The Gauntlet (Inactive)

Game Master concerro


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This is the gameplay thread.


Link to map

Standing before you on the other side of a featureless battle field are 5 nasty looking creatures with sharp claws, and equally sharp teeth. You also see that it has a tail and it appears to be about 10 feet in height.

Roll initiative.
You may also roll knowledge check if you wish. This creature requires a knowledge(planes) check.


Darrt strides confidently forward onto the field, a furred, multi-limbed creature standing next to him.

Initiative: 1d20 + 4 ⇒ (14) + 4 = 18


Init: 1d20 + 2 ⇒ (8) + 2 = 10

Kn:Planes: 1d20 + 21 ⇒ (2) + 21 = 23

Shakros, too, strides confidently afield.

Will post more once access to the map is fixed


Half-Orc Barbarian 13

Initiative: 1d20 + 3 ⇒ (15) + 3 = 18

Huuurk takes a step forward so he is standing 10' to the side of Darrt, and draws his blade from its back-strap, slamming the point into the ground beside him.


Male Human Oracle 15, HP 141, Init +1


Init:
1d20 + 1 ⇒ (4) + 1 = 5
Knowledge Planes: (but only if they are within 60' so I can actually see them - which I'm assuming we aren't that close so probably ignore this roll)
1d20 + 11 ⇒ (17) + 11 = 28

Mlungisi opens his eyes, "Blast it, I still can't see a thing." Listening closely just a moment he continues, "What is it, a pack of ravenous giant rats?". He takes a step forward, metamagic rod in one hand, shield in the other.

Waiting for map access before stating my actions. But otherwise standing roughly in the back surrounded by my allies. Most likely casting blessing of fervor targeting self, all allies, and Darrt's eidelon - unless I am already engaged in melee before my init order.
Go go init of 5 so everyone can wait for my blessing of fervor...


Initiative: 1d20 ⇒ 13

Activate the ring of spell storing to cast Lead Blades (CL 1)

Lead Blades:
Range personal
Targets touch
Duration 1 minute/level (D)

Lead blades increases the momentum and density of your melee weapons just as they strike a foe. All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are. For instance, a Medium longsword normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if benefiting from lead blades (see table below). Only you can benefit from this spell. If anyone else uses one of your weapons to make an attack it deals damage as normal for its size.

Walk up next to Darrt, drawing weapon as i go.


Bad guys init:1d20 + 9 ⇒ (15) + 9 = 24

Init order:

Monsters 24
Huuurk 18
Darrt 18
Caarl 13
Shakros 10
Mlungisi 5

I will be posting their actions soon.


I will use that knowledge roll you made, Mlungisi, once they are within distance.

I probably forget to say this before, but I probably have us acting in initiative order.

Standard actions:
All of the monsters seem to be focusing on something.

Monster 1:1d100 ⇒ 18
Monster 2:1d100 ⇒ 69
Monster 3:1d100 ⇒ 19
Monster 4:1d100 ⇒ 48
Monster 5:1d100 ⇒ 52

Monsters 1 and 3 have another one of their kind manifest. Their success is evident due to their evil grin. The other 3 appear to look disappointed.

On later rounds I will have them act independently. They are all taking take same action this round so I did it like this to save space.


Mlungisi:
You recognize the monsters as Bone Devils.

You recall that they are resistant to magic, their tails are poisonous, and that they are immune to fire and poison.


Watcher Uatu wrote:

I will use that knowledge roll you made, Mlungisi, once they are within distance.

I probably forget to say this before, but I probably have us acting in initiative order.

Standard actions:
All of the monsters seem to be focusing on something.

Monster 1:1d100
Monster 2:1d100
Monster 3:1d100
Monster 4:1d100
Monster 5:1d100

Monsters 1 and 3 have another one of their kind manifest. Their success is evident due to their evil grin. The other 3 appear to look disappointed.

On later rounds I will have them act independently. They are all taking take same action this round so I did it like this to save space.

If these guys are using the Summon (Sp) ability, then those monsters aren't there yet, as they are as Summon Monster (X) which has a 1 round casting time. The extras should appear next round.

Edit:Ah. I see they're bone devils. In that case, they are indeed using Summon *(Sp)


Unless you're using another house rule that I missed, I should go before Huuurk with an initiative bonus of +4 to his +3, although it won't really matter as I'm delaying until Mlugisi gets his spell off.

Darrt blinks rapidly as he waits for his eyes to adjust to the sunlight. The large creature beside him moves forward slightly, crouching in a defensive position in front of its master.

Darrt: delay to Initiative 5.
Eidolon: Step forward and ready an action to attack anything that comes in reach (Will then delay to Init 5 next round to keep things simple).

Stats:

Darrt
AC: 19, 8, 19
hp: 74
Conditions: Blinded

Eidolon
AC: 30, 12, 27
hp: 95

Caarl, I'm placing you next to me like you said you are. Go ahead and move yourself if you want to be on the other side.


Male Human Oracle 15, HP 141, Init +1

Watcher Uatu how would you like us to handle our movement? Just put our name into the new space? or do you want us to tell you the grid coords we are moving to so you can verify our max movement distances, check for AoO's, etc?

Upon seeing the two bone devils appear out of nowhere Mlungisi mutters, "I would have preferred the rats." Then a bit louder, "Our magic may be of limited use against these fiends. And watch out for their poisonous sting, I'd hate to see you spluttering and gasping from it's effects if I am unable to reach you to cleanse it." He begins chanting and shafts of light descend upon him and his allies as they gain the favor of the gods.

Casts Blessing of Fervor: 13 rounds remaining. (spell is a URL link to the full description)

Blessing of Fervor effects:
Each player may choose one of these bonuses each round.
Increase speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus. (does not stack with haste)
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.


Half-Orc Barbarian 13

Hold action until immediately after Mlungisi.

On Huurk's go...:

Activate Haste, Rage, Power Attack, and Raging Brutality.
Charge to square R8, provoking from both Baddies #2 and #3.
Full Attack on Baddie #2:
1d20 + 23 ⇒ (4) + 23 = 27
1d20 + 23 ⇒ (13) + 23 = 36
1d20 + 18 ⇒ (7) + 18 = 25
1d20 + 13 ⇒ (12) + 13 = 25
Wow, no Crits, but all 4 hits if AC as per the srd.

Damage: (the 1d6 is Acid damage, subject to resist)
2d4 + 2d6 + 1d6 + 45 ⇒ (2, 4) + (1, 3) + (5) + 45 = 60
2d4 + 2d6 + 1d6 + 45 ⇒ (2, 2) + (2, 1) + (6) + 45 = 58
2d4 + 2d6 + 1d6 + 45 ⇒ (3, 4) + (3, 5) + (5) + 45 = 65
2d4 + 2d6 + 1d6 + 45 ⇒ (2, 2) + (3, 4) + (5) + 45 = 61
Boom.

If any hits before the final blow kill Baddie #2, further attacks will be made against Baddie #3


Status
Current HP: 285/285 (before AoO)
Current AC: 20
Rage Rds: 56/40
Haste Rds: 9/10


Assuming that I'm correct, and the summoned creatures won't come into effect until next round.

Spellcraft to identify Summon: 1d20 + 21 ⇒ (3) + 21 = 24

Incoming. They're summoning more.

Actions: Delay until after Mlungisi.

Move Action:Draw Black Blade.

Swift Action: Activate Arcane Pool, giving a further +2 and Keen to my black blade.

Standard Action: Cast (Extended from Blessing of Fervor) Shield. 26 minute Duration.


Sorry for the late arrival. Initiative: 1d20 + 5 ⇒ (19) + 5 = 24

I'll just say I act after the monsters, to keep things simpler.

Stealth, due to Go Unnoticed: 1d20 + 33 ⇒ (4) + 33 = 37

Boleridin prepares for the coming fight by shrouding himself in a mantle of darkness, further obscuring himself. +8 armor bonus to AC and +6 circumstance to stealth, bumping AC to 26 and stealth mod to +39. Not sure if this would need a new roll, or not.


Use blessing to get +2 to attack, AC, and reflex saves.
5ft step, total defense and stalwart.

Current AC: 25


With Mlungisi's blessing filling him with power, the dark elf begins to chant swiftly in his native tongue. After a moment a cloud of black energy crackles around Caarl, causing the man to grow to nearly twice his previous height.
"Let's see how badly those devils want to play this game, shall we?"

Darrt: Cast extended Enlarge Person on Caarl, draw crossbow.

Stats:

Darrt
AC: 26, 17, 23
hp: 74
Conditions: Dazzled, Blessing of fervor (13 rounds remaining)
Current spells: Extended enlarge person (Caarl) (260 rounds remaining)

Eidolon
AC: 30, 12, 27
hp: 95
Conditions: Blessing of fervor

It's worth noting that anyone standing next to my eidolon gets a +2 shield bonus to AC and a +2 circumstance bonus to saving throws.


Darrt wrote:

Unless you're using another house rule that I missed, I should go before Huuurk with an initiative bonus of +4 to his +3, although it won't really matter as I'm delaying until Mlugisi gets his spell off.

Darrt blinks rapidly as he waits for his eyes to adjust to the sunlight. The large creature beside him moves forward slightly, crouching in a defensive position in front of its master.

Darrt: delay to Initiative 5.
Eidolon: Step forward and ready an action to attack anything that comes in reach (Will then delay to Init 5 next round to keep things simple).

** spoiler omitted **

Caarl, I'm placing you next to me like you said you are. Go ahead and move yourself if you want to be on the other side.

I must have typed the list up wrong. The higher init modifier is supposed to go first in my games. Sorry about that.


The summons should not be there yet. We will say they are not there yet.

Baddie #2 goes down, and your last attack hits baddie #3, Huuurk

Mlungisi you can just put your name into the new squares.

You can't spellcraft SLA's. They don't have any verbal or somatic components.

As Huuurk is rushing in the two devils did get a an attack in due to them having reach.

Attack 1:1d20 + 14 ⇒ (15) + 14 = 29

Damage 1:3d4 + 5 ⇒ (4, 1, 1) + 5 = 11

Attack 2:1d20 + 14 ⇒ (16) + 14 = 30

Damage 2: 3d4 + 5 ⇒ (3, 1, 4) + 5 = 13

Both attacks his hits.

Make 2 fort saves vs DC 20.

If the first one fails then the 2 saving throw will be 22

first stinger Str damage: 1d3 ⇒ 1

second stinger Str damage: 1d3 ⇒ 2


Half-Orc Barbarian 13

Damage reduced to 5 and 7, unless they do elemental or some other type of damage, please let me know if they do.

Fortitude DC20: 1d20 + 27 ⇒ (17) + 27 = 44

Fortitude DC20: 1d20 + 27 ⇒ (18) + 27 = 45

Baddie #3 needs a Concentration check now for the summon, since he's still 'casting'. DC is either 10 or 15 + damage dealt.


Watcher Uatu wrote:


You can't spellcraft SLA's. They don't have any verbal or somatic components.

Sorry about that. I'd never seen that before, but now I know.

New round: Spell combat: Bladed dash. Move to G8, provoking 0 AoOs. Activate Black Blade strike, adding 4 to damage. 3/4 Black Blade AP points remaining.

Attacks:
Bladed Dash Attack: 1d20 + 28 ⇒ (16) + 28 = 44

Damage: 1d6 + 13 + 4 ⇒ (6) + 13 + 4 = 23

Blessing of Fervor Attack: 1d20 + 23 ⇒ (15) + 23 = 38

Damage: 1d6 + 13 + 4 ⇒ (1) + 13 + 4 = 18

1st Iterative: 1d20 + 23 ⇒ (19) + 23 = 42

Damage: 1d6 + 13 + 4 ⇒ (5) + 13 + 4 = 22

2nd iterative: 1d20 + 18 ⇒ (18) + 18 = 36

damage: 1d6 + 13 + 4 ⇒ (2) + 13 + 4 = 19

Bladed Dash Confirm: 1d20 + 28 ⇒ (12) + 28 = 40

Damage: 1d6 + 13 + 4 ⇒ (3) + 13 + 4 = 20

Blessing of Fervor Confirm: 1d20 + 23 ⇒ (2) + 23 = 25

Damage: 1d6 + 13 + 4 ⇒ (3) + 13 + 4 = 20

1st Iterative Confirm: 1d20 + 23 ⇒ (18) + 23 = 41

Damage: 1d6 + 13 + 4 ⇒ (1) + 13 + 4 = 18

2nd iterative confirm: 1d20 + 18 ⇒ (12) + 18 = 30

damage: 1d6 + 13 + 4 ⇒ (4) + 13 + 4 = 21


Boleridin's eyes roll into the back of his head, and he declares in an unnaturally deep and guttural, alien voice, "તમે હવે ખાણ છે. તમારા ભૂતપૂર્વ મુખ્ય, પટાવાળો હુમલો કરે છે."

Aklo:
"You are mine now. Attack your former master, peon."

Casting Control Summoned Creature on the nearest summoned demon. SR applies, and it gets a Will save DC 23 to negate.

Spell Resistance roll: 1d20 + 13 ⇒ (7) + 13 = 20


Male Human Oracle 15, HP 141, Init +1

Still need to wait for the baddies to take their 2nd action before we do our 2nd.


I was just posting, in case I don't have time to post when it does go up.


Male Human Oracle 15, HP 141, Init +1

Hadn't looked at your attacks before, that is some crazy crits going on Shakros


gotta love 15-20 crit ranges!


Link to map for convenience

Baddie 3 is not making that concentration check. -46 HP

Huurk they are only doing regular damage.
--------------------------------------------------------
Sharkos, Bladed Dash is a standard action. The spell allows you to move and attack as many opponents as you can pass by. It does not allow for a full round attack since your standard action has already been used in casting the spell.

Blessing of Fervor requires a full round attack to get the extra attack.

Quote:
Make one extra attack as part of a full attack action, using its highest base attack bonus.

The summoned monster is not really there yet so you get to go again. You can keep your first rolls since you rolled well.

-----------------------------------------------------------
Boleridin Swaggle the monster won't be there until round 2. That was an error on my part I will remove him to avoid further confusion.

Mlungisi, the bad guys used a full round action to try to summon help. Their action for round 1 is over.


I think Shakros was posting his second round action early because he wasn't sure if he would be available later--So the summoned monster should be there by then.
As far as the bladed dash being a standard action, you forget that magi can cast a spell and take a full attack as a full round action:

Spell Combat wrote:
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Has everyone taken their first turn now?


Half-Orc Barbarian 13

@DM: Getting an error message for that new map link, saying that it's an invalid spreadsheet url....I don't know GoogleDocs enough to know a solution, so this is just to bring it to attention.

@Darrt: I believe so. I would post second round now, but who knows how many of those devils are going to converge on me now that I'm right in the midst of their casting line? :)


Thanks Daart, I was about to post, but then I saw you got me covered. Sorry for the confusion, it's just that the next week or so, I'm over at a friend's house, and I don't get on to post nearly as much as when I'm at home.

Edit: Forgot ooc tags


Male Human Oracle 15, HP 141, Init +1
Darrt wrote:
Has everyone taken their first turn now?

Yes. Bone devils turn currently, with Shakros still back in the blue area.


My spell cast was for the second round; after their actions, I attempt to control the nearest one.


Terribly sorry, I didn't think I had moved myself forward. I've moved myself back. If, when it's time to go up, I don't post or move my character on the map, could someone move me to where I was (G8)?


I'll make sure it happens; soon as it's time.


correct link to map

Everyone put the round you are acting in at the top of your post. As an example. I did set a bad example when I forgot to do it, but I will start it when the monsters begin round 2. You don't have to bold it though.

sample actions wrote:


Round 2:

Attack PC1:1d20 + 2 ⇒ (4) + 2 = 6

etc

Good Catch Darrt.

Shakros you might want to still redo your actions. You can still keep your rolls though.

The next post will start round 2.


Round 2 is on hold.
Boleridin I think your round one action was to attempt to control a summon, but they were not there yet due to an error I made. You can redo your round one action.

Why we are wait I need Darrt to verify that is where he was trying to to delay 2.

Round 2 initiative:

Monsters 24

Boleridin Swaggle 24

Huuurk 18

Caarl 13

Shakros 10

Darrt 10--delayed last round.

Mlungisi 5


Male Human Oracle 15, HP 141, Init +1
Watcher Uatu wrote:

Round 2 is on hold.

Boleridin I think your round one action was to attempt to control a summon, but they were not there yet due to an error I made. You can redo your round one action.

Why we are wait I need Darrt to verify that is where he was trying to to delay 2.

Round 2 initiative:

Monsters 24

Boleridin Swaggle 24

Huuurk 18

Caarl 13

Shakros 10

Darrt 10--delayed last round.

Mlungisi 5

Everyone except Boleridin ended up delaying till after my spell went off.

So the new init order is now
Monsters 24
Boleridin 24
Mlungisi 5
Everyone else 4.

So round 1 bone devils all use SLA summon.
Boleridin needs to update round 1 actions - which we are waiting on.
Mlungisi casts blessing of fervor.
Huuurk charges and kills one, and wounds another.
Caarl 5ft step and total defense.
Shakros casts extended shield.
Darrt casts extended enlarge person Caarl.


Boleridin did his correct round 1 actions, he just also posted round 2 actions. He activated some ability, giving him +8 AC and +6 stealth, and made a stealth check for Go Unnoticed.


I did indeed delay to initiative 4. The devils are supposed to act next.
My eidolon still has a prepared action to attack any devil that comes into reach as well.


Male Human Oracle 15, HP 141, Init +1
Shakros wrote:
Boleridin did his correct round 1 actions, he just also posted round 2 actions. He activated some ability, giving him +8 AC and +6 stealth, and made a stealth check for Go Unnoticed.

Bah, I knew I was going to overlook something. Good news I guess is we don't need to wait for an update from him. So just waiting on the devils to take their round 2 actions then.


Since all of you are on init 4 except for Boleridin and Mlungisi you can decide in which order you want your actions to be resolved.

Round 2
The summoned monster appears and goes after Boleridin(AC 26)
Bite:1d20 + 14 ⇒ (6) + 14 = 20
Damage: 1d8 + 5 ⇒ (7) + 5 = 12

Claw:1d20 + 14 ⇒ (7) + 14 = 21
Damage: 1d6 + 5 ⇒ (3) + 5 = 8

Claw:1d20 + 14 ⇒ (10) + 14 = 24
Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Sting:1d20 + 14 ⇒ (9) + 14 = 23
Damage: 3d4 + 5 ⇒ (4, 4, 2) + 5 = 15

The monsters sends a flurry of attacks at Bolderidin, but they all miss.

Monster 1 move to flank Huuurk, and then cast Wall of Ice.

Monster 3 (-46 hp)
Full attack action: vs AC 17
Bite:1d20 + 16 ⇒ (7) + 16 = 23
Damage: 1d8 + 5 ⇒ (7) + 5 = 12

Claw:1d20 + 16 ⇒ (9) + 16 = 25
Damage: 1d6 + 5 ⇒ (3) + 5 = 8

Claw:1d20 + 16 ⇒ (16) + 16 = 32
Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Sting:1d20 + 16 ⇒ (16) + 16 = 32
Damage: 3d4 + 5 ⇒ (3, 3, 1) + 5 = 12

Make 1 fort saves vs DC 20.

Stinger Str damage: 1d3 ⇒ 1

Monster 4:
Take a 5 ft step and also goes after Huuurk

Monster 3 (-46 hp)
Full attack action: vs AC 17
Bite:1d20 + 14 ⇒ (14) + 14 = 28
Damage: 1d8 + 5 ⇒ (1) + 5 = 6

Claw:1d20 + 14 ⇒ (10) + 14 = 24
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Claw:1d20 + 14 ⇒ (1) + 14 = 15 <---This attack missed.
Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Sting:1d20 + 14 ⇒ (20) + 14 = 34
Crit Confirmation: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 6d4 + 10 ⇒ (3, 1, 3, 1, 2, 3) + 10 = 23

Make 1 fort saves vs DC 20.
If you failed the previous fort save then fort save is 22.

Stinger Str damage: 1d3 ⇒ 2


Summoned monster's will save. In the interest of saving time I will assume he cast defensively.

Will save vs 23:1d20 + 7 ⇒ (15) + 7 = 22

So close to making that save. It looks like Boleridin has a new pet.

The rest of you can take your actions now.


With these new movements, I will indeed change my actions. Instead of Bladed dash, cast Dimension Door, moving to N4 using my attacks, minus the bladed dash attack, against Monster 1.


Male Human Oracle 15, HP 141, Init +1

Round 2
Mlungisi creates a life link with Boleridin
Moves to C15 (this assumus Boleridin does not somehow get in my path of movement).
Selecting Gain +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from BoF
Blessing of Fervor: 12 rounds remaining.

stats:
Mlungisi AC: 28
Spells used: 4th/1

"Getting a bit chilly in here."


Half-Orc Barbarian 13

40 total damage after DR5, Fortsaves inbound

1d20 + 27 ⇒ (15) + 27 = 42
1d20 + 27 ⇒ (6) + 27 = 33

Round 2 Actions:

Activate Haste, Power Attack, Raging Brutality again, taking the bonus from Blessing of Fervor for the +2 hit/ac/reflex again.
Charge from R8 to R10, provoking from both Monster 3 & 4.

Full charging attack on Monster 4

Attack 1: 1d20 + 23 ⇒ (17) + 23 = 40 Crit Threat
Damage 1: 2d4 + 2d6 + 45 ⇒ (2, 1) + (2, 2) + 45 = 52
Attack 2: 1d20 + 23 ⇒ (4) + 23 = 27
Damage 2: 2d4 + 2d6 + 45 ⇒ (3, 3) + (2, 3) + 45 = 56
Attack 3: 1d20 + 18 ⇒ (12) + 18 = 30
Damage 3: 2d4 + 2d6 + 45 ⇒ (3, 4) + (5, 1) + 45 = 58
Attack 4: 1d20 + 13 ⇒ (16) + 13 = 29 Crit Threat
Damage 4: 2d4 + 2d6 + 45 ⇒ (3, 3) + (2, 2) + 45 = 55

Crit 1: 1d20 + 23 ⇒ (18) + 23 = 41
Damage: 2d4 + 2d6 + 24 ⇒ (2, 3) + (6, 2) + 24 = 37
Crit 2: 1d20 + 13 ⇒ (15) + 13 = 28
Damage: 2d4 + 2d6 + 24 ⇒ (2, 3) + (5, 1) + 24 = 35
(Raging Brutality does not multiply on crit)

Did not include acid damage, because they have resistance.
If Monster 4 dies before all 4 attacks are made, further attacks will be targeted at Monster 3.

Status
Current HP: 233/285
Current AC: 20
Rage Rds: 52/40
Haste Rds: 8/10


Sharos does 84 points of damage to monster 1 who then gives an angry look in return.


That's some weird DR. I'm adding it up, and it looks like, minus my BD attack, I did a total of 118. That is, unless one didn't crit. Which is possible. Edit: Prior is pre-DR


I see what I did wrong. It is 88 after DR.


Chanting again, Darrt touches his large outsider friend, his spell thickening and toughening its skin. He then moves forward to protect Mlungisi.

Darrt's Action: Cast extended Barksin on eidolon. Move to D16.

With a roar the wolf-like creature rushes forward, closing the gap between it and one of the few remaining monsters.

Eidolon Action: Double move to M16,17;N16,17

Stats:

Darrt/b]
[b]AC:
22, 13, 19
hp: 74
Conditions: Dazzled, Blessing of fervor (12 rounds remaining)
Currect Spells: Enlarge person (Caarl) (259 rounds), Barkskin (Eidolon) (2600 rounds)

Eidolon
AC: 37, 14, 32
hp: 95
Conditions: Blessing of fervor (12 rounds), Barkskin (2600 rounds)

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