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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Any prep or planning?


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 looks to Pakak curiously. "Bodaks? What the blazes is a Bodak?"


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 have no idea" - Zeriax ponders, invoking a magical protection spell - "But I am ready when you are my friends"

Casting Mage Armor.


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: ]

Consider Nasira's offered protections in place, please.

Knowledge (religion): 1d20 + 6 ⇒ (18) + 6 = 24

I guess that means I can only identify them, no extra information.


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 will cast protection from evil on himself... because he's assuming bodaks are evil. Then he creates a great sword and casts lead blades on it.


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

"Protection from evil spells might be prudent, always is with demons I think." He nods approvingly at Maelchar, and he casts one on himself following Maelchar's lead. "Sorry, Morgrym. I wish I knew more about them."

Just a bit short of the 5 to get details :o


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 religion re bodak: 1d20 + 11 ⇒ (8) + 11 = 19


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

Nasira sorry but... What are your offered protections? :P


Imthink it was circle of protection evil and life bubble, 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: ]

I wasn't trying to post details in a phone post. I thought I'd mentioned two, but I only mentioned the life bubble.

Nasira casts Life Bubble on the party. I can protect up to nine individuals, dividing the effect's duration up to 18 hours. How many people do we have with us?

She also prepared Protection from Evil twice, which she offers, especially to those without rings of protection since the AC bonus won't stack. Any takers? Once the battlefield is chosen, she can cast magic circle against evil, also.


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)

"It doesn't matter anyway. We'll see how powerful they are when I bring me hammer down upon their skull," he says with a wink. "Let's go kick some Bodak butt; and then we put an end to the stinkin' demon. Hopefully we'll be makin' it home in time for dinner. I'm feelin' like steak tonight," he says, grinning wryly. "Ready when you lot are."


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: ]

Nasira casts one protection spell on Xeriax and another on Morgrym.

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

Garith uses his scale and cracks his neck as his fingers, neck and jaws distend and he takes the form of a troglodyte. Before entering he calls the spirit of his sheild to enhance it with bashing.

Are we ready? he hisses.


perception check to hear Garith coming down 2d20 ⇒ (10, 1) = 11+18-7 still makes Garith's best check so no surprise

init:

Nasira 1d20 + 2 ⇒ (16) + 2 = 18
Maelchar 1d20 + 2 ⇒ (15) + 2 = 17
Pakak 1d20 + 1 ⇒ (18) + 1 = 19
Zeriax 1d20 + 2 ⇒ (13) + 2 = 15
Morgrym 1d20 + 2 ⇒ (10) + 2 = 12
Sir Garith 1d20 + 1 ⇒ (19) + 1 = 20
So'rien 1d20 + 2 ⇒ (7) + 2 = 9

Bodaks 1d20 + 6 ⇒ (19) + 6 = 25

The bodaks hear the group coming and if they could a smile would fit across their faces. It had been a long time since anything came down to see them and they had a chance to feast upon flesh and they turned to look at who is coming for dinner.

map with good guys turn

On each of your turns you must make 2 DC 20 fort saves. Each fail deals 1d4 negative levels as the gaze of the bodak sucks your life away. Good luck.


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

fort save dc 20: 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31
fort save dc 20: 1d20 + 12 + 2 + 1d6 ⇒ (2) + 12 + 2 + (4) = 20 (using surge)

As soon as MOrgrym moves, Maelchar moves to G11 (or next to Morgrym if MOrgrym goes to G11) and strikes at the bodak there.

to hit, vital strike, power attack, furious focus: 1d20 + 10 ⇒ (18) + 10 = 28
dmg if hits: 6d6 + 8 ⇒ (1, 1, 4, 6, 1, 5) + 8 = 26


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)

Fort: 1d20 + 13 ⇒ (20) + 13 = 33
Fort: 1d20 + 13 ⇒ (8) + 13 = 21

Feeling an unwelcoming sensation come over him, "'Ware these blasted things! Kill 'em! And kill 'em quick! I'm goin' for the southern one!" Morgrym informs, bringing his fury to bear as he moves toward said destination.

Rage 1/32; Move to K 12; Attack; Mythic point to remove Power Attack penalties for 1 minute(Round 1/10).

Mwk Cold Iron Earth breaker(Raging w/PA): 1d20 + 17 ⇒ (5) + 17 = 22
Damage: 2d6 + 23 ⇒ (6, 6) + 23 = 35

AC 26/touch 12; Hp's 172/172; Acid/Cold resist 5, Fire 2; Attacks: Good aligned, +1d6 vs. Evil Outsiders; DR 4-; Rage 1/32; Mythic Power(1/9 used)

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

Avert your eyes, if you can manage it
looked up gaze rules. I'm not doing it this round, but subsequent ones, I likely will be.

fort: 1d20 + 11 + 1d6 ⇒ (6) + 11 + (6) = 23 surge
fort: 1d20 + 11 ⇒ (19) + 11 = 30

Garith shakes off the negative effects and rips into the Bodak.

fleet charge to H12
Fleet Shield Slam w/PA: 1d20 + 15 + 3 + 1 ⇒ (5) + 15 + 3 + 1 = 24 mythic PA, no penalty vs flatfooted AC
For 1d8 + 5 + 9 ⇒ (3) + 5 + 9 = 17 no DR
If 24 hits flat food CMD Bodak is prone.

If prone he brings the Radiance to bear, but if not, he Shield Slams.

main hand attack: 1d20 + 17 + 1 - 2 ⇒ (15) + 17 + 1 - 2 = 31 -2 to hit w/shield slam
For 1d8 + 8 + 9 ⇒ (5) + 8 + 9 = 22 -3 damage w/shield

Should be prone now.

off-hand attack: 1d20 + 15 + 1 - 2 ⇒ (4) + 15 + 1 - 2 = 18 add +2 to hit w/Radiance
For 1d8 + 5 + 6 ⇒ (1) + 5 + 6 = 12 add +3 damage w/radiance

itterative: 1d20 + 12 + 1 - 2 ⇒ (3) + 12 + 1 - 2 = 14
For 1d8 + 8 + 9 ⇒ (6) + 8 + 9 = 23


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

not sure if it matters or not, but Maelchar's attack is both magical and cold iron


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

2d20 ⇒ (4, 5) = 9 both fail even if I would use surge so I'm not

2d4 ⇒ (3, 2) = 5 holy baf@@~nuts... Well that's me out of the fight with five negative levels.


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 have a question: if Zeriax averts his eyes after Garith's warning, the bodaks will have concealment against him. But since he has Improved Precise Shot, is this concealment negated?


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

Fort save: 1d20 + 9 ⇒ (20) + 9 = 29
Fort save: 1d20 + 9 ⇒ (6) + 9 = 15 Surge1d6 ⇒ 6

Pakak moves forward to the edge and if he can, lobs a fireball to get the second bodok

Going to try to fireball the one at M12 if no one is in the area.
DC 18 REF for half dmg 9d6 ⇒ (5, 5, 6, 3, 6, 2, 1, 4, 3) = 35

If someone is in the area of effect before he can cast, he sighs and lobs magic missiles at the ones at G12
dmg: 5d4 + 5 ⇒ (4, 4, 1, 4, 1) + 5 = 19


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: ]

Fort DC 20 vs gaze: 1d20 + 9 + 2 + 1d6 ⇒ (7) + 9 + 2 + (3) = 21 includes +2 Sacred bonus vs death effects and a surge

Fort DC 20 vs gaze: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18 includes +2 Sacred bonus vs death effects
Levels lost: 1d4 ⇒ 3 Ouch

Unnecessarily, she says, "Focus your attacks on a single foe! They are much more dangerous because there are two!"

Negative level effects, for personal reminder:
For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature's negative levels equal or exceed its total Hit Dice, it dies.

I will have to work on her action later. Casting spiritual ally is a high probability if someone wants to move things forward and I haven't posted. I would cast restoration on our sorcerer, but it takes three rounds...


In this case Zeriax they will still get the concealment. If you find a post saying otherwise then I will reverse the call.

At work right now so no stats but I do remember that htey have DR/10 magic but not their AC off hand. Will post once I have a chance to look it up.

Pakak I will allow you to fireball the southern one before Morgrym gets 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: ]

"So cold!" Nasira feels the creature's gaze steal her life force and realizes what's happened. She asks Sarenrae for an ally for her companions.

She casts spiritual ally and places it adjacent to the bodak targeted by the most allies. It will need to have its own square like any other melee combatant. It can attack once per round with a +6+4-3=7 (assuming my negative levels affect its attacks like they would mine) and deal 1d10+2 points of damage. Otherwise, the weapon has the stats of a scimitar. If the target has SR, I need to roll a check against it.

Spiritual Ally: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d10 + 2 ⇒ (6) + 2 = 8

Once her goddess's gift is placed, Nasira retreats from view of the creatures for the moment. Thinking to avoid the gaze while she wracks her brain for information that just won't come.

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

Var, I just saw I can enhance to +2. I'd like to hit my shield spikes with the magic to up damage from my slam by 1.


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

Haven't found a post about it, but I will make one :D

Eyes averted?: 1d100 ⇒ 91No =>Fort: 1d20 + 11 ⇒ (9) + 11 = 20
Eyes averted?: 1d100 ⇒ 28Yes

Trying hard not to meet the Bodak's gaze, still the monk unleashes a rain of arrows on the one targeted by his companions.

Flurry of Arrows 1: 1d20 + 15 ⇒ (14) + 15 = 29
Damage if it hits: 1d8 + 17 + 3 ⇒ (2) + 17 + 3 = 22

Flurry of Arrows 2: 1d20 + 15 ⇒ (12) + 15 = 27
Damage if it hits: 1d8 + 17 + 3 ⇒ (2) + 17 + 3 = 22

Flurry of Arrows 3: 1d20 + 10 ⇒ (18) + 10 = 28
Damage if it hits: 1d8 + 17 + 3 ⇒ (5) + 17 + 3 = 25


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

Actually looking at the map for the first time now lol...how am I getting hit by two gaze attacks? Because it looks like from my position neither one has line of sight or effect. Could you clarify? Also, if I don't could I cast a spell? Obviously I will keep those roll for when I actually come within sight of them. If I can, I'm just dropping a fireball in there anyway per usual lol.


NOOOOOOOOOOOO!!!!!!!!!!!!!! My super long post just got eaten!!!!!!

Maelchar moves in and hits the northern bodak. Clearly whatever deity he is following has blessed him and empowered him in feats of strength.

Garith follows up the attack by Maelchar and moves faster then most though possible. Before anyone could react he had already slammed his shield into the bodak knocking it prone. then he followed that up with 2 slashes of Radiance and another shield slam. However only the first strike was true enough to damage the creature.

Pakak then took his turn with his arcane might. Conjuring up force issiles they slam into the bodak ending its existence.

Morgrym files in to the south provoking an attack from the bodak for his troubles. 1d20 + 11 ⇒ (2) + 11 = 13 for 1d8 + 3 ⇒ (5) + 3 = 8 The impeding slam attack is enough to through off the raging warrior and the earthbreaker slams into the floor of the mausoleum.

Zeriax tries to avert his eyes but still sees the bodak. Firing three arrow 3d100 ⇒ (2, 91, 8) = 101 the first and last miss but the second strikes true. What type of arrows are you using?

Nasira feels some of her life slip away from her and summons a spiritual ally to help. Hovering over the bodak the attack misses. Nasira then pulls back to relative safety to contemplate further actions.

So'rien you are correct that you can not see them now but moving down to see the combat at all would require a save which is why I had you all do it initially. You can still drop the fireball with you lesser selective rod to keep Morgrym out of the affect if you want.

Map update with So'rien still to go. Then everyone that is in sight of the bodak needs another fort DC 20 save or take d4 negative levels.

Bodak attacks on Morgrym.
slam 1 1d20 + 11 ⇒ (8) + 11 = 19 for 1d8 + 3 ⇒ (8) + 3 = 11
slam 2 1d20 + 11 ⇒ (17) + 11 = 28 for 1d8 + 3 ⇒ (1) + 3 = 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

fort dc 20: 1d20 + 12 ⇒ (18) + 12 = 30


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

Variel, using Cold Iron arrows. And ALWAYS, copy the text before you post. Always :P

Eyes averted?: 1d100 ⇒ 47Yes.

Zeriax manages to avoid the creature's gaze once again, and unleashes three more arrows in quick succession.

Flurry of Arrows 1: 1d20 + 15 ⇒ (6) + 15 = 21
Damage if it hits: 1d8 + 17 + 3 ⇒ (8) + 17 + 3 = 28

Flurry of Arrows 2: 1d20 + 15 ⇒ (2) + 15 = 17
Damage if it hits: 1d8 + 17 + 3 ⇒ (8) + 17 + 3 = 28

Flurry of Arrows 3: 1d20 + 10 ⇒ (19) + 10 = 29
Damage if it hits: 1d8 + 17 + 3 ⇒ (7) + 17 + 3 = 27

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

Fort: 1d20 ⇒ 16

Again, shaking off the Bodak's gaze, Garith sidesteps and lays into the bodak

Shield slam: 1d20 + 15 - 2 ⇒ (12) + 15 - 2 = 25
For magic: 1d8 + 6 + 9 ⇒ (3) + 6 + 9 = 18

Smashing the Bodak into the oil in between the doors to prone it. Following up with two quick slashes

radiance: 1d20 + 17 - 2 ⇒ (16) + 17 - 2 = 31
For magic: 1d8 + 8 + 9 ⇒ (4) + 8 + 9 = 21

radiance: 1d20 + 12 - 2 ⇒ (19) + 12 - 2 = 29
For magic: 1d8 + 8 + 9 ⇒ (4) + 8 + 9 = 21

confirm: 1d20 + 12 - 2 ⇒ (11) + 12 - 2 = 21 +: 1d6 ⇒ 6 if 21 doesn't confirm against prone
For magic: 1d8 + 8 + 9 + 9 ⇒ (6) + 8 + 9 + 9 = 32


Maelchar holds onto his life force as he watches the others and plans for his attacks.

Zeriax keeps his eyes turned to the side as he unloads another 3 arrows. The first and second are not solid enough to do any damage while the third 1d100 ⇒ 19 flies off in the wrong direction.

Garith steps up and swings with force with his shield but it is not enough to cause the bodak to fall prone. (CMD is higher than 25) That is followed up with 2 strikes from Radiance. The first is a solid hit but the second completely passes through the body of the Bodak. Only a small essence of negative energy remains keeping the bodak attached to this world. surge used for confirmation


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

sorry didn't mean to hold my action - was waiting for Sorien to post... but if we're not doing that...

Maelchar moves up and attacks the bodak.

to hit: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
dmg if hits: 3d6 + 5 ⇒ (3, 5, 5) + 5 = 18

le sigh


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

Fort Save 1d20 + 9 ⇒ (11) + 9 = 20

Pakak tries another missile barrage on the remaining foe.

Magic Missile Damage: 5d4 + 5 ⇒ (2, 1, 1, 2, 4) + 5 = 15


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 channels a fireball through his rod, utilizing it's energies to help control the flow of flame around his companions.

Mythic Selective Empowered Fireball DC 25 Reflex for half: 15d10 ⇒ (5, 2, 3, 2, 6, 7, 4, 4, 6, 2, 5, 5, 1, 9, 6) = 67


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: ]

Nasira waits for a report from her friends. "Does it remain?"


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)

@So'rien: You might wanna hold off on that fireball. I say that because there's only 1 left and it's nearly dead as it is. Going by Variel's quote: "Only a small essence of negative energy remains", I'd have to guess that Pakak's magic missile probably finished it off. Unless of course you just want to cast it then by all means... cast away, my good man! :)

Fort: 1d20 + 16 ⇒ (17) + 16 = 33

Will go ahead an roll to attack but I'm still gonna hold on to the probability that it's dead already.

No power attack penalties
Mwk Cold Iron Earth breaker(Raging w/PA): 1d20 + 17 ⇒ (13) + 17 = 30
Damage: 2d6 + 23 + 1d6 ⇒ (1, 5) + 23 + (3) = 32

Mwk Cold Iron Earth breaker(Raging w/PA): 1d20 + 17 ⇒ (20) + 17 = 37 HA! Of course.
Damage: 2d6 + 23 + 1d6 ⇒ (2, 3) + 23 + (3) = 31

Crit confirm
Mwk Cold Iron Earth breaker(Raging w/PA): 1d20 + 17 ⇒ (19) + 17 = 36 OF COURSE!
Damage: 4d6 + 46 ⇒ (5, 2, 4, 5) + 46 = 62

Okay, seeing how I just confirmed a crit, I KNOW for a fact Pakak killed it. You'd be amazed at how many times that's actually happened.

AC 26/touch 12; Hp's 172/172; Acid/Cold resist 5, Fire 2; Attacks: Good aligned, +1d6 vs. Evil Outsiders; DR 4-; Rage 2/32; Mythic Power(1/9 used)


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'm just gonna assume the last bodak is down? :D


Indeed Zeriax has the right of it as he watches in ?glee? as fire, force, and hammer connect to end what Garith started. The evil bodak, who had resided in the crypt and turned a previous looter into another bodak, lfalls to the ground and burst apart to end the threat. Silence fills the crypt as the combat ends.

There are still doors to the south and the crypts themselves to explore if you wish to disturb the fallen.

From up above you hear Irabeth call down. What is going on? Have you defeated my ancestors tormetor so that he may rest finally?

Then another voice calls out from Irabeth, NO you FOOL. KEEP GOING.


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 guess that wasn't the threat we came down to end... are we ready to venture onward?"


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: ]

Nasira shivers. "First, who was affected by the creature's gaze?"

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

Yes, restore your strength of you need it, then let us purge this evil Garith says, brandishing his shield and calling upon Iomadae's gifts to Detect Evil

As we open the door, garith, Maelchar, and Morg can get ready to charge? I can give us +1 for it


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 cast keen edge on his greatsword while strength is being restored for those who need it.


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 can cast restoration on one person, which will take three rounds. I'm inclined to use it on S'orien so his spells are at their normal potency. I wanted to make sure he was in fact affected by the gaze - I think everyone else (but me) saved successfully. Is that correct?

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

Garith is fine. Saved against each. Low on MP, tho


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

"It is unlikely our entrance has gone unnoticed, but let me check the doors nonetheless" - Zeriax pipes in, invoking a simple arcane incantation to check for magical auras, and inspecting the doors for traps or noises from the other side.

Casting Detect Magic, then searching and listening.

Perception: 1d20 + 18 ⇒ (13) + 18 = 31

Are we not going to check the crypts?


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

With another round of casting, Maelchar casts shield of faith on himself as well...

status:

active spells:
shield of faith +3 ac
lead blades +1 size category to weapon dmg
keen edge doubles crit range
protection from evil
other:
+1 cold iron greatsword

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

I was using detect evil to see if I could narrow it down. But yeah, Z, let's check the cripts starting in the north


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

"I'm unaffected, thank Torag," he mutters.


Zeriax you hear movement and muttering coming form the otherside of the door to the south. As for the crypts themselves you reverently open them to find that all of them are completely and utterly empty. Whatever was once stored within is gone as demons were able to clean the tombs out by teleporting in and out of the doors with ease.

Each door would take a round to open and look around so for spell casters you have 3 rounds of casting if you would like since both Garith and Zeriax are working together.

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