Mystery of the Keepers (Inactive)

Game Master DireMerc

Razmir the man known as the living god is making his move expanding into neighboring nations. It seems nobody can stop him as his power truly seems to be that of a god. A select few know the secret of his power and are taking steps to end his rule with the help of another who wields the same power as Razmir. Sazed Khaim a member of the old order of the keepers.

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: Everyone have fun.

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."

Link to images


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Ok out of combat post as you will.


Male Elf Wizard 8
Status:
HP 56/56 | AC 20 | T 15 | FF 16 | F +5 | R +8 | W +6 | Init +10 | Per +10

"Tch.. For as unassailable as we are in martial prowess, it seems our minds are our weakness... I will have to remedy this.." Lyall seems in quite some consternation about how easily one spell nearly routed them.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

15 HP recovered from healing judgment before out of combat (3 HP/round).

"Who is injured?" Devyhn asks the group.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

"I am unhurt"

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

Arkon in his dinosaur form casts cure light wounds four times until all his wounds are healed.

clw: 1d8 + 5 ⇒ (8) + 5 = 13
clw: 1d8 + 5 ⇒ (3) + 5 = 8
clw: 1d8 + 5 ⇒ (2) + 5 = 7
clw: 1d8 + 5 ⇒ (3) + 5 = 8

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Devyhn uses the wand on himself.

Wand of CLW: 1d8 + 1 ⇒ (6) + 1 = 7

Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6

13 charges remain.


I should point out that Erik is bleeding out on the ground and about to die (would be dead in fact if you actually spend this much time without attending to him)

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Oops! Totally missed that. Somehow, I think my character would have been more observant. Thanks for the heads-up!

Devyhn quickly moves to Erik's side and touches him with the wand.

Wand of Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9

5 charges left. Erik's HP 33/50.

Devyhn calls upon Pharasma touching Erik with divine power.

Cure Moderate Wounds: 2d8 + 7 ⇒ (2, 5) + 7 = 14


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik sits up but remains silent for the moment


Erik is at 47, he was at 33 before the cure moderate wounds

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Achren uses the time to repair the large chunks missing from his Eidolon, the fine chain setting up a faint clanking sound as it grows into place.

Lesser rejuvenate Eidolon: 1d10 + 5 ⇒ (8) + 5 = 13
Lesser rejuvenate Eidolon: 1d10 + 5 ⇒ (4) + 5 = 9
Lesser rejuvenate Eidolon: 1d10 + 5 ⇒ (5) + 5 = 10
Lesser rejuvenate Eidolon: 1d10 + 5 ⇒ (2) + 5 = 7

Heals 39 points

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

After Arkon recovers from the spell he spends a bit of time, picking chains and bits and pieces of chains from his teeth... ptoooeeey


You move into the tower?

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Devyhn stands by Erik, ready to help him stand, if needed.

"Are you all right? Can you walk?" he asks.

"I have the unpleasant feeling that more gold-plated guardians will be converging on us, soon."

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

Can i fit in the tower at this size


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik nods gently at Devyhn before heading off towards the tower.


Hmm the doors are double doors so 10 feet wide and the entrance way is 20 feet wide. So you could enter the main hall barely but after that no

You enter the tower and see a large entryway leading to a golden throne. A woman in white sits there and you can see the herald has gone up to speak to her.

Next to the throne are two followers of Razmir of the lowest ranking and another of the same rank as the herald.

"So now you have failed me twice Aglanda. You will be punished but for now I will address these intruders who so desperately want to meet me. Sent them forward." says the woman in white who guess must be Iramine the leader of the Rasmiran expedition.

Iramine

The herald turns around to face you.

"Approach, Iramine the chosen of Razmir will speak with you." says Aglanda the herald who is clearly uneasy.

Layout

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

Arkon changes his shape to the medium bipedal dinosaur form and enters..


Male Elf Wizard 8
Status:
HP 56/56 | AC 20 | T 15 | FF 16 | F +5 | R +8 | W +6 | Init +10 | Per +10

And then none of the rest of us enter. And Iramine is all, "Wait, the intruders are a single dinosaur?"

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

"I'm all like Grrrr as well and then I change back into a big dinosaur and squash everyone... the end.. yay!"

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

That was easy. We can all go home now.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik draws his sword and moves towards them quickly.

Get up as close to the white woman as possible. Double move?


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz pauses, hoping for another haste before moving forward...

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

ac 21 in this form and i grant achren a roll two dice take best for initiative. .. plus i can move 60ft

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Achren casts Haste on the party


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz moves forward will figure out how far and total action when I get home and can see map


Ok so I assume from what I see that at least 3 of you will rush forward.

As several of you rush forward clearly intent on attacking Iramine scowls in anger. "So be it" she says and vanishes.

A 15 by 30 foot section of the floor in front of the throne opens up and Bleyz, Arkon and Erik are at risk of falling down into what appears to be an enormous pile of treasure 20 feet below.

I'll allow a dc 25 reflex save to avoid falling by jumping to the other side and grabbing the edge. If you fall you can make an acrobatics check dc 15 to reduce the damage to 1d6.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Reflex: 1d20 + 9 ⇒ (9) + 9 = 18
Acrobatics: 1d20 - 2 ⇒ (7) - 2 = 5

Erik falls through the floor and lands with a heavy thud.

Damage: 2d6 ⇒ (4, 6) = 10

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

reflex+haste: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25

Woo! Made it...and where am I in relation to where Iramine was?

Arkon attempts to find where she is using his scent primary
Perception Scent: 1d20 + 11 ⇒ (16) + 11 = 27

and sight
Perception Sight: 1d20 + 16 ⇒ (8) + 16 = 24


Hmm as a note the herald Aglanda was also standing were the platform opened and fell into the pit. Forgot to mention that before.

You would be in one of the spaces right behind were the closest herald was standing.

You detect no scent for Iramine leaving you to believe she was never physically there but rather only projected her image from somewhere else.


Male Elf Wizard 8
Status:
HP 56/56 | AC 20 | T 15 | FF 16 | F +5 | R +8 | W +6 | Init +10 | Per +10

Lyall Lingering Fireballs the clumped opponents, with no regard to friendly fire, given the still running Resist fire 20.

7d6 ⇒ (3, 5, 3, 2, 4, 3, 1) = 21


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz' speed is 50, he was double moving for 100plus 60 for haste... so with 160' of movement, would he still be over the pit when the others are as well, or would have have passed them and the pit? If he's still over it when they are, then here are his rolls:

refl save: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16

acrobatics: 1d20 + 14 ⇒ (8) + 14 = 22

dmg taken from fall: 1d6 ⇒ 3


Bleyz would be ahead of everyone else but he would standing directly on the platform as it opens while everyone else would be a little short of it. (assume a single move forward before it opens.) The dc to make it to the other side would be lower for Bleyz but I will say 16 still fails.

Moving on to initiative from here on thought.

init enemy: 1d20 + 6 ⇒ (7) + 6 = 13

achren init: 1d20 + 3 ⇒ (15) + 3 = 18

arkon init: 1d20 + 2 ⇒ (19) + 2 = 21

Erik init: 1d20 + 4 ⇒ (5) + 4 = 9

bleyz init: 1d20 + 4 ⇒ (6) + 4 = 10

devyhn init: 1d20 + 4 ⇒ (19) + 4 = 23

varn init: 1d20 + 10 ⇒ (6) + 10 = 16

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Devyhn moves forward to approximately a pace shy of the pit, calling on Pharasma to bring Death to the heretic (Bane class ability: human)

He takes aim, and fires at the woman on the throne.

Ranged attack, point-blank, precise: 1d20 + 9 ⇒ (17) + 9 = 26

Damage, silver arrow: 1d4 - 1 + 1 + 2d6 ⇒ (4) - 1 + 1 + (2, 1) = 7

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

Arkon invokes Arcane strike and charges the closest herald

Dino pounce....AC 21
Powers up arcane strike

Talon 1: 1d20 + 14 ⇒ (19) + 14 = 331d8 + 10 ⇒ (8) + 10 = 18
Talon 2: 1d20 + 14 ⇒ (19) + 14 = 331d8 + 10 ⇒ (3) + 10 = 13
Talon 3 Haste: 1d20 + 14 ⇒ (7) + 14 = 211d8 + 10 ⇒ (4) + 10 = 14

Bite: 1d20 + 14 ⇒ (19) + 14 = 331d6 + 10 ⇒ (6) + 10 = 16
Rake 1: 1d20 + 9 ⇒ (5) + 9 = 141d4 + 6 ⇒ (4) + 6 = 10


Iramine was in the throne but she was just a projection. She is gone now. I will assume you shot the other herald instead.

Also you wouldn't get a rake on that Arkon. But you did hit with both talons.

explanation:

Rake (Ex)
A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature’s description. A monster with the rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn.

I think you were thinking of Rend

Rend (Ex)

If it hits with two or more natural attacks in 1 round, a creature with the rend special attack can cause tremendous damage by latching onto the opponent’s body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round. The type of attacks that must hit and the additional damage are included in the creature’s description. The additional damage is usually equal to the damage caused by one of the attacks plus 1-1/2 times the creature’s Strength bonus.

Also you medium form has neither rake or rend only pounce.

Updates maps:
throne room map

treasure pit


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz will do his best to get out of the pit is that a door to the west?

jump with running start: 1d20 + 14 ⇒ (7) + 14 = 21

climb from there: 1d20 + 1 ⇒ (17) + 1 = 18

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Achren casts greater invisibility on himself and starts flying forward 30' places him somewhere over the pit. I will keep out of Devhyns way

greater invisibility gives +2 on attack rolls and negates opponents dex bonus to AC

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

If i charged him i have Pounce which allows you to get rake attacks on a charge


Only if the creature has the rake special ability thought. Your a Deinonychus now right?

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

Shoulda been called foreclaws... deinonychus has Talon *2, bite and foreclaws, I for some reasons have it in my attack template as a rake.


Male Elf Wizard 8
Status:
HP 56/56 | AC 20 | T 15 | FF 16 | F +5 | R +8 | W +6 | Init +10 | Per +10

Lyall moves forward to see if he can get in range to obsidian flow the enemy.

If he does..

Fire Damage DC20 Reflex for half and no Entangle: 3d6 ⇒ (1, 1, 2) = 4

The ground is covered with slippery expanses and sharp shards of obsidian. The area of effect is difficult terrain, and the DC of Acrobatics checks within the area of effect increases by 5. A successful DC 15 Acrobatics check is required to run or charge across the area. A creature that falls prone in the area takes 1d6 points of damage from sharp obsidian.


Bleyz is after enemies so his action would be after this.

in the throne room:

Fireball:
herald reflex: 1d20 + 8 ⇒ (20) + 8 = 28
cultist reflex: 1d20 + 4 ⇒ (4) + 4 = 8
cultist reflex: 1d20 + 4 ⇒ (6) + 4 = 10
The herald somehow manages to avoid getting burned by the fireball while the other two are badly burned.

Devyhn shoots the herald for 7 damage and then Arkon attacks him landing 3 hits for 47. He is very badly injured.

Obsidian flow:
herald reflex: 1d20 + 8 ⇒ (19) + 8 = 27
cultist reflex: 1d20 + 4 ⇒ (4) + 4 = 8
cultist reflex: 1d20 + 4 ⇒ (6) + 4 = 10

Again the herald avoids the spell entirely while his followers takes the full effect.

The herald draws two daggers in a flash and gets into a flanking position with a follower. They attack Arkon together.

herald dagger attack main-hand flanking: 1d20 + 12 ⇒ (10) + 12 = 221d4 + 4 + 3d6 ⇒ (4) + 4 + (1, 2, 4) = 15
herald dagger attack off hand flanking: 1d20 + 12 ⇒ (4) + 12 = 161d4 + 2 + 3d6 ⇒ (1) + 2 + (2, 5, 4) = 14
herald dagger attack main hand flanking: 1d20 + 7 ⇒ (8) + 7 = 151d4 + 4 + 3d6 ⇒ (3) + 4 + (6, 1, 6) = 20

if hit make a save vs poison dc 11 (black adder venom on each dagger)

the acolytes attack
attack shortsword flank: 1d20 + 5 ⇒ (2) + 5 = 7
attack shortsword: 1d20 + 5 - 2 ⇒ (13) + 5 - 2 = 16

in the pit:

The herald who fell is looking around nervously muttering "no no no no oh no..."

she quickly cast a spell and begins to climb upwards towards the exit (using air walk)

As she does so an enormous serpent like creature rises up from beneath the coins. A sharp-featured humanoid head crowns the powerful, sinuous body of this snake-like monstrosity.

The creature regards the slowly rising creature and launches a bolt of lightning in her direction.
electricity: 7d6 ⇒ (5, 2, 1, 5, 3, 3, 6) = 25

reflex: 1d20 + 4 ⇒ (9) + 4 = 13
The herald manages to avoid the worst of it however.

Ok you can all post. Bleyz you can do the same or change your action. Yes there is a door there. (this would provoke an attack)

updated maps

treasure pit

throne room

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

take 15 damage
fort poison dc 11: 1d20 + 5 ⇒ (5) + 5 = 10

Invoke Arcane strike and Attack Herald

AC 21, 24 str

Talon 1: 1d20 + 14 ⇒ (17) + 14 = 311d8 + 10 ⇒ (5) + 10 = 15
Talon 2: 1d20 + 14 ⇒ (11) + 14 = 251d8 + 10 ⇒ (2) + 10 = 12
Talon 3 Haste: 1d20 + 14 ⇒ (1) + 14 = 151d8 + 10 ⇒ (4) + 10 = 14

Bite: 1d20 + 14 ⇒ (19) + 14 = 331d6 + 10 ⇒ (3) + 10 = 13
Foreclaws: 1d20 + 9 ⇒ (11) + 9 = 201d4 + 6 ⇒ (3) + 6 = 9


The herald drops.

con damage from poison: 1d2 ⇒ 1


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz attacks the herald who fell if he can reach her... if not, he attacks the creature, hoping to fell it before it can attack him.

flurry 1 to hit: 1d20 + 9 + 1 + 4 ⇒ (15) + 9 + 1 + 4 = 29
dmg if hits: 1d8 + 5 ⇒ (4) + 5 = 9

flurry 2 to hit: 1d20 + 9 + 1 + 4 ⇒ (18) + 9 + 1 + 4 = 32
dmg if hits: 1d8 + 5 ⇒ (7) + 5 = 12

flurry 3 to hit: 1d20 + 9 + 1 - 1 ⇒ (3) + 9 + 1 - 1 = 12
dmg if hits: 1d8 + 5 ⇒ (4) + 5 = 9

haste to hit: 1d20 + 9 + 1 + 4 ⇒ (11) + 9 + 1 + 4 = 25
dmg if hits: 1d8 + 5 ⇒ (3) + 5 = 8

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Seeing the herald fall, Devyhn turns his aim towards one of the lackeys.

Ranged, point-blank, precise shot: 1d20 + 9 ⇒ (18) + 9 = 27

Damage: 1d4 - 1 + 1 + 2d6 ⇒ (3) - 1 + 1 + (2, 3) = 8

2nd shot, due to haste spell: 1d20 + 9 ⇒ (9) + 9 = 18

Damage: 1d4 - 1 + 1 + 2d6 ⇒ (3) - 1 + 1 + (5, 6) = 14


Male Elf Wizard 8
Status:
HP 56/56 | AC 20 | T 15 | FF 16 | F +5 | R +8 | W +6 | Init +10 | Per +10

Can I see into the pit if I move to the edge? There seem to be no more worthy targets up here.


yes you can


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik attacks the serpent.

Power attack: 1d20 + 11 - 2 + 1 + 1 ⇒ (8) + 11 - 2 + 1 + 1 = 19
Damage: 1d8 + 6 + 6 ⇒ (8) + 6 + 6 = 20

Power attack: 1d20 + 9 - 2 + 1 + 1 ⇒ (19) + 9 - 2 + 1 + 1 = 28
Damage: 1d8 + 6 + 6 ⇒ (2) + 6 + 6 = 14

Haste attack: 1d20 + 11 - 2 + 1 + 1 ⇒ (11) + 11 - 2 + 1 + 1 = 22
Damage: 1d8 + 6 + 6 ⇒ (2) + 6 + 6 = 14

Confirm crit: 1d20 + 9 - 2 + 1 + 1 ⇒ (16) + 9 - 2 + 1 + 1 = 25
Damage: 1d8 + 6 + 6 ⇒ (5) + 6 + 6 = 17

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