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The Gauntlet (Inactive)

Game Master concerro


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Half-Orc Barbarian 13

Intiative: 1d20 + 3 ⇒ (20) + 3 = 23


Darn you and your high rolls :)

M is a Demilich.
Senses darkvision 60 ft., true seeing;
DR 20/—; Immune acid, cold, electricity, magic, polymorph, undead traits

Quote:

A demilich is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells function differently against the creature, as noted below.

A dispel evil spell deals 2d6 points of damage, with no saving throw.
Holy smite affects a demilich normally.
A power word kill spoken by an ethereal caster deals 50 points of damage to the demilich if it fails a Fortitude save (with a DC determined as though the spell allowed a saving throw).
A shatter spell deals 1d6 points of damage per two caster levels (maximum 10d6), with no saving throw.

---------------------

An is a Banshee

Defensive Abilities incorporeal; Immune undead traits
Weaknesses sunlight powerlessness

Quote:

Wail (Su)

Once per minute, a banshee may wail as a full-round action. The wail lasts until the beginning of her next turn. All creatures within 40 feet of the banshee when she begins her wail, as well as all creatures that end their turn within that radius, must make a Fortitude save. (This save is only required once per wail.) Creatures under the effects of a fear effect take a –4 penalty on this save. Creatures that make their save are sickened for 1d6 rounds. Those that fail take 140 points of damage (as if affected by a CL 14 wail of the banshee). If a wailing banshee is damaged during a wail, she must make a Will save to maintain the wail; otherwise it ends. This is a sonic death effect. Banshee wails are supernaturally powerful, and penetrate the effect of any spell of 3rd level or lower that creates silence.

--------------------

GS is a Greater Shadow

Defensive Abilities incorporeal, channel resistance +2; Immune undead traits

Quote:
A greater shadow's touch deals 1d8 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.

----------------

Le is a Daemon, Leukodaemon

Senses darkvision 60 ft., deathwatch, detect good
DR 10/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR

Quote:

Contagion (Su)

Any arrow a leukodaemon fires from a bow is tainted with disease. If a creature is damaged by a leukodaemon’s arrow, it must make a Fortitude save or be affected as if by the spell contagion. A leukodaemon can manifest arrows at will and never runs out of ammunition.

Quote:

Infectious Aura (Su)

All creatures within 50 feet of a leukodaemon take a –4 penalty on Fortitude saves against disease effects.


Half-Orc Barbarian 13

Well, that Demi-lich has to go. Carrl, Shakros...Alpha strike then move to Banshee?

EDIT:According to The SRD, Leukodaemons are large creatures. So they should be taking up 10' squares and have a 2d6 damage die. Just bringing it to your attention.


You leave my demilich alone. :)


I'm not liking the looks of those greater shadows, but I'm down for an Alpha Strike, I suppose. Carrl, if you want in on the AS, place yourself next to me, and I'll DDoor us in, near the Demilich.

Edit:lol @Uatu


Init so far:

Banshee: 30

Huuurk: 23

Shakros: 20

Le: 19

Darrt: 18

Demlich: 16

Greater Shadow: 7

-------------------
Caarl: ??

Mlungisi??

Boleridin??

Forgot to mention--> The Banshee is also incorporeal.


You forgot Boleridin.


Agreed. Nothing should have more DR than me :P. AS is a go
initiative: 1d20 ⇒ 10


Male Human Oracle 15, HP 141, Init +1

Seems I need not bother with any knowledge checks :)

Init: 1d20 + 1 ⇒ (19) + 1 = 20

Will start with the usual BoF to get things going.
Expecting Shakros and Huuurk will delay till my action since it won't make any difference in terms of monsters getting to go first.

Pointing a bit off to the left (towards M2), "You're mine!". Mlungisi adds emphasis by punching the palm of his left hand.

Probably a good thing in many ways that I can't see them, as that also means a bad init roll on our side doesn't leave us decimated before we can act.


Half-Orc Barbarian 13

Carrl of the Alpha Team:
The plan is for Shakros to port us in (*after the Blessing of Fervor, of course*), him arriving at S16 and taking an immediate 5 foot step to R16, dropping Huuurk off at S17 in prep for a charge to S15. You get the choice of T17 or T16, depending on whether you want to 5 foot step or charge the Demilich. After this first turn, or after the Demilich is dead, you're free to roam about the playground, kicking sand in the other kids faces. If you have any questions, concerns, or input, please leave them at the bus-stop, the Shakros is departing. But really, let us know if that's okay.

Huuurk holds his action.
(Guess when I'm gonna take it!)


Initiative: 1d20 + 5 ⇒ (1) + 5 = 6

Stealth: 1d20 + 33 ⇒ (5) + 33 = 38

Wonderful rolls.

After everything else has gone, Boleridin casts ethereal jaunt then manifests wings on the ethereal plane and moves forward 30' (can only move 1/2 speed while ethereal).

Are any of the larger skeletons mostly intact, enough for a raise dead? I've got 20HD worth of skeleton I can make, so the bigger the better (dragons, giants, hydras, that sort of thing, if any are present).


Is it just scattered bones.

Init

Banshee: 30 not taking its action currently :)

Huuurk: 23

Shakros: 20

Mlungisi: 20

Caarl: 20

Le: 19

Darrt: 18

Demlich: 16

Greater Shadow: 7

Boleridin: 6

edit:Someone in the party may go.


Male Human Oracle 15, HP 141, Init +1

Casting Blessing of Freedom. Everyone else may go now :)


Here goes nothing.

Dimension Door, bringing along Huuurk and Carrl. I go to S16, Huuurk goes to S17, and Carrl goes to either T16 or T17, depending on which one he wants. Haven't gotten word back from him on that. Immediate 5-foot step to R16, move to draw the scimitar, and my swift action to bring my weapon up to +5 Keen.


Half-Orc Barbarian 13

Huuurk go now.
Rage/Haste/PA/Raging Brutality, taking Blessing of Fervor's buff to attack rolls, AC and Reflex....Charge to S15, taking my pounce on the Demilich.
Currently AC20

Alpha Strike pt I:

Attack 1: 1d20 + 23 ⇒ (2) + 23 = 25
Attack 2: 1d20 + 23 ⇒ (12) + 23 = 35
Attack 3: 1d20 + 18 ⇒ (12) + 18 = 30
Attack 4: 1d20 + 13 ⇒ (16) + 13 = 29

Damage 1: 2d4 + 2d6 + 43 ⇒ (1, 4) + (4, 5) + 43 = 57
Damage 2: 2d4 + 2d6 + 43 ⇒ (1, 3) + (6, 6) + 43 = 59
Damage 3: 2d4 + 2d6 + 43 ⇒ (4, 2) + (2, 2) + 43 = 53
Damage 4: 2d4 + 2d6 + 43 ⇒ (4, 4) + (5, 2) + 43 = 58

Crit Confirm: 1d20 + 13 ⇒ (6) + 13 = 19
Crit Damage: 2d4 + 2d6 + 24 ⇒ (2, 3) + (5, 1) + 24 = 35
Acid damage not included because of immunity.

My attack is including Blessing of Fervor...which Mlungisi didn't cast :O What is a Blessing of Freedom, does it give me +2 to hit?


Watcher Uatu wrote:

Is it just scattered bones.

Init

Banshee: 30 not taking its action currently :)

Huuurk: 23

Shakros: 20

Mlungisi: 20

Caarl: 20

Le: 19

Darrt: 18

Demlich: 16

Greater Shadow: 7

Boleridin: 6

edit:Someone in the party may go.

edit:It is just scattered bones.


The demilich is destroyed by Huurk which does not sit well with the Banshee.

The banshee goes to visit Huurk. It is currently 10 feet over his head, and it has an unnaturally long reach above his head.

attack: 1d20 + 26 ⇒ (10) + 26 = 36

negative energy damage: 14d6 ⇒ (6, 4, 1, 2, 6, 1, 6, 1, 3, 3, 1, 6, 6, 1) = 47

Huurk make a DC 23 will save.


Half-Orc Barbarian 13

Will DC23: 1d20 + 16 ⇒ (10) + 16 = 26
Does DR apply to that damage?
Edit:I also just noticed that I forgot to remove the con damage from that last fight...So I should have hit 2 points harder per hit on that last action, not that 8 damage matters much in any real situation at level 13. Oh silly HeroLab, I always forget little bits with you.


DR does not apply to negative energy damage.


Can 't i come out an T15? its still adjacent.

Rage
Blessing for +2 Attack/AC
HP 214/214
AC 25/14/19
attack: 1d20 + 19 ⇒ (19) + 19 = 38
Damage: 2d6 + 28 ⇒ (3, 2) + 28 = 33

attack: 1d20 + 19 ⇒ (3) + 19 = 22Confirm
Damage: 2d6 + 28 ⇒ (6, 5) + 28 = 39

if i can start in T15:

attack: 1d20 + 14 ⇒ (16) + 14 = 30
Damage: 2d6 + 28 ⇒ (3, 5) + 28 = 36
attack: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 2d6 + 28 ⇒ (1, 3) + 28 = 32


T15 works
I am assuming you are attack Le 2?


yes


I was leaving it open for an attack of my own, but have since realized that it'll work even if you're there.


awesome, then it works out for everyone


LE2 shoots up 30 feet into the air, and shoots at Huuurk(AC 20)
Carl you get an AoO.

Attack: 1d20 + 23 ⇒ (8) + 23 = 31
Damage: 2d6 + 13 ⇒ (4, 5) + 13 = 22

Total damage before DR=22

LE goes up 5 feet and also goes after Huuurk

Attack: 1d20 + 21 ⇒ (7) + 21 = 28
Damage: 2d6 + 13 ⇒ (5, 1) + 13 = 19

Attack: 1d20 + 21 ⇒ (8) + 21 = 29
Damage: 2d6 + 13 ⇒ (1, 3) + 13 = 17

Attack: 1d20 + 16 ⇒ (18) + 16 = 34
Damage: 2d6 + 13 ⇒ (2, 5) + 13 = 20

Attack: 1d20 + 21 ⇒ (20) + 21 = 41
Damage: 2d6 + 13 ⇒ (6, 2) + 13 = 21

critical confirmation-not confirmed

Attack: 1d20 + 21 ⇒ (1) + 21 = 22
Damage: 4d6 + 26 ⇒ (2, 5, 5, 1) + 26 = 39

Total damage before DR=77

Make 5 fort saves vs DC 17 with a -4 penalty to your save.


Half-Orc Barbarian 13

1d20 + 28 ⇒ (3) + 28 = 31
1d20 + 28 ⇒ (15) + 28 = 43
1d20 + 28 ⇒ (15) + 28 = 43
1d20 + 28 ⇒ (8) + 28 = 36
1d20 + 28 ⇒ (13) + 28 = 41
Taking some heavy aggro. Awesome.

Edit:

Status:

Current HP: 169/285
Current AC: 20/10/16
Rage Rounds: 56/60
Haste Rounds: 9/10


attack: 1d20 + 19 ⇒ (14) + 19 = 33
Damage: 2d6 + 28 ⇒ (6, 6) + 28 = 40


Darrt and then the shadows

Map Link to battle 4


"COWARDS!"
would i be able to damage them if i threw the Demilich corpse at them? my lack of ranged weaponry is infuriating at the moment.


The demilich is a tiny skull. I doubt it would bypass their DR even if Huuurk had not demolished it. Every enemy in this combat can fly. I was hoping to get that lich off the ground.


i can ready to attack the shadows as they come in, the flying archers are going to be a problem for me.


How far apart are the two Leukodaemons from eachother?


Round 1

Moving to I14 and casting an extended Haste on everyone. Eidolon moving to O10-N11, taking total defense action (using BoF for +2 AC).

I feel a little bit useless against these incorporeals. Definitely a hole in my design that needs fixing.

Current eidolon AC: 39 (21 touch).


The Leukodaemons are 25 feet apart.


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


My attack is including Blessing of Fervor...which Mlungisi didn't cast :O What is a Blessing of Freedom, does it give me +2 to hit?

Haha, that should have said blessing of fervor. No such thing as blessing of freedom, unless you are playing a WoW paladin.

So looks like Greater Shadows turn. Boleridin has already stated his actions.


Shadow 1 vs Mlungisi(touch 14)
Attack:1d20 + 13 ⇒ (15) + 13 = 28
Str Damage: 1d8 ⇒ 4

Shadow 2 vs Mlungisi
Attack:1d20 + 11 ⇒ (13) + 11 = 24
Str Damage: 1d8 ⇒ 1

Shadow 3 vs Mlungisi
Attack:1d20 + 11 ⇒ (10) + 11 = 21
Str Damage: 1d8 ⇒ 3

Shadow 4 vs Darrt
Attack:1d20 + 11 ⇒ (7) + 11 = 18
Str Damage: 1d8 ⇒ 8

Mlungisi takes 8 str damage

Darrt takes 8 str damage


Round 2 and Init order

Shakros and Huurk may go in either order they wish.

Shakros: 20

Huuurk: 20

Banshee: 20

Caarl: 20

Le: 19

Darrt: 18

Greater Shadows: 7

Boleridin: 6
---------------------------------

Mlungisi: 20<---Dead unless he has a special ability I don't know about. A victim of str damage

Demlich: 16<----Dead due to alpha strike 1.


Half-Orc Barbarian 13

Huuurk must go after Shakros, because I took my turn after his.
Carrl, I need to go try to take the shadows asap :P


Guess its time to use my ring of spell storing again enlarge person here I come.


Spell Combat with Force Hook Charge, targeting Greater Shadow 4. Turn my blade into Force Damage with 2 Black Blade Arcane pool points (2/4) as a free action, turning on boots of Haste as a free action, using BoF for +2 to hit, AC, and Reflex. Swift Action - Improved Spell Recall to Prepare Fly in place of the FHC I just used. (7/11 points remaining)

Attacks:

Haste Attack: 1d20 + 23 ⇒ (15) + 23 = 38

Damage: 1d6 + 13 ⇒ (3) + 13 = 16

1st iterative: 1d20 + 23 ⇒ (13) + 23 = 36

DAmage, 1st iter.: 1d6 + 13 ⇒ (3) + 13 = 16

Second Iterative: 1d20 + 18 ⇒ (11) + 18 = 29

DAmage, 2nd iter.: 1d6 + 13 ⇒ (6) + 13 = 19

Haste Attack Crit Confirm: 1d20 + 23 ⇒ (3) + 23 = 26

Haste Attack Crit Damage: 1d6 + 13 ⇒ (5) + 13 = 18


Just realized I forgot my FHC ranged touch attack.

1d20 + 18 ⇒ (8) + 18 = 26

Damage: 13 = 13


Half-Orc Barbarian 13

Haste, Raging Brutality, taking BoF bonus to Attack/AC/Ref
Charge to F9, potentially pulling an AoO from the Banshee, if she's got reach.
Taking full attack against GS1 and GS2, first two attacks at GS1 and the second two at GS2.

Ragehastepounce:

Attack 1: 1d20 + 23 ⇒ (11) + 23 = 34 To GS1
Attack 2: 1d20 + 23 ⇒ (17) + 23 = 40 To GS1
Attack 3: 1d20 + 18 ⇒ (4) + 18 = 22 To GS2
Attack 4: 1d20 + 13 ⇒ (17) + 13 = 30 To GS2
No crit confirmations, they're immune.

Damage 1: 2d4 + 2d6 + 1d6 + 45 ⇒ (3, 3) + (5, 1) + (6) + 45 = 63 Halved to 31
Damage 2: 2d4 + 2d6 + 1d6 + 45 ⇒ (4, 2) + (2, 1) + (4) + 45 = 58 Halved to 29
Damage 3: 2d4 + 2d6 + 1d6 + 45 ⇒ (4, 1) + (4, 5) + (4) + 45 = 63 Halved to 31
Damage 4: 2d4 + 2d6 + 1d6 + 45 ⇒ (2, 2) + (4, 2) + (3) + 45 = 58 Halved to 29
Acid damage is valid this time, finally something that isn't immune!

Status:

Current HP: 169/285
Current AC: 20/10/16
Rage Rounds: 52/60
Haste Rounds: 8/10


Male Human Oracle 15, HP 141, Init +1

I join the shadows team.


Half-Orc Barbarian 13
Mlungisi wrote:
I join the shadows team.

1d4 rounds from your death, risen as a normal shadow under the control of your killer....If I kill your killer, do I gain control of your shadow? :D (The answer is no, but let's pretend otherwise)


Male Human Oracle 15, HP 141, Init +1

Joining team Shadow in 1d4 ⇒ 2

I guess the question is, if you throw my unconscious body into the safe house does that also clear the status effect of "Is turning into a shadow."


Male Human Oracle 15, HP 141, Init +1
Shakros wrote:
...turning on boots of Haste as a free action... (7/11 points remaining)

Darrt hit everyone with a haste spell, so you don't need to use your boots.


Half-Orc Barbarian 13
Mlungisi wrote:
Darrt hit everyone with a haste spell, so you don't need to use your boots.

Wow, how did I miss that? Thank you kindly for alerting us to that.


Male Human Oracle 15, HP 141, Init +1
Huuurk wrote:
Mlungisi wrote:
Darrt hit everyone with a haste spell, so you don't need to use your boots.
Wow, how did I miss that? Thank you kindly for alerting us to that.

Although I guess Carrl and Huuurk need to make a saving throw against it due to superstition.


I thought Darrt went after us in the initiative, meaning we wouldn't have gotten hit with it? Either way, Haste is achieved.


Half-Orc Barbarian 13
Mlungisi wrote:
Although I guess Carrl and Huuurk need to make a saving throw against it due to superstition.

Only if we're raging..Though I believe I was already raging by the time Darrt cast.

Shakros wrote:
I thought Darrt went after us in the initiative, meaning we wouldn't have gotten hit with it? Either way, Haste is achieved.

I think he moved before casting, so that he was indeed in position for the three of us. Though yes, one way or another, we've got haste, thank you either way.

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