Aspis Agent

Pharom Volstadt's page

17 posts. Alias of HedwickTheWorldly.


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Elf Magus (Kensai) 20 | AC 45 T 30 FF 30 | CMD 40 | hp 216/216 +31 Temp | F +24 R +22 W +21 | Spd 30' Fly 50' | Init 41 | Effects: Blur, Heroism, Stoneskin, FoM, Nine Lives (9/9), GSI (Harm, Maze, Insanity, Poly Any Obj) | Pool 18/24 | AoOs: 20/20
DM Ragnarok wrote:
Jong- what do you mean +30 concentration? This is a Fort save.

I think he was talking about two different things. One is the fortitude save. The other is a concentration check required for casting Wall of Force defensively - he didn't bother rolling it because he automatically succeeds with a +30.


Elf Magus (Kensai) 20 | AC 45 T 30 FF 30 | CMD 40 | hp 216/216 +31 Temp | F +24 R +22 W +21 | Spd 30' Fly 50' | Init 41 | Effects: Blur, Heroism, Stoneskin, FoM, Nine Lives (9/9), GSI (Harm, Maze, Insanity, Poly Any Obj) | Pool 18/24 | AoOs: 20/20

Knowledge (?): 1d20 + 33 ⇒ (17) + 33 = 50

Pharom mutters an incantation, using the rod stored in his rapier to quicken the spell and dash toward the creature, where he unleashes a flurry of thrusts with his Rapier.

OOC/Mechanics:

Swift Action: Casting Quickened Bladed Dash
Full-Round Action: Attack w/Spellstrike, casting Calcific Touch defensively (impossible to fail Concentration check DC 23 v. Concentration 30)

Bladed Dash Attack: 1d20 + 44 ⇒ (18) + 44 = 62
Damage: 1d8 + 1d6 + 20 ⇒ (6) + (2) + 20 = 28
Auto-Confirmed Critical Hit Damage (Spending 2 pool points to increase multiplier to x4): 3d8 + 60 + 3d10 ⇒ (8, 8, 6) + 60 + (4, 8, 2) = 96

Attack: 1d20 + 34 ⇒ (16) + 34 = 50
Damage: 1d8 + 1d6 + 20 ⇒ (4) + (5) + 20 = 29
Auto-Confirmed Critical Hit Damage: 2d8 + 40 + 2d10 ⇒ (1, 5) + 40 + (4, 10) = 60

Attack: 1d20 + 34 ⇒ (15) + 34 = 49
Damage: 1d8 + 1d6 + 20 ⇒ (6) + (2) + 20 = 28
Auto-Confirmed Critical Hit Damage: 2d8 + 40 + 2d10 ⇒ (6, 7) + 40 + (9, 8) = 70

Attack: 1d20 + 34 ⇒ (18) + 34 = 52
Damage: 1d8 + 1d6 + 20 ⇒ (1) + (4) + 20 = 25
Auto-Confirmed Critical Hit Damage: 2d8 + 40 + 2d10 ⇒ (1, 4) + 40 + (1, 3) = 49

Attack: 1d20 + 29 ⇒ (4) + 29 = 33
Damage: 1d8 + 1d6 + 20 ⇒ (8) + (3) + 20 = 31

Attack: 1d20 + 24 ⇒ (11) + 24 = 35
Damage: 1d8 + 1d6 + 20 ⇒ (6) + (1) + 20 = 27

CL v. SR for Calcific Touch: 1d20 + 21 ⇒ (8) + 21 = 29
Dex Damage for Calcific Touch: 1d4 ⇒ 3
Fort save DC 24 v. Slow
[ooc]4 Fort saves, DC 25, v. Staggered for 1d4+1 rounds. Staggered 1 round if the save is made.[ooc]
Staggering Critical Duration: 1d4 + 1 ⇒ (4) + 1 = 5
Staggering Critical Duration: 1d4 + 1 ⇒ (2) + 1 = 3
Staggering Critical Duration: 1d4 + 1 ⇒ (2) + 1 = 3
Staggering Critical Duration: 1d4 + 1 ⇒ (1) + 1 = 2


Elf Magus (Kensai) 20 | AC 45 T 30 FF 30 | CMD 40 | hp 216/216 +31 Temp | F +24 R +22 W +21 | Spd 30' Fly 50' | Init 41 | Effects: Blur, Heroism, Stoneskin, FoM, Nine Lives (9/9), GSI (Harm, Maze, Insanity, Poly Any Obj) | Pool 18/24 | AoOs: 20/20

Round 4:
Pharom (41)
Master Zhu (40)
Jong Shuo (18)
Ursk (13)
Creature (Unknown)

Any new information? Do we see anything different? Is it still adjacent to Pharom and Zhu?


Elf Magus (Kensai) 20 | AC 45 T 30 FF 30 | CMD 40 | hp 216/216 +31 Temp | F +24 R +22 W +21 | Spd 30' Fly 50' | Init 41 | Effects: Blur, Heroism, Stoneskin, FoM, Nine Lives (9/9), GSI (Harm, Maze, Insanity, Poly Any Obj) | Pool 18/24 | AoOs: 20/20

Fortitude Save v. Decay Aura: 1d20 + 24 ⇒ (6) + 24 = 30


Elf Magus (Kensai) 20 | AC 45 T 30 FF 30 | CMD 40 | hp 216/216 +31 Temp | F +24 R +22 W +21 | Spd 30' Fly 50' | Init 41 | Effects: Blur, Heroism, Stoneskin, FoM, Nine Lives (9/9), GSI (Harm, Maze, Insanity, Poly Any Obj) | Pool 18/24 | AoOs: 20/20

Hey folks. I'm writing to all of my games to let you know that I'm going through some stuff right now. A dear friend of mine just passed away, and the past few days have been rather hectic, with friends and family visiting from out of town, a memorial service this afternoon, etc.

I'm not abandoning anyone, but I do appreciate your patience and understanding while I take a couple of days to get things sorted. I estimate I'll be back sometime before the end of this week.

Thank you.


Elf Magus (Kensai) 20 | AC 45 T 30 FF 30 | CMD 40 | hp 216/216 +31 Temp | F +24 R +22 W +21 | Spd 30' Fly 50' | Init 41 | Effects: Blur, Heroism, Stoneskin, FoM, Nine Lives (9/9), GSI (Harm, Maze, Insanity, Poly Any Obj) | Pool 18/24 | AoOs: 20/20

Pharom will drink his extract of Elemental Body III, then use a swift action to activate Arcane Strike for the round. He will remain adjacent to both Master Zhu and the monster, if possible.


Elf Magus (Kensai) 20 | AC 45 T 30 FF 30 | CMD 40 | hp 216/216 +31 Temp | F +24 R +22 W +21 | Spd 30' Fly 50' | Init 41 | Effects: Blur, Heroism, Stoneskin, FoM, Nine Lives (9/9), GSI (Harm, Maze, Insanity, Poly Any Obj) | Pool 18/24 | AoOs: 20/20

Glad to hear you're back on your feet! Back injury is the literal worst. Looking forward to fighting this thing for real - I get the sense that we're nowhere near done with him, nor he with us.


Elf Magus (Kensai) 20 | AC 45 T 30 FF 30 | CMD 40 | hp 216/216 +31 Temp | F +24 R +22 W +21 | Spd 30' Fly 50' | Init 41 | Effects: Blur, Heroism, Stoneskin, FoM, Nine Lives (9/9), GSI (Harm, Maze, Insanity, Poly Any Obj) | Pool 18/24 | AoOs: 20/20

Bumping?


Elf Magus (Kensai) 20 | AC 45 T 30 FF 30 | CMD 40 | hp 216/216 +31 Temp | F +24 R +22 W +21 | Spd 30' Fly 50' | Init 41 | Effects: Blur, Heroism, Stoneskin, FoM, Nine Lives (9/9), GSI (Harm, Maze, Insanity, Poly Any Obj) | Pool 18/24 | AoOs: 20/20

Initiative Order (as I understand it):
Round 2:
Pharom (41)
Master Zhu (40)
Jong Shuo (18)
Ursk (13)
Creature (Unknown)

"Beware, friends. This creature may not yet be killed. That seemed far too easy. This is a powerful Demon, and I would not count it out yet."

Ready Action

Readied Action and Trigger:

Cast Calcific Touch and deliver through weapon attack if an enemy creature is within threatened range.


Elf Magus (Kensai) 20 | AC 45 T 30 FF 30 | CMD 40 | hp 216/216 +31 Temp | F +24 R +22 W +21 | Spd 30' Fly 50' | Init 41 | Effects: Blur, Heroism, Stoneskin, FoM, Nine Lives (9/9), GSI (Harm, Maze, Insanity, Poly Any Obj) | Pool 18/24 | AoOs: 20/20

Pharom's Initiative is always 41

Free Action: Knowledge check to identify creature
Knowledge (Whichever is appropriate): 1d20 + 33 ⇒ (18) + 33 = 51

Swift Action: Spend 2 points from pool to enhance weapon with +3 and an appropriate burst (icy burst/flaming burst/shocking burst), plus Bane against whatever type of creature this is.

Move Action: Move to within 30' of the creature and draw weapon

Standard Action: Cast Bladed Dash to attack

Bladed Dash Attack v. Flat-Footed opponent (28 normally +10 Bladed Dash + 2 Bane +3 Enhanced weapon: 1d20 + 43 ⇒ (16) + 43 = 59

Automatically confirm critical hit, spend 2 pool points to increase multiplier by 1 (x4 weapon now)

Damage 4d6 Rapier + 2d6 Bane + 3d10 burst weapon + 28 Dex + 40 Int (Iaijitsu) + 28 Weapon + 8 Specialization: 4d6 + 2d6 + 3d10 + 104 ⇒ (5, 6, 3, 6) + (4, 2) + (7, 10, 2) + 104 = 149

Creature must make a fortitude save v. Staggering Critical (DC 25) - if successful, only staggered for 1 round, otherwise 1d4+1 rounds.


Elf Magus (Kensai) 20 | AC 45 T 30 FF 30 | CMD 40 | hp 216/216 +31 Temp | F +24 R +22 W +21 | Spd 30' Fly 50' | Init 41 | Effects: Blur, Heroism, Stoneskin, FoM, Nine Lives (9/9), GSI (Harm, Maze, Insanity, Poly Any Obj) | Pool 18/24 | AoOs: 20/20

Greater False Life for Pharom: 2d10 + 20 ⇒ (4, 7) + 20 = 31


Elf Magus (Kensai) 20 | AC 45 T 30 FF 30 | CMD 40 | hp 216/216 +31 Temp | F +24 R +22 W +21 | Spd 30' Fly 50' | Init 41 | Effects: Blur, Heroism, Stoneskin, FoM, Nine Lives (9/9), GSI (Harm, Maze, Insanity, Poly Any Obj) | Pool 18/24 | AoOs: 20/20

Bumping this because I'm excited to get rolling.


Elf Magus (Kensai) 20 | AC 45 T 30 FF 30 | CMD 40 | hp 216/216 +31 Temp | F +24 R +22 W +21 | Spd 30' Fly 50' | Init 41 | Effects: Blur, Heroism, Stoneskin, FoM, Nine Lives (9/9), GSI (Harm, Maze, Insanity, Poly Any Obj) | Pool 18/24 | AoOs: 20/20

This is Hedwick. Pharom is done as well. He's a Kensai Magus.

Y'all can have the following buffs from Pharom (CL 21):
Heroism
Stoneskin
Overland Flight

And the following from Ursk (CL 18):
Nine Lives
Freedom of Movement
Life Bubble
Magic Circle Against Evil
Delay Poison
Magic Vestment (if you need it)
Greater Spell Immunity - We need to pick 4 spells from which we are immune - I'll pitch Maze and Harm as two options, but the other 2 are wide open.


HedwickTheWorldly's first submission: Solomon Volstadt (Separatist Cleric of Cayden Cailean 8/Brewkeeper 10)

Questions:
1. I love the idea of either a modified adventure or a brand new/homebrew thing. I think APs often have a lot of continuity and build-up, and for people who haven't played one, the last book seems bizarre out of context.

2. Solomon would enter the bar wearing his Shawl of the Crone, looking like a decrepit old woman. She'd hobble in, find a place by the fire, and start telling stories. She'd taste the local beer, and if it was passable, she'd even pay for it. If it wasn't, she'd simply drink her own, from her pack. She'd tell stories about Solomon, Champion of the Accidental God himself, and his exploits.

3. Well, a chap has to do what a chap has to do, right? If nobody else is paying attention to the goings-on of a terrible evil, I s'pose that means it's a chap's responsibility to handle it. By himself, if necessary. After all, it's what ol' Cayden would've done, and at least it'll make a good story, right? It's better to have friends, of course, and it's more than likely that Solomon could bribe a few with promise of glory, of treasure, of beer. With his colleagues in tow, it would be prudent to storm the front door and solve the problem!

4.
Round 1: Move 30' towards my ally, cast Quickened Breath of Life, cast Time Stop Rounds: 1d4 + 1 ⇒ (1) + 1 = 2
Round 2: Step towards her, touch her, ready action to teleport when Time stop ends.
Round 3: Grumble something about lack of preparation and almost being an Accidental grease stain, today.
Round 4: Time stop ends, teleport both of us to the nearest large city to gather some friends and slay the beast.

5. A fleet of 6 trained Hippogriffs, obviously. All the better to travel the world righting wrongs and doing deeds!


I'm kinda tempted to withdraw the Brewkeeper Cleric for a Wizard, myself. But I'll leave him in. Still have to write some stuff for a background.


The Inn:

An old crone of a woman steps into the raucous inn, back hunched over, her archetypal warty, protruding nose poking out from under her filthy, ragged hood. She hobbles slowly toward an empty seat near the fire, leaning on her unimpressive, mundane walking stick, and sits down with a deep sigh, setting the stick against the wall and extending her gnarled, leathery hands towards the heat.

"Ahhh, that's much better. It's been an unholy terror out there these days, hasn't it?" She speaks to nobody in particular, though Azorn, Chell, Rosa, Raz, and Rand are all within earshot. Her voice is cracked with age, matching the wrinkles on her otherwise-gentle, kindly face. "It's too bad Ol' Solomon Volstadt isn't 'round these parts. He'd clean this whole thing up in a jif! Surely his story has made it out this way, ain't it?" She looks up from the fire, eyeing each of the other patrons, a wry smile on her face.


Here's Solomon, a Cleric/Brewkeeper of The Laughing God. I'll be writing something in The Inn soon, but I want to read through it, so it'll likely be tomorrow.