Agents of Cheliax Abroad (Inactive)

Game Master Molech

Expanding Cheliax: Infiltrating, Manipulating, Corrupting, and Subverting for The Empire of Devils


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HP 40/45, AC 21*, Fort +4, Ref +6, Will +8, ArcRes 2/8 Active Effects: Heightened Senses, Defending Bone (45), Extended Shield, Unseen Servant,

I'm honestly not sure. I didn't think scrolls applied the casting stat of the creator. GM?


Male Human Investigator 3/Inquisitor 5

I *believe* the bare minimum required to cast the spell is used.


Female Half Elf Master Summoner 9 HP 65 Max 90 (9d8 + 18) Defence AC23 Touch 16 Flat Footed 18 Fort +7, Ref +10, Will +9 (+11 vs. charm and compulsion); +2 vs. enchantments Immune sleep Summoner Spells Lvl 1 7/7Lvl 2 56/6 Lvl 3 5/5 Summoning Master SLA 13/13

Exactly so Magnius.


The Bogeyman begins his assault on the pale man -- or rather, on the spot from which Winnow became invisible an instant before.

The Bogeyman's first two attacks miss through the air but the third was able to make contact with the Priest -- although it felt as though it merely thunked off natural armor in a glancing blow, insufficient to damage him.

Lucikily, an instant later the whirling blades of shadow and force evaporate from Azlain's spell and Mendacius' tricks have outlined Winnow in colorful lights.

You can now see the Kuthite!

.

(Sorry, I missed your 50/50% post.) The first two attacks were lower than 50% and thus miss the concealment. The Hasted attack passed concealment but didn't reach Winnow's AC (It beat his Touch AC, so you hit him, just not hard enough to do damage.).


Round 2:

.

Nightshade: Cenobite Nightwalker 34:

Magnius 20: Flanking Winnow with The Bogeyman

Winnow 19:
The Ormyr: (Knowledge Planes)

The Bogeyman 8.3: Flanking with Magnius

Yaos 8.1: with the children outside
Conjured Leopards: two in the air on the Ormyr, four on the ground a (flying) Move Action away

Azlain 6:
Mendacius 6:


Female Half Elf Master Summoner 9 HP 65 Max 90 (9d8 + 18) Defence AC23 Touch 16 Flat Footed 18 Fort +7, Ref +10, Will +9 (+11 vs. charm and compulsion); +2 vs. enchantments Immune sleep Summoner Spells Lvl 1 7/7Lvl 2 56/6 Lvl 3 5/5 Summoning Master SLA 13/13

KS Planes re Ormyr, Yaos: 1d20 + 8 ⇒ (18) + 8 = 26


HP 40/45, AC 21*, Fort +4, Ref +6, Will +8, ArcRes 2/8 Active Effects: Heightened Senses, Defending Bone (45), Extended Shield, Unseen Servant,

I'm waiting for Winnow's action before posting.

K. Planes: 1d20 + 18 ⇒ (17) + 18 = 35


Male Human Investigator 3/Inquisitor 5

Now that he is standing face to face with the foul priest of the Midnight Lord, Magnius unleashes his fury over his vile acts.

1d20 + 14 ⇒ (15) + 14 = 29 for 1d8 + 4 + 1d6 + 2d6 ⇒ (2) + 4 + (6) + (2, 6) = 20 the first 6 is acid dmg

1d20 + 14 ⇒ (10) + 14 = 24 Hasted Attack for 1d8 + 4 + 1d6 + 2d6 ⇒ (3) + 4 + (3) + (1, 5) = 16 the second 3 is acid.

Total un-ajusted damage = 36


Magnius, flanking with The Bogeyman, unleashes his fury at Winnow -- and is astounded that the shadowy Eidolon enveloping the Kuthite manages to deflect the assault somehow.

(make sure you're counting the +2 from Flank and the +1 from Haste and any other bonuses.)


The Ormyr does not even bother to cast defensively despite two aerial leopards attacking it, both are able to attack the Evil Outsider.


The Ormyr, despite its perhaps perpetual grin, seems angry as the two gifts offered to it for testing for The Midnight Lord, have Dimensioned Door away.

"One can not take back gifts already offered to Zon Kuthon, little Priest," it politely accuses Winnow. "They must be tested for their worth."

Then the Ormyr unleashes a bolt of black lightning directly in Winnow's terrified face.

The Ormyr still smiling, the jagged bolt of energy blasts Winnow first, then crackles outward, striking The Bogeyman and Magnius, before hurtling to Azlain, Mendacius and Yaos just outside the house. It does not strike the two children, of course, as they are gifts to The Midnight Lord.

Chain Lightning: 11d6 ⇒ (5, 1, 4, 1, 3, 2, 3, 3, 2, 1, 5) = 30 .... Ref DC 18 for half damage

Winnow knows better than to attempt avoidance of his punishment and does not try to escape the full fury of the black lightning. He takes full damage, purposely.

.

The Ormyr is a servant of Zon Kuthon, not unlike the Yochlol is a servant of Lolth. Lawful Evil Outsiders of the Shadow Plane, they wield both divine and arcane spells, of up to 'moderate' strength, as Sorcerers. A Supernatural Ability allows them Levitation and slow, clumsy flight, and their blubberous epidermis heals rapidly upon being damaged; likewise, it protects them from all but the most incredible Bludgeoning damage. As powerful Outsiders they have both some DR and SR.

An Ormyr's primary function on The Material Plane is to 'test' prospective Clerics, Priests and other casting slaves of Zon Kuthon. It tests their Ability to one day cast spells for The Midnight Lord. Those that pass can become initiates, and train to serve their master of shadow and torture. Those that will never have the requisite Ability to cast spells fail the test, and can be consumed as sustenance by the Ormyr.

Additionally, Yaos knows one other tactical bit of information about Ormyrs. And Azlain knows three other bits of information.


Winnow
Gestalt Summoner / Priest of The Midnight Lord

.

Having accepted punishment from the Ormyr for allowing his two gifts to be Dimensioned Door away before the Outsider could test their worth, Winnow hopes the Ormyr will not continue to attack him. He knows this hope is likely in vain.

But he has to find some way out of the Glitterdust spell neutralized his Invisibility, so he may torture these Chelaxian fools for disrupting his rituals.

Stepping back five feet out of Flanking so that he is now only adjacent to Magnius (and a five-ft-step from The Bogeyman) -- and casting defensively -- Winnow casts Dispel Magic as an Arcane spell, targeting the Glitterdust effect on him.
Concentration: 1d20 + 25 ⇒ (5) + 25 = 30
Dispel Magic: 1d20 + 11 ⇒ (1) + 11 = 12

Invisible once again, Winnow uses a third daily allotment of his Divine Blessing.

.

1 for Magnius / 2 for The Bogeyman: 1d2 ⇒ 1


Round 2:

.

Nightshade: Cenobite Nightwalker 34:

Magnius 20: Flanking Winnow with The Bogeyman attacks but misses

Winnow 19: Dispels the Glitterdust after taking a 5-ft-step out of Flanking
The Ormyr: Casts Chain Lightning, starting with Winnow, and hitting all the PCs including Mendacius -- does not hit the kids

The Bogeyman 8.3: 5-ft-step from Winnow, Move Action to Flank with Magnius

Yaos 8.1: Invisible but the Ormyr sees her
Conjured Leopards: two in the air on the Ormyr, four on the ground (flying)

Azlain 6:
Mendacius 6:


Oh, the Ormyr's Chain Lightning would also hit all of the Aerial Leopards.

Please roll their Ref Saves as well.

EDIT: One of the four Leopards (not attacking the Ormyr) is NOT targeted by the Chain Lightning; the Ormyr only has eleven and that Leopard makes twelve.


Reflex Save DC 18: 1d20 + 11 ⇒ (13) + 11 = 24 --> Half-damage = 15

"You will not steal away the children of Asmodeus, and you cannot hide from His wrath!" the Bogeyman threatens, revealing his visage as he moves in the direction of where Winnow stood only a moment ago.

5'step + demoralize all foes within 30'
Notorious Vigilante’s Dazzling Display: 1d20 + 37 ⇒ (13) + 37 = 50
Demoralize DC = 10 + target Hit Dice + target Wisdom modifier
--> shaken for 1 round + 1 round for every 5 by which you beat the DC + 1 round if effect lasts at least 2 rounds
Twisting Fear damage (1/round so long as opponent is shaken): 4d4 ⇒ (3, 1, 3, 2) = 9

Moving with preternatural speed, the Bogeyman follows with an attack.

attack: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 181d6 + 5 ⇒ (2) + 5 = 7
miss %: 1d100 ⇒ 59
--> on a hit, shaken target is sickened for 1 round


The Bogeyman feels his weapon glance off Winnow's form but is certain it was not on-target enough to do any damage. Nonetheless, it is confirmed Winnow is indeed in the square and, based on a gasp from the Invisible Priest, he is Shaken from the sight of The Bogeyman.


HP 22/22

Spellcraft (was that Chain Lighting a spell, or an SLA?): 1d20 + 20 ⇒ (1) + 20 = 21


Spell

The Ormyr cast Chain Lightning, provoking two AoOs from the Lepoards.


HP 22/22

Ok. Can't do anything about that. Oh well.

On the other hand, Winnow cast a spell and 5' adjusted, so I know he hasn't moved. Again.

Mindy snickered and drew another scroll from her bag. More sparkling powder exploded from Winnow's last location.

More glitterdust! DC 13 Will save or be Blinded. (targeting as few allies as possible.


Winnow Will Save: 1d20 + 15 ⇒ (20) + 15 = 35

Ormyr Will Save: 1d20 + 11 ⇒ (10) + 11 = 21

.

Magnius & The Bogeyman are also in the area of Glitterdust (and so are the two Leopards in melee with the Ormyr).


HP 40/45, AC 21*, Fort +4, Ref +6, Will +8, ArcRes 2/8 Active Effects: Heightened Senses, Defending Bone (45), Extended Shield, Unseen Servant,

Crud, just saw that Mindy was caught by the Lightning Bolt too. I'm pretty sure I broke down my tactics about Mindy staying in her Familiar Satchel and firing out of it (like arrow slits) any time she's sharing a square with Azlain, but since I can't remember if I mentioned it, I won't be a jerk player and claim that I did.

Mindy's Reflex: 1d20 + 6 ⇒ (16) + 6 = 22 1/2 damage. Fast Heal kicks in on her turn. She's at 9/22. Ow.

After the lightning lanced through her, Mindy ducked into the small metal fortification built into Azlain's pauldron.

Azlain's Reflex: 1d20 + 6 ⇒ (13) + 6 = 19 1/2 damage. Azlain is at 30/45

Azlain winced behind his mask and unleashed a torrent of bolts at their foes.
Dazing Magic Missile, Ormyr: 3d4 + 3 ⇒ (4, 3, 1) + 3 = 11
Dazing Magic Missile, Winnow: 1d4 + 1 ⇒ (1) + 1 = 2
Spending 1 Arcane Pool to boost the DC. Both targets must make a DC 25 Will save or be Dazed for 1 round.


Winnow's Will Save vs Daze: 1d20 + 15 ⇒ (12) + 15 = 27

Ormyr's Save vs Will Save vs Daze: 1d20 + 11 ⇒ (6) + 11 = 17 IF Azlain successfully penetrates Spell Resistance


HP 40/45, AC 21*, Fort +4, Ref +6, Will +8, ArcRes 2/8 Active Effects: Heightened Senses, Defending Bone (45), Extended Shield, Unseen Servant,

Caster Level Check: 1d20 + 7 ⇒ (19) + 7 = 26


Round 2:

.

Nightshade: Cenobite Nightwalker 34:

Magnius 20: Misses despite Flanking with Haste

Winnow 19: Dispels the Glitterdust after taking a 5-ft-step out of Flanking
The Ormyr: Casts Chain Lightning, starting with Winnow, and hitting all the PCs including Mendacius -- does not hit the kids

The Bogeyman 8.3: Steps up to attack Invisible Winnow, misses

Yaos 8.1: Invisible but the Ormyr sees her
Conjured Leopards: two in the air on the Ormyr, four on the ground (flying)

Azlain 6: Hits both Winnow and the Ormyr with Magic Missiles, Dazing both of them!
Mendacius 6: Casts Glitterdust again, illuminating Winnow -- and wisely hides in Azlain's protection


Female Half Elf Master Summoner 9 HP 65 Max 90 (9d8 + 18) Defence AC23 Touch 16 Flat Footed 18 Fort +7, Ref +10, Will +9 (+11 vs. charm and compulsion); +2 vs. enchantments Immune sleep Summoner Spells Lvl 1 7/7Lvl 2 56/6 Lvl 3 5/5 Summoning Master SLA 13/13

Reflex save, Yaos: 1d20 + 9 ⇒ (15) + 9 = 24

Leopard Saves:

Reflex save, leopard 1: 1d20 + 7 ⇒ (11) + 7 = 18

Reflex save, leopard 2: 1d20 + 7 ⇒ (17) + 7 = 24

Reflex save, leopard 3: 1d20 + 7 ⇒ (2) + 7 = 9

Reflex save, leopard 4: 1d20 + 7 ⇒ (20) + 7 = 27

Reflex save, leopard 5: 1d20 + 7 ⇒ (1) + 7 = 8

Reflex save, leopard 6: 1d20 + 7 ⇒ (15) + 7 = 22

Summary- Yaos and Leopards 1, 2, 4 & 6 save against Chain Lightning and take 15 HPs damage each. Yaos is on 65 HPs and the Leopards 10 each. Leopards 3 and 5 fail the save and kick the bucket.


Female Half Elf Master Summoner 9 HP 65 Max 90 (9d8 + 18) Defence AC23 Touch 16 Flat Footed 18 Fort +7, Ref +10, Will +9 (+11 vs. charm and compulsion); +2 vs. enchantments Immune sleep Summoner Spells Lvl 1 7/7Lvl 2 56/6 Lvl 3 5/5 Summoning Master SLA 13/13

Yaos grits her teeth and her hair stands up briefly as she is struck by chain lightning, though she evaded the worst of it. She then moves, taking the children with her and positions herself so that she has partial cover behind the door and the children are out of sight from in the room. She then gathers her arcane power, drawing a medium air elemental from whence it dwell to serve her. The elemental Yaos positions inside the barrier, next to the Ormyr on the opposite side to the Leopards so that all have flanking. These creatures then tear into the Ormyr. The 2 leopards stuck outside the barrier that survived the chain lightning have nothing to attack, so merely snarl and claw at the barrier.

Notes- 1) 2 of the leopards that are outside the barrier are dead. 2) The summoning SLA is Summon Monster IV, 1 Medium Air Elemental. 3)1 point of the damage from each leopard [but not the elemental] attack that hits is electrical.

Attacks, Leopard 1:

Attack, claw 1: 1d20 + 11 ⇒ (12) + 11 = 23
Damage, claw 1: 1d3 + 7 + 1 ⇒ (3) + 7 + 1 = 11

Attack, claw 2: 1d20 + 11 ⇒ (2) + 11 = 13
Damage, claw 2: 1d3 + 7 + 1 ⇒ (3) + 7 + 1 = 11

Attack, bite: 1d20 + 11 ⇒ (5) + 11 = 16
Damage, bite: 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10

If both claws hit, then-

Attack, rake: 1d20 + 11 ⇒ (19) + 11 = 30
Damage, rake: 1d3 + 7 + 1 ⇒ (3) + 7 + 1 = 11

Attacks, Leopard 2:

Attack, claw 1: 1d20 + 11 ⇒ (6) + 11 = 17
Damage, claw 1: 1d3 + 7 + 1 ⇒ (2) + 7 + 1 = 10

Attack, claw 2: 1d20 + 11 ⇒ (20) + 11 = 31
Damage, claw 2: 1d3 + 7 + 1 ⇒ (3) + 7 + 1 = 11

Attack, bite: 1d20 + 11 ⇒ (14) + 11 = 25
Damage, bite: 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9

If both claws hit, then-

Attack, rake: 1d20 + 11 ⇒ (19) + 11 = 30
Damage, rake: 1d3 + 7 + 1 ⇒ (3) + 7 + 1 = 11

stats, Medium Air Elemental:

Medium Air Elemental
CR 3

XP 800
N Medium outsider (air, elemental, extraplanar)
Init +9; Senses darkvision 60 ft.; Perception +7

DEFENSE

AC 21, touch 18, flat-footed 13 (+5 Dex, +1 dodge, +3 natural)
hp 38 (4d10+16)
Fort +8, Ref +9, Will +1
Defensive Abilities air mastery; Immune elemental traits

OFFENSE

Speed fly 100 ft. (perfect)
Melee slam +9 (1d6+5)
Special Attacks whirlwind (DC 14, 10-30 ft.)

STATISTICS

Str 18, Dex 21, Con 18, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +6; CMD 22
Feats Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Skills Acrobatics +11, Escape Artist +9, Fly +17, Knowledge (planes) +1, Perception +7, Stealth +10
Languages Auran

SPECIAL ABILITIES

Air Mastery (Ex)

Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Air Elemental, slam: 1d20 + 12 ⇒ (14) + 12 = 26
Damage slam: 1d6 + 7 ⇒ (2) + 7 = 9


The Leopards savagely slash and bite into the Ormyr's blubbery hide but do nothing -- that is, until the second leopard manages a claw right under the Ormyr's eye socket, a critical soft spot, managing to do a little damage.

Meanwhile, the violent winds of the conjured Air Elemental batter the Ormyr for a full six seconds!

.

(Roll another 1d3 +7 for Crit damage to be added.)


Round 3:

.

Nightshade: Cenobite Nightwalker 34:

Magnius 20: Adjacent to WInnow, can take a 5-ft-step to Flank w/ The Bogeyman

Winnow 19: Glittering Sparkles illuminate the Invisible Summoner/ Priest.
The Ormyr: Dazed

The Bogeyman 8.3: Adjacent to Winnow

Yaos 8.1: With the kids, Invisible, out of line-of-sight & -effect
Conjured Leopards: two in the air on the Ormyr, four on the ground
Conjured Air Elemental: adjacent to the Ormyr

Azlain 6:


Female Half Elf Master Summoner 9 HP 65 Max 90 (9d8 + 18) Defence AC23 Touch 16 Flat Footed 18 Fort +7, Ref +10, Will +9 (+11 vs. charm and compulsion); +2 vs. enchantments Immune sleep Summoner Spells Lvl 1 7/7Lvl 2 56/6 Lvl 3 5/5 Summoning Master SLA 13/13
Initiative wrote:


Conjured Leopards: two in the air on the Ormyr, four on the ground

That should be "Conjured Leopards: two in the air on the Ormyr, two on the ground". The other 2 died when they failed their save vs chain lightning.


(Yeah, I'm usually pretty good a fixing the new stuff after copy/paste, but a weakness is certainly your Summoner's Summonings.)


Female Half Elf Master Summoner 9 HP 65 Max 90 (9d8 + 18) Defence AC23 Touch 16 Flat Footed 18 Fort +7, Ref +10, Will +9 (+11 vs. charm and compulsion); +2 vs. enchantments Immune sleep Summoner Spells Lvl 1 7/7Lvl 2 56/6 Lvl 3 5/5 Summoning Master SLA 13/13

There can be a lot of them.


HP 40/45, AC 21*, Fort +4, Ref +6, Will +8, ArcRes 2/8 Active Effects: Heightened Senses, Defending Bone (45), Extended Shield, Unseen Servant,

Azlain waits patiently, biding his time.

Readied action, cast Dispel Magic as a Counterspell.


HP 22/22

Fast Heal heals 2 HP.

Mendacious muttered curses through clenched teeth as she hid inside her little bunker within Azlain's armored shoulder plates. She was already beginning to heal, but that had hurt a lot.

That's what I get for being cocky. Ok, let's keep the boss standing.

Mindy drew a wand and tapped Azlain's shoulder. It was easy since she was sitting on it.

UMD DC 20: 1d20 + 17 ⇒ (5) + 17 = 22

Cure Moderate Wounds: 2d6 + 3 ⇒ (1, 5) + 3 = 9


Round 3:

.

Nightshade: Cenobite Nightwalker 34:

Magnius 20: Adjacent to Winnow, can take a 5-ft-step to Flank w/ The Bogeyman

Winnow 19: Glittering Sparkles illuminate the Invisible Summoner/ Priest.
The Ormyr: Dazed

The Bogeyman 8.3: Adjacent to Winnow

Yaos 8.1: With the kids, Invisible, out of line-of-sight & -effect
Conjured Leopards: two in the air on the Ormyr, two on the ground
Conjured Air Elemental: adjacent to the Ormyr

Azlain 6: Will Ready to cast Dispel Magic if Winnow Casts a spell
Mendacius: Will Cast Cure Moderate Wounds


Male Human Investigator 3/Inquisitor 5

Forgot my saves!

1d20 + 6 ⇒ (3) + 6 = 9 Ref Full 30, down to 42 hp

1d20 + 10 ⇒ (11) + 10 = 21 Will

Magnius once more summons a pair of otherworldy chains, and attempts to drag Winnow down.

Casting Barbed Chains 1d20 + 9 ⇒ (14) + 9 = 23 Chain 1 trip attempt.

1d20 + 9 ⇒ (15) + 9 = 24 if the first attempt is successful, this is an attack vs a prone AC(-4), otherwise, it's a second trip attempt.

If either attack hits, he needs to make a Will save DC 15 or be shaken.


Magnius lashes out with his Barbed Chains to trip the Synthesized Eidolon with Winnow, but the shadowy form of the Nidalese agent is too difficult to entangle and trip.

And Winnow still stands.


Winnow
Gestalt Summoner / Priest of The Midnight Lord

.

Disgruntled that the little Imp continues to shower him in sparkles -- and still terrified of the Ormyr he Conjured with his Nightglass, Winnow begins to feel the concern of one who may not resolve this trifle so easily. His fear of the Ormyr is palpable; he still only feels slightly bothered by the Chelaxians.

Casting defensively, Winnow uses his prepared Arcane Dispel Magic to rid himself of the Glitterdust -- and continues his supplication to the Ormyr. He spends an entire six seconds asking for forgiveness, and he punctuates it by accusing you all of interrupting the Ormyr's assessment on the children. It sounds as though he's building up to offering you to the Ormyr.

Dispel Magic vs Glitterdust: 1d20 + 25 ⇒ (9) + 25 = 34
And once again Winnow's Invisibility is intact -- though you can still hear him pleading to the Ormyr from the same spot as though he has not moved.


The Ormyr is Dazed, floating in the air above Winnow.


Round 3:

.

Nightshade: Cenobite Nightwalker 34:

Magnius 20: Casts Barbed Chains but does not trip Winnow

Winnow 19: Dispels the Glitterdust and is Invisible -- continues begging the Ormyr for for mercy and starts to accuse the PCs

The Ormyr: Dazed

The Bogeyman 8.3: Adjacent to Invisible Winnow

Yaos 8.1: With the kids, Invisible, out of line-of-sight & -effect
Conjured Leopards: two in the air on the Ormyr, two on the ground
Conjured Air Elemental: adjacent to the Ormyr

Azlain 6: Will Ready to cast Dispel Magic if Winnow Casts a spell
Mendacius: Casts Cure Moderate Wounds


The Bogeyman continues his enraged assault...

Twisting Fear damage (1/round so long as opponent is shaken): 4d4 ⇒ (3, 3, 4, 1) = 11

First attack: 1d20 + 11 + 1 + 2 ⇒ (4) + 11 + 1 + 2 = 181d6 + 5 ⇒ (3) + 5 = 8
Miss %: 1d100 ⇒ 66

Second attack: 1d20 + 6 + 1 + 2 ⇒ (6) + 6 + 1 + 2 = 151d6 + 5 ⇒ (4) + 5 = 9
Miss %: 1d100 ⇒ 20

Haste attack: 1d20 + 11 + 1 + 2 ⇒ (15) + 11 + 1 + 2 = 291d6 + 5 ⇒ (3) + 5 = 8
Miss %: 1d100 ⇒ 68

Note: on a hit, shaken target is sickened for 1 round


HP 40/45, AC 21*, Fort +4, Ref +6, Will +8, ArcRes 2/8 Active Effects: Heightened Senses, Defending Bone (45), Extended Shield, Unseen Servant,

I'm using an immediate action to countering Winnow's Counterspell with my Counterspell Exploit. Because I have Dispel Magic memorized I get a +5 to the Dispel roll.

Counterspell, DC 14: 1d20 + 7 + 5 ⇒ (6) + 7 + 5 = 18 Taht will do. His dispel is countered.


Round 3:

.

Nightshade: Cenobite Nightwalker 34:

Magnius 20: Hold

Winnow 19: Casts Dispel Magic on the Glitterdust BUT is Immediately Countered by Azlain -- continues begging the Ormyr for for mercy and starts to accuse the PCs

The Ormyr: Dazed

The Bogeyman 8.3: Adjacent to Winnow

Yaos 8.1: With the kids, Invisible, out of line-of-sight & -effect
Conjured Leopards: two in the air on the Ormyr, two on the ground
Conjured Air Elemental: adjacent to the Ormyr

Azlain 6: Countered Winnow's Dispel Magic
Mendacius: Casts Cure Moderate Wound


With the Ormyr Dazed and Winnow's Dispelling immediately Countered by Azlain,
...Magnius, The Bogeyman, and Yaos may take Third Round actions.


Magnius Arvanxi
Investigator / Inquisitor of the Godclaw

.

"What do we do here, guys?!" Magnius' concern is evident. "We've got the kids; are we running or finishing the job?!"


HP 40/45, AC 21*, Fort +4, Ref +6, Will +8, ArcRes 2/8 Active Effects: Heightened Senses, Defending Bone (45), Extended Shield, Unseen Servant,

My Counterspell was an Immediate action. I should still have an action this round, right?


(Yes, my oops!)


Twisting Fear damage (1/round so long as the opponent is shaken): 4d4 ⇒ (4, 4, 2, 1) = 11
Note that the opponent(s) will suffer the Twisting Fear Damage for a while still!

Sensing Magnius' right concern, The Bogeyman reveals his visage once again, this time hoping to make his opponent flee the wrath of Asmodeus.

Demoralize (all foes within 30 feet) DC: 10 + the target’s Hit Dice + the target’s Wisdom modifier: 1d20 + 36 - 5 ⇒ (10) + 36 - 5 = 41
Intimidate Skill Unlock: If you exceed the DC to demoralize a target by at least 10, it is frightened for 1 round and shaken thereafter. A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened condition, but the target is still shaken, even if it has the stalwart ability.


Unless Azlain's intention is to fight on, given that acts before the Bogeyman...?


Female Half Elf Master Summoner 9 HP 65 Max 90 (9d8 + 18) Defence AC23 Touch 16 Flat Footed 18 Fort +7, Ref +10, Will +9 (+11 vs. charm and compulsion); +2 vs. enchantments Immune sleep Summoner Spells Lvl 1 7/7Lvl 2 56/6 Lvl 3 5/5 Summoning Master SLA 13/13

Those present hear a disembodied voice that sounds a lot like Yaos saying "I say retreat. We have our objective and this enemy is formidable. And I don't know what the Ormyr will do."

I will let Azlain act before taking my action as that is the correct order.

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