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miteke's page
Organized Play Member. 6,063 posts (31,907 including aliases). No reviews. No lists. 1 wishlist. 28 Organized Play characters. 25 aliases.
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The door in the corridor is the closest door, but I can see where you mean by your icon.
E5. Palace Kitchen
This immense kitchen is dominated by a massive brass grill set in the center of the floor
The black jinni used claws and not weapons and had no armor. In fact it has no equipment whatsoever and detect magic will show no magical gear. Nothing to loot.
Just as a heads up, you are all coated in soot, mud, and other substances that will produce a trail.
Once again the dastardly dwarf is destroyed, but, as you know, that will not last for long; certainly not long enough to search the enormous room.
COMBAT OVER!
You take the ghul out on the first shot so you can move (and thus are still bolded below)
❖❖❖❖❖❖ Combat Card Round 7 ❖❖❖❖❖❖
Ongoing effects not mentioned below: +2 Bard song with discordant voice.
Bold may go.
Amaimon (-69 HP; elemental immunity, fire; Note: Curse of the Grave-39; fly: 9 minutes; Legacy Weapon: Holy, Bane Jinni; 1 hero point; electricity shield: 15; move action left)
Marcus (-38 HP; Note: Curse of the Grave-19; haste)
Malgrim Gryh (-48 HP/91 HP after burn; Curse of the Grave-19; Heat Adaptation: 15[2*current burn] ER Fire; haste)
❖❖❖ Round 8 ❖❖❖
Qilzar Agha Bagoas (-140 HP)
Right, the duplicate chronicle on the same character is a no-no. But since it is a GM credit I would think that you could somehow shift it to another character retroactively.

@Marcus
Remember that the way range is done is that you count squares to the target, and two diagonals count as an extra 5'. It is 30' from Malgrim to the row that Amaimon is in, then 3 5' squares over making the distance 35'. You do not measure from nearest corners and use the pythagorean theorem, which is what I am fairly certain you did. So if a character is next to you, it is at a 5' range. If it is two away it takes a reach of 10' to hit them.
1d3 ⇒ 3
Amaimon destroys two more of them and the remaining one misses without the advantage of invisibility.
to hit bite: 1d20 + 14 ⇒ (13) + 14 = 27
to hit claw: 1d20 + 14 ⇒ (13) + 14 = 27
to hit claw: 1d20 + 14 ⇒ (8) + 14 = 22
After it's pathetic showing, Malgrim and Marcus both start dismantling the disintegrating dwarf.
❖❖❖❖❖❖ Combat Card Round 7 ❖❖❖❖❖❖
Ongoing effects not mentioned below: +2 Bard song with discordant voice.
Bold may go.
Amaimon (-69 HP; elemental immunity, fire; Note: Curse of the Grave-39; fly: 9 minutes; Legacy Weapon: Holy, Bane Jinni; 1 hero point; electricity shield: 15)
Great Ghuls (-49 HP, 3 destroyed; NO LONGER INVISIBLE!)
Marcus (-38 HP; Note: Curse of the Grave-19; haste)
Malgrim Gryh (-48 HP/91 HP after burn; Curse of the Grave-19; Heat Adaptation: 15[2*current burn] ER Fire; haste)
❖❖❖ Round 8 ❖❖❖
Qilzar Agha Bagoas (-140 HP)

Malgrim Gryh wrote: Cast defensively and use Kinetic Healer on myself. I use 1 point from my buffer to pay for it. It heals an amount equal to my blast damage. I am not sure my composite blast works for this, so I am just using the water blast roll. Rolling 'damage' from a water blast seems right."
Malgrim restores some much needed HP (after bleeding a little, which removes the bleeding condition) and Marcus gives himself and Malgrim a haste boost. Unfortunately Amaimon is out of the area (remember the each square is 10').
vortex gone on 1: 1d5 ⇒ 1; and the vortex dissolves into a messy floor!
The petulant dwarf slides to the side and up and whacks Malgrim.
to hit touch: 1d20 + 21 ⇒ (17) + 21 = 38; +1 AC from haste
negative energy damage: 1d8 + 2 ⇒ (2) + 2 = 4, Curse of the Grave
❖❖❖❖❖❖ Combat Card Round 6 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Supernatural dust vortex (windstorm) - DC 10 (or 20 if flying) strength check to move away from the vortex if medium sized. Small creatures will be sucked into the vortex. -8 penalty to fly. 15d6 electrical damage with a DC 28 reflex save if you end your turn in the vortex. If you collapse in the vortex you are in a heap of s&*$ unless it dissipates. To avoid knowledge of when it expires I will roll a die each turn to determine if it dissipates that turn.
+2 Bard song with discordant voice.
Bold may go.
Amaimon (-69 HP; elemental immunity, fire; Note: Curse of the Grave-39; fly: 9 minutes; Legacy Weapon: Holy, Bane Jinni; 1 hero point; electricity shield: 15)
Great Ghuls (-39 HP, -50 HP, -49 HP, destroyed; check for dust vortex saves if needed; NO LONGER INVISIBLE!)
Marcus (-38 HP; Note: Curse of the Grave-19; haste)
Malgrim Gryh (-48 HP/91 HP after burn; Curse of the Grave-19; Heat Adaptation: 15[2*current burn] ER Fire; haste; bleed 1)
❖❖❖ Round 7 ❖❖❖
Qilzar Agha Bagoas (-68 HP)
--------------
Shabendeh (dead)

The last ghul makes a little inroad into killing Amaimon which would have been MUCH worse except that it is no longer invisible, but at the cost of it's existence as the vortex destroys it.
❖❖❖❖❖❖ Combat Card Round 5 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Supernatural dust vortex (windstorm) - DC 10 (or 20 if flying) strength check to move away from the vortex if medium sized. Small creatures will be sucked into the vortex. -8 penalty to fly. 15d6 electrical damage with a DC 28 reflex save if you end your turn in the vortex. If you collapse in the vortex you are in a heap of s&*$ unless it dissipates. To avoid knowledge of when it expires I will roll a die each turn to determine if it dissipates that turn.
+2 Bard song with discordant voice.
Bold may go.
Marcus (-38 HP; Note: Curse of the Grave-19; check for dust vortex saves if needed)
Malgrim Gryh (-88 HP/91 HP after burn; Curse of the Grave-19; Heat Adaptation: 15[2*current burn] ER Fire; bleed 1; check for dust vortex saves if needed)
❖❖❖ Round 6 ❖❖❖
1/5 check if dust vortex dissipates
Qilzar Agha Bagoas (-68 HP; check for dust vortex saves if needed)
Amaimon (-69 HP; elemental immunity, fire; Note: Curse of the Grave-39; fly: 9 minutes; Legacy Weapon: Holy, Bane Jinni; 1 hero point; electricity shield: 15; bleed 1; check for dust vortex saves if needed)
Great Ghuls (-39 HP, -50 HP, -49 HP, destroyed; check for dust vortex saves if needed; NO LONGER INVISIBLE!)
--------------
Shabendeh (dead)

The Ghuls continue their mission of revenge on Amaimon, though now that they are not invisible, he is harder to hit.
to hit bite, flank: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21
to hit claw, cold iron and magic, flank: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25
to hit claw, cold iron and magic, flank: 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33
to hit bite, flank: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32
to hit claw, cold iron and magic, flank: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25
to hit claw, cold iron and magic, flank: 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31
to hit bite, flank, blind: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17
to hit claw, cold iron and magic, flank, blind: 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 30
to hit claw, cold iron and magic, flank, blind: 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31
to hit bite, flank, blind: 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36
concealment miss check: 1d100 ⇒ 86
confirm: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27
piercing damage: 1d6 + 8 ⇒ (1) + 8 = 9
fire damage: 1d6 + 2 ⇒ (6) + 2 = 8 elemental immunity
to hit claw, cold iron and magic, flank, blind: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35
to hit claw, cold iron and magic, flank, blind: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35
DC 16 will save vs. glitterdust: 1d20 + 11 ⇒ (7) + 11 = 18
DC 16 will save vs. glitterdust: 1d20 + 11 ⇒ (5) + 11 = 16
DC 28 reflex save vs. vortex: 1d20 + 8 ⇒ (20) + 8 = 28
DC 28 reflex save vs. vortex: 1d20 + 8 ⇒ (7) + 8 = 15
DC 28 reflex save vs. vortex: 1d20 + 8 ⇒ (7) + 8 = 15
DC 28 reflex save vs. vortex: 1d20 + 8 ⇒ (4) + 8 = 12
vortex damage: 15d6 ⇒ (3, 1, 5, 1, 2, 6, 3, 3, 3, 4, 1, 1, 5, 4, 6) = 48
-12,24,24,24
Sorry. I forgot I was not waiting for someone. Will get something up tomorrow.
Hey, good on you for not just letting the game stagnate!
Hey, I could give up my position (as Achurius) to allow Mrs. Crinkle to be in the game. No way I want to be the cause of them missing out like that!

Before I move on to the Ghul's attacks, please review the card below for errors.
@Malgrim
Speaking of which; did you get the ER from resist energy and is there about 120 minutes left on it?
❖❖❖❖❖❖ Combat Card Round 5 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Supernatural dust vortex (windstorm) - DC 10 (or 20 if flying) strength check to move away from the vortex if medium sized. Small creatures will be sucked into the vortex. -8 penalty to fly. 15d6 electrical damage with a DC 28 reflex save if you end your turn in the vortex. If you collapse in the vortex you are in a heap of s&*$ unless it dissipates. To avoid knowledge of when it expires I will roll a die each turn to determine if it dissipates that turn.
+2 Bard song with discordant voice.
Bold may go.
Great Ghuls (-27 HP, -26 HP, -25 HP blind, -21 HP blind; check for dust vortex saves if needed; check for glitterdust recovery; NO LONGER INVISIBLE!)
Marcus (-38 HP; Note: Curse of the Grave-19; check for dust vortex saves if needed)
Malgrim Gryh (-88 HP/91 HP after burn; Curse of the Grave-19; 15 ER fire for 120 minutes; bleed 1; check for dust vortex saves if needed)
❖❖❖ Round 6 ❖❖❖
1/5 check if dust vortex dissipates
Qilzar Agha Bagoas (-68 HP; check for dust vortex saves if needed)
Amaimon (-60 HP; elemental immunity, fire; Note: Curse of the Grave-39; fly: 9 minutes; Legacy Weapon: Holy, Bane Jinni; 1 hero point; electricity shield: 15; bleed 1; check for dust vortex saves if needed)
--------------
Shabendeh (dead)
@Amaimon
Right, forgot about the immunity to fire. Need to add that to the combat card too!
Regarding glitterdust, I agree. See the previous combat card that says
Great Ghuls (-27 HP, -26 HP, -25 HP blind, -21 HP blind; check for dust vortex saves if needed; check for glitterdust recovery; NO LONGER INVISIBLE!)
@Malgrim
Drat. Missed that update on the card.
Amainmon's attacks...
It is easy to hit, and his weapon bypasses the DR. But without the ghost touch it does half damage, and it also resists the fire which makes the attacks do a lot less than hoped.
The hits do 44, and 43 divided by 2 is 22 and 21. Since they are all similarly damaged I don't think you can pick out the most damaged one so you target 1d4 ⇒ 4, which is the 4th one in my list. It is not destroyed but now it looks markedly worse for wear than the others.
I've been having folks heal the NON-curse of the grave damage first. So no roll needed unless you start hitting CoG damage.

Perfect! Your turn goes off as planned with that roll :) the water blast hits the pursuing dwarf and you do 21 damage to it. But you ticked it off and it comes after you. Being incorporeal it slides wight through the floor and pops up behind you.
dissipates on a 1: 1d6 ⇒ 6
to hit touch: 1d20 + 21 ⇒ (4) + 21 = 25
negative energy damage: 1d8 + 2 ⇒ (8) + 2 = 10, Curse of the Grave
Plus 1 bleed
What are your current HP at 'cause you just took another 11 damage?
On the bright side only Amaimon and the ghuls are still in the vortex.
❖❖❖❖❖❖ Combat Card Round 5 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Supernatural dust vortex (windstorm) - DC 10 (or 20 if flying) strength check to move away from the vortex if medium sized. Small creatures will be sucked into the vortex. -8 penalty to fly. 15d6 electrical damage with a DC 28 reflex save if you end your turn in the vortex. If you collapse in the vortex you are in a heap of s&*$ unless it dissipates. To avoid knowledge of when it expires I will roll a die each turn to determine if it dissipates that turn.
+2 Bard song with discordant voice.
Bold may go.
Amaimon (-62 HP; Note: Curse of the Grave-39; fly: 9 minutes; Legacy Weapon: Holy, Bane Jinni; 1 hero point; electricity shield: 2; bleed 1; check for dust vortex saves if needed)
Great Ghuls (-27 HP, -26 HP, -25 HP blind, -21 HP blind; check for dust vortex saves if needed; check for glitterdust recovery; NO LONGER INVISIBLE!)
Marcus (-38 HP; Note: Curse of the Grave-19; check for dust vortex saves if needed)
Malgrim Gryh (-88 HP; Curse of the Grave-19; 15 ER fire; bleed 1; check for dust vortex saves if needed)
❖❖❖ Round 6 ❖❖❖
1/5 check if dust vortex dissipates
Qilzar Agha Bagoas (-42 HP; check for dust vortex saves if needed)
--------------
Shabendeh (dead)
That misses the guy in the lower right. This is an image of a 10' radius spell area template.

@Marcus
Normally, when you pick a 10' radius spell you pick a vertex and that would not catch all 4, but just this once I'll let you center it on Amaimon and catch all 4 because it just makes sense, dang it and who likes being limited to a grid!
DC 16 will save: 1d20 + 11 ⇒ (14) + 11 = 25
DC 16 will save: 1d20 + 11 ⇒ (12) + 11 = 23
DC 16 will save: 1d20 + 11 ⇒ (1) + 11 = 12
DC 16 will save: 1d20 + 11 ⇒ (2) + 11 = 13
Rude! You blinded two of them, and, more importantly, they are no longer invisible.
❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Supernatural dust vortex (windstorm) - DC 10 (or 20 if flying) strength check to move away from the vortex if medium sized. Small creatures will be sucked into the vortex. -8 penalty to fly. 15d6 electrical damage with a DC 28 reflex save if you end your turn in the vortex. If you collapse in the vortex you are in a heap of s&*$ unless it dissipates. To avoid knowledge of when it expires I will roll a die each turn to determine if it dissipates that turn.
+2 Bard song with discordant voice.
Bold may go.
Malgrim Gryh (-77 HP; Curse of the Grave-9; 1 hero point; 15 ER fire; bleed 1; check for dust vortex saves if needed)
❖❖❖ Round 5 ❖❖❖
1/6 check if dust vortex dissipates
Qilzar Agha Bagoas (-42 HP; check for dust vortex saves if needed)
Amaimon (-62 HP; Note: Curse of the Grave-39; fly: 9 minutes; Legacy Weapon: Holy, Bane Jinni; 1 hero point; electricity shield: 2; bleed 1; check for dust vortex saves if needed)
Great Ghuls (-27 HP, -26 HP, -25 HP blind, -21 HP blind; check for dust vortex saves if needed; check for glitterdust recovery; NO LONGER INVISIBLE!)
Marcus (-38 HP; Note: Curse of the Grave-19; 1 hero point; check for dust vortex saves if needed)
--------------
Shabendeh (dead)
@Malgrim
You need to make a DC 10 strength check to move away from the vortex. I know it says away from the Jinni on the combat card, but really it means (and should say) away from the vortex. I hope you make it!

❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Supernatural dust vortex (windstorm) - DC 10 (or 20 if flying) strength check to move away from the Jinni if medium sized. Small creatures will be sucked into the vortex. -8 penalty to fly. 15d6 electrical damage with a DC 28 reflex save if you end your turn in the vortex. If you collapse in the vortex you are in a heap of s&*$ unless it dissipates. To avoid knowledge of when it expires I will roll a die each turn to determine if it dissipates that turn.
+2 Bard song with discordant voice.
Bold may go.
Marcus (-38 HP; Note: Curse of the Grave-19; 1 hero point; check for dust vortex saves if needed)
Malgrim Gryh (-77 HP; Curse of the Grave-9; 1 hero point; 15 ER fire; bleed 1; check for dust vortex saves if needed)
❖❖❖ Round 5 ❖❖❖
1/6 check if dust vortex dissipates
Qilzar Agha Bagoas (-42 HP; check for dust vortex saves if needed)
Amaimon (-62 HP; Note: Curse of the Grave-39; fly: 9 minutes; Legacy Weapon: Holy, Bane Jinni; 1 hero point; electricity shield: 2; bleed 1; check for dust vortex saves if needed)
Great Ghuls (-27 HP, -26 HP, -25 HP, -21 HP; check for dust vortex saves if needed)
--------------
Shabendeh (dead)

Amaimon Emberheart wrote: This doesn't say there is a fly check to fly into the sandstorm to attack the Jinni, so that is what Amaimon will do You are large so your only penalty is a -8 to your fly skill. As long as you do not try anything special, you should be fine. You could also fly by a PC and pick them up to carry them to safety if needed. I would allow a mid-move action to do that if you use the hero point.
Amaimon sucks it up and flies towards the Jinni instead of away from it. With a mighty blow he decapitates it (impressive considering how thick it's neck is), but the storm lingers and absorbs most of the energy resistance. Seeing their master obliterated the Ghuls swarm Amaimon and attack.
to hit bite, invisibility, flank: 1d20 + 14 + 2 + 2 ⇒ (13) + 14 + 2 + 2 = 31; Ignore dex bonuses to AC
to hit claw, cold iron and magic, invisibility, flank: 1d20 + 14 + 2 + 2 ⇒ (6) + 14 + 2 + 2 = 24; Ignore dex bonuses to AC
to hit claw, cold iron and magic, invisibility, flank: 1d20 + 14 + 2 + 2 ⇒ (15) + 14 + 2 + 2 = 33; Ignore dex bonuses to AC
to hit bite, invisibility, flank: 1d20 + 14 + 2 + 2 ⇒ (8) + 14 + 2 + 2 = 26; Ignore dex bonuses to AC
to hit claw, cold iron and magic, invisibility, flank: 1d20 + 14 + 2 + 2 ⇒ (20) + 14 + 2 + 2 = 38; Ignore dex bonuses to AC
confirm: 1d20 + 14 + 2 + 2 ⇒ (18) + 14 + 2 + 2 = 36
to hit claw, cold iron and magic, invisibility, flank: 1d20 + 14 + 2 + 2 ⇒ (3) + 14 + 2 + 2 = 21; Ignore dex bonuses to AC
to hit bite, invisibility, flank: 1d20 + 14 + 2 + 2 ⇒ (2) + 14 + 2 + 2 = 20; Ignore dex bonuses to AC
to hit bite, invisibility, flank: 1d20 + 14 + 2 + 2 ⇒ (1) + 14 + 2 + 2 = 19; Ignore dex bonuses to AC
damage: 2d4 + 16 ⇒ (1, 2) + 16 = 19, bleed 1
fire damage: 1d6 + 2 ⇒ (2) + 2 = 4
Ghul saves!
reflex: 1d20 + 8 ⇒ (3) + 8 = 11
reflex: 1d20 + 8 ⇒ (3) + 8 = 11
reflex: 1d20 + 8 ⇒ (5) + 8 = 13
reflex: 1d20 + 8 ⇒ (12) + 8 = 20
damage
15d6 ⇒ (5, 3, 2, 5, 1, 2, 6, 2, 1, 2, 2, 6, 4, 5, 5) = 51
15d6 ⇒ (1, 2, 2, 3, 4, 5, 4, 4, 3, 2, 2, 2, 2, 2, 4) = 42
15d6 ⇒ (6, 3, 3, 1, 3, 5, 6, 4, 3, 2, 2, 6, 5, 2, 4) = 55
15d6 ⇒ (6, 4, 3, 4, 4, 2, 6, 4, 4, 3, 2, 5, 1, 1, 4) = 53
@Malgrim
The save is only needed if you stay in the vortex. So, on your turn, if you decide to stay or are unable to leave, THAT is when you would roll your reflex save. That goes for the rest of you too!

Correcting Shabendeh's HP from -167 to -199
I've decided to give each of you a hero point for this battle. If one of the new players arrive, it will vanish, but until then, use it wisely!
❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Supernatural dust vortex (windstorm) - DC 10 (or 20 if flying) strength check to move away from the Jinni if medium sized. Small creatures will be sucked into the vortex. -8 penalty to fly. 15d6 electrical damage with a DC 28 reflex save if you end your turn in the vortex. If you collapse in the vortex you are in a heap of s&*$ unless it dissipates. To avoid knowledge of when it expires I will roll a die each turn to determine if it dissipates that turn.
Bold may go.
Amaimon (-39 HP; Note: Curse of the Grave-39; fly: 9 minutes; Legacy Weapon: Ghost touch, bane undead, and +1; 1 hero point; check for dust vortex saves needed)
Great Ghuls (-0 HP, -0 HP, -0 HP, -0 HP; check for dust vortex saves needed)
Marcus (-38 HP; Note: Curse of the Grave-19; 1 hero point; check for dust vortex saves needed)
Malgrim Gryh (-77 HP; Curse of the Grave-9; 1 hero point; 15 ER fire; bleed 1; check for dust vortex saves needed)
❖❖❖ Round 5 ❖❖❖
1/6 check if dust vortex dissipates
Shabendeh (-199 HP)
Qilzar Agha Bagoas (-42 HP; check for dust vortex saves needed)

That is just sufficient to injure the ghostly dwarf. But having injured it, you have drawn its ire and it attacks back.
to hit touch: 1d20 + 21 ⇒ (7) + 21 = 28
negative energy damage: 1d8 + 2 ⇒ (7) + 2 = 9, Curse of the Grave
Ouch! I realize I used the wrong AC the last time he attacked you so you miraculously avoided that damage as it should have hit your touch AC. This guy is not someone you want to be fighting!
Shabendeh is on the brink of death and summons a massive electrical dust swarm and steps back.
As noted below this is the ability it is using. On the bright side it affects his allies too! But only if you end your turn in the area!
Dust Vortex (Su) Once per day, as a full-round action, a black jinni can cause the obscuring cloud that surrounds it to become a vortex of electrically-charged dust. This vortex is 20 feet high and radiates to a range of 30 feet, with the black jinni at the vortex’s center. The winds within this area are considered a windstorm, making normal ranged attacks impossible and causing a –4 penalty to siege weapon attacks against creatures in the vortex. Creatures within the vortex are subjected to wind effects as described on page 95 of the DMG—those who are blown back are instead drawn toward the center to a square adjacent to the black jinni. A creature that ends its turn within the dust vortex takes 10d6 points of electricity damage (DC 24 Reflex save halves). Once the dust vortex is created, it remains stationary, allowing the black jinni to move around in it or even leave it. The vortex remains in place for 1d6 rounds, or until the black jinni dismisses it as a move action. The save DC is Constitution-based.
Yea, short of finding that proof, he is not going away.
Marcus shreds a little of the ghostly dwarf, though it still seems quite strong.
❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Malgrim Gryh(-68 HP; bleed 1)
❖❖❖ Round 4 ❖❖❖
Shabendeh(-167 HP)
Qilzar Agha Bagoas(-12 HP; -2 AC from charge)
Amaimon(-39 HP; Note: Curse of the Grave-39; fly: 9 minutes; Legacy Weapon: Ghost touch, bane undead, and +1)
Great Ghuls (-0 HP, -0 HP, -0 HP, -0 HP)
Marcus(-38 HP; Note: Curse of the Grave-19)
I noted the correction at the top of this post. Easy to miss. Corrections suck (though not as bad as retcons)!
@Marcus
Any buffs active to help with dealing with incorporeal or are you doing half damage?
@Amaimon
Nah, I think we should correct the damage. Like I mentioned to Malgrim, please, please, help me keep the combat card up to date with the right info. I mess stuff up and forget things so all of your help is not only appreciated but needed. That puts the Jinni at -199!
@Malgrim
Malgrim started the battle at -12 as noted here.
From there he took
-37 Jinni
-12 electrical Jinni
-2 dwarf
-1 bleed round 2
-3 GG
ignore fire damage! I definitely missed the fire resistance.
-1 bleed round 3 (this round)
total -68
Does that sound right? I think you missed the 12 you were down pre-battle and one of the bleeds. Did I miss where the pre-battle HP were healed?
I would greatly appreciate it if, when I set up a combat card, I am missing something like the fire resistance. I will add it and if it is on the card there is no need for it to be in your stat line. Fankly, I would prefer for buffs to be on the combat card anyway. Easier for me to notice and avoid retcons, which I'm sure EVERYONE would like.
❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Marcus(-38 HP; Note: Curse of the Grave-19)
Malgrim Gryh(-80 HP; bleed 1)
❖❖❖ Round 4 ❖❖❖
Shabendeh(-167 HP)
Qilzar Agha Bagoas(-0 HP; -2 AC from charge)
Amaimon(-39 HP; Note: Curse of the Grave-39; fly: 9 minutes; Legacy Weapon: Ghost touch, bane undead, and +1)
Great Ghuls (-0 HP, -0 HP, -0 HP, -0 HP)

I am assuming you step closer to the Jinni as it does not look like your warhammer has reach.
Amaimon scores a hit and the Jinni is starting to feel it. The Great Ghuls move in on him. (ignore dex bonus - AC 34)
to hit bite, invisibility, flank: 1d20 + 14 + 2 + 2 ⇒ (7) + 14 + 2 + 2 = 25
to hit claw, cold iron and magic, invisibility, flank: 1d20 + 14 + 2 + 2 ⇒ (10) + 14 + 2 + 2 = 28
to hit claw, cold iron and magic, invisibility, flank: 1d20 + 14 + 2 + 2 ⇒ (5) + 14 + 2 + 2 = 23
to hit bite, invisibility: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18;
to hit claw, cold iron and magic, invisibility: 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31
to hit claw, cold iron and magic, invisibility: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27
to hit bite, invisibility: 1d20 + 14 + 2 ⇒ (13) + 14 + 2 = 29
to hit claw, cold iron and magic, invisibility: 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20
to hit claw, cold iron and magic, invisibility: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28
Amazingly, not a one of them hits. He is living a charmed life!
The last one focuses on Malgrim. (ignore dex bonus - AC 32)
to hit bite, invisibility: 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34
to hit claw, cold iron and magic, invisibility: 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20
to hit claw, cold iron and magic, invisibility: 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22
The bite actually hits
piercing damage: 1d6 + 8 ⇒ (5) + 8 = 13
fire damage: 1d6 + 2 ⇒ (4) + 2 = 6
but does little damage, though the fire does help (9 damage)
Note: the bane is not affecting the Jinni. It is not undead but is a CE Large outsider (chaotic, evil, extraplanar). Yea, by the description you would think it is undead. I need to adjust the damage you did and the to hit rolls. The holy IS working.
Results: last blow did 11 less damage and this round does 37.
Malgrim Gryh wrote: Fortitude save... I am not sure what this is for, but I made it.[/ooc] For a clue look in this post.
Adding one damage to Malgrim from bleed effect.
❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Amaimon(-39 HP; Note: Curse of the Grave-39; fly: 9 minutes; Legacy Weapon: Ghost touch, bane undead, and +1)
Great Ghuls (-0 HP, -0 HP, -0 HP, -0 HP)
Marcus(-38 HP; Note: Curse of the Grave-19)
Malgrim Gryh(-71 HP; bleed 1)[/ooc]
❖❖❖ Round 4 ❖❖❖
Shabendeh(-141 HP)
Qilzar Agha Bagoas(-0 HP; -2 AC from charge)
The whip gets caught up on one of the Ghuls and Marcus barely misses (AC 31 and a -2 to attack from partial cover).
Marcus knows his limitations, which do not include close quarter fighting with a nasty incorporeal dwarf, and promptly vanishes from sight, eliciting a snarl of rage from the said dwarf. It is short lived, however, as there are two other interlopers he can make pay! Malgrim becomes his next victim of choice, but he misses.
to hit touch: 1d20 + 21 ⇒ (4) + 21 = 25
negative energy damage: 1d8 + 2 ⇒ (8) + 2 = 10, Curse of the Grave
Shabendeh launches a flurry of blows on Amaimon.
to hit claw, power attack: 1d20 + 23 ⇒ (8) + 23 = 31
to hit claw, power attack: 1d20 + 23 ⇒ (5) + 23 = 28
to hit gore, power attack: 1d20 + 18 ⇒ (3) + 18 = 21
But nothing is able to connect and he steps back with annoyance.
Right. It really is a toss up, but I think it meets the intent of smite.
@Malgrim
Flesh of stone gives DR 1 plus one for every two levels over 2 (basically level /2) which puts you at DR 6. Did you accept 4 points of burn to increase it to 10?
Dang that ability gives you a LOT of DR.

Amaimon steps up and goes full on wacko on the Jinni.
concealment: 1d100 ⇒ 69
concealment: 1d100 ⇒ 5
The first blow lands, the second gets lost in the fog, and the third gets deflected off of it's tough hide. The fire damage does not harm it (do not bother with rolling fire damage against the Jinni as it is immune, the holy damage is quite effective though).
The Ghuls move silently into position and a number of blows come out from nowhere.
to hit claw on Malgrim, cold iron and magic, invisible: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19; ignore dex bonus to AC (AC 32)
to hit claw on Malgrim, cold iron and magic, invisible: 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34; ignore dex bonus to AC (AC 32)
to hit claw on Malgrim, cold iron and magic, invisible: 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 30; ignore dex bonus to AC (AC 32)
to hit claw on Amaimon, cold iron and magic, invisible: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18; ignore dex bonus to AC (AC 34)
One actually hits Malgrim, denting him a little more and starting him bleeding, though much of the damage is reduced by his DR.
damage, DR: 1d4 + 8 - 10 ⇒ (4) + 8 - 10 = 2, bleed 1
fire damage: 1d6 + 2 ⇒ (5) + 2 = 7
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Marcus(-38 HP; Note: Curse of the Grave-19)
Malgrim Gryh(-70 HP; bleed 1; need DC 28 fort save) Restoring 10 HP as I did not apply Malgrim's DR to the Jinni's attack
❖❖❖ Round 3 ❖❖❖
Shabendeh(-141 HP)
Qilzar Agha Bagoas(-0 HP; -2 AC from charge)
Amaimon(-39 HP; Note: Curse of the Grave-39; fly: 9 minutes; Legacy Weapon: Ghost touch, bane undead, and +1)
Great Ghuls (-0 HP, -0 HP, -0 HP, -0 HP)
@Amaimon
The quickness had 7 rounds left on it at the end of the last battle so I'm thinking it is gone by now.
The fly and legacy weapon are still active.
Note: HP adjusted to account for previous battles.
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Amaimon(-39 HP; Note: Curse of the Grave-39)
Great Ghuls (-0 HP, -0 HP, -0 HP, -0 HP)
Marcus(-38 HP; Note: Curse of the Grave-19)
Malgrim Gryh(-71 HP; need DC 28 fort save)
❖❖❖ Round 3 ❖❖❖
Shabendeh(-94 HP)
Qilzar Agha Bagoas(-0 HP; -2 AC from charge)
concealment: 1d100 ⇒ 49
Malgrim nail the smokey creature and rocks it a bit. Malgrim finds it a little difficult to pinpoint the creature in the dust cloud that constantly surrounds it, but he manages to land the hit anyway.
The Jinni retaliates in kind, stepping back first showing that it has reach.
to hit claw, power attack: 1d20 + 23 ⇒ (3) + 23 = 26
to hit claw, power attack: 1d20 + 23 ⇒ (19) + 23 = 42
confirm: 1d20 + 23 ⇒ (15) + 23 = 38
damage: 4d6 + 36 ⇒ (2, 4, 1, 4) + 36 = 47
damage electricity: 2d10 + 4 ⇒ (2, 6) + 4 = 12; need fort save.
to hit gore, power attack: 1d20 + 18 ⇒ (16) + 18 = 34
The sneaky dwarf charges at Marcus and kills a few more skin cells with it's negative energy attack.
to hit touch: 1d20 + 21 ⇒ (15) + 21 = 36
negative energy damage: 1d8 + 2 ⇒ (2) + 2 = 4, Curse of the Grave
The Great Ghuls rush forward and disappear! You may make a DC perception: 1d20 + 33 ⇒ (15) + 33 = 48 to determine the approximate locations of them.
You may also make a DC 18 religion check to get information about them.
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Malgrim Gryh(-0 HP)
❖❖❖ Round 2 ❖❖❖
Shabendeh(-15 HP)
Qilzar Agha Bagoas(-0 HP)
Amaimon(-0 HP)
Great Ghuls (-0 HP, -0 HP, -0 HP, -0 HP)
Marcus(-0 HP)

@Amaimon Emberheart (Note: some of these numbers will be different as it is an advanced form of the creature)
Special Attacks:
Create Spawn (Su) A humanoid or genie slain by a black jinni’s searing touch rises 1d4 rounds later as an undead spawn. Humanoids rise as zombies; jann rise as ghuls; and djinn, efreet, shaitans, and marids rise as great ghuls. Ghuls and great ghuls are detailed in Pathfinder Chronicles: Dark Markets, A Guide To Katapesh. Spawn created by a black jinni are under its control.
Dust Vortex (Su) Once per day, as a full-round action, a black jinni can cause the obscuring cloud that surrounds it to become a vortex of electrically-charged dust. This vortex is 20 feet high and radiates to a range of 30 feet, with the black jinni at the vortex’s center. The winds within this area are considered a windstorm, making normal ranged attacks impossible and causing a –4 penalty to siege weapon attacks against creatures in the vortex. Creatures within the vortex are subjected to wind effects as described on page 95 of the DMG—those who are blown back are instead drawn toward the center to a square adjacent to the black jinni. A creature that ends its turn within the dust vortex takes 10d6 points of electricity damage (DC 24 Reflex save halves). Once the dust vortex is created, it remains stationary, allowing the black jinni to move around in it or even leave it. The vortex remains in place for 1d6 rounds, or until the black jinni dismisses it as a move action. The save DC is Constitution-based.
Shocking Touch (Su) Any creature hit by a black jinni’s claw attack takes an additional 1d10 points of electricity damage—on a critical hit, this additional electricity damage increases to 2d10 points of damage and the creature must make a DC 24 Fortitude save or the electricity lingers on his body, inflicting an additional 1d10 points of electricity damage each round on the start of the victim’s turn for 1d6 additional rounds. Immersion in any liquid ends this ongoing damage, as does contact with a metal object of at least Medium or larger size that is in contact with the ground. The save DC is Constitution-based.
Immune electricity, fire
@Marcus Nocturnus
fort save: 1d20 ⇒ 7
It scowls at you proclaiming "Ragathiel is an idiot and traitor to his kind!"
In spite of the bold denial, it does shudder and lose some cohesiveness
damage: 5d6 ⇒ (3, 2, 5, 2, 3) = 15
Yes, it has a vulnerability to Recitation: As cursed genies of evil and chaos, black jinn are strangely susceptible to certain recitations of holy tracts belonging to good or lawful deities or philosophies. These include the spells dictum and holy word, but also forceful recitations of nonmagical holy sermonizing. If a cleric or paladin of a lawful or good deity makes a successful opposed Knowledge (religion) check against a black jinni as a standard action, the black jinni must make a DC 20 Fortitude save or be instantly destroyed, leaving behind only a small spot of charred ash. If this save is successful, the black jinni instead takes 5d6 points of damage.
You may ask 2 additional questions.
No problem on the delay. The site was down for a week, and I delayed as much as I could to allow the new players to get up and running.
Spazmodeus wrote: Yay..the boards are back up!
Just putting the finishing touches on my wizard...I forgot how complicated they can get at higher levels. Wow, spells cost a lot! :)
Not the first level spells :)
But, yea, they can be expensive, but worth it. Usually your highest level spell is going to be painful, but if you buy the mid or lower level spells it is not so bad.
Oh well. On the bright side they would not likely mess anything up this way.
The folks in the room look like they are spoiling for a fight and glare at you.
Initiative(Malgrim): 1d20 + 6 ⇒ (3) + 6 = 9
Initiative(Marcus): 1d20 + 7 ⇒ (1) + 7 = 8
Initiative(Amaimon): 1d20 + 2 ⇒ (17) + 2 = 19
init(Shabendeh): 1d20 + 14 ⇒ (14) + 14 = 28
init(Great Ghuls): 1d20 + 10 ⇒ (7) + 10 = 17
init(Dastardly Dwarf): 1d20 + 13 ⇒ (18) + 13 = 31
The smoking geenie rushes towards you but is unable to engage because there was no straight line for a charge. The lazy dwarf takes a little time to realize a fight is happened but eventually makes his appearance as it emerges from the floor behind you .
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Amaimon(-0 HP)
Great Ghuls (-0 HP, -0 HP, -0 HP, -0 HP)
Marcus(-0 HP)
Malgrim Gryh(-0 HP)
❖❖❖ Round 2 ❖❖❖
Shabendeh(-0 HP)
Qilzar Agha Bagoas(-0 HP)
I had really hoped that the irritating message and losing your post would be gone, but it is not.
Do we have replacement characters yet, or did the site outage stymie that too?
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