Gestalt Academy of Secrets Table 1 (Inactive)

Game Master drbuzzard

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Mi'Al Init: 1d20 + 10 ⇒ (7) + 10 = 17

Order:
Arvaldo, Aramus, Gale, Mi'al

Baddies

Rogard, Irra.

Quick PCs go.


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)

Hanging invisibly above the door, Arvaldo peeks out for quick enough to send a quick blast at the devil. Ducking quickly back behind the doorframe he hopes to stay out of sight.

Standard for empowered TK blast vs. devil, Move for sniping stealth check

attack (hopefully vs flatfooted): 1d20 + 21 ⇒ (9) + 21 = 30
TK blast damage, empowered: 7d6 + 20 ⇒ (4, 4, 6, 1, 2, 2, 2) + 20 = 41 61 empowered
sneak attack damage: 7d6 ⇒ (6, 4, 1, 4, 1, 3, 4) = 23
Bewildering attack, -2 AC penalty for 1 round, -6 vs. Arvaldo's attacks.

Stealth, blindsense does not automatically see me.
stealth before (invisible): 1d20 + 36 ⇒ (5) + 36 = 41
sniping stealth afterwards: 1d20 + 36 ⇒ (4) + 36 = 40


Decided I'd read up on the Kineticist because I was unfamiliar with it. Looks like you need to pick a damage type, piercing, bludgeoning or slashing for TK blasts. That means DR applies. Mind you, against all that damage, it's a small reduction. You do need a physical object to toss around you know.

The blast hits and the devil reels a bit.


Male Human Fighter (Learned Duelist) | HP 49/49 | AC 24, touch 17, FF 17; CMD 26 | Fort +5, Ref +6, Will +1 | Init +5, Perception +0

Aramus glances between the two creatures in the room. Both seem like big nasties, each in their own way. But the swordsman decides to go for the more obviously awful one, with something like a writhing soul in its stomach. "Come, my companions! Let us destroy this evil!"

Just a full-round action to charge for now, since I've burned through 2 challenges and a tactician use already. We'll see if Aramus really needs the extra damage.

Charge Attack: 1d20 + 32 + 2 ⇒ (8) + 32 + 2 = 42
Damage: 1d6 + 36 ⇒ (6) + 36 = 42
And now Aramus has an AC of 32 against the devourer and 28 against the devil.


Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35

Aramus dont forget you have 2 rounds of fortune so you can roll 2 d20's when you attack and take the better result.

Rogard you have 1 round of fortune as well.

Im on my phone atm ill have my combat actions up later today.


He hit anyway, kinda moot, though he could fish for a crit.


Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35

Gale will stealth stealth: 1d20 + 39 ⇒ (2) + 39 = 41

Gale will then 5ft step into the hallway

swift action to make the undead monster her studied target

will cast fortune on MI'al

then cackle to extend fortune for 1 round - Rogard(3rounds), Aramus(2 rounds) and Mi'al(3 rounds)

fortune:

The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.


Male Human Fighter (Learned Duelist) | HP 49/49 | AC 24, touch 17, FF 17; CMD 26 | Fort +5, Ref +6, Will +1 | Init +5, Perception +0

Might as well try for the critical.
Fortune Roll: 1d20 + 32 + 2 ⇒ (16) + 32 + 2 = 50 Well what do you know.
Critical Confirmation: 1d20 + 32 + 2 + 4 ⇒ (2) + 32 + 2 + 4 = 40
Critical Damage: 1d6 + 23 ⇒ (4) + 23 = 27 Plus 2d6 bleed damage. Also forgot to note Penetrating Strike, so DR is lessened by 5 for this attack if the magic doesn't get through.


Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35

edit: Rogard only has 2 rounds of fortune sorry

so it should be Rogard(2rounds), Aramus(2rounds) & Mi'al(3rounds)


OK, Mi'al appears to be AWOL. I'll let them wait then.

Aramus is the only one in the room, so he gets to play target.

Also, when he attacked the devil, he got nailed by the barbs for 1d8 + 6 ⇒ (2) + 6 = 8 and is bleeding at 1/round.

The devil goes medieval on him.
to hit: 1d20 ⇒ 16 damage: 2d8 + 6 ⇒ (5, 4) + 6 = 15 plus another bleed
to hit: 1d20 ⇒ 14 miss
to hit: 1d20 ⇒ 10 miss

grab applies
grapple: 1d20 ⇒ 19 grappled

impale damage: 3d8 + 9 ⇒ (2, 6, 6) + 9 = 23 as the barbs set in (one more bleed as well)

Devourer goes, seeing that that matter seems well in hand he tosses as spell at the rest of the party.

He pops it back on Rogard of the many arms (not really him, but the area, because he knows something is attacking from there and wanted to blanket the area, confusion does not require targets to be designated by gets everyone in a 15' radius burst).
DC 19 will save or be confused.

PCs are up.


Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35

Just a reminder Mi'al and Rogard can roll twice for the will save and take the higher

will save: 1d20 + 16 ⇒ (8) + 16 = 24

spells in play:

True Seeing - 13 mins
Acute Senses - 13 mins
Chameleon Stride - 13 mins


Arvaldo is above the door(s?) I am assuming I have a charge lane, though it is probably high enough anyway for 3 squares if it is 2 wide even if that wasn't the case. If somehow this is not possible ignore charge bonus and penalty and just apply first attack. Deciding not to utilize grab. Charge so -2AC. Oh and I left space between so it would be easier to read, if you prefer them all clumbed together say so.

Rogard launches himself forward towards the demon unleashing a furious whirlwind of attacks. Horns trying to gore, tentacles smacshing, claws ripping and a bite trying to catch the enemy. The dwarf hoping to overwhelm the opposition right at the start.

Will save DC 19: 1d20 + 17 + 5 ⇒ (15) + 17 + 5 = 37

Bite: 1d20 + 26 ⇒ (20) + 26 = 46 damage: 2d8 + 15 ⇒ (6, 8) + 15 = 29 Poison fort DC 16 rest of rules in stats

Claw: 1d20 + 26 ⇒ (12) + 26 = 38 damage: 2d8 + 15 ⇒ (2, 1) + 15 = 18

Claw: 1d20 + 26 ⇒ (4) + 26 = 30 damage: 2d8 + 15 ⇒ (2, 8) + 15 = 25

Gore: 1d20 + 26 ⇒ (18) + 26 = 44 damage: 2d8 + 15 ⇒ (4, 3) + 15 = 22

Tentacle: 1d20 + 21 ⇒ (7) + 21 = 28 damage: 1d8 + 15 ⇒ (5) + 15 = 20

Tentacle: 1d20 + 21 ⇒ (2) + 21 = 23 damage: 1d8 + 15 ⇒ (8) + 15 = 23

Tentacle: 1d20 + 21 ⇒ (20) + 21 = 41 damage: 1d8 + 15 ⇒ (4) + 15 = 19

Tentacle: 1d20 + 21 ⇒ (8) + 21 = 29 damage: 1d8 + 15 ⇒ (7) + 15 = 22

Tentacle: 1d20 + 21 ⇒ (1) + 21 = 22 damage: 1d8 + 15 ⇒ (5) + 15 = 20

Tentacle: 1d20 + 21 ⇒ (4) + 21 = 25 damage: 1d8 + 15 ⇒ (6) + 15 = 21

Bite Confirm: 1d20 + 26 ⇒ (12) + 26 = 38 Extra damage: 2d8 + 15 ⇒ (6, 8) + 15 = 29

Tentacle Cofirm: 1d20 + 21 ⇒ (20) + 21 = 41 Extra damage: 1d8 + 15 ⇒ (4) + 15 = 19

2nd Claw attack reroll due to fortune: 1d20 + 26 ⇒ (16) + 26 = 42 damage: 2d8 + 15 ⇒ (8, 7) + 15 = 30

Effect durations:

Extended Overland flight- Duration 26h
Greater age resistance-Duration 24h
Endure elements- Duration 24h
Barkskin- Duration 130min
Spellstaff Used with Changestaff- Permanent
False life-Duration 13h temp hp: 14
Merge with familiar-Duration 13h
cast at the start of looking "keys"
Echolation-Duration 130 mind
Cast at the fight against invisible stalkers
Shield- 13 min
Blur- 13 min
Strong Jaw- 12 rounds
Mutagen- 130min (Pounce, Fly 60ft (Good), Grab. +7 Natural armor, +6 Str, +4 Con, -2 Int, -2 Cha)
Activated at the fight with the two summoning circles

Stats:
Wildshape duration 13h(activated after fight against tentacle lady)
nit +0; Senses Blinsight 40ft Darkvision 60ft, low light vision, Perception +26 +3 in bright light
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DEFENSE
------------
AC 41, touch 12 flatfooted 41 ( 10base 10 armor, 2 deflection, 1 insight, 11 natural, -1 dex -1 size +5enchament bonus to NA, +4 shield) Note 20% miss chance(concealment, blur)
HP 146 +14 Temporary HP
Fort +18, Ref +11, Will +17;
+5 against Spells and Spell like abilities
+4 bonus on saving throws against the spell-like and supernatural abilities of fey.
+4 against effects that target plants.
Immune to Poison
Improved Evasion when flying
------------
OFFENSE
------------
Speed 20 ft., swim 30 ft., jet 200 ft., Fly60ft(good)
Melee
bite +24 (2d8+15/20/x2 plus poison, plus grab), 2 Claw +24 (2d8+15/20/x2 plus grab), 6 tentacles +19 (1d8+15/20/x2 plus grab)Gore +24 (2d8+15/20/x2)
PA -3 to hit +6 damage
Special Attack constrict (tentacle, 1d4+15), Poison Bite—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 saves, Pounce.
Space 10 ft.; Reach 10 ft.(20 with tentacle)
------------
STATISTICS
------------
Str 34 Dex 8, Con 22, Int 18, Wis 20, Cha 8

Base Atk +9; CMB +25; CMD 35
Notes: -4 to stealth size, -2 to fly size, +5 STR skills, -1 dex skills, 1 Int Skills, -1 Cha skills +6 to fly from overland flight


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

Irra moves up, takes a breath and starts up her deep-throated march chant, bolstering courage and strength. With her right hand, she summons a tiny band of stars, then flings it at the devourer.

Inspire Courage on, preferably before Rogard attacks, +3 to all. Also, cast Wandering Star Motes; DC 25 Will save to resist being dazed, keep making saves for the next 13 rounds, if it succeeds at a save the stars bounce to the devil and it needs to start making saves.


Rogard: Color me very confused. Since when does an octopus have horns or claws? Guess that is some beast morph thing? It might help if you picked a target though. There are two in the room.

Irra: The star motes spend a round on the Devourer to no effect (undead are immune to patterns). Next round it will bounce to the devil. I need a will save from you. Given your bonus, it is fairly moot, but you could roll a '1'.


Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35

he said demon so i think he ment the barded devil?
also aramus was attacking the devourer not the devil so he wouldnt have got spiked by the barbs.

also can you bot MI'al's attack before we start the new round please


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

Will 1d20 + 22 ⇒ (16) + 22 = 38


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)

Yes, I'd like to know what Mi'al does as well.


Feral mutagen gives me claws and bite but since octopuss already has one that takes care of that. and Horns are from helm of mammoth lord. And yes Devil should not post at 4 in the morning. I gotta head to work now.


I'm rather curious how the octopus is breathing in air? It is an aquatic animal, and you have no spells or magic items which would mitigate that. I imagine this means I have to start with suffocation unless you have a trick up your sleeve.

I have messaged the player of Mi'Al. They posted as their core account yesterday morning, so perhaps they just were not getting updates.

I will change the attack by Aramus to be on the correct target.

He still hits and crits. However he does not take damage and is not bleeding.


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

Well, he's not literally an octopus; he's using Beast Shape, which grants him many aspects of that creature. If you'd like to say that for free he gets the ability to (only) breathe underwater or any other abilities not mentioned on beast shape, well...?


Irra wrote:
Well, he's not literally an octopus; he's using Beast Shape, which grants him many aspects of that creature. If you'd like to say that for free he gets the ability to (only) breathe underwater or any other abilities not mentioned on beast shape, well...?

If I were to tell a druid that turned into a shark that he could only swim, but not breathe water, I would be subject to both ridicule and abuse for such a nonsensical position.

That is a rules loophole at best. I can let it fly, but I will crank things to 11 in response to such nonsensical shenanigans.


Wildshape does not grant aquatic subtype(and as such it's traits) or any other for that matter, Rogard is in game terms still a dwarf. Wich in turn means that he can breathe air and in fact is unable to breath underwater. I actually originally had a spell prepared that allows for aquatic creatures to breathe air before doing my homework on the matter.


Ok, to 11 we go.


Three tentacles don't hit, the rest does.

You take

damage: 7d8 + 42 ⇒ (4, 8, 8, 5, 6, 2, 5) + 42 = 80 as you crash into the barbs. You now have bleed 7 going.

Devils are immune to poison.


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

Quite a courageous decision.


Male Human Fighter (Learned Duelist) | HP 49/49 | AC 24, touch 17, FF 17; CMD 26 | Fort +5, Ref +6, Will +1 | Init +5, Perception +0

Oh, so I've taken no damage? Cool, I was going to roll to parry.

Now set in position before the devourer, Aramus breathes deeply, narrowing his focus down to the point of his rapier and his target. It's easy. A thrust here, a feint there, turn and stab... In a flash, he moves forward, striking swiftly and with great precision.
Swift action and a panache point to double precise strike's bonus damage on the first attack.

Attack Sequence Rolls:

Attack 1: 1d20 + 32 + 3 ⇒ (16) + 32 + 3 = 51
Fortune: 1d20 + 32 + 3 ⇒ (4) + 32 + 3 = 39
Crit Confirm: 1d20 + 32 + 3 + 4 ⇒ (3) + 32 + 3 + 4 = 42
Damage: 1d6 + 49 + 3 ⇒ (2) + 49 + 3 = 54
Crit Damage: 1d6 + 23 ⇒ (6) + 23 = 29 Plus 2d6 bleed, although I don't think it stacks with itself.

Attack 2: 1d20 + 27 + 3 ⇒ (6) + 27 + 3 = 36
Damage: 1d6 + 36 + 3 ⇒ (2) + 36 + 3 = 41

Attack 3: 1d20 + 22 + 3 ⇒ (4) + 22 + 3 = 29
Damage: 1d6 + 36 + 3 ⇒ (4) + 36 + 3 = 43


Spoilered the rolls so they don't make a wall. Aramus now has an AC of 34 against the devourer and 30 against the devil.


Actually I suppose you better still parry, the devil will still have attacked you since you were the only one in close. If you manage the parry, you're not grappled.

The Devourer will also attack you. Not sure if you want to parry that as well.

to hit: 1d20 ⇒ 1 nevermind.


Male Human Fighter (Learned Duelist) | HP 49/49 | AC 24, touch 17, FF 17; CMD 26 | Fort +5, Ref +6, Will +1 | Init +5, Perception +0

Parry: 1d20 + 32 + 1 ⇒ (4) + 32 + 1 = 37
Well hopefully that's good enough.


Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35

Gale is going to sneak up behind Rogard (current stealth check 41)

and cast cure Critical wounds Heal: 4d8 + 13 ⇒ (5, 4, 4, 3) + 13 = 29 this also ends the bleed.

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