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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Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Ace's missiles slam into the Wizard, who barely stays upright.

Sandra poofs into existence and heals everyone.

4d6 ⇒ (1, 2, 6, 2) = 11

Poorly.

The final merc charges at Ace.

1d20 + 13 ⇒ (4) + 13 = 17

Poorly.

Back to you, Ixrul.


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 flies to wherever is necessary and hastes himself, Jrahk, Sandra, his tiger, Ace, and Lucy.

Sorry I forgot to do this beforehand.

His tiger then pouncemauls one of the soldiers. If possible, it will position itself such that it can attack another soldier it kills one.

C: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24
D: 1d8 + 8 ⇒ (1) + 8 = 9
G: 1d20 + 17 + 1 ⇒ (2) + 17 + 1 = 20

C: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23
D: 1d8 + 8 ⇒ (8) + 8 = 16
G: 1d20 + 17 ⇒ (19) + 17 = 36

B: 1d20 + 13 + 1 ⇒ (17) + 13 + 1 = 31
D: 2d6 + 8 ⇒ (4, 5) + 8 = 17
G: 1d20 + 17 + 1 ⇒ (2) + 17 + 1 = 20

Haste Bite B: 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34
D: 2d6 + 8 ⇒ (5, 5) + 8 = 18
G: 1d20 + 17 + 1 ⇒ (5) + 17 + 1 = 23

Confirm Hasted Bite: 1d20 + 13 + 1 ⇒ (18) + 13 + 1 = 32
Extra Damage: 2d6 + 8 ⇒ (2, 1) + 8 = 11

R: 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 34
D: 1d8 + 8 ⇒ (1) + 8 = 9

R: 1d20 + 14 ⇒ (4) + 14 = 18
D: 1d8 + 8 ⇒ (6) + 8 = 14

Jrahk, the caster shouldn't be able to kill you or escape without provoking. So good luck.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Ixrul pouncemauls one of the mercs to death, and rakes one of the others lightly.

Initiative:

Ixrul (25)
Robed Man (25)
Jrahk (23)
Mercenary (22) (Nauseated)
Mercenary (21)
Holy Man (20)
Mercenary (18)
Mercenary (17) (Nauseated)
Mercenary (17) (Nauseated)
Lucy (11)
Mercenary (11)
Ace (9)
Mercenary (9)

The Wizard is pissed off at Ixrul. He steps up and away from Jrahk, and carefully casts.

Who should be at 16 HP (or 19 if your HP wasn't up to date before.

Casting Defensively: 1d20 + 15 ⇒ (7) + 15 = 22

Damage: 5d4 + 5 ⇒ (4, 4, 3, 4, 3) + 5 = 23

Five missiles of force reach out and slam into Ixrul, knocking him unconscious.

And now Jrahk can kill him. He had a good run.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

Jrahk pulverizes the caster.
Falchion: 1d20 + 15 ⇒ (19) + 15 = 34
2d6 + 12 ⇒ (4, 1) + 12 = 17
Confirm: 1d20 + 15 ⇒ (20) + 15 = 35
2d6 + 12 ⇒ (3, 6) + 12 = 21

He then starts attacking the mercs flanking him.
"KNEEL! KNEEL BEFORE JRAHK!!!"
Haste Falchion: 1d20 + 15 ⇒ (15) + 15 = 30
2d6 + 12 ⇒ (5, 4) + 12 = 21
Falchion 2: 1d20 + 10 ⇒ (20) + 10 = 30
2d6 + 12 ⇒ (3, 1) + 12 = 16
Confirm: 1d20 + 10 ⇒ (18) + 10 = 28
2d6 + 12 ⇒ (2, 5) + 12 = 19
Bite: 1d20 + 7 ⇒ (13) + 7 = 20
1d6 + 12 ⇒ (3) + 12 = 15


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Jrahk finishes off the Wizard in a spray of gire, lifeless body falling to the floor.

Which reminds me...fall damage for Ixrul.

1d6 ⇒ 5

He then finishes off a mercenary for good measure.

The Cleric decides he doesn't have much to lose, and sheathes his hand in dark energy.

He disappears, then reappears next to Jrahk, and flings his hand at him.

"Surprise, m@&@##!~&$+#."

1d20 + 10 ⇒ (2) + 10 = 12

The sad part is, that hits. Isn't your Touch AC like...8?

Jrahk Fort: 1d20 + 12 ⇒ (1) + 12 = 13

Wow these dice.

A flash of dark energy wreathes Jrahk, suffusing agony into every inch of his being.

Damage: 12d6 + 9 ⇒ (6, 4, 4, 3, 2, 2, 5, 5, 3, 3, 6, 6) + 9 = 58

Jrahk, take 58 damage.

"Feel Abadar's might, thief!" he cries, cackling wildly.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

OH GOD I AM 1 HP FROM DEATH

HEAL PLZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ


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.

How does 23 damage knock ixrul unconscious? He's still sitting pretty at 13. 16, thanks to the channel.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Forgot the Channel. Still, that should leave you at 7 HP, not 16. You've only got 39 max.


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.

False life blocked 17 of the 20 priest guy dealt. So 20 - 17 = 3. 39 - 3 = 36, back to max with channel. 39 -23 = 16.

Also, Jrahk: you keep forgetting cornugon and hurtful. Do those and and you might make those guys shaken or dead.


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 |

"Aw piss"

Ace attacks the holy man, while the blade uses its own power to boost the strike.

atk1: 1d20 + 13 ⇒ (1) + 13 = 14

dmg1: 1d6 + 11 ⇒ (1) + 11 = 12

atk haste: 1d20 + 13 ⇒ (11) + 13 = 24

dmg haste: 1d6 + 11 ⇒ (3) + 11 = 14

atk (spellstrike): 1d20 + 13 ⇒ (9) + 13 = 22

dmg(spellstrike): 1d6 + 11 ⇒ (3) + 11 = 14

electric: 5d6 ⇒ (4, 5, 1, 2, 5) = 17

dice pls

I guess if he dies, Ace moves on to the mercs


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

Oh right

Jrahk makes a merc scurred, then hits him in the scurr-hole.

Cornugon: 1d20 + 18 ⇒ (2) + 18 = 20
Hurtful Falchion: 1d20 + 15 ⇒ (2) + 15 = 17
2d6 + 21 ⇒ (4, 2) + 21 = 27

DICE WHY


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.

Also, does jrahk have cleave from his bloodline? Is that applicable here?


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

Only if two of them are adjacent. Plus, it takes a standard action, so why not just bonk them both with a full-attack?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Ace bonks the Cleric once.

Note: your Spellsrike attack missed, but you're still holding the charge. You can try again next turn with it.

Sandra uses the rod in her hand and fires a ray of white light at Jrahk!

Cure Critical (Empowered): 6d8 + 10 ⇒ (2, 8, 2, 2, 3, 8) + 10 = 35

Then quickly fires another!

4d6 ⇒ (6, 1, 4, 6) = 17

Channel Ray is a pretty rad Feat.

A merc whacks at Ace.

1d20 + 11 ⇒ (14) + 11 = 25

2d6 + 15 ⇒ (3, 4) + 15 = 22

Jrahk, heal 53 damage. Ace, take 22 damage.

Initiative:

Ixrul (25)
Jrahk (23)
Mercenary (22) (Nauseated)
Mercenary (21)
Holy Man (20)
Mercenary (17) (Nauseated)
Mercenary (17) (Nauseated)
Lucy (11)
Mercenary (11)
Ace (9)
Mercenary (9)

Ixrul.


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 tiger murderizes another soldier.

Bite:
1d20 + 12 ⇒ (15) + 12 = 27
1d8 + 8 ⇒ (2) + 8 = 10
G: 1d20 + 16 ⇒ (20) + 16 = 36

Hasted Bite:
1d20 + 12 ⇒ (2) + 12 = 14
1d8 + 8 ⇒ (3) + 8 = 11
G: 1d20 + 16 ⇒ (10) + 16 = 26

Claws:
1d20 + 13 ⇒ (10) + 13 = 23
1d8 + 8 ⇒ (6) + 8 = 14
G: 1d20 + 16 ⇒ (1) + 16 = 17

1d20 + 13 ⇒ (4) + 13 = 17
1d8 + 8 ⇒ (8) + 8 = 16
G: 1d20 + 16 ⇒ (11) + 16 = 27

My tiger's success affects Ixrul's actions, so let's see how he did first.

Buffs: Extended Flight 123/140 rounds

Tiger: 6/10 rounds, 20/57 HP


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Ixrul's tiger kills yet another mercenary.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

3d4 ⇒ (1, 1, 2) = 4

Jrahk?


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

"YOUR GOD TOO WEAK TO KILL JRAHK!!"

Jrahk hews the holy man, then continues mauling mercs.

F: 1d20 + 15 ⇒ (20) + 15 = 35
2d6 + 21 ⇒ (6, 2) + 21 = 29
Confirm: 1d20 + 15 ⇒ (4) + 15 = 19
2d6 + 21 ⇒ (6, 6) + 21 = 33

FH: 1d20 + 15 ⇒ (13) + 15 = 28
2d6 + 21 ⇒ (6, 3) + 21 = 30

F2: 1d20 + 10 ⇒ (18) + 10 = 28
2d6 + 21 ⇒ (3, 3) + 21 = 27
Confirm: 1d20 + 10 ⇒ (8) + 10 = 18
2d6 + 21 ⇒ (1, 3) + 21 = 25

B: 1d20 + 7 ⇒ (17) + 7 = 24
1d6 + 12 ⇒ (5) + 12 = 17

C: 1d20 + 18 ⇒ (16) + 18 = 34
H: 1d20 + 15 ⇒ (6) + 15 = 21
2d6 + 21 ⇒ (2, 6) + 21 = 29


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Jrahk drops the holy man with the third swipe, then bites a merc, his growl throwing the man off balance and leaving him open for a finishing blow.


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.

So there's the three nauseous mercs and the one non-nauseous merc, right?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Actually, the Nauseated mercs are now not Nauseated any more as of this turn.

Initiative:
Ixrul (25)
Jrahk (23)
Mercenary (22)
Mercenary (17)
Mercenary (17)
Lucy (11)
Ace (9)
Mercenary (9)

The Three mercs move in and swipe at Jrahk and then the tiger, if he drops.

1d20 + 13 ⇒ (5) + 13 = 18

1d20 + 13 ⇒ (11) + 13 = 24

1d20 + 13 ⇒ (6) + 13 = 19

Damage 1: 2d6 + 15 ⇒ (2, 6) + 15 = 23

Damage 2: 2d6 + 15 ⇒ (5, 4) + 15 = 24

Damage 3: 2d6 + 15 ⇒ (6, 6) + 15 = 27

The first two mercenaries hit Jrahk, and upon seeing him stagger turn the last hits the tiger.

Which I think kills the tiger, it only had 20 HP left.

Jrahk, you take 45 damage, which puts you at -13 I think.


21 HP, 9 Rage rounds

Lucy lashes out at the mercs, her GM remembering that she is present.

2d20 ⇒ (12, 20) = 32

Confirm: 1d20 + 13 ⇒ (16) + 13 = 29

Damage: 6d4 + 57 ⇒ (4, 1, 2, 3, 2, 1) + 57 = 70

She utterly ANNIHILATES the poor mercenary, blood spattering everywhere as her great blade cleaves him through from skull to crotch.

Ace?


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 attacks the mercs, Harry continues to exert his power

atk1: 1d20 + 13 ⇒ (20) + 13 = 33

dmg1: 1d6 + 11 ⇒ (4) + 11 = 15

electric from last attack: 5d6 ⇒ (3, 1, 2, 5, 2) = 13

ouch time

crit?: 1d20 + 13 ⇒ (2) + 13 = 15

dmg ouch: 2d6 + 11 ⇒ (3, 5) + 11 = 19

bah

atk haste: 1d20 + 13 ⇒ (8) + 13 = 21

dmg haste: 1d6 + 11 ⇒ (5) + 11 = 16

If the dudes die, Ace moves on to the others.

spellstrike: 1d20 + 13 ⇒ (19) + 13 = 32

dmg: 1d6 + 11 ⇒ (6) + 11 = 17

lectrik: 5d6 ⇒ (5, 6, 5, 1, 2) = 19

DOUBLE CRIT

spellstrike: 1d20 + 13 ⇒ (1) + 13 = 14

dmg: 2d6 + 11 ⇒ (4, 3) + 11 = 18

I swear to god RNG hates me


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

You can't do a second Spellstrike in the same turn.

Ace's first two attacks cause the merc to Stagger. Sensing he won't be a threat any longer, he moves over and strikes another.

The merc he struck second moves over and slices at him.

1d20 + 11 ⇒ (2) + 11 = 13

To no avail.

Ixrul, Jrahk. Three mercs left.


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.

Rip tiger u fought so hard. Also, wouldn't one of them provoke due to Jrahk's 15 ft reach?

Ixrul drops an aqueous orb (Ref DC 20) and scoops up the mercs.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Yes, they would.

3d20 ⇒ (15, 5, 1) = 21

The remaining mercs are scooped up in the orb.

6d6 ⇒ (1, 3, 1, 5, 6, 3) = 19

You have about 10 feet of movement left, where do you put them?


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 |

"uhh, should we help the orc up first?"


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.

They Need To Save VS Scoopage: 3d20 ⇒ (1, 8, 5) = 14

Assuming none of those save... Even if one does save, Ixrul would just use the 10 feet he has left to scoot back and roll over them again like a total douche.

Ixrul deposits them 10 feet away from Jrahk.

They have cover against any attacks, but are entangled, so the net equivalent of +2 to their AC.


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 |

Is lightning super effective against wet enemies?


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.

IDK, but the -4 dex from entangled will probably mean they don't save.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

It is not, no.

Jrahk's up.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

AoO: 1d20 + 15 ⇒ (7) + 15 = 22
2d6 + 21 ⇒ (1, 2) + 21 = 24

Jrahk collapses as he catches a glimpse of Lucy slicing a merc in half.

"Good...yes..."

And then he falls unconscious yet again. Unless that AoO killed one of them.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Jrahk is a PURE BLOODED ORC. Weak and wimpy DISGRACES like falling unconscious below 0 HP are only done by CHOICE (read: by cowards).

Basically your Ferocity means you can stand up and fight until you're dead, you're just Staggered and lose 1 HP a round if you take a Standard. Unless you WANT to be unconscious.

Jrahk slashes one of the men before he is scooped up.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

Oh, right...I guess this somehow never came up before.

Jrahk slashes one of the mercs in the orb.

F: 1d20 + 15 ⇒ (13) + 15 = 28
2d6 + 21 ⇒ (4, 4) + 21 = 29

C: 1d20 + 18 ⇒ (2) + 18 = 20
H: 1d20 + 15 ⇒ (14) + 15 = 29
2d6 + 21 ⇒ (5, 1) + 21 = 27


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Jrahk mulches one merc, and slashes another.

The two remainingmercs struggle to get free.

2d20 ⇒ (1, 4) = 5

To no avail.

So instead they slash at Jrahk and Ace.

1d20 + 9 ⇒ (14) + 9 = 23

1d20 + 9 ⇒ (13) + 9 = 22

Damage Jrahk: 2d6 + 15 ⇒ (6, 2) + 15 = 23

Damage Ace: 2d6 + 15 ⇒ (4, 5) + 15 = 24

Jrahk take 22, Ace take 24.


21 HP, 9 Rage rounds

Lucy steps up to the plate.

2d20 ⇒ (8, 2) = 10

Damage: 2d4 + 19 ⇒ (1, 2) + 19 = 22

Lucy finishes off the one Jrahk injured.

Ace, Ixrul, Jrahk.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

So if the AoO dropped one, that means I only took 23 damage last round, which means I am at -12 now, right?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

The AoO did not drop one (they were undamaged previously), but actually that means you dropped 2 Mercs this round, so there's only one left to attack Ace, and Lucy finishes off the last one.

So, combat over, Ace takes no damage.

Are you still alive for Sandra to heal?


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

Yes, barely. If I hadn't dropped that second guy he would've killed me.


Sandra pulls out a second rod, stowing the first, and heals Jrahk.

Cure Serious (Empowered): 4d8 + 10 ⇒ (3, 8, 1, 4) + 10 = 26

Quick Channel: 4d6 ⇒ (3, 1, 5, 5) = 14


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Good job guys, you have successfully bested a roughly CR 12 encounter. You deserve teh l00tz. Now you just need to figure out how to get the vault open.


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.

I don't think they could have swung at Jrahk. I stuck them ten feet from him and he has mega reach. Anyways, Ixrul has Knock.


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 fly out to retrieve Arron and then go back inside.

He will cast detect magic on the vault and then knock it open, before having his compsognathus drag it open the rest of the way.

He will stand well back while the lizard does so.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Make your Caster Level check.


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.

1d20 + 17 ⇒ (16) + 17 = 33


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

The door remains locked.

The door, by the by, is made of steel.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

Does he detect any other spells on it?

Ixrul Morcrom wrote:
I don't think they could have swung at Jrahk. I stuck them ten feet from him and he has mega reach.

Can't they still 5-foot step if they're entangled? Next time stick them 15 feet away, I can still reach them with Long Arm or a step.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Arcane Lock on the door, but Ixrul can sense nothing else.


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 the others to stand back and attempts to blast the door open with lightning.

dmg: 7d6 ⇒ (5, 2, 5, 6, 3, 4, 2) = 27


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Ace's lightning bolt flashes violently from his fingertips! Leaving...a light scorch mark.

Energy damage is halved against objects...BEFORE applying Hardness.

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