Burning Wrath (Wrath of the Righteous, table 2)

Game Master The Roxtar

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NG Male Human Arcanist 5 / Evangelist 4 / Mythic 2|HP: 62/62|AC: 13|Touch: 13|FFAC: 10|Initiative: +2|Fort: +4|Reflex: +6|Will: +6|Speed: 30ft|Arcane Reservoir 11/11|1st lvl Spells 6/6|2nd lvl Spells 6/6|3rd lvl Spells 6/6|4th lvl Spells 3/3|Mythic P

This will be my roll for the Dispel Magic taking into account the Arcane Reservoir point to increase my caster lvl by 2.
Caster Level Check: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13


LG Medium Human Cleric 9 Mythic 2| HP: 73 | AC: 24 FF: 16 Touch: 20 CMD: 18 | Initiative +7 |Perception +15 | Fort +8 Reflex +6 Will +11 | Move 20’

Wally tries to get better results.

Caster level check: 1d20 + 6 ⇒ (19) + 6 = 25

Can't get much better than that.


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

Everyone slowly makes their way outside, abandoning the human to the darkness... and then tries to remove the spell in place. With great effort Walton manages to dispel the Unhallow that had been effecting the vault. As the spell fades, so too does the darkness that had been attached to it.


NG Male Human Arcanist 5 / Evangelist 4 / Mythic 2|HP: 62/62|AC: 13|Touch: 13|FFAC: 10|Initiative: +2|Fort: +4|Reflex: +6|Will: +6|Speed: 30ft|Arcane Reservoir 11/11|1st lvl Spells 6/6|2nd lvl Spells 6/6|3rd lvl Spells 6/6|4th lvl Spells 3/3|Mythic P

Now that we all van get a better look at the place, there was a body in there we should look at before we leave.

Salvatore will move in towards the body.


NG Female Human Fighter 8|HP: 84/84|AC: 21|Touch: 11|FFAC: 20|Initiative: +3|Fort: +8|Reflex: +3|Will: +5|Speed: 20ft|Will Always Power Attack

Be careful brother, let me go ahead of you just in case.


LG Medium Human Cleric 9 Mythic 2| HP: 73 | AC: 24 FF: 16 Touch: 20 CMD: 18 | Initiative +7 |Perception +15 | Fort +8 Reflex +6 Will +11 | Move 20’

"Lets see if there's any help for the poor wretch, even if it is just to bring justice to their killers."

Heal: 1d20 + 14 ⇒ (18) + 14 = 32
Trying to determine status of the body and/or cause of death.


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

Walton gives a quick examination of the body and find no wounds or injuries visible, but before he can really take a more through look, it's eyes open. The human seems startled by the cluster of people around and quickly gets to his feet, taking a defensive stance.


NG Male Human Arcanist 5 / Evangelist 4 / Mythic 2|HP: 62/62|AC: 13|Touch: 13|FFAC: 10|Initiative: +2|Fort: +4|Reflex: +6|Will: +6|Speed: 30ft|Arcane Reservoir 11/11|1st lvl Spells 6/6|2nd lvl Spells 6/6|3rd lvl Spells 6/6|4th lvl Spells 3/3|Mythic P

Hello there friend, may name is Salvatore Vasili and we do mot want to harm you. We are only crowded around you because we found you in this place that was shrouded with darkness. Once we cleared the darkness we wanted to see if we could help. From afar we though you were dead. Can you tell us what happened?


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

The man lunges forward and tries to bite at the arcanist.

Bite vs AC14: 1d20 + 12 ⇒ (8) + 12 = 20 hit
Phys: 1d6 + 6 ⇒ (4) + 6 = 10

Initiative:

Init, Darius: 1d20 + 1 ⇒ (19) + 1 = 20
Init, Pyro: 1d20 + 8 ⇒ (2) + 8 = 10
Init, Salvatore: 1d20 + 2 ⇒ (18) + 2 = 20
Init, Serafina: 1d20 + 3 ⇒ (20) + 3 = 23
Init, Walton: 1d20 + 5 ⇒ (2) + 5 = 7
Init, Zendya: 1d20 + 3 ⇒ (3) + 3 = 6
Init, Pink: 1d20 + 6 ⇒ (15) + 6 = 21

Combat Tracker wrote:

Round 1

Serafina 64/64
Pink
Salvatore 37/47, fort save
Darius 77/77
Pyro 83/83
Walton 49/49
Zendya 45/45


NG Female Human Fighter 8|HP: 84/84|AC: 21|Touch: 11|FFAC: 20|Initiative: +3|Fort: +8|Reflex: +3|Will: +5|Speed: 20ft|Will Always Power Attack

How dare you attack my brother! Serafina will full attack the guy.

Greatsword PA Attack 1: 1d20 + 16 ⇒ (7) + 16 = 23
Slashing Damage: 2d6 + 20 ⇒ (2, 5) + 20 = 27
Greatsword PA Attack 2: 1d20 + 9 ⇒ (20) + 9 = 29
Slashing Damage: 2d6 + 20 ⇒ (2, 6) + 20 = 28

Crit Confirm: 1d20 + 9 ⇒ (8) + 9 = 17
Slashing Crit Damage: 2d6 + 20 ⇒ (4, 2) + 20 = 26


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

With two big swings, the man falls. As he does, his form begins to twist and warp, revealing the fleshy body of the berbalang.

Salvatore, Fort: 1d20 + 4 ⇒ (6) + 4 = 10
1d4 + 4 ⇒ (1) + 4 = 5

Salvatore, seeing the creature fall, feels the effects of the creatures attack sink in. Muscles locking up and stiffening him in all the wrong places. The effect is somewhat short lived, and he can shift around again after a half minute passes.

added the below for folks curious about the creature and it's ghostly ability. the one written into the AP also had the advanced template applied

Projection (Su):
Once per day as a full-round action, a berbalang can enter a trance that separates the creature’s spirit from its body. This splits the berbalang’s current hit points in half between its body and its spirit. The berbalang’s spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical self with the following changes: AC 19, touch 19, flat-footed 14 (+4 Dex, +4 deflection, +1 dodge), single incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack. This spirit projection can travel no more than 1 mile away from the berbalang’s body. Because the creature is only partially in existence when in this state, its body gains displacement as the spell. When separated in this way, the berbalang’s body is unconscious and helpless. If the berbalang’s body is injured while in this state, the separated projection immediately returns to its body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as well. If the spirit is reduced to 0 or fewer hit points, it returns to the body immediately. A berbalang in spirit form can end the effect at any time as a standard action, at which point the spirit immediately returns to the body. When a berbalang’s spirit form returns to the body, add both the spirit body’s hit points and the physical body’s hit points back together to determine the creature’s current hit point total.


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

you can either rest or head straight there, it's up to you all how to proceed.


LG Medium Human Cleric 9 Mythic 2| HP: 73 | AC: 24 FF: 16 Touch: 20 CMD: 18 | Initiative +7 |Perception +15 | Fort +8 Reflex +6 Will +11 | Move 20’

I don't have a preference.


NG Male Human Arcanist 5 / Evangelist 4 / Mythic 2|HP: 62/62|AC: 13|Touch: 13|FFAC: 10|Initiative: +2|Fort: +4|Reflex: +6|Will: +6|Speed: 30ft|Arcane Reservoir 11/11|1st lvl Spells 6/6|2nd lvl Spells 6/6|3rd lvl Spells 6/6|4th lvl Spells 3/3|Mythic P

We only used 1 spell. I say let's go.


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

sounds good to me.

With the victory at the crypt, the heroes feel confident and press their advantage, heading across the recently secured bridge and approaching one of the towers. The lands around the tower itself is fairly clear of obstacles.


NG Male Human Arcanist 5 / Evangelist 4 / Mythic 2|HP: 62/62|AC: 13|Touch: 13|FFAC: 10|Initiative: +2|Fort: +4|Reflex: +6|Will: +6|Speed: 30ft|Arcane Reservoir 11/11|1st lvl Spells 6/6|2nd lvl Spells 6/6|3rd lvl Spells 6/6|4th lvl Spells 3/3|Mythic P

Let's press on towards the tower!


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

whenever you guys are ready, just let me know how you're approaching


NG Male Human Arcanist 5 / Evangelist 4 / Mythic 2|HP: 62/62|AC: 13|Touch: 13|FFAC: 10|Initiative: +2|Fort: +4|Reflex: +6|Will: +6|Speed: 30ft|Arcane Reservoir 11/11|1st lvl Spells 6/6|2nd lvl Spells 6/6|3rd lvl Spells 6/6|4th lvl Spells 3/3|Mythic P

Have Darius and Serafina lead the group and go over the bridge and straight to the towers.


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

Making your way towards the tower is easy work, but as you get closer, a tiny bead of light streaks its way towards the group before detonating.

Fire: 6d6 ⇒ (3, 4, 3, 5, 4, 2) = 21

need a reflex from everyone


LG Medium Human Cleric 9 Mythic 2| HP: 73 | AC: 24 FF: 16 Touch: 20 CMD: 18 | Initiative +7 |Perception +15 | Fort +8 Reflex +6 Will +11 | Move 20’

Wally Reflex: 1d20 + 5 ⇒ (5) + 5 = 10
Zendya Reflex: 1d20 + 3 ⇒ (14) + 3 = 17


NG Male Human Arcanist 5 / Evangelist 4 / Mythic 2|HP: 62/62|AC: 13|Touch: 13|FFAC: 10|Initiative: +2|Fort: +4|Reflex: +6|Will: +6|Speed: 30ft|Arcane Reservoir 11/11|1st lvl Spells 6/6|2nd lvl Spells 6/6|3rd lvl Spells 6/6|4th lvl Spells 3/3|Mythic P

Reflex Save: 1d20 + 5 ⇒ (18) + 5 = 23


NG Female Human Fighter 8|HP: 84/84|AC: 21|Touch: 11|FFAC: 20|Initiative: +3|Fort: +8|Reflex: +3|Will: +5|Speed: 20ft|Will Always Power Attack

Reflex Save: 1d20 + 3 ⇒ (8) + 3 = 11


Male LG Male Angel-Blooded Aasimar Paladin 7/1|HP: 77/77|AC: 17|Touch: 11|FFAC: 16|Initiative: +1|Fort: +13|Reflex: +7|Will: +9|Speed: 20ft|Smite Evil 2/Day|Lay on Hands 9/Day|Mythic Power 5/day

Reflex Save: 1d20 + 7 ⇒ (6) + 7 = 13


Male NG Male Human Kineticist (Fire) 6|HP: 83/83|AC: 20|Touch: 15|FFAC: 15|Initiative: +8|Fort: +11|Reflex: +9|Will: +2|Speed: 30ft

Reflex Save: 1d20 + 9 ⇒ (5) + 9 = 14


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

With the flames licking at their heels from the fireball blast, the group is able to quickly get into the shelter of the lower section of the tower.

if you rush you can make it to the top in two rounds, but i expect you may want to take a moment to tend injuries. the longer you take to heal buff, the longer i get as well, so it's up to you when things kick off. that said, i have placed folks at the top of the tower. it's hard to see, but directly above Darius and Serafina are a set of double doors. the other four are still inside

Initiative:

Init, Darius: 1d20 + 1 ⇒ (6) + 1 = 7
Init, Pyro: 1d20 + 8 ⇒ (20) + 8 = 28
Init, Salvatore: 1d20 + 2 ⇒ (12) + 2 = 14
Init, Serafina: 1d20 + 3 ⇒ (11) + 3 = 14
Init, Walton: 1d20 + 5 ⇒ (9) + 5 = 14
Init, Zendya: 1d20 + 3 ⇒ (3) + 3 = 6
Init, Red: 1d20 + 9 ⇒ (15) + 9 = 24
Init, Yellow: 1d20 + 9 ⇒ (6) + 9 = 15
Init, Green: 1d20 + 9 ⇒ (18) + 9 = 27
Init, Blue: 1d20 + 9 ⇒ (11) + 9 = 20

Combat Tracker wrote:

Round ?

Pyro 62/83
Green
Red
Blue
Yellow
Walton 28/49
Serafina 43/64
Salvatore 37/47
Darius 56/77
Zendya 35/45

will update totals once you guys let me know whatcha want to do


LG Medium Human Cleric 9 Mythic 2| HP: 73 | AC: 24 FF: 16 Touch: 20 CMD: 18 | Initiative +7 |Perception +15 | Fort +8 Reflex +6 Will +11 | Move 20’

Channel: 4d6 ⇒ (6, 6, 5, 1) = 18

Wally sends out a Channel to his allies, healing even the most injured almost back to full.
"Lets press the advantage before they have too much time to prepare more for our arrival."


LN Medium Human Oracle (Battle) 8| HP: 58 | AC: 25 FF: 24 Touch: 11 CMD: 19 | Initiative +3 |Perception +9 | Fort +3 Reflex +3 Will +5 | Move 20’

Zendya nods in agreement and casts Protection from Evil, Communal, splitting the six minutes up evenly among the allies.
"Lets do this! May they face the righteous light!"


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

Updated

Combat Tracker wrote:

Round 1

Prot Evil (all) 10rds
Pyro 80/83
Green
Red
Blue
Yellow
Walton 46/49
Serafina 61/64
Salvatore 47/47
Darius 74/77
Zendya 45/45


Male NG Male Human Kineticist (Fire) 6|HP: 83/83|AC: 20|Touch: 15|FFAC: 15|Initiative: +8|Fort: +11|Reflex: +9|Will: +2|Speed: 30ft

Pyro will Blast yellow

Fire Blast: 1d20 + 9 ⇒ (19) + 9 = 28
Energy Damage: 3d6 + 4 ⇒ (1, 1, 4) + 4 = 10
SR check: 1d20 + 5 ⇒ (3) + 5 = 8


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

sorry i didn't get back on this sooner. no, pyro would not be able to see yellow from inside the tunnel. blue yes, red, slightly... but green or yellow not at all. it's hard to represent on the map, but you guys are currently UNDER the siege weapon... not on top of it. will redirect to blue.

As Pyro sends out the flaming bolt, the energy fizzles and disappears before making contact with the small goat man. With wicked smiles they all start to descend on the party, smoking breath billowing out of their mouths.

Green shifts and then sends a bead of flame towards the group.

Fire: 6d6 ⇒ (6, 1, 1, 5, 4, 4) = 21

Reflex saves:

Reflex, Darius: 1d20 + 7 ⇒ (1) + 7 = 8
Reflex, Pyro: 1d20 + 9 ⇒ (2) + 9 = 11
Reflex, Salvatore: 1d20 + 5 ⇒ (2) + 5 = 7
Reflex, Serafina: 1d20 + 3 ⇒ (13) + 3 = 16
Reflex, Walton: 1d20 + 5 ⇒ (4) + 5 = 9
Reflex, Zendya: 1d20 + 3 ⇒ (13) + 3 = 16

The burst of heat washes over everyone, leaving the group injured.

Red and blue move forward and swing longswords at the armored fighters in the front.

Red, Melee vs Darius: 1d20 + 13 ⇒ (16) + 13 = 29 hit
Slashing: 1d6 + 3 ⇒ (5) + 3 = 8
Fire: 1d6 ⇒ 1

Blue, Melee vs Zen: 1d20 + 13 ⇒ (14) + 13 = 27 hit
Slashing: 1d6 + 3 ⇒ (4) + 3 = 7
Fire: 1d6 ⇒ 3

Yellow comes around the side and swings at Darius.

Yellow, Melee vs Darius: 1d20 + 13 ⇒ (14) + 13 = 27 hit
Slashing: 1d6 + 3 ⇒ (4) + 3 = 7
Fire: 1d6 ⇒ 5

The smoke stings the eyes and throats, making it hard to function.

i will need 3 fort saves from Darius, 2 from Zen, and 1 from Sera. DC19 or be sickened for 1 round. This is a poison effect.

knowledge planes to identify the creatures

Combat Tracker wrote:

Round 1

Green
Red
Blue
Yellow
Walton 25/49
Serafina 36/64
Salvatore 22/47
Darius 28/77
Zendya 13/45

Round 2
Pyro 59/83


NG Male Human Arcanist 5 / Evangelist 4 / Mythic 2|HP: 62/62|AC: 13|Touch: 13|FFAC: 10|Initiative: +2|Fort: +4|Reflex: +6|Will: +6|Speed: 30ft|Arcane Reservoir 11/11|1st lvl Spells 6/6|2nd lvl Spells 6/6|3rd lvl Spells 6/6|4th lvl Spells 3/3|Mythic P

Knowledge Planes: 1d20 + 16 ⇒ (6) + 16 = 22

Resistances then GMs Choice


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

Salvatore:
This is a Brimorak. Generally CE Small outsider (chaotic, demon, evil, extraplanar).

1. Resist: acid 10, cold 10
2. Immune: electricity, fire


LG Medium Human Cleric 9 Mythic 2| HP: 73 | AC: 24 FF: 16 Touch: 20 CMD: 18 | Initiative +7 |Perception +15 | Fort +8 Reflex +6 Will +11 | Move 20’

Wally channels again, healing his allies and excluding his enemies.
Channel: 4d6 ⇒ (6, 3, 5, 4) = 18
Then gets out of fireball formation.


LN Medium Human Oracle (Battle) 8| HP: 58 | AC: 25 FF: 24 Touch: 11 CMD: 19 | Initiative +3 |Perception +9 | Fort +3 Reflex +3 Will +5 | Move 20’

Fortitude save: 1d20 + 3 ⇒ (15) + 3 = 18
Fortitude save: 1d20 + 3 ⇒ (15) + 3 = 18
Thats a 20 for each if they're evil.

Zendya releases a fierce battlecry, bolstering her allies. For 3 rounds

Battlecry benefits:
A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls, skill checks, and saves.

Then she takes a 5ft step around her enemy.


Male LG Male Angel-Blooded Aasimar Paladin 7/1|HP: 77/77|AC: 17|Touch: 11|FFAC: 16|Initiative: +1|Fort: +13|Reflex: +7|Will: +9|Speed: 20ft|Smite Evil 2/Day|Lay on Hands 9/Day|Mythic Power 5/day

Darius will activate smite then smite yellow

Smite Scythe: 1d20 + 15 ⇒ (4) + 15 = 19
smite Damage: 2d4 + 22 ⇒ (4, 2) + 22 = 28

2nd attack
Smite Scythe: 1d20 + 10 ⇒ (2) + 10 = 12
smite Damage: 2d4 + 22 ⇒ (3, 4) + 22 = 29

If I can't smite yellow

Scythe PA: 1d20 + 11 ⇒ (8) + 11 = 19
Damage Slash/Cold Iron: 2d4 + 15 ⇒ (3, 2) + 15 = 20

2nd attack
2nd Scythe PA: 1d20 + 6 ⇒ (7) + 6 = 13
Damage Slash/Cold Iron: 2d4 + 15 ⇒ (4, 1) + 15 = 20


NG Female Human Fighter 8|HP: 84/84|AC: 21|Touch: 11|FFAC: 20|Initiative: +3|Fort: +8|Reflex: +3|Will: +5|Speed: 20ft|Will Always Power Attack

Serafina will 5ft up and will full attack Yellow. Will target Red if Yellow is down.

Greatsword PA Attack 1: 1d20 + 16 + 1 ⇒ (16) + 16 + 1 = 33
Slashing Damage: 2d6 + 20 ⇒ (4, 4) + 20 = 28
Greatsword PA Attack 2: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Slashing Damage: 2d6 + 20 ⇒ (4, 5) + 20 = 29


NG Male Human Arcanist 5 / Evangelist 4 / Mythic 2|HP: 62/62|AC: 13|Touch: 13|FFAC: 10|Initiative: +2|Fort: +4|Reflex: +6|Will: +6|Speed: 30ft|Arcane Reservoir 11/11|1st lvl Spells 6/6|2nd lvl Spells 6/6|3rd lvl Spells 6/6|4th lvl Spells 3/3|Mythic P

Salvatore will relay all the information that he found out about these creatures.

Salvatore will cast Burst of Radiance at Red and Teal. Reflex Save for Red and Teal DC18.
Damage vs Evil: 5d4 ⇒ (3, 1, 4, 1, 3) = 12
If Failed Save Blinded: 1d4 ⇒ 2
If Passed Save Dazzled: 1d4 ⇒ 4

Spells:
0-Level Spells Prepared: Dancing Lights, Detect Magic, Open/Close, Prestidigitation, Scrivener's Chant, Read Magic. 1st-Level Spells Prepared: Color Spray, Burning Hand, Thunderstomp, Mage Armor 1st-Level Spells Left: 6/6 2nd-Level Spell Prepared: Burst of Radiance and Boneshaker 2nd-Level Spells Left: 5/6 3rd-Level Spell Prepared: Dispel Magic 3rd-Level Spells Left: 2/3 Arcane Reservoir: 7/9 Mythic Power: 6/7


Male NG Male Human Kineticist (Fire) 6|HP: 83/83|AC: 20|Touch: 15|FFAC: 15|Initiative: +8|Fort: +11|Reflex: +9|Will: +2|Speed: 30ft

Pyro will move but with them being immune to fire will hold where he is at having no means of attacking or support


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

@darius only need to throw one set of rolls for the attacks. as long as you give me some sort of indication of what the bonuses are, i can adjust up or down to factor in for smite.

added a white block to the map. there is the roof... and then there is the hallway/stairs you guys used to get there. the doors south of the siege weapon are open and lead to the outside. it's hard to represent three dimensions on this map and they didn't give me a side view or even the space under the siege weapon to work with for y'all. so... the white area is under the weapon. outside of that is wall or part of the roof

Darius Fort: 1d20 + 13 + 2 ⇒ (13) + 13 + 2 = 28 pass
Darius Fort: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19 pass
Darius Fort: 1d20 + 13 + 2 ⇒ (18) + 13 + 2 = 33 pass

Walton sends a wave of healing energy out to heal, helping his allies knit their wounds with some divine assistance.

it won't matter much this round, as none of the enemies were injured yet... but selective channel only allows you to deselect a number of targets up to your CHA modifier (2), so keep that in mind for the future.

Zen lets out a warcry, and then Darius moves into a better position to attack. Swinging Radiance twice, but only connecting once with the deadly weapon. Hot blood sprays out of the small goat man, burning the paladin.

Fire: 1d4 ⇒ 2

Sera then approaches swinging the heavy greatsword, landing a pair of blows, the creature falls.

Fire: 1d4 ⇒ 3
Fire: 1d4 ⇒ 3

Salvatore wiggles his fingers and makes a bright flash of light.

Reflex, Red: 1d20 + 8 ⇒ (5) + 8 = 13
Reflex, Blue: 1d20 + 8 ⇒ (13) + 8 = 21

Combat Tracker wrote:

Round 1

prot evil9, battlecry 3
Green
Red, -12, blind2
Blue, -12, dazzle4
Walton 43/49
Serafina 48/64
Salvatore 40/47
Darius 44/77
Zendya 31/45

Round 2
Pyro 77/83

zen only took a 5ft and used a swift, did you want to attack too? and for pyro... you either moved through the wall, or past two enemies drawing aoos. i'm kinda thinking it was the former, so i move him back to let you clarify :)


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

Fort, Sera: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18 pass

if i had rolled it in the post where i should have, it would have been a fail. lucky i missed that you didn't roll it til after i already did up the rest of the post :P


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

Pyro is uncertain how to proceed and hold off on rash action.

The small goatmen however, move to strike.

Green moves along the raised platform and down the stairs before swinging his sword at Zendya.

Melee vs Zendya AC27: 1d20 + 13 ⇒ (18) + 13 = 31 hit
Slashing: 1d6 + 3 ⇒ (2) + 3 = 5
Fire: 1d6 ⇒ 4

Red struggles to see, but swings his sword in the direction that he was last hit from.

Melee vs Darius AC19: 1d20 + 13 ⇒ (8) + 13 = 21 hit?
Concealment: 1d100 ⇒ 99 hit
Slashing: 1d6 + 3 ⇒ (6) + 3 = 9
Fire: 1d6 ⇒ 3

Melee vs Darius AC19: 1d20 + 8 ⇒ (20) + 8 = 28 crit?
Concealment: 1d100 ⇒ 11 miss
Slashing: 1d6 + 3 ⇒ (6) + 3 = 9
Fire: 1d6 ⇒ 2

Blue turns his attention to Zen and swings twice.

Melee vs Zendya AC27: 1d20 + 13 - 1 ⇒ (4) + 13 - 1 = 16 miss
Slashing: 1d6 + 3 ⇒ (2) + 3 = 5
Fire: 1d6 ⇒ 2

Melee vs Zendya AC27: 1d20 + 8 - 1 ⇒ (10) + 8 - 1 = 17 miss
Slashing: 1d6 + 3 ⇒ (6) + 3 = 9
Fire: 1d6 ⇒ 2

Combat Tracker wrote:

Round 2

prot evil8, battlecry 3
Green
Red, -12, blind1
Blue, -12, dazzle3
Walton 43/49
Serafina 48/64
Salvatore 40/47
Darius 32/77
Zendya 22/45
Pyro 77/83


NG Female Human Fighter 8|HP: 84/84|AC: 21|Touch: 11|FFAC: 20|Initiative: +3|Fort: +8|Reflex: +3|Will: +5|Speed: 20ft|Will Always Power Attack

Serafina will full attack Blue. Will target Red if Blue is down.

Greatsword PA Attack 1: 1d20 + 16 ⇒ (3) + 16 = 19
Slashing Damage: 2d6 + 20 ⇒ (5, 1) + 20 = 26

Greatsword PA Attack 2: 1d20 + 9 ⇒ (7) + 9 = 16
Slashing Damage: 2d6 + 20 ⇒ (2, 2) + 20 = 24


NG Male Human Arcanist 5 / Evangelist 4 / Mythic 2|HP: 62/62|AC: 13|Touch: 13|FFAC: 10|Initiative: +2|Fort: +4|Reflex: +6|Will: +6|Speed: 30ft|Arcane Reservoir 11/11|1st lvl Spells 6/6|2nd lvl Spells 6/6|3rd lvl Spells 6/6|4th lvl Spells 3/3|Mythic P

Salvatore will draw his Magic Missile Wand (5th lvl) and shoot it at Blue.

Magic Missile Damage: 3d4 + 3 ⇒ (2, 2, 2) + 3 = 9

Magic Missile Wand 5th Level 8 Charges left. Magic Missile Wand 3rd level 10 charges left

Spells:
0-Level Spells Prepared: Dancing Lights, Detect Magic, Open/Close, Prestidigitation, Scrivener's Chant, Read Magic. 1st-Level Spells Prepared: Color Spray, Burning Hand, Thunderstomp, Mage Armor 1st-Level Spells Left: 6/6 2nd-Level Spell Prepared: Burst of Radiance and Boneshaker 2nd-Level Spells Left: 5/6 3rd-Level Spell Prepared: Dispel Magic 3rd-Level Spells Left: 2/3 Arcane Reservoir: 7/9 Mythic Power: 6/7


LG Medium Human Cleric 9 Mythic 2| HP: 73 | AC: 24 FF: 16 Touch: 20 CMD: 18 | Initiative +7 |Perception +15 | Fort +8 Reflex +6 Will +11 | Move 20’

Wally adjusts his position and sacrifices a level two spell to then cast cure moderate wounds on Darius at range.

my mythic power allows me to cast at range.

Cure Moderate: 2d8 + 7 ⇒ (8, 3) + 7 = 18


LN Medium Human Oracle (Battle) 8| HP: 58 | AC: 25 FF: 24 Touch: 11 CMD: 19 | Initiative +3 |Perception +9 | Fort +3 Reflex +3 Will +5 | Move 20’

Z takes a 5 ft step to stand next to Sera then attacks red with her flail.

+1 Light Flail: 1d20 + 9 ⇒ (16) + 9 = 25
Bludgeoning: 1d8 + 5 ⇒ (8) + 5 = 13


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

Sera missed, but Salvatore's projectiles are unerring.

Walton heals Darius with the mystical divine energies, while Zendya deals minor damage to red.

starting in the range of green will need a fort save. i missed adding that to my last post. could you throw one when you get a chance for zen please? DC17, failure gives the sickened condition for 1 round, which may reduce the damage slightly

Combat Tracker wrote:

Round 2

prot evil8, battlecry 3
Green
Red, -12, blind1, -??
Blue, -21, dazzle3
Walton 43/49
Serafina 48/64
Salvatore 40/47
Darius 50/77
Zendya 22/45 need fort please
Pyro 77/83


Male LG Male Angel-Blooded Aasimar Paladin 7/1|HP: 77/77|AC: 17|Touch: 11|FFAC: 16|Initiative: +1|Fort: +13|Reflex: +7|Will: +9|Speed: 20ft|Smite Evil 2/Day|Lay on Hands 9/Day|Mythic Power 5/day

Darius will active smite vs red and attack red with 2 attacks

Smite Scythe: 1d20 + 15 ⇒ (2) + 15 = 17
smite Damage: 2d4 + 22 ⇒ (2, 3) + 22 = 27

Smite Scythe: 1d20 + 10 ⇒ (4) + 10 = 14
smite Damage: 2d4 + 22 ⇒ (3, 3) + 22 = 28


Male NG Male Human Kineticist (Fire) 6|HP: 83/83|AC: 20|Touch: 15|FFAC: 15|Initiative: +8|Fort: +11|Reflex: +9|Will: +2|Speed: 30ft

Pyro will delay


LN Medium Human Oracle (Battle) 8| HP: 58 | AC: 25 FF: 24 Touch: 11 CMD: 19 | Initiative +3 |Perception +9 | Fort +3 Reflex +3 Will +5 | Move 20’

Fort: 1d20 + 3 ⇒ (12) + 3 = 15
+2 more for a 17 if they're evil.


NG Male Human Arcanist 5 / Evangelist 4 / Mythic 2|HP: 62/62|AC: 13|Touch: 13|FFAC: 10|Initiative: +2|Fort: +4|Reflex: +6|Will: +6|Speed: 30ft|Arcane Reservoir 11/11|1st lvl Spells 6/6|2nd lvl Spells 6/6|3rd lvl Spells 6/6|4th lvl Spells 3/3|Mythic P

SR Check: 1d20 + 5 ⇒ (4) + 5 = 9

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