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

Modify that:

Round one: Sidious updates the team on the approaching Golem and asks where they should face it as he heals Eldred. Johan makes his suggestion as he fishes out the wand and starts healing himself. Eldred darts for the other room. Agrippa sends Croc downstairs in response to Sid's warning.
Round two: Johan and Sideous move into position on either side of the door, Eldred stealths himself in area 45. If Agrippa ordered the croc to destroy anything that moved downstairs, then it should hit the golem this round, maybe buying us an extra round of prep time - I assume we'd be able to hear sounds of combat from downstairs?


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

Agrippa readies a grease spell for anything coming up the stairs


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

In hiding Eldred drinks his potion of cure light wounds.

1d8 + 1 ⇒ (8) + 1 = 9

Should be 44 now. Post made just in case you can't see me for the next 2 days or so


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

As the knot starts to take up their positions, Johan uses the wand one more time on his wounds, then if time permits renews his prayers of strength to the Dark Prince (recast Divine Favour; 4/5 1st lvl spells used). He clangs his mace on his shield and yells out a wordless challenge from the other side of the door. Their plan relies on whatever is coming up the stairs coming in this room, so he does his best to attract its attention.


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

oops, forgot to roll the CLW: 1d8 + 1 ⇒ (1) + 1 = 2


Sidious Will step out to where he can cover everyone and casts Bless on the group. His familiar lands on his shoulder and the dwarven skeleton guard comes and stands in front of him.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Round one:

The golem moves upstairs and Agrippa cast his readied spell, while the summoned monster attack the golem.
The summon have an AoO and the readied attack.
Please, roll the attack for the Summoned monster.
Reflex: 1d20 + 1 ⇒ (18) + 1 = 19
surprisingly the golem was able to stay standing in the area.

If Grabbed:

The golem will try to break free.
CMB: 1d20 + 9 ⇒ (8) + 9 = 17

If not grabbed:

The golem will attack:
Atk: 1d20 + 9 ⇒ (6) + 9 = 15
Dmg: 1d6 + 3 + 1d6 ⇒ (6) + 3 + (6) = 15

The mage suddenly appears out of thin air flying, his skins have a metallic tone, at his hand a small wand. At the same moment a ball of fire explodes where Johan and Sidious are.
Reflex DC 20 to take half damage.
8d6 + 4 ⇒ (6, 1, 1, 6, 5, 1, 2, 4) + 4 = 30

"I'll kill you all for all that you have done!" yells the furious mage.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

”You can't touch this! It’s Mage Time!

Round Two:

Ordered initiative:

Sidious ⇒ 21
Johan ⇒ 19
Eldred ⇒ 7
Agrippa ⇒ 6

Enemies ⇒ 4

Active Effects-

Sidious Infernal Healing 3/10
Agrippa Summon Monster 7/7

Map

Link

Notes

Actions-

Sidious
Johan
Agrippa
Eldred

Mage/Golem

You move all together, post your actions.


Reflex: 1d20 + 2 ⇒ (19) + 2 = 21 Wow! I needed that. Abraxis is immune to fire. And the skeleton dies even if it makes its save.

You fool! You have certainly killed the lord with your wanton burst of fire. Sidous taunts, figuring there is no way the caster can know if the lord was still alive.

He delays his attack until after the others act.


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

Crocodile bite 1d20 + 7 ⇒ (9) + 7 = 16 Grab: 1d20 + 13 ⇒ (9) + 13 = 22 if attack and grab are successful Death Roll: 1d8 + 9 ⇒ (6) + 9 = 15 and the Golem is prone.

Agrippa begins casting Summon Swarm It is a full round casting so that is it, I also think that the summon is over or does he have another round? I'll roll below for the next round if he gets this one.

Crocodile will maintain grapple and deal bite damage automatically Bite: 1d8 + 9 ⇒ (4) + 9 = 13


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

Ref save vs DC 20: 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12; DR1 vs fire =29 HP dmg!! 9/50 HP

Johan burns. His exposed skin blisters and cracks and the metal plates of his armor sear the flesh they are supposed to be protecting. The proud sigils of Talingarde still decorating his mail and shield char to soot and ash. Johan whispers a hoarse prayer, focusing his mind past the agony, and repeating the words Thorn had taught him when the high priest first baptized him in hellfire. Great Asmodeus, thank you for purging the doubt and pride from me through this gift of cleansing fire. He repeated the mantra over and over in head as he charged headlong at the wizard.

If Johan can reach the wizard (ceiling less than 12 ft or so): Charging Disarm on the wand!: 1d20 + 8 + 2 + 1 ⇒ (10) + 8 + 2 + 1 = 21

If Johan cannot reach the wizard, he moves 20 ft south east and throws his mace at him: Hand of the acolyte: 1d20 + 7 + 2 + 1 ⇒ (10) + 7 + 2 + 1 = 20; Dmg: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12

Active effects on Johan (AC 25):
Divine Favour ( +2 to hit and dmg, rnd 9/10)
Shield of Faith (+2 AC, total 25, rnd 10/50)
Bless (+1 to hit; rnd 1/50)


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 casts gravity bow from his position of concealment.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Round one:
The skeleton vanishes under the fire mayhem. Sidious was miraculously able to avoid the brute force of the spell, while Johan supported the entire ordeal.
The crocodile tried to bite the golem, but was unable to hit, being punched in return.

Round two:
Sidious taunt the mage while Johan Charges headstrong at him, and with a swift and powerful move, the want drops to the ground.
Eldred cast a spell in his bow, while Agrippa begins to chanting a new invocation as the precious summoned monster disappears.
Sidious, will you come out of delay?


The magically strengthened cleric moves forward and attempts to grapple the wizard.

Grapple: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22

At the same time the Imp moves invisibly into the wizard's square and readies to sting him should he try to cast a spell.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Golem, acrobatics: 1d20 - 1 ⇒ (14) - 1 = 13
The Golem moves a bit in the area, them open his mouth and a freezing cone of cold fills the place.
Dmg: 3d6 ⇒ (2, 6, 2) = 10 Reflex DC 13
1d4 ⇒ 3

Edit:Just Johan, I did not saw that the imp was invisible.
Johan and the Imp, Reflex to take half the damage.

Johan,you need a Reflex to take half the damage.

After the ice breath, the mage tries to cast a spell.
10+CMB+2: 1d20 + 14 + 4 ⇒ (17) + 14 + 4 = 35 x DC 31
Cast Defensively: 1d20 + 14 + 4 ⇒ (2) + 14 + 4 = 20 x DC 19

The imp however, was waiting for this opportunity to attack him!
Atk: 1d20 + 8 ⇒ (11) + 8 = 19
Dmg: 1d4 ⇒ 3

The attack hits, causing the mage to force his concentration to maintain his spell.
Concentration: 1d20 + 14 ⇒ (1) + 14 = 15 x DC 15 wow.

Even as the poison run enter his body.
Fortitude: 1d20 + 6 ⇒ (11) + 6 = 17 x DC 13
the old man however, still got some meat on his bones, resisting the poison and maintaining the spells he was casting.

Two fire rays leave the mage, one targeting his captor, other targeting the wizard, casting his spell.

Touch Agrippa: 1d20 + 6 - 2 - 2 ⇒ (6) + 6 - 2 - 2 = 8
Dmg: 4d6 + 4 ⇒ (3, 5, 6, 2) + 4 = 20

Touch Sidious: 1d20 + 6 - 2 - 2 ⇒ (4) + 6 - 2 - 2 = 6
Dmg: 4d6 + 4 ⇒ (2, 6, 1, 3) + 4 = 16

...........man, It takes me about 40 minutes to write this up, check every test, and see if there's anything amiss, just to have the f+!~ing mage miss both attacks? Lol, Kill him, please, I'm begging you, Kill this mutafuka!


Human Hero Killer1 / Holy Assassin1 / Deceiver2

”You can't touch this! It’s Mage Time!

Round Three:

Ordered initiative:

Sidious ⇒ 21
Johan ⇒ 19
Eldred ⇒ 7
Agrippa ⇒ 6

Enemies ⇒ 4

Active Effects-

Sidious Infernal Healing 4/10
Sidious/Mage Grappled
Map

Link

Notes

Map updated.

Actions-

Sidious
Johan
Agrippa
Eldred

Mage/Golem

You move all together, post your actions.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Forgot to mention, but from all those tests, it's obvious the mage is grappled.


Sidious attempts to pin the wizard, choosing to cover his mouth.

Grapple: 1d20 + 10 - 1 ⇒ (15) + 10 - 1 = 24 Kill the bastard. He is helpless.

The imp, still in the wizard's square stings him as a coup de grace.

Sting: 2d4 ⇒ (4, 3) = 7 DC17 Fort save or die, plus deal with a poison crit.

Sidious continues to heal from the Infernal Healing.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I know it does not make to much of difference now, but take note that everyone acts before Sidious.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

And damn, the mage has stone skin. ¬¬ I could have saved a lot of rolls....


So the sting does not get through, but he can still be Coup de Graced buy the right attack. Even though Sidious goes last he can broadcast his intent to pin and other could choose to delay. Once the imp knows the wizard has stoneskin up he will turn invisible and fly to some place close but out of trouble instead of stinging again.


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

Ref save: 1d20 + 2 ⇒ (2) + 2 = 4

A blast of ice and cold hits Johan from behind. The shock of being first burned alive then flash frozen is too much for even his stony resolve and he collapses to the ground, near death.

-1/50 HP
Good Luck guys


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

Agrippa finishes his summoning spell and summons a swarm of rats to cover the golem the rats deal 1d6 ⇒ 2 damage!

He then casts Spiked Pit! underneath the golem and the golem must make a Ref save DC 20 or fall into the 10x10 spiked pit for Falling: 2d6 ⇒ (4, 5) = 9 and Piercing: 2d6 ⇒ (3, 3) = 6
The rat swarm may fall and/or take damage as you see fit.


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 steps out and tries to put two arrows into the golem.

1
1d20 + 11 + 1 - 2 ⇒ (4) + 11 + 1 - 2 = 14
2d6 + 1 + 1 ⇒ (2, 5) + 1 + 1 = 9
2
1d20 + 11 + 1 - 2 ⇒ (5) + 11 + 1 - 2 = 15
2d6 + 1 + 1 ⇒ (6, 6) + 1 + 1 = 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

Joy


Kill the wizard damn it. Then we can all focus on the golem!

Arrows have to get by DR even if they hit. I cannot kill this wizard by grappling him alone. Eventually he will get away. Help me. At least heal Johan.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Agrippa finishes casting his spell, summoning a swarm of rats, that immediately leaves the golem area, searching for an alive pray.
Acrobatics: 1d20 + 6 ⇒ (7) + 6 = 13
It moves just over the fallen Johan and the grappled duo.
Johan and Sidious take 2 points of damage. The mage stone skin protected him. Johan is at -3 currently. Also, you need a distraction DC 13 and a fortitude DC 12.

After summoning the swarm, the mage creates a pit beneath the golem.
Reflex: 1d20 + 1 ⇒ (1) + 1 = 2
The golem it’s unable to escape the spell, the fall and the spikes however, did do much to it’s icy form.

Eldred losing his target (the golem), changes to the grappled mage, shooting two arrows at it, hitting both! However, some sort of barrier absorbed the arrows impact, and what the barrier did not absorbed, the stony skin prevented the remaining damage.

A furious Sidious yells remember, just one post per round two times to his incompetent allies to kill the f@#!ing mage! While his familiar get’s invisible again and fly away from the combat.

==//==

The golem tries to climb the pit:
1d20 + 6 ⇒ (15) + 6 = 21
Piercing DMG: 2d6 ⇒ (5, 2) = 7

In an awesome display, it moves out of the pit.
Acrobatics: 1d20 - 1 ⇒ (5) - 1 = 4 only to fall into the grease area and Reflex: 1d20 + 1 + 2 ⇒ (19) + 1 + 2 = 22 almost fall into the pit again.

The Magister tries to break free from Sidious grasp.
CMB: 1d20 + 4 ⇒ (9) + 4 = 13 but the dark father is too strong for him.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

”You can't touch this! It’s Mage Time!

Round Four:

Ordered initiative:

Sidious ⇒ 21
Johan ⇒ 19
Eldred ⇒ 7
Agrippa ⇒ 6

Enemies ⇒ 4

Active Effects-

Sidious Infernal Healing 5/10
Sidious/Mage Grappled
Map

Link

Notes

Map updated.

Actions-

Sidious
Johan
Agrippa
Eldred

Mage/Golem

You move all together, post your actions.


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 follows up on shooting the mage some more.

Rapid Shot
1d20 + 11 + 1 - 2 ⇒ (11) + 11 + 1 - 2 = 21
2d6 + 1 + 1 ⇒ (3, 3) + 1 + 1 = 8

1d20 + 11 + 1 - 2 ⇒ (2) + 11 + 1 - 2 = 12
2d6 + 1 + 1 ⇒ (6, 3) + 1 + 1 = 11

Not having the best of days here


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Having ended his concentration to cast the pit spell, Agrippa target the mage with a ray of acid, trying to help Eldred bring the mage down.
Ranged Touch: 1d20 + 4 ⇒ (20) + 4 = 24
Acid: 1d6 + 2 ⇒ (4) + 2 = 6
Ranged Touch Confirmation: 1d20 + 4 ⇒ (11) + 4 = 15
Acid: 1d6 + 2 ⇒ (1) + 2 = 3
Conjuring acid and damaging his foe.

Sidious, being assailed by the rats does his best to maintain the mage helpless.
Fort: 1d20 + 5 ⇒ (15) + 5 = 20 x Distraction
Fort: 1d20 + 5 ⇒ (12) + 5 = 17 x Disease
Even with the rats distraction, his trained and focused mind does not waver.

But the rats don't give up and continue ripping flesh from the half dead Johan and the immobile Sidious
Dmg: 1d6 ⇒ 3
Fort: 1d20 + 5 ⇒ (19) + 5 = 24 x Distraction
Fort: 1d20 + 5 ⇒ (17) + 5 = 22 x Disease

While Sidious does his best to maintain the mage pinned.
CMB: 1d20 + 10 + 1 + 5 ⇒ (3) + 10 + 1 + 5 = 19

The mage, however, continues trying to escape from his assailant.
CMB: 1d20 + 4 ⇒ (17) + 4 = 21 his effort are wasted though.

The golem tries to move from this position.
Acrobatics: 1d20 - 1 ⇒ (20) - 1 = 19
Succeeding getting away from the grease area and the pit border.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

”You can't touch this! It’s Mage Time!

Round Five:

Ordered initiative:

Sidious ⇒ 21
Johan ⇒ 19
Eldred ⇒ 7
Agrippa ⇒ 6

Enemies ⇒ 4

Active Effects-

Sidious Infernal Healing 6/10
Sidious/Mage Grappled
Map

Link

Notes

Map updated.

Actions-

Sidious
Johan
Agrippa
Eldred

Mage/Golem

You move all together, 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

If Agrippa can move to target Johan with a spell he will move and draw a scroll of infernal healing. He will cast the spell on Johan giving him fast healing 1 for 10 rounds.

If not then I guess he will fling another ball of acid. Ranged Touch: 1d20 + 4 ⇒ (20) + 4 = 24Ranged Touch?: 1d20 + 4 ⇒ (5) + 4 = 9 Acid: 1d6 + 2 ⇒ (6) + 2 = 8


Sidious is forced to maintain the grapple in the rat swarm. Loosing his temper he yells

Get these rats off of me! And someone come and kill this wizard now.

Grapple: 1d20 + 10 + 1 + 4 ⇒ (13) + 10 + 1 + 4 = 28

Distraction: 1d20 + 5 ⇒ (13) + 5 = 18

Disease: 1d20 + 5 ⇒ (17) + 5 = 22


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldred shoot a single arrow at the mage
Atk: 1d20 + 11 + 1 + 4 ⇒ (16) + 11 + 1 + 4 = 32
Atk: 2d6 + 1 + 1 + 4 ⇒ (4, 6) + 1 + 1 + 4 = 16
and a single step foward, abandoning his bow and picking up the greatsword.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The Rats disappears after Agrippa cast another bolt of Acid in the mage.

The magister, once more, tries to flee it's captor.
CMB: 1d20 + 4 ⇒ (4) + 4 = 8 failing miserably.

The golem, moves near Sidious and attack.
Atk: 1d20 + 9 ⇒ (9) + 9 = 18
Dmg: 1d6 + 3 + 1d6 ⇒ (1) + 3 + (2) = 6
hitting the man, but fortunately for a small amount of damage.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

”You can't touch this! It’s Mage Time!

Round Six:

Ordered initiative:

Sidious ⇒ 21
Johan ⇒ 19
Eldred ⇒ 7
Agrippa ⇒ 6

Enemies ⇒ 4

Active Effects-

Sidious Infernal Healing 7/10
Sidious/Mage Grappled
Map

Link

Notes

Map updated.

Actions-

Sidious
Johan
Agrippa
Eldred

Mage/Golem

You move all together, post your actions.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldred tries to finish the mage with a coup de Grace
Dmg: 4d6 + 14 + 4 ⇒ (4, 1, 2, 3) + 14 + 4 = 28

Fortitude: 1d20 + 4 ⇒ (16) + 4 = 20 x DC 28

Decapitating the mage with a single and powerful sword blow;


Human Hero Killer1 / Holy Assassin1 / Deceiver2

K:Arcana DC 20:

Ice golems are rumored to explode when they are destroyed.


DM Aku wrote:

The Rats disappears after Agrippa cast another bolt of Acid in the mage.

The magister, once more, tries to flee it's captor.
[dice=CMB]1d20+4 failing miserably.

The golem, moves near Sidious and attack.
[dice=Atk]1d20+9
[dice=Dmg]1d6+3+1d6
hitting the man, but fortunately for a small amount of damage.

Don't forget Sidious' copycat image. 50% Miss chance from the golem attack.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Thanks

%: 1d100 ⇒ 38

The golem however hit the copy, not harming the evil father.


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'll take care of the Golem... You take care of Johan Father


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

Stabalize vs DC 16: 1d20 + 3 ⇒ (14) + 3 = 17
woot!


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

Agrippa hurls another glob of acid at the elemental Ranged Touch: 1d20 + 4 ⇒ (5) + 4 = 9 Acid: 1d6 + 2 ⇒ (6) + 2 = 8

Pretty much out of spells.


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

Kn:Arcana: 1d20 + 14 ⇒ (10) + 14 = 24

Edit to above posted actions if the DM allows because I didn't realize the situation. I totally missed the spoiler tag for Kn:Arcana until Johan posted in discussion.

Agrippa will draw forth a scroll of invisibility and cast it upon himself.

Next round he will attempt to save Johan...but he will probably fail horribly.


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

At least yell a damn warning :)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Sidious take a steb back and from him a burst of wicked energy, healing everyone in the room.

Channel: 3d4 ⇒ (4, 3, 2) = 9


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The golem step near Eldred, and again a cone of frozen air leaves his mouth.

Cold Dmg: 3d6 ⇒ (1, 2, 5) = 8 Reflx DC 13

Sidious Reflex: 1d20 + 2 ⇒ (1) + 2 = 3

”You can't touch this! It’s Mage Time!

Round Seven:

Ordered initiative:

Sidious ⇒ 21
Johan ⇒ 19
Eldred ⇒ 7
Agrippa ⇒ 6

Enemies ⇒ 4

Active Effects-

Sidious Infernal Healing 8/10

Map

Link

Notes

Map updated.Johan you are awake and can take an action this round. Eldred you need a reflex DC 13

Actions-

Sidious
Johan
Agrippa
Eldred

Golem

You move all together, 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

Agrippa calls out It is going to explode when it dies, I really wouldn't advise being near it when that happens. then he invisibly moves towards room 46 as far as he can go in one move action, drawing a scroll of haste and casting it on the party.

Haste:
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.


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 mentally notes that it will explode and resolves to give Sidious time to get Johan free or at least moving.


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

In the dream the grasping hands pull him deeper and deeper down, into the fire, and he welcomes it. Finally, he will get what his wretched soul deserves. But then Tiadora is there. Her face cold, beautiful and furious. "Get up," she chides. Did you think you'd be allowed to get away from us that easily. Coward, laggard. GET UP!!"

Johan starts awake with a gasp. Seeing the golem looming over him he rolls away and tries to get to his feet, then calls on Asmodeus to heal his wounds so he may continue the fight.

Not sure if I've got the actions right here... or if the movement I made puts me in the danger zone for spiked pit or grease
5' step away from the golem
Move action to get up from prone
Std action cast CLW 1d8 + 5 ⇒ (8) + 5 = 13

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