Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM

This wasn't suppose to a freebie attack or a non-stop continuation of battle round. The intent was to give you a breather to get healed or paralysis removed.

for clarification: Free RD actions

Grimm - cast freedom spell on Kalim
Karnog - summons monster all ten attack by the Lantern Archon miss. 20 touch attack does not hit.
Grung- moves towards the non-flying mohrg
Kalim -
Felic -


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

ah, sorry I misunderstood, in that case Grung will move and grunt and fart menacingly


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Desmond slides into cover and hides himself.

Stealth: 1d20 + 24 ⇒ (2) + 24 = 26

Moving to H14 and hiding.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

"Scatter, you fools! We're a perfect target!" Kalim moves for cover and casts Shield upon himself.


Evil GM

RD 1

Demonic Mohrg
Kalim
Grimm
Mohrg
Feli
Desmond
Karnog
Grung

RD 1 Map


Evil GM

RD 1: Demonic Mohrg

It will fly over (MA) and hover at K:15.

fly: 1d20 + 31 ⇒ (17) + 31 = 48

It will slam attack

1 Felic,2 grimm,3 Kalim, karnog 4: 1d4 ⇒ 4

slam attack: 1d20 + 21 ⇒ (12) + 21 = 33;dam: 2d8 + 8 ⇒ (8, 6) + 8 = 22

Updated RD 1 Map

*Karnog I'm not sure where you want your Lantern Archons.


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Yay!That means my Judgements are still active. 4 more HP. AC Currently 28 from protection Judgement and Fatigue. Next round will be 29 when fatigue is gone

As Kalim runs away, Grimm's heart would have dropped if he had one. He HAD hoped the mage would make him or Grungsdi FLY.

STINKIN BLOODY MAGE! SHOULDA LEFT YE FROZIN!

He turns to the Demonic Morhg.
Come on! Took ye spell before an laughed at ye.Wanna shut me up wit them claws fer yer girly demon princess?


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Kalim taking cover was meant to be moving away from the group. I can't move him via phone.

Kalim fires two scorching rays at the demon. rta: 1d20 + 9 ⇒ (19) + 9 = 28damage: 4d6 ⇒ (2, 4, 2, 4) = 12rta2: 1d20 + 9 ⇒ (3) + 9 = 12damage: 4d6 ⇒ (3, 6, 6, 3) = 18


Evil GM

Oops, I missed where Kalim stated he moved away. I'll fix that next map.


Evil GM

Updated map with Kalim's movement.

The creature has spell resistance, so make a roll if you're casting a spell with SR 23 (25 by good creatures or good spells). Spell Resistance is d20+CL

One scorching ray hits but most of the fire is soaked up and dispersed harmlessly.


Evil GM

Note: To speed things up a bit. Anyone fighting the demonic mohrg note the following:

1. If a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of Strength damage (Fortitude DC 22 negates). (This applies to Grimm, Karnog, and Felic)

2. The creature has SR 23. (Kalim) SR 25 against good casters or anyone casting a good descriptor spell. (Karnog and Felic)

He's a tough fellow.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

cl: 1d20 + 10 ⇒ (1) + 10 = 11


Evil GM

Karnog and Felic you can roll a know-religion, if you like.

Know: Rel DC 20:

these demonic creatures are resistant to various elemental attacks:
Resist acid 10, cold 10, electricity 10, fire 10
They kill and create spawn.

It can cast certain spells mostly unholy as a SLA, but you've seen this already.

DC 22:

They like to possess living bodies

DC 25:

A demonic mohrg’s fiendish spirit can attempt to leap into another host when it is destroyed. At this point, the demonic mohrg can attempt to possess any one creature within 30 feet to which it has line of sight as an immediate action.

DC 27:

If possessed, the demonic spirit often lies low if it successfully possesses a new host, waiting until the right moment to seize control of the host and start a new chain of horrific murders. In this way, a demonic spirit can jump from host to host, for each time its host is executed, it rises anew as a demonic mohrg. The possessing spirit can be driven from a living host with a successful dispel chaos or dispel evil spell, instantly destroying the spirit and ending the cycle, but such tactics have no effect on the creature after it has animated an executed body as a demonic mohrg.


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Grimm also has religion: 1d20 + 8 ⇒ (9) + 8 = 17
Is the creature within Grimms reach?


Evil GM

I didn't catch Grimm having know - relig, ut yoru score didn't get you much of anything other than it's an undead, and some stronger variation of a mohrg.

Yes you are within reach. it's hoveing a few feet off the ground but within your reach.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

1d20 + 7 ⇒ (4) + 7 = 11 kn (religion)

Karnog steps back (5' step; hopefully) out of reach of the undead and channels to heal.

5d6 ⇒ (5, 4, 2, 3, 5) = 19 hp healed

Each of the archons takes a loose orbit around Karnog and casts Aid on itself 1d8 + 3 ⇒ (5) + 3 = 8 temp hp, +1 to hit, +1 will vs fear)


Evil GM

Karnog did you ever get off the wagon? If not, there is not room to 5-ft step away since the wagon is loaded.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Is it possible to flank the creature since its up in the air?


Evil GM
Desmond Aeros wrote:
Is it possible to flank the creature since its up in the air?

He's only a few feet off the ground, so yes, he can e flanked.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

I don't believe I did, so I'm still up there. Dumb dwarf.


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Don't move. We need the flank. With Grimm healing 19hp, that puts me at full HP. Dropping kids at school. Will post full attack soon


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Grimm thanks the Lord in Iron for the beasts foolishness for coming within his reach!

Quickly he summons the fury inside and commands his blade to become UNDEAD BANE.

Then he screams and moves with a maddening fury. Swinging wildly and powerfully as his blade glows and angry red.

Extra Haste Attack,Rage, Furious, Bane, DF, Haste,Inspired, Flank, Power Attack: 1d20 + 13 + 2 + 2 + 2 + 4 + 1 + 1 + 2 - 2 ⇒ (13) + 13 + 2 + 2 + 2 + 4 + 1 + 1 + 2 - 2 = 38

2 hand PA, Bane, Rage, Furious, Divine Favor, Destructive Smite, Inspired: 1d12 + 1 + 6 + 6 + 2 + 2d6 + 2 + 2 + 4 + 5 + 2 ⇒ (12) + 1 + 6 + 6 + 2 + (6, 1) + 2 + 2 + 4 + 5 + 2 = 49

1st Iterative Attack,Rage, Furious, Bane, DF, Haste,Inspired, Flank, Power Attack: 1d20 + 13 + 2 + 2 + 2 + 4 + 1 + 1 + 2 - 2 ⇒ (10) + 13 + 2 + 2 + 2 + 4 + 1 + 1 + 2 - 2 = 35

2 hand PA, Bane, Rage, Furious, Divine Favor, Destructive Smite, Inspired: 1d12 + 1 + 6 + 6 + 2 + 2d6 + 2 + 2 + 4 + 5 + 2 ⇒ (9) + 1 + 6 + 6 + 2 + (2, 6) + 2 + 2 + 4 + 5 + 2 = 47

2nd Iterative Attack,Rage, Furious, Bane, DF, Haste,Inspired, Flank, Power Attack: 1d20 + 8 + 2 + 2 + 2 + 4 + 1 + 1 + 2 - 2 ⇒ (9) + 8 + 2 + 2 + 2 + 4 + 1 + 1 + 2 - 2 = 29

2 hand PA, Bane, Rage, Furious, Divine Favor, Destructive Smite, Inspired: 1d12 + 1 + 6 + 6 + 2 + 2d6 + 2 + 2 + 4 + 5 + 2 ⇒ (10) + 1 + 6 + 6 + 2 + (1, 5) + 2 + 2 + 4 + 5 + 2 = 46

Let me know what hits so I can calc my str damage


Evil GM

30 AC


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Waiting to see if somebody can take the spot just south of Kalim so I can get a flank. Or can I flank with Karnog if I take the spot Feli is currently in?


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

I had a 5ft step left and could do it after my attack was completed if Baldwin will allow it. You could have called for Grimm to flank during my Full Attack.

1st Attack Hits for 49 damage
Str Damage: 1d6 ⇒ 5

DC22 Fort: 1d20 + 10 ⇒ (1) + 10 = 11After first hit takes -2 to attack from 5 Str damage.

Still hits a second time 33 AC for another 45 damage

Str Damage after 2nd hit: 1d6 ⇒ 4
DC22 Fort: 1d20 + 10 ⇒ (6) + 10 = 16
Grimm feels the strength suck from his limbs and misses his 3rd strike. But he'd inflicted some terrible wounds.

Yer demon prince gonna save ye from me?
Str reduced from 19 to 10
Total damage:99


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Fort Saves vs the Str damage, Grimm. Not sure of the DC though


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Desmond steps over, then twirls and begins dicing at the undead in a tornado of steel. Sometimes you need somebody morally ambiguous to take down the truly evil.

Dice:
Applying debilitating strike to lower his AC by 2, an additional 4 against Desmond, whenever Desmond manages to hit for the first time. Each attack does 2 strength damage.

Haste Attack: 1d20 + 21 ⇒ (10) + 21 = 31
Damage: 1d6 + 7 + 1d6 + 2 + 5d6 ⇒ (6) + 7 + (6) + 2 + (5, 3, 5, 6, 3) = 43

Attack: 1d20 + 21 ⇒ (13) + 21 = 34
Damage: 1d6 + 7 + 1d6 + 2 + 5d6 ⇒ (6) + 7 + (3) + 2 + (2, 2, 6, 2, 4) = 34

Attack: 1d20 + 22 ⇒ (17) + 22 = 39
Damage: 1d6 + 8 + 2 + 5d6 ⇒ (2) + 8 + 2 + (1, 2, 4, 2, 4) = 25

Attack: 1d20 + 16 ⇒ (9) + 16 = 25
Damage: 1d6 + 7 + 1d6 + 2 + 5d6 ⇒ (4) + 7 + (4) + 2 + (6, 4, 4, 6, 6) = 43

Attack: 1d20 + 17 ⇒ (14) + 17 = 31
Damage: 1d6 + 8 + 2 + 5d6 ⇒ (4) + 8 + 2 + (5, 5, 3, 5, 2) = 34

179 damage and 10 strength damage (assuming they all hit, which I think they do after debilitating strike). Fear meh sneak attacks!


Evil GM

The undead creature looks like he can taken much more than what you'bve dealt out Grimm. "False god of weak, whiny peons. Your strength is fleeting, while Orcus's resolve rushes through my blood."


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush
baldwin the merciful wrote:
The undead creature looks like he can taken much more than what you'bve dealt out Grimm. "False god of weak, whiny peons. Your strength is fleeting, while Orcus's resolve rushes through my blood."

WOW. Between me and Desmond thats178 damage


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

"If it makes you feel any better, I don't have a god!" Desmond laughs.


female Human (Taldorian)
Spoiler:
AC 21/T13/FF17 HP54/108 F+8 R+14 W+10 Init +4 Perception +17
Bard 5/Evangelist 10
Spells:
I:6 II:7 III:3/5 IV:4

Krel: 1d20 + 10 ⇒ (6) + 10 = 16
Seeing the situation a little more stable Feli starts her song again and then moves over to grimm, giving him heroisim.


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Are you casting it on me?


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

Croaker: 1d20 + 20 - 3 + 2 + 1 + 1 ⇒ (4) + 20 - 3 + 2 + 1 + 1 = 25 for 1d10 + 8 + 8 + 2 ⇒ (1) + 8 + 8 + 2 = 19
Croaker: 1d20 + 15 - 3 + 2 + 1 + 1 ⇒ (5) + 15 - 3 + 2 + 1 + 1 = 21 for 1d10 + 8 + 8 + 2 ⇒ (3) + 8 + 8 + 2 = 21
Croaker: 1d20 + 20 - 3 + 2 + 1 + 1 ⇒ (6) + 20 - 3 + 2 + 1 + 1 = 27 for 1d10 + 8 + 8 + 2 ⇒ (2) + 8 + 8 + 2 = 20

Grung barely notices the fight behind him as he is focussed on killing his new foe

YEAH best dice ever


female Human (Taldorian)
Spoiler:
AC 21/T13/FF17 HP54/108 F+8 R+14 W+10 Init +4 Perception +17
Bard 5/Evangelist 10
Spells:
I:6 II:7 III:3/5 IV:4

Yes feli is buffing grimm


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Sweet. Given the massive STR damage I just took Grimm will probably step back and shoot but it will stack anyway


Evil GM
Desmond Aeros wrote:

Desmond steps over, then twirls and begins dicing at the undead in a tornado of steel. Sometimes you need somebody morally ambiguous to take down the truly evil.

** spoiler omitted **

179 damage and 10 strength damage (assuming they all hit, which I think they do after debilitating strike). Fear meh sneak attacks!

I don't think you get all those attacks (or damage).

Where are you moving to? If you only 5-ft stepped there no flanking so you don't get all the sneak damage.

You need 10 ft charge for your scout's charge to kick in. Charge is in a straight line unless you have feat that lets you twist. Once you move more than 5 feet you only get a standard action (not a full action)

Full Attack:

If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.

The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks.

If you are moving in a straight line

If you are moving to K:14 then you draw the attack of opportunity.

Haste:

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.

Grimm Sharpest wrote:

I had a 5ft step left and could do it after my attack was completed if Baldwin will allow it. You could have called for Grimm to flank during my Full Attack.

If you didn't say you were doing that action, I'm not going to permit it now. Couple reason: You actually mentioned ooc to have Karnog remain for flank. Also, too much ooc info being exchanged, say it in character. Lastly, by permitting the move after the fact, it shortens the combat.


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

All good. ;) Now just waiting for the next round to try and make this dude go smoosh!


Evil GM

For clarification a charge does not need follow a grid, it just has to be straight and without bends.

Paizo Designer on the topic

I did a search and could not come up with any feats or rogue talents that permit a twist of turning charge. There use to be a rogue trick in 3.5 that permitted a twist but I didn't see that carried over to paizo. Perhaps someone else has some insight.

Mounted combat has a Wheeling Charge that permits a 90 degree turn it's out of Cities of Golarian 50.

A 3rd PP has an Acrobatic Charge talent that which lets you acro through a threatened square while charging. But I really don't want players getting into 3rd PP material unless it's something from the RA game that's provided as loot or something.


Evil GM

I'm waiting for clarification on Desmond's action. Did he 5 ft step and take a full round action, but the creature is not FF or denied it's dex bonus, therefore no sneak damage. Or did he charge 10 ft and take one attack with sneak damage but also subjecting himself to an AOO.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

I thought that Feli would be moving so I could take J5 and flank with Karnog. If that's not possible, ignore sneak attack damage and the 0 strength damage, as well as taking 4 off each attack for no flanking or menacing bonuses. My bad.


Evil GM

So I'll have felic step back and buff Grimm, then Desmond steps up and fills her spot she vacated and he flanks with Karnog. Between Grimm and Desmond they combine for 178 HPs, but the creature is still up.

RD 1

Demonic Mohrg - hit karnog 22 hps
Kalim - scorching rays don't hit
Grimm - hits. His str is now 10.
Mohrg
Feli - steps back and buff's Grimm.
Desmond - hits
Karnog - healed 19 channel
Grung - hits twice for 38 HP

Updeated RD 1 Map


Evil GM

RD 1: Mohrg

The undead creature attacks Grung viciously wailing on him.

slam 1: 1d20 + 15 ⇒ (18) + 15 = 33;damage: 2d8 + 5 ⇒ (5, 2) + 5 = 12
plus grab grab: 1d20 + 15 ⇒ (4) + 15 = 19

slam 2: 1d20 + 15 ⇒ (10) + 15 = 25;damage: 2d8 + 5 ⇒ (7, 7) + 5 = 19
plus grab grab: 1d20 + 15 ⇒ (20) + 15 = 35

tongue: 1d20 + 10 ⇒ (12) + 10 = 22
paralysis mins: 1d4 ⇒ 3
Dc 21 fort save to negate.

I think they all miss.


Evil GM

RD 2

Demonic Mohrg -
Kalim -
Grimm -
Mohrg
Feli -
Desmond -
Karnog -
Grung

RD 2


Evil GM

RD 2: Demonic Mohrg

The undead winged creature attacks Grimm with his slams and Desmond with his bite and tongue attack.

slam 1: 1d20 + 21 ⇒ (9) + 21 = 30;damage: 2d8 + 8 ⇒ (4, 7) + 8 = 19

slam 2: 1d20 + 21 ⇒ (5) + 21 = 26;damage: 2d8 + 8 ⇒ (7, 7) + 8 = 22

bite: 1d20 + 21 ⇒ (20) + 21 = 41;damage: 1d6 + 8 ⇒ (5) + 8 = 13

tongue: 1d20 + 16 ⇒ (20) + 16 = 36
paralysis mins: 1d4 ⇒ 2
Dc 25 fort save to negate.

Confirm Crit:

bite: 1d20 + 21 ⇒ (13) + 21 = 34;damage: 1d6 + 8 ⇒ (5) + 8 = 13

Confirming Crit on Tongue:

tongue: 1d20 + 16 ⇒ (9) + 16 = 25
paralysis mins: 1d4 ⇒ 3


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Fort: 1d20 + 6 ⇒ (14) + 6 = 20

Desmond freezes in place.


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

The tongue hits if it is a touch attack

1d20 + 12 ⇒ (16) + 12 = 28 fort to be safe


Evil GM
Grungsdi wrote:

The tongue hits if it is a touch attack

1d20+12 fort to be safe

The PFSRD has the tongue as a touch attack, but it does not have the demonic mohrg listed as a touch attack, so I've been playing it as a normal hit AC. I also didn't see it listed that way on herolab.


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Grimm's muscles felt slack and burned from fatigue due to the Strength Draining Power of the demon thing. But he nearly squealed with delight when he felt the Bard's Heroism spell cast upon him renewing his accuracy and Bolstering his RESISTANCE.
He keeps all his abilities running and uses a swift action to swap his FAST HEALING to boost his RESISTANCE instead.
Swapping fast healing 4 to boost saves by +3

Then he attacks again with all the fury his weakened limbs could muster!

Extra Haste Attack,Rage, Furious, DF, Haste,Inspired, Heroism, Bane, Power Attack-Str Damage: 1d20 + 13 + 2 + 2 + 4 + 1 + 1 + 2 + 2 - 2 - 4 ⇒ (10) + 13 + 2 + 2 + 4 + 1 + 1 + 2 + 2 - 2 - 4 = 31

2 hand PA, Bane, Rage, Furious, Divine Favor, Destructive Smite,Heroism, Inspired-Str Damage: 1d12 + 1 + 6 + 6 + 2 + 2d6 + 2 + 2 + 4 + 5 + 2 + 2 - 6 ⇒ (8) + 1 + 6 + 6 + 2 + (1, 6) + 2 + 2 + 4 + 5 + 2 + 2 - 6 = 41

1st Iterative Attack,Rage, Furious, DF, Haste,Inspired, Heroism, Bane, Power Attack-Str Damage: 1d20 + 13 + 2 + 2 + 4 + 1 + 1 + 2 + 2 - 2 - 4 ⇒ (15) + 13 + 2 + 2 + 4 + 1 + 1 + 2 + 2 - 2 - 4 = 36

2 hand PA, Bane, Rage, Furious, Divine Favor, Destructive Smite,Heroism, Inspired-Str Damage: 1d12 + 1 + 6 + 6 + 2 + 2d6 + 2 + 2 + 4 + 5 + 2 + 2 - 6 ⇒ (8) + 1 + 6 + 6 + 2 + (1, 5) + 2 + 2 + 4 + 5 + 2 + 2 - 6 = 40

2nd Iterative Attack,Rage, Furious, Bane, DF, Haste,Inspired, Heroism, Power Attack-Str Damage: 1d20 + 8 + 2 + 2 + 4 + 1 + 1 + 2 + 2 - 2 - 4 ⇒ (1) + 8 + 2 + 2 + 4 + 1 + 1 + 2 + 2 - 2 - 4 = 17

2 hand PA, Bane, Rage, Furious, Divine Favor, Destructive Smite,Heroism, Inspired-Str Damage: 1d12 + 1 + 6 + 6 + 2 + 2d6 + 2 + 2 + 4 + 5 + 2 + 2 - 6 ⇒ (9) + 1 + 6 + 6 + 2 + (1, 5) + 2 + 2 + 4 + 5 + 2 + 2 - 6 = 41

Fort vs Str Damage on 1st Hit, Judgement,Heroism : 1d20 + 10 + 3 + 2 ⇒ (13) + 10 + 3 + 2 = 28

Fort vs Str Damage on 2nd Hit, Judgement, Heroism : 1d20 + 10 + 3 + 2 ⇒ (8) + 10 + 3 + 2 = 23

DEX check to not drop weapon: 1d20 + 2 ⇒ (19) + 2 = 21

He hits with the first two attacks, inflicting massive damage 81 damage and tearing at the creature while his magically empowered saves resist any further STR damage. He nearly loses his grip on the 3rd wild swing however, but squeezed the swords hilt, keeping hold.

He appeared to be doing well, but now with Desmond paralyzed he needed to be kept standing.
Need yer pet ta heal me Girl!


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Current Conditions: 9 Str damage. Divine Favor- 2 rounds left I think, Heroism, Haste, Raging, Undead Bane, 2 Judgements(AC, Saves). Current AC27. HP:57


Evil GM

Grimm's furious attacks destroy the bat-like creatures.

DM Nastiness:

1 Des
2 feli
3 Grimm
4 Grung
5 Kalim
6 Karnog
fun: 1d6 ⇒ 1

Desmond can you make a Will save.

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