GM Jhaeman's "King Xeros of Old Azlant" (Inactive)

Game Master Jhaeman

PFS1 # 0-20

Maps & Handouts


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Skarja smiles wryly. "Do not be alarmed, knight. These are ordinary gems, given as payment for services rendered."

Raynor:
You don't sense any deception on her part.

Grand Lodge

Human Ranger (Guide) 1/ Wizard (Wood) 7 | AC (17)/13/11| CMD 18 | HP 69/69 | F+9, R+8, ,W+8 | Init+6,Perc +12 | Ranger Focus 1/day |

If not warned, Keene will take the gems. ”Might as well get paid for investigating this awful place.”


Skarja hands Keene the gems.

"I shall depart this cursed vessel, and suggest you do the same. Farewell, mortals." The night hag begins to slowly fade from existence.

The night hag will turn ethereal and disappear (unless someone decides to try to stop her, in which case I can roll Initiative).

Grand Lodge

Grit 3/3, Boots of Speed 7/10 LG Tiefling Musketmaster 6/Karmic Monk 2 Init+8 Per +19| mage armor AC 27 t 23 ff 18 | HP 67/67 Svs F +12/R +16/W +10 | Resist cold 7, electricity 7, fire 7 Evasion Speed 30

Ignatius sighs as the creature departs. "I hope we did not do the wrong thing in letting that creature escape."


female human cleric 7, HP 59/59, AC 21, T 11, FF 19, F +7, R +4, W +10, Init+0 Perc. +4

I think we did the right thing. First because we set a trapped soul free...because even if she was of an evil inclination, she did not deserve that. Secknd, if she was helping power some of the ship's defenses or whatever, her departure weakens it...at least I hope...

Grand Lodge

Human Ranger (Guide) 1/ Wizard (Wood) 7 | AC (17)/13/11| CMD 18 | HP 69/69 | F+9, R+8, ,W+8 | Init+6,Perc +12 | Ranger Focus 1/day |

”I think we’d better be ready to encounter more xill,” Keene mutters as the group gets back to the exploration. ”Is everyone ready to proceed?

Silver Crusade

Male LG Human (Taldan) Paladin (Shining Knight) 11 - Init +0; Senses: Normal Vision, Perception +1, AC 29/ touch 12/ ff 29; hp 103/103, F+13 R+7 W+12, Speed 20ft. (while mounted on Phranklin: swim 50ft. / fly 60ft.) Continuous Auras: 10 feet: +4 morale bonus on saves vs. charm and fear effects. BUFFS: feather step (gecko), divine favor, Protection vs. Evil, Sanctified Shield, antitoxin, antiplague; CMB +3, CMD +3

"I agree with Kyra! and yes Mister Keene: let us proceed with caution."

Raynor activates his detect evil powers as they move forward.

60-ft cone, facing forward in direction party is going.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Artemis returns his drawing implements into his pack.
Ready!
He says eagerly.

Dark Archive

Bloodrager 7, HP:67/67, AC:21, Touch:12, Flat Footed:19 F:+11, R:+8, W:+6, Init:+2, Perc:+13

Agreed. Unless you think you can do something else with the mechanism, it is time to proceed. Magt gets ready to kick in the door.


Are you going down the stairs (revealed by the opening of the secret door) or opening one of the doors to the east?

Grand Lodge

Grit 3/3, Boots of Speed 7/10 LG Tiefling Musketmaster 6/Karmic Monk 2 Init+8 Per +19| mage armor AC 27 t 23 ff 18 | HP 67/67 Svs F +12/R +16/W +10 | Resist cold 7, electricity 7, fire 7 Evasion Speed 30

"Let's check out this room before going down the stairs."

Ignatious examines the door before cautiously opening it.

Perception: 1d20 + 14 ⇒ (3) + 14 = 17


The door opens to reveal a small cabin with no furnishings.

Grand Lodge

Grit 3/3, Boots of Speed 7/10 LG Tiefling Musketmaster 6/Karmic Monk 2 Init+8 Per +19| mage armor AC 27 t 23 ff 18 | HP 67/67 Svs F +12/R +16/W +10 | Resist cold 7, electricity 7, fire 7 Evasion Speed 30

Ignatius quickly searches the room before moving on.

Perception: 1d20 + 14 ⇒ (19) + 14 = 33

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Artemis tries to peer into the empty chamber as he stands behind the others.
Hold up a sec, Ignatius! It looks empty but there could be invisible creatures in there waiting to get the jump on us. Shall I detect magic into the room? Keep alert, everyone. There's no telling what could be in there.
Spellcraft: 1d20 + 7 ⇒ (6) + 7 = 13

Artemis steps into the doorway and scans with detect magic into the room, if nobody minds.

Silver Crusade

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Male LG Human (Taldan) Paladin (Shining Knight) 11 - Init +0; Senses: Normal Vision, Perception +1, AC 29/ touch 12/ ff 29; hp 103/103, F+13 R+7 W+12, Speed 20ft. (while mounted on Phranklin: swim 50ft. / fly 60ft.) Continuous Auras: 10 feet: +4 morale bonus on saves vs. charm and fear effects. BUFFS: feather step (gecko), divine favor, Protection vs. Evil, Sanctified Shield, antitoxin, antiplague; CMB +3, CMD +3

Detect evil has been up for a while and will remain so unless indicated otherwise; 60-foot cone.


female human cleric 7, HP 59/59, AC 21, T 11, FF 19, F +7, R +4, W +10, Init+0 Perc. +4

Kyra watches over the others as they scan the room.

Be careful..


A close search of the room through mundane and magical means turns up nothing of interest.

I'll move us on to going down the stairs in circa 10 hours.


You and your allies make your way down the narrow stairwell, which opens out into the ship’s main cargo hold--a massive split-level affair with the upper portion ten feet above accessed by a wide stair.

The entire area looks like a giant botanical garden! A massive plant, milky-white and translucent, grows atop the upper hold area and curls about the entire chamber with a forest of fronds, tendrils, and clinging vines that appear to grow into the very bulkheads. A number of strangely shaped flowers of deep violet bloom among this tangle, and at the top of the hold stairs, a great gnarled root crown stands like the trunk of a hoary old tree, a crease in its side opened wide like a dragon’s maw.

Behind it stretches a winding taproot that disappears toward the bow of the ship, as large around as a wagon. Clearly discernible within this taproot are the huddled forms of several unmoving humans.

Raynor gives a cry of alarm--xill are hiding amidst the tangled plantlife, and quickly emerge to do battle!

We'll treat the detect evil as providing awareness to the whole group, so none of you will be surprised and we can roll Initiative normally.

There are four xill in the room. The red xill is sitting enmeshed within the root crown and has cover.


Initiative (Round 1)

Ignatius
Keene
Artemis

Plant Keeper
Magt
Kyra
Xill
Raynor

Bold may go!

Please remember that we're using 10' squares, so adjust accordingly.

The roots and tendrils in the hold create light undergrowth throughout the room: this means each square is difficult terrain, Acrobatics and Stealth DCs are increased by 2, and all within get concealment--so please roll miss chances with your attacks (unless you have a special ability to see through plantlife).

GM Dice:

Initiative (Magt): 1d20 + 2 ⇒ (14) + 2 = 16
Initiative (Artemis): 1d20 + 5 ⇒ (15) + 5 = 20
Initiative (Ignatius): 1d20 + 8 ⇒ (19) + 8 = 27
Initiative (Kyra): 1d20 + 0 ⇒ (12) + 0 = 12
Initiative (Keene): 1d20 + 6 ⇒ (20) + 6 = 26
Initiative (Raynor): 1d20 + 0 ⇒ (9) + 0 = 9
Initiative (xill): 1d20 + 8 ⇒ (1) + 8 = 9
Initiative (Plant Keeper): 1d20 + 7 ⇒ (9) + 7 = 16

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Artemis reaches into his handy haversack and calls for a scroll of glitterdust, which appears right at the top. He stares intently at the giant plant.
This strange plant looks familiar. I'm pretty sure my biology professor did a lecture about strange flora found on other planes.

Digging deep into his memory he uses his Lore Master ability to glean knowledge of the strange plant. Feeling lucky that he can remember the details from class, he uses one round of Archaeologist's Luck for a +2.

30 total to identify plant creature with Knowledge: Nature or Planes.

Grand Lodge

Grit 3/3, Boots of Speed 7/10 LG Tiefling Musketmaster 6/Karmic Monk 2 Init+8 Per +19| mage armor AC 27 t 23 ff 18 | HP 67/67 Svs F +12/R +16/W +10 | Resist cold 7, electricity 7, fire 7 Evasion Speed 30

Ignatius moves to Raynor's side, then fires his musket at the Xill in front of him. As he does, he stands on one leg, taking a defensive stance.

+1 Reliable Musket, PBS, defensive, va touch : 1d20 + 14 - 2 + 1 ⇒ (9) + 14 - 2 + 1 = 22
Magic, cold iron, b/p : 1d12 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Concealment: 1d100 ⇒ 16

That's miss. AC is at 31 while fighting defensively.

Grand Lodge

Human Ranger (Guide) 1/ Wizard (Wood) 7 | AC (17)/13/11| CMD 18 | HP 69/69 | F+9, R+8, ,W+8 | Init+6,Perc +12 | Ranger Focus 1/day |

Keene will toss a magic Missile at the xill that Ignatious fired a bullet at.

Damage 3d4 + 3 ⇒ (1, 3, 4) + 3 = 11


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Artemis spends a moment recollecting vital information about the massive plant creature that fills the room. Ignatius' foe ducks behind a translucent tendril just in time to dodge a bullet, but can't avoid the unerring magical missiles conjured by Keene. It's not immediately clear whether the spell had any effect on the xill or not!

Keene, could I get you to please roll a caster level check?

Artemis:
Your mind drifts back to one night in the library stacks when a book fell off a nearby shelf. Extra-dimensional Plants and How to Avoid Them it was titled. As you bent to put it back, you saw a sketch that looks exactly like the plant you see before you in the hold of this strange vessel. This argantuan plant, unique to the Ethereal Plane, is called a xenophage creeper. It is semi-sentient and semi-corporeal, and the xill sitting in its root crown has obviously establish some sort of rapport with it--giving the xill the ability to control the plant's two massive tendrils! A xenophage creeper has a gaping maw to devour prey it catches in its tendrils. But the creeper itself is nearly impossible to destroy--best to focus on the xill "operating" it, because if the xill is destroyed, the plant becomes harmless.


A massive tendril rises up from the floor and wraps around Raynor's mount!

I rolled randomly for the tendril's target of the three living creatures in the room.

The attack hits. The gecko takes 13 points of damage. The grab also succeeds, so the gecko now has the Grappled condition.

GM Dice:

Target(1Raynor,2Gecko,3Ignatius): 1d3 ⇒ 2
Tendril Attack vs Gecko FF: 1d20 + 15 ⇒ (15) + 15 = 30
damage: 2d6 + 6 ⇒ (3, 4) + 6 = 13
Grab vs CMD: 1d20 + 20 ⇒ (13) + 20 = 33


Initiative (Round 1)

Ignatius
Keene
Artemis
Plant Keeper
Magt
Kyra

Xill
Raynor

Bold may go!


female human cleric 7, HP 59/59, AC 21, T 11, FF 19, F +7, R +4, W +10, Init+0 Perc. +4

Kyra moves up and summons a gleaming scimitar of holy energy to fight the creature.

spiritual weapon..does it still have the miss chance? will roll it if in case it does

spirit scimitar: 1d20 + 9 ⇒ (8) + 9 = 171d8 + 2 ⇒ (2) + 2 = 4
miss: 1d100 ⇒ 49

Grand Lodge

Human Ranger (Guide) 1/ Wizard (Wood) 7 | AC (17)/13/11| CMD 18 | HP 69/69 | F+9, R+8, ,W+8 | Init+6,Perc +12 | Ranger Focus 1/day |

Caster level check 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11

Dark Archive

Bloodrager 7, HP:67/67, AC:21, Touch:12, Flat Footed:19 F:+11, R:+8, W:+6, Init:+2, Perc:+13

buffs:
Shield - dur 8 min
bloodrage round 5 of 18
now AC=21, HP=72 of 81, CMD=23

Magt casts shield then moves forward growing in size with a roar of, Xill all die or flee now!

Shurely I can't roll another 1 on a fort save. I have 15' reach. If any of the Xill generate an AoO, I will claw them.

claw AoO 1: 1d20 + 12 ⇒ (8) + 12 = 20, if hits, claw dam 1: 2d6 + 12 ⇒ (6, 3) + 12 = 21
claw AoO 2: 1d20 + 12 ⇒ (16) + 12 = 28, if hits, claw dam 2: 2d6 + 12 ⇒ (1, 4) + 12 = 17
using power attack, the claws count as magic weapons


Keene's magically-charged spheres of force seem to have absolutely no effect on the xill. Kyra conjures a scimitar of pure, magical force to harry one of the foes as Magt doubles in size!

Kyra, the spiritual hammer will hit a xill this time (since they're flat-footed). (I do need a concealment miss chance with each attack, as your sight is crucial to the hammer's attack) Which one are you targeting? I'll also need a caster level check to see if it overcomes SR.


The xill on the floor of the hold advance cautiously toward the enraged Magt, with only one daring to attack! But Magt pushes the xill away and its mandibles snap shut only on air.

All three xill did a 5' step closer, but only Yellow can safely attack Magt. The attack misses.

GM Dice:

Bite Attack vs Magt: 1d20 + 12 ⇒ (4) + 12 = 16


female human cleric 7, HP 59/59, AC 21, T 11, FF 19, F +7, R +4, W +10, Init+0 Perc. +4

yeah..sorry...forgot to say it's on the leader..or whatever it's called

caster check: 1d20 + 11 ⇒ (8) + 11 = 19


@Kyra: Ah, sorry--the Plant-keeper xill has a higher AC than the others, so the attack misses outright. But you can try again next round, and if you hit either keep the same CL check or roll a new one.


Initiative (Round 1)

Ignatius
Keene
Artemis
Plant Keeper
Magt
Kyra
Xill
Raynor

Bold may go!

Silver Crusade

Male LG Human (Taldan) Paladin (Shining Knight) 11 - Init +0; Senses: Normal Vision, Perception +1, AC 29/ touch 12/ ff 29; hp 103/103, F+13 R+7 W+12, Speed 20ft. (while mounted on Phranklin: swim 50ft. / fly 60ft.) Continuous Auras: 10 feet: +4 morale bonus on saves vs. charm and fear effects. BUFFS: feather step (gecko), divine favor, Protection vs. Evil, Sanctified Shield, antitoxin, antiplague; CMB +3, CMD +3

Raynor dismounts Mozza, "Fight on, noble steed! I'll try to liberate you before it's too late!"

Ride DC 20 to Fast Dismount: 1d20 + 17 ⇒ (12) + 17 = 29 Free action to dismount; I removed the gecko from the map to reduce clutter, it's probably toast anyway at this point...

Raynor trust his lance towards the xill adorned with black feathers!

Attack 1, Power Attack, Furious Focus, +1 Adamantine Lance: 1d20 + 19 ⇒ (10) + 19 = 29
adamantine magical piercing dmg: 1d8 + 20 ⇒ (8) + 20 = 28

Attack 2, Power Attack, +1 Adamantine Lance: 1d20 + 11 ⇒ (7) + 11 = 18
adamantine magical piercing dmg: 1d8 + 20 ⇒ (5) + 20 = 25

The knight then takes a few steps backwards towards Ignatius!
5-ft step south; Map Updated


The xill ducks into the undergrowth just in time to avoid Raynor's attack!

The first attack could have hit, but I rolled miss chance in the spoiler below and it missed. The second attack doesn't hit AC.

GM Dice:

Miss chance (low is bad): 1d100 ⇒ 13


Initiative (Round 2)

Ignatius
Keene
Artemis

Plant Keeper
Magt
Kyra
Xill
Raynor

Bold may go!

Remember that the undergrowth counts as difficult terrain, so we shouldn't be doing 5' steps. I forgot for the bad guys in Round 1, so I gave the PCs a pass as well :)

Grand Lodge

Grit 3/3, Boots of Speed 7/10 LG Tiefling Musketmaster 6/Karmic Monk 2 Init+8 Per +19| mage armor AC 27 t 23 ff 18 | HP 67/67 Svs F +12/R +16/W +10 | Resist cold 7, electricity 7, fire 7 Evasion Speed 30

Ignatius clicks his heels, activating his magical boots. Moving with blinding speed, he begins to load and fire at the xill around him, timing his shots to fire around his allies.

"Pardon the noise," he says as his musket roars in the ears of Magt and Raynor.

+1 Reliable Musket, Haste, Rapid shot, PBS : 1d20 + 14 + 1 + 1 - 2 ⇒ (9) + 14 + 1 + 1 - 2 = 23
Concealment: 1d100 ⇒ 76
Magic, blunt, piercing: 1d12 + 7 + 1 ⇒ (9) + 7 + 1 = 17

+1 Reliable Musket, Haste, Rapid shot, PBS : 1d20 + 14 + 1 + 1 - 2 ⇒ (13) + 14 + 1 + 1 - 2 = 27
Concealment: 1d100 ⇒ 92
Magic, blunt, piercing: 1d12 + 7 + 1 ⇒ (5) + 7 + 1 = 13

+1 Reliable Musket, Haste, Rapid shot, PBS : 1d20 + 14 + 1 + 1 - 2 ⇒ (15) + 14 + 1 + 1 - 2 = 29
Concealment: 1d100 ⇒ 96
Magic, blunt, piercing: 1d12 + 7 + 1 ⇒ (2) + 7 + 1 = 10

+1 Reliable Musket, Haste, Rapid shot, PBS : 1d20 + 9 + 1 + 1 - 2 ⇒ (9) + 9 + 1 + 1 - 2 = 18
Concealment: 1d100 ⇒ 100
Magic, blunt, piercing: 1d12 + 7 + 1 ⇒ (6) + 7 + 1 = 14

Iggy will start with blue and move clockwise. He targets touch, but everything does have cover for a +4 AC bonus. Iggy also has Clustered Shots, so DR only gets applied once.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Yikes!
Artemis flinches from the thunderous blasts of Ignatius' musket as he makes his way to the bottom of the stairway.

He then calls out to his companions.
That gargantuan plant is a xenophage creeper! It is semi-sentient and semi-corporeal, and the xill sitting in its root crown has obviously established some sort of rapport with it--giving the xill the ability to control the plant's two massive tendrils!

A xenophage creeper's gaping maw is used to devour prey it catches in its tendrils. But the creeper itself is nearly impossible to destroy -best to focus on the xill "operating" it, because if the xill is destroyed, the plant becomes harmless!

He then pulls out his wand of grease and tosses a large magical blob of pork lard in the center of the room that spreads out into a ten foot area of slippery goop. (Into the square with the number 9 in it, which I proudly created a green square around).


Ignatius works his musket almost faster than the eye can see, sending four bullets into the nearest xill's chest! The four-armed monster barely manages to keep his feet!

Meanwhile, Artemis conjures slippery grease underneath another xill, but the foe keeps his balance.

All for of Ignatius' attacks hit Blue, and the xill is left in single digit hp. The xill made the initial Reflex save against the grease.

GM Dice:

Reflex save vs grease: 1d20 + 10 ⇒ (7) + 10 = 17

Keene is up.

Grand Lodge

Human Ranger (Guide) 1/ Wizard (Wood) 7 | AC (17)/13/11| CMD 18 | HP 69/69 | F+9, R+8, ,W+8 | Init+6,Perc +12 | Ranger Focus 1/day |

Keene casts Shield on himself and moves to engage black, if someone could move him on the map.


The massive tendril wrapped around the giant gecko drags the poor beast to the root crown, where the xill plant-keeper tries to bite and paralyze it!

Although the token has been removed, the gecko is now adjacent to the green blob that represents the root crown.

The tendril succeeds in maintaining the grapple and the Plant-Keeper hits the gecko's grappled AC and does 5 points of damage. The gecko needs to roll a DC 16 Fort save to avoid paralysis.

GM Dice:

Maintain Grapple: 1d20 + 25 ⇒ (19) + 25 = 44
Bite: 1d20 + 8 ⇒ (10) + 8 = 18
damage: 1d3 + 3 ⇒ (2) + 3 = 5


Initiative (Round 2)

Ignatius
Keene
Artemis
Plant Keeper
Magt
Kyra

Xill
Raynor

Bold may go!

Dark Archive

Bloodrager 7, HP:67/67, AC:21, Touch:12, Flat Footed:19 F:+11, R:+8, W:+6, Init:+2, Perc:+13

buffs:
Shield - dur 8 min
bloodrage round 6 of 18
now AC=21, HP=72 of 81, CMD=23

Magt drops the pole arm and lashes out with fang and claw!

bite att: 1d20 + 12 ⇒ (9) + 12 = 21, if hits, bite dam: 1d8 + 12 ⇒ (6) + 12 = 18
claw att 1: 1d20 + 12 ⇒ (16) + 12 = 28, if hits, claw dam 1: 2d6 + 12 ⇒ (5, 2) + 12 = 19
claw att 2: 1d20 + 12 ⇒ (1) + 12 = 13, if hits, claw dam 2: 2d6 + 12 ⇒ (2, 1) + 12 = 15
Starting with blue. If it goes down the rest on yellow.

Edit. Oops. Forgot miss chances. Rolling now.
miss chance bite: 1d100 ⇒ 50
miss chance claw 1: 1d100 ⇒ 79
miss chance claw 2: 1d100 ⇒ 12


Giant-sized Magt bites the head off one of the xill, and then slashes another with a vicious swipe of his claw.

Blue is dead, Yellow takes one hit.

Kyra is up.


female human cleric 7, HP 59/59, AC 21, T 11, FF 19, F +7, R +4, W +10, Init+0 Perc. +4

Kyra sends her magical blade to deal with the yellow hued xill.

attack: 1d20 + 9 ⇒ (14) + 9 = 231d8 + 2 ⇒ (4) + 2 = 6
miss: 1d100 ⇒ 19


Kyra's mental blade strikes one of the xills, only to disappear without effect!

I rolled the caster level check below to see if it could overcome the xill's spell resistance, but the check failed and the spiritual weapon is dispelled.

caster level check: 1d20 + 7 ⇒ (5) + 7 = 12


The fearsome xill try to use their paralyzing bites on Magt and Keene! The latter jumps back just in time, but the giant-sized Magt gets a chunk torn out of his calf!

Magt, you took a critical hit for a total of 11 points of damage and need to roll a DC 16 Fort save to avoid paralysis.

GM Dice:

bite vs Magt: 1d20 + 12 ⇒ (20) + 12 = 32
damage: 1d3 + 3 ⇒ (3) + 3 = 6
miss chance: 1d100 ⇒ 61
bite vs Keene: 1d20 + 12 ⇒ (6) + 12 = 18
damage: 1d3 + 3 ⇒ (1) + 3 = 4
miss chance: 1d100 ⇒ 29
Crit confirmation vs Magt: 1d20 + 12 ⇒ (14) + 12 = 26
extra crit damage: 1d3 + 3 ⇒ (2) + 3 = 5


Initiative (Round 2)

Ignatius
Keene
Artemis
Plant Keeper
Magt
Kyra
Xill
Raynor

Bold may go!

Dark Archive

Bloodrager 7, HP:67/67, AC:21, Touch:12, Flat Footed:19 F:+11, R:+8, W:+6, Init:+2, Perc:+13

buffs:
Shield - dur 8 min
bloodrage round 6 of 18
now AC=21, HP=61 of 81, CMD=23

fort save: 1d20 + 13 ⇒ (12) + 13 = 25 Magt would have been really upset if he had rolled another '1' on this save.

Kyra, I believe you can take another action while directing the spiritual weapon. Might be a good time for the Holy Smite spell.

Silver Crusade

Male LG Human (Taldan) Paladin (Shining Knight) 11 - Init +0; Senses: Normal Vision, Perception +1, AC 29/ touch 12/ ff 29; hp 103/103, F+13 R+7 W+12, Speed 20ft. (while mounted on Phranklin: swim 50ft. / fly 60ft.) Continuous Auras: 10 feet: +4 morale bonus on saves vs. charm and fear effects. BUFFS: feather step (gecko), divine favor, Protection vs. Evil, Sanctified Shield, antitoxin, antiplague; CMB +3, CMD +3

Raynor advances towards the enemy. Double move, stopping when I'm within 10-foot reach with the lance

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