The Reclamation of Zahvroma (Inactive)

Game Master Signore di Fortuna

Chapter 7: To Forge The Future Combat Map


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Female Aasimar Warpriest 12; Mythic tier 3rd (Marshal); HP: 102/102; AC: 25(28), FF: 19, T: 14; Init: +5, Fort: +12, Ref: +7, Will: +15; Perception: +9

WEll....looks like we're Fu<ked.


Init: +5 | HP: -6/79 | AC: 27 | Tch: 15 | FF: 22 | Fort: +5 | Ref: +11 | Will: +6 (+4 vs Enchant) | Per: +12 |

What about Electricity attacks?


Female Aasimar Warpriest 12; Mythic tier 3rd (Marshal); HP: 102/102; AC: 25(28), FF: 19, T: 14; Init: +5, Fort: +12, Ref: +7, Will: +15; Perception: +9

If the electricity attack has spell resistance it won't do anything to them except slow them down.


Init: +5 | HP: -6/79 | AC: 27 | Tch: 15 | FF: 22 | Fort: +5 | Ref: +11 | Will: +6 (+4 vs Enchant) | Per: +12 |

It's not a spell, it's me, naturally hitting them.


Female Aasimar Warpriest 12; Mythic tier 3rd (Marshal); HP: 102/102; AC: 25(28), FF: 19, T: 14; Init: +5, Fort: +12, Ref: +7, Will: +15; Perception: +9

I have no idea then. It just says that things that do electricity damage just slow them. I don't know.....honey?


It says "magical attacks" not "natural attacks".


Init: +5 | HP: -6/79 | AC: 27 | Tch: 15 | FF: 22 | Fort: +5 | Ref: +11 | Will: +6 (+4 vs Enchant) | Per: +12 |

I have the Magic Attacks Evolution. Does that work?


Yes.


Init: +5 | HP: -6/79 | AC: 27 | Tch: 15 | FF: 22 | Fort: +5 | Ref: +11 | Will: +6 (+4 vs Enchant) | Per: +12 |

Sweet.


Female Human (Anizari) Female Human (Anizari) Magus (Bladebound) 14 : Mythic tier 4th (Champion ); HP: 160/160; AC:34 FF:30, T:15; Init:+5, Fort: +12, Ref: +6, Will: +10; Perception:+4(+6)

Setting her focus on the golem on the right, Sadhana utters a chant the turns her skin slate grey, at the same time Oblivion morphs into his deadlier form, the blade taking on a dull look veined with ore. Rushing forward, she delivers a powerful blow at the constructs hip.

Current AC 31. DR 10 Adamantine

Sudden strike Keen Adamantine: 1d20 + 18 + 1 ⇒ (5) + 18 + 1 = 24
Sudden strike Keen Adamantine: 1d20 + 18 + 1 ⇒ (20) + 18 + 1 = 39<----This one
1d8 + 8 + 1 ⇒ (5) + 8 + 1 = 14

Confirm
Sudden strike Keen Adamantine: 1d20 + 18 + 1 ⇒ (14) + 18 + 1 = 33
1d8 + 8 + 1 ⇒ (6) + 8 + 1 = 15

Free: Spend 2 arcane pts: Oblivion +5 Keen Adamantine. Standard: Cast Stoneskin. Move: advance to H,9. Swift: Spend 1 Mythic pt. Sudden strike.

Sorry for holding things up. Put X to bed, then Sivan wanted to be tucked in.


Female Aasimar Warpriest 12; Mythic tier 3rd (Marshal); HP: 102/102; AC: 25(28), FF: 19, T: 14; Init: +5, Fort: +12, Ref: +7, Will: +15; Perception: +9

Okay, I'm gonna first use a swift action to give decisive strike to Cyna. As a swift action, you can expend one use of mythic power to give one ally within 30 feet the ability to immediately make a single melee or ranged attack on your turn. Add your tier as a bonus on the attack roll. The damage dealt by this attack bypasses all damage reduction. This attack doesn't count toward the ally's actions on its turn. So, you just attack someone of your choice and it bypasses their damage reduction. (mythic 1/7)

Calling on her mythic power she directs Cyna to make an immediate attack on one of their foes. Touching Eldan on the shoulder she imparts on him the gift of a bears endurance, making him a little tougher than before.

Looking at Alethiro she spreads her wings and pushes herself off the ground as she lifts herself into the air, out of the Golems reach.

Swift- Use Decisive Strike for Cyna, move- Ascend 20 ft, straight up, and standard- Cast Bears Endurance on Eldan.


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Female Aasimar Warpriest 12; Mythic tier 3rd (Marshal); HP: 102/102; AC: 25(28), FF: 19, T: 14; Init: +5, Fort: +12, Ref: +7, Will: +15; Perception: +9

It's okay, I like being tucked in too sometimes. :o)


Female Half-elf Druid 14/Hierophant 3 HP 123/130; AC 20, FF 19, Touch 11; Perception +30, Init +8; Fort: +12 (+5 vs cold weather), Ref: +6, Will: +16

Without saying anything Tesia walks out in front of the group, and flicking her hand up in violent and quick gesture, she sends a jet of air from up under Geoff as she tries to fling him into the air. The ceiling was at a good height and she figured it might at least give him a good bump on the head to start out with.

Ouchies: 2d6 ⇒ (5, 2) = 7

Move to F13 and cast Air Geyser


Female Human (Anizari) Female Human (Anizari) Magus (Bladebound) 14 : Mythic tier 4th (Champion ); HP: 160/160; AC:34 FF:30, T:15; Init:+5, Fort: +12, Ref: +6, Will: +10; Perception:+4(+6)

He'll go up 55ft, if the ceiling isn't that high, he'll take damage as if falling damage (1d6 per 10 ft.) then take actual falling damage and land prone. Nice

Oh also if my crit confirms IG2's DR is switched off until my turn next round


Female Half-elf Druid 14/Hierophant 3 HP 123/130; AC 20, FF 19, Touch 11; Perception +30, Init +8; Fort: +12 (+5 vs cold weather), Ref: +6, Will: +16

Henry said the ceiling is 60 feet high....so I don't really know how that translates, and that's only if he doesn't make the reflex save and makes a fool out of me for trying the only thing I could think of since it's gonna take at least two turns for Arista to reach him if he doesn't move. I just read this thing about empaths though and it totally tripped me out. Sorry...I'm sleepy and completely going off topic, but it was really weird.


Female Human (Anizari) Female Human (Anizari) Magus (Bladebound) 14 : Mythic tier 4th (Champion ); HP: 160/160; AC:34 FF:30, T:15; Init:+5, Fort: +12, Ref: +6, Will: +10; Perception:+4(+6)

Well if he fails at least he'll take 5d6 falling damage

Sounds interesting


Female Human (Anizari) Female Human (Anizari) Magus (Bladebound) 14 : Mythic tier 4th (Champion ); HP: 160/160; AC:34 FF:30, T:15; Init:+5, Fort: +12, Ref: +6, Will: +10; Perception:+4(+6)

Reference for everyone

Active effects: (All)
Protection from Energy (Fire) 10 mins (100 rounds)
Mythic Bless - 11 minutes (110 rounds)
Barkskin +2 Natural Armor bonus to AC 50 mins (500 rounds)
Shield of Faith on everyone. +2 deflection bonus to AC 5 minutes (50 rounds)

Individual:
Alethiro: Protection from Evil. 11 minutes. (110 rounds)
Tesia: Protection from Energy (Fire) 20 mins (200 rounds)
Rhadaya: Protection from Energy (Fire) 20 mins (200 rounds)
Drago: Barkskin +4 Natural Armor bonus to AC 110 mins (1100 rounds)
Sādhanā: Stoneskin DR 10/Adamantine 110 mins (1100 rounds) or (110 pts of damage)


Tiefling Spirit Ranger 14, Trickster Tier 4
Stats:
Init: +11* | HP: 170/170 | AC: 21 | FF: 16 | Fort: +13 | Ref: +15 | Will: +11 | Perception: +20* | Surge 11/11 | Spirit Bond 3/3

Combat:

Decisive Strike V IG2: 1d20 + 18 + 3 + 1 - 3 ⇒ (9) + 18 + 3 + 1 - 3 = 28
Fleet Charge to H12: 1d20 + 16 + 1 + 1 + 3 - 3 ⇒ (3) + 16 + 1 + 1 + 3 - 3 = 21
Amazing Init.: 1d20 + 16 + 1 + 1 - 3 ⇒ (2) + 16 + 1 + 1 - 3 = 17
Attack 1: 1d20 + 16 + 1 + 1 - 3 ⇒ (6) + 16 + 1 + 1 - 3 = 21
Attack 2: 1d20 + 16 + 1 + 1 - 3 ⇒ (19) + 16 + 1 + 1 - 3 = 34
Attack 3: 1d20 + 16 + 1 + 1 - 3 ⇒ (9) + 16 + 1 + 1 - 3 = 24
Attack 4: 1d20 + 11 + 1 + 1 - 3 ⇒ (20) + 11 + 1 + 1 - 3 = 30 Confirm: 1d20 + 11 + 1 + 1 - 3 ⇒ (1) + 11 + 1 + 1 - 3 = 11 Reroll: 1d20 + 11 + 1 + 1 - 3 ⇒ (1) + 11 + 1 + 1 - 3 = 11
Attack 5: 1d20 + 6 + 1 + 1 - 3 ⇒ (19) + 6 + 1 + 1 - 3 = 24

Damage Decisive Strike: 1d8 + 1 + 1 + 9 ⇒ (7) + 1 + 1 + 9 = 18
Damage 2: 1d8 + 1 + 1 + 1 + 9 ⇒ (7) + 1 + 1 + 1 + 9 = 19
Damage 4: 1d8 + 1 + 1 + 1 + 9 ⇒ (7) + 1 + 1 + 1 + 9 = 19
Damage 5: 1d8 + 1 + 1 + 1 + 9 ⇒ (2) + 1 + 1 + 1 + 9 = 14

Clustered Shots is the best I have for DR.

Cyna fires off several shots at the Iron Golem using the momentum from Arista to put a dent into one of them.


Female Human (Anizari) Female Human (Anizari) Magus (Bladebound) 14 : Mythic tier 4th (Champion ); HP: 160/160; AC:34 FF:30, T:15; Init:+5, Fort: +12, Ref: +6, Will: +10; Perception:+4(+6)

Oh never mind the disabling the the DR. I merged the effects of Sudden Attack and Punishing Blow in my head. Just regular crit damage, no additional effects.


Reflex Save (DC 17): 1d20 + 5 ⇒ (2) + 5 = 7

Geoff goes flying upward before crashing down with a loud thud.

Fwap: 5d6 ⇒ (1, 5, 6, 6, 4) = 22


Male Reincarnated Kobold Fighter 11 HP: 79/82; AC: 25, T: 17, FF: 19; Fort: +9, Ref: +11, Will +6 (+3 vs. fear), Perception: +2, Initiative: +7

Eldan moves toward Geoff, knowing that the golem would take a swing at him. However, that would open up the chance for others to pass.

Move to I5.


Female Aasimar Warpriest 12; Mythic tier 3rd (Marshal); HP: 102/102; AC: 25(28), FF: 19, T: 14; Init: +5, Fort: +12, Ref: +7, Will: +15; Perception: +9

Eldan also has bears endurance for however long that lasts and whatever it does for him.


AoO: 1d20 + 28 ⇒ (9) + 28 = 37; Damage: 2d10 + 16 ⇒ (8, 3) + 16 = 27

The golem swings at the kobold, dealing a hard blow to Eldan. Geoff picks himself up and creates a wall of flame where Eldan stands.

Burn!: 2d6 + 11 ⇒ (2, 5) + 11 = 18

Round 1: Sādhanā, Arista, Cyna, Tesia, Eldan, Geoff, Rhadaya, Drago, Iron Golems, Ylrhea, Lea, Alethiro

GM Notes:
G hp: 46
IG2 hp: 59


Male Reincarnated Kobold Fighter 11 HP: 79/82; AC: 25, T: 17, FF: 19; Fort: +9, Ref: +11, Will +6 (+3 vs. fear), Perception: +2, Initiative: +7

PfE left: 42/60


Female Sylph Sorceress (Stormborn) 14 Mythic Tier 3rd: Archmage. HP: 80/80. AC: 22 touch 20 FF: 16. Fort: +7 Reflex: +7 Will: +9. Electricity res: 5 Sonic res:5

Hovering in the air, Rhadaya points a finger of each hand at one of the massive Iron Golems, electricity crackling over her hands. The patterns along her skin beginning to glow as her hair tossed about in a powerful breeze that dances around her, she begins to cast her spell, her voice ringing out above the wind, culminating in an overwhelming boom as a line of electricity jumps from one hand to the other, to mimicked on a larger scale by a bolt of lightning leaping from one golem to the other, dancing over their frames.

Cast Lightning arc. Both Golems slowed for 3 rounds no save

An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.


Male Dhampir Investigator (Psychic Detective) 12/Archmage 3 /\/\ Init: +6 | HP: 76/76 | AC: 21 | FF: 17 | Tch: 17 | Fort: +6 | Ref: +13 | Will: +12 | +2 vs Disease / Mind-Affecting, +4 Ref vs Traps, +4 vs Psychic Spells / SLA | Perc: +17 (+6 vs Traps)

Drago focused, tapping into his cosmic reserves, and brought forth the otherworldly power he had done before. Molding it to his will to give them the power that no longer flowed in his veins. Stretching out his hand, the Summoner conjured a field of ebony tentacles that danced and sparked with electrical energy. Centering it in the 'corner' opposite Eldan, the alien appendages grasped at whatever they could.

CMB (Grapple) vs IG1 and Geoff: 1d20 + 10 + 4 + 1 + 3 ⇒ (2) + 10 + 4 + 1 + 3 = 20 Damn.

Cast Mythic Black Tentacles, Energy Converted to Electrical, Centering at (B-4, C-4, B-5, C-5).


Female Human (Anizari) Female Human (Anizari) Magus (Bladebound) 14 : Mythic tier 4th (Champion ); HP: 160/160; AC:34 FF:30, T:15; Init:+5, Fort: +12, Ref: +6, Will: +10; Perception:+4(+6)

You realized you centered it in the wall of flame right?


Female Aasimar Warpriest 12; Mythic tier 3rd (Marshal); HP: 102/102; AC: 25(28), FF: 19, T: 14; Init: +5, Fort: +12, Ref: +7, Will: +15; Perception: +9

Dude....


Male Dhampir Investigator (Psychic Detective) 12/Archmage 3 /\/\ Init: +6 | HP: 76/76 | AC: 21 | FF: 17 | Tch: 17 | Fort: +6 | Ref: +13 | Will: +12 | +2 vs Disease / Mind-Affecting, +4 Ref vs Traps, +4 vs Psychic Spells / SLA | Perc: +17 (+6 vs Traps)

Flames can't hurt them.


Female Aasimar Warpriest 12; Mythic tier 3rd (Marshal); HP: 102/102; AC: 25(28), FF: 19, T: 14; Init: +5, Fort: +12, Ref: +7, Will: +15; Perception: +9

But isn't that where Eldan is? We'll see if it manages to grapple them or not. It may be a moot point.


Rhadaya Stormbringer wrote:

Cast Lightning arc. Both Golems slowed for 3 rounds no save

An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.

I'm trying to figure out why they get no save.

PFSRD wrote:

Lightning Arc

School evocation [electricity]; Level sorcerer/wizard 5; Elemental School metal 5

CASTING
Casting Time 1 standard action
Components V, S, M (fur and two glass figurines)

EFFECT
Range long (400 ft. + 40 ft./level)
Targets two creatures or objects which must be no more than 60 ft. apart
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes (see text)

DESCRIPTION
You generate an arc of lightning between two targets. The lightning deals 1d6 points of electricity damage per caster level (maximum 15d6) to both targets and any creatures in a line connecting them. The spell fails if there is no line of effect between the targets. Lightning arc sets fire to combustibles and damages objects in its path. It can melt metals that have a low melting point, such as lead, gold, copper, silver, or bronze.

If they are the targets of the spell, then wouldn't SR apply? Because it has to deal damage in order for them to receive the slow effect.

PFSRD wrote:

Immunity to Magic (Ex)

An iron golem is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.

A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. An iron golem gets no saving throw against fire effects.
An iron golem is affected normally by rust attacks, such as those of a rust monster or a rusting grasp spell.


Tiefling Spirit Ranger 14, Trickster Tier 4
Stats:
Init: +11* | HP: 170/170 | AC: 21 | FF: 16 | Fort: +13 | Ref: +15 | Will: +11 | Perception: +20* | Surge 11/11 | Spirit Bond 3/3

James Jacobs.


Tiefling Spirit Ranger 14, Trickster Tier 4
Stats:
Init: +11* | HP: 170/170 | AC: 21 | FF: 16 | Fort: +13 | Ref: +15 | Will: +11 | Perception: +20* | Surge 11/11 | Spirit Bond 3/3

Wall of fire spews out flames 20ft in one direction if that wave is on the Golems then it's a mute point anyway.


Female Human (Anizari) Female Human (Anizari) Magus (Bladebound) 14 : Mythic tier 4th (Champion ); HP: 160/160; AC:34 FF:30, T:15; Init:+5, Fort: +12, Ref: +6, Will: +10; Perception:+4(+6)
Quote:
Flames can't hurt them.

Your goal is to grapple the golems right? The golems that are HEALED BY FIRE. Hey, lets drown this guy in a vat of healing potion. SMH


Female Human (Anizari) Female Human (Anizari) Magus (Bladebound) 14 : Mythic tier 4th (Champion ); HP: 160/160; AC:34 FF:30, T:15; Init:+5, Fort: +12, Ref: +6, Will: +10; Perception:+4(+6)

Knowledge Arcana: 1d20 + 20 ⇒ (8) + 20 = 28

Looking past the Golem she'd fighting, Sādhanā's eyes widen as her brain processes the strategy. "Son of a %%@! Somebody get rid of that wall! It's healing the golems as long as they're within 20 ft of it!"


Thanks, Andrew. So they are slowed.


Male Dhampir Investigator (Psychic Detective) 12/Archmage 3 /\/\ Init: +6 | HP: 76/76 | AC: 21 | FF: 17 | Tch: 17 | Fort: +6 | Ref: +13 | Will: +12 | +2 vs Disease / Mind-Affecting, +4 Ref vs Traps, +4 vs Psychic Spells / SLA | Perc: +17 (+6 vs Traps)

The Golem isn't touching the fire.


Female Human (Anizari) Female Human (Anizari) Magus (Bladebound) 14 : Mythic tier 4th (Champion ); HP: 160/160; AC:34 FF:30, T:15; Init:+5, Fort: +12, Ref: +6, Will: +10; Perception:+4(+6)

What was the point to the tentacles? To grapple a golem right?


Female Aasimar Warpriest 12; Mythic tier 3rd (Marshal); HP: 102/102; AC: 25(28), FF: 19, T: 14; Init: +5, Fort: +12, Ref: +7, Will: +15; Perception: +9

Okay...I'm completely lost.


Tiefling Spirit Ranger 14, Trickster Tier 4
Stats:
Init: +11* | HP: 170/170 | AC: 21 | FF: 16 | Fort: +13 | Ref: +15 | Will: +11 | Perception: +20* | Surge 11/11 | Spirit Bond 3/3

The tentacles also do electricity damage no save/sr which means they'll take the damage and be slowed and grappled.


Female Aasimar Warpriest 12; Mythic tier 3rd (Marshal); HP: 102/102; AC: 25(28), FF: 19, T: 14; Init: +5, Fort: +12, Ref: +7, Will: +15; Perception: +9

That fire is magical....so I'm not really sure that we can even put it out.


Female Human (Anizari) Female Human (Anizari) Magus (Bladebound) 14 : Mythic tier 4th (Champion ); HP: 160/160; AC:34 FF:30, T:15; Init:+5, Fort: +12, Ref: +6, Will: +10; Perception:+4(+6)

If the tentacles grapple either golem anywhere within 20 ft of the wall of flame, they'll keep healing. It'll be like trying to drown someone in a healing spring

Slowed, Constricted and Healed. lol


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Male Dhampir Investigator (Psychic Detective) 12/Archmage 3 /\/\ Init: +6 | HP: 76/76 | AC: 21 | FF: 17 | Tch: 17 | Fort: +6 | Ref: +13 | Will: +12 | +2 vs Disease / Mind-Affecting, +4 Ref vs Traps, +4 vs Psychic Spells / SLA | Perc: +17 (+6 vs Traps)

Also, they would actually have to be standing in the wall for it to do any real good. It takes 3 points of fire damage to heal 1 point of health. Where they are currently at, they'd take at most 8 points of fire damage which only yields them 2 health back. I'm fairly certain we can out produce that.


You don't have to worry about it with that grapple check.


Female Human (Anizari) Female Human (Anizari) Magus (Bladebound) 14 : Mythic tier 4th (Champion ); HP: 160/160; AC:34 FF:30, T:15; Init:+5, Fort: +12, Ref: +6, Will: +10; Perception:+4(+6)

LOL


Drago only manages to snare Geoff with his spell.

Damage: 1d6 + 4 + 2d6 ⇒ (3) + 4 + (6, 3) = 16

The iron golem that the summoner tried to snare lumbers forward, while the other attempts to snatch Sādhanā.

Grapple: 1d20 + 30 ⇒ (16) + 30 = 46; Take an AoO, if you like.

It then quickly exhales a cloud of poison gas at the magus. DC 19 Fort Save.

Round 1: Sādhanā, Arista, Cyna, Tesia, Eldan, Geoff, Rhadaya, Drago, Iron Golems, Ylrhea, Lea, Alethiro

GM Notes:
G hp: 30
IG 2 hp: 59


Female Gnome Rogue 13; Mythic Tier 3rd (Trickster) HP: 115/115; AC: 26, FF: 19, T: 17; Fort: +8, Ref: +16, Will +7 (+4 vs fear); Perception: +19; Init: +8

Ylrhea moves forward and attacks the golem that grappled her love, utilizing her mythic power to overcome the construct's resistances.

Surprise Strike (Ex): As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

Surprise Strike: 1d20 + 16 + 3 + 1 ⇒ (19) + 16 + 3 + 1 = 39; Confirm: 1d20 + 16 + 3 + 1 ⇒ (2) + 16 + 3 + 1 = 22; Damage: 1d3 + 6 + 1 ⇒ (2) + 6 + 1 = 9; Sneak Attack: 6d6 ⇒ (1, 4, 5, 5, 5, 4) = 24


Female Tiefling Barbarian (Unchained) 12; HP: 142/142, DR:2/-; AC: 23, T: 15, FF: 19, Fort: +12, Ref: +8, Will: +5, Init: +3, Perception: +15

Lea flies into her rage and quickly moves forward to engage Geoff.

Fire? Who cares?: 2d6 + 11 ⇒ (3, 6) + 11 = 20

Round 3 of 27. 33 temp hp. 40/60 PFE.


Female Human (Anizari) Female Human (Anizari) Magus (Bladebound) 14 : Mythic tier 4th (Champion ); HP: 160/160; AC:34 FF:30, T:15; Init:+5, Fort: +12, Ref: +6, Will: +10; Perception:+4(+6)

AoO

1d20 + 18 + 1 ⇒ (6) + 18 + 1 = 25
1d8 + 8 ⇒ (6) + 8 = 14

This is gonna hurt.

Don't forget we all have Fire resistance 10


Female Human (Anizari) Female Human (Anizari) Magus (Bladebound) 14 : Mythic tier 4th (Champion ); HP: 160/160; AC:34 FF:30, T:15; Init:+5, Fort: +12, Ref: +6, Will: +10; Perception:+4(+6)

Fort: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19 Mythic bless saves the day.

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