Wrath of the Hellknights (Gestalt, Mythic, Wrath of the Righteous) (Inactive)

Game Master Thackery Baxter J Thorington

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The ultimate battle for the fate of the world shall not be fought between Good and Evil, but Order and Chaos! Join the Hellknights as they lead the charge of the Fifth Crusade to put an end to the Worldwound!


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Cleric 9 | HP 120/120 | AC 19 (24) | T 13 | FF 17 (22) | CMB +17 |CMD 22 | Fort +11 | Ref +6 | Will +13 | Init +2 | Perc +5 | Channel 5d6 (0/4) | Acid Dart (8/8)| PoP lvl 1 (1/1) | Lvl 1 (3/8) D1 (0/1) | Lvl 2 (8/8) D2 (1/1) | Lvl 3 (4/6) D3 (1/1) |Lvl 4 (3/5) D4 (1/1) | D5 (1/1) Current Buffs (Endure Elements, Magic Vestment, Bless) Sven

Ah...so in that case double move to get within 60ft, to the side of the party. Will shoot next round.


Inactive

Striding forward, D'hara walked with purpose. She stepped past others and walked to the fore front, releasing her whip from the catch on her hip as she went. It trailed along the floor after her like a snake slithering through the grass. As she saw the minotaur, she remembered the last foes they had fought with enlarged horns. She knew what it wanted to do and she wasn't going to let that happen. She stood defiantly in front of the great beast, hoping it could not resist the bait of a poor little woman standing in front of it.

Beneath her scarf she whispered arcane words to summon the spirit of her father to guide her hand.


Move action to current location.
Draw whip as part of move action.
Cast true strike as a standard action.

AC: 25, 26 vs. Chaotic creatures

If the minotaur charges D'hara:

With her whip out, D'hara threatens 15 feet. If the minotaur charges and she gets an attack of opportunity, she will try to trip.
Whip trip, bless, true strike: 1d20 + 11 + 1 + 20 ⇒ (15) + 11 + 1 + 20 = 47


Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

Do you mind if I measure Kevroth's movement from the top of the stairs given that I meant for him to be scouting in advance of the others? If that is not okay, he will still be where he is, but will not have the readied spell.

Kevroth crosses behind D'hara, moving past her to come up some 15 feet to her left. He draws on the iron presence of the power that Asmodeus grants him each day, preparing to cast a spell the instant the minotaur closes into range.

Move to current position.
Ready an action to cast Burning Disarm (link) when the minotaur closes to within 35ft.


Female Human Oracle 5 // Inquisitor 5 | HP: 50/50 | AC: 20 (T: 11, FF: 20) | CMB: +1, CMD: 10 | Per: +11, SM: +13 | F: +6, R: +3, W: +8 | Oracle Spells: 1st 7/8, 2nd 4/6 | Inquisitor Spells: 1st 5/5, 2nd 2/3

Ameline held her place as others advanced on their horned foe, and kept her shield and unholy symbol ready. She glanced between Giosue and Hellstrider, prepared to position herself as they required. "We are Hellknights, Deradnu," she addressed the beast with a stern but level tone. "We have no fear nor remorse for reckless, mewling beasts of your ilk."

Ameline will wait for Hellstrider to act, since we're on the same initiative, then try to maneuver herself to keep both him and Giosue within 35' range. If Hellstrider doesn't move more than 35' from her,
or moves too far for her to follow and still be in range of Giosue, she'll delay her turn until Giosue's initiative and move accordingly with his position.


Inactive

It now occurs to me that while the whip has 15 feet reach, I don't threaten that far with it so more than likely she'll have to suffer the charge and perform her action on her turn instead of as an Attack of Opportunity.


Kevroth wrote:

Do you mind if I measure Kevroth's movement from the top of the stairs given that I meant for him to be scouting in advance of the others? If that is not okay, he will still be where he is, but will not have the readied spell.

Kevroth crosses behind D'hara, moving past her to come up some 15 feet to her left. He draws on the iron presence of the power that Asmodeus grants him each day, preparing to cast a spell the instant the minotaur closes into range.

Move to current position.
Ready an action to cast Burning Disarm (link) when the minotaur closes to within 35ft.

that's fine


everyone else? Updating tonight.


Bottom of Round 1

initiative:

Sven: 1d20 + 9 ⇒ (6) + 9 = 15
Kevroth: 1d20 + 3 ⇒ (14) + 3 = 17
Giosue: 1d20 + 1 ⇒ (5) + 1 = 6
Amaline: 1d20 + 3 ⇒ (17) + 3 = 20
D'hara: 1d20 + 7 ⇒ (13) + 7 = 20
Hellstrider: 1d20 + 3 ⇒ (17) + 3 = 20
Iavdi: 1d20 + 3 ⇒ (19) + 3 = 22
Deradnu: 1d20 + 7 ⇒ (19) + 7 = 26

Sooooo i got a bit excited with this room and made it.. fun.
Giouse's eyes flash a brilliant red as he casts his arcane sight over the room "Beware!! It's warded!!!"

Too late his call goes out, and the others charge into the room. Hellstrider positions herself to charge headlong into the abyss-touched beast. As she steps, scythes burst from the ground, swinging with the roar of a thousand locusts. Her training drives her forward, despite the abhorrent spells assailing her. Yet, still, she feels chaos ripping away at the ordered measure of the universe. It pulls and twists at her legs and arms. The unnatural feel of such disorder in an affront to very understanding of the universe, and she feels doubt enter her mind for the very first time.

Iavdi follows, eager to see chaos end. He steps on a stone and a swarm of locusts burst from under his feet. They bite and sting and burrow into his hellforged flesh, and foul oozing pus-filled sores cover his skin. Other places crack, weeping blood and diseased-fluids from the painful wounds.

The other armigers, not hearing Giosue's warning, follow Iavdi onto the stones of the room. Locusts scythes erupt from the stones, striking at Kevroth, Sven, and D'hara each in turn. Lightning and fire burst from the stones. Disease-filled vermin fill the air. The trap barely harms D'hara, and Sven remains completely unfazed by the chaos-wrought power. Only Kevroth feels the abyss-filled fire burn his flesh. But, the strength of his conviction in the First protects him, and he his is only reddened by the blast.

"The stones are is marked with an arcane glyph, seen only by those with the sight. Only those who have sworn themselves to the madness of the Abyss can walk safely through this room." Giouse intones in careful, measured words. "Some will twist the ordered measure of the world about us it casts a witch's hex on you. Others will strike us with the elements Blasts. Still others will bring wrack and ruin on us, bestowing curses and plagues spells. I cannot be sure, but I think that some can only affect us once, no matter how many times we trigger them"
The hexes and curses, once suffered cannot affect you again.. so there is that.

rules are how we know we're having fun:

Iavdi rushes out to attack.
trap!: 1d100 ⇒ 33 Spell!
what type of effect?: 1d8 ⇒ 3 pox pustules!
DC 19 fort save: 1d20 + 6 ⇒ (8) + 6 = 14 -4 to Dexterity and sickened for 1 minute

Helltrider follows to position herself for a charge
.. but triggers 4 traps
trap 1: 1d100 ⇒ 26 spell
type: 1d8 ⇒ 6
DC 20 Will Save: 1d20 + 10 ⇒ (17) + 10 = 27 Made *sniff*
trap 2: 1d100 ⇒ 81 hex
type: 1d8 ⇒ 8
DC 25 will save: 1d20 + 10 ⇒ (13) + 10 = 23 Failure!! needs to roll 2x for each d20 roll and take the lesser of the 2 rolls for 1 round
trap 3: 1d100 ⇒ 81 hex
type: 1d8 ⇒ 8 this keeps changing. it's actually a 6. -4 to saves four 10 rounds
DC 25 will save: 1d20 + 10 ⇒ (18) + 10 = 28
DC 25 will save: 1d20 + 10 ⇒ (6) + 10 = 16misfortune requires this one.
trap 4: 1d100 ⇒ 28spell
type: 1d8 ⇒ 7
DC 20 Will save: 1d20 + 10 - 4 ⇒ (1) + 10 - 4 = 7 misfortune requires this one. 50% chance to do NOTHING each round. Permanent.
DC 20 Will save: 1d20 + 10 - 4 ⇒ (18) + 10 - 4 = 24

D'hara, Kevroth, and Sven all moved onto a trap square
D'hara trap: 1d100 ⇒ 2 blast
type: 1d8 ⇒ 8 electricity
DC 20 Ref save, bless: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
damage: 2d8 ⇒ (7, 6) = 13 saved and -5 for resistance = 1 damage
kevroth trap: 1d100 ⇒ 18 blast
type: 1d8 ⇒ 6 fire
DC 20 Ref Save, bless: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
damage: 2d8 ⇒ (7, 3) = 10 half is 5
Sven Trap: 1d100 ⇒ 57 spell
type: 1d8 ⇒ 3 pox pustules
DC 19 Fort save, bless, hardy: 1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 21 negated!

So, Ameline delayed till now. So i'll let her act.

Effects:

Hellstrider: -4 to saves for 10 rounds, 50% chance to act each round (forever), roll 2x and take worst roll on each d20 for 1 round.
Iavdi: -4 to Dex and sickened for 1 minute.

D'hara: Mage Armor activated before Peryton fight +4 AC (1 hour)
2). Activate Law Blessing on spike chain +1d6 vs. Chaotic foes (1 minute)
3). Activate Death Blessing, +4 bonus on Disguise checks to resemble an undead creature and on Intimidate checks, as well as a +2 profane bonus on saving throws against disease, mind-affecting effects, paralysis, poison, and stun (1 minute)
4). Activate Bark Skin Qinggong monk ki power for 1 ki point, +2 Natural Armor (40 minutes)
5). Activate Protection from Chaos spell-like ability, +2 deflection bonus to AC and a +2 resistance bonus on saves vs. Chaotic creatures and affects, target is immune to any new attempts to possess or exercise mental control over the target, and the spell prevents bodily contact by evil summoned creatures (4 minutes)
Kevroth:
1) Shield of Faith (+2 AC, deflection, 5 minutes)
2) Bless (+1 to attack, weapon damage, and all saves, morale, 5 minutes)
3) Ironskin (+4 natural armor, enhancement, 5 minutes)
4) Infernal Healing (Fast healing 1, 1 minute)
5) Divine Favor (+1 to attack and weapon damage, luck, 1 minute)
[ooc]6) Blessing of Law on both Kukri (+1d6 damage vs chaotic creatures, 1 minute)

Aggregate bonuses: +2 attack and weapon damage, +1 saves, +6 AC,
+1d6 damage vs chaotic creatures.

Bless applies to all of us, and Kevroth is willing to share his wand of Divine Favor

Sven
Ironskin already up (5 minutes, AC26)
(1) Cast See Invisibility (50 minutes)
(2) Reapply Divine Favor (1 minute)
(3) SLA Invisibility (5 minutes)

Invisibility gives me an ‘alpha strike.’ +2 Hit, ignore enemy dex when hitting, and applies Studied Target upon Hit. This will also apply sneak attack, which as a sniper slayer is +1d6+5. Assuming not within 30ft, this will give Sven....To Hit +14/+14 for 5d6+13 damage each hit. Now that math is out of the way, he is ready to go.

Everyone : Bless


Cleric 9 | HP 120/120 | AC 19 (24) | T 13 | FF 17 (22) | CMB +17 |CMD 22 | Fort +11 | Ref +6 | Will +13 | Init +2 | Perc +5 | Channel 5d6 (0/4) | Acid Dart (8/8)| PoP lvl 1 (1/1) | Lvl 1 (3/8) D1 (0/1) | Lvl 2 (8/8) D2 (1/1) | Lvl 3 (4/6) D3 (1/1) |Lvl 4 (3/5) D4 (1/1) | D5 (1/1) Current Buffs (Endure Elements, Magic Vestment, Bless) Sven

K Planes to make sure it isn’t an outsider: 1d20 + 4 ⇒ (19) + 4 = 23
Swift Action bane

Hit: 1d20 + 18 ⇒ (18) + 18 = 36
Damage: 2d6 + 2d6 + 1d6 + 10 ⇒ (2, 4) + (5, 6) + (6) + 10 = 33

Hit: 1d20 + 18 ⇒ (20) + 18 = 38
Damage: 2d6 + 2d6 + 1d6 + 10 ⇒ (5, 3) + (2, 5) + (1) + 10 = 26

Confirm: 1d20 + 18 ⇒ (4) + 18 = 22
Crit Damage: 8d6 + 20 ⇒ (1, 2, 6, 3, 5, 3, 2, 6) + 20 = 48

Sven felt the spell and froze. It was a disease spell, and the Magic was trying to work its way into his body, to bring him low. Like some weak Drow! But he was duergar. He was Hellknight. The gods themselves walked with him when he was on the path! He closed his eyes and took a deep breath. He could hear the Minotaur boasting. He let it speak, as his companions were hit by more direct spells. Let them get it’s attention. He waited until he was sure it didn’t know it was there, and stared at it, studying it, making sure it was just a Minotaur. He had killed enough of these.

And when the time was right, he raised his bow, and proved why he was called the Mazebreaker.

Crit shot did 74 damage! I’m ok with that. All together 104 damage. If it confirmed on a 22. Still...no dex to AC so here is hoping!

Also new to the character so to forgot to use a judgement last round. If I remembered, would have used the destruction judgement, for another +8 damage.


gonna resolve this after amelie and the Minotaur go. But, Scen is sure that this guy is just a regular Minotaur, nothing fiendish about him


Female Human Oracle 5 // Inquisitor 5 | HP: 50/50 | AC: 20 (T: 11, FF: 20) | CMB: +1, CMD: 10 | Per: +11, SM: +13 | F: +6, R: +3, W: +8 | Oracle Spells: 1st 7/8, 2nd 4/6 | Inquisitor Spells: 1st 5/5, 2nd 2/3

Ameline scowled as traps went off, and continued her climb to the top of the stairs. She shot a glance back to Giosue. "Don't fall behind," she warned. It did not look as though the traps had done too much harm yet, but between those obstacles and Deradnu, she would be needed soon enough. For now she gave the room a good, long look, trying to spot other traps or obstacles before they were triggered...

Perception: 1d20 + 11 ⇒ (15) + 11 = 26
Move to top of stairs, Perception to look for traps.


initiative:

Sven: 1d20 + 9 ⇒ (6) + 9 = 15
Kevroth: 1d20 + 3 ⇒ (14) + 3 = 17
Giosue: 1d20 + 1 ⇒ (5) + 1 = 6
Amaline: 1d20 + 3 ⇒ (17) + 3 = 20
D'hara: 1d20 + 7 ⇒ (13) + 7 = 20
Hellstrider: 1d20 + 3 ⇒ (17) + 3 = 20
Iavdi: 1d20 + 3 ⇒ (19) + 3 = 22
Deradnu: 1d20 + 7 ⇒ (19) + 7 = 26

Ameline scowls as the traps go off, and continues her climb to the top of the stairs. She shoots a glance back to Giosue. "Don't fall behind," she warns. It does not look as though the traps have done too much harm yet, but between those obstacles and Deradnu, she will be needed soon enough. For now she gives the room a good, long look, trying to spot other traps or obstacles before they are triggered.

Her keen eyes spot a faint shimmering in the air, as though the ground were searing hot. Chaos twists and pulls at the very foundations of reality, warping the natural order of the world. She cannot tell which, but she is certain that Giosue is right: each stone is trapped. It will be impossible to go through this room without triggering them all.

TOp of round 2

Deradnu roars and charges forward, his hooves thundering on the stones and throwing chips into the air as he stomps across the room. He head is lowered, blood-crusted horns gleaming in the torchlight. With a bloodthirsty snort, he thrusts the horns deep into the chakat's side, spilling her blood across the stones. The brute heaves its massive shoulders and neck, sending the armiger through the air behind it. Locusts with scythe-like legs cut and bite at her, ripping apart her armor and burrowing deep into her flesh. She roars in pain as lighting and ice burst from her wounds. Her flesh seethes and writhes beneath her fur and a swarm of of fiendish insects erupt from her opened maw. Her body withers and contorts, legs shattering and re-bending into the backwards-bent appendages of an abyssal insect! She gasps for air one final time before collapsing to the stones, little more than a husk of bones and rotting fur.

Iavdi engages his protocols, siphoning spirit energy deep into his hellforged flesh. With a flex of diabolic muscles, the armiger swells in size until he towers head and shoulders over the others to stand eye to eye with Deradnu!

Rules Rule!:

Deradun CHARGES Hellstrider! CMD 23: 1d20 + 23 ⇒ (11) + 23 = 34 Hit!
damage (gore)+awesome blow: 2d6 + 12 ⇒ (4, 4) + 12 = 20 +goes flying behind Deradnu a few feet
Hellstrider triggers traps
trap 1: 1d100 ⇒ 37 this keeps rerolling. it's a blast.
type: 1d10 ⇒ 7 electricity
DC 20 Ref save for half: 1d20 + 7 - 4 + 1 ⇒ (16) + 7 - 4 + 1 = 20 half damage
damage: 2d8 ⇒ (8, 3) = 11
trap 2: 1d100 ⇒ 95 hex
type: 1d8 ⇒ 6 evil eye
DC 25 will save: 1d20 + 10 - 4 + 1 ⇒ (8) + 10 - 4 + 1 = 15failure. She has -4 to saves from the hex for a net -8
trap 3: 1d100 ⇒ 58 spell
type: 1d8 ⇒ 8 excruciating deformation
DC 20 Fort save, cure, hex, bless: 1d20 + 11 - 4 - 4 + 1 ⇒ (13) + 11 - 4 - 4 + 1 = 17 failure. -1 to dex, -1 to con and
damage: 2d6 ⇒ (5, 6) = 11
trap 4: 1d100 ⇒ 12 blast
type: 1d10 ⇒ 3 cold
DC 20 Ref save. hex, curse, bless: 1d20 + 7 - 4 - 4 + 1 ⇒ (19) + 7 - 4 - 4 + 1 = 19
full damage: 2d8 ⇒ (8, 1) = 9
trap 5: 1d100 ⇒ 57 this keeps re-rolling it's actually a 1
type: 1d10 ⇒ 9 sonic
DC 20 Ref save. hex, curse, bless: 1d20 + 7 - 4 - 4 + 1 ⇒ (10) + 7 - 4 - 4 + 1 = 10
full damage: 2d8 ⇒ (6, 5) = 11 dead with the constitution damage

Bottom of Round 2. EVERYONE UP. I have Sven's action, need everyone else's.

effects:

Iavdi: -4 to Dex and sickened for 1 minute, engbiggerated for 4 rounds
D'hara: Mage Armor activated before Peryton fight +4 AC (1 hour)
2). Activate Law Blessing on spike chain +1d6 vs. Chaotic foes (1 minute)
3). Activate Death Blessing, +4 bonus on Disguise checks to resemble an undead creature and on Intimidate checks, as well as a +2 profane bonus on saving throws against disease, mind-affecting effects, paralysis, poison, and stun (1 minute)
4). Activate Bark Skin Qinggong monk ki power for 1 ki point, +2 Natural Armor (40 minutes)
5). Activate Protection from Chaos spell-like ability, +2 deflection bonus to AC and a +2 resistance bonus on saves vs. Chaotic creatures and affects, target is immune to any new attempts to possess or exercise mental control over the target, and the spell prevents bodily contact by evil summoned creatures (4 minutes)
Kevroth:
1) Shield of Faith (+2 AC, deflection, 5 minutes)
2) Bless (+1 to attack, weapon damage, and all saves, morale, 5 minutes)
3) Ironskin (+4 natural armor, enhancement, 5 minutes)
4) Infernal Healing (Fast healing 1, 1 minute)
5) Divine Favor (+1 to attack and weapon damage, luck, 1 minute)
[ooc]6) Blessing of Law on both Kukri (+1d6 damage vs chaotic creatures, 1 minute)

Aggregate bonuses: +2 attack and weapon damage, +1 saves, +6 AC,
+1d6 damage vs chaotic creatures.

Bless applies to all of us, and Kevroth is willing to share his wand of Divine Favor

Sven
Ironskin already up (5 minutes, AC26)
(1) Cast See Invisibility (50 minutes)
(2) Reapply Divine Favor (1 minute)
(3) SLA Invisibility (5 minutes)

Invisibility gives me an ‘alpha strike.’ +2 Hit, ignore enemy dex when hitting, and applies Studied Target upon Hit. This will also apply sneak attack, which as a sniper slayer is +1d6+5. Assuming not within 30ft, this will give Sven....To Hit +14/+14 for 5d6+13 damage each hit. Now that math is out of the way, he is ready to go.

Everyone : Bless


Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

I am pretty sure you forgot about Kevroth's burning disarm.
The minotaur has the option of taking 5d4 ⇒ (2, 1, 3, 1, 2) = 9 fire damage, or rolling a DC 14 reflex save to drop his weapon and avoid the damage.

The infernal energies coursing through Kevroth's body ease some of the burns with Hell's own unique brand of agony. Though he is used to it, Kevroth's mouth still twists a little with the pain of his healing injury as he glides forward a step to bring Hell's Law to this creature of Chaos. His pained grimace broadens into a true smile as his blades seek to end the minotaur's corrupted existence.

Infernal Healing heals 1 HP.

5 foot step into another safe square.

Attuned Kukri: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26.
Damage: 1d8 + 4 + 2 + 1d6 ⇒ (3) + 4 + 2 + (6) = 15.
Masterwork Kukri: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26.
Damage: 1d8 + 4 + 2 + 1d6 ⇒ (7) + 4 + 2 + (2) = 15.
Critical Confirmation: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25.
Critical Damage: 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13.


Inactive

For an instance, D'hara was somewhere else. Those words that Hellstrider had once spoken to her echoed over and over in her head. They were the most friendly words she had heard in years, and now she was gone. It was all D'hara could do to maintain control, to keep her composure. She gritted her teeth and ripped the scarf from her face. She sneered in outrage, anger seething through her veins. She knew pain, she had traveled with it for most of her life, but this went beyond pain. Now, this was personal.

Whip Trip, bless, true strike: 1d20 + 11 + 1 + 20 ⇒ (6) + 11 + 1 + 20 = 38

AC: 25, 26 vs. Chaotic creatures


Arcanist Spells:
3rd: 3/3 | 2nd: 6/6 | 1st: 6/6 | 0th: at will; Reservoir: 9/9
hp 39/39 | AC 13, T 12, FF 12 | CMB: +1, CMD: 11 | Fort +2, Ref +3, Will +8 | Init +1 | Perc +8, Darkvision 60 ft.

This had best end quickly. Giosue read his second scroll, granting the company Hell's alacrity.

Haste for 5 rounds


I'll wait on Ameline before I resolve


Female Human Oracle 5 // Inquisitor 5 | HP: 50/50 | AC: 20 (T: 11, FF: 20) | CMB: +1, CMD: 10 | Per: +11, SM: +13 | F: +6, R: +3, W: +8 | Oracle Spells: 1st 7/8, 2nd 4/6 | Inquisitor Spells: 1st 5/5, 2nd 2/3

Ameline scowled as the battle progressed, with one ally already downed and dead. "Be careful!" She snapped. "Those traps are everywhere, and I can't heal you if you're dead!" Fortunately the others weren't significantly injured. Ameline made use of her time with a simple attack spell...

Casting Barbed Chains and targeting the minotaur with both, making trip attempts. If either is successful, her save DC for the shaken effect is 17.
Chain 1 Trip: 1d20 + 9 ⇒ (18) + 9 = 27
Chain 1 Trip: 1d20 + 9 ⇒ (20) + 9 = 29


Soooooo i'm annoyed. 1) can;'t update games because every time i do, paizo's down. 2) false alarm missile strike. 3) Computer crashes as i'm hitting *send*. so.. damage rolls may be missing. please trust me that saves and damages happened and that Roll20 is accurate.

Bottom of Round

initiative:

Sven: 1d20 + 9 ⇒ (6) + 9 = 15
Kevroth: 1d20 + 3 ⇒ (14) + 3 = 17
Giosue: 1d20 + 1 ⇒ (5) + 1 = 6
Amaline: 1d20 + 3 ⇒ (17) + 3 = 20
D'hara: 1d20 + 7 ⇒ (13) + 7 = 20
Hellstrider: 1d20 + 3 ⇒ (17) + 3 = 20
Iavdi: 1d20 + 3 ⇒ (19) + 3 = 22
Deradnu: 1d20 + 7 ⇒ (19) + 7 = 26

For an instance, D'hara is somewhere else. Those words that Hellstrider had once spoken to her echo over and over in her head. They were the most friendly words she had heard in years, and now she is gone. It is all D'hara could do to maintain control, to keep her composure. She grits her teeth and rips the scarf from her face. She sneers in outrage, anger seething through her veins. She knows pain, she has traveled with it for most of her life, but this goes beyond pain. Now, this is personal. Her anger gives her clarity of purpose and aim, and ther whip wraps about the beast's legs, bringing him crashing to the ground!

Ameline scowls as the battle progresses, with one ally already downed and dead. "Be careful!" She snaps. "Those traps are everywhere, and I can't heal you if you're dead!" Fortunately the others aren't significantly injured. Ameline makes use of her time with a simple attack spell as she presses the advantage afforded her by D'hara. Barbed chains erupt from the stones, their wicked points are caked with dried blood and rotting flesh. Perfect instruments of punishment and torture, they coil about the prone minotaur, savaging his flesh as they saw into him. The cold light of fear burns in the raging madness of the minotaur's eyes as he is faced with his own weakness.

The beast's hands erupt into flame as Kevroth approaches him, eve as the infernal energies coursing through the warpriest's body ease some of the burns with Hell's own unique brand of agony. Though he is used to it, Kevroth's mouth still twists a little with the pain of the green hell fire healing his injury as he glides forward a step to bring Hell's Law to this creature of Chaos. His pained grimace broadens into a true smile as his blades seek to end the minotaur's corrupted existence. His kukri cut down into the brute's chest like the fangs of a wicked animal, and blood erupts from the wound.

Near the stairs, Sven feels the spell and freezes. It is a disease spell, and the Magic is trying to work its way into his body, to bring him low. Like some weak Drow! But he is duergar. He is a Hellknight. The gods themselves walk with him when he is on the path! He closes his eyes and takes a deep breath. He can hear the Minotaur boasting. He lets it speak, as his companions are hit by more direct spells, and the battle rages around him. Let them get its attention. He waits until he is sure it doesn’t know he's there, and stares at it, studying it, making sure it is just a Minotaur. He has killed enough of these.

And when the time is right, he raises his bow, and proves why he is called the Mazebreaker. Twin arrows appear from nothing as Sven fades into view. They course through the air with perfect accuracy, tearing through the brute's thick neck and ripping apart veins and vocal cords. The minotaur gasps as it chokes on its own blood, red liquid bubbling from its bull-like nostrils and mouth. But, still, it clings stupidly to life.

Giosue pulls out a scroll that fairly crackles with energy. He intones each word precisely, with perfect and measured tones. His voice cracks like a whip and booms with the authoritative power of a drill instructor. For a moment, the armigers feel themselves back on the drill field, training once again. Their movements quicken as they, remember what it was like to reflexively a command from a superior. Muscle memory takes over their conscious thought, and they no longer need to think to act, they simply do.

End of round 2. Start Round 3
Deradnu surges to his feet like an angry giant of muscle. The motion exposes his flank to Kevroth who eagerly strikes. The blade sinks deep into the beast's side, and blood rains freely upon the stones. But, Deradnu only snorts in rage, a bloody mist bursts from his muzzle. He slams his head onto Kevroth's skull with a powerful headbutt that sends the warpriest reeling. He fights valiantly to cling to wakefullness, even still, he feels darkness overtake his senses and collapses to the ground. The beast roars in triumph and follows the the blow with a devastating cut from his axe that nearly leaves the man cut in twain. only the power of his faith in the First keeps him alive and whole!

Iavdi winds his way around the armigers and swings his glaive at Deradnu. But, the foul magics of the abyss play havoc with his circuitry and the brute easily ducks the hellforged warrior's blow.

[spoiler = rules are how we know we're having fun]
Switching Ameline's chains to damage because Deradnu's already unconscious. They both hit, but eh only fails 1 will save so he's shaken for like 4 rounds.

bit of a conundrum here: D'hara gave Deradnu the prone condition. This is a debuff to Deradnu and a massive boon to the armigers. Except Sven. Deradnu gets a +4 to his AC vs ranged. Sven's ranged. Fortunately, his rolls are high enough that the regular attacks hit, but the critical doesn't. So, instead of doing 104 damage, he "only" does about 62.

Deradnu's action. and this is where you need to trust me?
He stands, suffering the AoO from Kevroth. It does damage (see Roll20)
Then, he attacks Kevroth with a knockout blow. It also does damage and knocks him out for 6 rounds. Regaining consciousness is a DC 22 will save and a full-round actin that provokes an AoO.

gore damage: 1d6 + 5 ⇒ (6) + 5 = 11

[/spoiler]
Bottom of Round 3 Everyone UP. Kevroth: your action should be to make a DC 22 will save to wake up

effects:

Iavdi: -4 to Dex and sickened for 1 minute, engbiggerated for 4 rounds
D'hara: Mage Armor activated before Peryton fight +4 AC (1 hour)
2). Activate Law Blessing on spike chain +1d6 vs. Chaotic foes (1 minute)
3). Activate Death Blessing, +4 bonus on Disguise checks to resemble an undead creature and on Intimidate checks, as well as a +2 profane bonus on saving throws against disease, mind-affecting effects, paralysis, poison, and stun (1 minute)
4). Activate Bark Skin Qinggong monk ki power for 1 ki point, +2 Natural Armor (40 minutes)
5). Activate Protection from Chaos spell-like ability, +2 deflection bonus to AC and a +2 resistance bonus on saves vs. Chaotic creatures and affects, target is immune to any new attempts to possess or exercise mental control over the target, and the spell prevents bodily contact by evil summoned creatures (4 minutes)
Kevroth:
1) Shield of Faith (+2 AC, deflection, 5 minutes)
2) Bless (+1 to attack, weapon damage, and all saves, morale, 5 minutes)
3) Ironskin (+4 natural armor, enhancement, 5 minutes)
4) Infernal Healing (Fast healing 1, 1 minute)
5) Divine Favor (+1 to attack and weapon damage, luck, 1 minute)
[ooc]6) Blessing of Law on both Kukri (+1d6 damage vs chaotic creatures, 1 minute)
Aggregate bonuses: +2 attack and weapon damage, +1 saves, +6 AC,
+1d6 damage vs chaotic creatures.
unconscious for 6 rounds: make a DC 22 will save each round (full-round action) to wake up

Bless applies to all of us, and Kevroth is willing to share his wand of Divine Favor

Sven
Ironskin already up (5 minutes, AC26)
(1) Cast See Invisibility (50 minutes)
(2) Reapply Divine Favor (1 minute)
(3) SLA Invisibility (5 minutes)

Invisibility gives me an ‘alpha strike.’ +2 Hit, ignore enemy dex when hitting, and applies Studied Target upon Hit. This will also apply sneak attack, which as a sniper slayer is +1d6+5. Assuming not within 30ft, this will give Sven....To Hit +14/+14 for 5d6+13 damage each hit. Now that math is out of the way, he is ready to go.

Everyone : Bless, haste

Deradnu: shaken for 4 rounds


Cleric 9 | HP 120/120 | AC 19 (24) | T 13 | FF 17 (22) | CMB +17 |CMD 22 | Fort +11 | Ref +6 | Will +13 | Init +2 | Perc +5 | Channel 5d6 (0/4) | Acid Dart (8/8)| PoP lvl 1 (1/1) | Lvl 1 (3/8) D1 (0/1) | Lvl 2 (8/8) D2 (1/1) | Lvl 3 (4/6) D3 (1/1) |Lvl 4 (3/5) D4 (1/1) | D5 (1/1) Current Buffs (Endure Elements, Magic Vestment, Bless) Sven

Active Modifiers:

* Unbuffed: +10 hit, +2 damage
* Haste: +1 hit, +1 attack at full BaB, +1 AC, +1 Ref
* Bless: +1 hit and +1 damage
* Point Blank Shot: +1 Hit and +1 Damage
* Studied Target: +2 Hit +2 Damage
* Divine Favor: +2 Hit +2 Damage
* Bane: +2 Hit +2 Damage +2d6 damage
* Rapid Shot: -2 hit
* Swift Action...destruction judgment. +2 damage! Total of +17/+122

Rapid Shot Hit 1: 1d20 + 17 ⇒ (2) + 17 = 19
Damage: 4d6 + 12 ⇒ (3, 5, 5, 2) + 12 = 27

Rapid Shot Hit 2: 1d20 + 17 ⇒ (8) + 17 = 25
Damage: 4d6 + 12 ⇒ (4, 2, 1, 5) + 12 = 24

Haste Hit: 1d20 + 17 ⇒ (18) + 17 = 35
Damage: 4d6 + 12 ⇒ (4, 2, 1, 2) + 12 = 21

The minotaur was rampaging, and Sven frowned. He had hoped to kill it in his first volley. But it was clinging to life. He could feel benign magic infuse him, causing him to move faster than he had any right to. He put an arrow to his bow, pulled back...and at the last moment jerked it away. He was aiming for the minotaur's head, and it was headbutting his comrade. He couldn't risk hitting an ally. Instead he quickly fired a second shot at center mass. Then, with the magic infusing him giving him undwarvenly speed, he let loose a third blow. The last arrow left his bow with a silent prayer, for justice to be enacted upon the minotaur.

Based on my guess on the Minotuar's AC...that should be about 45 damage


Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

Am I reading correctly that regaining consciousness is a full-round action that provokes an AoO?

Kevroth sits up, confused. Why would be be lying on an altar with six Devils arranged seemingly in judgement of him. Were not he and the others still fighting? Had not Hellstrider just been killed?

One of the Devils, a great horned thing, leans forward and speaks in a voice like the ashes of a dead world, Y͟ou ͢wi̶s͟h t̕o̢ b̴e a K͡n̷i͟ght͞ of̛ ͠H̨e͘ll yet̡ ̨ỳo͝u͞ ̸s̨u͞ccu͝m͜b t҉o ̴a ̴sim̶p̢l̶e̕ m͞in͘o͢ta̷u͞r͘? ̶ ͡And ͢no̡t͝ ͏m͜o̡me͝ntś ̸aft͡er i͘t ͟slays͢ ͟o͠n͟e͞ of̷ your҉ a͝ll̸ies͠? ͜Ke҉v͡ro͟th̶, ̢yo͢u͡ ̕must ͝do ҉b͟ette̢r̕ if͞ you̴ ̡w͝i̧sh̸ to͟ śe̛rve̸ ͝Hell.̨ ͜M̶u̷c͏h̛ tr͝ust ha̸s bee͞n̢ ̛p͝l͜a͝c͢e̸d͢ in҉ ͞you̷. Mu͢c̨h poẃe͏r̕ ͠ha̵s̡ ͜b̶ee͠n̡ e̷nt̵r͝u̢s̸te̶d̡ ͠t̡o y͘o͏ư. ̷Ģo ̧b̨a̴c̡k NOW! ̸DO҉ YƠU͘R ́DU͏T̸Ỳ,҉ A͜R̡MI̷G͏ER, ̶O̸R Y̸OU͜ ͢AR͘E ̨FO͢RSWO̕RN!̡

The Horned Devil cracks its flaming whip, striking Kevroth in the center of his forehead and knocking him flat once more. He blinks and...

Wake up! (Dc 22): 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24.

Kevroth comes awake with a gasp as the healing agony of Hell works upon him once more, feeling like a spike of pain in the center of his forehead. With a furious snarl, he draws on the iron of his determination, the flames of his devotion, and his seething fervor to heal his injuries.

Infernal Healing restores 1 HP.
Full round action to wake up.
Swift action to use 1 fervor to restore 2d6 ⇒ (4, 3) = 7 HP.


Kevroth wrote:

Am I reading correctly that regaining consciousness is a full-round action that provokes an AoO?

Kevroth sits up, confused. Why would be be lying on an altar with six Devils arranged seemingly in judgement of him. Were not he and the others still fighting? Had not Hellstrider just been killed?

One of the Devils, a great horned thing, leans forward and speaks in a voice like the ashes of a dead world, Y͟ou ͢wi̶s͟h t̕o̢ b̴e a K͡n̷i͟ght͞ of̛ ͠H̨e͘ll yet̡ ̨ỳo͝u͞ ̸s̨u͞ccu͝m͜b t҉o ̴a ̴sim̶p̢l̶e̕ m͞in͘o͢ta̷u͞r͘? ̶ ͡And ͢no̡t͝ ͏m͜o̡me͝ntś ̸aft͡er i͘t ͟slays͢ ͟o͠n͟e͞ of̷ your҉ a͝ll̸ies͠? ͜Ke҉v͡ro͟th̶, ̢yo͢u͡ ̕must ͝do ҉b͟ette̢r̕ if͞ you̴ ̡w͝i̧sh̸ to͟ śe̛rve̸ ͝Hell.̨ ͜M̶u̷c͏h̛ tr͝ust ha̸s bee͞n̢ ̛p͝l͜a͝c͢e̸d͢ in҉ ͞you̷. Mu͢c̨h poẃe͏r̕ ͠ha̵s̡ ͜b̶ee͠n̡ e̷nt̵r͝u̢s̸te̶d̡ ͠t̡o y͘o͏ư. ̷Ģo ̧b̨a̴c̡k NOW! ̸DO҉ YƠU͘R ́DU͏T̸Ỳ,҉ A͜R̡MI̷G͏ER, ̶O̸R Y̸OU͜ ͢AR͘E ̨FO͢RSWO̕RN!̡

The Horned Devil cracks its flaming whip, striking Kevroth in the center of his forehead and knocking him flat once more. He blinks and...

Wake up! (Dc 22): 1d20+7+1.

Kevroth comes awake with a gasp as the healing agony of Hell works upon him once more, feeling like a spike of pain in the center of his forehead. With a furious snarl, he draws on the iron of his determination, the flames of his devotion, and his seething fervor to heal his injuries.

Infernal Healing restores 1 HP.
Full round action to wake up.
Swift action to use 1 fervor to restore 2d6 HP.

i lied it does not provoke. dang!! ONE DAY I WILL KILL YOU KEVROTH!!!! AND YOUR LITTLE DOG, TOO!!! BWAHAHAHAHAHAHA..

er.. i mean, yay!! you don't get hurted! BUT! standing will provoke the AoO if you're in AoO range. BWAHAHAHHA!!!! I WILL DESTROY YOU ALL AND FEED YOUR CORPSES TO THE LOCUST HOST!!!


Inactive

The whip dropped silently to the floor as D'hara released her grip on it. She stepped forward, closing ground with the minotaur and freed her spiked chain. The spikes bit into her own hands and blood began to seep through her fingers, running down the chain links. She whispered a brief prayer to her father, thanking him for reminding her about the blessings of pain, for which she prepared to share with the minotaur.

Style Strike (Defensive Spin), bless, haste, divine favor, stunning fist: 1d20 + 8 + 1 + 1 + 2 ⇒ (1) + 8 + 1 + 1 + 2 = 13


Drop Whip - free action
Draw spiked chain - move action
Cast divine favor - swift action
Style Strike - standard action

And sometimes you roll a 1...1 stunning fist spent, 1 ki point spent, 1 fervor spent

25, 26 vs. Chaotic creatures


Female Human Oracle 5 // Inquisitor 5 | HP: 50/50 | AC: 20 (T: 11, FF: 20) | CMB: +1, CMD: 10 | Per: +11, SM: +13 | F: +6, R: +3, W: +8 | Oracle Spells: 1st 7/8, 2nd 4/6 | Inquisitor Spells: 1st 5/5, 2nd 2/3

The shaken effect doesn't stack anyways. :P

Ameline took a few cautious steps forward, and lamented that she couldn't reach her only injured ally. She prepared herself for whatever harms were to come next, ready to let her healing energies surge at a moment's notice.

Ameline will ready an action to channel energy, if people are injured after Deradnu acts. She'll naturally exclude the minotaur with selective channeling.


Need Giosue. Update tomorrow


Arcanist Spells:
3rd: 3/3 | 2nd: 6/6 | 1st: 6/6 | 0th: at will; Reservoir: 9/9
hp 39/39 | AC 13, T 12, FF 12 | CMB: +1, CMD: 11 | Fort +2, Ref +3, Will +8 | Init +1 | Perc +8, Darkvision 60 ft.

Giosue cautiously rounded the corner and spoke another incantation. A straight ray of shadow lanced from his hand toward the minotaur.

Gloomblind bolts Ref DC 19 or blinded for 1 round on hit.
Ranged touch: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 4d6 ⇒ (6, 6, 2, 2) = 16 Nevermind then.


bottom of round 3

initiative:

Sven: 1d20 + 9 ⇒ (6) + 9 = 15
Kevroth: 1d20 + 3 ⇒ (14) + 3 = 17
Giosue: 1d20 + 1 ⇒ (5) + 1 = 6
Amaline: 1d20 + 3 ⇒ (17) + 3 = 20
D'hara: 1d20 + 7 ⇒ (13) + 7 = 20
Iavdi: 1d20 + 3 ⇒ (19) + 3 = 22
Deradnu: 1d20 + 7 ⇒ (19) + 7 = 26

The whip drops silently to the floor as D'hara releases her grip on it. She steps forward, closing ground with the minotaur and frees her spiked chain. The spikes bit into her own hands and blood begins to seep through her fingers, running down the chain links. She whisperes a brief prayer to her father, thanking him for reminding her about the blessings of pain, which she prepares to share with the minotaur. Yet, the blessings of the Midnight Lord are lost to Deradnu, and he remains uneducated to the teachings of the Dark Prince.

As Deradnu avoids harm, Ameline takes a few cautious steps forward, and laments that she can't reach her only injured ally. She prepares herself for whatever harms were to come next, ready to let her healing energies surge at a moment's notice. She waits, and Kevroth's eyes open to see Sven take action.

The duergar fires once, his arrow flying wide. Frowning, he quickly fires a second shot at center mass. Then, with the magic infusing him giving him un-dwarvenly speed, he lets loose a third blow. The last arrow leaves his bow with a silent prayer, for justice to be enacted upon the minotaur. Twin arrows sprout from the beast's chest, and he roars in pain. Blood flows freely downs his chest, slicking the floor with his life.

Giosue follows Sven's attack with one of his own. He fires ray of shadow from his outstretched hand. But, the minotaur, reeling from the pain from the arrows peppering his hide, steps to the side and Giosue's spell flies wide.

End Round 3. Start Round 4

Deradnu roars and thrusts his horns into Iavdi's chest. Greenish fluids and sparks erupt from the wounds. The brute snorts and heaves, sending the giant hellforged armiger through the air to land on the stones beside him. Locusts and scythes erupt from the floor, cutting and biting into him. His perfect hells-crafted form twists and bends, his limbs bend in on themselves like an insect's. He tries to stand, but Deradnu brings his axe down on the armiger's head, crushing it completely.

Rules:

Deradnu 5' steps
awesome blow: 1d20 + 21 - 2 ⇒ (15) + 21 - 2 = 34 ok, i THINK this is a hit?
gore damage: 1d6 + 5 ⇒ (5) + 5 = 10
Iavdi is thrown 10' into the trap zone.
trap 1: 1d100 ⇒ 37 Spell
type?: 1d8 ⇒ 8 Excruciating Deformation
DC 20 Fort Save: 1d20 + 6 ⇒ (18) + 6 = 24 safe for this round.
trap 2: 1d100 ⇒ 32 spell
type: 1d8 ⇒ 7
DC 20 will save: 1d20 + 4 ⇒ (8) + 4 = 12
damage: 2d6 ⇒ (4, 2) = 6 -1 dex -1 con
trap 3: 1d100 ⇒ 41this keeps rerolling, it's a 20. blast
type: 1d10 ⇒ 5 fire
DC 20 Ref save, debuffs: 1d20 + 2 - 3 - 1 ⇒ (19) + 2 - 3 - 1 = 17 full damage
damage: 2d8 ⇒ (3, 3) = 6
trap 4: 1d100 ⇒ 26 this keeps rerolling, it's a 16
type: 1d10 ⇒ 2
DC 20 ref, debuffs: 1d20 + 2 - 3 - 1 ⇒ (1) + 2 - 3 - 1 = -1
damage: 2d8 ⇒ (6, 8) = 14

Iavdi's prone and tries to get up
Deradnu gets an AoO
AoO: 1d20 + 14 - 2 ⇒ (20) + 14 - 2 = 32 crit?
AoO: 1d20 + 14 - 2 ⇒ (7) + 14 - 2 = 19 with all the debuffs + being prone, that's a hit... so crit..
damage, crit: 6d6 + 10 ⇒ (4, 1, 5, 2, 3, 2) + 10 = 27 Dead

Bottom of Round 4 EVERYONE up

effects:

D'hara: Mage Armor activated before Peryton fight +4 AC (1 hour)
2). Activate Law Blessing on spike chain +1d6 vs. Chaotic foes (1 minute)
3). Activate Death Blessing, +4 bonus on Disguise checks to resemble an undead creature and on Intimidate checks, as well as a +2 profane bonus on saving throws against disease, mind-affecting effects, paralysis, poison, and stun (1 minute)
4). Activate Bark Skin Qinggong monk ki power for 1 ki point, +2 Natural Armor (40 minutes)
5). Activate Protection from Chaos spell-like ability, +2 deflection bonus to AC and a +2 resistance bonus on saves vs. Chaotic creatures and affects, target is immune to any new attempts to possess or exercise mental control over the target, and the spell prevents bodily contact by evil summoned creatures (4 minutes)
Kevroth:
1) Shield of Faith (+2 AC, deflection, 5 minutes)
2) Bless (+1 to attack, weapon damage, and all saves, morale, 5 minutes)
3) Ironskin (+4 natural armor, enhancement, 5 minutes)
4) Infernal Healing (Fast healing 1, 1 minute)
5) Divine Favor (+1 to attack and weapon damage, luck, 1 minute)
[ooc]6) Blessing of Law on both Kukri (+1d6 damage vs chaotic creatures, 1 minute)
Aggregate bonuses: +2 attack and weapon damage, +1 saves, +6 AC,
+1d6 damage vs chaotic creatures.
unconscious for 6 rounds: make a DC 22 will save each round (full-round action) to wake up
Bless applies to all of us, and Kevroth is willing to share his wand of Divine Favor

Sven
Ironskin already up (5 minutes, AC26)
(1) Cast See Invisibility (50 minutes)
(2) Reapply Divine Favor (1 minute)
(3) SLA Invisibility (5 minutes)

Invisibility gives me an ‘alpha strike.’ +2 Hit, ignore enemy dex when hitting, and applies Studied Target upon Hit. This will also apply sneak attack, which as a sniper slayer is +1d6+5. Assuming not within 30ft, this will give Sven....To Hit +14/+14 for 5d6+13 damage each hit. Now that math is out of the way, he is ready to go.

Everyone : Bless, haste

Deradnu: shaken for 4 rounds


Cleric 9 | HP 120/120 | AC 19 (24) | T 13 | FF 17 (22) | CMB +17 |CMD 22 | Fort +11 | Ref +6 | Will +13 | Init +2 | Perc +5 | Channel 5d6 (0/4) | Acid Dart (8/8)| PoP lvl 1 (1/1) | Lvl 1 (3/8) D1 (0/1) | Lvl 2 (8/8) D2 (1/1) | Lvl 3 (4/6) D3 (1/1) |Lvl 4 (3/5) D4 (1/1) | D5 (1/1) Current Buffs (Endure Elements, Magic Vestment, Bless) Sven

Two men down! Deadly fight. Before I attack, any more buffs coming?


Female Human Oracle 5 // Inquisitor 5 | HP: 50/50 | AC: 20 (T: 11, FF: 20) | CMB: +1, CMD: 10 | Per: +11, SM: +13 | F: +6, R: +3, W: +8 | Oracle Spells: 1st 7/8, 2nd 4/6 | Inquisitor Spells: 1st 5/5, 2nd 2/3

Ameline cursed under her breath as another ally fell to the horrid beast. She saw her opening to reach Kevroth, however, and stepped cautiously where the traps had already been sprung.

I don't think she's threatened by Deradnu here, if she is her Escape Route feat will protect her from movement AoOs. She'll cast CMW with an Oracle slot on Kevroth, defensively if necessary. She'll also activate her Judgement as a swift, choosing Protection for a +2 sacred bonus to AC.

Cast Defensive, DC 19: 1d20 + 5 + 6 ⇒ (18) + 5 + 6 = 29
CMW, Kevroth: 2d8 + 5 ⇒ (4, 3) + 5 = 12


Cleric 9 | HP 120/120 | AC 19 (24) | T 13 | FF 17 (22) | CMB +17 |CMD 22 | Fort +11 | Ref +6 | Will +13 | Init +2 | Perc +5 | Channel 5d6 (0/4) | Acid Dart (8/8)| PoP lvl 1 (1/1) | Lvl 1 (3/8) D1 (0/1) | Lvl 2 (8/8) D2 (1/1) | Lvl 3 (4/6) D3 (1/1) |Lvl 4 (3/5) D4 (1/1) | D5 (1/1) Current Buffs (Endure Elements, Magic Vestment, Bless) Sven

Hit: 1d20 + 17 ⇒ (4) + 17 = 21
Damage: 4d6 + 12 ⇒ (5, 2, 5, 3) + 12 = 27

Hit: 1d20 + 17 ⇒ (9) + 17 = 26
Damage: 4d6 + 12 ⇒ (3, 4, 4, 1) + 12 = 24

Hit: 1d20 + 17 ⇒ (19) + 17 = 36
Damage: 4d6 + 12 ⇒ (3, 5, 6, 3) + 12 = 29

Two hellknights down. That was unacceptable. This Minotaur was tearing them apart, and was using a most chaotic means of doing so. The insult could not go unavenged. Three more shots were fired, and he prayed that they would be sufficient.


Arcanist Spells:
3rd: 3/3 | 2nd: 6/6 | 1st: 6/6 | 0th: at will; Reservoir: 9/9
hp 39/39 | AC 13, T 12, FF 12 | CMB: +1, CMD: 11 | Fort +2, Ref +3, Will +8 | Init +1 | Perc +8, Darkvision 60 ft.

I think Giosue is fresh out of buffs.

Giosue spoke a simple incantation and willed further power into it, hurling infernal ordure at the minotaur.

Mudball buffed with Reservoir. Ref DC 19 or blinded until he makes a save, one try per round, or burns a standard action to clear his eyes.
Ranged touch: 1d20 + 3 ⇒ (8) + 3 = 11


Inactive

Style Strike (Defensive Spin), bless, haste, divine favor, stunning fist: 1d20 + 8 + 1 + 1 + 2 ⇒ (12) + 8 + 1 + 1 + 2 = 24
Bludgeoning damage, divine favor: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6

Spiked Chain, bless, haste, divine favor (flurry): 1d20 + 8 + 1 + 1 + 2 ⇒ (12) + 8 + 1 + 1 + 2 = 24
piercing, lawful damage, divine favor: 2d4 + 3 + 2 + 1d6 ⇒ (1, 2) + 3 + 2 + (2) = 10

Spiked Chain, bless, haste, divine favor (hasted): 1d20 + 8 + 1 + 1 + 2 ⇒ (3) + 8 + 1 + 1 + 2 = 15
piercing, lawful damage, divine favor: 2d4 + 3 + 2 + 1d6 ⇒ (4, 2) + 3 + 2 + (2) = 13

Focusing her pain inward, D'hara struck out at the enormous minotaur. She spun in place and shot her leg out towards it's mid section. Using her momentum, she brought her spiked chain around again and again, it's cold iron barbs almost seeking out blood and flesh.

AC: 25, 26 vs. Chaotic creatures, +4 if the first attack hits

If the first attack hits, DC 16 Fortitude save or be stunned for 1 round and the monk gains a +4 dodge bonus to AC against any attacks made by the target of the style strike until the start of his next turn. 1 stunning fist spent


Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

Kevroth jumps to his feet, his focus exclusively on the Minotaur; the one who slew his companions.

Infernal Healing restores 1 HP.

Attuned Kukri: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22.

AC currently 24.


Top of Round 4

Initiative:

Sven: 1d20 + 9 ⇒ (6) + 9 = 15
Kevroth: 1d20 + 3 ⇒ (14) + 3 = 17
Giosue: 1d20 + 1 ⇒ (5) + 1 = 6
Amaline: 1d20 + 3 ⇒ (17) + 3 = 20
D'hara: 1d20 + 7 ⇒ (13) + 7 = 20
Iavdi: 1d20 + 3 ⇒ (19) + 3 = 22
Deradnu: 1d20 + 7 ⇒ (19) + 7 = 26

Focusing her pain inward, D'hara strikes out at the enormous minotaur. She spins in place and shoots her leg out towards its mid section. Using her momentum, she brings her spiked chain around again and again, its cold iron barbs almost seeking out blood and flesh. The chain coils around the beast's neck. She pulls, and the spikes dig deep into the thick meat, shredding muscles and tendons. It gasps in pain as more of its life runs down its chest.

As the chain rips through the beast, Ameline slips behind D'hara and touches Kevroth on the arm. Tiny cherubs pull themselves from the blood staining the floor. Their arms and legs are severed, the bones shattered and carved into serrated hooks. They gleefully dive onto the fallen priest, sewing rusty barbs into his flesh, knitting the wounds together. Reinvigorated, Kevroth leaps to his feet and plunges his kukri deep into the minotaur's side. The beast howls in pain as Kevroth sinks the blade to the hilt.

Sven takes aim and fires three arrows in quick succession. His aim is true. Three arrows sprout form the beast's back. His mouth works, soundlessly, his eyes wheel about, confused and lost, as though he can't believe that he is dead. Then, he sighs and collapses to the floor. dead at last.

rules:

DC 16 fort save: 1d20 + 16 ⇒ (10) + 16 = 26
kukri damage: 1d8 + 4 ⇒ (5) + 4 = 9

End of round. End of combat. You still have to work your way through the tiles to get beyond. Iavdi and Hellstrider are dead.


Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

Kevroth glances at the bodies of his slain companions for a moment, expressionless and silent. Then he glances back at the others, "Shall I lead the way? We should take this one step at a time and jump over as many as possible. Unless anyone has a better idea."

Is there any way to climb the walls to get around the traps?
If not I see at at least 4 traps being intentionally sprung, and that would leave us strung out through the room.


Cleric 9 | HP 120/120 | AC 19 (24) | T 13 | FF 17 (22) | CMB +17 |CMD 22 | Fort +11 | Ref +6 | Will +13 | Init +2 | Perc +5 | Channel 5d6 (0/4) | Acid Dart (8/8)| PoP lvl 1 (1/1) | Lvl 1 (3/8) D1 (0/1) | Lvl 2 (8/8) D2 (1/1) | Lvl 3 (4/6) D3 (1/1) |Lvl 4 (3/5) D4 (1/1) | D5 (1/1) Current Buffs (Endure Elements, Magic Vestment, Bless) Sven

Carefully, and with a grim expression on his face, Sven walked over to the corpse and retrieved his arrows. It had taken seven hellknights to take down the minotaur, and they had lost two of their own in the process. It was unacceptable.

"What has happened here, and this very place, is an affront to all that we fight for. Can anyone disarm these magical traps?"


Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]
Sven the Mazebreaker wrote:

Carefully, and with a grim expression on his face, Sven walked over to the corpse and retrieved his arrows. It had taken seven hellknights to take down the minotaur, and they had lost two of their own in the process. It was unacceptable.

"What has happened here, and this very place, is an affront to all that we fight for. Can anyone disarm these magical traps?"

Facepalm! Sometimes I am extra special...

Shaking himself, as if coming back to his senses, "Of course. I can do this. A much better course of action. Stand clear and I will try to make a safe path. If any can aid me, it would be appreciated."

Kevroth intones a short prayer asking for mystical sight, steps carefully over Hellstrider's unmoving form, and bends to the task of clearing a path to the door.

DC = 25 + (spell level)
Saves: Fort +8, Ref +10 (+2 vs traps), Will +9.
Disable Device #1: 1d20 + 15 ⇒ (9) + 15 = 24.
Disable Device #2: 1d20 + 15 ⇒ (3) + 15 = 18.
Disable Device #3: 1d20 + 15 ⇒ (11) + 15 = 26.
Disable Device #4: 1d20 + 15 ⇒ (15) + 15 = 30.
Disable Device #5: 1d20 + 15 ⇒ (16) + 15 = 31.
Disable Device #6: 1d20 + 15 ⇒ (18) + 15 = 33.
Disable Device #7: 1d20 + 15 ⇒ (15) + 15 = 30.
First three probably suck.


Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

Please note that he will pause after each trap that is caused to go off to try and deal with the negative effects.
Also, any that he fails by 4 or less, he can retry.


Female Human Oracle 5 // Inquisitor 5 | HP: 50/50 | AC: 20 (T: 11, FF: 20) | CMB: +1, CMD: 10 | Per: +11, SM: +13 | F: +6, R: +3, W: +8 | Oracle Spells: 1st 7/8, 2nd 4/6 | Inquisitor Spells: 1st 5/5, 2nd 2/3

As the battle came to an end, Ameline suppressed any remorse she felt for the fallen. They had been dead before she could have helped them...and there was little she could do to aid them, now. She approached Daradnu's fresh corpse and fetched the war razor from her belt. With dispassionate care she carved blessings of Zon-Kuthon, the Kyton Demagogues, taking particular care with the words for her own patron, Barravoclair. "May the Lady take your final breath," she said, softly. "And may your soul and flesh be claimed by the Kytons, to suffer their sacred torments for eternity."

After, she addressed her fellow Hellknights while Kevroth worked on the traps. "Is anyone injured? And were your fallen companions devout?"

If Hellstrider or Iavdi had a specific religion, she'll perform last rights accordingly. If the didn't she'll give them standard last rights for Zon-Kuthon, and offer their final breaths to Barravoclair. She'll wait until someone else clears a path to Iavdi however.


Ameline gives the last rites of Asmodeus to her fallen comrades. They died in service to Law and Order, there can be no greater honor than that. Although they fell, she knows that the First is pleased with their sacrifice and shall reward them befitting their mortal deeds.

As she works, Kevroth sets himself to the traps. Most prove to be of little consequence. Even the foul magic of the Abyss is nothing to those who have dedicated themselves to the strength of Law and Order! He works on one final trap, and a dark wave of purple energy rocks the building, shaking his head from its precise work. He sees a sickly insect eye stare at him in a flash of putrid green light. For a moment, he pulls back in revulsion as the eye begins to drain away his resolve and sense of self. But, his faith in the First is absolute! His will is as iron, and he shakes free of the pathetic spell. Instead, he completes his work and stands, throwing open the wooden doors, and the fate that waits beyond!

A tall ivory pedestal raises from the floor at the far side of the circular room facing Kevroth. Sickly green crystal wraps about the stone, at once choking it and protecting it from harm. It pulses with disgusting light and drips putrid mucus upon the stones. Atop the pedestal sits a large demonic iron cage. Screaming children have been nailed to spikes lining its surface, their blood drips continuously onthe pearly white stone within the cage. With each drip, the stone flashes with an angry purple light. A wall of fire burns a few feet from the door, its flames licking the walls beside Kevroth. Only the gift of his angelic heritage spares him from the torment of their touch.

A twisted woman stands before the wall of fire. Beautiful, almost mesmerizing, eyes stare out from a corrupted face that is half insect and half human. An insect’s mandibles drip acid on her sizzling bare all-too-human chest. Chitinous appendages sprout at odd angles from her shoulders, only to end in delicate human hands. Her waist constricts to a wasp’s thorax and balloons to a locust’s abdomen. Shapely human legs sprout end in disgusting claws. Tattered membranous wings sprout from her back. She cackles madly as Kevroth opens the door. ”Welcome, armigers. Oh, yes, I know quite well who you are. I have already slain so many of your number, I found your souls to be so delicious. You five will be like honey on my lips! “ She leaps into the air, carried by her furiously fluttering wings, back over the wall of fire a whirlwind of chaotic twisting colored lights flares to life around her. As the cowardly witch flutters behind her wall, twin heaps rise from the floor, taking on the appearance of vague humanoids. They slam their fists to the ground and roar.

Start round 1

initiative:

Sven: 1d20 + 9 ⇒ (17) + 9 = 26
Kevroth: 1d20 + 3 ⇒ (14) + 3 = 17
Giosue: 1d20 + 1 ⇒ (14) + 1 = 15
Amaline: 1d20 + 3 ⇒ (17) + 3 = 20
D'hara: 1d20 + 7 ⇒ (11) + 7 = 18
Jeslyn: 1d20 + 6 ⇒ (4) + 6 = 10

Round 1 START! Everyone up before the baddy. Actual order: Sven, Amaline, D'hara, Kevroth, Giosue, baddies

Tripping the Treacherous Traps, and other things:

DC is 28 so Kevroth gets 2 rerolls, and suffers trap 2
trap1: 1d20 + 15 ⇒ (20) + 15 = 35
trap 2: 1d100 ⇒ 41 spell
bestow curse: 1d8 ⇒ 5 unfairs!! he made it! I wanted to make him suffer a permanent -6 to one stat. I call hax!
DC 20 will save: 1d20 + 9 ⇒ (12) + 9 = 21
trap 3: 1d20 + 15 ⇒ (12) + 15 = 27.

Wall of Fire: 1d4 ⇒ 3 immune, damn him

anyone making a DC 15 knowledge arcana check:

The piles of rocks are Flagstone Golems. They are deadly creatures, similar to stone golems. They feed on energy, and can use such to repair themselves or redirect them as an attack themselves. They are incredibly resistant to physical damage, yet are able to stun with a single blow of their mighty fists. Mud and flesh are their weakness and spells that cause such effects can disrupt the precise energies of their craftsmanship.

effects from last battle minus 7 rounds. Anything with a duration of 1 minute is gone because last battle + 7 rounds is more than a minute:

D'hara: Mage Armor activated before Peryton fight +4 AC (1 hour)
4). Activate Bark Skin Qinggong monk ki power for 1 ki point, +2 Natural Armor (40 minutes)
5). Activate Protection from Chaos spell-like ability, +2 deflection bonus to AC and a +2 resistance bonus on saves vs. Chaotic creatures and affects, target is immune to any new attempts to possess or exercise mental control over the target, and the spell prevents bodily contact by evil summoned creatures (4 minutes)

Kevroth:
1) Shield of Faith (+2 AC, deflection, 5 minutes)
2) Bless (+1 to attack, weapon damage, and all saves, morale, 5 minutes)
3) Ironskin (+4 natural armor, enhancement, 5 minutes)
Bless applies to all of us, and Kevroth is willing to share his wand of Divine Favor

Sven
Ironskin already up (5 minutes, AC26)


Cleric 9 | HP 120/120 | AC 19 (24) | T 13 | FF 17 (22) | CMB +17 |CMD 22 | Fort +11 | Ref +6 | Will +13 | Init +2 | Perc +5 | Channel 5d6 (0/4) | Acid Dart (8/8)| PoP lvl 1 (1/1) | Lvl 1 (3/8) D1 (0/1) | Lvl 2 (8/8) D2 (1/1) | Lvl 3 (4/6) D3 (1/1) |Lvl 4 (3/5) D4 (1/1) | D5 (1/1) Current Buffs (Endure Elements, Magic Vestment, Bless) Sven

Sven shrugs his shoulders. ”Soul’s taken.” As he says that his tattoos flash again with divine energy. His powers were quickly running out, but there was little point saving them when a foe like this could quite likely kill him here and now.

Standard Action Divine Favor. Move Action Studied Target. Swift Action Judgement: +2 Hit for entire fight

Modifiers:

* Rapid Shot: -2 Hit (+1 Attack)
* Point Blank Shot: +1 Hit and +1 Damage
* Studied Target: +2 Hit +2 Damage
* Divine Favor: +2 Hit +2 Damage
* Judgement: +2 Hit
* Bless: +1 to attack, weapon damage, and all saves, morale
+6 Hit +6 damage, +1 saves

To Hit: +12/+12
Damage: 1d8+8
Saves: +9/+9/+9 (+2 vs Posion, Spells and Spell Like Effects)


Arcanist Spells:
3rd: 3/3 | 2nd: 6/6 | 1st: 6/6 | 0th: at will; Reservoir: 9/9
hp 39/39 | AC 13, T 12, FF 12 | CMB: +1, CMD: 11 | Fort +2, Ref +3, Will +8 | Init +1 | Perc +8, Darkvision 60 ft.

This was no time to hold back. Giosue intoned one of his most powerful spells.

Prepared haste this time, since the scrolls are dry.


Inactive

Against her own instincts, D'hara stood her ground. Normally she would have moved to engage their foes, stood in their way to shield the others from direct assault. Here though, now, she considered the surroundings, the terrain, even the previous room and all of the traps...and so she waited, waited for their foes to come to them.

Hands pressed together, she inhaled deeply. Her eyes fluttered briefly as she reached out to commune with her father. In an instant, she summoned the blessing of her father, and some of his insight. "Guide my hands" she whispered.


Swift Action: cast divine favor
Standard Action: active death's blessing

AC: 26 (20 + 3 mage armor + 1 haste + 2 barkskin)


Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

Would it be possible to touch the rod to the glowing stone by reaching through the bars of the cage?
Or to fit between the bars to reach it?


Kevroth wrote:

Would it be possible to touch the rod to the glowing stone by reaching through the bars of the cage?

Or to fit between the bars to reach it?

hmmmm yes. But you'd need to climb the pedestal.. after getting through the fire, and then avoiding the golems, and Jeslyn. Also, this is a one-time use item (i keep forgetting that about rods of cancellation). So, using the rod on the golems is basically WIN for Jeslyn's crew. You should pick that option :-p


Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

lol .. Kevroth is not that stupid. ;)

He can avoid the golems with little problem, I think. He is willing to suffer the flames to achieve the goal. But not to simply fail on the very verge of success.
How tall is the pedestal, and how much would the crystals/mucous increase the difficulty?

EDIT: The difficulty of climbing, in case that wasn't obvious.


Female Human Oracle 5 // Inquisitor 5 | HP: 50/50 | AC: 20 (T: 11, FF: 20) | CMB: +1, CMD: 10 | Per: +11, SM: +13 | F: +6, R: +3, W: +8 | Oracle Spells: 1st 7/8, 2nd 4/6 | Inquisitor Spells: 1st 5/5, 2nd 2/3

Ameline took in the scene beyond the doorway -- the ritual, the horrid and pathetic thing atop the pedestal, the golems, the fire... The room before had seemed much less dangerous on first glance, but looks had been deceiving. Ameline looked to the floor, even the walls and ceiling, hoping to spot any hidden traps or hazards before they were caught unawares.

Perception: 1d20 + 11 ⇒ (4) + 11 = 15


8sigh* i'm the worst GM ever in the history of the world. i'll update tomorrow Promise!! I seriously thought i did this!


OK, so I realized I never responded to Kevroth. So i'm goign to update the game, and Kevroth gets 2 actions next round, because I suck unbelievably hard.

Round 1

initiative:

Sven: 1d20 + 9 ⇒ (17) + 9 = 26
Kevroth: 1d20 + 3 ⇒ (14) + 3 = 17
Giosue: 1d20 + 1 ⇒ (14) + 1 = 15
Amaline: 1d20 + 3 ⇒ (17) + 3 = 20
D'hara: 1d20 + 7 ⇒ (11) + 7 = 18
Jeslyn: 1d20 + 6 ⇒ (4) + 6 = 10

The armigers gird themselves for battle. Sven calls upon the First, using his faith to strengthen his arms, and guide his strikes. Beside him, D'hara does the same, and offers joyful noises to the Dark Prince that he may prolong her mortification in His name. As their faith guides them, Giosue intones a spell in clipped, harsh tones. Again, the armigers feel themselves quicken, hastening to strike at the false priest, Jeslyn.

In the mix, both Ameline and Kevroth turn their attentions to the room. Ameline perceives that the entire floor is warded: arcane glyphs wrought of glowing locusts contorting about each other each stone between the door and the wall of flame. Some are bound with curses, others, warp and twist the natural order of the universe to bend fate to obey those who serve the Lord of the Locust Host. And, yet others contain the destructive energies of the universe, corrupted and maligned with the power of the Abyss. Kevroth spots the pedestal and judges it a difficult climb, but one that could be done with care DC 20 climb check. He also notices that the stone immediately before the door is trapped with particularly vicious trap: he detects the faintest scent of acid...

Jeslyn flaps in the air, laughing madly, she calls out in a foul tongue to Deskari. Locusts bursts from her mouth, filling the air for a moment before swarming down into the steps. The explode outwards flapping and writhing through the air like in a mass of thrashing tentacles.

effects:

Black Tentacles centered on the wall of fire (and not affected by it)

D'hara: Mage Armor activated before Peryton fight +4 AC (1 hour)
4). Activate Bark Skin Qinggong monk ki power for 1 ki point, +2 Natural Armor (40 minutes)
5). Activate Protection from Chaos spell-like ability, +2 deflection bonus to AC and a +2 resistance bonus on saves vs. Chaotic creatures and affects, target is immune to any new attempts to possess or exercise mental control over the target, and the spell prevents bodily contact by evil summoned creatures (4 minutes)
Swift Action: cast divine favor
Standard Action: active death's blessing

AC: 26 (20 + 3 mage armor + 1 haste + 2 barkskin)
Kevroth:
1) Shield of Faith (+2 AC, deflection, 5 minutes)
2) Bless (+1 to attack, weapon damage, and all saves, morale, 5 minutes)
3) Ironskin (+4 natural armor, enhancement, 5 minutes)
Bless applies to all of us, and Kevroth is willing to share his wand of Divine Favor

Sven
Ironskin already up (5 minutes, AC26)
Rapid Shot: -2 Hit (+1 Attack)
* Point Blank Shot: +1 Hit and +1 Damage
* Studied Target: +2 Hit +2 Damage
* Divine Favor: +2 Hit +2 Damage
* Judgement: +2 Hit
* Bless: +1 to attack, weapon damage, and all saves, morale
+6 Hit +6 damage, +1 saves
To Hit: +12/+12
Damage: 1d8+8
Saves: +9/+9/+9 (+2 vs Posion, Spells and Spell Like Effects)


Cleric 9 | HP 120/120 | AC 19 (24) | T 13 | FF 17 (22) | CMB +17 |CMD 22 | Fort +11 | Ref +6 | Will +13 | Init +2 | Perc +5 | Channel 5d6 (0/4) | Acid Dart (8/8)| PoP lvl 1 (1/1) | Lvl 1 (3/8) D1 (0/1) | Lvl 2 (8/8) D2 (1/1) | Lvl 3 (4/6) D3 (1/1) |Lvl 4 (3/5) D4 (1/1) | D5 (1/1) Current Buffs (Endure Elements, Magic Vestment, Bless) Sven

For the Godclaw, we continue! Swift Action bane. +2 Hit, +2 Damage, +2d6 damage. Cold Iron arrows, and firing a +3 Weapon as far as DR is concerned

Hit: 1d20 + 14 ⇒ (17) + 14 = 31
Damage: 2d6 + 2d6 + 10 ⇒ (3, 5) + (6, 4) + 10 = 28

Hit: 1d20 + 14 ⇒ (18) + 14 = 32
Damage: 2d6 + 2d6 + 10 ⇒ (4, 5) + (2, 4) + 10 = 25

Cant check map atm. If within 30ft add +2 damage.

Sven sneered. Just like a servant of disorder to be so flashy. She probably thought it was scary. Such a waste. Locusts? He preferred something reliable. Like his bow, and his arrows. Hope you enjoy cold iron. I hope they hurt extra He thought, as he let the arrows fly.


Inactive

With a quick nod, D'hara knew what she needed to do. Her right foot arched slightly as her left knee bent. Her eyes closed as she began to inhale deeply. For a brief moment, time stood still. She could see each step to take, every tentacle to avoid. She could even see how she would need to contort her body to avoid the stone. It would take precision, a precision learned from a lifetime of control.

D'hara is going to take a total defense action as a standard and then try to make a single move forward. Her speed is normally 40 plus the bonus of 30 from haste gives her a single move of 70. Her CMD is 27 against grapple +4 from total defense for a 31. I marked her path on the map.


CMD: 31 vs. grapple
AC: 30, 31 vs. chaotic creatures
Fort: +13 vs. stun
Ref: +9, evasion
Will: +11, 2 vs. enchantments and effects that would sicken, nauseate, stagger, or stun; +2 profane bonus on saving throws against disease, mind-affecting effects, paralysis, poison, and stun.
Fire Resistance: 5

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