Children of the Mud


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mfloyd3

Explorer
Larissa screams in pain as the lightning courses through her body, then her jaw sets and her eyes take on a slow, cold burn. "Deal with these," she tells the others, indicating the two foes before Lem. "I will press the attack."

She touches the pommel of her sword a moment and there is a sense in the air that something has changed. Then the priestess charges forward, rapidly closing the distance between herself and the crab man and stranger. She runs past the serpent and the newly formed earth elemental, but both simply gaze at her strangely, as if unable to track her movements.

[sblock=ooc]
Larissa reflex save: 1D20+3 = [2]+3 = 5


Casting Grace (Swift action) to prevent attacks of opportunity.
Full move to H16. I'm not sure exactly where the earth elemental is, but by my count she should still be able to make it. In any case, the point is to get within a single 6" move of I22, from which she could attack both creatures (assuming they do not move).
[/sblock]



[sblock=Larissa stat block]
Larissa
Initiative: +0
AC: 22 (22 flat-footed, 11 Touch)
HP: 93 Current: 54
CMB: +11 CMD: 22
Fort: +10 Reflex: +2 Will: +9 (currently wearing Cloak of Resistance)
PER Roll: +3
Move: 30’ (w/boots of Striding & Springing)
Current Weapon in Hand: Greatsword

Weapons:
+2 Greatsword Attack: +14/+9 = [BAB(6/1) + STR(4) + WF(1) + Magic(2)]
Damage: 2d6+8, Crit: 19-20/x2,
Special: pommel is hollow, contains scripture
Pow Att w/+2 Greatsword Attack: +12/+7 = [BAB(6/1) + STR(4) + WF(1) + Magic(2) +PA(-2)]
Damage: 2d6+14, Crit: 19-20/x2,




Spells prepared:
0 Level (4) Level 01 (5+1) Level 02 (4+1)
* Detect Magic * Bless * Shatter
* Read Magic * Protection from Evil * Resist Energy
* Light * Detect Evil * Grace
* Guidance * Obscuring Mist * Zone of Truth
* *unassigned * D: Spiritual Weapon
* D: Shield of Faith


Level 03 (4+1) Level 04 (2+1)

* Speak with Dead * Summon Monster IV
* Remove Curse * Divination
* D: Holy Smite
* Dispel Magic
* Searing Light
* D: Heroism



Channeling at current level: Channel 4d6,
DC 18 =(10 + 1/2 Cleric lvl + CHA +2 for Glory) for
Undead to Save.





[/sblock]
 


Deuce Traveler

Adventurer
"She makes it sound so easy," Lem grumbles as he makes another high jump at the snake.

OOC: Sacrificing another ki point so Lem gets an additional attack at his highest bonus, and adding another Stunning Fist Attempt. The earth elemental is gone, so the snake should be the only thing in melee range of Lem right now.

High jump Check
[roll0]

1st Set of Attacks
Attack w/ Stunning Fist Attempt
[roll1]
Subdual Damage
[roll2]

[roll3]
Subdual Damage
[roll4]
 

Deuce Traveler

Adventurer
2nd Set of Attacks

[roll0]
Subdual Damage
[roll1]

[roll2]
Subdual Damage
[roll3]

[roll4]
Subdual Damage
[roll5]

Mini-Stats
[sblock]
HP: 14/56 (20 subdual damage), AC: 26, AC Touch: 24, AC Flatfooted: 19
INIT: +8, BAB: +6, CMB: +8, CMD: 26
Fortitude: +7, Reflex:+13, Will:+10, Speed: 50'

-Unarmed Strike: Attack: +16 = [BAB (6) + Dex (6) + Size (1) + Weapon Focus (1) + Amulet (2)]
Damage: 1d8+3+1d6 fire, Crit: 20/x2, Special: Stunning Fist Option
-Flurry of Blows: Attack: +17/+17/+12/+12 = [Monk(9) + Dex(6) + TWF (-2) +WF(1) +Size(1) + Amulet (2)]
Damage: 1d8+3+1d6 fire/1d8+3+1d6 fire/1d8+3+1d6 fire/1d8+3+1d6 fire, Crit: 20/x2, Special: Stunning Fist
- Stunning Fist (7/9 day): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. Can also choose to make target fatigued or sickened.

Ki Powers:
Ki Pool, 6/8 points
- ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
- Ki Pool Cold Iron/Silver (Cla Feat, Lvl 7): Unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.

By spending 1 point from his ki pool, a monk can do one of the following:
- Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
- Ki Weapons (Class Feat, Lvl 5): Spend 1 point from his ki pool to deal damage equal to his unarmed strike damage with an improvised weapon for 1 round.
- Increase his speed by 20 feet for 1 round, or
- Give himself a +4 dodge bonus to AC for 1 round.
- incr range 20' for imp thrown or shuriken
- Wholeness of Body (Class Feat, Lvl 7): Heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki.
[/sblock]
 

sunshadow21

Explorer
OOC: end of round 1


Larissa and Weylyn both move forward to engage the man and the crab, and thanks to haste spell from the wizard, both are able to flank the caster, who laughter just gets more manic, while being able to reach the crab as well.

OOC: start of round 2


Lem puts on another dazzling display of theatrics that sadly does little damage, but one blow does get through, causing the snake to go limp and crash to the ground in front of Lem.

[sblock=map] Cave2.png[/sblock]

[sblock=Round 2 status]Larissa: hasted, 34 damage
Lem: hasted, 20 nonlethal damage total, 17 normal damage; attacked snake, hit once for 7 nonlethal
Menik: hasted, 34 damage
Weylyn:

Crab:
Thrax: 34 damage
Slimy: 17 nonlethal damage, 19 lethal damage (from lightning and fall), unconscious[/sblock]

OOC: Larissa, Menik, and Weyln are up.
 

mfloyd3

Explorer
Seizing the opportunity, Larissa swings hard for the man standing between herself and Weylyn.

[sblock=ooc]
Attack on Thrax, hasted:

Argh, coyotecode giving me grief again. SS21, could you roll? With haste she gets two attacks at highest BAB:
1d20+17;2d6+8
and one at a lower one:
1d20+12;2d6+8

If Weylyn kills the man she'll swing for the crab; knock off two to her attack bonus as she'll lose the flank.

Sorry about this.

[/sblock]



[sblock=Larissa stat block]
Larissa
Initiative: +0
AC: 22 (22 flat-footed, 11 Touch)
HP: 93 Current: 93
CMB: +11 CMD: 22
Fort: +10 Reflex: +2 Will: +9 (currently wearing Cloak of Resistance)
PER Roll: +3
Move: 30’ (w/boots of Striding & Springing)
Current Weapon in Hand: Greatsword

Weapons:
+2 Greatsword Attack: +14/+9 = [BAB(6/1) + STR(4) + WF(1) + Magic(2)]
Damage: 2d6+8, Crit: 19-20/x2,
Special: pommel is hollow, contains scripture
Pow Att w/+2 Greatsword Attack: +12/+7 = [BAB(6/1) + STR(4) + WF(1) + Magic(2) +PA(-2)]
Damage: 2d6+14, Crit: 19-20/x2,




Spells prepared:
0 Level (4) Level 01 (5+1) Level 02 (4+1)
* Detect Magic * Bless * Shatter
* Read Magic * Protection from Evil * Resist Energy
* Light * Detect Evil * Grace
* Guidance * Obscuring Mist * Zone of Truth
* *unassigned * D: Spiritual Weapon
* D: Shield of Faith


Level 03 (4+1) Level 04 (2+1)

* Speak with Dead * Summon Monster IV
* Remove Curse * Divination
* D: Holy Smite
* Dispel Magic
* Searing Light
* D: Heroism



Channeling at current level: Channel 4d6,
DC 18 =(10 + 1/2 Cleric lvl + CHA +2 for Glory) for
Undead to Save.





[/sblock]
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
[section]



Weylyn's face once more contorts as he allows his ever present rage to slip its bonds. He strikes out with his mighty hammer... the first blow rings from the stone at the man's feet, but the second slams home!
[/section]

[sblock=Actions/Rolls]Power Attack (15, 23) for 23 Damage.[/sblock]

[sblock=StatBlock]
Weylyn Wealbetwyn
Male aasimar bloodrager 9 (Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +2 Dex, +1 dodge)
hp 121/128 (9d10+36)
Fort +9, Ref +5, Will +6; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, improved uncanny dodge; DR 1/—; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 50 ft.
Melee cold iron dagger +12/+7 (1d4+3/19-20) or
. . muutos +13/+8 (2d6+5/×3) or
. . silver cestus +12/+7 (1d4+3/19-20)
Special Attacks blood casting, bloodrage (23 rounds/day), staggering strike
Spell-Like Abilities (CL 9th; concentration +11)
. . 1—corruption resistance (vs evil hr/lvl on self)[APG] (DC 14)
Bloodrager Spells Known (CL 9th; concentration +11)
. . 2nd (2/day)—elemental touch[APG], glitterdust (DC 14), ironskin, stone discus[ACG]
. . 1st (3/day)—blade lash[ACG], blurred movement[ACG], enlarge person (DC 13), magic missile, stone fist[APG], thunderstomp[ACG]
. . Bloodline Aberrant
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 16, Int 10, Wis 10, Cha 15
Base Atk +9; CMB +12; CMD 25
Feats Bludgeoner[UC], Combat Reflexes, Dodge, Enforcer[APG], Eschew Materials, Extra Rage, Iron Will, Power Attack
Traits armor expert, resilient (will)
Skills Acrobatics +12 (+20 to jump), Climb +9, Handle Animal +6, Intimidate +14, Linguistics +3, Perception +12, Sense Motive +2, Spellcraft +4, Survival +5 (+7 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather), Swim +9
Languages Aklo, Celestial, Custom Language, Dwarven, Low Landellan
SQ abnormal reach, fast movement, truespeaker
Other Gear +1 mithral breastplate, muutos[UE], cold iron dagger, silver cestus[APG], boots of swift fury[ACG], ring of vengeful blood magic[ACG], basic maps (major landmarks only), bedroll, blanket[APG], candle (2), chalk, everburning torch, flint and steel, hammer, hammock[UE], knife, utility (0.5 lb), masterwork backpack[APG], mess kit[UE], piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), torch (2), trail rations (6), waterskin (2), 161 gp, 1 sp
--------------------
Special Abilities
--------------------
Abnormal Reach (Su) Increase reach by 5 ft when raging.
Armor Expert -1 Armor check penalty.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (23 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Boots of swift fury While raging, +4 def to AC vs. AoO from moving through or out of threat area, or casting spell.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Uncanny Dodge (Lv >=13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ring of vengeful blood magic (3/day) While bloodraging, cast spell (std act or less) as Attack of Opportunity.
Staggering Strike (DC 17) (Su) On critical hit when raging, target is staggered 1 rd (Fort neg).
Truespeaker Learn two languages for each rank you put in Linguistics.
[/sblock]
 

kinem

Adventurer
Ow! It's not the first time in his career that Menik has been unexpectedly zapped with lightning, but it still hurts as much.

I'm shocked that the crab is a spellcaster. Well, two can play that game!

He casts a spell of his own, sending three man-sized balls of electricity at the insane crustacean. He also moves to get out of line with Lem and the crab, in case it decides to repeat its trick.

ooc: Assuming that Menik's level-up went through.

Menik moves to C6. Ball lightning moves to H23, H24, I24.

Damage: [roll0], [roll1], [roll2]. Each ball's damage can be negated with a separate DC 20 Reflex save.
 

sunshadow21

Explorer
OOC: Round 2 continued

Larissa and Weylyn both connect hits with Thrax, though Larissa is partially wishing she had not been the first, as a wave of negative energy is released into her from the armor as the blow connects. Still, the hits are enough to make Thrax seem very wobby, and his response is to shrink himself while keeping up the manic laughter, which does him no good as the crab unleashes a cone of fire that catches all individuals in front of it and sending Thrax down to the ground unconscious and bleeding out. Thrax falling down causes the snake to disappear, leaving Lem alone briefly before one of the larger stalactytes moves and reveals itself to be a man sized mudman that moves forward and pummels the halfling for another 10 points of nonlethal damage. Menik moves to a safer spot before dropping balls of lightning on top of the crab, which seem to have some effect, but Menik can tell that there is some initial resistance (SR) to the damage which he is able to push through.

[sblock=map]Cave3.png[/sblock]

[sblock=Round 2 status]Larissa: hasted, 34 damage; deals 39 damage to Thrax on a crit and a hit; need DC 18 Will Save for half of 19 points of negative energy damage
Lem: hasted, 30 nonlethal damage total, 17 normal damage; attacked snake, hit once for 7 nonlethal
Menik: hasted, 34 damage; moved, 3 lightning balls (2 do damage for a total of 19) on the crab
Weylyn: hasted, deals 23 damage to Thrax

Crab: 19 damage; Burning Hands - 13 points of damage (DC 14 Reflex for half) to Larissa, Weylyn, and Thrax
Thrax: 92 damage, small, unconscious and bleeding
Slimy: 17 nonlethal damage, 19 lethal damage (from lightning and fall), unconscious, disappears
Mudman 1: on Lem; deals 10 nonlethal damage[/sblock]

OOC: Party is up for the top of Round 3; Larissa and Weylyn need to make a Reflex 14 save to only take half of the 13 damage from the burning hands; Larissa also needs to make a DC 18 Will save to only take half of the 19 points of the inflict serious wounds spell from the armor
 


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