GM_Foxy's 2nd Carrion Crown

Game Master Foxy Quickpaw

Carrion Crown AP
Battle Maps

Undiomede House
Skum Tunnels


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Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Darius winces and then hops back [5ft step] and a sheen of electrical energy washes over him and is then gone.

Cast defensively (If need be): 1d20 + 11 ⇒ (6) + 11 = 17

Casts Greater stunning Barrier:

School abjuration; Level cleric 1, inquisitor 1, paladin 1, sorcerer/wizard 1

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range personal
Target you
Duration 1 round/level or until discharged
Saving Throw none and Will negates (see text); Spell Resistance no and yes (see text)

DESCRIPTION

You are closely surrounded by a barely visible magical field. The field provides a +1 deflection bonus to AC and a +1 resistance bonus on saves. Any creature that strikes you with a melee attack is stunned for 1 round (Will negates). Once the field has stunned an opponent, the spell is discharged.

Stunning Barrier, Greater

School abjuration; Level cleric 3, inquisitor 3, paladin 3, sorcerer/wizard 3
Duration 1 round/level or until discharged

This spell functions as stunning barrier, except as noted above, and it provides a +2 bonus to AC and on saving throws. It is not discharged until it has stunned a number of creatures equal to your caster level.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Why must you always attack? May the lady of light have mercy on your souls.

Heavy Flail - Power Attack + Furious Focus: 1d20 + 13 - 2 + 2 ⇒ (2) + 13 - 2 + 2 = 15
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (6) + 6 + 6 = 18
Heavy Flail - Power Attack: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (1) + 6 + 6 = 13

Or Not...


Kitsune Game Master

Assuming silver flail
Grergof lands two solid hits on the werewolves. But it takes more to take the fight out of them.
Stam?


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Stam will unleash magical darts of energy at The one Grergof hit, "YOu could have just fled."

MM: 4d4 + 4 ⇒ (1, 1, 2, 3) + 4 = 11


Kitsune Game Master

The werewolves gnarls, but you almost don't notice a reaction as the darts hit it.
They keep attacking.
Sword at Grergof: 1d20 + 10 ⇒ (12) + 10 = 222d6 + 5 ⇒ (2, 2) + 5 = 9
Sword at Grergof: 1d20 + 5 ⇒ (16) + 5 = 212d6 + 5 ⇒ (6, 1) + 5 = 12
The wolf hacks at Grergof with his sword.

Sword at Darius: 1d20 + 10 ⇒ (8) + 10 = 18
Sword at Darius: 1d20 + 5 ⇒ (17) + 5 = 222d6 + 5 ⇒ (4, 1) + 5 = 10
Will Save: 1d20 + 5 ⇒ (12) + 5 = 17
Darius only gets hit once with his additional magic protection. But the Wolf is not impressed by the effect of the stunning barrier.


Quick stats:
HP 54/54
AC 16/12/14 (20/14/16 with mutagen)
Saves F7/R7/W4(6 fear) (+4 vs. Poison)
Weapon in hand:
Special effects: Mutagen
Bombs:10/11

Spugnoir throws a Frost bomb at one werewolf, seeking to slow it down. He also makes it selective so his friends won't be hurt
Bomb,PBS,PS,Touch: 1d20 + 11 ⇒ (11) + 11 = 224d6 + 5 ⇒ (1, 1, 3, 2) + 5 = 12
Frost Bomb:When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save. DC 17


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Gregof looks sadly at the beasts in front of him as he continues to pound away at them.
This is for the good of all, I'm sorry Sir wolf, but many more will die if we do not reach the stairs of the moon.

Heavy Flail - Power Attack + Furious Focus: 1d20 + 13 - 2 + 2 ⇒ (6) + 13 - 2 + 2 = 19
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (10) + 6 + 6 = 22
Heavy Flail - Power Attack: 1d20 + 8 - 2 ⇒ (11) + 8 - 2 = 17
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (10) + 6 + 6 = 22

Then he calls upon his mistress to refresh himself.
Lay on Hands: 4d6 ⇒ (4, 6, 4, 5) = 19

I just realized I never refreshed my stat line for the night/Darius' channel heal. Stat line should be updated now.


Kitsune Game Master

Fort Save: 1d20 + 10 ⇒ (13) + 10 = 23
The wolf is hit by the bomb but shakes off the cold effect.

The other wolf is sent to his ancestors by Grergof.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Darius takes another step back and holds his right hand to the sky and then slams his hand down and shouts "Iomedae, heed my call and smite our foes!"

Instantly a bright light from the heavens flashes down to the ground.

Concentration to Cast Defensibly (if needed): 1d20 + 11 ⇒ (9) + 11 = 20

Casts Holy Smite DC 18:

School evocation [good]; Level cleric/oracle 4, inquisitor 4; Domain glory 4, good 4

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius burst
Duration instantaneous (1 round); see text
Saving Throw Will partial; see text; Spell Resistance yes

DESCRIPTION

You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.

The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.

Holy Smite Damage: 3d8 ⇒ (6, 8, 1) = 15


Kitsune Game Master

Will Save: 1d20 + 5 ⇒ (14) + 5 = 19
Darius has no luck with his spells. This wolf shakes off most of this spell's effects too.

The wolf keeps slashing at Darius.
Sword: 1d20 + 10 ⇒ (16) + 10 = 262d6 + 5 ⇒ (2, 2) + 5 = 9
Sword: 1d20 + 5 ⇒ (7) + 5 = 12


Quick Stats:

HP 54/54
AC 16/12/14 (20/14/16 with mutagen)
Saves F7/R7/W4(6 fear) (+4 vs. Poison)
Weapon in hand:
Special effects: Mutagen
Bombs:9/11

Spugnoir throws another bomb
Frost bomb,PBS,PS,Touch: 1d20 + 11 ⇒ (7) + 11 = 184d6 + 5 ⇒ (5, 5, 4, 4) + 5 = 23
Frost Bomb:When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save. DC 17


Kitsune Game Master

Fort Save: 1d20 + 10 ⇒ (7) + 10 = 17
The wolf isn't affected by the cold very much, but it is now prepared to be finished off by Grergof.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Grergof 5' steps around the creature to try to set up flanking if the beast is still alive.
As he does that he swings at the wolf.

Heavy Flail - Power Attack + Furious Focus: 1d20 + 13 - 2 + 2 ⇒ (13) + 13 - 2 + 2 = 26
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (2) + 6 + 6 = 14
Heavy Flail - Power Attack: 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (5) + 6 + 6 = 17


Kitsune Game Master

-2 for PA? +2 for flank? Why not the second? But your silver flail only has +12/+7

Grergof hits once, but that is not enough to end the wolf.
Darius


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Darius leaps forward unexpectedly with his silver dagger and tries to plunge it into the werewolfs chest, screaming at the monster.

"RAAAAAARGH!"

Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

I think the Stunning Barrier on me is still active so if I'm not mistaken if he attacks he must roll again? I think. Cos it's active until discharged. You can correct me if I'm wrong.


Kitsune Game Master

You're right. I checked beforehand and wondered why it is only one round and not one round per level. But obviously it's a bad case of selective blindness.

Will Save: 1d20 + 5 ⇒ (7) + 5 = 12
The wolf is stunned as he hits Darius. Darius stabs the wolf, but a silver dagger is the wrong tool for the job.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Stam looks around the woods for any more wolves coming from the loudness of this battle.

"We must end this quickly and get moving."

MM: 4d4 + 4 ⇒ (3, 4, 4, 3) + 4 = 18


Kitsune Game Master

Stam ends the Wolf. But the howling around tells you there are more.

Beyond the trees is a large clearing and in the midst of it stands a building with a high tower. The temple is essentially two buildings in one — a wedge-shaped, flat-roofed, trapezoidal edifice attached to an immense tower of stacked flat stones rising to a dizzying height. Also constructed from large stones, the wedge shaped building stands about 25 feet tall, though it contains only a single story. A series of arches in the north wall permits access to the interior of the building’s ground floor, while a pair of ascending ramps carved into stairs climbs to meet the spiraling stair that wraps around the tower. Along the south wall of the temple, the first ramp climbs from the forest floor in a straight path until it reaches the roof of the low building at its western end, 25 feet above the ground. Along its north wall, the opposing ramp doubles back, climbing another 25 feet to connect with the tower and join the staircase spiraling around it. The tower forms a tapering column of solid rock that rises nearly 150 feet above the forest floor, capped with an open-air observatory at the top. At one time, the tower’s apex stood above the trees, but over the passing years the trees have surpassed its height, hiding the temple from view.

On the platform you see four werewolves patrolling. They carry crossbows. But they are of a different kind than the ones you fought here. You would have to cross about 200 feet of clear field to get there.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

"I need a few minutes to apply this blanch to my arrows, once that is done I will be ready. I can make us invisible to cross the ground with some protection." Stam pulls out his two bottles of silver blanch, igniting his hand he heats up the blanch and coats his regular arrows.

"I feel ready now, once we are in Grergof I will enchant your strength and support as needed."

20/20 silver arrows


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Should we go inside first or try to go straight up the tower?

It's s long climb up the tower, and being invisible would help, but we could end up caught between two enemies.


Anyone want some extracts?

1.Shield,CLW,Shield,Targeted Bomb,True Strike
2.Lesser restore,Ironskin,CMW,Barkskin
3.Displacement,Heroism

I'll chug any not taken


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

do I have to use it now?

If not, I wouldn't mind Shield as I will probably draw a lot of arrows.


Keep it in your hand and swig when ready. Lasts about seven minutes


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

"Duristan what say you?" Stam turns to their guide


"Go in and kill them all. You take the route to the left of the building, and I take the right one. We meet inside." Duristan replies and runs for the tower.


Spugnoir drinks an extract of Heroism
This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks. 70 minutes


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Stam draw his quarter staff, invoking arcane syllables he creates a circle of invisibility to cover his companions, once they are ready he heads out with everyone.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Grergof swigs the extract then follows sweeping around to his side of the temple.

AC 25


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

"I shall take the displacement if that is alright."

Darius will swig that and draw his sword.


Kitsune Game Master

All the crossbow fire goes to Duristan.

As you move around you find archways inside. The archways open into a cavernous, pillar-lined amphitheater of crumbling stone with high ceilings and a rough dirt floor strewn with bones. The skeletons of deer and other larger game animals hang from several of the columns, all of which are painted with crude symbols and marred with scratch marks. The southern portion of the room contains an elevated dais, connected to the earthen floor of the amphitheater by short stairs on either side. To the rear of the dais, an open archway leads deeper into the ruins.

And as you enter yo find an old aquaintance. The Vilkacis.

Init:
Vilkacis: 1d20 + 10 ⇒ (10) + 10 = 20
Initiative Grergof: 1d20 + 3 ⇒ (14) + 3 = 17
Initiative Darius: 1d20 + 3 ⇒ (3) + 3 = 6
Initiative Stam: 1d20 + 6 ⇒ (15) + 6 = 21
Initiative Spugnoir: 1d20 + 6 ⇒ (17) + 6 = 23

Spugnoir, Stam <--
Vilkacis
Grergof, Darius


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

are they grouped up?

"Watch this, my new spell

Stam plants his staff and moves outs of the sphere of invisibility, pulling out a bit of bat guano from his robes he invokes an Arcane word for fire tossing the ball at the group of wolves.

Fire Ball CL 8 DC 17: 8d6 ⇒ (1, 1, 5, 1, 2, 4, 3, 2) = 19


Kitsune Game Master

Reflex Save: 1d20 + 1 ⇒ (15) + 1 = 16
Reflex Save: 1d20 + 1 ⇒ (16) + 1 = 17
Reflex Save: 1d20 + 1 ⇒ (14) + 1 = 15
Reflex Save: 1d20 + 1 ⇒ (3) + 1 = 4
The wolves are badly burnt and retreat up the tower.


Stats:

HP 54/54
AC 16/12/14 (20/14/16 with mutagen)
Saves F7/R7/W4(6 fear) (+4 vs. Poison)
Weapon in hand:Mace+1
Special effects: Mutagen,Heroism+2 morale bonus on attack rolls, saves, and skill checks. 70 minutes
Bombs:8/11

Spugnoir throws a grease bomb

Grease Bomb,Touch: 1d20 + 13 ⇒ (11) + 13 = 244d6 + 5 ⇒ (2, 5, 1, 2) + 5 = 15
When the alchemist creates a bomb, he can choose to have it create a grease slick upon detonation. When a grease bomb detonates, it coats an area equal to the bomb’s splash radius in grease (as the grease spell) for 1 round per level. The DC of the Reflex save to avoid falling after a failed Acrobatics check is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier. A grease bomb can’t affect items or armor. DC 17


Kitsune Game Master

Reflex Save: 1d20 + 1 ⇒ (15) + 1 = 16
Reflex Save: 1d20 + 1 ⇒ (2) + 1 = 3
Reflex Save: 1d20 + 1 ⇒ (15) + 1 = 16
Reflex Save: 1d20 + 1 ⇒ (20) + 1 = 21
All but one wolf slip and fall to their untimely death.
I assume, you didn't go inside then, but all stayed out to eliminate the wolfs first


Yea. Oh boy! Time to split the party!


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

While Stam and Spuginor destroy the wolves, Grergof draws his silver flail and prays for a blessing in it.

As he finishes his prayer the flail starts to glow.
Divine bond to make the silver flail + 1 for the next 7 minutes. Now it can hit ghosts!


Kitsune Game Master

And the Vilkacis tries to possess Grergof.
DC18 Will save please


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Is anyone else not getting new message notifications?

Will: 1d20 + 8 ⇒ (5) + 8 = 13

Grergof tries to fight it but after a moment throws back his head and howls.

Foxy let me know the parameters/rules I should play by while possessed


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

I was waiting for your roll and what happened since Spugs and I wiped the others out, This could be a fun RP time :)


Ohhh boy! PK time


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

"Grergof! Oh man I hope this doesn't hurt him and only the ghost werewolf. Anyone got any ideas?"

Darius says and sends out his holy energy to try exercise the spirit.

Channel Harm DC15: 3d6 + 5 ⇒ (3, 6, 4) + 5 = 18


Uh...Can you shield him from evil?


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Stam pulls out his want of Grease, coating the ground under Grergof.

"This is not going to end well."


Spugnoir gets his tanglefoot bag ready just in case Varsk can't throw off the influence.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Stam will back away knowing that Grergof could crush him quickly. Pulling out a pocket watch Stam holds it high and looks at Grergof casting [url=http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/hypnotism.html]Hypnotism[/ooc]

I will burn a Reservoir point to combat the -2 because I am only trying to affect 1 creature, Saving throw DC is 15, can I burn a second point to increase the DC by +2?

"Grergof I need you to look at the watch and only the watch." Stam says with a firm voice


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Darius backs away and replies to Spugnoir "I don't have that spell ready for today unfortunately."


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

"I do but if he won't let me touch him without biting my arm off I am not going to attempt to waste it."


We can tie him down and then Darius can cast


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

The howl turns into a scream of rage!

Get out of my head!!!! You will not control me!
In a moment you see Grergof step back separating himself from the creature and he swings his glowing flail at the ghost he just left behind.
Heavy Silver Flail + 1 - Power Attack + Furious Focus: 1d20 + 13 - 2 + 2 ⇒ (7) + 13 - 2 + 2 = 20
Damage + Power Attack: 1d10 + 7 + 6 ⇒ (9) + 7 + 6 = 22
Heavy Silver Flail + 1- Power Attack: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22
Damage + Power Attack: 1d10 + 7 + 6 ⇒ (6) + 7 + 6 = 19

Are you confused? Foxy and I talked... a will save protects you for 24 hours, and luckally it hasn't been 24 hours since our last combat with this thing. Yep we can all breath again. Foxy you can make me miss or play this asa mistake on the creatures part and deal the damage if I hit.


Kitsune Game Master

The Vilkacis stands there without the protection of a strangers body. Still weakened from the fight last night it is ripped apart by the mighty swings of Grergof and the channelled energy from Darius.

Reflex Save Grergof: 1d20 + 6 ⇒ (3) + 6 = 9
But the last swing of Grergof takes him off his legs as he stands on the grease patch Stam created, falling on his back. With this the fight is over just as Stam considers casting Hypnotism.

Knowledge(Religion)17:
There is a magic jar somewhere that allows the vilkacis to rejuvenate. It is called a canopic stone.

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