Variel's WotR

Game Master Neltji

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

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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 Yusra Abujamal wrote:
OK, what do we know about her resistances and immunities?

Did you want me to be more specific than this?


I wasn't sure if you were being rhetorical or actually asking that. In that case...a vescavor queen has the following resistances and immunities...
Immune acid, poison; Resist electricity 10, fire 10; SR 21

survival DC 17:

You realize tht the number of spawn in the area is gathering quickly again. You figure in the next 1d6 ⇒ 3 minutes there would be enough to constitute another swarm. If you are to do something it needs to happen fast.


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: ]

That's what I wondered, but I wasn't sure if you wanted more detail.

Quietly, "Fire and lightning do less damage to it. If you choose to do energy damage, it seems that cold and sound will work best. I have neither to offer, but what I used on the swarms should still have some impact."

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

Is it an Evil Outsider, and is the cavern look like it's tall enough for the creature to be able to fly out of our reach?

And out steel shall do just fine as well. We can take positions, and then at the right moment cast protections. That will alert the creature to out presence, but if we take position at various tunnels, we could then swarm it as the creature approaches.

If it looks like it could fly out of reach
Master Pakak, have you spells of flight that you could place to allow us to try to batter it down and keep the monster at ground level?

Buff in the surprise round and then bring it to the creature, maybe pop out of different tunnels so it can't lock us down? of some mve in on the surprise round and others wait till the combat starts and buff instead?


The cavern is 20ft high so yes it could go out of your reach. Although if you were enlarged then you still be able to reach it or even be able to make a running DC 20 acrobatics jump to get that extra 5ft in height would work.


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

"Thanks to the wise help of Maelchar, I do have one fly spell ready." Pakak nods


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

"Do you have a enlarge person spell perhaps? IF so, with a reach weapon, I wouldn't need to fly."


With a reach weapon you would not need enlarge or fly.
20ft high ceiling with a large creature taking up the top 10 ft if space. Medium sized creature takes up bottom 5 ft with a standard 5ft reach is just out of range. Thus a fly spell, enlarge spell, rech weapon, or successful jump check would all work to get an attack on the Vescavor Queen. Hope that clarifies things and sorry for any misunderstandings. Of course those people will likely be targeted first just saying.


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

"The plan seems sound - I believe my magic will best work to maximize how much damage I can bring to the queen" - Zeriax ponders.

Zeriax will most likely take the surprise round to cast Gravity Bow, and then damage the Vescavor queen as hard and as fast as he can on the next one. We should have someone in her face right off the bat, so as not to allow any breathing room. Otherwise I am cool with the plan. Garith, we may have a hard time hitting from different directions, as that would mean assuming different positions without being noticed - I don't think we will manage that.

LAst but not least, I would rather we would be at full force when we attack, meaning having Reiko at her best ;)


As I have not heard from Reiko yet I am running this combat as if she was not here. As such the Vescavor queen is remade for 5 people not 6. If Reiko returns in time then we can go back and retroactively heal her and I can then up the ante a bit on the queen or maybe add in a swarm to even the playing field a bit.


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

Maelchar creates a lucerne hammer and casts lead blades on it while Zeriax is casting his gravity bow.

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 long has it been since we got into the tunnels for my alter-self? And dos it have a verbal component to activate the scale? you mentioned verbal buffs, but the scale should be silent, right?
Garith will move down to AC:67, with Pakak for fly? and casts Divine Favor in the surprise round.


Activating the scale is just a standard action but no verbal component. You have been down here for 12 minutes as you are not really searching the rooms themselves so much as trying to find the path forward. Minute duration buffs from last fight would still be up though.

Moving up together to prevent 1 from being spotted and giving away surprise to the rest. Garith casts divine favor in the surprise round while Maelchar enchants his reach weapon with lead blades. Zeriax adds weight to his arrows with gravity bow.

Nasira and Pakak still for surprise round actions.


Outside of range to do anything more offensive Nasira stays within the protective area of group. She does take the opportunity to unleash a searing light spell at the Vescavor Queen alerting her to their presence and starting the combat off with a flash.

ranged touch surprised flat-footed 1d20 + 6 ⇒ (14) + 6 = 20 for 3d8 ⇒ (7, 6, 5) = 18
spell resistance 1d20 + 6 ⇒ (14) + 6 = 20 Just made it through since Reiko is not part of this as of now.

Pakak takes to his usual ward surrounding the group in his aura.

init:

Nasira 1d20 + 2 ⇒ (4) + 2 = 6
Maelchar 1d20 + 2 ⇒ (18) + 2 = 20
Pakak 1d20 + 1 ⇒ (15) + 1 = 16
Zeriax 1d20 + 2 ⇒ (1) + 2 = 3
Reiko 1d20 + 4 ⇒ (1) + 4 = 5
Sir Garith 1d20 + 1 ⇒ (2) + 1 = 3

Vescavor Queen 1d20 + 3 ⇒ (13) + 3 = 16

Top of the round Vescavor Queen goes first.

The Vescavor Queen flies to the west and disappears from sight temporary as the wall of the cavern obstructs your view of it. The first person to round the corner/act first though gets a face full of acidic spit.

Readied action ranged touch spit 1d20 + 14 ⇒ (14) + 14 = 28 for 5d6 ⇒ (1, 6, 3, 1, 1) = 12 acid damage

Good guys up bottom of round 1


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 around the corner taking the acid spit with a grunt of pain (5 resist, so 13 pts)...

can I get an attack this round if I move to T62, or is this considered a surprise round?

Sovereign Court

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

Can i get a Fly spell un in here?
Also, If I have a FLy speed, can i fly my 40' with Fleet Charge? it determines my action


Surprise round is over so full actions Maelchar. I am at work without the map so I don't know the distance needed to move. But if you have enough movement to get there and attack then sure. Garith if Pakak hasn't acted by tonight I will have him cast fly on you.


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 dashes into the room after Maelchar with preternatural speed - his legs quickly propel in a line towards the center of the big room. With an agile movement, he manages to fire a first shot as he moves and another one after he has stopped.

Notes: 1MP spent for Gravity Bow + 1MP spent for Fleet Charge
Move: 40' to V:65 (using Fleet Charge to shoot while moving)
Standard: Arrow Shot with Precise shot

Fleet Charge Shot: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17<- This one
Damage if it hits: 2d6 + 10 ⇒ (1, 5) + 10 = 16

Standard Shot: 1d20 + 11 ⇒ (7) + 11 = 18
Damage if it hits: 2d6 + 10 ⇒ (2, 2) + 10 = 14

Precise Shot: 1d20 + 11 ⇒ (19) + 11 = 30<- and this one
Damage if it hits: 2d6 + 10 ⇒ (6, 2) + 10 = 18


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

After moving 25 feet to get closer to the creature, Maelchar strikes with his lucerne hammer.

to hit: 1d20 + 6 ⇒ (9) + 6 = 15
dmg if hits: 3d6 + 3 ⇒ (2, 5, 5) + 3 = 15

bah!


Zeriax moevs in quickly behind Maelchar unleashing an arrow as he goes. The arrow flies wide of the mark and can not bypass the natural armor of the creature. Underterred Zeriax fires again and this time manages to successfully find a weak spot as the arrow draws blood.

Maelchar, perhaps blinded by acideic spit finds the queen to diffeicult to hit as the lucerne hammer hits off the walls of the cavern instead of the soft underbelly he was aiming for.


Pakak casts fly on Garith while Nasira moves up to see the queen once again. From that position she unleashes another and the last of her divine rays of judgement at the queen. 1d20 + 6 ⇒ (3) + 6 = 9 for 3d6 ⇒ (3, 5, 3) = 11 spell resistance 1d20 + 6 ⇒ (9) + 6 = 15

The bolt of pure holy envy misses the queen as it flies just out of its way.

Garith up then next round tomorrow.

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

Sorry for the delay. Just got home from work

Lifting off the ground, Garith moves with Mythic speed to S:63 floating ust overhead and attacks with Irabeth's Demonslayer
Fleet Charge: 1d20 + 10 + 3 + 1 + 1 + 1 + 1d6 ⇒ (3) + 10 + 3 + 1 + 1 + 1 + (5) = 24 Surge if necessary
BAB+Str+Bane+Race+Tier+Buff
for 1d8 + 4 + 3 + 2d6 ⇒ (2) + 4 + 3 + (5, 2) = 16 Bypassing DR

HE then lays into the creature with blade and shield
slash: 1d20 + 10 + 3 + 1 + 1 - 2 ⇒ (14) + 10 + 3 + 1 + 1 - 2 = 27
for 1d8 + 4 + 3 + 2d6 ⇒ (7) + 4 + 3 + (6, 2) = 22

Bash: 1d20 + 10 + 1 + 1 + 1 - 2 ⇒ (1) + 10 + 1 + 1 + 1 - 2 = 12
for 1d4 + 2 ⇒ (1) + 2 = 3

slash: 1d20 + 5 + 3 + 1 + 1 - 2 ⇒ (9) + 5 + 3 + 1 + 1 - 2 = 17
for 1d8 + 4 + 3 + 2d6 ⇒ (1) + 4 + 3 + (5, 6) = 19


Garith the Surge was necessary to hit with your fleet charge attack.

Garith moves quickly around the corner to slash at the demonic fly and needs to exert that little bit of extra oomph to penetrate the Queen's defenses. he is rewarded with his actions by blood squirting out from the Queen's hide. He follows this up with another strike with Radiance but the last 2 attacks fall short and miss.

Top of Round 2
The Vescavor Queen moves south 5ft coming to stop over top of Maelchar so that her aura of madness can reach Pakak, Nasira, Mealchar and Garith. As she does so some of her wounds begin to close up on themselves as her fast healing takes over. Hoping that the madness turns the tide on her favor she then unleashes a full round of attacks at Garith as he dared to strike her not once but twice with the painful sword. Would he not have hit then the lightly armored Zeriax might have been the next target.

power bite attack 1d20 + 12 ⇒ (10) + 12 = 22 for 1d8 + 3 + 8 + 3d6 ⇒ (4) + 3 + 8 + (1, 4, 2) = 22 I believe this still hits as you are outside of Pakak's ward range. 7 of the damage though is from acid.
power attack claw 1 1d20 + 11 ⇒ (14) + 11 = 25 for 1d6 + 3 + 8 ⇒ (1) + 3 + 8 = 12
power attack claw 2 1d20 + 11 ⇒ (15) + 11 = 26 for 1d6 + 3 + 8 ⇒ (5) + 3 + 8 = 16

The Vescavor Queen has GArith's number as all 3 bites hit powerfully as he takes a massive 33 physical damage and 7 acid damage.

Everyone within 15 feet needs to make a DC 20 will save or suffer a confusion effect for 1 round similar to the swarms. Also Garith if you are gong to try and hover with the fly spell you will need to make a Dc 15 fly skill check including armor penalties but gaining a +3 bonus from Pakak for the fly spell.

Good Guys up.


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

will save: 1d20 + 9 ⇒ (12) + 9 = 21

HOping that Nasira will take care of healing Garith, Maelchar strikes at the queen with his hammer.

to hit: 1d20 + 6 ⇒ (19) + 6 = 25
dmg if hits: 3d6 + 3 ⇒ (6, 6, 6) + 3 = 21

wow.. max damage! hope the 25 hits

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 + 6 ⇒ (9) + 6 = 15
confusion: 1d100 ⇒ 90 attack nearest creature.

Dunno if he full attacks if possible.
Slash: 1d20 + 10 + 3 + 1 + 1 - 2 ⇒ (6) + 10 + 3 + 1 + 1 - 2 = 19
for 1d8 + 4 + 3 + 2d6 ⇒ (5) + 4 + 3 + (1, 2) = 15
Bash: 1d20 + 11 ⇒ (17) + 11 = 28
for 1d4 + 2 ⇒ (3) + 2 = 5
Slash: 1d20 + 8 ⇒ (20) + 8 = 28
for 1d8 + 4 + 3 + 2d6 ⇒ (6) + 4 + 3 + (2, 6) = 21

confirm: 1d20 + 8 ⇒ (19) + 8 = 27
for 1d8 + 4 + 3 ⇒ (2) + 4 + 3 = 9

fly: 1d20 + 1 ⇒ (1) + 1 = 2 floats to the floor I guess... Ew

Can haz heals?


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 does not hesitate as he witnesses the brutal attack on Garith - "Stand fast!" - he urges his companion, as he exchanges blows with the monstrous queen, his cold iron arrows flying in quick succession.

Flurry of Arrows 1: 1d20 + 10 ⇒ (2) + 10 = 12
Damage if it hits: 2d6 + 10 ⇒ (6, 2) + 10 = 18

Flurry of Arrows 1 Perfect Strike: 1d20 + 10 ⇒ (15) + 10 = 25<- This one
Damage if it hits: 2d6 + 10 ⇒ (1, 2) + 10 = 13

Flurry of Arrows 2: 1d20 + 10 ⇒ (18) + 10 = 28<- This one
Damage if it hits: 2d6 + 10 ⇒ (3, 2) + 10 = 15

Flurry of Arrows Ki Extra: 1d20 + 10 ⇒ (13) + 10 = 23<- And this one
Damage if it hits: 2d6 + 10 ⇒ (2, 2) + 10 = 14

Move: 5' to W:66
Standard: Flurry of Arrows with Perfect Shot
Notes: Using a Ki point for an extra attack


Garith you are next to Maelchar as well so we need to randomize who you hit. 1-33 is Maelchar 34-100 is the queen as she is large.

1d100 ⇒ 17

Maelchar times the swing with the Lucerne hammer as the queen dances overhead. The timing is almost perfect as the head of the weapon strikes the queen with full force. Exoskeleton cracks and pops under the force of the blow.

The confusion takes hold as Garith turns to target his supposed ally in Maelchar. His blade flashes out twice with his shield as well. The second sword thrust is quite potent as it takes Maelchar by surprise and causes more damage than normal. Taking off the extra damage for Maelchar not being an evil outsider it looks like he takes 28 points of damage.

Zeriax targets the queen to try and end the threat of the confusion. His unleashes 3 arrows and all 3 of them find purchase causing vast amounts of blood to rain on top of the injured Maelchar. The queen looks quite damaged at this point put still has plenty of life left to continue to attack And hopefully keep Garith attacking his own party.

Nasira and Pakak to go.


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 is on the ground and Garith is flying up at the Queen's level - so Maelchar is not really adjacent to Garith is he? If I'm wrong, I guess I take 28 pts of dmg... ouch


Technically the fly check goes first to see if Garith could hover. Since that failed he would be at ground level and only in range of Maelchar. I was trying to give you the benefit of the doubt and roll it off. I went alphabetically like I have been trying to do and even gave the queen 2/3 chance. Sorry about that Maelchar. Don't worry though as Nasira is still able to go to heal someone and with the damage that Zeriax just did you will still be alive at the end of this. Of course if Garith full attacks you again next round you might be in trouble but what are the odds of that.

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

Don't end adjacent to the meat-grinder...


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: ]

Will DC 20: 1d20 + 8 ⇒ (20) + 8 = 28 Nice!

I have a conundrum. I guess I know what I have to do, but - if I want to cast a standard healing spell, I will have to swap it out, meaning I can only move 5'. Maelchar's already gone, so he cannot move (though he did not take his available 5' step before his cousin eviscerated him); if he moves, I can hold the charge and let him come get it if DM V allows it. Channeling won't be enough healing. I believe I can cast my mythic spell as a standard action, so I could cast, move, and deliver this round, but it's probably overkill. What to do...

Thanks for the bot, DM Variel. Good use of my neglected racial ability, too.


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

the problem with Maelchar taking a 5' step away from the Queen to Nasira, is that he didn't take all that damage until after his own turn, so it's a little late to take that step. Can you come closer... Maelchar is 10' back from the queen because he has a reach weapon, so you wouldn't have to move into her attack range - you'd be 15' back from her to be in touch range of Maelchar. Why are you restricted to a 5' move? Swapping out a healing spell for a normal spell shouldn't cost you an action, you can still move and cast.


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

unless I'm wrong about her reach, which I don't think so... or the swapping a spell thing - but none of my clerics have ever had to spend an extra action to swap out a spell


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 thought spontaneously casting a cure spell was a full-round action. I can't find any proof of that in the PRD, so I will put it down to faulty memory.

Nasira uses the spell energy from one of her prepared spells to call healing energy to bear, then steps closer T63, please to Maelchar to deliver the healing.

Cure Serious Wounds: 3d8 + 6 + 7 ⇒ (4, 6, 5) + 6 + 7 = 28 including bonus healing from empowered spell


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

"THank you, darlin' Nasira... that helped a lot! Bless 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

just so you know - I just looked through the OGC and couldn't find anything to indicate that swapping a spell is a full round action, so I think you're good...


The Queen is not in reach of those on the ground so you could move up and still cast this round. IIRC switching a spell out is still just a standard action so you would have your move still available. Of course she will have to move 5ft to reach someone with all of her attacks on her turn to threaten you next round but hey this round you are safe.

Ninjae'd by both of you :)


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

I had posted a few days ago, I thought. Either I thought wrong, or it ate my post :( I'm going to say the latter and thus conceal my shame :facepalm:

Will save: 1d20 + 6 ⇒ (15) + 6 = 21

Question, can Pakak dispel the confusion on Garith with a dispel magic without removing the fly spell?

Pakak sends three bolts of magic missiles at the queen, and they pulse with more arcane energy than he'd normally be able to master

Mythic magic missiles, dmg: 6d4 + 3 ⇒ (3, 2, 1, 2, 4, 2) + 3 = 17
To overcome SR, including trait bonus against demons 1d20 + 12 ⇒ (17) + 12 = 29


Pakak you could do so but the confusion effect only lasts for 1 round unless Garith fails his save again. But yes you could do a targeted dispel magic for the confusion effect next round. If Garith failed his save though again in round 3 it would be considered a new spell and he would be confused again.


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

Thanks. I will consider. For now, sticking with the mythic missiles


Nasira and Pakak shrug off the demonic gibbering and are able to act normally. Pakak hits the queen with a mythic magic missile drawing her ire but she has other plans as she sees Nasira step up and heal all of the damage that Garith did to Maelchar.

Top of Round 3
Taking a 5ft diagonal step downward to bring Nasira into range and also within MAelchar's reach the queen goes after the non armored healer who is keeping Maelchar in the fight.

power bite attack 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 27 for 1d8 + 3 + 8 + 3d6 ⇒ (6) + 3 + 8 + (5, 4, 6) = 32 17 regular damage and 10 acid damage after your resist 5
power attack claw 1 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17 for 1d6 + 3 + 8 ⇒ (6) + 3 + 8 = 17 I believe this drops you as this is 44 damage total this round bringing you to -8. Being prone below the Queen actually helps as you are out of range now for her third attack.

power attack claw 2 directed at Maelchar 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18 for 1d6 + 3 + 8 ⇒ (6) + 3 + 8 = 17 Missed by 1

Garith I need another will save at DC 20 or confused for 1 round. Everyone else is safe from the gibbering.

Good guys up with Nasira unconscious but the Queen is massively hurt.


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 swings his lucerne hammer at the queen hoping to hurt her even further.

to hit: 1d20 + 6 ⇒ (11) + 6 = 17
dmg if hits: 3d6 + 3 ⇒ (1, 4, 2) + 3 = 10

darnit... shoulda just healed Nasira I guess... get HER this time, Garith!

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, do you have sudden block that you could use for Nasira, since she is adajcent to you?

will: 1d20 + 6 ⇒ (4) + 6 = 10
1d100 ⇒ 30
The maddening gibbering gets Garith confused and he's not really sure what to do, so he sings a little nonsense tune to himself. . .


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

oh yeah, i didn't realize she was adjacent - I will use sudden block on the first of the attacks that hit Nasira, spending a mp.. she gets 1 added to her ac and the queen has to roll 2x, take the lower result. Does she have a weapon in hand? If not, I will take the free attack on the queen - let me know.


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 does not; take the free attack.


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

free attack from sudden block: 1d20 + 6 ⇒ (1) + 6 = 7
dmg if hits: 3d6 + 3 ⇒ (3, 3, 5) + 3 = 14

well dammit


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 grits his teeth - he wishes he could do more for his companions, but he knows his role here - to make sure their opponent falls down as fast as he can - "She is weakened" - his voice sounds calm midst the chaos of battle - "The battle is ours" - the monk insists, even knowing that Nasira is badly wounded.

Move: 5' to X:67
Standard: Flurry of col iron arrows
Note: Spending 1ki for an extra attack

Flurry of Arrows 1: 1d20 + 10 + 1d6 ⇒ (7) + 10 + (6) = 23<-Spent a MP
Damage if it hits: 2d6 + 10 ⇒ (5, 3) + 10 = 18

Flurry of Arrows 2: 1d20 + 10 ⇒ (14) + 10 = 24
Damage if it hits: 2d6 + 10 ⇒ (6, 6) + 10 = 22

Extra ki attack: 1d20 + 10 ⇒ (3) + 10 = 13
Damage if it hits: 2d6 + 10 ⇒ (6, 1) + 10 = 17


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

Pakak tilts his head and opens his mouth in apparent silence, well, apparent to all but the queen who faces an ear piercing shriek

Ear Piercing Scream spell, DC 15 fort save to negate daze effect and half damage
3d6 ⇒ (5, 2, 4) = 11


Sudden block reroll attack 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15 just hits so Nasira is still down

Fort save 1d20 + 7 ⇒ (13) + 7 = 20

Maelchar tries to aid Nasira by throwing up his Lucerne hammer in the way of the Queen. Yet even with this surprising tactic the queen is able to both avoid the Lucerne hammer from hitting itself and still manage to get its fangs around Nasira's body. Even maelchar's following strike is off as its hits the body of the queen but can't pierce the carapace.

All is not lost as Garith and the others have to strike at the queen. Yet as eyes turn to Garith all can see that he just stands there drooling a bit and mumbling some nonsensical song to himself. What a horrible time for the shield of Iomedae to lose his faculties and not assist his allies. At least he did not swing at Maelchar or Nasira this time.

With Nasira down and Reiko guarding the back from any more swarms that should appear it was down to Pakak and Zeriax. Pakak targets the creatures senses as he opens his mouth but no sound comes forth that the group can perceive. Yet something happened as the queen jerked and spasmed suddenly as a trickle of blood come out of what would pass for its ears.

Zeriax takes the opportunity to unleash a full round of arrows at the queen. As fate would have it 2 of the arrows seem to miss the queen as only 1 drew blood. Yet Zeriax, through force of will borne of desperation, turned the hand of fate in favor of the heroes of Kenebras as the arrow slammed home. It was enough to cause the queen to fall to the ground unconscious covering the bodies of Maelchar, Nasira and Garith. Yet even then the queen was not about to give up as its fast healing continued to knit itself back together. Its droning stopped momentarily and you can see Garith's eyes refocus back to normal.

The queen is at -5hp but fast healing is making it stable and could bring it back up. Letting you know so y can have fun RP its true demise.

From Zeriax'sposition he can see to the southeast a blue crackling light coming from the passageway

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 comes to as the queen falls, head finally clearing, and seeing the havic wrought. Forgive me cos he says to mael in shame.
He takes a stance over the helpless releasing the Demonslayer, and drawing the Radiance and bringing the shining blade down upon the creature, along with the others killing blows.

1d20 + 10 + 1 + 1 + 1 + 4 ⇒ (9) + 10 + 1 + 1 + 1 + 4 = 26
1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
would have been more damage to use Irabeth's demonslayer to CdG, but i wanted to use the Radiance to get the kill, just in case

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