Harsk

Duncan Redhammer's page

1,859 posts. Alias of STR Ranger.


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Don't forget I only took 2000gp for myself and donated to the rest of the party.

That's 35,109 each (1share for Search for Felicia and healing)

Plus 6,621 each from me


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

I hope so brother. Me an me boy didn't part on good terms, in fact he damn near killed me. If it weren't fer a Half-Orc paladin friend o' mine he mighty finished tha job. I never blamed him. The Gods're real and despite me best hopes the boy woulda been an honest fighter- Gorum called him ta service an the boy answered. I knew they were a fickle church, been known ta switch sides in a fight jus ta keep the battle going, but Grimm really could care less who he fights for, as long as he's fightin.
I confronted him over his choices and he flew inta his Rage. Honestly I blame meself. Back in Cheliax I used ta be an inquisitor of Ragatheil. Thought i was doin right, meetin' vengence on the damn thives and devils that ran that place. But not only did it get me killed once, when I came back an questioned my faith the boy lost his in me. Ran ta Gorum e did. And he punished me fer me weakness.

Duncan almost misted up at that point, almost, but he remebered who he was and where he was. He touched the hilt of his sword, Gutbuster. His long sword.... the weapon of his new goddess.
The Inheritor saved me. An I swear, when I find me Gorumite son, if he's killin his kin fer Orcus, or worse if he's fallen inta worship that lower planes birthed prince, there won't be any vengeance. I'll either take him in an see him atone or pay fer his crimes. If that ain't possible.....I will fight with all me heart ta stop im fer good.

Duncan packed his Haversack and filled some ale and took a draw from his Magical Tankard.Tankard of the Drunken Hero
It was an unusual item, normally accosiated with Cayden Caleen, but his one had been crafted with the Symbols of Imoedae by Duncan himself and the magic in it bought from a Cleric of the Laughing god.

Duncan was a heavy drinker (what dwarf wasn't), but he used the inherent magic within the item to cast Heroism on himself and prepared to leave.
Out the way we came, I'm guessing? Let's be off ta rid ourselves of these items and come back after we've resupplied and finish the job. Pretty sure the town might need some better weapons fer the captains in case it's attacked again...


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Looking at Deadly Stroke there is too much book keeping and I have alot of effects already layered into my attack routine.

I think for now I'll just go with Greater Weapon Specialisation: Longsword.

Keeps it much simpler and I don't see any need to add more complexity to my attacks.

Once we hit 17 I'll have to decide between
Hurtful- Gets me a Swift action attack when I do my Demoralised Auto Hit
Or
Felling Smash- Gets me a Swift trip when I do my Demoralised Auto Hit.

Felling Smash seems the better deal since a successful trip would trigger 2 AOO'S (From GTR trip feat and Fortuitous Weapon)
However Baldwin is onto me and More enemies are either flyers or too big for me to trip.

Both these feats will also mean no swift buffing on the round I use it.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

I actually don't mind this idea.

Empty ruins eventually get refilled with more Bad guys.

However 3 dwarves might be able to start an underground outpost/colony with a nearby trade centre (the town) but only if there were minerals worth mining down here.
OR
If the town got sufficient traffic to make this a Manufacturing colony.

Certainly Torag would not be opposed to consecrating the whole underground citadel, I'm not sure Imoedae would be interested.
Maybe she'd handle the surface temples of the humans and Torag the undergound dwarf masses.

Certainly at this level of power these characters would have the influence for something like this.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Desmond also needs like a Protection from evil, or at least a Wand.
it would last at least 3 mins so Desmond should be wanding himself with this right before he opens a door.

From the spell description:

"While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature."

This would make the summoned bad dudes focus on targets other than desmond. Like Grungsdi or Me.
Desmond use this time to get in better SA positions with less molestation before he backstabs


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

I'll take 2000gp so I can buy 2 more 1st level pearls of Power.

The rest can be redivided among the party.
Karnog gets 2 shares. 1 share is for the Healing fund.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

"We probably wanna set aside money for a dedicated healing fund, and also to sponsor some outsider/deific investigation for Felicitas and Aurora."

I definitely agree with this.
A wand of Lessor Restoration is definitely needed.
Couple more wands of CLW.
I still have a wand of Keep Watch to share so we can stay alert in camp.

I totally forgot about the Pile of Mithral.
Maybe Karnog and I could also make Some Celestial Chainmail and a Celestial Buckler?

I have the heavy versions but the point is put them together and their enchantments grant Overland flight.
I also have the Deathless enchantment on my Armor.

It's very useful vs Undead and Enemy clerics:

Deathless:
This armor protects its wearer from harmful negative and positive energy, including channeled energy. The armor absorbs the first 10 points of positive or negative energy damage per attack that the wearer would normally take. The wearer has a 25% chance to ignore negative levels from any attack. Deathless armor does not block healing of any kind and does not protect against positive or negative energy effects that do not deal damage or bestow negative levels. The deathless ability can be applied to armor of any sort, but not shields.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Feeling re-invigorated after their encounter with Torag's Herald, Duncan was keen to make a few offerings to his goddess in friendlier surroundings.

We earned our mead today. First rounds on me, right after I make some entreaties ta me goddess. She blessed me well today an I'll hafta be askin Fer many more afore this is over.....Tha priest said me boy was servin Orcus. I don't get that. Grimm might be stupid enough ta fight Fer fightin's sake on the wrong side of this, but I fail ta see even Gorum siding with Orcus. Really hopin' he was talkin in riddles, lest I got a feelin me boys mebbe dead and been raised ta serve Tha demon prince..... I just don't know. I need ta commune with me goddess.

The Dwarf was deeply troubled and this newest development worried him.
He at least needed to know if Grimm was at least still alive. At least then there was hope he could be saved....


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12
Karnog Kegmeister wrote:

It's worth noting: Karnog has good craft (armor), craft(weaponsmith) and craft(blacksmith), as well as fabricate (and potentially masterwork transformation).

If we want to make weapons or armor, I think we have that covered.

Yup. Duncan's Craft Armor is higher but between the 2 of us Smith's, we should be able to Hit a DC to re-forge the Large glaive into a Short sword for Desmond and either a Warhammer for yourself or a Sword for Nym.

It's a valuable metal since it ignores armor- reduced weapon damage but that wouldn't bother Desmond's SA dice and if we pay to make it IMPERVIOUS which is only 3000gp that should fix the breaking issue of the metals properties.

We'd only need to Masterwork Transformation and Desmond could pay for a +1 Enchantment.

Not very useful vs Demons or Undead but if we come across any heavy armored tanks it would be very useful.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

FYI Guys,

I won't make mention in game since it's ooc but since I arrived later with the WBL to start and got to basically custom buy from Magic Mart at char creation, my gear is a bit more specialised rather than picking up random drops.

To balance this out, I'll donate my share of the Wealth from this one to the whole party to sub divide.

Once Karnog has the loot updated.
Also the Starmetal (which Ignores Armor) is highly valuable but OP for Grungsdi or Myself to use (since we already nearly always hit)

So we can either sell it OR I can attempt to re-forge it into 2 Medium Size weapons.

Maybe Kenog or Demond want a Hammer or Short sword?

I'll be Retraining Steel soul for Deadly Stroke


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12
Karnog Kegmeister wrote:

Yeah, I'm okay with either plan. Hopefully I can get through the backlog of posts and update the treasure list accordingly.

I'm thinking I need a word of recall, a restoration, and at least 1 heal prepped.

I'll go through the list later and firm up selections. It sucks that summons are basically useless, but thems the breaks here.

It seems the summons work in most rooms but not the desecrated ones?

At least I can call the Lillend for the nook fights to get a psudeo bard for the minor fights.

Edit: Swapped Hide from Undead for Liberating Command and Breath of Life for a 2nd Righteous Might.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Here's my Current Spell Loadout.
Trying to balance being able to buff the crap outta myself and lighten Karnog's Medic load.

0 (DC15)- Create Water, Detect Magic, Read Magic, Stabilise, Light
1- (DC16) Air Bubble, Command, Compel Hostility,Divine Favor, Divine Favor, Hide from Undead, Face of the devourer
2- (DC-17)Surmount Affliction, Lesser Restoration, Spear of Purity, Defending Bone, Delay Disease, Resist Energy
3- (DC-18)Remove Curse, Searing Light, Channel Vigor, Invisibility Purge, Resist Energy Communal, Deadly Juggernaut
4- (DC-19) Blessing of Fervour, Greater Magic Weapon, GTR Stunning Barrier, Blessing of Fervour, Crusaders Edge
5- (DC20)Righteous Might, Mass Ghostbane Dirge , Breath of Life, Cleanse
6- (DC21) Chains of Light

When Duncan awakes he will cast Greater Magic Weapon on his Sword Gutbuster to make it +4

I am ready to continue in this Dungeon but not opposed to returning to town


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

I was more worried about a Wand of Lesser Restoration.
I'll prep a couple.
And of Course I'll prep Cleanse again.

My Armor/shield combo can do Overland flight for myself but that's it.

If we leave Desmond might need some winged Boots.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Are we leaving the underground?

Technically if we are totally restored, Duncan could pop some charges of his Keep Watch to keep us awake in the temple while we rest and reprep our spells, but we'd still be down on all the consumables we used....


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Just working out my shopping list.

Didn't Karnog have a spreadsheet of all the loot?


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Chain of Light it is then!


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Struggling with my 6th level slot.

Considering the Number of Outsiders, maybe Chains of Light for Outsiders
Or
Undeath to Death.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Leveling Up-
+1 to Fort and Will and BAB
16th Level ability bump to Strength
Sacred Armor is Now worth +4 Enchantment for 16mins per day
Sacred Weapon- Longsword do 2d6 damage in Duncan's Hands
6th level divine casting comes online
Blessings Usable 11 times per day
13 uses of Fervour per day
SMITE 4x a day- But COSTS 2 Fervour per Use
Can now use the Champion of the Faith ability 2x Per day

Sacred Weapon:

At 1st level, a champion of the faith gains the sacred weapon class feature as normal. However, this ability does not grant the 4th-level ability to enhance the champion of the faith’s weapon with divine power, nor does it grant any subsequent increases to that ability. Instead, at 4th level, any sacred weapon wielded by a champion of the faith counts as having his chosen alignment for the purposes of overcoming damage reduction.

At 12th level, once per day as a swift action, a champion of the faith can enhance any one sacred weapon with a weapon special ability based on his chosen alignment (anarchic for chaos, unholy for evil, holy for good, and axiomatic for law). This effect lasts for 1 minute. He can use this ability one additional time per day at 16th and 20th levels.

This ability alters sacred weapon.

HP Increase HP: 1d8 + 4 ⇒ (2) + 4 = 6
Skill Increase: 2+Int+Favored Bonus=5 sp
Applied to Craft Weapons3
Craft Armor2

IF RETRAINING IS ALLOWED- I'd like to swap out Steel Soul for DEADLY STROKE.
I have been on the rules forums Heaps about this and I basically means if I hit a Flat Footed opponent with a Standard Attack I can DOUBLE the damage.

This would only effect the Longsword Damage (2d6 for Sacred Weapon) and applies to all Flat Bonuses and not Variable enchantments.
Flat bonuses Include Smite, Favoured Enemy, Fighter's Weapon Training Ability etc and Fixed Weapon Enhancements. Think of a Samurai killing with a Perfect Strike through the heart.

Most people think it's a loser feat (since you have to Flat foot or Stun them first) and give up your full attack but I think this feat is awesome for any class that focuses on one Big Hit.
Mechanically it's not superior to my Trip/AOO combo but would give me something to do VS fliers and things too big to trip.

Alternatively if this seems to powerful, I could also swap Steel Soul for Plain old Weapon Specialisation.

Also- My Summon Battle companion ability works at SM7, but WAHHH there are no angels or archons on the list


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12
baldwin the merciful wrote:

This room contains four crypts, each featuring an intricately carved, knightly figure. You sense that this area was previously corrupted by evil and that the crypts contained spectres.

** spoiler omitted **

The crypts contain the remains of the three dead paladins. Each paladin wore some useful items that the evil priests have left intact. Each crypt contains a suit of masterwork full plate armor, a masterwork shield, a masterwork great healm, and the following items:

Crypt 1:

+2 holy flaming longsword

Crypt 2:
+3 axiomatic greatsword

Crypt 3:

+1 keen adamantine longsword

an amulet of negative energy protection (9 charges remaining and it acts like a death ward spell CL 10)

rod of resurrection (5 charges, as a resurreciton spell CL 15)

NOW it's time to rest up.

You Sir, are trying to distract me from my Longsword that ignores armor completely. But I am onto you.

Helping to collect all the gear together Duncan as both a Blacksmith and a Warrior cannot help but admire the exquisite craftsman ship that had obviously gone into forging and Subsequently enchanting the 3 exquisite blades.

The Holy, Flaming Longsword in particular tugged at the inherent greed in his dwarven heart, but he laid the weapon aside in the pile, along with the rest.
These weapons don't belong down here. They need ta go back into the hands of Rightous Paladins who would wield them. I'll not take from these. Karnog and Grundsdi, make yer choices but I promise ye, Give me time and a Forge and I'll reshape that Large Starmetal Glaive inta a Warhammer and Axe to yer liking with the etchings o Torag and Imoedae on opposite sides o their hilts and Mastercraft them ta boot. With enough gold I can even make the metal Impervious, which will sort out the issue of it being soft and losing it's egde.

Impervious, 3000gold:
An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder’s combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon’s enhancement bonus.

Blacksmith Check to work out if he can forge 3 meduim weapons vs 2 out of the Large Glaive:Craft Weapons: 1d20 + 12 ⇒ (11) + 12 = 23

He Draws the Mighty Glaive from his haversack one more time and pass it THROUGH a metal dagger once again to highlight his point.

We need ta get home, get some ale and rest an re-equip before our next move. So think it over in the meantime. Making these weapons might well be the Greatest thing I'll forge in me life...


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Upon Feeling the Blessing of the All Father, Duncan takes that as a Sign they should continue.

He summons the Azata.
Open the door Desmond.

Looking at the Azata, We been through alot. Aid us against what may be behind the door. Oh, an make the sneaky human Invisible please

The Azata casts Invisibility and commences it's Song. INSPIRE COURAGE


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Karnog, we still ain't found our Bard. If ye think a Summon will work in here now, then I can bring a Lillend Azata hear ta Make Desmond invisible and Inspire us and Fight beside us. Should help the odds alot. I got 2 more Summon attempts left but ain't had much luck with that in here... It didn't work against the Vrock but now the statue is destroyed


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

When you say that I imagine the 3 doors seen from "IT" when they are marked in blood, Scary, not very scary, very scary. Orcus is waiting behind the door
..

Over 3 rds.

Duncan walks over and casts BREATH OF LIFE on Desmond.
Last prepped healing spell: 5d8 + 15 ⇒ (1, 8, 1, 5, 1) + 15 = 31
and sacrifice Compel Hostility of Cure light sounds on himself
We are all crazy: 1d8 + 5 ⇒ (5) + 5 = 10

Looking at the secret door, uses two standard actions to renew his Divine Favor Spells using his pearls of Power. That's it for the day. Duncan pulls his sword again, If we're going one more do it now before me spell expires on me blade. Only got a couple of minutes left.

I am guessing 10mins have already expired, dragging the statue?? Crusaders Edge lasts 15 min for me

Duncan's sheath pipes in,
Valiantly though you have all fought today. Even I would advise AGAINST seeking another battle. This foolish dwarf has already died for his overconfidence in the past. While you all appear in reasonable shape, owed to the 2 dwarves, all your faith and magic users are severely low on resources. Better to retreat today, having delt Orcus a mighty blow and return again ready to lay waste to the chaff. You have already killed some of his generals and in his desperation he is likely to attack the town again, but at least the battle will be on YOUR ground.
Duncan will cast divine Favor and Blessing of Fervour again, the moment before the door is opened and have his shield readied.

This will be my last group buff. Just an FYI in case we get attacked on the way out...


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

I also have:
GP: 933

Gems & Jewelry:
15000gp worth of Diamonds
100gp Maple Box

Other stuff: Necklace of FireBalls
Large Glaive of Starmetal.

I will throw my stuff into the group kitty. But Duncan will keep the Glaive So I can re-forge it into a Longsword and a Axe for Grungsdi.

Both would make excellent backup weapons if we meet a tank we can't hit.
I LOVE Masterwork Transformation and Greater Magic Weapon....


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

I keep looking but I can't see the post where anyone Killed the aqua Vrock. My eyeballs must be painted on
Current Status:
Blessing of Fervor-
Resist Energy Communal (FIRE) 30, 39mins
Crusaders Edge 14min
Continual Flame on Coin around neck

Duncan Retrieves his shield and sheathes his sword.
Does the enchantment that cursed stone took return to my blade now the drow has dropped the stone?

That was a close thing. Let's get the consecration done and get out of this place. My vote is out the way we came since we at least know the way out. No telling what's forward of us.
Duncan lends a hand with a few of his own create water spells of his own and helps drag the statue into the lava.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

The Vrock is Still up. Maybe a Grungsi full attack will work? I can smite it next round but will only get a single attack as I need to pull a bow.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Current Status:Inspiring Word 7rds+2 Sacred Bonus to Attacks, Skills and Saves
Divine Favor-EXPIRED
Blessing of Fervor- 7rds Current use- Stand up as a Swift action
Resist Energy Communal (FIRE) 30, 40mins
Sacred Armor +3 Bonus 12rds
Sacred (Holy) Weapon Class Ability -Expired
Crusaders Edge 14min,4rds
Continual Flame on Coin around neck

Duncan uses his Blessing of Fervour to stand up as a Swift Action an takes a wide arc to move away from the Vrock another 5 ft and then 15ft back towards his Shield.

He didn't have a alot of offensive magic left and with little else to do he once again called on one of his last 3 Blessings.

May She enfold you, Imoedae.
May she encompass you, with gleaming wings,
May she protect you, her ward,
May she watch over you and keep you safe...

Duncan attempts once again, to use His Good Blessing to Summon a Lillend Azata, not sure if it will work but the priest is dead so maybe...

Read if the Summoning Works:
A 10ft sliver of light splits the darkness adjacent to the Vrock on the opposite side of the Vrock to Grungsdi (AA55) and Widens for a overly large but beautiful elven woman with a rainbow pattern snake tail for legs appears in the gap flying on Gossamer wings. Aid Us! Is the simple request spoken to the Azata and she knows what she must do.

The Azata immediately uses a Move Action to Inspire Courage with a Heavenly Song. +2 Competence bonus to Attack and Damage for the party

It swings at the Vrock with it's Large Longsword...
2 handed Large Longsword, Flanking, Inspired: 1d20 + 12 + 2 + 2 ⇒ (20) + 12 + 2 + 2 = 36
2 Hand Damage: 2d6 + 8 + 2 ⇒ (4, 2) + 8 + 2 = 16

If it works we kinda got out bard back...


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan makes solid contact with the Vrock as he explodes through the air on the back of Grungsdi's mighty toss. And his gleaming blade, Gutbuster, bites deep into the demon's shoulder.

The Combined Holy and Outsider Bane Energies both burn and rip deep into the evil flesh, the blade's colour, switching back and forth between bright white and deep red in a moment as the sword parts flesh.
Oh how the creature howled. A loud an unearthly scream that would echo throughout the unholy place.

It was able to turn it's body aside in midair, while Duncan's movement continued forward, AND down.
It seemed his acrobatic talents were confined to ground based tumbles, for he landed on his backside, HARD and the air was blasted from his lungs. He coughed up a little blood though if it was from his lungs or the bottom of his lip, which he was pretty sure he'd bitten in the landing, he was not sure.

I am gonna assume Duncan is prone,

Gutbuster's white glow faded, it's Holy enchantment was spent, leaving only the reddish glow of the Bane quality from his spell. His sword would still harm the Demon, though not nearly as much as before.

They had almost reached their limits, this trip.
Duncan only had a Divine Power and 1 more blessing of Fervor to cast.
Considering what they had faced so far he figured they'd need those just to get out of this place, as the underground network was vast and there was no guarantee the way would still be clear behind them.

Goddess of Valor and mercy,
keeper of peace,
to know you is to live,
and to serve you is to be free.
Through the intercession of Saint Lymirin, the archangel,
be our protection in battle against all evil.
Help us to overcome war and violence
and to establish your law of love and justice. IN YOUR NAME


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12
baldwin the merciful wrote:
Duncan Redhammer wrote:

Rd 8:

Vs a normal CR9 Vrock the DC is 22. Success on the Intimidate means the Vrock is Shaken to everyone, Flatfooted and Sickened to Duncan for the next 3 rounds
** spoiler omitted **

I'll post a Rd 9 depending on the success of the Rd8 Attack.

I thought RD 8 you got out of the grapple and did extra movement?

there is nothing about this vrock that suggests it is a normal Vrock. the yellow vrock was the typical vrock, this aqua is not.

You are correct about rd8. But with all the posts and Desmond posting a previous action I posted thinking Rd8 while at work, then read the thread again. I realised I stuffed up, hence my post to correct my error.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Correction the post above Is my round 9 action, I am running over in reply to Grungsi's offer to throw me at the Vrock. So mechanically I am delaying and on Grungsdi's turn, running over to be thrown


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Rd 8:
Current Status:Inspiring Word 8rds+2 Sacred Bonus to Attacks, Skills and Saves
Divine Favor-EXPIRED
Blessing of Fervor- Current use- +2 to Attack and Reflex saves
Resist Energy Communal (FIRE) 30, 40mins
Sacred Armor +3 Bonus 14rds
Sacred (Holy) Weapon Class Ability 1 rds,
Crusaders Edge 14min,5rds
Continual Flame on Coin around neck

Duncan dashes over to the waiting King Grungsdi and accepts a boost from his Dawrven ally, dropping his SHIELD at the dwarves feet as part of the move. (Hopefully) getting tossed High enough to reach the Blue Vrock with a Mighty 2 handed Smash.
Take that ye abhorrent winged basterd!
2 handed Power Attack Cornugan Smash, Crusader's Edge: 1d20 + 20 + 2 + 2 + 2 - 3 ⇒ (10) + 20 + 2 + 2 + 2 - 3 = 33

2 hand PA Bane, Holy: 1d10 + 4 + 6 + 9 + 2d6 + 2d6 ⇒ (10) + 4 + 6 + 9 + (6, 5) + (2, 3) = 45

Reflex not to fall on his a$$: 1d20 + 10 + 2 + 2 ⇒ (3) + 10 + 2 + 2 = 17

Auto Intimidate to Demoralize: 1d20 + 23 + 2 ⇒ (10) + 23 + 2 = 35
Vs a normal CR9 Vrock the DC is 22. Success on the Intimidate means the Vrock is Shaken to everyone, Flatfooted and Sickened to Duncan for the next 3 rounds

Intimidate rules:
You can use this skill to cause an opponent to become shaken for a number of rounds. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.

Success: If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

Fail: The opponent is not shaken.

I'll post a Rd 9 depending on the success of the Rd8 Attack.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12
Duncan Redhammer wrote:


For the Briefest of Moments Duncan considered CHANNELING as a way of Harming the ghostly caster who'd attacked him, however he had Precious few FERVOUR left, that resovior of holy power that quickened his spells and he was sure before this day was finished he'd need them. Right now the spectre was not his primary concern and he was sure Karnog could damage it better than he.

He instead attempted to break the Grapple of the tentacles and if possible move back down the stairs.
Leggo, ye damned ground octapussy!

Mustering his Mighty Dwarven strength he tears himself free of the Black tentacles and attempts to move to around Desmond AF64 Using his Blessing of Fervour bonus for extra movement

Current Status:Inspiring Word 8rds+2 Sacred Bonus to Attacks, Skills and Saves

Divine Favor-EXPIRED
Blessing of Fervor- Current use- +2 to Attack and Reflex saves
Resist Energy Communal (FIRE) 30, 40mins
Sacred Armor +3 Bonus 14rds
Sacred (Holy) Weapon Class Ability 1 rds,
Crusaders Edge 14min,5rds
Continual Flame on Coin around neck

Not being able to reach any of the fliers was becoming frustrating and his strengthening combat spells were beginning to expire.
MAGE! YE NEED TA MAKE ME FLY

Duncan holds his Holy Crusader's Sword high.
Me weapon is BANE ta the Vrocks, get me to them!!!

Duncan will hold for one of the casters to cast FLY on him. [ooc]If no one casts Fly he will sheath his sword and draw his Bow.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12
baldwin the merciful wrote:
Grungsdi wrote:
gotta love that Desmond will ALWAYS make the worst possible choice!
Especially since he could simply go up the stairs to get to the enemy.

Yeah, apparently Rogue's don't like flanking. Lol.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Current Status: Inspiring Word 9rds +2 Sacred Bonus to Attacks, Skills and Saves,
Divine Favor +4 Attack and Damage, 1 rds,
Blessing of Fervor- Current use- 30ft of Extra Movement 6 rds,
Resist Energy Communal (FIRE) 30, 40mins
Sacred Armor +3 Bonus 1rds
Sacred (Holy) Weapon Class Ability 2 rds,
Crusaders Edge 14min,6rds
Continual Flame on Coin around neck

For the Briefest of Moments Duncan considered CHANNELING as a way of Harming the ghostly caster who'd attacked him, however he had Precious few FERVOUR left, that resovior of holy power that quickened his spells and he was sure before this day was finished he'd need them. Right now the spectre was not his primary concern and he was sure Karnog could damage it better than he.

He instead attempted to break the Grapple of the tentacles and if possible move back down the stairs.
Leggo, ye damned ground octapussy!

CM Grapple check to break Grapple: 1d20 + 16 ⇒ (20) + 16 = 36

Black Tentacles Grapple:
When determining the tentacles' CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus. The CMD of black tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB.

Mustering his Mighty Dwarven strength he tears himself free of the Black tentacles and attempts to move to around Desmond AF64 Using his Blessing of Fervour bonus for extra movement


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

A 20?? You should give him an attack roll to pull/throw a weapon at the ghostly wizard mid flight as NINJA Desmond does a couple of somersaults and lands in a roll..


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12
baldwin the merciful wrote:

to the black tentacles get you with the 31?

Just waiting on Grung and Desmond to act.

Yep. Grappled.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Forgot the save for the grease (again)and the energy drain
Reflex: 1d20 + 10 + 4 + 2 ⇒ (18) + 10 + 4 + 2 = 34
Fort: 1d20 + 16 + 4 + 2 ⇒ (6) + 16 + 4 + 2 = 28

As an IMMEDIATE action Duncan Applies his +4 Defensive Training bonus against the spectre via his Dwarven Seething feat

Dwarven Seething:
Benefit(s): While using Dwarven Hatred Style, when an opponent hits you with an attack (including a spell that requires an attack roll), you can apply your defensive training or your hatred racial trait bonus (your choice) against that target, regardless of the opponent’s type or subtype, as an immediate action.

This ability lasts until the opponent dies, the combat ends, you change styles, or you designate a different opponent with this ability, whichever occurs first.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Current Status: Inspiring Word 10rds +2 Sacred Bonus to Attacks, Skills and Saves,
Divine Favor +4 Attack and Damage, 2 rds,
Blessing of Fervor- Current use- Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. 7 rds,
Resist Energy Communal (FIRE) 30, 40mins
Sacred Armor +3 Bonus 2rds
Sacred (Holy) Weapon Class Ability 3 rds,
Crusaders Edge 14min,7rds
Continual Flame on Coin around neck

A Pit begins to open up beneath the dwarf, who despite quite a bit of attention this round from multiple powerful assailants continued to fight hard.
Reflex to Negate: 1d20 + 10 + 4 + 2 ⇒ (8) + 10 + 4 + 2 = 24
I didn't add the Belssing of Fervour bonus since Duncan used it for the extra Speed at the start of the round. Since it's a conjuration and he might not be specially targeting me the Dwarven resistance might not apply and the result is 20

As the floor begins to open, a preternatural feeling assaults his ears and he heard a voice, a woman's voice, which carried both love and power into his mind and heart. It said one word, JUMP! and the felt himself driven forward with a speed and distance he shouldn't have been capable of, but somehow he made the leap to the side to avoid being caught in the gaping mouth that had opened up under him.
YAY! Dwarven saves!


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12
baldwin the merciful wrote:

It's just minus 2.

Its a spell that moved you.

Since you are now back in the black tentacles there's another CMB check

[dice=CMB]CMB: 1d20 + 10 + 4 + 1

*This dice roller needs to be fixed. It's rotten I say, just terribly rotten.

Cool. Still not grappled. It's like the website Wants us to win


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12
baldwin the merciful wrote:

RD 7 bosses

The cleric while on his back flicks his wrist and there is powerful force of energy that pushes the dwarf backwards towards the black tentacles.

[dice=bull rush]1d20+16-2

As the dwarf is being pushed backward he notices a wispy spectral figure who reaches out to touch.

[dice=incorporeal touch]1d20+14;[dice=damage]1d8plus energy drain 2 levels DC 20 fort save

Just so you are clear: the cleric is on his back and sent a wave of energy for the bull rush. You've never encountered anything like this so you aren't certain how he managed to push you and not draw an AOO. There is also a spectre floating nearby.

Is the -2 to the bullrush from being Demoralised? Don't forget to take another -2 for being sickened if you think it applies (since I'm assuming you are using a spell effect I am not sure. Duncan's CMB is normally 27, but it's 31vs a bull rush attempt or trip because of Dwarven stability. So if the roll is at -4 from Shaken AND Sickened then the cleric fails. If it is just -2 then he succeeds. Also being pushed back from a bull rush doesn't normally provoke

Bull Rush:
An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat.

But that doesn't matter since the Vrock's AOO missed


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

You are correct about Fortuitous. In which case, if the Intimidate result from the Cornugon Smash hit (I rolled a 28) then He is Demoralised, Shaken, Flat-footed AND Sickened to Duncan

Duncan sliced down at the prone caster who despite the deep gash he had created on the man's side seemed more interested in trading blasphemous gibberish with Kalim.

Duncan did note his sword swings were a little slower than usual. Normally his blade sped his arms to allow multiple hits when enemies left their defences open. Something was effecting it. Not that he was surprised. This den of pure evil was throwing plenty of obstacles in their way while the 3 dwarves continued to plow forward earnestly, endlessly.

It had been so long since he'd found such an effective company. Not since the Council of thrives. And he'd died during that time, due to his own overconfidence and foolishness. Back when he'd worshipped Ragathiel and thought vengeance was all that mattered. His blood lust had caused him to act rashly, foolishly. And he died in order to learn to temper his drive. Relegated back to his forge while others forged forward. The Lady had taught him patience.

To be the sword still being forged. Folded and beaten again and again until it, HE, was finally strong enough to face the evils again.
But he'd lost something in the process.
He'd lost his son down the path of Rage Duncan had started on, that he'd turned away from.

He had to save his boy from himself.
WHERE'S GRIMM?!


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12
baldwin the merciful wrote:

Duncan as you begin your dash up the stairs black rubbery tentacles spring forth from the stairs as your haste springs a trap. This effect happens right after you encounter an greasy area.

I need you to roll a reflex save first, as you step in an area of grease. After the grease you have a black tentacles spell trap that you triggered.

Since I successfully moved through the grease the Black Tentacles would have to successfully grapple me to stop my movement with a CMB= to Enemy CL +4+1.

The CMD to grapple Duncan is CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier so 10+11+4+2=27. If he is not grappled then every square counts as difficult terrain. Duncan has 50ft movement From BLESSING OF FERVOUR. Am I grappled? If not he should have made it to attack the priest


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Reflex: 1d20 + 9 + 4 + 2 ⇒ (19) + 9 + 4 + 2 = 34
Duncan's low wide and heavy base slides gracefully across the greased area, right into the black tentacles.
Treachery!


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Forgot to Add the Auto Intimidate for the AOO's. If the check succeeds the cleric is Demoralised to everyone and Flat footed to Duncan, losing its dex to AC

Intimidate: 1d20 + 23 + 2 ⇒ (3) + 23 + 2 = 28


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Current Status: Inspiring Word 10rds +2 Sacred Bonus to Attacks, Skills and Saves,
Divine Favor +4 Attack and Damage, 2 rds,
Blessing of Fervor- Current use- Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. 7 rds,
Resist Energy Communal (FIRE) 30, 40mins
Sacred Armor +3 Bonus 2rds
Sacred (Holy) Weapon Class Ability 3 rds,
Crusaders Edge 14min,7rds
Continual Flame on Coin around neck

Seeing a Straight line up the stairs to what was apparently a true threat, Duncan switches his BLESSING OF FERVOUR to grant himself an extra 30ft of Movement.

He moves up the stairs to stand before the evil cleric and attempts to trip his for.
Where's Me Son, Where's GRIMM?
CMD1 handed Trip Attack, Gloves of Skilled Manuver Inspired, Divine Favor, Str Bonus: 1d20 + 20 + 4 + 4 + 2 + 4 + 4 ⇒ (5) + 20 + 4 + 4 + 2 + 4 + 4 = 43
Vs Evil Cleric CMD
CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier. I'll post the remaining of my action in a spoiler if the attack hits. If the Cleric is Prone he suffers -4 to AC and Provokes if he stands

If the trip succeeds:

Seeing his opponent topple to the floor Duncan is Granted two Attacks of Opportunity from his Training GTR Trip and his Sword's Fortuitous enchantment. He Slices down twice with his blade, Power Attacking for all he is worth, giving no quarter.
Trip AOO, Inspired, Divine Favor,Holy Weapon, Power Attack: 1d20 + 20 + 2 + 4 - 3 ⇒ (14) + 20 + 2 + 4 - 3 = 37

1 hand PA damage: 1d10 + 4 + 4 + 2d6 + 6 ⇒ (2) + 4 + 4 + (5, 2) + 6 = 23

Trip AOO 2nd Iterative, Inspired, Divine Favor,Holy Weapon, Power Attack: 1d20 + 15 + 2 + 4 - 3 ⇒ (6) + 15 + 2 + 4 - 3 = 24

1 hand PA damage: 1d10 + 4 + 4 + 2d6 + 6 ⇒ (2) + 4 + 4 + (2, 3) + 6 = 21


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

For the record the damage was 2d6, plus ANOTHER 2d6 if he was an outsider. The first 2d6 in the calculation was from his SACRED WEAPON Ability actived earlier. Makes the weapon have the HOLY weapon special ability 1/day for 4 more rounds before it expires. Also since the INSPIRING WORD did hit, EVERYONE gets the + 2 Sacred Bonus to Attacks, Skills and Saves for the next minute


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Current Status: Inspiring Word 4rds +2 Sacred Bonus to Attacks, Skills and Saves,
Divine Favor +4 Attack and Damage, 3 rds,
Blessing of Fervor- Current use- Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. 8 rds,
Resist Energy Communal (FIRE) 30, 40mins
Sacred Armor +3 Bonus 3rds
Sacred (Holy) Weapon Class Ability 4rds,
Crusaders Edge 14min,8rds
Continual Flame on Coin around neck

Duncan roars and Charges the Acolyte in Z63, roaring to his goddess.
By her Name!
1 handed Charge Power Attack, Cornugon Smash, Inspired, Divine Favor, Blessing of Fervour, Dwarven Seething, Holy Weapon, Crusader's Edge: 1d20 + 20 + 2 + 2 + 4 + 2 - 3 ⇒ (3) + 20 + 2 + 2 + 4 + 2 - 3 = 30

Damage: 1d10 + 2 + 4 + 2 + 4 + 6 + 2d6 ⇒ (3) + 2 + 4 + 2 + 4 + 6 + (1, 4) = 26 Additional 2d6 vs evil outsider

Cornugon Smash Intimidate check: 1d20 + 23 + 2 ⇒ (13) + 23 + 2 = 38
If the check succeeds the Priest is Demoralized, and Flat footed. I can't remember if GM took away sickening or fortuitous enchant to give to Nym...

Because of IMOEDAE'S INSPIRING WORD if the change attack hits :Advanced Benefit: As a standard action or at the end
of a charge, you can make an attack against a foe with a
longsword. If you succeed, you grant all allies who can
see your attack a +2 sacred bonus on attack rolls, saving
throws, and skill checks for 1 minute.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Is the cleric in Z65 alive? I'd like to charge him and think the lane is clear since the Vrock is airborne


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Current Status: Inspiring Word 5rds +2 Sacred Bonus to Attacks, Skills and Saves,
Divine Favor +4 Attack and Damage, 4 rds,
Blessing of Fervor- Current use- Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. 9 rds,
Resist Energy Communal (FIRE) 30, 40mins
Sacred Armor +3 Bonus 4rds
Sacred (Holy) Weapon Class Ability 5rds,
Continual Flame on Coin around neck

Duncan's Armor negates the chilling waves of Negative energy. Karnog's countering healing spell removes the minor damage from the burrowing spores.

They were annoying through. Duncan resolved to kill something momentarily...


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

I'm down for Whatever you want to run.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Current Status: Inspiring Word 5rds +2 Sacred Bonus to Attacks, Skills and Saves,
Divine Favor +4 Attack and Damage, 4 rds,
Blessing of Fervor- Current use- Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. 9 rds,
Resist Energy Communal (FIRE) 30, 40mins
Sacred Armor +3 Bonus 4rds
Sacred (Holy) Weapon Class Ability 5rds,
Continual Flame on Coin around neck

baldwin the merciful wrote:

** spoiler omitted **

Grungsdi and Karnog the remove curse potions that you drink tingles as the festering stops. When you follow up with a healing potion or spell you gain normal healing.

Not really wanting to use this in a fight, but concerned that the Rogue really was looking quite terrible.

Desmond:
I can't remove your 4 CON but I can remove the 32 Unholy HP. This worked earlier so should work now

Duncan pulls is ONLY remove curse scroll. (He had been saving it for an emergency and this probably qualified, since this fight seemed to be building rather than winding down.

He reads the divine dweomer can casts it at the Rogue. He hoped it could dispel the Unholy damage the human was still carrying.
If ye got anymore Healing potions on yeself, now's the time ta use them boy.

Karnog if this works it will let you heal him to his REAL full Everybody who ran through needs a bit of healing to get rid on the Hungary Darkness bleed effect.
Remove Curse: 1d20 + 15 ⇒ (16) + 15 = 31

I am loving the irony. Buffed to the gills with enemies to chop and I'm using my action to Heal someone else! You'd think I was a cleric or something

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