Horgus Gwerm

miteke's page

Organized Play Member. 6,053 posts (31,857 including aliases). No reviews. No lists. 1 wishlist. 28 Organized Play characters. 25 aliases.


RSS

1 to 50 of 6,053 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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.


Critzible?
Spazmodeus?


Do we have replacement characters yet, or did the site outage stymie that too?


Right. Thanks for pointing that out!


@Critzible
I'm tempted to call you Mr. Kit with the 8 kits in your inventory.

You decided on a cleric instead of Wizard? Makes a bit of sense if you want to take better advantage of the stats from the efreeti-blooded template.

I need more info on the equipment as you are nowhere near your WBL and that club needs an enhancement bonus to carry ghost touch..


You could take a look at an ongoing game for examples if you are interested. There are PLENTY of them and your best bet is to just pick one that launched from the recruitment thread of this forum and look at it.

Uncommon/rare stuff is available if you have a boon to use them. You can get these boons by spending achievement points you accumulate by playing in PFS, from boons awarded specifically by the chronicle sheet you earned from a game you have played, and sometimes because a class feature calls for it (in which case a boon is not needed).

In practice, character sheets are sometimes checked by GMs but not always, and they will more likely check if you use an ability they know is hard to come by or if something seems off. Sometimes the GM thinks it is off and discovers that they did not know of some rule or boon. You never stop learning, I guess. But it is usually handled with kindness and consideration and the questioning of a character sheet is not to be considered distrustful. Really, they are just doing their job right. Many players (myself included) welcome audits just to know that I got it right and often I can learn something.

Die rolls are typically done using the forums dice bot. Check out the "How to format your test" spoiler below. It tells you how to make a roll.

Some GMs move at different speeds but the most common requirement is at least one post a business day/weekend. Sometimes we run specials during conventions and they can be abnormally fast paced.

Maps are generally handled using google docs or google slides, but some use a more sophisticated interface like roll20. It is up to the GM. Theater of the Mind (mapless) is a thing too, but rarer, and usually when a map is not really useful.


You pick spells according to the rules for wizzard. If you want extra spells, 2.2.3 in the house rules covers that. Since there has been no opportunity to learn the spells from a cheaper source, you will need to pay the cost to buy the scroll, then pay the inking cost, and deduct it from your wealth by level. Also remember to buy an additional spell book if you exceed the capacity of the one you get at first level. You might want to look at the blessed book if you want a whole slew of spells! You might also want to look into special Spellbooks which come with pre-printed spells and a cool ritual. They typically contain duplicates of spells you already have if you pick them up by chance, but since you can pick spells AFTER you buy a spellbook, it is probably worth it.


Most templates start withe the assumption that the base race is human, with all that entails. Then you add stuff to justify the CR boost/level loss.

So do that. Start with a human, then we adjust the template to allow for that. Instead of working from a half-janni, we should borrow some stuff from the efreeti. If you put the stat boost from human into int, that should net you a +4.

Half-Efreeti +1 CR
Ability Score Racial Traits: Half-efreeti gain +2 to strength, +2 to con, +2 to dex, and +2 to one mental stat.
Type: Half-efreeti are outsiders with the native subtype.
Size: Half-efreeti are Medium creatures and thus receive no bonuses or penalties due to their size.
Armor: Half-efreeti have a +2 to natural armor
Speed: Half-efreeti have a base speed of 30 feet.
Languages: Half-efreeti begin play speaking Common and Ignan.
Defense Racial Traits
Energy Resistance: Half-efreeti have fire resistance 10.
Spell-like abilities: Half-efreeti have the following spell-like abilities:
constant - detect magic
1/day — enlarge person, invisibility, quickened scorching ray, or wall of fire
3/day - 40' fly

Does this look like a fair trade for a level? I know the physical boosts are not all that valuable to you, but they are very much in like with being descended from an efreeti.


Spazmodeus wrote:

hit points: 11d6 ⇒ (4, 5, 2, 2, 6, 5, 1, 1, 2, 3, 4) = 35

Remember that all 1, 2, and 3's get replaced by 4's.That makes your total 48.

So the proposed template includes a +1 CR level hit? What would the base be, a human with an int bonus? I think the +6 to int would be a bit extravagant.


Malgrim Gryh wrote:
I am fine waiting for a bit, but I think there should be a timeline so the game doesn't whither waiting for character creation.

Sounds reasonable. With one more PC I think you will be OK. Let's give it a week, and if it takes longer than that we can bring Urah or Seif back for the battle.


The ignorant dwarf flies into the garden for a bit.

E4:
You explore to the northeast and find a couple of doors and the entrance to a wide banquet hall. Naturally the furniture consists of ornate brass tables, chairs, and chandeliers—brass, brass, brass. They seem to have an obsession with the stuff. On the tables there is a tremendous feast of rotting food and drink.

Oh, did I mention? There is a nasty looking customer actually eating that disgusting food! He's hard to make out due to the cloud of obscuring dust that perpetually hangs around it. The faint howl of winds and the smell of the deep desert seems to linger in its presence (not that you can tell from this distance - but you will notice soon enough!). It has recognizable features such as arms and legs, but they seem somehow wrong and out of proportion.

DC 30 knowledge planes:
The creature is a Black Jinni. Thought by many, even among the jann, to be myths and dark legends, the black jinn are an accursed and forgotten tribe of genies. Bearers of ill will and bringers of destruction upon both mortals and their own kind, these hateful creatures are possessed by madness and a drive to call down ruin upon any who intrude upon their desolate sanctums. The few black jinn encountered on the Material Plane are thought of as terrors of the deep desert, arriving in sudden sandstorms, brilliant with electrical fury, and disappearing just as quickly to leave behind no trace of lost comrades, or merely leaving corpses, charred or glazed in molten glass. Largely, black jinn are creatures of myth and legend, but a handful of mortals know the terrible truth – which few live long enough to tell. Although typically surrounded by a cloud of dust, black jinn appear more fiendish than other genies. A cursed creature, they do not constitute a true race of jann, but rather a bloodline so corrupt as to no longer be considered part of this proud race. A black jinni stands 12 feet tall and can weigh as much 1,200 pounds, its body being mostly comprised of soot, dust, and foul smoke.

Also known by other names, such as black ghosts or nisnases, black jinn have no part in a natural ecology and tend to destroy any living things that exist in their vicinity. It is postulated that certain genies can become black jinn through utilizing taboo magic, trespassing upon sacred locations, or similarly provoking such misfortune, but such cases are largely undocumented and seem to be exceedingly rare.

What the? Is everyone completely mad in this place? Apparently since he does not react well to your humble and non-violent presence. Nor do his 4 Great Ghul servants. You met some of these just recently, though they did not give you all that much trouble. Then again you had Seif around to dispel the improved invisibility spell.

So, this is going to draw the unobservant dwarf. Even he cannot miss the noise you guys are going to make and being incorporeal he can take shortcuts. This will be a challenging fight (as in some or all of you will probably die) if there are only three of you, particularly for the low of AC and being attacked from all sides. So, do you want to risk it or wait for the newbies to pop up in the nick of time?


Anyone going to peek out over the ledge at the investigating dwarf? Did you close the door on the mad efreeti? Give me some details on how you do this as the perceptive dwarf might notice you.


DC 20 sense motive:
These guys do not look right in the head.

If you made a DC 30:

Spoiler:

And you realize that the look in there eyes is a violent one. Nothing like insane and violent to kill a conversation. You can shut the door and hope, or you can enter into combat. Choices are limited with folks like that :)



1 person marked this as FAQ candidate.

Okay so first of all apologies if this has been answered already, but I've got a few quick questions about combat maneuvers.

1) Can melee weapons be used in combination with combat maneuvers? For example, I know some weapons have the disarm trait which gives a bonus to disarm attempts, but what about just a tactical knife?

2) If so, does weapon focus apply to the disarm attempt too?

3) If weapons can be used in disarm attempts, does the operative weapon trait apply?

Thanks!


Hello,

I sent an email about a week ago regarding the spine of my Starfinder book coming unglued. I sent a few pictures in along with the email but never got a response. Could someone check on the status of my request?

I originally sent an email on August 23rd and sent a followup on August 28th.

Morgan