The Pyramid of Shadows (Inactive)

Game Master PathlessBeth

Map of the Pyramid's First Floor

Map of the Pyramid's second floor.

Map of the Pyramid's third floor.


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Please specify where you are on the map (as in, which square). You should be near the bottom of the stairs, either on the orange or the first flight of stairs. See my post above explaining what each color square means.

Also, since there are way too many NPCs following y'all, I will ask you to make in-combat choices for some of them (in particular, Mundarion and De, whose stats are still on their alias profiles.)


Aasimar Oracle 6/Rogue 6 | HP 36/40 | AC: 25 TAC: 18 FAC: 19 CMB: 22 AC: 23 TAC: 16 FAC: 14 CMB: 18 | F: +5, R: +10, W: +5 | Init: +6 | Perc: +8, S.M. +6 | Speed 30ft. |
Resources:
Spell Slots: 1st: 5/7 2nd: 3/6 3rd: 4/4 | SLA Glitterdust | Boots: 10/10 | Wand: 20 | Improvisation 6/6
Current Buffs: barkskin, shillelagh

You could start Jan in F17 (or 16 if he is allowed). I cannot edit the document myself.

Do the stairs require 10' of movement to ascend a square? Or only 5'?

Looks like I am first, so:

Jan murmurs a few words and passes his hand over his eyes. When finished his eyes seem to sparkle with light.
Casting divine favor.

The Jan moves up the stairs along the wall, quarterstaff poised to strike.
I'll move up as far as I can get with a 30' move, but I will stay next to the wall.

"Try to maneuver yourself so we can surround one of them. I am at my best when I can attack from surprise."
In other words, I have sneak attack. :)


Forgeborn map Armorist(Symbiotic Knight) / Incanter 6 || HP 53/60; g

I'll be even with Jan, perhaps a square between us for dispersion against aoes


Female Githyanki Direlock (Fear Eater) //Warder (Zweihander Sentinel) 6; HP 51/41; AC 18/T 12/ FF 16; Fort +7, Ref +5, Will +7; CMB +7, CMD 19; Per +10, Init +4; Spd 30 ft.; Terror Pool 1/6

H17


Jan moves up the stairs.

Okay y'all, here's how this combat is going to work:
In addition to your own characters, you will control Hathnor, De'arv'ki, and Mundarion. What that means is that on those characters' turns, any one of you can post their action. Whoever posts first gets the final say: once one of you posts what you want an NPC to do on their turn, that's what I will have that NPC do. The point is to keep allied NPCs player-controlled, while still moving things along as quickly as possible. (I totally stole this system from Aubrey.)

I will continue to control Hozela and Sorjla. The reason is essentially convenience: Hathnor, Hozela, and Sorjla all have character sheets with non-standard abbreviations and a lot of clutter that I didn't take care to make legible to people other than me. In the case of Hathnor, it's not really a problem, because he is simple enough mechanically that I can just post his main combat stats on the campaign info tab (which I have), without having to present the details of how they were calculated. For the spellcasting NPCs, I'd basically need to rewrite almost everything. I don't expect them to be fighting along-side the PCs for all that much longer, anyhow.

As for De and Mundarion, their stats are already visible on the alias profiles (since they are NPCs now, they are not gestalt, so they don't need to be reworked.) Also, since two of you (Tenro and OSW) have played with them for two years, you probably have at least as much of a sense of how De and Mundarion operate as I do. Hence, it makes sense for y'all to control Mundarion and De'arv'ki the same way as Hathnor.


Initiative order:

Jan --26
Hozela --24
De'arv'ki --22
Mundarion --21
Gargoyle 3 --19
Krezen --16
Sorjla --13
Gargoyle 2 --12+
Gemheart --12-
Hathnor --9
Yessai --6
Gargoyle 1 --2


After Jan dashes forwards, Hozela calls out
"Be fleet-footed, all!"
With an incantation, she instills greater speed in everyone except Jan and herself.

Haste:
Casting Time 1 standard action

Components V, S, M (a shaving of licorice root)

Range close (25 ft. + 5 ft./2 levels)

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration 1 round/level

Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.


Krezen still needs to be placed on the map. If he is unavailable due to family issues, someone else can decide where he starts.
Then, it is De'arv'ki's turn, which means any one of you can take it for De as explained a few posts up.


Forgeborn map Armorist(Symbiotic Knight) / Incanter 6 || HP 53/60; g

DE MOVE

Dearkvi moves diagonally towards the left wall and begins climbing up it diagonally. she has 120ft of movement due to haste, 20ft is used to get to the wall and 100/4=25 ft of movement along the wall to get to at least 20ft off the ground

climb: 1d20 + 21 ⇒ (2) + 21 = 23


Aasimar Oracle 6/Rogue 6 | HP 36/40 | AC: 25 TAC: 18 FAC: 19 CMB: 22 AC: 23 TAC: 16 FAC: 14 CMB: 18 | F: +5, R: +10, W: +5 | Init: +6 | Perc: +8, S.M. +6 | Speed 30ft. |
Resources:
Spell Slots: 1st: 5/7 2nd: 3/6 3rd: 4/4 | SLA Glitterdust | Boots: 10/10 | Wand: 20 | Improvisation 6/6
Current Buffs: barkskin, shillelagh
Deranged_Maniac_Ben wrote:
she instills greater speed in everyone except Jan and herself.

Darn it! Would have waited had I known.

I don't know much about the NPCs so I would rather not be the one to control them.


Jan Carpenter wrote:


Darn it! Would have waited had I known.

Haste can only target one character per caster level, and their are nine characters on your side, so someone was going to be left out either way.

De is able to scale most of the way up the wall, a little below the highest gargoyle.
Someone should take Mundarion's turn as well.


Female Githyanki Direlock (Fear Eater) //Warder (Zweihander Sentinel) 6; HP 51/41; AC 18/T 12/ FF 16; Fort +7, Ref +5, Will +7; CMB +7, CMD 19; Per +10, Init +4; Spd 30 ft.; Terror Pool 1/6

Just checked 'Darion's sheet - it isn't Gestalt'd, but I assume he would act as per usual and fire an arrow with his dark wood bow. Not sure if PBS applies, or how Arcane Strike feat interacts...


That's correct: Mundarion is not gestalt, nor are any other of the NPCs currently allied with you.


Fine, I'll decide:
Since he lacks a clear line of sight to any of the gargoyles, Mundarion moves himself forwards whilst transmuting his bow. Mundarion casts Gravity Bow on himself.

The third gargoyle, the one starting near the top, slowly floats its way out from the top staircase, straddling the area above the pit and above the first landing step. The massive beast seems as if it should be barely capable of holding itself afloat, yet it does not waver. It then turns its skull towards the ground, where Jan is standing, as if in preparation to dive.

The map has been updated. It is now Krezen's turn, for which someone else can decide on an action due to Krezen's family issues.


Forgeborn map Armorist(Symbiotic Knight) / Incanter 6 || HP 53/60; g

As a bard, seems like his best course of action is to start rockin' out that competence jam. I don't see him on the map, but worst case he uses a move action to get to where he can hit most everyone with the song.


Aasimar Oracle 6/Rogue 6 | HP 36/40 | AC: 25 TAC: 18 FAC: 19 CMB: 22 AC: 23 TAC: 16 FAC: 14 CMB: 18 | F: +5, R: +10, W: +5 | Init: +6 | Perc: +8, S.M. +6 | Speed 30ft. |
Resources:
Spell Slots: 1st: 5/7 2nd: 3/6 3rd: 4/4 | SLA Glitterdust | Boots: 10/10 | Wand: 20 | Improvisation 6/6
Current Buffs: barkskin, shillelagh

Aahhhh! Now I get it. I thought each "G" on the map was a gargoyle, and we could only see the three in the NE corner because we didn't have line-of-sight to the others, and there were actually nine of them. But now I see they are huge creatures and one of them takes up the whole yellow area.

BTW, Jan is in the wrong place. He should have his back to the wall, so he would be in column F. He also only has 30' of move, so if it takes 2 squares to ascend 1 square of stairs (which is the rule I usually come across) then he would be in row 12. If you can full-move up stairs then he could be at F10.

Gemheart wrote:
As a bard, seems like his best course of action is to start rockin' out that competence jam. I don't see him on the map, but worst case he uses a move action to get to where he can hit most everyone with the song.

Yes, he can get everyone with a performance if he goes to G14 or H14.


Forgeborn map Armorist(Symbiotic Knight) / Incanter 6 || HP 53/60; g
Jan Carpenter wrote:
Aahhhh! Now I get it. I thought each "G" on the map was a gargoyle, and we could only see the three in the NE corner, but there were actually nine of them. But now I see they are huge creatures and one of them takes up the whole yellow square.

i had this same thought


Aasimar Oracle 6/Rogue 6 | HP 36/40 | AC: 25 TAC: 18 FAC: 19 CMB: 22 AC: 23 TAC: 16 FAC: 14 CMB: 18 | F: +5, R: +10, W: +5 | Init: +6 | Perc: +8, S.M. +6 | Speed 30ft. |
Resources:
Spell Slots: 1st: 5/7 2nd: 3/6 3rd: 4/4 | SLA Glitterdust | Boots: 10/10 | Wand: 20 | Improvisation 6/6
Current Buffs: barkskin, shillelagh
Jan Carpenter wrote:
Yes, he can get everyone with a performance if he goes to G14 or H14.

Actually realized that Inspire courage has no maximum range; you just have to be able to perceive the performance. So why don't we move him up next to Mundarion.


Krezen climbs the stairs and begins to Inspire Courage in the party.

Quote:
Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Sorjla, meanwhile, flies above the PCs and over the pit, whilst calling out

"By the power of the Dragon Gods, those who oppose the allies of my mistress shall suffer!."
As she is flying, she casts on herself and turns invisible.

The second gargoyle barrels down the stairs at its top speed, which is still not very fast.


Gemheart wrote:
Jan Carpenter wrote:
Aahhhh! Now I get it. I thought each "G" on the map was a gargoyle, and we could only see the three in the NE corner, but there were actually nine of them. But now I see they are huge creatures and one of them takes up the whole yellow square.
i had this same thought

I suppose I could have made it clearer, then.

The map has been updated. It is now Gemheart's turn.


Forgeborn map Armorist(Symbiotic Knight) / Incanter 6 || HP 53/60; g

what are the elevations of the gargoyles in relation to Gemheart, and is it possible to get line of sight to them with a single move action?


Each stairway goes up about 15 feet, except for the first one which is only five feet high. So G2 is about 5 feet above Gemheart, G1 is about 35 feet higher than Gemheart. G3 is about 40 feet higher than Gemheart.
The stairs are not difficult terrain or anything like that, so with a single move action you can easily get within light of sight/effect of G2, and you are already in light of sight of G3.


Forgeborn map Armorist(Symbiotic Knight) / Incanter 6 || HP 53/60; g

Gemheart flexes the 'muscles' of his artificial body, flinging a shotgun-blast of jagged crystals at the gargoyle suspended mostly over the pit. They grow from the point of impact into a larger crystalline structure.

ranged touch, piercing: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
damage: 5d4 ⇒ (2, 2, 3, 2, 3) = 12

if hit, the target's space becomes overgrown with crystal and becomes difficult terrain (though I imagine this would fall at some point). It isn't spelled out in the rules for the ability, but gravity does exist, I assume.

furthermore, the gargoyle must make a Reflex save DC 17 or be entangled (as the condition) unable to move. Then it makes another REF DC 17 (with a -2 due to the entangled condition's DEX penalty) or plummets to the ground (unless its flight is magical).

On its turn, it can take a move action to break free, using Escape Artist or a STR check, either one DC 17; or deal 18 damage to the crystal, which otherwise disappears after 1 minute.


reflex: 1d20 + 10 ⇒ (19) + 10 = 29
The flying golem is able to shake off Gemheart's entanglement, though it is harmed.

Hathnor's turn, which means any of y'all can take it (Hathnor's stats are on the campaign info tab.
After that, it is Yessai's turn.


Forgeborn map Armorist(Symbiotic Knight) / Incanter 6 || HP 53/60; g

HATHNOR TURN

Hathnor charges to K11 and attacks G2.

warhammer: 1d20 + 13 + 2 + 1 ⇒ (15) + 13 + 2 + 1 = 31
dmg: 1d8 + 8 ⇒ (5) + 8 = 13


Hathnor smashes his hammer into the gargoyle, sending chips of bone flying and damaging it but leaving the gargoyle largely unfazed and moving at full capacity.
Yessai's turn.


Vassekh-Arokh Yessai wrote:
Hey folks. School holidays have ended, so I have more time. I'm very sorry for my continued delay - real life is keeping me down at the moment. I think Yessai should miss this turn - I'm still not/complete/ungestalted...

As Yessai stands still, the first gargoyle barrels down the stairs.

The map has been updated. Jan's turn.


Aasimar Oracle 6/Rogue 6 | HP 36/40 | AC: 25 TAC: 18 FAC: 19 CMB: 22 AC: 23 TAC: 16 FAC: 14 CMB: 18 | F: +5, R: +10, W: +5 | Init: +6 | Perc: +8, S.M. +6 | Speed 30ft. |
Resources:
Spell Slots: 1st: 5/7 2nd: 3/6 3rd: 4/4 | SLA Glitterdust | Boots: 10/10 | Wand: 20 | Improvisation 6/6
Current Buffs: barkskin, shillelagh

Jan looks up at the gargoyle hovering 90 feet above him. I don't want to be under that when it comes down.

But he thinks he spots an opening and charges towards the east, twirling his quarterstaff.

Charge attack against G2. I will end move in square K10. My scout ability gives me sneak attacks on a charge.

Charge attack +2 charge +3 Divine Favor: 1d20 + 13 + 2 + 3 ⇒ (5) + 13 + 2 + 3 = 23
damage +1d6+1 shillelagh, +3 divine favor: 1d6 + 7 + 1d6 + 1 + 3 + 3d6 ⇒ (3) + 7 + (2) + 1 + 3 + (1, 2, 6) = 25 This includes 9 points of sneak attack damage.

If the sneak attack hits then I will apply the disoriented debilitation: (which will last for 1 round)

Quote:
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue.

"Let's see what that does."


Jan smashes his quarterstaff into the gargoyle, sending chunks of what look like spinal bones everywhere. The gargoyle is seriously damaged, though still standing.

Hozela climbs the bottom stairway and fires an arrow of acid at the flying golem:
ranged touch attack: 1d20 + 6 ⇒ (8) + 6 = 14
Despite the creature's size, the dragonborn's spell barely hits, but it is enough to start burning away at the gargoyle's bones.
first round acid damage: 2d4 ⇒ (2, 4) = 6

The map has been updated. It is now De'arv'ki's turn, which anyone can take.


Aasimar Oracle 6/Rogue 6 | HP 36/40 | AC: 25 TAC: 18 FAC: 19 CMB: 22 AC: 23 TAC: 16 FAC: 14 CMB: 18 | F: +5, R: +10, W: +5 | Init: +6 | Perc: +8, S.M. +6 | Speed 30ft. |
Resources:
Spell Slots: 1st: 5/7 2nd: 3/6 3rd: 4/4 | SLA Glitterdust | Boots: 10/10 | Wand: 20 | Improvisation 6/6
Current Buffs: barkskin, shillelagh

Just realized I forgot the +2 bonus from Inspire Courage. If a retcon is allowed then I should have done an extra 2 points of damage, If not then I'll have to remember next time.

I don't know much about De and would rather someone else decide what De will do.

But when Hathnor's turn comes up, if he could shuffle 5' to L12 and attack from there then I might be able to flank next round by going north.

"Hathnor... see if you can get on that side of him," Jan nods, pointing to the south.


Yea, okay, you did an extra 2 damage.
Still De's turn, which will be followed by Mundarion's turn (which any of you can also take.)


Forgeborn map Armorist(Symbiotic Knight) / Incanter 6 || HP 53/60; g

im on mobile for the next week or so (guests staying at my place and i'm chauffeur) so it's hard for me to look up De's stuff


Apologies again for the delay in getting back to this guys - it really couldn't be helped...

I think I am looking at the character sheets and previous posts correctly, so:

De'arv'ki Paddfoot

The nimble he-cat simply vanishes from sight, then launches an arrow at the flying golem.

Using Vanishing Trick, then applying sneak attack.

Crossbow: 1d20 + 8 + 1 + 2 ⇒ (3) + 8 + 1 + 2 = 14
Damage if it hits: 1d8 + 3d6 + 2 ⇒ (2) + (5, 5, 6) + 2 = 20

Hope I am doing this right... Also applied +2 from Krezen's Inspire Courage.

-----

Mundarion

Following on queue, Mundarion targets also the flying golem, taking a split second to imbue his weapon with Arcane Energy.

Using PBS, Arcane Strike, and also +2/+2 from Inspire Courage.

Composite LongBow: 1d20 + 7 + 2 + 1 ⇒ (10) + 7 + 2 + 1 = 20
Damage if it hits: 2d6 + 1 + 2 + 1 ⇒ (6, 3) + 1 + 2 + 1 = 13

If I am doing something blatantly wrong with their characters, please do let me know :D


De'arv'ki's arrow is ineffective against the sturdy construct. Mundarion does manage to damage the gargoyle, barely.

The gargoyle flies southeast, on top of the landing step. Instead of plummeting, its empty eye-sockets begin to glow a deep blue, and an icy chill spreads through the air below it.

spellcraft, DC 19:
The gargoyle is duplicating Wall of Ice in the area below it,

An igloo-like dome of ice starts to materialize, covering Jan, Hathnor, Mundarion, and Krezen, and seperating them from the others and from the gargoyle. The dome's walls are about a foot thick.
Those four characters get a reflex save, DC 17, to disrupt a portion of the wall as it is forming. Otherwise, you are trapped in a dome of ice until you can break it.

Mundarion's reflex: 1d20 + 7 ⇒ (2) + 7 = 9

Hathnor's reflex: 1d20 + 2 ⇒ (18) + 2 = 20

Now it is Krezen's turn. And you are not doing anything blatantly wrong as far as I can tell:)


Aasimar Oracle 6/Rogue 6 | HP 36/40 | AC: 25 TAC: 18 FAC: 19 CMB: 22 AC: 23 TAC: 16 FAC: 14 CMB: 18 | F: +5, R: +10, W: +5 | Init: +6 | Perc: +8, S.M. +6 | Speed 30ft. |
Resources:
Spell Slots: 1st: 5/7 2nd: 3/6 3rd: 4/4 | SLA Glitterdust | Boots: 10/10 | Wand: 20 | Improvisation 6/6
Current Buffs: barkskin, shillelagh

Reflex: 1d20 + 10 ⇒ (5) + 10 = 15

Jan fails to notice the ice forming in time.

"What? Ah, dammit!"

When Jan's turn comes around:

Jan strikes furiously at the ice with his staff.

Will fight defensively (because why not? AC is now 27.) and hit the ice with power attack. I'm pretty sure I don't need to roll to hit, so:

Main hand quarterstaff: 2d6 + 6 + 3 + 4 ⇒ (5, 3) + 6 + 3 + 4 = 21

If that's enough to make a hole, then I will post the rest of Jan's action later. If he hasn't made a hole yet, then:

Off hand quarterstaff: 2d6 + 3 + 3 + 4 ⇒ (5, 2) + 3 + 3 + 4 = 17


Reflex: 1d20 + 10 ⇒ (9) + 10 = 19

Krezen is barely able to avoid the cold blast, which leaves him with options on his next actions.

Guys, I apologize, but since I've been out of it, can someone confirm if knowledges have been rolled about our opponents? Need to know more before acting.

EDIT: Nevermind, I just went back and read about it. Rolling Arcana since it seems it was the one with the worse result?

Arcana: 1d20 + 4 ⇒ (9) + 4 = 13

Pfffft....

"Ok then lads, we need blunt weapons or adamantine against the bone thngs! I remember fighting ones that looked kinda like these in a crypt back in the day!" - the sergeant roars, drawing his mace - "Let's show them how payback feels!"

I'm having a slight hard time picturing the battlefield... Can I jump on to a ledge to get nearer to the caster and attack him/her? If so:

Acrobatics: 1d20 + 11 ⇒ (16) + 11 = 27
Attack, Silver Mace: 1d20 + 8 + 1 + 2 ⇒ (4) + 8 + 1 + 2 = 15
Damage if it hits: 1d6 + 12 ⇒ (1) + 12 = 13

If not, can I simply move to G3 and attack?


Quote:
I'm having a slight hard time picturing the battlefield... Can I jump on to a ledge to get nearer to the caster and attack him/her? If so:

G3 isn't on a ledge, the gargoyle is flying, and there isn't really a ledge for you to grab. They are only about 20 feet above the landing step you are on. With a normal 5-foot reach, you'd need to jump 10 feet to hit them with a melee attack (assuming that having your arms closer to the top of your body lets you reach 10 feet above your feet instead of the usual 5 feet you can reach to the side)...which would be a DC 40 acrobatics check.

You could move out of the ice (since you passed the reflex save) and attack G2, which is not flying. Would you prefer that?


Yep DMB, that works for me, even though I am almost sure my attack will miss ;)


Krezen maneuvers himself out of the ice, and slams his weapon ineffectually against the grounded bone golem.

At that moment, Sorjla becomes visible again and places her hand on the flying gargoyle:
touch attack: 1d20 + 8 ⇒ (18) + 8 = 26
"Thy joints shalt be stiff, and thou shalt struggle to move for as long as thou dost obey the wills of fiends!"

With an incantation, she imparts a shroud of magic on the gargoyle.

Spellcraft, DC 18:
Sorjla is casting Bestow Curse on the gargoyle.

G3's Will save: 1d20 + 5 ⇒ (1) + 5 = 6
Sorjla's CL check vs SR: 1d20 + 5 ⇒ (1) + 5 = 6
but the skeleton creature just absorbs her magic seemingly unaffected.

Meanwhile, the bone gargoyle that is on the ground swings its boney claws at Hathnor and Krezen:
claw at Hathnor: 1d20 + 14 ⇒ (18) + 14 = 32
1d6 + 5 ⇒ (5) + 5 = 10
claw at Krezen: 1d20 + 14 ⇒ (3) + 14 = 17
...whilst leaning out to bite Mundarion...
bite: 1d20 + 14 ⇒ (7) + 14 = 21
1d8 + 5 ⇒ (1) + 5 = 6
...and swinging its hellish tail at Jan!
1d20 + 14 ⇒ (3) + 14 = 17

Phew. Now it is Gemheart's turn, followed by Hathnor's (which any of you can take).


Forgeborn map Armorist(Symbiotic Knight) / Incanter 6 || HP 53/60; g

drunk. I'll do my turn tomorrow AM once i drop my houseguests at the airport.


Aasimar Oracle 6/Rogue 6 | HP 36/40 | AC: 25 TAC: 18 FAC: 19 CMB: 22 AC: 23 TAC: 16 FAC: 14 CMB: 18 | F: +5, R: +10, W: +5 | Init: +6 | Perc: +8, S.M. +6 | Speed 30ft. |
Resources:
Spell Slots: 1st: 5/7 2nd: 3/6 3rd: 4/4 | SLA Glitterdust | Boots: 10/10 | Wand: 20 | Improvisation 6/6
Current Buffs: barkskin, shillelagh
Deranged_Maniac_Ben wrote:

Initiative order:

Jan --26
Hozela --24
De'arv'ki --22
Mundarion --21
Gargoyle 3 --19
Krezen --16
Sorjla --13
Gargoyle 2 --12+
Gemheart --12-
Hathnor --9
Yessai --6
Gargoyle 1 --2

Deranged_Maniac_Ben wrote:

...and swinging its hellish tail at Jan!

1d20+14

Does the gargoyle break a hole in the wall of ice? If that is the case then I would like to change my action. Remember the action I posted was for when my turn comes around, which is after the gargoyle.


Yes, you can change your action when your turn comes up next round.


Forgeborn map Armorist(Symbiotic Knight) / Incanter 6 || HP 53/60; g

Gemheart launches another blast of crystalline projectiles at G3.

ranged touch, piercing: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
damage: 5d4 ⇒ (4, 3, 1, 3, 4) = 15

if hit, the target's space becomes overgrown with crystal and becomes difficult terrain (though I imagine this would fall at some point). It isn't spelled out in the rules for the ability, but gravity does exist, I assume.

furthermore, the gargoyle must make a Reflex save DC 17 or be entangled (as the condition) unable to move. Then it makes another REF DC 17 (with a -2 due to the entangled condition's DEX penalty) or plummets to the ground (unless its flight is magical).

On its turn, it can take a move action to break free, using Escape Artist or a STR check, either one DC 17; or deal 18 damage to the crystal, which otherwise disappears after 1 minute.


Forgeborn map Armorist(Symbiotic Knight) / Incanter 6 || HP 53/60; g

HATHNOR TURN

this assumes that Gemheart's attack works and G3 falls to the ground.
Hathnor steps to K11 and attacks G3.

warhammer: 1d20 + 13 + 1 ⇒ (3) + 13 + 1 = 17
dmg: 1d8 + 8 ⇒ (1) + 8 = 9

warhammer: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
dmg: 1d8 + 8 ⇒ (7) + 8 = 15

haste attack
warhammer: 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 15
dmg: 1d8 + 8 ⇒ (4) + 8 = 12


Gargoyle's reflex save: 1d20 + 10 ⇒ (17) + 10 = 27
I can't tell exactly what ability you are using, so I'm not sure if Spell Resistance applies. If it does, Gemheart ought to make a check to overcome SR 20.

As to Hathnor's turn, he can't reach the flying gargoyle with his hammer, so I'll assume you meant to use Hathnor's longbow? In that case they all missed.

Yessai's turn.


Forgeborn map Armorist(Symbiotic Knight) / Incanter 6 || HP 53/60; g

Gemheart vs SR 20: 1d20 + 6 ⇒ (18) + 6 = 24

i meant that Gemheart's ability had the chance to pull the gargoyle down, in which case Hathnor would have wailed on it with a warhammer. but with those rolls he ain't wailin' on anything.


After Gemheart's power hits, the flying gargoyle, like its grounded G2 counterpart, is very heavily damaged, though still flying. The other gargoyle G1 has remained virtually unscathed so far.
Yessai's turn.


Aasimar Oracle 6/Rogue 6 | HP 36/40 | AC: 25 TAC: 18 FAC: 19 CMB: 22 AC: 23 TAC: 16 FAC: 14 CMB: 18 | F: +5, R: +10, W: +5 | Init: +6 | Perc: +8, S.M. +6 | Speed 30ft. |
Resources:
Spell Slots: 1st: 5/7 2nd: 3/6 3rd: 4/4 | SLA Glitterdust | Boots: 10/10 | Wand: 20 | Improvisation 6/6
Current Buffs: barkskin, shillelagh

@ DMB: Can you put the wall of ice on the map somehow?


The wall is basically gone, since so many of you have broken holes in it.
Anyhow, it is still Yessai's turn.


Yessai? Someone take her turn, please.

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