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

"Ah..." Lyall looks worried for a moment before Devyhn begins his wandwork. "Mmmm... Excellent work everyone. Our arrangement is most satisfactory."

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 applies the wand to Erik's burns.

Wand of CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of CLW: 1d8 + 1 ⇒ (6) + 1 = 7

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

Hearing Lyall, Achren cannot help replying,

"Glad it meets with your approval."


-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

"Thank you Devyhn."

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 to the end of the bridge and looks around also seeing if he can catch the scent of anything

Perception Sight: 1d20 + 16 ⇒ (19) + 16 = 35

Perception Scent: 1d20 + 11 ⇒ (11) + 11 = 22


You can tell that the cultist followed the road north-west once they crossed the bridge.

As a note everything here the streets the buildings everything seems to be made of gold.

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

"Well, we would be wealthy beyond our dreams, if only we had the strength to carry this entire city of the island," Devyhn remarks with an air of amused futility.


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)

"We don't know how deep this gold goes, it could just be a surface coating. But gold may be of little use if we don't finish our task here."

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

It's been here for a long time we are hardly the first here it's almost definitely too good to be true. Seeing as there was no sign of gold outside the city it probably can't leave the city.

Doh

"Graa grar graaar gra gra"


-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 looks at the tracks.

Survival check to see if Erik notices anything else. Plus another 2 if they're human or 4 if undead.

Track: 1d20 + 14 ⇒ (9) + 14 = 23

"They cannot be too far ahead of us. Let us make haste and we may catch up to them soon."


You follow the path that the cultist took and you reach an 8 way intersection in the city. Moments after you enter the intersection glowing runes appear all around the intersection and a wall of fire appears surrounding the intersection. In the center of the intersection there is a large gout of flames and a huge fire elemental is summoned!

It attacks going after Erik who was leading the way looking for tracks.
attack: 1d20 + 17 ⇒ (10) + 17 = 272d6 + 4 ⇒ (3, 2) + 4 = 9

Make a reflex save if you fail your clothing catches fire and you will take fire damage each round until you put it out.

map

Elemental init: 1d20 + 11 ⇒ (14) + 11 = 25

Roll init and if you beat the elemental post your actions for round 1. The wall of fire is radiating heat inwards so if you get closer to the edges it will deal you damage.

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

Do we still have fire resistance?

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

I can't beat that, even with a nat 20, but for the sake of formaility:
Initiative: 1d20 + 4 ⇒ (9) + 4 = 13


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 ⇒ (11) + 4 = 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

Initiative: 1d20 + 2 ⇒ (18) + 2 = 20

I need to know if we still have buffs up please?


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

Init: 1d20 + 10 ⇒ (15) + 10 = 25

Resist Energy had a 20 minute duration for Lyall, Bleyz, and Arkon.


-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

Reflex: 1d20 + 9 ⇒ (8) + 9 = 17
What do I need to beat?

Init: 1d20 + 2 ⇒ (2) + 2 = 4


Fire resist is still in effect yes

Erik failed the save. Dc 18.

Looks like the elemental won init.

Attacks Erik some more.
attack 1: 1d20 + 12 ⇒ (5) + 12 = 172d6 + 4 ⇒ (1, 3) + 4 = 8
attack 2: 1d20 + 12 ⇒ (10) + 12 = 222d6 + 4 ⇒ (1, 6) + 4 = 11.

Ok you can all act.

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

I haven't done my initiative, not that I could beat the Elemental

Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Reflex: 1d20 + 7 ⇒ (14) + 7 = 21

sweet.

Achren casts Haste on everybody.

That includes +1 Reflex and +1 ac, as well as an extra 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

Reflex: 1d20 + 4 ⇒ (20) + 4 = 24 I have no clothes?

Arkon the speedy medium dinosaur charges forward and leaps at the Elemental "Screeeeeeeeeeeeeeeeee"

Lyalls shield and Bulls strength buffs had 6 min duration if they are not still up -4 ac and -4 str

Dino pounce....AC 23
Powers up arcane strike

Talon 1: 1d20 + 15 ⇒ (17) + 15 = 321d8 + 10 ⇒ (3) + 10 = 13
Talon 2: 1d20 + 15 ⇒ (10) + 15 = 251d8 + 10 ⇒ (6) + 10 = 16
Talon 3 Haste: 1d20 + 15 ⇒ (20) + 15 = 351d8 + 10 ⇒ (1) + 10 = 11

Bite: 1d20 + 15 ⇒ (7) + 15 = 221d6 + 10 ⇒ (2) + 10 = 12
Foreclaws: 1d20 + 10 ⇒ (1) + 10 = 111d4 + 6 ⇒ (2) + 6 = 8


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 steps forward and strikes at the elemental,charging his fist with cold for the first attack.

to hit: 1d20 + 9 + 4 + 1 ⇒ (16) + 9 + 4 + 1 = 30
dmg if hits: 1d8 + 5 + 2d6 ⇒ (3) + 5 + (2, 6) = 16 (x 1.5 dmg=24 if it is vulnerable to cold)

to hit: 1d20 + 9 + 4 + 1 ⇒ (8) + 9 + 4 + 1 = 22
dmg if hits: 1d8 + 5 ⇒ (3) + 5 = 8

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

haste attack to hit: 1d20 + 9 + 4 + 1 ⇒ (5) + 9 + 4 + 1 = 19
dmg if hits: 1d8 + 5 ⇒ (7) + 5 = 12

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

"I wonder," Devyhn muses aloud as he points a marked palm to wards the elemental.

Casting create water, 12 gallons worth.

A sudden deluge of water falls down upon the living pillar of fire.


The down pour of water on the fire elemental creates clouds of stream obscuring vision for anyone around the elemental (as obscuring mist) but the water doesn't otherwise harm the elemental. The deluge of water does have the added benefit of putting out the flames on Erik however.


-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 grunts as the creature hits him again. As Devyhn's water crashes down the creature is distracted, so Erik attacks with a powerful swing.

20 or below misses due to steam

Power attack: 1d20 + 10 + 1 - 2 ⇒ (19) + 10 + 1 - 2 = 28
Mist: 1d100 ⇒ 61
Damage: 1d8 + 6 + 6 ⇒ (5) + 6 + 6 = 17

Crit confirm: 1d20 + 10 + 1 - 2 ⇒ (16) + 10 + 1 - 2 = 25
Mist: 1d100 ⇒ 30
Damage: 1d8 + 6 + 6 ⇒ (5) + 6 + 6 = 17

Power attack: 1d20 + 5 + 1 - 2 ⇒ (3) + 5 + 1 - 2 = 7
Mist: 1d100 ⇒ 96
Damage: 1d8 + 6 + 6 ⇒ (7) + 6 + 6 = 19


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

"Hmph. At this rate, I'll need to research a cold version of flaming sphere."


Elementals are immune to crits. Also bleyz make sure to check the map. You have to move 15 feet to reach the elemental so a flurry of blows or full round isn't possible. You still landed on good hit thought.

As Arkon charges the elemental takes a swing at him. (because of reach)

attack of opportunity on arkon: 1d20 + 12 ⇒ (20) + 12 = 322d6 + 4 ⇒ (2, 1) + 4 = 7
confirm crit: 1d20 + 12 ⇒ (3) + 12 = 15
mist:20 and under misses: 1d100 ⇒ 81

and since he has combat reflexes he can take one on Bleyz as well.
attack of opportunity on bleyz: 1d20 + 12 ⇒ (1) + 12 = 132d6 + 4 ⇒ (3, 5) + 4 = 12

Badly injured the elemental retreats moving backwards into the wall of fire were it begins to heal. (using withdraw action so it doesn't provoke an attack)

amount healed: 2d6 + 15 ⇒ (5, 4) + 15 = 24

your go again.

updated map

Elemental at 50% hp after healing obscuring mist is no longer present


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 charges forward again, charging his fist with cold again.

to hit: 1d20 + 2 + 9 + 1 ⇒ (19) + 2 + 9 + 1 = 31
dmg if hits: 1d8 + 5 + 2d6 ⇒ (1) + 5 + (6, 6) = 18 (24 dmg if vuln to cold)


The elemental swing a flaming arm at Bleyz as he closes in.

attack: 1d20 + 12 ⇒ (14) + 12 = 262d4 + 4 ⇒ (3, 2) + 4 = 9

make a reflex save dc 18 vs burning bleyz.

Despite being stuck by the flaming arm Bleyz still manages to strike a solid blow negating the any benefit it received from standing in the fire of the wall.


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 dc 18: 1d20 + 7 ⇒ (17) + 7 = 24

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 calls upon Pharasma's power to dissipate the living fire.

Class ability: Bane (elemental) on hand crossbow - SWIFT ACTION

He moves forward (within 30') and snaps off two quick shots at the elemental. Hasted and rapid reload feat

Point blank, precise shot: 1d20 + 8 ⇒ (12) + 8 = 20

Damage: 1d4 + 1 + 2d6 ⇒ (3) + 1 + (2, 4) = 10

Point blank, precise shot: 1d20 + 8 ⇒ (19) + 8 = 27

Damage: 1d4 + 1 + 2d6 ⇒ (2) + 1 + (3, 2) = 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 seeing the Elemental retreat and heal screams, charges forward and leaps at it in attack.

"Screeeeerraaahhh"

Dino pounce....AC 23
Powers up arcane strike

Talon 1: 1d20 + 13 ⇒ (18) + 13 = 311d8 + 10 ⇒ (3) + 10 = 13
Talon 2: 1d20 + 13 ⇒ (1) + 13 = 141d8 + 10 ⇒ (6) + 10 = 16
Talon 3 Haste: 1d20 + 13 ⇒ (19) + 13 = 321d8 + 10 ⇒ (6) + 10 = 16

Bite: 1d20 + 13 ⇒ (9) + 13 = 221d6 + 10 ⇒ (2) + 10 = 12
Foreclaws: 1d20 + 8 ⇒ (19) + 8 = 271d4 + 6 ⇒ (2) + 6 = 8


Devyhn misses with his first shot but hits with the second.

The elemental takes a swing at Arkon as he charges in.
attack of op: 1d20 + 12 ⇒ (14) + 12 = 262d4 + 4 ⇒ (1, 1) + 4 = 6

The elemental is weakening but it still stands.

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 looks for a way to disable the wall of flame,

Knowledge (Arcana): 1d20 + 9 ⇒ (14) + 9 = 23
Knowledge (Planes): 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 14 ⇒ (14) + 14 = 28
Spellcraft: 1d20 + 11 ⇒ (14) + 11 = 25


Dispel magic or magical cold will work. It will also expire on it's own after a few minutes


-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 follows the creature towards the wall of fire. He tries to strike it again but the heat and the sweat cause him to slip.

Fumble!

Power attack: 1d20 + 10 + 1 - 2 ⇒ (1) + 10 + 1 - 2 = 10

Dex fumble: 1d20 + 2 ⇒ (3) + 2 = 5


I decided to drop the fumble and supercrit thing most people weren't doing it anyway.

The elemental takes a swing at Erik as he approaches.

attack: 1d20 + 12 ⇒ (3) + 12 = 152d6 + 4 ⇒ (5, 1) + 4 = 10

Elemental's turn it attacks Arkon and Bleyz.

attack Arkon: 1d20 + 12 ⇒ (3) + 12 = 152d6 + 4 ⇒ (1, 1) + 4 = 6

attack Bleyz: 1d20 + 12 ⇒ (20) + 12 = 322d6 + 4 ⇒ (6, 2) + 4 = 12

It heals another fire: 2d6 + 15 ⇒ (4, 5) + 15 = 24

Your go again.

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 fires two more shots at the elemental with his hand crossbow.

Bane ability still in effect.

Point blank, precise shot: 1d20 + 8 ⇒ (8) + 8 = 16

Damage: 1d4 + 1 + 2d6 ⇒ (3) + 1 + (5, 2) = 11

2nd shot, Point blank, precise: 1d20 + 8 ⇒ (14) + 8 = 22

Damage: 1d4 + 1 + 2d6 ⇒ (2) + 1 + (1, 5) = 9


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 attacks again, infusing his first attack with cold again.

to hit: 1d20 + 9 + 1 + 4 ⇒ (5) + 9 + 1 + 4 = 19
dmg if hist: 1d8 + 5 + 2d6 ⇒ (5) + 5 + (6, 1) = 17 (25 points if hits and if vuln to cold)

to hit: 1d20 + 9 + 1 + 4 ⇒ (7) + 9 + 1 + 4 = 21
dmg if hist: 1d8 + 5 ⇒ (5) + 5 = 10

to hit: 1d20 + 9 + 1 - 1 ⇒ (4) + 9 + 1 - 1 = 13
dmg if hist: 1d8 + 5 ⇒ (4) + 5 = 9

to hit: 1d20 + 9 + 1 + 4 ⇒ (5) + 9 + 1 + 4 = 19
dmg if hist: 1d8 + 5 ⇒ (2) + 5 = 7

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

"Lyall, you got any cold spells? If you have, put out the wall. It's regenerating from that."

edit: Heh. Just checked my scroll list. I have dismissal

Achren begins rummaging through his scroll box for his scroll of dismissal standard action I believe. By the time I get it out, you'll have probably beat it.


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

"Oh, why yes, I have cold spells at the ready. So many, in fact, that I chose not to use them despite clearly seeing how effective sir Bleyz's ice punches are. So many that I was talking about researching a cold version of flaming sphere because I just felt like more cold spells. I shall cast them straight away. Thank you for enlightening me that fire, is in fact, not best fought with fire, and is better fought with cold." Lyall can get a bit.. chatty, when he's irritable about not being useful.

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

lol. I know that feeling.


Devyhn's second attack hits and Bleyz also only hit with his second attack.

Erik can attack and then elemental again.


-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 continues his attack, trying to breakthrough the creatures defences.

Power attack: 1d20 + 10 - 2 + 1 ⇒ (6) + 10 - 2 + 1 = 15
damage: 1d8 + 6 + 6 ⇒ (7) + 6 + 6 = 19

Power attack: 1d20 + 5 - 2 + 1 ⇒ (12) + 5 - 2 + 1 = 16damage: 1d8 + 6 + 6 ⇒ (5) + 6 + 6 = 17


two misses...Oh wait arkon didn't go yet. Arkon your turn

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

AC 25
Powers up arcane strike

Arkon then launches all attacks at the Elemental

Talon 1: 1d20 + 13 ⇒ (9) + 13 = 221d8 + 10 ⇒ (7) + 10 = 17
Talon 2: 1d20 + 13 ⇒ (20) + 13 = 331d8 + 10 ⇒ (5) + 10 = 15
Talon 3 Haste: 1d20 + 13 ⇒ (2) + 13 = 151d8 + 10 ⇒ (6) + 10 = 16

Bite: 1d20 + 13 ⇒ (18) + 13 = 311d6 + 10 ⇒ (5) + 10 = 15
Foreclaws: 1d20 + 8 ⇒ (14) + 8 = 221d4 + 6 ⇒ (4) + 6 = 10

Talon 2 Confirm Critical: 1d20 + 13 ⇒ (6) + 13 = 191d8 + 10 ⇒ (5) + 10 = 15


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)

don't think elementals can be critted


It is imune to crits yes.

Weak but still capable the elemental attacks again targeting Arkon.

attack: 1d20 + 12 ⇒ (17) + 12 = 291d6 + 4 ⇒ (4) + 4 = 8
attack2: 1d20 + 12 ⇒ (13) + 12 = 251d6 + 4 ⇒ (4) + 4 = 8

it heals a bit more.

heal: 2d6 + 15 ⇒ (3, 4) + 15 = 22

Your go.

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 takes two more shots at the elemental.

Point blank, precise shot: 1d20 + 8 ⇒ (3) + 8 = 11

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

2nd shot, pb, precise: 1d20 + 8 ⇒ (12) + 8 = 20

Damage: 1d4 + 1 + 2d6 ⇒ (3) + 1 + (5, 4) = 13

Getting low on crossbow bolts. 2 regular ones left.


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 strikes again trying to take down the elemental so it stops healing.

to hit, with cold: 1d20 + 9 + 1 + 4 ⇒ (8) + 9 + 1 + 4 = 22
dmg if hits: 1d8 + 5 + 2d6 ⇒ (2) + 5 + (3, 3) = 13 19 dmg if hits

to hit: 1d20 + 9 + 1 + 4 ⇒ (7) + 9 + 1 + 4 = 21
dmg if hits: 1d8 + 5 ⇒ (8) + 5 = 13

to hit: 1d20 + 9 + 1 - 1 ⇒ (3) + 9 + 1 - 1 = 12
dmg if hits: 1d8 + 5 ⇒ (1) + 5 = 6


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)

oops forgot the haste attack

haste attk to hit: 1d20 + 9 + 1 + 4 ⇒ (4) + 9 + 1 + 4 = 18
dmg if hits: 1d8 + 5 ⇒ (6) + 5 = 11

nvr mind, I'm assuming tht misses anyway

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