A Grim Moon Looms ; A Young Pantheon Grows (Inactive)

Game Master leinathan

Several young divinities gather together into a new pantheon, combining their strengths towards common goals. Together, they forge their sparks into the stuff of true gods.

Battlemap


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AC: 29 / T: 15 / FF: 26 / Imm.: fear/disease | Fort: +27, Ref: +24, Will: +23 | M. Atk: +19/ 1d8+25, (17-20x3) I HP: 210/210 | Perc. +17, see invis, blind fight. Human Paladin 12, Swashbuckler 1, Bloodrager 1, Champion/Marshall tier 6. VMC Bard.

Assuming Ulliaza gives us the directions for where to aim the dimension door, and that there is a countdown before the casting, Adol drinks his potion of enlarge person and activates the swordmaster's flair right before the casters start casting dimension door. If initiative is rolled, Adol uses hightened awareness for a +4 bonus on it. Also, just to reiterate, good hope grants everyone a +2 morale bonus on the initiative check. I'm going to sleep now, will be afk for the next 8 or so hours. Also, in case it matters, I did not change Adol's stats in his character sheet to invlude good hope, so the relevant paragraphs are 2 higher.


Rocks Fall; You Die!

Looks like Adol, Alithea, and Rirsa are ready. I need confirmation that Uliaza, Calxakti, and Maika are ready to go and then teleportation arrangements: assuming everyone agrees with Adol's plan.


EG 5/AoA 9/Mys 6 | HP: 130/130 | AC: 27 / T: 16 / FF: 26 | Fort: +11, Ref: +10, Will: +20; +4 spells/SLA/blind/visual | M. Touch: +7, R. Touch: +8 | CMB: +7, CMD: 20 (25 vs trip) | Init: +16, Perception: +28

I'm ready to go. Dimension Door'ing Adol, myself, and any two others Rirsa's not. Between us, that should cover everyone.


HP:226/226/ AC 27, Touch 18, Flat-Footed 21,/ Fort+19; Ref+16, Will+20/ Aura of Indomitable Presence 30'/ Miss Chance 20% Female Human Warlord 3/ Sorcerer 4/ Bladecaster 7 (VMC Bard)// Champion/Archmage Tier 6

I concur with this plan.


Female Noble Drow UnRogue 4/Sorcerer 1/Arcane Trickster 8

Sighing and running a hand through her hair, she looks around at the party and offers a small nod. Bouncing from foot to foot, she throws a few mock punches to psyche herself up. "I'm ready to go. I already cast the only spell I need on myself. I'd prefer to come in with the second group though, a good distraction is invaluable."

I'm assuming that Fly hasn't run out on her yet. If it has, then she's going to recast that.


AC: 29 / T: 15 / FF: 26 / Imm.: fear/disease | Fort: +27, Ref: +24, Will: +23 | M. Atk: +19/ 1d8+25, (17-20x3) I HP: 210/210 | Perc. +17, see invis, blind fight. Human Paladin 12, Swashbuckler 1, Bloodrager 1, Champion/Marshall tier 6. VMC Bard.

Just as Rirsa is about to cast haste and Adol is about to drink his potion, Adol remembers something important. "Wait, one final thing, everyone. I asked this before, but is anyone able to cast 'protection from evil'-like effects quickly? Lady Ulliaza told us the villagers were under some kind of daze. I'm worried that this wizard has access to powerful mind-controlling magics. I know from experience that even strong willied allies sometimes fail to resist such powers, and I would not like to fight any of you. Can anyone put up this mental barrier?"


AC: 29 / T: 15 / FF: 26 / Imm.: fear/disease | Fort: +27, Ref: +24, Will: +23 | M. Atk: +19/ 1d8+25, (17-20x3) I HP: 210/210 | Perc. +17, see invis, blind fight. Human Paladin 12, Swashbuckler 1, Bloodrager 1, Champion/Marshall tier 6. VMC Bard.

He frowns, as if recalling something. "And to add to this, I believe Ulliaza mentioned something about the area being very dark? I've known some undead creature who try to this absense of visibility to their advantage. Is anyone able to cast a magical light, such as daylight? Personally, I cannot see even in regular dark, but I've encountered spells that even block enhanced eyes. "


HP:226/226/ AC 27, Touch 18, Flat-Footed 21,/ Fort+19; Ref+16, Will+20/ Aura of Indomitable Presence 30'/ Miss Chance 20% Female Human Warlord 3/ Sorcerer 4/ Bladecaster 7 (VMC Bard)// Champion/Archmage Tier 6

I haven't been able to cast Protection from Evil since I arrived here- I cannot figure out why- But Carie can cast Daylight as a natural ability. Rirsa pauses her herself before casting haste to respond to Adol's queries. Ni pensas, ke ili povus havi mallumajn sorĉojn; Carie.

Chevaineyan:
We think they may have darkness spells; Carie .


AC: 29 / T: 15 / FF: 26 / Imm.: fear/disease | Fort: +27, Ref: +24, Will: +23 | M. Atk: +19/ 1d8+25, (17-20x3) I HP: 210/210 | Perc. +17, see invis, blind fight. Human Paladin 12, Swashbuckler 1, Bloodrager 1, Champion/Marshall tier 6. VMC Bard.

Adol nods. "That is good to hear. At least a potential light problem is then handled. If she agrees, it is probably best to cast it before going inside, and have lady Carrie come in with the first group. That way, everyone will be able to see. And as a backup, in case it is removed, I'll use this."

He looks down at what looks like an elaborate and ancient ring on his right hand, and it starts glowing after a moment.

perception + Knowledge arcana/history dc 25:

You recognize the symbol on the ring as a Lissalan rune of life, that has had some alterations that are hard to make out in the fleeting view it grants before it starts glowing brightly.

Adol uses holy symbol bond, 1 use. For the rest of the day, he can use lay on hands 3 additional times. Addittionally, the ring shines light as a torch for 12 minutes, meaning bright light within 20 feet of Adol and 20 feet dim light outside of it.

"I once learned the hard way that Daylight and Darkness spells can be used to cancel eachother out, and without a backup light source, the area was still in complete darkness. That encounter was too close for comfort. I hope I'm simply paranoid and that it won't be needed, but it is always a good idea to have something to fall back on."

"While we wait to see if anyone is capable of protecting our minds from mind control, it seems the tally for the teleportation teams are as follows: the first team consists of myself, ladies Maika and Carrie if the latter agrees, and one other. Carrie is our light source, and Maika is the one teleporting us. I will go in enlarged. The second team is Lady Rirsa, Lady Ulliaza, and whoever else remains. We only still have to divide sir Calxakti and Lady Alithea between the two groups."


Female Human Arcanist 14 / Archmage 6 | HP 172/172 | AC 20 T 15 FF 17 | Saves 13/12/17 | CMD 20| Init +12 | Perc +22, SM +17 | See Invisibility, Darkvision 60ft, Aura Sight, Arcane Sight 120ft

"The undead do not have any compulsions of note, Adol. Their most potent spells are Necromantic, Ray of Enfeeblement, Exhaustion, and Enervation. If this person creating them has such magic, though, I'll protect you all from it. Let's not tarry, someone is dying as we speak." Alithea tries to quickly offer some relevant information and proceed to save the person within.

As she says this, Alithea casts Light on Adol, ignoring the Verbal component so she may continue speaking freely.


AC: 29 / T: 15 / FF: 26 / Imm.: fear/disease | Fort: +27, Ref: +24, Will: +23 | M. Atk: +19/ 1d8+25, (17-20x3) I HP: 210/210 | Perc. +17, see invis, blind fight. Human Paladin 12, Swashbuckler 1, Bloodrager 1, Champion/Marshall tier 6. VMC Bard.

Assuming Carrie casts daylight (on her/Adol's armor?) and since Alithea is rightly adamant on making haste, I think the teams are: group 1: Adol, Carrie, Maika, Alithea. And group 2: Rirsa, Calxakti, Ulliaza. Unless anyone objects (assuming Calxakti doesn't need special preparations - needs confirmation) and assuming Ulliaza gives a rough idea on where to aim the dimension doors, I think Adol and Rirsa use their remaining buffs (haste/enlarge person/swordmaster's flair) and the two groups teleport in with some space in between where they aim.


Female Noble Drow UnRogue 4/Sorcerer 1/Arcane Trickster 8

Blinking a bit, Saint Uliaza lifts up her hand and points to a silver ring on her finger. "This is a Heavenly Aegis Ring. I give it a twist, and it creates a magic circle against evil. It only lasts a minute, but if all goes well, the necromancer shouldn't last that long. Probably better if I go with the first group then..."


AC: 29 / T: 15 / FF: 26 / Imm.: fear/disease | Fort: +27, Ref: +24, Will: +23 | M. Atk: +19/ 1d8+25, (17-20x3) I HP: 210/210 | Perc. +17, see invis, blind fight. Human Paladin 12, Swashbuckler 1, Bloodrager 1, Champion/Marshall tier 6. VMC Bard.

Adol eyes Ulliaza. "All right. But if you go with us first, allow me to use this on you. I promised to keep you safe and I will. "

He holds out one of the platinum rings for the Shield Other spell to her. There is a very slight tremor as he does.


Female Noble Drow UnRogue 4/Sorcerer 1/Arcane Trickster 8

Quirking an eyebrow, she shrugs and takes the ring, slipping it onto her finger. "I'd make a joke, but... The situation's a bit too serious for that."


HP:226/226/ AC 27, Touch 18, Flat-Footed 21,/ Fort+19; Ref+16, Will+20/ Aura of Indomitable Presence 30'/ Miss Chance 20% Female Human Warlord 3/ Sorcerer 4/ Bladecaster 7 (VMC Bard)// Champion/Archmage Tier 6

I forgot to mention something; I have Arcane Steel; a supernatural ability that gives temporary hit points equal to twice the spells level that I cast; it lasts until the end of the encounter or until depleted; it also says that it stacks with itself (and only itself) it would give me 10+2+2+6+8=28 temporary hit points.

Edit: I have applied temporary changes to the line that shows up under my name; will change back after battle.


AC: 29 / T: 15 / FF: 26 / Imm.: fear/disease | Fort: +27, Ref: +24, Will: +23 | M. Atk: +19/ 1d8+25, (17-20x3) I HP: 210/210 | Perc. +17, see invis, blind fight. Human Paladin 12, Swashbuckler 1, Bloodrager 1, Champion/Marshall tier 6. VMC Bard.
Saint Ulliaza wrote:
Quirking an eyebrow, she shrugs and takes the ring, slipping it onto her finger. "I'd make a joke, but... The situation's a bit too serious for that."

Adol sighs in relief. "Thank you. This never gets any easier..."

He quickly grabs a rod from his backback as he casts the spell, then puts it away and redraws his sword, putting the potio of enlarge person to his lips. "I'm ready. Let's go in hard and fast, and save as many people as we can."

Adol casts shield other on Ulliaza with the lesser rod of reach.


EG 5/AoA 9/Mys 6 | HP: 130/130 | AC: 27 / T: 16 / FF: 26 | Fort: +11, Ref: +10, Will: +20; +4 spells/SLA/blind/visual | M. Touch: +7, R. Touch: +8 | CMB: +7, CMD: 20 (25 vs trip) | Init: +16, Perception: +28

I'm still ready. I have Protection from Chaos via Divine Source, but not Evil. XD It only might help.


AC: 29 / T: 15 / FF: 26 / Imm.: fear/disease | Fort: +27, Ref: +24, Will: +23 | M. Atk: +19/ 1d8+25, (17-20x3) I HP: 210/210 | Perc. +17, see invis, blind fight. Human Paladin 12, Swashbuckler 1, Bloodrager 1, Champion/Marshall tier 6. VMC Bard.

I think Ulliaza has it covered. The only one who could actually cast communal protection from evil now to my knowledge is Calxakti, for a mythic point. I think we should be ok with our current preparations.


Rocks Fall; You Die!

Final buffs:

Initiative:
Carrie: 1d20 + 7 ⇒ (5) + 7 = 12
Uliaza: 1d20 + 20 ⇒ (4) + 20 = 24
Rirsa: 1d20 + 9 ⇒ (17) + 9 = 26
Maika: 1d20 + 16 ⇒ (5) + 16 = 21
Calxakti: 1d20 + 7 ⇒ (4) + 7 = 11
Alithea: 1d20 + 12 ⇒ (3) + 12 = 15
Adol: 1d20 + 16 ⇒ (6) + 16 = 22
Eldran Tath: 1d20 + 4 ⇒ (13) + 4 = 17
Red Bloodless: 1d20 + 8 ⇒ (4) + 8 = 12
Yellow Bloodless: 1d20 + 8 ⇒ (11) + 8 = 19
Pink Bloodless: 1d20 + 8 ⇒ (17) + 8 = 25
Purple Bloodless: 1d20 + 8 ⇒ (17) + 8 = 25
Blue Bloodless: 1d20 + 8 ⇒ (5) + 8 = 13
Brown Bloodless: 1d20 + 8 ⇒ (12) + 8 = 20
Green Bloodless: 1d20 + 8 ⇒ (4) + 8 = 12
Orange Bloodless: 1d20 + 8 ⇒ (11) + 8 = 19

The Bank of Abadar, round 1

1. Rirsa (haste, shield, angelic aspect, see invisibility, stoneskin, battle mantra stance, moment of greatness, 28 temporary hit points) <--- You are up!
2. Purple Bloodless, Pink Bloodless
3. Uliaza (haste, fly, moment of greatness, good hope)
4. Adol (haste, enlarge person, good hope, moment of greatness, freedom of movement, lend path, stoneskin, resist energy (fire))
5. Maika (haste, good hope, moment of greatness)
6. Brown Bloodless, Orange Bloodless, Yellow Bloodless
7. Eldran Tath
8. Alithea (haste, spell turning, grand destiny, fox's cunning, expeditious retreat, 14 temporary hit points)
9. Blue Bloodless, Green Bloodless, Red Bloodless
10. Carrie (haste, daylight, good hope, moment of greatness)
11. Calxakti (haste, good hope, moment of greatness)

With their spells cast and their bodies and minds psyched up, the group divides into two groups and teleports into the temple's inner sanctum. It seems in the minutes that the group has been preparing, the necromancer inside the pitch-black temple has been preparing himself. The dwarven sacrifice has been laid aside, twitching as bubbling darkness surrounds him. Two more bloodless guards - for a total of eight - have been summoned. Five commonfolk sit in the pews of the church, their mouths open and drooling and their eyes betraying a sort of induced stupor.

The undead start when the heroes teleport in in such a big group, but all tense and ready for the rigors of battle. Unfortunately for someone, Rirsa is simply faster, better-trained, more ready.

Rirsa wins initiative. Please only post (actions, you may post RP posts) when your name is highlighted in the header. If you wish to post an action for me to resolve later, please post it in Discussion as a pre-roll.

The header also contains a link to a map, which you should all have access to. Please feel free to move your own tokens when you take movement actions.


Rocks Fall; You Die!

K. Religion (DC 25):
The handsome necromancer at the back of the room is more than just a simple necromancer. You can tell that he is a dread revenant, the undead remnants of a creature, returned to life to fulfill some purpose. Revenants are typically single-minded creatures driven to kill some creature that they vow revenge on, and have a focus to their hatred. They are powerful and dangerous undead.

They cannot be truly killed until the focus of their hate is destroyed forever, and they simply return within a week of being destroyed unless it is.

They are also stronger, faster, and more charismatic than any normal human.

K. Religion (DC 30):
Dread revenants gain a number of special abilities to help them fulfill their undead purpose. They gain blindsense, allowing them to sense anyone sneaking up on them, they gain energy drain, allowing them to suck the life out of their target's soul with unarmed attacks. They have a curious ability to choke the life out of someone by grabbing them by the neck during brutal melee combat.

In addition, they gain regeneration, although every revenant has its own unique form of regeneration suppression.

K. Society (DC 35):
This necromancer is a member of a class of monsters usually heard about only in legend - a dread lord. Dread lords typically arise from cursed members of nobility and the like - the most famous dread lord in history is Strahd, from the demiplane of Ravenloft.

Dread lords gain power and potency, but only within a certain area specific to their own regency or right. Dread lords are more intelligent and more charismatic than average people, and they can transform natural hazards within their domain into other natural hazards of their choice. They also heal quickly and take less damage from non-holy weapons.

K. Society (DC 40):
As a dread lord, Eldran Tath will gain increased magical and physical potency from his connection with the land - you can see the power pulsing from the ground up into him, enhancing his physical strength and his magical prowess. In addition, based on his other behavior and the behavior of the townspeople, you can intuit that he's gained some sort of enchantment based powers. You've heard tell of dread lords known as unquestioned rulers who gain a suite of enchantment spell-like abilities that allow them to force any within their domains to serve them.


AC: 29 / T: 15 / FF: 26 / Imm.: fear/disease | Fort: +27, Ref: +24, Will: +23 | M. Atk: +19/ 1d8+25, (17-20x3) I HP: 210/210 | Perc. +17, see invis, blind fight. Human Paladin 12, Swashbuckler 1, Bloodrager 1, Champion/Marshall tier 6. VMC Bard.

Slight additions: hightened awareness and good hope are missing as buffs to Adol's initiative, it should be 6 points higher. Also: sweet! Lets do this everyone.


Rocks Fall; You Die!

Oh, yes, you're right: Alithea had it too. Adjusting initiative tracker.


HP:226/226/ AC 27, Touch 18, Flat-Footed 21,/ Fort+19; Ref+16, Will+20/ Aura of Indomitable Presence 30'/ Miss Chance 20% Female Human Warlord 3/ Sorcerer 4/ Bladecaster 7 (VMC Bard)// Champion/Archmage Tier 6

Rirsa moves up to the nearest red undead and attacks; silent in her task... Her Estoc glows with a silver light as she thrusts it two handed into the red undead.

1st Attack!: 1d20 + 25 ⇒ (13) + 25 = 38 Attack Breakdown= 22 Weapon skill; +2 Morale+ 1 Haste

1st Damage!: 2d4 + 8 + 1d6 ⇒ (4, 4) + 8 + (1) = 17 Damage Breakdown=3 Strength +3 Enhancement +2 Morale +3 Arcane Strike; 1d6 is electricity damage

I attempted to move my piece but somehow moved the map instead; my phone is appearently very touchy and apparently can see but dies not like interacting with the map; I may have to describe movement I apologize.

Knowledge (Religion): 1d20 + 8 ⇒ (14) + 8 = 22


AC: 29 / T: 15 / FF: 26 / Imm.: fear/disease | Fort: +27, Ref: +24, Will: +23 | M. Atk: +19/ 1d8+25, (17-20x3) I HP: 210/210 | Perc. +17, see invis, blind fight. Human Paladin 12, Swashbuckler 1, Bloodrager 1, Champion/Marshall tier 6. VMC Bard.

Adol takes one look around this desecrated tample and shudders." I was going to give you a chance to surrender," he says to the... humanoid thing in the back, "but some crimes are too vile to go unpunished."

Swift action: Adol uses smite evil on enemy undead leader
"Estivas... aid my allies, grant them your protection!"

free action spend 1 use of smite evil: grant all allies within 10 Ft the ability to do a lesser smite evil before the end of their next turn. Costs a swift, grants +8 deflection bonus to ac and +12 bonus to damage rolls against a target of their choice (24 on first hit to undead). Adol's version does not grant the +8 attack bonus or DR ignoration. > Ulliaza, Carrie and Maika gain lesser smite evil ability for one round.

“Now… to get to work. Let's see how stable your footing is.”

Assuming the bank is at least 15 ft high, Adol 5ft steps/flies upward and positions himself so that his is directly above his current square, maika and Carrie. He then activates rage, power attack, and starts a few trip maneuvers. He targets, in order, the top gold bloodless, the green bloodless, the top left Pink bloodless and the direct west pink bloodless. I assume this is against their flat-footed CMD.

attack#1 (improved trip), base, +3 weapon, +2 furious weapon, good hope, impoved trip, size, haste, enlarged debuff ): 1d20 + 23 + 3 + 2 + 2 + 2 + 1 + 1 - 4 - 1 ⇒ (2) + 23 + 3 + 2 + 2 + 2 + 1 + 1 - 4 - 1 = 31
attack#2 (improved trip): 1d20 + 29 ⇒ (14) + 29 = 43
attack#3 (improved trip): 1d20 + 24 ⇒ (19) + 24 = 43
attack#4 (improved trip): 1d20 + 19 ⇒ (13) + 19 = 32

From here, until Adol’s next turn, he has 5 AoO’s and melee reach 15 ft (swordmaster’s flair). He will always try to parry an incoming ranged attack aimed at him or an adjacent ally. This also works on incoming ranged spell attacks. The first melee attack made against him, he will parry and reposte unless he has taken major damage, in which case it's just parry. If any tripped undead opponents in range attempt to get back up, Adol will make a melee AoO against them.

His parry is made at +33 vs the incoming attack. If the attack is aimed at Adol specifically, it gets an additional +2 for +35 vs the incoming attack.

Adol’s Melee AoO’s are also made at +33/+35 vs ac (17-20/x3), and the damage is 2d6+41. If the enemy has attacked Adol this combat, the damage is instead 3d6+41.

I posted the calculations for everything in the discussion thread, post 152. I also posted six attack rolls there (per your desired format with each bonus split out) for the potential up to 5 AoO's and 1 reposte. I did it there not not wall of math the screen here. Also, I updated Adol's cheat sheet to include his updated saving throws and current attack/damage for non-AoO's/Nonsmite targets.


AC: 29 / T: 15 / FF: 26 / Imm.: fear/disease | Fort: +27, Ref: +24, Will: +23 | M. Atk: +19/ 1d8+25, (17-20x3) I HP: 210/210 | Perc. +17, see invis, blind fight. Human Paladin 12, Swashbuckler 1, Bloodrager 1, Champion/Marshall tier 6. VMC Bard.

Should it be relevant: If Adol feels the necromancer is trying to mind control him by casting a spell or some obvious abnormal gesture towards him, he will use both the lucky horseshoe item daily effect and moment of greatness (good hope) for an extra boost to the save. If any combatant not prone provokes an attack of opportunity , Adol tries an improved trip instead of a normal attack, then a normal attack when it stands up. And in case it wasn't clear, the smite effect Adol grants to his allies after they use it last until the target dies or the end of the day.


Rocks Fall; You Die!

Adol doesn't have Spellcraft trained, and so cannot tell whether a particular spell may or may not be mind control. Unless otherwise directed I will assume he uses the extra saving throw bonuses on any Will save.

If Adol 5' steps up into the air, purple, green, red, pink, blue, red, and yellow are within range of him. I will have him trip purple, pink, blue, and green.

Rirsa neglected to actually add the Arcane Strike damage, so she deals 20 damage.

The necrotic blasts are supernatural and not spell-like, so Smash from the Air cannot be used to deflect them.

Rirsa steps into combat against one of the bloodless and stabs at it. It is too slow to react and she smoothly pushes her blade into its chest. As she withdraws the blade, it's clear to see purple pulsing energy inside of it in place of blood.

Adol floats up into the air on his spectral wings and lashes out against two of the bloodless using his increased reach. He manages to bring four of them to the ground, and two promptly form balls of negative energy in their hands and hurl screaming balls of angry spirits at him. The bloodless are supernaturally fast, and they land four powerful life-draining blasts on him. Adol's flesh shrivels up painfully as the life energy inside him is directly destroyed.

Ranged Touch (Prone): 1d20 + 14 - 4 ⇒ (13) + 14 - 4 = 23 Negative Energy: 5d6 ⇒ (2, 2, 6, 1, 2) = 13
Ranged Touch (Prone): 1d20 + 14 - 4 ⇒ (19) + 14 - 4 = 29 Negative Energy: 5d6 ⇒ (5, 6, 5, 6, 1) = 23
Ranged Touch (Prone): 1d20 + 14 - 4 ⇒ (9) + 14 - 4 = 19 Negative Energy: 5d6 ⇒ (1, 6, 3, 3, 1) = 14
Ranged Touch (Prone): 1d20 + 14 - 4 ⇒ (19) + 14 - 4 = 29 Negative Energy: 5d6 ⇒ (5, 5, 1, 3, 6) = 20

Adol takes 70 damage and is grazed. Uliaza, Maika, and Alithea are up now.


EG 5/AoA 9/Mys 6 | HP: 130/130 | AC: 27 / T: 16 / FF: 26 | Fort: +11, Ref: +10, Will: +20; +4 spells/SLA/blind/visual | M. Touch: +7, R. Touch: +8 | CMB: +7, CMD: 20 (25 vs trip) | Init: +16, Perception: +28

These looked like rather nasty foes... better to try and take down a few of them quickly. With that, Maika raised a finger and pointed at the Brown Bloodless, letting out a ray of Disintegration aimed right into the center of its body. Now, how tough were these things, exactly?

Ranged Touch Attack (Haste, Good Hope): 1d20 + 8 + 1 + 2 ⇒ (16) + 8 + 1 + 2 = 27 for Damage: 24d6 ⇒ (4, 5, 4, 3, 4, 1, 3, 2, 6, 2, 2, 1, 5, 1, 2, 5, 3, 3, 2, 6, 3, 6, 4, 4) = 81 Fort DC 25 reduces to 5 dice; Undead resistance to Fort Saves does not apply to Disintegrate because it also works on objects

Haste: +1 Attack Rolls, +1 AC, Faster
Good Hope: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls
Moment of Greatness: If the affected creature is benefiting from a morale bonus of any type, it can double that morale bonus on one roll or check, before making the roll. Once an affected creature uses this spell’s effect, the spell is discharged for that subject.
6th Level Spells: 2/3. Will continue keeping track in my profile.


Female Noble Drow UnRogue 4/Sorcerer 1/Arcane Trickster 8

Uliaza allows herself to fade out of sight, thankful for the magic light on Adol. Floating up to a position that allows her to see more of the enemies, she waits for her opportunity to start slinging spells.

Stealth: 1d20 + 41 - 10 + 2 ⇒ (9) + 41 - 10 + 2 = 42

Spending a move action to enter stealth, and then spending the standard action to move upwards to float ten feet above where she originally was. Should be able to actually start contributing next round.


Female Human Arcanist 14 / Archmage 6 | HP 172/172 | AC 20 T 15 FF 17 | Saves 13/12/17 | CMD 20| Init +12 | Perc +22, SM +17 | See Invisibility, Darkvision 60ft, Aura Sight, Arcane Sight 120ft

Alithea flies high up in the room (up to 40 feet, depending on cieling height) above Adol and surveys the battlefield. On my phone, will move pawn later. Only using my move action until I get the later information.

Alithea has line of sight to all these enemies or will as she moves up. She should be able to see all magical auras on enemies and get a free Spellcraft check for each at +28 (+2 from Good Hope). I don't know how many auras there are to make the rolls yet. You're welcome to roll them for me if you want to save a round trip.

K Religion: 1d20 + 28 ⇒ (2) + 28 = 30
K Cultures: 1d20 + 28 ⇒ (6) + 28 = 34
+26 base +2 Good Hope


AC: 29 / T: 15 / FF: 26 / Imm.: fear/disease | Fort: +27, Ref: +24, Will: +23 | M. Atk: +19/ 1d8+25, (17-20x3) I HP: 210/210 | Perc. +17, see invis, blind fight. Human Paladin 12, Swashbuckler 1, Bloodrager 1, Champion/Marshall tier 6. VMC Bard.

Maika, Ulliaza, Carrie, please do not forget to use your lesser smite evil before it runs out (has to be done during your first turn or it does nothing and is lost), if you have the swift action to actually use it and it wouldn't otherwise conflict with your first turn. Also, this is enough damage that Adol doesn't use reposte anymore. He will now only parry incoming attacks and take AoO's, if any.


Rocks Fall; You Die!

Alithea:
The leader is enchanted with greater magic weapon, mage armor, false life, and resist energy.

The door behind you is enchanted with arcane lock.

Uliaza floats up into the air, using her hellcat powers to disappear from sight, while Maika unleashes a powerful ray of antimatter energy at one of the bloodless undead... It totally destroys a huge portion of the undead's chest, showing just a pulsating mass of roiling black energy that whispers and mutters.

Fort: 1d20 + 8 ⇒ (8) + 8 = 16

Maika deals 81 damage to the Brown Bloodless, and it is wounded.


Female Noble Drow UnRogue 4/Sorcerer 1/Arcane Trickster 8

I'll smite the necromancer as a swift then.


Female Human Arcanist 14 / Archmage 6 | HP 172/172 | AC 20 T 15 FF 17 | Saves 13/12/17 | CMD 20| Init +12 | Perc +22, SM +17 | See Invisibility, Darkvision 60ft, Aura Sight, Arcane Sight 120ft

Oops, I thought I had Magic Missile prepared to offer up some damage, and I guess I made a few mistakes in preparation. Oh well, lessons learned.

Alithea notes that the leader is protected by several auras. Shutting him down seemed like the best use of her time. She used Dispel Magic targetting his Greater Magic Weapon spell.

Dispel Check: 14 Caster Level + 4 Greater Dispel Focus + 2 Spell Specialization + 1 Gifted Adept + 1 Varisian Tattoo = +22. Eldritch Breath rolls twice.
Dispel Check 1: 1d20 + 22 ⇒ (18) + 22 = 40
Dispel Check 2: 1d20 + 22 ⇒ (17) + 22 = 39

Unfortunately he is unaffected by Destructive Dispel.


Rocks Fall; You Die!

Enervation v. Maika (wounded): 1d20 + 14 - 2 ⇒ (3) + 14 - 2 = 15 Negative Levels: 1d4 ⇒ 3
Necrotic Blast v. Maika (wounded): 1d20 + 14 - 2 ⇒ (9) + 14 - 2 = 21 Negative Energy: 5d6 ⇒ (1, 2, 4, 2, 2) = 11
Carrie Will (good hope): 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34
Alithea Spell Turning: 1d100 ⇒ 84
Alithea Will (good hope): 1d20 + 17 + 2 ⇒ (8) + 17 + 2 = 27
Eldran magic missiles v. Maika: 5d4 + 5 ⇒ (1, 3, 1, 1, 2) + 5 = 13
Yellow v. Rirsa (Grazed, PA): 1d20 + 19 - 1 - 3 ⇒ (15) + 19 - 1 - 3 = 30 Miss!
Yellow v. Rirsa (Grazed, PA): 1d20 + 14 - 1 - 3 ⇒ (13) + 14 - 1 - 3 = 23 Miss!
Green v. Maika (Grazed, PA): 1d20 + 19 - 1 - 3 ⇒ (11) + 19 - 1 - 3 = 26 Miss!
Adol Will v. feeblemind (Grazed, Good Hope, Moment of Greatness, Lucky Horseshoe): 1d20 + 27 + 2 + 2 + 4 ⇒ (17) + 27 + 2 + 2 + 4 = 52
Red v. Rirsa (Grazed, PA): 1d20 + 19 - 1 - 3 ⇒ (10) + 19 - 1 - 3 = 25 Miss!
Red v. Rirsa (Grazed, PA): 1d20 + 14 - 1 - 3 ⇒ (18) + 14 - 1 - 3 = 28 Miss!
Red v. Rirsa (Grazed, PA): 1d20 + 19 - 1 - 3 ⇒ (3) + 19 - 1 - 3 = 18 Miss!

Alithea assaults the enemy leader with a burst of abjuration magic, washing away some of his bolstering magics with her own power like the tides erode away stone, but the heroes' first assault is met by a competing assault from the opposing force: bloodless assault Rirsa, Adol, Alithea, Carrie and Maika in numbers, leveling blasts of negative energy, enchantment magic, and scythe slash after scythe slash at the heroes. Maika is struck once with necromantic energy (the second ray goes whizzing by her face), and she feels the pain as it melts away some of her remaining fleshy bits. But Rirsa is a blur on the battlefield, dodging blow after blow, and Maika (despite her fresh wounds) interposes her mechanical limb in between her undead foe and her fleshy torso, blocking the attack with a clang!

Eldran Tath, the "count's advisor", points at Maika. He cries, "You know not what you interrupt! Begone!" before unleashing a quintet of unerring purple missiles at her, which strike without fail.

Uliaza smites the necromancer. Alithea dispels greater magic weapon (F.Y.I. it is actually Eldritch Breach, not breath). Brown bloodless 5' steps back and uses enervation followed by a necrotic blast on Maika. Orange bloodless 5' steps back and uses dominate person on Carrie and Alithea - Alithea's spell turning fails this time. Yellow bloodless moves into melee with Rirsa and full-attacks her, but takes an AoO from Adol for 45 damage. Eldran Tath uses magic missiles on Maika. Blue and green bloodless stand from prone and are hit with AoOs for 47 and 48 damage - they are both grazed. Green 5' steps into melee with Maika and attacks her once with the scythe. Blue 5' steps back and then uses feeblemind on Adol. Red full attacks Rirsa.

Maika takes 24 damage. All other attacks and spells miss. Calxakti, Adol, and Rirsa are up.


Rocks Fall; You Die!

Forgot Carrie's turn:

Carrie, imbued with the power of beasts by the druidic circle that she was raised by, tenses up her body and leaps into combat, circling around one of the bloodless with a single bound and leaping through the space of the second, impossible to stop, with a second bound. She brings her curved blade to bear against the enemy leader, seeking to prove herself against the greatest foe. She slices into his arm, which he brings up to defend himself, though no blood issues from the wound.

Acrobatics v. Green: 1d20 + 23 + 2 ⇒ (12) + 23 + 2 = 37
Acrobatics v. Yellow: 1d20 + 23 + 2 ⇒ (2) + 23 + 2 = 27
Attack v. Eldran (PA w/ Furious Focus, Haste, Good Hope): 1d20 + 19 - 0 + 1 + 2 ⇒ (6) + 19 - 0 + 1 + 2 = 28 Damage (Vital Strike, PA, DR): 6d4 + 9 + 12 - 10 ⇒ (1, 3, 4, 3, 1, 3) + 9 + 12 - 10 = 26


HP:226/226/ AC 27, Touch 18, Flat-Footed 21,/ Fort+19; Ref+16, Will+20/ Aura of Indomitable Presence 30'/ Miss Chance 20% Female Human Warlord 3/ Sorcerer 4/ Bladecaster 7 (VMC Bard)// Champion/Archmage Tier 6

Although Rirsa Dodges every attack the two Creatures made against her; she knows she has to get rid of at least one before the manage to flank and overwhelm her. The lightning on her Estoc seems to grow even brighter with a sudden crackle; the faint smell of ozone permeates the still air as she swings multiple times; starting with the yellow Undead

Spent a Mythic Surge to activate Mage Strike with a 5th level spell slot; if the house rule for multiple MS for Swift action attack applies; she applies 3 to get it. I have removed the Haste attack from this rounds attack as per the house rule.

Mage Strike Attack!: 1d20 + 31 ⇒ (8) + 31 = 39 Attack Breakdown= 22 Base -4 Power Attack+ 2 Morale+ 1 Haste

Mage Strike Damage!: 2d4 + 20 + 11d6 ⇒ (1, 3) + 20 + (6, 1, 5, 1, 5, 6, 2, 5, 2, 1, 6) = 64

Damage Breakdown= 3 Strength +3 Enhancement+ 2 Morale+ 11d6 electricity

1st Attack!: 1d20 + 21 ⇒ (18) + 21 = 39 Attack Breakdown= base 22 +2 Morale +1 Haste-4 Power Attack

1st Threat!: 1d20 + 21 ⇒ (18) + 21 = 39

1st Crit!: 2d4 + 20 ⇒ (3, 4) + 20 = 27

1st Damage!: 2d4 + 20 + 1d6 ⇒ (3, 3) + 20 + (6) = 32 Damage Breakdown= 3 Strength+12 PA+ 3 Enhancement+2 Morale+ 1d6 Electricity

2nd Attack!: 1d20 + 16 ⇒ (9) + 16 = 25 Attack Breakdown= 17 Base-4 Power Attack +2 Morale + 1 Haste]

2nd Damage: 2d4 + 20 + 1d6 ⇒ (1, 3) + 20 + (2) = 26

2nd Threat!: 1d20 + 16 ⇒ (13) + 16 = 29

2nd Crit!: 2d4 + 20 ⇒ (1, 2) + 20 = 23

[ooc] Damage Breakdown= 3 Strength+ 3 Enhancement+ 2 Morale+ 12 Power Attack+ 1d6 electricity

3rd Attack!: 1d20 + 11 ⇒ (13) + 11 = 24 Attack Breakdown= 12 Base - 4 Power Attack+ 2 Morale+ 1 Haste

3rd Damage!: 2d4 + 20 + 1d6 ⇒ (1, 2) + 20 + (4) = 27 Damage Breakdown= 3 Strength +3 Enhancement+ 2 Morale+ 1d6 electricity

If the yellow Undead falls she continues to attack the Red one. Still willing to make a Martial Counterspell; assuming I can at least get rid of the yellow one of course. I do have Acrobatics+16.


AC: 29 / T: 15 / FF: 26 / Imm.: fear/disease | Fort: +27, Ref: +24, Will: +23 | M. Atk: +19/ 1d8+25, (17-20x3) I HP: 210/210 | Perc. +17, see invis, blind fight. Human Paladin 12, Swashbuckler 1, Bloodrager 1, Champion/Marshall tier 6. VMC Bard.

Adol grimaced; things weren't exactly off to a good start. Knocking down the undead had had no noticeable effect whatsoever on their ability to cause damage, and it seemed these rays were somehow also both unstoppable and safely castable at point-blank range, bypassing all his usual defensive measures. Sundering their weapons would probably be equally useless. It seemed like there was no real way to effectively keep his allies safe, other than smashing them harder than they could hit back.

...Right?

He frowned, thinking of something he once heard about these things. Did they have a clear or obvious weakness?

Adol originally rolled a 27 on his religion to identify the bloodless outside the city. Depending on GM call, I can use this result or the dieroll below. Currently, with good hope I would have a higher bonus.

knowledge: religion, good hope: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15

If Adol remembers a weakness/weaknesses, he calls it out to his allies.

Well, at least everyone else is doing fine so far, especially Rirsa. Just as expected - I was right about her. Now to play own part. Where was the one who just assaulted my mind?

Despite the chaos, I am assuming Adol is able to identify which of the bloodless (?) forced him to make a willsave. He doesn't have spellcraft, but he does have decent perception and knowledge: arcana, which according to the knowledge table is also useable to identify spells that were cast on you. I think he would at least notice a spell being cast at him and who did it, even if he fails to actually identify the spell? Just in case, here are two rolls:

perception to find bloodless that casted a spell on adol during this melee (good hope): 1d20 + 17 + 2 ⇒ (16) + 17 + 2 = 35

identify spell that was just cast on him, dc25+spell level: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31

Dealing with his frustration the only way a barballadin knows how, he lashes out brutally.

Then he 5ft steps east and full attacks, prioritizing the bloodless (?) using the spell on him if he knows, then the bloodless damaged by Maika (brown? It was cast on a bloodless far away?), then green, then yellow, if he gets that far. He should be able to attack all of them except for the red one. If that happens to be the caster then tough, he prioritises staying close to his allies.

attack#1 (base, rage, furious weapon, good hope, haste, enlarged, power attack, enlarged penalty): 1d20 + 23 + 2 + 2 + 2 + 1 + 1 - 4 - 1 ⇒ (19) + 23 + 2 + 2 + 2 + 1 + 1 - 4 - 1 = 45

Total Damage attack#1 (crit assuming ac 31 hits) (base + rage + furious weapon + PA + good hope + enlarged): 6d6 + 99 ⇒ (5, 5, 2, 6, 4, 6) + 99 = 127

attack#2 (base, rage, furious weapon, good hope, haste, enlarged, power attack, enlarged penalty): 1d20 + 23 + 2 + 2 + 2 + 1 + 1 - 4 - 1 ⇒ (19) + 23 + 2 + 2 + 2 + 1 + 1 - 4 - 1 = 45

Total Damage attack#2 (crit) (base + rage + furious weapon + PA + good hope + enlarged): 6d6 + 99 ⇒ (2, 1, 3, 2, 6, 1) + 99 = 114

attack#3 (base-5, rage, furious weapon, good hope, haste, enlarged, power attack, enlarged penalty): 1d20 + 18 + 2 + 2 + 2 + 1 + 1 - 4 - 1 ⇒ (7) + 18 + 2 + 2 + 2 + 1 + 1 - 4 - 1 = 28

Damage attack#3 (base + rage + furious weapon + PA + good hope + enlarged): 2d6 + 13 + 3 + 2 + 12 + 2 + 1 ⇒ (6, 2) + 13 + 3 + 2 + 12 + 2 + 1 = 41

attack#4 (base-10, rage, furious weapon, good hope, haste, enlarged, power attack, enlarged penalty): 1d20 + 13 + 2 + 2 + 2 + 1 + 1 - 4 - 1 ⇒ (11) + 13 + 2 + 2 + 2 + 1 + 1 - 4 - 1 = 27

Damage attack#4 (base + rage + furious weapon + PA + good hope + enlarged): 2d6 + 13 + 3 + 2 + 12 + 2 + 1 ⇒ (6, 1) + 13 + 3 + 2 + 12 + 2 + 1 = 40

critical hit confirmation roll attack#1 (base, rage, furious weapon, good hope, haste, enlarged, power attack, enlarged penalty): 1d20 + 23 + 2 + 2 + 2 + 1 + 1 - 4 - 1 ⇒ (5) + 23 + 2 + 2 + 2 + 1 + 1 - 4 - 1 = 31

critical hit confirm roll attack#2 (base, rage, furious weapon, good hope, haste, enlarged, power attack, enlarged penalty): 1d20 + 23 + 2 + 2 + 2 + 1 + 1 - 4 - 1 ⇒ (15) + 23 + 2 + 2 + 2 + 1 + 1 - 4 - 1 = 41

If any of these undead have attacked Adol before (unknown, wasn't always shown in the text), he gets a +2 bonus to attack rolls to that one and +1d6 damage. For the crit, that would add +3d6 damage.

"What we're interrupting!?" he yells, slashing his way forward. "It seems to me the slaughtering of innocent civilians and turning them into monsters, you... monster! And wait, Carrie, don't go in alone!"

Then he pauses to take a quick second wind. Ends rage as free, uses LoH on self as swift, removing fatigue and gaining sanctuary (dc 24 willsave to attack adol). His turn ends. Adol will break this sanctuary online if an undead below him provokes by moving (trip attempt) or if a ranged attack he can parry makes it through sanctuary.

loh: 8d6 + 18 ⇒ (1, 2, 4, 3, 4, 2, 1, 2) + 18 = 37

Sorry everyone, I need to put up some kind of protection against those rays and heal for a bit.


Male Human Oracle 14 |HP 206 | AC 25 T 23 FF 17 CMD 26 | F +13 R +17 W 16 (+2 vs. primal magic) | Init +7 Perc +16

I’ll have a post up later tonight.


Male Human Oracle 14 |HP 206 | AC 25 T 23 FF 17 CMD 26 | F +13 R +17 W 16 (+2 vs. primal magic) | Init +7 Perc +16

Calxakti begins to chant in a long-forgotten Arcadian tongue. First, the air around him begins to ripple, as if his presence upset the reality around him. He then raps his staff against the ground and the area around Eldran warps and shifts as an odd violet light emanates up from the floor. A ball of the light shoots up and envelops Eldran’s head, beginning to cloud his eyes and ears.

Primal Event: 1d100 ⇒ 61
Primal Event: 1d100 ⇒ 16

Activating cloak of displacement as a free action and triggering a primal magic event with my casting of mythic blindness/deafness. I triggered the zone of unluck, so all d20s within 5 feet of Eldran must be rolled twice. The save is DC 23 or be blinded and deafened.


Rocks Fall; You Die!

Rirsa AoO v. Pink (PA, Good Hope, Haste): 1d20 + 22 - 4 + 2 + 1 ⇒ (3) + 22 - 4 + 2 + 1 = 24
Purple Enervation v. Alithea: 1d20 + 14 ⇒ (11) + 14 = 25 Negative Levels: 1d4 ⇒ 4
Purple Enervation #2 v. Alithea: 1d20 + 14 ⇒ (4) + 14 = 18 Negative Levels: 1d4 ⇒ 4
Pink Touch v. Rirsa: 1d20 + 18 ⇒ (13) + 18 = 31 Damage: 5d6 ⇒ (1, 1, 5, 5, 6) = 18
Pink Touch #2 v. Rirsa: 1d20 + 18 ⇒ (10) + 18 = 28 Fort Save: 1d20 + 21 ⇒ (17) + 21 = 38

Calxakti unleashes his first attack - a burst of necromancy targeting the opposing leader. Unfortunately, he lacks the knowledge necessary to know that such an attack is doomed to fail. The necromancer is completely immune to Calxakti's attack.

Nearby, Rirsa, crackling with arcane energy, lashes out against two of the bloodless warriors around her. Two deft pokes into one creature, reinforced by raw arcane energy, blast away the necromantic energy within it and cause it to crumple to the ground. Satisfied, Rirsa turns to a second and unleashes a pair of strikes against it. It is too slow to dodge the first and, while it manages to block her second strike with the haft of its spear, Rirsa's superior swordsmanship drives her blade into its shoulders anyway.

Switching tactics to full offense, Adol is a force of nature on the battlefield. The force of his strikes overwhelming all defenses and striking through both the haft of defending scythes and through the flesh - neck to nape - of his opponents. Three more of the bloodless fall unceremoniously. Then he heals himself, sealing himself in a shield of divine might.

Two of the bloodless stand, and Adol holds back, hoping to preserve his protections against the enemies so he can continue to heal. Rirsa attempts to retaliate against one of them, but it moves aside just enough to dodge. It lashes forward twice with bare hands, touching her and injecting her with negative energy twice. She manages to overcome one of them, but the creature vampirically sucks a bit of life out from her. Meanwhile, the other unleashes a pair of black rays of energy towards Alithea, striking her twice and crippling her soul with energy drain.

Rirsa takes 18 damage, and Alithea takes 8 temporary negative levels.

Alithea, Uliaza, and Maika are up.


Female Noble Drow UnRogue 4/Sorcerer 1/Arcane Trickster 8

Uliaza watches as two rays go straight into Alithea, and feels a growl grow in her throat. Her hands shift into the motions required as she slips back into view, launching a series of scorching rays at the purple undead with a shout. "A ray for a ray makes the world have one less undead!"

Scorching Ray 1 Attack: 1d20 + 16 + 2 + 1 ⇒ (2) + 16 + 2 + 1 = 21
Scorching Ray 1 Damage: 4d6 + 6d6 ⇒ (1, 1, 2, 4) + (2, 3, 1, 6, 3, 6) = 29

Scorching Ray 2 Attack: 1d20 + 16 + 2 + 1 ⇒ (17) + 16 + 2 + 1 = 36
Scorching Ray 2 Damage: 4d6 + 6d6 ⇒ (4, 1, 3, 4) + (2, 5, 4, 2, 2, 1) = 28

Scorching Ray 3 Attack: 1d20 + 16 + 2 + 1 ⇒ (5) + 16 + 2 + 1 = 24
Scorching Ray 3 Damage: 4d6 + 6d6 ⇒ (5, 4, 5, 3) + (6, 5, 3, 4, 2, 1) = 38

After the rays are fired, she quickly slips herself back out of sight, floating five feet away from her original position in case of any counter attacks.

Hellcat Stealth: 1d20 + 41 - 10 + 2 ⇒ (2) + 41 - 10 + 2 = 35


Female Human Arcanist 14 / Archmage 6 | HP 172/172 | AC 20 T 15 FF 17 | Saves 13/12/17 | CMD 20| Init +12 | Perc +22, SM +17 | See Invisibility, Darkvision 60ft, Aura Sight, Arcane Sight 120ft

Alithea would certainly counter the first Enervation coming at her, using the Counterspell Exploit. She expends a spell slot of 4th level to counter it, and regains her arcane pool point from counter drain.

Dispel Check: 14 Caster Level + 4 Greater Dispel Focus + 2 Spell Specialization + 1 Gifted Adept + 1 Varisian Tattoo = +22. Eldritch Breath rolls twice
Dispel Check: 1d20 + 22 ⇒ (8) + 22 = 30
Dispel Check: 1d20 + 22 ⇒ (17) + 22 = 39

Is there a better way than countering after the fact? That said, I chose assuming she saw one Enervation coming, otherwise I would have just used Emergency Force Sphere to avoid both. She gets hit by the second Enervation taking 4 temporary negative levels.

Disappointed in her poor preparation, Alithea throws out Disintegrate at the Orange Bloodless, making the spell more potent.

Disintegrate, DC 10 + 6 (spell level) + 11 INT (with Fox's Cunning) + 2 Potent Magic
Ranged Attack +10 +4 Grand Destiny +2 Good Hope +1 High Ground -4 Negative Levels: 1d20 + 13 ⇒ (10) + 13 = 23
Damage Disintegrate: 28d6 ⇒ (5, 6, 3, 6, 6, 2, 5, 4, 2, 6, 5, 2, 2, 4, 4, 4, 4, 6, 6, 3, 5, 3, 5, 1, 2, 4, 5, 1) = 111
First 5 dice are 26 damage on a save.

She then zooms to find some cover from these Enervations.

Resources:

Arcane Resevoir: 6/10
Spell Slots Remaining
1st—4
2nd—4
3rd—6
4th—3
5th—5
6th—4
7th—2


Female Human Arcanist 14 / Archmage 6 | HP 172/172 | AC 20 T 15 FF 17 | Saves 13/12/17 | CMD 20| Init +12 | Perc +22, SM +17 | See Invisibility, Darkvision 60ft, Aura Sight, Arcane Sight 120ft

Amending:
Alithea will react with Emergency Force Sphere (still a 4th level slot), and instead use Dimensional Slide to make way to her current location.

All other factors (aside from her attack roll being 4 higher and expending 1 extra arcane reservoir) should otherwise remain the same.

Reservoir: 6/10
Grand Destiny: 2/3


Rocks Fall; You Die!

Using Stealth while attacking is called 'sniping' and imposes a -20 penalty to Stealth. So Uliaza's Stealth is 15.

Eldran Perception: 1d20 + 16 ⇒ (2) + 16 = 18
Purple Bloodless Perception: 1d20 + 18 ⇒ (15) + 18 = 33

Uliaza flickers back into sight as she unleashes a trio of flaming rays at one of the undead - one, two, three, they all strike on-target, burning massive holes in the creature... however, it still stands.

Alithea, quick as lightning, summons a sphere of force energy around her. The two enervation rays bounce off of it and fly into the walls of the Bank before they vanish.

I will resolve Alithea's turn after Maika posts.

Maika is up!


EG 5/AoA 9/Mys 6 | HP: 130/130 | AC: 27 / T: 16 / FF: 26 | Fort: +11, Ref: +10, Will: +20; +4 spells/SLA/blind/visual | M. Touch: +7, R. Touch: +8 | CMB: +7, CMD: 20 (25 vs trip) | Init: +16, Perception: +28

"I know a great many things." Maika said, turning from the greenish spirit that had cast at her. She snapped her fingers a moment later and the magic surrounding her began to twist and churn, forming into a complex pattern that she poked at a few times. Five bolts of force energy shot out of the runic circle, striking unerringly at the man who'd attacked her with them. "...For example, how to cast that better."

Sacred Geometry: 5d6 ⇒ (5, 1, 1, 1, 5) = 13 Success.
Maximized Magic Missile (Level 4); Force Damage To Eldran Tath: 25 = 25


Rocks Fall; You Die!

Orange Necrotic Blast v. Alithea (Critical): 1d20 + 14 - 3 ⇒ (13) + 14 - 3 = 24 Damage: 5d6 ⇒ (5, 2, 2, 3, 5) = 17
Orange Necrotic Blast v. Alithea (Critical): 1d20 + 14 - 3 ⇒ (15) + 14 - 3 = 26 Damage: 5d6 ⇒ (5, 2, 6, 3, 5) = 21
Eldran IUS v. Carrie (PA, Earth Supremacy): 1d20 + 19 - 3 + 1 ⇒ (5) + 19 - 3 + 1 = 22
Eldran IUS v. Carrie (PA, Earth Supremacy): 1d20 + 19 - 3 + 1 ⇒ (18) + 19 - 3 + 1 = 35 Damage (PA, Earth Supremacy): 1d8 + 10 + 6 ⇒ (5) + 10 + 6 = 21
Eldran IUS v. Carrie (PA, Earth Supremacy): 1d20 + 14 - 3 + 1 ⇒ (9) + 14 - 3 + 1 = 21 Damage (PA, Earth Supremacy): 1d8 + 10 + 6 ⇒ (2) + 10 + 6 = 18
Eldran Slam v. Carrie (PA, Earth Supremacy): 1d20 + 11 - 3 + 1 ⇒ (4) + 11 - 3 + 1 = 13
Red v. Rirsa (Wounded): 1d20 + 19 - 2 ⇒ (8) + 19 - 2 = 25
Red v. Rirsa (Wounded): 1d20 + 19 - 2 ⇒ (6) + 19 - 2 = 23
Red v. Rirsa (Wounded): 1d20 + 14 - 2 ⇒ (19) + 14 - 2 = 31
Carrie Fort v. Stun (Good Hope): 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14

In the future, you must actually show the equation that gets the appropriate prime constant. In this case, I get ((5+1) * 5) + (1*1) = 31.

Maika bolts the enemy leader with a quintet of powerful force blasts, sending him back a step while Alithea teleports out of her force shield sphere and blasts one of the last bloodless vessels with a disintegrating blast of transmutation energy, nearly destroying it outright.

Nearly destroyed, Alithea's target fires at her with a pair of necrotic blasts, hoping to pay her back for the disintegrate, despite Alithea's obvious superiority. It manages to strike her twice, rotting away much of Alithea's flesh on her arms with its powerful negative energy attacks.

Gritting his teeth in pain, the flesh of the enemy leader actively begins to knit itself back together. He turns his gaze towards his first obstacle - the upstart mortal who got in his face. Balling up his fists, he does his noble garb proud and unleashes powerful fisticuffs at Carrie. She manages to dodge his first strike, but his second, right into her face, manages to strike her dumb, which allows his second strike to go through. Fortunately, Carrie is a tough warrior, and it takes more than a couple of punches to take her out...

On the other side of the chapel, Rirsa continues to brawl with the bloodless, managing to parry all three of its strikes with ease and skill, the clangs from their weapons slamming into one another echoing throughout the prayer room.

Maika deals 25 damage to Eldran, which grazes him, but then he heals 13 and isn't grazed. Alithea deals 111 damage to the Orange bloodless and makes him critical. He strikes her back for 38 damage. Eldran strikes Carrie twice for 39 damage. She is grazed and stunned. The Red bloodless misses Rirsa three times. Since Carrie is stunned, Calxakti is up, followed by Rirsa and Adol.


AC: 29 / T: 15 / FF: 26 / Imm.: fear/disease | Fort: +27, Ref: +24, Will: +23 | M. Atk: +19/ 1d8+25, (17-20x3) I HP: 210/210 | Perc. +17, see invis, blind fight. Human Paladin 12, Swashbuckler 1, Bloodrager 1, Champion/Marshall tier 6. VMC Bard.

Even though rays of magic are shooting everywhere and the clangs of steel on steel form a familiar cacophony of desperation, Adol takes a risk and quickly assesses the battlefield. To the west, Rirsa was in danger of being surrounded by one of the bloodless coming up her side. To the east, the yellow bloodless had just inflicted major wounds on Alithea. But worst, perhaps, was that Carrie was in serious trouble. From his experience, Adol knew very bad things tended to happen to those who couldn’t move next to undead. At the very least, he needed to distract the necromancer.

He took a deep breath and reinforced his grip. “Eyes on me, child murderer!”

Uttering a savage battlecry, he mauls the bloodless that had been weakened by his allies in a whirlwind of cleaves and corpse dust and consequently storms the count, just as he finishes striking Carrie. "Everyone, make sure he can't get away!" he then calls back to his allies, as their duel begins.

attack#1 (rage, furious weapon, good hope , enlarged, haste, power attack -1 enlarged penalty ): 1d20 + 23 + 2 + 2 + 2 + 1 + 1 - 4 - 1 ⇒ (20) + 23 + 2 + 2 + 2 + 1 + 1 - 4 - 1 = 46

Damage attack#1 base (+ rage + furious weapon + PA + good hope + enlarged): 2d6 + 13 + 3 + 2 + 2 + 12 + 2 + 1 ⇒ (5, 5) + 13 + 3 + 2 + 2 + 12 + 2 + 1 = 45

attack#2 (rage, furious weapon, good hope , enlarged, haste, power attack -1 enlarged penalty ): 1d20 + 23 + 2 + 2 + 2 + 1 + 1 - 4 - 1 ⇒ (20) + 23 + 2 + 2 + 2 + 1 + 1 - 4 - 1 = 46

Damage attack#2 base (+ rage + furious weapon + PA + good hope + enlarged): 2d6 + 13 + 3 + 2 + 2 + 12 + 2 + 1 ⇒ (5, 5) + 13 + 3 + 2 + 2 + 12 + 2 + 1 = 45

attack#3 (rage, furious weapon, good hope , enlarged, haste, power attack -1 enlarged penalty ): 1d20 + 18 + 2 + 2 + 2 + 1 + 1 - 4 - 1 ⇒ (11) + 18 + 2 + 2 + 2 + 1 + 1 - 4 - 1 = 32

Damage attack#3 base (+ rage + furious weapon + PA + good hope + enlarged): 2d6 + 13 + 3 + 2 + 2 + 12 + 2 + 1 ⇒ (2, 1) + 13 + 3 + 2 + 2 + 12 + 2 + 1 = 38

attack#4 (rage, furious weapon, good hope , enlarged, haste, power attack -1 enlarged penalty ): 1d20 + 13 + 2 + 2 + 2 + 1 + 1 - 4 - 1 ⇒ (3) + 13 + 2 + 2 + 2 + 1 + 1 - 4 - 1 = 19

Damage attack#4 base (+ rage + furious weapon + PA + good hope + enlarged): 2d6 + 13 + 3 + 2 + 2 + 12 + 2 + 1 ⇒ (3, 4) + 13 + 3 + 2 + 2 + 12 + 2 + 1 = 42

Critical confirmation roll#1: 1d20 + 23 + 2 + 2 + 2 + 1 + 1 - 4 - 1 ⇒ (8) + 23 + 2 + 2 + 2 + 1 + 1 - 4 - 1 = 34

Critical confirmation roll#2: 1d20 + 23 + 2 + 2 + 2 + 1 + 1 - 4 - 1 ⇒ (10) + 23 + 2 + 2 + 2 + 1 + 1 - 4 - 1 = 36

Total damage attack#1: 6d6 + 105 ⇒ (2, 4, 5, 6, 2, 4) + 105 = 128

Total damage attack#2: 6d6 + 105 ⇒ (3, 6, 1, 1, 1, 3) + 105 = 120

Adol activates rage, then full attacks the orange Bloodless, (it appears yellow on my screen, but next to Eldath just in case) followed by the purple one (north, the one that was just blasted by Ulliaza), then the pink one moving in on Rirsa, in that order. Using fleet warrior, he moves/flies following his attacks to end adjacent to both Eldath and Carrie. If he can, he ends above Carrie where I put him the on the map - it very minorly cuts off one of the corners of a square. He ends here to not provide cover to Eldran from his own allies AMAP. His other intent is to draw Eldath’s attention. If Eldran tries to attack him, he parries as much as he can.

intimidate (good hope): 1d20 + 13 ⇒ (3) + 13 = 16

Adol knows undead are immune to fear and morale, but he can always try. Dem crits though! Wish I rolled this well in tabletop once :)


HP:226/226/ AC 27, Touch 18, Flat-Footed 21,/ Fort+19; Ref+16, Will+20/ Aura of Indomitable Presence 30'/ Miss Chance 20% Female Human Warlord 3/ Sorcerer 4/ Bladecaster 7 (VMC Bard)// Champion/Archmage Tier 6

Those wounds look devastating; are they vulnerable to precise strikes? Rirsa adjusts her hands to make it easier to slice and twist her Estoc and begins to carve at the yellow bloodless' more vulnerable looking areas. Silver light pulses with every swing of her blade.

1st Attack!: 1d20 + 21 ⇒ (3) + 21 = 24 Attack Breakdown= base 22-4PA +2 Morale +1 Haste

1st Damage!: 2d4 + 32 + 1d6 ⇒ (2, 3) + 32 + (4) = 41 Damage Breakdown= 9 Dexterity+12 PA+ 3 Enhancement+2 Morale +3 Arcane Strike 1d6 Electricity

2nd Attack!: 1d20 + 21 ⇒ (12) + 21 = 33 Attack Breakdown= 22 Base +2 Morale + 1 Haste

2nd Damage: 2d4 + 32 + 1d6 ⇒ (3, 1) + 32 + (2) = 38

Damage Breakdown= 9 Dexterity+ 3 Enhancement+ 2 Morale+ 12 Power Attack+ 3 Arcane Strike+ 1d6 electricity

3rd Attack!: 1d20 + 16 ⇒ (13) + 16 = 29 Attack Breakdown= 17 Base + 2 Morale+ 1 Haste

3rd Damage!: 2d4 + 32 + 1d6 ⇒ (2, 3) + 32 + (6) = 43 Damage Breakdown= 9 Dexterity +12 PA +3 Enhancement+ 2 Morale+ 3 Arcane Strike+ 1d6 electricity

4th Attack: 1d20 + 11 ⇒ (10) + 11 = 21 Attack Breakdown= 12 Base -4PA + 2 Morale+ 1 Haste

4th Damage: 2d4 + 29 ⇒ (3, 2) + 29 = 34 Attack Breakdown= Dexterity 9+ 2 Morale + 3 Arcane Strike+ 12PA+ 1d6 Electricity

Swift to activate Arcane Strike followed by a full attack; she'll switch to the Red one if she manages to drop the yellow one.


Male Human Oracle 14 |HP 206 | AC 25 T 23 FF 17 CMD 26 | F +13 R +17 W 16 (+2 vs. primal magic) | Init +7 Perc +16

Calxakti touches the two pews near him with his staff and the pews seem to...shudder. Crude wooden wings sprout from their sides and carved wooden eyes reveal themselves. An odd chortling and chuckling begins to emanate from them as they slam into the undead next to them.

Casting animate objects on the two pews next to Calxakti. Objects will focus on the undead near them. They'll have the additional movement (flight) and improved damage construction abilities. Pew 1 attacks the one on its own, Pew 2 attacks to one next to Rirsa.

Pew 1 Attack: 1d20 + 9 ⇒ (17) + 9 = 26
Pew 1 Damage: 1d8 + 9 ⇒ (1) + 9 = 10
Pew 2 Attack: 1d20 + 9 ⇒ (6) + 9 = 15
Pew 2 Damage: 1d20 + 9 ⇒ (3) + 9 = 12


Rocks Fall; You Die!

The negative color people are civilians in a stupor, so I animated the other pew instead of the one next to Calxakti. The yellow bloodless is already dead, and the red one is felled by Rirsa's first strike so I focused her attacks on the pink bloodless after.

Calxakti animates two of the pews near him, imbuing them with strange features and a pseudo-intelligence. Empowered, the pews lash out at the undead warriors which defile the temple in which they are chairs. One pew's strike manages to hit home, bruising the bloodless, but the second one is intercepted by the undead warrior's powerful block.

That bloodless warrior's respite is limited, however, for after decapitating her first opponent Rirsa turns and lays into it with several lightning-quick slashes. As its wounds mount, it becomes even harder to block or dodge her strikes and so Rirsa is able to finish off two of the creatures.

Still flying above, Adol strikes down the only two bloodless that still stand before flying into combat with the undead leader, who snarls, turning his gaze from his stunned opponent to Adol. "You fool," he spits. "You're ruining everything! My only chance to bring them back!"

Because the bloodless whose turn it would have been are dead, Uliaza, Alithea, and Maika are up.

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