Seraphimpunk's Way of the Wicked

Game Master Seraphimpunk

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Male Aasimar Antipaladin 6 (hp: -9/60 | AC: 21 | T: 11 | FF: 20 | Fort: +11 | Ref: +6 | Will: +6 | Init: -1 | Perception: -4 | Darkvision)

i'll move out to the hall, stowing my greatsword, and smite the wizard since we're leaving.


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

I cast my expeditious retreat and move 60, closer to the fray.

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

i move out and drink my cure light.
clw: 1d8 + 4 ⇒ (8) + 4 = 12

claw: 1d20 + 3 ⇒ (2) + 3 = 51d4 ⇒ 4
claw: 1d20 + 3 ⇒ (11) + 3 = 141d4 ⇒ 2
bite: 1d20 + 3 ⇒ (16) + 3 = 191d4 ⇒ 4


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

[r7] [10: Loran], [10: Neji], [10: Enemy turn ]
[r8] [15: Forsythe], [11: Leo], [10: Temperance], [10: Ash], [10: Victor],


M Damphyr male Dhampir Summoner 6 (hp: 31/31 | AC: 19 | T: 13 | FF: 16 | Fort: 1 | Ref: +5 | Will: +6 | Init: +3 | Perception: +13 | Darkvision, low-light )

Saving throw against blind: 1d20 + 6 ⇒ (14) + 6 = 20

I will reload my crossbow somehow.

unless Spawn can reach the wizard, he will ready to attack him.


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

If the wizard is reachable with my reach weapon, I will charge him and attempt to smash:

Hammer: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d12 + 4 ⇒ (10) + 4 = 14


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

@loran already made an initial save for ya. that's just your end of turn save? i ain't got time to wait and find out if you're blind so i roll saves for you. if you do something like sicken a guard, you can just throw a save for it at the same time too, and i'll compare his bonuses if its close.

Loran reloads and clears the glitter from his face. he's not blind at the end of his turn.
this round spawn's likely in range and can go after a halberdier or ready to attack the wizard.

Neji wails on the Wizard, hitting for 14.

[r7] [10: wizard ], [10: Halberdiers], [10: Lord Havelyn], [10: Father D],
[r8] [15: Forsythe], [11: Leo], [10: Temperance], [10: Ash], [10: Victor], [10: Loran], [10: Neji],


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Tacitus flies back.

bird@aoo: 1d20 + 3 ⇒ (11) + 3 = 141d4 ⇒ 1
neji@aoo: 1d20 + 9 ⇒ (1) + 9 = 101d12 + 4 ⇒ (4) + 4 = 8
both miss.

and then up to 20 ft. before he feels safe enough to cast a dazing magic missile.
bird: 1d4 + 1 ⇒ (4) + 1 = 5 force bird@will: 1d20 ⇒ 20
neji: 2d4 + 6 ⇒ (2, 3) + 6 = 11 force neji@will: 1d20 + 4 ⇒ (3) + 4 = 7 dazed 1 round
spawn: 1d4 + 1 ⇒ (2) + 1 = 3 force spawn@will: 1d20 ⇒ 3 dazed 1 round

none of you have shield up right now, right?
Ash's fiendish eagle poofs into a fizzle of electricity and dust.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Lord Havelyn tries to bash the door down. w/ help.
help: 1d20 + 2 ⇒ (5) + 2 = 7
break check: 1d20 ⇒ 1

nope.
you hear noise, and people start chopping the door down.


Female Dhampyr Female Dhampir Warpriest 6 (hp: 21/27 | AC: 21 | T: 13 | FF: 19 | Fort: +3 | Ref: +6 | Will: +9 | Init: +6 | Perception: +12 | Darkvision, low-light ) |
fervor:
ØOOOOOOO

i forgot forsythe's save last round.
will: 1d20 + 8 ⇒ (17) + 8 = 25

yeah, so not blind. still, i think i'll turn obscuring mist into inflict light wounds on loran.
1d8 + 4 ⇒ (5) + 4 = 9 and then move away so we're not bunched together.


Male Aasimar Antipaladin 6 (hp: -9/60 | AC: 21 | T: 11 | FF: 20 | Fort: +11 | Ref: +6 | Will: +6 | Init: -1 | Perception: -4 | Darkvision)

leo will step up, draw his bow as he does and fire on the wizard. he still has some cover from the doorway firing at a guy 20 ft. up.
btw smite good has been ineffective against this guy.
longbow: 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 51d8 ⇒ 8


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

[r8] [10: Temperance], [10: Ash], [10: Victor], [10: Loran], [10: Neji], [10: wizard ], [10: Halberdiers], [10: Lord Havelyn], [10: Father D],

[r9] [15: Forsythe], [11: Leo],

Temperance is up.


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

I do have Shield up, yes. It is one of my castables. So the wizard has been visually frustrated by a half-elf barbarian who apparently shrugged off his fireball and magic missile. Perhaps I'm one of those cursed superstitious, witch hunting barbarians he's read about.
RP Intimidate: 1d20 + 10 ⇒ (13) + 10 = 23


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

its one of your presumed spells? or you cast it within the last (CL) minutes?
curse you!


M Damphyr male Dhampir Summoner 6 (hp: 31/31 | AC: 19 | T: 13 | FF: 16 | Fort: 1 | Ref: +5 | Will: +6 | Init: +3 | Perception: +13 | Darkvision, low-light )

yes that was my save for the end of round.

now that I'm not blind I will ray of sicken the wizard.

ray attack: 1d20 + 6 ⇒ (4) + 6 = 10

DC: 17

Spawn will go murder a halberdier if he's still relatively close, otherwise he'll continue to ready for the wizard.

attack: 1d20 + 8 ⇒ (14) + 8 = 22

damage: 1d6 + 4 ⇒ (6) + 4 = 10


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

It was presumed, like mage armor as noted in my stats above. It is one of my two Summoner spells, although at CL1. I have three casts of it, but I will leave it up to you as if I had it up or not. Honestly I lost track of how much time has passed since the last buffing, so if you like we can say I haven't had a chance to re-cast it yet?


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

its fine, we can figure its up, but its round 8 or 9 of this fight from the last time we had a buff break. just mention if you're doing it next time in your buff since its not an hour long like mage armor? if you didn't get magic missiled, i dunno if the slot would be free / used , so its a little too close to shrodinger's spell slot for me =)


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

That is more than fair. Normally I track my expendables in my turns, but I've been lazy. That and I really like the RP idea of a barbarian ignoring the wizard attacks. If only I could fly...sigh.

So in that light here is what I think I am at, please correct:

Rage - 1; 2 & 3; Moment of Clarity; 4; 5; 6 = current round 8. 2 rounds of rage left; which is good cause I thought I was out.

Mage Armor, Scroll - Approximately 50 minutes left.

Rejuvenate Eidolon, Cast - used after Gestalt and takes up one Shield cast option.

Shield, Cast- 1st casting expired after Gestalt fight's healing. Casting before this fight puts my last Shield failing in 2 rounds or r10 (along with Rage weeee).

Message, Cast - assumed at re-buffs and done after healing.

Bear's Endurance - Scroll - Approx. 3 minutes left


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Ok, here goes!

I move up 60 ft. It looks like that's just close enough to put me in range of my 35ft close spell (the wizard is 20 up and 20 back from me, that's less than 35ft away! It's 28.28ft actual distance, 30 ft if you count squares).

Then I cast Hideous Laughter, DC22.
Did you hear the one about the time the wizard tried to solo a party of 6 and died horribly?


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

Should the Hideous Laughter fail I will move under him, mouth foaming in anger, obscenities pouring out in 13 heavily slurred languages, take a STD and throw my 2H hammer with 1H in frustration at the flying robe:
Thrown Hammer: 1d20 + 8 - 4 - 2 ⇒ (16) + 8 - 4 - 2 = 18
Damage: 1d12 + 2 ⇒ (11) + 2 = 13

If the Hideous Laughter succeeds and he comes crashing down, then I will charge and smash 'em. Just take the roll above, but add 11 to the to-hit, and 2 to the damage.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

wizard@will: 1d20 ⇒ 7
a chortle escapes, and he starts wafting down to the ground.

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

well, i'll take a shot.
i'll draw an alchemist fire as i move up and lob it at the joker.
bomb: 1d20 + 8 ⇒ (2) + 8 = 101d6 + 4 ⇒ (3) + 4 = 7

oops that probably misses...
scatter: 1d8 ⇒ 4
lands behind him. he'll still reflex for 5 splash.
wizard@reflex: 1d20 ⇒ 5


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Loran goes...
tries to sicken the wizard, but misses with his ray.

Spawn will do nothing because he's dazed for 1 round.

Victor still bleeds

Neji's Turn

[r8] [10: Neji], [10: wizard ], [10: Halberdiers], [10: Lord Havelyn], [10: Father D],

[r9] [15: Forsythe], [11: Leo], [10: Temperance], [10: Ash], [10: Victor], [10: Loran],


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

See post above. I charge in frothing and cursing robes and the flying men in them. Now he dares laugh at me! Oh no he didn't...
29 to hit for 15 damage.

1 more round of rage, shield & message left.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

the door bursts open. men attack the elemental from 2nd tier.
halberd: 1d20 + 1 ⇒ (18) + 1 = 191d10 + 3 ⇒ (2) + 3 = 5
halberd: 1d20 + 1 ⇒ (7) + 1 = 81d10 + 3 ⇒ (9) + 3 = 12

he hits for 5. dusting the elemental.


Female Dhampyr Female Dhampir Warpriest 6 (hp: 21/27 | AC: 21 | T: 13 | FF: 19 | Fort: +3 | Ref: +6 | Will: +9 | Init: +6 | Perception: +12 | Darkvision, low-light ) |
fervor:
ØOOOOOOO

move and channel.
damage: 2d6 ⇒ (6, 3) = 9
wizard@will: 1d20 ⇒ 13


Male Aasimar Antipaladin 6 (hp: -9/60 | AC: 21 | T: 11 | FF: 20 | Fort: +11 | Ref: +6 | Will: +6 | Init: -1 | Perception: -4 | Darkvision)

longbow: 1d20 - 3 ⇒ (15) - 3 = 121d8 ⇒ 5


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

oh, the wizard gets his 2nd save.
wizard@will: 1d20 ⇒ 6

nope. he's full on giggles now.


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Can someone grab Victor? We shouldn't leave a comrade behind.

Bluff to seem legitimately concerned about Victor rather than just concerned he'll blab to the authorities: 1d20 + 17 ⇒ (18) + 17 = 35

Wow, I must've but some feeling in that one.


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Oh, it's my turn. Well, then I'll just grab him myself. I move over and shut the door so no one has LoS on me right now. I plan on grabbing him next turn (move action) and running out the front door (move action).

Kill that wizard, grab his body and let's get out of here!


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

Standing over the wizard, eyes glazed in rage, hammer in hand, claw flexing, teeth snapping with each sentence...Kill the Lord's meat. Rend the wizard's meat. Steal the fox's meat. Yes, yes, all will be done.

Grand Lodge

zach was wise to let me know I have been under hitting people with my strength bonus by using 1/2 str and not full or 1.5 when 2H. stupid barbarian, i can only claim i was using off-hand rules, yeah...that's it. so don't mind me if my damage goes a bit up and my to-hit goes down a bit when wielding a 2H in 1H. i'm dumb, what can i say?


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

i could understand off handing if you're fighting one handed and claw. but yeah, single attack you should have your 1.5

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

move into flank. shank w/ dagger.
dagger: 1d20 + 5 + 2 + 4 ⇒ (4) + 5 + 2 + 4 = 151d4 + 2 + 2d6 ⇒ (4) + 2 + (1, 2) = 9

d'oh. 15 doesn't hit.

Loran! summon an earth elemental to help Temperance carry Victor.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

[r9] [10: Loran], [10: Neji], [10: wizard ], [10: Halberdiers], [10: Lord Havelyn], [10: Father D],

[r10] [15: Forsythe], [11: Leo], [10: Temperance], [10: Ash], [10: Victor],


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

I'll whack the wizard, if he goes down, I'll pick him up with my move action...
Lucerne Hammer: 1d20 + 8 + 4 + 2 ⇒ (9) + 8 + 4 + 2 = 23
Hammer Damage: 1d12 + 6 ⇒ (5) + 6 = 11


M Damphyr male Dhampir Summoner 6 (hp: 31/31 | AC: 19 | T: 13 | FF: 16 | Fort: 1 | Ref: +5 | Will: +6 | Init: +3 | Perception: +13 | Darkvision, low-light )

I cannot summon an elemental while Spawn is in existence. But I will help her.

if the wizard is not dead, Spawn will also move and attack him

claw: 1d20 + 8 ⇒ (17) + 8 = 25

damage: 1d6 + 4 ⇒ (2) + 4 = 6

Otherwise, he will come help me with this body/carry it for us.

I move to temperance and will assist her with the body.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

you only have spawn for 4 minutes. the trade off is wards vs. evil stop him, the benefit is since he was summoned with a spell, you can still use your spell like ability for summon monster.

+17 damage on the wizard
he's still alive. 3rd round of doing nothing but laugh but no save.

there's some noise in the barracks room. men rushing in armor.


Female Dhampyr Female Dhampir Warpriest 6 (hp: 21/27 | AC: 21 | T: 13 | FF: 19 | Fort: +3 | Ref: +6 | Will: +9 | Init: +6 | Perception: +12 | Darkvision, low-light ) |
fervor:
ØOOOOOOO

oh for crying out loud
damage: 2d6 ⇒ (3, 5) = 8
wizard@will: 1d20 ⇒ 14


Male Aasimar Antipaladin 6 (hp: -9/60 | AC: 21 | T: 11 | FF: 20 | Fort: +11 | Ref: +6 | Will: +6 | Init: -1 | Perception: -4 | Darkvision)

double move up .


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Temperance is up, she picks up and drags victor's body. weighted down you get about 30 ft.

[r10] [10: Ash], [10: Victor], [10: Loran], [10: Neji], [10: wizard ], [10: Halberdiers], [10: Lord Havelyn], [10: Father D],

[r11] [15: Forsythe], [11: Leo], [10: Temperance],

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

shank: 1d20 + 5 + 2 + 4 ⇒ (6) + 5 + 2 + 4 = 171d4 + 2 + 2d6 ⇒ (2) + 2 + (4, 6) = 14

nope still can't hit him.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

[r10] [10: Loran], [10: Neji], [10: wizard ], [10: Halberdiers], [10: Lord Havelyn], [10: Father D],

[r11] [15: Forsythe], [11: Leo], [10: Temperance], [10: Ash], [10: Victor],

loran n neji are up.


M Damphyr male Dhampir Summoner 6 (hp: 31/31 | AC: 19 | T: 13 | FF: 16 | Fort: 1 | Ref: +5 | Will: +6 | Init: +3 | Perception: +13 | Darkvision, low-light )

I will then move and summon an earth elemental to block our exit,

Spawn Full Attacks the wizard

attack: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

attack: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

attack: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

attack: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

If the first hit drops the wizard he'll stop and move to the door to help tempe.


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

I assume all of Spawn's hits hit with the bonuses to prone and flank also in affect (he could take a 5 to get flank if he hasn't already)? If so, is wizzy still conscious?

As a free action I projectile vomit bile and blood all over the wizard as my rage purges as violently as it came.
Fatigued for 12 rounds, starting round 10. All stats corrected above. Shield and Message also wink out of existence.

F@CK MY HEAD IS SPLITTING!
Looking around, confused and pained,
What's going on? Where am I? Did we kill the priest? Who's this flamboyant douche I threw up on?


M Damphyr male Dhampir Summoner 6 (hp: 31/31 | AC: 19 | T: 13 | FF: 16 | Fort: 1 | Ref: +5 | Will: +6 | Init: +3 | Perception: +13 | Darkvision, low-light )

They are not with any of those bonuses


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

I only count 2 rounds of him laughing. The first round (when he got the save) and this round that just passed. I hope that doesn't end up being relevant because I hope he doesn't live past this round, but just in case...


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

i think the 3rd. the first round save 1, second round save 2, then 3rd round of no save. irrelevant, spawn's first hit knocks him out. he can then move back to the door a bit.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

elemental@str: 1d20 + 3 ⇒ (1) + 3 = 4
guard@str: 1d20 + 2 ⇒ (11) + 2 = 13
guard@assist: 1d20 + 2 ⇒ (5) + 2 = 7

the elemental isn't able to stop the halberdiers from opening the door.
lord havelyn strides through, shrugging off the elemental

elemental@aoo: 1d20 + 6 ⇒ (11) + 6 = 171d6 + 4 ⇒ (2) + 4 = 6 misses.

from another door down the hall, Father Donnagain moves into the hallway.


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

Hold on Havelyn, I haven't had my turn. Is the wizard still up post Spawn?

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