Aubrey's Eberron campaign. (Inactive)

Game Master Aubrey the Malformed


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"Good shooting, Janosz! You and Ez help out our good father."

"Matilda, Kaz, and I will take care of their Inspired leader."

With a quick prayer for aid, Haladon moves into position and strikes at Helkashtai.

Swift action: cast divine favor.
Move action: move to O10.
Combat Maneuver Check (DC 16): 1d20 + 16 ⇒ (19) + 16 = 35 to move in web.
Standard action: attack Helkashtai.
Attack: 1d20 + 20 + 3 ⇒ (6) + 20 + 3 = 29. Damage: 1d8 + 11 ⇒ (5) + 11 = 16 plus 2d6 ⇒ (4, 3) = 7 holy.

"Surrender or fall."

Havakhad


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Aubrey the Demented/Malformed wrote:
Gil's spell simply fizzles, defeated by the giant's innate resistance.

I expected as much with such a poor penetration roll, but hoped it might still hit Hel.

Ninja'd


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Initiative:
23- Lieutenant Meira (Hasted)
22+ Helkashtai
22- Horned Legion Infiltrators (H2 stuck in the web)
21 Technician
19 Horned Legion Commander
18 Redcloak Soldiers (Hasted)
16- Kazadar (Fire Shield, Hasted, Righteous Might)
15 Gil (Hasted)
13 Janosz (Hasted)
12+ Prince Kor (Hasted)
12- Lady Desdamora (Charmed)
10 Haladon (Hasted, Divine Favor)
9 Havakhad (Hasted)
4+ Ezreal (Hasted, Greater Invisible)
4- Rodergo (Hasted, Righteous Might)

Map


Haladon's holy lance strikes the Inspired.

Havakhad steps back with Janosz but otherwise conserves his mental energies.

5' step.

Ez.

Map updated.


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Ezreal slowly backs up as he begins a more complex ritual. The commander falls and continues the ritual. The remaining Horned Legion troops were deadly enough that it wouldn't be wise to reveal his position yet with fireworks.


5' step back to F12
Begin Summon Monster VI
Greater Invisibility 2/13 rds

Rodergo


Hp 92 of 92; AC 28 (29); Fort +13; Ref +9 (+10); Will +18 Human Male Cleric 7/ Exorcist of the Silver Flame 6; effects: Bless, Airwalk

“Oh, well done Janosz! Now, a little help over here would be even better …” Rodergo holds aloft his holy symbol.

Rod will try to keep himself and his companions on his feet a little longer. Channel positive energy, centred on the top left hand corner of his space. This will put everyone in the room except Gil, Lady D and Helkashtai within the 30 foot burst. He will use selective channelling to exclude the three giants. healing: 6d6 ⇒ (1, 4, 2, 4, 1, 4) = 16


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

Lieutenant Meira moves to R9 and strikes Helkashtai with her battleaxe. Next round, the meatgrinder turns back on... Attack roll 11+17+1(haste)+2(flank w/Kazadar)=AC 31, damage 1d8+5=12. As Inspired are not Human (?), her ranger bonuses are not included.

Up next: Baddies!


The axe bites, but Helkashtai seems to take little damage. She give a quick order, and one of the giants menacing Rodergo takes flight to land near her and fight off the shifter. Another tackles Kazadar and Haladon.

Helkashtai delays until after the Infiltrators.
H3 flies, avoiding AoOs, to land next to Meira. That will provoke an AoO from Meira, however.
H2 will unlimber his glaive and attack Hal.
H3 will attack Meira.

H2
Glaive 1d20 + 23 - 3 ⇒ (17) + 23 - 3 = 37 to hit, damage 2d6 + 16 + 9 ⇒ (3, 6) + 16 + 9 = 34
H3
Unarmed Strike 1d20 + 21 - 3 ⇒ (3) + 21 - 3 = 21 to hit, damage 2d6 + 11 + 9 ⇒ (3, 2) + 11 + 9 = 25
OK, I think Meira is still there with about 5hp, as she took the channel from Rod.

The last giant continues to fight his way through the Redcloaks.

H1 will attack RC1. If he manages to take the Redcloak down, he will 5' shift towards Janosz and any spare attacks will go on him.
1d20 + 21 - 3 - 2 ⇒ (19) + 21 - 3 - 2 = 35 to hit, damage 2d6 + 11 + 9 ⇒ (4, 2) + 11 + 9 = 26
1d20 + 21 - 3 - 2 ⇒ (14) + 21 - 3 - 2 = 30 to hit, damage 2d6 + 11 + 9 ⇒ (4, 3) + 11 + 9 = 27
1d20 + 16 - 3 - 2 ⇒ (10) + 16 - 3 - 2 = 21 to hit, damage 2d6 + 11 + 9 ⇒ (4, 2) + 11 + 9 = 26
1d20 + 11 - 3 - 2 ⇒ (15) + 11 - 3 - 2 = 21 to hit, damage 2d6 + 11 + 9 ⇒ (2, 4) + 11 + 9 = 26
OK, I think that's RC1 beaten to a pulp, but Janosz won't be hit by any of those attacks left over.

Helkashtai concentrates for a moment.

Check to manifest in combat 1d20 + 13 ⇒ (18) + 13 = 31 v DC23

She disappears, reappearing by the doors. Her body then seems to flicker for a moment as if she is suddenly accelerated in time. Kazadar feels her mind suddenly invading his, crashing through and trying to smash it apart. Then she extends a finger, and for a second time a green ray springs forth, aimed at Kazadar.

First, Kaz need to make a DC 24 Will save. If he succeeds, nothing happens. If he fails, he takes 9d10 ⇒ (9, 10, 10, 5, 10, 5, 4, 10, 1) = 64 damage.
Next, range touch to hit Kaz
1d20 + 9 - 4 ⇒ (6) + 9 - 4 = 11 to hit
OK, if that hit, you make a Fort save, DC 24. If you fail, you take 22d6 ⇒ (2, 6, 1, 6, 1, 6, 5, 3, 1, 6, 2, 6, 1, 3, 6, 1, 1, 6, 6, 1, 1, 3) = 74 damage and if that reduces you to 0hp or less you are disintegrated and turned to dust. If you save, you just take 5d6 ⇒ (1, 5, 3, 2, 4) = 15 damage.
Either of those is probably a good one to save against.
Note, the -4 to hit is for cover from the Web. Also note, however, that you are now Large, and therefore your touch AC will probably now be one less.

Revised initiative
23 Lieutenant Meira (Hasted)
22 Horned Legion Infiltrators
22- Helkashtai
21 Technician
18 Redcloak Soldiers (Hasted)
16- Kazadar (Fire Shield, Hasted, Righteous Might)
15 Gil (Hasted)
13 Janosz (Hasted)
12+ Prince Kor (Hasted)
12- Lady Desdamora (Charmed)
10 Haladon (Hasted, Divine Favor)
9 Havakhad (Hasted)
4+ Ezreal (Hasted, Greater Invisible)
4- Rodergo (Hasted, Righteous Might)

Technician.

Map updated.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

RC1 is dead; the last attack missed me. Also, H3 missed Lieutenant Meira entirely, believe it or not (her AC is 23, including Haste).


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

The remaining technician moves to T13 before casting Magic missile on Helkashtai. She takes 2d4 + 2 ⇒ (1, 4) + 2 = 7 points of damage.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

The remaining redcloaks keep harrying their oversized enemy.

RC2 steps to K7 and attacks H1:
Attack 1: 14+10+1(haste)=AC 25, damage 1d8+2=9
Attack 2: 8+5+1(haste)=AC 16, damage 1d8+2=6
Attack 3 (bonus from Haste): 12+10+1(haste)=AC 23, damage 1d8+2=7

RC3 steps to K8 and attacks H1:
Attack 1: 13+10+1(haste)=AC 24, damage 1d8+2=8
Attack 2: 10+5+1(haste)=AC 16, damage 1d8+2=4
Attack 3 (bonus from Haste): 14+10+1(haste)=AC 25, damage 1d8+2=9

Kazadar, then Gil.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

luckily those are my good saves. touch AC is 10 -1 size +0 dex (normally +1 but i lost dex with the size change) +1 insight +1 luck, = 11, so that hits. EDIT: thanks to Haste, it just barely misses.

will dc 24: 1d20 + 20 ⇒ (5) + 20 = 25 nothing happens

The waves of her psionic assault futilely crash against the uncaring cliff at the base of the mountain that is Kazadar's mind.

Using my Weapon Master domain ability to grab Improved Overrun for this round, so I don't provoke an AoO for this maneuver.

Kazadar charges at Helkashtai, but rather than use the momentum to bash through her physical defenses, he uses it to barrel past her, bowling her over if she is foolish enough to resist.

CMB to Overrun: 1d20 + 9 + 3 + 1 + 2 + 2 ⇒ (17) + 9 + 3 + 1 + 2 + 2 = 34 if it beats her CMD by 5, she is prone in her square. My destination is X/Y 11/12, with the goal of sealing her escape route barring further movement powers. She just used what I assume is Fold Space, plus two other powers. Disintegration isn't augmentable to reduce it from a standard, I don't have time to surmise the one that caused me to make a will save, and I'm sure she either used Fold Space augmented to a move action or some Nomad ability to do her short range teleport, not to mention that she "seems accelerated in time".

@all, if i can keep her busy hopefully you all can deal with the others. I hope Ez's summon can be a suitable replacement for Kaz's tanking in the meantime. I'm hoping to keep her popping all her best powers on me instead of you all.


Yeah, actually I got carried away and gave her an extra round of actions, so good to see I don't have to go retro on a pile of dust.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

whew! I was getting even more scared!


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

I wrote it off as yet another wacky psyker power. Anyway, a quickened Disintegrate is, what, a level 12 spell? No biggie.

Grand Lodge

Wait till she whips out mass disintegrate :O


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Sorry, I know I'm up, but I need a moment to consider. I am curious how Kaz' and the redcloaks' actions might change the map, too.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116
ithuriel wrote:
Wait till she whips out mass disintegrate :O

IS there a mass disintegrate? you could chain it or twin it, for sure.


Kazadar Soranath wrote:
IS there a mass disintegrate?

<strokes chin with a fiendish glint in his eye>


Kazadar hurtles forward, wisps of burning web falling from him as he smashes through the doors which have the temerity to get in his way. Helkashtai wisely steps aside as he ploughs through.

The remaining Redcloaks harry their target, but while the giant bleeds freely from many wounds he does not fall.

Gil.

Map updated.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

The swashbuckler backs away from the charmed woman with a salute, moving to K4.

Acrobatics to dodge potential AoO from Lady D: 1d20 + 17 ⇒ (1) + 17 = 18

Yet another lightning bolt issues forth.

Spell Penetration vs H1: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20

Spell Penetration vs H2: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28

Will DC 21 to disbelieve shadow lightning bolt, success reduces damage to 20% of total; Reflex DC 21 to halve damage after Will save is resolved

Lightning Damage: 10d6 ⇒ (2, 5, 2, 4, 5, 6, 2, 1, 3, 3) = 33


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

Getting boxed in here. No move, all attacks go on the H1. I'm using Point Blank Shot, Rapid Shot, Manyshot, Deadly Aim (-3 penalty to hit included below) and Clustered Shots.
Attack 1: 11+17+1(PBS)+1(haste)=AC 30, damage 2d8+2(PBS)+22+2d6 fire+2d6 electricity = 33+10 fire +8 electricity.
Attack 2: 13+17+1+1=AC 32, damage 1d8+1+11+1d6 fire+1d6 electricity = 18+5 fire + 3 electricity.
Attack 3: 19!+12+1+1=AC 33, confirm roll 12+12+1+1+5(action point)=AC 31, damage 1d8+1+11+1d6 fire+1d6 electricity = 17x3=51+4 fire+4 electricity.
Attack 4: 12+7+1+1=AC 21, damage 1d8+1+11+1d6 fire+1d6 electricity = 14 +3 fire + 1 electricity.
Attack 5 (bonus from Haste: 10+17+1+1=AC 29, damage 1d8+1+11+1d6 fire+1d6 electricity = 16 + 4 fire + 3 electricity.

Prince Kor, Desdamora, then Haladon.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1
Aubrey the Demented/Malformed wrote:



H3 flies, avoiding AoOs, to land next to Meira. That will provoke an AoO from Meira, however.

Missed this. Battleaxe AoO: 11+15+1(haste)=AC 27, damage 1d8+5=11.


Gil avoids an AoO from Lady Desdamora but not from H3.
1d20 + 21 - 3 ⇒ (10) + 21 - 3 = 28 to hit, damage 2d6 + 11 + 9 ⇒ (4, 1) + 11 + 9 = 25

The lightning bolt penetrates both SRs
Will save
H1 1d20 + 14 ⇒ (15) + 14 = 29
H2 1d20 + 14 ⇒ (19) + 14 = 33
Reflex saves
H1 1d20 + 11 ⇒ (13) + 11 = 24
H2 1d20 + 11 ⇒ (20) + 11 = 31

This time, the giants barely notice Gil's false lightning bolt.

H2 has his glaive out, which means that Janosz is within reach and suffers an AoO when shooting his bow.
1d20 + 23 - 3 ⇒ (11) + 23 - 3 = 31 to hit, damage 2d6 + 11 + 9 ⇒ (3, 3) + 11 + 9 = 26 damage
I think, with the benefit if Haste, that just missed you.

Janosz fells one giant with his famous double-arrow shot. He turns his aim on the other nearest giant, arrows pulled from the quiver and sent forth in a blur. Arrows puncture the towering warrior but still it presses on.

Janosz's first shot takes H1 down. I'll assume that you put the others in H2, given his looming presence.


I think Kaz's movement provokes some AoOs from H2 and H3 - see my comments in the Discussion thread. They have Combat Reflexes so this doesn't effect their AoOs above.
AoOs on Kaz
H2 1d20 + 23 - 3 ⇒ (6) + 23 - 3 = 26 to hit, damage 2d6 + 16 + 9 ⇒ (2, 3) + 16 + 9 = 30
H3 1d20 + 21 - 3 ⇒ (3) + 21 - 3 = 21 to hit, damage 2d6 + 11 + 9 ⇒ (3, 2) + 11 + 9 = 25
Both misses, I suspect.


Prince Kor takes out a potion and drinks it. He promptly disappears.

Lady Desdamora charges Gil.

Lady D's attack.
1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14 to hit, damage 1d6 + 2 ⇒ (6) + 2 = 8

Haladon.

Map updated.


"Kazadar! Do you have her?!" Haladon yells at his new companion. (Assuming a positive answer)

"Silver Flame, grant me your grace," Haladon intones a quick prayer before moving to join the shifter.

"Let me bring this villain to an end," Haladon tells the lieutenant as he places his right hand on her shoulder to heal her wounds. "Help our dwarven friend bring this matter to an end quickly."

Swift action: cast grace. (Movement does not provoke AoOs.)
Move action: move to Q10.
Combat Maneuver check (DC 16): 1d20 + 16 ⇒ (11) + 16 = 27 to move in web.
Standard action: lay on hands on Meira (No AoO due to supernatural ability).
Lay on Hands: 6d6 ⇒ (1, 2, 4, 5, 3, 3) = 18

Havakhad


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

Havakhad needs to get the hell away from H2. He moves to G14, hugging the wall to stay out of the ogre mage's reach, and casts (manifests?) Dispel psionics on Helkashtai. I don't know what or how many effects she has running, but getting rid of any of them would be great. To get a little extra ooooomph into the dispel check, he feeds an additional 5 PP into the spell, bringing his dispel modifier up to +16.

Dispel check:

Spoiler:
I assume the spell works as PF Dispel magic, rather than the roll-against-every-effect 3.5 version on the d20SRD website. If I can choose, I'd like to end whatever effect she has that gives her DR; without that, she's easy meat for me or Meira.
Dispel check: 1d20 + 16 ⇒ (13) + 16 = 29


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

Ezreal, then Rodergo.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

"Knocked her over, but she's a right dodgy kobold, this one!"


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Ezreal's summoning comes to an end with an enormous alien wild cat lunging through a gate at one of the giant harassing Rodergo from behind. The cat snarls and begins ripping and shredding with no mercy. Meanwhile Ezreal darts across the room to get into position and blasts the giant on Miera with lightning that splits and branches off to Helkashtai and the giant on Rodergo.

Celestial Dire Tiger to J-K / 7-8. Full Attack with Smite and flanking

Claw 1: 1d20 + 18 + 2 ⇒ (19) + 18 + 2 = 39 Damage: 2d4 + 8 + 14 ⇒ (3, 4) + 8 + 14 = 29
Claw 2: 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 31 Damage: 2d4 + 8 + 14 ⇒ (1, 1) + 8 + 14 = 24
Bite: 1d20 + 18 + 2 ⇒ (9) + 18 + 2 = 29 Damage: 2d6 + 8 + 14 ⇒ (4, 5) + 8 + 14 = 31

Ezreal moves to N4 with Haste
SA Cast Chain Lightning (add the Fell Weaken metamagic through Metamagic Mastery) vs H3 then branching to H2 and Helkashtai
Fell Weakness Chain Lightning: 14d6 ⇒ (4, 3, 2, 2, 3, 1, 2, 6, 6, 3, 1, 5, 6, 3) = 47 and a -4 Strength penalty for 1 minute
Reflex DC 24 for H3, DC 22 for H2 and Helkashtai. Pass = Half damage

Gr Sp Penetration, Electric + AP: 1d20 + 13 + 1 + 4 + 5 ⇒ (2) + 13 + 1 + 4 + 5 = 25 AP: 2d6 ⇒ (5, 2) = 7
Gr Sp Penetration, Electric: 1d20 + 13 + 1 + 4 ⇒ (5) + 13 + 1 + 4 = 23
Gr Sp Penetration, Electric: 1d20 + 13 + 1 + 4 ⇒ (12) + 13 + 1 + 4 = 30

Greater Invisibility 3/13
Action Points 10/11


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

Woo-hoooo! That's a hell of a way to make an entrance.


Hp 92 of 92; AC 28 (29); Fort +13; Ref +9 (+10); Will +18 Human Male Cleric 7/ Exorcist of the Silver Flame 6; effects: Bless, Airwalk

Looks like nice work there. I'd like to see the results of that before I resolve Rod's action.


OK, regarding Havakhad's Dispel Psionics modifier, I've no idea where his +16 bonus comes from. His manifester level is 6, so he gets a +6 bonus. He can't really burn any extra PP to power it up - it's not described as such in the power description and even if it was, you can't spend more PP on a power than you have levels. Since the power by itself consumes 5PP, that's basically only one more, which would achieve nothing. Havakhad actually gets a total of 19, which won't do anything to Helkashtai. But Havakhad is basically a (somewhat ineffective) healer rather than a devastating warrior.

However, the real wizard gets slightly different results...

The tiger tears into the hapless giant, shredding it and ripping it limb from limb as it looms over the Redcloaks. The otherworldly feline then turns its head, fangs dripping, to regard the soldiers with its golden eyes. They look terrified.

H2 down.

Meanwhile, Ezreal skips to the other side of the room and unleashes a powerful bolt of electricity. The remaining giant avoids it completely, but Helkashtai takes the full force.

Saves
H3 1d20 + 11 ⇒ (13) + 11 = 24
Helkashtai 1d20 + 6 ⇒ (12) + 6 = 18

Rod.

Map updated.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1
Aubrey the Demented/Malformed wrote:
OK, regarding Havakhad's Dispel Psionics modifier, I've no idea where his +16 bonus comes from. His manifester level is 6, so he gets a +6 bonus. He can't really burn any extra PP to power it up - it's not described as such in the power description and even if it was, you can't spend more PP on a power than you have levels. Since the power by itself consumes 5PP, that's basically only one more, which would achieve nothing. Havakhad actually gets a total of 19, which won't do anything to Helkashtai. But Havakhad is basically a (somewhat ineffective) healer rather than a devastating warrior.

As you've said that you aren't using Occult Adventures, I took the dispel stuff from the d20SRD website, which specifically states that the dispel check can be boosted to +20 by using extra power points. I'm perfectly fine with this being wrong, but then I need to know what rules your psykers are using.


I believe Aubrey is using the Dreamscarred Press rules of Psionics. (I have all of them except the most recent one, Akashic Mysteries). You can find the rules in d20pfsrd.

Dreamscarred Press has done a good job of converting the 3.5 psionic rules to Pathfinder. However, I haven't had a chance to read the books since I'm behind in my Pathfinder ones.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

this ought to be it


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

OK. I went with this. The differences seem rather significant...


Janosz Frogshanks wrote:
Aubrey the Demented/Malformed wrote:
OK, regarding Havakhad's Dispel Psionics modifier, I've no idea where his +16 bonus comes from. His manifester level is 6, so he gets a +6 bonus. He can't really burn any extra PP to power it up - it's not described as such in the power description and even if it was, you can't spend more PP on a power than you have levels. Since the power by itself consumes 5PP, that's basically only one more, which would achieve nothing. Havakhad actually gets a total of 19, which won't do anything to Helkashtai. But Havakhad is basically a (somewhat ineffective) healer rather than a devastating warrior.
As you've said that you aren't using Occult Adventures, I took the dispel stuff from the d20SRD website, which specifically states that the dispel check can be boosted to +20 by using extra power points. I'm perfectly fine with this being wrong, but then I need to know what rules your psykers are using.

What the dudes above said. I'm using the Dreamscarred Press stuff, which is actually available on the PFSRD website as well (mostly) so it's easily accessible.


Hp 92 of 92; AC 28 (29); Fort +13; Ref +9 (+10); Will +18 Human Male Cleric 7/ Exorcist of the Silver Flame 6; effects: Bless, Airwalk

Sorry guys, didn’t have a chance to post earlier today, its now 1am here, I might have to wait until I am less tired and better able to read through spell effects etc; I am thinking either a holy smite on Hel or another heal (either channel or specific heal on someone who needs it) any preference from the gallery?


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

My vote is to keep pounding on Helkashtai. She's taken a lot of damage and should be feeling fairly desperate at this point.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

yes, kill her dead


Hp 92 of 92; AC 28 (29); Fort +13; Ref +9 (+10); Will +18 Human Male Cleric 7/ Exorcist of the Silver Flame 6; effects: Bless, Airwalk

Ok then, Holy Smite on Hel.

Rodergo holds his holy symbol aloft and calls on the power of the Silver Flame to smite the Inspired back to its nightmarish home.

Cast Holy Smite. Caster Level check to overcome SR if required: 1d20 + 13 ⇒ (15) + 13 = 28 additional +2 if she is an evil outsider. Damage: 5d8 ⇒ (6, 7, 8, 2, 5) = 28 or 10d6 ⇒ (2, 5, 5, 1, 1, 5, 6, 5, 6, 5) = 41 if she is an evil outsider, and blinded for 1 round. Will save DC 19 for half damage and to negate blindness effect.


Will save 1d20 + 15 ⇒ (18) + 15 = 33

Helkashtai largely shrugs off Rodergo's spell.

Lieutenant Meira.

Map updated.


Hp 92 of 92; AC 28 (29); Fort +13; Ref +9 (+10); Will +18 Human Male Cleric 7/ Exorcist of the Silver Flame 6; effects: Bless, Airwalk

"Well ... that could have been better."


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

Lieutenant Meira withdraws to V11.

Also, the remaining technician is in the wrong spot. From last turn:

Janosz Frogshanks wrote:
The remaining technician moves to T13 before casting Magic missile on Helkashtai. She takes 2d4+2 points of damage.

The baddies are next - the ogre mage, then Helkashtai.


Helkashtai Concentration check 1d20 + 22 ⇒ (11) + 22 = 33 v DC 23

Helkashtai shouts a command to the last ogre mage soldier, concentrates and disappears.

Riedran:

Spoiler:
"Keep them busy."


The giant nods stoically. He lashes out at Haladon.

H3 attacks Hal until he drops, then he takes a 5' step and any remaining attacks are on Ez.
Attack 1 1d20 + 21 - 2 ⇒ (11) + 21 - 2 = 30, damage 2d6 + 11 ⇒ (1, 1) + 11 = 13
Attack 2 1d20 + 21 - 2 ⇒ (11) + 21 - 2 = 30, damage 2d6 + 11 ⇒ (1, 4) + 11 = 16
Attack 3 1d20 + 16 - 2 ⇒ (4) + 16 - 2 = 18, damage 2d6 + 11 ⇒ (3, 1) + 11 = 15
Attack 4 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26, damage 2d6 + 11 ⇒ (3, 1) + 11 = 15

Technician.

Map updated.


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Ezreal is still invisible since it is greater invisibility. He saw where the lightning came from, so knows my likely square but has the miss chance and all unless he can see through it.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

Is Helkashtai gone or just invisible? As Ezreal has True seeing going, he should know. Also, is Haladon wearing leather armour, or is that some sort of failure-to-update-character-sheet error?

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