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

Game Master Death-Lok


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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 suppose I should have added a SM roll when I asked the question.

Elise narrows her eyes at the devil in an attempt to tell if it is lying.

Sense Motive: 1d20 + 16 ⇒ (11) + 16 = 27


Elise can tell the barbed devil is clearly lying and just waiting for the wall of force to be dispelled so he can ambush her. In fact, she surmises his lack of non-lawfulness may be why he's imprisoned in the first place.


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 squints her eyes and turns away..

"Let's go guys, this one is a liar.. May he rot in his cell. We should probably take the other portal yes? Anyone still injured?"


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.

"Let it rot there. Let's head through the other portal. Be wary. Word has probably spread by now and the guards will be looking for us"

Rav is topped off hp-wise. If there is nothing left to find in this section let's go through the other portal.

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

"Ok, portal it is. "


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

Before moving on Elise casts Shield of Faith on herself and Extended Bear's Endurance on Rav.

+4 con for 30 mins Rav..


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

Apologies for absence.

Have we checked out all the cells and all the cell blocks? We need to make sure we don't miss anything.


Following Malugor's advice, the party checks the east, west and south cell blocks, leaving the barbed devil alone to cry out and stew at the lack og his release. As you wander the east cell block, suddenly, Elise feels a chill, as if a cold wind had blown past her. She looks at the party and instantly realizes that none of the party seemed to feel it. She feels the chill continue to build further to the east.

Assuming she follows it, she reaches the source of the chill: an empty cell that still has its wall of force up and active. The cell within is empty, save for a few scraps of cloth and a splash of dried blood on the floor. What do you do?


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

Mal casts Heroism on himself again.

Buffs at the beginning of day:

Heroes' Feast - 12 hours
Heroism - 150 minutes
Greater Magic Weapon is 30 hours
Air Walk - duration ?
Extended Shield of Faith (+4)(30 mins) on himself
Hunter's Blessing - duration ?
Delay Poison - duration ?
Resist Energy (Fire) (150 mins)
See Invisibility (150 mins)
Barkskin from Wand (120 mins) (10 charges) (auto-UMD check)
Keen Edge on Siggut's pick - his choice (150 mins)
Freedom of Movement (150 mins)
Spells remaining:
Level 1: 4
Level 2: 4
Level 3: 2
Level 4: 4
Level 5: 3
AC: 37, Saves: +20/+19/+20

Mal looks inside the cell with his See Invisibility and looks for hidden creatures: Perception: 1d20 + 29 + 2 ⇒ (10) + 29 + 2 = 41


Mal does not see anything in the cell, visible or invisible.


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.

assuming that Elise tells us about the chill.....btw these website issues have really slowed down the campaigns.Hope they get it fixed soon

Rav takes a look searching for magic sources of the chill

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 bet something is just hiding in there. Best to leave it sealed. "


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

Any check she can make to determine what it was from?

"I have a feeling our paladin stayed here. I'm not sure what to think about the cold chill though."


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

If told about the chill... "It is odd that only Elise felt it. Perhaps the chill is tied to her divine nature, although my magic is bestowed by a divine presence as well. And not all the cells are necessarily occupied by heathens of hell. There must be good souls suffering as well in this prison, other than Sheyla."


Elise, you have felt a similar chill when you have been in the presence of incorporeal undead or haunts, though this one feels different, as if it was calling to you.


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 think either a Haunt is in that cell, or some type of incorporeal undead. My guess would be a haunt considering an incorp could just go through the wall to escape. If you bring down the wall of force I can try to cleanse the Haunt. Or we can just leave it be. The only reason we should mess with it is if we think it is related to the paladin. I feel like it calls to me though, perhaps we should check it out."

She pauses..

"If we are going to do this though everyone but myself and Sig should step back 30' or so.."


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.

"nothing we do here is without risk... let's bring down the force wall and investigate. Sig....i think you might be able to deactivate the wall with the demodands hand or if it sounds more fun you could just smash through it yourself. Up to you."

Rav then steps back out of the way.


Waiting on Sunder attempt...

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

"Still not convinced this is a good idea. "

Sunder CMB + Weapon focus pick +greater weapon focus pick, +weapon training + enhancement bonus
shatterspell sunder: 1d20 + 26 ⇒ (18) + 26 = 44


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

Mal covers the party with his bow to see if any invisible threats appear.


Siggut recalls his training and sunders the wall of force. As soon as it disappears, a gust of cold wind blows out of the cell, this time affecting the entire party and giving you goosebumps. Elise continues to feel a pull from inside the cell. What now?

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

Siggut being the meatshield will step into the cell and check it out with his massive perception bonus.

perception: 1d20 + 1 ⇒ (20) + 1 = 21


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 holds her hand out to stop Siggut's forward movement.

"It is calling for me. Im not convinced evil is afoot here. Yall just back me up ok."

Her finger begins to glow as she touches her forehead before entering to cell. Using Touch of Glory

"I am a servant of the Holy Light and I assure you that I will help you if I can. What is it you want?"

Diplomacy for what it's worth: 1d20 + 23 + 8 ⇒ (15) + 23 + 8 = 46


Apologies for delay, all!

At the behest of Elise's powerful and goddess-inspired speech, a form suddenly coalesces in the middle of the jail cell, manifesting itself as a faintly shimmering spectral image of a beautiful woman clad in rags and bleeding from a ragged, self-inflicted gash to the throat. Her voice gurgles as she speaks. Elise and Ravarel know the mere presence of a ghost has harmful effects to the living, but it seems this spirit is suppressing those effects, as it speaks, directing all of her attention to Elise. "Servant of the Dawnflower, thank you for heeding my call. In life, I was Lady Cassily Mantiel, a devout paladin of Sarenrae who, along with my husband Kestolyr, went on a daring raid into the Ivory Labyrinth long ago. Unfortunately, Kestolyr succumbed to Baphomet and betrayed our group. I tried to tried to reason with him, only to be turned over to Baphomet by him...betrayed in the worst possible way by my husband. I was imprisoned here for many years, too long to remember, and in time, my despair drove me to suicide." The ghost pauses, perhaps in shame, and stares at Elise's eyes. "Yes, I know it was a cowardly act, but the potent weapon I had been entrusted by the church to defend was taken from me and corrupted by Baphomet. This weapon was Dawnflower’s Kiss, a scimitar made from one of the dawn’s first rays." The ghost's gurgly voice becomes desperate now. "Please, I beg of you, bring the blade to me. I feel that my spirit has lingered in this forsaken place for a reason. I know my purpose now. In death, I can scorch out the corruption and restore the weapon - an act of redemption before I can finally rest in peace. Please help me, sister. I need to redeem myself before our goddess." The spirit bows its head, as it waits for a response.


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

Have I ever heard stories of this paladin or her husband? Being Saranites and all? How bout a SM Malugor?

Elise fights to hold the tears back as she listens to the story of plight. After hearing it all she responds..

"We shall do what we can to aid you sister, but first let me ask you a question. We are here looking for another devout follower, a one Sheyla Whitemane, who was also taken prisoner and locked up here somewhere. Have you seen or heard anything about her? With your cage open can you use your etherealness to help us find her?"

She pauses..

"Now that I've got that out of the way where can we find this sword that will set you free?"


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

Mal feels pity for the ghost as well but still tries to determine if its plea for help is sincere.
Sense Motive: 1d20 + 27 ⇒ (11) + 27 = 38

If it is, he nods at Elise, who is speaking on behalf of the group.


Mal finds Lady Cassily to be very truthful and sincere in her regret. He senses no duplicity from her.

"I have heard whispers of a recent acquisition for Baphomet but I know not where this Sheyla may be. If the is another follower of our goddess, please save her. I can tell you what I know of the theft of the Dawnflower's Kiss. The weapon was taken by one of Baphomet’s high priestesses, a vile drow woman who dwells in a shrine elsewhere in this prison. If you will aid me, I will help you find the shrine by sending a cold wind along the passageways for you to follow. It should lead you straight to her. I am sorry, but I know not her name. Good luck in your travels and please bring the sword to me once you have obtained it." Lady Cessily fades way, but as she does, she blesses the PCs by saying, “May your bones never join those of the Ivory Labyrinth.” This blessing protects the party with a death ward (CL 15th).


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

"Blessings to you as well Sister."

Turning to her companions.

"Redeeming a lost soul and acquiring such a powerful item has to be worth the risk. Only question is do we go after it first or continue to try and find Sheyla? If a high priestess has it those tasks could very well be the same, so I vote we follow the wind."

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

"Sounds reasonable. I'm OK with following the wind. "


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.

"Follow the Wind. We've no idea yet where Sheyla is. If we gain the Dawnflower and eliminate the priestess our chances of rescuing Sheyla can only go up"


May I get a recap of everyone's buffs currently? I apologize I have not been keeping track. Hope you can help me out.


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

I am sure we have spent more than 30 mins here so he recasts Shield of Faith on himself:
Heroes' Feast - 12 hours
Air Walk, Communal - duration 150 mins divided by 3?
Hunter's Blessing - 15 hours
Death Ward - 150 minutes from ghost
Freedom of Movement (150 mins)
Greater Magic Weapon is 30 hours
Barkskin from Wand (120 mins) (10 charges) (auto-UMD check) (CL 12)
Heroism - 150 minutes, cast very recently
Resist Energy (Fire) (150 mins)
See Invisibility (150 mins)
Shield of Faith (+4)(15 mins), cast now
Keen Edge on Siggut's pick - 150 mins
Spells remaining:
Level 1: 3
Level 2: 4
Level 3: 2
Level 4: 4
Level 5: 3
AC: 37, Saves: +20/+19/+20


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 keep Elise's "Active Spells" spoiler updated, although I need to reduce durations by how long we have been in the prison. Mal the Communal Air Walk was extended so it started as 100min. I cast extended Bear's Endurance on Rav as we entered the cell block. Everyone has Extended Delay Poison as well. The rest of her spells just need duration reduction to be current. The Hunter's Blessing is set to the plane and evil outsiders for reference as well, so everyone has +2 initiatives even if they fail to update their status bars :)..

Current Spells Left:

Cleric Spells Prepared (CL 15th): CC +26, SP +19
(+1 caster level light spells and double radius)
0 (at will) Detect Magic, Guidance, Light, Stabilize
1st(7/day)Liberating Command, Obscuring Mist, Resurgence(2), (D)Shield of Faith, Stone Shield
2nd(7/day)(D)Bless Weapon, Communal Pro Evil, Grace(2), Lesser Restoration
3rd(7/day)Communal Resist Energy, Invisibility Purge, Stone Shape, Wind Wall
4th(6/day)Blessing of Fervor, Dimensional Anchor, Revenance
5th(6/day)Greater Forbid Action(DC 22), (D)Maximized Breath of Life, Plane Shift, Wall of Stone
6th(5/day)Blade Barrier(DC 23), Greater Dispel Magic
7th(4/day)(D)Holy Sword, Radiant Assault(DC 24), Repulsion(DC 24), Summon Monster VII
8th(2/day)Mass Death Ward, (D)Sunburst(DC 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.

Everything is the status bar is up to date ibuffs,spell slots etc...
And I just updated ravs init and hp to account for hunters blessing and bears endurance thanks Elise

Edit: since we're going after a priestess Rav uses 2 2nd lol slots to cast. Resist energy fire and see invisible
1/6 2nd level slots remain


Thank you. For buffs cast since the beginning of the day, an hour has passed since you approached and entered the prison, so you can reduce all duration spells by 60 minutes.


With the spirit gone, you sense a chill in the air, which you follow and leads you to another portal, exiting this section of the prison. You enter a maze-like dimension, but with the chill leading you and Mal's survival skills, you traverse it easily, although it does take you an additional 15 minutes on your buffs. You exit the portal and appear in a shrine. Instantly, you can sense the intense evil in this area as the magic in this area threatens to harm you!

The walls of this large shrine shine with gold, and the floor is covered in rich, maze-like mosaics of red and yellow bone. Statues of a goat headed demon stand on platforms to the south and in alcoves to the north, and at the room’s center an altar sits atop a platform flanked by pools of churning blood.


Instantly, you can sense the intense evil in this area as the magic in this area threatens to harm your innate goodness!

Damage: 6d6 ⇒ (2, 2, 2, 6, 5, 5) = 22
All must make DC 25 Will save for half.

In addition, the shrine immediately targets all of you with a Dispel Magic effect!

Elise:
1d20 + 17 ⇒ (11) + 17 = 28...Renewal pact gone
Mal:
1d20 + 17 ⇒ (10) + 17 = 27...HF gone
Rav:
1d20 + 17 ⇒ (13) + 17 = 30...Renewal Pact gone!
Siggut:
1d20 + 17 ⇒ (16) + 17 = 33...Highest buff gone, Renewal Pact or HF

As you recover from the onslaught, a voice cackles from the altar of the shrine, "Baphomet does not approve of your presence here, trespassers!" You see a beautiful drow priestess wielding a glaive. "I will show you the errors of your ways for violating the sanctum!" You also see four Tarry demodands appear.

Initiative:
Drow Priestess: 1d20 + 12 ⇒ (15) + 12 = 27
Demodadands: 1d20 + 9 ⇒ (5) + 9 = 14
Elise: 1d20 + 5 ⇒ (11) + 5 = 16
Mal: 1d20 + 13 ⇒ (4) + 13 = 17
Rav: 1d20 + 12 ⇒ (20) + 12 = 32
Siggut: 1d20 + 3 ⇒ (20) + 3 = 23

Rav is up first, map upcoming.


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.

will: 1d20 + 18 ⇒ (11) + 18 = 29

11 dam


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

Will: 1d20 + 24 ⇒ (13) + 24 = 37 11 dam

Is the damage unholy? Because her corruption resistance would negate the 11 damage.


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.

Waiting for map before deciding actions.

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

will save: 1d20 + 17 ⇒ (5) + 17 = 22 22 damage

HP 147/169


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

Will save: 1d20 + 20 ⇒ (14) + 20 = 34..no damage due to Stalwart class ability.


Drow Priestess
Tarry Demodand
Combat Map

Yes, Elise, damage is unholy.


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.

We're up against a powerful spellcaster. Rav wants to know what magical protections (spells and item effects) she has.

Standard action: Rav casts

greate r arcane sight:
Arcane Sight, Greater

School divination; Level sorcerer/wizard 7, witch 7

DESCRIPTION
This spell functions like arcane sight, except that you automatically know which spells or magical effects are active upon any individual or object you see.

Unlike arcane sight, this spell cannot be made permanent with a permanency spell.

His move and swift actions will depend on what he learns with his spell

2/3 7th level spells remain


Buffs that you see:
Bull's Strength
Heroes' Feast
Freedom of Movement
Magic Vestment
Spell immunity
Stoneskin
Repulsion
Shield of Faith
Shield of Fortification, Greater
Magic Circle against Good
4 resist energy spells


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.

i'm not sure if greater arcane sight would reveal the spells that are affected by a particular casting of spell immunity. Would be nice if it did ;)

So many options to start the fight. Don't want to try Dazing her as I'm pretty sure she will be immune to my best spells so it's either a)TK charge Sigg at her B) dazing ball lighting the tarry's which leaves her up next with us gathered together for one of her powerful spells or C) Divide and conquer....I think I like C

@DL can Rav cast a quickened Wall of Force splitting the room leaving 3 tarry's on our side and leaving the priestess and one tarry on the other?


Apologies for delay and hope everyone had a Happy Thanksgiving.

Rav, I assume you have a way to cast a quickened wall of force (equivalent to 9th level spell), perhaps through your Staff. Anyway, the Drow Priestess and one demodand and the altar are on a different level than the others (they are 10' higher). You could cast a wall of force horizontally, with the priestess and 2 demodands on one side and 2 demodands on the other.


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.

I guess I'm going to trust in Siggs ability to plow through magic, good saves, disruptive, shatterspell etc.

"might be a rough flight Sigg" hoping he gets through the Repulsion field.....

As a swift action using 4 charges from his staff (0/10 remain), Rav casts

TK charge (4/5 4th lvl spells remain):
Home >Magic >Spells (Paizo) >T >
Telekinetic Charge

School evocation [force]; Level bloodrager 4, sorcerer/wizard 4

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one willing creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

You telekinetically launch an ally across the battlefield to anywhere within this spell’s range. While moving, your ally is flying just above the ground unless you wish otherwise. Movement from this spell provokes attacks of opportunity as normal, although you can lift your ally over objects or out of enemy reach, as long as your ally remains within this spell’s range. If your ally lands adjacent to an opponent, he can spend an immediate action to make a melee attack against that opponent with a +2 bonus on the attack roll.

Sigg will have to save vs the Repulsion to successfully TKCharge. If successful gets an immediate action attack at +2

"Elise she's cast spell immunity. If you targeted dispel it I might be able to Daze her." just an idea.so many options in high level play...


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

Repulsion? I thought you were doing Wall of Force to split the baddies group?

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

will save: 1d20 + 17 + 4 ⇒ (19) + 17 + 4 = 40 I'm gonna go out on a limb and assume that is sufficient

heroes' feast, power attack, TK charge, hunter's blessing
to hit: 1d20 + 29 - 4 + 2 + 2 ⇒ (19) + 29 - 4 + 2 + 2 = 48 damage: 1d6 + 25 ⇒ (3) + 25 = 28
confirm: 1d20 + 29 - 4 + 2 + 2 ⇒ (4) + 29 - 4 + 2 + 2 = 33 damage: 3d6 + 75 ⇒ (3, 1, 4) + 75 = 83

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