Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


17,051 to 17,057 of 17,057 << first < prev | 332 | 333 | 334 | 335 | 336 | 337 | 338 | 339 | 340 | 341 | 342 | next > last >>

Evil GM

RD 7: initiative

Desmond - moved and reduced person
Caster 1 yellow- dead
Nym -
Kalim
Karnog
Duncan
Caster 2 blue


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 moves with Desmond and tells him "He created an dimensional rift and stepped through the doorway to escape. He could be nearby and safer range to use his spells. Probably with in four hundred feet."

Nym also casts Spectral Hand


Evil GM

Kalim
Karnog
Duncan

Your 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

Duncan's buffs: Protection from Fire, Hero's Feast (+1Morale to attack and will saves, +4 vs poison/fear), Overland Flight 5hrs, Defending Bone (DR50/Bludgeoning) 16hrs, Gtr Magic Weapon 16hrs, Summoned Dino 4rds, Divine Favor +4 4rds, +2Sacred, 5rds +3 Wrath 5rds,Ring of Foe focus vs chosen opponent, Dwarven Seething, Inspire Courage, Summoned Lillend 5rds, Blessing of Fervor 7rds being used to-Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

Duncan flies up 30ft and has a good look around to see if he can spot the threat.
I'll take a look, Lillend yer wit me.
The Lillend invisibly follows the dwarf...


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 think I need some more protection from magic. Keep looking for that caster."

Karnog casts another spell, warding himself against direct magic attacks.

Cast Spell Resistance for SR 28


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:

Duncan's buffs: Protection from Fire, Hero's Feast (+1Morale to attack and will saves, +4 vs poison/fear), Overland Flight 5hrs, Defending Bone (DR50/Bludgeoning) 16hrs, Gtr Magic Weapon 16hrs, Summoned Dino 4rds, Divine Favor +4 4rds, +2Sacred, 5rds +3 Wrath 5rds,Ring of Foe focus vs chosen opponent, Dwarven Seething, Inspire Courage, Summoned Lillend 5rds, Blessing of Fervor 7rds being used to-Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

Duncan flies up 30ft and has a good look around to see if he can spot the threat.
I'll take a look, Lillend yer wit me.
The Lillend invisibly follows the dwarf...

The above is a MOVE action

Once he reaches the appropriate height, Duncan uses a couple of his less powerful (and often forgotten) abilities.
Swift action- Sacred Armor (Spell resistance 19 for 1minute)
Standard Action- Good Blessing (Holy Strike- Minor. 1d6 vs evil for 1minute)

Sacred Armor:
Sacred Armour14/16 minutes per day, +4 level bonus
At 7th level, the warpriest gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability a number of minutes per day equal to his warpriest level. This duration must be used in 1-minute increments, but they don’t need to be consecutive.

These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added.

The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest’s possession. This ability can be ended as a free action at the start of the warpriest’s turn. This ability cannot be applied to a shield

Holy Strike-:
Good Blessing
Holy Strike (minor):
At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purpose of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.


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 ⇒ (13) + 4 = 17
Kalim scans the area for the caster. "Show yourself, coward. Take your reckoning!"

17,051 to 17,057 of 17,057 << first < prev | 332 | 333 | 334 | 335 | 336 | 337 | 338 | 339 | 340 | 341 | 342 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Rappan Athuk set in Nirmathas All Messageboards

Want to post a reply? Sign in.