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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The Elemental finally goes down and disperses. Soon after the wall of flames vanishes as well.


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 sighs in relief... and looks at the others. "That was harder than it needed to be... the thing kept healing in the flames. If we run into more like it, I only have 2 uses of my energy fist left for the day. Still, I think resting is something we may not have time for."

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 draws his wand and surveys his companions.

"Let's treat those burns, then, and move on."

Wand of CLW on Bleyz: 1d8 + 1 ⇒ (6) + 1 = 7
Wand of CLW on Bleyz: 1d8 + 1 ⇒ (4) + 1 = 5

Wand of CLW on Erik: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of CLW on Erik: 1d8 + 1 ⇒ (8) + 1 = 9

Wand of CLW on Arkon: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of CLW on Arkon: 1d8 + 1 ⇒ (8) + 1 = 9

(32 charges remain)


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)

"Thanks for the healing... I feel much better now."

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 had taken 16 dmg that i hadn't updated yet so he is at the amount listed and visibly wounded

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

Wand of CLW on Arkon: 1d8 + 1 ⇒ (4) + 1 = 5
Wand of CLW on Arkon: 1d8 + 1 ⇒ (3) + 1 = 4
Wand of CLW on Arkon: 1d8 + 1 ⇒ (4) + 1 = 5

(29 charges remain)

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 pulls out his scroll just as Bleyz finally puts down the elemental.

"Next time we meet a creature such as this, I can try to dismiss it with this scroll. Failing that, my Eidolon can protect me from much of its attacks, might be better if I take point on it."

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 bows and hops to Devyhn and nods at Achren.


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'm going to need more variation in my elemental attacks.. Just two is... insufficient." Lyall seemed half lost in his own thoughts.


-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 fear we may yet face much stranger creatures. We must all be on our guard."

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 attempts to imitate a boxes stand hopping about and looking around..

Arkon changes back to his human form, he flexes his arms a bit and stretches his back then draws his club and shield

"Lets keep going shall we"


You can no longer see any trace of the cultist the roads are solid stone and there isn't enough dirt or dust for you to track them. You decide to take the road towards the center of the city.

You travel for some time when A sudden clanging of shields and weapons resounds as a pack of four flaming, gold-plated skeletons bearing golden scimitars rise up from the nearby ruins and advance.

You go first then them. No need for init or a map for this one it's a quick battle.


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 sighs and charges forward, taking on one of the skeletons (assuming more than 5' of movement so only one attack... if that's wrong let me know and I'll roll the other 3)

to hit: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
bashing dmg if hits: 1d8 + 5 ⇒ (6) + 5 = 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

"Sigh, I might as well have not even prepared fireball today."

Point Blank Focus Shot: 1d20 + 9 ⇒ (10) + 9 = 19
1d8 + 10 ⇒ (1) + 10 = 11

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

Arcane strike

Arkon steps forward and clubs a skeleton with his club.. Ha!

Club attack + pa + AS: 1d20 + 6 ⇒ (10) + 6 = 161d6 + 10 ⇒ (5) + 10 = 15

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 to strike down one of the skeletons. A beam of silvery light flashes towards the oncoming abominations.

Disrupt undead

Ranged Touch: 1d20 + 7 ⇒ (15) + 7 = 22

Damage: 1d6 ⇒ 4

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

reaching within himself, Achren draws out his mace and then casts haste


-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 pulls his blunt arrows from his quiver and quickly releases four at the skeletons, aided by Achren's spell.

Deadly aim: 1d20 + 8 + 1 - 4 - 2 - 2 + 4 ⇒ (16) + 8 + 1 - 4 - 2 - 2 + 4 = 21
Damage: 1d8 + 4 + 4 + 4 ⇒ (6) + 4 + 4 + 4 = 18

Deadly aim 2: 1d20 + 3 + 1 - 4 - 2 - 2 + 4 ⇒ (13) + 3 + 1 - 4 - 2 - 2 + 4 = 13
Damage: 1d8 + 4 + 4 + 4 ⇒ (7) + 4 + 4 + 4 = 19

Extra from rapid shot: 1d20 + 8 + 1 - 4 - 2 - 2 + 4 ⇒ (3) + 8 + 1 - 4 - 2 - 2 + 4 = 8
Damage: 1d8 + 4 + 4 + 4 ⇒ (6) + 4 + 4 + 4 = 18

Hasted: 1d20 + 8 + 1 - 4 - 2 - 2 + 4 ⇒ (13) + 8 + 1 - 4 - 2 - 2 + 4 = 18
Damage: 1d8 + 4 + 4 + 4 ⇒ (6) + 4 + 4 + 4 = 18


Bleyz takes out a skeleton in a single attack.

fire damage for attacking with a natural attack: 1d6 ⇒ 2

fire resist 5 I know but there was a chance it did 1 damage

Lyall strikes one with an arrow but it doesn't go down although it is damaged.

Arkon also takes a skeleton down.

Devyhn takes down the skeleton damaged by Lyall.

Erik takes down the last skeleton.

When each skeleton dies they explode in a small fireball.

skeleton 1: 2d6 ⇒ (3, 5) = 8

skeleton 2: 2d6 ⇒ (2, 6) = 8

skeleton 3: 2d6 ⇒ (4, 2) = 6

skeleton 4: 2d6 ⇒ (5, 4) = 9

Reflex dc 12 for half on each one. Bleyz is hit by 1 and 2 and Arkon is hit buy 3 and 4.

Communal fire resistance wore of a while ago.

Like I said a short battle lol.


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 1: 1d20 + 7 ⇒ (18) + 7 = 25
reflex save 2: 1d20 + 7 ⇒ (1) + 7 = 8

Bleyz takes 3 points of fire dmg from the second explosion.

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

Ref save 1: 1d20 + 4 ⇒ (20) + 4 = 24

Ref save 2: 1d20 + 4 ⇒ (7) + 4 = 11


The area is clear there is no more danger for now.

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

keep going towards the centre of the city i suppose unless there is something else we see?


When you keep going you eventually reach the wall to the second cirle of the city.

The city is built in rings with each being a little higher than the other kinda like Minas Tirith from lord of the rings.

The enormous golden gate is guarded by a group of large flaming gold skeletons. Ogre skeletons by the look of it wielding scimitars. They don't seem to have noticed your approach.


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 looks to the others and sighs. "More defenders? How did the cultists get by them without fighting them all?"

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

"A powerful priest could simply banish them, or command them to return to their rest," Devyhn replies. "It seems likely that such a priest may be leading the cultists."

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

"Ogre skeletons.. seems time for less subtlety"

Arkon transforms into Allosaurus form behind whatever he can find

Stealth: 1d20 + 12 - 8 ⇒ (7) + 12 - 8 = 11

24 Str 19AC

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 casts haste, then pulls out his mace and waits for an opportunity to attack.

Do you need us to roll initiative?


If you attack head on post your actions for surprise round and roll init sure.

There are two ogre skeletons guarding the gate.

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

Feeling Achren's magic quicken his reflexes, Devyhn raises both hands and sends to silvery beams of divine energy at the nearest skeleton.

Disrupt Undead

Ranged Touch Attack: 1d20 + 7 ⇒ (16) + 7 = 23

Damage: 1d6 ⇒ 4

Ranged Touch Attack: 1d20 + 7 ⇒ (9) + 7 = 16

Damage: 1d6 ⇒ 1

initiative: 1d20 + 4 ⇒ (14) + 4 = 18


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, so we fight again.. WITH THESE IRRITATINGLY FIRE RESISTANT ENEMIES!"

Just before combat, +2 Enhancement to Arkon's strength for 3 rounds

Lyall will move into position to nab as many enemies as possible with a Tremor Blast (30 ft. cone)

CMB to trip: 1d20 + 12 ⇒ (6) + 12 = 18

Then plink away while staying behind allies.

Point Blank Focus Shot: 1d20 + 10 ⇒ (9) + 10 = 19
1d8 + 10 ⇒ (4) + 10 = 14

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 charges at an Ogre with his enhanced speed
Dino pounce....AC 19
Powers up arcane strike

Bite: 1d20 + 12 ⇒ (5) + 12 = 172d6 + 15 ⇒ (3, 1) + 15 = 19
Bite 2 Haste: 1d20 + 12 ⇒ (20) + 12 = 322d6 + 15 ⇒ (2, 3) + 15 = 20

Claw 1: 1d20 + 12 ⇒ (17) + 12 = 291d8 + 15 ⇒ (8) + 15 = 23
Claw 2: 1d20 + 12 ⇒ (19) + 12 = 311d8 + 15 ⇒ (7) + 15 = 22

Rake 1: 1d20 + 12 ⇒ (14) + 12 = 261d8 + 15 ⇒ (3) + 15 = 18
Rake 2: 1d20 + 12 ⇒ (16) + 12 = 281d8 + 15 ⇒ (4) + 15 = 19


-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

As the others begin their attack Erik draws his bow and launches a volley of blunt arrows.

Deadly aim: 1d20 + 8 + 1 - 2 - 2 + 4 ⇒ (12) + 8 + 1 - 2 - 2 + 4 = 21
damage: 1d8 + 4 + 4 + 4 ⇒ (8) + 4 + 4 + 4 = 20

Deadly aim 2: 1d20 + 3 + 1 - 2 - 2 + 4 ⇒ (13) + 3 + 1 - 2 - 2 + 4 = 17
damage: 1d8 + 4 + 4 + 4 ⇒ (3) + 4 + 4 + 4 = 15

Extra from rapid shot: 1d20 + 8 + 1 - 2 - 2 + 4 ⇒ (13) + 8 + 1 - 2 - 2 + 4 = 22
damage: 1d8 + 4 + 4 + 4 ⇒ (8) + 4 + 4 + 4 = 20

Hasted: 1d20 + 8 + 1 - 2 - 2 + 4 ⇒ (6) + 8 + 1 - 2 - 2 + 4 = 15
damage: 1d8 + 4 + 4 + 4 ⇒ (1) + 4 + 4 + 4 = 13


disrupt undead is still only one ray if you are hasted

Both ogres are quickly dispatched by you attack Arkon finishing one and Erik the other.

Even with their DR:5 they got wrecked there. Only had had 40 hp each. These Gold-Clad Skeletal Ogres are not flaming as I first thought and they do not self-destruct. You can say you didn't use your spell Lyall.

With the guards taken down the way to the gate that leads into the second ring of the city is clear.

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

Wow that's was some good rolls even past the gigantic amount of attacks... i shudder to see the opposite.. lotsa 5's


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)

geez, Bleyz didn't even have time to move, lol. Nice job, guys!


You open the gates to the second ring and proceed forward. Up ahead standing on the balcony of a two story building you notice a Razmiran cultist.

"So Iramine was right, we were being followed! Lay down your arms heretics and we shall spare you! You are surrounded! Hundreds of Razmir's faithful beg me to kill you but I will spare your lives if you surrender to the living god! Make your decision!"

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

"Kill me if you can cultist, but I will not forsake the Lady of Graves for her divinity is genuine. Your Razmir cannot make such a claim, no matter how much you bluster on his behalf!"

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

"Enough Talk, It's clobberin' time!

I am assuming that my haste is still in operation. If it is not, Achren will cast that first and then move. Is flying up to the balcony a possibility? if so, consider it done, putting away his mace in the process; otherwise Achren will take out his crossbow and take a shot.

attack: 1d20 + 6 ⇒ (18) + 6 = 24 26 if claw attack

hasted attack if claw attacking: 1d20 + 8 ⇒ (11) + 8 = 19

Damage if using Crossbow: 1d8 ⇒ 7

damage if using claw attack: 1d6 + 8 ⇒ (1) + 8 = 9
damage on hasted attack: 1d6 + 8 ⇒ (2) + 8 = 10


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 fires a pair of sling bullets at the cultist.

to hit: 1d20 + 6 ⇒ (2) + 6 = 8
dmg if hits: 1d4 + 4 ⇒ (1) + 4 = 5

to hit: 1d20 + 6 ⇒ (18) + 6 = 24
dmg if hits: 1d4 + 4 ⇒ (1) + 4 = 5

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

Haste only gives an extra attack on a full attack... plus ac 20


Haste would no longer be in effect a few minutes have passed since you cast it and it only last 6 rounds (36 seconds) You can fly up to the balcony but not as a single move so you wouldn't be able to do a claw attack the balcony is 20 feet up and a good 60 feet away when you see the cultist. Also other cultist are approaching from all around as well. I'm at work now but will post a map later.


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)

in that case, ignore my second sling attack without haste, it didn't happen


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

Belay longbow attack I posted here previously, I wait for a clump-O-Cultist's to fireball..


Did I say building balcony Obviously I meant to say is standing atop a 20 foot tall broken pillar.

Here is the map

Feel free to change your actions now that you know your surroundings. It is a dc 15 perception to notice any cultist other than the leader on the pillar.

Oh roll init when you post your surprise round actions.

Also remember:

If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a single standard or move action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.


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)

perception: 1d20 + 13 ⇒ (5) + 13 = 18

Change Bleyz's action to a move to J7 toward cultists in the rear. that's a single move so doable in a surprise round.

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

We have haste on as Achren said if it is not on he re-casts it

Arkon looks and sniffs around

Perception: 1d20 + 16 ⇒ (5) + 16 = 21

Initiative: 1d20 + 0 ⇒ (15) + 0 = 15

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 exposed, standing out here in the open. Do we want to wait for them to come to us, or find cover?" Devyhn asks, as he cocks and loads his hand crossbow. (free action)

Not waiting for a reply, he moves toward the neares broken column (C-13) and looks for a likely target to fire on.

(I can't seem to move my icon on the map.)

Initiative: 1d20 + 4 ⇒ (8) + 4 = 12


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 ⇒ (10) + 4 = 14

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

Initiative: 1d20 + 3 ⇒ (18) + 3 = 21

Achren casts haste and then begins flying towards the cultist on the balcony.

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