Post Apocthulhu Pathfinder RAW

Game Master Michael Johnson 66

The PCs are survivors in a version of modern Earth ravaged by Cthulhu and his minions.


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The black dragons are all about 60 ft away from the FOs, and there is about 30 ft between each of them....


Human Male Alchemist Beastmorph 18 Trickster 8 AC 28/19/21; HP 122/122; INIT +25; Per +24; FORT 10/REF 14/ WILL 9; CMB +14;CMD 33

Are we on round 3 yet?


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

I know that Derrik went ahead and acted for round 3.. but I think he's the only one. Although he's already asking about round 4. Glory hog.


Human Dark Tapestry Oracle 15; Mythic Hierophant Tier 6; HP: 114/114

Marcus looks at the flying dragons and grins a nasty grin.

He empowers his voice with magic and Mythical might.

"Fall." he says to the gathered dragons.

DC 24 Will or fall from the air, for all of them and lay prone. The ones that pass are Staggered instead.

Debated on whether to make them take no actions instead, but since the majority of us aren't flying right now IIRC I figured making them come down was better.


Male Human (Dwarfblood/Infused) Inquistor 12/ Paladin of Vengence 4 / Chevalier 3| Mythic Guardian-Champion 9 (Lvl 19)

Hrm? No I acted in Round 3 ahead of time because everyone but I think Rad, Koran and the lower list people had not acted. And the Dragons/Frogehmoths did their thing.. which being trapped in Reverse Gravity. LOL, Derrik doesn't try to hog any glory.

Also; SR Marcus. Unless that is Supernatural or something in which case IGNORE MEEEEEEE


Human Dark Tapestry Oracle 15; Mythic Hierophant Tier 6; HP: 114/114

Oh right, SR.

1d20 + 23 ⇒ (19) + 23 = 42
1d20 + 23 ⇒ (16) + 23 = 39


Will save vs DC 24 fall command 1d20 + 12 ⇒ (19) + 12 = 31

Will save vs DC 24 fall command 1d20 + 12 ⇒ (19) + 12 = 31

Will save vs DC 24 fall command 1d20 + 12 ⇒ (13) + 12 = 25

Will save vs DC 24 fall command 1d20 + 12 ⇒ (19) + 12 = 31

All four dragons resist Marcus' command!


The dragons all exhale 80-ft streams of greenish acid! They catch MJ, Koran, Derrik, and Sieg in their paths.... DC 22 Reflex for half

MJ takes 12d6 ⇒ (5, 3, 3, 3, 4, 1, 6, 1, 3, 4, 2, 4) = 39 acid....

Koran takes 12d6 ⇒ (6, 3, 2, 2, 5, 1, 3, 1, 5, 1, 3, 1) = 33 acid....

Derrik takes 12d6 ⇒ (5, 6, 5, 3, 3, 6, 2, 1, 1, 4, 5, 4) = 45 acid....

Sieg takes 12d6 ⇒ (4, 5, 1, 6, 6, 5, 3, 3, 1, 2, 4, 1) = 41 acid....


Male Human Two-handed fighter 10/urban barbarian 9/cleric of Sif 1; Mythic Champion tier 10; hp 263

Reflex save vs DC 22 dragon breath 1d20 + 6 ⇒ (7) + 6 = 13

OOOOWCH! Stings!


Monk (Tetori) 11/Fighter (Brawler) 4/Ulfen Guard 5; Mythic Champion/Guardian 10

That's a whole lotta 19s. I call shenanigans. =p

1d20 + 17 ⇒ (4) + 17 = 21
Surge: 1d8 ⇒ 5

Woo Evasion wooo

Sieg stumbles a few times, but manages to deftly dodge the spray of acid, coming out unscathed.


Human Male Alchemist Beastmorph 18 Trickster 8 AC 28/19/21; HP 122/122; INIT +25; Per +24; FORT 10/REF 14/ WILL 9; CMB +14;CMD 33

Since I have no map reference, I'm having trouble understanding the dragons attack. Is it close enough to Grimm to provoke AOOs? If yes then I will use them before I make my next move.


Male Human (Dwarfblood/Infused) Inquistor 12/ Paladin of Vengence 4 / Chevalier 3| Mythic Guardian-Champion 9 (Lvl 19)

Derrik steels himself against the Acid, letting it bathe him

Heroic Reflex: 1d20 + 15 ⇒ (14) + 15 = 29

They are up in the air like 70-80 ft and are breathing down on us


Human Male Alchemist Beastmorph 18 Trickster 8 AC 28/19/21; HP 122/122; INIT +25; Per +24; FORT 10/REF 14/ WILL 9; CMB +14;CMD 33

can I transmute one from flesh to stone?


Male Tiefling Wild Rager 11 / Spellbreaker 6 / Chevalier 3 / Champion 9 (current HP: 520/349)

Reflex: 1d20 + 10 ⇒ (20) + 10 = 30
Koran sidesteps the rush of acid, only getting some of the splatter.

"can someone get me up there?"


Human Male Alchemist Beastmorph 18 Trickster 8 AC 28/19/21; HP 122/122; INIT +25; Per +24; FORT 10/REF 14/ WILL 9; CMB +14;CMD 33

Realizing that the biggest threat is out of range of his first idea, with the speed of his perpetual mind, Grimm slammed a vial from his bandolier and immediately transferred the feeling of force and lightness to Koran.

Transfer fly to Koran using 1 mythic power


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Seeing the Dragons on the attack, Radsworth first sends in his Elder Air Elemental!

Air Elemental:

Whirlwind (Su):
Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form, otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.

The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind's width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.

The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature's space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.

Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster's HD + the monster's Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.

Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.

dashes forward and summons a mighty vortex, trying to entrap the dragons! (Reflex DC 27 to avoid damage. Second Reflex DC 27 to avoid being stuck in the vortex and carried to ground level by the Elemental.)

Vortex: 2d8 + 9 ⇒ (4, 4) + 9 = 17

Radsworth levels Traveler and lets the weapon hum with evocation magic. He waits for one of the creatures to try casting a spell.

For his part, Radsworth readies an action. IF one of the Dragons manages to somehow cast a spell, he will interrupt it's spellcasting with an Intensified Reach Shocking Grasp augmented with Mythic Power to bypass SR and increase damage by 50%.

To Hit vs Touch[/dice: 1d20 + 12 ⇒ (19) + 12 = 31
Bullet Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Shocking Grasp: 10d6 ⇒ (1, 5, 4, 6, 6, 5, 4, 1, 6, 6) = 44 + 50% = 66 Damage.


Male Tiefling Wild Rager 11 / Spellbreaker 6 / Chevalier 3 / Champion 9 (current HP: 520/349)

Everyone else still around?

Koran surges forward into the sky crashing into the closest dragon with the force of a storm. Mjolnir is already coming around for the first strike.

Aerial attack 1: 1d20 + 36 ⇒ (9) + 36 = 45 Damage: 6d6 + 6d6 + 1d6 + 1d6 + 47 ⇒ (2, 1, 5, 4, 6, 6) + (2, 2, 6, 4, 6, 1) + (1) + (6) + 47 = 99
attack 2: 1d20 + 36 ⇒ (14) + 36 = 50 Damage: 6d6 + 1d6 + 1d6 + 47 ⇒ (1, 2, 4, 1, 6, 5) + (3) + (5) + 47 = 74
attack 3: 1d20 + 31 ⇒ (3) + 31 = 34 Miss?
Wild fighting: 1d20 + 36 ⇒ (15) + 36 = 51 Damage: 6d6 + 1d6 + 1d6 + 47 ⇒ (6, 3, 5, 3, 1, 5) + (5) + (5) + 47 = 80
Advanced initiative: 1d20 + 36 ⇒ (10) + 36 = 46 Damage: 6d6 + 1d6 + 1d6 + 47 ⇒ (5, 1, 3, 5, 5, 1) + (6) + (1) + 47 = 74
Sudden attack: 1d20 + 41 ⇒ (12) + 41 = 53 Again: 1d20 + 41 ⇒ (3) + 41 = 44 Damage: 6d6 + 1d6 + 1d6 + 47 ⇒ (4, 1, 1, 3, 2, 4) + (6) + (6) + 47 = 74

401 damage

Will: 1d20 + 22 ⇒ (14) + 22 = 36

As Koran stops moving the other fierce ones can see an unfamiliar glow in his eye, more sinister than the Koran they know. He speaks something in a vile demonic tongue. He laughs and turns his attention back to the problem at hand.

Abyssal:
"My ancestors thank you for your sacrifice beast."


Reflex save to avoid whirlwind damage vs DC 27 1d20 + 10 ⇒ (11) + 10 = 21

Reflex save to avoid whirlwind damage vs DC 27 1d20 + 10 ⇒ (10) + 10 = 20

Reflex save to avoid whirlwind damage vs DC 27 1d20 + 10 ⇒ (16) + 10 = 26

Reflex save to avoid whirlwind damage vs DC 27 1d20 + 10 ⇒ (12) + 10 = 22

Reflex save to avoid getting caught in the vortex vs DC 27 1d20 + 10 ⇒ (18) + 10 = 28

Reflex save to avoid getting caught in the vortex vs DC 27 1d20 + 10 ⇒ (16) + 10 = 26

Reflex save to avoid getting caught in the vortex vs DC 27 1d20 + 10 ⇒ (16) + 10 = 26

Reflex save to avoid getting caught in the vortex vs DC 27 1d20 + 10 ⇒ (6) + 10 = 16

One of the black dragons manages to escape the vortex of wind created by Radsworth's summoned air elemental, but all of them are buffeted violently by the winds....


Koran slaughters the one dragon that escaped the tornado....


Grimm! (Acted)
Derrik!
Koran! (Acted)
Sieg!
Daisy!
Mikey!
Radsworth! (Acted)
Black dragons (4)!
Froghemoths (4)!
Marcus!

TBD: Dr Jones! Al'Torac! Yingzen!

Eeeeeek! Eeeeeek!


Female Human (Navajo) Cleric 20; Mythic Hierophant tier 10; hp 176

Daisy channels positive energy to heal her companions caught in the streams of acid....

10d6 ⇒ (4, 2, 2, 6, 3, 1, 3, 4, 5, 3) = 33 healed....


Male Human Two-handed fighter 10/urban barbarian 9/cleric of Sif 1; Mythic Champion tier 10; hp 263

Mikey Jay dives right in with the Sword of Sif....

Fleet furiously focused powerful raging Sword of Sif 1d20 + 40 ⇒ (12) + 40 = 52 deals 2d6 + 50 ⇒ (1, 4) + 50 = 55 slashing plus 2d6 ⇒ (1, 5) = 6 holy plus 2d6 ⇒ (6, 4) = 10 cold and electricity

Fleet furiously focused powerful raging Sword of Sif 1d20 + 36 ⇒ (20) + 36 = 56 deals 2d6 + 57 ⇒ (1, 1) + 57 = 59 slashing plus 2d6 ⇒ (1, 6) = 7 holy plus 2d6 ⇒ (3, 6) = 9 cold and electricity.... Confirm 1d20 + 36 ⇒ (8) + 36 = 44 deals 2d6 + 73 ⇒ (6, 3) + 73 = 82 slashing critical!

Fleet furiously focused powerful raging Sword of Sif 1d20 + 36 ⇒ (10) + 36 = 46 deals 2d6 + 57 ⇒ (1, 6) + 57 = 64 slashing plus 2d6 ⇒ (1, 4) = 5 holy plus 2d6 ⇒ (3, 6) = 9 cold and electricity

Fleet furiously focused powerful raging Sword of Sif 1d20 + 31 ⇒ (6) + 31 = 37 deals 2d6 + 57 ⇒ (6, 4) + 57 = 67 slashing plus 2d6 ⇒ (6, 1) = 7 holy plus 2d6 ⇒ (2, 6) = 8 cold and electricity

MJ swiftly slices two of the black dragons grounded by Radsworth's vortex into pieces!


Male Human (Dwarfblood/Infused) Inquistor 12/ Paladin of Vengence 4 / Chevalier 3| Mythic Guardian-Champion 9 (Lvl 19)

Derrik sets his sight on the escaping Dragon Longinus thunders a howling shot.

Amazing Vital Heroic Dragon Bane Incendiary Longinus Shot of Destructive Justice 200ft Touch: 1d20 + 22 ⇒ (17) + 22 = 392d10 + 7 + 2d6 + 1d6 ⇒ (4, 4) + 7 + (5, 4) + (2) = 26

He then pulls out the clip, loading another clip into the massive rifle and unloads into another Dragon.

Heroic Dragon Bane Incendiary Longinus Shot of Destructive Justice 80ft Touch: 1d20 + 26 ⇒ (14) + 26 = 401d10 + 7 + 2d6 + 1d6 ⇒ (10) + 7 + (3, 4) + (2) = 26
Haste Heroic Dragon Bane Incendiary Longinus Shot of Destructive Justice 80ft Touch: 1d20 + 26 ⇒ (4) + 26 = 301d10 + 7 + 2d6 + 1d6 ⇒ (8) + 7 + (1, 2) + (3) = 21
Secondary Heroic Dragon Bane Incendiary Longinus Shot of Destructive Justice 80ft Touch: 1d20 + 21 ⇒ (1) + 21 = 221d10 + 7 + 2d6 + 1d6 ⇒ (3) + 7 + (6, 5) + (6) = 27
Third Heroic Dragon Bane Incendiary Longinus Shot of Destructive Justice 80ft Touch: 1d20 + 16 ⇒ (13) + 16 = 291d10 + 7 + 2d6 + 1d6 ⇒ (6) + 7 + (1, 1) + (3) = 18

A gout of flame erupts from the barrel and the heavy slugs digging Derrik deeper into the ground causing a small fissure around him.


Human Male Alchemist Beastmorph 18 Trickster 8 AC 28/19/21; HP 122/122; INIT +25; Per +24; FORT 10/REF 14/ WILL 9; CMB +14;CMD 33

What is a Longinus?


Male Human (Dwarfblood/Infused) Inquistor 12/ Paladin of Vengence 4 / Chevalier 3| Mythic Guardian-Champion 9 (Lvl 19)

Its an allusion to the Spear of Longinus; it is also an artillery cannon. Right now in game it is simply a buffed rifle.. I havent gone full boat on it yet. Basically its that back mounted weapon on that Armored Core from the video.


Monk (Tetori) 11/Fighter (Brawler) 4/Ulfen Guard 5; Mythic Champion/Guardian 10

So I completely forgot we were in a new round.

Sieg charges at the nearest dragon and tries to grab it by the tail.

1d20 + 43 ⇒ (14) + 43 = 57

Pretty sure that works.

With a successful hold established, he slams it into the ground.

1d20 + 20 ⇒ (2) + 20 = 22

Damage: 1d8 + 27 ⇒ (2) + 27 = 29


Male Human (Dwarfblood/Infused) Inquistor 12/ Paladin of Vengence 4 / Chevalier 3| Mythic Guardian-Champion 9 (Lvl 19)

Be aware they have reach..


Monk (Tetori) 11/Fighter (Brawler) 4/Ulfen Guard 5; Mythic Champion/Guardian 10

I don't provoke AoOs from anything within 2 size categories of me (Titan's Bane Mythic ability. If I share their square I can even attack their Flatfooted AC! It's breddy gud.). IIRC these are Huge dragons, so I don't need to worry about it.


Male Human (Dwarfblood/Infused) Inquistor 12/ Paladin of Vengence 4 / Chevalier 3| Mythic Guardian-Champion 9 (Lvl 19)

Titan's bane doesn't make you immune to AoO's.. it makes the act of going into their square not provoke and allow you to share squares..


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Yes, but we were talking about AoOs from movement, I assume. Since I didn't do anything else that would have provoked.

Unless I misunderstood the "You can move through the space of any creature two or more size categories larger than you without provoking attacks of opportunity" bit?


Male Human (Dwarfblood/Infused) Inquistor 12/ Paladin of Vengence 4 / Chevalier 3| Mythic Guardian-Champion 9 (Lvl 19)

Right, Their square does not include their REACH, they can still hit you as you move up to them just not when your right there and move inside their square.. they cant stop you but you still threaten them, take space, yadda yadda.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

=/. I probably wouldn't have taken it in that case. I had taken it to mean I didn't take AoOs for moving out of their threatened squares.


Male Human (Dwarfblood/Infused) Inquistor 12/ Paladin of Vengence 4 / Chevalier 3| Mythic Guardian-Champion 9 (Lvl 19)

That is a different thing, Trickster has stuff like that.


AoO bite at Sieg as he darts in to grapple the last dragon 1d20 + 21 ⇒ (7) + 21 = 28 misses the agile brawler....

Sieg seizes the dragon by its tail and slams it's body forcefully onto the sea wall!


Catching sight of the dragon he shot down some 200 ft down a long street running inland from the harbor, flopping and hopping as it drags it's wounded wing behind it, Derrik aims Longinus and pulverizes the dragon's skull with well placed shots! It collapses dead in the street.

All five dragons lay dead!


The surviving Froghemoths are sitting ducks as they hover and flail helplessly in Marcus' antigravity effect!

One by one, they are eliminated either by Koran's furious strokes with Mjolnir, or Mikey Jay's with the Sword of Sif, or by well-aimed shots from Derrik's Longinus body cannon....


Male Human Two-handed fighter 10/urban barbarian 9/cleric of Sif 1; Mythic Champion tier 10; hp 263

Another battle easily won, eh, Fierce Ones? Kinda hoping for a real challenge one of these days....

MJ returns to the ground, flicking froghemoth blood off his blade....


Female Human (Navajo) Cleric 20; Mythic Hierophant tier 10; hp 176

Hmmm.... Be careful what you wish for, Mikey.... These might be the small fry on this planet....

Daisy looks up and down the harbor for signs of more enemies....


M Human unchained monk 8/paladin 6

Seeing no other immediate dangers, the Fierce Ones continue their search for survivors along the harbor.

After searching two more empty dockside buildings, they finally discover survivors aboard a large fishing junk. There are 9 men, 10 women, and 6 children between the ages of 3 and 12. They are relieved to see that tge FOs are humans (mostly) and not monsters when they come aboard, calling out for survivors.

Although most of them cannot understand any of the languages the FOs speak, they surround you with smiles and salutes (right fist held in left hand) and deep bows....


One of the men steps forward, saluting and bowing....

Ni hao! That how we say "herrow" in Hong Kong! I solly my Engrish not velly bettah.... I rearn flom watch Amelican movie! I rove Crint Eastwood movie! Unfohgiven my favolite! You know Crint Eastwood? How you get heah in Hong Kong? You heah when go to this pranet?


Female Human (Navajo) Cleric 20; Mythic Hierophant tier 10; hp 176

No, we just arrived here today.... We came using powerful magic.... We are the Fierce Ones, and we are here to rescue you from this planet and return you to Earth.... Though, I guess it's debatable whether Earth is actually safer these days....


Monk (Tetori) 11/Fighter (Brawler) 4/Ulfen Guard 5; Mythic Champion/Guardian 10

"Our companion, there with the tophat, transported us here today. We've come to help as best we can."

"Daisy makes a good point however. I'm not sure Earth's Hong Kong will be much of an improvement. We do have a settlement, and the guardians to protect it, if you would agree to come there instead. It would be much safer, and there are far more people there as well. Life isn't exactly normal, but it's probably the closest you can get in these times."


Human Male Alchemist Beastmorph 18 Trickster 8 AC 28/19/21; HP 122/122; INIT +25; Per +24; FORT 10/REF 14/ WILL 9; CMB +14;CMD 33

After the hub-bub, the absent-minded chemist wistfully asks Why did we come here again?


Human Dark Tapestry Oracle 15; Mythic Hierophant Tier 6; HP: 114/114

"I thought it was to save these people and fight horrifying monsters."

"Haven't seen any of the horrifying monsters yet though."


Human Male Alchemist Beastmorph 18 Trickster 8 AC 28/19/21; HP 122/122; INIT +25; Per +24; FORT 10/REF 14/ WILL 9; CMB +14;CMD 33

Let's have at it then.

Speaking to the locals, Grimm consumes an elixir before asking them What beasts torment you and please use your native tongue.

Cast comprehend languages


Veiled men tly to make us watch bad play, King in Yerrow, make you clazy, make you bow down to King in Yerrow! Giant flog monstah rike you just fight and dlagon rive in rake.... And big, many-eyed, many-mouthed ooze that make clazy sound.... You heah sound, you go mad.... Shoggoth.... Velly bad monstah....


M Human unchained monk 8/paladin 6

Another fisherman offers a bit of info....

Veiled men say come flom rand of Leng.... Sheh, them men of Leng.... Regendary rand of giant spidah and wu jen.... Witch.... Wizard-men come flom Leng....


Human Male Alchemist Beastmorph 18 Trickster 8 AC 28/19/21; HP 122/122; INIT +25; Per +24; FORT 10/REF 14/ WILL 9; CMB +14;CMD 33

Gosh, where do we start? Suggestions? It might be best to work our way through the lower echelons first before confronting the overseers.


Monk (Tetori) 11/Fighter (Brawler) 4/Ulfen Guard 5; Mythic Champion/Guardian 10

"That may be how we must do it, but if we can at all avoid it I think we should go straight for the top, avoid tiring ourselves out so we can go all out against the important ones."


Female Human (Navajo) Cleric 20; Mythic Hierophant tier 10; hp 176

What about survivors? Do we wanna just bring everyone we find to this boat, maybe? Then teleport as many at a time as we can?

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