Tiger's Heart (Inactive)

Game Master Torvald Torvaldson

Our adventure begins in the small town of Belric, just on the western edge of the Arthfell Forest in Andoran.


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AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

let me check for traps....

perception: 1d20 + 20 ⇒ (12) + 20 = 32


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Dar will ~Detect Evil~ just in case, but otherwise will just ready himself for whatever Weed finds.


Multiple magics are detected behind the wall/secret door, but no evil.

Weed finds the wall section with the secret door is heavily trapped.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

Well, shall i attempt to disarm the trap...its heavily trapped...


I think the answer is: "Well, you're the burglar...go burgal something!"

;-D


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

[b]everyone stand back and take cover......im not sure what will happen if i fail....

disarm trap: 1d20 + 19 ⇒ (17) + 19 = 36


Weed works over the aforementioned section of stone work and after a few moments disables the traps and gets it opened to reveal a narrow, low, and dark tunnel leading straight ahead at least 60'


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

i will move ahead looking for traps......

perception: 1d20 + 20 ⇒ (16) + 20 = 36


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

Follow Weed.

perception: 1d20 + 21 + 5 ⇒ (14) + 21 + 5 = 40


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Following Weed, ~Detecting Evil~.

Perception: 1d20 + 14 ⇒ (16) + 14 = 30


Weed doesn't find any traps, but the party does find sections of wall on either side of the passageway that look odd. The stonework animates and pulls free. Stone golems!

P/M: 2d20 ⇒ (12, 10) = 22

The vigilant party takes first action.


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

Cast bless. +1 to hit

Move action: back up behind everyone


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Assuming that the Golems are not Evil, I'm not sure if Dar has a better option than what I did below. I think the bow has better damage output. But it seems like constructs would have resistance/immunity to Piercing. Dar doesn't have any knowledge checks to verify. So just going with common sense.

Dar will use his Divine Bond with his Warhammer:

Warhammer: 1d20 + 15 + 3 + 1 ⇒ (17) + 15 + 3 + 1 = 36
Damage: 1d6 + 4 + 3 ⇒ (6) + 4 + 3 = 13

Warhammer: 1d20 + 10 + 3 + 1 ⇒ (10) + 10 + 3 + 1 = 24
Damage: 1d6 + 4 + 3 ⇒ (3) + 4 + 3 = 10

Warhammer: 1d20 + 5 + 3 + 1 ⇒ (14) + 5 + 3 + 1 = 23
Damage: 1d6 + 4 + 3 ⇒ (4) + 4 + 3 = 11


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

Use arcane pt to give Black Blade +2 and Keen

Attack!

Black Blade: 1d20 + 18 + 1 + 2 ⇒ (11) + 18 + 1 + 2 = 32
damage: 1d6 + 11 + 3 + 2 ⇒ (3) + 11 + 3 + 2 = 19

Last Attack: 1d20 + 13 + 1 + 2 ⇒ (19) + 13 + 1 + 2 = 35
confirm crit: 1d20 + 13 + 1 + 2 ⇒ (13) + 13 + 1 + 2 = 29
crit damage: 2d6 + 22 + 6 + 4 ⇒ (1, 5) + 22 + 6 + 4 = 38


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

Attack

Gapa: 1d20 + 20 + 1 ⇒ (16) + 20 + 1 = 371d12 + 22 ⇒ (8) + 22 = 30

Gapa: 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 331d12 + 22 ⇒ (9) + 22 = 31


The party knows that stone golems are highly resistant to magic and physical damage.

DC 15 arcana or dungeoneering:
They have DR10/adamantine and are immune to spells that allow for spell resistance checks.

DC 20 arcana or dungeoneering:
They can generate an effect similar to a slow spell every two rounds.

DC 25 arcana or dungeoneering:
A transmute rock to mud spell slows a stone golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.


The golems are not evil.

attacking: 2d3 ⇒ (3, 3) = 6

The golems combine their attacks on Weed!

Golem 1 -40
slam: 1d20 + 22 ⇒ (19) + 22 = 412d10 + 12 ⇒ (4, 10) + 12 = 26
slam: 1d20 + 22 ⇒ (1) + 22 = 232d10 + 12 ⇒ (7, 7) + 12 = 26

Golem 1 -41
slam: 1d20 + 22 ⇒ (9) + 22 = 312d10 + 12 ⇒ (7, 5) + 12 = 24
slam: 1d20 + 22 ⇒ (6) + 22 = 282d10 + 12 ⇒ (6, 2) + 12 = 20


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Dar delays, hoping an ally can sort out the magical protections and best direct Dar's assault.


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

arcana: 1d20 + 17 ⇒ (14) + 17 = 31

yell out the pertinent info

Attack!

Black Blade: 1d20 + 18 + 1 + 2 ⇒ (12) + 18 + 1 + 2 = 33
damage: 1d6 + 11 + 3 + 2 ⇒ (5) + 11 + 3 + 2 = 21

Last attack: 1d20 + 13 + 1 + 2 ⇒ (2) + 13 + 1 + 2 = 18
damage: 1d6 + 11 + 3 + 2 ⇒ (4) + 11 + 3 + 2 = 20


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

Cast blessing of fervor.

Pick 1 each round:
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

know dungeoneering: 1d20 + 4 ⇒ (2) + 4 = 6


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

ughhhhh.....weed is battered and bruised

-70hp/101


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

-70/101
knowing that one more attack will finish him off weed attacks....hoping it will buy the party time to do something to the golems....

choosing +2 to attack and AC

gapa: 1d20 + 20 + 2 + 1 ⇒ (11) + 20 + 2 + 1 = 341d12 + 22 ⇒ (8) + 22 = 30

gapa: 1d20 + 15 + 2 + 1 ⇒ (8) + 15 + 2 + 1 = 261d12 + 22 ⇒ (12) + 22 = 34


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

With Divine Bond up and without adamantine arrows, Dar will keep sledging.

Warhammer: 1d20 + 15 + 3 + 1 ⇒ (16) + 15 + 3 + 1 = 35
Damage: 1d6 + 4 + 3 ⇒ (4) + 4 + 3 = 11

Warhammer (BoF): 1d20 + 15 + 3 + 1 ⇒ (14) + 15 + 3 + 1 = 33
Damage: 1d6 + 4 + 3 ⇒ (2) + 4 + 3 = 9

Warhammer: 1d20 + 10 + 3 + 1 ⇒ (19) + 10 + 3 + 1 = 33
Damage: 1d6 + 4 + 3 ⇒ (6) + 4 + 3 = 13

Warhammer: 1d20 + 5 + 3 + 1 ⇒ (10) + 5 + 3 + 1 = 19
Damage: 1d6 + 4 + 3 ⇒ (3) + 4 + 3 = 10


The golems continue to unflinchingly pound at Weed.

Golem 1 -94
slam: 1d20 + 22 ⇒ (18) + 22 = 402d10 + 12 ⇒ (3, 1) + 12 = 16
slam: 1d20 + 22 ⇒ (12) + 22 = 341d10 + 12 ⇒ (7) + 12 = 19

Golem 1 -45
slam: 1d20 + 22 ⇒ (10) + 22 = 322d10 + 12 ⇒ (1, 4) + 12 = 17
slam: 1d20 + 22 ⇒ (20) + 22 = 424d10 + 24 ⇒ (7, 9, 1, 7) + 24 = 48


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

Attack with +2 from BoF!

Black Blade: 1d20 + 18 + 2 + 1 + 2 ⇒ (9) + 18 + 2 + 1 + 2 = 32
damage: 1d6 + 11 + 2 + 3 ⇒ (6) + 11 + 2 + 3 = 22

Last Attack: 1d20 + 13 + 2 + 1 + 2 ⇒ (13) + 13 + 2 + 1 + 2 = 31
damage: 1d6 + 11 + 2 + 3 ⇒ (3) + 11 + 2 + 3 = 19


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

-170/100

weed is pummeled into an unrecognizable pulp


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

Divine interference on golem crit that did 48 damage to Weed.

Reroll attack at -2, burning spiritual weapon.

Use rod for a Maximized cure serious on Weed: +52hp

1: bless
2: SW, locate object
3:
4: BoF


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

-118/100......weed hears the distant sounds of battle....but they dont make sense to him....where am i...he wonders....all is dark around him and he feels immense pain.....


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4
Weed wrote:
-118/100......weed hears the distant sounds of battle....but they dont make sense to him....where am i...he wonders....all is dark around him and he feels immense pain.....

Weed you are up 48 more HP, at least for now, the crit was negated and DM needs to reroll it.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

oh ok....i was waiting for reroll before calculating hp's

30/100 hp


Re-roll

Golem 2 -45
slam: 1d20 + 22 ⇒ (3) + 22 = 252d10 + 12 ⇒ (8, 6) + 12 = 26


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

30/100hp

weed attacks Golem 1.....

Gapa: 1d20 + 20 + 2 + 1 ⇒ (8) + 20 + 2 + 1 = 311d12 + 22 ⇒ (4) + 22 = 26

Gapa: 1d20 + 15 + 2 + 1 ⇒ (10) + 15 + 2 + 1 = 281d12 + 22 ⇒ (2) + 22 = 24


Weed's HP after the re-roll crit (which was a full miss) should be -122: 70+16+19+17

Then he receives 52 of heal to bring him back to -70

I believe those maths are in order but will trust others arithmetic acumen over my own feeble skills.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

ya so +30/100 or -70/100


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

henceforth i shall express Weed's Demise in terms of -xx/xx


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Sorry, team, I thought I posted this round.

Warhammer: 1d20 + 15 + 3 + 1 ⇒ (1) + 15 + 3 + 1 = 20
Damage: 1d6 + 4 + 3 ⇒ (3) + 4 + 3 = 10

Warhammer (BoF): 1d20 + 15 + 3 + 1 ⇒ (14) + 15 + 3 + 1 = 33
Damage: 1d6 + 4 + 3 ⇒ (6) + 4 + 3 = 13

Warhammer: 1d20 + 10 + 3 + 1 ⇒ (17) + 10 + 3 + 1 = 31
Damage: 1d6 + 4 + 3 ⇒ (4) + 4 + 3 = 11

Warhammer: 1d20 + 5 + 3 + 1 ⇒ (18) + 5 + 3 + 1 = 27
Damage: 1d6 + 4 + 3 ⇒ (3) + 4 + 3 = 10


Irisse keeps Weed in the fight; the party battles away. The golems continue, unrelenting in their drive for murder, as a blast of slow magic issues from Golem 1.

Dardanius, Turran, and Weed: DC 17 Will save or be slowed for 7 rounds.

Attacks on Weed:

Golem 1 -124
slam: 1d20 + 22 ⇒ (5) + 22 = 272d10 + 12 ⇒ (10, 9) + 12 = 31
slam: 1d20 + 22 ⇒ (11) + 22 = 332d10 + 12 ⇒ (2, 3) + 12 = 17

Golem 2 -70
slam: 1d20 + 22 ⇒ (4) + 22 = 262d10 + 12 ⇒ (5, 10) + 12 = 27
slam: 1d20 + 22 ⇒ (12) + 22 = 342d10 + 12 ⇒ (2, 7) + 12 = 21


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

Will: 1d20 + 11 ⇒ (14) + 11 = 25

use rod of quickening to cast Haste, if fail slow save, then normal
if make slow save than +1 to hit/ac/reflex and extra attack at max bonus

Attack!

Black Blade: 1d20 + 18 + 2 + 1 + 2 + 1 ⇒ (20) + 18 + 2 + 1 + 2 + 1 = 44
crit damage: 2d6 + 22 + 4 + 6 ⇒ (5, 6) + 22 + 4 + 6 = 43

Haste: 1d20 + 18 + 2 + 1 + 2 + 1 ⇒ (17) + 18 + 2 + 1 + 2 + 1 = 41
confirm crit: 1d20 + 18 + 2 + 1 + 2 + 1 ⇒ (3) + 18 + 2 + 1 + 2 + 1 = 27
crit damage: 2d6 + 22 + 4 + 6 ⇒ (4, 1) + 22 + 4 + 6 = 37

Last Attack: 1d20 + 13 + 2 + 1 + 2 + 1 ⇒ (12) + 13 + 2 + 1 + 2 + 1 = 31
damage: 1d6 + 11 + 2 + 3 ⇒ (2) + 11 + 2 + 3 = 18


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

will: 1d20 + 4 ⇒ (14) + 4 = 18


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

-68/100

Weed attacks

Gapa: 1d20 + 20 + 2 + 1 + 1 ⇒ (14) + 20 + 2 + 1 + 1 = 381d12 + 22 ⇒ (9) + 22 = 31

Gapa: 1d20 + 15 + 2 + 1 + 1 ⇒ (2) + 15 + 2 + 1 + 1 = 211d12 + 22 ⇒ (2) + 22 = 24

Gapa: 1d20 + 20 + 2 + 1 + 1 ⇒ (8) + 20 + 2 + 1 + 1 = 321d12 + 22 ⇒ (11) + 22 = 33


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Will: 1d20 + 15 ⇒ (2) + 15 = 17
Yikes

Warhammer: 1d20 + 15 + 3 + 1 ⇒ (1) + 15 + 3 + 1 = 20
Damage: 1d6 + 4 + 3 ⇒ (2) + 4 + 3 = 9

Warhammer (BoF): 1d20 + 15 + 3 + 1 ⇒ (13) + 15 + 3 + 1 = 32
Damage: 1d6 + 4 + 3 ⇒ (1) + 4 + 3 = 8

Warhammer: 1d20 + 10 + 3 + 1 ⇒ (1) + 10 + 3 + 1 = 15
Damage: 1d6 + 4 + 3 ⇒ (2) + 4 + 3 = 9

Warhammer: 1d20 + 5 + 3 + 1 ⇒ (17) + 5 + 3 + 1 = 26
Damage: 1d6 + 4 + 3 ⇒ (5) + 4 + 3 = 12

Wow I spoke too soon . . .


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

Heal for Weed: ccw: 6d8 + 15 ⇒ (4, 5, 1, 5, 1, 4) + 15 = 35
Burning neutralize poison for cure critical

1: bless
2: SW
3: CSW, locate object
4: BoF, NP


Turran slices down golem 1 which explodes in a violent rain of stoney shards. Weed injures golem 2 and Irisse heals him. Dardanius, Turran, and Weed DC 18 REF or take piercing: 10d6 ⇒ (3, 3, 6, 1, 3, 3, 3, 4, 1, 1) = 28; DC 14 for Irisse.

Golem 2 emits a pulse of -slow-; Dardanius, Turran, and Weed: DC 17 Will save or be slowed for 7 rounds.

Attacking Weed:

Golem 2 -114
slam: 1d20 + 22 ⇒ (13) + 22 = 352d10 + 12 ⇒ (5, 1) + 12 = 18
slam: 1d20 + 22 ⇒ (14) + 22 = 362d10 + 12 ⇒ (6, 6) + 12 = 24


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

-33/100

REF: 1d20 + 10 ⇒ (19) + 10 = 29


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

-75/100
Will: 1d20 + 4 ⇒ (12) + 4 = 16

slowed for 7 rounds


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

You are not Slowed Weed, just not Hasted anymore

Reflex: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Will: 1d20 + 11 ⇒ (9) + 11 = 20

Attack!

Black Blade: 1d20 + 18 + 2 + 1 + 2 + 1 ⇒ (16) + 18 + 2 + 1 + 2 + 1 = 40
Confirm crit: 1d20 + 18 + 2 + 1 + 2 + 1 ⇒ (6) + 18 + 2 + 1 + 2 + 1 = 30
crit damage: 2d6 + 22 + 4 + 6 ⇒ (6, 3) + 22 + 4 + 6 = 41

Haste: 1d20 + 18 + 2 + 1 + 2 + 1 ⇒ (8) + 18 + 2 + 1 + 2 + 1 = 32
damage: 1d6 + 11 + 2 + 3 ⇒ (5) + 11 + 2 + 3 = 21

Last Attack: 1d20 + 13 + 2 + 1 + 2 + 1 ⇒ (9) + 13 + 2 + 1 + 2 + 1 = 28
damage: 1d6 + 11 + 2 + 3 ⇒ (1) + 11 + 2 + 3 = 17


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

right you are Turran.....Death and destruction to the Golem!!!!!

GAPA: 1d20 + 20 + 2 + 1 ⇒ (14) + 20 + 2 + 1 = 371d12 + 22 ⇒ (2) + 22 = 24

GAPA: 1d20 + 15 + 2 + 1 ⇒ (14) + 15 + 2 + 1 = 321d12 + 22 ⇒ (11) + 22 = 33


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

ref: 1d20 + 7 ⇒ (17) + 7 = 24

will: 1d20 + 18 ⇒ (4) + 18 = 22

Waiting on action to see if we destroy the golem.


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Reflex: 1d20 + 15 ⇒ (14) + 15 = 29

Will: 1d20 + 15 ⇒ (7) + 15 = 22

-14/101 (Assuming it's half damage if we succeed . . .)

Dar continues to attack the Golem.

Warhammer: 1d20 + 15 + 3 + 1 ⇒ (17) + 15 + 3 + 1 = 36
Damage: 1d6 + 4 + 3 ⇒ (3) + 4 + 3 = 10

Warhammer (BoF): 1d20 + 15 + 3 + 1 ⇒ (6) + 15 + 3 + 1 = 25
Damage: 1d6 + 4 + 3 ⇒ (5) + 4 + 3 = 12

Warhammer: 1d20 + 10 + 3 + 1 ⇒ (20) + 10 + 3 + 1 = 34
Critical Damage: 2d6 + 8 + 3 ⇒ (3, 2) + 8 + 3 = 16

Warhammer: 1d20 + 5 + 3 + 1 ⇒ (19) + 5 + 3 + 1 = 28
Damage: 1d6 + 4 + 3 ⇒ (3) + 4 + 3 = 10

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