Yohoho and a bottle of Rep! (subSPUF Skull and Shackles)

Game Master Rynjin

Arrrrrrr, walk the plank, scallywag and all that. This be pirates and so do ye be.

Impositions:

Disgraceful Impositions:

Yes, Sir!: For the next hour, the PCs’ crew completes any mundane tasks they’re assigned in half the expected time. This typically relates to Craft and Profession (sailor) checks made to prepare, maintain, or repair the ship, and cannot be applied to combat or more complex deeds like crafting magic items. Costs 2 Disrepute.

Captain’s Orders!: As a standard action, a PC on board her ship can cast fog cloud, heroism, make whole, quench, or whispering wind with a caster level equal to her character level. Costs 5 Disrepute.

Walk the Plank!: The PCs may sacrifice one crew member or prisoner to grant themselves and their crew one of two bonuses: either a +2 bonus on all skill checks or a +2 bonus on attack rolls. These bonuses only apply while on board the PCs’ ship and last until either the next day or when the captain leaves the ship. If a sacrificed character is returned to life, the PCs and their crew members take a –2 penalty on both skill checks and attack rolls for 1 day. Costs 5 Disrepute.

Get Up, You Dogs!: Every PC and allied character on the deck of the PCs’ ship is affected as per the spell cure light wounds, as if cast by a cleric of the PCs’ average party level. This imposition can only be used once per week. Costs 10 Disrepute.

Despicable Impositions:

5: Lashings!: Your ship's speed doubles for 1 day.

5: Shiver Me Timbers!: While on board their ship, the PCs and their entire crew can reroll initiative or roll initiative in what would otherwise be a surprise round. The benefit of this imposition can be used immediately, but only once per week.

10: Besmara’s Blessings!: As a standard action, a PC on board her ship can cast animate rope, control water, remove curse, remove disease, or water breathing with a caster level equal to her character level.

10: Dead Men Tell No Tales!: While on board their ship, the PCs can use this imposition to automatically confirm a threatened critical hit.


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Don't forget to roll Concealment guys.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Ixrul conjures a large mud elemental behind one of the Gholdako, letting it viciously slam the creature.

1d20 + 16 ⇒ (6) + 16 = 22
1d8 + 7 ⇒ (4) + 7 = 11

1d20 + 16 ⇒ (6) + 16 = 22
1d8 + 7 ⇒ (5) + 7 = 12

Both attacks carry a DC 19 Entrap. It has tremorsense and darkvision.

Ixrul begins casting Summon Monster 5 a second time.


The mud elemental misses.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Having finally managed to fire enough times, Gremory continues to aim at the same guy.

Bang: 1d20 + 10 ⇒ (16) + 10 = 26

Dam: 1d8 + 13 ⇒ (1) + 13 = 14

Bang: 1d20 + 10 ⇒ (1) + 10 = 11

Dam: 1d8 + 13 ⇒ (1) + 13 = 14

Bang: 1d20 + 5 ⇒ (9) + 5 = 14

Dam: 1d8 + 13 ⇒ (5) + 13 = 18

Concealment: 3d100 ⇒ (62, 100, 18) = 180

This is ridiculous. Move action to clear, 3 grit left. On the other hand, I have the seeking enhancement, which should mean I don't have to deal with invisibility right?


You do ignore invisibility. Not that it matters much here. What did you do to piss off Norebo?

1d5 ⇒ 1

1d20 ⇒ 7

1d4 ⇒ 1

Ace takes a negative level from an unknown source.

No, your Mirror Images don't help.


Dirty Commoner/2 || HP: 0/0, AC: 10 (10, active buff) (FF: 10 [10 w/active buff] T: 10) || Init: +0, Fort: +0 Ref: +0 Will: +0 || Per: +0
Sundakan wrote:

You do ignore invisibility. Not that it matters much here. What did you do to piss off Norebo?

I'm like 95% positive that Seeking negates the miss chance from blindness too. So, if I were to roll above a 1 for a whole full attack again I might hit them three times. Isn't that a crazy thought. As for how I pissed off the RNG, uh. I played an evil character? I played a LG Kobold, and he rolled 18-20 constantly. Maybe I should try being the moral compass of the party.


That wasn't what I meant. It doesn't matter much because you keep rolling low. =) You do ignore any concealment. Technically speaking I should be making you take a Move action to pinpoint their location again since they moved, but that seems needlessly punitive given the already intense drawbacks you guys are under in this fight.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.
Green Smashomancer wrote:
Maybe I should try being the moral compass of the party.

I won't tolerate morality in my crew!

Anyway, whose turn is it to humiliate themselves now?


Looks like Ace, then I'll bot Daliya.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

I know they are resistant to fire, but this is the only trick Ace has left.

Ace tells the group to duck and cover while he spews out some fire.

He aims at the last direction of attack

dmg: 4d6 ⇒ (1, 3, 1, 2) = 7

does AoE need concealment?: 1d100 ⇒ 61


??? black blade 9| ArcanePool:3| enchant +3| INT: 14 | wis/cha : 10

"Ill get ye fooks this time!"
@big guy

atk1: 1d20 + 18 ⇒ (18) + 18 = 36

1d6 + 11 ⇒ (6) + 11 = 17

atk2: 1d20 + 18 ⇒ (8) + 18 = 26

1d6 + 11 ⇒ (5) + 11 = 16

crit?: 1d20 + 18 ⇒ (14) + 18 = 32

1d6 + 11 ⇒ (2) + 11 = 13

Fricking finally


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Daliyabot?


Female Oread Orc Goliath Druid 10 / Fighter 1 | HP 25/77 | AC 23 - FF 22 - T 11 | Fort+11 Reflex+4 Will+11 | Init +2 | CMD 25 | Perception +20|

Sorry, I'm here. Do I just need to roll Concealment? I can't see the bad guys round, so I assumed I wasn't up yet.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Guys?

Jrahk Razortusk wrote:
Green Smashomancer wrote:
Maybe I should try being the moral compass of the party.

I won't tolerate morality in my crew!

Anyway, whose turn is it to humiliate themselves now?

Look man, you have two choices: Morality, or Weakness. If you ask me, it's time to join the godamn boy-scouts.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

You know, we could just head back out. Leave them to fight the entrapelementals.


Yeah, I didn't go. I missed Daliya's earlier attacks.

Init:
Ixrul (29)
Ace (21)
Gremory (19)
Daliya (14)
Jrahk (13)
Giant Gholdako (12)
Gholdako (5)
Gholdako (1)

3d100 ⇒ (92, 72, 39) = 203

Daliya thwacks a nearby Gholdako once. It isn't amused. Ace nearly cuts his to ribbons, and it is even less amused.

One attacks here, the big guy hits at Jrahk, and a third attacks Ace.

Bite vs Daliya: 1d20 + 15 ⇒ (20) + 15 = 35
Claw vs Daliya: 1d20 + 16 ⇒ (15) + 16 = 31
Claw vs Daliya: 1d20 + 16 ⇒ (7) + 16 = 23

Bite vs Jrahk: 1d20 + 15 ⇒ (9) + 15 = 24
Claw vs Jrahk: 1d20 + 16 ⇒ (14) + 16 = 30
Claw vs Jrahk: 1d20 + 16 ⇒ (9) + 16 = 25

Bite vs Ace: 1d20 + 15 ⇒ (15) + 15 = 30
Claw vs Ace: 1d20 + 16 ⇒ (5) + 16 = 21
Claw vs Ace: 1d20 + 16 ⇒ (14) + 16 = 30

Confirm Daliya?: 1d20 + 21 ⇒ (3) + 21 = 24

Damage Daliya: 2d8 + 26 + 4d8 + 26 ⇒ (5, 7) + 26 + (8, 6, 7, 5) + 26 = 90

Damage Jrahk: 4d8 + 26 ⇒ (8, 4, 8, 1) + 26 = 47

Damage Ace: 4d8 + 26 ⇒ (5, 5, 4, 3) + 26 = 43

1d2 ⇒ 2

Also noticed a goof, I rolled the wrong number for one of Ace's images last turn:

1d5 ⇒ 3

Ace takes 0 damage, and is not diseased.

1d4 + 1d3 + 1d2 ⇒ (3) + (1) + (1) = 5

This turn, neither Jrahk nor Ace is so lucky, as all three are horribly mauled by maw and claw.

Daliya takes 90 damage, Jrahk takes 47, and Ace takes 43. EVERYONE hit needs to make 2 DC 23 Fort saves vs Disease.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18
Ixrul Morcrom wrote:
You know, we could just head back out. Leave them to fight the entrapelementals.

That would hardly be sporting. Normally that would mean Gremory's up for it, but I also don't expect 17 AC to last very long.

Gremory stumbles to try to keep up the onslaught against the Gholdako.

Single fire: 1d20 + 12 ⇒ (6) + 12 = 18

damage: 1d8 + 13 ⇒ (8) + 13 = 21


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

fort: 1d20 + 10 ⇒ (16) + 10 = 26

2fort: 1d20 + 10 ⇒ (4) + 10 = 14

RNGesus goes Trolololo


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

worst: 1d20 + 16 ⇒ (17) + 16 = 33
map: 1d20 + 16 ⇒ (1) + 16 = 17

Jrahk doesn't feel so good.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Ixrul finishes summoning a second elemental. The Mud Elementals go to slam town, flanking one of the creatures.

1d20 + 16 ⇒ (11) + 16 = 27
1d8 + 7 ⇒ (6) + 7 = 13

1d20 + 16 ⇒ (20) + 16 = 36
1d8 + 7 ⇒ (6) + 7 = 13

Confirm: 1d20 + 16 ⇒ (11) + 16 = 27
1d8 + 7 ⇒ (4) + 7 = 11

1d20 + 16 ⇒ (17) + 16 = 33
1d8 + 7 ⇒ (5) + 7 = 12

1d20 + 16 ⇒ (20) + 16 = 36
1d8 + 7 ⇒ (3) + 7 = 10

Confirm: 1d20 + 16 ⇒ (16) + 16 = 32
1d8 + 7 ⇒ (7) + 7 = 14

that's probably the best i've rolled in my entire life

All attacks carry a DC 19 entrap.

He then conjures an Acid Pit beneath the other.

DC 22 reflex or fall.


Female Oread Orc Goliath Druid 10 / Fighter 1 | HP 25/77 | AC 23 - FF 22 - T 11 | Fort+11 Reflex+4 Will+11 | Init +2 | CMD 25 | Perception +20|

With a final sigh Daliya hits the ground, as dead as a stone. And not the awesomely animated ones from which she was descended, but dead-dead.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

"THIS IS NOT WHERE JRAHK DIES! NOT TO A BUNCH OF ROTTING CORPSES IN A GIANT EGG!"

Concealment: 4d100 ⇒ (27, 83, 33, 92) = 235

Falchion: 1d20 + 16 ⇒ (6) + 16 = 22
2d6 + 24 ⇒ (2, 6) + 24 = 32

"NOT!"

Falchion 2: 1d20 + 11 ⇒ (8) + 11 = 19
2d6 + 24 ⇒ (2, 3) + 24 = 29

"TODAY!"

Bite: 1d20 + 8 ⇒ (2) + 8 = 10
1d6 + 14 ⇒ (4) + 14 = 18

"NOT!"

Cornugon: 1d20 + 22 ⇒ (13) + 22 = 35
Hurtful: 1d20 + 16 ⇒ (6) + 16 = 22
2d6 + 24 ⇒ (6, 5) + 24 = 35

"EVER!!!"

Spirits: 1d20 + 11 ⇒ (14) + 11 = 25
1d4 + 2 ⇒ (4) + 2 = 6

In his frenzy, Jrahk doesn't even seem to be attempting to hit anything in particular.


Also I forgot the thing again. This arena is loaded with BS.

1d4 ⇒ 1

1d20 ⇒ 17

1d4 ⇒ 2

Ace eats two more Negative Levels. Make sure to mark these on your sheet, since it's up to 3 now. -3 to-hit, a 15 point reduction in maximum and current HP, and all that other stuff.

Jrahk manages to lay a finger on one of the Gholdakos, and with the aid of Ixrul's elementals brings one down. From the sound of the thump, the biggest oen hit.

Which reminds me, slight miscalculation. Jrahk, add 4 extra damage to your sheet.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

dice pls


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Continuing to fire "blindly."

Bang: 1d20 + 10 ⇒ (13) + 10 = 23

Damage: 1d8 + 13 ⇒ (2) + 13 = 15

Bang: 1d20 + 10 ⇒ (1) + 10 = 11

Damage: 1d8 + 13 ⇒ (3) + 13 = 16

Bang: 1d20 + 5 ⇒ (20) + 5 = 25

Damage: 1d8 + 13 - 2 ⇒ (4) + 13 - 2 = 15

Confirm: 1d20 + 5 ⇒ (17) + 5 = 22

BANG: 3d8 + 33 ⇒ (4, 6, 1) + 33 = 44
Know what? Imma deal with the broken condition for now.


I'll keep those for next round, since you already single fired this one. Ace still has an action.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Oh, whoops. Mah bad.


Just as a note, Broken items revert to x2 critical.

You might consider shelling out for a Reliable gun, if nothing else.


Dirty Commoner/2 || HP: 0/0, AC: 10 (10, active buff) (FF: 10 [10 w/active buff] T: 10) || Init: +0, Fort: +0 Ref: +0 Will: +0 || Per: +0
Sundakan wrote:

Just as a note, Broken items revert to x2 critical.

You might consider shelling out for a Reliable gun, if nothing else.

I considered that when I was restatting for this game. I had to pick between Seeking and Reliable. At the time I had no reason to expect to roll 1's more often than any other number. If I get 10,000 gold, or an opportunity to trade this cursed POS, I guess I'll go for that.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

Ace tells his comrades that there is something strange sappin mah sentry enenrgy.

and continues to direct his sword to slice and dice.

atk1: 1d20 + 15 ⇒ (14) + 15 = 29

dmg: 1d6 + 11 ⇒ (5) + 11 = 16

atk1: 1d20 + 15 ⇒ (20) + 15 = 35

dmg: 1d6 + 11 ⇒ (5) + 11 = 16

rekt?: 1d20 + 15 ⇒ (9) + 15 = 24

1d6 + 11 ⇒ (3) + 11 = 14


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

And then all the Gholdako's decided to be our friends and we lived happily ever after. Even Daliya.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

And then Jrahk killed them anyway, because Jrahk.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Happily ever after. Really, sending Gremory to hell would be doing her a favor.


Hm. I posted something a few days ago, I assumed everyone was taking their time replying. Hate it when posts disappear.

Ace's sword slices a Gholdako twice, really hard. It continues to take out its frustrations on the squishy fleshbag.

Bite vs Ace: 1d20 + 15 ⇒ (1) + 15 = 16

Claw vs Ace: 1d20 + 16 ⇒ (16) + 16 = 32

Claw vs Ace: 1d20 + 16 ⇒ (10) + 16 = 26

1d4 + 1d3 ⇒ (4) + (2) = 6

Two more of his images die horribly.

The last attacks Jrahk, shifting slightly.

Bite: 1d20 + 15 ⇒ (7) + 15 = 22

Claw: 1d20 + 16 ⇒ (1) + 16 = 17

Claw: 1d20 + 16 ⇒ (13) + 16 = 29

Damage: 3d6 + 26 ⇒ (6, 3, 3) + 26 = 38

38 damage (pre-DR) for Jrahk, and another Fort save.

1d4 ⇒ 2

1d20 ⇒ 6

1d4 ⇒ 3

Gremory, take 3 Negative Levels.

Gremory blasts at Ace's Gholdako, and another rewarding THUMP resounds around the room!

Everyone else is still up!


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Frot: 1d20 + 16 ⇒ (9) + 16 = 25

Jrahk doesn't feel any more diseased as he continues his destructive flurry.

Conceal, don't feel: 4d100 ⇒ (89, 37, 18, 36) = 180

Falchion: 1d20 + 16 ⇒ (15) + 16 = 31
2d6 + 24 ⇒ (4, 4) + 24 = 32
Falchion 2: 1d20 + 11 ⇒ (7) + 11 = 18
2d6 + 24 ⇒ (2, 1) + 24 = 27
Bite: 1d20 + 8 ⇒ (5) + 8 = 13
1d6 + 14 ⇒ (2) + 14 = 16

Cornugon: 1d20 + 22 ⇒ (2) + 22 = 24
Hurtful: 1d20 + 16 ⇒ (12) + 16 = 28
2d6 + 24 ⇒ (1, 5) + 24 = 30

Spirits: 1d20 + 11 ⇒ (5) + 11 = 16
1d4 + 2 ⇒ (3) + 2 = 5


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

Ace commands his sword to continues slashing

I should carry two blades on me from now on... Ace thinks

atk: 1d20 + 15 ⇒ (15) + 15 = 30

1d6 + 11 ⇒ (2) + 11 = 13

atk: 1d20 + 15 ⇒ (2) + 15 = 17

1d6 + 11 ⇒ (1) + 11 = 12


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

The mud men beat up the last one.

1d20 + 16 ⇒ (10) + 16 = 26
1d8 + 7 ⇒ (4) + 7 = 11

If they can five-foot-step: 1d20 + 16 ⇒ (12) + 16 = 28
1d8 + 7 ⇒ (3) + 7 = 10

1d20 + 16 ⇒ (10) + 16 = 26
1d8 + 7 ⇒ (8) + 7 = 15

If they can five-foot-step: 1d20 + 16 ⇒ (2) + 16 = 18
1d8 + 7 ⇒ (7) + 7 = 14

Is Ixrul hearing anything that's doing all these negative levels?

Ixrul concentrates to see if he can detect the source of all of these negative levels.


The bright spot of light that is the only thing you can see appears to be the source of these attacks.

Both Ixrul and Jrahk manage to lay a single hit on the creature, while Ixrul's elementals fare slightly better. However, it still stands.

Bite vs Jrahk: 1d20 + 15 ⇒ (19) + 15 = 34

Claw vs Jrahk: 1d20 + 16 ⇒ (4) + 16 = 20

Claw vs Jrahk: 1d20 + 16 ⇒ (17) + 16 = 33

Damage: 3d6 + 26 ⇒ (1, 1, 1) + 26 = 29

29 more damage, and another Fort save.

1d4 ⇒ 1

1d20 ⇒ 3

1d4 ⇒ 2

Ace, once again, is the unlucky recipient of a bolt of negative energy.

Two more Negative levels, bringing your total to 5. Potentially, one more shot could kill you.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Jrahk, who is now only conscious through his tenacious hatred of everything, finishes it off.

Don't let them etc.: 4d100 ⇒ (52, 41, 61, 79) = 233

Falchion: 1d20 + 16 ⇒ (5) + 16 = 21
2d6 + 24 ⇒ (4, 6) + 24 = 34
Falchion 2: 1d20 + 11 ⇒ (14) + 11 = 25
2d6 + 24 ⇒ (6, 1) + 24 = 31
Bite: 1d20 + 8 ⇒ (12) + 8 = 20
1d6 + 14 ⇒ (6) + 14 = 20

Cornugon: 1d20 + 22 ⇒ (20) + 22 = 42
Hurtful: 1d20 + 16 ⇒ (20) + 16 = 36
2d6 + 24 ⇒ (3, 6) + 24 = 33
Hurtful Confirm: 1d20 + 16 ⇒ (10) + 16 = 26
2d6 + 24 ⇒ (6, 5) + 24 = 35

Spirits: 1d20 + 11 ⇒ (18) + 11 = 29
1d4 + 2 ⇒ (2) + 2 = 4


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Wait, did it roll a save against my pit? If not, don't bother retconning, I'll just have not used the spell.


I didn't see you cast a pit on this one. Yeah, save your spell. Or, we can retcon and save Jrahk some damage. Whichever.

Jrahk slices it to bits. Or so he assumes, by the multiple thumps.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Fort: 1d20 + 16 ⇒ (17) + 16 = 33

"Someone try attacking that light!"


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Is the light on the ground?


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Gremory will spend the grit to clear the barrel for an exploratory shot at the light.

I'm having a hard time believing this gun has actually jammed this many times. I should get something more reliable, like fists. Right Daliya? Daliya?

Fire: 1d20 + 12 ⇒ (20) + 12 = 32

Damage: 1d8 + 13 ⇒ (3) + 13 = 16

Confirm: 1d20 + 12 ⇒ (6) + 12 = 18

Damage?: 3d8 + 39 ⇒ (2, 1, 3) + 39 = 45
Oh yeah. Okay. How useless was this crit?

Gremory puts an ear out for a response from the extra-strength-unconscious Daliya.


You hear a loud crack, but it doesn't appear the thing broke.

It is not on the ground.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Don't know if it matters, but I forgot to include the negative levels on the damage. It should be 58.


This thing is unaffected by criticals, so the damage was much less than that.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Ixrul will have the unenlightened mud men stand in front of it so it can't easily target the important ones.

1d20 + 14 ⇒ (12) + 14 = 26
1d8 + 7 ⇒ (7) + 7 = 14

1d20 + 14 ⇒ (19) + 14 = 33
1d8 + 7 ⇒ (7) + 7 = 14

1d20 + 14 ⇒ (5) + 14 = 19
1d8 + 7 ⇒ (1) + 7 = 8

1d20 + 14 ⇒ (9) + 14 = 23
1d8 + 7 ⇒ (7) + 7 = 14


1d4 ⇒ 3

As if to spite Ixrul, it fires a bolt at him next.

1d20 ⇒ 19

Even with Soft Cover, that's a solid hit. Flatfooted Touch AC is a joke.

1d4 ⇒ 4

And inflicts maximum pain!


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Seeing through my invisibility and MIs?

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