Mystery of the Keepers (Inactive)

Game Master DireMerc

Razmir the man known as the living god is making his move expanding into neighboring nations. It seems nobody can stop him as his power truly seems to be that of a god. A select few know the secret of his power and are taking steps to end his rule with the help of another who wields the same power as Razmir. Sazed Khaim a member of the old order of the keepers.

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: Everyone have fun.

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."

Link to images


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Male Elf Wizard 8
Status:
HP 56/56 | AC 20 | T 15 | FF 16 | F +5 | R +8 | W +6 | Init +10 | Per +10

"Soo... Do you want me to spellcast at it before it inevitably turns into a golem, or after?" Lyall comments, not beginning to cross the bridge yet.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

"Dusan? how do we get past this? Do we have to fight it? and what do we need to look out for?"

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

Arkon casts barkskin on himself


Dusan has been silently hanging back since you entered the gates.

He looks up as you call surprised..."I...I don't know. I've never been in the city. Always been sealed. Sealed shut since the Tyrant sealed it centuries ago....Nobody has been in here since...Nobody should be in here...This is no longer a place for the living."


Male Elf Wizard 8
Status:
HP 56/56 | AC 20 | T 15 | FF 16 | F +5 | R +8 | W +6 | Init +10 | Per +10

"I'll just buff Arkon, and if it doesn't fight us, we'll just hurry on and hope to use them somewhere else. You first, Dino Boy."

Shield and Bull's Strength and +2 untyped Nat Armor on Arkon.

Buff Timers: Shield 6 min, Bull's Strength 6 min, and +2 untyped Nat Armor 3 rounds.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

"Gather round," Achren calls, then casts haste on everybody


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

"Strange this creature remains when the others were destroyed." Erik mutters, drawing his blade.

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

Arkon moves up to the statue to have a look and smell

Perception: 1d20 + 16 ⇒ (13) + 16 = 29


As soon as Arkon takes a step on the bridge the statue lurches to life and charges Arkon swinging it's red hot weapon.

attack/damage/fire damage: 1d20 + 14 ⇒ (13) + 14 = 271d8 + 4 ⇒ (2) + 4 = 61d6 ⇒ 5

init: 1d20 - 1 ⇒ (17) - 1 = 16

The statue seems to be radiating intense heat and molten gold leaks out of cracks in it's body. The heat coming from the statue is now so intense it causes ripples in the air that makes the construct difficult to see clearly. (same as a blur spell, 20% miss chance)

You can roll init and if you beat his you can post your action.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

init: 1d20 + 4 ⇒ (14) + 4 = 18

Bleyz charges forward and strikes at the statue with the fist...

to hit: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
dmg if hits: 1d8 + 5 ⇒ (4) + 5 = 9

1-20 misses: 1d100 ⇒ 80


Bleyz hits doing a bit of damage and burning his fist a little.

fire damage to bleyz: 1d6 ⇒ 4


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

remember the fist counts as adamantium if the thing has dr, AND Bleyz has fire resistance 5.. and next time he'll know to include cold damage with the attack...

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

Initiative: 1d20 + 2 ⇒ (6) + 2 = 8

Current AC 25

MEDIUM Str 24 Dex 14 Natural AC +2 AC 14
arcane strike +2, Power attack -2/+4, Amulet +1/+1

Shield 6 min, Bulls strength 6 min, Barksin 60 minutes

Arkon powers up with arcane strike and attacks the construct after it damages him.

Talon 1: 1d20 + 10 ⇒ (18) + 10 = 281d8 + 14 ⇒ (1) + 14 = 15
Talon 2: 1d20 + 10 ⇒ (6) + 10 = 161d8 + 14 ⇒ (7) + 14 = 21
Bite: 1d20 + 10 ⇒ (13) + 10 = 231d6 + 14 ⇒ (4) + 14 = 18
Claw: 1d20 + 5 ⇒ (10) + 5 = 151d4 + 10 ⇒ (1) + 10 = 11


Male Elf Wizard 8
Status:
HP 56/56 | AC 20 | T 15 | FF 16 | F +5 | R +8 | W +6 | Init +10 | Per +10

Initiative: 1d20 + 10 ⇒ (12) + 10 = 22

Resist Energy, Fire, Communal to anyone on the frontline (Arkon and Bleyz, I presume) and himself. 20 minute duration, Resist Fire 10.


I forgot bleyz had fire resistance but I had taken the adamantine fist into account. With fire resistance cast Bleyz and Arkon don't take fire damage for attacking in melee anymore.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Don't forget you got haste on, guys

Initiative: 1d20 + 3 ⇒ (20) + 3 = 23 Sweet!

If Achren can fly safely, he will fly to a position 10' behind the creature. Otherwise he will use Maker's Jump to dimension door into position.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

initiative: 1d20 + 4 ⇒ (16) + 4 = 20

Devyhn draws his axe and waits to see what happens with Bleyz and Achren.

Delay to end of round.


Bleyz punched him and did a dent and Achren can fly very well in the covered bridge so he moves up and dimension doors behind him.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Init: 1d20 + 2 ⇒ (19) + 2 = 21
I assume there is no room for Erik to melee if Arkon, Bleyz and Achren already are?


correct both spaces in front of the statue are taken.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Arkon should have reach, so no need to occupy the space in front.

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

Arkon is only medium sized, medium dinosaur form as the bridge is small

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Aah! k.


Still need actions from Bleyz and Erik. As a note Erik you can actually move past Bleyz and get in position next to the statue. This will provoke an attack from the statue but would let you get into melee range. Or you can just shoot your bow.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

ah, i thought i'd gone.. if i'm up again, here we go:

Bleyz strikes out with a flurry of blows, taking a step into flank if possible now.

to hit: 1d20 + 9 + 4 ⇒ (18) + 9 + 4 = 31
dmg if hits: 1d8 + 5 ⇒ (5) + 5 = 10

to hit: 1d20 + 9 + 4 ⇒ (20) + 9 + 4 = 33
dmg if hits: 1d8 + 5 ⇒ (8) + 5 = 13

to hit: 1d20 + 9 - 1 ⇒ (8) + 9 - 1 = 16
dmg if hits: 1d8 + 5 ⇒ (3) + 5 = 8

to confirm crit: 1d20 + 9 + 4 ⇒ (10) + 9 + 4 = 23
dmg if hits: 1d8 + 5 ⇒ (5) + 5 = 10


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

I'm not inclined to provoke so Erik will delay his action and see if anything more useful can be done after the statue acts.


Sorry meant to say Devyhn and Erik


Ok assuming Devyhn delays to after the statue as well.

The statue takes 1 hit from Bleyz who makes a dent then is raked by Arkon but it proves quite resistant to his claws. Took 22 damage.

It attack swinging twice at Arkon.
attack 1: 1d20 + 12 ⇒ (18) + 12 = 301d8 + 4 ⇒ (1) + 4 = 5
attack 2: 1d20 + 12 ⇒ (1) + 12 = 131d8 + 4 ⇒ (8) + 4 = 12

Well that was overall not so bad for arkon. Didn't roll fire damage cause of the resistance to fire.Ok so everyone can post. Erik and Devyhn for round 1 and everyone else for round 2. Bleyz I can take that earlier post as your round 2 if you want. Currently Archen and Arkon are flanking and there is no other possibility for a flank.

bit of visual aid


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

(ooc) yes, please take it as my round 2 - i only posted it because I thought you said you were waiting on me to post, so I thought i missed round 2 somehow.[/ooc]


Actually on his second round bleyz could take a 5 making a space for erik

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

We are hasted, correct?

Devyhn pulls his hand crossbow, cocks it, and fires while whispering a prayer to Pharasma

Using bane class ability to apply Construct Bane to the bolt.

Attack, point-blank, precise shot: 1d20 + 8 ⇒ (2) + 8 = 10

Damage: 1d4 + 1 + 2d6 ⇒ (4) + 1 + (4, 6) = 15

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

Arkon power up his arcane strike and attacks, no power attack

Dino buzzsaw goes to work "Screee rarrrrrrr" Little Dino angry roar!

Talon 1: 1d20 + 12 ⇒ (11) + 12 = 231d8 + 10 ⇒ (4) + 10 = 14
Talon 2: 1d20 + 12 ⇒ (19) + 12 = 311d8 + 10 ⇒ (8) + 10 = 18
Bite: 1d20 + 12 ⇒ (3) + 12 = 151d6 + 10 ⇒ (2) + 10 = 12
Claws: 1d20 + 7 ⇒ (4) + 7 = 111d4 + 6 ⇒ (2) + 6 = 8


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Assuming Bleyz makes room.

Erik moves up to the creature and strikes at it hard.

Power attack: 1d20 + 10 + 1 + 1 - 2 ⇒ (20) + 10 + 1 + 1 - 2 = 30
Damage: 1d8 + 6 + 6 ⇒ (8) + 6 + 6 = 20

Confirm crit: 1d20 + 10 + 1 + 1 - 2 ⇒ (1) + 10 + 1 + 1 - 2 = 11


Hasted yes. Erik would still have round 1 were there is no space for him. Bleyz can only move aside as his round 2 action.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

If we are on round 2, Achron should be able to move

Seeing Arkon's claws do so little damage, Achron draws his mace as he steps up to the creatures back should be a flanking position and takes a swing.

Alchemical Silver Mace: 1d20 + 8 + 2 + 1 ⇒ (1) + 8 + 2 + 1 = 12 +2 for flanking, +1 for Haste. That'll be a miss

Haste attack: 1d20 + 8 + 2 + 1 ⇒ (9) + 8 + 2 + 1 = 20 +2 for flanking, +1 for Haste.

Damage if hits: 1d8 + 6 ⇒ (1) + 6 = 7

Hasted damage if hits: 1d8 + 6 ⇒ (4) + 6 = 10

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

Talon hasted: 1d20 + 13 ⇒ (18) + 13 = 311d8 + 10 ⇒ (5) + 10 = 15

+1 to hit and AC 26 from haste


Male Elf Wizard 8
Status:
HP 56/56 | AC 20 | T 15 | FF 16 | F +5 | R +8 | W +6 | Init +10 | Per +10

"Hmm... A creature of this nature is not exactly my forte... If you'll forgive me, I'm not exactly certain if I should try any of my elemental damage, as its effects on golems can be... Finicky." Lyall hangs back from the fight, clearing room for the others.


Only thing to bypass his dr so far is Bleyz's adamantine fist. It has ac 19.

The golem attacks once again swinging for Arkon.
attack 1: 1d20 + 12 ⇒ (9) + 12 = 211d8 + 4 ⇒ (1) + 4 = 5
attack 2: 1d20 + 12 ⇒ (20) + 12 = 321d8 + 4 ⇒ (4) + 4 = 8

attack 2 confirm crit/extra damage: 1d20 + 12 ⇒ (17) + 12 = 291d8 + 4 ⇒ (1) + 4 = 5

Critical hit for 13 damage on Arkon.

Your go again.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz takes another flurry of blows, with flank if possible (if not, then another 5' step to get into flank)...

to hit: 1d20 + 9 + 2 + 1 + 4 ⇒ (6) + 9 + 2 + 1 + 4 = 22
dmg if hits: 1d8 + 5 ⇒ (4) + 5 = 9

to hit: 1d20 + 9 + 2 + 1 + 4 ⇒ (13) + 9 + 2 + 1 + 4 = 29
dmg if hits: 1d8 + 5 ⇒ (6) + 5 = 11

to hit: 1d20 + 9 + 2 + 1 - 1 ⇒ (16) + 9 + 2 + 1 - 1 = 27
dmg if hits: 1d8 + 5 ⇒ (5) + 5 = 10

haste attk to hit: 1d20 + 9 + 2 + 1 + 4 ⇒ (16) + 9 + 2 + 1 + 4 = 32
dmg if hits: 1d8 + 5 ⇒ (2) + 5 = 7

"Keep hitting it guys, it will have to drop eventually."

even though it seems to be concentrating its attacks on others, eventually it might turn its attention to the one doing it damage, so Bleyz spends a ki point to add 4 to his ac, currently ac 28

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Aided by the hasting spell, Devyhn fires two shots in rapid succession. He continues to drawa on Pharasma's power to infuse the bolts.

Precise, point-blank shot #1: 1d20 + 8 ⇒ (1) + 8 = 9

Damage: 1d4 + 1 + 2d6 ⇒ (4) + 1 + (5, 1) = 11

Precise, point-blank shot #2: 1d20 + 8 ⇒ (4) + 8 = 12

Damage: 1d4 + 1 + 2d6 ⇒ (4) + 1 + (4, 3) = 12


Ouch that is actually some pretty serious damage there. Ohh need to roll some miss chance by the way. each attack has a 20% miss chance. Bleyz rolled it once then everyone just sorta ignored it. I'm going to sort out the past attacks but roll it from now on.

miss chance:

Arkon round 1
1st hit 1-20 misses: 1d100 ⇒ 56
2nd hit 1-20 misses: 1d100 ⇒ 59

bleyz round 2
1st hit 1-20 misses: 1d100 ⇒ 73
2nd hit 1-20 misses: 1d100 ⇒ 89

arkon round 2
1st hit 1-20 misses: 1d100 ⇒ 34
2nd hit 1-20 misses: 1d100 ⇒ 82
3rd hit 1-20 misses: 1d100 ⇒ 29

erik round 2
1st hit 1-20 misses: 1d100 ⇒ 8

archen round 2
1st hit 1-20 misses: 1d100 ⇒ 66

bleyz round 3
1st hit 1-20 misses: 1d100 ⇒ 76
2nd hit 1-20 misses: 1d100 ⇒ 44
3rd hit 1-20 misses: 1d100 ⇒ 39

overall pretty lucky on the miss chance

Having done the math again it seems that 3rd round of attacks from Bleyz would bring it down.

The construct explodes in a shower of molten gold hitting all those adjacent to it when it collapses.

fire damage: 6d6 ⇒ (2, 3, 4, 6, 4, 4) = 23 reflex dc 14 for half.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Achren has evasion, so no damage on a successful save

Don't forget, Haste gives +1 to Reflex saves

Reflex dc14: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11 lol, the gods of dice strike again!

caught by surprise by the shower of molten gold, Achren's Eidolon is half-melted from his frame.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

putting away his mace and drawing out a small knife, Achren makes a shallow cut across his finger and smears blood across his eidolon while muttering an incantion and gesturing with his free hand.

Rejuvenate Eidolon, Lesser: 1d10 + 5 ⇒ (6) + 5 = 11
Rejuvenate Eidolon, Lesser: 1d10 + 5 ⇒ (4) + 5 = 9

casting spell twice


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

reflex save, with evasion: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17

Bleyz manages to avoid damage from the exploding construct, stands blinking at the devastating mess of molten gold... "Is everyone okay? Achren, you've looked better..." After the second spell, he smiles and nods... "That's better then... "

He looks to the others to see how they fared.

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

reflex save: 1d20 + 5 ⇒ (1) + 5 = 6

Arkon appears to be smouldering and bleeding from several slashes in his hide. He's doing the wave his hand around thingy again...

He's kinda stumbling.. and in the end just lays down...


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

"I think Arkon needs healing... get the wand out, i think."

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Devyhn approaches the tranformed druid, and touches him with the wand.

Wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Wand of CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Wand of CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

Arkon gets up and bows to Devyhn.. looking much more bouncy and alive


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik dodges the word of the molten fragments.
Reflex: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16

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