GM Pox's Carnival of Tears

Game Master WerePox47


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Male Orc VITALS: AC: 20, T: 11, FF: 19; HP: 12/12; F:4, R:1, W:-2;CMB +7; CMD 18; Init: +1 ; Perc:+3 Weapon Master 1 SKILLS: Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2

Wreck keeps his eyes closed. Maybe this time he will get the little upstart that is causing all this problems

"Aaaarhg! Stand still so i can make you even shorter!" he roars as he swings his massive hammer

Power Attack Full Attack: 1d20 + 14 ⇒ (8) + 14 = 22
Power Attack 2: 1d20 + 9 ⇒ (2) + 9 = 11
Damage 1: 2d6 + 19 ⇒ (6, 3) + 19 = 28
Damage 2: 2d6 + 22 ⇒ (4, 5) + 22 = 31

Miss < 51%: 1d100 ⇒ 69

-Posted with Wayfinder


Inner Sanctum

Wreck ends the other gnomes life..

The invisible foe keeps attack Daphne..

2d20 ⇒ (6, 3) = 9 Only 1 hit..
Dam: 1d4 + 2d6 ⇒ (1) + (4, 3) = 8

At this point you guys can roll 1d8 and on a roll of a 1 you target the right square and may attack.. Roll miss chance with high being good as well if you hit the right square..


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

Danika aims her wand carefully hoping she picks right.

common hit: 1d8 ⇒ 8

The dart goes wild and strikes a tree, she glares more intently at the area the invisible attacker is.

Just show yourself so we can end this quicker!


Male Orc VITALS: AC: 20, T: 11, FF: 19; HP: 12/12; F:4, R:1, W:-2;CMB +7; CMD 18; Init: +1 ; Perc:+3 Weapon Master 1 SKILLS: Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2

??? : 1d8 ⇒ 7

"This is getting utterly rediculous. Come out coward!"

-Posted with Wayfinder


M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex

If I cast Entangle will we be able to pick out it's location from the moving growth?


Inner Sanctum

It has quite a large radius, but that could potentially work.. There are saves allowed of coarse..


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

Danika will hold her action, awaiting a clear shot to put this fowl creature down for good.


M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex

"Sorry Daphne!" Halmier wraps the druid and her pursuer in entangled growth. He hopes she can pick her way through the plants more easily than the invisible foe.

Reflex 16 or entangled. My main motivation is to watch the plants move around the invisible fellow.

Halmier gazes intently, planning to point out a location as soon as he can find it.


Inner Sanctum

Reflex: 1d20 ⇒ 16

You all here a "Yipe!" and see some commotion in the square behind Daphne..


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

I turn on the spot and unleash my wand again.

Ranged touch: 1d20 + 5 ⇒ (16) + 5 = 21
round 1: 2d4 ⇒ (4, 3) = 7
round 2: 2d4 ⇒ (4, 2) = 6

miss change: 1d100 ⇒ 82

Hearing a yelp and seeing the Arrow of Acid strike home, Danika aims carefully again.

Tell us where the Cold Rider is


HP 11/11| AC 12| T 10| FF 11| CMD 16 (20 v Trip)| Fort +4 | Ref +2 | Will +2 (+2 v death)| Init +1 | Perc +0 | Senses darkvision 60 | Speed 50 | Immune: | Conditional: +2 vs death

1d20 + 9 ⇒ (11) + 9 = 20
Move further away, standard burning hands over that area. Reflex 14 for half

Daphne dances free of the entangling vines, then turns fire dancing from her fingers.

5d4 ⇒ (4, 4, 1, 4, 3) = 16


Inner Sanctum

You all hear some little screams and then all is quite.. You think it either died or ran away..

Out of Combat!

You have time to heal etc before I describe the final show..


M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex

Hamlier heals Daphne and Wreck.

I only quickly added up the damage/healing, but I got Wreck at -33 and Daphne at -23. Let me know if that's off.

Daphne:
cmw: 3d8 + 9 ⇒ (4, 7, 6) + 9 = 26

Wreck:
cmw: 6d8 + 18 ⇒ (8, 3, 1, 5, 2, 3) + 18 = 40

Hamlier looks down at his wand. "This is losing its power. We better find the Cold Rider soon."


Male Orc VITALS: AC: 20, T: 11, FF: 19; HP: 12/12; F:4, R:1, W:-2;CMB +7; CMD 18; Init: +1 ; Perc:+3 Weapon Master 1 SKILLS: Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2

Wreck dusts himself off. Checking to see if there are any curs the magic missed before he replies

"Much thanks for the healing. And i agree. We must end this as soon as possible"

-Posted with Wayfinder


Inner Sanctum

Not sure why your heals are +9.. Regardless you get everyone to full.. A new map is posted..

Once you all deal with the Ice Carving area the whole carnival goes silent.. You all see something in the distance..

"Striding out of the forest comes a horrifying creature of ice and bone mounted atop a rotting dead stag and clutching a tremendous icy glaive in one mighty gauntlet. Impressive antlers of jagged ice perch atop the rider’s helm, putting his stag’s to shame. At the center of the dread thing’s frost-laden breastplate sits a crystal of pure sapphire, glittering in the dancing light cast by the souls above. The cold rider strides towards the frozen river and yells his challenge"

“Heroes, those who would stand against the power of ice and the might of the north, come and face me, and face death!"

Currently he is 60-70' away from the group..

Init:

Danika: 1d20 + 5 ⇒ (6) + 5 = 11
Daphne: 1d20 + 5 ⇒ (15) + 5 = 20
Halmier: 1d20 + 2 ⇒ (2) + 2 = 4
Wreck: 1d20 ⇒ 9
Cold Rider: 1d20 + 10 ⇒ (5) + 10 = 15

Init Order:
Daphne
Cold Rider
Everyone Else

Knowledge Nature on the Cold Rider, Know Religion on his mount.

Also to note that the frozen river is considered diffucult terrain and if you move more than a standard you must give a reflex save or acrobatic check.. Your not to sure how thick the ice is either.


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

Danika Eyes up the Cold Rider
k.religion: 1d20 + 9 ⇒ (17) + 9 = 26
k.nature: 1d20 + 9 ⇒ (15) + 9 = 24

"I guess this is the time to repay the senseless slaughter that has taken place here this day."

Danika flicks her wand away, pulls out some magical components and prepares to unleash her power.


M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex

Oops, I messed up the dice. It's supposed to be 2d8 + 3 (CL of wand) per charge, I think. I just did 1d8 + 3. I'm sure there's still more than enough charge for the battle, if I use it at all.

Knowledge Nature: 1d20 + 3 ⇒ (11) + 3 = 14
Knowledge Religion: 1d20 + 7 ⇒ (3) + 7 = 10


HP 11/11| AC 12| T 10| FF 11| CMD 16 (20 v Trip)| Fort +4 | Ref +2 | Will +2 (+2 v death)| Init +1 | Perc +0 | Senses darkvision 60 | Speed 50 | Immune: | Conditional: +2 vs death

Kn.Nature: 1d20 + 14 ⇒ (8) + 14 = 22

Move, study target, Kn. Nature.

Daphne moves forward silently, her eyes focused on the rider.


Inner Sanctum

Alright guys you deff know some things.. We have company this weekend though so it'll be monday before i can update.. Have a nice weekend!


Inner Sanctum

Danika knows that his mount is undead, so normal undead defenses, and is also immune to cold. It is vulnerable to fire. It also has regeneration.

She and Daphne both know the Cold Rider is a type of fey. It is immune to cold, vulnerable to fire and sonic, and has spell resistance.

Daphne moves and studies her target..

The Cold Rider laughs and cast an Ice Storm spell.. I put a square on the map that is roughly ht area of difficult terrain cause by the ice storm..

Cold Dam: 3d6 ⇒ (5, 3, 4) = 12
Bludg Dam: 2d6 ⇒ (5, 5) = 10 no save on either damage..

The rest of the group is up! Remeber you are in difficult terrain.


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

Danika falls into a focus, eyes glowing and building magical energies around her. Wrecks feet slowly start to lift off of the groud, a smirk comes to her lips and she looks over at Wreck. "Get him!"

60ft movement or 40ft if in medium/heavy armor.

edit: yes sorry at work typing this.


Inner Sanctum

I assume thats the fly spell?


Male Orc VITALS: AC: 20, T: 11, FF: 19; HP: 12/12; F:4, R:1, W:-2;CMB +7; CMD 18; Init: +1 ; Perc:+3 Weapon Master 1 SKILLS: Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2

Wreck grins too. As he speeds at the horseman, his weapon ready to lay some pain on him

Charge Chop Vital!: 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33
Damage: 4d6 + 22 ⇒ (3, 3, 4, 1) + 22 = 33

-Posted with Wayfinder


Inner Sanctum

As you fly in he swings back with an AoO from his reach weapon..

1d20 ⇒ 3 miss.. You AC is 27 with Barkskin right? You also have Aid spell up atm.. Thats +1 hit..

Wreck lands a mighty blow on the rider!

Rider -33
Wreck -7 after temp hps are removed.
Everyone else -22 damage from Icestorm..

Init Order:
Daphne
Cold Rider
Everyone Else

Hal is up, then Daphne!


Male Orc VITALS: AC: 20, T: 11, FF: 19; HP: 12/12; F:4, R:1, W:-2;CMB +7; CMD 18; Init: +1 ; Perc:+3 Weapon Master 1 SKILLS: Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2

i forgot about the buffs. =^^= yey team. Just a reminder. His weapon is cold iron. Just incase there is a DR that it can bypass

-Posted with Wayfinder


M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex

Halmier kneels down in the middle of the group.

"This is going to be a tough storm to weather. Boo, I will not have time to use these. Bring the Fireball scroll to Daphne."

Boo the weasel, quiet for some time now, digs the mentioned scroll out of Halmier's bag and shoots off into the storm for Daphne. Let me know if that's not possible or if I need to make a check. Sorry Danika, it's divine.

In the meanwhile, Halmier starts to to channel positive energy.

Positive energy: 4d6 ⇒ (3, 4, 5, 5) = 17 Though not his intention, Will 17 if it affects the Cold Rider.


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

I still have 1 fireball or fly left and 3 Fire Arcs left so I can do both at the same time. Fire ball might not be good with Wreck there though.


Inner Sanctum

Totally forgot about your familiar lol.. Which is prob a good thing. It also takes aoe damage, but it mostly healed after the channel I think.. The prob with the scroll is that it cannot read so it has no idea which scroll is fireball. You either must hand it the scroll and not channel or it grabs a random scroll from your pack..

Also channel only has a 30' radius so it will not hit Wreck..

Daphne is up!


M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex

Alright, I'll take a roll for a random scroll. They're all decent and hopefully useful to Daphne. You can make the roll if you like to ensure I don't shuffle around the order. I have these scrolls unused still:


1 -- Ball Lighting;
2 -- Daylight;
3 -- Dispel Magic;
4 -- Fireball;
5 -- Stricken Heart;


Inner Sanctum

1d5 ⇒ 5 It grabs the last one and brings it to Dani..

Daphne is still up!


Male Orc VITALS: AC: 20, T: 11, FF: 19; HP: 12/12; F:4, R:1, W:-2;CMB +7; CMD 18; Init: +1 ; Perc:+3 Weapon Master 1 SKILLS: Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2

Did we lose Daphne?


Inner Sanctum

Sry folks, been busy.. It appears Daphne has left us so i will bot her..

She fires 3 arrows at the Cold Rider..

3d20 ⇒ (12, 20, 3) = 35
Confirm: 1d20 ⇒ 14 nope..

Dam: 1d8 + 9 ⇒ (2) + 9 = 11

Rider -39
Wreck -7 after temp hps are removed.
Everyone else -5

The cold rider goes.. Wreck see's some of the damage he's taken repair itself.. He attacks Wreck twice..

2d20 ⇒ (7, 6) = 13 wow.. 2 misses.. His mount also tries to attack..
1d20 ⇒ 9 and misses..

Everyone is up!


Male Orc VITALS: AC: 20, T: 11, FF: 19; HP: 12/12; F:4, R:1, W:-2;CMB +7; CMD 18; Init: +1 ; Perc:+3 Weapon Master 1 SKILLS: Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2

Swing 1: 1d20 + 14 ⇒ (6) + 14 = 20
Swing 2: 1d20 + 9 ⇒ (15) + 9 = 24
Damage 1: 2d6 + 19 ⇒ (6, 2) + 19 = 27
Damage 2: 2d6 + 22 ⇒ (4, 6) + 22 = 32

Still very angry from the sights hes seen, he keeps swinginf at the rider

-Posted with Wayfinder


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

Danika slowly moves up towards Wreck and the Cold Rider, shivering with effort.

"This cold is not all it is cracked up to bed really, I am going back where it is warm after this."

the big square is moved on the map, can you put it back so I know how far I have to use double movement to move 15ft?


Inner Sanctum

Still forgeting your aid bonus to hit..

Wreck's second attack hits for severe damage. The cold rider looks unphased though..

I moved you up Danika.. Any spell cast? If not you could mover 15' more..


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

Danika moves forward more, slowly crossing the ice ahead of hear and making it onto the same land mass as Wreck is on.

"I am coming Wreck"


M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex

Halmier slowly makes his way out of the edge of the storm. Then he uses his Ball Lightning scroll to plant two balls over the Cold Rider.

SR: 1d20 + 7 ⇒ (17) + 7 = 24
Feel free to roll for me again if each damage attempt should be separate.

Damage 1: 3d6 ⇒ (4, 5, 3) = 12
Damage 2: 3d6 ⇒ (1, 6, 2) = 9

Reflex DC 19 to negate each one. -4 penalty on save if he is wearing metal armor. These are 5 ft. spheres too, so maybe they would affect his mount? I'm aiming for the Cold Rider though, preferably.


Inner Sanctum

It just hits the Cold Rider.

Reflex: 2d20 ⇒ (4, 5) = 9 both fail..

Cold Rider -103

Daphne fires again..

2d20 ⇒ (7, 18) = 25 1 hit.
Dam: 1d8 + 9 ⇒ (7) + 9 = 16

Cold Rider heals again and attacks Wreck once more..

Attacks: 2d20 ⇒ (15, 7) = 22 1 hit
Dam: 1d10 + 20 + 1d6 ⇒ (4) + 20 + (4) = 28

Horse Bite: 1d20 ⇒ 1 miss..

Everyone up again!


Male Orc VITALS: AC: 20, T: 11, FF: 19; HP: 12/12; F:4, R:1, W:-2;CMB +7; CMD 18; Init: +1 ; Perc:+3 Weapon Master 1 SKILLS: Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2

"Simply a bruise you wretched creature" he growls as he swings his hammer in wide archs at the rider, ignoring the flimsy horse

Attack 1: 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18
Attack 2: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Damage 1: 2d6 + 19 ⇒ (3, 5) + 19 = 27
Damage 2: 2d6 + 22 ⇒ (2, 5) + 22 = 29

-Posted with Wayfinder


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

Danika moves up a bit closer, as she does she draws in power, pulling all the heat she can from the area. She smiles large at him "lets she how well you hold up to my HEAT!"

SR: 1d20 + 7 ⇒ (13) + 7 = 20

Burning Arc Rider: 7d6 ⇒ (4, 2, 6, 1, 4, 5, 1) = 23 Reflex 18
Burning Arc Horse: 3d6 ⇒ (2, 3, 5) = 10 Reflex 16

All Fire damage


M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex

Seeing Wreck get hit again, Halmier moves around the storm as fast as he can to close the gap.

No standard action, but the lightning balls are still going.

Dam 1: 3d6 ⇒ (3, 3, 6) = 12
Dam 2: 3d6 ⇒ (6, 4, 2) = 12


Inner Sanctum

Both of Wreck's swings miss, but Danika's fire magic takes the smile off his face..

Reflex Rider: 1d20 ⇒ 2 lol..
Reflex Horse: 1d20 ⇒ 16 pass

Reflex Lt: 2d20 ⇒ (5, 4) = 9 negates one lightning ball.. Man his +14 reflex is not serving him well lol..

Rider -149

Daphne is up!


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

It is a boss fight, they never seem to hold up well. At least in my experience.


Inner Sanctum

Daphne fires again..

2d20 ⇒ (5, 19) = 24 1 hit
Dam: 1d8 + 9 ⇒ (6) + 9 = 15

-159

Fuming at he apparent worthlessness is combat the Cold Rider once again swings his weapon at Wreck..

2d20 ⇒ (19, 11) = 30 1 miss
Confirm: 1d20 ⇒ 16 confirms..

This time however he connects with a savege hit..

Dam: 3d10 + 60 + 2d10 ⇒ (9, 1, 3) + 60 + (2, 2) = 77

I count that as 112 damage Wreck has taken, correct me if I'm
wrong..

and Wreck goes down..

The horse moves adjacent to Halmier..

The group is back up!


Male Orc VITALS: AC: 20, T: 11, FF: 19; HP: 12/12; F:4, R:1, W:-2;CMB +7; CMD 18; Init: +1 ; Perc:+3 Weapon Master 1 SKILLS: Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2

Well, that was fun :P but he did his job, keeping the rest alive :P


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

Silent tears coming down her face, another friend fallen and Halm is now the next target. Danika unleashes more of her magic.

SR: 1d20 + 7 ⇒ (18) + 7 = 25
Burning Arc: 7d6 ⇒ (1, 2, 2, 5, 4, 5, 5) = 24 Reflex 18
Burning Arc: 3d6 ⇒ (6, 2, 6) = 14 Reflex 16


Male Orc VITALS: AC: 20, T: 11, FF: 19; HP: 12/12; F:4, R:1, W:-2;CMB +7; CMD 18; Init: +1 ; Perc:+3 Weapon Master 1 SKILLS: Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2

I'll take that reincarnation spell ;) please dont bring me back as a gnome.... bugbear will be awesome! Or lizardfolk!

-Posted with Wayfinder


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

Tengu?


Male Orc VITALS: AC: 20, T: 11, FF: 19; HP: 12/12; F:4, R:1, W:-2;CMB +7; CMD 18; Init: +1 ; Perc:+3 Weapon Master 1 SKILLS: Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2

str or con character :P

-Posted with Wayfinder


M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex

Halmier is horrified to see his friend drop right as he had run into the fray. He takes a step back from the rearing mount, and directs his lightning balls once again to the rider.

Dam 1: 3d6 ⇒ (2, 2, 1) = 5
Dam 2: 3d6 ⇒ (2, 6, 6) = 14

"Danika, take my scrolls and run back!" Halmier indicates the rolls hanging out of his pack. Hopefully something is useful. "I will block him as long as I can!"

With those words, Halmier holds up his channeling symbol, a simple wooden rod, topped with a ring and feathers, and braces himself for the Cold Rider's onslaught.

Channel Positive Energy: 4d6 ⇒ (1, 5, 1, 1) = 8

A quick glance to Wreck through his Deathwatch, and Halmier knows that he was too late...

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