DaWay |
It doesn't give me any indication for the knowledge rolls
Assuming you complete your preparations, Sheila Heidmarch shows you how to activate the refuge tokens to teleport immediately to Krune's sanctum.
A small ziggurat emerges from the southern wall in this tomblike stone chamber. Most of the structure’s blocks are simple but precisely cut stone blocks, but in several places petrified humans—too finely sculpted to be carved—shoulder the burden of the blocks above with scarred backs and hands. A short, steep flight of steps ascends the northern face to a second tier, and to the east and west two are other sets of steps that lead to the ziggurat’s apex twenty feet above the ground, falling short of the thirty-foot ceiling.
Seelah of Iomedae |
Any activity of any kind? Seelah scans the area detecting evil and perception: 1d20 + 1 ⇒ (7) + 1 = 8
Thoth the Constant |
Learning his lesson from previous adventures Thoth analizes and scrutinizes everything he come across.
Stay focued, this edifice appears to be the work of inhuman hands
Algar Lysandris |
Ok gang remember we are going against a runeLord. I can protect give out 2 protection from energy extended. Who needs them? . I will suggest those of you who can cast similar spell to do so
Casting Extended Energy : Fire, Electricity, Cold on himself
Seelah of Iomedae |
"I need to buff, but I'm more limited on time as well as number ... think this is going down in the next couple minutes?"
Algar Lysandris |
Next Minutes no Seelah but in the next hour or so i would say.
Init: 1d20 + 1 ⇒ (14) + 1 = 15
Round 1
Cast Divine favor and move 30ft to be in Hand to hand combat
(if The herald is farther away then Algar will run/double move)
Any Kn on Lissala's Herald ?
Thoth the Constant |
init: 1d20 + 2 ⇒ (8) + 2 = 10
applicabke knowledge skill? Has anyone seen Quelion?
Thoth assumes Kirrin style as a swift action and studies his opponent.
Quelion |
Sorry, last night was hell at work. Didn't have any chance to get on before now due to collapsing into bed. I can't see any of the blessings I would want, but I'm having trouble finding my physical chronicle sheets. So I'll just skip it because Quelion's an arrogant SOB.
Quelion just smirks and begins conjuring himself. Meanwhile, the imp turns invisible and begins to sneak up on the Herald.
Init: 1d20 + 1 ⇒ (10) + 1 = 11
Imp Stealth: 1d20 + 45 ⇒ (5) + 45 = 50
DaWay |
Knowledge Planes
herald init: 1d20 + 10 ⇒ (10) + 10 = 20
Herald 20, Seoni 15, Algar 15, Quelion 11, Thoth 10
Seelah?
The herald casts lighting bolt on the group of the party hitting
1d5 ⇒ 2 2d5 ⇒ (4, 2) = 6 Thoth and Algar. RELFEX DC 20 for half of 10d6 ⇒ (1, 3, 2, 4, 6, 1, 4, 3, 6, 4) = 34
Seoni hastes the party
Algar moves to range after casting divine favor
Quelion begins summoning something.
Thoth assumes Kirin style.
Round 2.
The herald attacks Algar
slam 1d20 + 16 ⇒ (12) + 16 = 281d6 + 5 ⇒ (2) + 5 = 7 plus 1 INT drain and 1d4 - 1 ⇒ (3) - 1 = 2 INT damage
slam 1d20 + 16 ⇒ (19) + 16 = 351d6 + 5 ⇒ (2) + 5 = 7 plus 1 INT drain and 1d4 - 1 ⇒ (4) - 1 = 3 INT damage
tail slap 1d20 + 11 ⇒ (6) + 11 = 171d8 + 2 ⇒ (5) + 2 = 7 plus grab
Pathfinders go.
Algar Lysandris |
Kn Planes: 1d20 + 13 ⇒ (4) + 13 = 17
Reflex: 1d20 + 6 ⇒ (16) + 6 = 22
Round 2
Only one attack hit algar after he received most of the lightning bolt and his magical protection did his job against the rest.
PA Corrosive Club 1: 1d20 + 14 + 1 + 1 + 3 + 1 - 2 ⇒ (13) + 14 + 1 + 1 + 3 + 1 - 2 = 311d6 + 6 + 1 + 1 + 3 + 4 ⇒ (4) + 6 + 1 + 1 + 3 + 4 = 19 +Acid: 1d6 ⇒ 1
PA Corrosive Club 2: 1d20 + 9 + 1 + 1 + 3 + 1 - 2 ⇒ (18) + 9 + 1 + 1 + 3 + 1 - 2 = 311d6 + 6 + 1 + 1 + 3 + 4 ⇒ (1) + 6 + 1 + 1 + 3 + 4 = 16 +Acid: 1d6 ⇒ 2
PA Corrosive Club H: 1d20 + 14 + 1 + 1 + 3 + 1 - 2 ⇒ (6) + 14 + 1 + 1 + 3 + 1 - 2 = 241d6 + 6 + 1 + 1 + 3 + 4 ⇒ (1) + 6 + 1 + 1 + 3 + 4 = 16 +Acid: 1d6 ⇒ 1
Seelah of Iomedae |
Initiative: 1d20 ⇒ 3
Round 1 (After Haste)
Smite Evil
Move to melee
Attack 1: 1d20 + 15 ⇒ (20) + 15 = 35, damage: 1d8 + 1d8 + 11 ⇒ (1) + (2) + 11 = 14
Attack Confirm Crit: 1d20 + 15 ⇒ (18) + 15 = 33, damage: 1d8 + 11 ⇒ (5) + 11 = 16
Round 2
Attack 1: 1d20 + 15 ⇒ (15) + 15 = 30, damage: 1d8 + 11 ⇒ (1) + 11 = 12
Attack H: 1d20 + 15 ⇒ (1) + 15 = 16, damage: 1d8 + 11 ⇒ (8) + 11 = 19
Attack 2: 1d20 + 10 ⇒ (6) + 10 = 16, damage: 1d8 + 11 ⇒ (5) + 11 = 16
[ooc]I could't argue if that means the herald attacked Seelah instead ...[/ooc[
Thoth the Constant |
Reflex +arch luck: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
Know planes: 1d20 + 19 ⇒ (5) + 19 = 24 = move action for identification
Thoth defly dodges the brunt of the lightning bolt, and analyzes his foe to ready himself for additional attacks
Know planes for Kirin style: 1d20 + 19 ⇒ (10) + 19 = 29 = Swift Action
He then taunts the beast (Greater Feint) from afar hoping that his sharp wit will unbalance his foe.
bluff: 1d20 + 16 ⇒ (19) + 16 = 35
Greater Feint
Feinted foe loses DEX until the beginning of your next turn, rather than on next attack.
Looks like the hearld will be denied his dex bonus until his/her next turn. :)
Seelah of Iomedae |
That looked like it just hit Thoth and Algar ... but here's a reflex save ... Reflex: 1d20 + 6 ⇒ (11) + 6 = 17
Quelion |
A Barbazu appears ten feet behind the Herald, quickly slashing with its' glaive. The imp sppears, jabbing at the critter rapidly with its' stinger as well. Meanwhile, Quelion decides to bring more of his "friends" to the party.
Barbazu Glaive 1: 1d20 + 15 ⇒ (8) + 15 = 23
Barbazu Damage 1: 1d10 + 8 ⇒ (8) + 8 = 16 +2 bleed
Barbazu Glaive 2: 1d20 + 11 ⇒ (4) + 11 = 15
Barbazu Damage 2: 1d10 + 8 ⇒ (8) + 8 = 16 +2 bleed
Imp Sting 1: 1d20 + 17 ⇒ (15) + 17 = 32
Imp Damage 1: 1d4 + 3 ⇒ (4) + 3 = 7 + DC 16 Fort
Imp Sting 2: 1d20 + 12 ⇒ (17) + 12 = 29
Imp Damage 2: 1d4 + 3 ⇒ (4) + 3 = 7 + DC 16 Fort
Seelah of Iomedae |
Fixed the hit points ... just in time to lose some!
DaWay |
LE Large outsider (evil, extraplanar, lawful)
Init +10; Senses blindsense 60 ft., darkvision 120 ft., low-light
vision, scent; Perception +20
DEFENSE
AC 24, touch 17, flat-footed 18 (+2 deflection, +6 Dex, +7 natural,
–1 size)
hp 154 (17d10+136–75); regeneration 5 (acid)
Fort +15, Ref +6, Will +11
DR 5/cold iron and magic; Resist cold 20, electricity 20, fire 20,
sonic 20; SR 21
Weakness divine separation
OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee 2 slams +16 (1d6+5 plus 1 Int drain plus 1d4–1 Int
damage), tail slap
+11 (1d8+2 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d8+5), power surge
Spell-Like Abilities (CL 10th; concentration +17)
At will—detect magic, floating disk, mage hand, read
magic, tongues
3/day—cure serious wounds, dispel magic, displacement,
fireball (DC 20), greater teleport (self plus 50 lbs. of
objects only), hold person (DC 20), lightning bolt
(DC 20), limited wish, magic missile, plane shift
(DC 24), slow (DC 20), stinking cloud (DC 20),
vampiric touch
TACTICS
Before Combat If Kurshu believes that she is hidden
when intruders arrive, she casts displacement in
anticipation of trouble. She has already used 2 of her
limited wishes for the day, and the effects of her 5
negative levels from her divine separation weakness
and not feeding are already factored into her stats.
During Combat Kurshu uses ranged spells to harm
intruders, favoring any outsiders with her attacks.
If an outsider dies, Kurshu eagerly feeds on its
corpse to regain her lost strength. Otherwise she
is flexible in her tactics and uses her mobility,
spells, and abilities to best effect.
Morale Kurshu begrudgingly fights to the death.
STATISTICS
Str 20, Dex 23, Con 26, Int 31, Wis 20, Cha 25
Base Atk +17; CMB +18 (+22 grapple); CMD 36 (can’t be
tripped)
Feats Combat Casting, Combat Reflexes, Craft Wondrous
Item, Great Fortitude, Hover, Improved Initiative,
Improved Iron Will, Iron Will, Scribe Scroll
Skills Diplomacy +19, Escape Artist +18, Fly +16, Heal
+17, Intimidate +19, Knowledge (arcana, planes) +25,
Knowledge (dungeoneering, history, religion) +22,
Perception +20, Sense Motive +20, Spellcraft +25, Stealth
+17, Swim +17, Use Magic Device +22
Languages Aklo, Azlanti, Draconic, Infernal, Terran,
Thassilonian; telepathy 100 ft.
SQ change shape (human; alter self), feed, spell-like crafting
SPECIAL ABILITIES
Divine Separation (Su) The herald has been separated from
Lissala for thousands of years, and doesn’t know where
her master is. The loss of her connection to the goddess
severely weakens the herald, and she gains 1 negative
level per day, up to a maximum of 16 negative levels.
These negative levels cannot be suppressed or removed
in any way (including restoration spells), except by using
her feed ability. (Refer to weakness, below, for her current
negative levels.) If Lissala returns and the herald regains
her connection to her master, she permanently loses this
weakness and its associated negative levels.
Feed (Su) Once per day, the herald can devour an outsider’s
corpse as a full-round action. For each Hit Die of the
devoured outsider, the herald automatically removes
1 negative level gained from her divine separation ability.
The consumed outsider must have at least 8 Hit Dice.
Intelligence Drain (Su) The herald deals 1d4–1 (minimum
0) points of Intelligence damage and drains 1 point of
Intelligence each time she hits with her slam attack. (The
herald does not heal any damage when she uses her
Intelligence drain.)
Power Surge (Su) Three times per day as a swift action, the
herald can increase the DC of her next spell-like ability cast
that round by 2.
Spell-Like Crafting (Su) The herald may use any of her spelllike
abilities when crafting magic items as if they were
actual spells.
Weakness (Su) Kurshu is experiencing even worse
symptoms from not feeding due to her proximity to
Krune’s rune foci, which draw power directly from
outsiders. As a result, Kurshu is emaciated, has shed
a number of scales, and has lost some of her magical
talents. In addition to her penalties for having 5 negative
levels, her natural armor bonus is 6 lower than normal,
her maximum hit point total is 50 lower, her damage
reduction is reduced by 5 points, her energy resistances
are 10 points lower, and her spell resistance is 5 points
lower. These penalties disappear 1 hour after Kurshu
removes all of her negative levels from her divine
separation ability.
DaWay |
Algar don't forget about the intelligence drain that happened when the attack connected.
Algar hits for 55 damage
Seelah 97 damage
Thoth successfully fakes an attack
Save vs glitterdust 1d20 + 11 ⇒ (6) + 11 = 17
The imp successfully hits, 111 damage 1d20 + 15 ⇒ (11) + 15 = 261d20 + 15 ⇒ (14) + 15 = 29
Seelah of Iomedae |
Reflex: 1d20 + 6 ⇒ (13) + 6 = 19 30 Damage - 37/67
LOH: 3d6 ⇒ (1, 1, 4) = 6 43/67
Attack 1: 1d20 + 15 ⇒ (16) + 15 = 31, damage: 1d8 + 11 ⇒ (1) + 11 = 12
Attack H: 1d20 + 15 ⇒ (4) + 15 = 19, damage: 1d8 + 11 ⇒ (1) + 11 = 12
Attack 2: 1d20 + 10 ⇒ (2) + 10 = 12, damage: 1d8 + 11 ⇒ (7) + 11 = 18
Algar Lysandris |
I did DM, Algar was drained of 1 point and damage for an other three. 5its written on the current effect spoiler bar in my char sheet. But since he is a Cha caster apart from skill it has (for the moment little effect.
Reflex: 1d20 + 7 ⇒ (8) + 7 = 15 failed but the magical protection bears the brunt of the fire damage
Round 3
Pa Corrosive Club 1: 1d20 + 14 + 1 + 1 + 3 + 1 - 2 ⇒ (12) + 14 + 1 + 1 + 3 + 1 - 2 = 301d6 + 6 + 1 + 1 + 3 + 1 ⇒ (3) + 6 + 1 + 1 + 3 + 1 = 15 + Acid: 1d6 ⇒ 5
Pa Corrosive Club 2: 1d20 + 9 + 1 + 1 + 3 + 1 - 2 ⇒ (1) + 9 + 1 + 1 + 3 + 1 - 2 = 141d6 + 6 + 1 + 1 + 3 + 1 ⇒ (5) + 6 + 1 + 1 + 3 + 1 = 17 + Acid: 1d6 ⇒ 3
Pa Corrosive Club H: 1d20 + 14 + 1 + 1 + 3 + 1 - 2 ⇒ (5) + 14 + 1 + 1 + 3 + 1 - 2 = 231d6 + 6 + 1 + 1 + 3 + 1 ⇒ (2) + 6 + 1 + 1 + 3 + 1 = 14 + Acid: 1d6 ⇒ 1
Thoth the Constant |
Reflex+Kirin+Arch Luck: 1d20 + 1 + 2 + 10 ⇒ (5) + 1 + 2 + 10 = 18
After studying his opponent Thoth thought he knew what was coming next, but was instead caught off guard by a fireball. Thoth remains in place his odd fighting stance makes him look foolish to say the least (Maintain Kirin Style). He agains attempts feinting his foe, hoping to catch it off guard one more time.
greater feint: 1d20 + 16 ⇒ (2) + 16 = 18 = Move Action
Distracted by his burns Thoth can not seem will himself to bluff at his full potential. He panics when his plan fails and casts cure light wounds on himself
CLW: 1d8 + 4 ⇒ (8) + 4 = 12
Current AC 25 | 34/69 HP
Quelion |
HP: 48/68
Quelion Reflex: 1d20 + 9 ⇒ (8) + 9 = 17
Imp Fire Immune, No Save.
Barbazau fire-immune, no save.
Concentration Check: 1d20 + 17 ⇒ (5) + 17 = 22
Quelion looks surprisingly healthy for taking a fireball to the face. The pit-spawn accompanying him seem no the worse for wear as they continue to pummel the thing that dared to try to set them ablaze.
Upon losing the spell, though, Quelion spreads out a bit from the group and takes the (slightly) more cautious approach of just casting spells.
Barbazu Glaive 1: 1d20 + 15 ⇒ (10) + 15 = 25
Barbazu Damage 1: 1d10 + 8 ⇒ (2) + 8 = 10 +2 Bleed
Barbazu Glaive 1: 1d20 + 10 ⇒ (11) + 10 = 21
Barbazu Damage 1: 1d10 + 8 ⇒ (6) + 8 = 14 +2 Bleed
Imp Stinger 1: 1d20 + 17 ⇒ (13) + 17 = 30
Imp Damage 1: 1d4 + 3 ⇒ (4) + 3 = 7 +Fort DC nat 1
Imp Stinger 1: 1d20 + 13 ⇒ (5) + 13 = 18
Imp Damage 1: 1d4 + 3 ⇒ (3) + 3 = 6 +Fort DC nat 1
Quelion casts Slow (Will DC 18). Overcoming SR: 1d20 + 15 ⇒ (8) + 15 = 23
Seelah of Iomedae |
Seelah passes around her CMW wand (leaving with Thoth once we've used it ...)
43/67
CMW: 2d8 + 3 ⇒ (8, 1) + 3 = 12 55/67
CMW: 2d8 + 3 ⇒ (5, 3) + 3 = 11 66/67
CMW: 2d8 + 3 ⇒ (6, 6) + 3 = 15 67/67
Seelah of Iomedae |
"Uh ... Wh-What happened?", dazed and a little confused Seelah looks around. For what seemed like an eternity it was dark, and empty. She could do nothing.
Then, as quickly as it had started, she was right where she remembered, handing her wand to Thoth.
Site does not seem 100% still ... PaizoCon link takes you to product, not the con link.
Seelah of Iomedae |
Wow ... we just lost some posts. Must have had to pull an earlier backup ...
Seelah of Iomedae |
and in my post that disappeared Seelah found and defeated the Runelord ... it was awesome
DaWay |
A flight of stairs ascends to the north from the stone ziggurat’s first tier, terminating in a large stone door. Carved into the door’s center is a large seven-pointed star, known as a Sihedron, with a palm-sized disk of blue-green metal inlaid into each point and a handprint embedded in its center. The disks glow softly with blue-green light, illuminating several runes that surround the handprint.
The reinforced stone door is locked but has no visible hinges or keyhole, and each of the abyssium plates bears a single rune that names one of the seven kingdoms of Thassilon. Those runes surrounding the handprint read, “Only those who bear the life sign shall pass.”
Thoth the Constant |
Thoth looks for a mechanism to disable.
perception: 1d20 + 19 ⇒ (13) + 19 = 32
if he finds something he will attempt to disable it.
take 10 disable device: 10 + 23 = 33
If nothing is found he allows someone who took a mark to place their hand there.
Seelah of Iomedae |
Just before entering Seelah will cast ... Bulls Strength, and activates Divine Bond, Holy
Thoth the Constant |
Thoth leads the way his elven eyes attempting to perceive anything strange. I can just take 10 for a 29 for passive perception, hopefully with a few assists to bump it into the thirties.
"Let's go North West and see what awaits."