[LPF] Dwarven Crusade: Khuldun

perrinmiller

Adventurer
Borric Hawkins, Male Human Fighter

Swash1.jpg


Borric gins the little bastard a wicked grin, "Ho ho! Out of the fire and into the frying pan."

He starts going to work on the only target he can take his frustration out on. He bashes with the electrifying mageslayer flail and takes out the foe's legs, smashing him again once he is down. Checking once more, he thinks he just whacked the snot out of a corpse.

[sblock=Actions]Readied Attack: Shock Flail (With Insp Cmd) (1d20+16=22, 1d8+8+1d6=15)
AoO: AoO Improved Trip (+2 with Insp Cmd) (1d20+19=28) & Follow-up: AoO Shock Flail (+2 with Insp Cmd vs. Prone) (1d20+16=28, 1d8+8+1d6=16)[/sblock][sblock=Mini Stats]Borric Hawkins
Initiative:
+4
AC: 26 (23 w/out shield, 24 flat-footed, 13 Touch)
HP: 73 Current: 73
CMB: +11 CMD: 24 (26 vs. Disarm/ 28 vs. Trip) Fort: +8 Reflex: +5 Will: +4 (+6 vs. Fear)
Conditions in Effect: Ioun Torch (in darkness), Combat Reflexes (3 AoO),

Current Weapon in Hand: Shield & Flail
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]
 

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Gerald007

First Post
OOC: DM, I actually have 58 hp, not 50 at max. But that still smarts, lol!


From his back, Sylvain knew he was in trouble. He attempts to protect himself and cast a spell, knowing there was a strong chance it might not work. "I need help back here, guys," he screams as he knew he was outnumbered and in a bit of a spot.

He was surprised he succeeded as a stream of Wasps erupted from his mouth, pouring forward to engulf the hound.


OOC: Free action-talk. Standard action-cast Vomit Swarm to appear on the hound. Move action-none.





Syl [sblock]
Sylvain Marana (Gerald007) - Living Pathfinder RPG Wiki
Human Witch 7
Initiative: +6 Perception: +2
Conditions:
AC: 15 (13 touch; 13 flat-footed)
HP: 58 of 58
CMB: +2 CMD: 15 Fort: +5 Ref: +5 Will: +6
In Hand: Nothing







Spells: Arcane
  • (0-level - DC 15) Daze (DC 16), Detect Magic, Message, Stabilize;
  • (1st level - DC 16) Burning Hands (DC 16), Charm Person (DC 17), Enlarge Person, Enlarge Person, Ray of Enfeeblement, Shocking Grasp;
  • (2nd level - DC 17) Cure Mod. Wounds, Flaming Sphere (DC 17), Vomit Swarm, Web^
  • (3rd level - DC 18) Dispel Magic^, Lightning Bolt (DC 18), Stinking Cloud (DC 18)
  • (4th level - DC 19) Confusion (DC 20), Neutralize Poison
Hexes DC 18
  • Cackle, Flight, Fortune, Healing, Misfortune, Slumber--Fortune on Borric and Zelena, Misfortune on the dwarf.
[/sblock]
 
Last edited:

jkason

First Post
Nathan Tchanlach, human sorcerer

Nathan swears silently as he hears the sounds of attack coming from behind and Sylvain's call for help. Deciding Sylvain is in worse need than the effective cleric and fighter combined, Nathan scrambles to get an angle on the hallway, leaving the narrow entry into the room from the other end blocked by the flaming sphere.

"All right. They aren't the only ones who can build walls. Right, boys?" the sorcerer calls out. There is a bright glow to the air as a stream of motes rushes out the room and into the hallway. As each mote reaches the line between the four-legged assailant and Sylvain, it smashes flat as if against an invisible barrier. Each impact also reveals more and more of a previously-nonexistent wall, until the hallway is fully blocked by the magical construction.

[sblock=ooc]Since we seem to have them coming at us from both sides, I'm figuring blocking one entrance with the sphere for now is probably a decent choice so that I can try to help disentangle Sylvain from his trouble:

Move to J9 to gain line of effect into the hallway, then
Standard Cast Silent Image to produce an apparent wall blocking the hallway at 7 8 9 on the line between V and W (since it's an illusion, I don't think it has to actually have depth to appear to have it from either side?) Will save DC 16 to disbelieve if interacted with (which I think only involves the animal for now?)[/sblock]

[sblock=mini-stats]Nathan Tchanlach Human Sorcerer 7
Initiative: +4 Perception: +0

Conditions: Mage Armor (6 hours), Flaming Sphere (4/7 rounds remaining), Vanish (4/5 rounds remaining), Silent Image (standard action to maintain concentration in subsequent rounds)

In Hand: None

AC: 15 (19) 20
touch: 14 (18) 19 ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor, in bold with Haste)
HP: 44/44
CMB: +3 CMD: 17 Fort: +4* Ref: +5* Will: +6*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.

Spells: Cantrips (DC 15): Dancing Lights, Detect Magic, Drench, Ghost Sound, Mending, Message, Prestidigitation, Spark
1st (DC 16): Bless, Charm Person, Grease (DC 17), Mage Armor, Magic Missile, Silent Image, Summon Minor Monster, Vanish. Remaining: 3/8
2nd (DC 17): Create Pit (DC 18), Flaming Sphere, Glitterdust (DC 18), Invisibility, Oppressive Boredom, Resist Energy Remaining: 6/7
3rd (DC 18): Haste, Magic Circle Against Evil, Summon Monster III Remaining: 4/5

Heavenly Fire: 8/8 remaining[/sblock]
 

Songdragon

Explorer
Zelena whacks out at the dwarf with her heavy mace, "Heeeeeya!" The mace connects solidly, but the gnome does not seem to hit very hard.

And as she is flanking with Borric, she strikes out at the dwarf again, "Get back to where you came from..." Her weapon does not seem to do so well as the dwarf knocks it aside with relative ease. Zelena huffs in disappointment.

((AoO with Mithral Heavy Mace +1 1d20+7=18 (Hit!)for a whooper of a 1d6+1=2 damage!

Attack with Mithral Heavy Mace +1 1d20+9=12 (Miss) ))


[sblock=Zelena's Stats]Zelena Andu Gnome Cleric 7
Initiative: +2 Perception: +16
Conditions:
AC: 23 (13 touch; 21 flat-footed)
HP: 58 of 58
CMB: +4 CMD: 16 Fort: +6 Ref: +4 Will: +8
In Hand: Mithral Heavy Mace +1 +7 (1d6+1) and Shield
Spells: Divine
  • (0-level - DC 13) Create Water, Detect Magic, Guidence, Stabilize
  • (1st level - DC 14) Bless, Comprehend Langagues, Divine Favor, Divine Favor, Hide from Undead, Expeditious Retreat (d)
  • (2nd level - DC 15) Bull's Strength, Grace, Spiritual Weapon, Ghostbane Dirge, Align Weapon (good) (d)
  • (3rd level - DC 16) Dispel Magic, Prayer, Searing Light, Nap Stack, Fly (d)
  • (4th level - DC 17) Spiritual Ally, Holy Smite (d)
Channeling: 7 of 7 attempts remaining; Inspiring Command : At Will; Elysium’s Call (Su): 6 of 6 attempts remaining. [/sblock]
 


GlassEye

Adventurer
As the derro moves forward Zelena raps it with her mace then Borric knocks the creature’s feet out from under him with his flail. It falls hard and everyone near can hear as its skull hits the paved floor with a solid crack. A quick flick and the entangling bits of the flail slip free and the fighter brings it around in a very effective attack that leaves the derro unmoving on the floor.

Sylvain fights off the poison and manages to cast his spell and the angry swarm of wasps crawl from between his lips and flies forward to attack the shadowy hound. The hound shakes in an attempt to dislodge the stinging wasps.

Nathan’s motes quickly intercede between the shadow hound and Sylvain and build a wall to protect the witch and give him a chance to act with less threat from the other creatures.


OOC: Combat: Round Four. Borric & Zelena still to go for the round.

[sblock=Combat Information]

Initiative:
You all
Derro

Map:




Party:
Borric: 73/73 hit points remaining
Nathan: 44/44 hit points remaining
Sylvain: 44/58 hit points remaining; 2 STR dmg.
Zelena: 58/58 hit points remaining

Spells/Abilities Used: Nathan: Mage Armor, Flaming Sphere, Vanish, Silent Image; Sylvain: Dispel Magic, Web, Vomit Swarm; Zelena: Inspiring Command (x1)

Conditions in Effect:
--Sylvain: prone & in darkness
--Nathan: invisible (3/5 rnds)

Enemy Status:
Derro 1 (AC 17); 31 damage; dead
Derro 2 (AC 17); 0 damage; unwounded
Derro 3 (AC 25); 0 damage; unwounded; improved cover
Shadow Hound (AC ?); 7 damage; lightly injured; nauseated
[/sblock]
 
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Songdragon

Explorer
Seeing one dead dwarf she nods to Borric and takes the opportunity to give him and those close by some words of inspiration, "Good work boys!" Lets take it too them!"

((Inspiring command: gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round))

[sblock=Zelena's Stats]Zelena Andu Gnome Cleric 7
Initiative: +2 Perception: +16
Conditions:
AC: 23 (13 touch; 21 flat-footed)
HP: 58 of 58
CMB: +4 CMD: 16 Fort: +6 Ref: +4 Will: +8
In Hand: Mithral Heavy Mace +1 +7 (1d6+1) and Shield
Spells: Divine
  • (0-level - DC 13) Create Water, Detect Magic, Guidence, Stabilize
  • (1st level - DC 14) Bless, Comprehend Langagues, Divine Favor, Divine Favor, Hide from Undead, Expeditious Retreat (d)
  • (2nd level - DC 15) Bull's Strength, Grace, Spiritual Weapon, Ghostbane Dirge, Align Weapon (good) (d)
  • (3rd level - DC 16) Dispel Magic, Prayer, Searing Light, Nap Stack, Fly (d)
  • (4th level - DC 17) Spiritual Ally, Holy Smite (d)
Channeling: 7 of 7 attempts remaining; Inspiring Command : At Will; Elysium’s Call (Su): 6 of 6 attempts remaining. [/sblock]
 

perrinmiller

Adventurer
OOC: GE, will Borric be able to attack Derro 3?
Melee from D7 or D8? Or will it be Ranged against cover or improved cover from either D7 or E7?
 

GlassEye

Adventurer
[sblock=OOC]
OOC: GE, will Borric be able to attack Derro 3?
Melee from D7 or D8? Or will it be Ranged against cover or improved cover from either D7 or E7?

Borric can just barely reach to attack Derro 3 with melee attacks though it will have improved cover. The same cover would apply to ranged attacks. AC 25 for the covered Derro.[/sblock]
 

Songdragon

Explorer
[sblock=ooc] In a Dragonstar (think D&D in space) game I was in once the orc had cover behind a table. Okay, I blast his cover. Somehow I remember rolling well and not only punching a hole through the table and the orc, but into the wall behind too. ;) Good times! Go Borric, we know you have it in you![/sblock]
 

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