Zedth's Hell-scarred and War-torn (PF1) (Inactive)

Game Master Zedth

It has been more than a century since Mylosis fell to the disgraces of hell. The events that followed unleashed a tide of hellspawn and other disgraces upon the Western Realm. The land is in a time of crucial flux, and the reigns of freedom are being seized by our intrepid heroes.

Map of the Realm
Map of the Realm (2)
Current Tactical Map

Party Treasure

Party Health
Catcher........111/111
Gromff.........109/123
Roland.........132/144, 0/18 Bonus HP, Fire Resist: 2, DR 4/-, Lesser Celestial Totem,
Crystallius....92/92
Chiro..........117/117

Party Passive Perception scores
Catcher......9 (-1)
Gromff.......12 (+2)
Roland.......23 (+13)
Crystallius..28 (+18)
Chiro...........27 (+17)

Initiative rolls:

Initiative Rolls
[dice=Gromff]1d20+5[/dice]
[dice=Roland]1d20+1[/dice]
[dice=Catcher]1d20+12[/dice]
[dice=Crystallius]1d20+5[/dice]
[dice=Chiro]1d20+5[/dice]


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M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Gromff turns to his attacker and stands up in the driver's seat, drawing his shield and Morningstar. "We just sent a group of cultists and forest drake runnin and ye want to pick a fight with us?"

double move to get up and draw. AoO normally but since Catcher just disarmed him I doubt that.


Tactical Map

When Gromff stands and readies himself for combat, the bandit leader loses his battle lust. He stands there with arms out, palms up.

"We are defeated. I should never have attacked you. I apologize. We simply wanted to get out of here with our skins intact, with our possessions that we've worked so hard for."
The bandit nearest him in the wagon drops his sword. The bandit in the tower lowers his bow.

Tessandriel and Gromff both see red eyes come into view, coming down the path. The red eyes seem to be about 200' away from camp, and look back and forth as if searching. A flash of firebreath from the beast ever-so-briefly illuminates what is behind those red eyes--a large black dog and a monstrous ogre in spiked armor, making their way up the path toward you.

You are unsure if you've been seen yet, but you assume that you have not, as there are no light sources to illuminate you. Behind you the tower and shed cast little light, as their fires have burned down to mostly collapsed piles of coals and glowing embers.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Locking eyes with the beady red ones moving through the forest, Gromff says slowly and quietly to the bandit, "Hand the hammer to the lad and get in the tower."

Louder and to Roland, "Lad. Front and center. Ye got yer wish here comes the ogre and he's in the way. Best make this fast. I got another spell for ye too."

When Roland gets close and the enemies closer I cast Align Weapon on his shiny new earthbreaker.


Male Halfling Bard 6 HP 31/37 | AC 24/16/21 | F +7 R +10 W +8 | Init +7 | Perc +12 | Bardic Perform 24/24 | Spells 1st 3/5, 2nd 2/4

Miro feels fear coursing through him at the sight of the red eyes, his fear increasing as the large beasts come into view. He attempts to swallow it back down, taking up a position about 15 feet behind Gromff and Roland, his shield still donned and sword still out. He would attempt to do his part in this fight, but it would take a bit of nerve for him to get close enough to strike.


Female Half-Elf Wild Shadow 4 | AC 16, Touch 14, FF 13 | HP 25/25 | Fort +4, Ref +7, Will +4 | Init +7 | Perception +12

"The ogre! Ready yourselves!"

Tessandriel's bow is at the ready with an arrow nocked. She does not loose it just yet as she wants to time it with Roland's attack.

Taking a quick look around she tries to see if anything else is about that might be a threat.

Perception: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21 Favored Terrain bonuses included.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Roland looks around him, searching where Miro, Catcher, Tess and the two vips are, certain that they would be top priority, and then resumes the business with the other ones. "Don't you think you should save some spells to heal yourself and me? Plus, it would be nice to have a dwarf shining ahead, cause I can't see well in this darkness, remember?"

He moves to greet the surrendered guy, seeking to exchange earthbreakers with one. His, broken, for the loser's Masterwork one. "I think you just made the worst mistake of your life kid, but if you try to fix it helping us to kill the dogs I'm sure we won't mind it, much."

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Edit:

At the sight of the ogre, Catcher silently urges Aerseni and the Walker to hide again, and stay out of the harm’s way, with exaggerated motions and not so easy to understand body language. In her mind, however, it made perfect sense what she just did, and what the gesture means.
The mage then, proceeds to drawing her great sword, knowing that there’s not much more she can do in this situation, she was worn out, the drake fight had squeezed almost everything out of her, with the exception of some simpler tricks, which she now, hopped to make it worth.
Then, remembering her new spell, she proceed into a low chant, aiming to transform herself into another race, a dwarf, which in turn would make her a bit stronger and able to see in the dark.
If time allows, I’ll cast Alter Self, with duration of 5 minutes, for a +2 size bonus on STR, and Darkvision 60ft
Below, only if Catcher were able to cast her spell.

A stout dwarf, with a magnificent beard, resembling a lot Gromff lol, it was his hair as component. says in a thick, accented voice ”Ye all be knowing I’m spent, the durned drake fight took everything me had.”


Tactical Map

The would-be bandits take Gromff's advice, sensing imminent danger, and climb the wooden rungs of the guard tower. Two of them pick up their shortbows for good measure. The leader who now holds Roland's busted hammer looks cowed but firm nevertheless.

Roland now holds a new shiny earthbreaker in his hands. It feels good. Real good.

Gromff blesses his friend's new hammer with the energy of pure goodness, the energy of heaven itself.

Miro readies himself for battle, unsure of his prowess but bravely standing firm with his companions.

Tessandriel makes a final perceptive sweep of the area to ensure there are no surprises. She finds none. Everything seems as it appears. --3 men in the tower, all her friends nearby, an ogre and a large hound on the way.

Catcher magically alters her physical form into that of a hardened dwarf, boosting her arm strength in the process. Her greatsword is held with anticipation.

Walker and Aersensi back off to the wood's edge, hiding among the bush.

Everyone please place yourselves on the map where you want to be. I will place the ogre and his pet later tonight. Tess, you could probably get off a couple shots from your bow before they arrive fully, but keep in mind what I said in the previous post-- they likely haven't seen any of you yet. You still have the element of surprise.
You have 2 rounds before the ogre will step foot onto the tactical map.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Roland evaluates the weight of his new Earthbreaker and believes the thing to be more than simply well made. It seemed to be magical. He moves into a position from which he cannot be seen from the trail, and waits.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

"Catcher, give us some light. Tess, send them a message," he says with a smile.

I have 10 rounds left on the buffs and they will start fading after round six in this order: Protection From Evil, Shield of Faith, Resist Energy, Bless. AC still 24 for now.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

"I liked you better when you looked like a lady, Catcher! Now I have two stubborn dwarfs around me!"


Male Halfling Bard 6 HP 31/37 | AC 24/16/21 | F +7 R +10 W +8 | Init +7 | Perc +12 | Bardic Perform 24/24 | Spells 1st 3/5, 2nd 2/4

Can't update map from work. Please just put me about 15 ft behind Gromff and Roland.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Me neither. How about me and Roland in front of the wagon and the others behind or beside it. We'll charge forward when the enemy comes within sight. Not actual charge but you get it.


Tactical Map

I have placed everyone on the map somewhat according to your wishes. If you would like to change positions, please do so before Wednesday lunchtime, Pacific Standard Time.
There was just a bit of lull in posting around the time combat ended last time, and so I'm going to make an executive decision that goes somewhat contrary to what I said previously about how much time had gone by.

Suffice it to say that Walker and Aersensi have been roused from their hiding spot deeper in, they're now on the outskirts of camp hiding; Catcher was able to stabilize the female cultist; the few tense moments with the bandits have passed--

After all of that, I am going to say there are 4 more rounds of remaining buffs left of the original 3-minute duration buffs cast. These 4 rounds will begin as soon as combat is engaged.
This means Gromff has the following buffs, which die off one round at a time: Protection From Evil, Shield of Faith, Resist Energy, Bless.
I believe Roland should have Bulls Str and Bless for four rounds.
Everyone should have Bless for 4 rounds.

I would appreciate it if everyone will please put what buffs they're under and with what duration left, on every combat post. It helps for me keeping track without having to look back over a million posts.

On to business! What is your plan of attack? Any particular order? Contingencies? Ranged attacks before he notices you? I will take a lack of posting as a sign meaning you choose to do nothing for a surprise round and we'll roll initiative when he takes notice of you.


Male Halfling Bard 6 HP 31/37 | AC 24/16/21 | F +7 R +10 W +8 | Init +7 | Perc +12 | Bardic Perform 24/24 | Spells 1st 3/5, 2nd 2/4

Miro will load his sling with a bullet and wait for Tess to let fly. Noting the conversation from earlier, he will aim for the dog.

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1
Roland, just Roland wrote:
"I liked you better when you looked like a lady, Catcher! Now I have two stubborn dwarfs around me!"

”Ye durned fool! Looking like a grumpy dwarf in this situation is bad enough without ye pointing it out!” says the dwarf, he them pick up a small stone in the ground, and cast light on it, throwing it in the enemies direction, to allow a clear shot from the Elf.

Not sure if I have time enough to do it, but move to pick up a stone, standard to cast light, then another standard to toss it ahead. Making it 2 turns worth of actions before the combat begins. Also, alter self has 2min duration. I don’t know what I was thinking when I said 5 minutes. I must be dreaming that Catcher will get that far. :D


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

"Lad? Every heard of a dwarven sandwich? Catch the enemy between a dwarf and a hard place," he says pointing to the two of them then the bushes on either side of the path. When they are in position he nods at Tessandriel. Hopefully she would trust them to stop the hell hound before it got to her.

Roland brings up a good point. We can post up on either side of the path. Tess and Miro fire a few shots while we wait then hammer the enemy as they come charging at her."


Female Half-Elf Wild Shadow 4 | AC 16, Touch 14, FF 13 | HP 25/25 | Fort +4, Ref +7, Will +4 | Init +7 | Perception +12

How many shots can I get off before it is in melee range?

Taking careful aim, Tessandriel lets loose an arrow at the ogre.

Attack: 1d20 + 6 + 3 + 1 ⇒ (8) + 6 + 3 + 1 = 18

Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Favored Enemy & Bless bonuses factored in.

Come get me you devil! Your wretched existence is at an end!" she yells loudly to the evil monster.


Tactical Map

In a previous post I said you'll have two rounds to prepare. I'll stick with that.
That means Catcher has time to light the stone and throw it, and Tess has time to pop off 2 shots before initiative. Tess go ahead and make a 2nd attack roll.

I know its not quite rules as written, but we're factoring for distance here!

Gromff and Roland, make me some stealth checks. I'll factor in lighting into the opposed perception rolls. Are you two readying an action? If so remember that its only a standard action so you won't get to move to engage and attack unless you charge.

It doesn't look like anyone touched the map so far, so I hope the positions I put you in will be satisfactory.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Can't change the map from work. Place us on opposite sides of where the path meets the camp, behind the bushes. The dog is medium correct? So 5 feet apart and we don't have to move. I doubt the ogre is faster.

Stealth to hide: 1d20 + 1 - 5 ⇒ (14) + 1 - 5 = 10 I think not moving counts for something as well as distance.

Readied Attack+bless: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
damage: 1d8 + 3 ⇒ (6) + 3 = 9

After 2 rounds I will only have Shield of Faith, Resist, and Bless.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

That position is all right, thanks.

Roland quickly hides behind a tree, but is impressed on how much noise the dwarf can make, even when remaining still. At least he would be a nice decoy.
Stealth: 1d20 + 1 ⇒ (16) + 1 = 17

He prepares to hit whoever comes within range of him, raging at that precise moment, taking extra attacks if the opportunity presents itself, and knowing that the orc won't be able to go too far from him with his huge size.

Readied Action:
Attack: 1d20 + 13 ⇒ (2) + 13 = 15!
+3bab; +8str; +1bless; +1MW; +1Focus; -1PA;
Damage: 2d6 + 12 + 3 ⇒ (1, 3) + 12 + 3 = 19! +12str +3PA;

AoO:
Attack: 1d20 + 13 ⇒ (17) + 13 = 30!
+3bab; +8str; +1bless; +1MW; +1Focus; -1PA;
Damage: 2d6 + 12 + 3 ⇒ (1, 1) + 12 + 3 = 17! +12str +3PA;

Rage 6/12 used
Bless 27/30 used
Bull's Strenght 27/30 used
Align Weapon 3/30 used


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Forgot about possible AoO

AoO+Bless: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Damage: 1d8 + 3 ⇒ (1) + 3 = 4


Tactical Map

Misc Rolls:

Grolmgor Perception: 1d20 + 7 - 4 ⇒ (1) + 7 - 4 = 4 penalties for focusing on whoever is shooting arrows.
Stinky the hellhound's Perception: 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 10
Tessandriel's 2nd shot, surprise round: 1d20 + 9 + 3 + 1 ⇒ (17) + 9 + 3 + 1 = 30
Tess dmg: 1d8 + 3 ⇒ (7) + 3 = 10
Miro Sling vs Stinky: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Miro dmg: 1d3 ⇒ 1

-Surprise Round(s)-

Catcher the dwarf flings her enchanted stone onto the path, lighting the area, giving Tessandriel the much needed illumination to properly aim her shots. When the stone lands, the ogre and hound stop short. The ogre smiles, revealing massive upthrust sharp tusks, and yells out "Play time? It play time! Get 'em Stinky!"

The ogre lets go of the leash at precisely the moment an arrow dives into his shoulder. Nice hit on the flat-footed AC The shaft remains sticking out of the ogre but he seems to take no notice. He and the hound move forward with surprising speed. A 2nd arrow pierces the ogre's armor, also staying lodged in flesh. Miro flings a stone with typical halfling accuracy, bonking Stinky on the flank.

As the ogre and hound move steadily down the path in Tessandriel's direction, the unseen dwarf and human heroes burst from the bushes with weapons raised! Roland's overenthusiastic swing glances off of the hellskin ogre's spiked armor, while Gromff lands a well-timed blow on Stinky, breaking flesh.
Gromff you didn't specify who you were attacking, let me know so I can deduct the damage. Thanks Gromff.

For this round I am not allowing those attacks of opportunity. In this circumstance your readied actions and attacks of opportunity would basically have been executed in the same moment. The ogre and hound wouldn't have walked freely by you (prompting the AoO) after you sprung out to attack, so it feels inappropriate to allow two attacks on the surprise round.


Tactical Map

Initiative Rolls
Tessandriel: 1d20 + 7 ⇒ (9) + 7 = 16
Gromff: 1d20 + 2 ⇒ (15) + 2 = 17
Roland: 1d20 + 1 ⇒ (13) + 1 = 14
Catcher: 1d20 + 12 ⇒ (16) + 12 = 28
Miro: 1d20 + 7 ⇒ (18) + 7 = 25
Grolmgor and Stinky: 1d20 + 5 ⇒ (4) + 5 = 9

Order:
-Party
-Grolmgor and Stinky

Round 1. Go!


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

I figured the Hellhound was going to charge ahead so I attack whoever comes in range first.


Male Halfling Bard 6 HP 31/37 | AC 24/16/21 | F +7 R +10 W +8 | Init +7 | Perc +12 | Bardic Perform 24/24 | Spells 1st 3/5, 2nd 2/4

Now that he has contributed his minimal damage, Miro will launch into another song, backing away from the ogre further as he drops his sling and draws his blade.

Activate Inspire, drop as a free action, draw a weapon as part of a move action.


Tactical Map

Miro, want me to move you back on the map?


Male Halfling Bard 6 HP 31/37 | AC 24/16/21 | F +7 R +10 W +8 | Init +7 | Perc +12 | Bardic Perform 24/24 | Spells 1st 3/5, 2nd 2/4

I moved myself (at home now). Thanks!


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

The Barbarian really wanted to focus on the ogre, but his mind was prepared to go for the dog, as it needed to be put out swiftly, before it attacked anyone! So he risked being open for the Ogre's blow, but still took a step forward and attacked the dog with everything he got!

5-foot-step and Mighty Blow the dog.
Earthbreaker: 1d20 + 16 ⇒ (10) + 16 = 26 +3bab; +8str; +1bless; +1MW; +1Focus; -1PA; +2 flank; +1 inspire
Damage - Mighty Blow: 3d6 + 16 ⇒ (3, 5, 4) + 16 = 28! +12str +3PA +1inspire

Rage 7/12 used
Bless 28/30 used
Bull's Strenght 28/30 used
Align Weapon 4/30 used
HP 37/44


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

5 foot step diagonal to be adjacent to Roland for Saving shield. Attack dog again unless Roland kills it with that. Otherwise move next to him and attack Ogre.

Attack+Bless+Song: 1d20 + 5 + 1 + 1 ⇒ (13) + 5 + 1 + 1 = 20
Damage+Song: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11

Spend last spell (Weapons Against Evil 3 rounds) to overcome DR 5 or less of evil creatures, or save it for cure light just in case? I can hit me and Miro or Tess and Catcher.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Just a warning, the forum ate someone's post...
I'll refrain from giving my opinion on your spell, Gromff, since you obviously know which one Roland would prefer.


Male Halfling Bard 6 HP 31/37 | AC 24/16/21 | F +7 R +10 W +8 | Init +7 | Perc +12 | Bardic Perform 24/24 | Spells 1st 3/5, 2nd 2/4

Tess and Catcher seem like the better choices, overall.

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

it seems to me, I can cast the spell without hitting Roland and Gromff. If the spell don't hit them:

Caster Check: 1d20 + 2 ⇒ (7) + 2 = 9 x DC 7 (Scrolls CL +1)

Grumpyff, the dwarf, takes know better than face bigger threats.

Instead of rushing into the danger, he used one of the Tylz scrolls, conjuring a line of energy to damage his foes.

Dmg: 6d6 ⇒ (6, 2, 5, 6, 4, 3) = 26 Reflex DC 14 to take half.

If the spell hit them:

Not willing to put his alliers in danger, Grumpyff the dwarf, cast true strike, preparing to join the fray, and move a bit foward.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Awesome spell Catcher! But why isn't your CL 3?

@Tess don't forget we have that magic arrow, if you want to use it...


Tactical Map

Knowing his true strength was in his ability to stir the hearts and minds of his friends and not in his sword arm, Miro starts up a fresh new shanty, an old tavern favorite down in Maiden's Wharf called the Pig and the Pirate! Though the song was silly, Miro had a talent for making any old song into a performance, inspiring those near him to feats of glory.

Like a pair of blacksmiths hammering on a single anvil in tandem, Roland and Gromff deliver punishing blows to the hellhound back to back. Roland's new earthbreaker comes down unmercifully, audibly cracking the hound's back... then Gromff delivers the powerful deathblow to its head, mixing the steel of his morningstar with the dog's brains. It falls to the ground in a heap, unconscious and likely dead.

Catcher doesn't beat around the bush and decides upon a mighty weapon in her arsenal--the magical scroll of lightning bolt found in the late wizard Tylz' backpack. She unfurled the scroll and finished the incantation... the air becomes charged, the smell of ozone hovers briefly, then a sudden arc of conjured lightning springs from her dwarfy hands to the dying hellhound and straight through to Grolmgor. Briefly Catcher feels a red flag--this monster has resistance to magic! Focusing her willpower, she perseveres, allowing the magic to do its work.

While doing little more than causing convulsions in the limp hound, the blow hits the ogre hard. He reels back in pain.
Catcher caster check vs spell resistance: 1d20 + 3 ⇒ (17) + 3 = 20
Grolmgor Refl save: 1d20 + 2 ⇒ (4) + 2 = 6


Tactical Map

Knowing his true strength was in his ability to stir the hearts and minds of his friends and not in his sword arm, Miro starts up a fresh new shanty, an old tavern favorite down in Maiden's Wharf called the Pig and the Pirate! Though the song was silly, Miro had a talent for making any old song into a performance, inspiring those near him to feats of glory.

Like a pair of blacksmiths hammering on a single anvil in tandem, Roland and Gromff deliver punishing blows to the hellhound back to back. Roland's new earthbreaker comes down unmercifully, audibly cracking the hound's back... then Gromff delivers the powerful deathblow to its head, mixing the steel of his morningstar with the dog's brains. It falls to the ground in a heap, unconscious and likely dead.

Catcher doesn't beat around the bush and decides upon a mighty weapon in her arsenal--the magical scroll of lightning bolt found in the late wizard Tylz' backpack. She unfurled the scroll and finished the incantation... the air becomes charged, the smell of ozone hovers briefly, then a sudden arc of conjured lightning springs from her dwarfy hands to the dying hellhound and straight through to Grolmgor. Briefly Catcher feels a red flag--this monster has resistance to magic! Focusing her willpower, she perseveres, allowing the magic to do its work.

While doing little more than causing convulsions in the limp hound, the blow hits the ogre hard. He reels back in pain.
Grolmgor Refl save: 1d20 + 2 ⇒ (4) + 2 = 6
Catcher caster check vs spell resistance: 1d20 + 3 ⇒ (20) + 3 = 23


Tactical Map

ugh...:
sorry for the double post...Paizo kept crashing last night and this morning. I didn't think it accepted my post at all, much less 2 of them.
The freaking dice roller is weird too. I click the preview button after I make rolls so that I can narrate the results after saving throws and such. When I clicked preview earlier, it showed that Catcher made her caster check with flying colors, and that the ogre failed his reflex save badly. When I clicked post, it showed the rolls opposite, but now they're correct?? I don't know if that is a bug from the site being clunky? I've never see it do that before.
What's weird is, look at my 2nd post.. it reverses the rolls back to where they're supposed to be.
Bottom line, ruling is: Catcher bypassed the spell resistance and Grolmgor failed his reflex save, taking full damage.


Female Half-Elf Wild Shadow 4 | AC 16, Touch 14, FF 13 | HP 25/25 | Fort +4, Ref +7, Will +4 | Init +7 | Perception +12

Taking aim again, Tessandriel lets loose another arrow at the ogre.

Attack: 1d20 + 6 + 3 + 1 ⇒ (9) + 6 + 3 + 1 = 19

Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Favored Enemy & Bless bonuses factored in.

Bless remaining: 3 rounds.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Wait. So what does the Ogre do?


Tactical Map

Holy cow the website has been a pain in the arse today...

"Stinky?!!" The ogre's eyes glow red with anger. He cracks a long fanged whip that blazes to life, bursting into flame! At the same moment his eyes burn and his head becomes wreathed in fire. He steps back, pulls out a large black sword in his offhand, and cracks his flaming fanged whip at Gromff's feet, knocking him prone.

Target 1-Gromff 2-Roland: 1d2 ⇒ 1
Trip vs Groff: 1d20 + 12 ⇒ (8) + 12 = 20
Flame damage: 1d6 ⇒ 6

Gromff take 6 points of fire damage, and you have been tripped. The AoO you would have gained from the trip is ignored due to you being out of range.

----

Round 2, everyone may act now.

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Aiming to help the frontliniers, Grumpyff uses his last spell, creating a layer of slippery grease.

Move + Cast Grease, reflex DC 15 or fall prone.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Roland barely noticed the dwarf on the ground, and even if the cleric was dead he couldn't do anything about it other than keeping up the pressure!!
"Yooooooooooooooooouuuuuuuuuuuuuur!"

5-foot-step and strike the Ogre.
Earthbreaker: 1d20 + 14 ⇒ (18) + 14 = 32 +3bab; +8str; +1bless; +1MW; +1Focus; -1PA; +1 inspire
Damage: 2d6 + 16 ⇒ (3, 6) + 16 = 25! +12str +3PA +1inspire

Rage 8/12 used
Bless 29/30 used
Bull's Strenght 29/30 used
Align Weapon 5/30 used
HP 37/44


Male Halfling Bard 6 HP 31/37 | AC 24/16/21 | F +7 R +10 W +8 | Init +7 | Perc +12 | Bardic Perform 24/24 | Spells 1st 3/5, 2nd 2/4

Miro keeps his head as the dwarf gets tripped up. Not being in the melee, he can see Gromff collecting his wits and preparing to reenter the fray. Of more concern to Miro is the large black sword. It looked like it could create a rather nasty wound. Miro stops singing and chants, waving his arm about.

Cast Grease on the Sword. Reflex DC 15 to avoid dropping it immediately. Each round he attempts to use it, he has to make a Reflex DC 15 save. This will continue for 30 rounds. Also, Inspire will carry over this round, so you guys still have the +1/+1. And that's it for my 1st's.


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M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

A tripping enemy? Don't see that often. Good thing it hit me and not Roland. Get up and move in adjacent to Roland to keep up the pressure. Wait no...douse him in water. Create Water. Depending on who just went first I think we may have started a grease fire. Smoky the Bear would not approve. I wish I had summon Nature's Ally. Summon Celestial Bear.


Tactical Map

Awesome use of tactical choices guys. You're whittling him down and keeping his strengths at bay. And lol Gromff...
Ref vs Catcher grease: 1d20 + 2 ⇒ (13) + 2 = 15
Ref vs Miro grease: 1d20 + 2 ⇒ (6) + 2 = 8

Roland steps up to the large ogre, standing toe to toe, not an ounce of fear in him. He delivers a raging blow that breaks armor and skin, a spray of blood bursting from the bruised broken skin.

Catcher and Miro throw out magical grease to trip up the ogre. He staggers briefly but maintains his balance. the effort was focused on remaining upright, so when the grease coated his sword he simply wasn't ready for it. It slips out of his hand with a whoop! sound and falls to the leafy ground.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Oh right. Resist Energy is gone at the end of this round and bless will be gone at the end of the next.

Also my action really was to douse him in water to put out the flames on either his weapon or his head. I think we established a DC 13 vs Ref.


Tactical Map

Gromff conjures a huge glob of floating water and douses the flaming ogre with it. A pronounced hiss and sizzle briefly dims the firelight, but doesn't stop the flame. They roar back to full size in mere moments.

It is magical flame and it being maintained without any source of heat of fuel, so the water wouldn't have much effect. That was a good try though.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Well if nothing else I hope I pissed him off again. Also, I think I was off with my thinking about the durations of my buffs. If, at the beginning of this battle, that the first one was going to end in five rounds, that means all of them are still active until the end of the next round and will then start dropping off then. Right? I was thinking the last one was going to end after five rounds. It hasn't had any affect yet but AC should still be 24.


Tactical Map

I meant for your buffs to last a total of 4 rounds into this combat, meaning the very last buff cast will end 4 rounds into this combat. So if you had 4 active buffs, one of them would die off each round, and at round 5 you would have no remaining 3-minute buffs from the original casts.

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