Death-Lok's Age of Worms Campaign (Inactive)

Game Master Death-Lok


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HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

posting from phone right now. I'll update Ravs stats when I get home to my computer


Siggut Frost wrote:

Siggut will activate his quickrunner's shirt to close with the critter and then full attack it.

power attack
[dice=power attack]1d20+27-4 [dice=damage]1d6+15+8
[dice=power attack]1d20+22-4 [dice=damage]1d6+15+8
[dice=power attack]1d20+17-4 [dice=damage]1d6+15+8

Siggut rushes up, but unfortunately, his pickaxe bounces off the creature's chitinous armor! AC 33.


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

A few things will be different here as none of my daily buffs are included..

Daily Elise extends Heroes Feast, Hunters Blessing choosing this area and undead. She also has corruption resistance and magic vestments on herself..

Everyone but my Initiative would be two higher due to Hunter's Blessing so Rav would act before the Nightcrawler, I have that factored into mine so it wouldn't change anything.. Also aren't nightcrawlers undead, not vermin? If this one is unique and she knew it was vermin not undead she would choose vermin for Hunter's Blessing.. I believe Rav got a 42 knowledge on him..

Heroes Feast Bonus HP: 1d8 + 7 ⇒ (3) + 7 = 10

All of Sig's attacks would be 1 higher for sure, and 3 higher if the bane was set right.


Male Inquisitor 15 HP 153/153| AC 28 | T 17 | FF 21 | CMD 29 | Fort +18 | Ref +17 | Will +18 | Init +11 | Perc +29| Hero Point: 1/1
Active Spells:
Greater Magic Weapon +3; Heroes' Feast

To Hit: +10base+7dex+1WF+3weapon+1HF+1PB+2sacred-5(Deadly aim/Rapid Shot)= +20
Swift action: Greater Bane (undead)
Manyshot: 1d21 + 20 ⇒ (10) + 20 = 30...miss
Use Preacher to re-roll
Manyshot: 1d20 + 20 ⇒ (2) + 20 = 22...miss
Attack: 1d20 + 20 ⇒ (7) + 20 = 27...miss
Attack: 1d20 + 15 ⇒ (19) + 15 = 34...threat
Attack: 1d20 + 15 ⇒ (15) + 15 = 30...no
Damage: 1d8 + 17 + 6d6 ⇒ (5) + 17 + (2, 1, 6, 4, 6, 4) = 45
Bane: 1/14
Preacher used: 1/4
AC: 28


Yes, these creatures are undead; they just look like vermin. So 2 of Siggut's strikes hit for 29+28 damage, but with DR 15/good and silver, that reduces damage to 14+13=27. Mal's arrow is holy and at least +3 so full damage for total of 71. And Elise is right, Rav goes before the undead worm.


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

is this the "Father of Worms? Ravs prev knowledge check of 35 about the Father revealed...(Ravarel's well of knowledge is deep. As he thinks deep and hard on the subject, he recalls tales of a powerful nightcrawler (undead) known as the Father of Worms, said to have risen from the corpse of a long-forgotten demon lord who once ruled the realm that was eventually claimed, transformed, and replaced by Baphomet. He is a legendary creature of power and you corroborate the swarm's story regarding its blood.)

Does he need to make another knowledge check to find out things like SR resistances etc?

most importantly Rav wants to know if this thing has True Seeing or some other way of seeing through Greater Invisibility. And how big is this combat area? Need to determine if the area is big enough and Dimension Sliding around will be a good defense or will Rav need invisibility?


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Hunter's Blessing add +2 sacred damage as well and I believe Sig uses an undead bane weapon to. Thats an extra +2 hit and +2+2d6 damage..

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

I should note I forgot buffs such as heroes feast and hunter's blessing. I suppose that would add +4


I already added sacred damage to Siggut's strikes. 4d6 + 4 ⇒ (2, 3, 4, 1) + 4 = 14 for bane weapon (2 hits) so 85 total damage.

Rav questions:
1. No, this is not the Father of Worms...just a normal nightcrawler undead worm...you would imagine he would have worm lackeys given he is the "Father".
2. Nightcrawler - tough SoBs, gargantuan, undead, immune to cold, swallow whole and energy drain, can channel negative energy, high SR, SLAs like Finger of Death and Mass Hold Monster and quickened cone of cold
3. No True Seeing but tremorsense
4. It's a 20' wide tunnel but the worm is gargantuan so it covers the whole tunnel in front of you - you can't see past it. It's a long tunnel behind you so can teleport as far as you want.
Hope this helps.


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.
Death-Lok wrote:
Hope this helps.

yes.. It helps very much. Thanks!

Rav hastily casts Haste upon his allies and then flies 70ft to the rear

don't forget your extra attacks

3/6 3rdlvl spells remain


It's dark down here, so will imagine you will want to stay within 60' unless you want blindness penalties. Unless I am missing something.

Round 1:
Quickened cone of cold that engulfs Mal, Elise, and Rav (unless the elf can see from more than 60' away).
DC 21 Reflex save for half: Cone of Cold: 15d6 ⇒ (1, 6, 3, 5, 4, 5, 6, 6, 3, 3, 4, 4, 1, 6, 6) = 63
Bite on Siggut: 1d20 + 32 ⇒ (8) + 32 = 40 vs. AC 39....hits
Bite damage: 4d10 + 18 + 4d6 ⇒ (5, 2, 4, 2) + 18 + (6, 5, 5, 3) = 50
Grapple: 1d1d20 + 41 ⇒ (14) + 41 = 55...grabbed
Then it moves 5' forward and unleashes its stinger on Mal!
Stinger: 1d20 + 32 ⇒ (17) + 32 = 49
Stinger damage: 4d6 + 18 + 4d6 ⇒ (5, 6, 3, 4) + 18 + (6, 1, 2, 4) = 49
Fort save Mal DC 28 or suffer 1d4 ⇒ 2 Con drain and 1 negative level

Summary:
The undead worm's armor breaks from the dwarf's blows and Mal's arrow. Its eyes glow blue and icy shards shoot out from its face before you can react. While the party is injured, the worm follows up with the bite on the tiny dwarf, ripping a chunk of his ribs and inflicting severe cold damage as it picks him up in the air. It then follows up with its stinger, which buries itself in Mal's shoulder and also inflicts cold damage.

After all the saves, party is up!
Siggut is grappled and Mal may or may not be poisoned.

A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.


Male Inquisitor 15 HP 153/153| AC 28 | T 17 | FF 21 | CMD 29 | Fort +18 | Ref +17 | Will +18 | Init +11 | Perc +29| Hero Point: 1/1
Active Spells:
Greater Magic Weapon +3; Heroes' Feast

Reflex save: 1d20 + 16 + 1 ⇒ (12) + 16 + 1 = 29...success...31 cold damage - 10 temporary hit points = 21 damage
Stinger: 49
Fort save: 1d20 + 18 ⇒ (3) + 18 = 21..fails, poisoned
Con drain HPs left: 59/129
Negative level: –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses.
So current HPs: 54/124


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Reflex: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15 fail take 63..

I might suggest Mal spend a fate point to reroll the poison save.. Remember Heroes Feast gives +4 vs poison as well. I only mention that because that poison is gonna make ur life hard..

Frozen to the bone Elise begins to patch wounds.. She empowers a channel to start.. It will not hit Rav.

Channel: 10d6 + 15 ⇒ (4, 3, 3, 4, 5, 1, 1, 3, 1, 5) + 15 = 45

She then does it again via quicken channel..

Channel: 10d6 ⇒ (2, 3, 4, 3, 4, 2, 6, 6, 2, 5) = 37 everyone gets 82hp back except Rav as he's out of channel range.


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

Rav doesn't need the channel as he is out of the cones range... Darkvision 90ft ;)

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

I am unclear if Siggut is in the cone of cold or not-I'll roll anyway

reflex: 1d20 + 19 + 4 ⇒ (10) + 19 + 4 = 33

Then there's nothing preventing him from administering more beatdown.

hunter's blessing, heroes feast, bane undead weapon. power attack, weapon becomes effectively +3 which makes it count as silver and cold iron, haste
to hit: 1d20 + 27 + 2 + 1 + 2 + 1 - 4 ⇒ (15) + 27 + 2 + 1 + 2 + 1 - 4 = 44 damage: 1d20 + 15 + 8 + 2 + 2 + 2d6 ⇒ (9) + 15 + 8 + 2 + 2 + (2, 1) = 39
to hit: 1d20 + 27 + 2 + 1 + 2 - 4 ⇒ (12) + 27 + 2 + 1 + 2 - 4 = 40 damage: 1d20 + 15 + 8 + 2 + 2 + 2d6 ⇒ (19) + 15 + 8 + 2 + 2 + (2, 1) = 49
to hit: 1d20 + 23 + 2 + 1 + 2 - 4 ⇒ (13) + 23 + 2 + 1 + 2 - 4 = 37 damage: 1d20 + 15 + 8 + 2 + 2 + 2d6 ⇒ (12) + 15 + 8 + 2 + 2 + (2, 2) = 43
to hit: 1d20 + 17 + 2 + 1 + 2 - 4 ⇒ (11) + 17 + 2 + 1 + 2 - 4 = 29 damage: 1d20 + 15 + 8 + 2 + 2 + 2d6 ⇒ (10) + 15 + 8 + 2 + 2 + (3, 4) = 44


Siggut, you were not in cone of spell - angle did not make sense to me since you were right in its face.
Rav does have 90' DV so he is out of range of cone of cold spell.
Siggut, your weapon does 1d6 damage not 1d20. ;)
While Bane makes your weapon +3 for purposes of hitting and damaging, it does not make it count as +3 for DR purposes - so it does not bypass the creature's DR.
Also, found an interesting FAQ while researching, which I did not know:
Magic Ranged Weapons and Ammunition: When a ranged weapon shares its enhancement bonus with its ammunition, does this count as “true” enhancement bonus or more like a temporary bonus like greater magic weapon? In other words, does the shared enhancement bonus allow the arrow to bypass damage reduction as if it was cold iron, silver, adamantine, and aligned?
No, other than the ways indicated in the Core Rulebook (if the ranged weapon is at least +1, they count as magic, and if the ranged weapon is aligned they count as that alignment as well) the enhancement bonus granted to ammunition from the ranged weapon doesn’t help them overcome the other types of damage reduction. Archers and other such characters can buy various sorts of ammunition or ammunition with a high enhancement bonus to overcome the various types of damage reduction.

So Mal's +3 holy bow only overcomes magic and good DR, even with Greater Bane on. He has clustered shots so that helps, but good to know for the future.

Summary:
Elise healed, using 3 Channels - leaving her with 7.
Siggut hit 3x 3d6 ⇒ (2, 3, 4) = 9 for a total of 59 damage after DR.
Rav and Mal are up.

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

Sorry about the d20 derp, just sloppy.


Male Inquisitor 15 HP 153/153| AC 28 | T 17 | FF 21 | CMD 29 | Fort +18 | Ref +17 | Will +18 | Init +11 | Perc +29| Hero Point: 1/1
Active Spells:
Greater Magic Weapon +3; Heroes' Feast

That FAQ did not help. :)
Following Elise's suggestion, will use a Fate Point to reroll Fort save vs. poison: 1d20 + 18 + 4 ⇒ (2) + 18 + 4 = 24...failed anyway, meant to be, 0 Fate points left.
Fort save vs. poison this round: 1d20 + 17 - 1 + 4 ⇒ (10) + 17 - 1 + 4 = 30...success
Since I am at edge of reach, move 5' back, swift action for +3 hit and +5 damage and full attack:
Manyshot: 1d20 + 23 ⇒ (4) + 23 = 27...miss
Attack: 1d20 + 23 ⇒ (11) + 23 = 34
Damage: 1d8 + 19 + 6d6 - 15 ⇒ (1) + 19 + (2, 6, 4, 4, 5, 2) - 15 = 28
Attack: 1d20 + 23 ⇒ (3) + 23 = 26
Attack: 1d20 + 18 ⇒ (9) + 18 = 27
Wow bad rolls all around and bad round for me.
AC: 29
Bane rounds used: 2/14


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Gm, Bane totally ups the weapon for overcoming DR.. Greater magic weapon does not however. Sig's +1 bane weapon is considered +3 for hit and damage and to overcome DR. +3 does not bypass the good aligned though. as that takes +5 enhancement.. With Mal weapon being +3 base it will bypass the silver and holy bypasses the good requirement. Unless he is using the greater magic weapon to get the +3..

Also Mal did you forget haste attack and buff? What about heroes feast and hunter's blessing?


Mal's to hit is: 10base+7dex+1WF+5weapon+1HF+1PB+3sacred+1haste-6(Deadly aim/Rapid Shot/Negative level)= +23 hit (Hunter's Blessing does not stack with his +3 sacred bonus from Judgment)
Base attack: +10 so +23/18
Attack with Deadly aim and rapid shot: +23/+23/+18
With Haste: +23/23/+23/+18...everything is accurate.
Rav is last up for the party!


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

Rav darts forward to get with Scorching Ray range 60ft and then launches 3 rays of fire

scorhng ray:
Scorching Ray

School evocation [fire]; Level bloodrager 2, magus 2, sorcerer/wizard 2; Elemental School fire 2

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Effect one or more rays
Duration instantaneous
Saving Throw none; Spell Resistance yes

By the way…
This spell does not start a fire on a ship.
Source Skull & Shackles Player’s Guide

DESCRIPTION

You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.

2nd lvl spell, 5/6 remain
1pt arcana add +2CL, 14/16 remain
+4 to beat SR (elf+spell penetration)
+6hp dam, +1hp dam per die of spell dam (orc bloodline power)

to beat SR: 1d20 + 13 + 6 ⇒ (1) + 13 + 6 = 20

Scorching Ray
RTA1: 1d20 + 10 ⇒ (17) + 10 = 27
fire damage: 4d6 + 4 + 6 ⇒ (1, 4, 2, 1) + 4 + 6 = 18

RTA2: 1d20 + 10 ⇒ (10) + 10 = 20
fire damage: 4d6 + 4 ⇒ (3, 3, 1, 3) + 4 = 14

RTA3: 1d20 + 10 ⇒ (16) + 10 = 26
fire damage: 4d6 + 4 ⇒ (1, 1, 1, 3) + 4 = 10


Rav's magical fire rays do not penetrate the worm's magic defenses.

Round 2:
Total damage: 144
The Nightcrawler bites the grappled dwarf:
CMD: 1d20 + 41 + 5 ⇒ (3) + 41 + 5 = 49
Damage: 4d10 + 18 + 4d6 ⇒ (2, 7, 9, 1) + 18 + (6, 3, 1, 6) = 53 and then swallows him, causing another
4d10 + 22 ⇒ (5, 4, 7, 7) + 22 = 45 damage for total of 98 damage to Siggut and a negative energy level!
So Siggut is currently at 50/153 hit points.
He can cut himself out.
It then moves 5' closer and casts another Quickened Cone of Cold at the party
DC 21 Reflex Save for half of Cone of Cold: 15d6 ⇒ (5, 1, 4, 6, 1, 6, 1, 5, 6, 6, 1, 1, 6, 5, 3) = 57
Mal, you are still poisoned - need 2 more consecutive saves to fight off the poison!
Party is up!


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

reflex: 1d20 + 16 ⇒ (4) + 16 = 20

lol and the hits just keep on coming

Rav keenly misses his belt that used to bolster his dexterity as he gets caught by the Cone of Cold

reflex: 1d20 + 16 ⇒ (17) + 16 = 33

Ravs staff throbs a warning and Rav heeds it and dodges some of the cold blast

1/dayluckstaff reroll used

hp 67/85

Ravs talents are better used against multiple opponents vulnerable to Dazing....not huge undead, not having any better options Rav fires another Scorching Ray and then retreats to 90ft away from the undead beastie

scorhng ray:
Scorching Ray

School evocation [fire]; Level bloodrager 2, magus 2, sorcerer/wizard 2; Elemental School fire 2

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Effect one or more rays
Duration instantaneous
Saving Throw none; Spell Resistance yes

By the way…
This spell does not start a fire on a ship.
Source Skull & Shackles Player’s Guide

DESCRIPTION

You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.

2nd lvl spell, 4/6 remain
1pt arcana add +2CL, 13/16 remain
+4 to beat SR (elf+spell penetration)
+6hp dam, +1hp dam per die of spell dam (orc bloodline power)

to beat SR: 1d20 + 13 + 6 ⇒ (20) + 13 + 6 = 39

Scorching Ray
RTA1: 1d20 + 10 ⇒ (18) + 10 = 28
fire damage: 4d6 + 4 + 6 ⇒ (1, 3, 6, 2) + 4 + 6 = 22

RTA2: 1d20 + 10 ⇒ (9) + 10 = 19
fire damage: 4d6 + 4 ⇒ (6, 3, 5, 4) + 4 = 22

RTA3: 1d20 + 10 ⇒ (12) + 10 = 22
fire damage: 4d6 + 4 ⇒ (6, 4, 2, 4) + 4 = 20


Rav's elven command of the magical energies allow him to bypass the worm's natural spell barriers and cause a grievous wound, burning scales off, as the beast moans in pain!
64 damage! Total: 208


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Reflexes: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22 take 28

Elise tries to help down the beast..

"Face Sarenrae's mighty light!"

She channels damage and then quicken channels damage again.. This acts as channel energy. DC 24 will for 1/2, no channel resistance.

Damage: 9d6 + 21 ⇒ (4, 3, 5, 6, 1, 2, 1, 6, 5) + 21 = 54
Damage: 9d6 + 21 ⇒ (5, 4, 6, 6, 5, 3, 6, 4, 1) + 21 = 61


Male Inquisitor 15 HP 153/153| AC 28 | T 17 | FF 21 | CMD 29 | Fort +18 | Ref +17 | Will +18 | Init +11 | Perc +29| Hero Point: 1/1
Active Spells:
Greater Magic Weapon +3; Heroes' Feast

Saves in order:
Reflex: 1d20 + 16 + 1 - 1 ⇒ (5) + 16 + 1 - 1 = 21...success
Fort: 1d20 + 18 - 1 ⇒ (19) + 18 - 1 = 36...success 2/3

Another full-attack:
Manyshot: 1d20 + 23 ⇒ (6) + 23 = 29...use Preacher ability to re-roll
Attack: 1d20 + 23 ⇒ (3) + 23 = 26...miss
Attack: 1d20 + 23 ⇒ (10) + 23 = 33...hit
Damage: 1d8 + 19 + 6d6 ⇒ (5) + 19 + (6, 4, 5, 3, 1, 5) = 48
Attack: 1d20 + 23 ⇒ (14) + 23 = 37...hit
Damage: 1d8 + 19 + 6d6 ⇒ (8) + 19 + (2, 6, 1, 2, 6, 5) = 49
Attack: 1d20 + 18 ⇒ (5) + 18 = 23...miss
Total damage: 97-15=82 damage
Bane rounds used: 3/14
Preacher used: 2/5


After Rav and Mal's damage scores, even with successful saves against the Elise's holy channels won't save the undead beast, as it collapses in a husk of burnt rotting flesh! Combat over! Siggut pickaxes his way out of the beast's gut, looking very wounded.

Mal, I need another DC 28 poison Fort save at -1 and Siggut, I need a DC 28 Fort save (at -1 penalty) to determine if your energy drain is permanent.


Male Inquisitor 15 HP 153/153| AC 28 | T 17 | FF 21 | CMD 29 | Fort +18 | Ref +17 | Will +18 | Init +11 | Perc +29| Hero Point: 1/1
Active Spells:
Greater Magic Weapon +3; Heroes' Feast

Fort save: 1d20 + 18 - 1 + 4 ⇒ (17) + 18 - 1 + 4 = 38...success!
Can anyone help with the Con drain?


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Restoration can fix it, and GM unless you using 3.5 rules energy drains are only permanent from raise dead effects.. They are temporary neg levels that you get from undead and like things. They get a save every day to remove them unless they get a restoration to remove them all.

I have to head to bed now, I will attempt to get everyone patched up in the morning.


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

Rav watches in curious relieved disgust as Sigg cuts himself out the UNDEAD beastie that smells worse than the inside of a Tonton

Rav flies over to Sigg and drops a bar of soap at his feet, not wanting to get too close or worse be touched by the dwarf who is covered in undead slime.

"Let's get you cleaned up a bit so Elise can heal you without gagging"

and then Rav repeatedly casts

Drench:
Drench

See Disclaimer!

School conjuration (creation) [water]; Level sorcerer/wizard 0

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one creature or object of size Large or smaller
Duration 1 round
Saving Throw Reflex negates (object); Spell Resistance yes (object)

A sudden downpour soaks the target creature or object. The rain follows the subject up to the range of the spell, soaking the target with water. If the target is on fire, the flames are automatically extinguished. Fires smaller than campfires (such as lanterns and torches) are automatically extinguished by this spell.

until Sigg is bearable to be around

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

"While I fully admit to being maybe a bit short on hygiene compared to most, this is one time i really needed a washing. "

fort save: 1d20 + 18 ⇒ (9) + 18 = 27
fate point there
fort save: 1d20 + 18 ⇒ (15) + 18 = 33


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Elise casts the 100gp version of Restoration on Mal to remove the con drain. I think Sig's the only one really damaged right?

Elise pulls he cure wand and taps Rav back to full.

Cures: 3d8 + 3 ⇒ (6, 5, 6) + 3 = 20

She then burns some spells to heal Sig.. Burning dispel magic, panacea, lesser resto

Heal: 3d8 + 14 + 14 ⇒ (4, 3, 8) + 14 + 14 = 43
Heal: 3d8 + 14 + 10 ⇒ (2, 4, 1) + 14 + 10 = 31
Heal: 2d8 + 10 + 11 ⇒ (8, 5) + 10 + 11 = 34

back to full for Sig..

She then extends heroism on herself and casts extended communal delay poison.. Lasts 7 hours each.

"Be nice if we had a heads up on those things.. Perhaps we are getting close now though.."

Forgot to heal herself..

Wand: 6d8 + 6 ⇒ (6, 1, 1, 3, 4, 4) + 6 = 25


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

"thanks Elise.... I'm not going to lie.... If we're going up against the Father of those things I'm a little worried. That thing was tough enough, if it hadn't choked to death on Sigg we really were in trouble. Facing a bigger badder one of those is going to be tough..... Especially if the Father has some of its children around "

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

"Can't say I'm a big fan of being a chew toy in hope for choking. I think we need to look into better preparation. Though I can't really say I know what all to do. "

Honestly that was just a CR +4. If the father is worse, we're worm food.


I could cast rope trick so we could rest and prepare new spells.. If we want. . Rav could prepare Communal Stoneskin. That would help. Not sure what else to change. I'm open to suggestions.
Communal Airwalk would be useful vs tremorsense. Ravs built for Dazing multiple opponents but vs these undead he's not as useful

-Posted with Wayfinder


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

I'm ok with resting, or moving forwards.. More restorations would likely get memorized and a freedom of movement for Sig. Up to yall.

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

What about Death Ward? Not sure if that is available, but I think it would sure be handy.


I think when we encounter the father Elise should use the Chalice to create the force shield and then we cast every buff imaginable including death ward while safe inside it.

-Posted with Wayfinder


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

I can do some death wards yea.. And the problem with that strat Rav is that resilient sphere can be dispeled..


Okay, we will move on...you spend the next 2 days wandering through the Father of Worms' territory and engaging in combat with more nightcrawlers that live in these caverns. It seems pretty boring to run the same monster over and over, so will assume you all survive.

DC 35 Survival check: 1d20 + 23 ⇒ (16) + 23 = 39...success!

Despite the myriad of paths and the possibility of being lost down here indefinitely, Malugor's sense of direction and luck assist him with finding the correct path. He stares at the ground and walls and looks at the party, "We are close...from the sign of activity, we are perhaps no more than 5-10 minutes from the principal lair."

Please list your buffs for the upcoming encounter.


Male Inquisitor 15 HP 153/153| AC 28 | T 17 | FF 21 | CMD 29 | Fort +18 | Ref +17 | Will +18 | Init +11 | Perc +29| Hero Point: 1/1
Active Spells:
Greater Magic Weapon +3; Heroes' Feast

Buffs - going all out:
Acute Senses
Barkskin
Bull's Strength
Death Ward on himself and Siggut
Expeditious Retreat
Invisibility on all 4 party members
Freedom of Movement on himself and Siggut
Heroism on himself and Rav
Keen Edge on Siggut's undead bane pick
Named Bullet
See Invisibility
Shield of Faith
Shield of Fortification, Greater


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

I'm going out of town today to a concert and wont be back till tm afternoon. Ill post buffs be I wont be able to post again till then..

Buffs Cast:
Heroes' Feast Temp Hp: 1d8 + 7 ⇒ (2) + 7 = 9, lasts 12 hours.
Hunter's Blessing, lasts 14 hours.
Extended Undeath Ward, lasts 28 min.
Extended Greater Shield of Fortification on Sig, lasts 28 min.
Freedom of Movement on Rav and Myself, lasts 140 min.
Death Ward on Rav and Herself, lasts 70 min, from wand.
Extended Magic Vestment on person.
Magic Circle vs Evil, lasts 140 min.
Extended Heroism, lasts 280 min.
Communal Delay Posion, lasts 3 1/2 hours.
Extended Communal Resist Cold 30, lasts 35 mins each.
Bear's Endurance on Rav, lasts 14 mins.
Bless Weapon on Sig, lasts 14 mins.
Shield of Faith and herself Sig, lasts 14 mins.
Corruption Resistance on Herself, lasts 14 hours.


Please let me know what spells/slots you have left after casting all your buffs.


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

Prepared Spell list with minor changes
1rst 6/day, 5+1 prepared= Celestial Healing, Mage Armor, Hydraulic Push, Endure Elements, Anticipate Peril, Liberating Command

2nd 6/day, 5+1 prepared= Scorching Ray, Mirror Image, Resist Energy, Gust of Wind, Glitterdust, See Invisibility

3rd 6/day, 4+1 prepared= Haste, Dispel Magic, Battering Blast, Ablative Barrier Piercing Fireball

4th 5/day 4+1 prepared= Emergency Force Sphere, Greater Invisibility,. Ward Shield, Telekinetic Charge. Selective Piercing Fireball

5th 5/day 3+1 prepared Dazing Fireball, Overland Flight, Teleport,. Mass Stoneskin

6th 4/day 2+1 prepared Veil, Dazing Ball Lightning, Greater Dispel Magic

Already Cast
1rst 3/6 remain
Mage Armor
Shield
Anticipate Peril

2nd 5/6 remain
See Invisibility

3rd 5/6 remain
Ablative Armor

4th 5/5 remain

5th 3/5 remain
Overland Flight
Mass Stoneskin affecting everyone .

6th 3/4 remain
1 slot sacrificed to increase Arcanist reservoir 15/16


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Ill link when i get home this afternoon, still on tje road.. Her spellist in her crunch is accurate post spells being cast.


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Forgot about Communal Air Walk on everyone but Rav, lasts 46 mins.

Active Spells on Party:

Elise: Air Walk(5th), Corruption Resistance(2nd), Death Ward(4th), Delay Poison(3rd), Freedom of Movement(4th), Heroism(3rd), Heroes' Feast(6th), Invisibility(2nd), Magic Vestment(3rd), Magic Circle vs Evil(3rd), Resist Cold 30(3rd), Shield of Faith(1st), Stoneskin(5th), Undeath Ward(5th).

Siggut: Air Walk(5th), Bless Weapon(2nd), Death Ward(4th), Delay Poison(3rd), Freedom of Movement(4th), Greater Shield of Fortification(4th), Heroes' Feast(6th), Invisibility(2nd), Keen Edge(3rd), Resist Cold 30(3rd), Shield of Faith(1st), Stoneskin(5th).

Malugor: Acute Senses(2nd), Air Walk(5th), Barkskin(2nd), Bull's Strength(2nd), Death Ward(4th), Delay Poison(3rd), Expeditious Retreat(1st), Freedom of Movement(4th), Greater Shield of Fort(3rd), Heroism(3rd), Heroes' Feast(6th), Invisibility(2nd), Named Bullet{4th), Resist Cold 30(3rd), See Invis(2nd), Shield of Faith(1st), Stoneskin(5th).

Rav: Ablative Barrier(3rd), Anticipate Peril(1st), Bear's Endurance(2nd), Death Ward(4th), Delay Poison(3rd), Freedom of Movement(4th), Heroism(3rd), Heroes' Feast(6th), Invisibility(2nd), Mage Armor(1st), Overland Flight(5th), Resist Cold 30(3rd), See Invis(2nd), Shield(1st), Stoneskin(5th).

I listed level of spell next for easy reference should we need it. Please look it over and make sure I didn't miss anything.

I would also like to note that when you are within 10' of Elise you get Magic Circle, Undeath Ward, and an additional +1 will save.


Male Inquisitor 15 HP 153/153| AC 28 | T 17 | FF 21 | CMD 29 | Fort +18 | Ref +17 | Will +18 | Init +11 | Perc +29| Hero Point: 1/1
Active Spells:
Greater Magic Weapon +3; Heroes' Feast
Malugor wrote:

Buffs - going all out:

Acute Senses
Barkskin
Bull's Strength
Death Ward on himself and Siggut
Expeditious Retreat
Invisibility on all 4 party members
Freedom of Movement on himself and Siggut
Heroism on himself and Rav
Keen Edge on Siggut's undead bane pick
Named Bullet
See Invisibility
Shield of Faith
Shield of Fortification, Greater

After the buffs:

Inquisitor Spells Known (CL 14th; concentration +18)
. . 5th (2/day)—litany of vengeance, righteous might, true seeing
. . 4th (0/day)—death ward, divine power, freedom of movement, named bullet
. . 3rd (0/day)—cure serious wounds, heroism, keen edge, greater magic weapon, greater shield of fortification
. . 2nd (0/day)—acute senses (DC 16), cure moderate wounds, invisibility, resist energy, lesser restoration, see invisibility
. . 1st (4/day)—cure light wounds, deadeye's lore, divine favor, expeditious retreat, remove fear, shield of faith


Ravarel, I did not see the 1000 gp material component for the communal stoneskin spell in your inventory. I am working on the map. I need to know who is within 10' of Elise and who is not. What is party's position relative to each other?


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Elise has some 1k diamonds if that would work.. And I would think we would be traveling together initially, spreading out as necessary when combat starts.. I thin the normal travel order is Sig, Mal, Elise,
and Rav. With airwalk and flight we should be able to avoid the tremorsense.


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.
Death-Lok wrote:
Ravarel, I did not see the 1000 gp material component for the communal stoneskin spell in your inventory. I am working on the map. I need to know who is within 10' of Elise and who is not. What is party's position relative to each other?

While marching toward VICTORY or doom Rav will be w/in 10ft of Elise til contact is made with the enemy.

Elise...thanks for the 1k diamond. I thought I had diamonds in my consumables list but I only have 1 5k diamond for raise dead in case something were to happen to Elise.

Damn...Stoneskin gets expensive. It's a spell for boss-fights only.

With all of us being Invisible, we'll probably need to maintain body contact to avoid bumping into each other....On second thought. Rav and Mal have See Invisibility and so Mal can hold hands leading Sig up front and Rav can do the same with Elise in the back row

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