Time Bandits

Game Master Monkeygod


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Dark Archive

Male Human Aegis / Daevic / Soulknife

Reflex: 1d20 + 21 ⇒ (9) + 21 = 30 Thanks to Evasion I take no damage.

"Everyone, stay on your toes." Koro says. "There's likely more to come."

Move Action: Take out last Panacea (0/4 remaining)

Standard Action: Ready Action to Administer a Panacea to Nephre once she's in range.

Swift Action: Ghost Step to be adjacent to Nephre's position. This expends Psionic Focus (1/2 via Psicrystal Containment).

Ghost Step ends turn, but readied action goes off anyway. Thanks to DC 40 Panacea, Nephre is cured of stun effect (and most other conditions, if applicable).

Psicrystal will regain focus as a full round action via Psicrystal Reservoir feat.

Assume this is how I got around to administering the Panaceas to all of the other targets. Note that Ghost Step has Medium Range (200 ft.)

Also, I should note that expending and regaining psionic focus also refreshes my temp hp from Guardian Role each time I do it.


Male Archangel of Awesome Paladin of Badassery 20

Delve Team

There is a loud rumbling sound and the ground begins to shake slightly. Set atop spoked wheels, a huge contraption with two hinged arms that appear to be designed to shovel rocks into its open maw comes rolling up towards the group. Gleaming drills set around the construct’s base look like they could easily break apart stone, and a gleaming scope of dark-hued glass projects from the end of a jointed arm.

1d20 + 3 ⇒ (6) + 3 = 9 Excavator initiative.

Every one else, keep your same initiative. I believe the new arrival goes dead last.


Neutral Evil Half-Moroi (Wyvaran) Antipaladin/Monk/Sorcerer | Perception +16; Init +7

Delve Initiative:
Koro 29
Lehkazeran 26
Dymer 19
Ozzie 12
Nephre 11
Excavator 9


Male Archangel of Awesome Paladin of Badassery 20

Delve Team

Dymer lobs a bomb at the incoming machine, landing a solid blow. However, it appears to be completely unaffected by the resulting explosion.

Dark Archive

Male Human Aegis / Daevic / Soulknife

Knowledge (Any): 1d20 + 30 ⇒ (5) + 30 = 35
Attempting to identify the creature. Will share knowledge over the Eidetic Bond.


Male Judow (Living Experiment) | Legendary Fighter 9 and Warder 1 / Hedgewitch 10 / Cryptic 10

Nikolsi steps forward through the ether from the front of the mansion, moving closer to the group of combatants and appearing near Iko.

Initiative: 1d20 + 19 ⇒ (3) + 19 = 22

Standard Action:
Warps to Y28

Move Action: Mass Challenge
Challenge Penalty: -4 to attacks vs not-Nikolsi, and +2 to attacks vs Nikolsi. Lasts eight rounds, vs all six opponents (7 max).

Swift Action: Time Skitter boost on self. (Haste for 7 rounds)

For some reason the ooc text isn't displaying...


Male Archangel of Awesome Paladin of Badassery 20

1d20 + 14 ⇒ (10) + 14 = 24 Mage's Fort save.

Do you need to make checks to dispel, or is it automatic?


Male Archangel of Awesome Paladin of Badassery 20

Koro Knowledge:

You know it's got the following defensive traits:

Immune acid, construct traits, fire. Resist electricity 15.
Weaknesses vulnerable to electricity.

The excavator is currently at the limit of Dymer's bomb range. Unless for some reason he has a stupid long range, at which point it's probably closer, lol.


AC & Saves:
  • base|[in suit]|{suit itself}
  • AC 29/t20/ff25
  • [AC 37/t20/ff33]
  • {AC 29/t11/ff26}
  • Saves |F:16|R:17[24]|W:19
  • (all saves +1 vs traps)
  • Contemplative Incanter/Scholar/Technician 10
    HP & SR:
  • HP 110/110
  • {suit HP 160/160 hardness 20}
  • SR 25
  • Voice of Awesomeness wrote:

    1d20+14 Mage's Fort save.

    Do you need to make checks to dispel, or is it automatic?

    Save was DC 29. The dispel is automatic, as a targeted Greater Dispel at CL 14 (dispelling up to 3 effects)

    Dark Archive

    Bloodrager/U.Rogue//Alchemist(sapper)//Magus (Eldritch Archer)

    Ref: 1d20 + 20 ⇒ (2) + 20 = 22
    Taking 13 Force damage
    3 bombs used
    lvl 1 spell cast

    The blast takes Ozzie by surprise too, and he stumbles a bit, but before long, he's facing their new opponent.
    Why did it have to be force?

    The goblin let out a breath, exciting the magic in his blade, entering an arcane rage. His movements grew hazy. Quickly, he fired multiple shots, an arrow right past the creature's face, followed by a bomb.

    Actions:
    Free: Arcane Rage, Blur, +4 Dex
    Swift: Ranged Greater Feint: 1d20 + 26 ⇒ (11) + 26 = 37
    Full Round:
    Cast Haste: 55’ (including excavator, but bonus to dodge is being suppressed because of feint for melee allies and myself)
    Attack #1: 1d20 + 23 ⇒ (1) + 23 = 24 auto miss

    TLDR: Target is denied its Dex vs melee attacks (and my own), and everyone have a Haste

    Init:
    Nephre
    Excavator
    Lehkazeran
    Koro
    Dymer
    Ozzie


    Neutral Evil Half-Moroi (Wyvaran) Antipaladin/Monk/Sorcerer | Perception +16; Init +7

    Lehkazeran gains altitude and launches an arrow of acid towards the contraption, hoping the 'thing' isn't kind for this world, and determined to do his best to help move it along.
    Ranged Touch: 1d20 + 13 ⇒ (11) + 13 = 24
    Acid: 2d4 ⇒ (1, 2) = 3

    Flying up to gain some space between me and the others, and casting Acid arrow. Arrow lasts 3 rounds after this one.


    Neutral Evil Half-Moroi (Wyvaran) Antipaladin/Monk/Sorcerer | Perception +16; Init +7

    Lehkazeran gains altitude and launches breathes a line of electricity towards the contraption, hoping the 'thing' isn't kind for this world, and determined to do his best to help move it along.

    In place of my precious post; Casting Dragon's Breath, Blue dragon. 60' line of electricity. Ref for half.

    Dragons Breath: 10d6 ⇒ (4, 1, 6, 3, 4, 4, 3, 1, 6, 6) = 38x1.5=57


    F Maftet Striker 10/Incanter 10/Unchained Rogue 10 | HP 156/176 | AC: 30+3 T: 20+3 Fl: 23+1 | CMB: +19 CMD: 39 | F +14 R +14+2 W +6 | Init +4+2 | Perc: +13 | Spell Points 13/16 | WRATH OF SEKHMET 0/10 | Tension 0/7 | Current Effects: +4 Dex, Divine Favor, Haste

    Nephre snaps out of her daze and glares for a moment at the wreckage of the clockwork, then turns towards the bigger contraption with a grin.

    "This should be more fun!" She exclaims.

    She focuses for a moment, and a pair of hourglass-shaped tattos on her leonine calves begin to glow. Then she springs into the air, swiftly flying up and over the thing, aiming to get behind it.

    She hastes herself and then flies. She can move 90' in a single move while flying and hasted, not sure how close that gets her to the excavator. She's aiming to land behind it.


    Neutral Evil Half-Moroi (Wyvaran) Antipaladin/Monk/Sorcerer | Perception +16; Init +7

    My DC is 19, and it had a -4 on the roll since I'm within 20'.


    F Maftet Striker 10/Incanter 10/Unchained Rogue 10 | HP 156/176 | AC: 30+3 T: 20+3 Fl: 23+1 | CMB: +19 CMD: 39 | F +14 R +14+2 W +6 | Init +4+2 | Perc: +13 | Spell Points 13/16 | WRATH OF SEKHMET 0/10 | Tension 0/7 | Current Effects: +4 Dex, Divine Favor, Haste

    Instead of haste she'll use after-image, which gives her 35% concealment, and drop down so she's directly behind the excavator.


    AC & Saves:
  • base|[in suit]|{suit itself}
  • AC 29/t20/ff25
  • [AC 37/t20/ff33]
  • {AC 29/t11/ff26}
  • Saves |F:16|R:17[24]|W:19
  • (all saves +1 vs traps)
  • Contemplative Incanter/Scholar/Technician 10
    HP & SR:
  • HP 110/110
  • {suit HP 160/160 hardness 20}
  • SR 25
  • dispel CL check: 1d20 + 14 ⇒ (9) + 14 = 23
    dispel CL check: 1d20 + 14 ⇒ (5) + 14 = 19
    dispel CL check: 1d20 + 14 ⇒ (19) + 14 = 33


    Male Archangel of Awesome Paladin of Badassery 20

    Delve Team

    The excavator turns its attention to the winged creature that landed behind it. Thanks to the spell from Ozzie, the clockwork construct can unleash a devastating series of attacks.

    Excavator Attacks:

    1d20 + 22 ⇒ (6) + 22 = 28 Slam 1, miss.

    1d20 + 22 ⇒ (12) + 22 = 34 Slam 2, possible hit. 1d100 ⇒ 32 Miss.

    1d20 + 22 ⇒ (8) + 22 = 30 Drill 1, miss.

    1d20 + 22 ⇒ (1) + 22 = 23 Drill 2, also miss

    It then rumbles closer to the rest of the explorers. 20ft move forward


    Male Archangel of Awesome Paladin of Badassery 20

    Team Diplomacy

    Scrivener's attack tears through the mage's protections, negating several of them. It also leaves a sizeable wound, and renders him deaf and blind.

    Seeing his ally wounded and stumbling around uselessly, the holy warrior brandishes his patron's symbol and sends forth healing energy to the mage. He casts Heal removing the negative effects, and healing 120.

    Dark Archive

    Male Human Aegis / Daevic / Soulknife

    Koro will move towards his opponent, and as he does so he will spend a swift action switching his active and passive roles, switching his active role from Guardian to Archmage.

    When he switches roles, his large Paper Blade slowly unfurls back into individual pieces of paper, that refold themselves into immeasurable paper cranes circling around him.

    In his hand, remains his Crystal bookmark, that used to make up the hilt of his Paper Blade. Using the Crystal Bookmark, he directs two of the paper cranes to attack the opponent in a barrage, as a Standard action.

    Attack 1: 1d20 + 25 ⇒ (15) + 25 = 40
    Damage 1: 3d8 + 11 ⇒ (1, 5, 5) + 11 = 22
    Attack 2: 1d20 + 25 ⇒ (9) + 25 = 34
    Damage 2: 3d8 + 11 ⇒ (8, 4, 6) + 11 = 29

    The rest will circle around him, bolstering his defenses as he uses the Berserker Sphere for extra temp hp. (+13 temp hp, stacks with the temp HP from Guardian Narrative, but -2 AC).


    HP108 | AC25, T20, FF19 | F13, R18, W11; +4 and one size larger vs Wind | CMB +11 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +15 | Senses See In Darkness; Senses Perception +19 (+22 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +13/+8 (1d4+5/18-20 plus 3d6 sneak attack) or unarmed strike +13/+8 (1d2+1 plus 3d6 sneak attack) ----Ranged +2 bomb 40' +17/+12 (6d6+13 fire plus 3d6 sneak attack); 18/day; Bomb discoveries: Explosive, Tanglefoot, Immolation, Thorny [+17/+12 (5d6+10 piercing plus 3d6 sneak attack)]

    Dymer shakes off his lament at the sheer ineffectiveness of his first bomb, and uses a different type of catalyst in his next attack. With Koro, Nephre, and Lehkazeran already engaging closely with the excavator, Dymer lobs his next single bomb from distance, scooting to remain at the edge of his own accuracy.

    Move action: Move to 40ft away from the excavator, whether that means moving closer or further
    Standard action: Ranged Immolation bomb attack
    Ranged attack vs Touch AC: 1d20 + 17 ⇒ (8) + 17 = 25
    Thorny Immolation damage: 1d6 + 10 ⇒ (2) + 10 = 12 Piercing
    Thorny splash damage: 1 + 10 = 11
    Use precise bombs to prevent initial splash damage on Delve team members
    As immolation's base damage is 5d6 for non-fire damage, the 1d6+10 will reoccur at the start of my turn every round for the next 5 rounds, unless a full round action Reflex Save (DC23) is taken to extinguish the alchemical agent. Rolling on the ground does not give a bonus, and soaking the target with water has no effect. Splash damage is dealt to any adjacent creatures every time the damage triggers.

    Bombs remaining: 14


    Male Judow (Living Experiment) | Legendary Fighter 9 and Warder 1 / Hedgewitch 10 / Cryptic 10

    Appears I have a prep round between charging in and being teleported to the site...

    Free action K. Local vs 10 + CR to scout the humanoids: K. Local: 1d20 + 21 ⇒ (1) + 21 = 22
    Swift Action to enter the Black Seraph stance.
    Standard action and 1 SP to enhance my quarterstaff.

    OOC is being weird again. -.-


    Male Archangel of Awesome Paladin of Badassery 20

    Nikolsi, that's sadly not enough to beat the DC.

    The shadowy warrior issues forth his challenge, and the Sun Falcons respond in kind.

    Theie leader charges, swinging his scimitar in a deadly arc. 1d20 + 25 ⇒ (14) + 25 = 39 for 1d6 + 10 + 1d6 ⇒ (5) + 10 + (5) = 20, 5 is electricity. Which lands with a solid blow.


    AC 31 (T 30, F 23) CMD 29 | F+14 R+22 W+15 | DR 5/cold iron; immune: electricity, mental control, petrification, poison; resist cold 10, fire 10; can oppose Bluff with Bluff | can reroll 1s | Fly 70’ | Init+20 (best-of-two, always acts in surprise round) | Per+20, see in darkness, sense magic 220’, lifesense 220’, spiritsense (undead; fey; outsiders; and astral, ethereal, or incorporeal creatures) 220’

    With a dancer's grace, Iko twists out of the monk's grasp.

    As the monk falls to the ground, Iko says, "Ewww. If you want to dance with me, ask first. Being grabby is such a downer."

    He then begins to sing, causing the hearts of his companions to rise.

    Escape Artist: 1d20 + 39 ⇒ (3) + 39 = 42
    Escape Artist: 1d20 + 39 ⇒ (10) + 39 = 49

    Fly (to Hover): 1d20 + 39 ⇒ (17) + 39 = 56
    Fly (to Hover): 1d20 + 39 ⇒ (11) + 39 = 50

    Stnd: Escape
    Move: Start Bardic Performance:
    All allies get the following
    * +4 to hit/dam (unless you're immune to mind-affecting)
    * +1d6 add'l sonic damage on weapon attacks
    * You count as flanking as long as you're threatening the same creature as an ally
    * Any bonus you get from positioning (flanking, cover, higher ground, etc) is +3 more than normal
    .
    HP 133-12=121

    Dark Archive

    Bloodrager/U.Rogue//Alchemist(sapper)//Magus (Eldritch Archer)

    Ozzie tried to keep his distance from the excavator.
    5' towards/away 30' from excavator

    He shot another bolt distracting it before firing a couple more bombs.

    Actions:
    Swift: Ranged Feint: 1d20 + 22 ⇒ (14) + 22 = 36
    Standard: Cast Mudball
    Attack #1, Force Bomb: 1d20 + 21 ⇒ (14) + 21 = 35 vs touch and denied dex probably
    Bomb Damage: 5d4 + 11 ⇒ (1, 2, 1, 1, 3) + 11 = 19
    Sneak Attack: 2d6 ⇒ (1, 5) = 6
    Flaming: 1d6 ⇒ 4 Immune
    Frost: 1d6 ⇒ 4
    Shock: 1d6 ⇒ 4 x1.5 = 6
    Move: Withdraw extract

    Damage: 19 Force
    6 precision
    4 cold
    6 electric
    Debuffs:
    Feinted: loses Dex to AC vs me and opponents in melee
    Disoriented: -4 to attack rolls vs self, -2 vs everyone else
    Blinded: -2 AC, loses Dex to AC, Opponents have 50% concealment. Reflex DC at the start f its turn to clear vision.
    DC 24 Reflex save or go prone
    Prone: movement drops to 0'. Unable to use ranged weapons except crossbow, -4 to attacks, +4 AC vs ranged, -4 AC vs melee


    F Maftet Striker 10/Incanter 10/Unchained Rogue 10 | HP 156/176 | AC: 30+3 T: 20+3 Fl: 23+1 | CMB: +19 CMD: 39 | F +14 R +14+2 W +6 | Init +4+2 | Perc: +13 | Spell Points 13/16 | WRATH OF SEKHMET 0/10 | Tension 0/7 | Current Effects: +4 Dex, Divine Favor, Haste

    Nephre punchs the big contraption as it moves away from her.

    AoO: 1d20 + 20 + 4 ⇒ (11) + 20 + 4 = 35
    Damage: 1d8 + 9 + 3 ⇒ (4) + 9 + 3 = 16 Counts as adamantine, ignores 4 points of DR

    She charges after io\t and jumps up to smash a flying kick into its backside.

    Vital Strike: 1d20 + 20 + 4 ⇒ (9) + 20 + 4 = 33
    Damage: 2d8 + 9 + 3 ⇒ (8, 5) + 9 + 3 = 25


    Male Archangel of Awesome Paladin of Badassery 20

    Archer attacks:

    1d20 + 20 ⇒ (20) + 20 = 40 Attack 1, possible crit.

    1d20 + 20 ⇒ (11) + 20 = 31 vs flat-footed AC, crit confirms for 3d8 + 9 + 1d6 + 2d10 + 8d6 ⇒ (5, 2, 2) + 9 + (2) + (10, 5) + (5, 4, 2, 5, 2, 2, 4, 3) = 62 17 is electricity damage. This breaks invisibility.

    1d20 + 20 ⇒ (15) + 20 = 35 Haste attack for 1d8 + 3 + 1d6 ⇒ (8) + 3 + (4) = 15

    1d20 + 15 ⇒ (20) + 15 = 35 Attack 2, another possible crit.

    1d20 + 15 ⇒ (19) + 15 = 34 Crit confirmed, for 3d8 + 9 + 1d6 + 2d10 ⇒ (8, 2, 2) + 9 + (6) + (6, 9) = 42 22 is electricity.

    1d20 + 10 ⇒ (12) + 10 = 22 Miss.

    119 total damage, 39 is electricity.

    A trio of arrows slam into Iko, two of them dealing serious wounds to the flying bard. The first one seemingly comes out of nowhere, before revealing the deadly archer.


    Male Judow (Living Experiment) | Legendary Fighter 9 and Warder 1 / Hedgewitch 10 / Cryptic 10

    Swift action Perception check at -5 penalty vs all visible enemies, Move action to AC 29, and Standard action to Manifest Overpowering Guilt, augmented with 6 PP for 9 PP total.

    Perception Check: 1d20 + 28 - 5 ⇒ (20) + 28 - 5 = 43

    Overpowering Guilt: DC 19 Will for all visible Sun Falcons; on a save, they take a -3 penalty to all d20 rolls for 10 rounds. On a failure, they are staggered for the same duration. Successful Scout Check: Nikolsi gains +3 dodge vs scouted enemies. He also heals 1 HP from Fast Healing 1.

    As Nikolsi moves forward, dark fog swirls around him and then rushes forwards into the Sun Falcons. visual description, no mechanical effect


    Male Archangel of Awesome Paladin of Badassery 20

    One of the excavator's arms swings around to it's front, and blasts it's foes with a devastating attack. Pulverizing Ray, effects all within a 30ft line for 6d8 ⇒ (3, 5, 5, 5, 5, 6) = 29 sonic damage. Ref 25 for half

    Perception check for all, please.


    Neutral Evil Half-Moroi (Wyvaran) Antipaladin/Monk/Sorcerer | Perception +16; Init +7

    Percp: 1d20 + 16 ⇒ (8) + 16 = 24


    F Maftet Striker 10/Incanter 10/Unchained Rogue 10 | HP 156/176 | AC: 30+3 T: 20+3 Fl: 23+1 | CMB: +19 CMD: 39 | F +14 R +14+2 W +6 | Init +4+2 | Perc: +13 | Spell Points 13/16 | WRATH OF SEKHMET 0/10 | Tension 0/7 | Current Effects: +4 Dex, Divine Favor, Haste

    Not sure who's in front of it right now. I assume Nephre's behind?

    Perception: 1d20 + 13 ⇒ (11) + 13 = 24


    HP108 | AC25, T20, FF19 | F13, R18, W11; +4 and one size larger vs Wind | CMB +11 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +15 | Senses See In Darkness; Senses Perception +19 (+22 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +13/+8 (1d4+5/18-20 plus 3d6 sneak attack) or unarmed strike +13/+8 (1d2+1 plus 3d6 sneak attack) ----Ranged +2 bomb 40' +17/+12 (6d6+13 fire plus 3d6 sneak attack); 18/day; Bomb discoveries: Explosive, Tanglefoot, Immolation, Thorny [+17/+12 (5d6+10 piercing plus 3d6 sneak attack)]

    Perception: 1d20 + 19 ⇒ (14) + 19 = 33 +3 if dim/darkness


    AC 31 (T 30, F 23) CMD 29 | F+14 R+22 W+15 | DR 5/cold iron; immune: electricity, mental control, petrification, poison; resist cold 10, fire 10; can oppose Bluff with Bluff | can reroll 1s | Fly 70’ | Init+20 (best-of-two, always acts in surprise round) | Per+20, see in darkness, sense magic 220’, lifesense 220’, spiritsense (undead; fey; outsiders; and astral, ethereal, or incorporeal creatures) 220’

    Parry: 1d20 + 22 ⇒ (10) + 22 = 32

    Iko's caught by surprise as the invisible archer shoots him square in the chest. He tries to parry the second arrow with his staff, but isn't fast enough and it nicks his leg. The third also plants into his chest.

    The flying bard winces, gasps and wheezes briefly in his song, as blood pours down his shirt.

    HP 56/133 (121 -40 (arrow 1) -10 (arrow 2) -15 (arrow 3))
    Martial Focus: No

    Dark Archive

    Male Human Aegis / Daevic / Soulknife

    Not sure if I'm in the path of the ray, but here's a Reflex Save anyway.
    Reflex: 1d20 + 21 ⇒ (10) + 21 = 31 Evasion means I take no damage
    Perception: 1d20 + 30 ⇒ (19) + 30 = 49


    Neutral Evil Half-Moroi (Wyvaran) Antipaladin/Monk/Sorcerer | Perception +16; Init +7

    From his position in the air, Lehkazeran watches as the clockwork monstrosity lashes out at the others. He roars, in an attempt to draw its attention, and summons a cloud of razor-thin diamond blades, looking to damage the thing enough to rip its insides out and find something to drink, if only to satiate his pride. At the last second, he adjusts his aim, ensuring Nephre isn't caught in the cone.

    Diamond Spray: 10d6 ⇒ (1, 4, 1, 4, 1, 6, 2, 5, 6, 4) = 34

    Casting Diamond Spray. Reflex Save DC 20 for half, and it has a -4 penalty on the save from my AntiPaladin aura. Additionally, this damage bypasses 5 points of hardness, if appropriate, and counts as adamantine and cold iron.


    Male Archangel of Awesome Paladin of Badassery 20

    Perception DC 30:

    Over the din of battle, you hear several roars, yet they have a metallic quality to them. As opposed to any sort of organic sound.

    Perception DC 45:

    Over the din of battle, you hear several roars, yet they have a metallic quality to them. As opposed to any sort of organic sound.

    In between the roars, you can also hear the ponderous creaking of wings. Whatever is heading towards you is quite large and flying.

    Dark Archive

    Male Human Aegis / Daevic / Soulknife

    "Enemy reinforcements inbound. Sounds like a flying mechanical monstrosity. Proceed with caution"

    Forgot about Linked Striking. Basically gives me bane on any opponent I've managed to hit, until I hit a different opponent. I will roll the damage for the second attack last round, and then include it on these rolls.

    LS Damage Last Round: 2d6 + 2 ⇒ (3, 4) + 2 = 9

    Koro Jigen attacks with another barrage of Paper Cranes!

    Attack 1: 1d20 + 27 ⇒ (7) + 27 = 34
    Damage 1: 3d8 + 11 ⇒ (3, 8, 5) + 11 = 27
    LS Damage 1: 2d6 + 2 ⇒ (2, 1) + 2 = 5
    Attack 2: 1d20 + 27 ⇒ (10) + 27 = 37
    Damage 2: 3d8 + 11 ⇒ (1, 5, 3) + 11 = 20
    LS Damage 2: 2d6 + 2 ⇒ (5, 1) + 2 = 8

    Damage Type while in Archmage Form is sonic, btw. Weapon is also +4, if that matters.

    Koro will spend a swift action to switch his active and passive roles once more (Archmage --> Guardian), coalescing the paper cranes once more into a long Paper Blade. If the enemy is still alive, he will use Ghost Step to end his turn adjacent to them. Otherwise, he will stay put.


    HP108 | AC25, T20, FF19 | F13, R18, W11; +4 and one size larger vs Wind | CMB +11 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +15 | Senses See In Darkness; Senses Perception +19 (+22 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +13/+8 (1d4+5/18-20 plus 3d6 sneak attack) or unarmed strike +13/+8 (1d2+1 plus 3d6 sneak attack) ----Ranged +2 bomb 40' +17/+12 (6d6+13 fire plus 3d6 sneak attack); 18/day; Bomb discoveries: Explosive, Tanglefoot, Immolation, Thorny [+17/+12 (5d6+10 piercing plus 3d6 sneak attack)]

    Piercing Immolation damage 2/5: 1d6 + 10 ⇒ (4) + 10 = 14
    Piercing Immolation splash damage to all adjacent creatures: 1 + 10 = 11

    Dymer hears the battle cry of incoming enemy reinforcements and swears to himself. Using the mental link, Dymer throws an idea out for consideration "We don't know how many reinforcements this lot have. We might want to make a break for the tomb and see if we can get inside?"

    Meanwhile, Dymer throws another immolation bomb at the excavator, ensuring the initial splash doesn't hit any of his teammates.
    Immolation bomb attack vs touch: 1d20 + 17 ⇒ (7) + 17 = 24
    Immolation bomb damage 1/5: 1d6 + 10 ⇒ (4) + 10 = 14

    Bombs remaining: 13
    Distance from the excavator: 40'

    Dark Archive

    Male Human Aegis / Daevic / Soulknife

    Forgot to note, Ghost step uses up one of my 2 psionic focuses. But my psicrystal can spend it's turn to refresh psionic focus, so no big deal. I'm not entirely sure, but I think this means I can change my active energy type from Sonic to Electricity. But let's just stay that I stick with Sonic for now. Besides, the Guardian role can't use my active energy type like Archmage can. Assume my damage is slashing unless I say otherwise.


    Male Archangel of Awesome Paladin of Badassery 20

    Koro, give me an Int check, please.


    Neutral Evil Half-Moroi (Wyvaran) Antipaladin/Monk/Sorcerer | Perception +16; Init +7

    Warned of reinforcements, Lehkazeran keeps his head on a swivel.

    Dark Archive

    Male Human Aegis / Daevic / Soulknife

    Int Check: 1d20 + 15 ⇒ (11) + 15 = 26
    My INT isn't actually that high. I just have a bunch of things boosting my ability checks, among other things.


    Male Archangel of Awesome Paladin of Badassery 20

    DC 20 Int check:

    You count at least five **somethings** flying towards your position.

    DC 25 Int check:

    You count at least five **somethings** flying towards your position. You guess they will arrive within the next minute.

    Dark Archive

    Male Human Aegis / Daevic / Soulknife

    "Hmm, Sounds like Heavy reinforcements. I'd estimate about 5 of those winged mechanical monstrosities are coming. Will probably arrive in about one minute. Better finish up here while we can."

    What direction are these robots coming from?


    HP108 | AC25, T20, FF19 | F13, R18, W11; +4 and one size larger vs Wind | CMB +11 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +15 | Senses See In Darkness; Senses Perception +19 (+22 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +13/+8 (1d4+5/18-20 plus 3d6 sneak attack) or unarmed strike +13/+8 (1d2+1 plus 3d6 sneak attack) ----Ranged +2 bomb 40' +17/+12 (6d6+13 fire plus 3d6 sneak attack); 18/day; Bomb discoveries: Explosive, Tanglefoot, Immolation, Thorny [+17/+12 (5d6+10 piercing plus 3d6 sneak attack)]

    "Five in this wave. Stand and fight, or make a break for it?"


    Male Archangel of Awesome Paladin of Badassery 20

    Reinforcements are coming from the other side of the mountain the tomb is built into.

    The excavator looks to be about halfway to being destroyed.

    Dark Archive

    Bloodrager/U.Rogue//Alchemist(sapper)//Magus (Eldritch Archer)

    Ref: 1d20 + 18 ⇒ (6) + 18 = 24
    Perception: 1d20 + 14 ⇒ (10) + 14 = 24
    Int: 1d20 + 9 ⇒ (15) + 9 = 24
    -13, -29 damage received
    2 healed

    -6 bombs used
    - 2x lvl 1 spell
    - 1x lvl 3 spell

    Let’s kill this one quick. That’ll give us a half-minute to rush the museum unnoticed

    Ozzie fires another covering arrow followed by a few bombs.

    Full Round:

    Swift: Feint: 1d20 + 22 ⇒ (18) + 22 = 40
    Attack 1: 1d20 + 22 ⇒ (8) + 22 = 30
    Force Bomb: 5d4 + 11 ⇒ (4, 1, 3, 4, 3) + 11 = 26
    Sneak Attack: 2d6 ⇒ (4, 5) = 9
    Flaming: 1d6 ⇒ 3
    Frost: 1d6 ⇒ 5
    Shock: 1d6 ⇒ 1 x1.5= 7

    Attack 2: 1d20 + 22 ⇒ (6) + 22 = 28
    Force Bomb: 5d4 + 11 ⇒ (2, 4, 1, 1, 4) + 11 = 23
    Sneak Attack: 2d6 ⇒ (1, 5) = 6
    Flaming: 1d6 ⇒ 5
    Frost: 1d6 ⇒ 6
    Shock: 1d6 ⇒ 5 x1.5= 1

    Attack 3: 1d20 + 17 ⇒ (20) + 17 = 37
    Force Bomb: 5d4 + 11 ⇒ (1, 1, 1, 1, 4) + 11 = 19
    Sneak Attack: 2d6 ⇒ (5, 5) = 10
    Flaming: 1d6 ⇒ 2
    Frost: 1d6 ⇒ 2
    Shock: 1d6 ⇒ 2 x1.5= 3

    Summary
    68 Force damage applied
    25 Precision Damage
    13 Frost
    11 Electric damage
    Bewildered -4 AC vs me, -2 AC vs anyone else


    F Maftet Striker 10/Incanter 10/Unchained Rogue 10 | HP 156/176 | AC: 30+3 T: 20+3 Fl: 23+1 | CMB: +19 CMD: 39 | F +14 R +14+2 W +6 | Init +4+2 | Perc: +13 | Spell Points 13/16 | WRATH OF SEKHMET 0/10 | Tension 0/7 | Current Effects: +4 Dex, Divine Favor, Haste

    Nephre cackles maniacally. "Why would we want to run? This sounds like the kind of fight I've been waiting for!"

    I'm so lost on when my turn is. XD


    AC & Saves:
  • base|[in suit]|{suit itself}
  • AC 29/t20/ff25
  • [AC 37/t20/ff33]
  • {AC 29/t11/ff26}
  • Saves |F:16|R:17[24]|W:19
  • (all saves +1 vs traps)
  • Contemplative Incanter/Scholar/Technician 10
    HP & SR:
  • HP 110/110
  • {suit HP 160/160 hardness 20}
  • SR 25
  • Scrivener lets loose another thunderous shot at the one who cast the healing magics.

    i have blindsight 60 in case any are coming towards me

    swift action: Scout on the one that looks most like a spellcaster

    knowledge (i assume local for humanoids): 1d20 + 23 ⇒ (8) + 23 = 31 vs DC of (10+CR). If I succeed I get knowledge as listed in the Scout Sphere as well as an additional net +10 to hit them. I will assume I succeed, but if on some off chance I do not, then my attack rolls take -10.

    Vital Strike, Energy Blade, Trick Arrows (Flashbangs)
    attack: 1d20 + 23 ⇒ (4) + 23 = 27
    damage +2 B/P: 12d6 + 2 ⇒ (3, 2, 1, 3, 1, 3, 3, 2, 4, 4, 5, 5) + 2 = 38 plus
    sonic: 7d4 ⇒ (4, 1, 3, 1, 2, 1, 4) = 16 plus
    damage B/S/P: 1d8 ⇒ 7

    Flashbangs: DC 29 Fort save or be blinded and deafened for 1d4 + 1 ⇒ (2) + 1 = 3 rounds and be subject to Dispelling Detonations, so the target of this shot is also hit by a targeted Greater Dispel, CL 14, so up to three spells can be stripped

    swift action (but already used a swift so this takes my move): reload weapon.

    dispel CL check: 1d20 + 14 ⇒ (11) + 14 = 25
    dispel CL check: 1d20 + 14 ⇒ (7) + 14 = 21
    dispel CL check: 1d20 + 14 ⇒ (12) + 14 = 26


    F Maftet Striker 10/Incanter 10/Unchained Rogue 10 | HP 156/176 | AC: 30+3 T: 20+3 Fl: 23+1 | CMB: +19 CMD: 39 | F +14 R +14+2 W +6 | Init +4+2 | Perc: +13 | Spell Points 13/16 | WRATH OF SEKHMET 0/10 | Tension 0/7 | Current Effects: +4 Dex, Divine Favor, Haste

    I need to remember to track tension better...

    Nephre keeps pummeling the machine while excitedly hoping for more interesting constructs to dismantle.

    Pretty sure she's flanking with somebody by now, so these are sneak attacks

    Attack: 1d20 + 20 + 3 + 2 ⇒ (10) + 20 + 3 + 2 = 35
    Damage: 1d8 + 9 + 3 + 5d6 ⇒ (4) + 9 + 3 + (2, 2, 4, 5, 6) = 35
    Attack: 1d20 + 15 + 3 + 2 ⇒ (12) + 15 + 3 + 2 = 32
    Damage: 1d8 + 9 + 3 + 5d6 ⇒ (3) + 9 + 3 + (6, 1, 5, 1, 2) = 30

    If either one hits and is a sneak attack, the excavator takes -2 to AC and attack rolls, -6 against Nephre

    Dark Archive

    Male Human Aegis / Daevic / Soulknife

    Considering I teleported to be adjacent to the machine, assume that I am flanking with Nephre.

    Koro will begin to full attack the robot, flawlessly matching the timing of his attacks with Nephre for maximum effect.

    Attack 1: 1d20 + 31 ⇒ (2) + 31 = 33
    Damage 1: 3d6 + 11 ⇒ (6, 2, 5) + 11 = 24
    LS Damage 1: 2d6 + 2 ⇒ (3, 6) + 2 = 11
    Attack 2: 1d20 + 26 ⇒ (18) + 26 = 44
    Damage 2: 3d6 + 11 ⇒ (2, 2, 4) + 11 = 19
    LS Damage 2: 2d6 + 2 ⇒ (5, 1) + 2 = 8

    I forget if we are hasted or not, so just in case...

    Haste Attack:
    Attack 3: 1d20 + 31 ⇒ (11) + 31 = 42
    Damage 3: 3d6 + 11 ⇒ (4, 4, 4) + 11 = 23
    LS Damage 3: 2d6 + 2 ⇒ (5, 1) + 2 = 8

    As a swift action, he will also use Defender's Oath on the excavator, forcing it to take a -3 on all attacks and spell save DCs that don't include Koro as a target.

    Slight miscalculation here, Koro will use Defender's Oath on the creature before full attacking it. Defender's Oath also gives Koro a damage boost if his active role is Guardian, so add +5 (half level) to all damage rolls.

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