All's Well that Ends in a Well

Game Master Choon


3,101 to 3,150 of 3,155 << first < prev | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | next > last >>

RA T1 | WotR

Having cast your spells, said your prayers, and made your wishes, you breach the doors and rush inside to meet your fates.
The room itself, shaped like a six-pointed star, features a fiery pit of smoky lava at its center. The room is drenched in it's heat and vision isn't the best because of the haze of heat. Over this pit, a series of four staircases ascend to a central platform, 30 ft. above the lava.
The room is level and there is no cover to be found unless you intentionally take cover behind one of the towering stair cases. The last significant feature is a huge statue of the demon prince Orcus that dominates the back of the room.

The first thing you notice is that your good-aligned magical protections instantly start to struggle in the face of such evil. The force of it is almost literally palpable. A Dispell Good effect is present permanently throughout the room

The second thing you notice is that you are not alone. A dozen acolytes and five priests are immediately visible. They are all finishing casting spells of their own and look more than ready to descend on you.

spellcraft DC 17:
The acolytes and priests just finished casting Doom!

Each of you need to make four will saves to start off. Three are DC 13 and the last is at 16. If you fail any of these saves then you are Shaken for the rest of the combat (mins/lvl spell)
Looking past all this you see the demon near the back. It's dancing and calling, clearly trying to summon another of it's kind.

Against the back wall you see the first glimmer of good news: Simon and Emily! They are chained separately on either side of the Vrock and clearly conscious and near to panicking! Their desperate eyes lead yours upward to the apex of the four stair cases.

What you see there freezes your heart cold: Zadira. She is battered and bloody. Her left arm ends in a tattered stump near the shoulder as if it had been torn away, but she's there! Then the high priest finishes the spell he was casting and casually shoves her. Her bound feet fail to save her and she tumbles with a scream off the platform... straight into the lava below. She lands with a hard *splat* and is instantly covered in lava. Half a second later she bursts into flame as her screams fill the chamber.

spellcraft DC 18:
The High priest just cast Wind Wall!

inits: 7d20 ⇒ (12, 16, 7, 17, 10, 14, 14) = 90
Harkon, Amari, and Grethle are up! Vuzi, the scene hits your hard and you hesitate!
The map has finally been updated!


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:57/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps)|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: -

"ZADIRAAA-NOOOOO!!!!"
The anguished cry of the chained and bruised catfolk echoes through the dungeon and both cats bent and strain against their chains as their ally and friend is put to a horrible, senseless death.


Human UC Zen-Archer 8, UC Rogue 4 | Stats: (HP:37/60, AC:23|T:20|FF:-, Saves F:8|R:10*|W:10+2, CMD:37, Per/SenseMotive +18*) Resources: [KI: 9/11, Perfect:8/8], Effects: Barkskin, Ragesong, Enlarged

Tumbling into the room, Amari has a very good view of the horrible scene from his new height.
The feeling of evil is incredibly strong and an instinctive hatred against the priest wells up in him, even though he does not know the person being sacrificed before their eyes himself.
His eyes dart around the room, taking in the situation with a calculating eye, paying special attention to the environmental conditions.
Perception: 1d20 + 18 ⇒ (6) + 18 = 24
=> No idea where the wind wall runs -.-
Holding off saving throws until modifiers are clear.

Grand Lodge

Male Human Paladin (Holy Guide/Warrior of Holy Light) 8/Arcanist 4 |AC 19(23) T 12 FF 17(21) | HP 49/68 | F+13 R+10 W+12 | Init +3 | Perception +8 | Reservoir 1/10 | Smite 1/3 | LoH 9/14 | Spells: 1st 3/5 2nd 3/3 | +4 vs Fear & Charm within 10'

Saves, in order:

Will save: 1d20 + 12 ⇒ (8) + 12 = 20
Will save: 1d20 + 12 ⇒ (20) + 12 = 32
Will save: 1d20 + 12 ⇒ (19) + 12 = 31
Will save: 1d20 + 12 ⇒ (10) + 12 = 22

Spellcraft to ID spells:

Spellcraft: 1d20 + 11 ⇒ (20) + 11 = 31
Spellcraft: 1d20 + 11 ⇒ (4) + 11 = 15
Spellcraft: 1d20 + 11 ⇒ (18) + 11 = 29
Spellcraft: 1d20 + 11 ⇒ (13) + 11 = 24

Spellcraft: 1d20 + 11 ⇒ (17) + 11 = 28

Knowledge Planes to ID the demon:

Knowledge: Planes: 1d20 + 12 ⇒ (12) + 12 = 24

Nice! I think I got it all except for IDing one spell

As Harkon enters the room and begins to scan for threats and contents of the room, he takes in the horrid scene. When he spots the demon on the far side of the room, he knows the special danger it represents and while a room full of priests is dangerous, an unchecked demon is worse. Trusting in his new allies, Harkon hastily moves toward the quad staircase as if he would be attacking the high priest see what I did there? but before he begins to ascend, he disappears from sight only to reappear on the far side of the room near the demon.

The palpable evil within this room is oppressive, so Harkon channels his holy retribution into vengeance and pushes through it. With a roar, Harkon takes a mighty slash at the creature invoking the special power of his patron deity, "By Gorum I SMITE thee! You will be returned to the hell from which you spawned for mighty Gorum has granted me the strength to destroy such a foul abomination as you!"

Harkon crosses the room activating Dimensional Slide with a reservoir point as a part of movement to increase his movement 40 feet, crossing the stairway barrier and approaching to 10 feet of the demon to take advantage of his large size. Once there, he uses his swift action to activate Smite Evil and makes a single attack using power attack:

Smite Evil + Power Attack: 1d20 + 17 ⇒ (17) + 17 = 34 temp strength included, a 19 or 20 here would have been epic, but at least I should still hit
Damage: 3d6 + 34 ⇒ (4, 3, 6) + 34 = 47 enlarge increases the die code for his weapon and with smite in effect, I am assuming the demon to be an evil outsider, it doubles his damage bonus for it (-8 if not)

EDIT: if Blessing of Fervor is still in effect, Harkon selects the AC option for this round.


RA T1 | WotR

You step through time and space to confront your foe. You strike true and you feel demon flesh give way before your strike! But the beast doesn't fall. Not even close. I just... Looks At You. It's eyes look hungry.

Grand Lodge

Male Human Paladin (Holy Guide/Warrior of Holy Light) 8/Arcanist 4 |AC 19(23) T 12 FF 17(21) | HP 49/68 | F+13 R+10 W+12 | Init +3 | Perception +8 | Reservoir 1/10 | Smite 1/3 | LoH 9/14 | Spells: 1st 3/5 2nd 3/3 | +4 vs Fear & Charm within 10'
GM Choon wrote:
You step through time and space to confront your foe. You strike true and you feel demon flesh give way before your strike! But the beast doesn't fall. Not even close. I just... Looks At You. It's eyes look hungry.

Cause he leaves em speechless


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

I'll hold my turn, but I'll get the will saves out of the way.

Will: 1d20 + 8 ⇒ (13) + 8 = 21
Will: 1d20 + 8 ⇒ (19) + 8 = 27
Will: 1d20 + 8 ⇒ (18) + 8 = 26
Will: 1d20 + 8 ⇒ (18) + 8 = 26

Vuzi is shocked at what she sees in the room , and hesitates a little too long.


Human UC Zen-Archer 8, UC Rogue 4 | Stats: (HP:37/60, AC:23|T:20|FF:-, Saves F:8|R:10*|W:10+2, CMD:37, Per/SenseMotive +18*) Resources: [KI: 9/11, Perfect:8/8], Effects: Barkskin, Ragesong, Enlarged

Will-Save: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
Will-Save: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
Will-Save: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29
Will-Save: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
Passed 'em all but I will surely miss those good rolls very soon...
Amari is well trained to shake off mental attacks and the inspiring, wrathful song of the Swormaiden is helping as well.
He takes one deliberate step, bringing him into a position where he blocks the entire right flank with his large bodyand lifts his massive bow and starts shooting arrows at everyone close enough to hinder Grelthe's approach to the head priest, starting with the cultist right in front of him.
If the one right in front of Amari goes down to the salvo, there should be an AoO-free path for Grelthe to rush for the Head priest, using the speed implement of BoF.
If the first goes down, Amari targets the priest behind it next. He does not provoke AoO while shooting.

Arrow after arrow zips from the sinew in a flurry of deadly missiles.
The hands of the monk working faster than anything you every saw.
As the first arrow hits the target, the rear half of the shaft splinters into thousands tiny pieces and saw dust, covering the acolyte. (and hopefully blinding him!
Flurry Attack #1 | Maneuver Shot: 1d20 + 18 + 1 ⇒ (8) + 18 + 1 = 27
Damage: 2d6 + 10 + 1 ⇒ (1, 6) + 10 + 1 = 18
Flurry Attack #2: 1d20 + 18 + 1 ⇒ (12) + 18 + 1 = 31
Damage: 2d6 + 10 + 1 ⇒ (3, 4) + 10 + 1 = 18
Flurry Attack #3: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28
Damage: 2d6 + 10 + 1 ⇒ (1, 3) + 10 + 1 = 15
BoF Bonus Attack: 1d20 + 18 + 1 ⇒ (2) + 18 + 1 = 21
Damage: 2d6 + 10 + 1 ⇒ (3, 4) + 10 + 1 = 18
Ki Extra Attack: 1d20 + 18 + 1 ⇒ (13) + 18 + 1 = 32
Damage: 2d6 + 10 + 1 ⇒ (1, 3) + 10 + 1 = 15

Maneuver Shot Result > Target CMD:

- Target is blinded for one round (+1 per 5 over DC)
-> Target looses Dex-to-AC
-> Follow up hits trigger Sneak Attacks
-> Sneak Attacks trigger Debilitating Injuries: choosing Bewildered by default (Target AC-4)
Potential Sneak Attack dice:
SA: 2d6 ⇒ (6, 1) = 7
SA: 2d6 ⇒ (5, 1) = 6
SA: 2d6 ⇒ (2, 5) = 7
SA: 2d6 ⇒ (1, 3) = 4


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

DON'T FORGET EVERYONE GETS +2 MORALE BONUS TO THE FIRST FEAR SAVE OF THE DAY FROM MY BOOK OF WAR PRAYERS!

Hmm I know I haven't played Grelthe in a long time, but she seems horribly underpowered for this combat. Also most of my spells are useless due to Dispel Good. OH WELL, C'EST LA VIE. And even with the speed boost, I can't reach the High Priest this turn.

Will saving throw: 1d20 + 12 ⇒ (9) + 12 = 21
Will saving throw: 1d20 + 12 ⇒ (1) + 12 = 13
Will saving throw: 1d20 + 12 ⇒ (20) + 12 = 32
Will saving throw: 1d20 + 12 ⇒ (14) + 12 = 26

Knowl. Arcana to recognize Dispel Good from Protection of Evil falling off: 1d20 + 4 ⇒ (1) + 4 = 5

As Zadira falls, Grelthe's singing voice spikes and cracks, but she recovers in a second and continues her song with tears streaming down her face.

The lyrics of her song change though, about a team of fighters flanking a monster to distract them and deal additional damage. Change Battlefield Presence shared teamwork feat to Outflank as a swift action (if <30 feet), and grant Precise Strike to everyone under my Inspire Rage Raging Song effect (free action).

She hurries to the side of the lava (movement action) and attempts to pull Zadira free. What type of action would this be? Do I need to make any kind of check?

If pulling Zadira out is considered part of my move and I still have a standard action, then I will use an enlarged version (from Blessing of Fervor) of Versatile Weapon to make Harkon's melee weapon as if it were made of cold iron.

Rules text:

Precise Strike* (combat; rage power):
Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Outflank* (bonus teamwork feat):
Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

Inspire Rage (Raging Song):
affected allies gain a +2 morale bonus to Strength and Constitution and a +2 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.


RA T1 | WotR

If drawing a weapon is a move then I'd say that drawing a person out of lava without incidental harm is a Standard that Provokes. By the grace of the Gods, however, noone is in range to take advantage.
Grethle rushes forward and pulls her badly wounded friend literally from the fire and make sure she's not burning. There's no time to check if she's alive because the cultists are closing in!
She spins, shield at the ready, then gets hit with what feels like an invisible wall of bricks! The force tries to yank her off her feet and into the lava pit!

DC 19 will save or:
The force gets a hold of you and you fly into the lava! Contact with the lava deals 6d6 damage per round with a reflex save for half. You are thrown into the center of the pit, requiring a full round's actions to get yourself out.

Instead of charging the Swordmaiden as she was clearly expecting, the cultists swarm Amari! He quickly finds himself between two walls of swinging maces!
5d20 + 1d20 ⇒ (20, 17, 5, 4, 3) + (19) = 68= 2 hits
Damage from acolytes, 1 confirmed crit: 2d8 + 6 + 1d8 + 3 ⇒ (7, 6) + 6 + (5) + 3 = 27
At that moment, the two priests on the south side of the arches lift their unholy symbols and bolts of dark, unholy energy screech out of them!
2d20 ⇒ (7, 7) = 14
But Amari's superior training allow him to dodge out of the way!

Vuzi finds herself pinned, back against the wall, fending off three acolytes at once! She manages to fend off two, but the third gets a nasty mace hit in on her head!
3d20 + 1d20 ⇒ (6, 20, 6) + (14) = 46= 2 hits
acolyte damage, 1 confirmed crit: 1d8 + 3 + 1d8 + 3 ⇒ (3) + 3 + (6) + 3 = 15

Harkon finds himself in the unenviable position of being alone, facing off against a demon and suddenly flanked by a Priest! Then things get infinitely worse as two screaming bolts from raised Unholy symbols come in at him! He doesn't have time to dodge and one hits him in the shoulder which merely opens him up for a strike directly to his glowing heart!
2d20 + 1d20 ⇒ (19, 20) + (10) = 49= 2 hits
Bolt Damage plus 1 confirmed crit: 6d8 + 3d8 ⇒ (4, 8, 8, 7, 5, 6) + (5, 2, 4) = 49
The flanking priest tries to take advantage of the shock this produces in his system, but his reflexes and training are equal to Amari's in this moment and he deflects the blow!
Then the demon does something you do no expect. He takes a step back, says something so foul and magical that your mind refuses to comprehend it and disappears...
onto the reappear right next to Amari and Vuzi!

Amari and Vuzi You are minding your own business just trying to stay alive when suddenly that HUGE FREAKING DEMON literally steps out of thin air right next to you!

Party is up! Map updated! Those Crits, man. Brutal. My dice were on fire!... heh.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Will saving throw: 1d20 + 12 ⇒ (13) + 12 = 25
Grelthe firmly stands her ground against the magics trying to push her into the lava.

(She keeps granting Precise Strike to everyone under my Inspire Rage Raging Song effect (free action).)

She then uses the speed boost from Blessing of Fervor to dash up the stairs as she says a prayer to the Strongman (Swift action Weal's Champion) and attacks the High Priest With her Keen Longsword!
Attack (Weal's Champion, Inspire Rage, Power Attack, Overprotective): 1d20 + 13 + 4 + 1 - 2 - 2 ⇒ (7) + 13 + 4 + 1 - 2 - 2 = 21 (-2 is active until Zadira is actually dead.)
damage (Weal's Champion, Inspire Rage, Power Attack): 1d8 + 6 + 4 + 1 + 4 ⇒ (7) + 6 + 4 + 1 + 4 = 22

Rules text:

Weal’s Champion (modified Smite Evil attack; 3/day, lasts 4 rounds):
Three times per day as swift action, a holy tactician can call on the powers of good to aid her against evil. Against evil targets, the holy tactician gains her Charisma bonus (if any) on her attack rolls against evil creatures, and if she hits, she adds 1/2 her paladin level on her weapon damage rolls as well. These bonuses last for 1 round for every two paladin levels the holy tactician has attained (minimum 1 round). In addition, for 1 round after the holy tactician successfully strikes an evil creature, all non-evil allies within 30 feet of her gain a competence bonus on attack rolls equal to 1/2 her Charisma bonus against that creature as well as a +2 competence bonus on damage rolls. She can grant this bonus against more than one creature at a time. To gain this benefit, the holy tactician’s allies must be able to see or hear her, and she must be conscious.

Overprotective:
If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Precise Strike* (combat; rage power):
Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Punch Through* (bonus teamwork feat) As a full-round action, you may make a single attack against a target. If the attack hits and deals damage to the target, all of your allies with this feat ignore up to 5 points of damage reduction against the same target for 1 round. This feat does not apply to damage reduction without a type (such as DR 10/—).


RA T1 | WotR

The High Priest leans to the side, neatly dodging Grelthe's strike!


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Fuuuuuuck. Knew I shouldn't have Power Attacked. Thought he might have lower AC since he's a priest. Sorry guys.


Human UC Zen-Archer 8, UC Rogue 4 | Stats: (HP:37/60, AC:23|T:20|FF:-, Saves F:8|R:10*|W:10+2, CMD:37, Per/SenseMotive +18*) Resources: [KI: 9/11, Perfect:8/8], Effects: Barkskin, Ragesong, Enlarged

Even after all the training in the Al'Fahd monastery and the years spent in service of the Shadows, Amari still has his limits.
Holding back an entire swarm of enemies being quite hight on that list.
Still, if the debased acolytes thought the archer an easy target for attacking at melee range, they are sadly mistaken as they soon find out.
The first two of their numbers to close in on Amari, find lethally fast and strong kicks flying their way, even as the archer is reloading his bow, keeping his balance on one leg.
Unarmed Strike AoO #1: 1d20 + 12 + 2 - 1 ⇒ (7) + 12 + 2 - 1 = 20 + Charge-AC penalty
Damage: 2d8 + 4 + 2 ⇒ (4, 8) + 4 + 2 = 18
Unarmed Strike AoO #2: 1d20 + 12 + 2 - 1 ⇒ (3) + 12 + 2 - 1 = 16 + Charge-AC penalty
Damage: 2d8 + 4 + 2 ⇒ (5, 1) + 4 + 2 = 12

AoOs.
Still got my round left. I thought I'd wait for Vuzi's action, but she seems busy, so ...


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

Vuzi shakes in fear as the demon appears, and the acolytes rush her and Amari. She takes a step back breathes deeply and casts Fear on as many of the enemies as she can hit while avoiding Amari.

Spell Resistance: 1d20 + 9 ⇒ (18) + 9 = 27
DC 20 Will Save. 30 Foot Cone. An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.


RA T1 | WotR

will saves: 3d20 ⇒ (4, 8, 1) = 13
demon save: 1d20 ⇒ 18

Since Vuzi has stepped back through the door the spell manages to hit only 3 cultist in addition to the demon. But the effect is certainly substantial. Three cultists around Amari suddenly break and flee! All three provoke!

Enemy turn to come


Human UC Zen-Archer 8, UC Rogue 4 | Stats: (HP:37/60, AC:23|T:20|FF:-, Saves F:8|R:10*|W:10+2, CMD:37, Per/SenseMotive +18*) Resources: [KI: 9/11, Perfect:8/8], Effects: Barkskin, Ragesong, Enlarged

As the demon appears right between him and the still thunder-struck Vuzi, Amari turns his longbow on it without hesitation, knowing full well that this creature could end them far, far quicker than the pressing mass of underlings surrounding him.
His hand goes to the magical quiver a certain old dwarf once crafted for him and decidedly picks up the first of a small number of special arrows.
The arrowhead bearing minute inscriptions of condemnation and banishment, words and symbols of the gods of good and an old dwarven rune, reading Bane.
His mind goes back to the long days it took him to memorize all those intricate patterns and the hours it took him to craft them. One arrowhead at a time.
And now, he would use them all up in an instant.
Against a foe, worse than anything he ever faced.

Flurry Attack #1 | Maneuver Shot: 1d20 + 18 + 1 ⇒ (11) + 18 + 1 = 30
Damage + Bane (Evil Outsider): 2d6 + 10 + 1 + 2d6 ⇒ (6, 1) + 10 + 1 + (2, 4) = 24
Flurry Attack #2: 1d20 + 18 + 1 ⇒ (12) + 18 + 1 = 31
Damage + Bane (Evil Outsider): 2d6 + 10 + 1 + 2d6 ⇒ (2, 4) + 10 + 1 + (2, 2) = 21
Flurry Attack #3: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28
Damage + Bane (Evil Outsider): 2d6 + 10 + 1 ⇒ (4, 3) + 10 + 1 = 18

Maneuver Shot Result > Target CMD:

- Target is blinded for one round (+1 per 5 over DC)
-> Target looses Dex-to-AC
-> Follow up hits trigger Sneak Attacks
-> Sneak Attacks trigger Debilitating Injuries


Human UC Zen-Archer 8, UC Rogue 4 | Stats: (HP:37/60, AC:23|T:20|FF:-, Saves F:8|R:10*|W:10+2, CMD:37, Per/SenseMotive +18*) Resources: [KI: 9/11, Perfect:8/8], Effects: Barkskin, Ragesong, Enlarged

Forgot the extra attacks!
Ki Arrow: 1d20 + 18 + 1 ⇒ (1) + 18 + 1 = 20
Damage + Bane (Evil Outsider): 2d6 + 10 + 1 + 2d6 ⇒ (2, 2) + 10 + 1 + (4, 1) = 20
BoF Extra Attack: 1d20 + 18 + 1 ⇒ (8) + 18 + 1 = 27
Damage + Bane (Evil Outsider): 2d6 + 10 + 1 + 2d6 ⇒ (6, 1) + 10 + 1 + (6, 1) = 25
Yah, now I am missing the rolls from the start...

Grand Lodge

Male Human Paladin (Holy Guide/Warrior of Holy Light) 8/Arcanist 4 |AC 19(23) T 12 FF 17(21) | HP 49/68 | F+13 R+10 W+12 | Init +3 | Perception +8 | Reservoir 1/10 | Smite 1/3 | LoH 9/14 | Spells: 1st 3/5 2nd 3/3 | +4 vs Fear & Charm within 10'

After landing a telling blow, Harkon is wounded gravely from one of the evil minions behind him. Then, the cowardly demon teleports back to the other side of the battle! Do I get an attack of opportunity or did he use his spell like ability defensively?

Slightly frustrated he was unable to hold the demon away from his allies, but still in control of the initiative, Harkon gathers his nerve and his will by continuing the Blessing of Fervor for AC and attack bonus, then activates his lay on hands ability as a swift action to heal himself

Lay On Hands: 4d6 ⇒ (2, 3, 5, 3) = 13

He then reverses his move across the room back the way he came dimension stepping through the center of the room and then moving the remainder of his move to come within range of the demon once again and continues his holy assault

SMITE!: 1d20 + 10 + 6 + 2 ⇒ (20) + 10 + 6 + 2 = 38 (to hit, smite, BoF)

confirm?: 1d20 + 10 + 6 + 2 ⇒ (2) + 10 + 6 + 2 = 20 ARGH!, kinda wish I had an auto confirm ability right now!

damage: 3d6 + 16 + 16 + 2 ⇒ (6, 1, 6) + 16 + 16 + 2 = 47 (STR+PA, smite, BoF)

The SMITE! effect defeats any DR and grants an AC bonus vs the demon of 6 and BoF cancels out the enlarge AC penalties. Harkon prepares to use his combat reflexes against the fleeing priests.

Combat Reflexes:

attack: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16 (to hit, BoF)

damage: 3d6 + 16 + 2 ⇒ (2, 3, 3) + 16 + 2 = 26 (STR+PA, BoF)

attack: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18 (to hit, BoF)

damage: 3d6 + 16 + 2 ⇒ (5, 6, 3) + 16 + 2 = 32 (STR+PA, BoF)

if the demon provokes he will ensure to prioritize it as he only gets 2:

SMITE!: 1d20 + 10 + 6 + 2 ⇒ (19) + 10 + 6 + 2 = 37 (to hit, smite, BoF)

edit: forgot to add a possible confirm on this

confirm?: 1d20 + 10 + 6 + 2 ⇒ (2) + 10 + 6 + 2 = 20 (to hit, smite, BoF) edit again: Seriously?

damage: 3d6 + 16 + 16 + 2 ⇒ (2, 4, 4) + 16 + 16 + 2 = 44 (STR+PA, smite, BoF)


RA T1 | WotR

One of Amari's attacks as the acolytes charge in connects and kills him instantly. The other is barely dodged! Unfortunately you killed one of the guys who missed so your damage in unchanged.

Harkon also tries to take advantage of the reckless movement of the acolytes as they flee from Vuzi, but finds himself missing both!

Amari and Harkon gang up on the Demon. Amari wounds it severely, though less than he would have hoped, then Harkon comes out of the blue again and SMITEs the life our of the thing! As it falls a cloud of sickly looking spores pours from it's body!
Amari and Harkon, DC 21 fort save or

Spoiler:
take 1d8 points of damage from the spores, plus 1d4 points of damage per round for 10 rounds as the spores grow into thick green vines. Although ugly, the vines are harmless and wither away in 1d4 days if not shaved off before then. This attack can be halted by effects that remove or provide immunity to disease.

Harkon: even as you smite the demon into oblivion accolytes step up to flank you and attack!
2d20 ⇒ (6, 16) = 22
acolyte damage: 1d8 + 3 ⇒ (3) + 3 = 6
One is blocked, but the other batters your shoulder!
You didn't get a AoO on the teleport because he stepped out of your reach.

Amari: You find yourself quite suddenly facing off against only one acolyte, who does his best to attack in spite of the long odds.
1d20 ⇒ 11
But you easily avoid his mace.

Vuzi: A single acolyte follows you into the hall and hits the frame with his mace! The huge stone block that Amari spotted earlier starts grinding downward. He intends on separating you from your allies!

Grelthe: The priest steps out of your reach onto one of the steps and whispers something you can't hear. He then casts a spell and points.
A black ray of negative energy strikes you and you suddenly feel like part of the life has been struck from you!
Take negative levels: 1d4 ⇒ 2. These will apply to both of your classes equally, so you'll go down two levels in both sides of your gestalt!
Then just as you resign yourself to the hit, you feel a blanket of utter silence cover you! One of the priests down below has just Silenced your Song!

Four of the priests around the stairs start casting in unison and launch a wave of nullifying energies over Harkon and Amari!
4d20 ⇒ (19, 6, 13, 4) = 42
Harkon: Two dispell magics on you! The first dispels at CL 24, second at 11
Amari: Two Dispell magics to you too! The first is at 18, the second at 9. Please review your buffs and remove as necessary!

1d20 + 1d4 ⇒ (12) + (2) = 14
Party up, Map updated!

Grand Lodge

Male Human Paladin (Holy Guide/Warrior of Holy Light) 8/Arcanist 4 |AC 19(23) T 12 FF 17(21) | HP 49/68 | F+13 R+10 W+12 | Init +3 | Perception +8 | Reservoir 1/10 | Smite 1/3 | LoH 9/14 | Spells: 1st 3/5 2nd 3/3 | +4 vs Fear & Charm within 10'

Harkon feels vindication with the destruction of the demon, however, that is short lived as first he is assaulted by an acolyte, then he feels the overwhelming pressure of a dispel upon his person. Harkon can feel the loss of the Blessing of Fervor granted by his ally, but his strength prevails and the enlargement magic remains! Harkon loses two points of AC and incurs a -1 to attack as long as he remains enlarged

Fortitude Save: 1d20 + 13 ⇒ (2) + 13 = 15

Harkon reels from the last vestige of evil emanating from the death throws of the demon...

I am unsure if the third level Paladin ability to protect against any disease even supernatural ones, applies to this effect. DM, please provide guidance on damage taken for the failed save

"Amari, have you got this? I am going to help Grelthe..."

Grand Lodge

Male Human Paladin (Holy Guide/Warrior of Holy Light) 8/Arcanist 4 |AC 19(23) T 12 FF 17(21) | HP 49/68 | F+13 R+10 W+12 | Init +3 | Perception +8 | Reservoir 1/10 | Smite 1/3 | LoH 9/14 | Spells: 1st 3/5 2nd 3/3 | +4 vs Fear & Charm within 10'

demon damage: 1d8 ⇒ 2


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

Vuzi reaches out and touches the Acolyte in front of her with the Touch of Fatigue. Then she moves past them to get back in the room. "I do not vant to be in dis hallvay vith vu."

Melee Touch DC 16 Fort Save: 1d20 + 9 ⇒ (20) + 9 = 29


Human UC Zen-Archer 8, UC Rogue 4 | Stats: (HP:37/60, AC:23|T:20|FF:-, Saves F:8|R:10*|W:10+2, CMD:37, Per/SenseMotive +18*) Resources: [KI: 9/11, Perfect:8/8], Effects: Barkskin, Ragesong, Enlarged

A flicker of surprise passes over the monks enlarged face as the demon actually goes down, despite several of his special arrows clearly failing to penetrate the cursed hide of the fiend.
Then he notices the tip of the massive sword, glowing in holy light that is poking out of the enem from beyond.
That clears things up.
Nothing like an angry paladin to put down a fiend after all.
Maybe we will actually live through this foolhardy attack ...

Then the demon blows up in a disgusting explosion, covering the archer-monk head-to-toe with sticky demon-goo.
Considering that Amari is only wearing the exact amount of clothing dictated by (most) societies, tis is bad news indeed.
Fort-Save: 1d20 + 8 ⇒ (8) + 8 = 16
Words of Wisdom let's an ally within 30ft re-roll a failed save. I am my own best ally in this case and give myself a word of wisdom! -3Ki
Immediately he feels a sickening-burning sensation all over his body.
But he is not ready to give in and go on.
Recalling one of the more advanced meditation mantras of his order, Amari deep-dives into his mind and body, trying to repel the foul effect by his own force of will.
Fort-Save: 1d20 + 8 ⇒ (2) + 8 = 10 Bah!
But it is no use, the effect to strong and the pain all too real.
Demon Goo burnzzz: 1d8 ⇒ 1

Pushing through the pain, Amari notices several of the enemies break contact and turning to flee and is all to ready to provide them with a parting gift - a quick kick intent to break their back just like Vuzi did - but this time more literal.
AoO Unarmed Strike: 1d20 + 12 + 2 + 2 ⇒ (2) + 12 + 2 + 2 = 18
Damage: 2d8 + 4 + 2 + 2 ⇒ (3, 8) + 4 + 2 + 2 = 19
AoO Unarmed Strike: 1d20 + 12 + 2 + 2 ⇒ (9) + 12 + 2 + 2 = 25
Damage: 2d8 + 4 + 2 + 2 ⇒ (1, 1) + 4 + 2 + 2 = 10

Then the world is growing - no, he is shrinking!
Something or someone dispelled the Paladins spell. And he cannot hear the empowering voice of the Swormaiden anymore despite her evident attempts.
Growling, Amari turns his bow to send arrows against the offending priests, once again ignoring the nearby mooks.
He concentrates fire against one at a time, until he goes down before switching to the next.
If there should appear to be any magial problem hitting one, he will switch target as well.
Flurry Attack #1 | Maneuver Shot: 1d20 + 18 + 1 ⇒ (18) + 18 + 1 = 37
Damage: 1d8 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Flurry Attack #2: 1d20 + 18 + 1 ⇒ (9) + 18 + 1 = 28
Damage: 1d8 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Flurry Attack #3: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18
Damage: 1d8 + 8 + 1 ⇒ (8) + 8 + 1 = 17
BoF Extra: 1d20 + 18 + 1 ⇒ (15) + 18 + 1 = 34
Damage: 1d8 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Ki Extra: 1d20 + 18 + 1 ⇒ (11) + 18 + 1 = 30
Damage: 1d8 + 8 + 1 ⇒ (6) + 8 + 1 = 15

Maneuver Shot Result > Target CMD:

- Target is blinded for one round (+1 per 5 over DC)
-> Target looses Dex-to-AC
-> Follow up hits trigger Sneak Attacks
-> Sneak Attacks trigger Debilitating Injuries
Potential SA Damage: 2d6 ⇒ (3, 1) = 4
Potential SA Damage: 2d6 ⇒ (4, 5) = 9
Potential SA Damage: 2d6 ⇒ (1, 2) = 3
Potential SA Damage: 2d6 ⇒ (1, 2) = 3
Potential SA Damage: 2d6 ⇒ (3, 1) = 4

Grand Lodge

Male Human Paladin (Holy Guide/Warrior of Holy Light) 8/Arcanist 4 |AC 19(23) T 12 FF 17(21) | HP 49/68 | F+13 R+10 W+12 | Init +3 | Perception +8 | Reservoir 1/10 | Smite 1/3 | LoH 9/14 | Spells: 1st 3/5 2nd 3/3 | +4 vs Fear & Charm within 10'

As soon as Amari unloads on the priests, Harkon executes his next assault. He opens up with using his swift action to Lay Hands upon himself to remove the stench of the dead demon from his person.

Lay on Hands: 4d6 ⇒ (3, 2, 4, 1) = 10

Then, he calls forth his celestial spirit to aid him in his quest to destroy the evil priests and cleanse the evil from this chamber. standard action to activate divine bond on his weapon using the +2 equivalency to add the Holy quality to his weapon for 1 minute

He then makes a rude gesture to the lesser priests surrounding him as he uses a reservoir point to activate dimension step and moves as far up the stairs toward the high priest as he can get and then uses his remaining move action of 25 feet to get as close to the top as possible and be right on tip of the high priest. if he does not have enough movement to achieve the spot I have placed him, kindly move him back to his maximum range of 65 feet from the starting position.

Harkon will rely on an AOO if the priest moves away or casts a spell:

Attack of Opportunity:

AOO with PA: 1d20 + 9 + 2 - 1 ⇒ (19) + 9 + 2 - 1 = 29 base to hit, holy, large

Damage: 3d6 + 15 + 2 + 2d6 ⇒ (1, 4, 5) + 15 + 2 + (4, 3) = 34 large base damage with PA, holy, holy (if he is evil)

"Amari, I am going to help Grelthe and we can meet back here once the high priest is dealt with!"


RA T1 | WotR

Grelthe?


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Oops, sorry! Thought I had already gone this round.
Grelthe recovers from her wild swing, and though she feels much weaker, deprived of her song and her God's spells, she still has a sword. This time she focuses more on precision than power. (How long does the magical silence last?)

keen longsword attack (Weal's Champion, Negative Levels, Overprotective): 1d20 + 13 + 4 - 2 - 2 ⇒ (7) + 13 + 4 - 2 - 2 = 20
damage (Weal's Champion, Negative Levels): 1d8 + 6 + 4 - 2 ⇒ (6) + 6 + 4 - 2 = 14

Well, poop.


RA T1 | WotR

1d20 ⇒ 19
The high priest laughs in the face of both Harkon and Grelthe. He casts while dodging and easily overcomes your attempts to disrupt him. Suddenly, the entire room is plunged into complete darkness!
Cast Greater Darkness. Only those with Darkvision can see now.

Vuzi: aoo on vuzi: 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18
The acolyte tries to stab Vuzi as she passes, but misses.
aoo on vuzi: 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10
Then follows her back into the main room and misses again! A second acolyte works his way around amari and attacks you!
attack: 1d20 + 6 ⇒ (17) + 6 = 23
But he misses too!

Amari: Your attacks as they flee kill two acolytes, then your flurry of arrows kills one of the priests!
The rest of the mooks avoid you and attack your friends or back away! Then the world goes dark!

Harkon and Grelthe: Just before it goes dark for Harkon and turns into to twilight of darkvision for Grelthe, you both notice the priests rushing your position!
3d20 ⇒ (5, 8, 18) = 31

Party up!
2d20 ⇒ (20, 4) = 24
Each of you manage to evade most of the pale, bony hands wreathed in dread energy that reach for you, but not all. You both feel a sense of overpowering doom settle into your beings like you know in your soul that Dawn may never come for you or your companions again.
Each of you need to make a DC 18 will save or suffer a -4 to all attack rolls, saves, Ability, and skill checks via Bestow Curse


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

will save (negative levels): 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 19

Grand Lodge

Male Human Paladin (Holy Guide/Warrior of Holy Light) 8/Arcanist 4 |AC 19(23) T 12 FF 17(21) | HP 49/68 | F+13 R+10 W+12 | Init +3 | Perception +8 | Reservoir 1/10 | Smite 1/3 | LoH 9/14 | Spells: 1st 3/5 2nd 3/3 | +4 vs Fear & Charm within 10'

Will Save: 1d20 + 12 ⇒ (9) + 12 = 21

Man, even with the high save bonuses, I sweat these everytime...


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Grelthe steels herself and tries again. She would call out positioning, but (I think) is still in the area of silence. (Which means the High Priest should be as well... or does it not affect him?")

keen longsword attack (Weal's Champion, Negative Levels, Overprotective): 1d20 + 13 + 4 - 2 - 2 ⇒ (13) + 13 + 4 - 2 - 2 = 26
damage (Weal's Champion, Negative Levels): 1d8 + 6 + 4 - 2 ⇒ (2) + 6 + 4 - 2 = 10


RA T1 | WotR

whole party is up save grelthe, by the way. Sorry for the silence. I've been very sick this whole week.


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

Vuzi steps back from the acolytes, and casts another spell. But not at the acolytes in front of her. "Amari I tink vu can take care ov des two."

She casts bone shaker on one of the priests flanking Grelthe.

Boneshaker DC 18 Fort Save: 3d6 + 4d6 ⇒ (6, 2, 1) + (2, 6, 1, 5) = 23
SR: 1d20 + 8 ⇒ (4) + 8 = 12
If they fail, they are pushed 5 feet. If they save the damage is halved and they aren't moved.

Grand Lodge

Male Human Paladin (Holy Guide/Warrior of Holy Light) 8/Arcanist 4 |AC 19(23) T 12 FF 17(21) | HP 49/68 | F+13 R+10 W+12 | Init +3 | Perception +8 | Reservoir 1/10 | Smite 1/3 | LoH 9/14 | Spells: 1st 3/5 2nd 3/3 | +4 vs Fear & Charm within 10'

Unable to cast spells in silence, Harkon gambles his faith will assist his inability to see in this magical darkness. Concentrating, Harkon calls out to his god for additional aid:

"Lord Gorum, here my plea! My companions and I have located a den of utter evil. One has already paid the ultimate price and the evil priests have used the aid of their god to render my senses mute and blind. My strength still prevails, but the silence and sightlessness prevents me from carrying your mighty justice to them. Grant me a Nimbus to bring forth the strength of your light so that I may crush them and cleanse this evil place!" standard action and a lay on hands use to create the Nimbus of Light for 30 feet, allies within the sphere gain +1 morale bonus to AC, to hit, damage and fear saves

Harkon then requests the blessing for healing himself as a swift action second lay on hands use

Lay on Hands: 4d6 ⇒ (6, 5, 4, 6) = 21

As he is surrounded, there is no move action to take.


RA T1 | WotR

Grelthe gets a decent hit in! It's weak, but she connects!
1d20 ⇒ 13
Vuzi's spell then hits the priest behind Grelthe and he cries out in pain, but evidently resists the worst of the spell.
Unable to do anything productive with his bow, Amari moves around the room by memory, trying to reach the bound captives.
Harkon channels holy energy and tries to summon some light in the evil black. The light is faint at first, but then glows brighter! It pushes back the dark, barely. You are now fighting in a globe of light hanging in a sea of black! Your vision ends abruptly at the 30' mark and you can only see a small part of the lava pit.
The priests attack, but by grabbing you and attempting to throw you off the platform!
All normal priests provoke an AoO
5d20 ⇒ (10, 9, 15, 3, 3) = 40
But Harkon and Vuzi's martial training allow them to keep their feet!
1d20 ⇒ 20
Vuzi, you focus on the priests, shrugging them off one by one and keeping your feet all the time! You keep your eye on the priest. He presents his ring to you and you know what's coming as he tried to knock you off the stairs with a force before. You brace, but the force hits you like a charging bull and you suddenly no longer feel your feet on stone. There is a sickening feeling of weightlessness, then an impact as you hit lava! Then OH HOLY EMPYREAN LORDS IT BURNS!
You take fall damage: 3d6 ⇒ (1, 5, 6) = 12 and lava (fire) damage: 6d6 ⇒ (1, 5, 3, 4, 3, 2) = 18. It requires a full round's actions to get out.
Seeing that her protection has left, the other acolytes (minus the one that's still cowering in the corner) rush Vuzi!
3d20 ⇒ (10, 9, 17) = 36
mace damage: 1d6 + 4 ⇒ (6) + 4 = 10
One gets a hit on her shoulder.

party up! Grelthe has been knocked into the lava!
Party up, Map dated


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

So... Grelthe, not Vuzi was knocked into the lava? You're getting your orcs confused...


RA T1 | WotR

I am. Grelthe was knocked, sorry.

Grand Lodge

Male Human Paladin (Holy Guide/Warrior of Holy Light) 8/Arcanist 4 |AC 19(23) T 12 FF 17(21) | HP 49/68 | F+13 R+10 W+12 | Init +3 | Perception +8 | Reservoir 1/10 | Smite 1/3 | LoH 9/14 | Spells: 1st 3/5 2nd 3/3 | +4 vs Fear & Charm within 10'

Harkon has just enough Dex to get the two AOOs on the normal priests:

Attack of Opportunity: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12 power attack in effect for the whole fight and holy is running on his sword (did not matter for this one anyway)
Attack of Opportunity: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15 doubtful, but just in case:
damage: 3d6 + 2d6 + 15 + 2 ⇒ (2, 2, 3) + (4, 3) + 15 + 2 = 31

As the priests take turns trying to throw Harkon form the steps, he lashes out with his "holy" sword, but his size and position make the swings a little awkward.

As Grelthe is shoved from the steps into the lava, she is the only one who can see Harkon as he watches helplessly from his vantage point having just used what little reaction he had on the bumbling priests. Still in the cone of silence, no sound escapes his lips, but she can clearly read them:

Grelthe:
NnnnnOOOOOoooooo!!!!!

His face hardens; he can barely make out the high priest. He has cover from one of the priests in front of him, engage obstacle removal:

DIE! priest: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30
Confirm?: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23 Maybe?
DIE!: 3d6 + 2d6 + 15 + 2 ⇒ (3, 6, 4) + (2, 3) + 15 + 2 = 35
DIE some more!: 3d6 + 15 + 2 ⇒ (6, 5, 1) + 15 + 2 = 29 Just in case.

If the priest does not go down, follow up with second attack, if he does, then direct it into the other priest behind him.

Second attack: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26 (Oh, good lord! Someone is gonna die)
Confirm?: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Take that!: 3d6 + 2d6 + 15 + 2 ⇒ (6, 2, 5) + (4, 3) + 15 + 2 = 37
And this!: 3d6 + 15 + 2 ⇒ (3, 2, 5) + 15 + 2 = 27 maybe?

Harkon punishes the priests for what the high priest did to Grelthe, despite his bungled AOOs.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

I believe Grelthe gets one AoO before she gets knocked off. She will attack the priest trying to block the high priest.
keen longsword attack (Negative Levels): 1d20 + 13 - 2 ⇒ (7) + 13 - 2 = 18
damage (Negative Levels): 1d8 + 6 - 2 ⇒ (3) + 6 - 2 = 7

Reminder about Weal's Champion against the High Priest:
Since I FINALLY hit him, all non-evil allies within 30 feet of me gain a +4 competence bonus on attack rolls against that creature as well as a +2 competence bonus on damage rolls.

Grand Lodge

Male Human Paladin (Holy Guide/Warrior of Holy Light) 8/Arcanist 4 |AC 19(23) T 12 FF 17(21) | HP 49/68 | F+13 R+10 W+12 | Init +3 | Perception +8 | Reservoir 1/10 | Smite 1/3 | LoH 9/14 | Spells: 1st 3/5 2nd 3/3 | +4 vs Fear & Charm within 10'

Oooh, do not forget the +1 morale bonus if within my nimbus (30 feet from me), I know I did last night...


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

Vuzi curses, and takes a step back. She casts fear on the cultists in front of her.

Fear DC 20 Will save or An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Grelthe spends her turn dragging herself out of the lava. Once she's out of the lava she will also experimentally try to make sounds to see if she is still in the silence bubble.


RA T1 | WotR

Harkon punishes the priests indeed! Two lay dead on the stairs in the space of only a few seconds! The acolyte remaining near him moves around him to block his way to the High Priest (provoking) and attacks (if he survives).
1d20 ⇒ 12
But his attack misses.
Grethle pulls herself free of the lava smelling strongly of burned Orc-flesh.
Vuzi casts a spell...
3d20 ⇒ (18, 7, 6) = 31
and two of her assailants flee! (provoking)
The lone remaining one attacks!
1d20 ⇒ 13
but misses as well!

Amari arrives at the wall and it takes a moment of him blindly groping around, along with some whispered instructions from Simon, to find the shackles.
1d2 ⇒ 2
but he manages to find them!
1d20 ⇒ 7
but opening a lock in pitch blackness with only whispered hints from the bound party is not a fast process, nor is it easy. He don't manage to free the lock on his first attempt.

The high priest casts a spell on Harkon!
1d100 ⇒ 16
spellcraft DC 19 to recognize Hold Person
DC 19 will to avoid being Held

The two remaining Priests advance on Harkon. One engages in melee and the other casts a buff spell on his allies!
Bless
1d20 ⇒ 1
But this attacker misses as well!

Grelthe, as you exit the lava pit, you feel magic descend on you from an unknown source.
will DC 17 or be Slowed

Party up, map updated. The dice were kind this round!

Grand Lodge

Male Human Paladin (Holy Guide/Warrior of Holy Light) 8/Arcanist 4 |AC 19(23) T 12 FF 17(21) | HP 49/68 | F+13 R+10 W+12 | Init +3 | Perception +8 | Reservoir 1/10 | Smite 1/3 | LoH 9/14 | Spells: 1st 3/5 2nd 3/3 | +4 vs Fear & Charm within 10'
GM Choon wrote:
The dice were kind this round!

Here is to praying they are as kind this round!

Harkon feels the strength of his deity flow through him as he strikes down two of his three assailants! The third sees his strength begin to fade and attempts to sneak past him unopposed to stand once again between him and his quarry. Apologies, Harkon has a total of 3 AOOs, the initial 1 and 2 for his DEX mod from combat reflexes

AOO vs moving priest: 1d20 + 9 + 2 + 1 ⇒ (10) + 9 + 2 + 1 = 22 PA+holy+nimbus

take this!: 3d6 + 15 + 2d6 + 1 ⇒ (3, 2, 6) + 15 + (1, 5) + 1 = 33 PA+holy+nimbus

Then Harkon feels the spirit crushing spell and tries to resist

WILL save: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31 base save+nimbus

He shakes off the puny attempt and decides ENOUGH of these unholy minions, I am going to destroy that priest NOW! all in his head cause...SILENCE!, I kill you... Harkon activates his dimension slide ability and steps through a crack only he can see and exits next to the high priest with vengeance in his eyes swift action SMITE! target the high priest.

SMITE!: 1d20 + 9 + 6 + 2 + 1 ⇒ (7) + 9 + 6 + 2 + 1 = 25 PA+Smite+holy+nimbus

Vengeance!: 3d6 + 15 + 8 + 2d6 + 1 ⇒ (2, 3, 1) + 15 + 8 + (3, 2) + 1 = 35 PA+Smite+holy+nimbus

EDIT: I almost forgot to smite!


Human UC Zen-Archer 8, UC Rogue 4 | Stats: (HP:37/60, AC:23|T:20|FF:-, Saves F:8|R:10*|W:10+2, CMD:37, Per/SenseMotive +18*) Resources: [KI: 9/11, Perfect:8/8], Effects: Barkskin, Ragesong, Enlarged

Founding Moments of the Cat Freedom Association: 1d20 + 20 ⇒ (6) + 20 = 26


RA T1 | WotR

Harkon, in his bubble of light, cuts down the acolyte, then dances through the world and suprises the priest, landing a brutal blow that would surely have sounded like ribs cracking if it weren't for the silence. The priest staggers, clearly severely wounded.

Amari thinks he has it, but his hands slip in the dark!


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

will: 1d20 + 10 ⇒ (1) + 10 = 11 grrrreat.

Do I still have line of sight to the High Priest?


RA T1 | WotR

No, as you'd be looking up at the stairs.


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

Vuzi sends three Magic Missiles at the Acolyte that's still in front of her.

MM: 3d4 + 3 ⇒ (1, 3, 4) + 3 = 11


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Grelthe recovers from crawling out of the lava, and throws a cold iron javelin at the (pink) priest at the top of the stairs near her.

javelin attack (negative levels, slowed): 1d20 + 10 - 2 - 1 ⇒ (9) + 10 - 2 - 1 = 16
damage (negative levels): 1d6 + 5 - 2 ⇒ (5) + 5 - 2 = 8

3,101 to 3,150 of 3,155 << first < prev | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Choon presents All's Well that Ends in a Well: A Rappan Athuk Deathtrap All Messageboards

Want to post a reply? Sign in.