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miteke's page
Organized Play Member. 6,102 posts (31,995 including aliases). No reviews. No lists. 1 wishlist. 28 Organized Play characters. 25 aliases.
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Bards suck vs. undead so make sure you take those sonic combat spells that do not require a fort save or is mind effecting, which most bard spells are (not easy to find - take a look at sonic scream and wall of sound). And maybe get a metamagic rod of Concussive to mess targets up with no save as long as you do ANY damage. That is really nice with sonic scream). Oddly the concussive metamagic affects undead from what I can tell. Metamagic rods of Persistent or Selective spells are also nice. You have access to some very nice 3rd level spells, like confusion, and 9000 gp for a lesser rod is worth adding a +2 metamagic enhancement to a spell like that.

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I have no problem with questions and challenges. I make lots of mistakes, so don't sweat it. And I understand your annoyance based on your thinking the charm spell should be more powerful. But, when you think about it, a 1st level charm person spell should not allow you to switch the alliance of a combatant in the middle of a fight. That would be a bit too powerful. Murderous Command is the closest to that and lasts for a round. Most dice damage per level spells end up being disappointing too, at least I find them to be so when comparing them to the damage a melee character dishes out.
If you think you could enjoy the game with a different character, you are welcome to aim for something more martial. Spell casters are much harder to play, requiring a comfort level with many more mechanics than a fighter. They are very rewarding when they work, though. But they are also a pain the butt and tend to lead to a lot of disappointment as many spells are just plain nerfed by monster abilities. Like a fire mage vs. a creature immune to fire, or a bard vs. undead, or just about anything with a high spell resistance. Melee characters are almost ALWAYS relevant. Though I would not do an Inquisitor or Warpriest because they take complicated to a new level. I'm playing in a game with a fighter with barroom brawl, and the THONGS he comes up with are very complicated and creative, so even a fighter can be confusing with the right feats!
Not a good round for you guys :( You had to roll a two?!
Thank goodness Amaimon slapped that energy resistance on you!
@Amaimon
Remember you still have a hero point to use up before a new player jumps in.
Malgrim (-59 HP/91 HP after burn; Curse of the Grave-35; DR 10/Adamantine; Heat Adaptation: 15[2*current burn] ER Fire; 30 ER fire for 120 minutes)

Marcus Nocturnus wrote: Miteke, why would my new ally (charmed hound) not make an effort to protect me when it knows I am in danger? Regardless of why it was coming into the room it seems like it would see a need to help me out. That is not language dependent and it is smart enough to understand the concern with its other compadres in the area. The charm spell is very limited. It makes you a friend, but it does not cancel out relationships it has with other characters. At best, it would act with confusion when two friends are fighting. Think of it like a dog fight where the rest of the pack sits by and waits for the outcome.
It is GREAT for infiltration, information gathering, and avoiding being attacked yourself. You might even get it to attack someone or something with which is has a poorer relationship with, if you could communicate with it, or if it attacks you. But in this case the other warhound is it's pack mate, and the giants are its master, and, thus, you are on equal footing with them.
If you want it to attack and follow commands you need a control/dominate spell or cast the charm under more favorable conditions.
I'm really not trying to fudge the rules. This is how I have always experienced having GMs run charm spells when I was the player.
Edit: I just read Malgrim's commentary and I agree with everything he said. Confusion is particularly nice since bards get it at a lower level than other classes, though that does decrease the DC a little.
I'd be fine with your swapping spells in your spell list once you have a rest. Learning things on the fly can be discouraging and you deserve a chance to tweak your selections now that you have a little experience under your belt with this game!

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After Malgrim bumps off one of the giants, Amaimon turns his attention to the other one. Only one of his shots hit, but it certainly gets its attention! Note: I am going to assume Marcus started his performance first so I am adding 1d6 + 2 ⇒ (3) + 2 = 5 damage.
Marcus begins an inspiring performance, at least to some and with that the firey foes get another chance to beat some sense into you all. And by sense, I actually mean the lack of it.
recovery orange: 1d4 ⇒ 3
recovery blue: 1d3 ⇒ 1
Not the brightest bulb, the blue hound breathes all over Malgrim and Amaimon, hoping that it will do better this time.
fire damage: 15d6 ⇒ (1, 2, 4, 5, 4, 5, 1, 1, 3, 4, 2, 5, 2, 2, 5) = 46; DC 25 reflex for half
The other two go for an old fashioned frontal assault on Amaimon, not using power attack, figuring it HAS to work this time.
to hit greatsword, no power attack: 1d20 + 23 ⇒ (16) + 23 = 39
slashing damage, no power attack: 3d6 + 17 ⇒ (1, 4, 4) + 17 = 26
to hit greatsword, no power attack: 1d20 + 23 - 5 ⇒ (2) + 23 - 5 = 20
to hit greatsword: 1d20 + 23 - 10 ⇒ (18) + 23 - 10 = 31
to hit bite: 1d20 + 24 ⇒ (15) + 24 = 39
slashing/piercing/blugeoning damage: 2d6 + 16 ⇒ (4, 4) + 16 = 24
Oh joy! O bliss! TWO attacks land and Amaimon is on the edge of passing out!
❖❖❖❖❖❖ Combat Card Round 7 ❖❖❖❖❖❖
Ongoing effects not mentioned below: inspire courage: +2 and sonic damage
Bold may go.
Amaimon (-120/137 HP; elemental immunity, fire; Note: Curse of the Grave-39; fly: 8 minutes; 1 hero point; electricity shield-15: ? minutes; Legacy Weapon with Ghost Touch, Bane(undead) and +1: expires end of round 11; heroic splendor until the end of round 15; AoO on blue)
Marcus (-51/96 HP; Note: Curse of the Grave-19)
Malgrim (-47 HP/91 HP after burn; Curse of the Grave-35; DR 10/Adamantine; Heat Adaptation: 15[2*current burn] ER Fire; 30 ER fire for 120 minutes; DC 25 reflex save or take 12 fire damage after ER)
Fire giant (red) (-41 HP)
Wolf (orange) (-0 HP; 1 rounds recovery)
Wolf (blue) (-0 HP; Charmed by Marcus; 0 rounds recovery)
❖❖❖ Round 8 ❖❖❖
@Malgrim, that sounds more like it. Thanks for looking it up. All you suffer is a little damage and he giant goes down!
I will try to get a combat post up tomorrow.

Thought so. Added it to the combat card so I will be more likely to remember. That puts your damage to 11 instead of 21 (yea!) but still means you missed the concentration check (a blast is considered to be a spell level equal to half the kineticist's level, so that would be a DC of 27, boo!).
❖❖❖❖❖❖ Combat Card Round 6 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Amaimon (-69 HP; elemental immunity, fire; Note: Curse of the Grave-39; fly: 8 minutes; 1 hero point; electricity shield-15: ? minutes; Legacy Weapon with Ghost Touch, Bane(undead) and +1: expires end of round 11; heroic splender until the end of round 15; AoO on blue)
Marcus (-51 HP; Note: Curse of the Grave-19)
Fire giant (red) (-0 HP)
Fire giant (yellow) (-101 HP)
Wolf (orange) (-0 HP; 0 rounds recovery)
Wolf (blue) (-0 HP; Charmed by Marcus; 1 round recovery)
❖❖❖ Round 7 ❖❖❖
Malgrim Gryh (-47 HP/91 HP after burn; Curse of the Grave-35; DR 10/Adamantine; Heat Adaptation: 15[2*current burn] ER Fire; 30 ER fire for 120 minutes; concentration check needed or the giant takes 79 damage, but both actions taken)
to hit bite: 1d20 + 24 ⇒ (17) + 24 = 41
slashing/piercing/blugeoning damage: 2d6 + 16 ⇒ (1, 5) + 16 = 22
Yikes! Make your concentration check at -22. Didn't you have DR at one point?
❖❖❖❖❖❖ Combat Card Round 6 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Amaimon (-69 HP; elemental immunity, fire; Note: Curse of the Grave-39; fly: 8 minutes; 1 hero point; electricity shield-15: ? minutes; Legacy Weapon with Ghost Touch, Bane(undead) and +1: expires end of round 11; heroic splender until the end of round 15; AoO on blue)
Marcus (-51 HP; Note: Curse of the Grave-19)
Malgrim Gryh (-57 HP/91 HP after burn; Curse of the Grave-35; Heat Adaptation: 15[2*current burn] ER Fire; 30 ER fire for 120 minutes; concentration check needed or the giant takes 79 damage, but both actions taken)
Fire giant (red) (-0 HP)
Fire giant (yellow) (-101 HP)
Wolf (orange) (-0 HP; 0 rounds recovery)
Wolf (blue) (-0 HP; Charmed by Marcus; 1 round recovery)
❖❖❖ Round 7 ❖❖❖
Note: Marcus should be at -51 because of the fire damage.
Marcus (-51 HP; Note: Curse of the Grave-19)
❖❖❖❖❖❖ Combat Card Round 6 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Amaimon (-69 HP; elemental immunity, fire; Note: Curse of the Grave-39; fly: 8 minutes; 1 hero point; electricity shield-15: ? minutes; Legacy Weapon with Ghost Touch, Bane(undead) and +1: expires end of round 11; heroic splender until the end of round 15; AoO on blue)
Marcus (-25 HP; Note: Curse of the Grave-19)
Malgrim Gryh (-35 HP/91 HP after burn; Curse of the Grave-35; Heat Adaptation: 15[2*current burn] ER Fire; 30 ER fire for 120 minutes; DC 25 reflex save or take 21 damage; AoO on blue)
Fire giant (red) (-0 HP)
Fire giant (yellow) (-101 HP)
Wolf (orange) (-0 HP; 0 rounds recovery)
Wolf (blue) (-0 HP; Charmed by Marcus; 1 round recovery)
❖❖❖ Round 7 ❖❖❖

Amaimon buffs yet again AND has time to step into the fight and clobber a fire giant. The fire from his weapon is useless of course, as flames do not bother fire giant's in the least any more than they do Amaimon himself.
will save blue: 1d20 ⇒ 6
It seems to work! The hound turns away from Marcos, accepting the smell as a friendly one! But he does turn visible!
Malgrim is unable to overcome the curse and remains somewhat injured.
Since they failed to score a hit on Malgrim the two giants set their sights on Amaimon, delivering a series of half-hearted blows.
to hit greatsword, power attack: 1d20 + 23 - 3 ⇒ (8) + 23 - 3 = 28
to hit greatsword, power attack: 1d20 + 23 - 3 - 5 ⇒ (1) + 23 - 3 - 5 = 16
to hit greatsword: 1d20 + 23 - 3 - 10 ⇒ (7) + 23 - 3 - 10 = 17
to hit greatsword, power attack: 1d20 + 23 - 3 ⇒ (5) + 23 - 3 = 25
to hit greatsword, power attack: 1d20 + 23 - 3 - 5 ⇒ (9) + 23 - 3 - 5 = 24
to hit greatsword: 1d20 + 23 - 3 - 10 ⇒ (2) + 23 - 3 - 10 = 12
One warhound breathes fire all over the both of you, but the only one with any susceptibility at all is Malgrim, while the other warhound dashes around to the back, leaving itself open to attacks as it passes.
1d4 ⇒ 3
fire damage: 15d6 ⇒ (6, 4, 3, 5, 3, 1, 2, 5, 5, 1, 4, 6, 2, 2, 2) = 51

I moved Amaimon 's icon. You may adjust when you can.
Malgrim's defenses against fire are doubled just before the new enemies descend on him, though only one can get a strike in in the time allotted. The blue hound gets half way to the door and snifs something near by, turns and breaths a cone of fire at the area.
fire damage on Marcus: 15d6 ⇒ (3, 3, 3, 6, 4, 3, 2, 4, 4, 4, 2, 3, 5, 1, 6) = 53; DC 25 reflex for half
Malgrim:
to hit greatsword, power attack: 1d20 + 23 - 3 ⇒ (9) + 23 - 3 = 29; miss
But Malgrim is faring a lot better against a foe that is not incorporeal and it bounces off all that nice armor he has.
❖❖❖❖❖❖ Combat Card Round 5 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Amaimon (-69 HP; elemental immunity, fire; Note: Curse of the Grave-39; fly: 8 minutes; 1 hero point; electricity shield-15: ? minutes; Legacy Weapon with Ghost Touch, Bane and +1: expires end of round 11)
Marcus (-25 HP; Note: Curse of the Grave-19, invisible until beginning of round 9)
Malgrim Gryh (-64 HP/91 HP after burn; Curse of the Grave-35; Heat Adaptation: 15[2*current burn] ER Fire; 30 ER fire for 120 minutes)
Fire giant (red) (-0 HP)
Fire giant (yellow) (-0 HP)
Wolf (orange) (-0 HP)
Wolf (blue) (-0 HP)
❖❖❖ Round 6 ❖❖❖
Marcus Nocturnus wrote: keyword vanish, I am invisible for 5 rounds. My apologies for not being more clear about that. No problem. At least it is a minor adjustment to the combat card which I will fix after Amaimon goes.
Before Amaimon can take a step, Malgrim downs the diabolical ghost. Marcus vanishes and (wisely) gives the giants some room. You hear some cries of confusion and determination. Their focus turns to Malgrim, left standing by the doorway.
❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Amaimon (-69 HP; elemental immunity, fire; Note: Curse of the Grave-39; fly: 8 minutes; 1 hero point; electricity shield-15: ? minutes; Legacy Weapon with Ghost Touch, Bane and +1: expires end of round 11)
Fire giant (red) (-0 HP)
Fire giant (yellow) (-0 HP)
Wolf (orange) (-0 HP)
Wolf (blue) (-0 HP)
❖❖❖ Round 5 ❖❖❖
Marcus (-25 HP; Note: Curse of the Grave-19, invisible for 12 minutes)
Malgrim Gryh (-64 HP/91 HP after burn; Curse of the Grave-35; Heat Adaptation: 15[2*current burn] ER Fire)
Boons is mostly (maybe always?) a convention thing (which GameDays are) and requires coordination with the Paizo staff. Note that for conventions if you GM they will also give you the scenario you are running for free. Nice, huh! So, yes, Paizo still supports 1e games in that way.
If you are running a PFS game independently then you may not award boons.
❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Marcus (-25 HP; Note: Curse of the Grave-19)
Amaimon (-69 HP; elemental immunity, fire; Note: Curse of the Grave-39; fly: 8 minutes; 1 hero point; electricity shield-15: ? minutes; Legacy Weapon with Ghost Touch, Bane and +1: expires end of round 11)
Malgrim Gryh (-64 HP/91 HP after burn; Curse of the Grave-35; Heat Adaptation: 15[2*current burn] ER Fire)
Qilzar Agha Bagoas (-176 HP)
Fire giant (red) (-0 HP)
Fire giant (yellow) (-0 HP)
Wolf (orange) (-0 HP)
Wolf (blue) (-0 HP)
❖❖❖ Round 5 ❖❖❖
Marcus bellows out another friendly greeting and is met by waving weapons as they run towards you all. Of course, with Marcus' rather terrible ability to sense motives, he probably thinks it is just a show of honor. They are joined from the north and northwest by a pair of powerfully built wolves the size of a large draft horse, with ebony fur and burning, fiery red eyes.
The unsubtle dwarf pops up in the doorway next to Malgrim and takes a mudbath which, unfortunately, provokes an AoO.
I think. If you can cite a rule that might suggest that it would not provoke I will cancel the strike.
to hit touch, AoO: 1d20 + 21 ⇒ (16) + 21 = 37
negative energy damage: 1d8 + 2 ⇒ (6) + 2 = 8, Curse of the Grave
to hit touch: 1d20 + 21 ⇒ (6) + 21 = 27
negative energy damage: 1d8 + 2 ⇒ (6) + 2 = 8, Curse of the Grave
The dwarf looks in really bad shape, and Malgrim is not looking to well either! This time, however, he remains visible to you all, looking like he is trying to block passage out the door.
Marcus Nocturnus wrote: "We've got company," he says pointing, "Over there." Then he yells to the fire giants in Ignan, "Who was your king? He wasn't a little dwarf guy, right?" Note that they are a couple of hundred feet away and are unlikely to make out what you are shouting. They will, of course, notice you though and will start moving towards you next round. You are up.
❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Marcus (-25 HP; Note: Curse of the Grave-19)
Readied actions from Amaimon and Malgrim may trigger here.
Qilzar Agha Bagoas (-136 HP)
❖❖❖ Round 4 ❖❖❖
Amaimon (-69 HP; elemental immunity, fire; Note: Curse of the Grave-39; fly: 8 minutes; 1 hero point; electricity shield-15: ? minutes; Legacy Weapon with Ghost Touch, Bane and +1: expires end of round 11)
Malgrim Gryh (-48 HP/91 HP after burn; Curse of the Grave-19; Heat Adaptation: 15[2*current burn] ER Fire)
Yea, that works and the vanishing dwarf looks a bit more unstable before it leaves the area.
❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Marcus (-25 HP; Note: Curse of the Grave-19)
Malgrim Gryh (-48 HP/91 HP after burn; Curse of the Grave-19; Heat Adaptation: 15[2*current burn] ER Fire)
Qilzar Agha Bagoas (-136 HP)
❖❖❖ Round 4 ❖❖❖
Amaimon (-69 HP; elemental immunity, fire; Note: Curse of the Grave-39; fly: 8 minutes; 1 hero point; electricity shield-15: ? minutes; Legacy Weapon with Ghost Touch, Bane and +1: expires end of round 11)
❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Amaimon (-69 HP; elemental immunity, fire; Note: Curse of the Grave-39; fly: 8 minutes; 1 hero point; electricity shield-15: ? minutes; Legacy Weapon with Ghost Touch, Bane and +1: expires end of round 11)
Marcus (-25 HP; Note: Curse of the Grave-19)
Malgrim Gryh (-48 HP/91 HP after burn; Curse of the Grave-19; Heat Adaptation: 15[2*current burn] ER Fire)
Qilzar Agha Bagoas (-91 HP)
❖❖❖ Round 4 ❖❖❖
With both Malgrim and Marcus over by the door, the surprised dwarf rises from the floor to find Amaimon ready for him and takes a swipe to his emerging noggin. Naturally he swipes back, though having his head twisted to an unnatural angle completely messes with his shot, and vanishes beneath the floor again.
to hit touch: 1d20 + 21 ⇒ (1) + 21 = 22
miteke wrote: Amaimon Emberheart wrote: ”I shall hold this spirit in place. Focus on finding the evidence we need so it can be put to peace.” Aimaimon intoned. Taking to the air, he engaged with the ghost once more. He did this not to be heroic, for such notions meant nothing to him. Rather, it merely seemed to be the optimal use of time.
Bane Hit: 1d20 + 25 + 2 ⇒ (12) + 25 + 2 = 39
Ghost Touch and Bane Damage: 1d8 + 2d6 + 26 + 2 ⇒ (7) + (5, 6) + 26 + 2 = 46
Fire: 1d6 ⇒ 1 The ghost is under the floor right now (one of the perks of being incorporeal), but we can use that attack as a readied action if you wish. @Amaimon Emberheart
I need an answer to this to move on.
Marcus catches some movement off to the west and notices a pair of fire giants.
Malgrim Gryh wrote: Malgirm moves and opens the next door. E7: This huge roof walk riviling the size of some farmer's fields you have seen extends from the gatehouse to the palace, its eastern face a crenellated battlement overlooking the Sea of Fire far below. To the west (currently out of detailed view due to sheer distance), the rooftop looks out over the palace courtyard, while a number of guard shacks, turrets, and garderobes top the walk.
Yet the most impressive sight here is the one-hundred-foot-tall pyramid of ancient tarnished bronze that stands in the northern half of the rooftop. A wide stair rises to the pyramid’s apex, where a small temple with a double-peaked roof stands. Statues of draconic, four-armed female centaurs stand at each corner of this top platform, keeping an eternal watch over the surrounding area.
Amaimon Emberheart wrote: ”I shall hold this spirit in place. Focus on finding the evidence we need so it can be put to peace.” Aimaimon intoned. Taking to the air, he engaged with the ghost once more. He did this not to be heroic, for such notions meant nothing to him. Rather, it merely seemed to be the optimal use of time.
Bane Hit: 1d20 + 25 + 2 ⇒ (12) + 25 + 2 = 39
Ghost Touch and Bane Damage: 1d8 + 2d6 + 26 + 2 ⇒ (7) + (5, 6) + 26 + 2 = 46
Fire: 1d6 ⇒ 1
The ghost is under the floor right now (one of the perks of being incorporeal), but we can use that attack as a readied action if you wish.
Malgrim Gryh wrote: Can you show more of the map. If he is going to hide, I see no reason not to keep running for an exit.
A rope trick would be super useful right about now. Assuming it would work here.
More of the map? The whole map is there so I do not understand what you mean. There are links to all 5 levels you have visited up top, and each linked map has the entire level. You are currently on the fourth level...
I just noticed that the spoiler was hiding the wall at the north end of the room. Is that what you meant? If so, I moved it.
As for rope trick, I'd have to reread the limitations, but you are justified in being concerned.
Sounds like fun. Looking forward to a review.
Marcus begins the destruction of the reoccurring nightmare while Amaimon prepares to deliver some serious smack. Marcus is only able to land his fort arrow, but it does hurt!
The elusive dwarf come hurtling towards you (at run speed) and slips/ducks below the floor and does not emerge.
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Amaimon (-69 HP; elemental immunity, fire; Note: Curse of the Grave-39; fly: 8 minutes; 1 hero point; electricity shield-15: ? minutes; Legacy Weapon with Ghost Touch, Bane and +1: expires end of round 11)
Marcus (-25 HP; Note: Curse of the Grave-19)
Malgrim Gryh (-48 HP/91 HP after burn; Curse of the Grave-19; Heat Adaptation: 15[2*current burn] ER Fire)
Qilzar Agha Bagoas (-45 HP)
❖❖❖ Round 3 ❖❖❖
Not a problem. You still interested then?
@Amaimon Emberheart
You were unable to spend the time needed to examine the cane before your bad buddy appeared. In fact, if the past is any indication, you may never until you get someplace away from him. He seems to reappear in anywhere from about 30 seconds to a minute.
@Amaimon
How long does your electricity shield last?
Initiative(Malgrim): 1d20 + 6 ⇒ (11) + 6 = 17
Initiative(Marcus): 1d20 + 7 ⇒ (18) + 7 = 25
Initiative(Amaimon): 1d20 + 2 ⇒ (16) + 2 = 18
init(Bagby): 1d20 + 13 ⇒ (3) + 13 = 16
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Amaimon (-69 HP; elemental immunity, fire; Note: Curse of the Grave-39; fly: 8 minutes; 1 hero point; electricity shield-15: ? minutes)
Marcus (-25 HP; Note: Curse of the Grave-19)
Malgrim Gryh (-48 HP/91 HP after burn; Curse of the Grave-19; Heat Adaptation: 15[2*current burn] ER Fire)
Qilzar Agha Bagoas (-0 HP)
❖❖❖ Round 2 ❖❖❖
As you head into the larger area, your favorite dwarf pops up and lets out a howl, discovering the door to his personal residence has been opened and his sanctuary violated!
Marcus has no idea what the item is. You all headed back towards the kitchens again?
The cane is magical. You need a spellcraft roll to identify it.
The wardrobe contains fine dwarf-sized clothing, and includes elaborate court costumes, jewelry and adornments with a total value of 1,850 gp. Stored within the footlocker is a brass walking cane with a grip shaped like the head of a phoenix.
Glad to hear you are still with us. Hoping you can join in the fun soon and leave the nasties behind.
E3: This opulent chamber was clearly the quarters of someone of importance of approximately human size. Furniture constructed of brass and fire-blackened wrought iron provides a table with two chairs, a comfortable canopied bed, a wardrobe, and a footlocker.
Malgrim starts searching the room; does anyone help Malgrim search?
@Crizible, Spazmodeus
You guys still with us?
Current statuses:
Amaimon (-69 HP; elemental immunity, fire; Note: Curse of the Grave-39; fly: 9 minutes; 1 hero point; electricity shield: 15; move action left)
Marcus (-25 HP; Note: Curse of the Grave-19)
Malgrim Gryh (-48 HP/91 HP after burn; Curse of the Grave-19; Heat Adaptation: 15[2*current burn] ER Fire)
Note: Short term enhancements will expire before your next battle so I left them off though they are technically still active.
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!
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