[LPF] From Whence None Return

Deuce Traveler

Adventurer
Lem rushes forward to where the creature stands and engages, "I guess it was too much to hope that all the water would have flushed out everything out of here."

OOC: Lem moves from O12 to Q12, then attacks. 28 to hit, 6 points of blunt damage, followed by 3 points of fire damage.
1d20+11=28, 1d6+1=6, 1d6=3

Mini-Stats
[sblock]
HP: 38/38
AC: 23, AC Touch: 21, AC Flatfooted: 17
INIT: +7, BAB: +4, CMB: +6, CMD: 22
Fortitude: +6, Reflex:+11, Will: +9
Speed: 40'

Unarmed Strike: Attack: +11 = [BAB (4) + Dex (5) + Size (1) + Weapon Focus (1) + Amulet (0)]
Damage: 1d6+1+1d6 fire, Crit: 20/x2, Special: Stunning Fist Option
Flurry of Blows: Attack: +11/+11/+6 = [Monk(6) + Dex(5) + TWF (-2) +WF(1) +Size(1) + Amulet (0)]
Damage: 1d6+1+1d6 fire/1d6+1+1d6 fire/1d6+1+1d6 fire, Crit: 20/x2, Special: Stunning Fist Option
Ki Pool: 4 points
[/sblock]
 

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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
"Aww, crud. Zombies. Why does there have to be zombies?"

Vincenzo moves forward 5 feet forward and lunges with a favored attack - the lunge sneak attack!

"Ha! HA! HO!!" He attacks forward with his prime blade, He has waited for a worthy opponent!
1d20+11=28, 1d20+6=23, 1d6+7=12, 1d6+7=8
possible critical
1d20+11=19, 1d20+6=16, 1d6+7=13, 1d6+7=10
[not sure if the crit is confirmed]


***NOTE! the attacks were computed at -2 in error! they should read as : 30/25; crit confirm 21/18***


(Wow, this was way back in post 122. its been a while)
[sblock=Vincenzo's stat block]

Item in hand: Rapier
off hand: empty

AC 20 Touch 15, FF 16)
lunging feat: 10 foot reach AC 18 Touch 13, FF 14)

HP: 77/79
Init +2, CMB +9,vs trip: +11, vs diarm: 13 CMD 21, vs trip: 23, vs disarm: 25
Fort +7, Reflex +4, Will +3; Perception +8, Stealth +4

Attack
Rapier +13/+8 (1d6+7, 15-20/x2)
Long comp bow +9/+4 (1d8+2, *3)

Gear:
[wand cure light: 49/50]; sunrod X 4; Rations X8; 13 arrows;
[potion: cure light X 13]; [Potion: Cure Moderate X 2]]
[/sblock]

[Feat: lunge
You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.]
 

kinem

Adventurer
Though the monster appears to be an animated skeleton, Menik looks like he's seen a ghost.

"No. It can't be him! It's ...

It's ... a bloody skeleton. We'll need to use positive healing energy to stop it from healing itself and even re-animating. Like most skeletons, blunt weapons are more likely to smash it, but it will heal."
Menik says.

The elven wizard casts a spell, sending four darts of energy into the undead and possibly tripping it.

ooc: toppling magic missile; 17 damage, 24 to trip

[sblock=Menik mini stats]
Menik

AC 17 (touch 13, ff 14) w/mage armor, hp 51/51
Init +3, CMB +4, CMD 17, Fort +5, Reflex +6, Will +6; Perception +9 (low-light vision), Stealth +10

attack longsword +4 (1d8+1, 19/x2) or dagger +4 (1d4+1, 19/x2)

force missile (Sp): (1d4+3, as magic missile, 8/day)

Arcane bond: ring; cast any spell in spellbook 1/day except Abj or Div

DC 15 + spell level; (& = evocation, +1 DC, +3 damage, school spell)
(- = abj, * = div: need 2 slots)
(~ = fire, +1 DC)

spells/day: 4 cantrips, 6+1& 1st, 4+1& 2nd, 3+1& 3rd, 2+1& 4th
concentration: +12 (+5 Int, +7 level)
lesser metamagic rod, selective (3/day, up to 3rd level spell, exclude up to 4 creatures from area of effect)

Level 0: message, disrupt undead (40', +6 ranged touch, 1d6), detect magic*

Level 1: mage armor, magic missile& (1d4+4,1d4+1,1d4+1,1d4+1) (x3),
chill touch (7 touches; 1d6 damage + 1 str damage (Fort part DC 16)
or undead panic 1d4+7 rounds (Will neg DC 16)),
ear-piercing scream& (50', 5d6+3, daze 1 rnd, Fort DC 17 1/2 + no daze),
(empty slot)

Level 2: mirror image (1d4+2, 7 min),
flaming sphere&~ (3d6+3, Reflex neg DC 19, 160' range, 7 rounds) (x2),
toppling magic missile& (1d4+4,1d4+1,1d4+1,1d4+1; trip +12) (x2) (cast 1)

Level 3: haste (7 targets, 7 rounds),
halt undead (170', Will DC 18 neg (Int only), up to 3 undead, 7 rounds,
ends if they are attacked or take damage),
fireball&~ (9d6+3, Reflex half DC 20, 20' radius, 680' range) (x2)

Level 4: none prepared

Gear: 4 days' rations, potion of CLW (1d8+1), periscope, pearl of power (1st level)
Party gear: scroll of locate object
[/sblock]
 


Satin Knights

First Post
With three quick strikes and a bit of flame and four bolts of mana, the skeleton drops onto the grate. Even though several of the joints have come undone when it dropped, the individual bones are still wiggling or rocking, as if they want to come back together.

[sblock=Combat probably over] Applied Maui's third round of healing rolls.
57/74.AC 21 M12 ~ Maui ~ MA 367r, LS 3965r, DPaS 469r, Light 4747r, DPoison 4794r ~ just 1 STR drain +5+8 coming
45+6/50 AC 26 L12 ~ Taniwha ~ MA 367r ~
77/79 AC 20 O11 ~ Vincenzo ~
64/85 AC 23+3 L11 ~ Weel ~ MVest 4568r, IronWeap 585r, LB 586r, SoF 88 ~
51/51 AC 17 M10 ~ Menik ~ MA 1932r ~
38/38 AC 23 O12 ~ Lem ~

24-9-20-3-17/24 AC 20 R12 ~ Mr. Bones ~ falls over

The spiked grates are indeed difficult terrain.
The yellow light crystal is overhead.
Red circle=grappled
Blue circle=prone
blue X=unconscious
red X=dead[/sblock][sblock=Map]
map31.png
[/sblock]
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
"Ok, its been knocked down. Menic, weren't you saying something about it reanimating if positive energy doesn't get used?"
 

kinem

Adventurer
"Yes. Maui, please put him out of his misery with a curative spell" Menik says. The normally phlegmatic elf sounds strangely emotional.
 

jkason

First Post
Weel Naxel, aasimar oracle

There is a spastic chattering around Weel's head, and the man in the mish-mosh armor clanks his way forward, swatting at something you can't see.

"All right! All right!" he says, then kneels down by the bloody skeleton. "The jibber jabbers are super upset about the robot without skin, so they want to make sure and turn it off," he says.

Weel holds a hand palm up, and a small swirl of glowing particles become visible. He lowers his hand to the skeleton's form, fingers touching its chest and forming a ramp, and the particles shoot into the form and disappear from sight. At roughly the same time, Maui's floating glow stick clatters to the floor.

[sblock=ooc]Weel casts Cure Light Wounds on the downed skelly. It sounds like he wouldn't need a roll, but just in case:

CLW (1d8+5=12)[/sblock]

[sblock=mini-stats]Weel Naxel

Initiative: +1
AC: 21 (23 w/ Magic Vestment) Current: 26
HP:85 Current: 64
Senses: Perception 6, Sense Motive 2
CMB: +11 CMD: 22 Fort: +7
Reflex: +6
Will: +8
Spell Resistance: 14 vs. evil descriptor / evil outsiders


Conditions:
* Magic Vestment (8 hours)
* Iron Weapon (8 minutes)
* Lead Blades (8 minutes), damage bump to 3d6 on Greatsword
* Shield of Faith (9 minutes), +3 deflection to AC.

In Hand: Iron Weapon (Greatsword)


Common Attacks:

(Cold) Iron Weapon Options Attack: +12/+07 = [BAB (06/01) + STR (05) + Enhance (01)]
Damage (Greatsword): 2d6+8, Crit: 19-20/x2, S
Damage (Halberd): 1d10+8, Crit: x3, P or S, brace, trip
Damage (Earthbreaker): 2d6+8, Crit: x3, B
Damage (Lucerne Hammer): 1d12+8, Crit: x2, B or P, brace, reach

Conditional: -2/+4 (+6 2H) Power Attack
Furious Focus negates 1st attack penalty for 2H
+1 attack if moving at least 10' during turn

Iron Weapon (9 minutes, +1 cold iron): 5/6 Remaining
Bracer auto take 10: 1/1 remaining
Spells: Orisons (DC 13): Create Water, Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize
1st (3/7 remaining)(DC 14): Cure Light Wounds, Obscuring Mist, Lead Blades, Liberating Command, Protection from Evil, Shield of Faith, Sun Metal
2nd (7/7 remaining)(DC 15): Align Weapon, Cure Moderate Wounds, Grace, Groundswell, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence
3rd (4/7 remaining)(DC 16): Cure Serious Wounds, Dispel Magic, Keen Edge, Locate Object, Magic Vestment, Stone Shape
4th (4/4 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Freedom of Movement, Versatile Weapon
[/sblock]
 

jbear

First Post
Maui, who had paused momentarily as he tensed ready to attack as the group bring down the clanking skeleton with brutal efficiency. When the skeleton drops he relaxes and continues using his magic stick to heal Taniwha, but stops again when Menik, seemingly near tears for some unknown reason asks him to heal the skeleton. Completely confused he turns to Menik to ask for an explanation but all he can manage in his bewilderment is 'What?" Luckily Weel and his jibber-jabbers understand the wizard's request and he casts the healing spell on the undead creature. He simply stands there gawking for a moment until it becomes clear what was meant and the threat is over. Still not completely understanding what went on Maui shrugs and continues tending wounds.
 

Satin Knights

First Post
When Weel heals the skeleton, a black smoke rises out of it and dissipates. The bones crumble to dust and a second wisp of smoke rises, this time white. Left behind are a bit of dust, a set of fine, shiny chainmail, a fine sword, and a rusted out shield.

[sblock=Status] Applied Maui's third round of healing rolls.
70/74.AC 21 M12 ~ Maui ~ MA 364r, LS 3962r, DPaS 466r, Light 4744r, DPoison 4791r ~ just 1 STR drain
50/50 AC 26 L12 ~ Taniwha ~ MA 364r ~
77/79 AC 20 O11 ~ Vincenzo ~
64/85 AC 23+3 L11 ~ Weel ~ MVest 4565r, IronWeap 582r, LB 583r, SoF 85 ~
51/51 AC 17 M10 ~ Menik ~ MA 1929r ~
38/38 AC 23 O12 ~ Lem ~

RIP /24 AC 20 R12 ~ Mr. Bones, aka Kyle Krill

The spiked grates are indeed difficult terrain.
The yellow light crystal is overhead.
Red circle=grappled
Blue circle=prone
blue X=unconscious
red X=dead[/sblock][sblock=Map]
map32.png
[/sblock]
 

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