Way of the Wicked(custom gestalt)

Game Master Diamondust

The Villains have survived the dangerous voyage north and now only the gates of Balentyne stand in their way.
Victory Points: 0


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Male Human
Trackables:
Bombs: 9/9 | 1/1 Mutagen | 1st: 1/1 Shield, 1/1 CLW, 2/3 ??, 2nd: 2/2 | Grit 1/1
"Nicholas" Alchemist 4 (Grenadier) | Gunslinger (Bolt Ace) 3 HP: 50/50 | AC 19 T 15 FF 14 | Fort +7 Ref +9 Will + 4 (+2 vs divination) | Init +6 | Perception +8

The Doctor can sell his outfit as well. I would imagine he has whatever he was wearing before they got the noble clothes stuffed at the bottom of his backpack to serve as padding.

As for what to do with White Tusk, I'd prefer to talk him out of the attack, but I have no ideas for reasons that he might agree with and low Cha. I'm tempted to just let him deal with them solo, but we may want to make sure the captain doesn't get kill yet.

The Doctor represses his amusement at the pot calling the kettle black. White Tusk may not be as technologically advanced, but thus far he and his people had been more polite that the captain. And manners were important in a civilized society.

He idly fingers a vial and raises an eyebrow as he waits to see what the consensus is among his companions.


Talia holds. It was preferable to keep with the tools they had than risk a new group.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Captain Sambryl's stuff gets us the ivory. Rose's stuff breaks down to 3 noble's outfits, plus 55 gold leftover. So, my noble's outfit plus Rose's three and the Doctor's gives us 5. If Marvin and Talia throw theirs in, we have 7 noble's outfits total. Is that enough for the Narwhal horn?


Talia will throw hers in.


Male Human High Priest of Asmodeus

That's only enough for half of the Narwhal Horn right now.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Welp, let's hope Kargeld is content with the ivory, and doesn't want the narwhal horn. And that Rose is willing to buy in on this, cause she's kind of the only one with trained Diplomacy.

Kelvar says to Kargeld, "They highly value metal. We can easily trade them the armor and weapons we took from Captain Sambryl, and probably get all the ivory. If it's recognized, they're just as likely to be charged with the crime of killing him, and imprisoned or executed for it. I doubt the Talireans will bother attempting to translate their tongue. We'll give you 10% now, plus another 40% once we reach our destination as thanks for a safe journey. Does that sound like a good deal?"

Diplomacy: 1d20 - 1 ⇒ (1) - 1 = 0


There has been too much uncertainty, so she speaks to the group in a conversational tone, "আমরা জানি নৌযানকারীর সাথে থাকুন। আমরা কেবল এটি শেষ করব এবং আমরা সবকিছু দিয়ে শেষ করবো"

Infernal:
We stick with the navigator we know. We'll simply finish this and we end up with everything.

She will then end negotiations by charging the chieftain.

attack: 1d20 + 10 ⇒ (14) + 10 = 24
damage: 2d6 + 8 ⇒ (4, 4) + 8 = 16

If they're not flatfooted, the two tribesmen will get AoO's.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

I was at least hoping that I could get an answer from Kargeld before we did that.

Kelvar sighs as the negotiations end with Talia's charge. He'd hoped to avoid wasting resources against the primitives, but it appeared it was not to be. "Captain, it appears you are going to get your wish."

Bowing his head, Kelvar utters a prayer in Infernal, asking Asmodeus to guide the weapons of his servants and ensure their victory.

Casting bless, but not including Kargeld or his crew.


Male Human High Priest of Asmodeus

You guys did take the boats back to the Frosthamar to talk about what you would trade so first you have to get back to the beach.

"I don't like your plan. Too many ifs. Too much trouble on this voyage..." Kargeld dismisses Kelvar's plan. "I'll take the Ivory, you can have the more valuable Horn. I think that's fair." Kargeld directs his men to sail the Frosthamar closer to the beach behind the boats and loads Sambryl's stuff intending to use that as a distraction to get near the Chieftain.

The boats land first and as the Frosthamar gets in position Kargeld tries to talk to the tribesmen. "We have many metal weapons and armour. And the finest clothes for your Chieft-" he didn't expect Talia to charge in so quickly but unfortunately the Yutak men guarding the Chieftain were prepared for this and closed the gap before She could get to him, taking the wound that was meant for White Tusk. Readied move action.

Round 1
Initiative - Doctor - Talia - Enemies - Kargeld - Rose - Kelvar - Marvin
Beach Map
I will 'wraparound' the initiative so you can all be in the same block. Let's get Doctor and Talia to post round 1 actions, then I'll post for the enemies and allies, then you can all post together.


She strikes to put down the hero who stepped in front of her blade.

attack: 1d20 + 9 ⇒ (9) + 9 = 18
damage: 2d6 + 8 ⇒ (5, 1) + 8 = 14

She'll then move up to the chieftain as intended. Provokes AoO vs AC 30


Male Human
Trackables:
Bombs: 9/9 | 1/1 Mutagen | 1st: 1/1 Shield, 1/1 CLW, 2/3 ??, 2nd: 2/2 | Grit 1/1
"Nicholas" Alchemist 4 (Grenadier) | Gunslinger (Bolt Ace) 3 HP: 50/50 | AC 19 T 15 FF 14 | Fort +7 Ref +9 Will + 4 (+2 vs divination) | Init +6 | Perception +8

Displeased that they are not all bunched together, the Doctor saunters over next to Kelvar, holding on to a vial and keeping an eye on Mr. Calls-Fire-From-Water.

Moving 20ft south of Joseph and then readied action to throw a bomb at him if he begins casting anything.

Bomb touch attack, PBS: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Fire damage: 2d6 + 6 + 1 ⇒ (3, 5) + 6 + 1 = 15 DC 16 Reflex save if anybody moves next to Joseph or they take 9 points fire damage.


Male Human High Priest of Asmodeus

Talia removes the obstacle in her path with one more swift strike. The hunter she moves past is skilled enough to strike her as she goes for the Chieftain(7 damage). He also flanks her, helping his Chieftain to take her down.

White Tusk calls out a war cry and attacks Talia with his spear. He is a skilled warrior and wounds her thigh(12 damage).

Joseph begins to summon his magic by speaking a strange tongue but the Doctor is ready for him and his spell blows up in his face instead.

The other hunters repeat the war cry and hurl spears, missing Rose but wounding the Doctor(6 damage) and Kelvar(10 damage). After they throw they draw a second of their 3 bone spears.

Kargeld calls out to his men to fire and 6 shortbows are loosed from 30ft. offshore, so far having little effect. Kargeld himself charges forward with his greataxe with his own cry, fatally wounding the hunter flanking Talia with just one stroke.

Round 1(restructured)
Initiative: Enemies - Kargeld - Rose - Kelvar - Marvin - Doctor - Talia
Beach Map


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

I'm wearing my armor, so my AC is back to normal.

Kelvar moves forward, battleaxe and shield before him, and strikes at the Yutak next to Joseph.

Move action to Yutak 5.

Attack Power Attack, Furious Focus, Bless: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
Damage, Power Attack: 1d8 + 4 + 3 ⇒ (2) + 4 + 3 = 9


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Rose charges Joseph, hopping over the tribesman that Kargeld had just downed, stopping next to Talia, swinging the blunt side of her axe up into the fork of the spellcaster's legs.

I'm going to guess he's Good, so... Smite!

Charge, Power Attack, Bless, nonlethal: 1d20 + 9 + 2 + 1 - 1 ⇒ (13) + 9 + 2 + 1 - 1 = 24 +5 if he's good
Damage, power attack, subjugation: 1d8 + 4 + 2 + 1 ⇒ (4) + 4 + 2 + 1 = 11 +3 if he's good

"Don't move, this will be over soon!" she snarls.

Demoralize (free action): 1d20 + 15 ⇒ (18) + 15 = 33 Damage taken = rounds Shaken. If I beat the Demoralize DC by 10 or more, Joseph has to make a DC 16 Will save or be Commanded (Halt command, as per Command spell).

Current AC 14, or 19 against Joseph (if he's good)


Damn, hitting a 30 and a 26 in a row. Pretty impressive

She twists and moves behind the chieftain to set up a flank on him. From these she strikes deep and hard, using her pain to drive her blow.

Move, using acrobatics to avoid AoO's

acrobatics: 1d20 + 10 ⇒ (16) + 10 = 26

attack: 1d20 + 10 ⇒ (20) + 10 = 30
damage+psychic strike: 2d6 + 8 + 1d8 ⇒ (5, 4) + 8 + (2) = 19

confirm crit: 1d20 + 10 ⇒ (20) + 10 = 30
crit damage: 2d6 + 8 ⇒ (6, 1) + 8 = 15


Male Human
Trackables:
Bombs: 9/9 | 1/1 Mutagen | 1st: 1/1 Shield, 1/1 CLW, 2/3 ??, 2nd: 2/2 | Grit 1/1
"Nicholas" Alchemist 4 (Grenadier) | Gunslinger (Bolt Ace) 3 HP: 50/50 | AC 19 T 15 FF 14 | Fort +7 Ref +9 Will + 4 (+2 vs divination) | Init +6 | Perception +8

Wincing as the spear hits him, the Doctor nonetheless keeps his attention focused on the spellcaster. Trusting his companions to take care of the martially oriented, he does his best to make sure that their work wouldn't be undone by any of his actions. Another readied action to throw a bomb at Joseph if he tries to cast anything.

Bomb touch attack, PBS: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Fire damage: 2d6 + 6 + 1 ⇒ (4, 2) + 6 + 1 = 13 DC 16 Reflex save if anybody moves next to Joseph or they take 9 points fire damage.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

I'm next to joseph after my last action, but it's fine. If Joseph tries casting in melee, he'll probably provoke from me before you hit him in the face (I have a bit of fire resist and a good reflex save, so I'm not too worried). If he adjusts away to cast, I'll be out of range of your splash damage.

If he fails his will save, he might just stand there and do nothing this round, so your action might not trigger. Between the two of us, Caster Joe is pretty screwed this round.


Male Human High Priest of Asmodeus

Unfortunately for Rose he is neutral. And will is his best save.
Rose charges across the beach, sand flying up behind her and leaps over the 2 bodies to get to Joseph. He tries to evade a solid crack on his leg has him stumbling backwards. Marvin joins the assault on Joseph too, charging straight past the Doctor.

Kelvar engages the hunter on the right in a melee duel, axe and shield vs. spear.

As the Chieftain lunges to attack Talia she twists her body to the side and grabs hold of the spear, using him as leverage to vault over and land behind him and plunge her blade deep into his back, piercing lung and heart. He chokes up blood and falls to the ground dying as his spear half buries itself in the sand (Double 20 = max damage!). The two hunters to the Chieftain's right charge angrily at Talia

Joseph steps back and surrenders, "Please, mercy. The hunt is yours. We are honoured to give the hunt to such great warriors. We will not seek vengeance for this if you spare us and let us return to our people."

Kargeld steps forward and swings at the hunters fighting Talia, cutting him down, barely still alive. Another volley of hits the sand, one of them actually hitting Joseph.

Round 2
Initiative: Enemies - Kargeld - Rose - Kelvar - Marvin - Doctor - Talia
Beach Map


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Posting two possible actions, although I suspect the second will be the one used.

If Rose Accepts Surrender:

Kelvar adopts a defensive stance, waiting for the Yutak to withdraw.

Total Defense

If Rose continues attacking Joseph:

Kelvar studies his opponent before striking at him with the axe again.

Battleaxe, Power Attack, Furious Focus, Bless, studied target: 1d20 + 8 + 1 + 1 ⇒ (9) + 8 + 1 + 1 = 19
Damage, Power Attack, studied target: 1d8 + 4 + 3 + 1 ⇒ (5) + 4 + 3 + 1 = 13


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Rose laughed and brought her axe down toward the groveling spellcaster.

I'm pretty sure he's Shaken until next week, so I'll swap to lethal damage

Attack, bless, power attack: 1d20 + 9 + 1 - 1 ⇒ (7) + 9 + 1 - 1 = 16
Damage: 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13


Male Human
Trackables:
Bombs: 9/9 | 1/1 Mutagen | 1st: 1/1 Shield, 1/1 CLW, 2/3 ??, 2nd: 2/2 | Grit 1/1
"Nicholas" Alchemist 4 (Grenadier) | Gunslinger (Bolt Ace) 3 HP: 50/50 | AC 19 T 15 FF 14 | Fort +7 Ref +9 Will + 4 (+2 vs divination) | Init +6 | Perception +8

Seeing that the battle was going well and that surrender had not been accepted, the Doctor switches to his crossbow and fires at one of the warriors. If Kelvar doesn't kill the guy next to him, that's who I'll aim at. If he does, I guess one of the ones next to Rose.

Crossbow, PBS: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Damage: 1d10 + 1 ⇒ (5) + 1 = 6


Talia nods at Kargeld and then takes her blade to the other warrior. "It seems Lady Rose is not in a generous mood."

attack: 1d20 + 10 ⇒ (5) + 10 = 15
damage: 2d6 + 8 ⇒ (3, 5) + 8 = 16


Male Human High Priest of Asmodeus

Joseph is knocked unconscious from Rose's attack, barely holding onto life. Kelvar kills his opponent proving axe and shield superior to spears. Marvin walks over and snaps the neck of Kargeld's barely standing opponent. Talia has her blade deflected by the last remaining hunter. Then Kargeld kicks aside the dead hunter in front of him and with a great shout swings his axe and takes off the remaining man's head in one swing(crit!). Blood sprays upward getting on Kargeld and Talia. Kargeld wipes some of it off and licks his fingers as his battle rage wears off.

All the hunters are dead and Joseph is unconscious, close to death.

Kargeld walks over to the ivory and wraps up the tusks for himself, "The horn is yours as we agreed." He directs his men to gather any food the Yutak were carrying, which turns out to be several weeks worth of provisions and they add it the the Frosthammar's.

Sense Motive DC 11:

Whether or not you agreed, that's the deal he thinks was made. Though he has taken the lesser portion of the spoils he knows that the smaller tusks will be easier to sell than 1 big horn.

Grumblejack leaves the boat to feast on some flesh. "Grumblejack starving. No proper meat to eat on boat." He takes his fill of Yutak flesh. Kargeld's sailors don't seem to like this but they stay away from Grumblejack until he is done. Then they dig graves for what's left of the fallen and give them an honourable burial.

The 5 whale hunters each have 3 bone spears and 1 metal tipped spear and a dagger. They wear hide armour. White Tusk has 5 bone spears and 1 painted spear and a dagger. He wears hide armour. Joseph has a painted heavy wooden shield and a walrus bone club. He also wears hide armour. He also wears a necklace of pearls and has a component pouch containing several druidic items. Kargeld doesn't care about any loot taken from the bodies.

Itemised:

20x spears made of bone
4x spears with metal heads
1x painted spear with metal head(masterwork)
1x club made of bone
7x dagger
5x hide armour
2x hide armour(masterwork)
1x painted heavy wooden shield(masterwork)
1x druid component pouch
1x pearl necklace


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Rose took the pearl necklace off the shaman and admired it before putting it in her pocket.

Appraise (for everything): 1d20 + 5 ⇒ (11) + 5 = 16

"Might as well bring the whole lot. We can probably trade it to the bugbears too." she said amiably while standing on Joseph's neck until he died.

She started pulling all the gear off the bodies, tossing the equipment into a pile and dragging them over to Grumble. "Eat up, big guy."

She was limping a bit, clearly injured badly again, but still in good spirits. "I'm really looking forward to being off the water where I can wear my damn armor again." she grinned at Talia. "I don't know how you manage to stay so not-bleeding."


Tali will observe Rose as she takes the most valuable of the loot. There is no comment, and as usual, her expression is inscrutable.

"Oh, I am still bleeding," she chuckles, "But what I do is a skill that can be learned. I simply observe others and understand what they will do before they choose to do it. By the time the make their attack, I have already dodged it. For that which cannot be dodged, I simply convince the space around me that it is as strong as steel."


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Sense Motive: 1d20 + 8 ⇒ (15) + 8 = 23

Coup de Grace vs Joseph: 3d8 + 12 ⇒ (3, 3, 1) + 12 = 19

Kelvar moves over to Joseph and removes his head with one swipe of the axe. "He said they would not seek vengeance if we let them live. It is best we make sure none live to tell of their fates. We should throw the bodies into the ocean, and sink the canoes. Perhaps they will merely be assumed lost at sea. We don't want any other spell caster in the tribe finding out what happened to them and then having the whole tribe come after us. They could interfere in our plans."

Kelvar then takes out the wand and begins healing the others.

How many taps each? Remember, I heal 9 hp per tap.


Two taps will be good for me. And that's why I'm planning to get DR eventually!


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Two for me also.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Kelvar heals each of the other two as Rose goes through their belongings, saying to Grumblejack, "Enjoy the feast. There will be more in the near future."

Kelvar picks up the narwhal horn. "We should be able to find a valuable use for this. It feels very balanced, actually, and might make a good weapon."

Pity Marvin's player dropped. Easily enchanted masterwork staff for him.


Male Human High Priest of Asmodeus

The pearls are quite valuable. The entire necklace is worth about 100gp. The pearl in the middle seems whiter than the rest.

You also have the 8 ft. long Narwhal horn, worth at least 2,000gp.

The Yutak weapons and food are loaded in short order. Kargeld takes the ivory tusks and puts them in his chest and the Frosthamar is on its way again. That night it docks just off a point. "We'll go west tomorrow. This here part of the sea is called the Serpent's Tongue. Eventually it splits in two and gets thinner until each side is barely a river. One heading into the centre of the savage north and the other south west and cutting through the mountains and taking us to Lake Tarik where your friends will be waiting. That's the Taiga. No one dares sail through there. It's choked with ice that would easily tear us apart. Don't worry. If anyone can sail us through it's me."

That night it's the coldest it has been. Even the northern sailors are starting to feel it. Ice rime begins to form on the rigging. It even begins to snow a little. Extra torches are lit to give a bit of extra warmth. Rose takes 1 cold damage(after resistance) and is fatigued.

In the dead of night as some of you struggle to get comfortable, an inhuman laugh/screech pierces the quiet from above. 4 small creatures made of living ice board the ship from the water. "Ice demons!" The sailors panic and flee to hide behind the closest weapons crate they can find. "Grumblejack cold. Can't feel toes." he shivers and complains.

Knowledge(Planes) DC 11:

OMG small ice elementals! Their attacks deal extra cold damage and on a failed save cause the staggered condition!

Round 1
Initiative - You - Enemies - Kargeld
No map right now but 2 creatures are in the centre of the ship, 1 at the bow and 1 at the stern. The torches make light normal for the entire deck.


location: 1d4 ⇒ 2

Talia is in the middle, near the two 'ice demons'. She calls out to everybody, "The harder you fight, the warmer you'll be!" As her blade forms, she stabs downward like an enormous ice pick.

attack: 1d20 + 10 ⇒ (10) + 10 = 20
damage: 2d6 + 8 ⇒ (3, 5) + 8 = 16


Male Human
Trackables:
Bombs: 9/9 | 1/1 Mutagen | 1st: 1/1 Shield, 1/1 CLW, 2/3 ??, 2nd: 2/2 | Grit 1/1
"Nicholas" Alchemist 4 (Grenadier) | Gunslinger (Bolt Ace) 3 HP: 50/50 | AC 19 T 15 FF 14 | Fort +7 Ref +9 Will + 4 (+2 vs divination) | Init +6 | Perception +8

Sense motive: 1d20 + 1 ⇒ (6) + 1 = 7
Planes: 1d20 + 6 ⇒ (6) + 6 = 12

Repressing his annoyance at the crew's superstitious behavior, the Doctor calls out. "Not demons. Elementals.

He then pulls out a vial and throws it towards the two elementals in the center of the ship.

Touch attack, PBS: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Fire damage: 2d6 + 6 + 1 ⇒ (6, 2) + 6 + 1 = 15
9 Fire damage to other elemental as well, DC16 Reflex save to halve. If I hit, Talia doesn't need to make the save.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Location: 1d4 ⇒ 1

Kelvar is near the back of the ship. He had gotten up to move and warm himself a bit in the cold, and looked up as the high-pitched laugh above them sounded. He looks at the fleeing crewmen with disgust. "Let's seem some courage from you fools. These are just like the water creatures we faced with the tritons - they die the same." Looking at the ice elemental before him, Kelvar studies the creature before speaking a word of Infernal and hurling his axe forward before it returns to his hand.

Move action: study ice elemental at the rear. Standard: Hand of the acolyte.

Hand of the Acolyte, studied target: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Damage, studied target: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Where is the mast on the ship located again?


The 'Doctor' wrote:
9 Fire damage to other elemental as well, DC16 Reflex save to halve. If I hit, Talia doesn't need to make the save.

Just in case

Reflex: 1d20 + 9 ⇒ (4) + 9 = 13 2 points after resistance.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Rose had never felt cold like this before. She was shivering and could barely move. She held her hand out, yanking one of the torches from it's mount and into her hand.

Mage Hand from the Cloak of the Hedge Wizard. That's all I can do this round.


Male Human High Priest of Asmodeus

it hit.
Doctor and Talia wipe out the two in the middle before they get a chance to attack. Shards of ice explode around her. Talia resist all 5 damage from the explosion.

The mast is right in the middle. Talia is next to it.
Kelvar's axe flies forward and cuts a chunk of ice out of the elemental. It comes right at him with icicle shaped fists. He also feels a little of the freezing cold enter his bones (1 cold damage and fatigued).

The other remaining elemental goes straight at Rose and slams into her (5 weapon damage + cold damage resisted). Kargeld curses his men who continue to cower from these 'demons'. He is near Rose and goes to help cut down the elemental (miss).

The inhuman laugh continues from above. The ice fragments from the 2 that the Doctor and Talia destroyed begin to skitter across the deck and come towards each other. (not reformed or anything yet.)

Round 2
Initiative - You - Enemies - Kargeld
There are 2 elementals standing, 1 at bow, 1 at stern. And something at the top of the mast.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Am I still Staggered?


Male Human High Priest of Asmodeus

wait, you were never staggered. You were fatigued from environmental cold damage. It's the elemental's attacks that cause the staggered condition.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Kelvar grits his teeth as he feels the cold enter his bones, sapping his strength. He steps back before casting a spell to improve his defenses.

5-foot step, cast shield of faith (+2 AC)


"Somebody deal with the thing on top of the mast." She grabs a torch and drives it into the reforming shards. She hopes this will stop them from springing back up.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Rose looked up, trying to make out whatever was on top of the mast. "Doc, you have any way of getting some light up there?"

How high is the mast?


Male Human
Trackables:
Bombs: 9/9 | 1/1 Mutagen | 1st: 1/1 Shield, 1/1 CLW, 2/3 ??, 2nd: 2/2 | Grit 1/1
"Nicholas" Alchemist 4 (Grenadier) | Gunslinger (Bolt Ace) 3 HP: 50/50 | AC 19 T 15 FF 14 | Fort +7 Ref +9 Will + 4 (+2 vs divination) | Init +6 | Perception +8

"Short of lighting the sail on fire, I'm afraid not, m'dear. Though if one of you wished to climb up there, you could borrow my ioun torch." The Doctor pointed at the small orb slowly circling his head. Or possibly in his bag? I suppose I didn't really specify when/if I had it out.

He moves towards the elemental towards the front of the ship, trying to get within 20 feet and then throws another bomb at it.

Touch attack, PBS?: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8 :-(
Miss direction: 1d8 ⇒ 7 Lands to the right of the elemental. Not really sure how Rose/Kargeld are positioned, but the elemental and possibly them take 9 fire splash damage, DC 16 Reflex save to halve.

The Doctor looks annoyed the boat rocks and his shot goes wide.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

I actually do have a plan, if the GM allows. Light specifies the target is "Object touched." The mast is an object, so theoretically I could use light to illuminate the mast. I even have it prepared.


Male Human High Priest of Asmodeus

Apologies of my delay... Now that I think of it. The laughing should remove pretty much all of his stealth bonus so I'm going to let those with dark vision be able to see it. Light would still help obviously.

The top of the mast where the laughing is coming from is about 50ft. up. Out of range for normal torch light and easy for something that could fly to sneak up and hide there.
If the object touched is quite big, designate the torch-sized spot that shines like a torch. Eg. "the tip of the mast". The entire mast, or boat, or whatever, is beyond the power of a cantrip.

Darkvision:

This small humanoid hiding in the masts rigging has thin leathery wings, small horns and a mischievous smile.

Planes DC 14:

This creature is a denizen of the plane of air. An Ice Mephit. They are cruel and aloof, feeling far superior to any mortals. They have power over the air, to freeze it with their breath. They are vulnerable to fire.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

So, once I have the opportunity, I could take move over to the mast and light the tip of the mast. That should help properly.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Rose looked up and glared as the icy looking little imp revealed itself. She didn't know exactly what it was up there, but she didn't really care to ask.

"Laugh it up, snowflake." she tossed her torch into the air with a flip of her wrist, let it rotate like a juggler's club and caught it again. "I like a good joke as much as anyone, so you get this one chance to knock it off. Keep it up, and I'll roast you alive."

Intimidate: 1d20 + 11 ⇒ (10) + 11 = 21


Male Human High Priest of Asmodeus

"Go away she-fiend. I have claimed this territory and you trespass." It returns in a slightly high-pitched voice. It doesn't seem so sure of itself anymore. The Doctor's bomb burns those around it(Rose made her save, 2 fire damage after resist), Kargeld seems to barely notice, but the elemental is more than half melted. It strikes out at Rose(2 damage). Kargeld's axe grip slips as he reacts to the burns(miss).

Marvin and Kelvar circle around the other elemental. You already cast Shield of Faith so you can cast Light next round. The elemental slams Marvin(2 damage, 3 cold damage).

Talia melts and crushes a few of the shards but the rest of them still reform into 1 medium sized elemental. It jabs a spear-shaped fist into Talia's shoulder(3 damage).

Round 3
Initiative - You - Enemies - Kargeld
1 small half melted elemental with Rose and Kargeld at 1 end. 1 small elemental with Marvin at the other end. 1 medium elemental with Talia and Doctor in the middle.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

I figured it would have to wait for Round 3. I had to get away from the elemental first.

Round 3

Kelvar bolts from the elemental, saying, "Marvin, hold it off!"

Moving to a section of the mast away from the medium elemental, Kelvar speaks words of magic and touches the mast. The tip illuminates, revealing the creature.

Knowledge (planes): 1d20 + 5 ⇒ (9) + 5 = 14

Recognizing the creature, Kelvar says, "It's an Ice Mephit! They are denizens of the plane of air that believe themselves to be superior to mortals, while also being cruel and aloof. They can freeze the air with their breath. Doctor, I believe your bombs should be quite effective against it. They don't like fire."


Talia strikes out at the elemental, but cannot get a good angle at the moment.

attack: 1d20 + 10 ⇒ (2) + 10 = 12


Male Human
Trackables:
Bombs: 9/9 | 1/1 Mutagen | 1st: 1/1 Shield, 1/1 CLW, 2/3 ??, 2nd: 2/2 | Grit 1/1
"Nicholas" Alchemist 4 (Grenadier) | Gunslinger (Bolt Ace) 3 HP: 50/50 | AC 19 T 15 FF 14 | Fort +7 Ref +9 Will + 4 (+2 vs divination) | Init +6 | Perception +8

The Doctor takes out another vial and takes a quick sip from it before yelling mockingly up at the mephit. "Well, why don't you come down here and say hello, your grace?"

Drinking my mutagen. Hopefully the mephit will move closer, but if not, I could probably use the bonus to Dex to offset distance penalties. AC now 22 from the +4 Dex and +2 natural armor.

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