Caleb Cage |
Ah well, next time.
@Eirik: I thought I remembered somewhere that if you had Blind Fight you counted as used to blindness and didn't have to make the DC 10 Acro check. Sorry if I got that wrong. Went looking for it and didn't see it - might have been a 3.5 thing
Fabian Benavente |
Read the OOC.
Questions, comments, and/or suggestions?
Game on!
1/4 troop reflex save: 1d20 + 6 ⇒ (17) + 6 = 23, pass
troop damage on Eirik, Jillian, and Norvia: 3d6 + 5 - 1 - 2 ⇒ (2, 3, 3) + 5 - 1 - 2 = 10
hellcat bite on Eirik: 1d20 + 13 ⇒ (11) + 13 = 24, miss
damage: 1d8 + 5 - 1 ⇒ (7) + 5 - 1 = 11
hellcat claw on Eirik: 1d20 + 13 ⇒ (14) + 13 = 27, hit
damage: 1d6 + 5 - 1 ⇒ (6) + 5 - 1 = 10
hellcat claw on Eirik: 1d20 + 13 ⇒ (17) + 13 = 30, hit
damage: 1d6 + 5 - 1 ⇒ (2) + 5 - 1 = 6
Caleb Cage |
I think CC would need to tell Jillian what the tattoo does in order for her to use it. Not sure if we can do that in combat.
Basically its an inferior greater invisibility, except see invisibility doesn't break it.
standard: mind thrust iii. DC 21. spell pen: 1d20 + 11 ⇒ (10) + 11 = 21
damage: 10d8 ⇒ (3, 2, 1, 4, 4, 2, 6, 3, 1, 4) = 30
move: move orb over far troop
free: move 5 ft left.
Caleb hissed at Eirik "Kill the troops!" He clenched his fist and the rolling orb of black water slammed into the troop who had attacked his precious Noravia. He grimaced, and a spike of pure will slammed into the hellcat - though less than he would have thought.
Caleb found himself surprised. A month ago he'd been barely able to make a man wince, now he pitted his will against Infernals and his magics against two troops of Inquisitors. 'Can't be long now before it breaks loose' he reflected, saddened by the thought 'I need to make time for Noravia now. I don't think we're going to have much time after this'
Noravia Jeggare |
Noravia felt cornered and isolated. Part of her wondered if the other inquisitors would follow her into the vault if she chose to retreat that way again. At least she could control the doorway. She beat back the troop so she could move into the vault's doorway. "I judge you for being stupid!" she announced as she swung.
+2frost morningstar, prayer: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31
damage: 1d8 + 5 + 1d6 ⇒ (5) + 5 + (4) = 14
+2frost morningstar, prayer: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
damage: 1d8 + 5 + 1 ⇒ (7) + 5 + 1 = 13
She'll use the healing judgment to get fast healing 3
She didn't like not being able to see Caleb and even the others were partially obscured by the aqueous orb, hellcat, and other inquisitors. But then she realized that she could feel him because of the blood ritual which gave her comfort. She used her bonded mind to communicate with him, "Caleb, be safe. My heart feels you even when I can't see you. Thanks for that gift."
Jillian Falto |
Jillian didn't like this, not at all. She couldn't get to the flaming cat..no, wait, that's actually ok..., and she couldn't take advantage of her skills to flank the troop and deal more damage. AND they'd lost the witch.
Well, nothing for it, gotta keep swinging. So that's what she did. Her sword and shield were a blur as she slashed and bashed her way through raised weapons and enchanting voices. Blood and flesh sprayed the troop, and she hoped that she could wear them down faster than they could heal themselves.
Sword: 1d20 + 17 - 2 ⇒ (15) + 17 - 2 = 30
damage: 1d8 + 9 ⇒ (6) + 9 = 15
shield bash: 1d20 + 16 - 2 ⇒ (12) + 16 - 2 = 26
damage: 1d8 + 6 ⇒ (2) + 6 = 8
2nd Sword: 1d20 + 12 - 2 ⇒ (9) + 12 - 2 = 19
damage: 1d8 + 9 ⇒ (2) + 9 = 11
2nd shield bash: 1d20 + 11 - 5 - 2 ⇒ (18) + 11 - 5 - 2 = 22
damage: 1d8 + 6 ⇒ (5) + 6 = 11
Eirik Clausen |
Hmm... because of Noravia's Prayer, that first claw would miss... Eirik has AC 27 with Barskin, and Prayer gives enemies -1 penalty to attacks.
Eirik grunted in pain as sharp claws slashed through his robe to draw blood, but did not relent in his attack. Shifting his stance to a more offensive one, he called upon both his enchanted boots and his Ki reservoirs to rain a torrent of strikes on the hellish feline.
Flurry, unarmed: 1d20 + 16 + 1 + 1 ⇒ (10) + 16 + 1 + 1 = 28 Might as well drop a single DC 16 Stunning Fist here... not that I belive it has ever worked in this campaign...
Flurry, unarmed: 1d20 + 16 + 1 + 1 ⇒ (15) + 16 + 1 + 1 = 33 Haste charge
Flurry, unarmed: 1d20 + 16 + 1 + 1 ⇒ (6) + 16 + 1 + 1 = 24 Ki point
Flurry, unarmed: 1d20 + 15 + 1 + 1 ⇒ (17) + 15 + 1 + 1 = 34
Flurry, unarmed: 1d20 + 10 + 1 + 1 ⇒ (8) + 10 + 1 + 1 = 20
Damage, unarmed, lethal: 1d10 + 1d6 + 1 + 1 + 1 ⇒ (10) + (1) + 1 + 1 + 1 = 14 Shattering Punch style, this hit ignores all DR
Damage, unarmed, lethal: 1d10 + 1d6 + 1 + 1 ⇒ (3) + (5) + 1 + 1 = 10
Damage, unarmed, lethal: 1d10 + 1d6 + 1 + 1 ⇒ (9) + (2) + 1 + 1 = 13
Damage, unarmed, lethal: 1d10 + 1d6 + 1 + 1 ⇒ (6) + (5) + 1 + 1 = 13
Damage, rend + bleed, lethal: 2d6 + 1d6 ⇒ (4, 1) + (5) = 10
Intimidate to Demoralize: 1d20 + 14 ⇒ (12) + 14 = 26
Damage, bleed, lethal: 1d6 ⇒ 4 Miss Izoni again, unless she has chugged a potion by now
Tillia |
Action 1[/b]
Suddenly the darkness moved away and Tillia could see in at the mob of troops. She could also see that Eiric was getting badly hurt as he faced off with the hellcat and the mob. Deciding that her chance to use the inquisitor for her own ends was over Tillia threw any pretense of her alignment to the winds. They probably were already going to question her thoroughly anyway after this and that simply wouldn't due. She decided that taking a defensive measure was worthwhile, especially since she didn't have a lightning bolt prepared today, and she wove a spell that created a spike lined pit below the nearest group of inquisitors.
I cast spiked pit (30 ft deep) centered in the middle of the right side of the lower group of inquisitors. I'm assuming that if they fail the DC 19 Ref then they all fall in taking...
damage piercing and falling: 2d6 + 3d6 ⇒ (2, 4) + (5, 4, 2) = 17
If they fall a DC 15 acro negates 1d6 of damage and changes 1d6 into non-lethal damage.
Fabian Benavente |
Hmm... because of Noravia's Prayer, that first claw would miss... Eirik has AC 27 with Barskin, and Prayer gives enemies -1 penalty to attacks.
Thanks for checking my numbers. I'll make the adjustment next turn.
PF has a LOT of moving parts, especially at high levels so your help is appreciated.
Game on!
Caleb Cage |
Did Tillia just spiked pit Caleb's waterball? if the Pit is there first, happy to move the ball somewhere else.
Not sure if it gets a reflex save.
If necessary, happy to leave it as a churning ball of death at the bottom of the pit. Just wish it wasn't 30ft deep! Death Knell Aura isn't going to be able to eat their souls!
Tillia |
Maybe I did? Not sure. Just think of what happens if they end up in a spiked pit, 30 ft down, in a giant water ball though....
Mwahahahahahaha!!!!!!!!
Fabian Benavente |
Read the OOC.
Questions, comments, and/or suggestions?
Game on!
hellcat will save DC 21: 1d20 + 6 ⇒ (20) + 6 = 26, pass
1/2 troop reflex save: 1d20 + 6 ⇒ (19) + 6 = 25, pass so no damage
1/2 troop reflex save: 1d20 + 6 ⇒ (10) + 6 = 16, fail so engulfed
troop damage on Jillian: 3d6 + 5 - 1 - 2 ⇒ (3, 2, 4) + 5 - 1 - 2 = 11, only half damage
hellcat bite on Eirik: 1d20 + 13 ⇒ (2) + 13 = 15, miss
damage: 1d8 + 5 - 1 ⇒ (7) + 5 - 1 = 11
hellcat claw on Eirik: 1d20 + 13 ⇒ (9) + 13 = 22, miss
damage: 1d6 + 5 - 1 ⇒ (6) + 5 - 1 = 10
hellcat claw on Eirik: 1d20 + 13 ⇒ (10) + 13 = 23, miss
damage: 1d6 + 5 - 1 ⇒ (4) + 5 - 1 = 8
Caleb Cage |
RE troop: Does that mean there are dead or dying inquisitors? If at -1 or lower it has to save or die - and dying powers up Caleb.
Caleb Cage |
I don't think CC is going to know where the witch is.
If CC has a bunch of extra caster level he'll look at intensifying his attack.
Caleb lashed out again at the Hellcat. This time he took his time, for all the good it did.
damage: 10d8 ⇒ (4, 3, 7, 2, 2, 2, 2, 1, 7, 2) = 32 spell pen: 1d20 + 11 ⇒ (20) + 11 = 31
Eirik Clausen |
"You are tough if nothing else," Eirik growled under his breath even as he kept pushing his body to the limits to beat down the summoned feline's defenses. His hits were connecting, but the creature seemed quite determined to stay on its feet despite the bone-crushing blows and shredding strikes of Ki-claws, and even as it bled from now dozens of wounds, it still stood and fought back.
Flurry, unarmed: 1d20 + 16 + 1 + 1 ⇒ (12) + 16 + 1 + 1 = 30
Flurry, unarmed: 1d20 + 16 + 1 + 1 ⇒ (13) + 16 + 1 + 1 = 31 Haste
Flurry, unarmed: 1d20 + 16 + 1 + 1 ⇒ (17) + 16 + 1 + 1 = 35 Ki point
Flurry, unarmed: 1d20 + 15 + 1 + 1 ⇒ (15) + 15 + 1 + 1 = 32
Flurry, unarmed: 1d20 + 10 + 1 + 1 ⇒ (16) + 10 + 1 + 1 = 28
Damage, unarmed, lethal: 1d10 + 1d6 + 1 + 1 + 1 ⇒ (2) + (6) + 1 + 1 + 1 = 11 This one ignores all DC once again
Damage, unarmed, lethal: 1d10 + 1d6 + 1 + 1 ⇒ (5) + (1) + 1 + 1 = 8
Damage, unarmed, lethal: 1d10 + 1d6 + 1 + 1 ⇒ (8) + (5) + 1 + 1 = 15
Damage, unarmed, lethal: 1d10 + 1d6 + 1 + 1 ⇒ (2) + (2) + 1 + 1 = 6
Damage, unarmed, lethal: 1d10 + 1d6 + 1 + 1 ⇒ (4) + (4) + 1 + 1 = 10
Damage, rend, lethal: 2d6 + 1d6 ⇒ (3, 2) + (3) = 8
Damage, bleed: 1d6 ⇒ 2 Izoni
Fabian Benavente |
Answers...
- spell cast by Izoni is feeblemind;
- 4 people from the troop have died above ground so Caleb gets that boost (what is it?);
- half the troop is in the death pit and it will last long enough to drown them;
- the narrow red rectangle is the remaining troop above ground;
- no one has heard Izoni since there's too much going on. I'll let Tillia warn you guys if she wished before she makes her saving throw. If she does so then perception DC 25 to hear her.
More questions?
Game on!
Tillia |
Action 1
Tillia's enjoyment of her success was short lived as the hag appeared near her and began to cast a spell. The mage instantly recognized what it was but could do little about it given the time to react. The best she could do was call out, "The hag is over here," as the magic hit her and her mind vanished into an animal state and left her looking around in confusion.
Will: 1d20 + 9 + 1 - 4 ⇒ (7) + 9 + 1 - 4 = 13
.......
^%&%&^$%&*$#&$^*&%$W@#%^$%*&^@!!!!!!!!!!!
Noravia Jeggare |
Trapped by the pit with the swirling ball of death in it, Noravia decided to try jumping a little to the left. At least this way she could help Eirik finish off the hellcat.
jump: 1d20 + 2 ⇒ (10) + 2 = 12 I assumed it was just Dex that I add considering she doesn't have acrobatics
Caleb Cage |
Okay; so.
If they are taken straight to dead (-con) then Caleb gets nothing.
If they are dying (between -1 and -con) then they have to make a save. If they fail the save they die.
Caleb gets a +2 enhancement (so doesn't stack) and a +1 caster level (which I believe does stack).
If CC uses Intensified Metamagic he can do a mind blast up to CL 15, so with enough bonus caster levels he can head towards 15d8!
Caleb Cage |
Thanks Eirik... Hoping the inability to see him will help. You can't zap what you can't see and all. In THEORY he should be able to deal this damn Hellcat, but I can't roll well at all!
Fabian Benavente |
Turn 478 – Watery Pit of Death
Read the OOC.
Questions, comments, and/or suggestions?
Game on!
hellcat will save DC 21: 1d20 + 6 ⇒ (13) + 6 = 19, fail
Noravia Jeggare |
Eirik, remember you have a +1 to your save from prayer.
Noravia's eyes narrowed as the witch showed herself again. The inquisitor couldn't physically reach her so she did the only thing she could, she sent a ray of divine light streaking straight at Izoni's chest.
ranged touch,prayer: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
damage: 4d8 + 1 ⇒ (6, 5, 6, 6) + 1 = 24
Casting Searing Light
Caleb Cage |
so - troops are 12 to 30 creatures. Unless Jillia is deliberately striking downed foes I'm thinking they probably have to save. The save is DC 21. Even if they have a +5 will save (guessing) then they'll fail on a 15 or lower, so about three quarters of them should fail.
Long way of saying I'm guessing that CC will have powered up.
That said, full round means she gets another attack. Is 5d8 extra worth that?
what the hey
Caleb felt the creature within him stir as the inquisitors died in droves. Strength flooded his limbs. Carefully he held still, gathering his focus. New power rose to the fore, all but bubbling up from his soul. He blinked... and struck.
intensified mind thrust III: 15d8 ⇒ (7, 1, 6, 3, 5, 3, 6, 5, 8, 3, 6, 6, 7, 5, 1) = 72 DC 20 to halve
Jillian Falto |
Jillian shook blood and gore from her blade and was about to step out into the room when she heard the witch speak. It sounded like she was just around the corner, maybe with Tillia. The witch! Gotta get her! How to evade the magic... Possibilities flashed through the slayer's mind. She could make her way into the darkness, circle around through the library, and come up behind the witch. No, that'll take too long, everybody could be dead by then.
She considered the invisibility potion in her belt pouch, but dismissed that as well. The woman had invisible stalkers in her employ; it was likely she was able to see invisibility, either through magic or an item. Gotta stop her from casting... Gonna need to aim just right.
Jillian grabbed her thunderstone from her beltpouch and made her way forward to the edge of the pit, right near the wall. Leaning around the corner, she threw it hard at the ground near the witch. It exploded with a clap of thunder that left her own ears ringing....hopefully it would trip the witch up a little.
Eirik Clausen |
Question... is the watery ball of death completely immersed in the hole, or does it block movement on the ground level? I’d like for Eirik to jump the pit, move through the Izoni’s square and end up behind her… if Eirik doesn’t need to jump over the water ball as well, that should be relatively simple. Other question… does Eirik need to use a Move action to use Acrobatics to jump and to dodge through an occupied square, or does a *move* do it? After all, he might just be able to manage the distance with the movement part of Flying Kick, but since that’s not a move *action*, can that be comboed with a jump?
Caleb Cage |
Ball is 10' diameter. Pit is 30' deep.
@Fabian: if I've misjudged CC's power up, please tell me. I'll change my action.
Fabian Benavente |
Question... is the watery ball of death completely immersed in the hole, or does it block movement on the ground level? I’d like for Eirik to jump the pit, move through the Izoni’s square and end up behind her… if Eirik doesn’t need to jump over the water ball as well, that should be relatively simple. Other question… does Eirik need to use a Move action to use Acrobatics to jump and to dodge through an occupied square, or does a *move* do it? After all, he might just be able to manage the distance with the movement part of Flying Kick, but since that’s not a move *action*, can that be comboed with a jump?
The churning ball of water is totally inside the pit.
Jumping is part of your move action. For example, if you could move 30' then you can move 20' and jump 10' (provided you make the skill check).
Flying kick does not seem to cover any ground 'in the air'. it says that you can move your speed before the kick and then kick.
Since you can't land in an occupied square, I think your best bet is to jump past the witch with your move action (15' jump) and then take your standard action.
More questions?
Game on!
Eirik Clausen |
Ok, that suits me. The jump itself is trivial (+17 bonus, +12 from higher base move and DC for a 15' jump is 10, sooo... Eirik could roll -14 and still make it ;^) So move one square just behind Izoni and make a single melee attack.
For a moment, the strange grey mist gave the monk quite a shock, as he felt his body slowing down, becoming heavier and heavier, but the adrenaline-fed surge of Ki though his chakra banished the outside influence easily enough. But whatever that was, it was alarming enough for Eirik not to want to give the woman time to try again.
Narrowing his eyes, the monk held his breath and charged towards the witch, launching himself into air as if he intended to collide with the woman, but instead dove between her legs, passing the startled woman. Eirik's arm shot out at just the right moment, catching the frame of the door Izoni was standing in to arrest his forward momentum. In one fluid movement, Eirik rose to his feet behind the witch and slammed his elbow into her back as he turned to face her.
Acrobatics: 1d20 + 17 ⇒ (18) + 17 = 35 Moving through enemy square
Melee, unarmed: 1d20 + 16 + 1 ⇒ (19) + 16 + 1 = 36
Damage, unarmed, lethal: 1d10 + 1d6 + 1 + 1 + 1 ⇒ (4) + (5) + 1 + 1 + 1 = 12
"I would have trusted a woman to have tact enough not to use the 'D' word so carelessly," the rotund monk quipped back, then grew serious as he saw Tillia's current condition.
Fabian Benavente |
Noravia Jeggare |
What would it take to just empty the vault of it's contents? The witch has a handy haversack and I think Tillia has a handy haversack so we could use them both to get as much out of the vault as possible. I think it would be better to get it back to headquarters rather than trying to go through it here. Who knows who she may have alerted...
Can we tell what the adamantine key opens?
Caleb Cage |
While you answer that one - is there any evidence of anyone else being here?
@Noravia: the haversack is a great idea. I think the backpack can only hold about 12 cubic feet. That's a lot of stuff for a person, but only about 12 feet of bookshelf. If we can get the volume down though...
@Fabian: how are things stored? Bookshelves? Tea Chests? Thinking about how we might move them. A couple of big boxes is okay.
@CC does not see Tillia, right?
Jillian Falto |
Jillian put the thunderstone away, feeling a little embarrassed. She could barely fathom the amount of damage that had made the witch fall dead on her feet. Truly, my new friends are formidable!
Staring down into the pit full of spikes and churning waters, she asked, "Should we fish one of these guys out, to question them? Or just let them drown? I don't think they have much longer."
Fabian Benavente |
There are a lot of things to move out of the Records Hall (mostly stored in shelves). You know how Thrune loves long, intricate contracts but a good amount may be removed, perhaps half the Vault.
The key opens up a chest inside the Vault with additional loot. I'll post that tomorrow.
Caleb does not see Tillia from his current position.
Game on!