DMDM's Way of the Wicked: The Devil My Only Master (Inactive)

Game Master Douglas Muir 406

You've rebelled against your master, Cardinal Adrastus Thorn. Can you kill him before he kills you? Who will lead the forces of Asmodeus in their final assault on the noble kingdom of Talingarde?


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Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

I will use my attack from above assuming that is still acceptable


Jax: you easily finish off Sister #1, glass cannon, and do an additional 61 damage to Sister #2. Whoof.


-- Ulp, point of clarification: your bomb has the poison mixed into it, like a gas? Does the poison affect anyone who's damaged by it? (And, presumably, not affect anyone who's not damaged?)


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Don't forget Ragnar!


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Are we still entangled?


Edmin Al'Roth wrote:
Are we still entangled?

Have you done anything to get disentangled?


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Jax has reach at ththeoment
Do any of the sisters provoke?


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

Dren summon forth his Rod of Quicken. He then casts Deeper Darkness on the rod. Surrounded by his familiar darkness he then attempts to pick apart Tiadora's mind.

Brain Drain (Su): You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 1d4 points of damage for every oracle level you possess. After successfully attacking with this ability, you may use a full-round action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim's skill bonus. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Charisma modifier. Treat the knowledge gained as if you had used detect thoughts. This is a mind-affecting effect. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every five levels beyond 5th.

DC 26 Willpower. Don't forget her 1 Wisdom and negatives to her save vs. the positive number.

15d4 ⇒ (3, 3, 4, 1, 1, 3, 4, 1, 2, 2, 4, 1, 1, 4, 1) = 35


Init +4; Senses: low-light vision, darkvision 60 ft, scent; Perception +6, AC:32, HP:110/110; SR:10; Fort +12, Ref +8, Will +5; DR 5/good

Ragnar continues his attack on the sister.

Attack: 1d20 + 17 + 2 + 2 ⇒ (1) + 17 + 2 + 2 = 22
Damage:1d8 + 23 ⇒ (2) + 23 = 25
Trip: 1d20 + 19 ⇒ (9) + 19 = 28

Attack 21d20 + 12 + 2 + 2 ⇒ (4) + 12 + 2 + 2 = 20
Damage:1d8 + 23 ⇒ (8) + 23 = 31
Trip: 1d20 + 19 ⇒ (12) + 19 = 31


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Power Attack 1: 1d20 + 28 + 1 + 2 - 2 ⇒ (18) + 28 + 1 + 2 - 2 = 47
Damage: 1d12 + 32 ⇒ (5) + 32 = 37

Haste Attack: 1d20 + 28 + 1 + 2 - 2 ⇒ (3) + 28 + 1 + 2 - 2 = 32
Damage: 1d12 + 32 ⇒ (11) + 32 = 43

Power Attack 2: 1d20 + 19 + 1 + 2 - 2 ⇒ (14) + 19 + 1 + 2 - 2 = 34
Damage: 1d12 + 32 ⇒ (11) + 32 = 43

Power Attack 3: 1d20 + 14 + 1 + 2 - 2 ⇒ (4) + 14 + 1 + 2 - 2 = 19
Damage: 1d12 + 32 ⇒ (4) + 32 = 36

Power Attack 4: 1d20 + 9 + 1 + 2 - 2 ⇒ (20) + 9 + 1 + 2 - 2 = 30Possible Crit!!
Damage: 1d12 + 32 ⇒ (7) + 32 = 39

Confirm Crit: 1d20 + 9 + 1 + 2 - 2 ⇒ (12) + 9 + 1 + 2 - 2 = 22
Crit Damage: 2d12 + 64 ⇒ (10, 3) + 64 = 77

If he slays the sister his first attack, he will move to attack the next closest sister


Douglas Muir 406 wrote:
-- Ulp, point of clarification: your bomb has the poison mixed into it, like a gas? Does the poison affect anyone who's damaged by it? (And, presumably, not affect anyone who's not damaged?)

The reason I ask is: Tiadora is immune to fire. So I'm thinking that since the bomb can't damage her, the poison can't affect her either. (Of course, you can simply try again with a different energy type.)


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

but that makes no sense DMDM. the poison is a cloud of gas.like a nerve toxin or whatever. that is the point of it, else why would it effect someone 10 feet away when the fire only effects within 5 feet. Like in WW I the gas killed tons of people that weren't hit with the actual canister.This is the same idea


Hmm. I see the force of that, but... cite?


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

I can't cite it, it just doesn't make sense AND allows fire immunity to invalidate the poison effect completely because I cannot modify bombs w poison and electricity at the same time.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Well it could be a poisoning fuel that burns, making it a contact type poison which would be adsorbed through the skin on contact, which would not matter about the fire non damage. Think of it as if napalm was mixed with a poison. Not sure what type Ulp can make or what it gives in the description of the affects are. My two cents.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Or, it could be a chemical that flash ignites on contact with air and the smoke is poison.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

The later would be more of what Ulp described with the difference in area of effect.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

It creates a cloudkill works on outsiders due to my discovery for poisons


Hmmm. I'm still somewhat dubious, but I guess I'll allow it. Tiadora's save would be a 1d20 + 20 ⇒ (11) + 20 = 31, then. Does that make it? What's the DC?


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

That makes the save.

If you want to disallow it can I rebuild? Cause no way I would have taken that path had i known that was your ruling. I do not understand at all why you are against it. Poison gas is poison gas. Not fire gas or electric gas. I understand shooting a dart with an injury poison having to beat dr, but this is a contact(has to touch the enemy) OR an inhaled. Though I would argue it is both of them considering it replicates a cloudkill, which does not allow you to just hold your breath.


Ulp wrote:
I understand shooting a dart with an injury poison having to beat dr, but this is a contact(has to touch the enemy) OR an inhaled. Though I would argue it is both of them considering it replicates a cloudkill, which does not allow you to just hold your breath.

I'm sorry -- where in the RAW does it say that it replicates a cloudkill? I missed that.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

Prerequisite: Alchemist 12, smoke bomb discovery

Benefit: The effects of the smoke created by an alchemist’s bomb duplicates the effects of cloudkill instead of fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level.
link


Oh good grief, I was looking in the wrong place. Sorry! My bad.

Okay! That works then. Well, it didn't work this time. But it's allowed to work, if it works.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

wow. +20...maybe i will try something different.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

On his turn, Jax continues to be a whirling dervish of bladed pain for the sisters. He falls among them, his weapon licking out further than one would expect with a simple scimitar. He dances among them as if Brink is an extension of his arm. He tries to stay with Edmin, attacking the same targets and moving with him to keep flanking.
Free action: Black Blade Strike +4 damage

Hasted Attack: 1d20 + 25 - 2 + 2 ⇒ (20) + 25 - 2 + 2 = 45 for Damage: 1d6 + 31 ⇒ (4) + 31 = 35 + Sneak Attack: 3d6 ⇒ (5, 2, 3) = 10 and 3 Dexterity damage.
Critical Confirmation: 1d20 + 25 - 2 + 2 ⇒ (15) + 25 - 2 + 2 = 40 for another Damage: 1d6 + 31 ⇒ (6) + 31 = 37.
82 and 3 dexterity damage if this criticals.

He mixes in a blast of electricity in between his attacks not once, but twice.
Intensified, Empowered shocking grasp: 1d20 + 25 - 2 + 3 + 2 ⇒ (19) + 25 - 2 + 3 + 2 = 47
Damage: 1d6 + 31 ⇒ (3) + 31 = 34 + 15d6 ⇒ (6, 3, 5, 5, 4, 6, 1, 6, 2, 6, 6, 4, 2, 5, 6) = 67 electricity damage + Sneak attack: 3d6 ⇒ (2, 4, 5) = 11 and 3 dexterity damage.
Critical Confirmation: 1d20 + 25 - 2 + 3 + 2 ⇒ (6) + 25 - 2 + 3 + 2 = 34 for an extra Damage: 1d6 + 31 ⇒ (3) + 31 = 34 + 15d6 ⇒ (6, 1, 5, 6, 5, 4, 3, 5, 6, 5, 6, 1, 3, 2, 2) = 60 electricity damage.
206 damage and 3 dexterity if this criticals.

Attack 1: 1d20 + 25 - 2 + 2 ⇒ (7) + 25 - 2 + 2 = 32 for Damage: 1d6 + 31 ⇒ (6) + 31 = 37 + Sneak Attack: 3d6 ⇒ (5, 4, 1) = 10 and 3 Dexterity damage.
47 damage if this hits.

Attack 2: 1d20 + 20 - 2 + 2 ⇒ (6) + 20 - 2 + 2 = 26 for Damage: 1d6 + 31 ⇒ (1) + 31 = 32 + Sneak Attack: 3d6 ⇒ (2, 2, 6) = 10 and 3 Dexterity damage.
42 damage if this hits

Attack 3: 1d20 + 15 - 2 + 2 ⇒ (18) + 15 - 2 + 2 = 33 for Damage: 1d6 + 31 ⇒ (3) + 31 = 34 + Sneak Attack: 3d6 ⇒ (4, 3, 3) = 10 and 3 Dexterity damage.
Critical Confirmation: 1d20 + 15 - 2 + 2 ⇒ (12) + 15 - 2 + 2 = 27 for an extra Damage: 1d6 + 31 ⇒ (5) + 31 = 36
44 if this hits and 80 if it critical hits.

And yet, Jax's blade isn't finished. It flicks out again with another burst of electricity.
Quickened Arcana Intensified, Empowered Shocking Grasp: 1d20 + 25 - 2 + 3 + 2 ⇒ (4) + 25 - 2 + 3 + 2 = 32
Damage: 1d6 + 31 ⇒ (2) + 31 = 33 + 15d6 ⇒ (2, 1, 5, 1, 6, 4, 4, 3, 3, 1, 1, 3, 5, 1, 6) = 46 electricity damage + Sneak attack: 3d6 ⇒ (1, 4, 1) = 6 and 3 dexterity damage.
85 if this hits.

Resources Used: Brink: 2/4 arcana remaining. Jax: quickened arcana 0/1 remaining. Intensified Shocking Grasp 2/10 remaining. Jax will focus his attacks first on the enemy he flanks with Edmin. After that one falls, he uses his reach (lunge feat, -2 ac) to continue his attack against any enemies nearby. He loses 2 to hit and the sneak attack on any subsequent attacks.

Total if all attacks had hit: 543 damage :D


Ulp wrote:
wow. +20...maybe i will try something different.

Devils tend to have good saves... not that it's helped her much so far.


Ragnar rolls a 1 and a 4...

Edmin flat up murders a Sister (2 down, 7 left).


Jax drops another Sister (6 and falling) and moves to finish off the one Edmin is fighting (5).

You notice that your Shocking Grasps don't seem to be doing full damage... not that it much matters.


Surviving Sisters swarm Jax and Edmin! (More tomorrow...)


M DEAD KILLED BY DMDM Lore Warden 2/Arcane Duelist 3
Stats:
HP 4/45; AC 20(25 w def/CE)/16(21)/14; CMD 19; Init +5; Perception +4; Fort +7 (8 vs Poison), Ref +9, Will +3; Fire Res 1; BP 10/12; Spells Lvl 1 3/4 Initiative +5

anyone else think the cardinal might be disproportionally pissed after this...and is anyone else hoping there is a cut scene about it?


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Surrender pretty demons and I may give you a spot next to my throne!"


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

It does matter! Jax has Elemental spell! He could be doing Icy Grasps or Acid Grasps or-or..whatever.Planes: 1d20 + 9 ⇒ (4) + 9 = 13 to know what their elemental resistances are.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Doesn't Elemental Spell make the casting time 1 round?


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

http://www.d20pfsrd.com/feats/metamagic-feats/elemental-spell-metamagic No, god..that would make it worthless as a feat!


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Hmmm, now I am confused. Do you have shocking grasp memorized with elemental spell? Or are you saying you could do that? I understand if you prepared the spell ahead of time it does not change the casting time, I was thinking of spontaneous casters for the 1 round thing.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

No, he has spell perfection with Shocking grasp. Whenever Jax casts that spell, he may add one metamagic feat he knows to spell without affecting its level or casting time. That's how he always gets off Empowered intensified shocking grasps instead of just intensified, because he has Empower spell and can add it for free to his intensified shocking grasps.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Ah, did not realize you had spell perfection.

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