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

"Well done my friends" - Zeriax nods at both Maelchar and Garith for their actions that have done so much for the army's morale - "Tomorrow we will be at our destination"


Moving quickly ahead the army makes good time progressing through the river bed. Arles and a handfull of followers stayed behind but there were no hard feelings and morale was still high. If anything hte understanding and compassion shown to Arles made the troops even more determined to live up to the commanders expectations and goals.

After about 3 hours a strange sight was noticed in the distance to the west. It seemed that a great cloud was rising from the ground and blocking out the sky. The cloud was composed of multifaceted colors which was nothing new in the worldwound. it was impossiblet o tell for sure though what it was. Sending out scouts to inspect the cloud with strict orders not to enter it the army continued to march forward.

An hour later with the cloud still about an hour away. The scouts came rushing back to give their report but you noticed that they were missing a man. Commanders, we did as you suggested and rode quickly to the cloud to find out what it was. As we got nearer it was apparent that this cloud covered teh entire width of the Ahari gorge. furhtermore this cloud is not a true cloud. Instead it is a gigantic mass of flying craetures coming up from the ground. Numerous holes line the Ahari riverbed and Seth went to look into one of the holes. As he did so a large number of the things came out. They were able to get inside hi armor and eat him alive. There was nothing we could do about to help him. we left immediately and came back to report to you.


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

"I am sorry for the fallen, but feel I should ask for details so we might know our enemy. How large were the creatures individually? Can you describe them?" Pakak says, brow knit.

*Dusts of Knowledge skills*


The creatures were no bigger than my thumbnail as individuals but they took up the entire gorge there were so many of them. They are mostly green with 4 wings and a long tailSeth stood no chance and was killed in a matter of seconds. I am telling you these things are nasty. Once he was dead they weren't done. They even ate his armor and shield once the softer bits were gone. I have no problem facing demons and other creatures that my sword can cut but not this. There is nothing that we can do to them and the army wouldn't last a minute trying to break through.

know planar DC 20:

These diminuative creatures must be vescavors, highly deadly swarms originating from the abyss.

know planar DC 25:

For there to be this many vescavors in one place the holes in the ground must lead to a cavern where a queen resides. A vescavor queen births swarms over a period of 4 weeks. During the birthing process the vescavors remain nearby as a form of protection to the queen. Should the queen be killed the swarms will dissipate quickly in all directions. While there is the chance that some of the swarms will go towards the army it is better than having 100 swarms attacking the army.

You also get to ask 1 question about the swarms...

Sorry, yes evil outsider bonuses apply

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

Planes: 1d20 + 9 ⇒ (4) + 9 = 13 +2 if evil outsiders
What manner of creature does this?


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

Knowledge: Planes: 1d20 + 6 ⇒ (7) + 6 = 13

"Did they pursue you or stay above their holes?"


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, using surge: 1d20 + 13 + 1d6 ⇒ (11) + 13 + (1) = 25

wow, even with the surge, barely made it

"They sound like vescavors... Particularly nasty creatures from the abyss. It sounds like there is a queen there... she should be destroyed. The swarms will dissipate if she is killed." (he'll explain all in the spoilers - please feel free to read

resistances?


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 ⇒ (3) + 7 = 10


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

It would make sense to guarantee this swarm is dissipated before we even attempt to proceed - Zeriax ponders in silence - Though the risk would perhaps be lessened for all if we found another path. We cannot afford to lose any time though - his thoughts trail off, but he remains attentive to his companions' debate.

Knowledge (Planes): 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11


Outside of that one swarm that came up from the ground we were not bothered by them. We got pretty close too, about 75ft away was that first hole. Even that swarm didn't bother us once backed away from the hole quickly.

resistances are Resist electricity 10, fire 10; SR 16 (nice use of mp there Maelchar)
Pakak can still make his roll to learn other things about them.


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

SR16... That is one nasty swarm...


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 hate swarms, and Maelchar is decidedly not equipped to help handle one... no area affect damage spells, and depending on the size of the creatures, they are resistant or immune to weapons... le sigh

hopefully Pakak has some area spells that have 'sr no'


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: ]

A lot of acid spells are not subject to SR. Conveniently enough, they don't have resistance to acid. The question is whether we have sufficient levels to cast any of those spells - dropping acid fog down the hive-holes seems particularly attractive, but I believe that is beyond us.


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

Actually I think your Alignment Channel might do better than an acid spell.

"How far would you it was was the near end of the holes to the far end."


I think you are asking how far the hole went down Reiko?

I don't know how far the hole went down nor how deep the swarm cloud of creatures w. once I saw what happened to Seth I got out of there quick. If your careful though and luck you should be able to get to the hole and down it between swarms from what we could see.


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

Sorry. I was trying to figure out the 'depth' of the field. So if we were to move through the gorge, how long is swarm field?


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: ]

Aye, Reiko, the thought crossed my mind. It's really all I have, having reviewed my available spells. I wonder if a protection spell would ward one from them.


The swarm is a 100ft cube of solid swarms.


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

"Perhaps what would make sense is trying to find a roundabout way to access where this 'queen' would be, and make sure we trace a path in its direction as direct as possible - if we intend to strike a blow, it must be a decisive one. I offer myself to scout out such possible means of ingress" - Zeriax pipes in - "Also, what means do we have at our disposal to fight these swarms?"


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

Knowledge Planes 1d20 + 12 ⇒ (4) + 12 = 16

"I have a circle of protection from chaos spell, it might allow us to get closer to the queen than normal" Pakak looks to the strategists of the group

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

My weapons may be useless against such foes, but we do have Alchemist fire... I suspect that the only real option would be to slip in and destroy the queen.


Alchemist fire would do little to the swarms as they have resitnace 10 fire. A mythic fireball though would do nicely to a swarm but alas I think Pakak only has 1. Not enough against that many swarms.


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: ]

"My goddess' blessing can be used against demonic foes as well as the undead. Perhaps it would be effective against these tiny foes? And while my fireball is not as potent as Pakak's, I find that I can recall it more easily than I used to."


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 for the delayed posting guys - work picked up a notch (or two), and today I'll be at the company's Christmas party - posting may lag a tad ;)


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

"Aye, only magic fire would have a chance of harming them, and even then, we can't be sure how effective it will be," He sighs, "I long for a rain storm of holy water."


1d100 ⇒ 89

Alas Pakak's wishes are not meant to be in the Worldwound as holy rain from the heavens just doesn't happen. Instead it is up to the intrepid adventurers to find a solution to the swarm. Leaving the army a 1/3 mile behind in the capable hands of Irabeth, they advance forward cautiously. As they near the swarms it is easy to see just how massive of an undertaking it would be to try and attack the swarms all at once. The sheer number of creatures in the area would go through the army in a few short seconds leaving nothing behind.

Nearing the outer limits of what should be a safe distance you see the holes in the ground that the scouts reported. Sure enough as you watch swarms come flying out periodically. You figure that if you time it right you should have a 5 minute window of time between swarms. Giving the swarm a minute to leave the area that would give you 4 minutes to make it down the hole and into a somewhat safe location before the next swarm emerges.

Go ahead and do any buffs or prep you want. Just let me know. After you are all ready you make a break for the hole. Reaching it and looking down, those with darkvision see a short shaft that descends for 20 ft before opening up to a cavern another 20ft below.

Assuming 1 person holds a rope while the rest descend... I need 1 person to make a DC 20 climb check as there is nothing for the rope to anchor onto and descend last while the rest make DC 5 climb checks. Failure by 5 or more means you fall taking 4d6 points of damage.

map of cavern

Warm air fills this crystalline cavern, pulled through a vent in the ceiling twenty feet overhead. A continuous, high-pitched noise issues from the three tunnels ahead, a disconcerting drone melded with the discordant buzz of an angry crowd. The walls, floor, and ceiling of this cave glisten with moisture and are caked with a thick red resin resembling dried mucus, giving the chamber the disturbing illusion of being the interior of some great beast’s body.


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 can levitate down when you are all safe below, so I can hold the rope for you all then follow safely."


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

Does the rope-holder have to free climb down?

Reiko secures the rope like a rock, motioning the others down it... and then follows.

Climb (Rope Holding): 1d20 + 9 ⇒ (20) + 9 = 29

Climb: 1d20 + 9 ⇒ (7) + 9 = 16
Climb: 1d20 + 9 ⇒ (13) + 9 = 22
Climb: 1d20 + 9 ⇒ (4) + 9 = 13

Oops. Didn't see Mael's post. I can do it or not - I don't care.


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: ]

Remembering her difficulties climbing in her armor previously, Nasira prepares for the excursion by removing her armor, leaving it with one of the soldiers. For the climb, she straps the shield to her back. Encumbrance and armor check penalties are killing me. She may need to roll like a wizard instead of a healing tank.

Climb: 1d20 - 3 ⇒ (17) - 3 = 14
Climb: 1d20 - 3 ⇒ (13) - 3 = 10
Climb: 1d20 - 3 ⇒ (20) - 3 = 17

Figures - those rolls would have worked with the armor on...

On a related note: Is anyone interested in trading me something with a different armor bonus than deflection for my ring of protection +1?


Nice one Maelchar, that works quite well. I think that the only one that can fail is Garith if he rolls a 1. Any buffs you 2 are doing before you descend? Last chance.


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 casts shield of faith, followed by making a lucerne hammer and enhancing it with lead blades and magic weapon. if we don't encounter anything in 6 minutes, oh well... then he casts levitate and jumps down into the hole, drifting down slowly and gently to join the others.


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 will wait to cast her sheild of faith until the threat is imminent.

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

Climb: 1d20 - 2 ⇒ (17) - 2 = 15
Climb: 1d20 - 2 ⇒ (16) - 2 = 14
Climb: 1d20 - 2 ⇒ (7) - 2 = 5

Garth makes it down, though there is a moment. . .

Well done, Coz. Let us make haste. Who can track the likely location of the queen? Leadership power: delegation, activate... cause i can't make a DC 20 check in anything Wis-related. . .


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

Do we need three climb checks?

Zeriax nods at Maelchar's offered solution, and proceeds climbing down.

Climb: 1d20 + 11 ⇒ (15) + 11 = 26
Climb: 1d20 + 11 ⇒ (12) + 11 = 23
Climb: 1d20 + 11 ⇒ (10) + 11 = 21

Once at the bottom, he veers towards the southern point of the cave, silently motioning the others to check the northern exit, while he peers at the two other exits - "Let me check" - he adds to Garith.

Stealth: 1d20 + 11 ⇒ (18) + 11 = 29
Perception: 1d20 + 13 ⇒ (20) + 13 = 33

Probably moving towards Q:10

Not sure if there are any 'tracks' to be found, but...

Survival: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25


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

Pakak takes a deep breath, and for a moment contemplates using his fly spell, but then, it's been very needed in many battles by those who need to bring sword to demon hide.

With no other spell memorized suited to help him, he takes it slow, and readies to cast the fly spell if he must.

If he has time, he'll try to alter a harness for more efficiency.

Knowledge Engineering in hopes of getting a bonus 1d20 + 9 ⇒ (10) + 9 = 19

Climb checks
1d20 ⇒ 20
1d20 ⇒ 9
1d20 ⇒ 9

If he falls too far, he'll cast fly on himself to keep from smashing into the ground.


With the aid of the rope and Maelchar's levitation trick everyone is able to descend safely. Nasira foregoes her armor though in an effort to be better able to move quickly and quietly and to also climb up again should they need to.

Once everyone is down Zeriax takes point as he leads them to the south tunnel looking for some sign that they are on the right track.

1d6 - 2 ⇒ (5) - 2 = 3 minutes for survival roll

Sure enough Zeriax is able to keep his wits about him as he moves and starts to spot small clusters of the creatures lazily flying about. There seems to be a milky residue covering them which you realize is still the effects from just being hatched by the queen. The vescavors seem to take no notice of the silent monk.

3d20 ⇒ (9, 17, 12) = 38 +5 each; 1 perception checks per minute. DC 20

Yet even with Zeriax moving and leading the group through the cavers it was only a matter time you could say till they came across a larger gathering of creatures that picked up on the heavily armored Garith moving in their midst.

Map pre init. These are actually swarms of flying creatures not large individuals.

init:

Nasira 1d20 + 2 ⇒ (17) + 2 = 19
Maelchar 1d20 + 2 ⇒ (10) + 2 = 12
Pakak 1d20 + 1 ⇒ (13) + 1 = 14
Zeriax 1d20 + 2 ⇒ (5) + 2 = 7
Reiko 1d20 + 4 ⇒ (3) + 4 = 7
Sir Garith 1d20 + 1 ⇒ (6) + 1 = 7

swarms 1d20 + 5 ⇒ (12) + 5 = 17

The swarms react violently at the arrival of intruders as 1 of them flies over and past the group to block off any retreat while the second moves over Garith dealing 2d6 ⇒ (5, 5) = 10 damage to him. The swarms also start to eat at his armor devouring it and giving it the broken condition unless Garith saves at a DC 17 reflex save.

As the swarms coalesce and move though the sound of gibbering can almost be heard coming form them. Those that know abyssal can understand some of the words but not the entire thing. Regardless everyone within 15 ft of a swarm feels mentally attacked as the gibberish confuses them. (will save Dc 17 or confusion as the spell for 1 round. Once saved you can not be affected by that particular swarm again. This is a mind affecting compulsion insanity effect for bonus perposes.)

Map update after the swarms have gone. Good guys up.


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

will save, dc 17: 1d20 + 9 ⇒ (9) + 9 = 18


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: ]

Will DC 17: 1d20 + 8 ⇒ (16) + 8 = 24

Seems a good time to test how effective this might be...

Nasira grasps her holy symbol and says a prayer to her goddess. "Dawnflower, let your light burn away these foul abominiations!"

Alignment channel to harm evil: 3d6 ⇒ (5, 1, 1) = 7 That could have been better...


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

Will save: 1d20 + 6 ⇒ (20) + 6 = 26 +2 more if Hardy racial trait applies


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

Reiko carves a bloodly line on her forearm, using the pain to drive the gibbering talk from her mind.

Will Save v DC17: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Confusion Effect: 1d100 ⇒ 74 Damage Self
DAM: 1d8 + 3 ⇒ (2) + 3 = 5

Status:
AC:21 = 21+0 | TEMP HP: 47 / 52
Mythic Power (5):
Challenge (1):
Resolve (2):
Iaijutsu Strike (1):
Darkvision (3): x
Shield of Faith (1):
Second Chance (1):
Fountain [3d4 Burning Hands] (1):

Effects:
Darkvision - 20 hours
Mael's Cloak - +2 on saves

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 ⇒ (10) + 8 = 18
will(surge): 1d20 + 6 + 1d6 ⇒ (9) + 6 + (6) = 21


Maelchar, Pakak, Garith? any actions on this round?

Nasira, it looks like you have a +3 to the channel damage from your favorite class bonus. I am assuming so...?

will save for alignment channel 1d20 + 4 ⇒ (1) + 4 = 5
1d20 + 4 ⇒ (12) + 4 = 16

The first swarm fails the holy energy blast and as a swarm takes 50% more damage for a total of 15 pts of damage. The second swarm manages to shrug off the effects but still takes half damage for 7 damage.


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: ]

Indeed, thank you. I just looked at the status bar and forgot about the bonus.

Nasira exhales with some relief. "Every additional weapon is a boon, even one with limits."


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

nothing from me, I have nothing to bring against a swarm unfortunately.

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

Get out of Pakak's way. garith says, moving out of the swarm to AE 22 and giving Pakak room to mythic fireball!


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

Will save DC17: 1d20 + 11 ⇒ (15) + 11 = 26

Can't really update much more right now - last minute Christmas shopping and all that :D I'll have something more when I am home. Looking to cast up some level 1 sorcerer spell (with Mythic spell casting) that can damage them ;)


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: ]

From a metagame standpoint, a fireball would be a huge waste of resources here. 15 points destroyed one swarm and the other took another 7 points already. Burning hands or something of similar scope would probably be sufficient, mythic or not.


Neither swarm is destroyed and you think that the more damaged one only lost about 1/4 of its number.


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: ]

Thanks for the clarification. Looking back at your post, I don't know why I thought it was more effective than that.


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

"Just tell me where you want me blasting, Garith" Pakak announces, and then when directed, lets loose and for a moment, the dwarf's eyes seem to burn, growing less like gentle orbs meant for gazing on arcane readings, and more like an extension of the flame building within. Rather than the standard bead of red flinging from his hand, a more sizable orb, popping and sizzling already moves to engulf the foes Garith selected, and then they expand.
The normally red and yellow fireball actually becomes tinged with blue!

Mythic Fireball, 6d10 dmg instead of usual d6s, and any creature that fails its Reflex saving throw catches on fire, taking 2d6 points of fire damage each round until the fire is extinguished. Attempts to extinguish this fire use the spell's save DC.

Dmg: 6d10 ⇒ (9, 5, 4, 3, 9, 6) = 36
Reflex save DC 17 for half dmg, and avoiding burning each round
To overcome SR, including Rightwarden orphan bonus against demons 1d20 + 12 ⇒ (12) + 12 = 24

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