Chris Marsh |
Omrax speaks the truth. Thankfully Faeron can see that the intruders have already been through a lot. we can squeeze this one in. Will update tonight.
-Posted with Wayfinder
Omrax the Bold |
Omrax moves up closer, with the silence covering his clanking armor.
Faeron - PFS |
If everyone's ready and Faeron makes it back down the hall undetected, he's quite happy to step into the door and shoot the person that looked like a wizard with the silenced bullet.
Zefnir, PbP Ver. |
From Faeron's description of the undead, Zefnir will try to make an educated guess as to what sort of undead are in the room with the Wizardly accomplice. K:Religion: 1d20 + 8 ⇒ (1) + 8 = 9.
If he is able to accurately suss out any details about them to the party, he will inform them of such, otherwise Zefnir will be accompanying the others whilst cloaked in Faeron's silent bullet.
AC and Touch AC are increased by two to account for the Shield of Faith.
Angrid Luin |
I am ready, though I probably won't post again today.
Faeron - PFS |
I'm not expecting much posting to happen today, but I'll get this in now, expecting a surprise round, because posting combat from my phone is terrible so it's the last chance I'll get before tomorrow.
Assuming he's still undetected, Faeron steps into the doorway and fires the silenced bullet at the spell caster.
Deadly Aim, Point-Blank Shot, Sneak Attack, Studied Target, Deadly Range: 1d20 + 17 + 1 - 3 ⇒ (15) + 17 + 1 - 3 = 30
Damage: 1d8 + 1d6 + 7 + 6 + 1 + 2 + 5 ⇒ (7) + (3) + 7 + 6 + 1 + 2 + 5 = 31
IronHelixx |
********************
Overseer Announcement
********************
Dungeon Master S |
Angrad: 1d20 + 8 ⇒ (16) + 8 = 24
Val: 1d20 + 2 ⇒ (16) + 2 = 18
Omrax: 1d20 + 3 ⇒ (11) + 3 = 14
Zefnir: 1d20 + 3 ⇒ (18) + 3 = 21
Faeron: 1d20 + 10 ⇒ (7) + 10 = 17
Baddies: 1d20 + 5 ⇒ (5) + 5 = 10
Dungeon Master S |
Faeron, out of the darkness shatters the calm with his gun. The scene is silent, but the blood splatter draws all eyes. The wizard's mouth opens, but nothing comes out. Almost at the exact second a blade pierces Zefnir's side:
Sneak Attack: 1d20 + 15 ⇒ (16) + 15 = 31 THREAT Confirmation: 1d20 + 15 ⇒ (10) + 15 = 25 DMG: 2d6 + 6 + 6d6 ⇒ (4, 5) + 6 + (6, 6, 2, 4, 2, 2) = 37 +6 Bleed each round until healed.
Surprise Round:
Faeron: Shoot
Killer: Stab
Round 1:
Angrid Go
Zefnir: Go
Val: Go
Faeron: Go
Omrax: Go
Baddies: TBD
Necro: 31
Red:
Black:
Blue:
Killer:
Omrax the Bold |
Omrax was preparing to rush into the room to fight the undead, however the attack on Zefnir has him torn.
"Sir Zefnir, if you wish to withdraw, I can take this would-be assassin. Otherwise, if you are able to continue I will head into the room.
Omrax will delay until Zefnir decides to move or not. If he does, Omrax will smite and engage Zefnir's opponent.
Angrid Luin |
Angrid floats his way to a position were he can cast into the room but have cover (move action). Noticing the undead he draws upon his predigious memory.
Knowledge (Religion): 1d20 + 15 ⇒ (12) + 15 = 27
He then draws out a minature shovel and with a few words and some movement involving pantomiming digging, Angrid casts spiked pit (standard action). However, instead of utilizing a memorized version Angrid digs deep within himself and sacrifices his own blood to maintain the spell in memory (3 blood pool points). Angrid becomes visible.
Blue undead must make a DC 21 Reflex to jump to safety. New wording requires them to jump. Not sure if they have to make an actual acrobatics check in addition.
Black and Red undead must make a DC 19 Reflex save to not fall into the pit from the edges.
Any undead that falls into the pit takes
Fall DMG: 5d6 ⇒ (5, 6, 5, 1, 4) = 21 and Piercing DMG: 2d6 ⇒ (3, 5) = 8
IronHelixx |
********************************
Overseer Announcement
********************************
Dungeon Master S |
The undead fall to the wizard's spell. Within the effect of the silent bullet, their tumble is utterly silent. The others, seeing the power of the bloatmage and the numbers they're facing, flee for their lives.
I tried guys, sorry I wasn't fast enough! Please read the overseer's announcement!
You rush towards the tower, desperate to find Zey. In the chaos it takes you about 10 minutes to get there. Newer Pathfinders find themselves caught up in small battles here and there, but you know where you NEED to be, the Tapestry Room. As you arrive, the scene is truly a worst case scenario.
The table at the center of this rectangular room is completely contained within a rune-inscribed circle set into the floor. Atop the table lies a Kelishite man’s body, spread-eagled and bloodstained. It can be only one person, Aram Zey. At the far end of the chamber hangs a ragged tapestry torn down its center. A peaceful wood with trampled undergrowth is visible through the tear, though the tapestry clearly hangs against a solid wall. Standing about the body is a trio of figures chanting "“Aram Zey is dead! At long last, our jailer is dead!”
Dungeon Master S |
Three woman before you would be pretty if it were not for their sharp teeth and nails, and their ghastly pale skin. A fourth stands apart. This wild-looking woman is covered in spattered blood. Her wicked smile reveals sharp teeth and her eyes suggest insanity.
Check in and I'll update the map and roll for, well, you know...
Angrid Luin |
ready when everyone else is
Angrid floats beyond the doorway, invisible.
I will activate my heightened awareness for a +4 Init bump this combat.
Chris Marsh |
No, in fact, there's something really wrong... but I'll wait until everyone checks in.
-Posted with Wayfinder
Dungeon Master S |
Haven't heard from Zafnir yet, but posting anyway:
You burst into the room. In the war there are the sounds of combat everywhere, and no one is surprised.
A Maunad: a monstrous humanoid resistant to magic and fire. They can beguile a man's mind with minor tricks for a short while, or devastating effects too.
Blood Hags! They are resistant to many things, with some spell-like abilities. Their biggest issue is their ability to turn into a flying ball of fire, burning and scorching
Angrad: 1d20 + 8 ⇒ (8) + 8 = 16
Val: 1d20 + 2 ⇒ (8) + 2 = 10
Omrax: 1d20 + 3 ⇒ (14) + 3 = 17
Zefnir: 1d20 + 3 ⇒ (5) + 3 = 8
Faeron: 1d20 + 10 ⇒ (17) + 10 = 27
Baddies: 1d20 + 10 ⇒ (5) + 10 = 15
Dungeon Master S |
Initiative Repost:
Faeron: Go
Omrax: Go
Angrid: Go
Baddies: TBD
Val: TBD
Zefnir: TBD
Omrax the Bold |
Omrax sees the wicked woman covered in blood and will call down the smiting of the Inheritor upon her as he charges.
He will pause long enough to let Faeron and Angrid do their thng first. Also, assuming evil, so including smite. also assuming a chair does not block his charge, so correct me if either is incorrect.
By the power of the Inheritor, what you have done has condemned you.
Omrax +1 EO longsword, smite, pa, 2H,chg: 1d20 + 15 - 3 + 5 + 2 ⇒ (2) + 15 - 3 + 5 + 2 = 21
for pa, smite, 2H: 1d8 + 7 + 9 + 14 ⇒ (5) + 7 + 9 + 14 = 35 ignore DR, AC+
sheesh...if EO then bane would apply. If EO or undead, +14 more damage if hits. He will use StepUp if applies
Dungeon Master S |
I think Omrax charging in is a fine way to start the day. I doubt it'll negatively impact the other two.
Omrax smites the odd woman out, delivering a grievous wound.
Faeron: Go
Omrax: Smite
Angrid: Go
Baddies: TBD
Val: TBD
Zefnir: TBD
Maenad: 35
Black: 0
Red: 0
Blue: 0
[/spoiler]
Faeron - PFS |
Faeron steps forward and fires at the woman Omrax just struck.
Clustered Shots - Total damage from all attacks before applying DR
Targeting Touch
Rapid Shot, Deadly Aim, Point-Blank Shot, Sneak Attack, Studied Target: 1d20 + 17 + 1 - 3 - 2 ⇒ (8) + 17 + 1 - 3 - 2 = 21
Damage: 1d8 + 1d6 + 7 + 6 + 1 + 2 ⇒ (7) + (2) + 7 + 6 + 1 + 2 = 25
Rapid Shot, Deadly Aim, Point-Blank Shot, Sneak Attack, Studied Target: 1d20 + 17 + 1 - 3 - 2 + 2 ⇒ (18) + 17 + 1 - 3 - 2 + 2 = 33
Damage: 1d8 + 1d6 + 7 + 6 + 1 + 2 ⇒ (3) + (2) + 7 + 6 + 1 + 2 = 21
Rapid Shot, Deadly Aim, Point-Blank Shot, Sneak Attack, Studied Target: 1d20 + 12 + 1 - 3 - 2 + 2 ⇒ (17) + 12 + 1 - 3 - 2 + 2 = 27
Damage: 1d8 + 1d6 + 7 + 6 + 1 + 2 ⇒ (3) + (3) + 7 + 6 + 1 + 2 = 22
Dungeon Master S |
It takes all the shots, but Faeron puts the woman down before she can do anything of note.
Faeron: Blam
Omrax: Smite
Angrid: Go
Baddies: TBD
Val: TBD
Zefnir: TBD
Black: 0
Red: 0
Blue: 0
Angrid Luin |
Knowledge (Nature): 1d20 + 15 ⇒ (7) + 15 = 22
Angrid uses his spring loaded wrist sheath to draw up his rod of dazing lesser (swift action). He then uses his blood pool to cast a dazing persistant aqueous orb (3 blood pool points, standard action).
He then commands the orb to move 30 ft rolling over the chairs and table as needed and contacting the 3 hags.
Each hag must make 2 DC 21 Reflex saves, taking the lower. If they fail they take Nonlethal DMG: 2d6 ⇒ (3, 2) = 5 and are dazed for 1 round. They must then make a second set of DC 21 Reflex saves to not be engulfed in the water and carried along inside the ball of water.
Dungeon Master S |
I didn't notice this before, but you can't put a rod in a wrist sheath. Rods are way too big. I know it's likely a table variation thing because the limits of the sheath don't explicitly call it out, but rods are at least 2 feet long. I'll give you this one, but throughout the rest of the special, let's say it's too big.
Red 1: 1d20 + 14 ⇒ (1) + 14 = 15
Blue 1: 1d20 + 14 ⇒ (19) + 14 = 33
Black 1: 1d20 + 14 ⇒ (4) + 14 = 18
Blue 2: 1d20 + 14 ⇒ (8) + 14 = 22
Red and black are nailed and dazed!
Red Carry 1: 1d20 + 14 ⇒ (19) + 14 = 33
Black Carry 1: 1d20 + 14 ⇒ (1) + 14 = 15
Red Carry 2: 1d20 + 14 ⇒ (16) + 14 = 30
Red stands firm, but black gets hauled off! Two of the hags are dazed and do little. The third shrieks in rage, pointing a trio of fingers at the bloatmage. Rays of scorching flame streak towards him.
Ray 1: 1d20 + 16 ⇒ (8) + 16 = 24 Fire DMG: 4d6 ⇒ (5, 1, 2, 4) = 12
Ray 2: 1d20 + 16 ⇒ (7) + 16 = 23 Fire DMG: 4d6 ⇒ (3, 5, 5, 1) = 14
Ray 3: 1d20 + 16 ⇒ (20) + 16 = 36 Confirm
Confirm: 1d20 + 16 ⇒ (14) + 16 = 30 Fire DMG: 8d6 ⇒ (5, 3, 6, 1, 3, 2, 1, 3) = 24
Faeron: Blam
Omrax: Smite
Angrid: Orb
Baddies: ATK
Val: Go
Zefnir: Go
Black: 0 (5 nonlethal, stuck in orb)
Red: 0 (5 nonlethal)
Blue:
Dungeon Master S |
Faeron: Blam
Omrax: Smite
Angrid: Orb
Baddies: ATK
Val: Bit of Luck
Zefnir: Go
Black: 0 (5 nonlethal, stuck in orb)
Red: 0 (5 nonlethal)
Blue:
Angrid Luin |
Zefnir, PbP Ver. |
Am ready now. Sorry about posting on so late; holiday celebrations here didn't finish up until today. Also, would it be fair to say that Zefnir healed up during the interim between the last fight and this fight, using the appropriate number of charges from his CLW wand?
Zefnir will move forward until he is 10' behind Omrax's position. Zefnir will then cast Blessing of Fervor (-1 4th level spell) so that all party members are affected by it (if they so choose to accept).
"Let the Heavens, in the name of the Gods, give their most ferverent blessings to us." Zefnir will opt for the +2 attack, Dodge AC, and Reflex bonus this round for a total 24 AC (14 Touch, 22 Flat) and +9 Reflex.
Reposted from the PRD: With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
1. Increase its speed by 30 feet.
2. Stand up as a swift action without provoking an attack of opportunity.
3. Make one extra attack as part of a full attack action, using its highest base attack bonus.
4. Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
5. Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.
Dungeon Master S |
Zefnir gives the party an additional edge.
Round 2:
Faeron: Go
Omrax: Go
Angrid: Go
Baddies: TBD
Val: TBD
Zefnir: TBD
Black: 0 (5 nonlethal, stuck in orb)
Red: 0 (5 nonlethal)
Blue:
Faeron - PFS |
Faeron steps forward, chooses the extra attack from Blessing of Fervor, and counts on Desna to guide his aim despite being slightly further from his targets than he would prefer.
Firing at blue first. If she drops, switch to black.
Clustered Shots - Total damage from all attacks before applying DR
Accuracy - half range increment penalties
Targeting NORMAL AC - beyond first range increment
Rapid Shot, Deadly Aim: 1d20 + 17 - 3 - 2 - 1 ⇒ (7) + 17 - 3 - 2 - 1 = 18
Bit of Luck: 1d20 + 17 - 3 - 2 - 1 ⇒ (4) + 17 - 3 - 2 - 1 = 15
Damage: 1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19
Rapid Shot, Deadly Aim: 1d20 + 17 - 3 - 2 - 1 ⇒ (3) + 17 - 3 - 2 - 1 = 14
Bit of Luck: 1d20 + 17 - 3 - 2 - 1 ⇒ (3) + 17 - 3 - 2 - 1 = 14
Damage: 1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19
Rapid Shot, Deadly Aim: 1d20 + 12 - 3 - 2 - 1 ⇒ (19) + 12 - 3 - 2 - 1 = 25
Bit of Luck: 1d20 + 12 - 3 - 2 - 1 ⇒ (13) + 12 - 3 - 2 - 1 = 19
Damage: 1d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18
Rapid Shot, Deadly Aim, Blessing of Fervor: 1d20 + 17 - 3 - 2 - 1 ⇒ (8) + 17 - 3 - 2 - 1 = 19
Bit of Luck: 1d20 + 17 - 3 - 2 - 1 ⇒ (13) + 17 - 3 - 2 - 1 = 24
Damage: 1d8 + 7 + 6 ⇒ (2) + 7 + 6 = 15
Confirm Attack 3: 1d20 + 12 - 3 - 2 - 1 ⇒ (13) + 12 - 3 - 2 - 1 = 19
Bit of Luck: 1d20 + 12 - 3 - 2 - 1 ⇒ (6) + 12 - 3 - 2 - 1 = 12
Extra Crit Damage: 3d8 + 21 + 18 ⇒ (5, 2, 6) + 21 + 18 = 52
What a miserable set of rolls...
Dungeon Master S |
Despite the luck of Desna, Faeron uncharacteristically misses with all but two of his shots. He wounds one hag, but not nearly enough to drop her.
Round 2:
Faeron: Shots
Omrax: Go
Angrid: Go
Baddies: TBD
Val: TBD
Zefnir: TBD
Black: 0 (5 nonlethal, stuck in orb)
Red: 0 (5 nonlethal)
Blue: 33
Angrid Luin |
Angrid, with a flurish of his hand commands the aquous orb to move back over the other two witch. Gotta catch 'em all.
Each hag must make 2 DC 21 Reflex saves, taking the lower. If they fail they take Nonlethal: 2d6 ⇒ (2, 4) = 6 and are dazed for 1 round. They must then make a second set of DC 21 Reflex saves to not be engulfed in the water and carried along inside the ball of water.
Angrid then activates his ring of invis and floats 5 ft to the left.
Omrax the Bold |
If any of the hags are still up, Omrax will take the extra movement from the blessing and smite the toughest looking one remaining.
"By the Inheritor, cease your wicked ways!"
I think with 50' of movement, he can reach any of the hags, without going through the table or drawing an AoO.
Omrax +1 EO longsword, smite,2H: 1d20 + 15 + 5 ⇒ (4) + 15 + 5 = 24
for smite, 2H: 1d8 + 7 + 14 ⇒ (7) + 7 + 14 = 28 ignore DR, AC+
Dungeon Master S |
So many saves, just going to cut and past all of them.
Angrid, his bulk still sizzling, fights back with this own spell and returns to invisibility.
Red 1: 1d20 + 14 ⇒ (16) + 14 = 30
Red 2: 1d20 + 14 ⇒ (6) + 14 = 20
Blue 1: 1d20 + 14 ⇒ (1) + 14 = 15
Blue 2: 1d20 + 14 ⇒ (10) + 14 = 24
Red 1: 1d20 + 14 ⇒ (10) + 14 = 24
Red 2: 1d20 + 14 ⇒ (9) + 14 = 23
Blue 1: 1d20 + 14 ⇒ (6) + 14 = 20
Blue 2: 1d20 + 14 ⇒ (13) + 14 = 27
With 2 hags stuck in the orb, only one stands, and that one is still reeling from the hit. Omrax decides the standing one has to go and slashes brutally with his blade. The hag doesn't go down, but viscera splatters.
All three hags pull their wits about them.
Round 2:
Faeron: Shots
Omrax: Smite
Angrid: A.O.
Baddies: Derp!
Val: Go
Zefnir: Go
Black: 0 (5 nonlethal, stuck in orb)
Red: 28 (11 nonlethal)
Blue: 33 (6 nonlethal, stuck in orb)
IronHelixx |
**********************
Overseer Announcement
**********************
Table GMs – The Restricted Library [Area E1] is now CODE YELLOW
Dungeon Master S |
Val gives the Paladin a friend's divine help
Round 2:
Faeron: Shots
Omrax: Smite
Angrid: A.O.
Baddies: Derp!
Val: Bit o'luck
Zefnir: Go
Don't forget we have an Aid token. It's been 30+ hours for Zafnir, I don't mind if someone makes a safe bot for him this round.
Black: 0 (5 nonlethal, stuck in orb)
Red: 28 (11 nonlethal)
Blue: 33 (6 nonlethal, stuck in orb)
Omrax the Bold |
If we appear to have the battle in hand, should we offer the token to a party struggling? Or is it just randomly assigned? Are we still under a time limit where we should delay anyone if more than 24hrs? I was not sure if waiting actually hurts us or not .
Dungeon Master S |
There's the burst of healing use, which can help. Then you post in someone else's thread (or I can) and give them the token. Time matters enough that we can delay him...
Dungeon Master S |
Aid tokens are not an action, they're totally free. I'll pass it to someone else's table tomorrow. (if any of you have friends at tables that could use it, tell me!)
Zefnir, PbP Ver. |
Finally got to post; sorry for the delay. Thank you, Val on that trigger too- I'm sure there's a table out there that can really use the healing. :)
If actions are still needed, Zefnir will fly forward 30 feet in both distance and height (depending on ceiling space) to his present position and fire off a Spear of Purity at Blue Hag (- 1 2nd level spell). For his Blessings, he'll keep the +2 attack, AC, and Reflex.
At a 50' ranged touch attack on the Blue Hag, Zefnir makes his ranged touch attempt: 1d20 + 11 ⇒ (9) + 11 = 20. If the Blue Hag is within 30 feet distance and his Spear of Purity is considered as a ranged weapon, then Zefnir can add in +1 to hit and damage with a Point-blank shot, otherwise all the roll results are unmodified.
If he hits the hag, he will do either:
Damage to an Evil creature: 5d8 ⇒ (4, 2, 2, 3, 2) = 13. DC 16 Will save to get half damage. Automatic half damage if the hag is Neutral and zero damage if the hag is Good.
Damage to an Evil Outsider: 10d6 ⇒ (5, 3, 4, 5, 3, 2, 1, 3, 1, 3) = 30 plus 1 round of blindness. DC 16 Will save to get half damage and avoid the blindness. Automatic half damage if the hag is Neutral with no blindness at all and zero damage if the hag is Good with no blindness either.
If Zefnir needs to be NPC botted in the near future, anyone can feel free to have Zefnir repeat his actions on suitable targets (probably will fly to get a better position, maybe?), as needed.