All's Well that Ends in a Well

Game Master Choon


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Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Simon follows the work of the Dwarf from a sitting position with huge eyes, obviously in awe and highly fascinated.
+1 lol for the Alice references ;-)

As the alchemistical session ends, Simon takes the drinks, snickering at the las remark.
"Well I hope I do better than that, Dalkk.
I've sneaked upon both already, the mouse and the rabbit without magic-mehmehmeh."

The carefully drops his backpack and takes special care that his chainshirt as well as his kukri and dagger (everything else will be laid down with the backpack) are well and truly wrapped in clothes, such that no unlucky *ping* will announce his tiny, invisible presence.

"Emily come here, stay just beside the door my dear-purrur and wait for me, okay?"
Stay trick. Trying to keep her within 35ft of me, so that the shield companion spell does not break.
Turning around to the others, he winks then drinks both potions in quick succession.
A tiny, invisible voice speaks up, before the unlocked door opens for the tiniest of slids to allow the shrinked Catling to squeeze through.
"I take a quick look around.
Be right back-meow!"

How high up does this go? small (+4 stealth, +2 Dex), Invisible +20: 1d20 + 16 + 4 + 1 + 20 ⇒ (8) + 16 + 4 + 1 + 20 = 49
lol, not such a good roll, but look at the result *_*
Squeezing in through the barely opened door, SmallSimon sneaks into the room behind the door, taking care to stay near the door and taking a good look around.
If it is utter dark inside, he will activate Animal Focus: Bat giving him darkvision 60ft for 1 min.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Maglin relaxes, placing the black bottled potion back on his belt. This is a good plan. Good luck, Simon, he says, then backs up somewhat.


The Man. The Myth. The Mask!

secret rolls of dooooooom: 2d20 ⇒ (11, 19) = 30

The door opens seemingly on it's own as Simon slips in as quiet as a church mouse.
This room is the tomb of a rich man who in life was a warrior. The main tomb itself is richly appointed and has never been looted. Fine tapestries hang on the walls, though now mostly in tatters. There are a number of ornate funerary items worked of gold, including several censers of incense. There is also an intricately-carved wooden chair here. Once rich rugs lie one on top of the other on the floor. Evil runes cover the walls.
Saracek the Fallen is here, he is just standing from the great wooden chair, skeletal figure bearing a greatsword and wearing a bejeweled crown. He steps down from his dias and points at you.
"I see you and your filthy magic. Prepare to DIE!"

sense motive DC 24:
He isn't actually looking at you, but where he thinks you are, which is pretty stinking close, but not right on.

init:

init, monsters: 1d20 + 7 ⇒ (17) + 7 = 24
Dakk: 1d20 + 4 ⇒ (5) + 4 = 9
Simon: 1d20 + 7 ⇒ (3) + 7 = 10
Vuzi: 1d20 + 8 ⇒ (14) + 8 = 22
Maglin: 1d20 + 16 ⇒ (6) + 16 = 22
Cain: 1d20 + 2 ⇒ (6) + 2 = 8

He beat all of you.

The skeleton walks forward even as he utters words so profane that they burn in your ears. A palpable feeling of dread washes over you!
Simon: Will save DC 19 or become Frightened. You make this save at a -2 due to other effects present.
The skeleton reaches over you and yanks open the door with a resounding THUD that echoes through the room. His skull peers at the rest of you and laughs. The sound wiggles into your ears and shivers down your spine like an evil snake and worms it's way into your mind.
Now the rest of you make a DC 19 will save vs fear. Emily also makes this save at a -2

As he approaches it becomes increasingly apparent that he hasn't actually spotted Simon.

Party up!


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Ahhh frick your rolls high rolls Choon :-/
Sorry everyone, I triggered him ^^
But he's evil ... And Simon was curious *haha*

Oh frikk: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21
Wheeeeew! I can roll high as well, you know *cold-sweaty-grin*!Please don't make me roll that again^^

Simon freezes as the undead addresses him, then quickly take a couple of steps to the side, awaiting an attack but instead the skeleton Steps past him and his mind is flooded with his worst fears.
Burning woods.
Polluted, dead lands where only the unholy, undead roam and everything that lives perishes.
Emily... Withering away, suffering a incurable disease ... Himself ... Raising a knife over her ... Ending her suffering...
It is this picture that causes his mind to snap back into place.

Lier, you can't actually see me!
Gozreth, is this the root of the evil you sent me to destroy?
His ... Visions show me the end of nature, the rise of those that shall not be.
Guide my paws then and it shall be freed of its unlife.


Black Pantheress | Status: Shield Companion, AF: Bull&Tiger | AC:26|15|21, HP:13/72, CMD: 33(Grab:37), Saves (F|R|W): 10+1|12+1|6+1(+4 vs. Enchantment), Perception: +10(14), Initiative +5, Skirmish-Tricks: 6/6

She was eagerly waiting at the spot, her brother has shown her.
She could still smell him nearby, just behind that creepy door.
She could still feel the protecting magic, he cast on her.
Then she smelled something else ... Something rotten and then ...
Something DEAD comes rushing out of the door, bellowing enraged and dangerously.
Something evil was rushing through her mind, trying to fear her off.
Trying to convince her, that all is lost, her brother dead and she only a walking corpse, puppet to the evil, caged again.
Plaything of someone mightier than her...

Save again please?: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10
Yeh that was to expect. So she's feared. How long? Save repeatable? Does it restore to shaken any time?
But it is too much. Her instincts take over control.
All training is forgotten and she has only one wish left: Flee!
This does not make one mindless enough to take AoOs while doing so, does it? She will try a withdrawal action then.


The Man. The Myth. The Mask!

Fear effect has a 10 round duration.


The Man. The Myth. The Mask!

The fear effect operates similarly to the Fear spell, so Emily is Panicked and will flee at "top speed". The withdraw action moves you as a double move action. As running isn't really an option in these cramped spaces, I will be merciful and grant you the withdraw, though I think that may be me exposing my dislike of killing animal companions.
:)


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

super important question... is Simon below this creature (creature is large?), behind this creature, or in front of this creature. I'm trying to piece together flanking

I'm assuming that this is a spell or spell like ability? if not, remove the Trait and Racial (Total -3). I'm delaying Dalkk's actual action until we know how many are running and how many are staying

Will+Heroism+Trait(Glory of Old)+Racial(Hardy): 1d20 + 5 + 2 + 1 + 2 ⇒ (20) + 5 + 2 + 1 + 2 = 30

Is this what it means to worry for someone? The lad is so small and frail, he'll never make it.
No! He is small but he has claws, and he's proven himself more than once.
Yeah, proven he can get hurt alot and can tolerate more healing then the rest of ye combined. It's not like you're on the front lines much old man.
I'm not a soldier, I'm a man of science.
Your obsession is why so many got hurt and ye don't have a proper home or family, it's why the cat with more guts then you is about to die.

Despite his thoughts the Dwarf remains stoic. He could hear a pin drop, but instead of a pin comes a dark menacing voice. Dalkk readies his crossbow. He is truly surprised when the door is ripped open, but when the undead creature yells at him, he does what comes natural and yells back against the evil.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Simon should be a couple of steps behind the Skeleton.
So anyone in front should be able to flank once I get behind it properly.
I planned on using barkskin pop shield extract, then move into flanking position behind it this round, still being invisible and ready for a full round of sneak attack (if someone is flanking the thing) next round.
My fear is that I don't do much damage, since skeletons usually have DR against slash/piercing damage ... which sucks for rogues.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17
Simon Blue-Eye wrote:

Simon should be a couple of steps behind the Skeleton.

So anyone in front should be able to flank once I get behind it properly.
I planned on using barkskin pop shield extract, then move into flanking position behind it this round, still being invisible and ready for a full round of sneak attack (if someone is flanking the thing) next round.
My fear is that I don't do much damage, since skeletons usually have DR against slash/piercing damage ... which sucks for rogues.

you also have smaller weapon size unless you shake off reduce person, but you might want to keep it for the AC bonus. This sounds like what Crit Fishing was made for though. You also have Holy Weapon Balm which is what Dalkk will be using shortly if enough people manage to make their save. Of course, with lower damage you might be perceived as less of a threat, and not take a beating this round. There's worse things then that


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

to hit: 1d20 + 14 ⇒ (19) + 14 = 33
crit confirm: 1d20 + 14 ⇒ (20) + 14 = 34
1d10 + 9 ⇒ (1) + 9 = 10+ crit damage: 1d10 + 9 ⇒ (10) + 9 = 19
Cain sees the opponent and quickly rushes in to attack him, magically enhancing his speed so that he can also change the head of his weapon, going from a jagged edge to a bulbous hammer head with a blow aimed straight at his jaw, intending to knock the skull clean off
Edit: almost forgot to include my save save: 1d20 + 10 + 4 ⇒ (5) + 10 + 4 = 19 Edit: with an immediate action spending of one power point I just barely pass the save


The Man. The Myth. The Mask!

The hammer hits hard, but doesn't take off the skeletons head. Not even close. It locks it's empty sockets on Cain.

Nice rolls, Cain!


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -
GM Choon wrote:

The hammer hits hard, but doesn't take off the skeletons head. Not even close. It locks it's empty sockets on Cain.

Nice rolls, Cain!

I don't know but I have the feeling that this is our GM waving a giant pole inscribed with 'flee you fouls'...


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17
GM Choon wrote:

The hammer hits hard, but doesn't take off the skeletons head. Not even close. It locks it's empty sockets on Cain.

Nice rolls, Cain!

Are you simply saying the head is still in place, or that it appeared to take 0 dmg?


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

Will: 1d20 + 5 ⇒ (11) + 5 = 16

Vuzi takes down the hallway after Emily like the hounds of hell are after her.


The Man. The Myth. The Mask!

It took damage, just not enough to significantly inconvenience it (as loosing one's head tends to do).
Cain definitely has its attention though.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Will Save: 1d20 + 5 ⇒ (15) + 5 = 20 I made grunting sounds when I saw this.

Maglin doesn't flinch, looking the skeleton right in its empty eye sockets. In moments like these, the body seems to know what to do without direction from the mind. Maglin's hands move up and forward, each finger bent at a precise angle, voice chanting in an ever faster rhythm, A runa runa runa lumba lumba lumba ta kumakumakuma kom! He's never done this before, but every syllable seems precisely measured. A wave of power ripples through the air, surrounding Dalkk, Maglin, Cain, and moving towards Simon and Emily as well.

Why should I fear you, when I'm not afraid to die?

Casting haste.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

After Dalkk yells back at the evil thing his hands start to fly in well rehearsed fashion. He knows his current bolts will be nearly useless so he starts to prepare something strong. It takes no some time but not long before the container of holy weapon balm is produced and smeared across two racks of bludgeoning bolts. It'll take his full attention to change out the racks, so before he does he draws the small crossbow from his left side that Dalkk keeps loaded with a special pheromone bolt. "Vance if ye can make the shot then earn yer keep. If not then wait for Maglin." With that he slides the small crossbow across the ground back towards Maglin and Vance.

Standard - Holy Weapon Balm, Movement - Toss back other crossbow. Planning Full Round action next turn to change out bolt racks from standard to bludgeoning with the holy weapon balm on it


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Maglin stoops down and picks up the crossbow, holding it so that Vance can take it easily.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Sneaky-Cat-Barkskin-Delivery: 1d20 + 16 + 4 + 1 + 20 ⇒ (7) + 16 + 4 + 1 + 20 = 48
Seeing the hard swing if Cain crash against the skeletons head, Simon quickly decides that Cain-Marco-Cain will be the center of this fight.
If he is brought down, their chances of survival against this evil will be ... slim.
Collecting all his wits, the small, invisible catling moves up, then past the huge, frightful skeleton to reach Cains boots.
Murmuring a prayer, calling the protection of nature on Cain, the skin of the warrior quickly turns into a green-brown bark.

Edit: Removed -10 penalty from moving quickly, since half move + haste should be enough to reach Cain.
@Cain: Since Maglin comes first initiative wise ... you will get another swing at the bady due to haste! Don't forget that one! And you have +2AC from Brakskin for 50 minutes from now on.


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

bonus haste attack: 1d20 + 15 ⇒ (12) + 15 = 27
1d10 + 9 ⇒ (5) + 9 = 14
Current AC 28


The Man. The Myth. The Mask!

Vance looks at the crossbow and says, What do I look like, a warrior? I'm a merchant for crying out loud! But he takes it anyway and gives it his best shot.
vance: 1d20 + 6 - 4 - 4 ⇒ (11) + 6 - 4 - 4 = 9

The bolt flies far wide.

Skelly: 45 taken

The skeleton's eyes appear to gaze at each of you simultaneously. I see the good in you. But where... he whispers.
1d20 ⇒ 10
He lifts his hand, using his sword to forstall any attack from cain, and casts a spell. A rift opens before him and a stream of hellfire comes pouring forth! It forms a wall of fire that rushes over you all, taking up the entire room! At the edges of each flickering flame tormented faces appear and scream in agony as they barrel past!
fire damage, DC 18 reflex for half: 5d8 ⇒ (1, 4, 6, 2, 1) = 14
Everyone damaged by the flame must also make a DC 18 will save or take wis damage: 1d3 ⇒ 2
Cain and Simon each make these saves at a -2 due to aura shenanigans.

A pulse of negative energy can then be seen emanating from that same hand into the exposed bones of your foe.
45 - 5d6 ⇒ 45 - (1, 4, 5, 4, 3) = 28

Party up!


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

1d20 + 7 ⇒ (13) + 7 = 20Evasion!
to hit: 1d20 + 15 ⇒ (2) + 15 = 17
haste bonus to hit: 1d20 + 15 ⇒ (17) + 15 = 32
crit confirm: 1d20 + 15 ⇒ (5) + 15 = 20
1d10 + 9 ⇒ (10) + 9 = 19 38 if confirmed

Cain knocks aside the rushing flame with his shield and goes in with a hammer blow to the torso, hoping to catch him off guard any of that spellcasting provoke attacks of opportunity
?


The Man. The Myth. The Mask!

No, he succeeded in his roll to cast defensively on the first and the second doesn't provoke


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Reflex: 1d20 + 5 ⇒ (4) + 5 = 9

Flames wash over Maglin, which he covers in fear. It's a nice face, after all. Ouch, that's unpleasant. He snaps his fingers, dissapearing and reappearing beside Emily. Arcane words resound through the hallway, Maglin's voice changing and seeming to defy comprehension. He stretches out both arms towards the wall beside him, as if greeting an old friend.

Casting summon monster III, summoning a celestial dire boar. Maglin is relying on his excellent memory and summoning it 25' to the east.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Like a well timed dance bolts racks are changed in tight cadence.

This is my crossbow. There is nothing like it, and this one is mine.

My crossbow is my best friend. It is my life. I must master it as I must master my life.

Reflex ± Heroism (Morale) ±Mutagen (Alchemical) ± Haste (Dodge) + Hardy (Racial {spells}) + Glory of Old (Trait {spells}): 1d20 + 8 + 2 + 2 + 1 + 2 + 1 ⇒ (11) + 8 + 2 + 2 + 1 + 2 + 1 = 27

Dmg taken - 7

Will ± Heroism (Morale) - Mutagen (Alchemical) + Hardy (Racial {spells}) + Glory of Old (Trait {spells}): 1d20 + 5 + 2 - 1 + 2 + 1 ⇒ (12) + 5 + 2 - 1 + 2 + 1 = 21

wis Dmg taken - 0

The flashes of hell folk in front of him do take their toll, but he sees the same thing most nights and it does not slow him down.

"Magsy! You went to school. Tell me, is Cain Marko Cain kicking the arse o'a skeleton using weapons o'bone considered the literary device irony, or mere coincidence?"

The final bolt is chambered and crossbow leveled. A volley of true hell promises to unleash soon.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

I forgot the will save: 1d20 + 5 ⇒ (17) + 5 = 22

Maglin is too busy chanting to be able to reply to Dalkk.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Or well, frakk it. I'm gonna poke oh so tiny stiches into his bones, carve all our names onto him like ... a bone-tattoo!
Seeing the powerful strike of Marco, some hope wells up in Simon-the-Small and he starts to move behind the (from his perspective) giant skeleton, just as a wall of evil fire springs forth, drying to burn his fur!
Oh no, you're not!: 1d20 + 12 ⇒ (19) + 12 = 31
Ah damn there is my possible crit ...
But my fur stays intact ... You probably can't have it all.
Also yeah, for evasion, eh Marco?

Being small has its merrits.
With a quick step, Simon ducks low behind the doorframe. No normal-size person could have used that for cover - a small cat can.
Evaded the evil flames in total, Simon takes another step, behind the Skeleton and takes two quick swings at the skeletons back, just as Marco raises his bone-hammer for another attack.
These small knives will probably not even hurt that fallen man ...
But maybe they will distract him enough so Cain can finish him?
Gozreth ...?

+1 keen Dagger, Outflank, Small, AF:Dex, Combat Expertise, Haste: 1d20 + 10 + 4 + 1 + 1 - 1 + 1 ⇒ (18) + 10 + 4 + 1 + 1 - 1 + 1 = 34
Whoot, my dice are hot?
Confirm, please?: 1d20 + 10 + 4 + 1 + 1 - 1 + 1 + 2 ⇒ (17) + 10 + 4 + 1 + 1 - 1 + 1 + 2 = 35
Probably, yes! Marco: Here comes the payback for your Outflank purchase, just as ordered!
Tiny-Crit!: 2d3 + 2 + 2 + 1d6 ⇒ (2, 1) + 2 + 2 + (6) = 13 That may actually hurt, miii?
AoO from Marco's crit
+1 keen Dagger, Outflank, Small, AF:Dex, Combat Expertise, Haste: 1d20 + 10 + 4 + 1 + 1 - 1 + 1 ⇒ (7) + 10 + 4 + 1 + 1 - 1 + 1 = 23
Probably no damage: 1d3 + 1 + 1 + 1d6 ⇒ (1) + 1 + 1 + (1) = 4

Current AC: 20 +1 extra Dex +1 Size +1 CE +1 Haste = 24


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

Cain grins and with the distraction provided by Simon, he swings his hammer down on the thing's shoulder, going for a crippling blow
1d20 + 19 ⇒ (12) + 19 = 31
1d10 + 9 ⇒ (9) + 9 = 18


The Man. The Myth. The Mask!

Cain continues to hit with great effect and Simon manages a scratch as Dalkk gets his act together and Maglin starts talking to himself.

Skelly= 87

Vs cain: 1d20 + 20 ⇒ (19) + 20 = 39
Vs cain confirm: 1d20 + 20 ⇒ (13) + 20 = 33
damage: 4d6 + 22 ⇒ (4, 4, 6, 4) + 22 = 40
Vs cain, because I assume he is using power points to negate the first damage: 1d20 + 15 ⇒ (16) + 15 = 31
Damage: 2d6 + 11 ⇒ (3, 1) + 11 = 15
Cain takes 1 bleed damage at the beginning of his turns until healed.

The skeletal warrior strikes back with savage, blinding speed! The first strike swings straight across Cain's face! The second, also almost to fast to track, cuts him across the gut! A worrying amount of blood starts to flow.

Then the skeleton summons dark energy again and some of his wounds heal over.
87 - 5d6 ⇒ 87 - (3, 3, 5, 5, 3) = 68

And then steps back into a corner to prevent That particular brand of shenanigans.
Taking a step north.


The Man. The Myth. The Mask!

He is now out of sight of Dalkk and in a corner. Cain will need to step through the doorway to engage. I'll move him on the map as soon as I can.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Map update? I'm trying to piece together if he has total or partial cover after I take a 5ft step. If I understand correctly he is in that top left corner, which would require a move across the room which will likely still grant him partial cover?


The Man. The Myth. The Mask!

Yes. I'll update the map as soon as I get to a computer that can do it.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

On map I believe I can hit him with a 5 foot step. I don't believe the Skelly has Total Cover, as I can draw lines to him without hitting an obstacle. I did not move Dalkk on map, but I made a copy of where I believe I can move to and attack with sight lines to avoid any questions about where I was previously. If you disagree please let me know and negate these actions.

Dalkk shakes his head when he see's the skeleton move. He speaks out loud to himself. "I don't blame ye'buddy, I'd be scared too." Dalkk keeps the crossbow level as he takes a step south, revealing an opening to him. If anyone could see it they would take notice of Dwarven lips curling into a smile.

Without me, my crossbow is useless. Without my crossbow, I am useless.
I must fire my crossbow true. I must shoot straighter than my enemy who is trying to kill me. I must shoot him before he shoots me.
I will.

Spend 3 grit points to resolve the following 3 attacks against Touch AC
Holy Weapon Balm Bypasses most magical DR
Bludgeoning Bolts to bypass any damage type DR
Any Shot that hits requires DC10 Ref Save or take additional 1d4 dmg next round

Attack 1 Rapid Shot Bolt 1 ATK + Heroism (Morale) + Haste (untyped?) + Mutagen Dex Bonus (Alchemical) + Point Blank Shot - Rapid Shot - Cover: 1d20 + 8 + 2 + 1 + 2 + 1 - 2 - 4 ⇒ (2) + 8 + 2 + 1 + 2 + 1 - 2 - 4 = 10

Attack 1 Damage+Point Blank Shot+Holy Weapon Balm: 1d10 + 1 + 2d4 ⇒ (7) + 1 + (4, 3) = 15
-
Attack 2 Rapid Shot Bolt 2 ATK + Heroism (Morale) + Haste (untyped?) + Mutagen Dex Bonus (Alchemical) + Point Blank Shot - Rapid Shot - Cover: 1d20 + 8 + 2 + 1 + 2 + 1 - 2 - 4 ⇒ (17) + 8 + 2 + 1 + 2 + 1 - 2 - 4 = 25

Attack 2 Damage+Point Blank Shot+Holy Weapon Balm: 1d10 + 1 + 2d4 ⇒ (6) + 1 + (2, 2) = 11
-
Attack 3 Haste Shot Bolt 1 ATK + Heroism (Morale) + Haste (untyped?) + Mutagen Dex Bonus (Alchemical) + Point Blank Shot - Cover: 1d20 + 8 + 2 + 1 + 2 + 1 - 4 ⇒ (16) + 8 + 2 + 1 + 2 + 1 - 4 = 26

Attack 3 Damage+Point Blank Shot+Holy Weapon Balm: 1d10 + 1 + 2d4 ⇒ (3) + 1 + (2, 2) = 8

GMs discretion to take the first 2 Damage rolls for the 2 shots that hit? Unless his Touch really is 10? Pretty Please? :P


The Man. The Myth. The Mask!

You forgot the -4 for shooting into melee, but it doesn't matter.
The first misses by a good margin, but the other two strike true!


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17
GM Choon wrote:

You forgot the -4 for shooting into melee, but it doesn't matter.

The first misses by a good margin, but the other two strike true!

I know my profile is like an Encyclopedia long, but Precise Shot was my 3rd Lvl feat


The Man. The Myth. The Mask!

So it was. My bad. Carry on!


*Snort* comes a sound from the dark end of the room. *Thud* rings a stamp a second later. Looking over you see a tall, white furred animal, thick muscles twisting as it surges forward, long pale tusks radiating a weak light over the battered fighters.

Chaaaarge: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12 -1 penalty if you must take cha penalties on smite

Damage + smite: 2d6 + 9 + 5 ⇒ (6, 2) + 9 + 5 = 22 Piercing damage, no way of bypassing DR

AC until next round is...um...13.


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Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Maglin collects himself, then runs forward again, through the unsettling doorway, past Dalkk, all the way forward. He pats Cain on the shoulder with a shaky hand, tegere io albar, an almost invisible barrier springing into place around him.

Protection from evil. +2 to defensive stats.

Maglin looks terrified, but he still comments wrly to Dalkk, 'tis not irony, for the club's of bone and not metal.


The Man. The Myth. The Mask!

Note: due to the positioning of everything, the skelly now has partial cover vs cain's attacks and vice versa.


Next round I'll attack then 5' step back so Cain can get in there.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17
Friendly Monster wrote:
Next round I'll attack then 5' step back so Cain can get in there.

I think the room is 15ft wide. The thick bold wall lines hide it. I think you could of ended the charge at skelly's corner, leaving room for Cain to 5ft step over now if he wished


I measured using one of the big squares, and the big boar image is pretty exactly 10' by 10'. I'm fairly certain the hallway is only 10' wide.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Your right, my bad. I think Simon is running small, not sure if that's intentional.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Assuming the Skeleton is not large and his weapon is not a reach weapon here.
Simon, confronted with the Skeletons retreat, finding himself unable to continue the ping-pong attacks that worked so well before, takes a step back.
Maglin's action have brought him an idea.
Yeah, more bodies, with more abilities might take a difference here.
Mhhh, Gozreth, what can you send me today?
Ahh, I know ...

His voice deepens, resounding with power as he starts a summon.
"Eight legs that twitch.
Eight eyes that see.
Feared since times long past.
I call out to you.
Help me with your webbing skills.
Assist us in bringing down this evil.
For he will corrupt your lair as well if given the chance."

If you allow this, I will summon the spider up at the ceiling since it has a climb speed ... plus it will be out of everyone's way.
Also may prevent the skeleton to have any cover against her ranged touch attack webs coming down from above!


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

Cain sees his path partially obstructed by the pig and decides to enhance his defenses now that he has the opportunity, so he takes a five foot step to the side and focuses his psionic power, closing the bleeding wounds and hardening his already tough skin
spending four power points. DR is now 6/- and bleed is now stopped


The Man. The Myth. The Mask!

At the sound of casting right by him, Saracek the Fallen looks at Simon for the first time.
identify: 1d20 ⇒ 1

He then casually ignores the big boar that completely failed to even touch him, steps up to Simon, and slashes!
vs simon: 1d20 + 20 ⇒ (4) + 20 = 24
vs the good simon: 2d6 + 11 + 2d6 ⇒ (6, 6) + 11 + (2, 2) = 27

if simon is still conscious vs touch: 1d20 + 15 ⇒ (15) + 15 = 30
negative energy damage vs the good simon: 5d6 ⇒ (1, 2, 5, 4, 1) = 13
Seeing that Simon is gravely injured, Saracek reaches out and places a hand on simon's head, pouring nightmarish energy into his mind and soul.
Simon, make a DC 19 will save at a -2 or be cursed. You see specters of suffering souls at the edge of your vision during every minute of your waking hours, but they increase in intensity and realism when in combat. There is a 50% chance that these visions distract you during combat and cause you to loose your actions for that round.
You are also bleeding at the rate of 1hp at the beginning of your turn until healed.

He then summons more dark energies to knit his cracking bones.
87 - 5d6 ⇒ 87 - (4, 5, 4, 4, 2) = 68


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Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Simon is surprised mid incantation.
The swing of the mighty undead cuts him nearly him half, blood pours out from his belly and soaks his fur bright red.
His face shows utter surprise and astonishment, not pain.
Yet.
Then the skeleton bows down, lethal, dark energies swirling around his hand.
Simons eyes breaks away from the Skeleton, searching and finding Dalkks eyes, half a room across.
As his life is dripping away in a long, red trail and utter evil energies are soaking away his last strength, his voice - thin and tiny but audible over a sudden eerie silence - raises one last time.
"Take care of her for me."
Curses Death?: 1d20 + 4 ⇒ (1) + 4 = 5 Oh boy am I cursed...
Then with a brutal rip of negative, evil energy, Simon slumbs to the ground right into the puddle of his own blood as if all life has been drained off him.
Nine lives?: 1d20 + 7 - 10 ⇒ (11) + 7 - 10 = 8
Damn close...
So I am at -11 now...


The boar grabs Simon by the shoulder and drags him over to the side, tossing him towards Cain. It then shuffles backwards, getting out of the way of Cain.

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


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Maglin watches Simon get hit, hope dying rather quickly. He scrambles forward, reaching into Simon's pack to grab the healing kit he's seen him deposit there. Fumbling, he manages to pull it out and apply a compress to Simon's midsection, holding his guts in place. But will it be enough?

Heal: 1d20 + 5 ⇒ (4) + 5 = 9

Maglin looks up at the sky in indignation, scoffing. "Four," he mutters to himself spitefully.

Edit: thought it was DC 10, turns out it's DC 15. I'm now less spiteful.

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