Slaves to the Ochre Fang (Inactive)

Game Master Dalton the Thirsty

The Fang slavesquad of Doctor Khan, in Chaulnazeen, in the Darklands of Golarion

Battlemap


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Male Tiefling (Pit-Born) Antipaladin (Knight of the Sepulcher) 3 / Fighter (Unarmed Fighter) 1 l HP: 43/43 l AC: 21 [T: 13 FF: 19] l F: +11, R: +7, W: +7 l Init: +4 l Per: +0

Fresh meat!


Demon-Spawn Tiefling | Notable Features: The head of a bull with vestigial horns, red skin, smokey breath, and the scent of brimstone seems to emanate from him. Int +4 | AC 25 Touch 10 Flat-footed 25 | HP 44 (-11 Non-Lethal Damage)/45 | Fort +7, Ref +3, Will +1 (+1 vs. Mind-affecting effects)

Seeing the beast next to him starting to hunch down like a predator getting ready to pounce upon his prey, Beleste would take note of the path it was plotting. Finding it best that they did not run off in their own directions, Beleste would move around the table and crouch down in a manner resembling the stance a runner takes before the race begins if it were not for the huge shield on his left arm and the greatsword-like longsword in his right hand.

Turning his head to take a final look at the beast, he would say, "On your cue..."


K'Zint | Starfleet Leutenant | Tactical (Ships' Marines)

With but a single glance at the figure crouching besides it Grrazz seems to give a single, short, derisive snort before returning to watch...and wait....and...

Calculating range to target...Preparing to 'Fox 1'. (^_~)


Demon-Spawn Tiefling | Notable Features: The head of a bull with vestigial horns, red skin, smokey breath, and the scent of brimstone seems to emanate from him. Int +4 | AC 25 Touch 10 Flat-footed 25 | HP 44 (-11 Non-Lethal Damage)/45 | Fort +7, Ref +3, Will +1 (+1 vs. Mind-affecting effects)

After giving an affirmative nod, Beleste would turn his attention back to the Aasimar group. While he had not been given much room to test how quickly he could run in the controlled fights the drow had put him through before, Beleste felt like he could go faster then what he had shown in those skirmishes and he felt like now might be a good time to test said theory.

Beleste will charge along side Grrazz.

As he waits for his comrade to lead the charge, Beleste will examine their targets, noting what type of armor they are wearing and the weapons they seem to be holding.


F Tiefling Bard (Arcane Duelist)/4 HP 22/22 AC 18 (T: 13 FF: 15) Init +3 Saves: F +2; R +7; W +3

Faeleen is at first hesitant to act, but seeing the sheer evil radiating from the aasimar she figures out that it would be the best to at least be able to defend herself, so she runs at the table and hastily starts equipping herself with what is hers to use. Once she has her cape on, her bow on her shoulder and her rapier in her hand, she tries to place herself on the centre of the group so that there's a big strong tiefling on her every side.

"We're not going to just rush in, right?" she asks when she sees some of her companions preparing for a charge, though she's afraid that she already knows the answer. "If I die, it's going to be your fault. Know that!"

Faeleen will charge with the others, but not without complaining. :D


K'Zint | Starfleet Leutenant | Tactical (Ships' Marines)

"Rrrwuff!"


Also? Love your "Will worship for food." XD


Demon-Spawn Tiefling | Notable Features: The head of a bull with vestigial horns, red skin, smokey breath, and the scent of brimstone seems to emanate from him. Int +4 | AC 25 Touch 10 Flat-footed 25 | HP 44 (-11 Non-Lethal Damage)/45 | Fort +7, Ref +3, Will +1 (+1 vs. Mind-affecting effects)

Beleste would let out a laugh as he continues to watch their prey. "Where's the gusto from before little lady?" he would question as his laughing subsides.


(AC 18/13Tch/15FF, HP 20/30, Fort +4, Ref +5, Will +5, resist fire/cold/electricity 5, Init +9, Per + 6) Male Tiefling Admixture Evocationist (Wizard) 4

Rubbing his neck idly, Jokum makes his way towards the door with the rest of his group. He listens carefully to what the rest are saying, but doesn't comment himself. As he makes his way into the arena, he gawks in awe at the size it. We may be fighting to the death, but at least we'll be doing it in style. As the spider descends, the red-skinned tiefling visibly suppresses a shudder. Anger, seemingly not his own, grows in him as he listens to the drow speak. Pawns in their games, living and dying for their amusement.

After the spider has been transmuted, he walks up calmly and collects his equipment, watching the other teams carefully. We will need whatever advantages we can find. Instinctively, he begins speaking words of power as he pulls a strip of cured leather from his component pouch. With a final few words, a glowing mesh of transparent chain envelops him and glows softly in the darkened room. Nodding his satisfaction, he says in a low tight voice that didn't feel his own, "Gusto is well and good, but if we're surrounded it will do us no good. Keep them off me though, and we'll see how much havoc we can wreak." Grinning confidently he pulls out his crossbow as he follows the rest of the group.

Cast Mage Armor on myself and pull out my crossbow as a free action as part of a move action.


Everyone put their AC, HP (current/max) and saves in their Classes/Levels box in their profile, like Grrazz has. Saves me time. Your initiative would be helpful too, if it'll fit.

Your unchecked aggression in your play earns you points with the crowd! They cheer you on in a violent swell of popular approval, and you all gain a +4 morale bonus on your next damage die rolled!

The aasimar group glance your way, open fear on the faces of some of them. Like you, they wear collars around their necks.

3 of them - two with ranged weapons and one with a staff - reach the high ground before your charge can reach them. One of them, wielding a longbow, had time to ready an action against your charge, and coldly fires a shot at Grrazz. The arrow whistles out of the darkness and you hear battle being joined across the arena.

Attack: 1d20 + 7 ⇒ (10) + 7 = 17 Damage: 1d8 + 3 ⇒ (3) + 3 = 6

The arrow connects, burying itself in Grrazz's shoulder. WhhhhzzzzzTHUNK!

Battlemap, will be posted in campaign info. Aasimar 4 is the one that shot at Grrazz.


Strange..I just see grey..?

Dang. Doesn't look like there is a 'charge' lane to be had. :(


Male Tiefling (Pit-Born) Antipaladin (Knight of the Sepulcher) 3 / Fighter (Unarmed Fighter) 1 l HP: 43/43 l AC: 21 [T: 13 FF: 19] l F: +11, R: +7, W: +7 l Init: +4 l Per: +0

I honestly don't quite understand the map, but if this is possible, here are my actions.

Now that one of the other tieflings has drawn the attention of the Aasimar, The Ravener will charge Aasimar number 1.

Charge!: 1d20 + 11 ⇒ (16) + 11 = 27
damage: 1d4 + 4 + 4 ⇒ (2) + 4 + 4 = 10


K'Zint | Starfleet Leutenant | Tactical (Ships' Marines)

*Shrug*

Charge! Try for target N#2, CMB1d20 + 8 ⇒ (9) + 8 = 17

At least Grrazz can cover that distance easily. :P


Demon-Spawn Tiefling | Notable Features: The head of a bull with vestigial horns, red skin, smokey breath, and the scent of brimstone seems to emanate from him. Int +4 | AC 25 Touch 10 Flat-footed 25 | HP 44 (-11 Non-Lethal Damage)/45 | Fort +7, Ref +3, Will +1 (+1 vs. Mind-affecting effects)

Well there's my cue.

As the beast charges off, Beleste takes off after the aasimar that is making its way up the raised ground and strikes out with his longsword.

Charging Aasimar 3

Power Attack Charge: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 2d6 + 5 + 4 + 4 ⇒ (1, 5) + 5 + 4 + 4 = 19

Critical Confirmation Roll: 1d20 + 10 ⇒ (12) + 10 = 22
Critical Hit Damage if Confirmed: 2d6 + 5 + 4 + 4 ⇒ (5, 4) + 5 + 4 + 4 = 22

Rule of Cool 19 - Beleste is a Ferocious Beast

Beleste moves in with such ferocity that he drives the drow into a further frenzy.

Is something like this what you had in mind?


(AC 18/13Tch/15FF, HP 20/30, Fort +4, Ref +5, Will +5, resist fire/cold/electricity 5, Init +9, Per + 6) Male Tiefling Admixture Evocationist (Wizard) 4

Sighing in vague annoyance with his group members, Jokum steps closer to the brawling melee and begins muttering words of arcane might as he advances. As his chanting reaches a crescendo he pulls a small pinch of powdered iron from his component pouch and tosses it -as he says the final invoking word- at the aasimar who had shot at the group. A glow envelops the being and with a sudden concussive blast, a ball of fire bursts into being around him. Smiling in satisfaction at his work, Jokum returns his attention to the melee.

Move action to move closer and standard action to summon a flaming sphere on the one who shot at Grrazz (Aasimar 4).

Damage: 3d6 + 2 + 4 ⇒ (6, 3, 4) + 2 + 4 = 19 The sphere causes fire damage and Reflex DC 18 negates it.
Target reflex: 1d20 ⇒ 11

About how far away am I from the closest aasimar after moving?

Active effects:
Mage armor - 4 hours
Flaming sphere - 4 rounds


After your move action you should be about 30 feet away.

Aasimar 4 Reflex save: 1d20 + 5 ⇒ (6) + 5 = 11

I can handle enemy saving throws, I know their modifiers :)


(AC 18/13Tch/15FF, HP 20/30, Fort +4, Ref +5, Will +5, resist fire/cold/electricity 5, Init +9, Per + 6) Male Tiefling Admixture Evocationist (Wizard) 4

Cool. Some DMs I've played with on PBP prefer the PCs to roll applicable save so they can just apply the modifier and have a result. I'm perfectly happy to let you do the work. ;)


It is a bit more work for me, but it helps me keep them all straight. It's worth it in the end imo.


After all of your first actions are resolved (you got the drop on them because they were trying to make it to high ground), roll for initiative.

I'll be rolling init for the party in the future, but for now I'm lazy and don't want to look up all your modifiers myself. :P

Aasimar 1: 1d20 + 4 ⇒ (12) + 4 = 16
Aasimar 2: 1d20 + 4 ⇒ (6) + 4 = 10
Aasimar 3: 1d20 + 6 ⇒ (16) + 6 = 22
Aasimar 4: 1d20 + 6 ⇒ (8) + 6 = 14
Aasimar 5: 1d20 + 6 ⇒ (2) + 6 = 8
Aasimar 6: 1d20 + 6 ⇒ (3) + 6 = 9

Some quick descriptions before I leave work for the day:

1 and 2 are martial warriors. Judging by the electricity being gathered in 2's right palm, he looks to be a magus, 1 looks like a fighter wearing medium armor. 1 has a greatsword and 2 has a scimitar and a ball of lightning.

3 and 4 are ranged. 3 is whirling a sling with a rock inside that glows with magical power. 4 is the longbowman.

Aasimar 5 is a mage. He's wearing the robes of an acolyte and carrying a staff.

Aasimar 6 is a dual-wielder, crouching defensively and carrying a longsword and a dagger, looking to flank the chargers.

The Ravener snarls a challenge that seems incongruous with the boy's formerly timid appearance. When he reaches the fighter aasimar, he moves with a frightening speed born of the evil outsiders that sired his parentage, and the speed of his assault catches the fighter off guard. The Ravener jumps in close and lands a vicious bite on the angelkin's neck, causing his companion to cry "Faldred! NO!" in dismay.

Beleste, that works perfectly fine. The drow crowd roars anew as your enormous sword stabs deeply into the aasimar's thigh, making him scream in pain as blood gushes down your blade.

The longbowman, meanwhile, is screaming as well - he didn't dodge the fireball in time, and is desperately batting the flames off himself. The flaming sphere is discomfiting to the entire party of aasimar, but the drow crowd loves the destructive side of magic and cheers the wizard on.

Just need your attack and damage rolls, Grrazz.


Male Tiefling (Pit-Born) Antipaladin (Knight of the Sepulcher) 3 / Fighter (Unarmed Fighter) 1 l HP: 43/43 l AC: 21 [T: 13 FF: 19] l F: +11, R: +7, W: +7 l Init: +4 l Per: +0

Initiative: 1d20 + 4 ⇒ (4) + 4 = 8

If the Aasimar 1 is still engaged with the Ravener on its turn, it will drop into Boar Style, hoping to wet its claws with the blood of the kin of angels.

Claw 1: 1d20 + 9 ⇒ (5) + 9 = 14
damage (claw 1): 1d4 + 4 ⇒ (1) + 4 = 5

Claw 2: 1d20 + 9 ⇒ (15) + 9 = 24
damage (claw 2): 1d4 + 4 ⇒ (3) + 4 = 7

Bite: 1d20 + 3 ⇒ (2) + 3 = 5
damage: 1d2 + 2 ⇒ (1) + 2 = 3

If at least two of those attacks strike, The Ravener rends the flesh of his victim dealing, Bleed Damage: 2d6 ⇒ (6, 2) = 8


Demon-Spawn Tiefling | Notable Features: The head of a bull with vestigial horns, red skin, smokey breath, and the scent of brimstone seems to emanate from him. Int +4 | AC 25 Touch 10 Flat-footed 25 | HP 44 (-11 Non-Lethal Damage)/45 | Fort +7, Ref +3, Will +1 (+1 vs. Mind-affecting effects)

Initiative: 1d20 + 4 ⇒ (16) + 4 = 20


(AC 18/13Tch/15FF, HP 20/30, Fort +4, Ref +5, Will +5, resist fire/cold/electricity 5, Init +9, Per + 6) Male Tiefling Admixture Evocationist (Wizard) 4

Initiative: 1d20 + 6 ⇒ (8) + 6 = 14

Taking the following actions whenever I'm up.

Nodding in grim satisfaction, Jokum begins chanting again as he steps forward. Pulling another pinch of powder form his component pouch, he tosses the powder towards his bull-headed companion and speaks the invoking words. The powder rushes to surround the tiefling and it settles into his skin. As Jokum continues to chant, the tiefling's muscles begin to twitch and a ruddy glow envelops him. The wizard's chanting reaches a climax and a final gesture causes Beleste to grow rapidly, his limbs lengthening as his muscles grow to gigantic proportions.

5 foot step towards the melee and cast Enlarge Person on Beleste (full round casting that doesn't take effect until the start of my next turn). Have fun with your 3d6 damage sword.

Active Effects:
Mage Armor - 4 hours
Flaming Sphere - 3 rounds
Enlarge Person - 4 minutes starting next round

Flaming Sphere damage: 3d6 + 2 ⇒ (6, 6, 2) + 2 = 16 I didn't include a morale bonus so feel to re-add that if needed


F Tiefling Bard (Arcane Duelist)/4 HP 22/22 AC 18 (T: 13 FF: 15) Init +3 Saves: F +2; R +7; W +3

Initiative: 1d20 + 4 ⇒ (6) + 4 = 10

The chanting of the drow, and the sight of her companions fighting drives Faeleen to abandon the final drop of doubt keeping her from joining the fray, and she charges towards the one wielding blade and magic, lifting her blade, shimmering with a faint trace of arcane energy, into a vicious strike.

Man, that's a lot of commas. :P

Charging number 2, Arcane Strike + Pirhana Strike.

Attack: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d6 + 1 + 1 + 2 + 4 ⇒ (2) + 1 + 1 + 2 + 4 = 10

AC will be 17 until start of next turn.


Male Oni-Spawn Tiefling Barbarian (Elemental-Kin) 4 [needle-like teeth, hunchback, one leg more muscular]
Stats:
AC 18 (T:11/FF:17) HP: 53/53 F:+6 R:+2 W:+3 Init:+1 Perc:+9 Rage:12/12

Wow, this certainly exploded with posts overnight!
Initiative: 1d20 + 1 ⇒ (17) + 1 = 18

Undvach stays towards the back of the group as they make their way up the stairs, more than a little worried about what will happen when they walk into the arena, 'Fighting? Maybe I'll get a chance to bite one of these ungrateful drow!' As the giant spider makes its appearance, Undvach smiles at its total disregard for the crowd, silently appreciating the malevolence of such a creature right up until the point where it spawns the smaller spiders. Bracing himself and expecting combat, he is quite surprised when it transforms, "Bah, never get used to that horrible magic."

Eyeing the large club on the table with a healthy dose of suspicion for drow tricks, he hesitates until the rest of the group grabs their gear. Finally, he picks up the greatclub and swings it a couple of times to test the weight and gnashes his teeth. "About time to bite something, yes?" Seeing that the others are preparing to charge directly at their new opponents, he grins toothily and stretches before bracing himself to also charge into the fray. "Let's flatten them!" he yells loudly as he brandishes his greatclub and lopes alongside Jethop.

Surprise round:
Can easily cover the distance. Using Inspiring Rush (+1 attack/damage on charge for self and anyone who charges on the same turn) and heading for Aasimar #1. AC: 16 until next turn.

Charge: 1d20 + 10 + 2 + 1 ⇒ (20) + 10 + 2 + 1 = 33
Damage: 1d10 + 8 + 4 + 1 ⇒ (1) + 8 + 4 + 1 = 14

Confirm: 1d20 + 10 + 2 + 1 ⇒ (11) + 10 + 2 + 1 = 24
Extra Crit Damage: 1d10 + 8 + 1 ⇒ (2) + 8 + 1 = 11 (Should the morale bonus be included?)

Following round, when I'm up:
Greatclub Attack: 1d20 + 10 ⇒ (20) + 10 = 30
Greatclub Damage: 1d10 + 8 ⇒ (3) + 8 = 11 (No morale bonus added, presumed it was one round only)

Confirm: 1d20 + 10 ⇒ (16) + 10 = 26
Extra Crit Damage: 1d10 + 8 ⇒ (1) + 8 = 9

Bite Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Bite Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Holy crap that's a lot of dice! I think this is the nicest the RNG has been to me in a while! Talk about instant-karma though. Almost minimum damage on all of them ... Let me think on the Nat20 rule for a bit, will post a followup. Just taking the suggested 'extra attack' on each seems a little cheesy, and boring. :)


Good God.


Male Grimspawn Tiefling Cleric (Undead Lord) 4/ +1 Init, hp 21/23, AC 22, Touch 11, Flat Footed 21, Resist 5 Fire/ Fort +4, Ref +2, Will +6/
Corpse Companion:
hp: 22/27, AC: 17, Touch 12, Flat 14, DR 5/bludgeoning, Immunity to cold, Fort +3, Ref +3, Will +4

Aren watches the others rush into the battle as he collects his own gear. there wasn't as much as some, but some of them in particular he did take a moment with given their power. He grins when he is all set and rushes right behind the rest of the group, lagging a little only because of his armor and everyone else's apparent speed. Even the one that had been curious about his creation does not take the time admire Selres, the skeleton of a large lizard completely stripped of flesh and muscle. The creature moved almost silently but for the creaking of its bones. As he moves, he draws his shield from his back and attaches it to his arm.

Initiative: 1d20 + 1 ⇒ (10) + 1 = 11

Surprise Round

While everyone else was charging straight in, Aren decided to be a little more useful to the team effort. With muttered words and a brief flash of light through the cloth and armor on his back, every ally around him suddenly feels invigorated and just a tad more lucky then they had a moment before. With a chuckle he commands Selres to join the battle. The large lizard rushes with glee after the Aasimar with the sling, it's eyes flickering with an unholy yellow light.

Combat (Everyone read in case of buffs):
Aren
EVERYONE READ Cast Bless. Every ally gets +1 to hit for four minutes and +1 to save vs fear

Selres
Seres Attack vs 3: 1d20 + 7 ⇒ (3) + 7 = 10
Bite: 2d6 + 5 ⇒ (6, 5) + 5 = 16

Round 1

"That was unimpressive, Selres. Do try a little better." He chuckles again as he watches his creature attempt to claw and bite at the Aasimar with the sling, having stepped right in front of the Aasimar to do so. With it's size, Selres had a vicious 10ft reach, and it would be nearly impossible to escape from his grasp. With another chuckle Aren steps forward some and immediately chooses four of his companions to select out of the attack. Then, with a smile, his eyes light up and pale yellow/white lightning begins to crackle silently in a 30 ft radius, centered on Aren. He lets out a rather amused, yet still quiet, chuckle as the lightning silently tears its way through his enemies bodies, inflicting little physical damage that can be seen but taking a horrid toll nonetheless.

Resisting the power lessened it's harmful effect, but even those that felt the lightning pierce their body and managed to summon enough will to push back the worst of it would feel just a tad fainter and certainly weaker for it. Around the four allies near by, Aren's power simply dances, avoiding even touching his companions by swirling around them. The ominously silent power fades after a moment, but by their enemies expressions Aren guessed the effects could still be felt.

Combat:

Aren
Aren will channel negative energy by getting close to the enemies and far from Jokum. He'll select all of his allies out of it so they're not hit and will hopefully be out of range to hit Jokum. Also, that maps a tad weird. XD Going to take a little getting used to thats for certain.

Channel Negative Energy (Will Save DC 16 for half damage): 2d6 + 4 ⇒ (2, 5) + 4 = 11

Selres

Full attack against vs 3
Bite Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Bite Damage: 2d6 + 3 ⇒ (6, 5) + 3 = 14

Claw 1 Attack: 1d20 + 7 ⇒ (5) + 7 = 12
Claw 1 Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Claw 2 Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Claw 2 Damage: 1d6 + 3 ⇒ (5) + 3 = 8


Male Oni-Spawn Tiefling Barbarian (Elemental-Kin) 4 [needle-like teeth, hunchback, one leg more muscular]
Stats:
AC 18 (T:11/FF:17) HP: 53/53 F:+6 R:+2 W:+3 Init:+1 Perc:+9 Rage:12/12

Charge:
As Undvach reaches the Aasimar, he swings his club in a wide arc and brings it down solidly onto his opponent's shoulder, the force of the blow forcing the unfortunate combatant to the ground. (Aasimar #1 knocked prone - note that this isn't taken into account on next-round rolls in the previous post)

Still blanking on proposed actions for upcoming round. >.< Also @Aren: "Preview" is total win for checking dice rolls.


K'Zint | Starfleet Leutenant | Tactical (Ships' Marines)

Okay...things which will make a difference.

Grrazz will get a +2 to Att from the charge. +2 Att from Rage. +1 to Att from Aren. A -2 to AC.

So. Activate Rage.

Att Roll (Bite):1d20 + 11 + 5 ⇒ (19) + 11 + 5 = 35

Dam Roll (Bite):1d6 + 9 ⇒ (6) + 9 = 15

Grrazz wrote:
Charge! Try for target N#2, CMB1d20+8⇒(9)+8=17

The CMB should now also get a +5 (+2From Rage, +1 From Aren, +2 from Charging) Taking it to 22 to 'grapple' the target and keep Grrazz's teeth clamped about what ever they've grabbed #4 by.

Oooo! So close to a crit!


Demon-Spawn Tiefling | Notable Features: The head of a bull with vestigial horns, red skin, smokey breath, and the scent of brimstone seems to emanate from him. Int +4 | AC 25 Touch 10 Flat-footed 25 | HP 44 (-11 Non-Lethal Damage)/45 | Fort +7, Ref +3, Will +1 (+1 vs. Mind-affecting effects)

Round 1

Hearing a rattling noise quickly approaching from behind, Beleste would swing his shield about in an attempt to protect his back from whatever was approaching. However, as the sound reached a crescendo and the skeleton of an enormous lizard emerged into his peripherial view, Beleste would swear before realizing the undead monstrousity was attacking the aasimar in front of him.

"So this is Seres?" he would yell out to his teifling companion as he pulled his sword free from the sling wielder and lashed out once more.

Calculating in bless. Please add any crowd bonuses.
Attack Aasimar 3: 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 2d6 + 5 ⇒ (2, 1) + 5 = 8

Critical Confirmation Roll: 1d20 + 11 ⇒ (18) + 11 = 29
Crit Damage: 2d6 + 5 ⇒ (1, 3) + 5 = 9

Continuing on with his vicious onslaught, Beleste's attack would drive home while forcing his enemy to start backpedaling up the uneven terrain.

"If he watches, perhaps we could teach him something about hitting his target," Beleste would tease as the thrill of combat starts to takes its hold on him.

Due to poor footing the Aasimar loses its dexterity to AC for 1 round.


Didn't see Grrazz's initiative roll so:

1d20 + 2 ⇒ (5) + 2 = 7

Initiative
Aasimar 3
Beleste, Undvach and Jokum
Aasimar 1 and 4
Aren and Faeleen
Aasimar2, 6 and 5
Jethop and Grrazz

Round 1 Recap:

"YAHHH!" the aasimar druid (3) yells as he releases his sling.
Attack vs Medium sized Beleste: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

The magic stone, infused with the power of nature, smashes into your eye-ridge, Beleste!

Reflex saving throw for 4: 1d20 + 5 ⇒ (18) + 5 = 23
Jokum, you see the bowman aasimar dodge out of the way of the flaming sphere, taking only half (8) damage. Beleste roars as he lands another vicious stab against Aasimar 3, causing him to stagger back, losing his footing. Afterward, Beleste grows to Large size! Never more than now has Beleste resembled a true-blooded minotaur! The crowd gasps and cheers anew!

Undvach's heavy foot stomps against the ground as he charges alongside his hellish comrades, hooting in bloodlust, knocking Aasimar 1 to the ground with the force of his blow. Undvach lurches forward, taking a hunk of aasimar skin between his needle-like teeth as the unfortunate fighter falls, bleeding from the neck.

Aasimar 1 strikes desperately at Jethop, the first assailant to charge him, but he's prone now, so it's quite difficult for him to get his sword into position.

Attack vs Jethop: 1d20 + 9 - 4 ⇒ (14) + 9 - 4 = 19
PAYBACK TIME!: 1d20 + 9 - 4 ⇒ (20) + 9 - 4 = 25
Damage: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Critical damage: 2d6 + 6 ⇒ (3, 4) + 6 = 13

However, incredibly, he gets lucky! With a triumphant shout, he swings his greatsword to slice across Jethop's side!

Aasimar 4 jumps down off the stalagmite, moving out of range of the flaming sphere, and fires a shot at the damned wizard!

Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Will save A1: 1d20 + 5 ⇒ (6) + 5 = 11
Will save A2: 1d20 + 3 ⇒ (4) + 3 = 7
Will save A3: 1d20 + 3 ⇒ (3) + 3 = 6
Will save A4: 1d20 + 3 ⇒ (20) + 3 = 23
Will save A5: 1d20 + 6 ⇒ (2) + 6 = 8
Will save A6: 1d20 + 3 ⇒ (20) + 3 = 23

The aasimar squirm and writhe in pain as Aren's charnel energy rasps at their insides. However, the bowman and the dual-wielder don't seem very effected. Seres, lashing out with its skeletal limbs, only manages to strike home with one of its claws, dealing significant damage to the slinger. "Agh! Abomination!" the druid spits, in Common.

Meanwhile, Faeleen engages the enemy magus. They circle each other for a moment, analyzing each others' similar fighting styles, blending the arcane and steel. Faeleen strikes! But her weapon clangs against the scimitar of the magus as he parries her strike. His eyes narrow in condemnation as the two combatants glare at each other over their bound blades.

The magus strikes back!

Spellstrike!: 1d20 + 8 ⇒ (8) + 8 = 16
Scimitar WITH LIGHTNING: 1d6 + 3 + 4d6 ⇒ (4) + 3 + (2, 1, 1, 1) = 12

The blade crackles with deadly electricity as Faeleen parries it herself! The spell is discharged harmlessly into her weapon, causing her arm to go briefly numb, but doing no damage and not effecting her negatively mechanically.

Aasimar 6, the dual-wielder, narrows his eyes as he watches Beleste and Undvach taking his party apart. He shakes his head and turns his attention to softer-looking targets. He moves to Jokum and uses the momentum of his movement to slash at the wizard.

Longsword attack: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Aasimar 6 casts a spell on the druid, 3!

Spellcraft DC 17:
He casts Miserable Pity on the druid.

Anyone who attempts to attack A3 must make a DC 16 Will save or lose the attack, and view the target as not worthy of further attacks.

The Ravener snarls in retaliation as he buries his claw into Aasimar 1. The bite attack and the first claw did nothing but tear his armor - but the third attack, the claw, pierced through what openings he just made and punctures his heart. Hot blood pours out over the Ravener's claws as the Fighter aasimar bleeds out. He's still alive, barely, but definitely won't be fighting any longer.

Grrazz leaps on the archer that wounded it! The aasimar doesn't even have time to scream before Grrazz's enormous furry body is grappling it. Grrazz does notice that 4's flesh is slightly cooked from Jokum's spell as he bites down ferociously on the archer's shoulder.


K'Zint | Starfleet Leutenant | Tactical (Ships' Marines)

*Rrrr...RRrrrrr*

CMB to keep grapple:1d20 + 10 ⇒ (15) + 10 = 25


Plans for Grrazz while their player is asleep and every one else is awake and posting. :P

Keep grapple on current target. Do any damage of opportunity while doing so. Keep current grappled target out of the fight. Killing target is....meh...Having a hostage/chew-toy/extra damage soak is probably a more fun thing to do...

Very much best wishes and sheers to all. (^_^)


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Male Grimspawn Tiefling Cleric (Undead Lord) 4/ +1 Init, hp 21/23, AC 22, Touch 11, Flat Footed 21, Resist 5 Fire/ Fort +4, Ref +2, Will +6/
Corpse Companion:
hp: 22/27, AC: 17, Touch 12, Flat 14, DR 5/bludgeoning, Immunity to cold, Fort +3, Ref +3, Will +4

Round 2

Aren glares at the enemies now and once again he summons on that sickly power within him. For a second time in hardly six seconds, pale, horrid energy crackles silently from his body. It dances around his allies and once again attempts to take in as many of his enemies as he could manage. The faded white energy slips through his enemies, leaving no visible marks behind on the surface but racking them with pain nonetheless.

His companions jolly nature does break a smile across his face, one that almost matched the joy he felt when he saw the man tear through the Aasimar. "That is Selres. Quite the amazing creation, I'd say. My first you know. I have a feeling I'll have more then enough chances for more soon though." He chuckles as Selres launches another flurry of attacks at the druid, ignoring the mind altering magic thanks to it's innate undead nature. Aren watches as the skeleton, who had been imprisoned for nearly a month without any freedom, begins to lose itself in its attempts to rend the druid apart. "Although I may have made her a little... over eager..."

Combat:

Aren

Channel Negative Energy, Will save for half: 2d6 ⇒ (5, 3) = 8

Selres

Full Attack

Bite Attack: 1d20 + 7 ⇒ (2) + 7 = 9
Bite Damage: 2d6 + 3 ⇒ (1, 4) + 3 = 8

Claw Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Claw Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Claw Attack: 1d20 + 7 ⇒ (2) + 7 = 9
Claw Damage: 1d6 + 3 ⇒ (2) + 3 = 5


Aren Brighteyes wrote:

Round 3

Round 2* FTFY


Here's the new and improved battlemap for round 1. Opinions?


Male Grimspawn Tiefling Cleric (Undead Lord) 4/ +1 Init, hp 21/23, AC 22, Touch 11, Flat Footed 21, Resist 5 Fire/ Fort +4, Ref +2, Will +6/
Corpse Companion:
hp: 22/27, AC: 17, Touch 12, Flat 14, DR 5/bludgeoning, Immunity to cold, Fort +3, Ref +3, Will +4

Slap on some letters and numbers so we can e5 or b3 instead of saying five up and so on and it'd be perfect. But I won't complain since it's otherwise perfect. However, I will need to add a movement to Aren now so I can select four people out and don't have to worry about hitting one of you guys.

Also, Seres is missing. It'll probably make your job a little harder to start out with, but I'll be getting more undead eventually (maybe soon) and having them on the map we'll be easier for the both of us probably. XD

Aren will move one space up and one space diagonally up and to the right. That will put only four allies in my channel energy range, who I can select out entirely, and it will get all of the enemies


Demon-Spawn Tiefling | Notable Features: The head of a bull with vestigial horns, red skin, smokey breath, and the scent of brimstone seems to emanate from him. Int +4 | AC 25 Touch 10 Flat-footed 25 | HP 44 (-11 Non-Lethal Damage)/45 | Fort +7, Ref +3, Will +1 (+1 vs. Mind-affecting effects)

Round 2 - Current AC 22

The druid's stone, while aimed to strike Beleste in the head, would have little effect as it glanced off the remains of one of his horns. Then, without warning, Beleste's muscles would start to bulge as his bones groaned in protest to the sudden magical growth spurt. Within mere moments, Beleste would find his vantage point changed as he stared down at the two Aasimar that dared face him. Wishing to be done with the sling wielder (A3), Beleste would start to raise his sword...

Will Save to Attack: 1d20 + 1 ⇒ (6) + 1 = 7

...before letting out a bellowing laugh as he shifts his attention to the new comer. (A5)


F Tiefling Bard (Arcane Duelist)/4 HP 22/22 AC 18 (T: 13 FF: 15) Init +3 Saves: F +2; R +7; W +3

Spellcraft: 1d20 + 6 ⇒ (9) + 6 = 15

Faeleen recoils from the force of the shock coursing through her weapon. The Aasimar could cast spells through his weapon, something that she herself could not do. Intent on removing this advantage from her opponent, she takes a step back, then flings a piece of butter at her opponent's blade, accompanied by arcane words that turn it from a lump of fat into an extra-slippery lump of fat.

5-ft step NW and cast Grease at number 2's sword, reflex DC 14 or drop it.


(AC 18/13Tch/15FF, HP 20/30, Fort +4, Ref +5, Will +5, resist fire/cold/electricity 5, Init +9, Per + 6) Male Tiefling Admixture Evocationist (Wizard) 4

My enlarge spell is a full round cast, so it doesn't go off until after I'm swung at a few times. Concentration check is below. Also, if you made the reflex against the flaming sphere, there's no associated damage, so aasimar 4 takes no damage.

Concentration for Enlarge Person: 1d20 + 4 + 5 ⇒ (18) + 4 + 5 = 27 DC = 10 + 8 damage taken + 1 spell level. I pass with flying colors.

Gritting his teeth against the pain of the arrow, Jokum dodges the clumsy swing of the aasimar how was attacking him. Despite the interruption, the tiefling wizard is able to maintain his careful concentration and Beleste grows to hideous new dimensions. Seeing an opportunity as the aasimar is off balance, Jokum dances back a step and yells to his companions, "Hey, you're supposed to keep them off of me!"

With a grimace, Jokum begins reciting an invocation in Draconic. As it draws to a conclusion, he spreads his wings wide and screams the triggering word of power and a blast of fire erupts as if he was breathing it. Satisfied, Jokum glances to his sphere and tuts in irritation. With a brief mental command, the orb shifts position to envelop his aasimar peer.

Five foot step north and use my standard action to cast burning hands to catch only aasimar 6. Then I use my move action to move the flaming sphere onto aasimar 5.

Burning Hands: 5d4 + 2 ⇒ (4, 4, 3, 1, 2) + 2 = 16 DC 17 reflex for 1/2.
Flaming Sphere: 3d6 + 2 ⇒ (1, 4, 1) + 2 = 8 DC 18 reflex negates.

Active Effects:
Mage Armor (Jokum) - 4 hours
Flaming Sphere - 2 rounds
Enlarge Person (Beleste) - 4 minutes


Male Oni-Spawn Tiefling Barbarian (Elemental-Kin) 4 [needle-like teeth, hunchback, one leg more muscular]
Stats:
AC 18 (T:11/FF:17) HP: 53/53 F:+6 R:+2 W:+3 Init:+1 Perc:+9 Rage:12/12

Round 2:

Undvach smiles in satisfaction at he sees the blood pooling from his target, his appreciation for Jethop growing as he grunts a little, raises his head and looks around for a new plaything. Seeing another tasty-looking Aasimar close behind him, he turns and brings his club around for a hefty strike while grinding his teeth in anticipation of another mouthful of flesh. "Ah, again!" 5ft step south, engage A2, full attack.

Greatclub Attack: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22
Greatclub Damage: 1d10 + 8 ⇒ (1) + 8 = 9

Bite Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Bite Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Looks like that was rather average.


K'Zint | Starfleet Leutenant | Tactical (Ships' Marines)

Nice mapping. (^_^)


Initiative
Aasimar 3
Beleste, Undvach and Jokum
Aasimar 1 and 4
Aren and Faeleen
Aasimar2, 6 and 5
Jethop and Grrazz

Round 2 recap

Aasimar 3 sighs in relief as Beleste turns his attention elsewhere, and casts Cure Light Wounds on himself after stepping back! CLW: 1d6 + 4 ⇒ (1) + 4 = 5 (note: this does not break the protection offered by Miserable Pity)

Jokum: A6 Reflex vs Burning Hands DC 17: 1d20 + 5 ⇒ (13) + 5 = 18
A5 Reflex save vs Sphere DC 18: 1d20 + 3 ⇒ (8) + 3 = 11

Undvach roars as his greatclub bashes the magus aasimar in the back, causing him to grunt in pain and cough up a little blood onto his chin! The magus blocks your bite with the hand-guard of his scimitar, however.

Aasimar 1 stabilize roll: DC10: 1d20 + 5 ⇒ (15) + 5 = 20

Aasimar 4 struggles to break free of Grrazz's hug: DC25: 1d20 + 8 ⇒ (8) + 8 = 16

Aren: A2 Will vs channel energy: 1d20 + 4 ⇒ (6) + 4 = 10
A4 Will vs channel energy: 1d20 + 3 ⇒ (9) + 3 = 12
A6 Will vs channel energy: 1d20 + 3 ⇒ (5) + 3 = 8

Not one of the aasimar resist the negative energy in the form of lightning emanating from the evil cleric. Their moans of pain join the din of the battlefield and the clergy among the crowd, sitting in box seats high above the stadium seats, roar in approval!

Your lizard fights with too little accuracy, though with no shortage of enthusiasm. The druid manages to avoid its ravenous assault entirely.

Faeleen: DC14 or drop weapon: 1d20 + 3 ⇒ (7) + 3 = 10 The magus drops his weapon with a curse! He glances from it to you, and rather than try to pick it up, the canny magus casts a spell on himself!

Spellcraft DC 17:
Concentration DC 19: 1d20 + 9 ⇒ (2) + 9 = 11 However, as he tries to cast the spell, Undvach slaps him in the back of the head, and he loses the spell entirely!

The dual-wielding aasimar, after being scorched by Jokum's flames, grins at the wizard. "Loreat, uoinota kluchud!" he taunts.

Draconic:
"It'll take more than that to kill me, hellspawn!"
You notice that even the fire that did touch his skin didn't do much damage.

He lunges forward and full attacks!

Longsword: 1d20 + 5 ⇒ (8) + 5 = 13 Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Shortsword: 1d20 + 5 ⇒ (4) + 5 = 9 Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Aasimar 5, the mage, squeaks in fear when Beleste turns his attention to him. The flaming sphere sears his flesh and blackens some of the hairs on his head! Seeking to avoid the burning sphere, and the monstrous minotaur, he jumps off the stalagmite and casts Invisibility, vanishing from view. Concentration DC 19: 1d20 + 9 ⇒ (13) + 9 = 22

Jethop spends a full-round action to search the body of the fallen aasimar for a healing potion. Perception DC 10: 1d20 ⇒ 15

Grrazz bites her grapple victim, the bowman! Damage: 1d6 + 4 ⇒ (1) + 4 = 5


Demon-Spawn Tiefling | Notable Features: The head of a bull with vestigial horns, red skin, smokey breath, and the scent of brimstone seems to emanate from him. Int +4 | AC 25 Touch 10 Flat-footed 25 | HP 44 (-11 Non-Lethal Damage)/45 | Fort +7, Ref +3, Will +1 (+1 vs. Mind-affecting effects)

Round 3 - Current AC 20

As his target disappears, Beleste would turn about in search of a new target. Seeing most of their opponent's were either engaged or not worth his time, Beleste's eyes would settle on the dual-wielding aasimar that was trying to skewer his magic wielding companion.

With a deafening roar and hooves stomps like thunder, he would charge his intended target to bring his monstrous sword down...

Power Attack with Bless and Charge: 1d20 + 11 ⇒ (11) + 11 = 22
Damage: 3d6 + 10 ⇒ (4, 3, 1) + 10 = 18

...and over his companion to strike out at the aasimar. (A6)


F Tiefling Bard (Arcane Duelist)/4 HP 22/22 AC 18 (T: 13 FF: 15) Init +3 Saves: F +2; R +7; W +3

Spellcraft: 1d20 + 6 ⇒ (1) + 6 = 7

Faeleen does not recognize the spell, but she decides to press on offensively nonetheless. Whatever it was, it couldn't be more dangerous than that lightning-scimitar thing... Hopefully. The tiefling bard positions herself so that her adversary is caught right between her and Undvach, then makes a quick but powerful stab aimed at the aasimar.

Move to I9 then attack A2. (Arcane Strike, Pirhana Strike)

Attack: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Not having much luck with the dice over here...


K'Zint | Starfleet Leutenant | Tactical (Ships' Marines)

"Rrrr....Rrrrr" Grrazz maintains grapple and starts to drag their mea...um...victim away....

Str Check:1d20 + 6 ⇒ (11) + 6 = 17


(AC 18/13Tch/15FF, HP 20/30, Fort +4, Ref +5, Will +5, resist fire/cold/electricity 5, Init +9, Per + 6) Male Tiefling Admixture Evocationist (Wizard) 4

Rolling his eyes in exasperation, Jokum casually dodges the aasimar's clumsy blows as he steps back a few feet to better allow his overlarge friend access to the aasimar. In a derisive tone, the wizards retorts, "Ez zara nire denbora merezi. Nire lagun jolastea ordez."

Draconic:
You are not worth my time. Play with my friend instead.

Jokum turns attention to the stalagmite and his eyes narrows when he discovers the aasmiar wizard has disappeared. Making an educated guess, he begins an almost singsong draconic chant at the same time as he pulls a pinch of ground mica from his component pouch. Snapping his fingers, the mica disappears and a bright burst of golden dust appears near the stalagmite. With no obvious effort, Jokum redirects the fire to engulf the aasimar fighting his rakhshasa-like companion.

Hold until Beleste charges up and then 5 foot out of melee. Then, cast Glitterdust in such a way as to catch where I think aasimar a5 went and a3. The 10 foot burst should be good for both. Move action to redirect the flaming sphere onto a2. DC 17 Will negates the blinding for glitterdust, but the invisible target is outlined for 4 rounds. Blind targets to save each round.

Flaming Sphere with +2 Intense Spells: 3d6 + 2 ⇒ (1, 5, 2) + 2 = 10

Active Effects:
Mage Armor (Jokum) - 4 hours
Flaming Sphere - 1 round
Enlarge Person (Beleste) - 4 minutes
Glitterdust (a5 and a3) - 4 rounds (DC 17 Will negates)


Male Oni-Spawn Tiefling Barbarian (Elemental-Kin) 4 [needle-like teeth, hunchback, one leg more muscular]
Stats:
AC 18 (T:11/FF:17) HP: 53/53 F:+6 R:+2 W:+3 Init:+1 Perc:+9 Rage:12/12

Undvach smiles toothily at Faeleen over the head of the unfortunate Aasimar caught between them, "Haha! Tasty morsel!" He brings his greatclub back for a heavy swing while their opponent's attention is divided, followed closely by trying to take a chunk out of the Aasimar's shoulder with his teeth.

Greatclub Attack (Bless/Flank): 1d20 + 10 + 1 + 2 ⇒ (2) + 10 + 1 + 2 = 15
Greatclub Damage: 1d10 + 8 ⇒ (6) + 8 = 14

Bite Attack (Bless/Flank): 1d20 + 4 + 1 + 2 ⇒ (3) + 4 + 1 + 2 = 10
Bite Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Well, there's the karma for my awesome intro. Now I'm rolling minor-fails and things ... *braces for something bad to happen*


Male Grimspawn Tiefling Cleric (Undead Lord) 4/ +1 Init, hp 21/23, AC 22, Touch 11, Flat Footed 21, Resist 5 Fire/ Fort +4, Ref +2, Will +6/
Corpse Companion:
hp: 22/27, AC: 17, Touch 12, Flat 14, DR 5/bludgeoning, Immunity to cold, Fort +3, Ref +3, Will +4

AoO- Selres gets one against Aasimar three since it cast Cure light in his threatened range. Selres was in the guys face and has a range of ten feet on all of his attacks because he is large, so when the guy stepped back he still ate one. Think that sets off another concetration check.

AoO Bite Attack, Bless: 1d20 + 7 ⇒ (16) + 7 = 23
AoO Bite Damage: 2d6 + 5 ⇒ (6, 1) + 5 = 12

Round 3

Aren laughs as the Aasimar succumb too his power, enjoying their cries of pain after so many years of being tortured. He was tempted to simply leave it be at that, since not even he could call upon his powers forever, but with all of the fighting happening he realized one of his own could fall if he did not keep up the onslaught. He quickly moves forward as the battle shifts to better position his power. Then, for what he suspected would be the last time in this fight, he unleashes a third wave of silent pale yellow lightning. His eyes flared bright, the holy symbol grown on his back practically glows, and his skin crackles silently with the energy. Like an explosion it erupts from within him, sweeping over the field again and sliding through the Aasimar's forms, and Aren does his best to keep it from harming his allies.

Meanwhile, Selres, as focused and eager to kill this druid as he was the last round, snaps at the creature when it tries to cure itself, then proceeds to close in on the Aasimar once more and unleash another flurry of attacks against the fool. Though it had no mind of it's own, there was an almost wicked glee in the glowing light that was his eyes whenever he struck true. This time, when its first claw swipes into the things skin, Selres' eyes quite literally flash with wicked satisfaction at the blood that begins to flow from the wound. It lets out an eerie cry formed from the rapid clacking of bones with in it's throat and body, one loud enough to be heard over the din of battle, even in the stands!

Combat:

Aren

Aren will move to H 13 and Channel negative energy for a third time, selecting out all of his allies once more.

Negative Energy, Will save DC 16 for half: 2d6 ⇒ (6, 4) = 10

Selres

Selres will move forward one square with a five foot and then full attack.

Bite Attack, Bless: 1d20 + 7 ⇒ (9) + 7 = 16
Bite Damage: 2d6 + 3 ⇒ (5, 6) + 3 = 14

Claw 1 Attack, Bless: 1d20 + 7 ⇒ (19) + 7 = 26
Claw 1 Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Claw 2 Attack, Bless: 1d20 + 7 ⇒ (14) + 7 = 21
Claw 2 Damage: 1d6 + 3 ⇒ (3) + 3 = 6


Round 2 concentration check A3, DC 22: 1d20 + 8 ⇒ (3) + 8 = 11
Round 2 edit Seres' ferocious bite attack ruined the druid's spell and it fails!

Forgot Seres was large, that was a tactical error. x)

Aren Channel Energy hit 2, 4, and 3 Noting your targets for AOE spells helps me, the DM, who has to summarize and keep track of all this stuff. ;)

Initiative
Aasimar 3
Beleste, Undvach and Jokum
Aasimar 1 and 4
Aren and Faeleen
Aasimar2, 6 and 5
Jethop and Grrazz

Round 3 recap

The druid aasimar looks like he's beginning to panic as his spell fails and he barely manages to bat away the construct's furious swipes. While blocking a bite, Seres scores another hit with its claws! A3 steps away from the skeleton carefully and Wild Shapes into an eagle! This does not provoke an attack of opportunity.

Beleste looks as if his strike will land, but his emphasis on force over accuracy is to his detriment, and the nimble aasimar dodges to the side.

Meanwhile, the Charger Undvach lashes out at the magus once, twice, but the armored angelkin is a canny defender, managing to fend off both your and Faeleen's attacks at once.

Jokum-caused saves: A2 DC 18 Reflex: 1d20 + 3 ⇒ (6) + 3 = 9
Please specify which tile you're aiming your spell at Jokum. All you said was "in such a way as to catch A5 and A3" - do I take that to mean you cast the spell at B10? I will assume that this time, but it'd be helpful in the future to know exactly where you're aiming.
A5 DC17 Will: 1d20 + 5 ⇒ (10) + 5 = 15
A3 DC17 Will: 1d20 + 7 ⇒ (12) + 7 = 19

The poof from Jokum's spell reveals the wizard, who glances down at his robe in alarm.

A1 is stable but unconscious.
A4 is granted an AOO on Grrazz when they try to drag him away. He stabs at them with a dagger.
Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
He's able to resist Grrazz's trying to drag him away!
Escape Artist: 1d20 + 8 ⇒ (7) + 8 = 15

Aren's Channel Energy will saves:
A2 Will: 1d20 + 4 ⇒ (16) + 4 = 20
A3 Will: 1d20 + 7 ⇒ (20) + 7 = 27
A4 Will: 1d20 + 3 ⇒ (12) + 3 = 15

All the aasimar except the archer resist your channel energy...but the damage you dealt to the archer slays him! With a death sigh, he slumps backward in Grrazz's arms, lifeless.

Faeleen tries to capitalize on the magus' distraction to strike him - and her blow does land, but his armor withstands the blow. Just flavor for the mechanical "miss," fyi.

The rogue aasimar shifts toward Jokum, pressing his attacks even as he avoids Beleste's Huge sword with nimble dodges.

Longsword waist slice: 1d20 + 5 ⇒ (14) + 5 = 19 Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Shortsword chest stab: 1d20 + 5 ⇒ (12) + 5 = 17 Damage: 1d6 + 1 ⇒ (6) + 1 = 7

The magus shifts away from Undvach and enters spell combat, striking at Faeleen and following up the strike with a carefully concentrated spell provokes AOO from you Faeleen.

Scimitar slash! redirecting to-hit to concentration: 1d20 + 1 ⇒ (17) + 1 = 18
Concentration check DC 17: 1d20 + 11 ⇒ (17) + 11 = 28
Cast Color Spray - Beleste and Faeleen make DC 16 Will saves or be blinded and stunned for 1d4 rounds, followed by a 1 round stun.

The newly-revealed wizard's face contorts in rage. "THIS ENDS NOW!" he screams, and launches a Fireball at F11. Grrazz, Undvach, Seres, Jethop and Aren all take 4d6 ⇒ (3, 2, 6, 2) = 13 fire damage, DC 18 Reflex for half.

Jethop executes the aasimar fighter with a full-round coup de grace.

Grrazz, since Aren killed your target before your action in initiative order, you can post your round 3 actions again.


Male Grimspawn Tiefling Cleric (Undead Lord) 4/ +1 Init, hp 21/23, AC 22, Touch 11, Flat Footed 21, Resist 5 Fire/ Fort +4, Ref +2, Will +6/
Corpse Companion:
hp: 22/27, AC: 17, Touch 12, Flat 14, DR 5/bludgeoning, Immunity to cold, Fort +3, Ref +3, Will +4

Round 4

Reflex Save: 1d20 + 2 ⇒ (8) + 2 = 10

For a moment Aren's world vanishes as the sound and force of the explosion sweeps over him, briefly blinding him and causing him to stumble. He spends several seconds blinking away the imprint of the fiery explosion on his cornea. His body was burnt. Badly. It hurt to move. With a grimace he raises his hand to his forehead and spends one of his lesser healing spells to help with the damage the wizard caused to his form. "Selres, stop playing with your food and finish that bloody bird off!" He growls angrily. The creature nods and attempts to slash at the bird again with all its might, knowing it for the pray it has been trying to kill despite the change in form.

Combat:

Aren

Noted! I will do so in the future! Wasn't sure if I should or not since some things might move before I channel. XD
Cure Light Wounds: 1d8 + 4 ⇒ (2) + 4 = 6

Selres

Bite Attack, Bless: 1d20 + 7 ⇒ (4) + 7 = 11
Bite Damage: 2d6 + 3 ⇒ (1, 2) + 3 = 6

Claw 1 Attack, Bless: 1d20 + 7 ⇒ (14) + 7 = 21
Claw 1 Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Claw 2 Attack, Bless: 1d20 + 7 ⇒ (14) + 7 = 21
Claw 2 Damage: 1d6 + 3 ⇒ (4) + 3 = 7

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