Variel's WotR

Game Master Neltji

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

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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

If Maelchar moves up behind Irabeth to H13 and attacks diagonally through the doorway to F11, is there a penalty for a hard corner like there would be from H12 or is it cool to attack from there at all?


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

Round 1

As the door is open, Zeriax immediately bursts into motion, targetting the one tiefling barking orders with two shots from his bow.

I am assuming I can target the one in D:12 - I guess I'll eat a -4 penalty? If I cannot target him, will shoot at F:11 or E:12 instead.

Flurry of Arrows 1: 1d20 + 8 ⇒ (17) + 8 = 25
Damage if it hits: 1d8 + 8 ⇒ (5) + 8 = 13

Flurry of Arrows 2: 1d20 + 8 ⇒ (14) + 8 = 22
Damage if it hits: 1d8 + 8 ⇒ (7) + 8 = 15

Favored enemy bonus not accounted - If I should, let me know Variel :D


Maelchar that is fine to step there and attack. There will be a cover penalty going through the doorway. The only way to avoid a penalty is if two people are in the doorway itself. F12 to G12.

The tiefling looks at Zeriax as the arrows get past most of his defenses but bounce off his hardened skin. cover penalty plus high AC buffs did you in. Nice rolls but not quite good enough. No favor enemy either.


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 H13 and attacks the fellow at F11 with his hammer.

to hit, penalty for corner taken into acct at -4: 1d20 + 5 + 1 - 4 ⇒ (13) + 5 + 1 - 4 = 15
dmg if hits: 3d6 + 3 + 1 ⇒ (3, 1, 5) + 3 + 1 = 13

darnit, don't know if that will hit, but I'm guessing not, unless maybe it's only -2 for the corner? I could hope, which would make it a 17


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, if those rolls missed, Zeriax needs a change of plan then :D


Still waiting on Pakak and Reiko for round 1. Will give them till the morning then bot them.


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

Assuming I can attack through the doorway as well...

Reiko slides into the doorway and slashes at the enemy sheltering behind the wall. She forgoes the extra attack with her wakizashi, focusing on striking accurately with a single blade.

MOVE:5' to G12
STAND: Slash @ F11

STAND: Katana (crit: 18+/2x):
MODS: Magic, 1H, PA, Cover (-4)
Katana HIT: 1d20 + 8 - 1 + 1 - 4 ⇒ (12) + 8 - 1 + 1 - 4 = 16
Katana DAM: 1d8 + 5 + 2 + 1 ⇒ (8) + 5 + 2 + 1 = 16

Variel, question on acrobatics. When I attempt to tumble past multiple opponents, should I make 1 roll for all of them or individual acro rolls for each? Also, for simplicity should I include a cumulative -2/opponent to my roll, or would you rather follow the letter of the law and apply it as a bonus to their CMDs?]


Map only, update coming while at work


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

Pakak will simply cast his usual ward to help the others.
Allies within 10foot gain +1 to AC


Pakak, ironically that is what I was going to have you do anyways after stepping up to get everyone within range.

Reiko, it is 1 check against all of them. As for the modifier. It does not matter to me as long as you specify if you are doing it on your end. If I do not hear that you applied the penalty then I will add it to the CMD.

Irabeth remains at the corner of the doorway ready to attack a cultist if they should step up into the gap.

readied attack 1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 12 for 1d8 + 4 ⇒ (6) + 4 = 10 but misses the cultist badly.

Samantha relies on her priases to aid the group while Pakak calls upon his protective ward to defend the group from harm.

Through the doorway Reik and Malechar are able to bring their weapons to bear both hitting by the barest of margins. the solid blows stagger the cultist but do not drop him as Maelchar's blow was somehow partially absorbed before making full contact. temp hp

Zeriax takes aim at the tiefling in the back but both arows are deflected by its resilient skin.

Bottom of Round 1
The cultist that took the blows to the head and body steps back and casts a spell of healing closing some of the wounds 1d8 + 3 ⇒ (5) + 3 = 8

The other 3 cultist converge on the doorway after casting spells for Irabeth, Reiko, and Maelchar to disarm their weapons. DC 14 will save or drop waepons as command spell

The tiefling in the back smiles at the bunche formation of the group and performs some quick alchemical work. Holding a vial aloft he tosses it at Pakak in the middle of the room. 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 21 touch AC for 3d6 + 2 ⇒ (2, 4, 2) + 2 = 10 fire damage as the vial explodes in a shower of flame. DC 14 reflex or catch on fire Pakak Everyone else in the room takes 5 fire damage as the wave of heat and flame scorches everything within 10 feet. DC 14 refelx for half, fail and you are also on fire

Good guys up top of Round 2 map up above 2 posts.


party relationship: friendly

will save 1d20 + 7 ⇒ (20) + 7 = 27
refelx save 1d20 + 4 ⇒ (18) + 4 = 22

Irabeth manages to hold onto her sword and ducks as most of the fire flies over her head. Pressing the assault she attacks 1d20 + 11 - 4 ⇒ (3) + 11 - 4 = 10 for 1d8 + 4 ⇒ (4) + 4 = 8


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 + 6 ⇒ (20) + 6 = 26
refl save: 1d20 + 3 ⇒ (8) + 3 = 11
no reflex save really needed, as Maelchar has fire resistance 5, but just made it in case his clothes might catch on fire, so I guess he's on fire, but not taking any damage... lol


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 holds tight to his weapon and takes a 5' step to H13 and again tries to strike the one in the doorway.

to hit: 1d20 + 5 + 1 - 4 ⇒ (4) + 5 + 1 - 4 = 6
dmg if hits: 3d6 + 3 + 1 ⇒ (5, 1, 5) + 3 + 1 = 15

took -4 penalty for the hard corner, but not sure if it was necessary or not since the guy is standing IN the doorway - still doubt it made any difference one way or the other with that bad of a roll... *curses at the dicebot*


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

The ronin's will is unwavering, as is her grip on her weapons, and (apparently) her uncanny situational awareness. With an odd serpentine motion, Reiko manages to avoid being touched by the explosion behind her even as her katana lashes out, threatening to take the head of the Tiefling blocking her path to the alchemist.

FULL: TWF Attack @ F12

Will Save DC:14: 1d20 + 1 ⇒ (18) + 1 = 19
Reflex Save DC:14: 1d20 + 7 ⇒ (14) + 7 = 21 Evasion - save for 0 DAM

BOOM:
FULL: Katana (crit: 18+/2x) & Wakizashi (crit: 18+/2x):
MODS: Magic, TWF, PA, Inspire Courage
Katana HIT: 1d20 + 8 - 2 - 1 + 1 ⇒ (19) + 8 - 2 - 1 + 1 = 25 crit?
Confirm: 1d20 + 8 - 2 - 1 + 1 ⇒ (17) + 8 - 2 - 1 + 1 = 23 Yes?
Katana DAM: 1d8 + 4 + 2 + 1 ⇒ (8) + 4 + 2 + 1 = 15
+Crit DAM: 1d8 + 4 + 2 + 1 ⇒ (3) + 4 + 2 + 1 = 10

Wakizashi HIT: 1d20 + 6 - 2 - 1 + 1 ⇒ (2) + 6 - 2 - 1 + 1 = 6
Wakizashi DAM: 1d6 + 1 + 2 + 1 ⇒ (3) + 1 + 2 + 1 = 7

Status:
AC:20+1 | 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 - +1
Pakak Ward - +1 AC


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's pupils dilate just as the flask explodes against his wizard companion, burning him, and spewing all over the room - the monk's amber eyes seemingly taking on a fiery glare as they reflect the fire from the flames - "Master Pakak, take cover behind me and Samantha" - he urges the dwarf, himself trying to evade the fire threatening to lick at him also.

Reflex Save: 1d20 + 7 ⇒ (11) + 7 = 18

He is fortunately able to avoid most of the flames, however the heat is enough to blister his skin - "Friends, we must push through to their leader - my arrows cannot penetrate his defenses it seems" - even through the searing pain, Zeriax continues to be objective about the fray.

Pragmatic, he decides to unleash two arrows at the opponents at the door.

Shifting to I:13 (I believe Maelchar is in H:13?), and shooting at the one in F:12. If that one is down, I will target F:11, else F:10.

Flurry of Arrows 1: 1d20 + 8 ⇒ (16) + 8 = 24
Damage if it hits: 1d8 + 8 ⇒ (1) + 8 = 9

Flurry of Arrows 2: 1d20 + 8 ⇒ (12) + 8 = 20
Damage if it hits: 1d8 + 8 ⇒ (1) + 8 = 9

Dang, they had all the time in the world to buff. ZZzzZzZZzZzzz... These damage rolls :/

--Status--
HP: 23/28
AC: 17
Effects: Inspire Courage


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

Reflex Save: 1d20 + 2 ⇒ (14) + 2 = 16

Pakak manages to pat his beard down before it catches flame entirely.

Badly hurt despite the fact it could be worse, Pakak takes cover as told, and then casts a spell at their leader.

Ear Piercing Scream: Dmg sonic, and possible daze. DC save at 15, and half damage and no daze effect

Dmg: 2d6 ⇒ (3, 6) = 9

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

reflex: 1d20 + 7 ⇒ (9) + 7 = 16

Garith then takes the opportunity to attack the tiefling.
Radiance: 1d20 + 8 ⇒ (12) + 8 = 20
For 1d8 + 6 ⇒ (3) + 6 = 9
bash: 1d20 + 7 ⇒ (5) + 7 = 12
For 1d4 + 3 ⇒ (2) + 3 = 5

No map so I dunno who i'm attacking. Bit or I'll update from home

Do the tiefling activate my celestial crusader buff to AC and attack?


Will give Samantha another hour then will bot her...
Garith tieflings are considered native and thus would not apply to your racial trait

The group manages to avoid most of the damage from the bomb but the direct damage still has caused some problems. Maelchar is on fire though and if not checked may pose a problem to his equipment.

Irabeth takes a swing at the cultist to no avail. Maelchar likewise swings but the fire dancing on his body distracts him too much.

Reiko continues to wield her weapons in a deadly dance. Her katana hitting a weak spot but her off hand weapon drawing nothing but air.

Zeriax takes aim at the cultist in the door way as both arrows rip into the foe dropping him where he stands. Blood spurts from the downed cultist but he is not dead yet. Garith sees the cultist down but not dead and finishes him with a quick blow from Radiance.

Pakak targets the tiefling in the back hoping to stun him for a round and do damage as well. 1d20 + 7 ⇒ (12) + 7 = 19


Samantha dives out of the way of the fire bomb 1d20 + 4 ⇒ (1) + 4 = 5 but not quickly enough. Soon she is covered in flames. Doing everything in her power to start the flames before they spread she casts create water over herself hoping to douse the flames. 1d20 + 6 ⇒ (10) + 6 = 16 With the aid of the water she is able to put herself out and just manages to continue on her performance.


fire damage to Maelchar 1d6 ⇒ 5

The injured cultist in the back moves in front of the tiefling and orders reiko to drop herself again hoping to have her drop to the ground and be easier to hit. The cultist to the right of the door moves a step over to have a direct shot at Reiko 1d20 + 8 ⇒ (10) + 8 = 18 for 2d4 + 4 ⇒ (4, 3) + 4 = 11 possibly at -4 to AC if prone if failed will save.

The cultist to the side of the door swings its scythe as well hoping to take Reiko down as well. 1d20 + 8 ⇒ (5) + 8 = 13 +4 to AC for cover for 2d4 + 4 ⇒ (2, 2) + 4 = 8.

The tiefling in the back lights up another bomb and throws it at Samantha this time so he can hit everyone in the room again. 1d20 + 9 ⇒ (15) + 9 = 24 for 3d6 + 2 ⇒ (4, 1, 5) + 2 = 12 reflex 14 or catch fire and 5 damage to everyone else in the room reflex DC 14 for half and not on fire. Maelchar, if you fail then the damage will stack until it gets put out increasing the DC by 2 for every time you fail just like poison saves.

Bottom of round 2

Good guys up round 3


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 water, drenching himself to put out the flames on himself, new and old alike... do I still need a save with the 'create water' spell in use?


yes, it gives you a circumstance bonus of +2 for the water. however I need your saves still fro this round. DC is 14. If successful then I need another DC 14 at a +2 save for the water to put yourself out. If you fail the first save then the second DC goes up to 16 but still with a +2 for the water. that is why Samantha has a second save rolled with +2 higher.


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

refl save dc 14 vs fire: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14

2nd refl save dc 14 to put out fire: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12

Maelchar manages not to take damage nor have the fire on him increased by the 2nd flask thrown, but is still unable to put out the fire burning his clothing.

hope I got that right based on your post, Variel - if not, feel free to correct me...


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

Reiko's will remains resolute; she shrugs off the Tiefling's command. Unfortunately, her focus wavers as she battles the magical effect and is caught unaware by the explosion at her back. Her clothing smolders then catches fire. The ronin ignores the burning clothes, instead throwing successful blocks at the scythes seeking to penetrate her defenses.

She presses her attack against the Tiefling before her, trying to hew a path into the room. Only her katana has a chance of striking her opponent.

I'm in moderately poor shape, guys - 1/2 HP.

Will Save DC:14: 1d20 + 1 ⇒ (16) + 1 = 17
Reflex Save DC:14: 1d20 + 7 ⇒ (4) + 7 = 11 Evasion; Fail

FULL: TWF Attack @ F12

BOOM:
FULL: Katana (crit: 18+/2x) & Wakizashi (crit: 18+/2x):
MODS: Magic, TWF, PA, Inspire Courage
Katana HIT: 1d20 + 8 - 2 - 1 + 1 ⇒ (10) + 8 - 2 - 1 + 1 = 16
Katana DAM: 1d8 + 4 + 2 + 1 ⇒ (7) + 4 + 2 + 1 = 14

Wakizashi HIT: 1d20 + 6 - 2 - 1 + 1 ⇒ (3) + 6 - 2 - 1 + 1 = 7
Wakizashi DAM: 1d6 + 1 + 2 + 1 ⇒ (6) + 1 + 2 + 1 = 10

Status:
AC:20+1 | HP: 13 / 25
Challenge (1):
Resolve (1):
Iajutsu Strike (1):
Darkvision (3): x
Shield of Faith (1):
Hero Points (3):

Effects:
Darkvision - 20 hours
Inspire Courage - +1
Pakak Ward - +1 AC


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

Reflex Save: 1d20 + 7 ⇒ (11) + 7 = 18

Zeriax is barely able to escape the gout of flame, this time bursting from Samantha, and licking at his exposed side.

Variel, if we manage the Reflex save, we take half of the 5 points of damage, correct? I think I miscalculated it before.

"We must coordinate" - the monk urges his companions - "Hold your actions until the one at the door is dropped, then take his place. We need to stop the one peppering us with fire my friends. The time is now" - his bow and arrows working furiously to find them room for ingress, targetting the one at the door.

Guys, one of you must delay - like if enemy at the door falls, you 5' step into the gap. It is risky I know, but if we don't get in there... Samantha, I think we may be needing your healing skills soon. Also Reiko and Garith, you guys can swap positions so that Garith can take some of the brunt. Zeriax will target the one in F:12 if up, else F:11.

Flurry of Arrows 1: 1d20 + 8 ⇒ (11) + 8 = 19
Damage if it hits: 1d8 + 8 ⇒ (4) + 8 = 12

Flurry of Arrows 2: 1d20 + 8 ⇒ (2) + 8 = 10
Damage if it hits: 1d8 + 8 ⇒ (8) + 8 = 16

--Status--
HP: 22/28
AC: 17
Effects: Inspire Courage

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

Just a headsup I'm GMT+1 so if you're waiting on me and it's the middle of the night for me feel free to bot me :)

Having just put the flames out all over her body Samantha steps forward and places a hand on Reiko's shoulder sending a wave of healing power through the eastern warrior's body.

CMW2d8 + 4 ⇒ (6, 5) + 4 = 15

5ft. Step north and cast CMW. Maintain inspire as a free action. On a general note I hate in combat healing. It's just I have nothing useful to do otherwise.

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

reflex: 1d20 + 7 ⇒ (1) + 7 = 8 dang i guess I'm on fire...

Garith brings his hand to his chest and heals himself slightly then hammers in with two attacks, swinging sword and shield.
Radiance: 1d20 + 8 ⇒ (9) + 8 = 17
for 1d8 + 6 ⇒ (5) + 6 = 11
Bash: 1d20 + 7 ⇒ (14) + 7 = 21
for 1d4 + 3 ⇒ (3) + 3 = 6

Reiko, If you 5' step back to H:11 Garith can switch with you and not have to worry about cover from the door. Then next round garith attacks and steps back and you can attack without cover penalty. that way we switch out and attack without letting the enemy have cover against either of us.


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
Samantha Starsight wrote:
5ft. Step north and cast CMW. Maintain inspire as a free action. On a general note I hate in combat healing. It's just I have nothing useful to do otherwise.

Samantha, can't you attack from behind Reiko? You have a reach weapon, right? So I guess that is always another option ;)


Maelchar, yes that is exactly what you needed to do.So far I show Maelchar, Garith, and Reiko on fire with Samantha needing another save for the second bomb. Pakak still to go. Due to aid and the hard corner the cultists is dropped unconscious in the doorway but still alive.


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

With Sam's healing and the likelihood that the gate guard will drop, I'm inclined to attempt an acro move into the room on my next turn and risk the AoO's. I didn't do it before because the odds of success were seriously low and my HPs were down enough that the AoOs would have nuked me. If you'd rather I step back, I can do that but it doesn't solve our alchemist problem.


This is the first alchemist I have had the pleasure of running. I kond of like the self buffs and area effect bombs starting people on fire...I know I am evil.


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

Okay, sorry, maps are iffy on my buggy comp it seems and I'm not sure I have all up to date here as far as who is moving where BUT... IF I'm reading this right...

Pakak watches the flames wash over his friends, and snarls "Enough of this."

The dwarf makes an odd digging gesture, while muttering new words of arcane power.

And a pit opens up to swallow a tiefling, and perhaps others of his fellow tieflings as well

Create Pit Spell under E12 unless it will get one of our guys in which case we'll make it D12 instead. It should be twenty feet deep. DC is reflex 16. See link for more details


Pakak, I need a reflex save from you as well at DC 14 for half damage or catch on fire for 5 damage.


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)
DM Variel wrote:
Pakak, I need a reflex save from you as well at DC 14 for half damage or catch on fire for 5 damage.

Ah, apologies. For some reason I thought I had been just out of reach

Reflex save 1d20 + 2 ⇒ (19) + 2 = 21

The dwarf is not looking well, but it appears time by the forge has prepared him for the worst of the heat.

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

well Reiko, being 5' back shouldn't affect trying to acrobat into the room (you should have the movement to get wherever anyway, if the middle guard doesn't drop backing away one step may give garith the chance to score the hit and finish him.


Garith I did not see your LoH roll. You want to make that for me. Thanks.

Just like the previous cultist in the doorway this one drops from the amount of damage piled upon him from Reiko, Garith and Zeriax. Irabeth strikes the fallen foe down ending the chance for him to recover and join the fight. Although some may think this is dishonorable behaivor for a paladin, Irabeth knows full well that when dealing with demons and their followers you can never take anything for granted.

Irabeth reflex save 1d20 + 5 ⇒ (20) + 5 = 25

attack 1d20 + 11 ⇒ (4) + 11 = 15 for 1d8 + 4 ⇒ (1) + 4 = 5

Pakak attempts to put the tiefling and the cultists in their places by opening up a pit below them.

Samantha heals Reiko bringing her back up into an effective fighting level while Maelchar tries to dowse himself withwater to extinguish the flames. Maelchar is unable to put the flames out but manages to keep from having the fire spread over him.

The rest are not so lucky as half of he party is on fire. Still need that reflex save this round Samantha or be lit on fire.

cultist reflex save 1d20 + 2 ⇒ (16) + 2 = 18 success move 1 space
injured cultist 1d20 ⇒ 18 success move 1 space
tiefling reflex save 1d20 + 8 ⇒ (9) + 8 = 17 success move 1 space

The remaining cultists move out of the way from the area of the pitd and its sloped sides to an avenue of safety.

The tiefling lights another bomb throwing it at the covered Samantha through the doorway hoping to get past the cover it affords. 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23 for 3d6 + 2 ⇒ (5, 6, 1) + 2 = 14 Everyone within else reflex DC 14 save for half damage. Fail it is 5 damage and on fire. Samantha needs a reflex save DC 14 or beon fire.

After throwing the bomb the tiefling steps to the side away from the pit and can be seen applying a liquid to his curved dagger.

Map update when I get home.


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

Plan is to cast Grace and slip between the cultists and attack from inside the room... however I will wait til the new map is up to make sure there is a clear path to do so... otherwise I will figure out another course of action


Round 3 map update. Black box is pit, green box is slope still require a reflex save if you end your turn in at at a +2 to reflex saves. DC 16 or fall taking 2d6 damage.

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

How do we put the fire out?
2d6 ⇒ (4, 2) = 6 Damn, I rolled 8 in the last post and I dunno why it got eaten... And with tiefling not activating crusader, i feel like the celestial resistances that it replaced is quite a bit better in hind-sight...

reflex: 1d20 + 7 ⇒ (14) + 7 = 21

Garith moves up to E:10 and attacks the most injured cultist.
Radiance: 1d20 + 10 ⇒ (4) + 10 = 14 lame
for 1d8 + 6 ⇒ (3) + 6 = 9

reflex for the Pit: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28


A successful reflex save at the DC of 14 but that takes an action to do so. The action can be combined with another action that aids the effort, like casting create water or stop, drop, and roll to get a +2 to the save.

The resistance is nice but your ability will come into its own here shortly. I will also try to remember to post for yours and zeriax's benefit if they are evil outsiders so you can apply you bonuses.


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

Maechar casts Grace as a swift action, then moves to D5 (double move, path: H13-G12-F11-E10-D9-D8-D7-D6-D5) avoiding the pit.

reflex save to avoid the pit: 1d20 + 3 ⇒ (20) + 3 = 23

He prepares himself for the possible attacks from the two foes in the room. ready to take an aoo if they move to attack since he has a reach weapon, if they both come at him, he'll put his aoo on the most damaged of the two if either has taken damage already.

aoo if either opponent moves in to attack: 1d20 + 5 ⇒ (14) + 5 = 19
aoo dmg if applicable: 3d6 + 3 ⇒ (3, 4, 2) + 3 = 12

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

Mael, i'm not sure you need a reflex save cause you walked the edge of the pit. You only need to save if you end your turn in one of the edge spaces like Garith did at E: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

you're right - I misread Variel's post - it says only needs a reflex save if you END your turn in green, which I didn't do... so Variel - can I have that 20 as my aoo, with the 14 (becomes 19) to back the potential crit? 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 slides down the sloped floor avoiding the blast behind her and then leaps after the alchemist escaping into the eastern room. She tumbles around the man, rolling to her feet in the corner and slashes at the Tiefling.

MOVE: Move to D14 (acro through opponent @ E14)
STAND: Katana slash

Reflex Save DC:14: 1d20 + 7 ⇒ (18) + 7 = 25 Evasion - save for 0 DAM
Acrobatics (Move Through v Opp CMD): 1d20 + 11 - 5 ⇒ (17) + 11 - 5 = 23 Included -5 to move through the enemy space
Reflex Save DC:16: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16 I don't think I need a reflex save since I'm not ending my movement on the slope but here's a roll just in case. I'm including my one time DM Bonus +1 to make the save, if needed.

BOOM:
STAND: Katana (crit: 18+/2x):
MODS: Magic, 1H, PA, Inspire Courage
Katana HIT: 1d20 + 8 - 1 + 1 ⇒ (13) + 8 - 1 + 1 = 21
Katana DAM: 1d8 + 5 + 2 + 1 ⇒ (6) + 5 + 2 + 1 = 14

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

Effects:
Darkvision - 20 hours
Inspire Courage - +1
Pakak Ward - +1 AC


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

Reflex: 1d20 + 2 ⇒ (9) + 2 = 11

Pakak is engulfed for a third time in flame, and this time it is too much.

His wounds overcome him, and his body starts to burn.

If he just took five, he's now at -1 and burning


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

Reflex Save: 1d20 + 7 ⇒ (10) + 7 = 17

Again Zeriax is blasted by the wave of heat, not catching fire, but severely searing his skin.

Seeing Pakak fall down, the monk kneels next to him and starts putting out the fire. Once the flames have been doused, he will use Terendelev's scale to heal their dwarven companion - "You will be fine Master Pakak" - the monk smiles as his friend's eyes begin to open.

Shift to I:12 if Samantha moves, or staying put where he is, and assisting Pakak.

Scale heal: 2d8 + 10 ⇒ (8, 3) + 10 = 21

--Status--
HP: 19/28
AC: 17
Effects: Inspire Courage
Scale uses spent: 1/3

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 ain't so nimble so she will leave the acrobatics stuff to those more suited to such tasks. And provide some healing to Zeriax.

Samantha is not confident in her ability to scramble through the pit. Seeing that Zeriax has been harmed she quickly places a hand on his shoulder and infuses him with a flash of healing energy.

CLW1d8 + 4 ⇒ (2) + 4 = 6


Maelchar I will rake that 20 as your reflex save for the latest fire bomb. Speaking of which everyone that was on fire takes 1d6 ⇒ 5fire damage.

As Maelchar moves past the cultists each one takes a swing at him as their readied action

Cultist 11d20 + 7 ⇒ (12) + 7 = 19 for 2d4 + 4 ⇒ (3, 4) + 4 = 11
Cultist 21d20 + 7 ⇒ (8) + 7 = 15 for 2d4 + 4 ⇒ (3, 4) + 4 = 11

need a reflex save from Samantha for latest bomb as well


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 cast grace, so no aoo's from the cultists - Maelchar takes no damage from those aoo's - wouldn't have moved like that without the Grace spell, lol. Grace spell description reads: "Until the end of your turn, your movement does not provoke attacks of opportunity."

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