DMummy's Mask

Game Master Elmdorprime

Evil Looms. Cowboy Up. Kill It. Get Paid.

Slave Trenches


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Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

Put him in a bag of holding?


Human rgr 8/rge 5, CG AC 27, touch 18, ff 20, hp 113/113, DARK VISION Fort +10, Ref +17 Will +7; +2 trait vs. divination effects, +1 vs. Fear, +2 vs. Ongoing conditions, Trap sense +1, uncanny dodge, Init +4; Senses Percep +18, SM +11 EVASION

”Hey, now that is an idea.”

”Wait!? Can you actually do that?”

”If anyone needs healing, let’s do it and then move on. I’m ready to roll.”


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

Noonan channel heals
Heal: 8d6 ⇒ (3, 1, 6, 4, 2, 5, 4, 4) = 29


Map Undead M Railroad Engineer 13

You'd go south out the double doors, up through the hall of gaudy dead scorpion statue that you can't use as a mount, into the room of four door ways and south or ignore that room, because that won't bite you in the ass, back through the depraved temple into the enterance and head off map to the east. Easy peasy.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor says Follow me...I think I know where to go...somehow.


Map Undead M Railroad Engineer 13

So which way are you going?


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

Lead the way

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Sorry - Dwalindor was going to take the 'easy peasy' route outlined above...not ignoring the one room.

This way...


Focus images HP 67/68 F +11 R+11 W +12 Spells 1: 6/7 25/63: 5/5 43/3 AC 16(17)/12/13(15) Res Cold/Elec 5 Init +5 Focus 18 (bracer:5/5,figure 3/3, Glove 6/7, Ring 2/3, belt 0/0) Appraise +22 Cooking +12 DD+19, Perception+15, Sleight of Hand 14, Stealth+17, Spellcraft+21, UMD+16, Engineering +21 Planes+21, Arcana+21, Religion+21, Gambling +15Alchemy +22

Shad follows along, making sure the big meaty dwarf is in front of him.


Map Undead M Railroad Engineer 13

So not ignoring the room, got it.

You head back to the room with four doors and head south - a short corridor extends beyond the door, ending at a crackling sheet of lightning that blocks the end of the hallway. The smell of a summer storm fills the air, and the sizzling of the lightning makes normal conversation impossible near the barrier.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

”Yep...no doubts....this looks like something for Shad to check. “


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

I could try to dispel it or shield us from lightning


Map Undead M Railroad Engineer 13

Good options!


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

Noonan casts Dispel Magic at the lightning
Caster Check: 1d20 + 12 ⇒ (8) + 12 = 20


Map Undead M Railroad Engineer 13

The magic scatters across the lightning wall, unable to destroy the field.


Human rgr 8/rge 5, CG AC 27, touch 18, ff 20, hp 113/113, DARK VISION Fort +10, Ref +17 Will +7; +2 trait vs. divination effects, +1 vs. Fear, +2 vs. Ongoing conditions, Trap sense +1, uncanny dodge, Init +4; Senses Percep +18, SM +11 EVASION

”Wow . . .”

The desert rogue looks at his companions one by one.

”So? That was bad right!?”

He gestures to Shad.

”Can you explain what the heck just happened? I mean, it’s not a trap right? Is that a magic spell or something? Saucy Wall of Hideous Zappy Lighting Death or some s+!#?”


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

Sorry, just didn't get the spell right.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Well I sure ain't going in there to wack on it with Amanda! Let's send Shad! Dwalindor grins.


Map Undead M Railroad Engineer 13

Shad steps forward and frowns.

I can't dispel the field but I have something else that might work.

He pulls out a scroll and stale dust scatters from it as he peers at instructions that crawl along the page.

OK, it says here I have to cut off someone's thumb, but that seems extreme. Does anyone have a sausage?

He proceeds to cast a complicated spell using a raven skull, an old block of what appears to be cheese with red pulsating mold on it and a perfectly normal twig. He touches each of you with the twig and puts everything away.

Protection from Energy, Lightning! CL 12 so 120 points of protection for each of you.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor sticks his fingers into his beard, pulls out crumbs of bread and a moldy grape with a shrug.

Uhhhm...No sausage here. Why? Now what do we do?

He grips Amanda and peers from the doorway to see if there is anything worth reaching in the room or beyond it.

perception: 1d20 + 20 ⇒ (12) + 20 = 32 +2 vs stone.


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

Do you have ale in your beard? A Beard of Holding perhaps? Noonan feels Shad's protective magic. Let's get running No telling how long this magic lasts


Map Undead M Railroad Engineer 13

You can't see past the lightning storm but I'll hold that roll to the next room. Proceed inside if you dare?


Human rgr 8/rge 5, CG AC 27, touch 18, ff 20, hp 113/113, DARK VISION Fort +10, Ref +17 Will +7; +2 trait vs. divination effects, +1 vs. Fear, +2 vs. Ongoing conditions, Trap sense +1, uncanny dodge, Init +4; Senses Percep +18, SM +11 EVASION

”Alright looks like this is more like a leap of faith than a trust fall. So Dwali, take the lead and the cat and I will be right on your heals I guess.”


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

I thought I brought the heals.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor Nods and grips his hammer as he prepares to rush into the room

”RAARRGGGG “


Map Undead M Railroad Engineer 13

A wide square stone platform stands in the center of the room. Shallow stone steps lead up to the platform on each side of the square. A stone slab hangs from the ceiling on thick iron chains, mirroring the platform on the floor, but with a ball of green fire at each corner. Beyond, the massive stone head and shoulders of a sphinx protrude from the far wall. The carving stretches from floor to ceiling, and its face is a featureless mass of jagged edges and chipped stone. Life-sized carved images of kneeling supplicants on the walls ring the chamber, facing the sphinx.

In the center of the chamber a hideous horned creature stands facing the visage on the wall, slathering praise in Abyssal while raising its crab-like craws as you breach the chamber.

It whirls at Dwalindor's screaming charge in surprise.

"Ho-ho! It has been many decades since I last had a visitor. What are you mortals doing in my presence?"

Shad: Knowledge (Planes): 1d20 + 21 ⇒ (1) + 21 = 22 Well that went fantastic.

"It's a glaberzu! They're resistant to most elemental damage, kill it with hammers!"

The glaberzu waves its claws in dismissal.

"Don't be hasty! I think we can work out a deal, I'm held prisoner here and in exchange for my freedom I can grant you a wish. Surely an equitable exchange!"


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

Sense Motive: 1d20 + 6 ⇒ (8) + 6 = 14

Hmmmmmm


Map Undead M Railroad Engineer 13

It appears to be sincere.


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

Looks legit

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor shrugs

”I will leave it to you guys. I wouldn’t want to waste it or time. “


Focus images HP 67/68 F +11 R+11 W +12 Spells 1: 6/7 25/63: 5/5 43/3 AC 16(17)/12/13(15) Res Cold/Elec 5 Init +5 Focus 18 (bracer:5/5,figure 3/3, Glove 6/7, Ring 2/3, belt 0/0) Appraise +22 Cooking +12 DD+19, Perception+15, Sleight of Hand 14, Stealth+17, Spellcraft+21, UMD+16, Engineering +21 Planes+21, Arcana+21, Religion+21, Gambling +15Alchemy +22

grrrr. I am back. It has just been one thing after another lately. I finished my show, then home/house disaster

What kind of wish...cause Dwal here has a wish to kill you I suspect


Map Undead M Railroad Engineer 13

Sorry to hear that and hope everything gets fixed soon! Also, welcome back!

"A Wish - the spell! State your desire and I will grant it to you through arcane means. I simply wish to leave this place for the much more pleasant Abyss where I can pursue my agendas far from the Material Plane."

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

HAH! Why kill it, when I know it is trapped for eternity here already? Saves me a wish and everything.

Dwalindor's eyes glaze over as he comptemplates what he would even do with a wish...

Mmmm, I wonder how much gold would be too much for a wish...mmmm gold!


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

I wish Dwal and Thorpe had better common sense


Human rgr 8/rge 5, CG AC 27, touch 18, ff 20, hp 113/113, DARK VISION Fort +10, Ref +17 Will +7; +2 trait vs. divination effects, +1 vs. Fear, +2 vs. Ongoing conditions, Trap sense +1, uncanny dodge, Init +4; Senses Percep +18, SM +11 EVASION

"I can't believe you guys are falling for this b+%~#$%@."

Tariq whips out is bow and lets two arrows fly in a flash!

Since combat hasn't begun he is flat footed I believe.

To hit: 1d20 + 16 ⇒ (15) + 16 = 31
damage: 1d8 + 2 ⇒ (7) + 2 = 9
Surprise Strike: 3d6 ⇒ (2, 6, 6) = 14 +3hp/round bleeding

To hit: 1d20 + 11 ⇒ (17) + 11 = 28
damage: 1d8 + 2 ⇒ (1) + 2 = 3
Surprise Strike: 3d6 ⇒ (3, 1, 5) = 9 +3hp/round bleeding

"There is my answer Fiend!"


Map Undead M Railroad Engineer 13

The glaberzu roars in pain.

"Fools! You'll rue the day you rejected my offer!"

Initiative (Monster): 1d20 ⇒ 4
Initiative (Dwalindor): 1d20 + 2 ⇒ (14) + 2 = 16
Initiative (Noonan): 1d20 + 4 ⇒ (12) + 4 = 16
Initiative (Tariq): 1d20 + 4 ⇒ (18) + 4 = 22
Initiative (Shad): 1d20 + 5 ⇒ (9) + 5 = 14

You go first!

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

I already rue the day I met ya, and I was ruing it even before that.

He looks at the towering creature.

Shad, you got anything to affect it or increase my reach? I ain't sure I can get to it hiding in that protective circle thingy.

Delays to see what happens, but is likely to move where he can attack with reach if there is a place on the side etc.


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

Noonan zaps it with a Holy Smite

Holy Smite DC 18: 10d6 ⇒ (3, 5, 1, 4, 6, 2, 1, 1, 4, 6) = 33

You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.

The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.


Map Undead M Railroad Engineer 13

Will Save: 1d20 + 11 ⇒ (1) + 11 = 12


Human rgr 8/rge 5, CG AC 27, touch 18, ff 20, hp 113/113, DARK VISION Fort +10, Ref +17 Will +7; +2 trait vs. divination effects, +1 vs. Fear, +2 vs. Ongoing conditions, Trap sense +1, uncanny dodge, Init +4; Senses Percep +18, SM +11 EVASION

"By Serenrae I hope he's wrong!"

"BONZAI!"

Tariq charges to I,5. His cat Pounces to J,9 setting up a flanking situation.

He attacks with his ancestral Adamantine Kindjal hoping that it's starmetal will pierce the demon!

Charging Flanking Piranha Strike: 1d20 + 17 + 2 - 3 ⇒ (19) + 17 + 2 - 3 = 35
To confirm: 1d20 + 17 + 2 - 3 ⇒ (11) + 17 + 2 - 3 = 27
Damage bypasses DR: 1d6 + 9 + 6 ⇒ (3) + 9 + 6 = 18
Additional Crit Dice: 1d6 ⇒ 4
Flanking Damage: 3d6 ⇒ (6, 6, 2) = 14 +3 hp bleeding per round


AC 25, touch 14, ff20, hp 102/102, Fort +14, Ref +13, Will +5 (+4 bonus vs. enchantment) Init +8; Senses low-light vision, scent; Perception +5, Defensive ability: evasion, Speed 50 ft.; sprint Melee bite +17(1d8+12, 2 claws +18 (1d6+12

The cat flew into action clawing, scratching and biting at his master's foe!

Claw: 1d20 + 14 + 2 + 2 ⇒ (18) + 14 + 2 + 2 = 36
Claw Damage: 1d4 + 10 ⇒ (4) + 10 = 14

Claw: 1d20 + 14 + 2 + 2 ⇒ (7) + 14 + 2 + 2 = 25
Claw Damage: 1d4 + 10 ⇒ (4) + 10 = 14

Rake: 1d20 + 14 + 2 + 2 ⇒ (8) + 14 + 2 + 2 = 26
Rake Damage: 1d4 + 10 ⇒ (2) + 10 = 12

Rake: 1d20 + 14 + 2 + 2 ⇒ (6) + 14 + 2 + 2 = 24
Rake Damage: 1d4 + 10 ⇒ (3) + 10 = 13

Bite: 1d20 + 13 + 2 + 2 ⇒ (7) + 13 + 2 + 2 = 24
1d8 + 10 ⇒ (8) + 10 = 18

PLEASE PLEASE PLEASE be Blinded, because that is going to make a BIG difference here.

Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any) and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.


Map Undead M Railroad Engineer 13

Shad?

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

are we botting Shad? Otherwise Dwalindor will go...


Map Undead M Railroad Engineer 13

I thought he was back?


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

Summon Shadbot Mk.2!


Map Undead M Railroad Engineer 13

Shad will cast Detect Magic at the stone slabs to find out what's going on.

Knowledge (Arcana): 1d20 + 21 ⇒ (8) + 21 = 29

Spellcraft: 1d20 + 21 ⇒ (6) + 21 = 27

He sense the aura of illusion magic from the stone slab above the platform.

"Be careful, there's an illusion cast on the slab above us! It could be anything!"

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

But is the big dude in the middle real or not?

perception, scent: 1d20 + 20 ⇒ (2) + 20 = 22

Can Dwalindor see anything through the illusion? What about with scent? Can he smell other creature in the room?

If not able to see or smell anything else, Dwalindor will advance and smack the demon if he can reach him.

+2 Adm furious earthbreaker, rage, pa/FF : 1d20 + 22 ⇒ (16) + 22 = 38
for damage,rage, pa: 2d6 + 26 ⇒ (3, 4) + 26 = 33 ignore hardness/15


Map Undead M Railroad Engineer 13

I'm sure I'm missing on your sheet, although I did look, but how are you blinding the monster?

The demon roars in pain, the holy fire of Sarenrae burning at his evil form. Tariq's kindjal stabs hard into the flesh of the monster as Ba'set's claws rake across his flesh - his teeth are unable to find purchase as he lands on the stone platform.

The blows do damage, but the unholy flesh resists their efforts and the demon swipes at Tariq as he approaches however, trying to cut a piece of him off with the claws that end the huge arms jutting from his shoulders.

Attack (Pincers): 1d20 + 20 ⇒ (15) + 20 = 35
Damage (Pincers): 2d8 + 10 ⇒ (4, 5) + 10 = 19

Meanwhile Dwalindor's hammer slams home on the carapace and causes a huge crack to appear but he can feel the blow doesn't do as much damage as it should.

The demon steps back a bit from you and roars in anger then a massive blast of chaotic energy erupts near Noonan (20 ft radius centered on G7, hits everyone) as he retaliates.

"Die mortals! Let the chaos consume you!"

Damage (Chaos Hammer) Will Save DC 19: 5d8 ⇒ (2, 8, 6, 3, 4) = 23 Will Save to halve damage, if lawful and fail you are also slowed for 1d6 ⇒ 6. If you are neutral in alignment you take half damage and your will save halves again to quarter damage and you cannot be slowed. Chaotic characters are unaffected.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor does not appreciate the unholy spell and tries to resist the taint.

will, rage, steel: 1d20 + 12 + 4 ⇒ (11) + 12 + 4 = 27

He tightens his grip on the buzzing warhammer and swings again at the pincered beast.

RHAHAHHHAGGG!

+2 Adm furious earthbreaker, rage, pa/FF : 1d20 + 22 ⇒ (3) + 22 = 25
for damage,rage, pa: 2d6 + 26 ⇒ (6, 1) + 26 = 33 ignore hardness/15
+2 Adm furious earthbreaker, rage, pa : 1d20 + 13 ⇒ (4) + 13 = 17
for damage,rage, pa: 2d6 + 26 ⇒ (6, 1) + 26 = 33 ignore hardness/15
+2 Adm furious earthbreaker, rage, pa : 1d20 + 8 ⇒ (2) + 8 = 10
for damage,rage, pa: 2d6 + 26 ⇒ (2, 2) + 26 = 30 ignore hardness/15


Human rgr 8/rge 5, CG AC 27, touch 18, ff 20, hp 113/113, DARK VISION Fort +10, Ref +17 Will +7; +2 trait vs. divination effects, +1 vs. Fear, +2 vs. Ongoing conditions, Trap sense +1, uncanny dodge, Init +4; Senses Percep +18, SM +11 EVASION
DMummy wrote:
I'm sure I'm missing on your sheet, although I did look, but how are you blinding the monster?]

Noonans Holy Smite does that for one round. And you failed your will save. It makes a big difference.

Holy Smite DC 18: 10d6 ⇒ (3, 5, 1, 4, 6, 2, 1, 1, 4, 6) = 33

You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.

The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.

Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any) and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

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