GM Arkwright's DOOOOOOOOOM comes to Duskpawn (Inactive)

Game Master Arkwright

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Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

That is a full Round Spell in Pathfinder. So unless you have a way of cutting that down to a standard it won't help.

Will really wished they didn't need to keep doing that. He was starting to get paranoid that he was slowly attuning himself to hell. Even still, as soon as they break through back to the material plane, he charges off. He leaps high as he closes on and swings for the Captain.

Attack+Power Attack+Charge: 1d20 + 15 - 3 + 2 ⇒ (8) + 15 - 3 + 2 = 22
Damage: 1d10 + 7 + 9 ⇒ (7) + 7 + 9 = 23

Swift Aid: 1d20 + 15 ⇒ (15) + 15 = 30Of course the crit is on the Aid.

Distracting Charge is one of the few Teamwork feats that doesn't say others have to have it, just the one charging. Can the others benefit or do I need to use the cavalier's ability to share?

So charge and attack the captain. I don't know what the creature is or what the captain is trying to do so always go for the caster. Also using swift aid so someone's follow up gets a +2. +4 if you allow distracting charge.


Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12

Dang, I ALWAYS forget that. Snuck an edit in to remove it.

Zerisi cocks his arm back to launch the card at the Captain, but seeing Will run off in that direction, he changes tactics and follows along in his wake, abandoning his card to pull the sword from his hip, he starts to swing it just as he reaches the captain.

Atk+Charge+Aid: 1d20 + 12 + 2 + 2 ⇒ (5) + 12 + 2 + 2 = 21
Damage: 1d6 + 9 ⇒ (5) + 9 = 14


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

Dragash takes a step forward, away from where they teleported and lobs several bombs at the creature carrying the captain. He's making sure not to catch any of his compatriots in the blast but the captain will get caught too. Dragash does not think that the delibating effects of his bombs will cause any issue to this pair so throws frost bombs instead.

2nd range increment, TWF/rapidshot/haste, touch attacks

touch attack: 1d20 + 17 - 2 - 4 ⇒ (9) + 17 - 2 - 4 = 20
touch attack: 1d20 + 17 - 2 - 4 ⇒ (11) + 17 - 2 - 4 = 22
touch attack: 1d20 + 17 - 2 - 4 ⇒ (18) + 17 - 2 - 4 = 29
touch attack: 1d20 + 17 - 2 - 4 ⇒ (3) + 17 - 2 - 4 = 14
touch attack: 1d20 + 12 - 2 - 4 ⇒ (15) + 12 - 2 - 4 = 21

I'm going to guess the 14 misses, all the others are likely hits. So scatter for the one that misses. scatter: 1d8 ⇒ 1 Falls between us and them

damage on Xill: 20d6 + 28 ⇒ (3, 3, 2, 5, 5, 4, 4, 5, 5, 6, 1, 2, 2, 1, 1, 1, 2, 1, 3, 6) + 28 = 90 cold damage, 4 hits for if he has resistances to cold

The blind captain must take 4 reflex saves DC21, each fail he takes 12 cold, each pass he takes 6 cold.


Dissipating into the ethereal plane, a few of your attacks go straight through.

Sure use distracting.

1d100 ⇒ 78
1d100 ⇒ 32
1d100 ⇒ 50
1d100 ⇒ 69
1d100 ⇒ 28
1d100 ⇒ 47
1d100 ⇒ 15

A mere two blows connect; Will's charge and Dragash's bomb. While they piece and scorch the captain with frost they prove unable to prevent him from transferring with his xill directly onto the Ethereal plane.

I don't believe any of you have anything that would let you go after someone on the ethereal plane so let'[s call this combat over for now. Your damage on him will be remembered come the final encounter.

With the captain fled, a rare moment of calm grips the landscape as the party processes what it has learnt.

What now?


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Rosa seeing his gone says some rude words, then straps her thing on.

"I know where the Demon has gone, So I'm going after him, it up to you if you want to come as well. I must warn you, we may end up a long way away and have to send some time there looking."


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

Dragash sighs annoyed that the thing got away. "Shall we go back to town then? We know that the emissary is attacking a town to the north of the crash location at dawn and I can't think of many that are around here. I'd rather not let the town get destroyed."


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Rosa stops,

"I I'll bet that's where he's going. To meet up with this thing. Ok I agree let's head back to twon"


Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12

Zerisi nods absentmindedly as the others plan to return. After a moment, he starts counting on his fingers...

"Mhmm, yes, yes...er...did we miss a room in the ship? It could have more... Who knows!?"

Zerisi's eyes light up at the idea of more unknowns.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

"Just the shadow. Didn't seem like it could leave." At least he hoped. With the captain gone, who knew. Highest priority was the city and this thing called the emissary. Will begins walking back towards the ship anyway. They'd left some important things back there.

Just getting Arion. Could call him but the bat-lady is back there too.


Hmm; Rosa, can I assume that for the brief span after he disappeared, you still have your devils summoned and idly looking around? Cheers.

Coming out from behind a rock, the bat-lady looks nervously at you, shooting cautious glances at the ship.

She seems unwilling to come with you, preferring to stay here and keep watch on the ship.
Need a decision on whether to use diplomacy/other method to force her to do otherwise, but we can still skip ahead.

Together, the chartered adventures ride through the night, racing against the dawn and the horror prophesied to fall with it. Eventually you cross the final hill and look down on the town below; lamps dimmed, streets still busy with small bangs of men and women joining then splitting then joining again in hushed discussion and angry gesture. Even from a distance the air seems stifling, oppressive and humid, as if from a final storm.

Then, suddenly, the tension explodes with a lightning bolt in the form of a terrifying apparition.

From your position high on the hill, you hear a terrifying roar, deep and alien, as a purple-skinned giant's head explodes out of the roof of the Mineshaft tavern before shrugging off the building and smashing its way through the wall onto the streets. Screams filled the air as the monster charges forward, grabbing men and women bodily and crushing them or tearing them apart with its bare hands.

By the time you reach the town, five men lie dead, two of them split in half as the giant rampages. Recalling Abtaroh's journal, Dragash guesses that the creature is Nalan Hossler, given a potent and experimental dose to attempt to trigger a dramatic transformation in body and mind.

You spy Dalviss, entreating the town's guard and encouraging them to set up a solitary ballista as he turns to you, desperate, his eyes filled with a simple plea. HELP US!

Init
Nalan 1d20 + 4 ⇒ (3) + 4 = 7
Will 1d20 + 5 ⇒ (17) + 5 = 22
Zerisi 1d20 + 2 ⇒ (6) + 2 = 8
Rosa 1d20 + 3 ⇒ (15) + 3 = 18
Dragash 1d20 + 15 ⇒ (13) + 15 = 28

Go everyone


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

As the bat woman comes our Rosa turns to the summoned Devils and Hector.

"If you don't want to rost for all time in a pit of Lava, you will go back and report we have an Incursion form the void. Agent Rosa Luminass Hound, Location Prime Duskpawn town, estimated time 12 hours form now. Do you understand."

They node.

"Tell them to send support and get word to the Hell Knights."

Then she calls out.

"Hector!"


M imp consular Familiar

"Yes Mistress"

Says a voice as the imp comes into view just above her.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

"Your going with them, go back and give a full report, tell the everything, the location and the entity we will be facing. You understand, if it gets past us I want who ever they send next to know what they will be facing. This thing has to be stopped do you understand?."


M imp consular Familiar

The Imp nods, all playfulness now gone from him.

"Yes mistress, as you command"


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

"Good! now go!"

The summoned Devils and Imp vanish with a puff of brimstone.

Rosa turns to the others.

"Well lets hope someone is on watch that understands the agency of this. Now lets get going"

That should take rosa up to the start of the fight.


Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12

RD 1 - Zerisi
"...well, this will be one hell of a story..." Zerisi says, uncharacteristically subdued. The colorful man is standing still, focusing on the Emissary.

Shaking himself back after a split second, he starts humming a tune, and over a few seconds moves into freely singing a melodic song. Though free of any words, it quickly morphs from its slow pace into a heart-pounding rhythm, and though it's strange, everyone who hears it feels buoyed.

Standard to start Inspire Courage, +2/+2. 21 rds remaining.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

"Wait for the opening," Will says, surprisingly loud. He and Arion move into position in front of the others. He holds his weapon high as he stands in the stirrups. They are obviously about to make a charge against the monstrosity.

Standard: Use Tactician to give everyone the benefit of Distracting Charge for 4 rounds. Move: Move into position to charge.


Waiting on Dragash I believe.


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

Dragash moves up swigs a potion then coats an arrow for later.

Potion of heroism, move up, coat arrow.


Munching on a leg, the purple-headed monstrosity notices you, turns and roars.

Go rest


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Rosa moves, taking her sword she points at the best.

Rosa moves points her sword and hits it with a negative energy ray 5d6 ⇒ (3, 5, 3, 6, 6) = 23 DMG. Save 21 I think for 1/2


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

Round 1

Don't rays require attack rolls?

The head of his weapon comes down at the same time he urges Arion forward into a charge. He lets momentum bring it back, then swings it forward and up when he reaches the monstrosity.

Attack + Challenge + Charge + Power Attack + Bardic Performance: 1d20 + 15 + 1 + 2 - 3 + 2 ⇒ (5) + 15 + 1 + 2 - 3 + 2 = 22
Damage + Challenge + Power Attack + Bardic Performance: 1d10 + 7 + 2 + 9 + 2 ⇒ (10) + 7 + 2 + 9 + 2 = 30

Challenge as a swift and charge. Using distracting charge. +2 for all the others and their attack rolls.

Edited


Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12

don't forget +2 attack and +2 damage from Zerisi's Bardic Performance. Edit noticed.

Zerisi draws a card from his deck and took a quick look at it as he strode forward quickly, sidestepping Rosa to open up a path towards the beast.
6: 1d6 ⇒ 6Cha 9: 1d9 ⇒ 4 LN

'Well-played Fates, well-played.' he thought, imbuing the card with energy and hurling it past Will and towards The Emissary.

Attack+Distracting+BardicPerformance-Range: 1d20 + 12 + 2 + 2 - 2 ⇒ (9) + 12 + 2 + 2 - 2 = 23
Damage+ArcaneStrike+BardicPerformance: 1d4 + 8 + 2 + 2 ⇒ (2) + 8 + 2 + 2 = 14

"'The Marriage'" he said, announcing the card, "represents unification of teams! Appropriate, yes? Master Emissary, I fear you won't survive the day!"

Free, maintain Performance. Swift, Arcane Strike, Move and Standard attack. If my card hits, that's another +2/+2 against the Emissary for you guys. 20 rds of performance left. and what an extremely appropriate card to draw!


As soon as Will moves into range, the creature lashes out with its vicious bite, trying to sink teeth into his shoulder.
1d20 + 14 ⇒ (2) + 14 = 16 1d8 + 13 ⇒ (1) + 13 = 14

Will's charge and Zerisi's card fail to penetrate the creature's tough hide.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Sorry did a cut and past and missed the attack roll

RTA ray, 1d20 + 11 ⇒ (1) + 11 = 12 miss unless it has a RTAC of 11


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

Dragash coats another arrow and moves up drawing his bow. Double move needed to get there, I've only just entered his threatened square and not moving more for now.


Natural 1 on any type of attack roll is an automatic miss I'm afraid.

Furious, the purple-skinned giant advances, lashing out with bite, slam and tentacle against the bow-wielding Dragash, the creature's low cunning detecting a more fragile opponent.
1d20 + 14 ⇒ (14) + 14 = 28 1d8 + 13 ⇒ (6) + 13 = 19
1d20 + 14 ⇒ (9) + 14 = 23 1d6 + 13 ⇒ (3) + 13 = 16
1d20 + 14 ⇒ (14) + 14 = 28 1d6 + 13 ⇒ (6) + 13 = 19
1d20 + 9 ⇒ (4) + 9 = 13 1d6 + 6 ⇒ (3) + 6 = 9
1d20 + 9 ⇒ (14) + 9 = 23 1d6 + 6 ⇒ (1) + 6 = 7

Behind you, Dalviss attempts to rally the townsfolk in a cheer; he raises an old halberd, his former life's armor strapped to his body in his efforts to help fend off the purple beast. "Yes! YES! Look, good people of Dustpawn, to our deliverers from madness! To our... to out..." his voice falls away as high above, the mysterious emissary exerts his power and will. A shadow appears in the sky, an illusion of a moon, its face a changing kalaidoscope of monstrous faces, each more bestial than the last. It slips across the sky and slides between the sun and the planet, turning the land for miles around Dustpawn to a ghostly blue twilight.

With the shuddering comes the transformation. In a thousand voices, the people of dustpawn collapse to the ground, scratching at their risks, grasping at their bellies as a single scream rises from them; skin slowly turns into scales, nails into claws, hair into fur. They shudder and shake as the bestial magic begins to take its toll.

Of them all, one experiences the change the fastest. Dalviss Crenn, fallen to a single knee, face bowed to the ground where you cannot see as his body seems to bulge and expand. When he looks up again to see you, his face has undergone a swift and agonizing wolflike transformation, as he springs at you!

The citizens will take at least an hour to transform and the Emissary is predicted to land in half an hour, at dawn.

Dalviss Init 1d20 + 5 ⇒ (13) + 5 = 18

New init order
Will
Dalviss
Rosa, Dragash, Zerisi
Nalan

Go Will


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

Round 2

Fast Dismount Ride DC 20: 1d20 + 17 ⇒ (6) + 17 = 23
Handle Animal Attack DC 10: 1d20 + 8 ⇒ (15) + 8 = 23

Will leaps of his steed with practiced ease and is about to order him to attack the giant beast when the world goes dark. A strange object covers the sun and the people of Dustspawn collapse. Delviss is the only one to get back up, but he is not the same. Will can sense a predatory intent coming from behind and makes a judgment call. He sends Arion back while he engages the monster.

Sting of the Asp+Inspire: 1d20 + 15 + 2 ⇒ (16) + 15 + 2 = 33
Damage+Maneuver+Inspire: 1d10 + 7 + 1d6 ⇒ (8) + 7 + (3) = 18

Free Action: Dismount.
Free Action: 5 ft step back.
Move Action: Handle Animal to order Arion to attack Delviss. Arion will Provoke.
Swift: Change Stance to Stance of the Defending Shell +2 AC.
Standard Action: Sring of the Asp Manuever DC 14 Fort. That's 2 strength damage now and next round or 1 both rounds.

Sting of the Asp:
Through the use of this maneuver, the disciple readies a weakening dose of ki energy with his weapon's strike to sap his foe of its power. The disciple makes an attack against a target; if successful the strike inflicts an additional 1d6 points of damage and 2 points of Strength damage (Fortitude save DC 12 + initiation modifier; success halves this Strength damage). On the round following a failed save, the corrupted ki energies inflict an additional 1d6 points of damage and 2 additional points of Strength damage. This is a supernatural ability.


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

Dragash drinks a potion and moves away from the creature.

Drink a potion of invisibility and move away, this provokes. Is there move map further down? I would be walking further south than is currently available.

If I go down from the AoO just leave me there till later, I'm still moving house so it's been difficult to post.


Resisting part of Will's strength-sapping scythe, the creature's hide is regardless penetrated by Will's blow.
Fort 1d20 + 17 ⇒ (12) + 17 = 29

Ignoring Arion, Dalviss fixes his gaze upon Zerisi and charges forward, Halberd swinging.
Triggers AOO from Arion
vs Zerisi 1d20 + 15 ⇒ (7) + 15 = 22 1d10 + 17 ⇒ (9) + 17 = 26

Go rest


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Rosa sword flamed with black fire then she was gone, coming into being again behind the demon her great sword flashed twice seeking to shatter its spine, and back.

Actions this round:

Kn Planes1d20 + 8 ⇒ (5) + 8 = 13 to know what kind of thing it is from the void, weakness etc, unless that roll says this action will be no good she will.

Uses her Travel domain ability to teleport to the other side of the best giving others flanking. Move action

She places her Neg energy in her massive blade

Attack 1: Adamantine Great Sword attack1d20 + 10 + 2 + 2 + 2 ⇒ (11) + 10 + 2 + 2 + 2 = 27 +2Magic 2+bard song +2 Flanking DMG 2d6 + 4 + 2 + 2 ⇒ (4, 1) + 4 + 2 + 2 = 13 + 5d6 ⇒ (2, 1, 3, 5, 3) = 14 Channel smite DC18 will for 1/2, single attack

Attack 2: Adamantine Great Sword attack1d20 + 5 + 2 + 2 + 2 ⇒ (11) + 5 + 2 + 2 + 2 = 22 +2Magic 2+bard song +2Flanking DMG 2d6 + 4 + 2 + 2 ⇒ (5, 5) + 4 + 2 + 2 = 18 + 5d6 ⇒ (1, 5, 6, 2, 2) = 16 Channel smite DC18 will for 1/2, single attack

"Demon I have fight greater beings than thee and sent them back to the void."

She says as her grate blade swings.


Waiting on Zerisi I believe


Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12

Zerisi swoops forward in a rolling tumble, and throws a handful of cards in the air, briefly obscuring him from vision. A fraction of a second later, 4 more of him have appeared, copying his motions exactly.

mirror image: 1d4 + 2 ⇒ (2) + 2 = 4
Five foot step, casting mirror image. Continuing performance.


K Local since it's a humanoid.

Rosa, as far as I am aware all teleportation effects immediately end your turn after using them; would you like to change your actions?


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

GM:

There are a few that do not, the fey template is one, or the Sudden Shift (Sp) from the Trickery/Deception domain, where a miss attack allows a PC to teleport shift in combat, this is another, the power granted by the travel domain, they are classes as moves action [Or less] (Sp) stating the part action a PC dose in place of a move and so letting you have an action after. Where as casting the spell takes that action, unless you have feats to reduce it. Also they are classes as move with line of site [restricted] in description so as to do away with disorientation and let them act as a move action as you know where you are, again in cases where there is no line of site, there is disorientation and again you need feats to remove it.

All other GMs I have played with and myself rule that this is the case for movement action powers like this, that are restricted to line of site and stated clearly as as move action.

None move action Teleport [or less] like power or none line of sight ones [restricted] and yes a PC turn ends.

If your ruling is this it ends her term then I will have to change action. But that would brake a number of powers like this in the game.
Like Sudden Shift which would be the most useless and deadly power ever in combat haha.

If you agree then I did get wrong is she can't have a full attack, so she dose not do that second attack.


Mmm; I suppose I'm mostly thinking of Wizard Teleportation subschool ability, based on dimdoor. I suppose it wouldn't apply to abilities based on teleport, rather than dimension door. Fair enough, you don't lose your action. Only one attack though since you're spending a move.

Rosa teleports, appearing next to Dalviss and smashing down with a blow, connecting.
Will 1d20 + 5 ⇒ (16) + 5 = 21

The giant attacks Zerisi as he downs a potion in front of it.
1d20 + 14 ⇒ (15) + 14 = 29 1d8 + 12 ⇒ (1) + 12 = 13

Its strength somewhat sapped, the creature lashes out at Will.
1d20 + 14 ⇒ (8) + 14 = 22 1d8 + 12 ⇒ (5) + 12 = 17
1d20 + 14 ⇒ (7) + 14 = 21 1d6 + 12 ⇒ (2) + 12 = 14
1d20 + 14 ⇒ (15) + 14 = 29 1d6 + 12 ⇒ (2) + 12 = 14
1d20 + 9 ⇒ (12) + 9 = 21 1d6 + 6 ⇒ (4) + 6 = 10
1d20 + 9 ⇒ (20) + 9 = 29 1d6 + 6 ⇒ (3) + 6 = 9
Confirm 1d20 + 9 ⇒ (14) + 9 = 23 1d6 + 6 ⇒ (4) + 6 = 10

Go Will


Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12

Potion AoO is vs Dragash, I believe.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

Round 3

That hurt, should be 34 damage.

Acrobatic as he was, Will could only dodge or deflect most of the attacks. Two got through his defenses and one nearly gutted him. He misjudged the reach of its claws. Painful lesson. He didn't want to take another flurry like that. Will draws back for an attack with his main weapon but doesn't follow through. Instead he jabs with his left hand into the beasts leg, injecting his Ki to disrupt the beast and cause excruciating pain.

Shards of Iron+Inspire+Combat Expertise: 1d20 + 15 + 2 - 3 ⇒ (10) + 15 + 2 - 3 = 24
Damage+Inspire: 1d6 + 5 + 2 ⇒ (2) + 5 + 2 = 9

Swift Aid Dragash: 1d20 + 13 ⇒ (15) + 13 = 28

Use Shards of Iron. If it hits, opponent is staggered. Using Combat Expertise. AC 30 now. Swift Aid for Dragash, +2 to attack or AC. And finally, 5ft step back.


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

Well I'm not dead from that.

Dragash coats another arrow, last one for now and heals himself so he is not on the brink of death in the safety of his invisibility.

healing: 1d8 + 1 ⇒ (8) + 1 = 9


Huh sorry, forgot I'd checked this and hadn't updated.

Will's blow just barely connects, staggering the creature

Casting an eye brwteen the many Zerisis, the lupine Dalviss growls and rounds on Rosa.
1d20 + 13 ⇒ (19) + 13 = 32 1d10 + 17 ⇒ (8) + 17 = 25
1d20 + 8 ⇒ (12) + 8 = 20 1d10 + 17 ⇒ (9) + 17 = 26

Go Rosa, Dragash, Zerisi


Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12

In unison, all 5 Zerisis draw a pair of cards from their deck, and then launch them at the Emissary in rapid succession.
Atk+bardsong: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15
Atk+bardsong: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
...that's underwhelming

The cloud of illusionary cards disappear just before hitting the monster, leaving only the two real ones, which deflect off the the beast and stick into the wall of a nearby building, staying there for only a second before they disappear, having re-materialized back in Zerisi's deck.

card1: 1d6 + 1d9 ⇒ (4) + (3) = 7 INT;CG. The Joke: using trickery to defeat an enemy.
card2: 1d6 + 1d9 ⇒ (2) + (9) = 11 DEX;CE. The Demon's Lantern: impossible tricks/traps.

'Well, deception won't win the day, it seems...'

Zerisi calls out to the others is a lighthearted voice,
"An idea, friends! Just kill it, before it does the same to us! Easy!"

I am VERY impressed with my harrow card results...


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Loving this RP, half Devil fighting a Demon, whats not to like about that, cool

The Great demonic best turns on Rosa, smashing down on her large form, she blocks one blow but another hits her hard, she takes it grunting in pain, then with out stopping returns blows with the best. But she was a hound of hell trained and bread for this, she had slain Demons and devils alike, this to her was an act of worship more than a fight.

One hit 25 DMG HP now 50/75

"Get thee BACK!"
And a blow of her sharper than sharp blade seeks to cut deep into the hide if the best.
Attack 1: Adamantine Great Sword attack 1d20 + 10 + 2 + 2 + 2 ⇒ (12) + 10 + 2 + 2 + 2 = 28
+2Magic 2+bard song [+2 if flanked]
DMG 2d6 + 4 + 2 + 2 ⇒ (4, 4) + 4 + 2 + 2 = 16 + Channel Negative Energy 5d6 ⇒ (1, 6, 2, 2, 3) = 14

"The Hells Command THEE!"
Again that black hell blade comes down seeking cutting deep.

Attack 2: Adamantine Great Sword attack 1d20 + 5 + 2 + 2 + 2 ⇒ (15) + 5 + 2 + 2 + 2 = 26
+2Magic 2+bard song [+2 if flanked]
DMG 2d6 + 4 + 2 + 2 ⇒ (4, 3) + 4 + 2 + 2 = 15 + Channel Negative Energy 5d6 ⇒ (2, 1, 6, 3, 2) = 14

31 points DMG, Admantine+Magic + 28 Points Channel Negative Energy 2x Will Saves DC16 for [1/2 14] [1/2 14]

Rosa blade screams in joy as it cuts burning with black fire.

Here is hoping that dose some damage on this thing


Rosa's twin blows connect. Dalviss roars in pain as his shoulder is sliced open.
1d20 + 5 ⇒ (12) + 5 = 17
Rosa, Channel Smite requires a swift action, which you only get one of per turn.
Dalviss is fairly hurt.

Duration on that stagger?

Winded, Nalan bites at Will.
1d20 + 14 ⇒ (8) + 14 = 22 1d8 + 12 ⇒ (8) + 12 = 20

Go Will

Pretty sure no one here's demonic.
Also, Zerisi, if it wasn't clear, Dalviss ain't the Emissary. With that in mind, which are you aiming at? Doesn't matter, misses both.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

Attack+Inspire+Power Attack: 1d20 + 15 + 2 - 3 ⇒ (19) + 15 + 2 - 3 = 33
Damage+Inspire+Power Attack: 1d10 + 7 + 2 + 9 ⇒ (5) + 7 + 2 + 9 = 23

Attack+Inspire+Power Attack: 1d20 + 10 + 2 - 3 ⇒ (13) + 10 + 2 - 3 = 22
Damage+Inspire+Power Attack: 1d10 + 7 + 2 + 9 ⇒ (10) + 7 + 2 + 9 = 28

Confirm+Inspire+Power Attack: 1d20 + 15 + 2 - 3 ⇒ (18) + 15 + 2 - 3 = 32
Damage+Inspire+Power Attack: 1d10 + 7 + 2 + 9 ⇒ (9) + 7 + 2 + 9 = 27

Aid: 1d20 + 15 + 2 - 3 ⇒ (7) + 15 + 2 - 3 = 21

Will didn't have a lot of options to attack with walls on either side but he still had a few tricks up his sleeve. For instance, with walls on either side, he could use them as springboards to get greater height and strike at the head. He springs off one wall and then another, gaining a few feet and strikes high with an overhead chop.

Full Attack.

Edit: Forgot aid won't work with no in melee. So ignore that.


Duration on that stagger?

Again penetrating the giant's hide, Will manages to severely hurt the creature; though far from fatally.
About half dead.

Dalviss continues smashing into Rosa.
1d20 + 13 ⇒ (20) + 13 = 33 1d10 + 17 ⇒ (7) + 17 = 24
1d20 + 8 ⇒ (1) + 8 = 9 1d10 + 17 ⇒ (9) + 17 = 26

Go rest


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Rosa takes the hit then shifts back some 20' blinking in and out of existence. Then a wave of dark energy wells up from her,

Actions:

Channel Neg energy 5d6 ⇒ (3, 3, 5, 3, 4) = 18 harm devil will save DC16 1/2 on it, heals Rosa.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

It was one round.

Edit: Also, Rosa, Channel can't harm and heal at the same time, for good aligned or evil aligned.


Oh, let me confirm that crit.

1d20 + 13 ⇒ (12) + 13 = 25 1d10 + 17 ⇒ (6) + 17 = 23

The giant is unaffected by Rosa's burst.
Will 1d20 + 7 ⇒ (20) + 7 = 27


Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12

Don't forget your horse, Will!

The cloud of Zerisis slides up behide Will and continues to throw cards at Nalan, convinced from the harrow cards he's drawn so far that this is the right course of action.

attack+inspire: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
damage+inspire+arcane strike: 1d4 + 9 + 2 + 2 ⇒ (3) + 9 + 2 + 2 = 16

lesser designating on Nalan since it looks like the first card was a hit. That's another +2atk/+2dmg for everyone for one round.

attack+inspire+designating: 1d20 + 11 + 2 + 2 ⇒ (5) + 11 + 2 + 2 = 20
damage+inspire+arcane strike+designating: 1d4 + 9 + 2 + 2 + 2 ⇒ (3) + 9 + 2 + 2 + 2 = 18

Continuing Performance, Free. Arcane Strike, Swift. Full atk + 5' step.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

I have a lot. Probably about 8 attacks.

Arion Bite: 1d20 + 10 ⇒ (17) + 10 = 27
Arion Bite damage: 1d4 + 6 ⇒ (4) + 6 = 10

If horses can benefit from inspire or designating attacks, please add the bonuses in.

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