Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Round 1, Power of fqaith (1/10)

Malcolm steps forward to stand next to Des.


Evil GM

Updated RD 1 Map with movements declared

Karnog, I assume where I put you is fine on the map. Your next to vatilda and forming an "L" with Malcolm and Des protecting the left flank.

Grimm and Kalim what are your going to do with your movement?


Evil GM

Initiative order:

White - archers. One strikes Grimm 5 HP, One hit Kalim for 8 HP
Vatilda - cast Bane
Grimm
Red
Desmond
Yellow
Karnog - moved up and cast barkskin
Malcolm - moved up and cast power of faith
Kalim


Evil GM

Grimm you see the squad of orcs moving along the stream (red haloed), your battle instincts realize they are perfectly positioned to act as reinforcements to the initial charge being led from the north (yellow haloed) and also to secure the fallen tree crossing the stream. Securing the tree could mean doom for those on the other side of the stream as their rear will be exposed.

Grimm's dilemma pull back and protect the right flank or move ahead and protect the fallen log bridge and those on the other side of the stream.


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|

Looks good to me!


Evil GM

I want to give Grimm a chance to post before I move the Red, it is an important decision.


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

Grimm sees the flanking for trying to cutoff and encircle the two groups
He moves to C10 calling, They trying to separate the groups. Stay linked.

He Casts BLISTERING INVECTIVE. Hoping to set a bunch of foes on fire.


Evil GM

I was pretty certain you'd do that Grimm.


Evil GM

Updated Map with Grimm's template

grimms intimidate check: 1d20 + 9 ⇒ (6) + 9 = 15

(10+3+0=13)

several enemy take fire damage. fire: 1d10 ⇒ 10

for ease I'm going to group the reflex save by halo color:

reflex yellow: 1d20 + 2 ⇒ (7) + 2 = 9

catch on fire: 1d6 ⇒ 2

reflex red: 1d20 + 2 ⇒ (10) + 2 = 12

catch on fire: 1d6 ⇒ 3

is the reflex save DC 14 Grimm?


Evil GM

Initiative order: update

White - archers. One strikes Grimm 5 HP, One hit Kalim for 8 HP
Vatilda - cast Bane
Grimm moved up to C,10 cast Blistering Invective
Red
Desmond
Yellow
Karnog - moved up and cast barkskin
Malcolm - moved up and cast power of faith
Kalim


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

Oh my bad, I thought I was waiting for Red to go first. Be back in a minute with my action.


Evil GM

RD 1: Red

Three orcs drop and roll to put out the fire (E, 14, E, 16 and D, 16), the other two are in a fiery frenzy and move to attack Grimm. One flanks and Grimm gets and AOO.

The will attack grimm with their falchions:

PA, flank: 1d20 + 11 ⇒ (16) + 11 = 27;damage,PA: 2d6 + 6 ⇒ (3, 5) + 6 = 14

The blade bites the dwarf viciously.

PA, flank: 1d20 + 11 ⇒ (2) + 11 = 13;damage,PA: 2d6 + 6 ⇒ (4, 6) + 6 = 16

Updated Map Rd 1


Evil GM

Karnog and Malcolm would be able to figure out that the defenders on the southside of the stream probably don't have a cleric or holy person with them based on their earlier comments.


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 pales at the number of opponents before them. Somebody is going to get hurt in a fight this large. We need to end this quickly. "What is it you want!? Tell us so we can stop this madness!"

Diplomacy: 1d20 ⇒ 10

Until he hears one side or the other give up, Desmond presses the attack, hoping he will have backup soon. He charges at the opponent farthest to the west, working to cut through the enemies from one side to the other.

Charge Attack: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33
Damage: 1d6 + 1 + 3d6 ⇒ (2) + 1 + (4, 6, 3) = 16
Confirm: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33
Crit Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Dayuum, eat that double nat 20. Current AC is 17 from charging. Charged the enemy at -C-1.


Evil GM

Desmond can't charge given the terrain, there is big rock -c, -b 0-2. You can move to -B,-1 if you want but you can't charge to get there.

It really doesn't make much of difference you attack obviously hits for 24 HP.

the orc is surprised as the fierce attack but he is still up...bleeding badly but he is alive.


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

Ah, didn't identify that as a rock. In that case I'll charge the guy at -D4


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Do not forget the +1 to AC, Att and Damage if you are within 30 feet of Malcolm.


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

*Smacks self in head* Right, bonuses. Well I don't imagine they help much with the attack rolls, but that will help with the damage!


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

And the AC!


Evil GM

RD 1: yellow

Desmond:

The orc that Desmond attacked swings at the deft combatant,

PA, -1 bane: 1d20 + 9 - 1 ⇒ (9) + 9 - 1 = 17;damage,PA: 2d6 + 6 ⇒ (2, 3) + 6 = 11

The orc in -D,1 five foot steps to -C, 2 and attacks Desmond,

PA,-1 bane: 1d20 + 9 - 1 ⇒ (4) + 9 - 1 = 12;damage,PA: 2d6 + 6 ⇒ (5, 4) + 6 = 15

Malcolm:

The orc on the far west flank moves behind the boulder to attack Malcom,

PA: 1d20 + 9 ⇒ (10) + 9 = 19;damage,PA: 2d6 + 6 ⇒ (1, 5) + 6 = 12

Karnog and Vatilda:

Two other orcs move over the brush and around trees to come upon Karnog and Vatilda,

Karnog:
PA,-1 bane: 1d20 + 9 - 1 ⇒ (19) + 9 - 1 = 27;damage,PA: 2d6 + 6 ⇒ (1, 2) + 6 = 9

Vatilda:
PA,-1 bane: 1d20 + 9 - 1 ⇒ (11) + 9 - 1 = 19;damage,PA: 2d6 + 6 ⇒ (1, 2) + 6 = 9

The last two orcs that are one fire drop prone and roll while the squad leader moves to -C,5.

confirming Crit on:

Karnog
PA,-1 bane: 1d20 + 9 - 1 ⇒ (14) + 9 - 1 = 22;damage,PA: 2d6 + 6 ⇒ (1, 3) + 6 = 10

Map update

falchions have an 18-20 crit range


Evil GM

FYI the yellow haloed creatures with the red dot have the bane effect active.

Any creature with the blue circle is prone putting out fire.

The trees and brush are is double movement to get around or through.


Evil GM

Here is a large scale map depicting both sides of the stream

Large Scale Map


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

Actually my bonus to intimidate is +11. Spell dc is 14

Grimm sees the Orc closing and gets his Axe around for an AOO.
AOO DF, Destructive Smite: 1d20 + 9 + 3 - 1 ⇒ (11) + 9 + 3 - 1 = 22
2 hand PA Damage: 2d6 + 6 + 3 + 3 ⇒ (5, 4) + 6 + 3 + 3 = 21


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 swings his hammer against the orc that just attacked Vatilda.

1d20 + 7 ⇒ (1) + 7 = 8 to hit; 1d8 + 3 ⇒ (1) + 3 = 4 damage

"Concentrate our attacks, drop them fast!"


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

Did my AOO kill the Orc. If so I took no damage from him


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Do you want actions from Karnog and I? We already posted for this round.


Evil GM
Grimm Sharpest wrote:


Actually my bonus to intimidate is +11. Spell dc is 14

Grimm sees the Orc closing and gets his Axe around for an AOO.
[dice=AOO DF, Destructive Smite] 1d20+9+3-1
[dice=2 hand PA Damage]2d6+6+3+3

You staggered the orc who moved into flanking position but it's orc ferocity kicked in. He is in negative HP and he is staggered.


Evil GM
Malcolm Cavendish wrote:
Do you want actions from Karnog and I? We already posted for this round.

Th only action remaining in RD 1 is Kalim.

Karnog I'll use your attack for RD 2.


Evil GM

Kalim still has a RD 1 action remaining. I'll give him another hour or so to take the turn before I DMPC.

RD 2:
Initiative order:

White -
Vatilda -
Grimm
Red
Desmond
Yellow
Karnog - attack missed
Malcolm -
Kalim

Wide Angle View of Entire Battlefield

Closer Angle of Battlefield


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


Actually my bonus to intimidate is +11. Spell dc is 14

Grimm sees the Orc closing and gets his Axe around for an AOO.
[dice=AOO DF, Destructive Smite] 1d20+9+3-1
[dice=2 hand PA Damage]2d6+6+3+3

You staggered the orc who moved into flanking position but it's orc ferocity kicked in. He is in negative HP and he is staggered.

So did he just get his move and no attack


Evil GM

Correct Grimm...I never indicated which roll belonged to which orc. I'll say the one that hit you actually was the one is staggered, so you didn't take his pop. I must be getting soft.


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 enlarges Grimm.


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Round 2, Power of Faith (2/10)

Malcolm takes a full round action to attack the Orc in -A1.

BS Att1: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19
BS Dam1: 1d10 + 5 + 1 ⇒ (6) + 5 + 1 = 12

BS Att2: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
BS Dam2: 1d10 + 5 + 1 ⇒ (1) + 5 + 1 = 7


Evil GM
Kalim Gudlavaletti wrote:
Kalim enlarges Grimm.

kalim enlarge person is a one round action and Grimm is out of your range he is 60ft away. You have 25 + 15 = 40 foot range.


Evil GM

RD 2: White archers

The archers use their time to split into two groups and weave around the edges in support.

RD 2, White Movement

Malcolm will note your action and post after yellow turn.


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

Poor diplomacy. Oh well, we'll do this the old fashioned way.

Desmond sees his allies have not yet caught up to him, so he rolls back and strikes at the foe attacking Karnog.

Acrobatics: 1d20 + 19 ⇒ (11) + 19 = 30
Attack: 1d20 + 11 + 1 + 2 ⇒ (20) + 11 + 1 + 2 = 34
Damage: 1d6 + 1 + 1 + 3d6 ⇒ (2) + 1 + 1 + (1, 5, 5) = 15
Confirm: 1d20 + 11 + 1 + 2 ⇒ (15) + 11 + 1 + 2 = 29
Crit Damage: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Let them good crits roll! Making an acrobatics check to move to -B5 without provoking, then using the flank with Karnog to get some sneak attack damage in.


Evil GM

Since Kalim wants to enlarge Grimm, I'm going to move Kalim in RD 1 to E, 4 by the stream so he is in the center of both fronts. If he wants to can enlarge next round provided Grimm doesn't move out beyond his distance. In the meantime he will acid ray the orc that is staggered.

RTA: 1d20 + 4 ⇒ (10) + 4 = 14;damage: 1d6 + 3 ⇒ (3) + 3 = 6

He hits and the orc falls down dead.

RD 2:
Initiative order:

White - split and moved in support
Vatilda -
Grimm
Red
Desmond - Attacks hit for 18 HP
Yellow
Karnog - attack missed
Malcolm - attacked
Kalim

Updated Map


Evil GM

Desmond steps back and attack the Orc on Karnog dishing out significant damage but he orc is still up. (HP 18)


Evil GM

RD 2: RED

The three orcs on fire roll on the ground to extinguish the flames,

extinguish flames: 1d20 + 2 + 5 ⇒ (7) + 2 + 5 = 14
still on fire

extinguish flames: 1d20 + 2 + 5 ⇒ (13) + 2 + 5 = 20
flames out
stand up

extinguish flames: 1d20 + 2 + 5 ⇒ (9) + 2 + 5 = 16
flames out
stand up

Orc one fire: 1d6 ⇒ 5

-----

The orc in fornt of Grimm attacks with his flachion

PA: 1d20 + 9 ⇒ (5) + 9 = 14;damage, PA: 2d4 + 6 ⇒ (2, 4) + 6 = 12

----
A gray skinned stocky humanoid with course dark hair and dark eyes approaches, he is obviously the squad leader and he shoots his long bow at Grimm

long bow, shooting in melee: 1d20 + 8 - 4 ⇒ (2) + 8 - 4 = 6;damage: 1d8 + 5 ⇒ (4) + 5 = 9

He drops the bow after his shot and pulls his great axe.


Evil GM

Revised Map

RD 2 Actions remaining: Vatilda, Grimm, Yellow Orcs, and kalim


human oracle+mesmerist 7/Hierophant 2 AC 20/tch13/ff17 ~ Init +5 - Per +10 ~ HP 65/65 ~ CMB +5/CMD18 ~ F+6 R+10 W+15 (+2 vs spells , SLA, Su)

Round 2

Vatilda keeps her shield high as she gestures. She then points at the nearest foe with a malevolent smirk.
"Kill your ally, toad."

Murderous command Will DC16 vs A,4
cast defensively: 1d20 + 12 ⇒ (20) + 12 = 32


Evil GM

Will save vs Murderous command: 1d20 + 1 ⇒ (18) + 1 = 19

The spell makes the orc shake his head but it doesn't take hold.


Evil GM

RD 2:
Initiative order:

White - split and moved in support
Vatilda - cast murderous comman but it failed
Grimm
Red - moved and attacked
Desmond - Attacks hit for 18 HP
Yellow
Karnog - attack missed
Malcolm - attacked
Kalim

Actions remaining: Grimm, yellow orcs, kalim.

Kalim note the earlier posts regarding your RD 1 actions. They were altered.


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

[Ooc] You nailed it. Enlarge this round. [/b]


Evil GM
Kalim Gudlavaletti wrote:
You nailed it. Enlarge this round.

Any chance that you can put your RTA BAB next to your spells for easy reference?


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

Sure!


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

The newly enlarged Grimm 5ft steps to B9, breaking his enemies flank and using his reach to attack the orc in C11. He activated his AC JUDGEMENTS
to improve his defences for this battle. The mage had made him a BIGGER target.

Current Enlarged AC is 21/12/21.

2 hand Enlarged DF attack: 1d20 + 10 + 3 - 1 ⇒ (5) + 10 + 3 - 1 = 17
damage: 2d6 + 7 + 3 ⇒ (1, 4) + 7 + 3 = 15


Evil GM

Grimm you are NOT enlarged this Round. It is a full round casting and Kalim did not cast it until the second round.


Evil GM
Grimm Sharpest wrote:

The newly enlarged Grimm 5ft steps to B9, breaking his enemies flank and using his reach to attack the orc in C11. He activated his AC JUDGEMENTS

to improve his defences for this battle. The mage had made him a BIGGER target.

Current Enlarged AC is 21/12/21.

[dice= 2 hand Enlarged DF attack] 1d20+10+3-1
[dice=damage] 2d6+7+3

I'll let you modify this post. You are not enlarged this round.

Since it's full round action to cast: A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. So you actually won't be enlarged until the end of the third round when Kalim actually goes.


Evil GM
Malcolm Cavendish wrote:

Round 2, Power of Faith (2/10)

Malcolm takes a full round action to attack the Orc in -A1.

Your first attack hit the orc.

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