Baldwin the Merciful's - CoT Campaign (Inactive)

Game Master baldwin the merciful

This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.


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Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

It probably doesn't make a difference but John has the Air Walk. Lucrezia has the Water Walk.


Evil GM

Lucrezia one of the two arrows goes through the target but there is minimal damage.


Evil GM
Truk'tosh wrote:
It probably doesn't make a difference but John has the Air Walk. Lucrezia has the Water Walk.

I didn't catch that but it doesn't make a difference right now, it may since it flies but not this round.


Evil GM

Note: John mentioned this is not evil so those protections are not that useful against this creature. There is at least 1 lesser shadow that is within the creatures 30 foot aura and the shadow is evil.


Evil GM

RD 1 update

Faelyn cast haste

large Blob flew forward and channelled negative energy hitting Lucrzia for 8HP of damage.

John - identified the creature as a elemental - negative. Stood up and water walked to the back of the boat.

L. Shadow - moved in step with the elemental

Grimm

Andrea

Lucrezia - water walked and fired two shots, hitting once for minimal damage.

Mathalan

Fluer

Ermolos

Orsin

Truk - cast divine favor


Evil GM

You all don't know if this is a shadowbeast or if it is a bound creature that triggered when Orsin muffed is oath.


Evil GM

RD 1

Mathalan is coating bolts with magic weapon and divine favor oils. Haste action coating bolts with divine favor oil. Move action remove potion two from bag and std action is coating bolts with magic weapon potion. She covers 5 bolts this way.

Ermolos does the same thing as Mathalan.


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Make me fly. I'll kill it!

if you wanna fight I can activate bane

Grimm casts Divine Favor and activates Protection Judgement and draws hos Warhammer.


Evil GM

Actions remaining:

We have Andrea, Fluer, Orsin, and the rest of Truk's action.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Truk's not going to use his move action. He doesn't need to stand if Faelyn's going to cast fly on Grimm. In fact, he'll save his Divine Favor too.


Evil GM

Orsin gave his Actions as IC, then EPS.


Evil GM

Waiting on Andrea and Fluer RD1 actions.


Evil GM

RD 1 update

Faelyn cast haste

large Blob flew forward and channelled negative energy hitting Lucrzia for 8HP of damage.

John - identified the creature as a elemental - negative. Stood up and water walked to the back of the boat.

L. Shadow - moved in step with the elemental

Grimm - casts divine favor, activate Prot Jud, draws weapon

Andrea - cast owl wisdom on self

Lucrezia - water walked and fired two shots, hitting once for minimal damage.

Mathalan - coats bolts with oils

Fluer - cast divine favor on herself.

Ermolos - coats bolts with oils

Orsin _ IC +2 Att/dam and the fear and charm saves.

Truk - cast divine favor


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

R 2

Acrobatics: 1d20 + 3 ⇒ (12) + 3 = 15 ----> If needed

Faelyn crawls over and touches Grimm (casts fly and then releases it on him)

If he can lean over and touch him, he will.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Buffs:
Magic Circle Against Evil (Orsin) +2 AC +2 Saves. Prevents hostile influences. 55 Minutes left
Air Walk (John) 55 minutes left
Water Walk (Lucrezia) 55 minutes left
Bless +1 Hit +1 Saves vs. Fear
Haste +1 AC +1 BaB 6 rounds
Inspire Courage +2 Hit +2 Damage
Owl's Wisdom +4 WIS 7 Minutes

Andrea casts Owl's Wisdom upon herself (+4 Wisdom +2 Spell DCs and Will saves, 7 minutes) and draws her mace


[Fem Elf][Inq1/Ninja5][Init:+4][Perc:+12][33HP][AC:21(23)(Touch:14(15)(FF:17(18)][Fort+3][Ref+8][Will+4]

Shadow will do her best to help keep people in the boat.

Acrobatics:1d20 + 16 ⇒ (16) + 16 = 32(Aid another)


Evil GM

Fluer I thought casting divine favor on yourself would be beneficial at this point.


Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5

I'm checking in, so I'll roll my EPS while I'm here.

Sonic damage: 3d6 ⇒ (3, 4, 5) = 12


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
baldwin the merciful wrote:
Truk - cast divine favor

I mentioned above that I was going to hold onto the Divine Favor since it sounded like Grimm was going to take the Fly spell.

Truk does his best to sit put and keep the boat level.


Evil GM

RD 1 summary

Faelyn cast haste

large Blob flew forward and channelled negative energy hitting Lucrzia for 8HP of damage.

John - identified the creature as a elemental - negative. Stood up and water walked to the back of the boat.

L. Shadow - moved in step with the elemental

Grimm - casts divine favor, activate Prot Jud, draws weapon

Andrea - cast owl wisdom on self

Lucrezia - water walked and fired two shots, hitting once for minimal damage.

Mathalan - coats bolts with oils

Fluer - cast divine favor on herself.

Ermolos - coats bolts with oils

Orsin _ IC +2 Att/dam and the fear and charm saves.

Truk - cast divine favor

------
RD 2:

Faelyn - crawled to Grimm and cast fly on him

large Blob

John -

L. Shadow -

Grimm -

Andrea -

Lucrezia -

Mathalan -

Fluer -

Ermolos -

Orsin _

Truk -

UPDATED MAP

Note disregard the far two icons on the map, they disappeared on my maptool and I couldn't find them to delete.


[Fem Elf][Inq1/Ninja5][Init:+4][Perc:+12][33HP][AC:21(23)(Touch:14(15)(FF:17(18)][Fort+3][Ref+8][Will+4]

Ah...good point. I'd forgotten I'd posted that. *Blush*

Round 2:

Help keep people stable in the boat,

Acrobatics:1d20 + 16 ⇒ (16) + 16 = 32(Aid Another)


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Buffs:

Inspire Courage +2 Attack and Damage
Fly
Haste +1 to attack/ AC and reflex +30ft extra speed
PROTECTION Judgement +2 Sacred AC
Protection from evil +2 deflection
Total AC 28/17/26
Divine Favor +2 Attack and Damage
Bless +1 Attack

RD2

Grimm activates Bane and charges the Orb shadow thing (up to 140ft charge range)

1 hand Haste, DF/Bless/Outsider Bane/Charge Power Attack, Inspire1d20 + 11 + 1 + 2 + 1 + 2 + 2 - 2 + 2 ⇒ (8) + 11 + 1 + 2 + 1 + 2 + 2 - 2 + 2 = 27

Damage 1d8 + 5 + 3 + 2 + 4 + 2d6 + 2 ⇒ (8) + 5 + 3 + 2 + 4 + (2, 3) + 2 = 29


Evil GM

RD2: Negative Energy elemental

The creature flies forward over and releases another energy charge, everyone but John has to make DC 16 Fort save. success is half damage.

damage: 4d6 ⇒ (6, 2, 3, 6) = 17

You can see that it is mobile and has both flyby attack and mobility. It is now located within range of Truk (if he stands), Ermolos and Mathalan. It dipped down then moved up to 10 FT high. if you are sitting down with a melee weapon that does not have reach you can not attack it.

It is in hexes: F/G 7/8


Evil GM
.Shadow. wrote:

Ah...good point. I'd forgotten I'd posted that. *Blush*

Round 2:

Help keep people stable in the boat,

Acrobatics:1d20+16(Aid Another)

You had Shieled of faith going and now divine favor. I wanted to make sure you were buffed up.


Evil GM

A reminder this is not an evil creature.


Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5

Baldwin, don't forget, now that I can IC as a move action, I did both that and the 12 damage with EPS in Round 1 (DC 14 halves damage, negates daze). (Just reminding you because I didn't see the EPS listed in the above actions).

Fortitude Save: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11


Evil GM

RD 2 the lesser shadow goes to C 15 and tries a touch attack on John

TA: 1d20 + 3 ⇒ (14) + 3 = 17
If it hits with the touch attack its 1 pt strength damage.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Grimm Sharpest wrote:
** spoiler omitted **

Don't forget haste.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Fortitude: 1d20 + 11 ⇒ (2) + 11 = 13

Truk howls in pain as the negative energy washes over him.

Having seen people standing up in the boat do we have any idea what the DC is to stand up without falling over?


Evil GM

orsin only:
This is a negative energy field you don't think your sonic spell did much if anything. you don't even see a discernible ear.


Evil GM

You know the more people standing in the boat the harder it will be. John and Lucrezia are out of the boat.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

RD 2

buffs:

Magic Circle Against Evil (Orsin) +2 AC +2 Saves. Prevents hostile influences. 55 Minutes left
Air Walk (John) 55 minutes left
Water Walk (Lucrezia) 55 minutes left
Bless +1 Hit +1 Saves vs. Fear
Haste +1 AC +1 BaB 5 rounds
Inspire Courage +2 Hit +2 Damage
Owl's Wisdom +4 WIS 7 Minutes

Fort Save: 1d20 + 8 ⇒ (1) + 8 = 9

Andrea channels healing energy to take the edge off of the damage inflicted on all of them.

2/5 used
Heal on everyone: 3d6 ⇒ (2, 6, 6) = 14


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Round 2 action:
Fort save 1d20 + 5 ⇒ (5) + 5 = 10
Daedly aim with bless weapon arrows
attack 1 1d20 + 10 + 2 - 2 + 1 ⇒ (14) + 10 + 2 - 2 + 1 = 25
damage 1 1d8 + 4 + 4 + 2 + 1 ⇒ (4) + 4 + 4 + 2 + 1 = 15
attack 2 1d20 + 5 + 2 - 2 + 1 ⇒ (3) + 5 + 2 - 2 + 1 = 9
damage 2 1d8 + 4 + 4 + 2 + 1 ⇒ (3) + 4 + 4 + 2 + 1 = 14

Not knowing what else to do, Lucrezia fires a couple more arrows at the big blob again.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

Fort Save: 1d20 + 4 ⇒ (10) + 4 = 14

HP: 44 - 17 = 27

Get it. I cant take many of those!!


Evil GM

Grimm what is your AC without Prot from Evil?


Evil GM

Remember to update yoru profile line wiht current HP. Andrea i think you need to update.


Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5
baldwin the merciful wrote:
** spoiler omitted **

Baldwin:
Ah, I see. It should work so long as the NE field counts as a creature. Because it's energy damage, it does not need the ability to hear in order to take damage. If you feel strongly to the contrary, however, I'm fine with that.

Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Without having any sense of how hard that DC is, I'm just going to stay put. I'd just be making things harder if Truk fell into the water.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

People could stand, attack, and fall each round so it doesn't compound the DC?


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Posted Rd2 action above.
Protection from evil grants +2 DEFLECTION bonus which applies reguardless of alignment. That's why its better than Shield of Faith until level 8.
If you don't want it to apply my AC is 26/15/24. Fort save vs channel
1d20 + 12 ⇒ (1) + 12 = 13


[Fem Elf][Inq1/Ninja5][Init:+4][Perc:+12][33HP][AC:21(23)(Touch:14(15)(FF:17(18)][Fort+3][Ref+8][Will+4]

Round 2:

Fort Save:1d20 + 3 ⇒ (15) + 3 = 18

"Urgh!" Shadow grunts as the creature's attack washes over the group.

Still trying to help keep people in the boat.


Evil GM

The creature takes its AoO on Grimm as he approaches... this is large and has a 10 ft reach.

slam: 1d20 + 15 ⇒ (13) + 15 = 281d6d1d6 + 3 ⇒ (5, 2) + 3 = 10;damage neg energy: 1d6 ⇒ 1
plus make a DC 16 Fort save or suffer 1 level of energy drain

If you failure your save what is your roll and damage 1 level lower?


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Did my action, everyone heal 14 hp of damage


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
Quote:
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Negative levels don't quite work like that. All they do is lower his HP by 5 and give him a -1 penalty to d20 rolls and CMD.


Evil GM
Andrea1 wrote:
Did my action, everyone heal 14 hp of damage

You are within the 30 ft aura so you channel as 5th level caster does that effect your healing?


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
baldwin the merciful wrote:
Andrea1 wrote:
Did my action, everyone heal 14 hp of damage
You are within the 30 ft aura so you channel as 5th level caster does that effect your healing?

Understood, rolled 3d6 and healed 14 points. Just page up a bit


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Grimm Sharpest wrote:

Posted Rd2 action above.

Protection from evil grants +2 DEFLECTION bonus which applies reguardless of alignment. That's why its better than Shield of Faith until level 8.
If you don't want it to apply my AC is 26/15/24. Fort save vs channel 1d20+12

Don't forget your +1 from haste!


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Grimm took 17 channel damage, then 10+1 from the AOO. Andrea healed him 14. Then -5 more from level loss. Also -1 to Attack, saves and skill checks. Felyn, already took haste into account.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Andrea1 wrote:
baldwin the merciful wrote:
Andrea1 wrote:
Did my action, everyone heal 14 hp of damage
You are within the 30 ft aura so you channel as 5th level caster does that effect your healing?
Understood, rolled 3d6 and healed 14 points. Just page up a bit

Thanky, Thanky!


Evil GM
Truk'tosh wrote:
Quote:
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Negative levels don't quite work like that. All they do is lower his HP by 5 and give him a -1 penalty to d20 rolls and CMD.

For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature's negative levels equal or exceed its total Hit Dice, it dies.

One more time the creature is not evil. The second sentence indicates when the bonuses apply otherwise there is no purpose for that conditional sentence. Show me an official clarification and I'll be happy to reconsider it.

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