Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12
baldwin the merciful wrote:
Duncan what is your movement rate?

Overland Flight is 40ft base, (30 for heavy armor), So I can charge 60ft. The map puts it 45ft away+5ft extra for crossing one diagonal in the charge line


Giant:

reflex save from blades: 1d20 + 8 ⇒ (18) + 8 = 26

The giant will step towards you.

As Duncan comes flying in the giant uses his reach and polearm for an attack of opportunity.

glaive: 1d20 + 24 ⇒ (1) + 24 = 25;damage: 1d10 + 15 ⇒ (5) + 15 = 20

dex: 1d20 + 1 ⇒ (18) + 1 = 19
He doesn't drop the glaive.

I'm surprised nobody rolled the appraise or blacksmith check.

Duncan you notice this weapon is different than any metal you've ever seen in your life.

Duncan came in off target and missed the giant.


Evil GM

RA Initiative: RD 1

Desmond - pull the magic rock
Felic - inspire courage +4
Grung - double moved
Nym - touches the lucky gem
Duncan - flies and tries to hit the giant...missed
Kalim
Karnog - blade barrier
Polearm Fire Giant


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, of course, touches the gem as well.


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 + 9 ⇒ (1) + 9 = 10 Craft(blacksmith)

Forgot about that, GM. Whoops.

"There's no escape, giant! You will face justice for all the evil you've caused this day!"


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

I don't have either


in giant, "UM tuxs"

spoiler translation:
"My turn."

Deftly the giant steps sideways 5 feet to maintain a reach and with two hands the glaive sings through the air as he launches a furious attack on Duncan.

att 1: 1d20 + 24 ⇒ (15) + 24 = 39;damage: 1d10 + 15 ⇒ (1) + 15 = 16

att 2: 1d20 + 19 ⇒ (12) + 19 = 31;damage: 1d10 + 15 ⇒ (1) + 15 = 16

att 3: 1d20 + 14 ⇒ (6) + 14 = 20;damage: 1d10 + 15 ⇒ (7) + 15 = 22

The weapon passes through any armor and shield made of steel or iron as if slicing bread.

Duncan, Grung and Karnog let me know what your recalculated ACs are gong to be.


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

22 for me


Evil GM

RA Initiative: RD

Desmond -
Felic -
Grung -
Nym -
Duncan -
Kalim
Karnog -
Polearm Fire Giant

RD 2 Map

*I couldn't shape the blade barrier so I just added a wall through where the giant was located.

**Desmond remember your movement is half because of the pretty gem.


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

Holding the gem high for all to see Desmond sprints forward!

Sprint action to move at x4 speed, should end at L17. Since Desmond thinks he's invisible he won't acrobatics and will provoke.


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
Desmond Aeros wrote:

Holding the gem high for all to see Desmond sprints forward!

Sprint action to move at x4 speed, should end at L17. Since Desmond thinks he's invisible he won't acrobatics and will provoke.

Hows that work with Nym and Kalim holding on


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

We aren't slowed, so maybe we just go with?


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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

Picturing a poorly-animated Hannah Barbara scramble.


Evil GM

So Desmond sprints 60 ft (4x his movement). His comrades in gem-holding scramble to keep up (although they are not slowed by the weight of the stone.)

To Desmond's dismay the giant must have the ability to see invisibility,

attack: 1d20 + 24 ⇒ (14) + 24 = 38;damage: 1d10 + 15 ⇒ (8) + 15 = 23

The weapon bypasses steel or iron armor, if you have any on.

Dwarves:
You see Desmond holding the gem up high as he labors to get behind the giant. The gem is glowing like a beacon in his hand. To your bewilderment you observe Nym and Kalim moving after him reaching towards the beacon, they are not outlined in red.

Desmond, Kalim, and Nym I need you all to make one more Will save to see if you can resist the gem's calling. I will apply the results in RD 3 (the next round).


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

Will: 1d20 + 8 ⇒ (6) + 8 = 14


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

My AC vs this giant with a Brillant Energy Weapon is 22. Two attacks hit, thankful he rolled ones for damage. HP is 101 of 133

Duncan can hardly believe the lumbering giant was able to turn aside from his charge. The thing made 3 clumsy strikes in retaliation, the first two seemly gliding through his armor to piece his flesh, but the strikes from the back stepping giant were too wide to find the dwarf's vitals.
The third strike missed completely....


Evil GM

RD 2: Felicitas

The bard's voice begins to trail off to a feint echo and then there's a clatter as her banner bounces off the stone floor. The inspiration song ends...

A quick glance behind you and you can see a dimensional zipper closing.

Kalim:
I told you the real danger was behind you.


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

will: 1d20 + 9 ⇒ (3) + 9 = 12

"At leazt blur offerz zome prectionz."


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

Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Will: 1d20 + 12 ⇒ (17) + 12 = 29

Kalim tries to figure out where the hidden foe is while a voice deep within calls to him.


Evil GM

Kalim:
You turned just a brief moment late. You don't see any foe, but you do see the bard's banner laying on the ground. other than the banner, there is no sign of Felicitas. You do suspect some foul magic at work.


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

Baldwin Sir Yes Sir:
That will save improve Kalim's predicament?


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 step towards the Giant and lays into it

Croaker: 1d20 + 26 - 4 + 2 ⇒ (16) + 26 - 4 + 2 = 40 for 1d10 + 12 + 8 + 2 ⇒ (5) + 12 + 8 + 2 = 27
Croaker: 1d20 + 21 - 4 + 2 ⇒ (12) + 21 - 4 + 2 = 31 for 1d10 + 12 + 8 + 2 ⇒ (9) + 12 + 8 + 2 = 31
Croaker: 1d20 + 17 - 4 + 2 ⇒ (1) + 17 - 4 + 2 = 16 for 1d10 + 12 + 8 + 2 ⇒ (10) + 12 + 8 + 2 = 32
Headbutt: 1d20 + 14 + 5 - 4 - 4 + 2 ⇒ (13) + 14 + 5 - 4 - 4 + 2 = 26 for 1d4 + 2 + 8 + 2 ⇒ (3) + 2 + 8 + 2 = 15

1d20 + 2 ⇒ (10) + 2 = 12 Dex


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Evil GM

Kalim:
Yes your will save will help in round 3. I just wanted it rolled early so I can incorporate it into the game action description, plus I didn't want to forget calling for it.


Evil GM

Grung steps forward and swings with Croaker, the axe bits hard with it's first strike, but the dwarf is wild with his remaining attacks. Your headbutt inadvertently hits off the Croaker's handle and almost caused you to drop the axe. .


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|

"Perhaps I can level the playing field a bit. That blade seems a bit too nice for such a monster, let's reduce its power."

Karnog points his hammer towards the giant's weapon and shouts a single word of negation in Dwarven. A nearly colorless pulse of energy flows outward and surrounds the glacier briefly before dissipating.

1d20 + 15 ⇒ (20) + 15 = 35 dispel magic, targeting the glaive. DC 11+Caster Level, if successful, magic is suppressed and weapon treated as non magical for 1d4 ⇒ 1 rounds


Evil GM

Dwarves:
You still can see Desmond, Nym, and Kalim holding that shining beacon up high. They look silly as the bumble around.


Evil GM

Karnog's spell hits the weapon and it will suppress the enhancement bonus; unfortunately, for those of you wearing iron and metal armor that will not help out. Its not a brilliant energy weapon. As the magic is suppressed you see the item is made out of strange material.


Evil GM

RA Initiative: RD 2 update

Desmond - sprints forward 60 ft, Desmond was hit by an AOO for 23HP
Felic - disappeared
Grung - steps up 5 ft and hits once
Nym - moves forward double move
Duncan -
Kalim - moves forward double move
Karnog - dispel magic on glaive
Polearm Fire Giant -


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|

Well, I tried.


Evil GM
Karnog Kegmeister wrote:
Well, I tried.

It was good try and it still yielded results, it's enhancement bonus will be suppressed for a round.


Evil GM

Duncan you're up.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Current Stats HP 103, AC vs Giant's Weapon 22, Holy Strike 9rds left, running, Bless weapon, Higher Ground, DR10/Evil 15rds

Duncan was without his shield and his armor proved useless against this enemy. He needed to out muscle it.
He reaches within the well of Divine Power within him and Uses his FERVOR to swift cast RIGHTEOUS MIGHT upon himself, uttering a snarl as he grew to large proportions, His blessed Longsword and equipment similarly increasing, granting him enough REACH to allow a five foot step and Full Attack the Giant.

Righteous might:
Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one. You gain a +4 size bonus to Strength and Constitution and take a -2 penalty to your Dexterity. You gain a +2 enhancement bonus to your natural armor. You gain DR 5/evil (if you normally channel positive energy Editor’s Note: If you are an oracle see FAQ) or Damage Reduction 5/good (if you normally channel negative energy.

At 15th level, this Damage Reduction becomes 10/evil or 10/good (the maximum). Your size modifier for AC and attacks changes as appropriate to your new size category (see Table: Size Modifiers). This spell doesn’t change your speed. Determine space and reach as appropriate to your new size.

If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process (see Smashing an Object). If you fail, you are constrained without harm by the materials enclosing you–the spell cannot crush you by increasing your size.

All equipment you wear or carry is similarly enlarged by the spell. Melee weapons deal more damage (see Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical effects that increase size do not stack.


Duncan is not Power Attacking, he is going for accuracy
Now Fight sommat yer own size!

2 handing his Larger Blade Duncan takes a swipe at the creatures legs for all he is worth.

1st Attack Two hand Righteous Might, Holy Strike, higher ground, Dwarven Hatred Style: 1d20 + 20 + 2 + 1 + 2 ⇒ (8) + 20 + 2 + 1 + 2 = 33
Holy Strike 2 hand damage: 2d8 + 9 + 1d6 + 2 ⇒ (3, 1) + 9 + (2) + 2 = 17

2nd Attack Two hand Righteous Might, Holy Strike: 1d15 + 20 + 2 + 1 + 2 ⇒ (8) + 20 + 2 + 1 + 2 = 33
Holy Strike 2 hand damage: 2d8 + 9 + 1d6 + 2 ⇒ (7, 3) + 9 + (5) + 2 = 26

3rd Attack Greater Trip Righteous Might, Large, Hatred Style, GTR Wpn FCS CBM: 1d20 + 11 + 6 + 4 + 1 + 1 + 2 + 2 ⇒ (20) + 11 + 6 + 4 + 1 + 1 + 2 + 2 = 47
If the trip Attempt hits and beats the Giants CMB then he is prone. Duncan has GTR Trip so falling provokes AOO's from the giant. Duncan's sword is Fortuitous so he gets 2 AOO's

1st Attack 2hand Righteous Might, Holy Strike, higher ground, Dwarven Hatred Style: 1d20 + 20 + 2 + 1 + 2 ⇒ (12) + 20 + 2 + 1 + 2 = 37
Holy Strike 2 hand damage: 2d8 + 9 + 1d6 + 2 ⇒ (7, 1) + 9 + (5) + 2 = 24

2nd Attack 2hand Righteous Might, Holy Strike: 1d15 + 20 + 2 + 1 + 2 ⇒ (2) + 20 + 2 + 1 + 2 = 27
Holy Strike 2 hand damage: 2d8 + 9 + 1d6 + 2 ⇒ (8, 6) + 9 + (5) + 2 = 30

Duncan's First 2 strikes while well aimed still miss, however the blunt swing with the flat of his blade hits and knocks the creature on it's A$$. He capitalizes with 2 great overhand Attacks of opportunity, chopping down at the thing.
Don't forget being Prone puts a -4 on it's AC and he provokes again if he stands. Eating Aoo's from both Duncan and Grung


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

Aren't I behind him now as well, providing that sweet menacing flanking and able to take an AoO?


Evil GM

Duncan: Higher ground is +1 with melee weapons.

Desmond is it +4 for menacing flanking? How do you get an AOO?

I can see how the system breaks with the newer classes that utilizes swift actions. With a swift action you can enlarge immediately, while an actual spell of enlarge takes a full round to take effect, plus being able to take a full round action.

The first two attacks miss the giant. The enlarged floating dwarf manages to trip giant and he hits once with his greater trip ability.

Note: We care dealing with 3d actions on a 2d space. I'm not sure Duncan you'd be flanking in 3d and still be able to step up, since there is a blade wall and you'd have to be higher.


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

Yeah last round I sprinted behind him and should have a flank set up, and since Desmond's primary weapon is menacing that gives the +4 flanking bonus. Since Duncan has greater trip which means the enemy would provoke when they fall, would Desmond be able to take that AoO as well?

But yeah if we're in 3D and he's too high then he wouldn't have flanking. I still think I would get an AoO though.

Yeahhhhhh...warpriests are quite possibly the most combat-capable class in the entire game. They're rather terrifying really.


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|

°Per greater trip, any target successfully tripped provokes an AoO.


Evil GM

Desmond take your 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

AoO: 1d20 + 21 ⇒ (17) + 21 = 38
Damage: 1d6 + 8 + 1d6 ⇒ (3) + 8 + (6) = 17


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Actually that is not my experience playing with them. This combat is not a true reflection so far. All I have done is trip an opponent (without using power attack and I rolled a 20 and I get a racial bonus for Dwarven Hatred Style).I have been playing Duncan like a self buffing front liner. Yet Grungsdi consistently out performs me in both DPR and kills. I had a Half-Orc Paladin in the COT game Baldwin ran who did this job far better despite less swift actions. In terms of being a Frontline badass I'd rank Paladins, Fighter's, Barbarians, Warpriest, Rangers, Stalker's, Alchemist in that order.


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

so do Kalim and Nym also get AoO? What is the penalty on attacks for us holding the stone?


Evil GM

I'll have to look a the map a lot closer especially with how everyone moved up together and where everyone is located. Essentially Desmond is holding the stone and Klaim and Num are reaching to touch it at all times. So there should be penalty for that, sort of like grapple. I won't be able to post till tomorrow though.


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Evil GM

In thinking about Desmond, Nym, and Kalim's condition of each keeping one hand on a small tangerine sized gem that is lit up like a beacon, I do think the three of you have the grappled condition but with a change regarding movement. I think you are restrained by the effect of the cursed stone. This is more than just a simple lodestone it is sentient. The one modification I would make is you do get to move (Desmond is at half movement and Nym and Kalim can move normal rate but you don't have the Will power yet to take you hand off the stone. The lack of Will power changes for Kalim next round and he'll be able to remove his hand from the stone.

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.


Evil GM

Kalim:
I told you the real enemy was behind you lurking in the shadows. Your little Songbird is gone...forever being tormented by the Master.


RD 2: Fire Giant

Using his reach the prone giant decides to attack from the prone position. He pushes his glaive upward towards the flying giant dwarf.

Prone:

The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.

Standing up is a move-equivalent action that provokes an attack of opportunity.

att 1: 1d20 + 24 - 4 - 3 ⇒ (4) + 24 - 4 - 3 = 21;damage: 1d10 + 15 ⇒ (1) + 15 = 16

att 2: 1d20 + 19 - 4 - 3 ⇒ (13) + 19 - 4 - 3 = 25;damage: 1d10 + 15 ⇒ (1) + 15 = 16

att 3: 1d20 + 14 - 4 - 3 ⇒ (13) + 14 - 4 - 3 = 20;damage: 1d10 + 15 ⇒ (10) + 15 = 25

The giant's weapon slices through the dwarf's armor as if it were butter.

I added the dispel on the weapon.
Since you are larger what has that done to your AC?


Evil GM

RA Initiative: RD 3

Desmond -
Felic - disappeared
Grung -
Nym -
Duncan -
Kalim -
Karnog -
Polearm Fire Giant -

I need to work on the map


Evil GM

RD 3 Map

*Karnog I'm not sure where you moved to in round 1. You mentioned in your post that you were moving but I'm not sure where to.


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|

Sorry, move 20' towards giant.


Evil GM

Corrected RD 3 Map

*Karnog I moved you 20 feet closer to the giant.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12
Giants Galore wrote:

RD 2: Fire Giant

The giant's weapon slices through the dwarf's armor as if it were butter.

I added the dispel on the weapon.
Since you are larger what has that done to your AC?

Righteous Might added DR10/Evil and -2 to Dex score. So AC would be 21. 2 attacks hit resulting in 32 damage. 10 damage would be negated by the DR unless his attacks count as evil. Is his weapon evil?


Evil GM

the creature is evil, his weapon in use is not.

Everyone make sure you HP stat line is up-to-date.

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