Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM
Karnog Kegmeister wrote:
3rd slam misses as well?

Yes he blinked and did not come back. The construct would have hit the ground.


Evil GM
Nym Omriwin wrote:
baldwin the merciful wrote:


** spoiler omitted **

Would I know the spell since I also have that spell?

Not based on the roll that I made. It's not the exact same spell as blink.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116
baldwin the merciful wrote:


Not based on the roll that I made. It's not the exact same spell as blink.

cool wasn't sure on the rule. Is he in and out like blink or is he not visible at all now?

Kalim what is the amount of the Stone Skin?


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

130


Evil GM

I described it as blink bc that was the easiest way to get the point across.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116
baldwin the merciful wrote:
I described it as blink bc that was the easiest way to get the point across.

so we currently don't see him? Just trying to plan my next couse of action.

never mind just reread what you told Karnog


Evil GM

RA initiative: RD 2

Desmond - holds as he releases the building is a giant trap
Nym - casts snake fire spell
Karnog - animated building
Felic - sings
Kalim - communal stoneskin 130 HP
Goblin Fodder
Mind flayer and Tentacle Horror
Grung


Evil GM

RD 2 Goblins:

Flanking the prone sorcerer:

C:7

impr unarmed att, flank: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7;dam: 1d2 ⇒ 2;precise strike if flanking: 1d6 ⇒ 1

C:9:

impr unarmed att, flank: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15;dam: 1d2 ⇒ 2;precise strike if flanking: 1d6 ⇒ 4

RD 2 Map
*I moved the dead goblins to the side of the map in a clump to declutter it.

Two remaining burnt goblins continue to flank the prone sorcerer.
does the 15 hit the prone sorcerer?


Evil GM

RD 2: Tentacle Horror

The tentacle horror with it's 15 foot reach lashes out with it's tentacles:

Two on Karnog:

tentacle: 1d20 + 16 ⇒ (13) + 16 = 29;damage: 1d8 + 7 ⇒ (5) + 7 = 12
plus constrict
grapple: 1d20 + 24 ⇒ (2) + 24 = 26;damage: 1d8 + 7 ⇒ (3) + 7 = 10

tentacle: 1d20 + 16 ⇒ (15) + 16 = 31;damage: 1d8 + 7 ⇒ (2) + 7 = 9
plus constrict
grapple: 1d20 + 24 ⇒ (10) + 24 = 34;damage: 1d8 + 7 ⇒ (8) + 7 = 15

---
One on Felic
tentacle: 1d20 + 16 ⇒ (19) + 16 = 35;damage: 1d8 + 7 ⇒ (1) + 7 = 8
plus constrict
grapple: 1d20 + 24 ⇒ (18) + 24 = 42;damage: 1d8 + 7 ⇒ (2) + 7 = 9

---

One on Nym
tentacle: 1d20 + 16 ⇒ (15) + 16 = 31;damage: 1d8 + 7 ⇒ (6) + 7 = 13
plus constrict

grapple: 1d20 + 24 ⇒ (14) + 24 = 38;damage: 1d8 + 7 ⇒ (4) + 7 = 11

----

Bit on sorcerer:
bite: 1d20 + 16 ⇒ (2) + 16 = 18;damage: 3d6 + 7 ⇒ (5, 6, 3) + 7 = 21

----
Potential Crit on Felic

tentacle: 1d20 + 16 ⇒ (14) + 16 = 30;damage: 1d8 + 7 ⇒ (8) + 7 = 15

Updated Map RD 2
*Note the TH is actually huge in size, I forgot to enlarge the token.

I'm not sure if anything hit you all.


Evil GM

Grung is up


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|

Karnog is grappled and takes 36 damage.

"Gah! This blasted thing got its lousy tentacles all over 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

Grung moves to c-11

As he does he quick draws his sling and attempts to put down that nearby critter killing our sorcerer.

Sling 1d20 + 14 + 1 - 4 ⇒ (19) + 14 + 1 - 4 = 30 for 1d4 + 5 + 1 ⇒ (2) + 5 + 1 = 8

already took the -4 into my roll

Then he drops it and quickdraw croaker


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

not sure if it matters Nym is in a11 not a10. That may put him out side its' reach.


Evil GM
Nym Omriwin wrote:
not sure if it matters Nym is in a11 not a10. That may put him out side its' reach.

Those are crates in next hex over that is why I didn't put you in that hex.


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

Felicitas grimaces at the pain and looks at the tentacle grappeling her.
She then Dimension doors out of the grapple a little bit back, just behind Grungsdi, to prepare her next spell.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116
baldwin the merciful wrote:
Nym Omriwin wrote:
not sure if it matters Nym is in a11 not a10. That may put him out side its' reach.
Those are crates in next hex over that is why I didn't put you in that hex.

Ok didnt know that.


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

Prone, he's at 19, so no hits thanks to mage armor.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

undercommon:
Blast, this ugly thing has me in its' grasp "I'm stuck. Not sure how effective this will be"
Nym says as a blast of acid appears hitting the horror and one of the goblins while narrowly missing Kalim.

Acid Blast: 11d6 ⇒ (3, 2, 3, 4, 6, 3, 5, 5, 6, 5, 6) = 48

Gobblin at c8 and TH need dc 20 Reflex save for half. Failure they are vulnerable to Acid for one round.

Stone Skin 130-13-11= 106

Dungeoneering: 1d20 + 7 ⇒ (15) + 7 = 22 for the TH Don't remember if I rolled this yet


Evil GM
Felicitas Sweetfingers wrote:

Felicitas grimaces at the pain and looks at the tentacle grappeling her.

She then Dimension doors out of the grapple a little bit back, just behind Grungsdi, to prepare her next spell.

Felicitas instinctively tries to dimensional door but to her tremendous shock, it sputters out. Then it dawns on her what Karnog warned The entire level is shielded, and no means of magical transport such as teleport, dimension door, plane shift, ethereal jaunt, and so on functions and only evil creatures can summon.


Evil GM
Nym Omriwin wrote:
baldwin the merciful wrote:
Nym Omriwin wrote:
not sure if it matters Nym is in a11 not a10. That may put him out side its' reach.
Those are crates in next hex over that is why I didn't put you in that hex.
Ok didnt know that.

the map is quite dark and it's hard to see on some computer screens. It shows up much clearer on my office monitors as opposed to the my laptop.


Evil GM

Grung kills one of the goblins trying to rend the prone sorcerer.

-----
I think you rolled for TH when you first saw it on day 1. Double check the earlier posts, if you did not roll it let me know.

Nym's RD 3 action.

TH reflex: 1d20 + 7 ⇒ (17) + 7 = 24
The bubbling acid doesn't seem to do much damage to the TH.

goblin: 1d20 + 2 ⇒ (17) + 2 = 19
This goblin becomes a bubbling puddle of ooze.

Are you able to cast the acid spell while grappled? Do you need a concentration check to avoid an AOO?


Evil GM

RA initiative: RD 3

Desmond -
Nym - acid blast
Karnog -
Felic -
Kalim -
Goblin Fodder
Mind flayer and Tentacle Horror
Grung

RD 3 Map


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|

Forgot about stoneskin. That shaves off all but 7 of the damage to Karnog.

Stoneskin 90/130 remaing, HP 105/112.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116
baldwin the merciful wrote:


Are you able to cast the acid spell while grappled? Do you need a concentration check to avoid an AOO?

Doesn't say you do. It's a class ability(like cleric heal) not a spell or even a spell like. That is why I went with it instead of a spell. The TH will still take 14 after save and resistance (its something). The check was mostly if Nym knows its' weaknesses.


baldwin the merciful wrote:


I think you rolled for TH when you first saw it on day 1. Double check the earlier posts, if you did not roll it let me know.

You are correct I did. Are you able to roll knowledge again on a different day? If so its a different day Kind of I didn't get a great look at it the first day bue to interacting with the alchemist.


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

Wow I am confused by the map right now. Could I run along the building to get behind the giant enemy and flank them?


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

the big brown one at the bottom is Karnog's house golem.


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|

House Smash!


Evil GM
Desmond Aeros wrote:
Wow I am confused by the map right now. Could I run along the building to get behind the giant enemy and flank them?

Desmond you never made it to the roof as you planned you realized that the building feels funny as if it's a trap if you climb any higher. You are currently 10 feet high off the ground. I was not going to DMPC your next decision to either try to climb higher or do some other action. Remember i keep describing the buildings as a bit odd looking.


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 realize that any higher on the building and things get weird, but can I run along the side of the building at current elevation?


Evil GM
Nym Omriwin wrote:
baldwin the merciful wrote:


Are you able to cast the acid spell while grappled? Do you need a concentration check to avoid an AOO?
Doesn't say you do. It's a class ability(like cleric heal) not a spell or even a spell like. That is why I went with it instead of a spell. The TH will still take 14 after save and resistance (its something). The check was mostly if Nym knows its' weaknesses.

Nym:

I think you need to make concentration check.

This is from your character profile:

Sorcerer
BLOODLINE: You get your powers from your Elemental (Earth [Acid]) bloodline.It allows you to add the following spells to your known list:at this level - Burning Hands, Scorching Ray. (PFCR 71).
• BLOODLINE ARCANA: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline. (PFCR 74-75)

Grapple:

A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.[

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.

Casting Spells while Grappled/Grappling: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.

Nym:
Regarding you knowledge check...it dawns on you that TH are quite resistance to acid.


Evil GM
Desmond Aeros wrote:
I realize that any higher on the building and things get weird, but can I run along the side of the building at current elevation?

You can move at 1/4 climb speed, sort of like spiderman.


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

Accelerated climb? I'll try to jump at the end as well.

Climb: 1d20 + 17 ⇒ (20) + 17 = 37
Acrobatics: 1d20 + 24 ⇒ (2) + 24 = 26


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116
baldwin the merciful wrote:


** spoiler omitted **...

Baldwin:
this is what I used (also in my profile

- Elemental Blast: This 20 ft-radius burst does 11d6 Acid damage. Reflex save DC 20 for half. Failure also causes vulnerability to Acid for 1 round. Range 60 ft.Usable 1 times/day. (PFCR 76). Granted by Robe of Arcane Heritage

I did not convert a spell. My reading of it its much like the cleric's channel energy. Only instead of channeling positive healing I'm channeling acidy damage. The whole reason I used it was not to have to make a concentration check. I'm fairly sure I won't be able to make one. First level spell DC 10+24+1=35 my concentration 12+5+d20=(at best)37.

The other question is I'm specifically looking to know if I know the fire/cold and the horn.


Evil GM

Nym:
I don't have time to look into the EB. If you can find an answer that would be great. you may be able to find it on the paizo board.

As far as the your knowledge question, unless you did some research or inquiry into the TH uniqueness all you know is what I disclosed already. :-)


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Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116
baldwin the merciful wrote:
** spoiler omitted **

Special Abilities:
Special Abilities [link]http://www.d20pfsrd.com/magic[/link]

A number of classes and creatures gain the use of special abilities, many of which function like spells.

Spell-Like Abilities (Sp)

Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component.

A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.

Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.

If a character class grants a spell-like ability that is not based on an actual spell, the ability's effective spell level is equal to the highest-level class spell the character can cast, and is cast at the class level the ability is gained.

Supernatural Abilities (Su)

These can't be disrupted in combat and generally don't provoke attacks of opportunity. They aren't subject to spell resistance, counterspells, or dispel magic, and don't function in antimagic areas.

Extraordinary Abilities (Ex)

These abilities cannot be disrupted in combat, as spells can, and they generally do not provoke attacks of opportunity. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities. They are not subject to dispelling, and they function normally in an antimagic field. Indeed, extraordinary abilities do not qualify as magical, though they may break the laws of physics.

Natural Abilities

This category includes abilities a creature has because of its physical nature. Natural abilities are those not otherwise designated as extraordinary, supernatural, or spell-like.

FAQ
Can I use a metamagic feat to alter a spell-like ability?

No. Metamagic feats specifically only affect spells, not spell-like abilities. Also, spell-like abilities do not have spell slots, so you can't adjust the effective spell slot of a spell-like ability.

[Source]

Can I use a metamagic rod to alter a spell-like ability?

No. Metamagic rods allow you to apply a metamagic feat to a spell, and metamagic feats do not work on spell-like abilities.

[Source]

Does a creature with a spell-like ability count as having that spell on its spell list for the purpose of activating spell completion or spell trigger items?

No. A spell-like ability is not a spell, having a spell-like ability is not part of a class's spell list, and therefore doesn't give the creature the ability to activate spell completion or spell trigger items.

[Source]

How do I know whether a spell-like ability is arcane or divine?

The universal monster rules for spell-like abilities states: "Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster's spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order."

The same rule should apply for all creatures with spell-like abilities, including PC races: the creature's spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. Use the spell type (arcane or divine) of that class to determine whether the spell-like ability is arcane or divine.

[Source]

Appendix 1: Special Abilities PFCR P554:
Spell-Like Abilities (Sp): Spell-like abilities, as the
name implies, are magical abilities that are very much like
spells. Spell-like abilities are subject to spell resistance and
dispel magic. They do not function in areas where magic is
suppressed or negated (such as an antimagic field). Spell-like
abilities can be dispelled and counterspelled as normal.

Baldwin:
I would say that "A spell-like ability has no verbal, somatic, or material component, nor does it require a focus." means no I don't. I do however owe a SR check.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

SR for Elemental Blast: 1d20 + 11 + 4 ⇒ (1) + 11 + 4 = 16


Evil GM

Nym: Thanks for looking that up. You should favorite the post in case it comes up again.

The creature's SR resistance is a 21 so it did not penetrate his resistance.


Evil GM

Desmond deftly scurries across the wall as he tries to get in flanking position but one quick tentacle lashes out at him.

Your acro failed to get by his CMD.

TH: 1d20 + 16 ⇒ (1) + 16 = 17;damage: 1d8 + 7 ⇒ (2) + 7 = 9
If hit, then:
grapple: 1d20 + 24 ⇒ (8) + 24 = 32
constrict damage: 1d8 + 7 ⇒ (4) + 7 = 11


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|

"House monster, smash this tentacle thing but good!"

Seeing the squid head vanish, Karnog directs the animated object's wrath against the grappling tentacle horror.

House Monster:
N Gargantuan construct
Init -2 Senses: darkvision 60, low-light vision; Perception -5
DEFENSE
AC 19, touch 4, flat-footed 17 (-2 Dex, +15 natural, -4 size)
hp 115 (10d10+60 size)
Fort +3, Ref +1, Will -2
Defensive Abilities: hardness 8
Immune: Construct Traits
OFFENSE
Speed 30 ft.
Melee: 3 slams +20 (2d6+21) plus grab
STATISTICS
Str 38, Dex 6, Con -, [b]Int -, Wis 1, Cha 1
Base Atk +10 CMB +28 (+32 grapple) CMD 36
SQ 5 construction points
SPECIAL ABILITIES
Grab (free grapple attempt on slam), Constrict (2d6+21 on successful grapple checks), Additional Attack (2), Stone Construction (hardness 8, natural armor +1)

1d20 + 20 ⇒ (12) + 20 = 32 to hit, for 2d6 + 21 ⇒ (1, 1) + 21 = 23 slam damage

1d20 + 20 ⇒ (7) + 20 = 27 to hit, for 2d6 + 21 ⇒ (3, 3) + 21 = 27 slam damage

1d20 + 20 ⇒ (4) + 20 = 24 to hit, for 2d6 + 21 ⇒ (4, 3) + 21 = 28 slam damage
1d20 + 32 ⇒ (5) + 32 = 37 grapple if #3 hits, for 2d6 + 21 ⇒ (3, 4) + 21 = 28 constrict damage


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

Electra rethinks her options.


Evil GM

Karnog's animated house slams and smashes the tentacle horror, hitting each time, the creature writhes in pain but it's still alive.


Evil GM

RD 3: Tentacle horror

The viciousness of the animated buildings attack forced the Horror to release it's grapples.

Karnog: does the TH get an AOO on the animated house? It's an animation does it also get the feats of real creature? I don't believe that I've ever used that spell.

Breaking grapple: 1d20 + 20 ⇒ (6) + 20 = 26
*I doubt that breaks the grapple.


Evil GM

RA initiative: RD 3

Desmond - quick climb
Nym - acid blast
Karnog - house attack and grappled TH
Felic - thinking about options
Kalim -
Goblin Fodder- dead
Mind flayer and Tentacle Horror - grappled by house
Grung


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|

AOO for slam or grapple? No in either case, since it has Grab and Constrict as special attacks. CMD is 36, so fails to get out this turn.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

since the TH released us is Nym able to use his move action for round 3 and 5 foot step to 11B? If So he will.


Evil GM
Nym Omriwin wrote:
since the TH released us is Nym able to use his move action for round 3 and 5 foot step to 11B? If So he will.

You can 5 ft step away.

Updated RD 3 Map


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

this is the first time I have ever seen a house animated before. Pretty bad ass


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

Grung takes a quick 5 ft step and unleashes the full might of Croaker, while adding an additional +1 through his spiritual weapon to add aberration bane for 1 minute

Croaker: 1d20 + 25 - 4 + 2 ⇒ (2) + 25 - 4 + 2 = 25 for 1d10 + 12 + 8 + 2 + 2d6 ⇒ (5) + 12 + 8 + 2 + (6, 4) = 37
Croaker: 1d20 + 12 - 4 + 2 ⇒ (12) + 12 - 4 + 2 = 22 for 1d10 + 12 + 8 + 2 + 2d6 ⇒ (3) + 12 + 8 + 2 + (1, 1) = 27
Croaker: 1d20 + 16 - 4 + 2 ⇒ (14) + 16 - 4 + 2 = 28 for 1d10 + 12 + 8 + 2 + 2d6 ⇒ (9) + 12 + 8 + 2 + (2, 2) = 35

I didn't actually roll a dungeoneering check, but I assume that I would know it is an aberration of some sort. If not then just add a +1 instead. The means each attack loses that 2d6 and +1 from damage and 1 from attack


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

Electra quickly casts defensivly Freedom of movement.
Conc: 1d20 + 22 ⇒ (12) + 22 = 34

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