The Forgotten God (Table 5)

Game Master Rednal

Astoroth, God of Facts and Information-Gathering
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The Cathedral
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Unused


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Please give me a Disguise check.

There were a number of Quasits buzzing around the entryway - they were tiny demons, among the least powerful of all of their kind, but there were quite a lot of them. One of them piped up a moment later - in a language you didn't actually understand.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Disguise: 1d20 + 2 + 10 ⇒ (19) + 2 + 10 = 31

*checks sheet*
Nope! Don't know that one... yet

Astoroth nodded disinterestedly as he attuned his ears and tongue to the demon's speech.

activating logos at CL 2 to let me speak/understand all languages
Divination Recharge: 2d4 ⇒ (2, 3) = 5


You only managed to catch the tail end of the demons' speech. <"-you doing here?"> the speaker asked, squinting at you. <"An' what's with the funny magic?">


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

<"Replenishment. Let me in.">


The demons didn't look entirely convinced by your explanation - you might have to Bluff a little bit harder if you were going to fool them that way and get inside.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Not actually a bluff. XD Astoroth's replenishing his linguistic capability, as it's diminished since the last time he cast logos.

<"I'm under orders from someone above your pay grade, and I'll be giving a full recounting to Her later. As long as you don't screw with me, I won't feel the need to mention you.">

Inspired Diplomacy: 1d20 + 20 + 1d6 ⇒ (15) + 20 + (5) = 40
Or, if you'd prefer Bluff, my total's a 22. If you rule that I'm attempting to convince them of a lie, add an additional +8.


...That's a very bluff-like interpretation of what the ability does... XD *Amused, though*

The quasits looked at each other for a few moments, then gestured you into the stone halls. You were bigger than they were to begin with, and they didn't look like they actually wanted to fight. (Really, they were quasits. Nasty for an ordinary person to deal with - although few people around here would be ordinary - but not going to stop any stronger demon that wanted through.)


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

I'm sneaky like that. Misleading information that isn't technically a lie is something that I'm pretty good at OOC. To my eternal shame. :-(

Another obstacle bypassed, Astoroth makes his way inside the fortress. The sooner he could grab the soul gem and get out of here, the better.


I think GMs in general are good at that. ...I recently had a character give a very elaborate and nasty-sounding explanation of the criminal justice system.

The Soul Gem, as near as your map could determine, was mostly located up from here - not within the fortress itself, but up in the tree. You could see a few more quasits through the back gates, flitting around the yard.

The good news? None of the demons you passed seemed to be paying you much attention at all. It was a bit like a beehive situation, actually - they seemed to assume you had the right to be here since you'd gotten in, and they were too busy with their own issues to care much about what you were doing unless you drew attention to yourself.

(Which, among other things, was a rather definitive point against the widely-held belief that demons did literally nothing except murder each other all day. Who'd spread that nonsense in the first place, anyway?)


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

How far away is the tree? Can I see it? Do I have any idea how high up the stone is?


The tree is ~20 feet beyond the 'back' wall of the keep. It's over a hundred feet tall, and the stone is near the top. It's, uh, pretty hard to not see from any window looking in its direction. XD


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

If possible, I'll start heading that way, then.


Passing through the keep is easy enough. The problem comes as you approach the tree, and there's a loud, angry cry from up above. Your form may have been disguised at the moment, but your magic wasn't - ping went your Forewarning.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

It seemed the soul gem was being guarded by something - likely whoever was responsible for its theft in the first place. Peering upward, Astoroth looked upward for the source of the danger.

Readied Action: warp 25ft to the left as soon as the attack goes off


The creature that appeared was another Vrock, much like the one from the gates. Yet there was something... different... about this one. It seemed thicker somehow, and it came plummeting down from the sky - only for you to reappear to the side as it hit the ground where you'd been. Its head snapped up to look at you a moment later-

Initiative (Enemy): 1d20 + 2 ⇒ (10) + 2 = 12
Initiative (You): 1d20 + 11 ⇒ (2) + 11 = 13

-although the impact of the fall was just enough that it was a little slow acting again. That wasn't going to slow it down for very long, though...


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Does my map indicate the soul gem is still up in the tree, or does the Vrock appear to have it?


It looks like it's still up in the tree.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

<"You're guarding something that doesn't belong here. I don't particularly want to fight you but will do so if you try to stop me."> As he speaks, Astoroth tosses a small bead at the Vrock.

Targeting the Vrock's Square: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34 Force Damage: 5d6 ⇒ (2, 6, 3, 2, 4) = 17
If it hits, Reflex DC 16 or be trapped inside a 10ft-radius resilient sphere for 10min

Swift: Martial Flexibility for Demon Hunter
Move: retrieve my bead of force
Standard: throw at Vrock


???: 1d20 ⇒ 1
Reflex: 1d20 + 9 ⇒ (4) + 9 = 13

Your bead struck the Vrock and erupted into a sphere around it - a triumph which was short-lived as the demon simply vanished from inside the sphere and reappeared in the air above you, having simply Teleported right through the effect. (That was a fairly common ability among Outsiders, really. Mere barriers didn't do a lot to them unless they were somehow reinforced.)

<"So you decided to sneak in with a magic disguise, little breezeling?"> the Vrock answered, apparently having no trouble seeing through your illusion. <"Sounds to me like you're no more than another little thief, and I know exactly what to do with you.">


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

He hadn't expected the barrier to hold the demon for long, but he'd now adequately demonstrated that he was trying to avoid needless violence. Of course, demons being what they were, a peaceful resolution was almost impossible, but he still felt the need to try. <"A better title would be 'reclaimer of things illegally taken.' You don't care about that, of course, but it may be relevant later.">

Readied Action: warp as close to the gem as possible when the Vrock takes a hostile action. I believe that will leave me a Move Action once I arrive.
Warp Sphere Recharge: 1d4 ⇒ 1 (casting at CL 1 unless 110ft isn't enough distance)


<"And you clearly think I'm dumb enough to just let you move in and take my treasure."> the demon sneered. A glimmer of energy floated around its claws, clearly recognizable as a powerful Dispel Magic burst. <"You really don't understand anything about your situation, do you?">


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Dispel Magic, eh? This individual had some unusual tricks. Interesting...
<"In that case, would you care to enlighten me?">

Move: activate Studied Target
Standard: maintain Readied Action

Active Effects: studied target (8rds), Demon Hunter (8rds), Precognizant Smite +1


The demon gestured upwards, and the air around the gem abruptly fluxed and seemed to still to an unusual degree as an antimagic field appeared around it. <"First thing everyone tries."> the demon said, sighing and shaking its head. <"Let me put it in words you can understand, thief: Over my dead body.">


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Where is he in relation to me?

<"Your description of me is faulty. The gem was stolen from someone. That individual's hired me to return it. What do you want with it?">

Swift: activate Snake Style

Active Effects: studied target (7rds), Demon Hunter (7rds), Snake Style, Precognizant Smite +1


In the air, between you and the gem.

Out of the corner of your eye, you could see a few demons on the walls of the keep turning to pay attention to what was going on. The Vrock's form, on the other hand, shifted as 1d4 + 4 ⇒ (2) + 4 = 6 mirror images appeared, the mish-mash making it all but impossible to tell which of the forms was real. <"...You really don't know anything, do you?"> the creature snorted with laughter. <"If you're going to blame anyone for this, blame the idiots who sent you here all alone.">


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Not really sure how to proceed here, as this appears to be a hard counter for Astoroth. SR shuts down destructive blasts, flight+DR shuts down unarmed combat, and antimagic field shuts down warping/flying/climbing/etc to the gem and making a quick escape. What am I overlooking?


...Read the text of Antimagic Field very carefully?


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Still not seeing it. :-( It'll shut down all magic effects as soon as I get within 10ft of the gem, so I can't warp to it, lift myself with telekinesis or fly to it via elemental transformation. I saw the "outsiders are unaffected" line, but it still specifically states that ongoing magic effects will still be temporarily dispelled.


Read it Very. Carefully. XD Trust me, the answer is in there. Or you can try something else, of course - looking to fight this guy anyway, or retreating and coming up with another plan... you do have options.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

*pulls out physical CRB*
"deities are unaffected"
*grins*


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Astoroth grew tired of the back-and-forth. This demon wasn't giving him anything useful, and he still had a job to do. With a dismissive shrug, he opened a rift in space and stepped through.

warping to the soul gem. Using my recharge roll from earlier, the sphere will be unavailable for 1rd unless 110ft isn't enough distance


Isn't it fun when there are little clauses like that? XD 110 feet works fine, by the way.

The Vrock gaped a bit as you somehow warped into an antimagic field - something that should have been impossible. It was a funny glitch, actually - the ability to repel magic that way was a mortal power, and the gods of magic had collectively decreed that it could never stop true divine power. You weren't at your full strength yet, but you'd at least achieved a kind of demigod status, and that was enough to overcome the field and break through. You could feel the field wink out as the Vrock dismissed it - and then the area around you was abruptly enveloped by a Fire Storm.

Reflex DC 22 Halves: 1d20 + 18 ⇒ (7) + 18 = 25
Fire Damage: 12d6 ⇒ (5, 5, 2, 6, 1, 1, 5, 1, 5, 2, 5, 6) = 44 Halved to 22.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

As if on cue, the Book of Truths flipped open to a treatise on interesting properties of the Elemental Plane of Water. Noted therein was a method of harnessing a minute fraction of its energy to create a protective ward that converts excessive heat to steam. As he read, Astoroth picked up the soul gem.

Standard Action: activate resist energy Legacy Power
Move Action: retrieve soul gem


As you reached out to grab the gem, the vrock let out an angry cry - and the gem pulsed a moment later, somehow feeding energy into its guardian. That... probably explained part of why the demon was so set on protecting it, and your senses gave you just an instant of warning before the avian spoke in one of the most ancient languages... and reality started to twist in order to accommodate it.

Unless you've got a way to stop it...
Power Word Stun, for Rounds: 1d4 ⇒ 4


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Exactly how far away is the Vrock from me, and how tall is the tree? Power Word: Stun is range: Close, and I'd been under the impression that I was 110ft away. I don't have a way to prevent the spell, by the way, so let's get this show on the road. XD


Previously, he was between you and the gem, and you warped past him to reach it. Also, even at Close range, a decent caster level can give you a good reach. I'm actually a little surprised they wrote in such a high-level spell at this CR... but you don't keep the rulership of a town in the Abyss by being weak, I guess.

As the Power Word took hold of you, your body started to plummet towards the ground - and the Vrock ignored you for a moment, swooping over to grab the gem and hauling it away from you. On the bright side, you'd at least been able to stand on a ledge while getting out the gem, which meant you weren't plummeting through the air - but the Vrock did have enough time to stash the gem on its body before lashing out in a quick series of blows.

Your AC is... 18, I believe.

Claw: 1d20 + 15 ⇒ (7) + 15 = 22 for Damage: 2d6 + 6 ⇒ (6, 2) + 6 = 14
Bite: 1d20 + 13 ⇒ (14) + 13 = 27 for Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Talon: 1d20 + 13 ⇒ (16) + 13 = 29 for Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Talon: 1d20 + 13 ⇒ (18) + 13 = 31 for Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Claw: 1d20 + 15 ⇒ (2) + 15 = 17
Bite: 1d20 + 13 ⇒ (4) + 13 = 17
Talon: 1d20 + 13 ⇒ (20) + 13 = 33 for Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Talon: 1d20 + 13 ⇒ (9) + 13 = 22 for Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Crit Confirm: 1d20 + 13 ⇒ (10) + 13 = 23 for Damage: 1d6 + 3 ⇒ (1) + 3 = 4

The blows rained down before you finally managed to gather your wits again - on the bright side, the demon hadn't gone right for the kill (maybe it just wanted you to suffer, or maybe it merely hadn't thought about it - angry demons were rarely good tacticians).


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Gotcha. I'd thought I was around 100ft away from him which would have required CL 30. 0.o FF AC 21 -2 stun = AC 19. The real question is whether or not I'm prone. Stun doesn't make you helpless, by the way, so that would explain why he didn't try a CdG. XD Where's the gem now?

Active Effects: studied target (2rds), Demon Hunter (2rds), Snake Style, Precognizant Smite +1, fire resist 10


The gem is stashed on his body - in some kind of pack he's carrying, to be specific. You probably don't want to know what it's made of. Also, I believe your FF AC is 20, not 21. ...Didn't make a difference here, but important to know. XD


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

I forgot I had a Dodge bonus as well. Nice catch. :-)

The frenzy of scratches did a lot of damage, but Astoroth was significantly more durable than appearances would dictate. Shaking the last vestiges of the Vrock's spell, he responded with a flurry of quick strikes.

Unarmed Flurry: 1d20 + 11 + 5 ⇒ (20) + 11 + 5 = 36 Damage: 1d8 + 6 + 3 ⇒ (1) + 6 + 3 = 10
Unarmed Flurry: 1d20 + 11 + 5 ⇒ (5) + 11 + 5 = 21 Damage: 1d8 + 6 + 3 ⇒ (3) + 6 + 3 = 12
Unarmed Flurry: 1d20 + 6 + 5 ⇒ (10) + 6 + 5 = 21 Damage: 1d8 + 6 + 3 ⇒ (3) + 6 + 3 = 12
Crit Confirm: 1d20 + 11 + 5 ⇒ (16) + 11 + 5 = 32 Extra Damage: 1d8 + 6 + 3 ⇒ (4) + 6 + 3 = 13

Active Effects: studied target (1rd), Demon Hunter (1rd), Snake Style, Precognizant Smite +1, fire resist 10


Your first blow managed to solidly connect with the demon as a critical blow - although you could feel its power weakening as the demon's body resisted the blow. Like most Outsiders, it probably had some kind of resistance to harm. Your followup blows were just a little too shallow, although they did manage to tear through the images well enough, disrupting the spell and helping ensure that your future blows would hit well enough. It floated back slightly a moment later, and a Chaos Hammer erupted out of its body-

Will DC 17: 1d20 + 16 ⇒ (1) + 16 = 17 ...Wow.
Damage: 5d8 ⇒ (1, 2, 5, 3, 7) = 18 Halved to 9.

-and it caught you at the worst possible moment. The good news? Your lack of strong feelings about law and chaos meant that the spell was much weaker against you to begin with, and even without added mental fortification, it was unable to deal too much damage to you.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Letting the spell wash over him, Astoroth calmly formed a protective field to mitigate future blows (swift action telekinetic exoskeleton). Then, after modifying his stance to better facilitate combat (move action Martial Flexibility), he stepped forward and unleashed a powerful blow.

Using Studied Strike
Unarmed Strike: 1d20 + 13 + 6 ⇒ (10) + 13 + 6 = 29 Damage: 1d8 + 6 + 4 + 2d6 ⇒ (4) + 6 + 4 + (6, 4) = 24

Active Effects: Precognizant Smite +1, Snake Style, fire resist 10, Martial Flexibility (dodge, desperate battler) 10rds

AC 27 | 19 | 20; CMD 27 (+1 vs grapple); 8 temp HP


...What exactly does Precognizant Smite actually do? It's not detailed in your alias, just listed, and the character's complex enough that I'm not entirely sure of the source so I can check up on it. XD; *Given the general usefulness of Smite powers, is guessing it's relevant*


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

It's a feat from the Diviner's Handbook that grants combat bonuses as long as I have a sense active. Because logos is up, I have +1 to-hit/damage. If desired, I can dismiss logos early to reduce miss chance. There are two similar feats that give bonuses to AC and saves, but I didn't take them.


Right-o! ...Probably should've thought to check there. XD

Your fist struck the Vrock cleanly, although you could feel its tough body resisting part of the blow. The Vrock considered for a moment, then tore at you again, although your added defenses meant it wasn't going to be quite so easy to hurt you now...

Claw: 1d20 + 15 ⇒ (8) + 15 = 23
Bite: 1d20 + 13 ⇒ (9) + 13 = 22
Talon: 1d20 + 13 ⇒ (2) + 13 = 15
Talon: 1d20 + 13 ⇒ (8) + 13 = 21

...and, in fact, none of its attacks even managed to hit your conjured barrier, much less dig into your flesh. You knew Lady Luck, and she probably wasn't involved here... but the good fortune was nice all the same.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Snake Fang AoO: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23 Damage: 1d8 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Extra Attack if that one hits: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29 Damage: 1d8 + 6 + 2 ⇒ (3) + 6 + 2 = 11

Astoroth's foot flew toward the Vrock's chest as he smoothly dodged the flurry of attacks. Taking advantage of this opening, he reassessed his opponent's fighting style.

Move Action + Inspiration: reapply Studied Target

It appeared to be mainly raw bestial fury, although the demon's speed meant he'd have to keep on guard. Armed with this knowledge, Astoroth launched a quick strike to test his theory.

Unarmed Strike: 1d20 + 13 + 5 ⇒ (11) + 13 + 5 = 29 Damage: 1d8 + 6 + 5 ⇒ (7) + 6 + 5 = 18

Active Effects: Precognizant Smite +1, Snake Style, fire resist 10, Martial Flexibility (dodge, desperate battler) 9rds, Studied Target +3 (8rds)

AC 27 | 19 | 20; CMD 27 (+1 vs grapple); 8 temp HP


The blows from your snake style hit, but did no more than scratch damage at best. On the bright side, that was helping you get a much better sense for exactly how tough this creature was. Your next unarmed strike hit rather better, although the Vrock clearly had plenty of vitality.

Claw: 1d20 + 15 ⇒ (1) + 15 = 16
Bite: 1d20 + 13 ⇒ (9) + 13 = 22
Talon: 1d20 + 13 ⇒ (11) + 13 = 24
Talon: 1d20 + 13 ⇒ (2) + 13 = 15

Your defenses were holding for now, though there was no telling quite how long that would last.

Feel free to do several rounds of attacks if you just want to trade blows. XD


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Snake Fang AoO: 1d20 + 13 + 5 ⇒ (2) + 13 + 5 = 20 Damage: 1d8 + 6 + 5 ⇒ (7) + 6 + 5 = 18

His attacks were barely strong enough to get through the demon's fiendish hide, but each successful strike further whittled away at its vitality. As long as his defenses held, and he was able to keep his foe in an enraged frenzy, he'd eventually triumph through 'death by a thousand cuts.'

Swift Action Martial Flexibility to grab Belier's Bite

Flurry: 1d20 + 13 + 5 - 2 ⇒ (8) + 13 + 5 - 2 = 24 Damage: 1d8 + 6 + 5 ⇒ (1) + 6 + 5 = 12
Flurry: 1d20 + 13 + 5 - 2 ⇒ (18) + 13 + 5 - 2 = 34 Damage: 1d8 + 6 + 5 ⇒ (8) + 6 + 5 = 19
Flurry: 1d20 + 8 + 5 - 2 ⇒ (11) + 8 + 5 - 2 = 22 Damage: 1d8 + 6 + 5 ⇒ (5) + 6 + 5 = 16

Next Round
Flurry: 1d20 + 13 + 5 - 2 ⇒ (7) + 13 + 5 - 2 = 23 Damage: 1d8 + 6 + 5 ⇒ (1) + 6 + 5 = 12
Flurry: 1d20 + 13 + 5 - 2 ⇒ (5) + 13 + 5 - 2 = 21 Damage: 1d8 + 6 + 5 ⇒ (1) + 6 + 5 = 12
Flurry: 1d20 + 8 + 5 - 2 ⇒ (13) + 8 + 5 - 2 = 24 Damage: 1d8 + 6 + 5 ⇒ (1) + 6 + 5 = 12

Next Round
Flurry: 1d20 + 13 + 5 - 2 ⇒ (18) + 13 + 5 - 2 = 34 Damage: 1d8 + 6 + 5 ⇒ (2) + 6 + 5 = 13
Flurry: 1d20 + 13 + 5 - 2 ⇒ (1) + 13 + 5 - 2 = 17 Damage: 1d8 + 6 + 5 ⇒ (8) + 6 + 5 = 19
Flurry: 1d20 + 8 + 5 - 2 ⇒ (6) + 8 + 5 - 2 = 17 Damage: 1d8 + 6 + 5 ⇒ (2) + 6 + 5 = 13

If any of these attacks hit, add 1d4 hp bleed


Claw: 1d20 + 15 ⇒ (2) + 15 = 17
Bite: 1d20 + 13 ⇒ (16) + 13 = 29 for Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Talon: 1d20 + 13 ⇒ (13) + 13 = 26 for Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Talon: 1d20 + 13 ⇒ (13) + 13 = 26 for Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Claw: 1d20 + 15 ⇒ (16) + 15 = 31 for Damage: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Bite: 1d20 + 13 ⇒ (19) + 13 = 32 for Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Talon: 1d20 + 13 ⇒ (18) + 13 = 31 for Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Talon: 1d20 + 13 ⇒ (17) + 13 = 30 for Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Claw: 1d20 + 15 ⇒ (15) + 15 = 30 for Damage: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Bite: 1d20 + 13 ⇒ (19) + 13 = 32 for Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Talon: 1d20 + 13 ⇒ (3) + 13 = 16
Talon: 1d20 + 13 ⇒ (6) + 13 = 19

And... unlike his previous round, quite a few of his blows were looking more dangerous. Fortunately, you did have your Snake Style to at least try and mitigate the blows... You'd definitely gotten through a good chunk of its health by now, particularly thanks to the bleeding, but just as clearly it had roughly a third of its vitality left - and had no intention of stopping until you were dead.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Snake Fang AoO: 1d20 + 13 + 5 ⇒ (7) + 13 + 5 = 25 Damage: 1d8 + 6 + 5 ⇒ (6) + 6 + 5 = 17
Snake Style AC: 1d20 + 22 + 1d6 ⇒ (4) + 22 + (3) = 29 (vs 29 attack roll - hit)
Snake Style AC: 1d20 + 22 + 1d6 ⇒ (18) + 22 + (2) = 42 (vs 31 attack roll - miss)
Snake Fang AoO: 1d20 + 13 + 5 ⇒ (15) + 13 + 5 = 33 Damage: 1d8 + 6 + 5 ⇒ (4) + 6 + 5 = 15
Snake Style AC: 1d20 + 22 + 1d6 ⇒ (3) + 22 + (4) = 29 (vs 30 attack roll - hit)
Snake Fang AoO: 1d20 + 13 + 5 ⇒ (3) + 13 + 5 = 21 Damage: 1d8 + 6 + 5 ⇒ (7) + 6 + 5 = 18

*whew* That took a while to work out. As much as I hate to say it, I think it'll be better to run this on a round-by-round basis as I have quite a few off-turn and/or circumstantial abilities. To summarize the above, each round, Snake Fang gave me an AoO on the first missed attack. I used my immediate action each round to attempt to negate the first successful attack with a Sense Motive check. I also had temp HP from Telekinetic Exoskeleton that helped mitigate some of the damage. As it looks like at least one of my AoOs hit, I'll hold off on posting my actions until I know how the Vrock's holding up.
-----------------------------------------------------
Active Effects: Precognizant Smite +1, Snake Style, fire resist 10, Martial Flexibility (dodge, desperate battler) 6rds, Studied Target +3 (5rds)

AC 27 | 19 | 20; CMD 27 (+1 vs grapple); 8 temp HP


You took off about a quarter of the vitality he had left. The first two successful strikes hit, the last one missed... although there's always Surging it, I suppose, which would give you a success. *Looks at your HP* ...Not necessarily a bad thing.

Incidentally, I'd say this is probably the hardest fight of the module. XD The rest of it should be fairly easy for ya.

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