Monkeygod's Untitled Campaign

Game Master Monkeygod


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Female Sphinx Legendary Wizard 20/Prodigy 20/Mythic Archmage 1 | Form: Human | Sequence: 0 | HP 126/203| AC: 35+8 T: 30+8 Fl: 33+8 | CMB: +39 CMD: 56 | F +17 R +23+4 W +25 | Init 31+4 | Perc: +47+4+2; Arcane Sight, True Sight | Mythic Power 3/4 | Spell Points: 23/40 | Adaptation: 15/15 | Martial Focus: 2| SS: Sense Motive | Genius Insight: 1/3 | Current Effects: Foreshadow, See Hazard, Lifesense (Mid range), Thoughtsense (Long range), Touchsight, Freedom of Movement

Rahlmaat can also bring seven, she was just agreeing she can teleport people with her, not on the exact number.

"Of course I can," Rahlmaat replies. "Squirrels are hardly an issue. Now, we should make certain we have the same time and location fixed for when we return. It would be better to arrive at an unobserved spot a few miles from the city. I believe I know a place..."

Assuming her crazy Knowledge (Geography) skill is good enough for a description accurate enough for a greater teleport, she'll give said description.


Male Archangel of Awesome Paladin of Badassery 20

I'm gonna rule that all your companions, minions, etc do not count against your limits for teleporting. Cuz that just seems stupid.

@Rahl, even if your Geography check wasn't somehow good enough(and a +36 should be fine, as even a 37 would get you fairly detailed info), I would assume you have spells or Spheres talents to aid you. You could also combine Local if ya felt you needed an even better result.


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Male CN halfling squirrel rager | HP: 382/382 | AC: 44 (38 Tch, 36 Fl) | CMB: +25, CMD: 51 | F: +28, R: +30, W: +22 | Init: +8 | Perc: +34, SM +32 | Speed 40 ft. | Active conditions: none.
Ethulfel Umbrada wrote:

Ethulfel looks at all of the halfling’s furry passengers and furrows his brow. “You said you could accommodate four also, Rahlmaat, but I see six…” (I think? Iirc, Erasmo said he has 5 squirrels.)

”Can you manage that whole crew?”

I’m not sure how many you can teleport… I can actually bring 7 with me but my simulacrum takes up one spot and Moonshadow takes two, so I only have 4 available. If you’re casting the spell normally (at CL 20) you can do 6 and will be fine but I don’t know if it’s like a sphere ability or whatever.

"Hardly an issue, mate." Erasmo says, holding his buckler horizontally as if it was a plate. One by one, the trained squirrels jump into the buckler and disappear. Once the buckler is turned back, the five furry friends are now nothing but cute images.

Yes, I had considered the mob would be an issue, so I took precautions, even if they are now unnecessary.


Male Archangel of Awesome Paladin of Badassery 20

We all still here? I'm waiting on someone to post teleporting to wherever ya'll plan to meet up at and/or do whatever other preparations you need.


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Bolvar HP (405/405) AC (47/35/34) Saves (30/25/30, +4 Hardy, Spell Resistance 31) Init (+12) SP (30/32) DR/10 (Magic) Immune (Disease/Poison/Age/Sleep/Crits/Sneak Attack/Fire/Breathing) Sonic/Cold/Electricity/Acid Resist (32)

I think we are all here. The issue is that we don't know exactly where we are teleporting to. We said that it would be outside the city, but aside from that I don't think we have the information needed to be more specific than that. Likewise, our preprations are the usual buffs that we'd have prepared, to include Bolkvar's blacksmith abilities. But those would only kick in for the party after a long rest. Sadly, it's been 4 months and I think that momentum is dying down. I think that we just need to move on to keep this going.


Female Sphinx Legendary Wizard 20/Prodigy 20/Mythic Archmage 1 | Form: Human | Sequence: 0 | HP 126/203| AC: 35+8 T: 30+8 Fl: 33+8 | CMB: +39 CMD: 56 | F +17 R +23+4 W +25 | Init 31+4 | Perc: +47+4+2; Arcane Sight, True Sight | Mythic Power 3/4 | Spell Points: 23/40 | Adaptation: 15/15 | Martial Focus: 2| SS: Sense Motive | Genius Insight: 1/3 | Current Effects: Foreshadow, See Hazard, Lifesense (Mid range), Thoughtsense (Long range), Touchsight, Freedom of Movement

I guess we were all waiting on each other. XD I was assuming you were going to take us forward to when we teleport to near the city.

"Those who are coming with me, come along," Rahlmaat says. She bows to their hostess. "My thanks for a most intriguing riddle. I assume it would be best not to teleport from your sanctum, so we shall go outside."

Assuming no one speaks up, she turns and trots back down and outside.


Male Archangel of Awesome Paladin of Badassery 20

To save myself time, and because ya'll are level 20, with tons of skills, spells, etc, Rasonia is Korvosa. I'm sure several of you have been there, and can inform the other members of everything pertinent they'll need to know. The main difference is the population is now 25,736 and it has the resources of a metropolis.

You all bid appropriate farewells to Tasha, gather whatever you require, and teleport to about a mile outside of Rasonia. From your vantage point, you are able to easily see into the city, and from the looks of things, it seems fairly normal. Nothing seems out of place or unusual. In fact, it would appear that the city has actually gotten more prosperous since the last time any of you have visited.

Feel free to let me know if you're going to attempt any long range divinations/info gathering/fly overs/etc


Female Sphinx Legendary Wizard 20/Prodigy 20/Mythic Archmage 1 | Form: Human | Sequence: 0 | HP 126/203| AC: 35+8 T: 30+8 Fl: 33+8 | CMB: +39 CMD: 56 | F +17 R +23+4 W +25 | Init 31+4 | Perc: +47+4+2; Arcane Sight, True Sight | Mythic Power 3/4 | Spell Points: 23/40 | Adaptation: 15/15 | Martial Focus: 2| SS: Sense Motive | Genius Insight: 1/3 | Current Effects: Foreshadow, See Hazard, Lifesense (Mid range), Thoughtsense (Long range), Touchsight, Freedom of Movement

Rahlmaat is in human form when she teleports her group to the agreed-upon meeting place. She tilts her head to one side as she considers the city in the distance.

"Interesting," she murmurs. "After all the troubles in the recent past, it's strange that it seems to be thriving more than before, yes?"

She thinks on what she's heard of the city since the death of its mad queen.

Knowledge (Local): 1d20 + 36 + 4 + 2 ⇒ (4) + 36 + 4 + 2 = 46
Knowledge (History): 1d20 + 43 + 4 + 2 ⇒ (10) + 43 + 4 + 2 = 59

"Until we have some idea of the extend of our foe's defenses, it may be best to be careful with divinations. I would suggest we begin by simply entering the city incognito and seeing what we can observe."


hp484+70/484|AC34+15 T18+15 FF32+7|CMB+13*-4 CMD24*-1|F+27*+6 R+19+8 W+25*+3|imm:ds,pn|SR31|Init+9+8 Per+33+2 SM+31|AA1/1 bb0/6 Br1/1 burn6/19 ch.en13/13 HS3/3 ib0/3 mf1/1 mom34/34 mp5/5 sp52/52| c/e: AS(F),FP,FS,GFL,mb,Tf| Spirit hp604/604|AC64+10 T27+10 FF53+7|CMB+19-10 CMD38-7|F+20 R+28*+3 W+24|DR10/ep|SR31|imm:el.tr,force|res:all15|Init+11+3 Per+28 SM+28|dd0/100 mf1/1 sp5/5|c/e: AS(F),TF

"Agreed," Arykiel murmurs. "Can all of us fly? An overhead view might give us a better understanding of the state of the city as we proceed to the Citadel. We can also spread out some as we scout ahead, as long as we stay within Rahlmaat's view?".

If no one objects, the little cleric takes a position several hundred feet ahead of the group and above the ground, and studies the city carefully as she goes forward.


Female Sphinx Legendary Wizard 20/Prodigy 20/Mythic Archmage 1 | Form: Human | Sequence: 0 | HP 126/203| AC: 35+8 T: 30+8 Fl: 33+8 | CMB: +39 CMD: 56 | F +17 R +23+4 W +25 | Init 31+4 | Perc: +47+4+2; Arcane Sight, True Sight | Mythic Power 3/4 | Spell Points: 23/40 | Adaptation: 15/15 | Martial Focus: 2| SS: Sense Motive | Genius Insight: 1/3 | Current Effects: Foreshadow, See Hazard, Lifesense (Mid range), Thoughtsense (Long range), Touchsight, Freedom of Movement

"We do not want to draw attention, and I do not trust anyone else's stealth. Best if you are the only one to fly," Rahlmaat states.


Male CN halfling squirrel rager | HP: 382/382 | AC: 44 (38 Tch, 36 Fl) | CMB: +25, CMD: 51 | F: +28, R: +30, W: +22 | Init: +8 | Perc: +34, SM +32 | Speed 40 ft. | Active conditions: none.

"I'm reasonably stealth and can fly on my pelt, but I'm not against sitting here and do nothing." Erasmos says, an yawn escaping as he releases his squirrels from within his magical buckler.


Bolvar HP (405/405) AC (47/35/34) Saves (30/25/30, +4 Hardy, Spell Resistance 31) Init (+12) SP (30/32) DR/10 (Magic) Immune (Disease/Poison/Age/Sleep/Crits/Sneak Attack/Fire/Breathing) Sonic/Cold/Electricity/Acid Resist (32)

”Aye. I think that a dwarf wreathed in flames above the city would cause undue attention. Ye can fly up. After that we just walk in. Ask around with the locals. Mayhaps visit the temples. Get an idea of how the people see their situation.”


Male Blue/Silver Dragon Gestalt Fighter 20 (Scaled Juggernaut)/Sorcerer 20(Trueblood)

"I...can fly. But it would be rather conspicuous."


Male Archangel of Awesome Paladin of Badassery 20

Lol, I suppose unless you're kinda built for stealth, level 20 characters that can fly probably stand out a bit, lol

Perception checks, please! It is specifically a hearing check, so if you happen to have any sorta bonuses to that, add them. Also, Ary gets a +10 due to being a bit further way from the group and thus closer to the source.


hp484+70/484|AC34+15 T18+15 FF32+7|CMB+13*-4 CMD24*-1|F+27*+6 R+19+8 W+25*+3|imm:ds,pn|SR31|Init+9+8 Per+33+2 SM+31|AA1/1 bb0/6 Br1/1 burn6/19 ch.en13/13 HS3/3 ib0/3 mf1/1 mom34/34 mp5/5 sp52/52| c/e: AS(F),FP,FS,GFL,mb,Tf| Spirit hp604/604|AC64+10 T27+10 FF53+7|CMB+19-10 CMD38-7|F+20 R+28*+3 W+24|DR10/ep|SR31|imm:el.tr,force|res:all15|Init+11+3 Per+28 SM+28|dd0/100 mf1/1 sp5/5|c/e: AS(F),TF

Perception, Deific Obedience, circumstance: 1d20 + 33 + 2 + 10 ⇒ (10) + 33 + 2 + 10 = 55


Male Blue/Silver Dragon Gestalt Fighter 20 (Scaled Juggernaut)/Sorcerer 20(Trueblood)

Perception: 1d20 + 37 ⇒ (4) + 37 = 41


Female Sphinx Legendary Wizard 20/Prodigy 20/Mythic Archmage 1 | Form: Human | Sequence: 0 | HP 126/203| AC: 35+8 T: 30+8 Fl: 33+8 | CMB: +39 CMD: 56 | F +17 R +23+4 W +25 | Init 31+4 | Perc: +47+4+2; Arcane Sight, True Sight | Mythic Power 3/4 | Spell Points: 23/40 | Adaptation: 15/15 | Martial Focus: 2| SS: Sense Motive | Genius Insight: 1/3 | Current Effects: Foreshadow, See Hazard, Lifesense (Mid range), Thoughtsense (Long range), Touchsight, Freedom of Movement

"We'll want to speak with people anyway, yes," Rahlmaat agrees as she leads the way into town.

Perception: 1d20 + 47 + 4 + 2 ⇒ (17) + 47 + 4 + 2 = 70


Male CN halfling squirrel rager | HP: 382/382 | AC: 44 (38 Tch, 36 Fl) | CMB: +25, CMD: 51 | F: +28, R: +30, W: +22 | Init: +8 | Perc: +34, SM +32 | Speed 40 ft. | Active conditions: none.

Perception: 1d20 + 38 ⇒ (18) + 38 = 56

Erasmo follows around, the mob on this shoulders.


Image | HP 318/303 | AC 46 (t29/ff32) | CMD 31 | F +26, R +26, W +25* | perception (see in darkness) +32*, sense motive +32 | +7 initiative | meteors 17/17, borealis 24/24, breach gulf 1/1; dweller 1/1, void 2/2, shooting stars 5/5; channel: 16/16, liberation 20/20, freedom call 20/20; mythic: 7/7 | active effects: contingency, endure elements, fastidiousness, heroes’ feast, nine lives, wind walk

"Even just walking, I suspect our appearance may garner some attention," Ethulfel observes as he lands but his large blue butterfly wings remain. "I suppose I could employ an illusion, or a transmutation..."

The strange man falls quiet for a thoughtful moment and then asks, "would drawing attention necessarily be bad? If we enter the city openly and without aggression, perhaps we'll be invited to an audience with whoever is in charge?"

perception (night): 1d20 + 32 + 14 ⇒ (3) + 32 + 14 = 49

Again, sorry for the delay. Should be back to regular posting on Monday.


Male Archangel of Awesome Paladin of Badassery 20

Just a heads up, busy weekend. Easter, Wrestlemania, and such. May not be till Monday before I can update.


Female Sphinx Legendary Wizard 20/Prodigy 20/Mythic Archmage 1 | Form: Human | Sequence: 0 | HP 126/203| AC: 35+8 T: 30+8 Fl: 33+8 | CMB: +39 CMD: 56 | F +17 R +23+4 W +25 | Init 31+4 | Perc: +47+4+2; Arcane Sight, True Sight | Mythic Power 3/4 | Spell Points: 23/40 | Adaptation: 15/15 | Martial Focus: 2| SS: Sense Motive | Genius Insight: 1/3 | Current Effects: Foreshadow, See Hazard, Lifesense (Mid range), Thoughtsense (Long range), Touchsight, Freedom of Movement

"We *are* too well-known, which means anyone we'd be interested in would likely immediately assume hostility. Best to stay inconspicuous," Rahlmaat opines.


Male Archangel of Awesome Paladin of Badassery 20

DC 50:

You hear a loud, draconic roar. Based on how loud it said roar is, you're fairly certain the creature emitting is somewhat close.

DC 55:

The draconic roar seems mechanical, not organic. Your best guess is that the creature is moments away from spotting you're group.

DC 70:

Rahl spots an incredibly rare flower that hasn't been seen in over 1,000 years. It's a stunningly gorgeous stargazer lily, but it's colors are inverted. Some sages speculate that this version has magical properties when used in certain alchemical concoctions. Unfortunately, due to her fascination with such a unique discovery, she's stunned for the first round of combat.

You have two rounds to prepare. Rahl is stunned for one of them(I cleared this with Almonihah privately).


Bolvar HP (405/405) AC (47/35/34) Saves (30/25/30, +4 Hardy, Spell Resistance 31) Init (+12) SP (30/32) DR/10 (Magic) Immune (Disease/Poison/Age/Sleep/Crits/Sneak Attack/Fire/Breathing) Sonic/Cold/Electricity/Acid Resist (32)

Perception: 1d20 + 45 ⇒ (11) + 45 = 56

”Dragon. Mechanical.” Bolvar suddenly announced. ”Prepare yourselves.”

Any preparations he needed were generally done hours prior. He set his feet in place, waiting to see if the newcomer would be as hostile as it sounded.


hp484+70/484|AC34+15 T18+15 FF32+7|CMB+13*-4 CMD24*-1|F+27*+6 R+19+8 W+25*+3|imm:ds,pn|SR31|Init+9+8 Per+33+2 SM+31|AA1/1 bb0/6 Br1/1 burn6/19 ch.en13/13 HS3/3 ib0/3 mf1/1 mom34/34 mp5/5 sp52/52| c/e: AS(F),FP,FS,GFL,mb,Tf| Spirit hp604/604|AC64+10 T27+10 FF53+7|CMB+19-10 CMD38-7|F+20 R+28*+3 W+24|DR10/ep|SR31|imm:el.tr,force|res:all15|Init+11+3 Per+28 SM+28|dd0/100 mf1/1 sp5/5|c/e: AS(F),TF

Arykiel hears the mechanical roar at the same moment the others do, and quickly returns to the group at the speed of gravity.


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Female Sphinx Legendary Wizard 20/Prodigy 20/Mythic Archmage 1 | Form: Human | Sequence: 0 | HP 126/203| AC: 35+8 T: 30+8 Fl: 33+8 | CMB: +39 CMD: 56 | F +17 R +23+4 W +25 | Init 31+4 | Perc: +47+4+2; Arcane Sight, True Sight | Mythic Power 3/4 | Spell Points: 23/40 | Adaptation: 15/15 | Martial Focus: 2| SS: Sense Motive | Genius Insight: 1/3 | Current Effects: Foreshadow, See Hazard, Lifesense (Mid range), Thoughtsense (Long range), Touchsight, Freedom of Movement

Rahlmaat is staring at a nearby flower, utterly ignoring all of you.


Male CN halfling squirrel rager | HP: 382/382 | AC: 44 (38 Tch, 36 Fl) | CMB: +25, CMD: 51 | F: +28, R: +30, W: +22 | Init: +8 | Perc: +34, SM +32 | Speed 40 ft. | Active conditions: none.

I know these are mechanics of the high level game, but if I'm being honest, a "loud roar" can't have a DC so high lol. It is so loud that 99.99% of Golarion's population have no chance of hearing it.

Hearing the metallic dragon-like roar, Erasmo reaches for a one-gallon stoneware jug that has a white glaze, black birds painted around the middle and a cork stopper tied about the neck with a hemp cord. He chugs it before offering it to Bolvar. "Want some? It is some sort of wine from something called rice, I was told. Sake t's called."

Just drinking to gain the "drunk" condition for 6 rounds.


Male Archangel of Awesome Paladin of Badassery 20

There's an additional +1 to the DC per 10 feet the sound is away from you. Per standard Perception rules.


Bolvar HP (405/405) AC (47/35/34) Saves (30/25/30, +4 Hardy, Spell Resistance 31) Init (+12) SP (30/32) DR/10 (Magic) Immune (Disease/Poison/Age/Sleep/Crits/Sneak Attack/Fire/Breathing) Sonic/Cold/Electricity/Acid Resist (32)

Bolvar reached over and took the drink. Knowing that he had a few moments left, he took a swig and handed the flask back. He didn’t swallow, instead he took a moment to experience the flavor. To his tongue it felt tart, sweet…refreshing. A far cry from what his people drank. He swallowed.

”Many thanks. It is not often that I get to experience something new.” The dwarf said.


Male CN halfling squirrel rager | HP: 382/382 | AC: 44 (38 Tch, 36 Fl) | CMB: +25, CMD: 51 | F: +28, R: +30, W: +22 | Init: +8 | Perc: +34, SM +32 | Speed 40 ft. | Active conditions: none.

"This jug is magical, so you know." He shares, taking the jug back. "It can also make liquor from plum... which is also different, but the wrong type of different." He shrugs. "Has a bigger kick, but it tastes as Asmodeus' ass." He seems certain about his claim.


Male Blue/Silver Dragon Gestalt Fighter 20 (Scaled Juggernaut)/Sorcerer 20(Trueblood)

Melkyzadyk looks back and forth rapidly, having heard nothing. He says "Scatter, we don't want to all get caught by one breath weapon."
Suiting actions to words, he moves away from the group.


Male Archangel of Awesome Paladin of Badassery 20

A massive dragon, made from gleaming metal and countless complex cogs and gears, comes soaring down from the clouds, clearly intent on destruction.

As it nears your location, it belches out a huge cone of flaming tar. Everyone needs to make a DC 45 reflex save or take 30d8 ⇒ (7, 8, 2, 3, 3, 6, 7, 4, 5, 8, 2, 5, 2, 6, 5, 4, 8, 8, 8, 3, 6, 3, 3, 6, 7, 7, 7, 5, 8, 1) = 157 fire damage. If you fail the save, you're also entangled for 5 rounds.

Please to roll initiative after your save. If you are entangled, you can take a full round action, and make another saving throw(same difficulty) to remove the tar. Otherwise, you take 15d8 ⇒ (3, 3, 8, 4, 6, 2, 4, 8, 3, 1, 5, 3, 1, 6, 8) = 65 fire damage, at the end of your turn.


Bolvar HP (405/405) AC (47/35/34) Saves (30/25/30, +4 Hardy, Spell Resistance 31) Init (+12) SP (30/32) DR/10 (Magic) Immune (Disease/Poison/Age/Sleep/Crits/Sneak Attack/Fire/Breathing) Sonic/Cold/Electricity/Acid Resist (32)

Freedom of Movement so can’t be entangled
Immune fire damage

Initiative: 1d20 + 12 ⇒ (5) + 12 = 17

Hammer Thrown: 1d20 + 28 ⇒ (14) + 28 = 42
Hammer Damage: 1d10 + 1d8 + 54 ⇒ (8) + (5) + 54 = 67
Fire Damage, ignores 20 points of fire resistance. Fire immunity becomes fire resist 40: 10d8 + 30 ⇒ (5, 5, 4, 5, 4, 4, 2, 2, 1, 7) + 30 = 69

The smith was warming up to the conversation, only to be engulfed in tar and flame. The intense heat washed over him, engulfing him completely. Turning to glare at the dragon, he walked out of the flames unharmed, with his hammer in hand. With an annoyed grunt he threw the hammer at the mechanical dragon, sending it flying through the air.


Male Archangel of Awesome Paladin of Badassery 20

Just a reminder for Rahl, you have one round's worth of actions before the dragon arrives. Use them wisely. Or not. IDC, LOL


Female Sphinx Legendary Wizard 20/Prodigy 20/Mythic Archmage 1 | Form: Human | Sequence: 0 | HP 126/203| AC: 35+8 T: 30+8 Fl: 33+8 | CMB: +39 CMD: 56 | F +17 R +23+4 W +25 | Init 31+4 | Perc: +47+4+2; Arcane Sight, True Sight | Mythic Power 3/4 | Spell Points: 23/40 | Adaptation: 15/15 | Martial Focus: 2| SS: Sense Motive | Genius Insight: 1/3 | Current Effects: Foreshadow, See Hazard, Lifesense (Mid range), Thoughtsense (Long range), Touchsight, Freedom of Movement

Knowing the area is likely to be awash in hazardous effects, Rahlmaat takes measures to protect the rare specimen until she can properly investigate its origins. With a wave of a paw and a commanding word, she encases it in a sphere of force. Genius insight to cast resilient sphere around the flower.

Reflex: 1d20 + 27 ⇒ (14) + 27 = 41

So busy is she with her efforts that she doesn't get out of the way of the tar herself.

She sighs in annoyance. "Tiresome."

The sphinx draws on her lifetime of knowledge to free herself from the tar, walks a little distance from the rest of the group, then heals herself.

Wild Arcana->Freedom of Movement, 30' move to spread out, Self-Renewal->Cure, which begins a sequence.

Cure: 1d8 + 42 ⇒ (8) + 42 = 50


Male CN halfling squirrel rager | HP: 382/382 | AC: 44 (38 Tch, 36 Fl) | CMB: +25, CMD: 51 | F: +28, R: +30, W: +22 | Init: +8 | Perc: +34, SM +32 | Speed 40 ft. | Active conditions: none.

Combat starts. Indifferent Crowd. Medium Battle. 3 Victory Points

"OH F#+& OFF!" Erasmo yells, suddenly very pissed.

Immediate Action: Spend 2 rounds of rage to activate his headband of havoc in order to RAGE!

Spending 1 Victory Point to roll a Performance check as a no action (instead of free/immediate)

Performance DC 20: 1d20 + 17 ⇒ (3) + 17 = 20 Success! Crowd is Friendly (Erasmo gets +3 morale bonus on all attack rolls, combat maneuver checks, ability checks, skill checks, and saving throws)

Reflex, Superstition: 1d20 + 33 + 6 ⇒ (4) + 33 + 6 = 43 Of course! LOL
Taking 157 fire damage, 32 of which is eaten by the Berserker ability. HP 257/382 (In Rage: 337/462)

Spending 5 AOOs to give all squirrels +7 bonus to Reflex Saves, thanks to Vanguard Style and Faithful Friend.

Initiative: 1d20 + 8 + 3 ⇒ (8) + 8 + 3 = 19

Rage Stats:
HP: 337/462 | AC: 40 (34 Tch, 32 Fl) | CMB: +29, CMD: 53 | F: +35, R: +33, W: +27 (+3 vs. fear, +2 vs. illusion, +10 vs. inhalation, +4 vs. enchantment, +6 vs. spells, spell-like abilities and supernatural abilities) | Init: +8 | Perc: +41, SM +33 | Speed 85 ft., fly 85 feet (poor) | Active conditions: berserker, rage, friendly crowd

Friendly Crowd, 2 Victory Points, Rage 46/48


The firebreath was a true menace to the squirrels, so Brutus does his best to organize the mob and get them to safety! "Squee squee squee!"

Reflex Brutus, Aid, Spirit of the Corps: 1d20 + 33 + 7 + 9 ⇒ (4) + 33 + 7 + 9 = 53
Spirit of the Corps lets Brutus to use Erasmos's superstition bonus!

Initiative: 1d20 + 34 ⇒ (17) + 34 = 51 Dual Initiative, so also acts at 31

Reflex Cheeky, Aid, Spirit of the Corps: 1d20 + 22 + 7 + 9 ⇒ (11) + 22 + 7 + 9 = 49
Reflex Phillip, Aid, Spirit of the Corps: 1d20 + 22 + 7 + 9 ⇒ (20) + 22 + 7 + 9 = 58
Reflex Red, Aid, Spirit of the Corps: 1d20 + 22 + 7 + 9 ⇒ (15) + 22 + 7 + 9 = 53
Reflex Sir Reginald, Aid, Spirit of the Corps: 1d20 + 22 + 7 + 9 ⇒ (1) + 22 + 7 + 9 = 39 43/200, entangled

Only poor Sir Reginald, the Fourth gets badly burned. "SQUEEEE! EEE!"


hp484+70/484|AC34+15 T18+15 FF32+7|CMB+13*-4 CMD24*-1|F+27*+6 R+19+8 W+25*+3|imm:ds,pn|SR31|Init+9+8 Per+33+2 SM+31|AA1/1 bb0/6 Br1/1 burn6/19 ch.en13/13 HS3/3 ib0/3 mf1/1 mom34/34 mp5/5 sp52/52| c/e: AS(F),FP,FS,GFL,mb,Tf| Spirit hp604/604|AC64+10 T27+10 FF53+7|CMB+19-10 CMD38-7|F+20 R+28*+3 W+24|DR10/ep|SR31|imm:el.tr,force|res:all15|Init+11+3 Per+28 SM+28|dd0/100 mf1/1 sp5/5|c/e: AS(F),TF

Arykiel sighs and marvels at the size of the mechanical dragon's breath weapon as it almost catches her within range of its blast.

Reflex (DC 45), Fey Secrets: 1d20 + 27 + 1d4 + 4 ⇒ (12) + 27 + (4) + 4 = 47

Fortunately she is able to fly out of the way.

Spirit's Reflex (DC 45): 1d20 + 31 ⇒ (3) + 31 = 34

Her familiar is not so lucky. (It doesn't look like improved evasion applies here?) The ball of elemental force looks severely worse for wear.

Spirit takes 42 (fire resistance) damage, and 100 hp in its delayed damage pool.

Arykiel becomes visible as she gathers energy in a great show and retaliates with a blast of her own, a line of black energy crackling and pulsing with power.

(Move action to gather power, standard to attack with an empowered furious aetheric boosted gravitic boosted pure negative void blast.)

Ranged attack (kinetic blast): 1d20 + 38 ⇒ (1) + 38 = 39
Damage (magic, half bludgeoning, half negative, harms constructs and undead): 20d6 + 3d8 + 30 ⇒ (2, 4, 2, 5, 5, 2, 4, 2, 1, 3, 4, 2, 1, 5, 3, 6, 1, 3, 5, 6) + (8, 2, 8) + 30 = 114

She follows up with a second blast that looks like a shimmering ball of force flying through the air.

(Swift action to attack with a kinetic barrage gravity blast)

Ranged attack (kinetic blast), tier: 1d20 + 38 + 1 ⇒ (16) + 38 + 1 = 55
Damage (magic, bludgeoning, bypasses DR): 10d6 + 3d8 + 20 ⇒ (1, 5, 4, 4, 6, 4, 6, 4, 6, 4) + (8, 1, 4) + 20 = 77

Spirit attempts to remove the tar at the beginning of its turn. (Second Save)

Spirit's Reflex (DC 45): 1d20 + 31 ⇒ (7) + 31 = 38

Spirit then spends a full round trying to remove the tar.

Spirit's Reflex (DC 45): 1d20 + 31 ⇒ (6) + 31 = 37

It takes 65 more damage from the burning tar, and then 100 nonlethal damage from its delayed damage pool. It becomes entangled at the end of its turn.


Female Sphinx Legendary Wizard 20/Prodigy 20/Mythic Archmage 1 | Form: Human | Sequence: 0 | HP 126/203| AC: 35+8 T: 30+8 Fl: 33+8 | CMB: +39 CMD: 56 | F +17 R +23+4 W +25 | Init 31+4 | Perc: +47+4+2; Arcane Sight, True Sight | Mythic Power 3/4 | Spell Points: 23/40 | Adaptation: 15/15 | Martial Focus: 2| SS: Sense Motive | Genius Insight: 1/3 | Current Effects: Foreshadow, See Hazard, Lifesense (Mid range), Thoughtsense (Long range), Touchsight, Freedom of Movement

Oh right, I should specify--Rahlmaat's Initiative is 35.


Male Blue/Silver Dragon Gestalt Fighter 20 (Scaled Juggernaut)/Sorcerer 20(Trueblood)

Reflex: 1d20 + 13 ⇒ (3) + 13 = 16lol

Covered in burning tar, Melkzadyk has the presence of mind to shake it off before casting Resist Energy (Fire) and moving 30 feet farther away from the rest of the party. Oww. Freedom of Movement, can't be entangled.


Male Archangel of Awesome Paladin of Badassery 20

I need initiative rolls for both Melk and Aryk.


hp484+70/484|AC34+15 T18+15 FF32+7|CMB+13*-4 CMD24*-1|F+27*+6 R+19+8 W+25*+3|imm:ds,pn|SR31|Init+9+8 Per+33+2 SM+31|AA1/1 bb0/6 Br1/1 burn6/19 ch.en13/13 HS3/3 ib0/3 mf1/1 mom34/34 mp5/5 sp52/52| c/e: AS(F),FP,FS,GFL,mb,Tf| Spirit hp604/604|AC64+10 T27+10 FF53+7|CMB+19-10 CMD38-7|F+20 R+28*+3 W+24|DR10/ep|SR31|imm:el.tr,force|res:all15|Init+11+3 Per+28 SM+28|dd0/100 mf1/1 sp5/5|c/e: AS(F),TF

Initiative: 1d20 + 17 ⇒ (5) + 17 = 22
Spirit's Initiative: 1d20 + 14 ⇒ (15) + 14 = 29


Male Archangel of Awesome Paladin of Badassery 20

1d20 + 12 ⇒ (14) + 12 = 26 Dragon initiative

Initiative order: Mob, Rahl, Mob, Spirit, Dragon, Aryk, Erasmo, Bolvar


Female Sphinx Legendary Wizard 20/Prodigy 20/Mythic Archmage 1 | Form: Human | Sequence: 0 | HP 126/203| AC: 35+8 T: 30+8 Fl: 33+8 | CMB: +39 CMD: 56 | F +17 R +23+4 W +25 | Init 31+4 | Perc: +47+4+2; Arcane Sight, True Sight | Mythic Power 3/4 | Spell Points: 23/40 | Adaptation: 15/15 | Martial Focus: 2| SS: Sense Motive | Genius Insight: 1/3 | Current Effects: Foreshadow, See Hazard, Lifesense (Mid range), Thoughtsense (Long range), Touchsight, Freedom of Movement

Rahlmaat reviews what she knows about constructs such as these.

Knowledge (Engineering): 1d20 + 4 + 2 + 36 ⇒ (16) + 4 + 2 + 36 = 58


Male Blue/Silver Dragon Gestalt Fighter 20 (Scaled Juggernaut)/Sorcerer 20(Trueblood)

Initiative: 1d20 + 4 ⇒ (5) + 4 = 9


"Squee squee squee!" Brutus, the squirrel mastermind shouts to command those around him. "Squee SQUEE!"

Standard Action: Activate Protective Warning Shout, giving all allies within 60ft. a +6 competence bonus to saving throws specifically against the dragon's breath weapon. Lasting for 6 rounds.

Move Action: Activate Coordinated Reflex Tactic, centering it between Erasmo and the dragon and granting all allies within 110ft of its center a +6 morale bonus to Reflex.

Brutus then waits for Erasmo.

Delaying and thus changing his second initiative to match Erasmo's.


Male Archangel of Awesome Paladin of Badassery 20

Engineering:

This is a Clockwork Dragon

However, it's gargantuan instead of huge, and obviously, I've boosted some it's stats to be a bit more of a challenge.

It's still vulnerable to electricity, but it has resistance 20. It's fire resist is 30, as is it's SR. It also has acid and cold resist 25.

Up next is Rahl, and Spirit, as I guess Brutus is going on Erasmo's count?


Male CN halfling squirrel rager | HP: 382/382 | AC: 44 (38 Tch, 36 Fl) | CMB: +25, CMD: 51 | F: +28, R: +30, W: +22 | Init: +8 | Perc: +34, SM +32 | Speed 40 ft. | Active conditions: none.
Voice of Awesomeness wrote:

** spoiler omitted **

Up next is Rahl, and Spirit, as I guess Brutus is going on Erasmo's count?

Brutus is the boss. He acts twice. He took one action and then delayed his second to act with Erasmo. All the other squirrels act on Erasmo's turn automatically.


hp484+70/484|AC34+15 T18+15 FF32+7|CMB+13*-4 CMD24*-1|F+27*+6 R+19+8 W+25*+3|imm:ds,pn|SR31|Init+9+8 Per+33+2 SM+31|AA1/1 bb0/6 Br1/1 burn6/19 ch.en13/13 HS3/3 ib0/3 mf1/1 mom34/34 mp5/5 sp52/52| c/e: AS(F),FP,FS,GFL,mb,Tf| Spirit hp604/604|AC64+10 T27+10 FF53+7|CMB+19-10 CMD38-7|F+20 R+28*+3 W+24|DR10/ep|SR31|imm:el.tr,force|res:all15|Init+11+3 Per+28 SM+28|dd0/100 mf1/1 sp5/5|c/e: AS(F),TF

Spirit attempts to free itself from the entangling tar.

Second Save lets it try again at the beginning of its turn, rather than having to take a full action.

Spirit's Reflex (DC 45): 1d20 + 31 ⇒ (12) + 31 = 43

Failing that, it spends a full round and tries again.

Spirit's Reflex (DC 45): 1d20 + 31 ⇒ (2) + 31 = 33


Female Sphinx Legendary Wizard 20/Prodigy 20/Mythic Archmage 1 | Form: Human | Sequence: 0 | HP 126/203| AC: 35+8 T: 30+8 Fl: 33+8 | CMB: +39 CMD: 56 | F +17 R +23+4 W +25 | Init 31+4 | Perc: +47+4+2; Arcane Sight, True Sight | Mythic Power 3/4 | Spell Points: 23/40 | Adaptation: 15/15 | Martial Focus: 2| SS: Sense Motive | Genius Insight: 1/3 | Current Effects: Foreshadow, See Hazard, Lifesense (Mid range), Thoughtsense (Long range), Touchsight, Freedom of Movement

Rahlmaat tries to trap the dragon in a forcecage barely large enough to fit it, all the while staring intently at it.

"It is resistant to all elements, but electricity will affect it more than normal once you've penetrated its resistances," she states casually as she moves farther from the rest of the group to avoid more area damage. "It is resistant to direct magical effects and to weaker sources of physical damage, though I imagine all of us are quite capable of damaging it normally."

Perception: 1d20 + 47 + 4 + 2 - 5 ⇒ (8) + 47 + 4 + 2 - 5 = 56 She's scouting it largely just to get her Scout bonuses against it. The Forcecage is DC 30 Reflex to avoid being trapped.


Male Archangel of Awesome Paladin of Badassery 20

Apologies, I forgot to include that you gain a cumulative +1 circumstance bonus to your reflex save for each failed save to escape the tar. Thus, Spirit breaks free with it's first save of the round, and make take a normal full set of actions. Sorry! Last couple of weeks have been crazy and it just slipped my mind. I'll wait to post for the dragon till after Spirit goes.

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