1. GM Edwin's Zeitgeist Campaign

Game Master Insnare

When the people and King of Risur have internal or external enemies but won't or can't call in the military... They Call in the RHC(Royal Homeland Constabulary)

Act 1: The Investigation Begins!
Chapter 1: The Island at the Axis of the World
Chapter 2: The Dying Skyseer
Chapter 3: Digging for Lies
Chapter 4: Always on Time
Chapter 5: Cauldron Born
RHC HQ
FLINT CITY
Zeigeist World Map
Avery Coast Train
Lantern

Act 2: The Grand Design

Chapter 6: Revelations From the Mouth of a Mad Man


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Male Gnoll Troubadour 7 / Shifter 2 (Apex Shapeshifter) HP: 23/69+18, AC: 23/19/23, Saves: 11/12/7 I: 4, P: 12, Spell Points: 12/14

Is there anyone I can see from my position? Otherwise Javier will fly upward, using the second round of the storm to avoid opportunity attacks if anyone is waiting for us outside, and see where the darkness ends / if he can do something about it.


Panoply HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

Status:
HP: 14/47 AC: 15 (f14/t11)
Weapon Equipped = Quarterstaff, sunrod
Crossbow Bolts = 10/10
Conditions = Detect Scrying (1/24h), Mage Armor (1/9h), Heroism (50/90m), Infernal Healing (1/10r)
Melee: Attack: BAB +4, Str +0 Damage: +0
Ranged: Attack: BAB +4, Dex +1 Damage: +0
Reconnaissance (1/1)
Instant Doorknocker (1/1)
Quick Runner (1/1)
Arcane Reservoir (su): 7/7(max12) (+1 DC or caster level (free), quick study (full), dimensional slide (part of move))
Consume Spells (su): 2/2
Runestone of Power (first) 1/2
Spells (Caster Level 9, Concentration +13, SR +11)
Special: (7/7) Force Missile*
Zero (15): Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Read Magic, Spark
First (16): (5/6) Burning Hands*, Feather Fall, Grease, Infernal Healing, Mage Armor, Magic Missile*
Second (17) (5/5) Admonishing Ray*, Glitterdust, Invisibility, Knock, See Invisibility
Third (18) (4/5) Clairvoyance/audience, Fireball*, Haste, Heroism
Fourth (19) (3/4) Ball Lightning*, Detect Scrying, Locate Creature
* +1 DC, +4 Damage

Trapped in the midst of them, unable to see, and taking fire, he considers just fireballing the whole place, but that would likely harm, or even kill, innocents. Not quite what the RHC would call a good move.

So he delays.


Shot Putter Funkmeister

There is the one guy in you. You can make out Femi. You can fly up if you would like.


Male Gnoll Troubadour 7 / Shifter 2 (Apex Shapeshifter) HP: 23/69+18, AC: 23/19/23, Saves: 11/12/7 I: 4, P: 12, Spell Points: 12/14

Ok Javier will fly upward and see if he can get out, unfortunately he has no way to see in magical darkness. He will bring the guy he has still in the whirlwind with him if he fails the save again, get a look at what exactly it is, maybe he can copy a trait from the would be assassin and gain the ability to see like he does...


Panoply HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

Ahh, cool. If I can see someone...

Femi casts Magic Missile with Toppling Spell defensively.
Concentration: 1d20 + 13 ⇒ (15) + 13 = 28 vs DC 17

Magic Missile: 5d4 + 9 ⇒ (2, 3, 4, 4, 2) + 9 = 24 Trip CMB: 1d20 + 14 ⇒ (14) + 14 = 28

Grand Lodge

Male Human Oracle 9/Aristocrat 1 AC 18 hp max 78 +8 init, +16 perc, F+4, R +5, W +7

those guys aood me in a fog cloud?


Shot Putter Funkmeister

The fog cloud had dissipated due to Javier turning into a Whirlwind. @Femi, attacking the one you can see will also do damage to Javier because he has him in his whirlwind. But Javier is tough.


Male Gnoll Troubadour 7 / Shifter 2 (Apex Shapeshifter) HP: 23/69+18, AC: 23/19/23, Saves: 11/12/7 I: 4, P: 12, Spell Points: 12/14

I have like 20 hp left... and ai am not sure if I will share damage with people in my whirlwind, I have no idea where it is explained, besides mqgic missiles never miss, but I have no idea if that would make it harder for them to damage me too


Panoply HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

If Javier will be damaged, which seems weird, I do not launch missiles, and simply delay as before.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 74/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

magic missiles dont miss enemies you can see. That's the whole point.


Shot Putter Funkmeister

I am not saying they would miss, but similar if you fired a magic missile through a window, the glass would break too. Since Javier is the wind the force would hit him as well.


M Dwarf Alchemist (Chirurgeon) (Eschatologist) L9 | AC 20 (T14FF18) CMD 22 | hp 46/58 | F7 R9 W4 | Init +2 | Perc +12 (Dkvsn 60') | Bombs 9/16 | Status: 62%

I know the whirlwind blew the smoke away, but is the magic darkness also still in effect?


Shot Putter Funkmeister

If Javier goes up as he says he wants to and just drops the guy there won't be a problem


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 74/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

wind =/= glass. The whirlwind is a valid target of the spell, he is essentially grappling the actual target. magic missile doesnt hit other grapplers.


Shot Putter Funkmeister

Better analogy, you are eaten by a see through dinosaur, would the magic missile still miss the dinosaur? The whirlwind is a constantly moving entity at very high speeds...


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 74/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

a see through dinosaur, similar to a gelatinous cube, would give anything inside of it full cover, making it an invalid target of the spell. Nothing says the enemy is perfectly center and surrounded by the whirlwind, he may just be floating on top of buffeting winds or swirling around the outside of the tornado. Air, regardless of movement speed, doesn't prevent creatures within it from being targeted. At most, it would impose a penalty to ranged attack rolls, which Magic Missile does not require.

Magic Missile wrote:

The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Objects are not damaged by the spell.[/qoute]


Shot Putter Funkmeister

Fair enough

Femi launches his magic missiles at the man in the whirlwind and kills him.

Javier flies upward as an air elemental and after 30 feet in the air he is finally out of the darkness. Whomever Rush was talking to has disappeared.

Rush full attacks Chretien from above 4 attacks 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17 miss and 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28 miss 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22 miss 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16 miss

Rush taunts, "Why are ducking like a turtle, Professor?"

Skulk 1 attacks Kort, flanking 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22 hit 1d6 + 3 ⇒ (2) + 3 = 5 3d6 ⇒ (1, 5, 3) = 9

Skulk 2 attacks Kort 1d20 + 7 ⇒ (4) + 7 = 11 miss

Skulk 3 attacks Kort 1d20 + 7 ⇒ (10) + 7 = 17 miss

Skulk 4 attacks Rognar, flanking 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12 miss

Skulk 5 attacks Brakken 1d20 + 7 ⇒ (10) + 7 = 17 miss
Skulk 6 attacks Brakken 1d20 + 7 ⇒ (16) + 7 = 23 hit 1d6 + 3 ⇒ (6) + 3 = 9

Skulk 7 moves to attack John, flat footed 1d20 + 7 ⇒ (3) + 7 = 10 miss

Brakken full attacks the Skulk to the north of him, quarterstaff and gore 1d100 ⇒ 82 ⇒ 66 success 1d20 + 8 ⇒ (17) + 8 = 25 hit 1d8 + 4 ⇒ (5) + 4 = 9 , 1d20 + 3 ⇒ (3) + 3 = 6 miss and 1d20 + 3 ⇒ (4) + 3 = 7 miss killing one of the skulks.

Round 4

From outside the gate you hear, "Executora, the door is barred with this metal bar that won't move, what should we do?"

Glaucia says, "Men, let's try to break this open."

Everyone


HP 57 | AC: 20; T: 13 ;FF: 17 | Fort +6; Ref: +11 ; Will: +15 | Init +3 | Perception +0; Sense Motive +12 | Touch Treatment: 10 | Spells/Day: 6/5 (6)/2 (3) Hypnotic Stare Penalty: -4 will saves, -3 Attack Rolls | Tricks: 6 (11) | Implanted Tricks: Fearsome Guise (Me), Fearsome Guise (Javier)

Unprepared for an assault from the shadowy figure that moved next to him, John opted to employ one of his group effecting debilitating spells.

Dropping crushing despair towards the guy who attacked me. It's a DC 21 Will Save, and on a failed save they take a -2 penalty to all d20 rolls, as well as weapon damage rolls. It's a 30' cone that radiates out from John, so it might effect others.


M Dwarf Alchemist (Chirurgeon) (Eschatologist) L9 | AC 20 (T14FF18) CMD 22 | hp 46/58 | F7 R9 W4 | Init +2 | Perc +12 (Dkvsn 60') | Bombs 9/16 | Status: 62%

Round 4
Total Defense stance: AC24 (FF20,T18)

Concerned at the damage he was taking from enemies all around, he listened for the locations of the enemies squares they were in.
Perception to locate enemy squares: 1d20 + 12 ⇒ (17) + 12 = 29

Kortemir popped a different catalyst into a bomb shell, then curled up around it.

The bomb blew, covering Dr. Runemace in a phosphorescent healing glow that seeped into his body. He deliberately angled the blast to exempt all the squares around him that had enemies in them (up to five max).
The bomb deals 5d6 + 5 ⇒ (4, 6, 3, 3, 6) + 5 = 27 healing to him, and 10 points healing to those squares not exempted by his maneuver.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 74/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

"The same reason you're attacking from darkness. If you'd prefer, you could dispense with that and I'd fight normally. But I assume you're smart enough to know that you'd die."

total defense again


Male Gnoll Troubadour 7 / Shifter 2 (Apex Shapeshifter) HP: 23/69+18, AC: 23/19/23, Saves: 11/12/7 I: 4, P: 12, Spell Points: 12/14


What all the wall made of? I wonder if by turning into an earth elemental Javier can dig open one so that the executores can get in... Unfortunately whirlwind or not I don't think Javier can speak while turned into an elemental. Otherwise he would try to warn them of what wsa going on inside.

perception get an idea about where his enemies and friends are down in the dark: 1d20 + 12 + 1d6 ⇒ (7) + 12 + (6) = 25

If he can figure that out Javier will try to descend somewhere where he can get the most enemies and no allies\innocents in the whirlwind.


Panoply HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

Round: 5, Initiative: 16

Status:
HP: 15/47 AC: 15 (f14/t11)
Weapon Equipped = Quarterstaff, sunrod
Crossbow Bolts = 10/10
Conditions = Detect Scrying (1/24h), Mage Armor (1/9h), Heroism (50/90m), Infernal Healing (2/10r)
Melee: Attack: BAB +4, Str +0 Damage: +0
Ranged: Attack: BAB +4, Dex +1 Damage: +0
Reconnaissance (1/1)
Instant Doorknocker (1/1)
Quick Runner (1/1)
Arcane Reservoir (su): 7/7(max12) (+1 DC or caster level (free), quick study (full), dimensional slide (part of move))
Consume Spells (su): 2/2
Runestone of Power (first) 1/2
Spells (Caster Level 9, Concentration +13, SR +11)
Special: (7/7) Force Missile*
Zero (15): Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Read Magic, Spark
First (16): (3/6) Burning Hands*, Feather Fall, Grease, Infernal Healing, Mage Armor, Magic Missile*
Second (17) (5/5) Admonishing Ray*, Glitterdust, Invisibility, Knock, See Invisibility
Third (18) (4/5) Clairvoyance/audience, Fireball*, Haste, Heroism
Fourth (19) (3/4) Ball Lightning*, Detect Scrying, Locate Creature
* +1 DC, +4 Damage

Total Defense unless he can see one of them again, in which case he’ll cast Magic Missile with Toppling Spell.

Magic Missile: 5d4 + 9 ⇒ (4, 2, 2, 2, 1) + 9 = 20 Trip CMB: 1d20 + 14 ⇒ (8) + 14 = 22

Grand Lodge

Male Human Oracle 9/Aristocrat 1 AC 18 hp max 78 +8 init, +16 perc, F+4, R +5, W +7

As a swift action Rognar will cast grace defensively which allows movement without aoo and he will move thirty feet away from the battle noises (since I cannot see) and as a standard action will summon the hound archon


Shot Putter Funkmeister

Will Saves: Rognar 1d20 + 7 ⇒ (2) + 7 = 9 fail, Femi 1d20 + 7 ⇒ (16) + 7 = 23 pass, Chretien 1d20 + 9 ⇒ (5) + 9 = 14 fail, Kort 1d20 + 4 ⇒ (2) + 4 = 6 fail, Rush 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17 fail, Skulk 7d20 + 2 ⇒ (15, 14, 6, 7, 6, 8, 8) + 2 = 66 all fail, Brakken 1d20 + 11 ⇒ (13) + 11 = 24 pass

John's crushing despair afflicts Rognar, Chretien, Kort all of the enemies but not Femi, Brakken or Javier.

take a -2 penalty to all d20 rolls, as well as weapon damage rolls. It's a 30' cone that radiates out from John, so it effects others. The walls are made from a combination of wood, stucco, metal and clay.

Javier lands on two skulks, DC 17 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14 fail, 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 9 fail 1d8 + 3 ⇒ (4) + 3 = 7, 1d8 + 3 ⇒ (4) + 3 = 7

Kort heals himself and also 10 hp to Rognar as well as one of the Skulks.

Rush full attacks Chretien from above 4 attacks 1d20 + 14 + 2 - 2 ⇒ (20) + 14 + 2 - 2 = 34 crit 1d20 + 14 + 2 - 2 ⇒ (2) + 14 + 2 - 2 = 16 no hitting for 1d6 + 6 - 2 ⇒ (1) + 6 - 2 = 5 and 1d20 + 9 + 2 - 2 ⇒ (10) + 9 + 2 - 2 = 19 miss 1d20 + 14 + 2 - 2 ⇒ (12) + 14 + 2 - 2 = 26 hit 1d6 + 6 ⇒ (5) + 6 = 11 1d20 + 9 + 2 - 2 ⇒ (4) + 9 + 2 - 2 = 13miss

Skulk 1 attacks Kort, flanking 1d20 + 7 + 2 - 2 ⇒ (14) + 7 + 2 - 2 = 21 miss
Skulk 2 reflex saving to escape whirlwind 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16 fail
Skulk 3 reflex saving to escape whirlwind 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 23 pass
Skulk 4 attacks Kort flanking 1d20 + 7 + 2 - 2 ⇒ (1) + 7 + 2 - 2 = 8 miss

Skulk 5 attacks Brakken 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25 crit 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 232d6+6[/dice]
Skulk 7 attacks John 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22 hit 1d6 + 3 ⇒ (6) + 3 = 9

Brakken full attacks the Skulk to the south of him, quarterstaff and gore 1d100 ⇒ 48 fail

Round 5

Party


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 74/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

26 doesnt hit but the nat 20 does.


Shot Putter Funkmeister

Duly noted


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 74/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

yeah I didnt update the tagline since he has his shield out now and total defense which isnt usually the case

Grand Lodge

Male Human Oracle 9/Aristocrat 1 AC 18 hp max 78 +8 init, +16 perc, F+4, R +5, W +7

This round the hound archon appears and Rognar commands him to cast continual light(at will) which the hound archon will do (as he has true speak and knows all languages). Rognar will then see if he can see the battlefield which will dictate his next action


Panoply HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

Round: 6, Initiative: 16

Status:
HP: 17/47 AC: 15 (f14/t11)
Weapon Equipped = Quarterstaff, sunrod
Crossbow Bolts = 10/10
Conditions = Detect Scrying (1/24h), Mage Armor (1/9h), Heroism (50/90m), Infernal Healing (4/10r)
Melee: Attack: BAB +4, Str +0 Damage: +0
Ranged: Attack: BAB +4, Dex +1 Damage: +0
Reconnaissance (1/1)
Instant Doorknocker (1/1)
Quick Runner (1/1)
Arcane Reservoir (su): 7/7(max12) (+1 DC or caster level (free), quick study (full), dimensional slide (part of move))
Consume Spells (su): 2/2
Runestone of Power (first) 1/2
Spells (Caster Level 9, Concentration +13, SR +11)
Special: (7/7) Force Missile*
Zero (15): Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Read Magic, Spark
First (16): (3/6) Burning Hands*, Feather Fall, Grease, Infernal Healing, Mage Armor, Magic Missile*
Second (17) (5/5) Admonishing Ray*, Glitterdust, Invisibility, Knock, See Invisibility
Third (18) (4/5) Clairvoyance/audience, Fireball*, Haste, Heroism
Fourth (19) (3/4) Ball Lightning*, Detect Scrying, Locate Creature
* +1 DC, +4 Damage

Total Defense unless he can see one of them again, in which case he’ll cast Magic Missile with Toppling Spell.

Magic Missile: 5d4 + 9 ⇒ (3, 2, 2, 3, 4) + 9 = 23 Trip CMB: 1d20 + 14 ⇒ (3) + 14 = 17


HP 57 | AC: 20; T: 13 ;FF: 17 | Fort +6; Ref: +11 ; Will: +15 | Init +3 | Perception +0; Sense Motive +12 | Touch Treatment: 10 | Spells/Day: 6/5 (6)/2 (3) Hypnotic Stare Penalty: -4 will saves, -3 Attack Rolls | Tricks: 6 (11) | Implanted Tricks: Fearsome Guise (Me), Fearsome Guise (Javier)

John backs into the anteroom and away from the creature that hit him. I'll move far enough around the corner that it breaks LOS with him, which I am aware proves with me being flat footed.

If he follows me:

Now that he can see his target, John forced his gaze upon the man and used his staff to summon a pair of magic missiles. When they struck the man, John amplified the pain the man received several times.

Magic Missile from Staff w/Painful Strike: 2d4 + 3d6 + 8 ⇒ (4, 1) + (2, 3, 2) + 8 = 20

If he does not follow me:

John saw that his assailant had opted not to follow him and instead chose to stay in the darkness. John prepared to use his abilities to activate all of the pain centers in his brain at once, should he follow.

Readying to cast inflict pain on the first hostile target that moves towards me. DC 20 will save.

Either way, going to make a bluff check to hide my spellcasting.

Conceal Spell Bluff Check: 1d20 + 26 ⇒ (13) + 26 = 39


M Dwarf Alchemist (Chirurgeon) (Eschatologist) L9 | AC 20 (T14FF18) CMD 22 | hp 46/58 | F7 R9 W4 | Init +2 | Perc +12 (Dkvsn 60') | Bombs 9/16 | Status: 62%

Round 5

Stop defensive stance.

As the Crushing Despair rolls over him Dr. Runemace's shoulders sagged. His head bowed, his voice sounded like he was standing at the bottom of a well.
"It is true. As it was written, so shall it be. The end times approach. Thine trust in enfolding darkness are as the hopes of all living things; in vain, as all they cherish crumble to dust in their hands as they die in all their numbers." He said as he worked an explosive catalyst into a bomb shell.
Perception (to locate enemy and friendly squares around him): 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16
Then his head came up.
"BUT YOU SHALL BE FIRST. Fire in the hole." He said, tossing his bomb directly at the nearest enemy square with the most enemies around it that he can perceive.
BOOM!
explosive bomb (ranged touch attack): 1d20 + 9 + 1 - 2 ⇒ (8) + 9 + 1 - 2 = 16 (Standard act, provokes AoO within 5 ft.)
>A direct hit deals 5d6 + 5 ⇒ (2, 3, 4, 4, 3) + 5 = 21 fire damage and catch on fire. On fire, they take 1d6 points of fire damage each round until the fire is extinguished. (Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.)
>All squares within 10 feet (21 squares) will take 10 splash fire damage, except Doctor Runemace's and those squares (up to four others) that he knows his allies are standing in. (Precision bombs) Those caught in the splash damage can attempt a Reflex save for half damage. The Ref DC is 18.


Male Gnoll Troubadour 7 / Shifter 2 (Apex Shapeshifter) HP: 23/69+18, AC: 23/19/23, Saves: 11/12/7 I: 4, P: 12, Spell Points: 12/14

Javier only has one last round of the whirlwind so he will keep that up he will also try to figure out if he could find a better spot to move to where he can catch more people and maybe bring some relief to an ally that is under attack. He will bring with him the guy who failed the save.

Perception again: 1d20 + 12 + 1d6 ⇒ (3) + 12 + (4) = 19


Shot Putter Funkmeister

Chretien


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 74/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

how is the visibility currently? If I cant see I will total defense otherwise if I can see I will act


Shot Putter Funkmeister

Your character is still in supernatural darkness... I am not sure if you can see through supernatural darkness to see regular dark.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 74/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

ok yeah i just didnt know if anyone cast light in an area to bring the light level up to a level i can see in (regular dark). So if i am not in such an area, i will do total defense.


Shot Putter Funkmeister

I was trying to draw a line but that did not work so well. Rognar cast Continual Flame which illuminates 20ft from his position from Supernatural Darkness to regular darkness. I will process this round in the morning.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 74/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

well, i believe rognar has actions left and was waiting to see what he could see before doing more as his summon appeared just before the beginning of his turn. before doing so he said he moved 30ft in a direction away from the sounds of battle, but do we know if he got 30 total feet away or if his current map position is correct? if so, in this case i will 5ft step once to the left (which will put me in the normal darkness) and if attacked i will expend a free action to activate my active defense and deflect abilities so that the enemies attacks that miss my AC will be redirected against their own allies within range at a -2 to hit.


Shot Putter Funkmeister

Rognar is human and in spite of his continual flame spell, cannot see. I did move Rognar 30ft last round as he requested to the wall, even though he could not really see where he was going.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 74/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

sounds good. I 5ft step so that I'll be in the radius, do total defense as usual ofr this fight, and if attacked I will as a free action redirect it if it misses.

Grand Lodge

Male Human Oracle 9/Aristocrat 1 AC 18 hp max 78 +8 init, +16 perc, F+4, R +5, W +7

Rognar now casts light again after the hound casts his light spell commanding the hound protect me and my allies and he points them out when the room lights who ever is near him


Shot Putter Funkmeister

4 AOOs on Kort 1d20 + 7 + 2 - 2 ⇒ (9) + 7 + 2 - 2 = 16 miss, 1d20 + 7 + 2 - 2 ⇒ (15) + 7 + 2 - 2 = 22 hit 1d6 + 3 ⇒ (2) + 3 = 5, 1d20 + 7 + 2 - 2 ⇒ (13) + 7 + 2 - 2 = 20 miss , 1d20 + 7 + 2 - 2 ⇒ (11) + 7 + 2 - 2 = 18 miss

Javier, if you could see past your squares you would see that your spot is the best.

Everyone, it is better to just tell me what you would want to do if... than to wait for something to happen or for me to answer questions I do not know you want to know. Because of Rognar's spell there is dim light in his area but the rest in supernaturally dark.

Kort fires on the one to the north of him trying to avoid hitting any allies or innocent bystanders.

Rush moves five feet into the darkness and continues attacking Chretien, also sees that Rush is hovering above his head but then he moves into the darkness.Rush full attacks Chretien from above 4 attacks 1d20 + 14 + 2 - 2 ⇒ (3) + 14 + 2 - 2 = 17 miss and 1d20 + 9 + 2 - 2 ⇒ (6) + 9 + 2 - 2 = 15 miss 1d20 + 14 + 2 - 2 ⇒ (8) + 14 + 2 - 2 = 22 miss 1d20 + 9 + 2 - 2 ⇒ (10) + 9 + 2 - 2 = 19 miss

Chretien, do you want Rush to hit Brakken?


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 74/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

no i would only redirect misses to other enemies.


Shot Putter Funkmeister

Darn

Skulk 1 attacks Kort, flanking 1d20 + 7 + 2 - 2 ⇒ (18) + 7 + 2 - 2 = 25 hit 1d6 + 3 ⇒ (5) + 3 = 8 and 3d6 ⇒ (6, 4, 3) = 13
Skulk 2 reflex saving to escape whirlwind 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20 pass
Skulk 3 moves to attack Rognar 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14 miss
Skulk 4 attacks Kort flanking 1d20 + 7 + 2 - 2 ⇒ (18) + 7 + 2 - 2 = 25 hit 1d6 + 3 ⇒ (6) + 3 = 9 and 3d6 ⇒ (5, 2, 3) = 10
Skulk 5 attacks Brakken 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18 hit 1d6 + 3 ⇒ (2) + 3 = 5
Skulk 7 moves to attacks John 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6 miss
John's Magic missile strikes his assailant but he is still up.

Brakkan 1d100 ⇒ 58 pass full attacks 1d20 + 8 ⇒ (2) + 8 = 10miss, 1d20 + 3 ⇒ (10) + 3 = 13 miss and 1d20 + 3 ⇒ (7) + 3 = 10miss

Round 6

You hear from the other side of the compound, "What do you mean a crow bar won't break this bar? OK, get the fireaxes to break this heavy oaked door in!"

Party Brakke, Femi, Kort and most of Javier is out of the light in supernatural dark. Chretien is on the edge.


M Dwarf Alchemist (Chirurgeon) (Eschatologist) L9 | AC 20 (T14FF18) CMD 22 | hp 46/58 | F7 R9 W4 | Init +2 | Perc +12 (Dkvsn 60') | Bombs 9/16 | Status: 62%

Round 6

Total Defense stance: AC24 (FF20,T18)

Takes a step NorthWest, trying to get away from all the stabbing around him.
Listens for the locations of the enemies squares they were in.
Perception to locate enemy squares: 1d20 + 12 - 2 ⇒ (5) + 12 - 2 = 15

He popped a different catalyst into a bomb shell, then curled up around it.

The bomb blew, covering Dr. Runemace in a phosphorescent healing glow that seeped into his body. He deliberately angled the blast to exempt all the squares around him that had enemies in them (up to five max).
The bomb deals 5d6 + 5 ⇒ (1, 2, 4, 4, 6) + 5 = 22 healing to him, and 10 points healing to those squares not exempted by his maneuver.


Panoply HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

Round: 7, Initiative: 16

Status:
HP: 17/47 AC: 15 (f14/t11)
Weapon Equipped = Quarterstaff, sunrod
Crossbow Bolts = 10/10
Conditions = Detect Scrying (1/24h), Mage Armor (1/9h), Heroism (50/90m), Infernal Healing (4/10r)
Melee: Attack: BAB +4, Str +0 Damage: +0
Ranged: Attack: BAB +4, Dex +1 Damage: +0
Reconnaissance (1/1)
Instant Doorknocker (1/1)
Quick Runner (1/1)
Arcane Reservoir (su): 7/7(max12) (+1 DC or caster level (free), quick study (full), dimensional slide (part of move))
Consume Spells (su): 2/2
Runestone of Power (first) 1/2
Spells (Caster Level 9, Concentration +13, SR +11)
Special: (7/7) Force Missile*
Zero (15): Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Read Magic, Spark
First (16): (3/6) Burning Hands*, Feather Fall, Grease, Infernal Healing, Mage Armor, Magic Missile*
Second (17) (5/5) Admonishing Ray*, Glitterdust, Invisibility, Knock, See Invisibility
Third (18) (4/5) Clairvoyance/audience, Fireball*, Haste, Heroism
Fourth (19) (3/4) Ball Lightning*, Detect Scrying, Locate Creature
* +1 DC, +4 Damage

Still in the dark, Femi holds his position.

Total Defense unless he can see one of them again, in which case he’ll cast Magic Missile with Toppling Spell.

Magic Missile: 5d4 + 9 ⇒ (1, 2, 3, 1, 1) + 9 = 17 Trip CMB: 1d20 + 14 ⇒ (19) + 14 = 33


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 74/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

Chretien 5ft steps south and uses total defense. no redirect this round as I expended my focus last round


M Dwarf Alchemist (Chirurgeon) (Eschatologist) L9 | AC 20 (T14FF18) CMD 22 | hp 46/58 | F7 R9 W4 | Init +2 | Perc +12 (Dkvsn 60') | Bombs 9/16 | Status: 62%

Also, working the bomb is (Standard act, provokes AoO within 5 ft.)

Grand Lodge

Male Human Oracle 9/Aristocrat 1 AC 18 hp max 78 +8 init, +16 perc, F+4, R +5, W +7

The hound archon attacks the fellow who attacks Rognar:

attack a 2 handed sword: 1d20 + 9 ⇒ (6) + 9 = 15

damage a: 2d6 + 3 ⇒ (6, 1) + 3 = 10

attack b 2 handed sword: 1d20 + 3 ⇒ (13) + 3 = 16

damage b: 2d6 + 3 ⇒ (1, 1) + 3 = 5

Rognar attack w reach backing five foot step attempting to trip: 1d20 + 19 ⇒ (3) + 19 = 22


Male Gnoll Troubadour 7 / Shifter 2 (Apex Shapeshifter) HP: 23/69+18, AC: 23/19/23, Saves: 11/12/7 I: 4, P: 12, Spell Points: 12/14

During my last turn the skulks that were still within the whirlwind should have had to make a new save not to get snatched and the one who failed, but saved once it was his turn back again, should have taken the damages. That said, the whirlwind is over and Javier is back just being an air elemental

Javier's form coalesced back into a single entity, still made of 'solid air' however, finally capable to see, at least partially in the room, he scanned it to look for one of the attackers. Shifting its amorphous form, Javier tried to disorient one of the skulks before investing it with a blow of solid wind.

If Javier can see one of the Skulks he will feint as a move action and then hopefully use sneak attack+faltal trust with a single natural attack. If he can see two of them he will attack the one that looks like he has been damaged mostly by the whirlwind.

Feint: 1d20 + 17 + 1d6 ⇒ (12) + 17 + (4) = 33 if this works the target will lose dex to AC until my next turn
To Hit Slam: 1d20 + 12 ⇒ (11) + 12 = 23
damages: 1d8 + 7 ⇒ (4) + 7 = 11
Sneak Attack + Fatal Trust if feint is successful: 4d6 ⇒ (5, 1, 6, 4) = 16

btw last time I forgot, but should the skulks attempt to sneak attack him again Javier has 50% fortification (chance to negate precision damages) as an air elemental

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