DM_aka_Dudemeister's - WotR - Sword of Valor

Game Master DM_aka_Dudemeister

WotR Book 2: Sword of Valor
GM'd by DM_aka_Dudemeister


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Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

Selann studies the image of the leader. "Not sure. An illusion wouldn't flicker like that. It would react, or do nothing. That's more like a non-corporeal creature, maybe a ghost? Did your channel stun it?" Using his ring to cast a non-prepared spell he sends three missiles at the image.

Magic Missile damage: 3d4 + 3 ⇒ (1, 3, 1) + 3 = 8


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Tristan's Round 2 Turn:

The Inquisitor pronounces Bane on Moxsahbuul! He smiles right up to his face!
Excuse me, but have you ever danced with the devil in the pale moonlight? Yes. Of course you have!

Melee +1 evil outsider bane longsword, power attack, judgment, outflank, good hope, Amplified Rage, MoG, undead bane: 1d20 + 10 - 2 + 2 + 4 + 1 + 2 + 2 ⇒ (3) + 10 - 2 + 2 + 4 + 1 + 2 + 2 = 221d8 + 4 + 4 + 3 + 2 + 1 + 2 + 2d6 + 2 ⇒ (7) + 4 + 4 + 3 + 2 + 1 + 2 + (5, 6) + 2 = 36


Sorry for the delay everyone.

Junior sets the theme as his companions send the foul dead, home.

He advances next to Greta being sure to lend his anger to hers.

Move up 20ft, start rage song with standard.

AoOs if provoked:
Using rasuer with 10ft reach, though I think everything has cover but just in case.

AoO 1, alter self, rage song, amplified rage, good hope: 1d20 + 10 + 1 + 1 + 1 + 2 + 2 ⇒ (17) + 10 + 1 + 1 + 1 + 2 + 2 = 34
Piercing, magic, good: 2d4 + 7 + 1 + 2 + 3 + 2 ⇒ (2, 4) + 7 + 1 + 2 + 3 + 2 = 21

AoO 2, alter self, rage song, amplified rage, good hope: 1d20 + 10 + 1 + 1 + 1 + 2 + 2 ⇒ (12) + 10 + 1 + 1 + 1 + 2 + 2 = 29
Piercing, magic, good: 2d4 + 7 + 1 + 2 + 3 + 2 ⇒ (3, 3) + 7 + 1 + 2 + 3 + 2 = 21

AoO 3, alter self, rage song, amplified rage, good hope: 1d20 + 10 + 1 + 1 + 1 + 2 + 2 ⇒ (9) + 10 + 1 + 1 + 1 + 2 + 2 = 26
Piercing, magic, good: 2d4 + 7 + 1 + 2 + 3 + 2 ⇒ (2, 3) + 7 + 1 + 2 + 3 + 2 = 20

Inspired Rage, +2 str, +2 con, +2 will, -1 AC, morale bonus:
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike with the barbarian's rage ability, those affected are not fatigued after the song ends.)
If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). Inspired rage does not allow an ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Celestial Blood, Lesser (Su):
While the barbarian is raging, her melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee attack.

Quick Reflexes (Ex):
While raging, the barbarian can make one additional attack of opportunity per round.

Amplified rage on Greta, Tristan:
Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).


F CN Human | C1/F1/B3 | HP 50/50 | AC 15, FF 16, Touch 8, CMD 15 | Fort +8 Ref +3 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init -1 | Per +5, SM +3 | Speed 30ft | Conditions: haste, prot vs evil, amp rage, rage song, tactical acumen
Usable/day:
1st 4/4 Bard song 8/9

Amelia accompanies Junior in the song but does not infuse any magic into it.

Delay for now.

Silver Crusade

Male Half-Gnome Badass 20

Junior sets the theme as his companions send the foul dead, home.
He advances next to Greta being sure to lend his anger to hers. Caliban draws his black blade, charges it with arcane energy and charges the nearest ghoul, decapitating it in a single practiced swing.

Selann studies the image of the leader. "Not sure. An illusion wouldn't flicker like that. It would react, or do nothing. That's more like a non-corporeal creature, maybe a ghost? Did your channel stun it?" Using his ring to cast a non-prepared spell he sends three missiles at the image. The missiles unneringly strike Moxsahbuul causing his form to flicker and shimmer further.

Greta moves up to the door and swings her giant hammer at the ghoul to Tristan's left (red), hoping to make more room for her companions to enter the structure. Her hammer briefly gets caught against the low ceiling, but boosted by Junior's rage the stone shatters and the ghoul splatters!

Benedic frowns. "What is that creature doing?" he asks the party. "Why is it transparent, and is there anything we can do to affect it?" He swings his sword at the other ghoul while he ponders the undead general. His absent-minded, almost casual strike expertly stabbing the ghoul through the mouth and into its brain.

Moxsahbuul shakes off the dazed effect at the end of his turn.
"You dare enter this tomb? It was gifted to me by the commander of Drezen, these corpses are mine to do with as I please!" the Berbalang screeches.

The Inquisitor pronounces Bane on Moxsahbuul! He smiles right up to his face!
Excuse me, but have you ever danced with the devil in the pale moonlight? Yes. Of course you have!

His strike cuts through the incorporeal form and it disappears in a flash!

Dice Rolls:

Caliban Attack, Arcane Pool: 1d20 + 9 ⇒ (9) + 9 = 18,damage: 1d8 + 15 ⇒ (7) + 15 = 22

Status:
Blue Ghoul: 46 + 22 = 68 Destroyed!
Red Ghoul: 49 + 32 = 81 Destroyed!
White Ghoul: 36 + 15 = 51 Destroyed!
Moxsahbuul: 44 + 8 + 18 = 70

Round 2
24 - Selann
22 - Greta
20 - Benedic
16 - Moxsahbuul
12 - Tristan [ooc]Combat Over!

11 - Junior
07 - Ghoul Cutthroats
06- Caliban

All goes quiet in the crypt. The last dregs of the ghouls outside flee or are felled by the army.

What do you do?


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

Benedic approaches behind Tristan. "Well struck, sir. If you are certain you vanquished the creature, shall we make sure the rest of the crypt is empty? For Iomedae's glory, we should ensure this once holy place does not harbor any other restless dead."


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Tristan looks at his sword. He looks at where the undead evaporated.
That's new. Anyone see invisible?


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban, breathing hard, cautiously lowers his sword, and scans the chamber for additional threats hiding in the corners of the place.


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

Benedic closes his eyes and chants an incantation. "Iomedae, reveal to us the hidden," he intones.

He casts invisibility purge.

Silver Crusade

Male Half-Gnome Badass 20
Benedic wrote:

Benedic closes his eyes and chants an incantation. "Iomedae, reveal to us the hidden," he intones.

He casts invisibility purge.

The light of Iomedae reveals all that would be hidden, but nothing new is revealed in this chamber.

There is a locked door to the South, or you can return to your army.


Junior bumps his elbow into Selann's ear, a mistake, he intended a friendly jab into his ribs.


F NG Aasimar Bloodrager 7, Guardian 1 | HP 95/95 | DR 1/-- | AC 23 (t12, ff21) | CMB +12, CMD 24 | Fort +8, Ref +5, Will +5 | initiative +2 | perception (darkvision 60') +10, sense motive +0 | rage 18/18 | hero points: 3 | mythic power: 5/5 | active effects: ironskin, prot v evil

”So…” Greta says eyeing the locked door, “does someone want to try to unlock that or should I break it down?”

I’ll let Selann or whoever try to pick it if he wants (since breaking the door is probably technically vandalism), but if he doesn’t, or can’t, I’ll smash it down; we can’t risk leaving more undead or whatever hiding in there.


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

Selann approaches the door, casting detect magic to check for any auras on it, then examines it for traps. Finally breaking out his tools to try and open it.... He takes a quick glance at the future for any help he may need....

Prescience: 1d20 ⇒ 8
Perception: Examine the door for traps: 1d20 + 17 ⇒ (15) + 17 = 32
Disable Device to open the lock: 1d20 + 14 ⇒ (15) + 14 = 29

I think I'll keep my rolls and leave Prescience where it is!

"I think that does it, as well as I can. ??"


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

Benedic prays for guidance for Selann.

Silver Crusade

Male Half-Gnome Badass 20

As the door unlocks with a satisfying click, glittering red eyes, sunken deep in the skulls of purple-fleshed undead look back at little Selann with a look of unabashed hunger. That glitter is enough that Selann notices it in the darkness fast enough to react. However, the hidden ghouls catch Greta and Junior by suprise.

Suprise Round, only Greta and Junior failed the Perception check

Kn. Religion DC 15:

GM Screen:

Selann Initiative: 1d20 + 14 ⇒ (19) + 14 = 33
Tristan Initiative: 1d20 + 6 ⇒ (2) + 6 = 8 Tristan Initiative Adv.: 1d20 + 6 ⇒ (10) + 6 = 16
Benedic Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Caliban Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Greta Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Junior Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Moxsahbuul Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Imperial Ghouls: 1d20 + 3 ⇒ (16) + 3 = 19
Imperial Ghouls Stealth: 1d20 + 11 ⇒ (5) + 11 = 16
Selann Perception: 1d20 + 17 ⇒ (14) + 17 = 31
Benedic Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Greta Perception: 1d20 + 10 ⇒ (1) + 10 = 11
Fred Perception: 1d20 + 0 ⇒ (5) + 0 = 5
Caliban Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Tristan Perception: 1d20 + 18 ⇒ (17) + 18 = 35

Initiative - Surprise Round
33 - Selann

22 - Junior* (Surprised)
19 - Imperial Ghouls (x4)
18 - Caliban
16 - Tristan
15 - Benedic
14 - Moxsahbuul
12 - Greta* (Surprised)


Junior is still a threat, AoOs:
Using rasuer with 10ft reach, uncanny dodge and combat reflexes should allow AoOs even if I’m surprised. Again they probably have cover but just in case.

AoO 1, alter self, good hope: 1d20 + 10 + 1 + 2 ⇒ (11) + 10 + 1 + 2 = 24
Piercing, magic, good: 2d4 + 7 + 1 + 2 ⇒ (3, 1) + 7 + 1 + 2 = 14

AoO 2, alter self, good hope: 1d20 + 10 + 1 + 2 ⇒ (13) + 10 + 1 + 2 = 26
Piercing, magic, good: 2d4 + 7 + 1 + 2 ⇒ (1, 4) + 7 + 1 + 2 = 15


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

Selann casts a spell sending a burst of radiance into the area to catch all four of the ghouls. Then he steps back to let the rest of the party finish the business....

"So, 'do with as you please' means have them destroyed by us as we enter to discuss the meaning of your last statement? I would suggest a different path unless you desire a quick destruction."

damage: 5d4 ⇒ (4, 1, 3, 1, 1) = 10 Reflex save DC14. Fail = Blinded for 1d4 ⇒ 3 rounds. Success = Dazzled for the same.

Silver Crusade

Male Half-Gnome Badass 20

Selann sets forth a burst of dazzling radiance, causing the ghouls to flinch from the radiant burn.
"So, 'do with as you please' means have them destroyed by us as we enter to discuss the meaning of your last statement? I would suggest a different path unless you desire a quick destruction."
Selann hops back behind his allies.
Though caught by surprise, Fred's battle-trained muscle memory kicks in and his Ranseur leaves ugly ragged tears in the first pair of the ghouls that muscle their way into the antechamber.

GM Screen:

Imperial Ghoul Reflex Save: 1d20 + 6 ⇒ (13) + 6 = 19 Dazzled!
Imperial Ghoul Reflex Save: 1d20 + 6 ⇒ (15) + 6 = 21 Dazzled!
Imperial Ghoul Reflex Save: 1d20 + 6 ⇒ (11) + 6 = 17 Dazzled!
Imperial Ghoul Reflex Save: 1d20 + 6 ⇒ (16) + 6 = 22 Dazzled!

Status
Imp Ghoul Yellow 10 + 14 = 24, Dazzled!
Imp Ghoul Red 10 + 15 = 24, Dazzled!
Imp Ghoul Blue 10, Dazzled!
Imp Ghoul Orange 10, Dazzled!

Initiative - Surprise Round
18 - Caliban
16 - Tristan
15 - Benedic

14 - Moxsahbuul
12 - Greta* (Surprised)

Round 1
33 - Selann
22 - Junior* (Surprised)


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

Knowledge (religion): 1d20 + 9 ⇒ (12) + 9 = 21

Benedic narrows his eyes and glares at the ghouls as they step out of the shadows. "Well said, Selann," he mutters as he holds his shield aloft and channels energy again.

Channel energy (DC 27): 4d6 + 6 ⇒ (5, 4, 3, 5) + 6 = 23 (halved, Will save or dazed)

"Beware the ghouls' touch and bite!" he cautions. "They can paralyze and infect, and they can also burrow into the earth to escape."


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban, not seeing a clear path forward to the enemy points his blade at the blue ghoul, and his eyes flare with magic, attempting to hamper the creature's ability to attack the surprised Greta.

Evil Eye: -2 attack rolls for 7 rounds, DC 17 will save lowers this penalty to 1 round.


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Tristan gathers those around him foe some further protection.
Casting Protection from Evil, communal

Silver Crusade

Male Half-Gnome Badass 20

Caliban, not seeing a clear path forward to the enemy points his blade at the blue ghoul, and his eyes flare with magic, attempting to hamper the creature's ability to attack the surprised Greta. The creature becomes hampered by the hex.

Benedic narrows his eyes and glares at the ghouls as they step out of the shadows. "Well said, Selann," he mutters as he holds his shield aloft and channels energy again. The ghouls survive the blast, but some only barely cling to unlife.

Tristan gathers those around him foe some further protection.

The Berbalang chants in a wicked tongue, and scatters teeth into the darkness. From which rise 3 ghouls and a ghast ready to do their master's bidding.

Spellcraft DC 17:

GM Screen:

Imperial Ghoul, Will save vs Evil Eye: 1d20 + 9 ⇒ (7) + 9 = 16 Fail
Imperial Ghoul, Will save vs channel: 1d20 + 15 ⇒ (20) + 15 = 35 Fail
Imperial Ghoul, Will save vs channel: 1d20 + 15 ⇒ (18) + 15 = 33 Success
Imperial Ghoul, Will save vs channel: 1d20 + 13 ⇒ (11) + 13 = 24 Success
Imperial Ghoul, Will save vs channel: 1d20 + 15 ⇒ (11) + 15 = 26 Fail
Berbalang: 1d4 + 1 ⇒ (2) + 1 = 3

Status
Imp Ghoul Yellow 24 + 12 = 36
Imp Ghoul Red 24 + 23 = 47 Dazed!
Imp Ghoul Blue 10 + 23 = 33 Dazed! Evil Eye (7 Rounds)
Imp Ghoul Orange 10 + 12 = 22


Initiative - Surprise Round
33 - Selann
22 - Junior

19 - Imperial Ghouls
18 - Caliban
16 - Tristan
15 - Benedic
14 - Moxsahbuul
14 - Summoned Ghouls
12 - Greta


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

Deciding to save magic for later Selann uses his wand to attack the ghouls in the front of the group.

Magic Missile at the yellow ghoul: 1d4 + 1 ⇒ (4) + 1 = 5
Magic Missile at the blue ghoul: 1d4 + 1 ⇒ (2) + 1 = 3
Magic Missile at the red ghoul: 1d4 + 1 ⇒ (1) + 1 = 2

Hoping they are 'barely clinging to unlife'!

Silver Crusade

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Male Half-Gnome Badass 20
Selann Juris wrote:

Deciding to save magic for later Selann uses his wand to attack the ghouls in the front of the group.

[dice=Magic Missile at the yellow ghoul]1d4+1
[dice=Magic Missile at the blue ghoul]1d4+1
[dice=Magic Missile at the red ghoul]1d4+1

Hoping they are 'barely clinging to unlife'!

just to help Junior's turn, you killed all three!


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

Hey Tristan, didn't you identify Moxsahbuul above? I can't tell if your character shared the information with the rest of us, but I think it would be very useful for figuring out what we should do next. :)

Projection (Su):
Once per day as a full-round action, a berbalang can enter a trance that separates the creature’s spirit from its body. This splits the berbalang’s current hit points in half between its body and its spirit. The berbalang’s spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical self with the following changes: AC 19, touch 19, flat-footed 10 (+4 Dex, +4 deflection, +1 dodge), single incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack. This spirit projection can travel no more than 1 mile away from the berbalang’s body. Because the creature is only partially in existence when in this state, its body gains displacement as the spell. When separated in this way, the berbalang’s body is unconscious and helpless. If the berbalang’s body is injured while in this state, the separated projection immediately returns to its body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as well. If the spirit is reduced to 0 or fewer hit points, it returns to the body immediately. A berbalang in spirit form can end the effect at any time as a standard action, at which point the spirit immediately returns to the body. When a berbalang’s spirit form returns to the body, add both the spirit body’s hit points and the physical body’s hit points back together to determine the creature’s current hit point total.


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Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

As he good touches everyone, the Inquisitor replays the tactics of Moxsahbuulto everyone.
...and, finally, he hates it when he is called Sticks.


Junior feels like their formation is all wrong and he wonders how this happened, he has a flight of fancy about demonic illusions. He resumes the theme for this combat and then takes a swipe at a ghoul (orange). He puts a little magic English on his ransure as he swings.

Assuming that either Tristan or Greta will accept rage when I start it.

Ransuer, alter self, rage, amp. rage, good hope: 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (4) + 10 + 1 + 1 + 2 + 2 = 20
Piercing, good, magic, alter self, rage, amp rage, good hope, arcane strike: 2d4 + 7 + 1 + 2 + 3 + 2 + 2 + 2 ⇒ (2, 2) + 7 + 1 + 2 + 3 + 2 + 2 + 2 = 23

Rage song with move action and accepting it, standard to attack, swift for arcane strike

AoOs:

AoO 1, alter self, rage, amp. rage, good hope: 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (15) + 10 + 1 + 1 + 2 + 2 = 31
Piercing, good, magic, alter self, rage, amp rage, good hope, arcane strike: 2d4 + 7 + 1 + 2 + 3 + 2 + 2 + 2 ⇒ (4, 2) + 7 + 1 + 2 + 3 + 2 + 2 + 2 = 25

AoO 2, alter self, rage, amp. rage, good hope: 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (7) + 10 + 1 + 1 + 2 + 2 = 23
Piercing, good, magic, alter self, rage, amp rage, good hope, arcane strike: 2d4 + 7 + 1 + 2 + 3 + 2 + 2 + 2 ⇒ (3, 1) + 7 + 1 + 2 + 3 + 2 + 2 + 2 = 23

AoO3, alter self, rage, amp. rage, good hope: 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (8) + 10 + 1 + 1 + 2 + 2 = 24
Piercing, good, magic, alter self, rage, amp rage, good hope, arcane strike: 2d4 + 7 + 1 + 2 + 3 + 2 + 2 + 2 ⇒ (2, 3) + 7 + 1 + 2 + 3 + 2 + 2 + 2 = 24

Buff provided:
Inspired Rage, +2 str, +2 con, +2 will, -1 AC, morale bonus
Spoiler:
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike with the barbarian's rage ability, those affected are not fatigued after the song ends.)
If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). Inspired rage does not allow an ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Celestial Blood, Lesser (Su)

Spoiler:
While the barbarian is raging, her melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee attack.

Quick Reflexes (Ex)

Spoiler:
While raging, the barbarian can make one additional attack of opportunity per round.

Amplified rage on Greta, Tristan

Spoiler:
Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).

Good Hope

Spoiler:

Moment of Greatness

Silver Crusade

Male Half-Gnome Badass 20

Deciding to save magic for later Selann uses his wand to attack the ghouls in the front of the group. Causing three to drop simultaneously.

Junior feels like their formation is all wrong and he wonders how this happened, he has a flight of fancy about demonic illusions. He resumes the theme for this combat and then takes a swipe at a ghoul (orange). He puts a little magic English on his ransure as he swings. Killing the last of that first wave of ghouls.

Initiative
18 - Caliban
16 - Tristan
15 - Benedic

14 - Moxsahbuul
14 - Summoned Ghouls
12 - Greta
Initiative - Round 2
33 - Selann
22 - Junior


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban, still without a way forward, loops around the back of the group, raising his hand, and sending a gout of water into the leadmost ghoul next to Junior (white). The stream of water drives the ghoul back deeper into the chamber.

Hydraulic Push!
Bull Rush: 1d20 + 11 ⇒ (16) + 11 = 27


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Tristan casts Shield of Faith.
AC 25 plus +1 per Adjacent Ally (even Junior).

The Inquisitor then turns to Junior.
Guess what I'm about to do?

The smiling Tristan then Strides into the chamber to stand next to his good friend Moxsahbuul.
Been a long time, been a long time; lonely, lonely time.

Provokes from everyone!


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

Benedic channels energy and then follows Tristan through the next chamber, looking for Moxsahbuul's physical remains so that they can destroy them and force the incorporeal version of him to manifest again.

Because of consecrate on his reliquary shield, Benedic has a +6 sacred bonus to the DC of his channels, and all undead within 20' suffer a -2 penalty to attacks, damage, and saves.

Channel energy to harm undead (DC 27): 4d6 + 6 ⇒ (6, 4, 2, 4) + 6 = 22 (halved, Will save or dazed)

Silver Crusade

Male Half-Gnome Badass 20

Caliban creates an opening, with a powerful hydraulic push, sending the beefy looking ghast back against the wall. Tristan uses the opening to push through the throng of Ghouls, his divinely enhanced armour easily protecting him from gnashing teeth and slashing claws.
Benedic draws once again on the light of Iomedae, the inheritor sends forth a wave of positive energy, the particles of positive energy burning away all but one ghoul that had the quick thinking to use its ally as cover.

As Tristan and Benedic round the corner they find Moxsahbuul up and mobile, his soul returned to his physical form.
"My inner sanctum!"Moxsahbuul screeches, "You DARE!?"
Moxsahbuul leads with his gnashing teeth which Tristan avoids, but watching the mouth means he isn't watching the hands and one of the claws manages rake past his divine armour, he feels a paralytic inject into his body from the scratch.
Another whip-quick claw lashes out at Benedic uselessly scraping off his armour.

The last summoned ghoul rushes a hopeless charge against Greta in front of the party! Greta easily blocks the bite with the haft of her hammer. While Junior impales it on his blade causing the ghoul to melt away leaving only a clatter of teeth on the ground.

GM Screen:

Attack of Opportunity Ghoul: 1d20 + 3 ⇒ (16) + 3 = 19,damage: 1d6 + 1 ⇒ (6) + 1 = 7 (Plus Disease and Paralysis)
Attack of Opportunity Ghoul: 1d20 + 5 ⇒ (2) + 5 = 7Attack of Opportunity Ghoul: 1d20 + 3 ⇒ (3) + 3 = 6,damage: 1d6 + 1 ⇒ (4) + 1 = 5 (Plus Disease and Paralysis)
Attack of Opportunity Ghoul: 1d20 + 5 ⇒ (1) + 5 = 6Attack of Opportunity Ghoul: 1d20 + 3 ⇒ (3) + 3 = 6,damage: 1d6 + 1 ⇒ (3) + 1 = 4 (Plus Disease and Paralysis)
Attack of Opportunity Ghoul: 1d20 + 5 ⇒ (15) + 5 = 20Attack of Opportunity Ghast: 1d20 + 5 ⇒ (5) + 5 = 10,damage: 1d6 + 3 ⇒ (1) + 3 = 4 (Plus Disease and Paralysis)
Ghoul Will Save: 1d20 + 11 ⇒ (7) + 11 = 18
Ghoul Will Save: 1d20 + 11 ⇒ (19) + 11 = 30
Ghoul Will Save: 1d20 + 11 ⇒ (6) + 11 = 17
Ghast Will Save: 1d20 + 13 ⇒ (13) + 13 = 26
Moxsahbuul Bite vs Tristan: 1d20 + 11 ⇒ (11) + 11 = 22, Bite: 1d6 + 3 ⇒ (6) + 3 = 9 Miss!
Moxsahbuul Claw vs Tristan: 1d20 + 11 ⇒ (19) + 11 = 30, Claw: 1d6 + 3 ⇒ (4) + 3 = 7 Hit!
Moxsahbuul Claw vs Benedic: 1d20 + 11 ⇒ (6) + 11 = 17, Claw: 1d6 + 3 ⇒ (2) + 3 = 5 Miss!
Ghoul: 1d20 + 5 ⇒ (12) + 5 = 17,Bite: 1d6 + 1 ⇒ (5) + 1 = 6

Status
Final Summoned Ghoul - 11/13 -2 AC for charging.

12 - Greta
Initiative - Round 2
33 - Selann
22 - Junior
18 - Caliban
16 - Tristan
15 - Benedic

14 - Moxsahbuul

@Tristan:
Fortitude Save vs Paralysis DC 20. On failure paralysed for Rounds: 1d4 + 1 ⇒ (2) + 1 = 3


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Tristan tries not to become like a Taylor Swift fan at her sudden kiss!
Fortitude DC 20: 1d20 + 10 ⇒ (14) + 10 = 24

The Inquisitor then glances at Junior.
How many links does it take to get to the center of a lollipop?

Melee +1 evil outsider bane longsword, power attack, judgment, outflank, good hope, Amplified Rage, MoG, undead bane: 1d20 + 10 - 2 + 2 + 4 + 1 + 2 + 2 ⇒ (14) + 10 - 2 + 2 + 4 + 1 + 2 + 2 = 331d8 + 4 + 4 + 3 + 2 + 1 + 2 + 2d6 + 2 ⇒ (7) + 4 + 4 + 3 + 2 + 1 + 2 + (5, 3) + 2 = 33


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

Selann quickly 'strolls' around the corners and grins at the.... ghoul demon? "Of course we dare. Maybe you should have tried negotiations first. You might know something worth us letting you continue your existence. I doubt it, but now we'll never know!"

He quickly speaks the words of a spell and empowers it with Mythic strength. Two rays of fire blast into the creature.

[ooc]Using Mythic Trickster Surprise Strike with Scorching Ray. Target is considered flat footed but the spell says it is a touch attack. Not sure which counts? I add my tier to the attack, and it bypasses any DR that he has.

first ray to hit: 1d20 + 10 ⇒ (17) + 10 = 27
damage if that hits?: 4d6 + 3d6 + 1 ⇒ (5, 5, 6, 4) + (4, 1, 3) + 1 = 29

second ray to hit: 1d20 + 10 ⇒ (17) + 10 = 27
damage if that hits?: 4d6 + 1 ⇒ (1, 6, 6, 6) + 1 = 20

Silver Crusade

Male Half-Gnome Badass 20
DM_aka_Dudemeister wrote:
Final Summoned Ghoul - 11/13 -2 AC for charging.

Correction that ghoul died to an AoO

@Selann:

When an attack or spell targets touch, and the foe is flat-footed both apply, so dexterity/dodge bonuses are removed for flat-footed and armor/natural armor/shield is removed for touch. Which usually just leaves luck, deflection and size. Against a medium target with none of these you're looking at an AC of 10


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban moves into the second chamber, positioning himself in the room, and ready to act.

Double move 50'


Junior follows suit and enters the inner crypt to face the dreaded Moxsahbuul.

Continuing rage song and accepting it, double move behind Tristan, swift to add arcane strike.

AoOs, if provoked:
AoO 1, alter self, rage, amp. rage, good hope: 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (18) + 10 + 1 + 1 + 2 + 2 = 34
Piercing, good, magic, alter self, rage, amp rage, good hope, arcane strike: 2d4 + 7 + 1 + 2 + 3 + 2 + 2 + 2 ⇒ (2, 1) + 7 + 1 + 2 + 3 + 2 + 2 + 2 = 22

AoO 2, alter self, rage, amp. rage, good hope: 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (1) + 10 + 1 + 1 + 2 + 2 = 17
Piercing, good, magic, alter self, rage, amp rage, good hope, arcane strike: 2d4 + 7 + 1 + 2 + 3 + 2 + 2 + 2 ⇒ (3, 3) + 7 + 1 + 2 + 3 + 2 + 2 + 2 = 25

AoO3, alter self, rage, amp. rage, good hope: 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (4) + 10 + 1 + 1 + 2 + 2 = 20
Piercing, good, magic, alter self, rage, amp rage, good hope, arcane strike: 2d4 + 7 + 1 + 2 + 3 + 2 + 2 + 2 ⇒ (4, 1) + 7 + 1 + 2 + 3 + 2 + 2 + 2 = 24

Buff provided:
Inspired Rage, +2 str, +2 con, +2 will, -1 AC, morale bonus
Spoiler:
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike with the barbarian's rage ability, those affected are not fatigued after the song ends.)
If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). Inspired rage does not allow an ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Celestial Blood, Lesser (Su)

Spoiler:
While the barbarian is raging, her melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee attack.

Quick Reflexes (Ex)

Spoiler:
While raging, the barbarian can make one additional attack of opportunity per round.

Amplified rage on Greta, Tristan

Spoiler:
Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).

Good Hope

Spoiler:

Moment of Greatness


F CN Human | C1/F1/B3 | HP 50/50 | AC 15, FF 16, Touch 8, CMD 15 | Fort +8 Ref +3 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init -1 | Per +5, SM +3 | Speed 30ft | Conditions: haste, prot vs evil, amp rage, rage song, tactical acumen
Usable/day:
1st 4/4 Bard song 8/9

Amelia keeps watch outside ready to call out if anything or anyone gets the idea to surround them

Silver Crusade

Male Half-Gnome Badass 20

Just waiting on Greta and Benedic


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

Benedic advances on Moxsahbuul, stepping around him to attack the body.

Five foot step and swing!

Attack (longsword), divine favor, good hope, inspired rage: 1d20 + 9 + 3 + 2 + 1 ⇒ (13) + 9 + 3 + 2 + 1 = 28
Damage (cold iron, good, magic, slashing), divine favor, good hope, inspired rage: 1d8 + 4 + 3 + 2 + 1 ⇒ (1) + 4 + 3 + 2 + 1 = 11

Silver Crusade

Male Half-Gnome Badass 20

Greta also guards the door.

Selann quickly 'strolls' around the corners and grins at the.... ghoul demon? "Of course we dare. Maybe you should have tried negotiations first. You might know something worth us letting you continue your existence. I doubt it, but now we'll never know!"

He quickly speaks the words of a spell and empowers it with Mythic strength. Two rays of fire blast into the creature. Both strike true, burning away at its flesh.

Junior follows suit and enters the inner crypt to face the dreaded Moxsahbuul

Caliban moves into the second chamber, positioning himself in the room, and ready to act.

Tristan tries not to become like a Taylor Swift fan at her sudden kiss!

The Inquisitor then glances at Junior.
How many links does it take to get to the center of a lollipop?
His final strike answers his own riddle.

Benedic advances on Moxsahbuul, stepping around him to attack the body, but sees that Tristan got there in time.

Status:
Moxsahbuul: 68+29+20+33= 150/136

With that all goes quiet in the crypt.

Kn. Religion DC 15:
There is an unhallow (CL 9) effect in the tomb, created by Moxsahbuul, with the final destruction of the wicked Berbalang. If it can be removed, the spirits of the crusaders in this cemetery could be allowed to rest again.

Returning to the army Irabeth reports:
"Casualties were minimal, the ghouls didn't know what hit them. It's been a long day of fighting. Did you want to charge on through the night, or should we take a moment to rest?
Pushing now means we still hold an element of momentum, but it will cause some fatigue amongst the troops 1d4 damage to might mobility and discipline.
Resting now means the troops can be fresh for battle in the morning, but could give our enemies a chance to set traps or ambushes in the coming battles. What do you say?"


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Tristan peers about the gathered troops, officers and Junior.
The troops and officers stand down, set a watch and prepare for the continuation of the attack at an hour before dawn.

The Inquisitor looks at Junior.
How are you feeling? Our group may still have work to do tonight.

Is there anything just our group could do to allow for the protected/secured rest for troops?


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

"Those of us that specialize in stealth could do some more scouting. I can caste Darkvision on myself so I'll be able to see in the dark."

"We shouldn't interfere with any traps set, or ambushes. Just know about them so we can bypass the traps and ambush the ambushers...."


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

Benedic looks around at the group. "Does anyone counsel that we should press on the attack? If giving them extra time to prepare for our obvious approach will significantly affect our chances against them, risking fatigue may be worth it." He studies the map while he muses. "These are urban streets and buildings we must navigate-- many twisty alleyways that can make the thoroughfare dangerous, and a few barricades could effectively trap the army for a significant time, if they have the opportunity to set them up." He frowns. "Though, perhaps they have already readied defenses against us while we were dealing with the enemies in the graveyard."

He nods to Selann. "More intelligence might be very useful, especially if we decide to wait."

Knowledge (religion), good hope: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23

Benedic adds, "The crypt has an unhallow spell cast upon it, which lasts for a year. It would benefit us to remove it so that the former crusaders buried here can rest in peace, but I do not know how to do that. I cannot yet cast hallow, which I believe would cancel out the negative influence. Do any of us have ideas for how to accomplish this?"


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

We could attempt to dispel the effect in this place? I am uncertain of how effective that would be, but I am prepared to attempt it now.... Caliban inhales deeply, focusing his energy at undoing the berbalang's unholy energy in the room...

1 Mythic power to activate a spell on my list, Cast Dispel Magic. 1 Mythic Power for surge on the roll

Dispel Check: 1d20 + 7 + 1d6 ⇒ (11) + 7 + (6) = 24
Attempt #2 From Eldrich Breach: 1d20 + 7 ⇒ (6) + 7 = 13

Silver Crusade

Male Half-Gnome Badass 20

Caliban attempts to Dispel the Unhallow effect, but unfortunately the power of Dispel Magic fails to clear the Unhallow. It will require something more powerful to allow the dead to rest. The site may need to remain guarded to prevent the spontaneous creation of undead.

Dispel Magic:
Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.

Unhallow
Unhallow

School evocation [evil]; Level cleric/oracle 5, druid 5, inquisitor 5

CASTING

Casting Time 24 hours
Components V, S, M (herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be tied to the unhallowed area)

EFFECT

Range touch
Area 40-ft. radius emanating from the touched point
Duration instantaneous

"Scouts are ready to follow and check for dangers ahead of the battle tomorrow, right Aron?" Says Anevia
Aron, swallows a yawn and stands up.
"Aye, aye ma'am."
Scouts are ready to assist which will provide +4 circumstance bonus to your check

Scouting Check (Perception or Stealth) DC 15:

There are many barricades and pallisades set up throughout the streets, likely the forces of Drezen have been preparing for an attack for a few days. Rushing out in the dark would likely present a significant challenge. Very likely there are other traps or tricks set up around the streets of Drezen, but you were forced to leave due to an enemy patrol.

Scouting Check (Perception or Stealth) DC 25:

There are many barricades and pallisades set up throughout the streets, likely the forces of Drezen have been preparing for an attack for a few days. Rushing out in the dark would likely present a significant challenge. Furthermore there's a watchtower with ballistae and catapults set up in the fort above the cliffs of Drezen. If the Crusaders attack at night their torches would make an easy beacon for those siege weapons to aim at. It may be wise for this fort to be cleared prior to the army taking Southbank.

Defenders are stationed in guerrilla pods, with many planks and makeshift routes along the rooftops, to allow for firing upon anyone foolish enough to charge through the streets.

Any mass combat here is not going to be as quick or easy as the city gates or the cemetery.


Junior melts back into his smiling half-ork form. He slaps Tristan on the back in a friendly manner as the bloodlust from the battle drains from his eyes. ”Invigorated. Ready for more. Don’t worry I’ve a lot more fight in me yet.” He makes a furtive glance at his portable forge, it’s embers cold, and his mother’s blade still lies unfinished.


F CN Human | C1/F1/B3 | HP 50/50 | AC 15, FF 16, Touch 8, CMD 15 | Fort +8 Ref +3 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init -1 | Per +5, SM +3 | Speed 30ft | Conditions: haste, prot vs evil, amp rage, rage song, tactical acumen
Usable/day:
1st 4/4 Bard song 8/9

While the rest of the crusaders debate on the best way forward Amelia picks up a piece of brick knocked off of a mausoleum in the battle. She opens herself to Drezen hearing its inhabitants speak of their plans and preparations from their own mouths.

Casting Ears of the City, hoping that this will work instead of the stealth checks. If not Amelia will join the scouts.

Perception: 1d20 + 12 ⇒ (8) + 12 = 20
Stealth, if Ears doesn’t work, circumstance: 1d20 + 7 + 4 ⇒ (9) + 7 + 4 = 20

Amelia reports her discoveries, ”It’s too late. They’ve already been preparing defenses for the last few days.”

Edit: I guess Amelia can retry the gather info checks twice since it lasts 3 rounds.

Perception: 1d20 + 12 ⇒ (13) + 12 = 25
Perception: 1d20 + 12 ⇒ (2) + 12 = 14


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

Benedic frowns as Caliban's spell fails. "A pity." He looks to Irabeth. "Do we have any high-level cleric scrolls available? Perhaps we could manage to cast a hallow spell that way, though it is a little risky. Or something like dispel evil, perhaps?" He gazes into the distance with a look of mild discomfort. "I am not as learned in these matters as perhaps I should be," he says slowly, shaking his head.


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

Selann joins the group scouting. When he returns he has bad news....

Stealth or Perception. Same modifier: 1d20 + 17 ⇒ (9) + 17 = 26

"Attacking at night would be a terrible idea. There are barricades and palisades set up to break up formations, and siege weapons that could target any group carrying light sources. There are also groups on the rooftops with planks and makeshift routes. They could fire down on any groups trying to make their way in the streets. Without aerial support they'd have no chance."

"I think our best choice would be to go to the citadel and take out the siege weapons. Then we capture the high ground and take out the groups of snipers on the rooftops. The army can stay here, providing a distraction for whatever enemy is watching."

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