Ascension - Mageocracy

Game Master bbangerter

Pit


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Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Ian glances around for Soliel. Not seeing her, he moves through the crowd towards a particular hooded stranger, trying not to alert him.


The devil bows with a wicked grin to Serelina, its maw and claws bloodied. "Of course master." Then it vanishes with a soft pop.

Soliel:

"...to long have they been lax on dealing with crime in this city. Maybe now if they take a harder stance against it it will be safe to walk the streets again without worrying about pick pockets trying to steal my meager coins." The speaker is an older woman in ragged clothing.

Ian:

As you get closer to the hooded figure they turn away from the crowd that came to watch the execution. You could likely follow if you want to attempt to do so.

Did you want to listen closer to what any of the people are saying around you?


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Spoiler:
Only if it doesn't hamper my ability to follow, which I do want to do.


It won't hamper that. Will post later tonight about following.

Dark Archive

Female Tiefling AC 22 (31), Hp: 64/76, Att +12/+7 (+16/+11) and +12, Dam 1-6+6/+9 (SA), F+8, Ref+15 (+18), Will +6, Stealth+37, Perception+17 Alchemist//Rogue 4/4

GM:
Soliel will ensure Serelina departs safely, then will look around for what Edmond and Ian are doing. If possible, she'll also eavesdrop on other reactions to the execution.


The crowds begin to disperse, many with somber looks in their eyes.

Ian is easy to pick out in the crowd, and Soliel follows him, catching up to him quickly. Edmond may also catch up if he wishes.

Ian, Soliel:

The cloaked figure enters a narrow side street and moves down it at a brisk walk without the crowds to slow him. The figure turns another corner.

Taking a peek around the corner Ian sees the figure 15' away speaking quietly with another figure - a human with dark eyes whose face is scarred and misshapen. The skin of his neck is burned, and looks almost scaly. The rest of his body is covered in heavy clothing, including gloves on his hand.

The cloaked figure speaks, "The masters have summoned a devil to perform their execution. A bold and arrogant move on their part."

Dark Archive

Female Tiefling AC 22 (31), Hp: 64/76, Att +12/+7 (+16/+11) and +12, Dam 1-6+6/+9 (SA), F+8, Ref+15 (+18), Will +6, Stealth+37, Perception+17 Alchemist//Rogue 4/4

Soliel kept herself "cloaked", she always found it hard to explain the ability gifted to her by her Infernal ancestry, and easily kept up with Ian and their quarry. Looking around the corner she spotted the man with the scarred face, and immediately began preparations. She smoothly drew her hand crossbow and began assessing the scarred man for vulnerabilities.

Round 1 of studying for potential Death Attack attempt


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Ian leans back against the corner, not wanting to get spotted and just listens. He clenches his jaw, knowing if he tried to close on them they would vanish. He'll follow if they start to leave, trying to tail them.

Damn it. Need Tomlin right about now--where's our bloody tiefling?


M Halfling Soul Weaver (Dual Channeler) 8 | HP: 33/64

Seeing a few members of the group begin a decided chase, though he cannot see what they chase, Edmond steps forth. As he leaves the platform where the execution took place and walks down the stairs, a small flicker of varicolored light leaves his palm to streak beneath the platform, and a figure emerges.

A serpent, standing upright as a man, and in fact it has arms as a man and a human-like, if dull, intelligence in its gaze. Its scales are a like the sparks of a bonfire coalescing into the strange, elapine shape. Each scale looks like a tiny flame, white-hot in the center and cooling to a burning orange at the edge. The creature carries weapons as a man would, a dark sickle presently occupies one hand. It moves forward to Edmond's side and moves with him, a silent guardian towering over the halfling.

The strange duo move in the direction of the party's quarry, careful to remain behind Ian so as not to spoil the group's attempt at surveillance.

stealth when close: 1d20 + 7 ⇒ (18) + 7 = 25


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Not noticing the actions of the others, Serelina will return to her chambers to examine her new bound servant.


"Well you know what to do then", the cloaked figure says. The disfigured msn merely shrugs then turns, beginning to walk away. The man in the robe turns around to come back the way he came.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Ian will ready a good baseball swing to the face for when the man comes back his way, knowing he wouldn't have much chance chasing down the disfigured man with a big head start and him in full plate.

And Ian still assumes he's alone since he can't see any of the others.

Dark Archive

Female Tiefling AC 22 (31), Hp: 64/76, Att +12/+7 (+16/+11) and +12, Dam 1-6+6/+9 (SA), F+8, Ref+15 (+18), Will +6, Stealth+37, Perception+17 Alchemist//Rogue 4/4

As she moves past Ian, her eyes ever on the disfigured man, Soliel whispered in the ex-guardsman's ear.

Ian:
Kill the robed one, then follow the other man

She then ghosted along behind the disfigured man, following at a safe distance.

Study Target Rnd 2, following the disfigured man in Stealth, with Fast Stealth movement of 40'. Trying to keep him between 15' to 30' away. Hand crossbow is drawn

@Edmond: Do you and your pet have Stealth? Just curious if Ian would see either.


M Halfling Soul Weaver (Dual Channeler) 8 | HP: 33/64

we each have stealth at +7


Soliel, in the broad light of day, slips down the alleyway after the disfigured man.

As the cloaked figure nears Ian's position, something tips him off.
Make init rolls.
8 or higher beats the cloaked figure, meaning you can take 1 standard action. Ian a 5' step with your standard will put you in melee range.
This is a surprise round, but only the disfigured individual is surprised.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Init: 1d20 + 5 ⇒ (4) + 5 = 9
F~&% that was close, haha.

PA.VStrike: 1d20 + 16 ⇒ (1) + 16 = 17
Dmg: 4d6 + 20 ⇒ (3, 3, 1, 3) + 20 = 30

-.-
-.-
-.-


M Halfling Soul Weaver (Dual Channeler) 8 | HP: 33/64

init: 1d20 + 3 ⇒ (9) + 3 = 12

did you want companion init on the same count or different?

Dark Archive

Female Tiefling AC 22 (31), Hp: 64/76, Att +12/+7 (+16/+11) and +12, Dam 1-6+6/+9 (SA), F+8, Ref+15 (+18), Will +6, Stealth+37, Perception+17 Alchemist//Rogue 4/4

Initiative 1d20 + 7 ⇒ (18) + 7 = 25

Unseen by all as she continued after her quarry, Soliel's eyes flickered darkly as she became aware of the slightly-too-soon alerting of the robed man. Still, she kept her focus on her target.

Study Target Rnd 3


M Halfling Soul Weaver (Dual Channeler) 8 | HP: 33/64

oh amd how close is my snakeman companion to the fray? Partial charge territory?


You are close enough for a partial charge Edmond.


M Halfling Soul Weaver (Dual Channeler) 8 | HP: 33/64

Edmond takes what a passerby might have mistaken as a wand and puts it to his lips. The sound coming forth makes it clear that it is in fact a flute.

perform DC 16-24: 1d20 + 18 ⇒ (17) + 18 = 35 pass, CL 9 (max) achieved

A floating, candle-bright tendril of light issues forth from the flute to wrap around his slithering guardian until his solid form ceases to be and there is nothing but light in the shape of his body. (Casting Flicker + Diffuse Light)

The guardian then leans forward to charge, but rather than taking a step, his body bursts into a kaleidoscope of light. Varicolored rays shot through the tiniest gap in the alley to reform opposite Ian, flanking the man. The original creature, likewise clad in light, stood firm behind Edmond, guarding from an attack from the rear. They each held wicked sickles in hand.

Edmond took a standard, his unnamed guardian took a move action.

abilities:

I figure i'd copy these into this post just since it is the first time he has done them.

Glow
As a standard action, you may cause an object or creature in Medium range to glow for 1 minute per caster level, outlining it with light as a candle, which may be of any color you wish. This requires a touch attack or ranged touch attack. The object or creature becomes outlined with light, giving it a -20 penalty on Stealth checks and negating all bonuses usually bestowed by invisibility, blink effects, darkness, or similar effects.
there is more to that i just copied the basic part, i'm not doing the other facets of the ability

Flicker (light) this augments the Glow above
You may create bright light that partially assimilates a glowing creature, allowing them to momentarily shed their physical form. A creature under this effect can choose to move through solid objects as long as there are no factors that block normal sight (such as concealment from darkness or fog). This allows them to pass through transparent barriers like glass or through impossibly small gaps (such as a keyhole).

Diffuse Body this modifies Flicker
Your Flicker talent becomes more nuanced and refined. Rather than allowing someone to simply turn into a single body of light, you give them the ability to split themselves into multiple reflections. When a creature under the effects of your Flicker takes a move action, they may choose to move in two separate directions and end their move in two different locations. When they take their next action or the next time they are attacked or targeted at one of these locations, whichever is sooner, they must decide which of these positions they are actually in.


The man lets out a gasp of pain as Ian's weapon strikes him, despite the clang of metal armor beneath the cloak.

"Run" the cloaked figure shouts over his shoulder.

Then stretches forth one palm, revealing a tattoo there, which begins to glow as the figure chants a few words. In a commanding voice he states "FLEE"
Defensive casting.
Edmond, his companion, and Ian need to make DC 20 will saves vs mind-effecting or spend the next round (or more) fleeing from the cloaked figure.

Everyone is up, full round actions now available.
The disfigured individual is at init 6.

Spellcraft DC 20:

Greater Command


M Halfling Soul Weaver (Dual Channeler) 8 | HP: 33/64

Edmond will DC 20: 1d20 + 7 ⇒ (17) + 7 = 24
Snake will DC 20: 1d20 + 5 + 4 ⇒ (1) + 5 + 4 = 10

are both snakes in the area affected?


Yes.

Dark Archive

Female Tiefling AC 22 (31), Hp: 64/76, Att +12/+7 (+16/+11) and +12, Dam 1-6+6/+9 (SA), F+8, Ref+15 (+18), Will +6, Stealth+37, Perception+17 Alchemist//Rogue 4/4

The sound of Ian's sword crashing into the robed man became Soliel's signal to strike. Suddenly seeming to materialize out of nowhere, the tiefling took a steadily aimed shot at the disfigured man's scarred neck. Just after letting the shot fly, she immediately darted forward, vanishing again from most eyes.

Death Attack on Disfigured Man vs FF AC 1d10 + 13 ⇒ (5) + 13 = 18

If Hits, DC 21 Fort save or die. If makes save, then takes 1d4 ⇒ 3+5d6 ⇒ (3, 6, 5, 4, 6) = 24 of damage, plus 5 bleed per round

Move into Stealth again with Move action; she'll move past the disfigured man to cut off his most likely angle of exit

Stealth 1d20 + 29 - 10 ⇒ (5) + 29 - 10 = 24

Dark Archive

Female Tiefling AC 22 (31), Hp: 64/76, Att +12/+7 (+16/+11) and +12, Dam 1-6+6/+9 (SA), F+8, Ref+15 (+18), Will +6, Stealth+37, Perception+17 Alchemist//Rogue 4/4

Rolled wrong dice to hit.... 1d20 + 13 ⇒ (12) + 13 = 25


M Halfling Soul Weaver (Dual Channeler) 8 | HP: 33/64

"You've annoyed me, good job." Edmond says as he watches his snake flee. He takes his trusty flute and plays another song.

perform DC 16-26: 1d20 + 18 ⇒ (16) + 18 = 34 pass, CL 11 (max) achieved

"I call that the song of burning." Edmond says with a smile, as light erupts from the flute in white-hot tendrils that twist about the area in myriad ways so as to dissuade escape. One such tendril lances through the man.

abilities:

Edmond is using the base light skill, spending a Spell Point to have it go 1 min per CL without concentration. His CL is currently 11, 8 for levels, 1 for a trait, and +2 from his staff. Weird Radiance below allows me to create 35 squares of bright light. Searing Light makes creatures in those squares take CL (11) fire damage. Searing Brilliance adds CL (11) untyped damage. Undead, oozes, and creatures vulnerable to light take double these values. So if he is an undead without fire resistance, he would take 44 total damage.

The area lights up within 55ft of each of these squares by 1 step higher than usual, but only the 35 contiguous bright squares do the damage. There's no reflex save for half, but you can move through the squares without taking damage for each one. It's just damage at the beginning of your turn.

Since we aren't doing a map, this will be somewhat hard. However, I would like to have the following in order of preference:
1. the scarred man's square bright so he takes damage on his turn.
2. a contiguous (but not necessarily straight) line from a square adjacent to Edmond to the scarred man's square, leaving a place for Soleil to engage in melee as well as Ian, if Ian did not run due to the man's spell. Ideally this line would go diagonally up so that ground-based people can engage.
3. contiguous squares to cut off the scarred man from fleeing as best he can. For this purpose, simply surrounding him in the burning light wouldn't work, since he could move through those squares and be free barring the beginning of his round.
4. blocking any doors or alleyway exits, including behind us.
5. surrounding Edmond to dissuade the man from entering melee with Edmond.

As free actions i can change the shape of the light area, so i will, in general, be doing so to keep the above ideas in play to harass/control/damage the man.

Weird Radiance (nimbus)
When causing a glow effect to shed normal light or bright light, you may shape this light into strange shapes as a free action. It illuminates an area that you form of a number of 5 ft. cubes, with each cube placed adjacent to the target of the glow or another cube. For normal light you may place up to 20 5 ft. cubes, and with bright light you may place up to 30, plus another for each 2 caster levels you possess. The light 20 ft. away from any square of this area (or 30 ft. + 5 ft. per 2 caster levels away if shedding bright light) is increased by one step to a maximum of normal. With the Intensity Control talent you may add an additional 5 ft. cube per 5 ft. of radius you would add to your area, and increase or decrease the radius in which light is increased by 10 ft. You may change the light’s area or return it to its normal area as a free action, but for the purpose of (light) talents you may only affect one area per round.

Searing Light (light)
You may create bright light that burns creatures in its area. All creatures in the area suffer 1 point of fire damage per caster level per round they are within this area of bright light. Undead, oozes, and creatures harmed by daylight take 2 points of fire damage per caster level.

Searing Brilliance (feat)
Benefit: Your Searing Light now deals 1 point of untyped damage per caster level per round in addition to its fire damage. Undead, oozes, and creatures harmed by daylight take 2 additional points of untyped damage per caster level per round instead


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Will: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
IronWill: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18

FFFFFFFFFFFFFFFFFFF... 4,1,4,5 on my d20s so far :(

Ian follows the magic order and flees.


Fort save: 25

The disfigured man lets out a howl of pain, blood gushing out of a large wound in his armpit.

There is a swirl of magic and the man vanishes, replaced instantly by a horrific looking being, which gives out a unearthly bellow.

A humanoid figure whose skin is entirely black and composed of what seems like rubbery scarred patches and chitinous armored growths. Vestigial features cover it, mandibles and teeth, feathers and small mouths, blinking crystalline eyes, fingers and tentacles. Its face is composed of a large main mouth, taking up most of the face, and it is composed of smaller mouths inside with sharp teeth pointed outwards. Large eyes surround it and the middle has a curve that almost seems like a nose.

It visibly has two arms and two legs, but they are warped and seem to be composed of many smaller limbs intertwined, finally ending with large claws. Small spikes trail its spine and what looks like wings covered in a mishmash of feathers, scales and teeth protrude from its back.

A large pair of wings lift from its back, though it does not take flight.

It shakes its head, then rushes towards Soliel, somehow sensing her location, jaws snap over empty air, and large drops of saliva fall to the ground where they sizzle and bubble.
Attack: 18. Total concealment miss chance: 69

Perception DC 15:

The creature casts no shadow.

Ian, and Edmond snakes, continue to make a new will save each round to stop fleeing.

Edmond can you clarify, did you want the light surrounding the disfigured man that Soliel tried to kill, or the cleric who caused Ian to flee?

Edmonds second snake still needs to make a will save. If it doesn't flee, the cleric moves before the following action provoking an AoO, otherwise he will move after casting.

"It's okay, I've got something more pleasant for you then." the cleric says with a mocking smile as he calls upon the powers of his god again. Edmond feels a sudden pain throughout his body, and the sound of creaking and cracking in his bones.
Edmond takes 31 damage and is exhausted. A DC 20 fort save halves the damage and changes it to fatigued.

Spellcraft DC 20:

Boneshatter


M Halfling Soul Weaver (Dual Channeler) 8 | HP: 33/64

1. when the snake is affected by something while duplicated with Diffuse Form, i choose which one exists. there isn't actually two, it is one creature, so one save. I asked if both snakes were in the area because at that point i would have chosen the unaffected one to have been the "real" one, but since both were affected, it didnt matter. as it is necessary, by virtue of having to make a save, for me to determine which is real, i would choose the one farthest from Edmond to be real. the other simply dissipates.

2. snake will save DC 20: 1d20 + 5 + 4 ⇒ (11) + 5 + 4 = 20 can he act now, and if so is he partial charge away from an enemy (or even better, 5-ft-step)? or does he get a full turn and if so is he within 20ft? 40ft?

3. clarification: if i have enough squares of light to reach both without cutting off ally avenues of attack, then i would get both. if i had to choose just one, i would choose whichever was the closest to escaping to be the one hit+surrounded, and the other simply hit.

4. Edmond fort DC 20: 1d20 + 7 ⇒ (14) + 7 = 21

5. spellcraft DC 20: 1d20 + 10 ⇒ (1) + 10 = 11

6. also regarding the light, if it causes damage on the turn they cast spells they should have to make a concentration check since the square they are in is actually searing heat

Dark Archive

Female Tiefling AC 22 (31), Hp: 64/76, Att +12/+7 (+16/+11) and +12, Dam 1-6+6/+9 (SA), F+8, Ref+15 (+18), Will +6, Stealth+37, Perception+17 Alchemist//Rogue 4/4

@GM: we really need a combat map......

Soliel remained emotionless and composed as the ambush took several negative turns: her quarry survived the assassination, then disappears, then is replaced by some wretched, shadowless creature who can sense her presence. To add to the complication, the ex-guardsman and one of the snake-creatures succumbed to magic, leaving the halfling alone to fight the robed man. Idly, she imaged the rage and frustration she would have felt in a similar circumstance years ago. But that was before her Friends training. Now it was another woman's frustration. Not hers.

Timing the bizarre creature's swing, Soliel somersaulted underneath its outstretched claw and bolted towards the robed cleric. All the while she maintained her cloaked status. Holding her hand crossbow in her left hand, she drew one of her short swords with her right, and closed in behind the cleric to strike a blow.

Acrobatics to avoid AoO moving out of creature's threat range, moving toward the robed cleric. Soliel has 40' move rate and Fast Stealth, but I'm not sure if she can reach the cleric for a melee attack. She'll also wait for Edmond's snake to attack first if possible. Drawing her short sword is a free action while moving. If she can attack, she will, and I'll roll that below. If not, she'll stay in Stealth and use the additional action to put away her hand crossbow.

Acrobatics to avoid AoO 1d20 + 16 ⇒ (20) + 16 = 36

Sneak Attack vs FF AC on Cleric, if possible 1d20 + 13 ⇒ (18) + 13 = 31

Damage, if hits, includes 5d6 SA damage 6d6 + 6 ⇒ (1, 3, 6, 4, 5, 4) + 6 = 29+5pts/rnd Bleed

EDIT: @GM, does it look like the creature "replacing" the disfigured man actually IS the disfigured man? i.e. is the creature already wounded?


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Round 2?
Will Save: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30

Ian will run straight back in to attack the cleric, if possible.

Attack roll if so:
PA.VStrk: 1d20 + 16 ⇒ (10) + 16 = 26
Dmg: 4d6 + 20 ⇒ (1, 6, 6, 4) + 20 = 37


Map

The snake head creature at the bottom right is Edmonds summoned creature.

Definitely another creature Soliel.

Edmond, given the map, can you lay out where you burning light cubes are?


M Halfling Soul Weaver (Dual Channeler) 8 | HP: 33/64

yes. Drunk and on mobile currently, will do so yomorrow


I still need to know the placement of the light squares by Edmond before I move the enemy priest.


M Halfling Soul Weaver (Dual Channeler) 8 | HP: 33/64

holy crap i will do it right now. entirely forgot about this and assumed there would be another post to remind me to look. my fault.


M Halfling Soul Weaver (Dual Channeler) 8 | HP: 33/64

squares:

If I put "+1" next to a letter, i mean at that square but one square up from the ground (leaving a safe 5ft square beneath if I do not also put that letter by itself).

There is bright light that emanates from these squares as well, so it would be hard for people to tell where one begins or ends, but for damage purposes only these squares matter. but the whole area is really really bright.

9 E, F
10 E, F
11 D, E, F
12 E, F
13 F, G, H, F+1, G+1, H+1, I, J
14 F, G
15 F, G, F+1, G+1
16 G
17 F, G
18 F+1, G
19 F+1, G
20 F+1, G
21 E, F+1
22 E, F+1
23 E, F, F+1
24 E, F, G, E+1, F+1, G+1

This will allow a safe tunnel between Soleil and the creature to the right so that they can melee without hurting Soleil.

Regarding Question #2 of my last post, may my snake act now, and if so in what capacity?


Okay, with Edmond's burning light sources placed, a retcon on the priests actions. He does not cast, but moves instead. His appearance on the map is the last known location before he disappeared around the corner.

Party may act now, including Ian and the snake.

The window light overlays are the positions of Edmond's spell at ground level. Harder to see are a rust colored highlight on some squares representing those squares 5' in the air.

Updated Map


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Looks like double-moving in pursuit is the only option

Dark Archive

Female Tiefling AC 22 (31), Hp: 64/76, Att +12/+7 (+16/+11) and +12, Dam 1-6+6/+9 (SA), F+8, Ref+15 (+18), Will +6, Stealth+37, Perception+17 Alchemist//Rogue 4/4

I'm having trouble getting the map to open at my new work site. Not sure if it is a network security config issue here or not. In the meantime, Soliel would make a double move (80' total) to close with the fleeing priest. She will remain in Stealth, taking 10 for a total check of 29. She'll use Acrobatics if needed to avoid AoO's.

Dark Archive

Female Tiefling AC 22 (31), Hp: 64/76, Att +12/+7 (+16/+11) and +12, Dam 1-6+6/+9 (SA), F+8, Ref+15 (+18), Will +6, Stealth+37, Perception+17 Alchemist//Rogue 4/4

I was able to access the map, but only via my phone for some odd reason. I'm assuming the creature at L20 is one of Edmond's pets, and that the figure right next to Soliel is the creature that appeared right after the disfigured man vanished. Let me know if I'm wrong on either point.

I'm not seeing a way for Soliel to get from her current position on the map to the corner where the robed man disappeared. If there is, she'll do that. If not, she'll move 10' F18 (already rolled Acrobatics to avoid AoO), then 15' feet diagonal to D16. From there she'll continue moving north along the side of the building until the first opportunity to move to the east. I can't see on the map how far north the end of the building is, but presumably it is ~4 more squares (20ft). That would give her another 25ft of movement to track down the robed guy.


Ian, looking for a way back in past Edmonds burning light moves northward, while Soliel heads north west. Both spot the man at another cross section.

Map

Soliel still have a standard action left.
Edmond is also up.


M Halfling Soul Weaver (Dual Channeler) 8 | HP: 33/64

sorry, family in town and precious little time to post. Cant see thr numbers for the grid on mobile so post is semi vague

Snake man moves up to block the disfigured freak but cannot attack it as it's a double move. His duplicate will stay in the alleyway he is coming from in case the disfigured man does any area attacks.

Edmond will move some of the squares from the left side of the map over to the right side to fill in the gaps amd extend the reach to the right as a free action. As a standard he will throw a blast of fire at the creature.

ranged touch: 1d20 + 7 ⇒ (14) + 7 = 21
fire: 4d8 ⇒ (1, 8, 3, 7) = 19

Dark Archive

Female Tiefling AC 22 (31), Hp: 64/76, Att +12/+7 (+16/+11) and +12, Dam 1-6+6/+9 (SA), F+8, Ref+15 (+18), Will +6, Stealth+37, Perception+17 Alchemist//Rogue 4/4

Still invisible to all but the keenest eyes, Soliel spied her prey as his form emerged from around the building. Hoping to cut him off, the tiefling darted north and then east around the second building, stopping just at the edge of the street with her blade ready to strike.

Use standard action to move 40' to -E12. Staying in Stealth (DC29), she will use her AoO on the robed guy if he moves through her threatened squares.


Sorry, that was the wrong map, correct one here, adjusted Soliel for a blocking position for where the man was moving.

Map

Edmonds blast of fire strikes the otherworldly creature and it lets out a bellow of rage and pain before rushing towards the halfling.

Charge attack: d20 + mods = 12

The priest, nearly runs straight into Soliel, but lets out a curse and turns to the side at the last minute. I expected him to fail that perception roll...

Soliel gets an AoO

The man turns east to the next intersection, then casts a spell, healing some of his wounds.

Spellcraft DC 18:

Cure Serious Wounds

Latest Map


M Halfling Soul Weaver (Dual Channeler) 8 | HP: 33/64

is the map not loading for anyone else? Also, i believe snake man should get an AoO as well based on what i said of his placement, but if i wasn't specific enough for having not been able to see the numbers on the map, that's fine.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Not loading for me either.

Ian keeps running in pursuit.

Hows the chase going--gaining ground or no way to catch up?

Dark Archive

Female Tiefling AC 22 (31), Hp: 64/76, Att +12/+7 (+16/+11) and +12, Dam 1-6+6/+9 (SA), F+8, Ref+15 (+18), Will +6, Stealth+37, Perception+17 Alchemist//Rogue 4/4

Yeah, not sure what is going on with the maps. I haven't had an issue with Photobucket before, but now I can't get any of the recent maps to open on anything but my smart phone. The latest map doesn't even open on my phone and I get some kind of error message. Not sure what is going on...

If the otherworldly creature charged Edmond, wouldn't it move through several of the light squares and be damaged?

As for Soliel's AoO, am I understanding correctly that the priest actually spotted Soliel? If so, I'm guessing this means her AoO would not be a sneak attack. She'd still take it, but the effect will be significantly less.

AoO Attack 1d20 + 11 ⇒ (18) + 11 = 29 Add +2 and vs FF AC if SA

Damage, if hits 1d6 + 6 ⇒ (6) + 6 = 12 Add 5d6 ⇒ (5, 6, 2, 6, 4) = 23 if SA, plus 5 bleed, which could disrupt his spell casting.

If Soliel was spotted, and she has any reason to believe Ian can't see him, she will Free Action shout out the priest's location


M Halfling Soul Weaver (Dual Channeler) 8 | HP: 33/64

sadly, the squares, as near as i can tell, only damage you once per turn, at the end of the caster's turn unless i am misunderstanding. so they dont take the damage per square, if they end their turn there, they take the damage. as much as i'd like it for them to take tons of damage, i dont want to be nerfed. haha


Soliel got spotted, so no AoO or sneak attack damage.

Ian your basically keeping pace, though him stopping to cast a spell will get you another 20' closer.

Try this map link

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