Trumpet Blower

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138 posts. Alias of Mage of the Wyrmkin.


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Garsita advances and attacks again with her glaive.

Glaive to hit: 1d20 + 6 ⇒ (10) + 6 = 16

Damage: 1d10 + 4 ⇒ (10) + 4 = 14

The summoned elemental (green) coordinates with Tiny Pebble to surround and destroy the nasty mirror. He steps up (5' step) and punches out.

To hit, Flank, Earth Mastery, Power Attack: 1d20 + 6 + 2 + 1 - 1 ⇒ (20) + 6 + 2 + 1 - 1 = 28

Slam, Earth Mastery, Power Attack: 1d6 + 4 + 1 + 3 ⇒ (6) + 4 + 1 + 3 = 14

Crit confirm for green.

Crit confirm, Flank, Earth Mastery, Power Attack: 1d20 + 6 + 2 + 1 - 1 ⇒ (15) + 6 + 2 + 1 - 1 = 23

Slam, Earth Mastery, Power Attack: 1d6 + 4 + 1 + 3 ⇒ (6) + 4 + 1 + 3 = 14


The summoned (green) elemental tries to earn his keep. He punches out again.

Slam, Earth Mastery, Power Attack: 1d20 + 6 + 1 - 1 ⇒ (6) + 6 + 1 - 1 = 12

Slam, Earth Master, Power Attack: 1d6 + 4 + 1 + 3 ⇒ (6) + 4 + 1 + 3 = 14


Igor yells to Garsita to take cover against the opposing wall. The cleric lashes out yet again with her glaive and then moves away.

Garsita, to hit with Glaive: 1d20 + 6 ⇒ (10) + 6 = 16

damage: 1d10 + 4 ⇒ (7) + 4 = 11


@DoubleGold - Garsita should get an attack of opportunity as well as she has a reach weapon. I will roll all of the attacks of opportunities for all the characters now and then post their turns latter. Unfortunately I have been drafted for real life gardening duty. ;)

Garsita attempts to cut the mirror down with her glaive.

To hit, Melee vs Prone: 1d20 + 6 + 4 ⇒ (4) + 6 + 4 = 14

damage: 1d10 + 4 ⇒ (8) + 4 = 12

The (green) earth elemental tries to kick the mirror as it rises.

Slam, Earth Mastery, Power Attack, Melee vs Prone: 1d20 + 6 + 1 - 1 + 4 ⇒ (9) + 6 + 1 - 1 + 4 = 19

Slam, Earth Mastery, Power Attack: 1d6 + 4 + 1 + 3 ⇒ (2) + 4 + 1 + 3 = 10


Garsita steps back and tries to bring her glaive down on the mirror.

Attack: 1d20 + 6 ⇒ (3) + 6 = 9

Damage: 1d10 + 4 ⇒ (2) + 4 = 6

There are just not enough bonuses to make that a hit! :)


The newly summoned earth elemental waits dutifully for Igor's spell to trigger (and hopefully drop the mirror to the floor) before attempting to clobber it with a stony fist.

Slam,Earth Mastery,Power Attack: 1d20 + 6 + 1 - 1 ⇒ (18) + 6 + 1 - 1 = 24

Slam,Earth Mastery, Power Attack: 1d6 + 4 + 1 + 3 ⇒ (2) + 4 + 1 + 3 = 10


Goran only has a 5 foot step remaining in his surprise round. I have moved him 5 feet away from the lizard people.


It is actually quite a lot of information when you think about it. There are a limited number of possible creatures that fits within the criteria given. That is, intelligent, stealthy, four legged, medium sized and probably in the CR 2-3 range due to the fact that there are four of them. My guess is worg but any stealthy intelligent predator will do. :)


@Ting - Rawk-N-Role did point out the positions of four opponents as is indicated on the map (see Gm's post right above yours). :)

@GM Jhaeman - The map is good. Theatre of the mind and PF do not mesh that well. :)


Fireball is d6/level. Let me help you. :)

Missing Fireball damage: 3d6 ⇒ (3, 5, 3) = 11


Zarzucket can just make out Omen's form. She lets a trio of mystical bolts loose at the solarian.

Magic Missile, Full Round action: 3d4 + 3 ⇒ (4, 3, 1) + 3 = 11


The hounds appear and are directed by the mage to get to the bottom of this mystery.

Survival, Hound 1: 1d20 + 14 ⇒ (6) + 14 = 20

Survival, Hound 2: 1d20 + 14 ⇒ (6) + 14 = 20

Survival, Hound 3: 1d20 + 14 ⇒ (4) + 14 = 18

If scent can be used to follow the trail then it would be an automatic success as the DC would be only 10 (and not 25). They are hounds after all. :)

Next time I will just go with an auto-aid and then take 10 for the win. This dice roller is evil and defies the laws of probability on a regular basis. :)


Just for clarification and to make the GM's life easier, here are the rules for negative levels. For each negative level your character has your character is at -1 to level based abilities,attack,cmb,cmd,saves and skills rolls as well as -5 hit points both current and total. This will impact the damage of bombs, spells, breath weapon etc. as they are level based.

This means (unfortunately) that most of the party will be at -3 or -4 on their Will save against the confusion effect.

@Ebonfist - Yellow gets a save at the end of his turn to regain his sight from Glitterdust. The Will DC is 14.

Frantz is suddenly thrust into the action.

"Whoa, what is that sound?"

Will save vs Confusion: 1d20 + 3 ⇒ (12) + 3 = 15

Rounds of Confusion: 1d4 ⇒ 1

Confusion effect: 1d100 ⇒ 78

Frantz moves to attack Myth (the nearest creature) with his claws. He flies forward and misses horribly.

claw 1: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d3 + 1 ⇒ (3) + 1 = 4

claw 2: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d3 + 1 ⇒ (1) + 1 = 2


"But, but ... I don't have any magical protection!"

The mephit exclaims as he sees his fancy pants cousin decked out in all his gear. Frantz shrugs knowing that with all these big shots around no one is likely to bother him.

"Alright, first one to the finish line wins."

Frantz does not climb as his cousin does and he stays closer to the ground. He targets yellow with a blast of magical salt.

Glitterdust cast on Yellow. He must make a DC 14 Will save or be blinded.

Hopefully one will stick and at least with Glitterdust you do not have to worry about SR.


Both Frantz and Tzleztor jeer at Xilt who have left them in the protective shell.

"Hey, we are not babies you know. We can help!"

Tzleztor is particularly animated over the unauthorised use of his staff.

"Not fair! I get dibs on the Spark Staff in the next combat."


"Long time no see. We were fighting Hell Cats the last time you rung but now I can see it is so much worse."

Frantz is the mephit with the red square border.


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@GM Roll4initiative - I am continuing to bot Jilla.

The gnome is done being a wrestler for this fight. She doubt that she can top what she has just done. She moves towards the stairs and focuses her fey powers. Suddenly huge chucks of wood begin flying at the last remaining statue.

Wood Blast: 1d20 + 4 ⇒ (15) + 4 = 19

Damage: 1d6 + 3 ⇒ (5) + 3 = 8

I believe that DR would apply here as it is a physical attack.

Jagged Peak decides to skirt around the grease pile and takes a swing at blue.

Slam,Earth Mastery, Power Attack: 1d20 + 6 + 1 - 1 ⇒ (2) + 6 + 1 - 1 = 8

Damage, Earth Mastery, Power Attack: 1d6 + 4 + 1 + 3 ⇒ (6) + 4 + 1 + 3 = 14

AC:17
Hit Points:13
Round 5 of 6.


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@GM Roll4initiative - I will continue to bot Jilla.

The sturdy matron of the martial arts takes the blow from the animated statue in stride. She quips backs as she attempts to pin her opponent.

"Now it is time to put you in my Deep-Fried Pretzel Lock."

Grapple check to pin, Improved Grapple, Aid, bonus for the grapple not being interrupted: 1d20 + 3 + 2 + 2 + 5 ⇒ (17) + 3 + 2 + 2 + 5 = 29

Pink should have the Pinned condition and be at -4 to AC among other penalties.

Jagged Peak head bashes the statue to prove once again that earth beats stone.

Slam,Earth Mastery,Flanking, Power Attack: 1d20 + 6 + 1 + 2 - 1 ⇒ (3) + 6 + 1 + 2 - 1 = 11

Damage, Earth Mastery, Power Attack: 1d6 + 4 + 1 + 3 ⇒ (5) + 4 + 1 + 3 = 13

It is a hit only because of the pin and the flank. :)

AC:17
Hit Points:13
Round 4 of 6.


@GMRoll4initiative - I believe that yellow should now be at -36 hit after Drukpa hit with both claw attacks. I will bot Jilla to keep the game moving. She does have Improved Grapple so she will not provoke at least. :)

The lithe gnome wrestler is not deterred from her first unsuccessful grappling attempt.

"Sometimes your buns don't rise the first time around. They need to be proofed again."

Jilla lunges herself at pink in proud luchador tradition attempting the famous (or could be famous) gnome scissor hold.

Grapple,Improved Grapple: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22


@GM Roll4initiative - I believe that Tiny Pebble's attack of opportunity against yellow when it stood up would have hit as well (hits AC 27, 10 damage). So yellow should be at -27 hp if you account for its DR. :)

At Igor's direction Jagged Peak moves carefully into a flanking position with Tiny Pebble before giving pink a mighty kick.

Slam,Earth Mastery, Flanking, Power Attack: 1d20 + 6 + 1 + 2 - 1 ⇒ (6) + 6 + 1 + 2 - 1 = 14

Damage,Earth Mastery, Power Attack: 1d6 + 4 + 1 + 3 ⇒ (2) + 4 + 1 + 3 = 10

AC:17
Hit Points:13
Round 3 of 6.


At the direction of Igor Jagged Peak takes a step through the rock to be across from Drukpa. Emerging partially out of the rock face a big fist now attempts to smash down on green.

Slam,Flanking,Earth Mastery, Power Attack: 1d20 + 6 + 2 + 1 - 1 ⇒ (6) + 6 + 2 + 1 - 1 = 14

Slam,Earth Mastery, Power Attack: 1d6 + 4 + 1 + 3 ⇒ (6) + 4 + 1 + 3 = 14

5 foot Earth Glide followed by a slam. If permitted by the GM Jagged Peak will be partially covered by the rock face.

AC:17 (21 if cover is allowed)
Hit Points:13
Round 2 of 6.


Igor's summoning spell is completed and a slightly smaller copy of Tiny Pebble appears right next to Jilla. Igor commands it in Terran to pass through the wall to attack green.

Jagged Peak (or JP) jumps through the wall and tries to give green a fistful.

Slam,Earth Mastery,Power Attack: 1d20 + 6 + 1 - 1 ⇒ (2) + 6 + 1 - 1 = 8
Damage, Bludegoning,Power Attack, Earth Mastery: 1d6 + 4 + 3 + 1 ⇒ (2) + 4 + 3 + 1 = 10

AC:17
Hit Points:13
Round 1 of 6.


Helgar agrees with Quenly and he sends in the kytons to enforce his will.

Betsy smiles.

"Yes, we will force her back into chains. A worthy goal."

"Attack girls until she submits completely."

Cara steps forwards and opens the door. She then reaches out with a single chain.

Cara:

To Hit Augmented: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
Damage, Augmented: 2d4 + 2 + 2 ⇒ (3, 3) + 2 + 2 = 10

Betsy steps behind Cara and lashes out with all four chains.

To Hit Augmented, Chain 1: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32
Damage, Augmented: 2d4 + 2 + 2 ⇒ (4, 4) + 2 + 2 = 12

To Hit Augmented, Chain 2: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
Damage, Augmented: 2d4 + 2 + 2 ⇒ (3, 1) + 2 + 2 = 8

To Hit Augmented, Chain 3: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Damage, Augmented: 2d4 + 2 + 2 ⇒ (3, 4) + 2 + 2 = 11

To Hit Augmented, Chain 4: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Damage, Augmented: 2d4 + 2 + 2 ⇒ (2, 2) + 2 + 2 = 8

Des then moves into the room and flails out with a single chain.

To Hit Augmented: 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19
Damage, Augmented: 2d4 + 2 + 2 ⇒ (2, 2) + 2 + 2 = 8

Ann with her wounds now completely healed moves into the room daring Illia to attack her(her movement provokes) before attempting to strike her in return.

To Hit Augmented: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
Damage, Augmented: 2d4 + 2 + 2 ⇒ (3, 4) + 2 + 2 = 11


Cara, Betsy and Des reach out with their long chains.

They have 10 feet reach with their chains. :)

Attacks of Opportunity:

Cara:

To Hit, Augmented: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
Damage,Augmented: 2d4 + 2 + 2 ⇒ (4, 1) + 2 + 2 = 9

Betsy:

To Hit, Augmented: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33
Damage,Augmented: 2d4 + 2 + 2 ⇒ (4, 2) + 2 + 2 = 10

Crit Confirm:

To Hit, Augmented: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23
Damage,Augmented: 2d4 + 2 + 2 ⇒ (4, 1) + 2 + 2 = 9

Des:

To Hit, Augmented: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18
Damage,Augmented: 2d4 + 2 + 2 ⇒ (2, 2) + 2 + 2 = 8


Betsy the leader of the gang calls out to the other kytons.

"All right girls. You have heard the master. It is time to do what we do best and this time it looks like her flesh is so nice and soft."

The wounds inflicted on Ann and Des begin to heal (Regeneration 2) and they do not even look as damaged as one would imagine (DR 5).

Cara and Betsy are closer and advance chains in hand.

Cara:
To hit, Augmented, Flanking: 1d20 + 11 + 2 + 2 ⇒ (15) + 11 + 2 + 2 = 30
Damage,Augmented: 2d4 + 2 + 2 ⇒ (4, 4) + 2 + 2 = 12

Betsy:
To hit, Augmented, Flanking: 1d20 + 11 + 2 + 2 ⇒ (7) + 11 + 2 + 2 = 22
Damage,Augmented: 2d4 + 2 + 2 ⇒ (3, 3) + 2 + 2 = 10

Ann and Des do not fully close the distance but attempt to frighten her instead.

Ann:
Intimidate to demoralize: 1d20 + 12 ⇒ (1) + 12 = 13

Des:
Unnerving Gaze Will DC 15 or be shaken for 1d3 rounds.
rounds shaken: 1d3 ⇒ 1


The Kyton all advance carefully. Ann and Des step into flanking position.

Ann:

Chain 1, Flanking, Augmented: 1d20 + 11 + 2 + 2 ⇒ (15) + 11 + 2 + 2 = 30
Damage. Augmented: 2d4 + 2 + 2 ⇒ (1, 4) + 2 + 2 = 9

Chain 2, Flanking, Augmented: 1d20 + 11 + 2 + 2 ⇒ (1) + 11 + 2 + 2 = 16
Damage. Augmented: 2d4 + 2 + 2 ⇒ (2, 1) + 2 + 2 = 7

Chain 3, Flanking, Augmented: 1d20 + 11 + 2 + 2 ⇒ (10) + 11 + 2 + 2 = 25
Damage. Augmented: 2d4 + 2 + 2 ⇒ (4, 2) + 2 + 2 = 10

Chain 4, Flanking, Augmented: 1d20 + 11 + 2 + 2 ⇒ (6) + 11 + 2 + 2 = 21
Damage. Augmented: 2d4 + 2 + 2 ⇒ (3, 3) + 2 + 2 = 10

Des:

Chain 1, Flanking, Augmented: 1d20 + 11 + 2 + 2 ⇒ (6) + 11 + 2 + 2 = 21
Damage. Augmented: 2d4 + 2 + 2 ⇒ (1, 1) + 2 + 2 = 6

Chain 2, Flanking, Augmented: 1d20 + 11 + 2 + 2 ⇒ (20) + 11 + 2 + 2 = 35
Damage. Augmented: 2d4 + 2 + 2 ⇒ (2, 4) + 2 + 2 = 10

Chain 3, Flanking, Augmented: 1d20 + 11 + 2 + 2 ⇒ (14) + 11 + 2 + 2 = 29
Damage. Augmented: 2d4 + 2 + 2 ⇒ (4, 4) + 2 + 2 = 12

Chain 4, Flanking, Augmented: 1d20 + 11 + 2 + 2 ⇒ (15) + 11 + 2 + 2 = 30
Damage. Augmented: 2d4 + 2 + 2 ⇒ (1, 2) + 2 + 2 = 7

Betsy:

Chain 1, Augmented: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
Damage. Augmented: 2d4 + 2 + 2 ⇒ (2, 3) + 2 + 2 = 9

Chain 2, Augmented: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23
Damage. Augmented: 2d4 + 2 + 2 ⇒ (1, 1) + 2 + 2 = 6

Chain 3, Augmented: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29
Damage. Augmented: 2d4 + 2 + 2 ⇒ (2, 4) + 2 + 2 = 10

Chain 4, Augmented: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29
Damage. Augmented: 2d4 + 2 + 2 ⇒ (4, 1) + 2 + 2 = 9

Cara:

Chain 1, Augmented: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14
Damage. Augmented: 2d4 + 2 + 2 ⇒ (4, 1) + 2 + 2 = 9

Chain 2, Augmented: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23
Damage. Augmented: 2d4 + 2 + 2 ⇒ (3, 2) + 2 + 2 = 9

Chain 3, Augmented: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
Damage. Augmented: 2d4 + 2 + 2 ⇒ (1, 2) + 2 + 2 = 7

Chain 4, Augmented: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14
Damage. Augmented: 2d4 + 2 + 2 ⇒ (4, 1) + 2 + 2 = 9

Des: Chain 2 Critical confirm:

Chain 2, Flanking, Augmented: 1d20 + 11 + 2 + 2 ⇒ (18) + 11 + 2 + 2 = 33
Damage. Augmented: 2d4 + 2 + 2 ⇒ (1, 3) + 2 + 2 = 8

It looks like only 10 points of damage is getting through the DR and most of it is from the critical hit. DR shuts down kytons hard! :)


@GM Jhaeman: As it is a surprise round I am going to assume that the kytons are only able to attack once each this round and not full attack.

Ann, Betsy, Cara and Des appear in position around the devourer and lash out with their chains.

Ann:
Flanking,Augmented: 1d20 + 11 + 2 + 2 ⇒ (16) + 11 + 2 + 2 = 31
Damage, Augmented: 2d4 + 2 + 2 ⇒ (1, 2) + 2 + 2 = 7

Besty:
Flanking,Augmented: 1d20 + 11 + 2 + 2 ⇒ (11) + 11 + 2 + 2 = 26
Damage, Augmented: 2d4 + 2 + 2 ⇒ (1, 2) + 2 + 2 = 7

Cara:
Flanking,Augmented: 1d20 + 11 + 2 + 2 ⇒ (16) + 11 + 2 + 2 = 31
Damage, Augmented: 2d4 + 2 + 2 ⇒ (2, 3) + 2 + 2 = 9

Des:
Flanking,Augmented: 1d20 + 11 + 2 + 2 ⇒ (5) + 11 + 2 + 2 = 20
Damage, Augmented: 2d4 + 2 + 2 ⇒ (3, 2) + 2 + 2 = 9


Fort save: 1d20 + 3 ⇒ (15) + 3 = 18

It seems like the eagle is still not tripping out from the spores. Go eagle! :)


The celestial eagle tries to take a bite out of the nasty plant creature.

Bite: 1d20 + 3 ⇒ (8) + 3 = 11

Damage, Smite Evil +1 point if evil: 1d4 ⇒ 3

An active "threat" to the plant creature. That has to be worth something. :)


Relgar finishes off his summoning and a celestial eagle appears below him. The eagle flies towards the plant creature.

Fort save vs spores: 1d20 + 3 ⇒ (11) + 3 = 14

Sadly I fear that is not high enough. :)

Beetle Round 2/3.
Eagle Round 1/3.


Relgar's summoning finally ends and then a celestial fire beetle appears. The giant sized insect flies next to it and attempts to bite it.

Bite attack, Smite Evil: 1d20 + 1 ⇒ (4) + 1 = 5
Damage, +1 if evil: 1d4 ⇒ 2

Fire beetles are fairly useless but they are the only summon at level 1 which are immune to Mind Affecting Effects. Hopefully it will be a nice distraction.

AC:12 HP:4 Fort: +2


The celestial eagle continues its attack on the porcupine attempting to hover in place.

Fly DC 15: 1d20 + 8 ⇒ (4) + 8 = 12

As the eagle failed his fly check by less than five so he does not fall but it is forced to move.

As the eagle is unable to stay in place he moves on to the next target. Hopefully the humanoid will be less prickly.

Bite: 1d20 + 3 ⇒ (8) + 3 = 11

Damage: 1d4 ⇒ 3


A celestial eagle appears right next to Relgar as his spell completes. The creatures flies out of the cloud and attacks the nearest enemy with an downward peck.

Summon Monster 1, CL 3
To Hit: 1d20 + 3 ⇒ (10) + 3 = 13
Damage,Smite Evil: if evil add 1 point of damage: 1d4 ⇒ 2

The eagle has a height advantage so potentially you can add an additional +1 to its attack. As the creature is of animal intelligence I did not have him attempt to setup a flank with Jack.

Eagle AC 14
Hit Points 5


"Hey no fair!" Frantz calls out as he sees his cousin all decked out with fancy equipment.

"Wait for me."

Frantz double moves and is now flying 20 feet off the ground.


Frantz suddenly winks back into play. The sea-salt coloured mephit flies right behind Monkey Boy before sprinkling some extra-dimensional seasoning in the other hellcat's (blue) eyes.

"We will have them on the run in no time."

Glitterdust Will DC 14, SR NO, CL 6


Five round in the past

As Tzleztor summons his cousin Frantz in a puff a smoke his eyes light up with excitement. The blue tinged mephit nods to his family relation.

"Nice to see you cuz. It looks like you must be in a real fix. All this time away from home and you never call. Until now..."

Tzleztor: "And how. I will fill you in real quick. We are stuck with two flying baddies and the master's magic is not working. In fact no magic is working properly so watch yourself."

Present time

Frantz takes a position with the party awaiting these strange flying cats.

Frantz is a bog standard salt mephit with an AC of 17 and a CMD of 15.


@GM Jhaeman - Correction round 13 if we continue on with our current combat counter so effectively 7 rounds in the future. :)


The bralani grinds the devil's bones to dust. He then turns to heal the damaged party members to the best of his abilities. The azata casts Mirror Image on himself and then flies to the middle of the fountain and transforms into humanoid form. Only then does he retrieve the dead body for the party to examine.

CSW,CL6 on Monkey Boy: 3d8 + 6 ⇒ (1, 7, 6) + 6 = 20

CSW,CL6 on Setare: 3d8 + 6 ⇒ (8, 6, 3) + 6 = 23

Mirror Image, CL6: 1d4 + 2 ⇒ (1) + 2 = 3

Monkey Boy is healed 20 hit points (down only 6), Setare is fully healed.

@GM Jhaeman - We should be at the beginning of round 9 (for tracking the duration of the summon and other effects like Chaine's Lion Call) when the azata retrieves the body. This is enough time for Xilt to finish his preparations and rejoin the party. This is in case any effect or combat is triggered by this action.


The bralani nods but is slightly miffed as well. He has been fighting evil for a very long time, much longer than this upstart wizard has been alive. Nevertheless another blast of harmful wind is released in the bone devil's direction.

Whirlwind blast, 20 foot line, reflex dc 17 for half damage: 3d6 ⇒ (4, 3, 2) = 9

Unconscious creatures are treated as having a dexterity of 0 so the devil should have some fun trying to make his reflex save now. :)


As directed the bralani waits only the briefest of moments before acting. Once the mephit has illuminated the bone devil the azata steps gingerly into position and sends forth a wave of scouring wind to scrape clean the bones of their insectile opponent.

Whirlwind Blast, 20 foot line, Reflex DC 17 for half damage: 3d6 ⇒ (5, 2, 6) = 13

The Whilwind Blast is supernatural and untyped so it should bypass both SR and DR. It is not a whole lot of damage however. :)

While logically one would think that the wind effect would negate the Glitterdust effect apparently Glitterdust particles cannot be removed. They are just so sticky and irritating. Perfect for a Salt Mephit. :)


Monkey Boy posted his actions in the Discussion thread. I am just moving the contents of the post over here so as not to delay the game. :)

Monkey Boy surges forward, clicking his heels together as he does.

Activate Daredevil Softpaw Boots 9/10

With nearly the speed of Chaine's steed, he moves past Setare and tries to dive past Yellow.

Acrobatics past Yellow at Full Speed

Acrobatics 19+5-10: 1d20 + 14 ⇒ (14) + 14 = 28

If this fails, Monkey Boy's AC vs AoOs is 37 due to Mobility.

With a nod to Setare, Monkey comes to a stop, and launches a Russian legsweep at Yellow.

Improved Trip: 1d20 + 20 ⇒ (3) + 20 = 23

Monkey Boy pauses for a moment to appreciate the two Bodyguards being beside each other.

If Setare is attacked, will use Bodyguard up to 4 times, fails on a 1 only, +3 AC

Monkey Boy addresses to pack of Zombies.

"To the Boneyard with the lot of you."


Relgar's celestial eagle appears across from Drupka. The summoned creature attacks the now prone and dying Krant.

Bite, Flanking, Prone: 1d20 + 3 + 2 + 4 ⇒ (17) + 3 + 2 + 4 = 26

Damage, Smite Evil: 1d4 + 1 ⇒ (3) + 1 = 4

Claw 1, Flanking, Prone: 1d20 + 3 + 2 + 4 ⇒ (6) + 3 + 2 + 4 = 15

Damage, Smite Evil: 1d4 + 1 ⇒ (2) + 1 = 3

Claw 2, Flanking, Prone: 1d20 + 3 + 2 + 4 ⇒ (16) + 3 + 2 + 4 = 25

Damage, Smite Evil: 1d4 + 1 ⇒ (1) + 1 = 2

I am surprised that the chained barbarian did not die instantly when he fell unconscious but we can finish the job. :)


The frog hops in for the kill and hopefully a snack.

5' step and coup de gras.

Damage, automatic critical: 2d6 + 12 ⇒ (4, 4) + 12 = 20

It would need a Fortitude save DC 30 now but I think that she is quite dead now. With Fast Healing once you hit negative Con it is game over. :)


Finally a bit of luck. :)

The frog is wondering why this strange looking lady is so hard to hit. Still he can try again.

Bite,Advanced,Bard Song: 1d20 + 3 + 2 + 1 ⇒ (8) + 3 + 2 + 1 = 14

Damage,Advanced (Strength of 19), Bard Song: 1d6 + 6 + 1 ⇒ (2) + 6 + 1 = 9

But not for the froggie! :)


Froggie is hungry so he attempts another bite.

Bite, advanced template, Bard Song: 1d20 + 3 + 2 + 1 ⇒ (13) + 3 + 2 + 1 = 19

Damage,advanced template (Strength 19),Bard Song: 1d6 + 6 + 1 ⇒ (5) + 6 + 1 = 12

Another swing and probably another miss. :) This might turn out to be a long combat after all.


The advanced giant frog leaps into action. He advances to the doorway and waits to spring upon the chained creature.

The system ate my previous post. The frog's readied bite attack was only a 10 so surely a miss. It does make a nice big target however. :)

Current AC:16 Hit points:19


The azata offers to heal people before disappearing back to her own dimension.

Cure Serious Wounds #1: 3d8 + 6 ⇒ (1, 3, 3) + 6 = 13

Cure Serious Wounds #2: 3d8 + 6 ⇒ (2, 1, 4) + 6 = 13


The bralani is shaken by the wave of powerful negative energy. However Tad's divine glow brings her almost back to full health.

Will,Pro. from Evil: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15

"That was righteous. Thanks!"

She is down only four hit points.

The azata almost glides along the ground and then unloads another bolt of lightning that almost hits the wall before curving right into the drow before fizzing out. The electricity does not even ... curl her hair.

SR check: 1d20 + 6 ⇒ (2) + 6 = 8

Lightning Bolt, Reflex DC 15 for half damage: 6d6 ⇒ (5, 4, 6, 5, 6, 2) = 28

I used option 2 (for line attacks) if anyone is curious. :)


The bralani hustles back into the room now that she has regained control of her actions with the help of Thaddeus' blessing.

Protection from Evil, Communal is up on the bralani.

"I'm back."


The bralani beams back with gratitude at Thaddeus as the enchantment is suppressed by the protection from evil spell. She reflexively wipes away the wet spot left behind by the licking touch.

"Thanks."

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