Modoru Redgrave

Seventh's page

201 posts. Alias of Walter das Sombras.


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dead.

I can't complain about the warpriest. It's a fairly decent class, powerful and versatile, but the blessings could be better explained. You get lost in some of those...


dead.

Unless you all want to slay the dragon, then he is willing to return.

He he.


dead.

Thanks! It was a nice one!

As the clerics try to Raise Seventh from the dead, something do not work properly and the spell fails. They concluded the warpriest's spirit is unwilling to return, and so they let it be. Indeed, he had a nice life and wanted to have died as a hero!


dead.

Ganbatte!


dead.
Bug Eater wrote:
Actually when a weapon is boosted to +5 via a temporary effect like arcane pool it does not gain the DR bypassing properties. That only comes from permanent effects. Thus you also don't get it from greater magic weapon.

Where did you see that?


dead.

Are both ends of her weapon +5?
Is 17 a critical threat for her? Did you reroll the 17 or rolled a confirmation?

Greater Shout? Let's give up already team... I'm also impressed how her cone could get the three of us and not the magus.
Fort Save: 1d20 + 12 ⇒ (11) + 12 = 23
I'm dead or something.


dead.

8 electricity + 24 + 2 damage taken.
As the Magus and the Thug strike at Seventh, his Shield of Dawn strikes back at them!
Shield of Dawn on Magus' trip: 1d6 + 11 ⇒ (4) + 11 = 15
Shield of Dawn on Magus' AoO: 1d6 + 11 ⇒ (3) + 11 = 14
Shield of Dawn on Thug: 1d6 + 11 ⇒ (5) + 11 = 16

Will Save: 1d20 + 14 ⇒ (14) + 14 = 28

Seventh stands up as a swift action that does not provoke AoOs and retaliates at the Magus, trying to strike more than just the mirror images:
1st Attack: 1d20 + 21 + 5 - 3 ⇒ (10) + 21 + 5 - 3 = 33! Damage: 1d10 + 14 + 6 ⇒ (8) + 14 + 6 = 28
2nd Attack: 1d20 + 16 + 5 - 3 ⇒ (5) + 16 + 5 - 3 = 23! Damage: 1d10 + 14 + 6 ⇒ (9) + 14 + 6 = 29
3rd Attack: 1d20 + 11 + 5 - 3 ⇒ (19) + 11 + 5 - 3 = 32! Damage: 1d10 + 14 + 6 ⇒ (3) + 14 + 6 = 23
Confirmation: 1d20 + 11 + 5 - 3 ⇒ (11) + 11 + 5 - 3 = 24! Damage: 1d10 + 14 + 6 ⇒ (9) + 14 + 6 = 29

Remaining:
Blessing of the Fervor 2/11
Sacred Weapon 5/11
Sacred Armor 100/110
Dominance Aura 00/10
Shield of Dawn 02/11
Protection from Energy 120hp (fire)
Resist Energy 30hp/round (lightning)
Divine Favor 00/10
Fly 38/50
Owl's Wisdom 97/110
Defending Bone DR 5/bludgeoning - 50/50
Stoneskin DR 10/Adamantium - 40/110
Bear's Endurance 105/110

Seventh will use his Unlucky Enemy ability if the magus get a 17-20 on the dice.
Unlucky Enemy:
Unlucky Enemy (major): At 10th level, as an immediate action you can force an adjacent opponent to reroll an attack, saving throw, or check it just attempted before the result of the roll is revealed; it must take the lower of the two rolls.


dead.

So I'm prone and took 38 electricity damage and 24 damage from a staff?
Ouch! I'm going to molest her so hard her grandchildren are gonna die in fear from just hearing about it...


dead.

Like that?

Seventh moves to mercilessly slay one of the thugs. "I've had enough of this plot evildoers! Thou shall perish today and history will mark you as wicked and pitiful!"
Vital Strike!: 1d20 + 21 + 5 - 3 + 2 ⇒ (16) + 21 + 5 - 3 + 2 = 41! Damage: 2d10 + 14 + 6 ⇒ (10, 10) + 14 + 6 = 40
Confirmation!: 1d20 + 21 + 5 - 3 + 2 ⇒ (19) + 21 + 5 - 3 + 2 = 44! Extra Damage: 1d10 + 14 + 6 ⇒ (2) + 14 + 6 = 22

He then issues an order to the tricky sorcerer at the back, seeking to humiliate the woman making her flee now that her legit battle is over:
"Flee!" DC 20 will from the sorcerer or Run, Neo, Run!

AC 36

Remaining:
Blessing of the Fervor 3/11
Sacred Weapon 6/11
Sacred Armor 101/110
Dominance Aura 01/10
Shield of Dawn 03/11
Protection from Energy 120hp (fire)
Resist Energy 30hp/round (lightning)
Divine Favor 01/10
Fly 39/50
Owl's Wisdom 98/110
Defending Bone DR 5/bludgeoning - 50/50
Stoneskin DR 10/Adamantium - 50/110
Sickened 00/02
Bear's Endurance 106/110


dead.

Round 1: Seventh uses swallow your fear to get Thomas back to the celebration.

Round 2: Burns one Dispel Magic to heal self along with one fervor point. Healing: 3d8 + 11 + 3d6 ⇒ (5, 4, 8) + 11 + (6, 4, 2) = 40

Round 3: Casts Bear's Endurance on Belsiard, bringing his hp to 83/115, along with his last fervor point to swiftly convert Silence in healing energies for himself. Fervor: 2d8 + 10 ⇒ (7, 3) + 10 = 20

All I have left are Dispel Magic and a couple 1st level spells.

Remaining at the end of the 3 rounds:
Blessing of the Fervor 4/11
Sacred Weapon 7/11
Sacred Armor 102/110
Dominance Aura 02/10
Shield of Dawn 04/11
Protection from Energy 120hp (fire)
Resist Energy 30hp/round (lightning)
Divine Favor 02/10
Fly 40/50
Owl's Wisdom 99/110
Defending Bone DR 5/bludgeoning - 50/50
Stoneskin DR 10/Adamantium - 50/110
Sickened 00/02
Bear's Endurance 106/110


dead.

Forgive me for asking for clarification again, Pox, but Stunning Fist may be used only once per round, on a called attack. If you miss it the SF is lost. I have a monk in the RL group I run ^_^ Anyway, if there's something else, here are the rolls:
Fort Save: 1d20 + 12 - 1 ⇒ (18) + 12 - 1 = 29
Fort Save: 1d20 + 12 - 1 ⇒ (13) + 12 - 1 = 24
Fort Save: 1d20 + 12 - 1 ⇒ (2) + 12 - 1 = 13

I'm ignoring the critical hit with the Jingasa, but I guess you already counted that, didn't you? Cause you rolled only 3 times the damage, not counting the critical, and the damage I took would be 48, not 58, with the DR.
_____________________________
As the stupid hobgoblin strikes at the Warpriest, it's shield sends forth new tongues of liquid fire!
Hit 1: 1d6 + 11 ⇒ (3) + 11 = 14
Hit 2: 1d6 + 11 ⇒ (3) + 11 = 14
Hit 3: 1d6 + 11 ⇒ (4) + 11 = 15
_____________________________
If the warpriest is indeed not stunned and the champion is still standing, Seventh retaliates with lethal force, but only until the Hobgoblin falls, cause he sees no purpose in killing him.
PA Extra Attack: 1d20 + 21 + 5 - 1 ⇒ (18) + 21 + 5 - 1 = 43! Damage: 1d10 + 14 - 1 ⇒ (5) + 14 - 1 = 18
Confirmation: 1d20 + 21 + 5 - 1 ⇒ (10) + 21 + 5 - 1 = 35! Extra Damage: 1d10 + 14 ⇒ (1) + 14 = 15
Attack 1: 1d20 + 21 + 5 - 1 ⇒ (20) + 21 + 5 - 1 = 45! Damage: 1d10 + 14 - 1 ⇒ (9) + 14 - 1 = 22
Confirmation: 1d20 + 21 + 5 - 1 ⇒ (9) + 21 + 5 - 1 = 34! Extra Damage: 1d10 + 14 ⇒ (5) + 14 = 19
Attack 2: 1d20 + 16 + 5 - 1 ⇒ (15) + 16 + 5 - 1 = 35! Damage: 1d10 + 14 - 1 ⇒ (2) + 14 - 1 = 15
Confirmation: 1d20 + 16 + 5 - 1 ⇒ (1) + 16 + 5 - 1 = 21! Extra Damage: 1d10 + 14 ⇒ (7) + 14 = 21
Attack 3: 1d20 + 11 + 5 - 1 ⇒ (20) + 11 + 5 - 1 = 35! Damage: 1d10 + 14 - 1 ⇒ (4) + 14 - 1 = 17
Confirmation: 1d20 + 11 + 5 - 1 ⇒ (18) + 11 + 5 - 1 = 33! Extra Damage: 1d10 + 14 ⇒ (8) + 14 = 22

He also swift heals himself, burning Daylight to do so:
Daylight: 3d8 + 11 ⇒ (6, 2, 3) + 11 = 22
AC 34. Blessing as extra attack.


dead.

As the Hobgoblin strikes the Warpriest, his Shield of Dawn retaliates with fire tongues, burning the champion with every blood he takes from Seventh!
Hit 1: 1d6 + 11 ⇒ (2) + 11 = 13
Hit 2: 1d6 + 11 ⇒ (4) + 11 = 15
Hit 3: 1d6 + 11 ⇒ (3) + 11 = 14 Unless he is immune to fire damage...

Even taking just a little damage Seventh is already suffering from his wounds, so he swiftly uses a personal spell and keeps up the attack!
"Bear's Endurance!" HP from 41/91 to 63/113
PA Extra Attack: 1d20 + 21 + 5 - 1 ⇒ (20) + 21 + 5 - 1 = 45! Damage: 1d10 + 14 - 1 ⇒ (6) + 14 - 1 = 19
Confirmation: 1d20 + 21 + 5 - 1 ⇒ (18) + 21 + 5 - 1 = 43! Extra Damage: 1d10 + 14 ⇒ (6) + 14 = 20
Attack 1: 1d20 + 21 + 5 - 1 ⇒ (6) + 21 + 5 - 1 = 31! Damage: 1d10 + 14 - 1 ⇒ (2) + 14 - 1 = 15
Attack 2: 1d20 + 16 + 5 - 1 ⇒ (12) + 16 + 5 - 1 = 32! Damage: 1d10 + 14 - 1 ⇒ (9) + 14 - 1 = 22
Attack 3: 1d20 + 11 + 5 - 1 ⇒ (3) + 11 + 5 - 1 = 18! Damage: 1d10 + 14 - 1 ⇒ (4) + 14 - 1 = 17

AC 34. Blessing as extra attack.

Remaining:
  • Blessing of the Fervor 8/11
  • Sacred Weapon 8/11
  • Sacred Armor 106/110
  • Dominance Aura 06/10
  • Shield of Dawn 7/11
  • Protection from Energy 120hp (fire)
  • Resist Energy 30hp/round (lightning)
  • Divine Favor 05/10
  • Fly 44/50
  • Owl's Wisdom 103/110
  • Defending Bone DR 5/bludgeoning - 50/50
  • Stoneskin DR 10/Adamantium - 80/110
  • Sickened 00/02
  • Bear's Endurance 110/110
  • Unholy Prayer X/X

  • dead.

    Nice Kill Kuras. Added 3 hp from the heroes' feast difference.


    dead.

    Where does he have the haste from, by the way? Or do we all and I missed that?


    dead.

    Sorry, it was indeed a badly made post. I was in hurry.
    Regarding the Unlucky Presence, it's uncertain how does it work, but so far the most usual way is to make it as a Swift action as part of a normal attack (even if the attack doesn't hit the AC, hitting the touch AC would still "connect" for the bad luck to pass). So that would be the first attack, at full BAB, as was the second, also at full using the blessing of the fervor from an extra attack. The third one should be at -5, while the fourth at -10, but I forgot to change that in the hurry, sorry.
    Anyway, my attack bonus and damage bonus are as follow:

    Attack:
    +11 BAB (with focused weapon I have full BAB)
    +5 from STR
    +4 from the magic of the weapon
    +1 from Weapon Focus
    These four make the +21.
    +5 is from divine favor (+4) and the heroes' feast (+1)
    +2 I'm not sure from where I took that. This was probably the blessing of the fervor on the previous attack but I chose the extra attack this round, so it is wrong (unless there's something else I forgot).
    -2 is from the sickened effect, which does not affect me next round.
    I am not shaken because of the Headband of Unshakable Resolve.

    Damage:
    1d10 is the Sacred Weapon damage (although it's a scimitar)
    +5 is from STR
    +4 is magic
    +1 is heroes' feast
    +4 is divine favor

    I also was going to say:
    "Luck favors the bold!"


    dead.

    Reflex: 1d20 + 6 ⇒ (18) + 6 = 24 Against the Flamestrike. Took 10 damage.
    Will: 1d20 + 14 ⇒ (16) + 14 = 30 Against the Fear. Isn't that cone supposed to take her/his allies too?
    Crap I could have used those rolls to attack....

    With his Headband of Unshakable Resolve, Seventh reduces the severity of the fear effect and does not suffer it at all! He also activates his Unlucky Presence, focusing on the Hobgoblin champion, now that the thug beside him is down!

    Unlucky Presence:
    Unlucky Presence (minor): At 1st level, as a swift action you can cause an adjacent opponent to become unlucky. If you succeed at a melee touch attack, that opponent takes a –2 penalty on AC against your attacks and saving throws against your spells.

    [b]"Luck
    PA: 1d20 + 21 + 5 + 2 - 2 ⇒ (14) + 21 + 5 + 2 - 2 = 40! Damage: 1d10 + 14 ⇒ (2) + 14 = 16 So if I hit, for my next attacks he have -2 AC and savings against my stuff.
    PA: 1d20 + 21 + 5 + 2 - 2 ⇒ (11) + 21 + 5 + 2 - 2 = 37! Damage: 1d10 + 14 ⇒ (5) + 14 = 19
    PA: 1d20 + 21 + 5 + 2 - 2 ⇒ (5) + 21 + 5 + 2 - 2 = 31! Damage: 1d10 + 14 ⇒ (2) + 14 = 16
    PA: 1d20 + 21 + 5 + 2 - 2 ⇒ (9) + 21 + 5 + 2 - 2 = 35! Damage: 1d10 + 14 ⇒ (1) + 14 = 15

    AC back to 34. Blessing as extra attack.

    Remaining:
  • Blessing of the Fervor 09/11
  • Sacred Weapon 09/11
  • Sacred Armor 107/110
  • Dominance Aura 07/10
  • Shield of Dawn 08/11
  • Protection from Energy 120hp (fire)
  • Resist Energy 30hp/round (lightning)
  • Divine Favor 06/10
  • Fly 45/50
  • Owl's Wisdom 104/110
  • Defending Bone DR 5/bludgeoning - 50/50
  • Stoneskin DR 10/Adamantium - 110/110
  • Sickened 00/02

  • dead.

    By the way, everyone is under the effect of Kuras' Stoneskin (DR 10/adamantium), although I'm not sure the hobgoblins attacks won't ignore that...
    EDIT: Monks only ignore DR/Adamantine on lvl 16 ^_^


    dead.

    Reflex: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 Seventh takes the lightning strike, but most of the damage is thankfully stopped by his Resist Energy Spell.
    You all ignore 30 points of lightning damage/Attack, folks.

    Seventh moves up to even the fight Belsiard proposed, attacks the thug and issues an order to him, trying to make the man flee (taking AoOs in the meantime) since it could full attack Belsiard now.
    "Flee!" DC 20 and don't be so lucky this time!
    Vital PA Defensive: 1d20 + 21 + 5 + 2 - 2 - 3 - 4 ⇒ (8) + 21 + 5 + 2 - 2 - 3 - 4 = 27! Damage: 2d10 + 20 ⇒ (10, 2) + 20 = 32 Treated as Adamantium, btw.

    AC 38 for the round. Blessing as defense/attack. Shield of Dawn active.

    Remaining:
  • Blessing of the Fervor 9/11
  • Sacred Weapon 9/11
  • Sacred Armor 108/110
  • Dominance Aura 07/10
  • Shield of Dawn 09/11
  • Protection from Energy 120hp (fire)
  • Resist Energy 30hp/round (lightning)
  • Divine Favor 07/10
  • Fly 46/50
  • Owl's Wisdom 105/110
  • Defending Bone DR 5/bludgeoning - 50/50
  • Stoneskin DR 10/Adamantium - 110/110
  • Sickened 01/02

  • dead.

    laptops... go figure... I believe it's something the paizo website does!


    dead.

    Weird. I'm not sure what is happening, but if they used Spell Immunity for Invisibility Purge, I believe you made a mistake. Invisibility Purge is a spell that does not allow Spell Resistance to work, so Spell Immunity does not work against it.

    Otherwise we're screwed team.


    dead.

    Spellcraft: 1d20 + 7 ⇒ (16) + 7 = 23
    Seventh rushes ahead as if he were to charge the Hobgoblin, but suddenly stops, lifting a clod of dust, then casts a spell you all know:
    "Invisibility Purge!"
    As the creatures at the back became visible, he issues an order to the southernmost Mook/Monk:
    "Flee!" DC 20 Will save or obey!

    Remaining:
    Blessing of the Fervor 10/11
    Sacred Weapon 10/11
    Sacred Armor 108/110
    Dominance Aura 08/10
    Shield of Dawn 09/11
    Protection from Energy 120hp (fire)
    Resist Energy 30hp/round
    Divine Favor 07/10
    Fly 46/50
    Owl's Wisdom 105/110
    Defending Bone DR 5/bludgeoning - 50/50
    Stoneskin DR 10/Adamantium - 110/110


    dead.

    Seventh also replenishes his Fly Potion (2 on stock). Defending Bone is already active.
    Stop being such money-savers and drink some potions or use some scrolls, folks! (Bear's Endurance, Enlarge Person, Fly, Invisibility, Use a Haste Scroll, Heroism, Invisibility Purge, Glitterdust...) This is the final fight! I'm having a hard time here being a caster with 4th level spells max...

    Round 1: Casts Owl's Wisdom (Swift Action - Using one Fervor point) and Protection from Energy Communal (fire 120 points);
    Round 2: Enhances Sacred Armor (+4)(swift action) and drinks a fly potion (standard);
    Round 3: Casts Divine Favor (Swift Action - Using one Fervor point) and Resist Energy Communal (Lightning - 30 points/hit)(standard);
    Round 4: Casts Shield of Dawn (Swift Action - using one Fervor point) and activates Dominance Aura (standard action);
    Round 5: Enhances Sacred Weapon (+4 Keen)(Swift action) and casts Blessing of the Fervor (Standard);

    They used:
    Spellcraft: 1d20 + 7 ⇒ (3) + 7 = 10
    Spellcraft: 1d20 + 7 ⇒ (16) + 7 = 23 Spell Immunity!
    Spellcraft: 1d20 + 7 ⇒ (4) + 7 = 11
    Spellcraft: 1d20 + 7 ⇒ (6) + 7 = 13
    Spellcraft: 1d20 + 7 ⇒ (13) + 7 = 20 Greater Invisibility!

    Spellcraft: 1d20 + 7 ⇒ (17) + 7 = 24 Air Walk!
    Spellcraft: 1d20 + 7 ⇒ (2) + 7 = 9
    Spellcraft: 1d20 + 7 ⇒ (5) + 7 = 12
    Spellcraft: 1d20 + 7 ⇒ (16) + 7 = 23 Greater Invisibility!
    Spellcraft: 1d20 + 7 ⇒ (1) + 7 = 8

    Remaining:
  • Blessing of the Fervor 11/11
  • Sacred Weapon 11/11
  • Sacred Armor 109/110
  • Dominance Aura 09/10
  • Shield of Dawn 10/11
  • Protection from Energy 120hp (fire)
  • Resist Energy 30hp/round
  • Divine Favor 08/10
  • Fly 47/50
  • Owl's Wisdom 106/110

  • dead.

    Whoa that was fast... I didn't even get time to use Swallow your fear...

    HP: 1d8 + 6 ⇒ (4) + 6 = 10


    dead.

    Ohh.... you ninja'edited me, hun? Evil gm...

    Stepping over the fallen creature, Seventh raises his blood-stained sword, watching the crowd go wild!


    dead.

    ^_^ You can fix it on next module, Bug!

    I heard that the errata was terribly made and messed up everything...


    dead.

    Since Kuras dispelled the monster's magic and the creature is strong willed, Seventh uses a fervor to swiftly cast Divine Favor on self, and with his Blessing of the Fervor empowering his movement, he moves up to it and strikes with a Vital Strike!
    PA Vital Strike!: 1d20 + 20 + 4 - 3 ⇒ (18) + 20 + 4 - 3 = 39! Damage: 2d10 + 18 ⇒ (8, 9) + 18 = 35
    Confirmation!: 1d20 + 20 + 4 - 3 ⇒ (12) + 20 + 4 - 3 = 33! Damage: 1d10 + 18 ⇒ (10) + 18 = 28

    Ouch!


    dead.

    The map is the Grand Arena, folks.
    Spellcraft: 1d20 + 7 ⇒ (5) + 7 = 12

    Seventh activates his Dominance Aura and issues a command to it:
    "Drop!" DC 19 or drop weapons
    He then moves closer, falling in formation?

    "Are you ready folks?"


    dead.

    I want that ring Bel, since I got nothing so far. Do you mind?

    Sense Motive: 1d20 + 8 ⇒ (6) + 8 = 14
    Spellcraft: 1d20 + 7 ⇒ (18) + 7 = 25
    Pass? No thank you.

    Seventh instantly summons his Sacred Armor, moves closer to the enemy with shield and sword and casts Blessing of the Fervor on his allies. "Form a line Thomas!"


    dead.

    Seventh draws a scroll and casts Invisibility Purge inside the ship, to guarantee the woman is not here!
    "We came here to look for Marthysan, but I don't see him, do you?"


    dead.

    There are the ships...
    I still got the silence spell, Blessing of the Fervor allows me to cast it as if with the Silent Spell feat... I'll throw it away later, thanks for the tip.

    Gimme gimme blood in AoO plx!: 1d20 + 25 - 3 ⇒ (9) + 25 - 3 = 31 Damage: 1d10 + 19 ⇒ (9) + 19 = 28


    dead.

    I believe we've already done that Belsiard. Everyone. That's how we got to the ship anyway...


    dead.

    I know Pox, but someone said... I'm just joking, since there's no way we could have prevented that...

    Seventh uses the Blessing of the Fervor and his Fervor ability to silently-swiftly cast Cure Moderate Wounds on self, and then moves and attacks the dragon (since the GM is so nice!), taking an AoO for the team!
    Burning Admonishing Ray: 2d8 + 10 ⇒ (8, 2) + 10 = 20
    Gimme gimme blood plz!: 1d20 + 25 - 3 ⇒ (8) + 25 - 3 = 30! Damage: 2d10 + 19 ⇒ (7, 5) + 19 = 31


    dead.

    Oh, and by the way, electricity, hun?


    dead.

    Reflex: 1d20 + 6 ⇒ (2) + 6 = 8 gosh...


    dead.

    You are ALL under the effects of Blessing of the Fervor, folks, so choose ONE of the benefits to use at the beginning of your round.

    Seventh enhances his Sacred Weapon with a Swift Action (+4 Keen - ignoring elemental DR) and uses his blessing to gain another attack, delivering a bunch of them at the fragile, flat-footed woman:
    Extra Attack: 1d20 + 21 + 4 - 3 ⇒ (13) + 21 + 4 - 3 = 35! Damage: 1d10 + 19 ⇒ (10) + 19 = 29
    Attack 1: 1d20 + 21 + 4 - 3 ⇒ (10) + 21 + 4 - 3 = 32! Damage: 1d10 + 19 ⇒ (9) + 19 = 28
    Attack 2: 1d20 + 16 + 4 - 3 ⇒ (16) + 16 + 4 - 3 = 33! Damage: 1d10 + 19 ⇒ (3) + 19 = 22
    Attack 3: 1d20 + 11 + 4 - 3 ⇒ (1) + 11 + 4 - 3 = 13! Damage: 1d10 + 19 ⇒ (8) + 19 = 27

    Confirmation from attack 2: 1d20 + 16 + 4 - 3 ⇒ (8) + 16 + 4 - 3 = 25! Damage: 1d10 + 19 ⇒ (7) + 19 = 26


    dead.

    Oh, so we didn't need to charge? In that case, add +1d10 to my damage for Vital Strike...


    dead.

    I was 3 minutes late... And yes, I intend to get closer to the caster since I've got the silence on me.
    The damage is 1d10 from weapon, +5 from str, +3 from magic, +4 divine favor, +6 from Power Attack, so you're missing 6 there.


    dead.

    No one listen to the wanna-be-a-dragon-slayer Seventh...


    dead.

    Ok, you got it. No one wants to take the dragon, you cowards! Let's proceed as Kuras said.
    Once we get close enough with the invi sphere, I'll charge the most fragile-looking enemy, or the obviously-the-caster one.

    Map, by the way.


    dead.

    perception: 1d20 + 19 ⇒ (11) + 19 = 30

    if we go for the humans the dragos will rain fire over us, and were gonna be on a tight spot... Otherwise what do you want to do? Ignore him and try to kill the humans?


    dead.

    Can we kill the dragon? Pretty please???
    Blessing of Fervor is almost like haste, would make this a piece of cake!


    dead.

    Seeing the White Blue dragon, I strongly suggest we use fly options, Invisibility Sphere, Silence and then flank-kill it in a round, before engaging the bandits. Can we do it folks??

    Or we can just use all the above and enter the ships undetected. Marthysan must be in there.


    dead.

    Seventh's voice is barely a whisper to the others. "Hey, can someone use this?" He handles you a scroll of Invisibility Sphere to use, since he bought it even without the ability to use it. Smart priest.

    If anyone uses the scroll, Seventh casts Silence to let them cross to where they need to go, entering whatever depot the thugs are in before being noticed.

    Will: 1d20 + 13 ⇒ (16) + 13 = 29


    dead.

    After all, did you use the Bear's Endurance Kuras?

    Seventh don't have many long-duration spells to cast, but if have time before the imminent combat he will activate the Dominance Aura and then Blessing of the Fervor.


    dead.

    You're welcome ^_^

    "A Golden Legioneer, it seems... We need to hurry, the paladin might be in danger!"


    dead.

    "Something is wrong, folks. Marthysan may be in danger, let's search him!"


    dead.

    TRAVEL NOTICE: I'll be on the road on the 18th (maybe connection at night), making an important exam on the 19th (no connection), and back on the road for the 20th (connection at night, maybe), so please DMPC me if needed. Please try not to get me killed.


    dead.

    Done.


    dead.

    Restoration on Belsiard: 1d4 ⇒ 2

    I have Bear's Endurance ready, btw.


    dead.

    "Common Bug, it's only ONE dragon! We can outnumber him, and putting some elemental resistance against its breath we will have the advantage. We will buy some more fly potions, I'll hasten ourselves, Kuras can make you large, and I'll try to render the Dragon useless for a couple rounds. If it turns invisible we can manage, darkness we can counter, we will be flying, so we've got a great chance! Imagine how many wanna-be heroes tryed this before and failed, adding to the dragon's hoard! There won't be enough bags of Holdings to bring our treasure back home!"

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