Variel's WotR

Game Master Neltji

From Level 1 to Level 20. Good luck heroes you might need it.

loot list

combat map


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Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

"I'm not sure if there would be room to press onwards into a covert attack, but perhaps we can do so if I, and maybe Anevia take a small contingent with us" - Zeriax comments - "That first attack could serve the purpose of throwing them off, and distracting them, if we hit and move quickly to another position to strike again"


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

"Times like this, I wish I weren't so weak in illusion," Pakak says.But he thinks on it how they might use architecture and engineering to create some noises or something.

Knowledge Engineering: 1d20 + 10 ⇒ (13) + 10 = 23
Profession Architecture 1d20 + 7 ⇒ (11) + 7 = 18


Zeriax, are you referring to using the Freemen of Drezen for this purpose as I do not want to split the armies up into smaller pieces. As for you PC's you will have something to do already.

Pakak you think that should the Claw take up position in the siege towers they could fire at the armies in the courtyard from a protected poison. They would have to forgo the horses and leave the Freemen alone to do the assault. It would taken too long to sap the walls without magical aid.

As a strike force I will allow the 6 of you to be considered an army for 1 round should you wish to be the surprising force. You would have an AC of 14 with 8hp and a+2 OM. Very risky but possible for 1 round. My damage would be a percentage of your own. Thus if you took 4 damage in the following melee phase each of your would be at 50% hp.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Since no other immediate advantsge can be gained with hit and run tactics, I think it may be cool that we all gather for the assault - fighting together with the army for once :D

I am willing to take the risk.


Just let me know if you are continuing on today and I will start the battle of the 5 armies (+1 if we count you guys)


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

"If the Claw takes up position in the siege towers they could fire at the armies in the courtyard from a protected position. They'd have to forgo the horses and leave the Freemen alone to do the assault," Pakak mentions, "It would take too long to sap the walls without magical aid."

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Can we lead our armies until the round we choose to strikeforce for a round?
.
The claws are a far superior ground-force, so I'd want them fielded to hit with a chavalry assault and Smite
.
Are the PCs going to have their own fight as well?


PC's would be the first round of the combat in both the ranged and melee phase.
Claws are better all around but to keep them from harm you could kepe them back. But that would almost mean sacrificing the Freemen.
Good chance Garith but you never know what you will be up against.


With the main city under control of the members of the Fifth Crusade all that is left is to take Citadel Drezen itself. This was easier said than done as the walls defending the citadel were being manned by no les than 3 separate armies. At least the siege engines were silenced and the towers cleared of defenders beforehand. This was quite a boon as it allowed the armies of the heroes of Kenebras to march upmtomredoingnthe gate and batter it down giving entry to the forces behind. The opposing armies were still in a well defended position and had numbers on their side.

even though you are your own strike group for the first round I will still need tactics and strategy for the other 2 armies from Zeriax and Garith along with your group's strategy and tactics. Zeriax and Garith I will allow the use of mythic power to boost your army as normal.

Outside of your normal stats for the armies they will both get a +2 to OM and DV from having Anevia oresent to inform you of best possible location for troop placement. That is it for stat bonuses. The 3 armies are dretch, cultist, and tieflings so you can tell me who you are attacking.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Do we have a rough idea as to how the sizes of the opposing armies compare?

And I realized the answer to my earlier question - this is the same day, which is why we used the scroll instead of preparing a restoration for the afflicted paladin.


Medium for the dretches and large for both the cultists and tieflings.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

In that case:

"I have little to offer in the way of tactics, but if our little band is going to strike against one of the other armies, I should be most effective against the demons, bringing Sarenrae's power upon them."

"That said, I hope my healing would be useful in any circumstance and I will certainly follow where you wish to lead."


Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
Stats:
Int: +8; AC:28/17t/26ff; Hp's 286/286(342/342 raging); DR 7/-; Fort:+19(Rage: +20)/Ref:+7/Will:+9(Rage: +12); Perc:+26; CMB +20/ CMD:39(43 vs. Bull Rush/Trip)

Once Nasira finishes speaking, Morgrym turns to the others, "That sounds fine to me. I'm all for bashin' in some demon skulls."


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Apologies I haven't posted, but I need to take a second look at the army combat rules :P

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

just checked my MP, and I counted use off an extra sudden block, so I've got the MP top buff the army.

Spellbreaker Tactic, Aggressive Strategy, and have Garith's Defensive Tactics boon up. Targeting the dretches


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Curious - why have the Claw target the smallest opposing army? Are you planning to smoke them quickly and then move on?

Do you want the strike force to double up on the dretches or should we be targeting another group?


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Sorry guys, been busy as hell - haven't been able to read up on anything...

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

The Claws are only 100, half the size of the Free-men, but are far stronger. It is my suspicion that the Dretches are likely the more dangerous group, and smoking them will be a big priority. We may want to hit the Dretches as well, jsut to make sure to take out one of the armies entirely.

The army Breaches the walls and bursts into the the gate, the Vanguard charging forth to the cry of war-horns. Divine light shines down as they explode into the courtyard smiting demons as they ride!
Smite: 1d20 + 12 + 4 - 1 ⇒ (14) + 12 + 4 - 1 = 29+2 for mythic +3 damage
34 total

Irabeth leads her Van in a brutal frontal assault, clearing a path, while the Paladins in the rearguard tend to the wounded LoH


1 heroes, 2-3 Freeman, 4-6 knights

1d6 ⇒ 3 cultist army dirty fighters 16/16 1d20 + 5 ⇒ (2) + 5 = 7 +9 damage
1d6 ⇒ 6 dretch army relentless brutality 12/9 1d20 + 7 + 4 + 2 ⇒ (15) + 7 + 4 + 2 = 28 +3 damage
1d6 ⇒ 3 tiefling army 14/9 1d20 + 6 ⇒ (15) + 6 = 21 +3 damage

Strike force heroes attack with standard tactics and strategy...1d20 + 5 ⇒ (14) + 5 = 19

Freemen of Drezen with standard tactics and defensive strategy against cultists 17/13...1d20 + 1 ⇒ (14) + 1 = 15 -3 to damage

The cultists start the combat completely ignoring the knights who rush past them intent on smiting the dretches down and eliminating that army. As the knights ride past though the cultists start hurling smoke bombs and tanglefoot bags at the Freeman with gusto. The problem was intheir timing. The smoke bombs were lit too soon and started to smoke getting in the way of those with the tanglefoot bags. by the time the smoke had cleared it was too late and the Freemen were already on top of them. The Freemen were disorientated by the smoke though and approached combat cautiously. While they wanted to avenge themselves for the atrocities done to them by their own kind they had not the training nor the resources of the knights. As such their attacks were blunted and no damage was caused to the cultists in return.

The same could not be said for the tieflings though. Taking advantage of the fact that he Freemen were engaged with the cultists the tieflings drove deep into the flank of the newly formed army. without the extensive training the army fell into a pitched battle where formations mattered little. The tieflings won this fight as the Freemen were quite bloodied.

Freemen at 6/13hp left

The knights pressed on towards their target: evil dretches summoned forth from the depths of the outer planes. with a chorus and chant lances flashed once in the daylight before a cloud of blood erupted from their points. The knights proved how tactics and planning could prove more deadly than claw or maw. With the aid of Aravashinal the return attack from the dretches was reduced mightily. It was only the dretches ability to unleash massive amounts of damage and not care about themselves that allowed them to inflict any damage at all. Even then the Paladins were prepared and were able to heal some of the damage inflicted upon them. The end result was a clear victory for the paladins as the dretch army was routed in a single decisive show lead by Irabeth and the vanguard and followed up by Aron and Anevia with the main force.

Claw of Teredelev at 10/16

A cry of wailing and dismay went up from the cultists and tieflings as they saw their most powerful but not most stalwart army disappear. The cry of shock turned to one of triumph as down from the skies descended a monstrosity with 3 heads and wings. Hovering over the head of the heroes its 3 heads roar out a challenge as it seeks worthy foes to sate its thirst for blood.

init:

Nasira 1d20 + 2 ⇒ (19) + 2 = 21
Maelchar 1d20 + 2 ⇒ (18) + 2 = 20
Pakak 1d20 + 1 ⇒ (6) + 1 = 7
Zeriax 1d20 + 2 ⇒ (7) + 2 = 9
Morgrym 1d20 + 2 ⇒ (14) + 2 = 16
Sir Garith 1d20 + 1 ⇒ (7) + 1 = 8

1d20 ⇒ 3+10/-10

Order of combat:
Nasira
Maelchar
Morgrym
Chimera
Zeriax
Garith
Pakak
Chimera

Map update with the chimera 20ft off the ground.

Knowledge Arcane and Planar checks appropriate. DC 24 to ask a question on either.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Knowledge (Planes): 1d20 + 7 ⇒ (17) + 7 = 24

Knowledge (Arcana): 1d20 + 5 ⇒ (9) + 5 = 14 If only one check is allowed, I want to use her stronger skill, but I didn't know if the two checks would tell different things. Now to roll and see which one is actually better...

One question, I guess: What are its defenses/resistances?


Nasira your studies into demonology have taught you that such powerful creatures are DR Immune to electricity and poison; the are also slightly resistant to acid cold and fire based Attacks. As for normal damage you do not know of anything that would be able to penetrate the skin that looks harder than iron (DR 5/ epic) and cold iron.You get a nagging feeling as well that this is not just a normal chimera as a normal chimera would not have any of these demonic attributes.

1 check for each skill is allowed but depending on what skill makes the dc you might get a bit different of an answer. Ex if the arcane check would have succeeded normal chimeras have different resistances and. Dr so she would have gotten a little bit different Intel.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Cool.

Looking up at their new foe, "It has the hallmarks of a creature with abyssal parentage. I would wager the things that don't harm demons won't be useful here, either. And it will be resistant to damage from weapons as well as acid, fire, and cold."

Before I start thinking offensively, I want to make sure I read the initial round correctly - the strike force was undamaged?


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

know planes: 1d20 + 9 ⇒ (12) + 9 = 21 not good enough I guess.

how much time would we have had to prepare for this, ie spells that could be cast in advance?

Maelchar casts channel vigor to haste himself... and prepares for the creature's onslaught.


correct no damage to you guys from the armies. There was also no time for prep as you were in army combat unless the spells were hour/level duration or more.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

ok thanks


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Nasira casts Blessing of Fervor (linked for your convenience) on her allies to help them better deal with the threat.

She moves to the side (S17, please) so they aren't completely bunched up - that looks a lot like a dragon's head. What color is the dragon's head?


You see a white dragon head, a goat head and a lion's head along with 2 wings, 2 claws, and a tail. Clearly this chimera is not your typical beast and the fear and worship from the opposing armies is justified.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Would the normal damage associated with a white dragon be common enough knowledge to assume? I'm from a desert location, so I don't know if that's a given. Or perhaps my Knowledge Arcana roll earlier would at least give me that information?


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

forgot to mention also:

If not already drawn, Maelchar draws Demonslayer, so he has a weapon in hand before the creature gets close enough to strike at.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

since the claws are not engaged at the moment, do they get a ranged phase?


Nasira with a 14 I don't think so. No the Claws do not get a ranged phase Garith. They are on the map just to give some perspective and for some fluff and visual fun.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

:-(


Morgrym elects to hold off and delay until after the Chimera gets closer to the ground so as to be able to bring his potent melee prowess to bear. Hopefully the maneuver pays off as the Chimera moves quickly forward and down as the dragon head opens up releasing a cone of ice. Not only does this breath weapon chill one to the marrow but shards of ice are flung forth as well causing piecing damage.

breath attack reflex DC 19 for half 6d8 ⇒ (6, 4, 3, 5, 1, 5) = 24 cold and 2d8 ⇒ (6, 6) = 12 piercing damage

map update with Morgrym, Pakak, Zeriax and Garith up now


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Well - that's one mystery solved. :-P


Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
Stats:
Int: +8; AC:28/17t/26ff; Hp's 286/286(342/342 raging); DR 7/-; Fort:+19(Rage: +20)/Ref:+7/Will:+9(Rage: +12); Perc:+26; CMB +20/ CMD:39(43 vs. Bull Rush/Trip)

Shaking his head, "I hate winged creatures. If any of ye can bring that thing to the ground, I'd be grateful." Morgrym steps away from the others, readying his hammer to swing at it in case the beast comes at him.

Going with BoF: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

was that damage and need for saves for us? just curious as no one else was rolling saves.


Yes the dragon breath hit everyone. Morgrym the chimera is on the ground now as it had to to be able to hit everyone in the cone.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Like Morgrym, adding to AC and reflex saves with the blessing of fervor, since I'm already hasted...

reflex save dc 24: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24

thanks Nasira for the bof, you saved me a mythic point on this one!


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Variel - does this creature count as an evil outsider?


Actually no Maelchar. It does have some of the traits but is not considered an evil outsider.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Does the Reflex save halve the piercing damage, also? Not that it will likely matter to me, considering my save bonus...

BoF bonus: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

Reflex DC 19: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Mythic point: 1d6 ⇒ 4 Made it!

To be clear in case I'm misunderstanding something, here's the damage I am applying: Base, 24 cold, 12 piercing; Halved, 12 cold, 6 piercing; cold resistance 5, 7 cold, 6 piercing


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Having saved from damage, and knowing the dragon won't be severely damaged by Demonslayer, and it probably has reach as well, Maelchar sheathes the longsword, creates a lucerne hammer (swift action) and casts lead blades on it.


Yes the reflex save halves the piercing damage as well. You are correct in your damamge calculations Nasira.

MAelchar, if you want to wait till your second round you can as we still have the others to go again and the chimera again as well. Yes the Chimera gets to go twice.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

ok... hold that action then... I might change it depending on what others and the chimaera do


Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
Stats:
Int: +8; AC:28/17t/26ff; Hp's 286/286(342/342 raging); DR 7/-; Fort:+19(Rage: +20)/Ref:+7/Will:+9(Rage: +12); Perc:+26; CMB +20/ CMD:39(43 vs. Bull Rush/Trip)

Ref: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13

Hp's 64/100

Bleeding from several wounds and covered in a layer of frost, Morgrym glares at the three-headed beast, wanting nothing more than to rip it in to pieces. "My turn," he says through clenched teeth as his fury takes over while he moves to attack.

Acrobatics: 1d20 + 12 + 4 ⇒ (11) + 12 + 4 = 27 In an attempt to avoid AoO

Move to P 11; Same BoF ability

Mwk Cold Iron Earth breaker(Raging w/PA): 1d20 + 13 + 2 ⇒ (3) + 13 + 2 = 18
Damage: 2d6 + 16 ⇒ (1, 3) + 16 = 20

AC 17; Hp's 78/114; Rage 1/27


Morgen the chimera watches you approach but does not lunge ou at you. So surprised are you by the lack of a retaliatory strike for your movement that your swing is off completely missing the target.

Zeriax, Pakak and Garith are up.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Reflex: 1d20 + 8 ⇒ (2) + 8 = 10

Garith activates his Bastion of Good and moves in on the fiendish Chimera
planes: 1d20 + 9 ⇒ (1) + 9 = 10 +2 if evil outsider buff takes effect...

He then attacks it with the Radiance
1d20 + 11 ⇒ (10) + 11 = 21
for 1d8 + 4 ⇒ (8) + 4 = 12

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

The Claws take a slightly more conservative approach against the Tiefling and attack with Standard strategy, performing batle-field triage while Aravashinal takes care to counter the tiefling spell-like powers

1d20 + 12 - 1 ⇒ (14) + 12 - 1 = 25
Variel, did you note the use of Garith's MP to buff the army's DV last round as well?


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Only spell in effect is Mage Armor.

Zeriax bides his time, steeling himself against the tremendous creature breath assault - "Spread out, or we will be easy pickings" - he adds to his companions.

Reflex: 1d20 + 11 ⇒ (17) + 11 = 28

Pondering the situation they find themselves in, he decides for an unusual course of action, moving up close behind Morgrym and invoking the mythic power in his blood to cast a spell on his companion, smiling with satisfaction as the dwarf grows to enormous proportions - "Time to make it count, my friend"

Casting Enlarge Person on Morgrym with Wild Arcana
Also using BoF to gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.


[ooc]Zeriax, enlarge person is a 1 round duration. As such it would take your standard action of next round as well.[/ooc[

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