GM Lari's Iron Gods

Game Master Dhenn

Numeria Map

Aldronard's Grave
Through the Secret Door

Scrapwall
Other Scrapwall Locations

Initiative:

dice=Dr. N]1d20+3[/dice]
dice=Ray]1d20+9[/dice]
dice=Selkania]1d20+2[/dice]
dice=Serithial]1d20+6[/dice]
dice=Vaughn]1d20+4[/dice]
dice=Vivilaas]1d20+5[/dice]


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HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

Seri adopts a defensive stance and also prepares for a chance to attack:


AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
Spells Active:
Mage Armor

@GM Doctor N's mage bullet enhancement for her gun lasts 2 minutes. Would it still be up by the time we got into this combat? If she still has the buffs, she will attack its square now. If she doesn't, she will instead ready an attack against it for when it pops out.

Attack Rolls:

Touch Attack with +1 Ghost touch and seeking? Inferno Pistol (point blank shot, cover): 1d20 + 8 + 1 - 4 ⇒ (20) + 8 + 1 - 4 = 25
Damage (point blank shot): 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Crit Confirm: 1d20 + 8 + 1 - 4 ⇒ (17) + 8 + 1 - 4 = 22
Crit Damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7


M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
Double Dagger Attack Routine:
[dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]
"Doctor N" wrote:

@GM Doctor N's mage bullet enhancement for her gun lasts 2 minutes. Would it still be up by the time we got into this combat? If she still has the buffs, she will attack its square now. If she doesn't, she will instead ready an attack against it for when it pops out.

** spoiler omitted **

nice crit!! question: don't pistols do X4 on a crit?


Female Samsaran Psychic 5 | hp 30/31 | AC: 18 | T: 11 | FF: 17 | Fort +4 | Ref: +3 | Will: +5 (+2 vs emotion and fear)| Init +5 | Perception +7| Low-Light vision
Spells:
2nd level: 2/5 remaining, 1st level: 3/7 remaining

Vivilaas steps cautiously forward. I suppose withe the poltergeists around a wisp would have much fear to feed off of. At least these should be corporeal, assuming we can locate them.

GM LARI: I forget OOC if will o' wisps stay invisible even as they attack. If not, Vivilaas will ifre a trio of Magic Missiles at it when it appears. If I still cant' see it, she'll try to throw some scrap at the square.

Readying:
Magic Missile: 3d4 + 3 ⇒ (2, 1, 4) + 3 = 10
TK Projectile: 1d20 + 3 - 4 ⇒ (13) + 3 - 4 = 12 for damage: 1d6 ⇒ 3 with miss chance, high hits: 1d100 ⇒ 54


Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

Selkania feels useless against these creature having none of the spells able to hurt them.

She draws her wand of cure light wounds and stand ready to heal her comrades.

I have nothing against them!

But she calls for Brigh the help in the fight.

May Brigh's intelligence be our guide and our shield agaisnt fear.

Bless: +1 moral bonus to attack and to will save against fear effect.


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:2/3 L2:2/2

1d20 ⇒ 15

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