GM Foxy's 2nd Legacy of Fire

Game Master Foxy Quickpaw

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Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Summon monster V
1d20 + 10 ⇒ (20) + 10 = 30

glitterdust
1d20 + 10 ⇒ (13) + 10 = 23

mudball
1d20 + 10 ⇒ (14) + 10 = 24

mad monkeys
1d20 + 10 ⇒ (19) + 10 = 29

Take a 50 foot dimension step
1d20 + 10 ⇒ (12) + 10 = 22

overland flight
1d20 + 10 ⇒ (1) + 10 = 11


Kitsune Game Master

All the spells Samuel tries out work without any issues.


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

"Rayhan, what is the distance from here to the proteans? I believe we have a good chance of teleporting in as opposed to flying blindly through fog. I give teleporting in a %12 chance things do no go so well."

"Omari, every spell I cast today worked. I may be having a good day or that may not be much of an issue."


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

Samuel, how many people, can you carry per trip? Each trip at a 12% chance of failure? And you have to make a trip back to get the next load?... How many teleports can you memorize, and how likely is it that you get everyone there? Number of People: Omari, Heshan, Ohrmizd, Rayhan, Samuel, Khedron (counts as 2, large), Shaitan A (counts as 2) and Shaitan B (counts as 2); I count 11...

Do any of Rayhan/Samuel/Heshan know invisibility Sphere?


Male Human Wizard 11 - HP: 70|AC 12(16)/12/11|Init: +10 | F: +6, R: +5, W: +10| Perc: +17

Assuming Omari asked in person.

"It would be more effective to have multiple casters do the teleporting. I can cast it twice. And I can take three. Taking round trips is highly ineffective."

"But even if we manage to have enough casters able to do it. If one fails we'd attack with a not complete crew. We'd have to make sure that whoever is missing the rest is able to face the proteans still, or able to hide."

"We could delay the return to the next day, so it might not be a complete hazard when a teleport fails, but still, it is a risk."


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 80/103 F +11 R +12 W +14

"If someone is to hide away for the time being, it can be me," Heshan added. "I have invisibility spells and can get there on my own with my flight spells."


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Samuel hands his wand of mage armor to Peshan. "Thank you for offering. I will begin by summoning some very powerful outsider fighters."


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none
Rayhan Xobhadi __ wrote:

Assuming Omari asked in person.

"...If one fails we'd attack with a not complete crew. We'd have to make sure that whoever is missing the rest is able to face the proteans still, or able to hide."
..."

"Aye, that's the key there. The risk of defeat in detail is one we can simply avoid. We have, I believe, sufficient force to meet the Proteans head on; we should not risk tactical complications that could backfire on us. Instead, we take the ship, all of us together. Now that we know about falling off the edge of the world, we can tie ourselves down to mitigate the risks of falling off the boat. I have seen Heshan turn a fall into a smooth descent and I have a similar blessing from Erastil available today (Featherfall) between us, we should be able to get ourselves to the foggy sea without problems. If Rayhan can conceal us (Invisibility Sphere on the Galley), we should be able to arrive at the harbor unnoticed... When we see the harbor lights through the fog, we will start casting our assorted longer duration spells, and then as we approach the dock, our shorter term enhancements. Once we dock, it's a direct assault..."


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Kitsune Game Master

The group boards the galley, and hands the helms-xorn the stone. This starts the boat in the known direction. As the edge of the world comes close everyone fastens themself to the ship and Rayhan casts spere of invisibility. This hides the people, but not the boat. A minor setback in the plan. The second setback is, that the boat is too large to be affected by featherfall.

Nonetheless it travels beyond the edge of the world. It plunges into the half-formed world of Andakami. The cascade of falling water, at first a raging torrent, thins and dissolves into clinging mist, and within moments the ship’s fall slows as the clinging mists grow thicker and almost solid, a turbid expanse of featureless, washed-out colors. The ship finally comes to a shuddering stop, settling into a strange “lake” of thicker mist with a muffled thud, shaking with the impact.

As everyone is still on board the ship starts rowing again and moves towards the 'lighthouses' and the landing point.


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

Ohrmizd hands himself tight to the mast and grabs Rayhan to make sure the party is well covered in the invisibility "Hold there, this time is going to be fun there"

As things grow a bit quieter and the vessel arrives to the landing point, Ohrmizd unfastens himself "Ok, let's try to be quiet and gain the docks now."

Casting heightened awareness, bloodhound, heroism and clay skin on himself and keen edge on Zenzirad even before abandoning the galley.

Ohrmizd leads the disembark in front of the invisibility sphere as the group reaches to the lighthouse, where he also adds shield of faith to the mix and thinks through the party's telepathic bond Ok, if everyone is ready, it is now time to go for the caves

Then puts his hands on Khedron and shares a shield of faith and battlemind link with the trusty animal.

HP 103/103 AC 30 TAC 13
align weapon (lawful) 4 min
protection from chaos 5 min
battlemind link (Khedron) 10 min
shield of faith 10 min
keen edge 100 min
clay skin 100 min
heightened awareness 100 min
heroism 100 min
bloodhound 10 h
telepathic bond 100 min
hunter's blessing (outsider chaotic/Isles of Not) 10h


Male Human Wizard 11 - HP: 70|AC 12(16)/12/11|Init: +10 | F: +6, R: +5, W: +10| Perc: +17

Rayhan casts see invisibility on himself to be able to quickly distribute the buff spells. Then he casts the animal buffs as requested and last the haste.

Four spells of Bulls Strenght, Owls Wisdom, etc. as you choose. First come, first serve. Also three comprehend languages spells.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

Before we sail off the edge of Kakishon, Omari chalks numbers on the deck in a well spaced line, and gives everyone a number, explaining "After we get to the bottom of the falls and untie ourselves, go stand on your number. That way assorted people spreading buffing magic around know where you are to cast on you. Same thing with getting off the boat while invisible; we go in numbered order, and you call your number when you get to the top of the gangplank, so the next person starts moving..."

After spotting the Proteans' lights through the fog, Omari casts several spells:

Hunter's Blessing: Outsider (Chaotic) and Isles of Not terrain (affecting all of us including the Shaitans)
Telepathic Bond (Omari, Ohrmizd, Heshan, Samuel)
Ancestral Gift, for a +1 Outsider(Chaotic) Bane Composite Long Bow (+2 str)
Magic Circle Against Chaos (centered on Omari)[/ooc]
(all duration 100 minutes)

Once we can see the actual docks, he casts several more spells:

Wrathful Weapon (Axiomatic, on the bow from ancestral gift)
Shield of Faith (On Omari as Ohrmizd has already covered Khedron)
(all duration 10 minutes)

and then some even shorter term blessings:

Protection From Chaos (Communal) (5 minutes for each of the Shaitan
Align Weapon (communal) Lawful 4 minutes for Ohrmizd's scimitar and 3 minutes for each of the Shaitan's blades

Not sure if the Shaitan are getting in on the act, but they can certainly play, having 3 stoneskin spells apiece per day. Khedron would certainly appreciate one; it would overlap Ohrmizd's Clay Skin giving him DR 10 rather than 5...

With respect to Buffs on Khedron, Mage Armor would be a good thing, and he will take a Bull's Strength from Rayhan (he will take more if no one else wants them), and Omari will take a cat's Grace.

Bow in hand, and arrows on the string (Manyshot), he takes the 5th spot down the gangplank (Ohrmizd, Shaitan A, Shaitan B, Khedron, Omari, assorted mages)...


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 80/103 F +11 R +12 W +14

Casting Mage Armor, Fly and Invisibility on himself.


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

cat's grace on Omari 10 minutes
mage armor self 10 hours
fly self 10 minutes
greater invisibility Ohrmizd 10 minutes


Kitsune Game Master

greater invisibility is only rounds/CL


Kitsune Game Master

The blinding fog thins ahead as three yellow-green lights come into clear view. A strange crescent-shaped anchorage just large enough to snugly secure a vessel forms out of the mist, each of its crescent quays tipped by a small stonework tower like a small lighthouse surmounted by a bright-glowing, yellow-green lantern. The harbor seems to abut the base of a large hill of slowly roiling mist, with a third lantern at the center of the crescent, mounted over an archway leading into the hillside along a dimly lit cobblestoned avenue.

The middle one still occupied by the boat used last time, the ship steers to the place furthest from the entrance into the caves, at the closest lighthouse.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

"Let's do this. Ohrmizd you're on point. Everybody else, follow by the numbers. Remember you'll become visible as you exit the invisibility sphere..."

Because I figure we will need it:

Init: 1d20 + 4 + 2 + 2 ⇒ (20) + 4 + 2 + 2 = 28
+4 dex +2 cat's grace +2 hunter's blessing

and maybe
Perception: 1d20 + 10 + 4 + 5 + 2 ⇒ (9) + 10 + 4 + 5 + 2 = 30
10 ranks +4 wis +5 "racial" +2 hunter's blessing


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

Ok, last time the guards came receive us from the lighthouses, so be prepared to find some of them there. Getting down of the vessel in order, Ohrmizd advances keeping touch contact with the second in row in order to preserve the group within the invisibility sphere.

Is it too late to remember we forgot to eat? I hate to fight with the stomach empty step by step, Ohrmizd approaches the lighthouse, aiming to reach the archway afterwards.
Perception+HR+HA+HB+bloodhound (scent): 1d20 + 16 + 2 + 2 + 2 + 8 ⇒ (14) + 16 + 2 + 2 + 2 + 8 = 44


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 80/103 F +11 R +12 W +14

"If not, then you better hope there's enough good food in the building," Heshan replied with a grin as he followed the others.

Perception: 1d20 ⇒ 18


Kitsune Game Master

Init:
Ohrmizd: 1d20 + 5 ⇒ (13) + 5 = 18
Heshan: 1d20 + 4 ⇒ (16) + 4 = 20
Samuel: 1d20 + 12 ⇒ (2) + 12 = 14
Omari: 1d20 + 4 ⇒ (17) + 4 = 21

Protean: 1d20 + 7 ⇒ (19) + 7 = 26
Protean: 1d20 + 7 ⇒ (20) + 7 = 27
Protean: 1d20 + 7 ⇒ (16) + 7 = 23
Protean: 1d20 + 7 ⇒ (17) + 7 = 24

The lighthouses stand unmoving. Ohrmizd walks past the first and the second, but out of the third steps an oversized crocodile with two additional heads on snakelike necks standing on it's tail like a snake.

A magic effect hits Ohrmizd and everyone within 40 feet behind him.
Chaos Hammer DC16 Will: 3d8 ⇒ (8, 2, 2) = 12
Save for half dmg and avoid slow.

Protean
Party <--


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

@foxy - do we have a combat map somewhere? I don't see it in either set of maps slides...

Will Save, Omari: 1d20 + 7 + 4 + 2 ⇒ (11) + 7 + 4 + 2 = 24
+7 Cleric + 4 wis +2 resistance (Magic Circle vs Chaos)

Will Save, Khedron: 1d20 + 3 + 2 + 2 + 2 ⇒ (17) + 3 + 2 + 2 + 2 = 26
+3 animal HD +2 Wis +2 Iron Will+2 resistance (protection from chaos)
As Khedron is True Neutral (animal type), he is not subject to the slow effect and takes 1/2 dmg, 1/4 if he makes the save

Omari HP 86/92, Khedron HP 82/85


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

Omari promptly starts shooting back... As the arrows slam home, Khedron charges.


Omari - 5' step to a) clear as much line of fire as he can, and if that's not necessary, to get a clear LoF to the other towers.
Omari - Full attack action, Many shot and rapid shot.
Khedron - Charge the Protean

To Hit, Arrow 1&2, manyshot: 1d20 + 7 + 4 + 2 + 2 + 1 + 2 - 2 + 1 ⇒ (19) + 7 + 4 + 2 + 2 + 1 + 2 - 2 + 1 = 36
7 bab +4 dex +2 cat's grace +2 sacred Hunter's blessing +1 enhancement +2 enhancement (bane) -2 rapid shot +1 haste and deadeye bowman trait, so I ignore 1 person's worth of soft cover penalties
Damage, Arrow 1&2, manyshot: 2d8 + 4d6 + 4d6 + 4 + 4 + 2 + 4 ⇒ (8, 1) + (6, 4, 3, 6) + (1, 1, 5, 2) + 4 + 4 + 2 + 4 = 51 (lawful damage)
+4 2*str +2d6*2 Bane + 2d6*2 Axiomatic +2*2 sacred Hunter's Blessing + +1*2 enhancement +2*2 enhancement (bane)

To Hit, Arrow 3, rapid shot: 1d20 + 7 + 4 + 2 + 2 + 1 + 2 - 2 + 1 ⇒ (6) + 7 + 4 + 2 + 2 + 1 + 2 - 2 + 1 = 23

Damage, Arrow 3, rapid shot: 1d8 + 2d6 + 2d6 + 2 + 2 + 1 + 2 ⇒ (2) + (5, 2) + (3, 1) + 2 + 2 + 1 + 2 = 20 (lawful damage)
+2 str +2d6 Bane + 2d6 Axiomatic +2 sacred Hunter's Blessing +1 enhancement +2 enhancement (bane)

To Hit, Arrow 4, haste: 1d20 + 7 + 4 + 2 + 2 + 1 + 2 - 2 + 1 ⇒ (9) + 7 + 4 + 2 + 2 + 1 + 2 - 2 + 1 = 26

Damage, Arrow 3, haste: 1d8 + 2d6 + 2d6 + 2 + 2 + 1 + 2 ⇒ (8) + (4, 2) + (5, 2) + 2 + 2 + 1 + 2 = 28 (lawful damage)

To Hit, Arrow 5, Bab-5: 1d20 + 7 + 4 + 2 + 2 + 1 + 2 - 2 + 1 - 5 ⇒ (10) + 7 + 4 + 2 + 2 + 1 + 2 - 2 + 1 - 5 = 22
7 bab +4 dex +2 cat's grace +2 sacred Hunter's blessing +1 enhancement +2 enhancement (bane) -2 rapid shot +1 haste -5 iterative
Damage, Arrow 5, Bab-5: 1d8 + 2d6 + 2d6 + 2 + 2 + 1 + 2 ⇒ (6) + (4, 4) + (5, 4) + 2 + 2 + 1 + 2 = 30 (lawful damage)

Khedron Charge, To Hit: 1d20 + 6 + 7 + 2 - 1 + 2 - 2 + 1 + 2 ⇒ (11) + 6 + 7 + 2 - 1 + 2 - 2 + 1 + 2 = 28
+6+7str +2 bulls strength -1 size+2 charge -2 PA +1 haste +2 sacred Hunter's Blessing

Khedron Charge, Damage: 2d6 + 2d6 + 10 + 6 + 2 ⇒ (4, 1) + (6, 1) + 10 + 6 + 2 = 30
+2d6 powerful charge +14=1.5* str +6 PA +2 sacred Hunter's blessing

CMB Grapple check - Impaling Charge: 1d20 + 6 + 7 + 2 + 1 + 2 ⇒ (3) + 6 + 7 + 2 + 1 + 2 = 21
+6 BAB +7str +2 buls's strenght +1 size +2 charge +1 haste +2 sacred Hunter's Blessing


Kitsune Game Master

Omari takes the protean down.

One arrow left. No obvious target for Khedron. Additional info: Step "out of the light house" means through the walls. They seem to be not real. And they are only large enough to cover the large proteans, not bigger.


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 80/103 F +11 R +12 W +14

Will Save: 1d20 + 7 ⇒ (20) + 7 = 27

Heshan felt more dazed that the blatant attack happened to them already more than any damage he felt from the strike of pure chaos. Once Omari made a pincushion out of the Proteon, he whispered to the others. "Something tells me they could see through our invisibility."


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

Ohrmizd is surprised by the sudden appearance and the magic falling over him, but as he tries to rise the goddess shield to defend himself, he is even more surprised to notice the spell has no effect on him. Chaotic Good

"Oh! What was that?" the Keleshite readies Zenzirad to attack, but the protean is quickly managed by Omari's bow Good, well done. Let's keep moving

Coordinating the movements through the telepathic bond, he directs the party past the archway and into the caves where they found the proto-elves before.
Perception+HR+HA+HB+bloodhound (scent): 1d20 + 16 + 2 + 2 + 2 + 8 ⇒ (10) + 16 + 2 + 2 + 2 + 8 = 40

HP 103/103 AC 30 TAC 13
haste 10 rounds
greater invisibility 10 rounds?
bull's strength 10 min
owl's wisdom 10 min
align weapon (lawful) 4 min
protection from chaos 5 min
battlemind link (Khedron) 10 min
shield of faith 10 min
keen edge 100 min
clay skin 100 min
heightened awareness 100 min
heroism 100 min
bloodhound 10 h
telepathic bond 100 min
hunter's blessing (outsider chaotic/Isles of Not) 10h


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

will: 1d20 + 10 ⇒ (13) + 10 = 23


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

Omari thinks at Ohrmizd "Ohrmizd, wait, sweep the rest of the 'lighthouses'; we saw three of those things out here last time we came. Lets not have them get in behind us."


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Samuel flies away from the party at an altitude of 25 feet.


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

We have magic quickly running out here anyway, Ohrmizd does as Omari proposes and gives a quick pass to the lighthouses then directs himself through the archway that leads into the caves.
Perception+HR+HA+HB+bloodhound (scent): 1d20 + 16 + 2 + 2 + 2 + 8 ⇒ (19) + 16 + 2 + 2 + 2 + 8 = 49


Kitsune Game Master

As Ohrmizd moves on, the other two Proteans step out of the lighthouses and attack Heshan and Khedron. Khedron hits the one coming at him hard.

@Khedron
Claw: 1d20 + 13 ⇒ (2) + 13 = 151d6 + 5 ⇒ (3) + 5 = 8

@Heshan
Claw: 1d20 + 13 ⇒ (4) + 13 = 171d6 + 5 ⇒ (4) + 5 = 9

Protean
Omari, Ohrmizd, Khedron, Samuel
Protean, Protean
Heshan <--


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AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 80/103 F +11 R +12 W +14

Heshan winced as the claws slashed through his defenses. It is a bit late for that now.

The sorcerer decides to drop the pretenses and unleash his magic. maneuvering around so that he can hit the proteans with his newest spell: a sheet of cold magic slicing through the outsiders.

Cone of Cold, DC 20 Reflex halves: 10d6 ⇒ (4, 4, 6, 1, 5, 4, 4, 5, 2, 2) = 37


Kitsune Game Master

CL check please.
Omari, Ohrmizd, Khedron, Samuel <--
Protean, Protean
Heshan


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 80/103 F +11 R +12 W +14

CL check: 1d20 + 10 ⇒ (16) + 10 = 26


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

Omari takes a step for a better angle and continues to make his bow sing... Khedron attempts to do unto the protean as it was attempting to do to him...


Omari - 5' step to a) clear as much line of fire as he can for the one attacking Heshan and b) for a clear LoF for the one attacking Khedron as a secondary concern...
Khedron 5' step to improve Omari's LoF while remaining inside his reach to attack (if that's possible).
Omari - Full attack action, Many shot and rapid shot. First priority is the one attacking Heshan, then the one attacking Khedron.
Khedron - Full Attack the Protean attacking him.

To Hit, Arrow 1&2, manyshot: 1d20 + 7 + 4 + 2 + 2 + 1 + 2 - 2 + 1 ⇒ (16) + 7 + 4 + 2 + 2 + 1 + 2 - 2 + 1 = 33
7 bab +4 dex +2 cat's grace +2 sacred Hunter's blessing +1 enhancement +2 enhancement (bane) -2 rapid shot +1 haste and deadeye bowman trait, so I ignore 1 person's worth of soft cover penalties
Damage, Arrow 1&2, manyshot: 2d8 + 4d6 + 4d6 + 4 + 4 + 2 + 4 ⇒ (5, 2) + (6, 6, 1, 2) + (4, 2, 1, 3) + 4 + 4 + 2 + 4 = 46 (lawful damage)
+4 2*str +2d6*2 Bane + 2d6*2 Axiomatic +2*2 sacred Hunter's Blessing + +1*2 enhancement +2*2 enhancement (bane)

To Hit, Arrow 3, rapid shot: 1d20 + 7 + 4 + 2 + 2 + 1 + 2 - 2 + 1 ⇒ (20) + 7 + 4 + 2 + 2 + 1 + 2 - 2 + 1 = 37

Damage, Arrow 3, rapid shot: 1d8 + 2d6 + 2d6 + 2 + 2 + 1 + 2 ⇒ (2) + (1, 2) + (3, 1) + 2 + 2 + 1 + 2 = 16 (lawful damage)
+2 str +2d6 Bane + 2d6 Axiomatic +2 sacred Hunter's Blessing +1 enhancement +2 enhancement (bane)

To Hit, Arrow 4, haste: 1d20 + 7 + 4 + 2 + 2 + 1 + 2 - 2 + 1 ⇒ (2) + 7 + 4 + 2 + 2 + 1 + 2 - 2 + 1 = 19

Damage, Arrow 4, haste: 1d8 + 2d6 + 2d6 + 2 + 2 + 1 + 2 ⇒ (1) + (1, 4) + (6, 4) + 2 + 2 + 1 + 2 = 23 (lawful damage)

To Hit, Arrow 5, Bab-5: 1d20 + 7 + 4 + 2 + 2 + 1 + 2 - 2 + 1 - 5 ⇒ (6) + 7 + 4 + 2 + 2 + 1 + 2 - 2 + 1 - 5 = 18
7 bab +4 dex +2 cat's grace +2 sacred Hunter's blessing +1 enhancement +2 enhancement (bane) -2 rapid shot +1 haste -5 iterative
Damage, Arrow 5, Bab-5: 1d8 + 2d6 + 2d6 + 2 + 2 + 1 + 2 ⇒ (6) + (3, 4) + (1, 3) + 2 + 2 + 1 + 2 = 24 (lawful damage)

Khedron Horns, To Hit: 1d20 + 6 + 7 + 2 + 1 - 1 - 2 + 1 + 2 ⇒ (9) + 6 + 7 + 2 + 1 - 1 - 2 + 1 + 2 = 25
+6 bab +7str +2 bulls strength +1 enhancement (AoMF) -1 size -2 PA +1 haste +2 sacred Hunter's Blessing

Khedron Horns, Damage: 2d6 + 7 + 2 + 6 + 2 + 1 ⇒ (2, 1) + 7 + 2 + 6 + 2 + 1 = 21
+7str +2 bulls strength +6 PA +2 sacred Hunter's blessing+1 enhancement (AoMF)

Khedron Hoof A, To Hit: 1d20 + 6 + 7 + 2 + 1 - 1 - 2 + 1 + 2 - 2 ⇒ (20) + 6 + 7 + 2 + 1 - 1 - 2 + 1 + 2 - 2 = 34
+6 bab +7str +2 bulls strength +1 enhancement (AoMF) -1 size -2 PA +1 haste +2 sacred Hunter's Blessing -2 secondary Natural Attack (w Multiattack)

Khedron Hoof A Damage: 1d4 + 3 + 1 + 6 + 2 + 1 ⇒ (3) + 3 + 1 + 6 + 2 + 1 = 16
+3 0.5*str +1 0.5*bulls strength +6 PA +2 sacred Hunter's blessing+1 enhancement (AoMF)

Khedron Hoof B, To Hit: 1d20 + 6 + 7 + 2 + 1 - 1 - 2 + 1 + 2 - 2 ⇒ (7) + 6 + 7 + 2 + 1 - 1 - 2 + 1 + 2 - 2 = 21

Khedron Hoof B Damage: 1d4 + 3 + 1 + 6 + 2 + 1 ⇒ (1) + 3 + 1 + 6 + 2 + 1 = 14

Edit: Possible Crits: Arrow 3 and Hoof A
Crit Confirm, Arrow 3, rapid shot: 1d20 + 7 + 4 + 2 + 2 + 1 + 2 - 2 + 1 ⇒ (15) + 7 + 4 + 2 + 2 + 1 + 2 - 2 + 1 = 32

Extra Damage, Arrow 3, rapid shot: 2d8 + 4d6 + 4d6 + 4 + 4 + 2 + 4 ⇒ (4, 1) + (1, 5, 1, 5) + (2, 5, 5, 1) + 4 + 4 + 2 + 4 = 44 (lawful damage)
+2*2 str +2d6*2 Bane + 2d6*2 Axiomatic +2*2 sacred Hunter's Blessing +1*2 enhancement +2*2 enhancement (bane)

Khedron Hoof A, Crit Confirm: 1d20 + 6 + 7 + 2 + 1 - 1 - 2 + 1 + 2 - 2 ⇒ (12) + 6 + 7 + 2 + 1 - 1 - 2 + 1 + 2 - 2 = 26

Khedron Hoof A, Extra Damage: 1d4 + 3 + 1 + 6 + 2 + 1 ⇒ (3) + 3 + 1 + 6 + 2 + 1 = 16


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

Ohrmizd steps next to Khedron and calls for the protection and justice of the goddess while slashing with blades above and below the protean "Destroying the existence of worlds, even one with just too much water as this one, is something the goddess cannot approve!"
Zenzirad-PA+flank+HR+HB+jg+haste+BS: 1d20 + 13 - 3 + 2 + 2 + 2 + 3 + 1 + 1 ⇒ (12) + 13 - 3 + 2 + 2 + 2 + 3 + 1 + 1 = 33
Lawful/Magical/Slashing nonlethal damage+PA+PS+HB+BS: 1d6 + 6 + 6 + 1d6 + 2 + 1 ⇒ (2) + 6 + 6 + (4) + 2 + 1 = 21

Zenzirad-PA+flank+HR+HB+jg+haste+BS: 1d20 + 8 - 3 + 2 + 2 + 2 + 3 + 1 + 1 ⇒ (20) + 8 - 3 + 2 + 2 + 2 + 3 + 1 + 1 = 36
Lawful/Magical/Slashing nonlethal damage+PA+PS+HB+BS: 1d6 + 6 + 6 + 1d6 + 2 + 1 ⇒ (6) + 6 + 6 + (1) + 2 + 1 = 22

Khedron 3rd is higher, picking 7 instead of 4: 1d20 ⇒ 4 Haste: Zenzirad-PA+flank+HR+HB+jg+haste+BS: 7 + 13 - 3 + 2 + 2 + 2 + 3 + 1 + 1 = 28
Lawful/Magical/Slashing nonlethal damage+PA+PS+HB+BS: 1d6 + 6 + 6 + 1d6 + 2 + 1 ⇒ (3) + 6 + 6 + (3) + 2 + 1 = 21

Crit?: 1d20 + 8 - 3 + 2 + 2 + 2 + 6 + 1 + 1 ⇒ (16) + 8 - 3 + 2 + 2 + 2 + 6 + 1 + 1 = 35
Lawful/Magical/Slashing nonlethal damage+PA+PS+HB+BS: 1d6 + 6 + 6 + 1d6 + 2 + 1 ⇒ (3) + 6 + 6 + (2) + 2 + 1 = 20

Rolls might be higher, per battlemind link if Khedron and Ohrmizd attack the same creature, they use the higher rolls of each (for example, Khedron first attack counts as 12, and Ohrmizd third attack as a 7).

The attack carries all of the goddess repent enforcement, frightening the protean one round if intimidated by the critical hit.
Intimidate+HR (demoralize): 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32

HP 103/103 AC 33 TAC 16
judgement 3/4
- protection +3 AC
- justice +3 to hit
haste 10 rounds
greater invisibility 10 rounds?
bull's strength 10 min
owl's wisdom 10 min
align weapon (lawful) 4 min
protection from chaos 5 min
battlemind link (Khedron) 10 min
shield of faith 10 min
keen edge 100 min
clay skin 100 min
heightened awareness 100 min
heroism 100 min
bloodhound 10 h
telepathic bond 100 min
hunter's blessing (outsider chaotic/Isles of Not) 10h


Kitsune Game Master

Omari takes down another protean, with some arrows to spare for the next. But the change in target throws his aim off. Khedron almost tramples the next protean down. Ohrmizd hurries back to come to Khedron's aid and with one cut into the outsider, that one goes down too.

Combat over.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

"Now the tunnel" Omari's thought feels satisfied at a job done properly...


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

Let's hurry up, they surely know by now we are here Ohrmizd transmits through the telepathic bond, and starts rushing towards the arch and tunnel, looking for the proteans cave and their lair there.

Perception+HR+HA+HB+bloodhound (scent): 1d20 + 16 + 2 + 2 + 2 + 8 ⇒ (9) + 16 + 2 + 2 + 2 + 8 = 39


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Samuel remains in flight to the rear and offset at 20 feet high as they move forward. "Heshan use that wand of mage armor I gave you on Khedron if you can. It is only a first level wand."


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 80/103 F +11 R +12 W +14

Might as well make use for it while I can. With that in mind, he casts Mage Armor on himself with the wand.


Kitsune Game Master

Ohrmizd is right. They already await them in the cave behind the entropy pool.There are two proteans of the same kind as outside and one slimmer more elegant one, protected by those two.

The distinguished one throws a warp wave at Ohrmizd.
Warpwave Fort DC22: 1d10 ⇒ 4

Fail Save:
2 Intelligence Damage
Target’s sensory organs shift and transform, removing all special sensory abilities and blinding the target.

To reach the proteans that protect the other needs a 100 feet move to and around the pool, or flying over it for about 60 feet.

Party <--


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

Omari steps forward towards the edge of the pool until he's got only 1 person between him and the proteans. As he does, he mutters "Ooohh, a shooting gallery, how kind of them/". He takes full advantage...
I don't know if I can get myself a clear enough Line of Fire with just a 5', as there is no map, so:
Omari Move action - Move to the edge of the pool
Standard Action - shoot the leftmost protean

To Hit: 1d20 + 7 + 4 + 2 + 2 + 1 + 2 + 1 ⇒ (1) + 7 + 4 + 2 + 2 + 1 + 2 + 1 = 20
7 bab +4 dex +2 cat's grace +2 sacred Hunter's blessing +1 enhancement +2 enhancement (bane) +1 haste and deadeye bowman trait, so I ignore 1 person's worth of soft cover penalties
Damage: 1d8 + 2d6 + 2d6 + 2 + 2 + 1 + 2 ⇒ (5) + (6, 5) + (1, 6) + 2 + 2 + 1 + 2 = 30 (lawful damage)
+2 str +2d6 Bane + 2d6 Axiomatic +2 sacred Hunter's Blessing +1 enhancement +2 enhancement (bane)

Khedron, meanwhile, takes the left hand side of the pool. Although he could reach the Proteans, he holds back, and instead positions himself to charge the enemy... Omari thinks at Ohrmizd "Split their attention - take the right"


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 80/103 F +11 R +12 W +14

"Well said. Let's see if they can handle this!" Heshan flies up in order to get everyone lined up for a more powerful version of a familiar spell. The area around the proteans erupted in a ball of flames.

Empowered Fireball, DC 18 Reflex for half: 15d6 ⇒ (6, 2, 5, 2, 3, 1, 4, 6, 5, 3, 6, 6, 3, 6, 6) = 64


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Samuel begins to summon.
CL: 1d20 + 10 ⇒ (6) + 10 = 16


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

Fort+HR+shake it off: 1d20 + 11 + 2 + 3 ⇒ (18) + 11 + 2 + 3 = 34

Ohrmizd casts shield of wings and the flamming wings of the goddess burn on his back and so he flies over the pool.

And activates judgement of purity and justice.


Kitsune Game Master

Ref: 1d20 + 11 ⇒ (20) + 11 = 31
Ref: 1d20 + 11 ⇒ (9) + 11 = 20
Ref: 1d20 + 11 ⇒ (4) + 11 = 15

One CL check for the fireball please.

Samuel finds that his spell fizzles. The fireball washes over the proteans, but you can't tell yet if they are affected.

The Imentesh Protean casts slow on all but Ohrmizd DC18. The other two wait in full defense for an attacker to arrive.

Imentesh(), Naunet(), Naunet()
Omari, Ohrmizd, Heshan, Samuel <--


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

Slow is Will save, for everyone's convenience.

Omari Will vs Slow: 1d20 + 7 + 4 + 2 ⇒ (6) + 7 + 4 + 2 = 19
+7 Cleric + 4 wis +2 resistance (protection from Chaos, doesn't stack with cloak of resistance)

Khedron Will vs Slow: 1d20 + 3 + 2 + 2 + 2 ⇒ (12) + 3 + 2 + 2 + 2 = 21
+3 animal HD +2 Wis +2 Iron Will+2 resistance

@Foxy: However, I am not absolutely sure that the save applies; we have Haste on us already from Heshan. Slow has text "Slow counters and dispels haste." I am not sure that you get a save vs the counter-spell effect. The Slow spell may just make Heshan's Haste go away. Gm's call please... I will hold off a while on posting Omari's actions, but basically, he's going to keep shooting and Khedron will charge.


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 80/103 F +11 R +12 W +14

CL: 1d20 + 1 ⇒ (8) + 1 = 9

So one of them is able to absorb the fire.


Kitsune Game Master

Omari's arrow finds his target. The imatesh protean is unaffected by the fireball, the others are burned to different degrees, one going down.

Imentesh(), Naunet(32), Naunet(RIP)
Omari, Ohrmizd, Heshan, Samuel <--


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

will dc 18: 1d20 + 10 ⇒ (4) + 10 = 14

Samuel casts haste.

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