GM Niles Iron Gods (Inactive)

Game Master nilesr

Hajoth Hakados
Numeria
The Scar of the Spider
5 Kuthona 4714 (Day 100)
Hero Points
Seven.teen 2
Jarreck 1
Guaire 2
Mort 2


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Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Jarreck Will(DC20): 1d20 + 3 ⇒ (16) + 3 = 19
Isuma Will(DC20): 1d20 + 5 ⇒ (3) + 5 = 8
As the battle begins to rage around them bth Jarreck and Isuma show no sign of answering the call.

Peytr however continues to advance into the room eyes searching for the stuff of his nightmares, knowing that striking first has passed he tries to reach out to all of their attackers.

4 bolts seemingly fall from nowhere on all of those ahead.

Lightning bolt(Pajgaat): 3d6 ⇒ (5, 2, 6) = 13
Neh-Thalggu(rectangle): 3d6 ⇒ (5, 6, 5) = 16
Neh-Thalggu(triangle): 3d6 ⇒ (4, 2, 1) = 7
Neh-Thalggu(oval): 3d6 ⇒ (6, 1, 3) = 10

Reflex DC19 for Half


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Jarreck, don't forget you're now a dwarf. Dwarves get a+2 racial bonuses on saves vs poison, spells, and spell-like abilities.
Assuming, of course, the mindflayer used one of such just now.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Danger! Danger! Danger! warning glyphs appeared on Seventeen's HUD as autonomous routines classified the tentacled horror as being extremely dangerous. She had to buy time by slowing them down. Eyes blazing, she whispered, "Tardius ire!" the words echoed strangely and the air around the quartet of dominion horrors seemed to congeal!

From Greater Metamagic Knowledge Seventeen selected Piercing Spell.
Free action: Spend 1 arcane reservoir to increase DC by 2
She casts Piercing Slow DC 23 will save
SR Check (note their effective SR is 5 lower): 1d20 + 11 ⇒ (16) + 11 = 27

Status:
HP: 51/51
Spell slots used: 1st: 3/6, 2nd: 4/6, 3rd: 2/6, 4th: 2/5, 5th: 4/4, 6th: 0/0, 7th: 0/0, 8th: 0/0, 9th: 0/0
Buffs: Mage Armor (9 hours), See Invisibility (1 hour), Slow (10 rounds)
Resources used: Nanite Surge: 1/1, Consume Spells: 0/1, Arcane Reservoir: 12/14, Hero Point: 0/2, Technomancy wand: 11/50, Saltpeter : 4/10, Screaming Bolts: 0/2, Alcemimist's Fire: 0/2, Tanglefoot Bag: 1/1, Wand Ray of Exhaustion DC 14: 39/50, Wand of Grease: 44/50, Wand of Gust of Wind: 4/18, Wand of Wind Wall: 2/32, Scroll of Make Whole: 1/2, Scroll of Animate Dead: 0/1, Scroll of Haste (CL6): 3/3, Scroll of Heroism (CL 6): 16/16, Scroll of Improved Invis (CL 7): 3/4, Scroll of See Invisible (CL 9): 2/2, Scroll of Resist Energy, Communal (CL 9): 1/2, Augury (1/day): 0/1, Contact other plane (1/week): 0/1


Current Map

Round 1
Pajgaat the Flayer sends waves of powerful mental energy crashing onto Seven, Jarreck and Isuma. Jarreck and Isuma can do nothing but stare blankly ahead as their mind is warped by the power of the creature's dark thoughts.
Jarreck [Stunned 2] shakes off Pajgaat's mental assault, but this leaves him binking and distracted for a few moments. It is a SLA so you passed the save. However, you still lose this round...
Seven recognizes the threat here and casts a powerful spell to limit the Flayer's power Will: 1d20 + 16 ⇒ (5) + 16 = 21 and Seven's spell lands. Pajgaat noticeably slows down.
Peytr calls down lightning on his enemies CLcheck: 1d20 + 12 ⇒ (15) + 12 = 27 Reflex: 4d20 ⇒ (17, 6, 1, 13) = 37. All four are blasted by the lightning, some worse than others.
Isuma [Stunned 2] stares blankly ahead, stunned by the power of Pajgaat's mind.
Injured Neh-Thalggu unleash a torrent of magic missiles at Seven. They are being led by a greater intelligence than themselves, and their natural instinct to turn invisible and skulk is replaced by a malevolence towards the being that dared target their master.
Circle: 4d4 + 4 ⇒ (4, 2, 2, 1) + 4 = 13 Triangle: 4d4 + 4 ⇒ (3, 1, 4, 4) + 4 = 16 Square: 4d4 + 4 ⇒ (4, 4, 2, 4) + 4 = 18 47 force damage
Guaire

Round 1
Pajgaat the Flayer [slowed]
Jarreck
Seven
Peytr
Isuma [Stunned 1]
Injured Neh-Thalggu
Guaire

Guaire is up


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Seemingly out of sight prior to it...

Guaire casts abundant ammo on himself, then presses himself against the wall, trying to sneak closer to the edge, motioning his bird to go to near Peytr.
Stealth: 1d20 + 16 ⇒ (4) + 16 = 20


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Niles the slow should also affect the Neh-Thalggu since it's an area effect.


Current Map

Yeah I went back and slowed them...they only took a standard action in round 1 so no need to retcon.

Guaire casts abundant ammo on himself, then presses himself against the wall, trying to sneak closer to the edge, motioning his bird to go to near Peytr.

Round 2
Pajgaat the Flayer [slowed] focuses his deadly mind onto the nearby dwarf that scorched him with a lightning bolt. Mind Thrust: 6d8 ⇒ (8, 6, 2, 6, 4, 7) = 33 Will DC19: 1d20 + 16 ⇒ (13) + 16 = 29. Peytr's mind reels from the assault, but he shakes the worst of it off. Everyone "sees" images of horrific torture....and they know that this was what Peytr endured and what broke his mind and spirit.
Jarreck
Seven
Peytr
Isuma [Stunned 1]
Injured Neh-Thalggu
Guaire

Jarreck, Seven, Peytr and Isuma are up

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Jarreck edges around Guaire so that he can take a shot at the enemy 5' step

Full attack

+1 Sonic Pistol(RT): 1d20 + 14 ⇒ (19) + 14 = 33 damage(1): 1d8 + 2 ⇒ (6) + 2 = 8
+1 Sonic Pistol(RT): 1d20 + 9 ⇒ (10) + 9 = 19 damage(2): 1d8 + 2 ⇒ (8) + 2 = 10

Isuma
Will Save(DC20): 1d20 + 5 ⇒ (8) + 5 = 13
Isuma remains glassy eyed at the back of the group......

Peytr
As Jarreck lefts off two shots Peytr start walking forward, with each step becoming taller, wider, and more rock-like. Within a few steps Petyr has transformed into huge earth elemental, nearly 32' long and made up of 24 tons of rock.

updated stats
DR 5/—, immune to bleed damage, critical hits, and sneak attacks while in elemental form
+8 size bonus to your Strength, a –2 penalty on your Dexterity, a +4 size bonus to your Constitution, and a +6 natural armor bonus
HP 130
Str 20, Dex 8, Con 18, Int 16, Wis 18, Cha 11
AC 17, touch 12 , flat-footed 17 (+5 armor, +2 deflection) if the existing armor bonus remains AC 22, touch 11 , flat-footed 22 (+5 armor, +2 deflection, +6 natural armor)


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

I actually meant to move out of line of sight last round, oh well never mind.
Seventeen's HUD was inundated with warnings, errors and damage reports. There was no way she could withstand anymore of that. She had to do what she could for the others before retreating to repair.

She whispered another spell, "Accellerandum!" and suddenly the already slowed Dominion seemed comically even glacially slow! She then turned on her heel and retreated to consider her next action.

Casting Haste on all allies before retreating out of line of sight. Don't worry she's done done yet.

Status:
HP: 7/51
Spell slots used: 1st: 3/6, 2nd: 4/6, 3rd: 2/6, 4th: 2/5, 5th: 4/4, 6th: 0/0, 7th: 0/0, 8th: 0/0, 9th: 0/0
Buffs: Mage Armor (9 hours), See Invisibility (1 hour), Slow (10 rounds), Haste (11 rounds)
Resources used: Nanite Surge: 1/1, Consume Spells: 0/1, Arcane Reservoir: 12/14, Hero Point: 0/2, Technomancy wand: 11/50, Saltpeter : 4/10, Screaming Bolts: 0/2, Alcemimist's Fire: 0/2, Tanglefoot Bag: 1/1, Wand Ray of Exhaustion DC 14: 39/50, Wand of Grease: 44/50, Wand of Gust of Wind: 4/18, Wand of Wind Wall: 2/32, Scroll of Make Whole: 1/2, Scroll of Animate Dead: 0/1, Scroll of Haste (CL6): 3/3, Scroll of Heroism (CL 6): 16/16, Scroll of Improved Invis (CL 7): 3/4, Scroll of See Invisible (CL 9): 2/2, Scroll of Resist Energy, Communal (CL 9): 1/2, Augury (1/day): 0/1, Contact other plane (1/week): 0/1


Current Map

Guaire casts abundant ammo on himself, then presses himself against the wall, trying to sneak closer to the edge, motioning his bird to go to near Peytr.

Round 2
Pajgaat the Flayer [slowed] focuses his deadly mind onto the nearby dwarf that scorched him with a lightning bolt. Peytr's mind reels from the assault, but he shakes the worst of it off. Everyone "sees" images of horrific torture....and they know that this was what Peytr endured and what broke his mind and spirit.
Jarreck steps around Guaire and puts two rounds into the Mind Flayer.
Seven hastes her allies and then steps out of the way of danger.
Peytr becomes enraged and turns into a massive earth elemental. He now towers over the battlefield....
Isuma [Stunned 1] remains glassy eyed at the back of the group......
Injured Neh-Thalggu
Two of the Neh-Thalggu conjure lightning bolts 7d6 ⇒ (5, 5, 2, 4, 3, 4, 3) = 26Refdc16: 1d20 + 3 ⇒ (5) + 3 = 8 7d6 ⇒ (5, 2, 2, 4, 5, 3, 5) = 26Refdc16: 1d20 + 3 ⇒ (1) + 3 = 4 that crackle into Peytr's earthen form.
The final brain collector summons more magic missiles to pelt the druid 4d4 + 4 ⇒ (2, 2, 3, 1) + 4 = 12

Guaire

Round 3
Pajgaat the Flayer [slowed]
Jarreck
Seven
Peytr
Isuma
Injured Neh-Thalggu [slowed]
Guaire

Guaire is up


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Unloading vs mr Flayson.

Cluster shot all arrows. Improved precise shot, only total cover or concealment affects my shot, in relation to accuracy.

Shot 1, haste, rapid: 1d20 + 17 + 1 - 2 ⇒ (12) + 17 + 1 - 2 = 28 Dmg, many arrows: 2d8 + 2 ⇒ (4, 1) + 2 = 7

Shot 2, haste, rapid: 1d20 + 17 + 1 - 2 ⇒ (6) + 17 + 1 - 2 = 22 Dmg: 1d8 + 1 ⇒ (6) + 1 = 7
Irative, mods: 1d20 + 12 + 1 - 2 ⇒ (19) + 12 + 1 - 2 = 30 Dmg: 1d8 + 1 ⇒ (5) + 1 = 6

Haste extra shot: 1d20 + 17 + 1 - 2 ⇒ (16) + 17 + 1 - 2 = 32 Dmg: 1d8 + 1 ⇒ (4) + 1 = 5


Current Map

Guaire fires multiple arrows at the Mind Flayer. He notices that although his aim is true, they don't do the damage they should. It has DR. I did apply Cluster shot, but your overall damage was pretty low...

Round 3
Pajgaat the Flayer [slowed] retreats away from the massive elemental.
Jarreck
Seven
Peytr
Isuma
Injured Neh-Thalggu [slowed]
Guaire

Jarreck, Seven, Peytr and Isuma are up. Isuma knows the Neh-Thalggu aren't immune to cold....if you use her full attacks with the Zero rifle, keep in mind she reloads every 10 attacks. If you don't want to bother with all the rolls, I can take over botting.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Earlier
Peytr in his Elemental form would have 15' reach and should have been close enough for a parting shot on the slowed Pajgaat - unless I missed something( always a possibility :) )

updated stats(Peytr):

DR 5/—, immune to bleed damage, critical hits, and sneak attacks while in elemental form
+8 size bonus to your Strength, a –2 penalty on your Dexterity, a +4 size bonus to your Constitution, and a +6 natural armor bonus
HP 130
Str 20, Dex 8, Con 18, Int 16, Wis 18, Cha 11
AC 17, touch 12 , flat-footed 17 (+5 armor, +2 deflection) if the existing armor bonus remains AC 22, touch 11 , flat-footed 22 (+5 armor, +2 deflection, +6 natural armor)

AoO: 1d20 + 19 ⇒ (3) + 19 = 22
damage: 2d8 + 5 ⇒ (5, 6) + 5 = 16

Round 3

As Peytr takes a parting shot at his tormentor Jarreck moves over behind him and follows him into the next chamber, staying out of Guaire and Isuma's line of fire but readying his own shot at the Neh-Thalggu on the right.

stealth(Jarreck): 1d20 + 14 ⇒ (4) + 14 = 18 <sigh> perhaps the huge elemental will distract the Neg-Thalggu from the bumbling dwarf

Shaking her head, Isuma checks her rifle before looking around the corner and taking a shot. The middle neg peeking out from behind the elemental.

Zero Rifle + Deadly Aim: 1d20 + 16 - 3 ⇒ (12) + 16 - 3 = 25
damage: 2d6 + 10 ⇒ (6, 3) + 10 = 19

While Peytr takes out some frustration on the Neg-Thalggu on the left.
Full Attack
slam - left: 1d20 + 19 ⇒ (12) + 19 = 31
damage: 2d8 + 5 ⇒ (4, 7) + 5 = 16
slam - right: 1d20 + 19 ⇒ (17) + 19 = 36
damage: 2d8 + 5 ⇒ (7, 5) + 5 = 17
slam - left(iter): 1d20 + 14 ⇒ (1) + 14 = 15
damage: 2d8 + 5 ⇒ (4, 8) + 5 = 17
slam - right(iter): 1d20 + 14 ⇒ (3) + 14 = 17
damage: 2d8 + 5 ⇒ (7, 7) + 5 = 19


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Badly damaged, Seventeen's combat routines strongly suggested self-repair. While it had a passing resemblance and according to the owners manual was 'fully functional' (whatever that meant), her body wasn't like a typical meat sack. It was an amazing technological construction and within it where countless nanites all doing important if inscrutable things. Her body was more amenable to repair, especially via unconventional means.

She unfurled a scroll she'd penned a while back, the spell was really intended for mending broken vases and the like but it would work on her too. She whispered the last syllable, there was a flash of light and some of her wounds vanished!

She's using her last Make Whole scroll.
Make Whole healing: 5d6 ⇒ (6, 6, 5, 4, 6) = 27

Status:
HP: 31/51
Spell slots used: 1st: 3/6, 2nd: 4/6, 3rd: 3/6, 4th: 2/5, 5th: 4/4, 6th: 0/0, 7th: 0/0, 8th: 0/0, 9th: 0/0
Buffs: Mage Armor (9 hours), See Invisibility (1 hour), Slow (9 rounds), Haste (10 rounds)
Resources used: Nanite Surge: 1/1, Consume Spells: 0/1, Arcane Reservoir: 12/14, Hero Point: 0/2, Technomancy wand: 11/50, Saltpeter : 4/10, Screaming Bolts: 0/2, Alcemimist's Fire: 0/2, Tanglefoot Bag: 1/1, Wand Ray of Exhaustion DC 14: 39/50, Wand of Grease: 44/50, Wand of Gust of Wind: 4/18, Wand of Wind Wall: 2/32, Scroll of Make Whole: 2/2, Scroll of Animate Dead: 0/1, Scroll of Haste (CL6): 3/3, Scroll of Heroism (CL 6): 16/16, Scroll of Improved Invis (CL 7): 3/4, Scroll of See Invisible (CL 9): 2/2, Scroll of Resist Energy, Communal (CL 9): 1/2, Augury (1/day): 0/1, Contact other plane (1/week): 0/1


Current Map

Round 3
Pajgaat the Flayer [slowed] retreats away from the massive elemental. Peytr takes this opportunity to give the abberation a good wallop. Unfortunately, he misses.
Jarreck[hidden] moves up and hides behind Peytr's massive rocky form. I assigned a -10 penalty to the Neh'Thalggu since they are getting their faces bashed in at the moment...
Seven heals herself.
Peytr smashes a stony fist into the nearby brain collector Haste: 1d20 + 19 + 1 ⇒ (8) + 19 + 1 = 28Damage: 2d8 + 5 ⇒ (6, 7) + 5 = 18. The creature looks gravely wounded.
Isuma finishes off the injured Neh-Thalggu that Peytr bashed. I switched targets
Injured Neh-Thalggu [slowed]
Triangle unleashes another lightening bolt at Peytr....and Jarreck and Isuma and Guaire's bird friend. REFLEXDC16: 1d20 + 3 ⇒ (6) + 3 = 9 Electric Boogaloo: 7d6 ⇒ (2, 3, 6, 5, 6, 1, 3) = 26 IsumaREF: 1d20 + 11 ⇒ (17) + 11 = 28 Bird Friend: 1d20 + 10 ⇒ (16) + 10 = 26 Jarreck: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Circle moves closer to Peytr. Peytr gets an AOO
Guaire

Round 4
Pajgaat the Flayer [slowed]
Jarreck
Seven
Peytr
Isuma
Injured Neh-Thalggu [slowed]
Guaire

Guaire's up. Peytr is in bad shape.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Niles, out of curiosity, do those things have a talent for lightning bolt? It's usually a 5ft wide line aoe, right?

Guaire steps 5ft south, and unloads against Triangle.

If they are considered mechanical, add +4 to attack rolls & dmg rolls from FE (constructs), +2d6 from bane.

Shot 1, haste, rapid: 1d20 + 17 + 1 - 2 ⇒ (3) + 17 + 1 - 2 = 19 Dmg, manyshot: 2d8 + 2 ⇒ (5, 3) + 2 = 10

Rapid bonus shot, haste, rapid: 1d20 + 17 + 1 - 2 ⇒ (6) + 17 + 1 - 2 = 22 Dmg: 1d8 + 1 ⇒ (2) + 1 = 3

Shot 2, haste, rapid: 1d20 + 12 + 1 - 2 ⇒ (5) + 12 + 1 - 2 = 16 Dmg: 1d8 + 1 ⇒ (4) + 1 = 5

Shot 3, haste, rapid: 1d20 + 7 + 1 - 2 ⇒ (6) + 7 + 1 - 2 = 12 Dmg: 1d8 + 1 ⇒ (1) + 1 = 2

Haste bonus shot, haste, rapid: 1d20 + 12 + 1 - 2 ⇒ (14) + 12 + 1 - 2 = 25 Dmg: 1d8 + 1 ⇒ (6) + 1 = 7


Current Map

Yeah it catches everything in a line.... It shouldn't have hit Isuma. I'll fix that.

Guaire fires several arrows but most of them miss. Those were some REALLY bad d20 rolls...

Round 4
Pajgaat the Flayer [slowed] focuses it's will on Peytr Will Save: 1d20 + 14 ⇒ (10) + 14 = 24 (Peytr takes a -6 penalty to Wisdom for 1 round)
Jarreck
Seven
Peytr
Isuma
Injured Neh-Thalggu [slowed]
Guaire

Jarreck, Seven, Peytr and Isuma are up


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Yes, rolls have been better before. ^^
Edit: On FE (silly me for neglecting it on profile), favored enemies were followed:
Primary (+6) vs constructs
Secondary (+4) vs humans
Third (+2) vs aberrations.
Any hits then?


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Feeling restored, Seventeen rushed back but her tactical routines suggested she aim for a spot on the other side of the battlefield apart from her companions who where dangerously stacked! So she used a finger to trace an oval in the air which she stepped through. On the other side she brandished a small fire blacked twig which she had found on the remains of a tree struck by lightning. She whispered strange words and suddenly a miniature anvil head thunderstorm appeared next to the mindflayer. With a sudden flash a fat bolt of lightning arced out to strike it!

Move action: cast dimensional slide.
Standard action: casts aggressive thundercloud, greater DC 21 reflex negates the damage. The first enemy hit needs to make a DC 21 fort save or be stunned for 1 round.

SR Check: 1d20 + 11 ⇒ (12) + 11 = 23
Electrical damage: 6d6 ⇒ (2, 4, 3, 5, 5, 3) = 22

Status:
HP: 31/51
Spell slots used: 1st: 3/6, 2nd: 4/6, 3rd: 3/6, 4th: 3/5, 5th: 4/4, 6th: 0/0, 7th: 0/0, 8th: 0/0, 9th: 0/0
Buffs: Mage Armor (9 hours), See Invisibility (1 hour), Slow (8 rounds), Haste (9 rounds)
Resources used: Nanite Surge: 1/1, Consume Spells: 0/1, Arcane Reservoir: 13/14, Hero Point: 0/2, Technomancy wand: 11/50, Saltpeter : 4/10, Screaming Bolts: 0/2, Alcemimist's Fire: 0/2, Tanglefoot Bag: 1/1, Wand Ray of Exhaustion DC 14: 39/50, Wand of Grease: 44/50, Wand of Gust of Wind: 4/18, Wand of Wind Wall: 2/32, Scroll of Make Whole: 2/2, Scroll of Animate Dead: 0/1, Scroll of Haste (CL6): 3/3, Scroll of Heroism (CL 6): 16/16, Scroll of Improved Invis (CL 7): 3/4, Scroll of See Invisible (CL 9): 2/2, Scroll of Resist Energy, Communal (CL 9): 1/2, Augury (1/day): 0/1, Contact other plane (1/week): 0/1

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Peytr AoO
AoO: 1d20 + 19 ⇒ (9) + 19 = 28
damage: 2d8 + 5 ⇒ (2, 3) + 5 = 10

updated stats(Peytr):

DR 5/—, immune to bleed damage, critical hits, and sneak attacks while in elemental form
+8 size bonus to your Strength, a –2 penalty on your Dexterity, a +4 size bonus to your Constitution, and a +6 natural armor bonus
HP 130
Str 20, Dex 8, Con 18, Int 16, Wis 18, Cha 11
AC 17, touch 12 , flat-footed 17 (+5 armor, +2 deflection) if the existing armor bonus remains AC 22, touch 11 , flat-footed 22 (+5 armor, +2 deflection, +6 natural armor)


Niles did you take into account Petyr's DR5/-

With a gutteral cry "Defiler!" that sounds like an avalanche, Peytr steps forward 5' step and begins wailing on the Neg-THalggu within reach.

Full Attack
slam - left: 1d20 + 19 ⇒ (3) + 19 = 22
damage: 2d8 + 5 ⇒ (3, 5) + 5 = 13
slam - right: 1d20 + 19 ⇒ (7) + 19 = 26
damage: 2d8 + 5 ⇒ (7, 4) + 5 = 16
slam - left(iter): 1d20 + 14 ⇒ (10) + 14 = 24
damage: 2d8 + 5 ⇒ (7, 7) + 5 = 19
slam - right(iter): 1d20 + 14 ⇒ (4) + 14 = 18
damage: 2d8 + 5 ⇒ (2, 5) + 5 = 12
slam - haste: 1d20 + 19 ⇒ (12) + 19 = 31
damage: 2d8 + 5 ⇒ (7, 1) + 5 = 13

Isuma

Isuma takes aim at the Neg-Thalggu(Oval) if still standing, otherwise Pajgaat beside of Peytr.
Zero Rifle Rapid Shot(-2), Deadly Aim(-3/+6), Semi Auto(-4) +7/+7/+7/+2
Rapid SemiAuto1: 1d20 + 7 ⇒ (7) + 7 = 14
damage: 2d6 + 10 ⇒ (6, 6) + 10 = 22
Rapid SemiAuto2: 1d20 + 7 ⇒ (6) + 7 = 13
damage: 2d6 + 10 ⇒ (6, 1) + 10 = 17
Rapid SemiAuto3: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 2d6 + 10 ⇒ (4, 4) + 10 = 18
Rapid SemiAuto4: 1d20 + 2 ⇒ (8) + 2 = 10
damage: 2d6 + 10 ⇒ (6, 1) + 10 = 17
Rapid SemiAuto(Haste): 1d20 + 7 ⇒ (9) + 7 = 16
damage: 2d6 + 10 ⇒ (1, 1) + 10 = 12

Jarreck

Meanwhile Jarreck takes aim and taking advantage of Peytr's lumbering form attacks Pajgaat.

+1Sonic Pistol: 1d20 + 14 ⇒ (16) + 14 = 30
damage: 1d8 + 2 + 4d6 ⇒ (7) + 2 + (4, 1, 4, 3) = 21
+1Sonic Pistol: 1d20 + 9 ⇒ (19) + 9 = 28
damage: 1d8 + 2 + 4d6 ⇒ (8) + 2 + (4, 3, 1, 3) = 21
+1Sonic Pistol(haste): 1d20 + 14 ⇒ (16) + 14 = 30
damage: 1d8 + 2 + 4d6 ⇒ (8) + 2 + (3, 1, 2, 5) = 21


Current Map

Damage Reduction doesn't apply to spell damage...

Guaire fires several arrows but most of them miss. Okay, all of these creatures are abberations so include those bonuses...
Round 4
Pajgaat the Flayer [slowed] focuses it's will on Peytr (Peytr takes a -6 penalty to Wisdom for 1 round)
Jarreck makes three pinpoint accurate attacks against the Mindflayer, he notices that his sonic based attacks hit hard, but the Flayer still has some protection against them.
Seven casts a spell and blasts the Mind Flayer a bit Ref: 1d20 + 8 ⇒ (18) + 8 = 26 Fort: 1d20 + 17 ⇒ (5) + 17 = 22 but the creature resists the spell.
Peytr bashes the Neh=Thalggu next to him, it turns into goo under his rocky fists.
Isuma finishes off the last Neh Thalggu. It collapses in a heap of brain blisters and fleshy pods.
Guaire

Round 5
Pajgaat the Flayer [slowed]
Jarreck
Seven
Peytr
Isuma
Guaire

Guaire is up.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Guaire unloads at triangle.

Clustershot. Total dmg before applying DR.

Shot 1, haste, FE (aberr), rapid: 1d20 + 17 + 1 + 2 - 2 ⇒ (8) + 17 + 1 + 2 - 2 = 26 Dmg, FE, manyshot: 2d8 + 4 ⇒ (5, 6) + 4 = 15

Rapid bonus shot, mods: 1d20 + 17 + 1 + 2 - 2 ⇒ (10) + 17 + 1 + 2 - 2 = 28 Dmg, FE: 1d8 + 2 ⇒ (3) + 2 = 5

Haste bonus shot, mods: 1d20 + 17 + 1 + 2 - 2 ⇒ (6) + 17 + 1 + 2 - 2 = 24 Dmg, FE: 1d8 + 2 ⇒ (7) + 2 = 9

Irative, mods: 1d20 + 12 + 1 + 2 - 2 ⇒ (3) + 12 + 1 + 2 - 2 = 16 Dmg, FE: 1d8 + 2 ⇒ (3) + 2 = 5

Irative 2, mods: 1d20 + 17 + 1 + 2 - 2 ⇒ (9) + 17 + 1 + 2 - 2 = 27 Dmg, FE: 1d8 + 2 ⇒ (5) + 2 = 7


Current Map

Guaire fires into the Final Neh-Thalggu, ending its existence.

Round 5
Pajgaat the Flayer [slowed] concentrates it's enormous willpower into a blast of stunning energy.
Petyr Will DC20: 1d20 + 14 ⇒ (2) + 14 = 16 stunned 3d4 ⇒ (3, 2, 2) = 7
Isuma Will DC20: 1d20 + 5 ⇒ (20) + 5 = 25
Guaire Will DC20: 1d20 + 5 ⇒ (7) + 5 = 12 stunned 3d4 ⇒ (3, 3, 3) = 9
Jarreck Will DC20: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12 stunned 3d4 ⇒ (1, 4, 3) = 8
Seven Will DC20: 1d20 + 10 ⇒ (20) + 10 = 30
Guaire's Bird Will DC20: 1d20 + 4 ⇒ (13) + 4 = 17 stunned 3d4 ⇒ (2, 4, 2) = 8
Jarreck [stunned 8]
Seven
Peytr [stunned 7]
Isuma
Guaire [stunned 9]

Seven is up....and Isuma. You can roll a Will DC 20 save each round to act on the next round.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Petyr Will DC20: 1d20 + 14 ⇒ (14) + 14 = 28
Jarreck Will DC20: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19

Taking aim overtop the smaller Jareck and past the greatly enlarged Peytr, Isuma empties the remains of her clip into the mindflayer.

Rapid SemiAuto1: 1d20 + 7 ⇒ (2) + 7 = 9
damage: 2d6 + 10 ⇒ (3, 1) + 10 = 14
Rapid SemiAuto2: 1d20 + 7 ⇒ (11) + 7 = 18
damage: 2d6 + 10 ⇒ (6, 5) + 10 = 21
Rapid SemiAuto3: 1d20 + 7 ⇒ (8) + 7 = 15
damage: 2d6 + 10 ⇒ (1, 2) + 10 = 13
Rapid SemiAuto4: 1d20 + 2 ⇒ (3) + 2 = 5
damage: 2d6 + 10 ⇒ (4, 3) + 10 = 17

Guaire it appears the same dice bot got Isuma's rolls today


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Sorry I meant to post yesterday but got distracted.

The flayer hadn't moved so he, it? Was still within range of the angry little storm. With a thunderous retort, another electrical discharge arced towards it!
Electrical damage: 6d6 ⇒ (5, 1, 3, 6, 6, 6) = 27 DC 21 reflex negates the damage. The first enemy hit needs to make a DC 21 fort save or be stunned for 1 round.

Seventeen whispers a simple spell which sends a volley of missiles to unerringly slam into Pajgaat.
SR check: 1d20 + 11 ⇒ (18) + 11 = 29
Magic Missiles: 5d4 + 5 ⇒ (3, 1, 2, 4, 2) + 5 = 17

Status:
HP: 31/51
Spell slots used: 1st: 4/6, 2nd: 4/6, 3rd: 3/6, 4th: 3/5, 5th: 4/4, 6th: 0/0, 7th: 0/0, 8th: 0/0, 9th: 0/0
Buffs: Mage Armor (9 hours), See Invisibility (1 hour), Slow (7 rounds), Haste (8 rounds)
Resources used: Nanite Surge: 1/1, Consume Spells: 0/1, Arcane Reservoir: 13/14, Hero Point: 0/2, Technomancy wand: 11/50, Saltpeter : 4/10, Screaming Bolts: 0/2, Alcemimist's Fire: 0/2, Tanglefoot Bag: 1/1, Wand Ray of Exhaustion DC 14: 39/50, Wand of Grease: 44/50, Wand of Gust of Wind: 4/18, Wand of Wind Wall: 2/32, Scroll of Make Whole: 2/2, Scroll of Animate Dead: 0/1, Scroll of Haste (CL6): 3/3, Scroll of Heroism (CL 6): 16/16, Scroll of Improved Invis (CL 7): 3/4, Scroll of See Invisible (CL 9): 2/2, Scroll of Resist Energy, Communal (CL 9): 1/2, Augury (1/day): 0/1, Contact other plane (1/week): 0/1


Current Map

Guaire fires into the Final Neh-Thalggu, ending its existence.

Round 5
Pajgaat the Flayer [slowed] concentrates it's enormous willpower into a blast of stunning energy.
Jarreck [stunned 8] remains stunned and silent.
Seven blasts the psychic abberation REF: 1d20 + 8 ⇒ (14) + 8 = 22 Fort: 1d20 + 17 ⇒ (8) + 17 = 25
Peytr [stunned 7] shrugs off the stunning mental attack and may act in the next round
Isuma unloads into the flayer....which looks unfazed. Immune to Cold Damage.
Guaire [stunned 9]

Round 6
Pajgaat the Flayer [slowed] snarls and mentally attacks Seven Mind Thrust: 6d8 ⇒ (2, 8, 1, 1, 3, 2) = 17 Seven's Will DC19: 1d20 + 10 ⇒ (19) + 10 = 29 Seven's mind reels but she recovers quickly.
Jarreck [stunned 7]
Seven
Peytr
Isuma
Guaire [stunned 8]

Guaire may act in round 6 if he makes a Will Save DC20 in round 5, Otherwise Seven, Peytr, Isuma are up.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Peytr takes a step forward and some frustration out on Pajgaat.

Full Attack
slam - left: 1d20 + 19 ⇒ (10) + 19 = 29
damage: 2d8 + 5 ⇒ (2, 2) + 5 = 9
slam - right: 1d20 + 19 ⇒ (15) + 19 = 34
damage: 2d8 + 5 ⇒ (7, 8) + 5 = 20
slam - left(iter): 1d20 + 14 ⇒ (12) + 14 = 26
damage: 2d8 + 5 ⇒ (3, 2) + 5 = 10
slam - right(iter): 1d20 + 14 ⇒ (13) + 14 = 27
damage: 2d8 + 5 ⇒ (3, 4) + 5 = 12

Isuma grimaces as she see no effect from her shots, dropping the rifle she draws the sonic pistol and takes aim at the mind flayer

Sonic Pistol: 1d20 + 12 ⇒ (8) + 12 = 20
damage: 1d8 + 7 ⇒ (3) + 7 = 10

Jarreck Will(DC20): 1d20 + 3 ⇒ (9) + 3 = 12

Jarreck remains in a somewhat comical stunned state.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Will self: 1d20 + 5 ⇒ (11) + 5 = 16
Will bird: 1d20 + 4 ⇒ (6) + 4 = 10


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen's autonomous combat routines had analyzed ten seconds or so of raw combat. The analysis was their main opponent had formidable defences, presumably enhanced by his strange powers. The routines recommended disrupting them if that was at all possible.

A risky stratagem, that could fail outright or significantly weaken him if it worked. The probability analysis suggested it was worth trying so Seventeen cried, "Nullatum!" and a field of sparkling light washed over the flayer.

Dispel Check: 1d20 + 11 ⇒ (16) + 11 = 27 She is casting Dispel Magic on Pajggat. I'm not sure how psionics works in pathfinder, this might be a waste of a spell. On my phone so I can't easily update her buff spoiler.

Once more the thunder cloud strikes the flayer with a miniature lighting bolt!
Damage: 6d6 ⇒ (6, 1, 3, 1, 4, 6) = 21 Same saves.


Current Map

Guaire [stunned 9] remains stunned

Round 6
Pajgaat the Flayer [slowed] snarls and mentally attacks Seven Mind Thrust = 17 Seven's mind reels but she recovers quickly.
Jarreck [stunned 7] remains in a somewhat comical stunned state.
Seven dispels a layer of magical protection on the Mindflayer it works exactly like magic, dispel magic works on it. MFREF: 1d20 + 8 ⇒ (19) + 8 = 27 Fort: 1d20 + 17 ⇒ (14) + 17 = 31
Peytr slams into the creature, which takes some real damage now that Seven stripped away a layer of its protections. It had DR 10/-....and now it doesn't
Isuma fires her pistol and strikes the flayer
Guaire [stunned 8] remains stunned.

Round 7
Pajgaat the Flayer [slowed] focuses her mind Concentration: 1d20 + 10 ⇒ (5) + 10 = 15 but her mental spell fails. Spellcraft DC18 to identify the lost spell as dimension door
Jarreck [stunned 6]
Seven
Peytr
Isuma
Guaire [stunned 7]

Good guys up. Pajgaat tried to run...but failed her concentration check


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Round 6..

Will self: 1d20 + 5 ⇒ (20) + 5 = 25
Will bird: 1d20 + 4 ⇒ (18) + 4 = 22
I can act in round 7 again, correct?


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Spellcraft: 1d20 + 21 ⇒ (1) + 21 = 22 There's no auto fail on a 1 or auto succeed on a 20 in pathfinder skill checks.
Seventeen's combat routines classify the spell the flayer tried to cast at once. The information scrolled up Seventeen's internal HUD and deadpan she warns the others, "It's trying to escape."

Knowing it would likely try again, Seventeen waited ready to counterspell any further spellcasting from the flayer!
Dispel check to counterspell: 1d20 + 11 ⇒ (15) + 11 = 26

Meanwhile Seventeen's so far worthless miniature storm spits out another bolt of lightning which strikes the flayer!
Electrical damage: 6d6 ⇒ (5, 5, 3, 1, 5, 6) = 25DC 21 reflex negates the damage. The first enemy hit needs to make a DC 21 fort save or be stunned for 1 round.

Status:
HP: 31/51
Spell slots used: 1st: 4/6, 2nd: 4/6, 3rd: 5/6, 4th: 3/5, 5th: 4/4, 6th: 0/0, 7th: 0/0, 8th: 0/0, 9th: 0/0
Buffs: Mage Armor (9 hours), See Invisibility (1 hour), Slow (5 rounds), Haste (6 rounds)
Resources used: Nanite Surge: 1/1, Consume Spells: 0/1, Arcane Reservoir: 13/14, Hero Point: 0/2, Technomancy wand: 11/50, Saltpeter : 4/10, Screaming Bolts: 0/2, Alcemimist's Fire: 0/2, Tanglefoot Bag: 1/1, Wand Ray of Exhaustion DC 14: 39/50, Wand of Grease: 44/50, Wand of Gust of Wind: 4/18, Wand of Wind Wall: 2/32, Scroll of Make Whole: 2/2, Scroll of Animate Dead: 0/1, Scroll of Haste (CL6): 3/3, Scroll of Heroism (CL 6): 16/16, Scroll of Improved Invis (CL 7): 3/4, Scroll of See Invisible (CL 9): 2/2, Scroll of Resist Energy, Communal (CL 9): 1/2, Augury (1/day): 0/1, Contact other plane (1/week): 0/1

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Judging from Nile's notations the last couple of rounds Guaire, those are the rounds remaining

Jarreck (Will DC20): 1d20 + 3 ⇒ (17) + 3 = 20 the blonde dwarf begin's to shake his head as he fights off the creature's compulsion

Isuma meanwhile unloads the Sonic Pistol at the mindflayer as Seven warns them that Pajgaat is trying to escape.

Rapid Shot(-2), Deadly Aim(-3/+6)
Rapid Deadly 1: 1d20 + 11 ⇒ (9) + 11 = 20
damage: 2d6 + 10 ⇒ (3, 1) + 10 = 14
Rapid Deadly 2: 1d20 + 11 ⇒ (16) + 11 = 27
damage: 2d6 + 10 ⇒ (5, 4) + 10 = 19
Rapid Deadly 3: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 2d6 + 10 ⇒ (2, 3) + 10 = 15
REMEMBER SHE THREATENS 5’ NOW, ALSO COMBINE FULL ATTACKS VS DR

Peytr meanwhile continues to try and return Pajgaat to the primordial soup he was formed from.
Full Attack
slam - left: 1d20 + 19 ⇒ (13) + 19 = 32
damage: 2d8 + 5 ⇒ (4, 7) + 5 = 16
slam - right: 1d20 + 19 ⇒ (13) + 19 = 32
damage: 2d8 + 5 ⇒ (2, 1) + 5 = 8
slam - left(iter): 1d20 + 14 ⇒ (17) + 14 = 31
damage: 2d8 + 5 ⇒ (2, 4) + 5 = 11
slam - right(iter): 1d20 + 14 ⇒ (17) + 14 = 31
damage: 2d8 + 5 ⇒ (6, 1) + 5 = 12

Sorry for the lack of details been fighting a migraine today


Current Map

@Guaire yes you can act in round 7, you've been rolling one round behind.


Current Map

Guaire?


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Guaire steps 5ft closer to next to Jarreck.

Giving a short whistle, he directs his bird to give chase of the fleeing flayer, which it immediately does.
2x move.

He himself unloads on the mindflayer.
Cluster shot.

Shot, haste, FE (Aber), rapid: 1d20 + 17 + 1 + 2 - 2 ⇒ (6) + 17 + 1 + 2 - 2 = 24 Dmg, FE, manyshot: 2d8 + 4 ⇒ (6, 5) + 4 = 15

Bonus shot rapid, haste, FE (Aber), rapid: 1d20 + 17 + 1 + 2 - 2 ⇒ (4) + 17 + 1 + 2 - 2 = 22 Dmg, FE: 1d8 + 2 ⇒ (4) + 2 = 6

Bonus shot from haste, FE (Aber), rapid: 1d20 + 17 + 1 + 2 - 2 ⇒ (17) + 17 + 1 + 2 - 2 = 35 Dmg, FE: 2d8 + 2 ⇒ (6, 1) + 2 = 9

Irative 1, haste, FE (Aber), rapid: 1d20 + 12 + 1 + 2 - 2 ⇒ (3) + 12 + 1 + 2 - 2 = 16 Dmg, FE: 1d8 + 2 ⇒ (1) + 2 = 3

Irative 2, haste, FE (Aber), rapid: 1d20 + 7 + 1 + 2 - 2 ⇒ (11) + 7 + 1 + 2 - 2 = 19 Dmg, FE: 1d8 + 2 ⇒ (4) + 2 = 6


Current Map

Guaire [stunned 8] remains stunned. His head begins moving left and right, he's shaking off the effects of the mental magic.

Round 7
Pajgaat the Flayer [slowed] focuses her mind but her mental spell fails.
Jarreck [stunned 6] is still stunned.
Seven blasts the Mindflayer with a bolt of lightening MFREF: 1d20 + 8 ⇒ (12) + 8 = 20 Fort: 1d20 + 17 ⇒ (2) + 17 = 19 Pajgaat is blasted and then stunned.
Peytr smashes the Mindflayer's head into a pulpy mess.
Isuma
Guaire [stunned 7]

Sorry for delaying you guys for Guaire's turn, only to find out that the Mindflayer was dead anyways. I honestly didn't even look at the rolls Jarreck made until I was typing up the recap. Sorry.

Peytr transforms back into a Dwarf and howls in rage, pain and something akin to animalistic fury. He smashes the dead Mindflayer again and again until someone stops him.

A Grisly Discovery on the nearby operating table:
All that remains of Paajgat's latest victim is a red skeleton on a table, but she did manage to extract several interesting pieces of cybernetic equipment from the body-a pair of cybernetic eyes, a skillslot with
a mark IV Acrobatics skillchip, and a cybernetic arm.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Unfazed by the grizzly nature of the dissected remains on the table, Seventeen examines them before remarking, "These could be useful upgrades Jarreck. Would you like the eyes? They are superior to your current ones. I'm not bso convinced about the arm but the skill chip will significantly enhance your natural grace, or at least that's what the manufacturer's brochure claims."

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

The blonde dwarf eases forward as Peytr continues to pound on the dead Mindflayer, gently grabbing his shoulder and pulling him away. "Unless, you want to bring him back and continue, the only one you're hurting now is you. It is done, in time your peace will return."

Handing the druid back his staff, Jarreck moves over to see what Seven has found....

Kn:Engineering: 1d20 + 6 ⇒ (12) + 6 = 18

"These could definitely come in handy and it's not like I haven't been changing here lately, haven't even really gotten used to this form yet. How about you Peytr?" Jarreck asks with a gruff laugh.

GM, Peytr and Isuma have been voiced by you, was planning to return their voice to you.


Current Map

The druid shudders at the idea of replacing a limb with something of metal....

Isuma speaks up This creature was not the leader of this Hive. The Neh-Thalggu spoke of a Yah-Thelgaad called "Dweller in Dark Places" when I escaped. It still operates this Hive. If we destroy it, we can destroy this Hive for good.

And perhaps you might get an idea about Casandalee's AI core too, in case you guys forgot why you're even in the Scar of the Spider.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

"Those tech eyes, what will they do?
In dark environments, i'm most visually impaired, compared to you. Downside to being a human."


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen suddenly turn on the Kellid, "Guire! These would be an excellent upgrade, I approve. We need to pluck your original eyes out first, which may hurt. Do you wish to go through with this?"

Seventeen is low ish on spells now, do we want to try and do this in one shot or rest first?

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

"Umm Seven I think this might be a bit more complicated than that, Guaire, you're welcome to the new eyes. Are you sure you want Seven to do the surgery though?"

Jarreck says the last to Guaire in an aside

probably best to rest if the opportunity is available


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

"Pluck my eyes out? Surely you don't want to do it so crudely.
Heck, i'd not do it that way."

"Now i'm no doctor, but i am quite sure we'll need some fine tools for such a procedure. But yes, i would go through with it."

(to Jarreck on the side)
"I am not sure about letting her do it, no. We may need a knowledgeable person, or in the least a book on the how-to in a safe way."


Current Map

Gonna wave my gm hand here and say for you to just finish this thing....you can take a breather and reset HP and restore 11 levels worth of spells (your choice which slots/spells, a 3rd level slot = 3 a 4th level slot =4, added up to 11)

Jarreck knows of places that perform such feats of cyber surgery.

The Tarnished Halls:
The Tarnished Halls in Numeria are a market of technology, including the sale of skymetals, and alien beasts that evade the Technic League by travelling Numeria's Seven Tears River with the aid of the Blood Gar pirates. Jarreck previously tracked down the location of the Halls and can gain access to them during downtime. Almost any technological item can be bought here, and timeworn items can typically be restored to near full functionality.


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Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Niles does that work with arcane reservoir?

Incorrectly senensing indecision, Seventeen disconcertingly suggests to Guaire, "If you are worried about infection have no fear, there's no need for me to touch you. Perhaps a mage hand could pluck them out if you don't resist, or we could try dimensional travel. That can sometimes scramble a subject and I believe I can tweak it just so to leave your eyeballs but teleport the rest of you."


Current Map

add 5 arcane reservoir. I'm kinda making this up, but I'm modeling it off of the short rest mechanic from 5E and something sorta similar in Starfinder. Anyone checked out Pathfinder 2e yet?


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

I wasn't too keen on the the playtest. Reserving judgement on the released rules, but it seems the designers have taken feedback onboard.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

I'm ready to move on if the rest of you are.

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