All for Immortality, HARDCORE MODE! (Inactive)

Game Master Matthais777


101 to 150 of 304 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Liberty's Edge

1/2E Sorc 13, HP:93 of 93, AC:16, Touch:12, Flat Footed:14, with mage armor 13hrs F:+12, R:+11, W:+15, Init:+2, Perc:+19

As soon as he gets a chance on his turn, immediate action liberating command for an escape artist check with a +20.
Meni ushlab tura olmaysan!
escape artist: 1d20 + 21 ⇒ (15) + 21 = 36


Mage Armor - 2 hours
Ant Haul - 2 hours
Summon Monster VI (Bralani Azata) - 7 rnds - qty Bralani = 4
Haste - dur 8 rnds
Vanish - dur 1 rnds
HP: 63 of 74

if STILL grappled:

Lavode attempts to magically transport himself 100' straight up into the air. Meni ushlab tura olmaysan!
concentration: 1d20 + 23 ⇒ (5) + 23 = 28
Carp! DC=14+grappler's CMB

if FREE of grapple:

Lavode quietly moves from between them.
move diagonally down/left then down right. I don't think they get AoO since they can't see me.

Liberty's Edge

Male LG Human Monk (Windstep Master) 4/ Paladin (Tortured Crusader) 2/ Champion of Irori 6 | HP 110/110 | AC 27 T 24 FF 23 | CMB +18, CMD 42 | F: +17, R: +15, W: +17 | Init: +3 | Perc: +22, SM: +16 | Speed 50ft | Lay on Hands 11/11 || Ki Pool 20/21 || Smite Evil/Chaos 1/4 | | Active conditions: Deflect Arrows, Deific Obedience

Lavode *cough* you mean swift for your turn *cough*
knowledge any: 1d20 + 15 ⇒ (3) + 15 = 18 Welp, probably have no idea
As long as there are no allies adjacent to me, my AC and attack rolls are 3 higher

Yajima enters Crane style as a swift action before acrobatics-ing to in-between 5 and 4.

acrobatics: 1d20 + 23 ⇒ (14) + 23 = 37

He then roundhouse kicks both creatures in a sweeping smite (chaos).

Sweeping Smite, basically great cleave with smite:

At 3rd level, as a standard action, a champion of the enlightened can make a single unarmed strike while using his smite evil or smite chaos ability. If the attack hits, he can make another attack at the same bonus against an evil or chaotic creature adjacent to the first and also within reach. He gains the benefits of smite chaos or smite evil (whichever he was already using), except for additional damage for the first attack, against that creature until the beginning of his next turn. This does not require an additional daily use of smite evil or smite chaos.

At 6th level, a champion of the enlightened can use this ability to attack any number of opponents, as long as each is within his threatened area and adjacent to the previous target. This ability functions similarly to the Cleave and Great Cleave feats, but does not stack with them and does not result in an AC penalty.


If these creatures are not chaotic, subtract 4 from attack rolls and 8 from damage rolls.
Smite kick vs primary (5), defensively, smite, valiant stand: 1d20 + 17 + 4 + 3 ⇒ (9) + 17 + 4 + 3 = 33
damage, silver, cold iron, lawful, magic, smite: 2d6 + 9 + 8 ⇒ (6, 5) + 9 + 8 = 28 If this is a choatic outsider, +8 damage
bonus acid damage: 1d6 ⇒ 2

Smite kick vs secondary (4), defensively, smite, valiant stand: 1d20 + 17 + 4 + 3 ⇒ (9) + 17 + 4 + 3 = 33
damage, silver, cold iron, lawful, magic, smite: 2d6 + 9 + 8 ⇒ (1, 3) + 9 + 8 = 21
bonus acid damage: 1d6 ⇒ 6

AC is 30 base with no allies next to me. I get an additional 4 from my smite targets (4 and 5) if I hit them from smite. Because of Crane style I have an additional 8. Total of 42 versus smite targets and 38 to everyone else. This also increases my CMD by the same amount.


Two of the Bralani send blasts of scouring wind across the same two enemy creatures.
red dam: 3d6 ⇒ (4, 4, 6) = 14
green dam: 3d6 ⇒ (1, 3, 6) = 10
Blast of scouring wind for 3d6 in 20' line reflex DC=19 for half

The other 2 change into their human-ish forms (for more combat flexibility) while moving toward the creatures.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Lavode shouts words of freedom and slips from the things but cannot concentrate well enough while he's held by the horrible creature to let the magic flow through him!! He tries a different set of words, but as he does so, the thing beats him and he's unable to get the words out, and the spell fails him.
Got two problems. First, liberating command requires a immediate action to cast, as well as a immediate action to try and escape! So it's basically unable to let a caster escape himself. It's a popular homerule to allow the caster to jump anyways, but RAW it doesn't work. Even if you could, you'd still need to make the concentration check v grappling. Also, which 2 enemies are you blasting? I'm pretty sure, but I don't want to incorrectly assign damage.

Yajima strikes both creatures, glowing with the divine power of law...

Miss Chance: 1d100 ⇒ 40
Miss Chance: 1d100 ⇒ 84

that seemed to hurt them quite a bit, but the things are far from dead.

One of them lashes out at Huritt.

Miss chance: 1d100 ⇒ 33
Claw: 1d20 + 14 ⇒ (10) + 14 = 24
Damage: 2d6 + 5 ⇒ (4, 4) + 5 = 13
Grapple: 1d20 + 18 ⇒ (4) + 18 = 22

Miss chance: 1d100 ⇒ 42
Claw: 1d20 + 14 ⇒ (4) + 14 = 18
Damage: 2d6 + 5 ⇒ (3, 4) + 5 = 12
Grapple: 1d20 + 18 ⇒ (7) + 18 = 25

But is unable to grip the invisible caster.

I have been informed that riddywipple should move on Hurritt's turn... if I don't understand correctly, please direct more towards the proper rule, and I'll fix it again.

PATHFINDERS FIGHT! THE BOLD MAY ACT!
Thing 5 [Grappling] -30
Thing 6
Thing 4 -27
--------------
Yajim -11
Lavode -26
--------------
Thing 8
--------------
Ras'al -10 [Grappled]
-------------
Thing 3
-------------
Dorje
Teriq
-------------
Thing 1
Thing 2
Thing 7
----------
Huriitt/Riddywipple

Liberty's Edge

1/2E Sorc 13, HP:93 of 93, AC:16, Touch:12, Flat Footed:14, with mage armor 13hrs F:+12, R:+11, W:+15, Init:+2, Perc:+19

I drew arrows for the blast lines across 2 enemies. Nos. 2 and 3.
I was told immediate actions like quickened spells did not need the concentration check. I have never seen anyone rule that Liberating Command does not allow the caster to make an escape attempt. But ok, your table. I still would have then tried the dimension door to escape, but I rolled carp.

Grand Lodge

Elf 13 | Seeker | Wizard

Ras feels the embrace of the dimentional creature, and he panics slightly. He isn't used to creatures getting the jump on him, but what can he expect, some crazy shinanigins are happening here with the Astral plain. He closes his eyes, and lets the arcane essence flow through him. With his left hand, he takes out a rod of persistent metamatic. With his right he is already in the middle of weaving the tangeable components for his spell.

Concentrate: 1d20 + 21 + 2 ⇒ (13) + 21 + 2 = 36 -- to beat 10+3+Monster CMB?
Defensively: 1d20 + 21 + 2 ⇒ (3) + 21 + 2 = 26 -- to beat 21?

Aqueous Orb: 2d6 ⇒ (5, 6) = 11 non-lethal damage if caught

Rasal will cast, Potent Persistent Aqueous Orb DC 26 reflex in the hopes that the entangle, force and cover from the spell will cause it to let go. He will them take a 5ft step forward and away from the creature.

Planes: 1d20 + 32 ⇒ (13) + 32 = 45 -- identify the key features.

He wipes the goo off his body, and squints at this creature through his mask. You poor creature. What have the Apsis done to you? Such, madness and chaos in one form...what...are you?

Ah, in pbp every gm does knowledges differently. Feel free to just tell me any cool thing you reckon we can use as info. Otherwise, i generally ask for special abilities, DR, senses, immunities and resistances. Thanks!

Grand Lodge

Male LG Dwarf Unchained Monk 13 | HP 134/134 | AC 32 T 23 FF 28 | CMB +18, CMD 38; CMD 40 against grapple | F: +16, R: +16, W: +14 | Init: +5 | Perc: +20, SM: +9 | Speed 60ft | . | Ki pool: 15/16 | Active conditions: barkskin (130min), life bubble (314min), stoneskin(130min or 150/150) DR 10/adamantine; haste 6 rnd, blur.

Since I'm going to sleep, Dorje will do this on his turn.

"What is this thing!" Dorje tries to punch it. number 1

Unarmed strike +3-power attack-vital strike: 1d20 + 23 - 4 ⇒ (12) + 23 - 4 = 31
damage: 4d6 + 13 + 8 ⇒ (6, 6, 3, 2) + 13 + 8 = 38


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Reflex3: 1d20 + 8 ⇒ (9) + 8 = 17
Reflex2: 1d20 + 8 ⇒ (13) + 8 = 21
Reflex3: 1d20 + 8 ⇒ (15) + 8 = 23
Reflex2: 1d20 + 8 ⇒ (11) + 8 = 19

The beasts step aside as the blasts of scalding wind blow through, though the sizzling sound indicates that they are unable to escape fully.

Reflex vs orb: 1d20 + 8 ⇒ (11) + 8 = 19
Reflex vs drawn into orb: 1d20 + 8 ⇒ (11) + 8 = 19

The horrid thing that has Ras is engulfed by the water swirling in a ball... but to Ras's horror, the thing does not let go! If anything, it holds tighter, giving a gaping, toothy smile at Ras, and that's when it clicks what this thing is.

This is a Dimensional Shambler. A horrible creature that wanders the great planes and the places beyond, it is filled both with a terrible curiosity to explore as well as a need to destroy the life it finds. The Dimensional shambler has the ability to walk between dimensions, and will often drag others along with it to "Show them what it sees". It has a light damage reduction against all but those aligned with law, and sees in the dark but without any special ability beyond that. These things HATE being pulled from their wanderings to the point where they cannot be summoned or affected by summoners who try to pull them from the great beyond.

Getting a solid look at that thing's leering face, and knowing it's ability to teleport and transverse between the plays, Ras has a strong suspicion that it's not planning on staying in that orb for long, and taking Ras along with it, wherever it goes!

One of the monsters turns and swings at Teriq!

Miss Chance: 1d100 ⇒ 30
Claw: 1d20 + 16 ⇒ (9) + 16 = 25
Damage: 2d6 + 5 ⇒ (5, 5) + 5 = 15
Grab: 1d20 + 18 ⇒ (14) + 18 = 32

Miss Chance: 1d100 ⇒ 16
Claw: 1d20 + 16 ⇒ (16) + 16 = 32
Damage: 2d6 + 5 ⇒ (4, 2) + 5 = 11
Grab: 1d20 + 18 ⇒ (6) + 18 = 24

One hand passes through him as if he wasn't even their, but the other grabs him and grips him tight, digging long fingers deep into his side.

Dojre turns and punches the thing next to him in the face in shock and surprise. It's a solid punch, but you don't think all the damage went through.

PATHFINDERS FIGHT! THE BOLD MAY ACT!
Thing 5 [Grappling] -30 NL5
Thing 6
Thing 4 -27
--------------
Yajim -11
Lavode -26
--------------
Thing 8
--------------
Ras'al -10 [Grappled]
-------------
Thing 3 -19 [grappling]
-------------
Dorje
Teriq -15 [grappled]
-------------
Thing 1 -33
Thing 2 -12
Thing 7
----------
Huriitt/Riddywipple

Grand Lodge

Elf 13 | Seeker | Wizard

Ahhh, these are Dimentional Shamblers. Please kill the ones grappling us before they take us somewhere we cannot come back from!? as an actual bead of sweat rolls down Rasals brow, with a very nervous voice.

Scarab Sages

NG Elf Oracle 15

Teriq has freedom of movement active... so all grapple attempts automatically fail.
Going to assume that was overlooked by the GM, and go on as if I were not grappled =)

Teriq steps away from the creature trying to grab him, lifting his bow as he does. He quickly starts firing arrows, one after the other, at the ones that have Lavode and Ras'al in their grips, hoping to free one, or both, of them before they can be dragged off.

Hail of Arrows!:
Attack: +22 (+10 (bab) +9 (dex) +5 (enhancement) +1 (weapon focus) +1 (pbs) -2 (rapid shot) -3 (deadly aim) +1 (haste))
Damage: +13 (+1 (str) +5 (enhancement) +1 (pbs) +6 (deadly aim))

All arrows bypass magic/cold iron/silver/adamantine and alignment DRs

Start shooting Thing4 (that has Lavode) then switch to Thing5 if there are more arrows left (though 5 will have cover due to the aqueous thing). Both should be at a negative for grappling (hopefully). If by some miracle both fall over, any remaining will go towards Thing2

fire1&2 (manyshot) vs Thing4: 1d20 + 22 ⇒ (20) + 22 = 42, for 1d8 + 13 + 1d8 + 13 ⇒ (7) + 13 + (7) + 13 = 40 damage.
confirm?: 1d20 + 22 ⇒ (2) + 22 = 24, for 2d8 + 26 ⇒ (4, 5) + 26 = 35 additional damage.

fire3 (iterative): 1d20 + 22 - 5 ⇒ (18) + 22 - 5 = 35, for 1d8 + 13 ⇒ (4) + 13 = 17 damage.
fire4 (rapid shot): 1d20 + 22 ⇒ (18) + 22 = 40, for 1d8 + 13 ⇒ (7) + 13 = 20 damage.
fire5 (hasted): 1d20 + 22 ⇒ (16) + 22 = 38, for 1d8 + 13 ⇒ (6) + 13 = 19 damage.

Once the arrows are done, if either is still grappled, he will cast Liberating Command on them as a swift action. (They will get a +20 on the escape artist check).


Plunder and Peril Ship 1 Plunder and Peril Ship 2

That I did! So many moving pieces...

Miss chance 1+2: 1d100 ⇒ 20
Miss chance 3: 1d100 ⇒ 8
Miss chance 4: 1d100 ⇒ 94
Miss chance 5: 1d100 ⇒ 59

Much to Teriq's frustration, his perfectly aimed shot flies right through the creature and impacts the sand behind it, as does the second one. However, the third and fourth arrows strike true ad the thing howls in pain, but does not release Lavode.

I'm assuming that Lavode is your target since you shot at his grappler first

Lavode Escape: 1d20 + 22 ⇒ (15) + 22 = 37

Aided by magic, Lavode slips from the grasp of the shambler holding him

Miss chance from Dojre's hit i forgot to roll: 1d100 ⇒ 49

The one that Dojre attempted to hit attempts to strike back!

Miss chance: 1d100 ⇒ 68
Claw: 1d20 + 16 ⇒ (20) + 16 = 36
Damage: 2d6 + 5 ⇒ (4, 1) + 5 = 10
Grab: 1d20 + 18 ⇒ (6) + 18 = 24
Claw: 1d20 + 16 ⇒ (16) + 16 = 32
Damage: 2d6 + 5 ⇒ (6, 6) + 5 = 17

Miss chance: 1d100 ⇒ 12
Claw: 1d20 + 16 ⇒ (19) + 16 = 35
Damage: 2d6 + 5 ⇒ (6, 6) + 5 = 17
Grab: 1d20 + 18 ⇒ (8) + 18 = 26

The thing's first claw digs DEEP into Dojre's chest, though the other claw phases right through him! Despite it's attempt, Dojre is to slippery to be held easily, and he dodges back away from the thing before it can grab on.

As Lavode pulls himself free, one of the other shamblers attacks him!

Miss chance: 1d100 ⇒ 100
Claw: 1d20 + 16 ⇒ (12) + 16 = 28
Damage: 2d6 + 5 ⇒ (3, 4) + 5 = 12
Grab: 1d20 + 18 ⇒ (16) + 18 = 34

Miss chance: 1d100 ⇒ 64
Claw: 1d20 + 16 ⇒ (6) + 16 = 22
Damage: 2d6 + 5 ⇒ (5, 5) + 5 = 15
Grab: 1d20 + 18 ⇒ (10) + 18 = 28

And he is once again held in the embrace of a shambler, it's fleshy slimy skin horrible to touch.

Then, one of the things attacks riddywipple!! Truly foul creatures.

Miss chance: 1d100 ⇒ 8
Claw: 1d20 + 16 ⇒ (12) + 16 = 28
Damage: 2d6 + 5 ⇒ (4, 1) + 5 = 10
Grab: 1d20 + 18 ⇒ (12) + 18 = 30

Miss chance: 1d100 ⇒ 12
Claw: 1d20 + 16 ⇒ (4) + 16 = 20
Damage: 2d6 + 5 ⇒ (6, 3) + 5 = 14
Grab: 1d20 + 18 ⇒ (1) + 18 = 19

But the creature just seems to phase right through riddy as if he wasn't even there.

PATHFINDERS FIGHT! THE BOLD MAY ACT!
Thing 5 [Grappling] -30 NL5
Thing 6
Thing 4 -61
--------------
Yajim -11
Lavode -53 [grappled]
--------------
Thing 8
--------------
Ras'al -10 [Grappled]
-------------
Thing 3 -19 [grappling]
-------------
Dorje -17
Teriq -15 [grappled]
-------------
Thing 1
Thing 2 -12 [Grappling]
Thing 7
----------
Huriitt/Riddywipple


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Oops, got 6 mixed up with someone else who ended up taking their turn early... well, looks like six gets to spend his turn moving into combat.

Apparently by mistake, one of the creatures teleports in off to the side. It blinks again, appearing behind Ras, but the step through the teleporting of dimensional travel takes it's turn.

Grand Lodge

Elf 13 | Seeker | Wizard

This combat sucks...Like is great and all, but it is pure evil.

Grand Lodge

"Riddy! Can you fly to safety?

Huritt's actions depend on whether Riddy ends up grappled, so doing this first.

Grand Lodge

"Easy peasy, Boss! I'm--"

Riddywipple begins flying up and away, but hits Huritt's head with his left wing and loses most of his momentum.

Crunch:
Move Movement

Acrobatics: 1d20 + 11 + 4 ⇒ (1) + 11 + 4 = 16 (Using Chronicler boon)

Shit! Standard action will depend on the AoO :-(

Edit: Looks like Riddy is threatened by both shamblers.

Acrobatics (DC +2): 1d20 + 11 + 4 ⇒ (17) + 11 + 4 = 32 (Using Chronicler boon)


Plunder and Peril Ship 1 Plunder and Peril Ship 2

The creature tries to grab riddly...
Miss chance: 1d100 ⇒ 61
Claw: 1d20 + 16 ⇒ (17) + 16 = 33
Damage: 2d6 + 5 ⇒ (3, 2) + 5 = 10
Grab: 1d20 + 18 ⇒ (4) + 18 = 22Oh no!

And snatches the tiny dragon out of the air!

PATHFINDERS FIGHT! THE BOLD MAY ACT!
Thing 5 [Grappling] -30 NL5
Thing 6
Thing 4 -61
--------------
Yajim -11
Lavode -53 [grappled]
--------------
Thing 8
--------------
Ras'al -10 [Grappled]
-------------
Thing 3 -19 [grappling]
-------------
Dorje -17
Teriq -15 [grappled]
-------------
Thing 1
Thing 2 -12 [Grappling]
Thing 7 [grappling]
----------
Huriitt/Riddywipple /-10 [Grappled]

Scarab Sages

NG Elf Oracle 15

32 didn't beat its cmd to avoid the AoO?


Plunder and Peril Ship 1 Plunder and Peril Ship 2

For the second shambler. The first roll was a flubbed attempt against the first shambler, but the second one passed, so only one shambler got to attack.

Scarab Sages

NG Elf Oracle 15

You only roll once. It applies to all (just with higher DC on subsequent). The second was a reroll, wasn't it?


Plunder and Peril Ship 1 Plunder and Peril Ship 2

I mean, if he wants to waste his reroll this early, it's his skin, but I think he (since I thought it to) thought it was you had to roll for both. Since that's what I thought, I'll rule it that way this time... poor riddy is already caught either way.

Grand Lodge

Telepathy to PCs:
"Humans! I command thee to get me out of here immediately!"

Riddywipple squeals when the claws pinch down on his tiny body, then tries to slip away with magic.

Crunch:
Standard Cast grease

Concentration DC (11 + CMD): 1d20 + 6 ⇒ (9) + 6 = 15

Grand Lodge

Huritt flies up off the horse, then rips open the shambler's mind with an illusion. "Do NOT mess in the affairs of dragons. Especially mine!"

Crunch:
Move Movement
Standard Cast persistent phantasmal killer (DC 28) on 7
Swift Cast quickened invisibility on Riddywipple (Only if he is still grappled)

Spell Durations

  • contingency (12 days, 14 hours)
  • extended darkvision (16 hours)
  • extended phantom steed (16 hours)
  • life bubble (5 hours, 13+ minutes)
  • enchantment foil (3 hours)
  • overland flight (3 hours)
  • mage armor (2 hours)
  • message (84+ minutes)
  • haste (8 rounds)

  • stoneskin (129+ minutes); Target: Dorje

  • Plunder and Peril Ship 1 Plunder and Peril Ship 2

    Shambler Will: 1d20 + 10 ⇒ (6) + 10 = 16
    Shambler Fort: 1d20 + 10 ⇒ (17) + 10 = 27

    The thing that has grabbed Riddy shudders and spasms as the illusionary figure rips it apart internally, slumping to the ground and releasing Riddy.

    Meanwhile, the thing holding Ras gives him that terrible grin, and His ally behind him grabs onto Ras as well!

    Miss Chance: 1d100 ⇒ 92
    Attack: 1d20 + 16 ⇒ (13) + 16 = 29
    Damage: 2d6 + 5 ⇒ (6, 6) + 5 = 17
    Grab: 1d20 + 18 ⇒ (4) + 18 = 22

    Miss Chance: 1d100 ⇒ 36
    Attack: 1d20 + 16 ⇒ (15) + 16 = 31
    Damage: 2d6 + 5 ⇒ (6, 5) + 5 = 16
    Grab: 1d20 + 18 ⇒ (12) + 18 = 30

    Ras can feel the world shimmering around him...

    Will Ras: 1d20 + 17 - 10 ⇒ (14) + 17 - 10 = 21

    And disappears from Ras's bubble, and Ras puts all his effort into resisting the drag of the creature and anchors himself on the plane. But the thing is gone! Though he can feel the other behind him still holding onto him tight!

    The one that is standing by Lavode grabs at him, assisting his ally in holding him down.

    Miss Chance: 1d100 ⇒ 43
    Attack: 1d20 + 16 ⇒ (3) + 16 = 19
    Damage: 2d6 + 5 ⇒ (5, 4) + 5 = 14
    Grab: 1d20 + 18 ⇒ (5) + 18 = 23

    Miss Chance: 1d100 ⇒ 15
    Attack: 1d20 + 16 ⇒ (15) + 16 = 31
    Damage: 2d6 + 5 ⇒ (4, 1) + 5 = 10
    Grab: 1d20 + 18 ⇒ (15) + 18 = 33

    One hand passes right through him, but the other grabs tight!

    PATHFINDERS FIGHT! THE BOLD MAY ACT!
    Thing 5 -30 NL5
    Thing 6 [Grappling]
    Thing 4 -61 [Grappling]
    --------------
    Yajim -11
    Lavode -67 [grappled]

    --------------
    Thing 8
    --------------
    Ras'al -44 [Grappled]
    -------------
    Thing 3 -19 [grappling]
    -------------
    Dorje -17
    Teriq -15 [grappled]
    -------------
    Thing 1
    Thing 2 -12 [Grappling]
    ----------
    Huriitt/Riddywipple /-10

    Liberty's Edge

    Male LG Human Monk (Windstep Master) 4/ Paladin (Tortured Crusader) 2/ Champion of Irori 6 | HP 110/110 | AC 27 T 24 FF 23 | CMB +18, CMD 42 | F: +17, R: +15, W: +17 | Init: +3 | Perc: +22, SM: +16 | Speed 50ft | Lay on Hands 11/11 || Ki Pool 20/21 || Smite Evil/Chaos 1/4 | | Active conditions: Deflect Arrows, Deific Obedience

    Yajima flurries at his already smited target (4), hoping to end its grasp on Lavode. After that, he 5ft steps.

    flurry defensively, smite, valiant stand: 1d20 + 17 + 4 + 3 ⇒ (5) + 17 + 4 + 3 = 29
    damage: 2d6 + 9 + 8 ⇒ (1, 2) + 9 + 8 = 20
    bonus acid damage: 1d6 ⇒ 4

    flurry defensively, smite: 1d20 + 17 + 4 + 3 ⇒ (3) + 17 + 4 + 3 = 27
    damage: 2d6 + 9 + 8 ⇒ (1, 6) + 9 + 8 = 24
    bonus acid damage: 1d6 ⇒ 2

    flurry defensively, smite: 1d20 + 12 + 4 + 3 ⇒ (2) + 12 + 4 + 3 = 21
    damage: 2d6 + 9 + 8 ⇒ (6, 4) + 9 + 8 = 27
    bonus acid damage: 1d6 ⇒ 6

    flurry defensively, smite: 1d20 + 7 + 4 + 3 ⇒ (13) + 7 + 4 + 3 = 27
    damage: 2d6 + 9 + 8 ⇒ (3, 2) + 9 + 8 = 22
    bonus acid damage: 1d6 ⇒ 3

    hurricane fist: 1d20 + 17 + 4 + 3 ⇒ (7) + 17 + 4 + 3 = 31 If two or more attacks hit, I get a swift action bull rush that doesn't provoke. Yajima will elect not to follow. Bull rush would be from his previous location (down 1 square)..

    AC is 30 base with no allies next to me. I get an additional 4 from my smite targets (4 and 5) if I hit them from smite. Because of Crane style I have an additional 8. Total of 42 versus smite targets and 38 to everyone else. This also increases my CMD by the same amount.


    Plunder and Peril Ship 1 Plunder and Peril Ship 2

    Yajima pounds on the one holding Lavode, striking again and again and again. With his final devestating blow, he forces the thing to release his comrade as he crushes it's spine.

    But Lavode is still held by the thing's other partner (2).

    PATHFINDERS FIGHT! THE BOLD MAY ACT!
    Thing 5 -30 NL5
    Thing 6 [Grappling]
    --------------
    Yajim -11
    Lavode -67 [grappled]
    --------------
    Thing 8
    --------------
    Ras'al -44 [Grappled]
    -------------
    Thing 3 -19 [grappling]
    -------------
    Dorje -17
    Teriq -15 [grappled]
    -------------
    Thing 1
    Thing 2 -12 [Grappling]
    ----------
    Huriitt/Riddywipple /-10

    Liberty's Edge

    1/2E Sorc 13, HP:93 of 93, AC:16, Touch:12, Flat Footed:14, with mage armor 13hrs F:+12, R:+11, W:+15, Init:+2, Perc:+19


    Mage Armor - 2 hours
    Ant Haul - 2 hours
    Summon Monster VI (Bralani Azata) - 6 rnds - qty Bralani = 4
    Haste - dur 7 rnds
    Vanish - dur 0 rnds - BECOMES VISIBLE AGAIN
    HP: 7 of 74

    In celestial, Meni ushlab tura olmaysan!
    concentration: 1d20 + 23 ⇒ (19) + 23 = 42

    If that beats the concentration check, then Dimension Door 200' straight up. If not, then I might be screwed.


    Plunder and Peril Ship 1 Plunder and Peril Ship 2

    That concentration would be successful. Shall I assume teleport again?


    The 2 Bralani in wind form again send blasts of scouring wind across the same two enemy creatures (2 and 3).
    red dam: 3d6 ⇒ (6, 5, 4) = 15
    green dam: 3d6 ⇒ (4, 5, 5) = 14
    Blast of scouring wind for 3d6 in 20' line reflex DC=19 for half

    The other 2 attack with blades (2).
    Purple
    scimitar charge att: 1d20 + 18 ⇒ (4) + 18 = 22, if hits, dam: 1d6 + 10 ⇒ (2) + 10 = 12
    miss chance: 1d100 ⇒ 49

    Blue
    scimitar att 1: 1d20 + 16 ⇒ (17) + 16 = 33, if hits, dam 1: 1d6 + 10 ⇒ (4) + 10 = 14
    miss chance 1: 1d100 ⇒ 6
    scimitar att 2: 1d20 + 11 ⇒ (9) + 11 = 20, if hits, dam 2: 1d6 + 10 ⇒ (2) + 10 = 12
    miss chance 2: 1d100 ⇒ 5

    If opponents have already fallen, they will direct their attacks at 6 or the one grappling Teriq. I can't tell which that is.

    Liberty's Edge

    1/2E Sorc 13, HP:93 of 93, AC:16, Touch:12, Flat Footed:14, with mage armor 13hrs F:+12, R:+11, W:+15, Init:+2, Perc:+19
    GM_Starson wrote:
    That concentration would be successful. Shall I assume teleport again?

    Thank the electronic dice gods! Dimension Door straight up 200'. That's the closest he has come to dead in a long time. and in the first fight.


    Plunder and Peril Ship 1 Plunder and Peril Ship 2

    Reflex: 1d20 + 8 ⇒ (1) + 8 = 9
    Reflex: 1d20 + 8 ⇒ (2) + 8 = 10

    Reflex: 1d20 + 8 ⇒ (3) + 8 = 11
    Reflex: 1d20 + 8 ⇒ (4) + 8 = 12

    The two creatures are blasted, but don't seem to take much damage. Their part etheral state seems to make it hard to land a solid blow on them.

    The beast steps up, trying to snatch the tiny dragon from the air again.

    Miss chance: 1d100 ⇒ 27
    Claw: 1d20 + 16 ⇒ (18) + 16 = 34
    Damage: 2d6 + 5 ⇒ (2, 5) + 5 = 12
    Grab: 1d20 + 18 ⇒ (19) + 18 = 37

    Miss chance: 1d100 ⇒ 2
    Claw: 1d20 + 16 ⇒ (11) + 16 = 27
    Damage: 2d6 + 5 ⇒ (5, 4) + 5 = 14
    Grab: 1d20 + 18 ⇒ (7) + 18 = 25

    And while one of his claws phases through harmlessly, the other snatches the dragon out of the air again!

    PATHFINDERS FIGHT! THE BOLD MAY ACT!
    Thing 5 -30 NL5
    Thing 6 [Grappling]
    --------------
    Yajim -11
    Lavode -67 [grappled]
    --------------
    Thing 8
    --------------
    Ras'al -44 [Grappled]
    -------------
    Thing 3 -21
    -------------
    Dorje -17
    Teriq -15 [grappled]
    -------------
    Thing 1
    Thing 2 -26
    ----------
    Huriitt/Riddywipple /-22

    Grand Lodge

    Elf 13 | Seeker | Wizard

    Put me in delay untill the next group of PCs.

    Scarab Sages

    NG Elf Oracle 15

    That'll help speed things up a bit!


    Plunder and Peril Ship 1 Plunder and Peril Ship 2

    One of the things steps forward and tries to grab Dorje.

    Miss Chance: 1d100 ⇒ 83
    Claw: 1d20 + 16 ⇒ (2) + 16 = 18
    Damage: 2d6 + 5 ⇒ (4, 1) + 5 = 10
    Grab: 1d20 + 18 ⇒ (15) + 18 = 33

    Miss Chance: 1d100 ⇒ 30
    Claw: 1d20 + 16 ⇒ (2) + 16 = 18
    Damage: 2d6 + 5 ⇒ (2, 1) + 5 = 8
    Grab: 1d20 + 18 ⇒ (14) + 18 = 32

    But can't seem to pin down the monk as he dips and dodges.

    PATHFINDERS FIGHT! THE BOLD MAY ACT!
    Thing 5 -30 NL5
    Thing 6 [Grappling]
    --------------
    Yajim -11
    Lavode -67 [grappled]
    --------------
    Thing 8
    Thing 3 -21
    -------------
    Dorje -17
    Teriq -15
    Ras'al -44 [Grappled]

    -------------
    Thing 1
    Thing 2 -26
    ----------
    Huriitt/Riddywipple /-22

    Scarab Sages

    NG Elf Oracle 15

    Seeing Lavode get clear, at least for now, and no longer in range to assist with healing, Teriq turns his attention to the creature hanging on to Ras'al.

    Hail of Arrows:
    Start shooting Thing6 (that has Ras'al) then switch to Thing8 (that has Riddy) if there are more arrows left (then 2,3,1 after that)

    fire1&2 (manyshot): 1d20 + 22 ⇒ (7) + 22 = 29, for 1d8 + 13 + 1d8 + 13 ⇒ (4) + 13 + (4) + 13 = 34 damage.
    fire3 (iterative): 1d20 + 17 ⇒ (18) + 17 = 35, for 1d8 + 13 ⇒ (5) + 13 = 18 damage.
    fire4 (rapid shot): 1d20 + 22 ⇒ (20) + 22 = 42, for 1d8 + 13 ⇒ (3) + 13 = 16 damage.
    confirm?: 1d20 + 22 ⇒ (8) + 22 = 30, for an additional 2d8 + 26 ⇒ (4, 4) + 26 = 34 damage.
    fire5 (haste): 1d20 + 22 ⇒ (20) + 22 = 42, for 1d8 + 13 ⇒ (3) + 13 = 16 damage.
    confirm?: 1d20 + 22 ⇒ (8) + 22 = 30, for an additional 2d8 + 26 ⇒ (3, 7) + 26 = 36 damage.

    He then steps back a little from where Dorje is fighting.

    If Either of them are still grappled when he's done, then immediate action Liberating Command again (with the +20 bonus)


    Plunder and Peril Ship 1 Plunder and Peril Ship 2

    Miss chance: 1d100 ⇒ 31
    Miss chance: 1d100 ⇒ 89
    Miss chance: 1d100 ⇒ 41
    Miss chance: 1d100 ⇒ 68

    That's some serious luck! To bad not all of it hit... these guys have some luck to!

    Teriq fires several arrows through the air, and while many pass through the creature harmlessly, at least one strikes the creature deep in it's spine, causing it to howl out in pain as it holds onto Ras.

    PATHFINDERS FIGHT! THE BOLD MAY ACT!
    Thing 5 -30 NL5
    Thing 6 [Grappling]
    --------------
    Yajim -11
    Lavode -67
    --------------
    Thing 8 [grappling]
    Thing 3 -21
    -------------
    Dorje -17
    Teriq -15
    Ras'al -44 [Grappled]
    -------------
    Thing 1
    Thing 2 -26
    ----------
    Huriitt/Riddywipple /-22

    Grand Lodge

    Male LG Dwarf Unchained Monk 13 | HP 134/134 | AC 32 T 23 FF 28 | CMB +18, CMD 38; CMD 40 against grapple | F: +16, R: +16, W: +14 | Init: +5 | Perc: +20, SM: +9 | Speed 60ft | . | Ki pool: 15/16 | Active conditions: barkskin (130min), life bubble (314min), stoneskin(130min or 150/150) DR 10/adamantine; haste 6 rnd, blur.

    "Teriq help Ras'al! I will handle those two."

    Dorje starts punching Thing 3. If Thing 3 drops he will continue hitting Thing 1

    Unarmed strike +3-power attack-vital strike:: 1d20 + 23 - 4 ⇒ (16) + 23 - 4 = 35
    damage: 4d6 + 13 + 8 ⇒ (3, 2, 3, 4) + 13 + 8 = 33

    Unarmed strike +3-power attack:: 1d20 + 23 - 4 ⇒ (20) + 23 - 4 = 39
    damage: 2d6 + 10 + 8 ⇒ (4, 1) + 10 + 8 = 23

    Unarmed strike +3-power attack:: 1d20 + 23 - 4 ⇒ (3) + 23 - 4 = 22
    damage: 2d6 + 10 + 8 ⇒ (6, 5) + 10 + 8 = 29

    Unarmed strike +3-power attack:: 1d20 + 18 - 4 ⇒ (12) + 18 - 4 = 26
    damage: 2d6 + 10 + 8 ⇒ (3, 3) + 10 + 8 = 24

    Unarmed strike +3-power attack:: 1d20 + 13 - 4 ⇒ (5) + 13 - 4 = 14
    damage: 2d6 + 10 + 8 ⇒ (3, 4) + 10 + 8 = 25

    Scarab Sages

    NG Elf Oracle 15

    So two of those hit? Didn't see damage on the creature aimed at, so a little unsure what's missing or what's not.
    Is there any way to know what effect is causing so much trouble?

    Ras'al gets his free escape artist check now! Hopefully he can wiggle free the old fashioned way!

    Sorry, Huritt will have to help Riddy!

    Grand Lodge

    Male LG Dwarf Unchained Monk 13 | HP 134/134 | AC 32 T 23 FF 28 | CMB +18, CMD 38; CMD 40 against grapple | F: +16, R: +16, W: +14 | Init: +5 | Perc: +20, SM: +9 | Speed 60ft | . | Ki pool: 15/16 | Active conditions: barkskin (130min), life bubble (314min), stoneskin(130min or 150/150) DR 10/adamantine; haste 6 rnd, blur.

    Are we all hasted? If we are, I didn't include haste in my attacks


    Plunder and Peril Ship 1 Plunder and Peril Ship 2

    Bah, that was my bad, I didn't update with the damage. And I don't believe so, but Ras knows that they have the ability to shift between astral and material world (Functions as a blink spell) though he hasn't conveyed that... he's been a bit busy! They also have some form of damage reduction.

    Dorje, how are you both vital striking and making a full attack? I'm sure you can, I'm just not familar with how.

    Miss chance: 1d100 ⇒ 66
    Miss chance: 1d100 ⇒ 78
    Miss chance: 1d100 ⇒ 54
    Miss chance: 1d100 ⇒ 61
    Miss chance: 1d100 ⇒ 7

    Dorje beats the creature attacking him to a pulp, but in turning to hit the other one stumbles a bit in the loose sand, and his attack goes wild.

    PATHFINDERS FIGHT! THE BOLD MAY ACT!
    Thing 5 -30 NL5
    Thing 6 -60 [Grappling]
    --------------
    Yajim -11
    Lavode -67
    --------------
    Thing 8 [grappling]
    -------------
    Dorje -17
    Teriq -15
    Ras'al -44 [Grappled]
    -------------
    Thing 1
    Thing 2 -26
    ----------
    Huriitt/Riddywipple /-22

    Grand Lodge

    Male LG Dwarf Unchained Monk 13 | HP 134/134 | AC 32 T 23 FF 28 | CMB +18, CMD 38; CMD 40 against grapple | F: +16, R: +16, W: +14 | Init: +5 | Perc: +20, SM: +9 | Speed 60ft | . | Ki pool: 15/16 | Active conditions: barkskin (130min), life bubble (314min), stoneskin(130min or 150/150) DR 10/adamantine; haste 6 rnd, blur.
    GM_Starson wrote:

    Dorje, how are you both vital striking and making a full attack? I'm sure you can, I'm just not familar with how.

    I am sorry! I made an copy-paste error. There is no vital strike.

    Grand Lodge

    Elf 13 | Seeker | Wizard

    Get off of me you filthy dimensional slug! as he concentrates once more to cast a spell. He will take drop his lesser metamagic rod, and take out a greater one instead.

    Defensive Cast: 1d20 + 21 + 2 ⇒ (2) + 21 + 2 = 25 — need 25!
    Concentration: 1d20 + 21 + 2 ⇒ (6) + 21 + 2 = 29 — ooo? Maybe?

    Rasal will cast potent persistent baleful polymorph 27 fort, will against the creature holding him. It might be a waste becuase he is nearly dead, but I don’t wanna be grappled...


    Plunder and Peril Ship 1 Plunder and Peril Ship 2

    So close, yet so far. You lose the spell.

    As Ras'al tries to cast a spell while tightly held by the thing that holds him, it chokes back on his throat, making him lose the spell in the moment of pain.

    One of the creatures looks up at Lavode and shakes it's clawed fist at him angrily as it seems to fade out of existence, reappearing besides Huritt.

    Concentration cast defensively: 1d20 + 9 ⇒ (16) + 9 = 25

    The other doesn't seem to have given up on Teriq, even if it can't claw grab him, and steps up to attack with it's claws.

    Miss chance: 1d100 ⇒ 77
    Claw: 1d20 + 16 ⇒ (19) + 16 = 35
    Damage: 2d6 + 5 ⇒ (3, 4) + 5 = 12

    Miss chance: 1d100 ⇒ 82
    Claw: 1d20 + 16 ⇒ (17) + 16 = 33
    Damage: 2d6 + 5 ⇒ (6, 5) + 5 = 16

    It strikes Teriq with a series of painful blows, and sneers at him with it's mouth of horrid teeth...

    PATHFINDERS FIGHT! THE BOLD MAY ACT!
    Thing 5 -30 NL5
    Thing 6 -70 [Grappling]
    --------------
    Yajim -11
    Lavode -67
    --------------
    Thing 8 [grappling]
    -------------
    Dorje -17
    Teriq -43
    Ras'al -44 [Grappled]
    -------------
    Thing 1
    Thing 2 -26
    ----------
    Huriitt/Riddywipple /-22

    Liberty's Edge

    Male LG Human Monk (Windstep Master) 4/ Paladin (Tortured Crusader) 2/ Champion of Irori 6 | HP 110/110 | AC 27 T 24 FF 23 | CMB +18, CMD 42 | F: +17, R: +15, W: +17 | Init: +3 | Perc: +22, SM: +16 | Speed 50ft | Lay on Hands 11/11 || Ki Pool 20/21 || Smite Evil/Chaos 1/4 | | Active conditions: Deflect Arrows, Deific Obedience

    "Ras'al, can you handle that one?" Yajima asks. Seeing these creatures as a tough challenge to overcome, he would rather see them victorious on their own than with his help, but he would much rather them stay alive than die alone.

    Grand Lodge

    Elf 13 | Seeker | Wizard

    Ras’al coughs up some blood, I don’t...think...so... as a sign for help.

    Forgot the escape artist, thank you Teriq!
    Escape Artist: 1d20 + 20 + 3 ⇒ (5) + 20 + 3 = 28 — I don’t mind where you slot this in.


    Plunder and Peril Ship 1 Plunder and Peril Ship 2

    Who cast liberating command on you?

    Edit: Nevermind, found it.

    Ras squeaks out of the shambler's grasp, just barely. He feels if he had been a bit less lucky, he wouldn't have pulled it off.

    Grand Lodge

    @GM: Did you see that I'm flying 15 ft. up?

    Huritt floats backward then sprays a cone of bright colors down at the closest shambler, and curses the one holding onto his companion. "Don't worry, I'll repeat the lesson, since you were too stupid to learn the first time!"

    Crunch:
    Free 5-ft. step (Auto succeed on Fly check to move less than half speed)
    Full Round persistent color spray (DC 25 Will) Can only hit 5
    Swift quickened bungle (DC 21 Will) on 8 (-20 on next attack roll or check, deliberately rolled on its turn)

    Spell Durations

  • contingency (12 days, 14 hours)
  • extended darkvision (16 hours)
  • extended phantom steed (16 hours)
  • life bubble (5 hours, 13+ minutes)
  • enchantment foil (3 hours)
  • overland flight (3 hours)
  • mage armor (2 hours)
  • message (84+ minutes)
  • haste (7 rounds)

  • stoneskin (129+ minutes); Target: Dorje
  • Grand Lodge

    @GM: Riddywipple is down 6 hp. The rest was temporary hp that don't need to be tracked anymore. And did you forget to mark me grappled in the initiative tracker?

    Riddywipple squirms around, trying to conjure a slippery coating on his scales, but just can't focus enough.

    Crunch:
    Standard cast grease on self

    Concentration: 1d20 + 6 ⇒ (11) + 6 = 17

    Grand Lodge

    Male LG Dwarf Unchained Monk 13 | HP 134/134 | AC 32 T 23 FF 28 | CMB +18, CMD 38; CMD 40 against grapple | F: +16, R: +16, W: +14 | Init: +5 | Perc: +20, SM: +9 | Speed 60ft | . | Ki pool: 15/16 | Active conditions: barkskin (130min), life bubble (314min), stoneskin(130min or 150/150) DR 10/adamantine; haste 6 rnd, blur.

    @GM You didn't remove Thing 3 from the map. I killed it.


    Plunder and Peril Ship 1 Plunder and Peril Ship 2

    Sorry guys, have had a off day. Let me clean up the tracker and map. Yes, I know huritt's up... *Omnious music* and that's why I just do negatives on the tracker, to much temp HP flying around for me to be able to track it correctly.

    Will: 1d20 + 10 ⇒ (10) + 10 = 20

    The thing howls in pain as its face (Despite not having eyes...) is filled with bright colors.

    As Ras escapes from the creature that held him, the one that disappeared earlier appears AGAIN, giving him that horrific smile! The original thing reaches out and attempts to grab Ras once again...

    miss chance: 1d100 ⇒ 70
    Attack: 1d20 + 16 ⇒ (12) + 16 = 28
    Damage: 2d6 + 5 ⇒ (5, 2) + 5 = 12
    grab: 1d20 + 18 ⇒ (18) + 18 = 36

    miss chance: 1d100 ⇒ 75
    Attack: 1d20 + 16 ⇒ (14) + 16 = 30
    Damage: 2d6 + 5 ⇒ (2, 3) + 5 = 10
    grab: 1d20 + 18 ⇒ (13) + 18 = 31

    Once again, Ras feels himself tightly held in the grip of one of the monsters.

    PATHFINDERS FIGHT! THE BOLD MAY ACT!
    Thing 5 -30 NL5
    Thing 6 -70 [grappling]
    --------------
    Yajim -11
    Lavode -67

    --------------
    Thing 8 [grappling]
    -------------
    Dorje -17
    Teriq -65
    Ras'al -44 [grappled]
    -------------
    Thing 1
    Thing 2 -26 [stunned]
    ----------
    Huriitt/Riddywipple /-22 [Grappled]


    Plunder and Peril Ship 1 Plunder and Peril Ship 2

    Huritt, I also need a fly check from you since you moved less than half your fly speed.

    101 to 150 of 304 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / All for Immortality- Hardcore All Messageboards

    Want to post a reply? Sign in.