Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
full attack again
Seth smacks the daylight out of them with mace and shield.
Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
Full Attack with haste, power attack, bane...
Seth continues to lay into the pathetic soldier with fierce blows. if he kills him any remaining attacks go to the one behind him. I forgot to add in flanking. If I am attacking a flanked guard I get +4 to all attacks on that guard(outflank teamwork feat). Also I have the Lookout feat and should have full attacked in the surprise round. Oh well. I'll remember for next time.
Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
Buffs:
10 hrs Greater Magic Weapon +2(adds +1 on mace) Magic Vestment +2(adds +1 on breastplate) 100 mins Heroism +2 morale bonus on attack rolls, saves, and skill checks Freedom of Movement Free movement? Heightened Awareness +2 perception and knowledge(dismiss for +4 to initiative) Magic Circle against Good +2 deflection and resistance bonus AC 30/ +4 to saves
Attack: 1d20 + 24 - 3 ⇒ (15) + 24 - 3 = 36
Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
If they find nothing in the rooms on this level Seth continues on down the stairs slowly.
Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
Cast Detect Good then Detect Law and scan through both cell doors
If he detect something he will let the others know to get ready to fight.
Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
Buffs:
10 hrs Greater Magic Weapon +2(adds +1 on mace) Magic Vestment +2(adds +1 on breastplate) 100 mins Heroism +2 morale bonus on attack rolls, saves, and skill checks Freedom of Movement Free movement? Heightened Awareness +2 perception and knowledge(dismiss for +4 to initiative) Magic Circle against Good +2 deflection and resistance bonus Seth nods at Karactus and when everyone is ready to go speaks a magical phrase disappearing from sight.
Stealth: 1d20 + 37 ⇒ (19) + 37 = 56
Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
Seth looks askance at the vampire. "You can feast on any that get in your way as far as I care. Now that we are free I want to get out of here. Not too sure about meeting whoever sent you here," he says to Karactus, "But let's be about it all the same." And he thumps his shield with his mace.
Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
Seth rips off the patch that is his revealing a number of his missing possessions. "Such a boon. I thought I would never see these again." He takes some time to don his armour and adjust to the extra weight by swinging his mace a couple of times. "Better than ever." he says with a wicked grin.
Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
"They're the two?" He glanced at the broken chains around the vampire slightly impressed. Even weakened by the magic here this one was strong. It was time to figure out the next part of their plan. If we have one
Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
Would getting True Seeing as the ability be alright? As in his fiend blood becoming stronger. Tieflings can get See in Darkness from 2 racial feats though this would of course be a step up.
Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
Seth's mythic power is definitely going to come from some terrible ritual that his Imp minion is leading him towards and granted by Asmodeus. I suppose he can sense her now since he is out of the anti-magic room too.
Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
Longsword1H: 1d20 + 12 + 2 + 2 + 1 - 3 ⇒ (2) + 12 + 2 + 2 + 1 - 3 = 16dmg: 1d8 + 2 + 3 + 2 + 6 ⇒ (8) + 2 + 3 + 2 + 6 = 21
Sethirom slashes away, his fury getting the better of him and his attacks easier to evade.
Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
swift action to activate Bane:Humanoid(human) on longsword then full attack.
Seth angrily snaps off the arrow that pierces his unarmoured chest and continues cutting away at the guard in front of him in a furious hate against all humans that ever stood in his way.
Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
Are charges allowed on the stairs? If not I just move. "You soldiers have failed your orders," Sethirom charges down the stairs at the guard directly in front of him using the higher ground to his advantage. Activated Destruction and Justice Judgements before moving
Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
Certainly able to understand and respect a contract Seth nods, "Then my debt is elsewhere," and takes the keys, "The villages and towns of northern Talinguarde where i have slaughtered many."
Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
Seth rolls his shoulders to get out the kinks of having been chained up for so long. "I guess that means I owe you, he said looking at the fake guard then walking over to the coward at the other end of the room. "I made you a promise, you will die before me. I always keep my promises. Perhaps you have a message you would like me to give to your family?" He chains the coward where he was just chained and takes off his breastplate, tabard and shirt. Seth grabs the sword and cuts deep, carving a pentagram into the man's chest then taking his own hand he places it on the pentagram, "Asmodeus, this blood is spilled for you. Grant me my freedom again and my campaign will continue anew." Then he swings the sword cutting the man's neck ending his life. He wipes the sword and his hand clean and turns to those that freed him, newly acquired weapon in hand. "Why did you free me?"
Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
"Don't kill him. That one's mine for thinking he can hurt me," he looks down at himself and grunts a little in pain but does not seem to care, "perhaps he even cracked a rib. No matter." Seth is wondering where in the 9 hells all the commotion came from. Did someone escape? For now he keeps quiet and waits to see what happens.
Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
Actually only extraordinary abilities work in these chains. It was explained in group two which was following for fun. Otherwise i would try using my swaying word spell-like from converison inquisition.
Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
Seth grunt from the repeated blows at his weakened state but grins at the guard. Then he spits out a mixture of saliva and blood at the guard. "Perhaps you should pay more attention to your job. Do you hear that out there?"
Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
so with 8 con I'm at 110hp i just realised. Seth laughs as the guard hits him, "Even if they do. Execute me in the end. I promise you. You will die first." If the guard keeps hitting him he shouts out, mocking him. "Is that all you've got? Weak as piss." remember my DR5/magic
Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
how far can i move with these chains? Intimidate: 1d20 + 20 ⇒ (10) + 20 = 30
Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
Is my empathic link with Naamah blocked also or no? It usually works up to 1 mile distance. Seth watched the 'woman' as she fought with her metal capsule. A smile crept onto his lips as he wondered why they had thought fit to adorn her so. Revealing his presence he addressed her, "Woman. Cease your useless struggle. If you want escape, save your strength for the right moment."
Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
Perception: 1d20 + 25 ⇒ (5) + 25 = 30 Seth looks around his new cell and flexes his restraints. They were keeping him weakened. He tried to access his devilishly granted power but all he felt was another cell in his mind, more bars closing around him weakening him. His thoughts suddenly turned to Naamah. Did she escape? She must have. When he was caught he sensed her hide. Where was she now...
Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
Yea the thing about Solo Tactics is i treat people as having the feat already. It doesn't work for some things like say amplified rage where the target still needs to be raging but they don't have a rage ability. But for feats such as wild flanking where the conditions are only flanking with an ally, i can definitely use them. Ally shield also just requires them to be next to me. Ally shield and Wild Flanking are the two i would get.
Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
Awesome. Betrayal feats is something i was definitely considering using, with care so as not to piss people off too much. Though i think it would be perfect if someone does a bunch of summoning to use them on them.
Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
Seth's evil streak has only been going for a few years. I'm pretty much thinking the full slide into evil he did when killing his entire village and completing the ancient ritual gave him almost all of his current power. So he is a relatively new villain to Talinguarde and the reason he was caught is because he still hadn't gained proper mastery of his powers and wasn't the smartest in using them. I actually think he wouldn't know any of you except maybe a story or two of Karactus. He has ZERO trained knowledge skills. It will be fun getting to know other powerful villains that he may decide to learn a few tricks from while perfecting his own power. I think his joy of not being alone in a fight but also having someone to use to aid him fits his inquisitor teamwork feats perfectly. I'm keen to see how TWFing with mace and shield goes. Can I make my Mace my unholy symbol?
Half-Fiend Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26
Sethirom has terrorised many small towns and villages of Talinguarde. His own village he completely destroyed and massacred to fulfill a vile ritual giving him his fiendish powers and binding his imp familiar to him. He would be known by his penchant for preying on the weak and sewing terror. items!: +1 guided heavy adamantine spiked shield 7030gp
+1 guided adamantine heavy mace 11012gp +1 mithral breastplate 5200gp +2 headband of Wisdom 4000gp +2 belly of physical might(dex/con) 10000gp +1 ring of protection 2000gp +1 amulet of natural armour 2000gp +1 cloak of resistance 1000gp Ring of sustenance 2500gp Jingasa of the fortunate soldier 5000gp Dusty rose prism ioun stone 5000gp Western star ioun stone 4000gp Wand of silent image 750gp Bag of holding type I 2500gp 61992gp spent |