Variel's WotR

Game Master Neltji

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

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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 carry cold iron tipped arrows with me friend Maelchar, so I believe I should be able to damage them effectively" - Zeriax retorts - "Very well then, we should start our approach. I can draw them with my arrows, while you bottleneck them"

I say I draw them from W:13 - one of you can ambush them from T:12, other ambush positions to strike from reach or move to flank would be W:11, U:13, T:13, etc. Samantha, you could start Inspire Courage immeditately before I start shooting, or after, as you prefer. If anyone thinks they need any buffs, they can be also done immediately before Zeriax shoots.

"Agreed?"


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

The only risk with the plan is we don't know what the Vermleks' will do or their orders. If they come after you - running or burrowing - great. But if they fall back into the keep and bar the door or summon a legion of dretches... we've got a whole new set of problems.
I'm willing to take the risk but we might want to have a contingency... possibly one person waiting to charge them if it looks like they are going to retreat. I think that would be a Ready Action so we'll have to make sure whoever does it beats the Vermlek's initiative. Like I said, I'm willing to play this out however you like but I think the slightly less risky bet (with all the unknowns) is to have Zeriax lead with arrows and that's the flag for most of us to charge and attack.


Just sitting here reading and enjoying the debate. Let me know when 3 have a consensus and we will go with that plan.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

You can count me as a half vote for both the "draw'em in" and the "go get'em" plans. :)

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 vote to attack them after an opening volley. Getting into position to charge.

But if we are trying to draw them out but I'd like to Delay Action until one of them moves but before the second. If they advance then they can do so but if the first tries to go for a door then Garith is getting in there...

Anyone else have a decent range attack?

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

Nope. Have no real opinion on tactics both sound valid


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Reiko has a decent ranged attack (HIT: +7 DAM: 1d8+3) particularly if I can steal a cold iron arrow from Zeriax :) but obviously she is much better up close and personal especially with Mael's weapon buff. Let's not forget we have Irabeth with us. I'm pretty sure she can deliver a beating as well. Full charge might be the way to go with archery as our lead-in.


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 agree with the archery lead-off followed by a charge


Sounds like a plan is agreed upon then. Archer volley by Reiko and Zeriax combined with a charge forward by Garith, Maelchar, and Samantha. Will get it going tonight with the map update. As it will be a surprise round i don't think a parital charge will reach them but the archers can make their attacks. Also any minute or longer buffs you want please reiterate again so I know for sure. As you are hiding I the ruins they will not hear your casting. Round level buffs that require you to be closer would fall into the surprise round.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

I'm good with that. I'll start with the bow then drop it and charge in. Would it be possible for Reiko to step from V11 to V10 and then fire her bow? If not, just pick a reasonable spot for me. Also, is Irabeth going to hang back or get in on the action?

Satisfied with the plan, Reiko sheaths her blades, draws her bow, and borrows an iron arrow from the archer. She gives Zeriax a tight smile, "I'll try not to prove my inadequacy with a bow."


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 moves to T11 and readies his cold iron lucerne hammer, which already has lead blades on it. He waits impatiently for the archers to kick this thing off...

if anyone wants their weapon made 'good', he'll do that, too


Irabeth will rush in with the rest of you as thereis no way that she is hanging back at all. In fact you can rest assured that she will be in the front at all times. Go ahead and let me know where you want to be as well to start things off. If I don't hear from you by 9 then I will place you where I think best.


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

Well, I don't want to slow things up so:

Zeriax looks for a position without obstruction to start the attack. As he exhales, his aim is steady, and the cold iron arrow is released at the sentry, initiating their attack - "Lets make this count friends"

Firing from position V:12 - I think there is no cover from that spot. Firing at the one in P:6.

Longbow Attack, PB+DA, Cold Iron: 1d20 + 11 ⇒ (4) + 11 = 15
Damage: 1d8 + 7 ⇒ (8) + 7 = 15

Lets hope that hits his flat footed AC shall we? :/

If Samantha's Inspire Courage is up before, that is another +1 to hit and damage


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

For his surprise round action, Pakak will try to engulf some allies in his Protective Ward, 10ft radius +1 to AC for four rounds


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

A moment after Zeriax's bow twangs, Reiko steps from the broken building, draws a bead on the left-most abomination (P6), and lets her arrow fly.

FREE: 5' step from V11 to V10 - if allowed
STAND: Bow

Longbow (crit: 20/3x/110'):
MODS: Cold-Iron
Bow HIT: 1d20 + 7 ⇒ (16) + 7 = 23
Bow DAM: 1d8 + 3 ⇒ (3) + 3 = 6

Status:
AC:20 | HP: 25 / 25
Challenge (1):
Resolve (1):
Iajutsu Strike (1):
Darkvision (3): x
Shield of Faith (1):
Hero Points (3):

Effects:
Darkvision - 20 hours


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

are we all up now? can we get a charge or a move and attack? - from where he is starting from (T11), Mael should only have to move 2 squares to get to a foe... or should I just shut up until the java problem is resolved? lol

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

With tactics having been discussed it is up to Samantha to heighten morale.

Move swiftly and precisely and they will fall at our hands in no time!

Standard action activate Inspire courage for +1/+1

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 Charge trait is hard to actually use...

Garith moves up to Q:11 so he can charge next round if we win init, but doesn't get a Full Attack to the face if we loose.


init:

Samantha 1d20 + 2 ⇒ (11) + 2 = 13
Maelchar 1d20 ⇒ 2
Pakak 1d20 + 1 ⇒ (11) + 1 = 12
Zeriax 1d20 + 2 ⇒ (20) + 2 = 22
Reiko 1d20 + 4 ⇒ (7) + 4 = 11
Sir Garith 1d20 + 1 ⇒ (11) + 1 = 12

Irabeth 1d20 - 1 ⇒ (17) - 1 = 16

Vermleks 1d20 + 1 ⇒ (20) + 1 = 21

The ambush went off with everyone taking positions to burst from the concealing ruins, casting spells, or releasing archery fire. to start off the ambush Samantha calls out to everyone inspiring them in the name of Shelyn. Pakak releases a burst of defensive energy hoping that it will help the retaliation coming their way. Zeriax and Reiko unleash shots simultaneously with cold iron arrows hoping to soften up the targets for the melee to come. Reiko's arrow flies true and is seen penetrating the borrowed flesh dealing damage. Zeriax's arrow flies true as well but can not quite puncture through the armor like extra skin of the vermlek even with the help of Samantha inspiring him to reach new heights. Just missed the flat-foot AC by 1 since they are advanced to compensate for 6 players.

In retaliation the vermleks act with surprising quickness despite their appearance. The 2 of them each use a SLA to cast a spell targeting T,10. a wave of negative energy burst forth catching everyone in its path dealing 1d8 + 3 ⇒ (4) + 3 = 7 and 1d8 + 3 ⇒ (1) + 3 = 4 negative energy. Each burst can be reduced by half with a successful DC 18 will save To makes matters worse, the negative energy heals the injured vermlek as well.

Top of Round 1 map

Good guys to go Round 1

]ooc]This is going to be a long protracted affair so keep track of resources and status please.[/ooc]


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, with a prayer spoken under his breath to Iomedae, attacks the closest Vermlek (P8), bringing his cold iron hammer to bear on the creature.

to hit: 1d20 + 5 + 2 + 1 + 1 ⇒ (20) + 5 + 2 + 1 + 1 = 29
dmg if hits: 3d6 + 3 + 1 + 1 ⇒ (2, 5, 2) + 3 + 1 + 1 = 14

to confirm: 1d20 + 5 + 2 + 1 + 1 ⇒ (13) + 5 + 2 + 1 + 1 = 22
addl dmg if confirms: 3d6 + 3 + 1 + 1 ⇒ (5, 5, 6) + 3 + 1 + 1 = 21

+5 attk bonus, +2 charge, +1 comp bonus from Samantha and addl +1 for charge from Garith


Don't forget the 2 will saves to reduce damage by half everyone from the 2 mass inflict light wounds SLA's


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

didn't realize I was in the area of it... I will roll the saves then

will save: 1d20 + 6 ⇒ (2) + 6 = 8
will save: 1d20 + 6 ⇒ (17) + 6 = 23

so that would be 7 and 2 dmg for Maelchar, right?

darnit... wish it was the other way around... of course if I'm gonna save vs. only one, I'd save vs the one that didn't do much damage, sigh


Correct. Everyone got hit by the range of the spell.

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 + 5 ⇒ (19) + 5 = 24
will: 1d20 + 5 ⇒ (9) + 5 = 14

Garith signals a charge slashing into the Velmik with the...
Radiance: 1d20 + 8 + 3 + 1 + 1 ⇒ (10) + 8 + 3 + 1 + 1 = 23+1??? attk+charge+inspire+celestial crusader (?bless?)
for 1d8 + 4 + 1 + 1 ⇒ (6) + 4 + 1 + 1 = 12

Sam, can we get a Bless for the round? Var if she blesses can we get the bonus for this round?


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

bless and inspire are usually both morale bonuses unless Samantha's inspire is different... they won't stack

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

THat's what I thought until...

pfsrd wrote:
An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

That's only versus Fear, and I already gove a +4. Attack and damage is competence.

also, everyone gets a +1 trait bonus to their attack and damage rolls if they charge this round


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

ah ok - I adjusted my rolls accordingly and wow, between the two of us, we did 47 dmg to that one critter this round... if that didn't rock his world, we are in a lot of trouble, lol


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Reiko drops her bow and sprints toward the battle, pulling her katana in a single fluid motion. She streaks past the oracle raising her blade in a high arc. She slashes downward in a long diagonal arc at the bloated demon as the blast from the necromantic magic slams her sideways, scourging her soul.

MOVE: 30' to Q7
STAND: Attack P6

Will Save DC:18 for 7HP: 1d20 + 1 ⇒ (20) + 1 = 21 1/2
Will Save DC:18 for 4HP: 1d20 + 1 ⇒ (15) + 1 = 16 Full

Pity, that would have made for a nice crit.

BOOM:
STAND: Katana (crit: 18+/2x):
MODS: Magic, 2H, PA, Inspire Courage
Katana HIT: 1d20 + 8 - 1 + 1 ⇒ (7) + 8 - 1 + 1 = 15
Katana DAM: 1d8 + 5 + 3 + 1 ⇒ (4) + 5 + 3 + 1 = 13 DR:Good

Status:
AC:20 | HP: 18 / 25
Challenge (1):
Resolve (1):
Iajutsu Strike (1):
Darkvision (3): x
Shield of Faith (1):
Hero Points (3):

Effects:
Darkvision - 20 hours
Inspire Courage

Given the angles and Mael's position, I'm not sure if Reiko could charge there. If so, add +2 to hit.

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

Reiko, it's actually a +3 to attack and +1 to damage if you charge cause of Garith's Inspiring Rush ability


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Thanks for letting me know!


Melchar and Garith would have dropped the vermlek. Reiko do you want to charge the other one then? The bloated body is still there if you wanted to attack the downed body. You don't know if it is just a husk or the vermlek is still inside.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

I'll go for the 'unhurt' one, thanks.


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

I'll assume this counts as a spell like effect. If not, subtract 2 from rolls below

Will Save #1 1d20 + 7 ⇒ (6) + 7 = 13
Will Save #2 1d20 + 7 ⇒ (17) + 7 = 24

Pakak winces as he is overwhelmed by one surge of dark energy. He weathers the other much better, but still they take their toll.

He moves a bit closer and then flings his cold iron dagger at the 'unhurt' foe.

to hit: 1d20 + 4 ⇒ (11) + 4 = 15 -4 if it is in melee
Dmg if that hits: 1d4 + 1 ⇒ (1) + 1 = 2


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

Will Save: 1d20 + 8 ⇒ (15) + 8 = 23
Will Save: 1d20 + 8 ⇒ (9) + 8 = 17

Zeriax grits his teeth as the negative energy washes over him, his skin showing dark patches from the magical assault, as if internally his body would simply start to collapse without visible wounds to show for it. Still the monk holds his ground, and focuses on the standing opponent.

Shifting to U:11, and flurry of Arrows on the one still standing, using cold iron arrows

Flurry 1: 1d20 + 10 ⇒ (14) + 10 = 24
Damage if it hits: 1d8 + 10 ⇒ (4) + 10 = 14

Flurry 2: 1d20 + 10 ⇒ (20) + 10 = 30
Damage if it hits: 1d8 + 10 ⇒ (8) + 10 = 18

Flurry 2 Crit confirmation: 1d20 + 10 ⇒ (13) + 10 = 23
Additional damage if it hits: 2d8 + 20 ⇒ (5, 5) + 20 = 30

--Status--
HP: 21/28
AC: 17
Mods: Favored Enemy bonuses, Inspire Courage (am not counting with any possible Bless spell)
Cold Iron Arrows spent: 4


Zeriax, how are you getting +10 to damage? what am I missing?


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'll break down the math - also for my sanity :D

+2[Composite Longbow STR14] +1[Point Blank Shot] +1[Inspire Courage] +4[Deadly Aim - during a Flurry, Monk's BAB is equal to their level, which means with the +1BAB from the ranger level, Zeriax's total BAB is +4, allowing Deadly Aim to work as -2/+4] +2[Favored Enemy - Evil Outsiders] = +10

Told you Zeriax would break the game once he got level 3 in monk... MUAHAHAHAHAHAHA!!!


Ahh I looked on your sheet and the longbow did not have the 14str next to it in the equipment section. That is where I was off. Thanks.

By the way, yes you suck and may be the first one to die a horrible death for critting one of my vermleks. You or Maelchar that is. they had 40+hp each. that is not counting that Reiko missed her attack by 1 on the charge which would have hit if samantha cast bless. Saves her the spell and the extra rounds of inspire though.

It a terrible fury of vengeance that leaves Irabeth standing there the 2 vermleks fall to the ground not moving. As you approach you see that the bodies are just husks as the demons have returned to their home plane.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Reiko retrieves and shoulders her bow, keeping an eye out for any enemies that may have witnessed their attack.

Perception: 1d20 + 8 ⇒ (4) + 8 = 12


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 suck? I thought I was outstanding... I may have to rethink a couple of things then, mainly because I don't want a big bullseye drawn on my monk's back - he's so discreete after all :D

Not sure why Herolab is not exporting the Comp Bow info. It is correctly set up there...

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

It seems that our GM is a man that shifts his target rather often. Remember how he was trying to kill off the Pali all last level when that was a thing that can happen? I'm aiming to snag the bullseye at 5th level so you can have it for this one =P It's like an award. and then of course Pakak, a wizard and he'll be stealing the target soon enough.

This is a travesty. These lords, dedicated servants of this city, did not deserve to have their bodies desecrated so. Garith sighs heavily, then notes An impeccably executed attack. Let us prey that Iomadae favors us so as we continue onward. Zeriax, the door? if the door is locked? no lock can stand against the mighty Zeriax!

Garith will stand by the door with Irabeth (the Reach users behind us?) and we can continue on, maybe getting into a fight before Mael's Iron Weapon runs out?


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

Pakak is far too humble to steal the limelight from the rest of you... and demons are notorious for having lots of Sr and resistances to types of energies on top of it. Hard to fry with fireballs when they'll be shrugging it off ;)

"We shall see graver violations before we are done, I fear," Pakak makes a warding sign of Torag over his heart.


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 fear you're right, Pakak... this is probably just the tip of the iceberg and those skinwalkers were meant to destroy our resolve. Instead they fueled it, I guess. Shall we move on?"

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

Strike quickly and they will stand no chance agaqinst us

Samantha calls out and quickly the first of the demons is turned into abyssal mush.

Inpire courage and move to S9. Looks like this combat will end quickly.


party relationship: friendly

Every encounter has different tactics so the target will switch accordingly. Plus it makes it more fun if you don't know who the target will be always. Yu will all have your chance to be the main target don't worry. I will not let anyone have an easy ride. These are demons after all and smart.

Reiko you do not see anyone that noticed the quick scuffle as far as you can tell.

On the bodies of the Lord of Kenebras all you find is a scythe while on the curator you find a key that fits the style of the front door and a scythe.
----------------------------

Irabeth nods her head as she witnesses your prowess first hand. Quite impressive I must say. I knew you were capable but did not realize to what extent. As for the bodies what should we do with them? Do we just leave them here and continue on?


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

"It would be wonderful if we had time for proper burials and to say the right words over their final resting places... but we do not I think have the time or place to give them their due. Perhaps we can simply put them in an out of the way place here, and when we are done clearing out the garrison, we can then consider their final rests."


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

"Or just burn the bodies clean. That way they'll not be violated again. Perhaps Sarmantha could say a few quick words over the ashes?"


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 think this first fight is already over Samantha :D

As the other debate the issue of the bodies, not wanting to leave any open avenues for them to be attacked, Zeriax moves close to the door, his senses fully alert for traps, or noises from behind it.

Perception: 1d20 + 11 ⇒ (20) + 11 = 31(+12 to locate traps, +13 vs. Evil Outsiders)

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 fear we do not have time to spare. Our task is of the utmost import, and burning them would be a rallying beacon to our enemies. We should move them out of the road, and return for them once out task is done. Garith suggests. Nodding to Samantha.

We talked about bags of Holding and Efficent quivers and stuff... was there a concensus reached? Can I put one of them/each on our list? as group loot? WHat kinds would be available anyway?


No there are not bags of holding or quivers available yet.

Zeriax you find that the door is locked but no traps on it. Do you wish to pick the lock or try the key?

2 votes for moving the bodies and returning later, 1 vote for burning them. Once 1 option gets 3 votes we can move on. If you are moving the bodies let me know where as well if you would with a stealth check to hide them. If you burn the bodies someone can make a survival check to try and hide the smoke.

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

I vote for moving the bodies and returing later.

Samantha approaches the fallen quite impressed by her companions martial prowess.

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