Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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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 keep telling you, lad. I am no god, and certainly not the god of orcs. I help those that need it, assuming they behave in a goodly and peaceful fashion."

Karnog sighs and shakes his bearded head at Desmond and his foolishness.


Evil GM

I'm going to give people a few hours to post. I do plan on pushing forward later this afternoon or early evening.


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 stretches lazily but does his personal physical workout routine, happily undisturbed by whatever didn't happen the previous night.

Upon sighting of the dust-cloud, he banks his head. "At this point in our lives, it is questionable to expect the best of the unknown."


Evil GM

Fast forward so everyone is on the same page/action

As the day goes on you see several caravans and travelers on the road. towards the end of the day you see the a dust and dirt on the horizon, as if a large caravan is advancing towards your position and Fentonville which is behind you. The dust cloud is sure sign of fast approaching group. The ground rumbles...

Roughly 100 feet away there are breaks is the dust cloud and you observe quivers of bristling arrows hang from the armored flanks of these equine humanoids, which possess the upper torsos of armored men and the lower bodies of horses. Charging in rigid cavalry formation this troop is on a mission and a shower of arrows it the adventurers.

damage: 3d6 + 8 ⇒ (5, 2, 5) + 8 = 20

Troop Attack:
Creatures with the troop subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature within reach or whose space they occupy at the end of their move, with no attack roll needed.

You all can make Knowledge local, nature, or military to identify what this is.


Evil GM

initiative:

Desmond: 1d20 + 12 ⇒ (20) + 12 = 32

Karnog: 1d20 + 1 ⇒ (4) + 1 = 5

Nym: 1d20 + 5 ⇒ (17) + 5 = 22

Duncan: 1d20 + 1 ⇒ (20) + 1 = 21

Kalim: 1d20 + 4 ⇒ (19) + 4 = 23

Centaur Warband troop: 1d20 + 8 ⇒ (10) + 8 = 18

Initiative order:

Desmond
Kalim
Nym
Duncan
Centaur Warband Troop
Karnog

The warband is 100 feet away. I don't have map ready.


Evil GM

Troop Subtype:
A troop is a collection of creatures that act as a single entity, similar to a swarm, typically representing a military unit. A troop has the characteristics of its type, except as noted here. A troop has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A troop makes saving throw attempts as a single creature.

A single troop occupies an area equivalent to a Gargantuan creature, taking up 16 of the typical 5’ battle grid squares. The area occupied by a troop can take any shape, though the troop must occupy contiguous squares to accurately reflect the teamwork of trained military units. For most other purposes, the troop’s size category counts as that of the component creature. A troop has a reach equal to that of the component creatures based on size or armament. A troop can move through squares occupied by enemies and vice versa without impediment, although the troop provokes an attack of opportunity if it does so. A troop can move through any area large enough for its component creatures.

The exact number of a troop’s component creatures will vary, but in general a troop consists of approximately 12 to 30 medium creatures. When larger creatures form troops, the area occupied by the troop increases proportionally: A troop of Large creatures occupies a 40-foot-by-40-foot square, a troop of Huge creatures occupies a 60-foot-by- 60-foot square, a troop of Gargantuan creatures occupies an 80-foot-by-80-foot square, and a troop of Colossal creatures occupies a 120-foot-by-120- foot square.


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

A Troop! Marvellous. That's one way to get around sky high AC's. I have a question. How would attacking a troop interact with Duncan if I had DEADLY JUGGERNAUT running. I understand it's a swarm, but would not attacks made against it have the effect of killing individual members? So a troop of 30 Centaurus would experience 1 death per 3% of Pool HP lost?
Asking because Deadly Juggernaut grants +1 to attack and damage vs opponent killed. Perfect spell for prolonged battles vs many opponents


Evil GM
Duncan Redhammer wrote:

A Troop! Marvellous. That's one way to get around sky high AC's. I have a question. How would attacking a troop interact with Duncan if I had DEADLY JUGGERNAUT running. I understand it's a swarm, but would not attacks made against it have the effect of killing individual members? So a troop of 30 Centaurus would experience 1 death per 3% of Pool HP lost?

Asking because Deadly Juggernaut grants +1 to attack and damage vs opponent killed. Perfect spell for prolonged battles vs many opponents

I need to look into rules. Although in character the players need to make the checks requested above to determine this type of information.


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, while reckless to the point of foolishness, isn't particularly interested in charging across 100 feet of open ground towards an entire troop of archers. He is the fastest to be ready, but he eyes the others for a moment. "What's the plan here?" If they want to charge Desmond will follow, but he isn't going to be on point.

Delay, at latest I will act just after Duncan, and if it doesn't seem like we're all going to charge in then Desmond will hide behind the best cover he can find, ideally one that can protect from multiple angles in case they attempt to reposition.


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
Karnog Kegmeister wrote:

"I hope this is a good sign, and not more refugees or raiders. Perhaps we can be of assistance, should they come this way."

Karnog uses the same set of spells to form another way station adjacent to the road, then sets up his tools and gear in case that approaching people need repairs or other help.

As the first volley of Arrows rains down, Duncan directs the team.

Inside the Building. If this lot want a fight let's hit them with spells from cover until they close


Evil GM
baldwin the merciful wrote:

Fast forward so everyone is on the same page/action

As the day goes on you see several caravans and travelers on the road. towards the end of the day you see the a dust and dirt on the horizon, as if a large caravan is advancing towards your position and Fentonville which is behind you. The dust cloud is sure sign of fast approaching group. The ground rumbles...

Roughly 100 feet away there are breaks is the dust cloud and you observe quivers of bristling arrows hang from the armored flanks of these equine humanoids, which possess the upper torsos of armored men and the lower bodies of horses. Charging in rigid cavalry formation this troop is on a mission and a shower of arrows it the adventurers.

** spoiler omitted **

You all can make Knowledge local, nature, or military to identify what this is.

You are not by the waystation.

This charge actually happens after you've been on the road for the day. That's why I said I was fast forwarding time so everyone would be on the same page. I was moving forward but others were still discussing exiting the waystation.

To be clear there is no waystation building to seek refuge in.


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|

Yeah, the spells and constructions are quick, but not instantaneous. I've got some walls and such to help out. Plus, maybe a tyrannosaurus rex.


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
Karnog Kegmeister wrote:
Yeah, the spells and constructions are quick, but not instantaneous. I've got some walls and such to help out. Plus, maybe a tyrannosaurus rex.

Great Minds think alike, I'll use my BATTLE COMPANION BLESSING to summon a Celestial Tyrannosaurus as a STANDARD ACTION. I have hardly been able to use this power because of all the summoning blocks in the caverns

Standing up from under his blocking shield and draws his sword, (move action) after the volley lands upon the party, the wounded dwarf calls upon his deity's BLESSING to bring forth a Thunder Lizard from the Celestial Plains.

A massive rip opens in the air Infront of the dwarf and a Gargantuan Reptile, built of thousands of pounds of muscle and teeth, steps through the Maw, and sees it's summoner Pointing with his blade and roaring at the oncoming troop.
The Animal intelligence registers the Horde as a Foe, and the Beast Charges.
so covers 80ft of Ground and with 20ft reach can make it's bite attack

It runs it roaring and snapping down to clamp on the leading edge of the Centaurs, teeth ripping and tearing.
Charge Bite Attack: 1d20 + 20 + 2 ⇒ (14) + 20 + 2 = 36
Damage: 4d6 + 22 ⇒ (6, 4, 2, 5) + 22 = 39

Duncan grins watching the heavenly beast go to work.
That'll give them something to play with. Wizard, what have ye got?
He looks at Mum, wondering if the drow might have a fireball or three....


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

Seeing that the tactic is charge, Desmond follows right after the dinosaur.

Sprinting, want to end behind the dinosaur to use it as cover.

Question: Can "Troops" be sneak attacked?


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

Seeing the foolish rogue charge in behind a rampaging dinosaur, Duncan calls out STOP, YE DOLT, Let the lizard munch en while we hit em from afar...

He only half hoped the human would stop a moment or 2 to receive some of Imoedae's blessings while Karnog bought another dinosaur to the fray....Oh, well.
We'll just have to put 'im back together if he dies, like we usually do


Evil GM

I'll get a post up soon.

Alot of folks have questions. I've previously asked for Knowledge local, nature, or military to identify what this is. You may get some answers, if you roll high enough. Otherwise, this is a learning experience.


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:

I'll get a post up soon.

Alot of folks have questions. I've previously asked for Knowledge local, nature, or military to identify what this is. You may get some answers, if you roll high enough. Otherwise, this is a learning experience.

Yup. Didn't bother to roll since I have no ranks in any of those. If allowed I'll roll untrained.

What is a Troop: 1d20 ⇒ 5


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

"So, we're just attacking?"


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

Assuming these centaurs would be charging like hell soon, Kalim casts Angelic Aspect and takes to the skies.


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, seems to me we are being attacked, Kalim. Those arrows don't see very neighborly, right?"


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
Kalim Gudlavaletti wrote:
Assuming these centaurs would be charging like hell soon, Kalim casts Angelic Aspect and takes to the skies.

That's the Spirit, Mage. Git up there an Start raining fire n lightning down on em!

Duncan smiled and was glad the deformed Sorcerer was starting to act like a proper battle Mage.


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 delayed until after the rest of the party acted so if you guys have any buffs feel free to hit me with them before I run in.


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

know military: 1d20 ⇒ 20

Nym was a soldier as listed in his background.

Nym casts Sheild


Evil GM

Nym in addition to the Troop Subtype info listed under the spoiler above you also know the following information about troops.

Troop Traits:
A troop cannot be flanked, but it is subject to critical hits and sneak attacks if its component creatures are subject to such attacks. Reducing a troop to 0 hit points or fewer causes it to break up, effectively destroying the troop, though the damage taken until that point does not degrade its ability to attack or resist attack. A troop is never staggered or reduced to a dying state by damage. Also, a troop cannot be the target of a bull rush, dirty trick, disarm, drag, grapple, reposition, or trip combat maneuver, except by area effects that include such effects. A troop can grapple an opponent.

A troop is immune to any spell or effect that targets a specific number of creatures (including single target spells such as disintegrate and multiple target spells such as haste), though it is affected by spells or effects that target an area or a nonspecific number of creatures (such as fireball or mass hold monster). A troop takes half again as much damage (+50%) from spells or effects that affect an area. If a troop is rendered unconscious by means of nonlethal damage, it disperses and does not reform until its hit points exceed its nonlethal damage.

Troop Attack:
Creatures with the troop subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature within reach or whose space they occupy at the end of their
move, with no attack roll needed.


Evil GM

Duncan you don't have any real idea what would be effective against an organized troop.


Evil GM
Duncan Redhammer wrote:
A Troop! Marvellous. That's one way to get around sky high AC's. I have a question. How would attacking a troop interact with Duncan if I had DEADLY JUGGERNAUT running. I understand it's a swarm, but would not attacks made against it have the effect of killing individual members? So a troop of 30 Centaurus would experience 1 death per 3% of Pool HP lost? NOPE


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

Nym relays his experiences of military life and troop tactics to yhe group.

the info above in a heavy drow accent


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

Come on, Brother Karnog, Summon yer own lizard and let's see what damage two O' the beasts will do to the Horse-men.

Current Buffs: None. HP 134/154 if the duration of the heroes feast has expired? Also: Dino is active for 1minute.


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|

Hadn't realized troop had gone already. My bad.

Karnog steps behind cover as best he can and begins summoning himself.

"Hopefully I can keep them off me long enough to cast. It'll take me longer than you, Duncan."


Evil GM
Karnog Kegmeister wrote:

Hadn't realized troop had gone already. My bad.

Karnog steps behind cover as best he can and begins summoning himself.

"Hopefully I can keep them off me long enough to cast. It'll take me longer than you, Duncan."

Troops went in the surprise round. They will go when I get a few moments to post.


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

"All about me I see fear and glue!"


squishy sounds:
"Great reference, Spear Brother!"


Evil GM

RD 1: troop

The troop of Centaurs veer using their 50 foot movement to the left keeping distance between themselves and the adventurers. They will maintain as close to 100 feeot of distance from the main group as possible.

damage of rain of arrows: 3d6 + 8 ⇒ (2, 4, 5) + 8 = 19

*Everyone but Kalim and the dino..


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
Duncan Redhammer wrote:
Karnog Kegmeister wrote:
Yeah, the spells and constructions are quick, but not instantaneous. I've got some walls and such to help out. Plus, maybe a tyrannosaurus rex.

Great Minds think alike, I'll use my BATTLE COMPANION BLESSING to summon a Celestial Tyrannosaurus as a STANDARD ACTION. I have hardly been able to use this power because of all the summoning blocks in the caverns

Standing up from under his blocking shield and draws his sword, (move action) after the volley lands upon the party, the wounded dwarf calls upon his deity's BLESSING to bring forth a Thunder Lizard from the Celestial Plains.

A massive rip opens in the air Infront of the dwarf and a Gargantuan Reptile, built of thousands of pounds of muscle and teeth, steps through the Maw, and sees it's summoner Pointing with his blade and roaring at the oncoming troop.
The Animal intelligence registers the Horde as a Foe, and the Beast Charges.
so covers 80ft of Ground and with 20ft reach can make it's bite attack

It runs it roaring and snapping down to clamp on the leading edge of the Centaurs, teeth ripping and tearing.
[dice=Charge Bite Attack]1d20+20+2
[dice=Damage]4d6+22

Duncan grins watching the heavenly beast go to work.
That'll give them something to play with. Wizard, what have ye got?
He looks at Mum, wondering if the drow might have a fireball or three....

Duncan acts before the troop in the initiative order. Did the earlier charge from my Dino successfully chomp a bunch of them? I appears and acts on my turn because the Summon good ally ability is a standard action


Evil GM
Duncan Redhammer wrote:
Duncan Redhammer wrote:
Karnog Kegmeister wrote:
Yeah, the spells and constructions are quick, but not instantaneous. I've got some walls and such to help out. Plus, maybe a tyrannosaurus rex.

Great Minds think alike, I'll use my BATTLE COMPANION BLESSING to summon a Celestial Tyrannosaurus as a STANDARD ACTION. I have hardly been able to use this power because of all the summoning blocks in the caverns

Standing up from under his blocking shield and draws his sword, (move action) after the volley lands upon the party, the wounded dwarf calls upon his deity's BLESSING to bring forth a Thunder Lizard from the Celestial Plains.

A massive rip opens in the air Infront of the dwarf and a Gargantuan Reptile, built of thousands of pounds of muscle and teeth, steps through the Maw, and sees it's summoner Pointing with his blade and roaring at the oncoming troop.
The Animal intelligence registers the Horde as a Foe, and the Beast Charges.
so covers 80ft of Ground and with 20ft reach can make it's bite attack

It runs it roaring and snapping down to clamp on the leading edge of the Centaurs, teeth ripping and tearing.
[dice=Charge Bite Attack]1d20+20+2
[dice=Damage]4d6+22

Duncan grins watching the heavenly beast go to work.
That'll give them something to play with. Wizard, what have ye got?
He looks at Mum, wondering if the drow might have a fireball or three....

Duncan acts before the troop in the initiative order. Did the earlier charge from my Dino successfully chomp a bunch of them? I appears and acts on my turn because the Summon good ally ability is a standard action

yes the dino did some damage to the troop.


Evil GM

RD 2

Initiative order:

Desmond
Kalim
Nym
Duncan
Centaur Warband Troop
Karnog


Evil GM

Spellcasters make sure you track spells, powers, or abilities you've used per day.


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

Are they damaging us all simultaneously despite being in different areas, and did the cover of the dino not help Desmond at all?

Heroes' Feast Temp HP from this morning: 1d8 + 8 ⇒ (7) + 8 = 15

Desmond, now within charging distance, crashes into the fray at full speed!

Charge Attack (Charge, Heroes' Feast): 1d20 + 23 + 2 + 1 ⇒ (3) + 23 + 2 + 1 = 29
Damage: 1d6 + 10 + 8d6 ⇒ (1) + 10 + (2, 4, 2, 3, 6, 3, 4, 5) = 40

I am not sure how Desmond's multiple crippling abilities affect "Troops". Normally the penalties would be: -2 to AC and attacks (-8 against Desmond), and 2 points of strength damage.

If Desmond's attack hits, his AC will be 41, if he misses it will be 33.

If anybody else makes a melee attack against the Troop, Desmond will take an immediate attack of opportunity using his opportunist rogue talent.

AoO (HF): 1d20 + 23 + 1 ⇒ (14) + 23 + 1 = 38
Damage: 1d6 + 10 ⇒ (2) + 10 = 12


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

"The classics are classic for a reason."

Kalim launches a Fireball! dc 21: 10d6 ⇒ (4, 6, 3, 4, 5, 1, 6, 5, 3, 2) = 39


Evil GM

Make sure you read the three troop spoilers listed above. One describes the troop subtype, another describes the troop traits, and the third describes troop attacks.

A troop cannot be flanked, but it is subject to critical hits and sneak attacks if its component creatures are subject to such attacks. Reducing a troop to 0 hit points or fewer causes it to break up, effectively destroying the troop, though the damage taken until that point does not degrade its ability to attack or resist attack. A troop is never staggered or reduced to a dying state by damage. Also, a troop cannot be the target of a bull rush, dirty trick, disarm, drag, grapple, reposition, or trip combat maneuver, except by area effects that include such effects. A troop can grapple an opponent.

A troop is immune to any spell or effect that targets a specific number of creatures (including single target spells such as disintegrate and multiple target spells such as haste), though it is affected by spells or effects that target an area or a nonspecific number of creatures (such as fireball or mass hold monster). A troop takes half again as much damage (+50%) from spells or effects that affect an area. If a troop is rendered unconscious by means of nonlethal damage, it disperses and does not reform until its hit points exceed its nonlethal damage.

Desmond how are you getting sneak damage?


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

19 more damage then.


Evil GM

reflex save: 1d20 + 12 ⇒ (14) + 12 = 26

The Centaur warband covers a 40 foot area. Kalim's fireball blasts the area and it is particularly effective, even though the troop succeeded on avoiding half the 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
Scout Archetype wrote:

Scout Link

Skirmisher (Ex)
At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability.

This ability replaces improved uncanny dodge.[/spoiler]

Ok it looks like all of Desmond's crippling effects won't do anything, and he can't set up a flank, but as long as he keeps moving to make use of his scout archetype he will still get damage.


Evil GM
Desmond Aeros wrote:
Scout Archetype wrote:

Scout Link

Skirmisher (Ex)
At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability.

This ability replaces improved uncanny dodge.[/spoiler]

Ok it looks like all of Desmond's crippling effects won't do anything, and he can't set up a flank, but as long as he keeps moving to make use of his scout archetype he will still get damage.

Great I simply didn't want to have to go through figuring that out.It's easier just to ask.


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

No worries, always happy to explain!


Evil GM

RD 2 Initiative order: Update

Desmond - moves and hits
Kalim -fireball with reflex save for half dam
Nym
Duncan
Centaur Warband Troop
Karnog


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

Fire Ball: 10d6 ⇒ (6, 1, 4, 3, 4, 1, 5, 5, 4, 2) = 35 dc19 Ref


Evil GM

reflex save: 1d20 + 12 ⇒ (10) + 12 = 22

The troop weaves and dodges part of the damage.


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 Buffs: None,HP134/154

Duncan is somewhat impressed at the Horse-men's co-ordianeted movements and wonders if he can't slow them down. He falls into his casting and throws a 40ft wide WALL OF BLINDNESS , just 5ft in front of the Troops movement, hoping to catch them in their momentum, for surely the Charging quadrapeds couldn't completely avoid such a long barrier. Maybe he could break up their formation if a number of them were Blind!

WALL OF BLINDNESS DC 20:
School: necromancy
Level: Bard: 4; Skald: 4; Cleric: 5; Oracle: 5; Warpriest: 5; Sorcerer: 4; Wizard: 4; Arcanist: 4; Witch: 4
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Effect: translucent wall 20 ft. long/level or a translucent ring with a radius of up to 5 ft./two levels; either form 20 ft. high
Duration: concentration + 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: yes
Source: Advanced Class Guide
Summary: Creatures that pass through a translucent wall are blinded or deafened.
You create a translucent wall of energy, within which can be seen indistinct images of faces with their eyes or ears sewn shut. When you create the wall, decide whether it blinds or deafens. Any creature that passes through the wall must save or become permanently blinded or deafened (as blindness/deafness>).

The wall must be vertical and either rectangular or a ring. It need not touch the ground. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature when it is cast, the spell fails.

As an afterthought, he uses a FERVOUR to Lay Hands upon himself, curing much of his wounds.
Fervour: 5d6 ⇒ (2, 1, 1, 4, 5) = 13
Duncan is currently at 128HP

Duncan's Dino continues its fury and CHARGES again into the back of the Troop of YUMMY horses that was running away.
Charge Bite Attack: 1d20 + 20 + 2 ⇒ (20) + 20 + 2 = 42
Damage: 4d6 + 22 ⇒ (4, 1, 5, 1) + 22 = 33

CONFIRM BITE CRITICAL: 1d20 + 20 + 2 ⇒ (5) + 20 + 2 = 27


Evil GM

With their fluid momentum the troop hits the wall of blindness.

fort save: 1d20 + 11 ⇒ (2) + 11 = 13

Many of the members raise up on their rear legs as their world goes dark. This happens just as the dino reaches over the wall and chomps down on bundle of horse flesh. The remaining members of the troop break apart. Similarly to a swarm the troop breaks apart.

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