Shifty PFS group Charlie (Inactive)

Game Master Nik B.

Destiny of the Sands (trilogy)

Post session player reporting

Maps & handouts


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Sovereign Court

Male Male Human Swashbuckler 3/ Ninja 2 Panache:3 Ki: 3 Boots: 10 HP:41 AC:22 T:15 FF:17 CMB:+7 CMD:17 Init:+7 Speed:30ft Fort:+4 Ref:+11 Will:+5 +1 Rapier +7, 1d6+12, 18-20x2 Comp. Longbow +8, 1d8+1, 20x3
Skills:
Acro:12 Bluff:9 Climb:8 Diplo:7 Dis Dev:10 Intim:10 Know-Loc:8 Percept:8 Prof:9 Stealth:11

Wow. That didn't work out like I planned... Will someone please move me up and to the left one square, and then straight forward to the mummy and the sphinx?


Halfling Arcanist 4

Done good sir.


VC - Sydney, Australia
PF Society Pregen wrote:


Knowledge Religion--mummy
Knowledge Religion--sphinx

The Mummy is...firmly a Mummy. Not a lot else known.

The Sphinx is an undead version of itself, whilst the magical nature has faded and changed the beast - on one hand it attacks VERY quickly, but its defences will have faded leaving it not particularly well defended against anything - attack away with wild abandon.

Agraic rushes the room - DC16 Will save
Kel moves in - DC 16 Will save
Henrick also moves in - DC16 Will save

Scarab Sages

Consumables and Other Notes:
Unchained Rage 25/25, DR 1/-
Stats:
Half-Elf U. Bar. 9|HP: 122/122|AC: 23/T:13/ FF: 23|F: +13*/R:+7*/W: +8*|CMB:+13*|CMD: 26/24FF|BAB: +9|Init:+4|LL Vision|Elven Imm.|Ling: +9||Per:+13/20|Climb:+2|Swim:+6|K:Nat.:+5|K: P/H+10*|Srv:+3|Hndl An: +2|PFS#145296-2

Deleted the roll by mistake. It was a 'nat 1' plus 2 for a total of '3'


VC - Sydney, Australia

I appreciate the honesty - chuck down a fresh die roll :)

Scarab Sages

Consumables and Other Notes:
Unchained Rage 25/25, DR 1/-
Stats:
Half-Elf U. Bar. 9|HP: 122/122|AC: 23/T:13/ FF: 23|F: +13*/R:+7*/W: +8*|CMB:+13*|CMD: 26/24FF|BAB: +9|Init:+4|LL Vision|Elven Imm.|Ling: +9||Per:+13/20|Climb:+2|Swim:+6|K:Nat.:+5|K: P/H+10*|Srv:+3|Hndl An: +2|PFS#145296-2

Will Save: 1d20 + 2 ⇒ (2) + 2 = 4

I have a folio for a reroll burn if you'd like to apply that here? For that deleted roll, that is. Dear god. Well, nice knowin' folks. =P

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

Will Save: 1d20 + 2 ⇒ (6) + 2 = 8

Ouch.

Sovereign Court

Male Male Human Swashbuckler 3/ Ninja 2 Panache:3 Ki: 3 Boots: 10 HP:41 AC:22 T:15 FF:17 CMB:+7 CMD:17 Init:+7 Speed:30ft Fort:+4 Ref:+11 Will:+5 +1 Rapier +7, 1d6+12, 18-20x2 Comp. Longbow +8, 1d8+1, 20x3
Skills:
Acro:12 Bluff:9 Climb:8 Diplo:7 Dis Dev:10 Intim:10 Know-Loc:8 Percept:8 Prof:9 Stealth:11

Will Save: 1d20 + 4 ⇒ (15) + 4 = 19


VC - Sydney, Australia
Agraic wrote:

[dice=Will Save]1d20+2

I have a folio for a reroll burn if you'd like to apply that here? For that deleted roll, that is. Dear god. Well, nice knowin' folks. =P

This would be a really good save to make :p

All: This is a Fear effect, so adjust accordingly

Grand Lodge

Hunter L:2
HP|AC:
{HP:17} {AC:18,T:15,FF:14}
{Inish:+2}{Perception:+7}{DV:60"} half-orc
Saves|Skills:
{R:+7};{F:+7};{W:+4}|{Handle Animal:+7}|K{Dungeon/Geog/Nature:+4}|{Profession:+7}|{Stealth:+7}|{Survival :+6}
-=Character Look=-

i finally looked over my character and you were right GM i was off by 3 points in my handle animal for my AC, i do have training harness its just on my pets profile. I now have a +10 to the check when its for my AC

On my turn:
i will direct my AC to get behind the large enemy so we can flank it and i will then move charge it. ill do the Will now ^_^
Soul commands Kon to flank the wrapped dead
Handel animal: 1d20 + 10 ⇒ (1) + 10 = 11well im not sure what happens now...im sorry this has never happened to me before Xp

Soul charges confidant kon will be on the other side
will: 1d20 + 4 ⇒ (15) + 4 = 19^_^
attack: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 well if i get the flank add 6 to that 2 for flanking and 4 for the outflank feat so 15...
damage: 2d4 + 4 ⇒ (3, 3) + 4 = 10 il hold on posting my AC rolls to see if he moved and attacked


VC - Sydney, Australia

Thanks Soul, your action is noted :)

Glad I could help on that Handle Animal stuff, it will make life a bit easier for you perhaps :p

Scarab Sages

Consumables and Other Notes:
Unchained Rage 25/25, DR 1/-
Stats:
Half-Elf U. Bar. 9|HP: 122/122|AC: 23/T:13/ FF: 23|F: +13*/R:+7*/W: +8*|CMB:+13*|CMD: 26/24FF|BAB: +9|Init:+4|LL Vision|Elven Imm.|Ling: +9||Per:+13/20|Climb:+2|Swim:+6|K:Nat.:+5|K: P/H+10*|Srv:+3|Hndl An: +2|PFS#145296-2

Third time's the charm??? *winces* Fire in the hole!

Will Save: 1d20 + 2 ⇒ (7) + 2 = 9

*laughs*

Is it possible for fear to overtake anger? Most rational experts would say *no*. That a raging barbarian spitting nails couldn't be shaken to the core by the effects of yet another primal emotion.

Agraic is apparently a very interesting case study, then...


Halfling Arcanist 4

Soul, two things. On skill checks, you don't auto-fail when you roll a natural 1. So once you get at least a +9 bonus you can't fail to handle your AC (you could still fail to "push" it, of course). Also, Outflank doesn't add an additional 4, it increases the normal flanking bonus from 2 to 4.

Grand Lodge

Hunter L:2
HP|AC:
{HP:17} {AC:18,T:15,FF:14}
{Inish:+2}{Perception:+7}{DV:60"} half-orc
Saves|Skills:
{R:+7};{F:+7};{W:+4}|{Handle Animal:+7}|K{Dungeon/Geog/Nature:+4}|{Profession:+7}|{Stealth:+7}|{Survival :+6}
-=Character Look=-

@mbauers, Thanks this is my first foray into teamwork feats (;p) in my home tables we have always had a nat1 be a critical fail lol I forget that that's not the case in pfs

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

Against fear I have +2 and maybe another +2 if it is from a spell or spell-like effect... still, I don't think 12 is going to cut it, and I have no re-rolls.

Silver Crusade

HP 43/45 Female Half-Elf Rogue (Unchained) 6 | AC 22 T 15 FF 22 | HP 45 | F +5 R +10 (+2 v Traps) W +4 (+2 v Ench) | Init +4 | Perception +15 | S.M. +10

Ok, I'm confused... whose turn is it now?


? Not much of a speed fanatic, couldn't tell you. Former Retail Worker/13

Enemy, Enora, you. Soul put his action under a spoiler to happen just after the enemy goes.


VC - Sydney, Australia

R1
Agraic rushes the room but is overcome with dread, fear, and despair - leaving him stuck like a statue for 1d4 ⇒ 3 Rounds!

Kel moves in and attacks the Mummy, but does not find purchase!

Henrick rushes the room but is overcome with dread, fear, and despair - leaving him stuck like a statue for 1d4 ⇒ 1 Round!

The Mummy responds!
Attack 1d20 ⇒ 4
Kel avoids its wrath!

The Sphinx likewise tries tearing at Kel!

Bite 1d20 + 8 ⇒ (16) + 8 = 24
Damage 1d8 + 2 ⇒ (6) + 2 = 8

Claw 1d20 + 8 ⇒ (13) + 8 = 21
Damage 1d4 + 2 ⇒ (4) + 2 = 6

Claw 1d20 + 8 ⇒ (4) + 8 = 12
Damage 1d4 + 2 ⇒ (1) + 2 = 3

Note - anyone moving in DC16 will or be paralysed

R1
Soul moves into place as does the badger, fails to tag the Mummy!
Kish
Enora

R2
Agraic [Fear 2]
Kel
Henrick
ENEMY

There you go,up to date again:)

Silver Crusade

HP 43/45 Female Half-Elf Rogue (Unchained) 6 | AC 22 T 15 FF 22 | HP 45 | F +5 R +10 (+2 v Traps) W +4 (+2 v Ench) | Init +4 | Perception +15 | S.M. +10

Seeing Agraic and Henrick stop dead in their tracks might should have given her pause, but as the undead sphinx thing began tearing at Kel, Kishara barreled in at full speed, pulling a shortsword with each hand and slashing with her magical blade.

Shortsword attack, charging: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Will save: 1d20 + 2 ⇒ (14) + 2 = 16 +2 more if it's an enchantment


VC - Sydney, Australia

Kish does manage to tag the Sphinx, just.

R1
Soul moves into place as does the badger, fails to tag the Mummy!
Kish attacks!
Enora

R2
Agraic [Fear 2]
Kel
Henrick
ENEMY

S 3
M 0


Halfling Arcanist 4

Enora moves into view, responding to the mummy in his own tongue.

Ancient Osiriani:
Gods don't need to ask for mortals' devotion. You are no god, just an animated corpse. Go forth to the Boneyard and be judged like everyone else, Pharoah. But first, your pet will lead the way.

She taps into her power and a pit erupts below the sphinx.

Move down

Standard: Cast Create Pit, reservoir point to increase Save DC. DC 17 reflex save or the sphinx falls in the pit. Anyone (sphinx included) who ends their turn next to the pit has to make the same save with a +2 bonus or they fall into the pit.

The pit is the blue square I put on the map. If the sphinx falls she takes 2d6 damage (20 ft deep pit). It is a DC 25 climb to climb out of the pit, but the sphinx gets a +10 bonus due to Large size

Sovereign Court

Male Male Human Swashbuckler 3/ Ninja 2 Panache:3 Ki: 3 Boots: 10 HP:41 AC:22 T:15 FF:17 CMB:+7 CMD:17 Init:+7 Speed:30ft Fort:+4 Ref:+11 Will:+5 +1 Rapier +7, 1d6+12, 18-20x2 Comp. Longbow +8, 1d8+1, 20x3
Skills:
Acro:12 Bluff:9 Climb:8 Diplo:7 Dis Dev:10 Intim:10 Know-Loc:8 Percept:8 Prof:9 Stealth:11

Attack: 1d20 + 8 ⇒ (17) + 8 = 25

Kel parries the first attack, riposting with his blade and a smirk!
You'll not get the best of me, monster!

Riposte Damage: 1d8 + 9 ⇒ (3) + 9 = 12

Round 2
Kel continues his assault on the mummy, with a vicious stab!
Attack: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d8 + 9 ⇒ (3) + 9 = 12

Kel will also take a five foot step away from the pit while staying adjacent the mummy. Hopefully he and Kish can set up a flank with each other.


VC - Sydney, Australia

Sphinx
Reflex 1d20 ⇒ 1
Fly 1d20 - 5 ⇒ (19) - 5 = 14 - avoids falling damage.

The Sphinx falls down the hole, but what is left of its wings work enough for it to avoid damage from the drop.

R1
Soul moves into place as does the badger, fails to tag the Mummy!
Kish attacks!
Enora PIT!

R2
Agraic [Fear 2]
Kel stabs at the mummy, misses!
Henrick
ENEMY

S 15
M 0

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

Henrick moves up (without charge), and swings at the mummy.

Attack: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d8 + 4 ⇒ (8) + 4 = 12


VC - Sydney, Australia

Henrick doesn't connect...

The Mummy swings for Kel
Attack 1d20 + 14 ⇒ (8) + 14 = 22
Damage 1d8 + 10 ⇒ (3) + 10 = 13
Make a DC16 Fort save

It then steps away...

The Sphinx
1d20 ⇒ 1
Is stuck in the hole.

S 15
M 0

R2
Soul
Kish
Enora

R3
Agraic [Fear 1]
Kel
Henrick
ENEMY

Grand Lodge

Hunter L:2
HP|AC:
{HP:17} {AC:18,T:15,FF:14}
{Inish:+2}{Perception:+7}{DV:60"} half-orc
Saves|Skills:
{R:+7};{F:+7};{W:+4}|{Handle Animal:+7}|K{Dungeon/Geog/Nature:+4}|{Profession:+7}|{Stealth:+7}|{Survival :+6}
-=Character Look=-

round 2

Soul presses the attack and commands Kon to attack as well

Handel animal: 1d20 + 10 ⇒ (4) + 10 = 14

attack: 1d20 + 5 + 4 ⇒ (5) + 5 + 4 = 14
damage: 2d4 + 4 ⇒ (4, 2) + 4 = 10

Grand Lodge

Badger
Saves|Skills:
{R:+4};{F:+5};{W:+1}|Acro:7|{Stealth:+6}|{Survival:+4}
TG;L:2
HP|AC:
{HP:26}|R>HP:32 {AC:19,T:13,FF:15}
{Inish:+3}{Perception:+5}

round 2

Kon heeds the command and attacks
Bite: 1d20 + 3 + 4 ⇒ (18) + 3 + 4 = 25
damage: 1d4 + 1 ⇒ (4) + 1 = 5
Claw: 1d20 + 3 + 4 ⇒ (10) + 3 + 4 = 17
damage: 1d3 + 1 ⇒ (1) + 1 = 2
Claw: 1d20 + 3 + 4 ⇒ (13) + 3 + 4 = 20
damage: 1d3 + 1 ⇒ (1) + 1 = 2

Sovereign Court

Male Male Human Swashbuckler 3/ Ninja 2 Panache:3 Ki: 3 Boots: 10 HP:41 AC:22 T:15 FF:17 CMB:+7 CMD:17 Init:+7 Speed:30ft Fort:+4 Ref:+11 Will:+5 +1 Rapier +7, 1d6+12, 18-20x2 Comp. Longbow +8, 1d8+1, 20x3
Skills:
Acro:12 Bluff:9 Climb:8 Diplo:7 Dis Dev:10 Intim:10 Know-Loc:8 Percept:8 Prof:9 Stealth:11

Kel attempts another parry with his rapier, and then ripostes, driving his blade into the mummy's chest!
Try again next time, my friend!

Attack: 1d20 + 8 ⇒ (20) + 8 = 28
Confirm Critical Parry!: 1d20 + 8 ⇒ (18) + 8 = 26

Riposte Damage: 1d8 + 9 ⇒ (3) + 9 = 12
Extra Crit Damage: 1d8 + 9 ⇒ (1) + 9 = 10

Not today, mummy!


Halfling Arcanist 4

Enora, unwilling to put any of her allies in further danger with her magic, opts for the safest choice--a volley of forceful projectiles from her staff.

Magic Missile on Mummy: 4d4 + 4 ⇒ (4, 4, 1, 1) + 4 = 14


VC - Sydney, Australia
Kel Na' Yaa wrote:

Kel attempts another parry with his rapier, and then ripostes, driving his blade into the mummy's chest!/QUOTE]

Two rolls isn't it? A parry, then a riposte? If so you'll need a third roll to confirm the crit :p

Kel parries it and ripostes!
Soul misses the Mummy.
The Badger hits the mummy, but doesn't manage to cause it any injury (DR)
Enora showers it with missiles!

S 15
M 21* (Pending crit)

R2
Soul attacks
Kish
Enora spell!

R3
Agraic [Fear 1]
Kel
Henrick
ENEMY

Sovereign Court

Male Male Human Swashbuckler 3/ Ninja 2 Panache:3 Ki: 3 Boots: 10 HP:41 AC:22 T:15 FF:17 CMB:+7 CMD:17 Init:+7 Speed:30ft Fort:+4 Ref:+11 Will:+5 +1 Rapier +7, 1d6+12, 18-20x2 Comp. Longbow +8, 1d8+1, 20x3
Skills:
Acro:12 Bluff:9 Climb:8 Diplo:7 Dis Dev:10 Intim:10 Know-Loc:8 Percept:8 Prof:9 Stealth:11

You're right, a small oversight. I always forget the second attack roll.

Confirm Crit: 1d20 + 8 ⇒ (16) + 8 = 24


VC - Sydney, Australia

Nailed it though!

S15
M 31

Silver Crusade

HP 43/45 Female Half-Elf Rogue (Unchained) 6 | AC 22 T 15 FF 22 | HP 45 | F +5 R +10 (+2 v Traps) W +4 (+2 v Ench) | Init +4 | Perception +15 | S.M. +10

Kishara takes a step toward the mummy and makes ready to attack with both swords, but pauses and looks to Henrick. "Little help, Hen?" She said, nodding to the far side of the mummy. (Asking Henrick to 5ft step into flanking position)

+1 Silversheen Shortsword attack: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28 Damage, dirty fighter: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6 Sneak Attack: 2d6 ⇒ (3, 1) = 4
Confirm?: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12 Extra Damage, dirty fighter: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6 (Doubtful that crits, but rolled in case)

Cold Iron Shortsword attack: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29 Damage, dirty fighter, whetstone: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7 Sneak Attack: 2d6 ⇒ (2, 5) = 7

Not sure, but I think I might be adjacent to the pit now. Also I forgot my whetstone extra damage, so 1 more damage to the sphinx.
Reflex for being next to pit?: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28

Scarab Sages

Consumables and Other Notes:
Unchained Rage 25/25, DR 1/-
Stats:
Half-Elf U. Bar. 9|HP: 122/122|AC: 23/T:13/ FF: 23|F: +13*/R:+7*/W: +8*|CMB:+13*|CMD: 26/24FF|BAB: +9|Init:+4|LL Vision|Elven Imm.|Ling: +9||Per:+13/20|Climb:+2|Swim:+6|K:Nat.:+5|K: P/H+10*|Srv:+3|Hndl An: +2|PFS#145296-2

When Agraic can move again:
The time in fearful 'time-out' has actually opened up some tactical options. Given how many folks are 'dog-piling' the mummy, he shifts his target to the sphinx. He should be able to reach given the Enlargement, hopefully MWK Guisarme Plus Power Attack Plus Raging vs. Sphinx:: 1d20 + 8 - 1 + 2 ⇒ (1) + 8 - 1 + 2 = 102d6 + 7 + 3 + 2 ⇒ (6, 2) + 7 + 3 + 2 = 20Or... maybe not. It'd seem that being paralyzed with fear takes some time to recover from...


VC - Sydney, Australia

Kish pulling out some awesome rolls!

Kish gets stuck into the Mummy - some of the damage is dulled, but a fair amount gets through...

S 16
M 45

R2
Soul attacks
Kish attacked
Enora spell!
R3
Agraic [Fear 1]
Kel
Henrick
ENEMY

Grand Lodge

Badger
Saves|Skills:
{R:+4};{F:+5};{W:+1}|Acro:7|{Stealth:+6}|{Survival:+4}
TG;L:2
HP|AC:
{HP:26}|R>HP:32 {AC:19,T:13,FF:15}
{Inish:+3}{Perception:+5}

So sould i even post my AC's attacks, i mean is there even a chance i can deal damage??


VC - Sydney, Australia

Well now you know it can't penetrate, but it does have the benefit of offering a flank - if it has the ability to aid another it can also help you land hits perhaps?

Grand Lodge

Badger
Saves|Skills:
{R:+4};{F:+5};{W:+1}|Acro:7|{Stealth:+6}|{Survival:+4}
TG;L:2
HP|AC:
{HP:26}|R>HP:32 {AC:19,T:13,FF:15}
{Inish:+3}{Perception:+5}

Round 3

Kon attempts to give his master an advantage in his attacks

aid another attack bonus: 1d20 + 3 + 4 ⇒ (19) + 3 + 4 = 26

Grand Lodge

Hunter L:2
HP|AC:
{HP:17} {AC:18,T:15,FF:14}
{Inish:+2}{Perception:+7}{DV:60"} half-orc
Saves|Skills:
{R:+7};{F:+7};{W:+4}|{Handle Animal:+7}|K{Dungeon/Geog/Nature:+4}|{Profession:+7}|{Stealth:+7}|{Survival :+6}
-=Character Look=-

Round 3
Kon with the advantage Kon gave soul he attacks

attack: 1d20 + 5 + 4 + 2 ⇒ (20) + 5 + 4 + 2 = 31
damage: 2d4 + 4 ⇒ (4, 3) + 4 = 11
Confirm: 1d20 + 5 + 4 + 2 ⇒ (13) + 5 + 4 + 2 = 24
crit: 2d4 + 4 ⇒ (3, 3) + 4 = 10

Sovereign Court

Male Male Human Swashbuckler 3/ Ninja 2 Panache:3 Ki: 3 Boots: 10 HP:41 AC:22 T:15 FF:17 CMB:+7 CMD:17 Init:+7 Speed:30ft Fort:+4 Ref:+11 Will:+5 +1 Rapier +7, 1d6+12, 18-20x2 Comp. Longbow +8, 1d8+1, 20x3
Skills:
Acro:12 Bluff:9 Climb:8 Diplo:7 Dis Dev:10 Intim:10 Know-Loc:8 Percept:8 Prof:9 Stealth:11

Kel goes after the mummy again!
Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d20 + 9 ⇒ (3) + 9 = 12


VC - Sydney, Australia

Kel doesn't manage to land the blow!

Henrick then Enemy then Soul...

Grand Lodge

Hunter L:2
HP|AC:
{HP:17} {AC:18,T:15,FF:14}
{Inish:+2}{Perception:+7}{DV:60"} half-orc
Saves|Skills:
{R:+7};{F:+7};{W:+4}|{Handle Animal:+7}|K{Dungeon/Geog/Nature:+4}|{Profession:+7}|{Stealth:+7}|{Survival :+6}
-=Character Look=-

oh sorry I thought I could go...well I'll keep that action then ^_;


VC - Sydney, Australia

All good - that's a pretty huge hit, just saying :)

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

Henrick continues to attack the mummy with his spinning urgrosh.

Axehead Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Axehead Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Spearhead Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Axehead Damage: 1d6 + 4 ⇒ (5) + 4 = 9


VC - Sydney, Australia

Henrick smacks the Mummy, then misses.

The Mummy swings back for him!
Attack 1d20 + 14 ⇒ (6) + 14 = 20
Damage 1d8 + 10 ⇒ (6) + 10 = 16
Fort save DC16

Climb 1d20 ⇒ 15
The Sphinx gets out of the pit!
Thats all though

Soul and Badger strike a mighty blow and drop the Mummy!

R3
Soul attacks
Kish
Enora
R4
Agraic
Kel
Henrick
ENEMY

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

Fort Save: 1d20 + 5 ⇒ (20) + 5 = 25

Scarab Sages

Consumables and Other Notes:
Unchained Rage 25/25, DR 1/-
Stats:
Half-Elf U. Bar. 9|HP: 122/122|AC: 23/T:13/ FF: 23|F: +13*/R:+7*/W: +8*|CMB:+13*|CMD: 26/24FF|BAB: +9|Init:+4|LL Vision|Elven Imm.|Ling: +9||Per:+13/20|Climb:+2|Swim:+6|K:Nat.:+5|K: P/H+10*|Srv:+3|Hndl An: +2|PFS#145296-2

Agraic takes advantage of the situation to keep some distance between himself and the I-can't-believe-it's-really-a-Sphinx, poking at it ineffectually in a frothy method because being frozen in fear does things to ones' accuracy.

Use the spoiler'd attack from above


VC - Sydney, Australia

Agraic swings wide!

R3
Soul attacks
Kish
Enora
R4
Agraic attacked
Kel
Henrick
ENEMY


Halfling Arcanist 4

Enora uses the last of her staff's stored energy to attack the sphinx, then moves in cautiously behind her enlarged companion.

Magic Missile: 4d4 + 4 ⇒ (4, 4, 1, 3) + 4 = 16

Move: 30 ft

AC is 21 if that matters


VC - Sydney, Australia

Magical bolts fly and hit the undead sphinx!

R3
Soul attacks
Kish
Enora spells!
R4
Agraic attacked
Kel
Henrick
ENEMY

S 16

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