GM supervillan's Krune campaign (Inactive)

Game Master supervillan

Current scenario: Words of the Ancients

Maps and Slides


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Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

Prior to Combat

Nina also creeps up, fascinated about the idea of a strange horse-thing running around in here.

Perception (DC 15): 1d20 - 1 ⇒ (7) - 1 = 6

"Huh? You sure, Shel? Looks just like a regular horse to me..."
______________

Hoping to do the above prior to combat if possible; just now catching up on the game since I took yesterday off.


The Waking Rune

I'm fine with you all having moved up to take a look at the perfectly normal innocent farmyard animal before we roll initiative ;p

Silver Crusade

HP: 49/54 l AC: 25 (34), T 13 (14), FF 22 (30) l CMD 23 l F +7, R +8 (+9), W +4; +4 vs. enchantments l Immune: Fire, Paralysis, Sleep l Resistance: Electricity 10 I Init +7 l Senses: Darkvision, Perception +10
Skills:
Acrobatics +11, Diplomacy +4, Fly +13, Intimidate +10, Kn. Planes +2, Sense Motive +6, Stealth +7
Female Elemental Unchained Eidolon 9 | Active Conditions: Extended Barkskin, Endure Elements, Haste, Mage Armor

Perception (DC 15): 1d20 + 9 ⇒ (16) + 9 = 25 For funsies; she doesn't have the other relevant skill to roll.

"Yeah no, if that's a horse then I'm a g+#%+#ned unicorn," Inky snarks with a roll of her eyes. "It's got backwards hooves! That ain't right."


The Waking Rune

Not fooled by the perfectly innocent-looking horsey, you prepare for combat...

initiative:

Shel: 1d20 + 9 ⇒ (12) + 9 = 21
Seldanna: 1d20 + 9 ⇒ (2) + 9 = 11
Pet Lonan: 1d20 + 2 ⇒ (7) + 2 = 9
Teric: 1d20 + 1 ⇒ (20) + 1 = 21
Nina: 1d20 + 2 ⇒ (3) + 2 = 5
Pet Incandescence: 1d20 + 3 ⇒ (14) + 3 = 17
Almaas: 1d20 + 8 ⇒ (5) + 8 = 13
Daedin: 1d20 + 14 ⇒ (16) + 14 = 30
Dobbin: 1d20 + 7 ⇒ (15) + 7 = 22

Round 1

Daedîn
Maybe-not-a-horse
Shel
Teric
Inky
Almaas
Seldanna
Nina

Daedîn may act! I mean, if you want to. Maybe you could offer the nice horsey a sugar lump?

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:98/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

Daedîn moves 5' north and fires at the not so innocent lookin' and flat-footed non-horsey...

Daedîn's sniper ability gives him sneak attack out to 50' and I think I'm right there...

To hit: Base/Dex, Weapon Focus, Magic, Rapid Shot, Deadly Aim, Precise Shot, Deadeye Bowman
Damage: Magic, Strength, Deadly Aim, Sneak Attack

Longbow (Manyshot): 1d20 + 16 + 2 + 1 + 1 - 2 - 2 ⇒ (15) + 16 + 2 + 1 + 1 - 2 - 2 = 31
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 4 + 4d6 ⇒ (2) + 2 + 2 + 4 + (6, 4, 5, 2) = 27
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 4 + 4d6 ⇒ (7) + 2 + 2 + 4 + (3, 6, 3, 3) = 30

Longbow (Iterative): 1d20 + 10 + 2 + 1 - 2 - 2 ⇒ (8) + 10 + 2 + 1 - 2 - 2 = 17
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 4 + 4d6 ⇒ (7) + 2 + 2 + 4 + (4, 3, 2, 5) = 29

Longbow (Rapid Shot): 1d20 + 15 + 2 + 1 - 2 - 2 ⇒ (19) + 15 + 2 + 1 - 2 - 2 = 33
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 4 + 4d6 ⇒ (4) + 2 + 2 + 4 + (2, 5, 3, 1) = 23


The Waking Rune

You're at 55' Daedîn. Every second diagonal is 10'. I've left a white square on the map to show the bhuta's position at the start of your turn.

Daedîn unleashes a storm of arrows. The barbs fly straight through the "horse" which lets out an unearthly scream as they do so.

Everyone who witnesses this may attempt a DC22 Will Save

if you pass the save:
You see through the illusion. The ghostly bhuta is humanoid, floating above the ground on backwards-facing feet. It wears tattered rags, and glares at you with eyes of blue fire.

The horse gallops towards you - rather slowly, for a horse. But look at the poor thing's legs! It gallops right through the wall of the shrine and up to Daedîn to nuzzle him.

incorporeal touch vs nasty cold iron archer, charge: 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23damage: 5d8 ⇒ (7, 5, 7, 3, 7) = 29bleed: 1d8 ⇒ 6

The horse brushes against Daedîn, and hideous wounds open up on the elf. Daedîn bleeds profusely. You may attempt a second DC22 Will save Daedîn, and open the spoiler above if you succeed.

Round 1 / 2

Daedîn, -29hp, bleeding (6)
Bhuta, -52hp
Shel
Teric
Inky
Almaas
Seldanna
Nina

The bold may act!

I'll resolve all round 1 actions before Daedîn's round 2. Daedîn takes bleed damage at the start of his turn if not healed before then.

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Will 1d20 + 12 ⇒ (6) + 12 = 18

Shel moves 5’ to the northwest and swings her magical cold iron kukri twice.

Attack 1d20 + 16 ⇒ (18) + 16 = 34
Damage 1d3 + 3 ⇒ (2) + 3 = 5

Possible Crit on first attack 1d20 + 16 ⇒ (16) + 16 = 32
Damage 1d3 + 3 ⇒ (3) + 3 = 6

Iterative Attack 1d20 + 11 ⇒ (5) + 11 = 16
Damage 1d3 + 3 ⇒ (1) + 3 = 4

Would someone move me on the map, please?


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The Waking Rune

Moved you - crit confirms too, as magical cold iron is treated as if it had Ghost Touch against a bhuta (and isn't your kukri ghost touch anyway?)

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:98/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

No worries, GM, I trust you. Damn, 5’ short...wanted to move 5’ forward but was blocked...think I might’ve dropped it otherwise...

Will Save: 1d20 + 5 ⇒ (12) + 5 = 17

The Concordance

Female Human Witch 11 | HP: 78/61| AC: 18 (21 Mage Armor) | T: 15| FF: 15 (Mage Armor)| CMD: 20| Fort: +8 | Ref: +8| Will: +9 | Init: +9 | Perc: +13 | Sense Motive: +2 |

Seldanna, seeing that Daedin's wounds are bleeding quite badly, moves up behind the elf and applies a healing hex to him.

Heal: 2d8 + 10 ⇒ (4, 7) + 10 = 21

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

Will (DC 22): 1d20 + 8 ⇒ (20) + 8 = 28

"Oh, oh wow you're right, that's definitely not a horse!"

Unfortunately the creature moves a bit too quickly for her and Inky to react and closes on the group, rendering it impossible to make a charge from their current position.

"Dang...come on Inky, we still gotta get in there!"

The pair move up and into range for Nina to try a stab with her lance...

Attack vs. Thing (+1 Adamantine Lance; Arcane Strike): 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 1d6 + 7 + 2 ⇒ (2) + 7 + 2 = 11

If Inky is Attacked:

Ride Check (Mounted Combat): 1d20 + 10 ⇒ (2) + 10 = 12

Silver Crusade

HP: 49/54 l AC: 25 (34), T 13 (14), FF 22 (30) l CMD 23 l F +7, R +8 (+9), W +4; +4 vs. enchantments l Immune: Fire, Paralysis, Sleep l Resistance: Electricity 10 I Init +7 l Senses: Darkvision, Perception +10
Skills:
Acrobatics +11, Diplomacy +4, Fly +13, Intimidate +10, Kn. Planes +2, Sense Motive +6, Stealth +7
Female Elemental Unchained Eidolon 9 | Active Conditions: Extended Barkskin, Endure Elements, Haste, Mage Armor

Will (DC 22): 1d20 + 4 ⇒ (13) + 4 = 17

"Wait, what? No, it's not a horse - it's a really freaky horse," Inky blinks as she moves herself and Nina into attack position.

Inky Bodyguarding:

Priority Nina, then Daedîn, then anyone else if they're adjacent.

Aid Another (+2 AC): 1d20 + 9 ⇒ (16) + 9 = 25

Aid Another (+2 AC): 1d20 + 9 ⇒ (7) + 9 = 16

Aid Another (+2 AC): 1d20 + 9 ⇒ (5) + 9 = 14

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:98/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

Daedîn says "Thanks, Seldanna," as he steps back 5' and fires more cold iron at the not-horsey..

To hit: Base/Dex, Weapon Focus, Magic, PBS, Rapid Shot, Deadly Aim, Precise Shot, Deadeye Bowman
Damage: Magic, Strength, PBS, Deadly Aim

Longbow (Manyshot): 1d20 + 15 + 2 + 1 + 1 + 1 - 2 - 2 ⇒ (9) + 15 + 2 + 1 + 1 + 1 - 2 - 2 = 25
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 4 ⇒ (8) + 2 + 2 + 1 + 4 = 17
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 4 ⇒ (2) + 2 + 2 + 1 + 4 = 11

Longbow (Iterative): 1d20 + 10 + 2 + 1 + 1 - 2 - 2 ⇒ (2) + 10 + 2 + 1 + 1 - 2 - 2 = 12
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 4 ⇒ (1) + 2 + 2 + 1 + 4 = 10

Longbow (Rapid Shot): 1d20 + 15 + 2 + 1 + 1 - 2 - 2 ⇒ (1) + 15 + 2 + 1 + 1 - 2 - 2 = 16
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 4 ⇒ (6) + 2 + 2 + 1 + 4 = 15

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Will Save (PfE): 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27

"Gah!" Teric steps back as the horse comes straight through the wall. He finally gets a good look at it. "Oh, yes, the horse is some sort of ghostly illusion."

He conjures a ball of flaming ice right at the bhuta's form. He twists the rules of the universe at the right moment and it tries to cloy and catch at the ghost.

Cold Flaming Sphere with Rime Spell (Reflex Save DC 22 for half, plus entangle): 3d6 ⇒ (1, 3, 4) = 8
Failure on the save means full damage, slowed, and entangled.

The Exchange

Male LN Dwarf from Qadira | Follower of Erastil | Monk 3 & Inquisitor 7 | Freedom of Movement 3/3 | Spells 1st 5/6, 2nd 5/5, 3rd 3/3 | HP 106/106 | Normal: AC 22 T 20 FF 20 | CMB +6, CMD 27 | F: +18, R: +12, W: +22 | Init: +9 | Perc: +22, SM: +18, Diplomacy: +26 | Discern Lies 7/7 | BoSpeed 3/10 | Reroll 1/1 | Lucky Horseshoe 1/1 | Bane 15/15 | Perfect Strike 4/4 | Darkvision | Speed 30ft | Active conditions: Divine Favor

Almaas looks at the thing and immediately sees through the illusion.

Will save: 1d20 + 20 ⇒ (14) + 20 = 34

Knowledge: Religion +8 (Rank 4, Class +3, Int +1) +15 to identify abilities of creatures ‘Inquisitor monster lore’: 1d20 + 15 ⇒ (2) + 15 = 17

Having no idea what this is but seeing that it moved through walls, Almaas activates his undead bane ability and shoots arrows at the enemy that targeted his companion.

Almaas's does not have normal arrows hut his standard arrows are cold iron.
Is it allowed to make an educated guess about what bane makes sense or do I have to identify the monster first before I can use bane? if possible Swift action: Undead bane 12/13 remaining.

Longbow to hit:+1 Longbow +16 [+6 BAB, +7 Wis (Zen Archer), +1 Enhancement Bonus, +1 Weapon Focus, -2 Deadly Aim, +2 Wood Mystery Wood, pbs +1 Bond]
Longbow damage: 1d8+6, 20/x3 [+4 Deadly aim, +1 Enhancement bonus, +1 pbs]

Primary Rapid Shot 1: 1d20 + 16 - 2 ⇒ (17) + 16 - 2 = 31 if bane +2
Damage: 1d8 + 6 ⇒ (6) + 6 = 12 + if bane: 2 + 2d6 ⇒ 2 + (6, 2) = 10

Primary Rapid Shot 2: 1d20 + 16 - 2 ⇒ (5) + 16 - 2 = 19 if bane +2
Damage: 1d8 + 6 ⇒ (8) + 6 = 14 + if bane: 2 + 2d6 ⇒ 2 + (6, 5) = 13

Secondary Rapid Shot 1: 1d20 + 16 - 2 ⇒ (1) + 16 - 2 = 15 if bane +2
Damage: 1d8 + 6 ⇒ (4) + 6 = 10 + if bane: 2 + 2d6 ⇒ 2 + (6, 1) = 9


The Waking Rune

Shel identified it as an undead bhuta, Almaas, so you're fine to activate Bane (undead).

Shel's kukri slices through the insubstantial undead, eliciting another furious inhuman screech.

Seldanna heals Daedîn's bleeding wound.

Nina thrusts her lance into the creature, to some effect.

bhuta reflex DC22: 1d20 + 11 ⇒ (16) + 11 = 27

The 'horse' dodges Teric's icy attack.

Almaas sends a volley of enhanced cold iron, one arrow making a telling strike. Your full attack without bane looks like +14/+14/+9 including PBS and Deadly Aim.

Daedîn also follows up with another volley, his double-shot inflicting more damage.

The monstrous creature attacks its closest foe, Shel:

incorporeal touch: 1d20 + 17 ⇒ (16) + 17 = 33damage: 5d8 ⇒ (8, 8, 7, 1, 6) = 30bleed: 1d8 ⇒ 8
incorporeal touch: 1d20 + 17 ⇒ (13) + 17 = 30damage: 5d8 ⇒ (5, 2, 2, 5, 4) = 18bleed: 1d8 ⇒ 8

Horrific wounds open up on the halfling. The bhuta retreats into the wall!

You're all getting Will saves against its illusion every time you see it hit by a volley of arrows, or if it hits you or you hit it, some I'm going to replace the horsey with the actual bhuta image. It's only medium, not large, so it can retreat into the wall with a 5' step. (It's not very clear how Veil interacts with attacks against the Veiled creature when it mimics something that's a different size, so I've just let you target any square of the "horse" without adjusting the monster's AC for size).

Since Shel's turn is right after the bhuta's she's taking bleed damage from both wounds at the start of her turn. I've already marked the hp off.

Round 2 / 3

Daedîn, -8hp
Bhuta, -107hp
Shel, -64hp (bleed 8, and bleed 8)
Teric
Inky
Almaas
Seldanna
Nina

The bold may act!

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

"Oh man, that's not fair at all," Nina groans as the bhuta brutally attacks Shel and then disappears back into the wall. "Inky, we need to get away from the walls!"

The eidolon obligingly takes a step away from the nearby wall while Nina readies her lance for when and if the creature shows itself again...

Readied Attack (+1 Adamantine Lance; Arcane Strike, PA): 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 1d6 + 15 ⇒ (1) + 15 = 16

If Inky is Attacked:

Ride Check (Mounted Combat): 1d20 + 10 ⇒ (11) + 10 = 21

Silver Crusade

HP: 49/54 l AC: 25 (34), T 13 (14), FF 22 (30) l CMD 23 l F +7, R +8 (+9), W +4; +4 vs. enchantments l Immune: Fire, Paralysis, Sleep l Resistance: Electricity 10 I Init +7 l Senses: Darkvision, Perception +10
Skills:
Acrobatics +11, Diplomacy +4, Fly +13, Intimidate +10, Kn. Planes +2, Sense Motive +6, Stealth +7
Female Elemental Unchained Eidolon 9 | Active Conditions: Extended Barkskin, Endure Elements, Haste, Mage Armor

"Right-o," Inky replies, for once not arguing or offering her summoner any lip. She steps away from the wall and in front of Seldanna and Teric, clearly intending to act as a shield if necessary. Then, she also readies herself to attack if the bhuta comes within reach of her teeth...

Readied Attack (Bite; Magic Attacks): 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Inky Bodyguarding:

Priority Nina, Teric, Seldanna, Almaas.

Aid Another (+2 AC): 1d20 + 9 ⇒ (10) + 9 = 19

Aid Another (+2 AC): 1d20 + 9 ⇒ (12) + 9 = 21

Aid Another (+2 AC): 1d20 + 9 ⇒ (5) + 9 = 14

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:98/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

Daedîn fires another volley of cold iron at the creature...

To hit: Base/Dex, Weapon Focus, Magic, PBS, Rapid Shot, Deadly Aim, Precise Shot, Deadeye Bowman
Damage: Magic, Strength, PBS, Deadly Aim

Longbow (Manyshot): 1d20 + 15 + 2 + 1 + 1 - 2 - 2 ⇒ (11) + 15 + 2 + 1 + 1 - 2 - 2 = 26
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 4 ⇒ (4) + 2 + 2 + 1 + 4 = 13
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 4 ⇒ (3) + 2 + 2 + 1 + 4 = 12

Longbow (Iterative): 1d20 + 10 + 2 + 1 + 1 - 2 - 2 ⇒ (7) + 10 + 2 + 1 + 1 - 2 - 2 = 17
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 4 ⇒ (3) + 2 + 2 + 1 + 4 = 12

Longbow (Rapid Shot): 1d20 + 15 + 2 + 1 + 1 - 2 - 2 ⇒ (11) + 15 + 2 + 1 + 1 - 2 - 2 = 26
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 4 ⇒ (2) + 2 + 2 + 1 + 4 = 11


The Waking Rune

Daedîn you have no target. The bhuta has entered the walls (it's incorporeal). I'll take your first attack roll as a readied action for when it emerges.

As a player I hate incorporeals. They break so many rules! At least this one has a weakness that substantially increases the damage it takes ;)

The Exchange

Male LN Dwarf from Qadira | Follower of Erastil | Monk 3 & Inquisitor 7 | Freedom of Movement 3/3 | Spells 1st 5/6, 2nd 5/5, 3rd 3/3 | HP 106/106 | Normal: AC 22 T 20 FF 20 | CMB +6, CMD 27 | F: +18, R: +12, W: +22 | Init: +9 | Perc: +22, SM: +18, Diplomacy: +26 | Discern Lies 7/7 | BoSpeed 3/10 | Reroll 1/1 | Lucky Horseshoe 1/1 | Bane 15/15 | Perfect Strike 4/4 | Darkvision | Speed 30ft | Active conditions: Divine Favor

Almaas readies an action to shoot a cold iron arrow if the ghostly being reappears.

Primary, bane round 2/13: 1d20 + 16 + 2 ⇒ (20) + 16 + 2 = 38
Damage: 1d8 + 6 + 2 + 2d6 ⇒ (2) + 6 + 2 + (3, 3) = 16

Crit confirm Primary: 1d20 + 16 + 2 ⇒ (8) + 16 + 2 = 26
Damage, no bane: 2d8 + 12 + 4 ⇒ (4, 3) + 12 + 4 = 23

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

The ball of cold fire roils and churns near the wall where the ghost entered, waiting for it to reappear.

"Shel, let me see that wound quickly." Teric touches the halfling and some of her wounds close.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel accepts the healing and moves 10’ south, trying to get away from the beast. It’s attacks cut much more deeply than she suspected.

The Concordance

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Female Human Witch 11 | HP: 78/61| AC: 18 (21 Mage Armor) | T: 15| FF: 15 (Mage Armor)| CMD: 20| Fort: +8 | Ref: +8| Will: +9 | Init: +9 | Perc: +13 | Sense Motive: +2 |

Didn't look like Shel had already been moved, so have moved her.

Seldanna steps up to Shel and offers her some more healing in case the ghostly horse should target her again with its vicious attacks.

Heal Hex: 2d8 + 10 ⇒ (2, 8) + 10 = 20


The Waking Rune

The bhuta emerges from the wall, and although it is too far away for Nina's lance to strike, two arrows fly towards it.

The two enchanted cold iron missiles rip through the evil apparition, dispersing it into so much ectoplasm before it can reach anyone to do more harm!

Combat over!

btw Daedîn isn't your bow Holy?

Party status

Daedîn, -8hp
Shel, -35hp

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

"Yeesh...I hope there aren't any more lurking around," Nina remarks as she lowers her lance slightly and casts a nervous and distrustful glance around at the nearby walls. Though she figures the chamber ahead is probably safe, she pats Inky as a signal to hold her ground as she begins to scan the area for any additional magic auras.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Teric flicks his finger and the ball of cold fire rolls into the room the Bhutan had been in. He glances in, using the magical light to look around and then enters to look around.

If there's anything hostile still in the room, Teric will roll the ball into it.

The Exchange

Male LN Dwarf from Qadira | Follower of Erastil | Monk 3 & Inquisitor 7 | Freedom of Movement 3/3 | Spells 1st 5/6, 2nd 5/5, 3rd 3/3 | HP 106/106 | Normal: AC 22 T 20 FF 20 | CMB +6, CMD 27 | F: +18, R: +12, W: +22 | Init: +9 | Perc: +22, SM: +18, Diplomacy: +26 | Discern Lies 7/7 | BoSpeed 3/10 | Reroll 1/1 | Lucky Horseshoe 1/1 | Bane 15/15 | Perfect Strike 4/4 | Darkvision | Speed 30ft | Active conditions: Divine Favor

Almaas is glad that it is over.

"Let us continue."

Almaas says but does not stride forward as he likes to stay in the middle of the group.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:98/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

Argh! Yes it is GM, thanks for the reminder...

Daedîn searches the room the creature emerged from, looking for anything relevant or suspicious...

Perception: 1d20 + 21 ⇒ (8) + 21 = 29 (+1 if there are traps)


The Waking Rune

The room that once held the "horse" is empty, save for the ancient bloodstains on the floor. The bas reliefs on the walls suggest that the blood came from Lissalans self flagellating in worship of their goddess.

The double doors obviously lead back to the chamber where the Marquis and the others are waiting.

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel pulls her CLW wand and asks one of the group to continue to patch her up.

CLW 5d8 + 5 ⇒ (8, 7, 3, 4, 4) + 5 = 31

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

"Looks like nowhere to go now but back the other way then! At least we don't have to worry about a freaky ghost sneaking up on us through the walls."

Once everyone else is ready, Nina and Inky pad back around to the entrance and then obligingly wait for someone more skilled at such things to examine the doors leading south.

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel moves to the doors to the south and takes a peek for any traps.

Perception 1d20 + 22 ⇒ (5) + 22 = 27

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:98/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

Daedîn nods and follows Nina and Inky back to the entryway. He mimics Shel in checking out the southern door...

Perception: 1d20 + 21 + 1 ⇒ (15) + 21 + 1 = 37

...and will attempt to unlock it or disarm it if needed...

Disable Device: 1d20 + 23 ⇒ (9) + 23 = 32


The Waking Rune

Neither of the two rogues finds anything amiss about the doors. Indeed, they look like they will open very smoothly.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

While the others inspect the doors, Teric is chatting with the Marquis, explaining a recent problem he's had with permits in Magnimar. If only the Marquis could speak to the right people, Teric would be appreciative and willing to show his thanks to the Marquis...

If Teric learns that the dwarf woman is interested in mining the stone for profit, he'll probably be interested.


The Waking Rune

Marquis Heywood replies "Get me to Magnimar in one piece, Prince Cain, and I'll be glad to help. What was that infernal screech back there? Gave me the willies, I say!"

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Seeing no trap, Shel tries to open the doors for the group.


The Waking Rune

Seldanna you seem to have left Lonan behind - assume that's not intentional? Let me know if you're putting him in his cage, otherwise I'll assume he sits in your hood if he's in the same square as you on the map.

I'll reveal the contents of the next room later today.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

"Splendid, Marquis! It is always good to see a man willing to help a friend, yes? And don't worry about the sounds, just a bit of difficulty we had to deal with, but we are experienced in this sort of thing. It's why we're here after all! Now, we'll be back in short order, hopefully with the Fat Man who can pay for what he's done to you."


The Waking Rune

"Compensation, eh? Dashed right! Better bring the Fat Man to Magnimar to face justice, we'll not find any in Kaer Maga."

Shel opens the door. As suspected it swings smoothly and easily.

The rotted pews, the collapsed pulpit, and the giant Sihedron mosaic on the floor indicate that this room once housed Lissalan worshipers. A circular door set in the northern end of the eastern wall has no apparent handles or hinges, though an obviously magical key hole lies in the centre of the door. Stone double doors also rest in the eastern wall, farther south. A reminder - north on this map is to the left; the double doors are the ones you've just opened.

Within the chapel waits an armoured knight atop a skeletal charger. She couches a lance wreathed in flame. As you open the door she speaks in a harsh and ancient language, her voice rasping and unlovely.

"Οι αντίπαλοι της πίστης δεν επιτρέπονται μέσα σε αυτόν τον ιερό χώρο!"

Thassilonian:
"Opponents of the faith are not permitted within this sacred site."

initiative:

Shel: 1d20 + 9 ⇒ (5) + 9 = 14
Seldanna: 1d20 + 9 ⇒ (18) + 9 = 27
Pet Lonan: 1d20 + 2 ⇒ (15) + 2 = 17
Teric: 1d20 + 1 ⇒ (10) + 1 = 11
Nina: 1d20 + 2 ⇒ (15) + 2 = 17
Pet Incandescence: 1d20 + 3 ⇒ (16) + 3 = 19
Almaas: 1d20 + 8 ⇒ (17) + 8 = 25
Daedin: 1d20 + 14 ⇒ (4) + 14 = 18
Knight: 1d20 + 5 ⇒ (18) + 5 = 23

Knowledge (religion) DC23 - when you can see the knight:

The chapel's guardian is a Graveknight - an evil undead warrior whose will refuses to submit to death. Driven by her obsessive obedience to Lissala, this creature's soul is bound to her armour much like a lich's is bound to a phylactery. Graveknight armour is similarly difficult to destroy.

DC28

Spoiler:
Graveknights have many defences: they are immune to cold, electricity and in this case also fire (the latter a consequence of the manner of her death and profane rebirth).

DC33

Spoiler:
Graveknights are highly resistant to mundane weapons - only enchanted arms can readily pierce their armour DR. They also resist spells and positive energy channeling. They radiate an evil aura that boosts the abilities of undead whilst making positive energy difficult to conjure with. Concentration check to use positive energy within 30 feet eg channel, healing spells.

DC38

Spoiler:
A Graveknight's attacks are equally powerful. Her weapons are wreathed in the energy associated with her revivification (in this case fire). She can create a blast of this energy 30' cone. She can command hordes of lesser undead.

DC43

Spoiler:
A Graveknight's mount is similar to that conjured by a phantom steed spell, but can be re-summoned at will. Only one hour need pass after such a steed is destroyed before the Graveknight can call it back from the Beyond.

Round 1

Seldanna
Almaas
Knight
Inky
Daedîn, -8hp
Nina
Lonan
Shel, -4hp
Teric

The bold may act!

The Concordance

Female Human Witch 11 | HP: 78/61| AC: 18 (21 Mage Armor) | T: 15| FF: 15 (Mage Armor)| CMD: 20| Fort: +8 | Ref: +8| Will: +9 | Init: +9 | Perc: +13 | Sense Motive: +2 |
GM supervillan wrote:

Seldanna you seem to have left Lonan behind - assume that's not intentional? Let me know if you're putting him in his cage, otherwise I'll assume he sits in your hood if he's in the same square as you on the map.

I'll reveal the contents of the next room later today.

A few moments ago...

"Lonan, what are you doing you silly bird. Get back in your cage!"

Lonan CAAAAWS and curses as he shuffles back into his box.

Now...

Seldanna moves up behind the group to get a look at their new opponent.

Kn. Religion: 1d20 + 9 ⇒ (15) + 9 = 24

"Oh dear! That looks like a Graveknight! Undead. Evil...and an obsessive servant of Lissala, no doubt. This creature's soul will be bound to her armour, much like a lich's is to its pylactery. It's armour will be tough to destroy!"

Seldanna then gives the group a bit of a magical boost to hopefully help them deal with the threat.

Cast Haste on the whole group (excluding herself).

The Exchange

Male LN Dwarf from Qadira | Follower of Erastil | Monk 3 & Inquisitor 7 | Freedom of Movement 3/3 | Spells 1st 5/6, 2nd 5/5, 3rd 3/3 | HP 106/106 | Normal: AC 22 T 20 FF 20 | CMB +6, CMD 27 | F: +18, R: +12, W: +22 | Init: +9 | Perc: +22, SM: +18, Diplomacy: +26 | Discern Lies 7/7 | BoSpeed 3/10 | Reroll 1/1 | Lucky Horseshoe 1/1 | Bane 15/15 | Perfect Strike 4/4 | Darkvision | Speed 30ft | Active conditions: Divine Favor

Knowledge: Religion +8 (Rank 4, Class +3, Int +1) +15 to identify abilities of creatures ‘Inquisitor monster lore’: 1d20 + 15 ⇒ (5) + 15 = 20

Almaas activates his undead bane ability and shoots arrows at the Graveknight.

Free action: activating perfect strike on first shot, Swift action: Undead bane 3/13.

Longbow to hit:+1 Longbow +18 (6 BAB, +7 Wis (Zen Archer), +1 Enhancement Bonus, +1 Weapon Focus, -2 Deadly Aim, +2 Wood Mystery Wood bond, +1 haste, bane +2 ]
Longbow damage: 1d8+7+2d6, 20/x3 [+4 Deadly aim, +1 Enhancement bonus, bane +2+2d6]

Almaas has deadeye bowman but he still has to cope with cover for all these shots below.

* *

Haste Attack, perfect strike take better, rapid shot -2 : 1d20 + 16 ⇒ (16) + 16 = 32
Haste Attack, perfect strike take better , rapid shot -2 : 1d20 + 16 ⇒ (3) + 16 = 19
Damage: 1d8 + 5 + 2 + 2d6 ⇒ (8) + 5 + 2 + (3, 6) = 24 +sneak attack damage : 1d6 ⇒ 1

If a sneak attack was successful then immediate action ‘Study Target’ as a slayer for +2 to hit and damage.

-

Primary Rapid Shot 1: 1d20 + 18 - 2 ⇒ (20) + 18 - 2 = 36 potentially +2 with study target.
Damage: 1d8 + 5 + 2 + 2d6 ⇒ (7) + 5 + 2 + (4, 4) = 22 +sneak attack damage : 1d6 ⇒ 5 potentially +2 with study target.

Crit confirm: 1d20 + 18 - 2 ⇒ (19) + 18 - 2 = 35 potentially +2 with study target.
Crit Damage: 2d8 + 10 + 4 ⇒ (2, 2) + 10 + 4 = 18 potentially +2 with study target.

-

Primary Rapid Shot 2: 1d20 + 18 - 2 ⇒ (11) + 18 - 2 = 27 potentially +2 with study target.
Damage: 1d8 + 5 + 2 + 2d6 ⇒ (6) + 5 + 2 + (6, 1) = 20 +sneak attack damage : 1d6 ⇒ 1 potentially +2 with study target.

-

Secondary , Rapid Shot -2: 1d20 + 18 - 2 - 5 ⇒ (15) + 18 - 2 - 5 = 26 potentially +2 with study target.
Damage: 1d8 + 5 + 2 + 2d6 ⇒ (7) + 5 + 2 + (1, 6) = 21 +sneak attack damage : 1d6 ⇒ 4 potentially +2 with study target.


The Waking Rune

Seldanna hastes the party, and Almaas takes aim...

You're out of 30' sneak attack range, Almaas, but your crit confirms.

...two arrows strike home, the second one taking the knight in the neck.

"Θα πληρώσετε με αίμα!" she rasps as she urges her mount forwards, charging towards you.

Thassilonian:
"You will pay in blood!"

The steed charges, its hooves not touching the ground.

graveknight vs Shel, charge, expertise: 1d20 + 23 + 2 - 4 ⇒ (11) + 23 + 2 - 4 = 32damage, spirited charge: 3d8 + 42 ⇒ (7, 1, 7) + 42 = 57fire damage: 3d6 ⇒ (6, 1, 5) = 12 Fire damage has not been tripled - she does +3d6 fire with melee attacks.

The undead knight's burning lance impales Shel - but the hardy halfling yet lives!

Round 1 / 2

Seldanna
Almaas
Graveknight, -64hp
Inky
Daedîn, -8hp
Nina
Shel, -73hp
Teric

The bold may act!

I will resolve all round 1 actions before any from round 2

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:98/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

"Shel!"

Seeing Shel getting impaled and fearing for her life, Daedîn unloads a holy volley of magical cold iron at this unholy abomination...

To hit: Base/Dex, Weapon Focus, Magic, PBS, Rapid Shot, Manyshot, Deadly Aim, Precise Shot, Deadeye Bowman, Haste
Damage: Magic, Strength, PBS, Deadly Aim, Holy

Longbow (Manyshot): 1d20 + 15 + 2 + 1 + 1 + 1 - 2 - 2 + 1 ⇒ (8) + 15 + 2 + 1 + 1 + 1 - 2 - 2 + 1 = 25
Longbow (Folio Reroll): 1d20 + 15 + 2 + 1 + 1 + 1 - 2 - 2 + 1 ⇒ (12) + 15 + 2 + 1 + 1 + 1 - 2 - 2 + 1 = 29
Magic/Cold Iron/Good Damage: 1d8 + 2 + 2 + 1 + 4 + 2d6 ⇒ (7) + 2 + 2 + 1 + 4 + (4, 2) = 22
Magic/Cold Iron/Good Damage: 1d8 + 2 + 2 + 1 + 4 + 2d6 ⇒ (2) + 2 + 2 + 1 + 4 + (1, 3) = 15

Longbow (Rapid Shot): 1d20 + 15 + 2 + 1 + 1 - 2 - 2 + 1 ⇒ (12) + 15 + 2 + 1 + 1 - 2 - 2 + 1 = 28
Magic/Cold Iron/Good Damage: 1d8 + 2 + 2 + 1 + 4 + 2d6 ⇒ (4) + 2 + 2 + 1 + 4 + (6, 2) = 21

Longbow (Haste): 1d20 + 15 + 2 + 1 + 1 - 2 - 2 + 1 ⇒ (14) + 15 + 2 + 1 + 1 - 2 - 2 + 1 = 30
Magic/Cold Iron/Good Damage: 1d8 + 2 + 2 + 1 + 4 + 2d6 ⇒ (4) + 2 + 2 + 1 + 4 + (4, 3) = 20

Longbow (Iterative): 1d20 + 10 + 2 + 1 + 1 - 2 - 2 + 1 ⇒ (20) + 10 + 2 + 1 + 1 - 2 - 2 + 1 = 31
Longbow (Confirm): 1d20 + 10 + 2 + 1 + 1 - 2 - 2 + 1 ⇒ (1) + 10 + 2 + 1 + 1 - 2 - 2 + 1 = 12
Magic/Cold Iron/Good Damage: 1d8 + 2 + 2 + 1 + 4 + 2d6 ⇒ (7) + 2 + 2 + 1 + 4 + (6, 3) = 25

...and then moves back 5'...

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel withdraws and falls behind her friends, wondering what evil god she had pissed off that morning.

Could someone move me on the map, please?

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Teric flicks his wrist and a metamagic rod appears in his hand. He waves his other hand and two crackling balls of cold lightning appear and lash the graveknight with frost.

Cold Ball Lightning (Reflex DC24): 3d6 ⇒ (3, 5, 3) = 11
Cold Ball Lightning (Reflex DC24): 3d6 ⇒ (4, 3, 1) = 8

If a target is wearing metal armor, it takes a -4 to the reflex save. Any failure means the graveknight is slowed for 1 round as well as taking the full damage.

Silver Crusade

HP: 49/54 l AC: 25 (34), T 13 (14), FF 22 (30) l CMD 23 l F +7, R +8 (+9), W +4; +4 vs. enchantments l Immune: Fire, Paralysis, Sleep l Resistance: Electricity 10 I Init +7 l Senses: Darkvision, Perception +10
Skills:
Acrobatics +11, Diplomacy +4, Fly +13, Intimidate +10, Kn. Planes +2, Sense Motive +6, Stealth +7
Female Elemental Unchained Eidolon 9 | Active Conditions: Extended Barkskin, Endure Elements, Haste, Mage Armor

Assuming it's even still standing after getting arrow'd...

Inky has little choice but to move past the others and into the room, for there's no way she can get a clear charge lane otherwise.

"Hey Nina, you, uh, know this is probably gonna hurt, right?"

Inky Bodyguarding:

Aid Another (+2 AC): 1d20 + 9 ⇒ (8) + 9 = 17

Aid Another (+2 AC): 1d20 + 9 ⇒ (11) + 9 = 20

Aid Another (+2 AC): 1d20 + 9 ⇒ (13) + 9 = 22

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

"Yep," Nina replies grimly as she tries to stab the graveknight full of holes with her lance, aided a bit by Seldanna's spell...

Attack vs. Graveknight (+1 Adamantine Lance; Arcane Strike, Haste, PA): 1d20 + 11 ⇒ (19) + 11 = 30
Damage: 1d6 + 15 ⇒ (2) + 15 = 17

Attack vs. Graveknight (+1 Adamantine Lance; Arcane Strike, Haste, PA): 1d20 + 11 ⇒ (8) + 11 = 19
Damage: 1d6 + 15 ⇒ (1) + 15 = 16

Attack vs. Graveknight (+1 Adamantine Lance; Arcane Strike, Haste, PA): 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d6 + 15 ⇒ (6) + 15 = 21

Mounted Combat:

Ride Check: 1d20 + 10 ⇒ (5) + 10 = 15

The Concordance

Female Human Witch 11 | HP: 78/61| AC: 18 (21 Mage Armor) | T: 15| FF: 15 (Mage Armor)| CMD: 20| Fort: +8 | Ref: +8| Will: +9 | Init: +9 | Perc: +13 | Sense Motive: +2 |

Seldanna sends a wave of misfortune the way of the evil graveknight.

Misfortune - WILL DC21. 2 round duration.

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