Variel's WotR

Game Master Neltji

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

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i don't know about the rest but they will at least see Garith coming round the bend...


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

stealth: 1d20 + 1 - 3 ⇒ (14) + 1 - 3 = 12

perception: 1d20 + 9 ⇒ (13) + 9 = 22


Stealth Check
1d20 + 7 ⇒ (5) + 7 = 12

Perception Check
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

Stealth: 1d20 + 8 ⇒ (1) + 8 = 9
Perception: 1d20 + 10 ⇒ (6) + 10 = 16

I have a feeling that they will also see Zeriax though...


Zeriax wrote:
I have a feeling that they will also see Zeriax though...

Heck, even I saw Zeriax with those rolls ;)


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 beat Zeriax at a stealth roll??? It must be frigid in hell today.

Silver Crusade

female Human (Kelish) Cleric (Evangelist) 6 Init +2 Perception +11, HP: 50/50 MP: 4/4 AC: 20(T 13/FF 18) CMD: 20 CMB: +8 Wil: +8 FORT:+8 REF +6

Perception 1d20 + 9 ⇒ (2) + 9 = 11


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

Thought I should give you guys a chance before I reach level 3 in monk - its good for the morale :D


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

Stealth: 1d20 + 1 ⇒ (17) + 1 = 18
Perception, assuming familiar c lose 1d20 + 3 ⇒ (16) + 3 = 19Plus Dark vision if that matters


GM stuff:

B perception 1d20 + 3 ⇒ (15) + 3 = 18
D perception 1d20 + 3 ⇒ (8) + 3 = 11
dretch perception 1d20 + 5 ⇒ (10) + 5 = 15

Ryu 1d20 + 4 ⇒ (14) + 4 = 18
Maelchar 1d20 ⇒ 8
Pakak 1d20 + 1 ⇒ (17) + 1 = 18
Zeriax 1d20 + 2 ⇒ (8) + 2 = 10
Samantha 1d20 + 2 ⇒ (8) + 2 = 10
Sir Garith 1d20 + 1 ⇒ (20) + 1 = 21

1d20 + 1 ⇒ (5) + 1 = 6
1d20 + 1 ⇒ (2) + 1 = 3
1d20 ⇒ 13

No one's stealth beat the perception so no surprise round...

As you come through one of the buildings you see a giant tower that has fallen in on itself. The cause of the collapse is obvious as there is a chasm that has opened up running from the northeast to the southwest. Black area on the map. As Irabeth suspected there are numerous cultists and demons at the sight. What is disturbing though is that they seem to be digging in and around the area as if searching for something in the rubble. The searching quits as the shouts go up once you are spotted.

Tower map, tower is very difficult terrain and the chasm is 70 feet deep

Good guys won init.

I labeled the enemies as you have fought them enough to know what they are wielding. The D cultists have scythes and the B cultists have glaives.


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 lucerne hammer and casts lead blades on it.

Silver Crusade

female Human (Kelish) Cleric (Evangelist) 6 Init +2 Perception +11, HP: 50/50 MP: 4/4 AC: 20(T 13/FF 18) CMD: 20 CMB: +8 Wil: +8 FORT:+8 REF +6

Samantha begins to chant in a lovely voice words to boost morale and team spirit. You all feel as if Shelyn is looking over your shoulder and guiding your hand in the struggle against evil.

Inspire Courage and move 20 feet in whatever direction the group decides to move. +1 to attack and damage as well as saves fear!


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 feels Samantha's blessing as if a breeze has washed over him, momentarily taking away the dread of what has happened to Kenabres - his mind becomes clearer, and his spirit bolstered. Taking a single step back, he unleashes two arrows cold iron arrows at the mosntrosity bearing down on them.

5' step to D:7. Flurry of arrows on the Dretch at M:2

Flurry of Arrows 1: 1d20 + 5 ⇒ (8) + 5 = 13Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Flurry of Arrows 2: 1d20 + 5 ⇒ (19) + 5 = 24Damage: 1d8 + 5 ⇒ (5) + 5 = 10

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

"Attack!" Using my daily Charge Power. Ryu and everybody gets +1 if he charges this round.
-Can everyone, if they charge within the round? so Mael and Sam can next turn maybe since they went before me???

Garith Draws the Radiance and Charges the enemy at L:5, but instead of slashing with the Radiance, He instead smashes into the Scythe-bearer with his shield and tries to shove him over the edge of the chasm to end him then and there.
1d20 + 6 + 2 + 1 ⇒ (17) + 6 + 2 + 1 = 26 If i beat his CMD by 5, he goes over the edge and Garith ends his movement at L:5

If i can't sparta-kick him:

Garith brings the Radiance to bear for 1d8 + 4 ⇒ (6) + 4 = 10 and +1 to the attack roll for magic


Top of Round 1 thus far...

Maelchar sees that he has some space before him and takes the opportunity to create a heavier than normal Lucerne hammer. Once he does wade into melee he will be prepared to lay some vicious blows on the enemy.

While still adjusting to the new group that she was thrust into, Samantha finds comfort in the fact that she knows her abilities and how to aid pretty much anyone who is with her. Calling upon her voice she rouses the group with inspiring words to aid you in the coming combat.

Bolstered by the words of Samantha, Zeriax aims his bow at the dretch on their side of the chasm. The first arrow just misses his target while the second punctures the dretch easily. The cold iron arrow head sizzles as it burns its way through the skin leaving a balck hole where the arrow passed. The dretch still stands and looks at you with drool hanging from its maw.

Garith shouts words of encouragement as well as he leads the charge into the face of the enemy. Targeting the cultist by the ravine Garith lowers his shoulder and plows into the man. Not expecting such a frontal charge with this tactic the man is completely overwhelmed and falls 70 to the bottom of the chasm suffereing 7d6 ⇒ (4, 6, 6, 1, 6, 1, 5) = 29 damage. The fall kills the cultist as the head explodes upon impact with the ground.

Seeing Garith move inthat direction Samantha moves to keep up and maintain position in the middle of the group.


Yes Garith I will allow Sam, Maelchar and Zeriax to benefit from your charge trait next round. It only makes sense considering how we are dong combat to allow that effect to carry over to their actions next round.

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

This... Is... KENEBRAS!!!"... Flatfooted, so he can't take AoO's cause he didn't go yet this round... AWESOME!!!
Lets see if i can 1-shot this dretch next round eh?


Dreatch was already injured by Zeriax so I don't think it will count as a 1 shot. I just want to know how you are getting over the chasm to continue the attack.

Will give Ryu till the AM before I bot him as I am going to bed.


I am really having some trouble understanding the map and coordinates. For now I'm assuming that the "Chasm" is the black line that is bisecting the map?

I'm also not sure about the Dretch that fell down the chasm or where Garith is, so I'm a little unsure as to where things are or what's going on.

That said I'll move up next to Garith and give a 5 foot gap between us so that if an enemy attacks him we'll be prepared.


Ryu moves up to complete a battle formation with Garith leading the way to the west of the collapsed tower.

Pakak moves behind Maelchar allowing the reach of the Lucerne hammer to protect him from attacks. Once there he rummages in his spell component pack and brings out a piece of tallow infused with brimstone nad powdered iron. Throwing it out in front of him the material component expands as a ball of fire leaps towards the cultists to the east. Coming to rest against the leading cultist. The cultist is forced to dive for safety 1d20 + 1 ⇒ (5) + 1 = 6 but isn't quick enough as he takes 3d6 ⇒ (2, 6, 2) = 10 fire damage.

Bottom of round 1

The cultists all cast protection from good and move closer to the group with the two on the east across from the chasm attempt to jump across to join their comrades.

2d20 ⇒ (8, 3) = 11 +1 each DC: 10
Both fail to make it all the way across and attempt reflex save to catch themselves before falling to their probable deaths
2d20 ⇒ (12, 10) = 22 +1 each DC: 15
Neither of the cultists make it each taking 7d6 ⇒ (6, 3, 3, 4, 1, 4, 5) = 26 damage and falling unconscious from the damage.

The dretch nearest to Garith steps back a pace and casts a spell like ability filling the area with noxious vapors. DC 15 fort save or nauseated while in the cloud and 1d4+1 after you leave. It blocks line of sight more than 5 ft away.

The dretches to the south begin chanting trying to summon more of their vile kind.

Round 2 map

Good guys up

Wow, bad rolls. Needed a 9 or better to make it across and failed miserably.


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 continues to stand between Pakak and the cultists and casts Protection from evil on himself as a SLA.


Ryu will charge out to L:1 from the cloud and attacks the dretch with his magical scimitar -

Fortitude Save
1d20 + 4 ⇒ (15) + 4 = 19

Attack with Scimitar +1 to attack and damage with Bless Spell -
1d20 + 4 + 3 + 1 ⇒ (17) + 4 + 3 + 1 = 25

If it hits -
1d6 + 2 + 4 + 1 + 1 ⇒ (6) + 2 + 4 + 1 + 1 = 14


Maelchar I need a fort save from you or you are nauseated.

Ryu, you can't see to charge while in the cloud but you can still move out and your attack will still hit.


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: 1d20 + 3 ⇒ (14) + 3 = 17

Silver Crusade

female Human (Kelish) Cleric (Evangelist) 6 Init +2 Perception +11, HP: 50/50 MP: 4/4 AC: 20(T 13/FF 18) CMD: 20 CMB: +8 Wil: +8 FORT:+8 REF +6

Maintain Inspire Courage and cast bless for another +1 to hit for everyone we are currently at a global +2 to hit +1 to damage. Move SW SW SW to square K2 from where I'm threatening the Dretch with my spear. Any AoO will apply power attack.

Samantha continues her chant but adds to her inspiring song a blessing of the lady Sheylin.

Fight on, fight on! We must dispel this evil!


DM Variel wrote:

Maelchar I need a fort save from you or you are nauseated.

Ryu, you can't see to charge while in the cloud but you can still move out and your attack will still hit.

Just tossing this out there (as it happens to me in every game I play) - when I say "I charge over to the enemy" - I mean that in the most colorful and prosaic way. I don't mean it in the tactical Combat Maneuver.

If ever I elect to use the "Charge" move I'll say something like "I use the Charge Attack to attack my enemy" or something less poetic ;)

That's also why my attack didn't include a Charge Modifier at this time :)

Okay, that's all - sorry, this happens a lot.


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 shifts his position, and unleashesa volley at the second front of cultists.

Shift to D:6, and flurry on C:12

Flurry 1: 1d20 + 7 ⇒ (3) + 7 = 10Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Flurry 2: 1d20 + 7 ⇒ (6) + 7 = 13Damage: 1d8 + 6 ⇒ (8) + 6 = 14

Here we go...

"Stand fast friend Maelchar!" - he urges his companion.

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 advances on the Dretch to M2 and attacks
Radiance: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
for 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6


Will give Pakak a bit longer. Also I fogot to mention that a fort save is needed each round you stay in the cloud. For that reason I am moving Maelchar and Zeriax 5ft out, Garith and Ryu are already out. That leaves Samantha that I will not enforce a save this round since it was my fault. Next round though all is fair...

Ryu moves out f the cloud and sees the wounded dretch before him. Taking advantage of the lone enemy he lashes out with the scimitar felling the evil creature. Garith appears out of the cloud moments later and kills the creature before it has a chance to rise again.

Maelchar prepares for the onslaught of the coming cultists as Zeriax takes position behind him. Zeriax lets fly 2 arrows but his aim is off and the arrows fail to hit the cultist.

Samantha concentrates on inspiring the group as she casts another spell to strengthen their resolve and aim. With her aid the group feels like it can take on any foe such is the blood coursing through your bodies.


since I can see the map now, Maelchar would have moved to C9 to a) get away from the fog, and b) not be on the edge of the chasm.


maelchar that is not a chasm there but just the shadow from the tower. The chasm is splitting the map in half. Sorry for the confusion but the move is still valid and noted.


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

my bad - I saw the blackness and thought chasm.. still, I'll take the move as stated, thanks.


Pakak moves out of the cloud in between Zeriax and Maelchar. Now that he could see what was going on around him he forces the ball of flame to move over to the cultist and burn him again. reflex save 1d20 + 1 ⇒ (18) + 1 = 19

The cultists nimbly doges out of the way this time as he expected the attack.

Bottom of round 1

The wounded cultist steps to the side of the ball of flame and cast a curative spell healing 1d8 + 2 ⇒ (6) + 2 = 8

The second cultist casts a word of command at Maechar ordering him to Disarm!! He then moves up to engage Maelchar directly.

The third cultist to the north moves to engage Maelchar with his glaive attacking with the reach afforded to him to avoid any repercussions. 1d20 + 6 ⇒ (2) + 6 = 8 for 1d10 + 3 ⇒ (1) + 3 = 4 damage. However his aim is off and the glaive passes over his head.

To the southeast the dretch there finishes his summoning 1d100 ⇒ 40 and another dretch appears and moves over to the ensuing combat.

The cultist to the southwest tries to force Garith to lay on the ground presenting the dretch with an easy target. Sleep!! Command spell: will save DC: 14 or fall prone

The dretch to the southwest finishes its incantation to see if it can call an ally in. 1d100 ⇒ 68 He likewise is successful and the dretch appears to attack Garith. If prone -4 to AC for the following attacks.

1st claw attack 1d20 + 4 ⇒ (18) + 4 = 22 for 1d4 + 1 ⇒ (3) + 1 = 4 damage
2nd claw attack 1d20 + 4 ⇒ (3) + 4 = 7 for 1d4 + 1 ⇒ (1) + 1 = 2 damage
bite attack 1d20 + 4 ⇒ (16) + 4 = 20 for 1d4 + 1 ⇒ (4) + 1 = 5 damage

The summoning dretch then targets Ryu with a spell trying to force him to run away from the combat. Cause Fear: Will DC: 11 or frightened for 1d4 ⇒ 4 rounds. Success means shaken for 1 round.

Bottom of Round 2

Good Guys up

Buffs in place:
Inspire courage on round 1
Bless on round 2


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

what's the dc on the will save vs that command spell?


will save dc 14, thanks. I typed the actions and went back to add the DC later. Forgot to include yours.


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

will save: 1d20 + 5 + 1 + 2 ⇒ (7) + 5 + 1 + 2 = 15

Maelchar hangs onto his weapon, steeling him self against the mental assault, then attacks the cultist who had attacked him:

to hit: 1d20 + 4 ⇒ (6) + 4 = 10

dmg if hits: 3d6 + 3 ⇒ (3, 6, 4) + 3 = 16

well, can't win em all... at least I saved vs the command

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 + 4 ⇒ (7) + 4 = 11 I think i calculated my will wrong, and forgot the -2 fr not having any wis... and forgot to change status after healing at the camp

Garith waits a Moment for Ryu to get behind the Demon
Radiance: 1d20 + 7 + 2 + 1 - 4 ⇒ (10) + 7 + 2 + 1 - 4 = 16 +2=18 if Ryu can flank for me
bab+buff+CC-prone
for 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Do you take the AoO while Prone with the penalty to AC or when standing for no penalty shen you stand up?


Sir Garith Mordrand wrote:
...if Ryu can flank for me

I suppose I can move to flank with Garith (bonus to flanking for Crowd Control; bless spell, flanking and magical weapon) -

1d20 + 2 + 2 + 4 + 1 ⇒ (3) + 2 + 2 + 4 + 1 = 12

If it hits -
1d6 + 4 + 1 + 1 + 2 ⇒ (3) + 4 + 1 + 1 + 2 = 11


Ryu you need a will save or are frightened for 4 rounds from the dretches cause fear spell. Also there is only 1 dretch next to you no crowd control bonus.

Garith you can attack from prone without taking an AOO. It is when you stand that you take the AOO and the prone penalty to AC applies on that attack.

Aoo If standing:
1d20 + 4 ⇒ (18) + 4 = 22 for 1d4 + 1 ⇒ (4) + 1 = 5


Will bot people after 2200 tonight CST.


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

On my phone atm - will post Zeriax actions soon.


Okay - here is my Willpower Save

Willpower Save -
1d20 + 4 ⇒ (6) + 4 = 10

EDIT: Looks like I'm now afraid...

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'm going to stand, cause the Dretch is likely going to attack Garith anyway.


Sir Garith Mordrand wrote:
I'm going to stand, cause the Dretch is likely going to attack Garith anyway.

Don't worry; I got your back.


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 realizes the nauseating cloud is hovering, and almost engulfing him, but he steps aside to get a clearer shot at their foes, pressing the attack to try and thin the odds stacked against them.

5' step to D:7 and firing two cold-iron arrows at the Dretch in D:12

Fortitude Save: 1d20 + 5 ⇒ (13) + 5 = 18

Flurry 1: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d8 + 6 ⇒ (2) + 6 = 8

Flurry 1: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d8 + 6 ⇒ (1) + 6 = 7

Crappy damage...


Zeriax, I am assuming that you shoot first as otherwise you would be inside the cloud and therefore have a miss chance.

Ryu, you actually made the save as Garith is within 10ft of you and grants everyone a +4 on saves vs fear.

Top of Round 3 recap
Maelchar holds onto his weapon and swings at the cultist in front of him. His concentration on holding his grip results in the lack of focus on the blow. The hammer is wide of the mark and Maelchar hopes the cultist can not capitalize on his miss.

Zeriax fires off a quick 2 shots at the dretch injuring it to the point of near death with his alchemical arrows. If the arrows were slightly closer together they would have penetrated each lung and collapse the demon where it stands.

Pakak move the ball of fire again to the cultist requiring him to jump out of the way. reflex save 1d20 + 1 ⇒ (1) + 1 = 2 the cultist fails horribly and takes 3d6 ⇒ (3, 3, 2) = 8 fire damage. seeing the nearness of the cultists Pakak conjures up a protective ward again aiding the defenses of himself and his comrades. After he goes the ball of fire winks out having served its purpose.

Samantha braves the toxic fog as she hopes to give her benefit of bless and inspiration to the group. fort save 1d20 + 5 ⇒ (2) + 5 = 7 nauseated for 1d4 + 1 ⇒ (3) + 1 = 4 rounds.

To the south Garith falls to the effects of the spell but still manages to hit the dretch standing over him with Radiance. The magical blade bypassing the thick skin of the dretch. The dretch retaliates though with a claw to the forearm as Garith stands up for 5 damage.

Ryu overcomes the dretch's fear spell with the aid and presence of the holy warrior of Iomedae near him. Stepping to the side Ryu lets go with a viscous swipe with the scimitar. The near brush with the fear spell weighed heavy on his sword arm as he could not put forth the effort needed to hit the dretch.

Bottom of Round 3
To the North the cultists step up and proceed to assault Maelchar. Joining the fray is the dretch who moves up to attack Maelchar as well.
cultists attack on Maelchar...

scythe attack 1d20 + 5 ⇒ (15) + 5 = 20 for 1d4 + 2 ⇒ (1) + 2 = 3 damage
scythe attack 1d20 + 5 ⇒ (9) + 5 = 14 for 1d4 + 2 ⇒ (1) + 2 = 3 damage
glaive attack 1d20 + 5 ⇒ (1) + 5 = 6 for 1d10 + 3 ⇒ (6) + 3 = 9 damage

dretch if alive
claw 1d20 + 4 ⇒ (12) + 4 = 16 for 1d4 + 1 ⇒ (3) + 1 = 4 damage
claw 1d20 + 4 ⇒ (3) + 4 = 7 for 1d4 + 1 ⇒ (1) + 1 = 2 damage
bite 1d20 + 4 ⇒ (8) + 4 = 12 for 1d4 + 1 ⇒ (1) + 1 = 2 damage

The fog disappears as the duration of the spell is short and the caster is dead from the arrows and baldes the round before.

The dretch continues its movement across the face of the tower to the east.

The summoned dretch continues to attack Garith hoping to bring the holy warrior down.

claw 1d20 + 4 ⇒ (11) + 4 = 15 for 1d4 + 1 ⇒ (4) + 1 = 5 damage
claw 1d20 + 4 ⇒ (15) + 4 = 19 for 1d4 + 1 ⇒ (2) + 1 = 3 damage
bite 1d20 + 4 ⇒ (10) + 4 = 14 for 1d4 + 1 ⇒ (3) + 1 = 4 damage

The cultist to the south casts a protection spell and readies his weapon to attack the group if they come across the chasm.

Bottom of Round 3

Group is up


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 concentrates his attack on the same cultist he missed before.

to hit: 1d20 + 4 ⇒ (16) + 4 = 20

dmg if hits: 3d6 + 3 ⇒ (6, 4, 5) + 3 = 18

After attacking, Maelchar takes a step back (5' step), making the foe come to him, assuring if they try to maneuver around to get flank, that they will not get multiple attacks after doing so.


Ryu swings forward and takes a swipe at the scum flanking Garith -

Attack Against Dretch by Garith: Bless, Magical, Flanking, power attack -
1d20 + 4 + 2 + 2 ⇒ (20) + 4 + 2 + 2 = 28

If it hits -
1d6 + 4 + 1 + 2 ⇒ (3) + 4 + 1 + 2 = 10

Edit: Oh my!

Confirm -
1d20 + 4 + 2 + 2 ⇒ (2) + 4 + 2 + 2 = 10

If it hits -
1d6 + 4 + 1 + 2 ⇒ (5) + 4 + 1 + 2 = 12

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