Whisper in the Mists Epic 6 (Inactive)

Game Master Davachido

Current combat map

Initiative:
Initiative order: Rybal, Variel, Kopru , Malthu, Drak


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Inactive
Rybal wrote:
Not a huge deal, but Malthu, I think you'd have to wait until I go since I'm "embiggened" and you can't charge through me.

Good call - I had missed that. So Malthu will charge after Rybal does his thing. Also, AC=20 vs the Man in White, 18 vs others.


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10
Rybal wrote:
Drak Evren wrote:

.

Can't strike though as it's too far

I think you might still be able to attack once this turn if you want.

Before our hallucinations...

Drak Evren wrote:

Where is the reduce person for Drak :)

Drak will tap into his energy and make himself invisible for the approach.

I didn't read anyone's spoilers, so I might be wrong, but GM Davachido said we have all of our buffs active after our individual dream sequences--I think those were just supposed to be taking place in our head, kind of outside the "timeline" in a way. You were invisible before those hit, so I think you should still be invisible now. If that's the case, you can ki pool to increase move and swing around to flank in one move action, then standard to kidney stab him with a flanking sneak attack from invisibility. Davachido, let me know if I'm wrong. And of course, if you want to remain invisible until next turn it's moot anyway.

I actually hadn't considered it, but it raises an interesting question--do I still count as flanking and get the +2 bonus if I flank with an invisible ally? Drak threatens the MIW, but it's kind of silly to give me a tactical advantage when neither me, nor the enemy can see him. But if I don't get the bonus, you get the weird situation where a buff could actually hurt you. For example--I can't see the invisible opponent, so he doesn't provide flanking to his allies. I cast see invisibility--now I can see the invisible guy, so now I'm easier to hit. Weird stuff. Anyway, sorry for the thread derailment, hehe.

You may be right about not needing to turn invisible saving a ki point, but it still would require a double move to get into position (Standard Action move + Move Action move). Vanishing Trick is a swift action.

As to your other point, I believe that the RAW PFS answer is that you still get the flanking bonus, but I agree that it gets kind of quirky and the GM should add the bonus as he see's fit. Also *and not to give the GM ideas* but I get the feeling this guy may have detect invisibility up and may well know that Drak is there...


Huh two RAW wonderment here. As the man in white has tremorsense which I believe tells him where Drak is though does not aleviate the miss chance. Then the flanking thing, I don't know, we'll go with RAW at the moment which is of course both Drak and Rybal get flanking bonus.

@Drak: Like Rybal said you invisibility buff is still running so you could use the Ki for something else if you like.

Drak moves into position, then Rybal attempts to trip the man in white though he parries the blade away. Malthu charges in getting the first hit. The man-in-white's skin feels like stone as Malthu strikes it, he can tell it isn't his real skin, magic maybe?

Variel reduces the man's resistances, then Rikaku blasts him with a bunch of cold.

The man-in-white moves a step closer to Rybal then takes a few swipes at him.

attack: 1d20 + 13 ⇒ (3) + 13 = 16
attack: 1d20 + 8 ⇒ (14) + 8 = 22

He doesn't manage to break past his armour though he spins his blade buffeting the winds sending them towards Malthu.

reflex: 1d20 + 4 ⇒ (10) + 4 = 14

Malthu feels the force of the winds cut through his body, reducing his armour. Malthu has -4 to armour for 1d4 ⇒ 3 turns.

The two Mistfiends shoot at Malthu, one of them hasn't realised the sneaky Drak is there who has an opportunity to swipe at him.

attack: 1d20 + 10 ⇒ (19) + 10 = 29
attack: 1d20 + 10 ⇒ (10) + 10 = 20
damage: 1d6 + 4 ⇒ (3) + 4 = 7
damage: 1d6 + 4 ⇒ (6) + 4 = 10

Both the dark black arrows that fire from the shadowy bows strike true hitting Malthu.

You guys are up.


This guy is fighting with his flute thing, right?

Rybal steps back out of the man's reach and again tries to trip him, trying to create an opening for his teammates.

Trip: 1d20 + 17 ⇒ (2) + 17 = 19

AoO Sunder on his weapon when he stands, vs prone CMD: 1d20 + 15 ⇒ (2) + 15 = 17

Sunder damage, using cold damage from my magic weapon (should bypass hardness?): 1d10 + 7 ⇒ (2) + 7 = 9

Gah, good idea but some bad rolling. 2's are wild. I probably should have waited for Variel, hehe.


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10

Energy attacks and hardness:
Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object's hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.

Source

AOO (+reduce person+attack from invis) vs Flatfooted AC: 1d20 + 8 + 2 + 2 ⇒ (8) + 8 + 2 + 2 = 20
damage: 1d4 + 6 + 3d6 ⇒ (3) + 6 + (6, 3, 4) = 22

Now! Drak shouts, stepping up with the as he pops into view, quickly attacking before disappearing again.

Full Attack: Mainhand (+Flanking+Reduce Person-twf): 1d20 + 8 + 2 + 2 - 2 ⇒ (5) + 8 + 2 + 2 - 2 = 15
damage: 1d4 + 6 + 3d6 ⇒ (4) + 6 + (1, 2, 5) = 18

Full Attack:Offhand (+Flanking+Reduce Person-twf): 1d20 + 8 + 2 + 2 - 2 ⇒ (10) + 8 + 2 + 2 - 2 = 20
damage: 1d4 + 2 + 3d6 ⇒ (3) + 2 + (6, 5, 4) = 20

Swift Action: Vanishing Trick

AC - 21 (17 normal + 2 invis + 2 reduce person) + 50% miss chance unless blindsight or see invis

Ki 5/7 remaining


Inactive

Malthu winces in pain from the arrows, but presses the attack. "His skin feels as if it is made of stone - more foul magics!" Malthu speaks words of power, slowing the Man in White's reflexes, before moving behind him and leveling another strike!

Swift action - Litany of Sloth: target can't make AOOs for 1 round (no save, but SR if applicable). Move to flank with Rybal. Then attack.

Attack: 1d20 + 14 ⇒ (15) + 14 = 29; Damage: 1d8 + 20 ⇒ (7) + 20 = 27.


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

Nice


Male Kobold Sorcerer 6

Chilling Ray: 1d20 + 6 - 4 + 1 ⇒ (6) + 6 - 4 + 1 = 9

Rikaku attempts to keep up the long blast of cold energy, but the man in white's buffeting winds deflect much of it away from him, and the kobold growls in annoyance.


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

Variel cackles and then hexes the Man in White again with a curse that makes him easier to hit and again channels arcane energy to his weapon in preparation of combat coming his way.

Drak - it may turn some of those rolls into hits... fingers crossed, not much we can do on that roll for Rikaku thoug


Yup his flute thing, though it does look like a spear at one end. Almost identical to the spear head that you found impaled on a dwarf when you first entered here.

Rybal takes a step back and attempts to trip the man again, though falls short of him.

Drak stabs the mistfiend as he shoots off an arrow, then turns to the man in white missing on his initial attack. The second attack almost misses though the recently bestowed curse from Variel causes Drak's blade to strike true, then he vanishes again.

Malthu stops the man's reflexes dead in the water then goes in for another strong blow against him.

The man-in-white goes for a different tact, moving away from the group while still within Rybal's reach he begins to play his flute. The earth around him begins to stir.

concentration: 1d20 + 14 ⇒ (10) + 14 = 24

The earth around him sends out 3 bolts along the ground, each one attempting to hit one of the three nearest to him.

Reflex
Drak: 1d20 + 8 ⇒ (19) + 8 = 27
miss chance: 1d100 ⇒ 14 Low is hit
Matlhu: 1d20 + 4 ⇒ (1) + 4 = 5
Rybal: 1d20 + 4 ⇒ (19) + 4 = 23

damage: 4d6 ⇒ (2, 5, 5, 3) = 15 Halved for Rybal and Drak

All three of those close to the man-in-white get blast from an earth spike that ruptures forth from the ground, Drak and Rybal manage to avoid most of the damage whereas Malthu finds himself routed to the floor. Malthu is pinned, in addition to the normal ways to get out of pinned Malthu may attempt to shatter the spike by sundering it. Or anyone who is nearby can.

Malthu now pinned one of the Mistfiends takes a pot shot at him, where one bolt flies over to strike Rybal.

attack 1: 1d20 + 10 ⇒ (5) + 10 = 15
attack 2: 1d20 + 10 ⇒ (3) + 10 = 13
damage: 1d6 + 4 ⇒ (2) + 4 = 6
damage: 1d6 + 4 ⇒ (4) + 4 = 8

The first bolt finds a somewhat unguarded Malthu whereas the second goes straight over Rybal's head.

Overall:
Drak and Rybal take 7 damage.
Malthu takes 21 damage and you are pinned.


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10

I AM YOUR TARGET! Drak shouts, stepping up, hoping to distract his adversary from going after the fallen orc. His weapons might not do much against rock but they can find flesh. He magically enchances his speed of his hands, striking as fast as he can, using Rybal as a distraction to hopefully get in deadly strikes. Flank with Rybal

Full Attack: Mainhand (+Flanking+Reduce Person-twf): 1d20 + 8 + 2 + 2 - 2 ⇒ (18) + 8 + 2 + 2 - 2 = 28<--Critical
damage: 1d4 + 6 + 18 + 1d4 + 6 ⇒ (1) + 6 + 18 + (4) + 6 = 35

Full Attack: Mainhand (+Flanking+Reduce Person-twf): 1d20 + 8 + 2 + 2 - 2 ⇒ (19) + 8 + 2 + 2 - 2 = 29<--Critical
damage: 1d4 + 2 + 18 + 1d4 + 2 ⇒ (1) + 2 + 18 + (3) + 2 = 26

Swift Action: Ki Strike

Full Attack: Mainhand (+Flanking+Reduce Person-twf): 1d20 + 8 + 2 + 2 - 2 ⇒ (16) + 8 + 2 + 2 - 2 = 26
damage: 1d4 + 6 + 3d6 ⇒ (4) + 6 + (5, 6, 6) = 27

Egad :O


Those first two attacks were crit threats, no?


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10

Yeah, the extra damage is there. Per houserules threats autoconfirm, editted post slightly to make it more clear.


You're right, my bad, forgot about that. Nice hits!


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

eerrrr - pink mist? 88pts of damage and some of that HAD to get past stone skin. At the moment he is -2 saves and you guys are +2 to hit. My turn to have some fun.

Still cackling he casts 'Steal Breath' at the Man in White. DC16 *and him with a -2 to saves to boot

Quote:

Steal Breath

School transmutation [air]; Level bard 2, druid 2, sorcerer/wizard 2, witch 2

CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round (see text)
Saving Throw Fort negates; see text; Spell Resistance yes

You pull the breath from a creature's lungs, dealing damage and leaving it unable to speak, use breath weapons, or cast spells with verbal components. If the target fails its saving throw, it takes 2d6 points of damage, and it cannot speak, use breath weapons, or anything else requiring breathing, and a visible line of swirling air leaves the target's mouth and enters your mouth.

If, during the duration, the target moves out of range or line of effect to you, the spell immediately ends. This spell has no effect on creatures that do not need to breathe air.

** Note: I've had this for a level or so but this was a Racial Spell that I didn't notice at the time. This spell was originally created for Catfolk. Characters or creatures of other races can learn to cast it with GM permission. If its not Kosher I'll take something else level 2 from the spell list and use that instead

DESCRIPTION


Inactive

"I'll be fine - take that man DOWN!"

Malthu wasn't sure that he'd be fine, but he wouldn't let anyone else get distracted on his account. Severely wounded, Malthu calls on healing from his goddess. Lay on Hands: 2d6 + 3 ⇒ (3, 4) + 3 = 10. He attempts to break free from the earth that binds him, but finds little success. Break Grapple: 1d20 + 11 ⇒ (2) + 11 = 13


Male Kobold Sorcerer 6

Taking advantage of the pain no doubt inflicted by Drak's deep and terrible cuts, Rikaku yet again blasts the man in white with bone-chilling ice magic. He's starting to show signs of tiring, having kept up the breath attacks for so long, but the kobold refuses to give in. He reaches for his wand of magic missile in the case that he runs out of the stamina to keep these attacks up.

Chilling Ray: 1d20 + 6 + 1 - 4 ⇒ (14) + 6 + 1 - 4 = 17
Damage: 4d6 + 6 + 1 ⇒ (6, 3, 2, 3) + 6 + 1 = 21


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

He's at -2 AC thanks to my hex. So thats not a bad roll


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10

and vs touch AC


I can stack another debuff on him for you, Variel, help you with that save DC...

Rybal smiles wickedly as Drak perforates the Man in White's armor. He mocks the confident adversary: You didn't think this through, did you? And now you're realizing that you won't be able to leave here alive. Chew on that while I kill your pets.

Intimdate to Demoralize the Man in White: 1d20 + 16 ⇒ (3) + 16 = 19

DC is 10 + HD + Wis Mod to make him shaken.

Rybal then advances (seems like MiW has reach, so that probably provokes) next to the ensared Malthu, wedging his massive shield next to him to provide some cover while he dislodges himself.

AoO Trip on the right Mist fiend if he moves or shoots vs CMD.: 1d20 + 17 ⇒ (14) + 17 = 31

AoO Sunder on the creature's bow if/when he stands, vs (hopefully) prone CMD: 1d20 + 15 ⇒ (15) + 15 = 30

Sunder damage, cold, should ignore hardness: 1d10 + 8 ⇒ (7) + 8 = 15


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10

Rybal, Energy damage does not ignore hardness, in fact - it does less damage to objects. Energy damage bypasses DR (not the same thing) but would work beautifully against say the Stoneskin spell :)


Wow, you're right (just read the SRD)--I've been playing that wrong for a long time now. Huh, crazy. It's weird to me that you could splash a door with acid 1,000 times in a row to NO EFFECT, but according to that rule it would do nothing. So, in that case I'm gonna choose to do regular damage if that's ok, GM? ;-)


Can't take the suspense! C'mon MiW! :-)


Sorry for the suspense, got ill on Friday.

Malthu keeps himself going with a well placed heal but is unable to free himself from the spike he has going through him.

Drak makes two precise strikes to the man-in-white, suddenly as the second blow is struck his body forms up entirely into stone with the exception of his weapon that lands squarely on the ground. Drak feels that something is not right with this picture, at least for the moment he is out of the fight though.

Rybal yells out then moves tripping up the Mistfiend near him. Moving Rikaku's attack to one of the Mistfiends so as not to waste it. Rikaku blasts the other mistfiend with a shock of cold energy.

Variel would you still like to use Steel breath?

The mistfiend that Rybal tripped gets back up so not to be on the floor with his weapon, however that proves for naught when Rybal cleaves the bow in two as he gets up. With little else at its disposal it moves up closer to the pair.

The other mistfiend continues to shoot and takes a shot at Drak.

attack: 1d20 + 10 ⇒ (6) + 10 = 16
damage: 1d6 + 4 ⇒ (6) + 4 = 10

You guys are up.


So, I just checked something that I was unsure about, namely does the -2 dex penalty from enlarge person reduce my number of AoOs from Combat Reflexes. Apparently the answer is that it doesn't, according to this thread:

Combat Reflexes

I don't think it matters in this case as the guy only 5ft moved, but it matters for future reference as I had only been taking into account 2 AoOs instead of 3. Did my intimidate fail? I assume so. Also, is Drak turned to stone, or the Man in White? I read it as Drak, so...

Rybal's smile at his sundering of the bow turns to shock as Drak transforms into a statue.

More dark sorcery! Variel, strip away his magic so I can choke the life out of him!

Delay until Variel goes--I think this dude has to have a bunch of buffs up. Dispel Magic could help us land some hits, I think. It'd be nice to dispel Drak, too, but I don't think that works on Flesh to Stone. :-/


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

Yeah - Variel will use dispel magic instead. DC17 with the -2 to his saves + any negative from him being intimidated


Inactive

Wait, the MiW turned to stone, not Drak, right?

Malthu attempts to escape again. Break Grapple: 1d20 + 11 ⇒ (15) + 11 = 26. He will also heal himself and step forward at the mistfiend. Lay on Hands: 2d6 + 2 ⇒ (5, 5) + 2 = 12

In case you're keeping track at home, I messed up the math slightly, so Malthu is actually at 25/44 hp, and not 26/44 after that heal.


The intimidate would have passed however he isn't there anymore.

Also, blah, forgot to use the man in white's name before using 'him'. Yes, the man in white turns to stone and shatters on the floor.


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

Ooookay


Variel, dispel magic doesn't have a save, it's a CL check vs the effect to dispel it. You could technically dispel the summoned mistfiends, but with one weaponless and the other one about to be dogpiled, I'd probably just save the spell. Maybe AC hex the one that still has a bow? Help me sunder that and whatnot?

Drak, outta the way! Take that one down! Rybal points the enlarged blade at the weaponless mistfiend that Malthu is engaged with.

I need to get over by where you are for my turn. Assuming Drak clears a path, I will...

Rybal advances towards the armed mistfiend. (20 ft move to the west, dropping my shield next to me as I go, part of the move action. This puts my lower-right square where Drak is now, hence me waiting for him to move).

He throws his shield to the ground and, unencumbered, swings his weapon with even greater speed at the large foe.

Standard--trip armed mist fiend.

Trip vs CMD: 1d20 + 19 ⇒ (7) + 19 = 26

AoO 1--sunder the fiend's bow when he stands vs prone CMD: 1d20 + 17 ⇒ (14) + 17 = 31

Sunder damage: 1d10 + 11 ⇒ (2) + 11 = 13

AoO 2 if the NW guy tries to move again or provokes in some way after standing, trip again.: 1d20 + 19 ⇒ (14) + 19 = 33

AoO 3 trip on the NE guy with armor spikes if he provokes, possible +2 additional if flank with Drak: 1d20 + 17 ⇒ (3) + 17 = 20


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

Variel hexes the one with the bow, making it easier to hit.


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10

From the FAQ

Temporary Ability Score Increases vs. Permanent Ability Score Increases:
Why do temporary bonuses only apply to some things?

Temporary ability bonuses should apply to anything relating to that ability score, just as permanent ability score bonuses do. The section in the glossary was very tight on space and it was not possible to list every single ability score-related game effect that an ability score bones would affect.

The purpose of the temporary ability score ruling is to make it so you don't have to rebuild your character every time you get a bull's strength or similar spell; it just summarizes the most common game effects relative to that ability score.

For example, most of the time when you get bull's strength, you're using it for combat, so the glossary mentions Strength-based skill checks, melee attack rolls, Strength-based weapon damage rolls, CMB, and CMD. It doesn't call out melee attack rolls that use Dex instead of Str (such as when using Weapon Finesse) or situations where your applied Str bonus should be halved or multiplied (such as with off-hand or two-handed weapons). You're usually not using the spell for a 1 min./level increase in your carrying capacity, so that isn't mentioned there, but the bonus should still apply to that, as well as to Strength checks to break down doors.

Think of it in the same way that a simple template has "quick rules" and "rebuild rules;" they're supposed to create monsters which are roughly equivalent in terms of stats, but the quick rules are a short cut that misses some details compared to using the rebuild rules. Likewise, the temporary ability score rule is intended as a short cut to speed up gameplay, not as the most precise way of applying the bonus.

A temporary ability score bonus should affect all of the same stats and rolls that a permanent ability score bonus does.

Short version - Enlarge Person does reduce AOOs and what's written in the CRB was done so to save a few lines of text.

1d20 + 8 + 2 + 2 + 2 ⇒ (14) + 8 + 2 + 2 + 2 = 28


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10

Sorry meant to edit my post rather then making a duplicate post, but the hour seems to have worn out and the post was left with a hodgepodge of my information. Please free to ignore that roll.

Drak moves into position as instructed, turning invisible to keep the enemies guessing as to his location.

Swift Action: Vanishing Trick
Move Action: Move as indicated

Standard Action Attack + Flanking + Invis + reduce person VS FlatFooted AC: 1d20 + 8 + 2 + 2 + 2 ⇒ (13) + 8 + 2 + 2 + 2 = 27
Damage: 1d4 + 6 + 3d6 ⇒ (2) + 6 + (2, 5, 3) = 18

Ki Remaining - 3/7
AC - 19


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

Awwww - all critted out?


Male Kobold Sorcerer 6

So shocked by the sudden petrification of the Man in White, Rikaku abruptly changes his target at the last moment, eyes wide with shock. He moves carefully over to the fallen blade, for now interposing himself over it in case some trickery results in their enemy returning for it.

Almost half-heartedly he gestures at the west-most mistfiend, chilling the grip of its bow to slippery ice. Casting grease on the left mistfiend's weapon, DC 14 Ref or drop it. He's too busy staring around trying to figure out what is going on here...


Malthu breaks free of his prison then heals himself some more so that he can keep to the fight. Drak moves up behind one of the mistfiends and attacks him stabbing it quite well in the back. Rikaku attempts to get rid of the other bow while being inquisitive of the weapon.

reflex: 1d20 + 7 ⇒ (15) + 7 = 22

It manages to hold onto its weapon, Rybal however has other plans and moves westward and trips that mistfiend onto the floor. It gets up shortly afterwards and finds its bow cleaved in two as well. All it manages to do is then move closer to Rybal with claws bared.

The other mistfiend is unable to pinpoint Drak so goes for the easier target of Malthu infront of him.

attack: 1d20 + 10 ⇒ (10) + 10 = 20
attack: 1d20 + 10 ⇒ (12) + 10 = 22
damage: 2d4 + 8 ⇒ (2, 4) + 8 = 14

Both attacks manage to get past Malthu's armour but thanks to his preemptive healing he is still standing.

Meanwhile Rikaku jumps back from the Man in white's blade as it suddenly starts to play some music, the keys on it then fly off in 5 directions. 4 of them landing in the battlefield now and one going off back down the corridor the group entered here from.

The four that landed form into the Man in white again, however they are wearing different clothes and have different weapons. I have marked borders around them so you can differentiate which is which. Pink: This one is wearing robes and has a bow with a harp built into it. Black: This one bears no weapons though is in a pugilist stance, it's wearing white leather armour. Red: This one is bearing plate armour, and has a shortsword and a main gauche. Orange: This one bears a large club and only has a white loincloth.

Each of them attacks a target near them, then they start singing a tune between them. A pulse of dark energy scatters towards everyone.

Man in White:

attack vs Rybal: 1d20 + 10 ⇒ (18) + 10 = 28
attack vs Rybal: 1d20 + 10 ⇒ (17) + 10 = 27
attack vs Rybal: 1d20 + 5 ⇒ (20) + 5 = 25

attack vs Malthu: 1d20 + 12 ⇒ (3) + 12 = 15

attack vs Rikaku: 1d20 + 10 ⇒ (20) + 10 = 30

attack vs Variel: 1d20 + 10 ⇒ (2) + 10 = 12

confirm vs Rybal: 1d20 + 5 ⇒ (20) + 5 = 25
confirm vs Rikaku: 1d20 + 10 ⇒ (7) + 10 = 17

damage vs Rybal: 4d8 + 16 ⇒ (4, 8, 1, 1) + 16 = 30
damage vs Rikaku: 1d8 + 6 ⇒ (1) + 6 = 7

The man in white near Rybal lays three punches into him in quick succession. The third punch coming down hard knocking most of the wind out of Rybal. 30 damage over 3 strikes

Rikaku gets an arrow through him, thankfully just missing any vital organs but still hurting nonetheless. 7 damage

Malthu and Variel narrowly avoid the strikes coming their way.

The dark energy from the aura that pulsates from the Men in white causes the group to feel slowly sick, they feel worn, tired. Something is pulling at their hearts though they are unsure what.

Everyone in the group takes 4 damage, but it is from their negative pool of hit points, not your current. Going to negative your con kills you as per normal.

current negatives:

Rybal = 10/14
Rikaku = 8/12
Variel = 8/12
Drak = 10/14
Malthu = 8/12


Inactive

Are any of these men in white still affected by Smite Evil?

"The blade - we should destroy it!"

Malthu summons the last of his healing energies, then strikes at the mistfiend before him.

Lay on Hands: 2d6 + 3 ⇒ (3, 2) + 3 = 8
Main Hand: 1d20 + 8 ⇒ (4) + 8 = 12; Damage: 1d8 + 9 ⇒ (3) + 9 = 12
Off Hand: 1d20 + 8 ⇒ (17) + 8 = 25; Damage: 1d8 + 5 ⇒ (2) + 5 = 7


Rybal recoils from the assault of the boxer, and nods in respect at a worthy opponent. He steps into the center of the melee and relishes in what will probably be his final fight, it seems. 5 ft move

Yes, but first kill these ones! We have to stop the dark energy! Rikaku, clear a path and stay by me! Rikaku, if you step one square to the right I can trip the barbarian if he comes after you.

Notice how we took 4 damage to our negative HP? I think it's one per doppleganger. If we can kill them or get them far enough away, I think we can reduce that damage by one per guy. And if we don't do that fast, we're all dead. Focus fire them? This monk is kicking my ass (I have 12 hp left). Maybe one of the casters can slow him down?

Rybal lunges at the heavily-armed double, then picks up his shield and stands guard.

All attacks using combat expertise

trip on the plate armor dude, no AoO from him due to feat, vs CMD: 1d20 + 13 ⇒ (14) + 13 = 27

AoO 1 on Bardy-dude if he does anything, sunder on his bow-harp: 1d20 + 13 ⇒ (19) + 13 = 32

Sunder damage: 1d10 + 8 ⇒ (4) + 8 = 12

Can you crit on a sunder? I believe so as it required a d20 roll and you can crit with spells. If so, add this damage as well.

Sunder crit damage: 1d10 + 8 ⇒ (5) + 8 = 13

AoO 2 on Barbarian, tripping him if he moves more than 5 ft or does anything else: 1d20 + 15 ⇒ (4) + 15 = 19

If the barbarian goes before my AoOs are used up and doesn't provoke, I'll use my second AoO to trip someone or to stab the plate armor guy as he rises (/w armor spikes). I guess use the above roll?

Armor spike damage if needed: 1d8 + 7 ⇒ (5) + 7 = 12

Also, I think that I have to spend another move action to ready my shield, so I don't have the shield bonus in there, but I'll get +2 dodge from combat expertise.

Phew, hard to do this in PbP! ;-)

Edit--AC is 21 with no shield but with combat expertise. 15-20 ft reach with bardiche, 5-10 ft reach /w spikes. Forgot that.


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10

Seeing that there are two mistfiends between him and the new 'men in white' Drak feet shift and he moves to the side and assists Malthu with his assault. However he refrains from using any more of his energy reserve, as it's rapidly depleting and he may yet need it.

Variel, what the hell is this!

Mainhand attack + Flanking + reduce person - TWF: 1d20 + 8 + 2 + 2 - 2 ⇒ (7) + 8 + 2 + 2 - 2 = 17
damage: 1d4 + 6 + 3d6 ⇒ (4) + 6 + (6, 2, 3) = 21

Offhand attack + Flanking + reduce person - TWF: 1d20 + 8 + 2 + 2 - 2 ⇒ (18) + 8 + 2 + 2 - 2 = 28 <- Critical
damage: 1d4 + 2 + 18 + 1d4 + 2 ⇒ (4) + 2 + 18 + (3) + 2 = 29


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

I have no idea of this devilry! Kill them! Kill them FAST!

He takes a 5ft step to set up a flank.

Using his hex ability Variel curses the aspect of the Man in White attacking him, making it easier to hit and then channels arcane energy to his rapier and attacks it.

(Magical) Rapier 1d20 + 6 ⇒ (6) + 6 = 12 Dmg 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8

Oh those sweet, sweet rolls :(

Add + 2 if the enlarged Rybal counts as flanking with his reach OR if Rikaku steps up and completes the flank... note that anyone attacking my guy does so as is if were 2 easier to hit thnx to the hex


I should definitely count as flanking with that guy, so I'd give you the +2. Additionally, your flank and hex makes my (potential)AoO on the orange guy go up to a 23 from a 19, which might turn that into a hit. I have a feeling he's going to stay there and wail on you, though. :-/

Also, Davachido--is Diaz dead or unconscious? He's lying somewhere by me, right? Cuz guys, if we can rouse him we might be able to get some help, and we need all the help we can get.


Male Kobold Sorcerer 6

Rikaku stumbles backwards as the Man-in-White's sword flies up and then splits into four doppelgangers, cursing in Draconic as it nearly chops off his head. He's so shocked that he doesn't see the arrow coming, and cries out in pain when it digs deep into his shoulder. And his soul's being eaten away at the same time, somehow... gah!

"Stupid man in white! Arrrghhh!" Rikaku turns on the clone that just shot him and snarls before spewing another blast of cold energy at him. The kobold's body heaves with the exertion; he could feel himself rapidly tiring, unable to keep this effort up for much longer.

Casting Defensively: 1d20 + 8 ⇒ (17) + 8 = 25
Chilling Ray @ Pink: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Damage: 4d6 + 4 + 2 + 1 ⇒ (1, 6, 5, 6) + 4 + 2 + 1 = 25

Sorry, Variel, I'm not holding a weapon at the moment (using the wand) so I'm not much use as a flanking buddy. And I don't think the +2 would save you anyway ;)


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

I prefer you whack something for 25pts of damage :)


Malthu takes gets the last strike in on the Mistfiend attacking him. Sending it into its death spiral leaving nothing but a blue orb.

Drak so as not to waste your critical I will move you to the other mistfiend and let you strike him, as that was 5 feet from your previous location. Tell me if that's not alright.

Drak moves in and stabs the other mistfiend, compounding the damage caused by Rikaku earlier he slays it leaving behind a green orb.

Variel steps up but is unable to hit the Man in white near him. Rikaku blasts that shot him with a potent ice blast, the doppelganger vanishes in a puff of smoke.

The man with plate armour falls over from Rybal's strike. Rybal looks around and sees Diaz on the ground struggling to get up, he isn't dead but probably quite wounded. healing of any kind will get him back into the fight. I'll put his icon on the map.

The man in plate finds himself in a precarious position, unable to crawl away or get up without incurring the wrath of those near him he bites the bullet and attempts to stand. Rybal clocks him in the face with armour spikes for his troubles.

Malthu, AoO: 1d20 + 8 ⇒ (20) + 8 = 28 Pfff.. well then.
damage: 3d8 + 27 ⇒ (1, 1, 2) + 27 = 31

The man in plate disappears in a puff of smoke like the archer did after a very strong blow from Malthu.

The man in a pugilist stance closes the distance between him and Rybal and lays into him again.

attack: 1d20 + 10 ⇒ (17) + 10 = 27
attack: 1d20 + 10 ⇒ (14) + 10 = 24
damage: 1d8 + 4 ⇒ (6) + 4 = 10
damage: 1d8 + 4 ⇒ (2) + 4 = 6
Rybal take 16 damage, I've got your negative listed below. He didn't attack you with the third flurry as enemies don't usually go for coup de graces like that.

I swear, this guy has the best accuracy of any of the enemies I've played so far.

With two well placed strikes Rybal falls to the ground, seemingly out of the fight for now.

The man in white with the club attacks Variel once more, this time actually connecting with his strike.

attack: 1d20 + 10 ⇒ (19) + 10 = 29
damage: 1d8 + 12 ⇒ (3) + 12 = 15 Variel take 15 dmg

The dark magic from the Men continue to pulse though it is far less potent this time round.

Rybal is down and out for the moment but the fight is almost wrapped up, you can save him!

Spoiler:

Rybal = 4/14
Rikaku = 6/12
Variel = 6/12
Drak = 8/14
Malthu = 6/12

Edit: Been forgetting Drak's bit, I will continue it in the next post when I get home


Hellllllllllp me!!!!!! I'm mellllllllllting! :-P


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

Varies takes a 5ft step away from the club wielder and gives Rybal a healing hex.

2d8 + 5 ⇒ (4, 3) + 5 = 12


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10

GM - That's fine, but sneak attack would not be calculated, assuming that was already taken into account with the mist fiend still down.

Drak enchances the speed of his legs instead of his hands, allowing him to move faster, moving near Variel, striking and protecting him while Variel gets out some needed healing.

Swift Action: Ki Pool to increase movement speed 20'
Move Action: Move (total of 45' I believe)

Standard Action Attack + flanking + reduce person: 1d20 + 8 + 2 + 2 ⇒ (8) + 8 + 2 + 2 = 20
Damage: 1d4 + 6 + 3d6 ⇒ (2) + 6 + (3, 2, 1) = 14


Inactive

Malthu engages the pugilist and attempts to take him down before he can do more damage! Power Attack: 1d20 + 10 ⇒ (11) + 10 = 21; Damage: 1d8 + 15 ⇒ (6) + 15 = 21


Male Kobold Sorcerer 6

Seeing Rybal get taken down fills Rikaku with a furious rage, and he turns fury-rimmed eyes upon the clones. He opens his mouth and roars before directing his dragon-headed missiles at the pugilist!

Using MM on the pugilist

Magic Missile: 2d4 + 2 ⇒ (4, 4) + 2 = 10


Malthu engages the pugilist and brings him to his knees with a huge swing, Rikaku finishes him off with a blast of magic missile that the man is unable to dodge.

Drak strikes the last remaining man and leaving him fairly damaged.

I'll end the combat here as you are 11 hp from ending it and the man can't do much else.

After the last man in white disappears the blade shatters to pieces. There is nothing left of the battlefield. However shortly after you find that you have fully healed from a magical energy around you, Diaz and the monster creature on the floor have healed as well. The monster changes back into Al one of the other party members of Diaz's party.

Diaz suddenly jolts awake and looks around seeing that he isn't wounded. "Wait how?" Diaz suddenly has an epiphany, "No she didn't... no .. no!" Diaz springs to his feet and begins to run back down the corridor.

Around the area Rikaku can hear the chatter of other Kobolds, he guesses they are in the side corridors the group passed earlier.

Looking around the group can see the Witch decide to make a run for it in the confusion, or at least she isn't here.

Drak:

Caoilinn drops her sword. The familiar voice rings out again and says "So you would make a deal still one day? How far are you willing to go?" You can tell the voice is not coming from her.

Spells and Ki points back to full as well. Also, level 6, epic feats unlocked.

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