GM Arkwright's Curse of the Trimmed Sky

Game Master Arkwright

Battle Map


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Kenja recognizes an undead Zomok; a plant-dragon which prowls the woodlands, defending them from destructive forces. Their mood changes with the seasons, being playful and mischeivous in winter, full of kingly majesty in summer, strange mystics in fall, and vicious and cruel in winter.

Three questions


Female Half-Elf Sage Sorceress 16 | AC 15 T 13 FF 13 | HP 117/117 | F +15 R +13 W +15 (+2 vs enchantments; +4 vs mind-affecting) | CMD 18 | Init +11 | Perc +23 | Buffs: Freedom of Movement, Permanent Reduce Person, Contingency, Overland Flight, Life Bubble, Nondetection, Negate Aroma, False Life, Penumbral Disguise, Paragon Surge

Wouldn't that be Playful and Mischievous in Spring? What are its Defenses, Weaknesses, and Special Abilities?


Yep my bad.
Immune sonic, undead traits
Weaknesses vulnerable to fire

Breath Weapon (Su)
A zomok's breath weapon is a cone of flying dirt, bark, stones, and moss, which takes root as soon as it touches the ground. Creatures may attempt a saving throw for half damage. Any creature that fails its save and is touching the ground is entangled for 1d6 rounds by this material. A creature can break free with a DC 28 Strength or Escape Artist check. The save DC is Constitution-based.
Forest Step (Su)
A zomok in a forest area may teleport up to 120 feet by moving the essence of its being to another forested area. The zomok is cured of 60 points of damage when it does this. It may use this ability once every 1d6+1 rounds but no more than three times per day. If the zomok has swallowed a foe, the foe is left behind when the zomok teleports


Male Ratfolk | Rogue 15 Cleric of Abadar 1 | AC 31 T 20 FF 31 | HP 131/131 | F +18 R +21 (+5 Traps) W +18 | Init +11 | Perc +30 (Trapfinding +37 automatic at 10') Darkvision 60' | Status: Heightened Awareness, Nondetection, Resist Energy Fire

Ganorok will move to attack, then. And yes, Blend ends. :S
Somebody to flank with would be very useful.


Male Ratfolk | Rogue 15 Cleric of Abadar 1 | AC 31 T 20 FF 31 | HP 131/131 | F +18 R +21 (+5 Traps) W +18 | Init +11 | Perc +30 (Trapfinding +37 automatic at 10') Darkvision 60' | Status: Heightened Awareness, Nondetection, Resist Energy Fire

I am thinking it better.
If he was push off, he was seen, right? So he can't sneak attack...
And if he didn't attack, Blend is still on.
So it is not a good idea to attack. The best course of action would be to vanish in the background again, and try the attack next turn.
So, if able, I would like to change his action.

Ganorok seems surprised to have been seen, and hisses while showing his teeth. He then moves in a sinuous way to bland into the background again, disappear from the druid sight, and get behind him again.
I got a question: How was he seen if he didn't attack? Because he didn't, right?


Readied Actions have the unfortunate effect of bringing into the game concepts from quantum physics and paradoxes. We can discuss it further in the future now if you'd like, but for the moment, I suggest we just decide that you don't get your attack and move on.


Female Half-Elf Sage Sorceress 16 | AC 15 T 13 FF 13 | HP 117/117 | F +15 R +13 W +15 (+2 vs enchantments; +4 vs mind-affecting) | CMD 18 | Init +11 | Perc +23 | Buffs: Freedom of Movement, Permanent Reduce Person, Contingency, Overland Flight, Life Bubble, Nondetection, Negate Aroma, False Life, Penumbral Disguise, Paragon Surge

The Breath Weapon makes Kenjakana gulp.

"Sir Haldern, forget the shrubs! Smite this thing! It's much worse!" Kenjakana's disembodied voice calls out. Admittedly, her claim is more of an educated guess, but based on what she does know, the zomok seems much more dangerous than the undead shrubbery that her ally cut down with minimal effort.


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

"Certainly, On my way"

Haldern smites the dragon thingy and charges.

Power Attack, charge, height advantage, haste, smite

lance: 1d20 + 26 - 5 + 2 + 1 + 6 + 1 ⇒ (2) + 26 - 5 + 2 + 1 + 6 + 1 = 33 for damage: 1d8 + 28 + 32 ⇒ (6) + 28 + 32 = 66

If that hits, 198 pts of damage (assuming it is undead)

Jensal bite: 1d20 + 15 + 2 + 1 ⇒ (18) + 15 + 2 + 1 = 36 for damage: 1d8 + 26 ⇒ (6) + 26 = 32


Turning around to charge, the shambling mounds lash out at Jensel.
1d20 + 13 ⇒ (7) + 13 = 20 2d6 + 7 ⇒ (1, 3) + 7 = 11 Grapple 1d20 + 16 ⇒ (13) + 16 = 29
1d20 + 13 ⇒ (1) + 13 = 14 2d6 + 7 ⇒ (6, 3) + 7 = 16 Grapple 1d20 + 16 ⇒ (9) + 16 = 25
1d20 + 13 ⇒ (20) + 13 = 33 2d6 + 7 ⇒ (5, 6) + 7 = 18 Grapple 1d20 + 16 ⇒ (10) + 16 = 26

Huh, I could have sworn I placed it out of charge range. Unless any of the above, interrupts-

Strikling with his trademark power, Haldern nearly skewers the creature in half, dead leaves and calcified wood pouring out of its wound. The creature is not quite defeated, however.

Waiting on Daniel and Kenja I believe.

1d4 ⇒ 1


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

[ooc]The 20 hits Jensal (obviously). But the 26 isn't enough to grapple. I believe that I could charge but it was close. Movement was definitely enough since we were hasted. The questionable thing was charge lane. If you think I goofed I have no problem if you change things so I just moved and attacked. [/ooc[


Might just have you move and attack; again I remember specifically placing it so you wouldn't get a charge lane.


Male Human Paladin 1| AC 19 T 13 FF 16 | HP 11/11 | F +3 R +3 W +2; +1 v. Mind Effecting | Init +3| Perc +5

Daniel steps back from the creature and calls on his Lady, "Oh, She of Ebon Wings, lay down your judgement here and assist me in dispatching this beast!"

Daniel then attacks the undead monstrosity with all his might!

Swift: Judgement: Healing +6, Justice +4 Hit, Purity +4 Saving throws, Full Attack with power attack. I'm assuming the creature is evil, remove holy if not.

+4 Holy Keen Fauchard 1st Attack w/ PA: 1d20 + 20 - 5 + 4 + 2 ⇒ (5) + 20 - 5 + 4 + 2 = 26 Damage: 1d10 + 14 + 15 + 2 + 2d6 ⇒ (5) + 14 + 15 + 2 + (4, 3) = 43
+4 Holy Keen Fauchard 2nd Attack w/ PA: 1d20 + 15 - 5 + 4 + 2 ⇒ (5) + 15 - 5 + 4 + 2 = 21 Damage: 1d10 + 14 + 15 + 2 + 2d6 ⇒ (9) + 14 + 15 + 2 + (4, 5) = 49
+4 Holy Keen Fauchard 3rd Attack w/ PA: 1d20 + 10 - 5 + 4 + 2 ⇒ (4) + 10 - 5 + 4 + 2 = 15 Damage: 1d10 + 14 + 15 + 2 + 2d6 ⇒ (5) + 14 + 15 + 2 + (1, 4) = 41

Wow, those rolls sucked


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6
GM Arkwright wrote:
Might just have you move and attack; again I remember specifically placing it so you wouldn't get a charge lane.

Fine. So only a 31 to hit for only 66 damage. And Jensal is only a 34 to hit, damage unchanged at 32


Female Half-Elf Sage Sorceress 16 | AC 15 T 13 FF 13 | HP 117/117 | F +15 R +13 W +15 (+2 vs enchantments; +4 vs mind-affecting) | CMD 18 | Init +11 | Perc +23 | Buffs: Freedom of Movement, Permanent Reduce Person, Contingency, Overland Flight, Life Bubble, Nondetection, Negate Aroma, False Life, Penumbral Disguise, Paragon Surge

The invisible Kenjakana takes a five foot step away from the zomok and starts conjuring a Cloud Giant via Summon Good Monster VIII; she hides in the shadow of the nearby tree.

Stealth (Buffs) - Hiding in the Plain Sight: 1d20 + 35 + 22 ⇒ (16) + 35 + 22 = 73


Daniel's blows all miss.

Two of the shambling mounds advance on Jensel.
1d20 + 13 ⇒ (5) + 13 = 18 2d6 + 7 ⇒ (3, 6) + 7 = 16 Grapple 1d20 + 16 ⇒ (14) + 16 = 30
1d20 + 13 ⇒ (17) + 13 = 30 2d6 + 7 ⇒ (2, 1) + 7 = 10 Grapple 1d20 + 16 ⇒ (6) + 16 = 22

'Barkbeard' grins, raising his bare hands; beneath his skin, hefty bone talons slowly start to pierce through.

Raising its mouth, the Zomok vomits forth a huge blast of dirt, bark and rotten leaves.
Kenja, Daniel, Haldern, Jensel and two shambling mounds; DC 28 Reflex to halve 18d6 ⇒ (1, 2, 4, 2, 5, 4, 6, 4, 5, 3, 2, 3, 6, 4, 5, 4, 2, 2) = 64 bludgeoning damage, if fail then Entangled as per the spell.
1d20 + 7 ⇒ (1) + 7 = 8
1d20 + 7 ⇒ (17) + 7 = 24

Both mounds survive, though both are basically destroyed down to the roots.
Kenja, pretty sure unless you've evasion and reflex it's concentration check time.

Go everyone


Male Human Paladin 1| AC 19 T 13 FF 16 | HP 11/11 | F +3 R +3 W +2; +1 v. Mind Effecting | Init +3| Perc +5

Daniel spins to the side just in time as the undead beast breaths.

Daniel then prays briefly, "Kelinahat, use this weapon to smite these undead creatures."

Swift: Activate Bane vs. Undead Full attack. On first hit Mystic Strike kicks in: Touch of Darkness and Bleeding Touch for 8 rounds, if it's not immune.

Reflex Save: 1d20 + 14 + 4 ⇒ (15) + 14 + 4 = 33

+4 Holy Keen Fauchard 1st Attack w/ PA: 1d20 + 20 - 5 + 4 + 2 + 2 ⇒ (13) + 20 - 5 + 4 + 2 + 2 = 36 Damage: 1d10 + 14 + 15 + 2 + 2d6 + 2d6 ⇒ (4) + 14 + 15 + 2 + (2, 6) + (4, 4) = 51
+4 Holy Keen Fauchard 2nd Attack w/ PA: 1d20 + 15 - 5 + 4 + 2 + 2 ⇒ (8) + 15 - 5 + 4 + 2 + 2 = 26 Damage: 1d10 + 14 + 15 + 4 + 2 + 2d6 + 2d6 ⇒ (8) + 14 + 15 + 4 + 2 + (2, 2) + (5, 5) = 57
+4 Holy Keen Fauchard 3rd Attack w/ PA: 1d20 + 10 - 5 + 4 + 2 + 2 ⇒ (16) + 10 - 5 + 4 + 2 + 2 = 29 Damage: 1d10 + 14 + 15 + 2 + 2d6 + 2d6 ⇒ (6) + 14 + 15 + 2 + (4, 2) + (1, 1) = 45

+4 Holy Keen Fauchard 3rd Attack w/ PA Crit Confirm: 1d20 + 10 - 5 + 8 + 2 + 2 ⇒ (6) + 10 - 5 + 8 + 2 + 2 = 23 Damage: 1d10 + 14 + 15 + 2 + 2d6 + 2d6 ⇒ (9) + 14 + 15 + 2 + (6, 5) + (2, 5) = 58

Bleed: 1d6 ⇒ 4


Female Half-Elf Sage Sorceress 16 | AC 15 T 13 FF 13 | HP 117/117 | F +15 R +13 W +15 (+2 vs enchantments; +4 vs mind-affecting) | CMD 18 | Init +11 | Perc +23 | Buffs: Freedom of Movement, Permanent Reduce Person, Contingency, Overland Flight, Life Bubble, Nondetection, Negate Aroma, False Life, Penumbral Disguise, Paragon Surge

Reflex Save (Heroism): 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27 Not going to even bother with the concentration roll.

Kenjakana Remaining HP: 117 + 17 - 64 = 70 That's more than a third of my HP.

As she takes the full blunt of the blast, Kenjakana screams in pain and loses her concentration. However, her False Life softens the blow. More importantly, the Ring of Freedom of Movement held by her necklace starts to glow and keeps the debris from entangling her.

Kenjakana blinks, and a second later, she finds herself floating next to Mr. Mouse. She smiles like a fiend as an idea dances across her mind. The Sage Sorceress places an invisible hand of his back and gives him the same gift except Greater.

"The spell won't break after attacks, so go stab 'Barkbeard' where it hurts."

Kenjakana then hides in the shadow of the tree.

Stealth (Buffs) - Hide in Plain Sight: 1d20 + 35 + 42 ⇒ (3) + 35 + 42 = 80

Contingency goes off. D-Door states "After using this spell, you can't take any other actions until your next turn." However, the Contingency happens immediately on the zomok's turn. As such, Kenjakana should be able to act because her "next turn" comes after the spell's triggering. Next to Mouse is fairly safe, so she ends up there. She then casts Greater Invisibility on him.


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

Reflex Save Haldern: 1d20 + 17 ⇒ (18) + 17 = 35
REflex Jensal: 1d20 + 13 + 6 ⇒ (13) + 13 + 6 = 32

32 pts of damage to Haldern, none to Jensal (evasion), neither entangled.

Then its our turn :-)

Sorry, this gets a little conditional.

If Daniels attacks brought it down, then Jensal and I move (cannot charge) towards the druid and attack him.

If it doesn't, we'd see if one attack brings the dragon down. If it does, would then move towards the druid.

IF getting an attack on druid, smite him.

If that doesn't, we'd full attack the dragon and then 5 ft step

haste, power attack, smite, higher ground on either dragon or druid as appropriate
Haldern, first attack: 1d20 + 26 - 5 + 1 + 6 + 1 ⇒ (6) + 26 - 5 + 1 + 6 + 1 = 35 for damage: 1d8 + 28 + 16 ⇒ (2) + 28 + 16 = 46
Jensal: 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33 for damage: 1d8 + 26 ⇒ (4) + 26 = 30

Remainder of attacks on dragon if needed

Haldern, haste: 1d20 + 26 - 5 + 1 + 6 + 1 ⇒ (20) + 26 - 5 + 1 + 6 + 1 = 49 for damage: 1d8 + 28 + 16 ⇒ (7) + 28 + 16 = 51
Haldern, secondary: 1d20 + 26 - 5 + 1 + 6 + 1 - 5 ⇒ (1) + 26 - 5 + 1 + 6 + 1 - 5 = 25 for damage: 1d8 + 28 + 16 ⇒ (1) + 28 + 16 = 45
Haldern, third: 1d20 + 26 - 5 + 1 + 6 + 1 - 10 ⇒ (1) + 26 - 5 + 1 + 6 + 1 - 10 = 20 for damage: 1d8 + 28 + 16 ⇒ (3) + 28 + 16 = 47
Haldern, fourth: 1d20 + 26 - 5 + 1 + 6 + 1 - 15 ⇒ (6) + 26 - 5 + 1 + 6 + 1 - 15 = 20 for damage: 1d8 + 28 + 16 ⇒ (8) + 28 + 16 = 52

Haste confirm :
Haldern, haste: 1d20 + 26 - 5 + 1 + 6 + 1 ⇒ (15) + 26 - 5 + 1 + 6 + 1 = 44 for damage: 1d8 + 28 + 16 ⇒ (4) + 28 + 16 = 48

Jensal haste: 1d20 + 15 + 1 ⇒ (14) + 15 + 1 = 30 for damage: 1d8 + 26 ⇒ (3) + 26 = 29
Jensal claw: 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33 for damage: 1d6 + 26 ⇒ (2) + 26 = 28
Jensal claw: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22 for damage: 1d6 + 26 ⇒ (3) + 26 = 29


Male Ratfolk | Rogue 15 Cleric of Abadar 1 | AC 31 T 20 FF 31 | HP 131/131 | F +18 R +21 (+5 Traps) W +18 | Init +11 | Perc +30 (Trapfinding +37 automatic at 10') Darkvision 60' | Status: Heightened Awareness, Nondetection, Resist Energy Fire

A quiet voice thanks Kenjakana.
"I will, thanks."
Ganorok charges Barkbeard, attacking him while unseen!
Sneak attack! And invisible!
Tooth (+1 Adamantine Short Sword) (+2 Charge): 1d20 + 20 + 2 ⇒ (9) + 20 + 2 = 31
Damage (+ Sneak Attack + Crippling Strike): 1d4 + 3 + 8d6 ⇒ (3) + 3 + (3, 2, 6, 6, 4, 6, 2, 3) = 38
Crippling Strike: A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.


Haldern's previous lance-strike fails to penetrate, same with all of Daniel's blows.

Haldern and Jensel strike into the dragon. Ripping and tearing, they almost gut there creature right then and there, but it still remains standing.

The angry rat descending upon him, Barkbeard turns at the last moment and again pushes out, cackling.
Readied Action again.
Bull Rush 1d20 + 29 ⇒ (20) + 29 = 49

Should push you back 15ft, thus meaning you can either move forward and attack or back off again.[/ooc]

Not going to post any more actions as want to know what Ganorok will do.


Male Ratfolk | Rogue 15 Cleric of Abadar 1 | AC 31 T 20 FF 31 | HP 131/131 | F +18 R +21 (+5 Traps) W +18 | Init +11 | Perc +30 (Trapfinding +37 automatic at 10') Darkvision 60' | Status: Heightened Awareness, Nondetection, Resist Energy Fire

Question... did the druid "grew talons"? Was that an action? if so, he cannot ready another attack.
Also, now Ganorok is truly invisible, and will remain so, so unless the druid can see invisible he has, at least, a 50% miss chance.
If the Bull rush hits anyway, Ganorok will move forward to get next to the druid, without attacking.


It's a fluff thing. It was not an action.

Ah missed the greater invisibility; you're right. In fact, his readied action was assuming he'd be attacked by a visible enemy, so we're good.

Striking forth, invisible and dangerous, Ganorok's dagger tears through flesh and skin. The blow triggers a change- with its skin torn, the creature shivers and then the rest of the 'Barkbeard' form collapses into shreds as a brawny creature made of bone and exposed muscle explodes forth. "That hurt, worm!"

Not all of Ganorok's damage goes through.

Everyone within 60ft of the muscly creature, DC 26 Will please or else be shaken for 5d6 ⇒ (2, 6, 1, 5, 5) = 19 rounds; also, you take a -5 penalty on the will save. Some Paladin exemptions will likely apply, fear effect.

K Religion to identify it.

Turning, the creature claws at the little rat.
1d100 ⇒ 65 high hits 1d20 + 26 ⇒ (14) + 26 = 40 3d6 + 11 ⇒ (3, 1, 4) + 11 = 19
1d100 ⇒ 79 high hits 1d20 + 26 ⇒ (2) + 26 = 28 3d6 + 11 ⇒ (3, 5, 6) + 11 = 25
If both hit, 3d6 + 11 ⇒ (2, 3, 3) + 11 = 19 damage, and DC 25 Fort or suffer 1 Con drain each round

1d4 ⇒ 1

Shivering and shaking at the blows dealt to it, the Zomok slowly sinks into the ground, absorbed by the undergrowth covering the cavern; it emerges with a roar, partially healed, closer to the exit.

Go everyone


Male Ratfolk | Rogue 15 Cleric of Abadar 1 | AC 31 T 20 FF 31 | HP 131/131 | F +18 R +21 (+5 Traps) W +18 | Init +11 | Perc +30 (Trapfinding +37 automatic at 10') Darkvision 60' | Status: Heightened Awareness, Nondetection, Resist Energy Fire

Now I question: If he readied the bull rush, is he able to change it to a full attack?
The 2 strength damage applied?

Will Save (DC 26): 1d20 + 18 - 5 ⇒ (13) + 18 - 5 = 26
Saves!
Knowledge (Religion): 1d20 + 10 ⇒ (15) + 10 = 25
One hit, 19 damage, no "double hit" effect.
Ganorok glups at the sight of the creature, takes a step back, but steels himself and keeps close to it.


No he is not able to change it to a full attack; the fact that it became his turn in initiative meant he got a full-attack. Good point I applied the strength damage to the attack but not the damage, so take 1 point off of all those damage instances.

Ganorok identifies an Ecorche; a cunning infiltrator able to steal and hide within living skin.
Too low for any questions, but you do get that it has undead traits.


Male Ratfolk | Rogue 15 Cleric of Abadar 1 | AC 31 T 20 FF 31 | HP 131/131 | F +18 R +21 (+5 Traps) W +18 | Init +11 | Perc +30 (Trapfinding +37 automatic at 10') Darkvision 60' | Status: Heightened Awareness, Nondetection, Resist Energy Fire

Got it! And Ecorche, then, too bad he can't tell the others.
Adding 1 hp.
Our turn again, then?

Ganorok decides it is now or never, and unleashes a whirlwind of attacks against the Ecorche, jumping and moving to attack him in several places.
Full attack with TWF and Invisible.
Tooth (+1 Adamantine Short Sword): 1d20 + 20 ⇒ (11) + 20 = 31
Damage (+Sneak Attack +Crippling Strike): 1d4 + 3 + 8d6 ⇒ (4) + 3 + (2, 4, 1, 3, 3, 1, 1, 3) = 25
Tooth (+1 Adamantine Short Sword): 1d20 + 15 ⇒ (15) + 15 = 30
Damage (+Sneak Attack +Crippling Strike): 1d4 + 3 + 8d6 ⇒ (3) + 3 + (5, 6, 4, 6, 6, 5, 1, 1) = 40
Tooth (+1 Adamantine Short Sword): 1d20 + 10 ⇒ (19) + 10 = 29
Damage (+Sneak Attack +Crippling Strike): 1d4 + 3 + 8d6 ⇒ (1) + 3 + (2, 5, 5, 4, 2, 5, 4, 6) = 37
Claw (+1 Adamantine Short Sword): 1d20 + 20 ⇒ (15) + 20 = 35
Damage (+Sneak Attack +Crippling Strike): 1d4 + 2 + 8d6 ⇒ (3) + 2 + (5, 4, 3, 3, 6, 2, 6, 3) = 37
Claw (+1 Adamantine Short Sword): 1d20 + 15 ⇒ (6) + 15 = 21
Damage (+Sneak Attack +Crippling Strike): 1d4 + 2 + 8d6 ⇒ (2) + 2 + (6, 5, 1, 2, 3, 1, 1, 5) = 28
-2 to Strength for each hit.
After his attacks, he takes a 5' step back, so he can't be "detected" while being invisible.
Third Attack Critical Confirm, not that it matter much.
Tooth (+1 Adamantine Short Sword): 1d20 + 10 ⇒ (15) + 10 = 25


Well no you're free to yell out 'Ecorche!'

Ganorok cuts and dices into the Ecorche; its muscles prove strong, and relatively little of the damage goes through.
Some hefty DR is at work.


Male Ratfolk | Rogue 15 Cleric of Abadar 1 | AC 31 T 20 FF 31 | HP 131/131 | F +18 R +21 (+5 Traps) W +18 | Init +11 | Perc +30 (Trapfinding +37 automatic at 10') Darkvision 60' | Status: Heightened Awareness, Nondetection, Resist Energy Fire

At least he is weakening it, right? Whose -2 to strength will add up.


An intriguing point.

While the creature's skin proves tough and hardy, Ganorok proves still able to slice away at the creature's muscles, weakening it significantly.


Female Half-Elf Sage Sorceress 16 | AC 15 T 13 FF 13 | HP 117/117 | F +15 R +13 W +15 (+2 vs enchantments; +4 vs mind-affecting) | CMD 18 | Init +11 | Perc +23 | Buffs: Freedom of Movement, Permanent Reduce Person, Contingency, Overland Flight, Life Bubble, Nondetection, Negate Aroma, False Life, Penumbral Disguise, Paragon Surge

Sorry to steal Mouse's thunder, but the Undead usually don't take ability damage to their physical ability scores, which is odd considering how using abilities like Precise Strike make some logical sense as you hit their rotting muscles.

As Kenjakana gets around to summoning her cloud giant via Summon Good Monster VIII (or at least makes her second effort), she contemplates the undead monstrosity before her.

Will (Heroism, Piercing): 1d20 + 15 + 2 + 4 ⇒ (13) + 15 + 2 + 4 = 34
Knowledge Religion (Buffs): 1d20 + 25 + 14 ⇒ (5) + 25 + 14 = 44
Stealth (Buffs) - Hide in Plain Sight in Tree's Shadow: 1d20 + 35 + 42 ⇒ (4) + 35 + 42 = 81


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6
GM Arkwright wrote:

Haldern's previous lance-strike fails to penetrate, same with all of Daniel's blows.

Wow. 50+ pts of DR?

I'm a little confused though. Haldern had smited tge drsgon before his first lance attack. If somethibg weird is going on that is fine but I thought I'd check


Didn't hit the AC. An attack that beats touch AC but fails normal AC is usually described as having touched, but failed to penetrate.

Kenja, could I get confirmation with you that you're able to make a stealth check without moving? Dragon's right next to you.

Three questions about the Ecorche.


Female Half-Elf Sage Sorceress 16 | AC 15 T 13 FF 13 | HP 117/117 | F +15 R +13 W +15 (+2 vs enchantments; +4 vs mind-affecting) | CMD 18 | Init +11 | Perc +23 | Buffs: Freedom of Movement, Permanent Reduce Person, Contingency, Overland Flight, Life Bubble, Nondetection, Negate Aroma, False Life, Penumbral Disguise, Paragon Surge

I have this ability via Improved Eldritch Heritage.

Quote:

Shadow Well (Sp): At 9th level, you can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own. In addition, when within an area of darkness or dim light, as a standard action you may choose to switch places with a willing ally within 60 feet, who must also be in darkness or dim light. At 13th level, you can instead switch the positions of two willing allies, each of whom must be within 60 feet of you. Unless otherwise noted, this travel is identical to dimension door. You may use the ability to switch places once per day at 9th level, plus one additional time per day at 17th level and 20th level.

If the cave ceiling doesn't offer anything, there's a perfectly good tree shadow within five feet of me, and the dragon offers a nice big shadow as well. Also, I'm still invisible, so I have concealment.

What are its Defenses, Weaknesses, and Special Abilities?


More also, are you able to stealth without taking a move action? And if you're taking a move action, should I be rolling AOOs?

Undead traits; DR 15 good and silver; immune to acid
Lowest save fortitude and reflex
Rend, and that fort save mentioned above.


Male Human Paladin 1| AC 19 T 13 FF 16 | HP 11/11 | F +3 R +3 W +2; +1 v. Mind Effecting | Init +3| Perc +5

Daniel sees the disgusting transformation and shrugs it off.

Will Save: 1d20 + 19 - 5 + 4 ⇒ (16) + 19 - 5 + 4 = 34
Kn: Religion: 1d20 + 22 ⇒ (5) + 22 = 27

Daniel turns to Sir Haldern, "I'll help Ganorok as I don't think you can get away from these things easily."

He then disappears and appears behind the Ecorche and attacks it.

+4 Holy Keen Fauchard 1st Attack w/ PA: 1d20 + 23 - 5 + 4 + 2 + 2 + 2 ⇒ (16) + 23 - 5 + 4 + 2 + 2 + 2 = 44 Damage: 1d10 + 14 + 15 + 2 + 2d6 + 2d6 ⇒ (6) + 14 + 15 + 2 + (6, 3) + (1, 2) = 49

+4 Holy Keen Fauchard 1st Attack w/ PA Crit Confirm: 1d20 + 23 - 5 + 8 + 2 + 2 + 2 ⇒ (11) + 23 - 5 + 8 + 2 + 2 + 2 = 43 Damage: 1d10 + 14 + 15 + 2 + 2d6 + 2d6 ⇒ (9) + 14 + 15 + 2 + (4, 1) + (2, 2) = 49

Total: 98 if he hits with a 43 AC.

Move: Dimensional Hop 85'. Standard: Attack. On hit Mystic Strike kicks in: Touch of Darkness and Bleeding Touch for 8 rounds, if it's not immune.

Bleed: 1d6 ⇒ 5


Female Half-Elf Sage Sorceress 16 | AC 15 T 13 FF 13 | HP 117/117 | F +15 R +13 W +15 (+2 vs enchantments; +4 vs mind-affecting) | CMD 18 | Init +11 | Perc +23 | Buffs: Freedom of Movement, Permanent Reduce Person, Contingency, Overland Flight, Life Bubble, Nondetection, Negate Aroma, False Life, Penumbral Disguise, Paragon Surge

According to RAW, I am inclined to think that you can stealth without taking a move action.

Stealth - PRD wrote:
Action: Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.

As for AoOs...

Stealth - PRD wrote:
Your Stealth check is opposed by the Perception check of anyone who might notice you. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had total concealment. You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a -5 penalty. It's impossible to use Stealth while attacking, running, or charging.

So if the enemy somehow gains awareness of me via Perception, then they probably can get AoOs. Otherwise, I don't think they can because they have no idea that I'm even there or have no idea where my precise location is. The rules are a little vague about how the necessary vocal component of spellcasting plays out with Stealth, but thanks to Shadow Well, as long as she has another shadow within ten feet, Kenjakana can specifically stealth even while being observed, so I imagine that her voice/chanting just kind of bleeds into the shadows. Like Invisibility, the enemy can hear her, but they can't pin her exact location.


More me wondering at what point in the movement does the stealth-ing kick in. After? Halfway? After 5ft? Before you even begin moving? Given as you're doing it right next to a giant dragon I'm inclined to say it gets at least one AOO; would you disagree?

PF does tend to enjoy screwing over stealth-ers. I'd be inclined to say that you can be as good as stealth as you want, but if you're speaking while doing it (and spellcasting requires a strong voice if vocal components), I'd be inclined to say that the standard DCs for hearing someone talking apply. DC 0 for loud voice, DC 20 for whispering... possibly the latter. And because you're not affected by invisibility, them locating your voice means you're more or less exposed.

There is a reason people invest in Silent Spell metamagic.


Female Half-Elf Sage Sorceress 16 | AC 15 T 13 FF 13 | HP 117/117 | F +15 R +13 W +15 (+2 vs enchantments; +4 vs mind-affecting) | CMD 18 | Init +11 | Perc +23 | Buffs: Freedom of Movement, Permanent Reduce Person, Contingency, Overland Flight, Life Bubble, Nondetection, Negate Aroma, False Life, Penumbral Disguise, Paragon Surge

Like quantum readied actions, the rules are vague about when stealth happens during movement. However, according to the rules of Perception, the DC to "Notice a creature using Stealth" is my "Opposed by Stealth" and all. If Kenjakana was trying to avoid attracting attention, then she'd probably be trying to stealth from the start of her movement. I guess it's ultimately your call.

That makes sense. However, pinpointing the location of an invisible caster seems like a different story. According to the Perception rules, the DC if "Creature or object is invisible" increases by +20, and Kenjakana is currently invisible. It looks like that applies to all Perception checks unless you have an ability to ignores invisibility like Blindsight.

I actually have Silent Spell, but it applies for everything except this one spell. Normally, I avoid this issue altogether by casting as standard and then running away and stealthing as part of the movement.

Anyway, I never realized that he was literally right next to me, so may I amend my action as such?

Seeing the zomok appear right next to her, Kenjakana slowly and carefully flies away from its immediate reach. Once safely up in the air, she gets to work calling addition assistance. As the Sage Sorceress gets around to summoning her cloud giant via Summon Good Monster VIII (or at least makes her second effort), she contemplates the undead monstrosity before her.

Stealth (Buffs, Movement Penalty): 1d20 + 35 + 22 - 5 ⇒ (16) + 35 + 22 - 5 = 68

I'm going to stealth away as a move action. I'll be flying up into the air as high as I can manage. I'll use my standard to start the full-round action of summoning as allowed by the rules. Hopefully, next turn, I can use my standard to finish casting.


Ah, activated ring of invisibility; we're good.

I really do think that the stealth rules assume that the stealther is staying silent. Consequently, while the invisibility DC boost might apply to all stealth checks, in this case I'd say it's being added against the perception check to hear you rather than the perception check to beat your usual stealth check.

Also, as high as you can manage, touching the roof?

Also, summoning is a one-round action so it's a standard to start it and no action to finish it the next round.


Female Half-Elf Sage Sorceress 16 | AC 15 T 13 FF 13 | HP 117/117 | F +15 R +13 W +15 (+2 vs enchantments; +4 vs mind-affecting) | CMD 18 | Init +11 | Perc +23 | Buffs: Freedom of Movement, Permanent Reduce Person, Contingency, Overland Flight, Life Bubble, Nondetection, Negate Aroma, False Life, Penumbral Disguise, Paragon Surge

Yup. Activated my Ring when Barkbeard revealed himself.

That sounds very reasonable. In that case, what is the unaltered DC to hear me?

Correct. Kenjakana's Fly mod is currently +24, so she can fly basically straight up and down. The DC to rise above 45 degrees is only 20. That said, I think she can only ascend at half speed. Her current fly speed is 40 feet.

You can break up a full-round action into two standards. Since I'm moving, my intention is to start the summoning as a standard this round and then finish it as a standard next round.


Well, it's DC 0 to hear shouting, and DC 20 to hear whispering. DC 10, plus any relevant distance mods, seems about right?

Again Kenja, a summon spell is not a full-round action. It's a one-round action, started by a standard action and ending as no action.

Waiting on Haldern I believe.


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

I've moved myself the 5ft step from last round that I'd conditionally made.

I believe that at this point I can just charge either the dragon or the druid (assuming enough height for the dragon as I'd need to fly above the druid). But its close enough that I thought I'd confirm with you first :-)

Sorry, missed the will save. Haldern is immune to fear.
Jensal save: 1d20 + 6 + 6 + 4 ⇒ (10) + 6 + 6 + 4 = 26 passes

Since I now have BOTH druid and dragon smited I'll use a swift action to lay on hands on myself
lay on hands: 8d6 ⇒ (2, 6, 5, 1, 3, 1, 3, 1) = 22

Current status
Haldern has 154/164 hit points
Jensal has 116/124 hit points (assuming Shamblers do not have Evil subtype)

So, if can charge dragon, will charge it. Otherwise, if can charge druid will charge him. Otherwise, cannot reach either opponent in which case will single attack two shamblers (most wounded ones) and then take single move towards both druid and dragon (will move when get results)

I'll let Jensal strike the most wounded one he can reach first

Power attack, height advantage, haste
Jensal: 1d20 + 15 + 1 + 1 - 3 ⇒ (3) + 15 + 1 + 1 - 3 = 17 for damage: 1d8 + 26 ⇒ (3) + 26 = 29

Haldern: 1d20 + 26 - 5 + 1 + 6 + 1 ⇒ (10) + 26 - 5 + 1 + 6 + 1 = 39 for damage: 1d8 + 28 + 16 ⇒ (3) + 28 + 16 = 47

Jensal is going to miss anything, Haldern either does 47 to a Shambler or 141 to the dragon or druid as appropriate.


Druid.

The little rat and the steadfast swordsman bacs the mighty undead into a corner between them, and the charging paladin behind him. With an explosion of bone and gore, Haldern's lance impales the creature, dropping it to the ground with an expression of shock, horror and rage on its face before it collapses into a vile blood-red jelly.

The zomok cocks its head, sightless eyes staring at the fallen puddle; then it turns, opens its jaw and blasts leaves and dirt at you again.

Everyone, DC 28 Reflex to halve 18d6 ⇒ (2, 2, 3, 2, 2, 6, 1, 4, 6, 2, 4, 6, 6, 6, 3, 1, 3, 1) = 60 bludgeoning damage and not be Entangled as per the spell.

Stomping back towards the cave entrance, the creature moves out of the way of Haldern's charges.

[ooc]Go Everyone. Kenja, probably lost your spell again. It has tremorsense so it did know where you were.


Female Half-Elf Sage Sorceress 16 | AC 15 T 13 FF 13 | HP 117/117 | F +15 R +13 W +15 (+2 vs enchantments; +4 vs mind-affecting) | CMD 18 | Init +11 | Perc +23 | Buffs: Freedom of Movement, Permanent Reduce Person, Contingency, Overland Flight, Life Bubble, Nondetection, Negate Aroma, False Life, Penumbral Disguise, Paragon Surge

Since I'm flying, Tremorsense actually wouldn't detect me.

Tremorsense wrote:
A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability’s range is specified in the creature’s descriptive text.

That said, I'm easily within the cone of the breath weapon, so it's a moot point.

Reflex Save (Heroism): 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25

As she once again gets caught in a meat grinder of stone and wood, Kenjakana screams in agony. When it's all over, the little Sage Sorceress is covered in heavy cuts and bruises. As she bleeds profusely, she finds herself unable to open one of her eyes. The world starts to blur.

Tried of the way the game is playing out, Kenjakana decides to change her strategy. She promptly casts Mage's Magnificent Mansion, places the entrance on the ground (or as close as she can manage), and quickly flies into the pocket dimension.

The portal immediately closes behind her.

Casting Mage's Magnificent Mansion and going inside. Now I can finally summon in peace!


Ah, but I made special care to ask if you were touching the ceiling. As this is a cave, with an appropriate reduction in distance, seemed fair for it to work.


Male Ratfolk | Rogue 15 Cleric of Abadar 1 | AC 31 T 20 FF 31 | HP 131/131 | F +18 R +21 (+5 Traps) W +18 | Init +11 | Perc +30 (Trapfinding +37 automatic at 10') Darkvision 60' | Status: Heightened Awareness, Nondetection, Resist Energy Fire

Reflex Save: 1d20 + 21 ⇒ (13) + 21 = 34
Ganorok gets behind the dead druid's body, and avoids the effect of the attack. (He has evasion)
He doubles moves moving silently the dragon, next to the wall, trying not to be seen or detected.
Stealth Check: 39 = 39 (with Skill mastery, without taking invisibility into account)


Male Human Paladin 1| AC 19 T 13 FF 16 | HP 11/11 | F +3 R +3 W +2; +1 v. Mind Effecting | Init +3| Perc +5

Daniel again turns to the side just in time to miss the worst of the blast. He then yells out "Oh no! You are not getting away!" He casts expeditious retreat and then starts chasing after the beast.

Reflex Save: 1d20 + 14 + 4 ⇒ (13) + 14 + 4 = 31


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

Things don't want to be hit by a charging smiting paladin? Seems unfair and unreasonable to me :-) :-) :-)

Haldern reflex: 1d20 + 17 + 1 ⇒ (9) + 17 + 1 = 27
Jensal Reflex: 1d20 + 13 + 6 + 1 ⇒ (14) + 13 + 6 + 1 = 34

Jensal takes no damage, Haldern entangled and takes 60.

Haldern lays on hands (swift), moves, and channels
lay on: 8d6 ⇒ (5, 4, 3, 3, 1, 1, 2, 5) = 24
channe: 8d6 ⇒ (2, 5, 6, 6, 5, 3, 2, 4) = 33

So, 33 back to everybody near by, 57 back to Haldern

Status:
Haldern 151/164 hit points, entangled
Jensal : Everything good


Male Ratfolk | Rogue 15 Cleric of Abadar 1 | AC 31 T 20 FF 31 | HP 131/131 | F +18 R +21 (+5 Traps) W +18 | Init +11 | Perc +30 (Trapfinding +37 automatic at 10') Darkvision 60' | Status: Heightened Awareness, Nondetection, Resist Energy Fire

Ganorok is cured?


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

I healed 33 points to everybody within 30 ft of Haldern. Wasn't keeping close enough track to know if that fully cured you or not


Male Ratfolk | Rogue 15 Cleric of Abadar 1 | AC 31 T 20 FF 31 | HP 131/131 | F +18 R +21 (+5 Traps) W +18 | Init +11 | Perc +30 (Trapfinding +37 automatic at 10') Darkvision 60' | Status: Heightened Awareness, Nondetection, Resist Energy Fire

From where he is, yes. Thanks! Ganorok is back at full.

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