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 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' | 8/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 4 chg | Effect: ]

"And I thought there 'may' be opportunity for civil discussion. One tires of fighting constantly."


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Hepzamirah looks longingly at the crystal in the holder. This the the final step before my culmination in my work here. This is a 98% refined nahyndrian crystal. It will only take me another few days to finalize it before it is sent off. It is quite a delicate process that only a few know about and perhaps only 2-3 can actually perform. I can not be away from it for long though as the energies within it will escape before it reaches full purity. I believe the crystal chisel that was used against your warding stone was only at 80% refinement.


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Ah well if you want civil discourse then you can leave now and write me a dissertation for me to read and respond back to it at my convenience. However I doubt that is going to happen.


Female Elf Wizard (Manipulator) 15/Archmage 7 Portrait

As the banter continues, Ansha masks the casting of at least one defensive spell.

Subtle Magic Bluff: 1d20 + 36 ⇒ (8) + 36 = 44
Subtle Magic Bluff: 1d20 + 36 ⇒ (13) + 36 = 49
Subtle Magic Bluff: 1d20 + 36 ⇒ (19) + 36 = 55

Casting magic circle against evil, followed by stoneskin, followed by mirror image (1d4 + 5 ⇒ (1) + 5 = 6 images). I assume there are no visual components to the first two that might give away that Ansha is casting spells, but the illusory duplicates definitely will.

As soon as she casts her mirror image spell, or Hepzamirah starts taking a hostile action, Ansha attempts to mask another spell: a Persistent Hold Monster (DC 29) on the fiend.

Subtle Magic Bluff: 1d20 + 36 ⇒ (12) + 36 = 48


Sense Motive 1d20 + 31 ⇒ (16) + 31 = 47 Since Hepzamirah noticed the start of the casting we will go into init. As only Ansha and her know of the start of combat each gets a surprise action.

As soon as Ansha casts her first spell Hepzamirah calls her out on the action. Treacherous fool! How dare you think you could try and sneaks spells past me while we conversed!

init...:

Nasira 1d20 + 5 ⇒ (16) + 5 = 21
Arigoder 1d20 + 13 ⇒ (19) + 13 = 32
Damiel 1d20 + 13 ⇒ (16) + 13 = 29
Morgrym 1d20 + 7 ⇒ (1) + 7 = 8
Ansha 1d20 + 17 ⇒ (5) + 17 = 22

Hepzamirah 1d20 + 20 ⇒ (4) + 20 = 24

Hepzamirah 'starts' the fight with a ranged blast at Ansha hitting her with a massively potent spell...mythic harm.

Will save DC 30 or take 180 damage...success take 90 damage down to 1 hp

[ooc]Ansah (surprise round) then Arigoder and Damiel up first

Arigoder 1d20 + 12 ⇒ (3) + 12 = 15 Dont worry about it[/ooc]


Female Elf Wizard (Manipulator) 15/Archmage 7 Portrait

Ansha looks utterly surprised at Hepzamirah's accusations. "Wha--"

Using Mirror Dodge to dodge that particular ranged touch!

The 'Ansha' that Hepzamirah targeted vanishes into strands of mist, and the real Ansha protests quite vigorously from nearby, "What in the Nine Hells are you doing?! You might have hurt me!"

She masks another spell behind her words. Spell Turning.

Subtle Magic Bluff: 1d20 + 36 ⇒ (5) + 36 = 41


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' | 8/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 4 chg | Effect: ]

Are we operating from the Nahyndrian Mines map?


Yes you are on the nahyndrian mines map. Ansha, during a surprise round you don't have immediate actions.


Female Elf Wizard (Manipulator) 15/Archmage 7 Portrait

Can you not upscale an immediate action to a different sort of action, whether free or standard?

I see where you can take free and standard actions during a Surprise round, but I don't see where you can't take an immediate action during one. Surprise round. I do see where you can't use an immediate action while you're flat-footed, but it looks like only unaware opponents who don't get to act during the surprise round are flat-footed during a surprise round.

DM Variel:
Also, Ansha's Init modifier in your macro on the Campaign Info page needs to be updated: it's +23 (+7 forewarned, +6 amazing initiative, +4 Improved Initiative, +6 Mythic Improved Initiative), not +17. It actually looks like all of our Init mods may need to be updated. Amazing Initiative gives an init increase every mythic tier, so they'll need updating periodically. For example, Nasira should be at +10, but your macro still lists her as a +5. Or Arigoder should be at a +15 if he's got a point of panache available, rather than +13. Or Morgrym should be +8 rather than +7. And Damiel should be +14 rather than +13.

Since Ansha goes on 28, she beats Hepzamirah's 24, so even if she can't Mirror Dodge in a surprise round, she's definitely not flat-footed. Although spell turning doesn't work on "touch range" spells, which Mythic Harm ordinarily is. Is it still a "touch range" spell when it's been given a range through something like (I assume) Reach Spell? If it is, Ansha will do something different if she can't Mirror Dodge.


Female Elf Wizard (Manipulator) 15/Archmage 7 Portrait

DM Variel:
Slight correction: Ansha’s Init mod is +24– forgot to add her +1 DEX mod.


Ansha tries to evade the powerful spell using some inner power. She is partially successful as the spell misses her but the nature of the mine with the crystals keeps her from actually going anywhere.

She then lets out a mighty roar shaking the foundations of the mine as all of you feel a overwhelming sense of doom creep upon you.

Mortal Challenge: Will save DC 21 of become frightened for 5d6 ⇒ (1, 3, 2, 3, 2) = 11 rounds. Success means shaken for the same duration.

Ansha casts a spell of her own (spell turning) as Damiel and Arigoder limber up to act.


Female Elf Wizard (Manipulator) 15/Archmage 7 Portrait

Will: 1d20 + 11 ⇒ (6) + 11 = 17

If I can, Ansha will use her Shape Emotions ability to give a +4 morale bonus to everyone's saves (within 30 feet) and reduce the fear effects by one step.

If I can't, well, I guess I can't. ;P


Ansha you will have to flee first per the frightened condition before you could cast your spell or activate the shape emotions ability. once you are away from her then you could cast your spell or activate your ability but will be out of range of the party to affect them.


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' | 8/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 4 chg | Effect: ]

How far away?

Will DC 21: 1d20 + 16 ⇒ (12) + 16 = 28

Shaken for 11 rounds


Rogue (scout) 15/Trickster 7 [hp 136/136 |AC 25 T 19 FF 19 |F7* R18* W8 |CMD 33 |Init +15 |Perc +20 (+24 to avoid being surprised; +24 to overhead conversations/find hidden things; +31 to find traps) Darkvision 120' |MP 17/17 |Surge +1d10 | Conditions:

Will DC 21: 1d20 + 7 ⇒ (12) + 7 = 19 plus Mythic Point: 1d8 ⇒ 2

Wow, that was close. Shaken for 11 rounds.


The range is 100ft for the mortal challenge.

Damiel and Arigoder are up after Damiel throws off the worst of the challenge but still feels its more limited effects.


Male Aasimar (Musetouched) Bloodrager (Urban) 1/Paladin (Virtuoso Bravo) 14 [Champion: 7]

So... this where I ask how this works with the Paladin's Aura of Courage that makes Arigoder immune to fear (magical or otherwise) and gives everyone within 10' of him a +4 morale bonus (without needing Ansha's magic)


Arigoder you are immune as it is a fear fact and everyone else within 10ft would get the +4 as your ability does not require an action to activate it. It is always on. Ansha’s ability does require activation. Unfortunately she is 15ft away from you as each square is 10ft. Damiel would be able to get his surge back though.


Female Elf Wizard (Manipulator) 15/Archmage 7 Portrait

If each square is 10 ft, is there any reason Ansha couldn’t be adjacent to Arigoder? I don’t see Ansha being the type to hang back away from her friends when in a place that’s hostile to her very existence.


Male Aasimar (Musetouched) Bloodrager (Urban) 1/Paladin (Virtuoso Bravo) 14 [Champion: 7]

I think we're placed based on 5' spacing -- speaking of - it looks to me like Arigoder could close with his 40' movement - want to confirm before starting to post an action.


Arigoder I put you at 35ft away but not able to charge as friends are in the way


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)

Will vs. DC 21: 1d20 + 9 + 2 + 4 ⇒ (3) + 9 + 2 + 4 = 18 Mythic Surge: 1d8 ⇒ 6 = 24 Dang, that was close

Mythic power(1/15 used)


Male Aasimar (Musetouched) Bloodrager (Urban) 1/Paladin (Virtuoso Bravo) 14 [Champion: 7]

Last question - does she look like she has reach? At 35' feet, Arigoder can tumble through the threatened square at the end - just trying to figure out if he should.


She is a large creature with a large weapon.


Rogue (scout) 15/Trickster 7 [hp 136/136 |AC 25 T 19 FF 19 |F7* R18* W8 |CMD 33 |Init +15 |Perc +20 (+24 to avoid being surprised; +24 to overhead conversations/find hidden things; +31 to find traps) Darkvision 120' |MP 17/17 |Surge +1d10 | Conditions:

Damiel waits for the leaping paladin to not affect his mobility, then strides forward to within 30' activating his skirmisher ability and allowing him to roll damage as if the target was flat-footed and takes two shots, the second fueled by his mythic nature.

Skirmish Strike, Point-Blank Shot, Deadly Aim: 1d20 + 21 + 2 ⇒ (16) + 21 + 2 = 39

Skirmish damage: 1d6 + 14 + 7d6 ⇒ (5) + 14 + (5, 1, 3, 1, 5, 1, 5) = 40 and Acid: 1d6 ⇒ 6

Surprise Strike costing 1 MP, Point-Blank Shot, Deadly Aim: 1d20 + 21 + 2 ⇒ (11) + 21 + 2 = 34

Surprise damage, bypasses all DR: 1d6 + 14 + 7d6 ⇒ (5) + 14 + (5, 4, 6, 1, 3, 4, 1) = 43 and Acid: 1d6 ⇒ 6

I will trust the GM to determine my actual location, he will move up to sneak attack range.


Male Aasimar (Musetouched) Bloodrager (Urban) 1/Paladin (Virtuoso Bravo) 14 [Champion: 7]

Right, glad I asked -- so I'm saved by Swashbuckler's Grace that lets me Acro at full speed without penalty - but a large weapon means I've got some tumble-rolls to make

Radiance blazes in Arigoder's hand, streaming golden light that pulses in sync with the argent blaze in his eyes, and the paladin moves forward, weaving and dodging to close and bring the blade to bear.

Free action -> Rage, Swift Action -> Smite Evil, Full Attack (Fleet Warrior allowing Arigoder to move his full speed before the attack)

Acrobatics (Avoid AoO): 1d20 + 30 ⇒ (15) + 30 = 45

Radiance (Smiting): 1d20 + 29 + 5 ⇒ (14) + 29 + 5 = 48 for 1d8 + 15 + 12 + 26 ⇒ (5) + 15 + 12 + 26 = 58 Smite damage doubled on first strike, hence 26 Plus Holy: 3d6 ⇒ (3, 6, 3) = 12

Radiance 1st Iterative (Smiting): 1d20 + 29 + 5 ⇒ (14) + 29 + 5 = 48 for 1d8 + 15 + 12 + 13 ⇒ (5) + 15 + 12 + 13 = 45

Radiance 2nd Iterative (Smiting): 1d20 + 29 + 5 ⇒ (5) + 29 + 5 = 39 for 1d8 + 15 + 12 + 13 ⇒ (2) + 15 + 12 + 13 = 42


Damiel your first attack hits but your second misses even flat footed. Are you using a surge on it?

Arigoder the acrobatics check fails. Are you using a surge?


Rogue (scout) 15/Trickster 7 [hp 136/136 |AC 25 T 19 FF 19 |F7* R18* W8 |CMD 33 |Init +15 |Perc +20 (+24 to avoid being surprised; +24 to overhead conversations/find hidden things; +31 to find traps) Darkvision 120' |MP 17/17 |Surge +1d10 | Conditions:

Yes, thank you.

Surge: 1d8 ⇒ 2


Damiel adds a little something extra to the second shot and that makes the difference. The first arrow strikes true but some of the damage is deflected off her rock hard skin Stone skin active but the second arrow bypasses all defenses.


Male Aasimar (Musetouched) Bloodrager (Urban) 1/Paladin (Virtuoso Bravo) 14 [Champion: 7]

Sorry I didn't respond, I was trying to figure out a way to do it -- but it seems to me that I can't surge as I used my swift to smite, and the attack is still happening on my turn. Best I can do is try to parry (since that's an AoO)

Parry: 1d20 + 29 + 5 - 2 ⇒ (17) + 29 + 5 - 2 = 49 (-2 is for the size difference.)

Can't riposte, either, for the same action economy reasons.


Aoo for failed tumble 1d20 + 38 ⇒ (13) + 38 = 51 for 2d6 + 20 ⇒ (3, 4) + 20 = 27 No power attack

Arigoder takes a decent hit as he works his way into fighting range with Radiance. He hits thrice leaving himself next to the large nephilim as the rest of his companions make ready to act.


Morgrym, Nasira and Ansha up. Don't forget about shaken or frightened condition

Also please roll a dispel magic check on yourself if you enter the room proper, where it opens up. Dispel check is a +13


Female Elf Wizard (Manipulator) 15/Archmage 7 Portrait

Ansha flees the room and down the corridor, overwhelmed by the nephilim's fear compulsion.


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' | 8/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 4 chg | Effect: ]

Nasira is intentionally waiting for Morgrym's approach to the Daughter before Nasira gets closer herself and casts her spell. It is a buff and she wants all her allies within 30' of each other. She has no need to enter the room yet.

Spell she intends to cast, Sustaining Legend


Male Aasimar (Musetouched) Bloodrager (Urban) 1/Paladin (Virtuoso Bravo) 14 [Champion: 7]

Since he's already in the room..

Dispel: 1d20 + 12 ⇒ (3) + 12 = 15


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)

Morgrym moves in right next to Arigoder and brings the hammer down upon the outsider.

Move; Rage; Attack

+3 Ghost Touch Earth breaker(Raging w/PA): 1d20 + 20 ⇒ (8) + 20 = 28
Damage: 2d6 + 34 ⇒ (6, 6) + 34 = 46

AC 30/20 touch/28 ff; Hp's 331/342; Fort: +23/Ref: +5/Will: +10; Rage (1/46); DR 7-; Resist Fire 3; Resist Acid/Cold 5; Attacks: Good aligned vs. Evil Outsiders(+1d6)


dispel magic on Morgrym 1d20 + 13 ⇒ (11) + 13 = 24

Morgrym swings at the daughter of Baphomet but misses her. Giving herself a bit of spce she takes a small step backwards. She then takes the opportunity to attack Arigoder since he has graciously come closer. She swings Blancher at him 4 times.

1 Mythic used point to negate penalties for power attack

Blancher 1d20 + 38 ⇒ (7) + 38 = 45 for 2d6 + 22 + 15 ⇒ (4, 3) + 22 + 15 = 44
iteratives 1d20 + 38 - 5 ⇒ (7) + 38 - 5 = 40 for 2d6 + 22 + 15 ⇒ (3, 4) + 22 + 15 = 44
iteratives 1d20 + 38 - 10 ⇒ (12) + 38 - 10 = 40 for 2d6 + 22 + 15 ⇒ (3, 4) + 22 + 15 = 44
iteratives 1d20 + 38 - 15 ⇒ (8) + 38 - 15 = 31 for 2d6 + 22 + 15 ⇒ (3, 2) + 22 + 15 = 42

1 Mythic point for amazing initiative

Hepzamirah then kicks open the door to the south.

From the north Ansha you see some familiar and unfamiliar shapes entering the main room: a glabrezu and half-fiendish mythic minotaurs!


Male Aasimar (Musetouched) Bloodrager (Urban) 1/Paladin (Virtuoso Bravo) 14 [Champion: 7]

Wow, ouch. So, let's hear it for Mythic Toughness. Is it our turn, or do the demons and fiends go?


Your turn sorry. Demons Allie’s had to move into their positions.


Female Elf Wizard (Manipulator) 15/Archmage 7 Portrait

Having regained her senses, Ansha draws upon her magic to shape the emotions of those around her. Shape Emotions.

"Oop--company from over here, too!" she says. She immediately turns around and runs back the other way.


Male Aasimar (Musetouched) Bloodrager (Urban) 1/Paladin (Virtuoso Bravo) 14 [Champion: 7]

Ok, just to confirm - amazing initiative is an extra standard on my turn - so I could use it to activate Divine Bond before then taking my standard (full round) action?


Yes arigoder


Male Aasimar (Musetouched) Bloodrager (Urban) 1/Paladin (Virtuoso Bravo) 14 [Champion: 7]

Arigoder winces as the demon moves faster than expected, slicing through his defenses and his flesh. He takes a breath and draws on the power within him, feeling it accelerate him as he tries to match her, and, hopefully, finish her before she can end him. He's surprised at Nasira's magic as it washes over him - but grateful - even as he calls on his own faith in the Inheritor to further empower Radiance... and to close his wounds.

Amazing initiative to get another standard, triggering Divine Bond to add Speed to Radiance. Then, swift to LoH myself before attacking and then contingency-burning some Panache to try to not be dead.

Sustaining Legend: 2d8 + 14 ⇒ (8, 5) + 14 = 27
Lay on Hands: 8d6 ⇒ (6, 4, 6, 2, 4, 6, 3, 4) = 35 Ok, so back down to double-digit damage -- down 97 hp (or at 77hp, if you prefer)

Radiance (Smite): 1d20 + 29 + 5 ⇒ (8) + 29 + 5 = 42 for 1d8 + 15 + 12 + 13 ⇒ (3) + 15 + 12 + 13 = 43 Plus Holy: 3d6 ⇒ (1, 1, 4) = 6

Radiance - Speed (Smite): 1d20 + 29 + 5 ⇒ (2) + 29 + 5 = 36 for 1d8 + 15 + 12 + 13 ⇒ (1) + 15 + 12 + 13 = 41 Plus Holy: 3d6 ⇒ (2, 6, 2) = 10

Radiance - 1st Iterative (Smite): 1d20 + 29 + 5 ⇒ (8) + 29 + 5 = 42 for 1d8 + 15 + 12 + 13 ⇒ (2) + 15 + 12 + 13 = 42 Plus Holy: 3d6 ⇒ (6, 4, 5) = 15

Radiance - 2nd Iterative (Smite): 1d20 + 24 + 5 ⇒ (10) + 24 + 5 = 39 for 1d8 + 15 + 12 + 13 ⇒ (1) + 15 + 12 + 13 = 41 Plus Holy: 3d6 ⇒ (2, 4, 2) = 8

Edit - in doing these rolls, I note that I missed the holy on Arigoder's iteratives last round - should have been another 6d6 at the time.

Parrying second attack: 1d20 + 29 + 5 - 2 ⇒ (17) + 29 + 5 - 2 = 49 (Including size penalty)
Parrying third attack: 1d20 + 29 + 5 - 2 ⇒ (10) + 29 + 5 - 2 = 42 (Including size penalty)

Assuming I can take one, makes more sense to try to stop the ones that are easier.


Arigoder heals himself while drawing upon inner reserves to manage to fully attack Hepzamirah with some extra oomph to it. However he only gets 3 of the 4 attacks to land as his second just misses.


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)

Not happy with the fact that he didn't come close to hitting her, "Ya wanna be big and bad, ya over-sized piece of troll dung?! Well, two of us can play that game." Morgrym grows in size to match the demon's own before attacking with relentless abandon.

Titan's rage(Free action)(Mythic power 2/15 used); Attack with 10' reach

+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 21 ⇒ (5) + 21 = 26
Damage: 3d6 + 37 + 1d6 ⇒ (5, 3, 2) + 37 + (3) = 50

+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 21 ⇒ (10) + 21 = 31
Damage: 3d6 + 36 + 1d6 ⇒ (5, 3, 1) + 36 + (3) = 48

+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 16 ⇒ (12) + 16 = 28
Damage: 3d6 + 36 + 1d6 ⇒ (6, 5, 4) + 36 + (5) = 56

AC 30/20 touch/28 ff; Hp's 359/370; Fort: +23/Ref: +4/Will: +10; Rage (2/46); Titan's Rage(1/6); DR 7-; Resist Fire 3; Resist Acid/Cold 5; Attacks: Good aligned vs. Evil Outsiders(+1d6); Mythic Power(2/15 used)


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' | 8/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 4 chg | Effect: ]

Apologies, I lost this thread in the chaos of RL. I will see what we can do shortly, but I want to bring the thread back to the top first.


Rogue (scout) 15/Trickster 7 [hp 136/136 |AC 25 T 19 FF 19 |F7* R18* W8 |CMD 33 |Init +15 |Perc +20 (+24 to avoid being surprised; +24 to overhead conversations/find hidden things; +31 to find traps) Darkvision 120' |MP 17/17 |Surge +1d10 | Conditions:

The archer steps closer to the battle and calls on his mythic power to drive a shot that catches their foe off-guard and maximize the attack.

Mythic point for a swift action Surprise Strike to make her flat-footed and bypass her DR.

Surprise Strike: 1d20 + 24 + 2 - 3 ⇒ (19) + 24 + 2 - 3 = 42 Single shot, headband bonus to sneak attacks, deadly aim penalty

Damage: 1d6 + 5 + 7d6 + 7 ⇒ (2) + 5 + (3, 3, 4, 2, 6, 6, 6) + 7 = 44 Sneak attack, deadly aim

Critical threat confirmation: 1d20 + 24 + 2 - 3 ⇒ (9) + 24 + 2 - 3 = 32

Additional critical damage: 2d6 + 10 + 14 ⇒ (5, 1) + 10 + 14 = 30

EDIT: Forgot my own buff: Sustaining Legend healing: 2d8 + 14 ⇒ (7, 2) + 14 = 23


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' | 8/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 4 chg | Effect: ]

The cleric slides closer to be able to aid the champions, casting a spell at range on the paladin.

Recalling Cure Serious Wounds

Healing: 6d8 + 28 + 2 + 26 ⇒ (7, 1, 1, 4, 3, 6) + 28 + 2 + 26 = 78 2 from Life Current, 26 from Empower Spell; And heal three points of ability damage, if you have any, Arigoder

Ansha, will Sustaining Legend help you reduce or remove the condition that caused you to flee? I didn't go back to check because I'm running out of time.


Morgrym swings 3 times at the mighty demonic progeny. Yet she laughs at the 3 swings do nothing but fan the sweat from her brow. As she is laughing though Damiel lines up a great shot that bypasses her defenses piercing her in the side. The arrow misses all the vital organs but still elicits a litany of profanity. Nasira take solace in the distance from Hepzamirah while still able to lend some healing to Arigoder.


Blowing a kiss to the party Hepzamirah summons a cloud of gas obscuring the area. As the fog settles over the party you all await the coming attacks but are met with silence other than the sounds of the approaching demons coming from the north towards Ansha and a door closing.

FYI, standard action, move action, swift action and mythic initiative all used by Hepzamirah just now.

The glabrezu casts unholy blight on Ansha hitting Nasira as well.

Will save DC 19 damage 5d8 ⇒ (5, 6, 8, 4, 1) = 24

unholy blight:
You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 1d4 rounds. A successful Will save reduces damage to half and negates the sickened effect. The effects cannot be negated by remove disease or heal, but remove curse is effective.

The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.

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