Order of the Gate (Inactive)

Game Master SOLDIER-1st


251 to 300 of 502 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Dark Archive

Human Wiz 5/HKS 2 | HP:65/65 | AC: 11/11/10 | F+4 R+3 W+5 | P+1 | Init +1

"A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability..."

I've always been told that because it is not a natural fly speed, you don't get that bonus when using the Fly spell. Instead, you get, as per the text in the Fly spell, a bonus equal to half the level of the caster of the spell, in this case, +2 for a potion.

*shrug* Either way, I failed the hover check, since, as you point out, it's DC 15. My error there. But if I had gone with the 'move less than half speed', I am still using a move action, therefore, I'm not doing a full-round casting.


Sparky

Attempt #2, with the Mark II Maeve Dawnbringer. As others noted, I'd prefer not to create another profile. For this exercise, ignore anything from the fighter class, this version is wizard 5. This version has 39 HP.

initiative: 1d20 + 10 ⇒ (18) + 10 = 28

I'm going with that's a likely win on initiative.

Round 1
Maeve casts fly on herself, and rises to 25' over the pit. She'll fly in a circle about the pit, making sure to stay within the confines of the wards, so as to not set them off.

Round 2
Her next spell will be to summon a lantern archon.

Round 3
She will start summoning another lantern archon.
The archon (1) hardly needs any directions and attacks the devil, flying low enough to ensure the devil gets within the area of its aura of menace.
Ray 1: 1d20 + 3 ⇒ (5) + 3 = 8
Ray 2: 1d20 + 3 ⇒ (10) + 3 = 13
damage, bypassing DR: 1d6 ⇒ 2
Devil needs to make a will save DC 13 vs -2 attack/AC/saves

Pause for DM


Sparky

"Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally." "A Fly check doesn’t require an action"

Dark Archive

Human Wiz 5/HKS 2 | HP:65/65 | AC: 11/11/10 | F+4 R+3 W+5 | P+1 | Init +1

The issue is not the casting of spells, it's that it's a full-round cast. It takes no more effort 'than walking', but you still have to WALK somewhere (ie, use your move action) if you want to progress a distance. If I cast a full-round spell, that's a move + standard, implying I move no distance other than a potential 5-foot step. If I'm not moving, I'm standing still. If I'm standing still, I am by definition hovering, and I failed the hover check.

Having a fly spell up doesn't grant the ability to move any amount of distance without using your move action for the turn, or a flying barbarian with a fly spell up and a move speed of 40' would be able to move 15 feet and still full-attack if he made the DC 10 fly check, and I've never run into anyone arguing that was the case.

Anyway, I'm waiting for Soldier to adjudicate the results, so, if he has a different reading on Fly/full-round casting than what I've posited, I'll go off what he says.


Sparky

True, you are moving, though I would expect that since you can take a 5' step and make a full round casting, you would then be moving at less than half speed, but more than hovering. I'm wondering if there is or should be errata about the natural ability requirement for skill bonus to spell fly. If the spell was not natural, why give maneuverability? the skill already states that flight without a ranking is assumed to be average and does not get a modifier.

fly check 1: 1d20 + 9 ⇒ (13) + 9 = 22
fly check 2: 1d20 + 9 ⇒ (3) + 9 = 12

Vs DC 10 for flight under half movement (5') I made both.


Sorry guys, going to try and get as many posts in as I can before I have to run off again (literally, I have to go run). Working on clearing up my schedule so I have more free time once the actual game starts.

Sildred:
It would seem that the devil's own luck is attempting to counter your curse, as your every attack pings off armor or deflects at an odd angle. The devil presses the attack, taking the advantage while it still can.

Full attack #1: 1d20 + 11 - 4 ⇒ (7) + 11 - 4 = 14

Full attack #2: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15

But to no avail.


Ivari:
The devil snorts in amusement at your too hasty shots, not even bothering to duck or dodge.

Full attack #1: 1d20 + 11 ⇒ (3) + 11 = 14

Full attack #2: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d10 + 6 ⇒ (2) + 6 = 8

It steps forward, feinting with its first attack, then following up with a lightning quick jab that leaves a deep gash on your leg.


Mwiba:
Gonna have to start posting in the right profile. I don't have your stats and whatnot memorized. Yet =P

The devil grunts a little at your attack, but doesn't seem particularly impressed.

Full attack #1: 1d20 + 11 ⇒ (3) + 11 = 14

Full attack #1: 1d20 + 6 ⇒ (12) + 6 = 18

It swings at you again, and once again the blade fails to get by your armor.


Tragen:
You throw a spear of light at the devil, forcing it to roll aside. But this is all the opening you need, as you evoke the energy that permeates Heaven itself, directing it at the devil, which screams in agony. Its eyes glaze over in hatred and it attacks with an even deeper ferocity.

Full attack #1: 1d20 + 11 ⇒ (19) + 11 = 30
Damage: 1d10 + 6 ⇒ (3) + 6 = 9
Full attack #2: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d10 + 6 ⇒ (9) + 6 = 15

The blade slices into you twice, faster than many assembled can even follow. Faintly divine blood flows from your wounds, pooling down on the ground.


Male Human Cleric of War {Torm}(Far Traveler)/1, HP: 10/10, AC: 12(15) , Saves: INT +5, WIS +3, Initiative: +2, Perception: +3 Spell Save: 12, Spell Attack Modifier: +4, Cantrips: Fire Bolt, Mending, Minor Illusion,

Ivari hisses at the blow but sustains his focus, calling on his powers to mend his wounds as he continues to work on firing arrows as he steps back once more. I'll not fall without this creature paying in kind.

5' Step Back
Swift Action, Lay on Hands, 2d6 ⇒ (4, 1) = 5
Full Attack :Rapid Shot, Deadly Aim, {Smite}

Attack 1: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d8 + 17 ⇒ (8) + 17 = 25

Attack 2: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d8 + 17 ⇒ (5) + 17 = 22

Current AC 23, Current HP 39


Cassius:
So I thought about this for a long time and looked around at stuff. Any failed Fly check is gonna make you fall, so yeah, you're gonna have to roll concentration to keep the spell. And you'll take that 3 falling damage. So that's a concentration DC of 16.

Concentration: 1d20 + 5 + 5 ⇒ (5) + 5 + 5 = 15

Well. You are having just about the worst luck that it's possible to have :(

Throughout the past minute, the devil has not moved, calmly standing there throughout your attacks, waiting. Suddenly you fall, too wrapped up in your casting to keep up with your other spells. The devil hears the muffled thud as you hit the ground and smiles, opening its eyes and grinning.

Did you enjoy your playtime mortal? it mocks, gripping its glaive and charging.

Charge attack: 1d20 + 13 ⇒ (13) + 13 = 26
Damage: 1d10 + 6 ⇒ (9) + 6 = 15

[ooc]2 bleed damage from Infernal Wound[/DICE]


Ivari:
Well you have surely stumped me. At first I was going to make you roll a CL check because of Infernal Wounds, then I realized that Lay on Hands isn't a spell/SLA. So then I was going to rule that it just didn't work at all. But that seemed a little too harsh, even for me. So I perused the rulebooks and looked through the forums. Rulebooks don't say a thing about it. And the forums are 50/50 split on the two options I had already considered. So. I guess I'll go easy on you and give you a CL check. Unless you can point me to some official ruling otherwise of course.

CL check: 1d20 + 2 ⇒ (9) + 2 = 11

Failed, so no healing this time. Not that it really matters overmuch since you just crushed this guy pretty hard =P

The devil screams,visibly paling as your holy vengeance burns through its hide like fire through paper. It hastily rips the arrows out, tossing them on the ground before attacking you in desperation.

Full attack #1: 1d20 + 11 ⇒ (20) + 11 = 31
Crit confirm: 1d20 + 11 ⇒ (8) + 11 = 19
Damage: 1d10 + 6 ⇒ (6) + 6 = 12

Full attack #2: 1d20 + 6 ⇒ (4) + 6 = 10

The glaive lashes out with unerring accuracy at your throat. More of an instinct than any actual recognition saves you, tilting your shoulder just slightly to get in the way of the blow and save your throat from being torn wide open.

Dark Archive

Human Wiz 5/HKS 2 | HP:65/65 | AC: 11/11/10 | F+4 R+3 W+5 | P+1 | Init +1

Cassius:
4 mirror images, so, a 1 in 5 chance of a hit:

Miss chance, 1 is a hit: 1d5 ⇒ 2

will throw up my next round in a bit, rushing out the door here


Cassius:
Right-O, forgot about that sorry.

The Exchange

Male Oread Male | Oread | Fighter-6 | Fort: 6; Reflex: 4; Will: 2 | CMB: 9; CMD: 22| Init: 3 | Health 55/55 | AC: 25

I'll get the hang of it Soldier. :p
Mwiba is disgruntled that his attack was not strong enough. He wants a quick fight, death favors the slow. The devil's attacks again failed to get past the oread's thick armor and skin. Mwiba can see that the creature is infuriated. He takes this chance to strike at his foe again.
Melee Attack: 1d20 + 12 ⇒ (2) + 12 = 14

Dark Archive

Male Chelaxian Cleric Nethys |HP 9 |AC 15 |F+3; R+3;W+7| Channel (-) energy5/5| Init+3| Perc+5 |

Sildred is already a Hellknight in his mind.
His heart is soaring with pride. He smiles again. His teeth, along with the rest of his body, are covered in his own blood.
You will not be broken
attack1: 1d20 + 8 - 2 ⇒ (4) + 8 - 2 = 10

attack2: 1d20 + 8 - 2 ⇒ (6) + 8 - 2 = 12
unless the wall is close, Sildred and Trux continue their 5ft stepishness.

Trux attacks again.
claw1: 1d20 + 3 ⇒ (7) + 3 = 10
claw2: 1d20 + 3 ⇒ (5) + 3 = 8
not spoiler-ed because this is just so damn dramatic to me.


Sparky

Skipped?

Dark Archive

Male Chelaxian Cleric Nethys |HP 9 |AC 15 |F+3; R+3;W+7| Channel (-) energy5/5| Init+3| Perc+5 |
Maeve Dawnbringer wrote:
Skipped?

the dude(ette?) probably had to process a bit. Soldier seems reliable.

Also, as far as flying. It would be really cool to have a Hellknight AirCav dropping into a demonic pit. Lightning Arrows and Spells crackling in the air.

Dark Archive

Human Wiz 5/HKS 2 | HP:65/65 | AC: 11/11/10 | F+4 R+3 W+5 | P+1 | Init +1

Cassius Round 10 through whatever:

The glaive strikes powerfully-- but it hits a faux image, which disappears in a burst of sparks.

"My 'playtime' isn't over," Cassius responds coolly, with much more composure than he feels, to the devil's telepathic taunt. It's hard to be too calm when you're so close to a glaive that can impale a man like straw. "Servant! Hold your attack til I am clear!"

Full-round action to withdraw from combat and regain the air.

The lantern archon spends its last bit of divine justice.

Attack 1: 1d20 + 3 ⇒ (20) + 3 = 23
Attack 2: 1d20 + 3 ⇒ (2) + 3 = 5

Ooh, crit?: 1d20 + 3 ⇒ (13) + 3 = 16 Woo!

Critical hit: 2d6 ⇒ (6, 4) = 10

The little ball of light makes the last attack count, at any rate. It disappears from this plane of existence. The parrot shrieks in triumph as if it had been somehow responsible for that.

Cassius takes a moment to consider his options. Spells remaining to him: limited. Well, if one has to do it the hard way...

Damage after Round 10: 10 + 26 in previous round = 36.

Round 11

Move action: draw oil of bless weapon. Move action: continue flying.

Round 12

Move action: continue flying, draw crossbow. Standard action: coat crossbow bolts with OoBW.

Round 13

Move action: load crossbow. Move action: keep flying. Boring rounds are boring. 1/10 rounds of bless weapon

Round 14

Move action: keep flying. Standard action: cast Chain of Perdition, using dweomer's essence as a material component. 2/10 rounds of bless weapon

Spell resistance check: 1d20 + 5 + 2 + 5 ⇒ (10) + 5 + 2 + 5 = 22 Success

A hooked, wicked-looking chain of reddish light appears. Cassius directs it to lash around the devil on the next turn. Chain: 1/5

Round 15

Move action: keep flying. Free: Chain attempts to blind. Standard: Fire crossbow. 3/10 rounds of bless weapon, 2/5 Chain

CMB: Blind, vs 22: 1d20 + 5 + 5 ⇒ (20) + 5 + 5 = 30

Crossbow vs Blinded AC (-4): 1d20 + 4 ⇒ (20) + 4 = 24 ...apparently I only have really good, or really bad, luck. Auto-confirmation due to bless weapon.

Damage, bypasses DR: 2d8 ⇒ (1, 7) = 8

Damage: 36 + 8 = 44.

Round 16

Move action: keep flying. Move action: reload crossbow. Free: Chain attempts to blind (but devil can clear it with a move action, so only useful on rounds I'm actually attacking). 4/10 rounds of bless weapon, 3/5 Chain

Round 17

Move action: keep flying. Free: Chain attempts to blind. Standard: Fire crossbow. 5/10 rounds of bless weapon, 4/5 Chain

CMB: Blind, vs 22: 1d20 + 5 + 5 ⇒ (19) + 5 + 5 = 29

Crossbow vs Blind AC: 1d20 + 4 ⇒ (11) + 4 = 15

Damage, bypass DR: 1d8 ⇒ 5

Damage: 44 + 5 = 49

Round 18

Move action: Reload crossbow. Move action: keep flying. 6/10 rounds of bless weapon, 5/5 chain, it disappears after this round

Round 19

Move action: keep flying. Standard: fire crossbow. 7/10 rounds of bless weapon.

Crossbow vs normal AC of 19: 1d20 + 4 ⇒ (4) + 4 = 8

Round 20, Jesus H...

Move action: keep flying. Move action: reload. 8/10 rounds of BW

Round 21

Move action: keep flying. Standard: fire crossbow. 9/10 rounds of bless weapon.

Crossbow vs normal AC of 19: 1d20 + 4 ⇒ (7) + 4 = 11

Cassius misses a second shot with the crossbow and looks highly aggrieved. The thing is badly injured. Why. Won't. It. Die?

Round 22

He knows there's no point in firing another crossbow bolt-- the enchantment will have worn off by the time he reloads the damned thing. Instead, Cassius draws a vial of holy water. Move action: keep flying, swooping down to just out of glaive-range (20 ft up), draw splash weapon. Standard: throw holy water, ranged touch attack.

Holy water, range penalty: 1d20 + 3 - 1 ⇒ (9) + 3 - 1 = 11 ...oh for pete's sake. Range penalty means I miss on splash damage too, I believe.

Round 23

While Decibel asks Cassius if he's sure he's REALLY a wizard, Cassius wordlessly draws his second flask of holy water, while flying a more feet, and chucks that one as well.

Holy water, range penalty: 1d20 + 3 - 1 ⇒ (9) + 3 - 1 = 11

...okay, the dice are just f!%%in' with me now.

For a few seconds, the wizard hangs in the air, thin-lipped, as it occurs to him he's... he may actually going to have to go down there and try to stab the brute to death. This... is... absurd.

Round 24

"To Hell with this," Cassius mutters darkly, and with feeling.

He's going to attempt to take control of the summoning, as per his special class ability. I seriously doubt this will work, given the summoning Hellknights are probably super-badasses, but he says he's at least going to exhaust all his options before he does something as stupid as trying to closing for melee.

Caster level check, vs 10 + the level of the devil's summoner: 1d20 + 5 ⇒ (9) + 5 = 14 Yeah, no.

Round..... 25. Halfway mark for fly!

Move: Fly around. Standard: Cast Pilfering Hand and try and disarm the glaive

Spell Resistance, DC 16: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20

CMB, disarm, vs 22: 1d20 + 5 + 5 ⇒ (10) + 5 + 5 = 20 Nope.

Okay. That was a s~+*-ton of combat rounds. I'm... probably going to have to go into melee next (I guess I could theoretically exhaust all my crossbow-bolts and hope I roll high enough to bypass DR, first, but f@*& me this is already the most boring fight in existence), so I'm probably going to leave it there for tonight and tag again tomorrow when my brain is fresh. Bah, I was really planning on having that 2nd lantern archon for damage dealing. Just goes to show you, the best-laid plans of mice and men....

Damage tally: 49. 3 damage to Cassius. 3 Mirror Images remaining.


    Angelkin Purifier 5
HP 31/50 {effects: none} | AC 18 Tch 12 FF 16 | F +3, R +3, W +3 | Init +2 | darkvision, perc +4
Dailies:
Alter Self 1/1, Channel Positive Energy 3/6, Sacred Scourge 4/6
Spells:
1st: 6/6, 2nd: 3/4

Tragen winces with the pain. This time two pulses of holy energy fly from him. First, one that pummels the devil. Second, one that binds his own wounds yet seems to pass by his foe.

Move action: Sacred Sourge (use 2 slots)
Standard action: Channel w/ selective channeling
Sacred Scourge: 3d6 ⇒ (1, 3, 1) = 5 damage to devil
Channel +vs w/ Fey Foundling: 4d6 + 8 ⇒ (2, 2, 6, 2) + 8 = 20 healing for Tragen

Wow the dice really aren't liking me.


Male Human Cleric of War {Torm}(Far Traveler)/1, HP: 10/10, AC: 12(15) , Saves: INT +5, WIS +3, Initiative: +2, Perception: +3 Spell Save: 12, Spell Attack Modifier: +4, Cantrips: Fire Bolt, Mending, Minor Illusion,

Ivar grunts as the fight presses on. Sensing his baser instincts kicking in and his mind beginning to race Ivar exerts his will. Keep it simple. This fiend is desperate.

Ivari shifts back a step to give himself room to fire. Do not rush. Do not give in to haste.

Ivari fires again a look of intense focus on his face.

5' step
Full Attack, Deadly Aim, Rapid Shot, Smite Evil

Attack 1: 1d20 + 9 ⇒ (14) + 9 = 23
damage: 1d8 + 17 ⇒ (6) + 17 = 23

Attack: 1d20 + 9 ⇒ (8) + 9 = 17 Probably a miss.
damage: 1d8 + 17 ⇒ (2) + 17 = 19

Arrow in the air Ivari calls on his power once more to try and heal his wounds.

Caster Check: 1d20 + 4 ⇒ (9) + 4 = 13 Magical Knack makes my CL +2
I don't think that is enough.

AC 23, HP 22 (Adjusted. I removed the previous LOH)

I think I have put 80 damage on this thing. Here's hoping I am close LOL


Sildred wrote:
Maeve Dawnbringer wrote:
Skipped?

the dude(ette?) probably had to process a bit. Soldier seems reliable.

Also, as far as flying. It would be really cool to have a Hellknight AirCav dropping into a demonic pit. Lightning Arrows and Spells crackling in the air.

Trust me, you'll get to see the full badassery of the Hellknights as (/if) you progress ;)

Also: Maeve, sorry, didn't mean to skip you. I'll be free for posting tomorrow evening, so hopefully we can get everybody finished up then and get this started on the weekend. If you could have your profile updated by then that'd be ideal.

I'll be on again in roughly 19-20 hours from now, at which point I'll be on for a solid 5 or 6, so if everybody who's left could be on around that same time that'd be sweet (I understand if you can't though, so no worries). I'm just trying to get this thing going steady before soccer season starts up again =P


Human Ranger (Tactician) 2 | HP: | AC FF TCH | F/R/W: | Init +

Soldier:

If I don't get another crack that's okay, but if I do then my tactics are as follows.

Go 1st, drink potion of invisibility then move out of charge range and auto succeed on stealth with minimum of 32. Next round grab scroll of greater invisibility and try to UMD it, so when I attack I stay invisible. If UMD good, I start attacking, with each hit doing sneak + 1 str damage. At round 6 of GI, I will do "vanish trick", repeat process until somebody dies.

If I go 2nd and presumably sure vice the charge, will "vanish", then use withdraw action to get away. Then following round will UMD greater invisibility to set up same tactic as above.

UMD 27: 1d20 + 14 ⇒ (13) + 14 = 27

attack: 1d20 + 8 ⇒ (8) + 8 = 161d20 + 8 ⇒ (20) + 8 = 281d20 + 8 ⇒ (1) + 8 = 91d20 + 8 ⇒ (16) + 8 = 24


Sparky

soldier-1st:
I know I need to change the back story for the mark II. I have also changed the class from fighter 1 then wizard to straight wizard. I was hoping not to undo all the fighter changes as I'll just need to add them right back in anyway. I have noted the reduced HP for not having the fighter level in there, and I am using the adjusted numbers. Do you really need me to make those temporary changes to the sheet?


Mwiba:
Full attack #1: 1d20 + 11 ⇒ (11) + 11 = 22

Full attack #2: 1d20 + 6 ⇒ (11) + 6 = 17

Sparks fly and metal screeches as your dance of blades continues, steady and precise footwork shuffling you across the arena. The devil appears to evenly match you, each block and parry expertly timed.


Sildred:
Full attack #1: 1d20 + 11 - 4 ⇒ (1) + 11 - 4 = 8

The devil lunges, knowing that the fight is near close, its blade scything straight for your neck. You stare the devil in the eyes, unblinking and unflinching, smiling with an expectant peace. The devil blinks, and behind its eyes a figure appears, just for the barest fraction of a second, leaving nothing behind other than the vague image of a man shaped being with the horns of an elk.

The blade falters, skimming by your nose, the wind tickling you. It digs deeply into the ground, the haft of the weapon snapping. The devil looks at its now useless weapon and screams with rage.

Use it wisely the voice of your god whispers in your mind. You smile and nod, taking a deep breath.


Maeve:
Ah gotcha. No, that's fine.

Will save: 1d20 + 3 ⇒ (16) + 3 = 19

Go ahead and follow Cassius's example and post several rounds. I'm sure you know what all checks and whatnot you need to make.


Cassius:
Oh man XD this is golden hahahaha really looking forward to seeing how this ends.


Tragen:
If I'm counting right, you only have one use of channel left, correct? Also: have to pass a caster check for that healing to take effect thanks to Infernal Wound.

CL check: 1d20 + 5 ⇒ (4) + 5 = 9

Failed

The devil groans and braces itself against the energy that briefly slams into it. It quickly shakes it off though and continues its attack, trying to finish you quickly before you can unleash more power on it.

Full attack #1: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 1d10 + 6 ⇒ (4) + 6 = 10
Full attack #2: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d10 + 6 ⇒ (1) + 6 = 7

I think that does it for you if I've been tracking correctly. Sorry man. Confirm and we'll go from there.


The assembled Hellknights look on, small conversations starting up as Ivari's fight continues. They can all see it. The paladins grim countenance marks him as a Hellknight, one who was born and not made. He always would have been a Hellknight, regardless of this test. They nod in appreciation.

In the Pit below the devil is wounded and panting, fighting with fanatic desperation, its skill far above what its previous brethren would have implied that such a being could display.

But to no avail. Arrows of holy light blaze from your bow, infused power making them more like spears than simple arrows. Glistening blood adorns you, but no sign of pain shows on your face or in your movements, always quick and precise, never faltering, never failing. As a paladin should.

Another draw of the bow and a beam of light punches through the devil, leaving an overlarge hole straight through its body, blackened and smoking.

For the first time in almost 30 years, the Order of the Gate has a paladin.

The Hellknights scream their approval, chanting your name like a conquering hero returned from war.

You wait patiently as the cleric heals your wounds. You note that this is a different cleric than had been out to heal the others. But it doesn't matter, as you take your seat with the other victors and intently watch the remaining fights.

Congrats Ivari! Level up and enjoy the rest of the show


Elijah:
Don't forget to change your alignment. And flesh out your backstory if you got the time. Your last one was acceptable, so it's not a big deal, but I'd appreciate it.

Devil init: 1d20 + 6 ⇒ (7) + 6 = 13
Elijah init: 1d20 + 8 ⇒ (5) + 8 = 13
Tie goes to higher dex, so Elijah

There's no place in the Pit that's out of the devil's charge range, just fyi. It's only 60ft diameter.

The mysterious ninja drinks a potion and vanishes. The devil growls and peers around, but can't seem to locate its opponent. It hesitates, then begins hissing in Infernal and tracing symbols in the air.

Success on low
Summoning: 1d100 ⇒ 8

The devils growl at each other briefly, then quickly move back to back, standing at the ready. Unbeknownst to them, the ninja activates a scroll, wrapping itself in even stronger layers of invisibility.

Just making sure you're going to continue with your previously stated tactic before I roll the rest.


Human Ranger (Tactician) 2 | HP: | AC FF TCH | F/R/W: | Init +

soldier:

If I win I will create the backstory. Since I see the summon appear, I would quaff my PfE potion round 2, then round 3-6 shoot silver arrows at the original. Round 6 "vanish" via ninja trick then use the time to UMD greater to repeat process. Will stay within 30 to gain sneak attack and doing 1 str per hit.


Elijah:
I'm assuming that you mean drink the potion round 3 (not 2), then attack? Or are you wanting to not use the scroll?


Male | HP:15/15 | AC:18 | Fort:4/Ref:2/Will:0 | Init:+6 | Perception:+0 Oread Fighter/1

Mwiba dances with the devil. no pun intended Dodging his blows and countering the beast. Mwiba's armor and prowess allowed him to escape injury from the devil's glaive. Mwiba counters, swinging his axe quickly at the devil's side.
Melee Attack: 1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 301d8 + 7 ⇒ (8) + 7 = 15
Woo! I do enjoy perfect damage rolls.


Human Ranger (Tactician) 2 | HP: | AC FF TCH | F/R/W: | Init +

You're right rnd 3 PfE,


Sparky

soldier, round 4:

Maeve grinned, while this was certainly going easier than the time she summoned that imp at the university, she knew that it could easily go very wrong.

Round 4
Archon 2 arrives and joins in the fun, also dipping down to hit the devil with its aura. The archon waits to see if the devil is affected before firing off two rays of its own.
devil's will save: 1d20 + 3 ⇒ (8) + 3 = 11
The devil grimaces as it is wracked with fear of the archon!

ray 1: 1d20 + 3 ⇒ (7) + 3 = 10
damage: 1d6 ⇒ 1
ray 2: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d6 ⇒ 4

Archon 1 flies in circles around the devil, firing more rays at its arch enemy, unfortunately it seems distracted.
ray 1: 1d20 + 3 ⇒ (3) + 3 = 6
ray 2: 1d20 + 3 ⇒ (5) + 3 = 8

Maeve fires a mudball at the devil, blinding the creature.
ranged touch: 1d20 + 5 ⇒ (17) + 5 = 22

devil's reflex: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12 The devil is unable to wipe the mud from its face.

Devil's HP 57-2 in round 3, -5 in round 4, 51.

soldier, round 5:

Archon 2 fires two rays. (2 round of 7)
ray 1: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d6 ⇒ 4
ray 2: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d6 ⇒ 3

Archon 1 fires two rays. (3 round of 7)
ray 1: 1d20 + 3 ⇒ (7) + 3 = 10
damage: 1d6 ⇒ 4
ray 1: 1d20 + 3 ⇒ (10) + 3 = 13
damage: 1d6 ⇒ 4

Maeve casts gravity bow.

devil's reflex: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13
The devil remains mud-faced.
Devil's HP reduced by an additional 15, now at 36.
Devil is at -2 AC, flat-footed, -2 saves. AC is 15/8/15.

soldier, round 6:

Archon 2 fires two rays. (3 round of 7)
ray 1: 1d20 + 3 ⇒ (2) + 3 = 5
ray 2: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d6 ⇒ 2

Archon 1 fires two rays. (4 round of 7)
ray 1: 1d20 + 3 ⇒ (11) + 3 = 14
damage: 1d6 ⇒ 4
ray 1: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d6 ⇒ 3

Maeve fires a silver-tipped arrow, and misses.
1d20 + 5 ⇒ (5) + 5 = 10

devil's reflex: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18
The devil manages to wipe off the mud.
Devil's HP reduced by an additional 9, now at 25.
Devil is at -2 AC, -2 saves. AC is 17/10/15.

soldier, round 7:

Archon 2 fires two rays. (4 round of 7)
ray 1: 1d20 + 3 ⇒ (4) + 3 = 7
ray 2: 1d20 + 3 ⇒ (1) + 3 = 4

Archon 1 fires two rays. (5 round of 7)
ray 1: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d6 ⇒ 6
ray 1: 1d20 + 3 ⇒ (14) + 3 = 17
damage: 1d6 ⇒ 6

Maeve fires another silver-tipped arrow, and misses.
1d20 + 5 ⇒ (4) + 5 = 9

Devil's HP reduced by an additional 12, now at 13.
Devil is at -2 AC, -2 saves. AC is 17/10/15.

soldier, round 8:

Archon 2 fires two rays. (5 round of 7)
ray 1: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d6 ⇒ 1
ray 2: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d6 ⇒ 6

Archon 1 fires two rays. (6 round of 7)
ray 1: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d6 ⇒ 1
ray 1: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d6 ⇒ 4

Maeve fires another silver-tipped arrow, and misses.
1d20 + 5 ⇒ (1) + 5 = 6

Devil's HP reduced by an additional 12, now at 1.
Devil is at -2 AC, -2 saves. AC is 17/10/15.

soldier, round 9:

Archon 2 fires two rays. (6 round of 7)
ray 1: 1d20 + 3 ⇒ (20) + 3 = 23
Confirm: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d6 ⇒ 4
damage: 1d6 ⇒ 4
ray 2: 1d20 + 3 ⇒ (9) + 3 = 12

Archon 1 fires two rays. (7 round of 7)
ray 1: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d6 ⇒ 6
ray 1: 1d20 + 3 ⇒ (1) + 3 = 4

Devil's HP reduced by an additional 14, now at -13.
Devil is at -2 AC, -2 saves. AC is 17/10/15.

Maeve lands and pulls her scimitar before performing a coup de grace on the prone devil.
2d6 + 2 ⇒ (6, 4) + 2 = 12

HP reduced from -13 to -25.
Fort save vs coup de grace vs DC 22: 1d20 + 7 ⇒ (3) + 7 = 10

I believe that should have a head rolling.

Dark Archive

Male Chelaxian Cleric Nethys |HP 9 |AC 15 |F+3; R+3;W+7| Channel (-) energy5/5| Init+3| Perc+5 |

Waste nothing of the bounty at harvest.
Round 15
Trux spins around for another attack.
attack: 1d20 + 3 ⇒ (1) + 3 = 4
and possibly gets a talon caught in the thing's beard?
attack: 1d20 + 3 ⇒ (16) + 3 = 19
in case that hits: 1d4 ⇒ 4

Sildred fires again. His smile is under divine pressure. His eyes sharpen viciously as he sees his companion fail.
one
attack: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26
confirm: 1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9 d'OH!
dmg: 1d8 + 4 ⇒ (8) + 4 = 12
two
attack: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23
dmg: 1d8 + 4 ⇒ (2) + 4 = 6

Dark Archive

Human Wiz 5/HKS 2 | HP:65/65 | AC: 11/11/10 | F+4 R+3 W+5 | P+1 | Init +1

Cassius and the fight that never ends:

Round 26

Fly around for moving, casting mirror image a second time. I haven't read anywhere that you can't have two mirror image spells functioning at the same time, so... I'm assuming you can! If this is incorrect, just assume that Cassius does the next round's actions instead, everything bumped up a round, etc.

More mirrors: 1d4 + 1 ⇒ (1) + 1 = 2

2 more MIs, for a current total of 5 illusionary images

Round 27

Cast Vanish, duration 5 rounds, land

Round 28

Draw and drink potion of Prot from Evil

Round 29

Approach and stab with the dagger, breaking invisibility

Attaaack, vs flat-footed AC of 17: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Damage with mithral dagger: 1d4 + 1 ⇒ (4) + 1 = 5

Woo, max damage at least! 3 HP remaining to devil, and now it gets its turn.

Cassius's current AC: 22. Mirror images, 5, so a 1-in-6 chance the devil will hit him.

Decibel has decided his master is crazy, and is flying around well out of reach above the fray.


    Angelkin Purifier 5
HP 31/50 {effects: none} | AC 18 Tch 12 FF 16 | F +3, R +3, W +3 | Init +2 | darkvision, perc +4
Dailies:
Alter Self 1/1, Channel Positive Energy 3/6, Sacred Scourge 4/6
Spells:
1st: 6/6, 2nd: 3/4

Ahh, I wasn't aware that the Channel would need the caster level check since the Infernal Wounds ability says 'or the spell does not function'. I just assumed it wouldn't block the Channel because it's not a spell. With your reading of it, then yeah, no heal, and good damage, down goes Tragen. Boo. I should get an award for quickest death aside from that first NPC.

As for the channels, I actually would have had 3 more normal channels (2 from the first move action use, one from the second standard use) and 4 more (2 from the second round move action use) Sacred Scourge (which is a separate channel source that can only be used to Alignment Channel (evil).


Yeah, the wording on Infernal Wound is unfortunate. See my rationale on my post to Ivari. Sorry man. As always you're free to make another character. You really should have beaten it, it just rolled crazy high for attacks.

The devil roars in triumph as it hoists Tragens broken and bleeding body over its head. The devil's reward in Hell for slaying the distantly divine warrior will be great indeed. Possibly even a promotion...

The devil strides proudly back into the portal, and the Pit falls briefly silent before the Vicarius summons the next armiger.

The Exchange

Male Oread Male | Oread | Fighter-6 | Fort: 6; Reflex: 4; Will: 2 | CMB: 9; CMD: 22| Init: 3 | Health 55/55 | AC: 25
Mwiba Kichaka wrote:

Mwiba dances with the devil. no pun intended Dodging his blows and countering the beast. Mwiba's armor and prowess allowed him to escape injury from the devil's glaive. Mwiba counters, swinging his axe quickly at the devil's side.

[dice=Melee Attack] 1d20 + 12 + 1; 1d8 + 7
Woo! I do enjoy perfect damage rolls.

Sorry about that, I've been at this camp all week so my windows for wifi have been very small. The internet cut out on me just about every time I tried to post so I didn't have time to switch aliases or correct it. I'm home now though, yay steady connection!


Elijah:
I'll use your attack rolls in the order given. So miss, crit (failed confirm), and hit.

Damage: 1d8 + 1 + 3d6 ⇒ (6) + 1 + (2, 5, 3) = 17 -1 str
Damage: 1d8 + 1 + 3d6 ⇒ (3) + 1 + (2, 5, 4) = 15 -1 str

The devils roar and rage, irritated and confused by their unseen assailant. They huddle down defensively, alert for any hint about their attacker. But you are too skilled for the brutes, moving quieter than shadow and faster than light, loosing an arrow and moving away almost before it has landed.

The devils are in total defense, so AC is 21. Next three attacks:

Sneak attack #1: 1d20 + 8 ⇒ (11) + 8 = 19

Sneak attack #2: 1d20 + 8 ⇒ (8) + 8 = 16

Sneak attack #3: 1d20 + 8 ⇒ (6) + 8 = 14

The devils react faster than you would have imagined possible, somehow managing to dodge the arrows that you send at them, regardless of their angle. Your mental timer triggers, indicating that the scroll's magic is finally wearing off. You focus, and actively bend the light around you, so you can pull out another scroll and cast it undisturbed.

Question that I somehow didn't notice last time: How is your UMD +14? 5 ranks + 3 class skill + 3 cha = 11. What am I missing?


The summoned lantern archons do their work quickly and efficiently, burning a myriad of holes in the screaming devils hide. Finally the devil drops, moaning and smoldering, feebly gasping as its ichor drains out into the mud. Maeve jerks her hand and the archons cease their fire instantly. The dispassionate mage lands gently, drawing a scimitar as she strides towards the downed devil. A single, efficient swipe and the head is parted, the battle over. She immediately heads over to the victors row, ignoring the applause and cheering her actions have elicited. She is calm, focused, and efficient, a born Hellknight if ever there was one. Eyes that were calm but ferociously intense gazed at the Pit, awaiting the actions of the next hopeful.

Congrats! You did it! Level up and enjoy your victory.


Mwiba:
The devil grunts and staggers at your blow, the fiend stumbling slightly before regaining it's proper footing.

Full attack #1: 1d20 + 11 ⇒ (9) + 11 = 20

Full attack #2: 1d20 + 6 ⇒ (20) + 6 = 26
Crit confirm: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d10 + 6 ⇒ (4) + 6 = 10

The devil attacks, its blade finally finding your flesh, screeching through a weakened section of your armor. You can feel your blood drip thickly down inside your armor, leaving a sticky trail against your skin.

2 bleed damage from Infernal Wound


Cassius:
Spells rarely stack with themselves. A higher result overrides the previous. (Source. Search for 'Same effect with differing results'). So you'll still have 3.

The devil grunts in surprise as it feels a stab in its side, its glamoured attacker suddenly appearing. It roars as you pull the blade out, what little strength it has left leaking from it. The devil attacks, knowing its death is near.

Full attack #1: 1d20 + 11 ⇒ (3) + 11 = 14

Full attack #2: 1d20 + 6 ⇒ (16) + 6 = 22
1-25 hits
Percentile: 1d100 ⇒ 91

The swings are wild and desperate, hitting only false images or nothing but air.

2 images left


Sildred:
Trux dives at the devil, but is batted away, careening into the ground. The devil huffs, bleeding and out of breath as it struggles against not only pain and blood loss, but the insidious curse that hampers its every action. It leaps towards you, claws stretched out and ready to rend you.

Claw attack #1: 1d20 + 10 - 4 ⇒ (8) + 10 - 4 = 14

Claw attack #2: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

The devil manages to get a hold of you, deadly talons sinking deep into your shoulder. You gasp and turn white as what little blood you had left leaks out of your body. Your vision fades, but your smile does not. Your body falls limp around the fiends blood-drenched claws.

Trux is prone

If you want you can continue the fight with just Trux. If he wins and you're still revivable it'll still count as a victory.

Dark Archive

Human Wiz 5/HKS 2 | HP:65/65 | AC: 11/11/10 | F+4 R+3 W+5 | P+1 | Init +1

Cassius:
Good to know. Alrighty then, I better hit him! Can I keep that last casting of mirror image, then, since I assume Cassius would know casting two has no effect?

Attack: 1d20 + 4 ⇒ (13) + 4 = 17

Cassius fights in silence, lips pressed in a thin line. So near to death... but he must still land that last blow. And survive long enough to do so.

2 images remaining, AC 22


Cassius:
Yeah, it doesn't negate it, just overrides it if it's better.

Full attack #1: 1d20 + 11 ⇒ (7) + 11 = 18

Full attack #2: 1d20 + 6 ⇒ (1) + 6 = 7

The devil continues to attack, swinging widely to try and hit as many targets as possible. Another images blurs and fades away as the glaive passes through it. But the devil is tired, and such powerful swings cannot be kept up indefinitely. The devil cries out as it overbalances, falling down to hands and knees.

Prone. Enjoy =P 1 image left

Dark Archive

Male Chelaxian Cleric Nethys |HP 9 |AC 15 |F+3; R+3;W+7| Channel (-) energy5/5| Init+3| Perc+5 |

Trux can only do 1d4 damage. Right?
Well lets try a swooping charge. I'll get to my computer.

S, how much damage has this thing taken so far?


Human Ranger (Tactician) 2 | HP: | AC FF TCH | F/R/W: | Init +

Skill focus brings it to 14

UMD: 1d20 + 14 ⇒ (10) + 14 = 241d20 + 14 ⇒ (18) + 14 = 32

251 to 300 of 502 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Order of the Gate Discussion All Messageboards

Want to post a reply? Sign in.