AZ's Broadened Horizons R2 G1 (Inactive)

Game Master Azure_Zero


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Female Changeling Fighter (Mobile) 9/ Bard (Sound Striker) 9 [HP 70/72 l AC: 23 l CMD 25 l Init: +9 l Percep: +12]

Reputation as a weapon? Feh! She says in disgust. The only people I have know to use their reputation as a weapon are ignorant noblemen who throw their clout around threatening people with 'My dad is this, my mother is that, so you better do what I say'. I was asked to kill a nobleman awhile ago because he had raped a villager, and she wouldn't tell the authorities because she was afraid of reprisal, but I couldn't take the job, again because of who the sick f*ck was. I HATE sh*t like that!


"Well, my fears of running into a bunch of prejudiced, provincial, stick-in-the-muds here was unfounded. Now, if I can just find a decent vintage of wine in this area....."


Coming out from hiding are 8 man-sized feral-looking creature has dark bluish-black skin. Their arms end in sharpened claws and its feet are splayed hooves. A long, snake-like barbed tail trails behind it. Their hairless head is long and oval and its eyes are large and crimson.
They rush to the caravan, and they are approaching fast.

you have 1 round to prep.


Female Changeling Fighter (Mobile) 9/ Bard (Sound Striker) 9 [HP 70/72 l AC: 23 l CMD 25 l Init: +9 l Percep: +12]

Bresna says Finally, some excitement! Bresna gets off her horse, draws her rapier, and begins to sing loudly, a rousing battle tune.

Inspire Courage. Everyone get +2 to Hit and to Damage, as well as enchantment and fear saves


Johnnie calls the aforementioned Erastil to send some aid--her holy symbol was already out.
The pale woman holds her holy symbol begins to cast and speak with her deity as if he was a kindly elder.
"Oh kindly great one, I could use some help. I know you are too busy, but possibly someone you can recommend?" She appears to listen and then respond back:"Oh, he will have a bow? That does tend to be a theme with you."

Summon Mon V


Male Dhampir (Moroi-Born) Fighter (Unarmed Fighter)/Alchemist (Chirurgeon) 9 (Gestalt)
Spoiler:
HP: 25/72, AC: 20(+1(Armour)+3(dex)+6(dodge)) (Touch 18)

Amrit's eyes widen as he notices the pack of monsters advancing towards them. Knowing that even he could not block every attack, especially if they come from different directions, he retrieves a small vial filled with transparent, faintly glowing fluid. He drinks it all with one swift motion, and although nobody can see it, an invisible shield manifests in front of him at the moment.

Drinking an extract of shield.

Extracts left:

1st Level: Comphrehend Languages x1, Cure Light Wounds x2, Expeditious Retreat x1, 2 slots open.
2nd Level: Blur x2, Invisibility x2, 1 slot open.
3rd Level: Beast Shape x1, Haste x1, Elemental Aura x1, 1 slot open.


HP 64/64; AC: 28/18/27; CMD 29; Saves: 16/15/13; Init: +3 ; Percep: +11 Smites 4/5

Sorriel chants as she brings Sunset about to face the creatures and calls upon her magics,

"Amupehtfodeeps!" Imbueing herself, Sunset, Bresna, Jonhilda, Jonhilda's Roc, Amrit, and any other three people within thirty feet who she has detected as none evil.

Then she points her blade at one of the monsters and calls, "Anethema!" Designating the creature nearest to herself,

"That one is mine. Anyone know what they are?"

Castes Haste as a standard action. +1 Dodge to AC and Reflex saves. +1 bonus on attack rolls, +30ft. to move speed, but no more than twice base speed. Extra attack on a full attack.

Swift action casts Litany of Righteousness on nearest enemy. No save. SR: 1d20 + 8 ⇒ (8) + 8 = 16


Know(Planes) to ID.


Female Changeling Fighter (Mobile) 9/ Bard (Sound Striker) 9 [HP 70/72 l AC: 23 l CMD 25 l Init: +9 l Percep: +12]

Know Planes: 1d20 + 4 ⇒ (16) + 4 = 20


HP 64/64; AC: 28/18/27; CMD 29; Saves: 16/15/13; Init: +3 ; Percep: +11 Smites 4/5

Knowledge Planes: 1d20 + 5 ⇒ (13) + 5 = 18


Bresna and Sorriel:
They are Nerizo (Hound Demon),
The nerizo prefers to attack from surprise, leaping to attack its foes when they are within range. A nerizo attacks using its tail sting and claws. Slain creatures are dragged away and devoured at a later time. Nerizo are known to stalk their prey for up to a week before attacking.


Female Changeling Fighter (Mobile) 9/ Bard (Sound Striker) 9 [HP 70/72 l AC: 23 l CMD 25 l Init: +9 l Percep: +12]

So I don't get caught on my tongue again, I am just going to copy/paste.

Hey, they are Nerizo (Hound Demon).
The nerizo prefers to attack from surprise, leaping to attack its foes when they are within range. A nerizo attacks using its tail sting and claws. Slain creatures are dragged away and devoured at a later time. Nerizo are known to stalk their prey for up to a week before attacking.

So, we know 2 things: 1, They are probably going to jump to us when they get closer, and, 2, that they have probably been watching us or our charges for awhile!


They are attacking you now, but had to go far enough not to ping on the paladin's detect evil.


HP 64/64; AC: 28/18/27; CMD 29; Saves: 16/15/13; Init: +3 ; Percep: +11 Smites 4/5

Everyone has taken one round of actions do we need to roll init now? Or do you want to do it for everyone?

Init: 1d20 + 4 ⇒ (13) + 4 = 17


GM:
Foe Init: 1d20 + 6 ⇒ (17) + 6 = 23

Everyone rolls, Init, and then I'll compare Inits


Female Changeling Fighter (Mobile) 9/ Bard (Sound Striker) 9 [HP 70/72 l AC: 23 l CMD 25 l Init: +9 l Percep: +12]

Init.: 1d20 + 9 ⇒ (13) + 9 = 22


Male Dhampir (Moroi-Born) Fighter (Unarmed Fighter)/Alchemist (Chirurgeon) 9 (Gestalt)
Spoiler:
HP: 25/72, AC: 20(+1(Armour)+3(dex)+6(dodge)) (Touch 18)

Init: 1d20 + 2 ⇒ (3) + 2 = 5


HP 64/64; AC: 28/18/27; CMD 29; Saves: 16/15/13; Init: +3 ; Percep: +11 Smites 4/5

Please note Sorriel's init should be +3 not plus 4, so she should have a 16 - corrected on sheet.


They won Init.

four of them cast darkness each one centered on each PC.

GM:
75->100 is hit
1d20 + 16 ⇒ (12) + 16 = 28
1d100 ⇒ 38

1d20 + 16 ⇒ (1) + 16 = 17
1d100 ⇒ 20

1d20 + 16 ⇒ (17) + 16 = 33
1d100 ⇒ 78

1d20 + 16 ⇒ (1) + 16 = 17
1d100 ⇒ 100

1d6 + 6 ⇒ (3) + 6 = 9
1d6 + 6 ⇒ (3) + 6 = 9

Jonhilda Skaldir gets hit for 9 damage.
Sorriel Larkstongue gets hit for 9 damage.

PC turn


Female Changeling Fighter (Mobile) 9/ Bard (Sound Striker) 9 [HP 70/72 l AC: 23 l CMD 25 l Init: +9 l Percep: +12]

[ooc]I have had GMs tell me the Darkness works the same as light, that you select an object and it 'glows' darkness. I have had GMs tell me it creates an immobile cloud. Which is your definition?


HP 64/64; AC: 28/18/27; CMD 29; Saves: 16/15/13; Init: +3 ; Percep: +11 Smites 4/5

Sorriel whose darkvision easily pierces the darkness selects the hound demon that struck her and targets it with the holy ire of Iomedae! From Sunset's back she lashes out inspired by Bresna's song and sacrificing accuracy for power! Her first two slashes cut home tearing through demon flesh with consummate ease, but the last looks like it might miss the mark until Sorriel sings out a single strange note that seems to help guide the blade home!

As her dark blade sucks life from her foe, Sorriel is also subject to its vicious energies and grits her teeth as they take their toll.

Sunset snorts fury and rears up, struggling to find a target in the darkness as he lashes out with his hooves and teeth, but strieks nothing but air.

Sorriel takes 9 either 6 or 9 damage depending on whether a 24 hits.

Swift action Smite Evil, full attack, immediate action casts [Gallant Inspiration - meaning Sorriel will have no swift action next turn.

None of the damage is subject to DR, thanks to Smite.
Haste Smite Attack with Power Attack: 1d20 + 19 ⇒ (15) + 19 = 34Damage: 4d6 + 29 ⇒ (6, 3, 6, 2) + 29 = 46
Smite Attack with Power Attack: 1d20 + 19 ⇒ (11) + 19 = 30Damage: 4d6 + 29 ⇒ (5, 2, 6, 4) + 29 = 46
Iterative Smite Attack with Power Attack: 1d20 + 14 ⇒ (7) + 14 = 21Damage: 4d6 + 29 ⇒ (6, 5, 5, 3) + 29 = 48 Total to hit becomes 24.
Gallant Inspiration total gets added to Iterative Attack roll: 2d4 ⇒ (2, 1) = 3

Damage and to Hit break downs:

To Hit Base +12 -3 Power Attack +6 Charisma from Smite +1 Haste +2 Bardic Music +1 Mounted = +19
Damage +4 str +1 magic +13 Smite (counts as 4 higher due to Silver Smite bracelet) +9 power attack +2 Bardic Music = 29 + 2d6 regular +2d6 vicious.
Since none of this damage is subject to damage reduction, as per Smite I've just rolled it together.

Bite Miss Chance High Good: 1d100 ⇒ 61
Hoof 1 Miss Chance High Good: 1d100 ⇒ 38
Hoof 2 Miss Chance High Good: 1d100 ⇒ 37
Haste Hoof Miss Chance High Good: 1d100 ⇒ 20
Bite Power Attack: 1d20 + 11 ⇒ (1) + 11 = 12Damage Subject to DR: 1d4 + 11 ⇒ (4) + 11 = 15


Female Changeling Fighter (Mobile) 9/ Bard (Sound Striker) 9 [HP 70/72 l AC: 23 l CMD 25 l Init: +9 l Percep: +12]

Bresna has Darkvision, so she easily find the little demon hound in the dark.

Actions Taken
Free action=Continue Inspire
Full-round Attack
To Hit 1: 1d20 + 16 ⇒ (18) + 16 = 34
To Hit 2: 1d20 + 11 ⇒ (19) + 11 = 30
To Hit (Haste extra attack): 1d20 + 16 ⇒ (9) + 16 = 25

Crit Confirm 1: 1d20 + 20 ⇒ (6) + 20 = 26
Crit Confirm 2: 1d20 + 15 ⇒ (11) + 15 = 26

Second d6 is acid damage
Damage 1: 1d6 + 1d6 + 5 ⇒ (6) + (6) + 5 = 17
Damage 1 (if Crit): 2d6 + 1d6 + 8 ⇒ (3, 4) + (3) + 8 = 18

Damage 2: 1d6 + 1d6 + 5 ⇒ (1) + (3) + 5 = 9
Damage 2 (if Crit): 2d6 + 1d6 + 8 ⇒ (2, 3) + (4) + 8 = 17

Damage 3: 1d6 + 1d6 + 5 ⇒ (2) + (6) + 5 = 13

EDIT:Calculations with acid removed do to enemy Resistance:
Damage 1: 2d6 + 8 ⇒ (3, 4) + 8 = 15

Damage 2: 2d6 + 8 ⇒ (2, 3) + 8 = 13

Damage 3: 1d6 + 5 ⇒ (2) + 5 = 7

Damage in totality:35

I read a little more into the Nerizo. As their resist Acid is higher than the acid damage I am capable of dealing, I will omit the 1d6 acid from the calculations from now on, just to save headaches.


init Jonnie and co: 1d20 + 3 ⇒ (3) + 3 = 6

A silver haired friend arrives in a dustcloud with a bow, and is ready for action.

Silverhaired friend:

Azata, Bralani
Silver-white hair the color of a lightning strike whips about this poised elf-like archer, his eyes swirling with vibrant colors.

Bralani CR 6
XP 2,400

CG Medium outsider (azata, chaotic, extraplanar, good, shapechanger)

Init +8; Senses darkvision 60 ft., low-light vision; Perception +15

Defense

AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)

hp 66 (7d10+28)

Fort +9, Ref +9, Will +6

DR 10/cold iron or evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 17

Offense

Speed 40 ft., fly 100 ft. (perfect)

Melee +1 scimitar +13/+8 (1d6+8/18–20) or slam +12 (1d6+7)

Ranged +1 composite longbow +12/+7 (1d8+6/×3)

Special Attacks whirlwind blast

Spell-Like Abilities (CL 6th)

At Will—blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall

2/day—lightning bolt (DC 15), cure serious wounds

Statistics

Str 20, Dex 18, Con 19, Int 13, Wis 14, Cha 15

Base Atk +7; CMB +12; CMD 26

Feats Blind-Fight, Improved Initiative, Iron Will, Skill Focus (Perception)

Skills Bluff +12, Fly +22, Handle Animal +12, Perception +15, Ride +14, Sense Motive +12, Stealth +14

Languages Celestial, Draconic, Infernal; truespeech

SQ wind form

Ecology

Environment any (Elysium)

Organization solitary, pair, or squad (3–6)

Treasure double (+1 scimitar, +1 composite longbow [+5 Str])

Special Abilities

Whirlwind Blast (Su) When in wind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 17 half). The save DC is Constitution-based.

Wind Form (Su) A bralani can shift between its humanoid body and a body made of wind and mist as a standard action. In humanoid form, it cannot fly or use its whirlwind blast. In wind form, it functions as if under the effects of a wind walk spell. It can make slam attacks and use spell-like abilities in either form. A bralani remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed (both shapes are its true form). A true seeing spell reveals both forms simultaneously.

Bralanis are among the fiercest and wildest of the azatas, living from moment to moment and always on the lookout for chances to test their skill in battle. In addition to their elf-like forms, they can take the shape of whirlwinds of dust, snow, or sand. In the mortal realm, they are often mistaken for djinn. They delight in violent weather, not for the destructive qualities of such events, but for the intensity and energy, and many tales describe bralani as spirits who laugh as they sail amid the strongest storms.

Bralanis do not need to eat, but they enjoy doing so. Most prefer elven food, fiery human dishes, and spiced wine. Because of their similarities to elementals and fey, they sometimes act as intermediaries between mortals, elementals, and fey, though they prefer to arrange temporary truces that allow the interested parties to conduct their own negotiations on neutral ground. When taking the role of mediators—or whenever else such opportunities present themselves—bralani are quick to suggest friendly competitions or games to end disputes and enjoy creating challenges or complicated contests to test both physical and mental mortal prowess.

The silver haired friend gestures and a lighting bolt streaks towards the biggest clump of enemies. DC15 reflex for electrical: 6d6 ⇒ (1, 3, 2, 5, 4, 2) = 17

The pale witch is pleased to be under cover of darkness and touches her rod and fires another bolt of lightning, but his one is more powerful at the same targets(and possibly can concuss the recipient).

DC17 Relex fail = dazed for three rounds for electrical: 9d6 ⇒ (3, 5, 6, 4, 1, 5, 1, 5, 4) = 34 if she can get more than one target or else slumber hex on the farthest (Will DC 18).

Jonnie metamagic dazing lightning bolt at max targets--Silverhaired friend move and lightning bolt.

Jonnie's animal friends await the results before acting.


Actions Amrit?


Male Dhampir (Moroi-Born) Fighter (Unarmed Fighter)/Alchemist (Chirurgeon) 9 (Gestalt)
Spoiler:
HP: 25/72, AC: 20(+1(Armour)+3(dex)+6(dodge)) (Touch 18)

Being able to see in the dark as well as the next person, Amrit has no trouble finding a suitable target for his volatile mixtures. With stunning speed, he prepares these and flings them where they can do the most damage, while preparing to deflect and return any melee attacks.

Amrit will enter Crane Style as a swift action, then throw the bombs where they can catch the most enemies in the splash radius and not hit any allies.

Fast Bombs, Tanglefoot Bomb, Rapid Shot, Throw anything, Fighting Defensively. Range is 20 feet, but you will have to calculate range penalties, since I don't know how far they are.

Reflex save 19 for half damage.

Bomb 1 (Touch): 1d20 + 11 - 2 + 1 - 1 ⇒ (10) + 11 - 2 + 1 - 1 = 19
Damage (fire): 5d6 + 5 ⇒ (2, 1, 4, 3, 3) + 5 = 18
Miss Direction: 1d8 ⇒ 8
Bomb 1 (Touch, Iterative): 1d20 + 6 - 2 + 1 - 1 ⇒ (4) + 6 - 2 + 1 - 1 = 8
Damage (fire): 5d6 + 5 ⇒ (5, 1, 5, 4, 3) + 5 = 23
Miss Direction: 1d8 ⇒ 3
Bomb 1 (Touch, Rapid): 1d20 + 11 - 2 + 1 - 1 ⇒ (19) + 11 - 2 + 1 - 1 = 28
Damage (fire): 5d6 + 5 ⇒ (1, 6, 6, 3, 3) + 5 = 24
Miss Direction: 1d8 ⇒ 1
Bomb 1 (Touch, Haste): 1d20 + 11 - 2 + 1 - 1 ⇒ (8) + 11 - 2 + 1 - 1 = 17
Damage (fire): 5d6 + 5 ⇒ (3, 2, 1, 4, 2) + 5 = 17
Miss Direction: 1d8 ⇒ 7

Those taking a direct hit must make a Reflex 19 save or be entangled and glued to the floor as if failing their save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.

EDIT: I just noticed that I have Sonic Bombs on my sheet instead of Fast Bombs as I had thought. If you allow it, I'll fix it, but I completely understand if you don't want me to change anything on my sheet anymore.

Lesson of the day, boys and girls, don't make characters while tired, and always doublecheck everything. :P


You can fix it, as I almost did that once or twice myself.


Map


Thanks for map. Changes Jonnie's actions. She takes five foot step to SW and casts rimed ice storm centered in the top left corner getting three baddies. Silver haired friend will line up the three on a diagonal line with his lightning bolt.

ice storm bludgeon: 3d6 ⇒ (4, 5, 1) = 10
ice storm cold: 2d6 ⇒ (1, 6) = 7
Save vs DC 18 or entangled from rime

ice storm:

School evocation [cold]; Level druid 4, sorcerer/wizard 4

Casting Time 1 standard action

Components V, S, M/DF (dust and water)

Range long (400 ft. + 40 ft./level)

Area cylinder (20-ft. radius, 40 ft. high)

Duration 1 round/level (D)

Saving Throw none; Spell Resistance yes

Great magical hailstones pound down upon casting this spell, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. This damage only occurs once, when the spell is cast. For the remaining duration of the spell, heavy snow and sleet rains down in the area. Creatures inside this area take a –4 penalty on Perception skill checks and the entire area is treated as difficult terrain. At the end of the duration, the snow and hail disappear, leaving no aftereffects (other than the damage dealt).


HP 64/64; AC: 28/18/27; CMD 29; Saves: 16/15/13; Init: +3 ; Percep: +11 Smites 4/5

You are up I believe DM?


Jonnies winter bird rushes one of the creatures that attacked her (and probably was not entangled by the ice storm) missing badly.

Roc hit/dam/grapple?: 1d20 + 11 ⇒ (2) + 11 = 131d6 + 12 ⇒ (6) + 12 = 181d20 + 15 ⇒ (2) + 15 = 17

Jonnies cat grants her the luck of the cats for ten minutes. A nice gift from the felines.

That should do it.


Male Dhampir (Moroi-Born) Fighter (Unarmed Fighter)/Alchemist (Chirurgeon) 9 (Gestalt)
Spoiler:
HP: 25/72, AC: 20(+1(Armour)+3(dex)+6(dodge)) (Touch 18)

Oh, and Amrit will take a 5-ft step north before throwing the bombs to the demon straight south of him.


Attack on Amrit, AC 20

Attack
Claw1: 1d20 + 16 ⇒ (12) + 16 = 28
Claw2: 1d20 + 16 ⇒ (9) + 16 = 25
Stinger: 1d20 + 16 ⇒ (8) + 16 = 24
Damage
Claw1: 1d6 + 6 ⇒ (1) + 6 = 7
Claw2: 1d6 + 6 ⇒ (3) + 6 = 9
Stinger: 1d8 + 6 ⇒ (7) + 6 = 13

Attack
Claw1: 1d20 + 16 ⇒ (6) + 16 = 22
Claw2: 1d20 + 16 ⇒ (17) + 16 = 33
Stinger: 1d20 + 16 ⇒ (8) + 16 = 24
Damage
Claw1: 1d6 + 6 ⇒ (2) + 6 = 8
Claw2: 1d6 + 6 ⇒ (4) + 6 = 10
Stinger: 1d8 + 6 ⇒ (8) + 6 = 14

29 and 32 damage, and two fort saves
------------------------------------------------
Attack on Jonhildra, AC 11

Attack
Claw1: 1d20 + 16 ⇒ (15) + 16 = 31
Claw2: 1d20 + 16 ⇒ (12) + 16 = 28
Stinger: 1d20 + 16 ⇒ (3) + 16 = 19
Damage
Claw1: 1d6 + 6 ⇒ (6) + 6 = 12
Claw2: 1d6 + 6 ⇒ (2) + 6 = 8
Stinger: 1d8 + 6 ⇒ (8) + 6 = 14

Attack
Claw1: 1d20 + 16 ⇒ (13) + 16 = 29
Claw2: 1d20 + 16 ⇒ (13) + 16 = 29
Stinger: 1d20 + 16 ⇒ (3) + 16 = 19
Damage
Claw1: 1d6 + 6 ⇒ (2) + 6 = 8
Claw2: 1d6 + 6 ⇒ (2) + 6 = 8
Stinger: 1d8 + 6 ⇒ (5) + 6 = 11

34 and 27 damage and two fort saves
------------------------------------------------
Attack on Sorriel, AC 21

Attack
Claw1: 1d20 + 16 ⇒ (12) + 16 = 28
Claw2: 1d20 + 16 ⇒ (8) + 16 = 24
Stinger: 1d20 + 16 ⇒ (11) + 16 = 27
Damage
Claw1: 1d6 + 6 ⇒ (1) + 6 = 7
Claw2: 1d6 + 6 ⇒ (3) + 6 = 9
Stinger: 1d8 + 6 ⇒ (7) + 6 = 13

Attack
Claw1: 1d20 + 16 ⇒ (13) + 16 = 29
Claw2: 1d20 + 16 ⇒ (18) + 16 = 34
Stinger: 1d20 + 16 ⇒ (15) + 16 = 31
Damage
Claw1: 1d6 + 6 ⇒ (3) + 6 = 9
Claw2: 1d6 + 6 ⇒ (5) + 6 = 11
Stinger: 1d8 + 6 ⇒ (8) + 6 = 14

29 and 34 damage two fort saves
------------------------------------------------
Attack on Bresna, AC 26

Attack
Claw1: 1d20 + 16 ⇒ (12) + 16 = 28
Claw2: 1d20 + 16 ⇒ (19) + 16 = 35
Stinger: 1d20 + 16 ⇒ (8) + 16 = 24
Damage
Claw1: 1d6 + 6 ⇒ (5) + 6 = 11
Claw2: 1d6 + 6 ⇒ (4) + 6 = 10
Stinger: 1d8 + 6 ⇒ (4) + 6 = 10

Attack
Claw1: 1d20 + 16 ⇒ (6) + 16 = 22
Claw2: 1d20 + 16 ⇒ (2) + 16 = 18
Stinger: 1d20 + 16 ⇒ (17) + 16 = 33
Damage
Claw1: 1d6 + 6 ⇒ (5) + 6 = 11
Claw2: 1d6 + 6 ⇒ (5) + 6 = 11
Stinger: 1d8 + 6 ⇒ (4) + 6 = 10

21 and 21 damage one fort save
------------------------------------------------

Sorry for the delay


Male Dhampir (Moroi-Born) Fighter (Unarmed Fighter)/Alchemist (Chirurgeon) 9 (Gestalt)
Spoiler:
HP: 25/72, AC: 20(+1(Armour)+3(dex)+6(dodge)) (Touch 18)

With the shield and fighting defensively Amrit's AC is 29, not 20. I'm keeping track of it in a spoiler in the description line, since it can fluctuate quite a bit.


I think the fort saves are probably unnecessary :=)

-9 hp/65
Fort: 1d20 + 6 ⇒ (18) + 6 = 241d20 + 6 ⇒ (12) + 6 = 18


Female Changeling Fighter (Mobile) 9/ Bard (Sound Striker) 9 [HP 70/72 l AC: 23 l CMD 25 l Init: +9 l Percep: +12]

Fort save: 1d20 + 8 ⇒ (3) + 8 = 11

So 10+11+10=31 damage


HP 64/64; AC: 28/18/27; CMD 29; Saves: 16/15/13; Init: +3 ; Percep: +11 Smites 4/5

Is it still up after Taking 153 damage that overcomes its DR?

Fort 1: 1d20 + 16 ⇒ (3) + 16 = 19
Fort 2: 1d20 + 16 ⇒ (6) + 16 = 22


GM:
@Sorr
One dead

@Bresna
35 Damage

@ Jon
0 Damage

@ Amrit
50 Damage


No, it's dead, you beat the HP by 33 points.


Female Changeling Fighter (Mobile) 9/ Bard (Sound Striker) 9 [HP 70/72 l AC: 23 l CMD 25 l Init: +9 l Percep: +12]

Bresna takes a free action to sustain Inspire, then 5ft steps back and casts Thundering Drums in a 15ft cone to hit both.

Damage: 5d8 ⇒ (7, 8, 4, 2, 8) = 29
Fort DC to remain upright:16


HP 64/64; AC: 28/18/27; CMD 29; Saves: 16/15/13; Init: +3 ; Percep: +11 Smites 4/5

Sorriel throws back her head as blood sprays from her wounds, Queen Tersha's challenge to Lamont from The Iron Cycles, Act II I think, her features shift becoming stern and unyielding as she glowers down at the demon before her, and then roars in a wholly different voice filled with pride, command, wrath, and power,

"Thou art wretched beyond the deeds of man or beast, more loathsome than the worms that crawl within the bowels of the most diseased leperous curr in all creation! Lower than the mites that fester within that worms puss filled boils! Thou art damned already, and yet the pains I shall inflict upon thee will make you wish for the hells gentle embrace! Prepare thyself villain for justice exacted a thousandfold!"

Perform Oratory using Prima Donna: 1d20 + 23 ⇒ (16) + 23 = 39

Uses Scathing Tirade upon the Nerizo facing her. It is frightened, for 1d4 + 1 ⇒ (4) + 1 = 5 rounds, no save no SR by RAW. However, I would probably rule it gets a save as a DM James Jacob's says it ought to - in which case its DC 22. Though I might split the difference and base it on the Perform check, in which case it needs a nat 20:), as the ability it replaces Dirge of Doom has no save - admittedly its far less awesome.

If the Nerizo appears frightened - base Sense Motive 21 means I don't need to roll to tell I assume - Sorriel does the following.

Seeing fear in the demons eyes Sorriel wheels Sunset away and, the great horse stepping 5ft. towards one of the demons upon Amrit under her direction and rearing to attack again, trying to overcome the darkness, even as Sorriel raises her voice in song,

Inspire Courage - move action - +3 instead of Bresna's +2 - because we need every little bit of help we can get! And I don't have any other use for the move action.

Bite Miss Chance High Good: 1d100 ⇒ 43
Hoof 1 Miss Chance High Good: 1d100 ⇒ 39
Hoof 2 Miss Chance High Good: 1d100 ⇒ 80
Haste Hoof Miss Chance High Good: 1d100 ⇒ 87
Hoof Power Attack: 1d20 + 13 ⇒ (20) + 13 = 33Damage subject to DR: 1d8 + 12 ⇒ (7) + 12 = 19 9 or 26 damage after DR depending on if a 21 confirms the crit, which it might if the hound is entangled.
Haste Hoof Power Attack: 1d20 + 13 ⇒ (11) + 13 = 24Damage subject to DR: 1d8 + 12 ⇒ (3) + 12 = 15 5 damage after DR.
Hoof Power Attack Crit Conf.: 1d20 + 13 ⇒ (8) + 13 = 21Ex. Crit Damage: 1d8 + 12 ⇒ (3) + 12 = 15 I think this one should be entangled so that might hit.


Male Dhampir (Moroi-Born) Fighter (Unarmed Fighter)/Alchemist (Chirurgeon) 9 (Gestalt)
Spoiler:
HP: 25/72, AC: 20(+1(Armour)+3(dex)+6(dodge)) (Touch 18)

Amrit silently thanks his luck that Sorriel is on his side, as the paladin's sudden outburst of righterous wrath was more than scary.

Now with the paladin (and her horse) in the splash radius of his bombs, Amrit decides to make this battle even more personal. He repositions himself so that the demon is caught between him and Sorriel, and unleashes a torrent of punches and kicks as lethal as the sword of a skilled swordsman on the demonic assailant.

5ft move to a flanking position.

Fighting defensively, Power Attack, Haste, Inspire Courage, Flank, Weapon Training.

Attack 1 (Unarmed): 1d20 + 13 - 1 - 3 + 1 + 3 + 2 + 2 ⇒ (2) + 13 - 1 - 3 + 1 + 3 + 2 + 2 = 19Damage: 1d3 + 6 + 3 + 2 ⇒ (2) + 6 + 3 + 2 = 13
Attack 2 (Unarmed): 1d20 + 8 - 1 - 3 + 1 + 3 + 2 + 2 ⇒ (13) + 8 - 1 - 3 + 1 + 3 + 2 + 2 = 25Damage: 1d3 + 6 + 3 + 2 ⇒ (1) + 6 + 3 + 2 = 12
Attack 3 (Unarmed, Haste): 1d20 + 13 - 1 - 3 + 1 + 3 + 2 + 2 ⇒ (14) + 13 - 1 - 3 + 1 + 3 + 2 + 2 = 31Damage: 1d3 + 6 + 3 + 2 ⇒ (1) + 6 + 3 + 2 = 12

Forgot to add Strenght on the damage rolls. (+4)


HP 64/64; AC: 28/18/27; CMD 29; Saves: 16/15/13; Init: +3 ; Percep: +11 Smites 4/5

Sorriel's actions remain the same, except that she targets the Nerizo on Jonhilda with her Scathing Tirade.


Female Changeling Fighter (Mobile) 9/ Bard (Sound Striker) 9 [HP 70/72 l AC: 23 l CMD 25 l Init: +9 l Percep: +12]

Still casting drums. OW, He hit me!!!


GM:
@Sorr
One dead
1d20 ⇒ 1

@Bresna
64 Damage
1d20 ⇒ 18

@ Jon
31 Damage

@ Amrit
78 Damage

Sorriel is causing a demon to wet itself in fear.
(it rolled a natural 1)
And for Bresna it's still up


Female Changeling Fighter (Mobile) 9/ Bard (Sound Striker) 9 [HP 70/72 l AC: 23 l CMD 25 l Init: +9 l Percep: +12]

Alright, now its Jonnie's turn, I believe


Your right on that.
and she has only taken 38 damage.


Jonnie hexes the least damaged target after stepping away.
Slumber hex Will DC 18

Her arctic roc attacks another, trying to hold him tight.

Roc hit/dam/grapple?: 1d20 + 11 ⇒ (15) + 11 = 261d6 + 12 ⇒ (1) + 12 = 131d20 + 15 ⇒ (14) + 15 = 29

Then the silver haired elf engages with his scimitar.
hit/damage: 1d20 + 13 ⇒ (6) + 13 = 191d6 + 8 ⇒ (5) + 8 = 13


1d20 ⇒ 7
and to bed it goes


HP 64/64; AC: 28/18/27; CMD 29; Saves: 16/15/13; Init: +3 ; Percep: +11 Smites 4/5

So as far as I can make out we have...

Nerizo 1: On Jonhilda. Asleep.
Nerizo 2: Taken 58 damage from Bresna's initial attack after DR - she critted twice, but does not overcome its DR as far as I can tell - if she does its taken 88 - and half damage from Thundering Drums - though I think she needs to roll a caster level check to see if she overcomes its 20 SR. Frightened going to run away next turn - Sorriel would have targeted since the other was asleep before she used Scathing Tirade.
Nerizo 3: Taken 70 damage and is entangled - it needs to make 3 DC 19 reflex saves from Amrit's bombs which is unlikely - and so has taken 29 damage from Sunset after DR + 29 fire damage from Amrit's bombs after its fire resistance 10 is taken into account, +12 from Amrit's attacks after DR.
Nerizo 4: Dead

So on their turn one snores, one runs away, and one can full attack either Sorriel, Sunset, or Amrit, but will take a -2 to its attacks for being entangled.

Amrit has taken 0 damage.
Bresna has taken 21 damage.
Jonhilda has taken 0 damage - since she put her Nerizo to sleep before it attacked.
Sorriel has taken 38 damage - 9 from her Vicious Greatsword.

So the Nerizo's are up I think, with only one who can really attack.


Female Changeling Fighter (Mobile) 9/ Bard (Sound Striker) 9 [HP 70/72 l AC: 23 l CMD 25 l Init: +9 l Percep: +12]

My enemy takes 35 before DR on the first attack, due to acid resist. After, it is 25. Then 29 damage for Thundering Drums, halved, is 14. After DR, 4.

Before DR: 49
After DR: 29

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