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Game Master Vrog Skyreaver

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No worries. I know it's a bit different than what I'm sure you're used to, and as I mentioned before, I'll do my best to make your abilities as effective as possible without harming your allies, although I will present people who do AoE attacks options from time to time, like "you can hit 3 enemies and no allies, or 5 enemies and 2 allies".


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

Conor slides from his side of the building into.the open, but back from where the monk was calling the zombies attention. As he does he continues his chant, bolstering his allies attacks and willpower.

inspire courage +1 attack/Dam, saves vs fear

Wary that another zombie might flank them, he again raises a defensive shield.

stride to somewhere I can see the zombies, yet back and with meat shields between. Cast inspire courage and shield. AC 16/14. It is my reading that you can keep using the spell until it takes damage from the raise shield part of the spell, the you gotta wait 10 minutes. That correct?


Female CG Human Sorceress |HP: 08/08 | AC: 12 (Tch: 11, Fl: 11) | CMB: -2, CMD: 9 | F: +2, R: +1, W: +1 | Init: +1 (+5 with Familiar) | Perc: -1, SM: -1 | Speed 30ft | Spellcasting (lvl 0, DC: 14) |
Spell Slots:
4 (lvl 1)
| Image

"One down, At least four to go. Need to get to the rest of the village" With that, Syeira moves to a location where she can take on the most of these horrid creatures.

If its possible to get 2 zombies within 30':

A1: Move to a location that puts at two zombies within 30' of me
A2&3: Cast electric arc targeting the two closest (DC 14 reflex)

Possible Damage Target 1: 1d6 + 1 ⇒ (4) + 1 = 5
Possible Crit Damage Target 1: 1d6 ⇒ 6

Possible Damage Target 2: 1d6 + 1 ⇒ (4) + 1 = 5
Possible Crit Damage Target 2: 1d6 ⇒ 3

If impossible to get 2 zombies within 30':

A1: Move 35' from the nearest zombie
A2&3: Cast ray of frost targeting the closest zombie

attack: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18
damage: 1d8 + 1 ⇒ (4) + 1 = 5


Male Human Monk 2 | Max HP 32 | AC 17; TAC 17 | Fort (E) +3; Ref (E) +7; Will (E) +1 | Per (T) +0 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: -0 | SP/Spells: N/A

Ready for action, Amycus strides up to one of the zombies and unleashes the Hells on it.

Stride to move up to the zombie directly south of his position, kind of in the thick of them. It looks like I should be able to get there in one movement, I think.

A1: Stride 20ft.
A2: Flurry of Blows
A3: Unarmed Strike

Flurry 1: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Damage: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9

Flurry 2: 1d20 + 1 + 1 ⇒ (12) + 1 + 1 = 14
Damage: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8

Unarmed Strike: 1d20 - 3 + 1 ⇒ (17) - 3 + 1 = 15
Damage: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Yikes. :O
EDIT: Added +1 atk/damage from Inspire Courage. Forgot those at first.


Spells Prepped / Used:
Cantrips: Detect Magic, Disrupt Undead, Light, Shield, Stabilize; 1st Level: Heal, Heal, Sanctuary; Channel: 3/3
Halfling Cleric of Pharasma 2 | Max HP: 22 | AC: 13; TAC: 12 | Saves: Fort (E): +3; Ref (T): +2; Will (E): +6 | Perception (T): +5 | Hero Points: 1 | Resonance: 5 Current Damage: 0 | Spell Points: 3 | Spellcasting (T); DC: 14 | 2 (2)

Tiro stays where he is, hoping for protection from his allies as he continues to blast undead with positive energy. He also calls down Pharasma's protection once more, and a shield of force appears in front of him.

Action 1 & 2: Verbal and somatic casting of Disrupt Undead (DC 14 Fort save for half)
Action 3: Cast shield - AC now 13

Disrupt Undead: 1d10 + 1 ⇒ (4) + 1 = 5


Human (Half-Orc) Alchemist (Bomber) 2 | Max HP: 20 | AC: 17; TAC: 16 | Saves: Fort (E): +1; Ref (E): +7; Will (T): +3 | Perception (T): +3 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: 0 | Spellcasting (T); DC: 16 |
Daily Prep:
1 (6) IR; 2 Acid, 2 Lightning, 2 Ice, 2 Tangle, 2 EoLM <A|W> PF&Sh

@GM Skyreaver: Good to know ^^
Although with Velkan, that sort of choice can only come up with the spells he'll pick up later.
<3 Bomber Specialization


@Conor: that's correct: you only lose the ability to cast the spell if you "break" it.

@Amycus: the Zombies have all come to you, so I'll assume that you want to tak another attack.

Attack Roll: 1d20 - 2 ⇒ (14) - 2 = 12
Damage Roll: 1d6 + 3 ⇒ (6) + 3 = 9

Initiative Order:
Tiro
Velkan
Conor
Them
Syeira
Amycus

Fort Save: 1d20 + 5 ⇒ (7) + 5 = 12

Tiro again calls upon divine magic to harm undead and it screams.

Velkan throws at a different zombie, but misjudges his throw due to the creatures swarming over Amycus and his desire not to hit his ally.

Conor again summons an invisible shield to protect himself and supports his allies.

The zombie that Tiro hits moves away from Amycus as it shambles towards Tiro, but doesn't quite reach him basically, it's 5' away from him. Meanwhile, the Zombie that Velkan threw at moves towards him.

The other two attack Amycus.

Attack Roll: 1d20 + 6 ⇒ (3) + 6 = 9
Damage Roll: 1d6 + 2 ⇒ (5) + 2 = 7

Attack Roll: 1d20 + 6 ⇒ (14) + 6 = 20
Damage Roll: 1d6 + 2 ⇒ (2) + 2 = 4

One of them manages to connect and deals Amycus a small wound, but it then uses that to try and hold onto him. You're not grabbed now, but you will be at the end of it's next turn Amycus; or, should I say, you would have been.

Syiera targets the two zombies that have moved on Tiro and Velkan respectively. Btw, Syiera, you don't need to roll the crit damage separately, it's just double the damage you rolled normally.

Tiro's: 1d20 - 1 ⇒ (5) - 1 = 4
Velkan's: 1d20 - 1 ⇒ (6) - 1 = 5

The one stalking towards Tiro disappears when it is hit with the lightning; the one approaching Velkan is injured by not dead.

For his part, Amycus focuses on the one that is trying to hold onto him and manages to bash it back into it's corpse state.

The one that is eating finally notices the party as a threat and begins moving towards Amycus.

Damage Report:
Tiro -2
Conor -16
Amycus -10
Syeira -10
Velkan -10
Velkan's Zombie -5
Zombie on Amycus -0
Zombie headed towards Amycus -0

Players are up.


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

Grinning at the headway they were making against the rotting corpses, Conor again shouts out encouragement.

"We're kicking their asses! Pour it on!"

Then he adds to Tiro's holy power, again trying to disrupt the undead, targeting the one approaching the alchemist, trusting the brawler to be able to hold his own for a bit longer.

Finishing his chant, light flares from his hand to the undead monster.

Disrupt Undead: 1d10 ⇒ 4

inspire courage, disrupt undead


Human (Half-Orc) Alchemist (Bomber) 2 | Max HP: 20 | AC: 17; TAC: 16 | Saves: Fort (E): +1; Ref (E): +7; Will (T): +3 | Perception (T): +3 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: 0 | Spellcasting (T); DC: 16 |
Daily Prep:
1 (6) IR; 2 Acid, 2 Lightning, 2 Ice, 2 Tangle, 2 EoLM <A|W> PF&Sh

Velkan concentrates, trying to remember the best way to hurt zombies. Then he gets ready to swing at the zombie if it gets close.

Readied Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage (B): 1d4 + 2 ⇒ (4) + 2 = 6

Actions:
1)Religion (Recall Knowledge): +2 on a secret check; +5 if it should be an Arcana or Occultism check instead.
2&3)Ready (Strike)


Spells Prepped / Used:
Cantrips: Detect Magic, Disrupt Undead, Light, Shield, Stabilize; 1st Level: Heal, Heal, Sanctuary; Channel: 3/3
Halfling Cleric of Pharasma 2 | Max HP: 22 | AC: 13; TAC: 12 | Saves: Fort (E): +3; Ref (T): +2; Will (E): +6 | Perception (T): +5 | Hero Points: 1 | Resonance: 5 Current Damage: 0 | Spell Points: 3 | Spellcasting (T); DC: 14 | 2 (2)

Feeling more and more confident, Tiro continues to call down blessings from Pharasma, somewhat enjoying the feeling of blasting the undead with positive energy.

1st & 2nd Actions: Verbal and somatic casting of Disrupt Undead
3rd Action: Cast shield

Disrupt Undead: 1d10 + 1 ⇒ (4) + 1 = 5

That's' the third 4 I've rolled! C'mon!


Male Human Monk 2 | Max HP 32 | AC 17; TAC 17 | Fort (E) +3; Ref (E) +7; Will (E) +1 | Per (T) +0 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: -0 | SP/Spells: N/A

Seeing himself surrounded, Amycus takes a deep breath and almost immediately gags on the stench of rotting flesh. Awright, good. What was step 2?

He shifts his feet and adjusts his fists to resemble claws. Awright, Amycus. Jes' like that Tien bloke taught ye. With that, he slashes at the zombies as if with the claws of a great cat.

Enacting Tiger Stance. Bigger damage die so hopefully he can rip through these things faster. Amycus will focus his attacks on a single zombie until it falls before switching targets. The only caveat is that if they have any kind of damage resistance, both flurry attacks have to hit the same guy in order to combine before DR.

A1: Tiger Stance
A2: Flurry of Blows
A3: Unarmed Strike

Tiger Claw: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11

Flurry Attack 1: 1d20 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Damage: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Flurry Attack 2: 1d20 - 3 + 1 ⇒ (10) - 3 + 1 = 8
Damage: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Final Unarmed Strike: 1d20 - 3 + 1 ⇒ (4) - 3 + 1 = 2
Damage: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8

Wow. That is awful. Well at least one hit (I hope).


Now that the triptaphan has worn off, 24 hours for Syeira.


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Female CG Human Sorceress |HP: 08/08 | AC: 12 (Tch: 11, Fl: 11) | CMB: -2, CMD: 9 | F: +2, R: +1, W: +1 | Init: +1 (+5 with Familiar) | Perc: -1, SM: -1 | Speed 30ft | Spellcasting (lvl 0, DC: 14) |
Spell Slots:
4 (lvl 1)
| Image

As her shock takes down one of the zombies, the second continues to move towards the half-orc who is still fairly banged up from their last fight. Syeira hesitates for a moment seeing the one of the zombies grab on to Amycus before he takes it down. She then focuses all of her attention on the zombie moving toward Velkan. Syeira points her finger at the vile creature and shouts "Hahkpi". A small blue line arcs from her finger towards the creature.

A1&A2: Cast Ray of Frost, targeting velkan zombie
A3: Grip staff with 2 hands

Ranged Touch Attack: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Cold Damage: 1d8 + 1 ⇒ (6) + 1 = 7

and you thought your roll was bad. Hope everyone had a good Thanksgiving

Also, are there 2 or 3 living zombies? Your recap of the previous turn made it sound like Amycus killed the one that grabbed him but then in turn order there is an Amycus zombie listed.


three: one that was destroyed in the first round and two that were destroyed in the second round.

Initiative Order:
Tiro
Velkan
Conor
Them
Syeira
Amycus

Tiro again summons his holy power in a beam of pure light, targeting undead approaching Velkan.

Fort Save: 1d20 + 5 ⇒ (7) + 5 = 12

it burns as the power rips through it.

Velkan, for his part, prepares to take apart the creating approaching him.

A beam of light from Conor joins Tiros, targeting the one approaching Velkan.

Fort Save: 1d20 + 5 ⇒ (15) + 5 = 20

It disappears in an explosion of light and dust. saved AND died.

The Zombie on Amycus attacks again, hoping to bring him down. The one approaching finally joins into the fray, but can't attack immediately.

Attack Roll: 1d20 + 6 ⇒ (11) + 6 = 17
Damage Roll: 1d6 + 2 ⇒ (2) + 2 = 4

Amycus is injured, but it is nothing that he isn't used to.

Syiera points at the zombie that just arrived at Amycus' side and calls upon the magic of her blood to strike it with a ray of utter cold.

Finally, Amycus attunes his soul to the spirit of the Tiger and uses the techniques he was taught to rend flesh on one of the creatures attacking him, specifically the one that Syiera just hit. Several of his blows just seem to bounce off the creature, but one seems to strike true!

Damage Report:
Tiro -2
Conor -16
Amycus -14
Syeira -10
Velkan -10
Zombie on Amycus -0
Zombie headed towards Amycus -18

Players are up, and should hopefully finish this round and get some sweet, sweet cleric luvins!


Human (Half-Orc) Alchemist (Bomber) 2 | Max HP: 20 | AC: 17; TAC: 16 | Saves: Fort (E): +1; Ref (E): +7; Will (T): +3 | Perception (T): +3 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: 0 | Spellcasting (T); DC: 16 |
Daily Prep:
1 (6) IR; 2 Acid, 2 Lightning, 2 Ice, 2 Tangle, 2 EoLM <A|W> PF&Sh

I'm glad it didn't make it to me... I suppose I can afford to save my bombs when there's only two.

Velkan draws his dagger and moves out, close enough to toss his dagger, but not close enough to risk getting bitten for his trouble.

Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Damage (P): 1d4 + 2 ⇒ (4) + 2 = 6

Velkan, not used to throwing thin sharp objects, tries too hard to avoid hitting Amycus and flicks his dagger wide.


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

Grinning as more of the zombies fall, Conor keeps up the encouragement as he once again calls upon his occult magics and sends another flash of disruption, this time at the damaged zombie fighting Amycus.

Inspire Courage, then Disrupt Undead on the zombie currently engaged with Amycus

Distupt Undead: 1d10 ⇒ 5


Spells Prepped / Used:
Cantrips: Detect Magic, Disrupt Undead, Light, Shield, Stabilize; 1st Level: Heal, Heal, Sanctuary; Channel: 3/3
Halfling Cleric of Pharasma 2 | Max HP: 22 | AC: 13; TAC: 12 | Saves: Fort (E): +3; Ref (T): +2; Will (E): +6 | Perception (T): +5 | Hero Points: 1 | Resonance: 5 Current Damage: 0 | Spell Points: 3 | Spellcasting (T); DC: 14 | 2 (2)

It's working, we're taking them down! Pharasma, stay by my side.

Tiro grips his holy symbol ever tighter as he calls down the blessing of his goddess, sending another ray of positive energy toward an oncoming zombie.

1st & 2nd Actions: Verbal and somatic casting of Disrupt Undead (on the zombie engaged with Amycus if it's still alive, or the other one if not.
3rd Action: Cast shield

Disrupt Undead: 1d10 + 1 ⇒ (5) + 1 = 6


Male Human Monk 2 | Max HP 32 | AC 17; TAC 17 | Fort (E) +3; Ref (E) +7; Will (E) +1 | Per (T) +0 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: -0 | SP/Spells: N/A

Battered and bleeding, Amycus doesn't look in the least bit fazed. In fact, there is a light in his eyes, a glee that teeters precariously on true madness, as he ducks and weaves against the clumsy swings of dead fists. One strikes home, and he hears more than feels another rib crack dangerously, but it's a distant thing, empty of personal meaning, like a medical student watching a chirurgeon's lecture. He takes the blow, turns with it to reduce its impact, and continues his assault.

I believe no action is required to maintain Tiger Stance; that it stays until I leave it as a free action, if I'm reading the Stance rules correctly.

A1: Flurry of Blows
A2: Tiger Stance Attack 3
A3: Tiger Stance Attack 4

Tiger Claws (FoB) 1: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Damage: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4 S

Tiger Claws (FoB) 2: 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20
Damage: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9 S

Tiger Claws 3: 1d20 - 3 + 1 ⇒ (18) - 3 + 1 = 16
Damage: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5 S

Tiger Claws 4: 1d20 - 3 + 1 ⇒ (11) - 3 + 1 = 9
Damage: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8 S

Woo! Not bad, Amycus!


Female CG Human Sorceress |HP: 08/08 | AC: 12 (Tch: 11, Fl: 11) | CMB: -2, CMD: 9 | F: +2, R: +1, W: +1 | Init: +1 (+5 with Familiar) | Perc: -1, SM: -1 | Speed 30ft | Spellcasting (lvl 0, DC: 14) |
Spell Slots:
4 (lvl 1)
| Image

Syeira smiled as the undead started to fall. Their little erstwhile band was working well together. "We're almost through," she says more to herself than to anyone else. With that she focuses on the final zombie(s) and unleashes elemental fury.

A1:(If necessary) Move to within 30 ft of all remaining zombies.
A2&3: If there are 2 remaining zombies cast electric arc. If there is only one remaining cast ray of cold.

Ray of Frost:

Ranged Touch Attack: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
damage: 1d8 + 1 ⇒ (2) + 1 = 3

Electric Arc:

DC 14 Reflex
Possible Damage 1: 1d6 + 1 ⇒ (6) + 1 = 7
Possible Damage 2: 1d6 + 1 ⇒ (3) + 1 = 4


That's my reading of the rules as well Amycus.

Initiative Order:
Tiro
Velkan
Conor
Them
Syeira
Amycus

Tiro again pours out divine power on the encroaching undead.

Fort Save: 1d20 + 5 ⇒ (20) + 5 = 25

This creature, however, appears to be unaffected by such trivial power.

Hoping that his power can succeed where Tiro's has failed, Conor attempts the same thing.

Fort Save: 1d20 + 5 ⇒ (12) + 5 = 17

He has some success, but not as much as he might like.

Now that both Zombies are joined in battle with Amycus, each attacks him, hoping to drag him down into death.

Attack Roll: 1d20 + 6 ⇒ (7) + 6 = 13
Damage Roll: 1d6 + 2 ⇒ (3) + 2 = 5

Attack Roll: 1d20 + 6 ⇒ (3) + 6 = 9
Damage Roll: 1d6 + 2 ⇒ (3) + 2 = 5

Each seems to get in the other's way, however.

Syeira again draws upon her arcane might as electricity arcs between the two undead.

Ref Save On: 1d20 - 1 ⇒ (16) - 1 = 15
Ref Save Approaching: 1d20 - 1 ⇒ (12) - 1 = 11

The one that has been attacking Amycus resists by is still damaged; the second one, however, is destroyed!

For his part, Amycus manages to destroy the remaining one, then hits it's crumbling body twice more for good measure!

Combat is over.

As the fight concludes, the leader of the men protecting the father, who turns out to be the Sherriff, waves you over. As you approach, Father Zantus raises his holy symbol and divine power cleanses and closes your wounds.

Channel: 2d8 + 4 ⇒ (5, 1) + 4 = 10

Damage Report:
Conor -6
Amycus -4

You may now take a 10 minute rest if you want, to allow Tiro to bandage up the rest of the damage on the group. You may also speak to the people here, should you wish.


Spells Prepped / Used:
Cantrips: Detect Magic, Disrupt Undead, Light, Shield, Stabilize; 1st Level: Heal, Heal, Sanctuary; Channel: 3/3
Halfling Cleric of Pharasma 2 | Max HP: 22 | AC: 13; TAC: 12 | Saves: Fort (E): +3; Ref (T): +2; Will (E): +6 | Perception (T): +5 | Hero Points: 1 | Resonance: 5 Current Damage: 0 | Spell Points: 3 | Spellcasting (T); DC: 14 | 2 (2)

Tiro falls to his knees, looking up to the sky and thanking Pharasma for her aid in the battle. Distracted only for a moment, he feels Father Zantus's healing wash over him. Seeing that both Conor and Amycus still seem to have some wounds that needed treatment, he calls them over.

"Let me see what I can do to try to patch you two up," he says, and then more quietly: "Thanks for saving me back there - I had forgotten how dangerous adventuring can be, even for a lowly healer like myself."

I believe we said my roll from before could roll over, so that should be a critical success on Treat Wounds. That's CON modifier x 3 healing for both of you!


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

Relieved to se the last of the undead fall to their might and magic, Conor staggers over to the priest and sheriff, feeling each of his cuts and bruises, yet smiling at the rush of victory and already composing a song about the "Battle of Sandpoint" and the brave heroes who saved it.

Sighing in pleasure as the healing magics wash over him, Conor sheathes his longsword and smiles as Tiro administers first aid to his few remaining injuries.

"Wrap it tight there, I think that rib is at least cracked."

Watching both priests work, Conor is impressed with their faith. Not a faithful man himself, disliking the greedy and selfish Asmodeus of his homeland or, even worse, the terrible Zon Kuthon. When discovering his magic, he had tried to at least play lip service to Nethys, god of magic, but his heart was never in it. He believed his magic was from his music, and his faith was in himself.

Now that he finally started evil in the eye, and came out standing on the other side, his personal faith was strengthening. Wounds mostly healed, he felt he could take on the whole world, if need be.

As he is recieving treatment, he looks to the Sherrif, asking "How is the rest of the town holding up? Where do you need us next?"


Male Human Monk 2 | Max HP 32 | AC 17; TAC 17 | Fort (E) +3; Ref (E) +7; Will (E) +1 | Per (T) +0 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: -0 | SP/Spells: N/A

Amycus feels that strange, horrid, bone-deep itching sensation wash over him as his wounds heal almost instantly. He can feel the cracked ribs pop back into place with a sharp pain that almost makes him cry out, but then it fades as well. He rubs the ribs where the itch lingers slightly as he hustles up to the sheriff and priests.

"Many thanks, mate. Bloody 'ell, I'll never get used ta how that feels."

He lets Tiro wrap his chest again, tighter than before, and feels a slight pang. Apparently the magic hadn't fully mended the ribs; at least a couple are still bruised. Breathing isn't going to be fun for a day or two, but he's alive and more or less intact. All in all, he feels phenomenal.

"Never rowed with corpses before," he says cheerfully. "Gotta say, they put up a helluva fight. Still at a loss as ta where they all came from, though. I dunno about magic, but it's been my experience the dead are s'posed ta stay dead, yeah?"


Female CG Human Sorceress |HP: 08/08 | AC: 12 (Tch: 11, Fl: 11) | CMB: -2, CMD: 9 | F: +2, R: +1, W: +1 | Init: +1 (+5 with Familiar) | Perc: -1, SM: -1 | Speed 30ft | Spellcasting (lvl 0, DC: 14) |
Spell Slots:
4 (lvl 1)
| Image

As the last of the undead fall, Syeira takes a moment to catch her breath while looking over her new companions. "They all appear to be ok, at least they're all walking. " she thinks to herself as they make their way towards the rest of the town. Upon arriving she feels the healing energy wash over her body. She gives thanks to the priest before turning her attention to the sheriff.

Syeira can't help herself as her mouth takes over. "How is everyone? Is Ameiko ok? Do you now what happened? Is there anyone who needs my help?" comes pouring out of her mouth in a single incoherent string. Realizing this, Syeira takes a deep breath to calm herself. "Apologies for that outburst sheriff. Please let me... I mean us, know where we can be of assistance. "


Human (Half-Orc) Alchemist (Bomber) 2 | Max HP: 20 | AC: 17; TAC: 16 | Saves: Fort (E): +1; Ref (E): +7; Will (T): +3 | Perception (T): +3 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: 0 | Spellcasting (T); DC: 16 |
Daily Prep:
1 (6) IR; 2 Acid, 2 Lightning, 2 Ice, 2 Tangle, 2 EoLM <A|W> PF&Sh

infinity + 1 OOC:
Last I checked, the basic success healing is
[healer's level] * max([wounded person's CON], 1).
The critical success bonus is 3 * [healer's level], which in general would make the total
[healer's level] * (3 + max([wounded person's CON], 1))
At present no one has a con mod greater than +1, so the baseline healing simplifies to [healer's level] * 1 and, in total, it'd be just [Tiro's level] * 4,
which is +4hp
Also, I tried to double check the most current playtest stuff, but I can't see it on the front page, anyone know where that was moved to?

Velkan picks up his dagger and sheaths it before hurrying along to ask for healing. Before he can even speak up, Father Zantus is already curing what ails him.

Velkan approaches the priest.
"Thank you..."
Dang, what's his name?
"uh, Father."
Velkan bows his head sheepishly.
"Can you somehow help us to fight these abominations, Father?"


Sorry, I meant to get a post up last night, but I fell asleep when I got home and woke up more or less on time for work. I'll certainly get a post up tonight.


We did indeed Tiro. We did indeed.

With the lack of undead in the immediate area, the group you are speaking to visibly relaxes, but then in the distance a loud scream is heard that is then cut off.

The Sheriff looks to your group and says "As you're all obviously combat capable, I am going to empower you to help deal with this situation; consider yourselves all deputized."

The priest steps in at this point and says "I am glad that you are all alive. As to what assistance I can provide, now that the square is clear, we're going to move back towards the church and set up a safe haven there. If you find townsfolk, guild them to the church, where we will be treating them and keeping them safe and in one place."

At Amycus' question, Father Zantus says 'I believe that someone has performed a foul necromantic ritual to raise the dead. Such power is never used for good purposes, and this is not an exception to that rule. If you can find the parties responsible, or even just a lead on their whereabouts, we can sort out some kind of reward for you."

"And I'm sure that the city council will be more than willing to add to that reward." says the sheriff.

"For now, though, we're going to have to ask you to go into the town and save whoever you can. We'd like to still have a city to call home when all this is over."

At Velkan's question, Father Zantus says "Unfortunately, I do not have anything that can aid you, but if you are in need of healing, come to the church and we will treat you as best we can."

At this point, the group packs up and begins a quick march towards the church, leaving our erstwhile heroes with their own decision to make: will you go into the city, or will you try to find the source of the corruption?


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

Grinning fiercely, swelling with pride at being deputized and surviving the horrors of both his first fight and his first real encounter with foul undead, Conor takes up his sword and looks around the group.

"Well, let's go be heroes!"

When they set off, a jaunty marching tune is on his lips, using his rush of high spirits to mask the trepidation at the horrors they are soon to encounter.


Male Human Monk 2 | Max HP 32 | AC 17; TAC 17 | Fort (E) +3; Ref (E) +7; Will (E) +1 | Per (T) +0 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: -0 | SP/Spells: N/A

At the announcement of being deputized Amycus becomes visibly uncomfortable. "Uhhh..." With that sage input, he crosses his arms and stares at the ground until the priest and sheriff leave. He doesn't relax until the group is alone.

"That was... dif'rent." He turns to the others. "So what's the plan then, eh? Find the 'ead o' the snake an' lop it off, or go wade face-first inta more zombies? I'm of the latter persuasion. Ye can't punch necromancy, an' I dunno as I'd be much good there. But these things die easy enough, sure." He nudges a battered zombie corpse for emphasis.


Human (Half-Orc) Alchemist (Bomber) 2 | Max HP: 20 | AC: 17; TAC: 16 | Saves: Fort (E): +1; Ref (E): +7; Will (T): +3 | Perception (T): +3 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: 0 | Spellcasting (T); DC: 16 |
Daily Prep:
1 (6) IR; 2 Acid, 2 Lightning, 2 Ice, 2 Tangle, 2 EoLM <A|W> PF&Sh

Velkan winces at the scream cut short.

Once the team is alone, Velkan throws in his two cents.
"Normally I'd cast my vote in favor of punching a necromancer, but in this case it sounds like there might be a few people that we can help before it's too late. In no uncertain terms: I vote town."


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

Still flushed with confidence, Conor agrees with the alchemist.

"Stopping the necromancer might end the attack, or it might not. Stopping the zombies in town will save lives. I say we clear the town first. Hopefully whoever sent them doesnt have a second wave on the way."


Female CG Human Sorceress |HP: 08/08 | AC: 12 (Tch: 11, Fl: 11) | CMB: -2, CMD: 9 | F: +2, R: +1, W: +1 | Init: +1 (+5 with Familiar) | Perc: -1, SM: -1 | Speed 30ft | Spellcasting (lvl 0, DC: 14) |
Spell Slots:
4 (lvl 1)
| Image

"I have to agree. Though whoever is behind this attack may get away, there are people here that most likely will die now if we don't help. Coming to their aid should be the priority."

With the group in apparent agreement, Syeira makes sure she is prepared before starting to move out.


Spells Prepped / Used:
Cantrips: Detect Magic, Disrupt Undead, Light, Shield, Stabilize; 1st Level: Heal, Heal, Sanctuary; Channel: 3/3
Halfling Cleric of Pharasma 2 | Max HP: 22 | AC: 13; TAC: 12 | Saves: Fort (E): +3; Ref (T): +2; Will (E): +6 | Perception (T): +5 | Hero Points: 1 | Resonance: 5 Current Damage: 0 | Spell Points: 3 | Spellcasting (T); DC: 14 | 2 (2)

Tiro nods in agreement with the group.

"Yes, we have people that still need protecting before we find the cause. Plus, I can't allow these abominations running around this town - we must put an end to them."


Male Human Monk 2 | Max HP 32 | AC 17; TAC 17 | Fort (E) +3; Ref (E) +7; Will (E) +1 | Per (T) +0 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: -0 | SP/Spells: N/A

Amycus sniffs nonchalantly. "Sounds like we're in accords, mates. Let's poke another bear, yeah?"

He looks around. "Any o' you ken where that scream came from earlier?"


Human (Half-Orc) Alchemist (Bomber) 2 | Max HP: 20 | AC: 17; TAC: 16 | Saves: Fort (E): +1; Ref (E): +7; Will (T): +3 | Perception (T): +3 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: 0 | Spellcasting (T); DC: 16 |
Daily Prep:
1 (6) IR; 2 Acid, 2 Lightning, 2 Ice, 2 Tangle, 2 EoLM <A|W> PF&Sh

"Further south?" Velkan guesses as he pulls out both his dagger and some Bottled Lightning.


Moving towards the easy-to-follow signs left by the horde's passage, you find yourselves near what for some of you is a familiar sight: a tavern and inn with a metallic dragon statue sitting on the roof. from inside, you can hear the sounds of frightened people crying and praying.

The cause of their fear is completely understandable: outside the building stands a what appears to be the reanimated corpse of an Giant, who is smashing his fists into the table that a pair of the bouncers are using as an improvised tower shield in an effort to protect the front door; while the horde is a threat, this creature is likely the greatest threat from among the horde.

It: 1d20 + 3 ⇒ (10) + 3 = 13
Velkan: 1d20 + 2 ⇒ (14) + 2 = 16
Amycus: 1d20 - 1 ⇒ (2) - 1 = 1
Tiro: 1d20 + 4 ⇒ (13) + 4 = 17
Syeira: 1d20 + 1 ⇒ (11) + 1 = 12
Conor: 1d20 + 2 ⇒ (13) + 2 = 15

Initiative Order:
Tiro
Velkan
Conor
It
Syeira
Amycus

Players are up!


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

Conors good mood and confidence fade as he looks at the monstrocity assaulting the bar. "Whoa, big fella." he stammers, nearly losing his nerve. Then in a moment of levity brought on by near panic (hysteria?) He quips, "See Velkan, Tiro, I told you we'd get a drink at the Dragon... just needed some excercise first."

Finally gripping his courage as the group springs into action, he again begins to encourage the group, this time a Shoanti battle hymn he picked up somewhere, even as he interfaces the chanting and motion of another spell to disrupt this thing's foul reanimation magics.

Inspire Courage, disrupt undead

Disrupt: 1d10 ⇒ 8


Human (Half-Orc) Alchemist (Bomber) 2 | Max HP: 20 | AC: 17; TAC: 16 | Saves: Fort (E): +1; Ref (E): +7; Will (T): +3 | Perception (T): +3 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: 0 | Spellcasting (T); DC: 16 |
Daily Prep:
1 (6) IR; 2 Acid, 2 Lightning, 2 Ice, 2 Tangle, 2 EoLM <A|W> PF&Sh

Velkan will delay until initiative count 14.
That way he can act after Conor for maximum Inspire Courage, while still acting before the superzombie xD

Where did that thing come from?
And what have we gotten caught up in...

Velkan hesitates upon seeing the giant creature, but Conor's battle hymn reminds him to move.
"Right... the bigger they are, the harder they fall, right?"

Velkan moves into range and then drops his dagger to his feet as he reaches for an Acid Flask.
Pharasma guide my hand...
With half a silent prayer, he lobs the acid at the giant.

Ranged Touch Attack: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Damage (Acid): 0 + 1 = 1? +1d6 persistent acid damage
(every turn at the end of the zombie's turn it takes 1d6 acid and then can try to roll a nat20 to avoid next turn's damage)


Spells Prepped / Used:
Cantrips: Detect Magic, Disrupt Undead, Light, Shield, Stabilize; 1st Level: Heal, Heal, Sanctuary; Channel: 3/3
Halfling Cleric of Pharasma 2 | Max HP: 22 | AC: 13; TAC: 12 | Saves: Fort (E): +3; Ref (T): +2; Will (E): +6 | Perception (T): +5 | Hero Points: 1 | Resonance: 5 Current Damage: 0 | Spell Points: 3 | Spellcasting (T); DC: 14 | 2 (2)

That's the largest undead creature I've ever seen - vile thing. Pharasma, smite this abomination!

His words resemble a prayer, but you can hear the anger in Tiro's voice as he thrusts his holy symbol forward.

Actions 1 & 2: 2 action casting of Heal to damage an undead creature. Fort DC 14 for half.
Action 3: Cast shield. AC now 13.

Heal to damage an undead creature: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8


Female CG Human Sorceress |HP: 08/08 | AC: 12 (Tch: 11, Fl: 11) | CMB: -2, CMD: 9 | F: +2, R: +1, W: +1 | Init: +1 (+5 with Familiar) | Perc: -1, SM: -1 | Speed 30ft | Spellcasting (lvl 0, DC: 14) |
Spell Slots:
4 (lvl 1)
| Image

"Not the Dragon!" Syeira exclaims as her heart beats furiously in her chest. "Please let everyone be alright..." With that thought, Syeira grips her staff tightly, energy flowing from it into her body and back into the staff.


Start of turn reaction: Drain arcane focus
A1&A2: Cast Magic Weapon
A3: 2 Handed grip on staff


Initiative Order:
Tiro
Conor
Velkan
It
Syeira
Amycus

Tiro prays to Pharasma to end the creatures whose very life is anathema to his deity.

Fort Save: 1d20 + 8 ⇒ (9) + 8 = 17

It resists his holy power, but still burns!

Conor, for his part, falls back on the combination that has served him well so far.

Fort Save: 1d20 + 8 ⇒ (14) + 8 = 22

Meanwhile, Velkan's bomb causes the massive creatures flesh to boil.

Roaring, the creature moves into melee combat with Tiro, the one who had the BANE!

Just moving. Can't attack this round.

For her part, Syeira empowers her staff using her magic and prepares for next rounds attacks.

Amycus spouts something pithy as he enters the fray, fists aflyin'!

Attack Rolls (regular plus flurry): 1d20 + 5 ⇒ (6) + 5 = 111d20 ⇒ 121d20 - 5 ⇒ (19) - 5 = 14
Damage Rolls: 1d6 + 2 ⇒ (1) + 2 = 31d6 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (4) + 2 = 6

Damage Report:
Biggie: -34

Players up!


Male Human Monk 2 | Max HP 32 | AC 17; TAC 17 | Fort (E) +3; Ref (E) +7; Will (E) +1 | Per (T) +0 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: -0 | SP/Spells: N/A

So sorry! My brain's been a mess all week. Finals has me fried like an egg.

Taking a crouching stance, hands out like tiger paws, Amycus rips into the beast again. His energy is waning; he has nothing to spare on snark now; all he can do is focus on the massive undead brute and slash away.

A1: Tiger Stance
A2: Flurry of Blows
A3: Final Attack

Tiger Stance Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d8 + 2 ⇒ (8) + 2 = 10 S

Flurry of Blows 1: 1d20 + 1 ⇒ (7) + 1 = 8
Damage: 1d8 + 2 ⇒ (7) + 2 = 9 S

Flurry of Blows 2: 1d20 - 3 ⇒ (16) - 3 = 13
Damage: 1d8 + 2 ⇒ (4) + 2 = 6 S

Final Attack: 1d20 - 3 ⇒ (18) - 3 = 15
Damage: 1d8 + 2 ⇒ (1) + 2 = 3 S

Welp. That was underwhelming.


Alec Greene | Male Human Bard 1 | Perception +2 | | AC 15 TAC 13 | F +2 R +3 W +2 | HP 14/21 | Spell Points 3/3 | Hero 1/1 | Spells 1st 1/2 | Cond:

dont forget your +1's from Inspire Courage

Seeing the monster turn and threaten Tiro, that guy is a monster magnet!, Conor continues his inspiring chant and once again lashes out with blue anti undead magic.

Disrupt Undead: 1d10 ⇒ 10


Spells Prepped / Used:
Cantrips: Detect Magic, Disrupt Undead, Light, Shield, Stabilize; 1st Level: Heal, Heal, Sanctuary; Channel: 3/3
Halfling Cleric of Pharasma 2 | Max HP: 22 | AC: 13; TAC: 12 | Saves: Fort (E): +3; Ref (T): +2; Will (E): +6 | Perception (T): +5 | Hero Points: 1 | Resonance: 5 Current Damage: 0 | Spell Points: 3 | Spellcasting (T); DC: 14 | 2 (2)

Tiro feels the creature's putrid breath wash over him as it roars and realizes he's put himself in danger again. Stepping back away from the creature, he prays to Pharasma for protection.

Action 1: Step out of melee
Actions 2 & 3: Cast Sanctuary, DC 14

Sanctuary:
Creatures attempting to attack the target must attempt a Will save each time, with outcomes depending on their saves. If the target acts in a hostile manner, the spell is dismissed.

Success The creature can attempt its attack and any other attacks against the target this turn.
Critical Success Sanctuary is dismissed.
Failure The creature can’t attack the target and wastes the action. It can’t attempt further attacks against the target this turn.
Critical Failure The creature wastes the action and can’t attempt to attack the target for the rest of sanctuary’s duration.


Human (Half-Orc) Alchemist (Bomber) 2 | Max HP: 20 | AC: 17; TAC: 16 | Saves: Fort (E): +1; Ref (E): +7; Will (T): +3 | Perception (T): +3 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: 0 | Spellcasting (T); DC: 16 |
Daily Prep:
1 (6) IR; 2 Acid, 2 Lightning, 2 Ice, 2 Tangle, 2 EoLM <A|W> PF&Sh

<3 +1 from Inspire Courage

"I'll shock him off balance!"
Valkan picks his dagger back up and then circles around to a better angle before tossing his Bottled Lightning at the monster.

Ranged Touch Attack: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7 with a roll like that, I guess we can forget about making him flat footed this round...
I wonder if I'll even hit close enough to give him 1 splash xD

Damage (electricity): 1d6 + 1 ⇒ (3) + 1 = 4

Actions:
1) pickup dagger
2) stride to keep allies from giving him cover
3) toss Bottled Lightning


Male Human Monk 2 | Max HP 32 | AC 17; TAC 17 | Fort (E) +3; Ref (E) +7; Will (E) +1 | Per (T) +0 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: -0 | SP/Spells: N/A

Totally forgot! See above post re: frazzled brain lol. Maybe both those last two attacks were hits! Probably still just the one, but we can hope! The attacks adjusted would be thus:

Tiger Stance Attack: 8
Damage: 11

Flurry 1: 9
Damage: 10

Flurry 2: 14
Damage: 7

Final Attack: 16
Damage: 4


Initiative Order:
Tiro
Conor
Velkan
It
Syeira
Amycus

Tiro steps back and attempts to protect himself with his divine magic.

Conor inspires his allies and again unleashes his ability to harm undead.

Fort Save: 1d20 + 8 ⇒ (12) + 8 = 20

Even though it managed to resist, it is still harmed a great deal by the spell.

Velkan throws his bottle of lightning, but it lands well out of range of the creature unfortunately, a 1 on the attack roll is a critical failure, so it does nothing. It's worth noting that if you miss with an attack (but not critically) with a splash weapon, the attack does splash to the target.

Still focused on his target, The creature moves up and attempts to swing on Tiro…

Will Save: 1d20 + 3 ⇒ (17) + 3 = 20

and he brings his massive rotting fists to bear, seemingly ignoring the magic's effect...for now.

Attack Roll: 1d20 + 8 ⇒ (17) + 8 = 25
Damage Roll: 1d10 + 6 ⇒ (6) + 6 = 12

For her part, Syiera focuses on keeping herself safe from harm.

Finally, Amycus manages to land a couple of hits from his cavalcade of attacks.

Damage Report:
Biggie: -60
Tiro: -12

Players up!


Male Human Monk 2 | Max HP 32 | AC 17; TAC 17 | Fort (E) +3; Ref (E) +7; Will (E) +1 | Per (T) +0 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: -0 | SP/Spells: N/A

Been trying to post in initiative order, but last time I missed my turn from being all over the place (sorry again for that, everyone!). And I don't know when I'll get to post tomorrow (or later today I guess, technically) so I'll post now.

Watching that rotten hamfist come down on the halfling, Amycus lets the blood rush in and goes ballistic with his attacks. Despite the manic glee plastered all over his face, the only sound emanating from him is a series of rapid breaths and the wet tearing of rotting flesh.

Tried and true, once again! Maintaining Tiger Stance.

A1: Flurry of Blows
A2: Third Attack
A3: Final Attack

Flurry of Blows 1: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Damage: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10 S

Flurry of Blows 2: 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21
Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11 S

Third Attack: 1d20 - 3 + 1 ⇒ (1) - 3 + 1 = -1
Damage: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4 S

Final Attack: 1d20 - 3 + 1 ⇒ (11) - 3 + 1 = 9
Damage: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7 S

Holy buckets! (Hopefully) two solid hits and one attack roll that managed to be in the negatives. In almost two decades of gaming, I don't think that's ever happened to me before. Talk about polar opposites! XD


Human (Half-Orc) Alchemist (Bomber) 2 | Max HP: 20 | AC: 17; TAC: 16 | Saves: Fort (E): +1; Ref (E): +7; Will (T): +3 | Perception (T): +3 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: 0 | Spellcasting (T); DC: 16 |
Daily Prep:
1 (6) IR; 2 Acid, 2 Lightning, 2 Ice, 2 Tangle, 2 EoLM <A|W> PF&Sh

Please do post out of order xD

As his Bottled Lightning sails very far off course, frustration is apparent on Velkan's face.
focus!

He pulls out his last vial of the stuff and tries again.

Ranged Touch Attack: 1d20 + 5 ⇒ (20) + 5 = 25 +1? :3
Damage (electricity): 1d6 ⇒ 2 +1? :3
Crit Damage (electricity): 1d6 ⇒ 2 +1? :3
It is flat footed vs everyone, not just my flanking buddy, until my next turn ^^

He watches with satisfaction, noting that this throw was as good as the previous one was bad, while circling around to flank the beast.

Actions:
1) draw Bottled Lightning
2) throw Bottled Lightning
3) Stride towards the giant's back side


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

Wincing as their priest takes another heavy blow from the monster, Conor keeps his inspirational chant up even as he switches tact and trys a different cantrip on the monster. Spotting some debris from the damaged Tavern (Ideally sharp and pokey) he quickly chants while pointing at it and once finished, he flicks his fingers quickly towards the giant zombie.

The debris, of it's own accord, seemingly floats in the air a few feet then hurls at the beast at high speeds!

inspire, then telekinetic projectile, hopefully something sharp

Ranged Attack: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Damage: 1d10 + 1 ⇒ (8) + 1 = 9

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