Variel's WotR

Game Master Neltji

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

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HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Reiko says impassively, "There are two options, either carries a different risk. A stealthy approach will require the army to stay back and move very slowly while the scout team advances and tries to eliminate the threat. If the Dretch spies us approaching up the valley - particularly on horseback - then we stand to lose the ability to rush the enemy army before they can form up. The scout team's greatest chance of success would be to approach on foot, which makes us less mobile and potentially cut off if things go wrong."

"The other approach would be to have the army ride hard and sweep past the dretch, trying to engage the enemy army before they are ready. It will leave the dretch at our flank. If there are many of them lurking in the ruins, it would be less than ideal."

She looks to Garith, "My preference would be to engage the army quickly - as the larger threat. I doubt there is a hidden army of dretches in the ruins. But the choice is yours, Commander."


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: ]

Quietly, "A smaller force could be prepared to defend the flank should an enemy force make itself known from the ruins. Keep them with the larger force or alongside it with men assigned to watch the flank. Should a threat present itself, the unit swings to meet it."

Thoughtfully, "Of course, if you drive the charge through the heart of the camp, by the time the flanking maneuver manifests, we might well be on the other side of the enemy camp..."


strategy: aggressive (+2 OM, -2 DV, +3 damage) 30 stores and 16 goods tactics:: spell breaker (?OM; +4DV) defensive tactics boon paladin lvl 5 army hp:15/16; DV:16; OM:+8 (ranged); morale: +5

Deliberation took longer than expected as it was clear that the presence of the dretch was alarming to all but the reason for its presence was confusing. Some thought it mattered little while others held that it was just a representative of a hidden army. Regardless tactics were bandied about ranging from an all out assault ignoring the dretch to withholding some troops to defend the flank should there be a second foe. In the end a compromise was worked out that meant that Irabeth was to lead the army. The heroes of Kenebras and Knight of the Fifth Crusade would move along the flank by the ruins to hold that area against anything less than a full army.

The terrain dictated that s astealthy approach would do no good as they would be seen in the canyon and still have to travel past the ruins to the mouth of the river bed. Horses are mounted and banners raised. Trumpets sound as 100 paladins of Iomedae give voice to song praising Iomedae and the glories of victory in combat.

Rounding the bend past the ruins the tiefling army is presented before you. Short rows 5 deep with shields out in front of them the tieflings are ready for the assault in a defensive stance. Irabeth raises her arm signaling the army to ready their bows. Dropping it swiftly the arrows are released as the cavalry charges forward.

ranged combat 1d20 + 12 ⇒ (2) + 12 = 14

The arrows rain down among the tieflings but the shields and poor aim prevent many casualties from taking place. 1 damage

Then things go horribly wrong as from the ruins an army of dretches comes pouring out aiming at the exposed flank of the paladins. Not only do the paladins have to worry about the tieflings now but the dretches in their flank look more vicious and skilled than most. The heroes run to intercept the dretches to buy time for Terendelev's Claw to react when from the rooftop f one of the buildings flies a darkly handsome humanoid with bat-like wings, curving horns and bestial legs. The heroes can tell that this is the leader of the army and a foe to be reckoned with all on its own.

It lands in front of the dretches as it summons a pair of demons to its side. Come puny mortals and let us join in this dance of death as my armies obliterate yours.

init for PC's vs Exorius and 'pets':

Samantha 1d20 + 2 ⇒ (5) + 2 = 7
Maelchar 1d20 ⇒ 15
Pakak 1d20 + 1 ⇒ (5) + 1 = 6
Zeriax 1d20 + 2 ⇒ (5) + 2 = 7
Reiko 1d20 + 4 ⇒ (5) + 4 = 9
Sir Garith 1d20 + 1 ⇒ (2) + 1 = 3

Exorius 1d20 + 4 ⇒ (4) + 4 = 8
schirs 1d20 + 2 ⇒ (18) + 2 = 20

The demon flies forward and engulfs everyone in a cone of despair sapping the will from the party. DC 21 will save or suffer the effects of Crushing Despair spell: -2 to attack rolls, saving throws, ability checks, skill checks and weapon damage rolls.

The 2 schirs charge forward and attack Garith and Maelchar

attack on Garith 1d20 + 10 ⇒ (6) + 10 = 16 for 1d10 + 10 ⇒ (9) + 10 = 19
attack on Maelchar 1d20 + 10 ⇒ (4) + 10 = 14 for 1d10 + 10 ⇒ (5) + 10 = 15

Good Guys up

Know planar DC 18:

The flying creature is an incubus demon. Its favored attack is a fly over using its scimitars to deliver vital powerful blows on archers and spellcasters first. Every 5 above DC 18 you can ask 1 questions about it.

second know planar check DC 14:

These 'pets' are schirs and yo uhave fought them before. Nasty demons that use halberds that have a disease on them. They hit hard!!


strategy: aggressive (+2 OM, -2 DV, +3 damage) 30 stores and 16 goods tactics:: spell breaker (?OM; +4DV) defensive tactics boon paladin lvl 5 army hp:15/16; DV:16; OM:+8 (ranged); morale: +5

Garith go ahead and roll for the paladins in a separate post for the melee phase. it has to be against the tieflings unless a DC 20 morale check is made to change targets to the dretches. No change of strategy though as you are effectively committed to the aggressive track when surprised by the dretches.

Mass combat melee phase...

The tieflings continue to hold their defensive posture taking penalties on inflicting casualties in the hopes that the dretches can do the damage for them.

1d20 + 2 ⇒ (11) + 2 = 13 -6 damage No damage dealt

The dretches swarm upon the flank with relentless brutality doing everything they can to wipe out the paladin army.

1d20 + 3 + 4 + 4 ⇒ (8) + 3 + 4 + 4 = 19 +6 damage 9 damage dealt

Don't forge to use the LoH that you mentioned. You might need it.


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 + 8 ⇒ (4) + 8 = 12
know planes: 1d20 + 8 ⇒ (17) + 8 = 25

Maelchar doesn't know... (something?), but does recognize the pets and advises the party of their particulars.

would we have had time for at least one round of spellcasting, considering the army had a round of attack and the big bad had time to summon?


Any spell of hour duration or longer you could have cast anything shorter than that you can have 1 spell as a prep yes. The army and you are going simultaneously but in the ranged phase I can understand it. The summoning was more of artistic license to up the EL to having 6 in the party.

Maelchar you beat the DC on the second knowledge check by 10 so you can know 2 more things. Anything in particular?


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

how about immunities and resistances? Maelchar doesn't have any 1 hour or longer spells, but if we can have one shorter, he'd have made his hammer and cast lead blades on it.


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: ]

Narisa wasn't in the initiative list. Her bonus is +2. Or was she "Samantha"?

Knowledge (Planes) DC 18: 1d20 + 7 ⇒ (9) + 7 = 16

Knowledge (Planes) DC 14: 1d20 + 7 ⇒ (1) + 7 = 8

Will DC 21: 1d20 + 8 ⇒ (8) + 8 = 16

Unsure of her place in the battle, Nasira pauses to see where her gifts might be useful. Feeling the despair of the demon's spell, she calls on her goddess' strength to help them see their way through this.

Casting prayer. +1 Luck Bonus to attack rolls, weapon damage rolls, saves, and skill checks for allies within 40', -1 Luck penalty to same for enemies within 40'


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

oh... totally missed that we needed a will save til Nasira made hers

will save: 1d20 + 9 ⇒ (19) + 9 = 28


Sorry about that Nasira, I copied and pasted from the campaign tab. I will update that now along with your picture on the map.

Nasira I need a spell resistance check for the bat wing guy and the schirs. Only 1 roll needed.

Maelchar...schirs have dr 5/cold iron or good, immue to disease, electricity and poison. Resist acid cold and fire 10. SR 15


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: ]

No worries.

Eldritch breach allows her to roll twice for spell resistance checks and take the higher result.

Caster Level vs SR #1: 1d20 + 6 ⇒ (11) + 6 = 17

Caster Level vs SR #1: 1d20 + 6 ⇒ (11) + 6 = 17

That's it. I'm going to call it a night. The dicebot hates me right now.


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

their sr is only 15, so you made it with either of your rolls, I wouldn't say the dicebot hates you, it just likes you barely enough, lol


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Reiko's pre-cast would be Shield of Faith

Fear gripping her heart, the ronin dives to a spot nearly between the schir and its master, hoping to quickly slay one and keep the other from flying away. Reiko keeps an eye on the winged demon even as her katana thrusts backwards to skewer the vitals of the schir menacing Mael.

FREE:Draw Katana (if not done already)
MOVE: Move to H3 (including Acro if needed to avoid AoO)
FREE: 1 MP to remove all PA penalties for 1 minute (Mythic PA)
STAND: Flank & Stab H2

Will Save DC:21: 1d20 + 3 ⇒ (1) + 3 = 4 FAIL
Knowledge: Planes DC:18: 1d20 + 6 - 2 + 1 ⇒ (7) + 6 - 2 + 1 = 12 CD & Prayer - FAIL
Knowledge: Planes DC:14: 1d20 + 6 - 2 + 1 ⇒ (5) + 6 - 2 + 1 = 10 CD & Prayer - FAIL

BOOM:
Acrobatics: 1d20 + 15 + 1 - 2 - 2 ⇒ (9) + 15 + 1 - 2 - 2 = 21 Prayer, CD & 2 Opponents

STAND: Radiance (crit: 18+/2x):
MODS: Magic, 2H, PA, Cold Iron, Flank/Sneak Attack, Prayer, Despair
Katana HIT: 1d20 + 10 + 2 + 1 - 2 ⇒ (16) + 10 + 2 + 1 - 2 = 27
Katana DAM: 1d8 + 5 + 9 + 2d6 + 1 - 2 ⇒ (7) + 5 + 9 + (1, 1) + 1 - 2 = 22

Status:
AC:24 =21+3 | HP: 52 / 52
Mythic Power (5): x
Challenge (1):
Resolve (2):
Iaijutsu Strike (1):
Darkvision (3): x
Shield of Faith (1): x
Second Chance (1):
Fountain [3d4 Burning Hands] (1):

Effects:
Darkvision - 20 hours
Shield of Faith - +3 AC for 6 min
Crushing Despair - -2 ATT, DAM, Saves, Abilities, Skills
Prayer - +1 Luck to ATT, DAM, Saves, Skills

I've set your flank, Mael. Finish the schir off, please, before these two can tear me to pieces. :)


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

With flank provided by Reiko, Maelchar attacks the schir between them.

to hit: 1d20 + 6 + 2 + 1 ⇒ (14) + 6 + 2 + 1 = 23
dmg if hits, cold iron: 3d6 + 3 + 1 ⇒ (2, 4, 3) + 3 + 1 = 13


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

Will save 1d20 + 8 ⇒ (8) + 8 = 16assuming this is a spell like ability

Pakak feels despair grip him, and chants a spell ...
If he can reach Reiko, he'll cast Protection from Evil on her which should give her a reroll on her will save at +2. If he can't, he'll cast it on himself for same

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

Aggressive strategy with expert flanking tactics (+4 OM, -4 DV, +3 damage) Battlefield Advantage, (+2 OM, +2DV) paladin lvl 4 army hp:16; DV:18; OM:+8 (ranged); morale: +1

HP: 10 after LoH power from the army
DV: 16
Can I save Smite for attacking the dretches when we have another attack?

Forget the Moral check I'd rather crush these tiefling with the 19 that I'd need to make the check than to have switch to the dretch.

OM: 1d20 + 14 + 3 ⇒ (17) + 14 + 3 = 34 check on the tiefling army

May be changing tactic to Standard for no check at the end of this round in hopes that the Dretch will not do as much damage.

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

I'd like to have my 6 minute diving bond up for bashing
Is Irabath's longsword Cold Iron?

Will save: 1d20 + 6 ⇒ (20) + 6 = 26

As the Schir charges Garith lashes out with Irabeth's Blade and slices at it thanks to his Retrebutive Reach and quick Combat Reflexes
AoO: 1d20 + 13 ⇒ (10) + 13 = 23
for 1d8 + 6 + 2d6 ⇒ (7) + 6 + (6, 3) = 22

K planes on the winged dude
1d20 + 11 ⇒ (1) + 11 = 12

He then lays into the creature as fiercely as possible
Slash: 1d20 + 11 ⇒ (11) + 11 = 22
for 1d8 + 6 + 2d6 ⇒ (1) + 6 + (4, 3) = 14
Bash: 1d20 + 9 ⇒ (1) + 9 = 10
for 1d8 + 1 ⇒ (6) + 1 = 7 Cold Iron
Slash: 1d20 + 6 ⇒ (3) + 6 = 9
for 1d8 + 6 + 2d6 ⇒ (4) + 6 + (2, 5) = 17

In a surge of mythic power Garith moves with Preternatural speed and slashes again
AoO: 1d20 + 14 ⇒ (15) + 14 = 29
for 1d8 + 6 + 2d6 ⇒ (3) + 6 + (4, 3) = 16 auto-bypass DR

Prolly not moving here. . . unless the schir magically dies...


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

On the train going home - I'll try to have a post up ASAP. If Gravity Bow is a no go, then Zeriax would probably go with Mage Armor for 5 hours ;)

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

Think you can have both.


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

In that case :D

Will Save: 1d20 + 12 ⇒ (9) + 12 = 21

Zeriax feels the demon's will crushing upon him, but he is able to shake the magical effects, remaining true to his disciplined training, and focusing his attention on their foes.

Knowledge (Planes): 1d20 + 9 ⇒ (6) + 9 = 15
Knowledge (Planes): 1d20 + 9 ⇒ (12) + 9 = 21

He recognizes the Schirs, and nods as Maelchar shares his knowledge with the companions. Seeing Reiko and the oracle focusing on one of the dreadful creatures, he takes a step back, and rains arrows on their master.

5' step to H:-2, and flurry of cold iron arrows on the Master.

Flurry of Arrows 1: 1d20 + 11 ⇒ (1) + 11 = 12
Damage if it hits: 2d6 + 11 ⇒ (3, 2) + 11 = 16

Flurry of Arrows 2: 1d20 + 11 ⇒ (15) + 11 = 26
Damage if it hits: 2d6 + 11 ⇒ (3, 1) + 11 = 15


strategy: aggressive (+2 OM, -2 DV, +3 damage) 30 stores and 16 goods tactics:: spell breaker (?OM; +4DV) defensive tactics boon paladin lvl 5 army hp:15/16; DV:16; OM:+8 (ranged); morale: +5

The tight formation of Terendelev's Claw easily burst through the defensive ranks of the tieflings. The tight knit soldiers made it easy for the knights to slash at one foe while the war trained mounts attacked another. In short work the vanguard hacked its way clear of the defenses bulwarks and turned to make another pass. What they saw was a sight that brought the song of victory on their lips silent. Halfway through the knights lance formation an army of dretches were pulling brave knights from their horses and tearing into them with claw and maw. The screams of the dying and injured knights and horses filled the canyon till nothing else could be heard. Orders were being shouted by Irabeth to those that could hear her. Regroup, charge through again against the foe. Unleash the righteous fury of Iomedae on the demons. Keep your shields high and swords ready. Steady now and as one!!!

Sosiel can be seen in the thick of the fighting avoiding combat directly but using his powers of healing to save as many paladins from death as possible. It wasn't nearly enough to repair the damage the dretches were doing but every bit counted. The paladins themselves were slashing at the dretches but only as a means to create space to LoH those that had fallen. The sheer ferocity of the attack by the dretches meant that once a counter attack was possible they would certainly fall quickly, but would it be quick enough.

Nurah tried to raise the morale of the troops but the carnage was too much and the din overpowering her efforts. Those nearby gained some heart but would it be enough.

Aron could be seen trying to keep some of the dretches distracted from reaching the supply train as he lead them on the chase on the outer ruins. They knew the area better than he did and it would only be a matter of time till they caught him.

Anevia had climbed up on a ruined building and was placing shot after shot into the dretches but the sheer number meant her effort was like stopping flood waters with straw.

--------------------------------
dretch army melee attack second phase 1d20 + 3 + 4 + 4 ⇒ (10) + 3 + 4 + 4 = 21 +6 damage (10 damage dealt this round as AC is 18 from standard strategy)

Wow these guys are brutal. Good thing you can LoH in the melee phase to heal this round as well. You indicated that you are smiting so don't forget to add that bonus as well Garith. The status bar should be updated for you.


Nasira counters the effects of the crushing despair spell with a blessing from Sarenrae as she offers up a prayer to her god. the prayer was heard over the din of battle as it seemed to affect all 3 demons negatively. Yes the SR was 17 on the big guy as I advanced him and did not give him more levels, Would have been 18 otherwise. Nice job.

Reiko tumbles forward trying to bypass the schir but the demon was ready for the maneuver. Bringing the halberd around in time with the roll he strikes at Reiko 1d20 + 10 - 1 ⇒ (11) + 10 - 1 = 20 for 1d10 + 7 + 6 - 1 ⇒ (6) + 7 + 6 - 1 = 18 Forgot to add the advanced template to them on their charge not that it mattered with those pathetic rolls but remembering it now. Bah still missed.

The schir pays for his attack as now flanked Reiko is able to deliver a punishing blow to the backside of the schir. Not content for a normal strike Reiko releases a more cunning and powerful blow than what one is capable with her katana as she uses her mythic power to enhance her abilities. (please deduct 1 MP Reiko from your pool) The blow was not enough to drop it yet but Maelchar was still to go. Maelchar, now with flank and his Lucerne hammer ready strikes at the schir from a flanking position. It was a good thing that the schir charged and was flanked as Maelchar needed the diversion to hit and bypass the toughened hide of the demon. The blow was solid but not enough to drop the demon who snarls at both of you.(AC 23 normally -2 for charge)

Pakak, you know that crushing despair would not be affected by protection from evil yet it would add to the save of any new spells cast by evil creatures. Seeing that Reiko is surrounded by enemies you cast it on yourself and hope that you can help Reiko out soon.

Garith strikes out quicker than any of you have seen before and impales the schir on his blade. Pulling the blade free he swings it around again cutting deep into the arm of the bestial demon. His follow up swing with the shield and sword again miss this time as too much energy was used in the first 2 strokes. Using power welling up within him Garith channels his inner Champion and surges again for another attack. The last attack catches the schir off guard and is enough to take the head off of the demon. Please mark off your MP in the status please Garith.

Zeriax takes his turn in the combat as he carefully studied the threats before him. The schirs seemed to be dealt with and the large demon that no one could identify was flying around orchestrating the dretches while looking at him. Zeriax fires a pair of cold iron arrows at the creature hoping to start piling on the damage. The first arrow flies past not coming close tot he bat-winged demon but the second lands solidly in the chest eliciting a roar of rage.

Turning his full attention on you the demon flies over and swoops down to attack you with his scimitar. The power and force behind the blow is deadly. 1d20 + 16 + 2 - 3 - 1 ⇒ (13) + 16 + 2 - 3 - 1 = 27 for 2d6 + 10 + 9 - 1 ⇒ (5, 5) + 10 + 9 - 1 = 28 Ouch that is going to leave a mark The demon then continues to fly over and past Zeriax climbing back up till he is 15 feet in the air. From that maneuver you can tell it has fly-by attack, power attack and vital strike. I like that combination

The last remaining schir goes after an easier target and strikes at Maelchar.

Halberd attack 1d20 + 12 - 2 - 1 ⇒ (9) + 12 - 2 - 1 = 18 for 1d10 + 7 + 6 - 1 ⇒ (5) + 7 + 6 - 1 = 17
and it tries to gore you with its horn 1d20 + 5 - 2 - 1 ⇒ (18) + 5 - 2 - 1 = 20 for 1d6 + 3 + 4 - 1 ⇒ (4) + 3 + 4 - 1 = 10 If it wasn't for prayer both would have hit. Nasira just saved 19 damage right there!!

Good guys 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

Smite is only a +2 versus the tiefling. I wanted to hit the dretches with it. So the tiefling deakt 34-DV to the tiefling army.

Is a that cool?

Then can we smite the Dretch?


I did not think you smited the tieflings which is why I had it indicated for the dretches. Go ahead and smite away. You are going to need it as another round and the paladins might be squished...

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

Garith gets a move with his Fleet strike Champion strike, which would provoke, so when he hit the Schir and killed it, can he move to the other schir?
-and does my a army need a moral check not to rout?


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

Maelchar takes a step back and strikes at the remaining schir.

to hit: 1d20 + 6 ⇒ (10) + 6 = 16
dmg if hits: 3d6 + 3 ⇒ (3, 1, 4) + 3 = 11

but he can't quite seem his weapon to bear accurately.

if the flying demon attacks him, pakak or zeriax, he'll activate his sudden block ability - demon has to roll 2x to hit and take the lower roll, target gets +1 to AC, AND gets to attack back (single attack only) which bypasses all dr if it hits)


I moved you adjacent to the last schir as the other demon was flying and not within reach. If you would like to move someplace else you could though you would not know that it was going to target Zeriax.

As for the army they are paladins and thus not worried about routing. Something about honor and lack of fear. I think it has to do with most paladins having a negative modifier to wisdom. Really they don't know when to fall back. ;)


Reroll on attack 1d20 ⇒ 15 still will hit at least. Never mind you have to be adjacent to use the ability Maelchar. Something to remember for next time.


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

I was adjacent to the last schir i thought - with my reach weapon, i had to back up 5' to attack. stepping back (west) 5' puts me adjacent to Zeriax and Pakak, so I can use it to benefit any of the 3 of us the flying demon might come at. As for the 'sudden block' ability - it is an immediate action, so I don't have to really declare it til it happens, i was just telling you now so you don't have to reroll things later.


Ah I got it. I thought you meant for last round. You were informing me for this round. I will remember it. Thanks.

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

aura of courage! stop hating on my class bro! do you even lift. . . I mean Brave, Bro, do you Brave? =P

I guess Irabeth urges them to turn to face the greater foe now and attack the demons and smite them to utter destruction? while attacking as standard rather than agressive, which was a good call on my part... glad that i made one good call this fight...

Why is the OM reduced to 5 right now? isn't it +8 by default? 3acr+2mount+2ImpWeap+1advisor?
What do our advisors do again? im looking for the post and can't find it...

HP: 3 after LoH
DV: 18 -2 for flanker tactic, +2 for terrain

In Standard attack mode for maintaining damage but hoping the enemy rolls low...

1d20 + 5 + 2 + 2 + 4 ⇒ (19) + 5 + 2 + 2 + 4 = 32 to Smite the demons...I rolled with the 5 not the 8 but i dunno why it dropped from base +8 to +5 (no snark, I'm jsut assuming I'm missing something.)

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

Garith steps in to take the Flank at H:2 pakak, if you go to G:0 you can give Reiko a Flank and attacks repeatedly

Slash: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
for 1d8 + 6 + 2d6 ⇒ (8) + 6 + (6, 5) = 25
Bash: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
for 1d8 + 1 ⇒ (7) + 1 = 8 Cold Iron
Slash: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
for 1d8 + 6 + 2d6 ⇒ (7) + 6 + (6, 1) = 20

Garith then calls out the winged Demon, "You shall do no more harm to my people! Get within 10 ft of me and get half damage from this jerk-butt! Also does Zeriax get an AoO? I know ride-by attack doesn't Provoke bt what about Fly By? don't think it does...


Garith the +5 was the modifier for terrain, smite, LoH, standard tactics etc that should have been added to the standard +8 for a total of +13. I did saw up though and only applied the +2 for smite instead of the +4.

Garith you decimate the remaining schir leaving only the main demon remaining. Calling on your protective aura you smite the demon to prevent damage to the rest of the group.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

My MPs are up to date and shown in my Status spoiler. If you'd rather I keep my header updated every round I can do that. What I normally do is track everything in my Status and update the header at the end of the battle.

Reiko sprints up next to the archer (I figure he might 5' step backwards). She encourages him, "Pin-cushion that demon, Zeri-san. I'm at your back." She flicks her blade to clean it, speckling the ground with Schir ichor and addresses the flying beast. "Let's play... if you do more than flap about and screech, Bat." She holds the blade casually at her side, taunting the demon.

Self-reliant grants me a second attempt at the Will save, so I'm including that first since it might affect my READY attack on the demon's turn.

MOVE: Move to stand next to Zeriax
SWIFT: Challenge
FREE: Re-try Will Save
READY: Strike the Demon if it comes into range

Will Save DC:21 (retry save due to Self-Reliant): 1d20 + 3 - 2 + 1 ⇒ (6) + 3 - 2 + 1 = 8 FAIL

BOOM:
STAND: Radiance (crit: 18+/2x):
MODS: Magic, 2H, PA, Cold Iron, Prayer, Despair, Challenge
Katana HIT: 1d20 + 10 + 1 - 2 ⇒ (20) + 10 + 1 - 2 = 29 crit?
Confirm?: 1d20 + 10 + 1 - 2 + 2 ⇒ (9) + 10 + 1 - 2 + 2 = 20 + crit confirm bonus for Weapon Expertise
Katana DAM: 1d8 + 5 + 9 + 1 - 2 + 3 ⇒ (6) + 5 + 9 + 1 - 2 + 3 = 22
+CRIT DAM: 9 + 1d8 + 5 + 18 + 1 - 2 + 3 ⇒ 9 + (7) + 5 + 18 + 1 - 2 + 3 = 41
Total DAM: 63 (if the crit hits)

Status:
AC:24 =21+3 | HP: 52 / 52
Mythic Power (5): x
Challenge (1): x
Resolve (2):
Iaijutsu Strike (1):
Darkvision (3): x
Shield of Faith (1): x
Second Chance (1):
Fountain [3d4 Burning Hands] (1):

Effects:
Darkvision - 20 hours
Shield of Faith - +3 AC for 6 min
Crushing Despair - -2 ATT, DAM, Saves, Abilities, Skills
Prayer - +1 Luck to ATT, DAM, Saves, Skills

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
DM Variel wrote:

Garith the +5 was the modifier for terrain, smite, LoH, standard tactics etc that should have been added to the standard +8 for a total of +13. I did saw up though and only applied the +2 for smite instead of the +4.

Garith you decimate the remaining schir leaving only the main demon remaining. Calling on your protective aura you smite the demon to prevent damage to the rest of the group.

OK, so I messed up some numbers, I think... The first attack at the tiefling came to (17)+8om+2terrain+2tactic+2strategy-1loh=30 +3damage

Are they still up?

Dretch: (19)+8om+2terrain+2tactic-1loh+4smite=34

Tactic is expert flanker


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

since I am right behind Zeriax and Reiko moved up next to him, my Guardian's call ability could affect her as well - if the demon attacks any of the bunch of us, including Reiko, I will apply it to that person.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Let's hope this guy comes in for an attack, otherwise, I'm going to have to break out a bow. Now I gotta look up Guardian's Call... :P


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

the actual ability is called 'sudden block' see my post from Mon 9:19... explains it in detail.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Oh, cool!


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

The scimitar swing is much harder than Zeriax would have expected, and cuts deep into his flesh, making him waver just for a split second - he hears the words of Garith behind him, and the Reiko's incentive to his side as he steps back to regain his bearings - "This creature will understand the mistake it has made" - he nods at the woman, taking a careful bead and letting three arrows fly in quick succession.

Move Action: 5' to H:-1
Swift Action: Spending one ki point for Ki Flurry
Additional Effects: Using Perfect Strike
Standard: Flurry of Cold Iron Arrows

Flurry 1: 1d20 + 11 ⇒ (6) + 11 = 17
Damage if it hits: 2d6 + 11 ⇒ (2, 1) + 11 = 14

Flurry 1 Perfect Strike: 1d20 + 11 ⇒ (13) + 11 = 24<-This one
Damage if it hits: 2d6 + 11 ⇒ (5, 2) + 11 = 18

Flurry 2: 1d20 + 11 ⇒ (19) + 11 = 30
Damage if it hits: 2d6 + 11 ⇒ (3, 5) + 11 = 19

Flurry 3: 1d20 + 11 + 1d6 ⇒ (6) + 11 + (3) = 20<-Surge used?
Damage if it hits: 2d6 + 11 ⇒ (3, 3) + 11 = 17


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

5' step means we're not adjacent anymore and my sudden block ability can't affect you... I hope the critter doesn't have perfect maneuverability, because if it does, it can hover and attack you. otherwise it has to move to attack and might still come after one of us.


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, a silver-gold beam lancing out at the airborne demon. She moves up behind the archer, preparing to call on Sarenrae's blessing to heal him.

Casting spear of purity. Deals 6d6 of 'good energy' and blinds target for one round. Will save DC 15 halves damage and avoids blindness

Caster Level Check #1: 1d20 + 6 ⇒ (12) + 6 = 18

Caster Level Check #1: 1d20 + 6 ⇒ (7) + 6 = 13

Damage: 6d6 ⇒ (3, 3, 4, 4, 1, 1) = 16


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

Got it Maelchar - is that because you have a reach weapon? In that case, Zeriax does not take the 5' step back ;)

Also updated my HP - they should be 16/44


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

I thought you took a step FORWARD.. lol, my bad... I stepped up to be right behind you, so if you step back, it will have to be at an angle... sorry for the misunderstanding. I'm in H,-1... you could go to I,-1. I can't move myself on the map, but that's what I did earlier.


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: ]

And I missed that move, as well, and tried to step into the same square. Nasira will want to be close enough to deliver a touch spell to Zeriax next round. The exact position is not really an issue for her.


Reiko steps up next to Maelchar and Zeriax and readies to attack the demon when it flies over again. Meanwhile Zeriax unloads 3 arrows at the demon with the first 2 hitting while the last, even empowered with hi mythic surge does not penetrate into the flesh of the demon. The two arrows that did hit cause some good wounds in the torso and left leg though.

Nasira, that spell needs a ranged touch attack to hit. 1d20 + 6 ⇒ (5) + 6 = 11 misses

Nasira fires a large bolt of pure positive energy that should it hit the demon would send it screaming through the air and blind as the holy power washes over him. The bolt misses the flying demon but it is enough to get his attention and focus on others than just the archer. Since it did not hit though the priority still is with the archer.

Seeing the group huddled together and with Maelchar having a reach weapon, reiko holding her katana ready the demon knows better than to try and make a fly-by attack again. Instead he throws another spell like ability at the archer before rising to 30ft up in the air.

Zeriax:

DC 21 will save against the telepathic suggestion to Go run over and tend to the wounded horses for their death will leave you stranded here and all hope will be lost. Lost not only for yourself, but for the entire army as well. If you feel this is reasonable then take a -1 penalty to the save.

Good guys up and treachery a foot.


strategy: aggressive (+2 OM, -2 DV, +3 damage) 30 stores and 16 goods tactics:: spell breaker (?OM; +4DV) defensive tactics boon paladin lvl 5 army hp:15/16; DV:16; OM:+8 (ranged); morale: +5

The carnage of the battle was overwhelming as the dead and dying were strewn about the battlefield. Horses screamed in terror and agony while paladins cried out to Iomedae for mercy and healing. Mercy was granted for those that could se it by the quick demise and rout of the dretches by the vanguard led by Irabeth. The timely arrival of the forces kept the army from being obliterated but was too late to save some of the soldiers in the army. All around paladins were channeling and LoH to those that could be saved. Many were kept from perishing completely but it would take a long time to heal the damage that was dealt to both mind and body.

At least they had time as both the tieflings and dretches were no more. How long they would have to heal though was a question that could not be answered for they were at the doorstep of the Worldwound and anything could happen.


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

Maelchar uses his divine surge (inspired spell) to cast Searing Light at cl 8 at the winged demon. (1 mp spent)

to hit ranged touch: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
dmg if hits: 4d8 ⇒ (3, 2, 3, 5) = 13
to hit ranged touch to confirm: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
addl dmg if crits: 4d8 ⇒ (3, 6, 3, 5) = 17

sr check if nec: 1d20 + 8 ⇒ (18) + 8 = 26

damage from bright light.. resist that, you sob, lol... hopefully he can't anyway

again, will use my sudden block ability to benefit anyone he swoops down to attack if he does so and the target is adjacent to me (or if it is me)


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: ]

Sorry about that, I read the description looking for it because I assumed it would have been necessary, but spells that require both attack and save are less common, so I thought it wasn't totally weird.

Nasira casts again, this time reaching out to share the spell's benefits with Zeriax. Swapping sound burst for cure moderate wounds.

Empowered CMW: 2d8 + 6 ⇒ (8, 6) + 6 = 20 And 7 more from being empowered.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

I'm going to suggest a course of action here... I think a few of us should wait to react to see what happens to Z. We might need to grapple him or something. Second, fighting Batboy on his own terms (waiting while he peppers us with spells from a distance) is a losing proposition. Maybe Pakak should cast Fly on either Reiko or Garith and we can bring the fight to him. Whoever goes after him should attack from the far side to not give him a soft cover bennie. And anyone else who has a ranged attack should get ready to use it once we know what happens with Z.

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