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 Half-Orc Paladin (Divine Hunter) 1

"May we rest near your grave to gather our strength should we decide to continue now? You see, we also have a little girl that we need to try to rescue and thus avoid her joining you on that side. There is also the potential matter of rescuing a group of lumbermen, again to keep them from dying as well."


"If you stay that long the elemental guards will return and the royal guards or the prince may well find you. No if you need rest you should do so far from here. As for your mission to save the innocent try speak to the prince about if you can get him to talk before you do battle. He cares not for his master and would very much like to see him destroyed." she replies.

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

"So your lover is the knight that has attacked the lumber camp. Into what sort of creature has he been transformed? Whatever you can tell us of his current state will help us release him from his torment. Rest assured, the one who controls him will be brought to account for this act of blasphemy."

Devyhn keeps his palm raised towards the apparition, but relaxes his fighting stance to one of caution.


"I know little of these things. I spoke to him and he said his knights had become wights. He is something greater than they are capable of controlling them. Something else is however controlling him...One more thing, in life the prince fought a war against one who controlled many undead...the war he died in. Because of this his weapon carries a powerful enchantment meant to destroy any undead it strikes. For him to become the thing he hated most...It's a despicable thing." she replies.

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

Knowledge (religion): Monster Lore on Wights: 1d20 + 7 ⇒ (16) + 7 = 23

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

"It seems to me our best course is to speak with this Lord. His weapon could be a powerful aid in our mission, but I do not relish fighting whatever he has become as well as his guards, so we must look to diplomacy"


A wight is typicly created when a soul is bound to a body and unable to leave. the curse that binds a wight transfers to any creature slain by a wight who also rise as a wight in minutes. wight are instantly destroyed by any form of resurection magic such as a raise dead spell but as any undead are also harme by healing magic. Wight are usualy as powerfull in death as they were in life with more powerfull ones sometimes becoming dread wights capable of commanding others.

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

"If this prince's guards have become wights, and he maintains command of them in his undead state. I suspect he has become a dread wight. If any of us are slain by them, we shall rise in undeath as wights, also."

Devyhn gives an involuntary shudder.


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

"Then we must destroy this taint upon the natural order, these beings of undeath and abomination." Lysander speaks simply, as though explaining that the group needed to open the door before entering a new room. "And quickly--both to end their torment and to ensure ease with continuing our search for the missing girl."


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)

"Should we go deal with the guards first, rather than face all foes together?"


-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

"Devyhn, you understand these creatures. Is there any humanity left we could appeal to with reason?"


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)

"And if we must fight them, it would be good to know their strengths and weaknesses in advance..."

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

"If this lady spirit speaks true, there is something left in the knight we might appeal to, a piece of shame that may cause him to offer little or no resistance, if we can make him see the light again. His guards, I would wager, were trained to defend him to death in life, and are dedicated to the same in death, regardless of what he commands."

"As for weaknesses, much of the magic best suited for destryoing a wight is still beyond my ability. Our best weapon against them, unfortunately, would be this," he once again pull the healing wand from his pouch, and holds it aloft. "It is possible to bring them down with weapons, but even moreso than ghouls, one does not want to get too close. As I said, death at their hands will cause you to rise as one of them."


The lady seems to tremble a bit "I have stayed to long. I must go. Bring my prince peace if you do not he will be forced to continue his attacks."
she disappears 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

"The prince is more powerful, but the guards are more numerous. If we attack the prince, the guards will come to his defense. However, the prince wields a weapon that could improve our chances of overcoming the numbers of the guard-wights. Neither seems to be the clear-cut course. We risk much, either way."


-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

"If we are going to try to reason with knight then we had best do so carefully and be prepared to fight if his humanity is wholly lost."

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

"It seems to me we have only two options: We confront the knight and hope to appeal to whatever humanity is left in him, or we leave and seek to return when we are strong enough to defeat him and his guards if he does not respond to our appeals. The first course is risky, while the second leaves these undead to continue their attacks on the living.

Then, too there is the matter of the captives. Where have they been taken and for what purpose? They at least are an immediate concern whose liberation may lead to yet further understanding of what is happening here."

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 moves towards the east corridor. "We are here, and the threat the undead pose is immediate. Is there some reason we should not confront it, now?"

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 am of the opinion that if we must confront this knight, we should take out his guards first. If we do not we will face a fight with them in the midst of negotiating with him, which would rather spoil the negotiations - not to mention fighting on two fronts, against powerful enemies.

"Either way, we will fight them.This way we fight them undistracted." Achren moves towards the North corridor.


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

"I agree with Achren. The knight may carry a weapon of might against the undead, but it's too much of a risk to hope that it will reason with us and grant us its weapon so quickly."


-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

"Devyhn is the expert on these things. If he says fight, I'll fight. If he says talk, I'm happy to listen."

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 sighs and unshoulders his pack, and pulls out his remaining two flasks of lantern oil. He tears two long strips of cloth from the sleeve of his tunic, twists them, and feeds one of them into the neck of each flask.

"If we are to attack the guard-wights first, then let us be at it. I would suggest using fire to keep them at bay."

He reshoulders his pack, then retrieves his makeshift firebombs from the floor.

He moves back toward the north corridor.


Alright so you head north into the guard chambers you see five sarcophagus arrange in a circular chamber with a torch burning in the center of the room. Four men in armor step forward as you approach, clearly undead you notice their armor is made of strange corals or shells rather than steel.

They draw swords without saying a word.

Initiative.

initiative: 1d20 + 1 ⇒ (11) + 1 = 12


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

Initiative: 1d20 + 4 ⇒ (8) + 4 = 12

Lysander fires his arrow at the nearest wight quickly, hoping to get a shot off before the group moves in.

Attack: 1d20 + 5 ⇒ (13) + 5 = 18+1 if within 30 ft.
Damage: 1d8 ⇒ 3+1 if within 30 ft.

EDIT: I said wight, but to be clear, whatever they are, he's aiming at the nearest one.

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 + 2 ⇒ (16) + 2 = 18

Devyhn lights the wick on one of the fire bombs and throws it at the nearest armored wight.

Ranged touch attack: 1d20 + 2 ⇒ (9) + 2 = 11

Fire damage: 1d6 ⇒ 3, plus 1 point splash damage 5' radius.

"Burn, accursed corpses!"


-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

Initiative: 1d20 + 2 ⇒ (10) + 2 = 12

Erik lets loose an arrow from his longbow.

Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d8 ⇒ 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)

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 ⇒ (6) + 3 = 9

if the {Wights}? have moved to attack, Achren will atack them back (taking 5' step if necessary). If they have not moved, he will ready an action so that he can attack them when they do move. Either way he will fight defensively (-4 to hit, +2ac).

attack claw1: 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 10
attack claw2: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13

damage if hits

damage claw1: 1d4 + 5 ⇒ (4) + 5 = 9
damage claw2: 1d4 + 5 ⇒ (4) + 5 = 9


Ausk init: 1d20 + 3 ⇒ (14) + 3 = 17

They will be number 1 to 4 forming a line currently 20 feet from the group.

I'm assuming your going to focus fire. Correct me if I'm wrong.

Devyhn starts things off by trowing a fire bomb at the undead soldiers.
Direct hit on number 2 dealing him 3 damage and dealing 1 damage to number 1 and number 3.

Then Lysander fires an arrow targeting number 2 dealing it another 4 damage.

Erik fires another shot at 2 hoping to take down the weakest one but his arrows is deflected by the coral armor.

Need actions from Bleys and Ausk before I proceed. Also marching order.
Your in a 10 foot hall that goes into a larger room do you move into the large room or stay back in the hall? Who is in front?


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 pulls out his sling and fires a bullet at the most wounded wight...

1d20 + 2 ⇒ (4) + 2 = 6

but misses it with a wildly inaccurate shot.


-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's defensive instincts kick in and he moves in front of his colleagues to protect them, leaving space for them to fire their bows. He drops his bow and quickly draws his sword.

Using the move action I didn't spend. Erik is in front, unless anyone wants to push him aside and face them themselves.

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 will step forward and to one side if he can to ensure he is at the front without getting in the way of those loosing arrows. he will NOT be fighting defensively.


Both of Achren attacks miss. They have ac 18 touch 11.

yes they are a little different from the ones in the bestiary, I'm crafty like that.

Ausk stays back and fire his longbow at number 2 and finishes it off by putting one in it's eye.

rolls:

attack: 1d20 + 4 ⇒ (20) + 4 = 24
confirm crit: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 3d8 ⇒ (5, 7, 6) = 18

played for you Ausk to save time...no complaints I think.

Number 1 and 3 move forward to attack while 4 hangs back as there isn't enough room for him in the tunnel.

number 1 swings at Achren and number 3 swings at Erik.

rolls:

wight 1 attack: 1d20 + 4 ⇒ (14) + 4 = 181d8 + 1 ⇒ (6) + 1 = 7
wight 3 attack: 1d20 + 4 ⇒ (5) + 4 = 91d8 + 1 ⇒ (2) + 1 = 3

Achren is hit by the sword in the ribs his eidolon absorbing the blow.
Achren takes 7 damage
Erik manages to avoid the swing of his attacker.

You can all post 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 raises his palm and unleashes Pharasma's might upon one of the wight in the back.

Ranged touch attack, disrupt undead: 1d20 + 2 ⇒ (13) + 2 = 15

Damage: 1d6 ⇒ 6


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

Lysander nocks another arrow and shoots at the wight attacking Achren.

Attack: 1d20 + 5 + 1 - 4 ⇒ (20) + 5 + 1 - 4 = 22)+1 within 30 ft., -4 shooting into melee)
Crit confirm: 1d20 + 5 + 1 - 4 ⇒ (15) + 5 + 1 - 4 = 17 ONE SHY!
Damage: 1d8 + 1 ⇒ (8) + 1 = 9(+1 within 30 ft.)

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 attacks again (against number 1)

Attack Claw 1: 1d20 + 5 ⇒ (10) + 5 = 15
Attack Claw 2: 1d20 + 5 ⇒ (9) + 5 = 14

and misses.


-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 deftly avoids the wight's attack. As he does so, he senses an opportunity an neatly slides his sword beneath the wight's guard.

Power attack: 1d20 + 5 - 1 ⇒ (20) + 5 - 1 = 24
Damage: 2d6 + 9 ⇒ (4, 4) + 9 = 17

Confirm critical: 1d20 + 5 - 1 ⇒ (18) + 5 - 1 = 22
Damage: 2d6 + 9 ⇒ (1, 4) + 9 = 14
Damage: 2d6 + 9 ⇒ (1, 5) + 9 = 15

Posting on my phone, hopefully haven't messed it up.


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 a flurry of blows on the closest wight.

to hit: 1d20 + 4 - 1 ⇒ (3) + 4 - 1 = 6

dmg if hits: 1d6 + 3 ⇒ (2) + 3 = 5

to hit: 1d20 + 4 - 1 ⇒ (8) + 4 - 1 = 11

dmg if hits: 1d6 + 3 ⇒ (6) + 3 = 9

... and misses with both attacks...

aaargh, sometimes I hate the diceroller, lol... hope everyone in the US is having a great 4th of July


Male Half-Orc Paladin (Divine Hunter) 1

Seeing the man in the armored suit take such a hit, Ausk joins Lysander in focusing on taking that wight down quickly. Taking a second to aim where the vitals should be on a living entity, Ausk takes his shot.

to hit with deadly aim: 1d20 + 3 ⇒ (18) + 3 = 21
damage if hit: 1d8 + 3 ⇒ (4) + 3 = 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

Good to have you back, Ausk. Hope everythings ok with your mum


Number 4 shakes and growls as Devyhn disrupts his energy dealing him 6 damage.

Lysander hits number 1 for 9 damage.

Erik cleaves number 3 in pieces.

Ausk deals 7 damage to number 1 taking that one down also.

Number 4 the last remaining foe charges(+2 to hit and -2 ac) Erik but he misses...badly.

attack: 1d20 + 6 ⇒ (1) + 6 = 71d8 + 1 ⇒ (1) + 1 = 2

You can all go again. Only number 4 remains and he has ac 16 for this round.


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

Lysander moves to get a clear shot and draws and fires another arrow at the wight. "Abomination..." he growls in Sylvan.

Attack: 1d20 + 5 + 1 - 4 ⇒ (12) + 5 + 1 - 4 = 14
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

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 points his marked palm at the walking affront to his deity.

Ranged touch: 1d20 + 2 ⇒ (2) + 2 = 4

Damage: 1d6 ⇒ 4


-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 is caught off guard by the wight's charge, but manages to twist out of the way. He tries to swing a counter attack, but his blade doesn't quite make contact.

Power attack: 1d20 + 5 - 1 ⇒ (11) + 5 - 1 = 15
Damage: 2d6 + 9 ⇒ (3, 3) + 9 = 15

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

Take 5' step if need be.

Achren attacks agaist the last wight.

attack claw#1: 1d20 + 5 ⇒ (2) + 5 = 7
attack claw#2: 1d20 + 5 ⇒ (19) + 5 = 24

confirm crit claw#2: 1d20 + 5 ⇒ (10) + 5 = 15

damage claw#2: 1d4 + 5 ⇒ (3) + 5 = 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 attacks the last remaining foe - again making a furry of attacks...

to hit: 1d20 + 4 - 1 ⇒ (1) + 4 - 1 = 4

to hit: 1d20 + 4 - 1 ⇒ (18) + 4 - 1 = 21
dmg if hits: 1d6 + 4 ⇒ (6) + 4 = 10


Because Erik and Achren are in both spaces in front of the wight you will need to either move trough Achren's space and go behind the wight provoking an attack along the way but getting a flank bonus or go into Achren's or Erik's space sharing the square giving you both you take a –4 penalty on attack rolls and a –4 penalty to AC. Your still inside the 10 foot wide hallway.


Apparently that was also true the turn before that there wasn't room for you to move into melee range but I guess I should have posted a combat map.


anyway for the sake of moving things along you trade spaces with Achren wight takes an attack 1d20 + 4 ⇒ (6) + 4 = 101d8 + 1 ⇒ (4) + 1 = 5 misses. You hit the wight for 10. Ausk attacks but misses. 1d20 + 3 ⇒ (11) + 3 = 141d8 + 3 ⇒ (1) + 3 = 4

Wight swings at Erik again and manages to land a solid hit this time. 1d20 + 4 ⇒ (17) + 4 = 211d9 + 1 ⇒ (8) + 1 = 9 dealing him 9 damage.

You can all post again. His ac is back at 18.

Achren you can take a 5 to trade spaces with Bleyz to take a full round attack but doing so provokes an attack.


-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 winces as the wight's blade hits home. He grits his teeth and swings his sword hard, trying to return the favour.

Power attack: 1d20 + 5 - 1 ⇒ (15) + 5 - 1 = 19
Damage: 2d6 + 9 ⇒ (1, 3) + 9 = 13

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