[LPF] Kostry Kopec

sunshadow21

Explorer
OOC: I swear Ausk must have an target painted on his back; I have never seen anything miss him, regardless of how puny it is or how much I try to boost his AC. At the same time, he'd be lucky to hit the broadside of a barn standing 1 foot away from it. I think that's part of the reason I never really got into rping him; rp is great, but these boards clearly want him dead, so there's no real point to getting attached.


Ausk gives up fighting a clearly unwinnable fight, stops raging, and with no place to retreat, simply goes full defensive, pretty sure that he's still dead, but not really caring at this point.
 

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jackslate45

First Post
Pointing towards the fall zombie Anaerion yells to the summoned leapord "Focus on freeing Ausk! I'll deal with the clean up of those that I can!"

The leapord turns towards the downed zombie, and charges forward, attempting to leap over part of the part to take the most direct route to the zombie:

[sblock]
Kitty: C4-> G8 needs to make a Acro Check +8 - 5 vs DC 5. If succesful,
Pounce attack +6 Bite +6 Claw +6 Claw +6 Rake Claw +6 Rake claw. It looks like all 5 hit?
1d6 + 5 + 4d3 (9 + 1 + 1 + 1 + 1) = 13

Anaerion: Delay for now.

[/sblock]

[sblock=Stats]
Initiative: +9 Perception: +2 (low-light vision)
AC: 17 (10 flat-footed, 13 Touch )
HP: 44 Current: 44
CMB: +1 CMD:14(10ff) Fort: +4 Reflex: +5 Will: +5
+2 Will vs. Enchantments
Special: Immune to Magical Sleep
Current Conditions in Effect: Mage Armor
Current Weapon in Hand:

School Focus:
Shift: 15' Teleport as Dim Door. Does not Provoke AoO (7/8 remaining)
Summoner's Charm: Summoning Spells Last a total of 9 Rounds

Malkovian: Is Temperamental. Does not gain access to the following abilities.

Timely Inspiration: 3/3 Immediate Action, +2 Bonus, Range 60', Immediate action
Mage Hand: At will. Controllable by Malkovian
Bonus Power: Anaerion does not know this power.
Bonus Boon: Anaerion does not know this power.


Spells Prepared:
Level 0: Detect Magic, Read Magic, Acid Splash, Mending
Level 1: Mage Armor, Greasex2, Protection From Evil, Magic Missile, Silent Image
Level 2: Glittedustx2, Invisibility, Web, Create Pit
Level 3: Haste,SM3x1, Fly, Summon monster 3: Leaoprd
Arcane Bond: Avaliable
[/sblock]

[sblock=Kitty]
"Kitty" HP: 28/28, AC 19 Move 30' Climb 20'
Bite +7, d6+1+grab; Claw +7, d3+1; Claw +7, d3+1
Fort +7, Reflex +7, Will +2, CMB +5/+9 Grapple, CMD 19/21 vs trip

Acrobatics +8
Feats: Toughness, Precise Strike,
Special: Smite Evil(+0/+3) Sickened -2 attack and damage
Effects: Resist Acid, Cold, Electricity 5 each.

[/sblock]
 
Last edited:

Satin Knights

First Post
With one more swipe of his claw, Gragnor downs the zombie that was harassing him. With the other kitty taking out a prone zombie, Gragnor leap frogs ahead, approaching the next in line.

Kalgor uses the rail to move forward a bit, then shoots the zombie on Ausk in the back with a bolt of electricity. Rylidak shoots twice at the same zombie, but her coughing throws the arrows off their mark.

[sblock=actions]Gragnor: std claw zombie, move full speed to B11, Acrobatics of +16 auto success
Kalgor: single slow move to B19 using rail, free release rail, std wave hand and cast Jolt, failed fort save
Rylidak: shoot twice into melee, missed both.[/sblock][sblock=mini-stats]Kalgor AC 16 HP 54/54, Init +2, Perception +9/+11 vs human, Darkvision, Move 20' STR 18 Dex 14
+1 Greatsword +9, 2d6+7+1 dirty fighting trait when flanking, or
Greatsword +8, 2d6+6+1 dirty fighting trait when flanking, or
Handbo +8, d6+4

Comp Longbow, +7, d8+4..... Arrows 7 Normal, 5 CI, 3 Blunt, 2 Smoking
Sling +6, d4+4........ Sling bullets 16
Fort: +5, Reflex +5, Will +6, CMB +8, CMD 20
...Summoner Cantrips: Detect Magic, Acid Splash, Arcane Mark, Mage Hand, Jolt
...... . . Mage Cantrips: Read Magic, Prestidigitation, Umbrella
.,....Summoner 1st Lvl: 4/4 remaining; Lesser Rejuvenate Eidolon, Shield, Magic Fang, Expeditious Retreat
.,....Summoner 2nd Lvl: 1/1 remaining; Haste, Lesser Evolution Surge
..,,,Mage 1st Lvl Spells: 3; Mage Armor(3hr), Vanish(3r), Mage Armor*(3h), Bonded Amulet
...,,......,..Racial Spells: 1/day, not used; Daylight (60 minutes)
,.Summoner Monster II:
4/4 remaining; std action SLA summon, (3 min), Celestial Hyena, d3 Celestial dogs, d3 celestial eagles
.,,.........Battle Shaper: 4/4 remaining; swift action to grow a claw, bite or gore attack

...,,.......Combat Feats: Precise Strike
.............Consumables: 2 Alchemist's Fires, 1 Cure Light Wounds potion
Party Supplies: Wearing the Ring +1 Protection
...........Party Supplies:
1 of 2 scrolls of Umbrella (1 successfully used), 2 scrolls of Create Treasure Map, Scroll of Devolution, Scroll of Unfetter, 3 scrolls of See Invisibility, Scroll of Comprehend Languages, 1 potion of lesser restoration (1 also carried by Tyrien), 2 scrolls of remove curse, 1 scroll of invisibility purge, 4 Cure Light Wounds potions (each carrying one)

Effects: In hand = longbow, Bless

Gragnor HP: 26/26, AC 25 ..... Move 40'
Bite +8, d4; Claw +8, d3; Claw +8, d3 +1d6 Shock damage each
Fort +3, Reflex +7, Will +1, CMB +2, CMD 16, Evasion
Perception +14, Stealth +22, Darkvision
Acrobatics +18, Init +4, Precise Strike
Effects: STR 11-1
, Mage Armor 2.70 hours, Bless +1, Sickened -2

Rylidak Kel
Initiative: +1
Speed 20/30 (Heavy armor)
AC: 20 (Touch 11, Flat 19)
HP: 56 Current: 53
CMB: +10 CMD: 21 Fort: +8 Reflex: +5 Will: +6
Special: Immune fear, disease


Conditions:

In Hand: +1 aberration bane longsword

Consumables
Arrows: 20/20
CLW Wand charges: 50/50
Acid: 1/1
Alch Fire: 2/2
Liquid Ice: 1/2, 1 used
Antitoxin: 2/2
Holy Water: 3/3
Tanglefoot bag: 1/1
Universal Solvent: 1/1
Scroll Bull's Str: 1/1

Melee: +1 Longword +11/+6 (1d8+5/19-20) (+2 dmg two-handed)
Ranged: MW Composite Longbow +4 STR +8/+3 (1d8+4/x3)

Divine Weapon +1
Smite Evil: +2 to hit, +6 dmg, +2 deflection AC
Combat Feats: Power Attack (-2/+4), Furious Focus (ignore attack penalty 1st power attack ea round w/ two hands)

Lay on Hands: 6/7 (3d6; Mercies: Sickened, Staggered)
Smite Evil: 2/2 (Special: 2 LoH for extra Smite - Oath of Vengeance)
Divine Weapon: 6 minutes
Orc Ferocity: 1/1
Spells:1st (DC 15): Lesser Restoration, Bless
Effects: Bless, Sickened[/sblock]
 
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jackslate45

First Post
Anaerion also helps destroy the undead with another splash of acid.


[sblock]

Anaerion: Acid Splash Z2 +6 -2 -4 MELEE
[/sblock]

[sblock=Stats]
Initiative: +9 Perception: +2 (low-light vision)
AC: 17 (10 flat-footed, 13 Touch )
HP: 44 Current: 44
CMB: +1 CMD:14(10ff) Fort: +4 Reflex: +5 Will: +5
+2 Will vs. Enchantments
Special: Immune to Magical Sleep
Current Conditions in Effect: Mage Armor
Current Weapon in Hand:

School Focus:
Shift: 15' Teleport as Dim Door. Does not Provoke AoO (7/8 remaining)
Summoner's Charm: Summoning Spells Last a total of 9 Rounds

Malkovian: Is Temperamental. Does not gain access to the following abilities.

Timely Inspiration: 3/3 Immediate Action, +2 Bonus, Range 60', Immediate action
Mage Hand: At will. Controllable by Malkovian
Bonus Power: Anaerion does not know this power.
Bonus Boon: Anaerion does not know this power.


Spells Prepared:
Level 0: Detect Magic, Read Magic, Acid Splash, Mending
Level 1: Mage Armor, Greasex2, Protection From Evil, Magic Missile, Silent Image
Level 2: Glittedustx2, Invisibility, Web, Create Pit
Level 3: Haste,SM3x1, Fly, Summon monster 3: Leaoprd
Arcane Bond: Avaliable
[/sblock]

[sblock=Kitty]
"Kitty" HP: 28/28, AC 19 Move 30' Climb 20'
Bite +7, d6+1+grab; Claw +7, d3+1; Claw +7, d3+1
Fort +7, Reflex +7, Will +2, CMB +5/+9 Grapple, CMD 19/21 vs trip

Acrobatics +8
Feats: Toughness, Precise Strike,
Special: Smite Evil(+0/+3) Sickened -2 attack and damage
Effects: Resist Acid, Cold, Electricity 5 each.

[/sblock]
 

jkason

First Post
With the caster's fate resolved, the party begins to make fairly quick work of the zombies. Anaerion's summoned ally makes a daring leap over the bubbling mess of middengoo, and in a flurry of fur and claws, leaves its victim a rather gooey mess, itself, torn into so many rotting shreds.

Gragnor takes a final swipe at his foe, slicing its spine through and leaving it an immobile heap of seeping flesh. Gragnor makes haste away from both the recently dead and the dead-again, adroitly crossing the slippery walkways.

Their primary target down, the humanoids in the party are free to focus on aiding their pinned-in companion. Kalgor's jolt runs through his corpse target, searing much of its flesh until it rips open in several places. It shakes visibly from the electrical energy in its form, eyes bulging. It takes only a spash of acid from Anaerion to finish the job, as the already-swollen zombie head pops open like an oversized pustule, spewing its unused brain matter onto the walkway before it collapses.

Undeterred, the few stragglers continue their assaults. Ausk's remaining accoster, however, cannot breach the increased defenses of the half-orc as he hunkers down. The zombie on the middle walkway shambles southward, and Ausk fears he may be back in the situation his friends just alleviated, but apparently the casters have caught the creature's attention, as it closes with the elven caster, instead.

[sblock=Actions and status]

Z6: Move action to stand
Z7: Attack Ausk. Miss.
Z3: Acro check. Success. Moves to threaten Anaerion

My apologies. It wasn't until I went to update Ausk for falling out of rage that I realized I didn't have his Raging HP on his status. :( On the upside, falling out of rage didn't put him appreciably closer to falling.

Anaerion: 44/44, Mage Armor, Bless, Sickened
Ausk: 32/82, Fatigued 9/10 rounds, Sickened, Bless, full defense (AC 21 with all modifiers)
Gragnor: 18/26, Mage Armor, Unfettered, 1 STR damage, Sickened, Bless
Kalgor: 54/54, Bless, Sickened
Rylidak: 53/56, Bless, Sickened
Celestial Leopard: Sickened, 5/9 rounds remaining

* Sickened: -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

* Grappled: -4 Dex, -2 attacks and maneuvers (except grapple / escape grapple), no 2 handed actions, Concentration to cast, no AoO

Human caster (AC 15): DEAD

Zombies (AC 12):
Z1: Destroyed
Z2: Destroyed
Z3: Undamaged
Z4: Destroyed
Z5: Destroyed
Z6: Undamaged
Z7: Undamaged
Z8: Destroyed[/sblock]

[sblock=Environmental Notes]* The squares on B2 are all on the same level, but are 10 feet above the blue areas. I've screened the creatures who are down the level.

* Fumes in here are much more potent than out in the lobby. Base save Fort DC is 15 for EACH ROUND you're in the room to avoid being sickened while there.

* The walkways are slick. Moving at more than half speed requires a DC 5 Acrobatics check to avoid falling prone. Failing by 5 or more means you slip entirely off the walkway and fall to the vats below, taking fire instead of falling damage from the heated muck.

* You can use a free hand to make use of rails and chains to help steady you for a +5 on the Acro check, but that means the hand is not considered free for any actions during the round.

* Moving at full speed on the walkways gives a -5 on the Acro check.

* Note the Acro check is not required for moves that only contain rows 1-6.

* Area B3 is another 15' above the walkways in B2.

* The gray screened area is filled with Black Tentacles. Entering the area triggers an auto-grapple attempt (success also causes damage). Even if you avoid the grapple, the area is difficult terrain.[/sblock]

GM: PC's up
 

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Satin Knights

First Post
Using the rail once again, Kalgor steps forward and slices through another zombie as it approaches the wizard. The heavy weight of the blade is just enough to end its wanderings. Rylidak takes steady aim and pierces the trailing zombie on the far catwalk squarely in the chest. Unfortunately, it is still trying to move forward. Gragnor zig-zags across the crosswalk to end up beside Ausk in an attempt to help him.
[sblock=actions]Kalgor uses the rail to step up to B18 and slices the zombie
Gragnor zig zags across the catwalk as a double move to F17
Rylidak shoots again, hitting once[/sblock][sblock=mini-stats]Kalgor AC 16 HP 54/54, Init +2, Perception +9/+11 vs human, Darkvision, Move 20' STR 18 Dex 14
+1 Greatsword +9, 2d6+7+1 dirty fighting trait when flanking, or
Greatsword +8, 2d6+6+1 dirty fighting trait when flanking, or
Handbo +8, d6+4

Comp Longbow, +7, d8+4..... Arrows 7 Normal, 5 CI, 3 Blunt, 2 Smoking
Sling +6, d4+4........ Sling bullets 16
Fort: +5, Reflex +5, Will +6, CMB +8, CMD 20
...Summoner Cantrips: Detect Magic, Acid Splash, Arcane Mark, Mage Hand, Jolt
...... . . Mage Cantrips: Read Magic, Prestidigitation, Umbrella
.,....Summoner 1st Lvl: 4/4 remaining; Lesser Rejuvenate Eidolon, Shield, Magic Fang, Expeditious Retreat
.,....Summoner 2nd Lvl: 1/1 remaining; Haste, Lesser Evolution Surge
..,,,Mage 1st Lvl Spells: 3; Mage Armor(3hr), Vanish(3r), Mage Armor*(3h), Bonded Amulet
...,,......,..Racial Spells: 1/day, not used; Daylight (60 minutes)
,.Summoner Monster II:
4/4 remaining; std action SLA summon, (3 min), Celestial Hyena, d3 Celestial dogs, d3 celestial eagles
.,,.........Battle Shaper: 4/4 remaining; swift action to grow a claw, bite or gore attack

...,,.......Combat Feats: Precise Strike
.............Consumables: 2 Alchemist's Fires, 1 Cure Light Wounds potion
Party Supplies: Wearing the Ring +1 Protection
...........Party Supplies:
1 of 2 scrolls of Umbrella (1 successfully used), 2 scrolls of Create Treasure Map, Scroll of Devolution, Scroll of Unfetter, 3 scrolls of See Invisibility, Scroll of Comprehend Languages, 1 potion of lesser restoration (1 also carried by Tyrien), 2 scrolls of remove curse, 1 scroll of invisibility purge, 4 Cure Light Wounds potions (each carrying one)

Effects: In hand = greatsword, Bless, Sickened

Gragnor HP: 26/26, AC 25 ..... Move 40'
Bite +8, d4; Claw +8, d3; Claw +8, d3 +1d6 Shock damage each
Fort +3, Reflex +7, Will +1, CMB +2, CMD 16, Evasion
Perception +14, Stealth +22, Darkvision
Acrobatics +18, Init +4, Precise Strike
Effects: STR 11-1
, Mage Armor 2.70 hours, Bless +1, Sickened -2

Rylidak Kel
Initiative: +1
Speed 20/30 (Heavy armor)
AC: 20 (Touch 11, Flat 19)
HP: 56 Current: 53
CMB: +10 CMD: 21 Fort: +8 Reflex: +5 Will: +6
Special: Immune fear, disease


Conditions:

In Hand: +1 aberration bane longsword

Consumables
Arrows: 20/20
CLW Wand charges: 50/50
Acid: 1/1
Alch Fire: 2/2
Liquid Ice: 1/2, 1 used
Antitoxin: 2/2
Holy Water: 3/3
Tanglefoot bag: 1/1
Universal Solvent: 1/1
Scroll Bull's Str: 1/1

Melee: +1 Longword +11/+6 (1d8+5/19-20) (+2 dmg two-handed)
Ranged: MW Composite Longbow +4 STR +8/+3 (1d8+4/x3)

Divine Weapon +1
Smite Evil: +2 to hit, +6 dmg, +2 deflection AC
Combat Feats: Power Attack (-2/+4), Furious Focus (ignore attack penalty 1st power attack ea round w/ two hands)

Lay on Hands: 6/7 (3d6; Mercies: Sickened, Staggered)
Smite Evil: 2/2 (Special: 2 LoH for extra Smite - Oath of Vengeance)
Divine Weapon: 6 minutes
Orc Ferocity: 1/1
Spells:1st (DC 15): Lesser Restoration, Bless
Effects: Bless, Sickened [/sblock]
 
Last edited:

sunshadow21

Explorer
Exhausted, sickened, heavily wounded, and lacking a weapon that would be able to do appreciable damage to his current foe, Ausk continues to maintain full defense, dropping his morningstar to take advantage of his bill in that capacity.

OOC: His defense is actually 22 AC right now; the bill gives a +1 shield bonus while fighting defensively and going full defense.
 

jackslate45

First Post
Anaerion also helps destroy the undead with another splash of acid.

The leopard charges at the undead in front of it, hoping to kill another.

[sblock]
Kitty charge. Automakes DC 5 this time. 5 attacks +7 each. 2 hit dealing 7

Anaerion: Acid Splash Z6 +6 -2 -4 MELEE miss
[/sblock]

[sblock=Stats]
Initiative: +9 Perception: +2 (low-light vision)
AC: 17 (10 flat-footed, 13 Touch )
HP: 44 Current: 44
CMB: +1 CMD:14(10ff) Fort: +4 Reflex: +5 Will: +5
+2 Will vs. Enchantments
Special: Immune to Magical Sleep
Current Conditions in Effect: Mage Armor
Current Weapon in Hand:

School Focus:
Shift: 15' Teleport as Dim Door. Does not Provoke AoO (7/8 remaining)
Summoner's Charm: Summoning Spells Last a total of 9 Rounds

Malkovian: Is Temperamental. Does not gain access to the following abilities.

Timely Inspiration: 3/3 Immediate Action, +2 Bonus, Range 60', Immediate action
Mage Hand: At will. Controllable by Malkovian
Bonus Power: Anaerion does not know this power.
Bonus Boon: Anaerion does not know this power.


Spells Prepared:
Level 0: Detect Magic, Read Magic, Acid Splash, Mending
Level 1: Mage Armor, Greasex2, Protection From Evil, Magic Missile, Silent Image
Level 2: Glittedustx2, Invisibility, Web, Create Pit
Level 3: Haste,SM3x1, Fly, Summon monster 3: Leaoprd
Arcane Bond: Avaliable
[/sblock]

[sblock=Kitty]
"Kitty" HP: 28/28, AC 19 Move 30' Climb 20'
Bite +7, d6+1+grab; Claw +7, d3+1; Claw +7, d3+1
Fort +7, Reflex +7, Will +2, CMB +5/+9 Grapple, CMD 19/21 vs trip

Acrobatics +8
Feats: Toughness, Precise Strike,
Special: Smite Evil(+0/+3) Sickened -2 attack and damage
Effects: Resist Acid, Cold, Electricity 5 each.

[/sblock]
 
Last edited:

jkason

First Post
Kalgor cuts down the zombie threatening Anaerion, and between Rylidak's arrow, Anaerion's acid, and the flurry of attacks from the celestial cat, one more falls.

There remains then only a single, groaning undead, and though it's undeterred by the clear numerical advantage of the party, brainless determination does it no good. The celestial cat slices its hamstrings with two claws as Gragnor sets it shuddering with an electrified claw of his own.

Ausk takes full advantage to vent his frustrations on the remaining undead. A grim look in his eye, he swings his morningstar. When it connects with the skull of the zombie, it sends the creature's head flying over the walkways in a high arc. The headless body crumples to the floor even as the open-mouthed head splashes into the thick, bubbling mud below. With a sizzling sound, the final zombie's cranium sinks below the surface of the vat's contents, leaving the party alone with the stench of middenstone and a room full of bodies.

[sblock=ooc]With only one zombie left, it seems like nothing but grind to keep things going. So end things with nifty visuals, I always say. Ausk gets first and last blood, and you guys are out of combat. Not only that, but with 1,000 xp apiece plus time XP, everyone levels! Congrats. :)

I'll get the first post updated shortly. If anyone wants input into Rylidak's next level, let me know. Otherwise, I'll get that done here soon, as well, and get you the new stats.[/sblock]
 

sunshadow21

Explorer
Ausk takes a minute to catch his breath as he heals himself a few times. He seems to be in a bit of shock he's still alive, and it doesn't help your impression when he starts having an argument with the weasel that pops his head out of one of the pouches. What the argument is about is hard to tell as it's in a completely foreign tongue to anything you've ever heard.

[sblock=ooc]Good, I can finally see if the effort of going for rage prophet was worth it, and the weasel gets to have some fun.[/sblock]
 
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