Advanced Playtest "Ruby Phoenix Tourney" (Inactive)

Game Master WerePox47


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Inner Sanctum

As yall get within 100' or some from the harbor give me perc checks..


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

1d20 + 15 ⇒ (7) + 15 = 22


Male Human Paladin 7 (Oath of Vengeance) HP 67/67 | AC 20 | T 10 | FF 20 | CMD 21 | Fort +12 | Ref +7 | Will +10 | Init +2 | Perc +11 | Sense Motive +10

Perception: 1d20 + 34 ⇒ (4) + 34 = 38

Richard's perception: 1d20 + 23 ⇒ (19) + 23 = 42


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

perception: 1d20 + 15 ⇒ (11) + 15 = 26


Inner Sanctum

Kuras even though he's invisible you notice a large, blue dragon circling the harbor s you approach.. He seems to be patrolling the harbor, but hasn't noticed yalls approach quite yet.. Feel free to roll stealth at this point.. 3 checks to get to the waters edge..

GM Only:

Risha Coaltongue
Female human rogue 10
N Medium humanoid (human)
Init +9; Senses Perception +12
DEFENSE
AC 24, touch 18, flat-footed 18
hp 70
Fort +7, Ref +13, Will +7
Defensive Abilities evasion, improved
uncanny dodge, trap sense +3
OFFENSE
Speed 30 ft.
Melee +2 short sword +15/+10 (1d6+2/19–20),
+2 short sword +15/+10 (1d6+2/19–20)
Ranged mwk shortbow +12/+7 (1d6/×3)
Special Attacks sneak attack +5d6
STATISTICS
Str 10, Dex 20, Con 12, Int 14, Wis 13, Cha 8
Base Atk +6; CMB +6; CMD 22
Feats Dodge, Improved Initiative, Improved Two-Weapon
Fighting, Mobility, Two-Weapon Defense, Two-Weapon
Fighting, Weapon Finesse, Weapon Focus (short sword)
Skills Acrobatics +16, Appraise +11, Bluff +11, Climb +12,
Disable Device +14, Escape Artist +16, Knowledge
(dungeoneering) +11, Knowledge (local) +11, Perception +12,
Sense Motive +13, Sleight of Hand +16, Stealth +16, Use
Magic Device +9
Languages Common, Tien, Varisian
SQ rogue talents (combat trick, resiliency, surprise attack,
weapon training), trapfinding +4
Combat Gear potions of cure serious wounds (2); Other
Gear +2 chain shirt , +2 short swords (2), masterwork
shortbow with 20 arrows, ring of protection +2, 425 gp

Darys Shrike
Male human fighter 10
NE Medium humanoid (human)
Init +1; Senses Perception +1
DEFENSE
AC 24, touch 13, flat-footed 23 (+11 armor, +1 Dex)
hp 100
Fort +9, Ref +5, Will +5; +2 vs. fear
Defensive Abilities bravery +2
OFFENSE
Speed 30 ft.
Melee +2 greataxe +25/+20 (1d12+15/19–20/×3)
Ranged mwk throwing axe +16 (1d6+9)
Special Attacks weapon training (axes +2, thrown +1)
STATISTICS
Str 22, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +9; CMB +13; CMD 24
Feats Blind-Fight, Cleave, Great Cleave, Greater
Weapon Focus (greataxe), Improved Bull Rush,
Improved Critical (greataxe), Improved
Sunder, Power Attack, Weapon Focus
(greataxe), Weapon Focus (throwing axe),
Weapon Specialization (greataxe)
Skills Climb +13, Intimidate +11,
Knowledge (dungeoneering) +8,
Survival +9
Languages Common
SQ armor training 2
Other Gear +2 Fullplate, +2 Ring of Prot, +2 greataxe, +2 Belt of Str
masterwork throwing axe, 122 gp

Mol Kor CR
Male half-orc cleric of Gorum 10
CN Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Perception +3
DEFENSE
AC 24, touch 11, flat-footed 24 (+11 armor, +1 deflection, +2 NA)
hp 80
Fort +13, Ref +8, Will +14
Defensive Abilities orc ferocity
OFFENSE
Speed 20 ft.
Melee +2 greatsword +16/+11 (2d6+7/19–20) PA -0/-2 +6 damage
Special Attacks channel positive energy 4/day (DC 15 [17 to
damage undead], 5d6), weapon master (9 rounds/day)
Domain Spell-Like Abilities (CL 9th; concentration +12)
6/day—touch of glory (+4)
6/day—battle rage (+4 damage)
Cleric Spells Prepared (CL 9th; concentration +12)
5th—communal airwalk, breath of life, righteous mightD
4th—chaos hammer (DC 17), divine powerD, forceful strike(DC 17), spell immunity
3rd—blindness (DC 16), dispel magic, invisibility purge,
magic vestmentD
2nd—aid, bull’s strength, death knell (DC 15), shatter (DC 15),
spiritual weaponD
1st—bane (DC 14), deathwatch, doom (DC 14), entropic shield,
magic weaponD, shield of faith
0 (at will)—bleed (DC 13), guidance, resistance, stabilize
D Domain spell; Domains Glory, War
STATISTICS
Str 18, Dex 10, Con 14, Int 8, Wis 16, Cha 12
Base Atk +6; CMB +9; CMD 20
Feats Furious Focus, Combat Casting, Heavy Armor Proficiency,
Power Attack, Weapon Focus (greatsword)
Skills Diplomacy +6, Intimidate +7, Knowledge (religion) +4,
Sense Motive +7, Spellcraft +7; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ aura, divine presence (9 rounds, DC 17), orc blood,
weapon familiarity
Gear +2 spiked full plate, +1 greatsword, ring of protection +1

Female half-elf sorcerer 10
CN Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +2
DEFENSE
AC 28, touch 16, flat-footed 24
hp 80 Stoneskin 100/100
Fort +9, Ref +7, Will +8; +2 vs. enchantments
Resist fire 20
OFFENSE
Speed 30 ft.
Melee mwk sickle +7 (1d6–1) or
mwk dagger +7 (1d4–1/19–20)
Ranged Touch +12
Bloodline Spell-Like Abilities (CL 10th; concentration +17)
7/day—elemental ray (1d6+6 elec)
1/day—elemental blast (10d6 elec, DC 23)
Sorcerer Spells Known (CL 9th; concentration +17)
5th (4/day)-cone of elec (DC 23)
4th (4/day)—black tentacles, elemental body I, stoneskin
3rd (3/day)—fly, electric ball (DC 21), heroism, slow (DC 19)
2nd (8/day)—invisibility, levitate, protection from arrows,
resist energy, scorching ray(Electric)
1st (6/day)—burning hands (DC 19), grease, mage armor,
magic missile, shield, reduce person (DC 15)
0 (at will)—arcane mark, daze (DC 16), detect magic, mage
hand, message, open/close, read magic, resistance
Bloodline Elemental (fire)
STATISTICS
Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 22
Base Atk +4; CMB +3; CMD 17
Feats SF, GSF, Quicken Spell, Dodge, Eschew Materials, Improved Initiative, Toughness,
Skills Bluff +16, Fly +10, Intimidate +11, Perception +2, Spellcraft
+13, Use Magic Device +16; Racial Modifiers +2 Perception
Languages Common, Elven, Infernal
SQ bloodline arcana, elf blood
Combat Gear potion of cure serious wounds, wand of ray of
enfeeblement (CL 6th, 14 charges); Other Gear +2 Ring of Prot, +2 Amulet of NA, Headband of CHA +4

ADULT BRINE DRAGON
XP 12,800
LN Large dragon (extraplanar, water)
Init +4; Senses dragon senses; Perception +20
Aura frightful presence (180 ft., DC 20)
DEFENSE
AC 33, touch 11, flat-footed 31
HP 175
Fort +13, Ref +11, Will +12
DR 5/magic; Immune acid, paralysis, sleep; SR 22
OFFENSE
Speed 60 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +25 (2d6+17), 2 claws +25 (1d8+12), tail slap +20 (1d8+17), 2 wings +20 (1d6+7)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (80-ft. line, 12d6 acid, DC 21)
Spell-Like Abilities (CL 14th; concentration +17)
At will—control water, obscuring mist, speak with animals (fish only), water breathing
Spells Known (CL 7th; concentration +10)
3rd (5/day)—aqueous orb (DC 16), sleet storm (DC 16)
2nd (6/day)—alter self, invisibility, slipstream
1st (7/day)—color spray (DC 14), feather fall, flare burst (DC 14), ray of enfeeblement (DC 14), touch of the sea
0 (at will)—detect magic, detect poison, mage hand, open/close, prestidigitation, read magic, resistance
STATISTICS
Str 30, Dex 11, Con 19, Int 19, Wis 16, Cha 17
Base Atk +14; CMB +25; CMD 35 (39 vs. trip)
Feats Hover, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Skill Focus (swim), Vital Strike
Skills Bluff +20, Diplomacy +20, Fly +11, Heal +20, Knowledge (arcana and nature) +21, Perception +20, Sense Motive +20, Survival +20, Swim +41
Languages Aquan, Common, Draconic, Elven, Halfling
SQ water breathing
Bracers of AC +4, Ring of Prot +2, Amulet of Mighty Fists +2


Inner Sanctum

1d20 + 20 ⇒ (14) + 20 = 34
1d20 + 20 ⇒ (3) + 20 = 23
1d20 + 20 ⇒ (19) + 20 = 39

Thomas Stealth: 1d20 + 20 ⇒ (20) + 20 = 40
Thomas Stealth: 1d20 + 20 ⇒ (11) + 20 = 31
Thomas Stealth: 1d20 + 20 ⇒ (19) + 20 = 39

Thomas goes unnoticed the whole way..


Male Human Paladin 7 (Oath of Vengeance) HP 67/67 | AC 20 | T 10 | FF 20 | CMD 21 | Fort +12 | Ref +7 | Will +10 | Init +2 | Perc +11 | Sense Motive +10

Kuras quickly warns the others of this threat silently.


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

1d20 + 21 ⇒ (16) + 21 = 37
1d20 + 21 ⇒ (10) + 21 = 31
1d20 + 21 ⇒ (4) + 21 = 25


Inner Sanctum

BTW Kuras this guy kinda scares you since you have seen him.. Need a Will save DC 20.. Same goes for everyone else when they finally see him..

Actually cancel that, he has to activate the ability first.. You can roll though because it will be happening at some point..

Thomas Will: 1d20 + 4 ⇒ (17) + 4 = 21 Dam his will save sucks.. No matter..


dead.

Seventh's voice is barely a whisper to the others. "Hey, can someone use this?" He handles you a scroll of Invisibility Sphere to use, since he bought it even without the ability to use it. Smart priest.

If anyone uses the scroll, Seventh casts Silence to let them cross to where they need to go, entering whatever depot the thugs are in before being noticed.

Will: 1d20 + 13 ⇒ (16) + 13 = 29


Male Human Paladin 7 (Oath of Vengeance) HP 67/67 | AC 20 | T 10 | FF 20 | CMD 21 | Fort +12 | Ref +7 | Will +10 | Init +2 | Perc +11 | Sense Motive +10

Will save: 1d20 + 11 ⇒ (10) + 11 = 21

"I cannot, but Belsiard is good with activating magical items, so why don't you let him try?"


Inner Sanctum

MAP

Yall are coming up the left rode, but dont put urselves on the map till you get close enough.. You cant see the people on the boats atm..


Inner Sanctum

Im gonna have to pick this up in the morning guys.. My wife has sent forth the ultimatum.. Bed or sleep on the couch so..

Just give me ur 3 stealth checks unless you get ur invis sphere off in which case he wont see you.. And let me know any spells yall plan on casting.. Just a heads up the water bridge things require a DC 7 acrobatics check to move across at 1/2 speed, which i figured you all would be flying.. The water is 20' deep with a hard bottom too..

Any other questions feel free because this will be the 2nd toughest fight in this module with the dragon here too.. If yall had went earlier and killed him it wouldnt be as bad.. I do commend your smart tactics on that btw.. Just the way the module has it written..


dead.

Seeing the White Blue dragon, I strongly suggest we use fly options, Invisibility Sphere, Silence and then flank-kill it in a round, before engaging the bandits. Can we do it folks??

Or we can just use all the above and enter the ships undetected. Marthysan must be in there.


dead.

Can we kill the dragon? Pretty please???
Blessing of Fervor is almost like haste, would make this a piece of cake!


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

1d20 + 7 + 3 ⇒ (5) + 7 + 3 = 15 will

1d20 + 8 ⇒ (19) + 8 = 27 invis sphere attempt and we are invis!


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Why doesn't anyone else know that dragons have blindsense?

Dragon Senses (Ex): Dragons have darkvision 120 ft. and blindsense 60 ft. They see four times as well as a human in dim light and twice as well in normal light.


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Because Belsiard has never fought one


Inner Sanctum

Dang website.. And yea he has Blindsense but you guys are a lot further than 60' atm.. He's flying at about that so for all intensive purposes he wont be in the fight the first round..

Ill get the first round sorted out soon..


Inner Sanctum

GM Only:

Risha Coaltongue
Female human rogue 10
N Medium humanoid (human)
Init +9; Senses Perception +12
DEFENSE
AC 24, touch 18, flat-footed 18
hp 70
Fort +7, Ref +13, Will +7
Defensive Abilities evasion, improved
uncanny dodge, trap sense +3
OFFENSE
Speed 30 ft.
Melee +2 short sword +15/+10 (1d6+2/19–20),
+2 short sword +15/+10 (1d6+2/19–20)
Ranged mwk shortbow +12/+7 (1d6/×3)
Special Attacks sneak attack +5d6
STATISTICS
Str 10, Dex 20, Con 12, Int 14, Wis 13, Cha 8
Base Atk +6; CMB +6; CMD 22
Feats Dodge, Improved Initiative, Improved Two-Weapon
Fighting, Mobility, Two-Weapon Defense, Two-Weapon
Fighting, Weapon Finesse, Weapon Focus (short sword)
Skills Acrobatics +16, Appraise +11, Bluff +11, Climb +12,
Disable Device +14, Escape Artist +16, Knowledge
(dungeoneering) +11, Knowledge (local) +11, Perception +12,
Sense Motive +13, Sleight of Hand +16, Stealth +16, Use
Magic Device +9
Languages Common, Tien, Varisian
SQ rogue talents (combat trick, resiliency, surprise attack,
weapon training), trapfinding +4
Combat Gear potions of cure serious wounds (2); Other
Gear +2 chain shirt , +2 short swords (2), masterwork
shortbow with 20 arrows, ring of protection +2, 425 gp

Darys Shrike
Male human fighter 10
NE Medium humanoid (human)
Init +1; Senses Perception +1
DEFENSE
AC 24, touch 13, flat-footed 23 (+11 armor, +1 Dex)
hp 100
Fort +9, Ref +5, Will +5; +2 vs. fear
Defensive Abilities bravery +2
OFFENSE
Speed 30 ft.
Melee +2 greataxe +25/+20 (1d12+15/19–20/×3)
Ranged mwk throwing axe +16 (1d6+9)
Special Attacks weapon training (axes +2, thrown +1)
STATISTICS
Str 22, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +9; CMB +13; CMD 24
Feats Blind-Fight, Cleave, Great Cleave, Greater
Weapon Focus (greataxe), Improved Bull Rush,
Improved Critical (greataxe), Improved
Sunder, Power Attack, Weapon Focus
(greataxe), Weapon Focus (throwing axe),
Weapon Specialization (greataxe)
Skills Climb +13, Intimidate +11,
Knowledge (dungeoneering) +8,
Survival +9
Languages Common
SQ armor training 2
Other Gear +2 Fullplate, +2 Ring of Prot, +2 greataxe, +2 Belt of Str
masterwork throwing axe, 122 gp

Mol Kor CR
Male half-orc cleric of Gorum 10
CN Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Perception +3
DEFENSE
AC 24, touch 11, flat-footed 24 (+11 armor, +1 deflection, +2 NA)
hp 80
Fort +13, Ref +8, Will +14
Defensive Abilities orc ferocity
OFFENSE
Speed 20 ft.
Melee +2 greatsword +16/+11 (2d6+7/19–20) PA -0/-2 +6 damage
Special Attacks channel positive energy 4/day (DC 15 [17 to
damage undead], 5d6), weapon master (9 rounds/day)
Domain Spell-Like Abilities (CL 9th; concentration +12)
6/day—touch of glory (+4)
6/day—battle rage (+4 damage)
Cleric Spells Prepared (CL 9th; concentration +12)
5th—communal airwalk, breath of life, righteous mightD
4th—chaos hammer (DC 17), divine powerD, forceful strike(DC 17), spell immunity
3rd—blindness (DC 16), dispel magic, invisibility purge,
magic vestmentD
2nd—aid, bull’s strength, death knell (DC 15), shatter (DC 15),
spiritual weaponD
1st—bane (DC 14), deathwatch, doom (DC 14), entropic shield,
magic weaponD, shield of faith
0 (at will)—bleed (DC 13), guidance, resistance, stabilize
D Domain spell; Domains Glory, War
STATISTICS
Str 18, Dex 10, Con 14, Int 8, Wis 16, Cha 12
Base Atk +6; CMB +9; CMD 20
Feats Furious Focus, Combat Casting, Heavy Armor Proficiency,
Power Attack, Weapon Focus (greatsword)
Skills Diplomacy +6, Intimidate +7, Knowledge (religion) +4,
Sense Motive +7, Spellcraft +7; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ aura, divine presence (9 rounds, DC 17), orc blood,
weapon familiarity
Gear +2 spiked full plate, +2 greatsword, ring of protection +1, +2 amulet of na

Female half-elf sorcerer 10
CN Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +2
DEFENSE
AC 28, touch 16, flat-footed 24
hp 80 Stoneskin 100/100
Fort +9, Ref +7, Will +8; +2 vs. enchantments
Resist fire 20
OFFENSE
Speed 30 ft.
Melee mwk sickle +7 (1d6–1) or
mwk dagger +7 (1d4–1/19–20)
Ranged Touch +12
Bloodline Spell-Like Abilities (CL 10th; concentration +17)
7/day—elemental ray (1d6+6 elec)
1/day—elemental blast (10d6 elec, DC 23)
Sorcerer Spells Known (CL 9th; concentration +17)
5th (4/day)-cone of elec (DC 23)
4th (4/day)—black tentacles, elemental body I, stoneskin
3rd (3/day)—fly, electric ball (DC 21), heroism, slow (DC 19)
2nd (4/day)—invisibility, levitate, protection from arrows,
resist energy, scorching ray(Electric)
1st (6/day)—burning hands (DC 19), grease, mage armor,
magic missile, shield, reduce person (DC 15)
0 (at will)—arcane mark, daze (DC 16), detect magic, mage
hand, message, open/close, read magic, resistance
Bloodline Elemental (fire)
STATISTICS
Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 22
Base Atk +4; CMB +3; CMD 17
Feats SF, GSF, Quicken Spell, Dodge, Eschew Materials, Improved Initiative, Toughness,
Skills Bluff +16, Fly +10, Intimidate +11, Perception +2, Spellcraft
+13, Use Magic Device +16; Racial Modifiers +2 Perception
Languages Common, Elven, Infernal
SQ bloodline arcana, elf blood
Combat Gear potion of cure serious wounds, wand of ray of
enfeeblement (CL 6th, 14 charges); Other Gear +2 Ring of Prot, +2 Amulet of NA, Headband of CHA +4

ADULT BRINE DRAGON
LN Large dragon (extraplanar, water)
Init +4; Senses dragon senses; Perception +20
Aura frightful presence (180 ft., DC 20)
DEFENSE
AC 33, touch 11, flat-footed 31
HP 175
Fort +13, Ref +11, Will +12
DR 5/magic; Immune acid, paralysis, sleep; SR 22
OFFENSE
Speed 60 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +25 (2d6+17), 2 claws +25 (1d8+12), tail slap +20 (1d8+17), 2 wings +20 (1d6+7)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (80-ft. line, 12d6 acid, DC 21)
Spell-Like Abilities (CL 14th; concentration +17)
At will—control water, obscuring mist, speak with animals (fish only), water breathing
Spells Known (CL 7th; concentration +10)
3rd (5/day)—aqueous orb (DC 16), sleet storm (DC 16)
2nd (7/day)—alter self, invisibility, slipstream
1st (7/day)—color spray (DC 14), feather fall, flare burst (DC 14), ray of enfeeblement (DC 14), touch of the sea
0 (at will)—detect magic, detect poison, mage hand, open/close, prestidigitation, read magic, resistance
STATISTICS
Str 30, Dex 11, Con 19, Int 19, Wis 16, Cha 17
Base Atk +14; CMB +25; CMD 35 (39 vs. trip)
Feats Hover, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Skill Focus (swim), Vital Strike
Skills Bluff +20, Diplomacy +20, Fly +11, Heal +20, Knowledge (arcana and nature) +21, Perception +20, Sense Motive +20, Survival +20, Swim +41
Languages Aquan, Common, Draconic, Elven, Halfling
SQ water breathing
Bracers of AC +4, Ring of Prot +2, Amulet of Mighty Fists +2

Init:

Thorne Init: 1d20 + 8 ⇒ (2) + 8 = 10
Belsiard Init: 1d20 + 9 ⇒ (3) + 9 = 12
Seventh Init: 1d20 + 7 ⇒ (3) + 7 = 10
Kuras Init: 1d20 + 1 ⇒ (3) + 1 = 4
Bug Init: 1d20 + 3 ⇒ (1) + 3 = 4
Resha: 1d20 + 9 ⇒ (8) + 9 = 17
Darys: 1d20 + 1 ⇒ (17) + 1 = 18
Mol Kor: 1d20 ⇒ 13
Perin: 1d20 + 6 ⇒ (3) + 6 = 9
Dragon: 1d20 + 4 ⇒ (5) + 4 = 9

As yall approach Invisible you notice 5 ships in a semi horseshoe shape.. Rickety bridges make there way out to them.. Go ahead and give me a Perc check since its getting dark and they aren't exactly advertising themselves..

I suppose if yall wanted to attack the dragon first he would have little time to do anything.. Might just turn out ok.. Thats up to yall.. Just let me know the plan as ive moved yalls minis onto the board..


dead.

perception: 1d20 + 19 ⇒ (11) + 19 = 30

if we go for the humans the dragos will rain fire over us, and were gonna be on a tight spot... Otherwise what do you want to do? Ignore him and try to kill the humans?


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

I I actually had the option of what I wanted to do, it would be go back to the Inn and have a drink and let someone more suicidal trying to take on a dragon on ground of his choosing.

perception: 1d20 + 15 ⇒ (1) + 15 = 16


Male Human Paladin 7 (Oath of Vengeance) HP 67/67 | AC 20 | T 10 | FF 20 | CMD 21 | Fort +12 | Ref +7 | Will +10 | Init +2 | Perc +11 | Sense Motive +10

Perception: 1d20 + 34 ⇒ (6) + 34 = 40


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

1d20 + 15 ⇒ (4) + 15 = 19 percep


Inner Sanctum

Well will save poor Marthysan if yall go back for drinks? lol.. Ok Seventh and Kuras both notice 4 people meandering about on the middle ships.. Kuras you notice one of them is the questioning woman from the boat ride to the island.. They too haven't seemed to notice yall.. Their pacing about gives hint they are waiting for something..

Ok gents no one sees yall and your far enough away to get spells off no problem.. Whats the plan?


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

kill? DM you might need to bot me slammed tomorrow and where I am staying has awful net access. disarm first then attack with second, it is all I'm my proile


Inner Sanctum

I understand "Kill!".. Now which to kill first, Dragon or Humans?


Inner Sanctum

It seems most everyone is away from the servers again today..


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

No, I'm just fairly indifferent as to the plan. I'll let the people who don't consider this suicide decide on what we're doing.


Male Human Paladin 7 (Oath of Vengeance) HP 67/67 | AC 20 | T 10 | FF 20 | CMD 21 | Fort +12 | Ref +7 | Will +10 | Init +2 | Perc +11 | Sense Motive +10

Alright my last post got eaten so here's the plan once again.

Round 1: Kuras casts divine power, Seventh casts resist energy communal (electricity), and everybody else drinks a potion of fly.
Round 2: Kuras casts righteous might, seventh casts blessing of fervor, and belsiard UMD's the invisibility sphere (if other people can make people drink potions then someone gets seventh drinking a potion of fly).
Round 3: Kuras casts vengeful comets, Seventh casts silence.
Round 4: We start flying towards the people on the boat.
Round ?: We attack everybody on the boat with a charge, and Richard activates the invisibility purge from the wayfinder of revelation.


dead.

Ok, you got it. No one wants to take the dragon, you cowards! Let's proceed as Kuras said.
Once we get close enough with the invi sphere, I'll charge the most fragile-looking enemy, or the obviously-the-caster one.

Map, by the way.


Inner Sanctum

Alright fellas ive got ur initiatives and your plan, so when i get homes in a few hours we will commence.. I would kick it off now but i cant access this stupid map at work and im gonna need to with this one so be patient a few more hours please..


Inner Sanctum

Perc: 1d20 + 20 ⇒ (5) + 20 = 25
Perc: 1d20 + 20 ⇒ (4) + 20 = 24

As your group approaches the boats flying the dragon's sense finally alert him to your presence.. He closes and blurts something out in draconic but it is to late to stop your ambush.. You have achieved a surprise attack on the humans on board.. On the left boat is a stocky looking half-orc sporting a greatsword and full plate, along with a human chick wearing robes and reading a book atm.. On the right boat is are two humans, one wearing full plate and handling a great axe and the other is in a chain shirt and wields twin short swords.. The twin short swords chick is the one that talked to yall on your initial boat ride in..

Being a surprise round you all get either a move action or a standard action.. Let me know whats up and then we go to rounds after.. Yall can move your characters up to the enemy of your choice..

Init:

Thorne Init: 1d20 + 8 ⇒ (2) + 8 = 10
Belsiard Init: 1d20 + 9 ⇒ (3) + 9 = 12
Seventh Init: 1d20 + 7 ⇒ (3) + 7 = 10
Kuras Init: 1d20 + 1 ⇒ (3) + 1 = 4
Bug Init: 1d20 + 3 ⇒ (1) + 3 = 4
Resha: 1d20 + 9 ⇒ (8) + 9 = 17
Darys: 1d20 + 1 ⇒ (17) + 1 = 18
Mol Kor: 1d20 ⇒ 13
Perin: 1d20 + 6 ⇒ (3) + 6 = 9
Dragon: 1d20 + 4 ⇒ (5) + 4 = 9

Init Order after surprise round
Darys
Resha
Mol Kor
Bel
Thomas
Seventh
Perin
Dragon
Bug
Kuras

GM Only:

Risha Coaltongue
Female human rogue 10
N Medium humanoid (human)
Init +9; Senses Perception +12
DEFENSE
AC 24, touch 18, flat-footed 18
hp 70
Fort +7, Ref +13, Will +7
Defensive Abilities evasion, improved
uncanny dodge, trap sense +3
OFFENSE
Speed 30 ft.
Melee +2 short sword +15/+10 (1d6+2/19–20),
+2 short sword +15/+10 (1d6+2/19–20)
Ranged mwk shortbow +12/+7 (1d6/×3)
Special Attacks sneak attack +5d6
STATISTICS
Str 10, Dex 20, Con 12, Int 14, Wis 13, Cha 8
Base Atk +6; CMB +6; CMD 22
Feats Dodge, Improved Initiative, Improved Two-Weapon
Fighting, Mobility, Two-Weapon Defense, Two-Weapon
Fighting, Weapon Finesse, Weapon Focus (short sword)
Skills Acrobatics +16, Appraise +11, Bluff +11, Climb +12,
Disable Device +14, Escape Artist +16, Knowledge
(dungeoneering) +11, Knowledge (local) +11, Perception +12,
Sense Motive +13, Sleight of Hand +16, Stealth +16, Use
Magic Device +9
Languages Common, Tien, Varisian
SQ rogue talents (combat trick, resiliency, surprise attack,
weapon training), trapfinding +4
Combat Gear potions of cure serious wounds (2); Other
Gear +2 chain shirt , +2 short swords (2), masterwork
shortbow with 20 arrows, ring of protection +2, 425 gp
Darys Shrike
Male human fighter 10
NE Medium humanoid (human)
Init +1; Senses Perception +1
DEFENSE
AC 24, touch 13, flat-footed 23 (+11 armor, +1 Dex)
hp 100
Fort +9, Ref +5, Will +5; +2 vs. fear
Defensive Abilities bravery +2
OFFENSE
Speed 30 ft.
Melee +2 greataxe +25/+20 (1d12+15/19–20/×3)
Ranged mwk throwing axe +16 (1d6+9)
Special Attacks weapon training (axes +2, thrown +1)
STATISTICS
Str 22, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +9; CMB +13; CMD 24
Feats Blind-Fight, Cleave, Great Cleave, Greater
Weapon Focus (greataxe), Improved Bull Rush,
Improved Critical (greataxe), Improved
Sunder, Power Attack, Weapon Focus
(greataxe), Weapon Focus (throwing axe),
Weapon Specialization (greataxe)
Skills Climb +13, Intimidate +11,
Knowledge (dungeoneering) +8,
Survival +9
Languages Common
SQ armor training 2
Other Gear +2 Fullplate, +2 Ring of Prot, +2 greataxe, +2 Belt of Str
masterwork throwing axe, 122 gp

Mol Kor CR
Male half-orc cleric of Gorum 10
CN Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Perception +3
DEFENSE
AC 24, touch 11, flat-footed 24 (+11 armor, +1 deflection, +2 NA)
hp 80
Fort +13, Ref +8, Will +14
Defensive Abilities orc ferocity
OFFENSE
Speed 20 ft.
Melee +2 greatsword +16/+11 (2d6+7/19–20) PA -0/-2 +6 damage
Special Attacks channel positive energy 4/day (DC 15 [17 to
damage undead], 5d6), weapon master (9 rounds/day)
Domain Spell-Like Abilities (CL 9th; concentration +12)
6/day—touch of glory (+4)
6/day—battle rage (+4 damage)
Cleric Spells Prepared (CL 9th; concentration +12)
5th—communal airwalk, quicken divine favor, righteous might
4th—chaos hammer (DC 17), divine power, forceful strike(DC 17), spell immunity
3rd—blindness (DC 16), dispel magic, invisibility purge,
magic vestmentD
2nd—aid, bull’s strength, death knell (DC 15), shatter (DC 15),
spiritual weaponD
1st—bane (DC 14), deathwatch, doom (DC 14), entropic shield,
magic weaponD, shield of faith
0 (at will)—bleed (DC 13), guidance, resistance, stabilize
D Domain spell; Domains Glory, War
STATISTICS
Str 18, Dex 10, Con 14, Int 8, Wis 16, Cha 12
Base Atk +6; CMB +9; CMD 20
Feats Furious Focus, Quicken Spell, Heavy Armor Proficiency,
Power Attack, Weapon Focus (greatsword)
Skills Diplomacy +6, Intimidate +7, Knowledge (religion) +4,
Sense Motive +7, Spellcraft +7; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ aura, divine presence (9 rounds, DC 17), orc blood,
weapon familiarity
Gear +2 spiked full plate, +2 greatsword, ring of protection +1, +2 amulet of na

Female half-elf sorcerer 10
CN Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +2
DEFENSE
AC 28, touch 16, flat-footed 24
hp 80 Stoneskin 100/100
Fort +9, Ref +7, Will +8; +2 vs. enchantments
Resist fire 20
OFFENSE
Speed 30 ft.
Melee mwk sickle +7 (1d6–1) or
mwk dagger +7 (1d4–1/19–20)
Ranged Touch +12
Bloodline Spell-Like Abilities (CL 10th; concentration +17)
7/day—elemental ray (1d6+6 elec)
1/day—elemental blast (10d6 elec, DC 23)
Sorcerer Spells Known (CL 9th; concentration +17)
5th (4/day)-cone of cold (DC 23)
4th (4/day)—black tentacles, elemental body I, stoneskin
3rd (3/day)—fly, fire ball (DC 21), heroism, slow (DC 19)
2nd (4/day)—invisibility, levitate, mirror image, resist energy, scorching ray(Electric)
1st (6/day)—burning hands (DC 19), grease, mage armor,
magic missile, shield, reduce person (DC 15)
0 (at will)—arcane mark, daze (DC 16), detect magic, mage
hand, message, open/close, read magic, resistance
Bloodline Elemental (fire)
STATISTICS
Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 22
Base Atk +4; CMB +3; CMD 17
Feats SF, GSF, Quicken Spell, Dodge, Eschew Materials, Improved Initiative, Toughness,
Skills Bluff +16, Fly +10, Intimidate +11, Perception +2, Spellcraft
+13, Use Magic Device +16; Racial Modifiers +2 Perception
Languages Common, Elven, Infernal
SQ bloodline arcana, elf blood
Combat Gear potion of cure serious wounds, wand of ray of
enfeeblement (CL 6th, 14 charges); Other Gear +2 Ring of Prot, +2 Amulet of NA, Headband of CHA +4

ADULT BRINE DRAGON
LN Large dragon (extraplanar, water)
Init +4; Senses dragon senses; Perception +20
Aura frightful presence (180 ft., DC 20)
DEFENSE
AC 33, touch 11, flat-footed 31
HP 175
Fort +13, Ref +11, Will +12
DR 5/magic; Immune acid, paralysis, sleep; SR 22
OFFENSE
Speed 60 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +25 (2d6+17), 2 claws +25 (1d8+12), tail slap +20 (1d8+17), 2 wings +20 (1d6+7)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (80-ft. line, 12d6 acid, DC 21)
Spell-Like Abilities (CL 14th; concentration +17)
At will—control water, obscuring mist, speak with animals (fish only), water breathing
Spells Known (CL 7th; concentration +10)
3rd (5/day)—aqueous orb (DC 16), sleet storm (DC 16)
2nd (7/day)—alter self, invisibility, slipstream
1st (7/day)—color spray (DC 14), feather fall, flare burst (DC 14), ray of enfeeblement (DC 14), touch of the sea
0 (at will)—detect magic, detect poison, mage hand, open/close, prestidigitation, read magic, resistance
STATISTICS
Str 30, Dex 11, Con 19, Int 19, Wis 16, Cha 17
Base Atk +14; CMB +25; CMD 35 (39 vs. trip)
Feats Hover, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Skill Focus (swim), Vital Strike
Skills Bluff +20, Diplomacy +20, Fly +11, Heal +20, Knowledge (arcana and nature) +21, Perception +20, Sense Motive +20, Survival +20, Swim +41
Languages Aquan, Common, Draconic, Elven, Halfling
SQ water breathing
Bracers of AC +4, Ring of Prot +2, Amulet of Mighty Fists +2


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

I'm going to get out of fireball formation. Do we have a map for this?


Inner Sanctum

MAP


Male Human Paladin 7 (Oath of Vengeance) HP 67/67 | AC 20 | T 10 | FF 20 | CMD 21 | Fort +12 | Ref +7 | Will +10 | Init +2 | Perc +11 | Sense Motive +10

Since we didn't specify what got the silence cast on it I am assuming it is on Seventh, so he should charge the magical chick so that she gets put in the range of the silence spell.

Kuras will charge the woman who spoke to him on the boat though he will try to be careful.

Attack w/PA w/charge w/nonlethal: 1d20 + 21 - 4 ⇒ (19) + 21 - 4 = 36
Damage: 4d8 + 26 ⇒ (8, 2, 3, 3) + 26 = 42
Crit?: 1d20 + 21 - 4 ⇒ (8) + 21 - 4 = 25
Damage: 4d8 + 26 ⇒ (2, 8, 8, 4) + 26 = 48

AC is 24 for this round | DR 5/evil | HP 134/134


Inner Sanctum

Seventh stated he was going after the obvious caster one, which is the chick reading the book, so ill move him there and attack.. I also assume he cast the silence on a rock so he could throw it if he himself needed to get away from it.. This puts you and the 2 on the other boat out of range of it.. Thomas will move up to flank with Bug..

Seventh Attack+Divine Favor+Blessing+Invis-PA: 1d20 + 20 + 4 + 2 + 2 - 3 ⇒ (15) + 20 + 4 + 2 + 2 - 3 = 40
Damage+DF+PA: 1d10 + 4 + 8 ⇒ (7) + 4 + 8 = 19 If i got your bonuses wrong let me know

Thomas Attack+Favored+Blessing+Flank+Invis-PS: 1d20 + 19 + 3 + 2 + 2 + 2 - 3 ⇒ (7) + 19 + 3 + 2 + 2 + 2 - 3 = 32
Damage+Favored+PS: 1d4 + 7 + 3 + 6 ⇒ (1) + 7 + 3 + 6 = 17
Sneak: 3d6 ⇒ (5, 1, 1) = 7

Kuras your hit should've knocked her unconscious, but something activated and negated quite a bit of the damage.. None the less you blasted her badly..

Bel moves over to the greataxe wielder and attempts to disarm him..

Disarm+Invis+Blessing: 1d20 + 26 + 2 + 2 ⇒ (6) + 26 + 2 + 2 = 36 But the guy has a rock hard grip on it.. Yikes you had a 50/50 there.. I figured thats what you woulda tried..

Bug your up and then we go to rounds..


dead.

I was 3 minutes late... And yes, I intend to get closer to the caster since I've got the silence on me.
The damage is 1d10 from weapon, +5 from str, +3 from magic, +4 divine favor, +6 from Power Attack, so you're missing 6 there.


Inner Sanctum

Yea sorry i missed that.. Im waiting on everyones totals before i post 1st round..


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

I didn't realize I could move and attack, I thought it was a surprise round.

Activate dragon style as a free action and attack the green guy
power attack, fighting defensively
to hit: 1d20 + 16 ⇒ (8) + 16 = 24 damage: 1d10 + 1d6 + 19 ⇒ (1) + (6) + 19 = 26

after striking switch to crane style


Inner Sanctum

Yall were able to get right up on em before your surprise..

GM Only:

Risha Coaltongue
Female human rogue 10
N Medium humanoid (human)
Init +9; Senses Perception +12
DEFENSE
AC 24, touch 18, flat-footed 18
hp 28
Fort +7, Ref +13, Will +7
Defensive Abilities evasion, improved
uncanny dodge, trap sense +3
OFFENSE
Speed 30 ft.
Melee +2 short sword +15/+10 (1d6+2/19–20),
+2 short sword +15/+10 (1d6+2/19–20)
Ranged mwk shortbow +12/+7 (1d6/×3)
Special Attacks sneak attack +5d6
STATISTICS
Str 10, Dex 20, Con 12, Int 14, Wis 13, Cha 8
Base Atk +6; CMB +6; CMD 22
Feats Dodge, Improved Initiative, Improved Two-Weapon
Fighting, Mobility, Two-Weapon Defense, Two-Weapon
Fighting, Weapon Finesse, Weapon Focus (short sword)
Skills Acrobatics +16, Appraise +11, Bluff +11, Climb +12,
Disable Device +14, Escape Artist +16, Knowledge
(dungeoneering) +11, Knowledge (local) +11, Perception +12,
Sense Motive +13, Sleight of Hand +16, Stealth +16, Use
Magic Device +9
Languages Common, Tien, Varisian
SQ rogue talents (combat trick, resiliency, surprise attack,
weapon training), trapfinding +4
Combat Gear potions of cure serious wounds (2); Other
Gear +2 chain shirt , +2 short swords (2), masterwork
shortbow with 20 arrows, ring of protection +2, 425 gp

Darys Shrike
Male human fighter 10
NE Medium humanoid (human)
Init +1; Senses Perception +1
DEFENSE
AC 24, touch 13, flat-footed 23 (+11 armor, +1 Dex)
hp 100
Fort +9, Ref +5, Will +5; +2 vs. fear
Defensive Abilities bravery +2
OFFENSE
Speed 30 ft.
Melee +2 greataxe +25/+20 (1d12+15/19–20/×3)
Ranged mwk throwing axe +16 (1d6+9)
Special Attacks weapon training (axes +2, thrown +1)
STATISTICS
Str 22, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +9; CMB +13; CMD 24
Feats Blind-Fight, Cleave, Great Cleave, Greater
Weapon Focus (greataxe), Improved Bull Rush,
Improved Critical (greataxe), Improved
Sunder, Power Attack, Weapon Focus
(greataxe), Weapon Focus (throwing axe),
Weapon Specialization (greataxe)
Skills Climb +13, Intimidate +11,
Knowledge (dungeoneering) +8,
Survival +9
Languages Common
SQ armor training 2
Other Gear +2 Fullplate, +2 Ring of Prot, +2 greataxe, +2 Belt of Str
masterwork throwing axe, 122 gp
Mol Kor CR
Male half-orc cleric of Gorum 10
CN Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Perception +3
DEFENSE
AC 24, touch 11, flat-footed 24 (+11 armor, +1 deflection, +2 NA)
hp 30
Fort +13, Ref +8, Will +14
Defensive Abilities orc ferocity
OFFENSE
Speed 20 ft.
Melee +2 greatsword +16/+11 (2d6+7/19–20) PA -0/-2 +6 damage
Special Attacks channel positive energy 4/day (DC 15 [17 to
damage undead], 5d6), weapon master (9 rounds/day)
Domain Spell-Like Abilities (CL 9th; concentration +12)
6/day—touch of glory (+4)
6/day—battle rage (+4 damage)
Cleric Spells Prepared (CL 9th; concentration +12)
5th—communal airwalk, quicken divine favor, righteous might
4th—chaos hammer (DC 17), divine power, forceful strike(DC 17), spell immunity
3rd—blindness (DC 16), dispel magic, invisibility purge,
magic vestmentD
2nd—aid, bull’s strength, death knell (DC 15), shatter (DC 15),
spiritual weaponD
1st—bane (DC 14), deathwatch, doom (DC 14), entropic shield,
magic weaponD, shield of faith
0 (at will)—bleed (DC 13), guidance, resistance, stabilize
D Domain spell; Domains Glory, War
STATISTICS
Str 18, Dex 10, Con 14, Int 8, Wis 16, Cha 12
Base Atk +6; CMB +9; CMD 20
Feats Furious Focus, Quicken Spell, Heavy Armor Proficiency,
Power Attack, Weapon Focus (greatsword)
Skills Diplomacy +6, Intimidate +7, Knowledge (religion) +4,
Sense Motive +7, Spellcraft +7; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ aura, divine presence (9 rounds, DC 17), orc blood,
weapon familiarity
Gear +2 spiked full plate, +2 greatsword, ring of protection +1, +2 amulet of na

Female half-elf sorcerer 10
CN Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +2
DEFENSE
AC 28, touch 16, flat-footed 24
hp 65 Stoneskin 90/100
Fort +9, Ref +7, Will +8; +2 vs. enchantments
Resist fire 20
OFFENSE
Speed 30 ft.
Melee mwk sickle +7 (1d6–1) or
mwk dagger +7 (1d4–1/19–20)
Ranged Touch +12
Bloodline Spell-Like Abilities (CL 10th; concentration +17)
7/day—elemental ray (1d6+6 elec)
1/day—elemental blast (10d6 elec, DC 23)
Sorcerer Spells Known (CL 9th; concentration +17)
5th (4/day)-cone of cold (DC 23)
4th (4/day)—black tentacles, elemental body I, stoneskin
3rd (3/day)—fly, fire ball (DC 21), heroism, slow (DC 19)
2nd (4/day)—invisibility, levitate, mirror image, resist energy, scorching ray(Electric)
1st (6/day)—burning hands (DC 19), grease, mage armor,
magic missile, shield, reduce person (DC 15)
0 (at will)—arcane mark, daze (DC 16), detect magic, mage
hand, message, open/close, read magic, resistance
Bloodline Elemental (fire)
STATISTICS
Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 22
Base Atk +4; CMB +3; CMD 17
Feats SF, GSF, Quicken Spell, Dodge, Eschew Materials, Improved Initiative, Toughness,
Skills Bluff +16, Fly +10, Intimidate +11, Perception +2, Spellcraft
+13, Use Magic Device +16; Racial Modifiers +2 Perception
Languages Common, Elven, Infernal
SQ bloodline arcana, elf blood
Combat Gear potion of cure serious wounds, wand of ray of
enfeeblement (CL 6th, 14 charges); Other Gear +2 Ring of Prot, +2 Amulet of NA, Headband of CHA +4

ADULT BRINE DRAGON
LN Large dragon (extraplanar, water)
Init +4; Senses dragon senses; Perception +20
Aura frightful presence (180 ft., DC 20)
DEFENSE
AC 33, touch 11, flat-footed 31
HP 175
Fort +13, Ref +11, Will +12
DR 5/magic; Immune acid, paralysis, sleep; SR 22
OFFENSE
Speed 60 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +25 (2d6+17), 2 claws +25 (1d8+12), tail slap +20 (1d8+17), 2 wings +20 (1d6+7)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (80-ft. line, 12d6 acid, DC 21)
Spell-Like Abilities (CL 14th; concentration +17)
At will—control water, obscuring mist, speak with animals (fish only), water breathing
Spells Known (CL 7th; concentration +10)
3rd (5/day)—aqueous orb (DC 16), sleet storm (DC 16)
2nd (7/day)—alter self, invisibility, slipstream
1st (7/day)—color spray (DC 14), feather fall, flare burst (DC 14), ray of enfeeblement (DC 14), touch of the sea
0 (at will)—detect magic, detect poison, mage hand, open/close, prestidigitation, read magic, resistance
STATISTICS
Str 30, Dex 11, Con 19, Int 19, Wis 16, Cha 17
Base Atk +14; CMB +25; CMD 35 (39 vs. trip)
Feats Hover, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Skill Focus (swim), Vital Strike
Skills Bluff +20, Diplomacy +20, Fly +11, Heal +20, Knowledge (arcana and nature) +21, Perception +20, Sense Motive +20, Survival +20, Swim +41
Languages Aquan, Common, Draconic, Elven, Halfling
SQ water breathing
Bracers of AC +4, Ring of Prot +2, Amulet of Mighty Fists +2


dead.

Oh, so we didn't need to charge? In that case, add +1d10 to my damage for Vital Strike...


Inner Sanctum

ALrighty then... Round 1!

The Great Axe man looks at you Kuras with seething anger for attacking his woman so.. He steps to you and unleashes a trio of attacks..

Attack Kuras: 1d20 + 26 ⇒ (1) + 26 = 27
Attack Kuras: 1d20 + 18 ⇒ (9) + 18 = 27
Attack Kuras: 1d20 + 13 ⇒ (5) + 13 = 18

But is swings wide in his rush.. 1 Hit..

Damage: 1d12 + 24 ⇒ (5) + 24 = 29

Risha does a full withdraw into the ships upper hold.. Disappearing from sight..

Mol Kor casts a spell defensively..

Conc: 1d20 + 20 ⇒ (7) + 20 = 27 vs DC 23
4d8 + 11 ⇒ (6, 7, 7, 5) + 11 = 36 and then quickens another spell
Conc: 1d20 + 20 ⇒ (3) + 20 = 23 vs DC 17

He then looks to the bookworm with a hopeful smile..

Init Order after surprise round
Darys
Resha
Mol Kor
Bel
Thomas
Seventh
Perin
Dragon
Bug
Kuras

Bel, Thomas, and Seventh are up!

GM Only:

Risha Coaltongue
Female human rogue 10
N Medium humanoid (human)
Init +9; Senses Perception +12
DEFENSE
AC 24, touch 18, flat-footed 18
hp 38
Fort +7, Ref +13, Will +7
Defensive Abilities evasion, improved
uncanny dodge, trap sense +3
OFFENSE
Speed 30 ft.
Melee +2 short sword +15/+10 (1d6+2/19–20),
+2 short sword +15/+10 (1d6+2/19–20)
Ranged mwk shortbow +12/+7 (1d6/×3)
Special Attacks sneak attack +5d6
STATISTICS
Str 10, Dex 20, Con 12, Int 14, Wis 13, Cha 8
Base Atk +6; CMB +6; CMD 22
Feats Dodge, Improved Initiative, Improved Two-Weapon
Fighting, Mobility, Two-Weapon Defense, Two-Weapon
Fighting, Weapon Finesse, Weapon Focus (short sword)
Skills Acrobatics +16, Appraise +11, Bluff +11, Climb +12,
Disable Device +14, Escape Artist +16, Knowledge
(dungeoneering) +11, Knowledge (local) +11, Perception +12,
Sense Motive +13, Sleight of Hand +16, Stealth +16, Use
Magic Device +9
Languages Common, Tien, Varisian
SQ rogue talents (combat trick, resiliency, surprise attack,
weapon training), trapfinding +4
Combat Gear potions of cure serious wounds (2); Other
Gear +2 chain shirt , +2 short swords (2), masterwork
shortbow with 20 arrows, ring of protection +2, 425 gp

Darys Shrike
Male human fighter 10
NE Medium humanoid (human)
Init +1; Senses Perception +1
DEFENSE
AC 24, touch 13, flat-footed 23 (+11 armor, +1 Dex)
hp 100
Fort +9, Ref +5, Will +5; +2 vs. fear
Defensive Abilities bravery +2
OFFENSE
Speed 30 ft.
Melee +2 greataxe +25/+20 (1d12+15/19–20/×3)
Ranged mwk throwing axe +16 (1d6+9)
Special Attacks weapon training (axes +2, thrown +1)
STATISTICS
Str 22, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +9; CMB +13; CMD 24
Feats Blind-Fight, Cleave, Great Cleave, Greater
Weapon Focus (greataxe), Improved Bull Rush,
Improved Critical (greataxe), Improved
Sunder, Power Attack, Weapon Focus
(greataxe), Weapon Focus (throwing axe),
Weapon Specialization (greataxe)
Skills Climb +13, Intimidate +11,
Knowledge (dungeoneering) +8,
Survival +9
Languages Common
SQ armor training 2
Other Gear +2 Fullplate, +2 Ring of Prot, +2 greataxe, +2 Belt of Str
masterwork throwing axe, 122 gp

Mol Kor CR
Male half-orc cleric of Gorum 10
CN Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Perception +3
DEFENSE
AC 24, touch 11, flat-footed 24 (+11 armor, +1 deflection, +2 NA)
hp 94
Fort +13, Ref +8, Will +14
Defensive Abilities orc ferocity
OFFENSE
Speed 20 ft.
Melee +2 greatsword +16/+11 (2d6+7/19–20) PA -0/-2 +6 damage
Special Attacks channel positive energy 4/day (DC 15 [17 to
damage undead], 5d6), weapon master (9 rounds/day)
Domain Spell-Like Abilities (CL 9th; concentration +12)
6/day—touch of glory (+4)
6/day—battle rage (+4 damage)
Cleric Spells Prepared (CL 9th; concentration +12)
6th-blade barrier, heal
5th—communal airwalk, righteous might
4th—divine power, forceful strike(DC 17), spell immunity
3rd—blindness (DC 16), dispel magic, invisibility purge,
magic vestmentD
2nd—aid, bull’s strength, death knell (DC 15), shatter (DC 15),
spiritual weaponD
1st—bane (DC 14), deathwatch, doom (DC 14), entropic shield,
magic weaponD, shield of faith
0 (at will)—bleed (DC 13), guidance, resistance, stabilize
D Domain spell; Domains Glory, War
STATISTICS
Str 18, Dex 10, Con 14, Int 8, Wis 16, Cha 12
Base Atk +6; CMB +9; CMD 20
Feats Furious Focus, Quicken Spell, Heavy Armor Proficiency,
Power Attack, Weapon Focus (greatsword)
Skills Diplomacy +6, Intimidate +7, Knowledge (religion) +4,
Sense Motive +7, Spellcraft +7; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ aura, divine presence (9 rounds, DC 17), orc blood,
weapon familiarity
Gear +2 spiked full plate, +2 greatsword, ring of protection +1, +2 amulet of na

Female half-elf sorcerer 10
CN Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +2
DEFENSE
AC 28, touch 16, flat-footed 24
hp 75 Stoneskin 90/100
Fort +9, Ref +7, Will +8; +2 vs. enchantments
Resist fire 20
OFFENSE
Speed 30 ft.
Melee mwk sickle +7 (1d6–1) or
mwk dagger +7 (1d4–1/19–20)
Ranged Touch +12
Bloodline Spell-Like Abilities (CL 10th; concentration +17)
7/day—elemental ray (1d6+6 elec)
1/day—elemental blast (10d6 elec, DC 23)
Sorcerer Spells Known (CL 9th; concentration +17)
5th (4/day)-cone of cold (DC 23)
4th (4/day)—black tentacles, elemental body I, stoneskin
3rd (3/day)—fly, fire ball (DC 21), heroism, slow (DC 19)
2nd (4/day)—invisibility, levitate, mirror image, resist energy, scorching ray(Electric)
1st (6/day)—burning hands (DC 19), grease, mage armor,
magic missile, shield, reduce person (DC 15)
0 (at will)—arcane mark, daze (DC 16), detect magic, mage
hand, message, open/close, read magic, resistance
Bloodline Elemental (fire)
STATISTICS
Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 22
Base Atk +4; CMB +3; CMD 17
Feats SF, GSF, Quicken Spell, Dodge, Eschew Materials, Improved Initiative, Toughness,
Skills Bluff +16, Fly +10, Intimidate +11, Perception +2, Spellcraft
+13, Use Magic Device +16; Racial Modifiers +2 Perception
Languages Common, Elven, Infernal
SQ bloodline arcana, elf blood
Combat Gear potion of cure serious wounds, wand of ray of
enfeeblement (CL 6th, 14 charges); Other Gear +2 Ring of Prot, +2 Amulet of NA, Headband of CHA +4

ADULT BRINE DRAGON
LN Large dragon (extraplanar, water)
Init +4; Senses dragon senses; Perception +20
Aura frightful presence (180 ft., DC 20)
DEFENSE
AC 33, touch 11, flat-footed 31
HP 175
Fort +13, Ref +11, Will +12
DR 5/magic; Immune acid, paralysis, sleep; SR 22
OFFENSE
Speed 60 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +25 (2d6+17), 2 claws +25 (1d8+12), tail slap +20 (1d8+17), 2 wings +20 (1d6+7)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (80-ft. line, 12d6 acid, DC 21)
Spell-Like Abilities (CL 14th; concentration +17)
At will—control water, obscuring mist, speak with animals (fish only), water breathing
Spells Known (CL 7th; concentration +10)
3rd (5/day)—aqueous orb (DC 16), sleet storm (DC 16)
2nd (7/day)—alter self, invisibility, slipstream
1st (7/day)—color spray (DC 14), feather fall, flare burst (DC 14), ray of enfeeblement (DC 14), touch of the sea
0 (at will)—detect magic, detect poison, mage hand, open/close, prestidigitation, read magic, resistance
STATISTICS
Str 30, Dex 11, Con 19, Int 19, Wis 16, Cha 17
Base Atk +14; CMB +25; CMD 35 (39 vs. trip)
Feats Hover, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Skill Focus (swim), Vital Strike
Skills Bluff +20, Diplomacy +20, Fly +11, Heal +20, Knowledge (arcana and nature) +21, Perception +20, Sense Motive +20, Survival +20, Swim +41
Languages Aquan, Common, Draconic, Elven, Halfling
SQ water breathing
Bracers of AC +4, Ring of Prot +2, Amulet of Mighty Fists +2


Inner Sanctum

Bel 5' steps and goes on the offense..

Attacks: 1d20 + 21 + 2 - 3 ⇒ (14) + 21 + 2 - 3 = 34
Attacks: 1d20 + 16 + 2 - 3 ⇒ (9) + 16 + 2 - 3 = 24
Attacks: 1d20 + 11 + 2 - 3 ⇒ (20) + 11 + 2 - 3 = 30

Blessing Attack
Attacks: 1d20 + 21 + 2 - 3 ⇒ (8) + 21 + 2 - 3 = 28

Confirm
Attacks: 1d20 + 11 + 2 - 3 ⇒ (15) + 11 + 2 - 3 = 25
Disarm
Attacks: 1d20 + 16 + 2 - 3 ⇒ (13) + 16 + 2 - 3 = 28

Damage: 1d6 + 26 ⇒ (3) + 26 = 29
Damage: 1d6 + 26 ⇒ (5) + 26 = 31
Damage: 1d6 + 26 ⇒ (1) + 26 = 27

But the Man stands..

Thomas goes slice and dice mode

Attack: 1d20 + 21 ⇒ (11) + 21 = 32
Attack: 1d20 + 21 ⇒ (3) + 21 = 24
Attack: 1d20 + 16 ⇒ (7) + 16 = 23
Attack: 1d20 + 16 ⇒ (20) + 16 = 36
Attack: 1d20 + 11 ⇒ (11) + 11 = 22
Attack: 1d20 + 11 ⇒ (6) + 11 = 17

Bonus Attack: 1d20 + 21 ⇒ (6) + 21 = 27

Confirm: 1d20 + 16 ⇒ (17) + 16 = 33

Damage: 4d4 + 64 ⇒ (1, 4, 3, 1) + 64 = 73
Sneak: 9d6 ⇒ (4, 3, 5, 6, 1, 4, 5, 5, 6) = 39

And puts the half orc down..

GM Only:

Mol -14/120
Darys 43/130
Perrin 4/95


dead.

You are ALL under the effects of Blessing of the Fervor, folks, so choose ONE of the benefits to use at the beginning of your round.

Seventh enhances his Sacred Weapon with a Swift Action (+4 Keen - ignoring elemental DR) and uses his blessing to gain another attack, delivering a bunch of them at the fragile, flat-footed woman:
Extra Attack: 1d20 + 21 + 4 - 3 ⇒ (13) + 21 + 4 - 3 = 35! Damage: 1d10 + 19 ⇒ (10) + 19 = 29
Attack 1: 1d20 + 21 + 4 - 3 ⇒ (10) + 21 + 4 - 3 = 32! Damage: 1d10 + 19 ⇒ (9) + 19 = 28
Attack 2: 1d20 + 16 + 4 - 3 ⇒ (16) + 16 + 4 - 3 = 33! Damage: 1d10 + 19 ⇒ (3) + 19 = 22
Attack 3: 1d20 + 11 + 4 - 3 ⇒ (1) + 11 + 4 - 3 = 13! Damage: 1d10 + 19 ⇒ (8) + 19 = 27

Confirmation from attack 2: 1d20 + 16 + 4 - 3 ⇒ (8) + 16 + 4 - 3 = 25! Damage: 1d10 + 19 ⇒ (7) + 19 = 26


Inner Sanctum

Your attacks all hit cept 1.. You ravage the woman, but all the damage isnt going through and in the end she stands..

Staggering the chick casts a spell defensively..

1d20 + 23 ⇒ (14) + 23 = 37 vs DC 25

and reaches out and touches the half orc.. They both disappear..

Forgo to roll ur extra 1d10 damage.. 1d10 ⇒ 6


Inner Sanctum

Roaring the dragon swoops down and breaths of Bug, Thomas, and Seventh.. Bel is shaken for 5d6 ⇒ (5, 4, 5, 6, 4) = 24 rounds as he is scared of the dragon..
It keeps on flying by a he breathes on you all..

Acid Damage: 12d6 ⇒ (2, 4, 5, 2, 4, 4, 1, 4, 4, 6, 2, 4) = 42 DC 21 Reflex for half..

Bug and Kuras are up!


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

Actually Richard also has to make the save as he's with them, and he is the one activating the wayfinder of revelation invisibility purge, but he does have improved evasion, so no matter what he takes half.

Richard's reflex save: 1d20 + 7 ⇒ (1) + 7 = 8

So he's going to take 21 points of acid damage. 30/51 HP


Inner Sanctum

Alrighty then, a bit of retconing as i didn't realize +4 overcame adamantium..

The chick gets slaughterd, never taking a turn, and then gets breathed on to boot.. She and the half-orc are melted away along with there gear..

Man this module really didnt count on you guys having an invis sphere here.. I suppose the dragon could have saw yall earlier but dam..


Male Human Paladin 7 (Oath of Vengeance) HP 67/67 | AC 20 | T 10 | FF 20 | CMD 21 | Fort +12 | Ref +7 | Will +10 | Init +2 | Perc +11 | Sense Motive +10

Kuras once again lets his blade begin to feel anger against humanity, and he swings his sword at the man with the greataxe.

Bane against humans, and I'm taking the +2 to attacks, reflex saves, and ac since Righteous Might already grants a third attack.

Attack 1 w/PA: 1d20 + 21 ⇒ (12) + 21 = 33
Attack 2 w/PA: 1d20 + 14 ⇒ (14) + 14 = 28
Attack 3 w/PA: 1d20 + 19 ⇒ (12) + 19 = 31
Damage 1: 4d8 + 2d6 + 26 ⇒ (8, 5, 4, 1) + (1, 4) + 26 = 49
Damage 2: 4d8 + 2d6 + 26 ⇒ (7, 2, 5, 6) + (4, 2) + 26 = 52
Damage 3: 4d8 + 2d6 + 26 ⇒ (4, 7, 7, 7) + (4, 1) + 26 = 56

AC 28 HP 110/134 DR 5 /evil

EDIT: Also Richard will Dimensional Door to Kuras since those two got turned to sludge.

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