GM Elberion's Broken Chains (Inactive)

Game Master GeraintElberion

Maps & Handouts


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From Shore to Sea GM All-powerful dictator of reality 4

Victor moves forward along a winding path and can hear sounds of groaning from ahead. At one point, a muffled scream joins the cacophony.

I'm not sure if Vicotr wants to be completely separated from the party. Position yourselves on the map and then we will push on.


Human Cleric 7 [HP 59/59 ], [AC 19, touch 11, flat-footed 19] , [Fort +7, Ref +4, Will +10], [Spd 20ft, Perception +4]

Could someone place me with the team please. Via phone isn't quite working.

Kyra casts guidance on everyone before the door is opened.

Grand Lodge

Male Half-Orc Ex-Cleric 1 / Spiritualist(Phantom Blade) 6 (HP 38/52) (AC 21/11/20) (CMD 20) (Fort +13, Ref +7, Will +15) (Init +1) (Perception +20)

Victor reports back to the others.

"Either there are some Kuthites up ahead, or, more likely, there are further prisoners, who are currently being tortured..."

He then heads down the pathway, ready to start carving!

Grand Lodge

male Human Chirurgeon 9 AC21(25)/T16(20)/F17/CMD17 |HP 75/75 | Fort:+11;Ref:+13;Will+7 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 14/16 used) wings 1/9 min {heroism, resist acid/10}

Roderick joins Kyra following Victor down the winding path.

We will see where this path leads, and if Victor has discovered more slaves or more slave masters or both.

Liberty's Edge

Male Grippli Rng 6| HP 42 | AC 22; Touch 17; FF 17 | F +6; R +10; W +5 | CMB+6; CMD 22| Speed 30 ft | Init +4 | Perc +11 | Stealth: +14 Ranger 6

"Lets hope we get all the slaves

Silver Crusade

Female Dwarf Barbarian (Invulnerable Rager) 10 I HP 78 (Rage:98)/122 I AC 23 T12 FF22 Fort+13 Ref+6 Wi+6 Ini +1 Per +8 spd 30 DR4/- CLW Wand 50/50 RAGE! used 0/24

Aww, maybe we should destroy the slave masters first, before we free the slaves? I don't want them to get hurt or killed..Their slavers, however, deserve to be hurt and killed


”Zadim” | Male N Medium Human Slayer 7 | Speed 30ft | Active Conditions: none
Skills:
Acrobatics +13, Bluff +3, Climb +10, Disguise +8, Heal +4, Intimidate +3 (+4 by day), Know (dungeoneering, geography) +5, Know (local) +11, Know (religion) +6, Ride +7, Stealth +13, Survival +10 (+13 for tracks), Swim +10
| HP 56/60 AC 20, T 14, FF 17 | CMD 26 | F +7 R +9 W +5; | Init +3 | Perc +10 | SM +10

"I suggest quieting down, lest we lose any element of surprise that we may yet have left." suggest Zadim as he follows.

Stealth: 1d20 + 13 ⇒ (11) + 13 = 24


From Shore to Sea GM All-powerful dictator of reality 4

Kermit, Brallenera, I have moved you roughly in line with marching order. Then moved everyone up... I'm confusing myself!

Rounding the final bend, you come face-to-face with another yaenit demon, leading human cultists in the ritual torture of slaves.

More iron slave cages line the outer walls of this cavern. A row of wooden stocks stand next to small pots filled with glowing coals. A half-dozen slender brands and skewers dangle from pegs hammered into the cavern walls.

GM screen:

Initiative
nanny: 1d20 + 4 ⇒ (19) + 4 = 23
zadim: 1d20 + 3 ⇒ (17) + 3 = 20
kermit: 1d20 + 4 ⇒ (3) + 4 = 7
Xim: 1d20 + 10 ⇒ (1) + 10 = 11
Victor: 1d20 + 1 ⇒ (17) + 1 = 18
Kyra: 1d20 ⇒ 14
Brallenera: 1d20 + 1 ⇒ (18) + 1 = 19

human cultists: 1d20 + 3 ⇒ (12) + 3 = 15
yaenit: 1d20 + 2 ⇒ (10) + 2 = 12


From Shore to Sea GM All-powerful dictator of reality 4

The yaenit grins, drool dripping from its slavering jaws.

Torture’d grown tired of hurting people by now, Round 1 wrote:


Nanny
Zadim
Brallenera
Victor

Silver tooth cultist
Blue cloak cultist
Red face cultist

Kyra

Yaenit

Xim
Kermit
Bold are up!

Grand Lodge

Male Half-Orc Ex-Cleric 1 / Spiritualist(Phantom Blade) 6 (HP 38/52) (AC 21/11/20) (CMD 20) (Fort +13, Ref +7, Will +15) (Init +1) (Perception +20)

Victor 5' steps in, and starts swinging.

+2 Ghost-Touch Fauchard: 1d20 + 9 ⇒ (2) + 9 = 11, for 1d10 + 15 ⇒ (9) + 15 = 24 damage.


”Zadim” | Male N Medium Human Slayer 7 | Speed 30ft | Active Conditions: none
Skills:
Acrobatics +13, Bluff +3, Climb +10, Disguise +8, Heal +4, Intimidate +3 (+4 by day), Know (dungeoneering, geography) +5, Know (local) +11, Know (religion) +6, Ride +7, Stealth +13, Survival +10 (+13 for tracks), Swim +10
| HP 56/60 AC 20, T 14, FF 17 | CMD 26 | F +7 R +9 W +5; | Init +3 | Perc +10 | SM +10

Zadim moves forward, considering the nearest foe, before striking.
Studied target

Melee (+1 kukri), ST v red: 1d20 + 13 + 2 ⇒ (3) + 13 + 2 = 18
Damage (S): 1d4 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Melee (+1 kukri), ST v red: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
Damage (S): 1d4 + 7 + 2 ⇒ (2) + 7 + 2 = 11

Liberty's Edge

Male Grippli Rng 6| HP 42 | AC 22; Touch 17; FF 17 | F +6; R +10; W +5 | CMB+6; CMD 22| Speed 30 ft | Init +4 | Perc +11 | Stealth: +14 Ranger 6

Kermit hangs back waiting for the others to move up.

Dark Archive

Female N Elf Psychic 5 | HP 32/32| AC 15 T 12 FF 10 | CMB +2, CMD 14 | F: +3, R: +4, W: +4 (+6 vs enchantments) | Init: +4 | Perc: +5, SM: +3 | Speed 30ft | Phrenic Pool: 2/4 | Spells: 1st 0/8, 2nd 3/5 | Active conditions: None.4

Nanny moves forward and casts hoodwink on all of the enemies. (DC 18)

Silver Crusade

Female Dwarf Barbarian (Invulnerable Rager) 10 I HP 78 (Rage:98)/122 I AC 23 T12 FF22 Fort+13 Ref+6 Wi+6 Ini +1 Per +8 spd 30 DR4/- CLW Wand 50/50 RAGE! used 0/24

Brallenera moves and, of course, attacks

Axe on Red: 1d20 + 10 ⇒ (2) + 10 = 12
dmg: 1d10 + 4 ⇒ (9) + 4 = 13


From Shore to Sea GM All-powerful dictator of reality 4

GM Screen:

will: 1d20 + 5 ⇒ (5) + 5 = 10
will: 1d20 + 5 ⇒ (17) + 5 = 22
will: 1d20 + 5 ⇒ (5) + 5 = 10

will: 1d20 + 5 ⇒ (19) + 5 = 24


From Shore to Sea GM All-powerful dictator of reality 4

Victor and Brallenera swing widly, but Zadim shows them how it's done.

After Nanny's amazing, how have I never heard of this spell, two of the humans seem confused and call out in shock.

The red cultist prays to Lamashtu to bring down his foes.

DC13 will save for everyone, failure gets you...:

Bane fills your enemies with fear and doubt. Each affected creature takes a –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects.

The cultist on silver fires a ray at Zadim.
ranged touch attack: 1d20 + 5 ⇒ (5) + 5 = 10

Blue stumbles away and activates a smokestick.

Torture’d grown tired of hurting people by now, Round 1 wrote:


Nanny
Zadim
Brallenera
Victor

Silver tooth cultist
Blue cloak cultist (hoodwinked)
Red face cultist (-22, hoodwinked)

Kyra

Yaenit

Xim
Kermit
Bold are up!


”Zadim” | Male N Medium Human Slayer 7 | Speed 30ft | Active Conditions: none
Skills:
Acrobatics +13, Bluff +3, Climb +10, Disguise +8, Heal +4, Intimidate +3 (+4 by day), Know (dungeoneering, geography) +5, Know (local) +11, Know (religion) +6, Ride +7, Stealth +13, Survival +10 (+13 for tracks), Swim +10
| HP 56/60 AC 20, T 14, FF 17 | CMD 26 | F +7 R +9 W +5; | Init +3 | Perc +10 | SM +10

Will save: 1d20 + 5 ⇒ (1) + 5 = 6

Despite his success, the slayer has a momentary lapse of faith.

Dark Archive

Female N Elf Psychic 5 | HP 32/32| AC 15 T 12 FF 10 | CMB +2, CMD 14 | F: +3, R: +4, W: +4 (+6 vs enchantments) | Init: +4 | Perc: +5, SM: +3 | Speed 30ft | Phrenic Pool: 2/4 | Spells: 1st 0/8, 2nd 3/5 | Active conditions: None.4

Right?! Isn't it a great spell. It's so funny.

Will: 1d20 + 6 ⇒ (13) + 6 = 19

Grand Lodge

male Human Chirurgeon 9 AC21(25)/T16(20)/F17/CMD17 |HP 75/75 | Fort:+11;Ref:+13;Will+7 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 14/16 used) wings 1/9 min {heroism, resist acid/10}

Will : 1d20 + 5 ⇒ (10) + 5 = 15 as Roderick tries to resist

Silver Crusade

Female Dwarf Barbarian (Invulnerable Rager) 10 I HP 78 (Rage:98)/122 I AC 23 T12 FF22 Fort+13 Ref+6 Wi+6 Ini +1 Per +8 spd 30 DR4/- CLW Wand 50/50 RAGE! used 0/24

Will save DC 13, Hardy: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24

The spell tries to insinuate itself into Brallenera's mind.... only to find itself face to face with multiple mini-Brallenera (axe included), who all grin before delivering many acts of gory violence on the poor spell.


Human Cleric 7 [HP 59/59 ], [AC 19, touch 11, flat-footed 19] , [Fort +7, Ref +4, Will +10], [Spd 20ft, Perception +4]

Kyra double moves to near behibd Nanny.


From Shore to Sea GM All-powerful dictator of reality 4

The Yaenit howls an unearthly song of dread.
hoping for a high roll, like last time: 1d100 ⇒ 88

A second Yaenit appears before Zadim.
Its caller roars out some kind of message and it swings for the inquisitor.

attack: 1d20 + 14 ⇒ (6) + 14 = 20
damage: 2d4 + 7 ⇒ (1, 1) + 7 = 9

attack: 1d20 + 9 ⇒ (16) + 9 = 25
damage: 2d4 + 7 ⇒ (3, 3) + 7 = 13


From Shore to Sea GM All-powerful dictator of reality 4
Torture’d grown tired of hurting people by now, Round 1/2 wrote:


Nanny
Zadim (-21, bane)
Brallenera
Victor

Silver tooth cultist
Blue cloak cultist (hoodwinked)
Red face cultist (-22, hoodwinked)

Kyra

Yaenit with runes
Yaenit with orange patches

Xim
Kermit
Bold are up!

Did everyone heal after the last encounter?


From Shore to Sea GM All-powerful dictator of reality 4

Kermit, Kyra and Victor still need to make their will saves as well.


Human Cleric 7 [HP 59/59 ], [AC 19, touch 11, flat-footed 19] , [Fort +7, Ref +4, Will +10], [Spd 20ft, Perception +4]

GM, if i may spoiler something beneficial... :3

Referring to this:

PRD, Magic burst & cover wrote:

Burst, Emanation, or Spread

Most spells that affect an area function as a burst, an emanation, or a spread. In each case, you select the spell’s point of origin and measure its effect from that point.

A burst spell affects whatever it catches in its area, including creatures that you can’t see. It can’t affect creatures with total cover from its point of origin (in other words, its effects don’t extend around corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. a burst’s area defines how far from the point of origin the spell’s effect extends.

Bane being a burst centered on the caster as point of origin...


From Shore to Sea GM All-powerful dictator of reality 4
Le Kyra Pregen wrote:

GM, if i may spoiler something beneficial... :3

** spoiler omitted **

Good catch! Apologies, Kyra, Xim and Kermit do not need to roll the will save.

Grand Lodge

Male Half-Orc Ex-Cleric 1 / Spiritualist(Phantom Blade) 6 (HP 38/52) (AC 21/11/20) (CMD 20) (Fort +13, Ref +7, Will +15) (Init +1) (Perception +20)

I was waiting until my turn, but...

Will: 1d20 + 15 ⇒ (20) + 15 = 35.

Also, just a few things that have bugged me...

How does Zadim move, *and* full attack? Normally, if you have to move, you only get a single attack, unless you have something like pounce. What am I missing?

Monster 'Summon' abilities function as per Summon Monster, which means they have a 1 round casting time - so it doesn't take effect until the start of its next turn, unless the Yaenit is an exception to that rule?

EDIT: Ah, it *is* now my turn!

Ignoring the cover provided by Zadim, Victor hacks away at the Yaenit.

+2 Ghost-Touch Fauchard: 1d20 + 9 ⇒ (10) + 9 = 19, for 1d10 + 15 ⇒ (2) + 15 = 17 Magical Ghost-Touch damage.

Grand Lodge

male Human Chirurgeon 9 AC21(25)/T16(20)/F17/CMD17 |HP 75/75 | Fort:+11;Ref:+13;Will+7 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 14/16 used) wings 1/9 min {heroism, resist acid/10}

@GM - yes, Roderick was fully healed.

Ah yes. Getting a bit crowded in here. Time to thin the hairy creature quota down a notch.

Striding forward and hurling through the crowd into the center of the room (target blue/white circled cultist)

Bomb, range, pb: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
for Explosve dmg : 3d6 + 3 + 1 ⇒ (5, 3, 6) + 3 + 1 = 18 10'r splash, 7 fire dmg (DC14 for half).

He shapes the blast to avoid allies/captives and hit two in center of room.


From Shore to Sea GM All-powerful dictator of reality 4

Victor, Zadim is TWF.

Summon monster as an SLA is two sets of conflicting rules bashing together. In the previous yaenit encounter (when it failed to summon) I read the rules twice, searched for clarifications, went through a bunch of discussions and settled on SLAs are standard action unless called out as taking longer.

I am happy to be corrected, if you can find something definitive, or even just a position of principle from a dev, that would make me feel a lot better about it.

Grand Lodge

Male Half-Orc Ex-Cleric 1 / Spiritualist(Phantom Blade) 6 (HP 38/52) (AC 21/11/20) (CMD 20) (Fort +13, Ref +7, Will +15) (Init +1) (Perception +20)

Two-Weapon Fighting *is* a full attack action, not a standard.

Core Rule Book:
Full Attack: If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks.

Italicised for emphasis.

Re: Spell-likes, I had always thought that since the Universal Monster Rule for summoning said:

A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature’s entry).

That meant it had a 1 round casting time, as well.

That said, I am *very* happy to go with the interpretation you are running with, because that means that monsters which have, say, Raise Dead or Resurrection as a spell-like suddenly became a *heck* of a lot more sexy, since you could use them in the middle of combat :-)


From Shore to Sea GM All-powerful dictator of reality 4

We should take this to the discussion.

I won’t retcon anything so far but might make future changes.

Silver Crusade

Female Dwarf Barbarian (Invulnerable Rager) 10 I HP 78 (Rage:98)/122 I AC 23 T12 FF22 Fort+13 Ref+6 Wi+6 Ini +1 Per +8 spd 30 DR4/- CLW Wand 50/50 RAGE! used 0/24

Axe attack: 1d20 + 10 ⇒ (20) + 10 = 30
Dmg: 1d10 + 4 ⇒ (7) + 4 = 11

Axe attack: 1d20 + 5 ⇒ (3) + 5 = 8
Dmg: 1d10 + 4 ⇒ (1) + 4 = 5

Axe attack Crit?: 1d20 + 10 ⇒ (10) + 10 = 20
Dmg: 2d10 + 8 ⇒ (6, 8) + 8 = 22

Brallenera stands her ground and strike, this time hitting her target

Liberty's Edge

Male Grippli Rng 6| HP 42 | AC 22; Touch 17; FF 17 | F +6; R +10; W +5 | CMB+6; CMD 22| Speed 30 ft | Init +4 | Perc +11 | Stealth: +14 Ranger 6

Kermit moves by Nanny and shoots the nearest bad guy.

Point blank: 1d20 + 14 ⇒ (1) + 14 = 15

damage: 1d6 + 3 ⇒ (6) + 3 = 9


”Zadim” | Male N Medium Human Slayer 7 | Speed 30ft | Active Conditions: none
Skills:
Acrobatics +13, Bluff +3, Climb +10, Disguise +8, Heal +4, Intimidate +3 (+4 by day), Know (dungeoneering, geography) +5, Know (local) +11, Know (religion) +6, Ride +7, Stealth +13, Survival +10 (+13 for tracks), Swim +10
| HP 56/60 AC 20, T 14, FF 17 | CMD 26 | F +7 R +9 W +5; | Init +3 | Perc +10 | SM +10

With the demon appearing before, Zadim recognizes it as a creature that the Pathfinders have felled before. He takes his blades to it.

Studied Target; Full attack
Melee (+1 kukri), studied target, bane: 1d20 + 13 + 2 - 1 ⇒ (18) + 13 + 2 - 1 = 32
Damage (S): 1d4 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Melee (+1 kukri), studied target, bane: 1d20 + 8 + 2 - 1 ⇒ (10) + 8 + 2 - 1 = 19
Damage (S): 1d4 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Melee (+1 kukri), studied target, bane: 1d20 + 13 + 2 - 1 ⇒ (19) + 13 + 2 - 1 = 33
Damage (S): 1d4 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Melee (+1 kukri), studied target, bane: 1d20 + 8 + 2 - 1 ⇒ (3) + 8 + 2 - 1 = 12
Damage (S): 1d4 + 7 + 2 ⇒ (3) + 7 + 2 = 12

Confirm First Crit? Melee (+1 kukri): 1d20 + 13 + 2 - 1 ⇒ (19) + 13 + 2 - 1 = 33
Add Crit Damage (S): 1d4 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Confirm Second Crit? Melee (+1 kukri) : 1d20 + 13 + 2 - 1 ⇒ (20) + 13 + 2 - 1 = 34
Add Crit Damage (S): 1d4 + 7 + 2 ⇒ (1) + 7 + 2 = 10


From Shore to Sea GM All-powerful dictator of reality 4

The yaenits ignore Xim’s flames, but Victor’s blade cuts through.
The silver-toothed cultist is severely burnt, however.
Brallenera then decapitates the wounded cultist in front of her.
Kermit’s arrow clips the edge of a cage and ricochets into the ceiling.
Zadim’s flashing blades sink deeply and precisely into the demon.

Torture’d grown tired of hurting people by now, Round 2 wrote:


Nanny
Zadim (-21, bane)
Brallenera
Victor

Silver tooth cultist (-24)
Blue cloak cultist (hoodwinked)
Red face cultist (-55, hoodwinked, dead)

Kyra

Yaenit with runes
Yaenit with orange patches (-49)

Xim
Kermit
Bold are up!

Dark Archive

Female N Elf Psychic 5 | HP 32/32| AC 15 T 12 FF 10 | CMB +2, CMD 14 | F: +3, R: +4, W: +4 (+6 vs enchantments) | Init: +4 | Perc: +5, SM: +3 | Speed 30ft | Phrenic Pool: 2/4 | Spells: 1st 0/8, 2nd 3/5 | Active conditions: None.4

Nanny will go with an old standby and cast murderous command on the Yaenit with the runes. (DC 17)


From Shore to Sea GM All-powerful dictator of reality 4

will: 1d20 + 5 ⇒ (8) + 5 = 13


From Shore to Sea GM All-powerful dictator of reality 4

Silver fires a ray at Brallenera
ranged touch: 1d20 + 5 ⇒ (3) + 5 = 8

but misses horribly.

Torture’d grown tired of hurting people by now, Round 2 wrote:


Nanny
Zadim (-21, bane)
Brallenera
Victor

Silver tooth cultist (-24)
Blue cloak cultist (hoodwinked)
Red face cultist (-55, hoodwinked, dead)

Kyra

Yaenit with runes (MC)
Yaenit with orange patches (-49)

Xim
Kermit
Bold are up!


Human Cleric 7 [HP 59/59 ], [AC 19, touch 11, flat-footed 19] , [Fort +7, Ref +4, Will +10], [Spd 20ft, Perception +4]

Kyra steps past Kermit and, now her allies within range, holds firm her symbol of Saranrae.

"Radiant lady, hear my plea.
These fiends need vanquishing, grant my allies and myself your blessing, i ask of thee."

The symbol starts shining, providing a warm feeling within all friendlies.


From Shore to Sea GM All-powerful dictator of reality 4

The rune-marked yaenit's mind is overtaken by Nanny's magics and it turns on the silver-toothed cultist.

attack: 1d20 + 14 ⇒ (19) + 14 = 33
damage: 2d4 + 7 ⇒ (1, 2) + 7 = 10

attack: 1d20 + 9 ⇒ (14) + 9 = 23
damage: 2d4 + 7 ⇒ (1, 1) + 7 = 9


From Shore to Sea GM All-powerful dictator of reality 4

With a snicker-snack of his deadly falchion, the yaenit slays the cultist.

The other yaenit steps back, and casts a spell... and darkness rushes in.

Torture’d grown tired of hurting people by now, Round 2 wrote:


Nanny (bless)
Zadim (-21)
Brallenera (bless)
Victor (bless)

Silver tooth cultist (-43, dead)
Blue cloak cultist (hoodwinked)
Red face cultist (-55, hoodwinked, dead)

Kyra (bless)

Yaenit with runes (MC)
Yaenit with orange patches (-49)

Xim (bless)
Kermit (bless)
Bold are up!

Grand Lodge

Male Half-Orc Ex-Cleric 1 / Spiritualist(Phantom Blade) 6 (HP 38/52) (AC 21/11/20) (CMD 20) (Fort +13, Ref +7, Will +15) (Init +1) (Perception +20)

Umm... is that Darkness, or Deeper Darkness? Victor has Darkvision, so it matters ;-)

Grand Lodge

male Human Chirurgeon 9 AC21(25)/T16(20)/F17/CMD17 |HP 75/75 | Fort:+11;Ref:+13;Will+7 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 14/16 used) wings 1/9 min {heroism, resist acid/10}

We will find out soon enough...until then

Roderick curses under his breath and reaches for his wayfinder under his tunic, activating the light.

Well? waiting to see if anything happens.

Silver Crusade

Female Dwarf Barbarian (Invulnerable Rager) 10 I HP 78 (Rage:98)/122 I AC 23 T12 FF22 Fort+13 Ref+6 Wi+6 Ini +1 Per +8 spd 30 DR4/- CLW Wand 50/50 RAGE! used 0/24

Awww.. I can't see.


From Shore to Sea GM All-powerful dictator of reality 4

Darkness, so Brallenera, Victor and Kermit can see with their darkvision.


From Shore to Sea GM All-powerful dictator of reality 4

Roderick, darkness counters light. You need a higher level spell.


Human Cleric 7 [HP 59/59 ], [AC 19, touch 11, flat-footed 19] , [Fort +7, Ref +4, Will +10], [Spd 20ft, Perception +4]

Or one of equal lvl to darkness.


From Shore to Sea GM All-powerful dictator of reality 4

Sorry, that's right. But light in a 0-level spell and darkness is 2nd level.

Grand Lodge

Male Half-Orc Ex-Cleric 1 / Spiritualist(Phantom Blade) 6 (HP 38/52) (AC 21/11/20) (CMD 20) (Fort +13, Ref +7, Will +15) (Init +1) (Perception +20)

Victor shrugs.

"This is no worse than the darkness which clouds my thoughts, which is but an echo of my past..."

He then takes a swing at the closest enemy that he can see (preferably the injured Yaenit, but I'll take what I can get).

+2 Ghost-Touch Fauchard: 1d20 + 9 ⇒ (11) + 9 = 20, for 1d10 + 15 ⇒ (6) + 15 = 21 Magical Ghost-Touch damage.


”Zadim” | Male N Medium Human Slayer 7 | Speed 30ft | Active Conditions: none
Skills:
Acrobatics +13, Bluff +3, Climb +10, Disguise +8, Heal +4, Intimidate +3 (+4 by day), Know (dungeoneering, geography) +5, Know (local) +11, Know (religion) +6, Ride +7, Stealth +13, Survival +10 (+13 for tracks), Swim +10
| HP 56/60 AC 20, T 14, FF 17 | CMD 26 | F +7 R +9 W +5; | Init +3 | Perc +10 | SM +10

Unable to see around him, Zadim stands his ground, preparing to strike any foe that gets within a few feet of him.
Perception: 1d20 + 10 ⇒ (13) + 10 = 23

Readied action if senses an opponent within 5 feet:

Melee (+1 kukri), bane: 1d20 + 13 - 1 ⇒ (4) + 13 - 1 = 16
Damage (S): 1d4 + 7 ⇒ (2) + 7 = 9
Miss is <51%: 1d100 ⇒ 74

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