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  1. - Top - End - #181
    Bugbear in the Playground
     
    Alias_Trench's Avatar

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    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    The newcomer resembled a metallic centaur, with barbed chains in place of its forearms and covered in golden filigree patterns. Its frozen, emotionless visage slowly scanned the group, until it stopped at Lucius. Its voice was an unworldly monotone.

    "The fugitive is located. I am sanctioned to use lethal force to apprehend the fugitive. Please cooperate to avoid unnecessary harm."
    Upon seeing the mechanical creature Aurix plumbed his memory for anything that resembled but came up with nothing. Aurix was immediately wary of the creature and started making some assumptions as it reminded him of the clockwork constructs the order had brought against the Lizardfolk but it was far too sophisticated to be human in design.

    Aurix stopped his unbridled train of thought and turned to his more learned colleague Issachar "What is that creature?"

    Spoiler: Stats
    Show

    AC FF Touch
    23 21 18
    Reflex Fort Will
    12 13 14
    Wounds Non Lethal Damage MAX HP
    94
    DR SR Energy Resist/Immunity
    cold 10
    Buffs/Conditions Details Duration
    Resistance +1 Resistance bonus on saving throws 1 minute
    (1d10)[3] rounds remaining

    Conditional Modifiers:
    Special:

    Spoiler: Readied Maneuvers and active stance
    Show

    Active Stance: Dance of the Spider - Gain 20ft climb speed

    Crusader granted Swordsage Warblade
    1 Crusader's Strike Shadowstride Mountain Hammer
    2 Vanguard Strike Deathmark Wall of Blades
    3 Douse the Flames Cloak of Deception Sudden Leap
    4 Foe Hammer Shadow Blade Technique
    5 Tactical Strike Moment of Perfect Mind

    Spoiler: Actions
    Show

    Action Roll Damage Type Special DM
    "Trois choses ne peuvent pas être cachées ... le soleil, la lune, la vérité"

    Currently Playing - The Calm Before the Storm - OOC | IC
    Former Games - The Forbidden Land of Sundara: BROKEN SUN- OOC | IC
    The Forbidden Land of Sundara: INSURGENCY- OOC III | IC III

  2. - Top - End - #182
    Dwarf in the Playground
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    Oct 2014

    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    KEYIRIS

    And so begins our inevitable battle. The thought and wordplay brought a wry smile to Keyiris' lips as his mind raced ahead, anticipating the instinctive rush of magic as he recalled the diagrams and texts he'd studied regarding such creatures. Seeking to elucidate the situation for the others as quickly as possible, Keyiris shouted a response at Aurix's query to Issachar, already channeling the magic of his signature Haste spell as he did so. "Zelekhut, inevitable. Say when you want the spell." The words came with a nod to Aurix as Keyiris' form shimmered and distorted with the magic.

    "Can't reason with it; this is the fight!" he shouted with a glance to the group as a whole, hafting his longsword as he dashed toward the metallic creature before them. In less than three seconds he had closed the distance to the inevitable, flashing his blade at it in a single powerful stroke to test its defences, and bounding back to his compatriots just as quickly as he had left. "Mind its spells and don't use illusions," he huffed, nearly returning to the group's ranks as he turned to face the foes once more.

    Spoiler: OOC
    Show
    Swift action: cast Haste
    Free action: place offhand onto longsword, now wielding it in two hands
    Move action: move to F9, use standard action to attack via Spring Attack, then move to I13; no AoO's are provoked from the Zelekhut
    Standard action: attack Zelekhut using Spring Attack and Power Attack with a -3 penalty to hit for +6 to damage

    Attack: (1d20+16)[36] to hit, for (1d8+13)[18] + (1d6)[6] (Swift Surge)

    Spoiler: Criticals (if any)
    Show
    (1d20+16)[21] to confirm, for (1d8+13)[17] nevermind, it's a construct...

    Spoiler: Stats
    Show
    AC FF Touch
    25 (24 +1 Haste) 21 17
    Reflex Fort Will
    14 (13 +1 Haste) 8 10
    Wounds Non Lethal Damage MAX HP
    55+(5+20) temp
    DR SR Energy Resist/Immunity
    Fire 5
    Buffs/Conditions Details Duration
    Shield +4 shield bonus to AC 2/100 rounds
    Haste +1 dodge bonus to AC, +1 to attack rolls, +1 to reflex saves 1/10 rounds
    Knowledge Devotion +4 to attack and damage rolls vs. humanoids and animals, +5 vs. outsiders Encounter
    Power Attack -3 to hit, +6 to damage (two-handed) Round
    Dodge +1 dodge to AC vs. Zelekhut

    Conditional Modifiers:
    Special: 40% miss chance (Blurred Alacrity class feature), +1d6 damage if moving at least 10 ft. (Swift Surge class feature)
    Last edited by happycube; 2018-02-13 at 07:14 AM.

  3. - Top - End - #183
    Ogre in the Playground
     
    ClericGuy

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    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    Branden

    Taking quick stock of the situation, Branden observes how the fight is developing and waits for the opening he needs. He holds his feet tight against Skathus' sides, ready to spur him into action quickly.
    Spoiler: My Homebrew
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    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Town Square execution.

    Fistful of Fate character: Aereck Tarrinsen

  4. - Top - End - #184
    Ogre in the Playground
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    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    THE PARTY
    Keyiris's blade cut deep along the Inevitable's metal body, fracturing the gears and sculpted plates. It turned its expressionless face towards the elf and took a momentary step back to assess the situation. To Keyiris' horror, the metal started closing around the wounds, repairing its body.

    "You have failed to co-operate. You are sanctioned for removal."

    A single chain lashed out at the elf, charged with white bolts of electricity. Keyiris dodged the first sweep but he did not anticipate the inevitable could move so quickly. The chain whipped around and smashed into the elf's abdomen, the force shattering his ribs and knocking the air from his lungs.

    Step to F9-G10
    Attack1: (1d20+10)[21]
    Critical: (1d20+10)[30]
    Damage: (2d6+5)[10]+(1d6)[2]


    Attack2: (1d20+10)[30]
    Critical: (1d20+10)[29]
    Damage: (2d6+5)[11]+(1d6)[3] [24 Damage due to Critical]
    Last edited by Plushie Arz; 2018-02-16 at 09:59 AM.
    THE FORBIDDEN LAND OF SUNDARA

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    IC | OOC
    INSURGENCY
    IC I | IC II | IC III
    OOC I | OOC II | OOC III

  5. - Top - End - #185
    Bugbear in the Playground
     
    Alias_Trench's Avatar

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    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    Round 1

    Keyris had rapidly let off arcane magic that filled Aurix's senses with the smell of anise while shooting off a short string of words which made very little difference to his original question. It had a name now, and upon expansion from Keyris he knew it to have spellcasting ability and was resistant against illusion magic. Then he turned into a blur of movement and skirmished with the 'inevitable', cutting a deep gash in it's metal hide, suffering a wicked looking chain across his torso for his troubles. Aurix noted that the metal skin of the centaur like construct was already starting to knit back together, very much like the centepede like constucts he had faced in the past. Aurix turned to Issachar, Father Lucius and Thesa,
    "I'm going in. Hopefully if I get in its face I can keep it from getting closer to you."

    With that Aurix, shifted his stance to improve his protections and then dashed out to close the gap between the construct and himself, letting keyris' speed enhancing magic carry him that little bit further than his crippled leg would usually allow. He interposed himself between the machine an Keyris seeing how badly hurt his new comrade now was. Aurix said as he passed "whenever you get the opportunity".
    His strike moved to hobble the creature while the gash in its side slowly closed. Aurix sought to give his allies the best chance at hitting the delicate internal workings of the machine.

    Spoiler: Stats
    Show

    AC FF Touch
    24 21 19
    Reflex Fort Will
    13 13 14
    Wounds Non Lethal Damage MAX HP
    94
    DR SR Energy Resist/Immunity
    cold 10
    Buffs/Conditions Details Duration
    Resistance +1 Resistance bonus on saving throws 1 minute
    3 rounds remaining
    Haste Double move speed (+15ft enhancement)
    +1 to AC (dodge), to hit, Reflex saves, bonus attack at full BAB on full attack action
    10 rounds remaining
    Pearl of Black doubt +2 AC cumulative AC each time an enemy missess. indefinite
    Knowlege Devotion (Outsiders) +1 to hit and damage against creatures of the Outsider type end of combat
    Knowledge Devotion (Humanoids) +2 to hit and damage against creatures of the Humanoid type end of combat
    Immediate action counter attack - Wall of blades AC or attack roll vs incoming strike (to be used on the first non critical hit)

    Conditional Modifiers: if adjacent 2 foes with no ally within 30ft, Bullybasher's Gauntlets gain +1 weapon enhancement and +1d6
    Special:

    Spoiler: Readied Maneuvers and active stance
    Show

    Active Stance: Pearl of Black Doubt - each time an enemy misses Aurix, he gains +2 AC until the start of his next turn
    Crusader granted Swordsage Warblade
    1 Crusader's Strike Shadowstride Mountain Hammer
    2 Vanguard Strike Deathmark Wall of Blades
    3 Douse the Flames Cloak of Deception Sudden Leap
    4 Foe Hammer Shadow Blade Technique
    5 Tactical Strike Moment of Perfect Mind

    Spoiler: Actions
    Show

    Action Roll Damage Type Special DM
    Swift - Change stance to Pearl off Black Doubt +2 AC each time an enemy misses Aurix until the start of his next turn
    Move - M14:H11
    Standard - Vanguard Strike (1d20+15)[28]
    crit confirm
    (1d20+15)[30]
    (2d8+6)[12]
    Crit
    (2d8+6)[11]
    +1 CON damage
    Magical, Bludgeoning, Manoeuvre If this attack hits, all allies gain +4 bonus on ranged and melee attacks against the target until the start of Aurix's next turn
    Last edited by Alias_Trench; 2018-02-20 at 08:19 PM.
    "Trois choses ne peuvent pas être cachées ... le soleil, la lune, la vérité"

    Currently Playing - The Calm Before the Storm - OOC | IC
    Former Games - The Forbidden Land of Sundara: BROKEN SUN- OOC | IC
    The Forbidden Land of Sundara: INSURGENCY- OOC III | IC III

  6. - Top - End - #186
    Ogre in the Playground
     
    Kvard51's Avatar

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    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    Seeing the opening provided by Aurix' attack, Issachar speaks words of elemental magic, firing two fiery rays at the closing gash. As the fire leaves his hands, he moves across the outcrop, looking for any other inquisitors closing from the rear.

    Spoiler: Actions
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    Scorching Ray (2 rays) Ranged Touch Attack (1d20+13)[20]
    for (4d6)[14] fire damage. (1d20+13)[20] for (4d6)[10] fire damage.

    Move from O15 to R17

    Spot check (1d20+14)[25] to look for more attackers from the back.
    “It's like everyone tells a story about themselves inside their own head. Always. All the time. That story makes you what you are. We build ourselves out of that story.”
    ― Kvothe, The Name of the Wind

    Spoiler: personality test results
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  7. - Top - End - #187
    Ogre in the Playground
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    Default Re: The Forbidden Land of Sundara: Broken Sun IC



    Spell Resistance: (1d20+10)[29]

    Aurix pummelled the divine construct with his fists but he found the Inevitable to be somewhat impervious to his attack. A blow which would have crushed the skull of a lesser man barely dented the metal plates.

    Two rays of flame sprouted from Issachar's fingertips and scorched the Zelekhut's wings. A glob of molten dripped from its body but it quickly cooled and started repairing itself...

    The mage noticed the Inquisitors behind the Zelekhut. There were eight - three within immediate blast range of the construct and five others mounted behind them, around forty feet away. They were on guard, the beginning of a barrage of spells and divine litanies prepared at their fingertips.
    Last edited by Plushie Arz; 2018-02-19 at 03:53 AM.
    THE FORBIDDEN LAND OF SUNDARA

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    IC | OOC
    INSURGENCY
    IC I | IC II | IC III
    OOC I | OOC II | OOC III

  8. - Top - End - #188
    Ogre in the Playground
     
    Ryuuk's Avatar

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    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    (Out of order, but I may be away for a few days and would like it to be available.)

    Thesa stays back, frozen, awestruck at the metal angel and its dictum. She holds her holy symbol to her heart, whispering a prayer under her breath. It was an agent of the goddess, judgement come down to strike against the evils of the world. Her mind went to the sermons back home and Father Monroe's teachings. She remembered how sever the punishment seemed to her, at times, but how it was a necessity in a world that was just as sever. Face to face to this judgement, her pilgrimage seemed foolish.

    She felt Keyris' magic come over her, saw as he rushed to meet it in combat, and how it promptly retaliated with lightning and chains that snapped through the air. She shakes her head, listening to Aurix and watching him go meet it as well. Watches the bolts of fire the fly from Issachar's fingers while holding her breath. This went against everything she had been taught growing up, but they had already sent men after them. Dangerous men. She was already subject to their judgement. Every step she took would be wrong, but she had to take them anyway.

    She runs around Nyx, her knuckles turning white around her holy symbol. Her first few steps are on the ground, but she takes to the air as she goes. She looks for the right angle, but there wasn't one as she wished. She settles. A winter's winds, answer my call. With an exaggerated motion, she arcs her hands back and thrusts them forward, her symbol on display. She feared not for the angel, instead she watched the man and horse at the edge of the blast and prayed he made it out battered, but alive and unwilling to pursue.

    Spoiler: OoC
    Show
    Move: Move to F18, 10ft in the air (Air Walk)
    Standard: Cast Boreal Wind (DC 22 Fort Negates, SR: (1d20+11)[14], lasts 6 rounds. Damage: (11d4)[31], move 30ft away from Thesa
    - Placement: Start D17 to G17, continues straight along D and G. 20ft Wide by 20ft Tall, by 840ft Long.

    Spoiler: Stats
    Show

    AC FF Touch
    26 + 2 if evil 23 + 2 if evil 21 + 2 if evil
    Reflex Fort Will
    8 + 2 if evil 9 + 2 if evil 14 + 2 if evil
    Wounds Non Lethal Damage MAX HP
    0 0 62
    DR SR Energy Resist/Immunity
    Cold 10
    Buffs/Conditions Details Duration
    Magic Circle Against Evil As Protection From Evil in 10ft emanation centered on self 100 minutes - Time since casting
    Air Walk Walk on Air 100 minutes
    Magic Vestment +2 Enh to Armor 10 Hours
    Haste +30 Enh Speed, +1 Attack Rolls, AC, Dodge, Reflex 100 minutes - Time since casting

    Conditional Modifiers:
    Special:

    Spells Cast:
    1 1st Level: Lesser Vigor
    2 2nd Level: Divine Insight, Spiritual Weapon
    3 3rd Level: Magic Circle against Evil, 2 x Magic Vestment
    3 4th Level: Heightened Hold Person, 2 x Air Walk
    1 5th Level: Boreal Wind
    Will be edited by Ryuuk : Sometime in the future.

  9. - Top - End - #189
    Ogre in the Playground
    Join Date
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    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    Lethio narrows his eye as Zelekhut appears, his muscles tensing as he watches his allies struggle to inflict more damage than the construct can repair. With the other inquisitors still a ways out from being in range, he sets his priorities on the present threat. He flies Lethio on a curving path, then when that curve gets close enough to include the wolf in his spell. When he finishes both Nyx and Obaith double in size and ripple with magical strength and protection. Satisfied, he continues the curve towards the inevitable, directing the now-massive Obaith to attack when it lands within reach of the creature.

    Spoiler
    Show
    Obaith moves to land at I9-J10, along a southward curve to put Nyx in range of Lethio's spell. At the middle of that movement, Lethio casts Animal Growth (concentration (1d20+15)[23] for casting while mounted), targeting Obaith and Nyx. Obaith will then make a talon attack against Zelekhut.
    Duration: 10 minutes.
    The affected creatures increase to the next size category, receive +8 Strength -2 Dex and +4 Con size bonuses. They gain +2 natural armor to AC, DR 10/magic and +4 resistance bonus to saving throws.
    Obaith will occupy I8-K-10 to account for now being Huge size.

    Attack:
    (1d20+16)[27]
    Damage:
    (3d6+12)[24] + (2d6)[8] acid

    Lethio's Spells:
    0th: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic
    1st: Endure Elements, Jump, Entangle, Speak With Animals, Cure Light Wounds x2
    2nd: Tree Shape x2, Lesser Restoration x2, Bull's Strength, Scent (Comp. Div)
    3rd: Nature's Favor (Comp. Div) x2, Cure Moderate Wounds, Mass Resist Energy (Comp. Arc)
    4th: Freedom of Movement, Forestfold (Comp. Div), Iconic Manifestation (Comp. Champ), Flame Strike, Dispel Magic
    5th: Death Ward, Cure Critical Wounds, Animal Growth

  10. - Top - End - #190
    Ogre in the Playground
     
    ClericGuy

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    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    Branden and Skathus

    At the sight of the zelekhut largely ignoring his allies' attacks, Branden thinks quickly to himself that perhaps if he is able to defeat whoever brought it here, it will disappear itself. He gives Skathus a quick pat on the ribs and points. The pegasus whinnies in understanding and wheels over the tree to the west of their companions, intending to come around and strafe the approaching inquisitors.

    Branden calls out to Nyx, "Attack, horse!" as he flies, pulling four flametongue arrows from his quiver. He waits until he is just over head of the inquisitors, and then launches, shooting one arrow at each of the three closest, sending the fourth at the last in line just for good measure.

    Then Skathus spreads his wings and wheels tightly back toward the group, bringing Branden and himself almost back to where they started.

    Spoiler: Mechanics
    Show
    Branden:
    Free action to handle Nyx.
    Full attack:
    Attack at B9 (1d20+17)[20] (crit confirm (1d20+17)[18])
    Damage to B9 (1d6+3)[6] + (3d6)[9] + 1 fire (crit (1d6+3)[6])

    Attack at B5 (1d20+17)[29] (crit confirm (1d20+17)[25])
    Damage to B5 (1d6+3)[4] + (3d6)[7] + 1 fire (crit (1d6+3)[6])

    Attack 1 at E3 (1d20+17)[36] (crit confirm (1d20+17)[20])
    Damage to E3 (1d6+3)[5] + (3d6)[16] + 1 fire (crit (1d6+3)[7])
    Attack 2 at E3 (1d20+12)[20] (crit confirm (1d20+12)[27])
    Damage to E3 (1d6+3)[6] + (3d6)[12] + 1 fire (crit (1d6+3)[9])

    Current AC 26, Touch 19, FF 20


    Skathus:
    Double Move flying over the tree at C13, 30 ft over the heads of the inquisitors, and then over the tree at I3 and back to M11
    (I'm pretty sure with all the penalties for turning and climbing, that's about 300, but I'm not sure, and I've got to get to work, so if someone wants to check my work, that'd be great. If I couldn't make it to M11, just put the closest the full movement could have gotten me. If could have gotten farther, no big deal, I'll stay.)
    Spoiler: My Homebrew
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    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Town Square execution.

    Fistful of Fate character: Aereck Tarrinsen

  11. - Top - End - #191
    Ogre in the Playground
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    Default Re: The Forbidden Land of Sundara: Broken Sun IC



    Thesa's spell was deflected by the inevitable's defences. It seemed as if an aura of null magic surrounded the construct, making it highly resistant to divine and arcane attacks.

    Obaith and Nyx both grew to massive sizes and the horrid eagle lashed out at the Zelekhut with its sharp talons. It made a deep gouge in the inevitable's breastplate.

    Three of Branden's arrows found their mark and the closest Inquisitor rolled from his horse as the shaft pierced his sides. However, two arrows were not enough to fell him and he advanced with a quiet fervor in eyes, a look Branden was all too familiar with from his former days under Thornton's tutelage.

    Two spells resolved - one a spell of negation centred around Aurix, Lethio, Keyiris, Nyx and Obaith, while another was a prayer to Mornay for immolation. A column of flames erupted around Issachar and Aulinair, scalding them with fiery wrath. (10d6)[28] Fire Damage, Reflex DC 19 to halve
    Issachar: (1d20+7)[16]
    The flames engulfed the mage and he felt the heavenly heat bearing down onto his body like an inferno.

    * post roll count doesn't match database
    Last edited by Plushie Arz; 2018-02-27 at 09:02 AM.
    THE FORBIDDEN LAND OF SUNDARA

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    IC | OOC
    INSURGENCY
    IC I | IC II | IC III
    OOC I | OOC II | OOC III

  12. - Top - End - #192
    Ogre in the Playground
     
    ClericGuy

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    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    Nyx

    Confused by her sudden size changes, Nyx tries to focus on Branden's command, and runs toward the first target of Branden's volley. However, coming around a tree, she sees her target split into horse and man, and instinctually attacks the first piece in sight: the man. She comes in fast, biting for his leg to try and rip him to the ground.

    Spoiler: Mechanics
    Show
    Moving to B11 and attacking the inquisitor at A12.
    Bite attack (1d20+9)[12] (crit confirm (1d20+9)[24])
    Damage (2d6+9)[13] (crit (2d6+9)[16])

    Trip attempt (1d20+10)[24]
    Spoiler: My Homebrew
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    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Town Square execution.

    Fistful of Fate character: Aereck Tarrinsen

  13. - Top - End - #193
    Ogre in the Playground
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    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    "Do I get set on fire" saves:
    Reflex Saves: (1d20+8)[28]
    Reflex Saves: (1d20+9)[25]
    Reflex Saves: (1d20+8)[27]




    Nyx leapt at the inquisitor but the man stepped to one side and the wolf landed harmlessly on the ground next to him.

    ROUND 2
    Aulinair rose twenty feet into the air and moved ten feet to the west. Her hair and robes still smouldered from the column of divine fire which had engulfed her seconds before but she raised a finger at one of the inquisitors. Issachar and Keyiris recognised the words forming on her lips as a necrotic command, one which would weaken its target and leave them so incapacitated they cannot even bear the weight of their steel plates. A cry from one of the Inquisitors behind the Zelekhut interrupted her casting. "Purgo!"

    A second burst of abjuration magic, more focused and targeted at latent spell formed around Aulinair and caught her off guard. The ray fizzled and dissipated harmlessly into the aether.

    The Zelekhut stood proud and tall over Obaith and uttered a single word of power and the mighty eagle suddenly crumpled into a heap, its muscles frozen and helpless. The group recognised it as a powerful compulsion of holding, one which rendered its target utterly helpless. "Hold." As Obaith fell, Lethio rolled off its back, also prone.

    Obaith's Will save: (1d20+5)[11] DC17

    Lethio is prone.
    Last edited by Plushie Arz; 2018-03-08 at 07:26 AM.
    THE FORBIDDEN LAND OF SUNDARA

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    IC | OOC
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    IC I | IC II | IC III
    OOC I | OOC II | OOC III

  14. - Top - End - #194
    Bugbear in the Playground
     
    Alias_Trench's Avatar

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    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    ROUND 2

    Aurix could already see the damage from the last few blows start to knit back together. Short of knowing exactly what would stop the healing, the only way to beat such a power was to generate more injury than the body could heal, though it was clear to Aurix that the inevitable was resisting the force of his blows. Aurix grimaced internally and instead resorted to using energy based attacks.
    Aurix gathered his wits and took in the scene around him. There were a number of inquisitors who had yet to make a motion. Aurix became wary of them and doubled down on his mental vigilance. Meanwhile, the Inevitable spoke words of power and Obaith crumpled to the ground beside Aurix with Lethio rolling onto the ground prone. Though the bird seemed aberrant in nature, he still felt for it in it's current condition. Aurix returned his attention to the mechanical creature before him with a steely intent in his eyes.

    "I am your opponent", Aurix said whilst his pupils dilated and a crackling dark energy formed in his palm. Aurix reached out as if to give a warning shot to the inevitbable, as if to say, this is why you should pay attention to me.

    Spoiler: Stats
    Show

    AC FF Touch
    24 21 19
    Reflex Fort Will
    13 13 14
    Wounds Non Lethal Damage MAX HP
    94
    DR SR Energy Resist/Immunity
    cold 10
    Buffs/Conditions Details Duration
    Resistance +1 Resistance bonus on saving throws 1 minute
    (2 rounds remaining)
    Haste Double move speed (+15ft enhancement)
    +1 to AC (dodge), to hit, Reflex saves, bonus attack at full BAB on full attack action
    9 rounds remaining
    Iron Guard's Glare all enemies Aurix threatens take -4 to attack Aurix's Allies. Enemies you threaten are aware of this consequence. indefinite
    Knowlege Devotion (Outsiders) +1 to hit and damage against creatures of the Outsider type end of combat
    Knowledge Devotion (Humanoids) +2 to hit and damage against creatures of the Humanoid type end of combat
    Immediate action counter attack - Wall of blades AC or attack roll vs incoming strike (to be used on the first non critical hit)

    Conditional Modifiers: if adjacent 2 foes with no ally within 30ft, Bullybasher's Gauntlets gain +1 weapon enhancement and +1d6
    Special:
    Aurix Vuthaussir
    Male NG Human Sword Sage 3, Crusader 1, Warblade 1, Shadow Sun Ninja 5, Level 10, Init 7, HP 94/94(+9 temp HP), Speed 15 ft Base +15 (Haste) +10 (Boots)
    AC 24, Touch 19, Flat-footed 21, Fort 13, Ref 13, Will 14, Base Attack Bonus 8/3
    Legacy Weapon Bullybasher's Gauntlet (Unarmed Strike Level 8) +13/+8 (2d8+3+2, x2 (+1 Con damage))
    Alchemical Silver Dagger (Discipline Weapon Focus) +12/+7 (+11/+6 if thrown) (1d4+3-1, 19-20 x2)
    Touch of the Shadow Sun (Positive is a swift action if on self or recipient allows it) +11 (2d8+5, x2)
    Soulfire +1 Mithral Chain Shirt [Item familiar] (+5 Armor, +3 Dex, +6 Misc)
    Abilities Str 16, Dex 15, Con 14, Int 12, Wis 20, Cha 7
    Condition Haste: +1 attack, reflex, AC
    Resistance +1 to all saving throws
    Additional Information

    Aegis
    NG Construct Item Familiar (Unearthed Arcana p.170), Level 10, Init -5, HP 70/70, DR Hardness 25, Speed
    AC 6, Touch 5, Flat-footed 6, Fort 10, Ref 8, Will 13, Base Attack Bonus 8
    Ray of Frost +5 Ranged Touch (1d3, x2)
    (+1 Armor, -5 Dex, +2 Size, -2 Misc)
    Abilities Str 0, Dex 0, Con 0, Int 12, Wis 10, Cha 10
    Condition None
    At will: Dancing Lights, Detect Magic, Mage Hand, Message, Prestidigitation, Ray of Frost +5 1d3, Read Magic, Repair Minor Damage, Resistance.


    Spoiler: Readied Manoeuvers and active stance
    Show

    NB - I now have 6 readied Sword sage manoeuvres due to the "invest spell slot" ability of the item familiar. 2 Manoeuvres readied are invested for a return of a bonus 1. The table has been updated to reflect that

    Active Stance: Iron Guard's Glare.

    Next granted crusader manoeuvre
    (1d2)[2] - Foe Hammer

    Crusader granted Swordsage Warblade
    1 Crusader's Strike Shadowstride Mountain Hammer
    2 Vanguard Strike Deathmark Wall of Blades
    3 Douse the Flames Cloak of Deception Sudden Leap
    4 Foe Hammer Shadow Blade Technique
    5 Tactical Strike Moment of Perfect Mind
    Comet Throw

    Spoiler: Actions
    Show

    Action Roll Damage Type Special DM
    Swift Action - Change stance to Iron Guard's Glare creatures that are within Aurix's threat range take a -4 to attack rolls against Aurix's allies. Creatures who are so effected are aware of the mentioned consequence.
    Standard Action - Touch of the Shadow Sun - Negative Touch Attack
    (1d20+12)[30]
    Crit confirm
    (1d20+12)[30]
    (2d8+6)[15]
    Crit damage
    (2d8+6)[11]
    Negative Energy correction: this should be +15.
    8 Base + 3 STR + 1 Weapon Focus + 1 Magic Weapon + 1 Haste + 1 Knowledge Devotion

    Spoiler: Initiative
    Show

    Keyiris (1d20+9)[26]
    Zelehhut: (1d20+9)[22]
    Aulinair (1d20+6)[22]
    Aurix and Aegis (1d20+7)[18]
    Issachar (1d20+2)[17]
    Lucius (1d20+2)[16]
    Obaith & Lethio (1d20+5)[15]
    Skathus and Branden (1d20+2)[14]
    Thesa (1d20+2)[9]
    Inquisitors: (1d20+6)[7]
    Nyx (1d20+2)[5]
    Last edited by Alias_Trench; 2018-03-13 at 05:20 PM. Reason: Formatting and adding in a swift action
    "Trois choses ne peuvent pas être cachées ... le soleil, la lune, la vérité"

    Currently Playing - The Calm Before the Storm - OOC | IC
    Former Games - The Forbidden Land of Sundara: BROKEN SUN- OOC | IC
    The Forbidden Land of Sundara: INSURGENCY- OOC III | IC III

  15. - Top - End - #195
    Dwarf in the Playground
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    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    KEYIRIS

    Keyiris clutched the hilt of his blade close to the tender flesh ravaged only moments before by the Zelekhut's chain, gasping for breath as he reevaluated the battlefield. He had miscalculated somewhat in his approach, as the punishing blow had made quite clear. Keyiris scowled at the inquisitors' liberal use of dispelling, as he felt the conjured armor around himself dissipate. Remind me to thank Thesa once more after this for the redundancy provided by her ward, he thought to Aza’Athavariel, steeling himself for another dash. The other inquisitors would be troublesome, but they had yet to demonstrate the same singular presence as the extraplanar entity before him.

    "Apologies for departing our plan; this course seems prudent," Keyiris muttered to Aurix as he sprinted to join the other man at the Zelekhut's side, hoping to dodge its chains in his approach. Keyiris focused his mind for a fraction of a second, loosing a number of prepared spells into raw arcane energy that limned his blade as he swing in vicious-yet-calculated cuts at the inevitable.

    Spoiler: OOC
    Show
    If Keyiris' turn is taken in normal initiative order, his attacks will gain an additional +4 to hit on top of the recorded rolls thanks to Aurix's Vanguard Strike maneuver, whose effect would not yet have expired. Otherwise, everything stands as-is.

    Swift action: activate Boots of Frenzied Movement to gain a move action as per Hustle
    Move action: move to F11, provoking an attack of opportunity from the Zelekhut; the Zelekhut is still the target of Keyiris' Dodge feat, and Keyiris receives an additional +4 dodge bonus to AC against AoO's from movement thanks to his Mobility feat
    Free action: activate Arcane Strike feat, sacrificing a prepared casting of each of Whirling Blade (level 2), Fly (level 3) and Polymorph (level 4) for +4 to hit and +9d4 to damage with his longsword for the round
    Full-round action: attack the Zelekhut thrice, using Power Attack with a -5 penalty to hit for +10 to damage

    Iterative attack 1: (1d20+18)[33] to hit, for (1d8+21)[28] + (9d4)[23] (Arcane Strike) + (1d6)[6] (Swift Surge)

    Haste attack: (1d20+18)[21] to hit, for (1d8+21)[26] + (9d4)[19] (Arcane Strike) + (1d6)[5] (Swift Surge)

    Iterative attack 2: (1d20+13)[20] to hit, for (1d8+21)[28] + (9d4)[22] (Arcane Strike) + (1d6)[1] (Swift Surge)

    (Critical threats are irrelevant due to the Zelekhut's construct traits)

    Spoiler: Stats
    Show
    AC FF Touch
    23 (22 +1 Haste) 19 17
    Reflex Fort Will
    14 (13 +1 Haste) 8 10
    Wounds Non Lethal Damage MAX HP
    55+(1) temp
    DR SR Energy Resist/Immunity
    Fire 5
    Buffs/Conditions Details Duration
    Magic Vestment (clothing) +2 enhancement bonus to armor ~10 hours
    Magic Weapon (longsword) +2 enhancement bonus Until 1 hour into next trance
    Heart of Earth Check bonuses, temp HP (expended) and ability to activate Stoneskin for 10 rounds as a swift action, after which the spell expires ~10 hours
    Heart of Water Skill bonuses, swim speed and ability to activate Freedom of Movement for 10 rounds as a swift action, after which the spell expires Until 1 hour into next trance
    Shield +4 shield bonus to AC 3/100 rounds
    Haste +1 dodge bonus to AC, +1 to attack rolls, +1 to reflex saves 2/10 rounds
    Knowledge Devotion +4 to attack and damage rolls vs. humanoids and animals, +5 vs. outsiders Encounter
    Power Attack -5 to hit, +10 to damage (two-handed) Round
    Dodge +1 dodge to AC vs. Zelekhut

    Conditional Modifiers: +4 dodge to AC vs. attacks of opportunity provoked by movement (Mobility)
    Special: 40% miss chance (Blurred Alacrity class feature); +1d6 damage if moving at least 10 ft. (Swift Surge class feature); light fortification, 25% (interaction of Heart of Earth and Heart of Water spells)

  16. - Top - End - #196
    Ogre in the Playground
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    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    Aurix's handful of crackling negative energy didn't do anything to the Zelekhut. He recalled the fight with the automatons all those years ago and remembered as creatures of metal as opposed to flesh and bone, they were unharmed by the emanations from the nether realms.

    Keyiris slashed at the Zelekhut and blade was like a shining leaf dancing in the wind. He carved another deep wound on the Zelekhut but the construct moved to catch his next two swings with its chained forearms.
    THE FORBIDDEN LAND OF SUNDARA

    Spoiler
    Show



    IC | OOC
    INSURGENCY
    IC I | IC II | IC III
    OOC I | OOC II | OOC III

  17. - Top - End - #197
    Ogre in the Playground
     
    Kvard51's Avatar

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    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    Seeing that the attacks directed at the Inevitable seem to be having little effect, Issachar decides to go with a more direct tack. Intoning words of Transmutation, he begins to transform into a monstrous shape. Sickly green skin, a bulbous nose, and ragged, black claws form as Issachar's body grows massive. As horns sprout from his head of lank, greasy hair, you recognize the form of a cave troll standing before you.

    Once complete, he immediately runs toward the edge of the crag, launching himself over the side at the metal creature.

    Spoiler: OOC
    Show
    Polymorph spell into a Cave Troll.

    TROLL, CAVE
    Large Giant
    Hit Dice: 9d8+72 (112 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 21 (–1 size, +11 natural armor, +1 Dex), touch
    10, fl at-footed 20
    Base Attack/Grapple: +6/+19
    Attack: Claw +11 melee (2d6+12)*
    Full Attack: 2 claws +11 melee (2d6+12)* and bite +6 melee
    (1d8+7)*
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Dazing blow, improved grab, pounce,
    rake, rend 4d6+13
    Special Qualities: Darkvision 90 ft., fast healing 8,
    low-light vision, scent
    Saves: Fort +14, Ref +4, Will +6
    Abilities: Str 29, Dex 13, Con 27, Int 3, Wis 13, Cha 6
    Skills: Jump +16, Listen +6, Spot +6, Survival +4**
    Feats: Alertness, Iron Will, Power Attack, Track
    Environment: Underground
    Organization: Solitary or pair
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Usually chaotic evil
    Advancement: 10–14 HD (Large); 15–27 HD (Huge)
    Level Adjustment: +6
    *Includes adjustments for Power Attack feat.

    Run and jump over the edge of the crag, landing at K12.

    Heal 10 HP upon polymorph.
    “It's like everyone tells a story about themselves inside their own head. Always. All the time. That story makes you what you are. We build ourselves out of that story.”
    ― Kvothe, The Name of the Wind

    Spoiler: personality test results
    Show

  18. - Top - End - #198
    Ogre in the Playground
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    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    As Lethio crashes to the ground he realizes Obaith's plight and takes up the front line. He gets to his feet and steps toward Zelekhut, his heavily scarred elven form expanding and deforming until it becomes a heavily scarred polar bear, the working eye showing a wild bloodlust taking over.

    Spoiler
    Show
    Lethio's Actions:
    Move action: Get up from prone.
    Swift: Cast Iconic Manifestation, sharing the spell with Obaith.
    Misc: Five-foot step to I-9
    Standard: Wild Shape into a polar bear. Will occupy H9, I9, H10, I10 to account for the size change.

    Obaith:
    Full-round: Attempt a new will save against the spell. (1d20+9)[19]

  19. - Top - End - #199
    Ogre in the Playground
     
    ClericGuy

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    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    Branden continues to strafe the enemy line, curling Skathus around the trees and sending two flame arrows at the inquisitor in front of Nyx and one to each of the next in line.

    Spoiler: Mechanics
    Show
    Using a similar maneuver as last time, ending in M7 after strafing.

    Attacks on A12:
    (1d20+18)[24] (crit confirm (1d20+18)[32])
    damage (1d6+4)[7]+1 fire+(3d6)[7] (crit (2d6+6)[12])
    (1d20+18)[36] (crit confirm (1d20+18)[37])
    damage (1d6+4)[6]+1 fire+(3d6)[12] (crit (2d6+6)[15])

    Attack on D9:
    (1d20+18)[34] (crit confirm (1d20+18)[24])
    damage (1d6+4)[6]+1 fire+(3d6)[14] (crit (2d6+6)[16])

    Attack on E8:
    (1d20+18)[32] (crit confirm (1d20+18)[21])
    damage (1d6+4)[7]+1 fire+(3d6)[11] (crit (2d6+6)[11])

    AC 26, Fort +10, Ref +17, Will +8
    Last edited by Breitheamh; 2018-03-18 at 11:06 PM.
    Spoiler: My Homebrew
    Show


    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Town Square execution.

    Fistful of Fate character: Aereck Tarrinsen

  20. - Top - End - #200
    Ogre in the Playground
     
    Ryuuk's Avatar

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    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    Thesa tries to make sense of the chaos. Her friends clashing with the inquisitors, fire was coming down from the heavens, the angel was unaffected by the winds... Nyx grew and shrank, magic was called forth, Isaachar transformed into another monster.

    She had to make sense of it all and do her part. She gestures with her arms as if pulling something to her left, then crouches. To the sky, as she raises, jumping, a gust carries her far above the battlefield, landing on the air with sure steps. Looking down, she mutters a prayer, and once again gestures a blast of air before her. Winter's wind, answer my call!

    Spoiler: OoC
    Show
    Swift: Updraft 90ft into the air, Air Walk to step onto the air and not come back down.
    Move: Redirect active Boreal Wind to the left, trying to avoid all friendly fire. It's borders straight along Rows 16 and 19
    Standard: Cast second Boreal Wind, placement is detailed below, but it should hit the Inquisitors in D9, E8 and the Zelkehut. Possibly more if the wind is ruled to continue after hitting the ground at an 31° angle as pictured. It's borders would be columns D and H

    Boreal Wind (DC 22 Fort Negates, SR: (1d20+11)[28], lasts 6 rounds. Damage: (11d4)[25] Cold, move 30ft away from Thesa

    Spoiler: Image
    Show
    https://imgur.com/mdWLSxs
    Thesa would be at the 100 ft mark, away from the ground. 31° from the y axis, the Wind should het the ground 45 to 68ft ft from her origin in X.
    Last edited by Ryuuk; 2018-03-23 at 10:46 AM.
    Will be edited by Ryuuk : Sometime in the future.

  21. - Top - End - #201
    Bugbear in the Playground
     
    Alias_Trench's Avatar

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    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    ROUND 2

    Quote Originally Posted by Plushie Arz View Post
    Aurix's handful of crackling negative energy didn't do anything to the Zelekhut. He recalled the fight with the automatons all those years ago and remembered as creatures of metal as opposed to flesh and bone, they were unharmed by the emanations from the nether realms.

    Keyiris slashed at the Zelekhut and blade was like a shining leaf dancing in the wind. He carved another deep wound on the Zelekhut but the construct moved to catch his next two swings with its chained forearms.
    The Zelekhut shuddered as the blade finished cutting a swathe through its metallic hide, the perfect synchronous movement of its cogs and gears disrupted as a horrible grinding filled the air as it's monotone voice strained

    "Any resistance will be extermin-a-t..."

    before it's physical form collapsed and rapidly began rusting. Behind Lethio's new form he could hear Obaith begin to stir, having managed to throw off the effect of the Inevitable's spell, however there were still enemies before him and his hard won companion was still vulnerable.

    Thus far the party had seen the man to the west near Nyx (A12), the woman (D9) and the man (E8) behind the Inevitable cast spells. One of Branden's arrows hit their respective marks as he circled above. The man being engaged by Nyx burst into flames as the dragon's breath arrow made contact, while the woman and man got hit but were not as wounded or bothered by the wounds they sustained relative to where they were hit.

    Thesa noticed a strange phenomenon occur when she aimed the boreal wind at the two inquisitors on the ground. While the woman fell and began to succumb to the frost, the frost did not take the way she expected. Meanwhile the man managed to stand his ground but suddenly looked quite battered.

    The inquisitors in turn retaliated with their own barrage of spells. The man behind the zelekhut stepped out of the intoned a prayer and a burst of axiomatic energy erupted amongst Aurix, Issachar, Keyris, Lethio and Obaith while a man in full plate wielding a bastard sword stepped up beside him in a defensive stance. Meanwhile the very vegetation below the party surged with vital power to grapple them, courtesy of a chain shirt wearing inquisitor to the north west (A1).
    Spoiler: Damage and Saves
    Show

    (5d8)[31] damage
    Will saves for half/quarter damage
    Aurix (1d20+14)[32] Pass - quarter damage [7]
    Issachar (1d20+10)[24]
    Pass - quarter damage [7]
    Keyris (1d20+10)[15] Fail - Half Damage [15]

    Lethio (1d20+13)[20] Pass - Half Damage [15]
    Obaith (1d20+5)[16] Fail - Half Damage [15]

    Reflex Saves to avoid being entangled
    Aurix (1d20+13)[20] Pass
    Issachar (1d20+4)[8] Fail
    Keyris (1d20+14)[20] Pass
    Lethio (1d20+4)[9] Fail
    Obaith (1d20+11)[22] Pass
    Lucius (1d20+7)[10] Fail

    The prone woman stood and then looked up through the gale, focusing her attention on Thesa. With a single finger pointed directly up at Thesa, a single bead of red energy streaked upwards, erupting into a fireball that engulfed the young woman.
    Spoiler: Damage and Save
    Show
    (10d6)[31] fire damage Reflex save (1d20+8)[22] for half - Success - [15]


    The inquisitor in front of Nyx, though on fire, gritted his teeth and began making the motions of casting but warily eyeing the Direwolf in front of him. None of his careful motions seemed to draw Nyx's attention and soon the flames on his body took a violet tinge. Finally he loosed the bastard sword strapped to his back and readied himself against the beast before him
    Spoiler: Concentration checks, Nyx AoO if applicable and extra rolls
    Show
    Casting defensively(1d20+17)[36] Success
    If fail, AoO from Nyx (1d20+9)[11] for (2d6+9)[20] (crit: (1d20+9)[28] for (2d6+9)[14])
    Concentration check against damage while casting (1d20+13)[28]
    Also fire damage from being on fire that was not calculated before: [roll]1d6[roll] EDIT: I goofed on the code but IRL I rolled a [6] so you gotta be happy with that :)
    also (1d100)[19]


    Arrows soon began to whistle through the sky towards Branden and Skathus. Branden's keen eyes noted their trajectory was in fact at Skathus and two arrows were going to make their mark.
    Branden also noticed one inquisitor move under the tree to the north, he seemed to be intently watching Aulinair.
    Spoiler: Hit and damage
    Show

    Action Roll Damage Type Special DM
    Full attack 1
    Hit
    (1d20+7)[15]
    Crit confirm
    (1d20+7)[16]
    (1d8)[4]
    crit damage
    +(2d8)[14]
    Piercing You have the opportunity to stop one arrow with mounted combat.
    Full attack 2
    Hit
    (1d20+7)[22]
    Crit confirm
    (1d20+7)[25]
    (1d8)[2]
    crit damage
    +(2d8)[12]
    Piercing
    Full attack 3 (1d20+7)[14]
    Crit confirm
    (1d20+7)[14]
    (1d8)[5]
    crit damage
    +(2d8)[6]
    Piercing


    Last edited by Alias_Trench; 2018-03-27 at 07:05 PM.
    "Trois choses ne peuvent pas être cachées ... le soleil, la lune, la vérité"

    Currently Playing - The Calm Before the Storm - OOC | IC
    Former Games - The Forbidden Land of Sundara: BROKEN SUN- OOC | IC
    The Forbidden Land of Sundara: INSURGENCY- OOC III | IC III

  22. - Top - End - #202
    Ogre in the Playground
     
    ClericGuy

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    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    Nyx

    As the man before her catches fire, Nyx recognizes her master's tactics and pounces, trying to take him down to the ground.

    Spoiler: Mechanics
    Show
    Attack same Inquisitor as before.

    Bite (1d20+9)[11] (crit confirm (1d20+9)[24])
    Damage (2d6+9)[16] (crit (2d6+9)[14])
    Trip attempt (1d20+10)[27]

    Edit: Man, Nyx just has no luck with her rolls.
    Last edited by Breitheamh; 2018-03-27 at 07:32 PM.
    Spoiler: My Homebrew
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    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Town Square execution.

    Fistful of Fate character: Aereck Tarrinsen

  23. - Top - End - #203
    Bugbear in the Playground
     
    Alias_Trench's Avatar

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    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    Round 3

    Nyx lunged forward but the inquisitor deflected her attack with his bastard sword. Aulinair reached into her component pouch and drew forth a single dried cephalopod tentacle and began chanting and weaving the required hand motions to summon forth a pool of rubbery black tentacles. The inquisitor with his eyes intently on Aulinair immediately sprung to action, a rapid litany of negation and the magic that robbed Aulinair of her last spell made its reprise and her spell once again fizzled into the aether.
    Spoiler: dice rolls
    Show
    Aulinair CL check (1d20+10)[15]
    Dispel Check(1d20+10)[16] Winner
    If Aulinair is successful Black Tentacles
    target Black tentacle Grapple Check Target Grapple Check Winner
    A4 (1d20+18)[32] (1d20+5)[18]
    D1 (1d20+18)[32] (1d20+11)[26]
    H3 (1d20+18)[33] (1d20+7)[19]
    D6 (1d20+18)[28] (1d20+4)[9]
    E6 (1d20+18)[25] (1d20+7)[19]
    C8 (1d20+18)[37] (1d20+7)[8]

    Edit: Those guys are soooo lucky.
    Last edited by Alias_Trench; 2018-03-28 at 06:34 PM.
    "Trois choses ne peuvent pas être cachées ... le soleil, la lune, la vérité"

    Currently Playing - The Calm Before the Storm - OOC | IC
    Former Games - The Forbidden Land of Sundara: BROKEN SUN- OOC | IC
    The Forbidden Land of Sundara: INSURGENCY- OOC III | IC III

  24. - Top - End - #204
    Dwarf in the Playground
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    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    KEYIRIS

    Keyiris slid his blade from the rapidly rusting arm-chains of the fallen inevitable, pivoting into a face-full of energy from one of the inquisitor's spells. Even as he winced at the pain, he instinctively activated his boots once more, feeling his body surge with energy to dance over the thickening vegetation underfoot. Weighing his own wounds against the demonstrated abilities of the enemy, Keyiris decided to press into the fray. Scanning the enemy combatants, he settled on the nearest foe as his next target, nodding to Aurix to join him in the midst of the enemy line. The woman was suddenly Keyiris' sole focus, as he dashed to strike at her with the same savage grace and arcane energy that had felled the outsider mere moments before.

    Spoiler: OOC
    Show
    Swift action: activate Boots of Frenzied Movement to gain a move action as per Hustle
    Move action: move F11->D11->C10->C8, selecting the female inquisitor at C8 as the target of Keyiris' Dodge feat
    Free action: activate Arcane Strike feat, sacrificing a prepared casting of each of Invisibility (level 2) for +2 to hit and +2d4 to damage with his longsword for the round
    Full-round action: attack the female inquisitor at C8 thrice, using Power Attack with a -5 penalty to hit for +10 to damage

    Iterative attack 1: (1d20+15)[17] to hit, for (1d8+20)[27] + (2d4)[4] (Arcane Strike) + (1d6)[6] (Swift Surge)

    Haste attack: (1d20+15)[25] to hit, for (1d8+20)[24] + (2d4)[7] (Arcane Strike) + (1d6)[2] (Swift Surge)

    Iterative attack 2: (1d20+10)[16] to hit, for (1d8+20)[25] + (2d4)[5] (Arcane Strike) + (1d6)[2] (Swift Surge)

    Spoiler: Criticals (if any)
    Show
    19-20/x2
    (1d20+15)[22] to confirm, for (1d8+20)[26]
    (1d20+15)[35] to confirm, for (1d8+20)[24]
    (1d20+10)[24] to confirm, for (1d8+20)[28]

    Spoiler: Stats
    Show
    AC FF Touch
    23 (22 +1 Haste) 19 17
    Reflex Fort Will
    14 (13 +1 Haste) 8 10
    Wounds Non Lethal Damage MAX HP
    41
    DR SR Energy Resist/Immunity
    Fire 5
    Buffs/Conditions Details Duration
    Magic Vestment (clothing) +2 enhancement bonus to armor ~10 hours
    Magic Weapon (longsword) +2 enhancement bonus Until 1 hour into next trance
    Heart of Earth Check bonuses, temp HP (expended) and ability to activate Stoneskin for 10 rounds as a swift action, after which the spell expires ~10 hours
    Heart of Water Skill bonuses, swim speed and ability to activate Freedom of Movement for 10 rounds as a swift action, after which the spell expires Until 1 hour into next trance
    Shield +4 shield bonus to AC 4/100 rounds
    Haste +1 dodge bonus to AC, +1 to attack rolls, +1 to reflex saves 3/10 rounds
    Knowledge Devotion +4 to attack and damage rolls vs. humanoids and animals, +5 vs. outsiders Encounter
    Power Attack -5 to hit, +10 to damage (two-handed) Round
    Dodge +1 dodge to AC vs. woman@C8

    Conditional Modifiers: +4 dodge to AC vs. attacks of opportunity provoked by movement (Mobility)
    Special: 40% miss chance (Blurred Alacrity class feature); +1d6 damage if moving at least 10 ft. (Swift Surge class feature); light fortification, 25% (interaction of Heart of Earth and Heart of Water spells)

  25. - Top - End - #205
    Bugbear in the Playground
     
    Alias_Trench's Avatar

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    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    Round 3
    The unarmed woman was surprisingly deft at dodging Keyris' swings, though Keyris managed to catch her with his second strike. Instead of the feeling of steel on flesh Keyris could feel the force of his strike being resisted by a number of abjurations, though he did manage to draw blood, the injury he inflicted was much less than he expected.


    Aurix - Round 3
    Aurix noted the subtle nod as Keyris became a blur of movement once again. Aurix followed his line of momentum and as soon as he saw Keyris stop, with a slight glance towards Issachar to check that he was ok, Aurix vanished into shadows and reappeared behind the woman who became Keyris' target. Reaching out Aurix lightly tapped Keyris with the positive energy that had come from the previous negative energy before whirling around and striking the same woman with a crusader's strike. His strike was true but the blow was largely negated by the woman's abjurations. Never the less, healing energy surged through Keyris as his wounds began to knit back together.

    Spoiler: Stats
    Show

    AC FF Touch
    24 21 19
    Reflex Fort Will
    13 13 14
    Wounds Non Lethal Damage MAX HP (Temp HP)
    7 94
    DR SR Energy Resist/Immunity
    cold 10
    Buffs/Conditions Details Duration
    Resistance +1 Resistance bonus on saving throws 1 minute
    (1 rounds remaining)
    Haste Double move speed (+15ft enhancement)
    +1 to AC (dodge), to hit, Reflex saves, bonus attack at full BAB on full attack action
    8 rounds remaining
    Iron Guard's Glare all enemies Aurix threatens take -4 to attack Aurix's Allies. Enemies you threaten are aware of this consequence. indefinite
    Knowlege Devotion (Outsiders) +1 to hit and damage against creatures of the Outsider type end of combat
    Knowledge Devotion (Humanoids) +2 to hit and damage against creatures of the Humanoid type end of combat
    Steely Resolve Delay up to 5 points of damage per round by 1 round. Damage is taken at the end of the next turn
    Furious counterattack Divide total damage in Steely Resolve by 5 and add to attack and damage rolls. [+1]
    Immediate action counter attack - Wall of blades AC or attack roll vs incoming strike (to be used on the first non critical hit)

    Conditional Modifiers: if adjacent 2 foes with no ally within 30ft, Bullybasher's Gauntlets gain +1 weapon enhancement and +1d6
    Special:
    Aurix Vuthaussir
    Male NG Human Sword Sage 3, Crusader 1, Warblade 1, Shadow Sun Ninja 5, Level 10, Init 7, HP 94/94(+9 temp HP), Speed 15 ft Base +15 (Haste) +10 (Boots)
    AC 24, Touch 19, Flat-footed 21, Fort 13, Ref 13, Will 14, Base Attack Bonus 8/3
    +1 Legacy Weapon Bullybasher's Gauntlet (Unarmed Strike Level 8, Discipline Weapon Focus) +13/+8 (2d8+3+2, x2 (+1 Con damage))
    Alchemical Silver Dagger (Discipline Weapon Focus) +12/+7 (+11/+6 if thrown) (1d4+3-1, 19-20 x2)
    Touch of the Shadow Sun (Positive is a swift action if on self or recipient allows it) +11 (2d8+5, x2)
    Soulfire +1 Mithral Chain Shirt [Item familiar] (+5 Armor, +3 Dex, +6 Misc)
    Abilities Str 16, Dex 15, Con 14, Int 12, Wis 20, Cha 7
    Condition Haste: +1 attack, reflex, AC
    Resistance +1 to all saving throws
    Additional Information

    Aegis
    NG Construct Item Familiar (Unearthed Arcana p.170), Level 10, Init -5, HP 70/70, DR Hardness 25, Speed
    AC 6, Touch 5, Flat-footed 6, Fort 10, Ref 8, Will 13, Base Attack Bonus 8
    Ray of Frost +5 Ranged Touch (1d3, x2)
    (+1 Armor, -5 Dex, +2 Size, -2 Misc)
    Abilities Str 0, Dex 0, Con 0, Int 12, Wis 10, Cha 10
    Condition None
    At will: Dancing Lights, Detect Magic, Mage Hand, Message, Prestidigitation, Ray of Frost +5 1d3, Read Magic, Repair Minor Damage, Resistance.


    Spoiler: Readied Manoeuvers and active stance
    Show

    Active Stance: Iron Guard's Glare.

    Next granted crusader manoeuvre
    (1d1)[1] - Douse the flames

    Crusader granted Swordsage Warblade
    1 Crusader's Strike Shadowstride Mountain Hammer
    2 Vanguard Strike Deathmark Wall of Blades
    3 Douse the Flames Cloak of Deception Sudden Leap
    4 Foe Hammer Shadow Blade Technique
    5 Tactical Strike Moment of Perfect Mind
    Comet Throw

    Spoiler: Actions
    Show

    Action Roll Damage Type Special DM
    Move action - Shadow Stride (Ex) - H11:C7 50 ft Teleport with line of sight and effect
    Swift Action - Touch of the Shadow Sun - Positive - Target: Keyris (2d8+5)[11] positive energy
    Standard Action - Crusader's Strike (Ex) at C8 (1d20+17)[34]
    Crit
    (1d20+17)[32]
    (2d8+8)[15]-1=14
    Crit
    (2d8+8)[17]+1 CON
    Keyris Heal (1d6+5)[10]
    Bludgeoning, Magical, Attack: Base 8 + 3 Str + 1 magic weapon + 1 Weapon Focus + 1 Haste + 1 Furious Counter strike + 2 Knowledge Devotion

    Damage: Base 2d8+3 STR +1 Magic Weapon + 1 Furious Counter Strike + 2 Knowledge Devotion

    Spoiler: Initiative
    Show

    Keyiris (1d20+9)[26]
    Zelehhut: (1d20+9)[22] Dead
    Aulinair (1d20+6)[22]
    Aurix and Aegis (1d20+7)[18]
    Issachar (1d20+2)[17]
    Lucius (1d20+2)[16]
    Obaith & Lethio (1d20+5)[15]
    Skathus and Branden (1d20+2)[14]
    Thesa (1d20+2)[9]
    Inquisitors: (1d20+6)[7]
    Nyx (1d20+2)[5]
    Last edited by Alias_Trench; 2018-04-06 at 07:56 AM.
    "Trois choses ne peuvent pas être cachées ... le soleil, la lune, la vérité"

    Currently Playing - The Calm Before the Storm - OOC | IC
    Former Games - The Forbidden Land of Sundara: BROKEN SUN- OOC | IC
    The Forbidden Land of Sundara: INSURGENCY- OOC III | IC III

  26. - Top - End - #206
    Ogre in the Playground
    Join Date
    Oct 2012

    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    Lethio struggles against the vines to no avail, but when he sees that Obaith is back in action he roars directly at one of the nearby inquisitors to convey that it's the target. As the bird hops into the air to pursue the man, Lethio lets loose the charge of planar energy he had just gathered. Even as a scarred and grizzled bear, the visual differences become immediate as Lethio appeared to be biologically disheveled, with a look of mutation that somehow didn't interfere with his movements. Obaith's transformation is more subtle, as his usual appearance is already close to what a fiendish version of a giant eagle might look like.

    Spoiler
    Show
    Lethio uses a standard action to discharge the passive mode of Iconic Manifestation, granting himself the Anarchic template and Obaith the Fiendish template for 10 minutes.
    Changes to Lethio:
    Smite Law, usable once per day.
    Darkvision 60 ft
    5 points of resistance to fire, acid, cold, electricity and sonic damage.
    Polymorph and petrification immunity.
    Fast Healing 3

    Changes to Obaith:
    Smite Good, usable once per day.
    Darkvision 60 ft
    Spell Resistance 14
    Resist Cold 10
    DR 5/magic (assuming this doesn't stack with Animal Growth's DR)
    Natural weapons treated as magic for the purpose of overcoming DR.

    Obaith Actions:
    Move: Move to occupy G-I 6-8 (H-J 7-9 should the entangling spell subject him to difficult terrain). Remaining within share spells range of Lethio.
    Standard: Talon attack at the man in F5, expending Smite Good.

    Attack: (1d20+17)[19]
    Damage: (3d6+14)[23] base + (2d6)[4] acid + (2d6)[6] human bane + 9 if Smite Good applies


    Stand from prone. Fly to G6-I8 at 10 ft altitude.

    Active Effects On Obaith for reference:
    Animal Growth and Iconic Manifestation (shared by Lethio):
    Huge Size, 30 Str, 19 Dex, 26 Con. +4 resistance to all saves. DR 10/magic. AC 32 (Touch 12, FF 28).
    Spell Resistance 14, Resist Cold 10, Darkvision 60 ft, Bite attack now counts as magic vs DR.

    Current HP unless I missed something:
    Lethio: 48/63
    Obaith: 84/115
    Last edited by Aldurin; 2018-04-08 at 09:17 PM.

  27. - Top - End - #207
    Ogre in the Playground
     
    Kvard51's Avatar

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    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    Issachar abruptly disappears from view only to reappear closer to the edge of the area effected by the swarming vegetation. Vines and grasses immediately try to entangle his limbs as he fights toward the edge.

    Spoiler: Actions
    Show
    Immediate Action: Abrupt Jaunt 10' (landing with his back foot in M-10) Reflex Save to avoid further entanglement: (1d20+4)[5]
    “It's like everyone tells a story about themselves inside their own head. Always. All the time. That story makes you what you are. We build ourselves out of that story.”
    ― Kvothe, The Name of the Wind

    Spoiler: personality test results
    Show

  28. - Top - End - #208
    Ogre in the Playground
     
    Kvard51's Avatar

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    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    Unable to avoid the grasping vegetation, Issachar attempts to cast a spell, targeting the Inquisitors farthest from the front. As he speaks in arcane tongues, a mass of tentacles begins to appear, then fades, then reappears. A look of intense concentration crosses his troll face as he battles to finish the spell.

    Spoiler: Actions
    Show
    Black Tentacles targeting D-3 as the center point. Concentration Check (15+ Spell Level 4): (1d20+21)[28]

    Grapple Check: (1d20+18)[29]
    “It's like everyone tells a story about themselves inside their own head. Always. All the time. That story makes you what you are. We build ourselves out of that story.”
    ― Kvothe, The Name of the Wind

    Spoiler: personality test results
    Show

  29. - Top - End - #209
    Ogre in the Playground
     
    ClericGuy

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    Oct 2013
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    Massachusetts
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    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    Branden

    As the arrows streak toward their target, Branden is able to direct Skathus skillfully to avoid the first arrow, and nearly avoids the second, but the missile grazes by, cutting a superficial but deep gash along Skathus' side.

    Seeing the inquisitor try to sneak under the tree for cover, Branden whispers a short prayer, "Guide my shots, my lady," he says as he draws four arrows and Skathus flies into a position for Branden to have clear shots at any of the inquisitors.

    With a focusing breath, and divine magic flowing briskly into his eyes, Branden looses four quick arrows across the battlefield at the inquisitor under the tree. Just as soon as he has flown in, Skathus turns sharply and climbs again, bringing Branden back toward Lucius

    Meanwhile, Nyx pounces again at the man in front of her, determined to bring him down.

    Spoiler: Mechanics
    Show
    Ride check to negate the first hit. Don't need to roll because my modifier is 21 and the attack was 15.

    Swift action cast Sniper's Shot

    4 Attacks at H3:
    (1d20+17)[28] (crit confirm (1d20+17)[32])
    Damage (1d8+3)[8] + (3d6)[12] (crit (1d8+3)[8])

    (1d20+17)[19] (crit confirm (1d20+17)[23])
    Damage (1d8+3)[7] + (3d6)[5] (crit (1d8+3)[7])

    (1d20+17)[23] (crit confirm (1d20+17)[28])
    Damage (1d8+3)[8] + (3d6)[6] (crit (1d8+3)[4])

    (1d20+12)[18] (crit confirm (1d20+12)[18])
    Damage (1d8+3)[11] + (3d6)[8] (crit (1d8+3)[10])

    Skathus move to A7 at 10 feet up, then turning and moving back to H15 at 35 feet up (I think I've got enough movement to get there)

    Nyx bite and trip (I just realized I've been forgetting to factor in her Haste, so +10 rather than +9 to attacks and gets a second attack)
    attack 1 (1d20+10)[14] (crit confirm (1d20+10)[15])
    damage (2d6+9)[19] (crit (2d6+9)[18])

    attack 2 (1d20+10)[21] (crit confirm (1d20+10)[12])
    damage (2d6+9)[11] (crit (2d6+9)[12])

    trip attempt (for first attack that hits)
    (1d20+10)[22]
    Last edited by Breitheamh; 2018-04-08 at 08:53 PM.
    Spoiler: My Homebrew
    Show


    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Town Square execution.

    Fistful of Fate character: Aereck Tarrinsen

  30. - Top - End - #210
    Bugbear in the Playground
     
    Alias_Trench's Avatar

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    Default Re: The Forbidden Land of Sundara: Broken Sun IC

    Quote Originally Posted by Kvard51 View Post
    Issachar abruptly disappears from view only to reappear closer to the edge of the area effected by the swarming vegetation. Vines and grasses immediately try to entangle his limbs as he fights toward the edge.

    Spoiler: Actions
    Show
    Immediate Action: Abrupt Jaunt 10' (landing with his back foot in M-10) Reflex Save to avoid further entanglement: 5
    Quote Originally Posted by kvard51 View Post
    Unable to avoid the grasping vegetation, Issachar attempts to cast a spell, targeting the Inquisitors farthest from the front. As he speaks in arcane tongues, a mass of tentacles begins to appear, then fades, then reappears. A look of intense concentration crosses his troll face as he battles to finish the spell.

    Spoiler: Actions
    Show
    Black Tentacles targeting D-3 as the center point. Concentration Check (15+ Spell Level 4): 28

    Grapple Check: 29
    Round 3



    Obaith took to the air and positioned aggressively before the man in full plate wielding a bastard sword and a shield. He steeled his gaze against the evil looking raptor before Issachar's spell resolved and rubbery black tentacles erupted from the ground. Three inquisitors gave a yelp of surprise as their bodies were soon hoisted from the ground and restrained. From above, Branden and Thesa could clearly see that the tentacles, though attempting to grab the destrier, were simply sliding off its body.

    Spoiler
    Show
    Opposed Grapples
    E6 (1d20+7)[21] Fail
    D6 (1d20+4)[6] Fail
    D1 (1d20+11)[25] Pass
    A4 (1d20+5)[24] Fail



    Spoiler: Initiative
    Show

    Keyiris (1d20+9)[26]
    Zelehhut: (1d20+9)[22] Dead
    Aulinair (1d20+6)[22]
    Aurix and Aegis (1d20+7)[18]
    Issachar (1d20+2)[17]
    Lucius (1d20+2)[16]
    Obaith & Lethio (1d20+5)[15]
    Skathus and Branden (1d20+2)[14]
    Thesa (1d20+2)[9]
    Inquisitors: (1d20+6)[7]
    Nyx (1d20+2)[5]
    Last edited by Alias_Trench; 2018-04-08 at 10:08 PM.
    "Trois choses ne peuvent pas être cachées ... le soleil, la lune, la vérité"

    Currently Playing - The Calm Before the Storm - OOC | IC
    Former Games - The Forbidden Land of Sundara: BROKEN SUN- OOC | IC
    The Forbidden Land of Sundara: INSURGENCY- OOC III | IC III

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