BPChocobo's PbP Gamethread for Cool and Attractive PCs

Game Master Black Powder Chocobo

Thornkeep Map
Sanctum map


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Dark Archive

HP 22/58 | Wizard 7 | AC 16/15/13 CMD 18 | F +8, R +6, Wl +8 | perception +1 |

the Craft!: 1d20 + 15 ⇒ (15) + 15 = 30

"Ay, there's magic to deceive and magic to ward, and a strange arcane mark besides. I suppose this is where those folks marked their hands, although I'd have some doubts about sticking my hand in one of those things!"

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

"Yes, I do not feel like sticking my hand into that orifice. Can someone check it for traps?"

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Perception: 1d20 + 4 ⇒ (10) + 4 = 14

Which one did the sscared man sssay he marked himself with? Kylar says as he looks over the faces.

Dark Archive

HP 22/58 | Wizard 7 | AC 16/15/13 CMD 18 | F +8, R +6, Wl +8 | perception +1 |

"He had a yellow one, but it looks like that one is broken. I guess if we want to doors we'll just need to use a different one."

Sindar puts his gnarled hand in the Northern statue.


Sanctum Map

Sindar braves the northern statue face and places his hand inside. The mouth closes on it immediately, nearly causing the steadfast adventurer to jump. Dulled pain courses through the wizard as he feels the sensation of a hot knife carefully slicing his hand in intricate patterns. A few seconds later, the mouth opens up again, a blue sigil now glowing on his hand.

DC 18 Kn: Arcana or History:

Your preparations before returning to Thornkeep included looking over some tomes about Nhur Athemon: the sigil is that of one of his apprentices, Togarin.

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

"Perhaps the sigil is important... and we need a yellow and red one as well... I shall get the red one, but what will we do about yellow?"

Varian walks over to the red face and sticks his hand in the mouth.... wincing as he waits for the surprise of whatever made Sindar jump.

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Knowledge Arcana: 1d20 + 7 ⇒ (7) + 7 = 14

Kylar grabs Sindar's hand and inspects the sigil. I do not recognize thisss. Kylar waits to see what happens to Varian before he puts his hand in the yellow mouth.


Sanctum Map

Varian tempts fate as well; his aasimar hand is clamped down and several seconds of pain ensue as the oracle feels his skin being pulled from the inside into a strange design.

When it ends, Varian finds a red-colored rune glowing on his hand.

DC 18 Kn: Arcana or History:

The rune is the symbol of Daegros, one of Nhur Athemon's apprentices, a skilled conjurist.

Anything else? Otherwise, there is a door to the left and stairs that go up on either side of the wall with the faces.

Dark Archive

HP 22/58 | Wizard 7 | AC 16/15/13 CMD 18 | F +8, R +6, Wl +8 | perception +1 |

arcana: 1d20 + 15 ⇒ (20) + 15 = 35
history: 1d20 + 15 ⇒ (10) + 15 = 25

"A cursed knife! They could have used simple bloody magic, bastards!" The wizard shakes his hand gingerly.

"Um... I think the Blue Sigil is for Togarin, and the red for Daegros. They were mentioned in some of the correspondence upstairs - apprentices for Nhur Athemon."


Sanctum Map

@Sindar: Despite the sensation, you do not see any trauma on your hand, just the sigil. The same for Varian.

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

"Let me guess, that yellow sigil was for the third apprentice. Door first before we take the stairs. I can ward us against evil, but that requires that we stay close together."

I have magic circle vs evil, but that requires that you stay within 10 feet of the recipient, which I prefer to be myself...

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Kylar nods in agreement as he stands near Deaglan. Yesss. Letsss take the door.

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

"Door is fine... let's check it for traps first..."

perception: 1d20 + 13 ⇒ (18) + 13 = 31

disable if nec: 1d20 + 14 ⇒ (5) + 14 = 19


Sanctum Map

The door is not locked, nor trapped as far as Varian can find.

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Kylar casts Mage armor on himself with his wand. Can never be too careful.

He opens the door and takes a small step backwards.

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

Just before Kylar opens the door Deaglan casts magic circle against evil (on self) and uses his wand of divine favor. Once the door is opened he steps into the room, adamantine longhammer in hand.


Sanctum Map

The party opens up the door!

Dozens of life-sized statues of noble warriors garbed in fluted ceremonial armor line the walls of this enormous chamber. A pattern of nested rectangles marks the smooth stone floor. Stone walls stretch up forty feet to wide slabs in the ceiling that bathe the whole chamber in bright light. Huge double doors mark the north and south walls. Along the west wall, twenty feet above the floor, a massive panel of clear glass holds back three columns of roiling yellow smoke in an alcove overlooking the room.

Sanctum map updated!

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

"I have a bad feeling about that yellow smoke... I could levitate up there and stone shape the surrounding stone to cover the glass so breakage of it won't fill this chamber with smoke if you think that might be a good idea... I just suspect it is part of a trap..."

perception to spot trap and trigger for it: 1d20 + 14 ⇒ (14) + 14 = 28

disable for easier way to disable the trap if there is one: 1d20 + 13 ⇒ (15) + 13 = 28


Sanctum Map

From the doorway, Varian can tell that the glass is surprisingly thick and that there doesn't appear to be any mechanism to cause it to shatter.

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

"Well, perhaps it isn't a trap.. . the glass seems too thick to break easily. Maybe we don't have to worry about it... " He shrugs and readies to move further on into the chamber.

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Kylar moves a little closer and tries to detect any sign of magic from the mist or glass. What is itssss purpossse though? Didn't the scared man mention something about some mist?

Dark Archive

HP 22/58 | Wizard 7 | AC 16/15/13 CMD 18 | F +8, R +6, Wl +8 | perception +1 |

Sindar strokes his tiny goatee and studies the mist. There is much hemming and hawing as the wizard contemplates.

spellcraft: 1d20 + 15 ⇒ (8) + 15 = 23


Sanctum Map

@Kylar: You detect magic throughout the room; it seems to be coming from the glass, the area underneath and above the glass, the floor, and the statues along the walls. It's a mix of illusion, conjuration, and transmutation magic.

@Sindar: Oddly, the mist itself doesn't seem magical to you; although perhaps it is generated by magic or controlled by magic.

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

"We should be fine!"

Deaglan calls for some divine guidance and gingerly steps into the room, waiting for the others to join him.

Cast guidance

Dark Archive

HP 22/58 | Wizard 7 | AC 16/15/13 CMD 18 | F +8, R +6, Wl +8 | perception +1 |

"Well, it's not a magic trap; might be be conjuration of some sort."

Sindar wrinkles his nose. "Maybe they're critters. Some sort of air elemental with a overabundance of effluence."


Sanctum Map

As the party enters the room, looking over the statues and giving the glass a bit of a wide berth. Moving inside, the party warily makes their way around the room.

The door behind immediately closes with a loud thud and the audible sound of a deadbolt clicking is heard.

The yellow smoke roils and seethes as it slowly begins to take on the image of a giant face. The smoky image seems to look forth from its vantage point behind the glass inset into the wall, scowling hatefully. It speaks in a raspy, disgusted voice. "Foolish apprentices," it spits, "how I should have predicted your betrayal at my most critical moment. Seek to escape into some unwritten time, eh? By now you must have realized your ioun stone array has failed. You now stand marooned in time, living a day, an hour, a single moment stretched into an infinity over countless centuries yet to dawn—one final lesson in obedience from your very, very disappointed master. It does my heart proud to know that your last, eternal moments will see you hunted like animals. Farewell, my faithless friends. Test all I have taught you against the blades of Azlant!"

The room begins changing as the rectangles of the floor of the floor lift up and rotate diagonally at various heights. Worse, three of the statues turn their heads to the party and step out of their alcoves, stone swords now drawn.

So if you look on the map, the floor is made up of 4 layers of rectangles. Moving between one rectangle and another counts as difficult terrain. I marked each rectangle in dotted black lines to aid you noticing it.

DC 18 Kn: Arcana:

Despite the Azlanti designs, these seem to act like caryatid columns. They resist all weapon damage and can potentially damage weapons that strike them. Worse, any weapon damaged by a caryatid column is automatically broken. Finally, they are immune to almost all magics that allow spell resistance, other than those that directly affect stone.

Init:

Col Blue: 1d20 - 1 ⇒ (10) - 1 = 9
Col Red: 1d20 - 1 ⇒ (15) - 1 = 14
Col Yellow: 1d20 - 1 ⇒ (15) - 1 = 14
Deaglan: 1d20 + 1 ⇒ (17) + 1 = 18
Kylar: 1d20 + 10 ⇒ (13) + 10 = 23
Sindar: 1d20 + 2 ⇒ (15) + 2 = 17
Varian: 1d20 + 3 ⇒ (8) + 3 = 11

Init Order (bold = up!)
Kylar
Deaglan
Sindar

Statue Red
Statue Yellow
Varian
Statue Blue

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Before the statues has much time to move Kylar gathers enough concentrated acid in his mouth and spits it at the red statue.

Acid Arrow; PBS: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
Confirm Crit: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Damage; PBS; Havoc of the Society: 2d4 + 1 + 1 ⇒ (2, 4) + 1 + 1 = 8
Crit Damage: 2d4 + 1 + 1 ⇒ (3, 1) + 1 + 1 = 6
Sneak Attack Damage: 3d6 ⇒ (5, 3, 5) = 13

Seeing he is surrounding Kylar leaps up the shifting tiles near Deaglan.

Dark Archive

HP 22/58 | Wizard 7 | AC 16/15/13 CMD 18 | F +8, R +6, Wl +8 | perception +1 |

1d20 + 15 ⇒ (5) + 15 = 20

"Damned! Caryatid columns! Mind your blades, they can shatter 'em if they aren't made of starmetal!" Sindar shouts. "And most evocation magic's lost on em too. Use conjuration, if ya' can, or things that'll effect stone."

Sindar launches a glob of acid.

at red: 1d20 + 5 ⇒ (15) + 5 = 20
acid: 1d3 ⇒ 1


Sanctum Map

Kylar aims the bolt of acid underneath the armpit of the statue, the acid dissolving several key pieces of stone that eats away at much of its chest. It still stands defiantly, though.

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

"Am I glad I have just the cure for this..." Deaglan replies as he hefts his adamantine longhammer. He steps south and readies himself for when the first statue comes within range.

Readied power attack, guidance: 1d20 + 11 - 2 + 1 ⇒ (18) + 11 - 2 + 1 = 28
Damage: 2d6 + 7 + 6 ⇒ (6, 6) + 7 + 6 = 25

Possible AoO: 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21
Damage: 2d6 + 7 + 6 ⇒ (6, 6) + 7 + 6 = 25

Note that reach is 10 ft


Sanctum Map

Sindar barely melts a statue while Deaglan prepare to smash the next statue that approaches. Deaglan quickly smashes a statue into pieces, a vibration ringing through his weapon, but holding true.

The wounded statue moves towards Varian and strikes at him before he can react!

Red Sword @ Varian: 1d20 + 8 ⇒ (13) + 8 = 21
Damage on hit: 1d8 + 4 ⇒ (3) + 4 = 7

Varian, still taking in what is going on, is cut along his shoulder by the stone blade.

Init Order (bold = up!)
Kylar
Deaglan
Sindar
Statue Red (28 damage)
Varian
Statue Blue

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Variant casts defensively

conc DC 21: 1d20 + 13 ⇒ (9) + 13 = 22

His spell goes off as planned. He stone shapes the statue into a roughly square shaped blob with no appendages.


Sanctum Map

So that spell is going to be weird on the column. It isn't listed as a specialty spell against the creature and the spell doesn't list SR, but most spells like this will offer some sort of save.

The spell has a range of touch, so I will need a Touch attack against the column. If it hits, the creature gets a Fort save to resist for a reduced slam and a penalty to attack rolls. If it passes, then it'll get a flat 30% miss chance due to moving parts having issues.

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

touch attack: 1d20 + 9 ⇒ (8) + 9 = 17

well that sucked... hope it hits... if it does, save should be dc 17


Sanctum Map

Statue had a 9 touch, so you're fine :P

Fort: 1d20 + 1 ⇒ (17) + 1 = 18

The statue resists some of the transformation; the sword arm becomes more of an amorphous blob with far more limited range of mobility.

It has a 30% miss chance now!

The other remaining statue moves up and strikes at Kylar!

Column blue @ Kylar: 1d20 + 8 ⇒ (3) + 8 = 11
Damage on hit: 1d8 + 4 ⇒ (8) + 4 = 12

Kylar nimbly dodges the wild swing!

Init Order (bold = up!)
Kylar
Deaglan
Sindar

Statue Red (28 damage, disformed)
Varian (7 damage)
Statue Blue

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Kylar's acid continues to burn in the Red statue.

Damage: 2d4 + 1 ⇒ (3, 2) + 1 = 6

Quickly he vanishes and reappears a short distance away, spitting a wider spray of acid at the blue statue.

Use Ki to Vanish

Acidic Ray: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Damage: 1d6 + 2 + 1 + 1 ⇒ (6) + 2 + 1 + 1 = 10
Sneak Attack: 3d6 ⇒ (4, 6, 2) = 12


Sanctum Map

Kylar melts away much of the blue statue's form; it still stands and in far better shape than the red statue which is barely holding to its misshapen form.

Dark Archive

HP 22/58 | Wizard 7 | AC 16/15/13 CMD 18 | F +8, R +6, Wl +8 | perception +1 |

The wizard circles a bit and then launches throws another splash of acid at the crumbling statue.

touch: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20
acid: 1d3 ⇒ 3


Sanctum Map

Red still stands.. barely

Deaglan is up!

-Posted with Wayfinder

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

Deaglan moves forward and swings his hammer in a wide arc, first at blue and then just over Varian and onwards to red.

Unfortunately it seems his aim is off...

Cleaving power attack blue, higher ground: 1d20 + 11 - 2 + 1 ⇒ (3) + 11 - 2 + 1 = 13
Damage: 2d6 + 7 + 6 ⇒ (6, 2) + 7 + 6 = 21

Cleaving power attack red: 1d20 + 11 - 2 + 1 ⇒ (2) + 11 - 2 + 1 = 12
Damage: 2d6 + 7 + 6 ⇒ (2, 3) + 7 + 6 = 18

Possible AoO power attack: 1d20 + 11 - 2 + 1 ⇒ (2) + 11 - 2 + 1 = 12
Damage: 2d6 + 7 + 6 ⇒ (2, 6) + 7 + 6 = 21

Orc hewer feat allows me to cleave while the enemy is not adjacent, although with these rolls it does not matter...


Sanctum Map

Deaglan failes to strike at either of the statues, the momentum of the new maneuver a bit much for him.

The deformed, half-melted statue tries to swing at Varian again.

Sword @ Varian: 1d20 + 8 ⇒ (13) + 8 = 21
Miss chance > 30 = hit: 1d100 ⇒ 33
Damage on hit: 1d8 + 4 ⇒ (4) + 4 = 8

Varian's armor barely cushions the blow!

The smokey face behind the glass continues to laugh at the party.

Init Order (bold = up!)
Kylar
Deaglan
Sindar
Statue Red (31 damage, disformed)
Varian (7 damage)
Statue Blue

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Varian backs away from the statue and creates an earthbreaker, casting lead blades on it.


Sanctum Map

@Varian: That will not be a 5' step, but a move action to back that way. That means you'll provoke an AoO and won't be able to cast lead blades, unless it is a swift action now to create your weapon (thought it was move, but may be quicker now due to your level). Still want to do that or do something else?

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

it's a standard action apparently to create the weapon and yeah, I guess I'll provoke and not cast the spell.

above has been edited


Sanctum Map

Fortune favors the bold!

Varian steps back...

Red blade @ Varian: 1d20 + 8 ⇒ (1) + 8 = 9
Miss chance > 30 is hit: 1d100 ⇒ 34
Damage on hit: 1d8 + 4 ⇒ (8) + 4 = 12

The misshapen form almost cracks as it tries to swing at Varian once more!

The other statue moves towards Deaglan, who's mighty swing is too wide and narrowly misses the animated construct.

Blue sword @ Deaglan: 1d20 + 8 ⇒ (19) + 8 = 27
Damage on hit: 1d8 + 4 ⇒ (5) + 4 = 9
Crit confirm: 1d20 + 8 ⇒ (6) + 8 = 14
Extra damage on crit: 1d8 + 4 ⇒ (3) + 4 = 7

Dwarven steel is pierced and only its craftsmanship prevents a dangerous blow from turning deadly.

Init Order (bold = up!)
Kylar
Deaglan (9 damage)
Sindar

Statue Red (31 damage, disformed)
Varian (7 damage)
Statue Blue (22 damage)

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Kylar pulls out his wand of Magic Missile and fires it at the red statue. A mall beam of force arcs out and strikes the stone dead center.

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

Dark Archive

HP 22/58 | Wizard 7 | AC 16/15/13 CMD 18 | F +8, R +6, Wl +8 | perception +1 |

I think the magic missiles ineffective - any SR spell except the earth affecting ones

The wrinkled wizard throws another splash of acid at a statue red and then back away to a healthy distance.

red, touch: 1d20 + 5 ⇒ (10) + 5 = 15
acid: 1d3 ⇒ 3

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Doh, that's right. completely forgot by that part for some reason.

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

Deaglan swings his hammer against the lower standing statue Red

Power attack red, higher ground: 1d20 + 11 - 2 + 1 ⇒ (14) + 11 - 2 + 1 = 24
Damage: 2d6 + 7 + 6 ⇒ (1, 3) + 7 + 6 = 17

Possible AoO power attack: 1d20 + 11 - 2 + 1 ⇒ (4) + 11 - 2 + 1 = 14
Damage: 2d6 + 7 + 6 ⇒ (4, 5) + 7 + 6 = 22

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