Iron Gods: Forged into Legends

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LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Mental Focus Invested:
A: 2 (2), C: 4 (4), E: 3 (3), T 3 (3)
Spell Slots:
-/4

"I know a Kellid you could sell the rights to that phrase to Gauntlet. He wants a good name for a bar."


F Gnome Barbarian-1/Oracle-2 | HP 31(+6)/31(37) | AC 23; T 14; F 20 (-2) | F+5/+7 R+0 W+3/+5 (&+2v.fear/emotion, +2v.illusion) | CMB+3/+5; CMD 15/17 | Rage 3/7 | Init+0 Perception+8| Lowlight vision | Current effects: divine favor, rage

Dirissa places a hand on Harg's back. "I'm not opposed to stopping those things, but I fear I don't have much healing left in me today."
just something to keep in mind. I've got 1 CLW left


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

GM can you give me a breakdown of what I could see with my previous Roll. I don't want to decide what to do till I know what I can see in this room. Including where/what the trap is


LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Mental Focus Invested:
A: 2 (2), C: 4 (4), E: 3 (3), T 3 (3)
Spell Slots:
-/4

"I could still heal a bit using my pooled spell energy." says Kell. I haven't used any spells since we rested.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

"Well, I know I should look into disassembling and disabling this manner of mechanisms, but building expertise on that will take time. Is there anybody more versed in such activities?", Basil asks of her companions, keeping a safe distance to the out-of-control tools in the room ahead.
I think we lack someone with Disable Device. I can invest points on next level, but right now it seems we're out of luck. GM, does it look like the whirring parts could be "sundered" instead of disabled? If we have no means of shutting that murder chamber down we may need to skip it for now...


F Gnome Barbarian-1/Oracle-2 | HP 31(+6)/31(37) | AC 23; T 14; F 20 (-2) | F+5/+7 R+0 W+3/+5 (&+2v.fear/emotion, +2v.illusion) | CMB+3/+5; CMD 15/17 | Rage 3/7 | Init+0 Perception+8| Lowlight vision | Current effects: divine favor, rage

all for skipping the 'murder chamber.' Very aptly named, Basil


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

I like 'The Dead-End Room'...but whatever. =)


December 26th Update

Finals are over! im so tired...

Harg, I'm not seeing what choppiness you're talking about, and can't find a reference to a past post...a little help?

The machines seem to be continually erratic, and it's only the moment to moment differences that decide if one gets cut, shocked, etc.

Other than that, there doesn't seem to be any exit to this room than the one you're standing in.

Basil, you note that if something is moving, there's a good chance enough damage could make it unmoving.


F Gnome Barbarian-1/Oracle-2 | HP 31(+6)/31(37) | AC 23; T 14; F 20 (-2) | F+5/+7 R+0 W+3/+5 (&+2v.fear/emotion, +2v.illusion) | CMB+3/+5; CMD 15/17 | Rage 3/7 | Init+0 Perception+8| Lowlight vision | Current effects: divine favor, rage

so we're skipping this room and moving on, right?


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

GM: I meant whatever was slashing us. Before we move on, can I use my perception check I rollsed to get an idea of the room. Mostly I am looking at the blood trail. Does it go to anything?

If I don't see anything that is the source of the blood, or anything too special I say we move on


December 26th Update

You sniped me....Blood trail moves to the whirring machine of unpleasantness, but you don't see anything to indicate it leaves the room.


F Gnome Barbarian-1/Oracle-2 | HP 31(+6)/31(37) | AC 23; T 14; F 20 (-2) | F+5/+7 R+0 W+3/+5 (&+2v.fear/emotion, +2v.illusion) | CMB+3/+5; CMD 15/17 | Rage 3/7 | Init+0 Perception+8| Lowlight vision | Current effects: divine favor, rage

yeah, let's wait til we find a grenade to toss in there. Let's move on


December 26th Update

The group, after a time of watching the whirring and sparking of the haywire contraption, decides to move on. The next logical conclusion of their clockwise search pattern leads them to the next room.

A row of beds sits along the southern wall of this well-lit room. Glowing screens and metal desks sit on the opposite walls, and splatters of blood adorn the floor and several of the beds. To the east, a large metal device that is the size of a large bed hums softly.

And then you hear screaming. From the doorway you can see some weird clear container, large enough to hold a person and for good reason. In its contents you see a murky liquid of sorts, and two fist hitting feebly against the glass in panic. Two similar metal contraptions whirr to life as they detect the doors opening and begin to approach.

Players! Roll initiative!


F Gnome Barbarian-1/Oracle-2 | HP 31(+6)/31(37) | AC 23; T 14; F 20 (-2) | F+5/+7 R+0 W+3/+5 (&+2v.fear/emotion, +2v.illusion) | CMB+3/+5; CMD 15/17 | Rage 3/7 | Init+0 Perception+8| Lowlight vision | Current effects: divine favor, rage

init: 1d20 ⇒ 1 DOH!!


LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Mental Focus Invested:
A: 2 (2), C: 4 (4), E: 3 (3), T 3 (3)
Spell Slots:
-/4

Initiative: 1d20 + 1 ⇒ (9) + 1 = 10

Dice roller is unhappy!


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Initative: 1d20 + 3 ⇒ (6) + 3 = 9

Metal contraptions as in conTRAPtions a'la the murder chamber, or similar to Doctor Mecha-Mengele?


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Init: 1d20 + 1 ⇒ (3) + 1 = 4

They look like standard Robots of some kind in Roll20. One day Harg will be more help looking at these guys. Not excited about requiring a whole feat to do it though.hah


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

My bad. I should check Roll20 more often before asking stupid questions. Thanks Harg


LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Mental Focus Invested:
A: 2 (2), C: 4 (4), E: 3 (3), T 3 (3)
Spell Slots:
-/4

Don't feel that you need to take Technologist Harg. I'm more than happy to, as I don't have a lot of feats I really need.


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

Keldor might take Technologist eventually too...for a certain prestige class.

Init: 1d20 + 1 ⇒ (12) + 1 = 13


December 26th Update

Yeah, don't have premium assets so I got those from the token library. Not the best but I did consider pulling up images of skittles and m&m's for nostalgia.

Enemy: 1d20 + 2 ⇒ (5) + 2 = 7

Init Order:Gauntlet, Kell, Basil, Enemy, Harg, Dirissa

Those before the enemy may take a turn, then we move to block initiative!

(some) Players up!


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

Rather than pushing past Dirissa, Keldor takes a step for a clear shot over her head, and launches his simple acid spell (at blue).

Acid Splash RTA: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d3 ⇒ 3


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Basil, based on previous experiences, assumes the machines to be hostile.
Gauntlet's action would assure it was so, so there was no reason to hold back. Using the small bow graciously provided by Dirissa, Basil attempts to shoot a Toy arrow at Keldor's Target, surprised by the relative efficiency of the primitive weapon.
Attack: 1d20 + 2 + 2 - 1 ⇒ (15) + 2 + 2 - 1 = 18 Damage: 1d4 ⇒ 3


LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Mental Focus Invested:
A: 2 (2), C: 4 (4), E: 3 (3), T 3 (3)
Spell Slots:
-/4

Kell will move and blast the blue robot with a ray of fire, to try and spread out the elements.

Ranged Attack Roll: 1d20 + 2 ⇒ (2) + 2 = 4
Damage Roll: 2d6 ⇒ (2, 1) = 3


December 26th Update

Gauntlet and Basil find their marks land, each attack scarring the hard metal plating on one of the machinations. Kell is less lucky as his ray of fire seems to scorch the plating but not damage the thing.

Both enemies approach the door, yet strangely do not cross the threshold. Instead, they aim for the closest combatant, Harg.

Stung Gun: 1d20 + 4 ⇒ (11) + 4 = 15 Damage: 1d8 ⇒ 4
Stung Gun: 1d20 + 4 ⇒ (6) + 4 = 10 Damage: 1d8 ⇒ 2

All players up!


F Gnome Barbarian-1/Oracle-2 | HP 31(+6)/31(37) | AC 23; T 14; F 20 (-2) | F+5/+7 R+0 W+3/+5 (&+2v.fear/emotion, +2v.illusion) | CMB+3/+5; CMD 15/17 | Rage 3/7 | Init+0 Perception+8| Lowlight vision | Current effects: divine favor, rage

Dirissa is getting really tired of (and annoyed at) all these damn machines. She lets her anger get the better of her, for better or for worse, and rushes in swinging her hook hammer.
free action rage activation, charge the red one, so her AC16 for this turn
power attack, charge: 1d20 + 5 - 2 + 2 ⇒ (11) + 5 - 2 + 2 = 16 damage: 1d6 + 5 ⇒ (2) + 5 = 7


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Harg, getting hit with strange energy gathers up some of the charge and pushes it through his sword. Taking a step forward and swings his sword to strike out at the creature.

Cast Shocking Grasp. Take a 5 foot step forward. Deliver attack through sword

Scimitar attack Blue (+3 bonus for it having metal): 1d20 + 5 + 3 ⇒ (12) + 5 + 3 = 20
Slashing Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Shocking Grasp Damage - Electricity: 3d6 ⇒ (1, 6, 4) = 11

Note: Shocking Grasp is CL +1 for me because of Gifted Adept Trait


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

"This is...proving more difficult than anticipated", Basil comments when her next arrow misses it's mark, or rather, bounces harmlessly off a plated section.
Her usual weaponry only needed to hit it's target to inflict damage, but with these arrows, it seemed she had to consider additional defenses.
Attack: 1d20 + 2 + 2 - 1 - 4 ⇒ (11) + 2 + 2 - 1 - 4 = 10 Damage: 1d4 ⇒ 2


LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Mental Focus Invested:
A: 2 (2), C: 4 (4), E: 3 (3), T 3 (3)
Spell Slots:
-/4

Wishing to end the combat quickly, Kell moves behind Dirissa and touches her weapon, making it magical.

Giving you a +1 Enhancement, Dirissa.


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

There's only so much room in the doorway...so Rinse and Repeat!

Taking another step try and get a clear shot, Keldor launches another acid orb at the machines!

Acid Splash RTA w/Firing into melee penalty: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1
Damage: 1d3 ⇒ 3

"Back up! I don't think they can leave that room!"


December 26th Update

Machine Red Damage Taken: 13
Machine Blue Damage Taken: 21

Both Harg and Dirissa throw caution to the wind as they move up to meet their enemy metal to metal. Each of their attacks land and deal terrible damage, though neither enemy falls.

Basil, surely missing the more open spaces and plentiful ammo, tries to land a shot but does not deal any substantial damage. Gauntlet finds similar luck as his acid splash is unable to land fully.

The combatants switch to engage the members of your party that have approached them.

Slam Harg: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Slam Harg: 1d20 + 5 ⇒ (5) + 5 = 10 Damage: 1d4 + 3 ⇒ (4) + 3 = 7

Claw Dirissa: 1d20 + 6 ⇒ (7) + 6 = 13 Damage: 1d4 + 6 ⇒ (1) + 6 = 7

Players up!


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Bracing through the pain, Harg's arm flashes with black energy which flashes down the length of the blade. He then strikes!

Scimitar attack Blue: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Damage: 1d6 + 5 ⇒ (6) + 5 = 11

As Harg steps back he lets out a quick bite. Biting metal... uug
Bite Blue: 1d20 ⇒ 9

Swift Action Arcane Pool to Sword. Full round attack scimitar and bite, then 5 foot back


F Gnome Barbarian-1/Oracle-2 | HP 31(+6)/31(37) | AC 23; T 14; F 20 (-2) | F+5/+7 R+0 W+3/+5 (&+2v.fear/emotion, +2v.illusion) | CMB+3/+5; CMD 15/17 | Rage 3/7 | Init+0 Perception+8| Lowlight vision | Current effects: divine favor, rage

Dirissa continues to hammer away at the one in front of her.
"Damn metal beast!"
power attack: 1d20 + 5 - 1 ⇒ (17) + 5 - 1 = 21 damage: 1d6 + 5 ⇒ (2) + 5 = 7
She barely hears her comrade call through the haze of her rage. She follows her attack with a step out of the room per Gauntlet's suggestion, ready to continue her assault should the automaton move forward.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Basil fires another arrow, over the heads of her shorter companion(s).
The shot misses by a significant margin, prompting her to comment: "This is not working. I would need time to calibrate this mode of attack."
Attack: 1d20 + 2 + 2 - 1 ⇒ (3) + 2 + 2 - 1 = 6 Damage: 1d4 ⇒ 1


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

Are the robots standing on the floor? If they are then Keldor casts a Grease spell under their feet NOW. Reflex DC14 I think. If not then I can do another Acid splash...


December 26th Update

Both Harg's attacks can't seem to land a solid blow to transfer the force, and he is rebuffed. Dirissa unleashes a powerful blow, her weapon denting the enemy with a wrench of metal. Basil is not able to land a solid blow, though Gauntlet is able to cast a grease spell into place.

Red Reflex DC 14: 1d20 + 6 ⇒ (2) + 6 = 8
Red Reflex DC 14: 1d20 + 2 ⇒ (13) + 2 = 15

Red falls to the floor, though it stands up on his turn AoO for Dirissa, as Kell blocks your 5 ft step.

Both enemies focus to attack Dirissa.

Slam Dirissa: 1d20 + 5 ⇒ (6) + 5 = 11 Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Slam Dirissa: 1d20 + 5 ⇒ (11) + 5 = 16 Damage: 1d4 + 3 ⇒ (1) + 3 = 4

Slam Claw: 1d20 + 6 ⇒ (10) + 6 = 16 Damage: 1d4 + 6 ⇒ (3) + 6 = 9

Machine Red Damage Taken: 20
Machine Blue Damage Taken: 21

Party up!


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Damn, no potions or anything. Best defense is a good offense I guess

Baring his teeth Harg takes a step forward and swings again.

Scimitar Blue: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10

Bite: 1d20 ⇒ 2

The glowing blade seems to make contact, but the bite just resembles snapping in the air.


F Gnome Barbarian-1/Oracle-2 | HP 31(+6)/31(37) | AC 23; T 14; F 20 (-2) | F+5/+7 R+0 W+3/+5 (&+2v.fear/emotion, +2v.illusion) | CMB+3/+5; CMD 15/17 | Rage 3/7 | Init+0 Perception+8| Lowlight vision | Current effects: divine favor, rage

AoO: 1d20 + 5 - 1 ⇒ (19) + 5 - 1 = 23 damage: 1d6 + 5 ⇒ (1) + 5 = 6
Dirissa wails on the automaton as it rights itself. Her armor takes the brunt of both the bots attacks, leaving her no worse for wear.

With a growl and a grunt, she swings her hammer around again, hoping to finish the thing off.
attack: 1d20 + 5 - 1 ⇒ (3) + 5 - 1 = 7 damage: 1d6 + 5 ⇒ (6) + 5 = 11
Apparently, the previous blows had knocked her more off balance than she realized.
aww, man, wish I could switch the damages


LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Mental Focus Invested:
A: 2 (2), C: 4 (4), E: 3 (3), T 3 (3)
Spell Slots:
-/4

Kell will reach out and touch Harg, pouring healing magic into his wounds.

Flesh Mend: 1d8 + 2 ⇒ (5) + 2 = 7


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Attack: 1d20 + 2 + 2 - 4 - 1 ⇒ (14) + 2 + 2 - 4 - 1 = 13 Damage: 1d4 ⇒ 3
Firing another arrow and watching it get deflected by an armor plate, Basil stands perfectly still.
A waste of ammunition. I should attempt to fashion a sort of spear from the objects in the area...


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

Keldor tries again to help...

"Harg, switch out with me if you need to! Gauntlet can take a good pounding."

He then fires off another shot.

Acid Splash RTA: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d3 ⇒ 1


December 26th Update

Harg, a bit too confident in his dental work, still is able to get a solid attack with the piece of iron forged for such purposes. Dirissa capitalizes on the attack of opportunity, though her followup attack falls short. Basil and Gauntlet keep supporting in the back, and Kell moves into a healing role to keep the tougher teammates up.

Still, through their efforts Blue collapses to the floor, unmoving. However, Red still takes another swipe at Dirissa!

Claw Dirissa: 1d20 + 6 ⇒ (17) + 6 = 23 Damage: 1d4 + 6 ⇒ (4) + 6 = 10

Players up!


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Taking a step further into the room, wincing slightly expecting blades to fly out at him, harg takes another swing at the metal creature.

Scimitar: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Confirm?: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11 Doubt it confirms
Damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11

Bite: 1d20 ⇒ 3
Maybe I should stop biting metal like this. Wonder if a cleric would say about this...


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

Moving up with the opening Harg leaves, Keldor swings away at the robot.

Slam Attack!: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9

"Harg! Watch out for the grease!"


LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Mental Focus Invested:
A: 2 (2), C: 4 (4), E: 3 (3), T 3 (3)
Spell Slots:
-/4

Seeing Dirissa get smashed, Kell heals her next.

Mend Flesh: 1d8 + 2 ⇒ (8) + 2 = 10


F Gnome Barbarian-1/Oracle-2 | HP 31(+6)/31(37) | AC 23; T 14; F 20 (-2) | F+5/+7 R+0 W+3/+5 (&+2v.fear/emotion, +2v.illusion) | CMB+3/+5; CMD 15/17 | Rage 3/7 | Init+0 Perception+8| Lowlight vision | Current effects: divine favor, rage

"Thanks, Kell."
assuming he's still standing after Harg's attack, she'll attack as well
attack: 1d20 + 5 ⇒ (5) + 5 = 10 damage: 1d6 + 5 ⇒ (3) + 5 = 8
Dirissa swings again, but the robot easily dodges her.


LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Mental Focus Invested:
A: 2 (2), C: 4 (4), E: 3 (3), T 3 (3)
Spell Slots:
-/4

"Happy to help!"


December 26th Update

Harg is able to finally deal the crippling blow, the mechanical construct falling to the floor as the other did, sparking and shaking, but after a few seconds, it stops moving.

You have only a moment to revel in your victory before your ears pick up the distant and muffled yells of someone trapped in the odd holding murky liquid, two fist beating on the door, a bit weaker as the combat has dragged out. One hand presses against the door, but then weakly drifts away.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Coming down from a slight orc rage, Harg feels his tusks worried he cracked them. Good thing these things never stop growing

"Yes, thank you Kell. That kept me alive. Much appreciated"

Looking over to the door where the sound is coming from. "Someone is in there!"

Harg runs to the door.
Perception: 1d20 + 5 ⇒ (1) + 5 = 6


F Gnome Barbarian-1/Oracle-2 | HP 31(+6)/31(37) | AC 23; T 14; F 20 (-2) | F+5/+7 R+0 W+3/+5 (&+2v.fear/emotion, +2v.illusion) | CMB+3/+5; CMD 15/17 | Rage 3/7 | Init+0 Perception+8| Lowlight vision | Current effects: divine favor, rage

Winded from the combat, Dirissa gasps, "Break it open! They're drowning!"

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