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Sardaukar's Legacy of Fire
Game Master Sardaukar



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F Half-Elven Cleric L8+Bard L1 | HP 57/57 | AC 21 | Saves F06 R07 W13 | Percep +11

Knowledge (Religion): 1d20 + 7 ⇒ (1) + 7 = 8
I should probably put more than two ranks into that...


Slapping the bottom of Pae's feet with her staff, Mah'ysa tries to leap backwards back towards Haleen. But the lion manages to swipe at her with his claw off before the priestess can get away. Luckily, she flips right over his arc of his swipe and the Lion misses.

AoO Claw Attack on Mah'ysa: 1d20 + 7 ⇒ (7) + 7 = 14 Miss!

As the ball of fire cooking the undead mummy moves on, attempting to roll into the back end of the summoned feline. But it quickly moves out of the way as Efreat concentrates on shooting off two magic missiles at new threat. These strike true, the force bolts being absorbed by the oozing blob. (Damage: 7)

Lion Reflex Save: 1d20 + 7 ⇒ (15) + 7 = 22 Succeed

The earth elemental druid steps forward, pounding the summoned lion with his rocky fist. The creature recoils from the blow, seeming to be in great pain from the hit, its attention now focused on the beast that hit it. (Damage: 9)

Bahir is up!


While waiting for Bahir to go, I'll do the NPCs.

With the Lion distracted by the druid in his elemental form, the Zephyr Guard steps to the side and swings his scimitar with excellent precision while the one on the ground quickly gets up and moves around the crispy mummy towards a flanking position with Hazreem while watching the Jackal man, as if planning how to take him down.

Zephyr Guard #1 Attack on Lion: 1d20 + 6 ⇒ (11) + 6 = 17 Hit!
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Daumari Knowledge(Religion): 1d20 + 6 ⇒ (19) + 6 = 25

Daumari almost seems to stumble and his jaw appears to drop for a split-second before he regains his resolve. "A Spawn of the Rough Beast! I'll hold it off, you guys save yourselves!" he yells as the Inquisitor advances forward, his flaming hammers shifting into a defensive position. Reaching about half-way there, he drops into a defensive posture and waits for the creature to come to him. (AC is 29)

The creature's empty eye sockets seem to drill into Daumari causing him to cry out in agony as if in great pain.

Daumari Will Save: 1d20 + 7 ⇒ (5) + 7 = 12 Fail!
Doom Gaze Damage on Daumari: 1d6 ⇒ 6


Sorry, it's been a busy weekend. And still no Bahir. It's been over a week, very un-Bahir like. NPC'ing...

Rolls:

Bahir Smite Attack on Lion: 1d20 + 11 ⇒ (17) + 11 = 28 Hit!
Bahir Smite Damage: 1d6 + 1d6 + 3 ⇒ (5) + (5) + 3 = 13
Lion Bite Attack on Bahir: 1d20 + 7 ⇒ (9) + 7 = 16 Miss!
Lion Claw #1 Attack on Bahir: 1d20 + 7 ⇒ (20) + 7 = 27 Hit, possible crit!
Lion Claw #2 Attack on Bahir: 1d20 + 7 ⇒ (13) + 7 = 20 Miss!
Lion Claw #1 Crit Confirm: 1d20 + 7 ⇒ (7) + 7 = 14 No crit.
Lion Claw #1 Damage on Bahir: 1d4 + 5 ⇒ (3) + 5 = 8
Lion Free Grapple on Bahir: 1d20 + 13 ⇒ (20) + 13 = 33
Father Jackal Throwing Axe #1 on Zephyr Guard #2: 1d20 + 6 ⇒ (3) + 6 = 9 (includes range/melee penalty) Miss!
Father Jackal Throwing Axe #2 on Zephyr Guard #2: 1d20 + 6 ⇒ (7) + 6 = 13 (includes range/melee penalty) Miss!
Spawn Tentacle #1 Attack on Daumari: 1d20 + 13 ⇒ (7) + 13 = 20 Miss!
Spawn Tentacle #2 Attack on Daumari: 1d20 + 13 ⇒ (11) + 13 = 24 Miss!
Spawn Tentacle #3 Attack on Daumari: 1d20 + 13 ⇒ (3) + 13 = 16 Miss!
Spawn Tentacle #4 Attack on Daumari: 1d20 + 13 ⇒ (6) + 13 = 19 Miss!

With the Lion distracted by Hazreem, (and having already taken an AoO against Mah'ysa this round) Bahir manages to get back onto his feet unmolested, picking back up his frosted scimitar in the process. Wielding it again, he takes a swing against the summoned beast. The blade cuts deep into the creature causing it to roar and cry out in great pain. Forgetting the druid, the lion's attention is now turned towards the Paladin as it attempts to bite and claw him. Bahir avoids the teeth and one of the giant paws coming at him, but the other one comes around and painfully digs into the side of his neck. Sharp claws tear into his flesh and pull him towards the lion where it prepares to kill its prey. (Damage 8, Bahir gains grappled condition)

With amazing speed, Father Jackal shifts his battle axe to his off hand, and releases one of the smaller axes from his belt and chucks it at the Zephyr Guard. He manages to quickly get two such axes thrown in short succession, but with the lion focused on Bahir the guard is easily able to dodge or deflect the attacks.

The hideous spawn glides forward upon its many tentacles and, when getting within 10 feet of the Inquisitor, begins lashing out with its tentacles. But Daumari is ready for it, and he manages to deflect all four tentacles that come at him.

Map Link

Round 4 - Everyone is up!

Current Status:

Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 44/44
Bahir 56/64
Daumari 53/59
Hazreem 57/57
Paellat 53/53
Efreat 53/53
NPCs:
Haleen 53/53
Zephyr Guard #1: 22/22
Zephyr Guard #2: 22/22

Damage:
Haleen's Rapier: 1/15
Mummy: 72 (Burnt to a crisp)
Emkrah: 7
Lion: 19 (Moderately Injured)

Conditions in effect:
----------
Efreat: Mage Armor
Efreat: Flaming Sphere -- Ends Round 6
Hazreem: Burning Gaze -- Ends Round 7
Bahir: Smite Evil (Father Jackal)
Bahir: Grappled
Haleen: Sleep -- Ends Rounds 30
Daumari: Flames of the Faithful -- Ends Round 7
Daumari: Shield of Faith (+3 deflection to AC) -- Ends Round 71
Father Jackal: Bag of Tricks (Lion) -- Ends Round 101

Osirion

Male Halfling Rogue 9

Pae reasoning that if the lion is grapelling Bahir it cant turn on him leaps for the back of the beast.

Acrobatics 1d20 + 16 ⇒ (18) + 16 = 34

Landing squarely atop the feline he proceeds to stab it where the spine meets it's neck

1d20 + 12 ⇒ (12) + 12 = 24 damage1d4 + 4d6 + 1 ⇒ (3) + (2, 5, 2, 5) + 1 = 18

Osirion

Ummmm, apparently my post that I was going on vacation for a week was eaten by the post-monster. Sorry about that. I am back now!


With a running leap, Pae mounts the lion's back, thrusting his rapier clear through its back. Its lets go of the Paladin, trying to let out a agonizing roar. But instead, only blood spurts forward as the creature collapses, then disappears as quickly as it came. Pae drops to the ground, what he was straddling being no longer in existence.

Lion gone, Bahir is no longer grappled (welcome back).


Male Human (Desert) Druid 9

With the lion gone, Hazreem glances at the two opponents trying to decide which was the bigger threat. While Father Jackal was the mastermind behind this, Daumari's exclamation of the beasts nature galvanized the druid.

That Spawn of Rovavgug MUST be destroyed!!

Standing upright, Hazreem looks over to the abomination and his body shimmers momentarily and he assumes his normal form again.

"You handle Father Jackal, I will help Daumari!" He then hustles to assist Daumari, drawing his own weapon as he moves towards the beast.

Standard: assume human form.
Move 30' SW, draw scimitar.

Osirion

Knowledge Religion: 1d20 + 9 ⇒ (13) + 9 = 22

Forcing himself to ignore the abomination that Daumari is facing, Bahir heeds Hazreem's words and refocuses on Father Jackal. Charging full speed toward the jackal-man he strikes with a vengeance backed by Sarenrae herself.

40' foot charge. Smite in effect.

Smite Scimitar strike: 1d20 + 20 ⇒ (2) + 20 = 22
Damage: 1d6 + 10 + 1d6 ⇒ (3) + 10 + (3) = 16

If he hits he will use a swift action to use Fire of Entanglement on Father Jackal.

Bahir's AC should be increased by 4 because of the smite but reduced temporarily by 2 for the charge.

Osirion

Male Halfling Rogue 9

Pae puts his head down and runs full pelt past the combat between the Paladin and Father J.

Basically I want to arrive at a point mid way between the last two pillars about 15 feet north of Father J


Pae: It is still Round 4, the round you jumped on the lion. Will save your action as tentative for next round.

Bahir charges forward, his scimitar held high as he tries to smite the man, but Father Jackal effortlessly blocks the attack with his battle axe with a loud clank.

Efreat and Mah'ysa are up!


Male Human (Keleshite) Sorc (Efreeti) 9

Seeing the lion drop, Efreat puts all his effort into moving the ball of flame onto Father Jackel.
move and standard action to move the sphere onto father jackel. dc 163d6 ⇒ (3, 2, 5) = 10


F Half-Elven Cleric L8+Bard L1 | HP 57/57 | AC 21 | Saves F06 R07 W13 | Percep +11

Mah'ysa shouts "Haleen! Awaken!" and smack her on the bottom of her feet with her staff.

Pointing her staff at the priest, she calls on the power of the Dawnflower to fix him in place by shouting "HOLD!"

Hold Person-- Will save DC17 negates.


Technically it is a standard to wake a sleeping person and a standard to cast, but I'll give it by delaying her awakening slightly.

Rolls:

Father Jackal Reflex Save: 1d20 + 10 ⇒ (13) + 10 = 23 Succeed!
Father Jackal Will Save: 1d20 + 5 ⇒ (8) + 5 = 13 Fail!
Daumari Doom Gaze Will Save: 1d20 + 7 ⇒ (7) + 7 = 14 Fail!
Daumari Doom Gaze Damage: 1d8 ⇒ 1
Daumari Attack on Spawn: 1d20 + 4 ⇒ (1) + 4 = 5 (fight defensively)
Spawn Tentacle #1 Attack on Daumari: 1d20 + 13 ⇒ (7) + 13 = 20 Miss!
Spawn Tentacle #2 Attack on Daumari: 1d20 + 13 ⇒ (5) + 13 = 18 Miss!
Spawn Tentacle #3 Attack on Daumari: 1d20 + 13 ⇒ (3) + 13 = 16 Miss!
Spawn Tentacle #4 Attack on Daumari: 1d20 + 13 ⇒ (16) + 13 = 29 Hit! (AC is 29)
Spawn Tentacle #4 Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Spawn Tentacle #4 Grapple: 1d20 + 21 ⇒ (6) + 21 = 27 Success!

After blocking Bahir's charge, Father Jackal seems to effortlessly dodge the rolling ball of fire like he was a matador dodging a raging bull. He begins chuckle loudly like a hyena when Mah'ysa yells "HOLD!" And he does just that. The laughter suddenly stops as the half-man, half-jackal freezes in place, a strange expression frozen upon his face.

Both Zephyr Guards charge forward, ready to strike. But once they realize the magical binds holding him in place, one of them sheaves his scimitar and pulls out a pair of manacles saying, "By the order of the pactmasters and the clerics of Abadar, I hereby place you under arrest." He cautiously advances on the frozen man, doing his best to stand clear of the giant ball of flame next to him.

But on the other side of the temple, the spawn continues to advance towards Daumari, it's tentacles trying to wrap around him. It's hollow eyes seemingly drilling into his very soul. (Damage: 1) Even Hazreem who is closing in feels the effects of this evil creature. (Hazreem, make Will Save DC20 or take 1d6 damage as it draws upon your very being)

Daumari strikes out with one end of his hammer while keeping the other end in a defensive posture. But he nearly stumbles over his own feet as he steps back away from the advancing creature. It throws him off slightly as the tentacles come at him, causing him to miss one of them that gets through his defenses. It wraps around his midsection, lifting him off the ground. (Damage: 9, gains grappled condition)

Meanwhile, Haleen's eyes begin to open...

Round 5 - Everyone is up!

Map Link

Current Status:

Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 44/44
Bahir 56/64
Daumari 43/59
Hazreem 57/57
Paellat 53/53
Efreat 53/53
NPCs:
Haleen 53/53
Zephyr Guard #1: 22/22
Zephyr Guard #2: 22/22

Damage:
Haleen's Rapier: 1/15
Mummy: 72 (Burnt to a crisp)
Emkrah: 7

Conditions in effect:
----------
Efreat: Mage Armor
Efreat: Flaming Sphere -- Ends Round 6
Hazreem: Burning Gaze -- Ends Round 7
Bahir: Smite Evil (Father Jackal)
Daumari: Flames of the Faithful -- Ends Round 7
Daumari: Shield of Faith (+3 deflection to AC) -- Ends Round 71
Father Jackal: Paralyzed -- Ends Round 10


Male Human (Desert) Druid 9

Will Save DC 20 1d20 + 11 ⇒ (18) + 11 = 29

Hazreem pays the events on the other side of the temple little heed, instead focusing his attention on the spawn. Unsure how best to hurt the spawn, he elects to see if his Burning Gaze has any effect on it.

Standard: Burning Gaze Fort save DC 18 or take 1d6 ⇒ 2 and make Reflex save DC 18 or catch fire.
CL check, if needed 1d20 + 7 ⇒ (18) + 7 = 25
Move 20' SW, current AC 19.
Note: The Frost property of his scimitar has not been activated.


"I would gag and blinfold him as well" Pae shouts to the guards "we don't want him casting something nasty do we"


Spawn Fort Save: 1d20 + 12 ⇒ (9) + 12 = 21 Succeed

Hazreem's eyes blaze as he advances on the spawn, but to little effect. As he gets in range, one of the tentacles lash out at him.

Spawn AoO on Hazreem: 1d20 + 13 ⇒ (17) + 13 = 30 Hit!
Spawn Damage on Hazreem: 1d6 + 3 ⇒ (4) + 3 = 7
Spawn Grapple on Hazreem: 1d20 + 21 ⇒ (12) + 21 = 33 Success!

The long arm of the spawn wraps itself around the druid's fleshy body and raises him up into the air, just like Daumari.

Osirion

Does Pae come over still to assist with the binding of Father Jackal?

Bahir quickly disarms Father Jackal of the weapon in his hands and holds his scimitar blade to the jackalman's throat, "Quickly, bind him." His concern for what is happening behind him growing with each second.

I am assuming that the disarm attempt is automatic on a helpless creature.


As Bahir pulls the battle axe out of Father Jackal's hand and places his blade at the man's throat, the other Zephyr Guard quickly puts his own blade away and moves to help his comrade who pulls one arm, then the other behind the man's back. Producing several cloths, the guard begins rolling them to use as blindfolds and gags. They both glance nervously towards to the hideous creature on the far side of the temple as they work.

Osirion

Male Halfling Rogue 9

"We need to get out off here..this abomination is more than we can handle just now and you all know it" Pae calls as he moves towards the exit.

"We can return when we are rested"


F Half-Elven Cleric L8+Bard L1 | HP 57/57 | AC 21 | Saves F06 R07 W13 | Percep +11

Frankly a little surprised her magic actually worked to subdue the priest, nevertheless she turns to face the monstrous spawn of the Rough Beast.

Levelling her open palm at the creature, she summons her last spell of the highest valence granted to her. She whispers a brief prayer and what looks to be a blazing ray of the sun itself lights up the room as it traces a path into the creature.

She casts Searing Light.
Ranged touch attack: 1d20 + 7 ⇒ (5) + 7 = 12
IF Normal creature: 3d8 ⇒ (7, 1, 7) = 15 damage.
IF Undead creature: 6d6 ⇒ (5, 2, 5, 2, 1, 4) = 19 damage.
IF Undead and vulnerable to Light: 6d8 ⇒ (4, 1, 8, 2, 5, 4) = 24 damage.

Searing Light
School evocation; Level cleric 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes
Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).


Male Human (Keleshite) Sorc (Efreeti) 9

Efreat turns his wand on the beast.
leave the sphere of fire on father jackel. use wand of magic missiles on the beast 3d6 ⇒ (6, 4, 2) = 122d4 + 2 ⇒ (3, 4) + 2 = 9


Rolls:

Daumari Grapple Check: 1d20 + 7 ⇒ (19) + 7 = 26 Fail!
Spawn Swallow Whole check: 1d20 + 21 ⇒ (6) + 21 = 27 Success!
Spawn Bite Attack on Daumari: 1d20 + 15 ⇒ (1) + 15 = 16 Miss!

"We need to get out of here", Pae calls as he moves back towards the exit. Mah'ysa instead draws upon her divine powers causing a ray of light to shoot forth from her outstretched palm towards the foul creature. But it seems to shift to the side just before the light ray reaches it and it shoots past, hitting the fall wall of the temple and blasting a hole in the stone.

Efreat has better luck as he uses his wand to shoot two bolts of energy, striking the creature. It hits, but its going to take a lot more than that to take this thing down.

Both guards jump away from Father Jackal as the giant ball of fire comes near and sears the hair off the backside of the jackal man, filling the room with the scent of burnt hair. Only one wrist manages to get secured with the manacles and the guard didn't have time to get the other wrist in place before moving out of the way. (Father Jackal Damage: 12)

Haleen stands up, picking up her dropped rapier as she does so, as Daumari struggles unsuccessfully to break free from the tentacles grasp. The spawn retracts its tentacle to engulf the Inquisitor inside the green ooze surrounding its skeletal head. Daumari screams in pain as his body comes in contact with the jelly-like substance. His screams die as his head is completely engulfed, but he appears to still be alive as he continues to struggle against the creature's tentacle arm. The large mouth of this beast tries to bite down on the holy fighter, but Daumari still manages to squirm away from its maw. (Damage: 8 acid) The tentacle holding onto Hazreem seems to stay put just outside of the green goo, as if waiting for its turn. Luckily, there seems to only be enough room inside for one person at a time.

Pae:
As you move towards the open hallway leading out of this temple, you spot a strange man standing in the far room containing the four jackal statues. While he looks humanoid in his long, luxurious yellow robes, the way the robes hang on his body seem to hint at a form far less humanoid. This man looks at you with a strange and unsettling stare. With an almost claw-like hand, he gestures for you to approach.

Round 6 - Everyone is up! Last round of Efreat's Flaming Sphere.

Map Link

Current Status:

Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 44/44
Bahir 56/64
Daumari 35/59
Hazreem 50/57
Paellat 53/53
Efreat 53/53
NPCs:
Haleen 53/53
Zephyr Guard #1: 22/22
Zephyr Guard #2: 22/22

Damage:
Haleen's Rapier: 1/15
Mummy: 72 (Burnt to a crisp)
Spawn: 16 (Rather minor injuries)
Father Jackal: 12 (Minor flesh wound)

Conditions in effect:
----------
Efreat: Mage Armor
Efreat: Flaming Sphere -- Ends Round 6
Hazreem: Burning Gaze -- Ends Round 7
Hazreem: Grappled
Bahir: Smite Evil (Father Jackal)
Daumari: Flames of the Faithful -- Ends Round 7
Daumari: Shield of Faith (+3 deflection to AC) -- Ends Round 71
Daumari: Grappled
Father Jackal: Paralyzed -- Ends Round 10

Osirion

While I would love for Father Jackal to stay immobile I must point out he gets a will save every round as a full round action to break free of the spell in Pathfinder.

Able to ignore Daumari's plight no longer Bahir turns away from Father Jackal and sprints as fast as he can toward the monstrosity, "I'll not abandon Daumari and Hazreem to this abomination!"

Bahir sprints a total of 60' feet toward the creature with a triple move full out run in heavy armor.


F Half-Elven Cleric L8+Bard L1 | HP 57/57 | AC 21 | Saves F06 R07 W13 | Percep +11

Furious at her wasting the Dawnflowers fire by missing such a fat target, Mah'ysa calls out with a ringing voice to summon a Spiritual Weapon; Saranrae's scimitar of blazing fire whirls and slashes at the spawn of the Rough Beast.
Spiritual Weapon attack: 1d20 + 4 + 4 ⇒ (19) + 4 + 4 = 27 for a possible 1d8 + 2 ⇒ (2) + 2 = 4 force damage.
...Critical threat? 1d20 + 4 + 4 ⇒ (12) + 4 + 4 = 20 for a possible extra 1d8 + 2 ⇒ (3) + 2 = 5 force damage.


Reread Hold Person. I see you're right!

Father Jackal Will Save: 1d20 + 5 ⇒ (2) + 5 = 7

Father Jackal remains frozen in place.


A floating scimitar seemingly made of fire and light strikes the spawn and while it seems to hurt the creature, the injury is minor. (Damage: 4)

Spawn can not be critically hit.

Osirion

Sardaukar:
I don't know if the spawn has special abilities that help it with grapple but normally the grappler and the grapplee both gain the condition. It stops it from making any more AOOs (Hazreem?) and modifies both its AC (Mahysa's Searing Light touch attack may hit?) and it's to hit on things other than it's grappled opponent. Of course, that is how it normally works and this thing seems anything but...normal.


Male Human (Desert) Druid 9

Hazreem fights back a feeling of terror as he wriggles in the Spawn's grasp. Have to concentrate here else we're all dead. Knowing his spell is about to expire, he once again tries to set the Spawn afire.

Stand: Use Burning Gaze, Fort save DC 18 or take 1d6 ⇒ 5 fire and make Reflex save DC 18 or catch fire.
Move: start to escape grapple, CM check: 1d20 + 7 ⇒ (14) + 7 = 21


Male Human (Keleshite) Sorc (Efreeti) 9

Efreat draws his other wand but continues to fire his first wand at the beast.
flaming sphere damage; magic missile damage3d6 ⇒ (6, 2, 3) = 112d4 + 2 ⇒ (4, 3) + 2 = 9


Based on corrections mentioned by Bahir, and my reading further into the monster rules, I'll make the following adjustments:

  • Mah'ysa's searig light grazes the beast as it attempts to dodge out of the way, burning it for 15 points of damage (Touch AC was normally 13, but 11 with grappled condition)
  • Hazreem wasn't grabbed as a result of his moving up (AoO), but instead as part of the creature's normal attack, which it didn't original make against Hazreem since it already had him held. It still hits despite its -2 to attacks.

Re-reading the monster rules also cleared up some confusion I had on the active vs. passive gaze attacks.

Spawn Fort Save: 1d20 + 12 ⇒ (14) + 12 = 26 Success.

Hazreem, held high in the air, tries to burn the creature with his own gaze, but it still doesn't seem to have any effect. He attempts to wiggle free, but he is held tight.

The guards keep back as the flaming sphere burns the jackal man once again before the sphere fades out. (Damage: 11) Efrat meanwhile fires two more bolts of energy at the spawn, who takes them once again. (Damage: 9) It seems to be hurting it, but it's going to take a lot more.

Pae is up!

Osirion

Male Halfling Rogue 9

And that damage should automatically break the Hold Person..why did Efreat do that?? sometimes this party doesn't seem to think very straight

Pae hangs back knowing he cannot make any real contribution to this fight

Immune to crits usually means immune to backstab and I doubt 2-5 damage a round will sway the outcome off this fight by much


Where does it say that damage breaks paralyzed condition or Hold Person spell?

Pae, did you read the spoiler at the beginning of the round?

Osirion

I think he may be confusing Charm Person with Hold Person. I have never heard of threats or damage breaking a hold effect.

Osirion

Male Halfling Rogue 9

Whoops..thats a OD&D holdover..yeh I go back that far


Rolls:

Father Jackal Will Save: 1d20 + 5 ⇒ (2) + 5 = 7 Fail, again.
Daumari Scimitar Attack: 1d20 + 6 ⇒ (20) + 6 = 26 Hit (no crit)
Daumari Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Haleen Doom Gaze Will Save: 1d20 + 1 ⇒ (6) + 1 = 7 Fail
Haleen Doom Gaze Damage: 1d6 ⇒ 2
Spawn Bite Attack on Daumari: 1d20 + 15 ⇒ (14) + 15 = 29
Spawn Bite Damage: 1d8 + 7 + 1d8 ⇒ (8) + 7 + (1) = 16
Daumari Active Doom Gaze Will Save: 1d20 + 7 ⇒ (16) + 7 = 23
Hazreem Tentacle Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Spawn Tentacle #1 Attack on Haleen: 1d20 + 11 ⇒ (10) + 11 = 21 Hit
Spawn Tentacle #2 Attack on Haleen: 1d20 + 11 ⇒ (3) + 11 = 14 Miss
Spawn Tentacle #3 Attack on Haleen: 1d20 + 11 ⇒ (12) + 11 = 23 Hit
Spawn Tentacle #1 Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Spawn Tentacle #3 Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Spawn Tentacle #1 Grapple: 1d20 + 21 ⇒ (13) + 21 = 34

With the ball of fire extinguished, the two guards have no trouble getting the manacles, gag, and blindfold over the still frozen Father Jackal. With the were-beast fully in custody, they make as if to lead him out of this temple.

Haleen, finally back up and to her senses, charges across the chamber, rapier at the ready and preparing to attack the spawn. Daumari continues to struggle within the acidic fluid and actually tries to attack the creature from within. Holding onto his hammers with his off hand, he manages draws his scimitar and begins slashing away at it. He seems to be doing some damage as it draws the creatures attention and Daumari's blade pokes through the membrane. (Damage to Spawn: 6)

Paellat Perception DC10, Efreat Perception DC15:
Standing near the open hallway leading out of this temple, you spot a strange man standing in the far room containing the four jackal statues. While he looks humanoid in his long, luxurious yellow robes, the way the robes hang on his body seem to hint at a form far less humanoid. This man looks at you with a strange and unsettling stare. With an almost claw-like hand, he gestures for Pae to approach.

As Haleen gets within range of the spawn, her eyes burn from looking at it. Hazreem, you have to make another Will Save DC20 or take 1d6 damage. The Doom Gaze strikes every round, unless you advert your eyes or close them. But that gives the spawn various levels of concealment. As the Inquisitor fights, the creature's head tries once again to bite a chunk out of the tenderizing flesh, this time succeeding. (Daumari takes 16 from Bite, 8 from Acid, succeeds will save against Active Doom Gaze)

The tentacle holding onto Hazreem seems to thrash about, striking him into the ground (Damage: 7) as the other three tentacles come after Haleen. Two of them hit her hard (Damage: 18) and one of them grabs a hold of her and raises her into the air.

Things are starting to look grim...

Round 7 - Everyone is up. Last round of Hazreem's Burning Gaze.

Map Link

Current Status:

Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 44/44
Bahir 56/64
Daumari 11/59
Hazreem 43/57
Paellat 53/53
Efreat 53/53
NPCs:
Haleen 33/53
Zephyr Guard #1: 22/22
Zephyr Guard #2: 22/22

Damage:
Haleen's Rapier: 1/15
Mummy: 72 (Burnt to a crisp)
Spawn: 46 (Starting to show signs of battle wounds)
Father Jackal: 27 (Slightly wounded)

Conditions in effect:
----------
Efreat: Mage Armor
Hazreem: Burning Gaze -- Ends Round 7
Hazreem: Grappled
Bahir: Smite Evil (Father Jackal)
Daumari: Flames of the Faithful -- Ends Round 7
Daumari: Shield of Faith (+3 deflection to AC) -- Ends Round 71
Daumari: Swallowed
Mah'ysa: Spirtual Weapon -- Ends Round 11
Haleen: Grappled
Father Jackal: Paralyzed -- Ends Round 10


Male Human (Desert) Druid 9

Hazreem grunts in pain as the tentacle slams him into the ground. Knowing if he cannot escape the tentacle's grasp then he had no chance to help the inquisitor, he struggles to cast a spell...

Cast Gaseous Form, Concentration check 1d20 + 11 ⇒ (19) + 11 = 30

Osirion

I see you didn't move me last round. I should be within striking range this round so...

Bahir races up to the thing and sinks his scimitar as deeply as he can in an attempt to cut his way into the abomination and free Daumari.

Scimitar strike: 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 1d6 + 3 + 1d6 ⇒ (2) + 3 + (6) = 11

Will save against Doom Gaze: 1d20 + 11 ⇒ (2) + 11 = 13

Osirion

Male Halfling Rogue 9

Sardaukar

Spoiler:
Pae approaches the strangely dressed man..he is wary but the stranger seems to want to talk rather than fight and as he isn't going to add much to the others damage he elects to find out just what the stranger wants


Pae:
As you approach the strange man gesturing for you, his other hands withdraws from a pocket to reveal a small vial of red liquid. "Here is a vial of dreams. Feed it to the hatchling and your troubles will be at an end." He holds the vial out for you to take.

Bahir: Yes, you should have been near the beast. I'll give you a -2 penalty for trying to hit a specific spot, but you still hit.

As Hazreem dissipates into thin air, escaping his binds and floating as a mist above the spawn, Bahir moves in to strike, the sight of the creature burning his eyes.

Doom Gaze Damage on Bahir: 1d6 ⇒ 5

The paladin's frosted blade slices through the jelly-like substance, creating a slight opening in the mucus sack. Daumari, visibly swimming inside, swings his own blade from the other side.

Daumari Scimitar attack: 1d20 + 8 ⇒ (7) + 8 = 15 Hit!
Daumari Scimitar damage: 1d6 + 2 ⇒ (2) + 2 = 4

He manages to cut an opening through the gelatinous bubble, shooting out like a slippery bar of soap and dropping on the ground at Bahir's feet. Slimy mucus covers his reddish body from head to toe as he begins to spit some of the gunk that got in his mouth. His clothing under his chainmail seems to be dissolving from the digestive fluid. He looks weak and in severe pain. Above, the opening in the jelly-like bubble seems to close up being the Inquisitor, sealing itself together again.

Efreat and Mah'ysa are up!


F Half-Elven Cleric L8+Bard L1 | HP 57/57 | AC 21 | Saves F06 R07 W13 | Percep +11

The scimitar of Saranrae continues to slash at the beast.
Spiritual Weapon attack: 1d20 + 4 + 4 ⇒ (18) + 4 + 4 = 26 for a possible 1d8 + 2 ⇒ (3) + 2 = 5 force damage.
...Critical threat? 1d20 + 4 + 4 ⇒ (20) + 4 + 4 = 28 for a possible extra 1d8 + 2 ⇒ (5) + 2 = 7 force damage.

Seeing Daumari's injuries, Mah'ysa gives a little cry and rushes forward. She moves 30' SW.
Once within range, she will raise her holy symbol and channel a positive energy burst to heal (excluding the beast) 3d6 ⇒ (2, 3, 6) = 11 to all allies.


The floating blade strikes again, but despite its divine guidance it doesn't seem to wound the beast as much as expected. (No crit, 5 damage. Waste of a perfectly good nat-20!)

Bahir's wounds nearly fully healed as Mah'ysa just gets within her healing range. Daumari's burning redness fades somewhat and he seems to regain some of his strength. Even Haleen and Hazreem feel the effects of her radiance, but she still just manages to stay out of the creature's doom effect... for now...

Efreat is up! (He stated he is out until Wednesday, but I don't have time to run the round right now. I'll NPC him when I get a chance unless he manages to post before I get to it.)


Rolls:

Efreat Wand of Magic Missile: 2d4 + 2 ⇒ (2, 3) + 2 = 7
Father Jackal Will Save: 1d20 + 5 ⇒ (10) + 5 = 15 Fail
Spawn Swallow Whole Grapple on Haleen: 1d20 + 21 ⇒ (12) + 21 = 33 Success
Spawn Bite Attack on Haleen: 1d20 + 15 ⇒ (2) + 15 = 17 Miss
Spawn Tentacle #1 Attack on Bahir: 1d20 + 11 ⇒ (7) + 11 = 18 Miss
Spawn Tentacle #2 Attack on Bahir: 1d20 + 11 ⇒ (9) + 11 = 20 Miss
Spawn Tentacle #3 Attack on Bahir: 1d20 + 11 ⇒ (16) + 11 = 27 Hit!
Spawn Tentacle #3 Damage on Bahir: 1d6 + 3 ⇒ (4) + 3 = 7
Spawn Tentacle #3 Grapple on Bahir: 1d20 + 21 ⇒ (8) + 21 = 29 Success
Haleen Passive Doom Gaze Will Save: 1d20 + 1 ⇒ (20) + 1 = 21 Succeed
Haleen Active Doom Gaze Will Save: 1d20 + 1 ⇒ (5) + 1 = 6 Fail
Haleen Active Doom Gaze Damage: 1d8 ⇒ 4

Two more bolts of energy come forth from Efreat's wand, it's magical energy nearing exhaustion. Both bolts strikes the strange abomination, seemingly doing some damage. (Damage: 7) Efreat otherwise stands his ground, staying out of the range of that thing but periodically looking back over his shoulder to where the Halfling has left the room.

The two Zephyr Guards begin dragging Father Jackal towards the exit, a task not aided by his paralyzed condition, a condition that seems to persist. They both watch in horror at the events taking place on their far left, seeming to motivate them to carry the hairy man.

With its appetizer course gone and the second course seemingly vaporizing, the spawn goes for the third course. It pulls Haleen in, pressing her through the semi-gelatinous bubble. She screams loudly like a girl just before being engulfed, which is suddenly silenced as she is enveloped. The hideous looking teeth on the skeletal head tries to take a bite out of her, but Haleen manages to shove her buckler in the way. (Damage: 8 acid from digestive fluids)

The other three available tentacles turn their attention to the newcomer who cut its first meal out. Bahir manages to fend off the first two tentacles, but the third manages to come around from behind, striking him and wrapping around his waist. He finds himself as the next available course. (Damage: 7, Grappled)

Doom Gaze - Everyone within 30 feet of the Spawn who looked at it this round must make a DC20 Will Save or take 1d6 damage.

Round 8 - Everyone is up!

Map Link

Current Status:

Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 44/44
Bahir 55/64
Daumari 22/59
Hazreem 54/57
Paellat 53/53
Efreat 53/53
NPCs:
Haleen 32/53
Zephyr Guard #1: 22/22
Zephyr Guard #2: 22/22

Damage:
Haleen's Rapier: 1/15
Mummy: 72 (Burnt to a crisp)
Spawn: 73 (Moderately Wounded)
Father Jackal: 27 (Slightly wounded)

Conditions in effect:
----------
Efreat: Mage Armor
Hazreem: Gaseous Form -- Ends Round 145
Bahir: Smite Evil (Father Jackal)
Bahir: Grappled
Daumari: Shield of Faith (+3 deflection to AC) -- Ends Round 71
Daumari: Prone
Mah'ysa: Spirtual Weapon -- Ends Round 11
Haleen: Swallowed
Father Jackal: Paralyzed -- Ends Round 10

Osirion

Scimitar strike: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d6 + 3 + 1d6 ⇒ (2) + 3 + (4) = 9

Scimitar strike: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 + 3 + 1d6 ⇒ (6) + 3 + (1) = 10

Will save against Doom Gaze: 1d20 + 11 ⇒ (18) + 11 = 29

Whoohoo, was sure I was gonna miss with the grapple minuses. The dice roller is liking me :) Too bad no crits.

Allowing the tentacle to pull him closer, Bahir teaches the abomination the lesson that it is not wise to pull creatures with sharp pointy objects close to its various soft membranes...

Osirion

Male Halfling Rogue 9

DM

Spoiler:
Pae looks dubiously at the vial.."Really..as simple as that.." he looks over his shoulder to where his friends are struggling..

"Well it can't make things worse" he comments as he takes th vial and heads back towards the fight


Male Human (Desert) Druid 9

Hazreem floats above the spectacle thankful to have escaped the grasp of the spawn. Allowing his form to drift upwards, Fly 10' up he concentrates and an arc of lightning strwaks out to strike the spawn!

Lightning Arc ranged touch 1d20 + 5 ⇒ (8) + 5 = 13, damage 1d6 + 3 ⇒ (1) + 3 = 4 electrical

Looking through the rules I did not see any rule prohibiting the use of SLA while in Gaseous Form. DM Sardaukar, if I am wrong please let me know and I can change Hazreem's action (which will be to cheerlead Bahir on, most likely).


Alright, looking this up over my lunch...

Lightning Arc is a Spell-Like Ability. It functions like a spell and is effected by the same things as spells. Gaseous Form prevents all attacks and spells that require verbal, somatic, material, or focus components. But feats like silent spell, still spell, and eschew materials can allow spells to function. Lightning Arc does not specify any V, S, M, or DF components, though one could argue that you need the divine focus of your holy symbol for this to function since your powers come from your deity. So I'm good with it.

From high in the air, Bahir reaches out with his frosted blade, slashing the beast as it holds him up in the air. Both cuts slice deep, a green ooze flowing out of the wounds. This thing is actually starting to look like it may go down soon. (Damage: 19)

As Pae moves back into the temple, a storm cloud forms high above the spawn's bubble. Lightning shoots out of the cloud, striking the creature. Smoke rises where the bolt struck as the flesh smolders. (Damage: 4) But the beast remains active.

Mah'ysa and Efreat are up!


F Half-Elven Cleric L8+Bard L1 | HP 57/57 | AC 21 | Saves F06 R07 W13 | Percep +11

The scimitar of Saranrae continues to slash at the beast.
Spiritual Weapon attack: 1d20 + 4 + 4 ⇒ (19) + 4 + 4 = 27 for a possible 1d8 + 2 ⇒ (1) + 2 = 3 force damage.

Seeing Haleen sucked in, Mah'ysa will grit her teeth, step forward 5' SW and again raise her holy symbol and channel a positive energy burst to heal (excluding the beast) 3d6 ⇒ (6, 5, 6) = 17 to all allies. She hopes against hope the healing radiance of Saranrae will reach Haleen too.


Male Human (Keleshite) Sorc (Efreeti) 9
Paellat Silvertounge Redux wrote:
Whoops..thats a OD&D holdover..yeh I go back that far

I go back that far too Pae. And I did check before I did that to make sure.

perception1d20 ⇒ 1

Efreat levels his wand at the creature again and blasts it. Having his wand crumble to dust, Efreat shruggs, "Where did Pae go?"
stand: wand of magic missile2d4 + 2 ⇒ (2, 3) + 2 = 7


Rolls:

Father Jackal Will Save: 1d20 + 5 ⇒ (2) + 5 = 7 Fail
Haleen Passive Doom Gaze Will Save: 1d20 + 1 ⇒ (6) + 1 = 7 Fail
Haleen Passive Doom Gaze Damage: 1d6 ⇒ 3
Haleen Active Doom Gaze Will Save: 1d20 + 1 ⇒ (17) + 1 = 18 Fail
Haleen Active Doom Gaze Damage: 1d8 ⇒ 2
Spawn Bite Attack on Haleen: 1d20 + 15 ⇒ (8) + 15 = 23 Hit!
Spawn Bite Attack Damage: 1d8 + 7 + 1d8 ⇒ (5) + 7 + (1) = 13
Haleen Rapier Attack: 1d20 + 13 ⇒ (15) + 13 = 28 Hit!
Haleen Rapier Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Daumari Hammer Attack on Spawn: 1d20 + 8 ⇒ (17) + 8 = 25 Hit!
Daumari Hammer Attack Damage: 1d10 + 2 ⇒ (1) + 2 = 3
Bahir Tentacle Damage: 1d6 + 3 ⇒ (3) + 3 = 6 Auto
Daumari Doom Gaze Will Save: 1d20 + 7 ⇒ (4) + 7 = 11
Daumari Doom Gaze Damage: 1d6 ⇒ 4

As Mah'ysa steps forward, she feels the effect of the spawn crawl under her skin. But she raises her symbol to the Dawnflower and sends a burst of healing energy to everyone in need, bringing everyone but Daumari back to the point where they no longer have any injuries. (You are now in range of the spawn's doom gaze!)

As Efreat fires off his last stored spell in his wand, the floating scimitar slashes about as if courting Bahir's own scimitar. It tears into the beast's flesh as well, but not nearly as well. (10 more damage. It is looking bad, but still up.)

Daumari stands up and gets his hammers spinning again. Falling into a defensive style, he thrusts one end at the creature. It strikes the large creature, but the force just isn't behind it and it doesn't do much.

Doom Gaze Will Saves from everyone within 30 feet of the creature (before it moves). DC20 or take 1d6 damage.

As the guards continue to drag the non-moving were-jackal out of the temple, the spawn of Rovagug struggles to keep its meal. This time though its razor sharp teeth sink into her flesh, tearing at her and injecting its digestive acid. Haleen seems to be fighting back, but is succumbing to the creature's will. (Haleen damage to spawn: 7, Spawn Damage to Haleen: 26)

The creature pounds Bahir into the pillar before releasing him, dropping him onto the ground and begins to withdraw back to the opening from which it came. (Bahir Damage: 6, Prone)

Round 9 - Everyone is up!

Map Link

Current Status:

Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 44/44
Bahir 58/64
Daumari 35/59
Hazreem 57/57
Paellat 53/53
Efreat 53/53
NPCs:
Haleen 23/53
Zephyr Guard #1: 22/22
Zephyr Guard #2: 22/22

Damage:
Haleen's Rapier: 1/15
Mummy: 72 (Burnt to a crisp)
Spawn: 116 (Severely Wounded)
Father Jackal: 27 (Slightly wounded)

Conditions in effect:
----------
Efreat: Mage Armor
Hazreem: Gaseous Form -- Ends Round 145
Bahir: Smite Evil (Father Jackal)
Bahir: Prone
Daumari: Shield of Faith (+3 deflection to AC) -- Ends Round 71
Mah'ysa: Spirtual Weapon -- Ends Round 11
Haleen: Swallowed
Father Jackal: Paralyzed -- Ends Round 10

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