DM Alexander Kilcoyne's Slumbering Tsar (Inactive)

Game Master Alexander Kilcoyne

"Not only old dead guard Black Gates, but something greater as well. From blackest pits of pitch and bile a new guardian arose both foul and vile. Beware his breath of clinging death."

The Midnight Peddler | PC Kill Count- 0 | Promises of Revenge- 1

Group Site | Campaign Wiki | SRD Reference | The Camp | The Desolation | Ashen Waste | Dead Fields | Boiling Lands | Chaos Rift


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Male Tengu Rogue(Cutpurse)/7 HPs: 52/52

You see the trouble with natural weapons is .....


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

You don't have to attack the ghoul... ;)


Your Humble Narrator

DM Only:

??? P: 1d20 + 7 ⇒ (7) + 7 = 14
??? P: 1d20 + 7 ⇒ (4) + 7 = 11

Not wanting to be the first to enter via the corridor door, Marcus manoeuvred through Durin's Door and entered the room with the final Ghoul.

More comfortable attacking an oversized Goblin than Ghosts and Ghouls, Lord Vincent made himself invisible with a swift spell and entered the room, ceasing his performance so as not to give away his position.

Inspire Courage Ended.

Stepping into the room, Durin brought his mighty hammer to bear, almost smashing the Ghoul to the floor in a single blow.

Barak moved into the doorway, recognising the enemy for what it was; a greater Barghest. He recalled only a little about the evil outsider, whose abilities included various shape-shifting forms; but it was enough to grant some vital advice to the group.

Hunter's Bond Active- +1 to hit and damage on master of the tower for everyone other than Barak (who uses his normal FE bonus).

No additional info for Barak, roll too low.

Arachiel immediately moved to attack, his first strike seeming to pass through the enemy without harm. His second sword swing met the breastplate of the barghest and pierced it; but lacked the force to also hack through the powerful foe's tough hide.

For consistency everyone please treat a low roll as miss when rolling miss chances; based on the rationale that rolling low is bad in PF.

Miss Chance Arachiel Attack 1 (1-50 Misses): 1d100 ⇒ 88
Miss Chance Arachiel Attack 2 (1-50 Misses): 1d100 ⇒ 7

With Zanzu in position, Khun-Duhn built on the motion and sent the Ghoul tumbling to the floor; in time for Zanzu to finish the damaged Undead off with a claw that pierced both the Ghoul and the floor beneath it. The Ghoul exploded in a burst of muck and pus, splashing the unfortunate Zanzu.

The Last Outpost- Upper Floor

Round 7-

Ordered Initiative-

Master of the Tower- 25
Marcus- 23
Lord Vincent- 20
Durin- 15a
Barak- 15b
Arachiel- 15c
Kirilarien- 14
Zanzu- 13
Khun-Duhn- 12

Active Effects-

Magic Circle against Evil emanating from Khun-Duhn
Zanzu's right claw enchanted with Magic Fang
Hound Archon paralysed until further notice from DM.
Hunter's Bond +1

Map-

Link (I23)

Notes-

Hound Archon treated as Helpless due to Paralysis and therefore doesn't take up a square.

Master of the Tower has 10 foot reach. Knowledge (Planes) check most appropriate as well as Spellcraft if you are trained in it.

Action-

The Barghest snarled, still frequently becoming insubstantial for a few seconds at a time; as he rammed his spear out in front of him; the spear meeting something solid and unseen- piercing it with a soft squelching sound. As the fiend retracted the weapon, the tip was dripping red with blood. The blow struck, the barghest tossed the large, poisoned spear aside; and began to move back through the wall in the same manner that he had entered the corridor, slipping a greataxe from a shoulder sheath in the process. Arachiel took a swing for the Barghest as he passed through the wall, but his sword cut only the air as it passed through the enemy once more.

Standard Action Attack VS Lord Vincent: 1d20 + 15 ⇒ (10) + 15 = 25
Miss Chance (1-50 Miss): 1d100 ⇒ 81
Miss Chance (1-20 Miss): 1d100 ⇒ 59
Damage: 2d6 + 9 ⇒ (5, 6) + 9 = 20

DM Only:

Lord V Fort: 1d20 + 6 ⇒ (8) + 6 = 14

Arachiel AOO: 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18
1-50 Misses: 1d100 ⇒ 15

The group is up. Barghest went south through the door/wall... Arachiel I know your in the wrong position on the map; i've moved you in the right place on my end, don't want to do all the map upload again.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Round 7 Init 15a

Durin steps over the putrid puddle the ghoul has become and joins Arachiel in the hallway (MA to AR 10) while asking, What is it?! Where is it?! (Assuming Archiel indicates the room to the south) Durin swings his hammer at the door, aiming for the lock.

SA attack w/hammer +rage -power attack: 1d20 + 10 + 4 - 2 ⇒ (2) + 10 + 4 - 2 = 14
damage w/hammer (two handed) +rage +power attack: 2d6 + 15 ⇒ (2, 5) + 15 = 22

Current Status and Effects
AC: 22 HP: 79(+21) of 79(100)
rage round 7 (+9) of 22
hunter's bond (Barak)
magic circle against evil (Khun-Duhn)


Your Humble Narrator

Marcus and his many images moved to in front of the door, giving it a little distance and preparing himself to cast once he had vision. There was no movement or sound from Lord Vincent.

Durin moved into the corridor and smashed the door open without ceremony- revealing the Barghest stood behind it. The third pole-trap flung spikes harmlessly into the corridor, no one being close enough to be caught by them. The room the Barghest was in had a fleshy looking sack propped against the wall; and some kind of dead slime crawler on the table, green ichor dripping from it.

Map Update (I15b)


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

"BARGHEST! That's the biggest bloody one I've ever seen. I wish I had listened to father Zhufbar now. OK, all I remember is their bones are really brittle a good solid warhamer blow pops their skulls like a ripe melon."

Full Attack rapid shot, deadly aim, FE:
Shot 1 to hit:1d20 + 13 ⇒ (17) + 13 = 30 Damage:1d10 + 11 ⇒ (1) + 11 = 12
Shot 2 to hit:1d20 + 13 ⇒ (20) + 13 = 33 Damage:1d10 + 11 ⇒ (9) + 11 = 20
Shot 3 to hit:1d20 + 8 ⇒ (20) + 8 = 28 Damage:1d10 + 11 ⇒ (8) + 11 = 19
Shot 2 to crit:1d20 + 13 ⇒ (7) + 13 = 20 Damage:1d10 + 11 ⇒ (8) + 11 = 19
Shot 3 to crit:1d20 + 13 ⇒ (16) + 13 = 29 Damage:1d10 + 11 ⇒ (6) + 11 = 17

=87 dmg

Miss chances
shot 1 1d100 ⇒ 3miss
shot 2 1d100 ⇒ 39miss
shot 3 1d100 ⇒ 9miss

Well f**k everything!


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

That's... not good... :(


Your Humble Narrator

Arachiel, Zanzu and Khun-Duhn are up.

Silver Crusade

Male Angel-Blooded Aasimar Paladin of Ragathiel 2nd | AC: T: FF: | HP: / | F: + R: + W: + | CMB: + CMD: l Init: + | Perc: +

Well I'm gonna suck an AoO anyway...

Arachiel moves into the room, trying his best to avoid the barghest's attack, to return the favor with a strike of his own.

Move to (-AP,13), Vital strike

Vital Strike Attack: 1d20 + 12 - 2 ⇒ (15) + 12 - 2 = 25 (power attack)
Miss Chance?: 1d100 ⇒ 16
Damage: 2d10 + 5 + 1d6 + 4 ⇒ (2, 8) + 5 + (4) + 4 = 23 (fire, power attack)

From previous round: Consecrated Weapon Damage: 2d6 ⇒ (2, 6) = 8 (damage applies to the first successful strike, Will DC 17 for half) - Consecration will remain for 1 hour or 1st successful strike

EDIT: Damnit! Friggin' incorporeal bastard!


Your Humble Narrator

Barghest AOO (Hit): 1d20 + 15 ⇒ (15) + 15 = 30
Miss Chance (1-20 Misses): 1d100 ⇒ 42
Damage: 3d6 + 9 ⇒ (1, 2, 2) + 9 = 14

Following in after a hail of crossbow bolts that thudded into the wall behind the master of the tower, Arachiel was clipped by a swing of the Barghest's greataxe as he moved into the room; his own attack merely passing through the powerful foe as he once again shifted into the ethereal plane at just the right moment. The satisfaction of the fight going well in his favour was clearly pleasing to the Barghest, who grinned as he cut the Paladin with his axe.


Khun-duhn follows Durin into the corridor. Seeing the creature battling Arachiel in the room beyond, the battle oracle growls the words of a spell and moves into the room to aid his friend, dropping his horsechopper and drawing his enchanted heavy flail as he does so.

Move action 30 ft to square AQ,12. Swift action to cast Grace to move into room without provoking AoO from the creature; 20% chance of spell failure due to curse (1-20 fails): 1d100 ⇒ 79 - success. Free action to drop horsechopper. Second move action to move 20 ft to square AN,10; drawing heavy flail as free action during movement.

Buffs in Effect:
Magic Vestment (self): +1 enhancement bonus to armor; duration 7 hours.

Magic Circle against Evil; duration 70 minutes:
First, all within the area gain +2 deflection bonus to AC and +2 resistance bonus to saves vs. evil creatures.
Second, the subjects immediately receive another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the targets are immune to any new attempts to possess or exercise mental control over them. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the targets.
Third, the spell prevents bodily contact by evil summoned creatures.

Khun-duhn's AC: 23; touch 13, flat-footed 22
Khun-duhn's HP: 40/50


Your Humble Narrator

Zanzu vaulted into the room, leaping at the door frame and using his momentum to push from it and land neatly before the Barghest had time to react.

Zanzu Acrobatics: 1d20 + 19 ⇒ (17) + 19 = 36

In position, Zanzu scored the first successful wound on the Barghest, scratching its axe-wielding arm with his magically imbued claw.

Zanzu Attack (Hit): 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27
Miss (1-50 Misses): 1d100 ⇒ 86
Damage: 1d3 + 5 + 1 ⇒ (1) + 5 + 1 = 7

The Last Outpost- Upper Floor

Round 8-

Ordered Initiative-

Master of the Tower- 25
Marcus- 23
Lord Vincent- 20
Durin- 15a
Barak- 15b
Arachiel- 15c
Kirilarien- 14
Zanzu- 13
Khun-Duhn- 12

Active Effects-

Magic Circle against Evil emanating from Khun-Duhn
Zanzu's right claw enchanted with Magic Fang
Hound Archon paralysed until further notice from DM.
Hunter's Bond +1 to attack and damage(last round)

Map-

No map as my image hosting has gone down for maintenance.

Notes-

Hound Archon treated as Helpless due to Paralysis and therefore doesn't take up a square.

Master of the Tower has 10 foot reach. Knowledge (Planes) check most appropriate as well as Spellcraft if you are trained in it.

Action-

The master of the tower growled at the adventurers, less amused and actually angry now that he himself had been wounded. He split his attention between Arachiel and Zanzu; cutting the Aasimar's platemail and shoulder open with a powerful swing and aiming for Zanzu with the backswing. The invisible shield surrounding the group from Khun-Duhn's Magic Circle deflected his axe off-course enough to protect the agile Tengu, but his armour still took a raking.

Attack on Arachiel (Fighting Defensively, Hit): 1d20 + 15 + 2 - 4 ⇒ (18) + 15 + 2 - 4 = 31
Miss (1-20 Misses): 1d100 ⇒ 95
Damage: 3d6 + 9 ⇒ (6, 4, 3) + 9 = 22

Attack on Zanzu (Fighting Defensively, Miss (Magic Circle)): 1d20 + 10 + 2 - 4 ⇒ (13) + 10 + 2 - 4 = 21

Feel free to describe your own hits and misses. With defensive fighting taken into account, AC29 is a hit.

I make that 36 damage on Arachiel, right? The group is up.

Silver Crusade

Male Angel-Blooded Aasimar Paladin of Ragathiel 2nd | AC: T: FF: | HP: / | F: + R: + W: + | CMB: + CMD: l Init: + | Perc: +

From just the Barghest, yes. Arachiel is currently at 15/64 (prior to LoH) between the master and previous encounters.

Seeing the Master of the Tower's defensive stance, the paladin tries to control his swings a bit more, sacrificing power for accuracy as he quickly taps his shield arm to his chest before striking.

Swift action Lay on Hands, two swings, no power attack

LoH: 3d6 ⇒ (4, 6, 6) = 16

Attack #1: 1d20 + 12 ⇒ (12) + 12 = 24
Miss Chance?: 1d100 ⇒ 58
Damage: 1d10 + 5 + 1d6 ⇒ (7) + 5 + (3) = 15 (fire)

Attack #2: 1d20 + 7 ⇒ (1) + 7 = 8
Miss Chance?: 1d100 ⇒ 20
Damage: 1d10 + 5 + 1d6 ⇒ (8) + 5 + (2) = 15 (fire)

From previous round: Consecrated Weapon Damage: 2d6 ⇒ (2, 6) = 8 (damage applies to the first successful strike, Will DC 17 for half) - Consecration will remain for 1 hour or 1st successful strike

EDIT: Well, at least the LoH was good.


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Marcus tries a slow while Kiri tries to clw the most damaged person ten feet away.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Round 8 Init 15a

Durin steps into the newly renovated doorway (MA to AQ 12) and spies the master of the tower for the first time. Suitably impressed by the creature and its powers while also taking note of Arachiel's multiplying wounds, Durin brings his hammer down...

SA attack w/hammer +rage +reckless -power attack +hunter's bond: 1d20 + 10 + 4 + 2 - 2 + 1 ⇒ (16) + 10 + 4 + 2 - 2 + 1 = 31
damage w/hammer (two handed) +rage +power attack +bond: 2d6 + 11 + 4 + 1 ⇒ (4, 6) + 11 + 4 + 1 = 26
miss chance: 1d100 ⇒ 77

...right onto one of the barghest's feet. Durin then looks up with a smirk upon his face. Ho, ho, ho! Now that must have really hurt eh?! he goads the beast, hoping to keep it from ravaging his paladin friend some more.

Current Status and Effects
AC: 20 HP: 79(+21) of 79(100)
rage round 8 (+9) of 22
hunter's bond (Barak)
magic circle against evil (Khun-Duhn)


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

Barak becomes engaged as his perfectly aimed volley finds nothing but the wall and unloads again however the shots were very poor by Baraks standards and fumes yet again. "Get it together Bar calm shots equal deadly shots"

Same as last time.
Shot 1 to hit:1d20 + 15 ⇒ (3) + 15 = 18 Damage:1d10 + 11 ⇒ (3) + 11 = 14
Shot 2 to hit:1d20 + 15 ⇒ (14) + 15 = 29 Damage:1d10 + 11 ⇒ (8) + 11 = 19
Shot 3 to hit:1d20 + 10 ⇒ (2) + 10 = 12 Damage:1d10 + 11 ⇒ (4) + 11 = 15

1d100 ⇒ 34
1d100 ⇒ 11
1d100 ⇒ 34

That's a lot of misses


Your Humble Narrator

Barghest Will: 1d20 + 10 ⇒ (17) + 10 = 27

Marcus tried another spell but the Barghest resisted its effects with ease. Neither Arachiel or Barak scored a blow on the foe but the wound Durin inflicted on the outsider attracted its ire...

Kirilarien could see no way to enter the room without risk of being struck down by the mighty axe.

Zanzu and Khun-Duhn left to act...


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Don't worry K. Just delay,, I am pretty sure Durin will need some healing in a moment.. :)


Male Tengu Rogue(Cutpurse)/7 HPs: 52/52

Zanzu moves round as he tries to make the fight quicker and his blows more effective.

If Zanzu can get into a flanking position he will, with 5ft steps
Magic Claw attack 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22 add 2 if flanking. Damage 1d4 + 5 ⇒ (1) + 5 = 6 plus 4d6 ⇒ (1, 6, 4, 1) = 12 if flanking.


Your Humble Narrator

Gave some extra time as Deevor posted in OOC but i'd like to keep up momentum. Edit: Ok Zanzu you posted after I had everything narrated and previewed. For my sanity i'll put attack roll into a spoiler rather than change my entire post. You can keep your attack rolls but i'll keep the acrobatics I rolled for you as I knew you needed it to get into a flank (and you didn't have a relevant map update to work with which is my bad). 24 (flank bonus) is still a miss though.

Zanzu maneuvered with superb agility around the room, to a position where he was flanking the Barghest with Arachiel. He attempted to score another long slash with his claw but was foiled by the brute's armour.

Zanzu Acrobatics: 1d20 + 19 ⇒ (18) + 19 = 37

Disregard This Spoiler & Dice Rolls Inside (Zanzu's Used Instead):

Zanzu Attack: 1d20 + 11 + 1 + 2 ⇒ (7) + 11 + 1 + 2 = 21

Miss Chance (1-50 Miss, Hit): 1d100 ⇒ 60

Khun-Duhn could see the difficulties the group had in striking the evil outsider, but Zanzu was now blocking his path to it. Not wanting to risk going too close to the dead slime crawler on the table, Khun-Duhn swiftly called upon the Lords of Battle to let him enter the fray without harm mark off another second level spell please. In position, the Wolf-man growled in triumph as his flail connected solidly and he began to yank the Barghest down to the ground; only for his triumph to become incredulous disbelief at the sheer strength and power of the Master of the Tower. It took all of Khun-Duhn's own strength and skill to not be yanked to the ground instead as the Barghest used the connection with his leg to try and force the weapon's holder down.

Spell Failure (1-20, Pass): 1d100 ⇒ 81

Khun-Duhn Trip (Fail): 1d20 + 17 + 1 ⇒ (6) + 17 + 1 = 24
Miss Chance (1-50 Miss, Hit): 1d100 ⇒ 59

The Last Outpost- Upper Floor

Round 9-

Ordered Initiative-

Master of the Tower- 25
Marcus- 23
Lord Vincent- 20
Durin- 15a
Barak- 15b
Arachiel- 15c
Zanzu- 13
Khun-Duhn- 12

Delaying- Kirilarien

Active Effects-

Magic Circle against Evil emanating from Khun-Duhn
Zanzu's right claw enchanted with Magic Fang
Hound Archon paralysed until further notice from DM.

Map-

Link (R9, I23)

Notes-

Hound Archon treated as Helpless due to Paralysis and therefore doesn't take up a square.

Master of the Tower has 10 foot reach. Knowledge (Planes) check most appropriate as well as Spellcraft if you are trained in it.

Action-

Near-surrounded, the Master of the Tower began to use a spell-like ability; arrogantly not even attempting to be careful about it, trusting in his defences. This trust was apparently well-placed, as his breastplate, etherealness and natural armour easily deflected incoming strikes.

Zanzu AOO (Miss): 1d20 ⇒ 1

Khun-Duhn AOO (Miss): 1d20 ⇒ 1

Durin AOO (Miss): 1d20 ⇒ 1

Arachiel AOO (Miss): 1d20 + 12 + 1 + 2 ⇒ (7) + 12 + 1 + 2 = 22
Miss Chance (1-50): 1d100 ⇒ 48

With a sneer of contempt and a wave of his hand he completed the spell, immediately opening an extra-dimensional portal which he blinked through in a blurry flash of movement before it disappeared.

Spell Failure (1-20): 1d100 ⇒ 47

Only for the large, evil outsider to re-appear with a triumphant roar in much the same fashion; in the corridor behind Barak...

Dynamic combat much! :D. The group is up...


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

"Durin follow my bolts in." Barak yells at his friend hoping the enraged dwarf will pause long enough for Barak to get a clear shot.

Barak takes a step back giving a clear route to the evil creature for his allies and once again unloads 1 bolt at the hairy goblinoid creature.

5ft step to AS:12
vital strike attack with entangling shot and aiding attack
Shot to hit:1d20 + 17 ⇒ (16) + 17 = 33 Damage:2d10 + 11 ⇒ (3, 4) + 11 = 18

[Dice]1d100[/diceHit! at last

Barak takes aim baiting out a reactionary attack from the creature, timing his shot to connect at the exact micro-second the creature becomes corporeal. Shooting a bolt at the foes knee cap aiming to hobble the cocky beast whilst trying to avert or negate the worst of the damage inflicted by the incoming thrust. A satisfying thwack rewards his effort as the bolt connects with the soft tissue just above the knee. burying its head deep into the evil things flesh.

"Pathetic Whelp! I've seen lame goblins with more back bone." Barak goads the now entangled foe.

5/5 hunters tricks used


Your Humble Narrator

Your dice roll tag wasn't complete but i'll flip a coin for you. Same chance as a D100 anyway ;). Heads I treat it as miss (1), Tails (2) I take your word for it. As always, low is bad...

Miss (1=Miss) Hit (Hit): 1d2 ⇒ 2

The following also assumes Marcus doesn't affect things too heavily. Can retcon if necessary.

As Barak lined up his shot, the Barghest took its chance to savagely swing its axe at him through the doorframe. A deep cut that tore halfway through his arm did not prevent the Dwarf from unloading a magical bolt that pinned the outsider to the floor; and both Dwarf and Barghest grunted in pain.

Barghest AOO (Hit): 1d20 + 15 ⇒ (14) + 15 = 29
Miss (1-20): 1d100 ⇒ 37
Damage: 3d6 + 9 ⇒ (4, 1, 2) + 9 = 16

I have assumed Durin delays so Barak can take a clear shot. +2 on the next attack roll VS the Barghest due to aiding attack. AC24 is a hit (due to Entangled) this round, and the Entanglement ends on Initiative 15a (end of Barak's turn) next round.


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

sorry all for poor posting etiquette made the assumption that Durin wouldn't mind delaying a bit to get a extra bonus on his attack, that Marcus wouldn't want to charge in and to allow me to not have a -4 also sorry DM for incomplete tag the original roll was 64 but i must have deleted a ] during editing. you are fair and even handed as ever.

36/60hp


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Marcus tries grease on the greataxe moving away as needed.


Your Humble Narrator

Reflex (Pass): 1d20 + 10 ⇒ (10) + 10 = 20

Will bot Durin as he is away.

15b-

Moving into the corridor, Durin took advantage of Barak's efforts but his hammer swing was poor, bouncing off the door-frame and only hitting the fiend's armour.

Attack (Miss): 1d20 + 10 + 4 + 2 + 2 - 2 ⇒ (4) + 10 + 4 + 2 + 2 - 2 = 20

Arachiel et al. are up.

Silver Crusade

Male Angel-Blooded Aasimar Paladin of Ragathiel 2nd | AC: T: FF: | HP: / | F: + R: + W: + | CMB: + CMD: l Init: + | Perc: +

What square is Durin in after he moves? I'm guessing (-AT,13).

Archiel moves toward the barghest, touch his shield hand to his chest as he moves into position to take a heavy swing at the creature again.

LoH as a swift, move to (-AT,14), Vital strike.

LoH: 3d6 ⇒ (2, 5, 3) = 10

Vital Strike Attack: 1d20 + 12 - 2 ⇒ (8) + 12 - 2 = 18 (power attack)
Not sure where the extra +2 and +1 came from on the AoO AK made on my behalf, but if there is something, I'll be happy to take it.
Miss Chance?: 1d100 ⇒ 55
Damage: 2d10 + 5 + 1d6 + 4 ⇒ (8, 9) + 5 + (2) + 4 = 28 (power attack)


Khun-duhn follows Arachiel toward the barghest. Growling the words of a prayer to Muir, the battle oracle attempts to heal some of the aasimar's wounds.

Move action 30 ft. to square AS,14. Standard action to defensively cast Cure Serious Wounds on Arachiel; 20% chance of spell failure due to curse (1-20 fails): 1d100 ⇒ 86 - success. DC 21 Concentration check to cast defensively: 1d20 + 12 ⇒ (17) + 12 = 29 - success

Cure Serious Wounds (Arachiel): 3d8 + 7 ⇒ (2, 5, 2) + 7 = 16

Buffs in Effect:
Magic Vestment (self): +1 enhancement bonus to armor; duration 7 hours.

Magic Circle against Evil; duration 70 minutes:
First, all within the area gain +2 deflection bonus to AC and +2 resistance bonus to saves vs. evil creatures.
Second, the subjects immediately receive another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the targets are immune to any new attempts to possess or exercise mental control over them. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the targets.
Third, the spell prevents bodily contact by evil summoned creatures.

Khun-duhn's AC: 23; touch 13, flat-footed 22
Khun-duhn's HP: 40/50


Male Tengu Rogue(Cutpurse)/7 HPs: 52/52

Zanzu runs into the hallway, pointing his ring at the creature, but his hand is shaking with the exhaustion and fear of the fight, his aim is off and the ram's head smashes through some planks sending splinters flying.

Ring of the Ram 3 charges - Ranged Attack (magical force) 1d20 + 10 - 4 ⇒ (3) + 10 - 4 = 9 damage 3d6 ⇒ (2, 2, 4) = 8 Bull Rush Combat Maneuver 1d20 + 19 ⇒ (15) + 19 = 34 Hit chance 1d100 ⇒ 49


Your Humble Narrator

No Durin is in -AT13 so you won't need to provoke AOO.

Arachiel continued to be foiled by the Barghest's defences as his blade crashed against armour once more.

Forced to move into the corridor to heal Arachiel, Khun-Duhn paid for his empathy as a swing of the Barghest's axe added to his own wounds, just before he soothed Arachiel's.

Barghest AOO on Khun-Duhn: 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28
Miss (1-20, Hit): 1d100 ⇒ 38
Damage: 3d6 + 9 ⇒ (2, 2, 2) + 9 = 15

Please retcon in Kiri's delayed action.

The Last Outpost- Upper Floor

Round 10-

Ordered Initiative-

Master of the Tower- 25
Marcus- 23
Lord Vincent- 20
Durin- 15a
Barak- 15b
Arachiel- 15c
Zanzu- 13
Khun-Duhn- 12

Delaying- Kirilarien

Active Effects-

Magic Circle against Evil emanating from Khun-Duhn
Zanzu's right claw enchanted with Magic Fang
Hound Archon paralysed until further notice from DM.

Map-

Link (R10, I23)

Notes-

Hound Archon treated as Helpless due to Paralysis and therefore doesn't take up a square.

Master of the Tower has 10 foot reach. Knowledge (Planes) check most appropriate as well as Spellcraft if you are trained in it.

Action-

Definitely blooded by his attackers at this point in the furious fight, the master of the tower's confident posture and countenance began to crack as he fought more and more for his own survival than for victory. The hulking goblinoid took a step back into the corridor as he brought his axe to bear with fury upon Khun-Duhn- the first axe blow slashed his stomach open and left the wolf-man staggered. The Barghest seemed sure to finish Khun-Duhn off with a second blow, but turned Ethereal at just the wrong moment; falling victim to the vagaries of his own spell!

Full Attack VS Khun-Duhn (Hit): 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34
Miss (1-20, Hit): 1d100 ⇒ 36
Damage: 3d6 + 9 ⇒ (4, 4, 5) + 9 = 22

Full Attack VS Khun-Duhn (Hit): 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26
Miss (1-20, Miss!): 1d100 ⇒ 18

Lucky Khun-Duhn. Another hit would have put you into negatives more than likely. The party is up.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Durin is after Barak now right?


Your Humble Narrator

Yes, forgot to switch that on initiative.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

That's cool. Thanks. :)

I'll post after Marcus and Barak then.


F Lyrakien, Azata, Outsider 7HD (familiar)

Round 10

Kiri moves in to Arachiel and attempts to heal the paladin.

UMD: 1d20 + 12 ⇒ (10) + 12 = 22 vs 20
1d8 + 1 ⇒ (2) + 1 = 3


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Round 10

Trusting to his images Marcus moves into the corridor (AO,14) and casts one of his few remaining spells, an orb of water which attempts to batter and engulf the creature.

I think it needs another grease save in its action as cast on weapon? Very vaguely getting back close to normal but I'm likely to be slow for a while sorry.


Male Tengu Rogue(Cutpurse)/7 HPs: 52/52

Zanzu runs forward hoping to strike at the incorporeal foe, but in try to keep from being hit, his aim seems to be lacking.

Acrobatics 1d20 + 19 ⇒ (8) + 19 = 27 to get into a position to attack, (flank if possible)
Claw attack (magical) 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22 Damage 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6 Hit chance 1d100 ⇒ 49


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Ok... can't wait any longer. Alex will just have to sort things out. :)

Also, I believe that Arachiel is already wound free... Khun-Duhn on the other hand is sporting a few nasty wounds. (@ 3 HP?!) :P

Round 10 Init 15b

Durin rushes into the hallway to keep the pressure on the barghest. (MA to AT 15) Once in position, Durin takes another mighty swing at the creature, this time heeding Barak's words, and aiming for its head...
SA attack w/hammer +rage +reckless -power attack +hunter's bond: 1d20 + 10 + 4 + 2 - 2 + 1 ⇒ (13) + 10 + 4 + 2 - 2 + 1 = 28
damage w/hammer (two handed) +rage +power attack +bond: 2d6 + 11 + 4 + 1 ⇒ (2, 3) + 11 + 4 + 1 = 21
miss chance: 1d100 ⇒ 79
....slamming it in the skull with his hammer!

Durin roars in satisfaction, further trying to goad the thing into attacking him instead of his heavily wounded comrade.

Current Status and Effects
AC: 20 HP: 79(+21) of 79(100)
rage round 10 (+9) of 22
hunter's bond (Barak)
magic circle against evil (Khun-Duhn)

Silver Crusade

Male Angel-Blooded Aasimar Paladin of Ragathiel 2nd | AC: T: FF: | HP: / | F: + R: + W: + | CMB: + CMD: l Init: + | Perc: +

Arachiel moves toward the barghest, placing himself between Khun-Duhn and the creature before slashing at the beast.

Move to (-AU, 14)

Vital Strike: 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16 (power attack)
Miss Chance: 1d100 ⇒ 7
Damage: 2d10 + 5 + 1d6 + 4 ⇒ (10, 2) + 5 + (4) + 4 = 25 (fire, power attack)

From previous rounds: Consecrated Weapon Damage: 2d6 ⇒ (2, 6) = 8 (damage applies to the first successful strike, Will DC 17 for half) - Consecration will remain for 1 hour or 1st successful strike


Khun-duhn staggers back, out of the reach of the creature's weapon. The wolfish oracle spits out blood as he growls the words of a curative prayer.

5 ft. step back to square AS,15. Standard action to attempt to cast Cure Serious Wounds on self; 20% chance of spell failure due to curse (1-20 fails): 1d100 ⇒ 12 - failure.

Unfortunately, the half-orc's curse foils the casting of his spell.

Buffs in Effect:
Magic Vestment (self): +1 enhancement bonus to armor; duration 7 hours.

Magic Circle against Evil; duration 70 minutes:
First, all within the area gain +2 deflection bonus to AC and +2 resistance bonus to saves vs. evil creatures.
Second, the subjects immediately receive another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the targets are immune to any new attempts to possess or exercise mental control over them. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the targets.
Third, the spell prevents bodily contact by evil summoned creatures.

Khun-duhn's AC: 23; touch 13, flat-footed 22
Khun-duhn's HP: 3/50


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

sorry all for lateness

Barak looks a the Monster battling the large volume of water and shrugs "Well here goes nothing"

Shot 1 to hit:1d20 + 15 ⇒ (15) + 15 = 30 Damage:1d10 + 11 ⇒ (10) + 11 = 21
Shot 2 to hit:1d20 + 15 ⇒ (8) + 15 = 23 Damage:1d10 + 11 ⇒ (7) + 11 = 18
Shot 3 to hit:1d20 + 10 ⇒ (9) + 10 = 19 Damage:1d10 + 11 ⇒ (7) + 11 = 18

1d100 ⇒ 41
1d100 ⇒ 47
1d100 ⇒ 79

Between the rolling water and the blinking creature none of Baraks bolts prove much of a threat to the safety of the barghest.


Male Human Wizard (Conjurer [Teleportation]) 7 (8)
Durin Stonehammer wrote:

Ok... can't wait any longer. Alex will just have to sort things out. :)

Also, I believe that Arachiel is already wound free... Khun-Duhn on the other hand is sporting a few nasty wounds. (@ 3 HP?!) :P

Didn't realise Arachiel was on full but a) Kiri has no reach and thus had to move into an attackable square to deliver the touch; and b) didn't think it was going to make much difference to Khun-duhn going into negatives anyway. In retrospect I should have been more concerned about the risk of him dying.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

I wasn't trying to tell you what to do... I knew you were (rightfully) occupied with things other than the game and may not have realized that Arachiel had full HP.

And I didn't realize that Kiri had 0' reach. :)

In that case, Barak has taken some damage. :)

I think I need to use this emoticon less ---> :P It seems to come off differently than I intend. :)

I hope things are returning to normal for you!

Cheers!


Your Humble Narrator

No second save required on Grease as per this FAQ- Link.

Reflex Save VS Aqueous (Fail, Takes Damage): 1d20 + 10 ⇒ (8) + 10 = 18
Non-Lethal Damage: 2d6 - 10 ⇒ (4, 5) - 10 = -1
Second Reflex Save VS Aqueous (Pass, Not Engulfed): 1d20 + 10 ⇒ (18) + 10 = 28

Hunters Bond already expired.

After Barak's volley failed to hit the Barghest and it resisted being sucked in by Marcus' orb of water, Durin moved into the corridor; receiving a deep axe wound to his abdomen in the process. His hammer struck the Barghest's head but was slowed enough by the water Marcus had conjured so that the blow was superficial, the thick hide of the Outsider protecting it.

Barghest AOO VS Durin: 1d20 + 15 + 2 - 2 ⇒ (18) + 15 + 2 - 2 = 33
Miss Chance (1-20 Misses): 1d100 ⇒ 52
Damage to Durin (DR Included): 3d6 + 9 - 3 ⇒ (4, 3, 4) + 9 - 3 = 17

Arachiel also moved in to attack, receiving his own axe swing from the battle-veteran Barghest. Deflecting it with his sword and taking the blow upon his armour, Arachiel's return strike was once again foiled by the etherealness of his foe. Zanzu joined the fight, helping to wedge the Barghest into a tight corner but failing to penetrate his armour.

Barghest AOO VS Arachiel: 1d20 + 15 + 2 - 2 ⇒ (3) + 15 + 2 - 2 = 18

Khun-Duhn tried to heal himself, blood pouring from his wounds; but his damnable curse prevented his success once again.

The Last Outpost- Upper Floor

Round 11-

Ordered Initiative-

Master of the Tower- 25
Marcus- 23
Lord Vincent- 20
Durin- 15a
Barak- 15b
Arachiel- 15c
Zanzu- 13
Khun-Duhn- 12

Delaying- Kirilarien

Active Effects-

Magic Circle against Evil emanating from Khun-Duhn
Zanzu's right claw enchanted with Magic Fang
Hound Archon paralysed until further notice from DM.

Map-

Link (R11, I23)

Notes-

Hound Archon treated as Helpless due to Paralysis and therefore doesn't take up a square.

Master of the Tower has 10 foot reach. Knowledge (Planes) check most appropriate as well as Spellcraft if you are trained in it.

Action-

Standing its ground, the Barghest shook itself free of the bolt Barak had stuck on its foot and fought defensively, determined to bring down the troublesome, hammer-wielding Dwarf before it. A long slash was opened on Durin's bicep, but the backswing was a poor slash that Durin batted aside with his own weapon.

Barghest Full Attack VS Durin (Hit): 1d20 + 15 + 2 - 2 - 4 ⇒ (17) + 15 + 2 - 2 - 4 = 28
1-20 Misses: 1d100 ⇒ 44
Damage to Durin (DR Included): 3d6 + 9 - 3 ⇒ (1, 2, 2) + 9 - 3 = 11

Barghest Full Attack VS Durin (Miss): 1d20 + 15 + 2 - 2 - 5 ⇒ (1) + 15 + 2 - 2 - 5 = 11

AC29 is a hit now. Barak is at -4 for shooting into melee but can avoid the problem of soft cover as the Barghest is Large and therefore significantly taller than the party.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6
DM Alexander Kilcoyne wrote:
AC29 is a hit now. Barak is at -4 for shooting into melee but can avoid the problem of soft cover as the Barghest is Large and therefore significantly taller than the party.

Plus everyone is at (another) -4 to hit from the cover provided by the aqueous orb. :(


Your Humble Narrator

Well i'm handling that on my end as its a cover bonus to AC, but yes. If only you had someone who could sunder the Barghest's armour ;).


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

I was just not-so-subtly pointing out the orb's influence on things. ;)

I would have done it in character but I was short on time. :)

And you make it sound like sundering his armour is an easy thing to do. :)

Durin only has +13 +18 to his attempt... care to share his CMD? ;) And then the blink and the cover etc. :/

Edited for accuracy. lol


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Didn't have time to check grease thanks. I thought though the cover bonus only applied to engulfed creatures. If not cool but I will be taking it off the memorisation list in future.

Description wrote:
Engulfed creatures are immersed in water and must hold their breath unless capable of breathing water. They gain cover against attacks from outside the aqueous orb but are considered entangled by its churning currents, takes 2d6 points of nonlethal damage at the beginning of their turn each round they remain trapped.


Your Humble Narrator

Made a ruling on it. I read the spell but I feel if still in the same squares as a mass of churning water powerful enough to engulf creatures, that will be enough to provide cover.


Your Humble Narrator

Need an action from Marcus.


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Round 11

Realising his conjuration is more harm than help against the difficult to strike creature, Marcus tries to move it beyond the creature to the west. The wizard then tries his luck again, conjuring a cloud of golden particles around the outsider.

Glitterdust.

Kiri uses her innate healing magic on the injured battle oracle before moving to Marcus.

CLW: 1d8 + 3 ⇒ (1) + 3 = 4


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Bump. Just in case you are waiting on me Barak, you are up. :)

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