CELESTIAL SUMMONS - GM Angelina's Campaign

Game Master Lady Firedove

"We are, all of us, angels with only one wing, and only by embracing each other can we learn how to fly."


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Female Aasimar (Agathion? Leonel? Catfolk?) Monk of the Lotus 2 AC 17 T 16 FF 14 hp 18/18 F + 4 R + 6 W + 6

Perception: 1d20 + 10 ⇒ (1) + 10 = 11

Still afloat in the air, Kayahidye is surprised the thing didn't fall with Vincent's dagger. Not sure what she saw, she continues her attack from above. Perhaps it's healing is... limited?

This time, each leg bends at the knee, and then launches down in rapid succession- in what one might call a flurry of blows!

Remaining in place above the critter- if it's in the same place...? Or five-foot air step- maybe, then flurry of blows from above!

flurry kick 1!: 1d20 + 3 ⇒ (12) + 3 = 15

flurry kick 2!: 1d20 + 3 ⇒ (7) + 3 = 10

Whak! - if hit: 1d6 + 1 ⇒ (5) + 1 = 6

Sok! - if hit: 1d6 + 1 ⇒ (5) + 1 = 6

Yeowr. Hiss. Slippery little fiend, this is!


Female 1/4 Angel Dream Messenger

Darn! Posted close to the bottom of the last page...
Well, if you want to see my last gameplay post while composing yours, just type something like "hi" then hit preview, then you should be able to see my post while writing yours.
Cheers! :)

EDIT: Oh, and, Marius, you get another +2 damage (x2!) from your demon slayer trait ... in this campaign, fiends are fiends. :)


Female Aasimar (Angel Blooded) Sorcerer (Celestial Bloodline) 2

Perception Check: 1d20 + 1 ⇒ (20) + 1 = 21
"Don't let them get away! Chap, your's is still alive!"
She casts Summon Monster again to conjure another Celestial Eagle where the last one was, next to Aeryth's Critter (they only last One round), flanking it together with Aeryth.
The shining Celestial Eagle full attacks the Imp, using its Smith Evil ability.
Talon 1 Attack: 1d20 + 3 ⇒ (8) + 3 = 11
Talon 1 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Talon 2 Attack: 1d20 + 3 ⇒ (12) + 3 = 15
Talon 2 Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Bite Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Bite Damage: 1d4 + 1 ⇒ (2) + 1 = 3


M Aasimar Hunter (Divine Hunter) 2 | HP 22/22 | AC 17 (14FF/13T) | F+5, R+6, W+3 | CMD 16 | Init +3 | Perc +7

Ooh, good catch. I think the +1 was a holdover from an earlier version where I had less strength and a +4 dex. And if the Demon Slayer trait applies to these guys, then the total is actually +4 (x2). Woo!


8 / 8 hp | AC: 16/16t/10f | DR: 4/- | F+2/R +6/W +6 | Per: +9, Low-light | Spells left: Wiz 0-3, 1-2 / Arc 0-4, 1-0 | Reservoirs: Arc 3/4max Arch 2/7max

Lesith, Summon Monster lasts 1 round per level of the caster. So your's would last 2 rounds before disappearing.


Female Aasimar (Angel Blooded) Sorcerer (Celestial Bloodline) 2

Right! Thanks, forgot we were level 2!
The other Celestial Eagle also full attacks the Imp, still using its Smith Evil ability.
Talon 1 Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Talon 1 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Talon 2 Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Talon 2 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Bite Attack: 1d20 + 3 ⇒ (5) + 3 = 8
Bite Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Forgot to add flanking in both Eagles, so all attacks are with +2


Male Human Paladin (scion of talmandor) 5 / Inquisitor 2 |

Vincent twist and turns, much like a contortionist to avoid the creatures attempted onslaught. Luckily the creature hits his leather, leaving tiny scrape marks. Vincent, once again takes a stab at the annoying little bugger.

1d20 + 9 ⇒ (5) + 9 = 14
dam: 1d4 + 1 + 1d6 ⇒ (2) + 1 + (5) = 8


F Aasimar (Peri-Blooded-Emberkin) Shaman 2 [ HP: 20/20 | AC: 15 T: 12 FF: 13 | F: +1 R: +2 W: +6 (+7/+5) | Init: +2 Perc: +3/+6/+8 ]

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

There was too much activity around Natanja to pinpoint one thing over another.

The braying, panicking mules were pushing and bumping into each other before her.

Fighting in melee was not generally her forte (or to her taste), but she had to help as best as she could now that her fire magic was rendered useless. She moved as far forward as she safely could (getting within range).

Moving her weapon to her off-hand, she begins casting Cause Fear targeting Imp E (facing off with Eli and Poterol, 30 ft range), hoping it will become frightened and flee rather than continue its attacks. (Here's hoping the imps don't have spell resistance, too.)

Casting Defensively (DC 17): 1d20 + 9 ⇒ (10) + 9 = 19 (+4 from combat casting feat)

The affected creature becomes frightened for 1d4 ⇒ 2 rounds. If the subject succeeds on a Will save (DC 14), it is shaken for 1 round.

Oko continues to fly, keeping out of the imps' notice, watchful for opportunity and any signs/threats of note, especially to Natanja.

Oko's Perception: 1d20 + 14 ⇒ (1) + 14 = 15


Male Muse-Touched Aasimar Shaman 2 [HP: 18/18 AC: 16/12/14 F:1 R:2 W:6]

Poterol attempts to cast Guidance defensively: DC: 15 1d20 + 9 ⇒ (2) + 9 = 11
And the spell fails. Wonderful. Lucky it was a cantrip and I can try again next round

He then moves five feet to the side, trying to move into a flanking position with Eli, weapon still ready.


Detective Cernan's on the case! *** M Aasimar (Emberkin) Arcanist (White Mage) 2 *** Party-at-a-Glance Spreadsheet

Perception: 1d20 + 6 ⇒ (2) + 6 = 8

Cernan wipes his hands and prepares for action, shooting forth a spray of disorienting colors.

The exact thing that happens here depends on positioning. If Cernan can get two imps in one 15-foot cone, he will; otherwise he'll try to hit one imp and any panicking mules that he can also fit into a cone. If there's no way to target these guys without hitting an ally, he'll shout a warning in Celestial for them to cover their eyes.

2d4 ⇒ (1, 3) = 4
1d4 ⇒ 3

Spending an arcane point, that gives a Will save DC 17. Any mule that fails is unconscious for 4 rounds, then stunned for 4; any imp that fails is blinded for 3 rounds and also stunned for 4.


Male Aasimar(Angelkin)(+2Str) Fighter 2

Aeryth swings another mighty blow
hoping for better luck: 1d20 + 7 ⇒ (10) + 7 = 17
damage: 1d8 + 5 ⇒ (5) + 5 = 10


Female 1/4 Angel Dream Messenger

I realize now that Lesith's celestial eagles should actually be showing up and attacking on the round AFTER she starts casting, since the casting time is a full round... However, I'd rather not go back and change things, so let's say, for this combat, something unusual is happening with the magic where the celestials are especially eager to get to attacking the fiends. :)
That being said, however, I want to be fair, so, Kiwyn, if the creature you're currently summoning is celestial, you can have it show up and attack now, on this round, if you'd like. :)


8 / 8 hp | AC: 16/16t/10f | DR: 4/- | F+2/R +6/W +6 | Per: +9, Low-light | Spells left: Wiz 0-3, 1-2 / Arc 0-4, 1-0 | Reservoirs: Arc 3/4max Arch 2/7max

As the goddess says, so shall it be. ;)
Also, I apparently math'd wrong. :p Concentation check DC would have been 17, still made it though.

With a small flash of light a celestial dog appears next to where Chap's imp had fallen.
"Sic"

GM:

I'm hoping the imp that disappeared hasn't had a chance to move yet. The summoned dog will attempt to locate the imp with it's scent ability. If it's still within 5' the dog should be able to pinpoint it and attack with Smite Evil.
Bite 1d20 + 2 ⇒ (10) + 2 = 12
Possible damaga 1d4 + 2 ⇒ (3) + 2 = 5

If it's not with in the 5' it will attempt to track it.
Survival check (DC 10 if I read right) 1d20 + 5 ⇒ (18) + 5 = 23

Dark Archive

F Human Weather Witch 1 | HP:17 | Armor:1 | XP:7 | Damage:d4 | Str:0 | Dex:+2 | Con:+1 | Int:+2 | Wis:0 | Cha:-1 |

Round 2

Mist...hiding...running...family in danger... Shyness kisses the ring on her thumb, and then summons the rage that fuels her. She glares at the imp that dared to attack her Sister and snarls, unleashing her fury. Despite her focus, in her peripheral vision, she notices the previously injured imp seem to disappear.

Full attack: Imp K.

Claw 1 + Rage + Flank: 1d20 + 5 + 2 + 2 ⇒ (15) + 5 + 2 + 2 = 24
Damage: 1d4 + 6 ⇒ (1) + 6 = 7

Claw 1 + Rage + Flank: 1d20 + 5 + 2 + 2 ⇒ (6) + 5 + 2 + 2 = 15
Damage: 1d4 + 6 ⇒ (1) + 6 = 7

Perception: 1d20 + 5 ⇒ (16) + 5 = 21


Female 1/4 Angel Dream Messenger

Hey, Shyness, you're forgetting your awesome celestial bloodline ability. :)
"Angelic Attacks: At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage."
One of your attacks hits, so, please roll a 1d6.


Female 1/4 Angel Dream Messenger

Also, Poterol, if the Imp in front of you was stunned by Cernan's color spray before your turn, would it change your Round 2 action? If so, please repost as soon as possible. :)


Female 1/4 Angel Dream Messenger

Vincent, Shyness, and Kaya:
If the imp in front of (or below) you suddenly disappeared, would you attempt an attack of opportunity strike at it?
If so, please describe your single melee attack and roll it here now, along with damage, in case you both hit and overcome the miss chance I will roll...


Female Aasimar (Agathion? Leonel? Catfolk?) Monk of the Lotus 2 AC 17 T 16 FF 14 hp 18/18 F + 4 R + 6 W + 6

Would I be able to attempt a grapple as my attack of opportunity?


Female 1/4 Angel Dream Messenger

Nope. Sorry. As I read it, a disarm, a sunder, and a trip are the only combat maneuvers that can replace an attack of opportunity. (None of which would help against this unarmed, flying imp.) A grapple attempt requires you to use your actual standard action on your turn.


Female Aasimar (Lawbringer) Inquisitor 2 [ HP: 19/19] | AC: 19 T: 12 FF: 17 | F: +6 R: +2 W: +6| Init: +4 Perc: +7 ]

perception vs Chap's Critter: 1d20 + 7 ⇒ (8) + 7 = 15 Wait... what? I don't see anything.

Chap, moves to attack the next closest imp or whichever she can flank with her spear and/or charge. I'm not adding the +2 or potential +4 to the roll in case there is no way to charge and/or flank.

Attack: 1d20 + 8 ⇒ (18) + 8 = 26

Longspear damage: 1d8 + 6 ⇒ (2) + 6 = 8


Female Aasimar (Agathion? Leonel? Catfolk?) Monk of the Lotus 2 AC 17 T 16 FF 14 hp 18/18 F + 4 R + 6 W + 6

Alright. I'll kick it then!

As the imp beneath her seems to suddenly hold still for a moment, and then vanishes, Kaya takes the opportunity to strike again with her foot from above!

Foot to da face!: 1d20 + 4 ⇒ (10) + 4 = 14

Pow! (If it's a hit..): 1d6 + 1 ⇒ (2) + 1 = 3

Kicking things from the air is hard!


Male Human Paladin (scion of talmandor) 5 / Inquisitor 2 |

1d20 + 9 ⇒ (19) + 9 = 28
1d4 + 1 + 1d6 ⇒ (4) + 1 + (2) = 7
1d100 ⇒ 84

crit?: 1d20 + 9 ⇒ (18) + 9 = 27
1d4 + 1 ⇒ (4) + 1 = 5

What the...?!

Vincent, sees it then it disappears. He takes a stab at where he hopes it still is.


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Male Muse-Touched Aasimar Shaman 2 [HP: 18/18 AC: 16/12/14 F:1 R:2 W:6]

Hum. Failed due to concentration check against a foe, but since they are stunned, then I don't need to cast defensively.

Eli! You've got Guidance!

And still moving to try to flank.


Female 1/4 Angel Dream Messenger

Vincent, I'll be rolling your miss chance.

Chap, in choosing your target, consider that this happens right before your initiative count...

Chap only:
Kiwyn moves to about 25 feet away from where Imp C fell and summons a celestial dog right next to where Imp C fell. You don't actually see Imp C anymore. The celestial dog, however, growls, looking very determinedly at a particular spot, and seems to snap its jaws at nothing. Unfortunately it does not seem to catch anything.

So, Chap, you could either stab at the seemingly empty space the dog is attacking, or charge at Imp K. Your call.


Female LG azata-blooded aasimar (musetouched) paladin (oath against fiends, holy gun) 3 | HP:27/27 | AC: 17 (T: 14, F: 13) | CMB: +4, CMD: 18 | F: +9, R: +9, W: +7 | Init: +4 | Perc: +1 | Speed 30ft | Active conditions: None. |

Sister Azmaria takes her mission to heart, she must protect Eli.

the pistol is loaded with a silver shot, not taking as long as she thought.

taking aim She fires again at the Imp on Eli.

ranged touch: 1d20 + 8 - 4 ⇒ (12) + 8 - 4 = 16
damage (if hit): 1d8 + 1 + 2d4 ⇒ (2) + 1 + (1, 1) = 5 - (bonus damage from Holy weapon Balm)

also need a DC 10 reflex or take another 1d4 holy damage next round

really? friggin almost min damage?

Dark Archive

F Human Weather Witch 1 | HP:17 | Armor:1 | XP:7 | Damage:d4 | Str:0 | Dex:+2 | Con:+1 | Int:+2 | Wis:0 | Cha:-1 |

Thanks for the reminder! =)

Angelic Attacks: 1d6 ⇒ 3

AoO Claw: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d4 + 6 + 1d6 ⇒ (1) + 6 + (4) = 11


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Female 1/4 Angel Dream Messenger

CS Game Post 5 - Resolving Imp Combat Round 2, Starting Imp Combat Round 3

Summary of First Battle Post: Surprise Attack!:

After traveling for a few days, you broke off the main road and headed down a smaller dirt road toward Endurant.
While still some ways away from the village, your group suddenly fell under attack.
Four nasty little flying creatures appeared, shrieking, right next to your traveling party, as if out of nowhere, surrounding your group.
Only about two feet tall each, they had wings, tails, reddish skin, and grotesque features.
They seemed to radiate a sense of wrongness as one successfully attacked Eli, one unsuccessfully attacked Aeryth, one successfully attacked Chap, and one successfully attacked Kiwyn, with stingers on the ends of their tails.

Brief Summary of Round One:
PCs dismounted, several attacked and missed, Chap skewered Imp C and it dropped to the ground, and Vincent hurt Imp K. Imps attacked PCs and missed, Imp K healed up completely, and Imp C awoke and disappeared.

Round 2 PC Actions in Initiative Order:

Natanja moves to about 25 feet away from Imp E and casts Cause Fear. The Imp manages to steel its will against the worst of the effects, but it still becomes temporarily shaken.

Kiwyn moves to about 25 feet away from where Imp C fell and summons a celestial dog right next to where Imp C fell. You don't actually see Imp C anymore. The celestial dog, however, growls, looking very determinedly at a particular spot, and seems to snap its jaws at nothing. Unfortunately it does not seem to catch anything.

Chap, not having noticed what happened to the imp she skewered, turns and charges at Imp K, giving it a nasty stab, piercing its thick hide with her longspear. It shrieks in displeasure.

Aeryth, riding his war-trained horse, swings a vicious sword stroke at the fiend in front of him, definitely hurting Imp A, causing it to shriek in fury.

Azmaria reloads her pistol with a silver bullet, solemnly speaks of sharing the Gospel, and fires at Imp E. The silver bullet easily burns straight through the fiend's skin, causing it to shriek in pain and horror.

Marius again commands Rex to attack the critter menacing Aeryth. Rex leaps and again succeeds in snagging the flying imp with his teeth, momentarily dragging it lower to the ground as it shrieks, but ultimately failing to pierce the super-tough imp skin... again. This time, however, Marius dismounts and violently slashes Imp A with his sword, slicing almost completely through the already-hurt imp, and causing it to drop to the ground like a rock.

Arabeth remains on her light horse and establishes a second life link, this one with Eli.

Cernan moves closer and casts color spray at the already shaken and hurt Imp E, leaving the fiend suddenly blinded and stunned.

Kaya still floats above the imp who had attacked Kiwyn, and kicks down at it twice, but the agile critter just barely manages to flap out of the way of her swiftly moving Catfolk feet.

Vincent stabs again at the imp who attacked Kiwyn, but this time Imp K evades his blade.

Poterol casts Guidance on Eli, then steps into position to flank Imp E with Eli, while still holding his morningstar at the ready.

Lesith summons a second celestial eagle, which joins the first in viciously pecking and clawing at the imp that attacked Aeryth, which just fell to the ground. Between the two birds, you figure Imp A is probably dead.

Shyness fiercely attacks Kiwyn's critter with her claws, one of which rakes a nasty wound across Imp K's body, causing it to shriek in pain.

Eli removes his mask, grins broadly, and smacks the stunned fiend in front of him with his stick, hurting Imp E somewhat, despite its thick skin. Eli also manages to shake off any further damage from the imp's poison.

-

Enemy Actions:

Eli's Critter Imp E is stunned, blinded, and hurt. It can't act this round. Some of its wounds, however, do seem to knit themselves back together.

Aeryth's Critter Imp A is either dead or very unconscious. Its limp form simply lies on the ground.

Chap's Critter Imp C is nowhere to be seen, but Kiwyn's celestial dog suddenly switches its focus from the ground to the air, snapping it's jaws and barking furiously.

Kiwyn's Critter Imp K shrieks ...

Only if you speak Fiendish::
"That's it! I'm out of here!"
...and suddenly disappears.
Kaya kicks down and Vincent stabs forward, but they only catch air.
Shyness, however rakes a vicious celestial claw through the air and definitely connects with something solid, ripping through it. A gurgle is followed by a soft thud on the ground nearby.
Kaya, Vincent, and Shyness only, and only if they succeed at a Perception DC 10:
You can tell what square Imp K landed in. It is still (diagonally) adjacent to Vincent and Shyness.

Most of the mounts who are not currently being either ridden or held onto are still braying and trying to move away from the chaos of battle.

CURRENT BATTLE POSITIONING:
Imp E, stunned, blinded, and hurt, is flanked by Eli and Poterol.
Imp A is either dead or very unconscious on the ground, surrounded by a war-horse-mounted Aeryth, one of Liseth's Celestial Eagles (the other having just disappeared), Marius, and Rex the Wolf.
Imp K was flanked by Vincent and by Shyness, with Kaya floating above, but it disappeared.
Imp C is nowhere to be seen. Kiwyn's celestial dog, now looking up, barks near where it dropped.
Natanja, Kiwyn, Chap, Azmaria, Cernan, Lesith, and Arabeth (who is still on her light horse) are free to move about the battleground, but do find it somewhat difficult to maneuver around the many moving mules.
Eli has taken 3hp damage and 4 Dex damage.
Chap has taken 1hp damage and 1 Dex damage.
Kiwyn has taken 3hp damage.

POSTING GUIDELINES:

You do not have to wait to post in order.
If you're attacking, be sure to specify whether you move and which target you're attacking, and with what.
We're calling the enemies Eli's Critter or Imp E, Aeryth's Critter or Imp A, Chap's Critter or Imp C, and Kiwyn's Critter or Imp K, based on the character each imp first attacked.
Roll your attack and damage, or clarify the effects of any spell you cast, and whether a save is allowed, and, if so, what the DC is. Specify any damage types.
If you declare that you're attacking a creature which actually happens to get destroyed before your initiative count, then I will simply transfer your attack to another creature. (Feel free to declare a just-in-case back-up target if you're low in the initiative count, in case your primary target gets destroyed before your turn.)
You could also choose to take a different sort of action, such as healing yourself or someone else. Just clarify if and where you move, and what exactly you do.
Also, if you have an animal companion that can attack, assume they do so on your initiative, and make any appropriate rolls.

TALKING DURING COMBAT:

If your character has something to say, he or she can shout a few words of warning or whatever to the group or to the critters, but remember, this second round is taking place within about six seconds, so no epic monologues, or major back-and-forth dialogue please. :)

PAST DISCUSSIONS:

If you also want to jump back in time and RP a few more in-character discussions that happened on the way here, presuming they have nothing to do with this attack, that would be fine. Just put them in spoiler tags (here in this gameplay thread) labeled "Past Discussion on the Road" or "Jane Talks to John Yesterday" or something like that.

A NOTE ON MOUNTS:

If your character is on horse/muleback at the start of this third round, please clarify whether or not you dismount as part of your actions. It is a move action to mount or dismount, unless you make a DC 20 ride check to fast mount/dismount as a free action.
If your mount is not specifically war-trained, and if you choose not to dismount, then you need to succeed on a DC 20 ride/dexterity check to be able to both control the mount and attack. If you fail the check, all your energy that round goes to controlling the mount, and you can't make attacks.

SPEEDING UP COMBAT:

If everyone has posted round three actions by Friday evening, then I will end the round and make the next gameplay post Friday or Saturday.

Please ONLY read the following spoilers IF
your character has and takes an action to use the listed ability
or is trained in the listed skill and rolls a high enough check in a post you make here in this thread.
If you tried and failed a specific check previously, you should not try again this round.
If you succeeded at a check previously, the information is reposted here below for your convenience.

Detect Evil:
Yes. Yes, these four little critters each radiate a moderate strength evil aura. You feel disgusted.

Knowledge (Local or Nature) DC 15:
These things, whatever they are, are NOT normal, natural local wildlife. They shouldn't be here. They might be some sort of little Fiends.

Knowledge (Planes or Religion) DC 15:
These critters are probably the type of Fiends known as Imps. They're known to be tricky, malicious, and tough to hurt.

Knowledge (Planes or Religion) DC 20:
These Fiends are definitely Imps. It's tough to destroy these evil little buggers because they have particularly tough skin, which heals on its own over time. Silver weapons or good-aligned weapons have the best chance of breaking through. Imps are also immune to fire and poison and resistant to acid and cold. They can fly fast, can turn invisible, and can poison you with their stingers.


Game on! :)


HP: 10/16 | Perc: +4

Round 3

Ride Check:1d20 + 3 ⇒ (15) + 3 = 18

Arabeth continues to sit her mount simply keeping it under control and where it is.

Perception:1d20 + 4 ⇒ (4) + 4 = 8

Not really being able to make out the exact position of the group's enemies she channels positive energy this round to try and sooth people's ills.


Detective Cernan's on the case! *** M Aasimar (Emberkin) Arcanist (White Mage) 2 *** Party-at-a-Glance Spreadsheet

Cernan will repeat his last spell. Since it sounds like Imp K can be hit safely if he casts defensively,

Cast Defensively (DC 17): 1d20 + 7 ⇒ (4) + 7 = 11

...and the spell fizzles out, unless it's now possible to hit with the tip of the cone without hitting anyone.


Male Human Paladin (scion of talmandor) 5 / Inquisitor 2 |

Perceprion take 10=16...can I kick some dirt of something on it to make it more visible to allow Shy to coup de grace the bugger?

edit perception: 1d20 + 6 ⇒ (6) + 6 = 12

Edit: added dice roll & text

I think I am positive where it landed. Shy, I am gonna kick some dirt on it so you can have a clean s#~& at the bugger

Vincent then starts to kick a layer of dirt in the annoying creature in hopes Shy can finish it off.


Female 1/4 Angel Dream Messenger

Vincent, you gotta roll that perception, can't take 10 in combat... but, yes, if you make it, I'll let you take a full-round action to put a light covering of dirt over it to make it more-or-less visible.

EDIT: Oohh, Arabeth, don't forget in the future your oracle's curse... I don't think Cernan was shouting in Celestial when he said the fiends were fire-proof... for this time, we'll pretend he was... but next time, unless someone specifies Celestial, you don't understand them...


Male Muse-Touched Aasimar Shaman 2 [HP: 18/18 AC: 16/12/14 F:1 R:2 W:6]

Poterol will do his best to smack imp with his weapon.

Morningstar: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15 You said we were flanking for the +2, right?
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

If this imp falls, he will move to the next nearest and try to get flanking with someone.


male Aasimar Bloodrager 2 | AC: 16, T: 12, FF: 14 | HP: 24/24 | Fort: +5, Reflex: +2, Will: +0 | CMB: +2 (currently +4), CMD: 14 (currently 16) | Init: +2 | Perception: +0 | Sense Motive: +5 | <Current: Dexterity 14 of 14>

Smiling, Eli continues to try to attack with his weapon.

He uses the guidance granted by Poterol.

"Thank you, cousin." he says, as he swings with both hands.

Attack with a stick: 1d20 + 4 + 1 + 2 ⇒ (5) + 4 + 1 + 2 = 12 Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Edit: Added guidance and flanking bonus. Not that it did any good with that damage...


M Aasimar Hunter (Divine Hunter) 2 | HP 22/22 | AC 17 (14FF/13T) | F+5, R+6, W+3 | CMD 16 | Init +3 | Perc +7

Caught up in the battle, Rex pounces upon the motionless form of the imp and sets his jaws tight. Eager to draw demon blood from his hated enemies, the wolf rips at the imp with all of his might.

Rex Atk: 1d20 + 5 + 4 ⇒ (5) + 5 + 4 = 14 +4 more from a prone target, I think?
Dmg: 1d6 + 2 ⇒ (4) + 2 = 6

With his opponent felled and Rex keeping it so, Marius gives the half-hearted grin of a warrior enjoying battle. He'd be lying if he said he didn't enjoy sending a few fiends to their otherworldly graves, and he knew Rex was the same. Lesith would probably have a fit knowing that.

Glancing up at the rest of the battlefield, Marius sees only one more of the imps. What had become of the others?

No matter. His (apparent) cousins had it well in hand. More importantly, the mules were bucking about and generally throwing a fuss. Grabbing hold on his own mount once again, he sheathes his blade and sets his fingers to his mouth. A shrill whistle resounds across the battlefield, Marius already waving down the other mules and trying to get them calm.

Handle Animal: 1d20 + 7 ⇒ (7) + 7 = 14


Female Aasimar (Agathion? Leonel? Catfolk?) Monk of the Lotus 2 AC 17 T 16 FF 14 hp 18/18 F + 4 R + 6 W + 6

Perception: 1d20 + 10 ⇒ (19) + 10 = 29

"There it is!" Kaya points to the place where the critter landed. Kaya drifts down to above that particular spot and kicks down with her foot to test if the critter is still active or down.

Kick where imp K landed!: 1d20 + 4 ⇒ (16) + 4 = 20

Stomp! (if hit)!: 1d6 + 1 ⇒ (2) + 1 = 3


Female Aasimar (Lawbringer) Inquisitor 2 [ HP: 19/19] | AC: 19 T: 12 FF: 17 | F: +6 R: +2 W: +6| Init: +4 Perc: +7 ]

perception: 1d20 + 7 ⇒ (20) + 7 = 27

Noticing the buggers are disappearing but still in combat, Chap takes this moment to begin a Coup de grace against Imp K. This is two full round actions.


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HP: 10/16 | Perc: +4

At work.

Am hoping Arabeth's channel is far enough away from the imps so that they don't get any benefit. No worries about not healing every one right away.

Much cheers to all.


Female LG azata-blooded aasimar (musetouched) paladin (oath against fiends, holy gun) 3 | HP:27/27 | AC: 17 (T: 14, F: 13) | CMB: +4, CMD: 18 | F: +9, R: +9, W: +7 | Init: +4 | Perc: +1 | Speed 30ft | Active conditions: None. |

Sister Azmaria quickly reloads another of her "Gospels" into her gun. finding that they seem suseptable to a different kind of sermon.

her second barrel remains loaded with common scripture.

Once loaded she takes aim once more at "Imp E"

Demon of the underworld, hear God's word. begone

ranged touch: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17
damage: 1d8 + 1 + 2d4 ⇒ (1) + 1 + (1, 3) = 6

silver bullet with Holy weapon balm. and another DC 10 reflex or take another 1d4 damage

scripture = regular shot ---- Gospel = special shot (silver in this case)


Female Aasimar (Angel Blooded) Sorcerer (Celestial Bloodline) 2

"They are trying to escape!"
She uses her Heavenly Healing Fire on Eli.
Eli Heals: 1d6 + 1 ⇒ (6) + 1 = 7
A white flame burst from Eli's wounds, closing them and cleaning them from infection.
Lesith tries to ease the most panicked mounts.

Dark Archive

F Human Weather Witch 1 | HP:17 | Armor:1 | XP:7 | Damage:d4 | Str:0 | Dex:+2 | Con:+1 | Int:+2 | Wis:0 | Cha:-1 |

Round 3

Shyness misses seeing where the Imp fell, despite Vincent's strategic dirt-kicking. She looks around for the nearest target and moves toward it, lashing out with her claw. ...Mist...Run!...

Perception: 1d20 + 5 ⇒ (2) + 5 = 7

Claw: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d4 + 6 + 1d6 ⇒ (1) + 6 + (3) = 10

Rage: +4 Str, +4 Con, -2 AC, +2 Will


Male Aasimar(Angelkin)(+2Str) Fighter 2

Aeryth rides up to Imp C and makes a haymaker around the area where the dog is sniffing
Haymaker: 1d20 + 7 ⇒ (9) + 7 = 16
Crushing blow: 1d8 + 5 ⇒ (1) + 5 = 6


Female Aasimar (Angel Blooded) Sorcerer (Celestial Bloodline) 2

Forgot to check if the remaining Celestial Eagle can see any of the remaining invisible enemies
Celestial Eagle Perception Roll: 1d20 + 10 ⇒ (15) + 10 = 25
If it's able I'll guess it will charge and attack!


F Aasimar (Peri-Blooded-Emberkin) Shaman 2 [ HP: 20/20 | AC: 15 T: 12 FF: 13 | F: +1 R: +2 W: +6 (+7/+5) | Init: +2 Perc: +3/+6/+8 ]

Round 3

Moving carefully forward, past the mules (by this point, Natanja would have pushed past most of the panicked mules), she returns her morningstar to her true hand and swings at the imp (E), if it is still alive.

Mwk Morningstar: 1d20 + 3 ⇒ (5) + 3 = 8
Damage, if hits: 1d8 + 1 ⇒ (7) + 1 = 8

Natanja's frustration is evident in the colour around the pupils of her eyes.

Oko continues to fly overhead, 20ft above Natanja's head, watching for any/new threats/danger.

Oko's Perception: 1d20 + 14 ⇒ (1) + 14 = 15


Female 1/4 Angel Dream Messenger

Actually, Nat, Imp E is taking mega AC penalties at present from being both blinded and stunned, so you might have hit... still gotta check...


F Aasimar (Peri-Blooded-Emberkin) Shaman 2 [ HP: 20/20 | AC: 15 T: 12 FF: 13 | F: +1 R: +2 W: +6 (+7/+5) | Init: +2 Perc: +3/+6/+8 ]

@GM: Ha! It would be so good if an 8 hit because she did nicely on the damage roll. ;)


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Female 1/4 Angel Dream Messenger

Nat, ok, so, its AC is currently 9... but if Natanja notices Shyness charging over at Imp E from the other side, she could delay her attack just long enough to be flanking...
I'm such a nice GM. :)


F Aasimar (Peri-Blooded-Emberkin) Shaman 2 [ HP: 20/20 | AC: 15 T: 12 FF: 13 | F: +1 R: +2 W: +6 (+7/+5) | Init: +2 Perc: +3/+6/+8 ]

Indeed, very cool of you, GM Angelina. :) Thanks!

Perception: 1d20 + 6 ⇒ (13) + 6 = 19 (I think that would be enough for Nat to have noticed Shy's charge and delayed her own attack until right after and be in a flank position with Shy.)

That would mean Natanja's attack is at +2 for a total of 10, and damage is 8 on Imp E.


Female LG azata-blooded aasimar (musetouched) paladin (oath against fiends, holy gun) 3 | HP:27/27 | AC: 17 (T: 14, F: 13) | CMB: +4, CMD: 18 | F: +9, R: +9, W: +7 | Init: +4 | Perc: +1 | Speed 30ft | Active conditions: None. |

isn't Imp E the one Sister Az is shooting at? If that Imp is surrounded by the time ist my turn then she will hold her shot. too much risk to his a teammate (that's an additional -4 to hit due to cover)


F Aasimar (Peri-Blooded-Emberkin) Shaman 2 [ HP: 20/20 | AC: 15 T: 12 FF: 13 | F: +1 R: +2 W: +6 (+7/+5) | Init: +2 Perc: +3/+6/+8 ]

Imp E was already flanked by Eli and Poterol (from last round), so Sis Az would have had to take the -4 penalty anyway, even before Shy and Nat came into the picture as well. Yes?


Female LG azata-blooded aasimar (musetouched) paladin (oath against fiends, holy gun) 3 | HP:27/27 | AC: 17 (T: 14, F: 13) | CMB: +4, CMD: 18 | F: +9, R: +9, W: +7 | Init: +4 | Perc: +1 | Speed 30ft | Active conditions: None. |

not exactly with only two flankers there are still two open sides for a clear shot. but with 4 flankers that covers all sides thus eliminating the clear shot. I was taking -4 for no precise shot feat, but an additional -4 is alot and if I miss by 5 or more I may hit one of you guys.

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