BPChocobo's PbP Gamethread for Cool and Attractive PCs

Game Master Black Powder Chocobo

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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 |

I don't think so. Undead have "Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)" Objects can't be deafened. They'll still take damage though.


Sanctum Map

While that's not how I interpreted it, that also makes sense. Undead aren't innately immune to deafen either, but with your argument it would have to be from an effect that didn't require a Fort save then. Luckily, the deafened isn't making a difference right now, but noted for later!

Dark Archive

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

Sure, silence would work (for instance). I just can't burst their eardrums because, you know, no eardrums


Sanctum Map

That's a different can of worms outright, although perhaps not a bad idea :)

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 attacks the ugly (red) beast with his lucerne hammer.

to hit, magic and cold iron: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
dmg if hits: 3d6 + 3 + 1 ⇒ (2, 6, 2) + 3 + 1 = 14


Sanctum Map

@Varian: Do note one of the other fun things about stinking cloud; it counts as fog cloud and grants concealment to targets within 5' or total concealment to those 10 feet away!

Also, another annoying thing about stinking cloud is that each round you remain in the cloud, you must make a save, too!

Varian miss chance > 50 is hit: 1d100 ⇒ 99

Varian Fort: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6

Varian's swing should have hit, but some magical barrier deflected the hammer at the last second. In his effort to summon the strength to swing his hammer with might, the aasimar inhales enough of the fumes to feel his stomach churn!

Sorta skipping Deaglan since at most, he can try to move out of the way, but eat an AoO in the process. I think he'd go for the tactical retreat, but I'll just delay him for now.

The red skull cackles loudly, Varian feeling the doom upon him continue to linger. It then floats forward and assaults the nauseated oracle!

Red bite @ Varian: 1d20 + 6 ⇒ (19) + 6 = 25
Concealment > 20 is hit: 1d100 ⇒ 68
Damage on hit: 1d6 + 4 ⇒ (3) + 4 = 7
Varian Fort on hit vs DC 15: 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8
Red spinal slam @ Varian: 1d20 + 6 ⇒ (15) + 6 = 21
Concealment > 20 is hit: 1d100 ⇒ 11
Damage on hit: 1d4 + 4 ⇒ (4) + 4 = 8
Dex damage on hit: 1d4 ⇒ 2
Cha damage on hit: 1d4 ⇒ 3
Grab on hit: 1d20 + 10 ⇒ (1) + 10 = 11

Varian is bitten on the shoulder, the bite marks beginning to itch. Luckily, the same cloud causing the visual impairment saves him from the dangerous spinal tap.

Init Order (bold = up!)
Group buffs (Blessing of Fervor: 8 rounds remaining)
Varian (7 damage, itched, nauseated, evil eyed - saves)
Skull/cord Red (20 damage)
Deaglan (5 damage, 3 Dex damage, 2 Cha damage, nauseated in cloud + 3 rounds)
Kylar
Sindar

Skull/cord Yellow (3 damage)
Skull/cord Blue (12 damage, deafened 9 rounds)

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 quickly holds his breath until he is out of the nauseating green cloud of chocking death. Though he is a bit more resilient when it comes to poison he doesn't wish to test his bodies limits.

Peering into the cloud Kylar has just a little difficulty finding the enemy as he watches shadows flit about. Believing he has one in sight Kylar releases a series of force missiles into the creatures.

Magic Missile @ Red: 2d4 + 2 + 1 ⇒ (2, 4) + 2 + 1 = 9


Sanctum Map

@Kylar: You don't have line of sight past 5' as targets are completely obscured. So no magic missiles unless you want to cast defensively and still be in the cloud (and thus resulting in another Fort save. Yes, another reason stinking cloud does suck :)

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

I have committed to it so I will simply back out of the cloud and ready an action at the first one to leave the cloud that I an see


Sanctum Map

It's post GenCon, so I'll give the others until tomorrow to post then, botting and continuing!

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

GM, Deaglan's AC is 26 vs evil thanks to magic circle vs evil. I would think that Penanggalen are evil, right?

Deaglan moves back out of the cloud, hoping that the evil undead are unable to damage him.


Sanctum Map

Ahh, I did forget about that. It would actually only be a +1 improvement to your AC because you already have a Ring of Protection which provides a deflection bonus, but just it's enough to save you! Just for noting it, we'll say 20 minutes have passed, leaving 40 minutes on your spell. Ignore the damage!

Blue spinal slam AoO @ Deaglan: 1d20 + 6 ⇒ (16) + 6 = 22
Miss chance > 20 is hit: 1d100 ⇒ 82
Damage on hit: 1d4 + 4 ⇒ (1) + 4 = 5
Dex damage on hit: 1d4 ⇒ 2
Cha damage on hit: 1d4 ⇒ 3
Grab on hit: 1d20 + 10 ⇒ (16) + 10 = 26

Red spinal slam AoO @ Deaglan: 1d20 + 6 ⇒ (4) + 6 = 10
Miss chance > 20 is hit: 1d100 ⇒ 84
Damage on hit: 1d4 + 4 ⇒ (3) + 4 = 7
Dex damage on hit: 1d4 ⇒ 3
Cha damage on hit: 1d4 ⇒ 2
Grab on hit: 1d20 + 10 ⇒ (3) + 10 = 13

Both of the penanggalens lash out at the fleeing dwarf, but his armor continues to prove too strong.

One of the penanggalens gives chase, reaching towards Kylar with its spinal cord!

Yellow Spinal slam @ Kylar: 1d20 + 6 ⇒ (10) + 6 = 16
Damage on hit: 1d4 + 4 ⇒ (3) + 4 = 7
Dex damage on hit: 1d4 ⇒ 3
Cha damage on hit: 1d4 ⇒ 3
Grab on hit: 1d20 + 10 ⇒ (16) + 10 = 26

Luckily, Kylar nimbly ducks under the attempt!

The blue-tinted penanggalen ignores Varian and heads towards Deaglan. It glares evilly at the dwarf!

Deaglan Will: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15

Although he feels the weight of the curse upon him, Deaglan feels that it isn't as long lasting as it could be although his reflexes seem slower.

-2 AC for a round Deaglan!

Init Order (bold = up!)
Group buffs (Blessing of Fervor: 8 rounds remaining)
Varian (7 damage, itched, nauseated, evil eyed - saves 1 round)
Skull/cord Red (20 damage)
Deaglan (evil eyed - AC 1 round,nauseated 3 rounds)
Kylar
Sindar
Skull/cord Yellow
Skull/cord Blue (7 damage)

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 ducks under the flying red creature and moves out of the cloud. thoroughly expecting an aoo

Dark Archive

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

The old man pulls a scroll of blur and uses it on Kylar before stepping back.

You can attack from concealment now, if it's helpful.


Sanctum Map

Sorry for GM delay!

@Sindar: D'oh, I forgot to bot you with my previous post, so I'll take your action for that round so you'll get a new one after this!

Varian is blurred as he tries to escape the sickening fog.

Red skull spine AoO @ Varian: 1d20 + 6 ⇒ (11) + 6 = 17
Concealment > 20 is hit: 1d100 ⇒ 77
Damage on hit: 1d4 + 4 ⇒ (4) + 4 = 8
Dex damage on hit: 1d4 ⇒ 1
Cha damage on hit: 1d4 ⇒ 1
Grab on hit: 1d20 + 10 ⇒ (20) + 10 = 30

Varian's armor holds true and the punitive attack against him is thwarted!

Nauseated duration outside cloud: 1d4 + 1 ⇒ (4) + 1 = 5

Being the last one in, the aasimar feels like it'll take another half a minute to regain control of his insides.

The red skull cackles madly, continuing the doom upon Varian; it then gives chase, following the weakened oracle!

Init Order (bold = up!)
Group buffs (Blessing of Fervor: 8 rounds remaining)
Varian (blurred, 7 damage, itched, nauseated 5 rounds, evil eyed - saves 1 round)
Skull/cord Red (15 damage)
Deaglan (evil eyed - AC 1 round,nauseated 2 rounds)
Kylar
Sindar

Skull/cord Yellow
Skull/cord Blue (7 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

Seeing movement close by Kylar vanishes from sight and backs away from the cloud of noxious fumes. He waits to see what shows itself inside of it.

Ready the same Magic Missile for first spinal creature to show itself.

Magic Missile: 2d4 + 2 + 1 ⇒ (3, 2) + 2 + 1 = 8

Dark Archive

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

Sindar pulls a wand and targets the same spot as the Nagaji. Death by a thousand cuts is still death, after all!

1d4 + 1 ⇒ (2) + 1 = 3

I don't know if I interpreted your statement correctly. I'll just magic missile again if nothing else.

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 puts his hammer away, knowing that he will be more efficient with a slashing weapon.


Sanctum Map

@Kylar/Sindar: You can both faintly see either the Yellow or Blue skulls; enough to magic missile them. It's really a matter of which one you want to get :) I'll mark the MM damage once you let me know your targets :)

Magic missiles harry the skulls as Deaglan tries to control his indigestion and arm himself appropriately.

The dwarf unarmed, one skull moves to the arcane magicians while the other beats on the beleaguered dwarf.

Skull Yellow bite @ Deaglan: 1d20 + 6 ⇒ (14) + 6 = 20
Damage on hit: 1d6 + 4 ⇒ (4) + 4 = 8
Deaglan Fort on hit: 1d20 + 10 ⇒ (6) + 10 = 16
Skull spinal slam @ Deaglan: 1d20 + 6 ⇒ (20) + 6 = 26
Damage on hit: 1d4 + 4 ⇒ (3) + 4 = 7
Dex damage on hit: 1d4 ⇒ 1
Cha damage on hit: 1d4 ⇒ 3
Crit confirm: 1d20 + 6 ⇒ (17) + 6 = 23
Extra damage on crit: 1d4 + 4 ⇒ (1) + 4 = 5
Grab on hit: 1d20 + 10 ⇒ (2) + 10 = 12

The yellow skull feints a bite, allowing the spinal cord to almost wrap around the dwarf's neck! Before he can remove it, his neck feels more stiff and his voice drops several octaves as his vocal cords wither, making Deaglan sound unlike himself!

Just RP'ing the Charisma damage; no problems talking/casting/whatever :)

The other skull moves up and strikes at Sindar!

Blue spinal slam @ Sindar: 1d20 + 6 ⇒ (4) + 6 = 10
Damage on hit: 1d4 + 4 ⇒ (4) + 4 = 8
Dex damage on hit: 1d4 ⇒ 4
Cha damage on hit: 1d4 ⇒ 3
Grab on hit: 1d20 + 10 ⇒ (6) + 10 = 16

The wizard though calculates the attack and easily evades it!

@Varian: Since your back is really against the wall until you shake off the nauseated, I'm going to post the Red skull's action.

Varian's assailant cackles again as he aim's for the aasimar's arm!

Red Spinal slam @ Varian: 1d20 + 6 ⇒ (6) + 6 = 12
Miss chance > 20 is hit: 1d100 ⇒ 35
Damage on hit: 1d4 + 4 ⇒ (4) + 4 = 8
Dex damage on hit: 1d4 ⇒ 3
Cha damage on hit: 1d4 ⇒ 3
Grab on hit: 1d20 + 10 ⇒ (20) + 10 = 30

As a reminder, don't forget your Blessing of Fervor benefits!

Init Order (bold = up!)
Group buffs (Blessing of Fervor: 8 rounds remaining)
Varian (blurred, 7 damage, itched, nauseated 4 rounds, evil eyed - saves 1 round)
Skull/cord Red (10 damage)
Deaglan (7 damage, 1 Dex damage, 3 Cha damage, nauseated 1 rounds, MCoPvE)
Kylar
Sindar

Skull/cord Yellow
Skull/cord Blue (2 damage)

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 takes his dwarven waraxe while readying himself for the next attack.

using BoF for +2 to ac and to hit

Dark Archive

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

Sindar holds his cane out, as if to ward away the closest beast, shifts a bit and lets fly with more magic missiles.

Blue then for last round. For this round, 1d4 + 1 ⇒ (1) + 1 = 2 Whoo! Feel the burn!

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 goes defensive just outside the cloud and waits for the nausea to pass... using BoF for +2 to ac and to hit

ac 26 t 17, ff 20

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

Also blue for last round.

Kylar blinks away to the opposite end of the wall and spits acid at the blue spinal creature.

Use Ki to Vanish
Blessing of Fervor to make the Acid Arrow and Extended Acid Arrow for 2 rounds instead of 1

Acid Arrow; PBS: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Damage: 2d4 + 1 + 1 ⇒ (2, 2) + 1 + 1 = 6
Sneak Attack Damage: 3d6 ⇒ (5, 4, 6) = 15


Sanctum Map

Kylar vanishes before immediately reappearing, the acid hitting the skull nearly at the base of the spine!

The yellow skull glares evilly at Deaglan as bad luck and misfortune falls upon him...

Deaglan will: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
On the dot!

However, Trudd's magic says no the the bad luck, as that is not the thoughts of champions and winners!

The severely injured skull almost suicidally goes after Kylar, although it seems a bit unnerved as it moves closer to the nagaji.

DC 15 Sense Motive:

If you had to guess, you think that it made a decision to move away, as if that 5' gap meant something.

Blue bite @ Kylar: 1d20 + 6 ⇒ (15) + 6 = 21
Damage on hit: 1d6 + 4 ⇒ (1) + 4 = 5
Kylar fort on hit: 1d20 + 6 ⇒ (1) + 6 = 7
Blue spinal slam @ Kylar: 1d20 + 6 ⇒ (1) + 6 = 7
Damage on hit: 1d4 + 4 ⇒ (3) + 4 = 7
Dex damage on hit: 1d4 ⇒ 1
Cha damage on hit: 1d4 ⇒ 4
Grab on hit: 1d20 + 10 ⇒ (8) + 10 = 18

Kylar thanks to Varian and Deaglan's magic, Kylar manages to avoid both attacks!
Forgot about the Magic Circle again, gave just enough to protect Kylar from the bite that would have been nasty...
Varian Will: 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21

But Varian isn't having none of this, just biding his time before he strikes...

Deaglan, you're finally able to act! Make it count, you owe some pain!

Init Order (bold = up!)
Group buffs (Blessing of Fervor: 7 rounds remaining)
Varian (blurred, 7 damage, itched, nauseated 3 rounds, evil eyed - saves 1 round)
Skull/cord Red (5 damage)
Deaglan (7 damage, 1 Dex damage, 3 Cha damage, MCoPvE)
Kylar
Sindar

Skull/cord Yellow
Skull/cord Blue (30 damage)

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 moves away from the foe (single move) defensively, coughing and choking. if it doesn't have reach, he's safe from an aoo anyway, if it does, oh well.


Sanctum Map

@Varian: Withdraw is a full-round, or a standard action if you're stuck to standard action only (ex. staggered). No move action withdraws unfortunately.

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

Kylars acid continues to burn the blue spinal cord.

Acid Arrow Blue: 2d4 ⇒ (2, 4) = 6

Crap. It is closing in on me. Kylar melds into the shadows and makes his way back around the spinal creature as he spits acid at the yellow spinal creature.

use Ki to Vanish

Acid Arrow ; PBS: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Damage: 2d4 + 1 + 1 ⇒ (3, 1) + 1 + 1 = 6
Sneak Attack Damage: 3d6 ⇒ (5, 4, 1) = 10

Use Blessing of Fervor to Extend Acid Arrow to 2 additional rounds instead of 1

Dark Archive

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

sense mot: 1d20 + 1 ⇒ (18) + 1 = 19 What gap are we talking about?

Sindar presses his back to the wall and lets fly with another magic missile.

"Errr... gentlement, you know they gave me a doctor's note for the "swords" part of the Pathfinder education. Help!"

on blue: 1d4 + 1 ⇒ (3) + 1 = 4

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

"I am on my way Sindar!"

using BoF for extra attack

Deaglan steps in and slashes twice at the evil undead that is harassing Sindar with a two-handed swing.

Power attack: 1d20 + 10 - 2 ⇒ (7) + 10 - 2 = 15
Damage: 1d10 + 6 + 6 ⇒ (4) + 6 + 6 = 16

Power attack: 1d20 + 10 + 2 - 2 ⇒ (13) + 10 + 2 - 2 = 23
Damage: 1d10 + 6 + 6 ⇒ (1) + 6 + 6 = 13

Just slashing, not silver.


Sanctum Map

Bah, forgot to include a line

Sindar realizes that the penanggalen was reluctant to leave the area of palpable dread that drops about halfway through the room towards the entrance of this damned dungeon.

It takes the combined efforts of the residual acid from Kylar, Sindar's magic missile, and Deaglan's axe, but one of the penanggalens finally goes down, its bones falling apart as it hits the ground. A small centipede tucked inside now skitters away harmlessly.

It's the familiar for the penanggalens, not having them do anything nor worth targeting :)

Meanwhile, Kylar melts the yellow skull with the same trick!

The yellow skull casts another spell, showering the majority of the party in a blast of sparkles!

No more vanishing for a while Kylar :P
Deaglan Will: 1d20 + 9 + 2 + 1 ⇒ (17) + 9 + 2 + 1 = 29
Kylar Will: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Sindar Will: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12

Deaglan's helmet protects his eyes from the sparkles, but Sindar and Kylar are not so lucky as they are temporarily blinded!

@Kylar/Sindar: You can make another DC 15 Will save to end the blinded effect at the end of your turn.

The penanggalen on Varian floats out of the cloud to attack the aasimar, cackling as it does so.

Red spinal slam @ Varian: 1d20 + 6 ⇒ (3) + 6 = 9
Miss chance > 20 is hit: 1d100 ⇒ 58
Damage on hit: 1d4 + 4 ⇒ (1) + 4 = 5
Dex damage on hit: 1d4 ⇒ 4
Cha damage on hit: 1d4 ⇒ 1
Grab on hit: 1d20 + 10 ⇒ (13) + 10 = 23

Varian's armor continues to hold up to the onslaught, but for how long?

Init Order (bold = up!)
Group buffs (Blessing of Fervor: 7 rounds remaining)
Varian (blurred, 7 damage, itched, nauseated 2 rounds, evil eyed - saves 1 round)
Skull/cord Red
Deaglan (7 damage, 1 Dex damage, 3 Cha damage, glittered, MCoPvE)
Kylar (glittered, blinded)
Sindar (glittered, blinded)

Skull/cord Yellow (11 damage, acided)

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 continues to stay out of the cloud, trying to recover from the sick feeling in his gut.

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 work its magic as he wanders around the room completely blinded. He claws at his eyes to try and get the blasted glitter free.

Thessse ssskuls are annoying!

Acid Arrow Residual Damage Yellow: 2d4 ⇒ (4, 3) = 7

DC 15 Will save: 1d20 + 5 ⇒ (14) + 5 = 19

Kylar is able to claw just enough free to see a bit again, though he is now the sparkliest, prettiest lizard in all the world.

Dark Archive

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

Sindar simply hunkers down and tries to stay safe while he clears his eyes.

Total defense
will: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20 I lost track of what the +1 is fore

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 steps closer, flicks his wrist and uses the wand that appears on himself, before stowing it again.

Divine Favor, BoF for +2AC


Sanctum Map

@Sindar: Whoops! Actually, Sindar doesn't get the +1; it was supposed to represent Deaglan's magic circle of protection from evil, but I see that Sindar has a +2 cloak of resistance which provides the same bonus. But 19 will do it anyway, so Sindar can see!

Sindar and Kylar both regain their sight, the wizard hunkering down while Kylar flails at his eyes. Deaglan prepares for a stronger offensive!

The yellow skull stays in the mist, trying one more trick against Deaglan as it glares evilly at him!

Deaglan Will: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11

It works this, the dwarf feeling his ability to resist things weakening!

As Varian continues to try and hold off, the red skull instead cackles, then unleashes a new spell!

Varian Will: 1d20 + 10 - 2 ⇒ (20) + 10 - 2 = 28

His body tries to stiffen, but the metal within the aasimar resists the effects, keeping him limber!

Init Order (bold = up!)
Group buffs (Blessing of Fervor: 7 rounds remaining)
Varian (blurred, 7 damage, itched, nauseated 1 rounds, evil eyed - saves 1 round)
Skull/cord Red
[n]Deaglan (MCoPvE, DF, 7 damage, 1 Dex damage, 3 Cha damage, glittered, evil eye-saves 3 rounds )
Kylar (glittered)
Sindar (glittered)[/b]
Skull/cord Yellow (13 damage, acided 1 round)

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 stays where he is as defensive as possible while he recovers from feeling like he's gonna hurl.

RPG Superstar 2015 Top 16

Sorry for the lack of reply yesterday!

Bah, the formatting is off, but Deaglan, Kylar/Sindar, you're all up, too!

Init Order (bold = up!)
Group buffs (Blessing of Fervor: 7 rounds remaining)
Varian (blurred, 7 damage, itched, nauseated 1 rounds, evil eyed - saves 1 round)
Skull/cord Red
Deaglan (MCoPvE, DF, 7 damage, 1 Dex damage, 3 Cha damage, glittered, evil eye-saves 3 rounds )
Kylar (glittered)
Sindar (glittered)

Skull/cord Yellow (13 damage, acided 1 round)

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

Final Acid Arrow Residual damage: 2d4 ⇒ (4, 4) = 8

Stepping behind Deaglan Kylar pulls a wand from his belt and fires a single Magic Missile at the yellow floating skull. He feels more exposed than he ever has in his life at this moment as the torchlight sparkles off of his bedazzled scales.

Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

Dark Archive

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

Why have a single magic missile, when a pair is better? Sindar lends his own magic missile to aid Kylar in assaulting the yellow skull.

1d4 + 1 ⇒ (4) + 1 = 5

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

BoF for extra attack

Deaglan steps in and slashes away at the skull. He uses his first attack to test the skulls defenses and then he moves the axe so that it almost touches the ground behind the dwarf. The axe is brought over the dwarf's head to land at the top of the skull! Small cracks appear all over the skull...

Power Attack, DF: 1d20 + 10 - 2 + 2 ⇒ (5) + 10 - 2 + 2 = 15
Damage: 1d8 + 6 + 6 + 2 ⇒ (4) + 6 + 6 + 2 = 18
Concealment: 1d100 ⇒ 32

Power Attack, DF: 1d20 + 10 - 2 + 2 ⇒ (20) + 10 - 2 + 2 = 30
Concealment: 1d100 ⇒ 99

Confirm? Power Attack, DF: 1d20 + 10 - 2 + 2 ⇒ (20) + 10 - 2 + 2 = 30
Damage: 3d8 + 18 + 18 + 6 ⇒ (3, 3, 5) + 18 + 18 + 6 = 53

Dark Archive

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

Nice shot! I hope 53 points of damage kills it!


Sanctum Map

One shotted! Excellent time for a crit :) More later as one still remains.

-Posted with Wayfinder


Sanctum Map

The magic missiles and acid soften up the skull for a rude awakening by Deaglan, who's axeblade cleaves straight through the skull and into the spinal cord itself, shattering the bones and even the centipede familiar inside into a motionless pile of debris!

Incidentally, the cloud disappears as the magic binding it to the area has expired.

Varian continues to turtle as his undead assailant cackles and continues to strike.

Spinal Slam @ Varian: 1d20 + 6 ⇒ (12) + 6 = 18
Miss chance > 20 is hit: 1d100 ⇒ 39
Damage on hit: 1d4 + 4 ⇒ (4) + 4 = 8
Dex damage on hit: 1d4 ⇒ 2
Cha damage on hit: 1d4 ⇒ 4
Grab on hit: 1d20 + 10 ⇒ (7) + 10 = 17

I have to say good job; you guys turned a bleak start of a battle right around :)

Luckily for the aasimar, his armor continues to hold up as his stomach is back to normal!

Init Order (bold = up!)
Group buffs (Blessing of Fervor: 5 rounds remaining)
Varian (blurred, 7 damage, itched, evil eyed - saves 1 round)
Skull/cord Red
Deaglan (MCoPvE, DF, 7 damage, 1 Dex damage, 3 Cha damage, glittered, evil eye-saves 2 rounds )
Kylar (glittered)
Sindar (glittered)

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, finally feeling up to a retributive strike, turns his ire on the floating skull.

to hit: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
dmg if hits: 3d6 + 3 ⇒ (2, 6, 1) + 3 = 12

miss chance >20 hits: 1d100 ⇒ 87

but it's a clumsy strike and unlikely to hit... and if it does hit, it lacks much power...

Dark Archive

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

The elderly mage quickly hobbles along into the other room, in hopes of saving the harried aasimar.

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 hurries past the elderly mage, ready to confront the last undead.

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 skids to a halt near the open doorway. Seeing another tentacle skull he whips his wand in its direction.

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5


Sanctum Map

The skull ignores the others and continues its assault on Varian! The damage from Kylar's missile disappears as it cackles, then lashes out at Varian!

Red skull spinal slam @ Varian: 1d20 + 6 ⇒ (20) + 6 = 26
Miss chance > 20 is hit: 1d100 ⇒ 82
Damage on hit: 1d4 + 4 ⇒ (4) + 4 = 8
Dex Damage on hit: 1d4 ⇒ 3
Cha damage on hit: 1d4 ⇒ 1
Grab on hit: 1d20 + 10 ⇒ (18) + 10 = 28

The skull finally lands a hit, Varian's arm now grasped by the spinal cord as he can feel his muscles and skin begin to wither!

Init Order (bold = up!)
Group buffs (Blessing of Fervor: 5 rounds remaining)
Varian (blurred, 15 damage, 3 Dex damage, 1 Cha damage, grappled itched, evil eyed - saves 1 round)
Skull/cord Red (grappling)
Deaglan (MCoPvE, DF, 7 damage, 1 Dex damage, 3 Cha damage, glittered, evil eye-saves 1 round )
Kylar (glittered)
Sindar (glittered)

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 tries to free himself from the grapple.

cmb vs the grapple: 1d20 + 9 ⇒ (17) + 9 = 26

If that succeeds, he will attack back...

to hit: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
dmg if hits: 3d6 + 3 + 1 ⇒ (5, 1, 4) + 3 + 1 = 14


Sanctum Map

@Varian: Standard action to escape a grapple, so no attack back! But you are free, which is wholly a good thing :)

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