GM Foxy's 2nd Legacy of Fire

Game Master Foxy Quickpaw

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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

Standing at the edge of the pool, Omari has clean line of fire; his bow sings in response to the Immentesh's spellcasting. Khedron, having move around the pool last turn, charges the Immentesh, the bodyguard on his side having been eliminated with arrow and fireball...

To Hit, Arrow 1&2, manyshot: 1d20 + 7 + 4 + 2 + 2 + 1 + 2 - 2 ⇒ (5) + 7 + 4 + 2 + 2 + 1 + 2 - 2 = 21
7 bab +4 dex +2 cat's grace +2 sacred Hunter's blessing +1 enhancement +2 enhancement (bane) -2 rapid shot 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 ⇒ (4, 7) + (5, 3, 2, 1) + (4, 4, 4, 5) + 4 + 4 + 2 + 4 = 53 (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 ⇒ (17) + 7 + 4 + 2 + 2 + 1 + 2 - 2 = 33

Damage, Arrow 3, rapid shot: 1d8 + 2d6 + 2d6 + 2 + 2 + 1 + 2 ⇒ (1) + (2, 1) + (3, 5) + 2 + 2 + 1 + 2 = 19 (lawful damage)
+2 str +2d6 Bane + 2d6 Axiomatic +2 sacred Hunter's Blessing +1 enhancement +2 enhancement (bane)

To Hit, Arrow 4, Bab-5: 1d20 + 7 + 4 + 2 + 2 + 1 + 2 - 2 - 5 ⇒ (3) + 7 + 4 + 2 + 2 + 1 + 2 - 2 - 5 = 14
7 bab +4 dex +2 cat's grace +2 sacred Hunter's blessing +1 enhancement +2 enhancement (bane) -2 rapid shot -5 iterative
Damage, Arrow 4, Bab-5: 1d8 + 2d6 + 2d6 + 2 + 2 + 1 + 2 ⇒ (5) + (4, 3) + (6, 6) + 2 + 2 + 1 + 2 = 31 (lawful damage)

Khedron Charge, To Hit: 1d20 + 6 + 7 + 2 - 1 + 2 - 2 + 2 ⇒ (3) + 6 + 7 + 2 - 1 + 2 - 2 + 2 = 19
+6+7str +2 bulls strength -1 size+2 charge -2 PA +2 sacred Hunter's Blessing

Khedron Charge, Damage: 2d6 + 2d6 + 10 + 6 + 2 ⇒ (1, 2) + (6, 4) + 10 + 6 + 2 = 31
+2d6 powerful charge +14=1.5* str +6 PA +2 sacred Hunter's blessing

CMB Grapple check - Impaling Charge: 1d20 + 6 + 7 + 2 + 2 ⇒ (3) + 6 + 7 + 2 + 2 = 20
+6 BAB +7str +2 buls's strenght +1 size +2 charge +2 sacred 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

Ohrmizd engages with whatever remains still alive after Omari's barrage of arrows, attacking the same creature as Khedron if possible.
Zenzirad-PA+flank+HR+HB+jg+haste+BS: 1d20 + 13 - 3 + 2 + 2 + 2 + 3 + 1 + 1 ⇒ (19) + 13 - 3 + 2 + 2 + 2 + 3 + 1 + 1 = 40
Lawful/Magical/Slashing nonlethal damage+PA+PS+HB+BS: 1d6 + 6 + 6 + 1d6 + 2 + 1 ⇒ (5) + 6 + 6 + (3) + 2 + 1 = 23

Crit?: 1d20 + 13 - 3 + 2 + 2 + 2 + 3 + 1 + 1 ⇒ (6) + 13 - 3 + 2 + 2 + 2 + 3 + 1 + 1 = 27
Lawful/Magical/Slashing nonlethal damage+PA+PS+HB+BS: 1d6 + 6 + 6 + 1d6 + 2 + 1 ⇒ (3) + 6 + 6 + (1) + 2 + 1 = 19

Battlemind link changes Khedron attack to a 19 => 35 instead of 3 => 19

As Ohrmizd had made a haste fly 50x2 feet, he might be able to engage with a full attack after just a 5' step.
Zenzirad-PA+flank+HR+HB+jg+haste+BS: 1d20 + 8 - 3 + 2 + 2 + 2 + 3 + 1 + 1 ⇒ (8) + 8 - 3 + 2 + 2 + 2 + 3 + 1 + 1 = 24
Lawful/Magical/Slashing nonlethal damage+PA+PS+HB+BS: 1d6 + 6 + 6 + 1d6 + 2 + 1 ⇒ (1) + 6 + 6 + (3) + 2 + 1 = 19

Haste attack: Zenzirad-PA+flank+HR+HB+jg+haste+BS: 1d20 + 13 - 3 + 2 + 2 + 2 + 3 + 1 + 1 ⇒ (3) + 13 - 3 + 2 + 2 + 2 + 3 + 1 + 1 = 24
Lawful/Magical/Slashing nonlethal damage+PA+PS+HB+BS: 1d6 + 6 + 6 + 1d6 + 2 + 1 ⇒ (4) + 6 + 6 + (4) + 2 + 1 = 23

HP 103/103 AC 33 TAC 16
judgement 3/4
- protection +3 AC
- justice +3 to hit
haste 10 rounds
greater invisibility 10 rounds?
shield of wings 10 min
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


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

@ GM Foxy, If Khedron gets to use Ohrmzid's 19, does that hit become a crit, as Khedron has 19-20 threat range due to Tusk Blades?

Follow up rolls if it is a crit:

Khedron Charge, Crit Confirm: 1d20 + 6 + 7 + 2 - 1 + 2 - 2 + 2 ⇒ (4) + 6 + 7 + 2 - 1 + 2 - 2 + 2 = 20
+6+7str +2 bulls strength -1 size+2 charge -2 PA +2 sacred Hunter's Blessing

Khedron Charge, Extra Damage: 2d6 + 2d6 + 10 + 6 + 2 ⇒ (5, 2) + (4, 1) + 10 + 6 + 2 = 30
+2d6 powerful charge +14=1.5* str +6 PA +2 sacred Hunter's blessing


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

Will Save: 1d20 + 7 ⇒ (2) + 7 = 9

Heshan shrugs as his protections is removed due to the incoming spell. Instead, Heshan retaliated with a spell of his own. "There is sand in your eye!" And the remaining proteans would be covered with blinding magic that threatened to blind them.

Casting Glitterdust. DC 17 or be blinded.


Kitsune Game Master

Omari finds the Imantesh Protean hard to hit. Only one of his arrows find their target. Khedron thanks to Ohrmizd's help manages to hit too and Ohrmizd cuts into the Imantesh.

Will: 1d20 + 14 ⇒ (13) + 14 = 27
Will: 1d20 + 9 ⇒ (16) + 9 = 25

Both proteans vanish.

Imentesh(82), Naunet(32)
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

To ID whatever (SLA?) they did to disappear... Note that if it was invisibility, they are still covered with glowing sparkles from Heshan.

Spellcraft: 1d20 + 9 + 3 ⇒ (10) + 9 + 3 = 22


Kitsune Game Master

Ethreal jaunt


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

I would not have expected that spell/SLA to work in Kakishon.

Omari's head is on a swivel as he tries to look in all directions at once.
He barks a command at Khedron "Watch!', and then continues to the rest of the party: "They turned Ethereal. They'll turn back to normal soon, but they can walk through walls in that state, so they may not stick around here..." He sets an arrow on the string and then begins to move around the pool to join up with Khedron again.

Khedron stands tall, letting wild-honed senses search for enemies...


Omari Free action - talk
Omari move action - walk 30' around the pool
Omari Standard action - ready an attack for a protean who pops out of ethereality

Khedron - standard action - ready an attack for a protean who pops up within reach...

Perception checks if needed:

Perception, Omari: 1d20 + 10 + 4 + 5 + 2 ⇒ (16) + 10 + 4 + 5 + 2 = 37
10 rank +4 wis+5 racial+2 Sacred (Hunter's blessing)

Perception, Khedron: 1d20 + 3 + 3 + 2 + 2 ⇒ (18) + 3 + 3 + 2 + 2 = 28
3 rank +3 trained +2 wis+2 Sacred (Hunter's blessing)

@ party: I think whomever has See Invisiblity up can still see them. They can be hit with force effects and few specialized spells. They pretty much can't hit us (although they can buff and heal themselves).


Kitsune Game Master
Omari the Landless wrote:

I would not have expected that spell/SLA to work in Kakishon.

Now that you mention it... replace it with dimension door.


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 turns around to see the whole room "Where have they gone?" he sniffs the air using bloodhound to search for their enemies with the nose.

"They must be nearby, there is no much other places for them to go, as I understood they are trapped here as much as us" he uses scent to trace a track of them in the air, going around the room if necessary.
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (5) + 20 + 2 + 4 = 31


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

Begin another not summon.

CL: 1d20 + 10 ⇒ (2) + 10 = 12


Kitsune Game Master

Ohrmizd:
As moving out leaves no tracks on the material plane (neither for ethereal jaunt nor for dimension door) there is nothing you could track with your bloodhound ability.
Besdies that everything here smells more or less fresh of those proteans.


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

"That may be true, but if that was the spell they came up with, they could be anywhere." Heshan replied, flying to meet up with Ohrmizd. "If you can point to where they are, I can flush them out again."


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

"They are nowhere nearby, otherwise I would be able to scent them" Ohrmizd sniffs around once more "But there were other caves on those tunnels, perhaps we should give it a look."

He does look down at the pool "Unless we can find a way in this place to just escape the plane and leave all those outsiders to their own doings"


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

"We should keep our deal with the Sultan. After all, he may tell us something useful about Javhul and we do not know how to use the entropy pools. So let us hunt..."

@Foxy, we had a map of this placed previously, but it's gone from the slides. It would probably help with the action and decision making. Could you put it back up?

Omari begins to head deeper into the tunnels, Khedron by his side...


Kitsune Game Master

As we are short of a map for now...

The caves are known already, but the psychedelic look of everything isn't helping with the orientation. The next cave that should hold the insane protean is empty. Only the entropic pool is found with no one in it.

Assuming, that you don't spread out, but stay together.


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

Ok, Pink box is where we docked and fought the first set of proteans. Green Box is where we fought the second set of proteans (where they dimension door'ed from. Insane Protean was in the red box area, and isn't any more.

Did Samuel actually figure out and get into the concealed caves (yellow dashed boxes)? Like he thought he did, Link. If so, we know about at least one of them... and it might be time for Samuel to speak up.


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

dimensional step will do it after vanish


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

"Maybe our guests were desperate enough to request the services of the insane protean," Heshan suggested. "In that case, we better be wary if they will do anything to survive."


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 presses his ear against the place where a door should be.

perception: 1d20 + 15 ⇒ (12) + 15 = 27


Kitsune Game Master

A quick check 3 rounds shows that there is no one in those 'caves' both A3


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 should move on and try to find out where are them" Ohrmizd moves forward looking for a clue or smell of the proteans.
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (15) + 20 + 2 + 4 = 41


Kitsune Game Master

Some very uncomfortable earth shaitans come into the caves to tell that the proteans appeared on the boat outside.


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

Bow in one hand, with arrows on the string, holding onto Khedron's harness with the other hand for extra speed, off runs Omari...

Moving back to the docks area...


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

"That... cannot be good." Heshan hurried his way back towards the docks along with Omari.


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

"The boat you say!?!? Let's finish this for once and for all!" Ohrmizd turns back and flies with his fiery wings.
50' fly speed, so 100' per turn, unless we still have some haste which would make that even faster.

As the group approaches the lighthouse, Ohrmizd halts a bit to let others catch up and casts flames of the faithful in preparation for the inevitable clash "You see that guys? The goddess has blessed me with the flames even in such a remote place! This must mean we are involved in something big!"

With flaming wings and blade Ohrmizd resembles some kind of fire angel right now.


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 pursues Ohrmizd at about a 50 foot offset.


Kitsune Game Master

As the group comes out of the cave, they see both proteans hiding on the deck of the first ship. The imantesh protean disappears again, leaving the other one behind. That one jumps over board into the mist that is the ship's sea.


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

Does Omari still have line of sight to the one that jumped overboard?


Kitsune Game Master

No. Behind the boat.


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

"How many times per day can they do that thing?" inquiries Ohrmizd to the sages, then shouts up for the proteans to hear "We can play this the whole day or you can help us go back to the Material Plane, what do you prefer?"


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

Know(Planes): 1d20 + 20 ⇒ (11) + 20 = 31
"I think this is not a spell, but an inherent ability of the protean, that has no limit in its use."


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

"Is there a way to stop these outsiders from moving all over the place?" Heshan asked as he made his way towards the ship where the other one jumped down.


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

Unfortunately (as it means more work for Foxy), I think we need to start tracking actual map positions. For example, I can't tell if Omari can get a LOS to the other side of the ship ( where the protean which jumped overboard) by a single move (30') right now, or if I need a double move. That makes taking a turn very complex right now...

Omari hustles into position to shoot down the far side of the boat. As he peers down the length of it, he takes a shot if he sees the protean...

Either a single move or a double move to where he can see where the second protean went overboard. If he can a) spot the protean, and b)has a standard action left, he will shoot at the Protean

Perception, Omari, to see the protean if he is there and hiding in the fog: 1d20 + 10 + 4 + 5 + 2 ⇒ (2) + 10 + 4 + 5 + 2 = 23
10 rank +4 wis+5 racial+2 Sacred (Hunter's blessing)

If it's there, I spot it, and I have a standard left:

He snaps off a shot at the protean...

To Hit: 1d20 + 7 + 4 + 2 + 2 + 1 + 2 ⇒ (2) + 7 + 4 + 2 + 2 + 1 + 2 = 20
7 bab +4 dex +2 cat's grace +2 sacred Hunter's blessing +1 enhancement +2 enhancement (bane) and deadeye bowman trait, so I ignore 1 person's worth of soft cover penalties

Damage: 1d8 + 2d6 + 2d6 + 2 + 2 + 1 + 2 ⇒ (6) + (6, 3) + (4, 6) + 2 + 2 + 1 + 2 = 32
+2 str +2d6 Bane + 2d6 Axiomatic +2 sacred Hunter's Blessing +1 enhancement +2 enhancement (bane)


Kitsune Game Master

Omari moves onto the ship and searches the foggy waters for the protean. But there is nothing to see at first. Until it emerges after almost two minutes not too far away from the boat to catch breath.

Stealth: 1d20 + 11 ⇒ (7) + 11 = 18
Stealth: 1d20 + 11 ⇒ (17) + 11 = 28
Stealth: 1d20 + 11 ⇒ (13) + 11 = 24
Stealth: 1d20 + 11 ⇒ (1) + 11 = 12
Stealth: 1d20 + 11 ⇒ (16) + 11 = 27
Stealth: 1d20 + 11 ⇒ (8) + 11 = 19
Stealth: 1d20 + 11 ⇒ (3) + 11 = 14

This is a repeating move. The protean dives, stays down for 20 rounds, comes up. If you see it, you can shoot. If you don't it will cast a shatter on your bow (DC14) and dive again. Your choice how long you want to play that game, or if at all.


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

"One of them is hiding in the sea of fog; when it pops up to get a breath, hit it!"

If it's trying to cast shatter when it's up, I will get a full attack... So I will try to play the game once... and I may have friends play as well...

Omari waits patiently for the enemy to come back up above the fog, and greets it with a storm of arrows... (I hope)

Will: 1d20 + 7 + 4 + 2 ⇒ (4) + 7 + 4 + 2 = 17 vs DC 14 Shatter
+7 Cleric + 4 wis +2 resistance (protection from Chaos, doesn't stack with cloak of resistance)

and a full attack:

To Hit, Arrow 1&2, manyshot: 1d20 + 7 + 4 + 2 + 2 + 1 + 2 - 2 + 1 ⇒ (18) + 7 + 4 + 2 + 2 + 1 + 2 - 2 + 1 = 35
7 bab +4 dex +2 cat's grace +2 sacred Hunter's blessing +1 enhancement +2 enhancement (bane) -2 rapid shot +1 higher ground (shooting down from the pier) 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 ⇒ (2, 8) + (2, 1, 2, 4) + (6, 3, 2, 2) + 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 ⇒ (9) + 7 + 4 + 2 + 2 + 1 + 2 - 2 + 1 = 26

Damage, Arrow 3, rapid shot: 1d8 + 2d6 + 2d6 + 2 + 2 + 1 + 2 ⇒ (7) + (3, 3) + (5, 5) + 2 + 2 + 1 + 2 = 30 (lawful damage)
+2 str +2d6 Bane + 2d6 Axiomatic +2 sacred Hunter's Blessing +1 enhancement +2 enhancement (bane)

To Hit, Arrow 4, Bab-5: 1d20 + 7 + 4 + 2 + 2 + 1 + 2 - 2 - 5 ⇒ (20) + 7 + 4 + 2 + 2 + 1 + 2 - 2 - 5 = 31
7 bab +4 dex +2 cat's grace +2 sacred Hunter's blessing +1 enhancement +2 enhancement (bane) -2 rapid shot -5 iterative
Damage, Arrow 4, Bab-5: 1d8 + 2d6 + 2d6 + 2 + 2 + 1 + 2 ⇒ (3) + (3, 3) + (6, 6) + 2 + 2 + 1 + 2 = 28 (lawful damage)

Edit: Possible Crit Arrow 4
Crit Cofirm, Arrow 4, Bab-5: 1d20 + 7 + 4 + 2 + 2 + 1 + 2 - 2 - 5 ⇒ (11) + 7 + 4 + 2 + 2 + 1 + 2 - 2 - 5 = 22
7 bab +4 dex +2 cat's grace +2 sacred Hunter's blessing +1 enhancement +2 enhancement (bane) -2 rapid shot -5 iterative
Extra Damage, Arrow 4: 2d8 + 4d6 + 4d6 + 4 + 4 + 2 + 4 ⇒ (1, 8) + (6, 1, 3, 2) + (1, 6, 5, 6) + 4 + 4 + 2 + 4 = 53 (lawful damage)
+4 2*str +2d6*2 Bane + 2d6*2 Axiomatic +2*2 sacred Hunter's Blessing + +1*2 enhancement +2*2 enhancement (bane)


Kitsune Game Master

The protean is obliterated and turned into a pincushion. It sinks into the misty sea dead to stay there.

Please adjust your rounds/level spells accordingly.


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 : Anything that is rds/lvl is dead (Haste, Greater Invis); we have spent approximately 3 minutes so far of everything longer...

@ everyone, we have roughly a minute left before align weapon wears off on Ohrmizd's scimitar, and 7 minutes before a bunch of min/lvl buffs wear off. Any ideas on how to get the last Protean to stand still long enough for us to fight her (especially as she has fast healing of some sort...)


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 need to split I think, or we will never catch them" Ohrmizd states when Omari decides to fly over the boat, he takes the other direction towards the caves.

Through the two minutes Omari plays with his protean, Ohrmizd looks for the other one in the caves, using his nose to track the position of the creature.
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (7) + 20 + 2 + 4 = 33

20 rounds of tracking attempts:

Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (8) + 20 + 2 + 4 = 34
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (18) + 20 + 2 + 4 = 44
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (4) + 20 + 2 + 4 = 30
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (2) + 20 + 2 + 4 = 28
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (10) + 20 + 2 + 4 = 36
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (4) + 20 + 2 + 4 = 30
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (13) + 20 + 2 + 4 = 39
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (3) + 20 + 2 + 4 = 29
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (20) + 20 + 2 + 4 = 46
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (9) + 20 + 2 + 4 = 35
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (2) + 20 + 2 + 4 = 28
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (2) + 20 + 2 + 4 = 28
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (5) + 20 + 2 + 4 = 31
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (15) + 20 + 2 + 4 = 41
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (13) + 20 + 2 + 4 = 39
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (20) + 20 + 2 + 4 = 46
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (19) + 20 + 2 + 4 = 45
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (3) + 20 + 2 + 4 = 29
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (10) + 20 + 2 + 4 = 36
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (19) + 20 + 2 + 4 = 45

Note: Ohrmizd is flying and moves at 50', that is 100' per round.


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
Ohrmizd wrote:

"We need to split I think, or we will never catch them" Ohrmizd states when Omari decides to fly over the boat, he takes the other direction towards the caves.

...]

"At least stay in pairs!" Interjects Omari "Otherwise it will be too easy for the thing to stage an ambush on it's own turf."


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

The blaster should go with Ohrmizd. I will remain with the cleric. 7 minutes of flight left.


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

"It seems like the dynamic duo are on the case yet again," Heshan spoke with a toothy grin. He follows Ohrmizd to wherever his sleuthing skills may take him.


Kitsune Game Master

"We take the last cave." One of the shaitans tells and they also move back to the caves.

who: 1d2 ⇒ 2
The protean in the first cave hits Heshan with a warpwave.
@Heshan
Effect Fort DC22: 1d10 ⇒ 8
Str Dmg: 1d4 ⇒ 4 + nauseated

Cave A5 is covered by the shaitans and nothing will happen there. The caves A3 are covered with some corrosive goo that is especially harmful for lawful creatures. In A4 there is the entropic pool which you can't enter, but the protean can. Other possible locations are the two boats. The spell to move is dimension door, so once the protean appears you got a full round of actions. In addition you have the rogue protean somewhere.
Welcome to a game of Whack a Mole.


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

When the fire team finds the protean in the first cave, Ohrmizd flies over charging on him just after the warpwave hits Heshan "You stop tricking my friend! Pay for this!" while activating bane.
Zenzirad-PA+charge+HR+HB+justice+BS+bane: 1d20 + 13 - 3 + 2 + 2 + 2 + 3 + 1 + 2 ⇒ (17) + 13 - 3 + 2 + 2 + 2 + 3 + 1 + 2 = 39
Lawful/Magical/Slashing damage+PA+HB+BS+destruction+bane: 1d6 + 5 + 6 + 2 + 2 + 1 + 4 + 2d6 ⇒ (1) + 5 + 6 + 2 + 2 + 1 + 4 + (1, 2) = 24

Critical?: 1d20 + 13 - 3 + 2 + 2 + 2 + 6 + 1 + 2 ⇒ (5) + 13 - 3 + 2 + 2 + 2 + 6 + 1 + 2 = 30
Lawful/Magical/Slashing damage+PA+HB+BS+destruction+bane: 1d6 + 5 + 6 + 2 + 2 + 1 + 4 + 2d6 ⇒ (2) + 5 + 6 + 2 + 2 + 1 + 4 + (2, 4) = 28

HP 103/103 AC 32 TAC 15
bane 9/10 (swift)
judgement 3/4
- destruction +4 damage
- justice +3 to hit
shield of wings 10 min
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


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

Fort Save: 1d20 + 5 ⇒ (6) + 5 = 11

It was a good hit. Unfortunately for Heshan, it meant that he was left retching on the floor. The only thing he could do was point to Ohrmizd where that blast of chaos came from.


Kitsune Game Master

You get a fort save.


Kitsune Game Master

Ohrmizd cuts deep into the outsider. The protean steps back and hits Ohrmizd with a warpwave too.

Effect DC22: 1d10 ⇒ 91d4 ⇒ 1
2d6 acid damage for 10 rounds

Protean(52)
Ohrmizd, Heshan <-
Untreated, the nausea lasts also 10 rounds


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 DC 22: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
Acid damage: 2d6 ⇒ (5, 5) = 10
Ohrmizd suddenly starts to burn in acid.

The inquisitor steps forward engaging at full on the protean "You f!##er are really driving me nuts!"
Zenzirad-PA+charge+HR+HB+justice+BS+bane: 1d20 + 13 - 3 + 2 + 2 + 2 + 3 + 1 + 2 ⇒ (1) + 13 - 3 + 2 + 2 + 2 + 3 + 1 + 2 = 23
Lawful/Magical/Slashing damage+PA+HB+BS+destruction+bane: 1d6 + 5 + 6 + 2 + 2 + 1 + 4 + 2d6 ⇒ (5) + 5 + 6 + 2 + 2 + 1 + 4 + (3, 6) = 34

Zenzirad-PA+charge+HR+HB+justice+BS+bane: 1d20 + 8 - 3 + 2 + 2 + 2 + 3 + 1 + 2 ⇒ (1) + 8 - 3 + 2 + 2 + 2 + 3 + 1 + 2 = 18
Lawful/Magical/Slashing damage+PA+HB+BS+destruction+bane: 1d6 + 5 + 6 + 2 + 2 + 1 + 4 + 2d6 ⇒ (6) + 5 + 6 + 2 + 2 + 1 + 4 + (4, 5) = 35

As a swift prayer Ohrmizd calls the help of the goddess "Dawnflower protect me from this protea-s*&%!" switching destruction judgement for resistance.
Gaining resistance to acid 12

HP 93/103 AC 32 TAC 15
acid damage 9 rounds
bane 8/10 (swift)
judgement 3/4
- resistance 12 vs acid
- justice +3 to hit
shield of wings 10 min
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


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

Heshan is currently reconsidering his choice of enemies as he continues to try and recover from the energy wave, electing to stay next to Orhmizd for now.


Kitsune Game Master

Ohrmizd almost stumbles over his own feet as he violently swings at the creature. The protean again steps back and uses its connection to chaos to warp Ohrmizd's reality.

Effect DC22: 1d10 ⇒ 5
Target’s body becomes hyperactive and slightly unhinged from surrounding time—the target is hasted but becomes fatigued.

Protean(52)
Ohrmizd, Heshan <-

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