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About This Game

Over 100 years ago Lord Acridia Bastion took control of a large chunk of Chrystal, he ruled for nearly twenty years. In that time he made many changes, most of which were bad and the people suffered. All this came about because he had had some mirror portals made that allowed him to move his troops around really quickly, the designer was one Ilyrana Sazorwyn. Ilyrana had made them to Acridia's specifications, they were flawed. Ilyrana had added a flaw that would allow troops from outside of the wall to enter, and that is just what happened. The forces of good were informed of the flaw by Ilyrana herself, she was watched morning and night so it took a while for her to make contact with her allies. Once the forces of good entered the portals they made quick work of the unsuspecting guards, as he lost more and more troops Acridia made a plea to his ally in the abyss. A portal was opened and a balor passed through, it killed Acridia and then went on a rampage. More demons poured through and undead now joined them, panic set in and a full-scale rout happened. Many died in the first hours, more in the next few days, and then the refugees stopped coming. Present day One-eyed Whalebone, the pirate, was disembarking with an eye for a change. He now had it on good authority that the gold Acridia left was still inside the city of Nortonia, he had an army of pirates with him to look for it. Captain Zmythe was tasked with the job of stopping him, the plan was to send out a party of capable adventurers to grab it before Whalebone got it. He has to oversee every village idiot that could carry a pitchfork, filtering them out he hopes to gather a decent party to stop the pirate.

Game System

Pathfinder 1e

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04/29/2024

Detailed Description

A Pathfinder 1e game of stealth and might, brains and brawn.

  1. What's new in this game
  2. HP:51/51. Aiden would have groned at the inability to cast but, she couldn't make noise instead moving up besides Rand while taking out her sword. She was still perfectly able to fight. Fort Save Moving and taking out my weapon
  3. FFS this is 3rd time today that I roll 19 or 20 on saves or skill checks and roll below 10 on attack 💀
  4. Yuki Fort Yuki Will Yuki Yuki curses the stupid casters throwing Silence around and disengages from any combat. The ghast's stench overwhelming her does not help. Current Condition HP: 34/34 Mage Armor Active Statblock %5BURL%3Dhttps%3A%2F%2Fdocs.google.com%2Fspreadsheets%2Fd%2F1jlATScrddARaRGsh3ahwUUyXolEFWGQFzUwsAe9C9BE%2Fedit%23gid%3D665550463%5D%5BB%5D%5BSIZE%3D%2B1%5DYuki%20Shimada%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AFemale%20NG%20Human%20Witch%20(Winter%20Witch%2FWinter%20Witch)%205%2FWinter%20Witch%201%2C%20%5BB%5DLevel%5B%2FB%5D%206%2C%20%5BB%5DInit%5B%2FB%5D%201%2C%20%5BB%5DHP%5B%2FB%5D%2034%2F34%2C%20%5BB%5DSpeed%5B%2FB%5D%2030%20ft.%0A%5BB%5DAC%5B%2FB%5D%2014%2C%20%5BB%5DTouch%5B%2FB%5D%2010%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2014%2C%20%5BB%5DCMD%5B%2Fb%5D%2011%2C%20%5BB%5DFort%5B%2FB%5D%203%2C%20%5BB%5DRef%5B%2FB%5D%203%2C%20%5BB%5DWill%5B%2FB%5D%206%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B1%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%202%20%20%20%0A%5BB%5D%20%20Ray%20of%20Frost%20%5B%2FB%5D%20%2B3%20(1d3%2C%20x2)%0A%5BB%5D%20%20Mage%20Armor%5B%2FB%5D%20(%2B4%20Armor)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%208%2C%20Dex%2013%2C%20Con%2012%2C%20Int%2021%2C%20Wis%2010%2C%20Cha%2010%0A%5BB%5DCondition%5B%2FB%5D%20None%20 Female NG Human Witch (Winter Witch/Winter Witch) 5/Winter Witch 1, Level 6, Init 1, HP 34/34, Speed 30 ft. AC 14, Touch 10, Flat-footed 14, CMD 11, Fort 3, Ref 3, Will 6, CMB +1, Base Attack Bonus 2 Ray of Frost +3 (1d3, x2) Mage Armor (+4 Armor) Abilities Str 8, Dex 13, Con 12, Int 21, Wis 10, Cha 10 Condition None Catblock Daisuke HP: 17 (6d6 HD) AC: 17 (15 FF/14 Touch) Saves: Fort +0, Ref +3, Will +6 CMB/CMD: 6/8 Skills: Perception +10, Stealth +14, UMD +4 Yuki Withdraws by crawling over the bartop and hiding behind it. Assuming that failing the fort save didn't also cause her to immediately fail the will save as well.
  5. Rand| AC (21 vs Evil)19 | Ini: 4 | BAB +6/+1 | Hit Points: 58/58 | Size: Medium | Speed: 20 ft | Touch: (12 vs Evil)+10 | FF: +19 | Fort: (+15 vs Evil)+13 | Ref: (+10 vs Evil) +8| Will: (+13 vs Evil) +11 | CMD: 18 Seeing his preferred target being already felled, Rand pivots to attack the one that hounded him for a while now. The spider-walking follower finally gets Paladin's undivided attention. As Rand almost seems to not even notice the stench, but just falls into his attack routine. After the attack originally meant for Ghast but flung at his stalker at the last moment, now he is not only free but almost obligated to deliver the full scope of his wrath at this spider monkey or lose Smite. Seemingly, almost as with everything, Rand is even fighting directly. Not that he lacks the skill, he could be even considered very good. But there is no finesse in his movement, no feints or breathtaking swordsmanship. The technique he uses is basic, all moves taught in the first few years of sword school. But those basics are delivered with the practiced precision and force of someone who has done them a thousand times. He more seemed like a lumberjack cutting down trees than a warrior mid-combat. The first swing is again straightforward 12 to 6 followed by swift semicircular retrieval of the blade to deliver a horizontal 6 to 3 brought in a strong 240 degrees circle. All the while only his eyes burn, for all intent his face might've been cut from stone since the last whiskey shot. OOC: I used Protection from Evil on the save but even without it the result would be 32. Also. you likely noticed but last time I wrote Bane instead of Smite, Baren confused me. Tools of the Trade Statblock %5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2894166%5D%5BB%5D%5BSIZE%3D%2B1%5DRand%20Wolfheart%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AMale%20CG%20Aasimar%20Paladin%20of%20Freedom%2C%20%5BB%5DLevel%5B%2FB%5D%206%2C%20%5BB%5DInit%5B%2FB%5D%204%2C%20%5BB%5DHP%5B%2FB%5D%2058%2F58%2C%20%5BB%5DSpeed%5B%2FB%5D%2020%20ft.%0A%5BB%5DAC%5B%2FB%5D%2019%2C%20%5BB%5DTouch%5B%2FB%5D%2010%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2019%2C%20%5BB%5DCMD%5B%2Fb%5D%2018%2C%20%5BB%5DFort%5B%2FB%5D%2013%2C%20%5BB%5DRef%5B%2FB%5D%208%2C%20%5BB%5DWill%5B%2FB%5D%2011%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B8%2F%2B3%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%20%2B6%2F%2B1%20%20%20%0A%5BB%5DKeen%20Greatsword%2B1%20%5B%2FB%5D%20%2B10%2F%2B5%20(2d6%2B3%2C%2017-20%2Fx2)%0A%5BB%5D%20%20Longsword%20%5B%2FB%5D%20%2B9%2F%2B4%20(1d8%2B2%2C%2019-20%2Fx2)%0A%5BB%5D%20%20Dagger%20%5B%2FB%5D%20%2B8%2F%2B3%20(1d4%2B2%2C%2019-20%2Fx2)%0A%5BB%5D%20%20Mithral%20%20Agile%20Half-Plate%5B%2FB%5D%2C%20%5BB%5D%20%20Amulet%20of%20Natural%20Armor%2B1%2C%20Headband%20of%20Alluring%20Charisma%20%2B2%5B%2FB%5D%20(%2B8%20Armor%2C%20%2B1%20Deflect)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2014%2C%20Dex%2010%2C%20Con%2016%2C%20Int%2012%2C%20Wis%2012%2C%20Cha%2018%0A%5BB%5DCondition%5B%2FB%5D%20None%20 Male CG Aasimar Paladin of Freedom, Level 6, Init 4, HP 58/58, Speed 20 ft. AC 19, Touch 10, Flat-footed 19, CMD 18, Fort 13, Ref 8, Will 11, CMB +8/+3, Base Attack Bonus +6/+1 Keen Greatsword+1 +10/+5 (2d6+3, 17-20/x2) Longsword +9/+4 (1d8+2, 19-20/x2) Dagger +8/+3 (1d4+2, 19-20/x2) Mithral Agile Half-Plate, Amulet of Natural Armor+1, Headband of Alluring Charisma +2 (+8 Armor, +1 Deflect) Abilities Str 14, Dex 10, Con 16, Int 12, Wis 12, Cha 18 Condition None Actions/OOC Free: Swift: Activating Bane Move: 10' to the one attacking Mizzi, more if needed to place him in flank position. Standard: Attack Immediate: Spells: Lvl 1(2/2 slots DC 15): -Challenge Evil -Detect Demon OOC:
  6. 👍 If he fails the save his second attack will be at -1 mod, that will be interesting.
  7. Nyll HP: 39/39 Saves: Fort 5, Ref 12, Will 6 AC: 21, 17(touch), 16 (flat-footed) Initiative: 5 Speed: 30', Climb 10', Acrobatics +14, DD +16, Perception +20, Stealth +25 SpellbookSpells Per Day: 0-lvl: 5, 1st: 5, 2nd: 4 Prepared 0-Level: Create Water, Detect Magic, Disrupt Undead, Mage Hand, Prestidigitation 1st: Endure Elements, Identify, mage Armor, Protection from Evil, Summon Monster I 2nd: Scorching Ray, Summon Monster II, Web, Glitterdust Spellbook Spells 0-Level: Create Water (T-WM), Resistance, Acid Splash, Drench, Detect Fiendish Presence, Detect Magic, Detect Poison, Read Magic, Daze, Breeze, Dancing Lights, Flare, Light, Penumbra, Ray of Frost, Scoop, Spark, Ghost Sound, Haunted Fey Aspect, Vacuous Vessel, Bleed, Disrupt Undead, Touch of Fatigue, Chameleon Scales, Jolt, Mage Hand, Mending, Open/Close, Scrivener's Chant, Arcane Mark, Prestidigitation 1st: Alarm, Endure Elements, Protection from (chaos/evil/good/law), Mage Armor, Secluded Grimoire, Grease, Identify, Magic Missile, Shield, Summon Monster I 2nd: Scorching Ray, Cat's Grace, Glitterdust, Knock, Sonic Scream, Summon Monster II, Web InventoryCloak of Resistance +2 4,000 Gp Ring of Protection +1 2,000 Gp Handy Haversack 2,000 Gp Boots of the Elven Kind 2,500 Gp Eyes of the Eagle 2,500 gp Scroll lvl 1 25gp Scroll lvl 2 150 gp 13,175 Gp MW Thieves Tools 100 gp +1 Rapier 2,320 gp Darts x6 3gp Silk rope 50 Gp Grappling Hook 1gp Rations x10 Waterskin x2 Flint & Steel Spellbook Scroll case x3 Wrist Sheath 1gp Nyll gags at the odor and finds herself sickened by it, refusing to allow this to stop her, she moves westwards, circling in a loop to flank and attack the undead to the right of Rand. Left of 3b Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, , skill checks, and ability checks.
  8. Baran Baran keeps firing at the nearest enemy. HP 46/46 AC23 TAC16 FAC17 F+9 R+7 W+8 Init+8 Per+11 J1/2 Bane 7/8 Bow+10(+8/+8) 2d6+3 Spell+9 Ghost 5/5 hasted Actions rapid fire -2 hit . +2 hit judgement(Justice) +1 hit haste: Net +1 hit All attacks are cold iron & magical Stat Block Skills +13 stealth; +11perc, sense motive; +10 disable device; +9ride; +8survive, id monsters(except local), heal;+7climb, ling; +6swim, surv, sense motive +5 know arcana, dungeon,planes, religion, nature, id monsters local;+2 social skills did anyone of my round 2 attacks hit? I assume the 27 did.
  9. Tanith seems to shrug off the stench. She seems surprised about this. OOC: Waiting on those higher on initiative to act, but its clear the ghast stench did not affect her. Notes: Baran, George, Mizzi, Yuki and Tanith are hasted.. +30' move (limited to twice movement allowance, +1 dodge to AC, +1 to Reflex, +1 attack when making a full attack). Tanith is 5' south of Yuki and 10' East). HP 32/32 AC (22) Init 3 Fort 4 Ref 6 Will 8-11 Shift 9/10 Temporal Pool 7/8 Female Neutral Elf Wizard (Conjurer and Chronomancer) Level 6 Init 3 HP 32/32 Speed 30' AC 13/17/21 Touch 13 F-F 10 CMD 15 Fort 3 Ref 5 Will 7 (+1 vs demon effects) (+2 vs enchantment spells and effects) CMB +2 BAB 3 [Melee] Quarterstaff of Entwined Serpents +3 (1d6, 19-20/x2) [Ranged] Quarterstaff of Entwined Serpents 2 magic missiles Str 8 Dex 16 Con 12 Int 22 Wis 12 Cha 12 Shift 10/10 Swift Action Dimension Door 15' Temporal Pool 8/8 * Forewarned [1pt: Add 1d4 to Initiative][2pts: Immediate Add 1d4 to Save] * Rewind [Immediate after failed spell, 1/2 spell level - Keep spell] Wand of Shield [49/50] +4 to AC Wand of Hide from Undead [50/50] Mindless Undead get no save Wand of Sure Casting [50/50] reduce opponent's SR by 5 Cantrips Dancing Lights, Detect Fiendish Presence, Detect Magic, Message 1st Obscuring Mist, Mage Armor, Grease, Ray of Enfeeblement, Protection from Evil, Endure Elements, Feather Fall, Magic Missile 2/2, Ears of the City. 2nd Glitterdust, Web, Summon Swarm, Protection from Evil (communal), Blindness/Deafness, See Invisible. 3rd Halt Undead, Haste (used), Resist Energy (Communal), Sleet Storm Condition None HASTE ROUND 3 of 6
  10. Is Rand immune from Sickened because of his Divine HealthAt 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. ?
  11. All people within 20' of the ghast (1) I need a DC19 Fortitude save or be Sickened for 9 minutes. Sickened The character takes a –2 penalty on all attack rolls, weapon damage rolls, , skill checks, and ability checks. The green lines are the stench limits, George dropped the ghast on his turn so it will stop at that point, the save includes people from the round before round 2. ROUND 3 MAY BEGIN
  12. Initiatives Baran - 24 - 1 - 22 - (Emits Stench 20' DC19 Sickened 1d6 +4 minutes) Aiden - 21 - Tries to cast a spell but cannot due to the Silence effect 3b - 20 - Attacks Rand Yuki - 19 - Tries to use her hex and cast a spell, both fail due to silence Nyll - 17 - Moves to flank with George and delivers a devastating blow Tanith - 15 - Hits the ghast whiskey stealer 2 - 14 - Covers the whole of the battlefield in silence George - 12 - Drops the ghast Rand - 8 - See,s the ghast drop turns and attacks the spider climber that has attacked him 3a - 6 - Stares at Yuki who feels like she might become submissive to it (DC14 Will save)
  13. Well, Rand planned to go 10 ft (down diagonally then one right) but you can have that spot if you want. Rand will move below the 3b guy and will technically be in a more picture-perfect flank position with him, 1, and Mizzi being in a one diagonal chain. It's just 5' longer for rand so still in range, only he'd provoke AoO again from 3b but that's ok, he's supposed to take hits.
  14. I thought only bad guys wore black! I figured the white letters were primarily us, and the black letters were the bad guys. Well, I am not sure if anyone is within my range for a sneaky sneak. Sorry Mizzi! I didn't mean to stab you!
  15. What is the small black M just north of Tanith's position?
  16. Nyll HP: 39/39 Saves: Fort 5, Ref 12, Will 6 AC: 21, 17(touch), 16 (flat-footed) Initiative: 5 Speed: 30', Climb 10', Acrobatics +14, DD +16, Perception +20, Stealth +25 SpellbookSpells Per Day: 0-lvl: 5, 1st: 5, 2nd: 4 Prepared 0-Level: Create Water, Detect Magic, Disrupt Undead, Mage Hand, Prestidigitation 1st: Endure Elements, Identify, mage Armor, Protection from Evil, Summon Monster I 2nd: Scorching Ray, Summon Monster II, Web, Glitterdust Spellbook Spells 0-Level: Create Water (T-WM), Resistance, Acid Splash, Drench, Detect Fiendish Presence, Detect Magic, Detect Poison, Read Magic, Daze, Breeze, Dancing Lights, Flare, Light, Penumbra, Ray of Frost, Scoop, Spark, Ghost Sound, Haunted Fey Aspect, Vacuous Vessel, Bleed, Disrupt Undead, Touch of Fatigue, Chameleon Scales, Jolt, Mage Hand, Mending, Open/Close, Scrivener's Chant, Arcane Mark, Prestidigitation 1st: Alarm, Endure Elements, Protection from (chaos/evil/good/law), Mage Armor, Secluded Grimoire, Grease, Identify, Magic Missile, Shield, Summon Monster I 2nd: Scorching Ray, Cat's Grace, Glitterdust, Knock, Sonic Scream, Summon Monster II, Web InventoryCloak of Resistance +2 4,000 Gp Ring of Protection +1 2,000 Gp Handy Haversack 2,000 Gp Boots of the Elven Kind 2,500 Gp Eyes of the Eagle 2,500 gp Scroll lvl 1 25gp Scroll lvl 2 150 gp 13,175 Gp MW Thieves Tools 100 gp +1 Rapier 2,320 gp Darts x6 3gp Silk rope 50 Gp Grappling Hook 1gp Rations x10 Waterskin x2 Flint & Steel Spellbook Scroll case x3 Wrist Sheath 1gp Nyll slips up to move next to Tanith and uses the advantage of flanking the foe surrounded with a sneak attack, slipping the slender rapier into the man's side.
  17. Tanith, unable to tell exactly what is going on and what is needed, or which of the enemies is hurt most, murmurs.. "Eeny Meeny Miney, Mo.." and fires a couple of magic missiles from her staff at whichever enemy she believes is the most wounded. Notes: Baran, George, Mizzi, Yuki and Tanith are hasted.. +30' move (limited to twice movement allowance, +1 dodge to AC, +1 to Reflex, +1 attack when making a full attack). Tanith is 5' south of Yuki and 10' East). HP 32/32 AC (22) Init 3 Fort 3 Ref 6 Will 7-10 Shift 9/10 Temporal Pool 7/8 Female Neutral Elf Wizard (Conjurer and Chronomancer) Level 6 Init 3 HP 32/32 Speed 30' AC 13/17/21 Touch 13 F-F 10 CMD 15 Fort 3 Ref 5 Will 7 (+1 vs demon effects) (+2 vs enchantment spells and effects) CMB +2 BAB 3 [Melee] Quarterstaff of Entwined Serpents +3 (1d6, 19-20/x2) [Ranged] Quarterstaff of Entwined Serpents 2 magic missiles Str 8 Dex 16 Con 12 Int 22 Wis 12 Cha 12 Shift 10/10 Swift Action Dimension Door 15' Temporal Pool 8/8 * Forewarned [1pt: Add 1d4 to Initiative][2pts: Immediate Add 1d4 to Save] * Rewind [Immediate after failed spell, 1/2 spell level - Keep spell] Wand of Shield [50/50] +4 to AC Wand of Hide from Undead [50/50] Mindless Undead get no save Wand of Sure Casting [50/50] reduce opponent's SR by 5 Cantrips Dancing Lights, Detect Fiendish Presence, Detect Magic, Message 1st Obscuring Mist, Mage Armor, Grease, Ray of Enfeeblement, Protection from Evil, Endure Elements, Feather Fall, Magic Missile 2/2, Ears of the City. 2nd Glitterdust, Web, Summon Swarm, Protection from Evil (communal), Blindness/Deafness, See Invisible. 3rd Halt Undead, Haste (used), Resist Energy (Communal), Sleet Storm Condition None HASTE ROUND 2 of 6
  18. Glitterdust is aimed for either the caster enemy that got hexed in the previous round or the largest clump of enemies in a 10' radius.
  19. Sorry if I am holding things up.. Are we doing stuff in posting order.. where might the the glitterdust spell be? Anyone in particular needing help?
  20. %5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2896187%5D%5BB%5D%5BSIZE%3D%2B1%5DGeorge%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AMale%20LG%20Human%20Brawler(Hinyasi%2FSteel-Breaker)%2C%20%5BB%5DLevel%5B%2FB%5D%206%2C%20%5BB%5DInit%5B%2FB%5D%203%2C%20%5BB%5DHP%5B%2FB%5D%2058%2F58%2C%20%5BB%5DSpeed%5B%2FB%5D%20%20%0A%5BB%5DAC%5B%2FB%5D%2021%2C%20%5BB%5DTouch%5B%2FB%5D%2015%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2017%2C%20%5BB%5DCMD%5B%2Fb%5D%2024%2C%20%5BB%5DFort%5B%2FB%5D%209%2C%20%5BB%5DRef%5B%2FB%5D%208%2C%20%5BB%5DWill%5B%2FB%5D%207%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B11%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%206%20%20%20%0A%5BB%5D%20%20Too%20Rusty%20(Pitchfork)%20(5s%3F)%20%5B%2FB%5D%2015%20(1d8%2B6%2C%20%20)%0A%5BB%5D%20%20Safety%20in%20Reach%20(10'%20pole)%20(5s)%20%5B%2FB%5D%2015%20(1d8%2B6%2C%20%20)%0A%5BB%5D%20%20Leather%20Lamellar%20Armor%20%2B1%20(1060)%5B%2FB%5D%20(%2B5%20Armor%2C%20%2B2%20Dex%2C%20%2B1%20Natural%2C%20%2B1%20Deflect)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2016%2C%20Dex%2014%2C%20Con%2016%2C%20Int%2010%2C%20Wis%2014%2C%20Cha%208%0A%5BB%5DCondition%5B%2FB%5D%20Haste%3A%20%2B1%20ac%2C%20reflex%20saves%20and%20attack%2C%20%2B30'%20movement%20speed.%20 Male LG Human Brawler(Hinyasi/Steel-Breaker), Level 6, Init 3, HP 58/58, Speed AC 21, Touch 15, Flat-footed 17, CMD 24, Fort 9, Ref 8, Will 7, CMB +11, Base Attack Bonus 6 Too Rusty (Pitchfork) (5s?) 15 (1d8+6, ) Safety in Reach (10' pole) (5s) 15 (1d8+6, ) Leather Lamellar Armor +1 (1060) (+5 Armor, +2 Dex, +1 Natural, +1 Deflect) Abilities Str 16, Dex 14, Con 16, Int 10, Wis 14, Cha 8 Condition Haste: +1 ac, reflex saves and attack, +30' movement speed. Seeing the enemy engaging Yuki George will 5'step to put them and his current enemy in reach. Starting with the suave speaker he'll unleash a pitched fury of forking attacks, 2 for each target in range. Actions taken Swift action: use martial flexibility to pick up feat. Full-round action: 5' step and use brawlers flurry to get three attacks +1 from haste. Rule variationsNot sure about how to handle my accuracy. Brawlers flurry gives me two-weapon fighting with any weapon I wield as long as it's part of close weapon group (improvised are in that due to hinyasi class features) but nothing changes rules on light weapon in off hand. Monk flurry would be at -2/-2 but Rules as Written I think I have to deal with -4/-4, I'll roll with the worst option and let you make a ruling here. First attack on 1 Second attack 1 First attack 3a Second attack 3a
  21. I was adjusting the template to reflect protection from the evil spell since Aiden goes before Rand (hell everyone except 1 enemy goes before Rand) and was kinda stunned at how much I forgot about this spell since I don't use it that much. I remembered only AC and save boost, but it really can screw with necros. The first effect is the usual bonus on AC and Saves but since it's deflection AC bonus works on Touch AC too. The second is some more protection against possession, charm etc, but next one is where it really breaks the cart. The third (and I'm just gonna paste it so I don't mangle it): the spell prevents bodily contact by evil-summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature. So if poor Necro has just unarmed zombies and skellies he's really SoL on this one
  22. Sorry, I forgot your map with positions as the start of round 2.
  23. HP:51/51. Aidan didn't move and instead moved to cast a ward of protection on Rand, she didn't want to burn through her spells to quickly but also didn't want to charging in yet, she knew she was sturdy but also knew she was more of a supporting power. *Casts protection from evil on Rand.
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