The Gauntlet (Inactive)

Game Master concerro


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Now starting to contort in a grotesque fashion, Boleridin orders the demon he gained control of to assault demon 1. Meanwhile the darkness around him takes the form of two large, batlike wings, and he flies to the top of the wall of ice and perches up there. Finally, his contortions reach a fever pitch, and from his body emerges a horrendous spectral being which flies to demon 4.

Swift action for Wings of Darkness, move action to get atop the wall, standard action to use Dweller in Darkness. Behaves as a Phantasmal Killer, meaning Will DC 23 then, if failed, Fort DC 23.


Will wait for the conclusion of the summoned creature's attack(s) before I post my actions for the round. It could change things.


things seem to be handled, so i will attempt to remove pieces of ice from the field. Rage, Blessing for extra attack
3d6 + 28 ⇒ (2, 4, 5) + 28 = 39
3d6 + 28 ⇒ (1, 4, 6) + 28 = 39
3d6 + 28 ⇒ (4, 2, 5) + 28 = 39
3d6 + 28 ⇒ (4, 3, 3) + 28 = 38

"Walls are for cowards!"


The summoned creature has already acted this round. It can't go again until the next round. It's initiative is still 24.

Carl which section(s) of the wall are you attacking? You can erase the blue for those 4 section.


Right.... Right... Forgot about that.

Full-round Action: Spell-Combat, trading in Illusion of Calm to cast Intensified Shocking Grasp, casting defensively

Wall o' Attacks:
Concentration: 1d20 + 20 ⇒ (7) + 20 = 27=pass

Shocking Grasp attack: 1d20 + 24 ⇒ (18) + 24 = 42

Shocking Grasp Damage: 1d6 + 13 + 10d6 ⇒ (5) + 13 + (3, 1, 2, 3, 6, 6, 4, 1, 1, 6) = 51

SR: 1d20 + 13 ⇒ (12) + 13 = 25

Blessing of Fervor attack: 1d20 + 21 ⇒ (1) + 21 = 22

Blessing of Fervor Damage: 1d6 + 13 ⇒ (5) + 13 = 18

Iterative 1 attack: 1d20 + 21 ⇒ (15) + 21 = 36

Iterative 1 damage: 1d6 + 13 ⇒ (3) + 13 = 16

Iterative 2 Attack: 1d20 + 16 ⇒ (2) + 16 = 18

Iterative 2 Damage: 1d6 + 13 ⇒ (5) + 13 = 18

Iterative 1 Crit confirm: 1d20 + 21 ⇒ (2) + 21 = 23

Iterative 1 Crit Damage: 1d6 + 13 ⇒ (4) + 13 = 17

Shocking Grasp Crit Confirm: 1d20 + 24 ⇒ (13) + 24 = 37

Shocking Grasp Crit Damage: 1d6 + 13 + 10d6 ⇒ (1) + 13 + (2, 3, 2, 5, 5, 2, 2, 3, 2, 1) = 41


I did the wall is made of 10 ft sections per lvl. if each section has 30hp, each attack destroys a 10ft section. i put borders around the sections i destroyed this time.


Male Human Oracle 15, HP 141, Init +1

I believe everyone has taken their round 2 action now. Back to the devils turn.


Shakros, how are you getting 10d6 from shocking grasp? It maxes out at 5d6. I know you critted, which would give 10d6, but you have 10d6 for the regular damage and the crit roll


Sorry, free intensify. Did I forget to put that in? I have magical lineage: Shocking Grasp. Unless specifically stated otherwise, all SGs from me will have Intensify on them. Again, sorry for the confusion.


magical lineage wrote:
Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

There is a feat which ignores one metamagic feat. It is spell perfection.

Spell Perfection wrote:
Benefit: Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.


Intensify spell is only +1 level, thereby it is negated, effectively.


Round 3:

For Boleridin's next turn, after the monsters have a go and the one makes his saves, are there any nearby objects at all which I can affect with Telekinesis or Animate Objects? If not, then here's what I'll do:

The strange, contorted figure which Boleridin has become reaches into its pack and withdraws a simple looking metal baton (Metamagic rod of Reach). Pointing it at demon 5, Boleridin chants a guttural incantation. A thin stream of darkness sprays from the tip of the rod, directed at the face of the demon.

Move to draw the rod, then casting a Reach blindness/deafness intented to blind. Fort DC 22 or permanent blindness.


Male Human Oracle 15, HP 141, Init +1
Boleridin Swaggle wrote:

Round 3:

Move to draw the rod, then casting a Reach blindness/deafness intented to blind. Fort DC 22 or permanent blindness.

Missing a roll to overcome spell resistance for that. Though Watcher could roll that for you if you don't see this in time.


Yet is it only +1. I should thought it was higher for some reason

map link

Round 3:

Monsters 24
Boleridin 24
Mlungisi 5
Everyone else 4.

Monster 1 is dead after Shakros attacks. Those crits are killing me :)
The summoner monster attacks monster 4
Sting:1d20 + 14 ⇒ (11) + 14 = 25
Damage: 3d4 + 5 ⇒ (3, 1, 2) + 5 = 11

Monster 3 vs Huuurk
5 ft steps for a flank. I forgot to add the +2 for the flank

Bite:1d20 + 14 ⇒ (20) + 14 = 34
Damage: 1d8 + 5 ⇒ (6) + 5 = 11

Confirm Crit:
Bite:1d20 + 14 ⇒ (11) + 14 = 25
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
-----------------------------------
Claw:1d20 + 14 ⇒ (3) + 14 = 17
Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Claw:1d20 + 14 ⇒ (8) + 14 = 22
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Sting:1d20 + 14 ⇒ (6) + 14 = 20
Damage: 3d4 + 5 ⇒ (1, 3, 4) + 5 = 13

Monster 4

Bite:1d20 + 14 ⇒ (7) + 14 = 21
Damage: 1d8 + 5 ⇒ (2) + 5 = 7

Claw:1d20 + 14 ⇒ (10) + 14 = 24
Damage: 1d6 + 5 ⇒ (6) + 5 = 11

Claw:1d20 + 14 ⇒ (19) + 14 = 33
Damage: 1d6 + 5 ⇒ (6) + 5 = 11

Sting:1d20 + 14 ⇒ (8) + 14 = 22
Damage: 3d4 + 5 ⇒ (4, 2, 1) + 5 = 12

First DC is 20. If you fail the first one the second one is 22.

Stinger Str damage: 1d3 ⇒ 1
Stinger Str damage: 1d3 ⇒ 3


I forgot about monster 5. Huuurk

Bite:1d20 + 14 ⇒ (20) + 14 = 34
Damage: 1d8 + 5 ⇒ (6) + 5 = 11

Crit confirmation
Bite:1d20 + 14 ⇒ (9) + 14 = 23
Damage: 1d8 + 5 ⇒ (8) + 5 = 13

------------------------------
Claw:1d20 + 14 ⇒ (12) + 14 = 26
Damage: 1d6 + 5 ⇒ (6) + 5 = 11

Claw:1d20 + 14 ⇒ (6) + 14 = 20
Damage: 1d6 + 5 ⇒ (6) + 5 = 11

Sting:1d20 + 14 ⇒ (10) + 14 = 24
Damage: 3d4 + 5 ⇒ (3, 4, 1) + 5 = 13

If you failed one the previous poison saves the DC is 22. If you fail them both the DC is 26.


Boleridin spell resistance check: 1d20 + 13 ⇒ (8) + 13 = 21

Fort save for monster 5 vs DC 22

1d20 + 12 ⇒ (12) + 12 = 24

He gives Boleridin an evil look.


Male Human Oracle 15, HP 141, Init +1

Round 3

"Looks like we got 'em all" Thinks, Why is Huuurk still screaming? And where did he go anyway?

Mlungisi chants briefly and a soft bubble of translucent light settles around Darrt. He then moves forward looking for Huuurk.


Select Enlarged spells from Blessing of Fervor and casts Shield Other on Darrt. Duration 13 hours. Range 115 ft due to enlarge spell. If at any point Mlungisi and Darrt are more than 115 ft apart the spell ends.
Move to I14

stats:
AC: 26
HP: 111
Spells used: 4th/1
2nd/1
Blessing of Fervor: 11 rounds remaining

Blessing of Fervor options:

Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus. (does not stack with haste)
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.


Male Human Oracle 15, HP 141, Init +1

Wait, didn't Huuurk destroy #4 during his round 2 actions? And maybe #3 as well?

Huuurks round 2 actions from previous page:

Activate Haste, Power Attack, Raging Brutality again, taking the bonus from Blessing of Fervor for the +2 hit/ac/reflex again.
Charge from R8 to R10, provoking from both Monster 3 & 4.
Full charging attack on Monster 4

Attack 1: 1d20 + 23 ⇒ (17) + 23 = 40 Crit Threat
Damage 1: 2d4 + 2d6 + 45 ⇒ (2, 1) + (2, 2) + 45 = 52
Attack 2: 1d20 + 23 ⇒ (4) + 23 = 27
Damage 2: 2d4 + 2d6 + 45 ⇒ (3, 3) + (2, 3) + 45 = 56
Attack 3: 1d20 + 18 ⇒ (12) + 18 = 30
Damage 3: 2d4 + 2d6 + 45 ⇒ (3, 4) + (5, 1) + 45 = 58
Attack 4: 1d20 + 13 ⇒ (16) + 13 = 29 Crit Threat
Damage 4: 2d4 + 2d6 + 45 ⇒ (3, 3) + (2, 2) + 45 = 55

Crit 1: 1d20 + 23 ⇒ (18) + 23 = 41
Damage: 2d4 + 2d6 + 24 ⇒ (2, 3) + (6, 2) + 24 = 37
Crit 2: 1d20 + 13 ⇒ (15) + 13 = 28
Damage: 2d4 + 2d6 + 24 ⇒ (2, 3) + (5, 1) + 24 = 35
(Raging Brutality does not multiply on crit)

Did not include acid damage, because they have resistance.
If Monster 4 dies before all 4 attacks are made, further attacks will be targeted at Monster 3.

So round 3 damage for the devils would be eliminated or greatly reduced.


Half-Orc Barbarian 13

Sorry to be over optimistic...But yes, damage of that caliber should have shattered both monsters 3 and 4, if they're the same as the previous one. The attacks of opportunity still go through however.


Seeing several more of the devils go down, Darrt takes the opportunity and quickly steps forward, touching the oracle as he does so.
As soon as his fingers make contact, the blind man vanishes, only empty space occupying where he stood a moment before.

Darrt's Action: move to J15, cast extended invisibility on Mlungisi.

angered by the prospect of missing out on so much of the fighting, the large outsider shifts forward raining blows down on the remaining opponent.

Eidolon Action: Five foot step; full attack on Devil 5

Attacks:

Bite: 1d20 + 20 ⇒ (19) + 20 = 39
Damage: 1d8 + 28 + 1d6 ⇒ (6) + 28 + (1) = 35

Claw: 1d20 + 21 ⇒ (16) + 21 = 37
Damage: 2d6 + 19 + 1d6 ⇒ (2, 2) + 19 + (6) = 29

Claw: 1d20 + 21 ⇒ (9) + 21 = 30
Damage:2d6 + 19 + 1d6 ⇒ (2, 2) + 19 + (2) = 25

Claw: 1d20 + 21 ⇒ (5) + 21 = 26
Damage:2d6 + 19 + 1d6 ⇒ (3, 5) + 19 + (4) = 31

Claw: 1d20 + 21 ⇒ (1) + 21 = 22

Claw: 1d20 + 21 ⇒ (10) + 21 = 31
Damage:2d6 + 19 + 1d6 ⇒ (3, 1) + 19 + (4) = 27

Total Damage (after DR): 27 + 31 + 35 + 29 + 25 - 50 = 97

Stats:

Darrt
AC: 22, 13, 20
hp: 74
Conditions: Dazzled, Blessing of fervor
Current spells: Enlarge person (Caarl) (258 r.), Barkskin (Eidolon) (2599 r.), Invisibility (Mlungisi) (260 r.)

Eidolon
AC: 35, 12, 32
hp: 95
Conditions: Blessing of fervor, Barkskin


Huuurk's post must have been skipped. Those monsters would have been killed.

Darrt's eidolon drops 107 on monster 5, but it is still up.

On its turn it teleports out.

Map 2 should be up today. Actually it will be up today since I have the monsters already selected. I just have to design the map.


Male Human Oracle 15, HP 141, Init +1

How much, if any, game time will pass prior to us entering the 2nd map? That is will our extended duration spells still be in effect? Will we have time to cast a few more spells/heals/etc? Will I be able to maintain my life link with Boleridin during the intermission?

And for my init roll for map 2
Mlungisi Init:1d20 + 1 ⇒ (20) + 1 = 21


Map 2 initiative: 1d20 + 5 ⇒ (3) + 5 = 8


When you leave one map to go to the next all spell effects end unless they are permanent. I assume you go to the safe house to recover all hp and lost spells in between fights if you did not use it during the fight.


Link to battlemap 2

I also placed a link to this map at the bottom of the campaign tab.

Your relevant knowledge checks to get information will be Knowledge(arcana, planes, religion).

Initiatives(incomplete and not in order):
Mlungisi 21
Bolderidin 8

Bad guys: 1d20 + 6 ⇒ (8) + 6 = 14
Bad guys: 1d20 + 10 ⇒ (18) + 10 = 28
Bad guys: 1d20 + 7 ⇒ (8) + 7 = 15

PS:The magus is better than I gave it credit for.

PS: Ignore my previous post about always having to place the party in the exact same spot to start a fight. I also extended the map further south.


Male Human Oracle 15, HP 141, Init +1

Note to all, I'll probably just start with a Blessing of Fervor again.

I'll hold on my knowledge rolls till they are in visible range.


Half-Orc Barbarian 13

So...we're allowed to use the safehouse in between each fight? I thought we were only allowed to use it like...twice?
Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Also...What are the obstacles there on the map?


Initiative:1d20 + 2 ⇒ (19) + 2 = 21

I thought we could only go to the safe house at certain points, so, yeah, if it's 1 use/fight, I'd be healing up, etc after every fight. It's too bad we don't get any pre-fight buff-time, though.

Knowledges

Arcana: 1d20 + 21 ⇒ (8) + 21 = 29

Religion: 1d20 + 18 ⇒ (2) + 18 = 20

Planes: 1d20 + 21 ⇒ (8) + 21 = 29


Init: 1d20 + 4 ⇒ (12) + 4 = 16


Huuurk wrote:

So...we're allowed to use the safehouse in between each fight? I thought we were only allowed to use it like...twice?

[dice=Initiative]d20+3
Also...What are the obstacles there on the map?

You can use the house once per battle. Those obstacles are just giant walls of stone.

All knowledge checks have been noted, and once you have line of sight to the opponents the results will be given.

Init order
Bad Guys W 28
Huuurk 23
Shakros 21
Mlungisi 21
Dart 16
Bad Guys SC 15
Bad Guys Clock 14
Bolderidin 8

Once everyone is one the map we can begin.


Half-Orc Barbarian 13

Huuurk is on the map, ready to rumble.


Huuurk wrote:
Huuurk is on the map, ready to rumble.

I don't see you.

Also, is the safe house usable every battle, or just the one's where it is on the map?


Knowledge: Planes: 1d20 + 15 ⇒ (6) + 15 = 21

Go Unnoticed Stealth: 1d20 + 33 ⇒ (4) + 33 = 37

I should be on the map now.


The safe house is available for every fight. I had forgotten to put it one the map. It is there now.

Shakros has line of sight to the constructs.

He recognizes them as clockwork soldiers.
DR 5/adamantine;
Immune construct traits
Weaknesses--> vulnerable to electricity

Round 1:
Bad Guys W 28(held action)
Huuurk 23
Shakros 21
Mlungisi 21
Dart 16
Bad Guys SC 15
Bad Guys Clock 14
Bolderidin 8

Huuurk you are up.


Half-Orc Barbarian 13

Pull out a pot of Enlarge Person, and quaff.
That's it for my turn. Cannon ready for loading, Mlungisi!


Unknown

Caarl is not on the map yet - regardless though...

Again the party receives the favors of the gods.

Cast Blessing of Fervor, targeting all but Boleridin as he is to far away (all targets must be within 30 feet of each other). 13 rounds remaining.

Shakros and Darrt, and maybe Caarl, are up.


Init: 1d20 ⇒ 8
the lack of obvious targets has confounded me


Oops. I thought I had everyone. Sorry about that Caarl.

New Init list:
Bad Guys W 28(held action)
Huuurk 23
Shakros 21
Mlungisi 21
Dart 16
Bad Guys SC 15
Bad Guys Clock 14
Bolderidin 8
Carl 8


Carl you can see Q14 and P20.


np, how tall are the walls?

"Strange Statue men?"


The walls are 60 feet high.

edit:The constructs are using halberds(reach weapons).


Shakros will cast an extended Mirror Image, creating

Images: 1d4 + 4 ⇒ (2) + 4 = 6

We've got some clockwork soldiers. They're weak to electricity, Immune to a lot, and are a bit tough to pierce through.

He also uses a swift action to give his blade +2 and keen. He'll spend a point from his black blade's Arcane pool to give it +4 to damage for the next minute.

10/11 arcane pool points
3/4 Black Blade arcane pool points


Male Human Oracle 15, HP 141, Init +1
Caarl wrote:
"Strange Statue men?"

Huh, what? What in the world are you talking about?" Mlungisi looks confused.

Shakros wrote:
We've got some clockwork soldiers. They're weak to electricity, Immune to a lot, and are a bit tough to pierce through.

Ahh, that makes more sense.


"Are they immune to to getting smashed by giant creatures?"

Darrt's Action: Cast extended Enlarge person on eidolon, move forward to J16
I hope you don't mind being small for now Caarl. I want to see how effective it is and I figure it's safer to do in one of the earlier fights than the later ones.

Eidolon's Action: Move to M16 (center square) using Blessing of fervor, standard to attack Clock 3 (+2 AC due to partial cover).
Claw: 1d20 + 20 ⇒ (11) + 20 = 31
Damage (after DR): 3d6 + 20 - 5 ⇒ (3, 3, 4) + 20 - 5 = 25
Electricity Damage: 1d6 ⇒ 2 * 1.5 = 3

Stats:

Eidolon
AC: 30, 12, 27
Conditions: Enlarge person, Blessing of fervor.


At this time S.C. demands that the Eidolon die.

Updated initiative order.
Huuurk 23
Shakros 21
Mlungisi 21
Dart 16
Bad Guys Clock 14
Bad Guys W 14
Bad Guys SC 14
Bolderidin 8
Carl 8
-------------------------------

I need for anyone using Blessing of Fervor to state which benefit they are using.

Clocks 1, 2, and 3 provoke an AoO from the Eidolon for their movement if it has combat reflexes. If not then only one provokes.

Attacks vs AC 30

Clockwork 1
Attack: 1d20 + 18 ⇒ (6) + 18 = 24
Damage: 1d10 + 13 ⇒ (6) + 13 = 19

Clockwork 2
Attack: 1d20 + 18 ⇒ (13) + 18 = 31
Damage: 1d10 + 13 ⇒ (7) + 13 = 20

Clockwork 3
Attack: 1d20 + 18 ⇒ (11) + 18 = 29
Damage: 1d10 + 13 ⇒ (2) + 13 = 15
---------------------------------------------------
Shakros recognizes W as Witchfires which are incorporeal undead.
He recalls-->Immune fire, undead traits.
He also knows they can deal fire damage.

They both attack the eidolon(touch AC of 12)

Witchfire 1
Attack: 1d20 + 13 ⇒ (15) + 13 = 28
Damage: 8d6 ⇒ (2, 5, 5, 3, 2, 5, 5, 5) = 32 fire damage

Witchfire 2
Attack: 1d20 + 13 ⇒ (14) + 13 = 27
Damage: 8d6 ⇒ (4, 1, 1, 2, 3, 1, 2, 5) = 19 fire damage

The Eidolon has to make 2 will saves. If he fails the first one the damage against the second attack increases to 28.
If he fails either will save he glows with a green fire that works like faerie fire.
----------------------------------------------------------------
Boleridin your can not identify this creature that just

appeared.
Shakros you know the creature is a Shining Child and you are able to recall--->Immune blindness, fire,poison
Resist cold 10, sonic 10.

The creature release an intense amount of light from its body.
The Eidolon and Darrt must both make DC 25 fort saves or be blinded.

It then shoots a ray of fire at the eidolon
Attack: 1d20 + 19 ⇒ (16) + 19 = 35
Damage: 10d6 ⇒ (3, 6, 2, 4, 2, 4, 1, 4, 5, 6) = 37 fire damage

If the eidolon failed either of the previous will saves from the Witchfires then the ray of fire from the Shining Child does 55 points of damage instead.


im using the blessing for the extra 30ft of movement, assuming i have to make the fort save as i approach.

"that looks like it hurt, lets see if we can draw some fire shall we."

advance 65ft to Q19 and attack clock 3

Fort: 1d20 + 22 ⇒ (18) + 22 = 40
Attack: 1d20 + 17 ⇒ (19) + 17 = 36Crit
Damage: 2d6 + 28 ⇒ (6, 1) + 28 = 35

Attack: 1d20 + 17 ⇒ (18) + 17 = 35
Damage: 2d6 + 28 ⇒ (4, 6) + 28 = 38

Can these be crited? also the penalty for fighting defensively and with combat expertise on is factored in

AC:23/12/19
HP:214


The flash of light Caarl is instantaneous. It does not stay there. All the enemies are subject to crits except for the Witchfires because they are incorporeal.

edit: You can keep that fort save for later if you have to make this round.

Your AC is 23 now?


AoO against Clock 1: 1d20 + 19 ⇒ (20) + 19 = 39
Confirmation: 1d20 + 19 ⇒ (19) + 19 = 38
Damage (after DR): 6d6 + 40 - 5 ⇒ (1, 6, 6, 4, 2, 6) + 40 - 5 = 60
Electricity Damage: 2d6 ⇒ (2, 2) = 4 * 1.5=6

Will saves:
1: 1d20 + 14 ⇒ (7) + 14 = 21
2: 1d20 + 14 ⇒ (12) + 14 = 26

Fort saves:
Darrt: 1d20 + 6 ⇒ (13) + 6 = 19
Eidolon: 1d20 + 15 ⇒ (17) + 15 = 32

Stats:

Darrt
AC: 17, 8, 17
hp: 52
Conditions: Blinded

Eidolon
AC: 17, 5, 17
hp: -16
Conditions Unconscious, witchfire, prone

Constructs are subject to critical hits.


map link 2


Attack of opportunity against Caarl from clock 3

Attack: 1d20 + 18 ⇒ (12) + 18 = 30
Damage: 1d10 + 13 ⇒ (8) + 13 = 21

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