DM Brainiac's Spore War

Game Master Brainiac


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Verdant Wheel

Conrasu Cleric 12 | DC: 31| Resistances: HP 154/154| AC 29 | F+20 R+21 W+24 |P+21(23) | Speed 25ft | Hero 2/3 | Reactions: Sapping Symbol, Premonition of Avoidance| Conditions:| Exploration:

Not I sadly

"The undead may be cleansed by holy light.. filth on the other hand."


M Ilverani Elf (Cavern) Barbarian (Spirit) [Dandy/ Twight light Speaker] 12 Initiative (Society+24) HP 74/197 AC 31 Fort(M)+22 Ref(E)+18(+3 Bulwark) Will(E)+17 Perception (E)+17 Conditions

The barbarian smiles at the stuck portcullis. Idari slides up next Raneshi and prepares to Aid him.
Athletics(E) to Aid DC 15: 1d20 + 22 ⇒ (7) + 22 = 29

It's all about your legs.

Blue eyes begin to peer into the entrance as his hand deftly slides out his elven curve blade....
Exploration mode Search

World-Wise Vigilance:

Feat 8
Legacy Content
Archetype
Source Pathfinder #189: Dreamers of the Nameless Spires pg. 79
Archetype Twilight Speaker
Prerequisites Twilight Speaker Dedication
Your keen study of other cultures gives you insights into the ways those cultures fight. When you use Perception to roll initiative and none of your enemies have the elf trait, you can choose to roll Society instead.

Society (M)+22


male elf HP 126 | AC 32 or 33 | F+18, R+20, W+19 | Per +17 Commander 12

"Oh, this will be exciting," Takarias says. "I've never been in a sewer on Golarion before!"


The stench of sewers under Xer may have been unpleasant outside by the docks, but here within the sewers it’s nearly overwhelming. Glowing strings of mold exude enough dim light to suggest that this tunnel has seen far more traffic than one would expect from a place so foul. Boot prints can clearly be seen in the muck, and the fungal growth on the walls seems almost cultivated. The sounds of the riverfront fade, only to be replaced by the skittering of rodents and the slow drip and gurgle of the sewer’s old pipes.

Idari moves carefully down the tunnel, but unfortunately, he fails to spot the pressure plate on the floor before he steps on it. A metal plate in the ceiling above gives way, unleashing a torrent of filth and flesh-eating worms!

Idari must attempt a DC 32 Fortitude save.

Sewer Pipe Trap:
Critical Success: The creature is unaffected.
Success: The creature becomes sickened 1 and takes 2d12 piercing damage.
Failure: The creature is sickened 2 and takes 4d12 piercing damage.
Critical Failure: The creature is sickened 4 and takes 4d12 piercing damage plus 2d12 persistent piercing damage.

A moment later, two roughly humanoid creatures made from living, animated filth rise up from the tunnel ahead to block your progress down the 10-foot-wide tunnel! Their sludge gathers into heavy tendrils as they prepare to attack!

Initiative:
Alkabah: 1d20 + 22 ⇒ (16) + 22 = 38
Blooms: 1d20 + 20 ⇒ (18) + 20 = 38
Idari: 1d20 + 22 ⇒ (17) + 22 = 39
Raneshi: 1d20 + 21 ⇒ (2) + 21 = 23
Takarias: 1d20 + 16 ⇒ (5) + 16 = 21
Enemies: 1d20 + 24 ⇒ (20) + 24 = 44

Before you can react, they lash out at Idari. The first one misses the elf, but the second one hits, grabbing a hold and flowing all over him in an attempt to smother him!

Sludge Tendril vs Idari: 1d20 + 25 ⇒ (5) + 25 = 301d20 + 20 ⇒ (5) + 20 = 251d20 + 15 ⇒ (15) + 15 = 30
Sludge Tendril vs Idari: 1d20 + 25 ⇒ (13) + 25 = 38
Damage: 2d6 + 13 ⇒ (3, 2) + 13 = 182d6 ⇒ (5, 3) = 8
Grab: 1d20 + 23 ⇒ (17) + 23 = 40

18 bludgeoning and 8 acid damage to Idari. He is grabbed (Escape DC 33). He must succeed at a DC 32 Fortitude save or become blinded and must hold his breath or begin suffocating. These effects lasts as long as he remains grabbed.


female aiuvarin human runesmith 12 HP 128/128 | AC 31/33 | F +20 (Juggernaut) R +21 W +21 (+2 when shielded) | Perc +20 (+22 ini) LLV | speed 30 ft | focus 1/1| Hero 1 | Active Conditions:

"Ugh, disgusting," Raneshi wrinkles her nose. She reaches out her sword toward Idari and lines of heat-less fire crawl across the back of his armor, then flare to life.

Trace Zohk, Invoke zohk

Idari blinks out of the ooze's grasp and appears next to Raneshi.

Zohk Rune:
ZOHK, RUNE OF HOMECOMING RUNE 1 ARCANE RUNE RUNESMITH Usage drawn on a creature This circular mark is meant to allow travelers to always find their way home. The target gains a +15-foot status bonus to their Speeds, but only when their movement would end closer to you than they started their turn. Invocation (teleportation) You call the rune-bearer to your side. You teleport the target to any unoccupied square.


M Ilverani Elf (Cavern) Barbarian (Spirit) [Dandy/ Twight light Speaker] 12 Initiative (Society+24) HP 74/197 AC 31 Fort(M)+22 Ref(E)+18(+3 Bulwark) Will(E)+17 Perception (E)+17 Conditions

Idari begins wading through the waters as the ceiling drops on him!
Splashing disgusting dirty dark water invades the Ilverani Elf's personal space with impunity!

Fort(M) DC 32: 1d20 + 22 ⇒ (11) + 22 = 33 (Juggernaut)

The Barbarian drips morosely as the Toilet Monsters further begin to invade his personal space!
Wouldn't mind a hot shower, a bit of bleach and, perhaps, jumping into a live and active volcano prior to any friendlies!

The Twight light Speaker begins to (Freely) Rage!
This is not cool, man!

Suddenly the raging barbarian is standing next to a smiling Raneshi! Winking at the Rune Smith, Idari bows in gratitude!
Trying out a new cologne. I call it Ode du Toilet. Probably best marketed at Xulgaths.

The raging barbarian seems to be a bit....calmer for the moment.
Moment of Clarity

Glaring in the direction of the two twin Toilet Monsters, the Ilverani Elf casts Fear!
Demon Mask greater Fear(3) DC 29

Idari looks at his two-handed elven curve blade and then to the pair of steel shields strapped uselessly on his back.
Probably should have brought a one-handed weapon....oops!


male elf HP 126 | AC 32 or 33 | F+18, R+20, W+19 | Per +17 Commander 12

Rapid Assessment [free-action] Trigger: You roll initiative. You quickly evaluate the strengths and weaknesses of your enemies. Attempt a check to Recall Knowledge against one creature you are observing. Lore (warfare) (master): 1d20 + 23 ⇒ (11) + 23 = 34
Warfare expertise: You can use Warfare Lore to Recall Knowledge about most creatures regardless of type, but typically only to determine whether they can be reasoned with, their most notable offensive abilities, and whether one of their saving throws is particularly weak. The GM can decide to allow additional questions to be answered when Recalling Knowledge with Warfare Lore as appropriate to the situation.

Quick stats:

HP 126/126
AC 32 (33 with buckler raised)
Fort +18, Ref +20, Will +19; +2 vs. disease and poisons; +1 vs. inhaled threats
Hero points: 3
Prepared tactics: Strike Hard!, Pincer Attack, End It!
Effects:

"Form up, everyone!" Takarias calls, unleashing two arrows in quick succession.

Form Up, Fortunate Blow vs. omox, Strike
Form Up [one-action] You signal your team to move into position together. Signal all squadmates affected by your commander’s banner; each can immediately Stride as a reaction, though each must end their movement inside your banner’s aura.

+1 striking astral composite shortbow: 1d20 + 21 ⇒ (12) + 21 = 33
Piercing (ghost touch): 2d6 + 3 ⇒ (6, 3) + 3 = 12
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (2) + 1 = 3

+1 striking astral composite shortbow: 1d20 + 21 - 5 ⇒ (15) + 21 - 5 = 31
Piercing (ghost touch): 2d6 + 3 ⇒ (2, 2) + 3 = 7
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (1) + 1 = 2

Fortunate Blow [one-action] (flourish) You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect

When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.


Tainted Fungus Leshy Oracle of Flames 12 - HP 136/152| AC 30 | F +21 R +20 W +23 | Perception +21 | Focus 1/3 | Curse 1/3 |Hero Points 2 | Level 1: 4/4 | Level 2: 4/4 | Level 3: 4/4 | Level 4: 3/4 | Level 5: 4/4 | Level 6: 4+1/4+1 Staff 6/6

Blooms in Darkness gestures imperiously and the leshy is limned with flames, pouring forth in a free-flowing stream of fire to cleanse the ooze-filled effluent. "You shall be cleansed!"
Battle Cry: 1d20 + 24 ⇒ (13) + 24 = 37 If that's somehow a crit, they also flee
Whispers of Weakness
Flaming Fusillade
Ignite: 1d20 + 21 + 2 ⇒ (11) + 21 + 2 = 34
Fire: 7d4 ⇒ (2, 4, 4, 1, 1, 2, 3) = 17 And 6d4 ongoing fire if a crit

Verdant Wheel

Conrasu Cleric 12 | DC: 31| Resistances: HP 154/154| AC 29 | F+20 R+21 W+24 |P+21(23) | Speed 25ft | Hero 2/3 | Reactions: Sapping Symbol, Premonition of Avoidance| Conditions:| Exploration:

RK:Religion: 1d20 + 23 ⇒ (8) + 23 = 31

"Blessed are we who must strike through filth to seek out the heart of corruption. Let not it's foulness besmirch our bodies nor minds."

Alkabah begins a low unearthly chant bolstering the spirits of all of everyone nearby.

Bless +1 status bonus to attack for folks within 15ft of alkabah


Will vs Fear: 1d20 + 21 ⇒ (19) + 21 = 401d20 + 20 ⇒ (17) + 20 = 37

Alkabah identifies the beings as omoxes, also known as slime demons. While scholars once believed these foul demons to be a pure, concentrated form of the corruption that suffuses the Outer Rifts and its inhabitants, in truth these demons arise from the souls of those who routinely befouled and polluted their surroundings in life. Attacking them in melee is risky, as your weapons might get stuck in their slimy bodies! Takarias also knows they are immune to acid and precision damage and can hurl their sticky slime to trap their opponents. Blooms' whispers tell the leshy that they are weak-willed, and they have a weakness to cold iron and holy damage.

Blooms' battle cry demoralizes one of the creatures. Raneshi teleports Idari out of the demon's grasp. Idari's demon mask has little further effect on them. Blooms hurls fire at the demoralized omox, setting it ablaze. Takarias shoots the same demon twice, his holy arrows exploiting its weakness and setting up the next attacker as he calls for everybody to form up around him.

The burning demon hurls slime balls at Takarias, but the commander manages to dodge them all. The other one casts a spell, conjuring a cloud of toxic gas to envelop you all!

Slime Ball vs Takarias: 1d20 + 23 - 1 ⇒ (8) + 23 - 1 = 301d20 + 18 - 1 ⇒ (12) + 18 - 1 = 291d20 + 13 - 1 ⇒ (14) + 13 - 1 = 26
Persistent Fire Damage: 6d4 ⇒ (2, 1, 1, 1, 4, 4) = 131d20 ⇒ 2

The toxic cloud covers a 20-foot radius and makes all creatures within it concealed. A breathing creature that starts its turn in the area takes 6d8 poison damage with a DC 32 basic Fortitude save.

Enemy Status:
-70, 6d4 persistent fire


Tainted Fungus Leshy Oracle of Flames 12 - HP 136/152| AC 30 | F +21 R +20 W +23 | Perception +21 | Focus 1/3 | Curse 1/3 |Hero Points 2 | Level 1: 4/4 | Level 2: 4/4 | Level 3: 4/4 | Level 4: 3/4 | Level 5: 4/4 | Level 6: 4+1/4+1 Staff 6/6

Blooms in Darkness hunkers down within the poison, searing the demons with Divine Wrath before setting the other one alight as well!

Fort: 1d21 + 20 + 1 ⇒ (12) + 20 + 1 = 33 +1 more if using Divine magic and minions of Treerazer
Poison: 6d8 ⇒ (7, 5, 5, 8, 2, 2) = 29

Holy Spirit: 4d10 ⇒ (9, 8, 1, 1) = 19 DC 31 Fort, no double damage on crit fail. Sickened 1 on fail, Sickened 2 and Slowed 1 while Sickened on crit fail.
Concealment?: 1d20 ⇒ 5
Ignition: 1d20 + 21 + 1 ⇒ (16) + 21 + 1 = 38 Vs. the one that's not on fire yet
Fire Damage: 7d4 ⇒ (4, 2, 4, 4, 4, 2, 1) = 21 and 6d4 ongoing on a crit
Then Hold Breath


female aiuvarin human runesmith 12 HP 128/128 | AC 31/33 | F +20 (Juggernaut) R +21 W +21 (+2 when shielded) | Perc +20 (+22 ini) LLV | speed 30 ft | focus 1/1| Hero 1 | Active Conditions:

Fortitude (Juggernaut): 1d20 + 20 ⇒ (9) + 20 = 29
Poison: 6d8 ⇒ (1, 4, 5, 1, 4, 5) = 20

Raneshi moves into formation in front of to Takarias, "Thanks for the intelligence--" she gasps through the poison cloud.

As she raises her shield, a fiery rune glows on it. She gestures at the creature and shards of metal fly off her cold iron mace to speed toward it through the gloom.

Raise shield (Runic Reprisal), Cast needle darts VI

needle darts: 1d20 + 18 ⇒ (5) + 18 = 23 for piercing/cold iron: 8d4 ⇒ (1, 2, 4, 4, 1, 3, 3, 1) = 19
Concealment: 1d20 ⇒ 15

AC 31, Saves +2. I'll shield block (hardness 12) and detonate my rune if hit. (12d6 fire, DC 30 Fortitude.)

Runes:

ATRYL, RUNE OF FIRE RUNE 1
FIRE PRIMAL RUNE RUNESMITH
Usage drawn on a creature or object
This rune is often placed on a stone in a hearth to ensure
a fire does not go out in the night, its power enabling even
stone to burn. The bearer’s fire resistance, if any, is reduced
by 6. Its immunities are unaffected.
Invocation The bearer takes 2d6 fire damage, with a basic
Fortitude save; on a critical failure, they are dazzled for
1 round.
Level (+2) The reduction in fire resistance increases by 1, and the damage of the invocation increases by 2d6. (11, 12d6)
ESVADIR, RUNE OF WHETSTONES RUNE 1
MAGICAL RUNE RUNESMITH
Usage drawn on a piercing or slashing weapon or unarmed
Strike
This serrated rune, when placed on a blade, ensures it will
never go dull. On a successful Strike, the weapon deals an
additional 2 persistent bleed damage per weapon damage die.
Invocation The essence of sharpness is released outwards
from the rune, dealing 2d6 slashing damage to a creature
adjacent to the rune-bearer, with a basic Fortitude save.
Level (+2) The damage of the invocation increases by 2d6. (4 bleed, 12d6)
HOLTRIK, RUNE OF DWARVEN RAMPARTS RUNE 1
DWARF MAGICAL RUNE RUNESMITH
Usage drawn on a shield
Similarity in the Dwarven words for “wall” and “shield”
ensure that this angular rune, once used to shore up
tunnels, can apply equally well in the heat of battle. A
shield bearing this rune increases its circumstance bonus
to AC by 1.
Invocation You call the shield to its rightful place. You Raise
the Shield bearing the rune, as if the rune-bearer had
used Raise a Shield, and the shield retains the increased
bonus to AC until the beginning of the creature’s next
turn.

Traced Runes: Atryl (on shield, as damaging rune)

Engraved Runes:
Idari: Esvadir
Raneshi: holtrik, esvadir, kojastri (electricity)

Verdant Wheel

Conrasu Cleric 12 | DC: 31| Resistances: HP 154/154| AC 29 | F+20 R+21 W+24 |P+21(23) | Speed 25ft | Hero 2/3 | Reactions: Sapping Symbol, Premonition of Avoidance| Conditions:| Exploration:

fort(dc32): 1d20 + 20 ⇒ (9) + 20 = 29
poison: 6d8 ⇒ (8, 2, 6, 2, 4, 4) = 26

Alkabah withers at the toxic fumes the demonic entity spews forth, but then the Conrasu's limbs bloom outward and begin pufrifying the air at a rapid pace, clearing both the toxin and the rqncid smell from the sewers.

128hp, sustain bless expanding the aura to 25 feet, cast Cleanse Air at 3rd rank meaning 60ft radius of clean unstankable air for 1 minute


M Ilverani Elf (Cavern) Barbarian (Spirit) [Dandy/ Twight light Speaker] 12 Initiative (Society+24) HP 74/197 AC 31 Fort(M)+22 Ref(E)+18(+3 Bulwark) Will(E)+17 Perception (E)+17 Conditions

Idari begins choking in the acidic cloud!
Fort(M) DC 32: 1d20 + 22 ⇒ (6) + 22 = 286d8 ⇒ (4, 4, 3, 7, 3, 4) = 25 Juggernaut

Idari suddenly bursts out of the stinky, poisonous cloud to Stride through the waters, sludge, and any obstruction or obstacles between himself and both Toilet Monsters!
Determined Dash

The raging barbarian then Strikes!
Melee(E) +2 Striking Elven curve blade, bless, Mighty rage: 1d20 + 23 + 1 ⇒ (2) + 23 + 1 = 26

Fortunate Blow
Melee(E) +2 Striking Elven curve blade, bless, Mighty rage: 1d20 + 23 + 1 ⇒ (17) + 23 + 1 = 412d8 + 14 + 7 ⇒ (7, 6) + 14 + 7 = 34 plus 4 Bleed S Traits Finesse Forceful Magic Cold Iron Weapon (Standard-Grade) Spirit Ghost Touch, whet stone rune

Activate ESVADIR, RUNE OF WHETSTONES RUNE 1:

MAGICAL RUNE RUNESMITH
Usage drawn on a piercing or slashing weapon or unarmed
Strike
This serrated rune, when placed on a blade, ensures it will
never go dull. On a successful Strike, the weapon deals an
additional 2 persistent bleed damage per weapon damage die.
Invocation The essence of sharpness is released outwards
from the rune, dealing 2d6 slashing damage to a creature
adjacent to the rune-bearer, with a basic Fortitude save.
Level (+2) The damage of the invocation increases by 2d6. (4 bleed, 12d6)

Esvadir: 12d6 ⇒ (3, 6, 6, 1, 4, 2, 5, 1, 3, 1, 2, 3) = 37


male elf HP 126 | AC 32 or 33 | F+18, R+20, W+19 | Per +17 Commander 12

Quick stats:

HP 126/126
AC 32 (33 with buckler raised)
Fort +18, Ref +20, Will +19; +2 vs. disease and poisons; +1 vs. inhaled threats
Hero points: 3
Prepared tactics: Strike Hard!, Pincer Attack, End It!
Effects:

With the air cleared, Takarias fires another arrow as he urges Idari on. "Hit them again!"

Fortunate Blow vs. omox, Strike Hard!
+1 striking astral composite shortbow: 1d20 + 21 ⇒ (14) + 21 = 35
Piercing (ghost touch): 2d6 + 3 ⇒ (1, 6) + 3 = 10
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (4) + 1 = 5

Fortunate Blow [one-action] (flourish) You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect

When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.

* Strike Hard! [two-actions] You command an ally to attack. Choose a squadmate who can see or hear your signal. That ally immediately attempts a Strike as a reaction.


M Ilverani Elf (Cavern) Barbarian (Spirit) [Dandy/ Twight light Speaker] 12 Initiative (Society+24) HP 74/197 AC 31 Fort(M)+22 Ref(E)+18(+3 Bulwark) Will(E)+17 Perception (E)+17 Conditions

If appropriate:

Strike Hard!
Melee(E) +2 Striking Elven curve blade, bless: 1d20 + 23 + 1 ⇒ (18) + 23 + 1 = 422d8 + 14 ⇒ (5, 7) + 14 = 26 plus 4 Bleed S Traits Finesse Forceful Magic Cold Iron Weapon (Standard-Grade) Spirit Ghost Touch, whet stone rune


Elemental Blast: 10d6 ⇒ (4, 3, 3, 5, 2, 6, 5, 4, 1, 3) = 36
Reflex: 1d20 + 22 ⇒ (18) + 22 = 401d20 + 22 ⇒ (19) + 22 = 41
Fortitude vs Divine Wrath: 1d20 + 24 ⇒ (3) + 24 = 271d20 + 24 ⇒ (20) + 24 = 44

Alzarius conjures a burst of ice and snow that blasts the demons, though they avoid the worst of it.

Raneshi's needle darts miss the demons. Blooms's holy blast wounds and sickens the burning fiend but the other one completely resists it. Blooms hits it with a fiery blast, though. Alkabah cleanses the toxic cloud from the air. Idari dashes forward and slashes the badly wounded demon. Takarias shoots it, then urges Idari to slice again. The barbarian's grip on his blade is lessened as the demon's sticky slime tugs at it.

Absorb Weapon vs Idari Reflex DC 28: 1d20 + 20 ⇒ (12) + 20 = 32

Presented with a target in melee once more, the demons attack Idari, pummeling him with tendrils of acidic slime. The wounded demon continues to burn, but its bleeding stops.

Sludge Tendril: 1d20 + 24 ⇒ (15) + 24 = 39
Damage: 2d6 + 13 ⇒ (2, 5) + 13 = 202d6 ⇒ (1, 5) = 6
Grab: 1d20 + 20 ⇒ (10) + 20 = 30
Tendril: 1d20 + 19 ⇒ (3) + 19 = 22
Sludge Tendril: 1d20 + 25 ⇒ (20) + 25 = 45
Damage: 2d6 + 13 ⇒ (2, 1) + 13 = 162d6 ⇒ (5, 3) = 8
Grab: 1d20 + 21 ⇒ (4) + 21 = 25
Tendril: 1d20 + 20 ⇒ (19) + 20 = 39
Damage: 2d6 + 13 ⇒ (2, 6) + 13 = 212d6 ⇒ (1, 2) = 3
Persistent Damage: 6d4 ⇒ (3, 1, 3, 1, 4, 1) = 131d20 ⇒ 111d20 ⇒ 16

73 bludgeoning and 25 acid damage to Idari. He takes a –2 circumstance penalty to attacks with his sword or other checks requiring a firm grasp on the sword. He can end the effect by Interacting to change his grip on the sword; otherwise, it lasts as long as the creature holds the item.

Enemy Status:
-239, 6d4 persistent fire, sickened 1; -35


female aiuvarin human runesmith 12 HP 128/128 | AC 31/33 | F +20 (Juggernaut) R +21 W +21 (+2 when shielded) | Perc +20 (+22 ini) LLV | speed 30 ft | focus 1/1| Hero 1 | Active Conditions:

RAneshi raises her shield, moves next to Idari, and traces a sparking rune on the creature next to them.

Raise Shield (Runic Reprisal), Stride, Trace ranshu
Ranshu: Enemy takes 1d4 + 5 ⇒ (1) + 5 = 6 electricity if it doesn't move.

AC 31, Saves +2. I'll shield block (hardness 12) and detonate my rune if hit. (12d6 fire, DC 30 Fortitude.)

Runes:

ATRYL, RUNE OF FIRE RUNE 1
FIRE PRIMAL RUNE RUNESMITH
Usage drawn on a creature or object
This rune is often placed on a stone in a hearth to ensure
a fire does not go out in the night, its power enabling even
stone to burn. The bearer’s fire resistance, if any, is reduced
by 6. Its immunities are unaffected.
Invocation The bearer takes 2d6 fire damage, with a basic
Fortitude save; on a critical failure, they are dazzled for
1 round.
Level (+2) The reduction in fire resistance increases by 1, and the damage of the invocation increases by 2d6. (11, 12d6)
ESVADIR, RUNE OF WHETSTONES RUNE 1
MAGICAL RUNE RUNESMITH
Usage drawn on a piercing or slashing weapon or unarmed
Strike
This serrated rune, when placed on a blade, ensures it will
never go dull. On a successful Strike, the weapon deals an
additional 2 persistent bleed damage per weapon damage die.
Invocation The essence of sharpness is released outwards
from the rune, dealing 2d6 slashing damage to a creature
adjacent to the rune-bearer, with a basic Fortitude save.
Level (+2) The damage of the invocation increases by 2d6. (4 bleed, 12d6)
HOLTRIK, RUNE OF DWARVEN RAMPARTS RUNE 1
DWARF MAGICAL RUNE RUNESMITH
Usage drawn on a shield
Similarity in the Dwarven words for “wall” and “shield”
ensure that this angular rune, once used to shore up
tunnels, can apply equally well in the heat of battle. A
shield bearing this rune increases its circumstance bonus
to AC by 1.
Invocation You call the shield to its rightful place. You Raise
the Shield bearing the rune, as if the rune-bearer had
used Raise a Shield, and the shield retains the increased
bonus to AC until the beginning of the creature’s next
turn.
RANSHU, RUNE OF THUNDER RUNE 1
ELECTRICITY PRIMAL RUNE RUNESMITH
Usage drawn on a creature or object
This vertical rune is often carved on tall towers to draw
lightning and shield the buildings below it. If the bearer
does not take a move action at least once on its turn,
lightning finds it at the end of its turn, dealing 1d4
electricity damage.
Invocation The preliminary streaks of lightning braid
together into a powerful bolt. The rune-bearer takes 2d6
electricity damage, with a basic Fortitude save.
Level (+2) The damage increases by 1, and the damage of
the invocation increases by 2d6. (1d4+5, 10d6)


Traced Runes: Atryl (on shield, as damaging rune), Ranshu on demon

Engraved Runes:
Idari: Esvadir
Raneshi: holtrik, esvadir, kojastri (electricity)


M Ilverani Elf (Cavern) Barbarian (Spirit) [Dandy/ Twight light Speaker] 12 Initiative (Society+24) HP 74/197 AC 31 Fort(M)+22 Ref(E)+18(+3 Bulwark) Will(E)+17 Perception (E)+17 Conditions

Idari labors over the smell up close to the Toilet Monsters. The barbarian shakes his elven curve blade loose!
Trust me, I would let you have it, but I forget to get a replacement.

There seems to be a bit of frustration being presented by the Elf!
Intimidation(E) to Demoralize: 1d20 + 22 ⇒ (19) + 22 = 41

The Ilverani Elf then Strikes!
Melee(E) +2 Striking Elven curve blade, bless: 1d20 + 23 + 1 ⇒ (13) + 23 + 1 = 372d8 + 14 + 7 ⇒ (8, 2) + 14 + 7 = 31 plus 4 Bleed S Traits Finesse Forceful Magic Cold Iron Weapon (Standard-Grade) Spirit Ghost Touch, whet stone rune


Tainted Fungus Leshy Oracle of Flames 12 - HP 136/152| AC 30 | F +21 R +20 W +23 | Perception +21 | Focus 1/3 | Curse 1/3 |Hero Points 2 | Level 1: 4/4 | Level 2: 4/4 | Level 3: 4/4 | Level 4: 3/4 | Level 5: 4/4 | Level 6: 4+1/4+1 Staff 6/6

Blooms in Darkness twirls, still trailing with light from the fires without and flames bloom within each of the fiends.

Whirling Flames: 8d6 ⇒ (6, 1, 4, 4, 1, 3, 1, 6) = 26 DC 31 Basic Ref for both
Ignition: 1d20 + 21 ⇒ (16) + 21 = 37 At whichever one's not on fire if applicable, otherwise on the more injured one.
Fire: 7d4 ⇒ (4, 4, 3, 4, 2, 4, 3) = 24 and 6d4 ongoing if a crit

Verdant Wheel

Conrasu Cleric 12 | DC: 31| Resistances: HP 154/154| AC 29 | F+20 R+21 W+24 |P+21(23) | Speed 25ft | Hero 2/3 | Reactions: Sapping Symbol, Premonition of Avoidance| Conditions:| Exploration:

Writhing forward while sustaining it's spell Alkabah grazes Idari renewing the barbarian's vigor.

Heal(6th): 6d8 ⇒ (2, 4, 6, 4, 8, 8) = 32

stride, sustain, heal


male elf HP 126 | AC 32 or 33 | F+18, R+20, W+19 | Per +17 Commander 12

Quick stats:

HP 126/126
AC 32 (33 with buckler raised)
Fort +18, Ref +20, Will +19; +2 vs. disease and poisons; +1 vs. inhaled threats
Hero points: 3
Prepared tactics: Strike Hard!, Pincer Attack, End It!
Effects:

"That's it! Catch them between you!" Takarias instructs, arrows flying.

Pincer Attack, Fortunate Blow, Strike
+1 striking astral composite shortbow: 1d20 + 21 ⇒ (15) + 21 = 36
Piercing (ghost touch): 2d6 + 3 ⇒ (5, 6) + 3 = 14
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (3) + 1 = 4

+1 striking astral composite shortbow, iterative: 1d20 + 21 - 5 ⇒ (19) + 21 - 5 = 35
Piercing (ghost touch): 2d6 + 3 ⇒ (1, 2) + 3 = 6
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (1) + 1 = 2

Fortunate Blow [one-action] (flourish) You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect

When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.

Pincer Attack [one-action] You signal an aggressive formation designed to exploit enemies’ vulnerabilities. Signal all squadmates affected by your commander’s banner; each can Step as a free action. If any of your allies end this movement adjacent to an opponent, that opponent is off-guard to melee attacks from you and all other squadmates who responded to Pincer Attack until the start of your next turn.


female aiuvarin human runesmith 12 HP 128/128 | AC 31/33 | F +20 (Juggernaut) R +21 W +21 (+2 when shielded) | Perc +20 (+22 ini) LLV | speed 30 ft | focus 1/1| Hero 1 | Active Conditions:

Raneshi steps into the formation, catching the creature next to her off-guard.

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