Variel's WotR

Game Master Neltji

From Level 1 to Level 20. Good luck heroes you might need it.

loot list

combat map


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Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

Will DC 15: 1d20 + 10 ⇒ (9) + 10 = 19

Nasira nods with understanding as Maelchar works his magic. "Brilliant. Well done, my friend."


The mist moves at 10ft per round so you are all easily able to move to keep up with it. Garith and Zeriax to make saves still but will open things up a bit.

As the mist disappears through some cracks in the wall that only a master at perception could trace Maelchar smiles. At a word and gesture the area is stone shaped to create a doorway revealing a 5ft wide hallway with the stone craved differently from that in which you are currently in.

A ten-foot-wide cage encloses an elevated lift at the top of this
high terrace. A line of chains and an array of pulleys allow the
cage to be lowered down into the room or moved across the
room to a set of double doors at the far side of the chamber.
The terrace and cage both overlook a large chamber with walls
that seem to glow red hot. Heat wavers in the air, and wisps
of vapor periodically waft up from the floor and walls, but the
temperature atop the terrace is rather cool. Below, in the center
of the room, squats a large forge made of black and red metal.

From your vantage point you can not see down on the floor of the room but the forge sits high enough you can see it easily.

P.S. All minute level or shorter duration spells are down by now. MAp updated.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

will: 1d20 + 7 ⇒ (13) + 7 = 20

I activate my scale again as we follow while Mael makes the corridor


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

Do we see the mist-form vampire?


Yes it is 10 feet down the hall. I believe it is on the map still for you to see. I hope so anyways.


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

*blush* Sorry, didn't realize the map had been updated, I thought we were rolling with description at the moment. I see you said it was updated now...


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Maelchar casts levitate on himself incase the mist changes elevation, and continues to follow.


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

Pakak eyes his own scale that would allow him similar lift in case it is needed.


Male Dwarf Barbarian 15th(Invulnerable Rager)/Champion 7:
Stats:
Int: +9; AC:28/17t/26ff; Hp's 286/286(342/342 raging); DR 7/-; Fort:+19(Rage: +20)/Ref:+7/Will:+9(Rage: +12); Perc:+26; CMB +20/ CMD:39(43 vs. Bull Rush/Trip)

Morgrym rolls his eyes as he slowly follows the big ball of gas, internally wishing it would hurry up. Sheesh. We're gonna be here all day at this rate.


The vampire continues to move forward across the chasm. As you press onward the heat becomes even more unbearable.

Survival check DC 15:

Every minute in here will cause nonlethal damage from the heat unless you are protecting yourself with endure elements.

Inching forward slightly you can here the sound of metal on metal and a strange sound coming form the bottom of the room. Clearly something or things are down there working near the forge.


Male Dwarf Barbarian 15th(Invulnerable Rager)/Champion 7:
Stats:
Int: +9; AC:28/17t/26ff; Hp's 286/286(342/342 raging); DR 7/-; Fort:+19(Rage: +20)/Ref:+7/Will:+9(Rage: +12); Perc:+26; CMB +20/ CMD:39(43 vs. Bull Rush/Trip)

Survival: 1d20 + 12 ⇒ (8) + 12 = 20

As Morgrym moves into the room, it appears he has little concern about the heat. Either that or he just doesn't care. "I can tell ya it's gonna be hot in here, so, if any o' ya can't take the heat... well... you'll live," he says as a matter of fact. "What we need is a way across because that first step is a doozy."


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Using his Inspired Spell ability, Maelchar casts Communal Air Walk and touches all, giving everyone the ability to walk on air for 110 mins/# in party, min 10 mins each... He'll grant any extra to himself, Gaereth and Morgrym before first... seriously I have no idea how many of us are actually in the party right now, but everyone has at least 10 mins of air walk with a few ppl maybe having 20 mins.

After the spell, he tests it by stepping out, hoping there isn't an anti-magic field preventing the spell from working, (in which case he'd plunge to his death no doubt, lol. Then he crosses the divide if nothing prevents him, following the vampire mist.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

dammit - I just realized I don't HAVE 5th lvl spells yet... oracles don't get them til 10th lvl... so... please ignore all or most of my prior post. I've restored my spent MP since I didn't cast the spell...instead:

"Milady Nasira, can you use INspired Spell to cast Communal Air Walk so we can all cross here?"

if she can and agrees, he'll then step out as stated above, following the vampiric mist.


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

I don't have the Inspired Spell ability. However, you have access to air walk using it and at least two members of the party have cast levitate on themselves and could be towed across the gap.


There is a cage as well on your side of the area with pulleys to carry yourself over or lower yourself as well. Will get a map update tonight of the room once I get off from work.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Maelchar casts air walk on himself using Inspired spell and uses it to pull those levitating and carry those who aren't that are within his carry capacity. OThers can use the cage if they want to brave it, (if it's only one or two, he'll just cast levitate on them and pull them across)... (no idea on the cage's speed and we have to move at least as fast as the vampire mist I think)


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

If I may, air walk someone strong and let them pull you and Pakak. I guess Pakak didn't use the scale, just thought about it.


1d6 ⇒ 3 subdual heat damage to everyoneMorgrym I looked it up and this still affects you as it is not weapon/combat damage.

Moving into the room properly after casting some preparation spells you see that the floor of the room is 30ft below you. Moving about are 6 snakelike creatures with spears strapped to their backs. Each of them appears to be on fire. They look up at your approach and unsling their spears taking a defensive stance.

know planar DC 16:

These creatures are salamanders and native to the realm of fire. Industrious and able to create works of art with metal they make perfect smiths. As they are CE they align themselves more with those that serve the Abyss and take pride in working for such masters as balors and fire themed demon lords.

Map updated in profile. Good guys up in init.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

know planes: 1d20 + 11 ⇒ (17) + 11 = 28

Maelchar looks down at the creatures and points them out to the others... "They are salamanders... chaotic evil creatures from the plane of fire... they make excellent smiths and pride themselves on working for greater demons and demon lords, esp. those who are aligned with fire like them. I suggest we just move past them for now and follow the mist, and return to deal with them after... we don't want to lose our opportunity to dispatch the vampire."


The vampire in question lowers itself 10 feet as it looks like it is making its way to the floor of the chamber.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

"Damn it's going down to their level... I don't suppose anyone has protection from fire before we go down there?"


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

I don't and, worse, pretty much all of my damaging spells are fire-based.

I have fire resistance 10, so the subdual damage doesn't bother me.

Knowledge (Planes): 1d20 + 8 ⇒ (6) + 8 = 14 Do I know what language salamanders typically speak?


Male Aasimar (Azata-Blooded) sorcerer 9 CG Medium outsider (native, azata-blooded) Init +4, Senses darkvision (60 ft.); Perception +10 AC 12, touch 12, flat-footed 10 (+2 Dex, ) hp 63 F +7, R +7, W +7 Resist acid/cold/elect 5, concent +17
Status:
HP 63/63 || Mythic 7/7 || Spells: 4th 6/6 3rd 8/8 2nd 7/8 1st 8/8

So'rien levitates as well and allows himself to be pulled along. He is not as concerned about the salamanders as he has the ability to switch the elemental damage of his spells. Mr. Shin is in tattoo form at the moment on So'rien's chest.


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

Pakak's Abjurer DR is currently set to fire. I think that applies.


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

To save some time, if her check doesn't indicate that this will offend them, Nasira will call out to the salamanders in Ignan.

Ignan:

Diplomacy: 1d20 + 11 ⇒ (9) + 11 = 20
"Talented smiths and artisans! We seek passage to pursue yon mist creature. What say you?"

Unfortunately, lying really isn't in her character, so she rolls with Diplomacy instead.


One of the salamanders hisses up at you Nasira. Missst Creature no consssern of oursss. You speak missstresssessss name you free to crossss.


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

"If we speak their mistress' name, we can cross without fighting." She looks at the others, "Who do you suppose is their mistress?"


Male Dwarf Barbarian 15th(Invulnerable Rager)/Champion 7:
Stats:
Int: +9; AC:28/17t/26ff; Hp's 286/286(342/342 raging); DR 7/-; Fort:+19(Rage: +20)/Ref:+7/Will:+9(Rage: +12); Perc:+26; CMB +20/ CMD:39(43 vs. Bull Rush/Trip)

Morgrym thinks on it a moment. "Do any of you remember the name of the fake goddess demoness? I'm willin' ta bet it's her. Worth a shot." He shrugs. "If not, we're just gonna have ta kill 'em all and hope we can do it before we burn ta death," he says as a matter of fact, shrugging again.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

know whatever to recall that info: 1d20 ⇒ 15
+7 for history, +11 for planes, +9 for religion


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

Trying to guess ....
Knowledge Planes 1d20 + 16 ⇒ (4) + 16 = 20
Knowledge Religion:1d20 + 10 ⇒ (16) + 10 = 26
Knowledge Arcane 1d20 + 16 ⇒ (11) + 16 = 27
Knowledge History: 1d20 + 11 ⇒ (4) + 11 = 15


If you are referring to the Succubus that posed as Iomedae her name was Janeamine. The succubus that posed as Maranse was Kiranda. Are those the names you wre looking for? Your knowledge planar checks would give you that.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Zeriax stands ready in spite of the searing heat - bow taut and wary of their interlopers - "It could very much be so, or some other fiery creature they hold as leader or queen?"


The knowledge planar would also reveal that Ymeri is the Queen of the Plane of Fire. That is another option.

Now that I am at home with my notes...

There is another option. You recalled that there was a dark priestess upstairs who was going to try and destroy the entire city rather than let it fall into your hands. You caught a bit of her journal and plans.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

I don't think we have met her, or found out her name :P

"We need to risk an option" - Zeriax adds.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

was her name in her journal?


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

I only remember this reference, so I don't think so :P


Male Dwarf Barbarian 15th(Invulnerable Rager)/Champion 7:
Stats:
Int: +9; AC:28/17t/26ff; Hp's 286/286(342/342 raging); DR 7/-; Fort:+19(Rage: +20)/Ref:+7/Will:+9(Rage: +12); Perc:+26; CMB +20/ CMD:39(43 vs. Bull Rush/Trip)

Yep. Those are the ones I was looking for. Janeamine and Kiranda. Mostly Janeamine.

Zeriax wrote:
"We need to risk an option" - Zeriax adds.

"You're right. I say we go with the fake Iomedae. It's got ta be her... maybe," he says, shrugging.


Sorry no need to write your own name in your own journal.

The salamanders start to grumble as a few of them move over to a rack of javelins sitting there. 2 of them pick up ones that look mighty similar to the javelins of lightning that Zeriax has. You figure your time is up and an answer needs to be given immediately.


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

Going to try to use more honey to attract the flies.

Ignan:
"We have met many 'mistress' in this castle. Janeamine. Kiranda. None that claimed having her own private team of the multiverse's best metalsmiths."

Diplomacy: 1d20 + 11 ⇒ (12) + 11 = 23


The forward salamander who has been speaking to you hisses at the names given. Foolsss, neither of thossse are our misstressss. Intruderssss!

init:

Nasira 1d20 + 2 ⇒ (6) + 2 = 8
Maelchar 1d20 + 2 ⇒ (6) + 2 = 8
Pakak 1d20 + 1 ⇒ (16) + 1 = 17
Zeriax 1d20 + 2 ⇒ (18) + 2 = 20
Morgrym 1d20 + 2 ⇒ (6) + 2 = 8
Sir Garith 1d20 + 1 ⇒ (15) + 1 = 16
So'rien 1d20 + 2 ⇒ (2) + 2 = 4

salamander captain 1d20 + 2 ⇒ (4) + 2 = 6
salamanders 1d20 + 3 ⇒ (5) + 3 = 8

Same map as earlier. You guys got init by a landslide.


Male Aasimar (Azata-Blooded) sorcerer 9 CG Medium outsider (native, azata-blooded) Init +4, Senses darkvision (60 ft.); Perception +10 AC 12, touch 12, flat-footed 10 (+2 Dex, ) hp 63 F +7, R +7, W +7 Resist acid/cold/elect 5, concent +17
Status:
HP 63/63 || Mythic 7/7 || Spells: 4th 6/6 3rd 8/8 2nd 7/8 1st 8/8

So'rien holds his action as the encounter turns sour, waiting for an opportune moment to strike.


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

Pakak curses as the vampire gains allies in his escape, "We have no time for you!" And attempts to blast as many of the Salamanders as he can using his dragon's breath spell, one of ice and cold!

30 Cone Cold, Reflex DC 19 for half. Trying to position to get as many as possible, but having trouble with map.

9d6 ⇒ (5, 1, 4, 5, 4, 6, 1, 5, 2) = 33


Male Dwarf Barbarian 15th(Invulnerable Rager)/Champion 7:
Stats:
Int: +9; AC:28/17t/26ff; Hp's 286/286(342/342 raging); DR 7/-; Fort:+19(Rage: +20)/Ref:+7/Will:+9(Rage: +12); Perc:+26; CMB +20/ CMD:39(43 vs. Bull Rush/Trip)

Morgrym is mighty impressed with the cold outburst by his brethren. "Nice," he says, nodding. "My turn." Morgrym cracks his neck and jumps down, aiming for the head of the nearest salamander with his mighty hammer.

Okay, no idea how this works but here goes. I've got Boots of the cat. So, can I actually jump down and aim for one of the bad guys? Or do I jump down and then attack? Or do I just jump down and that's my whole move? I have absolutely no idea because I've never attacked in this manner so this is utterly new to me.

If it's 30' down, then 3 damage, correct? I don't know if DR applies to that or not. Just ignore attack if it's not doable.

Mwk Cold Iron Earth breaker(Raging w/PA): 1d20 + 12 ⇒ (5) + 12 = 17
Damage: 2d6 + 20 ⇒ (5, 1) + 20 = 26

AC 23; Hp's 140/140; DR 4-


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

I just got this image in my head of Morgrym leaping down on one of them shouting 'Death From Above'... lol.. which is an actual attack maneuver in Battletech, but requires jump jets...


Pakak levitates down a bit in order to catch 2 of the salamanders in his blast.

Reflex dc 19 2d20 ⇒ (11, 19) = 30 +9 each success but cold vulnerability still means each takes 24 damage

Morgrym meanwhile hurls himself off the ledge down at the closest salamander. His charging rush strikes the outsiders as foolish until Morgrym lands on his feet with his hammer swinging. Only the natural toughness of the salamander prevents Morgrym from delivering a powerful blow.

I am not sure about the DR question. Will say you ignore the damage till I find out otherwise.


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

Sounds like a charge action to me. Just verticalized. ;-)


Male Dwarf Barbarian 15th(Invulnerable Rager)/Champion 7:
Stats:
Int: +9; AC:28/17t/26ff; Hp's 286/286(342/342 raging); DR 7/-; Fort:+19(Rage: +20)/Ref:+7/Will:+9(Rage: +12); Perc:+26; CMB +20/ CMD:39(43 vs. Bull Rush/Trip)

HA! "Verticalized" that's a good one. You know, I was actually wondering if that might be considered a charge. If that is the case, then my AC for the current round is: 21
@Variel: Sounds good.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Maelchar creates a greatsword and casts lead blades on it, letting his levitation take him down toward the salamanders at a bit slower rate than Morgrym's vertical charge.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Sorry, im kinda at a loss as to ow to get myself down there till I remembered So'rein's best projectile weapon, Morgrym. Can i get a toss?
So'rien, you able to throw me down at one of the salamanders?

how's the climb look to lower oneself to the


The age would allow you to lower yourself.It would take you 2 rounds to complete th action though.

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