Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 Malgrim closes the door when he hears what Amaimon says. I did not look over. I know he is there already. "Let's go around the corner. We know what is behind us already." Malgrim says and starts heading onward.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 Perception: 1d20 + 23 ⇒ (17) + 23 = 40 "The dwarf is coming back." Malgrim whispers to his new companions.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 "Seems as good a path as any." Malgrim says as he moves to search for traps. Take 10 for a 33 to find traps.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 Malgrim sees the bloody footprints and blasts them with torrents of water to destroy the easy trace before heading up the stairs. My plan is to just leave a bloody pool behind us. Maybe it helps. Does Malgrim have bloody foot prints? Or is it just those with Curse of the Grave? If it only happens with those who have CotG, then maybe Amaimon could carry Marcus up the stairs to hide where we go.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 I don't remember, but did the stairs from D12 labeled E12 head up? Malgrim nods and moves quickly to the next door and looks for any traps before opening it. I will take 10 for a 33 to find traps and open it up if I do not see any.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 Malgrim gathers the forces of the elements to himself and sends a bolt of mud at the annoying ghost. Gather Power, create an Adamantine Composite Blast. 5 ft step towards the fight. Mud (Earth/Water) Blast w/Elemental Overflow , DA, IC: 1d20 + 16 + 4 - 3 + 2 ⇒ (4) + 16 + 4 - 3 + 2 = 23 Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow , DA, IC: 12d6 + 20 + 8 + 6 + 2 ⇒ (4, 6, 3, 1, 3, 2, 2, 5, 5, 6, 5, 5) + 20 + 8 + 6 + 2 = 83 Wow...Well, if a 23 hits, he takes a ton of damage.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 Malgrim creates a bat of mud and tries to smack the remaining dragonfly. "I do not think the ghost wants to help." he says with an angry tone as he smooshes the bug. Cast defensively. Gather Power, create a Kinetic Weapon of Composite Blast Mud and attack the last dragonfly. Mud (Earth/Water) Blast w/Elemental Overflow , PBS : 1d20 + 16 + 4 ⇒ (11) + 16 + 4 = 31 Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow: 12d6 + 20 + 8 ⇒ (4, 3, 2, 3, 5, 4, 4, 3, 1, 3, 3, 2) + 20 + 8 = 65 AC 31 for 65 magical, bludgeoning damage that is affected by DR. The Fire plane continues to mess with my rolling. :P I then 5 ft step to get a better angle down the hallway.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 Malgrim focuses and creates another spindle of mud to fling out at the dragonflies. I automatically cast defensively. Gather Power, create a Composite Mud Spindle and fling it at the square directly in front of Malgrim and the square directly north. It hits two 5 ft squares in case there are multiple dragonflies in a square. Spindle does half of rolled damage. Reflex DC 18 halves damage. Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow: 12d6 + 20 + 8 ⇒ (2, 1, 4, 1, 2, 3, 5, 1, 5, 2, 5, 2) + 20 + 8 = 61 30 damage or 15 damage if they make the reflex save.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 I say we push on with the fight. They can join in when they are ready to go. The GM has been pretty open to monstrous PC races. We had a Gnoll, I am a Hobgoblin.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 I am all for continuing on. I am really enjoying your run of this AP. I am sorry to hear that it did not work out with Vonna.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 Malgrim forms a spindle of mud and launches it at two of the dragonflies around Vonna. Gather Power, Cast defensively. I Automatically succeed. Create a Spindle of Composite Blast Mud and fling it at the two attacking Vonna.DC 18 Reflex. On a failure, they take half of the rolled damage. On a success they take a quarter damage. Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow: 12d6 + 20 + 8 ⇒ (4, 2, 5, 4, 4, 1, 3, 5, 3, 3, 2, 3) + 20 + 8 = 67 So 33 or 16 damage depending on if they succeed at the save.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 Vonna seems to want to just conserve resources. So maybe just do a Full Defensive action this turn.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 The argument would be that it is CMB, not Grapple CMB. But, frankly, I think that is a reasonable decision and I am not so invested as to search for a more distinct argument. As a ranged spellcasting class, Grapple is just sad for Malgrim, and it is ok for characters to have a big weakness. In the end, I just needed to know what to expect. That way I can determine if it is worth bothering to roll the concentration check. Against this tiger, its the difference between needing a 19 on the die instead of a 15. The 15 is worth fishing for, the 19 is not. And knowing that makes my life a lot easier moving forward.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 I will stick to my action since I made the roll. Thank you for correcting that. At least now I can punch it next turn if it is still around.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 So a rules question for you, Mitke. To cast in a grapple requires a concentration check of 10+CMB+Spell level. If a creature has Grab or Improved Grapple it has a bonus to CMB for grapple checks. Would that bonus be included in the DC to cast the spell, or would it be the CMD without the Grab or an Improved Grapple bonus? Against creatures like this Dire Tiger, the bonus added to the DC kicks it into the not likely to ever happen range.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 Does the Dire Tiger look strange? Is it huge instead of Large? Large quadrupeds don't generally have more then 5 ft reach. Does it look like this one has been altered by magic or turned into some kind of aberration? This kind of matters, because I cannot attack it and it can attack me. I guess I will try and break the grapple. Grapple Check+IC: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 Was the Dire Tiger in the right place? Shouldn't it be adjacent to Malgrim? If it was that would only be a 5 ft step for Amaimon, and he could do his full attack action. Being grappled is super sad for Malgrim, so I am going to wait to see if Amaimon kills the Dire Tiger before I act.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 I believe you did not remove the 77 damage from the Dire Tiger from my attack. I also have DR 10/Adamantine. Should I only be at -12 Hps?
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 Malgrim decides the cat is the bigger threat and gathers elemental forces to blast the beast! Gather Power, create an Adamantine Composite Blast and send it at the creature. Then I will 5 ft forward to protect the others. Sadly, still outside PBS. But such is life. Mud (Earth/Water) Blast w/Elemental Overflow , DA: 1d20 + 16 + 4 - 3 ⇒ (19) + 16 + 4 - 3 = 36 Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow , DA: 12d6 + 20 + 8 + 6 ⇒ (5, 6, 3, 5, 1, 4, 1, 6, 1, 4, 6, 1) + 20 + 8 + 6 = 77
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 "There are some doors there. I doubt we learn much by fighting the giant dragonflies, but we can search this area or just go for the doors." Malgrim says as he looks around for any hidden foes. Perception: 1d20 + 23 ⇒ (17) + 23 = 40
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 I have moved my icon to the curtain in D18.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 "Lets just move quickly I guess and find a way past this floor." Malgrim says. "If someone can detect magic as we go, that might save us some troubles since I cannot search for traps easily. We can walk through this area and then head through the smaller curtained area that heads south of where we are.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 "Seif did not mention anything before. I know little of the undead." Malgrim says with a shrug and mutters, "I am ready to be back to Golarion."
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 "Nasty spirit. We should move quickly through here. He seems to reform quickly." Malgrim says as he turns to continue through the curved room. I am going to take 10 for a 33 to search heading through D23 and the small side rooms for any traps or interesting things that may give a clue to this prison.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 Malgrim steps forward and glares at the creature as he summons more primordial elements to himself to blast the creature. He mutters, "Stupid fire realm keeps messing with me." 5 ft, Gather Power, create an Adamantine Composite Blast and Fire!. Since they are up in the air, I am not sure I can arc the blast. I am not adding cover since I am not sure. Please subtract for Cover as needed. Mud (Earth/Water) Blast w/Elemental Overflow , PBS , D, IC: 1d20 + 16 + 1 + 4 - 3 + 2 ⇒ (3) + 16 + 1 + 4 - 3 + 2 = 23
I am blaming this on Planar effects and Fire just hating water and earth. It's my theory and I am sticking to it. You do not have me as Shaken, so I did not add that in. Cover certainly makes me miss. If I am also still Shaken I just miss by more.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 Malgrim mutters a curse as he works to send another blast of mud at the undead creature. Gather Power, create an Adamantine Composite Blast. This is a spell for the purposes of Incorporeal. This is a spell and not a weapon, so I only get the attack bonus from IC. Mud (Earth/Water) Blast w/Elemental Overflow , PBS , DA, Shaken , IC: 1d20 + 16 + 1 + 4 - 3 - 2 + 2 ⇒ (3) + 16 + 1 + 4 - 3 - 2 + 2 = 21 Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow , PBS , DA: 12d6 + 20 + 8 + 1 + 6 ⇒ (1, 6, 6, 5, 2, 6, 3, 1, 1, 4, 1, 4) + 20 + 8 + 1 + 6 = 75 Awesome rolls so far.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 Malgrim gathers power to himself and creates a bolt of mud that he flings at the spectre. Gather Power, create an Adamantine Composite Blast. This is a spell for the purposes of Incorporeal. Mud (Earth/Water) Blast w/Elemental Overflow , PBS , DA, Shaken: 1d20 + 16 + 1 + 4 - 3 - 2 ⇒ (2) + 16 + 1 + 4 - 3 - 2 = 18 Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow , PBS , DA: 12d6 + 20 + 8 + 1 + 6 ⇒ (1, 3, 6, 2, 3, 3, 3, 6, 3, 4, 6, 5) + 20 + 8 + 1 + 6 = 80
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 I prefer to roll my saves. It's more interactive.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 Will Save: 1d20 + 11 ⇒ (8) + 11 = 19 That is not going to make it. Is this Frightened or Shaken? There was a previous DC 27 Will that just caused Shaken earlier, but I am not sure if this is the same effect.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 Malgrim enters the area and glowers at the reappearance of Bagoas.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 Malgrim walks up to the door next to Amaimon and looks for trouble. Take 10 on perception for a 36. I listen for anything on the other side and search for traps. Amaimon, the squares are 10 ft, so I moved you over and made room for Malgrim to be by the door. If you wish to move forward before I search, Malgrim is fine with that.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 "This place has had some dangerous inhabitants. I think joining up to survive makes sense. We were clearing this area. These doors were next." Malgrim says as he starts to move forward. If someone wants to go somewhere else, Malgrim would be open to ideas."
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 "I am Maglrim Gryh. This is Seif and his companion, Shadow." Malgrim says as Seif is checking on his cat.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 "Seif and I used a scroll to travel to a different plane. When we escaped, we were following an evil being from that plane and wound up in this prison. I am not sure how we got here instead of Golarion." Malgrim says, "We had two other companions. We should search for them as we go."
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 Malgrim punches the creature. All I have is a spiked gauntlet. Spiked Gauntlet+Flank: 1d20 + 16 + 2 ⇒ (14) + 16 + 2 = 32 Damage, P, Spiked Gauntlet: 1d4 + 1 ⇒ (3) + 1 = 4
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 Malgrim steps to flank and creates another kinetic blade made of mud to destroy the remaining ghoul. 5 ft step north. Automatically cast defensively. Composite kinetic blade and attack the remaining one with a flank. Mud (Earth/Water) Blast w/Elemental Overflow, Flank: 1d20 + 16 + 4 + 2 ⇒ (5) + 16 + 4 + 2 = 27 Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow: 12d6 + 20 + 8 ⇒ (1, 6, 2, 5, 4, 2, 1, 1, 6, 1, 5, 3) + 20 + 8 = 65
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 Marcus Nocturnus wrote: I can look at making a divine, perhaps that is more my speed than a bard. If Seif shows up then I can just fade away. I've had a lot going on and maybe that's it. I'm indecisive, nice people make it so hard. Let me sleep on it. I'll hang in there with what I have till we clear up Seif and work on a divine version if Mr Miteke is ok with that. Seif was more about Shadow then being a divine caster. So if you find something that intrigues you it would probably be a fine addition with Seif rather then stepping on his toes.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 Marcus Nocturnus wrote: I hate to be a bummer but I just can't seem to get into this character. Before we get too deep in I think I will bow out. Besides you have a strong arcane character in vonna. Sorry. I kind of think Sief might be gone. Would making more of a divine caster be interesting? Marcus just showed up. Changing him some might not be a big change.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 I automatically succeed on the concentration for this. Malgrim gathers power and creates a kinetic weapon made of mud that he strikes at the nearest creature. Gather power, create a kinetic blade, composite blast. Mud (Earth/Water) Blast w/Elemental Overflow: 1d20 + 16 + 4 ⇒ (13) + 16 + 4 = 33 Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow: 12d6 + 20 + 8 ⇒ (3, 5, 2, 3, 1, 2, 3, 4, 4, 6, 1, 6) + 20 + 8 = 68 AC 33 to hit Yellow, for 68 Magical Bludgeoning damage.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 Malgrim seems to be removed from initiative.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 Perception vs red: 1d20 + 23 ⇒ (20) + 23 = 43 Perception vs Yellow: 1d20 + 23 ⇒ (14) + 23 = 37 Perception vs Black: 1d20 + 23 ⇒ (1) + 23 = 24 Perception vs Pink: 1d20 + 23 ⇒ (8) + 23 = 31 I probably see both Red and Yellow. I will strike at them both. Maltrim takes a step back and says, "They have climbed over and dropped down by us." He then creates another spindle to throw at the two closest. 5 ft step back. Gather Power, create a composite Spindle and send it at the two closest to me if I see them. If I only see one, I will leave it up to you if I hit the other. The Spindle does half the rolled damage. DC 18 Reflex halves the half damage. Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow: 12d6 + 20 + 8 ⇒ (1, 5, 4, 5, 4, 2, 4, 3, 6, 5, 5, 1) + 20 + 8 = 73 36 damage on a failed save, 18 damage on a successful save.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 miteke wrote: The idea is that they start moving towards you and quickly realize that there is a wall there and then follow the wall of force as they try to get around it to the normal wall, Then they climb, which is why they ended up at the end points of the wall. Then have a 20' climb speed and a +22 as a climb skill so the walls pose no problem and they easily scramble up the wall and over the wall of force. It does delay them for a turn as they take this tortuous route towards you. That sounds correct.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 Malgrim sees shadow bat at the wall and waits to see if the ghuls can bypass it. He says, "Who are you, and how did you get to this prison?" I do not know how the wall works, so I will ready until I see the ghuls are not on the other side of the wall to attack them.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 Climb Speed would not allow them to Climb the Wall of Force, but they could theoretically climb the normal walls around the Wall of Force as long as there are enough hand holds for them to grip. Climb Speed just grants a +8 bonus to climb checks and the ability to always take 10 so that if they can automatically make the DC they do not have to roll. Wall of Force is perfectly smooth and thus impossible to climb if you look at the Climb chart. I am not sure what the other walls would be like, but if you look at the chart you can find the appropriate DC and if they automatically succeed they could then opt to move to a wall and use it to climb up and over. Also, for whatever it is worth, if they do not have Spellcraft they would not know the wall was there as Wall of Force is invisibile. So until they interact with it they would not realize anything had changed. So in theory at least one wastes some time smacking a wall to realize that something is now in the way. Since they would still hear us they would probably be able to figure out it did not go all the way to the cieling though. I believe Ghouls are reasonably intelligent and these are some kind of super-ghouls.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 I sent Sief a PM, but I am not sure how often he checks the board.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 Malgrim creates a new spindle and sends it forward again. Gather Power, create an extend range composite blast spindle. Strike the same two squares. DC 18 Reflex. Half damage on a failure, quarter damage on a successful reflex save. Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow: 12d6 + 20 + 8 ⇒ (2, 6, 5, 3, 2, 6, 5, 4, 5, 6, 4, 1) + 20 + 8 = 77 So 38 or 19 damage on a save.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 I sent a physical semiliquid at an invisible target. I do not think it outlines them, but I do think there would have been some visible affect that would have shown something was in those squares.
Skills: Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11 I am not sure what visual effect would remain, but a giant spindle of mud did impact two creatures. Even if it just sloughed off of them, I think Vonna may have noticed that right next to her. Malgrim grimaces and says, "You're right next to some invisible super ghouls."
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