Variel's WotR

Game Master Neltji

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

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Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

She raises an eyebrow of her own, asking in mock-seriousness, "Don't step on the ground?"


Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
Stats:
Int: +8; 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)

Glaring at her, "Hardy har har. Let's hope you don't make a livin' with that material," he says with a bit of playful sarcasm. "Now it'll do me no good if I can't get near it. I'm not gonna be flyin' and I'm not gonna be throwin' magic or sticks at it. So I'll guess we'll just have ta see if it can feel me hammer bearin' down on its skull ... or whatever it possesses that resembles a brain."


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

"Flight and levitation perhaps? He takes the cleric's comment seriously.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

She smirks and points at Pakak in response to the mage's suggestion, eyebrow still raised. "Why would you not be flying, given the option? Nervous?"


Pakak and Nasira you are not sure if that would work as normal dragons have the ability to sense a target within a short range even if they are not on the ground. A woundwyrm may be different though.

ie tremorsense vs blindsight


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

"No, if it's like a regular dragon...if there is such a thing as 'regular' with dragons... once we closed we'd be sensed anyway.... even in the air"


Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
Stats:
Int: +8; 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)
Nasira Yusra Abujamal wrote:
She smirks and points at Pakak in response to the mage's suggestion, eyebrow still raised. "Why would you not be flying, given the option? Nervous?"

Glaring with an even greater intensity at the healer, "Bah! There's no 'nervous'! I just prefer me feet ta be ON the ground is all. I'll leave the flyin' to you lot."


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

She just grins back.

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

A spell granting flight to you, Morgrym, and to myself would be quite a boon. We've faced flying demons, Nabasu, I believe, and the Makeshift Levitation was necessary to get up close. That will almost certainly be necessary to face this Woundworm. Rings, or an ability to cast a Featherfall spell to arrest our falls if the enchantments of flight are dispelled will be necessary as well, Garith suggests.

Do we have any information ab out where to find the shrine/grave of the heritical priestess


I don't think the DC was made Garith to have found out that knowledge precisely. You do know it is to the south of you though.


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 sits patiently, cross legged, as his companions discuss the options before them - "We could benefit greatly if we would be able to approach the creature without it becoming aware of our presence" - he points out.


Heading out from Drezen you all take a southerly path to cover the areas that exist between you journey to Drezen originally and the trip you just took to clear the Fallen Fane. The journey is tough travel as there are many hills and crevasses in the Worldwound that seem to open up into pits trying to suck you in. Yet you are adventurers and crusaders that have seen much and the land itself is not going to stop you.

4 days into the journey you come to a river of molten lava flowing upwards from a set of caves in the base of a cliff 80 feet below you. Surely this merits some exploration but there is no visible path down to the caves.


Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
Stats:
Int: +8; 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)

Slowly turning his glare towards Garith, "Hm. Let's see, how about this: NO. FLYIN'. Flyin' is for birds, not for dwarves. I can kill it just fine on the ground. I'll not be bearin' wings ta float all around the place like some fairy. And as far as I'm concerned, this matter is CLOSED," he states with finality, his glare lingering for a few moments afterward just in case.


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

"I fly," Mildly hurt, "And I'm a dwarf."


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 casts a simple arcane spell on Nasira so they can communicate - "I am taking a look further ahead. Give me a moment"

Stealth: 1d20 + 14 ⇒ (9) + 14 = 23
Perception: 1d20 + 18 ⇒ (4) + 18 = 22

Wow...


Zeriax you peerover the side of the cliff and see the lava flowing upwards but again there is no ready made path down to explore the caves themselves.


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 see no path or way of ingress friends" - the monk reports after returning to his companions - "We will need to climb or fly"


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'm not much of a climber, but I can levitate and use the cliff wall to move laterally if necessary... I can arrange for others to do the same if need be."


Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
Stats:
Int: +8; 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)
Maelchar wrote:
"I'm not much of a climber, but I can levitate and use the cliff wall to move laterally if necessary... I can arrange for others to do the same if need be."

Nodding, "I'm with this one. Levitate I can do."


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

Sorry for the lack of posting. Can we see the cave entrance itself? If so then I can get everyone there by doing a mythic Dimension Door. It would create a portal for 5 rounds that up to 9 people could take.


So'rien you can not see inside the entrance due to the sheer walls of the cliff but you can make out the entrance itself. Thus if you wanted to mythic DD you should still be able to by specifying the location of 5 ft inside the entrance.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Nasira is silent, "listening" to the flowing stone below, wondering if her goddess is in the lava.

Flavor text, sorry for my absence. Does it look like we need protection from the heat? Or does everyone have fire resistance?


map update

The tunnel opens into a large cavern, through which a bubbling
river of lava flows lazily between a number of gaping pits. A
small ledge sits near the center; upon the ledge lies a slab of
smoky crystal inside of which a faint humanoid form is visible. The molten rock illuminates the cavern well. The roof
is 30 feet high, and is covered in cracks through which a
lot of the gas from the vents seeps.

From across a river of lava stands a man that you hardly recognize, state—the front of his armor is caked in vomit and his eyes are filled with exhaustion. The once proud cleric turns to face you, speaking in a rasping voice: I’ve only brought shame upon my family, my god, and all the people who loved and trusted me. You’ve come here to save me, but you’re too late. I’m done with this failure of a life, and now
that you’re here to witness my end...

sense motive DC 18:

You are certain that unless you act quicker than him he is going to jump into once of the lava pits dotted around the room.

sense motive DC 25:

Truth be told he does not seem to be in control of himself at all. Something or someone is making him act this way but you don't see anyone else present.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Sense Motive: 1d20 + 4 ⇒ (15) + 4 = 19

Nasira makes no move to approach, but raises her hand in a sign for the man to wait.

"If you feel you must pay the ultimate price, there is nothing we can do to stop you. However, you should consider making amends in this life before you enter Pharasma's court. At least tell us what you have done that you feel is so terrible as to give up all hope."

Diplomacy: 1d20 + 11 ⇒ (16) + 11 = 27


Nasira he looks like he might listen to you but his eyes glass over before you finish. Not quite the DC for the diplomacy check...use a mythic point?


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

There are several capable of Diplomacy aid checks. I'd like to give them a chance first. Those MP are a big part of my spell casting arsenal.


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

sense motive: 1d20 + 9 ⇒ (2) + 9 = 11 pathetic, sigh

diplo aid, dc 10: 10 + 16 = 26

"Surely waiting a few minutes while we listen to your tale wouldn't cause too much distress, would it. I do want to hear your reasoning before you take such a drastic step... "


[ooc]Still need one more aid...[ooc]

Jeskar seems to freeze as he is trying to decide wether to imulsively rush into the lava or give in to the reasonabl requests of the holy adventurers before him.


Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
Stats:
Int: +8; 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)

Diplomacy aid: 1d20 - 1 ⇒ (7) - 1 = 6 Gah! Dang.

For what it's worth, So'rien has a +12 to Diplomacy so that would be an automatic aid another.


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

"My companions speak wisely" - Zeriax pipes in - "Allow us but a moment of your time"

Diplomacy Aid: 1d20 + 0 ⇒ (15) + 0 = 15

He shifts his stance ever so slightly though, so as to jump and intercept the man, if he starts for the lava.


will save reroll 1d20 + 9 ⇒ (15) + 9 = 24 Ahh just made the DC exactly...

The priest trembles violently and falls to his knees in agony. Watching him you are afraid that he may fall into the lava stream by accident. Yet perhaps there is some divine fate awaiting the man as his thrashing takes him away from immediate harm. A soul wrenching scream bursts forth from his lungs as a shadow and mist separate from him and congeal into an obvious demon. The demon turns to you once solid, A pity. I had hoped to sacrifice him first as you watched and felt the torment of loosing another follower to the Worldwound. Instead I will have to inflict the suffering upon you physically before I merge with your soul later.

init:

Nasira 1d20 + 2 ⇒ (7) + 2 = 9
Maelchar 1d20 + 2 ⇒ (16) + 2 = 18
Pakak 1d20 + 1 ⇒ (1) + 1 = 2
Zeriax 1d20 + 2 ⇒ (19) + 2 = 21
Morgrym 1d20 + 2 ⇒ (16) + 2 = 18
Sir Garith 1d20 + 1 ⇒ (14) + 1 = 15
So'rien 1d20 + 4 ⇒ (18) + 4 = 22

demon 1d20 + 13 ⇒ (3) + 13 = 16

The demon cackles loudly as he steps back behind the outcropping of rock in the center to get out of your line of sight.

Good guys up. Markers are the pits that are filled with lava. The rest of the lava is 5ft deep and very difficult terrain causing you to take damage as you go across.


know planar Dc 21:

This creature is a Shachath. This winged abomination is a horrid mix of demonic and angelic features, as if two bodies were carelessly fused into one. Its fanged, inhuman face is frozen in permanent contempt, while a beautiful visage with an expression of horror bulges from the back of its skull.

CE Medium outsider (chaotic, demon, evil, extraplanar)
Init: +13 Senses all-around vision, darkvision 60 ft., detect
good; Perception +29

Every 5 above you get to know something.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Know Planes: 1d20 + 8 ⇒ (1) + 8 = 9


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

Knowledge (Planes): 1d20 + 7 ⇒ (6) + 7 = 13

Zeriax is unable to pinpoint the exact nature of the creature, but realizes beyond a doubt they are before a demon, and thus reaches for his cold iron tipped arrows, taking a step back before shooting - "We should spread friends" - he advises.

5' step to S:9. Flurry of cold iron arrows. Burning one ki for an extra attack, and a use of Perfect Shot for the day.

Whisperwind 1: 1d20 + 17 ⇒ (13) + 17 = 30
Whisperwind 1: 1d20 + 17 ⇒ (7) + 17 = 24
Damage if it hits: 2d6 + 19 + 3 ⇒ (2, 6) + 19 + 3 = 30

Whisperwind 2: 1d20 + 17 ⇒ (9) + 17 = 26
Damage if it hits: 2d6 + 19 + 3 ⇒ (1, 6) + 19 + 3 = 29

Whisperwind 3: 1d20 + 17 ⇒ (20) + 17 = 37
Damage if it hits: 2d6 + 19 + 3 ⇒ (5, 5) + 19 + 3 = 32

Whisperwind 3 CRIT?: 1d20 + 17 ⇒ (8) + 17 = 25
Additional damage if it crits: 2d6 + 19 + 3 + 2d6 + 19 + 3 ⇒ (2, 1) + 19 + 3 + (1, 2) + 19 + 3 = 50

Whisperwind 4: 1d20 + 12 ⇒ (3) + 12 = 15
Damage if it hits: 2d6 + 19 + 3 ⇒ (5, 4) + 19 + 3 = 31


Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
Stats:
Int: +8; 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)

Narrowing his eyes, "Your blasted lava will not be stoppin' me, demon. Only your death." As his fury overtakes him, the dwarf explodes out of the gate with an unnatural speed and leaps just as he nears the edge of the lava stream...

[dice=Acrobatics(Jump)]1d20+11+12[/dice] Jump from N 7 and landing in I 7(25' leap, 35' move total); then move to E 7 for the last 25'

...and lands like a cat next to the weakened man. Without missing a beat, he continues on heading straight for the demon, bringing his hammer down toward its head.

+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 14 ⇒ (16) + 14 = 30
Damage: 2d6 + 24 + 1d6 ⇒ (1, 6) + 24 + (6) = 37 Ignore the +1d6 if not Evil Outsider

Finding something extra within, the dwarf attacks with a suddenness that even he can't explain.

Sudden Attack(Bypasses all DR)
+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 14 + 3 ⇒ (5) + 14 + 3 = 22
Damage: 2d6 + 24 + 1d6 ⇒ (3, 4) + 24 + (5) = 36
+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 14 + 3 ⇒ (9) + 14 + 3 = 26 <-- Going with this one
Damage: 2d6 + 24 + 1d6 ⇒ (5, 6) + 24 + (5) = 40

AC 27; Hp's 163/163; Acid/Cold resist 5, Fire 2; Attacks: Good aligned, vs. Evil Outsiders(+1d6); DR 4-; Rage 1/32; Mythic Point(1/9 used)


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 + 9 ⇒ (1) + 9 = 10 sheesh!

Maelchar draws Braceheart and casts lead blades on the weapon, which is currently in the form of a bastard sword.


Zeriax, the demon is behind the rock and out of sight unless you move up farther.

Morgrym:
Morgrym I need a will save pleasen in a spoiler


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

K. Planes: 1d20 + 5 ⇒ (17) + 5 = 22

So'rien calls out in warning and says It is a winged demon known as a Shachath! It can see in all directions so you will not be able to sneak up on it!

So'rien hurls a ball of white hot flame towards the creature, channeling the magical energies through his rod to remove any nearby companions.

Empowered, Selective, Mythic Fireball; check to overcome spell resistance if needed 2x for eldritch breach: 15d10 ⇒ (3, 5, 4, 2, 8, 7, 9, 5, 3, 7, 7, 5, 1, 8, 10) = 841d20 + 10 ⇒ (15) + 10 = 251d20 + 10 ⇒ (8) + 10 = 18


So'rien you are not able to see the demon but know where it must be located. At least close enough that you are certain that your fireball will burst in a large enough area to still hit it.

reflex save 1d20 + 16 ⇒ (7) + 16 = 23

ouch just missed the DC I believe. Please let me know for certain So'rien. Also since you don't see the demon you are not sure if you made it through any SR the creature may have.

Clarification needed on Zeriax action. Pakak, Nasira and Garith still up.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Nasira moves to M6 and enters the lava, whispering, "May the Dawnflower protect her impetuous daughter today and always." She crosses directly across at a narrow point (through L6 and exiting at K7, costing an extra 5' of movement) and walks up to the stricken cleric (stopping in J7).

"Do you require healing? What did the demon do to you?"

That's a double move and her entire turn.

Fire resistance 10, so she should sustain little to no damage if this environment follows standard lava rules, but I won't presume to roll the damage. I will just hope I'm right...


Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
Stats:
Int: +8; 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)

DM:
Will: 1d20 + 9 ⇒ (7) + 9 = 16

These below are any possible bonuses that might be added just in case.

+2 sacred bonus vs. charm and possession effects (including dominate effects)
+2 sacred bonus vs. death effects
+2 vs. poison, spells, and spell-like abilities
+2 trait bonus vs. fear


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

Knowledge Planes: 1d20 + 16 ⇒ (14) + 16 = 30
Hoping for vulnerabilities and it's special attack info.

Pakak casts a fly spell upon himself and rises up.


Morgrym swings his earthbreaker down with power but does not connect with his first impulsive swing. His second is more calculated as he hits the demon solidly on the chest.

pakak:

no vulnerabilities and...

Blasphemous Influence (Su) A victim that falls under the
effects of a shachath’s merge with host ability becomes
chaotic evil. Divine spellcasters subject to a shachath’s merge
with host ability temporarily lose connection with their faith,
and now gain their divine powers from the Abyss or a demon
lord the shachath serves. Though they can still cast the spells
they had prepared, they cannot cast spells with the lawful
or good descriptor. If the victim of a shachath’s merging had
access to the Good domain, that access changes to the Evil
domain. If the victim had access to the Law domain, that
access changes to the Chaos domain. If the victim had access
to a subdomain associated with the Good or Law domain, that
subdomain changes to the Demon subdomain. These changes
last as long as the shachath remains merged with the victim.
Other domain choices are not adjusted. If the victim is rescued
from the shachath’s influence and the merge ends without the
victim’s death, the victim remains chaotic evil—this may result
in the victim losing some or all class abilities. An atonement
spell can restore the victim’s alignment at no additional cost,
at which point lost class abilities are restored.

Lingering Doubt (Su) Once per day, a shachath can use a
touch attack to affect a creature with lingering doubt.
The target must be able to cast divine spells, be able to
channel positive energy, or have the lay on hands ability.
If the target fails a DC 20 Will save, all augury, commune,
divination, and similar spells cast by the target automatically
fail. In addition, using divine spells and spell-like abilities,
channeling positive energy, or using lay on hands has a
20% chance of failure. This curse is permanent, but can be
removed normally. The target cannot detect the curse on
itself, but other creatures may detect the curse normally.
A shachath may use scrying on the cursed creature as if it
knew the target well, and doing so requires only a full-round
action. A shachath may only curse one creature at any given
time. The save DC is Charisma-based.

Merge with Host (Su) As a full-round action that provokes
an attack of opportunity, a shachath can merge its body
with that of a helpless creature and control it if the victim
fails a DC 20 Will save. A creature that successfully saves
is not subject to the same shachath’s merge with host
ability for 24 hours. While merged with a victim, a shachath
gains control of the body and may use it as its own, as if it
controlled the target via dominate monster. Misdirection or
similar effects can hide the victim’s alignment change. The
shachath has full access to all of the host’s defensive and
offensive abilities, and the shachath can still use its own
spell-like abilities as well. As long as the shachath occupies
the host, it knows (and can speak) the languages known by
the victim and basic information about the victim’s identity
and personality. It can learn specific memories or knowledge
from the victim by telepathic communication as needed.
Damage dealt to a host body does not harm the shachath,
and if the host body is slain, the shachath emerges and is
dazed for 1 round. A shachath can choose to abandon a host
body as an immediate action, but doing so causes the host
to be dazed for 1 round, and the shachath must wait 24
hours before attempting to use merge with host again on
any target. A shachath can be ejected from a host through
the use of break enchantment (against CL 13th), dispel
chaos, or dispel evil. Merge with host is a mind-affecting
possession effect. The save DC is Charisma-based.

Subtle Magic (Su) Whenever a shachath targets a creature
with a spell, spell-like ability, or supernatural ability, and
that spell or ability has no obvious physical effects, the
targeted creature has no sense of having been the target
of a magical effect after making a successful saving throw
against the effect. If the ability requires a touch attack but
the target is unaware of being threatened, the shachath can
attempt an opposed Bluff or Sleight of Hand check
to touch the target without arousing suspicion or
being noticed.

Trophy Taker (Su) A shachath that takes a
personal item from a prospective target can
wield greater power over that creature. The
item must be something that the target
considers its own possession and carries
with it most of the time (for example, a
piece of jewelry, a favored weapon, a holy
symbol, or some other memento). The
shachath gains a +2 bonus to the saving
throw DCs for all of its supernatural or
spell-like abilities that target the owner
of the trophy. This bonus increases to +4 if
the trophy is the target’s holy symbol. A
shachath can only have one trophy at any
time, and it loses any benefit from an
existing trophy if it takes a new one.


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

Yep DC is 25 sorry for forgetting to put it in the roll. All else is fine. I figured I was just splashing the area and hoping to hit lol.


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

Pakak rattles off about the creature, "Ware the creature's baleful influence..." Please feel free to read the spoilers shown to me by our kind GM, only translate in it more Dwarf wiz logo.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Nasira stares hard at the cleric after hearing Pakak's description, trying to discern his attitude by his body language.

Flavor, no action to make a roll.


Those moving through a square of lava: Garith, Nasira, and Zeriax each take 2d6 ⇒ (5, 4) = 9 fire damage

Garith rushes forward to back up Morgrym as they assault the demon while Zeriax moves forward as well to get a firing angle to shoot.

Nasira peers down at the prone priest inquiring as to his condition. The priest just squeezes his eyes tight together and mumbles, I am sorry...I didn't mean to...He had my family's ring...I couldn't resist him...sorry

Bad guys turn

The demon cackles madly as he reaches out to strike Morgrym with a longsword and claw.
longsword attack 1d20 + 19 ⇒ (14) + 19 = 33 for 1d8 + 8 ⇒ (4) + 8 = 12
iterative attack 1d20 + 14 ⇒ (17) + 14 = 31 for 1d8 + 8 ⇒ (6) + 8 = 14
iterative attack 1d20 + 9 ⇒ (2) + 9 = 11 for 1d8 + 8 ⇒ (1) + 8 = 9

claw 1d20 + 15 ⇒ (10) + 15 = 25 for 1d4 + 3 ⇒ (2) + 3 = 5

The demon then floats up 15ft off the ground away from your reach.

map updated and good guys up


Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
Stats:
Int: +8; 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)

Taking solid hits from the demon, the dwarf is none too happy he no longer can reach it. "Where ya goin', demon? Don't ya want me ta send ya back to the Abyss where ya belong? Because I will ya know."

Gonna have to delay for now. I have GOT ta get me some javelins or spears.

AC 27; Hp's 154/172; Acid/Cold resist 5, Fire 2; Attacks: Good aligned, vs. Evil Outsiders(+1d6); DR 4-; Rage 2/32; Mythic Point(1/9 used)


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Nasira takes no damage. Fire resistance 10.


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 and takes a running leap over the lava, using levitate to get the altitude he needs to cross over and his forward momentum from the run to get over and beyond.

acrobatics: 1d20 - 2 ⇒ (10) - 2 = 8 hopefully with the levitate, that's enough to get over it.

if the heat gets to him, he does have fire resist 5

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