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  1. - Top - End - #841
    Bugbear in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    Lydia blinks, shakes her head, and clenches her jaw in realization. YOU DARE PRESUME TO CONTROL A CLERIC OF HEIRONEOUS?!!? Lydia brandishes her longsword and backs into a corner. Come and look in my eyes once again and see your fate!

    Dr. Olofire gives a smirk as he also realizes what happened. He pulls out his scalpel and goes to the opposite side of the chamber, waiting for the moment to strike once the creature is revealed again.

    Spoiler: Round 1 Actions
    Show

    Move Lydia to J7 drawing her longsword, Ready and action to attack naga if seen within range.
    Power attack (1d20+8)[21] CC 19-20/x2 (1d20+8)[22] Dmg (1d8+11)[13] Crit (1d8+11)[17]

    If given an AoO
    Power attack (1d20+8)[13] CC 19-20/x2 (1d20+8)[26] Dmg (1d8+11)[18] Crit (1d8+11)[15]

    Olofire will go to B7 drawing his scalpel and fighting defensively. No attacks or AoOs this round for him.

    Spoiler: Olofire characte stats
    Show
    Dr. Olofire Lightouch
    Male N. Good Halfling Alchemist (Chir./Vivis.) 7/Unchained Rogue 2, Level 9, Init 5, HP 64/64, Speed 30 ft
    AC 25, Touch 21, Flat-footed 15, CMD 25, Fort 7, Ref 14, Will 5, CMB +5/0, Base Attack Bonus +6/+1
    Masterwork Scalpel (dagger) +13/+8 (not mutated, +15/+10 mutated) (1d3, 19-20/x2)
    Sling (Bullets) +12 (not mutated, +14 mutated) (1d3, x2)
    only while mutated, Claw +15 (1d4+8, x2)
    Mithral Chain Shirt (+4 Armor, +5 Dex, +1 Size)
    Abilities Str 10, Dex null, Con 12, Int 17, Wis 10, Cha 9
    Condition Preserve Organs 25% chance to ignore crit or sneak attack
    Darkvision 06:59:18
    -Mutagen Prepared: Dex +4, Wis -2, +2 Nat Armor 1/1
    -Panache 3/3
    -Spontaneous Healing 3/3 left today


    Spoiler: Lydia Character Stats (I need to transfer her to my mythweavers soon...)
    Show

    Lydia Constantine Human Cleric 9 LG HP 72 / 75 Speed ft Init 7 AC 20 Fort 8 Ref 5 Will 10 CMB +9 BAB 6 +1 Longspear +10 / +5 (1d8 + 5, x3)
    +1 Longsword (2H) +10 / +5 (1d8 + 5, 19-20/x2)
    Heavy Mace (2H) +10 / +5 (1d8 + 4, x2)
    +1 Longspear (Power Attack) +8 / +3 (1d8 + 11, x3)
    +1 Longsword (Power Attack) +8 / +3 (1d8 + 11, 19-20/x2)
    Heavy Mace (Power Attack) +8 / +3 (1d8 + 10, x2) Str 16 (3) Dex 14 (2) Con 14 (2) Wis 18 (4) Int 12 (1) Cha 8 (-1)


  2. - Top - End - #842
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    Spoiler: Map, beginning of Round 2
    Show

    Spoiler: Mechanics
    Show
    Jan casts See Invisibility and directs the party in the rough direction of the spirit naga.
    Marzena casts Dispel Magic, clearing the Charm effect on Lydia.
    Lydia moves and readies herself to fight.
    Frederick moves to G6-ish.
    Olofire moves to B7 and fights defensively.

    Fassash moves and casts a spell.

    "Hsss!" is the only sound you hear from Fassash, as the angry sound echoes around the cavern walls. It isn't loud, but as you all are listening for signs of the naga you clearly hear it over the trickling of water as you enter the caverns looking to inflict violence on the snake-creature.

    Spoiler: Spellcraft, DC 16
    Show
    Fassash cast Shield of Faith as a sorcerer spell.

    Only Jan can really see the spirit naga. Begin Round 2!

  3. - Top - End - #843
    Firbolg in the Playground
     
    Gwynfrid's Avatar

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    Marzena listens to the moves and arcane sounds from the enemy. The serpent's location is hidden, but its spellcasting is transparent. "That protection spell was puny," she taunts, "don't expect much from it. I reckon you should have taken our deal, snake."

    She waits from a sign from Jan before making her own move...

    Spoiler
    Show
    Marzena can't fail on a DC 16 Spellcraft.

    Delay until after Jan's actions, then move forward until Fassash is in sight, then Evil Eye on her for -4 to AC.

    Spoiler: stats
    Show
    Marzena Human (F) Cartomancer Witch 9 CG
    HP 70 / 70 (includes 14 temp hp) Speed 30 ft
    Init +3 (+5 if Lydia is in sight) Senses Low-light vision
    AC 16 (Mage Armor) Fort +6 Ref +8 Will +10
    BAB[/b] +4 [b] CMB +3
    Harrow Card +7 (1d4+2, 20/x2)
    Dagger +3 (1d4-1, 19/x2)
    Str 8 (-1) Dex 14 (2) Con 12 (1) Wis 12 (1) Int 21 (6) Cha 10 (0)
    Powers per day Fly 9/9 minutes, Levitate 1/1, Augury 2/week, Harrowed feat: Draw Harrow card for +2 to 1 check 1/1, +2 bonus on a Constitution -based roll 1/1
    Active spells: Mage Armor (9 hours), False Life (9 hours)
    Other spells cast today: Dispel Magic
    Link to Harrow deck post.[/url]
    Last edited by Gwynfrid; 2024-01-07 at 02:47 PM.

  4. - Top - End - #844
    Troll in the Playground
     
    PaladinGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    Jan peers somewhat past Olofire, and with a throwing gesture and a few whispered words, a burst of sparkling motes appears... within which a serpentine shape quickly becomes apparent. "If I were you, I'd at least try to surrender! But I wouldn't dawdle!" The gnome giggles mockingly as her taunt echoes throughout the rocky chamber.

    Spoiler: Actions
    Show
    Jan casts Glitterdust, revealing Fassash; Will save vs DC: 19 else blinded.

    Spoiler: Stats
    Show
    Janstina Silentall
    F Chaotic Good Gnome Sorcerer, Level 9, Init 10, HP 68/68, Speed 20
    AC 17, Touch 13, Flat-footed 15, CMD 13, Fort 6, Ref 6, Will 6, CMB +1, Base Attack Bonus 4
    Acidic Ray Ranged (1d6+1/2lvl, x2)
    Dagger Melee (1d3-2, x2, 19-20)
    (+4 Armor, +2 Dex, +1 Size, +0 Misc)
    Abilities Str 6, Dex 14, Con 14, Int 10, Wis 8, Cha 24
    Condition Mage Armor, +4AC, ~1 hr remaining
    Lehasti Gesmeha and Azkin for Mummy's Mask
    Morevek for Wrath of the Righteous
    Janstina Silentall for Age of Worms

  5. - Top - End - #845
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    Further into the caves, well past where the party has explored, the outline of Fassash clearly appears as the naga is covered in glowing specks of light.

    Spoiler: Mid-Round Map Update
    Show

    Everyone except Jan can fully act. Jan has a move action available.

    The spirit naga is in a deeper section of the cave and does not appear bothered by the Glitterdust spell (not blinded). Do you wish to follow it?

  6. - Top - End - #846
    Bugbear in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    No Jan. There'll be no surrender! Lydia, sprints off after the naga once revealed by Jan's spell casting a spell of her own. Once completed, three lantern archons pop into existence. Do NOT let that snake get away! The Lantern Archons Zoom off and begin to bombard the naga, each subjecting it to their individual auras!

    Olofire, also seeing the snake become "visible" runs to chase it down also trying to head it off before it escapes!

    Spoiler: OoC
    Show

    Oook Let me see if I got this right:

    Lydia will first move to B6. She has sacred summoning and can summon those with matching alignments as a standard action, I rolled in OOC thread for 3 lantern archons summoned. They each act immediately on her turn.

    The lantern archons have fly speed of 60ft and will maneuver within 20ft of the naga: LA1 at S4 15ft up, LA2 at U4 20ft up (up to the ceiling), LA3 at U6 15ft up. The naga would then be within 20ft of each of them and subject to each of their Aura of Menace DC 13 Will save or take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura.

    Then they will each make their 2 Light Ray attacks, which overcome DR of any kind and are against Touch AC:
    LA1 Light Ray 1 (1d20+3)[13] CC for x2 (1d20+3)[9] Dmg (1d6)[6] Crit dmg (1d6)[6]
    LA1 Light Ray 2 (1d20+3)[16] CC for x2 (1d20+3)[15] Dmg (1d6)[6] Crit dmg (1d6)[6]
    LA2 Light Ray 1 (1d20+3)[7] CC for x2 (1d20+3)[14] Dmg (1d6)[1] Crit dmg (1d6)[5]
    LA2 Light Ray 2 (1d20+3)[21] CC for x2 (1d20+3)[8] Dmg (1d6)[1] Crit dmg (1d6)[3]
    LA3 Light Ray 1 (1d20+3)[20] CC for x2 (1d20+3)[9] Dmg (1d6)[6] Crit dmg (1d6)[2]
    LA3 Light Ray 2 (1d20+3)[20] CC for x2 (1d20+3)[19] Dmg (1d6)[6] Crit dmg (1d6)[1]

    Fun fact about Lantern Archons: They don't actually shed any light! It's the continual flame ability that allows it but there are costly components to it, so the summoned ones can't do that. Meaning Lydia will need light, which she might just cast herself next turn unless someone else has nothing better to do on their turn but to light it up.

    Ok! Olofire will just double move being acrobatic to get in front of the naga ending up in S4 being nimbly through the naga's space if necessary. Don't want to try and head him off a different path, he'll take the same path as the naga. He won't close his eyes but not look directly at the naga in all this!

    Acrobatics to move through opponent's space vs Naga's CMD+5 (1d20+15)[25] (I don't know if there should be more penalties considering it's size.)

    If Olofire get's an AoO he will take it!
    Piranha Strike Scalpel Stab [roll]1d20+11[/roll] 16 (rolled in OOC) CC 19-20/x2 (1d20+11)[16] DMG (1d3+4)[7] Crit DMG (1d3+4)[7] + Sneak Attack (if applicable, if anyone would like to join me!) (5d6)[19]

    Also, if the naga tries to attack Olofire and misses, he will use a Panache point to enter it's space (Which doesn't seem like a great idea...)

    Spoiler: Character Stats: Lydia
    Show
    Lydia Constantine
    Female LG Human Cleric 9, Level 9, Init 7, HP 75/75, Speed 30
    AC 20, Touch 13, Flat-footed 18, CMD 22, Fort 8, Ref 5, Will 10, CMB +9, Base Attack Bonus 6
    reach +1 Longspear (-) +10/+5 (1d8+5, x3)
    - +1 Longsward (2H) (-) +10/+5 (1d8+5, 19-20/x2)
    - Heavy Mace (2H) (-) +10/+5 (1d8+4, x2)
    +1 Mithral Breastplate (+7 Armor, +2 Dex, +1 Natural)
    Abilities Str 16, Dex 14, Con 14, Int 12, Wis 18, Cha 8
    Condition None


    Spoiler: Character Stats: Lantern Archon 1
    Show

    LG Small outsider (archon, extraplanar, good, lawful)
    Init +4; Senses darkvision 60 ft., low-light vision; Perception +4 Aura aura of menace (DC 13)

    DEFENSE

    AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
    hp 17 2d10+6
    Fort +6, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
    DR 10/evil; Immune electricity, petrification


    OFFENSE

    Speed fly 60 ft. (perfect)
    Ranged 2 light rays +3 ranged touch (1d6)
    Spell-Like Abilities (CL 3rd):

    At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)

    STATISTICS

    Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10
    Base Atk +2; CMB -2; CMD 8
    Feats Improved Initiative
    Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
    Languages Celestial, Draconic, Infernal; truespeech


    Spoiler: Character Stats: Lantern Archon 2
    Show

    LG Small outsider (archon, extraplanar, good, lawful)
    Init +4; Senses darkvision 60 ft., low-light vision; Perception +4 Aura aura of menace (DC 13)

    DEFENSE

    AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
    hp 17 2d10+6
    Fort +6, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
    DR 10/evil; Immune electricity, petrification


    OFFENSE

    Speed fly 60 ft. (perfect)
    Ranged 2 light rays +3 ranged touch (1d6)
    Spell-Like Abilities (CL 3rd):

    At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)

    STATISTICS

    Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10
    Base Atk +2; CMB -2; CMD 8
    Feats Improved Initiative
    Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
    Languages Celestial, Draconic, Infernal; truespeech

    Spoiler: Character Stats: Lantern Archon 3
    Show

    LG Small outsider (archon, extraplanar, good, lawful)
    Init +4; Senses darkvision 60 ft., low-light vision; Perception +4 Aura aura of menace (DC 13)

    DEFENSE

    AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
    hp 17 2d10+6
    Fort +6, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
    DR 10/evil; Immune electricity, petrification


    OFFENSE

    Speed fly 60 ft. (perfect)
    Ranged 2 light rays +3 ranged touch (1d6)
    Spell-Like Abilities (CL 3rd):

    At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)

    STATISTICS

    Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10
    Base Atk +2; CMB -2; CMD 8
    Feats Improved Initiative
    Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
    Languages Celestial, Draconic, Infernal; truespeech


    Spoiler: Character Stats: Olofire
    Show
    Dr. Olofire Lightouch
    Male N. Good Halfling Alchemist (Chir./Vivis.) 7/Unchained Rogue 2, Level 9, Init 5, HP 64/64, Speed 30 ft
    AC 21, Touch 17, Flat-footed 15, CMD 21, Fort 7, Ref 14, Will 5, CMB +5/0, Base Attack Bonus +6/+1
    Masterwork Scalpel (dagger) +13/+8 (not mutated, +15/+10 mutated) (1d3, 19-20/x2)
    Sling (Bullets) +12 (not mutated, +14 mutated) (1d3, x2)
    only while mutated, Claw +15 (1d4+8, x2)
    Mithral Chain Shirt (+4 Armor, +5 Dex, +1 Size)
    Abilities Str 10, Dex null, Con 12, Int 17, Wis 10, Cha 9
    Condition Preserve Organs 25% chance to ignore crit or sneak attack
    Darkvision 06:59:12
    -Mutagen Prepared: Dex +4, Wis -2, +2 Nat Armor 1/1
    -Panache 3/3
    -Spontaneous Healing 3/3 left today

    Last edited by Albinobrow; 2024-01-17 at 12:43 AM. Reason: Updating attack roll from OOC post

  7. - Top - End - #847
    Titan in the Playground
     
    Farmerbink's Avatar

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    Frederick pauses to call upon his divine nature. "Heironeus guide me and protect us!" His axe begins to glow as he stomps towards the glittery naga.

    Spoiler: Frederick, round 2
    Show
    Frederick Armstrong
    M LG Half-Orc Paladin 9 (VMC Barbarian), Level 9, Init 3, HP 76/76, Speed 20
    AC 23, Touch 12, Flat-footed 23, CMD 26, Fort 10, Ref 6, Will 8, CMB +14/+9, Base Attack Bonus 9/4, Power Points -/0
    Greataxe, +1 Frost +15/+10 (1d12+8 +1d6 cold, x3) Divine Bond for +2/+2
    Trident, +1 Returning +15/+10 or +10 (thrown) (1d8+6, x2)
    Composite Longbow (MW +3 str) (40 standard arrows) +10/+5 (1d8+3, x3)
    Full Plate +1, Heavy Steel Shield of Blinding +1 (+10 Armor, +2 Natural, +1 Deflect)
    Abilities Str 20, Dex 10, Con 12, Int 10, Wis 8, Cha 16
    Condition Irrepressible: Cha isntead of Wis for charm/compulsion will saves
    Power Attack (-3 attack, +6 damage (+9 two-hander))
    Uncanny Dodge
    Lay on Hands: 7/7 (4d6, removes fatigue, disease)
    Smite Evil: 3/3
    Divine Bond: 0/1
    Rage: 10/10
    Grace: 1/1
    Hero's Defiance: 1/1
    Paladin's Sacrifice: 1/1
    Righteous Vigor: 1/1
    Aura of courage
    Aura of resolve
    +2 init from Lydia

    Activate divine bond for +2 to stuff.
    Move to A/7, I guess. Consistent with the convo outside of the forums, I'll have Frederick move to Y/7. I think that's fairly consistent with what I would have done without the misunderstanding, and also not taking advantage of it. :thumbsup:

    On that note, I would really like to reassess my position at the beginning of this round. It took me a full 20 minutes to figure out that there was not, indeed, some obscure rock ledge on the NORTHEAST side of the room, as JWALLY indicated. I peeked past the spoiler, and suspect he copied @DarkOne's description of Northeast, when Northwest should have been indicated? To that end, I think I would have moved... towards the rock ledge last turn instead of just kind of not... That ~10-15' west could have a big impact with a 20' speed.

  8. - Top - End - #848
    Firbolg in the Playground
     
    Gwynfrid's Avatar

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    Marzena moves forward as quick as she can, but upon seeing the naga, she realizes that the enemy is further out than she thought. She decides to give time to her comrades to catch up, and she takes cover.

    Spoiler: Marzena , round 2
    Show
    Marzena can't fail on a DC 16 Spellcraft.

    Delay until after Jan's actions, then move forward until Fassash is in sight, then Evil Eye on her for -4 to AC. (this doesn't work, due to range: her move could put her within 30' of the naga, but Jan is in the only square she can reach to do so).

    Move action to move within sight of the naga: A8
    Second move action to take cover in Y5

    Spoiler: stats
    Show
    Marzena Human (F) Cartomancer Witch 9 CG
    HP 70 / 70 (includes 14 temp hp) Speed 30 ft
    Init +3 (+5 if Lydia is in sight) Senses Low-light vision
    AC 16 (Mage Armor) Fort +6 Ref +8 Will +10
    BAB[/b] +4 [b] CMB +3
    Harrow Card +7 (1d4+2, 20/x2)
    Dagger +3 (1d4-1, 19/x2)
    Str 8 (-1) Dex 14 (2) Con 12 (1) Wis 12 (1) Int 21 (6) Cha 10 (0)
    Powers per day Fly 9/9 minutes, Levitate 1/1, Augury 2/week, Harrowed feat: Draw Harrow card for +2 to 1 check 1/1, +2 bonus on a Constitution -based roll 1/1
    Active spells: Mage Armor (9 hours), False Life (9 hours)
    Other spells cast today: Dispel Magic
    Link to Harrow deck post.[/url]

  9. - Top - End - #849
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    Spoiler: Map, beginning of Round 3
    Show

    Spoiler: Mechanics
    Show
    Jan casts Glitterdust - Fassash saved vs it, avoiding the blinding effect. Jan then cautiously followed Frederick.
    Marzena double moves.
    Lydia moves, summons 3 Lantern Archons, they attack, with four rays hitting the naga. It saves vs all but one of their auras.
    Olofire double moves to the other side of Fassash.
    Frederick moves and activates his Divine Bond.

    Fassash took a 5-ft step and cast a spell.

    The various drow become aware of the PCs and will act next round.

    With the efficiency of a (largely) well-oiled machine, the PCs adjust and begin to converge on the spirit naga, with the assistance of three lantern archons summoned by Lydia. The naga adjusts, slithering away from Olofire carefully and then evoking a burst of fire, cast so that it hits the other four PCs (30 damage, DC 16 Reflex for half damage). "Foolisssh apesss! I am not alone!" hisses the serpentine creature as its words prove true.

    South of the creature (and Olofire) the cavern opens up into a vast chamber, over forty five feet in height with a shelf twenty feet above the floor off to one side. A short cage containing pent-up livestock has been constructed on the opposite side of the cave from the battle. A passageway is set off into the south wall. Faint patches of glowing moss light this chamber (mechanically dim light). In the cavern are six drow - one female cleric of Lolth, by the looks of her armor and robes, and five male warriors. They look up from their activities before taking up cries of "Intruders! To arms!" and entering the fray.

    Finally, from behind the PCs come sounds of more drow, rushing to the battle too. It appears you were able to sneak past some guards, but that the battle has now alerted them to your presence...

    Spoiler: Spellcraft, DC 19
    Show
    Fassash cast Fireball as a sorcerer spell.

    No one can see the drow coming from the entrance to the area, yet. I've placed them on the map to avoid slowing down combat.

    Begin Round 3!

  10. - Top - End - #850
    Firbolg in the Playground
     
    Gwynfrid's Avatar

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    "Classic fireball battle magic", Marzena comments, between clenched teeth as she bears the pain. "Spread out! I'll try to keep these drow at bay!"

    Before she takes her own advice and retreats deeper into the stony passageway, she casts a particular spell, one that the cards revealed to her only recently.

    "D'ennemis comme vous je n'attends point de trêve,
    Vous qui aujourd'hui menez en ma cité la guerre!
    Alors la pierre elle-même contre vous se soulève,
    Qu'elle vous prenne, vous arrête, et enfin vous enterre!"


    All around the drow war party, the ground erupts in chaos! Shapeless earthen limbs rise all over to grasp the enemy and pull them down!

    Spoiler: Marzena , round 2
    Show
    Marzena can't fail on a DC 18 Spellcraft.

    Refl DC16 (1d20+8)[18]. Half damage taking away the temp hp.

    Standard action, cast Hungry Earth, centered on S10/T11. This should grab all the drow, but leave Olofire, the naga and the farm animals aside.
    Grapple over all in the area, with CMB = CL+5 (1d20+14)[23].
    To escape: DC20 combat maneuver or escape artist check.

    Then, move to A2 to get cover against another fireball.


    Spoiler: stats
    Show
    Marzena Human (F) Cartomancer Witch 9 CG
    HP 69 / 70 (temp hp are gone) Speed 30 ft
    Init +3 (+5 if Lydia is in sight) Senses Low-light vision
    AC 16 (Mage Armor) Fort +6 Ref +8 Will +10
    BAB[/b] +4 [b] CMB +3
    Harrow Card +7 (1d4+2, 20/x2)
    Dagger +3 (1d4-1, 19/x2)
    Str 8 (-1) Dex 14 (2) Con 12 (1) Wis 12 (1) Int 21 (6) Cha 10 (0)
    Powers per day Fly 9/9 minutes, Levitate 1/1, Augury 2/week, Harrowed feat: Draw Harrow card for +2 to 1 check 1/1, +2 bonus on a Constitution -based roll 1/1
    Active spells: Mage Armor (9 hours), False Life (9 hours)
    Other spells cast today: Dispel Magic, Hungry Earth
    Link to Harrow deck post.[/url]
    Last edited by Gwynfrid; 2024-01-26 at 12:06 PM.

  11. - Top - End - #851
    Troll in the Playground
     
    PaladinGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    Jan manages to mostly dodge behind an outcropping of stone, but she winces in pain at the sudden burst of flame. She turns once again, glowering at the naga, but an indignant quip dies on her lips as her attention is turned to the sounds of approaching hostiles from the rear. "Blasted sneaky dark elves!" she mutters, gesturing toward the floor of the underground passage...

    Spoiler: Actions
    Show
    Cast Create Pit at E11/F12, intending to completely block that passage from the drow to the rear. Reflex save vs DC 19 if relevant... and I think it's 40 ft deep?

    Spoiler: Stats
    Show
    Janstina Silentall
    F Chaotic Good Gnome Sorcerer, Level 9, Init 10, HP 53/68, Speed 20
    AC 17, Touch 13, Flat-footed 15, CMD 13, Fort 6, Ref 6, Will 6, CMB +1, Base Attack Bonus 4
    Acidic Ray Ranged (1d6+1/2lvl, x2)
    Dagger Melee (1d3-2, x2, 19-20)
    (+4 Armor, +2 Dex, +1 Size, +0 Misc)
    Abilities Str 6, Dex 14, Con 14, Int 10, Wis 8, Cha 24
    Condition Mage Armor, +4AC, ~1 hr remaining
    Lehasti Gesmeha and Azkin for Mummy's Mask
    Morevek for Wrath of the Righteous
    Janstina Silentall for Age of Worms

  12. - Top - End - #852
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    Farmerbink's Avatar

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    Gender
    Male

    Default Re: Age of Worms - The Hall of Harsh Reflections

    Without wasting time or effort on banter, Ferederick charges the reptile!

    Spoiler: Frederick, round 2
    Show
    Frederick Armstrong
    M LG Half-Orc Paladin 9 (VMC Barbarian), Level 9, Init 3, HP 60/76, Speed 20
    AC 23, Touch 12, Flat-footed 23, CMD 26, Fort 10, Ref 6, Will 8, CMB +14/+9, Base Attack Bonus 9/4, Power Points -/0
    Greataxe, +1 Frost +15/+10 (1d12+8 +1d6 cold, x3) Divine Bond for +2/+2
    Trident, +1 Returning +15/+10 or +10 (thrown) (1d8+6, x2)
    Composite Longbow (MW +3 str) (40 standard arrows) +10/+5 (1d8+3, x3)
    Full Plate +1, Heavy Steel Shield of Blinding +1 (+10 Armor, +2 Natural, +1 Deflect)
    Abilities Str 20, Dex 10, Con 12, Int 10, Wis 8, Cha 16
    Condition Irrepressible: Cha isntead of Wis for charm/compulsion will saves
    Power Attack (-3 attack, +6 damage (+9 two-hander))
    Uncanny Dodge
    Lay on Hands: 6/7 (4d6, removes fatigue, disease)
    Smite Evil: 3/3
    Divine Bond: 0/1
    Rage: 10/10
    Grace: 1/1
    Hero's Defiance: 1/1
    Paladin's Sacrifice: 1/1
    Righteous Vigor: 1/1
    Aura of courage
    Aura of resolve
    +2 init from Lydia

    Divine Bond: +2 bonus enhancement

    (1d20+6)[9] reflex vs DC 16.
    If he takes full damage, swift action LoH self: (4d6)[14]
    Net 16 damage taken

    Charge the snake! (to W/6):
    (1d20+16)[17] (charge, power attack)
    (1d12+17)[25] damage
    + (1d6)[2] frost damage

    (1d20+16)[35] CC 36, x3
    (2d12+34)[51] crit bonus

  13. - Top - End - #853
    Bugbear in the Playground
     
    DwarfBarbarianGuy

    Join Date
    Mar 2014

    Default Re: Age of Worms - The Hall of Harsh Reflections

    Olofire advances and attacks the naga flanking with Frederick, watching the snake from his peripheral. Lydia, with singed and smoking armor steps up bolstering her self and getting ready for the advancing enemies. The lantern archons continue their assault!

    Spoiler: OoC
    Show

    Olofire will 5ft step up and full attack naga. He's not mutated so it's only 2 strikes with his MW scalpel.
    Piranha strike attack 1 (-2 for piranha strike, +2 for flanking) (1d20+12)[25] Crit 19-20/x2 (1d20+13)[32] Dmg (1d3+4)[5] Crit dmg (1d3+4)[5] + Sneak Attack (5d6)[12]
    Piranha strike attack 2 (-2 for piranha strike, +2 for flanking) (1d20+8)[17] Crit 19-20/x2 (1d20+8)[27] Dmg (1d3+4)[6] Crit dmg (1d3+4)[5] + Sneak Attack (5d6)[10]

    AoO if Given: Piranha strike attack (-2 for piranha strike, +2 for flanking) (1d20+12)[28] Crit 19-20/x2 (1d20+13)[27] Dmg (1d3+4)[6] Crit dmg (1d3+4)[6] + Sneak Attack (5d6)[14]

    Lydia casts Divine Power on herself for +3 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks, as well as 9 temp hp. Move to X7.

    AoOs if given, using longspear with reach:
    +1 Longspear AoO1 (1d20+14)[33] Crit x3 (1d20+14)[31] Dmg (1d8+8)[14] Crit dmg (1d8+8)[14]
    +1 Longspear AoO2 (1d20+14)[23] Crit x3 (1d20+14)[27] Dmg (1d8+8)[16] Crit dmg (1d8+8)[14]
    +1 Longspear AoO3 (1d20+14)[33] Crit x3 (1d20+14)[17] Dmg (1d8+8)[15] Crit dmg (1d8+8)[13]

    Lantern Archons will continue their attack on the naga, unless it is dead, then instead move around Lydia 15ft up to face new enemies attacking them. Each enemy that enters within 20ft of them has to roll DC13 WILL Save vs their Aura of Manace.
    Light Ray attacks, ranged touch attacks that overcome DR of every type:
    LA1 attack 1 (1d20+3)[19] Crit x2 (1d20+3)[8] dmg (1d6)[4] crit dmg (1d6)[3]
    LA1 attack 2 (1d20+3)[13] Crit x2 (1d20+3)[22] dmg (1d6)[4] crit dmg (1d6)[6]

    LA2 attack 1 (1d20+3)[4] Crit x2 (1d20+3)[19] dmg (1d6)[5] crit dmg (1d6)[5]
    LA2 attack 2 (1d20+3)[7] Crit x2 (1d20+3)[8] dmg (1d6)[6] crit dmg (1d6)[1]

    LA3 attack 1 (1d20+3)[14] Crit x2 (1d20+3)[12] dmg (1d6)[2] crit dmg (1d6)[3]
    LA3 attack 2 (1d20+3)[8] Crit x2 (1d20+3)[22] dmg (1d6)[1] crit dmg (1d6)[5]

    Spoiler: Olofire Character Stats
    Show
    Dr. Olofire Lightouch
    Male N. Good Halfling Alchemist (Chir./Vivis.) 7/Unchained Rogue 2, Level 9, Init 5, HP 64/64, Speed 30 ft
    AC 21, Touch 17, Flat-footed 15, CMD 21, Fort 7, Ref 14, Will 5, CMB +5/0, Base Attack Bonus +6/+1
    Masterwork Scalpel (dagger) +13/+8 (not mutated, +15/+10 mutated) (1d3, 19-20/x2)
    Sling (Bullets) +12 (not mutated, +14 mutated) (1d3, x2)
    only while mutated, Claw +15 (1d4+8, x2)
    Mithral Chain Shirt (+4 Armor, +5 Dex, +1 Size)
    Abilities Str 10, Dex null, Con 12, Int 17, Wis 10, Cha 9
    Condition Preserve Organs 25% chance to ignore crit or sneak attack
    Darkvision 06:59:06
    -Mutagen Prepared: Dex +4, Wis -2, +2 Nat Armor 1/1
    -Panache 3/3
    -Spontaneous Healing 3/3 left today


    Spoiler: Lydia Character Stats
    Show
    Lydia Constantine
    Female LG Human Cleric 9, Level 9, Init 7, HP 75/45+9, Speed 30
    AC 20, Touch 13, Flat-footed 18, CMD 22, Fort 8, Ref 5, Will 10, CMB +12, Base Attack Bonus 6
    reach +1 Longspear (-) +10/+5 (1d8+5, x3)
    - +1 Longsward (2H) (-) +10/+5 (1d8+5, 19-20/x2)
    - Heavy Mace (2H) (-) +10/+5 (1d8+4, x2)
    +1 Mithral Breastplate (+7 Armor, +2 Dex, +1 Natural)
    Abilities Str 16, Dex 14, Con 14, Int 12, Wis 18, Cha 8
    Condition Divine Power 9rounds: +3 to atk, dmg, strength based checks, and strength based skills


    Spoiler: LA1 Character Stats
    Show
    LG Small outsider (archon, extraplanar, good, lawful)
    Init +4; Senses darkvision 60 ft., low-light vision; Perception +4 Aura aura of menace (DC 13)

    DEFENSE

    AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
    hp 17 2d10+6
    Fort +6, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
    DR 10/evil; Immune electricity, petrification


    OFFENSE

    Speed fly 60 ft. (perfect)
    Ranged 2 light rays +3 ranged touch (1d6)
    Spell-Like Abilities (CL 3rd):

    At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)

    STATISTICS

    Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10
    Base Atk +2; CMB -2; CMD 8
    Feats Improved Initiative
    Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
    Languages Celestial, Draconic, Infernal; truespeech


    Spoiler: LA2 Character Stats
    Show
    LG Small outsider (archon, extraplanar, good, lawful)
    Init +4; Senses darkvision 60 ft., low-light vision; Perception +4 Aura aura of menace (DC 13)

    DEFENSE

    AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
    hp 17 2d10+6
    Fort +6, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
    DR 10/evil; Immune electricity, petrification


    OFFENSE

    Speed fly 60 ft. (perfect)
    Ranged 2 light rays +3 ranged touch (1d6)
    Spell-Like Abilities (CL 3rd):

    At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)

    STATISTICS

    Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10
    Base Atk +2; CMB -2; CMD 8
    Feats Improved Initiative
    Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
    Languages Celestial, Draconic, Infernal; truespeech


    Spoiler: LA3 Character Stats
    Show
    LG Small outsider (archon, extraplanar, good, lawful)
    Init +4; Senses darkvision 60 ft., low-light vision; Perception +4 Aura aura of menace (DC 13)

    DEFENSE

    AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
    hp 17 2d10+6
    Fort +6, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
    DR 10/evil; Immune electricity, petrification


    OFFENSE

    Speed fly 60 ft. (perfect)
    Ranged 2 light rays +3 ranged touch (1d6)
    Spell-Like Abilities (CL 3rd):

    At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)

    STATISTICS

    Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10
    Base Atk +2; CMB -2; CMD 8
    Feats Improved Initiative
    Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
    Languages Celestial, Draconic, Infernal; truespeech


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