Variel's WotR

Game Master Neltji

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

loot list

combat map


2,651 to 2,700 of 10,781 << first < prev | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | next > last >>

Agreed, they a not AOO's though they had readied actions to attack the first person within reach. Evil I know but I had to get out of the way of the pit.


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

damn the readied actions, full speed ahead, lol... anyway - still no hits, as your highest roll was a 19 and Maelchar's current AC is 20 with the Shield of Faith up


i realize that but your AOO is not going to do you any good either as they are going after you. They have a paladin and ninja to go after.


party relationship: friendly

Currently I show Samantha at 3/34 health. please confirm.

Samantha reflex save 1d20 + 4 ⇒ (2) + 4 = 6 fail on fire

Seeing Samantha very weak and on fire Irabeth moves down and LoH to help bring her up till the fire can be put out. 2d6 ⇒ (4, 2) = 6

Take care of yourself Samantha. We will need your healing once this room is clear or sooner perhaps at this rate.


Round 4 recap

Maelchar moves out of the room nimbly moving past the culstist avoiding their blows to take a position on the far side of the room.

Garith moves up to strike at the cultists balancing precariously on the edge of the pit. He manages to keep his footing on the sloped ground but cant find a gap in the armor of the cultist. He thought he found one but was turned away by an invisible field of force at the last second.

Reiko easily moves across the sloped area and tumbles past the waiting tiefling. However her katana blow bounces off of the hard barklike skin not even scratching the tiefling.

Back in the main room people are attempting to heal and put out fires as Pakak drops unconscious only to be brought back up by Zeriax. Samantha heals Zeriax only to be healed by Irabeth.

Irabeth reflex save 1d20 + 4 ⇒ (19) + 4 = 23

Pakak, Samantha, Garith, and Maelchar are all on fire I show.

Bottom of Round 4
Those on fire take 1d6 ⇒ 1 fire damage

The 2 cultists realize that Maelchar has gotten behind them but cant do anything about it without provoking fro him and the paladin in front of him. Calling upon Baphomet to aid them they swing their scythes at the holy warrior.
1d20 + 7 ⇒ (20) + 7 = 27 for 2d4 + 4 ⇒ (3, 2) + 4 = 9
crit confirm 1d20 + 7 ⇒ (14) + 7 = 21 for 6d4 + 12 ⇒ (2, 3, 3, 4, 2, 3) + 12 = 29 Wow that would have hurt. 1 point off from confirming with a x4 weapon. and
1d20 + 7 ⇒ (2) + 7 = 9 for 2d4 + 4 ⇒ (2, 1) + 4 = 7

for those that are curious 2 str +2 BAB +1 aid +1 MW weapon +1 divine favor. Just need a bard to give that last +1 and it would have been a downed paladin. Good thing I am not using hero points to confirm crits...

They then split to block the hallway a bit better and kkep Garith on the slope of the pit.

The tiefling smiles wickedly at the audacity of Reiko to face him alone. You fool. You should have stayed back by the others. You had the chance to escape, now your skin will adorn my chair. His blade dripping with green vile fluid he still steps back and launches another fire bomb at Reiko not caring that he is in the blast radius.

bomb attack 1d20 + 9 ⇒ (16) + 9 = 25 for 3d6 + 2 ⇒ (6, 1, 3) + 2 = 12 reflex DC 14 or be on fire

Good Guys up top of Round 5


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

Ninja? Ouch. Ya cut me deep, Shrek. I believe, Reiko is still on fire, so I've applied the 5 DAM last round and 1 DAM this round... I think that pretty much means the save is academic since I'm already cookin'. Correct me if I'm wrong on that.

Variel, was your description of Reiko's blow doing no damage 'color' (meaning my ATT was a miss) or did I hit and all my damage bounced? Cuz that will affect my tactics for the rest of the battle... and I'll need to change my shorts. :)

Reiko's dismay at her sword bouncing off the Tiefling is heavily outweighed by the inferno that scourges her to within an inch of her life. When the smoke clears she glances around the room briefly and considers her options. The ronin is brave, not stupid, and she knows when she is overmatched.

Inferno Tiefling wrote:
"You fool. You should have stayed back by the others. You had the chance to escape, now your skin will adorn my chair."

Still smoking, she coughs a quick response. "'Fool' says the man who ran into an exitless room. As for escape..." Reiko dives for the door trying to avoid the envenomed blade, tumbles clear, and rolls past the pit. Back in the relative safety of the hall, the ronin drops her wakizashi and pulls the healing potion from her bandolier.

MOVE: To G12
FREE: Drop Wakizashi (unless I can hold it while pulling a potion)
MOVE: Pull Potion

Acrobatics (move past) vs CMD: 1d20 + 11 ⇒ (14) + 11 = 25

Status:
AC:20+1 | HP: 7 / 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

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 takes a step away from the edge, even though it's into the flank he hopes to end the cultist before being attacked, swinging at the weakest looking cultist
Radiance: 1d20 + 8 ⇒ (2) + 8 = 10
for 1d8 + 6 ⇒ (5) + 6 = 11
Bash: 1d20 + 7 ⇒ (16) + 7 = 23
for 1d4 + 3 ⇒ (3) + 3 = 6


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 charges the foe at D9, ending his own movement at D7, and attempts to end the fellow, getting Garith out of flank.

to hit: 1d20 + 5 + 1 + 2 ⇒ (13) + 5 + 1 + 2 = 21
dmg if hits: 3d6 + 3 ⇒ (4, 4, 3) + 3 = 14


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

"Thank you Samantha" - the monk nods at his companion, a serious look on his face.

He knows the others have taken off after their opponents - Pakak is now back on his feet, Samantha has just been healed by Irabeth, and the fight might soon take a turn for the worse, so he makes a quick decision, knowing he must aid them, and moves off - "We must take him" - he states to his companions as he leaves the room.

Picking his steps through the sloped terrain, he takes notice of Maelchar and Garith squaring off against two cultists, but he proceeds, knowing the danger posed by the flask-lobbing enemy. They MUST take him down, and the truth is that Zeriax may be the hardest to hit, due to his training. Passing by Reiko with a stern determination, he heads straight to the room where he knows their hardest foe is located.

Moving to B:13, and taking a shot at the alchemist with Perfect Strike.

Reflex Save for the Pit: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23

He stops at the door, nimbly able to maintain his footing, amber eyes fixed on their enemy, as he loses a careful shot.

Longbow Attack: 1d20 + 10 ⇒ (17) + 10 = 27
Longbow Attack, Perfect Strike: 1d20 + 10 ⇒ (4) + 10 = 14
Damage if it hits: 1d8 + 6 ⇒ (7) + 6 = 13

--Status--
HP: 25/28
AC: 17
Effects: Inspire Courage
Scale uses spent: 1/3
Perfect Strikes spent: 1/3


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

Things are not looking good people...

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 needs to put the fames adorning her out and summons water to flush the flames away.

Cast create water and try to put out flames in case this requires more reflex saves. 1d20 + 4 ⇒ (10) + 4 = 14


Reiko, it was fluff as the tiefling has a bark skin spell active raising the AC.

Zeriax, I think the coordinates are off as B13 puts you inside the north wall of the complex. Did you mean E13 in the doorway so he does not have cover against the shot?

Garith moves into a flanking position after having a close call with death at the hands of the scythe wielding cultist. In retaliation he steps up and targets the bleeding cultist and bashes him in the chest with his shield. The cultist is pale and shaking but upright until Maelchar charges over and kills him outright.

Reiko dives out of the room and back towards the other. Once there she drops her wakizashi as she draws a potion.

Samantha just manages to put herself out as she drenches herself with water once again.


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

Hmmmm, I guess the coordinates may be a tad off yeah, as my map only shows lines C and onwards :D

Actually I meant to stay on the top right corner of the room with the pit - it should allow me to shoot him with cover penalty, but he also has penalty against me, right? Trying to raise my touch AC as high as I can ;)

Also wanted to leave the doorway free if Reiko wants to step back in.


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

Oh, I'll be coming back in, don't you worry. I needed a chance to heal up and get reinforcements to take this guy out. He was going to own me with his next bomb and once I saw he was in a room with only one exit, I figured I could afford to leave him alone for a moment. Gang piling this guy with a Pally to help is the best way to crack this nut.


Zeriax with the cover penalty you will miss, do you want to use a heropoint to add +4 to your roll? Yes the door will provide you with cover +4 to a direct hit with a bomb. Don't worry though. He only has 4 bombs left...

The funny part is that I have only given him 1 extra level to go from 5th level to 6th to compensate for the 6 player party. It added +1 BAB and saves and 1 additional discovery that he hasnt used yet. Everything else has gone by the book with spells and equipment. Even his next action is prewritten and not an increase I made or tailored to the group. They designed some of these guys as deadly.


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 I will use that heropoint yes :D Thank you Variel. That is a darn high AC...


Armor, dex, mutagen, spell, bark skin, cover, ring of protection. It all adds up when you have 3-4 rounds to prepare.


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

Yeah I know. DAMN HIM! *Shakes fist* ;)


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)
Variel wrote:
It added +1 BAB and saves and 1 additional discovery that he hasnt used yet. Everything else has gone by the book with spells and equipment. Even his next action is prewritten and not an increase I made or tailored to the group. They designed some of these guys as deadly.

Apparently so! Funny that you mention using all legit rules, I thought initially you might have used too many actions in Round 3.

Variel wrote:
The tiefling lights another bomb throwing it at the covered Samantha through the doorway hoping to get past the cover it affords. 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.

So I had that as a STAND to make and throw the bomb, a MOVE to get out of the way of the pit since I thought he moved more than 5', followed by a MOVE to pull a vial of poison and a STAND/MOVE (I never recall which) to envenom the blade.

Then I recalled you had Hero Points to spend and (if I recollect correctly) there are ways for an alchemist to crank the bomb-making process to a SWIFT action and possibly feats/gear to speed up pulling potions, and/or perhaps he had the poison in hand, so no action needed there. I just figured this guy was tricked out... Moreover, this is a very entertaining battle and I don't mind stiff odds. :D
I'm just glad I missed his AC and that he's not rocking Stoneskin or something equally nasty.

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

Alchemists also get swift poisoning. So standard to throw a bomb, move to move and swift to Apply poison. I'll be there in a sec to help with the alchemist...


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 gotta agree with Reiko on the challenge - this is the stuff adventures are made of. Not only, but challenging encounters really play an important part. Else winning would be no fun ;)


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

Yeah, I haven't played around with Alchemists much but I'm not surprised that when you get them up to a decent level they are little pyro nightmares. :) And, again, I'm not objecting just pointing out my 'wow' moment. I'm vastly enjoying the game without complaint.
I think we'll be in decent shape to handle Pyro-boy after you guys wrap up the final 'cleric' so long as we don't have any huge nasty surprises come our way.


Pakak rolls on the ground to put out the latest fire burning his beard.
Luckily dwarves are stocky and low to the ground and able to roll quite easily. The fires are extiguished in short order but his immaculate beard is singed ticking the dwarf off immensely.

reflex save 1d20 + 4 ⇒ (15) + 4 = 19

Reiko reflex save 1d20 + 7 ⇒ (17) + 7 = 24

Irabeth moves outside of the hallway to the NE to assist Zeraix confront the tiefling. It takes most of her movement to get there though and is unable to attack this time as she moves.

The last standing cultist sees that he is outnumbered and surrounded calls upon his deity to aid him and destroy those ooposed to his will. Grabbing his holy symbol he channels energy from it afflicting Garith, Maelchar, Irabeth and Zeriax with negative energy. 2d6 ⇒ (4, 3) = 7

The tiefling plucks the arrow from his wounded side tossing it to the ground as part of the wound heals itself. Grabbing a flask and some reagents he mixes a frothing brew and drinks it quickly, the fumes swirling around his body as if a second protective skin.

trained spellcraft DC:17 for Zeriax only:

spell was protection from arrows. Originally included in the stat block and nt tailored at all. I laughed when I saw this thinking of you.


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 channel?


Oops, its a 13 will save for half.


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 ⇒ (2) + 6 = 8

Mael steels his will against the onslaught of evil that washes over him, but is unable to stave off the worst of the damage.


map update good guys up.

Off to work again so don't know if I will have a chance to update anything else later.


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

Mael takes a strike at the remaining cultist.

to hit: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
dmg if hits: 3d6 + 3 ⇒ (2, 5, 1) + 3 = 11

ouch... that hurt

He grumbles in frustration as his hammer strikes far from the target.


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

Apologies. I read the 'flame' post rules wrong. I didn't realise we automatically get a save every round. I thought we had to try something to douse the flames to get the save attempt. I'm assuming that your Reiko Reflex Save roll means I'm no longer cooking.

Reiko slugs the potion and feels remarkably better as her burns heal entirely. Reluctantly, she leaves the wakizashi discarded on the floor opting for the precision of a single blade. Yet again the ronin races toward the alchemist's chamber and slithers past Irabeth on her way to flanking the slippery alchemist. Wielding her katana in two hands, Reiko slashes at the alchemist's thigh, hoping to down the fiend.

STAND: Drink CSW
MOVE: F14 (I think this is as far as I can go)
FREE: Hero Point to gain STAND action
STAND: Katana Slash

CSW Potion: 3d8 + 5 ⇒ (6, 7, 4) + 5 = 22
Acrobatics (to avoid an AoO) vs CMD: 1d20 + 11 ⇒ (12) + 11 = 23

BOOM:
STAND: Katana (crit: 18+/2x):
MODS: Magic, 2H, PA, IC
Katana HIT: 1d20 + 8 - 1 + 1 ⇒ (17) + 8 - 1 + 1 = 25
Katana DAM: 1d8 + 5 + 3 + 1 ⇒ (5) + 5 + 3 + 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): x

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

Edit - Doh! Yeah, I meant to use a Hero Point to get a strike in. As far as the fire goes, I'll stay on fire so Reiko can get into the action quicker. Perhaps this is a bit different than the rules for 'Catching on Fire', or maybe I'm reading the rules wrong. One bit says... In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out—that is, once he succeeds on his saving throw, he's no longer on fire.... A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus. The word 'must' reads to me like a forced reactive save (which doesn't take an action) for the fire to extinguish itself. And you have the option of taking an action (rolling, etc.) to give yourself an improved chance on the save.


Reiko you are in fact still on fire. The reflex save I made for you was to see if the DC increased to 16 much like how multiple poison affects increase the DC. In order to get a save on the flames you need to take an action to put the flames out. That action can be combined with another action like casting create water or rolling on the ground to gain a +2 bonus to your reflex save. I hope I am explaining this correctly.

Also Reiko drinking a potion is your standard action so all you can do is move unless you are using a hero point to gain the extra action to attack.


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

Meh, Zeriax has no Spellcraft so...

Wanting to leave the area of the pit, and decided on offering a flanking option to his companions, in face of the dire situation, Zeriax decides to take a greater risk, and tumbles into the room.

Acrobatics to move to E:16, and flank with Reiko.

Acrobatics: 1d20 + 10 ⇒ (8) + 10 = 18

ZZzZZZZzzzz... Hope that is enough...

Once he arrives at his new position, he takes another shot at their opponent.

Longbow Shot, Point Blank Master: 1d20 + 10 ⇒ (5) + 10 = 15
Damage if it hits: 1d8 + 6 ⇒ (2) + 6 = 8

Bah!

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 ⇒ (18) + 5 = 23 to resist the neg channel boom

Garith then attacks the enemy cultist

Radiance: 1d20 + 8 ⇒ (19) + 8 = 27
for 1d8 + 6 ⇒ (5) + 6 = 11
Bash: 1d20 + 7 ⇒ (2) + 7 = 9
for 1d4 + 3 ⇒ (3) + 3 = 6
don't care what the boards say, I'm pretty Jazzed about double-slice when I get it!

The Palidan also closes some of his wounds with Divine Light
LoH: 2d6 ⇒ (4, 2) = 6

confirmation: 1d20 + 8 ⇒ (2) + 8 = 10
for 1d8 + 6 ⇒ (8) + 6 = 14


Just saw your edit Reiko, yes you are right after double checking the rules or being on fire. It does seem that that tey are reactive. Unfortunately not going to go back and is it but future combats I will be aware of it. At least I don't have your equipment burning like it says on the last line.

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

Having put the flames out Samantha realizes she is in rather bad shape. Instead of risking her livilihood she instead uses the healing wand to patch herself up again at least a bit.

CLW1d8 + 1 ⇒ (2) + 1 = 3


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

Noticed I forgot my Will Save...

Will: 1d20 + 7 ⇒ (9) + 7 = 16

I take 4 damage?


A successful save means you take 3 damage Zeriax.

MEalchar and Garith gang up on the last remaining uninjured cultist hoping to bring the combat to a close on this side of the room. Maelchar, usually reliable, misses his swing as the combat is starting to cause everyone to breathe heavily from the exertion. Just fluff don't worry. Garith swings with Radiance and his shield. The shield pushes the scythe out of the way leving Radiance open for a hard hit. Like the others though it seems that only a bit of the blow was able to da any damage as the rest was absorbed somehow. [/ooc]Aid spell still active.[/ooc]

Samantha takes a moment to heal herself while Pakak moves up tot he doorway to see thelast cultist. Casting a spell 2 bolts of force fly from his outstretched hand striking him for 2d4 + 2 ⇒ (2, 1) + 2 = 5 damage

In the other room Zeriax tumbles around the tiefling just managing to avoid the poisoned dagger to get into a position of flank. 18 was the DC you needed. His arrow flies wide as he is too concerned of firing into melee.,A skill that he has learned but apparently not perfected yet.

Reiko drinks her potion restoring herself and moves to combat the tiefling once again. Calling upon her hidded reserves hero point she attacks the alchemist with her katana. Only by the fact that zeriax is flanking with her does she bypass the defenses and hit her target.

MAp update but evil guys to go still. On the way to work again. GRRRrrr


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)
Variel wrote:
Unfortunately not going to go back...

Not a problem. I wasn't suggesting you should retcon anything or even change your method. I apologize if my post came across that way. I'm not a rules lawyer and I've got no issue with how you are running things. When I saw your 'Reiko Reflex Save', I thought I was doing something wrong by not rolling it myself so I looked up the rules to see how I screwed the pooch and ended up confused. I believe in 'playing through' rather than trying to rectify things. It's a game after all.

Variel wrote:
Only by the fact that zeriax is flanking with her does she bypass the defenses and hit her target.

Yikes! I'll be dropping PA to increase my poor odds of hitting this guy. Since Zeriax flanked before my hit, the alchemist should catch some precision damage as well.

Precision Damage: 1d6 ⇒ 5


Irabeth takes a swing at the tiefling hoping that the cumulative attacks will be the difference.

1d20 + 11 ⇒ (2) + 11 = 13 for 8 + 4 = 12

The cultist stays where he is and targets Garith again. 1d20 + 7 ⇒ (20) + 7 = 27 for 2d4 + 4 ⇒ (1, 4) + 4 = 9
Crit confirm 1d20 + 7 ⇒ (4) + 7 = 11 for 6d4 + 12 ⇒ (4, 2, 3, 2, 2, 4) + 12 = 29

The tiefling laughs as Reiko appears. Again, you should have stayed away while yo had the chance. Stepping back SE next to the bow wielding Zeriax he makes another bomb and tosses it at Reiko again. Zeriax, take your AOO as he did not know you would threaten him.

Attack 1d20 + 8 ⇒ (8) + 8 = 16 touch AC for 3d6 + 2 ⇒ (2, 1, 6) + 2 = 11 reflex or be on fire again.
5 damage and on fire or Reflex DC 14 for Irabeth and Zeriax: success is 2 damage and not on fire.


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 the good guys up again now?


Yes.


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 makes another attempt to end the cultist so Garith can be healed, or make his way to the alchemist, whichever is top priority for him.

to hit: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
dmg if hits: 3d6 + 3 + 1 ⇒ (2, 3, 4) + 3 + 1 = 13

the dicebot is just hating us, this combat


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

Reiko braces against the explosion the rocks her sideways and almost smiles when the flames find nothing more to burn.

Pyro Tiefling wrote:
"Again, you should have stayed away while you had the chance."

Reiko weighs the tactical situation and sees the need to change the combat dynamic in their favor, now that flanking is out of the question. She steps closer to the Tiefling and shrugs, "Death holds no fear for me. But for you... your failure here will earn you all of the Abyss' punishments. And your master will not forgive your weakness." She gives the Tiefling a wry smile, "That's almost better than killing you."

She glances at the monk and paladin. "Trip this eta and he'll be ours." The ronin sweeps her blade at the Tiefling's achilles tendon, trying to bring him down.

I'm thinking that is a miss, sadly. This guy's AC is solid but his CMD isn't unassailable. We need to compensate for the flanking bonus we lose with him in the corner. Tripping him gives our meleers a good bonus, might stifle his bomb throwing and opens him up to all sorts of possible AoOs. And, if we are lucky, I'm sucking up his one and only AoO this round...

Variel, I don't have Improved Trip so the Alchemist gets an AoO.

FREE: 5' to G15
STAND: Trip with Katana

Reflex Save v DC14: 1d20 + 7 ⇒ (10) + 7 = 17

BOOM:
STAND: Trip with Katana:
MODS: Magic, IC
CMB HIT: 1d20 + 6 + 1 + 1 ⇒ (8) + 6 + 1 + 1 = 16

Status:
AC:20+1 | HP: 14 / 25
Challenge (1):
Resolve (1):
Iajutsu Strike (1):
Darkvision (3): x
Shield of Faith (1):
Hero Points (3): x

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


Maelchar connects this time with his heavy hammer doubling the cultist over. You can hear ribs break from the impact but there is still life in him as he remains standing.

Reiko moves over and lashesout with the katana trying to trip the alchemist and gain a tactical advantage. The maneuver leaves her open and he stabs downward with the poisoned dagger. 1d20 + 4 ⇒ (20) + 4 = 24 for 1d4 ⇒ 2 and DC fort save 18 or take 1d2 ⇒ 1 dex damage.
crit confirm 1d20 + 4 ⇒ (2) + 4 = 6 for 1d4 ⇒ 1 The dagger finds the weak spot in her exposed arm weilding the katana and the skin is piecred by the blade. The greenish coating enters the bloodstream as Reiko's body starts to feel sluggish and slower. The maneuver ultimately failed as the tiefling steps over the blade and smiles evilly at you. You dare to strike me and now reap the pain of my wrath as your body will shut down and I can skin you alive to add to my collection!


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 body shrugs off the poison. "You're going to have to do better than that to end me."

Fort Save vs DC18: 1d20 + 3 ⇒ (16) + 3 = 19

Status:
AC:20+1 | HP: 12 / 25
Challenge (1):
Resolve (1):
Iajutsu Strike (1):
Darkvision (3): x
Shield of Faith (1):
Hero Points (3): x

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

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

you got this guy? I'm thinking of withdrawing to get to the alchemist. Or I can take a partying shot and not move as far...
VAR, do I get a save versus fire or more damage?


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

I'm ok if you withdraw to fight the alchemist, but if you do, the cultist will get an aoo on you, so you might as well take that parting shot and move your 20'... it's up to you though, if you're good with the aoo, though, I think I'm good to deal with him.


Thanks Garith. Those on fire take 1d6 ⇒ 1 damage. You have to take an action to get a save.


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

Oof. Rough choice there, Garith, particularly with your current HP... but we could definitely use some help.


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

Pakak fires a volley of magic missiles at the alchemist. Maybe he can at least soften the bastard up.

MM DMG 2d4 + 2 ⇒ (3, 3) + 2 = 8

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'll go with the parting shot cause i need a real heal...
Samantha, I need Healing, Garith says, surprised that he's not bleeding out already with so many attacks from that wickedly curved blade coming so close to severing major arteries or disemboweling him.

He slashes at the cultist with the Radiance, hoping to slay him with a single solid blow, finishing the job that Maelchar started

Radiance: 1d20 + 10 ⇒ (19) + 10 = 29
for 1d8 + 6 ⇒ (5) + 6 = 11

confirmation: 1d20 + 10 ⇒ (18) + 10 = 28
for 1d8 + 6 ⇒ (8) + 6 = 14
I'm guessing that did it...
he then moves from the cultist's corpse to G:12 to avoid falling into the pit.

1 to 50 of 10,781 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Variel's WotR Gameplay Thread All Messageboards

Want to post a reply? Sign in.