Baldwin the Merciful's: Razor Coast (Inactive)

Game Master baldwin the merciful

The Razor Coast has drawn men to madness and slaughter since the world was young. Tulita natives, born from the same fire as this jagged coast, claim the Razor existed long before the world’s other lands. It is a crucible of flame cooled by the ocean’s caress and its mountains, reefs, and lightless depths teem with as many terrors as lustrous spoils. The Razor bucks the trappings of civilization in much the same manner the storm-tossed sea spurns the men who dare mount her. This is no place for the weak-willed. Untested souls are food for its storms, its fickle gods, its ancient spirits, and the evil predations of unfathomable creatures. No less dangerous are the men who make the coast their home and whose dark desires put most horrors to shame.


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Evil GM

Initiative order: RD 2

Raiders -
Sorrin -
Astri -
Chell -
Ptahh -
Bri -

RD 2 Map


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

In the cover of the mist, Chell pulls out a small bit of cla and quickly molds it into the shape of a bridge. She then touches the stone beneath her and channels the image into it. From the mist shoots out a bridge of stone, connecting their side to that of the weresharks. Time to take the fight to them.

Cast Stone Shape from O30 as standard then move across, drawing shield along the way. Should be at O24.


Evil GM

Map RD 2 After Bridge

*I had forgotten to move the wereshark that went in the water, so I did so with this map update.


Evil GM

RD 2 Raiders

The wereshark in the water will swim to the bridge then grasp it and climb onto the structure behind Chell but out of her AOO range.

climb: 1d20 + 10 ⇒ (12) + 10 = 22

He pulls himself onto the bridge.

----

Two hybrid sniff the air, sensing a disturbance. Noting seeing the invisible theif but smelling the manflesh. Each step 5 feet closer and spend a move action to note the location.

N:16
bite: 1d20 + 12 ⇒ (6) + 12 = 18;damage: 1d8 + 3 ⇒ (6) + 3 = 9
sneak: 2d6 ⇒ (4, 2) = 6
*Add +2 if you can be flanked they are rogues

N:18
bite: 1d20 + 12 ⇒ (4) + 12 = 16;damage: 1d8 + 3 ⇒ (3) + 3 = 6
sneak: 2d6 ⇒ (1, 6) = 7
*Add +2 if you can be flanked they are rogues

The snapping jaws miss.

------
Another moves forwards 5 feet and uses his reach to attack chell.

O:22
bite: 1d20 + 12 ⇒ (2) + 12 = 14;damage: 1d8 + 3 ⇒ (8) + 3 = 11

claw 1: 1d20 + 12 ⇒ (12) + 12 = 24;damage: 1d8 + 3 ⇒ (8) + 3 = 11

claw 2: 1d20 + 12 ⇒ (20) + 12 = 32;damage: 1d8 + 3 ⇒ (1) + 3 = 4

Both claws slash the cleric. (15 HP) One of the claws opens a gaping wound.

confirming crit:
claw 2: 1d20 + 12 ⇒ (1) + 12 = 13;damage: 2d8 + 3 ⇒ (4, 4) + 3 = 11
No confirmation.

-----

the last hybrid moves forward and uses his reach to Ptahh,

claw 1: 1d20 + 12 ⇒ (12) + 12 = 24;damage: 1d8 + 3 ⇒ (6) + 3 = 9

the sharp claw does 9 HP of damage.


Evil GM

Initiative order: RD 2 update

Raiders - moved and attacked: Ptahh 9 HP, Chell 15 HP
Sorrin -
Astri -
Chell -
Ptahh -
Bri -

RD 2 Map Update


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Did Ptahh, Sorrin see anything Threatening behind these guys? To the left on map.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Active effects: Abundant Ammunition (7 min)

Round 2

Astrianna suddenly feels very alone as her companions rush across the gap to do battle. She was preparing to make a stand on the rocky outcropping, but it seems Chell had other ideas. I don't why they didn't just wait for them to come to us. I don't have any intention of getting close to those snapping jaws.

The half-elf fires off a volley of silver arrows at the wereshark between her and Chell.

Full-round action: Rapid Shot on wereshark M26

longbow #1, rapid shot: 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 23

damage #1, silver arrow: 1d8 + 1 - 1 ⇒ (4) + 1 - 1 = 4

longbow #2, rapid shot: 1d20 + 10 - 2 ⇒ (4) + 10 - 2 = 12

damage #2, silver arrow: 1d8 + 1 - 1 ⇒ (5) + 1 - 1 = 5

longbow #3, rapid shot: 1d20 + 5 - 2 ⇒ (1) + 5 - 2 = 4

damage #3, silver arrow: 1d8 + 1 - 1 ⇒ (7) + 1 - 1 = 7

The dice are blessed as ever.

fumble: 1d20 + 2 ⇒ (18) + 2 = 20


Evil GM
Sorrin the Wayward wrote:
Did Ptahh, Sorrin see anything Threatening behind these guys? To the left on map.

Ptahh and Sorrin:

the area behind the weresharks ground slopes up another five feet or so, and funnels to another tunnel. It looks to go extend back beyond 100 ft. You can use a move action for an active perception check if you want.


Evil GM

Astri's first arrow hits but the others clink harmlessly against the stone bridge.


Evil GM

Initiative order: RD 2 update

Raiders - moved and attacked: Ptahh 9 HP, Chell 15 HP
Sorrin -
Astri - hit with one arrow 4hp
Chell -
Ptahh -
Bri -


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Sorrin, invisible... Moves around the shark-men and lashes out.

Appearing, he requests a flanking partner. Ptahh, step up!

atk, silver scimitar +1, invisible: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35
dmg, silver scimitar +1, sneak: 1d6 + 7 + 2d6 ⇒ (3) + 7 + (3, 6) = 19

crit, silver scimitar +1, invisible: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35
dmg, silver scimitar +1, sneak: 1d6 + 7 ⇒ (3) + 7 = 10


Sorry for the delay. Just got home with my daughter from the hospital. She's doing well.

Assumming that Sorrin has moved...

Ptahh steps forward to N17 and attacks the shark Sorrin is flanking with him.

1stLongsword: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
1stLongsordDamage: 1d8 + 10 ⇒ (1) + 10 = 11

2ndLongsword: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
2ndLongsordDamage: 1d8 + 10 ⇒ (8) + 10 = 18


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Concentration: 1d20 + 13 ⇒ (8) + 13 = 21

With hostiles on both sides, Chell manages to focus long enough to cast a spell to protect her. The more they focused on her the less they would on the others or the boy in the cage. She could weather the storm.

Defensively (DC17) cast Shield of Faith. AC 25


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Bri will try to sleep hex one of the closer ones to her.

N,26. Will save dc 19


Evil GM

the hybrid wereshark feels sudden sleepiness wash over him and he succumbs to it's effects. will: 1d20 + 7 ⇒ (6) + 7 = 13

Updated Map


Evil GM

Initiative order: RD 2 update

Raiders - moved and attacked: Ptahh 9 HP, Chell 15 HP
Sorrin - hits for 29 HP
Astri - hit with one arrow 4hp
Chell - Shiled of faith
Ptahh - hits for either 11 or 6 HP
Bri - puts N:26 to sleep

Ptahh is your weapon silver?


Evil GM

Initiative order: RD 3

Raiders -
Sorrin -
Astri -
Chell -
Ptahh -
Bri -

RD 3 Map


Evil GM

RD 3: Wereshark raiders

O:22

Using his size advantage he tries to kill the cleric, then devour her fresh blood.

bite: 1d20 + 12 ⇒ (9) + 12 = 21;damage: 1d8 + 3 ⇒ (4) + 3 = 7

claw 1: 1d20 + 12 ⇒ (12) + 12 = 24;damage: 1d8 + 3 ⇒ (1) + 3 = 4

claw 2: 1d20 + 12 ⇒ (5) + 12 = 17;damage: 1d8 + 3 ⇒ (2) + 3 = 5

chell I think you AC is 24, rather than 25. Shield of faith is deflection bonus +3, but it would not stack with your +1 ROP. You get the greater of the bonuses.

deflection bonus:
A deflection bonus affects armor class and is granted by a spell or magic effect that makes attacks veer off harmlessly. Deflection bonuses stack with all other bonuses to AC except other deflection bonuses. A deflection bonus applies against touch attacks.

-----

N:19 and N:16 have Ptahh a flanked but only N:19 attacks the half orc.

bite, flank: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29;damage: 1d8 + 3 ⇒ (1) + 3 = 4

claw 1, flank: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34;damage: 1d8 + 3 ⇒ (3) + 3 = 6

claw 2, flank: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23;damage: 1d8 + 3 ⇒ (5) + 3 = 8

both the beasts teeth and one of his claws sink into orc flesh. blodd gushes out, sending the beast into a fury.
10HP

----
N:16

Now seeing what his he could only smell before the hybrid attacks Sorrin.

bite: 1d20 + 12 ⇒ (3) + 12 = 15;damage: 1d8 + 3 ⇒ (2) + 3 = 5

claw 1: 1d20 + 12 ⇒ (2) + 12 = 14;damage: 1d8 + 3 ⇒ (5) + 3 = 8

claw 2: 1d20 + 12 ⇒ (1) + 12 = 13;damage: 1d8 + 3 ⇒ (6) + 3 = 9

The attacks miss.

----
the remaining creatures steps five feet closer to sorrin and attacks him,

bite: 1d20 + 12 ⇒ (4) + 12 = 16;damage: 1d8 + 3 ⇒ (2) + 3 = 5

claw 1: 1d20 + 12 ⇒ (13) + 12 = 25;damage: 1d8 + 3 ⇒ (7) + 3 = 10

claw 2: 1d20 + 12 ⇒ (20) + 12 = 32;damage: 1d8 + 3 ⇒ (7) + 3 = 10

"Intruders!!!

I think the 32 hits but I'm not sure if the 25 does.


Evil GM

RD 3 Updated Map

Sorrin if you want to know what that X is on the map, you'll need to make perception check as a move action.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Both hit, no buffs active. AC 24. Roll for Crit.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Sorrin maintains advantageous positioning and continues his assault on the wounded beast.

atk1, silver scimitar +1, flank: 1d20 + 15 + 2 ⇒ (12) + 15 + 2 = 29
dmg1, silver scimitar +1, sneak: 1d6 + 7 + 2d6 ⇒ (1) + 7 + (2, 4) = 14

atk2, silver scimitar +1, flank: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
dmg2, silver scimitar +1, sneak: 1d6 + 7 + 2d6 ⇒ (2) + 7 + (1, 1) = 11


Evil GM

rolling crit on Sorrin

claw 1: 1d20 + 12 ⇒ (16) + 12 = 28;damage: 2d8 + 6 ⇒ (5, 7) + 6 = 18


Evil GM

Sorrin hits the previously wounded werebeast. (25 HP) The creature is severely wounded but he is still fighting.


Evil GM

Initiative order: RD 3 update

Raiders - Hits sorrin 38 HP, hit chell for 4 Hp, hit Ptahh for 10 hp
Sorrin - hit for 25HP
Astri -
Chell -
Ptahh -
Bri -


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Glad to hear both your child and wife are going well Ptahh!

Where is Embri at on the initiative order?

Round 3

Now that one of the shark-men are soundly sleeping against the bridge, Astrianna moves up to Chell. "Have you always been able to do this? You could make some money building bridges."

She sees Sorrin and Ptahh outnumbered up ahead, and attempts to stop the attack of the shark hybrid assaulting Sorrin.

Move action: 30' move to O 25

Standard action: Cast Hold Person on wereshark at N13, DC 17 will save.


Evil GM

Save versus hold person

will save: 1d20 + 7 ⇒ (16) + 7 = 23

The creature tingles with Astri's spell but it shakes off the effects.

Initiative order: RD 3 update

Raiders - Hits sorrin 38 HP, hit chell for 4 Hp, hit Ptahh for 10 hp
Sorrin - hit for 25HP
Astri -cast spell, hold person.
Chell -
Ptahh -
Bri -

Bri is last in the initiative order.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

You are correct. 4 damage.

"We work on a ship. Not that useful." The last attack almost ripped the shield from her hand but Chell managed to hold on and received a clawing gash in the side. But it wasn't deep so she carried on. As the last swipe goes over her head, she manages to concentrate on the spot between the two flailing werebeasts and a little to the side. A speck of light draws their attention just before it bursts into holy radiance that singes the flesh of the evil.

Cast Defensively Concentration DC 19: 1d20 + 13 ⇒ (10) + 13 = 23
Damage to evil: 5d4 ⇒ (2, 3, 4, 1, 1) = 11
Duration: 1d4 ⇒ 2
Cast Burst of Radiance centered at bottom right corner of O20. DC 17 ref for blinded verses dazzled.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Endless rows of teeth and sharp nasty claws... Let's end them quickly.

Ptahh, a little less force... a little more finesse, brother.


"Bah... never can use too much force!"

Ptahh presses the attack against the wereshark.

1stLongsword: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
1stLongsordDamage: 1d8 + 10 ⇒ (2) + 10 = 12

2ndLongsword: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
2ndLongsordDamage: 1d8 + 10 ⇒ (4) + 10 = 14


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Bri drops a flaming sphere on N,16.

[dice=damage]3d6[/dice
reflex negates dc 17


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

As you wish!

Ptahh, is the +10 2-Handed damage right? STR +7, PA +9, what else?


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

redoing damage: 3d6 ⇒ (6, 4, 1) = 11


Evil GM

Chell I shifted that burst radius spell to the upper right corner of O:20 that way the spell could potentially effect two enemies.

O:21: 1d20 + 14 ⇒ (16) + 14 = 30

N:19: 1d20 + 14 ⇒ (2) + 14 = 16

Each take damage and the one near Ptahh is blinded (4 RDs), while the one closest to chell is dazzled(4 Rds).

dazzled=-1 att and sight skills


Evil GM

Ptahh draws more blood form the previously injured wereshark, but remarkably it is still standing its ground.

reflex form flaming sphere: 1d20 + 14 ⇒ (17) + 14 = 31

He makes it and takes 5 HP of damage. The creature stands there with a glazed look in his eyes.


Evil GM

Initiative order: RD 4

Raiders -
Sorrin -
Astri -.
Chell -
Ptahh -
Bri

RD 4 MAP


Evil GM

RD 4: Raiders

The wereshark that has been getting beaten on by sorrin and Ptahh does one action to jump into the water to put the fire out.

Sorrin and Ptahh each get an AOO.

-----
N:14 will attack Sorrin,

Seeing his cohort try to leap into the water, he presses the attack on Sorrin.

wereshark
bite: 1d20 + 12 ⇒ (4) + 12 = 16;damage: 1d8 + 3 ⇒ (5) + 3 = 8

claw 1: 1d20 + 12 ⇒ (14) + 12 = 26;damage: 1d8 + 3 ⇒ (1) + 3 = 4

claw 2: 1d20 + 12 ⇒ (2) + 12 = 14;damage: 1d8 + 3 ⇒ (3) + 3 = 6

He slashes and connects once.

--------
N:19 Blinded attacks Ptahh using his keen scent ability pinpointing Ptahh's where abouts.

bite: 1d20 + 12 ⇒ (13) + 12 = 25;damage: 1d8 + 3 ⇒ (4) + 3 = 7

claw 1: 1d20 + 12 ⇒ (4) + 12 = 16;damage: 1d8 + 3 ⇒ (3) + 3 = 6

claw 2: 1d20 + 12 ⇒ (8) + 12 = 20;damage: 1d8 + 3 ⇒ (5) + 3 = 8

He hits for 7 HP.

----
N:22 dazzled attacks Chell

The last wereshark unleashes his terror on the cleric, "You'll tast fine with bottle of chianti."

bite: 1d20 + 12 - 1 ⇒ (18) + 12 - 1 = 29;damage: 1d8 + 3 ⇒ (5) + 3 = 8

claw 1: 1d20 + 12 - 1 ⇒ (11) + 12 - 1 = 22;damage: 1d8 + 3 ⇒ (3) + 3 = 6

claw 2: 1d20 + 12 - 1 ⇒ (14) + 12 - 1 = 25;damage: 1d8 + 3 ⇒ (7) + 3 = 10

Hitting the cleric hard for 18 HP of damage.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

aoo, silver scimitar +1, flank: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23
dmg, silver scimitar +1, sneak: 1d6 + 7 + 2d6 ⇒ (2) + 7 + (5, 5) = 19


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Ptahh. Go help Chell!

Sorrin approaches the blinded were-beast.

atk, silver scimitar +1, flank: 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36
dmg, silver scimitar +1, sneak: 1d6 + 7 + 2d6 ⇒ (2) + 7 + (3, 2) = 14

crit, silver scimitar +1, flank: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19
dmg, silver scimitar +1, sneak: 1d6 + 7 ⇒ (1) + 7 = 8

That should confirm vs blinded.


Evil GM

Sorrin kills the diving wereshark.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Round 4

Astrianna knows Chell can't stand up against the wereshark much longer after watching its furious assault. She tries to magically hold it in place long enough for Ptahh or someone can gut it.

Standard Action: Cast Hold Person on Wereshark O21, DC 17 will save


Evil GM

will save vs hold person: 1d20 + 7 ⇒ (6) + 7 = 13

the beast (O:21) attacking Chell freezes in place.
---
I forgot that hold person permits a new save each round. Here is the wereshark (N:26) that was previously held.

will save vs hold person: 1d20 + 7 ⇒ (15) + 7 = 22

The creature frozen in place while climbing out of the water begins to stir. I won't give him an AOO on Astri.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Woo a spell worked! Now someone coup de grace that b@&##.

The wereshark at N:26 is slept by Embri's Sleep hex, not under the effects of hold person. I think it will be sleeping for 5 more rounds?


Evil GM

Thanks, now I remember the slumber.

Chell -
Ptahh -
Bri -

You're up.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

scent:
The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

I think the blinded creature still gets a 50% miss chance. They know the square and can attack but the enemy should still have full concealment.

Chell slipped a little on some water that splashed up on the bridge. It was a slight stutter in movement but with the weresharks enhanced instincts, it was as if she fell at his feet. He, of course, capitalized. Her blood flowed into the pool below. She knew she couldn't take another. With a surprisingly graceful maneuver, she seems to swing around Astrianna and back past the still sleeping shark.

Withdraw back to O30


Caan we get an updated map? Not sure which ones are alive/dead or moved. Thanks.


Evil GM

The creature near you is dazzled, not blinded. The creature that attacked Ptahh is blinded. Ptahh was within 5 feet, so the beast could pinpoint Ptahh, he did not rely on sight so concealment is not an issue. That being stated, I did miss that it was a move action to pinpoint. So the two claw attacks (which didn't hit anyway) should be disregarded. Now the beast does suffer the minus to his AC

Updated RD 4 Map


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

@Ptahh - remember, you can air walk. So, terrain, especially water isn't an issue. Also, pretty please review damage calc.


Evil GM

Ptahh and Bri have RD 4 actions remaining


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

The flaming ball stays on the were it is on and keeps burning.
flaming sphere: 3d6 ⇒ (2, 1, 1) = 4

Bri casts Evil Eye on the one that Astri froze, trying to reduce its armor.

Will save dc 19 or AC is reduced by -4 for 8 round, make it and it is only for 1 round.


Evil GM

will save from evil eye: 1d20 + 7 ⇒ (18) + 7 = 25

For the most part the creature fights off the stare.

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