Wicked? Really? (Inactive)

Game Master Aku Warashi

Dramatis Personae; Loot Log; map;

Party Health
Agrippa--------33/33
Eldred----------44/51
Johan-----------32/50
Sidious---------20/41


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Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Since Agrippa went with Eldred, Johan elects to stay at the farm house with Fet and Sidious - three strangers showing up with the mother might start to arouse suspicion.

While the others are out, Johan helps himself to a generous lunch from the farmers' pantry, then looks about for places to conceal himself for the upcoming ambush and discusses with the other two which would be the best location. In the farmhouse seems like a good idea - limits mobility and access of the father brings guards. Or outside in the yard where Fet and Agrippa can use their area affecting magic more easily. What do you think? Fet maybe you on the roof, Sidious and I concealed in the yard.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

"I liked the plan." says fet. "But how are we going to warn Eldred and Agrippa?"


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Agrippa, there’s always a chance you’ll be spotted casting your magic. Tell me if you want to cast it anyway and I’ll roll the appropriate checks.
Waiting Eldred and Sidious actions to continue.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Nah, I'd rather not mess up the plan by getting caught.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

On arriving at the farm, Eldred will call out loudly...

Have your men dismount over there Father and my, you're a big one in that armour sir... need a hand getting out of the carriage? Father you best head right in.

Hoping you can take out 4 guards in a group Agrippa - I am not armed or armoured. If you can drop them then I am confident we can win this one. With four guards? Somewhat harder because I can take weapons from them and join the fight


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

I can cast Glitterdust, which would blind them if they were bunched.

Ah yes, come dear. Let us see about your daughter.

Agrippa will cast Glitterdust as soon as three or more of the armed guards are bunched together.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred works out he has ONE tool that he can try unarmed and unarmoured - deception, and waiting for his chance

Sorcery!!!, he cries out Save meeee! he cries throwing himself around the knights knees

Bluff to look like a gibbering fool 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24

Not sure how you want to play it as far as the knee thing works


Father Sidious heals his wounds the night the group rests and asks a number of questions over the course of the evening about things he has heard mentioned. Things like Who is Varning?, Where is Frosthammer?, Where is this fort and who is in command there?, How much do you low about this Chaplain – Donagain? What spells do you know he can cast?, and Who isMama Guiseppe? He does not bombard the group, but brings up these questions eventually.

When discussions turn to combat Sidious says I would rather fight outside where I can maneuver. But I have no circlet and am no master of stealth. He uses his disguise skill to appear as a farm laborer, taking 20 on the attempt, and will take Johan's advice on where to position himself to wait for the group's return.

Abraxas in Imp form, but invisible, will fly high over the road and when he sees the travelers returning will come and land on Sidious's shoulder, giving warning of their approach. At around a half minute out Father Sidious will reach over and lay a hand on Johan. The Master's blessing upon you. he says as he cast first Bull's Strength and then Guidance on the man. Just before the riders appear he will cast Guidance upon himself.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan takes advantage of Sidious' advance warning to cast his own prayers to the Dark Prince, and by the time the others ride into view is feeling nigh invincible - a true instrument of infernal retribution.

Cast Bless, Shield of faith, Divine favour in that order


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The entrance to the house is a tricky one.
It does not allow cart entrance, what make the visitors walk a small ‘corridor’ surrounded by trees to get to the house.
After arriving, they dismount and follow in the house direction, since Father had already came here, he knew this feature and was not concerned about it.
The group are greeted by a farmer looking person Sidious. That’s when Eldred scream ”Sorcery! Save me!!” running away from the knights.
At this point, Agrippa was waiting for an opportunity to cripple the enemy, step away from them and cast a spell. Enemys affected: Father Donnagin, Captain Samaul, Soldier1, Soldier2
Donnagin: 1d20 + 11 ⇒ (20) + 11 = 31
Samaul: 1d20 + 7 ⇒ (9) + 7 = 16
Soldier1: 1d20 ⇒ 1
Soldier2: 1d20 ⇒ 18
Affecting Samaul and Sodier1.

Fet, taking this as signal throws a stinking bomb at the enemy;
Ranged: 1d20 + 7 ⇒ (17) + 7 = 24 x AC 10
Targeting everyone besides soldier 3.

Donnagin: 1d20 + 9 ⇒ (20) + 9 = 29
Samaul: 1d20 + 9 ⇒ (15) + 9 = 24
Soldier1: 1d20 + 5 ⇒ (8) + 5 = 13
Soldier2: 1d20 + 5 ⇒ (18) + 5 = 23
Soldier4: 1d20 + 5 ⇒ (19) + 5 = 24
Mother: 1d20 ⇒ 1

But affecting only Soldier1.
Duration: 1d4 + 1 ⇒ (1) + 1 = 2

Johan and Sidious, you have an Suprise action.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The Fatherkillers

Round 1-

Ordered Initiative-

Agrippa: 1d20 + 2 ⇒ (10) + 2 = 12
Eldred: 1d20 + 5 ⇒ (13) + 5 = 18
Fet: 1d20 + 2 ⇒ (6) + 2 = 8
Johan: 1d20 + 6 ⇒ (5) + 6 = 11
Sidious: 1d20 + 1 ⇒ (17) + 1 = 18

Donnagin: 1d20 ⇒ 15
Samaul: 1d20 + 5 ⇒ (13) + 5 = 18
Soldiers: 1d20 ⇒ 7

Eldred -> 18
Samaul -> 18
Sidious -> 18
Donnagein ->15
Agrippa -> 12
Johan -> 11
Fet ->8
Soldiers ->7

Active Effects-
Barhold – Blind(Glitterdust) 4 rounds
Soldier – Blind(Glitterdust) 4 rounds / Nauseated 2 rounds
Map-
Current Map
Map updated.
Notes-

Johan and Sidious, post your round one and surprise round actions.

Action-

Round one - Init 18 - Samaul
Will: 1d20 + 7 ⇒ (12) + 7 = 19 x DC 18
"It's a trap!! To arms!! For Mitra!!" yell the captain.
The captain moves closer to Agrippa, drawing his greatsword while moving and attack.
Atk(Power Attack): 1d20 + 14 - 2 ⇒ (2) + 14 - 2 = 14
Dmg: 2d6 + 10 + 6 ⇒ (3, 2) + 10 + 6 = 21
Taking him unprepared and cutting badly the mage with his greatsword.

Post your actions;
Don’t worry about oder, I’ll sort things out.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Round 1

Agrippa stumbles away from the attacker 5'step and casts a spell! Invisibility .


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Let me just fix things here.

The captain yells and he said, but even blind, he knows that the Mage is their worst enemy. With that, he walks and attack the last spot he saw him.

Blind Attack: 1d100 ⇒ 54

and even blind, his aim was true, and the found his target.


Maybe before the captain acts…

In the surprise round Father Sidous opens up with a sound burst that strikes both the captain and the priest along with as many of the of the soldiers as he can catch. He then takes a 5' step.

Sound Burst: 1d8 ⇒ 6 so each takes 6 damage and need Fort Save DC15 or they are stunned for 1 round and do nothing.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Same area as glitterdust.

Fort Donnagin: 1d20 + 9 ⇒ (16) + 9 = 25
Fort Samaul: 1d20 + 9 ⇒ (11) + 9 = 20
Fort Soldier1: 1d20 + 5 ⇒ (8) + 5 = 13
Fort Soldier2: 1d20 + 5 ⇒ (5) + 5 = 10

Both soldiers stunned.

Sidious, post your round one action, please.


Using both his guidance and the bless Sidious stabs at a flat footed soldier (S3), stepping if he needs to do so. He will also, using a move action call upon his Copycat ability, creating a mirror image of himself. Not sure if 10' reach allows two diagonals or not. My experience is that DMs call this differently.

Longspear: 1d20 + 9 + 1 + 1 ⇒ (8) + 9 + 1 + 1 = 191d8 + 7 ⇒ (7) + 7 = 14


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Round 1
Eldred Grapples the blinded Captain.

Grapple 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
Hoping the blinded helps. The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any)[Eldred: Would this incl. CMD?], and takes a –4 penalty on most Strength- and Dexterity-based skill checks[Eldred: Again, not sure of impact to CMD] and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. I do believe he can't AoO me either if this is the case and its also a bugger when you can't use that ruddy greatsword when grappled.

A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity. A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.

Round 2 (in advance)
Eldred attempts to turn the grapple into a pin.
Grapple 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Father Sidious wrote:

Not sure if 10' reach allows two diagonals or not. My experience is that DMs call this differently.

We already have some healthy discussion about this. As Paizo RAW, you can’t reach two diagonals.

Well, that’s some twist!
Let’s fix it again…
Eldred taking advantage of the captain blindness, grapple the man. The captain trys to free himself, but is unable.
Using the same attack roll to try break free.
Agrippa, you may want to change your action, since Eldred prevented the captain from attacking you.


Sure, so Sidious steps to be able to attack. Did he hit?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Unfortunately no! The man is using a fullplate.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Since they all go at basically the same time, lets just say that Agrippa did get hit and then the guy gets grappled and whatnot. That way there is less retconning, because as a fellow GM, I know how annoying that is.


Hmm. Someone seems to have moved me. Sidious has a reach weapon and cannot be where he is at the moment and have had attacked S3. I am moving him back to where he should be.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Buff Calculator :>:

Bless: (Johan, Fet, Sidious)+1 to hit - morale bonus
Divine Favour: +1 to hit, +1 to damage - luck bonus
Bull's Strength: +4 str (now 25) - enhancement bonus
Shield of Faith: +2 AC ( now 19 ) -deflection bonus
Guidance: +1 to one roll - competence bonus
Judgement/justice: +1 to hit - sacred bonus

Surprise Round

As Eldred bursts into mock hysterics, Johan stands up in full view, holy symbol of Asmodeus held high in one hand, his spear pointing at his enemies hearts with the other. Infidels, wretches - tremble before the flaming wrath of you true master!
Cast blistering invective. Should hit all enemies except S4
Intimidate check: 1d20 + 15 ⇒ (16) + 15 = 31
dmg: 1d10 ⇒ 6 + DC15 ref or catch on fire

Round 1
Johan watches his allies in action. Sidious guts the guard closest to him. Agrippa, badly wounded winks out of sight. Then Eldred hits the big bastard in full plate with a flying body tackle. Johan grins wickedly as he jogs forward and stabs at the flailing captain.
Swift Action: Activate Judgement/Justice
Move Action: Move 20' to attack Cap'n Sam while he is grappled and threaten Donnagain if he tries to cast a spell or move. Since Johan goes after the father, please adjust position on map as needed.
Standard Action: Longspear: 1d20 + 14 ⇒ (3) + 14 = 17
Dmg: 1d8 + 13 ⇒ (7) + 13 = 20


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Take down that damn priest. We need Fet to hulk up and help... Pity about the Asmodean declaration - I had a plan to manipulate any survivors


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Round One – Init 15 - Donnagin
The situation is going from worse to bad, the soldier are indisposed or being killed and his best chance of survival is being grappled right in front of his eyes. That will not do.
”In the Name of Glorious Mitra, I command thee, Fall!” Command Spell: Target Eldred, will DC 17
Eldred will: 1d20 + 2 ⇒ (8) + 2 = 10
And then, he moves out of the cloud area. 5ft to avoid AoO from Johan.

Round One – Init 8 - Fet
Fet throws a normal bomb in the soldier2
2d6 + 5 ⇒ (3, 6) + 5 = 14 killing him.

Round One – Init 7 – Soldier4
Soldier 4 moves near Johan, drawing his longsword while walking…
Johan AoO: 1d20 + 13 ⇒ (9) + 13 = 22
1d8 + 13 ⇒ (8) + 13 = 21 killing the guard with one powerful hit.

Soldier1 Reflex: 1d20 + 2 ⇒ (16) + 2 = 18

but it does not matter, as the soldier fall to fire and sonic damage...


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Round 2-

Ordered Initiative-

Eldred -> 18
Samaul -> 18
Sidious -> 18
Donnagin ->15
Agrippa -> 12
Johan -> 11
Fet ->8
Soldiers ->7

Active Effects-
Map-
Current Map
Map updated.
Notes-

Eldred is under Command: Fall
I'm considering you let go of the grab, since you 'fell'.
Action-
Samaul Reflex: 1d20 + 3 ⇒ (2) + 3 = 5 x DC 15

Post your actions;
Don’t worry about oder, I’ll sort things out.


Sidious moves forward to engage the priest. Feel the bite of my Master. he says as he thrusts the masterwork shaft into the man.

Longspear: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 301d8 + 7 ⇒ (8) + 7 = 15

Confirm Threat?: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 222d8 + 14 ⇒ (1, 3) + 14 = 18


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I surrender!, cries Eldred from the ground hoping that the unarmed unarmoured man will be considered less a threat than the others and Eldred will be left to greater treachery later instead of trying to stand and taking a blow from a great sword as an attack of opportunity.

Bluff 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23

So we are down the Redshirts, and the priest just wore a 40pt hit? Well done...


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Round two - Init 18 - Samaul

SenseMotive: 1d20 + 3 ⇒ (20) + 3 = 23
”You don't fool me! Stay down!”
But he turns to Johan aiming to bring him down.
Atk 1: 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30
Dmg: 2d6 + 10 ⇒ (3, 5) + 10 = 18

His second attack, however is made with the flat of the blade.
Atk 2 non-lethal: 1d20 + 9 - 2 - 4 ⇒ (19) + 9 - 2 - 4 = 22
Dmg: 2d6 + 10 ⇒ (1, 6) + 10 = 17
Critical Confirmation non-lethal: 1d20 + 9 - 2 - 4 ⇒ (14) + 9 - 2 - 4 = 17
Dmg: 2d6 + 10 ⇒ (4, 1) + 10 = 15

"Surrender now and you'll be spared!" he says

Johan, you take 18 Lethal and 17 non-Lethal


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Round two - Init 15 - Donnagin

The good father stumbles back after a nasty hit from Sidious, his eyes wild from the revelation.
”Sam, they are Asmodeans, bring them down!” he yells and from him a burst of holy light, that embrace everyone except Johan and Sidious. He could not see Agrippa, so he was not able to remove him from the heal.
Channel Positive Energy Empowerd: 4d6 ⇒ (5, 6, 6, 3) = 20 +50% = 30
Elred, Fet, Samaul, Donnagin were healed for 30 point of hp.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Woot


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

The priest is the more deadly... that said 32 pts of damage does count for a big threat all on its own. I was hoping he'd move away from me but so be it... wondering if there is a way to move out of my current square and NOT trigger an AoO. Maybe I can attack from prone...


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Round 2

Safely invisible and now healed by the foolish priest Agrippa moves behind the expendable members of the party and casts Grease in the location of the priest, hoping to make him fall and thus be an easier target for his allies.

Casting Grease in the squares indicated by the green dotted line on the map. DC 17 Reflex or fall prone.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Donnagin Reflex: 1d20 + 2 ⇒ (8) + 2 = 10 x DC 17

Round Two - Init 8 - Fet

Fet takes the opportunity and move closer to the fallen priest and thrown a stinking bomb near him.
Ranged Touch: 1d20 + 7 ⇒ (5) + 7 = 12

Fortitude: 1d20 + 9 ⇒ (4) + 9 = 13
1d4 + 1 ⇒ (2) + 1 = 3

And even his great fortitude was not enough to help him this time.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Round 2

Johan reels from the captain's series of sword swings. He steps to the side and aims a spear thrust at the priest, realizing that his healing ability will keep the sword wielding captain on his feet indefinitely.

5' step
Fighting Defensively ( AC now 21)
longspear(no power attack): 1d20 + 10 ⇒ (18) + 10 = 28
Dmg: 1d8 + 10 ⇒ (7) + 10 = 17
switch to healing judgement ( fast healing 2 beginning round 3)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The Fatherkillers

Round 3-

Ordered Initiative-

Eldred -> 18
Samaul -> 18
Sidious -> 18
Donnagin ->15
Agrippa -> 12
Johan -> 11
Fet ->8
Soldiers ->7

Active Effects-
Donnagin – Prone, Nauseated (3 rounds)

Map-
Current Map
Map updated.
Notes-

Action-

Post your actions;


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Feeling pretty safe at the moment, Agrippa will take this time to gloat briefly and casually fling a glob of acid at the good Priest.

Ranged Touch: 1d20 + 4 ⇒ (14) + 4 = 18 Acid: 1d6 + 2 ⇒ (4) + 2 = 6

If you wish to capture one of them, there might be information we can extract yes?

I have a scroll of Blindness/Deafness I could use on the Captain if we want to subdue him. A blind man can't take AoO's so could be grappled and pinned a little easier.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Wouldn't hurt. He's part of my scheme to draw out the wizard

Round 3.

Eldred digs DEEPLY into the dark malice of his heart to rise swiftly and grapple the Captain, hoping to bring him down.

Using Villain Point to rise without an AoO.
Grapple 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29

Lets get that priest down - mind you some cracking work on debuffing him


That was a darn good channel. Average is 14 and he did 6 over that. That has to be in the second standard deviation. Also, I am not sure what the area of effect and lingering effects of the stink bomb are. The pink square is the grease I believe. So if there are visuals of the stink bomb please let me know and I may have to change some of this.

Sidious steps to threaten Father Donnagin but instead of attacking he casts Summon Monster II, yelling The beasts of hell take you. as he does. Note that this summoning is a standard action for FAther Sidious.

Number of Fiendish Eagles: 1d3 ⇒ 3

Fiendish eagles appear in the air in a line attacking the priest with beak and talon and smiting him with the power of hell. One of these is flanking with Sidious. The eagle's eyes glow in a menacing read and their wings leave a shadowily oily miasma in their wake. <--Color only. :)

Eagle 1
Talon: 1d20 + 3 ⇒ (13) + 3 = 161d4 + 1 ⇒ (1) + 1 = 2
Talon: 1d20 + 3 ⇒ (8) + 3 = 111d4 + 1 ⇒ (4) + 1 = 5
Bite: 1d20 + 3 ⇒ (11) + 3 = 141d4 + 1 ⇒ (2) + 1 = 3

Eagle 2
Talon: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 71d4 + 1 ⇒ (3) + 1 = 4
Talon: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 191d4 + 1 ⇒ (1) + 1 = 2
Bite: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 91d4 + 1 ⇒ (4) + 1 = 5

Eagle 3
Talon: 1d20 + 3 ⇒ (12) + 3 = 151d4 + 1 ⇒ (1) + 1 = 2
Talon: 1d20 + 3 ⇒ (17) + 3 = 201d4 + 1 ⇒ (1) + 1 = 2
Bite: 1d20 + 3 ⇒ (6) + 3 = 91d4 + 1 ⇒ (2) + 1 = 3


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

You'll get used to those unstandard deviations - they happen more than what you'll think


You would think they would happen a "standard" amount of times. ;)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldred Acrobatic Check: 1d20 + 8 ⇒ (19) + 8 = 27

As Eldred tries to grab the captain, he swings his sword at the opportunity presented.
"I've warned you boy!"
Cap AoO: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24
Dmg: 2d6 + 10 ⇒ (3, 4) + 10 = 17

The sword hits Eldred unarmored chest, blood pour out of the wound, interrupting his grapple attempt.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Round three – Init 18 - Samaul

"Meet your fate!" he yells as he attacks Eldred again, but once more, with the flat of his blade.
Cap Atk1: 1d20 + 14 - 2 - 4 ⇒ (1) + 14 - 2 - 4 = 9
Dmg: 2d6 + 10 ⇒ (1, 6) + 10 = 17

The blow goes astray, but that do not make him shy on attacking again.

Cap Atk2: 1d20 + 9 - 2 - 4 ⇒ (2) + 9 - 2 - 4 = 5
Dmg: 2d6 + 10 ⇒ (3, 2) + 10 = 15

The captain blink in disbelief. What happened? How could he miss an unarmored target? What kind of evil sorcery is that?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

See discussion thread


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Round 3

Johan presses the attack on the prostrate and retching Father Donnagain, while keeping his guard up against the sword wielding maniac to his left.

Fighting Defensively ( AC now 21)
longspear(power attack, flanking w/ eagle): 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
Dmg: 1d8 + 13 ⇒ (7) + 13 = 20
Healing judgement (heals 2 HP at start of his turn - adjusted on map tracker)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Round three – Init 8 - Fet
The priest falls to Johan bloody spear thrust Fet, taking precautions, throw another bomb at the priest.
Ranged: 1d20 + 7 ⇒ (3) + 7 = 10
2d6 + 5 ⇒ (3, 6) + 5 = 14

"Only one left, what about this big fella?"


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The Fatherkillers

Round Four-

Ordered Initiative-

Eldred -> 18
Samaul -> 18
Sidious -> 18
Agrippa -> 12
Johan -> 11
Fet ->8

Active Effects-

Map-
Current Map
Map updated.
Notes-

Action-

Wait for Eldred action, first;


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred uses a withdraw action, thinking himself lucky to be alive and moves to behind Fet.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Round Four – Init 18 - Samaul

”I need only one of you alive!” yells the captain as the priest falls.
He then takes a single 5ft step to get in a better position to attack.
Atk 1 Johan (Power Atk): 1d20 + 14 ⇒ (10) + 14 = 24
2d6 + 10 + 6 ⇒ (1, 5) + 10 + 6 = 22
You know the man is a sword-maniac! His blows are strong and precise. Whatever dark magic was operating to your favor seems to have vanished, as the sword hits Johan, cutting armor, bones, and flesh without distinction. He falls, a mess of blood and wounds.
You take 22 damge, what drops you to -12HP

Still in his sword frenzy, he turns to his next enemy, the next soon-to-be-dead-body.
Atk 2 Sidious (Power Atk): 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26
2d6 + 10 + 6 ⇒ (6, 4) + 10 + 6 = 26
Critical Confirm (Power Atk): 1d20 + 9 - 2 ⇒ (1) + 9 - 2 = 8
Once again, the sword hit hard and true, and Sidious was barely able to escape a fatal blow. His body a mess of wounds and blood.
You take 26 damge, what drops you to 4HP

EDIT: See post bellow.

Once again, the sword hit hard and true, and Sidious was barely able to escape a fatal blow. His body a mess of wounds but soon after he disappears, proving it to be a magical clone.
You take no damage, your copy vanished


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Johan, you can decide Fet actions. You guys are up.

Edit: I knew I was forgetting something, Sidious used his copycat ability, and it still is in effect. There's a 50% chance that the Captain will hit the magic double.

1d100 ⇒ 31

Yep, he hit the magical one.

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