DM Mathpro's advanced Rise of the Runelords campaign group 2 (Inactive)

Game Master mathpro18

Battle Map 3:Map 3


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Male AC 20 | FF16 | T14 / HP 67 / Saves | F 7 | R 11 | W 7 / Elf (Dusk) Arcane Archer Initiative +11
skills:
Appr6 | Climb11 | Craft bows5 | H-A7 | Heal6 | Intim8 | Know Arcane7 | Know Dungeon7 | Know Nature7 | Percep16 | Sene Motive9 | Spellcraft10 | Stealth18 | Survival11 | swim6 | Use Magic Device11

your letting all the exp just walk away???!!! ;-p

Ithalil steps out of the shadows just long enough to acknowledge Sio. Then disappears back into the terrain. letting the giants get a little ways ahead of him.

Just once I would like to enter battle with an actual plan. Agreed upon by the whole group.

stealth: 1d20 + 18 ⇒ (4) + 18 = 22


HP 93/93 with Mage Armor|AC 23 | T 19 | FF 17| F +17| R +10 | W +12| Init + 8| Perc +23|
Tracked Resources:
Arcane Pool 6/7, Rage 9/9, Stunning Fist 4/4 |Rods: Extend 2/3, Piercing 3/3 |Wands: BladeLash 50/50, Shield 50/50|
&Current effects:
Mage Armor extended 7hrs, Ablative Barrier 7hrs ,Big Game Hunter+1 to AC and hit.

alright I guess we're following Lexie and the stealthy Ithalil?


Theodric:

Theodric thought for a while and then he recalled everything he knew. Hellstorm Flumes were often used to be stationing points for soldiers in the Runelords armies. In fact, he knew there was a Hellstorm Flume in Sandpoint since he had visited and studied the ruins numerous times. During his research, Theodric had learned that a man by the name of Xaliasa was stationed there and even died there when Thassilon fell. From what little and limited information he had uncovered about Xaliasa, the Taldan arcanist had learned that Xaliasa had served Karzug, the Runelord of Greed. Theodric knew that there was a group of adventurers staying in Sandpoint that had taken it upon themselves to investigate things involving the Runelord of Greed. They had found clues that might be pointing to a possible resurrection of Karzug. From what he had learned about the Runelords and the evils they had committed during their reigns, the return of just one of them would be disastrous for not just Varisia, but all of Galorian. If Mokmorian was interested in a Hellstorm Flume it might be the one in Sandpoint and Theodric had a really bad feeling that it was somehow connected to the return of Karzug.

Strangely Theodric also knew a good bit about Mokmorian, who was a stone giant wizard of great power that had been amassing an army, rumored to be gathering somewhere in the Storval Plateau. If he were to march on Sandpoint, they would stand little chance of defending themselves and the city the Taldan had grown up in would easily be reduced to dust. He had always thought that he had disliked the quaint Sandpoint, but now after realizing the impending doom about to fall on it, he had to admit that he actually enjoyed and loved his home. He had been trying to understand the nature of sin and virtue magics and how to tap into the virtue magics that had started the Thassilonian Empire before the magic had degraded into sin magic that he had somehow lost what was truly important to him. His research was still important to him but right now he had to stop them. But he was still unmatched.

Theodric had to play along for a while more until he could turn the tables. And Abadar help him if they strike Sandpoint.

Theodric smiled and calmly told the giant and dragon all he knew about the Hellstorm Flume and that there was one in Sandpoint. He also told the giant what he knew about the Runelords as well as the changing of virtue magics into sin magics. He left out the parts of what the consequences of bringing back a Runelord as well as what he knew of the stone giant wizard. No need to play that card yet.

"If I may suggest, while you could possibly attack Sandpoint and take what you want, there is the strong likelihood that you might damage the Hellstorm Flume in the process. A more successful approach would be let me enter...along with some shrunk and disguised giants if you like. We could get in and get what we need quickly without anyone being the wiser. Just a suggestion. You wouldn't have to endanger your troops and no one would find out your plans is a huge benefit. And besides I would like to help you in your mission."


DM Dice rolls:

Giant Perception checks vs. Ithalil Stealth(DC 22):1d20 + 12 ⇒ (5) + 12 = 17
Giant Perception checks vs. Ithalil Stealth(DC 22):1d20 + 12 ⇒ (2) + 12 = 14
Giant Perception checks vs. Ithalil Stealth(DC 22):1d20 + 12 ⇒ (1) + 12 = 13
Giant Perception checks vs. Ithalil Stealth(DC 22):1d20 + 12 ⇒ (1) + 12 = 13
Giant Perception checks vs. Ithalil Stealth(DC 22):1d20 + 12 ⇒ (10) + 12 = 22Letting this one slide lol

Ithalil:

You go unnoticed and the Giants move off to the south a little ways before they stop. "Why did we let those humans go? Did you see the guards they kept? And they know about the dragon...we should go back there and take care of them before they make it to our camp. They're only half a days travel off and if they make it to Te..." The stone giant is stopped by a swift fist to the face by another giant. "Silence you fool. Look they don't pose much of a thread to a red dragon and a stone giant squad. Besides if they make it to camp Teraktinus will take care of him. You heard his orders from Mokmorian, we are to not interfere with any humans and I for one don't want to have to deal with a pissed off Teraktinus or Mokmorian. Now we lay low here for the night and follow them when they break camp. If they pose a threat to Teraktinus and the others and look to be winning that fight then we attack but not a moment before that, is that understood."

Make me a knowledge local, history, or arcana check to recognize Mokmorian

Theodric:

Make me a bluff check please for that load of b&*+@##$ you just hatched lol.

The giant looks at you with suspicion for a moment.

Giant Sense motive:1d20 + 2 ⇒ (20) + 2 = 22
Dragon Sense Motive:1d20 + 3 ⇒ (13) + 3 = 16


Theodric:

Bluff: 1d20 + 1 ⇒ (6) + 1 = 7

Theodric mentally cursed himself for suggesting that. Quickly switching gears he added, "I apologize for the suggestion as well as any gaps in my knowledge about the Hellstorm Flumes. Your masterful ambush and capture of me rattled my brain a bit. Still, if we were to compare notes, I'm sure my memory will be jogged. Besides, I will ensure you that I don't plan or even intend to betray you. Besides, you hold all the advantages. First, I know nothing of the layout of my location nor do I know anything about what forces you have and no one knows where I am or if I'm even missing. My disadvantages are numerous and to even entertain the thought or notion of escape and betrayal would be pointless not to mention suicidal."

Diplomacy: 1d20 + 1 ⇒ (10) + 1 = 11

Knowledge (Local): 1d20 + 9 ⇒ (14) + 9 = 23

Knowledge(dungeoneering): 1d20 + 15 ⇒ (10) + 15 = 25 Knowledge checks to see if there is a way to humble himself before the Giant by usng one of their customs


Male AC 20 | FF16 | T14 / HP 67 / Saves | F 7 | R 11 | W 7 / Elf (Dusk) Arcane Archer Initiative +11
skills:
Appr6 | Climb11 | Craft bows5 | H-A7 | Heal6 | Intim8 | Know Arcane7 | Know Dungeon7 | Know Nature7 | Percep16 | Sene Motive9 | Spellcraft10 | Stealth18 | Survival11 | swim6 | Use Magic Device11

arcana: 1d20 + 7 ⇒ (1) + 7 = 8

Dark Archive

| HP: 56/56| AC: 24 | F: +10, R: +5(8), W: +9 | Perc/Lore +6, Med +7, Rel +8, Dip/Itm/Ath +10 | +11, d6+4 | Speed 25ft | HeP: 1/3, Focus: 0/2 | Active conditions:

Following the gentle tug of her familiar bond Sio walks slowly out of the camp, lost in thought. Mal's words struck a cord with her, turning her frustration at Wargrym into a deep melancholy. It is only when Lexie comes flitting back through the trees that she snaps out of her reverie.

"What have you found Lexie?"


Lexie lets Siobhan know the giants plan(spoilered above).


Male AC 20 | FF16 | T14 / HP 67 / Saves | F 7 | R 11 | W 7 / Elf (Dusk) Arcane Archer Initiative +11
skills:
Appr6 | Climb11 | Craft bows5 | H-A7 | Heal6 | Intim8 | Know Arcane7 | Know Dungeon7 | Know Nature7 | Percep16 | Sene Motive9 | Spellcraft10 | Stealth18 | Survival11 | swim6 | Use Magic Device11

Ithalil makes his way back to the rest of the party slowly. Making sure that he is not being followed.

He steps into the light of the camp fire, appearing as if a ghost in the night.

They are a scouting party. They are working with someone named "Mokmorian". They are planning on following us to Teraktinus' camp and ambushing us. I say we return the favor. lead them into a trap.


HP 93/93 with Mage Armor|AC 23 | T 19 | FF 17| F +17| R +10 | W +12| Init + 8| Perc +23|
Tracked Resources:
Arcane Pool 6/7, Rage 9/9, Stunning Fist 4/4 |Rods: Extend 2/3, Piercing 3/3 |Wands: BladeLash 50/50, Shield 50/50|
&Current effects:
Mage Armor extended 7hrs, Ablative Barrier 7hrs ,Big Game Hunter+1 to AC and hit.

"sounds good to me. Do you have a particular plan in mind? "

-Posted with Wayfinder

Grand Lodge

Male Human || (HP 14/14)(17/17) | AC:19(17)| T:13(11)| FF:16(14) | CMD 19 | Fort +6(+9)| Ref +4 | Will +3(+5) | Init +4 | Perc: +7 | Speed 20ft) [Bloodrage: 9/9] ] Steelblood Bloodrager // MWK Greatsword +6(2d6+6) or Raging MWK Greatsword +8(2d6+9)

I don't have much to add right now, but be sure I'm excitedly awaiting


Ithalil you aren't sure who Mokmorian is. Anyone else can feel free to make a Knowledge Arcane, Local, or History check to see if you might be able to place the name.


HP 93/93 with Mage Armor|AC 23 | T 19 | FF 17| F +17| R +10 | W +12| Init + 8| Perc +23|
Tracked Resources:
Arcane Pool 6/7, Rage 9/9, Stunning Fist 4/4 |Rods: Extend 2/3, Piercing 3/3 |Wands: BladeLash 50/50, Shield 50/50|
&Current effects:
Mage Armor extended 7hrs, Ablative Barrier 7hrs ,Big Game Hunter+1 to AC and hit.

Arcane : 1d20 + 8 ⇒ (16) + 8 = 24
Local : 1d20 + 7 ⇒ (16) + 7 = 23
History : 1d20 + 8 ⇒ (8) + 8 = 16

-Posted with Wayfinder

Dark Archive

| HP: 56/56| AC: 24 | F: +10, R: +5(8), W: +9 | Perc/Lore +6, Med +7, Rel +8, Dip/Itm/Ath +10 | +11, d6+4 | Speed 25ft | HeP: 1/3, Focus: 0/2 | Active conditions:

"Simple plan then. Wait for them to fall asleep. Kill all but one. Restrain that one and question them. If we're as close to the camp as that then we can cover the rest tomorrow and strike during the night."

Sio waits for the other's opinions before saying firmly. "We do this properly. Give me time to prepare you for once. We'll make sure we have everything in place and then hit them hard." She pauses, struck by a thought. "Do we know if they have that Sihedron tattoo? If they do then they might be sacrifices like those people in Turtleback Ferry. Can we take them all down without killing them?"


HP 93/93 with Mage Armor|AC 23 | T 19 | FF 17| F +17| R +10 | W +12| Init + 8| Perc +23|
Tracked Resources:
Arcane Pool 6/7, Rage 9/9, Stunning Fist 4/4 |Rods: Extend 2/3, Piercing 3/3 |Wands: BladeLash 50/50, Shield 50/50|
&Current effects:
Mage Armor extended 7hrs, Ablative Barrier 7hrs ,Big Game Hunter+1 to AC and hit.

"I can try to knock one of them out non-lethal unarmed strikes but that's much less effective than attacking with NEGOTIATOR. It's best if we try to eliminate all but one as a threat. If we try to use non-lethal tactics on all of them we expose ourselves to too much risk. And it's not like we have strong enough rope to tie up a giant. We'll need to eliminate all it's companions and then surround it. And hope it has some kind of common sense. But.. Siobhan if you have a spell that can restrain multiple giants that would be an option"

Grand Lodge

Male Human || (HP 14/14)(17/17) | AC:19(17)| T:13(11)| FF:16(14) | CMD 19 | Fort +6(+9)| Ref +4 | Will +3(+5) | Init +4 | Perc: +7 | Speed 20ft) [Bloodrage: 9/9] ] Steelblood Bloodrager // MWK Greatsword +6(2d6+6) or Raging MWK Greatsword +8(2d6+9)

"I can infuse my weapon and War's so they deal non lethal damage. That would take the risk away from us if we try to subdue them." says Mal as he thinks about a possible plan, turning to Sio "But it doesn't matter if we try or not to kill them, a plan is in order. This time we should pool our magical aptitudes to improve ourselves, then track them and before they can react War and I have to take one out each. Maybe grany ourselves flight or making us invisible. That would be a leverage point and a moral hit to them, so you and Ithalil can lay back and unleash your arrow fire and spells."

Dark Archive

| HP: 56/56| AC: 24 | F: +10, R: +5(8), W: +9 | Perc/Lore +6, Med +7, Rel +8, Dip/Itm/Ath +10 | +11, d6+4 | Speed 25ft | HeP: 1/3, Focus: 0/2 | Active conditions:

"So get as close as we can without waking them. Prepare and then move in fast. Ithalil can hang back and use his arrows while you and War go in. So," she turns to Ithalil. "Lead on. We need to get closer."


Male AC 20 | FF16 | T14 / HP 67 / Saves | F 7 | R 11 | W 7 / Elf (Dusk) Arcane Archer Initiative +11
skills:
Appr6 | Climb11 | Craft bows5 | H-A7 | Heal6 | Intim8 | Know Arcane7 | Know Dungeon7 | Know Nature7 | Percep16 | Sene Motive9 | Spellcraft10 | Stealth18 | Survival11 | swim6 | Use Magic Device11

I like this idea. Once everyone is ready we will move out.

I will aid another to help them move stealthily. I have a +18 so I automatically get the necessary 10on the checks to help, I assume?
The round before we attack I will cast a silent true strike

stealth: 1d20 + 18 ⇒ (20) + 18 = 38 my own sneak roll


HP 93/93 with Mage Armor|AC 23 | T 19 | FF 17| F +17| R +10 | W +12| Init + 8| Perc +23|
Tracked Resources:
Arcane Pool 6/7, Rage 9/9, Stunning Fist 4/4 |Rods: Extend 2/3, Piercing 3/3 |Wands: BladeLash 50/50, Shield 50/50|
&Current effects:
Mage Armor extended 7hrs, Ablative Barrier 7hrs ,Big Game Hunter+1 to AC and hit.

"alright... Let's do this "

Stealth with Aid other from Ithalil : 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11

And when we get close casts Shield upon himself

-Posted with Wayfinder

Grand Lodge

Male Human || (HP 14/14)(17/17) | AC:19(17)| T:13(11)| FF:16(14) | CMD 19 | Fort +6(+9)| Ref +4 | Will +3(+5) | Init +4 | Perc: +7 | Speed 20ft) [Bloodrage: 9/9] ] Steelblood Bloodrager // MWK Greatsword +6(2d6+6) or Raging MWK Greatsword +8(2d6+9)

Stealth: 1d20 + 1 + 2 - 6 ⇒ (18) + 1 + 2 - 6 = 15
Mal casts Shield Other on War and Sio, and then casts Greater Magic Weapon on the Negotiator, improving it with a +2 enhancement bonus.
Praise Desna... I'm sneaking with a full plate, and moderately well to booth. War, I forgot GMW doesn't give special peoperties, but a +2 will help compensate the non-lethal penalty.

Active Effects:

Shield Other on Wargrym. 8 hours remaining.
Shield Other on Sio. 8 hours remaining.
Greater Magic Weapon on Negotiator. +2 bonus, 8 hours remaining.


So you guys are going for nonleathal on all giants or just one? Not that it matters the giants are going to be trying to kill you guys...they don't pull punches. Just wanting to know for story building.

-looks at the perception checks rolled and facepalms-...well it was a good plan while it lasted

The party waits a little bit to give the giants time to fall asleep. Once you feel a significat time has passed Ithalil leads you back to their camp. You see that the giants are indeed asleep and you sneak into their camp. Unfortunately War and Malcolm fail to maintain their quiet sneaking and wake up the entire camp. You guys have the surprise round and are in striking distance so make it count. The giants are still prone as well.

I updated the map for you guys.

Giant Perception checks:

Giant Perception Vs Ithalil(DC 38):1d20 + 12 - 10 ⇒ (13) + 12 - 10 = 15
Giant Perception Vs Ithalil(DC 38):1d20 + 12 - 10 ⇒ (4) + 12 - 10 = 6
Giant Perception Vs Ithalil(DC 38):1d20 + 12 - 10 ⇒ (15) + 12 - 10 = 17
Giant Perception Vs Ithalil(DC 38):1d20 + 12 - 10 ⇒ (5) + 12 - 10 = 7
Giant Perception Vs Ithalil(DC 38):1d20 + 12 - 10 ⇒ (9) + 12 - 10 = 11
Giant Perception Vs Wargrym(DC 11):1d20 + 12 - 10 ⇒ (11) + 12 - 10 = 13
Giant Perception Vs Wargrym(DC 11):1d20 + 12 - 10 ⇒ (16) + 12 - 10 = 18
Giant Perception Vs Wargrym(DC 11):1d20 + 12 - 10 ⇒ (10) + 12 - 10 = 12
Giant Perception Vs Wargrym(DC 11):1d20 + 12 - 10 ⇒ (5) + 12 - 10 = 7
Giant Perception Vs Wargrym(DC 11):1d20 + 12 - 10 ⇒ (16) + 12 - 10 = 18
Giant Perception vs Malcolm(DC15):1d20 + 12 - 10 ⇒ (18) + 12 - 10 = 20
Giant Perception vs Malcolm(DC15):1d20 + 12 - 10 ⇒ (20) + 12 - 10 = 22
Giant Perception vs Malcolm(DC15):1d20 + 12 - 10 ⇒ (20) + 12 - 10 = 22
Giant Perception vs Malcolm(DC15):1d20 + 12 - 10 ⇒ (9) + 12 - 10 = 11
Giant Perception vs Malcolm(DC15):1d20 + 12 - 10 ⇒ (4) + 12 - 10 = 6

Init Rolls:

Malcolm:1d20 + 6 ⇒ (14) + 6 = 20
War:1d20 + 8 ⇒ (18) + 8 = 26
Sio:1d20 + 2 ⇒ (5) + 2 = 7
Ithalil:1d20 + 11 ⇒ (19) + 11 = 30
Giant 1:1d20 + 2 ⇒ (4) + 2 = 6
Giant 2:1d20 + 2 ⇒ (1) + 2 = 3
Giant 3:1d20 + 2 ⇒ (15) + 2 = 17
Giant 4:1d20 + 2 ⇒ (11) + 2 = 13
Giant 5:1d20 + 2 ⇒ (17) + 2 = 19

Dark Archive

| HP: 56/56| AC: 24 | F: +10, R: +5(8), W: +9 | Perc/Lore +6, Med +7, Rel +8, Dip/Itm/Ath +10 | +11, d6+4 | Speed 25ft | HeP: 1/3, Focus: 0/2 | Active conditions:

Please dear God tell me they didn't sneak in before I buffed!

Sio, before the boys go sneaking in, lays down a large variety of spells.

Buffs:
War gets: Bulls Strength (+2 Str, 10 mins), Shield of Faith (+3 deflec to AC, 10 mins), Bless (+1 attack and saves vs. fear, 10 mins), Freedom of Movement (lots of stuff, 109 mins), Blessing of Fervor (you've had this before, 11 rounds)

Mal gets: Bulls Strength (+2 Str, 10 mins), Shield of Faith (+3 deflec to AC, 10 mins), Bless (+1 attack and saves vs. fear, 10 mins), Freedom of Movement (lots of stuff, 109 mins), Blessing of Fervor (you've had this before, 11 rounds), Source Severance (centres an anti-magic bubble on you that only effects arcane spells. You have to pass a DC20 + 2x spell level concentration check to cast spells, 110 mins)

Sio gets: Cloak of Darkness activated, Wings of Darkness activated, Divine Favor, Divine Power, Eagle's Splendor, Bless, Archon's Aura.

Ithalil gets: Shield of Faith (+3 deflec to AC, 10 mins), Bless (+1 attack and saves vs. fear, 10 mins), Blessing of Fervor. Anything else you want just shout.

Spells Cast: Lvl 1 x5 (3x SoF, 1x Bless, 1x Divine F); Lvl 2 x3 (2x Bull, 1x Eagle), Lvl 3 x1 (Archon's aura), Lvl 4 x4 (2x FOM, Divine Power, Blessing of F) This all takes slightly over a minute, which I accounted for in durations - Fervor went on last.

If casting Silence on War and Mal will help their stealth check she'll do that too :)

By the time Sio has finished casting spells she is getting visibly angry. Lexie, hovering behind her is humming a soft tune to try and calm Sio down. She demanded complete silence before she started casting and the moment she is done points fiercely towards the camp from her new ten foot height.

The moment the giants start moving Sio leaps into the air like a giant black angel and casts Prayer. (+1 attack, damage, saves and skills for us. -1 for them. Everyone within 40ft)

You know that whole non-lethal thing? Sio's cast so many spells she doesn't care any more...


No thats fine I kind of jumped the gun and didn't let you post so I'll give you that one.


Male AC 20 | FF16 | T14 / HP 67 / Saves | F 7 | R 11 | W 7 / Elf (Dusk) Arcane Archer Initiative +11
skills:
Appr6 | Climb11 | Craft bows5 | H-A7 | Heal6 | Intim8 | Know Arcane7 | Know Dungeon7 | Know Nature7 | Percep16 | Sene Motive9 | Spellcraft10 | Stealth18 | Survival11 | swim6 | Use Magic Device11

Ithalil lines up on the closest giant.

bow: 1d20 + 37 ⇒ (12) + 37 = 491d20 + 17 ⇒ (12) + 17 = 291d20 + 12 ⇒ (20) + 12 = 32
damage: 1d8 + 12 ⇒ (5) + 12 = 171d8 + 12 ⇒ (8) + 12 = 201d8 + 12 ⇒ (3) + 12 = 15
third attack critical confirm
critical confirm: 1d20 + 14 ⇒ (17) + 14 = 31
critical damage: 1d8 + 12 ⇒ (7) + 12 = 191d8 + 12 ⇒ (5) + 12 = 17

Grand Lodge

Male Human || (HP 14/14)(17/17) | AC:19(17)| T:13(11)| FF:16(14) | CMD 19 | Fort +6(+9)| Ref +4 | Will +3(+5) | Init +4 | Perc: +7 | Speed 20ft) [Bloodrage: 9/9] ] Steelblood Bloodrager // MWK Greatsword +6(2d6+6) or Raging MWK Greatsword +8(2d6+9)

Mal dashes to the closest giant, lifting his falchion on his way, and jumps spinning to land in a slashing way.

Power Attack Charge: 1d20 + 22 ⇒ (13) + 22 = 35
Damage: 2d4 + 19 + 1d6 ⇒ (2, 3) + 19 + (1) = 25
Using BoF +2 to Attack, AC and Reflex

Active Effects:

Bulls Strength (+2 Str, 10 mins), Shield of Faith (+3 deflec to AC, 10 mins), Bless (+1 attack and saves vs. fear, 10 mins), Freedom of Movement (lots of stuff, 109 mins), Blessing of Fervor (you've had this before, 11 rounds), Source Severance (centres an anti-magic bubble on you that only effects arcane spells. You have to pass a DC20 + 2x spell level concentration check to cast spells, 110 mins)

New AC:

26. 24 because of the charge penalty.

Grand Lodge

Male Human || (HP 14/14)(17/17) | AC:19(17)| T:13(11)| FF:16(14) | CMD 19 | Fort +6(+9)| Ref +4 | Will +3(+5) | Init +4 | Perc: +7 | Speed 20ft) [Bloodrage: 9/9] ] Steelblood Bloodrager // MWK Greatsword +6(2d6+6) or Raging MWK Greatsword +8(2d6+9)

I've just realised that every giant goes after us -except Sio- so I will post here my first round.

After landing with a slash, Mal becomes a flurry of blades, slashing away at the giant with a holy light shining upon the paladin.

First attack determines if I full attack or move to the next patient in need of some Paladin Love.

Power Attack: 1d20 + 20 ⇒ (18) + 20 = 38
Confirmation: 1d20 + 20 ⇒ (20) + 20 = 40
Damage: 4d4 + 38 + 1d6 ⇒ (2, 2, 4, 1) + 38 + (6) = 53
Total: 53

If the giant is still alive...:

BoF in extra attack mode.
Power Attack: 1d20 + 17 ⇒ (18) + 17 = 35
Confirmation: 1d20 + 17 ⇒ (9) + 17 = 26
Damage: 2d4 + 19 + 1d6 ⇒ (3, 1) + 19 + (6) = 29
Extra Damage: 2d4 + 19 ⇒ (1, 1) + 19 = 21
Total: 29. 50 if critical

I don't think the rest are goint to connect... if they do because they are unarmored and prone, feel free to roll the damage as well as any other thing that you need.

Power Attack: 1d20 + 12 ⇒ (2) + 12 = 14
Power Attack: 1d20 + 7 ⇒ (2) + 7 = 9


If the Giant is deadier than dead after the first attack...:

Mal moves to the next giant (#5) and prepares to strike him when he tries to stand.
AoO: 1d20 + 17 ⇒ (9) + 17 = 26
Damage: 2d4 + 19 + 1d6 ⇒ (4, 3) + 19 + (6) = 32

Active Effects:

Bulls Strength (+2 Str, 10 mins), Shield of Faith (+3 deflec to AC, 10 mins), Bless (+1 attack and saves vs. fear, 10 mins), Freedom of Movement (lots of stuff, 109 mins), Blessing of Fervor (you've had this before, 11 rounds), Source Severance (centres an anti-magic bubble on you that only effects arcane spells. You have to pass a DC20 + 2x spell level concentration check to cast spells, 110 mins)

New AC:

26. 24 because of the charge penalty.


HP 93/93 with Mage Armor|AC 23 | T 19 | FF 17| F +17| R +10 | W +12| Init + 8| Perc +23|
Tracked Resources:
Arcane Pool 6/7, Rage 9/9, Stunning Fist 4/4 |Rods: Extend 2/3, Piercing 3/3 |Wands: BladeLash 50/50, Shield 50/50|
&Current effects:
Mage Armor extended 7hrs, Ablative Barrier 7hrs ,Big Game Hunter+1 to AC and hit.

 

current AC 33 and buffs:
Bulls Strength (+2 Str, 10 mins), Shield of Faith (+3 deflec to AC, 10 mins), Bless (+1 attack and saves vs. fear, 10 mins), Freedom of Movement (lots of stuff, 109 mins), Blessing of Fervor (you've had this before, 11 rounds)

Mage Armor+4 7hrs, Shield+4 7min
Big Game Hunter +1 attack and AC vs larger opponents
BoF Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

Feelin like a Demigod with all this Arcane and Divine energy swirling about him he quickly (brazenly) steps into the middle of the 3 prone giants "rise and shine blockheads"
and quickly strikes giant#4 with a powerful 2handed overhead chop

attack details:

free: activate Piercing Frostbite from spellstoring weapon
swift: arcane pool adding +2 to Negotiator
move: move 10ft
standard: attack

bab8 +4enh +6str +1wf +1bgh +1bless +2BoF +4prone -3PA=24
dam[+9str,+9PA,+4Enh]=22
2handed PA vs Giant#4: 1d20 + 24 ⇒ (5) + 24 = 29
damage: 1d10 + 22 ⇒ (7) + 22 = 29

frostbite damage non-lethal cold damage: 1d6 + 7 ⇒ (5) + 7 = 12
free action Intimidate Enforcer feat: 1d20 + 23 ⇒ (20) + 23 = 43 DC=10 + the target’s Hit Dice + the target’s Wisdom modifier. If successful, target is Shaken for #rounds equal to non-lethal damage dealt

War has 3 AOOs +Fortuitous and stands in the middle of the 3 giants with his reach weapon . As each Giant tries to stand up he'll hit each of them with an AOO trip

AOO details:

bab8 +4enh +6str +1wf +1bgh +1bless +2BoF +4prone -3PA +7when tripping=31

Trip AOO vs giant#2: 1d20 + 31 ⇒ (6) + 31 = 37
if trip successful, another AOO via Fortuitous
2handed PA vs Giant#4: 1d20 + 24 ⇒ (7) + 24 = 31
damage: 1d10 + 22 ⇒ (1) + 22 = 23
frostbite damage non-lethal cold damage: 1d6 + 7 ⇒ (4) + 7 = 11
free action Intimidate Enforcer feat: 1d20 + 23 ⇒ (18) + 23 = 41 DC=10 + the target’s Hit Dice + the target’s Wisdom modifier. If successful, target is Shaken for #rounds equal to non-lethal damage dealt

Trip AOO vs giant#3: 1d20 + 31 ⇒ (11) + 31 = 42

Trip AOO vs giant#4: 1d20 + 31 ⇒ (3) + 31 = 34

FrostBite, Enforcer, Shaken, Fatigued reference:

Frostbite: Hide

School transmutation [cold]; Level bloodrager 1, druid 1, magus 1, shaman 1, witch 1
CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range touch
Targets creature touched
Duration instantaneous
Saving Throw none; Spell Resistance yes

DESCRIPTION
Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.

Fatigued: Hide

Fatigued
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Enforcer feat due to non-lethal damage from Frostbite: Show
free action Intimidate: Show
free action Intimidate: 1d20 + 22 ⇒ (14) + 22 = 36 DC=10 + the target’s Hit Dice + the target’s Wisdom modifier. If succesful target is Shaken for #rounds equal to non-lethal damage dealt

Shaken: Hide
Shaken
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

sorry for the delay...these attack posts are taking quite a while to write up. Normally I like posting whenever I can from Wayfinder on my cell to keep things rolling. But with these complex attack posts I need access to my laptop

edit: btw not going non-lethal right now. May be later once we've thinned them out a bit


Male AC 20 | FF16 | T14 / HP 67 / Saves | F 7 | R 11 | W 7 / Elf (Dusk) Arcane Archer Initiative +11
skills:
Appr6 | Climb11 | Craft bows5 | H-A7 | Heal6 | Intim8 | Know Arcane7 | Know Dungeon7 | Know Nature7 | Percep16 | Sene Motive9 | Spellcraft10 | Stealth18 | Survival11 | swim6 | Use Magic Device11

I'm at work and can't manipulate the map. Can someone move Ithalil next to sio. I'm using my iPhone.


HP 93/93 with Mage Armor|AC 23 | T 19 | FF 17| F +17| R +10 | W +12| Init + 8| Perc +23|
Tracked Resources:
Arcane Pool 6/7, Rage 9/9, Stunning Fist 4/4 |Rods: Extend 2/3, Piercing 3/3 |Wands: BladeLash 50/50, Shield 50/50|
&Current effects:
Mage Armor extended 7hrs, Ablative Barrier 7hrs ,Big Game Hunter+1 to AC and hit.
Ithalil wrote:
I'm at work and can't manipulate the map. Can someone move Ithalil next to sio. I'm using my iPhone.

Done


Surprise Round Wrap up

Ithalil all three of your arrows find their mark, your last one lodging into the stone giants eye, blinding it. War you move into the three giants and they lash out at you with fists and kicks but you none find the mark. You slice into the giant with your sword and he is shaken. Malcolm you rush giant 1 and your sword finds its mark. Giant 5 will stand and throw a rock at Ithalil. The rock crashes into Ithalil for 15 points of damage. "Ranged man this is how you attack from range" The giant taunts Ithalil as his rock smashes into the man. Not wanting to provoke the big man the thrid stone giant kicks out at War trying to trip him. [b]"Come down here" He shouts as his foot connects with War but he is unable to knock the big man off his feet. Stone Giant 4 will do the same thing, lashing out to try to trip War. This time the giant suceeds and sends Wargrym crashing to the ground, you are now prone War. Sio you take to the air and cast Prayer. Giant 1 will stand, drawing his great club up with him. Malcolm your sword cleaves into the giant as he stands but he returns the favor swinging down on you with all his might but he fails to hit you because of his blindness. Giant two will take advantage of Wargrym being prone and will try to grapple him but he fails to get a tight grip.

Combat Order:

Ithalil
War
Malcolm
Giant 5
Giant 3
Giant 4
Sio
Giant 1
Giant 2

Party Saving throws:

Party Rolls:

Malcolm AOO on Giant 1:1d20 + 20 - 4 ⇒ (16) + 20 - 4 = 322d4 + 19 + 1d6 ⇒ (3, 4) + 19 + (4) = 30

DM dice rolls:

AOO on War from Giant 2:1d20 + 16 ⇒ (2) + 16 = 181d8 + 8 ⇒ (4) + 8 = 12
AOO on War from Giant 3:1d20 + 16 ⇒ (16) + 16 = 321d8 + 8 ⇒ (8) + 8 = 16
AOO on War from Giant 4:1d20 + 16 ⇒ (14) + 16 = 301d8 + 8 ⇒ (1) + 8 = 9
Attack on Ithalil from Giant 5:1d20 + 11 ⇒ (9) + 11 = 201d8 + 12 ⇒ (3) + 12 = 15
Trip Attack on War(DC 27):1d20 + 18 ⇒ (14) + 18 = 32
Trip Attack on War(DC 27):1d20 + 18 - 2 ⇒ (16) + 18 - 2 = 32
Giant attack on Malcolm from Giant 1:1d20 + 16 ⇒ (7) + 16 = 232d8 + 12 ⇒ (5, 2) + 12 = 19
Grapple check vs War(DC 27):1d20 + 18 ⇒ (9) + 18 = 27

DM EYES ONLY KEEP OUT!:

Giant 1:143/144 blind
Giant 2:/144
Giant 3:/144
Giant 4:29/144 12 nonleathal shaken 12 rounds
Giant 5:/144

Really...I keep missing by 1...really. Looks like you guys might have finally met your match though giant 1 is in HORRIBLE condition...

Dark Archive

| HP: 56/56| AC: 24 | F: +10, R: +5(8), W: +9 | Perc/Lore +6, Med +7, Rel +8, Dip/Itm/Ath +10 | +11, d6+4 | Speed 25ft | HeP: 1/3, Focus: 0/2 | Active conditions:

Looks like Shield of Faith was worth it. :) Also War can't be grappled since he has Freedom of Movement! You're welcome boys ;)


Bluff: 1d20 + 1 ⇒ (6) + 1 = 7

Theodric mentally cursed himself for suggesting that. Quickly switching gears he added, "I apologize for the suggestion as well as any gaps in my knowledge about the Hellstorm Flumes. Your masterful ambush and capture of me rattled my brain a bit. Still, if we were to compare notes, I'm sure my memory will be jogged. Besides, I will ensure you that I don't plan or even intend to betray you. Besides, you hold all the advantages. First, I know nothing of the layout of my location nor do I know anything about what forces you have and no one knows where I am or if I'm even missing. My disadvantages are numerous and to even entertain the thought or notion of escape and betrayal would be pointless not to mention suicidal."

Diplomacy: 1d20 + 1 ⇒ (10) + 1 = 11

Knowledge (Local): 1d20 + 9 ⇒ (14) + 9 = 23

Knowledge(dungeoneering): 1d20 + 15 ⇒ (10) + 15 = 25 Knowledge checks to see if there is a way to humble himself before the Giant by usng one of their customs

Theodric:

The giant and dragon but look skeptically at you. "You smart to know that you are out matched here. You find your self amidst a small contingent of a stone giant army, turning against us I assure you would be rather stupid. My dragon has said numerous times I should have just let him eat you...but you have given me decent information so far. Come lets get you something to eat." he says letting you out of the cell.


Sorry ignore all that crap above my last post...meant to delete it...


HP 93/93 with Mage Armor|AC 23 | T 19 | FF 17| F +17| R +10 | W +12| Init + 8| Perc +23|
Tracked Resources:
Arcane Pool 6/7, Rage 9/9, Stunning Fist 4/4 |Rods: Extend 2/3, Piercing 3/3 |Wands: BladeLash 50/50, Shield 50/50|
&Current effects:
Mage Armor extended 7hrs, Ablative Barrier 7hrs ,Big Game Hunter+1 to AC and hit.

My apologies if you already took this into account, but should the -4 for attacking while

Prone:
Prone

The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.

Standing up is a move-equivalent action that provokes an attack of opportunity.

also affect CMB (Trips)?

Also I forgot that Improved Trip adds +2 on my CMD vs Trips, which makes War's CMD vs Trips 29. I have corrected the character sheet. Sorry for the omission.

See the Trip attacks below:
Trip Attack on War(DC 27):1d20 + 18 ⇒ (14) + 18 = 32
Trip Attack on War(DC 27):1d20 + 18 - 2 ⇒ (16) + 18 - 2 = 32

if we add a -4 modifier due to prone both Trips hit CMD 28, War's corrected CMD vs Trips is 29

@Mathpro Soooo...Is War standing or prone? I need to know in order to write up my next attack post. Thanks


HP 93/93 with Mage Armor|AC 23 | T 19 | FF 17| F +17| R +10 | W +12| Init + 8| Perc +23|
Tracked Resources:
Arcane Pool 6/7, Rage 9/9, Stunning Fist 4/4 |Rods: Extend 2/3, Piercing 3/3 |Wands: BladeLash 50/50, Shield 50/50|
&Current effects:
Mage Armor extended 7hrs, Ablative Barrier 7hrs ,Big Game Hunter+1 to AC and hit.
Siobhan Sable wrote:
Looks like Shield of Faith was worth it. :) Also War can't be grappled since he has Freedom of Movement! You're welcome boys ;)

THANKS Sio....I actually thought all that buffing was a little overkill vs just 5 Giants. I was WRONG! THANKS


He would still be standing then and once again I miss by one...


HP 93/93 with Mage Armor|AC 23 | T 19 | FF 17| F +17| R +10 | W +12| Init + 8| Perc +23|
Tracked Resources:
Arcane Pool 6/7, Rage 9/9, Stunning Fist 4/4 |Rods: Extend 2/3, Piercing 3/3 |Wands: BladeLash 50/50, Shield 50/50|
&Current effects:
Mage Armor extended 7hrs, Ablative Barrier 7hrs ,Big Game Hunter+1 to AC and hit.

Standing in the midst of 3 fallen (prone) Giants...War is truly in his element "Are you not ENTERTAINED?" and continues with his assault

current AC 31 and buffs:

Bulls Strength (+2 Str, 10 mins), Shield of Faith (+3 deflec to AC, 10 mins), Bless (+1 attack and saves vs. fear, 10 mins), Freedom of Movement (lots of stuff, 109 mins), Blessing of Fervor (you've had this before, 11 rounds)
Mage Armor+4 7hrs, Shield+4 7min
Big Game Hunter +1 attack and AC vs larger opponents
BoF Make one extra attack as part of a full attack action, using its highest base attack bonus.

Full attack details with xtra attack BoF:

bab8 +4enh +6str +1wf +1bgh +1bless +4prone -3PA=22
dam[+9str,+9PA,+4Enh]=22

attack#1, 2handed PA vs Giant#2: 1d20 + 22 ⇒ (15) + 22 = 37
damage: 1d10 + 22 ⇒ (4) + 22 = 26
frostbite damage non-lethal cold damage: 1d6 + 7 ⇒ (4) + 7 = 11
free action Intimidate Enforcer feat: 1d20 + 23 ⇒ (19) + 23 = 42 DC=10 + the target’s Hit Dice + the target’s Wisdom modifier. If successful, target is Shaken for #rounds equal to non-lethal damage dealt

Crit Confirmation vs Giant#2: 1d20 + 22 ⇒ (9) + 22 = 31
damage: 1d10 + 22 ⇒ (6) + 22 = 28
frostbite damage non-lethal cold damage: 1d6 + 7 ⇒ (2) + 7 = 9

bab8 +4enh +6str +1wf +1bgh +1bless +4prone -3PA=22
dam[+9str,+9PA,+4Enh]=22

BoF attack, 2handed PA vs Giant#3: 1d20 + 22 ⇒ (5) + 22 = 27
damage: 1d10 + 22 ⇒ (7) + 22 = 29
frostbite damage non-lethal cold damage: 1d6 + 7 ⇒ (1) + 7 = 8
free action Intimidate Enforcer feat: 1d20 + 23 ⇒ (11) + 23 = 34 DC=10 + the target’s Hit Dice + the target’s Wisdom modifier. If successful, target is Shaken for #rounds equal to non-lethal damage dealt

bab3 +4enh +6str +1wf +1bgh +1bless +4prone -3PA, =17
dam[+9str,+9PA,+4Enh]=22

attack#2, 2handed PA vs Giant#4: 1d20 + 17 ⇒ (18) + 17 = 35
damage: 1d10 + 22 ⇒ (8) + 22 = 30

Crit Confirmation attack#2, 2handed PA vs Giant#4: 1d20 + 17 ⇒ (18) + 17 = 35
damage: 1d10 + 22 ⇒ (6) + 22 = 28

Giant#4 was Shaken in the previous round and Giant#2 is definitely Shaken this round and maybe Giant#3 as well
As War administers the beat-down "One for you, One for you, and YES one for you" He is pleased to see some rather large yellow puddles forming.

Grand Lodge

Male Human || (HP 14/14)(17/17) | AC:19(17)| T:13(11)| FF:16(14) | CMD 19 | Fort +6(+9)| Ref +4 | Will +3(+5) | Init +4 | Perc: +7 | Speed 20ft) [Bloodrage: 9/9] ] Steelblood Bloodrager // MWK Greatsword +6(2d6+6) or Raging MWK Greatsword +8(2d6+9)

Ey Mathpro, the AoO you rolled for me was a Critical Threat, I will roll confirmation if you don't mind.

Confirmation:

Confirmation: 1d20 + 20 ⇒ (1) + 20 = 21
Totally not confirmed...

Mal dodges the blind swing sidestepping and starts a combination of slashes, powered by Sio's magic.

Mechanics:

Switching BoF to extra attack
Power Attacks: 1d20 + 20 ⇒ (15) + 20 = 351d20 + 17 ⇒ (15) + 17 = 321d20 + 12 ⇒ (6) + 12 = 181d20 + 7 ⇒ (8) + 7 = 15
Confirmations: 1d20 + 20 ⇒ (9) + 20 = 291d20 + 17 ⇒ (8) + 17 = 25

Damage 1 : 2d4 + 19 + 1d6 ⇒ (4, 3) + 19 + (2) = 28
Crit 1: 2d4 + 19 ⇒ (4, 3) + 19 = 26

Damage 2: 2d4 + 19 + 1d6 ⇒ (4, 4) + 19 + (6) = 33
If Crit 2: 2d4 + 19 + 1d6 ⇒ (1, 2) + 19 + (2) = 24

The last 2 I don't think will connect... but just in case...

Damage 3: 2d4 + 19 + 1d6 ⇒ (1, 3) + 19 + (5) = 28

Damage 4: 2d4 + 19 + 1d6 ⇒ (4, 1) + 19 + (2) = 26


Just need round actions from Sio and Ithalil

Dark Archive

| HP: 56/56| AC: 24 | F: +10, R: +5(8), W: +9 | Perc/Lore +6, Med +7, Rel +8, Dip/Itm/Ath +10 | +11, d6+4 | Speed 25ft | HeP: 1/3, Focus: 0/2 | Active conditions:

Sio, in full angry gigantic form, will stride forward and, suprisingly gently, put her hand on a giant's chest. The area she touches turns black, the corruption spreading rapidly out from the point she touches.

Move - up to whichever giant is healthiest (since I'm last in the init order for the party...)
Standard - cast Slay Living and touch the giant.
Touch Attack: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Damage: 12d6 + 11 ⇒ (4, 4, 1, 5, 4, 6, 6, 3, 6, 2, 1, 5) + 11 = 58
Damage if Fort passed (DC23): 3d6 + 11 ⇒ (2, 6, 4) + 11 = 23

EDIT: Concentration to avoid provoking.
Concentration check - DC 25: 1d20 + 19 ⇒ (5) + 19 = 24


Male AC 20 | FF16 | T14 / HP 67 / Saves | F 7 | R 11 | W 7 / Elf (Dusk) Arcane Archer Initiative +11
skills:
Appr6 | Climb11 | Craft bows5 | H-A7 | Heal6 | Intim8 | Know Arcane7 | Know Dungeon7 | Know Nature7 | Percep16 | Sene Motive9 | Spellcraft10 | Stealth18 | Survival11 | swim6 | Use Magic Device11

Sorry I've been sick
Current AC 22

You call that an attack? No finesse, No skill, just brute force.

bow: 1d20 + 17 ⇒ (13) + 17 = 301d20 + 17 ⇒ (8) + 17 = 251d20 + 12 ⇒ (2) + 12 = 14

damage: 1d8 + 12 ⇒ (3) + 12 = 151d8 + 12 ⇒ (4) + 12 = 161d8 + 12 ⇒ (4) + 12 = 16


Round 1 Wrap up

Ithalil two of your arrows penetrate into the warriors thick hide. War you fly into a flurry of intimidation and attacks. All your attacks land but all 3 giants remain alive and now really pissed off. Mal your first attack drops the giant to the ground. Giant 5 will move forward, drawing his great club as he moves and take a swing at the paladin but he misses(by one...). Giant 3 will stand up, provoking an attack from War, but also draw his greatclub at the same time. He abosorbs the attack from war and lashes out with his greatclub. The club crashes into War, hitting him for 16 damage(I Finally hit something!). Giant 4 will lash out at war with his greatclub, remaining on the ground, but the attack misses. Sio you walk up to Giant 5 and cast your spell but you are un able to cast defensively. The giant lashes out with his great club but misses(Again by 1...). You reach out and cast your spell though he resists most of it. Giant 2 will start army crawing his way towards Sio, remaining prone. This provokes an attack from War, who lashes out with his sword once more.

Combat Order:

Ithalil
War
Malcolm
Giant 5
Giant 3
Giant 4
Sio
Giant 2

Party Saving throws:

Party Rolls:

War AOO on Giant 3:1d20 + 22 ⇒ (9) + 22 = 311d10 + 22 ⇒ (4) + 22 = 26
War AOO on Giant 2:1d20 + 22 ⇒ (8) + 22 = 301d10 + 22 ⇒ (5) + 22 = 27

DM dice rolls:

Giant 5 Attack on Mal:1d20 + 16 ⇒ (18) + 16 = 341d8 + 12 ⇒ (2) + 12 = 14
Giant 3 Attack on War(AC 31):1d20 + 16 - 2 ⇒ (8) + 16 - 2 = 221d8 + 12 ⇒ (4) + 12 = 16
Giant 3 Attack on War(AC 31):1d20 + 16 - 4 - 2 ⇒ (8) + 16 - 4 - 2 = 181d8 + 12 ⇒ (8) + 12 = 20
Giant 5 Attack on Sio:1d20 + 16 ⇒ (18) + 16 = 341d8 + 12 ⇒ (3) + 12 = 15
Giant 5 Fort save:1d20 + 16 ⇒ (18) + 16 = 34

DM EYES ONLY KEEP OUT!:

Giant 1:195/144 blind dead
Giant 2:81/144 20 nonlethal shaken for 11 rounds
Giant 3:55/144 8 nonlethal shaken for 8 rounds
Giant 4:87/144 12 nonleathal shaken 12 rounds
Giant 5:54/144


HP 93/93 with Mage Armor|AC 23 | T 19 | FF 17| F +17| R +10 | W +12| Init + 8| Perc +23|
Tracked Resources:
Arcane Pool 6/7, Rage 9/9, Stunning Fist 4/4 |Rods: Extend 2/3, Piercing 3/3 |Wands: BladeLash 50/50, Shield 50/50|
&Current effects:
Mage Armor extended 7hrs, Ablative Barrier 7hrs ,Big Game Hunter+1 to AC and hit.

Round 1 cont...

War gets a 2nd AOO on Giant#3, Fortuitous weapon
Fortuitous AOO: 1d20 + 22 ⇒ (6) + 22 = 28
damage: 1d10 + 22 ⇒ (6) + 22 = 28

also it looks like Giant 3 would not have hit War
"Giant 3 Attack on War(AC 31):1d20 + 16 - 2 ⇒ (8) + 16 - 2 = 22 1d8 + 12 ⇒ (4) + 12 = 16 "


HP 93/93 with Mage Armor|AC 23 | T 19 | FF 17| F +17| R +10 | W +12| Init + 8| Perc +23|
Tracked Resources:
Arcane Pool 6/7, Rage 9/9, Stunning Fist 4/4 |Rods: Extend 2/3, Piercing 3/3 |Wands: BladeLash 50/50, Shield 50/50|
&Current effects:
Mage Armor extended 7hrs, Ablative Barrier 7hrs ,Big Game Hunter+1 to AC and hit.

Round 2 actions

current AC 31 and buffs:

Bulls Strength (+2 Str, 10 mins), Shield of Faith (+3 deflec to AC, 10 mins), Bless (+1 attack and saves vs. fear, 10 mins), Freedom of Movement (lots of stuff, 109 mins), Blessing of Fervor (you've had this before, 11 rounds)
Mage Armor+4 7hrs, Shield+4 7min
Big Game Hunter +1 attack and AC vs larger opponents
BoF Make one extra attack as part of a full attack action, using its highest base attack bonus.

War eyes the standing Giant#3 "you should have stayed DOWN"

full attack details with xtra attack BoF:

2 Handed Trip CMB: +8, +1MoM +6Str +4enh +1bgh +1wf +2Improved +2Greater Trip +2Maneuver Mastery -3Power Attack -2Flurry of Maneuvers= 22
FoM Trip vs Giant#3: 1d20 + 22 ⇒ (14) + 22 = 36 Definitely Tripped, Prone

bab8 +4enh +6str +1wf +1bgh +1bless +4prone -3PA=22
dam[+9str,+9PA,+4Enh]=22

AOO#1, 2handed PA vs Giant#3: 1d20 + 22 ⇒ (20) + 22 = 42
damage: 1d10 + 22 ⇒ (9) + 22 = 31

Crit Confirmation AOO#1, 2handed PA vs Giant#3: 1d20 + 17 ⇒ (10) + 17 = 27
damage: 1d10 + 22 ⇒ (7) + 22 = 29

AOO Fortuitous, 2handed PA vs Giant#3: 1d20 + 22 ⇒ (6) + 22 = 28
damage: 1d10 + 22 ⇒ (8) + 22 = 30

attack#1, 2handed PA vs Giant#3: 1d20 + 22 ⇒ (8) + 22 = 30
damage: 1d10 + 22 ⇒ (7) + 22 = 29

BoF xtra attack, 2handed PA vs Giant#3: 1d20 + 22 ⇒ (7) + 22 = 29
damage: 1d10 + 22 ⇒ (9) + 22 = 31

attack#2, 2handed PA vs Giant#3: 1d20 + 17 ⇒ (15) + 17 = 32
damage: 1d10 + 22 ⇒ (9) + 22 = 31

Crit Confirmation attack#2, 2handed PA vs Giant#3: 1d20 + 17 ⇒ (14) + 17 = 31
damage: 1d10 + 22 ⇒ (2) + 22 = 24

War focuses all his attacks this round on Giant#3 until it it dead "Told you to stay DOWN", then any remaining attacks will go to Giant#4

Grand Lodge

Male Human || (HP 14/14)(17/17) | AC:19(17)| T:13(11)| FF:16(14) | CMD 19 | Fort +6(+9)| Ref +4 | Will +3(+5) | Init +4 | Perc: +7 | Speed 20ft) [Bloodrage: 9/9] ] Steelblood Bloodrager // MWK Greatsword +6(2d6+6) or Raging MWK Greatsword +8(2d6+9)

Mal stops the giant's club with his own sword, using the opening to attack at his lower belly with quick but powerful swings.

Mechanics:

Power Attacks: 1d20 + 20 ⇒ (16) + 20 = 361d20 + 17 ⇒ (19) + 17 = 361d20 + 12 ⇒ (17) + 12 = 291d20 + 7 ⇒ (2) + 7 = 9
Confirmations: 1d20 + 20 ⇒ (18) + 20 = 381d20 + 17 ⇒ (13) + 17 = 301d20 + 12 ⇒ (11) + 12 = 23

Damage 1: 2d4 + 19 + 1d6 ⇒ (4, 2) + 19 + (3) = 28
Damage 2: 2d4 + 19 + 1d6 ⇒ (4, 2) + 19 + (3) = 28
Damage 3: 2d4 + 19 + 1d6 ⇒ (2, 4) + 19 + (6) = 31

Crit 1: 2d4 + 19 ⇒ (1, 2) + 19 = 22
First Attack: 28 damage. 50 if critical.
Crit 2: 2d4 + 19 ⇒ (3, 4) + 19 = 26
Second Attack: 28 damage. 54 if critical.
Crit 3: 2d4 + 19 ⇒ (2, 1) + 19 = 22
Third Attack: 31 damage. 53 if critical.

Well, there's no doubt: Mal is truly a Paladin of the Goddess of Luck. Look at those crits, they keep comin'!

Dark Archive

| HP: 56/56| AC: 24 | F: +10, R: +5(8), W: +9 | Perc/Lore +6, Med +7, Rel +8, Dip/Itm/Ath +10 | +11, d6+4 | Speed 25ft | HeP: 1/3, Focus: 0/2 | Active conditions:

Sio, seeing that the giant is too tough for her most direct spells, steps back and tries something a little different. This time she goes for the mind, driving into the giant's consciousness and dredging up all his darkest secrets in a moment.

5 ft step back so I'm out of AAO range and cast Terrible Remorse on Giant 5

Terrible Remorse (DC22):

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target 1 living creature
Duration 1 round/level
Saving Throw Will partial (see text at right); Spell Resistance yes

DESCRIPTION
You fill a target with such profound remorse that it begins to harm itself. Each round, the target must save or deal 1d8 points of damage + its Strength modifier to itself using an item held in its hand or with unarmed attacks. If the creature saves, it is staggered for 1 round and takes a -2 penalty to Armor Class, after which the spell ends.


Male AC 20 | FF16 | T14 / HP 67 / Saves | F 7 | R 11 | W 7 / Elf (Dusk) Arcane Archer Initiative +11
skills:
Appr6 | Climb11 | Craft bows5 | H-A7 | Heal6 | Intim8 | Know Arcane7 | Know Dungeon7 | Know Nature7 | Percep16 | Sene Motive9 | Spellcraft10 | Stealth18 | Survival11 | swim6 | Use Magic Device11

attack: 1d20 + 17 ⇒ (16) + 17 = 331d20 + 17 ⇒ (15) + 17 = 321d20 + 11 ⇒ (6) + 11 = 17

damage: 1d8 + 12 ⇒ (5) + 12 = 171d8 + 12 ⇒ (1) + 12 = 131d8 + 12 ⇒ (2) + 12 = 14

current ac 22

This lumbering beast should fall soon


Theodric:

"Yes, let's go get something eat then."

"And I do hope the dragon doesn't decide to take a bit out of me!"

Theodric quickly followed the giant, staying close to the giant, making sure not to get stepped on in the process.

"So, tell me, my gracious and most esteemed employer, what information do you have on the Thassilonian Empire? I have been researching their magic for quite some time. Did you know that originally the Thassilonians used virtue magic, but in time the magic became corrupted by later generations of Runelords which then became sin magic. I have theorized that if one could tap into the virtue magics, one could even go so far to restore the Thassilonian Empire."

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