Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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female Human (Taldorian)
Spoiler:
AC 21/T13/FF17 HP54/108 F+8 R+14 W+10 Init +4 Perception +17
Bard 5/Evangelist 10
Spells:
I:6 II:7 III:3/5 IV:4

Now Feli casts her spell. Heroism


Evil GM
Felicitas Sweetfingers wrote:
Now Feli casts her spell. Heroism

You cast that on yourself, correct?


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

Nym walks put keeping his eyes on the creature, slowly reaches down grabbing the rogues leg, and pulls him back to the relative safety of the group.

Then kicks him in the side to see if he's still a live and for being stupid.


Evil GM

Nym successfully avoids the Kyton as he rescues his fallen comrade. With a bit of spite he kicks the companion for good measure.


Evil GM

A Initiative: RD 2

Enemy - Kyton attacked and downed desmond. the Orc is holding action
Felic - casts heroism on herself
Grung -
Nym - rescues and pulls Desmond back towards the group
Desmond -
Kalim - communal stonskin 130HP to all
Karnog -

Alignments:

Felic-CG
Grung -LN
Nym - N
Desmond - CN
Kalim - CN
Karnog - LG


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Karnog moves over and casts breath of life on Desmond.

"Ye daft fool human, ya went and got yerself all sliced up this time, huh. Lucky the Great Creator blessed me with this prayer today, luck fer you, at least."

5d8 + 13 ⇒ (2, 8, 3, 2, 7) + 13 = 35 HP healed. If that bring him up above -Con, he is not dead, dead, and instead has 1 negative level for a day.


Evil GM

After Karnog's breath of life: If my math is correct Desmond should be at 1 Hp assuming de does not fail any of the 5 bleed fortitude checks he owes.


Evil GM

I'll let Desmond roll his fortitude saves. I'm sure when he logs on his current state of affairs will will be a surprise to him.


Evil GM

RA Initiative: RD 2 Update

Enemy - Kyton attacked and downed desmond. the Orc is holding action
Felic - casts heroism on herself
Grung -
Nym - rescues and pulls Desmond back towards the group
Desmond -
Kalim - communal stonskin 130HP to all
Karnog - Breath of life into Desmond....35 HP

Alignments:

Felic-CG
Grung -LN
Nym - N
Desmond - CN
Kalim - CN
Karnog - LG

Grung and Desmond have actions remaining. Desmond has quite a few fortitude save to make.

The Orc Antipaladin is holding his action in until he is in danger.


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

K! Sorry.


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

Hurry up with the fool. I'll hold this devil.. Grung advances slowly with his shield out, and Croaker is currently a +5 weapon


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

Croaker: 1d20 + 25 + 2 + 5 + 1 - 4 ⇒ (11) + 25 + 2 + 5 + 1 - 4 = 40 for 1d10 + 12 + 2 + 5 + 8 ⇒ (5) + 12 + 2 + 5 + 8 = 32


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

GM: the healing should fix any bleeding damage, dunno if it would "tick" on this turn or next, but he shouldn't have any ongoing issues with bleeding assuming he lives.


Evil GM
Karnog Kegmeister wrote:
GM: the healing should fix any bleeding damage, dunno if it would "tick" on this turn or next, but he shouldn't have any ongoing issues with bleeding assuming he lives.

I understand that but if he fails any fort saves he'll have that much more in damage. Three or four failures could have him past his 14 constitution.

Assuming his AC is 29 he actually has 6 Fort saves (I forgot the AOO that hit).

Bleed damage:

AOO: 2
RD 1: 5,5, 6
RD 2: 5,6

Total Potential Bleed Damage: 29 HP

Talk about pressure!!!!


Evil GM

Grung wades forward and as he gets within 10 feet you walk into an aura of despair. -2 all saves.

Once Grung gets to 10 feet and within the antipaladin's aura of despair he unleases an wave of unholy energy that extends 30 feet.

Will save DC 19 for half damage: 7d6 ⇒ (5, 3, 4, 5, 6, 5, 5) = 33

This only gets to Grung this round. I am merciful.

The orc takes the brunt of Grung's attack and he doesn't look too beaten up.


Evil GM

We are wating on Desmond right now. If he doesn't log on soon, I'll go ahead and take the top of the round action...at least the antipaladin's.


Evil GM

Updated RD 2 Map

* I moved Desmond, Nym, and Karnog.
** I moved Grung up to the antipaladin and placed a blue template to show the unholy channel.


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

1d20 + 11 ⇒ (14) + 11 = 25 will

That's all ya got?! Bah. I've farted more dangerously than that!


Evil GM

RA Initiative: RD 3

Enemy -
Felic -
Grung -
Nym -
Desmond -
Kalim -
Karnog -

Alignments:

Felic-CG
Grung -LN
Nym - N
Desmond - CN
Kalim - CN
Karnog - LG

RD 3 Battlemap

*I still have the spell template up to outline the 30 ft radius of the channel.

**Remember if you get ithin 10 ft of the antipaladin you are filled with despair and suffer -2 on all saves.


Evil GM

RD 2: Antipaladin

the orc growls out a wicked prayer and touches The nasty dwarf,

vamparic melee touch: 1d20 + 13 + 5 ⇒ (15) + 13 + 5 = 33;damage: 6d6 ⇒ (5, 6, 3, 2, 5, 4) = 25

concentration check: 1d20 + 13 + 3 ⇒ (11) + 13 + 3 = 27

Grung feels his life blood drain from his body as he witnesses the orc's wounds knit closed.

I'll take the Kyton's actions when I get home later this morning or early afternoon.

Grung make sure you update your HP line.


Evil GM

RD 2: Kyton

the Kyton moves towards Nym and Felicitas. He stays out 10 feet and uses his reach to swipe at the annoying bard's throat.

claw: 1d20 + 25 ⇒ (13) + 25 = 38;damage: 1d8 + 9 ⇒ (5) + 9 = 14;bleed: 1d6 ⇒ 5

Flesh rips from the performing bard.


Evil GM

Spellcasters remember to include a SR check if your spells call for one.


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

DM I have DR 6 does that apply to a spell? I am not sure


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

Ba hahahahaha! That's it?! Ya gonna have to do better than that!

Croaker: 1d20 + 25 - 4 + 5 + 2 + 1 ⇒ (12) + 25 - 4 + 5 + 2 + 1 = 41 for 1d10 + 12 + 8 + 5 + 2 ⇒ (8) + 12 + 8 + 5 + 2 = 35
Croaker: 1d20 + 20 - 4 + 5 + 2 + 1 ⇒ (6) + 20 - 4 + 5 + 2 + 1 = 30 for 1d10 + 12 + 8 + 5 + 2 ⇒ (6) + 12 + 8 + 5 + 2 = 33
Croaker: 1d20 + 16 - 4 + 5 + 2 + 1 ⇒ (13) + 16 - 4 + 5 + 2 + 1 = 33 for 1d10 + 12 + 8 + 5 + 2 ⇒ (9) + 12 + 8 + 5 + 2 = 36

Grung slams Croaker down on the orc several times


Evil GM

Updated RD 2 Battlemap


Evil GM

Damage Reduction:

Spells, spell-like abilities, and energy attacks (even non-magical fire) ignore damage reduction.

Also note:

Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment.


Evil GM

Grung how are you getting you DR? is it class ability or armor. That should describe your DR classification.


Evil GM

Grung croaker is a plus what (+2, +3) weapon?


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

I get it from my class-archetype, the number varies based on the type of armor I am wearing, and more from it being adamantine.

Croaker is a +5 weapon at the moment. In my profile towards the top have Croaker listed in bold as to what it currently is. I used my Warrior Spirit ability to up it from +3 to +5


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Desmond's eyes open. He scowls, shakily grabbing his weapons through bloodied teeth. "Get me...a flank..." He growls. The cheery rogue seems to be on vacation.

I believe when one drops below 0 they drop all their held items, so Desmond will take 2 move actions to grab both of his swords.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

sr: 1d20 + 21 ⇒ (16) + 21 = 37rta: 1d20 + 10 ⇒ (19) + 10 = 29negative levels: 1d4 ⇒ 3

Kalim fires a ray of enervation at the kyton. "Desmond, just because this is your fault doesn't mean you should die immediately. Flank with Grung against the antipaladin."


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116
Desmond Aeros wrote:

Desmond's eyes open. He scowls, shakily grabbing his weapons through bloodied teeth. "Get me...a flank..." He growls. The cheery rogue seems to be on vacation.

I believe when one drops below 0 they drop all their held items, so Desmond will take 2 move actions to grab both of his swords.

As Desmond starts to sit up Nym put his hand on his chest pushing him back down.

Undercommon:
"Heal and prepare first stupid human. Use this. Give it back after."

Nym casts blur on the wayward rogue. His rapier appears in his hand and he offers it to Desmond.

Nym's rapier:
+1 Cold Iron Holy Rapier 15-20 x 2
good-aligned; 2d6 vs evil alignment


Evil GM

RA Initiative: RD 3 Update

Enemy - Kyton attacked Felic; Antipaladin attacked Grung
Felic -
Grung - attacks the antipaladin
Nym - hands desmond his weapon, cast blur on Desmond
Desmond - double move action/grabs Nym's weapon; he now is blurred
Kalim - casts enervation at Kyton (I still need to see what if any effect this has on the creature)

Karnog -

Alignments:

Felic-CG
Grung -LN
Nym - N
Desmond - CN
Kalim - CN
Karnog - LG

Karnog and Felicitas have actions in RD 3.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Karnog sighs in exasperation, muttering in dwarven about stupid humans and stupid thieves and other such annoyances, then lays a hand on Desmond.

"Don't waste this lad, I haven't another prepared."

He casts Heal on Desmond.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Gotcha. Unless the kyton is undead, the effect should be as normal, I think. Minus 3 to all rolls, essentially. Any living creature. Don't want to look up specifics of the kyton though, so it could have some extra defenses?


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Certain creatures are immune or resistant to negative energy or negative levels in general. Especially denizens of the shadow plane or negative energy plane.


Evil GM

Felicatas you are up.


Evil GM

Energy Drain and Negative Levels:

Some spells and a number of undead creatures have the ability to drain away life and energy; this dreadful attack results in “negative levels.” These cause a character to take a number of penalties.

For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature’s negative levels equal or exceed its total Hit Dice, it dies.

A creature with temporary negative levels receives a new saving throw to remove the negative level each day. The DC of this save is the same as the effect that caused the negative levels.

Some abilities and spells (such as raise dead) bestow permanent level drain on a creature. These are treated just like temporary negative levels, but they do not allow a new save each day to remove them. Level drain can be removed through spells like restoration. Permanent negative levels remain after a dead creature is restored to life. A creature whose permanent negative levels equal its Hit Dice cannot be brought back to life through spells like raise dead and resurrection without also receiving a restoration spell, cast the round after it is restored to life.

For DM reference. Essentially, he has -3 on his rolls and -15HP


Evil GM
Karnog Kegmeister wrote:

Karnog sighs in exasperation, muttering in dwarven about stupid humans and stupid thieves and other such annoyances, then lays a hand on Desmond.

"Don't waste this lad, I haven't another prepared."

He casts Heal on Desmond.

Is that 130 HP of healing?


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Yes, 130hp healed, ability damage and negative conditions restored. Neg levels and ability drain are unaffected.


Evil GM

Felicitas you are up.


Evil GM

Last call for Felicitas to take her action. If she hasn't acted by the time I log on this afternoon, I will DMPC her and get the game moving forward.


Evil GM

concentration: 1d20 + 11 ⇒ (1) + 11 = 12

Felcitas begins a vicious assault of insulting singsong against Kyton. Unfortuntely her concentration is weak as she begins her tirade and her voice cracks.

she failed her concentration check while casting drawing an AOO.


Evil GM

Kyton's AOO on Felicitas

With a backhand the creature whacks at Felicitas,

claw: 1d20 + 20 ⇒ (16) + 20 = 36;dam: 1d8 + 19 ⇒ (5) + 19 = 24
plus bleed bleed: 1d6 ⇒ 4

The bard takes a vicious hit from the Kyton.

You are in it's 10 ft reach.


Evil GM

RA Initiative: RD 4

Enemy -
Felic -
Grung -
Nym -
Desmond -
Kalim -
Karnog -

Alignments:
Felic-CG
Grung -LN
Nym - N
Desmond - CN
Kalim - CN
Karnog - LG

RD 4 Battlemap


Evil GM

RD 4: Kyton

The Kyton casts a spell on itself, as it fishes out a diamond from a pouch crushing it in a claw,

restoration

Meanwhile, its wound knit back together naturally.


Evil GM

RD 4: Antipaladin

the half orc begins a fenzied hack fest on it's enemy,

naseauted for 4 rds, Fort 19:
Nauseated
Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a can take is a single move action per turn.
]

grave's curse: 1d20 + 20 ⇒ (5) + 20 = 25;damage: 1d10 + 15 ⇒ (2) + 15 = 17;unholy against good: 2d6 ⇒ (5, 3) = 8

grave's curse: 1d20 + 15 ⇒ (19) + 15 = 34;damage: 1d10 + 15 ⇒ (9) + 15 = 24;unholy against good: 2d6 ⇒ (1, 4) = 5

grave's curse: 1d20 + 10 ⇒ (16) + 10 = 26;damage: 1d10 + 15 ⇒ (2) + 15 = 17;unholy against good: 2d6 ⇒ (1, 6) = 7

grave's curse, haste: 1d20 + 20 ⇒ (14) + 20 = 34;damage: 1d10 + 15 ⇒ (4) + 15 = 19;unholy against good: 2d6 ⇒ (5, 2) = 7

I don't know if those will hit.

Rembember roll a d100 with each attack against him to account for his blur.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

sr: 1d20 + 22 ⇒ (9) + 22 = 31fireball: 10d6 ⇒ (3, 2, 1, 1, 6, 5, 4, 2, 6, 2) = 32

Kalim sends a fireball at the Kyton, making sure to angle it a bit behind him to keep Felicitas safe.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Desmond stands, gripping the new rapier in one hand and a shortsword in the other. He runs around the outsider, getting ready for a flank next turn.

Move action to stand, move action to move, and using quick runner's shirt to take another move action. Desmond will take a broad path around the creature to avoid provoking an AoO, and will end his turn 10 feet to the left of it so that next turn he can 5 foot step and full attack (hopefully with a flank).


female Human (Taldorian)
Spoiler:
AC 21/T13/FF17 HP54/108 F+8 R+14 W+10 Init +4 Perception +17
Bard 5/Evangelist 10
Spells:
I:6 II:7 III:3/5 IV:4

Felictas defensivly casts ghaseos form.Conc: 1d20 + 20 ⇒ (4) + 20 = 24

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