Sheik Voodoo's Katapesh Nights (Inactive)

Game Master voodoo chili

From the City of Bazaars to the City of Brass.
Kelmarane.


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Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Karethas glares at the slaver with visible anger. "What is unfortunate for your friends is that we already know they have no intention of returning the dean. Please tell them that they will NEVER see the scroll." He starts toward the door before pausing, "And tell Radi to make peace with whatever passes for a god that he worships. He should have known how dangerous we are."


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Why tell Radi anything. He is not worth the value of the words we would use to insult him.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Slavers are abhorrent but the ways of this city see them provided for and tolerated. Though I am loathe that such things exist I'm not interested in starting a war with the slavers of the city when we have other things that are more pressing. Let's lead our friends out of here and contemplate our next steps...


Father Jackal slow claps as Karethas turns away. "Never is so final don't you think. It will certainly be more difficult without your cooperation, but I'd never underestimate the Consortium." He puts his hands on the rests of the ancient chair as if to rise. Then the stairs collapse forming a steep slide into the sunken pool!
His bluff was 31. you never saw it coming... or did you? Ref DC 20 or into the pool and Will DC 14.

Init:
Amir 1d20 + 2 ⇒ (5) + 2 = 7
Karethas 1d20 + 6 ⇒ (17) + 6 = 23
Kzrira 1d20 + 5 ⇒ (7) + 5 = 12
Varkata 1d20 + 1 ⇒ (17) + 1 = 18
foe 1d20 ⇒ 7

Round 1
Karethas
Varkata
Jackal
Kzrira
Amir


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

I figured that he was probably more invested in getting the scroll than he let on. I just gave him a little push to see if he would bite.
REF SAVE: 1d20 + 5 ⇒ (3) + 5 = 8(2 Base, +2 Dex, +1 Cloak)
WILL SAVE: 1d20 + 7 ⇒ (2) + 7 = 9(5 Base, +1 Wis, +1 Cloak)
NICE!

Karethas cannot even mentally congratulate himself for forcing the Jackal's hand before he is sliding into the pool.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Reflex: 1d20 + 7 ⇒ (15) + 7 = 22
Wil: 1d20 + 3 ⇒ (16) + 3 = 19


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Reflex: 1d20 + 9 ⇒ (16) + 9 = 25
Will: 1d20 + 4 ⇒ (10) + 4 = 14 <-- +1 more if fear (Bravery)

Round 1

Big mistake dog man.

With that, the ever antsy archer begins to unload at the man on the throne.

Attack-rapid shot: 1d20 + 13 - 2 ⇒ (11) + 13 - 2 = 22 <-- subtract 1 more if >30'
Damage: 1d8 + 6 ⇒ (8) + 6 = 14
--> if he is a gnoll, add +2 to attack and damage

Attack-rapid shot: 1d20 + 13 - 2 ⇒ (15) + 13 - 2 = 26
Damage: 1d8 + 6 ⇒ (7) + 6 = 13

Attack-rapid shot: 1d20 + 8 - 2 ⇒ (4) + 8 - 2 = 10
Damage: 1d8 + 6 ⇒ (3) + 6 = 9


Varkata ref: 1d20 + 4 ⇒ (2) + 4 = 6; Varkata will: 1d20 + 11 ⇒ (1) + 11 = 12
oh, my.

Karethas is so enjoying his ruse that he does not pay particular attention to the scheming slave lord and ends up flat on his back plummeting when the stairs collapse. He enters the pool right behind the priestess. Though crystal clear, the water feels faintly oily and unwholesome and has an unholy effect on Varkata and Karethas struggling to regain their footing in the breast high pool. Brutal urges swarm through their minds and their bones bend and twist into a bestial form leaving them impaired. Karethas- 2 int and 1 dex damage. Varkata- 5 int and 6 dex damage. Swim DC 10 to get righted.

Ever wary Amir and nimble Kzrira jump down avoiding the trap.

Round 1
Karethas
Varkata
Jackal


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Swim Check 1d20 - 1 ⇒ (16) - 1 = 15

Although Katapesh is a port city, Karethas has never been in water more than a foot deep. He manages to right himself and get his head above water momentarily, but it is clear from his struggles that he will not stay so long. Knowing his friends are still in a fight he casts a spell even though he feels the weight of his robes pulling him under.

Glitterdust on the Jackal and as many of his pets as possible. DC 16 REF


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Kzrira curses, in a rather unladylike manner.

Amir, toss them a rope. I will peg this scum as best I can.

-------
If I can post for Varkata.

Swim: 1d20 - 1 ⇒ (16) - 1 = 15

The half-orc priestess also rights herself, and then calls on Cayden to aid her. A moment later, she is hovering above the vile liquid, and reaching out to grab the much lighter wizard.

Cast Fly

At least, I think this is what she would do to escape the trap.


sadly glitterdust is a will save or FJ would have had no problems...
V swim: 1d20 - 1 ⇒ (8) - 1 = 7

Karethas compensates somewhat for his awkward tumble into the trap by casting a spell that blinds Father Jackal and most of his monstrous pets in a gilded cloud. Varkata however flails at the bottom of the unholy font. Father Jackal curses and hunches over a moment transforming into tall gaunt dog-like creature which draws the heavy khopesh at its side though he still cannot see.

Kzrria takes advantage of his misfortune by firing a volley of arrows. The slaver is well warded though by heavy armor and magic. Only one arrow draws blood and is quickly ejected as the wound closes quickly.

Round 1
Kzrira-x
Amir
R2
Karethas
Varkata
Jackal


ah, I see Kzrira has a few levels of ninja also. let's just go with that as V's next round action as I've already posted this round.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

She prefers Super Ninja Archer.

Figures the one time that I do not use cold iron arrows, is when I need them. Although, it might just be regeneration.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Amir nods to the archer, opens the bag thinking of his rope, produces it and tosses it down to the others...


just need an action form Karethas. note: only a climb DC 5 to exit the pool with Amir's assistance. double move to get out and stand up.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Karethas attempts to climb out with Amir's assistance, but is a weak girly man and cannot do it.

Climb: 1d20 - 1 ⇒ (5) - 1 = 4
Also KNOWLEDGE NATURE CHECK:1d20 + 9 ⇒ (11) + 9 = 20(2 rank, +3 class skill, +4 Int) to identify how the Jackal changed? What he is?


oh, the humiliation. Fortunately, two move actions- Karethas climbing: 1d20 - 1 ⇒ (8) - 1 = 7 ha, ha barely!

Amir tosses a rope to the desert conjurer struggling in the water. It takes a couple attempts, but Karethas pulls himself up out of the unholy fluid to lie bedraggled on the floor. Varkata finally gets her feet under her and pushes to the surface crippled by the cruel fountain. She prayers to her god and flies upward, free of the vile fluid.

Meanwhile, Father Jackal continues trying to clear his eyes of the blinding motes. He finally does so as does one of his pets. The pair of oversized jackals that were outside of the cloud circle around to assault the waterlogged wizard. A jackal the size of a war hound reaches Karethas before he can stand and bites him with sharp teeth tearing flesh and fabric. Karethas- 8 bite.

Karethas:
arcane actually. The creature is a jackalwere; spawn of Lamashtu who can assume a human guise. Mundane weapons do little harm, but they are susceptible to cold iron. They can also send their victims into a deep sleep with their gaze.

Round 2
Kzrira
Amir
R3
Karethas
Varkata
Jackal

map


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Assuming that Karethas yells out "cold iron" between his gasps of pain from the puppies, Kzrira will switch to cold iron. If nothing is said, she would have tried one of each arrow, Silver, Cold Iron, and Normal, to see which, if any, affect the creature.

Round 2

I hate shape shifters. Almost as much as I hate gnolls.

Attack-rapid shot: 1d20 + 13 - 2 ⇒ (18) + 13 - 2 = 29
Damage: 1d8 + 6 ⇒ (6) + 6 = 12

Attack-rapid shot: 1d20 + 13 - 2 ⇒ (15) + 13 - 2 = 26
Damage: 1d8 + 6 ⇒ (3) + 6 = 9

Attack-rapid shot: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23
Damage: 1d8 + 6 ⇒ (2) + 6 = 8

If Karethas does not tell her to use Cold Iron, she will use one of each arrow, Silver, Cold Iron and Normal in that order to try to determine whether this creature is affected by any of them.


Kzrira- assume he gives the proper metal message. Also, you can run Varkata until Tilnar returns if you like.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Round 2 - Varkata
Still feeling the effects of the unholy pool, the half-orc priestess grasps her holy symbol and speaks a loud prayer to her drunken patron. A moment later, a glowing, or is that bubbling, rapier appears out of the air and strikes at Father Jackal.

Cast Spiritual Weapon

Attack-spiritual weapon: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d8 + 2 ⇒ (1) + 2 = 3 <-- force damage


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Karethas stands, trying weakly to block any attacks by the jackals next to him. He steps away from them and casts a spell, causing a thick coating of grease to appear under the feet of the jackals.

Move:Stand (Causing AOOs)
Five foot step to I3
Cast Grease (DC 15 Reflex save)
Hopefully that will slow them down.

STATUS
Hit Points 29 of 37
AC 14 Touch AC 14
F/R/W 3/3/7
Conditions: -2 Chr & Int, -3 Dex


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Round 2 - edit for Varkata

Varkata will also fly over and attempt to interpose herself between the jackal and Karethas.


check. Karethas- was the grease intended for columns 4-5 or 5-6?
Amir up


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Sorry, meant to put the coordinates in, but forgot.
I/J-4/5


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

UGh 4/5 really? Fine...

With spells flying Amir realizes he needs to change his approach so he moves himself back around the other way...

Acrobatics: 1d20 + 12 ⇒ (8) + 12 = 20 If I need it to get over the stairs

Pulls words move to d8


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

You still have the diagonal. I assume we were going to have them come to us. We have ranged and they don't. I can slow them down enough to keep them from overwhelming us on at least the right side.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Yeh, my hope was to leave the slanting steps as a block since I assume they are difficult terrain at best. Then have Amir and Varkata form a wall while Karethas pesters them with spells and I try to knock them down with arrows. Hopefully that last trio of arrows smarted a little.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Well I can't form up on a glob of grease very easily but if Voodoo will let me retcon I will attack on the diagonal and then shift over?


Amir- no problem, remember that you can walk across grease at half move with only an acro DC 10. You actually go before the spell anyway.

Karethas merely shouts out 'cold iron' and Kzrira replies with another volley of her stock set aside for Undra. The first arrow draws blood and doesn't automatically heal. Unfortunately, the villain is still heavily protected and turns aside the following shots. Amir jabs at the attacking jackal (Sholeh: 1d6 + 3 ⇒ (4) + 3 = 7; Simin: 1d20 + 9 ⇒ (10) + 9 = 19; 1d6 + 1 ⇒ (5) + 1 = 6) killing it with a flurry of blows. The second beast still manages to tear at Karethas' leg as the wizard stands and retreats. Karethas-7 bite.

Varkata flies over to interpose after sending a glowing weapon at Father Jackal and Karethas casts a spell covering the narrow walkway in grease. The desert creature falls, opening itself to attack as it scrambles back on its paws. Varkata AoO.

Father Jackal advances ignoring the spiritual sword and steps careful on the grease as he moves to attack Varkata.

Round 3
Kzrira
Amir
R4
Karethas
Varkata
Jackal


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Amir will step in front of Karethas and attack the other jackale

Acro: 1d20 + 12 ⇒ (20) + 12 = 32

Attack Simin: 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Attack Sholeh: 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22
Damage: 1d6 + 3 ⇒ (4) + 3 = 7


Amir Awad Hajjir wrote:
Amir will step in front of Karethas and attack the other jackal

I had Varkata in that spot. It was unclear if she was landing, but she's going to need to start making fly checks to hover or even fly at less than half speed so she'll prob be moving on.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Regarding Fly:
Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level.

Thus, I believe she can hover. I think this is since it is magical flight, and not wings or some similar flying method.
------

Round 3
Kzrira curses as her fairly well aimed shots are dodged by the dog man.
Stupid cur. Your horrors will end today, one way or the other.
With that she continues to pour cold iron arrow into the creature.

Attack-rapid shot: 1d20 + 13 - 2 ⇒ (2) + 13 - 2 = 13
Damage: 1d8 + 6 ⇒ (6) + 6 = 12

Attack-rapid shot: 1d20 + 13 - 2 ⇒ (19) + 13 - 2 = 30
Damage: 1d8 + 6 ⇒ (1) + 6 = 7

Attack-rapid shot: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7
Damage: 1d8 + 6 ⇒ (7) + 6 = 13

Varkata
AoO-Varkata: 1d20 + 9 ⇒ (18) + 9 = 27 <-- extra +4 for being prone as well I believe
Damage: 1d8 + 5 ⇒ (1) + 5 = 6

The big half-orc swings her sword at the malformed dog, hoping to keep it from regaining its footing.

------
And then -
While the archer is attempting to pierce the cur's hide with arrows, the ever tipsy cleric steps back and calls upon the favor of her patron. A moment later, what looks like a magical spigot appear in the air. As suddenly as it appears, the spigot turns on and a flow of bright golden liquid pours down coating the were-creature with burning, albeit pleasant smelling, if you like beer, foam. This then disappears as fast at it appears, but the burns on the creature do not leave.

5-step back over the pit to avoid AoO.
Cast-Searing Light (just being creative with the description).
Attack-ranged touch: 1d20 + 5 ⇒ (18) + 5 = 23 <-- hopefully that hits
Damage: 3d8 ⇒ (2, 5, 5) = 12
------


Kzrira Maiwith wrote:

Thus, I believe she can hover. I think this is since it is magical flight, and not wings or some similar flying method.

------

nope. It may be new to pathfinder, but see discussion thread.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Varkata Fly: 1d20 + 1 + 4 + 3 ⇒ (18) + 1 + 4 + 3 = 26 vs. DC15 <-- +1 Dex, +4 Good Maneuverability, +3 (1/2 per caster level)
--> the drunken 1/2 orc flies like a dart toward a bullseye


Kzrira keeps firing though she is now rather painted into a corner with her companions behind the oiled floor. One of her shots hits while two are embarrassing misses. It certainly doesn't help that her companions are all cramping her style. Varkata slowly drifts up and backwards above them and out of the way, somehow maintaining control of her flight despite the crippling deformations and dimming of her intellect from strange accursed fluid in the well.

This allows Amir to step up flicking out a weapon to kill the wounded jackal and following it with a back slice at the slave lord which is parried. The two skilled rogues stand face to muzzle on the greased surface amazingly poised and balanced despite the treacherous footing.

So both Amir and Pa Jack automatically make the balance check and neither suffers a dex penalty due to Uncanny Dodge if I'm reading it all correctly. (here's where the applicable rules really start to stack up)

On fly check- recall that V's taken 6 dex damage and suffers an armor penalty. So I think her fly bonus should be +4(good) +3(CL) -2(dx) -3(mw breast plate)= +2. still good enough.

I'll resolve her attack after Karathas. Don't forget her spirit weapon. Varkata should be back this weekend and I'll be beginning my driving so I'll post when I can.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Attack-Spiritual Weapon: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d8 + 3 ⇒ (1) + 3 = 4 <-- force damage


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Karethas points his hand, fingers splayed, at the Jackal and three purple shards of force slam into the slaver.

3d4 + 3 ⇒ (4, 1, 3) + 3 = 11


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

I should let Kzrira roll my attacks more often... Just checking the map...


The tall gaunt shapeshifter looks injured as arcane bolts and an amber stream of holy spirits burn him. He casts an evil eye upon the archer whilst defending himself from Amir's attack. Another pair of monstrous jackals attempt to slink around Amir to attack from behind. They maintain their footing, but hazard an attack of opportunity from the quick old rogue.

Kzrira- will DC 15 or fall asleep. Amir- AoO on jackal.

Round 4
Kzrira
Amir
R5
Karethas
Varkata
Jackal


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Will: 1d2 + 4 ⇒ (1) + 4 = 5

Kzrira decides that it is a good time to take a nap.
Now the dice hate me. So much for that save-or-suck roll.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Kzrira, you rolled a d2
If Kzrira goes down, Karethas sees the jackals flanking the old man and steps forward. He reaches out with Tempest, electricity running up and down the staff. Otherwise he lobs a glob of acid at the werebeast.

Shocking Grasp Touch Attack:1d20 + 5 - 1 ⇒ (5) + 5 - 1 = 9 Damage:5d6 ⇒ (5, 4, 3, 2, 4) = 18
ACID DART (1 of 7/day) 30ft Ranged Touch Attack:1d20 + 5 - 1 ⇒ (5) + 5 - 1 = 9 Damage:1d6 + 2 ⇒ (2) + 2 = 4 Acid Damage.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Oops, that would make a difference. Could have sworn it was a d20.

Will: 1d20 + 4 ⇒ (16) + 4 = 20 <-- well, that is substantially better.

Feeling some spell cast at her, Kzrira growls.
Someone is using magic. Lets make sure they do not do it again.

Varkata
A second later, Varkata calls out. Let me help you Amir.
With that (hoping Amir delays), the half-orc flies around behind the jackalwere and defensively attempts to help Amir.

Move: fly behind the jackalwere to provide flanking for Amir.
Action: Fight Defensive, Aid Another for Amir

Attack-aid another: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22 vs DC10
--> +2 aid another for Amir, also +2 for flanking hopefully

Attack-spiritual weapon: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Kzrira
As soon as she sees Varkata move, Kzrira continues to unload cold iron arrows at the vile jackal.

Attack-rapid shot: 1d20 + 13 - 2 ⇒ (5) + 13 - 2 = 16
Damage: 1d8 + 6 ⇒ (6) + 6 = 12

Attack-rapid shot: 1d20 + 13 - 2 ⇒ (13) + 13 - 2 = 24
Damage: 1d8 + 6 ⇒ (7) + 6 = 13

Attack-rapid shot: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26
Damage: 1d8 + 6 ⇒ (2) + 6 = 8

Confirm Crit: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26
Damage: 2d8 + 12 ⇒ (3, 4) + 12 = 19


d2. oops :). I'll give Amir a chance to catch up as I'll be back on the road again anyway. He gets an AoO + SA vs a jackal and his turn. Karethas is right behind Amir so it won't actually get a flank, but will threaten the wizard if he casts a spell. Also will require a fly skill check for Varkata to successfully threaten.
Again, I don't want flying combat to be too easy unless you actually get some ranks. Varkata is no Tinkerbell yet.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Varkata: - Fly: 1d20 + 2 ⇒ (2) + 2 = 4 vs DC10

And she fails. Not sure what that means. I would assume she ends up in the wrong square since I cannot imagine "falling" as might happen to someone with wings.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

I think failing to hover or do less than half speed means you go too far.. The flight rules are a mess, and I wasn't banking on massive Dex losses (which indoors most of the nice maneuverability bonuses). The 2 skill points a level for clerics not super helpful, either. Might be worth touching the ground and fighting like a combat cleric. I think I've got a divine favour left.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

I was maintaining the fly in an attempt to avoid the grease issues. You are pretty much hosed either way with all the dex and armor check penalties right now.

My thought was to use the splash rules to see how off the mark your flying was. It is possible that you still end up in a spot where you can attack/threaten from.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Sorry this holiday season has been utter and complete crap, getting back up and running...

Attack AoO: 1d20 + 11 ⇒ (20) + 11 = 31
Confirms?: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Confirmed?: 1d6 + 3 ⇒ (3) + 3 = 6
Sa if applicable: 2d6 ⇒ (6, 1) = 7

Reg Simin: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29
Reg Sholeh: 1d20 + 11 - 2 ⇒ (16) + 11 - 2 = 25
Confirm Simin?: 1d20 + 11 ⇒ (16) + 11 = 27

Simin Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Simin Confirmed?: 1d6 + 3 ⇒ (5) + 3 = 8
Sa if applicable: 2d6 ⇒ (1, 4) = 5

Sholeh Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Sa if applicable: 2d6 ⇒ (2, 3) = 5

Perhaps the dicebot is trying to take the sting out of my post Christmas *blah*


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

Don't worry Kzrira, wasn't faulting the tactics -- just cursing the inability to move less than 15 in a round and only get one turn of up to 45 degrees without needing to make rolls -- and having huge dex damage. (At least you can start each turn in any direction you want...) On the plus side, it's not winged flight, so basically, the failure means I fail to brake and/or turn.

At least the Spiritual Weapon isn't hindered -- and I can undo the AC hit by Sheild of Faithing myself for a +3 deflection... assuming I can find a landing spot. Other option is to make swoop attacks every other round, though that does risk AoOs.


ooh, Diceclaus had a big ole sack of 20s for you this round!

Amir lops off the over-sized head of the jackal attempting to dart past him which brings its craven partner to an abrupt halt. Behind Amir, Karethas charges his staff with electricity and pokes at the cowering beast. Tempest seems to sing with pleasure as the electricity crackles up and down its length. The wizard misses, but the jackal has something else to think about. Simin darts out and cuts the monstrous slaver, but the wound heals in an instant.

Kzrira shakes off the sudden onset of drowsiness and fueled by hate continues firing past her allies. One arrow strikes true piercing a joint in the jackalwere's armor and eliciting a howl of pain. Varkata attempts to fly around behind Father Jackal, but her contorted body and lack of experience with this mode of movement impair her. She circumnavigates the melee in a wide circle and then overshoots and bounces off the wall sliding to the ground about ten feet behind the wounded slave lord.

Glowing yellow eyes only on the dangerous archer, the jackalwere glares at the archer malevolently. Kzrira- will DC 15 or fall asleep

Round 5
Kzrira
Amir
R6
Karethas
Varkata
Jackal


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Sensing that he needs to strive for power over frequency the rogue attempts to use Sholeh in an acrobatic flourish in an attempt to lead the werejackal into a blunder...

Bluff: 1d20 + 11 ⇒ (1) + 11 = 12 Ahh back to normal.

Attack: 1d20 + 11 ⇒ (4) + 11 = 15 The dicebot giveth, the dicebot taketh away...

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