GM Arkwright's DOOOOOOOOOM comes to Duskpawn (Inactive)

Game Master Arkwright

Battle Map


601 to 650 of 664 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

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 throws a single bomb at Nalan and then rushes around the corner out of field of vision of the large creature once more.

touch attack: 1d20 + 12 + 1 + 2 ⇒ (5) + 12 + 1 + 2 = 20
damage: 5d6 + 8 + 2 ⇒ (1, 4, 4, 2, 3) + 8 + 2 = 24 Fire damage

DC 21 Reflex save or be rooted to the ground.


Ref 1d20 + 5 ⇒ (7) + 5 = 12

Bombed, carded and stuck, it doesn't stop Nalan from lashing out at Will.
1d20 + 14 ⇒ (5) + 14 = 19 1d8 + 12 ⇒ (1) + 12 = 13
1d20 + 14 ⇒ (15) + 14 = 29 1d6 + 12 ⇒ (4) + 12 = 16
1d20 + 14 ⇒ (15) + 14 = 29 1d6 + 12 ⇒ (4) + 12 = 16
1d20 + 9 ⇒ (8) + 9 = 17 1d6 + 6 ⇒ (1) + 6 = 7
1d20 + 9 ⇒ (6) + 9 = 15 1d6 + 6 ⇒ (6) + 6 = 12

Arion lands a hit on Dalviss but it doesn't hurt overly.

Go Will


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

Edited actions

Rosa takes the hit then shifts back some 30' blinking in and out of existence. Then a wave of dark energy wells up from her healing here.

Little change in actions, She moved a little more and heals.

Actions:

Fort Save 1d20 + 7 ⇒ (7) + 7 = 14 I think she is still standing to make the shift.

CSW 3d8 + 9 ⇒ (6, 3, 1) + 9 = 19 HP back


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

Sorry guys. Forgot to go.

The beasts last attack left Will in a dire situation. The creatures strength was slowly wearing away his guard and their was little left. One more solid hit and it'd likely crumble completely. So now his choice was to harden up or lash out. It didn't appear to be doing any better so Will decided on the later, letting Zerisi's cards guide him in.

Attack+Inspire+Power Attack+Designating: 1d20 + 15 + 2 - 3 + 2 ⇒ (14) + 15 + 2 - 3 + 2 = 30
Damage+Inspire+Power Attack+Deadly Strikes+Designating: 1d10 + 7 + 2 + 9 + 1d6 + 2 ⇒ (7) + 7 + 2 + 9 + (2) + 2 = 29

Attack+Inspire+Power Attack+Designating: 1d20 + 10 + 2 - 3 + 2 ⇒ (13) + 10 + 2 - 3 + 2 = 24
Damage+Inspire+Power Attack+Deadly Strikes+Designating: 1d10 + 7 + 2 + 9 + 1d6 + 2 ⇒ (3) + 7 + 2 + 9 + (2) + 2 = 25

Full attack. Forgot about deadly strikes which activated last round from the crit. Extra 1d6 damage on all attacks for this round. Also AC is still 29 because of stance.

Arion Bite: 1d20 + 10 ⇒ (16) + 10 = 26
Arion Bite damage: 1d4 + 6 ⇒ (2) + 6 = 8

Arion hoof: 1d20 + 5 ⇒ (11) + 5 = 16
Arion hoof damage: 1d6 + 6 ⇒ (1) + 6 = 7

Arion hoof: 1d20 + 5 ⇒ (11) + 5 = 16
Arion hoof damage: 1d6 + 6 ⇒ (4) + 6 = 10

And here is Arion.

Edit: for designating.


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

Also at 8 HP and I totally forgot all the potions I carry.


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

designating is +2 attack AND +2 damage. look like you only gave yourself the bonus on attacks.


With a final hoarse cry, the purple-skinned giant collapses to the ground. Black and blue blood leaks from its hide, pierced and ruined in several places.

Undaunted, the bestial Dalviss ignores Arion and charges forward swinging his halberd at Zerisi.
1d20 + 13 ⇒ (13) + 13 = 26 1d10 + 17 ⇒ (3) + 17 = 20

AOO from Arion

Go rest

68


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

Arion Bite AoO: 1d20 + 10 ⇒ (6) + 10 = 16
Arion Bite damage: 1d4 + 6 ⇒ (1) + 6 = 7


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

"Bravo, bravo!" Zerisi calls out. Having returned completely to his jovial self, he moves abruptly, stepping back and spinning around in a complete circle. When he's facing Dalviss again, he and his duplicate unleash another cloud of harrow cards.

attack+inspire: 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19
attack+inspire: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20

damage+inspire+arcane strike: 1d4 + 9 + 2 + 2 ⇒ (4) + 9 + 2 + 2 = 17
damage+inspire+arcane strike: 1d4 + 9 + 2 + 2 ⇒ (3) + 9 + 2 + 2 = 16

If my first attack hits, it's +2 attack and +2 damage on the second


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

Casts infernal healing on herself +1HP


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

I can't move myself at the moment since I won't have a computer till the 19th.

Dragash heals himself further then moved up joining the rest of the group.

healing: 1d8 + 1 ⇒ (1) + 1 = 2


Zerisi's cards swing wide.

Tsk sorry, with Nalan gone, Will you're now acting, go.


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

Will nearly let his weapon droop now that the beast had finally succumb. He'd almost forgotten that Dalviss was still behind him. He holds his fauchard forward while his downs a potion at his waist. The beast last round of attacks had left him swaying and lightheaded from blood lose.

Cure Moderate Potion: 2d8 + 3 ⇒ (2, 6) + 3 = 11

Standard: drink potion. Nothing else.


Moving forward, Dalviss slashes his halberd at Zerisi.
1d20 + 13 ⇒ (5) + 13 = 18 1d10 + 17 ⇒ (5) + 17 = 22
1d20 + 8 ⇒ (9) + 8 = 17 1d10 + 17 ⇒ (3) + 17 = 20

Go everyone


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

Moves 30' +1HP

Rosa grips her sword and moves up to join the fight.


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

Son of a...

Arion Bite: 1d20 + 10 ⇒ (17) + 10 = 27
Arion Bite damage: 1d4 + 6 ⇒ (3) + 6 = 9

Arion hoof: 1d20 + 5 ⇒ (5) + 5 = 10
Arion hoof damage: 1d6 + 6 ⇒ (3) + 6 = 9

Arion hoof: 1d20 + 5 ⇒ (18) + 5 = 23
Arion hoof damage: 1d6 + 6 ⇒ (3) + 6 = 9

Will couldn't bring himself to swing his weapon at Dalviss. The man was a friend. And Rosa had shown she could remove the course if it was recent. Maybe it could work now. He drops the weapon and closes in, hammering away at the mans head with non-lethal strikes.

Attack+Inspire: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31
Damage+Inspire: 1d6 + 5 + 2 ⇒ (3) + 5 + 2 = 10

Attack+Inspire: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Damage+Inspire: 1d6 + 5 + 2 ⇒ (6) + 5 + 2 = 13

Full attack, all non-lethal. Swift: Iron Hand Stance


With a final punch, Dalviss growls, then his eyes unfocus, focus, then unfocus again. In utter silence, he keeps over and falls to the ground, unconscious.

Combat over

As Dalviss falls to the ground, a cry goes up- a young child, eyes fixed, on the sky, pointing. Following his finger, you spot a strange shape falling from the sky. A dark blot lancing down from the heavens, it lands in the open plaza near you. A wave of earth is kicked up by the impact, washing over you as you shield your eyes.

Before you sits a dull shape; its surface so black that it is impossible to discern edge or curve, thus it seems almost two-dimensional. Smoke gently veils it.

Can I get 5 rounds worth of actions from everyone.


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

Good, at least he wasn't dead. The relief is short lived as Will turns towards a child's scream and then up to the sky. He only has a moment to cover his eyes before a wave of dust washes over them. When it clears, Will is standing perfectly straight and still. His arms are parallel to the ground as he grips his weapon, its head pointing straight down touching the ground. His eyes are closed, focused on something. After a few seconds, he sweeps the weapon around and to the side. The beast hadn't revealed itself yet and he needed to use the time wisely. So he starts sucking down potions like a sailor on shore leave.

Take a round to regain maneuvers. I think I only used 2 from Stalker. The rest will depend on the others. I need health bad, but I also have 3 potions I want to drink. So the order I want is Cure Moderate, Bull's Strength, Bless Weapon and Protection from Evil. The last two are 1 min so the first round of combat there is 8 and 9 rounds left respectively. I can call Arion and mount up as move actions as well.


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

After watching the craft land with the others, Zerisi shakes the dirt out of his face, and begins spellcasting furiously.

ASF; <15 fails: 1d100 ⇒ 57

Enlarge on me, 2 CLWs on Will, 'Moment of Greatness' on everyon, beginning performance

Inbetween spells, he plucks the healing potion they'd secured earlier and tosses it towards Dragash, who he notices is looking rougher than usual. Finishing his spells, the 12' tall Zerisi, still with his doubles, takes up a flanking position off to the side of the others, and begins humming a low-pitched, slow tune while shuffling his Harrow deck thoroughly.

~6 minutes on Moment of Greatness & my Enlarge, ~5 minutes left of my mirror image, 20 rds of Performance left.

2CLWs on The General: 2d8 + 10 ⇒ (2, 6) + 10 = 18


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

As she is behind the walls little of the dust and earth comes her way,

actions:

not that many spells left, but hay ho.

1: Divine Favor 9mins
2: Shield of Faith 9mins +3AC [Used]
3: Tap-inner Beauty 9mins
4: Comprehend Languages
5: Infernal Healing 9mins 90hp [Used]
-: Inflict-light-wounds

2ed DC17
1: Align Weapon [Lawful] [Cast R3]
2: Bulls strength 9mins +4STR Cast R4]
3: Eagles Splendor +4Cha 9mins
4: Summon Monster 2
5: Cure Moderate Wounds
-: Inflict Moderate Wounds

3ed DC18
*: Fly
1: Magic Vestment +2AC
2: magic-circle-against-chaos [used]
3: channel-vigor 9r [Cast R5] [Hast 9r]
4: Cure Serious Wounds Used
-: Inflict Serious Wounds

4th
*: Dimension Door 760'
1: Greater Magic Weapon 9 hours +2 [Used]
2: giant-vermin [Used R2]
3: restoration [Used R1]
-: Inflict Critical Wounds [Cast R1+R2] 4d8 + 9 ⇒ (5, 4, 5, 5) + 9 = 28 + 4d8 + 9 ⇒ (6, 8, 3, 8) + 9 = 34 Now as she is healed by both Neg and Pos this should work. back to max HP.

X: revenant-armor < [5/9 days]


Need Dragash


Dragash moves through a flurry of actions.

Drink Mutagen; +4 Dex, -2 Wis.
Fly
Barkskin

On the third round of preparation, the shape cracks, and a sickly green ooze issues forth, collecting on the ground before manifesting countless eyes, tentacles and softly steaming green vapor. Collecting itself into a heaping mound not unlike rotten brain matter, a strange and alien rumbling voice resounds in all of your minds, speaking in your native tongues. Peons of this pathetic planet... wretches of this vile town... I declare you vassal to the Dominion of the Black, the harbinger of the Ebon Truth. Fall to your knees before me and you may yet receive the gifts of transcendence and enlightenment I offer...

Only got 3 rounds of prep, so remove the others. Can talk now or do combat; if latter, wait for me to post new initiative.


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

"Wow! Now that's something you don't see everyday!" Zerisi exclaims, somehow still willing to joke, even as the egress of the green 'thing' interrupts the spell he was about to cast. Caught up in wonder, he eschews further preparations for battle, to talk with the Emissary.

"Yoo hoo! Eye-missary! Do tell, what enlightenment do you bring?"

As he calls to the 'thing', Zerisi draws a card, and sneaks a peek...
1d6 ⇒ 2Dex 1d9 ⇒ 3CG ...seeing The Juggler.

"Destiny in a stranger's hands. Sounds about perfect, eh Dustpawn?" he calls out loudly and proudly, hoping to inspire at least his compatriots, and at best, anyone who survived and might be watching.


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

Rosa 1st instinct was to attack bellowing its damnation by the Hells.
But she held herself in Check, she needed to know more, who was this Dominion of the Black and the Ebon Truth. Also she had sent her imp and the summoned Devils back to report, they should have done that by now. She had hope that aid would come before she fell facing this abomination. She had doubts this depleted of magic that she and the other could stand. She needed to play for time and find a weakness.

"I am Rosa Luminass, A Hound of HELL, my master Asmodeus lord of the Hells, of Law and Evil, will be most delighted to meet the harbinger of the Ebon Truth. Asmodeus will know doubt be interested to hear the offers you are making to the locals in far more detail. Would you like to expand in just what this transcendence and enlightenment actuality en-tales. Would it have something to do with you consuming the minds and souls of the faithful to enrich your self with such power as you can take from them. That dose so very seem to the opus memorandi of Demons."

She pits the last word out, holding her sword up, and taking a war stance.

"So speak Demon just what are you offering our world and the people in it, hold nothing back now. Lest hear it all."


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

So we get three rounds instead of 5? I have to alter things then.

Cure Moderate: 2d8 + 5 ⇒ (8, 5) + 5 = 18
Cure Light: 1d8 + 1 ⇒ (3) + 1 = 4

Refresh maneuvers and two potions. 18+18+4=40 Brings me to 59.

Will holds his ground and continues to fumble with the potions in his waist pouch. He hoped Rosa could keep it talking long enough to done a few more. His wounds were at least closed now but it wouldn't take much to reopen them.


I sense base mockery and derision... I will not be disrespected by the child adherents of this pitiful ball of mud and water... the Ebon Truth wipes away all faith, all life, all light... and if you will not kneel, your ending day will dawn all the sooner!

Init
Emissary 1d20 + 6 ⇒ (15) + 6 = 21
Will 1d20 + 5 ⇒ (9) + 5 = 14
Rosa 1d20 + 3 ⇒ (2) + 3 = 5
Zerisi 1d20 + 2 ⇒ (13) + 2 = 15
Dragash 1d20 + 15 ⇒ (14) + 15 = 29

Order
Dragash
Emissary
Rest

K Dungeoneering to identify

Go Dragash

Everyone within or approaching to within 60ft, DC 21 will or Confused for 1d4 ⇒ 2 rounds


Dragash Will 1d20 + 5 ⇒ (4) + 5 = 9
1d100 ⇒ 46

Dragash babbles incoherently.

An aura of darkness emanates from the creature.

Deeper Darkness; targeting difficulties apply.

Go everyone


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

GM I want a Kn roll on planes or what ever skill covers this thing she has all wise GM before the darkness kn all 1d20 + 6 ⇒ (2) + 6 = 8 we'll forget that then she just thinks it's demonic

Failed to slow it Rosa is hit by a wall of darkness.

will save dc21 1d20 + 11 ⇒ (18) + 11 = 29 made


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

Will maneuvers Arion behind the cover the tree nearby and drinks another potion Bull's Strength. He was not about to run into a cloud of darkness without first seeing if one of the casters could do something about it.

Move and drink a potion.


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

Will, don't forget your Confusion Roll. Also, if the darkness is a 60' radius, we're already in it based on the map. And sorry, I've got nothing to help with the darkness problem...

DC21 Will vs Confusion: 1d20 + 10 ⇒ (13) + 10 = 23

Thrown off by the impenetrable darkness, Zerisi casts Invisibility on himself, and moves along the wall to a new position.

'Well this is incredibly inconvenient' he thinks, perplexed.


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

Will DC 21: 1d20 + 10 ⇒ (20) + 10 = 30

Didn't think I got closer. Maps smaller than I thought.


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

Arion DC 21: 1d20 + 3 ⇒ (4) + 3 = 7
1d100 ⇒ 33

Will tries to spur Arion forward, but the silly thing seemed not to understand and stands there, head swinging, tongue flopping.


Darkness is only 20''; it's that grey circle.


Apologies, forgot I was botting Dragash.

Dragash babbles incoherently; at the end however he regains his mind.
1d100 ⇒ 43

Within the darkness, the creature shifts.

Go everyone


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

The invisible Zerisi begins singing, a low, somber humming noise. Despite it's relatively dour tone, especially given Zerisi's usual high spirits, it fills the others with a familiar strength.

Beginning Performance


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

Arion: 1d100 ⇒ 40
Ride: 1d20 + 17 ⇒ (19) + 17 = 36

Arion continued to do nothing despite Will's urging. He didn't know how long this would last so he leaps off his mount and heads for different cover, downing another much needed potion for defense.

Quick dismount as free. Move behind northern tree. Down Protection from evil 10/10. AC 29.


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

Rosa has no hesitation what to do. She is a Hound of hell, she was made to hunt such forces as this no matter where or who they may be. Her life was dedicated to the rule of law, and the protection of the world from the madness of Chaos.

Standing her full high she held up her large two handed back hell blade up pointing at the sky. As other looked on in worry and fear, she did not, a grim hard look on her face. She stood her ground, possibly facing a Demonic god and her last battle, she did not waver. She would not be remembered for weakness nor fear. She was the very embodiment of the Hells and its will to rule by what ever means, be it oneself and others. She would not falter now. Who ever survived this day would remember what Law and the hell's meant.

At the top of her voice she called so that ALL could hear.

"DEMON!!, YOU ARE JUDGED GUILTY, BY THE AUTHORITY OF HELL AND MY LORD AND MASTER ASMODEUS. I CONDEMN THEE TO ANNIHILATION."

With that she hefts her great black blade burning with dark flame and lawful might and charges into the darkness.

As she ran she calls out her death song.

"I AM DOOM!! AND I AM DEATH!! AND I WILL SHOW NO FEAR!!"

And she charged into the inky darkness.

Actions:

Move 40' Attack, Sword is lawful aliened, her last Channel.
Channel smight + Blind-Fight fear

Attack Adamantine Great Sword attack 1d20 + 10 + 2 + 2 ⇒ (18) + 10 + 2 + 2 = 32
if miss blind fight feat
Attack Adamantine Great Sword attack 1d20 + 10 + 2 + 2 ⇒ (5) + 10 + 2 + 2 = 19

DMG 2d6 + 4 + 2 + 2 ⇒ (1, 1) + 4 + 2 + 2 = 10 +2 LAwfull Magic Adamantine
Neg ange Channle 5d6 ⇒ (5, 1, 4, 4, 6) = 20
Channel smite DC18 will for 1/2, single attack [Blind fight]

This is what she would do as a PC, what she is in her very fiber and soul. No out world demon can chance that, she may well die and I am find with that, as a Character I feel she would be as well. She could thing of no better death and fighting impossible odds to save the world from the ravages of Chaos.


As soon as Rosa steps into the darkness, she finds a vile force slamming into her.
1d20 + 23 ⇒ (2) + 23 = 25 2d8 + 8 ⇒ (3, 5) + 8 = 16 invisible, so it's against your flat-footed AC. DC 21 Will or Negative Level, please.

Blind-fight lets you re-roll the miss chance, not the attack roll.
High hits 1d100 ⇒ 42 1d100 ⇒ 49

Rosa's great bladework fails to find a target.

Within the darkness, the creature slams out at rosa. THEN I WILL TEACH YOU FEAR...

1d20 + 23 ⇒ (6) + 23 = 29 2d8 + 8 ⇒ (2, 7) + 8 = 17 DC 21 Will or negative level
1d20 + 23 ⇒ (6) + 23 = 29 2d8 + 8 ⇒ (8, 2) + 8 = 18 DC 21 Will or negative level

Dragash recovers his wits, such as they are, and rushing forward, detonates a bomb in a directed blast of destruction. Awash with cold, the creature is staggered.
Directed Bomb, Frost Bomb
1d20 + 14 ⇒ (6) + 14 = 20 5d6 + 7 ⇒ (5, 4, 3, 1, 3) + 7 = 23
Fort 1d20 + 14 ⇒ (6) + 14 = 20

Go everyone


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

End Actions:

Her move makes her 5' in, so she gets hit there.
Meant to add,
Perception Rosa1d20 + 7 ⇒ (15) + 7 = 22 to seek where the thing is
Perception Sword 1d20 + 3 ⇒ (6) + 3 = 9 to seek where the thing is
Sword activates shield +4ac but still get hit on flat footed V invis.

As she moves in and the force hits

Knowledge (Arcana)1d20 + 7 ⇒ (8) + 7 = 15 to know what kind of magic is being used.
Then save Vs it hit 1,

Will Vs NL 1d20 + 11 ⇒ (12) + 11 = 23 pass

Then second hits

Will Vs NL 1d20 + 11 ⇒ (17) + 11 = 28 pass
Will Vs NL 1d20 + 11 ⇒ (9) + 11 = 20 Fail

I am not 100% what is DMG there GM, also is that temp or perm Level loss?


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

Active Effects:
Protection from evil 9/10: +2 AC and Saves vs Evil
Bull's Strength: +4 Str
Combat Expertise: +3 AC
AC 32

You were hit three times for 16, 17, and 18 damage. I think all of those were hits.

Will was hoping to wait out the beast's darkness and hold his ground until an opportunity arose. Neither seemed to be an option and one of their own decided to rush it. Well, he wasn't going to let her go alone so he steps into the darkness.

Angering Smash+Inspire Courage+Bull's Strength+Combat Expertise: 1d20 + 15 + 2 + 2 - 3 ⇒ (8) + 15 + 2 + 2 - 3 = 24
Miss: 1d100 ⇒ 72
Damage: 1d10 + 7 + 3 + 2 ⇒ (1) + 7 + 3 + 2 = 13

Move in and use Angering Smash. If it hits I will add Armiger's mark. Together that's a -8 to hit someone else besides Will. The mark cannot take effect if he manages to negate the damage for some reason.


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

"Well, if we can't dispel the darkness, maybe we can even the score a bit..." Zerisi thinks, staring into the dark cloud even as the Emissary lashes out at Rosa.
He casts a spell, targeting the darkness just far away enough from Rosa that she won't be affected.Glitterdust: DC 15 Will or Blinded for 6 rds

Free action continue performance. And if Will's attack misses, I'll immediate action Cast Timely Inspiration to add a +2 competence bonus to the total.


Oh aye Rosa, thought you moved.
1d100 ⇒ 35 1d100 ⇒ 22

Rosa's second blow misses.

Erlend's blow pierces the darkness and connects.

Within the darkness, it is hard for Zerisi to see the effects of his spell.

Go Rosa


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

Rosa winks back into being back out of the darkness.
Its plan to she has been hurt badly, she holds her chest, but she stands proud still, she heals herself.

She laughs at the demons threat shouts at the darkness, poring scorn on its rantings.

"PATHETIC, FOOLISH DEMON! I'M BUT ONE, HELL HAS LEGIONS TO TEACH YOU FEAR!!."

Actions:

uses last 25' of Dimensional Hop to move back out the darkness.

DMG taken 51 left 24+1/75

giant-vermin 8 mins

To the others she says.

"Be careful it saps you vitality when it hits you, it hit me three times while I was in here."

She casts a spell and giant spiders come into being, they stand in front of her protecting her. They have no problems in darkness.


Though his blow connects, Erlend feels the creature resistant to his blow.

If I didn't already say, K Dungeoneering to identify.

Rosa, Summon Spells have a 1-round casting time.

The creature briefly emerges from the darkness to slam into Will before disappearing within.
Reach
1d20 + 23 ⇒ (6) + 23 = 29 2d8 + 8 ⇒ (4, 6) + 8 = 18 DC 21 Will or negative level

Go everyone

Dragash detonates a series of bombs.
1d20 + 11 ⇒ (6) + 11 = 17 5d6 + 8 ⇒ (5, 1, 2, 1, 6) + 8 = 23 Fort 1d20 + 14 ⇒ (11) + 14 = 25
1d20 + 11 ⇒ (12) + 11 = 23 5d6 + 8 ⇒ (2, 3, 5, 3, 1) + 8 = 22 Fort 1d20 + 14 ⇒ (4) + 14 = 18
1d20 + 11 ⇒ (6) + 11 = 17 5d6 + 8 ⇒ (3, 6, 3, 3, 1) + 8 = 24 Fort 1d20 + 14 ⇒ (3) + 14 = 17
1d20 + 6 ⇒ (14) + 6 = 20 5d6 + 8 ⇒ (2, 3, 3, 5, 2) + 8 = 23 Fort 1d20 + 14 ⇒ (9) + 14 = 23


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

'The darkness...it isn't fixed on the Emissary...' Zerisi realizes as the Emissary ducks back into the cloud of darkness.

Free action yell, free action continue performance, delaying my action until the thing comes out of the darkness and I can attack it with my cards.

"Will! The darkness doesn't move! Back up and make IT come to you!"


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

Now that it was marked, Will could follow Zerisi's advice. Though the beasts Ki was a chaotic mess, he could at least feel it. So he locked onto the hurricane and back, peddled out into the light, hoping it would follow.

Using Stalker maneuver recovery to get out. Full round action, +4 to AC, recover Wis modifier in maneuvers, can move my speed, and next attack gets deadly strike. Not sure if I can acro as part of movement but I included a roll. Moving 15 back. Should he wish to attack he'll have to move out of the darkness. Not hopefully that will happen though. Still marked so -4 to attack any target but me.

Acro: 1d20 + 12 ⇒ (8) + 12 = 20


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

Rosa casts her heal herself.

Casts CSW 3d8 + 9 ⇒ (2, 6, 6) + 9 = 23 last use


Retreating, Will attracts a strike from the emissary.
1d20 + 23 ⇒ (16) + 23 = 39 2d8 + 8 ⇒ (3, 1) + 8 = 12 DC 21 Will or negative level

Half emerging from the darkness, a shambling green figure, the emissary lashes out at Dragash.
1d20 + 23 ⇒ (10) + 23 = 33 2d8 + 8 ⇒ (2, 7) + 8 = 17 DC 21 Will or negative level

Dragash Will
1d20 + 6 ⇒ (14) + 6 = 20

Dragash pales as his life is sucked from him. Regardless, he backs up and flings his bombs.

1d20 + 10 ⇒ (11) + 10 = 21 5d6 + 8 ⇒ (4, 6, 2, 5, 3) + 8 = 28 Fort 1d20 + 14 ⇒ (7) + 14 = 21
1d20 + 10 ⇒ (10) + 10 = 20 5d6 + 8 ⇒ (4, 5, 5, 1, 2) + 8 = 25 Fort 1d20 + 14 ⇒ (10) + 14 = 24
1d20 + 10 ⇒ (1) + 10 = 11 5d6 + 8 ⇒ (6, 6, 5, 5, 6) + 8 = 36 Fort 1d20 + 14 ⇒ (9) + 14 = 23
1d20 + 5 ⇒ (6) + 5 = 11 5d6 + 8 ⇒ (3, 3, 5, 2, 1) + 8 = 22 Fort 1d20 + 14 ⇒ (2) + 14 = 16

Staggered and near-blasted away, the emissary seems significantly weakened. YOU... WILL... SUFFER... WHEN THE BLACK STARS FALL...

Go everyone


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

So it did follow will, can we see part of it?


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 hasn't moved on the map.

Will: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15

Negative Level:
–1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed.

601 to 650 of 664 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Gameplay All Messageboards

Want to post a reply? Sign in.