The Library (Inactive)

Game Master nate lange

Throne room map


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HP: 15/32 | AC 24 ( 14 touch, 21 flat-footed)| DR 5/magic | CMD 18 | Fort 6, Ref 5, Will 5, Improved Evasion | Speed 30' Fly 40' Av. | Sense Motive +6; Perception +10 (Darkvision 60') | Initiative +2 | Enlarge 1/1; Soften Earth + Stone 1/1; Enlarged

The enlarged Pawn flies up and forward, well over the boar's head. Then he attempts to force the chimera downwards by stabbing down at it with his ranseur at the creature's wings with incredible accuracy lent him by White Knight's spell. Forcing it to fly downwards to avoid the furious assault!

If it has reach it would get an aoo on Pawn for using reposition. Please note Pawn enlarged himself last turn and so is currently medium and able to use maneuvers on large creatures. Pawn is 25ft. up.

Pawn moves it down, so it moves down 5ft and an additional 5ft for every 5 by which Pawn beat its CMD - a normal chimera would be on the ground.

Reposition Maneuver with True Strike: 1d20 + 8 + 1 + 1 + 20 ⇒ (12) + 8 + 1 + 1 + 20 = 42

Reposition:
Reposition

Source: PRG:APG.

You can attempt to reposition a foe to a different location as a standard action. You can only reposition an opponent that is no more than one size category larger than you. A reposition attempts to force a foe to move to a different position in relation to your location without doing any harm. If you do not have the Improved Reposition feat or a similar ability, attempting to reposition a foe provokes an attack of opportunity from the target of your maneuver. You cannot use this maneuver to move a foe into a space that is intrinsically dangerous, such as a pit or wall of fire. If your attack is successful, you may move your target 5 feet to a new location. For every 5 by which your attack exceeds your opponent’s CMD, you can move the target an additional 5 feet. The target must remain within your reach at all times during this movement, except for the final 5 feet of movement, which can be to a space adjacent to your reach.

An enemy being moved by a reposition does not provoke an attack of opportunity because of the movement unless you possess the Greater Reposition feat. You cannot move a creature into a square that is occupied by a solid object or obstacle.


map of Sandpoint | current map

Reposition is not one of the maneuvers you can perform with a weapon. Losing the +1 masterwork bonus isn't a big deal with that roll but losing reach matters because it has to stay in squares you threaten (except for its final square), so you'll have to fly under it instead of above... (It has reach so it would have got the AoO either way).

Jacomo's dagger just barely penetrates the creature's hide before rebounding, bloodied, into the juggler's hand, where it promptly returns to being juggled.

The smart-mouthed pawn flies up under the chimera and, braving its bite, grabs a leg and tries to force it to the ground.
AoO: 1d20 + 14 ⇒ (18) + 14 = 32, for: 2d6 + 6 ⇒ (2, 1) + 6 = 9
The draconic jaw closes down hard on the primary target of its rage and the humanoid head actually smiles for a moment until Pawn jerks and strains and drags the creature down beneath him, nearly to the floor!

The chimera is now only 5' off the ground (and well within everyone's reach). I'll add the map link to the campaign info so it's easier to reference, but it's currently 20' in front of you, Rin, with nothing in between.


HP: 14 Temp 65/65 | AC 25 ( 21 touch, 15 flat-footed) | CMD 25 | Fort 8, Ref 8, Will 6 | Speed 30' | Sense Motive 0; Perception +12 (Darkvision & Low Light Vision 60') | Initiative +16 | Arcane Pool 5/8 | Active Effects: Mage Armor

Ah thank you, worth it I would say, even if it harms Pawn's personal feeling of invinsibility :)

Does the dragons bite overcome Pawn's DR Magic? DM Nate?

Pawn squarks in indignation as the dragon's maw closes upon him, but his normal confidence quickly reasserts itself as he forces the chimera down!

"Ahahahahahahaaa! I am the greatest! Surrender now and I will only make you wear one embarrassing hat while I ride you like my own personal pony!" The Mephit cackles.

White Knight meanwhile effortlessly avoids the boars clumsy attack dodges to the right before reversing to the left and speeding around behind it to strike at the Chimera, calling,

"Someone flank with me!"

As soon as someone moves into a flanking position, or it becomes obvious nobody will, his scimitar sings out slashing at an exposed throat!

If crit confirms spending 2 points from arcane pool to use perfect strike to increase crit mod to x3. If crit does not confirm using 1 point for perfect strike to do max weapon damage.

Knowledge Planes: 1d20 + 10 ⇒ (16) + 10 = 26
Acrobatics: 1d20 + 16 ⇒ (9) + 16 = 25
Scimitar: 1d20 + 12 + 1 + 2 ⇒ (20) + 12 + 1 + 2 = 35
Crit Confirm: 1d20 + 12 + 1 + 2 ⇒ (9) + 12 + 1 + 2 = 24 Damage: 3d6 + 18 + 1d6 ⇒ (5, 2, 2) + 18 + (3) = 30 2 points of that is cold the rest slashing and magic.

Map


male aasimar Cleric 7 HP:65/65, AC:21,Init:+5, Percept:+15, Fort:8, Ref:5, Will:9, channel energy 4/6, bit of luck 1/1, good fortune 5/6

Round 3 initiative 24

At Knights request for a combat partner, Ari looks around nervously to see if anyone else in the room moves to the desired position. As he scans the room, he decides that there are others better suited to the request.

He moves (if necessary to cover all his allies) and then calls upon Desna to close the woulds of his new friends.

Channel energy: 6d6 ⇒ (4, 6, 3, 4, 2, 2) = 21

Behind the scenes:

Move-move if need be to get everyone into a channel energy.
Standard-Selective channel energy


HP 85/85 | AC 17 | Str +8 Dex +2 Con +7 Int +0 Wis +6 Cha +0 | Init +1 | Perc +3 (Blindsight 10ft) Speed 40ft | Rage 4/4 | SupD8 5/5 | Active conditions: None.
DM Nate wrote:
Everyone may act now except Jacomo (who already posted his round 3 action)- Igmutanka for round 2, everyone else for round 3.

My action for round 2 was the jump, then the chimera ended round 2 by summoning. Now being round 3, I guess I act after the chimera again.

RPG Superstar 2012 Top 32

I apologize if I used the wrong round number (still on drugs), but the chimera did act and now it's your turn again (in round 2 it moved and used its standard to start casting a full round spell; in round 3 it used its standard to finish the spell and then moved again). So, I guess Igmutanka should have been posting round 3 and everyone else round 4? Sorry, next combat I won't have surgery during and it will run more smoothly.


HP 85/85 | AC 17 | Str +8 Dex +2 Con +7 Int +0 Wis +6 Cha +0 | Init +1 | Perc +3 (Blindsight 10ft) Speed 40ft | Rage 4/4 | SupD8 5/5 | Active conditions: None.

Ahhh, sorry, I thought finalizing the spell was end of round 2. I'll post my round 3 actions then, based on the fact that Pawn VIII hasn't put the chimera down yet.

-Damn, he's too high...

Igmutanka's attempt has been futile, and the chimera is still further away.

-Let's go back to javelins, then

Move: Retrieve a javelin. Standard: Throw it. Then 5 ft step. Though I have to say it's quite weird acting when a lot of things that go after are already resolved.

Javelin Throw: 1d20 + 10 ⇒ (20) + 10 = 30
Damage if successful: 1d6 ⇒ 6
If successful, Immediate action and spend 1 Arcane Pool to deny its Dex bonus vs me for 1 full round.

Edit: Critical Threat 1d20 + 10 ⇒ (8) + 10 = 18


HP: 14 Temp 65/65 | AC 25 ( 21 touch, 15 flat-footed) | CMD 25 | Fort 8, Ref 8, Will 6 | Speed 30' | Sense Motive 0; Perception +12 (Darkvision & Low Light Vision 60') | Initiative +16 | Arcane Pool 5/8 | Active Effects: Mage Armor

Something is definitely off here he is down for an entire round so at some point Igmutanka has to have an action while he is down.


HP 85/85 | AC 17 | Str +8 Dex +2 Con +7 Int +0 Wis +6 Cha +0 | Init +1 | Perc +3 (Blindsight 10ft) Speed 40ft | Rage 4/4 | SupD8 5/5 | Active conditions: None.

My action goes before Pawn grabs the chimera.


HP: 14 Temp 65/65 | AC 25 ( 21 touch, 15 flat-footed) | CMD 25 | Fort 8, Ref 8, Will 6 | Speed 30' | Sense Motive 0; Perception +12 (Darkvision & Low Light Vision 60') | Initiative +16 | Arcane Pool 5/8 | Active Effects: Mage Armor

You are quite right, and my logic was way off, its only part of a round from Pawn to its turn. Bum!

RPG Superstar 2012 Top 32

moving this conversation to discussion...


HP: 39/51 | AC 20 (touch 14, flat-footed 17) | CMD 16 | Fort +7, Ref +6, Will +6 (+2 vs enchants) | Speed 30' | Sense Motive +13; Perception +13 (low-light vision, darkvision) | Initiative +3 | Divination 6/6; Evocation 5/6; Illusion 6/6 | Active Effects: third eye (+3/+1), intense focus (+3), distortion (20%)

Rin steps back from the creature to ensure a little buffer of space between them. Once she settles on a comfortable distance she sends another blast of energy soaring forward from her had towards it.

Movement: moving back until she's at the blast's max range of 30 feet from the chimera. I can't move on my phone so someone else can feel free to move for me if they have a chance.
Action: activating evocation resonant power energy ray.
Effect: acid damage
Ranged Touch Attack: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 4d6 + 4 ⇒ (2, 4, 5, 2) + 4 = 17


map of Sandpoint | current map

Wow, Rin, it is a good thing you were reminded about bless...
Round 4, block 2

All three of the chimera's heads snarl angrily as Rin's acidic blast just barely douses it. It is clear that the beast has some resistance to the acid, but it's hide hisses and steams none the less, even as blood drips down from the two large wounds that the knight has opened up, and the smaller one Jacomo created. Igmutanka's javelin finds its mark but the wound it leaves immediately closes almost completely.

It has DR/magic (which means it did full damage to Pawn). Also, without a flank you fail to confirm the crit (assuming I'm correct about the roll falling to 22), so 1 arcane point for 15 damage.

The first sign of fear creeps into the beast's eyes. "Impossible!" it shouts, "There are none in this land who can defeat me; you don't even have the bane-metal... you will all die!" The humanoid head fixes its gaze on Rin and begins chanting while one of it's claws gestures...
cast defensively: 1d20 + 11 ⇒ (15) + 11 = 26
...four small missiles of force speed towards her, striking her in the chest and stomach. 4d4 + 4 ⇒ (2, 1, 4, 1) + 4 = 12 damage.

Both of the other heads snap at Pawn whose sudden repositioning has once again earned the chimera's ire.
bite(dragon): 1d20 + 14 ⇒ (13) + 14 = 27, for: 2d6 + 6 ⇒ (6, 5) + 6 = 17
bite(lion): 1d20 + 14 ⇒ (7) + 14 = 21, for: 1d8 + 6 ⇒ (4) + 6 = 10

Meanwhile, the boar steps up and swings it's head at the Knight, attempting to thrust its tusks into his stomach.
gore: 1d20 + 10 ⇒ (2) + 10 = 12, for: 2d6 + 11 ⇒ (2, 2) + 11 = 15

it did not move this round. block 3 (Igmutanka) is up to finish the round.


HP 85/85 | AC 17 | Str +8 Dex +2 Con +7 Int +0 Wis +6 Cha +0 | Init +1 | Perc +3 (Blindsight 10ft) Speed 40ft | Rage 4/4 | SupD8 5/5 | Active conditions: None.

MAP

Igmutanka sees an opening, closes range with the chimera and wields both tomahawks lethaly against it.

-Iaaaaaahhhhh!!!

5ft step, Full Attack vs Chimera, which should have Dex denied due to last round attack.

Cold Iron Tomahawk + Piranha Strike + Bless: 1d20 + 10 - 2 + 1 ⇒ (10) + 10 - 2 + 1 = 19
Damage if successful, Sneak Attack: 1d6 + 6 + 4 + 4d6 ⇒ (2) + 6 + 4 + (2, 1, 3, 5) = 23

Mithril Tomahawk + Piranha Strike + Bless: 1d20 + 10 - 2 + 1 ⇒ (12) + 10 - 2 + 1 = 21
Damage if successful, Sneak Attack: 1d6 + 6 + 4 + 4d6 ⇒ (3) + 6 + 4 + (1, 6, 5, 6) = 31

If 1 attack is successful:
Igmutanka spends an Arcane Point to deny the chimera's Dex bonus vs him for 1 round. The chimera suffers Debilitating Injury (Half Speed and no 5ft steps) for 1 round.

If both attacks are successful:
Add another Debilitating Injury (-2 to Hit, -4 vs Igmutanka).


map of Sandpoint | current map

Both of Igmutanka's attacks seem on their way striking successfully but at the last second both are turned away by some invisible barrier. This barrier may also explain why the Knight's last attack wasn't as damaging as he anticipated.

DC 21 know(arcana):
The chimera seems to be protected by a mage armor spell.

block 1 (Knight, pawn, Jacomo, Ari, and Rin) is up to start the next round.


HP: 14 Temp 65/65 | AC 25 ( 21 touch, 15 flat-footed) | CMD 25 | Fort 8, Ref 8, Will 6 | Speed 30' | Sense Motive 0; Perception +12 (Darkvision & Low Light Vision 60') | Initiative +16 | Arcane Pool 5/8 | Active Effects: Mage Armor

White Knight lunges forward again, seeking a throat once more and this time striking true and slashing a red line across one of the beast's necks!

Scimitar: 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 29
Crit Conf: 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28 Damage: 2d6 + 12 + 1d6 ⇒ (1, 3) + 12 + (6) = 22


INACTIVE PC ALIAS

ROUND 4? 5? / Initiative Block 1

One beast summons another!

Jacomo does his best to tumble safely away from his adversaries and stops just out of the Chimera's reach, then throws his dagger at it to wound it once again. Whatever strange spin the juggler puts on his weapon causes it to ricochet back towards him off of the Chimera's hide. Plucking it out of the air, he returns it to his juggling act.

Behind the Scene:
Economics - Standard: attack with thrown dagger +1; Move: move 20' using Acrobatics to avoid provoking AoOs; Swift: none; Free: none.

Know: Planes: 1d20 + 10 ⇒ (4) + 10 = 14
Acrobatics: 1d20 + 14 ⇒ (3) + 14 = 17

Thrown dagger +1 to hit: 1d20 + 11 + 1 + 1 - 2 ⇒ (20) + 11 + 1 + 1 - 2 = 31
Thrown dagger +1 damage: 1d4 + 9 ⇒ (1) + 9 = 10
Applying bless, Point Blank Shot and Deadly Aim.

Thrown dagger +1 crit confirmation: 1d20 + 11 + 1 + 1 - 2 ⇒ (2) + 11 + 1 + 1 - 2 = 13
Thrown dagger +1 crit damage: 1d4 + 9 ⇒ (4) + 9 = 13

Wow, Jacomo seems to like to roll low! Hopefully he survives the AoOs to make that dagger throw...


male aasimar Cleric 7 HP:65/65, AC:21,Init:+5, Percept:+15, Fort:8, Ref:5, Will:9, channel energy 4/6, bit of luck 1/1, good fortune 5/6

don't forget, I still have shield other on you Jacomo


male aasimar Cleric 7 HP:65/65, AC:21,Init:+5, Percept:+15, Fort:8, Ref:5, Will:9, channel energy 4/6, bit of luck 1/1, good fortune 5/6

Round 4 block 1

Seeing the dificulty Igmutanka has connecting with his strange axes, Ari prepares a spell that should help them all.

Calling on desna, he casts prayer.

prayer:

You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.


map of Sandpoint | current map

The bloodied dragon head bites at Jacomo as he tumbles away...
AoO: 1d20 + 14 ⇒ (3) + 14 = 17, for: 2d6 + 6 ⇒ (4, 6) + 6 = 16

Please make sure you're all updating your HP in the info that shows up at the top of every post. WK2- I don't see an action from Pawn, is he still conscious thanks to that channel or did he go down?


HP: 39/51 | AC 20 (touch 14, flat-footed 17) | CMD 16 | Fort +7, Ref +6, Will +6 (+2 vs enchants) | Speed 30' | Sense Motive +13; Perception +13 (low-light vision, darkvision) | Initiative +3 | Divination 6/6; Evocation 5/6; Illusion 6/6 | Active Effects: third eye (+3/+1), intense focus (+3), distortion (20%)

Acid wasn't too effective. Neither was electricity. Maybe fire? Sure why not. Rin angled a cone of fire at the chimera. She was careful to avoid scorching her allies.

Movement: 5 ft. step closer
Spell: burning hands
Casting Time: standard action
Area: 15 ft. cone
Save: DC 17 Reflex for half
Concentration (if needed): 1d20 + 13 ⇒ (3) + 13 = 16
Caster Level Check (if needed): 1d20 + 7 ⇒ (19) + 7 = 26
Fire Damage: 5d6 + 4 ⇒ (4, 2, 1, 3, 2) + 4 = 16


HP: 15/32 | AC 24 ( 14 touch, 21 flat-footed)| DR 5/magic | CMD 18 | Fort 6, Ref 5, Will 5, Improved Evasion | Speed 30' Fly 40' Av. | Sense Motive +6; Perception +10 (Darkvision 60') | Initiative +2 | Enlarge 1/1; Soften Earth + Stone 1/1; Enlarged

Still conscious thanks to the channel. He is delaying for the moment to see if one of the group takes the thing down. And sorry about that I'll edit HP always forget to do it :p


map of Sandpoint | current map

Ref: 1d20 + 9 ⇒ (10) + 9 = 19

The flying beast tilts to one side as the gout of flame from Rin approaches. It manages to avoid part of the effect but the singed fur and blisters on its side show that there was some effect. The chimera, however, continues flying and growing more enraged.
so far you have all observed that it has damage reduction that neither WK nor Jacomo's weapons overcome; it also has resistance against electricity and acid; the fire looks like it did full damage.

DC 15 perception:
The first gash that the knight opened up on the Chimera's rear flank appears to be slowly closing up...


HP: 15/32 | AC 24 ( 14 touch, 21 flat-footed)| DR 5/magic | CMD 18 | Fort 6, Ref 5, Will 5, Improved Evasion | Speed 30' Fly 40' Av. | Sense Motive +6; Perception +10 (Darkvision 60') | Initiative +2 | Enlarge 1/1; Soften Earth + Stone 1/1; Enlarged

Reluctantly Pawn takes a defensive stance, polearm weaving, flapping back away five feet.

Current AC 26


map of Sandpoint | current map

Round 5, Block 2
cast defensively: 1d20 + 11 ⇒ (3) + 11 = 14

The humanoid head begins to mutter once more but quickly loses its concentration. "Gahhh!!!" it shouts in frustration. It's shout is joined in a terrible chorus by roars from its other two heads. "This is all your fault you impudent whelp!" it hisses at Pawn before unleashing several attacks at its flying adversary...
bite (dragon): 1d20 + 14 - 1 ⇒ (8) + 14 - 1 = 21, for: 2d6 + 6 - 1 ⇒ (3, 6) + 6 - 1 = 14
bite (lion): 1d20 + 14 - 1 ⇒ (14) + 14 - 1 = 27, for: 1d8 + 6 - 1 ⇒ (3) + 6 - 1 = 8
claw: 1d20 + 14 - 1 ⇒ (4) + 14 - 1 = 17, for: 1d6 + 6 - 1 ⇒ (1) + 6 - 1 = 6
Fortunately, Pawn's defensive stance keeps him safe from all but the lion's bite.

The dire boar, which has so far not offered nearly as much assistance as the chimera hoped, continues to attack the White Knight...
gore: 1d20 + 10 - 1 ⇒ (13) + 10 - 1 = 22, for: 2d6 + 11 - 1 ⇒ (5, 1) + 11 - 1 = 16

Block 3 is up to finish round 5. Igmutanka, don't forget you can 5' step (like if you want to move into a flank) and still full attack.


HP 85/85 | AC 17 | Str +8 Dex +2 Con +7 Int +0 Wis +6 Cha +0 | Init +1 | Perc +3 (Blindsight 10ft) Speed 40ft | Rage 4/4 | SupD8 5/5 | Active conditions: None.

MAP
Round 5 Block 3

-So it has some kind of guardian medicine... well, I guess we should have to be a bit more careful...

Igmutanka sidesteps to put himself in a better position, then lets his tomahawks shower death on the chimera.

5 ft step, Full Attack

Both attacks benefit from: Piranha Strike (-2), Flanking (+2), Bless (+1), Prayer+Fate's Favoured (+2)

+1 Cold Iron Tomahawk: 1d20 + 10 - 2 + 2 + 1 + 2 ⇒ (16) + 10 - 2 + 2 + 1 + 2 = 29
Damage if successful: 1d6 + 6 + 4 + 2 + 4d6 ⇒ (1) + 6 + 4 + 2 + (6, 3, 4, 6) = 32

+1 Mithril (Truesilver) Tomahawk: 1d20 + 10 - 2 + 2 + 1 + 2 ⇒ (15) + 10 - 2 + 2 + 1 + 2 = 28
Damage if successful: 1d6 + 6 + 4 + 2 + 4d6 ⇒ (2) + 6 + 4 + 2 + (4, 1, 1, 6) = 26

If 1 attack hits:
Spend an Immediate action and 1 Arcane Point to negate his Dex vs me for 1 full round. Debilitating Injury (-2 AC, -4 vs me).

If both attacks hit:
Additional Debilitating Injury (-2 to hit, -4 vs me).

If both attacks fail:
White Knight II can spend an Immediate to make an attack vs the chimera.

Also I would like to notice if any of the metals used cause him special pain or makes him feel afraid.


map of Sandpoint | current map

Finally finding himself in an advantageous position, Igmutanka sinks both of his axes deep into the chimera's side. Neither looks like it inflicts its full damage, but both still leave gaping wounds. The humanoid and lion heads both choke and cough up blood, and it's left wing crumbles mid-flap. It crashes to the ground with a dull thud and stops moving.

Block 1 is up to start round 6.


HP: 14 Temp 65/65 | AC 25 ( 21 touch, 15 flat-footed) | CMD 25 | Fort 8, Ref 8, Will 6 | Speed 30' | Sense Motive 0; Perception +12 (Darkvision & Low Light Vision 60') | Initiative +16 | Arcane Pool 5/8 | Active Effects: Mage Armor

Pawn lets out a triumphant, but slightly pained bellow and seems about to swoop down upon the chimera when White Knight orders,

"Pawn VIII go outside and bury yourself this instant, we will be here until you are fully healed." White Knight declares turning and slashing the boar across its face maintaining a defensive stance.

Scimitar FD: 1d20 + 12 + 1 + 1 - 4 ⇒ (18) + 12 + 1 + 1 - 4 = 28
Crit Conf. FD: 1d20 + 12 + 1 + 1 - 4 ⇒ (13) + 12 + 1 + 1 - 4 = 23 Damage: 2d6 + 12 + 2 + 1d6 ⇒ (5, 1) + 12 + 2 + (6) = 26 20 Magic and slashing and 6 cold.

Muttering darkly Pawn flies off heading for the courtyard to find a likely patch of dirt, and producing his folding shovel as he does so. He will remain enlarged to dig a hole then shrink back down and pull the dirt in over himself and remain buried for just over two minutes until he is fully healed.

To his comrades White Knight calls, "I will deal with this boar, could I ask the rest of you to ensure that troublesome creature does not awaken? But please do not kill it though, I believe we should question it - in a bound and severely weakened state."


INACTIVE PC ALIAS

ROUND 6 / Block 1

"I am afraid my capacity for violence is not so precise, sir Knight!"

Jacomo tumbles around the fiendish boar to flank with White Knight II, attacking it with his dagger toss while threatening it with his polearm.

Behind the Scene:

Economics - Standard: attack action, thrown dagger +1; Move: moves 30' to flank, using Acrobatics to move through 4 threatened squares; Swift: none; Free: speaking.

Acrobatics: 1d20 + 15 ⇒ (1) + 15 = 16

Thrown dagger +1 to hit:: 1d20 + 11 + 1 + 1 - 2 ⇒ (16) + 11 + 1 + 1 - 2 = 27
Thrown dagger +1 damage:: 1d4 + 9 ⇒ (2) + 9 = 11
Applying bless, Point Blank Shot and Deadly Aim.


male aasimar Cleric 7 HP:65/65, AC:21,Init:+5, Percept:+15, Fort:8, Ref:5, Will:9, channel energy 4/6, bit of luck 1/1, good fortune 5/6

and prayer.


INACTIVE PC ALIAS

Adjusted Rolls:

Acrobatics = 17

Thrown dagger +1 to hit = 28

Thrown dagger +1 damage = 12

Sorry about that! Will add bless & prayer into my stat block so I remember.


male aasimar Cleric 7 HP:65/65, AC:21,Init:+5, Percept:+15, Fort:8, Ref:5, Will:9, channel energy 4/6, bit of luck 1/1, good fortune 5/6

with that last move, shield other ends.


HP: 39/51 | AC 20 (touch 14, flat-footed 17) | CMD 16 | Fort +7, Ref +6, Will +6 (+2 vs enchants) | Speed 30' | Sense Motive +13; Perception +13 (low-light vision, darkvision) | Initiative +3 | Divination 6/6; Evocation 5/6; Illusion 6/6 | Active Effects: third eye (+3/+1), intense focus (+3), distortion (20%)

"It could be more precise if you stop hitting something that's already down. Anyone have any chains? Rope? I've got myself a set of cuffs, but I don't think they'll fit!"

Rin is more than happy to let Knight deal with the boar. But she does ready her dagger at the chance it should choose to approach her.

Action: Readying dagger for if the boar comes within striking range
Free: brain storming how to bind this thing and discouraging Jacomo from trying to finish it off


male aasimar Cleric 7 HP:65/65, AC:21,Init:+5, Percept:+15, Fort:8, Ref:5, Will:9, channel energy 4/6, bit of luck 1/1, good fortune 5/6

I don't think Jacomo meant that he intended to finish it off, merely that he possesses no special skill in keeping it subdued.

ROUND 6 block 1

Ari moves behind Rin and attempts to cast cute light wounds on his blurry companion.

cure light wounds: 1d8 + 7 ⇒ (4) + 7 = 11

do I need to roll miss chance?


map of Sandpoint | current map

Ari- no.

Despite his efforts to utilize tumbling to avoid lowering his defenses, Jacomo leaves himself vulnerable for a moment and the fiendish dire boar attempts to gore him...
AoO: 1d20 + 10 - 1 ⇒ (3) + 10 - 1 = 12, for: 2d6 + 11 - 1 ⇒ (5, 5) + 11 - 1 = 20

Block 2
Like many creature summoned from the outer planes, the boar seems not to take full damage from weapons that aren't aligned to a specific alignment. It still seems truly unhappy about being slashed in the face and then stabbed in the backside though. Snorting it tries, again, to gore the knight...
gore: 1d20 + 10 - 1 ⇒ (14) + 10 - 1 = 23, for: 2d6 + 11 - 1 ⇒ (4, 6) + 11 - 1 = 20

DC 15 perception for Rin or Igmutanka (if dealing with chimera); DC 20 for everyone else:
The first wound the knight inflicted has mostly closed up- it seems to be slowly healing...

Block 3 up to finish the round. Everyone can make a passive (free) check for the spoiler.


INACTIVE PC ALIAS

Round 6 / Reaction

Jacomo has his his attention focused on the enemy at hand...

Behind the Scene:

Perception: 1d20 ⇒ 3
Jacomo is apparently an all-or-nothing kind of guy!


male aasimar Cleric 7 HP:65/65, AC:21,Init:+5, Percept:+15, Fort:8, Ref:5, Will:9, channel energy 4/6, bit of luck 1/1, good fortune 5/6

perception check: 1d20 + 15 ⇒ (17) + 15 = 32

"Our original foe seems to be able to cure himself even while incapacitated!"

Rin:
I mut be used to life oracles, that healing should cap at 5, not 7. the total is 9.


HP: 14 Temp 65/65 | AC 25 ( 21 touch, 15 flat-footed) | CMD 25 | Fort 8, Ref 8, Will 6 | Speed 30' | Sense Motive 0; Perception +12 (Darkvision & Low Light Vision 60') | Initiative +16 | Arcane Pool 5/8 | Active Effects: Mage Armor

"Have we established what this bane metal might be? I have cold iron and normal steel, but nothing more." Whight Knight says, eyeing the healing wound, and seeking any wounds that are not healing as he steps aside and swats the boar away with his hilt.

Perception: 1d20 + 12 ⇒ (19) + 12 = 31


map of Sandpoint | current map

If it has fast healing the only way to stop that is to kill it; if it has regeneration you won't be able to actually kill it without something that suppresses its regeneration (which completely shuts down it down for a full round). All that is to say that you can't tell by watching its wounds now if any of the weapons you used had special effect. The chimera did say that none of you had the bane-metal while your weapons were already drawn (if you find its statement trustworthy).


HP 85/85 | AC 17 | Str +8 Dex +2 Con +7 Int +0 Wis +6 Cha +0 | Init +1 | Perc +3 (Blindsight 10ft) Speed 40ft | Rage 4/4 | SupD8 5/5 | Active conditions: None.

Perception: 1d20 + 12 ⇒ (18) + 12 = 30

-This thing is healing!

5 ft step, full attack

Piranha strike (-2), Bless (+1), Prayer (+2)

+1 Cold Iron Tomahawk vs Chimera, Dex denied, Injured: 1d20 + 10 - 2 + 1 + 2 ⇒ (5) + 10 - 2 + 1 + 2 = 16
Damage if successful: 1d6 + 6 + 4 + 2 + 4d6 ⇒ (4) + 6 + 4 + 2 + (5, 3, 3, 4) = 31

+1 Mithril Tomahawk vs Boar: 1d20 + 10 - 2 + 1 + 2 ⇒ (8) + 10 - 2 + 1 + 2 = 19
Damage if successful: 1d6 + 6 + 4 + 2 ⇒ (2) + 6 + 4 + 2 = 14

If attack vs boar is successful:
Spend an Arcane Point to ignore his Dex Mod vs me for 1 round


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Igmutanka's first blow hacks open another wound in the helpless chimera. His second chop drops the summoned boar which immediately begins to dissipate.

We're going to try dropping out of round by round posting, but bear in mind when you post that the situation is still very time sensitive...


HP: 14 Temp 65/65 | AC 25 ( 21 touch, 15 flat-footed) | CMD 25 | Fort 8, Ref 8, Will 6 | Speed 30' | Sense Motive 0; Perception +12 (Darkvision & Low Light Vision 60') | Initiative +16 | Arcane Pool 5/8 | Active Effects: Mage Armor

"Perhaps we can simply cut its wing off? A touch barbaric, but the creature taking flight seems to be our major problem, and such an injury might cow it? Otherwise we might simply all stand by ready to attack should it make a move to escape or attack with someone striking occasionally to keep it from substantial recovery." White Knight suggests, taking a position at the creatures front placing his blade against the throat of the dragon head.

"I fear I am far from an adept interrogator, does anyone have such a talent?"


HP 85/85 | AC 17 | Str +8 Dex +2 Con +7 Int +0 Wis +6 Cha +0 | Init +1 | Perc +3 (Blindsight 10ft) Speed 40ft | Rage 4/4 | SupD8 5/5 | Active conditions: None.

Igmutanka keeps using his axe on the chimera, chopping random limbs like heads, wings, etc.

-You, the girl with the strange thing on her head! What have you tried damaging the beast with? Was fire effective? I could summon an elemental spirit to rain fire, frost or lightning on him.


HP: 14 Temp 65/65 | AC 25 ( 21 touch, 15 flat-footed) | CMD 25 | Fort 8, Ref 8, Will 6 | Speed 30' | Sense Motive 0; Perception +12 (Darkvision & Low Light Vision 60') | Initiative +16 | Arcane Pool 5/8 | Active Effects: Mage Armor

"Do we not wish to allow it to heal enough to speak with it Igmutanka? I do not feel it is necessary to expend any more resources we might need against this creature - we should be able to kill it easily it is only preventing it becoming a danger again that is a problem and some judicious stabbing at the right time ought to solve that," White Knight intones in his tediously montone voice.


HP 85/85 | AC 17 | Str +8 Dex +2 Con +7 Int +0 Wis +6 Cha +0 | Init +1 | Perc +3 (Blindsight 10ft) Speed 40ft | Rage 4/4 | SupD8 5/5 | Active conditions: None.

Igmutanka looks at Jacomo while pointing at White Knight.

-What is he saying? I don't understand a @*!#...


HP: 39/51 | AC 20 (touch 14, flat-footed 17) | CMD 16 | Fort +7, Ref +6, Will +6 (+2 vs enchants) | Speed 30' | Sense Motive +13; Perception +13 (low-light vision, darkvision) | Initiative +3 | Divination 6/6; Evocation 5/6; Illusion 6/6 | Active Effects: third eye (+3/+1), intense focus (+3), distortion (20%)

"Fire was effective. And he's saying we should just keep stabbing it to keep it down. Don't know that I feel that's right. Seems a bit torturous. If we don't have a way to restrain it then we should just end it now. No need to prolong suffering by removing limbs or keeping it in constant pain. Not that I like killing it either. But given our options it seems the least cruel."


HP: 14 Temp 65/65 | AC 25 ( 21 touch, 15 flat-footed) | CMD 25 | Fort 8, Ref 8, Will 6 | Speed 30' | Sense Motive 0; Perception +12 (Darkvision & Low Light Vision 60') | Initiative +16 | Arcane Pool 5/8 | Active Effects: Mage Armor

Directing himself towards Rin White Knight says, "To my mind it is probable this creature has slaughtered the folk of this domain. While I agree that torture is undesirable we are sorely in need of information and I am loathe to kill this creature without extracting some information. Perhaps we simply allow it to wake all attempt to threaten it into cooperation and then kill it if we fail?"


HP 85/85 | AC 17 | Str +8 Dex +2 Con +7 Int +0 Wis +6 Cha +0 | Init +1 | Perc +3 (Blindsight 10ft) Speed 40ft | Rage 4/4 | SupD8 5/5 | Active conditions: None.

-I also think we could try to get some answers, then put it to rest forever. It will be a respectful death.


INACTIVE PC ALIAS

"I have no qualms talking with this "Chimera", nor any killing it, to be sure; I will not torture the cursed beast. It did not recognize any of us, and I will not inflict such gross misfortune upon it simply due to my own."


map of Sandpoint | current map

After Igmutanka stops randomly chopping at it's heads and limbs, it takes a few minutes before the beast begins stirring. we'll call it 30 rounds off any spells/buffs for the time talking/deciding and waiting for the mangled body to recover

Before it's eyes even open the creature begins to chuckle. "I warned you, it was impossible for you to kill me..." it growls opening its eyes, "now, do you wish to offer tribute or will you exhaust yourselves trying in vain and then fill my belly?"

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