Order of the Gate (Inactive)

Game Master SOLDIER-1st

Enforce tyranny! Save the world! Probably die!

Map of Crowhollow


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Kallant:
Knowledge (Geography): The planned route is fairly easy, going north through the foothills of the mountains until you reach the Conerica Straits, and then simply following the road.

Urashu:
Knowledge (Local): You haven't heard any such rumor.

Vespartius:
Knowledge (History): Paladins are few and far between in the Hellknights, even in the more benevolent orders, and Malachai Ekdikésis is one of the most famous. He is one of the only Hellknights ever to slay his initiation devil in a single stroke, both without taking any wounds and without using magic. However, there is a blemish on his record. He was actually originally a member of the Scourge, but transferred to the Godclaw after slaying two members of his squad. There are many rumors as to what happened, but if there's any solid evidence, it's been covered up.


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

Morvan considers Kallant's words before quietly saying, "So long as he serves the Hellknights with efficiency and doesn't place personal views above the mission, I doubt there will be any issues."


LE male human (Chelaxian) conjurer 5/diabolist 3 | AC 16 (tch 12, ff 14) | CMD 14 | F +3, R +4, W +6 (+10 vs divination) | Init +2 | Per +0, SM +11 | HP 61/61 | arcane bond 1/1

"I personally find it an odd choice to shackle oneself with such moral restrictions, but if he can still carry out his duties I have no objection to the Paralictor being a paladin," Vespartius says in reply.


Female Human Medium 8 | HP: 80/80 | AC: 20 (touch 16, ff 14) | CMB +10, CMD 25 | Fort +7, Ref +9, Will +7 | Init +7 | Perc +10, Sense Motive +10

Melii nods. "Aye. It's not an issue for me unless he makes it one."


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

Urashu frowns without commenting. Kallant has again provided knowledge that he had no awareness of. He resolves to put more effort into uncovering the local gossip and chatter so he can stay more informed.


Human Hellknight | HP: 101/101 | 1st 1/2 | Discern Lies 2/2 | Smite Chaos 1/1 | Discipline 1/1 | Incorruptible 0/1
Stats:
AC 23 Touch 12 FF 21 CMD 23 | Fort +9 Ref +8 Will +5 | Initiative +2 | Perception +13, Darkvision 60-ft
Active buffs: corruption resistance against evil & Resist Energy (fire) 10

Kallant nods at the calm reactions wondering if their will be an issue with summoning and employing devils around the paralictor.


Ok. Back in action. Mostly not dead. Let's rock this.

The first day of travel goes smoothly, and you make exceptional time, even given the mountainous terrain. None of you have guard duty the first day, so you spend it as restfully as possible while on the move, to be better prepared for your guard shift. The next day, Vespartius is on guard duty.

Vespartius:
You report to your acting commander, one Hellknight Roberna, from the Order of the Nail. He quickly assigns you, and the others with you, your patrols, and you mount your horses and ride off, circling the caravan on all sides and providing a buffer between them and any potential hostiles.

Give me Ride and Perception checks.


Female Human Medium 8 | HP: 80/80 | AC: 20 (touch 16, ff 14) | CMB +10, CMD 25 | Fort +7, Ref +9, Will +7 | Init +7 | Perc +10, Sense Motive +10

In the morning, Melii invites her fellow Hellknights from the Order of the Gate to participate in her seance. As she calls the spirit of the champion into her, they feel their martial prowess enhanced as well.

Everybody has a +2 bonus on non-spell damage rolls today.


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

At midnight, Morvan engages in both his prayers to Asmodeus and his reckoning to the Order of the Gate, etching complex sigils into his flesh with his silver dagger.

+4 on saves vs Divination spells and SLAs


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

Urashu watches Melii ceremony, and can feel a slight difference in the test shot he takes with his crossbow. He smiles, having Melii around could be very useful.


LE male human (Chelaxian) conjurer 5/diabolist 3 | AC 16 (tch 12, ff 14) | CMD 14 | F +3, R +4, W +6 (+10 vs divination) | Init +2 | Per +0, SM +11 | HP 61/61 | arcane bond 1/1

After performing his rather painful obedience to the Order, Vespartius reports to the patrol leader, mounts his horse, and heads out on picket duty.

Kizziar maintains invisibility as he circles around Vespartius at around 30 ft above the ground, scanning the landscape with detect good, detect magic, and normal sight. If he spots anything, he alerts Vespartius telepathically (or using link if he's too far away).

Vespartius Ride: 1d20 + 2 ⇒ (7) + 2 = 9
Vespartius Perception: 1d20 ⇒ 2
Kizziar Stealth: 1d20 + 25 + 20 ⇒ (9) + 25 + 20 = 54
Kizziar Perception: 1d20 + 13 ⇒ (18) + 13 = 31


Vespartius:
You are not exceptionally comfortable on horseback, and thus your attention is divided. Your familiar however has no such difficulties. While it doesn't actually see anything, several times during your patrol it hears a strange humming/buzzing sound. Very faint, but noticable because it's point of origin seems to move.


Human Hellknight | HP: 101/101 | 1st 1/2 | Discern Lies 2/2 | Smite Chaos 1/1 | Discipline 1/1 | Incorruptible 0/1
Stats:
AC 23 Touch 12 FF 21 CMD 23 | Fort +9 Ref +8 Will +5 | Initiative +2 | Perception +13, Darkvision 60-ft
Active buffs: corruption resistance against evil & Resist Energy (fire) 10

Kallant thanks Melii for the seance.

Otherwise, he is quiet and vigilant despite being in the restful crew.


LE male human (Chelaxian) conjurer 5/diabolist 3 | AC 16 (tch 12, ff 14) | CMD 14 | F +3, R +4, W +6 (+10 vs divination) | Init +2 | Per +0, SM +11 | HP 61/61 | arcane bond 1/1

GM:

Kizziar follows the sound, trying to determine its location so he can get close enough to tell if the source is magical or good. Meanwhile, Vespartius mentally prepares himself for possible combat.

Kizziar Perception: 1d20 + 13 ⇒ (1) + 13 = 14


Vespartius:
Despite his best effots, Kizziar cannot pin the sound down. It seems to appear and disappear randomly.


LE male human (Chelaxian) conjurer 5/diabolist 3 | AC 16 (tch 12, ff 14) | CMD 14 | F +3, R +4, W +6 (+10 vs divination) | Init +2 | Per +0, SM +11 | HP 61/61 | arcane bond 1/1

(Assuming nothing else out of the ordinary happens) When Vespartius finishes his shift, he informs Hellknight Roberna of the elusive humming noise, then walks back to the squad and informs Morvan, "While we were on patrol duty, Kizziar heard a rather strange humming noise, the source of which he was unable to determine despite diligent effort, possibly because its location seemed to change constantly. We would do well to be on our guard."

That was quite odd, he thinks later. I wonder what would be buzzing around a convoy of Hellknights. Doesn't matter, I suppose. I doubt whatever it is could fight all of us with any chance of victory.


The rest of the night passes without incident. The next day you make decent progress, fully exiting the mountains and entering the foothills . As you make camp that evening, you hear others mentioning the humming sound.

Roll initiative, perception, and one other d20.


Human Hellknight | HP: 101/101 | 1st 1/2 | Discern Lies 2/2 | Smite Chaos 1/1 | Discipline 1/1 | Incorruptible 0/1
Stats:
AC 23 Touch 12 FF 21 CMD 23 | Fort +9 Ref +8 Will +5 | Initiative +2 | Perception +13, Darkvision 60-ft
Active buffs: corruption resistance against evil & Resist Energy (fire) 10

Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Perception: 1d20 + 12 ⇒ (17) + 12 = 29
another: 1d20 ⇒ 10

FYI. Kallant wears Hellknight parade armor for pajamas just in case of emergencies when sleeping. ;D


Female Human Medium 8 | HP: 80/80 | AC: 20 (touch 16, ff 14) | CMB +10, CMD 25 | Fort +7, Ref +9, Will +7 | Init +7 | Perc +10, Sense Motive +10

Initiative: 1d20 + 7 ⇒ (8) + 7 = 15
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
One Other D20: 1d20 ⇒ 18


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

Initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Perception: 1d20 + 3 ⇒ (4) + 3 = 7
Mystery d20: 1d20 ⇒ 8

"We had best keep an ear out for this buzzing noise. While I doubt a convoy of Hellknights would be attacked, some may be bold enough to try and grab a lone Hellknight on patrol. Be alert."


LE male human (Chelaxian) conjurer 5/diabolist 3 | AC 16 (tch 12, ff 14) | CMD 14 | F +3, R +4, W +6 (+10 vs divination) | Init +2 | Per +0, SM +11 | HP 61/61 | arcane bond 1/1

Should Kizziar act on my initiative count?
Vespartius Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Vespartius Perception: 1d20 ⇒ 14
Kizziar Perception: 1d20 + 13 ⇒ (5) + 13 = 18
d20: 1d20 ⇒ 1
As usual, Vespartius has alarm and extended mage armor active.


Vespartius: Yes


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

initiative: 1d20 + 6 ⇒ (7) + 6 = 13

perc: 1d20 + 8 ⇒ (10) + 8 = 18

?: 1d20 ⇒ 12


Mysterious GM rolls:
Surprise: 1d100 ⇒ 72
Other Surprise: 1d20 ⇒ 11

It's fully dark when you are forcefully woken by a dull, but earth-shakingly loud, thud. A bare second passes as your mind tries to comprehend what you heard before the shriek of the perimeter alarms lets you know in no uncertain terms that you're under attack.

Init order: Melii, Kallant, Urashu, Vespartius, Morvan


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

Urashu jumps up and hurries outside the tent, pulling on his belt and holsters. He leaves his armor behind for now.

perception: 1d20 + 8 ⇒ (2) + 8 = 10


Human Hellknight | HP: 101/101 | 1st 1/2 | Discern Lies 2/2 | Smite Chaos 1/1 | Discipline 1/1 | Incorruptible 0/1
Stats:
AC 23 Touch 12 FF 21 CMD 23 | Fort +9 Ref +8 Will +5 | Initiative +2 | Perception +13, Darkvision 60-ft
Active buffs: corruption resistance against evil & Resist Energy (fire) 10

Kallant tumbles from his bedroll. He slings his nearby warbow, quiver and weapon harness with his greatswords and dagger. Then, he starts toward the attack.


LE male human (Chelaxian) conjurer 5/diabolist 3 | AC 16 (tch 12, ff 14) | CMD 14 | F +3, R +4, W +6 (+10 vs divination) | Init +2 | Per +0, SM +11 | HP 61/61 | arcane bond 1/1

Already awake due to his ring of sustenance, Vespartius casts light on his dagger and dashes outside, looking around to determine what exactly is going on.

Kizziar scurries out the tent before flying upward and surveying the camp with senses both magical and mundane.

Vespartius Perception: 1d20 ⇒ 5
Kizziar Perception: 1d20 + 13 ⇒ (15) + 13 = 28


Female Human Medium 8 | HP: 80/80 | AC: 20 (touch 16, ff 14) | CMB +10, CMD 25 | Fort +7, Ref +9, Will +7 | Init +7 | Perc +10, Sense Motive +10

Melii snaps awake, scrambling to her feet as the alarm sounds. "Look alive, boys!" she snaps at the others. The blood pumps in her veins as the champion spirit inside of her anticipates a battle to come.

The medium takes a moment to focus her thoughts, calling to mind the feeling of elation that comes with running through a field under a bright blue sky. The psychic connection triggers a surge of magic that hastens the group of Hellknights.

Stand up and cast haste on the party. It lasts for 5 rounds. Melii sleeps in her mithral shirt so she is already armored.


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

Morvan awakens at the sound of attack. He takes a moment to cast a spell upon himself, and banded mail, made of force, surrounds him, symbols of Asmodeus prominent upon it. He stands, grabbing his mace and uttering another prayer for protection.

Standard action: Instant Armor. Move action: stand up, grabbing his mace as he does so. Can't leave the tent yet, since I'm out of moves. Swift action: Point of fervor to cast shield of faith on myself.

AC 22, touch 15, FF 20. The armor is made of force, and so applies against incorporeal creatures. Shield of Faith provides a deflection bonus, and +1 dodge bonus from haste.


Urashu:
It's dark, and you can't make out much, but you hear shouts and the clash and screech of metal.

Vespartius:
It's dark, and you can't make out much, but you hear shouts and the clash and screech of metal. Kizziar however has fewer problems. The imp can see a large, glowing circle in the ground about 100 yards to the south of the camp, from which a continuous stream of humanoid figures pour, swarming the Hellknight camp.

As you look around in confusion, some forward-thinking Hellknights starts casting light spells as fast as they can, hoping to negate the advantage that your attackers have. They are too far and few between to completely negate the shadows, but at least you're not stumbling around blind now.


Female Human Medium 8 | HP: 80/80 | AC: 20 (touch 16, ff 14) | CMB +10, CMD 25 | Fort +7, Ref +9, Will +7 | Init +7 | Perc +10, Sense Motive +10

Melii calls to mind feelings of pride after a stirring victory, bolstering her own morale. She then readies her bow and rushes swiftly out of the tent.

Cast heroism on self, then move up to 60 feet until she gets a view of the attackers. She'll try to keep her distance from them.


Human Hellknight | HP: 101/101 | 1st 1/2 | Discern Lies 2/2 | Smite Chaos 1/1 | Discipline 1/1 | Incorruptible 0/1
Stats:
AC 23 Touch 12 FF 21 CMD 23 | Fort +9 Ref +8 Will +5 | Initiative +2 | Perception +13, Darkvision 60-ft
Active buffs: corruption resistance against evil & Resist Energy (fire) 10

Kallant shifts his weapons harness to its comfortable spots and forms up on Morvan's flank.

He peers through the dark for the source of the attack.

Perception with Darkvision 60-ft: 1d20 + 12 ⇒ (18) + 12 = 30

AC 16 Touch 12 FF 14


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

Morvan's mace begins glowing with light as he pours divine power into it. He then exits the tent and says, "Form up. We work together and stay disciplined May Asomdeus bless our weapons and bring fire to our enemies." Morvan says as he casts a spell for the group.

Move action: exit the tent. Swift action: sacred weapon, increasing my mace's enhancement bonus by 1 to +2, and causing it to shed light as a torch. Standard: cast bless. Melii gets no benefit from it, but everyone else will.


LE male human (Chelaxian) conjurer 5/diabolist 3 | AC 16 (tch 12, ff 14) | CMD 14 | F +3, R +4, W +6 (+10 vs divination) | Init +2 | Per +0, SM +11 | HP 61/61 | arcane bond 1/1

Edit: Changed much of the post now that I know I can't teleport.
"There are a large number of as yet unidentified enemies attacking the camp through what appears to be a large portal around 100 yards south of us," Vespartius hurriedly informs the rest of the squad. "We should act as quickly as possible to stem the flow of enemies. I have a number of spells which could accomplish this goal if I can get a clear line of sight."

Unless Morvan objects, Vespartius runs 240 ft diagonally towards the circle (southeast), putting him around 150 ft away from it and off to one side of the bulk of the fighting. He then tries to determine what exactly the glowing circle is.

Knowledge (arcana) about the circle: 1d20 + 15 ⇒ (9) + 15 = 24

If we have enough 15th or higher level spellcasters to ward the whole camp with dimensional lock, I am now much less worried about the outcome of this battle. :)


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Meanwhile, Kizziar flies at top speed (200 ft) towards the battle, trying to see what or who the attackers are.

Perception: 1d20 + 13 ⇒ (10) + 13 = 23


The campsite is warded with a Dimensional Lock, and you cannot teleport.


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

Sorry for the delay, I was checking with Soldier about a ruling.

Perception: 1d20 + 8 ⇒ (11) + 8 = 19

Urashu will summon a Lantern Archon and send it in whatever direction he thinks the fighting is coming from (up to 240 feet).


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

Correction: read it wrong, disregard the previous post and use this one.

Urashu draws his pistol, the one with the jewel in the handle, and steps into place behind Morvan. "Ready at your command."


Kallant:
Perception: You see what appears to be Kellid or Ulfen barbarians, howling and swarming the campsite. Their eyes seem to be glowing eerie shades of orange. They all seem to be coming from the south.

Vespartius:
Knowledge (Arcana): You can't see any symbols or runes that one would expect from a typical teleport circle. The circle appears to be large and clunky, and while it does have vivid glowing lines and nodes, none are in any sort of arcane identifier that you can see.

Perception: You see what appears to be Kellid or Ulfen barbarians, howling and swarming the campsite. Their eyes seem to be glowing eerie shades of orange. They all seem to be coming from the circle to the south.

If only any of you had passed that INT check a while back =P

From the darkness you see a radiance, shining far brighter than the light spells. The darkness in the camp nearly turns to day.

"HELLKNIGHTS! TURTLE UP! HEAVY SOUTH! roars an impressively loud voice, that you can recognize as Paralictor Ekdikésis. The light and shout seem to temporarily stun your attackers, and the Hellknights quickly move to regroup in the requested formation.

A note on formations and tactics:
One of the problems I had when writing this was how to disseminate the information on general Hellknight knowledge to players, particularly since a significant part would be things that I had to make up specifically for this. I toyed with providing an up-front document for players to read, but decided that expecting you all to have a mandatory study would be somewhat rude. So occasionally, I will have to give you random bits of knowledge that you as Hellknights would know, even though it's not really cannon. If you particularly want the whole thing up-front, I'll work on compiling everything, but I figured this would be the easiest way. So, with that said.

Since the different Hellknight orders are very disparate, common terms for various formations and tactics are not entirely universal, but this one, fortunately, is. Turtle up is a common defensive formation that involves putting the heavily armored and shielded Hellknights in a ring around the archers and mages. Heavy south indicates both that everyone should be facing south, and that that flank is where all the armor should be focused, with lesser priority to the sides, and almost none to the rear. Note that this is not a shield-wall or phalanx formation, as not all Hellknights carry shields, and most do not carry reach weapons, so more spacing is required between Hellknights to allow room to swing and maneuver.


Human Hellknight | HP: 101/101 | 1st 1/2 | Discern Lies 2/2 | Smite Chaos 1/1 | Discipline 1/1 | Incorruptible 0/1
Stats:
AC 23 Touch 12 FF 21 CMD 23 | Fort +9 Ref +8 Will +5 | Initiative +2 | Perception +13, Darkvision 60-ft
Active buffs: corruption resistance against evil & Resist Energy (fire) 10

"Barbarians, Kellid or Ulfen, from the south. Their eyes glow orange." Kallant casually offers to the hellknights around him.

He positions himself on the right of Morvan and moves with his maralictor. He readies his warbow.

AC 16 Touch 12 FF 14


Female Human Medium 8 | HP: 80/80 | AC: 20 (touch 16, ff 14) | CMB +10, CMD 25 | Fort +7, Ref +9, Will +7 | Init +7 | Perc +10, Sense Motive +10

Melii moves into position behind Kallant.

If any enemies are in sight, she'll take a shot at the closest one. If not, she'll ready an attack to shoot the first enemy she sees.

Attack (Deadly Aim, Haste, Heroism): 1d20 + 14 - 2 + 1 + 2 ⇒ (4) + 14 - 2 + 1 + 2 = 19
Damage (Deadly Aim): 1d8 + 6 + 4 ⇒ (2) + 6 + 4 = 12


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

perception: 1d20 + 8 ⇒ (9) + 8 = 17

to the south to see if enemies are present in the light


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

"Under some sort of spell, perhaps? No matter. We will meet these savages and shatter them upon us. Join the formation." Morvan will cast another spell, increasing his strength, then join the Hellknight formation. The armor of force about him also begins to glow.

Standard action: cast bull's strength. Move action: Join the Hellknight Formation. Swift action: sacred armor (+1 enhancement bonus to the armor I'm wearing). Soldier, if you don't think the Warpriest's sacred armor ability should be able to enhance the armor created by the instant armor spell, let me know.


LE male human (Chelaxian) conjurer 5/diabolist 3 | AC 16 (tch 12, ff 14) | CMD 14 | F +3, R +4, W +6 (+10 vs divination) | Init +2 | Per +0, SM +11 | HP 61/61 | arcane bond 1/1

Still off to the east of the Hellknight formation, Vespartius summons a torrent of driving sleet over the circle, hoping to slow the tide of enemy reinforcements.

Standard action: cast sleet storm


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Kizziar flies past the Hellknights and hovers over the attacking barbarians, scanning them with detect good and detect magic.


Morvan: Nah, that's fine with me.

Urashu:
Perception: You can definitely see many forms running towards you, their eyes glowing. They have not yet entered the light yet, being slowed down by the withdrawing Hellknights.

Vespartius:
Kizziar detects neither good nor magic.

The sleet pours down over the circle, causing many of your foes to slip and fall. They continue coming though, chasing the Hellknights as they finish moving into formation.

Perception: 1d20 + 20 ⇒ (1) + 20 = 21

Wow you are lucky.


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

Excellent. My AC is now the same as in my profile header, the exception being that the deflection bonus from shield of faith has boosted my touch AC to 14.


Female Human Medium 8 | HP: 80/80 | AC: 20 (touch 16, ff 14) | CMB +10, CMD 25 | Fort +7, Ref +9, Will +7 | Init +7 | Perc +10, Sense Motive +10

Melii casts a minor psychic spell and waits for the enemies to get within range of her bow.

Cast guidance.


LE male human (Chelaxian) conjurer 5/diabolist 3 | AC 16 (tch 12, ff 14) | CMD 14 | F +3, R +4, W +6 (+10 vs divination) | Init +2 | Per +0, SM +11 | HP 61/61 | arcane bond 1/1

Vespartius continues casting, summoning a field of dark, slimy tentacles centered wherever the attackers are most concentrated but far enough back not to affect the Hellknights. The tendrils sprout from the earth, entangling whatever they feel.

Standard action: cast black tentacles

Tentacles grapple check: 1d20 + 12 ⇒ (13) + 12 = 25
Tentacles damage: 1d6 + 4 ⇒ (6) + 4 = 10

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