Jelani's Unchained Test (Inactive)

Game Master Brian Minhinnick

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Attack: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Attack: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12


Male Drow Rogue (Shadow Walker, Unchained) 3/Paladin (Dusk Knight, Tempered Champion) 3 | HP

Variziel claps his hands and Râzvrâtitor brings its sword around for just a moment, allowing the half-elf to place his hands on it. "Again," he whispers eagerly, and the eidolon responds by bringing the sword forward in another mighty slash. Casting guidance again, casting the spell before moving to avoid an Attack of Opportunity.

+3 BAB, +6 Str, +1 guidance
Attack: 1d20 + 10 ⇒ (18) + 10 = 28
+9 Str, +3 Power Attack
Damage: 2d6 + 12 ⇒ (6, 3) + 12 = 21


As Râzvrâtitor's blade passes through the devil it slumps to the ground and dies, disappearing.

End Combat

As the devil fades, the contestants are teleported to a clean white room, with benches and towels, as well as buckets of steaming water. There is a bucket of liquid labeled "healing" with a ladle and some cups beside it.

A message flashes across the air in colorful three dimensional letters. It reads, "Congratulations, you have defeated the first round of the planar games. Please take some time to rest and recuperate. In one hour the second round will begin."

Everyone level up to 6.


At 6th level, I was considering some gold on a couple of potions. Is it ok to use them or would you prefer us not to use potions for added enhancements? Additionally, will we be able to drink them prior to entering combat or would that be my first round actions?

Edit: On second thought, I don't think I'll use any enhancement potions, although I'll keep a cure potion or two on hand.. As a play-test, I'd rather see how the character does on his own based on the class and worn items.


Updated my profile with the 6th level build.


HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13 Human Unchained Barbarian (Invulnerable Rager) 10

Well update as soon as i can. On vacation at the moment but will find time before it's up


You can spend your money on whatever you want. The WBL for 6th is 16,000. 4th was 6,000. So everyone gets 10k more to spend, don't forget.


Also, no worries on taking a couple days. I need to make the next encounter anyway.


How is everyone coming along?


I'm good to go.


HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13 Human Unchained Barbarian (Invulnerable Rager) 10

still on vacation, havent gotten the time yet. spent this whole time jet-lagged


Male Drow Rogue (Shadow Walker, Unchained) 3/Paladin (Dusk Knight, Tempered Champion) 3 | HP

Been busy lately so haven't had a chance to update the profile yet (also I'm waiting to do that until I've got all the changes worked out, and I haven't finished that quite yet either). Hopefully can get stuff up later today or tomorrow.


Got the next encounter map ready. Status update?


Baer is good to go.


HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13 Human Unchained Barbarian (Invulnerable Rager) 10

still on vacation but i fly back tomorrow. then it is on the top of my to do list. i apologize for being the one holding this up


It's okay. Don't think Variziel is ready either.


HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13 Human Unchained Barbarian (Invulnerable Rager) 10

back in my home now, should be done updating within 24 hrs


HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13 Human Unchained Barbarian (Invulnerable Rager) 10

updated, sorry for the delay


Variziel, we're just waiting on you. Status?


Male Drow Rogue (Shadow Walker, Unchained) 3/Paladin (Dusk Knight, Tempered Champion) 3 | HP

Sorry, I got busy recently. Should be finished up, and ready to go. Am I right in thinking that we're considered "rested" so we have all our hit points and spells and such back? I'd also guess that all buff spells are down, and we're not supposed to cast again until we're "back in the fight" so to speak.


Correct!

After the contestants have had time to fully recover, they are teleported into another arena. This one is more like one of the grand colosseums the heroes might have imagined back on Golarion. The stands are full of beings of all descriptions, the denizens of all the outer planes brought together for the event. They cheer and roar and wave at the appearance of the gladiators. Over the combat area there is a forty foot high dome of pure force to keep the contestants from flying away. The arena floor is littered with steel-jawed traps which form a treacherous maze across the sand.

On the opposite end of the arena three creatures are waiting for them. All of them appear to be some kind of air elemental beings. Farthest to the north is a smoky form with dull, red eyes, grasping claws, and leathery wings. In the middle of the arena is a cloud-like creature with dark hollows reminiscent of eyes and a mouth, which a howling wind whips it into ominous shapes. Finally on the south side of the arena is roaring cyclone at least twice as tall as a human that is spinning dirt and earth into the air as it moves.

Party init: 4d20 + 6 + 2 + 4 + 5 ⇒ (9, 7, 15, 12) + 6 + 2 + 4 + 5 = 60
Belker: 1d20 + 5 ⇒ (16) + 5 = 21
Air Elemental: 1d20 + 11 ⇒ (13) + 11 = 24
Wind Walker: 1d20 + 8 ⇒ (3) + 8 = 11

Air Elemental 24
Belker 21
Party 12
Wind Walker 11

Begin Round 1

The air elemental and the belker both advance, the belker shifs forms into a cloud of pure smoke as it moves.
__________________________________

You're all up.


HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13 Human Unchained Barbarian (Invulnerable Rager) 10

how hard do these traps look to leap over?


It would take a 5' jump. So not that hard.


Oh yeah, they are all flying. Currently at twenty feet off the ground.


Ideas on tactics? 3 flying creatures. I have no ability to disable them, I can either range them with poor dpr, or get AOO's when they swoop in to attack. But I don't have Combat reflexes, so only one AOO per round. And most likely no precision damage, so I'm hampered there as well.


Variziel can lesser evo surge his eidolon to get flight I believe. I should have bought a ranged weapon but forgot (~_~)*

I would say back against a wall to prevent getting flanked, next to one another. Then ready attacks and hope for AOOs. If the eidolon can fly and provide a flank for Baer, great too.


XiaoLong moves to the wall, drawing a potion from his pouch. "I'm going to get big," he says. "Stick together against the wall, they won't be able to flank us."


Baerwynnd backs up against the wall to the left of Xiaolong.


Male Drow Rogue (Shadow Walker, Unchained) 3/Paladin (Dusk Knight, Tempered Champion) 3 | HP

Wow, yeah, I... completely forgot that flight was an evolution I could get at this level. My mind was completely convinced that I needed to wait until 8th to get both that and Large. Crap. I won't change it, since we've already started, but yeah, lesser evolution surge is going to go towards that in this fight.

Knowledge (planes)--Air Elemental: 1d20 + 13 ⇒ (1) + 13 = 14
Knowledge (planes)--Belker: 1d20 + 13 ⇒ (13) + 13 = 26
Knowledge (planes)--Wind Walker: 1d20 + 13 ⇒ (6) + 13 = 19

Variziel grins broadly as the group finds themselves in a massive arena with adoring fans. "Now this is more like it!" He waves to the crowd and blows them a kiss, but as the battle starts, he quickly takes stock of the opponents. "Watch the smoky one--it can enter your lungs and kill you from within. And it matters not where you strike!" (I.e., as elementals, these enemies are immune to critical hits and precision damage, as well as flanking.)

The half-elf draws his longspear (move action) and places his hand on Râzvrâtitor's shoulder. "Strength has always been your forte, Razzy," he whispers with a giggle (casting bull's strength), and the eidolon shrugs its shoulders and lifts its sword.

"And air only feeds the fire," it crackles, stepping forward and ready to strike should anything come near. 5-foot step, readying an action to attack the first creature that attacks it.

Readied Attack: 1d20 + 13 ⇒ (20) + 13 = 33 ...Like I said, immune to crits.
Damage: 3d6 + 17 ⇒ (5, 6, 6) + 17 = 34


Readied Action: Attack first creature to threaten Baer.

Atk: 1d20 + 8 ⇒ (18) + 8 = 26

Damage: 1d4 + 11 ⇒ (4) + 11 = 15


HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13 Human Unchained Barbarian (Invulnerable Rager) 10

Kodlak rages, moves to the wall and assumes a Guarded Stance.
AC now 23, +12 temp HP, Weapon is +1 in case that matters for enemy DR

readied attack on first enemy to threaten
atk: 1d20 + 14 ⇒ (5) + 14 = 19
dmg: 2d6 + 18 ⇒ (1, 6) + 18 = 25


Round 1

The air elemental and the belker both advance, the belker shifs forms into a cloud of pure smoke as it moves.

XiaoLong moves to the wall, drawing a potion from his pouch. "I'm going to get big," he says. "Stick together against the wall, they won't be able to flank us."

Baerwynnd backs up against the wall to the left of Xiaolong.

Variziel grins broadly as the group finds themselves in a massive arena with adoring fans. "Now this is more like it!" He waves to the crowd and blows them a kiss, but as the battle starts, he quickly takes stock of the opponents. "Watch the smoky one--it can enter your lungs and kill you from within. And it matters not where you strike!"

The half-elf draws his longspear (move action) and places his hand on Râzvrâtitor's shoulder. "Strength has always been your forte, Razzy," he whispers with a giggle, and the eidolon shrugs its shoulders and lifts its sword.

"And air only feeds the fire," it crackles, stepping forward and ready to strike should anything come near.

Kodlak rages, moves to the wall and assumes a Guarded Stance.

The whirwind like elemental flies quickly across the arena as well, moving towards the gladiators' center.

Round 2

The belker flies straight at Baerwynd, its smoky body flowing around him. The rogue slashes at the smoke, but his attack has little effect. Baerwynd starts to cough and choke on the smoke.

Fort save: 1d20 + 8 ⇒ (13) + 8 = 21

Baerwynd manages to cough it all out.

The air elemental transforms into a whirlwind and flies straight at Râzvrâtitor. The eidolon slashes the whirlwind as it engulfs him.

R reflex save: 1d20 + 2 ⇒ (3) + 2 = 5 Fail
Damage to R: 1d8 + 4 ⇒ (8) + 4 = 12
R reflex save: 1d20 + 2 ⇒ (20) + 2 = 22 Pass

The whirlwind bashes the eidolon about, but Râzvrâtitor manages to keep his footing on the ground of the arena.

You guys are up!


HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13 Human Unchained Barbarian (Invulnerable Rager) 10

what elevation are the creatures at now? Close enough to the ground to melee, i take it?


The Belker is 5' off the ground. The air elemental is touching the ground, in whirlwind form. Both are reachable from the ground.


Did I miss or have no effect with the dagger? The dagger is magical incase that makes a difference.


Male Drow Rogue (Shadow Walker, Unchained) 3/Paladin (Dusk Knight, Tempered Champion) 3 | HP

Variziel falls back as the air elemental shifts into a whirling vortex and pulls a few bits from his component pouch. "I'll still be here, everyone, don't worry," he calls, and as he tosses his hand in the air, his form shimmers and disappears. Casting invisibility after 5-foot stepping back; I believe that gets me out of reach for Attacks of Opportunity, but in case it doesn't, have a caster check.
Casting Defensively: 1d20 + 11 ⇒ (12) + 11 = 23 Success.
Then, the invisible half-elf slides his spear back into its hanger while ejecting one of his wands. (Move action to sheath the longspear, swift action to draw the wand of cure light wounds.)

Meanwhile, the eidolon drops back out of the whirlwind and swings its blade again, bringing the flaming appendage about in a vicious strike.
+5 BAB, +7 Str, +1 enhancement
Attack: 1d20 + 13 ⇒ (6) + 13 = 19
+10 Str, +1 enhancement, +6 Power Attack
Damage: 3d6 + 17 ⇒ (5, 2, 2) + 17 = 26
+5 BAB, +7 Str, +4 grab, +1 enhancement
Grab: 1d20 + 17 ⇒ (15) + 17 = 32
(Also just realized I forgot the Grab for last round's attack, so I'll roll that too--can you grapple a whirlwind?)
Grab (last round): 1d20 + 17 ⇒ (2) + 17 = 19


HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13 Human Unchained Barbarian (Invulnerable Rager) 10

Kodlak takes a 5ft step and attacks the belker.

AC now 23, +12 temp HP, Weapon is +1 in case that matters for enemy DR

atk: 1d20 + 14 ⇒ (4) + 14 = 18
dmg: 2d6 + 18 ⇒ (6, 5) + 18 = 29

atk: 1d20 + 6 ⇒ (12) + 6 = 18
dmg: 2d6 + 18 ⇒ (6, 3) + 18 = 27


Bærwynnd wrote:
Did I miss or have no effect with the dagger? The dagger is magical incase that makes a difference.

You did damage, but it had DR. So not fully effective.


Bærwynnd wrote:

Readied Action: Attack first creature to threaten Baer.

Atk: 1d20 + 8 ⇒ (18) + 8 = 26

Damage: 1d4 + 11 ⇒ (4) + 11 = 15

Posted in haste yesterday and didn't notice the possible crit.

AtkMainCritConfirm: 1d20 + 8 ⇒ (6) + 8 = 14

And Nope.


Round 2

The belker flies straight at Baerwynd, its smoky body flowing around him. The rogue slashes at the smoke, but his attack has little effect. Baerwynd starts to cough and choke on the smoke. Baerwynd manages to cough it all out.

The air elemental transforms into a whirlwind and flies straight at Râzvrâtitor. The eidolon slashes the whirlwind as it engulfs him. The whirlwind bashes the eidolon about, but Râzvrâtitor manages to keep his footing on the ground of the arena.

Variziel falls back as the air elemental shifts into a whirling vortex and pulls a few bits from his component pouch. "I'll still be here, everyone, don't worry," he calls, and as he tosses his hand in the air, his form shimmers and disappears. Then, the invisible half-elf slides his spear back into its hanger while ejecting one of his wands.

Meanwhile, the eidolon drops back out of the whirlwind and swings its blade again, bringing the flaming appendage about in a vicious strike. The whirlwind moves aside and dodges the sword.

Kodlak steps towards the belker and attacks it twice, but cannot find the beast's core in all the smoke.

Baerwynd attacks the elemental with his daggers. He manages to strike a more solid part of the smoke once.

XiaoLong leaps through the air, kicking the Belker, and then strikes at it three times with his staff. The kick fails to connect, but the three staff blows do, to devastating effect. The belker's form completely dissipates under the monk's rapid assault.

The wind walker flies over the contestants and compresses the air around them, crushing them all.

End of Round 2
================================
Begin Round 3

The whirlwind continues forward to engulf the eidolon. Râzvrâtitor is slammed about and lifted off the ground to be flung about inside the whirlwind.
________________________________________

Attacks: 1d20 + 7 ⇒ (20) + 7 = 271d20 + 7 ⇒ (4) + 7 = 111d20 + 7 ⇒ (11) + 7 = 18 Crit, Not confirmed, miss
Damage: 1d4 + 5 + 2 - 5 ⇒ (3) + 5 + 2 - 5 = 5

Attacks: 1d20 + 10 ⇒ (1) + 10 = 111d20 + 12 ⇒ (14) + 12 = 261d20 + 12 ⇒ (19) + 12 = 311d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d10 + 17 - 5 ⇒ (10) + 17 - 5 = 221d10 + 17 - 5 ⇒ (8) + 17 - 5 = 201d10 + 17 - 5 ⇒ (2) + 17 - 5 = 14

Daaaayumn. Unchained monk is nice...

Attack on Baer: 1d20 + 10 ⇒ (2) + 10 = 12
Attack on XL: 1d20 + 10 ⇒ (6) + 10 = 16
Attack on Kod: 1d20 + 10 ⇒ (11) + 10 = 21
Attack on Var: 1d20 + 10 ⇒ (19) + 10 = 29
Damage to Kod, Var: 2d6 + 6 ⇒ (5, 4) + 6 = 152d6 + 6 ⇒ (4, 6) + 6 = 16

R's reflex save: 1d20 + 2 ⇒ (2) + 2 = 41d20 + 2 ⇒ (11) + 2 = 13
Damage to R: 1d8 + 4 ⇒ (5) + 4 = 9

You guys are up.


Is the Windwalker attackable from its current position? How high up in the air is it?


It is 10' away, so not attackable without reach.


Baer moves south and attacks the air elemental.

Soory... having issues drawing on Roll20 with the iPad. I moved 10' east, 15' (2 squares) southeast, 5' southwest. I should now be flanking.

AtkMain: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
MainCritConfirm: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21

DamMain: 1d4 + 11 + 3d8 ⇒ (1) + 11 + (2, 7, 4) = 25 Magical damage, 37 Damage if crit confirms.

editted: I moved and only get a single attack, not full atk. SOryy.


Elementals can't be critted. :/


Male Drow Rogue (Shadow Walker, Unchained) 3/Paladin (Dusk Knight, Tempered Champion) 3 | HP

Hate to be the bearer of bad news, but they also aren't subject to flanking or sneak attacks...

Variziel grimaces as the buffeting winds slam him about, causing damage to his thin body. Still invisible, he takes some solace in knowing the other creatures won't target him. He takes the opportunity to begin casting one of his longer spells, one that will cause a creature to grow larger, stronger... and less susceptible to strong winds. Casting enlarge person, which will be ready to go off at the beginning of Variziel's turn next round.

Meanwhile, Râzvrâtitor finds itself borne aloft by the powerful winds of the air elemental's form. Raging in its inability to escape (unless I'm reading the ability wrong, only flight-capable creatures can make the Reflex save to escape each round) it "drops" the sword for a moment, instead surging its flame forth all around its body. (Just a flavor effect, still the slam.)
BAB+5, Str+7, enhancement+1, -2 whirlwind
Attack: 1d20 + 11 ⇒ (17) + 11 = 28
Str +10, Power Attack +6, enhancement+1
Damage: 3d6 + 17 ⇒ (1, 3, 6) + 17 = 27
BAB+5, Str+7, enhancement+1, grab+4, -2 whirlwind
Grab: 1d20 + 15 ⇒ (18) + 15 = 33
Again, I have no idea if you can grapple a whirlwind. There's nothing in the rules that says you can't, much to my confusion, but it also makes much more sense to say that you can't grab air. So it's your call, Jelani. I'm good either way.


I'm going to say you can't grapple a whirlwind, because yeah, that's silly. Unless you are an animated vacuum cleaner or something.


HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13 Human Unchained Barbarian (Invulnerable Rager) 10

that attack misses Kodlak, his AC is 23. His stat like says 21, because that is sans-rage, but in my raged combat posts i included the adjusted value.

Kodlak attacks the air elemental or whatever creature that is just on top of him (i assume that is a creature?).

AC now 23, +12 temp HP, Weapon is +1 in case that matters for enemy DR

atk: 1d20 + 14 ⇒ (11) + 14 = 25
dmg: 2d6 + 18 ⇒ (5, 5) + 18 = 28

atk: 1d20 + 6 ⇒ (17) + 6 = 23
dmg: 2d6 + 18 ⇒ (3, 1) + 18 = 22


Kodlak Greymane wrote:

that attack misses Kodlak, his AC is 23. His stat like says 21, because that is sans-rage, but in my raged combat posts i included the adjusted value.

Kodlak attacks the air elemental or whatever creature that is just on top of him (i assume that is a creature?).

Good, better for us. My mistake :)

The thing directly above us is the Wind Walker. XiaoLong will drink his potion and enlarge to fight it. It's out of reach from the ground.


HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13 Human Unchained Barbarian (Invulnerable Rager) 10

it would be helpful if the enemies were labeled with numbers or something. to me, any of those three enemies could be called belker, elemental, or whirlwind. If you are saying that the enemy my tile is currently on top of is out of reach, then i will 5ft step south and attack that enemy.


Belker is dead. Wind walker looks like a tornado (red), air elemental is over the Eidolon (blue) and looks like a person made of whirly air (green). It's correct that the wind walker is out of reach, so you 5'.

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