Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

He readies his shield and pulls out his scimitar. Following the three of his companions. Saying a small prayer before they begin the assault. "Mistress may we have your luck on our side, please keep us safe, and may my hand be guided by you."


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Sure Velerait, just stay safe will you.. she replied as she heads to the south side (and inside if possible) getting ready for a fight


Around the temple and to the South side you find that the windows are covered in the black... dust... smoke... darkness. You can't tell which and it might be all three together. The windows are 8 feet off the ground and there are four of them in the center of the building. Likely four more large windows on the North side as well.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Aerin will points to the inside of the temple like a signal to everyone to get inside, Cast a shield spell and then go in


At Arsil's command the group likely scales the half wall and then jump into the temple.

One climb check of 14 to get over the wall, and Acro check DC 7 to land on your feet rather than prone. If you get a 15 on stealth check too, you may act in surprise round.

Once inside you see that the darkness is a spell of some kind. Though there are four braziers that emit smoke to feed the spells. Two on the South side next to the furthest windows, but far enough away so no one will jump in them. Four more braziers are in the center of the temple creating more smoke as the Drow is naked and has two naked females holding each other's hands as they all chant. The female looking in the direction of your group scowls at the interruption but does nothing else yet.

Initiative/Round 1:

1d20 + 6 ⇒ (20) + 6 = 26 Arsil
1d20 + 1 ⇒ (11) + 1 = 12 Locke
1d20 + 4 ⇒ (18) + 4 = 22 Wolf
1d20 + 3 ⇒ (2) + 3 = 5 Rai Zon
1d20 + 2 ⇒ (17) + 2 = 19 Faeryl

1d20 ⇒ 6 demons
1d20 + 3 ⇒ (14) + 3 = 17 females
1d20 + 5 ⇒ (17) + 5 = 22 Drow

26 Arsil
22 Wolf
22 Drow
19 Faeryl
17 females
12 Locke
6 demons
5 Rai Zon


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

He attempts to scale the wall the same time as the others. Failing several times he scowls at the wall.

climb: 1d20 - 7 ⇒ (15) - 7 = 8
climb: 1d20 - 7 ⇒ (18) - 7 = 11
climb: 1d20 - 7 ⇒ (14) - 7 = 7
acro: 1d20 - 2 ⇒ (20) - 2 = 18
stealth: 1d20 - 7 ⇒ (11) - 7 = 4


hp 36/36 (40/40) AC 21/12/19 w/shield (17/12t/15ff); saves F 4, R 9/11, W 6; melee 7, ranged 5; cmb 7 cmd 19; init +2 drow-blooded daemon-spawn tiefling investigator/1 | slayer/3
skills:
acro 9, apprs 8, bluff 4, climb 8, crft alch 8, diplo 5, dd 9, escape 6, intim 7, k arc 8, k planes 8, k dung 9, k loc 8, ling 8, perc 10, spellcraft 9, stlth 7, surv 8, swim 8

climb dc 14, take 10: 10 + 8 = 18
acro dc 7, take 10: 10 + 9 = 19
stealth dc 15, take 10: 10 + 7 = 17

Faeryl shimmies up the wall and over, creeping up, then jumping down on the opposite side with a mid-leap flip, landing softly on his feet. He draws his weapons as he leaps and scowls at the drow and his two females performing a ritual. He quickly downs an extract. shield


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Climb: 1d20 + 6 ⇒ (8) + 6 = 14
Acrobatics: 1d20 + 8 ⇒ (16) + 8 = 24
stealth: 1d20 + 9 ⇒ (10) + 9 = 19

surprise round

Arsil will move 30 ft toward the drow who is chanting

(will wait for the map for round 1)


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

take 10 on climb for 14 Rai will climb over and move with Arsil towards the drow who is chanting 30 ft

Silver Crusade

Vital Stats:
HP: 31/33, AC: 17 _ T: 15 _ FF: 13, Perception +2, Sense Motive +8, Initiative: +4, F: +4_ R: +6 _ W: +5(+7 vs. enchant), CMB: +2, CMD: 16, Speed: 30
Skills:
Acro +11, Appraise +10, Bluff +0, Climb +0, Diplomacy +2, Heal +3, Escape Artist +4, Handle Animal +0, K(D, G, H, P, L, N, N, R) +15, K(A, P) +19, Linguistics +12, Ride +4, Stealth +4, Survival +0, Spellcraft +14, Swim +0

He delays, seeing that Locke will need a hand he jumps up onto the ledge of the window, reach down and pull the cleric up.

Entering in Combat for Round 2


Map Updated.

Round 1

Perception DC 15:
You can see that there are small demons among the pews. Under the pews or hiding behind them.

26 Arsil
22 Wolf*
22 Drow*
19 Faeryl
17 females *
12 Locke *
6 demons
5 Rai Zon

Wolf pulls Locke up with him. The Drow's scowl deepens as he looks over in your direction a bit of surprise at Rai Zon and Arsil appearing before him. The females embrace the drow carnally. The circle seems to have a red sheen to it, partially obscuring the three figures within the orb.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Round 2

Move uo 30ft in order to face the drow fighting def

Morningstar: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 251d8 + 7 ⇒ (2) + 7 = 9 + Fire: 2d6 ⇒ (2, 3) = 5

Current AC 30


Round 1

Arsil runs forward and slams into a semi permeable wall of red magic that was not there before, or at least you could not see it. You can see the dome that protects them now as the red becomes blazing hot.

Reflex DC 15 to take half fire damage: 2d6 ⇒ (1, 4) = 5


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

we need a way through this magic! Rai says as he too moves with Arsil but stays away from the damaging effect.

perc: 1d20 + 10 ⇒ (9) + 10 = 19

any way in the orb without magic?


hp 36/36 (40/40) AC 21/12/19 w/shield (17/12t/15ff); saves F 4, R 9/11, W 6; melee 7, ranged 5; cmb 7 cmd 19; init +2 drow-blooded daemon-spawn tiefling investigator/1 | slayer/3
skills:
acro 9, apprs 8, bluff 4, climb 8, crft alch 8, diplo 5, dd 9, escape 6, intim 7, k arc 8, k planes 8, k dung 9, k loc 8, ling 8, perc 10, spellcraft 9, stlth 7, surv 8, swim 8

Faeryl takes the opportunity to study the drow as he moves in closer, but not close enough to trigger the flames.... yet.


Perception DC 19 - Rai Zon gets this info:

You can see that there are small demons among the pews. Under the pews or hiding behind them. Also there is a small fiery gem on each of their heads.

Small demons begin to come out as your group acts. These creature's bloated frames shudder with each heaving step, yet despite their shape, they move with surprising quickness. Three of these evil looking lumps of flesh come quickly at your group only two get within range to scratch at Rai Zon. One of the claws makes it through your defense and leaves a shallow bleeding gash on your side.

A sense of dread comes upon each of you as well. Will DC 11 or be frightened for 1d4 rounds, Rai Zon only one save, Arsil 3 saves, and Faeryl needs to make two saves. Arsil and Faeryl, since if you make the save you are still shaken for 1 round, both of you are frightened for at least one round.

claw: 1d20 + 4 ⇒ (13) + 4 = 17 damage: 1d4 + 1 ⇒ (3) + 1 = 4
claw: 1d20 + 4 ⇒ (6) + 4 = 10 damage: 1d4 + 1 ⇒ (1) + 1 = 2

Your Death... ;)... I mean your enemies:

1 is Arsil, 2 is Rai Zon, 3 is Fearyl: 6d3 ⇒ (3, 1, 1, 1, 2, 3) = 11

dice=claw]1d20+4[/dice] dice=damage]1d4+1[/dice]
dice=claw]1d20+4[/dice] dice=damage]1d4+1[/dice]
dice=bite]1d20+4[/dice] dice=damage]1d4+1[/dice]

DRETCH CR 2
XP 600
CE Small outsider (chaotic, demon, evil, extraplanar)
Init +0; Senses darkvision 60 ft.; Perception +5
DEFENSE

AC 14, touch 11, flat-footed 14 (+3 natural, +1 size)
hp 18 (2d10+7)
Fort +5, Ref +0, Will +3
DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10
OFFENSE

Speed 20 ft.
Melee 2 claws +4 (1d4+1), bite +4 (1d4+1)
Spell-Like Abilities (CL 2nd)
1/day—cause fear (DC 11), stinking cloud (DC 13), summon (level 1, 1 dretch 35%)
STATISTICS

Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 12
Feats Toughness
Skills Escape Artist +5, Perception +5, Stealth +9
Languages Abyssal (cannot speak); telepathy 100 ft. (limited to Abyssal-speaking targets)
ECOLOGY

Environment any (Abyss)
Organization solitary, pair, gang (3–5), crowd (6–12), or mob (13+)
Treasure none
Even the lowest demons of the Abyss are dangerous and filled with a driving need to spread ruin and dismay. The lowly dretch is as hideous and foul as it is cruel, even if it lacks the strength and power to realize its need to brutalize others in its native realm. The lot of the dretch's existence is to serve more powerful demons as victims, and only the lucky few survive long enough to evolve.

The dretch is a favorite target for dabblers in Abyssal summonings to call forth. Relatively weak and easy to bully, dretches can often be pressured into long periods of servitude with only vague promises of the opportunity to vent their frustrations and anger on softer foes. Yet the prospective dretch-summoner would do well to remember that these demons are as craven and untrustworthy as they come. A dretch faced with a more powerful foe is only too eager to trade what it knows for its pitiful excuse for a life.

Unlike most demons, a dretch's slovenly personality and disdain for prolonged physical labor rarely result in success. Advanced dretches are rare, but those who do find it within themselves to be more than they were at creation often become the pauper-kings of the Abyss, cruel and bitter in their rule over vermin, broken souls, mindless undead, and other dretches. Their empires are confined to abandoned stretches of sewers under backwater cities, unstable reaches of swampland avoided by more sensible minds, and other undesirable corners of the Abyss that even demons find uncomfortable or foul. Yet to the dretch lords, these realms are their empires, and they defend them with a pitiful tenacity.

A dretch stands 4 feet tall and weighs 180 pounds. Dretches typically form from the souls of slothful, evil mortals—yet it only takes a small fragment of a soul to trigger such a hideous birth. A single soul can often trigger the manifestation of a small army of dretches, and the sight of a horde of fresh-birthed dretches pulling free from the heaving protomatter of the Abyss is a nauseating and terrifying one indeed.

Round 2:

The room fills with a awful smell and a cloud to go with it. (Fort DC 13 or be nauseated per round).

spoiler=Fog Effect]
The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).
/spoiler]


hp 36/36 (40/40) AC 21/12/19 w/shield (17/12t/15ff); saves F 4, R 9/11, W 6; melee 7, ranged 5; cmb 7 cmd 19; init +2 drow-blooded daemon-spawn tiefling investigator/1 | slayer/3
skills:
acro 9, apprs 8, bluff 4, climb 8, crft alch 8, diplo 5, dd 9, escape 6, intim 7, k arc 8, k planes 8, k dung 9, k loc 8, ling 8, perc 10, spellcraft 9, stlth 7, surv 8, swim 8

will dc 11: 1d20 + 6 ⇒ (14) + 6 = 20
will dc 11: 1d20 + 6 ⇒ (12) + 6 = 18

know planes: 1d20 + 8 - 2 + 1d6 ⇒ (18) + 8 - 2 + (5) = 29


hp 36/36 (40/40) AC 21/12/19 w/shield (17/12t/15ff); saves F 4, R 9/11, W 6; melee 7, ranged 5; cmb 7 cmd 19; init +2 drow-blooded daemon-spawn tiefling investigator/1 | slayer/3
skills:
acro 9, apprs 8, bluff 4, climb 8, crft alch 8, diplo 5, dd 9, escape 6, intim 7, k arc 8, k planes 8, k dung 9, k loc 8, ling 8, perc 10, spellcraft 9, stlth 7, surv 8, swim 8

... assuming that's enough to know what these demons are,

Faeryl finds himself shaken slightly... but still attacks the yellow demon.

to hit, mwk cold iron heavy mace: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25
dmg if hits: 1d8 + 4 ⇒ (8) + 4 = 12

to confirm crit, mwk cold iron heavy mace: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23
dmg if crits: 1d8 + 4 ⇒ (5) + 4 = 9

to hit, mwk cold iron machete: 1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9
dmg if hits: 1d6 + 4 ⇒ (1) + 4 = 5


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

will save: 1d20 + 5 ⇒ (19) + 5 = 24

Demons!

The fauchard flashes in the dark as Rai takes a five foot step back tripping one of the little buggers aa he goes.

attack: 1d20 + 10 ⇒ (4) + 10 = 14

damage: 1d10 + 12 ⇒ (9) + 12 = 21

tripped: 1d20 + 21 ⇒ (10) + 21 = 31


Round 2:

claw: 1d20 + 4 ⇒ (19) + 4 = 23 damage: 1d4 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 4 ⇒ (2) + 4 = 6 damage: 1d4 + 1 ⇒ (3) + 1 = 4
bite: 1d20 + 4 ⇒ (2) + 4 = 6 damage: 1d4 + 1 ⇒ (3) + 1 = 4

claw: 1d20 + 4 ⇒ (6) + 4 = 10 damage: 1d4 + 1 ⇒ (4) + 1 = 5
claw: 1d20 + 4 ⇒ (18) + 4 = 22 damage: 1d4 + 1 ⇒ (2) + 1 = 3
bite: 1d20 + 4 ⇒ (5) + 4 = 9 damage: 1d4 + 1 ⇒ (2) + 1 = 3

claw: 1d20 + 4 ⇒ (2) + 4 = 6 damage: 1d4 + 1 ⇒ (3) + 1 = 4

Confirm any crits:
claw: 1d20 + 4 ⇒ (15) + 4 = 19 damage: 1d4 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 4 ⇒ (19) + 4 = 23 damage: 1d4 + 1 ⇒ (3) + 1 = 4
bite: 1d20 + 4 ⇒ (10) + 4 = 14 damage: 1d4 + 1 ⇒ (4) + 1 = 5

dice=claw]1d20+4[/dice] dice=damage]1d4+1[/dice]


Yes Faeryl, you know all about dretches. Rai Zon please explain how you did a trip and a normal attack in the same round. You do not have greater trip.

Arsil quickly retreats to the wall where she came from and tries to climb up the wall to find it greased. In his mind Faeryl swings his mace and bashes one of the dretches into pulp but in actuality he runs back with Arsil and fails to climb up the greased wall.

The room fills with a awful smell and a cloud to go with it. (Fort DC 13 or be nauseated per round).

Fog Effect:

The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

The three dretches surround Rai Zon, his defenses stay strong for the most part but a few claws and bites get through leaving many cuts, 5 damage.

Round 3:

claw: 1d20 + 4 ⇒ (18) + 4 = 22 damage: 1d4 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 4 ⇒ (7) + 4 = 11 damage: 1d4 + 1 ⇒ (2) + 1 = 3
bite: 1d20 + 4 ⇒ (11) + 4 = 15 damage: 1d4 + 1 ⇒ (2) + 1 = 3

claw: 1d20 + 4 ⇒ (13) + 4 = 17 damage: 1d4 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 4 ⇒ (14) + 4 = 18 damage: 1d4 + 1 ⇒ (2) + 1 = 3
bite: 1d20 + 4 ⇒ (3) + 4 = 7 damage: 1d4 + 1 ⇒ (1) + 1 = 2

claw: 1d20 + 4 ⇒ (6) + 4 = 10 damage: 1d4 + 1 ⇒ (2) + 1 = 3

Confirm any crits:
claw: 1d20 + 4 ⇒ (4) + 4 = 8 damage: 1d4 + 1 ⇒ (4) + 1 = 5
claw: 1d20 + 4 ⇒ (19) + 4 = 23 damage: 1d4 + 1 ⇒ (4) + 1 = 5
bite: 1d20 + 4 ⇒ (6) + 4 = 10 damage: 1d4 + 1 ⇒ (3) + 1 = 4

dice=claw]1d20+4[/dice] dice=damage]1d4+1[/dice]

26 Arsil
22 Wolf
22 Drow
19 Faeryl
17 females
12 Locke
6 demons
5 Rai Zon

Silver Crusade

Vital Stats:
HP: 31/33, AC: 17 _ T: 15 _ FF: 13, Perception +2, Sense Motive +8, Initiative: +4, F: +4_ R: +6 _ W: +5(+7 vs. enchant), CMB: +2, CMD: 16, Speed: 30
Skills:
Acro +11, Appraise +10, Bluff +0, Climb +0, Diplomacy +2, Heal +3, Escape Artist +4, Handle Animal +0, K(D, G, H, P, L, N, N, R) +15, K(A, P) +19, Linguistics +12, Ride +4, Stealth +4, Survival +0, Spellcraft +14, Swim +0

Round 2

Wolf drops Locke into the room and jumps down with a leg on either side of the cleric. He then moves forward and jumps up onto one of the pews to stand near Rai Zon. Attacking one of the demons as the fog comes in after him.

claw from pew: 1d20 + 8 - 1 + 2 ⇒ (9) + 8 - 1 + 2 = 18 PA, damage: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7

Round 3

"We got these ugly looking demons over here, perchance they can answer your questions?!" He shouts as he attempts to claw and bite into the demon in front of him.

claw from pew: 1d20 + 8 - 1 + 2 ⇒ (5) + 8 - 1 + 2 = 14 PA, damage: 1d6 + 4 + 2 ⇒ (5) + 4 + 2 = 11
claw: 1d20 + 8 - 1 + 2 ⇒ (4) + 8 - 1 + 2 = 13 PA, damage: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7
bite: 1d20 + 8 - 1 + 2 ⇒ (14) + 8 - 1 + 2 = 23 PA, damage: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

Round 2

He moans out as he had just been dropped and then looked at his frightened allies. He gets up and pulls his blade free, as his shield is still on the other arm. He asks, "What is going on? What is this fog?!"


hp 36/36 (40/40) AC 21/12/19 w/shield (17/12t/15ff); saves F 4, R 9/11, W 6; melee 7, ranged 5; cmb 7 cmd 19; init +2 drow-blooded daemon-spawn tiefling investigator/1 | slayer/3
skills:
acro 9, apprs 8, bluff 4, climb 8, crft alch 8, diplo 5, dd 9, escape 6, intim 7, k arc 8, k planes 8, k dung 9, k loc 8, ling 8, perc 10, spellcraft 9, stlth 7, surv 8, swim 8

fort save dc 13: 1d20 + 4 ⇒ (11) + 4 = 15


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

fort save: 1d20 + 6 ⇒ (1) + 6 = 7

my fault on the trip and attack in the same turn played this character at higher level.

Rai will withdraw from the fog and away from as many demons as possible sick as all heck


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Reflex DC 15 to take half fire damage:

Ref: 1d20 + 7 ⇒ (17) + 7 = 24 taking 3pts of fire damage

Will DC 11 or be frightened for 1d4 rounds

Will: 1d20 + 5 ⇒ (16) + 5 = 21
Will: 1d20 + 5 ⇒ (9) + 5 = 14
Will: 1d20 + 5 ⇒ (14) + 5 = 19

Fort DC 13 or be nauseated per round)
Fort: 1d20 + 6 ⇒ (16) + 6 = 22

Round 2

Flee

Round 3

Arsil will move back 30 and Attack one of the demon

20% miss chance from fog: 1d100 ⇒ 78 = passed

PA +1 Morningstar: 1d20 + 10 ⇒ (4) + 10 = 141d8 + 6 ⇒ (6) + 6 = 12 + Fire: 2d6 ⇒ (5, 4) = 9

Current AC 27


Round 3

Arsil goes back swinging, finding the first demon and swings the morningstar hitting it across its face leaving a bloody mess. Wolf attacks with his claws and teeth tearing into it, mauling the demon into a bloody mess. The drow and females in the red circle continue to enjoy each other's bodies. The dretches swing with abandon and others screech. Rai Zon clutches his weapon and backs away from the fight but not before taking a hit, 5 damage.

Still to go: Faeryl and Locke.

Round 4:

26 Arsil
22 Wolf
22 Drow
19 Faeryl
17 females
12 Locke
6 demons
5 Rai Zon

blue 11/18
purple 2/18
yellow 3/18

claw: 1d20 + 4 ⇒ (13) + 4 = 17 damage: 1d4 + 1 ⇒ (2) + 1 = 3
claw: 1d20 + 4 ⇒ (14) + 4 = 18 damage: 1d4 + 1 ⇒ (1) + 1 = 2
bite: 1d20 + 4 ⇒ (8) + 4 = 12 damage: 1d4 + 1 ⇒ (4) + 1 = 5

claw: 1d20 + 4 ⇒ (6) + 4 = 10 damage: 1d4 + 1 ⇒ (2) + 1 = 3
claw: 1d20 + 4 ⇒ (4) + 4 = 8 damage: 1d4 + 1 ⇒ (2) + 1 = 3
bite: 1d20 + 4 ⇒ (15) + 4 = 19 damage: 1d4 + 1 ⇒ (3) + 1 = 4

claw: 1d20 + 4 ⇒ (11) + 4 = 15 damage: 1d4 + 1 ⇒ (4) + 1 = 5
claw: 1d20 + 4 ⇒ (11) + 4 = 15 damage: 1d4 + 1 ⇒ (1) + 1 = 2
bite: 1d20 + 4 ⇒ (3) + 4 = 7 damage: 1d4 + 1 ⇒ (4) + 1 = 5

claw: 1d20 + 4 ⇒ (9) + 4 = 13 damage: 1d4 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 4 ⇒ (10) + 4 = 14 damage: 1d4 + 1 ⇒ (4) + 1 = 5
bite: 1d20 + 4 ⇒ (20) + 4 = 24 damage: 1d4 + 1 ⇒ (3) + 1 = 4

claw: 1d20 + 4 ⇒ (15) + 4 = 19 damage: 1d4 + 1 ⇒ (4) + 1 = 5
claw: 1d20 + 4 ⇒ (20) + 4 = 24 damage: 1d4 + 1 ⇒ (3) + 1 = 4
bite: 1d20 + 4 ⇒ (2) + 4 = 6 damage: 1d4 + 1 ⇒ (2) + 1 = 3

confirm crits
claw: 1d20 + 4 ⇒ (11) + 4 = 15 damage: 1d4 + 1 ⇒ (3) + 1 = 4
claw: 1d20 + 4 ⇒ (6) + 4 = 10 damage: 1d4 + 1 ⇒ (4) + 1 = 5
bite: 1d20 + 4 ⇒ (18) + 4 = 22 damage: 1d4 + 1 ⇒ (2) + 1 = 3

dice=claw]1d20+4[/dice] dice=damage]1d4+1[/dice]


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

Round 3

He begins to cough as the noxious smell hits him. Locke takes a few steps in to find a pew and the line his allies have begun to form, Rai Zon and Wolf. He then slowly gets up over the pew and then sees one of the demons, the one Wolf is attacking that is a hideous yellow color. He waits for a moment when Wolf is not fully engaged with it and attempts to add some damage to take the demon down. He misses and continues to cough as he breathes in the foul smelling fog. He gets enough breath to ask, "Who is hurt?! Let me know and I will get you fixed up. I can't see Arsil or Faeryl, keep in contact so we know how you are doing!"

fort save: 1d20 + 9 ⇒ (7) + 9 = 16
attack: 1d20 + 5 ⇒ (6) + 5 = 11 damage: 1d6 + 1 ⇒ (5) + 1 = 6


Round 4

He begins to attack the same demon with a claw, waits a moment to see its effect which was little against its hide, claw again to cut it down and then continues to the next one taking a five foot step before continuing his mauling attack, taking down the purplish demon as well.

claw from pew: 1d20 + 8 - 1 + 2 ⇒ (3) + 8 - 1 + 2 = 12 PA, damage: 1d6 + 4 + 2 ⇒ (5) + 4 + 2 = 11
claw from pew: 1d20 + 8 - 1 + 2 ⇒ (8) + 8 - 1 + 2 = 17 PA, damage: 1d6 + 4 + 2 ⇒ (3) + 4 + 2 = 9
claw from pew: 1d20 + 8 - 1 + 2 ⇒ (5) + 8 - 1 + 2 = 14 PA, damage: 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

Rai is nauseated so only can be sick and move throwing up in the smoke wounded and unable to strike foes! Sucks to be Rai! He contiues to go towards the cleric


hp 36/36 (40/40) AC 21/12/19 w/shield (17/12t/15ff); saves F 4, R 9/11, W 6; melee 7, ranged 5; cmb 7 cmd 19; init +2 drow-blooded daemon-spawn tiefling investigator/1 | slayer/3
skills:
acro 9, apprs 8, bluff 4, climb 8, crft alch 8, diplo 5, dd 9, escape 6, intim 7, k arc 8, k planes 8, k dung 9, k loc 8, ling 8, perc 10, spellcraft 9, stlth 7, surv 8, swim 8

Faeryl takes a step up to the cyan demon that looks like it's trying to maneuver to flank Arsil and attacks, power attacking.

to hit, longsword: 1d20 + 8 - 2 - 1 ⇒ (20) + 8 - 2 - 1 = 25
dmg if hits: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8

to confirm crit, longsword: 1d20 + 8 - 2 - 1 ⇒ (15) + 8 - 2 - 1 = 20
extra dmg if crits: 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14

to hit, cold iron machete: 1d20 + 8 - 2 - 1 ⇒ (4) + 8 - 2 - 1 = 9
dmg if hits: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7


Round 4

Wolf takes out two of the dretches and in the blood pool that they create they begin to bubble and dissolve. The drow and the females continue as before. As the fog drops the dretches come at the group, on their turn. They claw and bite at the group but fail to make even a scratch as your defenses are too strong for them be they magical or your ability to dodge. Rai Zon is nauseated for 1d4 + 1 ⇒ (2) + 1 = 3 rounds more.

Still in the fog and no actions taken yet: Arsil and Locke.

Wolf fort save, round 3: 1d20 + 9 ⇒ (6) + 9 = 15
Wolf fort save, round 4: 1d20 + 9 ⇒ (14) + 9 = 23
Faeryl 20% miss chance: 1d100 ⇒ 46
Faeryl 20% miss chance: 1d100 ⇒ 69
Faeryl fort save, round 4: 1d20 + 4 ⇒ (12) + 4 = 16


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Round 4

Fort DC 13 or be nauseated per round)
Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Spell combat: Arcane Mark

Morning star: 1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 91d8 + 6 ⇒ (3) + 6 = 9 miss

Concentration DC 15: 1d20 + 13 ⇒ (19) + 13 = 32

Spell strike +1 Morning star: 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 231d8 + 6 ⇒ (2) + 6 = 8 + Fire: 2d6 ⇒ (2, 6) = 8 20% miss: 1d100 ⇒ 40

We are doing fine atm locke

Current AC 27


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

Round 4
fort DC 11 or 13: 1d20 + 9 ⇒ (15) + 9 = 24

Locke will move back a bit and cast bear's endurance. "Mistress give us guidance and strengthen Arsil." The light of his holy symbol comes from the back of his shield. He then touches Arsil increasing her con by 4.


Round 5:

26 Arsil
22 Wolf
22 Drow *
19 Faeryl
17 females*
12 Locke
6 demons*
5 Rai Zon*

blue 11/18
red 18/18
white 18/18
green 18/18
light blue 18/18
black 18/18

Faeryl
claw: 1d20 + 4 ⇒ (3) + 4 = 7 damage: 1d4 + 1 ⇒ (3) + 1 = 4
claw: 1d20 + 4 ⇒ (11) + 4 = 15 damage: 1d4 + 1 ⇒ (4) + 1 = 5
bite: 1d20 + 4 ⇒ (9) + 4 = 13 damage: 1d4 + 1 ⇒ (1) + 1 = 2

claw: 1d20 + 4 ⇒ (2) + 4 = 6 damage: 1d4 + 1 ⇒ (2) + 1 = 3
claw: 1d20 + 4 ⇒ (6) + 4 = 10 damage: 1d4 + 1 ⇒ (4) + 1 = 5
bite: 1d20 + 4 ⇒ (10) + 4 = 14 damage: 1d4 + 1 ⇒ (4) + 1 = 5

Arsil
claw: 1d20 + 4 ⇒ (8) + 4 = 12 damage: 1d4 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 4 ⇒ (20) + 4 = 24 damage: 1d4 + 1 ⇒ (1) + 1 = 2
bite: 1d20 + 4 ⇒ (14) + 4 = 18 damage: 1d4 + 1 ⇒ (1) + 1 = 2

claw: 1d20 + 4 ⇒ (13) + 4 = 17 damage: 1d4 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 4 ⇒ (11) + 4 = 15 damage: 1d4 + 1 ⇒ (2) + 1 = 3
bite: 1d20 + 4 ⇒ (9) + 4 = 13 damage: 1d4 + 1 ⇒ (3) + 1 = 4

Wolf
claw: 1d20 + 4 ⇒ (15) + 4 = 19 damage: 1d4 + 1 ⇒ (3) + 1 = 4
claw: 1d20 + 4 ⇒ (17) + 4 = 21 damage: 1d4 + 1 ⇒ (1) + 1 = 2
bite: 1d20 + 4 ⇒ (2) + 4 = 6 damage: 1d4 + 1 ⇒ (2) + 1 = 3

claw: 1d20 + 4 ⇒ (2) + 4 = 6 damage: 1d4 + 1 ⇒ (2) + 1 = 3
claw: 1d20 + 4 ⇒ (19) + 4 = 23 damage: 1d4 + 1 ⇒ (3) + 1 = 4
bite: 1d20 + 4 ⇒ (11) + 4 = 15 damage: 1d4 + 1 ⇒ (3) + 1 = 4

confirm crits
claw: 1d20 + 4 ⇒ (1) + 4 = 5 damage: 1d4 + 1 ⇒ (3) + 1 = 4
claw: 1d20 + 4 ⇒ (3) + 4 = 7 damage: 1d4 + 1 ⇒ (3) + 1 = 4
bite: 1d20 + 4 ⇒ (10) + 4 = 14 damage: 1d4 + 1 ⇒ (3) + 1 = 4

dice=claw]1d20+4[/dice] dice=damage]1d4+1[/dice]

The little demons claw and bite but mostly flail on your armor. One strike gets through Arsil's armor cutting her leg leaving a bloody gash, 2 damage. Wolf takes the brunt of the attacks but they heal quickly practically closing before he bleeds.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

sorry was away for the long WE

Round 5

Fort DC 13 or be nauseated per round

Spell combat: Arcane mark

Fort: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25

Morning Star: 1d20 + 10 - 2 ⇒ (7) + 10 - 2 = 151d8 + 6 ⇒ (8) + 6 = 14 + Fire: 2d6 ⇒ (3, 3) = 6

Concentration DC 15: 1d20 + 13 ⇒ (17) + 13 = 30

Spell strike Morning Star: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 241d8 + 6 ⇒ (8) + 6 = 14 + Fire: 2d6 ⇒ (5, 5) = 10

Current AC 27


Round 5

Claw: 1d20 + 8 - 1 ⇒ (2) + 8 - 1 = 9 PA, damage: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12

Claw: 1d20 + 8 - 1 ⇒ (15) + 8 - 1 = 22 PA, damage: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10 -5 on green
bite: 1d20 + 8 - 1 ⇒ (2) + 8 - 1 = 9 PA, damage: 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7

He attacks and misses all but one claw attack, which only hurts the green little demon a little. Just pruning some of the hair and gouging a fine line of the blubbery flesh. He only growls at the effort the demons inflict upon him, their claws having very little effect on his hide.


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

Round 5 and round 6 or 7 probably

Not in danger at all really, he puts away his blade and pulls out a book. Then he relays some knowledge. "We have here several disturbing effects... the demons attacking are dretches, little nuisances really at least to us. To a commoner and demon is a threat. They are resistant to most damage but if you have cold iron or good aligned weapons, those will cut right through. You chaps should be fine though. Now the binding ceremony seems to be more of the problem. The flaming wall won't go down until all the dretches are killed, at least it makes sense. Then either the drow will be consumed by the succubi or strengthened. His skin is not lighting up like he should be if he had protective tattoos so more likely the first. Either way once the flame circle dissipates we will have one problem or another on our hands. Please do not cross the circle and see if they can get to us."

K Religion: 1d20 + 6 ⇒ (20) + 6 = 26
K Planes: 1d20 + 6 ⇒ (13) + 6 = 19


Round 6 and 7:

Faeryl
claw: 1d20 + 4 ⇒ (16) + 4 = 20 damage: 1d4 + 1 ⇒ (3) + 1 = 4
claw: 1d20 + 4 ⇒ (4) + 4 = 8 damage: 1d4 + 1 ⇒ (1) + 1 = 2
bite: 1d20 + 4 ⇒ (15) + 4 = 19 damage: 1d4 + 1 ⇒ (3) + 1 = 4

claw: 1d20 + 4 ⇒ (16) + 4 = 20 damage: 1d4 + 1 ⇒ (4) + 1 = 5
claw: 1d20 + 4 ⇒ (3) + 4 = 7 damage: 1d4 + 1 ⇒ (4) + 1 = 5
bite: 1d20 + 4 ⇒ (20) + 4 = 24 damage: 1d4 + 1 ⇒ (2) + 1 = 3

claw: 1d20 + 4 ⇒ (12) + 4 = 16 damage: 1d4 + 1 ⇒ (2) + 1 = 3
claw: 1d20 + 4 ⇒ (13) + 4 = 17 damage: 1d4 + 1 ⇒ (1) + 1 = 2
bite: 1d20 + 4 ⇒ (8) + 4 = 12 damage: 1d4 + 1 ⇒ (4) + 1 = 5

claw: 1d20 + 4 ⇒ (17) + 4 = 21 damage: 1d4 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 4 ⇒ (12) + 4 = 16 damage: 1d4 + 1 ⇒ (3) + 1 = 4
bite: 1d20 + 4 ⇒ (10) + 4 = 14 damage: 1d4 + 1 ⇒ (2) + 1 = 3

Arsil
claw: 1d20 + 4 ⇒ (2) + 4 = 6 damage: 1d4 + 1 ⇒ (3) + 1 = 4
claw: 1d20 + 4 ⇒ (9) + 4 = 13 damage: 1d4 + 1 ⇒ (1) + 1 = 2
bite: 1d20 + 4 ⇒ (12) + 4 = 16 damage: 1d4 + 1 ⇒ (3) + 1 = 4

claw: 1d20 + 4 ⇒ (8) + 4 = 12 damage: 1d4 + 1 ⇒ (4) + 1 = 5
claw: 1d20 + 4 ⇒ (1) + 4 = 5 damage: 1d4 + 1 ⇒ (1) + 1 = 2
bite: 1d20 + 4 ⇒ (11) + 4 = 15 damage: 1d4 + 1 ⇒ (2) + 1 = 3

claw: 1d20 + 4 ⇒ (13) + 4 = 17 damage: 1d4 + 1 ⇒ (2) + 1 = 3
claw: 1d20 + 4 ⇒ (17) + 4 = 21 damage: 1d4 + 1 ⇒ (3) + 1 = 4
bite: 1d20 + 4 ⇒ (19) + 4 = 23 damage: 1d4 + 1 ⇒ (3) + 1 = 4

claw: 1d20 + 4 ⇒ (9) + 4 = 13 damage: 1d4 + 1 ⇒ (4) + 1 = 5
claw: 1d20 + 4 ⇒ (9) + 4 = 13 damage: 1d4 + 1 ⇒ (1) + 1 = 2
bite: 1d20 + 4 ⇒ (7) + 4 = 11 damage: 1d4 + 1 ⇒ (1) + 1 = 2

Wolf
claw: 1d20 + 4 ⇒ (14) + 4 = 18 damage: 1d4 + 1 ⇒ (2) + 1 = 3
claw: 1d20 + 4 ⇒ (9) + 4 = 13 damage: 1d4 + 1 ⇒ (4) + 1 = 5
bite: 1d20 + 4 ⇒ (5) + 4 = 9 damage: 1d4 + 1 ⇒ (3) + 1 = 4

claw: 1d20 + 4 ⇒ (8) + 4 = 12 damage: 1d4 + 1 ⇒ (2) + 1 = 3
claw: 1d20 + 4 ⇒ (18) + 4 = 22 damage: 1d4 + 1 ⇒ (2) + 1 = 3
bite: 1d20 + 4 ⇒ (6) + 4 = 10 damage: 1d4 + 1 ⇒ (1) + 1 = 2

claw: 1d20 + 4 ⇒ (6) + 4 = 10 damage: 1d4 + 1 ⇒ (4) + 1 = 5
claw: 1d20 + 4 ⇒ (2) + 4 = 6 damage: 1d4 + 1 ⇒ (1) + 1 = 2
bite: 1d20 + 4 ⇒ (9) + 4 = 13 damage: 1d4 + 1 ⇒ (2) + 1 = 3

claw: 1d20 + 4 ⇒ (14) + 4 = 18 damage: 1d4 + 1 ⇒ (3) + 1 = 4
claw: 1d20 + 4 ⇒ (15) + 4 = 19 damage: 1d4 + 1 ⇒ (4) + 1 = 5
bite: 1d20 + 4 ⇒ (5) + 4 = 9 damage: 1d4 + 1 ⇒ (4) + 1 = 5

confirm crits
claw: 1d20 + 4 ⇒ (19) + 4 = 23 damage: 1d4 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 4 ⇒ (14) + 4 = 18 damage: 1d4 + 1 ⇒ (1) + 1 = 2
bite: 1d20 + 4 ⇒ (9) + 4 = 13 damage: 1d4 + 1 ⇒ (3) + 1 = 4

claw: 1d20 + 4 ⇒ (7) + 4 = 11 damage: 1d4 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 4 ⇒ (8) + 4 = 12 damage: 1d4 + 1 ⇒ (1) + 1 = 2
bite: 1d20 + 4 ⇒ (6) + 4 = 10 damage: 1d4 + 1 ⇒ (3) + 1 = 4

claw: 1d20 + 4 ⇒ (10) + 4 = 14 damage: 1d4 + 1 ⇒ (2) + 1 = 3
claw: 1d20 + 4 ⇒ (20) + 4 = 24 damage: 1d4 + 1 ⇒ (1) + 1 = 2
bite: 1d20 + 4 ⇒ (13) + 4 = 17 damage: 1d4 + 1 ⇒ (4) + 1 = 5

claw: 1d20 + 4 ⇒ (4) + 4 = 8 damage: 1d4 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 4 ⇒ (9) + 4 = 13 damage: 1d4 + 1 ⇒ (3) + 1 = 4
bite: 1d20 + 4 ⇒ (15) + 4 = 19 damage: 1d4 + 1 ⇒ (4) + 1 = 5

dice=claw]1d20+4[/dice] dice=damage]1d4+1[/dice]
dice=claw]1d20+4[/dice] dice=damage]1d4+1[/dice]
dice=claw]1d20+4[/dice] dice=damage]1d4+1[/dice]

The fog has fully dissipated, no more saves vs. nauseation.

Faeryl gets a nasty cut on his leg, 5 damage. The demons focus on those in the fight and most of you have the defensive capabilities above the lesser demons and Wolf just shrugs off the damage as do the demons.

Round 8 and 9:

Faeryl
claw: 1d20 + 4 ⇒ (10) + 4 = 14 damage: 1d4 + 1 ⇒ (2) + 1 = 3
claw: 1d20 + 4 ⇒ (19) + 4 = 23 damage: 1d4 + 1 ⇒ (3) + 1 = 4
bite: 1d20 + 4 ⇒ (14) + 4 = 18 damage: 1d4 + 1 ⇒ (4) + 1 = 5

claw: 1d20 + 4 ⇒ (5) + 4 = 9 damage: 1d4 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 4 ⇒ (19) + 4 = 23 damage: 1d4 + 1 ⇒ (4) + 1 = 5
bite: 1d20 + 4 ⇒ (1) + 4 = 5 damage: 1d4 + 1 ⇒ (3) + 1 = 4

claw: 1d20 + 4 ⇒ (18) + 4 = 22 damage: 1d4 + 1 ⇒ (4) + 1 = 5
claw: 1d20 + 4 ⇒ (13) + 4 = 17 damage: 1d4 + 1 ⇒ (2) + 1 = 3
bite: 1d20 + 4 ⇒ (10) + 4 = 14 damage: 1d4 + 1 ⇒ (2) + 1 = 3

claw: 1d20 + 4 ⇒ (2) + 4 = 6 damage: 1d4 + 1 ⇒ (4) + 1 = 5
claw: 1d20 + 4 ⇒ (13) + 4 = 17 damage: 1d4 + 1 ⇒ (3) + 1 = 4
bite: 1d20 + 4 ⇒ (16) + 4 = 20 damage: 1d4 + 1 ⇒ (2) + 1 = 3

Arsil
claw: 1d20 + 4 ⇒ (13) + 4 = 17 damage: 1d4 + 1 ⇒ (4) + 1 = 5
claw: 1d20 + 4 ⇒ (4) + 4 = 8 damage: 1d4 + 1 ⇒ (4) + 1 = 5
bite: 1d20 + 4 ⇒ (4) + 4 = 8 damage: 1d4 + 1 ⇒ (3) + 1 = 4

claw: 1d20 + 4 ⇒ (7) + 4 = 11 damage: 1d4 + 1 ⇒ (3) + 1 = 4
claw: 1d20 + 4 ⇒ (6) + 4 = 10 damage: 1d4 + 1 ⇒ (1) + 1 = 2
bite: 1d20 + 4 ⇒ (13) + 4 = 17 damage: 1d4 + 1 ⇒ (2) + 1 = 3

claw: 1d20 + 4 ⇒ (3) + 4 = 7 damage: 1d4 + 1 ⇒ (3) + 1 = 4
claw: 1d20 + 4 ⇒ (8) + 4 = 12 damage: 1d4 + 1 ⇒ (3) + 1 = 4
bite: 1d20 + 4 ⇒ (12) + 4 = 16 damage: 1d4 + 1 ⇒ (3) + 1 = 4

claw: 1d20 + 4 ⇒ (12) + 4 = 16 damage: 1d4 + 1 ⇒ (4) + 1 = 5
claw: 1d20 + 4 ⇒ (15) + 4 = 19 damage: 1d4 + 1 ⇒ (1) + 1 = 2
bite: 1d20 + 4 ⇒ (6) + 4 = 10 damage: 1d4 + 1 ⇒ (1) + 1 = 2

Wolf
claw: 1d20 + 4 ⇒ (2) + 4 = 6 damage: 1d4 + 1 ⇒ (2) + 1 = 3
claw: 1d20 + 4 ⇒ (12) + 4 = 16 damage: 1d4 + 1 ⇒ (1) + 1 = 2
bite: 1d20 + 4 ⇒ (6) + 4 = 10 damage: 1d4 + 1 ⇒ (2) + 1 = 3

claw: 1d20 + 4 ⇒ (14) + 4 = 18 damage: 1d4 + 1 ⇒ (2) + 1 = 3
claw: 1d20 + 4 ⇒ (17) + 4 = 21 damage: 1d4 + 1 ⇒ (1) + 1 = 2
bite: 1d20 + 4 ⇒ (10) + 4 = 14 damage: 1d4 + 1 ⇒ (1) + 1 = 2

claw: 1d20 + 4 ⇒ (7) + 4 = 11 damage: 1d4 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 4 ⇒ (7) + 4 = 11 damage: 1d4 + 1 ⇒ (1) + 1 = 2
bite: 1d20 + 4 ⇒ (2) + 4 = 6 damage: 1d4 + 1 ⇒ (3) + 1 = 4

claw: 1d20 + 4 ⇒ (6) + 4 = 10 damage: 1d4 + 1 ⇒ (3) + 1 = 4
claw: 1d20 + 4 ⇒ (2) + 4 = 6 damage: 1d4 + 1 ⇒ (4) + 1 = 5
bite: 1d20 + 4 ⇒ (1) + 4 = 5 damage: 1d4 + 1 ⇒ (4) + 1 = 5

confirm crits
claw: 1d20 + 4 ⇒ (18) + 4 = 22 damage: 1d4 + 1 ⇒ (4) + 1 = 5
claw: 1d20 + 4 ⇒ (13) + 4 = 17 damage: 1d4 + 1 ⇒ (2) + 1 = 3
bite: 1d20 + 4 ⇒ (10) + 4 = 14 damage: 1d4 + 1 ⇒ (1) + 1 = 2

claw: 1d20 + 4 ⇒ (10) + 4 = 14 damage: 1d4 + 1 ⇒ (2) + 1 = 3
claw: 1d20 + 4 ⇒ (6) + 4 = 10 damage: 1d4 + 1 ⇒ (1) + 1 = 2
bite: 1d20 + 4 ⇒ (19) + 4 = 23 damage: 1d4 + 1 ⇒ (1) + 1 = 2

claw: 1d20 + 4 ⇒ (17) + 4 = 21 damage: 1d4 + 1 ⇒ (4) + 1 = 5
claw: 1d20 + 4 ⇒ (1) + 4 = 5 damage: 1d4 + 1 ⇒ (4) + 1 = 5
bite: 1d20 + 4 ⇒ (9) + 4 = 13 damage: 1d4 + 1 ⇒ (4) + 1 = 5

claw: 1d20 + 4 ⇒ (20) + 4 = 24 damage: 1d4 + 1 ⇒ (2) + 1 = 3
claw: 1d20 + 4 ⇒ (17) + 4 = 21 damage: 1d4 + 1 ⇒ (2) + 1 = 3
bite: 1d20 + 4 ⇒ (9) + 4 = 13 damage: 1d4 + 1 ⇒ (3) + 1 = 4

dice=claw]1d20+4[/dice] dice=damage]1d4+1[/dice]
dice=claw]1d20+4[/dice] dice=damage]1d4+1[/dice]
dice=claw]1d20+4[/dice] dice=damage]1d4+1[/dice]

Faeryl can't keep up the defensive from so many attacks and keeps taking hits, 14 damage. Unless the demons are killed by this time...


Round 6 and 7

Claw: 1d20 + 8 - 1 ⇒ (3) + 8 - 1 = 10 PA, damage: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Claw: 1d20 + 8 - 1 ⇒ (16) + 8 - 1 = 23 PA, damage: 1d6 + 4 + 2 ⇒ (5) + 4 + 2 = 11 -11 on green
bite: 1d20 + 8 - 1 ⇒ (1) + 8 - 1 = 8 PA, damage: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9

Claw: 1d20 + 8 - 1 ⇒ (17) + 8 - 1 = 24 PA, damage: 1d6 + 4 + 2 ⇒ (5) + 4 + 2 = 11 -17
Claw: 1d20 + 8 - 1 ⇒ (15) + 8 - 1 = 22 PA, damage: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8 -20 on green (dead)
bite: 1d20 + 8 - 1 ⇒ (15) + 8 - 1 = 22 PA, damage: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12 -7 on white

Round 8 and 9

Claw: 1d20 + 8 - 1 + 2 ⇒ (2) + 8 - 1 + 2 = 11 PA, damage: 1d6 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Claw: 1d20 + 8 - 1 + 2 ⇒ (13) + 8 - 1 + 2 = 22 PA, damage: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10 -12 on white
bite: 1d20 + 8 - 1 + 2 ⇒ (16) + 8 - 1 + 2 = 25 PA, damage: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9 -16

Claw: 1d20 + 8 - 1 + 2 ⇒ (20) + 8 - 1 + 2 = 29 PA, damage: 1d6 + 4 + 2 ⇒ (3) + 4 + 2 = 9 -20 (dead)

From the pew he gets back his advantage and tears into the next demon. Finishing off the demon he slips off the pew's back and saunters over to Fearyl to give him a hand with his duo.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Round 6

Spell combat: Arcane mark

+1 Morning star: 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 221d8 + 6 ⇒ (7) + 6 = 13 + Fire: 2d6 ⇒ (5, 3) = 8

Concentration DC 15: 1d20 + 13 ⇒ (13) + 13 = 26

Spellstrike +1 Morning star: 1d20 + 10 - 2 ⇒ (8) + 10 - 2 = 161d8 + 6 ⇒ (4) + 6 = 10 + Fire: 2d6 ⇒ (4, 6) = 10

Current AC 27

-----

Round 7

Spell combat: Arcane mark

+1 Morning star: 1d20 + 10 - 2 ⇒ (8) + 10 - 2 = 161d8 + 6 ⇒ (1) + 6 = 7 + Fire: 2d6 ⇒ (4, 4) = 8

Concentration DC 15: 1d20 + 13 ⇒ (3) + 13 = 16

Spellstrike +1 Morning star: 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 191d8 + 6 ⇒ (5) + 6 = 11 + Fire: 2d6 ⇒ (2, 3) = 5

Current AC 27

------

Round 8

Spell combat: Arcane mark

+1 Morning star: 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 171d8 + 6 ⇒ (8) + 6 = 14 + Fire: 2d6 ⇒ (4, 5) = 9

Concentration DC 15: 1d20 + 13 ⇒ (1) + 13 = 14 => Failed

Current AC 27

-------

Round 9

Spell combat: Arcane mark

+1 Morning star: 1d20 + 10 - 2 ⇒ (2) + 10 - 2 = 101d8 + 6 ⇒ (7) + 6 = 13 + Fire: 2d6 ⇒ (1, 4) = 5

Concentration DC 15: 1d20 + 13 ⇒ (9) + 13 = 22

Spellstrike +1 Morning star: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 111d8 + 6 ⇒ (1) + 6 = 7 + Fire: 2d6 ⇒ (3, 2) = 5

Current AC 27


Arsil

She is able to take down one of the little demons hitting it four times and dropping it in a pile of bubbling paste. She is also able to get one good hit in on the other dretch, [ooc]-9 damage,[/dice] but then runs into a streak of missing with the last round.


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

Round 7:

Rai wades back in to within reach attacking the demons:

attack: 1d20 + 10 ⇒ (5) + 10 = 15

damage: 1d10 + 9 ⇒ (2) + 9 = 11

Round 8:
attack: 1d20 + 10 ⇒ (19) + 10 = 29

damage: 1d10 + 9 ⇒ (9) + 9 = 18

Round 9:
attack: 1d20 + 10 ⇒ (15) + 10 = 25

damage: 1d10 + 9 ⇒ (1) + 9 = 10

Plus any attacks of opportunity with reach.


hp 36/36 (40/40) AC 21/12/19 w/shield (17/12t/15ff); saves F 4, R 9/11, W 6; melee 7, ranged 5; cmb 7 cmd 19; init +2 drow-blooded daemon-spawn tiefling investigator/1 | slayer/3
skills:
acro 9, apprs 8, bluff 4, climb 8, crft alch 8, diplo 5, dd 9, escape 6, intim 7, k arc 8, k planes 8, k dung 9, k loc 8, ling 8, perc 10, spellcraft 9, stlth 7, surv 8, swim 8

Faeryl is a blur of motion as he makes his attacks...

****

round 5?: vs black with flank

fort dc 13 if needed: 1d20 + 4 ⇒ (14) + 4 = 18

to hit, mwk cold iron heavy mace: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
dmg if hits: 1d8 + 4 ⇒ (7) + 4 = 11

to hit, mwk cold iron machete: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
dmg if hits: 1d6 + 4 ⇒ (2) + 4 = 6

****

round 6?: vs black with flank, switching to aqua if black goes down, deduct the +2 if attacking aqua

fort dc 13 if needed: 1d20 + 4 ⇒ (20) + 4 = 24

to hit, mwk cold iron heavy mace: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
dmg if hits: 1d8 + 4 ⇒ (5) + 4 = 9

to hit, mwk cold iron machete: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
dmg if hits: 1d6 + 4 ⇒ (4) + 4 = 8

to confirm crit, mwk cold iron machete: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
extra dmg if crits: 1d6 + 4 ⇒ (1) + 4 = 5

****

round 7?: vs black with flank, switching to aqua if black goes down, deduct the +2 if attacking aqua

fort dc 13 if needed: 1d20 + 4 ⇒ (12) + 4 = 16

to hit, mwk cold iron heavy mace: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
dmg if hits: 1d8 + 4 ⇒ (1) + 4 = 5

to hit, mwk cold iron machete: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
dmg if hits: 1d6 + 4 ⇒ (4) + 4 = 8

****

round 8?: vs black with flank, switching to aqua if black goes down, deduct the +2 if attacking aqua

fort dc 13 if needed: 1d20 + 4 ⇒ (6) + 4 = 10 -2 to attacks if failed? not sure if saves still necessary.

to hit, mwk cold iron heavy mace: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
dmg if hits: 1d8 + 4 ⇒ (7) + 4 = 11

to hit, mwk cold iron machete: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
dmg if hits: 1d6 + 4 ⇒ (2) + 4 = 6


Faeryl does wonderful with his cold iron weapons cutting through the demons as if they were mere animals. Soon with all of your effort the demons are on the ground bubbling and leaving this plane of existence the hard way. The flames of the orb diminish and the drow shouts out in pain. His body drops to the ground as the draining power of the other demons finally catches up to him.

Round 10

Commence.


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

I do hope that extra moment of a good time was worth it Rai says readying his weapon but not crossing the circle.


Round 10

He calms down a bit and tries to catch his breath before asking, "So we wait? Stay together or fan out?" He takes a seat on the nearest pew.


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

Round 10

He thinks a moment and steps over to Faeryl, while walking he says, "Good question, to the point, if you think the dretches were fun then two succubi are going to be a blast. But really you should stick with the group, their charming spells are worse than their claws but those will hurt soon enough too." Once next to Faeryl he touches the drow saying, "Mistress heal him." From behind Locke's shield a light glows for a moment as healing energies surge into Faeryl's body. cure light: 1d8 + 7 ⇒ (1) + 7 = 8


Round 10

The succubi lick their long elongated pointed finger nails and circle around in the confines of the burnt circle on the ground.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Round 10

Arsil will take move forward and take the fight to the succubi Fighting Def

+1 Morningstar: 1d20 + 10 - 4 ⇒ (8) + 10 - 4 = 141d6 + 7 ⇒ (2) + 7 = 9

Current AC 30


hp 36/36 (40/40) AC 21/12/19 w/shield (17/12t/15ff); saves F 4, R 9/11, W 6; melee 7, ranged 5; cmb 7 cmd 19; init +2 drow-blooded daemon-spawn tiefling investigator/1 | slayer/3
skills:
acro 9, apprs 8, bluff 4, climb 8, crft alch 8, diplo 5, dd 9, escape 6, intim 7, k arc 8, k planes 8, k dung 9, k loc 8, ling 8, perc 10, spellcraft 9, stlth 7, surv 8, swim 8

Faeryl tests his leg on the ground, gingerly putting pressure on it, then more firmly... He nods his thanks to Locke... "I feel better already... your healing touch is much appreciated."

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