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Sheik Voodoo's Katapesh Nights

Game Master voodoo chili

From the City of Bazaars to the City of Brass.
Kelmarane.


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Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +3; Heal: +8; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 7/Bloodrager 1
Vitals:
(HP: 72[88]/72[88] AC: 23[21]/11[9]/22[20]; Percep: +10 [+12]; Init: +1; Fort +10[+12], Ref: +4, Will: +11[+13]; CMD: 21[23]; CMB +10[+12]; Speed: 50)

Varkata nods at Karethas' analysis, "Wish I'd have known there were worse things than Efreet here... Might have gone with more Holy magic.". She thinks for a moment, then nods, That could work..if we must fight beasts from the Abyss, then let's enlist the help of the heavens..

Begin casting Summon Monster IV

Spiritual Weapon: 1d20 + 6 + 4 ⇒ (19) + 6 + 4 = 29 Threat
Confirm: 1d20 + 6 + 4 ⇒ (17) + 6 + 4 = 27 Could be

Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Plus Critical Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Spiritual Weapon: 1d20 + 1 + 4 ⇒ (14) + 1 + 4 = 19 for: 1d8 + 2 ⇒ (3) + 2 = 5


Sheik Voodoo wrote:

"There once was a Kelmerane crew,

Yet again called to the rescue
of the town from an army of gnolls and Jann,
Iron monks and Rovagug Spawn.
All just a preamble to a final fiery Doom."

I did mention Rovagug spawn... Funny how prophecy is much clearer in hindsight. the limerick is just as awful though.


HP 82 | AC/Touch/Flat 20/14/17 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +8; CMD 22 Acrobatics (14) Bluff (13) Diplomacy (7) Kno:Local (6) Perception (12*) Stealth (16)

At this point is there honestly any point in me doing anything other than ferry Kzrira to and fro? I'm not upset I just can't think of anything more tactically sound...


Male Human Wizard (Conjurer)/ Level: 8 |HP: 43 of 51/ 0 NL| F=5 R=6 W=10 |Initiative +6| Perception +9(+11 w/ Gen)|AC 12(16 w/ Mage Armor)

Now that it's settled, I say drop her off and go get it.


HP 82 | AC/Touch/Flat 20/14/17 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +8; CMD 22 Acrobatics (14) Bluff (13) Diplomacy (7) Kno:Local (6) Perception (12*) Stealth (16)

So like Iw as saying is there honestly any reason to not ferry Kzrira around.... :p Ok ok...

Amir will gesture at the ground for where Kzrira wants to be put down.

I figure this round, its move to get Kzrira wherever and then move to get close enough to line up a charge?


Amir-Kzrira does have her own flying mount so kick her off or bring her along. The more targets, the better. Share the pain. ; ) Also, you might want to wait so you have some summoned reinforcements to flank off. BTW you would have totally taken down that last janni with your crit back stab by yourself is everyone hadn't piled on the crits a couple rounds back.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +3; Heal: +8; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 7/Bloodrager 1
Vitals:
(HP: 72[88]/72[88] AC: 23[21]/11[9]/22[20]; Percep: +10 [+12]; Init: +1; Fort +10[+12], Ref: +4, Will: +11[+13]; CMD: 21[23]; CMB +10[+12]; Speed: 50)

You did mention that. That's our bad for forgetting


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1 - (HP: 60/87; AC27/30; FF21/24; T18; F+9, R+10, W+7/+9; Perc: +12, Init +5)

Kzrira looks to Amir:
I think we should split up. No reason to make one big target for that thing.

With that she reaches into her haversack and pulls out a small figurine. Speaking a command word, a beautiful bronze griffon is suddenly flying beside her, which she mounts with great skill.

Lets see what you can do big boy.

Move - retrieve figuring
Standard - activate figurine

Not sure if she can mount the griffon this round, if not she will mount it next round.

Fast Mount: 1d20 + 12 ⇒ (20) + 12 = 32 vs DC20 <-- technically she has to have a move action available to fast mount, your call on whether she needs it with a nat-20 being wastedused here


Varkata Steeleye wrote:
You did mention that. That's our bad for forgetting

things did drag out a bit for a while there which makes it hard to remember. Glad the game is moving again. I believe Karethas completes his summoning spell this round so his action up.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +3; Heal: +8; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 7/Bloodrager 1
Vitals:
(HP: 72[88]/72[88] AC: 23[21]/11[9]/22[20]; Percep: +10 [+12]; Init: +1; Fort +10[+12], Ref: +4, Will: +11[+13]; CMD: 21[23]; CMB +10[+12]; Speed: 50)

We both do on our turns.


Varkata Steeleye wrote:
We both do on our turns.

meaning he began the spell on round 6 and the ally should appear now on round 7. Varkata's ally will appear next round, round 8. I haven't had Karethas' action for round 7. I assume he's summoning the Hound Archon again.


Male Human Wizard (Conjurer)/ Level: 8 |HP: 43 of 51/ 0 NL| F=5 R=6 W=10 |Initiative +6| Perception +9(+11 w/ Gen)|AC 12(16 w/ Mage Armor)

I was going to do the hound archon, but could he fit on the tower with the creature?


Karethas ibn Faradin wrote:
I was going to do the hound archon, but could he fit on the tower with the creature?

Yeah, the tower is onion domed, but 50 feet in diameter. It is steep though so maybe a DC 12 acrobatics or slip and slide 10 feet toward the edge each time hit. Someone could maybe hit him with a fly as well.


Kzrira catches the gist of Amir's gesture and in a moment is mounted on a powerful bronze griffon which takes wing as Amir drops away toward the monstrous many-legged construct upon the tower. Varkata's rapier dives into the mass of legs and eyes wounding it as she starts a conjuration.

Karethas finishes his conjuration and a familiar sacred ally appears on the tower as well. archon: 3d20 ⇒ (19, 1, 9) = 29;sword: 2d6 + 3 ⇒ (3, 2) + 3 = 8 It is hard to see what is happening exactly, but it seems like the Archon struck the creature.

"It is a Retriever from the Abyss! A deadly weapon!" the hound-headed celestial calls out. "It can be hurt by mortal weapons, but mends itself quickly. Hit it hard, hold nothing back and you may have a chance!" Then the Archon disappears with a flash as an array of legs as long and sharp as the great sword the Hound Archon was wielding hack him to shreds.

A bluish beam comes cutting through the dark night again and this time actually hits Kzrira. She is gripped by intense cold. Kzrira-45 cold, ref DC 19 for half

Round 8
Amir
Karethas
Kzrira
Varkata
R9
Kelmarane forces


Male Human Wizard (Conjurer)/ Level: 8 |HP: 43 of 51/ 0 NL| F=5 R=6 W=10 |Initiative +6| Perception +9(+11 w/ Gen)|AC 12(16 w/ Mage Armor)

2 rounds of Vanish and 6 rounds of Haste.
Karethas is aghast at how quickly the monstrosity cuts down his summoned ally. "Keep your distance! It is a butcher!" Seeing no evidence that the abomination can locate him when he is invisible, Karethas pulls a pearl and recalls his Vanish spell.

Ummm...do as you will. This thing seems beyond me :-) I could throw a fireball or lightning bolt, but that is a lot of AOE to spend on a single creature.

Voodoo, does the term Retriever give me any more info?


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1 - (HP: 60/87; AC27/30; FF21/24; T18; F+9, R+10, W+7/+9; Perc: +12, Init +5)

Just to confirm the last hit, Kzrira's AC is 31 with the Shield up. Sorry I have not been posting that.

Kzrira shivers as the icy bolt strikes, but continues to fire arrows at the behemoth.
Karethas, keep sending in holy warriors, they may be destroyed, but better them than us.

Despite the freezing cold, Kzrira continues to fire at the creature, coaxing her griffon to move closer to make the attacks easier.

Single Move(griffon) to 30' above the Retriever. <-- should not effect attack I don't think with a single move

Attack-rapid shot: 1d20 + 16 + 1 - 2 ⇒ (19) + 16 + 1 - 2 = 34 <-- +1 haste
Damage: 1d8 + 8 ⇒ (6) + 8 = 14

Attack-rapid shot: 1d20 + 16 + 1 - 2 ⇒ (19) + 16 + 1 - 2 = 34 <-- +1 haste
Damage: 1d8 + 8 ⇒ (2) + 8 = 10

Attack-iterative: 1d20 + 11 + 1 - 2 ⇒ (5) + 11 + 1 - 2 = 15 <-- +1 haste
Damage: 1d8 + 8 ⇒ (2) + 8 = 10

Attack-haste: 1d20 + 16 + 1 - 2 ⇒ (10) + 16 + 1 - 2 = 25 <-- +1 haste
Damage: 1d8 + 8 ⇒ (8) + 8 = 16

Reflex: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24 --> extra +1 from haste <-- needs to fire at Amir, he has evasion


Karethas ibn Faradin wrote:
Voodoo, does the term Retriever give me any more info?

nothing new. you already know most things with the Archon's advice: No DR, Fast heal, don't get close, eye beams, tough.

Kzrira-Eye Beams are a ranged TOUCH attack


HP 82 | AC/Touch/Flat 20/14/17 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +8; CMD 22 Acrobatics (14) Bluff (13) Diplomacy (7) Kno:Local (6) Perception (12*) Stealth (16)

Is it possible for me to basically fly around it to aid another Kzrira? It REALLY seems like I shouldn't be going toe to toe with this thing...


yeah, you are a little tougher than the archon, but best keep your distance. I'm thinking Amir could use a repeating crossbow and ring of invisibility. Ye old rogue aint keeping up with the spell and arrow slinging air cavalry sadly.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +3; Heal: +8; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 7/Bloodrager 1
Vitals:
(HP: 72[88]/72[88] AC: 23[21]/11[9]/22[20]; Percep: +10 [+12]; Init: +1; Fort +10[+12], Ref: +4, Will: +11[+13]; CMD: 21[23]; CMB +10[+12]; Speed: 50)

Varkata finishes her spell, bringing 1d3 ⇒ 3 small balls of light down from the heavens, then quickly starts casting again, this time conjuring a shimmering rapier-wielding dandy to attack the beast.

Lantern Archon #1 (ray #1): 1d20 + 3 ⇒ (8) + 3 = 11 for 1d6 ⇒ 3
Lantern Archon #1 (ray #2): 1d20 + 3 ⇒ (9) + 3 = 12 for 1d6 ⇒ 4

Lantern Archon #2(ray #1): 1d20 + 3 ⇒ (10) + 3 = 13 for 1d6 ⇒ 1
Lantern Archon #2 (ray #2): 1d20 + 3 ⇒ (5) + 3 = 8 for 1d6 ⇒ 6

Lantern Archon #3 (ray #1): 1d20 + 3 ⇒ (1) + 3 = 4 for 1d6 ⇒ 6
Lantern Archon #3 (ray #2): 1d20 + 3 ⇒ (14) + 3 = 17 for 1d6 ⇒ 3

Wow. That's some bad rolling. Hopefully something as big as that had a bad touch AC.

Spiritual Weapon: 1d20 + 6 + 4 ⇒ (7) + 6 + 4 = 17 Probably miss[/dice]
Spiritual Weapon: 1d20 + 1 + 4 ⇒ (4) + 1 + 4 = 9 [ooc]Ugh

Spiritual Ally: 1d20 + 6 + 4 ⇒ (20) + 6 + 4 = 30 Threat
Confirm: 1d20 + 6 + 4 ⇒ (19) + 6 + 4 = 29 2d10 + 4 ⇒ (3, 8) + 4 = 15

Spiritual Ally: 1d20 + 1 + 4 ⇒ (19) + 1 + 4 = 24 Threat
Confirm: 1d20 + 1 + 4 ⇒ (13) + 1 + 4 = 18 Maybe?1d10 + 2 ⇒ (8) + 2 = 10 Plus Critical: 1d10 + 2 ⇒ (6) + 2 = 8


Keep up with your hp. I believe Kzrira is at 39 now. Again I'd rather have a static status in each combat post. AC and hp at minimum. special statuses like invisible or blessed are good, too.

Amir is brought up short as the Archon is brutally destroyed in a flash. He swerves on the flying carpet and moves to cover Kzrira. Still unseen, Karethas grips a pearl and recalls his spell. Kzrira fires from griffon back landing three shots, she thinks. Varkata sends the holy rapier forth again as a solar system of little glowing orbs and a silvery fop appear to yield a little light on the black mass atop the tower. The trio of lights send rays at the great creature raking it with light. Then the spirit ally hacks at Rovagug's champion as well.

The Retriever slashes around it with immense barbed legs hard as steel, but forged of fallen souls. However, it cannot hurt the fop. It sends another beam at the archer. Amir swoops in to distract it. Amir: 1d20 + 13 ⇒ (15) + 13 = 28 (+2 to Kzrira's touch AC = 20, yes?) The red beam strikes true unfortunately. Kzrira-46 fire, ref DC 19 for half

Round 9
Amir
Karethas
Kzrira
Varkata
R10
Kelmarane forces


Male Human Wizard (Conjurer)/ Level: 8 |HP: 43 of 51/ 0 NL| F=5 R=6 W=10 |Initiative +6| Perception +9(+11 w/ Gen)|AC 12(16 w/ Mage Armor)

Karethas sighs as his watches another beam hit Kzrira unerringly. Invisibly, he flies above the Retriever and levels Tempest. Appearing suddenly in the air, crackling arcs of electricity race down the staff culminating in a purplish bolt rushing toward the towering abomination.

Lightning Bolt: 8d6 ⇒ (5, 2, 1, 4, 6, 5, 2, 6) = 31 Ref DC 19 for half

Status:

Haste 5 rounds

HP 51 of 51
AC 12 Touch AC 12 Flat Footed 11
F/R/W 3/5/10
Conditions: -2 Chr & Dex
Vanish= broken

Gen
HP 25 of 25
AC 21 Touch AC 14 Flat Footed 19
F/R/W 3/5/10
Conditions:


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +3; Heal: +8; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 7/Bloodrager 1
Vitals:
(HP: 72[88]/72[88] AC: 23[21]/11[9]/22[20]; Percep: +10 [+12]; Init: +1; Fort +10[+12], Ref: +4, Will: +11[+13]; CMD: 21[23]; CMB +10[+12]; Speed: 50)

The following assumes that Kzrira makes her reflex save and doesn't die.

Varkata smiles as she sees the beast being harried by her glowing summoned menagerie before turning her attention toward the injured archer. She whispers another spell and flies over to touch Kzrira, washing away some of her wounds. She pauses a moment, worried about her ability to heal the massive damage quickly enough, then calls out to the nearest Archon, "Can you aid my friend?"

Summoning things with truespeech is useful.

The archon flies over to the archer and casts a warm glow over her. (Aid: +1 morale bonus to hit and fear saves, 3 minutes)
Temporary HP to Kzrira: 1d8 + 3 ⇒ (6) + 3 = 9

The other archons attack the giant beast.
Lantern Archon #2 (ray #1): 1d20 + 3 ⇒ (13) + 3 = 16 for 1d6 ⇒ 2
Lantern Archon #2 (ray #2): 1d20 + 3 ⇒ (4) + 3 = 7 for 1d6 ⇒ 1

Lantern Archon #3 (ray #1): 1d20 + 3 ⇒ (9) + 3 = 12 for 1d6 ⇒ 1
Lantern Archon #4 (ray #2): 1d20 + 3 ⇒ (17) + 3 = 20 for 1d6 ⇒ 5

Cure Serious (From Invis Purge): 3d8 + 7 ⇒ (2, 6, 6) + 7 = 21

Edit: Bottom half of post (spirituals) got cut off.

Spiritual Weapon: 1d20 + 6 + 4 ⇒ (6) + 6 + 4 = 16
Spiritual Weapon: 1d20 + 1 + 4 ⇒ (6) + 1 + 4 = 11
Spiritual Ally: 1d20 + 6 + 4 ⇒ (6) + 6 + 4 = 16
Spiritual Ally: 1d20 + 1 + 4 ⇒ (16) + 1 + 4 = 21 for: 1d10 + 2 ⇒ (9) + 2 = 11

Wow, that's some bad rolling. Assumed that the 16s against full AC are misses.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1 - (HP: 60/87; AC27/30; FF21/24; T18; F+9, R+10, W+7/+9; Perc: +12, Init +5)

HP: 38/87 (+9 temp hp) <-- never really figured out how temp HP works, do they get taken first?
Pretty sure it is 38 hp.

This thing sucks. And really hurts.

Kzrira, despite the damage, continues to fire at the monstrosity.

Reflex: 1d20 + 10 ⇒ (17) + 10 = 27

Attack-rapid shot: 1d20 + 16 - 2 + 1 + 1 ⇒ (14) + 16 - 2 + 1 + 1 = 30
Damage: 1d8 + 8 ⇒ (3) + 8 = 11

Attack-rapid shot: 1d20 + 16 - 2 + 1 + 1 ⇒ (20) + 16 - 2 + 1 + 1 = 36
Damage: 1d8 + 8 ⇒ (1) + 8 = 9

Attack-haste: 1d20 + 16 - 2 + 1 + 1 ⇒ (2) + 16 - 2 + 1 + 1 = 18
Damage: 1d8 + 8 ⇒ (5) + 8 = 13

Attack-iterative: 1d20 + 11 - 2 + 1 + 1 ⇒ (17) + 11 - 2 + 1 + 1 = 28
Damage: 1d8 + 8 ⇒ (2) + 8 = 10

Confirm Crit: 1d20 + 11 - 2 + 1 + 1 ⇒ (1) + 11 - 2 + 1 + 1 = 12
Damage: 2d8 + 16 ⇒ (3, 1) + 16 = 20


Karethas uneashes a bolt of lightning that rips into the unnatural horror atop the tower. Kzrira keeps firing landing most of her shots. The assembled celestial host of minor Archons and divine flops. One lantern Archon sweeps back to assist Varkata in healing Kzrira. The bow and spell finally overcome the Abyss spawned threat and the Champion of Rovagug tumbles from the tower to crash on the street below. The soulstuff that it is made of diffuses into the night until the monstrous bulk evaporates to nothing.

There are howls of dismay from the gnolls still attending the guard posts and towers.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +3; Heal: +8; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 7/Bloodrager 1
Vitals:
(HP: 72[88]/72[88] AC: 23[21]/11[9]/22[20]; Percep: +10 [+12]; Init: +1; Fort +10[+12], Ref: +4, Will: +11[+13]; CMD: 21[23]; CMB +10[+12]; Speed: 50)

Varkata points the fop toward a guard-tower, then calls to the archons, "Please punish the wicked gnolls.," before turning her attention back to Kzrira.

Cure Serious (from Searing Light): 3d8 + 7 ⇒ (6, 6, 4) + 7 = 23

Think of temp HP as a cocoon.. they get ripped away before your actual HP do.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1 - (HP: 60/87; AC27/30; FF21/24; T18; F+9, R+10, W+7/+9; Perc: +12, Init +5)

Kzrira nods to Varkata, assuming that the sharp eyed priestess can see her.

Dead gnolls coming up.

HP: 61/84 (+9 temp)

Kzrira will continue firing at the gnolls she can see. Not sure if we are still in combat.

Hypothetical question --> What would happen if you cast confusion on a swarm? Would it attack itself doing auto-damage?


Sure. Let's stay in combat

Varkata flies over to the griffon mounted archer and heals some more of the horrible burns from the vile beam. Amir and Karethas are right behind Kzrira as she flies toward the last bastion of gnoll defenders in the upper city. They are greeted by flights of arrows from the guard tower by the defiled church.
Kzrira- 34 pierce, ref DC 17 for half; Varkata- 33 pierce, ref DC 17

Round 9
Amir
Karethas
Kzrira
Varkata
R10
Kelmarane forces


HP 82 | AC/Touch/Flat 20/14/17 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +8; CMD 22 Acrobatics (14) Bluff (13) Diplomacy (7) Kno:Local (6) Perception (12*) Stealth (16)

Sorry for the delay, Paizo wouldn't let me on for a couple days.

IF it makes sense at this point to crash into one of those squads I will, but only after seeing what is up with the whole casting confusion thing. Amir is totally responding to his other much more...er...powerful allies so he basically will go last in the round after seeing what they do.


Male Human Wizard (Conjurer)/ Level: 8 |HP: 43 of 51/ 0 NL| F=5 R=6 W=10 |Initiative +6| Perception +9(+11 w/ Gen)|AC 12(16 w/ Mage Armor)

I was kinda saving Confusion for whatever henchmen were inside and not a swarm. A swarm would attack itself for 1d8+Str, random henchmen have the chance of starting infighting. I think Fireball is the better choice here.

Oh and when I cast Lightning Bolt, I mentioned flying above the creature because I wanted to see if the bolt would blast through the dome itself. The spell description mentions: "It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze." I meant to mention it in the last post, but I was rushed here trying to get to bed that night :-).

Karethas points his finger at the tower of gnolls and a purplish glowing bead flies from his fingertip into the upper tower. Purplish fire explodes from the tower along with the screams and howls of the gnolls within.

Fireball 8d6 ⇒ (2, 1, 5, 6, 5, 2, 3, 2) = 26+50% for swarm. Ref DC 19 for half

Status::

Haste 4 rounds
HP 51 of 51
AC 12 Touch AC 12 Flat Footed 11
F/R/W 3/5/10
Conditions: -2 Chr & Dex
Vanish= broken

Gen
HP 25 of 25
AC 21 Touch AC 14 Flat Footed 19
F/R/W 3/5/10
Conditions:


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1 - (HP: 60/87; AC27/30; FF21/24; T18; F+9, R+10, W+7/+9; Perc: +12, Init +5)

Reflex: 1d20 + 10 ⇒ (9) + 10 = 19

Grimacing as once more the arrows begin to strike her, not many, but enough to cause pain, Kzrira sucks in her breath, concentrating as she again fires at the mass of gnolls below.

Attack-rapid shot: 1d20 + 16 - 2 + 1 + 1 ⇒ (7) + 16 - 2 + 1 + 1 = 23 <-- assuming within 30' and haste still active
Damage: 1d8 + 9 + 1 ⇒ (7) + 9 + 1 = 17 <-- Extra +1 from PBS, +2 from FE

Attack-rapid shot: 1d20 + 16 - 2 + 1 + 1 ⇒ (6) + 16 - 2 + 1 + 1 = 22
Damage: 1d8 + 9 + 1 ⇒ (4) + 9 + 1 = 14

Attack-haste: 1d20 + 16 - 2 + 1 + 1 ⇒ (8) + 16 - 2 + 1 + 1 = 24
Damage: 1d8 + 9 + 1 ⇒ (3) + 9 + 1 = 13

Attack-iterative: 1d20 + 11 - 2 + 1 + 1 ⇒ (15) + 11 - 2 + 1 + 1 = 26
Damage: 1d8 + 9 + 1 ⇒ (7) + 9 + 1 = 17

I really hate gnolls. We may need to retreat if there is much more of this. Protection from arrows next time.

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