Dhampir

Lord Cedric Barca's page

408 posts. Alias of Ashe.


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Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

ah another Way of the wicked dead at book 2. Guess it's time to break out of that dumb prison again.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

@Johan and all. Sidious's channel evil heals all within 30' of him so You are at Max Health still Johan.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

I added Zull he was over around Grumble at the end of round 1 so he is just moving to Cedric this round.

Reflex: 1d20 + 14 + 1 ⇒ (2) + 14 + 1 = 17 GO GO Haste
Reflex: 1d20 + 14 + 1 ⇒ (17) + 14 + 1 = 32

So 14 becomes 4 and 17 becomes 7. 11 Damage puts me at -9. Would barely be a fight if he didn't have magic fang.

Stay in Saddle: 1d20 + 16 ⇒ (4) + 16 = 20

Zull watches as his master weathers the assault. The lightning leaves him slumped on the phantom mount. Zull steps forward into the fog and uses his dancing chains to reposition his master.

CMB to reposition: 1d20 + 11 ⇒ (17) + 11 = 28

Zull manages to wrap and move Cedric to the rear of the fog. Sidious then steps forward and with the symbol of Asmodeus held high He releases to waves of energy.
Channel Evil: 6d4 ⇒ (2, 4, 2, 4, 4, 1) = 17 DC 16 Will to negate. Only hits Dragon among bad guys
Channel Evil: 6d4 ⇒ (1, 2, 4, 3, 1, 3) = 14 DC 16 Will to negate.

Cedric now at 22HP

His eyes open and he stands. Battle still going on around him he takes noted of Sidious and Zull. Furious he unleashes a gout of flame forward toward the commotion.

Devastating Blast: 6d6 ⇒ (4, 2, 6, 3, 1, 4) = 20(30Damage for Dragon) DC 21 Reflex He would shoot it strait forward only missing Zull and not knowing what is there. It will engulf the Dragon, Johan, Nightmare, Phantom Steed, and the Singing outsider elf lady.


Current Stats for Cedric:
Smite: Against Dragon
Devastating Blast (1/3 used)
Protection from Energy Cold
Haste(2/9)
AC:30 / 37 vs Dragon
(+11 Armor, +1 Dex, +3 Shield, +4 Natural, +1Haste) +7 Deflection vs Dragon
Saves: F:20 / R:14(15) / W:16

Sidious Channels (4/8)


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

The token behind the dragon is Drax the Imp. He will not take the AoO. Nah this fight would have been pretty easy if the dragon didn't have magic Fang. Hold the line. I will see if I can get Cedric back in this.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Ah nice. You live in Brazil or visiting? Did you guys take in any of the Olympics?

Also no rush enjoy your vacation.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Forgot to list Current Stats and Damage from Touch of Corruption. Also Johan I posted in discussing about the pulse.

Touch of Corruption on Dragon through Sword: 4d6 ⇒ (3, 3, 4, 6) = 16 DC 21 Fort Save: 23 since within 10' of Cedric. Or Dazed for a round.

Current Stats for Cedric:
Smite: Against Dragon
Protection from Energy Cold
Haste(1/9)
AC:30 / 37 vs Dragon: -2 this round for Charging so: AC: 28 / 35 vs Dragon
(+11 Armor, +1 Dex, +3 Shield, +4 Natural, +1Haste) +7 Deflection vs Dragon
Saves: F:20 / R:14 / W:16


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Johan: The pulse is from Sidious. It is channel evil. It damages good, well save and negate at the same time is heals evil. So yeah it effects us but not negatively. He can have it centered and come from his familiar. Though now that I look at it again I see it needs line of sight.

Small retcon to Cedric's turn. Drax will fly forward intending on harassing and aiding Cedric while Sidious moves forward and channels. His channel only effects the Dragon this round instead of all the bad/good guys.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

50/50 for Sidious: 1d20 ⇒ 13

As the battle begins

Overrun: 1d20 ⇒ 10 So paralyzed creatures have effective Str and Dex of 0 so -5 each. So Hell Hounds CMD should be 10+4bab-5str-5dex+4for extra legs so 8

So with a quasi real form of a horse Cedric charges forward knocking the paralyzed hounds to the ground. He calls on the blessing of Asmodeus as his blade bites into the dragon.


Swift: Smite
Full: Spirited Charge Attack with Overrun

Spirited Charge w/Smite and power attack: 1d20 + 25 ⇒ (18) + 25 = 43
Damage: 2d8 + 28 + 36 ⇒ (6, 6) + 28 + 36 = 76 + Fire: 2d6 ⇒ (6, 5) = 11 Vulnerability becomes 16 for 92 damage

damage break down: Spirited charge is x2 damage. So Sword is normal 1d8+8, PA becomes 1d8+14, So 2d8+28 charge. Smite is +9 damage, first attack on good dragon is 2points/level so +18 damgage or +36 on spirited charge

The sword of the king blazes with hell fires as it cuts deep into the dragon. Meanwhile having shaken off the paralyzing breath Sidious sends Drax forward. He flies into place as a pulse of pure evil radiates out.

Damage: 6d4 ⇒ (3, 3, 1, 1, 3, 3) = 14 DC 16, 18 for those within 10' of Cedric to Negate damage. IF they fail they are also sickened for 1d4 ⇒ 4 rounds.

Still need my chain devil Zull. You can just throw him over by Grumble he will be moving that way anyways to try and get into combat position.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Yeah the rules is where they fell short. I know they published an adventure that is running at the same time as these events where you play the organization. Not sure how that is or if it has more rules in it. They left a lot up to interpretation and to the players and I find while most people say they want a sandbox game they can't function in one without direction. I like doing sandbox types at table top in person. I know PBP is a good environment but you can loose steam without constant interaction so a bit of a railroady story is good.

Sorry we have butted heads a bit. I never meant any ill toward you. I will try and be more relaxed and let things happen. If there is something I have an issue with I will send you a PM and try and be more respectful. We thank your for taking the time to run a game for us. It is a task.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

I'm traveling for work tomorrow and won't be back until Thursday evening so I may not post until Friday. I can post a round 1 once I know if Sidious is paralyzed.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

To be honest I didn't think we used the map at the top besides for reference. I always click on the link you post as it is usually a snip it of the map and just the room we are in. Now knowing we use that one I can have people in position. Thanks. Yeah Sidious is either paralyzed or not based on the cover.

We were buffed and I would have moved things around on the map if I knew we were using the map at the top. No biggie. Things are fine as is now. Let's just move forward.

So you are done with the organization stuff? As I understand it, it is part of book 3, but I don't how much or what it entails. I like it. It is one of the reasons I took leadership. I mean having a cohort is nice but it was an added benefit for sure. Oh well I'm sure you will make it work.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

I threw Drax on the map. Do you have the chain devil icon still for Zull? I thought about it and without looking back I'm not sure if Agrippa rolled high enough to know about he paralysis breath. We know about cold and Sidious though he was protected so he probably would not have been hiding. Though if we didn't know I would have been metagaming having that remove parlays spell prepared. So lets roll with things as is.

Fort Save Sidious: 1d20 + 7 + 4 ⇒ (11) + 7 + 4 = 22 Did he have the +4 cover bonus?


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

I wasn't upset. You gave us two round and no map. Positioning is a huge part of combat. The two rounds would have been used for that and buffing. We should have got a map then two rounds then bad/good guys land and go.

You posted we had two rounds with no map to do actions with then you posted the map with the enemies round 1 actions. That is all.

Also this part of the book is poop. It is full of really nothing but mechanics. You get to do organization actions, but as the ritual comes to a close you are just holding up waiting for the righteous boot to drop and come storming in. It drags on. I have seen it kill a number of games. I hope when we get through it things will get much better.

I don't have issue with you changing things. The issue last time was how you changed things. There are rules and mechanics that are well known. All you had to do was say I don't like this as a gaze attack and change it. Soon as I brought it up if you would have said I didn't like how it worked and made it aura like ability then we would have been cool. You changed the mechanic of a standard rule on how gaze attacks work and made it all kind of wonky.

I have no problem with the actions that took place here we just didn't get the two rounds you said we got.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

You probably should have let us have our two round and position ourselves before doing the enemies first round.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Is there a map? Just need to position everyone. Oops never this is what happens when you have the page open and move away from your computer a bit then come back and post. Will review and make pre combat actions and movement. The tokens for Zull and Drax are not on the map. Drax would have been with Sidious. Zull would have been in the breath attack. I need to wait on Johan to position himself as well. He knows I'm trained in mounted combat and I doubt he would have cut my charge line off when he could have landed a bit further down.

Sidious would have not been there. He would have moved to cover of the south wall knowing what we face. He has been keeping remove paralysis prepared just for this.

Fort Save Cedric: 1d20 + 20 ⇒ (2) + 20 = 22
Fort Save Zull: 1d20 + 8 ⇒ (14) + 8 = 22

The icy mist seeps into both Cedric and Zull, but they both fight off the grip it had on their muscles. I don't think it effects the phantom mount? It is quasi real, doesn't list saves. Seems to only care about damage? Up to you let me know.


Swift Action: Smite Dragon

Waiting on others for initial position of tokens and to see if Sidious needs to remove paralysis.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

With the alarm raised Cedric and the others in the sanctum start to make ready. He stands and gathers all there toward the back facing the stairs.

"It will land on the balcony soon. Make yourselves ready. Sidious prepare your scroll. Zull ready your chains. Drax make yourself invisible. Protect he alter at all cost."

All form up in front of the Alter. Cedric summons his phantom steed. As Sidious reads the scroll protecting Himself, Cedric, Drax, Hexor, Vexor, Agrippa, and Eldred from Cold energy.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

posting actions now.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

With only two days remaining Cedric looks to his cohorts and the other members of the knot.

"Only 2 more days. The time is close at hand. I will stay in the sanctum as it has been attacked twice since my last warning we should be there. The forces of good will throw everything they have at us these next two days."

Not much we can do with the time. Hold up and bunker down and prepare for the onslaught.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

That sucks. I worked in student housing for years where theft was always a problem. Sorry and good luck.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Attack 1: 1d20 + 19 ⇒ (19) + 19 = 38
Attack Hasted: 1d20 + 19 ⇒ (16) + 19 = 35
Attack 2: 1d20 + 14 ⇒ (9) + 14 = 23

Attack 1 Confirmation: 1d20 + 19 ⇒ (16) + 19 = 35

Damage Attack 1: 2d8 + 16 + 2d6 ⇒ (7, 5) + 16 + (1, 4) = 33
Damage Attack Hasted: 1d8 + 8 + 2d6 ⇒ (1) + 8 + (4, 6) = 19
Damage Attack Hasted: 1d8 + 8 + 2d6 ⇒ (8) + 8 + (4, 4) = 24

Cedric presses the attack as his minions look on.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Changing abilities to how you see fit is a slippery slope. This one for instance is a Gaze attack. The rules for Gaze attacks are as they are because of how strong they are. You changing it in this way is way outside the scope of the game. Changes like this make in no fun for anyone as it feels the GM is trying to WIN. Instead of running and enjoyable game for the players.

I don't want to know what the monsters do. It is fun when they bad guys are new. That is kind of what makes Way of the Wicked good because you fight a lot of NPC's with levels of a class instead of just monsters.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Perception: 1d20 + 17 ⇒ (6) + 17 = 23

"Zull fall back protect Sidious."

Cedric hears the combat but is unable to pinpoint so he retreats back from the fog, but with his enhanced movement is able to close and flank one of the beast.

Double move out of fog then to flank.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

I don't use meta game knowledge on how I play. I knew they had a gaze and it didn't stop Cedric from going in and fighting. I would challenge you to find a post where I used metagame knowledge. I have played book 2 up to summoning Vetra-Kali You know this I told you all this. I know what these hounds are. Seen them lots. You can search the forums. They attack is a Gaze attack hence covered under universal monster rules of Gaze so yep that is how it works if you don't close your eyes which make you immune but blind, or avert your gaze which gives you a 50/50 not to be effected then yeah if your are within the 30' you get hit by it. The monster can also choose to Gaze at you as a standard action.

I know how gaze attacks work and they all are all or nothing saves. I was pointing it because you failed to say so. If you are going to change stuff on the fly you should be aware of what your changing.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

ah I see. You are free to change things as you see fit as a GM but you need to be award of the abilities you are messing with and how powerful they are. It is a gaze attack and follows universal monster rules of Gaze.

So there are 6 hounds that all blinked in. Our Hell Hounds are just flat out destroyed on Round 1. They don't know to avert their eyes. So on round 1 they would of had to save on all of them as all the hounds were in 30' of the Hell hounds. Now if they make a few of the Saves they may survive, but not if you change the monster in that way. It is fine to beef them up but you shouldn't change mechanics that like gaze that are incredibly strong.

For example Johan is within 30' of 5 of them now. He has not averted his eyes as we didn't know to based on or Knowledge roles. So he is effected by all there gazes. By the way your are changing things.

Ripping Gaze: 6d6 ⇒ (4, 6, 1, 1, 3, 5) = 20
Ripping Gaze: 6d6 ⇒ (2, 3, 5, 2, 6, 1) = 19
Ripping Gaze: 6d6 ⇒ (4, 6, 2, 6, 5, 6) = 29
Ripping Gaze: 6d6 ⇒ (4, 1, 4, 3, 2, 6) = 20
Ripping Gaze: 6d6 ⇒ (5, 5, 1, 1, 5, 5) = 22

Now lets roll some saves:
Saves: 1d20 + 11 ⇒ (7) + 11 = 18
Saves: 1d20 + 11 ⇒ (19) + 11 = 30
Saves: 1d20 + 11 ⇒ (14) + 11 = 25
Saves: 1d20 + 11 ⇒ (19) + 11 = 30
Saves: 1d20 + 11 ⇒ (9) + 11 = 20

So here we were lucky and made 5 of the saves but he still takes 20+9+14+10+11= 64 damage and can still be effected by one of them next round or if it gazes at him on it's turn.

This is one of those things when you PM'd us back asking us what you can do or have done that is good and bad. Changing this as you see fit is bad. Gaze is way to powerful of an ability for saves not to negate.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Round 3

Fort: 1d20 + 20 ⇒ (4) + 20 = 24
Fort: 1d20 + 20 ⇒ (14) + 20 = 34

Save Negates damage and makes immune to that gaze for 24 hours.

Cedric shakes the enemies attack off and continues to assault the hounds.

Hound 3 I think has take 61 up to this point as Zull's chains are not magic so that hit did no damage.

Attack 1 on 3: 1d20 + 19 ⇒ (19) + 19 = 38 Miss chance 1-20 bad: 1d100 ⇒ 31
Attack Confirmation on 3: 1d20 + 19 ⇒ (7) + 19 = 26
Attack Hasted on 3: 1d20 + 19 ⇒ (15) + 19 = 34 Miss chance 1-20 bad: 1d100 ⇒ 81
Attack 2 on 3: 1d20 + 14 ⇒ (3) + 14 = 17 Miss chance 1-20 bad: 1d100 ⇒ 68

Damage Attack 1: 2d8 + 16 + 2d6 ⇒ (2, 2) + 16 + (3, 1) = 24
Damage Attack 2: 1d8 + 8 + 2d6 ⇒ (8) + 8 + (2, 4) = 22

That should kill number 3

Zull lashes out at the hound still standing by Cedric but has no luck because of their thick skin.

Sidious and Drax continue to watch unable to effect the battle much.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Will Save Cedric: 1d20 + 16 ⇒ (11) + 16 = 27
Will Save Sidious: 1d20 + 10 ⇒ (5) + 10 = 15
Will Save Zull: 1d20 + 3 ⇒ (10) + 3 = 13
Will Save Drax: 1d20 + 6 ⇒ (9) + 6 = 15

Everyone but Cedric has Haste dispelled.

Perception: 1d20 + 17 ⇒ (16) + 17 = 33
Cedric feels the magic wash over him, but remains unaffected. He curses as the fog appears then he listens and hears the first hound. Using his enhances speed he stumbles forward to find the creature where he attacks it.

Attack: 1d20 + 18 + 1 ⇒ (15) + 18 + 1 = 34
Miss chance: 1d100 ⇒ 37 Hit! I always do these as Low bad high good so 1-20 would have missed.

Damage: 1d8 + 8 ⇒ (7) + 8 = 15 + Fire: 2d6 ⇒ (3, 6) = 9

"Zull, advance to me. Destroy these creatures."

Zull advances and one of his chains lashes out.

Chain Attack: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 2d4 + 2 ⇒ (4, 3) + 2 = 9

"Sidious continue to hold for healing."

"Yes my master..."


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Vacation is over and parents have gone. Returning to normal posting now. Catching up. :)


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Cedric under the effects of Agrippa's haste advances. He takes note of the fireball and unleashes his own blast of hellfire at the beast.

Devastating Blast Fire: 4d6 ⇒ (6, 5, 6, 2) = 19 DC 21 reflex

"Zull bring your chains and defend the sanctum from these creatures."

The Devil animates his dancing chains and follows his commander into battle standing beside him waiting on the beast.

Sidious stays back watching things unfold. He send Drax forward into the air and invisible. He will be in position for Sidious to heal his companions if need be.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

makes since. will do :)


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

The bearded devil is Johan's


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Cedric is last I will wait for others to post.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Nice thanks for posting that. Now if he fails that should end it :)


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

It gets another save on it's Init. If it fails Hexor or Vexor whichever one is to the top of it can 5' step and do a Coup de grace. I will wait to post based on if it makes or fails its save.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Even though we are there and kind of on alert I assume we are sitting around talking and relaxing. It would be unrealistic to think otherwise unless we were doing guard duties.

"My lord, we have company."

Sidious stands and chants some divine words as Fervor takes hold of those in the room bolstering their prowess. Drax goes invisible and takes to the air.

Cast Blessing of Fervor: Targeting Cedric, Hexor, Vexor, Zull, Sidious, Drax

"Is that thing made of mud? No matter. Hexor, Vexor destroy it. Zull bring your chains we have work to do. Well done Sidious."

Cedric leaps up with speed thanks to the spell from his companion. He readies his shield and attempts to take the creatures sight.

Zull takes his place by Cedric with his chains dancing about.

Cast Blindness DC 19 Fort Save


Blessing of Fervor Choices

1. Increase its speed by 30 feet.
2. Stand up as a swift action without provoking an attack of opportunity.
3. Make one extra attack as part of a full attack action, using its highest base attack bonus.

4. Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

5. Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Go get em.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

With no other threat presenting itself Cedric talks with Sidious and they decide to move into the Sanctum for the remaining days. Zull and Drax will keep watch with the Hexor and Vexor while Cedric and Sidious discuss the future of the land and what the tears of Vetra Kali will do to the people.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

The gorgimera can't fly. You think you can convince Agrippa to wait there ready to cast fly on it when or if the dragon shows up? We have no control of the wisps or way to communicate. We have stuck a beneficial accord. They prefer the fear aura of were they are. How do you plan on getting them to fly up after the dragon or anything else?


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

I posted assuming he was up against a barrier as you stated. I assumed since his dispel attempt was thwarted he couldn't move back that is why I posted what I did.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

With only 4 days left why would we not focus all our efforts there. What does the rest of the horn matter at this point?


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

I think Cedric finished it off. I couldn't flee and only had 35hp left after the previous round before Cedric just hit it two more times. It also took 18 more points from the previous round.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Yeah I would say it doesn't come up very often. There are lots of threads titled dispel magic vs "insert other spell" but only two that I came across that mentioned using dispel against dispel. Weird situation indeed.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

So I couldn't find any official RAW ruling or anything. Found a handful of people saying the same thing I am if you have the same spell prepared there is no check it just happens. It gets a bit fuzzy if you are readying to dispel using dispel magic then yes that requires a role. In this case though Sidious Identified the spell in a previous round and prepared to Counterspell it just so happens the spell being cast was dispell magic witch he had so boom dispelled no check. Works pretty much like if you put dispel magic in a ring of couterspells to protect you from being debuffed.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Description was fine. His dispel was countered.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

He couldn't escape. I put up for you how couterspell magic works. Unless he could still fly back with the barrier in tact. You only make a caster level check using dispel magic if you don't have the same spell prepared to give up. If you do it is just countered. Hence Sidious used dispel magic to counter dispel magic


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

It's not an anitpaladin ability it is Conductive Weapon Cost 2 uses of the ability each time you use it, can be done once per round.

Counterspell:

f the target of your counterspell tries to cast a spell, make a Spellcraft check (DC 15 + the spell's level). This check is a free action. If the check succeeds, you correctly identify the opponent's spell and can attempt to counter it. If the check fails, you can't do either of these things.

To complete the action, you must then cast an appropriate spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared (or have a slot of the appropriate level available), you cast it, creating a counterspell effect. If the target is within range, both spells automatically negate each other with no other results.

Sidious gives up his dispell magic slot and it counters the creatures dispell as they are the same spell. Dispell magic only has to make a Caster level check if you are not casting the same spell as the caster.

Forgot to add smite damage from last attack. It was the first hit so it takes 18 points.

Attack w/ Power Attack: 1d20 + 18 + 7 + 1 - 3 ⇒ (15) + 18 + 7 + 1 - 3 = 38
Attack w/ Power Attack: 1d20 + 13 + 7 + 1 - 3 ⇒ (1) + 13 + 7 + 1 - 3 = 19 Auto Miss
Haste Attack w/ Power Attack: 1d20 + 18 + 7 + 1 - 3 ⇒ (9) + 18 + 7 + 1 - 3 = 32

Damage attack 1: 1d8 + 14 + 9 ⇒ (3) + 14 + 9 = 26 + Fire: 2d6 ⇒ (5, 5) = 10
Damage Haste Attack: 1d8 + 14 + 9 ⇒ (8) + 14 + 9 = 31 + Fire: 2d6 ⇒ (2, 5) = 7

"Well done Sidious. Be on guard. Surely this thing didn't come alone."

Cedric stands over the dead celestial.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Zull lashes out at the creature with his dancing chains:
Chain Attack: 1d20 + 11 ⇒ (2) + 11 = 13
Chain Attack: 1d20 + 11 ⇒ (18) + 11 = 29
Chain Attack: 1d20 + 11 ⇒ (5) + 11 = 16
Chain Attack: 1d20 + 11 ⇒ (8) + 11 = 19

Damage: 2d4 + 2 ⇒ (1, 2) + 2 = 5

Sidious calls out: "My lord it tried to escape again, but failed to cast the spell. I will continue to prevent it from leaving."

He readies again to counter the magic of the creature as Drax flies forward positioning himself if he is needed.

"Good Sidious. Now taste the hell fire of Asmodeus celestial scum."

Cedric advances toward the Celestial cutting at it with his blazing sword.

Sword Attack w/ Touch of Corruption and Power Attack: 1d20 + 18 + 7 - 3 ⇒ (9) + 18 + 7 - 3 = 31
Damage: 1d8 + 14 ⇒ (2) + 14 = 16 + Negative Energy: 4d6 ⇒ (5, 5, 6, 3) = 19 + Fire: 2d6 ⇒ (2, 3) = 5 35 + 5 fire no DR, DC 23 Fort save or Dazed for a round.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

That's what I'm doing. Seems easier for init tracking and posting


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Spell Craft Sidious: 1d20 + 11 ⇒ (11) + 11 = 22

"My lord the creature is attempting to flee. I will keep him from doing so."

Sidious moves forward and readies to counter if the Agothian attempts to cast again.

"Well done Sidious. Zull advance on in. I will as well."

Zull move toward the creature and uses his gaze. DC 15 will save or be shaken for 1d3 ⇒ 1 rounds.

Cedric double moves forward, and drax flies forward as well.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Thanks for letting us know. IF you need a quick break take it.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Cool

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