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About This Game

Mortal descendants of Divinity must reclaim their power and do battle with the forces of fiendish evil.

Game System

Pathfinder 1e

Detailed Description

The Seal of Avron Dee has been broken. The Gates of Hell have opened and it's armies march forth. The Great Dukes of Perdition have raised their banners and sounded their horns and flood into the mortal realm with eyes on conquest and genocide. The heavens have marshaled their armies are descend from above but the outcome cannot be known. It is up to mortal hands to sway the tides of battle and push back on the hordes. With the help of divine inspiration, a group of mortals ban together to begin the march to push back the forces of Evil.

 

My intention is to run a series of boss encounters and complex set pieces. There will be downtime between battles but not much.

For maps, I will use Roll20 and for OOC I will use Discord.

 

The characters will all be from and will start play in the Barony of Twilight, a scenic valley at the foot of the Mountains of Orgh.

 

What I'm looking for: Iconic and larger than life heroes willing to do battle with evil. The primary if not sole foe will be evil outsiders. There is no distinction between types of fiends (devil and demon will be an interchangeable term). Simple fixes like banishment will not be effective. I do not want hyper optimized builds and I will look extra close at extra buildy characters. I want a nice easy job as a DM for this.

  1. What's new in this game
  2. QUAKE - Tiny Cat with wings two small horns and a needle tiped tail HP: 30 / 103 [+11 temp] AC 43 Touch 28 FF 39 | Initiative 1 | DR 5/Evil SR 13 Speed [50][50f ], darkvision 60 Space 5 ft.; Reach 5ft. Attacks, Cold iron, magic and good +1 to hit from haste [+20/+15 /+18/+18/+18/+18] Gore 1d3 +10 , Tail 1d2 +7 ,Claws: 1d2+7, Bite 1d3+7, Power attack & haste [+17/+12/+15/+15/+15/+15] for +8 damage Actions Quake instructs the angel to move around the battle and come in at the upper corner of the shadows advance, keeping clear of their propable reach. The hastened angel quickly covers the distance. Before they move it used its aid ability. Sitting on the sholder Quake waits for his turn in battle when he is brought into reach. He uses his healing ability before te tiny annilam swipes futiously at the shadows tying to hit the demon with all his tiny might. SHADOW: 4 will miss from concealment, 3 hit. 18,16,21 for 55 good damage ROLLS Gore1 Gore2 Tail Claw1 Claw2 Bite1 Miss Low hits Gore1 Gore2 Tail Claw1 Claw2 Bite1 Restoring Form Aid Miss 1 low hits Miss 2 low hits Miss 3 low hits Miss 4 low hits Miss 5 low hits Miss 6 low hits Miss 7 low hits
  3. Sabrael Gandhari - Human Sorceress 8 AC: 30 | HP: 15 temp + 72/72 | Speed: 30' | Initiative: +12 | Damage Reduction: 5 acid, cold, fire, electricity | Fast Healing 1 | Condition: Normal OOC N/A
  4. Sunna Halvesen——————————Round 8 With the Babau's finished and the Shadows closing in, Sunna switches tactics once again to better attack the intangible foes. Thanks to Denrag and her Archon pointing out their location, Sunna circles around the dangerous enemies until she is exactly opposite one from Denrag. Using her heightened senses she attempts to slice through it, but she judged incorrectly and her blade passes through nothing but air. Her archon, realizing it had little chance to harm these slippery foes, decides to focus entirely on defending itself. OOC and Actions ------------------------- HP: 101+7 (101 base, +15 temp hp, -8 Babau4) AC: 32 (10 base, +7 armor, +4 Dexterity, +3 dodge, +6 natural armor, +2 deflection) - DR 2/- vs Evil Outsiders Hands: Waveblade ---------------------------------- HP: 9 (45 base, -36 shadows) AC: 26 (10 base, +9 natural, +2 deflection, +1 haste, +4 total defense) ===== Reactions ===== ===== Actions (Sunna) ===== Swift: Martial Flexibility (add Ghost Slayer in place of Viscous Stomp) Move: Circle around the Shadows to end up in a flanking position. Draw Madu on the way. Standard: Attack Shadow Demon 3 Attack 1 (waveblade vs. Shadow3): (7 BAB, +8 STR, +2 dedicated adversary, +1 haste, +3 weapon enhancement, +1 weapon focus, +1 divine favor, +2 flanking, -2 power attack) Damage1 (waveblade vs. Shadow3): (1d6 base, +8 STR, +2 weapon specialization, +3 weapon enhancement, +2 dedicated adversary, +1 divine favor, +4 power attack) Concealment Miss Chance (26-100 hit) ===== Actions (Archon) ===== Standard: Total Defense Ongoing Effects and Daily Use Things Ongoing Effects: Ring of the Savage Beast (+4 STR, -2 INT, +2 natural armor): 93 rounds remaining Purity judgment (+1 sacred on all saves): Till end of combat Blind Fight (reroll if miss from concealment, invisible attacker gets no benefits vs. me in melee): 6 rounds remaining Divine Favor (+1 luck on attack & damage): 5 rounds remaining Haste (+1 attack, +1 AC, +30 ft move, +1 extra attack): 6 rounds remaining Aid (+1 morale on attack & saves vs. fear, temp hp): 76 rounds remaining Magic Circle Against Evil (+2 deflection AC, can make extra save vs. mental control with +2 morale) Ghost Slayer feat (as swift can give ghost touch property to weapon for 1 round): 10 rounds remaining Ongoing Effects (Archon): Haste (+1 attack, +1 AC, +30 ft move, +1 extra attack): 6 rounds remaining Magic Circle Against Evil (+2 deflection AC, can make extra save vs. mental control with +2 morale) Remaining Resources: Martial Flexibility Remaining: 3/7 Dimension Door distance: 100 ft/160 ft Knockout: 1/1 Judgment: 0/1 Belt of Superior Maneuvers: 1/3 1st level spells: 1/2 Arrows: 40/40
  5. The Babau goes down under Denrag's blade. Sunna, Sabrael and Quake are up.
  6. , To be clear Quake is now on the sholder of the Archon next to Sunna. It's sort of a mount I guess? Quake is severly injured but if the Archeon can aid and he uses a cure ability then he will enter the fight. If Sunna moves into enguage and the Archon also follows then best possition te Archon so Quake has access to the shadows square (he will then get a full round action?) Note: with the +2deflection and +2 from cover and small size +2 he has a lot better AC vs them now, just needs a few HP to play with GP
  7. AC: 28(30 vs Fiends) | HP: 121/136 THP: 8 NL Damage: 80 | Burn:10 || Elemental Overflow: 2/+4 (+2 Con|+2 Dex) While his armor's holy enchantment and the blessing from his guardian archon helped ward off some of the foul creatures raking claws, the infernal chill which followed each blow added up. Had he not pushed his body to it's limits, even that would have been manageable, but worn thin as he was it was a dire threat. "One of the shadows is in front of this position, but I will deal with the Babau," He called back to Sunna, without turning his head. Dealing with the more exotic fiends was her specialty after all, he'd deal with the straggler and hopefully aid in wearing the shadow demon down. Drawing on more of his inner strength, he forged another powerful windhammer, shifted his position to make room for Sunna, and struck out with enhanced speed and power at the last Babau. The first blow felled the beast but while he tried to follow up against the Shadow Demon, his surprise through his blows wide of where he judged the fiend to be. Ever valiant, the wounded archon did it's duty, reaching out and blessing Denrag once more, guarding him against harm. Actions/ Mechanics Pre battle buff: Starting the day with 3 Burn in Enveloping Winds Active Effects: Enveloping Winds 40% miss chance vs ranged attacks Defiant Armor (DR 2/- vs Evil Outsiders) Elemental Overflow: 50% chance to negate criticals/sneak attack Elemental Impossibility: 5/10 Using Kinetic Blade Infusion for 1 burn (Kinetic Blade) - 2(Infusion specialization) = 0 Burn Accepting 1 Burn to Empower the Blast (Will multiply damage after rolling) 1 Burn accepted this round Full attacking: attack bonus: +6 BAB, + 5 Dex, +2 Overflow, +1 Aid, +1 Haste Attacking Babau 5, Then Babau 3 Archon Action: Cast aid Damage: vs Babau 1 Attack 1: 42 Good bludgeon Damage Vs Shadow Demon Attack 2: Critical Miss Attack 3: Miss regardless of concealment.
  8. Quake shifts and moves to alight on the shoulder of Archon 4 Bad guys All three Shadow demons save vs. Aura of Menace Babau 1 full attacks the Archon 1 and it dies Shadow Demon 1 charges and pounces Archon 2 doing some damage Shadow Demon 2 charges and pounces Archon 2 doing some damage Shadow Demon 3 moves to Denrag and pounces. He does 11, 8 and 11 damage (partially cold but I don't see any cold resistance on the sheet) The party is up!
  9. Ok land me on his shoulder. It's nice and close for an aid!
  10. I am not sure of the rules on a tiny animal. If he lands on the sholder of a summoned angel does it afford any protection? If it does and the aura also improves AC then he may do that instead if it is signifigant otherwise the plan as writen I'll give you a cover bonus for being on the Archon's shoulder. That gives you an additional +2 to AC. Of course you benefit from the aura as normal. It's up to you if that's enough to change your plan I'm going to update the round tonight so let me know if that's where you're going to be.
  11. QUAKE - Tiny Cat with wings two small horns and a needle tiped tail HP: 26 / 103 AC 39 Touch 23 FF 35 | Initiative 1 | DR 5/Evil SR 13 Speed [50][50f ], darkvision 60 Space 5 ft.; Reach 5ft. [+20/+15 /+18/+18/+18/+18] Gore 1d3 +10 , Tail 1d2 +7 ,Claws: 1d2+7, Bite 1d3+7, --- The massive lion is slashed open buy a three vicious attacks from an invisible enemy. Clearly gravely wounded Quake moves seeming to pop out of existence. The recent blood and other gore falling like a bucket of filth to the ground below. The small cat left in his absence fly’s off at full speed hoping to regroup outside the pursuing shadows range if not attention. "Mistress Sabrael, invisible shadows are going to decend on us shortly, I barley got away. I have nothing to weaken them. You summons will be of great help , I am happy to see them, well done!" OOC He will travel 90 feet..ish to be outside of a charge/pounce by the shadow. I am not sure of the rules on a tiny animal. If he lands on the sholder of a summoned angel does it afford any protection? If it does and the aura also improves AC then he may do that instead if it is signifigant otherwise the plan as writen heal
  12. The sudden new Archon slays the Babau on the ground.
  13. Yeah 42 is correct between the AoO and the pounce.
  14. I don't think so. Everyone was relying on darkvision. Edit: Let me go and figure that
  15. OK ande another question, is there a light spell active? OH and that 42 damage is correct?
  16. Okay, yeah if you shift smaller and no longer occupy the threatened square then you won't provoke from 'leaving' it. That could definitely be a good tactic. Doing it in combo with a Withdraw is also possible if you still end up being threatened when you shrink.
  17. I am thining to fly off tuning into a tiny animal/bird this action . It could be a retreat action I guess...but it will be good to know for the future
  18. Do you mean for the movement you took last round? Or from something you're about to do?
  19. see above also if I use shifters rush to free action into a small creature thus going from 10x10 to 5x5 do I avoid the Aoo from the shadow?
  20. Just to confirm the extra damage is 14 shadows, pounce attack 16 critical, 6 and 6 = 42....eeeek Sorry guys but no choice but to bring these shadows to you all!
  21. Post if up. Sabrael has used all her level 4 slots.
  22. Negative. They are invisible
  23. Sabrael Gandhari - Human Sorceress 8 AC: 30 | HP: 15 temp + 72/72 | Speed: 30' | Initiative: +12 | Damage Reduction: 5 acid, cold, fire, electricity | Fast Healing 1 | Condition: Normal OOC N/A
  24. I am back Did I get an AOO on the shadow...?
  25. Denrag's attacks have been resolved already. Waiting for Quake and Sabrael.
  26. AC: 28(30 vs Fiends) | HP: 136/136 THP: 9 NL Damage: 88 | Burn:11|| Elemental Overflow: 2/+4 (+2 Con|+2 Dex) Denrag nodded at Sunna's words, "The winds shift in our favor!" he shouted as he summoned another empowered wind hammer, seeking to finish off his first foe before shifting to her side. He brought the weapon down upon the prone demon, hoping to speed it on its way to oblivion. After the onslaught, the wind master wobbled a bit as his body strained from the excess of power. Though the resulting carnage might well have been worth it. His assigned archon guard did it's best to help with the last of it's strength against its original foe. Actions/ Mechanics Pre battle buff: Starting the day with 3 Burn in Enveloping Winds Active Effects: Enveloping Winds 40% miss chance vs ranged attacks Defiant Armor (DR 2/- vs Evil Outsiders) Elemental Overflow: 55% chance to negate criticals/sneak attack Elemental Impossibility: 6/10 Using Cold Iron Kinetic Blade Infusion for 2 Burn (rare Earth infusion) + 1 burn (Kinetic Blade) - 2(Infusion specialization) = 1 Burn Accepting 1 Burn to Empower the Blast (Will multiply damage after rolling) 2 Burn accepted this round Full attacking: attack bonus: +6 BAB, + 5 Dex, +2 Overflow, +1 Aid, +1 Haste Attacking Babau 5, Then Babau 3 Damage: vs Babau 5 Attack 1: 37 Cold Iron Damage Vs Babau 3 Attack 2: 33 Cold Iron damage Attack 3 (if by some miracle it hits): 31 Cold Iron Archon shifts down with a 5' step Archon attacks Babau 3 or 1 depending Damage: I think they all count as Good for DR
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