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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Male NG Human Inquisitor 6 / Marshal Tier 1 | HP: 66/59 AC:22, T: 14 FF: 19| CMB: +5, CMD: 18| F: +7, R: +4, W: +9 | Init: +6 | Perc: +17, SM: +16| Speed 30ft | Spells: 1st 5/5 2nd 4/4| | Active conditions: Heightened Awareness Hero Points:1/3

You just need to pay attention, and you're sure you'll figure out the path through.
Perception DC 25

Perception Success:

You listen for where the Veskavors are loudest, isolating the sound from the echoes in the labyrinth.

Perception Failure:

You listen for where the Veskavors are loudest, but are fooled by the echoes in the nest. You are lured to a dead end, and are forced to navigate your way back. You've lost precious time! Increase the injury/mortality rate of the distraction squad by 10%

Tristan definitely decides to dutifully do Perception!
Perception DC 25: 1d20 + 17 ⇒ (9) + 17 = 26

Silver Crusade

Male Half-Gnome Badass 20


Check Passed - Character
Knowledge (Planes) - Benedic
Acrobatics - Caliban
Perform - Junior
Stealth - Selann
Perception - Tristan
Climb - Greta (Bypassed via Caliban's levitation spell)
Distraction Party: Fatality Chance 1% Injury Chance 5%

Working together to navigate the labyrinthine depths of the Veskavor nest, the Crusaders find themselves in the heart of enemy territory. Sitting upon a clutch of eggs the Veskavor Queen buzzes her massive, iridescent membranous wings, her grinding/ripping teeth dripping with caustic slime. Each drop that hits the stone floor with a soft hiss.

Crawling all over her body are thousands of her young. Veskavors singing in cacaphonous, maddening chorus.

Initiative:

Selann Initiative: 1d20 + 9 ⇒ (16) + 9 = 25
Tristan Initiative: 1d20 + 6 ⇒ (3) + 6 = 9 Tristan Initiative Adv.: 1d20 + 6 ⇒ (18) + 6 = 24
Benedic Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Caliban Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Greta Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Junior Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Veskavor Queen: 1d20 + 3 ⇒ (4) + 3 = 7
Veskavor Swarm: 1d20 + 3 ⇒ (14) + 3 = 17

Initiative (Surprise Round)
25 - Selann
24 - Tristan
21 - Benedic
18 - Junior

17 - Veskavor Swarms
15 - Caliban
08 - Greta
07 - Veskavor Queen

Veskavor Queen // Knowledge (Planes) DC 24:

Vescavor Queen CR 9
XP 6,400
CE Large outsider (chaotic, evil, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +17; Aura chaos (10 ft.), gibber (15 ft., DC 20)

DEFENSE

AC 22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +9 natural, –1 size)
hp 114 (12d10+48); fast healing 2
Fort +8, Ref +11, Will +10
Immune acid, poison; Resist electricity 10, fire 10; SR 20

OFFENSE

Speed 20 ft., fly 50 ft. (good)
Melee bite +17 (1d8+5 plus 3d6 acid), 2 claws +16 (1d6+5)
Ranged spit acid +14 ranged touch (5d6 acid)
Space 10 ft.; Reach 5 ft.
Special Attacks spit acid

STATISTICS

Str 21, Dex 16, Con 18, Int 11, Wis 14, Cha 13
Base Atk +12; CMB +18; CMD 32
Feats Blind-Fight, Dodge, Flyby Attack, Hover, Power Attack, Weapon Focus (bite)
Skills Acrobatics +12, Climb +14, Fly +20, Knowledge (dungeoneering) +10, Knowledge (planes) +10, Perception +17, Stealth +14, Survival +15
Languages Abyssal
SQ compression, swarm mother

SPECIAL ABILITIES

Chaos Aura (Su)
A vescavor queen is an embodiment of chaos. Its aura is a font of anarchic energy that grants fast healing 2 to the vescavor queen, as well as to any vescavor swarm within 10 feet of the queen. A vescavor queen can activate or suppress this ability as a free action.

Gibber (Su)
Like their broods, vescavor queens yammer the endless chorus of the Abyss. Any creature within 15 feet of a vescavor queen must succeed at a DC 20 Will save or be confused for 1 round. A creature that successfully saves can’t be affected by the same vescavor queen’s gibbering for 24 hours. This is a mind-affecting sonic compulsion. The save DC is Constitution-based.

Spit Acid (Ex)
As a standard action, a vescavor queen can make a ranged touch attack to spit acid at a foe within 30 feet. A target hit by this glob of acid takes 5d6 points of acid damage. In addition, the spit of a vescavor queen contains some of its pheromones. Any target that takes damage from this attack acts as a beacon for vescavor swarms; the damaged creature takes a –8 penalty on Stealth checks against the vescavor queen and swarms it controls, and likely becomes the swarm’s next target.

Swarm Mother (Su)
A vescavor queen can mentally control up to 20 Hit Dice of vescavor swarms through a combination of pheromones and supernatural manipulation. To control a vescavor swarm, the vescavor queen must be able to see it and must be within 120 feet of it. Attempting to control a vescavor swarm is a standard action, and the swarm can attempt to resist this attempt with a DC 17 Will save. If the swarm fails this save, the vescavor queen can issue a simple mental command as a swift action, such as ”fight,” ”come here,” ”go there,” or ”stay still.” Vescavor swarms affected by this ability act normally unless a vescavor queen is actively controlling them, but never attack the vescavor queen. The save DC is Charisma-based. In addition, whether or not it controls the swarm, a vescavor queen is immune to a vescavor swarm’s swarm attacks and supernatural special abilities.

A vescavor queen can release a vescavor swarm from its control as a free action. If a vescavor queen is killed, any vescavor swarms under its control disperse.

Veskavor Swarm // Knowledge (Planes) DC 20:

Vescavor Swarm CR 5
XP 1,600
CE Diminutive outsider (chaotic, evil, extraplanar, swarm)
Init +3; Senses darkvision 60 ft.; Perception +9; Aura gibber (15 ft.)

DEFENSE

AC 19, touch 17, flat-footed 16 (+3 Dex, +2 natural, +4 size)
hp 47 (5d10+20)
Fort +7, Ref +9, Will +2
Immune poison, swarm traits, weapon damage; Resist fire 10, electricity 10; SR 16

OFFENSE

Speed 30 ft., fly 40 ft. (good)
Melee swarm (2d6 plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 15), ravenous, traumatizing

STATISTICS

Str 7, Dex 17, Con 16, Int 4, Wis 13, Cha 12
Base Atk +5; CMB —; CMD —
Feats Blind-Fight, Lightning Reflexes, Toughness
Skills Fly +21, Perception +9, Stealth +23
Languages Abyssal

SPECIAL ABILITIES

Gibber (Su)
Vescavors yammer the endless chorus of the Abyss.

Any creature within 15 feet of a vescavor swarm or inside it must succeed at a DC 15 Will save or be confused for 1 round. This is a mind-affecting sonic compulsion. A creature that saves cannot be affected by the same vescavor swarm’s gibbering for 24 hours. The save DC is Constitution-based.

Ravenous (Ex)
Vescavors can devour nearly anything. If the swarm attacks an object or structure, the vescavors ignore its hardness if it is made of any substance other than adamantine. Additionally, every round that a creature is in the same space as the swarm, the vescavors begin devouring one object on the creature. Once the vescavors choose an item in this way, they continue to devour that same item until it is destroyed. The object takes half its maximum hit points in damage and gains the broken condition. If the vescavors attack an object with the broken condition, it is destroyed. An attended or magic object can make a DC 15 Reflex save to negate this effect. The save DC is Constitution-based.

Traumatizing (Su)
Enduring the presence of a vescavor swarm is akin to being trapped in the Abyss itself. Any creature that spends more than 3 consecutive rounds inside a vescavor swarm must succeed at a DC 13 Will save or gain a type of madness.

Roll on the Types of Insanity table to determine which type of insanity affects the creature. Despite each entry listing a DC, the creature does not receive an additional Will save to prevent the insanity. This affliction is permanent, but can be healed as detailed in the Curing Insanity section of the Sanity and Madness rules. The save DC is Charisma-based.

You all have a surprise round, you can begin in any part of the yellow square.

NOTE: that approaching close to a Swarm triggers a DC 15 Will Save (1 round - confusion on failure), approaching the Queen triggers a DC 20 Will Save (1 round - confusion on failure). This is a mind-affecting sonic compulsion.
A successful save vs one of these sources gives you immunity to the gibbering for 24 hours.


M NG Male Half-Ork | Skald 6 | HP 53/60| AC 18, FF 18, Touch 12, CMD 21, 22 vs grapple | Fort +8 Ref +5 Will +7, +4 vs fear, +2 vs insanity or confusion, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +12 | Speed 30ft | Conditions:
Usable/day:
1st 5/5, 2nd 3/4, Raging Song 16/18, Ferocity 1/1, Child of the Crusade 1/1, Spell Kenning 1/1, Hero points 0/3, Alter Self 3/3, Mythic Powar 4/5

Planes vs Queen: 1d20 + 7 ⇒ (16) + 7 = 23
Planes vs Swarm: 1d20 + 7 ⇒ (6) + 7 = 13

Full post coming later today. Just wanted to know what I know.


Halfling Diviner 3/Rogue 2/AT 1/Trickster 1 | HP: 50 (of 50) | Init: +9/+14 with Anticipate Peril, MAB: +7, RAB: +7, | Fort: +4, 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 +13, Stealth +17, UMD +9 | Hero Points: 3 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 4 of 5 | Active Magic: None

Assuming the Vanish ended Selann would cast it again before moving.

Know-Planes Queen: 1d20 + 6 ⇒ (12) + 6 = 18
Know-Planes Swarms: 1d20 + 6 ⇒ (4) + 6 = 10


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 21 FF 19 Touch 14, Hp 35/45 Fort: +7 Reflex +5 Will +6; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2

Knowledge, Planes Queen: 1d20 + 13 ⇒ (5) + 13 = 18
Knowledge, Planes Swarm: 1d20 + 13 ⇒ (9) + 13 = 22

Caliban shares what he knows about the swarm.... take a look!


M NG Male Half-Ork | Skald 6 | HP 53/60| AC 18, FF 18, Touch 12, CMD 21, 22 vs grapple | Fort +8 Ref +5 Will +7, +4 vs fear, +2 vs insanity or confusion, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +12 | Speed 30ft | Conditions:
Usable/day:
1st 5/5, 2nd 3/4, Raging Song 16/18, Ferocity 1/1, Child of the Crusade 1/1, Spell Kenning 1/1, Hero points 0/3, Alter Self 3/3, Mythic Powar 4/5

Junior stamps his feet and claps in time for the Queen and her entourage, singin' something like this

"Buddy, you're a boy, make a big noise
Playing in the street, gonna be a big man someday
You got mud on your face, you big disgrace
Kicking your can all over the place, singin'
We will, we will rock you
We will, we will rock you"

The force of the song moves the feet of Junior and his companions compelling them forward. Junior, used to mindless gibbering, is not affected by the demon bugs.

Will vs Swarm, rage, vs confusion, vs sonic: 1d20 + 6 + 2 + 2 + 4 ⇒ (19) + 6 + 2 + 2 + 4 = 33
Will vs Swarm, rage, vs confusion, vs sonic: 1d20 + 6 + 2 + 2 + 4 ⇒ (10) + 6 + 2 + 2 + 4 = 24
Will vs Swarm, rage, vs confusion, vs sonic: 1d20 + 6 + 2 + 2 + 4 ⇒ (2) + 6 + 2 + 2 + 4 = 16
Will vs Swarm, rage, vs confusion, vs sonic: 1d20 + 6 + 2 + 2 + 4 ⇒ (12) + 6 + 2 + 2 + 4 = 26
Will vs Queen, rage, vs confusion, vs sonic: 1d20 + 6 + 2 + 2 + 4 ⇒ (16) + 6 + 2 + 2 + 4 = 30

Placement is fine. Starting Rage Song, spending mythic power for Advance as swift and taking a move action. There's no grid on the map so I took my best guess. Also if we have time to prep I have some spells I'd like to cast. Alter self, shared training, longstrider.

Advance (Ex):
As a swift action, you can expend one use of mythic power to inspire a tactical advance on the field of battle. This allows you and each of your allies within 30 feet to take either a single move action of the character's choice or a 5-foot step, as long as you or your ally has the ability to take such an action (for example, an unconscious character still can't take an action). The action granted by this ability doesn't count toward the number or type of actions a creature is allowed to take on its turn.

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.


Halfling Diviner 3/Rogue 2/AT 1/Trickster 1 | HP: 50 (of 50) | Init: +9/+14 with Anticipate Peril, MAB: +7, RAB: +7, | Fort: +4, 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 +13, Stealth +17, UMD +9 | Hero Points: 3 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 4 of 5 | Active Magic: None

Moving per Junior's Advance ability. 50' speed.

Will save against gibbering: 1d20 + 5 ⇒ (10) + 5 = 15


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 21 FF 19 Touch 14, Hp 35/45 Fort: +7 Reflex +5 Will +6; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2

Caliban surges forward with Junior's inspiration, channeling his newfound energy into a spell unknown to him, but he points his blade at the two swarms between the group and their queen, and a massive force of wind appears, attempting to blow them away and clear a path forward.

Will Save: 1d20 + 5 + 2 + 2 ⇒ (16) + 5 + 2 + 2 = 25

SR Orange: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
Eldrich Breach: 1d20 + 10 ⇒ (9) + 10 = 19

SR Yellow: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Eldrich Breach: 1d20 + 10 ⇒ (20) + 10 = 30

Expend 1 Mythic Power for Gust of Wind, line directly north of Caliban's new position.

Gust of wind:
:This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a -4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6 x 10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind.

A Tiny or smaller creature on the ground is knocked down and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet.

This spell can’t move a creature beyond the limit of it’s range.

Any creature, regardless of size, takes a -4 penalty on ranged attacks and Perception checks in the area of a gust of wind.

The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights.

In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

Up to you if they are flying or grounded I'll spoiler it below

Flying? DC 25 check:
Swarms must make a DC 25 fly check or be blown back:
feet: 2d6 ⇒ (3, 2) = 5x10
Damage: 2d6 ⇒ (6, 2) = 8

Grounded?:
knocked down? and rolled:
feet: 1d4 ⇒ 1x10 for
Nonlethal: 1d4 ⇒ 3


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M LG Aasimar Cleric/Paladin 6 Champion/Hierophant T1 | HP 48/55 | AC 24+3* T 10+3* FF 24+3* | CMB +6 CMD 16 | F +7* R +2* W +8** | SR 11 vs evil | Init +4 Per +3 (darkvision 60') SM +7 | channels 7/7, hero points 0, MP 4/5, scale 3/3, TbD (ff) 1/1 (mw) 1/1, ToG 6/6 | spells 1st: 3+0/4+1 2nd: 1+1/4+1 3rd: 3+0/3+1 | effects/conditions bull's strength 55r, divine favor 9r, encouraging bless 57r, mythic heroism 234r, protection from evil 99r, resistance 8r, shield of faith 56r

Before they corner the veskavores, Benedic casts the following spells: bull's strength, divine favor, encouraging bless, mythic heroism, resistance, and shield of faith.

Benedic advances forward with Junior's song, accepting the skald's primal magic as he hustles the rest of the distance separating them.

Will save DC 15, inspired rage, mythic heroism, resistance, Righteous Medal of Clarity: 1d20 + 8 + 2 + 4 + 1 + 2 ⇒ (1) + 8 + 2 + 4 + 1 + 2 = 18

Looks like Benedic is confused 1 round...


F NG Aasimar Bloodrager 6, Guardian 1 | HP 86/86 | AC 23 (t12, ff21) | CMB +11, CMD 23 | Fort +8, Ref +5, Will +5 | initiative +2 | perception (darkvision 60') +9, sense motive +0 | rage 15/16 | hero points: 2 | mythic power: 4/5 | active effects: ironskin, prot v evil

Greta sways with Junior's rhythm and lets her feet carry her forward.

Will (rage): 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25

Once in reach of the queen, she begins pounding away with her hammer.

longhammer (bane, rage, pa, as): 1d20 + 14 ⇒ (4) + 14 = 18
for: 2d6 + 21 + 2d6 + 1d6 ⇒ (3, 1) + 21 + (6, 2) + (4) = 37 (good)

fleet charge: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23
for: 2d6 + 21 + 2d6 + 1d6 ⇒ (5, 5) + 21 + (6, 6) + (5) = 48 (ignores DR)


Male NG Human Inquisitor 6 / Marshal Tier 1 | HP: 66/59 AC:22, T: 14 FF: 19| CMB: +5, CMD: 18| F: +7, R: +4, W: +9 | Init: +6 | Perc: +17, SM: +16| Speed 30ft | Spells: 1st 5/5 2nd 4/4| | Active conditions: Heightened Awareness Hero Points:1/3

Before everyone with demon-ants in their pantaloons can scurry off to play, the Inquisitor asks Iomedae to protect them all.
Protection from Evil, communal

Tristan then prances 30' into the feay!

Silver Crusade

Male Half-Gnome Badass 20

Selann vanishes from sight, and moves towards the swarms. Tristan protects the sanctity of the crusader's souls. Benedic focuses on his faith to carry him past the gibbering swarm, but the gibbering finds a crack in his faith and for a moment madness crawls into the mind of the Iomedaean champion. Junior allows the pounding beat in his heart to drown out the noise in his ears and encourages his fellow allies to follow the rhythm. Caliban advances towards the swarms and sends a powerful blast of wind loose from his black blade, in his head hears a stray thought, not his own her heart, feed me the blood from her heart, the voice as familiar as the blade in his hand. Used to the howling abyssal winds, the swarms clump together and beat their wings in a maddening cacophony, holding their position. The queen, surprised by this sudden surge of opposition turns just in time to see Greta bring the hammer down once, then twice!

orange swarm fly check: 1d20 + 21 ⇒ (15) + 21 = 36
yellow swarm fly check: 1d20 + 21 ⇒ (5) + 21 = 26

Status
Veskavor Queen - Damage taken 66

Initiative (Round 1)
25 - Selann
24 - Tristan
21 - Benedic
18 - Junior

17 - Veskavor Swarms
15 - Caliban
08 - Greta
07 - Veskavor Queen

Confusion Roll d100:

01-25 Acts normally
26-50 Does nothing but babble incoherently
51-75 Deals 1d8 points of damage + Str modifier to self with item in hand
76-100 Attacks nearest creature (for this purpose, a familiar counts as part of the subject’s self)

Note: Protection from Evil won't do much to protect the PCs, the gibbering is a mind-affecting sonic compulsion, not an enchantment effect (so bypasses PoE), and the swarms don't target AC. However, you'll still get the +2 bonus to Saving Throws.


M LG Aasimar Cleric/Paladin 6 Champion/Hierophant T1 | HP 48/55 | AC 24+3* T 10+3* FF 24+3* | CMB +6 CMD 16 | F +7* R +2* W +8** | SR 11 vs evil | Init +4 Per +3 (darkvision 60') SM +7 | channels 7/7, hero points 0, MP 4/5, scale 3/3, TbD (ff) 1/1 (mw) 1/1, ToG 6/6 | spells 1st: 3+0/4+1 2nd: 1+1/4+1 3rd: 3+0/3+1 | effects/conditions bull's strength 55r, divine favor 9r, encouraging bless 57r, mythic heroism 234r, protection from evil 99r, resistance 8r, shield of faith 56r

Confusion: 1d100 ⇒ 79

Benedic flails ineffectually at the swarm with his sword, trying to overcome the maddening buzzing in his ears.

Will save DC 15, inspired rage, mythic heroism, protection from evil, Righteous Medal of Clarity: 1d20 + 8 + 2 + 4 + 2 + 2 ⇒ (18) + 8 + 2 + 4 + 2 + 2 = 36

Looks like he succeeded, though he lost a turn!


Halfling Diviner 3/Rogue 2/AT 1/Trickster 1 | HP: 50 (of 50) | Init: +9/+14 with Anticipate Peril, MAB: +7, RAB: +7, | Fort: +4, 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 +13, Stealth +17, UMD +9 | Hero Points: 3 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 4 of 5 | Active Magic: None

Seeing an opportunity Selann moves closer.... Will save: 1d20 + 7 ⇒ (2) + 7 = 9 and is confused by the noise.

Confusion: 1d100 ⇒ 8 But somehow he is able to push through and take advantage of his location. Using mythic power he casts a Flurry of Snowballs at the swarms.

I think with my position I should be able to hit all but the orange swarm. Area is a 30' cone. ??
Caster Level vs SR?: 1d20 + 8 ⇒ (20) + 8 = 28
Cold damage: 4d6 ⇒ (3, 2, 1, 4) = 10 As an area effect, does the damage get +50%?


M NG Male Half-Ork | Skald 6 | HP 53/60| AC 18, FF 18, Touch 12, CMD 21, 22 vs grapple | Fort +8 Ref +5 Will +7, +4 vs fear, +2 vs insanity or confusion, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +12 | Speed 30ft | Conditions:
Usable/day:
1st 5/5, 2nd 3/4, Raging Song 16/18, Ferocity 1/1, Child of the Crusade 1/1, Spell Kenning 1/1, Hero points 0/3, Alter Self 3/3, Mythic Powar 4/5

Oops for some reason I thought it wasn't my turn. Feel free to prompt me if it's over 48 hours and my turn please.

Junior continues to thrum and drum in time while singin, "Buddy, you're a young man, hard man
Shouting in the street, gonna take on the world someday
You got blood on your face, you big disgrace
Waving your banner all over the place
We will, we will rock you, sing it!
We will, we will rock you"

He rushes over to the other side of the Queen offering Greta precious advantage. I'll provoke from the Queen for sure, and orange and yellow swarms if they have a reach greater than 0. Accepting own song and activating arcane strike.

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.

In the unlikely event something provokes:
AoO 1, rage song arcane strike: 1d20 + 9 + 1 + 2 ⇒ (13) + 9 + 1 + 2 = 25
Piercing, good, magic: 2d4 + 6 + 1 + 2 ⇒ (4, 2) + 6 + 1 + 2 = 15

AoO 2, rage song arcane strike: 1d20 + 9 + 1 + 2 ⇒ (16) + 9 + 1 + 2 = 28
Piercing, good, magic: 2d4 + 6 + 1 + 2 ⇒ (3, 2) + 6 + 1 + 2 = 14

AoO 3, rage song arcane strike: 1d20 + 9 + 1 + 2 ⇒ (2) + 9 + 1 + 2 = 14
Piercing, good, magic: 2d4 + 6 + 1 + 2 ⇒ (4, 3) + 6 + 1 + 2 = 16

AoO 4, rage song arcane strike: 1d20 + 9 + 1 + 2 ⇒ (19) + 9 + 1 + 2 = 31
Piercing, good, magic: 2d4 + 6 + 1 + 2 ⇒ (1, 2) + 6 + 1 + 2 = 12


Male NG Human Inquisitor 6 / Marshal Tier 1 | HP: 66/59 AC:22, T: 14 FF: 19| CMB: +5, CMD: 18| F: +7, R: +4, W: +9 | Init: +6 | Perc: +17, SM: +16| Speed 30ft | Spells: 1st 5/5 2nd 4/4| | Active conditions: Heightened Awareness Hero Points:1/3

Tristan watches what Junior is about to do, casts Expeditious Retreat, and takes any attacks from the Queen! He stands next to the Ork.

Tristan will move 60' to provoke before Junior, please. AC 24 plus +1 for each ally adjacent if any.

Junior! Your shoe lace is untied!

Will DC 15: 1d20 + 11 ⇒ (3) + 11 = 14 +2 trait bonus on all saving throws against charm and compulsion effects.
+1 per ally adjacent

Having problems moving Token with phone. Tristan has 90' of movement available between last Round and this Round. Can someone place him next to Junior, please.

Silver Crusade

Male Half-Gnome Badass 20

Seeing an opportunity Selann moves closer... and even though he becomes confused somehow in his hallucination still casts a spell at one of the swarms.
Tristan charges ahead of Junior in order to draw the Queen's attention. The queen, still flat-footed does not have any attacks of opportunity to provoke yet.
Benedic flails ineffectually at the swarm with his sword, trying to overcome the maddening buzzing in his ears, eventually shaking off the madness.
Junior continues to thrum and drum in time while singin, "Buddy, you're a young man, hard man
Shouting in the street, gonna take on the world someday
You got blood on your face, you big disgrace
Waving your banner all over the place
We will, we will rock you, sing it!
We will, we will rock you"

He rushes over to the other side of the Queen offering Greta precious advantage.

The swarms nearby fly and bite everyone nearby.

Yellow Fly Check DC 25: 1d20 + 21 ⇒ (15) + 21 = 36
Orange Fly Check DC 25: 1d20 + 21 ⇒ (13) + 21 = 34
Swarm Damage: 2d6 ⇒ (6, 1) = 7 Plus Distraction DC 15 - Tristan, Junior, Benedic, Greta, Selann all take the swarm damage.

Status
Orange Swarm - Damage taken 15
Veskavor Queen - Damage taken 66

Initiative (Round 1)
15 - Caliban
08 - Greta
07 - Veskavor Queen

(Round 2)
25 - Selann
24 - Tristan
21 - Benedic
18 - Junior
17 - Veskavor Swarms


M LG Aasimar Cleric/Paladin 6 Champion/Hierophant T1 | HP 48/55 | AC 24+3* T 10+3* FF 24+3* | CMB +6 CMD 16 | F +7* R +2* W +8** | SR 11 vs evil | Init +4 Per +3 (darkvision 60') SM +7 | channels 7/7, hero points 0, MP 4/5, scale 3/3, TbD (ff) 1/1 (mw) 1/1, ToG 6/6 | spells 1st: 3+0/4+1 2nd: 1+1/4+1 3rd: 3+0/3+1 | effects/conditions bull's strength 55r, divine favor 9r, encouraging bless 57r, mythic heroism 234r, protection from evil 99r, resistance 8r, shield of faith 56r

Fort save vs Distraction (DC 15), mythic heroism, protection from evil: 1d20 + 7 + 4 + 2 ⇒ (10) + 7 + 4 + 2 = 23


Male NG Human Inquisitor 6 / Marshal Tier 1 | HP: 66/59 AC:22, T: 14 FF: 19| CMB: +5, CMD: 18| F: +7, R: +4, W: +9 | Init: +6 | Perc: +17, SM: +16| Speed 30ft | Spells: 1st 5/5 2nd 4/4| | Active conditions: Heightened Awareness Hero Points:1/3

Fort save vs Distraction (DC 15), protection from evil: 1d20 + 10 ⇒ (7) + 10 = 17 +1 per adjacent ally

Tristan swats and bats and slices and dices and dodges and weaves (not to be confused with a sweater making activity) the incoming swarms!
Anyone got any Off!? Is there an Alchemist in the building!


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 21 FF 19 Touch 14, Hp 35/45 Fort: +7 Reflex +5 Will +6; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2

Caliban, assessing the situation, quickly loops around the swarms, closing with the queen, Junior's song washes over him momentarily, and he drives a massive swing into the queen with his blade, flashing in the cavern's darkness.

Power attack, Inspired Rage: 1d20 + 8 + 1d6 ⇒ (9) + 8 + (6) = 23
Damage, Good, Cold Iron: 1d8 + 16 + 1d6 ⇒ (1) + 16 + (5) = 22

Mythic surge to hit 2/5

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