Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM

Kalim I realized your SR is 25 and that his spell mind fog failed on you.

will save vs feeblemind: 1d20 + 12 ⇒ (13) + 12 = 25

The spell hits the demon but fizzles in redish blue hue as it falls harmlessly off it. "We shall dance...now."


Evil GM
Grungsdi wrote:

1d20+13 will

Waiting to see what happens on that feeble mind

Grung your mind fog save fails and you are slowed. It will take a move action to get to the demon and it's hovering 10 feet high.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC23(27)/16/18(22), SR 22, Acid Res 20, Perc +12, Saves F+11/R+11/W+10, HP 116

See the odd cloud Nym thinks better of attack with his sword movefor a better angle G9, and lets loose an acidic bolt of lightning

sr: 1d20 + 11 + 4 + 5 ⇒ (17) + 11 + 4 + 5 = 37

PIERCING Acid Lightning bolt: 10d6 ⇒ (4, 4, 2, 4, 4, 4, 3, 3, 4, 2) = 34 dc18 Ref for half


Evil GM

The acid lightning bolt hits the demon who snarls at the drow.

reflex: 1d20 + 23 ⇒ (12) + 23 = 35

It takes half the damage and sends a piercing glance at his enemy.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC23(27)/16/18(22), SR 22, Acid Res 20, Perc +12, Saves F+11/R+11/W+10, HP 116

moved too forgot to put it in


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC23(27)/16/18(22), SR 22, Acid Res 20, Perc +12, Saves F+11/R+11/W+10, HP 116
baldwin the merciful wrote:


It takes half the damage and sends a piercing glance at his enemy.

shouldnt be too piercing didnt do a ton of damage lol


Evil GM
Nym Omriwin wrote:
baldwin the merciful wrote:


It takes half the damage and sends a piercing glance at his enemy.

shouldnt be too piercing didnt do a ton of damage lol

You have its attention.


Evil GM

Grung you are up.


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

Will: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13
The spell takes full effect on Felicitas.


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 that move action to get Into position


Evil GM

Will Save Slow Results: DC 24

Kalim - saved
Karnog - saved
Hound - Failed
Desmond Failed
Grung - Failed
Felic - Failed
Nym - saved
Here's a reminder of who failed the Will save. Those that failed are slow.
Slow: RD2/6

Will save for Mind Fog: DC 22

Kalim - SR exceeded
Karnog - saved
Hound - failed
Desmond Failed
Grung - failed
Felic - failed
Nym - not in spell radius

RA Initiative RD 2: Update

coloxus demon - mind fog
Karnog - lasso missed
Desmond - destroyed scorpion
Kalim - feeblemind spell fizzled
Felic - aid Grung
Grung - moved to get closer to the Demon
Nym - hit demon with an acid bolt

6 rds of effect if you move out of the MF area


Evil GM

Will Save Slow Results: DC 24

Kalim - saved
Karnog - saved
Hound - Failed
Desmond Failed
Grung - Failed
Felic - Failed
Nym - saved
Here's a reminder of who failed the Will save. Those that failed are slow.
Slow: RD3/6

Will save for Mind Fog: DC 22

Kalim - SR exceeded
Karnog - saved
Hound - failed. out of MF 1/6 RD
Desmond Failed
Grung - failed
Felic - failed
Nym - not in spell radius

6 rds of effect if you move out of the MF area

RA Initiative RD 3:

coloxus demon -
Karnog -
Desmond -
Kalim -
Felic -
Grung -
Nym -

I'll post the updated RD 3 map after the Demon acts because he is going to move.


Evil GM

RD 3: Demon

The coloxus demon uses a swift action to maintain the droning effect with it's wings.

fly: 1d20 + 33 ⇒ (8) + 33 = 41

The creature notices Grung moving closer with his big ole demon killer axe and the demon snears. It uses a move action with flyby attack, to climb 5 feet higher then swoop down over Kalim's head and land's behind the sorcerer. He takes a giant bite of the human's flesh.

bite: 1d20 + 28 ⇒ (14) + 28 = 42;damage: 1d6 + 6 ⇒ (2) + 6 = 8;siphon chrimsma damage: 1d4 ⇒ 4

DC 23 fortitude save or you take the charisma damage.

RD 3 Map after Demon Moved

*The tunnel you came in directly behind Kalim and Felicitas (-A 4/50)

**I'll give Felic an AOO since she had her whip in hand
***I'll give Kalim an AOO since the Demon has to lower itself to bite you. I really can't see how it would be able to swoop and bite while flying/hovering.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC23(27)/16/18(22), SR 22, Acid Res 20, Perc +12, Saves F+11/R+11/W+10, HP 116

gm:
So is the deamon in the hall way and if so how tall is the door? Just trying to make sure i read the map correct. Also im at g9 not c9 now. Just making sure you realise Im a bit away from the door.


Evil GM

FYI:

The Demon is in the hallway. The hallway is 10 feet wide and 20 feet tall. There was no "door" per se, it's just an opening/archway 18-20 ft high.

Remember I put this room cut-out together on a fly from a template that I had.

Nym:
I know you are out and away from the tunnel opening.


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

longspear aoo: 1d20 + 10 ⇒ (11) + 10 = 21damage: 1d8 + 1 ⇒ (6) + 1 = 7
fort save: 1d20 + 8 ⇒ (20) + 8 = 28


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

"BAH! KNOW FEAR, INSECT!" Kalim steps back and casts Phantasmal Killer, preying on the demon's insecurities. DC 24 Will then Fortdamage if will fails but fort succeeds: 3d6 ⇒ (4, 3, 2) = 9

spell:
You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell’s subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.


Evil GM

The longspear whiffs by a wide margin.

Kalim you need to make SR check for your PK spell.


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

sr check: 1d20 + 27 ⇒ (12) + 27 = 39


Evil GM

You didn't cast defensively that draws an AOO.

"Stupid human...casting without defense."

AOO, Slam: 1d20 + 29 ⇒ (10) + 29 = 39;damage: 1d4 + 6 ⇒ (1) + 6 = 7

If the AOO hits you need to make CL check: 10+dam+spell or you lose the spell.

Attacks of Opportunity:

Generally, if you cast a spell, you provoke attacks of opportunity from threatening enemies. If you take damage from an attack of opportunity, you must make a concentration check (DC 10 + points of damage taken + the spell’s level) or lose the spell. Spells that require only a free action to cast don’t provoke attacks of opportunity.


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Evil GM

Sorry Kalim, I just reread your post and you indicated that you stepped back. Never mind the AOO.


Evil GM

The sorcerer wingles a finger and speaks a word of power, the demon cringes and flash of horror tries to enter his mind.

Will save: 1d20 + 12 ⇒ (16) + 12 = 28

fort save: 1d20 + 21 ⇒ (12) + 21 = 33


Evil GM

Updated Map for RD 3

*I put Kalim's 5 ft step on the map
**I also moved the AH, I forgot to that on previous maps.


Evil GM

Will Save Slow Results: DC 24

Kalim - saved
Karnog - saved
Hound - Failed
Desmond Failed
Grung - Failed
Felic - Failed
Nym - saved
Here's a reminder of who failed the Will save. Those that failed are slow.
Slow: RD3/6

Will save for Mind Fog: DC 22
Kalim - SR exceeded
Karnog - saved
Hound - failed. out of MF 1/6 RD
Desmond Failed
Grung - failed
Felic - failed
Nym - not in spell radius
6 rds of effect if you move out of the MF area

RA Initiative RD 3:
coloxus demon - flyby attack on Kalim
Karnog -
Desmond -
Kalim - 5 ft step and cast PK spell
Felic -
Grung -
Nym -


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

Fel! Make us go fast again!


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 will refresh his warrior spirit power to make Croaker +4 distance returning IF a haste spell doesn't counter the slow, I'll pause to see


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 quickly weaves a favorite Incantation, hasting the others.


Evil GM

Felicitas is within striking distance of the demon. In her desire to assist the other she failed to take a defensive step.

AOO for not casting defensively: 1d20 + 29 ⇒ (16) + 29 = 45;dam: 1d4 + 6 ⇒ (2) + 6 = 8

If the AOO hits you need to make CL check: 10+dam+spell level or you lose the spell.


Male Human Unchained Rogue 16 AC 30/22/21 Perc +21 (+6 vs traps) Saves 9/18/8 HP 142/142

I'll wait to see how Felicitas's spellcasting resolves. I think it would be odd given the map that Felicitas wouldn't want to take a 5 foot step to avoid drawing an AoO.


Evil GM
Desmond Aeros wrote:
I'll wait to see how Felicitas's spellcasting resolves. I think it would be odd given the map that Felicitas wouldn't want to take a 5 foot step to avoid drawing an AoO.

I actually found it quite amusing that she didn't take the 5 ft step, especially given my recent posting on the topic with Kalim.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC23(27)/16/18(22), SR 22, Acid Res 20, Perc +12, Saves F+11/R+11/W+10, HP 116

Nym casts a spell and is suddenly covered in shadowy smoke. He moves to place himself between the creature and Kalim and says to Felicitas [b]"Movez beck."[b]

will mf: 1d20 + 8 ⇒ (16) + 8 = 24 dependent on an SR check by the deamon

Casts vampric shadow shield and moves to A4 right in front of Kalim

AC21
HP111 + temp from feast
Shield
VSS


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

Karnog raises his gauntlet and calls forth a glowing golden warhammer, floating in front of him before moving towards the demon and striking.

"If anyone can enlarge King Grungsdi, or ground this monster, do it!"

Casting Spiritual Weapon, targeting the demon. Attack: 1d20 + 18 ⇒ (12) + 18 = 30 to hit, for 1d8 + 5 ⇒ (5) + 5 = 10 force damage. SR: 1d20 + 17 ⇒ (7) + 17 = 24

The hound archon uses Aid on itself, granting himself 1d8 + 6 ⇒ (1) + 6 = 7 temp HP


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 will instead chug his enlarge person potion


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

CL: 1d20 + 20 ⇒ (15) + 20 = 35
Easely beating the spellcasting porblem Electra manages to breeze through the pain of the attack.


Male Human Unchained Rogue 16 AC 30/22/21 Perc +21 (+6 vs traps) Saves 9/18/8 HP 142/142

The creature is still off the ground, correct? Desmond will try to run and hit it with a jumping attack. I'll add an acrobatics check for the jump, feel free to add any other modifiers you think necessary, and feel free to roll any checks I would need to make.

Once Felicitas breaks Desmond out of the slowing effect, he quickly runs over and jumps to swing at the evil outsider!

Acrobatics: 1d20 + 26 ⇒ (15) + 26 = 41

Attack: 1d20 + 21 ⇒ (4) + 21 = 25
Damage: 1d6 + 8 + 1d6 + 8d6 ⇒ (2) + 8 + (3) + (5, 1, 1, 5, 2, 3, 2, 6) = 38

Will try to end somewhere behind the demon. I realize since its floating we won't get flanks, but it will get us closer to a flank.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC23(27)/16/18(22), SR 22, Acid Res 20, Perc +12, Saves F+11/R+11/W+10, HP 116

assuming that Nym gets an extra action from haste since it was cast before his move

Nym jads at the beast with his sword

Cold Iron Holy Rapier: 1d20 + 18 ⇒ (10) + 18 = 28
dmg: 1d6 + 1 ⇒ (5) + 1 = 6
holy dmg: 2d6 ⇒ (3, 3) = 6


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC23(27)/16/18(22), SR 22, Acid Res 20, Perc +12, Saves F+11/R+11/W+10, HP 116
Desmond Aeros wrote:

Will try to end somewhere behind the demon. I realize since its floating we won't get flanks, but it will get us closer to a flank.

I think we do. If so Baldwin tack on a +2 to Nym's attack


Evil GM

Will Save Slow Results: DC 24

Kalim - saved and is now hasted by Felic
Karnog - saved and is now hasted by Felic
Hound - Failed and is now normal speed by Felic
Desmond Failed and is now normal speed by Felic
Grung - Failed and is now normal speed by Felic
Felic - Failed and is now normal speed by Felic
Nym - saved and is now normal speed by Felic.

Slow: RD3/6

Will save for Mind Fog: DC 22

Kalim - SR exceeded
Karnog - saved
Hound - failed. out of MF 1/6 RD
Desmond Failed
Grung - failed
Felic - failed
Nym - not in spell radius

6 rds of effect if you move out of the MF area

RA Initiative RD 3:

coloxus demon - flyby attack on Kalim
Karnog - casts spiritual weapon but the attack missed. SR succeeded. The Hound aids self.
Desmond - waited for felic then moved and attacked but failed his acro check and he draws an AOO. His attack missed too.
Kalim - 5 ft step and cast PK spell
Felic - stood her ground but held on to her spell: haste
Grung - dranke enlarged potion
Nym - moved and cast spell.

Ok: I've updated the effects and initiative for a quick summary. I'm now going to do a narrative of the actions that just occurred.

haste spell:
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

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. Multiple haste effects don’t stack. Haste dispels and counters slow.

Full-Round Actions:

A full-round action requires an entire round to complete. Thus, it can’t be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.

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 get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first. If you are using a double weapon, you can strike with either part of the weapon first.

Deciding between an Attack or a Full Attack
After your first attack, you can decide to take a move action instead of making your remaining attacks, depending on how the first attack turns out and assuming you have not already taken a move action this round. If you’ve already taken a 5-foot step, you can’t use your move action to move any distance, but you could still use a different kind of move action.


Evil GM

The demon had flown and swooped down behind Kalim and attacked the sorcerer. Kalim took an AOO but missed with his longspear. The demon bit Kalim for 8 Hp of damage but Kalim made his Will save to avoid the siphoning damage.

Karnog sees the cleverness of the demon and calls upon Torag to send forth spiritual aid as a mystical hammer appears near the demon. The hammer missed by the creature by a wide margin. Meanwhile the hound is helps to buff his stamina (Aid).

Kalim gets his wits about himself and deftly backpedals 5 ft then casts a horrific image but the demon's made his saves.

Kalim's quick move left Felicitas exposed to danger and the bard instinctively stood her ground and casts haste. She took a vicious fist across the face but she managed to keep her concentration and complete her spell.

Desmond is released from his slow motion (you now have regular speed as haste nullifies the slow effect). He rushes forward and tries to jump, attack and land behind the demon. His attempt to maneuver fails in a showy display. You didn't come close to beating his CMD You fall back into the room.

The demon swats at the jumping rogue.
AOO: 1d20 + 29 ⇒ (15) + 29 = 44;damage: 1d4 + 6 ⇒ (1) + 6 = 7

King Grung guzzles a potion to enlarge himself.

Nym casts his vampiric shadow shield on himself and moves between Kalim and the demon. You don't get an extra attack because you moved and the extra attack requires a full round action.


Evil GM

RD 4 Map

*Since this battle is taking place at the room archway, I added two white spaces that represent the tunnel walls.

**Desmond I placed you on the map where you were swatted back to

***I enlarged Grung but that doesn't take effect until his turn


Evil GM

Will Save Slow Results: DC 24

Kalim - saved and is now hasted by Felic
Karnog - saved and is now hasted by Felic
Hound - Failed and is now normal speed by Felic
Desmond Failed and is now normal speed by Felic
Grung - Failed and is now normal speed by Felic
Felic - Failed and is now normal speed by Felic
Nym - saved and is now hasted speed by Felic.

Will save for Mind Fog: DC 22

Kalim - SR exceeded
Karnog - saved
Hound - failed. out of MF 2/6 RD
Desmond Failed
Grung - failed
Felic - failed
Nym - not in spell radius

6 rds of effect if you move out of the MF area

RA Initiative RD 4:

coloxus demon -
Karnog -
Desmond -
Kalim -
Felic -
Grung -
Nym -

haste spell:
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

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. Multiple haste effects don’t stack. Haste dispels and counters slow.

Full-Round Actions:

A full-round action requires an entire round to complete. Thus, it can’t be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.

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 get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first. If you are using a double weapon, you can strike with either part of the weapon first.

Deciding between an Attack or a Full Attack
After your first attack, you can decide to take a move action instead of making your remaining attacks, depending on how the first attack turns out and assuming you have not already taken a move action this round. If you’ve already taken a 5-foot step, you can’t use your move action to move any distance, but you could still use a different kind of move action.


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Evil GM

I'm just spent the last hour updating the game thread, I'm going to take a break before taking the demon's actions.


Evil GM

I'll get my post late afternoon, or so.


Evil GM

RD:4

The demon's hand flicks towards the room as he casts defensively.

concentration check: 1d20 + 20 ⇒ (16) + 20 = 36

Remember those under the mind fog spell have a -10 on their Will save roll. This could be interesting.

The bluish-red mist begins at Kalim and expands in a 15 ft burst caputuring everone but the hound.

concentration check for those with SR: 1d20 + 20 ⇒ (12) + 20 = 32

Everyone is caught in a confusion spell. Will save is required. If you fail roll a d100 each round to see that rounds effect.


Evil GM

Here are the confusion effects based on d100 roll:

01-25 = acts normally
26-50 = does nothing but babble
51-75 = Deals 1d8 points of damage + Str modifier to self with item in hand

76-100 = Attacks nearest creature (for this purpose, a familiar counts as part of the subject’s self).


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

Will save: 1d20 + 24 ⇒ (4) + 24 = 28 vs confusion from evil source


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 going poorly


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

1d20 + 11 + 2 - 10 ⇒ (19) + 11 + 2 - 10 = 22 will


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

Assume that doesn't save?


Evil GM

You've pricked a mighty foes attention.

Karnog makes the save.
Grung does not make his save.

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