PFS PbP - Shadow's Last Stand, part 1 - At Shadow's door (lvl 1-7) played at tier 3-4 (Inactive)

Game Master Revvy Bitterleaf

The Captive Audience

The Sailswift

Private Quarters


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Grand Lodge

Female Human Sorcerer 4/barbarian 2, hp 54/54, AC 20 (T 14, FF 20), Fort +8, Ref +5, Will +5, Perc. +6, Init. +3

Belka follows, trying to not make the stairs creak.

Stealth: 1d20 + 3 ⇒ (11) + 3 = 14

Silver Crusade

M Half-Orc Ranger 9 | HP 85 | AC 28 | T 16 | FF 25 | CMD 31 | Fort +12 | Ref +12 | Will +11 | Init +2 | Perc +14 (Favored Terrain: +4 Urban, +2 Underground)

"Uh oh," Mohok says quietly, though clearly not quietly enough.

What does the elemental do when it sees us? If it's coming at us, how much time do we have before it's on us?

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Sorry for the delay, I'm trying to determine the the best way for me to utilize my limited skill set and somehow get past an AC of 21 and a DR of 5 so I can actually be of some help in this fight. It's looking like I'm buffing, who has the best chance of doing something to it? It has a flying speed of 100ft so after my turn if it's fostal it will be on top of us so we should be able to hit it with melee attacks.

Silver Crusade

M Half-Orc Ranger 9 | HP 85 | AC 28 | T 16 | FF 25 | CMD 31 | Fort +12 | Ref +12 | Will +11 | Init +2 | Perc +14 (Favored Terrain: +4 Urban, +2 Underground)

Mohok can do a lot of damage in a hit to get past DR, though he does rely a bit on criticals, so may not be as effective as usual. And he'll take any buffs on offer.

Scarab Sages

It starting to move towards you, since we are in initiative you don't know how fast it is since it hasn't acted yet and there for hasn't moved yet..flying elementals are usually quite fast though. and all though I'm fine with general buffing since you are entering enemy territory, specific buffing before initiative to fight an air elemental you don't know is there yet won't fly...off course specific buffing once you are in initiative is perfectly fine (with the exception of doing stuff that would obviously needs a knowledge check/or experience to be know)

init
Zarunkumar, Belka, Mohok
Elemental
Party

I'm fine with the people who's initiative (up in Bold) it is to act in what ever order they want, if you want to do something after someone else has done something..you write that as well and if we can fit it in that way we will do so. So no need to wait on each other in order before you post

Distance from ground floor to your floor = 15 ft, Distance from ground floor to ceiling = 80 ft. Elemental is flying at height of 60ft right now, so 45 ft higher from you.

Sovereign Court

(HP 30/30; DR 1/Cold Iron, Cold Resistance 5; AC 13, FF 12, T 11;F +4, R +5, W +9; Perception +04, Init +05)

knowledge planes: 1d20 + 7 ⇒ (15) + 7 = 22

Defensive capabilities/vulnerabilities?

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Knowledge Planes: 1d20 + 10 ⇒ (2) + 10 = 12
General knowledge about the creature; kind of air elemental (small,medium, large), speed, general abilities.

Grand Lodge

Female Human Sorcerer 4/barbarian 2, hp 54/54, AC 20 (T 14, FF 20), Fort +8, Ref +5, Will +5, Perc. +6, Init. +3

Seeing the elemental, Belka can't help letting out a low, awestruck whistle. "Wow, it's.. big." She then quickly gestures to cast a protection spell.

Armor Arcane Spell Failure Chance (5%): 1d100 ⇒ 50

Cast Shield

Silver Crusade

M Half-Orc Ranger 9 | HP 85 | AC 28 | T 16 | FF 25 | CMD 31 | Fort +12 | Ref +12 | Will +11 | Init +2 | Perc +14 (Favored Terrain: +4 Urban, +2 Underground)

Mohok sees the elemental approaching and knows a fight is at hand, but he can't quite reach the thing yet. He pulls a simple, dull grey wand from his belt pouch and taps his sword with it.

Move action to draw wand of lead blades, standard to activate it.

Scarab Sages

Mohok draws and uses his wand of lead blades while Belka casts shield on herself.

Zarunkumar doesn't come up with anything else then that creature seems to have the ability to fly and is a large air elemental

Birgit remembers that it has some defensive abilities; air mastery (Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental).; DR 5/—; Immune elemental traits. No Vulnerabilities.

init
Zarunkumar
Elemental
Party

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunlumar will turn to Mohok and cask guidance on him giving him an extra +1 on his next attack.

Scarab Sages

Zarunkumar give Mohok a little extra guidance

Then the air elemental flies down towards you and starts to spin in the air, faster and faster forming a whirlwind 40ft high

spoilered for length - Whirlwind:
Some creatures can transform themselves into whirlwinds. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form; otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.

The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind’s width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.

The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through the creature’s space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.

Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.

Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.

It moves over each and everyone of you trying to slam you with it's howling winds and to suck you in.
DC 18 Reflex save for everyone or take Damage: 1d8 + 4 ⇒ (4) + 4 = 8
and another DC 18 Reflex save or be swept up inside the whirlwind and carried along with it.
Before it moves back up and away from the platform (ending 35 ft above the floor)

Going to follow the tactics as written in the scenario here

Silver Crusade

M Half-Orc Ranger 9 | HP 85 | AC 28 | T 16 | FF 25 | CMD 31 | Fort +12 | Ref +12 | Will +11 | Init +2 | Perc +14 (Favored Terrain: +4 Urban, +2 Underground)

Reflex: 1d20 + 8 ⇒ (20) + 8 = 28
Reflex: 1d20 + 8 ⇒ (10) + 8 = 18 Phew!

Mohok dodges the elemental's fierce winds as it attempts to swirl him up and carry him off.

So the elemental is out of reach now, right?

Sovereign Court

(HP 30/30; DR 1/Cold Iron, Cold Resistance 5; AC 13, FF 12, T 11;F +4, R +5, W +9; Perception +04, Init +05)

1d20 + 2 ⇒ (16) + 2 = 181d20 + 2 ⇒ (8) + 2 = 10

Not sure if I lose my action here but if I still get it I am going to use the sleep hex.
WILL DC 15 or sleep for 3 rounds

Grand Lodge

Female Human Sorcerer 4/barbarian 2, hp 54/54, AC 20 (T 14, FF 20), Fort +8, Ref +5, Will +5, Perc. +6, Init. +3

Reflex save: 1d20 + 3 ⇒ (2) + 3 = 5
Reflex save: 1d20 + 3 ⇒ (17) + 3 = 20

Belka is hit by the creature's slam but manages to avoid being swept up inside the whirlwind.

Scarab Sages

Mohok easily dodges the entire whirlwind while
Birgit manages to not get slammed by the buffeting winds as she get's sucked up inside of it
Belka get's slammed left and right into the wall but manages to hold her ground

Since Ragnar isn't here I'll roll his saves
Reflex save Ragnar: 1d20 + 3 ⇒ (15) + 3 = 18
Reflex save Ragnar: 1d20 + 3 ⇒ (11) + 3 = 14
Ragnar manages to avoid getting slammed but then get's sucked into the whirlwind.

Yes, the elemental is outside melee reach (unless you are inside it)

Still need reflex save for Zarunkumar and Kyoshi

init
Party
Elemental

I think that the slumber Hex won't work on the Elemental since it's immune to sleep effect due to elemetal traits..which Birgit knew about due to her knowledge roll..so I'm fine with changing your action Birgit. Spellcasting will require a concentration check while inside the whirlwind.

Elemental traits:

Immunity to bleed, paralysis, poison, sleep effects, and stunning.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.

Sovereign Court

(HP 30/30; DR 1/Cold Iron, Cold Resistance 5; AC 13, FF 12, T 11;F +4, R +5, W +9; Perception +04, Init +05)

concentration: 1d20 + 7 ⇒ (14) + 7 = 21

Birgit summons her strength focuses and casts flurry of snowballs. DC 17 4d6 ⇒ (6, 2, 5, 4) = 17

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Reflex save: 1d20 + 5 ⇒ (6) + 5 = 11
Reflex save: 1d20 + 5 ⇒ (20) + 5 = 25
Zarunkumar gets batted around but avoids getting blown away so she will pull out her light crossbow and try and distract the elemental with a bolt shot.
Attack roll: 1d20 + 4 ⇒ (6) + 4 = 10

Scarab Sages

@Birgit it would help if you included what type of save it is besides the DC ;) Saves me some times looking up the spell

Reflex save: 1d20 + 13 ⇒ (7) + 13 = 20

From inside the whirlwind Birgit unleashes a flurry of snowballs, some of which fly outside without doing any damage but the cold seems to effect the winds a bit.

Zarunkumar then first a crossbow bolt at the whirlwind, hoping she won't it any of her party members who are inside it..but that bolt harmlessly bounces of the outer layers (doesn't hit AC)

Still need reflex saves from Kyoshi: 8

init
Mohok, Ragnar, Belka, Kyoshi
Elemental

Damage Air Elemental: 8

Silver Crusade

M Half-Orc Ranger 9 | HP 85 | AC 28 | T 16 | FF 25 | CMD 31 | Fort +12 | Ref +12 | Will +11 | Init +2 | Perc +14 (Favored Terrain: +4 Urban, +2 Underground)

Mohok drops his sword, leaving it clanging on the floor as he takes a step away from the whirling column of air and slips his bow off his shoulder. He draws on the blessing Zarunkumar hase given him and looses an arrow at the elemental.

MW Comp Longbow attack, guidance: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Longbow damage: 1d8 + 3 ⇒ (6) + 3 = 9

Silver Crusade

Male Human (Tian) Cleric (Merciful Healer) 9 HP: 57/57 | AC: 26 | T: 11 | FF: 25 | CMD: 17 | Fort: +8 | Ref: +6 | Will: +12 | Init: +1 | Perc: +5 | Sense Motive: +17

Reflex: 1d20 + 3 ⇒ (20) + 3 = 23

Reflex: 1d20 + 3 ⇒ (16) + 3 = 19

Surprising even himself, Kiyoshi is able to resist most of the air elementals buffeting and pull.

Scarab Sages

Mohok shoots an arrow at the air elemental but the winds surrounding it deflect the arrow harmlessly away. (doesn't hit AC)

init
Ragnar, Belka, Kyoshi (I'll take Ragnar's action when he's the last one to do something - unless someone wants him to do something first and tells him so if he isn't back to do it himself yet.)
Elemental

Damage Air Elemental: 8

Grand Lodge

Female Human Sorcerer 4/barbarian 2, hp 54/54, AC 20 (T 14, FF 20), Fort +8, Ref +5, Will +5, Perc. +6, Init. +3

"I wouldn't mind being healed a bit if someone have some skills in this area" Belka says while taking a fighting position with her greataxe, ready to strike.

I ready an action to enter rage and swing at the elemental if it flies back and attacks us again

Scarab Sages

You can only ready 1 standard action (which can be a move action and include a 5ft step or free actions) but I don't think you can include swift actions in that ..so you can start to rage now and ready the attack...or not rage. Also it would help if you would include any rolls from your readied action so those can be used when your action comes up (as opposed to either waiting for you to roll them later or me rolling them and I getting blamed for when you miss ;)

Belka readies to swing at the elemental if it flies back and attacks again

init
Kyoshi, Ragnar (I'll take Ragnar's action when he's the last one to do something - unless someone wants him to do something first and tells him so if he isn't back to do it himself yet.) - Readied Belka
Elemental

Damage Air Elemental: 8

Silver Crusade

Male Human (Tian) Cleric (Merciful Healer) 9 HP: 57/57 | AC: 26 | T: 11 | FF: 25 | CMD: 17 | Fort: +8 | Ref: +6 | Will: +12 | Init: +1 | Perc: +5 | Sense Motive: +17

Channelling the healing energy of Qi Zhong, Kiyoshi erupts in a burst of positive healing energy, curing the wounds of all his allies but focusing to exclude the elemental from the healing powers.

Channel Positive Energy: 2d6 ⇒ (5, 1) = 6

If I need to move to get everyone I will, but I can't see the map right now cause I'm at work.

Grand Lodge

Female Human Sorcerer 4/barbarian 2, hp 54/54, AC 20 (T 14, FF 20), Fort +8, Ref +5, Will +5, Perc. +6, Init. +3

Entering rage is a free action ;)

Here are my rolls:
Att. mwk greataxe: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d12 + 7 ⇒ (10) + 7 = 17

Scarab Sages

@Seinto, you can reach everyone on the balcony from where you are, everyone inside the whirlwind is outside your channel burst unless you have some way to go up as well as move east

@Belka Ah, my mistake then never mind ;)

(inside the whirlwind: Ragnar,Birgit ..everyone else manages to dodge out of the way I think)

Ragnar curses and swings his masterwork cold iron long sword around inside the whirlwind while trying to avoid hitting Birgit as they tumble around inside.
to hit AC Air elemental: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16 but the swing of his blade is just carried along with the rest of the current (doesn't hit AC).

The whirlwind keeps flying up (towards 60ft high) and then expels both Birgit and Ragnar from within itself before slowing down it's spin and returning to it's "normal" appearance.

Falling damage for Birgit and Ragnar: 6d6 ⇒ (4, 3, 1, 2, 3, 4) = 17
Ragnar tries to soften his fall with an acrobatics check Acrobatics if I figured this out correctly for master work chain mail with armor training a shield and 12 dex: 1d20 - 4 ⇒ (20) - 4 = 16 and he succeeds in softening his landing a bit
(for Birgit, if you make a DC 15 acrobatics check you take 10 falling damage and another 3 non lethal instead of 17 damage - unless someone casts feather fall or something else happens to reduce falling damage)

init
You guys
Elemental

Damage elemental:
Damage Ragnar: 10+3 non lethal

Silver Crusade

M Half-Orc Ranger 9 | HP 85 | AC 28 | T 16 | FF 25 | CMD 31 | Fort +12 | Ref +12 | Will +11 | Init +2 | Perc +14 (Favored Terrain: +4 Urban, +2 Underground)

Mohok calls out, "We gotta spread out! That thing will just scoop us all up and drop us!" He launches another arrow at the elemental, then steps to where he dropped his sword and picks it up.

Standard action to shoot bow, 5-foot step, then move to pick up falchion.

MW Comp Longbow attack: 1d20 + 7 ⇒ (8) + 7 = 15
Longbow damage: 1d8 + 3 ⇒ (6) + 3 = 9

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

As an instant action Zarunkumar casts feather fall on both Ragnar and Birgit causing them to land harmlessly on the floor.
Since this is an instant action I'm not really sure if I can do any more this round so I will leave my turn at that unless someone tells me otherwise.

Silver Crusade

M Half-Orc Ranger 9 | HP 85 | AC 28 | T 16 | FF 25 | CMD 31 | Fort +12 | Ref +12 | Will +11 | Init +2 | Perc +14 (Favored Terrain: +4 Urban, +2 Underground)

Wow, that's great that you have feather fall at will! That is going to up our survival rate from this fight significantly.

Sovereign Court

(HP 30/30; DR 1/Cold Iron, Cold Resistance 5; AC 13, FF 12, T 11;F +4, R +5, W +9; Perception +04, Init +05)

Birgit floats gently to the ground and produces an ear piercing scream for 1d6 ⇒ 3 sonic damage and be dazed for one round. FORT DC15 negates daze and halves damage.

Grand Lodge

Female Human Sorcerer 4/barbarian 2, hp 54/54, AC 20 (T 14, FF 20), Fort +8, Ref +5, Will +5, Perc. +6, Init. +3

Belka keeps her fighting stance, ready to strike the elemental if it tries to slam her again.

I still ready an action to enter rage and swing at the elemental if it flies back and attacks again

Att. mwk greataxe: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d12 + 7 ⇒ (1) + 7 = 8

Too bad I can't keep the previous roll..

Scarab Sages

The way I understand immediate actions it's an extra action you take outside of your turn..so you still have your turn to do stuff in. Also there has been an errata for the Witch flight hex:
Errata
Can a witch with the flight hex use her feather fall and levitate abilities on other creatures?

No. All aspects of the flight hex affect only the witch (though she can carry objects or creatures as part of her weight allowance as described in those spell effects). (The 2nd printing of the APG includes this updated information.) But for this round I'm willing to trade Zarunkumar's action this round for the featherfall to work on the others.

Zarunkumar manages to make Ragnar and Birgit to drift gently to the floor
Belka still readies to lay down the hurt in case the elemental comes close enough
Mohok fires an arrow again which again is deflected away harmlessly (doesn't hit AC)
Birgit cast's an ear-piercing scream at the elemental Fort save: 1d20 + 9 ⇒ (7) + 9 = 16 disrupting some of it's winds but it doesn't seem to slow it down.

init
Kioyoshi
Elemental

Damage elemental: 11

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Sorry, I had misinterpreted the last sentence as only being the fly spell, but thanks for the single use.

Silver Crusade

Male Human (Tian) Cleric (Merciful Healer) 9 HP: 57/57 | AC: 26 | T: 11 | FF: 25 | CMD: 17 | Fort: +8 | Ref: +6 | Will: +12 | Init: +1 | Perc: +5 | Sense Motive: +17

Seeing how badly his allies are struggling to hurt the elemental, Kiyoshi rushes over to Mohok side and starts muttering blessings to Qi Zhong, gesturing over the half orcs longbow. His pleas to his god beg for weapon to be imbued with the strength to strike down the elemental foe. A rush of divine energy is transferred from the healer into the bow, but it is clear that the blessing power will be short lived.

Kiyoshi has the Bless Equipment feat from Undead Slayer's Handbook which allows him to expend uses of Channel Energy as a standard action to bless a weapon with certain abilitys. In this instance, Kiyoshi is expending three uses of Channel Energy to turn Mohoks bow into a +1 Bane (outsider, air) for two rounds. That will give you +2 to hit (on top of your masterwork) the air elemental Molok, and you'll add 2d6 + 3 to your damage for the next two rounds. Make 'em count.

Scarab Sages

Zarunkumar wrote:
Sorry, I had misinterpreted the last sentence as only being the fly spell, but thanks for the single use.

When I first saw it I also though you get to use featherfall at will ..I guess more people did..that's why they had to put out an errata for it

Kiyoshi blesses Mohok's bow That feat sounds nice,not sure what all the options are you can do with it. I've got to look it up..I've got characters that would like to have it.

Following written tactics, but going for random target

The air elemental starts to harass people on the balcony left to right: 1d4 ⇒ 3 flying down towards Kiyoshi and stopping just short of Belka's sword (it's large and has reach, so it's not provoking from moving past and readied attacks need to have reach, sorry[/ooc] before flying away from you again (30 ft up in the air right now)
to hit Kiyoshi AC: 1d20 + 14 ⇒ (16) + 14 = 30 hitting Kiyoshi for damage Kiyoshi: 1d8 + 4 ⇒ (6) + 4 = 10

init
you guys
Elemental

Damage elemental: 11

Silver Crusade

Male Human (Tian) Cleric (Merciful Healer) 9 HP: 57/57 | AC: 26 | T: 11 | FF: 25 | CMD: 17 | Fort: +8 | Ref: +6 | Will: +12 | Init: +1 | Perc: +5 | Sense Motive: +17

It's a great feat that scales as you get more channel dice. At the moment I can only use it for Bane and Ghost Touch, which both cost two charges, but if you use it on a masterwork weapon you have to spend an extra charge to also make it a magical weapon. It's a very cool feat and makes Kiyoshi alittle more useful for utility.

As the air elemental slams Kiyoshi, the priest reels back from the blow.

Silver Crusade

M Half-Orc Ranger 9 | HP 85 | AC 28 | T 16 | FF 25 | CMD 31 | Fort +12 | Ref +12 | Will +11 | Init +2 | Perc +14 (Favored Terrain: +4 Urban, +2 Underground)

Mohok gives a quick nod to Kiyoshi and says, "Thanks, now maybe we can get this thing out of our damn way!" He takes several steps to the side to spread the party out a bit more, then pauses and lifts his mighty bow, now blessed with divine magic. He draws back and looses an arrow that flies straight and true.

MW Comp Longbow attack, bane: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
Longbow damage: 1d8 + 3 + 2d6 + 3 ⇒ (7) + 3 + (4, 5) + 3 = 22

Nice move, Kiyoshi. Thanks for the big buff!

Silver Crusade

Male Human (Tian) Cleric (Merciful Healer) 9 HP: 57/57 | AC: 26 | T: 11 | FF: 25 | CMD: 17 | Fort: +8 | Ref: +6 | Will: +12 | Init: +1 | Perc: +5 | Sense Motive: +17

No problem. You've got another round if it's still about after that.

Shaking the pain from the force of the air elementals buffet, Kiyoshi clasps his hands and mutters another prayer to Qi Zhong, this time channelling the Master of Medicines healing power into his own bruises.

Cure Light Wounds (Domain Spell): 1d8 + 3 ⇒ (4) + 3 = 7

As the positive energy flows through the cleric, most of the bruises fade.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar runs to Kiyoshi's side and uses her healing hex on him.
Healing hex: 1d6 + 3 ⇒ (3) + 3 = 6

Grand Lodge

Female Human Sorcerer 4/barbarian 2, hp 54/54, AC 20 (T 14, FF 20), Fort +8, Ref +5, Will +5, Perc. +6, Init. +3

Seeing that she has difficulty hitting and harming the air made creature, Belka moves to Mohok, concentrates for a moment and touches the ranger's arrows, covering them instantly with ice.

I use the Cold Steel power from my bloodline: the arrows gain the the frost property for 1 round.

If I can, I do that before Mohok shoots to give him an extra 1d6 points of damage.

Scarab Sages

It's a bit iffy to add damage to something after you've seen the to hit result already, but you can still add the frost property for next round, he's still got the buffs going for 1 more round

Mohok aims his buffed up bow and shoots an arrow at the air elemental hitting it hard ..it's still difficult to damage something only made out of wind, but the arrow hurt it.

While Kiyoshi heals himself and Zarunkumar steps up and heals Kiyoshi aswell

Belka steps moves next to Mohok and further enchants his bow (or arrows?)

init
Birgit, Ragnar (I'll take Ragnar's action if he's not back when it's the elemental's turn again)

Damage Elemental: 28

Sovereign Court

(HP 30/30; DR 1/Cold Iron, Cold Resistance 5; AC 13, FF 12, T 11;F +4, R +5, W +9; Perception +04, Init +05)

The winter which glares the elemental lowering his defenses.

Evil eye hex for -2 AC.

Scarab Sages

Will save vs Evil eye: 1d20 + 2 ⇒ (2) + 2 = 4 (K, the evil eye is on the elemental for 3+into mod rounds)

Ragnar starts to put his weapon and shield away to so he can get out his bow (in the next round)

The elemental decides to get some payback on Mohok and flies towards him swinging a large first made out of solid air as it passes by
To hit AC Mohok: 1d20 + 14 ⇒ (4) + 14 = 18 and it swooshes past (I think AC 18 misses) and flies back up

init
you guys
Elemental

Damage elemental: 28 - -2AC penalty for 3+ rounds

Silver Crusade

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M Half-Orc Ranger 9 | HP 85 | AC 28 | T 16 | FF 25 | CMD 31 | Fort +12 | Ref +12 | Will +11 | Init +2 | Perc +14 (Favored Terrain: +4 Urban, +2 Underground)

AC 18 misses, but not by much - I hope you roll a lot more 4's!

Mohok feels all manner of magical power surging through his bow and knows this shot has to count. He takes a quick, calming breath, draws back, and releases a deadly arrow into the heart of the whirling column of air.

MW Comp Longbow attack, Bane: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Longbow damage, Bane, Frost: 1d8 + 3d6 + 3 + 2 ⇒ (7) + (5, 6, 1) + 3 + 2 = 24

Grand Lodge

Female Human Sorcerer 4/barbarian 2, hp 54/54, AC 20 (T 14, FF 20), Fort +8, Ref +5, Will +5, Perc. +6, Init. +3

Again, Belka puts her hands on Mohok's arrows to turn them into ice.

Another use of the Cold Steel power and still the frost property for 1 round.

Silver Crusade

M Half-Orc Ranger 9 | HP 85 | AC 28 | T 16 | FF 25 | CMD 31 | Fort +12 | Ref +12 | Will +11 | Init +2 | Perc +14 (Favored Terrain: +4 Urban, +2 Underground)

Mohok can put magic weapon on his bow, using a spell-like ability he's got, but it would only add +1 to damage, since his bow is already masterwork. Any other buffs we can add, since this seems to be working? (At least until the elemental really nails him...)

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

I can't really buff you, but I can heal you if he gets through your defenses.
Zarunkumar moves away from Kiyoshi to make them less of a big target and tries to fire her crossbow once again.
Attack roll: 1d20 + 4 ⇒ (8) + 4 = 12
Getting closer, but not quite there.

Silver Crusade

M Half-Orc Ranger 9 | HP 85 | AC 28 | T 16 | FF 25 | CMD 31 | Fort +12 | Ref +12 | Will +11 | Init +2 | Perc +14 (Favored Terrain: +4 Urban, +2 Underground)

That will be helpful, if I haven't been picked up and dropped from a great height onto the floor below, far out of reach of your healing...

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Well I have 30' of movement, but I still wouldn't give the GM any ideas.

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