The Armageddon Beasts (Inactive)

Game Master Zayne Iwatani

Base Init:
[dice=Initiative Kyamba]1d20+16[/dice]
[dice=Initiative Groff]1d20+7[/dice]
[dice=Initiative Fizz]1d20+3[/dice]
[dice=Initiative Mortimer]1d20+8[/dice]
[dice=Initiative Darnak]1d20+8[/dice]
[dice=Initiative Donovan]1d20+13[/dice]

Base Percep:
[dice=Perception Kyamba]1d20+22[/dice]
[dice=Perception Rika]1d20+22[/dice]
[dice=Perception Groff]1d20+31[/dice]
[dice=Perception Fizz]1d20+4[/dice]
[dice=Perception Mortimer]1d20+22[/dice]
[dice=Perception Darnak]1d20+39[/dice]
[dice=Perception Donovan]1d20+29[/dice]

The Sard Round 2


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Male Elf Wizard 20

100 feet horizontally. I want to be able to move out of it's blindsight on the first round. Vertically I would drop them on the ground since not everybody is flying yet. However if they're all flying then I'll drop them in the air.


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

I meant "we" as in myself and the Jabberwock since he and I are currently becoming intimately familiar.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

going to be using shades to summon something to carry me but I can't look it up till I get home

1d20 + 40 ⇒ (14) + 40 = 54 concentration

Groff and chef don't forget your flanking buddies


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Suddenly an elder air elemental appears to hold fizzy in its arms

auran:
Take me back so I can destroy that thing!


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

fly check: 1d20 + 12 ⇒ (8) + 12 = 20 Not sure if that is sufficient or not

Will fly down and try to hit the critter again.

power attack

to hit: 1d20 + 38 ⇒ (4) + 38 = 42 damage: 1d6 + 38 ⇒ (5) + 38 = 43

dice love me right now


Oh no, you guys are pretty high. On the Jabberwock's turn you are going to plummet 500ft and if neither of you lets go you are going to hit the ground on Round 2. Good news is that's only 20d6 of damage cause pathfinder has really poorly thought out rules about combat in the air. Just don't end up underneath it.

Round 1

Kyamba/Rika-
Mortimer-Frost beam
Jabberwock-
Groff-attack
Donovan-
Planetar-
Fizz-
Darnack-


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Assuming you are addressing me, why exactly am I going to plummet since I activated my winged boots before the teleport? I am flying.


I was referring to Kyamba who is grappling, and has not posted an action. You are fine but you likely won't match their speed falling.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Yeah, I can't go that fast unless I decide to fall, and I don't know that the rules have a provision for that.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Fizzy commands the Elemental to fly/run

his shadowy air elemental has a speed of 100 flying, so that should get me a bit closer.

rest of post coming


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

As Fizzy gets close enough he lets rip a Persistent Prismatic Spray, aiming to hit just the rear end of the massive creature, as to not harm the Chef.

1d8 ⇒ 6 An indigo ray strikes the Jabberwocky tail immediately devestating its mind. need 2 Will saves of 29 or it is now insane.

SR: 1d20 + 26 ⇒ (13) + 26 = 39


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

Round 1

"Almost there, just need a little boost!" shouts Kyamba desperately. He loosens his grip for a split second to smack a trigger on his left gauntlet, causing a small bottle to pop out. He had set it earlier when preparing the rest of his gear, and it looks like it'll come in handy right when he needs it:

Kyamba: Swift action to activate Spring-Loaded Wrist Sheath loaded with infusion of True Strike.
Kyamba: Move Action to drink Infusion of True Strike.
Kyamba: Standard Action to Grapple, if successful I will be pinning the Jabberwock under me.

Grapple (DC 57): 1d20 + 51 ⇒ (13) + 51 = 64

Gripping the dragons wings tightly he clenches his jaw in preparation for the coming moments. At this point a meeting with the ground was unavoidable, all that was left was to figure out who would be taking the brunt of the blow.

Unable to keep up with the two as they plummet, Rika is forced to simply stand aside and hope for the best.

Rika: Standard Action to cast Prayer


R1 Frightful presence: Will save1d20 + 19 ⇒ (3) + 19 = 22
Grit point to re-roll1d20 + 19 ⇒ (19) + 19 = 38

Donovan closes the gap and fires once

1d20 + 37 ⇒ (2) + 37 = 39 1d8 + 8 ⇒ (8) + 8 = 16 plus half of 5d6 ⇒ (5, 5, 5, 4, 2) = 21 --->26 Damage


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Forgot the frightful presence.

will save: 1d20 + 24 ⇒ (3) + 24 = 27 fail, shaken


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

Aren't we supposed to do frightful presence only once it's done something like attacked?

Rika Will (DC 31): 1d20 + 17 ⇒ (4) + 17 = 21
Kyamba Will (DC 31): 1d20 + 18 ⇒ (7) + 18 = 25


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

1d20 + 18 ⇒ (4) + 18 = 22 shaken as well...not that it matters too much.

Fizzy is still invis btw DM he took the fries from Chef


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Frightful presence is an aura. It's always up unless intentionally suppressed.


What is Donovan's range and speed? The Jabberwock goes before you and just plummeted 500ft.

Reverse Grapple: 1d20 + 45 ⇒ (14) + 45 = 59
Fly=storm-size-poor flying: 1d20 + 21 - 8 - 4 - 4 ⇒ (19) + 21 - 8 - 4 - 4 = 24

Kyamba's suicide tackle turns out to work for him as the beast is taken by surprise and a wild ride towards the ground. Kyamba even manages to turn the thing towards the ground so it will hit first. After finally regaining it's senses it flexes its powerful wings and breaks free and somehow manages to halt its falling just above the tree tops.

The Planetar thanks Rika and dives to reengage the Jaberwock.

Round 1

Kyamba/Rika-Pins
Mortimer-Frost beam
Jabberwock- Breaks Pin
Groff-
Donovan-
Planetar- Flies down
Fizz- Summon
Darnack-waiting?

I need some info guys. Pretty much everyone is out of range now so most people will have to retcon round 1. Groff isn't close enough to attack, Fizz is too far for Prismatic Spray which is 60ft, Donovan might even be out of range. Just imagine the Jabberwock as being 500ft down and now 90ft forward into the wind. DC 20 fly to go against the wind. -8 to fly checks. DC 25 Fly for Fizz just to not be blown away but if he is using a Summon that is fine. If you want to fall 500 ft as a full-round action that is fine but its a DC 10 Fly to pull out. If you fail you have one more chance before hitting the ground.


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
Quote:
Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken.

Unless I'm misunderstanding things the Jabberwock has yet to do anything to activate it's frightful presence.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

DM please see above. Also I had the impression that we were now in rd 2. If that is not true then ignore it all. In round 1 I used Shades to summon a shadow Elder Air Elemental. Note that this is a standard action. It used its move to grab Fizzy. In rd two it carried me to the fight. With a 100ft (perfect) fly speed it can get there with either a double move or a "run" On rd 2 I cast prismatic spray.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Groff will fall, as he can auto make a DC 10 fly check.


Forgot my fly check 1d20 + 26 - 8 ⇒ (6) + 26 - 8 = 24 Ok, not checked.Mortimer said we were within 100'. (EDIT:read full round action to drop) I drop with them and pull out1d20 + 26 - 8 ⇒ (19) + 26 - 8 = 37.


Will vs Vorpal illusion: 1d20 + 24 ⇒ (4) + 24 = 28

Round 1

Kyamba/Rika-
Mortimer-
Jabberwock-(115 damage)
Groff-
Donovan-
Planetar-
Fizz-
Darnack-

Here is what things look like to me:
Groff whacked it and Donovan surprisingly missed.
It is Shaken cause it believes Groff's sword is Vorpal.
Everyone is 90ft behind it.
Kyamba and Groff are level with it.
Mortimer is 600 above it.
Donovan and the Planetar are 60ft above it.
Fizz is a long ass way away.
Darnak opted out cause he can't fly.

I'll make a map on dungeongrid when I get home.


Also, it took me 2 grit points to reroll the save, not one. (Provided I had to make a save.)


It had its active after being engaged by the Planetar so yes, everyone should make that save. I honestly didn't even see it on the monster sheet.


Male Elf Wizard 20

"Shartleg ekess bilaes." A green ray springs form the invisible Mortimer's metamagic rod, striking the Jabberwock.

Ranged Touch: 1d20 + 14 ⇒ (18) + 14 = 32
Penetrate SR: 1d20 + 31 ⇒ (17) + 31 = 48
Damage: 60d6 ⇒ (1, 1, 1, 4, 2, 3, 2, 2, 3, 5, 2, 1, 1, 3, 1, 1, 3, 5, 3, 1, 5, 3, 1, 5, 6, 6, 5, 4, 1, 3, 4, 4, 2, 6, 4, 2, 6, 3, 1, 6, 5, 3, 5, 1, 4, 4, 3, 6, 4, 5, 1, 5, 2, 6, 1, 4, 1, 1, 5, 5) = 193

Casting my prepared empowered piercing disintegrate, and using my greater persistent metamagic rod to make it persistent. DC 33 fort save, but it has to succeed on the check twice. If he makes both fort saves, then he only takes...

Partial Damage: 5d6 ⇒ (6, 6, 3, 2, 6) = 23 *1.5=34 damage.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

In order to make sure I get to act, Fizzy will use his rod of quicken to Quicken a greater teleport to put himself and the Elemental in position to use his prismatic spray, then cast that as a standard action.

1d20 + 40 ⇒ (12) + 40 = 52 Concentration for the greater teleport


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Looking at the map, it appears Groff will have to spend a full round movement just to close.


Round 2

Kyamba/Rika-
Mortimer- double move
Jabberwock-(115 damage)
Groff-
Donovan-
Planetar-
Fizz- teleport, prismatic spray
Darnack-


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

My action was to close with the Jabberwock. Double move flying.


Waiting to see what the Jabberwock does since I go after it.


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

Round 2

Rika: Standard Action to use Remove Fear SLA on Groff and Kyamba (they are next to each other when this action occurs).

Rika goes to work trying to counteract the fear-inducing effects of the Jabberwock.

"Get back here!" shouts Kyamba as stubborn pride washes away the sense of dread he had felt moments ago.

Kyamba: Full-Round action to Charge Jabberwock.
Kyamba: Swift Action to activate Arcane Strike, Free Action to apply Ghast Retch Flask + Burst Jar. Free Action to activate Fizzwiddle's programmed image for possible flanking.

Charge: 1d20 + 15 + 15 + 5 + 5 + 1 + 2 ⇒ (2) + 15 + 15 + 5 + 5 + 1 + 2 = 45
Charge Damage: 4d6 + 2d6 + 22 + 5 + 5 ⇒ (6, 2, 1, 6) + (4, 3) + 22 + 5 + 5 = 54 The Jabberwock is sickened for 3 rounds and next round the Jabberwock will be deafened for 1d4 rounds
Possible Sneak Attack Damage: 10d6 ⇒ (2, 6, 1, 1, 3, 4, 1, 6, 1, 2) = 27


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

use your image for flank!!!


No save?

Fly to not drop 10ft: 1d20 + 26 - 16 - 2 ⇒ (14) + 26 - 16 - 2 = 22

AoO Bite: 1d20 + 37 - 2 ⇒ (13) + 37 - 2 = 48
damage: 4d8 + 19 ⇒ (5, 1, 8, 7) + 19 = 40

Round 2

Kyamba/Rika-
Mortimer- double move
Jabberwock-(139 damage)
Groff- double move
Donovan-
Planetar-
Fizz- teleport, prismatic spray
Darnack-

Hover DC20 Fly: 1d20 + 26 - 16 - 2 - 2 ⇒ (2) + 26 - 16 - 2 - 2 = 8
Move less than half DC10 Fly: 1d20 + 26 - 16 - 2 - 2 ⇒ (17) + 26 - 16 - 2 - 2 = 23

Double Eye beam Kyamba Touch: 1d20 + 29 - 2 - 2 ⇒ (1) + 29 - 2 - 2 = 26
Damage fire + Burn: 15d6 ⇒ (3, 5, 6, 3, 4, 3, 6, 1, 6, 5, 4, 6, 1, 1, 2) = 56
+ Burn DC 36 REF to not be on fire: 6d6 ⇒ (5, 3, 4, 5, 2, 6) = 25

Double Eye beam Kyamba Touch: 1d20 + 29 - 2 - 2 ⇒ (13) + 29 - 2 - 2 = 38
Damage fire + Burn: 15d6 ⇒ (1, 5, 5, 5, 5, 1, 4, 1, 6, 3, 5, 1, 1, 2, 4) = 49
+ Burn DC 36 REF to not be on fire: 6d6 ⇒ (4, 5, 4, 1, 6, 5) = 25


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

DC 29 to get it to flank I think. Unless you mean that I am supposed to be saving against something that I forgot.

Reflex (DC 36): 1d20 + 24 ⇒ (15) + 24 = 39
Reflex (DC 36): 1d20 + 24 ⇒ (12) + 24 = 36


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Dc 29 will save for jabbewock

Dm did it save vs my spray?


Will: 1d20 + 24 ⇒ (8) + 24 = 32
Will: 1d20 + 24 ⇒ (19) + 24 = 43

Most assuredly.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Balls


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Darnak watches the spectacle in the sky. Looks like they're having a fairly easy time with the beast. Good for them. Maybe they can finish the thing and we can be done with this place. Hard to tell from here but I sure hope those beams of light didn't hit anyone. It sure looks like that could hurt.


Donovan closes in and takes a shot.
1d20 + 37 ⇒ (13) + 37 = 50 for 1d8 + 18 + 5d6 ⇒ (5) + 18 + (2, 3, 3, 3, 5) = 39


That should be everyone so I will update when I get home.


Greatsword: 1d20 + 27 ⇒ (4) + 27 = 31
Damage: 3d6 + 15 ⇒ (2, 5, 5) + 15 = 27
Fly DC10: 1d20 + 26 - 16 ⇒ (17) + 26 - 16 = 27

Round 2

Kyamba/Rika- attack and remove fear
Mortimer- double move
Jabberwock-(163 damage)(Sickened)(Deafened)
Groff- double move
Donovan- Fire
Planetar- Attack
Fizz- teleport, prismatic spray
Darnack-nothing

Sickened and Deafened by Kyamba's attack, the Jabberwock somehow remains in the air and swoops around for an attack. And right into Groff and the Planetar angel.

So this one is fairing slightly better.


What is Mortimer's movement again?

Round 3

Kyamba/Rika-
Mortimer- Disintegrate
Jabberwock-(163 damage)(Sickened)(Deafened)
Groff-
Donovan-
Planetar-
Fizz-
Darnack-nothing


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Move 5' and attack.

power attack, heroism
to hit: 1d20 + 40 ⇒ (5) + 40 = 45 damage: 1d6 + 38 ⇒ (3) + 38 = 41
to hit: 1d20 + 40 ⇒ (12) + 40 = 52 damage: 1d6 + 38 ⇒ (6) + 38 = 44
to hit: 1d20 + 35 ⇒ (17) + 35 = 52 damage: 3d6 + 114 ⇒ (6, 3, 6) + 114 = 129 staggered: 1d4 ⇒ 1 rounds
to hit: 1d20 + 30 ⇒ (20) + 30 = 50 damage: 3d6 + 114 ⇒ (4, 3, 6) + 114 = 127 staggered: 1d4 ⇒ 2 rounds
to hit: 1d20 + 25 ⇒ (8) + 25 = 33 miss

341 - 60 from DR= 281 damage and staggered for 3 rounds.


Remember to fly. DC 20.


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

Round 3

Kyamba: Move action to flanking with Groff
Kyamba: Swift Action to activate Arcane Strike, Free Action to activate Power Attack.
Kyamba: Standard Action attack against Jabberwock.

Kyamba Fly: 1d20 + 27 ⇒ (13) + 27 = 40
Attack: 1d20 + 15 + 15 + 5 + 5 + 1 + 2 - 6 ⇒ (18) + 15 + 15 + 5 + 5 + 1 + 2 - 6 = 55
Damage: 4d6 + 2d6 + 10d6 + 22 + 18 + 5 + 5 ⇒ (1, 6, 5, 4) + (3, 6) + (1, 1, 4, 6, 6, 2, 4, 3, 3, 5) + 22 + 18 + 5 + 5 = 110

I forgot that it has been shaken this entire time. Shatter Defenses Activates! Jabberwock is flat-footed against my attacks until the end of my next turn!

Rika: Move Action to adjacency with Fizzwiddle
Rika: Standard Action to use Remove Fear SLA on Fizzwiddle.

Rika Fly: 1d20 + 21 ⇒ (16) + 21 = 37


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

fly: 1d20 + 14 ⇒ (20) + 14 = 34


Fort vs Disintegrate: 1d20 + 26 ⇒ (12) + 26 = 38
Fort vs Disintegrate: 1d20 + 26 ⇒ (6) + 26 = 32

Fly DC10: 1d20 + 26 - 16 ⇒ (1) + 26 - 16 = 11

The Jabberwock cries out in a cacophony of strange noises and sounds that assault the mind.

Burble:
A jabberwock can burble once every 1d4 rounds as a standard action. This blast of strange noises and shouted nonsense in the various languages known to the jabberwock (and invariably some languages it doesn’t know) affects all creatures within a 60-foot-radius spread—these creatures must make a DC 31 Will save or become confused for 1d4 rounds. Alternatively, the jabberwock can focus its burble attack to create a 60-foot line of sonic energy that deals 20d6 points of sonic damage (DC 31 Reflex save for half). The confusion effect is mind-affecting; both are sonic effects. The save DC is Charisma-based.

Aerobatics vs Kyamba: 1d20 + 31 ⇒ (16) + 31 = 47
Aerobatics vs Groff: 1d20 + 31 ⇒ (8) + 31 = 39
Aerobatics vs Planetar: 1d20 + 31 ⇒ (2) + 31 = 33

JK dead by 10 hp.

Mortimer's beam of death hits the beast just as Kyamba moves in from behind and hacks of its head in a flyby maneuver. The bloody corpse falls through the trees and to the ground with a thud that is dulled by the storm.

END COMBAT you broken ass characters.


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

2 minutes of downtime and I'm back up to full health. I think I was the only one to take damage during that encounter

"That leaves the Sard then."

Kyamba goes the last few feet to the ground below: choosing to rest on a nearby tree to rest and give the others a chance to regroup.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

if it makes you feel better I was fairly useless other than making it shaken

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