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Man in Mask

DM Alexander Kilcoyne's page

7,446 posts. Alias of Alexander Kilcoyne.


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Your Humble Narrator

Not disturbing, but sadly accurate to date.


Your Humble Narrator

I expected things to get better in March but then I had two staff members plucked out from under me the moment we launched our new systems and websites... For another project which has been fast-tracked and I have no faith in. I get them back in April, hoping to come off hiatus then... Sorry all.


Your Humble Narrator

The magical energies surrounding Vordakai were warped and twisted for a moment as Fenna attempted to dispel some of his magic, but it was to no avail, Vordakai's magic seeming too strong for her. Even as she reeled from the mental effort, Kalev leapt the pit, swinging the borrowed club with gusto.

Miss Chance (Hit): 1d100 ⇒ 68

The club struck the true Vordakai; but as Kalev forced the weapon through two layers of invisible, yet tangible, magical defences, it lost much of the strength of the blow. The club thudded into Vordakai's ribcage, causing no real harm.

Miss, got past everything but natural armour.

Fighting on the edge of Kip's conjured pit was no easy feat, especially when Kalev was already weary and focused on the Undead before him. A quick duck underneath a swipe of Vordakai's claw put him off-balance; and the ranger tumbled into the pit on top of the frozen Malthir and Ricter.

Reflex Save (Fail): 1d20 + 10 + 2 + 1 - 1 ⇒ (2) + 10 + 2 + 1 - 1 = 14
Falling Damage: 3d6 ⇒ (4, 4, 5) = 13


Your Humble Narrator

Map Links Updated.


Your Humble Narrator

Will need Fenna's action before I resolve Kalev's.


Your Humble Narrator

Ah yes, I was going through an imageshack phase back then :).

Will sort.


Your Humble Narrator

Photobucket is down, think that's the cause of it. I'll get you a map update of the level later today.


Your Humble Narrator

A thorough search both mundane and magical does not reveal anything unusual about the barren room. The walls are carved from thick stone, like the rest of the complex; and no signs of magical or mundane means appear to hide a secret door. What is somewhat unusual is that the veins of pulsing magic that were present throughout much of the rest of the structure also seem absent in this chamber.

Akirra:

While your memories are hazy and oft-confusing, your certain there is more to this complex. You remember little of the Order's purpose beyond opposing Angazhan, but it was built around something at the lowest level. This is not it.


Your Humble Narrator

Miss Chance from Displacement (Miss): 1d100 ⇒ 9

The freshly healed Kalev had his arrow soar past Vordakai, the Lich's shimmering form foiling the attack on him entirely. Kip joined the rest of the party, soaring over the conjured pit to regroup with the others.

Vordakai- Villain of the Varnhold Vanishing

Round 8-

Ordered Initiative-
Vordakai- 15
Fenna- 14
Casimir- 12
Ricter- 8
Kalev- 7
Kip- 6
Malthir- 5

Initiative values changed to make round updates easier for me- without multiple combatants it now makes no difference.

Active Effects-
Mirror Image (Casimir)- 1 images remain
Magic Circle against Evil (Kip, 10 feet)
Displacement (Vordakai)- 50% miss chance
Prayer- +1 to most rolls, -1 to most enemy rolls
Longstrider on Kalev
Smite Evil (Malthir)
Paralysis (Ricter, Malthir!)
Conjured 40 foot deep pit- F,G/18,19
Fatigue (Kalev)

Map-
Round 8 Map

Narrative-

The skeletal Cyclops seemed frustrated at Kip's escape and moved back towards the pit. Vordakai sent another pale bolt of energy through the shattered doorway at Kalev; clearly the same spell he had tried to hit Casimir with...

Ranged Touch Attack: 1d20 + 13 - 1 - 1 ⇒ (8) + 13 - 1 - 1 = 19

This time, his aim was steady and the bolt struck the bow-armed ranger right in the chest. He felt the bow in his hands become even heavier to lift, his armour weighing him down, his fatigue seeming to mount as the strength left him in a cold rush of air.

Strength Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Kalev can make a DC18 Fortitude save to reduce this strength damage to 4 points instead of 8.

Malthir and Ricter, heal 3 points please as I miscalculated falling damage.

Non-paralysed Guardians are up.


Your Humble Narrator

Sorry for hold up everyone, have had a hell of a week between work, illness and the return of my girlfriend. The good news is, this should mean a lot more time and stability for me. Updating tomorrow, with apologies.


Your Humble Narrator

Sorry for hold up everyone, have had a hell of a week between work, illness and the return of my girlfriend. The good news is, this should mean a lot more time and stability for me. Updating tomorrow, with apologies.


Your Humble Narrator

The hungry blades did not hesitate and cut the Golem apart in mere split seconds with no sign of slowing or causing any damage to them. The Golem was sliced into wax almost instantaneously, no solid part of the construct actually landing to the floor in any sizeable piece.

Descending into the fourth level of the structure, the group were suddenly at a dead end. The stairs led into a small room with a cold stone, unadorned floor and four stone walls surrounding the stairwell.


Your Humble Narrator

Apologies, work got mental again. I've only had a couple of hours free time in the last week. My biggest project is almost finished and I should get some hours back from that.

Casimir found his blade defeated by the elemental's fluid form and struggled to land a meaningful blow. Drained, covered in blood and gasping for breath, Kalev just barely managed to dispatch the elemental. Perhaps surprisingly, its form did not dissipate from the material plane, but rather shrunk in on itself into a small puddle.

As Vordakai reached out to finish off Malthir, Kip hastily took action; his familiar extradimensional pit opened up beneath the two paralyzed warriors, who plummeted, armour and all, 40 feet down to fall flat on their backs in the pit below. The impact would have been painful, if either warrior could actually feel their bodies.

Falling Damage (Ricter and Malthir): 4d6 ⇒ (1, 4, 1, 3) = 9

Technically both of you get a saving throw with an effective dexterity of 0 but as the save is to "jump to the nearest safe square" and you can't move, i'm treating this as an auto-fail .

Vordakai- Villain of the Varnhold Vanishing

Round 7-

Ordered Initiative-
Vordakai- 15
Fenna- 14
Casimir- 12
Ricter- 8
Kalev- 7
Kip- 6
Malthir- 5

Initiative values changed to make round updates easier for me- without multiple combatants it now makes no difference.

Active Effects-
Mirror Image (Casimir)- 1 images remain
Magic Circle against Evil (Kip, 10 feet)
Displacement (Vordakai)- 50% miss chance
Prayer- +1 to most rolls, -1 to most enemy rolls
Longstrider on Kalev
Smite Evil (Malthir)
Paralysis (Ricter, Malthir!)
Conjured 40 foot deep pit- F,G/18,19
Fatigue (Kalev)

Map-
Round 7 Map (I14)

Narrative-
Robbed of his intended victim, Vordakai resorted to creating a pale grey bolt of negative energy and launching it at the true Casimir rather than his remaining image. The Spymaster saw the telegraphed movement and easily ducked under the ray. The ancient, Undead cyclops paid little attention, having already begun to move towards Kip...

Ranged Touch Attack (Miss): 1d20 + 13 - 1 - 1 ⇒ (2) + 13 - 1 - 1 = 13

Spellcraft DC16:

The spell was Ray of Enfeeblement. Perhaps Vordakai has already tapped most of his more powerful magic?

Non-paralyzed Guardians are up.


Your Humble Narrator

Qhude and Kieran destroyed the final wax golem between them, the sword slicing off an arm before a powerful haymaker caved in its head from an angry Qhude. The room, while containing a deadly trap, was quite safe to traverse provided one stuck to the outer edges of the room.


Your Humble Narrator

The wand is in square G20.


Your Humble Narrator

Am aware, post New Year travel etc. Settling again now!

Affected HD: 2d4 + 9 ⇒ (1, 1) + 9 = 11

Note- with that sucky roll this wouldn't affect the elemental at all if not for that lovely revelation you have!

Will Save: 1d20 ⇒ 1

Fenna swiftly conjured a dazzling pattern of rainbow-like colors, the illusion visible to all but focused around the elemental. The watery creature ceased paying any attention to its surroundings as it quietly stared at the colours.

Casimir, Kalev and Kip are up!


Your Humble Narrator

On it ASAP, juggling remote work with unexpected visit from in-laws...


Your Humble Narrator

Your heartbreakingly close but a 24 does not pass.

_

_

Vordakai- Villain of the Varnhold Vanishing

Round 6-

Ordered Initiative-
Kip- 24
Malthir- 19
Vordakai- 15
Fenna- 14
Water Elemental- 13
Casimir- 12
Ricter- 8
Kalev- 7

Active Effects-
Mirror Image (Casimir)- 1 images remain
Magic Circle against Evil (Kip, 10 feet)
Displacement (Vordakai)- 50% miss chance
Prayer- +1 to most rolls, -1 to most enemy rolls
Longstrider on Kalev
Smite Evil (Malthir)
Inspire Courage active until end of Casimir's initiative
Paralysis (Ricter, Malthir!)

Map-
Round 6 Map (I14)

Narrative-
Try as he might, Malthir felt his limbs lock up once more, his body refusing his commands as necromancy rendered his body utterly useless. The Paladin stood helpless and frozen beside Ricter, their bodies stuck in heroic poses- weapons raised but neither one at all able to finish their intended blows upon the Lich.

Fenna is up.


Your Humble Narrator

Sense Motive: 1d20 + 35 ⇒ (7) + 35 = 42

Yup, his modifier on that skill is insane, sorry.

Vordakai spared a glance for Kip, but it was a glance filled with contempt as the Lich turned his full attention to the Paladin before him. Refusing to relinquish his bottleneck, Vordakai carefully cast a spell as the Paladin closed, his many forms shifting as Malthir sought an opening that never came to strike true. With no physical components, a whisper and a gesture was all it took to cast this particular spell. Vordakai's right hand claw pulsed with enhanced necromantic energies and the Lich brought it to bear- grabbing Malthir's sword arm as he raised it to strike. The First Sword of Iomedae felt terrible pain wrack through his body, as though his life force was ebbing away even as his limbs threatened to seize up once more...

Spellcraft DC18:

The spell cast was Vampiric Touch

Concentration Check (Success): 1d20 + 16 + 4 - 1 ⇒ (16) + 16 + 4 - 1 = 35
Melee Touch Attack (Hit): 1d20 + 17 - 1 ⇒ (15) + 17 - 1 = 31
Negative Energy Damage: 1d8 + 11 - 1 ⇒ (6) + 11 - 1 = 16
Further Negative Energy Damage: 4d6 ⇒ (5, 4, 5, 3) = 17

Malthir needs to save against paralysis again. Vordakai may use his move action, depending on the outcome of it.

Merry Christmas!


Your Humble Narrator

Ricter's flail slowly stopped spinning as the warrior was locked into place, one arm outstretched and flail raised high in preparation for a strike with a shield raised to just below shoulder height. The very touch of such a tainted undead monstrosity had rendered Ricter paralysed, like Malthir before him.

Malthir is up, followed by Kip.


Your Humble Narrator

The mighty pebble still struggled to force the sphere into the blades, but it proved a great distraction until Akirra edged his way around the melee, leapt high enough to evade any slashing claws and brought his sword crashing down with a great deal of force behind it. The sword cut right through the sphere, colliding with the floor beneath it as the damaged sphere was utterly destroyed.

Kieran and Qhude are up for round 5, not going to map update as I think these last two actions will mop up the round.


Your Humble Narrator

Debating it once the action is declared and the dice rolled is pretty moot. For what its worth the positioning ruins what was Vordakai's intended next move lol.

As Ricter moved to assault the Lich, his helm was jarred by a titanic blow from the elemental that even his magnificent armour was not proof against. His many layers of defence did prevent the blow from snapping his neck though and the Hellknight was thankful for that at least.

Staggering, he rounded the corner and approached Vordakai to make his attack, only to be touched with a negative-energy infused hand that threatened to lock his limbs into place before ever reaching the ancient skeleton...

Water Elemental AOO (Hit, Crit Threat): 1d20 + 20 - 4 - 1 ⇒ (20) + 20 - 4 - 1 = 35
Water Elemental Critical Confirmation (Unconfirmed): 1d20 + 20 - 4 - 1 ⇒ (12) + 20 - 4 - 1 = 27
Damage: 2d8 + 9 + 8 - 1 ⇒ (4, 6) + 9 + 8 - 1 = 26
Vordakai AOO (VS Touch AC, Hit): 1d20 + 17 - 1 ⇒ (8) + 17 - 1 = 24
Negative Energy Damage: 1d8 + 11 - 1 ⇒ (3) + 11 - 1 = 13

39 damage. Ricter please make a fortitude save...

Malthir, your up.

Kip, the entire room is drawn on the map, there is a corridor leading west and sharply round the corner or the same to the south.


Your Humble Narrator

That's fine, sorry I had international travel and a major project eating my time, apologies for the delay. I will add inspire courage to the list of effects on next round update.

The elemental shrugged off most of the impact of the blows; even if they were dealt by magical weapons the fluid nature of the water-like being's form gave it immense protection against physical blows. Casimir and Kalev definitely harmed it, but it did not seem close to falling as it continued to fight.


Your Humble Narrator

The massive water elemental focused its full attention on Kalev, buffeting him with massive, crushing blows that hit like tidal waves. The force of the elemental's onslaught was such that it undid the magical healing as quickly as it was applied. The elemental slowly fell back towards the doorway, evidently planning to interpose itself to prevent access to Vordakai.

Attack 1 (Hit): 1d20 + 20 - 4 - 1 ⇒ (14) + 20 - 4 - 1 = 29
Damage: 2d8 + 9 + 8 - 1 ⇒ (2, 2) + 9 + 8 - 1 = 20

Attack 2 (Hit): 1d20 + 20 - 4 - 1 ⇒ (9) + 20 - 4 - 1 = 24
Damage: 2d8 + 9 + 8 - 1 ⇒ (6, 8) + 9 + 8 - 1 = 30

By my count this puts Kalev to 1HP.

Map Update

Casimir, Ricter, Kalev, Kip and Malthir to act.

Note- Haste expires on I12


Your Humble Narrator

Kip recognised the terrifying illusions that only he could see for what they truly were; and his heartbeat began to slow once more as the spectre of terror left him.

Fenna to post.


Your Humble Narrator

Have moved Ricter to D21 as per original action.

Vordakai- Villain of the Varnhold Vanishing

Round 5-

Ordered Initiative-

Kip- 24
Malthir- 19
Vordakai- 15
Fenna- 14
Water Elemental- 13
Casimir- 12
Ricter- 8
Kalev- 7

Active Effects-

Mirror Image (Casimir)- 1 images remain
Magic Circle against Evil (Kip, 10 feet)
Displacement (Vordakai)- 50% miss chance
Prayer- +1 to most rolls
Longstrider on Kalev
Smite Evil (Malthir)

Map-

Round 5 Map (I14)

Narrative-

With the water elemental holding the Guardians at bay for the moment and with a wary eye to Ricter skirting the edge of the fight with his flail, Vordakai also withdrew further into the west chamber.

Clear of the others for now, Vordakai swept his arm out and pointed at Kip; but nothing appeared to happen; at least not immediately.

Spellcraft DC19:

I will PM you result.

Kip:

To your horror, you realise that dozen's of Vordakai's smoky-black creatures are now descending on you at his unspoken command, from every direction! Insubstantial claws menace you and gradually loom closer and closer as your heart begins to beat with utter, terrifying intensity...

Kip must make a Will save and a Fortitude save.

Kip has a reaction to make, but Fenna is now up.


Your Humble Narrator

Kieran sliced another metallic chunk from the sphere with his adamantine blade, while Qhude found himself fighting too close to the Golem, his uppercut lacking the distance to do any real damage to the tough Golem which had just stepped closer itself. Taking his punch firmly on the chin, the purple eyed construct countered with a sharp jab to Qhude's chest with the force of a strong (and utterly unfeeling) man behind it.

Golem Slam (Hit): 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

The last sphere stubbornly held its ground and duelled Kieran with its razor-sharp metallic claws- the speed at which they moved rivalled Kieran's own natural agility. His blade was swift enough to turn one claw into his armour once again, but he suffered another leg wound from the backswing of the other.

Claw #1 (Hit): 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Claw #2 (Miss): 1d20 + 9 ⇒ (10) + 9 = 19

Tebati, Jakob and Akirra are up.


Your Humble Narrator

Cool, can work with that.


Your Humble Narrator

The water is not of sufficient mass to quantify as any kind of difficult terrain.


Your Humble Narrator

The small sphere proved to be as sturdy as a Dwarf, resisting as the similarly sized elemental of earth and stone attempted to shove it into swirling blades of death. On the other side though, Jakob skirted the edges of the blades and plunged his spear straight through the sphere, tearing through the armour on both sides of the construct and truly mangling the interior workings of it in the progress.

Changing Akirra's single roll to a single arrow shot for simplicity as his action is now invalid.

This time, Akirra's arrow made it past the wall of blades but glanced off the sphere's armour.

Automated Defence

Round 4-

Ordered Initiative-

Kieran- 24
Qhude- 22
Wax Golem- 15
Tebati- 10
Spheres- 9
Jakob + Elemental- 8
Akirra- 5

On Delay- Ansha

Active Effects-
Summon Monster 2 (Earth Elemental)

Map-

Map (Init 24)

Notes-

The path I mention in narrative is marked out in yellow. It would require a successful acrobatics check to pass through unharmed, failure would invoke a reflex save for half damage (Evasion applies).

The red squares are the denser areas where the blades are too dense to even hope to pass through (and will clearly deal high damage). These areas are dense enough to provide cover though.

Narrative-

Kieran and Qhude are up.


Your Humble Narrator

Considering how many of those Jakob has pulled off in this campaign I think he needs to stop pretending he is no good in a melee :).


Your Humble Narrator

Calling upon powerful magic inscribed upon parchment, Fenna restored function to Malthir's body. On the other side of the chamber, the water elemental was too fluid and canny for Casimir to easily anticipate its strikes- but thankfully it was the bard's images that were struck and shattered by the crushing blows and not his bones. His own sword swing was rebuffed by the sheer mass of the elemental.

1 image left.

Mirror Image (1 is Casimir): 1d4 ⇒ 2
Mirror Image (1 is Casimir): 1d3 ⇒ 2

Elemental AOO (Image Destroyed): 1d20 + 20 - 1 ⇒ (14) + 20 - 1 = 33
Elemental Readied Action (Image Destroyed): 1d20 + 20 - 1 ⇒ (8) + 20 - 1 = 27

Ricter you can move up to 60 feet in a single move action, as your full plate doesn't slow you at all. Let me know if you want to change your action in light of this (your more than 60 feet away from any square in melee but not by much so a double move can essentially take you to any available square).

Kalev rushed in and swept Cleft through the elemental, clearly harming its form as large droplets of water were scattered by the blow like blood flowing from a fresh cut.

Need an action from Kip and any confirmation of change to Ricter's from him.

Map Update (minus Ricter's action and pending Kip and Malthir's)


Your Humble Narrator

Spellcraft DC19:

Dimension Door.


Your Humble Narrator

Both Kieran and Qhude further damaged the constructs facing them with telling strikes, but neither one fell to the warriors. Qhude managed to ward further blows into his armour as he settled into the rhythm of the brawl, while both the spheres changed tactics. Small, bronze claws were unleashed from compartments on either side of the spheres and the two constructs wasted no time trying to carve Kieran into pieces. Flanked and trying to defend himself from both sides, Kieran took two nasty slashes to his thighs...

Golem Attack VS Qhude (Miss): 1d20 + 6 ⇒ (8) + 6 = 14

Claw Attack: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Claw Attack: 1d20 + 11 ⇒ (7) + 11 = 18
Claw Attack: 1d20 + 11 ⇒ (19) + 11 = 30
Damage: 1d4 + 4 ⇒ (3) + 4 = 7

One full attack and one move and attack. Jakob, Akirra, Ansha and possibly Tebati are up.

Map Link


Your Humble Narrator

Concentration Check (Success): 1d20 + 20 ⇒ (7) + 20 = 27

With two powerful blows having broken through his defences and Kalev no longer under his thrall, Vordakai seemed to be taking the situation more seriously now. His single, crystalline eye flared with magic as he spoke a single word, briefly opening a hole in the fabric of the material plane, stepping through it and appearing on the other side of the chamber, stood atop the broken remnants of the room's door; and within arm's reach of the floating, hazy image of Kip.

Map Update

Fenna, Casimir, Ricter and Kalev to act (the water elemental has a readied action).


Your Humble Narrator

With magical inspiration provided from a hasty spell from Casimir as he watched struggle to penetrate the Lich's formidable wards and defences, Kalev managed to inflict another blow against the Lich's ribcage. The magical blade inflicted little more than superficial damage though, only Kalev's brute strength behind the blow really inflicting any blunt trauma to the slash.

Vordakai- Villain of the Varnhold Vanishing

Round 4-

Ordered Initiative-

Kip- 24
Malthir- 19
Vordakai- 15
Fenna- 14
Casimir- 12
Water Elemental- 11
Ricter- 8
Kalev- 7

Active Effects-

Mirror Image (Casimir)- 3 images remain
Magic Circle against Evil (Kip, 10 feet)
Displacement (Vordakai)- 50% miss chance
Prayer- +1 to most rolls
Longstrider on Kalev
Smite Evil (Malthir)

Map-

Round 4 Map (I24)

Narrative-

Kip to act.


Your Humble Narrator

Displacement Miss Chance (Hit): 1d100 ⇒ 57
Displacement Miss Chance (Hit): 1d100 ⇒ 57

I can confirm that AC29 is not a hit. Please roll for Gallant Inspiration and note you will have no swift action next turn.


Your Humble Narrator

As Ricter moved in to attack, shield up and seeking to avoid Vordakai's long arm, a sudden motion from Kalev was noted in the Hellknight's peripheral vision; but much too late to prepare for the attack that came. Cleft cleaved through the metallic shoulder pauldron of his Hellknight plate mail with the full force of Kelev's rage-fueled might behind it, inflicting a deep gash along the right hand side of Ricter's muscular back. Already committed to his course of action and swing, Ricter ducked under Vordakai's claw, closed in and swung true- striking Vordakai despite the illusionary magic protecting him. The flail's head was ideally suited to smash bone and the mighty swing broke through the layers of tangible magical force protecting the ancient being and connected with Vordakai's hastily-raised left arm. The limb was near-shattered with a brutal crunching sound as shards of bone were sent flying by the collision.

Confirmed crit- and it is clear bludgeoning damage is working better than slashing here.

Kalev AOO VS Ricter (Hit): 1d20 + 20 ⇒ (11) + 20 = 31
Damage: 1d10 + 23 ⇒ (8) + 23 = 31

Note Prayer and Inspire Courage no longer treating Kalev as an ally.

Vordakai AOO (Miss!): 1d20 ⇒ 1

Displacement Miss Chance (Hit!): 1d100 ⇒ 58


Your Humble Narrator

Sorry for delay all.

The glob of acid soared unerringly through dozens of blades and sizzled as it burnt away a small part of the closest sphere's armour. Akirra's arrow had far greater difficulty getting through, torn apart into three pieces as it was by the heavy cover of the blade wall. Jakob focused on the stone, whispering in Sylvan as he coaxed an elemental of earth to the material plane.

I know these are durable arrows but firing through this thicket of blades is not "normal use" and if they don't break through the cover bonus of the wall of blades I am ruling them destroyed. I have applied the additional damage.

Automated Defence

Round 3-

Ordered Initiative-

Kieran- 24
Qhude- 22
Wax Golem- 15
Spheres- 9
Jakob + Elemental- 8
Akirra- 5
Ansha- 2

On Delay- Tebati

Active Effects-

Map-

Map (Init 24)

Notes-

The path I mention in narrative is marked out in yellow. It would require a successful acrobatics check to pass through unharmed, failure would invoke a reflex save for half damage (Evasion applies).

The red squares are the denser areas where the blades are too dense to even hope to pass through (and will clearly deal high damage). These areas are dense enough to provide cover though.

Narrative-

Kieran and Qhude to act. We're now essentially acting in a "enemy, party" phase so just declare all actions after I update the spheres, you don't need to wait until the new round update.


Your Humble Narrator

Apologies, insane week again and was away on the weekend.

Casimir felt unseen hands rummaging through his pack and, in utter silence, the scroll was carried over to Fenna, floating beside her and waiting for further instructions from the Gnome.

Fenna focused on marring the affliction Casimir had been inflicted with, faint tendrils of light dancing out from outstretched fingertips as she closed her eyes and focused on the auras surrounding the duelist. Although Vordakai's spell resisted her magic and for a moment Casimir's magical images flickered ominously as though about to be dispelled, she was successful in her endeavour, the Spymaster's vision suddenly returning.

The hulking water elemental was sluggish in movement but had no real difficulties manoeuvring its fluid form through the much smaller doorframe as it approached the rear of the party. It ignored the even slower gaseous form now floating alongside it in favour of movement towards Fenna.

Ricter and Kalev to act. Ricter, note you will likely provoke an AOO upon approach from Vordakai due to his ten foot reach.


Your Humble Narrator

Indeed.


Your Humble Narrator

Sorry, left default permissions on. Map should now be accessible to all.

Jacob and Kip, have given you viewing rights over the whole folder as you have GMail accounts to do so with.


Your Humble Narrator

Hi guys,

You see... a second update in a week, i'm on fire!

Joana, waiting on response to that OOC question above.

To keep everyone in the loop I have begged F. Castor to take my sorry hide back and rejoin us.

I fully understand if he wants to see things moving at a steady pace again first.

I can only surmise he has read the PM as other aliases are making posts.


Your Humble Narrator

The two spheres rolled away from Kieran in either directions before loosing additional rays of fire at him. The agile duellist had found his flow and casually swayed aside from one of the bolts of fire before leaping into a diving roll to narrowly evade the second as he pursued one of his attackers.

Fire Ray (Miss due to cover from statue/corner): 1d20 + 8 ⇒ (7) + 8 = 15

Fire Ray (Miss): 1d20 + 8 ⇒ (3) + 8 = 11

Jakob, Akirra and Ansha are up.


Your Humble Narrator

Kalev turning to rush to the aid of his allies gave the huge elemental the opening it needed and despite an evasive roll that nearly got him clear, Kalev's back was almost broken with the unyielding force of a crashing wave upon it while Kip quietly made his escape away from the melee. In great pain and his rage mounting, Kalev leapt up onto the far end of the fountain and swung Cleft in a mighty arc, seeking to seperate the skeletal head from its body. The sheer myriad of magical defences slowed his blade and blunted its edge, but the blow was nevertheless a mighty one. The famous pole-arm's muscular wielder felt the full glare of Vordakai's ruby-gemmed eye upon him.

Kalev is Raging or not?

Slam AOO (Hit): 1d20 + 20 - 3 - 1 ⇒ (12) + 20 - 3 - 1 = 28
Damage: 2d8 + 15 - 1 ⇒ (2, 6) + 15 - 1 = 22

Displacement Miss Chance (Hit!): 1d100 ⇒ 73

Vordakai- Villain of the Varnhold Vanishing

Round 3-

Ordered Initiative-

Kip- 24
Malthir- 19
Vordakai- 15
Fenna- 14
Casimir- 12
Water Elemental- 11
Ricter- 8
Kalev- 7

Active Effects-

Mirror Image (Casimir)- 3 images remain
Magic Circle against Evil (Kip, 10 feet)
Displacement (Vordakai)- 50% miss chance
Prayer- +1 to most rolls
Longstrider on Kalev
Smite Evil (Malthir)

Map-

Round 3 Map (I14)-

Narrative-

Appearing utterly unconcerned at the damage Kalev's blow had done to the bones of his upper chest, Vordakai arrogantly cast a spell with no particular regard to Kalev's attempt to disrupt it. With Vordakai's appearance and position seeming to randomly shift, Kalev missed the mark and Vordakai's shifting form extended a bony claw that shimmered with a pale blue light for a moment, with no other obvious visual effect becoming apparent as a result of the spell. The ancient being then rose to his feet, his gaze fixed on the dangerous Ranger stood before him...

Kalev AOO (extra +2 VS sitting target): 1d20 + 23 + 2 ⇒ (6) + 23 + 2 = 31
Displacement (Miss): 1d100 ⇒ 29

Spellcraft DC20 (25 for Casimir under circumstances):

I will PM you the result.

Sense Motive DC25:

I will PM you the result.

DM Only:

DM Only: 1d20 ⇒ 12

I have moved Fenna and Casimir according to last round's movement. Over to the two of them!


Your Humble Narrator

Your reading too much into my attempt at drama :).


Your Humble Narrator
DM Alexander Kilcoyne wrote:
I'm ruling Fenna would have the break enchantment scroll while the three remove paralysis were divided between Malthir, Casimir and Fenna.

See above, but otherwise correct.


Your Humble Narrator

Qhude's guisarme blade was met before it had gathered enough momentum by the arm of the wax golem, the edge only penetrating a little before the swing was robbed of its potential. Miss due to natural armour. The purple-eyed mannequin likely did not anticipate it was facing a skilled unarmed combatant- with the parry bringing it inside Qhude's reach it sought to wrestle the Bas'o with its brute strength and maintain a grip in order to begin to force him into the blades. With the reflexes born of a hundred childhood fist-fights, Qhude released one hand from his blade and slammed his battle glove into the golem's jaw with a powerful uppercut before it could get a grip on him, ruining the attempt to strong-arm him and leaving the golem's head sitting at the wrong angle.

Qhude AOO: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d4 + 9 ⇒ (4) + 9 = 13

Grapple: 1d20 + 6 - 13 ⇒ (13) + 6 - 13 = 6

Golem now in -B, 48. Tebati is up.


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Your Humble Narrator

Rules on drag are a little murky. I'm inclined to go with this but I do note that to perform this from the proposed square Jakob is (albeit briefly) thrusting his spear into the mechanical version of a blade barrier spell. Thus I am going to rule Jakob is performing this from -C,55.

DM Only:

15d6 ⇒ (2, 1, 4, 6, 3, 6, 2, 1, 4, 2, 2, 3, 3, 5, 2) = 46
1d20 + 2 ⇒ (6) + 2 = 8

Hooking one of the Golems with his spear, Jakob heaved with all of his might and sent the wax Azlant into the dense thicket of whirling blades. The effect was utterly devastating; the density of the blades was such that the Golem, for all of its arcane-bolstered endurance, was torn to shreds in a mere instant; sending globs of wax all over the room and plastering the walls, as well as the room's combatants. The other wax golem frowned in worry at his comrade's fate, apparently possessing emotions or some semblance of them.

Akirra felt a sense of satisfaction as his second arrow struck true despite the cover of the blades, the force of the impact shedding a layer of the sphere's armour and staggering it for a moment.

Ansha's ray unfortunately veered wide, the difficulty of aiming the glob of acid through a wall of blades apparent to her.

Automated Defence

Round 2-

Ordered Initiative-

Kieran- 24
Qhude- 22
Wax Golem- 15
Tebati- 11
Spheres- 9
Jakob- 8
Akirra- 5
Ansha- 2

Active Effects-

Map-

Map (Init 22)

Notes-

The path I mention in narrative is marked out in yellow. It would require a successful acrobatics check to pass through unharmed, failure would invoke a reflex save for half damage (Evasion applies).

The red squares are the denser areas where the blades are too dense to even hope to pass through (and will clearly deal high damage). These areas are dense enough to provide cover though.

Narrative-

Despite his injuries; or perhaps because of them; Kieran's swordsmanship had never felt more on the mark than it had been in this encounter, a wall of blades perilously close and three unfeeling objects seeking his death. Continuously weaving and dodging to avoid deadly rays, Kieran combined the evasive maneuver of a backwards somersault with a deadly outstretched sword; making contact in exactly the spot he had already sabotaged on the construct. Slicing through the bulk of the construct in a clean blow with his upward momentum behind it, by the time Kieran landed neatly the two halves of the marble device had already crashed to the ground, hissing softly as whatever energies powered the contraption failed.

CR4 enemy right there with 43 starting HP. Nice work :).

Qhude is up!


Your Humble Narrator

http://paizo.com/threads/rzs2koq1?Jumping-Charge-official-word-would-be-nic e

Turns out you can jump as part of a charge. Would Ricter like to attempt the same, or stick to his double move?

I note that it is a 15 foot leap and thus DC15.

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