GMF's Shattered Star (Inactive)

Game Master Fanguar

Current map Crystal Palace - Workshops


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Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic doesn't speak until they're well clear of the chamber. "I hope we don't need to fight that guy. Seems nice enough. So shall we take on this rider fellow?"

Though he doesn't say it, Bibic begins to wonder if they're in over their heads.


"Good bye, then. I expect I will be seeing you again, and soon. You may keep the door open."

The door from the workshop opens up onto the landing of the main foyer. A pair of ornate bronze doors lead deeper into the keep, while opposite you, another less imposing door awaits.C9 or C12, take your pick


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi directs Rhese through the doors to C12.

"I got a good feeling about going that way."


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Clement swallows hard, slightly nervous at the last exchange.

"Leave the door open? You don't think he's going to follow us and we'll have both him and this rider to contend with at the same time, do you?"


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic doesn't like leaving the door open either, but he's pretty sure the skeleton could open it if he wanted to. Still, his bow is quite at the ready as he follows Spasi through the doors.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

"Nah, don't worry Clem, he probably just needs to air the room out. Smelled like stale farts in there if ya ask me. Anyway, let's get a move on."


The doors open on grand dining hall that is in complete disarray. Doors sit to the north and south, and another great pair of double doors rest in the wall opposite you.

Huge steaming roasts vie with festering carrion on two long tables with elegant cloth table-runners. Several chairs lie knocked over and chunks of half-gnawed food are strewn all over the room. The food on the table is a mixture of normal dishes and horrific murder, the latter including a plucked and broiled tengu trussed into the shape of a turkey; a ratfolk with its chest cavity spread wide and its innards jellied; and the centerpiece, a decaying centaur with a cherry in each empty eye socket.

The guest of this feast are a pack of large shadowy hounds. Some are sitting in the chairs and eating sedated, while others frolic and tear the place apart. As soon as you open the doors, they notice you and howl. Their forms seem to flicker and meld with the shadows of the room, making them hard to focus on.

Initiative:

Rhesus: 1d20 + 2 ⇒ (1) + 2 = 3
Spasi: 1d20 + 4 ⇒ (17) + 4 = 21
Bibic: 1d20 + 3 ⇒ (14) + 3 = 17
Clement: 1d20 + 0 ⇒ (12) + 0 = 12
Enemy: 1d20 + 6 ⇒ (15) + 6 = 21

combat round 1
21 Hounds
21 Spasi
17 Bibic
12 Clement
3 Rhesus

3 of the hounds let out a bone chilling howl and 3 move in to attack Rhesus.
3x DC16 will saves or be panicked for the following number of roundsPanic 1: 1d4 ⇒ 1, Panic 1: 1d4 ⇒ 4, Panic 3: 1d4 ⇒ 3

Attack Rhesus 1: 1d20 + 10 ⇒ (8) + 10 = 18
Damage?: 1d8 + 6 ⇒ (2) + 6 = 8
Trip?: 1d20 + 10 ⇒ (3) + 10 = 13

Attack Rhesus 2: 1d20 + 10 ⇒ (13) + 10 = 23
Damage?: 1d8 + 6 ⇒ (1) + 6 = 7
Trip?: 1d20 + 10 ⇒ (3) + 10 = 13

Attack Rhesus 3: 1d20 + 10 ⇒ (14) + 10 = 24
Damage?: 1d8 + 6 ⇒ (3) + 6 = 9
Trip?: 1d20 + 10 ⇒ (16) + 10 = 26

everyone is up

Shadow Mastiff CR 5 x6:

XP 1,600
NE Medium outsider (evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +10

DEFENSE

AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 51 (6d10+18)
Fort +8, Ref +7, Will +5
Defensive Abilities shadow blend

OFFENSE

Speed 50 ft.
Melee bite +10 (1d8+6 plus trip), tail slap +5 (1d6+3)
Special Attacks bay
CMB +10; CMD 22 (26 vs. trip)
Bay (Su)

When a shadow mastiff howls or barks, all creatures within a 300-foot spread except evil outsiders must succeed at a DC 16 Will save or become panicked for 1d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the same mastiff's bay for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

Shadow Blend (Su)

In any condition of illumination other than full daylight, a shadow mastiff disappears into the shadows, giving it concealment (50% miss chance). Artificial illumination, even a light or continual flame spell, does not negate this ability; a daylight spell, however, does. A shadow mastiff can suspend or resume this ability as a free action.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 1, Init 21

hp 52/52; AC 16/12T/14FF; CMD 14
+6F/+7R/+9W

Back row.
Opponent:
SA: Fireball.
MA: Move back 30'.

1d20 + 9 ⇒ (11) + 9 = 20 Will save vs. DC16
1d20 + 9 ⇒ (19) + 9 = 28 Will save vs. DC16
1d20 + 9 ⇒ (7) + 9 = 16 Will save vs. DC16

1d20 + 19 ⇒ (8) + 19 = 27 Know (Planes)

"That doesn't sound good, does it?" Spasi asks as he suppresses a shudder down his back.

Spasi retreats back a bit, trying to avoid the next charge of the mastiffs. He lets loose with a fireball into their midsts.

9d6 ⇒ (1, 1, 6, 3, 1, 4, 4, 2, 4) = 26 fireball vs. DC 20 for half.

Spellz:

4th: 2/4 (Telekinetic Charge)
3rd: 3/7 (See Invis (ext),fireball*2)
2nd: 0/8 ( )
1st: 1/8 (MageArmor)

Wand of Magic Missile 39/50 CL 9 left
Wand of False Life, CL10 3 left
Wand of Dim Door 1 left
Wand of Fly 6 left
Arcane Bolt: (2/10) used 1d20 + 6 ⇒ (8) + 6 = 14 ranged touch; 1d4 + 4 ⇒ (1) + 4 = 5 damage.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 1, Initiative: 17
HP: 51/51; AC: 16 (T14/FF12)
F: +6, R: +9, W: +5
Location: Back row
Opponent: None
Action:

Conditions:
-1 strength, Heroism (25/90m), panicked (1/4)
Weapon Equipped = Bow
Cold Iron Arrows = 67/67
Silver Blunt Arrows = 16/16
Adamantium Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 5/5
Bardic Performance = 16/22 (+2 round lingering, move action)
Boots of Speed = 5/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check)
Bow Attack Mods: BAB +7/2, Dex +4, Weapon Focus +1, Bow +2, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +2, (Deadly Aim +4)
Bard Spells: (CL 9, Con: +12, SR +11, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/4) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (2/2) Dispel Magic, Haste

Will DC16: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10 (heroism)
Will DC16: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 (heroism)
Will DC16: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23 (heroism)

Unsurprisingly, he panics at the first baying, drops his bow, and flees the chamber.

So I failed two of them, do I take the longer duration or add them together? I assume the former.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 1
HP 91/102 DR 4/-, 8/lethal, fire 2
AC 22/T14/FF19
CMD 27
F+12, R+7, W+6; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 14/23
Row: Front
Opponent: None
Abilities: Life Link, Shield Other

Will Save DC 16: 1d20 + 6 ⇒ (3) + 6 = 9
Will Save DC 16: 1d20 + 6 ⇒ (1) + 6 = 7
Will Save DC 16: 1d20 + 6 ⇒ (6) + 6 = 12

Damage 8-4=4/2=2R2C;7-4=3/2=2R1C;9-4=5/2=3R2C;Total 7R 5C.
FF CMD is 25, 26 trips.

Rhesus panics, gets up from his trip and runs.

Pending Clem's actions this may change.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 1
HP: 57/79 -5hp | AC 22 (T12/FF22) | CMD 22
F: +8, R: +4, W: +8
Spells Left Today: 1st - 4/7 | 2nd - 3/7 | 3rd - 5/7 | 4th - 1/4
Channels Left Today (7d6+1 each): 0/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus), Shield of Faith (Rhesus)
Conditions: -7 Con; Effectively Con 11
Location: Fleeing
SA : Panicking (1 of 3 rds)

Will: 1d20 + 8 ⇒ (9) + 8 = 17
Will: 1d20 + 8 ⇒ (15) + 8 = 23
Will: 1d20 + 8 ⇒ (2) + 8 = 10 Bah... 3 rounds.

Just when Clem appears he will be standing his ground to guard Spasi, he looks over his shoulder and sees Rhesus fleeing, swallows hard, and joins his companion.


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Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi watches Bibic, then Rhesus, then, finally, Clem bolt out of the room. Spasi slowly facepalms.

"Great guys! Thanks! Thanks a lot!"

He turns back to the pack of 6 angry mutts, some of which he just scorched.

"Uh, ah piddlespot."


@Bibic: They don't stack, so you just take the longer duration of the 2 you failed

AoO vs Rhesus: 1d20 + 10 ⇒ (4) + 10 = 14
AoO vs Rhesus: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 1d8 + 6 ⇒ (4) + 6 = 10

AoO vs Rhesus: 1d20 + 10 ⇒ (4) + 10 = 14

Ref DC20: 1d20 + 7 ⇒ (4) + 7 = 11
Ref DC20: 1d20 + 7 ⇒ (14) + 7 = 21
Ref DC20: 1d20 + 7 ⇒ (2) + 7 = 9
Ref DC20: 1d20 + 7 ⇒ (3) + 7 = 10
Ref DC20: 1d20 + 7 ⇒ (13) + 7 = 20
Ref DC20: 1d20 + 7 ⇒ (20) + 7 = 27

Flames wash over the pack and the smell of burnt hair fills the room. Yelps turn to growls as the the creatures turn on Spasi
I don't imagine that the 6 could actually reach Spasi, so we'll just have three.
Attack: 1d20 + 10 ⇒ (9) + 10 = 19 miss
Attack: 1d20 + 10 ⇒ (2) + 10 = 12 miss

Attack: 1d20 + 10 ⇒ (10) + 10 = 20 hit?
Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Trip: 1d20 + 10 ⇒ (13) + 10 = 23

A vicious bite to the leg upends Spasi. From his prone position, Spasi watches as the other double doors in the dining room slowly open to reveal a stamping, evil-eyed horse atop which sits a tall man dressed in night-black plate mail. He holds an an ice-dripping longsword in one hand and what appears to be the barbed spine of humanoid in the other. All that is missing is any sign of his head, as the neck of his armor ends in inky blackness. Behold the master of this castle. The Dark Rider is come.

Everyone is up.

Shadow Mastiff CR 5 x6:

XP 1,600
NE Medium outsider (evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +10
DEFENSE

AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 38/51x3 25/51x3
Fort +8, Ref +7, Will +5
Defensive Abilities shadow blend

OFFENSE

Speed 50 ft.
Melee bite +10 (1d8+6 plus trip), tail slap +5 (1d6+3)
Special Attacks bay
CMB +10; CMD 22 (26 vs. trip)
Bay (Su)

When a shadow mastiff howls or barks, all creatures within a 300-foot spread except evil outsiders must succeed at a DC 16 Will save or become panicked for 1d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the same mastiff's bay for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

Shadow Blend (Su)

In any condition of illumination other than full daylight, a shadow mastiff disappears into the shadows, giving it concealment (50% miss chance). Artificial illumination, even a light or continual flame spell, does not negate this ability; a daylight spell, however, does. A shadow mastiff can suspend or resume this ability as a free action.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 2, Initiative: 17
HP: 51/51; AC: 16 (T14/FF12)
F: +6, R: +9, W: +5
Location: Back row
Opponent: None
Action: Flee!

Conditions:
-1 strength, Heroism (25/90m), panicked (2/4)
Weapon Equipped = None (Longbow on the floor with the hounds)
Cold Iron Arrows = 67/67
Silver Blunt Arrows = 16/16
Adamantium Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 5/5
Bardic Performance = 16/22 (+2 round lingering, move action)
Boots of Speed = 5/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check)
Bow Attack Mods: BAB +7/2, Dex +4, Weapon Focus +1, Bow +2, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +2, (Deadly Aim +4)
Bard Spells: (CL 9, Con: +12, SR +11, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/4) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (2/2) Dispel Magic, Haste

Bibic continues to flee, chasing his confidence through the complex, running away from the hounds, leaving his bow behind in his panic. (2/4r panic)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 2, Init 21

hp 38/52; AC 16/12T/14FF; CMD 14
+6F/+7R/+9W

Back row.
Opponent:
SA: Cast Dimension Door.
MA: Cry.

Spasi grunts, looking very unhappy to find himself prone, alone, & surrounded by dogs...angry howling dogs.

"Eeep. Rhesus? Bibic? Clem? Noya? NOYA!?!" Spasi looks around with increasing panic.

1d20 + 16 ⇒ (16) + 16 = 32 Defensive Casting vs. DC 23

Spasi casts Dimension Door...transporting himself back into the stable (where we came in).

Spellz:

4th: 2/4 (Telekinetic Charge,Dim Door)
3rd: 3/7 (See Invis (ext),fireball*2)
2nd: 0/8 ( )
1st: 1/8 (MageArmor)

Wand of Magic Missile 39/50 CL 9 left
Wand of False Life, CL10 3 left
Wand of Dim Door 1 left
Wand of Fly 6 left
Arcane Bolt: (2/10) used 1d20 + 6 ⇒ (3) + 6 = 9 ranged touch; 1d4 + 4 ⇒ (1) + 4 = 5 damage.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 2
HP 88/102 DR 4/-, 8/lethal, fire 2
AC 22/T14/FF19
CMD 27
F+12, R+7, W+6; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 14/23
Row: Front
Opponent: None
Abilities: Life Link, Shield Other

3R3C

Rhesus flees with his companions, some part of his brain that isn't panicked noting Spasi's bravery and resolving to ask Clem what the word eulogy means.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 2
HP: 57/79 | AC 22 (T12/FF22) | CMD 22
F: +8, R: +4, W: +8
Spells Left Today: 1st - 4/7 | 2nd - 3/7 | 3rd - 5/7 | 4th - 1/4
Channels Left Today (7d6+1 each): 0/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus), Shield of Faith (Rhesus)
Conditions: -7 Con; Effectively Con 11
Location: Fleeing
SA : Panicking (2 of 3 rds)

Clement races Rhesus for the presumptive exit, elbowing him out of the way uncharacteristically as he tries to preserve his own life.


I'm glad Spasi got out of there. There was some potential for bad things to happen

The wild hunt is upon you!! Spasi's sudden disappearance sets the hounds a howling and the rider sends the pack after the other fleeing members of the party, galloping in their wake.

The hounds and rider are going to chase you down (unless Spasi does something to draw their attention). As this is mapless combat, I'll just handwave us reconvening combat on the grounds outside the keep. Say two rounds from now. So really all I need to know is what Spasi's next two rounds of actions are. (I realize that Clement will stop panacking 1 round earlier, but unless he wants to fight them all alone, I suggest he keep running for 1 more round.) Also remember that you drop your weapons when panicked.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 3, Init 21 Cast Fly, unprone himself.

Round 4, Init 21 Move up 15', cast False Life. 1d10 + 8 ⇒ (2) + 8 = 10 temp hp

Spasi looks to corral his runners.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Yay weapon cord!


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 4
HP: 67/79 | AC 22 (T12/FF22) | CMD 22
F: +8, R: +4, W: +8
Spells Left Today: 1st - 3/7 | 2nd - 3/7 | 3rd - 5/7 | 4th - 1/4
Channels Left Today (7d6+1 each): 0/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus), Shield of Faith (Rhesus)
Conditions: -7 Con; Effectively Con 11
Location: Somewhere New
MA : Move away, draw mace
SA : Cure light on self

Clement continues fleeing, but appears to come to his senses moments before Rhesus and Bibic do the same.

"Wait! Why are we running?! Reese! We've beaten worse than this!"

Swallowing hard and gathering his courage, Clement begins by addressing his own recently sustained injuries.

Cure Light: 1d8 + 5 ⇒ (5) + 5 = 10

Clem will move then cast CLW that one round he had before the others. With no weapon cord, his dagger was left behind, so as part of that move he'll pull out his old trusty mace.

To 67hp.


Initiative:

Rhesus: 1d20 + 2 ⇒ (17) + 2 = 19
Spasi: 1d20 + 4 ⇒ (10) + 4 = 14
Bibic: 1d20 + 3 ⇒ (11) + 3 = 14
Clement: 1d20 + 0 ⇒ (14) + 0 = 14
Enemy: 1d20 + 6 ⇒ (15) + 6 = 21

Combat Redux

21 Baddies
19 Rhesus
14 Spasi
14 Bibic
14 Clement

The Rider thunders past Rhesus lashing out with his vile flail (ride-by-attack, spirited charge)
Vs Rhesus: 1d20 + 17 ⇒ (5) + 17 = 22
Damage: 2d8 + 14 + 1d6 ⇒ (8, 1) + 14 + (6) = 29 (the 1d6 is cold damage)

The hounds fan out, pairing off to attack:
Vs Rhesus 1: 1d20 + 10 ⇒ (2) + 10 = 12
Vs Rhesus 2: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Trip: 1d20 + 10 ⇒ (2) + 10 = 12

Rhesus takes a nasty bite, but stays on his feet.

vs Clement 1: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Trip: 1d20 + 10 ⇒ (14) + 10 = 24

vs Clement 2: 1d20 + 10 ⇒ (9) + 10 = 19

Clement takes a nasty bite and ends up on his back.

vs Bibic 1: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Trip: 1d20 + 10 ⇒ (5) + 10 = 15

vs Bibic 2: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Trip: 1d20 + 10 ⇒ (3) + 10 = 13

Bibic get badly mauled, but stays on his feet.

Everyone is up.

Rider:

AC 27, touch 11, flat-footed 26
hp 142/142: fast healing 5
Fort +10, Ref +8, Will +12
Defensive Abilities: channel resistance +4, Immune undead traits, SR22

Shadow Mastiff CR 5 x6:

XP 1,600
NE Medium outsider (evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +10
DEFENSE

AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 38/51x3 25/51x3
Fort +8, Ref +7, Will +5
Defensive Abilities shadow blend

OFFENSE

Speed 50 ft.
Melee bite +10 (1d8+6 plus trip), tail slap +5 (1d6+3)
Special Attacks bay
CMB +10; CMD 22 (26 vs. trip)
Bay (Su)

When a shadow mastiff howls or barks, all creatures within a 300-foot spread except evil outsiders must succeed at a DC 16 Will save or become panicked for 1d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the same mastiff's bay for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

Shadow Blend (Su)

In any condition of illumination other than full daylight, a shadow mastiff disappears into the shadows, giving it concealment (50% miss chance). Artificial illumination, even a light or continual flame spell, does not negate this ability; a daylight spell, however, does. A shadow mastiff can suspend or resume this ability as a free action.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round ~5, Initiative: 17
HP: 26/51; AC: 16 (T14/FF12)
F: +6, R: +9, W: +5
Location: Back row
Opponent: None
Action: Haste and Bardic Performance

Conditions:
-1 strength, Heroism (25/90m), Hasted (1/9r), Bardic Performance
Weapon Equipped = None (Longbow on the floor with the hounds)
Cold Iron Arrows = 67/67
Silver Blunt Arrows = 16/16
Adamantium Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 5/5
Bardic Performance = 15/22 (+2 round lingering, move action)
Boots of Speed = 5/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check)
Bow Attack Mods: BAB +7/2, Dex +4, Weapon Focus +1, Bow +2, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +2, (Deadly Aim +4)
Bard Spells: (CL 9, Con: +12, SR +11, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/4) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (1/2) Dispel Magic, Haste

Bibic puts some distance between him and the hounds intent on killing him. He steps out of their way (5’ step). He’ll then cast haste on the party to accelerate their speed and improve their protection (standard). Finally, he’ll begin his praise of the party (move bardic performance). Can I draw my bow as part of the move action of bardic performance, or does that only work with actual movement?

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale)
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 5, Init 21

hp 37/52+10 temp; AC 16/12T/14FF; CMD 14
+6F/+7R/+9W

Back row.
Opponent:
SA: Cast Fireball them dogs.
MA: Move up to 20' up (flying).

Noticing the clumping of dogs surrounding Bibic, Spasi offers a fireball to the pack.

9d6 ⇒ (4, 6, 2, 4, 5, 1, 1, 1, 1) = 25 fireball vs. DC 20 reflex for half

"Bibic, no! Don't play with them!" Spasi suggests.

Spellz:

4th: 2/4 (Telekinetic Charge)
3rd: 4/7 (See Invis (ext),fireball*2,haste)
2nd: 0/8 ( )
1st: 1/8 (MageArmor)

Wand of Magic Missile 39/50 CL 9 left
Wand of False Life, CL10 3 left
Wand of Dim Door 1 left
Wand of Fly 6 left
Arcane Bolt: (2/10) used 1d20 + 6 ⇒ (20) + 6 = 26 ranged touch; 1d4 + 4 ⇒ (3) + 4 = 7 damage.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 5
HP: 53/79 | AC 22 (T12/FF22) | CMD 22
F: +8, R: +4, W: +8
Spells Left Today: 1st - 3/7 | 2nd - 3/7 | 3rd - 5/7 | 4th - 0/4
Channels Left Today (7d6+1 each): 0/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus), Shield of Faith (Rhesus)
Conditions: -7 Con; Effectively Con 11 | Prone
Location: Front Line
MA : Stand, then 5ft as free action
SA : Wandering star motes on nearest mastiff

How do AoOs work with mapless combat? If Clem stood up, is it just an AoO from his last attacker? Or do all the dogs attack him? I'll assume it's not all the dogs for this post...

Clement scrambles to his feet, knowing he's likely to be bit yet again.

"Not in the face!"

He then takes a step back and does what he can to buy himself some time.

Cast wandering star motes. The mastiff on Clem would start with a DC17 Will.


@Bibic: Pretty sure you actually need to move to draw the weapon, not just use a move equivalent action.

Ref DC20: 1d20 + 7 ⇒ (10) + 7 = 17
Ref DC20: 1d20 + 7 ⇒ (5) + 7 = 12

Spasi's spell kills one of the dogs and severely injures the other.

@Clement: Any creature in melee range would get an AoO. Retcon your action if you would like.

AoO: 1d20 + 10 ⇒ (5) + 10 = 15
AoO: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 1d8 + 6 ⇒ (2) + 6 = 8

Will DC17: 1d20 + 5 ⇒ (13) + 5 = 18 The dog shakes it off and it bounces to his pack mate.

Will DC17: 1d20 + 5 ⇒ (20) + 5 = 25 who also shakes it off and the spell bounces to the dog near Bibic,
Will DC17: 1d20 + 5 ⇒ (13) + 5 = 18 who shakes it off and it bounces to the dogs near Rhesus
Will DC17: 1d20 + 5 ⇒ (8) + 5 = 13 and once of them is dazed.

Rhesus is still up and is hasted. Two mastiffs are in melee range.

Shadow Mastiff CR 5 x6:

XP 1,600
NE Medium outsider (evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +10
DEFENSE
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 38/51x2 25/51x2, 13/51
Fort +8, Ref +7, Will +5
Defensive Abilities shadow blend

OFFENSE

Speed 50 ft.
Melee bite +10 (1d8+6 plus trip), tail slap +5 (1d6+3)
Special Attacks bay
CMB +10; CMD 22 (26 vs. trip)
Bay (Su)

When a shadow mastiff howls or barks, all creatures within a 300-foot spread except evil outsiders must succeed at a DC 16 Will save or become panicked for 1d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the same mastiff's bay for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

Shadow Blend (Su)

In any condition of illumination other than full daylight, a shadow mastiff disappears into the shadows, giving it concealment (50% miss chance). Artificial illumination, even a light or continual flame spell, does not negate this ability; a daylight spell, however, does. A shadow mastiff can suspend or resume this ability as a free action.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

It's only 2 mastiffs, I'm fine. Wasn't sure if it was all 6.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 1 Init 13
HP 73/102 DR 4/-, 8/lethal, fire 2
AC 25/T17/FF21
CMD 33
F+12, R+8, W+6; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 14/23
Row: Front
Opponent: None
Abilities: Life Link, Shield Other, Haste, Shield of Faith, Hasted, Inspired, Raging, Crowd Control

Really sorry for the delay guys, I thought I could update while traveling but the wifi in the Bahamas was basically worthless.

23-4=19/2=10R9C=5R14C;6R;12-4=8=4R4C;Total 15R18C.

Rhesus rages and attempts to smack the dogs next to him.

Attack: 1d20 + 21 ⇒ (20) + 21 = 41
Damage: 2d6 + 24 ⇒ (4, 4) + 24 = 32

Attack: 1d20 + 21 ⇒ (7) + 21 = 28
Damage: 2d6 + 24 ⇒ (1, 1) + 24 = 26

Attack: 1d20 + 16 ⇒ (16) + 16 = 32
Damage: 2d6 + 24 ⇒ (2, 4) + 24 = 30

Attack #1 Crit Confirm: 1d20 + 21 ⇒ (18) + 21 = 39
Damage: 4d6 + 48 ⇒ (1, 2, 1, 2) + 48 = 54


No worries

Rhesus obliterates the two Mastiffs threatening him.

The Rider thunders past Rhesus again:

Ride-by-attack: 1d20 + 17 ⇒ (7) + 17 = 24
Damage: 2d8 + 14 + 1d6 ⇒ (7, 5) + 14 + (1) = 27

One Mastiff continues after Spasi:
Full attack 1: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Garb: 1d20 + 10 ⇒ (11) + 10 = 21Miss
Full attack 2: 1d20 + 5 ⇒ (13) + 5 = 18
Damage?: 1d6 + 3 ⇒ (1) + 3 = 4

Of the two other mastiffs, one peels off to harass Rhesus and the other continues its assault on Clement:

Attack vs Rhesus: 1d20 + 10 ⇒ (15) + 10 = 25
Grab: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 1d8 + 6 ⇒ (1) + 6 = 7

Attack vs Clement 1: 1d20 + 10 ⇒ (11) + 10 = 21
Attack vs Clement 2: 1d20 + 5 ⇒ (6) + 5 = 11

But neither does much harm.

Everyone is up.

Shadow Mastiff CR 5 x6:

XP 1,600
NE Medium outsider (evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +10
DEFENSE
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 38/51x1 25/51x1, 13/51
Fort +8, Ref +7, Will +5
Defensive Abilities shadow blend

OFFENSE

Speed 50 ft.
Melee bite +10 (1d8+6 plus trip), tail slap +5 (1d6+3)
Special Attacks bay
CMB +10; CMD 22 (26 vs. trip)
Bay (Su)

When a shadow mastiff howls or barks, all creatures within a 300-foot spread except evil outsiders must succeed at a DC 16 Will save or become panicked for 1d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the same mastiff's bay for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.


Rider:

AC 27, touch 11, flat-footed 26
hp 142/142: fast healing 5
Fort +10, Ref +8, Will +12
Defensive Abilities: channel resistance +4, Immune undead traits, SR22


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 6, Initiative: 17
HP: 26/51; AC: 16 (T14/FF12)
F: +6, R: +9, W: +5
Location: Back row
Opponent: None
Free: continue Inspiring Courage(Su) (+2 att/dam (competence) & +2 save vs fear (morale))
Full: Longbow (cold iron): 1d20 + 11 + 6 ⇒ (2) + 11 + 6 = 19 (point blank, haste, heroism, inspiration) damage: 1d8 + 7 + 3 ⇒ (4) + 7 + 3 = 14 (point blank, inspiration)

Conditions:
-1 strength, Heroism (25/90m), Hasted (2/9r), Bardic Performance
Weapon Equipped = Backup Longbow (Longbow on the floor with the hounds)
Cold Iron Arrows = 66/67
Silver Blunt Arrows = 16/16
Adamantium Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 5/5
Bardic Performance = 14/22 (+2 round lingering, move action)
Boots of Speed = 5/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check)
Bow Attack Mods: BAB +7/2, Dex +4, Weapon Focus +1, Bow +2, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +2, (Deadly Aim +4)
Bard Spells: (CL 9, Con: +12, SR +11, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/4) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (1/2) Dispel Magic, Haste

Bibic steps back further (5’ step), draws his bow (move) and shoots once at one of the mastiffs, ideally the most wounded if he can tell. He also continues his inspiration (free).

Alas, the pull isn't quite as strong, nor the aim as sure, with his backup bow...

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale)
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 2 Init 13
HP 71/102 DR 4/-, 8/lethal, fire 2
AC 25/T17/FF21
CMD 33
F+12, R+8, W+6; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 13/23
Row: Front
Opponent: Hounds
Abilities: Life Link, Shield Other, Haste, Shield of Faith, Hasted, Inspired, Raging, Crowd Control

7-4=3/2=2R1C.

As the Rider misses Rhesus concentrates on the hounds.

Attack #1: 1d20 + 21 ⇒ (11) + 21 = 32
Damage: 2d6 + 24 ⇒ (2, 3) + 24 = 29

Attack #2: 1d20 + 21 ⇒ (16) + 21 = 37
Damage: 2d6 + 24 ⇒ (3, 5) + 24 = 32

Attack #3: 1d20 + 16 ⇒ (19) + 16 = 35
Damage: 2d6 + 24 ⇒ (3, 3) + 24 = 30

Will take a 5' step during my swings if I need to reach another hound.


Bibic drops the wounded and singed beast threatening him and Rhesus crushes the dog hounding his heels.

There is only one mastiff still up, it is threatening Clement

Shadow Mastiff CR 5 x1:

XP 1,600
NE Medium outsider (evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +10
DEFENSE
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 325/51x1,
Fort +8, Ref +7, Will +5
Defensive Abilities shadow blend
OFFENSE

Speed 50 ft.
Melee bite +10 (1d8+6 plus trip), tail slap +5 (1d6+3)
Special Attacks bay
CMB +10; CMD 22 (26 vs. trip)
Bay (Su)

When a shadow mastiff howls or barks, all creatures within a 300-foot spread except evil outsiders must succeed at a DC 16 Will save or become panicked for 1d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the same mastiff's bay for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 6
HP: 53/79 | AC 22 (T12/FF22) | CMD 22
F: +8, R: +4, W: +8
Spells Left Today: 1st - 3/7 | 2nd - 3/7 | 3rd - 5/7 | 4th - 0/4
Channels Left Today (7d6+1 each): 0/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus), Shield of Faith (Rhesus)
Conditions: -7 Con; Effectively Con 11 | Prone
Location: Front Line
FRA : Mace time!

Clement, with a single mastiff in his face, decides to go on the offensive, wielding the mace in his hand while emboldened by Bibic's words and Rhesus's deeds.

Mace #1 (power, flank, inspire, haste): 1d20 + 8 + 2 + 2 + 1 ⇒ (18) + 8 + 2 + 2 + 1 = 31 for 1d8 + 8 ⇒ (8) + 8 = 16

Mace #2 (power, flank, inspire, haste): 1d20 + 3 + 2 + 2 + 1 ⇒ (12) + 3 + 2 + 2 + 1 = 20 for 1d8 + 8 ⇒ (7) + 8 = 15

Mace hasted (power, flank, inspire, haste): 1d20 + 8 + 2 + 2 + 1 ⇒ (2) + 8 + 2 + 2 + 1 = 15 for 1d8 + 8 ⇒ (6) + 8 = 14


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi is 15' up in the air (fly spell) and hopefully the hounds can't reach him there, can they?

Round 6, Init 21

hp 37/52+10 temp; AC 16/12T/14FF; CMD 14
+6F/+7R/+9W

Back row.
Opponent:
SA: Snowball at the Rider.
MA:

Spasi watches the hounds fall and focuses his efforts on the Rider.

"Here comes a Spasi special!!" Spasi winds up and throws a materializing snowball at the rider.

1d20 + 6 + 1 + 2 ⇒ (20) + 6 + 1 + 2 = 29 touch to hit;
5d6 ⇒ (1, 2, 3, 5, 6) = 17 cold damage and DC 19 fort vs. staggered

Pot crit:
1d20 + 6 + 1 + 2 ⇒ (19) + 6 + 1 + 2 = 28 touch to hit;
5d6 ⇒ (3, 5, 4, 3, 2) = 17 more cold damage

Spellz:

4th: 2/4 (Telekinetic Charge,DDoor)
3rd: 4/7 (See Invis (ext),fireball*3)
2nd: 0/8 ( )
1st: 2/8 (MageArmor,Snowball)

Wand of Magic Missile 39/50 CL 9 left
Wand of False Life, CL10 3 left
Wand of Dim Door 1 left
Wand of Fly 6 left
Arcane Bolt: (2/10) used 1d20 + 6 ⇒ (13) + 6 = 19 ranged touch; 1d4 + 4 ⇒ (2) + 4 = 6 damage.


@Spasi: Nope.

Spell vs SR22: 1d20 + 9 + 2 + 2 ⇒ (1) + 9 + 2 + 2 = 14

Clement drops the remaining dog, but Spasi's spell fizzles when it hits the rider. Also note that he is pretty visibly undead, so would be immune to the stagger component of the spell.

The Rider wheels round for another pass at Rhesus:

Ride-by-attack vs Rhesus: 1d20 + 17 ⇒ (17) + 17 = 34
Damage: 2d8 + 14 + 1d6 ⇒ (3, 8) + 14 + (5) = 30

Everyone is up

Rider:

AC 27, touch 11, flat-footed 26
hp 142/142: fast healing 5
Fort +10, Ref +8, Will +12
Defensive Abilities: channel resistance +4, Immune undead traits, SR22


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Grumblegrumble, that was a good Spasi special.

Round 6, Init 21

hp 37/52+10 temp; AC 16/12T/14FF; CMD 14
+6F/+7R/+9W

Back row.
Opponent:
SA: Throw barbarian at Rider.
MA:

Spasi grumbles as his Spasi special becomes not so special. He tries throwing something again, this time an angry, raging, a%%$~%@ madman.

Telekinetic Charge.

Spellz:

4th: 3/4 (Telekinetic Charge*2,DDoor)
3rd: 4/7 (See Invis (ext),fireball*3)
2nd: 0/8 ( )
1st: 2/8 (MageArmor,Snowball)

Wand of Magic Missile 39/50 CL 9 left
Wand of False Life, CL10 3 left
Wand of Dim Door 1 left
Wand of Fly 6 left
Arcane Bolt: (2/10) used 1d20 + 6 ⇒ (11) + 6 = 17 ranged touch; 1d4 + 4 ⇒ (4) + 4 = 8 damage.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 7, Initiative: 17
HP: 26/51; AC: 16 (T14/FF12)
F: +6, R: +9, W: +5
Location: Back row
Opponent: None
Free: continue Inspiring Courage(Su) (+2 att/dam (competence) & +2 save vs fear (morale))
Full: Longbow (cold iron): 1d20 + 9 + 6 ⇒ (12) + 9 + 6 = 27 (point blank, haste, heroism, inspiration) damage: 1d8 + 7 + 3 ⇒ (7) + 7 + 3 = 17 (point blank, inspiration)
Longbow (cold iron): 1d20 + 9 + 6 ⇒ (18) + 9 + 6 = 33 (point blank, haste, heroism, inspiration) damage: 1d8 + 7 + 3 ⇒ (6) + 7 + 3 = 16 (point blank, inspiration)
iterative Longbow (cold iron): 1d20 + 4 + 6 ⇒ (12) + 4 + 6 = 22 (point blank, haste, heroism, inspiration) damage: 1d8 + 7 + 3 ⇒ (6) + 7 + 3 = 16 (point blank, inspiration)
Hasted Longbow (cold iron): 1d20 + 9 + 6 ⇒ (3) + 9 + 6 = 18 (point blank, haste, heroism, inspiration) damage: 1d8 + 7 + 3 ⇒ (5) + 7 + 3 = 15 (point blank, inspiration)

Conditions:
-1 strength, Heroism (25/90m), Hasted (3/9r), Bardic Performance
Weapon Equipped = Backup Longbow (-1/-2) (Longbow on the floor with the hounds)
Cold Iron Arrows = 62/67
Silver Blunt Arrows = 16/16
Adamantium Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 5/5
Bardic Performance = 13/22 (+2 round lingering, move action)
Boots of Speed = 5/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check)
Bow Attack Mods: BAB +7/2, Dex +4, Weapon Focus +1, Bow +2, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +2, (Deadly Aim +4)
Bard Spells: (CL 9, Con: +12, SR +11, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/4) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (1/2) Dispel Magic, Haste

Bibic continues to inspire courage as he fires arrow after arrow at the awful rider. That he manages to connect at all, invigorates him, and he considers his next round.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale)
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 3 Init 13
HP 63/102 DR 4/-, 8/lethal, fire 2
AC 24/T16/FF21
CMD 33
F+12, R+8, W+6; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 11/23
Row: Front
Opponent: Rider
Abilities: Life Link, Shield Other, Haste, Shield of Faith, Hasted, Inspired, Raging

30-4=26/2=13R13C=8R18C.

Will Save: 1d20 + 10 ⇒ (1) + 10 = 11

Rhesus fails his save against Spasi's spell and finds himself flung at the Rider.

Immediate action Attack from spell.

Telekinetic Charge Attack: 1d20 + 22 ⇒ (1) + 22 = 23
Damage: 1d20 + 24 ⇒ (11) + 24 = 35

Full Attack

Telekinetic Charge Attack: 1d20 + 20 ⇒ (3) + 20 = 23
Damage: 1d20 + 24 ⇒ (1) + 24 = 25

Telekinetic Charge Attack: 1d20 + 20 ⇒ (2) + 20 = 22
Damage: 1d20 + 24 ⇒ (13) + 24 = 37

Telekinetic Charge Attack: 1d20 + 15 ⇒ (15) + 15 = 30
Damage: 1d20 + 24 ⇒ (2) + 24 = 26


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 7
HP: 57/79 | AC 22 (T12/FF22) | CMD 22
F: +8, R: +4, W: +8
Spells Left Today: 1st - 3/7 | 2nd - 3/7 | 3rd - 4/7 | 4th - 0/4
Channels Left Today (7d6+1 each): 0/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus), Shield of Faith (Rhesus)
Conditions: -7 Con; Effectively Con 11 | Prone
Location: Back Line
FRA : Cast CSW

53-18hp=35hp.

Clement grunts as once again Rhesus's injuries are shared with him through the divine blessings of the empyreal lords.

He quickly works to stem the bleeding.

Cure serious: 3d8 + 10 ⇒ (4, 2, 6) + 10 = 22

35+22=57hp.


A couple of Bibic's arrows slam in and Rhesus' flying charge, while impressive, results in only one hit connecting.

The rider unleashes the full power against the barbarian:

Attack MH 1: 1d20 + 17 ⇒ (14) + 17 = 31
Damage: 1d8 + 7 + 1d6 ⇒ (4) + 7 + (3) = 14

Attack MH 2: 1d20 + 12 ⇒ (3) + 12 = 15
Attack MH 3: 1d20 + 5 ⇒ (15) + 5 = 20
Attack OH1: 1d20 + 17 ⇒ (8) + 17 = 25
Damage: 1d6 + 7 ⇒ (2) + 7 = 9

Attack OH2: 1d20 + 12 ⇒ (10) + 12 = 22

And so does his mount:
Smite Good
Bite: 1d20 + 12 ⇒ (18) + 12 = 30
Damage: 1d4 + 6 + 10 ⇒ (2) + 6 + 10 = 18

hoof: 1d20 + 7 ⇒ (5) + 7 = 12
hoof: 1d20 + 7 ⇒ (14) + 7 = 21

Everyone is up

Rider:

AC 27, touch 11, flat-footed 26
hp 88/142: fast healing 5
Fort +10, Ref +8, Will +12
Defensive Abilities: channel resistance +4, Immune undead traits, SR22


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 8, Initiative: 17
HP: 26/51; AC: 16 (T14/FF12)
F: +6, R: +9, W: +5
Location: Back row
Opponent: None
Free: continue Inspiring Courage(Su) (+2 att/dam (competence) & +2 save vs fear (morale))
Full: Longbow (cold iron): 1d20 + 9 + 6 ⇒ (2) + 9 + 6 = 17 (point blank, haste, heroism, inspiration) damage: 1d8 + 7 + 3 ⇒ (6) + 7 + 3 = 16 (point blank, inspiration)
Longbow (cold iron): 1d20 + 9 + 6 ⇒ (18) + 9 + 6 = 33 (point blank, haste, heroism, inspiration) damage: 1d8 + 7 + 3 ⇒ (8) + 7 + 3 = 18 (point blank, inspiration)
iterative Longbow (cold iron): 1d20 + 4 + 6 ⇒ (9) + 4 + 6 = 19 (point blank, haste, heroism, inspiration) damage: 1d8 + 7 + 3 ⇒ (1) + 7 + 3 = 11 (point blank, inspiration)
Hasted Longbow (cold iron): 1d20 + 9 + 6 ⇒ (2) + 9 + 6 = 17 (point blank, haste, heroism, inspiration) damage: 1d8 + 7 + 3 ⇒ (3) + 7 + 3 = 13 (point blank, inspiration)

Conditions:
-1 strength, Heroism (25/90m), Hasted (3/9r), Bardic Performance
Weapon Equipped = Backup Longbow (-1/-2) (Longbow on the floor with the hounds)
Cold Iron Arrows = 58/67
Silver Blunt Arrows = 16/16
Adamantium Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 5/5
Bardic Performance = 12/22 (+2 round lingering, move action)
Boots of Speed = 5/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check)
Bow Attack Mods: BAB +7/2, Dex +4, Weapon Focus +1, Bow +2, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +2, (Deadly Aim +4)
Bard Spells: (CL 9, Con: +12, SR +11, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/4) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (1/2) Dispel Magic, Haste

Bibic continues to inspire courage as he fires arrow after arrow at the awful rider. That he's disappointed in his endeavor is clear on his face... Damn he's hard to pin down!

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale)
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Clem's awaiting a Rhesus damage report before acting.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 8, Init 21

hp 37/52+10 temp; AC 16/12T/14FF; CMD 14
+6F/+7R/+9W

Back row.
Opponent:
SA: Fail at Magic Missile.
MA:

Spasi casts Magic Missile at the rider.

1d20 + 13 ⇒ (6) + 13 = 19 SR check

Spellz:

4th: 3/4 (Telekinetic Charge*2,DDoor)
3rd: 4/7 (See Invis (ext),fireball*3)
2nd: 0/8 ( )
1st: 2/8 (MageArmor,Snowball,MMissile)

Wand of Magic Missile 39/50 CL 9 left
Wand of False Life, CL10 3 left
Wand of Dim Door 1 left
Wand of Fly 6 left
Arcane Bolt: (2/10) used 1d20 + 6 ⇒ (10) + 6 = 16 ranged touch; 1d4 + 4 ⇒ (3) + 4 = 7 damage.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 8 Init 13
HP 63/102 DR 4/-, 8/lethal, fire 2
AC 24/T16/FF21
CMD 33
F+12, R+8, W+6; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 10/23
Row: Front
Opponent: Rider
Abilities: Life Link, Shield Other, Haste, Shield of Faith, Hasted, Inspired, Raging

14-4=10/2=5R5C;9-4=5/2=3R2C;18-4=14/2=7R7C=2R12C.10R19C.

Rhesus fires back with his hammer.

"Your horse hits harder than you do!"

Attack: 1d20 + 20 ⇒ (2) + 20 = 22
Damage: 1d20 + 24 ⇒ (20) + 24 = 44

Attack: 1d20 + 20 ⇒ (12) + 20 = 32
Damage: 1d20 + 24 ⇒ (10) + 24 = 34

Attack: 1d20 + 15 ⇒ (14) + 15 = 29
Damage: 1d20 + 24 ⇒ (1) + 24 = 25


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 7
HP: 60/79 | AC 22 (T12/FF22) | CMD 22
F: +8, R: +4, W: +8
Spells Left Today: 1st - 3/7 | 2nd - 3/7 | 3rd - 3/7 | 4th - 0/4
Channels Left Today (7d6+1 each): 0/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus), Shield of Faith (Rhesus)
Conditions: -7 Con; Effectively Con 11 | Prone
Location: Back Line
SA: Cure serious

57-19=38hp. I also cured 1 more hp than I was supposed to last round, so 37hp.

Clement sustains several shared wounds with Rhesus, and coupled with his earlier injuries, starts to appear a little worse for wear.

Stumbling backwards again, he works to repair his own wounds to continue to share them with Rhesus should the rider not fall.

Cure serious: 3d8 + 9 ⇒ (5, 4, 5) + 9 = 23

37+23=60hp.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Whoa...my damage die got copied as 1d20? That's not right obviously. New damage for my 2 hits to follow.

Damage: 2d6 + 24 ⇒ (2, 3) + 24 = 29
Damage: 2d6 + 24 ⇒ (4, 3) + 24 = 31

And looking back my round before that too. Jeeze. I will reroll but since it's a 2 please keep whichever you feel is appropriate.

Damage: 2d6 + 24 ⇒ (4, 1) + 24 = 29


Rhesus does some work and Bibic connects with an arrow. The damage is impressive, but the undead horror does not fall.

The rider continues to attack Rhesus:

Attack MH 1: 1d20 + 17 ⇒ (16) + 17 = 33
Damage: 1d8 + 7 + 1d6 ⇒ (4) + 7 + (2) = 13

Attack MH 2: 1d20 + 12 ⇒ (2) + 12 = 14
Attack MH 3: 1d20 + 5 ⇒ (10) + 5 = 15
Attack OH 1: 1d20 + 17 ⇒ (11) + 17 = 28
Damage: 1d6 + 7 ⇒ (2) + 7 = 9

Attack OH 2: 1d20 + 12 ⇒ (6) + 12 = 18

So does his horse:

Bite: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 1d4 + 6 + 10 ⇒ (2) + 6 + 10 = 18

Hoof: 1d20 + 7 ⇒ (10) + 7 = 17
Hoof: 1d20 + 7 ⇒ (16) + 7 = 23

Everyone is up

Rider:

AC 27, touch 11, flat-footed 26
hp 15/142: fast healing 5
Fort +10, Ref +8, Will +12
Defensive Abilities: channel resistance +4, Immune undead traits, SR22


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi waits to see if Bibic or Rhese will finish off the Rider or whether he will need to use some of his sweet magics to do the job.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 9
HP 58/102 DR 4/-, 8/lethal, fire 2
AC 24/T16/FF21
CMD 33
F+12, R+8, W+6; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 9/23
Row: Front
Opponent: Rider
Abilities: Life Link, Shield Other, Shield of Faith, Hasted, Inspired, Raging

13-4=9/2=5R4C=0R9C;9-4=5=3R2C;18-4=14/2=7R7C=2R12C.5R23C.

Rhesus shrugs off the wounds thanks to Clem's noble aid.

Then he gets to work.

Attack: 1d20 + 20 ⇒ (9) + 20 = 29
Damage: 2d6 + 24 ⇒ (4, 4) + 24 = 32

Attack: 1d20 + 20 ⇒ (11) + 20 = 31
Damage: 2d6 + 24 ⇒ (4, 4) + 24 = 32

Attack: 1d20 + 15 ⇒ (16) + 15 = 31
Damage: 2d6 + 24 ⇒ (3, 4) + 24 = 31

Rhesus uses any extra hits on the horse, because seriously screw that evil animal.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 8
HP: 57/79 | AC 22 (T12/FF22) | CMD 22
F: +8, R: +4, W: +8
Spells Left Today: 1st - 3/7 | 2nd - 2/7 | 3rd - 3/7 | 4th - 0/4
Channels Left Today (7d6+1 each): 0/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus), Shield of Faith (Rhesus)
Conditions: -7 Con; Effectively Con 11 | Prone
Location: Back Line
SA : CMW

60-23=37hp.

Clement winces again as another series of shared cuts mar his flesh and he grits his teeth while shaking his shield at Rhesus.

"Watch the horse's bite!"

Clement continues to work at stopping each of his fresh wounds, unsure how many more are coming shortly.

Cure moderate: 2d8 + 9 ⇒ (6, 5) + 9 = 20

37+20=57hp.

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