Variel's WotR

Game Master Neltji

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

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combat map


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

Will save: 1d20 + 6 ⇒ (11) + 6 = 17+2 racial bonus vs spells and spell like abilities


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 + 11 ⇒ (19) + 11 = 30

Zeriax shakes off the effects of the spell thrown at them, and moves off to the side, being true to his words - "We must not risk being caught together again friends" - reassured that Garith is taking the front.

Move to N:34

Garith, I don't get your movement - you are going to L:33? But that leaves a path to the others wide open, does it not? Or are we at the top room? If yes, Zeriax goes instead to O:34 :D

I may have missed a map :/


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 8/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 4 chg | Effect: ]

I assumed we were exiting the north room into the courtyard.


Correct, update later tonight.


Surprise round recap

The nabasu, from behind the statue waits till most everyone is out of the door before casting his spell. Most of the party shrugs off the effects but Pakak gets rooted to the ground helpless to do anything.

Maelchar enchants his weapons again with lead blades making them heavier and hitting harder. Zeriax moves around so that he is not grouped up should the nabasu throw other are spells at them.

Round 1

ranged touch 1d20 + 15 ⇒ (1) + 15 = 16 for 1d4 ⇒ 3 That would have hurt, 3 negative levels...

The Nabasu looks directly at Reiko as it speaks for all to hear. I can smell my son's blood on your blade. You killed my heir and now it is time for you to feel my wrath. Extending a long taloned hand towards you another blackness comes forth. This one stays straight as an arrow as it tries to slam directly into your heart. The black ray misses though you could feel the near proximity of the ray trying to suck the life out of you. The nabasu then flies 30ft up over the statue.

good guys up but pakak is held. will save at the end of his turn. Everyone else is good to go. Remember that it is 30ft in the air.


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 8/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 4 chg | Effect: ]

Nasira moves forward to M31 and holds forth her holy symbol (the one she brought with her, not the one they discovered) and says a prayer to the Dawnflower.

A spear-like shaft arrows out of the holy symbol toward the creature.

Ranged Touch Attack: 1d20 + 6 ⇒ (9) + 6 = 15
Spell Penetration; the better of: 1d20 + 6 ⇒ (4) + 6 = 101d20 + 6 ⇒ (19) + 6 = 25

Damage: 6d6 ⇒ (2, 5, 5, 4, 1, 6) = 23 assuming he counts as an evil outsider

Spear of Purity:
An evil creature struck by the spear takes 1d8 points of damage per two caster levels (maximum 5d8). An evil outsider instead takes 1d6 points of damage per caster level (maximum 10d6) and is blinded for 1 round. A successful DC 15 Will save reduces the damage to half and negates the blinded effect. This spell deals only half damage to creatures that are neither evil nor good, and they are not blinded. The spear has no effect on good creatures.


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 over to L29 and casts levitate on himself.


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

Hey V, you've got that a little wrong. I failed my Will Save vs Mass Hold Person - so I am paralyzed, dropping my Touch AC to 9 which means the Ray blasted me something good unless there are a bunch of minuses I don't know about. Ouch. NEVERMIND - Nasira corrected me.

Fate is kind, preventing the ray from hitting the paralyzed samurai by a hair. Reiko struggles to overcome the paralyzing spell. Drawing on her fierce ronin spirit, Reiko begins to move her numbed limbs.

Will Save (1/rnd) v DC21: 1d20 + 3 ⇒ (8) + 3 = 11 Fail
Will Save (Self-Reliant) v DC21: 1d20 + 3 ⇒ (19) + 3 = 22 Self-Reliant - one time Ronin save Success!

Status:
AC:24 = 21+3 | HP: 52 / 52
Mythic Power (5): xxxxx
Challenge (1):
Resolve (2):
Iaijutsu Strike (1):
Darkvision (3): x
Shield of Faith (1): x
Second Chance (1):
Fountain [3d4 Burning Hands] (1):

Effects:
Darkvision - 20 hours
Shield of Faith - +3AC - 6 min


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 8/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 4 chg | Effect: ]

Removing unnecessary post


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

Doh! I missed that. That changes things substantially. I'll edit.

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

Shoot it down Garith says.
I don't think there's really anything that I can do at this point. . . but if the thing doesn't have DR. . . and I can try using a Sling. . .


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

If Pakak shakes the paralysis off, he may get you and Reiko flying, I think? Or climb the statue and jump him? :D

With a nod at Garith's words, Zeriax immediately bursts into motion, sidestepping further away from his companions, and firing two cold iron arrows in quick succession at the demon.

Flurry1: 1d20 + 10 ⇒ (8) + 10 = 18
Damage if it hits: 2d6 + 10 ⇒ (1, 3) + 10 = 14

Flurry2: 1d20 + 10 ⇒ (10) + 10 = 20
Damage if it hits: 2d6 + 10 ⇒ (3, 1) + 10 = 14

Move: 5' to P:34
Full-round: Flurry of Arrows


will save 1d20 + 12 ⇒ (5) + 12 = 17

The evil outsider takes the full brunt of the damage from Nasira blast of holy power as he turns his attention to her. Yes the kin slayer would have to die for the affront for killing his son. But for now the cleric was going to have to suffer first for attacking and wounding it.

Maelchar moved forward and cast levitate on himself enabling him to rise up in the air should he want to. Although bereft of the intricacies of movement from flight, this will at least allow Mealcher to rise up and attack the demon from below should it remain still.

Garith looks hopelessly lost at the flying demon as all of his prowess in combat is for naught if he can't reach the demon. Perhaps Pakak has a trick up his sleeve to allow him to fly at some point. He does give the order to kill the demon at range though and hopes this tactic will work.

Zeriax goes to follow his commander's orders and releases a pair of arrows at the demon. Both arrows hit the demon but bounce off the armor like skin (NA not DR).

Reiko tries mightily to throw off the paralysis but can't seem to exert the will power necessary to make her limbs move. She then recalls what is at stake and the demise of her liege. The fury overtakes her and she throws off the hold the demon had on her as she is ready to take whatever is thrown at her next.

Pakak will save 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26

Pakak likewise is able to shrug off the hold and clear his mind and body from the effect. Setting himself stoically he readies to counter the next move of the demon.

Round 2
The demon flies over between and above the 2 shrubs to the north to remove the cover from Nasira as it sends another jet black ray down towards her this time.

ranged touch attack 1d20 + 15 ⇒ (15) + 15 = 30 for 1d4 ⇒ 2

This time his aim is correct as the inky blackness smotes Nasira draining life and vitality in equal measure. 2 temporary negative levels Nasira. At least they are not permanent.

new map, Nabasur still 30ft up. Good guys up now and everyone free of the mass hold person spell.

btw I did not roll a fly check on the damage as its fly skill is high enough to auto make it for those that are wondering.


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

Watching Zeriax's arrows bounce off the demon's skin, and knowing herself to be an indifferent archer at best, Reiko bides her time hoping that Pakak may provide a solution - either bringing the creature down or raising one or more warriors up.

Reiko will delay until after Pakak goes.

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

Pakak, can you Fly me?

I can fleet charge, and full attack...

Can I have used a standard last round to make my shield Bashing


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 8/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 4 chg | Effect: ]

Nasira gasps at the cold sensation so different from the touch of her goddess as she feels her vitality reduced.

Delaying to see what the others do, but plan to act 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

Maelchar grumbles, and moves to I30... taunts the demon to come down and face the party. "You have no game... and are as weak as your spawn. Afraid to face us, are you?"

ready an action to swing at the demon should it come into range, which I'm sure it won't

readied action to hit: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
dmg if hits, cold iron: 3d6 + 3 + 1 ⇒ (3, 6, 3) + 3 + 1 = 16


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

It's your call, Mael but you could cast Levitate on someone else this round instead of readying an attack.

Variel, is it possible use Acrobatics while levitating or flying to avoid AoOs? I did a quick search and I think Acro while levitating is out given its inherent instability. Not sure about Fly + Acro.


Garith, yes you could have. Reiko it would have to be fly and acrobatics not levitate to gain actuall fly speed. Maelchar, your assumption is correct that as long as he has SLA or spells he is probably going to stay at range to weaken you all.


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

Pakak shakes his head and mutters something angrily as he frees himself. He steps forward and touches Garith as the arcane spell for flight falls upon the paladin.

"Gods of good be with you..." He says.

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

w00t
Now spelled for flight, Garith tears through the air at the Nabasu hoping to drive it down. 30ft up and over to K:32
Fleet Charge: 1d20 + 13 ⇒ (20) + 13 = 33
for 1d8 + 5 ⇒ (5) + 5 = 10 ignores DR

Radiance: 1d20 + 10 ⇒ (10) + 10 = 20
for 1d8 + 5 ⇒ (8) + 5 = 13
Bash: 1d20 + 9 ⇒ (10) + 9 = 19
for 1d8 + 2 ⇒ (8) + 2 = 10 cold iron
Slash: 1d20 + 5 ⇒ (13) + 5 = 18
for 1d8 + 5 ⇒ (8) + 5 = 13

Fleet Charge confirmation: 1d20 + 13 ⇒ (14) + 13 = 27
for 1d8 + 5 ⇒ (3) + 5 = 8 ignores DR


Just to let you know that going up takes twice the movement when flying. It took 60 ft of flying to move the 30 feet in height. You then had to move over to get to the demon. Your last 3 attacks all missed though so i am just taking your fleet charge as your attack anyways. It all works out in the end to it still taking 18 damage


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 8/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 4 chg | Effect: ]

Nasira casts another spell, conjuring up a glowing scimitar that flies up to strike the airborne demon.

Spell Penetration: 1d20 + 6 ⇒ (15) + 6 = 21

Attack if it gets past SR: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

She uses her move action to ready her shield.


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 eyes go wide as the insidious spell hits Nasira squarely, and he can see her wince of pain. His spirits are lifted when Garith takes to the skies, and towards the demon like a comet - "Stand fast friends, make sure Reiko cannot be hit!" - he warns the others, since Reiko is still unmoving.

Shifting his position slightly, he takes careful aim, and releases a hail of arrows at the demon.

Flurry of Arrows 1: 1d20 + 10 ⇒ (20) + 10 = 30
Damage if it hits: 2d6 + 10 ⇒ (3, 2) + 10 = 15

Flurry of Arrows 1 Perfect Strike/Crit confirm: 1d20 + 10 ⇒ (2) + 10 = 12
Additional damage if it crits: 4d6 + 20 ⇒ (2, 1, 1, 6) + 20 = 30

Flurry of Arrows 2: 1d20 + 10 ⇒ (10) + 10 = 20
Damage if it hits: 2d6 + 10 ⇒ (3, 6) + 10 = 19

Move: Shift to O:33 to make sure there is no cover
Full round: Flurry of Cold Iron arrows using Perfect Strike


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

Assuming Mael is sticking with his ready action...

Reiko circles the tree to stand near Mael in the shadow of the flapping demon. She glances at the Oracle, and says quietly "We need to take the battle to him."

The samurai keeps her stance loose and shifting, just in case the beast can't resist the targets below. Watching the demon a moment further, she says, "Your heir was weak. He needed the help of ghouls and a Babau and still couldn't stay my blade. You should thank me for gutting him."

MOVE: I31
STAND: Total Defense

Status:
AC:28 = 21+3+4 | HP: 52 / 52
Mythic Power (5): xxxxx
Challenge (1):
Resolve (2):
Iaijutsu Strike (1):
Darkvision (3): x
Shield of Faith (1): x
Second Chance (1):
Fountain [3d4 Burning Hands] (1):

Effects:
Darkvision - 20 hours
Shield of Faith - +3AC - 6 min
Total Defense - +4 Dodge


Pakak moves forward to touch Garith with a much needed fly spell. The mobility granted him allows Garith to fly towards the Nabasu at frightening speed as Radiance plunges into the hide of the beast drawing blood. the beast looks at you and then at Nasira and Reiko trying to decide who to target next.

Maelchar and Reiko move into position to strike the nabasu or take a defensive stance should the nabasu descend to the ground. Alas it seems that the nabasu is content to remain above as long as it feels it has the tactical advantage thus far.

Suffereing from the debilitating black ray Nasira summons forth a shimmering scimitar of force that starts to attack the nabasu on its own. It can not find a chink in the armor though as it swings potently but ineffectively this time. It did seem like the scimitar was able to target the demon as it got past its resistance to spells.

Zeriax steps to the side to get a better shot as 2 arrows are fired once again. The first shot hits squarely in the chest of the nabasu and would have more deadly but for the flailing of the Nabasu when it was damage from Radiance. The demon turned unaware that doing so it evaded a much more potent shot than the relative flesh would it did sustain.

Round 3
The nabasu seeing that people are congregating close by attempts a quite nefarious tactic. Diving below the paladin in great swoops and feints it tries to avoid Radiance as it moves.

acrobatics vs Garith's CMD1d20 + 18 ⇒ (4) + 18 = 22 Thanks for the idea Rieko

It just manages to get past the outstretched blade and the nabasu now resided 15ft above the ground and 15 feet directly below the paladin. Aiming upwards he fires a third ray at the paladin this time.

ranged touch attack 1d20 + 15 ⇒ (5) + 15 = 20 for 1d4 ⇒ 1

The ray strikes the paladin as well but does not do as much to him as it did to Nasira. Life and stamina is still sapped form the paladin though and the Nabasu hopes this is enough for his plan to work. It opens its eyes wide enough that all within 30 ft (everyone but Zeriax) can see the hideous depths of its soul. The nightmare of demonic possession tries to suck the very life out of each and every person and feed the ravenous creature before you. You feel that if you succumbed to the effects of this torment you would be nothing better than the ghouls you defeated just minutes earlier.

fort save DC 18 or take 1 negative level as a free action.

Good guys up with demon 15 ft above the ground. this means that a successful 5ft jump up (DC 20 acrobatics) would mean the demon is in melee range at the pinnacle of the jump. Reach weapons would already be in range.it will provoke an AOO or the movement though through a threatened square if jumping.


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

LOL! Always happy to help, Variel. ;P

Reiko weathers the blast of soul-sucking energy, and waits for Garith to descend on the demon before springing into motion. "Ready to taste my blade as your whelp did, demon?" She rushes towards the Nabasu and leaps for it, blade slashing at its exposed belly - flanking with the skybound Paladin. She tucks into a ball and hits the ground rolling. The ronin comes back to her feet near the wizard and pivots to face the demon again.

Fort Save v DC18: 1d20 + 4 ⇒ (11) + 4 = 15 fail
Acrobatics v DC20 (and avoid AoO?): 1d20 + 13 - 1 ⇒ (14) + 13 - 1 = 26 neg level penalty

SWIFT: Challenge
MOVE: L33
STAND: Slash

BOOM:
STAND: Grass Cutter (crit: 18+/2x):
MODS: Magic, 2H, PA, neg level, challenge, menacing flank+precision
Katana HIT: 1d20 + 10 - 2 - 1 + 4 ⇒ (17) + 10 - 2 - 1 + 4 = 28
Katana DAM: 1d8 + 5 + 9 + 3 + 2d6 ⇒ (4) + 5 + 9 + 3 + (6, 2) = 29

Status:
AC:24 = 21+3 | TEMP HP: 47 / 47 (52 normally)
Mythic Power (5): xxxxx
Challenge (1): x
Resolve (2):
Iaijutsu Strike (1):
Darkvision (3): x
Shield of Faith (1): x
Second Chance (1):
Fountain [3d4 Burning Hands] (1):

Effects:
Darkvision - 20 hours
Shield of Faith - +3AC - 6 min
Negative Level - -5 HP, -1 ATT/CMB/CMD/Abilities/Saves/Skills


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 was about to cast levitate on Reiko, but seeing her leap up, he simply levitates up to the demon and attacks himself.

to hit: 1d20 + 6 + 1 + 2 ⇒ (18) + 6 + 1 + 2 = 27
dmg if hits: 3d6 + 3 + 1 ⇒ (4, 6, 6) + 3 + 1 = 20

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

fort: 1d20 + 10 - 1 ⇒ (7) + 10 - 1 = 16
Garith succumbs to the demons dark energies, but fights on. He switched the Radiance to his off-hand and draws Irabeth's demon-slayer and dives 10' ft to set a flank for Reiko and Mael and readies an action to deliver a slash with the samurai.

demon-bane: 1d20 + 10 + 1 + 3 + 2 + 2 - 2 ⇒ (11) + 10 + 1 + 3 + 2 + 2 - 2 = 27 base w/str+race+enh+flank+menacing-negLv
For 1d8 + 7 + 2d6 ⇒ (7) + 7 + (1, 2) = 17


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

Pakak feels the dark energies seek to engulf his very life force

Fortitude with dwarf bonus: 1d20 + 6 ⇒ (4) + 6 = 10

Gasping, the dwarf feels spells and energy flee him. He flings one when he can time it right, sparkling glittering dust to entrap his foe.

Will hold action if he has to to keep from hitting allies.. but glitterdust spell. Blinding unless DC 16 will save made. If he can't get just the baddie, he'll cast protection from evil on himself instead


With the 3d combat you will be able to get just the demon Pakak.

Will save 1d20 + 12 ⇒ (11) + 12 = 23

The demon resists the blinding effects but is still covered by the sparkiling dust.

Garith moves down ans strikes at the demon with Irabeth's sword as Radiance is held in his off hand. Holding the sword though keeps Garith from using the shield to block incoming blows. The tactic works though and the sword harms the demon.

Reiko runs forward and times her jump to reach the demon. Wind cutter slices through the demon but some of the damage is resisted but the precision damage does get through. He movement leaves her open and airborne for retaliation as the demon lunges with a bite attack. 1d20 + 18 - 3 ⇒ (19) + 18 - 3 = 34 for 1d8 + 6 + 6 ⇒ (3) + 6 + 6 = 15

Maelchar rises in the air after giving a push off the ground. Moving upward he finds that attacking from such an unstable position is harder than it looks. -1 cumulative attack penalty for each attack prior to that attack. Even from the unstable position he is still able to land his blow on the demon.


Nasira and Zeriax stil up for this round.


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 8/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 4 chg | Effect: ]

Fortitude DC 18: 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21 2 Neg. levels

Attack: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23 I forgot the negative level penalty last round; SR only needs to be rolled on the initial attack
Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Critical confirmation: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20
Crit damage if confirmed: 1d8 + 2 ⇒ (5) + 2 = 7

As Sarenrae's Scimitar attacks the demon of its own accord, Nasira prays for guidance for her and her friends.

Prayer: You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –1 penalty on such rolls.


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 8/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 4 chg | Effect: ]

Glad I got through his SR; I forgot to roll twice to take the better result.


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 keeps up the pressure, firing arrow after arrow at the demon without relenting, his focus completely heightened.

Full round: Flurry of cold iron arrows with Perfect Strike

Flurry 1: 1d20 + 10 ⇒ (6) + 10 = 16
Damage if it hits: 2d6 + 10 ⇒ (1, 6) + 10 = 17

Flurry 1 Perfect Strike: 1d20 + 10 ⇒ (15) + 10 = 25<- This one
Damage if it hits: 2d6 + 10 ⇒ (5, 3) + 10 = 18

Flurry 2: 1d20 + 10 ⇒ (19) + 10 = 29<- And this one
Damage if it hits: 2d6 + 10 ⇒ (2, 3) + 10 = 15


SR on prayer for Nasira against Nabasu 1d20 + 6 ⇒ (8) + 6 = 14 and 1d20 + 6 ⇒ (12) + 6 = 18 both fail

fort save for Maelchar for negative level 1d20 + 6 ⇒ (9) + 6 = 15 fail 1 negative level please

Nasira keeps the glowing floating magical scimitar attacking the Nabasu and is rewarded for her efforts by successful hit on the demon. The damage is small but it is all starting to add up as the demon is not looking the best. Clearly the tactic of moving down to encompass as many as possible in the burst of the drain backfired on him.

Zeriax adds to the punishment as both arrows find purchase and puncture the chest drawing forth gushing blood. If it wasn't for the fact that the demon was grown stronger on mortal souls he would have been sent back to the abyss by now.

Round 4

Clearly lagging and suffering from the great many wounds piled upon him the Nabasu tries feverishly to regain some valuable health back. First it 5ft wings over and glares at everyone again causing all (Zeriax included this time) to suffer the same torment as moments ago.

free action for death stealing gaze DC 18 fort of suffer 1 negative level.

Hoping that its luck holds for a this to work the demon defensivly casts a spell as he reaches out for Garith tentatively. (combat expertise activated)

concentration check 1d20 + 15 ⇒ (17) + 15 = 32
melee touch attack no aoo due to the spell 1d20 + 15 ⇒ (3) + 15 = 18 for 5d6 ⇒ (2, 3, 2, 6, 1) = 14 Not enough as Garith could still take him out...

Garith feels more life being sucked from him as the Nabasu gains an equal amount from the vampiric touch spell.

Group is up and should be the last round. Reiko without the running start the acrobatics is now 40 to jump straight up. Maelchar I believe that the Nabasu is out of reach now as you can't move with levitate.

For rp purposes to make you r posts more interesting the AC is now 26 and he has 20hp left. Have fun with it.


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 8/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 4 chg | Effect: ]

Sorry for the forgotten rolls.

Everyone, don't forget the +1 to your Fortitude saves from prayer in addition to your attacks.

Fortitude DC 18: 1d20 + 6 - 2 + 1 ⇒ (8) + 6 - 2 + 1 = 13 Negative levels, prayer

Up to three negative levels

Nasira feels the chill once again, but is resolved that the creature must die before it harms them further. Stepping closer to directly below the monster, she raises her holy symbol and calls on her goddess to smite the abomination!

Alignment Channel to harm evil, Will DC 16 to halve damage: 3d6 + 3 ⇒ (5, 6, 2) + 3 = 16

Meanwhile, the scimitar continues to attack.

Scimitar: 1d20 + 7 - 3 ⇒ (5) + 7 - 3 = 9
Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Fort: 1d20 + 10 - 3 + 1 ⇒ (8) + 10 - 3 + 1 = 16 Energy Drains from the Paladin once again, and again he refuses to back down even gazing into the Demon's eyes. Reeling back the Drain weakens the Paladin, and the Radiance falls from his fingers.

But it is not from pain. He pushes back into the Demon's face Trying to get into a position where Reiko could jump for a flank with a 5'

Garith takes several hard swings at the Demon in rapid succession.
Slash: 1d20 + 10 + 3 + 1 + 1 - 3 - 2 ⇒ (8) + 10 + 3 + 1 + 1 - 3 - 2 = 18 miss
bash: 1d20 + 10 + 1 + 1 + 1 - 3 - 2 ⇒ (18) + 10 + 1 + 1 + 1 - 3 - 2 = 26 hit
for 1d8 + 4 + 1 - 3 ⇒ (4) + 4 + 1 - 3 = 6 cold Iron
Slash: 1d20 + 5 + 3 + 1 + 1 + 1 - 3 - 2 ⇒ (10) + 5 + 3 + 1 + 1 + 1 - 3 - 2 = 16 miss
The drain from which he suffers saps the strength from his swings and even with Nasira's blessings he can't connect with his Demon-slaying blade and barely taps the Demon with his shield.

Visibly pained, Garith hangs for a moment, but decides against healing. Instead, the demonslayer flashes out viciously.
1d20 + 10 + 3 + 1 + 1 - 3 + 1 ⇒ (13) + 10 + 3 + 1 + 1 - 3 + 1 = 26 hit
for 1d8 + 4 + 3 - 3 + 1 + 2d6 ⇒ (4) + 4 + 3 - 3 + 1 + (1, 6) = 16 ignores DR
Even as the Demon tries to evade the attack, the blade connects and the shear force drives it deep into the creatures gut, carving the creature open.

forgot to take the HP damage from the neg levels. . . that extra 15 pushes me uncomfortably close to the edge here...
But did that do it?


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

The second black wave hits the samurai but this time she resists it. Reiko assesses the distance between herself and the hovering demon. Even on her best day, free of the demon's black pall, this leap would be nearly impossible. Switching to her bow, with common arrows seems pointless as well. She looks to the wizard. "Draw steel, Pakak. This beast may come down between us and you'll want to be armed if that happens."

Fort Save v DC18: 1d20 + 4 - 1 + 1 ⇒ (14) + 4 - 1 + 1 = 18 Power of Prayer right there!

I'll delay to see what happens with the team's actions. I might find a way to contribute.

Status:
AC:24 = 21+3 | TEMP HP: 32 / 47 (52 normally)
Mythic Power (5): xxxxx
Challenge (1): x
Resolve (2):
Iaijutsu Strike (1):
Darkvision (3): x
Shield of Faith (1): x
Second Chance (1):
Fountain [3d4 Burning Hands] (1):

Effects:
Darkvision - 20 hours
Shield of Faith - +3AC - 6 min
Negative Level - -5 HP, -1 ATT/CMB/CMD/Abilities/Saves/Skills
Prayer - +1 ATT/DAM/Saves/Skills


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 8/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 4 chg | Effect: ]

Yeah, I'm not liking the damage - I failed to pay attention to your status, though - I should have been healing you, not attacking. And I don't think the negative levels affect your damage rolls. The PRD seems to indicate they just affect the attacks.


Garith what is the last attack from and the modifiers on it before I go ahead and finish the combat/you? I may just be tired and not following it right now. if it makes sense then yes the demon is finally vanquished. My rules set has damage as part of the negatives when drained.

Will save 1d20 + 12 ⇒ (10) + 12 = 22

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

Bonus is (6 bab+4 str)+3 enh(+1 bane)+1 Race+1 Luck-3 negLevels+1tier
10 + 3 + 1 + 1 - 3 + 1.
I have Alter Self up from the scale, +1 bane gives a +3 enh vs evil outsiders, a +1 vs evil outsiders as an aasimar, Nasira's prayer +1, and I add my Tier to Fleet Charge.
.
Nasira, it's fine. I've got Hero's Defaince that gives me an LoH if I get taken out with an extra d6, so I wasn't too terribly worried since this guy wasn't too brutish.

The demon does fall between Reiko and Pakak as the Paladin floats down, sheathing his blade and retrieving the Radiance.


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 8/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 4 chg | Effect: ]

"I am reaching the limits of my ability to channel the goddess' blessings today, but I can cure you as I did Reiko inside, if you wish. I know your goddess answers your calls, as well, so I don't want to presume."

Is that an unusual bane weapon? The extra attack bonus from a standard bane weapon is +2 rather than +1.


Ah fleet charge that is what I missed with the mythic point used. I am with you now.

Yes indeed the demon falls to the ground. As it does you see Radiance below give a small flash as if the blade knew and understood the defeat of the demon. As you pick it up it seems more in tune with you now than before. Yet something it seems is holding it back still.

Congrats everyone. I hope you enjoyed the combats in this section as it gives a good foretaste to what to expect from here on with mythic points being able to provide huge momentum swings. See Garith's last attack, Nasira healing for ungodly number of hp to keep Reiko up earlier and even aiding checks to act in the surprise round. Well done all of you.


Nasira the blade has a +1 already so the bane gives it an effective +3 overall once you apply the bane bonuses.

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 picks up the Radiance and gives it a swing. Let us make sure to gather what we can from here and get searching. He then cleans the blade reverently, ashamed to have had to drop it, but feeling that he needed the magic of Irabeth's demon-slayer to have been able to deliver the final blow to the Nabasu. With a silent apology he sheaths the sword and will assist in gathering what supplies they can.


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 lowers himself to the ground grumbling to himself that he wasn't of more use during the fight... "I need to learn to fly, but it's not in my repertoire... yet."

He turns to speak to the others. "That was well done, all of you. I fear as we go deeper into the Worldwound we will find more and more such opponents that test all of our abilities. I am so impressed by your valor and deeds this day, I simply can't express it adequately. I am honored to be your friend, companion and ally."

Then he casts detect magic and scans the body and the area.


Maelchar you find nothing magical in the area nor on the body.

int check DC 20:

Remember that the whole reason you came up here was that there is supposedly stashes of healing potions in the chapel area. As you were concerned about enemies you never gave it a real search.


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

int check: 1d20 + 1 ⇒ (14) + 1 = 15

haha... didn't think I'd make that!


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

Have we cleared every room? If so...

Reiko slings the remaining demon blood from her blade and looks around. "Shall we do a thorough search of the building and set about cleansing the taint on the chapel?"

The samurai searches the courtyard and then returns to the room the team just exited.

INT Check: 1d20 + 0 ⇒ (1) + 0 = 1 I win!

Throwing in some search rolls here, if needed. I'll go through the rooms we visited in reverse order.

Perception: 1d20 + 10 ⇒ (17) + 10 = 27
Perception: 1d20 + 10 ⇒ (17) + 10 = 27
Perception: 1d20 + 10 ⇒ (13) + 10 = 23
Perception: 1d20 + 10 ⇒ (18) + 10 = 28
Perception: 1d20 + 10 ⇒ (9) + 10 = 19
Perception: 1d20 + 10 ⇒ (17) + 10 = 27
Perception: 1d20 + 10 ⇒ (18) + 10 = 28
Perception: 1d20 + 10 ⇒ (6) + 10 = 16
Perception: 1d20 + 10 ⇒ (14) + 10 = 24
Perception: 1d20 + 10 ⇒ (11) + 10 = 21

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