:
Aura of Good (Overwhelming) l Aura of Courage (10 ft) l Aura of Resolve (10 ft) | Aura of Faith (10 ft)
LG Male Dwarf Paladin (Stonelord) 16 | HP 182/182 | AC 43 | T 14 | FF 42 | CMB +16 | CMD 34 | Fort: +20 (+2 poison/drugs, +4 alcohol), Ref: +11, Will: +19 (+1 all saves FF/surprise rd) | 8/adamantine | SR 21 | Fortification 75% | Immune to Blood Drain, Charm, Fear, & Petrification | Perception: +25 (+2 unusual stonework)(darkvision 60 ft) | Init: +1 | Move 20' | LoH 11/11 | DS 38/38 |

Free Action
Rhon ends his Defensive Stance. Rhon is fatigued for 2 rounds

Swift Action
Lay on Hands: 6d6 + 1 ⇒ (2, 3, 4, 1, 4, 5) + 1 = 20 Mercy removes the fatigued condition.

Rhon flies 5 feet closer to Nigankona (I am assuming that is the firey Oni).
Fly Check: DC 10: 1d20 - 6 ⇒ (10) - 6 = 4

Rhons damaged armor tangles up his attempt to advance on his advesary causing him to fall to the ground and land prone.
Falling Damage: 1d6 ⇒ 2

Rhon stands back up, a small cloud of dust, and debris falling clear of his battered armor. "Come get some you big ugly brute."

GM: Rhon is now at an elevation of 0 feet.

The Exchange

”Rand” | Male LG Medium Human Unchained Monk 13 | Mythic Power Uses: 4 (4) | HP 4 (134) | AC 39; T 20; FF 33; +4 dodge bonus to AC vs. Koth | CMD 47 | F +14 R +17 W +17; +2 vs. Enchantments | Init +12 | Perc +24; Darkvision 60' | Speed 70 ft | Ki Pool: 10 (13) | Active Conditions: Barkskin; Shaken; Immune to Electricity and Poison, Resist 10 Acid, Cold, Fire

Stabilization Check: 1d20 + 2 ⇒ (5) + 2 = 7

Silver Crusade

Aasimar Bard 13 | HP 127/127 | AC 14 | T 11 | FF 13 | CMD 19 | F +15 | R +16 | W +15 | +4 vs. sonic/lang, +2 vs. charm/compulsion | Resist Acid/Cold/Elec 5 | Init +6 | Perc +4 (Blindsight 40 ft., Darkvision 60 ft.) | Sense Motive +27 | Spells: Level 1: 8/8, Level 2: 7/7, Level 3: 6/6, Level 4: 5/5, Level 5: 3/3 | Bardic Performance Rounds: 43/43 | Active Spells: None Yet

Damn, posted in a hurry so didn't say defensively. Sorry guys :(

Silver Crusade

Male halfling Fighter/Cavalier | hp 28/95 | AC 29, T 12, FF 28 | Fort +10, Ref +6, Will +2 (+6 vs. enchant) | Challenge 2/2 | Bluff +14, Diplom +17, Handle Animal +22, Percept +2 Halfling
Naala, wolf mount:
hp 21/76 | AC 24, T 16, FF 19 | Fort +10, Ref +12, Wil +5 | Speed 50 ft. | Acrobatics +8, Percept +10

Alden and Naala both aid Rhon with their Standard actions, adding +15 to his AC. Alden also uses his Move action to grant soft cover to Rhon, giving him another +4 to AC. Finally, Alden uses his Swift action to give Naala more AC, adding +9.

Alden's AC is 29, Naala's is 33, and Rhon has +19 for this round. On up to four attacks, Alden and Naala can give Rhon ANOTHER +15 using AOOs. :)

Silver Crusade

Active Spells:
Aura's:
Aura of Good (Overwhelming) l Aura of Courage (10 ft) l Aura of Resolve (10 ft) | Aura of Faith (10 ft)
LG Male Dwarf Paladin (Stonelord) 16 | HP 182/182 | AC 43 | T 14 | FF 42 | CMB +16 | CMD 34 | Fort: +20 (+2 poison/drugs, +4 alcohol), Ref: +11, Will: +19 (+1 all saves FF/surprise rd) | 8/adamantine | SR 21 | Fortification 75% | Immune to Blood Drain, Charm, Fear, & Petrification | Perception: +25 (+2 unusual stonework)(darkvision 60 ft) | Init: +1 | Move 20' | LoH 11/11 | DS 38/38 |

Alden! Don't worry about protecting me. Hurl your beads at the non-resistant Oni."


Scoured Stars Map

Hey guys, sorry update took awhile. Paizo boards ate a post.

Rhon finds flying more than a little difficult in his battered armor, and as he adjusts his stance, he finds himself falling to the ground. Alden quickly comes to his aid, despite Rhon's protest.

Tokikokito confusioned: 1d100 ⇒ 16
Tokikokito looks around in confusion, then narrows his focus on Alden.

Alden getting smacked:

attack roll 1: 1d20 + 21 - 4 ⇒ (11) + 21 - 4 = 28
attack roll 2: 1d20 + 21 - 4 ⇒ (6) + 21 - 4 = 23
attack roll 3: 1d20 + 16 - 4 ⇒ (1) + 16 - 4 = 13
attack roll 4: 1d20 + 11 - 4 ⇒ (16) + 11 - 4 = 23
attack roll haste: 1d20 + 21 - 4 ⇒ (15) + 21 - 4 = 32
damage: 1d8 + 10 + 8 ⇒ (7) + 10 + 8 = 25

Alden manages to fend off most of the attacks as the oni wails on him with both ends of its large monk spade. However, with a final burst of speed, the oni catches the halfling on the side of the head, knocking him out. He slumps unconscious on the saddle on Naala's back.

Nigankona fly check: 1d20 + 16 ⇒ (20) + 16 = 36 Fortuantely this wasn't an attack roll!
Rhon's adversary leers at him as the dwarf gets to his feet. Descending just a little, the oni takes a smash at the dwarf's shield, aiming to work through the hard iron exterior before going for the soft dwarven center.

nom nom:

sunder 1: 1d20 + 29 ⇒ (5) + 29 = 34
damage: 2d8 + 18 ⇒ (5, 5) + 18 = 28 x3
attack 2: 1d20 + 24 ⇒ (14) + 24 = 38
damage: 2d8 + 18 ⇒ (8, 7) + 18 = 33
attack 3: 1d20 + 19 ⇒ (12) + 19 = 31
damage: 2d8 + 18 ⇒ (3, 1) + 18 = 22
attack 4: 1d20 + 14 ⇒ (4) + 14 = 18
attack haste: 1d20 + 14 ⇒ (19) + 14 = 33
damage: 2d8 + 18 ⇒ (7, 2) + 18 = 27

Rhon gasps at Nigankona's first swing shatters his shield, leaving him exposed. He takes another 3 hits as the oni savages him with his tetsubo.

With his ride presently confused, Sennaka finds himself unable to quit the battlefield. He rushes at Matamah, aiming a slash at the bard.
attack roll: 1d20 + 24 ⇒ (15) + 24 = 39
images: 1d4 ⇒ 4
His attack destroys another image, but now Matamah has more problems to deal with...

confusion: 1d100 ⇒ 55
damage: 1d8 + 6 ⇒ (5) + 6 = 11
Meanwhile, Kazuo...looks around in a daze, and swings at what he thinks is an enemy, but ends up clubbing himself in the foot.

Round 7 (Party CL 13 Haste cast in round 1):
Nigankona -126hp
Sikutsu Sennaka (challenging Rand, challenging Jiro) -107
Kazuo Yojimbo -123hp (confused in round 5)
Matamah -83hp (2 images)
Rand -128hp (bleeding)
Nobunobu (BT cast in round 1) (-9ss)
Alden -103hp
Naala -55hp
Rhon -87hp / Rhon's armor - (Hardness 16, HP 16/75 = damaged) / RHon's shield - destroyed
Habesuta Hatsue -13hp
42 -47hp (blinking)
Tokikokito (BT cast in round 1) (2 fireball used) (confused in round 5)

Yikes. Alden is down and bleeding, Rhon is in bad shape, and Matamah has an oni and a samurai to deal with.

Matamah is up. Under the circumstances, creative solutions are encouraged!

Silver Crusade

Aasimar Bard 13 | HP 127/127 | AC 14 | T 11 | FF 13 | CMD 19 | F +15 | R +16 | W +15 | +4 vs. sonic/lang, +2 vs. charm/compulsion | Resist Acid/Cold/Elec 5 | Init +6 | Perc +4 (Blindsight 40 ft., Darkvision 60 ft.) | Sense Motive +27 | Spells: Level 1: 8/8, Level 2: 7/7, Level 3: 6/6, Level 4: 5/5, Level 5: 3/3 | Bardic Performance Rounds: 43/43 | Active Spells: None Yet

Free Action
Matamah continues his rhythms.

Standard Action
Matamah casts Confusion at the enemies next to him. DC 24. Casting Defensively, can't fail.

Move Action
He moves away. Provoking appropriately.

REMEMBER: INSPIRE COURAGE, FLAGBEARER, AND HASTE (+5 to attack rolls (and CMB), +4 to damage rolls, +1 dodge bonus to AC and CMD, +1 Reflex Save, double move speed (up to +30 ft.), +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))

FLAGBEARER ONLY WORKS IF WITHIN 30 FT. OF MATAMAH (-1 attack/damage from bonuses listed above if beyond that range).

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

Declaring actions for this round.
42 looks at the Paladin as he is healed one last time by him. "I'm getting ready to take us back in there, to where i saw Rand last. Heal him the best you can." He goes ahead and casts Stone Skin on himself after the Paladin heals him.
CMW: 2d8 + 3 ⇒ (8, 8) + 3 = 19


Scoured Stars Map

Matamah's CL check: 1d20 + 12 ⇒ (17) + 12 = 29
Nobunobu's will save: 1d20 + 12 ⇒ (13) + 12 = 25
Sennaka's will save roll resolve 1: 1d20 + 8 ⇒ (5) + 8 = 13
Sennaka's will save roll resolve 2: 1d20 + 8 ⇒ (12) + 8 = 20

Matamah manages to punch through Nobunobu's spell resistance, but the oni shakes the spell off with a loud bellow. Sennaka on the other hand succumbs to the spell despite his samurai training, and begins to look around in a daze.

Nobunobu takes another swing at Matamah as he runs, then chases after him again, swinging with his monk spade like a cat batting at a fleeing mouse.
attack roll of opportunity: 1d20 + 21 ⇒ (9) + 21 = 30
image?: 1d3 ⇒ 2
attack roll of vital strike: 1d20 + 21 - 4 ⇒ (16) + 21 - 4 = 33
damage roll: 2d8 + 13 + 12 ⇒ (1, 2) + 13 + 12 = 28
image?: 1d2 ⇒ 1
The oni smashes another image of Matamah as he runs, and when he catches up with the bard again, the latter's luck runs out with his images at the oni smashes the correct one.

Meanwhile, Rand continues to water the ground with his lifeblood.

Inside the keep, 42 casts a spell to harden skin to the density of stone, and prepares to return to the battlefield with Hatsue, who continues to dutifully heal the magus with his wand.

Round 7 (Party CL 13 Haste cast in round 1):
Nigankona -126hp
Sikutsu Sennaka (challenging Rand, confused in round 7) -107
Kazuo Yojimbo -123hp (confused in round 5)
Matamah -111hp (1 image)
Rand -129hp (bleeding)
Nobunobu (BT cast in round 1) (-9ss)
Alden -103hp (bleeding)
Naala -55hp
Rhon -87hp / Rhon's armor - (Hardness 16, HP 16/75 = damaged) / RHon's shield - destroyed
Habesuta Hatsue -13hp
42 -28hp (blinking, stoneskin 120)
Tokikokito (BT cast in round 1) (2 fireball used) (confused in round 5)

Eeep... Matamah on 6hp!

Alden needs a stabilisation roll.
Rhon and Naala are up.

Silver Crusade

Active Spells:
Aura's:
Aura of Good (Overwhelming) l Aura of Courage (10 ft) l Aura of Resolve (10 ft) | Aura of Faith (10 ft)
LG Male Dwarf Paladin (Stonelord) 16 | HP 182/182 | AC 43 | T 14 | FF 42 | CMB +16 | CMD 34 | Fort: +20 (+2 poison/drugs, +4 alcohol), Ref: +11, Will: +19 (+1 all saves FF/surprise rd) | 8/adamantine | SR 21 | Fortification 75% | Immune to Blood Drain, Charm, Fear, & Petrification | Perception: +25 (+2 unusual stonework)(darkvision 60 ft) | Init: +1 | Move 20' | LoH 11/11 | DS 38/38 |

GM: Is the weapon I am being hit with made of or count as adamantine?

Free Action
Drop the remains of my destroyed shield.

Swift Action
Lay on Hands: 6d6 + 1 ⇒ (1, 3, 4, 1, 3, 1) + 1 = 14

Rhon takes a five foot step towards the Oni on the ground hoping against hope that he can drop at least one of their opponents to help even up the odds.

Free Action
Rhon enters his Defensive Stance. Armor class vs. Giants: AC 35, T 23, FF 25.

Full Attack
Rhon chooses to Fight Defensively and wield his axe in both hands. -4 to hit, +2 dodge bonus to AC until the start of my next turn. Already figured into my attacks and all listed AC numbers.

+1 Ghost Touch Dwarven Waraxe: 1d20 + 19 ⇒ (17) + 19 = 36
Damage: magic, ghost touch, slashing: 1d10 + 9 ⇒ (7) + 9 = 16

+1 Ghost Touch Dwarven Waraxe: 1d20 + 14 ⇒ (5) + 14 = 19
Damage: magic, ghost touch, slashing: 1d10 + 9 ⇒ (9) + 9 = 18

+1 Ghost Touch Dwarven Waraxe: 1d20 + 19 ⇒ (7) + 19 = 26
Damage: magic, ghost touch, slashing: 1d10 + 9 ⇒ (8) + 9 = 17

Haste: +1 Ghost Touch Dwarven Waraxe: 1d20 + 19 ⇒ (17) + 19 = 36
Damage: magic, ghost touch, slashing: 1d10 + 9 ⇒ (4) + 9 = 13

Silver Crusade

Male halfling Fighter/Cavalier | hp 28/95 | AC 29, T 12, FF 28 | Fort +10, Ref +6, Will +2 (+6 vs. enchant) | Challenge 2/2 | Bluff +14, Diplom +17, Handle Animal +22, Percept +2 Halfling
Naala, wolf mount:
hp 21/76 | AC 24, T 16, FF 19 | Fort +10, Ref +12, Wil +5 | Speed 50 ft. | Acrobatics +8, Percept +10

Alden stabilize, DC 12: 1d20 + 2 ⇒ (16) + 2 = 18

Naala would immediately attack the creature that knocked out her master (which is a terrible idea, but she doesn't know any better).

Naala bite: 1d20 + 9 ⇒ (6) + 9 = 15
damage: 1d6 + 3 ⇒ (6) + 3 = 9
trip?: 1d20 + 13 ⇒ (4) + 13 = 17


Scoured Stars Map

Nigankona's tetsubo is not adamantine as far as you can tell. Oh! Your DR! Sorry I forgot about that. Amending your hp to compensate.

Alden manages to stop bleeding, but Naala nonetheless blindly attacks her master's assailant, not realising that doing so inadvertently puts him in greater danger. =(

Bound by honour to defend his fallen allies to the death, Rhon attacks the two-headed oni as well. He strikes thrice, but the hefty oni doesn't go down.

Having been attacked, Tokikokito retaliates by attacking his assailant.

Please don't roll well:

attack roll 1: 1d20 + 21 - 4 ⇒ (17) + 21 - 4 = 34
damage: 1d8 + 10 + 8 ⇒ (8) + 10 + 8 = 26
attack roll 2: 1d20 + 21 - 4 ⇒ (5) + 21 - 4 = 22
attack roll 3: 1d20 + 16 - 4 ⇒ (18) + 16 - 4 = 30
attack roll 4: 1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 21
attack roll haste: 1d20 + 21 - 4 ⇒ (8) + 21 - 4 = 25

Even without his shield, Rhon's defences are solid, and he takes only a single hit. However, Nigankona also flies down to the ground to do battle with the beleaguered dwarf, taking a single powerful swing.
ouchies:

Vital Strike Power Attack roll 1: 1d20 + 29 + 2 ⇒ (10) + 29 + 2 = 41
damage: 4d8 + 18 - 6 ⇒ (4, 8, 8, 6) + 18 - 6 = 38

The hit crunches metal and bone, and Rhon feels his every muscle aching under the strain.

confusion Sennaka: 1d100 ⇒ 43
confusion Kazuo: 1d100 ⇒ 84
Sennaka babbles incoherently as he sees phantom figures dancing around him. Kazuo however suddenly sees everyone around him as a threat, including the towering two-headed oni, and responds appropriately.

karma:

attack roll 1: 1d20 + 19 ⇒ (10) + 19 = 29
damage: 2d8 + 9 ⇒ (8, 7) + 9 = 24
attack roll 2: 1d20 + 15 ⇒ (12) + 15 = 27
damage: 2d8 + 9 ⇒ (7, 8) + 9 = 24
attack roll 3: 1d20 + 9 ⇒ (4) + 9 = 13
attack roll haste: 1d20 + 19 ⇒ (17) + 19 = 36
damage: 2d8 + 9 ⇒ (7, 5) + 9 = 21

Kazuo proves quite an able combatant against his "friend", and the two oni now prepare to swing at each other with all they've got... provided no one interrupts their "duel"...

Round 7 (Party CL 13 Haste cast in round 1):
Nigankona -121hp
Sikutsu Sennaka (challenging Rand, confused in round 7) -107
Kazuo Yojimbo -118hp (confused in round 5)
Matamah -111hp (1 image)
Rand -129hp (bleeding)
Nobunobu (BT cast in round 1) (-9ss)
Alden -103hp
Naala -55hp
Rhon -119hp / Rhon's armor - (Hardness 16, HP 16/75 = damaged) / RHon's shield - destroyed
Habesuta Hatsue -13hp
42 -28hp (blinking, stoneskin 120)
Tokikokito -85hp (BT cast in round 1) (2 fireball used) (confused in round 5) (-30ss)

Matamah is up.

Silver Crusade

Aasimar Bard 13 | HP 127/127 | AC 14 | T 11 | FF 13 | CMD 19 | F +15 | R +16 | W +15 | +4 vs. sonic/lang, +2 vs. charm/compulsion | Resist Acid/Cold/Elec 5 | Init +6 | Perc +4 (Blindsight 40 ft., Darkvision 60 ft.) | Sense Motive +27 | Spells: Level 1: 8/8, Level 2: 7/7, Level 3: 6/6, Level 4: 5/5, Level 5: 3/3 | Bardic Performance Rounds: 43/43 | Active Spells: None Yet

"Ah, an internal duel. Exactly what I wanted. But... don't want to take my chances."

Free Action
The desparate rhythms continue as Matamah tries to keep the fight from turning too south.

Standard Action
He recasts Mirror Image. Casting Defensively.
Mirror Image: 1d4 + 4 ⇒ (1) + 4 = 5

Move Action
He move away again. Provoking, with his new images now.


Scoured Stars Map

Satisfied with his handiwork, Matamah pulls away from Nobunobu and the confused Sennaka, though both take swings at him as he retreats.
images: 1d6 ⇒ 1 uh-oh
Nobunobu attack of opportunity roll: 1d20 + 21 ⇒ (19) + 21 = 40
damage: 1d8 + 10 ⇒ (7) + 10 = 17
Matamah's luck runs out as Nobunobu smacks him in the side of the head, knocking him out.

With only Rhon left standing, Nobunobu flies to engage him, only to receive an attack from behind by the confused Sennaka.
Sennaka attack of opportunity roll: 1d20 + 24 ⇒ (20) + 24 = 44
confirmation roll: 1d20 + 24 ⇒ (3) + 24 = 27
damage: 1d8 + 11 ⇒ (8) + 11 = 19 x 2
Sennaka's blade cuts deep into the oni's back, causing him to cry out in pain and surprise. However, he keeps going towards Rhon.
attack roll: 1d20 + 21 ⇒ (12) + 21 = 33
But Rhon sees him coming and fends off the attack.

Round 7 (Party CL 13 Haste cast in round 1):
Nigankona -121hp
Sikutsu Sennaka (challenging Rand, confused in round 7) -107
Kazuo Yojimbo -118hp (confused in round 5)
Matamah -125hp (1 image)
Rand -128hp (bleeding)
Nobunobu (BT cast in round 1) (-19ss) -28hp
Alden -103hp
Naala -55hp
Rhon -119hp / Rhon's armor - (Hardness 16, HP 16/75 = damaged) / RHon's shield - destroyed
Habesuta Hatsue -13hp
42 -28hp (blinking, stoneskin 120)
Tokikokito -85hp (BT cast in round 1) (2 fireball used) (confused in round 5, last attacked by Kazuo) (-30ss)

Well, that's Matamah down. Rhon is the last man standing, unless 42 and Hatsue rejoin the battle!

42, Naala and Rhon are up

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

42 brings back D-Door and takes him and the paladin back to the fight. perception: 1d20 + 6 ⇒ (4) + 6 = 10 10 is just enough to notice some things.
42 sees Alden down and Naala not protecting his body. "Naala, Heel, Protect Alden." He tries to convene her. Diplomacy/Handel Animal: 1d20 - 1 ⇒ (19) - 1 = 18

Meanwhile, the Paladin that traveled with 42 taps Rand with the wand.
CMW: 2d8 + 3 ⇒ (6, 3) + 3 = 12


Scoured Stars Map

Naala has a long history with 42. I'll say that works.

The Exchange

”Rand” | Male LG Medium Human Unchained Monk 13 | Mythic Power Uses: 4 (4) | HP 4 (134) | AC 39; T 20; FF 33; +4 dodge bonus to AC vs. Koth | CMD 47 | F +14 R +17 W +17; +2 vs. Enchantments | Init +12 | Perc +24; Darkvision 60' | Speed 70 ft | Ki Pool: 10 (13) | Active Conditions: Barkskin; Shaken; Immune to Electricity and Poison, Resist 10 Acid, Cold, Fire

Rand groans and then looks around, finally conscious. "What'd I miss?"


Scoured Stars Map

42 transports himself and Hatsue to Rand's side. Hatsue taps rand with 42's wand, bringing him back into the fight. In the distance, he sees two of the oni squaring off against each other. Alden is slumped unconscious on Naala's back, Matamah is unconscious on the floor, and Jiro has been beheaded. Nearby Sennaka is babbling to himself, and most importantly, Rhon is currently beset by two oni.

Round 7 (Party CL 13 Haste cast in round 1):
Nigankona -121hp
Sikutsu Sennaka (challenging Rand, confused in round 7) -107
Kazuo Yojimbo -118hp (confused in round 5)
Matamah -125hp (1 image)
Nobunobu (BT cast in round 1) (-19ss) -28hp
Alden -103hp
Naala -55hp
Rhon -119hp / Rhon's armor - (Hardness 16, HP 16/75 = damaged) / RHon's shield - destroyed
Habesuta Hatsue -13hp
42 -28hp (blinking, stoneskin 120)
Rand -116hp (bleeding)
Tokikokito -85hp (BT cast in round 1) (2 fireball used) (confused in round 5, last attacked by Kazuo) (-30ss)

Ok, so that's Rhon and Rand who are up.
Alden, Naala's good to withdraw from the fight.

Silver Crusade

Active Spells:
Aura's:
Aura of Good (Overwhelming) l Aura of Courage (10 ft) l Aura of Resolve (10 ft) | Aura of Faith (10 ft)
LG Male Dwarf Paladin (Stonelord) 16 | HP 182/182 | AC 43 | T 14 | FF 42 | CMB +16 | CMD 34 | Fort: +20 (+2 poison/drugs, +4 alcohol), Ref: +11, Will: +19 (+1 all saves FF/surprise rd) | 8/adamantine | SR 21 | Fortification 75% | Immune to Blood Drain, Charm, Fear, & Petrification | Perception: +25 (+2 unusual stonework)(darkvision 60 ft) | Init: +1 | Move 20' | LoH 11/11 | DS 38/38 |

AC vs Giants: AC 35, T 23, FF 25.

Free Action
Rhon ends his Defensive Stance. Rhon is fatigued for 2 rounds.

Swift Action
Lay on Hands: 6d6 + 1 ⇒ (6, 5, 2, 6, 4, 3) + 1 = 27 Rhon is no longer fatigued due to his Lay on Hands Mercy.

Rhon takes a 5 foot step towards the fiery Oni.

Free Action
Rhon enters his Defensive Stance.

Full Attack while Fighting Defensively
+1 Ghost Touch Dwarven Waraxe: 1d20 + 19 ⇒ (13) + 19 = 32
Damage: magic, ghost touch, slashing: 1d10 + 12 ⇒ (3) + 12 = 15

+1 Ghost Touch Dwarven Waraxe: 1d20 + 14 ⇒ (10) + 14 = 24
Damage: magic, ghost touch, slashing: 1d10 + 12 ⇒ (7) + 12 = 19

+1 Ghost Touch Dwarven Waraxe: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: magic, ghost touch, slashing: 1d10 + 12 ⇒ (4) + 12 = 16

Haste: +1 Ghost Touch Dwarven Waraxe: 1d20 + 19 ⇒ (14) + 19 = 33
Damage: magic, ghost touch, slashing: 1d10 + 12 ⇒ (7) + 12 = 19

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