Nekome's (High-Tier) Oathbreakers Die (Inactive)

Game Master Nekome

Daggermark Sewers


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Silver Crusade

male half-elf ranger/5|hp 39/49|AC:19 T:14 FF:15|CMD:21|Fort+7, Ref+8, Will+4|Init+6|Perception+11/+13

Cuethric will fire two bow shots at blue.
shot with PBS and precise: 1d20 + 8 ⇒ (8) + 8 = 16
dmg: 1d8 + 3 ⇒ (7) + 3 = 10

shot2 with PBS and precise: 1d20 + 8 ⇒ (12) + 8 = 20
dmg p: 1d8 + 3 ⇒ (8) + 3 = 11

"What the heck are these things?"

Grand Lodge

NG M Life Oracle (Spirit Guide) of Milani 5 - HP 33/33 - AC 16, T 12, FF 14 - F+4, R+4, W+5 - Init: +2 - SM +8, Perc +9 (LLV) - Spell Slots: (1) 8/8, (2) 5/5, - Channel Energy (3d6) 6/6 - Active Conditions: Nil

"Careful! They are violet fungi! They also....."

Kn: Nature: 1d20 + 6 ⇒ (16) + 6 = 22

Special Attacks please

I assume that we know they are Plant based creatures since I've made the initial check and can reasonably assume they have the usual plant traits?

Silver Crusade

male half-elf ranger/5|hp 39/49|AC:19 T:14 FF:15|CMD:21|Fort+7, Ref+8, Will+4|Init+6|Perception+11/+13

I just now got that this was a surprise round, Cuethric could only shot once. please disregard the second set of rolls.

know nature: 1d20 + 6 ⇒ (6) + 6 = 12


Cuethric's arrow just misses Blue. Meanwhile, Solum jumps up to the ledge, just barely staying upright on the slippery floor. The slick floors will add +5 to the DC of any Acrobatics check.

Akito, they have no special attacks.

Aatish, how far did you move?

For everyone, the effect of a deep bog:

A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog.

The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a –10 penalty on attacks against creatures that aren’t underwater.

The Concordance

Female CN Humanoid (Gnome, Orc) follower of Gorum | Sorcerer 5 (Tattooed Sorcerer archetype / Orc bloodline) | HP 48/48 | ‘Besuuz’ Familiar HP 24/24 | AC 18, T 13, FF | CMD 10 | F: +8/+10 vs. death eff., R: 5, W: +6/+10 vs. fear | Init: +2 | Perc: +2, SM: +0, Dipl: +18, Bluff: +15 | Darkvision 60ft & Light Sensitivity | Spells: 1st 6/8, 2nd 2/5 | Reroll 1/1 | Ghermez (riding dog) HP 13/13 | Active conditions: None

Aatish sits on her riding dog and used 1 move action for exactly 35 ft.


Aatish, are you swimming, or can you account for that movement under "It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog"?

The Concordance

Female CN Humanoid (Gnome, Orc) follower of Gorum | Sorcerer 5 (Tattooed Sorcerer archetype / Orc bloodline) | HP 48/48 | ‘Besuuz’ Familiar HP 24/24 | AC 18, T 13, FF | CMD 10 | F: +8/+10 vs. death eff., R: 5, W: +6/+10 vs. fear | Init: +2 | Perc: +2, SM: +0, Dipl: +18, Bluff: +15 | Darkvision 60ft & Light Sensitivity | Spells: 1st 6/8, 2nd 2/5 | Reroll 1/1 | Ghermez (riding dog) HP 13/13 | Active conditions: None

So sorry GM! I completely missed deep bog and also surprise round. Retcon action.

Aatish starts casting a magic missile spell on the orange fungus.

magic missile, orc bloodline +1 damage per die, spell specialisation +2 CL : 3d4 + 3 + 3 ⇒ (4, 2, 3) + 3 + 3 = 15


No biggie, onward!

The fungus quivers as Aatish's missiles strike it, but it keeps moving. All three of them start to slowly converge on the party.

Surprise round and round 1: all may act, but Nargal can only take a move or a standard action.

Quote:


Cuethric
Aatish
Solum (life link)
Akito (life link)
Manus
Blue
Orange (15 dmg)
Green
Nargal

Grand Lodge

F Half-Orc unchained barbarian (invulnerable rager)5 | HP 55/55| AC 18 T 11 FF 17 | CMB +10, CMD 21 | F: +8, R: +4, W: +3 | Init: +1 | Perc: +8, SM: +0 | Speed 40ft | Active conditions: None. Rage 17/day DR/2 Lethal DR/4 Non-Lethal

Nargal takes a free 5' step to Orange, and, ticked off, swings with all her might.

Hammer (REACH WEAPON): 1d20 + 12 ⇒ (17) + 12 = 29
[ooc]The usual for her - Rage, Power attack, Power Stance

Damage: 1d12 + 18 ⇒ (7) + 18 = 25

Grand Lodge

NG M Life Oracle (Spirit Guide) of Milani 5 - HP 33/33 - AC 16, T 12, FF 14 - F+4, R+4, W+5 - Init: +2 - SM +8, Perc +9 (LLV) - Spell Slots: (1) 8/8, (2) 5/5, - Channel Energy (3d6) 6/6 - Active Conditions: Nil

Akito flicks his wrist and drops a Wand into hand before promptly activating it. He follows that up by removing himself from the bog and hopefully out of reach.

Activate Wand of Bless - +1 to attack rolls & saves vs fear
Not sure of the mechanics, if any, of removing himself from the bog. He is trying to get to the corner where his big token is starting from the bog where his mini token is.

Dark Archive

Male N Dhampir Wizard 4(Thassilonian Specialist, Curoromancer) | HP (32)29/29 | (Mage Armor) AC 19 T 13 FF 16 | CMB -1/+4 CMD 12 | F: +4, R: +5, W: +4 | Init: +3 | Perc: -1, SM: -1 | Speed 30ft | Channel Energy/Command Undead 7/7 | Spells: Wizard 1st 6/6 Wizard 2nd 4/5 | Active conditions: Negative Energy Affinity

Manus pulls out a vial of acid before casting Acid Splash at white. "Does every sewer have monsters in it?"

ranged touch: 1d20 + 3 ⇒ (13) + 3 = 16 Not accounting for cover or anything.
damage: 1d3 + 1 ⇒ (2) + 1 = 3

Silver Crusade

male half-elf ranger/5|hp 39/49|AC:19 T:14 FF:15|CMD:21|Fort+7, Ref+8, Will+4|Init+6|Perception+11/+13

Cuethric moves back and up onto the shelf. 4 to move diagonally to the wall and then 2 (difficult terrain) to get on shelf.

He then fires another arrow at the bluish violet fungus.

shot with pbs, precise, bless, AC cover: 1d20 + 10 + 1 - 4 ⇒ (3) + 10 + 1 - 4 = 10
dmg P: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10

"We need to concentrate our fire and attacks to kill them one at a time. An almost dead monster can still attack and kill."

The Concordance

Female CN Humanoid (Gnome, Orc) follower of Gorum | Sorcerer 5 (Tattooed Sorcerer archetype / Orc bloodline) | HP 48/48 | ‘Besuuz’ Familiar HP 24/24 | AC 18, T 13, FF | CMD 10 | F: +8/+10 vs. death eff., R: 5, W: +6/+10 vs. fear | Init: +2 | Perc: +2, SM: +0, Dipl: +18, Bluff: +15 | Darkvision 60ft & Light Sensitivity | Spells: 1st 6/8, 2nd 2/5 | Reroll 1/1 | Ghermez (riding dog) HP 13/13 | Active conditions: None

Aatish retrieves a flask of acid as focus.

She then casts acid splash on the blue fungus.

Acid splash, touch attack, bless, acid, orc bloodline +1 damage, focus +1 damage : 1d20 + 5 ⇒ (4) + 5 = 91d3 + 1 + 1 ⇒ (2) + 1 + 1 = 4


Nargal, I'm afraid you can't take a 5' step in the water.

Akito, the ledges are only 4' high so you can use the same calculation as Cuethric. I believe you're good.

Manus, I'm going to assume you mean the closest one to you.

Cuethric's arrow splashes uselessly into the water again. Aatish and Manus both splash acid at Blue, but only Manus connects.

Still surprise round and round 1:

Quote:


Bless on all Pathfinders

Cuethric
Aatish
Solum (life link)
Akito (life link)
Manus
Blue (3 dmg)
Orange (15 dmg)
Green
Nargal

Grand Lodge

F Half-Orc unchained barbarian (invulnerable rager)5 | HP 55/55| AC 18 T 11 FF 17 | CMB +10, CMD 21 | F: +8, R: +4, W: +3 | Init: +1 | Perc: +8, SM: +0 | Speed 40ft | Active conditions: None. Rage 17/day DR/2 Lethal DR/4 Non-Lethal

In that case Nargal will still move 5' forward (total) to get in range to strike next turn.

Grand Lodge

Male NG Elf Bard (Dervish Dancer) 4 | HP 13/27 | AC 18 (21) T 13 (16) FF 15 | CMB +4, CMD 17 | F: +2, R: +7, W: +4 (+4 vs. language-dependent/sonic); (+2 vs. transmutation) | Init: +5 | Perc: +7, SM: +5; Low-light vision | Speed 30ft | Battle Dance: 8/16 rds. | Spells: 1st - 2/4, 2nd - 2/2 | Active conditions: Battle Dance (Inspire Courage +1); Str. Damage: 9/12; Con. Damage: 9/10.

Listening to the rhythm of the battle, Solum's movements become more synchronous with that rhythm, moving in a more dance-like fashion. This movement seems to increase his stride as he moves north along the edge of the sewer water.

Move Action: Activate Battle Dance.

Standard Action: Move 40 feet.
Acrobatics (Tumbling): 1d20 + 12 ⇒ (14) + 12 = 26 (Just in case these things happen to have reach)

Dark Archive

Male N Dhampir Wizard 4(Thassilonian Specialist, Curoromancer) | HP (32)29/29 | (Mage Armor) AC 19 T 13 FF 16 | CMB -1/+4 CMD 12 | F: +4, R: +5, W: +4 | Init: +3 | Perc: -1, SM: -1 | Speed 30ft | Channel Energy/Command Undead 7/7 | Spells: Wizard 1st 6/6 Wizard 2nd 4/5 | Active conditions: Negative Energy Affinity

I think the one I said was white is actually "cyan" on google slides. I'm colorblind so its hard to tell sometimes, but it doesn't really matter which one in this case.


They do indeed have reach.

Solum tumbles deftly along the ledge, dodging the waving tentacles of the nearest fungus. But the tentacles whip around for another attack...

Green, tentacle 1: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Green, tentacle 2: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Green, tentacle 3: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Green, tentacle 4: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

One manages to tap Solum only briefly, leaving a searing feeling behind.

Meanwhile, the other two flail at Nargal.

Blue, tentacle 1: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Blue, tentacle 2: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Blue, tentacle 3: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Blue, tentacle 4: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Orange, tentacle 1: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Orange, tentacle 2: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Orange, tentacle 3: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Orange, tentacle 4: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

A few make contact with the same searing feeling.

Solum, please save vs. poison. Nargal, please give me 3 saves vs. poison. Remember Bless is giving you +1 to all saves.

DC 15 save failure:
The flesh where the tentacle(s) made contact swiftly begins to rot away, exposing raw bone with shocking swiftness. This hideous affliction causes 1d4 points of Strength damage and 1d4 points of Constitution damage.

Round 1 and 2, all may act:

Quote:


Bless and inspire courage affecting all Pathfinders

Cuethric
Aatish
Solum (2 dmg, life link)
Akito (life link)
Manus
Blue (3 dmg)
Orange (15 dmg)
Green
Nargal (12 dmg)

Grand Lodge

Male NG Elf Bard (Dervish Dancer) 4 | HP 13/27 | AC 18 (21) T 13 (16) FF 15 | CMB +4, CMD 17 | F: +2, R: +7, W: +4 (+4 vs. language-dependent/sonic); (+2 vs. transmutation) | Init: +5 | Perc: +7, SM: +5; Low-light vision | Speed 30ft | Battle Dance: 8/16 rds. | Spells: 1st - 2/4, 2nd - 2/2 | Active conditions: Battle Dance (Inspire Courage +1); Str. Damage: 9/12; Con. Damage: 9/10.

Technically, Bless only gives you a bonus to save vs. fear effects.

Fort Save vs. Poison (DC15): 1d20 + 2 ⇒ (6) + 2 = 8 Nuts...
Strength Damage: 1d4 ⇒ 3
Constitution Damage: 1d4 ⇒ 4

Solum can't quite stifle a scream at the pain of his flesh rotting away, but he turns towards his foe anyways, sword at the ready. He dives into the water, using his agility to avoid the grabbing tentacles.

Move Action: Tumble 5 feet.
Acrobatics (Tumbling): 1d20 + 12 ⇒ (19) + 12 = 31

Swift Action: Maintain Battle Dance.

Standard Action: Attack Green
Scimitar attack w/ IC: 1d20 + 8 ⇒ (4) + 8 = 12
Slicing damage: 1d8 + 5 ⇒ (6) + 5 = 11

The Concordance

Female CN Humanoid (Gnome, Orc) follower of Gorum | Sorcerer 5 (Tattooed Sorcerer archetype / Orc bloodline) | HP 48/48 | ‘Besuuz’ Familiar HP 24/24 | AC 18, T 13, FF | CMD 10 | F: +8/+10 vs. death eff., R: 5, W: +6/+10 vs. fear | Init: +2 | Perc: +2, SM: +0, Dipl: +18, Bluff: +15 | Darkvision 60ft & Light Sensitivity | Spells: 1st 6/8, 2nd 2/5 | Reroll 1/1 | Ghermez (riding dog) HP 13/13 | Active conditions: None

Aatish sees that heat things are dangerous!

She starts casting a magic missile spell on the orange fungus again.

magic missile, orc bloodline +1 damage per die, spell specialisation +2 CL : 3d4 + 3 + 3 ⇒ (2, 2, 1) + 3 + 3 = 11

Grand Lodge

NG M Life Oracle (Spirit Guide) of Milani 5 - HP 33/33 - AC 16, T 12, FF 14 - F+4, R+4, W+5 - Init: +2 - SM +8, Perc +9 (LLV) - Spell Slots: (1) 8/8, (2) 5/5, - Channel Energy (3d6) 6/6 - Active Conditions: Nil

Unable to really affect these creatures with the magic he possesses, Akito draws his crossbow and fires on the most injured creature.

Fire!: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 ⇒ 7

Dark Archive

Male N Dhampir Wizard 4(Thassilonian Specialist, Curoromancer) | HP (32)29/29 | (Mage Armor) AC 19 T 13 FF 16 | CMB -1/+4 CMD 12 | F: +4, R: +5, W: +4 | Init: +3 | Perc: -1, SM: -1 | Speed 30ft | Channel Energy/Command Undead 7/7 | Spells: Wizard 1st 6/6 Wizard 2nd 4/5 | Active conditions: Negative Energy Affinity

Wow, that poison has a very high chance of killing us from CON damage. Plus CON damage poison is extra deadly since it lowers your FORT save, ouch.

Manus' magic is not very effective against plants, but he realizes that certain spells might just work. The water here though, he'll have to do a little setting up first.

Casting Spectral Hand with a dose of salt for +1 CL (5 min duration).

self damage: 1d4 ⇒ 2

Grand Lodge

F Half-Orc unchained barbarian (invulnerable rager)5 | HP 55/55| AC 18 T 11 FF 17 | CMB +10, CMD 21 | F: +8, R: +4, W: +3 | Init: +1 | Perc: +8, SM: +0 | Speed 40ft | Active conditions: None. Rage 17/day DR/2 Lethal DR/4 Non-Lethal

Fort Save: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Fort Save: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
STR Damage: 1d4 ⇒ 4
CON Damage: 1d4 ⇒ 4
Really?
Fort Save: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26

Juking and Doding, Nargal does what she can to avoid being hit. Not the most successful, but the wounds don't look that serious.

Angry, she swings back!

Hammer (REACH WEAPON): 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
The usual for her - Rage, Power attack, Power Stance, takes into account recent STR and CON damage

Damage: 1d12 + 15 ⇒ (11) + 15 = 26

Silver Crusade

male half-elf ranger/5|hp 39/49|AC:19 T:14 FF:15|CMD:21|Fort+7, Ref+8, Will+4|Init+6|Perception+11/+13

Cuethric will fire at orange unless Akito took it out. IN which case, he will fire at Cyan instead and switching to cyan if his first arrow kills orange.

"I don't ask for much, Erastil. Please lend me your skills."

bow shot with rapid shot, pbs, precise shot, height advance and bless, but cover: 1d20 + 10 - 4 ⇒ (12) + 10 - 4 = 18
dmg w pbs: 1d8 + 3 ⇒ (4) + 3 = 7
I believe Solum said his inspire courage only works for him, but if it applies, add +1 to both the above.
bow shot2 same circumstances: 1d20 + 10 - 4 ⇒ (11) + 10 - 4 = 17
dmg w pbs: 1d8 + 3 ⇒ (7) + 3 = 10
Again if inspire applies please add +1 to both.

Dark Archive

Male N Dhampir Wizard 4(Thassilonian Specialist, Curoromancer) | HP (32)29/29 | (Mage Armor) AC 19 T 13 FF 16 | CMB -1/+4 CMD 12 | F: +4, R: +5, W: +4 | Init: +3 | Perc: -1, SM: -1 | Speed 30ft | Channel Energy/Command Undead 7/7 | Spells: Wizard 1st 6/6 Wizard 2nd 4/5 | Active conditions: Negative Energy Affinity

Yeah, his inspire courage is just for him, but the effects are doubled for him to make up for it.


Despite the poison, Solum's grace carries him effortlessly past the lashing tentacles. His finishing move swings wide, though.

Nargal, likewise, takes a mighty swing but her hammer slams uselessly into the water.

Aatish's missiles slam into Orange yet again. Akito's crossbow bolt spears it and it sinks lifeless beneath the water.

Cuethric adjusts his aim to a different fungus and puts both arrows into it.

Round 2, spell effects corrected, Manus is up:

Quote:


Bless affecting all Pathfinders

Cuethric
Aatish
Solum (2 dmg, -3 str, -4 con, life link, inspire courage)
Akito (life link)
Manus
Blue (20 dmg)
Green
Nargal (12 dmg, -4 str, -4 con)

Dark Archive

Male N Dhampir Wizard 4(Thassilonian Specialist, Curoromancer) | HP (32)29/29 | (Mage Armor) AC 19 T 13 FF 16 | CMB -1/+4 CMD 12 | F: +4, R: +5, W: +4 | Init: +3 | Perc: -1, SM: -1 | Speed 30ft | Channel Energy/Command Undead 7/7 | Spells: Wizard 1st 6/6 Wizard 2nd 4/5 | Active conditions: Negative Energy Affinity
Manus Blackhand wrote:

Wow, that poison has a very high chance of killing us from CON damage. Plus CON damage poison is extra deadly since it lowers your FORT save, ouch.

Manus' magic is not very effective against plants, but he realizes that certain spells might just work. The water here though, he'll have to do a little setting up first.

Casting Spectral Hand with a dose of salt for +1 CL (5 min duration).

self damage: 2 = 2


Sorry, my bad.

The fungi lash out at Solum and Nargal again.

Green, tentacle 1: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Green, tentacle 2: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Green, tentacle 3: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Green, tentacle 4: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Blue, tentacle 1: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Blue, tentacle 2: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Blue, tentacle 3: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Blue, tentacle 4: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Both feel the sting of the tentacles again. Ttwo more saves each, I'm afraid.

The life link tugs on Akito's spirit as it heals Solum.

Rounds 2 and 3, all may act:

Quote:


Bless affecting all Pathfinders

Cuethric
Aatish
Solum (2 dmg, -3 str, -4 con, life link, inspire courage)
Akito (5 dmg, life link)
Manus (2 dmg)
Blue (20 dmg)
Green
Nargal (19 dmg, -4 str, -4 con)

The Concordance

Female CN Humanoid (Gnome, Orc) follower of Gorum | Sorcerer 5 (Tattooed Sorcerer archetype / Orc bloodline) | HP 48/48 | ‘Besuuz’ Familiar HP 24/24 | AC 18, T 13, FF | CMD 10 | F: +8/+10 vs. death eff., R: 5, W: +6/+10 vs. fear | Init: +2 | Perc: +2, SM: +0, Dipl: +18, Bluff: +15 | Darkvision 60ft & Light Sensitivity | Spells: 1st 6/8, 2nd 2/5 | Reroll 1/1 | Ghermez (riding dog) HP 13/13 | Active conditions: None

Aatish casts a magic missile spell on the green fungus!

magic missile, orc bloodline +1 damage per die, spell specialisation +2 CL : 3d4 + 3 + 3 ⇒ (1, 1, 3) + 3 + 3 = 11

Dark Archive

Male N Dhampir Wizard 4(Thassilonian Specialist, Curoromancer) | HP (32)29/29 | (Mage Armor) AC 19 T 13 FF 16 | CMB -1/+4 CMD 12 | F: +4, R: +5, W: +4 | Init: +3 | Perc: -1, SM: -1 | Speed 30ft | Channel Energy/Command Undead 7/7 | Spells: Wizard 1st 6/6 Wizard 2nd 4/5 | Active conditions: Negative Energy Affinity

Alright, I'm pretty sure this can work on plants, Manus thinks as he casts Touch of Blindness on green.

blood infusion damage, +1 DC: 1d4 + 1 ⇒ (1) + 1 = 2
touch attack: 1d20 + 7 ⇒ (17) + 7 = 24

DC 19 Fort save or be blinded for 1 round

Grand Lodge

F Half-Orc unchained barbarian (invulnerable rager)5 | HP 55/55| AC 18 T 11 FF 17 | CMB +10, CMD 21 | F: +8, R: +4, W: +3 | Init: +1 | Perc: +8, SM: +0 | Speed 40ft | Active conditions: None. Rage 17/day DR/2 Lethal DR/4 Non-Lethal

Fort Save: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Fort Save: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23

Hammer Target: Blue: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
The usual for her - Rage, Power attack, Power Stance, takes into account recent STR and CON damage

Damage: 1d12 + 15 ⇒ (1) + 15 = 16

Silver Crusade

male half-elf ranger/5|hp 39/49|AC:19 T:14 FF:15|CMD:21|Fort+7, Ref+8, Will+4|Init+6|Perception+11/+13

Cuethric fires two arrows at green.

shot1 precise shot, bless, but cover: 1d20 + 9 - 4 ⇒ (10) + 9 - 4 = 15
dmg p: 1d8 + 2 ⇒ (4) + 2 = 6
shot2 same: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8
dmg p: 1d8 + 2 ⇒ (8) + 2 = 10

Grand Lodge

Male NG Elf Bard (Dervish Dancer) 4 | HP 13/27 | AC 18 (21) T 13 (16) FF 15 | CMB +4, CMD 17 | F: +2, R: +7, W: +4 (+4 vs. language-dependent/sonic); (+2 vs. transmutation) | Init: +5 | Perc: +7, SM: +5; Low-light vision | Speed 30ft | Battle Dance: 8/16 rds. | Spells: 1st - 2/4, 2nd - 2/2 | Active conditions: Battle Dance (Inspire Courage +1); Str. Damage: 9/12; Con. Damage: 9/10.

Fort Save vs. Poison (DC15): 1d20 ⇒ 4
Fort Save vs. Poison (DC15): 1d20 ⇒ 10

Strength Damage: 1d4 ⇒ 2
Constitution Damage: 1d4 ⇒ 3
Strength Damage: 1d4 ⇒ 1
Constitution Damage: 1d4 ⇒ 4

Solum becomes overwhelmed by the tentacles' poison as falls into the stagnant water.

... huh. Well I guess I didn't think that through enough. I have no boons to save myself from this. Currently at -1 Con.

The Concordance

Female CN Humanoid (Gnome, Orc) follower of Gorum | Sorcerer 5 (Tattooed Sorcerer archetype / Orc bloodline) | HP 48/48 | ‘Besuuz’ Familiar HP 24/24 | AC 18, T 13, FF | CMD 10 | F: +8/+10 vs. death eff., R: 5, W: +6/+10 vs. fear | Init: +2 | Perc: +2, SM: +0, Dipl: +18, Bluff: +15 | Darkvision 60ft & Light Sensitivity | Spells: 1st 6/8, 2nd 2/5 | Reroll 1/1 | Ghermez (riding dog) HP 13/13 | Active conditions: None

Can’t you Reroll one of those saves?! :-(

Con damage kills :

If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, you die.
Unless otherwise noted, damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged. Ability damage can be healed through the use of spells, such as lesser restoration.

Strength: Damage to your Strength score causes you to take penalties on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The penalty also applies to your Combat Maneuver Bonus (if you are Small or larger) and your Combat Maneuver Defense. A character with a Strength score of 0 is too weak to move in any way and is unconscious. Some creatures do not possess a Strength score and have no modifier at all to Strength-based skills or checks.

Constitution: Damage to your Constitution score causes you to take penalties on your Fortitude saving throws. In addition, multiply your total Hit Dice by this penalty and subtract that amount from your current and total hit points. Lost hit points are restored when the damage to your Constitution is healed. A character with a Constitution score of 0 is dead.


Nargal's mighty smash flattens Blue for good this time.

Fort save vs. blindness: 1d20 + 7 ⇒ (15) + 7 = 22

Green seems unimpeded by Manus's magic. However, Aatish's missiles and one of Cuethric's arrows strike home.

Round 3, bold may act. Waiting to resolve Solum's condition pending the discussion in the other thread and any possible rerolls.

Quote:


Bless affecting all Pathfinders

Cuethric
Aatish
Solum (2 dmg, -3 str, -4 con, life link, inspire courage)
Akito (5 dmg, life link)
Manus (2 dmg)
Green (17 dmg)
Nargal (19 dmg, -4 str, -4 con)

Silver Crusade

male half-elf ranger/5|hp 39/49|AC:19 T:14 FF:15|CMD:21|Fort+7, Ref+8, Will+4|Init+6|Perception+11/+13

Cuethric is willing to send his eagle in to attack. That would give another target if Solum thinks it would help pursuant to a reroll of damage. He really only wants the thing to fetch arrows. But it has saved him with absorbing attacks before."

"Wicked mindless mushrooms! They are a monstrosity."

Grand Lodge

NG M Life Oracle (Spirit Guide) of Milani 5 - HP 33/33 - AC 16, T 12, FF 14 - F+4, R+4, W+5 - Init: +2 - SM +8, Perc +9 (LLV) - Spell Slots: (1) 8/8, (2) 5/5, - Channel Energy (3d6) 6/6 - Active Conditions: Nil

Seeing his companion sorely pressed, Akito draws a little closer to the plant creature before casting. Lashing vines rip out of the water and snap at the fungi.

Vine Strike 1: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d6 ⇒ 4
Vine Strike 2: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d6 ⇒ 4


Reflex vs. Vine Strike entanglement: 1d20 + 0 ⇒ (17) + 0 = 17

One of Akito's vines hits Green, but the flailing fungus manages to wriggle free. It twists toward its attackers, seemingly reacting to the sources of light.

Green, tentacle 3 reroll: 1d20 + 4 ⇒ (11) + 4 = 15 Now a miss, saving 1 Str damage as well.

Behind it, Solum has just enough strength left to keep fighting...

The fungus had to use a full-round action to move just 5', so Solumn gets an AoO on top of his miraculous escape.

Rounds 3 and 4, all may act:

Quote:


Bless affecting all Pathfinders

Cuethric
Aatish
Solum (2 dmg, -5 str, -7 con, life link, inspire courage)
Akito (5 dmg, life link)
Manus (2 dmg)
Green (21 dmg)
Nargal (19 dmg, -4 str, -4 con)

Silver Crusade

male half-elf ranger/5|hp 39/49|AC:19 T:14 FF:15|CMD:21|Fort+7, Ref+8, Will+4|Init+6|Perception+11/+13

Cuethric shoots two rapid arrows at the thing.

arrow PBS precise height bless cover: 1d20 + 10 - 4 ⇒ (14) + 10 - 4 = 20
arrow dmg p: 1d8 + 3 ⇒ (8) + 3 = 11
arrow PBS precise height bless cover: 1d20 + 10 - 4 ⇒ (4) + 10 - 4 = 10
dmg p: 1d8 + 3 ⇒ (8) + 3 = 11

Grand Lodge

F Half-Orc unchained barbarian (invulnerable rager)5 | HP 55/55| AC 18 T 11 FF 17 | CMB +10, CMD 21 | F: +8, R: +4, W: +3 | Init: +1 | Perc: +8, SM: +0 | Speed 40ft | Active conditions: None. Rage 17/day DR/2 Lethal DR/4 Non-Lethal

Nargal moves closer. Nargal is still mad. Nargal swings for the fences.

Hammer: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29
The usual for her - Rage, Power attack, Power Stance, takes into account recent STR and CON damage

Damage: 1d12 + 15 ⇒ (6) + 15 = 21

Grand Lodge

Male NG Elf Bard (Dervish Dancer) 4 | HP 13/27 | AC 18 (21) T 13 (16) FF 15 | CMB +4, CMD 17 | F: +2, R: +7, W: +4 (+4 vs. language-dependent/sonic); (+2 vs. transmutation) | Init: +5 | Perc: +7, SM: +5; Low-light vision | Speed 30ft | Battle Dance: 8/16 rds. | Spells: 1st - 2/4, 2nd - 2/2 | Active conditions: Battle Dance (Inspire Courage +1); Str. Damage: 9/12; Con. Damage: 9/10.

Bless your heart and your dice. :)

Pain coursing through his body, Solum slashes at the plant-thing in retaliation before making a hasty retreat.

AoO w/ Scimitar: 1d20 + 8 ⇒ (12) + 8 = 20
Slashing Damage: 1d6 + 5 ⇒ (2) + 5 = 7

In case you were wondering, weapon attack and damage bonuses are both Dex-based, thanks to Weapon Finesse and Dervish Dance feats. Solum can be found huddled in the corner.

Full-round Action: Withdraw

Dark Archive

Male N Dhampir Wizard 4(Thassilonian Specialist, Curoromancer) | HP (32)29/29 | (Mage Armor) AC 19 T 13 FF 16 | CMB -1/+4 CMD 12 | F: +4, R: +5, W: +4 | Init: +3 | Perc: -1, SM: -1 | Speed 30ft | Channel Energy/Command Undead 7/7 | Spells: Wizard 1st 6/6 Wizard 2nd 4/5 | Active conditions: Negative Energy Affinity

Manus directs his hand to attempt another delivery of Touch of Blindness (3 touches left after this one).

touch green, bless: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
DC 19 Fort save or be blinded for 1 round (if that somehow hit)


The combination of Solum's parting shot, Nargal's powerful smash, and Cuethric's arrows utterly destroys the last remaining fungus.

Unfortunately, Solum is not out of the woods yet-- as he tries to take shelter in the short hall leading west, he hears the telltale click of a trap engaging, and the floor falls away!

It's a 30' deep pit trap. DC 20 Reflex save to avoid 3d6 falling damage.

Dark Archive

Male N Dhampir Wizard 4(Thassilonian Specialist, Curoromancer) | HP (32)29/29 | (Mage Armor) AC 19 T 13 FF 16 | CMB -1/+4 CMD 12 | F: +4, R: +5, W: +4 | Init: +3 | Perc: -1, SM: -1 | Speed 30ft | Channel Energy/Command Undead 7/7 | Spells: Wizard 1st 6/6 Wizard 2nd 4/5 | Active conditions: Negative Energy Affinity

Wow, what's with this dungeon? Are you sure we didn't wander into Bonekeep?

Grand Lodge

Male NG Elf Bard (Dervish Dancer) 4 | HP 13/27 | AC 18 (21) T 13 (16) FF 15 | CMB +4, CMD 17 | F: +2, R: +7, W: +4 (+4 vs. language-dependent/sonic); (+2 vs. transmutation) | Init: +5 | Perc: +7, SM: +5; Low-light vision | Speed 30ft | Battle Dance: 8/16 rds. | Spells: 1st - 2/4, 2nd - 2/2 | Active conditions: Battle Dance (Inspire Courage +1); Str. Damage: 9/12; Con. Damage: 9/10.

Reflex Save vs. DC 20: 1d20 + 7 ⇒ (7) + 7 = 14
Fall damage: 3d6 ⇒ (3, 2, 6) = 11

Too shaken by the fight, Solum 'falls' victim to the pit trap and hits the bottom hard, though not enough to cause his to cause his to pass out.

Does the life link count for this, as well?


Solum now lies at the bottom of a 30' deep pit. Beyond it can be seen double doors.

A narrow hallway leads north (at the top left of the area you can see) to another door. From behind it, muffled voices call out, "Begone, intruders! Leave at once!"

The areas to the upper right and lower right are part of the standardized map but technically don't exist in this scenario.


Solum Akinaces wrote:
Does the life link count for this, as well?

I believe it works outside of combat as well.

Silver Crusade

male half-elf ranger/5|hp 39/49|AC:19 T:14 FF:15|CMD:21|Fort+7, Ref+8, Will+4|Init+6|Perception+11/+13

"Well, they know we are here. Let's go see who they are." " guess we need to haul Solum up first."

Cuethric heads the the south edge of the pit and drops his rope down to Solum. And once solum ties himself in, Cuethric with Nargal's help will haul up the rope.

Take 10 on strength check for a 12.

Grand Lodge

NG M Life Oracle (Spirit Guide) of Milani 5 - HP 33/33 - AC 16, T 12, FF 14 - F+4, R+4, W+5 - Init: +2 - SM +8, Perc +9 (LLV) - Spell Slots: (1) 8/8, (2) 5/5, - Channel Energy (3d6) 6/6 - Active Conditions: Nil

Akito looks around towards the voice....

"Ah Yes! We will be leaving presently. We seem to have strayed further afield than intended. Apologies!"

Bluff: 1d20 + 12 ⇒ (15) + 12 = 27

Turning to his companions, he whispers...

"Let's get Solum out of there where I can tend to him. We can revisit our new friends shortly."

@ GM, Can I get an updated status on everyone? Im going to starting channelling and casting Lesser Restoration and I want to see where everyone is at.

Grand Lodge

Male NG Elf Bard (Dervish Dancer) 4 | HP 13/27 | AC 18 (21) T 13 (16) FF 15 | CMB +4, CMD 17 | F: +2, R: +7, W: +4 (+4 vs. language-dependent/sonic); (+2 vs. transmutation) | Init: +5 | Perc: +7, SM: +5; Low-light vision | Speed 30ft | Battle Dance: 8/16 rds. | Spells: 1st - 2/4, 2nd - 2/2 | Active conditions: Battle Dance (Inspire Courage +1); Str. Damage: 9/12; Con. Damage: 9/10.

Seeing the rope, Solum ties the rope around his waist and does his best to help his companions get him out of the pit.

Strength check: 1d20 - 1 ⇒ (6) - 1 = 5

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