Way of the Wicked (Inactive)

Game Master Aku Warashi

Dramatis Personae; Loot Log; map;

Balentyne Info; Planning; Dwarven Map

Party Health
Hound------54/62
Mysty-------26/26
Nahia-------26/31
Rose--------44/54
Seren-------35/35


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Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

This way everyone. I suggest that I blast the guard from surprise, and then light up the tent. You all finish the guard and kill those emerging from it. Rose, Fausto and myself are maybe the best at hand to hand, while seren and nahia handle spell support. Remember, they must all die. Look like someone else just to be safe. This should be fun.
Mysty heads off towards the distant camp. Just before arrival she draws her daggers.
Now in position, assuming we approach from the south.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Initiative:

Fausto: 1d20 + 7 ⇒ (19) + 7 = 26
Mysty: 1d20 + 5 ⇒ (5) + 5 = 10
Nahia: 1d20 + 2 ⇒ (12) + 2 = 14
Rose: 1d20 + 1 ⇒ (15) + 1 = 16
Seren: 1d20 + 0 ⇒ (4) + 0 = 4

Ryan: 1d20 + 3 ⇒ (7) + 3 = 10
Rangers: 1d20 + 3 ⇒ (13) + 3 = 16

Crashing a School camp!

Round Surprise-

Ordered Initiative-

Fausto ⇒ 26
Rangers ⇒ 16
Rose ⇒ 16
Nahia ⇒ 14
Mysty ⇒ 10
Ryan ⇒ 10
Seren ⇒ 4

Active Effects-

Map-

Link

Notes-

You all have a surprise action over the rangers.

Action-
You approach the camp and to see now that the rangers are talking to each other, near the fire.
You can post in any order, I’ll sort things out. Try to take into account what the enemy might do that can ‘change’ your action and plan accordingly.

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

Mysty advances quickly, trying to remain as quiet as possible. She keeps to the shadows as best as possible, counting on the guards who have been looking at the fire being blind when looking into darkness. Her daggers are reversed up her wrists to shield them from reflection.

Advance 20 feet. Fast stealth while doing it. That's my round


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

They were rangers on watch. There was no way they were going to miss the group's approach. The best they could hope for was to catch them off guard before they could react.

Rose approached with her hammer in her shield hand and a large sharpened pentagram in the other. As Mysty rushed forward, Rose took a leading step for momentum and let fly at the closest ranger.

Attack, Chakram, 2nd range increment, vs flat footed ac: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20
Damage: 1d8 + 8 ⇒ (4) + 8 = 12

Summery: 5' adjust forward, Ranged attack


Female Aasimar (Angel-Blooded) Oracle 6 | HP 46/46 | AC 20 | T 10 | FF 20 | CMB+6 | CMD 16 | Fort +6(+10 vs. Disease) | Ref +3 | Will +5 | Init +0 | Perc +4 | SM +4 | Bluff +10
Abilties:
8/8 1st level; 7/7 2nd level; 4/4 3rd level; 9/9 Death's Touch

Seren concentrates for a moment, reaching for the dead lying patiently under the ground. She grins as she feels a response from the clearing.

Clearly they were not the first group to attempt to ambush this group of rangers.

Cast Raise the Dead. Raise Skeleton Minion near horses (25yrds straight north-west).


Undead 20/20 HP | AC 14 | Touch 12 | FF 12 | Fort +1 | Ref +3 | Will +4

Creaks and snaps awaken the skeleton from its eternal slumber, clawed hands digging through the dirt to the freedom above. As tortured eyes open to the sun, he can feel the all encompassing manipulation of his master. He sets his eyes on the group before him, death glinting in its glowing red eyes.

HP: 4d8 ⇒ (6, 5, 8, 1) = 20
Assume takes surprise round to actually get to feet.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Nahia Suprise Round

When Nahia sees the blades start to fly, she turns towards Rose, places her hand upon her, and begins to chant: Aklo: "Success comes through focus, focus is the measure of desire, desire comes from within..." Upon the completion of the quick prayer, Nahia takes a step towards the camp.

Casting guidance on Rose and taking a 5' adjustment.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

"I'm a big fan of desire…" Rose said quietly, winking behind her helm.

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

swift stealth: 1d20 + 15 - 5 ⇒ (16) + 15 - 5 = 26


Male Human Inquisitor 4 | HP 38/38 | AC 18 | T 12 | FF 16 | CMB+6 | CMD 18 | Fort +6 | Ref +3 | Will +7 (roll twice vs mind-affecting | Init +7 | Perc - +10 | Sense motive +11 | Bluff +7

surprise round
The inquisitor relished on the upcoming killing. He drew his shortbow back, sighted, and let it fly almost at the same time.

shooting same target that Lady Rose shot
ranged to hit flat footed AC: 1d20 + 6 ⇒ (11) + 6 = 17
bow damage: 1d6 + 3 ⇒ (5) + 3 = 8

round 1
His superior insight allowed Fausto to act first. He then called on his Dark Lord's blessing before moving closer to the men. Profane energy coursing through his body, he shot another arrow at the man standing.

judgement destruction with judgement surge, +3 on weapon damage
shoot same guy as before if he's still standing, shoot the other one otherwise
ranged to hit flat footed AC: 1d20 + 6 ⇒ (12) + 6 = 18
bow damage: 1d6 + 3 + 3 ⇒ (6) + 3 + 3 = 12


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Using your advantage over the rangers, Fausto shoot one of his enemies and the same one is almost killed by Rose’s chakram.
Meanwhile, Mysty try to remain hidden while getting closer to the guard.
Seren takes the opportunity to raise a skeleton near the horses.

Crashing a School camp!

Round One-

Ordered Initiative-

Fausto ⇒ 26
Rangers ⇒ 16
Rose ⇒ 16
Nahia ⇒ 14
Mysty ⇒ 10
Ryan ⇒ 10
Seren ⇒ 4

Active Effects-

Fausto - Judgment(Descrution) - Until combat ends.
Rose - Guidance - 1 Round

Map-

Link

Notes-

-

Action-
Using his superior insight, Fausto get closer to the rangers and claiming for his god power, kill the already injured one.
The other that remain drawn his bow while screaming on top of his lunges ”We’re under attack!!! We’re under attack!!!”
Atk: 1d20 + 4 ⇒ (9) + 4 = 13
Dmg: 1d6 + 2 ⇒ (4) + 2 = 6

EDIT: Perception: 1d20 + 5 ⇒ (9) + 5 = 14 x Hide DC 26

But taken by surprise, he is unable to hit Fausto and see Mysty getting closer..

You can post in any order.

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

Mysty moves 10 feet to the side, keeping stealth if possible.
stealth: 1d20 + 15 - 5 ⇒ (8) + 15 - 5 = 18 swift stealthing.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Nahia Round One
Nahia takes a step towards the camp, turns towards her companion, and begins to sway her arms, torso and hips, almost dancing, while slowly chanting:
Aklo: ”Weak flesh, hear my words: Look inward at your intense spirit and taste of its grandeur.”
With a final motion, Nahia will draw forth a handful of iron powder, hold it in her upturned palm, lean towards her companion, and blow the dust towards them with a grin. Suddenly, they will shine with a pale golden light, a silhouette of their form begins to radiate outward, at first twice their size, and then their body begins grow, continuing until they fill their own great projection.

Taking a 5' step and casting Enlarge Person, which will take effect just before the beginning of my next turn, on Fausto if he is within 35’, otherwise casting it on Rose.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

its the rangers action now, right? I don't want to take my turn until I know what they do.


Female Aasimar (Angel-Blooded) Oracle 6 | HP 46/46 | AC 20 | T 10 | FF 20 | CMB+6 | CMD 16 | Fort +6(+10 vs. Disease) | Ref +3 | Will +5 | Init +0 | Perc +4 | SM +4 | Bluff +10
Abilties:
8/8 1st level; 7/7 2nd level; 4/4 3rd level; 9/9 Death's Touch

Similar. I'll likely be casting murderous command or cause fear. and I go dead last, so would like to know rangers positioning prior to casting.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Round one: Rangers

You hear surprised shouts from the tents and noises as if someone had just awaken startled.
Other than that, nothing more happens.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Rose moves forward with a measured stride, drawing another bladed ring-star and winging it toward the remaining bowman.

Move forward 20 feet, drawing another chakram, and throwing.
Attack, Guidence, 2nd range inc.: 1d20 + 4 + 1 - 2 ⇒ (18) + 4 + 1 - 2 = 21
Damage: 1d8 + 4 ⇒ (8) + 4 = 12


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Round one: Ryan

Inside the tent, doing what heroes do inside a tent.


Undead 20/20 HP | AC 14 | Touch 12 | FF 12 | Fort +1 | Ref +3 | Will +4

Red eyes fixated on the lone guardmen in sight, the skeleton charges forward. Full-Round Charge Action. -2 to AC till next round.

Attack: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Damage: 1d4 + 2 ⇒ (3) + 2 = 5


Female Aasimar (Angel-Blooded) Oracle 6 | HP 46/46 | AC 20 | T 10 | FF 20 | CMB+6 | CMD 16 | Fort +6(+10 vs. Disease) | Ref +3 | Will +5 | Init +0 | Perc +4 | SM +4 | Bluff +10
Abilties:
8/8 1st level; 7/7 2nd level; 4/4 3rd level; 9/9 Death's Touch

Seren mentally wills her minion forward, knowing that the stealth was no longer a concern.

She looks both direction quickly, and then heads towards the horses, figuring they ought to at least provide some slight cover.

she pauses for a moment, collecting her magical energies. Cast guidance on myself.

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:
Quote:

Round one: Ryan

Inside the tent, doing what heroes do inside a tent.

So many questions, lol

Round 2
Mysty throws alchemist fire on the tent, to set it alight.

throw: 1d20 + 8 ⇒ (10) + 8 = 18 touch

damage: 1d6 ⇒ 1


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Round one Recap:

Fausto kills one of the rangers with his bow.
The ranger shouts, alerting they are under attack.
The other rangers wake up surprised with the shout.
Rose throws another chakram, hitting the guard for a lot of damage.
Nahia begins to cast a spell, that’ll end in her next turn. (Enlarge person on Fauto)
Mysty gets closer staying out of sight.
Ryan is doing what heroes do inside a tent.
Seren call the powers of hell to assist her. (Guidance on herself.)
The red eyed skeleton charge at the ranger, but is unable to hit.

Crashing a School camp!

Round Two-

Ordered Initiative-

Fausto ⇒ 26
Rangers ⇒ 16
Rose ⇒ 16
Nahia ⇒ 14
Mysty ⇒ 10
Ryan ⇒ 10
Seren ⇒ 4

Active Effects-

Fausto - Judgment(Descrution) - Until combat ends.
Seren - Guidance - 1 Round
Skeleton -2 AC from Charge - 1 round

Map-

Link

Notes-

-

Action-

Round two Mysty: throws a alchemist fire at the larger tent.

Round two Rangers: You still hear noise and shouts from the tents, but no one went outside yet.

There's a huge possibility that Fausto will kill the ranger, try posting taking this into consideration.

If Fausto does not kill the Ranger:

The ranger takes a step back, putting a small distance between him and the skeleton, and take another shoot, this time at Rose.
Atk: 1d20 + 4 ⇒ (10) + 4 = 14
Dmg: 1d6 + 2 ⇒ (3) + 2 = 5

ut the arrow hit her armor, leaving her unharmed.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Nahia Round Two
Nahia watches as Rose's chakram makes a solid hit and mutters under her breath Aklo: "... Therefore success comes from within."

Nahia moves towards Mysty, taking a position next to her, and places a hand on her shoulder while again chanting Aklo: "Success comes through focus, focus is the measure of desire, desire comes from within..."

Moving 30’ and casting Guidance on Mysty.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Rose moves up next to the smaller tent, swapping her axe to her main hand as an arrow plinks off her armor.

Double Move, ready to take an AoO against anyone coming out of the tent.


Male Human Inquisitor 4 | HP 38/38 | AC 18 | T 12 | FF 16 | CMB+6 | CMD 18 | Fort +6 | Ref +3 | Will +7 (roll twice vs mind-affecting | Init +7 | Perc - +10 | Sense motive +11 | Bluff +7

Feeling something stir inside, the inquisitor once more draws his bow and releases. The arrow burying deep in the guard's throat, strangling his cry for help.

to hit arrow: 1d20 + 6 ⇒ (15) + 6 = 21
arrow damage: 1d6 + 6 ⇒ (3) + 6 = 9

Fausto then moves and is itching to draw his axe but finds no one on which to unleash his fury. The thought of a trap briefly crosses his mind and the inquisitor panics for a second when he feels magic coursing through his body.

The stubborn man grits his teeth and resists whatever curse his enemies released on him.

saving throw: 1d20 + 6 ⇒ (20) + 6 = 26

Fausto is very meticulous and will resist anything on him that was not pre-planned. Not trying to be a pain, just trying to stay in character. Fausto will cross some words with the 'caster' if he ever finds out what happened.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Round Two Recap:

Fausto Moves and shoot dead the last ranger.
Rangers inside the tent are still preparing to get out.
Rose double move to stand near one of the tents, ready do attack anyone that comes out.
Nahia finish casting her spell, but Fausto resist it, she then walk near Mysty and cast guidance.
Mysty throws an alchemist Fire at the larger tent.
Ryan is still doing what heroes do inside a tent.

Crashing a School camp!

Round Three-

Ordered Initiative-

Fausto ⇒ 26
Rangers ⇒ 16
Rose ⇒ 16
Nahia ⇒ 14
Mysty ⇒ 10
Ryan ⇒ 10
Seren ⇒ 4

Active Effects-

Fausto - Judgment(Descrution) - Until combat ends.
Mysty – Guidance – 1 round

Map-

Link

Notes-

Seren, post your round two and three action.

Action-

You can post in any order you want.


Undead 20/20 HP | AC 14 | Touch 12 | FF 12 | Fort +1 | Ref +3 | Will +4

Round Two!

The skeleton can feel his masters satisfaction as the second ranger falls dead. A cursory look around and he can find no more rangers outside, but his master is still demanding more death. He watches slowly as a ball of fire erupts on one of the tents. Attacks to the tent must mean people within. He starts his movement towards the alight tent, his master giving little care of his safety.

attacks nearest target after entering.

Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Round 3
Assuming still alive
Fury burns in his eyes as he claws viciously again at the soldier.

Attack (claw 1): 1d20 + 5 ⇒ (9) + 5 = 14
Attack (claw 2): 1d20 + 5 ⇒ (19) + 5 = 24

Damage (claw 1): 1d4 + 2 ⇒ (3) + 2 = 5
Damage (claw 1): 1d4 + 2 ⇒ (3) + 2 = 5


Female Aasimar (Angel-Blooded) Oracle 6 | HP 46/46 | AC 20 | T 10 | FF 20 | CMB+6 | CMD 16 | Fort +6(+10 vs. Disease) | Ref +3 | Will +5 | Init +0 | Perc +4 | SM +4 | Bluff +10
Abilties:
8/8 1st level; 7/7 2nd level; 4/4 3rd level; 9/9 Death's Touch

Round two
The image had played in her dreams long enough, and the threat seemed contained for the moment, with her minion playing havoc in the rangers tent. She looks down the horse line, seeking out the captain's mount.

A Ranger Captain surely must have the best horse of the group.

Perception: 1d20 + 2 ⇒ (18) + 2 = 20

hopefully that is enough. and I'll move near Captain's horse.

Touch Attack (Death's Touch): 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8 and a Whiff

Round Three

Consumed with hatred as the beast shrugged off her initial attack Seren ups the power of the foul energy she pours into the beast.

Cast Defensively (IMW): 1d20 + 9 ⇒ (16) + 9 = 25
Touch Attack (IMW): 1d20 + 5 ⇒ (11) + 5 = 16
Damage (IMW): 2d8 + 4 ⇒ (3, 7) + 4 = 14


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Round three: Rangers

The noise you hear gets louder and louder until from the tent near Rose, two rangers, without armor and using only a sword emerges.

Roll you AoO

One of then, surprise with you so near screams in rage and try to attack you.

Atk: 1d20 + 5 ⇒ (7) + 5 = 12
Dmg: 1d8 + 2 ⇒ (1) + 2 = 3

But he is unable to hit.

From the larger tent, you hear more panicked noises, now it is on fire.
However, no one emerges.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Round three: Horses

Seren walk near the most beautiful and strong horse of the lot, and try two times to attack in, succeeding in her second attempt.
The horse, shrieks in pain and attacks Seren.
Since he is tied, I’ll roll only the 2 hooves
Hooves 1: 1d20 + 0 ⇒ (5) + 0 = 5
Dmg: 1d6 + 2 ⇒ (1) + 2 = 3

hooves 2: 1d20 + 0 ⇒ (8) + 0 = 8
Dmg: 1d6 + 2 ⇒ (2) + 2 = 4

but none of the hits.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Nahia Round Three

Nahia is surprised when she feels the, unfortunately, familiar feeling that her target has resisted her magic. She ponders on it for a moment...

Why would Fausto resist? Maybe he doesn’t have the ability to not resist? There aren’t even any metal cobras around to be concerned about…

… but puts it out of her mind when she sees the rangers running out to attack Rose. Nahia walks towards them while cooing ”Woken from a dream into a nightmare? Do you really want to face this? You don’t have to... you can easily escape from this back to your bliss. It’s easy, just go back to sleep...”

Moving towards Rose and using my slumber hex on a ranger, whichever ever one Rose doesn’t attack with her AoO. Will save DC 15 or fall asleep for 4 rounds.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Were they Flat Footed to me at the time of the AoO?

AoO, Power Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage, Bludgeoning: 1d8 + 6 ⇒ (8) + 6 = 14
Sneak Attack (if applicable): 1d6 ⇒ 3

Intimidate to Demoralize (from Cornugon Smash): 1d20 + 18 ⇒ (4) + 18 = 22
If successful, target is shaken for a number of rounds. If I succeed by 10 or more I will use Aura of Obedience to turn the Shaken effect into a Command (DC 18 will negates). If I do not beat the DC by 10 I will use Frightening to turn the Shaken effect to Frightened for 1 round

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

Mysty moves up to the tent entrance, waiting to strike at the first non skeleton to exit (readied action)
stealth: 1d20 + 15 ⇒ (15) + 15 = 30

fire damage to tent: 1d6 ⇒ 6

it the tent on fire now? Also I am stealthing vs those in the tent


Male Human Inquisitor 4 | HP 38/38 | AC 18 | T 12 | FF 16 | CMB+6 | CMD 18 | Fort +6 | Ref +3 | Will +7 (roll twice vs mind-affecting | Init +7 | Perc - +10 | Sense motive +11 | Bluff +7

The inquisitor sees some of the rangers come out and draws his bow again.

Sighting the man next to Rose, he releases.

to hit bow: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 1d6 + 3 + 3 ⇒ (1) + 3 + 3 = 7


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Round Three Recap:

Fausto, with no one to aim his anger, stays ready to shoot the first ranger to leave the tent, and in doing so, he shoot the one that Rose had hit earlier, dropping him dead. Changed your init to after Rose.
Rangers, some of then left the unburning tent just to be attacked by Rose and Fausto.
The other rangers, are still creaming now, after the skeleton went in, the noises became more frantic.
Still missing Rose round three action.
Nahia target the remaining ranger with a slumber hex Will: 1d20 + 3 ⇒ (4) + 3 = 7 but he fails and is asleep.
Mysty stay hidden waiting someone comes out of the burning tent.
Seren attack the captain horse, but don’t kill it.
Ryan do more hero stuff inside the tent, and is still not coming out. Seren, your skeleton is dead.
The Captain Horse attacks back, but miss all attacks.

Crashing a School camp!

Round Three-

Ordered Initiative-

Rangers ⇒ 16
Rose ⇒ 16
Fausto ⇒ 16
Nahia ⇒ 14
Mysty ⇒ 10
Ryan ⇒ 10
Seren ⇒ 4

Active Effects-

Fausto - Judgment(Descrution) - Until combat ends.
Ranger4 - Slumber hex

Map-

Link

Notes-

Rose, post round three and four action.

Action-

From the burning tent more two rangers emerge. Both using swords, and one already bleeding and hurt, with claw marks over his body.
Mysty, you can AoO one of them.
You can post your actions, don’t worry about order.

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

Guidance lasts a minute, or its first hit btw.

rapier: 1d20 + 10 ⇒ (4) + 10 = 14

damage: 1d4 + 2d6 ⇒ (2) + (1, 6) = 9

sigh


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Nahia Round Four

Nahia can’t help but laugh mockingly when she sees the ranger drop. And when she sees the new threats emerging from the other tent, she begins to walk closer to the campfire, its light half exposing her form, her hair and clothes moving about to a breeze that isn’t there. With a devious grin and a gesture towards her companions, Nahia begins to coo towards the rangers, ”Fire on one side and monsters on the other… at least your companion had the sense to take a few moments of pleasure before death… Do you really want your last moments to be those of fear and panic and pain? Make it easy on yourselves and join your companion in tranquil slumber…”

Moving 15’ towards the fire and using my slumber hex (DC 15 Will or sleep for 4 rounds) on one of the rangers, whichever seems least injured (assuming there is more than one left).


Female Aasimar (Angel-Blooded) Oracle 6 | HP 46/46 | AC 20 | T 10 | FF 20 | CMB+6 | CMD 16 | Fort +6(+10 vs. Disease) | Ref +3 | Will +5 | Init +0 | Perc +4 | SM +4 | Bluff +10
Abilties:
8/8 1st level; 7/7 2nd level; 4/4 3rd level; 9/9 Death's Touch

Round 4
Seren can feel the joy of her skeletal minion moments before she feels the connection sever, her minion sent back to the hell it came from. Seren looks around indecisively, unsure whether to finish her selfish task or help her companions with the outpouring of rangers.

1 is Help, 2 is Selfish: 1d2 ⇒ 2

They seem to have this in hand, and none of my companions appear to be injured. I'm sure I've got a couple of seconds to finish this.

Seren stares at the injured beast before her fully enthralled as she lets a shiver course through her body, feeling the negative energy building for another discharge into the majestic creature.

"You will be mine."

Cast Defensively: 1d20 + 9 ⇒ (14) + 9 = 23
Touch Attack: 1d20 + 5 ⇒ (13) + 5 = 18
IMW: 2d8 + 4 ⇒ (5, 8) + 4 = 17

Aku I'm sure you see where this is going... would it be possible to get the horses stat block for skeletal conversion.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Sorry for the delay. I tried to post earlier and the site ate it and has been down every time I tried to check in today.

Rose switches direction in a vicious backhand that brought the axe end of her weapon back into the ranger in front of her.

Power Attack: 1d20 + 7 - 1 ⇒ (11) + 7 - 1 = 17
Damage: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11

"Aw, poor boy. Just drop the sword and give up. It will all be over soon."

Intimidate to Demoralize: 1d20 + 18 ⇒ (14) + 18 = 32

If he is alive, he is Frightened and Commanded (save dc 18). Command is Drop. That should mean he'll drop his weapon and run away.

[ooc]Then move 20 feet towards the other group.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Round 4. Move 20 feet to flank with Mysty, risking 1 AoO from the left Ranger.

Rose jogged over to the tent and swung the axe end of her weapon across in a wide arc.

"Just stop fighting, boys. You're making yourselves look bad."

Power Attack to left Ranger: 1d20 + 6 - 1 ⇒ (11) + 6 - 1 = 16
Damage, sneak attack, murderer trait: 1d8 + 1d6 + 4 + 2 + 1 ⇒ (8) + (6) + 4 + 2 + 1 = 21
Intimidate: 1d20 + 18 ⇒ (10) + 18 = 28 Shaken, Commanded ('drop' command, DC 18)

Cleave to right Ranger (if first attack hits), Power Attack, flanking: 1d20 + 6 - 1 + 2 ⇒ (19) + 6 - 1 + 2 = 26
Damage: 1d8 + 1d6 + 4 + 2 + 1 ⇒ (3) + (2) + 4 + 2 + 1 = 12
Intimidate: 1d20 + 18 ⇒ (14) + 18 = 32 Shaken, Commanded ('halt' command, DC 18)

I'm not making them Frightened. I want them to stay close so others can get hits in. The guy on the right is blocking the entrance to the tent so if he is Halted, anyone coming out of the tent will have to move farther, for more possible AoOs from Mysty and I.

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

Round 4

mysty's blades flash in the fire light as she strikes.

rapier: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20

dagger: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23

damage rapier: 1d4 + 2d6 ⇒ (4) + (3, 2) = 9

damage dagger: 1d3 + 2d6 ⇒ (3) + (3, 6) = 12


Male Human Inquisitor 4 | HP 38/38 | AC 18 | T 12 | FF 16 | CMB+6 | CMD 18 | Fort +6 | Ref +3 | Will +7 (roll twice vs mind-affecting | Init +7 | Perc - +10 | Sense motive +11 | Bluff +7

Round 4?

The inquisitor moves closer to the tent and relishes when he sees some of the rangers come out. He drops his bow and hefts his axe, chopping down on the same motion.

axe to hit: 1d20 + 7 ⇒ (3) + 7 = 10


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Round Four: Ryan

The captain of the watch wall leaves the burning tent dragging their captive. Even though that person deserved death for his crimes, it was not his position to judge. His mission as to bring his prey to Lord Thomas, and then his fate would be decided. But he was not prepared to see himself surrounded and all his friends dead, for a moment, he could not think of anything ”Mother forgive me…”

Round Four Recap:

Rose and position herself to attack both rangers, but is attacked while running.
Atk AoO: 1d20 + 5 ⇒ (8) + 5 = 13
Dmg: 1d8 + 2 ⇒ (2) + 2 = 4
And attack both of them, dropping the one near the door.
Fausto moves closer and attack the ranger but miss.
Nahia try to hex the left ranger. Will: 1d20 + 3 ⇒ (5) + 3 = 8 putting him to sleep.
Mysty gets closer and kill the last sleeping ranger.
From the burning tent, Ryan gets out, unarmored, dragging a tied person. He exclaims in surprise when he sees himself surrounded and all the other rangers killed.
Seren takes her time to kill the horse.

Crashing a School camp!

Round Five-

Ordered Initiative-

Rangers ⇒ 16
Rose ⇒ 16
Fausto ⇒ 16
Nahia ⇒ 14
Mysty ⇒ 10
Ryan ⇒ 10
Seren ⇒ 4

Active Effects-

Fausto - Judgment(Descrution) - Until combat ends.

Map-

Link

Notes-

Almost done, and not a drop a blood shed!

Action-

You can post your actions, don’t worry about order.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Hey look, a Smite target already flanked!

Rose grinned behind her faceplate. Her eyes glowed red and the inverted pentacles on her armor and hammer surged with the power of The Father Below. The black knight stood before the captain as an affront to all he held dear.

"Captain Ryan, you have been judged and found wanting. Your mother may forgive you, but she cannot save you now. Die."

Power Attack, Smite, Flanking: 1d20 + 6 - 1 + 5 + 2 ⇒ (17) + 6 - 1 + 5 + 2 = 29
Damage, smite, sneak attack, murderer: 1d8 + 4 + 2 + 3 + 1d6 + 1 ⇒ (1) + 4 + 2 + 3 + (4) + 1 = 15 If Ryan has any levels of Cleric or Paladin, add an extra 3 damage
Intimidate: 1d20 + 18 ⇒ (12) + 18 = 30 Shaken, Commanded (DC 18), command is Halt


Male Human Inquisitor 4 | HP 38/38 | AC 18 | T 12 | FF 16 | CMB+6 | CMD 18 | Fort +6 | Ref +3 | Will +7 (roll twice vs mind-affecting | Init +7 | Perc - +10 | Sense motive +11 | Bluff +7

The word captain stirs something fierce in Fausto.

He steps up and swings his axe in a diagonal meant to cleave the man in two.

power attack axe to hit: 1d20 + 6 ⇒ (17) + 6 = 23
damage: 1d12 + 4 + 3 + 3 ⇒ (7) + 4 + 3 + 3 = 17


Female Aasimar (Angel-Blooded) Oracle 6 | HP 46/46 | AC 20 | T 10 | FF 20 | CMB+6 | CMD 16 | Fort +6(+10 vs. Disease) | Ref +3 | Will +5 | Init +0 | Perc +4 | SM +4 | Bluff +10
Abilties:
8/8 1st level; 7/7 2nd level; 4/4 3rd level; 9/9 Death's Touch

Watching the horse finally drop dead, a wicked smile crosses her face.

"Wait don't kill him yet! I would have hate for him to miss this, I know how much ranger's do love their mounts." Seren yells at her companions, aligning herself over the felled animal.

From her pocket she produces a single onyx and begins to chant.Going to go with 100 gp one.

Cast Animate Dead (Lesser) on the horse.

This is literally something Seren dreams about (to have a skeletal mount), and she doesn't have the practical experience to know the limitations of Animate dead (lesser). i.e. out of game I'm fully aware that Animate Dead (Lesser) can only create small or medium skeletons (and the horse is likely large)...but nothing states that I can't use it on a large corpse to create a small or medium skeleton, but getting into murky RAW territory there (which is resolved once I have regular Animate Dead). Up to Aku whether spell fails or not. Hoping more for it works but produces something pony size (with some really screwy proportions), a success but yet utter failure for Seren dreams of riding into combat.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Nahia Round Five

Nahia can't help but continue her mocking laugh as the rangers fall to her companions. And when the Captain shows himself, Nahia's laugh turns to a giggle as her long tongue comes out to lick around her lips and she says "Don't worry, you and your men will be put to good use! Those of you that don't make for suitable warriors I'm sure will make a delicious meal."

And at that moment, the Captain begins to hear voices inside of his head:
We can't stand up to them!
Even in death we won't be safe!
It's your fault that this happened!
You were too weak!
Just go ahead and let them kill you!

Using my Evil Eye hex on the Captain: Will save DC 15 or -2 to AC for 6 rounds. If he saves, he still has -2 to AC for one round.

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