The Crucible of Freya (Inactive)

Game Master Grimmy

Ground Floor Donjon

Basement

Undercrypt

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male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

Rnd 2 init 30 Sam
In hands = aspergillum; Effects = inspire courage
Sammy looks at the massive opponents. Getting overrun looked like a real possibility. With so many orders being shouted, he thought he needed to correct some problems.
Sammy moves (D11) and waits for Leo to move to wack the skeleton.
"Put away your bows and crossbows, they aren't effective. Leo, step on the other side of this bag of bones after channeling the good stuff on these abominations--don't drop back to Janna, they'll hit you."

Move to D11 and ready attack until Leo moves.
attack vs E10 after Leo moves: 1d20 + 1 + 1 + 2 ⇒ (14) + 1 + 1 + 2 = 181d4 + 1 + 1d6 ⇒ (1) + 1 + (6) = 8
Subtract 2 to hit and ignore d6 if Leo doesn't end in F9

He looks at the gnome with the crossbow. "If you are shooting, best hit those bowmen."

If he brings the down the skelly engaging the paladin: "Kev, we need you to take Leo's spot and slice zombies!"


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

Lightning ray at the closest undead as it came into range

ranged touch: 1d20 + 2 ⇒ (3) + 2 = 5
yup useless as expected

Edit: when it gets to her, stabilization roll: DC 17
1d20 ⇒ 3


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2

Seeing Janna's plight Vhillish calls for support;

"Medic! We need a medic here! And someone deal with this stinking rotter if you should be so bloody kind!"

Round 2: Initiative 13

Seeing his true shot fail to draw blood from the wizard, the diminutive soldier reloads (Rapid Reload), shifts his aim while positioning himself between Janna and the nearby Zombie (5ft Step to D14 and draws a bead on one of the fell wizard's archers (Foe in Q14);

"Balderdash! Here's hoping the craven mage's string pluckers are as well defended eh young fella?"

Small Arbalest: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Damage: 1d8 + 1 ⇒ (7) + 1 = 8


Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

Waiting to see what Leo does. If he does what Sam asks of him, skeleton in front of Kevezyat is down....options increase :)"


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

DM Only

Spoiler:
Can Jerrid see through the woods to Vortigen? He will stealthily move towards the mage.Perception check 1d20 + 8 ⇒ (20) + 8 = 28 Just what I wanted!, Stealth 1d20 + 13 - 5 ⇒ (11) + 13 - 5 = 19, If so then Jerrid will hit Vortigen with his innate spelllike ability - blindness Fort save DC12


Jerrid is just within max range for perception through the woods, on the nose I think! You are aware of him. He will have a go before you though.

DM Rolls:

Vortigern Perception: 1d20 + 2 ⇒ (13) + 2 = 15
Talon Perception: 1d20 + 7 ⇒ (3) + 7 = 10


male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

Sam mentions after a strike at the base of the skull: "I have studied the weaknesses of the walking dead. Kev, ya may want to smite a a skellie first, they are clawing!"

I've studied the weaknesses of many...


Vhillish's shot flies true enough to spite the half-orc's reflexes and pierce his armor, but the leafs and branches it must cross first alter it's path ever so slightly and it glances off a stud of metal in the thug's leather armor, sparing his life.


HP: 17/34, - AC: 16/T: 12/FF: 14 – Perception +3 - Initiative: +4 - F: +6: R +3/ W: +2(+1 vs Fear) - CMB: +6 - CMD: 18, Speed: 30 Acrobatics +3, Climb +7, Heal +2, Intimidate +2, Perception +4, Sense Motive +7, Stealth +3, Survival +7

Round 2: Init 23

Astor hears the call for the switch to something blunt but he is a little too close for comfort for a weapon switch. He decides to just go for it and hope for the best.

Power Attack -1/+2, Inspire Courage +1/+1
Attack: 1d20 + 5 - 1 + 1 ⇒ (1) + 5 - 1 + 1 = 6
Damage: 1d8 + 3 + 2 + 1 ⇒ (7) + 3 + 2 + 1 = 13

Oh no...


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

Shocked by the sudden appearance of thse abomities the young cleric could not react accordinly. Fortunatelly to him his instic help him avoid being damaged, barely.

Leoven agree with saam, he 5ft back to G10, draw his shield and channel positive ennergy

Channel energy: 1d6 ⇒ 6


Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

Kevezyat grins as tiny Samduc smashes the skeleton before her, causing it to disappear in a cloud of dust.

A quick appraisal of the situation, she nods grimly as the healing energy emerges from Leoven, causing the undead nearby to recoil.

Gathering herself, Kevezyat surges forward at the zombie threatening Janna, her greatsword trailing behind her only to come screaming forward with all of her energy behind it.

Full-Action: Charge to G8
Attack 1d20 + 4 + 1 + 2 ⇒ (14) + 4 + 1 + 2 = 21
Damage 2d6 + 3 + 1 ⇒ (6, 4) + 3 + 1 = 14

AC reduced to 16 for 1 round


Will Saves vs Channel:

Zombie: 1d20 + 3 ⇒ (12) + 3 = 15
Zombie: 1d20 + 3 ⇒ (15) + 3 = 18
Skeley: 1d20 + 2 ⇒ (20) + 2 = 22
Skeley: 1d20 + 2 ⇒ (18) + 2 = 20
Skeley: 1d20 + 2 ⇒ (10) + 2 = 12

Need to know your DC Leoven.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Did Vhillish provoke from the skeleton on his shot?

Damien looks to the troubles facing his former sergeant and employer, the half-elf curses loudly.

He moves to interpose himself between the archers and Vhillish, swinging fiercely at the skeleton threatening his gnomish comrade.

"Hold the the shambling pricks back, give me time to challenge those archers. The lady looks pretty bad Leovan!"

Move Action : Move to F13
Free Action : Maintain Inspire Courage
Swift Action : Arcane Strike
Standard Action : Attack on D13

Lucern Hammer: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Damage: 1d12 + 5 + 1 ⇒ (3) + 5 + 1 = 9

Well damn...


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

Looked it up for Leo the save DC is 10, 10+1/2 cleric level+Cha mod. so that's 10+0+0=10


Vortigern's Fort Save vs Jerrid's Blindness
Fort Save DC 12: 1d20 + 2 ⇒ (18) + 2 = 20


Sam destroys a skeleton and Keveyat destroys a zomby. All remaining undead take 3 damage from Leoven's channel.


AoO vs Vhillish:

Claw: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d4 + 2 ⇒ (4) + 2 = 6


Round 2 Init 8:
Zombies move to C9 and G9.

Skeleton to G7.

Two skeley's attack Kevezyat:
flanking+smite good:
Claw: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
Claw: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

smite good:
Claw: 1d20 + 2 ⇒ (16) + 2 = 18
Claw: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

One attacks Vhillish:
Claw: 1d20 + 2 ⇒ (2) + 2 = 4
Claw: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

tbc...


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

Move action: Strap the shield

Standar action:
channel: 1d6 ⇒ 1

I knew it >>


Leo did I skip you in round 2?


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

For some reason I thought all enemies acted already, I suppose my post will be my next turn action


Round 2 Init 8:
...cont'd

Vortigern casts Acid Arrow !!

1=Leoven, 2=Vhillish, 3=Jerrid

If Jerrid, +4 AC from Cover (woods)

Fate: 1d3 ⇒ 1

Ranged Touch: 1d20 + 2 ⇒ (10) + 2 = 12

Damage: 2d4 ⇒ (1, 4) = 5

Vortigern chooses to target Leoven! The healer is struck with acid!


You notice that an imp is crouching over Janna's unconscious form. The act of trying to tug something loose from her possessions seems to have broken it's invisibility.


Round 2 Init 5:

Grenag and Slaaroc nock arrows and fire on Samduc!

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

Attack: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d6 ⇒ 6


Round 3 Init:

Leoven - 31 <<<<
Samduc - 30 <<<<
Astor - 23 <<<<
Vhillish - 13 <<<<
Damien - 13 <<<<
Kevezyat - 8 <<down!!
Janna - 9 <<down!!
Vortigern - 8
Jerrid - 5
Grenag & Slaaroc - 5

"<<<<" Go!!


If Leoven can not neutralize the acid it will burn another round.


male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

Round 3;init 30
4/10 hp
In hands = aspergillum, inspire courage
Sammy realizes the cunningness of the evil plan. He thought about thwarting the evil minion and stop him from taking the amulet. The nasty arrow was still lodged in his ribs.

But the lives of his friends was worth more than any amulet, no matter what a host of wizards would say. They could always get the amulet back, but the battle was not going well. And, he figured, the evil creatures may make their escape if they have it.

Maybe I need to try to save the amulet and fail?

Sam rushed to save the amulet and charged with his holy water sprinkler held high. Bluffing a swing as he got in range, he instead waited until he was right on top of it to swing after watching the tiny creature evade the bluffed attack.

Fast stealth is -5
stealth/bluff: 1d20 + 11 - 5 ⇒ (11) + 11 - 5 = 171d20 + 6 ⇒ (17) + 6 = 23
attack aspergillum/damage/precision if applicable: 1d20 + 1 + 1 ⇒ (11) + 1 + 1 = 131d4 + 1 ⇒ (2) + 1 = 31d6 ⇒ 3

I think this one tough creature.


Sammy spies the imp clearly trying to retrieve the amulet for it's master. Around him mindless undead are still locked in combat with his comrades.

The drow paladin and the breezy sorceress are unconscious and possibly bleeding to death.

The young healer is struck with acid that continues to burn him.

Vortigern watches intently, clearly focused on the imp's efforts above all.

The thugs at the tree line seem to be laying down covering fire. They are no expert archers.


Samduc Dawnbringer wrote:

Round 3;init 30

Sam rushed to save the amulet and charged with his holy water sprinkler held high. Bluffing a swing as he got in range, he instead waited until he was right on top of it to swing after watching the tiny creature evade the bluffed attack.

Sense Motive: 1d20 + 2 - 4 ⇒ (1) + 2 - 4 = -1

Perception: 1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 6
-4 circumstantial (distracted)

Sammy succeeds at catching the creature off guard with his ruse, but it's small size and thick hide together allow it to avoid any harm from Sammy's deft blow.

Miss vs Flat-Footed!


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2

Round 3: Initiative 13

Conditions: Inspire Courage

Vhillish ducks under the skeletons threatening claw, but the canny serjeant knows the tide of battle is a fickle one.

The gnome reloads his arbalest (move action), takes a step sideways from the skeleton (5ft Step to E15 - free action) and fires at the undead before him:

Small Arbalest: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Damage: 1d8 + 1 ⇒ (5) + 1 = 6


The crossbow bolt enters through an eye and ricochets around inside the brainless skull.

1 damage


Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

Elated at successfully dispatching the zombie, Kevezyat straightened to find herself surrounded....they move so fast! Clawed from in front and behind, she felt the cold sting of their evil nature.

Dismayed, she reeled, falling to the ground beside Janna.


HP: 17/34, - AC: 16/T: 12/FF: 14 – Perception +3 - Initiative: +4 - F: +6: R +3/ W: +2(+1 vs Fear) - CMB: +6 - CMD: 18, Speed: 30 Acrobatics +3, Climb +7, Heal +2, Intimidate +2, Perception +4, Sense Motive +7, Stealth +3, Survival +7

Round 3: Init 23

Suddenly finding himself surrounded, Astor decides that he needs to maybe pick a different target. Looking towards the zombie on his opposite side, he swings hard with his longsword once again.

Power Attack -1/+2, Inspire Courage +1/+1
Attack: 1d20 + 5 - 1 + 1 ⇒ (15) + 5 - 1 + 1 = 20
Damage: 1d8 + 3 + 2 + 1 ⇒ (5) + 3 + 2 + 1 = 11


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Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Damien curses at the gnome, "Leave the bag o' bones to me! Return fire on those archers!

I realize that this likely had a lot to do with the map not showing I was assisting you but I can't miss an opportunity to berate the wee sergeant!

Damien's hammer lashes out again, this time dropping the offending skeleton. Damien quickly steps over it's corpse and tries to fend the Imp away from Janna's corpse.

He calls to the others, "Leo, we could really use some support here. Astor, just hold out as long as you can, relief incoming!"

Free Action : Maintain Inspire Courage
Swift Action : Arcane Strike
Standard Action : Attack on D13
Move Action : Move to D13

Lucern Hammer: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d12 + 6 ⇒ (7) + 6 = 13

Buffs: Inspire Courage : +1 Atk/Dam, +1 vs fear


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

Round 3

Move action: Strap the shield

Standar action:

Channel to heal: 1d6 ⇒ 4

bAsically the same action as before, but I will use an action point to reroll the channel

5 ft: move to E 10

Everyone heals 4 hit points. I think that make Kevezyat back to action.


male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

Dm:
my first rogue--so I am trying to do cool rogue non combat things--let me know if this works. Sam burns a hero point for extra std action--I hate when awesome things come with poor rolls :-)
Sam is quick to the evil creature. He looks like he is shielding Jannna's possessions from view of his comrades and whispers: "I made that look good, a narrow miss, I'm with Vortigen. Let's get you on your way!"
Although it looks like Sam is opening the pouch to apparently verify the amulet is there, he is trying to palm it. bluff/sleight of hand untrained: 1d20 + 6 ⇒ (1) + 6 = 71d20 + 4 ⇒ (8) + 4 = 12


Astor cuts down a zombie and Damien smashes a skeleton into bits!

Leoven's healing energy washes over all (except sneaky Jerrid).

Janna's condition stabilizes and Kevezyat even regains consciousness.

Samduc:
The bluff fools the distracted imp, but only for an instant before he recieves telepathic instructions from his master belying your ruse. What he doesn't notice is that you have swiped the amulet from his person leaving him with only a cloth wrapping that contained the amulet and a letter in a scroll tube.

Edit:Made changes inside Samduc's spoiler.


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

DM Only Round 3, Init 5

Spoiler:
Jerrid pops out his head from behind a tree and shouts at Vortigen, "Oi, Vortigen me and crunch the dwarf are coming. You better run!" Then he steps behind the tree and casts another spelllike ability disguise self


Dwarf Rogue 1

DM Only Round 3, Init 5

Spoiler:
before popping his new dwarf head round the other side of the tree. "I'm the Outcast and I gonna munch on your bones!"


Round 3 Init 8:

Sense Motive:
Vortigern: 1d20 + 2 ⇒ (20) + 2 = 22

Give me a bluff roll Jerrid

Vortigern is casting a spell.

Spellcraft DC 17:
Ghoul Touch

tbc...


Round 3 Init 8:
...cont'd

The imp turns invisible and flies away cackling:

"I got it Vortigern! I got it!"


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Jerrid Bluff check might get as high as 19 so my roll is largely unnecessary. However 1d20 - 1 ⇒ (13) - 1 = 12

The Exchange

I am posting now because in a few minutes I am off out gaming. Have fun chaps!


Round 3 Init 8:
...cont'd

The skeletons attack Astor.

Claw: 1d20 + 2 ⇒ (7) + 2 = 9
Claw: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Claw: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

The last zombie starts eating Kevezyat:
Munch: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d3 + 1 ⇒ (1) + 1 = 2


Round 3 Init 5:

Grenag and Slaaroc nock arrows and fire on Vhillish!

Attack: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d6 ⇒ 6

Attack: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d6 ⇒ 2


Round 4 Init:

Kevezyat - 32 <<<<
Leoven - 31 <<<<
Samduc - 30 <<<<
Astor - 23 <<<<
Vhillish - 13 <<<<
Damien - 13 <<<<
Janna - 9 <<down!!
Vortigern - 8
Jerrid - 5
Grenag & Slaaroc - 5

"<<<<" Go!!


Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

Round 4, Init 32

Leo's warm healing magic washes over Kevezyat causing the darkness to receed. Blinking, she looked about her seeing herself surrounded by undead. Before she can act however a zombie all but falls on her, knocking her back to the ground, its jaws working furiously at her shoulder.

Thankfull, the strong chain there held, and with a set jaw, Kevezyat thrusts the abomination away, snatches her flail from her belt with a quick movement and smashes the unfortunate soul across the face.

condition:Prone, -4 to Attack, -4 AC melee, +4 AC range
Attack 1d20 + 3 + 1 - 4 ⇒ (18) + 3 + 1 - 4 = 18
Damage 1d8 + 2 ⇒ (5) + 2 = 7

Buffs: Inspire Courage : +1 Atk/Dam, +1 vs fear


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2

Round 4: Initiative 13

Conditions: Inspire Courage (+1 attk,damage & fear saves)

As two arrows bury themselves in the ground near the serjeant, the gnome's moustache quivers in fury;

"Bounders! Blaggards! Bleeding string pullers!"

He reloads, then trains his precision bolt thrower upon one of the snipers (Q14);

Small Arbalest: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Damage: 1d8 + 1 ⇒ (1) + 1 = 2


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Map looks good DMG!

Damien curses as the imp flies away, Alright, screw the little bastard, Samduc, back up Astor. I for one am a little tired of being shot at!

The half-elf turns on the two archers and charges!

Free Action : Maintain Inspire Courage
Swift Action : Arcane Strike
Full-Round Charge : Charge to O12, attack on Q11

Lucern Hammer: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d12 + 6 ⇒ (5) + 6 = 11

Buffs: Inspire Courage : +1 Atk/Dam, +1 vs fear
Charge : +2 atk, -2 AC


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

Round 3

5 ft: E 10
This is the last channel I have

Channel positive energy: 1d6 ⇒ 1

Then I drop prone (+4 Ac vs ranged attack, for a total of 20)

Channel energy is frustating, but At least that should wae up the sorcerer :)

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