Kingmaker: Blood for Blood!

Game Master BloodWolven

Tomb!

Current fight Map.

Blood for Blood - Baron's Courtroom

Map of Fort Drelev

Elkheart

The Greenwatch Wardens

Varnhold

Tomb Map

Varnhold Map.

Bounties!!


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Male non rage hp 80/82 AC 24/21/14 Fort: 11 Reflex 7 Will complicated CMD 25 level 1 spells 1/3 Half Orc Blood conduit 6/Fractured mind 1 Rage hp 94/96 AC 21/18/12 Fort: 13 Reflex 6Will complicated CMD 24

Dogs? I hope its a proper fight. Markus casts longarm in preparation.


Jorrast moves ahead sniffing the air for any unnatural scents.

survival to recognize scents: 1d20 + 10 ⇒ (11) + 10 = 21


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Quince readies his sceptre and shield and activates the powers of his sceptre.

Scepture casts Good Hope 8 Minutes (80 Rounds). Quince's crown under the wrap on his head in peasant garb has a Prayer


Male non rage hp 80/82 AC 24/21/14 Fort: 11 Reflex 7 Will complicated CMD 25 level 1 spells 1/3 Half Orc Blood conduit 6/Fractured mind 1 Rage hp 94/96 AC 21/18/12 Fort: 13 Reflex 6Will complicated CMD 24

status:

Good hope
long arm
not bloodraging yet


Jorrast:
You do smell faint traces of canine and brimstone scent.

Ulricha do you want me to state how you open the door and move in or stay in the doorway waiting for the dogs?


Jorrast moves back to Ulricha, to one side against the wall and shifts back to human form. "Dog. But I get a whiff of brimstone too." Then he shifts back to fox form and waits. If/when the group moves forward he does too, but stays against the left wall.


Female Human Barb (Inv.) 7/ Fighter (Unbreakable)1/ Druid 8 | 130/130 HP : Raging 162/177| AC 27 T 14 FF 25 | Fort +16 (+19) Ref +9 (+10) Will +9 (+11)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects: Ironskin (8 mins), Rage, Enlarged (8 mins)

"Better to spread out and face them." Ulricha mutters, pushing open the door and stepping through the doorway, moving to the side to clear a path for her companions as she draws a rock from the pouch on her belt and embraces the earth-shaking rage lurking beneath the surface.

Embrace rage: +4 morale bonus to her Strength and +6 Constitution, as well as a +2 morale bonus on Will saves. DR 3/-, DR 6/ Non-lethal


The chain clatters loud against metal as the door opens quickly. Leaving the five foot tunnel you feel much better no longer cramped.

Looking around you see a wine cellar with some caskets taller than you. The barks continue to echo in the room but no creatures appear. The room seems to end about 40 feet to the right. There is a 30 foot path. A few more torches reveal the other end of the room some 150 feet away.

You do see a few figures walking towards you in the darkness some 80 feet away.

Round 1

init:

1d20 + 7 ⇒ (4) + 7 = 11 Jorne
1d20 + 6 ⇒ (15) + 6 = 21 Quince
1d20 + 4 ⇒ (14) + 4 = 18 Xandarian
1d20 + 6 ⇒ (4) + 6 = 10 Alice
1d20 + 2 ⇒ (18) + 2 = 20 Vandomir
1d20 + 10 ⇒ (18) + 10 = 28 Zsofia
1d20 + 2 ⇒ (7) + 2 = 9 Ulricha
1d20 ⇒ 9 Hot Dog
1d20 + 5 ⇒ (8) + 5 = 13 Chizzlall
1d20 + 10 ⇒ (15) + 10 = 25 Jorrast

1d20 + 5 ⇒ (16) + 5 = 21 dogs
1d20 + 5 ⇒ (19) + 5 = 24 hounds
1d20 + 4 ⇒ (13) + 4 = 17 flood
1d20 + 3 ⇒ (18) + 3 = 21 soldiers

28 Zsofia
25 Jorrast
24 hounds
21 Quince
21 dogs
21 soldiers
20 Vandomir
18 Xandarian
17 flood
11 Jorne
10 Alice
9 Ulricha
9 Hot Dog


After Zsofia and Jorrast act, you hear different howling.

4 Will saves, all creatures within a 300-foot spread except evil outsiders must succeed at a DC 16 Will save or become panicked for 1d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the bay for 24 hours. This is a mind-affecting fear effect.


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Female Human Barb (Inv.) 7/ Fighter (Unbreakable)1/ Druid 8 | 130/130 HP : Raging 162/177| AC 27 T 14 FF 25 | Fort +16 (+19) Ref +9 (+10) Will +9 (+11)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects: Ironskin (8 mins), Rage, Enlarged (8 mins)

Getting the saves out of the way

Will (raging): 1d20 + 8 ⇒ (17) + 8 = 25
Will (raging): 1d20 + 8 ⇒ (10) + 8 = 18
Will (raging): 1d20 + 8 ⇒ (20) + 8 = 28
Will (raging): 1d20 + 8 ⇒ (8) + 8 = 16


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark

Alice intends to follow Ulricha's suggestion to fan out. However being near one of the more prowess gifted companions. She wasn't weak herself, but her arms' muscles weren't nearly as thick as with some of the others.

Will: 1d20 + 13 ⇒ (13) + 13 = 26
Will: 1d20 + 13 ⇒ (10) + 13 = 23
Will: 1d20 + 13 ⇒ (5) + 13 = 18
Will: 1d20 + 13 ⇒ (5) + 13 = 18

When her turn comes around, Alice places a protective luck on the nearest melee companion, and chants to extend its duration to 2 rounds.

Whoever gets it, enemies targeting them with attack rolls must roll twice and take the lower result.


Male non rage hp 80/82 AC 24/21/14 Fort: 11 Reflex 7 Will complicated CMD 25 level 1 spells 1/3 Half Orc Blood conduit 6/Fractured mind 1 Rage hp 94/96 AC 21/18/12 Fort: 13 Reflex 6Will complicated CMD 24

Does Xandarian have an aua of courage and is markus near him?


Male
Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14
Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)
Vitals:
HP 43/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison

Aura of Courage (Su)
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

"We stand together, friends!" Xandarian proclaimed. "Cayden stands with us!"
Diplomacy: 1d20 + 21 ⇒ (8) + 21 = 29


Male non rage hp 80/82 AC 24/21/14 Fort: 11 Reflex 7 Will complicated CMD 25 level 1 spells 1/3 Half Orc Blood conduit 6/Fractured mind 1 Rage hp 94/96 AC 21/18/12 Fort: 13 Reflex 6Will complicated CMD 24

willsaves aura of courage, good hope, bonus from vs mind effecting: 1d20 + 4 + 4 + 2 + 4 ⇒ (10) + 4 + 4 + 2 + 4 = 24

willsaves aura of courage, good hope, bonus from vs mind effecting: 1d20 + 4 + 4 + 2 + 4 ⇒ (6) + 4 + 4 + 2 + 4 = 20

willsaves aura of courage, good hope, bonus from vs mind effecting: 1d20 + 4 + 4 + 2 + 4 ⇒ (8) + 4 + 4 + 2 + 4 = 22

willsaves aura of courage, good hope, bonus from vs mind effecting: 1d20 + 4 + 4 + 2 + 4 ⇒ (11) + 4 + 4 + 2 + 4 = 25

Heh, would have failed one without good hope and Xandarians aura


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Will save: 1d20 + 22 ⇒ (2) + 22 = 24
Will save: 1d20 + 22 ⇒ (14) + 22 = 36
Will save: 1d20 + 22 ⇒ (10) + 22 = 32
Will save: 1d20 + 22 ⇒ (14) + 22 = 36

Xandarian's Aura is higher than the Good Hope (both are Morale) which is nice. The Prayer is a luck bonus though. Woo hoo.


Will Save: 1d20 + 8 ⇒ (20) + 8 = 28
Will Save: 1d20 + 8 ⇒ (7) + 8 = 15
Will Save: 1d20 + 8 ⇒ (19) + 8 = 27
Will Save: 1d20 + 8 ⇒ (7) + 8 = 15

Jorrast turns and runs away....


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
Jorrast Feorte -Fox wrote:

[dice=Will Save]1d20 +8

[dice=Will Save]1d20 +8
[dice=Will Save]1d20 +8
[dice=Will Save]1d20 +8

Jorrast turns and runs away....

I think your saves including the paladin aura are +9. Your human jorast says +5 will base. So you don't run in that case.


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

Vandomir

Will: 1d20 + 5 + 2 + 1 ⇒ (19) + 5 + 2 + 1 = 27
Will: 1d20 + 5 + 2 + 1 ⇒ (13) + 5 + 2 + 1 = 21
Will: 1d20 + 5 + 2 + 1 ⇒ (3) + 5 + 2 + 1 = 11 Fail
Will: 1d20 + 5 + 2 + 1 ⇒ (18) + 5 + 2 + 1 = 26

Roci

Will: 1d20 + 3 + 4 + 1 ⇒ (17) + 3 + 4 + 1 = 25
Will: 1d20 + 3 + 4 + 1 ⇒ (10) + 3 + 4 + 1 = 18
Will: 1d20 + 3 + 4 + 1 ⇒ (6) + 3 + 4 + 1 = 14 Fail
Will: 1d20 + 3 + 4 + 1 ⇒ (16) + 3 + 4 + 1 = 24

Vandomir drops his bow, turns and runs for...

time: 1d4 ⇒ 1 rounds

Roci just turns and runs for...

time: 1d4 ⇒ 2 rounds


Are we all within 10' of Xandarian? I had stated that I was up front to check out what I could see/smell. If not, would his aura change things when someone entered it? Go from panic to feeling fine?


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Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

My assumption was we weren't all bunched up into a perfect fireball formation.


Battle Map

Placement was not stated so most of you followed in the 5 foot tall and wide tunnel. Vandomir and his hippogriff are likely closer to the back. Check the map to see if you are within 10 feet of Xandarian.

25 Jorrast*
24 hounds
21 Quince
21 dogs
21 soldiers
20 Vandomir
18 Xandarian
17 flood
11 Jorne
10 Alice
9 Ulricha
9 Hot Dog
8 Zsofia (delays)

Roci needs to do a bull rush for those behind it at a -2.


Female Hippogriff Valiant Steed (AC:26[T:13 FF:22] | HP: 23/58 (0NL) | F+9*, R+10*, W+3*|Perc: +1)

Not sure why she needs to bull rush but here you are...

1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26


Zsófia peers around the corner as she hears the baying of the dogs. "By the light, that sound has an evil tone!" she remarks as she steels herself for the effect.

Will save (DC 16), aura of courage: 1d20 + 6 + 4 ⇒ (15) + 6 + 4 = 25
Will save (DC 16), aura of courage: 1d20 + 6 + 4 ⇒ (5) + 6 + 4 = 15
Will save (DC 16), aura of courage: 1d20 + 6 + 4 ⇒ (15) + 6 + 4 = 25
Will save (DC 16), aura of courage: 1d20 + 6 + 4 ⇒ (8) + 6 + 4 = 18

Recognizing the effects of the sound, she mutters a swift oath to Shelyn: "Lady, an it please Thee, please protect these beautiful souls from the fearful evil that here approacheth!" She blinks after saying this, startled for some reason.

She casts remove fear as a spell-like ability. This can affect three of us within 30', so she will point it at the ones who seem to be affected by the sound. Looks like that's Jorrast, Vandomir, and Roci! For 10 minutes, the fear effect is suppressed on them.


Female Human Barb (Inv.) 7/ Fighter (Unbreakable)1/ Druid 8 | 130/130 HP : Raging 162/177| AC 27 T 14 FF 25 | Fort +16 (+19) Ref +9 (+10) Will +9 (+11)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects: Ironskin (8 mins), Rage, Enlarged (8 mins)

Don't you need to include yourself since the 15th is a fail


Jorrast feels overwhelming fear and turns to run, but then feels other magic take hold of him and release his mind from the fear. He moves over to the edge of the room and waits for other movements. Hiding

Stealth: 1d20 + 26 ⇒ (7) + 26 = 33


Oh whoops, you're right Ulricha. She'll activate it after the first save and she'll include herself instead of Roci (sorry Vandomir!).


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Quince moves up to get a full look at the enemy he winks at Jorne, his protector, "You coming?"

As he moves through the hall swiftly he slides into the open area and looks about.

As Quince lays eyes on the dogs he begins to cast a spell.

Summon Nature's Ally 3: 1d4 + 1 ⇒ (1) + 1 = 2 dogs

Two more dogs seem to pop into existence between Quince and the enemies. The dogs rush the foes and add to an already unfolding chaos.

Green Dog: 1d20 + 2 ⇒ (6) + 2 = 8
Red Dog: 1d20 + 2 ⇒ (2) + 2 = 4


Surprise Round
Ulricha opens the door and steps into the room to the left.

Round 1
Jorrast moves into the room to the far side. The hounds howl and bark. Zsofia casts remove fear as a spell like ability suppressing the fear of herself, Vandomir, and Roci. Quince moves into the room and begins casting a spell, it takes a full round action to summon the dogs, so they will appear on Quinces turn next round. The figures continue to move towards the group at a relatively slow speed. Now being much closer you can see the undead figures are likely zombies, they have weapons and armor which likely make them a soldier or a guard. Vandomir... Xandarian says a few nice words. Jorne flees in fear. Alice... Ulricha continues to rage... Markus...

Jorne saves, Will DC 16: 4d20 ⇒ (17, 1, 1, 19) = 38

Feel free to make posts about your actions in Round 1 but we will be continuing forward.

Round 2

25 Jorrast
24 hounds
23 Zsofia
21 Quince
21 dogs
21 soldiers
20 Vandomir
18 Xandarian
17 flood
11 Jorne
10 Alice
9 Ulricha
9 Hot Dog


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
Self wrote:
When her turn comes around, Alice places a protective luck on the nearest melee companion, and chants to extend its duration to 2 rounds.

Round 1.


Female Human Barb (Inv.) 7/ Fighter (Unbreakable)1/ Druid 8 | 130/130 HP : Raging 162/177| AC 27 T 14 FF 25 | Fort +16 (+19) Ref +9 (+10) Will +9 (+11)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects: Ironskin (8 mins), Rage, Enlarged (8 mins)

Dashing across the distance to engage the first approaching creature, Ulricha delivers a powerful blow with her axe clearing a path for the others to follow in her wake.

+1 Cold Iron greataxe (raging)/Charge: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25
Magic/ Cold iron: 1d12 + 10 ⇒ (2) + 10 = 12


Male
Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14
Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)
Vitals:
HP 43/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison

Round 1
Xandarian casts protection from evil on himself and Boffy.

Round 2
The caydenite paladin and his divine emissary hold their position, arms at the ready.


Male non rage hp 80/82 AC 24/21/14 Fort: 11 Reflex 7 Will complicated CMD 25 level 1 spells 1/3 Half Orc Blood conduit 6/Fractured mind 1 Rage hp 94/96 AC 21/18/12 Fort: 13 Reflex 6Will complicated CMD 24

Round 1: Markus Bloodrages singing an Abyssal warsong and moves to the fore

В войне наметился застой
С повторов тактики былой.
Встать у новых основ
Немногим дано!
Им меньше двадцати пяти,
Но будут под огнем идти
В бой штурмовики!
Пусть злятся враги!

Abyssal:

There is a standstill in the war
outdated tactics wont get far
Time to rise,
this wont cintunue
we were less then 20 an 5
and in hells fires we would thrive
blades black as midnight
the forsaken strike


move first, then bloodrage becoming large.

He readies a felling smash strike

readied action:

felling smash power attack: 1d20 + 13 ⇒ (11) + 13 = 24
damage: 4d6 + 18 ⇒ (1, 3, 1, 4) + 18 = 27
trip attempt if hit: 1d20 + 21 ⇒ (1) + 21 = 22 Nat 1 autofails
if tripped AoO because greater trip: 1d20 + 13 ⇒ (10) + 13 = 23
damage: 4d6 + 18 ⇒ (3, 5, 3, 1) + 18 = 30

Other AoO because he has 2, and currently 15 feet reach

AoO power attack: 1d20 + 13 ⇒ (6) + 13 = 19
damage: 4d6 + 18 ⇒ (1, 5, 4, 5) + 18 = 33


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

Vandomir considers launching arrows at the skeletons, but he knows that his arrows will be very ineffectual against them, so he delays, hoping to see a better target.


Stealth: 1d20 + 26 ⇒ (10) + 26 = 36
Jorrast sneaks ahead and snipes at the nearest enemy with a splash of acid

Touch Attack: 1d20 + 13 ⇒ (6) + 13 = 19
Damage if that hits: 1d3 + 4d6 ⇒ (1) + (4, 3, 1, 4) = 13


Round 1
Zsófia rushes forward to engage the nearest creature, resisting the urge to shout a battle cry since they are supposed to be sneaking.

Attack black-bordered zombie (dueling sword), good hope: 1d20 + 19 + 2 ⇒ (5) + 19 + 2 = 26
Damage (good, magic, slashing), good hope, precise strike, bonus damage vs evil: 1d8 + 9 + 2 + 8 + 1d6 ⇒ (4) + 9 + 2 + 8 + (3) = 26


Round 1
Vandomir delays within the tunnel. Xandarian casts protection from evil. Alice places a protective luck on Xandarian. Ulricha charges forward the hefty axe slices easily into the zombie's flesh but it only slices off a chunk of flesh. Markus comes forward and begins to bloodrage as he readies to strike anything that gets in front of him.

Round 2


Female Human Barb (Inv.) 7/ Fighter (Unbreakable)1/ Druid 8 | 130/130 HP : Raging 162/177| AC 27 T 14 FF 25 | Fort +16 (+19) Ref +9 (+10) Will +9 (+11)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects: Ironskin (8 mins), Rage, Enlarged (8 mins)

Round 2

Ulricha continues with her raging onsault, her axe falling with powerful blow after powerful blow, seeking to fell her enemy and move on to the next.

+1 Cold Iron greataxe (raging): 1d20 + 15 ⇒ (13) + 15 = 28
Magic/ Cold iron: 1d12 + 10 ⇒ (8) + 10 = 18

+1 Cold Iron greataxe (raging): 1d20 + 10 ⇒ (9) + 10 = 19
Magic/ Cold iron: 1d12 + 10 ⇒ (5) + 10 = 15


Round 2
Zsófia glares at the creature before her, trying to discern if her fancy swordplay is having any effect. Her form is strong, her free hand waving in the air behind her to distract her enemy as she thrusts and parries with her flashing blade.

Attack #1 vs black-bordered zombie (dueling sword), good hope: 1d20 + 19 + 2 ⇒ (8) + 19 + 2 = 29
Damage (good, magic, slashing), good hope, precise strike, bonus damage vs evil: 1d8 + 9 + 2 + 8 + 1d6 ⇒ (1) + 9 + 2 + 8 + (2) = 22

Attack #2 vs black-bordered zombie (dueling sword), good hope: 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22
Damage (good, magic, slashing), good hope, precise strike, bonus damage vs evil: 1d8 + 9 + 2 + 8 + 1d6 ⇒ (4) + 9 + 2 + 8 + (5) = 28


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark

Alice moves north to just below Quince, and places the same hex upon Markus.

Attack rolls against Markus roll twice, taking the worst result.

"Hey mystery broker, here's a little something beneficial for you."

It may tingle in a positive way, as that bit of luck lingers upon him.


Male non rage hp 80/82 AC 24/21/14 Fort: 11 Reflex 7 Will complicated CMD 25 level 1 spells 1/3 Half Orc Blood conduit 6/Fractured mind 1 Rage hp 94/96 AC 21/18/12 Fort: 13 Reflex 6Will complicated CMD 24

Thanks Lady Luck!

Markus 5 feet steps away, and unleashes a whirlwind attack, Possibly hitting all 3 foes

whirlwind attack power attack vs grey: 1d20 + 13 ⇒ (8) + 13 = 21
damage: 4d6 + 18 ⇒ (1, 2, 1, 6) + 18 = 28
whirlwind attack power attack vs purple: 1d20 + 13 ⇒ (6) + 13 = 19
damage: 4d6 + 18 ⇒ (2, 2, 1, 4) + 18 = 27
whirlwind attack power attack vs black: 1d20 + 13 ⇒ (8) + 13 = 21
damage: 4d6 + 18 ⇒ (1, 1, 5, 6) + 18 = 31


Male
Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14
Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)
Vitals:
HP 43/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison

Round 2
With his compatriots joined in battle, Xandarian stands with them and defends their position.
Carouser's Retort: 1d20 + 13 ⇒ (17) + 13 = 30
Dmg.: 1d6 + 6 ⇒ (3) + 6 = 9

Carouser's Retort: 1d20 + 8 ⇒ (1) + 8 = 9
Dmg.: 1d6 + 6 ⇒ (6) + 6 = 12


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Round 2

With the full round correction to my actions. I think at this point I would had to have had to move during round one. Started to cast and the dogs would be attacking now rather than in round 1. So I am not sure if I have actions left this round or no.


Female Human Barb (Inv.) 7/ Fighter (Unbreakable)1/ Druid 8 | 130/130 HP : Raging 162/177| AC 27 T 14 FF 25 | Fort +16 (+19) Ref +9 (+10) Will +9 (+11)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects: Ironskin (8 mins), Rage, Enlarged (8 mins)

Your summoned creature would get its action at the beginning of round 2. Your move action would happen now, ad you'd still get a standard action


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

My bad! I thought it was all skeletons, not zombies. Can I retro a round 1 full round of shooting?

Round 1

+1 Adaptive Composite Longbow DA To Hit: 1d20 + 8 ⇒ (15) + 8 = 23 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (8) + 11 = 19

+1 Adaptive Composite Longbow DA To Hit #2: 1d20 + 3 ⇒ (9) + 3 = 12 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (4) + 11 = 15

Round 2

+1 Adaptive Composite Longbow DA To Hit: 1d20 + 8 ⇒ (10) + 8 = 18 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (8) + 11 = 19

+1 Adaptive Composite Longbow DA To Hit #2: 1d20 + 3 ⇒ (3) + 3 = 6 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (2) + 11 = 13


Seeing the battle devolving into something that needed powerful hitters Jorrast backs out of the way of the others in the party that were much better at doing that.

Stealth: 1d20 + 26 ⇒ (6) + 26 = 32


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12
Ulricha the Unkillable wrote:
Your summoned creature would get its action at the beginning of round 2. Your move action would happen now, ad you'd still get a standard action

The trouble being I had to move to see the enemies and make a decision as to what to do. So would have had to move first to start things off.


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Female Human Barb (Inv.) 7/ Fighter (Unbreakable)1/ Druid 8 | 130/130 HP : Raging 162/177| AC 27 T 14 FF 25 | Fort +16 (+19) Ref +9 (+10) Will +9 (+11)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects: Ironskin (8 mins), Rage, Enlarged (8 mins)

So it would be Round 1 (move, start full round action), Round 2 (finish full round action, move action). But at least your summoned creature can act this round.


So when is Zsofia casting remove fear? How did she teleport into combat to get two strikes?

Vandomir, I am going to say no to the reccon at least as a full round attack. Vandomir moves into the cellar, draws his bow and waits to get a better view of the enemy.

☆☆☆Round 2☆☆☆

Init:
25 Jorrast
24 hounds
23 Zsofia
21 Quince
21 dogs
21 soldiers
20 Vandomir
18 Xandarian
17 flood
11 Jorne
10 Alice
9 Ulricha
9 Hot Dog

Jorrast, You can cast spells in fox form, cool!, he snipes and hits the nearest enemy with his orb of acid. The hounds continue to bark and howl. Zsofia moves in and strikes the black zombie cutting off an arm. Quince finishes his summoning and the dogs attack. Both dogs miss but will likely make good targets. The zombies strike out with their hands to slam into those before them.

5d20 ⇒ (3, 20, 20, 1, 4) = 48

Pink hits Markus for 1d6 + 4 ⇒ (6) + 4 = 10 as black hits Zsofia for 1d6 + 4 ⇒ (5) + 4 = 9.

Vandomir shoots the nearest enemy with two arrows. Xandarian holds his rapier at the ready. Alice hexes Markus with luck as well. Ulricha slams her ax into the undead creature before her. Markus winds up and hits all three zombies with his attacks.

With the arrows, ax slams, and other attacks the zombie before Ulricha is torn apart. Large foot long worms wriggle here and there from the body parts.

Round 3


Male non rage hp 80/82 AC 24/21/14 Fort: 11 Reflex 7 Will complicated CMD 25 level 1 spells 1/3 Half Orc Blood conduit 6/Fractured mind 1 Rage hp 94/96 AC 21/18/12 Fort: 13 Reflex 6Will complicated CMD 24

Vermlecks? Am to pissed to Identify someone verify. Markus says questioningly.

I do move after the enemies


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

ooc

Quince and the summoned dog rush the nearest foe.

Dog Red: 1d20 + 2 ⇒ (15) + 2 = 17
Dog Red: 1d20 + 2 ⇒ (3) + 2 = 5
Sceptre: 1d20 + 15 ⇒ (15) + 15 = 30

Dog Red Maybe: 1d4 + 1 ⇒ (1) + 1 = 2
Sceptre Damage Bludgeoning, Acid: 1d8 + 7 + 1d6 ⇒ (2) + 7 + (6) = 15

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