GM Xavier Kahlvet's Passing the Torch—Low Tier (Inactive)

Game Master KingTreyIII

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Liberty's Edge

Male CG Human Wildblooded Razmirian Priest Sorcerer 14 | HP 46/114 | AC 16 T 12 FF 14 | CMB +5, CMD 17 | F: +11, R: +10, W: +15 | Init: +16(24 w/HghtAwr/HntrBlss) | Perc: +20(22), SM: +2 | Speed 30ft | Lesser Rod Extend 3/6, Lesser Rod Quicken 1/3 | 7th (2/4), 6th (6/6), 5th (4/7), 4th (5/8), 3rd (5/8), 2nd (2/8), 1st (3/8) | Active Spells: Mass Fly, Contingency, Overland Flight, Extended Heroism, False Life, Invisibility, Mage Armor, Heightened Awareness, Extended Prot Evil | Active Conditions: None

Bellamin orders Fluffy to attack the creature.

will save vs gaze: 1d20 + 15 + 4 ⇒ (13) + 15 + 4 = 32

Kn(Religion): 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25

Pete, forgot to mention it was extraplanar...

Bellamin stares at the creature for a moment - you are ugly and need to be cuddlier

Bellamin casts Baleful Polymorph, attempting to turn the creature into a rabbit. DC 23 Fort, DC 23 Will if failed on the Fort.

The Exchange

| Male N Medium Tiefling Cleric 1, Wizard 5, Mystic Theurge 10 | HP 129/129 12temp | AC 14, T 10, FF 14 | CMB +5 CMD 15 | F +21 R +16 W +26; evasion; SR 13 vs evil | Init +13 | Perc +30, Sense Motive +28 | Speed 30ft, fly 40ft | Copycat 6/6, Shift 16/16, l quicken 1/3, extend 3/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, mage armor, mind blank, invisibility, heroism

Peter whispers through his message spell,” As far as a plan, if Marta and Hendric position well this round, a coordinated charge may work out on my next turn.

Dark Archive

Female CG Wolf Animal Companion 14 (12 HD) | HP 116/116 | AC 38/T 16/FF 33 | F+15(17) R+14 W+7 (+4 morale on Will vs enchantment) | Init +4 (6) | Perc +12 (14) | Active Spells: Mass Fly, Hunter's Blessing(Undead, Urban), Greater Magic Fang, Heroism, False Life, Animal Growth, Extended Prot Evil, Extended Shield | Active Condition: 2 negative levels

Forgot about Hunter's Blessing. All attacks and damage rolls are an additional +2

Liberty's Edge

L/G Female Aasimar UMonk/1 Inquisitor/15| HP: 148/148 (0/25 Ab Br)(0 NL)(0 temp hp) | AC/T/FF: 31/23/28 31/23/28 | CMD: 37 37 (+3/5)[coord def][RoTP] | F/R/W: 20/17/24 18/15/22 | Init: +11 (+2)[HuBl] (+4)[HAw] | Acro +21, Intim +37, Perc +30 (+2)[HuBl], SenMot +32, SpCft +5, Stealth +11 (+2)[HuBl], Survival +13 (+2)[HuBl] | Speed 30ft | Active Conditions: see spoiler for other effects; current effects: instrument of agony, Div Favor +3, shield, height aware, shield of faith, freedom of movement, ablative barrier, see invisible, heroism

Marta shifts stances and seems to grow more slinky as she weaves her way across the floor slipping past obstacles and people alike (panther style and freedom of movement), though she ends up in her usual, more threatening, stance (dragon style)

Unless she is charging, she typically moves using panther style and shifts to dragon style for the attack or at the end of movement. If you don't mind I'd like to not have to say this every time so can we assume that she does this?)

"In the name of Ragathiel I curse you foul beast." This is not to be taken literally, there is no curse involved, though her deity does respond with a judgment (protection - bonus to AC and purity - bonus to saving throws, as if she didn't have enough)

In addition she casts a divine favor spell as she moves closer.

Liberty's Edge

Male CG Human Wildblooded Razmirian Priest Sorcerer 14 | HP 46/114 | AC 16 T 12 FF 14 | CMB +5, CMD 17 | F: +11, R: +10, W: +15 | Init: +16(24 w/HghtAwr/HntrBlss) | Perc: +20(22), SM: +2 | Speed 30ft | Lesser Rod Extend 3/6, Lesser Rod Quicken 1/3 | 7th (2/4), 6th (6/6), 5th (4/7), 4th (5/8), 3rd (5/8), 2nd (2/8), 1st (3/8) | Active Spells: Mass Fly, Contingency, Overland Flight, Extended Heroism, False Life, Invisibility, Mage Armor, Heightened Awareness, Extended Prot Evil | Active Conditions: None

Adjusting my previous casting as discussed.

Bellamin will cast Slow targeting the creature. Please make a DC 21 Will Save.


| Strange Aeons | Hell's Rebels | ◆◇↻

Okay, I was already partially through planning out this next turn and I’ve been having a bad day already, so I’m going to say too little too late for remember hunter’s blessing.

Fluffy hits once, but doesn’t feel all of her damage go through and she doesn’t trip the nightwalker.

Bellamin CL vs SR: 1d20 + 14 ⇒ (3) + 14 = 17 Fail

Nightwalker AoO vs Marta; CE PA Entangled: 1d20 + 26 - 4 - 4 - 2 ⇒ (1) + 26 - 4 - 4 - 2 = 17
Damage: 3d6 + 23 ⇒ (1, 5, 3) + 23 = 32 Cold Damage: 4d6 ⇒ (5, 6, 5, 3) = 19

The nightwalker then walks away from the group, walking on air as it does so to rise 5’. Provokes from Jordan and Fluffy; rolling for Fluffy because of the trip.

Fluffy AoO: 1d20 + 15 + 2 + 4 - 1 + 4 + 2 ⇒ (20) + 15 + 2 + 4 - 1 + 4 + 2 = 46
Damage: 3d6 + 22 + 6 + 1d6 + 2 + 4 + 2 ⇒ (6, 2, 4) + 22 + 6 + (4) + 2 + 4 + 2 = 52
Trip: 1d20 + 19 + 2 + 4 - 1 + 4 + 2 ⇒ (7) + 19 + 2 + 4 - 1 + 4 + 2 = 37 Fail
Confirmation: 1d20 + 15 + 2 + 4 - 1 + 4 + 2 ⇒ (6) + 15 + 2 + 4 - 1 + 4 + 2 = 32
Crit Bonus Damage: 3d6 + 22 + 6 + 1d10 + 2 + 4 + 2 ⇒ (3, 6, 2) + 22 + 6 + (3) + 2 + 4 + 2 = 50

The nightwalker then looks up at Bellamin and casts an SLA at him! Auto-succeeds the concentration check against entangled.

Spellcraft 22 +1 per 10’ from Nightwalker:

Bellamin Fort: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21

Gonna hold off on telling you the results until after you decide whether or not you want to use your folio reroll.

The nightwalker quickly casts a spell.

Concentration; DC 23: 1d20 + 21 ⇒ (19) + 21 = 40

Spellcraft 19 +1 per 10’ from Nightwalker:

The oily black mass moves up to be at the same level as Bellamin’s feet and explodes outwards. Black Radius

Will Halves:
Untyped Damage: 5d8 ⇒ (2, 7, 5, 5, 6) = 25
Bellamin: 1d20 + 15 + 2 ⇒ (10) + 15 + 2 = 27
Fluffy: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Jordan: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18

Everyone affected takes 12 damage.

Celetial Tiger Will vs Gaze: 1d20 + 7 + 4 ⇒ (4) + 7 + 4 = 15
Fluffy Will: 1d20 + 7 + 4 ⇒ (1) + 7 + 4 = 12

Gonna let everyone figure out what they’re doing with their gazes and make their saves individually; I just happen to know that the animals can’t avert their eyes because of their intelligence. Remember: averting your eyes makes the nightwalker have 20% concealment against you but gives you a 50% chance of not having to make a save.

Smoke and Mirrors
Round 3
Field Effects: Good Hope, Inspire Courage +4, Haste
===================
Bellamin (-22) [20’ above ground]
Fluffy (-12) {Cowering}
Peter [45’ above ground]
Celestial Tiger {Cowering}
Marta
Hendric (-10)
Sentry (-5)
Jordan (-12) {8 images}
Arnaut (-10) [15’ above ground]

Nightwalker (-150 from “2” attacks [before DR]) {entangled} [5’ above ground]
===================

The Exchange

| Male N Medium Tiefling Cleric 1, Wizard 5, Mystic Theurge 10 | HP 129/129 12temp | AC 14, T 10, FF 14 | CMB +5 CMD 15 | F +21 R +16 W +26; evasion; SR 13 vs evil | Init +13 | Perc +30, Sense Motive +28 | Speed 30ft, fly 40ft | Copycat 6/6, Shift 16/16, l quicken 1/3, extend 3/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, mage armor, mind blank, invisibility, heroism

Peter averts his gaze.

avert, high good: 1d100 ⇒ 12
will: 1d20 + 26 + 2 ⇒ (4) + 26 + 2 = 32

He whispers,”Take heart my furry friends “ as he casts remove fear on both and then flys away to reestablish stealth.

The tiger, having found its courage, let’s out a fierce roar and charges.

provokes and the creature has a +1 because of height from air walk

Claw, charge, smite, IC: 1d20 + 20 + 2 + 4 ⇒ (7) + 20 + 2 + 4 = 33Grab,charge, smite, IC: 1d20 + 25 + 2 + 4 ⇒ (18) + 25 + 2 + 4 = 49damage, smite, IC: 2d4 + 10 + 14 + 4 ⇒ (4, 3) + 10 + 14 + 4 = 35
Claw, charge, smite, IC: 1d20 + 20 + 2 + 4 ⇒ (5) + 20 + 2 + 4 = 31Grab,charge, smite, IC: 1d20 + 25 + 2 + 4 ⇒ (10) + 25 + 2 + 4 = 41damage, smite, IC: 2d4 + 10 + 14 + 4 ⇒ (4, 4) + 10 + 14 + 4 = 36
Bite, charge, smite, IC: 1d20 + 20 + 2 + 4 ⇒ (18) + 20 + 2 + 4 = 44Grab,charge, smite, IC: 1d20 + 25 + 2 + 4 ⇒ (8) + 25 + 2 + 4 = 39Claw, damage, smite, IC: 2d6 + 10 + 14 + 4 ⇒ (1, 6) + 10 + 14 + 4 = 35
Rake,charge, smite, IC: 1d20 + 20 + 2 + 4 ⇒ (1) + 20 + 2 + 4 = 27damage, smite, IC: 2d4 + 10 + 14 + 4 ⇒ (2, 4) + 10 + 14 + 4 = 34
Rake, charge, smite, IC: 1d20 + 20 + 2 + 4 ⇒ (19) + 20 + 2 + 4 = 45Claw, damage, smite, IC: 2d4 + 10 + 14 + 4 ⇒ (3, 3) + 10 + 14 + 4 = 34

at 45 feet Peter is just outside radius by virtue of height, I’m moving him down to 20’ now so he is in range for DI on party,, invisibility has been working thus far...

Silver Crusade

Male LG Human Cavalier 17 | AC 37 T 16 FF 34 CMD 41 | HP 174/174 | Horse 119/119 | F+21 R+16 W+18 | Init +4 | Per +35 |Active: Magic Vestment (Shield)

Sir Hendric moves just until he can see the Nightwalker, moving through Marta's space to stay adjacent to her. Neither he nor his mount avert their eyes.
Sir Hendric Will, Banner, Shake it Off +3: 1d20 + 18 + 4 + 3 ⇒ (19) + 18 + 4 + 3 = 44 His Will Save normally includes a +2 Morale bonus from his Order, so net gain from Banner is +4.

Sentry Will, Banner, Shake it Off +3: 1d20 + 5 + 6 + 3 ⇒ (15) + 5 + 6 + 3 = 29

"Marta, if you would?"

If the thing is still up, she should be able to charge him, even up the stairs with Dragon Style, and then Sir Hendric can charge as an immediate action.


| Strange Aeons | Hell's Rebels | ◆◇↻

Um, Peter. A few things.

A) How the heck could the cat charge a creature literally right next to it?

B) That remove fear wouldn’t have done anything because either i) Peter cast it prior to the start of the tiger’s turn, in which case it would’ve gotten rid of of the fear from the previous round; tiger’s turn starts, fails Will, cowers. ii) He cast it after the tiger’s turn, in which case the tiger’s turn had already passed. In either case, Peter goes after Fluffy, so the wolf would still not get a turn.

Silver Crusade

Male LG Human Cavalier 17 | AC 37 T 16 FF 34 CMD 41 | HP 174/174 | Horse 119/119 | F+21 R+16 W+18 | Init +4 | Per +35 |Active: Magic Vestment (Shield)

If the nightshade did not just take a ton of Celestial Tiger damage, then Sir Hendric will Challenge it on his turn.

Liberty's Edge

Male CG Human Wildblooded Razmirian Priest Sorcerer 14 | HP 46/114 | AC 16 T 12 FF 14 | CMB +5, CMD 17 | F: +11, R: +10, W: +15 | Init: +16(24 w/HghtAwr/HntrBlss) | Perc: +20(22), SM: +2 | Speed 30ft | Lesser Rod Extend 3/6, Lesser Rod Quicken 1/3 | 7th (2/4), 6th (6/6), 5th (4/7), 4th (5/8), 3rd (5/8), 2nd (2/8), 1st (3/8) | Active Spells: Mass Fly, Contingency, Overland Flight, Extended Heroism, False Life, Invisibility, Mage Armor, Heightened Awareness, Extended Prot Evil | Active Conditions: None

Spellcraft for first spell: 1d20 + 25 ⇒ (11) + 25 = 36

When Bellamin sees the creature is casting Finger of Death at him, he will cast Emergency Force Sphere as an immediate action, breaking line of effect.

@GM Xavier Spell description is here. The way I read it, Bellamin will still be affected by the unholy blight, but should be able to fly out the bottom, but want to have you confirm.

Spellcraft for second spell: 1d20 + 25 ⇒ (8) + 25 = 33

Bellamin will avert his gaze. Over 50 is good: 1d100 ⇒ 13 Save vs Gaze: 1d20 + 15 + 4 ⇒ (2) + 15 + 4 = 21

Unsure if that succeeds, if it doesn't, I will not use a reroll and Bellamin will cower. If it does, he will take actions based on GM's ruling on the Emergency Force Sphere

If Bellamin can fly out the bottom:

Spoiler:
Flying out the bottom of his force hemisphere, he will use a Dweomer's Essence and cast Dismissal targeting the creature.

SR+Spell Penetration and Dweomer's Essence: 1d20 + 14 + 2 + 5 ⇒ (4) + 14 + 2 + 5 = 25
I'm gonna leave that, don't think it's worth spending a reroll on.

If Bellamin cannot fly out the bottom:

Spoiler:
Dimension Door to the opposite end of the fog area everyone is in, near the blue thing.

Liberty's Edge

L/G Female Aasimar UMonk/1 Inquisitor/15| HP: 148/148 (0/25 Ab Br)(0 NL)(0 temp hp) | AC/T/FF: 31/23/28 31/23/28 | CMD: 37 37 (+3/5)[coord def][RoTP] | F/R/W: 20/17/24 18/15/22 | Init: +11 (+2)[HuBl] (+4)[HAw] | Acro +21, Intim +37, Perc +30 (+2)[HuBl], SenMot +32, SpCft +5, Stealth +11 (+2)[HuBl], Survival +13 (+2)[HuBl] | Speed 30ft | Active Conditions: see spoiler for other effects; current effects: instrument of agony, Div Favor +3, shield, height aware, shield of faith, freedom of movement, ablative barrier, see invisible, heroism

Marta starts making her way towards the Nightmare's head in flight, and, when she discovers it has been moving upward tries to move above it. Because of the complexities of not being able to see the thing, and having a +6 fly skill, but perhaps being able to hear it, I'm not 100% sure she can get above it. If she is unable to do so, then just put her where she belongs instead.
"Ah, there you are!"

Activating bane vs. undead on her fists, she makes her first attack.

Unarmed Strike Attack Crunch:

  • +35/9d6+33 Unarmed Strike Power Attack [crit x2; b] {+10[BAB] +4[str] +3[GMW] -3[pwa] +2[heroism] +2[hunters blessing] +2[bane] +2[holy] +4[inspire courage] +3[divine favor] +1[haste] +5[outflank+rotp] / 1d6 +1d6[corrosive] +4d6[bane] +2d6[holy] +1d6+1[precise strike+rotp] +3[GMW] +8[str&drfer] +6[pwa] +2[hunters blessing] +2[good hope] +2[bane] +2[holy] +4[inspire courage] +3[divine favor] }
  • - Unarmed Strike attack roll: 1d20 + 35 ⇒ (19) + 35 = 54
    - Non-lethal damage/acid: 9d6 + 33 ⇒ (6, 5, 1, 5, 5, 3, 3, 3, 4) + 33 = 68; (lethal, second to last d6 is acid damage, last d6+1 is precision damage)


    | Strange Aeons | Hell's Rebels | ◆◇↻

    Hearing Peter’s whispers because message still has a Perception check to hear it; people seem to forget that, the nightwalker does not take its AoO against Peter while he’s moving to lull him into a false sense of security, but once the tiefling’s readied action goes off it strikes! Peter can choose to cast emergency force sphere, but it’ll break line of effect from the animals, so the remove fear won’t go off.

    Nightwalker AoO (if Peter doesn’t cast the force sphere); entangled, PA, CE: 1d20 + 28 - 2 - 4 - 4 ⇒ (15) + 28 - 2 - 4 - 4 = 33
    Damage: 3d6 + 23 ⇒ (2, 4, 5) + 23 = 34 Cold Damage: 4d6 ⇒ (1, 3, 5, 2) = 11

    Hendric then moves up and Challenges the nightwalker while Bellamin cowers in fear at the sight of the beast!

    Marta then moves up and punches the nightwalker! I believe an effective +3 enhancement bonus counts as silver; can’t remember.

    The initiative card below assumes that +3 enhancement thing and that Peter cast emergency force sphere.

    Smoke and Mirrors
    Round 3
    Field Effects: Good Hope, Inspire Courage +4, Haste
    ===================
    Bellamin (-22) [20’ above ground] {Cowering}
    Fluffy (-12) {Cowering}
    Peter [20’ above ground]
    Celestial Tiger {Cowering}
    Marta [25’ above ground]
    Hendric (-10)
    Sentry (-5)
    Jordan (-12) {8 images}
    Arnaut (-10) [15’ above ground]

    Nightwalker (-218 from “2” attacks [before DR]) {entangled} [5’ above ground]
    ===================

    Liberty's Edge

    CG Male Human Bard 17 | HP 139/139 (FH 2) | AC 25 T 16 FF 21 | CMB +11, CMD 27 | F: +15, R: +21, W: +20 | Init: +7 | Perc: +32, SM: +49 | Speed 30ft

    Eyes firmly shut, Arnaut emerges from the fog like a carved figurehead on the prow of a fearsome pirate ship. Uncharacteristically, he doesn’t make any noise beyond the whistled tune of a sea shanty that hangs in the mist like clouds on a mountainside in distant Tian Xia.

    Moving, eyes shut and Inspire Courage +4 continuing. With his blindsight, Arnaut should be able to avoid the nightwalker’s gaze while still keeping an “eye” on his companions. He’s also in position to help anyone (except the tiger) if they fail a saving throw or miss an attack with saving finale and gallant inspiration respectively.

    Liberty's Edge

    L/G Female Aasimar UMonk/1 Inquisitor/15| HP: 148/148 (0/25 Ab Br)(0 NL)(0 temp hp) | AC/T/FF: 31/23/28 31/23/28 | CMD: 37 37 (+3/5)[coord def][RoTP] | F/R/W: 20/17/24 18/15/22 | Init: +11 (+2)[HuBl] (+4)[HAw] | Acro +21, Intim +37, Perc +30 (+2)[HuBl], SenMot +32, SpCft +5, Stealth +11 (+2)[HuBl], Survival +13 (+2)[HuBl] | Speed 30ft | Active Conditions: see spoiler for other effects; current effects: instrument of agony, Div Favor +3, shield, height aware, shield of faith, freedom of movement, ablative barrier, see invisible, heroism

    I believe bane and holy stack to produce a +4. The GMW offers no bypass from DR except for magic as per the spell description.

    Dark Archive

    Male Human Arrowsong Minstrel 14 | HP: 115/115 | AC 27 (T 18, FF 21) | CMB: 12 CMD: 32 | F:11 R:22 W:12 | Init 10 | Perc: 15 SM: 9 | Speed 30 ft. | Spells used: 1st: 0 2nd: 0 3rd: 0 4th: 0 5th: 0 | Active Effects:
    Spoiler:
    ;

    Aoo: 1d20 + 30 ⇒ (4) + 30 = 34 Woah, turning off deadly aim and rapid shot raises that number alot! Haha

    Damage: 1d8 + 12 ⇒ (4) + 12 = 16

    "I believe the plan is to survive. I've made it this far without being terribly smart with my life choices, why stop now?"

    Jordan will full attack, though if he gets hit before a mirror image pops, he will stop, since he's unaware of this creature's magical defenses and/or possession of combat reflexes.

    "Manyshot: 1d20 + 25 ⇒ (10) + 25 = 35
    Damage: 1d8 + 1d8 + 18 + 18 ⇒ (5) + (2) + 18 + 18 = 43

    "Rapid shot: 1d20 + 25 ⇒ (16) + 25 = 41
    Damage: 1d8 + 18 ⇒ (6) + 18 = 24

    "Haste shot: 1d20 + 25 ⇒ (19) + 25 = 44
    Damage: 1d8 + 18 ⇒ (4) + 18 = 22

    "Iterative: 1d20 + 20 ⇒ (6) + 20 = 26
    Damage: 1d8 + 18 ⇒ (8) + 18 = 26


    | Strange Aeons | Hell's Rebels | ◆◇↻

    Assuming that Jordan is averting his gaze:

    Averting Gaze (needs to make a save on a 1): 1d2 ⇒ 1
    Jordan Will: 1d20 + 12 + 6 ⇒ (4) + 12 + 6 = 22

    Jordan was cowering, so no full-attack (his AoO did hit, though).

    Slight Tangent:
    The silliest thing ever that I’ve seen is that the nightwalker can still take a five-foot-step while entangled, because entangled doesn’t call out that the creature with the condition can’t and five-foot-steps only say that you can’t take them in darkness or through difficult terrain.

    The nightwalker steps down, right below Peter’s force sphere so that its feet are once again on the ground. It raises its claw and brings it down right on Hendric’s lance!

    Greater Vital Strike Sunder vs Hendric; entangled, PA: 1d20 + 35 - 2 - 4 ⇒ (17) + 35 - 2 - 4 = 46
    Damage: 12d6 + 15 + 8 ⇒ (4, 6, 4, 3, 6, 1, 4, 1, 1, 4, 1, 2) + 15 + 8 = 60

    After snapping Hendric’s lance in half treating it as a two-handed bladed weapon (makes the most sense), so that would put it at 20 HP left, making it broken but not destroyed, the nightwalker quickly casts a spell once again, a black mistiness erupting on the ground! Black Radius

    Concentration; DC 23: 1d20 + 21 ⇒ (4) + 21 = 25

    Will Halves:
    Untyped Damage: 5d8 ⇒ (2, 1, 5, 5, 4) = 17
    Arnaut: 1d20 + 17 + 2 ⇒ (3) + 17 + 2 = 22
    Fluffy: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
    Hendric: 1d20 + 18 ⇒ (3) + 18 = 21
    Sentry: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
    Jordan: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33

    Hendric and Arnaut take 8 damage; everyone else affected take 4.

    Tiger Will: 1d20 + 7 + 6 ⇒ (9) + 7 + 6 = 22
    Fluffy Will: 1d20 + 7 + 6 ⇒ (10) + 7 + 6 = 23

    Again, trusting you guys to figure out if you want to avert your eyes for the gaze attack and the subsequent rolls for that.

    Smoke and Mirrors
    Round 4
    Field Effects: Good Hope, Inspire Courage +4, Haste
    ===================
    Bellamin (-22) [20’ above ground]
    Fluffy (-16) {Cowering}
    Peter [20’ above ground]
    Celestial Tiger {Cowering}
    Marta [25’ above ground]
    Hendric (-18)
    Sentry (-9)
    Jordan (-16) {8 images}
    Arnaut (-18) [15’ above ground]

    Nightwalker (-234 from “2” attacks [before DR]) {entangled}
    ===================

    Liberty's Edge

    Male CG Human Wildblooded Razmirian Priest Sorcerer 14 | HP 46/114 | AC 16 T 12 FF 14 | CMB +5, CMD 17 | F: +11, R: +10, W: +15 | Init: +16(24 w/HghtAwr/HntrBlss) | Perc: +20(22), SM: +2 | Speed 30ft | Lesser Rod Extend 3/6, Lesser Rod Quicken 1/3 | 7th (2/4), 6th (6/6), 5th (4/7), 4th (5/8), 3rd (5/8), 2nd (2/8), 1st (3/8) | Active Spells: Mass Fly, Contingency, Overland Flight, Extended Heroism, False Life, Invisibility, Mage Armor, Heightened Awareness, Extended Prot Evil | Active Conditions: None

    Averting Gaze need to save on 1: 1d2 ⇒ 1
    Averting his eyes...: 1d20 + 15 + 6 ⇒ (6) + 15 + 6 = 27

    Assuming a 27 saves
    Bellamin flys under the edge of his hemisphere and 5' to the side and cats Dismissal, using a Dweomer's Essence.

    SR: 1d20 + 14 + 2 + 5 ⇒ (14) + 14 + 2 + 5 = 35

    Please make a DC23 will save or go back to your home plane.

    Silver Crusade

    Male LG Human Cavalier 17 | AC 37 T 16 FF 34 CMD 41 | HP 174/174 | Horse 119/119 | F+21 R+16 W+18 | Init +4 | Per +35 |Active: Magic Vestment (Shield)

    Sir Hendric uses Snake Style to dodge the Sunder attempt.
    Snake Style: 1d20 + 33 ⇒ (16) + 33 = 49

    Sir Hendric Will, Banner, Shake it Off +1: 1d20 + 18 + 4 + 1 ⇒ (6) + 18 + 4 + 1 = 29
    Sentry Will, Banner, Shake it Off +1: 1d20 + 5 + 6 + 1 ⇒ (1) + 5 + 6 + 1 = 13
    Used immediate action for Snake Style so cannot use Indomitable Mount on his own turn.

    His warhorse cowering, Sir Hendric drops his shield (move action), dismounts (free), and stabs the Nightwalker with the lance in both hands.

    Attack, IC, Good Hope, Haste, PA: 1d20 + 26 + 4 + 2 + 1 - 4 ⇒ (7) + 26 + 4 + 2 + 1 - 4 = 36
    Damage, IC, Good Hope, PA, Challenge: 1d8 + 14 + 4 + 2 + 12 + 19 ⇒ (3) + 14 + 4 + 2 + 12 + 19 = 54


    | Strange Aeons | Hell's Rebels | ◆◇↻

    Nightwalker Will: 1d20 + 19 ⇒ (19) + 19 = 38

    The nightwalker resists Bellamin’s efforts but is stabbed through the leg by Hendric’s broken lance. In the blink of an eye, the creature vanishes and the sound of grinding stone fills the Repository.

    Knowledge (arcana) 11:
    That was a summoned creature.

    What do you do?

    Liberty's Edge

    Male CG Human Wildblooded Razmirian Priest Sorcerer 14 | HP 46/114 | AC 16 T 12 FF 14 | CMB +5, CMD 17 | F: +11, R: +10, W: +15 | Init: +16(24 w/HghtAwr/HntrBlss) | Perc: +20(22), SM: +2 | Speed 30ft | Lesser Rod Extend 3/6, Lesser Rod Quicken 1/3 | 7th (2/4), 6th (6/6), 5th (4/7), 4th (5/8), 3rd (5/8), 2nd (2/8), 1st (3/8) | Active Spells: Mass Fly, Contingency, Overland Flight, Extended Heroism, False Life, Invisibility, Mage Armor, Heightened Awareness, Extended Prot Evil | Active Conditions: None

    Bellamin flies down to comfort Fluffy with a belly rub. I know, that thing was disgusting. I don't blame you at all for not wanting to go near it. Thank you for finding it. Who's a good girl?

    Looks around. We get everything here and ready to head to Skyreach? Guessing the stone grinding sound was our exit cue, but we should make sure.

    Dark Archive

    Female CG Wolf Animal Companion 14 (12 HD) | HP 116/116 | AC 38/T 16/FF 33 | F+15(17) R+14 W+7 (+4 morale on Will vs enchantment) | Init +4 (6) | Perc +12 (14) | Active Spells: Mass Fly, Hunter's Blessing(Undead, Urban), Greater Magic Fang, Heroism, False Life, Animal Growth, Extended Prot Evil, Extended Shield | Active Condition: 2 negative levels

    Fluffy rolls over to receive Bellamin's attention and gives him a big lick once he is done rubbing her belly.

    Liberty's Edge

    L/G Female Aasimar UMonk/1 Inquisitor/15| HP: 148/148 (0/25 Ab Br)(0 NL)(0 temp hp) | AC/T/FF: 31/23/28 31/23/28 | CMD: 37 37 (+3/5)[coord def][RoTP] | F/R/W: 20/17/24 18/15/22 | Init: +11 (+2)[HuBl] (+4)[HAw] | Acro +21, Intim +37, Perc +30 (+2)[HuBl], SenMot +32, SpCft +5, Stealth +11 (+2)[HuBl], Survival +13 (+2)[HuBl] | Speed 30ft | Active Conditions: see spoiler for other effects; current effects: instrument of agony, Div Favor +3, shield, height aware, shield of faith, freedom of movement, ablative barrier, see invisible, heroism

    Marta shakes her head. Animal companions and spouses are just too high maintenance for her.

    kn arcana, heroism: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24

    "Something summoned that from the way it popped. The summoner can't have gotten far. We better get moving."

    Completely unharmed, Marta immediately heads to the east without waiting for the belly rub to end but halts, realizing she can't see crap in this mist. It will be up to her allies to find the attacker.


    | Strange Aeons | Hell's Rebels | ◆◇↻

    Sorry, I only just read this in the scenario: The mist is gone, the stairwell is back, and there is no one in the Repository besides the party.

    The Exchange

    | Male N Medium Tiefling Cleric 1, Wizard 5, Mystic Theurge 10 | HP 129/129 12temp | AC 14, T 10, FF 14 | CMB +5 CMD 15 | F +21 R +16 W +26; evasion; SR 13 vs evil | Init +13 | Perc +30, Sense Motive +28 | Speed 30ft, fly 40ft | Copycat 6/6, Shift 16/16, l quicken 1/3, extend 3/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, mage armor, mind blank, invisibility, heroism

    " That was rather unpleasant. I'm glad we're mostly ok. Sorry about the Lance Hendric. Assuming we survive this, we can probably help get that fixed."

    Hoping a CL 14 mending is enough?

    Ugh, I feel like I've been making bad combat decisions lately. I wrote my first action and did the tiger before I opened the spoilers realizing the fear thing. I should have changed at that time, but didn't feel right changing after I'd already made the rolls. Then later in the fight I relied on invisibility simply because it targeted Bellamin rather than me. From now on I'm doing knowledge check then posting my action...

    Silver Crusade

    Male LG Human Cavalier 17 | AC 37 T 16 FF 34 CMD 41 | HP 174/174 | Horse 119/119 | F+21 R+16 W+18 | Init +4 | Per +35 |Active: Magic Vestment (Shield)

    Sir Hendric nods to Pete.
    "Second time it has happened recently.
    Let's get to Vahlo."

    His CMD is nowhere near what a fighter could achieve with FCB and Weapon Training. Probably his biggest weakness. Mounted Combat does work against combat maneuvers, I think, but the fairly similar Snake Style does not.
    Belt of Physical Perfection going to +4 will help a bit, as would a better Deflection bonus.

    Dark Archive

    Male Human Arrowsong Minstrel 14 | HP: 115/115 | AC 27 (T 18, FF 21) | CMB: 12 CMD: 32 | F:11 R:22 W:12 | Init 10 | Perc: 15 SM: 9 | Speed 30 ft. | Spells used: 1st: 0 2nd: 0 3rd: 0 4th: 0 5th: 0 | Active Effects:
    Spoiler:
    ;

    "Yeah. Vahlo, now. Though we should probably make sure we're properly healed on the way up. Let's get moving now, maybe we can catch him with some of our buffs up."

    Heals: 3d8 + 3 ⇒ (4, 2, 8) + 3 = 17

    Silver Crusade

    Male LG Human Cavalier 17 | AC 37 T 16 FF 34 CMD 41 | HP 174/174 | Horse 119/119 | F+21 R+16 W+18 | Init +4 | Per +35 |Active: Magic Vestment (Shield)

    "I'd like an Air Walk spell on Sentry, if possible. And I suppose we should heal up."

    Soothing Performance seems a better choice than wand charges, but if everybody else is doing wand charges then I will too.

    Liberty's Edge

    L/G Female Aasimar UMonk/1 Inquisitor/15| HP: 148/148 (0/25 Ab Br)(0 NL)(0 temp hp) | AC/T/FF: 31/23/28 31/23/28 | CMD: 37 37 (+3/5)[coord def][RoTP] | F/R/W: 20/17/24 18/15/22 | Init: +11 (+2)[HuBl] (+4)[HAw] | Acro +21, Intim +37, Perc +30 (+2)[HuBl], SenMot +32, SpCft +5, Stealth +11 (+2)[HuBl], Survival +13 (+2)[HuBl] | Speed 30ft | Active Conditions: see spoiler for other effects; current effects: instrument of agony, Div Favor +3, shield, height aware, shield of faith, freedom of movement, ablative barrier, see invisible, heroism

    Marta is not happy about delaying again, figuring that searching the place in the first place was what gave their enemy a chance to ambush them. Still, no harm done in the end. The groups seems capable enough and one should always heal when one has a chance. She learned that in the Pathfinders Tactics 101 course.

    "Very well. Heal up but make it quick."

    Marta goes and waits by the stairs to the southwest, standing eerily motionless like a statue with only her eyes moving.

    Did Bellamin take the scroll of true res? Not that it matters all that much, but does Sentry carry the Manual of Bodily Health?

    Liberty's Edge

    Male CG Human Wildblooded Razmirian Priest Sorcerer 14 | HP 46/114 | AC 16 T 12 FF 14 | CMB +5, CMD 17 | F: +11, R: +10, W: +15 | Init: +16(24 w/HghtAwr/HntrBlss) | Perc: +20(22), SM: +2 | Speed 30ft | Lesser Rod Extend 3/6, Lesser Rod Quicken 1/3 | 7th (2/4), 6th (6/6), 5th (4/7), 4th (5/8), 3rd (5/8), 2nd (2/8), 1st (3/8) | Active Spells: Mass Fly, Contingency, Overland Flight, Extended Heroism, False Life, Invisibility, Mage Armor, Heightened Awareness, Extended Prot Evil | Active Conditions: None

    I can take the scroll of True Res, but it's not an in-combat spell. Peter can also cast it.

    Hendric, what advantage does Air Walk give over the fly spell he already has?

    Silver Crusade

    Male LG Human Cavalier 17 | AC 37 T 16 FF 34 CMD 41 | HP 174/174 | Horse 119/119 | F+21 R+16 W+18 | Init +4 | Per +35 |Active: Magic Vestment (Shield)

    "Sentry knows how to Air Walk. He can charge while ascending, from his training at charging uphill on the ground."
    The Sure Footed feat.
    "He need not keep moving to avoid falling. He can pivot more readily."

    The Exchange

    | Male N Medium Tiefling Cleric 1, Wizard 5, Mystic Theurge 10 | HP 129/129 12temp | AC 14, T 10, FF 14 | CMB +5 CMD 15 | F +21 R +16 W +26; evasion; SR 13 vs evil | Init +13 | Perc +30, Sense Motive +28 | Speed 30ft, fly 40ft | Copycat 6/6, Shift 16/16, l quicken 1/3, extend 3/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, mage armor, mind blank, invisibility, heroism

    Peter smiles,” Not realizing Bellamin could help us all fly, I did prepare communal air walk. Should I cast it upon the animals?


    | Strange Aeons | Hell's Rebels | ◆◇↻

    GM Screen:
    Marta: 1d20 + 13 ⇒ (1) + 13 = 14
    Peter: 1d20 + 13 ⇒ (10) + 13 = 23
    Bellamin: 1d20 + 5 ⇒ (5) + 5 = 10
    Decemvirate Perception: 1d20 + 25 ⇒ (18) + 25 = 43
    Daemon Stealth: 1d20 + 23 ⇒ (19) + 23 = 42
    Decemvirate Stealth: 1d20 + 27 + 40 ⇒ (11) + 27 + 40 = 78

    The Pathfinders heal up as needed and make their journey to Skyreach to confront Vahlo. They make it out of the forest surrounding the Repository when they notice a vastly ominous stormcloud gathering above Absalom, the eye of which centered around Skyreach and make their way there posthaste!

    Once within a few hundred feet of the building, they find the storm producing periodic bursts of sheet lightning illuminate the clouds as the wind gusts violently, stripping tiles off Skyreach’s tall towers. A deep red disc hovers above one of the towers on the building’s west side, and so the Seekers take flight toward the clearly-not-normal disc! Technically you can choose to climb Skyreach’s interior to get up there, but all things considered that would just be silly of you all to do. Map Updated

    Okay, the scenario is very confusing with how it’s worded the placement of some of these things, so I had to make a few interpretations. Likewise, I had to make a GM call with how a specific spell worked; I won’t tell you what spell just yet for the purpose of keeping it close to my chest for metagaming-prevention purposes, but regardless I thought I’d let y’all know.

    Features of this Combat:
    Red Disc The floating red disc is represented by the red circle on the map on the leftmost tower. It hovers 5’ above the top of the tower.

    Height The heights of the terrain is on the map and is relative to the ground. The party’s feet start 150’ above the ground (and I’ll try my damnedest to put that height in the initiative card).

    Towers The towers of Skyreach are conical and slope relatively gently as they move toward the center; for every 10’ laterally that the roofs of the towers go toward their center, they rise 5’ vertically (hence the various ranges of height along those towers).

    Storm The storm whips up severe wind—meaning that everyone takes a -4 penalty to Fly checks and ranged weapon attack rolls, Small creatures are checked each round (DC 20 Fly check in the air or DC 10 Strength check on the ground) and Tiny creatures are blown away. And let’s just say that those using air walk will have quite a road ahead of them.

    Initiative:
    Arnaut: 1d20 + 7 + 2 + 2 ⇒ (4) + 7 + 2 + 2 = 15
    Bellamin: 1d20 + 16 + 4 + 2 + 2 ⇒ (7) + 16 + 4 + 2 + 2 = 31
    Hendric: 1d20 + 2 + 2 + 2 ⇒ (12) + 2 + 2 + 2 = 18
    Jordan: 1d20 + 10 + 2 + 2 ⇒ (7) + 10 + 2 + 2 = 21
    Marta: 1d20 + 14 + 2 + 2 ⇒ (11) + 14 + 2 + 2 = 29
    Peter: 1d20 + 16 + 2 + 2 ⇒ (10) + 16 + 2 + 2 = 30

    ???: 1d20 + 8 ⇒ (12) + 8 = 20
    !!!: 1d20 + 7 ⇒ (10) + 7 = 17

    Storm of Skyreach
    Round 1
    Field Effects: Good Hope
    =====================
    Bellamin [150’ above ground]
    Fluffy [150’ above ground]
    Peter [150’ above ground]
    Marta [150’ above ground]
    Jordan [150’ above ground]

    ???
    Hendric [150’ above ground]
    Sentry [150’ above ground]
    !!!
    Arnaut [150’ above ground]
    Event
    =====================

    Liberty's Edge

    Male CG Human Wildblooded Razmirian Priest Sorcerer 14 | HP 46/114 | AC 16 T 12 FF 14 | CMB +5, CMD 17 | F: +11, R: +10, W: +15 | Init: +16(24 w/HghtAwr/HntrBlss) | Perc: +20(22), SM: +2 | Speed 30ft | Lesser Rod Extend 3/6, Lesser Rod Quicken 1/3 | 7th (2/4), 6th (6/6), 5th (4/7), 4th (5/8), 3rd (5/8), 2nd (2/8), 1st (3/8) | Active Spells: Mass Fly, Contingency, Overland Flight, Extended Heroism, False Life, Invisibility, Mage Armor, Heightened Awareness, Extended Prot Evil | Active Conditions: None

    We don't see anyone around? Bellamin has constant See Invisibility up.

    Bellamin will cast Haste, targeting everyone in the party, including the animals, then he and Fluffy will head up toward the red disk.

    Watch my back, girl. Fluffy's command is to Defend Bellamin

    What do we see with the red disk on closer inspection?

    Kn(Arcana): 1d20 + 20 + 2 ⇒ (13) + 20 + 2 = 35 or UMD: 1d20 + 26 ⇒ (2) + 26 = 28
    Perception: 1d20 + 20 + 2 ⇒ (16) + 20 + 2 = 38
    Fluffy Perception: 1d20 + 10 ⇒ (15) + 10 = 25 looking for any enemies.

    Liberty's Edge

    L/G Female Aasimar UMonk/1 Inquisitor/15| HP: 148/148 (0/25 Ab Br)(0 NL)(0 temp hp) | AC/T/FF: 31/23/28 31/23/28 | CMD: 37 37 (+3/5)[coord def][RoTP] | F/R/W: 20/17/24 18/15/22 | Init: +11 (+2)[HuBl] (+4)[HAw] | Acro +21, Intim +37, Perc +30 (+2)[HuBl], SenMot +32, SpCft +5, Stealth +11 (+2)[HuBl], Survival +13 (+2)[HuBl] | Speed 30ft | Active Conditions: see spoiler for other effects; current effects: instrument of agony, Div Favor +3, shield, height aware, shield of faith, freedom of movement, ablative barrier, see invisible, heroism

    On the way there, Marta posits, loudly, "My guess is that thing is a portal and we will be having visitors soon. Can anyone set up any traps or anything that will harm them as they come through?"

    Are we considered in combat? Both style feats and judgment require that Marta be in combat.

    The Exchange

    | Male N Medium Tiefling Cleric 1, Wizard 5, Mystic Theurge 10 | HP 129/129 12temp | AC 14, T 10, FF 14 | CMB +5 CMD 15 | F +21 R +16 W +26; evasion; SR 13 vs evil | Init +13 | Perc +30, Sense Motive +28 | Speed 30ft, fly 40ft | Copycat 6/6, Shift 16/16, l quicken 1/3, extend 3/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, mage armor, mind blank, invisibility, heroism

    After healing up from the previous fight, Peter sees the ominous storm clouds on their way to face Vahlo. He casts communal air walk, Death Ward, and Freedom of Movement, all of which he extends with his rods.

    Did we use a soothing performance or wand charges?

    Communal Air walk on just Sentry I guess, since Fluffy doesn't benefit from it. If desired we can put it on Fluffy too. It should last a while extended

    As they're closing to their foe, without seeing him present, Peter awaits what Bellamin sees before taking his action.

    If Bellamin sees nothing:
    Seeing no foe, Peter quickly casts see invisibility and follows by immediately summons a Monavic Deva, who casts Holy Aura on everyone but Bellamin and Fluffy, and then him and the angel flies towards them.
    Fort save: 1d20 + 21 ⇒ (12) + 21 = 33


    | Strange Aeons | Hell's Rebels | ◆◇↻

    GM Screen:
    8d20 ⇒ (14, 13, 5, 9, 16, 17, 12, 16) = 102

    Bellamin: it’s a move action to make an active Perception check, and I would call it at least a move action to try and study the disc, so you can’t do both. That said, you don’t immediately notice any immediate threats, so I’m going to assume that you studied the disc.

    Bellamin:
    The disc seems to be the focal point of some kind of ritual; determining anything more than that would require significantly more studying.

    Also, what height are Peter and the angel at?

    And I’ll allow this to be treated as combat for the purposes of styles/judgement/etc.

    Storm of Skyreach
    Round 1
    Field Effects: Good Hope, Haste (not summons), Holy Aura (Not Bellamin or Fluffy)
    =====================
    Bellamin [175’ above ground]
    Fluffy [175’ above ground]
    Peter [??? above ground]
    Monavic Deva [??? above ground]
    Marta [150’ above ground]
    Hendric [150’ above ground]
    Sentry [150’ above ground]
    Jordan {8 images} [150’ above ground]

    ???
    !!!
    Arnaut [150’ above ground]
    Event
    =====================

    The Exchange

    | Male N Medium Tiefling Cleric 1, Wizard 5, Mystic Theurge 10 | HP 129/129 12temp | AC 14, T 10, FF 14 | CMB +5 CMD 15 | F +21 R +16 W +26; evasion; SR 13 vs evil | Init +13 | Perc +30, Sense Motive +28 | Speed 30ft, fly 40ft | Copycat 6/6, Shift 16/16, l quicken 1/3, extend 3/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, mage armor, mind blank, invisibility, heroism

    Peter should be 5’ off the nearest surface, it was unclear to me what that height was, but I think its 155’? Its really unclear to me where we “start” relative to the red circle. I would like to stay close to my angel, and he was summoned close to the group for holy aura spell to work (within 20’ at least) and only has a 40’ fly speed. If possible I’d like to get Bellamin and Fluffy in the protective aura (also 20’), but I don’t know the distances from start.


    | Strange Aeons | Hell's Rebels | ◆◇↻

    My apologies: The disc is hovering 5’ above the tip of that tower, which would make it 175’ above the ground. You all started 150’ above the ground. Currently part of Fluffy is in the protective aura, but not all (and Bellamin isn’t in it at all) because they’re 20’ above Peter and the angel. Hope that clears a few things up.

    Storm of Skyreach
    Round 1
    Field Effects: Good Hope, Haste (not summons), Holy Aura (Not Bellamin or Fluffy)
    =====================
    Bellamin [175’ above ground]
    Fluffy [175’ above ground]
    Peter [155’ above ground]
    Monavic Deva [155’ above ground]
    Marta [150’ above ground]
    Hendric [150’ above ground]
    Sentry [150’ above ground]
    Jordan {8 images} [150’ above ground]

    ???
    !!!
    Arnaut [150’ above ground]
    Event
    =====================

    Liberty's Edge

    L/G Female Aasimar UMonk/1 Inquisitor/15| HP: 148/148 (0/25 Ab Br)(0 NL)(0 temp hp) | AC/T/FF: 31/23/28 31/23/28 | CMD: 37 37 (+3/5)[coord def][RoTP] | F/R/W: 20/17/24 18/15/22 | Init: +11 (+2)[HuBl] (+4)[HAw] | Acro +21, Intim +37, Perc +30 (+2)[HuBl], SenMot +32, SpCft +5, Stealth +11 (+2)[HuBl], Survival +13 (+2)[HuBl] | Speed 30ft | Active Conditions: see spoiler for other effects; current effects: instrument of agony, Div Favor +3, shield, height aware, shield of faith, freedom of movement, ablative barrier, see invisible, heroism

    Sounds like we remain protected by the holy aura even if we leave the area, right?

    After Jordan does his thing (in case there is an AoE to be benefitted from), Marta activates her ioun stone to cast shield, starts up a judgment (protection and purity), and starts circling around to the other side of the disk.

    Silver Crusade

    Male LG Human Cavalier 17 | AC 37 T 16 FF 34 CMD 41 | HP 174/174 | Horse 119/119 | F+21 R+16 W+18 | Init +4 | Per +35 |Active: Magic Vestment (Shield)

    Sir Hendric delays until after Jordan does whatever he is going to do.
    Then he enters Snake Style (swift), activates the stored True Strike in his Ioun Stone (standard), and has Sentry take a double move in a zig-zag to go up 80' (horse is 80' move with Haste, so at an angle that is up 40' and laterally 40', double move is up 80').

    He will move into the wind, so that when it pushes him back at the end of his turn he ends up about where he is (but 80' higher).

    Liberty's Edge

    CG Male Human Bard 17 | HP 139/139 (FH 2) | AC 25 T 16 FF 21 | CMB +11, CMD 27 | F: +15, R: +21, W: +20 | Init: +7 | Perc: +32, SM: +49 | Speed 30ft

    Arnaut waltzes through the air like a drunken pirate crossing a stormy deck, his form flickering and wavering even more than the bawdy sea shanty he caterwauls would really necessitate.

    Concentration (if needed): 1d20 + 23 ⇒ (15) + 23 = 38
    Fly, GH, Wind: 1d20 + 35 + 2 - 4 ⇒ (7) + 35 + 2 - 4 = 40

    Begin Inspire Courage +4, casting displacement, and moving. For simplicity’s sake, we’ll say he’s at the same height as Peter and the deva.

    #DevaAndDiva

    Dark Archive

    Male Human Arrowsong Minstrel 14 | HP: 115/115 | AC 27 (T 18, FF 21) | CMB: 12 CMD: 32 | F:11 R:22 W:12 | Init 10 | Perc: 15 SM: 9 | Speed 30 ft. | Spells used: 1st: 0 2nd: 0 3rd: 0 4th: 0 5th: 0 | Active Effects:
    Spoiler:
    ;

    Since Good Hope is still up, I don't have anything special for AoE buffing.

    Jordan begins his whistling again (so allies don't count as cover) [swift], cast Gravity Bow, and move forward and up. (40 feet toward the disk and 40 feet upwards, approximately, for '8' diagonals, or 60 feet)


    | Strange Aeons | Hell's Rebels | ◆◇↻

    GM Screen:
    Disc: upper2r
    S Marta

    Wind Tangent:
    So admittedly there aren’t rules written in for the direction of the wind/how fast it goes/etc., so I’m going to make a GM call with how to run this: the wind is buffeting all over the place, so it’s going to be random which way the wind primarily blows from round to round by rolling a d26 to determine the direction. The numbering is based on the number of squares adjacent to a Medium creature (excluding their space) with 1 being the upper-top-left, 2 being the upper-top-middle, 3 being the upper-top-right, 4 being the upper-center-left and so on (moving down to the top-left of the next lower layer, so directly to the right would be 14, straight down would be 22, etc.). It’s not perfect when dealing with Large creatures, but any other method would result in dealing with partial diagonals and no one wants that.

    That probably went over some of your guys’ heads, but it makes to me and that’s what matters. I’m assuming that these winds are going 40 mph (the average speed for severe winds as spelled out in the Core), so air walking people (I think currently only Sentry and by extent Hendric) are pushed 8 squares in the direction determined by the d26.

    1d26 ⇒ 13

    Hendric is sent flying to the east by the raging windstorm.

    Barely audible over the wind is the sound of spellcasting coming from above as magical manifestations appear around the central tower! Gray circle for the general area of the spell that was cast. A spike of energy goes flying toward Hendric!

    Dispel vs Echolocation: 1d20 + 12 ⇒ (11) + 12 = 23

    A booming male voice echoes from above the Seekers.

    ”What do you think that you’re doi—Wait! Stop!

    From behind the conical roof of the central tower—apparently hiding out of sight—is a lithe, vaguely humanoid creature with the face of a hideous fish’s skull and a body of lanky limbs and writhing tentacles!

    Knowledge (planes) 26:
    This is an astradaemon, deadly predators of souls from Abaddon and personify death by negative energy or level drain. These vile creatures stalk the multiverse for souls to feed upon, and a creature grappled by them are at risk of the daemon directly devouring their soul, killing them instantly and empowering the fiend!

    If you exceed the DC by 5+, open the spoiler below

    Spoiler:
    A soul outside of its body—whether by death or magic—sates the daemon as it siphons off the creature’s soul. If a creature died near it then the astradaemon gains temporary hit points and an increase to its Strength. Incorporeal undead and living spirits traveling outside of the body (such as by astral projection or magic jar) take damage each round they are near the daemon.

    If you exceed the DC by 10+, open the spoiler below

    Spoiler:
    The mere touch of an astradaemon rends through a living creature’s soul bit by bit. An astradaemon’s natural attacks all deal energy drain.

    The gaunt beast flies off of the tower and downward. Partway through its descent it turns and magic emanates from it as a dark ray erupts from its vicious maw straight at Fluffy!

    Spellcraft 25 +1 per 10’ from Marta:

    Red vs Fluffy Touch: 1d20 + 23 ⇒ (12) + 23 = 35
    Negative Levels: 2d4 ⇒ (1, 1) = 2 Seriously?

    It then continues flying down Flyby Attack and descends all the way down and hovers over Arnaut as it salivates ichorous fluid devoid of any color. Provokes from the angel.

    Suddenly, with a thunderous roar several bolts of blood red lightning strikes from above and hits the central tower before chaining off of it and striking the floating red disc! Shame no one was above 250’, otherwise they that would’ve hit them.

    Fort Saves:
    Arnaut: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26
    Bellamin: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20
    Fluffy: 1d20 + 17 + 2 - 2 ⇒ (10) + 17 + 2 - 2 = 27
    Hendric: 1d20 + 20 + 2 ⇒ (20) + 20 + 2 = 42
    Sentry (not assuming Indomitable Mount): 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25
    Jordan: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23
    Marta: 1d20 + 21 + 2 ⇒ (7) + 21 + 2 = 30
    Peter: 1d20 + 21 + 2 ⇒ (14) + 21 + 2 = 37
    Angel: 1d20 + 14 ⇒ (4) + 14 = 18

    Keeping the bonuses for the enemies to myself for a bit.
    Gaunt Creature: 1d20 ⇒ 15
    ???: 1d20 ⇒ 20

    Avoiding saying if each person succeeded/failed for the moment, just in case people want to use rerolls or other weird abilities (like Indomitable Mount).

    Following the lightning strikes, the clouds above poor sheeting rain on Absalom below. Ranged attacks take an additional -2 penalty (for a total of -6 on ranged weapon attack rolls and a -2 on all other ranged attack rolls).

    Storm of Skyreach
    Round 2
    Field Effects: Severe Wind (-4 to Fly/ranged weapon attacks), Good Hope, Haste (not summons), Holy Aura (Not Bellamin or Fluffy), Inspire Courage +4, Sheeting Rain (-2 to ranged attacks)
    =====================
    Bellamin [175’ above ground]
    Fluffy {2 negative levels} [175’ above ground]
    Peter [155’ above ground]
    Monavic Deva [155’ above ground]
    Marta [160’ above ground]
    Hendric [255’ above ground]
    Sentry [255’ above ground]
    Jordan {8 images} [190’ above ground]
    Arnaut {Displaced} [155’ above ground]

    Gaunt Beast [160’ above ground]
    ???
    =====================

    Silver Crusade

    Male LG Human Cavalier 17 | AC 37 T 16 FF 34 CMD 41 | HP 174/174 | Horse 119/119 | F+21 R+16 W+18 | Init +4 | Per +35 |Active: Magic Vestment (Shield)

    Sir Hendric will do the same zig-zag to move down and just a bit west, so that he is in position for a lance charge on the gaunt beast.

    Sentry double moves to go down 80', ending up at 175' above the ground. Sir Hendric activates his Blood Reservoir of Physical Prowess for +8 inherent bonus to Str and also Challenges the gaunt thing.

    "Invisible foe targeting me! Probably Mind Blanked! Marta, charge this one we can see!"

    If Marta charges, Sir Hendric can charge the gaunt thing - Jordan is high up and not in his way. And he can charge down the 15' height differential.

    The Exchange

    | Male N Medium Tiefling Cleric 1, Wizard 5, Mystic Theurge 10 | HP 129/129 12temp | AC 14, T 10, FF 14 | CMB +5 CMD 15 | F +21 R +16 W +26; evasion; SR 13 vs evil | Init +13 | Perc +30, Sense Motive +28 | Speed 30ft, fly 40ft | Copycat 6/6, Shift 16/16, l quicken 1/3, extend 3/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, mage armor, mind blank, invisibility, heroism

    knowledge, planes: 1d20 + 32 ⇒ (8) + 32 = 40
    Peter shouts "Marta should charge the astradaemon too, nasty buggers that drain life essence, including with energy drain and eat souls! I can facilitiate"

    AoO,IC,PA: 1d20 + 19 + 4 - 4 ⇒ (17) + 19 + 4 - 4 = 36damage,IC,PA,fire: 2d6 + 10 + 12 + 1d6 ⇒ (2, 6) + 10 + 12 + (6) = 36

    Peter proceeds to summon 2 Bralani Azatas, one charges forth to bring a swift demise to this foul creature. The other Azata lands on the roof and readies a gust of wind against a foe should one appear. After his action Peter steps back and looks at the red disk.

    What kind of check is this? The charging Bralani is level with foe (160’), assuming that works for flank. The deva can 5’ if that makes the things work better

    fortitude save: 1d20 + 21 ⇒ (2) + 21 = 23
    number of bralani: 1d3 + 1 ⇒ (1) + 1 = 2
    Azata charge,IC: 1d20 + 15 + 2 + 4 ⇒ (12) + 15 + 2 + 4 = 33damage: 1d6 + 11 + 4 ⇒ (2) + 11 + 4 = 17

    Attack,IC,PA,flank: 1d20 + 19 + 4 - 4 + 2 ⇒ (13) + 19 + 4 - 4 + 2 = 34damage,IC,PA,fire: 2d6 + 10 + 12 + 1d6 ⇒ (1, 4) + 10 + 12 + (5) = 32
    Iti1,IC,PA,flank: 1d20 + 19 - 5 + 4 - 4 + 2 ⇒ (3) + 19 - 5 + 4 - 4 + 2 = 19damage,IC,PA,fire: 2d6 + 10 + 12 + 1d6 ⇒ (3, 1) + 10 + 12 + (1) = 27
    Iti2,IC,PA,flank: 1d20 + 19 - 5 + 4 - 4 + 2 ⇒ (15) + 19 - 5 + 4 - 4 + 2 = 31damage,IC,PA,fire: 2d6 + 10 + 12 + 1d6 ⇒ (1, 6) + 10 + 12 + (1) = 30

    Even with penalties neither myself nor my deva can fail the hover checks.

    Liberty's Edge

    Male CG Human Wildblooded Razmirian Priest Sorcerer 14 | HP 46/114 | AC 16 T 12 FF 14 | CMB +5, CMD 17 | F: +11, R: +10, W: +15 | Init: +16(24 w/HghtAwr/HntrBlss) | Perc: +20(22), SM: +2 | Speed 30ft | Lesser Rod Extend 3/6, Lesser Rod Quicken 1/3 | 7th (2/4), 6th (6/6), 5th (4/7), 4th (5/8), 3rd (5/8), 2nd (2/8), 1st (3/8) | Active Spells: Mass Fly, Contingency, Overland Flight, Extended Heroism, False Life, Invisibility, Mage Armor, Heightened Awareness, Extended Prot Evil | Active Conditions: None

    I won't use a reroll on the group save. Taking the below, assuming the result of the previous spell doesn't impede my actions. If it takes actions away, I will cast the spells rather than move.

    Bellamin commands Fluffy to attack the creature, then flies south, southeast, then east, staying at the same level and drawing his lesser quicken rod as he moves.

    He will cast Dismissal (DC23 WillSave), using a Dweomer's Essense, then if that fails or the creature saves, will cast Quickened Glitterdust (DC20 Will Save or blinded) on the creature using the rod.

    SR+Spell Penetration + Dweomer's Essence: 1d20 + 14 + 2 + 5 ⇒ (1) + 14 + 2 + 5 = 22

    Not sure if a natural 1 auto-fails on SR, but also not using my reroll on that

    Dark Archive

    Female CG Wolf Animal Companion 14 (12 HD) | HP 116/116 | AC 38/T 16/FF 33 | F+15(17) R+14 W+7 (+4 morale on Will vs enchantment) | Init +4 (6) | Perc +12 (14) | Active Spells: Mass Fly, Hunter's Blessing(Undead, Urban), Greater Magic Fang, Heroism, False Life, Animal Growth, Extended Prot Evil, Extended Shield | Active Condition: 2 negative levels

    Flies over 10' and down to the creature's level (With the buff from the spell, has a +16 fly skill & Heroism offsets the negative levels), then will attempt to bite the creature, getting flanking from the angel.

    Bite with Greater Magic Fang, Good Hope, Power Attack, Animal Growth, Haste, Flanking: 1d20 + 15 + 2 + 4 - 1 + 1 + 2 ⇒ (13) + 15 + 2 + 4 - 1 + 1 + 2 = 36 for 3d6 + 22 + 6 + 1d6 + 2 ⇒ (3, 3, 4) + 22 + 6 + (2) + 2 = 42 Electricity

    Pretty sure creatures flying magically can't be tripped.


    | Strange Aeons | Hell's Rebels | ◆◇↻

    Adjusted the charging bralani’s height to be accurate with needing to flank the daemon. Also, the angel’s second iterative didn’t take another -5 penalty.

    1d26 ⇒ 14

    Hendric is pushed to be almost directly above the daemon.

    A bunch of miss chances against the daemon (miss on a 1):
    Angel AoO: 1d2 ⇒ 1
    Blue Azata: 1d2 ⇒ 1
    Angel Primary: 1d2 ⇒ 2
    Fluffy: 1d2 ⇒ 1

    Daemon AoOs:
    Bite vs Blue: 1d20 + 23 - 5 ⇒ (8) + 23 - 5 = 26
    Damage: 2d6 + 5 + 10 ⇒ (3, 2) + 5 + 10 = 20
    No Grab. 1 negative level, so +5 temporary hit points (already deducted from the damage dealt to the daemon).

    Tail vs Fluffy: 1d20 + 18 - 5 ⇒ (7) + 18 - 5 = 20
    Damage: 1d12 + 2 + 5 ⇒ (4) + 2 + 5 = 11

    After taking damage from the angel: Daemon Fly: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24

    Nat 1s on CL checks aren’t auto-fails. But that one definitely failed.

    Daemon Will vs Glitterdust: 1d20 + 14 ⇒ (13) + 14 = 27

    Echoing from above comes a booming voice.

    ”By order of the Decemvirate you will cease this foolishness, Pathfinders! Further prolonging this ritual will put Absalom in danger!”

    Storm of Skyreach
    Round 2
    Field Effects: Severe Wind (-4 to Fly/ranged weapon attacks), Good Hope, Haste (not summons), Holy Aura (Not Bellamin or Fluffy), Inspire Courage +4, Sheeting Rain (-2 to ranged attacks)
    =====================
    Bellamin [175’ above ground]
    Fluffy {2 negative levels} [175’ above ground]
    Peter [155’ above ground]
    Monavic Deva [155’ above ground]
    Blue Bralani {readying} [160’ above ground]
    Orange Bralani (-20) {1 negative level} [170’ above ground]
    Marta [160’ above ground]
    Hendric [255’ above ground]
    Sentry [255’ above ground]
    Jordan {8 images} [190’ above ground]
    Arnaut {Displaced} [155’ above ground]

    Astradaemon (-27 from “1” attack) [160’ above ground]
    ???
    =====================

    Liberty's Edge

    L/G Female Aasimar UMonk/1 Inquisitor/15| HP: 148/148 (0/25 Ab Br)(0 NL)(0 temp hp) | AC/T/FF: 31/23/28 31/23/28 | CMD: 37 37 (+3/5)[coord def][RoTP] | F/R/W: 20/17/24 18/15/22 | Init: +11 (+2)[HuBl] (+4)[HAw] | Acro +21, Intim +37, Perc +30 (+2)[HuBl], SenMot +32, SpCft +5, Stealth +11 (+2)[HuBl], Survival +13 (+2)[HuBl] | Speed 30ft | Active Conditions: see spoiler for other effects; current effects: instrument of agony, Div Favor +3, shield, height aware, shield of faith, freedom of movement, ablative barrier, see invisible, heroism

    "Any ritual involving deemons is a bad one in my mind, so let's just eliminate it from the conversation. Would you be Arazni, by any chance? That would explain much."

    Marta swoops over in a charge, calling on Ragathiel for aid as is her want, though she chooses to do non-lethal damage instead of lethal.

    charge, swift to activate bane

    Unarmed Strike Attack info:
    If a hit connects and Marta makes her intimidate check it will cause the opponent to be shaken for as many rounds as non-lethal damage, provided non-lethal damage works on it because of the Enforcer feat. A second hit will cause the opponent to be sickened due to the Cruel enchantment on her handwraps.

  • +32/9d6+24 Unarmed Strike Power Attack [crit x2; b] {+10[BAB] +4[str] +3[GMW] -3[pwa] +2[heroism] +2[bane] +2[holy] +4[inspire courage] +1[haste] +5[outflank+rotpe] +2[charge] / 1d6 +1d6[corrosive] +4d6[bane] +2d6[holy] +1d6+1[precise strike+rotp] +8[str&drfer] +3[GMW] +6[pwa] +2[good hope] +2[bane] +2[holy] }

  • Note: Intimidate 35 = 31 +2[heroism] +2[halo]
  • Intimidation DC = 10 + the target’s Hit Dice + the target’s Wisdom modifier

  • Stunning Fist DC = 23 {10 + 6[½ level] +7[wis]} Fort save or stunned from stunning fist.
  • - Unarmed Strike attack roll: 1d20 + 32 ⇒ (18) + 32 = 50 Crit on 19 due to keen edge, stunning fist
    - Non-lethal damage/acid: 9d6 + 24 ⇒ (6, 1, 3, 6, 1, 3, 2, 2, 6) + 24 = 54; (non-lethal, last d6 is acid damage)
    - Intimidate, heroism: 1d20 + 35 ⇒ (13) + 35 = 48 (-2 if no Halo bonus)
    - stunning fist DC = 23 probably a -2 to roll from shaken
    ************************************************************

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