GM Euan's Rise of the Runelords (Inactive)

Game Master Euan

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Xin-Shalast


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Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
Seamus Passeri wrote:
Chuckling to himself he resists the urge to ask Kast if he's finally found someone to 'practice' with.

Lol. A+.

Morn wrote:
"Don't go to the mountains..."

"Oh we must go to the mountains because that is our *other* destiny, you see? It's just a matter if you can help us be perfect before we enter there. Can you think of any way to help us as we help you? We *have* to go in there, you see? What can you do to help?" Kast says in Thassolonian and also translating anything that others want spoken.


Xin-Shalast - Roll20 Map - Tracking Sheet
Kast Phaer wrote:
"Oh we must go to the mountains because that is our *other* destiny, you see? It's just a matter if you can help us be perfect before we enter there. Can you think of any way to help us as we help you? We *have* to go in there, you see? What can you do to help?" Kast says in Thassolonian and also translating anything that others want spoken.

"There is no air there." he says simply, as if that settled the matter. When Kast presses however, and asks for help, he shrugs, "We have many gifts to give you. Gifts from many years."

He keeps leading you deeper.

Silver Crusade

M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25

C'mon guys. They have gifts. This may lead us to a better path to get to Karzoug in the bargain.


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Retired to Taldor?

Chuckling at Rastaf's comment about gifts Seamus chides Izomandakus, "Come on Izomandakus don't be like that, every time we helped someone it helped us even more. Besides I want to see how good of a likeness the 'figures on the wall' are. We'll get to the mountain in plenty of time, and it's like Rastaf said, they have gifts."

Realizing he may not be as comfortable with all of it as he sounds, Seamus kept a keen eye out, making sure he could find their way out if they needed to.


It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

Izomandakus opens his hands as a response to Seamus, like saying 'okay' "If there is no air there... how do the giants make it there? Is no one entering the mountain? If there is where Karzoug lays... there must be someone who has been there in recent times... we know at the least Mokmurian did. They should do somehow..."

The boy interrogates Morgiv while following him. Pachemu also follows and looks at the cavern stretching her eyes, wanting to see the murals by herself.


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

Kast continues on with not-Morn, and will continue to translate as needed. He may or may not have more questions later.


Xin-Shalast - Roll20 Map - Tracking Sheet
Izomandakus wrote:

Izomandakus opens his hands as a response to Seamus, like saying 'okay' "If there is no air there... how do the giants make it there? Is no one entering the mountain? If there is where Karzoug lays... there must be someone who has been there in recent times... we know at the least Mokmurian did. They should do somehow..."

The boy interrogates Morgiv while following him. Pachemu also follows and looks at the cavern stretching her eyes, wanting to see the murals by herself.

"There are no giants up that high. I was only there once, and briefly. Among the pyramids. It hurt so bad I left again." He shudders in pain with the thought of it.

Morgiv leads you through the tunnels, sometimes taking what you’d consider to be odd routes. If questioned, he’s avoiding traps, guards, and collapsed tunnels. There are no straight lines in his world. You imagine you may have trouble finding your way out.

Eventually, you get close, and Morgiv stops you, keeping his voice low. ”We’re very close now. There are three tunnels that lead to the room. North, southwest, and southeast. You can all go one way, or split up and come at it from all directions.”

He looks to you for your last preparations as he guides you the last little way before slinking off and blending into the wall somewhere.

New map up and I’ve shown it for all to see based on Morgiv's description of what lies beyond according to what used to be there before the Hidden Beast came. Naturally he doesn’t know what’s in there now, or where the creature may actually be. He just knows this is its lair, and there are always a few controlled skulks in attendance.

Knowledge Religion DC 19:
Based on his description of the skulks in attendance, who carry the words of the Hidden Beast to the Spared, you know you face vampire skulks. CE Medium undead (augmented humanoid, skulk). One question for each 5 you beat the DC.
- - -

Feel free to place yourselves in any of the three tunnels on the map - split up or together it’s up to you.


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

1d20 + 22 ⇒ (16) + 22 = 38 Know (Religion)

DRs? Special attacks? Vulnerabilities?

Kast ponders things. He needs to be perfect here. Perfect.

Will move on map after I figure out what the heck I'm doing. Probably something completely imperfect.


Xin-Shalast - Roll20 Map - Tracking Sheet

Kast:
DR 10 Magic and Silver. Well they’re vampires, so lots of special attacks ranging from blood drain for con damage, to creating spawn, domination, energy drain, you name it! Rumor has it they may be thieves so watch for sneak attacks.

Weaknesses: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the vampire - they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save. Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
- - -


Retired to Taldor?
Seamus Passeri wrote:
Seamus kept a keen eye out, making sure he could find their way out if they needed to.

Would Seamus be able to find his way out? If not he would mark it with chalk.

Slightly confused by the different turns Morgiv had taken them, Seamus calls out. "Wait a minute." Taking out a piece of chalk he retraces his steps and marks the direction they'd taken with the chalk.

Once they arrive at what seemed to be their destination, he frowns, asking Kast to translate, "Hey Morgiv, where are the images and the gifts. I assumed we'd meet your people before we delivered them from whatever this big evil is."


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Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

Kast will explain what he knows. See spoiler if you wish, above.

Kast's PreMagics Reminder:
Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 150 minutes).

Kast will add on a True Seeing as it lasts a bit of time, and a Magic Circle of Protection on Izo.

Moved on map, chose the south approach, I dunno. Seemed most perfect.

At the last moment, before the party is ready to move in, Kast will cast Blessing of the Champion on himself.


Xin-Shalast - Roll20 Map - Tracking Sheet
Seamus Passeri wrote:

Slightly confused by the different turns Morgiv had taken them, Seamus calls out. "Wait a minute." Taking out a piece of chalk he retraces his steps and marks the direction they'd taken with the chalk.

Once they arrive at what seemed to be their destination, he frowns, asking Kast to translate, "Hey Morgiv, where are the images and the gifts. I assumed we'd meet your people before we delivered them from whatever this big evil is."

Seamus does the best he can with chalk marks, though he has the sneaking suspicion it'll be difficult even with that.

Morgiv replies, "Why would I do that? Every day the evil is here he eats us. You are here now to stop this. Why would we celebrate while our people are still being eaten?"


It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

"Oh, perfect, now we are caged into some kind of mystery fight by a random citizen of the ruins" Izomandakus complains a bit while stopping just before entering the chamber to ready himself.

Renewing shield with a pearl of power, casting extended barkskin, extended heroism and mirror image.

K. religion+HR DC 19: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24 How to permanent kill?
Pachemu sniffs the air and Izomandakus frowns at the description "Vampire skulks maybe?"

Silver Crusade

M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25

sense motive: 1d20 + 11 ⇒ (9) + 11 = 20

He speaks as if the evil is one being, not many. Make him explain more.


Xin-Shalast - Roll20 Map - Tracking Sheet

Izomandakus knows they're tough to kill.

Certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points. A vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.

"The hidden beast is one being. But it commands many."


Retired to Taldor?

Frowning at their new friend, Seamus shakes his head, "I wasn't expecting celebration I was expecting you to prove what you were saying was true. This chaotic tunnel you've brought us through is starting to make me rethink our position."

Drawing his rapier and mithril blade, at least he knew which weapons to use. Considering the three different tunnels he looks at the others. "I think we should stick together. Are we going to do this or head back to take care of why we're here?"


It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

"Rastaf, if you can bring the sun light of Sarenrae, that will be useful" Izomandakus explains "We will need a wooden stake through its heart to put a real end to it"

"Hmmm... what did we do with that mithral staff?" the boy starts to look through the group's equipment "Tsk! Seems we sold it..."


Xin-Shalast - Roll20 Map - Tracking Sheet

GM Rolls:
1d20 ⇒ 14

The tunnel opens into a large room, a cyst in the earth under the weight of the buried city formed by some ancient basement gallery. A raised balcony to the northwest is accessed by two stairs and has a low stone balustrade.

Pillars along the room’s perimeter rise to a vaulted ceiling, while in the center of the room sits a dais holding an ornate throne. Seated upon the throne is a skeletal figure shrouded in musty robes bearing arcane symbols.

As you enter, the skeleton sits up, turns slightly, and speaks in Abyssal!

Abyssal:
”Which of you would offer your blood to me? Step forward and feel the embrace of your new lord!”
- - -

After the short speech, the skeletons arms open wide in an almost comical embrace.

See Invisibility/True Seeing:
You see a swollen cephalopod with ten writhing tentacles and a hideously monstrous face with pale, milky eyes on its bulbous body. It oozes behind the throne, its tentacles moving the skeletal figure like a puppet. Looks like maybe ventriloquism as well so nothing sounds amiss.

Knowledge Dungeoneering DC 25 to read the following spoiler.

Spoiler:
You face a vampire decapus. CE large undead (augmented aberration). One question for each five you beat the DC as usual.
- - -

- - -

You hear, skulking in the shadows, a few vampire skulks as well, but between the dim light of the room, their camouflage, and incredible skill, you can see none of them at this time (Perception DC 44). Not even Seamus can pierce their skill, off-handedly at least. Perhaps if he tries harder…

We’re not in rounds exactly, but as I don’t expect you to capitulate, keep your actions to a single round.


Val offers her allies some quick mental protection, as she anticipates they will all be having a fight soon.

In response to the vaguely threatening gibberish she does not understand, she puts on a low gravelly voice and makes some similar noises back in a taunting manner.

She casts Tough Crowd on the party. +4 on your next will saves vs enchantment or illusion


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

1d20 + 17 ⇒ (19) + 17 = 36 Know (Dungeoneering)

DRs? Special attacks? Weaknesses?

Kast will act after he figures things out.


Xin-Shalast - Roll20 Map - Tracking Sheet

Kast:
DR 10 magic and silver.

Special Attacks blood drain (1d4 Con), children of the night,
constrict (3d6+12), create spawn, dominate (DC 27), energy
drain (2 levels, DC 22)
- - -


Retired to Taldor?

perception: 1d20 + 30 ⇒ (11) + 30 = 41

Raising an eyebrow as the skeleton sits up to speak, Seamus, too distracted by the talking undead to notice anything else, he turns to the others. "Anyone under what he's saying?"


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

Kast shrugs at Seamus’ question, not having an answer. He does cast a spell, be-paladinning himself before things start to get ugly.

Time for a smitin’.


It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

"None of us will offer our pristine Varisian blood to feed your rotted stinky bones of guess what ancient depraved civilization!" Izomandakus shouts back without lowering himself to use the vile language "But you can take this instead. It might help clear some dust from them."

The boy steps forward and raises his hand which shines with eerie green magic followed by a disintegrate ray.
Ray+HR (touch): 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22
Dusting damage: 30d6 ⇒ (5, 2, 3, 5, 1, 5, 6, 2, 6, 5, 3, 4, 1, 4, 6, 4, 1, 3, 1, 6, 5, 3, 4, 2, 1, 1, 4, 3, 1, 4) = 101
Fort DC 25 reduces it to 16 damage

Pachemu moves forward and sets herself in full defense.

Pachemotions:

Pig - HP 152/152 AC 24 TAC 12
full defense
+2 if within circle vs evil

Boy - HP 152/152 AC 36 TAC 20 +0 if within circle vs evil

Bolts: 9
Rod: 1/3
Augment: 8/8 (+4 or +4 nat. AC 7 rounds)
Perfection: 14/15 (+7)
Recall: 3/4 (+2 DC for 1 round)
Effects:
perfection (+7 Int) 1 round
shield 15 min
Tough Crowd (+4 on next will saves vs enchantment or illusion)
Magic Circle of Protection (Kast) 150 min
mirror image 15 min
heroism 300 min
barkskin 300 min
mage armor 15 h
greater magic weapon (+3) 15 h
greater reversion 24 h


Xin-Shalast - Roll20 Map - Tracking Sheet

Seamus tries to find the support staff, but doesn't succeed - though he knows they're there somewhere! Valena prepares the party for a little party. Izomandakus reaches out and zaps the skeleton - disintegrating it utterly! Kast paladin’s up. Rastaf does something heroic.

1d5 ⇒ 4 Seamus, please make a DC 27 will save vs domination. In the event you fail, please attack 1d5 ⇒ 3 Rastaf to the best of your ability.

- Round 1 -
Rastaf - 21
Seamus - 15+
Kast - 15-
Good Folk - 14
Izomandakus - 13
Valena - 11

Initiative Rolls:
Izomandakus: 1d20 + 5 ⇒ (8) + 5 = 13
Kast: 1d20 + 2 ⇒ (13) + 2 = 15
Rastaf: 1d20 + 3 ⇒ (18) + 3 = 21
Seamus: 1d20 + 12 ⇒ (3) + 12 = 15
Valena: 1d20 + 7 ⇒ (4) + 7 = 11
Good Folk: 1d20 + 9 ⇒ (5) + 9 = 14

• First up - Rastaf twice, then Seamus and Kast. I've put the Hidden Beast on the map. Remember, he's invisible...


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It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

Izomandakus smiles satisfied and turns back "Job is done. Can we proceed to the real stuff? Where are those murals you were talking about Mogriv?"

Scenting the air Pachemu screeches loudly "Uiiiii! Uiiiig!"
Pachemu: Perception (scent): 1d20 + 5 ⇒ (2) + 5 = 7


Retired to Taldor?

DC 27: 1d20 + 16 ⇒ (10) + 16 = 26
DC 27: 1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 19
hmmm, got no hero points, sorry Rastaf

Smiling at Izomandakus' attack and comment Seamus nods. "Well that's over, we can leave." Feeling odd, Seamus turns walking to the back of the line. Then, almost on command, he shrugs and attacks Rastaf with his rapier.

30 ft move attack: + 1 keen rapier, sneak
attack: 1d20 + 18 + 1 ⇒ (9) + 18 + 1 = 28 for damage: 1d6 + 1 + 7 ⇒ (5) + 1 + 7 = 13 Sneak: 7d6 ⇒ (5, 5, 2, 2, 4, 6, 3) = 27


Xin-Shalast - Roll20 Map - Tracking Sheet

Actually, I think the Hidden Beast (image) makes itself visible as it tries to overcome Seamus.

You see a swollen cephalopod with ten writhing tentacles and a hideously monstrous face with pale, milky eyes on its bulbous body. It oozes behind the throne, its tentacles had been moving the skeletal figure like a puppet. Looks like maybe ventriloquism as well so nothing sounds amiss.


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

Round 1, Init 15-

”Izo! Don’t you see it!? It’s visible now…we can have things to smite!” Kast says as he double moves into the room. He offers a smite at the big bad.

Paladinning:
The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+7 to attack/AC
+8 to damage

Kasternations:

hp: 121/121
AC: 36/29/20 (always on shield, Barkskin included) +1 with MCaE +2 BoF + 6 smite +2 eagle
Saves: F10/R15/W12* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4

Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left

Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 6/8 left
2: 6/8 left
3: 4/8 left
4: 4/8 left
5: 5/7 left
6: 5/7 left
7: 4/5 left

[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 150 minutes).[ /spoiler]

Perfect Intentions, Round 1/15: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.

[/url]

[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:

A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]

[spoiler=Paladinning]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+7 to attack/AC
+8 to damage

[ /spoiler]

Iron Quill, two handed:
1d20 + 18 ⇒ (20) + 18 = 38 to hit; (GMW)
1d10 + 18 ⇒ (5) + 18 = 23 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (7) + 10 = 17 to hit; (GMW)
1d10 + 18 ⇒ (6) + 18 = 24 magic cold iron damage

[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:

  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]

Silver Crusade

1 person marked this as a favorite.
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25

Almost skewered, Rastaf says to Seamus, Hey, what's the big idea?

He wishes he'd cast the spell earlier, but better late than never.

He moves, provoking an AoO, and casts Holy Aura, which will affect all but Seamus.

Holy Aura:
A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects.

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.
Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures.
Third, the abjuration protects the recipient from possession and mental influence, just as protection from evil does.
Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura’s save DC).


Retired to Taldor?

Sorry Rastaf, apparently Seamus is iune to the domination

Realizing he'd only imagined running behind Rastaf and try to stab him, Seamus looked at the creature that had just appeared. Frowning, "I bet that was your idea, but I'm not going to fall for it. Kast, cast a spell on me, um I'm not really sure what it does, but Kast cast it and if Kast cast it... oh never mind" Realizing he didn't understand the spell well enough to try and explain it to the really ugly creature, Seamus decides to try and stab it instead. Moving quickly he attempts to stick it with the rapier.

AC 44, 30 ft move attack: + 1 keen rapier, sneak
attack: 1d20 + 18 + 1 ⇒ (13) + 18 + 1 = 32 for damage: 1d6 + 1 + 7 ⇒ (4) + 1 + 7 = 12 I don't think there is Sneak but just in case: 7d6 ⇒ (2, 2, 2, 3, 1, 6, 3) = 19


Xin-Shalast - Roll20 Map - Tracking Sheet

Rastaf protects the party (including Seamus I expect) with holy fire! Seamus idly backs off, before lunging forward and stabbing at the many tentacled beast (who gets an AoO). Seamus also discovers there’s Displacement to deal with, though he misses on his own (high AC). Kast limps into the room and smites the less-than Hidden Beast.

Tentacle on Seamus: 1d20 + 26 ⇒ (2) + 26 = 28 damage: 1d6 + 8 ⇒ (4) + 8 = 12 and Fort DC 22 or 2 level energy drain images: 1d3 ⇒ 3

Vampire skulks peel away from the walls in all directions, descending upon the party like flies - defending their offensive lord.

(They’re not invisible, but with their innate camouflage they were hidden in plain sight. However, they don’t get to attack from stealth because they have to move up on you making themselves visible. It’d be different if any of you ended up next to one of them, but you didn’t.)

Red Dagger on Rastaf: 1d20 + 18 ⇒ (6) + 18 = 24 damage: 1d4 + 7 + 2d6 ⇒ (4) + 7 + (6, 4) = 21
Blue Dagger on Pachemu: 1d20 + 18 ⇒ (13) + 18 = 31 damage: 1d4 + 7 + 2d6 ⇒ (3) + 7 + (5, 4) = 19 (I think that's a hit)
Green Dagger on Seamus: 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 31 damage: 1d4 + 7 + 2d6 + 4d6 ⇒ (4) + 7 + (5, 1) + (3, 1, 5, 6) = 32

Orange Dagger on Seamus: 1d20 + 18 ⇒ (3) + 18 = 21 damage: 1d4 + 7 + 2d6 ⇒ (1) + 7 + (2, 4) = 14
Purple Dagger on Seamus: 1d20 + 18 ⇒ (15) + 18 = 33 damage: 1d4 + 7 + 2d6 ⇒ (3) + 7 + (2, 2) = 14
Pink Dagger on Seamus: 1d20 + 18 + 2 ⇒ (7) + 18 + 2 = 27 damage: 1d4 + 7 + 2d6 + 4d6 ⇒ (4) + 7 + (4, 5) + (4, 5, 4, 5) = 38

Blue Fort: 1d20 + 10 ⇒ (1) + 10 = 11 vs DC 25 or blinded

The Hidden Beast steps out of the way of Seamus and casts Mirror Images, as can be seen by the 1d4 + 3 ⇒ (4) + 3 = 7 images slowly swirling around him.

(He now has mirror images and displacement. As before, displacement only applies if it hits him, not an image. Still, please roll for displacement (50% miss) on each attack and I’ll sort out the images.)

- Round 1 -
Izomandakus - 13
Valena - 11 (6 images)
- Round 2 -
Rastaf - 21
Seamus - 15+ (2 images)
Kast - 15-
Good Folk - 14 (-12hp, 7 images)
Red - 14
Blue - 14 (-5hp, blind)
Green - 14
Orange - 14
Purple - 14
Pink - 14

• Now up - Everyone!


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

Round 2, Init 15-

Kast moves closer to the big bad after taking a swing at one of the passing skulks.

Iron Quill, two handed:
AoO: 1d20 + 20 + 1 ⇒ (16) + 20 + 1 = 37 to hit; (GMW,+feast,+smite)
1d10 + 19 + 1d6 + 2d6 ⇒ (8) + 19 + (3) + (3, 4) = 37 magic cold iron/fire/holy damage

With True Seeing, Kast has no problem striking the right spot...

Iron Quill, two handed:
1d20 + 20 + 1 + 7 ⇒ (14) + 20 + 1 + 7 = 42 to hit; (GMW,+feast,+smite)
1d10 + 19 + 1d6 + 2d6 + 8 + 8 ⇒ (6) + 19 + (5) + (4, 4) + 8 + 8 = 54 magic cold iron/fire/holy damage

Paladinning:
The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+7 to attack/AC
+8 to damage

Kasternations:

hp: 121/121
AC: 36/29/20 (always on shield, Barkskin included) +1 with MCaE +2 BoF + 6 smite +2 eagle
Saves: F10/R15/W12* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4

Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left

Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 6/8 left
2: 6/8 left
3: 4/8 left
4: 4/8 left
5: 5/7 left
6: 5/7 left
7: 4/5 left

[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 150 minutes).[ /spoiler]

Perfect Intentions, Round 1/15: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.

[/url]

[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:

A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]

[spoiler=Paladinning]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+7 to attack/AC
+8 to damage

[ /spoiler]

Iron Quill, two handed:
1d20 + 18 ⇒ (15) + 18 = 33 to hit; (GMW)
1d10 + 18 ⇒ (10) + 18 = 28 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (12) + 10 = 22 to hit; (GMW)
1d10 + 18 ⇒ (5) + 18 = 23 magic cold iron damage

[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:

  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]


Val rushes into the room past the spawn. She tries to do a deft dodge but realizes she is about to stumble and aborts it.

Acrobatics to Avoid AoOs: 1d20 + 25 ⇒ (1) + 25 = 26

She then brings out one of her favorite trick to deny the decapus a layer of defense.

She’s casting Faerie Fire on the decapus. No more displacement! (Unless it has SR and she failed the check below hehe)

SR Check (if needed): 1d20 + 12 ⇒ (13) + 12 = 25

Valiables:

HP: 131/131
AC: 40/23/33
Saves: F15/R20(evasion)/W19 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Immune: Poison
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks 2/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 1
Spells/Conditions: freedom of movement, apport object precast, telepathic bond, mirror image (6), holy aura,

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 2/7 used (Vanishx0, Psychic Readingx0, Ill Omenx0, Faerie Firex1, Invigoratex0, Remove Fearx0, Eldritch Weaponx1, Martial Esotericax0)
2: 3/6 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1, Phantom’s Armoryx1)
3: 1/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex0, Step Through Realityx0)
4: 2/4 used (Dimension Doorx0, Freedom of Movementx1, Telepathic Bondx1, Tough Crowdx0)

Irreconcilable Differences:
[ dice]1d20+24[/dice] to hit;
[ dice]1d6+12[/dice] damage.


Retired to Taldor?

Frowning as the tentacled creature swings at him, Seamus realizes the creature is going to be harder to hit than he thought. He watched as it moved back and made several 'images of itself' that didn't help any. To make matters worse, floating skulls started pealing away frm the wall and several 'flew' towards him attempting to attack.
Having trouble with the visual here, are the floating skulls really attacking with daggers? Or are they trying to bite us?

Not liking being surrounded by floating vampire skulls, Seamus steps back and attacks the nearest purple skull, thrusting with the keen rapier, then slashing with the mithril long knife.

Holy Aura AC 44, 5 ft step full attack + 1 keen rapier/ + 1 giant bane mithril short sword (W.F/buckler) TWF
+ 1 keen rapier: 1d20 + 18 + 1 - 2 ⇒ (17) + 18 + 1 - 2 = 34 for damage: 1d6 + 1 + 7 ⇒ (6) + 1 + 7 = 14
+ 1 mithril shortsword: 1d20 + 18 + 1 + 1 - 1 - 2 ⇒ (5) + 18 + 1 + 1 - 1 - 2 = 22 for damage: 1d6 + 1 + 7 ⇒ (6) + 1 + 7 = 14
+ 1 keen rapier: confirm crit: 1d20 + 18 + 1 - 2 ⇒ (1) + 18 + 1 - 2 = 18 for damage: 1d6 + 1 + 7 ⇒ (3) + 1 + 7 = 11


It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

"What do you mean?" Izomandakus turns to see the tentacled beast behind the throne "Humm. Okay"

The boy is up to raise his hand and release more rays where magic protections start to whirl around the beast and vampire skulks to fly over the group.

Striding east through the forest of columns, he reaches a point where he starts saying words of magic, or more accurately, words of greatly dispelling magic "Let's get rid of some magic beast"
1st spell CL check: 1d20 + 15 ⇒ (13) + 15 = 28
2nd spell CL check: 1d20 + 15 ⇒ (8) + 15 = 23
3rd spell CL check: 1d20 + 15 ⇒ (19) + 15 = 34
Triggering AoOs by movement rather than casting (and hoping the holy aura to punish them)

Pachemu bites at the vampire in front before following along the boy.
Bite: 1d20 + 9 ⇒ (15) + 9 = 24
S/B/P damage: 1d4 ⇒ 3

Pachemotions:

Pig - HP 152/152 AC 24 TAC 12
+2 if within circle vs evil

Boy - HP 152/152 AC 36 TAC 20 +0 if within circle vs evil

Bolts: 9
Rod: 1/3
Augment: 8/8 (+4 or +4 nat. AC 7 rounds)
Perfection: 13/15 (+7)
Recall: 3/4 (+2 DC for 1 round)
Effects:
holy aura
shield 15 min
Tough Crowd (+4 on next will saves vs enchantment or illusion)
Magic Circle of Protection (Kast) 150 min
mirror image 15 min
heroism 300 min
barkskin 300 min
mage armor 15 h
greater magic weapon (+3) 15 h
greater reversion 24 h


Xin-Shalast - Roll20 Map - Tracking Sheet

For Valena's actions...

The displacement is dispelled, something remains, and the mirror images go as well.

Oh, and no SR needed from anyone for this fight. :)


Retcon for unneeded faerie fire

Val finishes running up towards the decapus.

keeping the first move from her previous move. So double move for this turn


Xin-Shalast - Roll20 Map - Tracking Sheet

Please remember, deflection bonuses don’t stack. So the +4 from holy aura might not be a full +4 to your AC depending on a ring of protection or the like. You get the better of the two. Watch your stacking folks, I don’t want to try and untangle some of these very high ACs which are only going to climb. :)

Izomandakus draws a couple attacks as he skitters out to the side. Pachemu sadly misses. Valena ducks when she should have dodged, but manages to be missed anyway. Then she moves again, drawing another attack, this time from the Beast. Rastaf does something heroic. Seamus stabs at the purple skulk, and plants it but fails to capitalize on the crit. Still, no DR! Kast smacks blue as it passes, though DR applies. He also plants a nasty one on the Hidden Beast doubling down on the smite bonus! DR applies here too, but his paladin nature overwhelms the protection!

AoO Red Dagger on Izomandakus: 1d20 + 18 ⇒ (13) + 18 = 31 damage: 1d4 + 7 + 2d6 ⇒ (4) + 7 + (4, 2) = 17
AoO Red Dagger on Valena: 1d20 + 18 ⇒ (18) + 18 = 36 damage: 1d4 + 7 + 2d6 ⇒ (3) + 7 + (4, 4) = 18 images: 1d7 ⇒ 5
Slam on Valena: 1d20 + 26 ⇒ (14) + 26 = 40 damage: 1d6 + 8 ⇒ (6) + 8 = 14 and Fort DC 22 or 2 level energy drain images: 1d6 ⇒ 3

Blue is blind, so no AoO's from him thanks to Rastaf. Valena looses two images however.

Meanwhile the skulks burst into action, now that they have foes nearby.
Red Dagger on Rastaf: 1d20 + 18 ⇒ (18) + 18 = 36 damage: 1d4 + 7 + 2d6 ⇒ (1) + 7 + (1, 3) = 12
Red Dagger on Rastaf: 1d20 + 13 ⇒ (2) + 13 = 15 damage: 1d4 + 7 + 2d6 ⇒ (1) + 7 + (4, 2) = 14
Red Slam on Rastaf: 1d20 + 13 ⇒ (14) + 13 = 27 damage: 1d4 + 2 ⇒ (4) + 2 = 6 Fort DC 19 or 2 level drain

Red Fort: 1d20 + 10 ⇒ (18) + 10 = 28 vs DC 25 or blinded

Rastaf is nicked and the skulk unblinded!

Blue Dagger on Pachemu: 1d20 + 18 ⇒ (6) + 18 = 24 damage: 1d4 + 7 + 2d6 ⇒ (4) + 7 + (4, 2) = 17 low is bad: 1d100 ⇒ 19

Green Dagger on Seamus: 1d20 + 18 + 2 ⇒ (19) + 18 + 2 = 39 damage: 1d4 + 7 + 2d6 + 4d6 ⇒ (4) + 7 + (4, 1) + (1, 6, 3, 3) = 29images: 1d3 ⇒ 3
Green Dagger on Seamus: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27 damage: 1d4 + 7 + 2d6 + 4d6 ⇒ (3) + 7 + (5, 4) + (5, 2, 6, 2) = 34 images: 1d2 ⇒ 2
Green Slam on Seamus: 1d20 + 13 + 2 ⇒ (13) + 13 + 2 = 28 damage: 1d4 + 2 + 4d6 ⇒ (3) + 2 + (2, 5, 6, 5) = 23 Fort DC 19 or 2 level drain images: 1d2 ⇒ 2

Orange Dagger on Seamus: 1d20 + 18 + 2 ⇒ (20) + 18 + 2 = 40 damage: 1d4 + 7 + 2d6 + 4d6 ⇒ (4) + 7 + (4, 1) + (3, 6, 5, 2) = 32 images: 1d2 ⇒ 1
critthreat Orange Dagger on Seamus: 1d20 + 18 + 2 ⇒ (10) + 18 + 2 = 30 damage: 1d4 + 7 ⇒ (1) + 7 = 8

Orange Dagger on Seamus: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24 damage: 1d4 + 7 + 2d6 + 4d6 ⇒ (1) + 7 + (5, 5) + (4, 5, 4, 4) = 35 images: 1d2 ⇒ 1
Orange Slam on Seamus: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21 damage: 1d4 + 2 + 4d6 ⇒ (3) + 2 + (2, 6, 2, 5) = 20 Fort DC 19 or 2 level drain images: 1d2 ⇒ 1

Orange Fort: 1d20 + 10 ⇒ (19) + 10 = 29 vs DC 25 or blinded

Seamus gets stabbed in the giblets by the sneaky orange, and it isn't even blinded! Unfair.

Purple Dagger on Seamus: 1d20 + 18 + 2 ⇒ (1) + 18 + 2 = 21 damage: 1d4 + 7 + 2d6 + 4d6 ⇒ (1) + 7 + (2, 5) + (6, 4, 1, 2) = 28 images: 1d2 ⇒ 1
Purple Dagger on Seamus: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23 damage: 1d4 + 7 + 2d6 + 4d6 ⇒ (4) + 7 + (4, 4) + (4, 5, 5, 3) = 36 images: 1d2 ⇒ 1
Purple Slam on Seamus: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30 damage: 1d4 + 2 + 4d6 ⇒ (3) + 2 + (2, 2, 1, 6) = 16 Fort DC 19 or 2 level drain images: 1d2 ⇒ 1

Pink Dagger on Seamus: 1d20 + 18 + 2 ⇒ (6) + 18 + 2 = 26 damage: 1d4 + 7 + 2d6 + 4d6 ⇒ (4) + 7 + (3, 5) + (4, 5, 2, 1) = 31 images: 1d2 ⇒ 1
Pink Dagger on Seamus: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35 damage: 1d4 + 7 + 2d6 + 4d6 ⇒ (1) + 7 + (4, 1) + (3, 5, 4, 5) = 30 images: 1d2 ⇒ 1
critthreat Pink Dagger on Seamus: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25 damage: 1d4 + 7 ⇒ (2) + 7 = 9

Pink Slam on Seamus: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16 damage: 1d4 + 2 + 4d6 ⇒ (2) + 2 + (3, 6, 4, 5) = 22 Fort DC 19 or 2 level drain images: 1d2 ⇒ 1

Pink Fort: 1d20 + 10 ⇒ (3) + 10 = 13 vs DC 25 or blinded

Seamus is hit again by pink, but this time the skulk isn't so lucky as it goes blind!

The Hidden Beast holds off on spell casting for the moment, and tries to even things up a bit. It attacks Valena and Kast.
Bite on Valena: 1d20 + 26 ⇒ (20) + 26 = 46 damage: 1d8 + 8 ⇒ (8) + 8 = 16 images: 1d5 ⇒ 3

Tentacles on Kast: 1d20 + 26 ⇒ (20) + 26 = 46 damage: 3d6 + 8 ⇒ (5, 2, 5) + 8 = 20
critthreat Tentacles on Kast: 1d20 + 26 ⇒ (16) + 26 = 42 damage: 3d6 + 8 ⇒ (2, 3, 5) + 8 = 18
grab: 1d20 + 32 ⇒ (16) + 32 = 48
HB Fort: 1d20 + 19 ⇒ (3) + 19 = 22 vs DC 25 or blinded

Not sure that confirms, but either way the creature pulls Kast to it, as according to grapple, but is blinded in the process! As he's now blind, he hangs on to the would-be paladin.

- Round 2 -
Izomandakus - 13
Valena - 11 (3 images)
- Round 3 -
Rastaf - 21 (-12hp)
Seamus - 15+ (-62hp, 1 image)
Kast - 15- (-38hp, grappled)
Good Folk - 14 (-67hp, grappled, blinded)
Red - 14 (-1hp)
Blue - 14 (-32hp, blind)
Green - 14
Orange - 14 (-4hp)
Purple - 14 (-14hp)
Pink - 14 (-4hp, blind)

• Now up - Everyone!


Confirmed Val’s AC is correct

Val invokes her Eldritch Weapon ability to give her sword the ability to pierce the hide of the decapus. Swift to activate Eldritch Weapon and make her weapon count as silver for getting through DR for 1 minute

She then attacks the vampiric master with an array of stabs.

Primary Attack with Irreconcilable Differences (power attack): 1d20 + 24 - 4 ⇒ (13) + 24 - 4 = 33
Primary Damage (power attack): 1d6 + 12 + 8 ⇒ (4) + 12 + 8 = 24

Secondary Attack with Irreconcilable Differences (power attack): 1d20 + 19 - 4 ⇒ (13) + 19 - 4 = 28
Secondary Damage (power attack): 1d6 + 12 + 8 ⇒ (5) + 12 + 8 = 25

Tertiary Attack with Irreconcilable Differences (power attack): 1d20 + 14 - 4 ⇒ (4) + 14 - 4 = 14
Tertiary Damage (power attack): 1d6 + 12 + 8 ⇒ (2) + 12 + 8 = 22

Valiables:

HP: 131/131
AC: 40/23/33
Saves: F15/R20(evasion)/W19 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Immune: Poison
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks 2/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 1
Spells/Conditions: freedom of movement, apport object precast, telepathic bond, mirror image (3), holy aura, eldritch weapon (silver)

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 2/7 used (Vanishx0, Psychic Readingx0, Ill Omenx0, Faerie Fire,, Invigoratex0, Remove Fearx0, Eldritch Weaponx2, Martial Esotericax0)
2: 3/6 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1, Phantom’s Armoryx1)
3: 1/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex0, Step Through Realityx0)
4: 2/4 used (Dimension Doorx0, Freedom of Movementx1, Telepathic Bondx1, Tough Crowdx0)

Irreconcilable Differences:
[ dice]1d20+24[/dice] to hit;
[ dice]1d6+12[/dice] damage.


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

Does not confirm, but does hurt as Kast would very much like to use the Iron Quill but cannot while grabbed! Maybe someone has a way to help? We'll see.

Kast grunts.


Retired to Taldor?

Stabbed twice, Seamus realizes that something going as planned. Stepping back from the middle of the attack, he repeatedly thrusts both his blades at the purple vampire skulk. I don't know why I read that as 'skull' everytime I saw it

5 ft step full attack + 1 keen rapier/ + 1 giant bane mithril short sword (W.F/buckler) TWF
+ 1 keen rapier: 1d20 + 18 + 1 - 2 ⇒ (18) + 18 + 1 - 2 = 35 for damage: 1d6 + 1 + 7 ⇒ (4) + 1 + 7 = 12
+ 1 mithril shortsword: 1d20 + 13 + 1 + 1 - 1 - 2 ⇒ (17) + 13 + 1 + 1 - 1 - 2 = 29 for damage: 1d6 + 1 + 7 ⇒ (5) + 1 + 7 = 13
+ 1 keen rapier: 1d20 + 18 + 1 - 2 ⇒ (14) + 18 + 1 - 2 = 31 for damage: 1d6 + 1 + 7 ⇒ (2) + 1 + 7 = 10
+ 1 mithril shortsword: 1d20 + 13 + 1 + 1 - 1 - 2 ⇒ (18) + 13 + 1 + 1 - 1 - 2 = 30 for damage: 1d6 + 1 + 7 ⇒ (2) + 1 + 7 = 10
+ 1 keen rapier: confirm crit: 1d20 + 18 + 1 - 2 ⇒ (18) + 18 + 1 - 2 = 35 for damage: 1d6 + 1 + 7 ⇒ (1) + 1 + 7 = 9
+ 1 mithril shortsword: confirm crit: 1d20 + 13 + 1 + 1 - 1 - 2 ⇒ (19) + 13 + 1 + 1 - 1 - 2 = 31 for damage: 1d6 + 1 + 7 ⇒ (2) + 1 + 7 = 10

Silver Crusade

M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25

Rastaf steps back, drawing his falchion, and casts Searing Light on the skulk attacking him.
ranged touch: 1d20 + 11 ⇒ (5) + 11 = 16
holy light vs. undead: 10d6 ⇒ (4, 5, 2, 1, 1, 3, 5, 6, 5, 5) = 37


It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

Forgot to roll how many images: 1d3 + 5 ⇒ (2) + 5 = 7
The dagger comes close enough to Izomandakus that it actually hits one of his images. 6 remain

The boy comes to Seamus aid, casting a great invisibility and surrounding the columns to reach and touch discharging the magic on the half-elf "Give them hard there"
Lasts 15 rounds

Seeing the vampire cannot see her, Pachemu tries to bite and pull down the creature.
Trip attempt: 1d20 + 9 ⇒ (10) + 9 = 19
Then moves after her friend.

Pachemotions:

Pig - HP 152/152 AC 28 TAC 16
(includes +4 from holy aura)
+2 if within circle vs evil

Boy - HP 152/152 AC 36 TAC 20 +0 if within circle vs evil

Bolts: 9
Rod: 1/3
Augment: 8/8 (+4 or +4 nat. AC 7 rounds)
Perfection: 14/15 (+7)
Recall: 3/4 (+2 DC for 1 round)
Effects:
holy aura
shield 15 min
Tough Crowd (+4 on next will saves vs enchantment or illusion)
Magic Circle of Protection (Kast) 150 min
mirror image (6) 15 min
heroism 300 min
barkskin 300 min
mage armor 15 h
greater magic weapon (+3) 15 h
greater reversion 24 h


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

Round 2, Init 15-

Kast grunts and draws a morningstar to strike at the blind, grabbing jerk.

Dagger, one handed:
1d20 + 13 + 1 ⇒ (18) + 13 + 1 = 32 to hit; (GMW,+feast,+smite)
1d8 + 11 + 8 ⇒ (7) + 11 + 8 = 26 magic smite damage

Paladinning:
The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+7 to attack/AC
+8 to damage

Kasternations:

hp: 121/121
AC: 36/29/20 (always on shield, Barkskin included) +1 with MCaE +2 BoF + 6 smite +2 eagle
Saves: F10/R15/W12* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4

Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left

Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 6/8 left
2: 6/8 left
3: 4/8 left
4: 4/8 left
5: 4/7 left
6: 4/7 left
7: 3/5 left

[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 150 minutes).[ /spoiler]

Perfect Intentions, Round 1/15: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.

[/url]

[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:

A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]

[spoiler=Paladinning]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+7 to attack/AC
+8 to damage

[ /spoiler]

Iron Quill, two handed:
1d20 + 18 ⇒ (15) + 18 = 33 to hit; (GMW)
1d10 + 18 ⇒ (4) + 18 = 22 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (8) + 10 = 18 to hit; (GMW)
1d10 + 18 ⇒ (5) + 18 = 23 magic cold iron damage

[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:

  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]

Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.


It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

Noticing Kast's discomfort with the tentacles playing with him, the boy utters a swift word "Release the Highlord beast of hell!"
Kast has an immediate Escape Artist attempt with a +20 bonus as for liberating command


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

1d20 - 1 + 20 + 16 + 1 + 7 ⇒ (5) - 1 + 20 + 16 + 1 + 7 = 48 Escape

Kast tries to escape his blind grappler.


Xin-Shalast - Roll20 Map - Tracking Sheet

Kast is free, and though it was posted a bit late, I'll say he's free prior to his round. You're up Kast, and remember I'm blind...


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

Round 3, Init 15-

Kast grunts and attacks fully the gross grabber who needs to grab less.

Iron Quill, two handed:
1d20 + 20 + 1 + 7 ⇒ (16) + 20 + 1 + 7 = 44 to hit; (GMW,+feast,+smite)
1d10 + 19 + 1d6 + 2d6 + 8 ⇒ (2) + 19 + (2) + (5, 6) + 8 = 42 magic cold iron/fire/holy damage

Iron Quill, two handed:
1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18 to hit; (GMW)
1d10 + 19 + 1d6 + 2d6 ⇒ (3) + 19 + (3) + (4, 5) = 34 magic cold iron/fire/holy damage

Iron Quill, two handed:
1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15 to hit; (GMW)
1d10 + 19 + 1d6 + 2d6 ⇒ (3) + 19 + (3) + (3, 6) = 34 magic cold iron/fire/holy damage

Paladinning:
The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+7 to attack/AC
+8 to damage

Kasternations:

hp: 121/121
AC: 36/29/20 (always on shield, Barkskin included) +1 with MCaE +2 BoF + 6 smite +2 eagle
Saves: F10/R15/W12* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4

Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left

Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 6/8 left
2: 6/8 left
3: 4/8 left
4: 4/8 left
5: 4/7 left
6: 4/7 left
7: 3/5 left

[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 150 minutes).[ /spoiler]

Perfect Intentions, Round 1/15: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.

[/url]

[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:

A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]

[spoiler=Paladinning]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+7 to attack/AC
+8 to damage

[ /spoiler]

Iron Quill, two handed:
1d20 + 18 ⇒ (17) + 18 = 35 to hit; (GMW)
1d10 + 18 ⇒ (4) + 18 = 22 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (1) + 10 = 11 to hit; (GMW)
1d10 + 18 ⇒ (2) + 18 = 20 magic cold iron damage

[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:

  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]

Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.


Retired to Taldor?

sneak: 7d6 ⇒ (4, 1, 2, 1, 3, 1, 6) = 18
sneak: 7d6 ⇒ (4, 5, 3, 5, 2, 1, 6) = 26
sneak: 7d6 ⇒ (2, 2, 5, 6, 4, 1, 4) = 24
sneak: 7d6 ⇒ (5, 6, 5, 1, 1, 2, 2) = 22

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