Iron Gods: Forged into Legends

Game Master polyfrequencies

Roll20 Map
Loot Sheet


1,401 to 1,450 of 3,457 << first < prev | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | next > last >>

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

"Might as well start with the first door on the left. Seems as good as any."


Female NG Aasimar oracle 4 / sorcerer 3 | max HP: 56 | AC: 15 (14 TAC, 12 FAC)| CMB: +4, CMD: 17 | F: +5, R: +6, W: +10| Init: +3; Perc +2, SM: +7 | Speed 30ft | Ammo:32cis & 47ci | tsRE 3; EB 4; CLW 2; FF 1; MS 1; BI1; Spells (os): 76-50-00+00-00-00+00-00-00 | Active conditions:

"Left hand rule sounds fine. I'll ask for Nethys' protection on whoever volunteers to go first."

+2 sacred bonus to saves (for one round) for the volunteer :3
Or is +2 AC more helpful our pointman?


3 people marked this as a favorite.
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) |

"Aye, it is a reasonable assumption that a depth-first search algorithm will terminate if we include loop avoidance.", Basil comments, helpfully, while watching the other doors for danger.


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 opens the first door on the left, leaving as much room as possible for Basil's gunfire if needed.


Flash backs to college CS courses!

The first room you visit's walls are battered and dneted, and flickering lights on the ceiling give the room a phantasmagoric cast. A mound of rubble sits heaped to the north, while numerous strange containers lie in haphazard piles throughout the chamber. A pair of desks with chairs are places to the south.

A throughout search of the room shows one locker that seems to be locked still. Though battered.

Or breaking it open, Hardness 15, HP 33, Break DC 28)

DC 30 Disable Device :

You also find evidence that there where likely people in here recently.

--
Off this room is another small room with multitude of small boxes, discarded wrappers, and opened crates lie scattered throughout this room, along with several empty shelves.

[ooc]Revealed multiple rooms. I assume you spend time searching each one. There is an old non-functional bathroom, and some bedrooms. The last door of the on the right will be different, so I will let these play out first


Female NG Aasimar oracle 4 / sorcerer 3 | max HP: 56 | AC: 15 (14 TAC, 12 FAC)| CMB: +4, CMD: 17 | F: +5, R: +6, W: +10| Init: +3; Perc +2, SM: +7 | Speed 30ft | Ammo:32cis & 47ci | tsRE 3; EB 4; CLW 2; FF 1; MS 1; BI1; Spells (os): 76-50-00+00-00-00+00-00-00 | Active conditions:

Thawm scans the rooms behind the doors on the left with Detect Magic as each gets opened up in turn. When they find the locked locker, Thawm asks "Anyone know how to pick a lock?"
Anyone want to try to open the locker with DD? Thawm can give you a +2...


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

"I might be able to break one?" Dirissa says. we USED to have someone who could pick locks!
"Can't you melt it with acid or something?"


Female NG Aasimar oracle 4 / sorcerer 3 | max HP: 56 | AC: 15 (14 TAC, 12 FAC)| CMB: +4, CMD: 17 | F: +5, R: +6, W: +10| Init: +3; Perc +2, SM: +7 | Speed 30ft | Ammo:32cis & 47ci | tsRE 3; EB 4; CLW 2; FF 1; MS 1; BI1; Spells (os): 76-50-00+00-00-00+00-00-00 | Active conditions:

Lemme guess, was Varilien also was our DD specialist? xD
"I can try acid."
Thawm points at the lock and a small amount of acid leaps from her finger and onto the lock. She watches closely to see if it seems effective.
Acid Dart: 1d6 + 1 ⇒ (4) + 1 = 5

normally energy attacks are halved and then reduced by hardness, but if the GM DM Nex says the damage type is effective, it might ignore hardness or not be halved (or even do extra damage...)
Also, can I auto-crit objects with a coup-de-grace? xD

Spells etc:

before acid dart

Supernatural Abilities

. at will Blessing of the Faithful
. 2/5 Channel Energy (DC 12)
. 0/1 Deflection Aura

Spell-like Abilities

. at will Lore Keeper
. 4/6 Acid Dart
. 1/1 Arcane Bond (Ring)

Cleric Spells: (CL 3; concentration +6)

. 1st 2+1/day {D} Shield, Bless, Fastidiousness
. Orisons Create Water, Light, Spark

Wizard Spells: (CL 2; concentration +5)

. 1st 3+2/day {S} Grease (DC 14) [x2], Enlarge Person [x2], Mount
. Cantrips Detect Magic, Mage Hand, Message, Open/Close


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!

Acid bypasses hardness on objects I believe unless the object is acid resistant like Mithral or 'Silversheen' coated. Keldor can add his own 'acid-splash' spell to the locker too.


I had to do some fun digging.. Those rules for energy damage are a bit messy, but really everything does half damage to objects before hardness. With some GM ability to modify it. Acid does not bypass hardness at all, some people say this is an old 3.X rule. If I am wrong you can show me a rule. I am still learning after all.

My issue is this is "space metal" strong stuff. I would say that the acid might have changed the structural nature of the metal, lowering its hardness by 1, but no real damage otherwise. Not to say other magic energy options wouldn't do more.

The acid sits on the metal, you can see its starts to etch the metal a bit, and you start to be able to see some of the internal stresses and imperfections, but you don;t think you damaged the object really.


Female NG Aasimar oracle 4 / sorcerer 3 | max HP: 56 | AC: 15 (14 TAC, 12 FAC)| CMB: +4, CMD: 17 | F: +5, R: +6, W: +10| Init: +3; Perc +2, SM: +7 | Speed 30ft | Ammo:32cis & 47ci | tsRE 3; EB 4; CLW 2; FF 1; MS 1; BI1; Spells (os): 76-50-00+00-00-00+00-00-00 | Active conditions:

honestly, if it's even so much as stainless steel, I'd expect normal energy damage rules to apply xD
Mithral also has hardness 15, and I doubt acid would be very effective against that either, so I wasn't getting my hopes up xD
pig iron or even medieval steel on the other hand...

After seeing the lack of progress her acid made, Thawm announces "Well, I suspect we'll have about as much luck with this locker as the people who battered it."
"...Unless someone has a crowbar?"
she adds, looking around at the others.

We could get +2 sacred to the check, maybe some bonus for aid another, and also a crowbar bonus?
Also something I forgot to ask:
@DM Nex: is there a slot for an access card? :3


Yeah, it is old metal, but the fact that it is held up this long, a bit of acid might not do much.

Access card is just a key you have. No need for a slot at all.


Female NG Aasimar oracle 4 / sorcerer 3 | max HP: 56 | AC: 15 (14 TAC, 12 FAC)| CMB: +4, CMD: 17 | F: +5, R: +6, W: +10| Init: +3; Perc +2, SM: +7 | Speed 30ft | Ammo:32cis & 47ci | tsRE 3; EB 4; CLW 2; FF 1; MS 1; BI1; Spells (os): 76-50-00+00-00-00+00-00-00 | Active conditions:

It just occurred to me, I meant a slot in a card reader where we can swipe the card, but there's also the kind of slots for magic items xD

note to self: get one of the grunts to buy a crowbar
"Well, if no one can open it up, we'll just have to remember to come back for it later."
Just as she gives up on the locker for the immediate future, some special jewelry catches Thawm's eye.
"Where'd you get that brooch, Dirissa?"

Would Thawm recognize starmetal if she saw it? I feel like she has enough ranks in Knowledge(Engineering)...


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

"Oh, this," Dirissa says, momentarily distracted by the change of topic. "I made it myself," she says beaming proudly. "Well, I may have had a little help, but it's mostly just me." She holds it out for Thawm to admire (and she expects admiration).


Female NG Aasimar oracle 4 / sorcerer 3 | max HP: 56 | AC: 15 (14 TAC, 12 FAC)| CMB: +4, CMD: 17 | F: +5, R: +6, W: +10| Init: +3; Perc +2, SM: +7 | Speed 30ft | Ammo:32cis & 47ci | tsRE 3; EB 4; CLW 2; FF 1; MS 1; BI1; Spells (os): 76-50-00+00-00-00+00-00-00 | Active conditions:

"It's lovely." Thawm says, bending over a little to get a better look.
"When you say 'a little help', you aren't personifying Torch's torch, are you?"


1 person marked this as a favorite.
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

"Well, the Torch is particularly good for this kind of work. I think if I were to personify it, I would have to give it a proper name... like Hedwig. But I was referring to one of the town's smiths, Ferris, who has helped me with Hedwig's, ummm, I mean, the Torch's, particular qualities."


Female NG Aasimar oracle 4 / sorcerer 3 | max HP: 56 | AC: 15 (14 TAC, 12 FAC)| CMB: +4, CMD: 17 | F: +5, R: +6, W: +10| Init: +3; Perc +2, SM: +7 | Speed 30ft | Ammo:32cis & 47ci | tsRE 3; EB 4; CLW 2; FF 1; MS 1; BI1; Spells (os): 76-50-00+00-00-00+00-00-00 | Active conditions:

"I didn't think the torch was so temperamental." Thawm chuckles.
"And I don't think I've met Ferris; next time we're in town, maybe we can visit... speaking of which, shall we visit room number five?"

I'll give a +2 sacred bonus to either saves or AC for whoever wants to pull open the door
I'm still not sure which is better, so maybe I'll just start rolling for it until I see a pattern xD

1 for AC, 2 for saves: 1d2 ⇒ 1


I would imagine you would know the star metals. Really, most of time time, it is just adamantine.

Inits:

Init Thawm: 1d20 + 4 ⇒ (1) + 4 = 5
Init Dirissa: 1d20 + 4 ⇒ (10) + 4 = 14
Init Gauntlet: 1d20 + 1 ⇒ (15) + 1 = 16
Init Basil: 1d20 + 3 ⇒ (1) + 3 = 4

Init R1: 1d20 + 7 ⇒ (18) + 7 = 25
Init R2: 1d20 + 7 ⇒ (8) + 7 = 15
Init R3: 1d20 + 7 ⇒ (20) + 7 = 27
Init R4: 1d20 + 7 ⇒ (20) + 7 = 27

Init F1: 1d20 + 6 ⇒ (1) + 6 = 7

Init G: 1d20 + 6 ⇒ (7) + 6 = 13

As the door slides open, there is another door just beyond it. A Balcony runs around the outer edges of this domed chamber, where you are. The curved wall walls of which are covered in blinking lights and unidentifiable machinery. A few steps lead down from this balcony in the iddle of the room. Just north of these steps sits a large machine with a pink glass tabletop like surface above while float semitransparent images of some sort. The balcony is wider on the south side of the stairs, where a strange statue stands that seems to have been cobbled together from broken machines into the shape of a up raised claw or talon. A mound of junk lies in a heap before the claw, while two smoking braziers burn softly to each side. To the east looms a pair of immense black metal doors framed by a rotating arch of pulsing red lights.

Inside there are more ratfolk and an orc like you saw in the other room. But there also seems to be some sort of horned lumbering slate-gray creature. It looks like this creature has adorned himself with bits and peices of dismantled machinery, scrap metal, and strips of wiring.There seems to be a mass of scars over its throat.

It seems like they where ready for you to show up, and you where ready. So we go straight into initiative.

Three bolts fly out to meet Gauntlet. 2 of them just bouncing off armor, but the last strikes him. Who was slightly not expecting it and hits where the power of Gauntlet is thinnest.
R3 Gauntlet: 1d20 + 4 ⇒ (4) + 4 = 8
R3 Gauntlet: 1d20 + 4 ⇒ (5) + 4 = 9
R3 Gauntlet: 1d20 + 4 ⇒ (15) + 4 = 19 Flat footed but also + the sacred bonus, this just hits.
Damage: 1d3 + 1d6 ⇒ (2) + (5) = 7

Round 1
R3,R4,R1
Gauntlet <--
R2
Dirissa
G, F1
Thawm, 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!

If we were not surprised, why why was I considered flat-footed?

Feeling the Ediolon's pain, Keldor absorbs some of it as he steps fully into the room and turns his back to the closest wall! He sounds incensed by such a cowardly act as he swings for the closest combatant.

"Cowards! Face my fists!"

Slam Attack!: 1d20 + 6 ⇒ (12) + 6 = 18
Damage(Magic): 2d6 + 4 ⇒ (2, 4) + 4 = 10


1 person marked this as a favorite.
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) |

Because you have not yet acted in combat. Everybody is flat-footed until they first act in a combat. One of the Perks of having high Init.

Flat-Footed wrote:
A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation. ...


Yeah Basil is right about the flat footed. Just a fun odd fringe case

Gauntlet crashes down on the half orc knocking it back slightly.

The slowest of the Ratfolk unlease a bolt at Gauntlet, but hits the bulk head.
R2 Gauntlet: 1d20 + 4 ⇒ (4) + 4 = 8

Round 1
R3,R4,R1
Gauntlet
R2

Dirissa <--
G, F1 (-10)
Thawm, Basil


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

not sure if she can really swing around that corner, but I think she can. Also not sure if she's still large. Thawm? If she is, it will add +1 to damage
Dirissa takes a step and swings her hammer in a wide arc to crash into the orc.
PA hammer: 1d20 + 5 - 1 ⇒ (17) + 5 - 1 = 21 dam: 1d6 + 3 ⇒ (5) + 3 = 8


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!

Fighting around a corner I believe is considered minor cover or something for both people.


Female NG Aasimar oracle 4 / sorcerer 3 | max HP: 56 | AC: 15 (14 TAC, 12 FAC)| CMB: +4, CMD: 17 | F: +5, R: +6, W: +10| Init: +3; Perc +2, SM: +7 | Speed 30ft | Ammo:32cis & 47ci | tsRE 3; EB 4; CLW 2; FF 1; MS 1; BI1; Spells (os): 76-50-00+00-00-00+00-00-00 | Active conditions:

assuming we just spent two rounds per non locker room and 3 or 4 on the locker, you might have a round or two left of largeness. Maybe I'll just roll 1d4-1?
estimate duration: 1d4 - 1 ⇒ (3) - 1 = 2


You looked through quite a few rooms, I just moved you through time to speed things up, but you went door by door, so no enlarge :)

YeahThere would be cover around the corner.

Dirissa's strike nearly knocks out the Half-Orc who seems to just keep going.

The strange statue like creature, covered in bits of metal shoots its wings outward and takes flight. It flies over to near Gauntlet, but is staying near the ceiling.

10 feet above the ground. Hovering, no need for fly skill check. Reach weapon under it, or one square to the side can reach it

The Half-Orc swings at Gauntlet. But misses, then collapses to the ground.
F1 Gauntlet: 1d20 + 4 ⇒ (5) + 4 = 9

Round 1
R3,R4,R1
Gauntlet
R2
Dirissa
G

Thawm, Basil <--


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) |

Conveniently aiming over Dirissa, Basil remarks:"Don't jump, Dirissa", then pulls the trigger, then reloads.
If she can see multiple enemies, pellets, if only the flyer, bullet.
Ranged Touch: 1d20 + 6 ⇒ (9) + 6 = 15 Damage: 1d8 ⇒ 3


Female NG Aasimar oracle 4 / sorcerer 3 | max HP: 56 | AC: 15 (14 TAC, 12 FAC)| CMB: +4, CMD: 17 | F: +5, R: +6, W: +10| Init: +3; Perc +2, SM: +7 | Speed 30ft | Ammo:32cis & 47ci | tsRE 3; EB 4; CLW 2; FF 1; MS 1; BI1; Spells (os): 76-50-00+00-00-00+00-00-00 | Active conditions:

Darn, I need a Lesser Rod of Extend Metamagic, then :3
@DM Nex: ac = 14 for 3 minutes :D

A plethora of ranged weapons, well...
Thawm intones and gestures to cast a spell, but nothing seems to change.

Spells etc:

Before casting Shield

Supernatural Abilities

. at will Blessing of the Faithful
. 2/5 Channel Energy (DC 12)
. 0/1 Deflection Aura

Spell-like Abilities

. at will Lore Keeper
. 4/6 Acid Dart
. 1/1 Arcane Bond (Ring)

Cleric Spells: (CL 3; concentration +6)

. 1st 2+1/day {D} Shield, Bless, Fastidiousness
. Orisons Create Water, Light, Spark

Wizard Spells: (CL 2; concentration +5)

. 1st 3+2/day {S} Grease (DC 14) [x2], Enlarge Person [x2], Mount
. Cantrips Detect Magic, Mage Hand, Message, Open/Close


Editing Inits of the rats to clump them. Making life easier for everyone

Basil's shot rings out over Dirissa's head and hits the flying creature, but the bullet just hits its hard skin and falls down. Seemingly no damage at all.

3 of the Ratfolk continue to shoot at the approaching group.

R3 Gauntlet: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d3 ⇒ 3
R4 Dirissa: 1d20 + 4 ⇒ (12) + 4 = 16
R1 Dirissa: 1d20 + 4 ⇒ (5) + 4 = 9
R2 Gauntlet: 1d20 + 4 ⇒ (5) + 4 = 9

Round 2
R1, R2, R3, R4
Gauntlet, Dirissa <--
G (10 feet up)
Thawm, 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 can't reach the creature flying. My only ranged attack right now is Acid Splash or a Dagger! Looks like the creature has some sort of damage resistance? Anybody have Knowledge: Planes?

Feeling Gauntlet's pain again, Keldor absorbs more of the damage from this newest wound. He then turns on the ratling who shot him moving to take him out!

Slam Attack!(R3): 1d20 + 6 ⇒ (13) + 6 = 19
Damage(Magic): 2d6 + 4 ⇒ (2, 3) + 4 = 9


Female NG Aasimar oracle 4 / sorcerer 3 | max HP: 56 | AC: 15 (14 TAC, 12 FAC)| CMB: +4, CMD: 17 | F: +5, R: +6, W: +10| Init: +3; Perc +2, SM: +7 | Speed 30ft | Ammo:32cis & 47ci | tsRE 3; EB 4; CLW 2; FF 1; MS 1; BI1; Spells (os): 76-50-00+00-00-00+00-00-00 | Active conditions:

question: Does Keldor+Gauntlet count as a humanoid, an outsider, or both for a certain humanoid-only buff? :3
q2: would riding a horse help anyone to reach the ceiling? :3


Knowledge Nature DC 14:

This creature is a Gargoyle. It has DR 10/Magic, no other resistances that you know about. Pretty dangerous in close range. Is very good at flying.

I am not sure about Keldor+Gauntlet. I assume while you are merged they are just outsider, but you can correct me if I am wrong

Gauntlet ran forward and struck the Ratfolkd hurting it greatly.

Round 2
R1, R2, R3, R4
Gauntlet
, Dirissa <--
G (10 feet up)
Thawm, Basil


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

kn:nature: 1d20 + 5 ⇒ (7) + 5 = 12
Dammit, I know that thing looks familiar....
Without a weapon to reach the creature, Dirissa rushes for the other ratlings. Maybe one of their crossbows will be useful.
double move to threaten those guys. Normally that would provoke an AoO from the gargoyle, but I'm not sure if he can reach her. If it does, it does.


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!

*Base Evolutions(Inevitable): At 1st level, inevitable eidolons count as both constructs and outsiders for the purpose of effects such as the bane weapon special ability and the favored enemy class feature.
He's an outsider. I'm not. But I'm bonded with Gauntlet so I must take the WORSE of any rule dealing with type and subtyoes. So right now...I'm an construct/outsider/human/elf/lawful.


Female NG Aasimar oracle 4 / sorcerer 3 | max HP: 56 | AC: 15 (14 TAC, 12 FAC)| CMB: +4, CMD: 17 | F: +5, R: +6, W: +10| Init: +3; Perc +2, SM: +7 | Speed 30ft | Ammo:32cis & 47ci | tsRE 3; EB 4; CLW 2; FF 1; MS 1; BI1; Spells (os): 76-50-00+00-00-00+00-00-00 | Active conditions:

Knowledge (Nature): 1d20 + 7 ⇒ (20) + 7 = 27
When Thawm sees the creature, she recognizes exactly what it is and her eyes widen.

But she'll wait to yap about it until her turn xD


The flying creature charges backwards through the air at at Dirissa, but over judges slightly and misses her.

G Dirissa: 1d20 + 7 ⇒ (1) + 7 = 8

Round 2
R1, R2, R3, R4
Gauntlet, Dirissa
G

Thawm, Basil <--


Female NG Aasimar oracle 4 / sorcerer 3 | max HP: 56 | AC: 15 (14 TAC, 12 FAC)| CMB: +4, CMD: 17 | F: +5, R: +6, W: +10| Init: +3; Perc +2, SM: +7 | Speed 30ft | Ammo:32cis & 47ci | tsRE 3; EB 4; CLW 2; FF 1; MS 1; BI1; Spells (os): 76-50-00+00-00-00+00-00-00 | Active conditions:

Thawm enters the room and tries to stay close to the heavily armored half-elf with magic clubs for arms.
"We need magic to slay the gargoyle effectively!" She points a finger and launches a dart of acid at the creature.

Ranged Touch vs Gargoyle: 1d20 + 1 ⇒ (16) + 1 = 17
Damage (Acid): 1d6 + 1 ⇒ (6) + 1 = 7

wow, that's a lot of good rolls. I hope 17 is enough T_T

Spells etc:

Before this acid dart

Supernatural Abilities

. at will Blessing of the Faithful
. 2/5 Channel Energy (DC 12)
. 0/1 Deflection Aura

Spell-like Abilities

. at will Lore Keeper
. 3/6 Acid Dart
. 1/1 Arcane Bond (Ring)

Cleric Spells: (CL 3; concentration +6)

. 1st 2+1/day {D} Shield, Bless, Fastidiousness
. Orisons Create Water, Light, Spark

Wizard Spells: (CL 2; concentration +5)

. 1st 3+2/day {S} Grease (DC 14) [x2], Enlarge Person [x2], Mount
. Cantrips Detect Magic, Mage Hand, Message, Open/Close


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) |

"Acknowledged. No magic available. Acquiring new targets."
Basil moves into the room, and down the stairs despite that possible providing a limited amount of cover to her targets "Resuming attack."
Ranged Touch=R3: 1d20 + 4 ⇒ (6) + 4 = 10 Damage: 1d8 ⇒ 6
Ranged Touch=R2: 1d20 + 4 ⇒ (18) + 4 = 22 Damage: 1d8 ⇒ 5


The acid spell from Thawm seems to hit the flying creature and you can hear a exhale of air, where a grunt or scream would be. It seems its voice is gone.

Basil's shot damages one of the Ratfolk, but the other is able to dodge behind the railing.

R1 drops the crossbow and draws a short sword, takes a step forward and attacks Dirissa. But it slides off her armor.
R1 Dirissa: 1d20 + 1 + 2 ⇒ (8) + 1 + 2 = 11

R2 reloads his crossbow with a slightly glowing bolt and fires. She movies quickly out of the way, but not before the bolt screams out and all of your party is assaulted with screaming.
R2 Basil: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Gauntlet Will: 1d20 + 3 ⇒ (8) + 3 = 11
Dirissa Will: 1d20 + 5 ⇒ (3) + 5 = 8
Thawm Will: 1d20 + 9 ⇒ (17) + 9 = 26
Basil is immune. Gauntlet and Dirissa are shaken

R3 and R4 drop their bolts and grab swords and swing at their enemies. R4 also moves into his friends square to also be flanking. Ratfolk sharing square
R3 Gauntlet: 1d20 + 1 + 2 ⇒ (15) + 1 + 2 = 18
Damage: 1d4 ⇒ 3

R4 Dirissa: 1d20 + 1 + 2 ⇒ (6) + 1 + 2 = 9

Round 3
R1, R2(-5), R3(-9), R4
Gauntlet(Shaken 1 round), Dirissa(Shaken 1 round) <--
G(-7)
Thawm, 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!

Keldor feels the damage again to Gauntlet, near his limit, and fearing for the Eidolon as the sonic bolt seems to rattle his senses. He then tries and swings again to remove the enemy in front of him ASAP!

Slam Attack! + Shaken: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20
Damage(Magic): 2d6 + 4 ⇒ (1, 1) + 4 = 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

Something about the piercing sound of the bolt... Dirissa just can't shake it. It leaves her on edge. It doesn't help that she's surrounded. Stepping out so she can keep an eye on the gargoyle, she takes a swing at one of the smaller attackers. 5' step, attack R4
hammer, PA: 1d20 + 5 - 2 - 1 ⇒ (19) + 5 - 2 - 1 = 21 dam: 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9


Even with the sonic bolt's effect on the eidolon Gauntlet and Keldor crash down on the rat folk, knocking him to the ground with ease.

Dirissa's swing crashes down onto the ratfolk. Injuring it greatly, though it still seems to be standing ground.

The gargoyl makes a gurgle sound out of its throat that sounds like it should be words of some kind, shredded through a destroyed vocal system in its throat. It flies 5 feet forward, hovering over the pillars that represent some strange holy sight. It brushes its hand on it beifly then goes full attack on Dirissa. Bearing down its hored head, followed by a bite and cawing.

G Gore Dirissa: 1d20 + 7 ⇒ (2) + 7 = 9
G Bite Dirissa: 1d20 + 7 ⇒ (17) + 7 = 24
Bite Damage: 1d4 + 2 ⇒ (2) + 2 = 4
G Claw Dirissa: 1d20 + 7 ⇒ (16) + 7 = 23
Claw Damage: 1d6 + 2 ⇒ (4) + 2 = 6
G Claw Dirissa: 1d20 + 7 ⇒ (4) + 7 = 11

Round 3
R1, R2(-5), R4 (-9)
Gauntlet(Shaken 1 round), Dirissa(Shaken 1 round)
G(-7)

Thawm, Basil <--


Female NG Aasimar oracle 4 / sorcerer 3 | max HP: 56 | AC: 15 (14 TAC, 12 FAC)| CMB: +4, CMD: 17 | F: +5, R: +6, W: +10| Init: +3; Perc +2, SM: +7 | Speed 30ft | Ammo:32cis & 47ci | tsRE 3; EB 4; CLW 2; FF 1; MS 1; BI1; Spells (os): 76-50-00+00-00-00+00-00-00 | Active conditions:

"Bad gargoyle! No biting our gnome!" Thawm shouts as she circles around to the top of the stairs. Once she's close enough for Nethys's blessing to reach, Thawm utters a prayer for Dirissa's protection.

MA: 10 right, then 20 down
SA: Blessing of the Faithful (AC)
.
+2 sacred to Dirissa's AC (20->22?)
...got combat expertise? xD


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 blast that loses it's efficiency only a few feet away from Dirissa. Of course, the angle helped - even if the targets were afforded some cover, most of the blast went flying past - harmlessly, and above - Dirissas head.

Attack(R1): 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d8 ⇒ 6
Attack(R4): 1d20 + 4 ⇒ (11) + 4 = 15 Damage: 1d8 ⇒ 4
Attack(G): 1d20 + 4 ⇒ (9) + 4 = 13 Damage: 1d8 ⇒ 3


The blast strikes one of the ratfolk, but the other has just enough cover and is quick enough to dodge the blast. The strange Gargoyle gets struck, but it does not seem to even dent his skin.

R1 and R2 use their small blades and strange pack movement to attack Dirissa, but a combination of her armor, and divine protection keeps her from getting hit.
R1 Dirissa: 1d20 + 1 + 2 ⇒ (3) + 1 + 2 = 6
R2 Dirissa: 1d20 + 1 + 2 ⇒ (16) + 1 + 2 = 19

The Rat folk on the other side railing turns and aims toward Basil.
R4 Basil: 1d20 + 4 ⇒ (2) + 4 = 6

Gauntlet and Dirissa are no longer Shaken

Round 4
R1(-6), R2(-5), R4 (-9)
Gauntlet, Dirissa <--
G(-7)
Thawm, 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!

Keldor takes the short win to heal Gauntlet before moving up to threaten the Ratfolk nearby.

Rejuvenate Eidolon (Lesser): 1d10 + 3 ⇒ (2) + 3 = 5


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

With her back to the wall, Dirissa tries to smack one of the swarming rat guys. "Get offa me, you creeps!"
hammer: 1d20 + 5 - 1 ⇒ (15) + 5 - 1 = 19 dam: 1d6 + 3 ⇒ (6) + 3 = 9


Dirissa's strike crushes one of the Rats to the deck. No longer moving.

The strange flying Gargoyle creature flies against the wall of glowing panels and attacks at full force against Dirissa.

G Bite Dirissa: 1d20 + 9 ⇒ (7) + 9 = 16
G Claw Dirissa: 1d20 + 9 ⇒ (5) + 9 = 14
G Claw Dirissa: 1d20 + 9 ⇒ (8) + 9 = 17
G Gore Dirissa: 1d20 + 9 ⇒ (9) + 9 = 18

But the Gnome's divine protection and armor deflects each of the blows.

Round 4
R2(-5), R4 (-9)
Gauntlet, Dirissa
G(-7)

Thawm, Basil <--


Female NG Aasimar oracle 4 / sorcerer 3 | max HP: 56 | AC: 15 (14 TAC, 12 FAC)| CMB: +4, CMD: 17 | F: +5, R: +6, W: +10| Init: +3; Perc +2, SM: +7 | Speed 30ft | Ammo:32cis & 47ci | tsRE 3; EB 4; CLW 2; FF 1; MS 1; BI1; Spells (os): 76-50-00+00-00-00+00-00-00 | Active conditions:

Maybe I should just continue spamming +2 AC @ Dirissa for a bit? xD

Maybe I shouldn't draw attention to myself while Keldor is so far away.
Thawm continues to bless Dirissa, extending her enhanced protection.

spending a standard action to keep Dirissa at ...22AC? :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 moves back up the stairs and closer to Dirissa and the Gargoyle.
She could only hope to provide a distraction for her friends, without being in the way:"What a laughable display that attack chain was. Her back is turned and you fail to hit even once? Worry not about your failure, your struggles end here, today."

Intimidate: 1d20 + 1 ⇒ (16) + 1 = 17


The Creature looks to Basil and snorts, but looks down at Dirissa and wavers a bit.
Successful Demoralize 1 round

A rat swings its sword at Gauntlet and another at Dirissa, but both swing wide while watching the exchange with the flying creature.
R2 Gauntlet: 1d20 + 1 ⇒ (2) + 1 = 3

R4 Dirissa: 1d20 + 1 ⇒ (3) + 1 = 4

Round 5
R2(-5), R4 (-9)
Gauntlet, Dirissa <--
G(-7)
Thawm, Basil

1,401 to 1,450 of 3,457 << first < prev | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Iron Gods: Forged into Legends Gameplay Thread All Messageboards

Want to post a reply? Sign in.