The Saga of Chondath
Game Master
EltonJ
The PCs are involved with unifying Chondath once again. Starting with Arrabar, and on to convincing the other city states: either through Diplomacy or War. Takes place in 1369 DR.
Bladed Brush of Sune 1 | HP 10/10 Nonlethal 0/10 | AC 18 T 12 FF 16 | CMB +3, CMD 15 | Perception: +6, F: +4, R: +3, W: +5 (+2 vs Death Effects) | Equipped Weapon: Longspear +3 (1d8+4/3 Piercing 10' Reach) | Speed 20/30ft | Active Conditions: *None.* |
"What? Undead walking around in broad daylight?!" Lizbit is shocked by this encounter. Surely someone must be employed to stop the undead from walking the cemetery? "What if there was a grieving family here?!" She calls upon the blessing of Sune and commands Handsome to stay by her side. "Stay close to me, everyone! I'll protect you."
Cast Bless on everyone. Move closer, ready to fight, with Handsome at her side.
CG Dwarf Spirit Ranger 1 | HP 17/17 | AC 14 (t12, ff12) | CMD 16 | Fort +7, Ref +4, Will +3 | Perception +6, Sense Motive +4 ; initiative +2 | active effects: --
"Dangerous indeed..."
Move action to draw long bow and fire!
Attack 1d20 + 3 ⇒ (4) + 3 = 7
Damage 1d8 ⇒ 8
Male Magus 1 - HP 13/13 AC 15 TAC 12 FF 13 | Ft +4 Rf +2 Wi +2 | Init +2 | Perc +1 |
"Hmmph..."
Ruhk draws his weapon, getting ready for the fight.
He then moves to the front of the group, ready to meet the soon to be attacking undead.
Human 1st Warpriest HP11 |F: +4 R:+2 W:+5 | BAB+0|AC: 18|T: 12 |FF: 16|
Anton readies a few throwing spikes in his one hand and waits.
Male Human Psion 10/Atlanteologist 10
Okay, any cleric with the turning feat want to try and turn them?
After a yes or no, I can start the Rounds.
Human 1st Warpriest HP11 |F: +4 R:+2 W:+5 | BAB+0|AC: 18|T: 12 |FF: 16|
CG Dwarf Spirit Ranger 1 | HP 17/17 | AC 14 (t12, ff12) | CMD 16 | Fort +7, Ref +4, Will +3 | Perception +6, Sense Motive +4 ; initiative +2 | active effects: --
Lizbit doesn't have the Turn Undead Feat, Maia is a Shifter, and Angoldil appears to have been off the boards for weeks now, I'd say this combat is ready to go as is.
Male Human Psion 10/Atlanteologist 10
ROUND 1
The Ghouls close the distance. Now each of you can post your combat turns, and after you did, I post my turn. That's how I do initiative in play-by-post.
CG Dwarf Spirit Ranger 1 | HP 17/17 | AC 14 (t12, ff12) | CMD 16 | Fort +7, Ref +4, Will +3 | Perception +6, Sense Motive +4 ; initiative +2 | active effects: --
Round 1
Igneous grimaces as his shot misses, he drops his bow and draws his mace, swinging at the Ghoul that's closest to him.
Heavy Mace - 1d20 + 4 ⇒ (14) + 4 = 18
Damage - 1d8 + 3 ⇒ (6) + 3 = 9
Male Magus 1 - HP 13/13 AC 15 TAC 12 FF 13 | Ft +4 Rf +2 Wi +2 | Init +2 | Perc +1 |
Calling on his innate powers, Ruhk causes his weapon to be imbued with arcane might.
Swift action to use Arcane Pool
He then moves to attack the same ghoul as Igenous, reasoning that it's best ot focus attention.
Attack (Str, Bless, Enchantment): 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Human 1st Warpriest HP11 |F: +4 R:+2 W:+5 | BAB+0|AC: 18|T: 12 |FF: 16|
Anton let's loose a Shuriken his divine will channeled through it. As he does he then retreats into a fighting stance to throw a punch or kick.
Shuriken: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
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