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

Game Master Death-Lok


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I assume Siggut is using Heartseeker. It pierces her stoneskin but the 33 does not crit and he inflicts 28 damage on the drow priestess.

Round 1: Drow Priestess
She grimaces in pain as the dwarf flies toward her, resisting her Repulsion and buries his pick in her shoulder, drawing blood. On her turn, she moves 30' away from the dwarf to avoid giving him a full-round of attacks into the center of the room. Siggut gets an AoO. She then looks at the archer and smiles, as she intones, "Go away to Baphomet's play area!" A portal opens next to Mal and sucks him in and he disappears off the plane. She cast Maze. The drow priestess follows that up by stretching her hand and intoning more magic, as shards of ice appear and ravage Ravarel and Elise. She cast Cold Ice Strike as a swift action.

Rav and Elise have to make a Reflex saving throw for half damage or suffer 15d6 ⇒ (4, 4, 3, 6, 1, 2, 4, 4, 6, 6, 4, 6, 6, 4, 4) = 64 cold damage.

After the AoO and the saves, Siggut and Elise are up and Mal can attempt a DC 20 Intelligence check as a full-round action but with -1 penalty, he only gets out with a natural 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

Maze is such a broken spell, no save, take someone out of a fight permanently..

Reflex: 1d20 + 12 ⇒ (10) + 12 = 22 Not sure the DC,so I'll wait till I see if I passed before acting.


Apologies, I did not realize I did not post the DC - 25 for Cold Ice Strike. You are preaching to the choir as far as Maze - players have used Maze against my baddies and it frustrating. And it's just mean when you use it on the player who tanks his Int score. :)


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

It's not even about tanking Int score, hell a wizard with a 26 Int would still need to roll a 12 or better lol.. It's what it is, hopefully Mal can get lucky or we may be hosed, dam 14 pre-buffed priest and 4 CR 13's is gonna be fun..

Elise calls for her deity's protection and empower channel heals as a move action before casting Repulsion putting a sphere 20' out from her.

The DC is 24 Will to pass it, with +19 to beat spell resistance.

Channel Heal: 10d6 + 15 ⇒ (1, 1, 5, 5, 2, 3, 3, 3, 5, 2) + 15 = 45

She activates her Aura of Heroism as well as a swift action. 30' Radius Heroism spell for allies.


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 ⇒ (1) + 16 = 17

maze becomes a mandatory choice for communal spell immunity at high levels

luckstaff reroll: 1d20 + 16 ⇒ (7) + 16 = 23


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

Yea I don't get that spell till 17th level unfortunately.

Attempting to whisper..

"Rav, might wanna try and disrupt spells if possible.."

A tactic I often use in PFS is to ready an action to cast a damaging spell when a caster begins to cast and try to disrupt them. Not saying that will work her with all her buffs up, but might be worth a shot..

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

AOO: 1d20 + 29 - 4 + 2 ⇒ (3) + 29 - 4 + 2 = 30 damage: 1d6 + 25 ⇒ (5) + 25 = 30 bah


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 sees the labyrinth before him and starts working his way through it.

I don't have a problem with Maze...it's a good tactic to use.
Int save: 1d20 ⇒ 19....ouch, so close!
Looks like I'm going to be here awhile.
1d20 ⇒ 1
1d20 ⇒ 12
1d20 ⇒ 20
Looks like Mal will get out right before his turn on Round 5. I'm sure you guys will be just fine. :)


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

To bad you don't have a Stone of Good Luck lol.. That 19 would have got you out. I highly recommend getting one for those who have Fates Favored trait btw. +2 to saves/skills/ability checks for 20k is a bargain. A lot of people don't realize that Initiative and Caster Level checks are ability checks.


Elise is down 19 hit points
Rav is down 19 hit points
Siggut's AoO missed
Mal is in a Maze
Siggut is up...no one within 10' of him.


Actually, doing a little research, Mal has a -1 penalty to Intelligence (ability checks) and natural 20 auto-success rule does not apply to ability checks (see below). So his 20 Intelligence check is really a 19 with his penalty and he cannot find his way out of the Maze. Unless he has some form of raising his Intelligence score or increasing ability checks, he is stuck in the Maze for the duration of the spell. Sorry.

Does the automatic success/failure roll also apply to ability checks?
No, nor does it apply to skill checks.
You don't have a 1-in-20 chance to bust open the vault door to a bank (Strength check DC 1000).
You don't have a 1-in-20 chance to jump over the moon (Acrobatics DC 1 zillion).


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

Isn't a 5% chance to get out already harsh enough GM? A natural 20 should mean something..


Dem's the rules, sorry. Waiting for Siggut's attack.


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

Last time I checked the GM was the rules, but ok.. Three man it is! Not trying to be an ass just drunk this evening lol..

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

He will charge the priest

power attack, heroism, charge
to hit: 1d20 + 31 - 4 + 2 + 2 ⇒ (11) + 31 - 4 + 2 + 2 = 42 damage: 1d6 + 25 ⇒ (6) + 25 = 31

AC is currently 40


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 aimlessly wanders the extradimensional maze, completely lost. I really need to buy a luckstone.


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.

looks like the tarrys are up


Thanks Rav!

Two demodands flank Siggut and attack him:
1d20 + 26 + 2 ⇒ (3) + 26 + 2 = 31...miss
1d20 + 26 + 2 ⇒ (14) + 26 + 2 = 42...hit
Damage: 1d6 + 9 ⇒ (5) + 9 = 14

The two other demodands fly and attack Elise!
1d20 + 26 ⇒ (11) + 26 = 37
Damage: 1d6 + 9 ⇒ (4) + 9 = 13
1d20 + 26 ⇒ (12) + 26 = 38
Damage: 1d6 + 9 ⇒ (6) + 9 = 15
Elise takes 28 damage and must make 2 DC 17 Will saves or be unable to cast divine spells next round.

Updated Combat Map

Rav 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.

@DL ELise cast a Repulsion (turnabout is fairplay) therefore the tarrys need to make will saves to penetrate it. "casting Repulsion putting a sphere 20' out from her.The DC is 24 Will to pass it, with +19 to beat spell resistance."

I'll wait to see how this affects their positioning before posting Ravs actions


Will Saves:
1d20 + 16 ⇒ (15) + 16 = 31...successful
1d20 + 16 ⇒ (15) + 16 = 31...successful
No change in prior post or positions


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: 2d20 ⇒ (18, 20) = 38 She only fails on a 1


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.

The battlefield erupts into a devastating explosion of electricity as 2 electric Fireballs explode around the tarrys and the drow leaving his allies unharmed.

fireball barrage details:

Spell Perfection Fireball allows one metamagic to be added free and doubles the effect of Spell Focus and Spell Penetration
+6 to beat SR (elf+spell penetration)
Fireball DC= 25
+7 Int + 3rd lvl spell
+2 School Power, +2 Spell Focus Evocation)
+1DC to metamagicked spells (arcane bloodline power)
Using Arcanist Reservoir x2 to add +2CL (10/17 remaining)
+7hp dam, +1hp dam per die of spell dam (orc bloodline power)

Metamagic Adeptx2 (3/5 remaining) to add Selective w/o increasing casting time

Changing energyx2 to elec (5/10 remain)

Book of Harms 1/day maximize spell

4th slot= Quickened Selective Intensified and Dazing Intensified Selective Maximized (2/5 remain)

Intensified Selective Quickened Shock Fireball DC25: 15d6 + 15 + 7 ⇒ (5, 2, 2, 1, 6, 1, 4, 4, 4, 5, 2, 4, 6, 5, 1) + 15 + 7 = 74

SR=14+2+4+2(elf,spell penetration, potent magic)

SR vs Drow: 1d20 + 22 ⇒ (5) + 22 = 27

SR vs Tarry1: 1d20 + 22 ⇒ (1) + 22 = 23

SR vs Tarry2: 1d20 + 22 ⇒ (1) + 22 = 23

SR vs Tarry2: 1d20 + 22 ⇒ (15) + 22 = 37

SR vs Tarry2: 1d20 + 22 ⇒ (19) + 22 = 41

Maximized Intensified Dazing Selective Shock Fireball DC25 (90+15+7)112dam

SR vs Drow: 1d20 + 22 ⇒ (13) + 22 = 35

SR vs Tarry1: 1d20 + 22 ⇒ (4) + 22 = 26

SR vs Tarry2: 1d20 + 22 ⇒ (4) + 22 = 26

SR vs Tarry2: 1d20 + 22 ⇒ (8) + 22 = 30

SR vs Tarry2: 1d20 + 22 ⇒ (4) + 22 = 26

As he casts the second fireball in a matter of seconds Rav feels the strain of expending so much magical energy Book of Harms Feedback damage: 3d4 ⇒ (3, 4, 4) = 11

I hope the drow has an Int of 5 and neglected to choose fireball as one of the spells protected by spell immunity

Nerfed Daze metmagic:

You can daze creatures with the power of your spells.
Benefit: You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell.

Dazing is a mind affecting effect. And therefore creatures immune to that like undead are unaffected.

once a creature has been affected by Dazing every round after the first it can make a Will save to act normally for that round. If the creature is subject to continous damage (Ball Lightning for example) it receives a -2 penalty to its Will save to act normally for the round

the logic behind these changes is that high level enemies tend to have reflex as their poor save particularly huge and colossal enemies. Giving enemies a chance to resist the Daze round by round after the initial round with their stronger save (Will) weakens the power of Dazing metamagic significantly. I think this is a fair nerf that allows me to continue using Daze without overpowering encounters

Level Increase: +3 (a dazing spell uses up a spell slot three levels higher than the spell’s actual level.

Spells that do not inflict damage do not benefit from this feat.


Okay there are 4 demodands...don't know why you labeled them Tarry 1 and 2 twice instead of 1-4, but will count from closest to you first.
First spell: Does not penetrate the drow's SR nor the two closest to Rav.
Reflex saves for D3: 1d20 + 11 ⇒ (14) + 11 = 25...37 damage
D4: 1d20 + 11 ⇒ (19) + 11 = 30...37 damage
Second spell:
Rav, my ruling is that using the Harmful surge, adds 3 levels to the spell, as it does not have the language included in the metamagic rod description that states that it does not change the spell slot of the altered spell. Therefore, your spell is fireball (3) + dazing (3) + maximized (3) + selective (1) + intensified (1) = 11th level spell, which is not legal. Kindly modify your spell. You can keep the same SR rolls.

EDIT:
Thanks!
Drow cleric is immune to fireball.
Tarry 1: 1d20 + 11 ⇒ (20) + 11 = 31...37 damage
Tarry 2: 1d20 + 11 ⇒ (20) + 11 = 31...37 damage
Tarry 3: 1d20 + 11 ⇒ (19) + 11 = 30...37 damage (74 damage)
Tarry 4: 1d20 + 11 ⇒ (7) + 11 = 18...74 damage (111) and dazed.


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.

uh...oooook

retconning: Rav is not able to use the book of harms ability so the damage is:
intensified selective dazing shock fireball: 15d6 + 15 + 7 ⇒ (2, 6, 3, 3, 1, 6, 4, 4, 1, 4, 2, 5, 6, 3, 2) + 15 + 7 = 74

sorry for the mislabeling of the tarrys. twas a cut and paste error


Round 2: Drow priestess

As a swift action, the priestess casts Grace and moves away from Siggut without provoking. She then casts Destruction at Ravarel! "Curse your magic, elf!"
DC 26 Fort save, Rav! - you have Death Ward on you get +4 to save. If successful, you take 10d6 ⇒ (2, 5, 3, 6, 3, 1, 3, 4, 5, 1) = 33 damage.


HP summary prior to save:
Mal - full
Siggut full
Elise took 64, healed 45, took 28= down 47 hps
Rav took 11, then 64, healed 45 = down 30 hps prior to save


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

You also have +2 from Heroism Aura Rav.

Which ones is dazed GM? I don't see any numbering on them.


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.

deathward.heroism.ioun stone
fort: 1d20 + 16 + 4 + 2 + 1 ⇒ (4) + 16 + 4 + 2 + 1 = 27

damn... those were pretty ineffective fireballs... the RNG has it out for us


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.

BAH!...I just realized Death Ward and Heroism are both Morale bonuses and therefore don't stack. So Ravs save would be 25 which FAILS. Using his last Fate point for a reroll.

fort: 1d20 + 16 + 4 + 1 ⇒ (15) + 16 + 4 + 1 = 36

Rav is now out of Luckstaff rerolls AND Fatepoints. But the good news is that he is now one crap save roll away from Death and an Apotheosis into an Aasimar with a better Con and an additional +2 vs the death effects that are so prevalent in this AP. Just hope I don't drag the rest of you down with me.


Appreciate the honesty, Rav!
Here is the updated combat map: Link
#4 is Dazed
Elise and Siggut are up.


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

Thanks, I was hoping one of the ones in my face was dazed lol.

Elise empower channels again as a move action and then casts Sunburst(DC 25 Reflex) to try and blind some of the attackers.. I looked at the template and can just barely fit one side so that myself and Rav aren't in it's effect. I'm relying on Sig's innate resistance to make the save for him..

Concentration: 1d20 + 26 ⇒ (18) + 26 = 44 vs DC 31

SR Priestess: 1d20 + 19 ⇒ (13) + 19 = 32
Demodand 1: 1d20 + 19 ⇒ (11) + 19 = 30
Demodand 2: 1d20 + 19 ⇒ (10) + 19 = 29
Demodand 3: 1d20 + 19 ⇒ (9) + 19 = 28
Demodand 4: 1d20 + 19 ⇒ (14) + 19 = 33

Damage: 6d6 ⇒ (5, 5, 6, 5, 4, 4) = 29 plus blind, save for 1/2 and no blindness.

Empower Channel: 10d6 + 15 ⇒ (1, 5, 1, 3, 2, 5, 2, 4, 2, 5) + 15 = 45

She is also reserving her Divine Interference to force a reroll if the Demo's find a crit on her. Not healing the enemies obviously.

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 willl take a 5' step to the NW.

Attacking turquoise

power attack, heroes feast, heroism, heartseeker
to hit: 1d20 + 29 - 4 + 1 + 2 ⇒ (3) + 29 - 4 + 1 + 2 = 31 damage: 1d6 + 25 ⇒ (4) + 25 = 29
to hit: 1d20 + 24 - 4 + 1 + 2 ⇒ (20) + 24 - 4 + 1 + 2 = 43 damage: 1d6 + 25 ⇒ (1) + 25 = 26
to hit: 1d20 + 19 - 4 + 1 + 2 ⇒ (10) + 19 - 4 + 1 + 2 = 28 damage: 1d6 + 25 ⇒ (2) + 25 = 27

confirm: 1d20 + 24 - 4 + 1 + 2 ⇒ (9) + 24 - 4 + 1 + 2 = 32 damage: 3d6 + 75 ⇒ (6, 5, 4) + 75 = 90


Siggut, need your Reflex save vs. the Sunburst as blindness will greatly impact your attack rolls.

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 didn't see that since it was friendly fire
reflex: 1d20 + 18 + 4 ⇒ (7) + 18 + 4 = 29


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.

just reviewed the Map and realized that I hadn't posted a move action for this round...the very glass cannon does not like being so close to the front lines

After the healing energy of Elise's God washes over him Rav sees the need for a little more space between him and the targets of his bombardment

move action: Rav

Dimensional Slides:
Dimensional Slide (Su) (Advanced Class Guide pg. 11 (Amazon)): The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.
across the room up to 140ft away

arcane res 9/17


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.

looks like the non-dazed tarrys are up


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

Hopefully after some failed reflexes with blindness lol.. On a serious note I hope they fail for my sake lol.


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.

after all their great safes vs daze I think they are sure some bad ones vsblind


Apologies for delay.
Drow Cleric Reflex save: 1d20 + 13 ⇒ (16) + 13 = 29...14 damage
Tarry #1: 1d20 + 11 + 4 ⇒ (18) + 11 + 4 = 33...14 damage, 51 damage total
Tarry #2: 1d20 + 11 + 4 ⇒ (10) + 11 + 4 = 25...14 damage, 51 damage total
Tarry #3: 1d20 + 11 + 4 ⇒ (19) + 11 + 4 = 34...14 damage, 88 damage total
Tarry #4: 1d20 + 11 + 4 ⇒ (15) + 11 + 4 = 30...14 damage, 125 damage total, still dazed
No one is blinded by the burst.

Siggut's attacks, especially the confirmed critical, drive his pick through the demodand's eye, killing it instantly! #3 is dead.

Round 2: Demodands
Demodands #1 and 2 full-attack Elise, turning into whirling blurs with their short swords for 9 attacks each!
Please confirm 31 AC is accurate as that is AC I am using.
#1
Attack: 1d20 + 26 ⇒ (13) + 26 = 39...hit
Damage: 1d6 + 9 ⇒ (5) + 9 = 14
Attack: 1d20 + 26 ⇒ (2) + 26 = 28...miss
Attack: 1d20 + 21 ⇒ (11) + 21 = 32...hit
Damage: 1d6 + 9 ⇒ (2) + 9 = 11
Attack: 1d20 + 21 ⇒ (12) + 21 = 33...hit
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Attack: 1d20 + 16 ⇒ (16) + 16 = 32...hit
Damage: 1d6 + 9 ⇒ (3) + 9 = 12
Attack: 1d20 + 16 ⇒ (7) + 16 = 23...miss
Attack: 1d20 + 11 ⇒ (10) + 11 = 21...miss
Attack: 1d20 + 11 ⇒ (16) + 11 = 27...miss
Bite: 1d20 + 22 ⇒ (16) + 22 = 38...hit
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
#2
Attack: 1d20 + 26 ⇒ (9) + 26 = 35...hit
Damage: 1d6 + 9 ⇒ (2) + 9 = 11
Attack: 1d20 + 26 ⇒ (15) + 26 = 41...hit
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Attack: 1d20 + 21 ⇒ (7) + 21 = 28...miss
Attack: 1d20 + 21 ⇒ (19) + 21 = 40...hit, threat
Confirmation: 1d20 + 21 ⇒ (4) + 21 = 25...no confirmation
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Attack: 1d20 + 16 ⇒ (1) + 16 = 17...miss
Attack: 1d20 + 16 ⇒ (19) + 16 = 35...hit, threat
Confirmation: 1d20 + 16 ⇒ (3) + 16 = 19...no
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Attack: 1d20 + 11 ⇒ (2) + 11 = 13...miss
Attack: 1d20 + 11 ⇒ (9) + 11 = 20...miss
Bite: 1d20 + 22 ⇒ (6) + 22 = 28...miss
Total damage: 50+35=85 damage to Elise.
#4 is still dazed.


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

AC 31 is correct.. Man you roll to good for saves.. If my DC was 30 only 1 would have failed.

I know I stated she would be using Divine Interference if she got crit, but that's not a readied action. Can she instead use her Stone Shield this round. It would negate quite a bit of those hits?

Assuming that's ok her AC would be 35 for the round so she would take 21 from first attacks and the same from second attack, saves her 29 damage.

Who's 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

As he still has an adjacent target Siggut will engage that one.

power attack, heroes feast, heroism, heartseeker
to hit: 1d20 + 29 - 4 + 1 + 2 ⇒ (20) + 29 - 4 + 1 + 2 = 48 damage: 1d6 + 25 ⇒ (6) + 25 = 31
to hit: 1d20 + 24 - 4 + 1 + 2 ⇒ (5) + 24 - 4 + 1 + 2 = 28 damage: 1d6 + 25 ⇒ (3) + 25 = 28
to hit: 1d20 + 19 - 4 + 1 + 2 ⇒ (10) + 19 - 4 + 1 + 2 = 28 damage: 1d6 + 25 ⇒ (2) + 25 = 27

confirm: 1d20 + 29 - 4 + 1 + 2 ⇒ (18) + 29 - 4 + 1 + 2 = 46 damage: 3d6 + 75 ⇒ (4, 1, 4) + 75 = 84


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.

ok let's try this again...after all their good saves we are due

An apocalypse of blue-white energy flashes over the battlefield as 2 balls of electricity flare in and out of existence leaving his allies unscathed

Fireball Apocalypse:

Spell Perfection Fireball allows one metamagic to be added free and doubles the effect of Spell Focus and Spell Penetration
+6 to beat SR (elf+spell penetration)
Fireball DC= 25
+7 Int + 3rd lvl spell
+2 School Power, +2 Spell Focus Evocation)
+1DC to metamagicked spells (arcane bloodline power)
+7hp dam, +1hp dam per die of spell dam (orc bloodline power)

Using Metamagic Adept (2/5 remaining) to add Selective w/o increasing casting time

Using Versatile Evocation 4/10, changing energy to shock

Using 4th lvl slot 1/5 remain

Fireball#1
Intensified Selective Dazing Shock Fireball DC25: 14d6 + 14 + 7 ⇒ (1, 4, 1, 1, 1, 2, 1, 1, 2, 5, 6, 1, 4, 6) + 14 + 7 = 57

SR=14+6(elf,spell penetration)

SR vs Drow: 1d20 + 20 ⇒ (11) + 20 = 31

SR vs Tarry1: 1d20 + 20 ⇒ (20) + 20 = 40

SR vs Tarry2: 1d20 + 20 ⇒ (13) + 20 = 33

SR vs Tarry4: 1d20 + 20 ⇒ (9) + 20 = 29

Fireball #2
Intensified Selective Quickened Shock Fireball DC25: 14d6 + 14 + 7 ⇒ (1, 4, 3, 1, 5, 2, 1, 5, 1, 3, 2, 2, 2, 5) + 14 + 7 = 58

SR=14+6(elf,spell penetration)

SR vs Drow: 1d20 + 20 ⇒ (10) + 20 = 30

SR vs Tarry1: 1d20 + 20 ⇒ (12) + 20 = 32

SR vs Tarry2: 1d20 + 20 ⇒ (12) + 20 = 32

SR vs Tarry4: 1d20 + 20 ⇒ (20) + 20 = 40

using a 4thlvl slot, 0/5 remain
metamagic master adding Selective, 1/5 remain
versatile evocation changing damage to shock, 3/10 remain


btw this fight is draining my resources at an alarming rate and Rav should be across the room having dimension slid there in a previous post


Elise, you cannot use Stone Shield as you are adjacent to a wall.
Siggut, not your turn - we are at top of round - Rav is up.

Saves:
Drow cleric is immune to Fireball.
Tarry #1: 1d20 + 11 ⇒ (2) + 11 = 13
Tarry #2: 1d20 + 11 ⇒ (4) + 11 = 15
Tarry #4: 1d20 + 11 ⇒ (13) + 11 = 24...dies
Tarry #1: 1d20 + 11 ⇒ (5) + 11 = 16...166 damage and dazed
Tarry #2: 1d20 + 11 ⇒ (3) + 11 = 14...166 damage and dazed.
Rolls caught up with me....

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

Figured we were waiting on someone, so I went. I guess you apply the rolls when relevant.


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 has taken his action for round 3. Next up drow....Elise....Sig.... then dazed tarrys

btw being adjacent to a wall OR ground is a requirement for using Stone Shield and therefore Elise should be able to cast that spell.... unless I'm missing something


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 was curious about that as well. The spell says you must be adjacent to earth/stone ground or wall to work.


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.

back in town from family vacay. Hope everyone had a good Christmas.... now let's kill this drow biyatch... and looks like it's her turn btw


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

Im finally back as well. Happy New Year!


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 feelin kinda stupid right now.....I forgot Sigg has Spellshatter. This combat woulda been a lot easier if I'd yelled to Sigg "sunder that biyatches spell immunity." That woulda made things so much easier. Immune to dazing Fireball...not anymore


Apologies for absence - work and baby and New Year got hectic. I am back!

Stone Shield works against only one opponent so will say that Elise cast it as first demodand attacked:
Attack: 1d20 + 26 ⇒ (13) + 26 = 39...hit
Damage: 1d6 + 9 ⇒ (5) + 9 = 14
Attack: 1d20 + 26 ⇒ (2) + 26 = 28...miss
Attack: 1d20 + 21 ⇒ (11) + 21 = 32...misses, hits shield, shield has 12 hps left
Damage: 1d6 + 9 ⇒ (2) + 9 = 11
Attack: 1d20 + 21 ⇒ (12) + 21 = 33...hits shield, still 12 hps
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Attack: 1d20 + 16 ⇒ (16) + 16 = 32...hits shield, shield has 8 hps left
Damage: 1d6 + 9 ⇒ (3) + 9 = 12
Attack: 1d20 + 16 ⇒ (7) + 16 = 23...miss
Attack: 1d20 + 11 ⇒ (10) + 11 = 21...miss
Attack: 1d20 + 11 ⇒ (16) + 11 = 27...miss
Bite: 1d20 + 22 ⇒ (16) + 22 = 38...hit
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
So Elise takes 21 damage from 1st demodand and 35 from second for total of 56 damage.

Round 3: Drow Priestess
As a swift action, she unleashes another Cold Ice Strike on Siggut!
Damage: 15d6 ⇒ (2, 5, 5, 2, 1, 4, 5, 6, 2, 4, 3, 2, 6, 5, 4) = 56
Siggut, Reflex DC 24 for half damage.
As a standard action, she pulls out a crossbow bolt and throws it at Rav imbuing it with dark energy in the process! As it strikes the mage, the elf feels a cold darkness spreading up his body and over his face!
[ooc]Ranged Throw attack: 1d20 + 12 + 6 ⇒ (4) + 12 + 6 = 22
Damage: 17d6 ⇒ (3, 4, 3, 5, 3, 5, 6, 2, 5, 1, 2, 1, 2, 5, 5, 2, 1) = 55 and blindness.
Half of this damage is cold damage and half of it is negative energy.
Rav, DC 26 Fort save for half damage and no blindness.

Updated Combat Map

Elise and Siggut are up!

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