All's Well that Ends in a Well, V.2 (Inactive)

Game Master Choon


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male hobgoblin fighter (mutation warrior) 5 // warpriest of Apollyon 1 / barbarian (urban) 1 | HP 27/49, rage 3/8, mutagen 0/1, +4 Str/-4 Int, -2 Str, -2 Con | AC 21 (23), T 12, FF 19 (21) | F +8, R +3, W +3 (+4 vs fear) | CMB +9, CMD 21 | Spd 20' | Perc +10 | Init +6

"My tribe lived near the coast of Sargava. Not near enough that I could learn to sail, unfortunately. Not that it matters now- they are all gone to serve Apollyon in his realm as I serve him in ours." He tries to keep his tone casual as he mentions his god by name to the others for the first time. One never knows how civilized people may react to such news.


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.
Zadira wrote:
Well, okay, but what about honest adventurers such as ourselves?

"Are you pirates? No? Ten I haf succeeded!" Catarya smiles glibly.

"But no... I had already got away from te pirates. When I heard how te dead walked free in tis place toh, I knew te reason te lady of grafes had not let me go home was because I had to come here and do her work."

Melkar wrote:
"...they are all gone to serve Apollyon in his realm as I serve him in ours."

Knowledge (religion): 1d20 + 8 ⇒ (7) + 8 = 15

GM: Would that be a good enough check to know who 'Apollyon' is?


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 chuckles at Catarya's "success" avoiding pirates, and tries to recall if she recognizes the name Apollyon...
Knowledge (Religion): 1d20 + 5 ⇒ (9) + 5 = 14


The Man. The Myth. The Mask!

GM questions: yes and yes and you know the basics of who he is and what he stands for with a dc 10. 15 gets you basic details of the structure of his religion like if he maintains a church.


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Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5
Catarya wrote:
"Are you pirates? No? Ten I haf succeeded!" Catarya smiles glibly.

Um, I meant about the slime. Some non-pirate might happen across it. We wouldn't want anyone to get hurt.

Melkar wrote:
"My tribe lived near the coast of Sargava. Not near enough that I could learn to sail, unfortunately. Not that it matters now- they are all gone to serve Apollyon in his realm as I serve him in ours."

Knowledge Religion: 1d20 + 4 ⇒ (13) + 4 = 17

Her smile falters for just a second when she hears the name Apollyon. Melkar? Well, they had known he was a hobgoblin, I suppose it is only natural... but still. She liked Melkar. He didn't *seem* evil... her smile recovers.

Sorry about your tribe, Melkar. That's awful.

then, remembering what had happened with the bandits, and remembering that Grelthe was a *paladin,* she quickly realized that the whole get-to-know-you idea was her worst one yet.

Grelthe wrote:
Grelthe chuckles at Catarya's "success" avoiding pirates, and tries to recall if she recognizes the name Apollyon...

Zadira sees Grelthe trying to figure out the Apollyon thing, and tries to distract her. Grelthe! You didn't answer me about Estrid. Is she going to be expecting you back from your vacation?

Then she does the thing that she *knows* will distract her. She walks into danger.

Zadira walks to within 15 feet of the slime cube and blasts fire from her fingertips.

Burning Hands damage: 4d4 ⇒ (4, 4, 3, 2) = 13


The Man. The Myth. The Mask!

We are now in combat. Everyone save Kayla and Zadira (who just went) is up.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

I was confused about where the slime was, so I didn't move my guy on the map yet... it is near the diagonal hall in the upper room?


The Man. The Myth. The Mask!

Yes


The Man. The Myth. The Mask!

Cube added to map.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Thanks. :) Moved.


The Man. The Myth. The Mask!

know dungeoneering DC 13:

This is a Gelatinous Cube. One of the dungeon’s most unusual and specialized predators, gelatinous cubes spend their existence mindlessly roaming dungeon halls and dark caverns, swallowing up organic material such as plants, refuse, carrion, and even living creatures. Materials the cube cannot digest, such as metal and stone, can eventually fill up the creature’s mass with such detritus, and at times the creature may excrete some of this material out of its body. Often the treasure and possessions of past victims remain inside the gelatinous cube, leaving a ghostly impression of their material remains.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Knowledge Dungeoneering: 1d20 + 10 ⇒ (7) + 10 = 17

Still trying to distract Grelthe, she starts giving everyone a lecture on Gelatinous Cubes:

It is said that gelatinous cubes like this sometimes have amazing treasure in them. They basically are the janitors of the traditional dungeon, going around and sucking things up and dissolving them. Except, they can't dissolve metal or stone, so depending on how long this one has been around, if we can kill it, maybe it will have some cool metal items collected from adventurers of decades past.

Of course, maybe it will just be more short swords for you to sunder, eh Grelthe?


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

"Apol- wait! Oh, broter."

Catarya isn't sure what kind of slime the creature is, but she can see that the creature has no 'vulnerable spots' she can attack.

She sheathes her daggers, and pulls out her crossbow.

Two move actions: 1. putting weapons away, and 2. drawing weapon.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Oh, also sorry... I know you wanted it every time, and I forgot. Burning Hands has a Reflex save save for half, DC 15. (Do gelatinous cubes have reflexes?) :)


The Man. The Myth. The Mask!

They do, but the value is so low that your question is valid. At what point does a negative modifier stop counting as "reflexes". :P


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male hobgoblin fighter (mutation warrior) 5 // warpriest of Apollyon 1 / barbarian (urban) 1 | HP 27/49, rage 3/8, mutagen 0/1, +4 Str/-4 Int, -2 Str, -2 Con | AC 21 (23), T 12, FF 19 (21) | F +8, R +3, W +3 (+4 vs fear) | CMB +9, CMD 21 | Spd 20' | Perc +10 | Init +6

Melkar watches the others trying to digest the information about his deity and is greatly relieved when Zadira distracts them all by burning the cube.

I literally lol'ed at this: "Then she does the thing that she *knows* will distract her. She walks into danger." heh

He figures his scythe is unlikely to do much good against a creature who routinely swallows weapons. He moves around behind Zadira and draws out a flask of acid.

2 move actions.


1 person marked this as a favorite.
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

Earlier response to Melkar:
Apolly.... NO. No, he didn't just say... her normally omnipresent grin falters and she goes slack-jawed like a fish out of water while she tries to process this. Did I forget to detect evil when I met him? I mean, I HAD been drinking, but even so... DAMMIT but she LIKED Melkar!
At this point in her mental process Zadira charges the cube, shaking Grelthe out of her stunned contemplation. She curses under her breath (again)

Combat:
I moved my icon up a bit for the start of combat to a position where I would have seen the cube.
Grelthe will move up next to Zadira (her skin prickling as she turns her back to a servant of Apollyon), and uses her other action to pull out a flask of Alchemist's Fire.


The Man. The Myth. The Mask!

1d20 ⇒ 6
13 damage

Zadira and Grethle step up to deliver some pain and Zadira succeeds. Then there is a sudden rush of movement as the blob pounces on its prey!
1d20 ⇒ 14
2d6 ⇒ (6, 6) = 12
It rushes the one dealing the hurt and it's gooey appendage (that you swear wasn't there before) slaps Zadira on the arm and OH GODS IT BURNS! Take 6 bludgeoning and 6 acid damage. She instantly feels her limbs freezing up! DC 20 fort save or be paralyzed for rounds: 3d6 ⇒ (6, 3, 5) = 14
Full party is up!
edit: map updated


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

FOURTEEN ROUNDS? Wow. Well, this is unlikely to work, but here goes...

I swear that gooey appendage was not there before... OOF says Zadira, and then Aaahhh, it BURNS!!!!

Fort Save for all we're worth: 1d20 + 2 ⇒ (13) + 2 = 15 (no problem... only have to roll an 18)

Then, since she wasn't all that fortitudinal, her limbs freeze up and the last thing she utters before toppling over is Don't ....kill.... Melkar....


The Man. The Myth. The Mask!

Ya. There's a reason these things are monsters of legend.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Apparently. :) Hopefully I have not led the party to its doom. And, if we get out of this, I hope it doesn't just have a bunch of copper. :) Guess we just have to wait and see.


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

If I attempted to drag Zadira out of harm's way, what type of action would that be? Would I still need to roll a combat maneuver, since she's paralyzed?


The Man. The Myth. The Mask!

As it isn't vs a foe I'd say no combat maneuver, but it'll take some effort (full round action) and provoke due to movement.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Grelthe, Grelthe... I know you care, and I appreciate it, but seriously... just kill the thing. It is unlikely to attack me again if someone else is hurting it. The sooner it is dead, the sooner you can help me.


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

Hmmpf. Can I bullrush it, or is it too squishy? Don't see anything in the ooze description that says I can't? GM call though.


The Man. The Myth. The Mask!

You technically can, but keep in mind that it weighs about 15,000 pounds and is the consistency of jell-o.


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

Fart-knuckles.

Grelthe's eyes get big when Zadira falls and she takes a 5-foot step to the side of the faceless quivering glob of danger and throws her alchemist's fire at the back corner (NE).
ranged touch attack: 1d20 + 2 ⇒ (14) + 2 = 16
fire damage: 1d6 ⇒ 3

She then draws her flail and waits. At least now it will have to choose between Zadira and I.


The Man. The Myth. The Mask!

Using a ranged weapon in melee range provokes. ;)
1d20 ⇒ 1
The ooze juts a different appendage at Grethle as she throws, but misses.
Lucky.


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

Kayla was silent regarding the talking about everyone's past. she really did not want to talk about that.

luckily the new threat was a good distraction. trying to understand what she is facing it quickly comes to light as she sees a somewhat familiar foe. Kayla quickly moves to get a better shot as she draws her shortbow.

arrow shot: 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19
damage: 1d4 ⇒ 3


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

Catarya comes around the corner and sees Zadira on the floor.

"Oh, Bloody Bilgewater!"

If it is a full-round action instead of a standard, then I assume I have to wait till next round to pull Zadira out of the way?

If I have to wait until next round:

Catarya takes up a defensive stance, standing over Zadira. Full defense.

If I can move her now:

Catarya grabs Zadira by the shoulders and pulls her back.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira remains frozen in place, wondering when she'll be able to move again, but thankful that none of her friends have gotten paralyzed as well.


male hobgoblin fighter (mutation warrior) 5 // warpriest of Apollyon 1 / barbarian (urban) 1 | HP 27/49, rage 3/8, mutagen 0/1, +4 Str/-4 Int, -2 Str, -2 Con | AC 21 (23), T 12, FF 19 (21) | F +8, R +3, W +3 (+4 vs fear) | CMB +9, CMD 21 | Spd 20' | Perc +10 | Init +6

"Hang in there, Zadira," implores Melkar in a low voice as he lobs his flask at the horrible cube.

Aiming for the far corner to avoid splash damage to my angels.

ranged touch-into melee: 1d20 + 6 - 4 ⇒ (2) + 6 - 4 = 4
acid damage: 1d6 ⇒ 3


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Gelatinous Cube is up. I hope it doesn't absorb someone. I say full attack. KILL THE JELLO!


The Man. The Myth. The Mask!

1d8 ⇒ 5
20 damage

Melkar gives the vial just a little too much juice and it sails over the ooze to break just behind! The other two attackers are more lucky and the ooze loses a couple chunks of slime.

But a couple chunks aren't enough. It oozes over Zadira and attempts to engulf Catarya in its nearly transparent self!

Catarya and Grethle are both entitled to an AoO. Catarya, you may make a DC 12 reflex save to avoid being engulfed and move 5' back, away from the slime, but if you choose to make your AoO you forfeit this save and are engulfed. Zadira is engulfed automatically.
Zadira, you are now pinned, take acid damage: 1d6 ⇒ 6 and begin counting rounds for holding your breath.
Cayarya, if you are engulfed you are also pinned and must hold your breath. You will also take acid damage: 1d6 ⇒ 2
If you escape the pinned condition you escape the slime into a square adjacent to the slime of your choosing.
Party up!


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

Kayla takes a sidestep to keep a clear line of fire. taking a moment to study her target for weaknesses.

move action to study target for +1 to hit and damage

she then takes another shot at the jello.

attack: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
damage: 1d4 + 1 ⇒ (4) + 1 = 5


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

AoO: 1d20 + 9 ⇒ (1) + 9 = 10
confirm crit fail: 1d20 + 9 ⇒ (3) + 9 = 12
damage: 1d8 + 4 ⇒ (8) + 4 = 12
SERIOUSLY?!


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

Regardless of how the previous critical fumble resolves... (if you do those):

After seeing the oozy cube overtake the paralyzed form of Zadira, Grelthe screams in anger, drops her shield behind her, grabs the flail two-handed and lays into the nasty slime blob with all her might.
Flail 2-handed: 1d20 + 9 ⇒ (11) + 9 = 20
Fail 2-H damage: 1d8 + 4 + 2 ⇒ (4) + 4 + 2 = 10


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

reflex: 1d20 + 6 ⇒ (14) + 6 = 20

Catarya evades the mass of translucent jelly. She tumbles backwards and rolls out of the way, coming up into a crouch.

"Zadira!"

Good thing you distracted us from talking about Apollyon!

She steps back and takes a shot with her crossbow.

5' step SW then shoot.

crossbow, fighting defensively, into melee: 1d20 + 9 - 4 - 4 ⇒ (12) + 9 - 4 - 4 = 13
damage: 1d8 ⇒ 8


male hobgoblin fighter (mutation warrior) 5 // warpriest of Apollyon 1 / barbarian (urban) 1 | HP 27/49, rage 3/8, mutagen 0/1, +4 Str/-4 Int, -2 Str, -2 Con | AC 21 (23), T 12, FF 19 (21) | F +8, R +3, W +3 (+4 vs fear) | CMB +9, CMD 21 | Spd 20' | Perc +10 | Init +6

Melkar loses his s*** when Zadira becomes engulfed. "This acid will take forever. I will slice this jello into a million little cubes."

He steps to the side to enter a flanking position I think? and slashes furiously with his scythe.

attack+mutagen+rage+flank: 1d20 + 10 + 2 + 2 + 2 ⇒ (1) + 10 + 2 + 2 + 2 = 17
damage+mutagen+rage: 2d4 + 14 + 2 + 2 ⇒ (1, 1) + 14 + 2 + 2 = 20


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

Ooh, I forgot to roll the second round of Alchemist's fire damage:
2nd rnd Fire: 1d6 ⇒ 4


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

I don't think Oozes can be flanked. But you probably don't need the flanking bonus to hit this thing. It is just a wall of jell-o.


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

Correct, no flanking on oozes, but not really needed anyway. For future flanks, though, remember I always have outflank up so it would have been +4 anyway.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Okay, took the damage and Con is 12, so I can hold my breath for 24 rounds I believe. Probably die way before that, so no worries on the breath thing. ;)

So, I don't know if this thing has DR, but damage so far has been I think a total of 69 points, which at least seems like a lot, so ... I'm hoping that we killed it. If not though, it was still a good distraction, and I hope that you guys honor my dying wish and don't kill Melkar. :)


The Man. The Myth. The Mask!

I see 42. Melkar was a nat 1.


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

hmm, I count 46 damage. Did you count my 2nd round of alchemist's fire? And I think all the not-paralyzed people went,
Making it the ooze's turn again.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Oh, yep, see a few misses that I thought were hits, sorry. I was just glossing over the attack rolls and reading the damage. :) Guess it was just wishful thinking. ...It's okay. Go ahead. Kill me. I can take it. ... I already did my death speech anyway. Wouldn't want to waste it. :)


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

Plus 4d4 imaginary damage from the daggers Grelthe and Melkar are staring at it. One per eye. :)

I have an ability that lets me identify a creature by touching it, but in this case I'm not sure that's a great idea.


The Man. The Myth. The Mask!

Update will be up soon.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5
Catarya wrote:
I have an ability that lets me identify a creature by touching it, but in this case I'm not sure that's a great idea.

Ha ha. Yikes. :)


The Man. The Myth. The Mask!

Sorry. Life. Update is still incoming.

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