The Forgotten God (private) (Inactive)

Game Master Whack-a-Rogue

Rhoswen's Palace


951 to 1,000 of 2,973 << first < prev | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | next > last >>

I just happen to love Dark Folk. :-) And it's only natural for a soul shard to be hidden down there, right? XD Although I have no plans for you to make an extended journey into the depths for a while, so no need to worry. :-)

Kaer Maga is an incredibly-ancient city that has existed since even before the fall of the Starstone. It's currently one of the biggest trade hubs in the Inner Sea region and is a rather anarchic place. There's no central government, and the runnings of the city are managed by various gangs, groups, and guilds. Surprisingly, this chaotic structure seems to work for everyone, and the city has developed a reputation of being a true "melting pot" where everyone is welcome - as long as you don't try to impose your own order. (Iris has likely at least heard of the city, as it's one of the oldest in Golarion, so feel free to skim the Wiki entry for more info)

Located atop the Storval Rise in Varisia, Kaer Maga is approximately 600 miles away from you.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

It was probably for the best that Iris was no goddess of law, or she might actively want to impose order on the place. Still, if mortals had decided on that kind of rulership and it was working out for them... she had no particular reason to try and change it. Not unless things turned bad and they asked for her help. With a nod, she shut the book and considered for a moment.

Know Religion (What price would she have instructed her own followers to charge for exorcisms like getting rid of those wraiths?): 1d20 + 9 ⇒ (16) + 9 = 25


An single exorcism would generally cost approximately 60gp per spirit. Of course, a particularly-dangerous specimen like that multi-eyed wraith leader would involve a much greater risk. Something similar in scale to what happened at Hergstag would probably cost around 750gp.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

With a nod, the goddess carefully reshelved everything she'd taken out, then set out for the courthouse. There should still be plenty of time left to file her claim for the day, and she looked around for an appropriate part of the building once she'd returned.


It doesn't take long for you to locate an available clerk. "What can I do for you, today, ma'am?"


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

"Just submitting a bill for services rendered to the court. Would you mind getting the paperwork for me?" she inquired, waiting until that was provided and then precisely noting down what she was charged and why.

Legal Representation (Assisting the Defense): 3 days @ 3 GP/day = 9 GP
Exorcism of Hergstag and Recovery of Bodies for Proper Burial: 750 GP. Details of this presented to the Court as part of the trial.
Misc. Fees and Expenses, inc. Protection of Courthouse: 41 GP.
Total: 800 GP.

"I plan to leave town tomorrow morning - that should be enough time to verify my claims. Will there be any problems with that?" she asked as she finished, signing her name (in Celestial) with her usual flourish. One of these days, she'd have to do some actual calligraphic training...


"Everything seems to be in order. Please give me about an hour to verify this, and then I'll see about getting your money to you."


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

"That will be fine." Iris said, taking a seat nearby and settling down to wait. As she did so, she carefully focused her thoughts, simply listening to the area around her for news of interest as she passed the time and waited for the governmental system to go about its work.


Useful Info?: 2d6 + 2 ⇒ (6, 3) + 2 = 11

It seems the invisible ... thing ... has destroyed another residence elsewhere in the city. The authorities are still trying to track it down, but it seems to be making use of the maze of sewers underneath the city.

"Here you go." The clerk returns with your requested payment. "Can I help you with anything else?"


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris now has ~6315 GP.

"No, that will be all." Iris answered mildly, taking the coins and storing them securely within her bag. She didn't actually regret leaving the mortals to deal with the creature. Frankly, unless you did EVERYTHING for them, there would always be another problem - and she'd interfered enough as it was. Some people might have thought it was cruel, but there were times when you simply had to kick them in the seat of their pants and get them to take care of things on their own. Maybe they would succeed, maybe they wouldn't - but taking responsibility for the outcome of their choices was what free will was all about.

With that, she set off, intending to go find somewhere she could perform for the night. A little calming music would be just the thing to try and settle everyone down after the trial... but she needed to find a good venue first.

Overall plan... do a Performance, then go to sleep, then head out in the morning. ^^


There's always the theatre. :-) Let's go ahead and assume that it's a success as usual. Iris is quite good at it, after all. XD

That night, your dreams have a recurring theme - a single, impossibly-tall tower stretching far into the night sky....


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris sighed heavily as she woke. Pharasma's tower, perhaps? It was certainly the most well-known location that had such an icon, and she headed outside to meditate in the dawn light and select her spells before setting off. It was likely to be quite a trip overland, but that was something she could handle. Going to new places was a specialty of hers - she was a Goddess of Travel, and was more than a little interested in seeing what the world had to offer.


Will you traveling alone, or will you be looking for some company on the road? Also, what do you plan to do regarding supplies? Six hundred miles is a long way - even for one as speedy as you. :-)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

She'll be foraging for food along the way - she literally can't roll low enough to fail to feed herself. XD Iris might spend the night with groups if she comes across them and feels they're trustworthy - she does like performing - but will generally be traveling solo in order to make good time.


Once you've finished meditating, you set off toward Kaer Maga. It promises to be quite a long journey, but you've never particularly minded traveling. While you're interrupted on occasion by wild animals (and a bandit gang that quickly learned they'd bit off more than they can chew), it's a rather pleasant walk for the most part. After several days, you come across a small village. It only has a few buildings, but there is an inn.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Sadly, one thing Iris didn't actually have was a map - and she shrugged as she headed for the Inn, looking to get a few refreshments, the local news, and perhaps some advice on the quickest way to reach her destination.


The few patrons at the bar look up in surprise as you enter but soon go about their business. While it's evident that visitors to this town are rare, it's not entirely unheard-of. If you're so inclined, you can get a hot meal and a warm bed for only a few silver.

In terms of local news, people are mainly talking about the capture of the Beast of Lepidstadt. "I heard there's going to be a trial! I wonder what will happen?" News travels slowly once you're outside the major cities, apparently.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

"The trial is over." Iris said, smiling faintly as she addressed the speaker. "Most of it was a setup by a chymist named Vorkstag - the rest was a misunderstanding. Given the... ah... sensationalism of the trial, I expect you'll hear more details soon enough."

Diplomacy (Convince them she's telling the truth): 1d20 + 13 ⇒ (9) + 13 = 22

She doesn't plan to stay the night here - she rather enjoys being outside, actually. XD


"That's very interesting. I reckon you're from the big city, then? What brings you all the way out here?"

Cheaper that way, too. XD Although I'd be remiss if I didn't offer you the opportunity to rest in an inn at least once during your journey.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Indeed - and she's saving up for some important things. XD

"Size is relative - I'm traveling on personal business, and this just happened to be the best route I could find." she explained cheerfully - though she was missing the days where she could simply be anywhere she felt like. "It was quite a spectacle, though - more than a bit of the town showed up to watch, and it just goes to show that it's important for good people to look at all the facts before making a decision about someone's guilt."


"Very true, miss. There's a lot of bigotry in the world, nowadays." Your conversation is interrupted by a hysterical-looking man who barges through the front door of the inn. "They're coming! The dead are walking! Ready yourselves!"

There's dead silence for a moment ... Then the other men burst into laughter.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris looked at the man for a moment - then hit the ground with the bottom of her staff, summoning up a Zone of Truth. "What's going on here, man? Speak!" she said firmly, hoping that the enchantment would ensure the accuracy of his words. And if the dead were rising here... well, she'd just have to put them back to rest.

Should be Will DC 22 right now.


"I was walking past the graveyard, and the dead just started rising! They'll be here soon! Everyone needs to get ready!" The man's obviously frantic but shows no sign of deceit. The other patrons continue to laugh. "Don't mind him, ma'am. He's just a drunken old fool who's always jumping at shadows. Probably saw a deer or something."


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris glanced over her shoulder. "And I just cast a spell to test him for truth." she said, looking the speaking patron right in the eye. "If my magic failed, you'll have a funny story about a pretty girl who believed the local madman when he said things went wrong. If it didn't, you may actually be in danger. There's no harm in being prepared - and it would make for a good memory, don't you think?"

Diplomacy (Get the locals to fort up): 1d20 + 13 ⇒ (5) + 13 = 18

With that, she strode to the door and looked outside, staff in hand.


The man stares speechlessly at you, unsure of what just happened. When you look out the front door, you see many shambling figures approaching. They're approximately 200ft away. You recognize them as members of the unliving.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Know Religion (Identify Undead): 1d20 + 9 ⇒ (10) + 9 = 19
Also, can she tell exactly how many there are?

Iris glanced back into the tavern. "He wasn't lying. Prepare for combat. Now!" she commanded, whipping her staff up and pointing at the front of the room. Light erupted out of it and latched onto the frame, Consecrating the area to make it much less pleasant for undead to be in. Also? It would stop them from getting back up for the next six hours, which ought to be more than long enough to resolve this.

Using her Bonded Holy Symbol to Consecrate the area.

Daily Abilities:

Agile Feet: 9/9
Arcane Pool +1: 6/6
Bonded Holy Symbol: 0/1
Channel Positive Energy: 8/8
Divine Vessel: 9/9
Legendary Power: 2/2
Mythic Power: 7/7
Sword of Station: 3/3


You see a mix of zombies, ghouls, and skeletons. Unfortunately, there are a LOT of them. It looks as though everyone who's ever died in this area has risen. They're moving at various speeds, though, so if you're quick to dispatch the first to arrive, you should have a few moments to prepare for the next wave ... and the following wave ... and the following wave ...

It's a good thing that this village is small. It limits the number of entrances.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

*Fondly imagines raining down a few holy smites* XD Sadly, her true combat style is still two levels away. Oh well!

"Move - now!" she called out. "Rearrange the chairs and furniture - everything you can to fortify the area and corral them into a line!" She raised her voice a moment later. "UNDEAD IN THE VILLAGE! GET TO THE INN IF YOU CAN - BARRICADE ENTRANCES AND ARM YOURSELVES IF YOU CAN'T!" She darted back inside the in and started grabbing furniture to move.

Basically, she's trying to create a situation where the undead are forced to approach her one at a time, rather than en masse.


You have 2.5 rounds to prepare. First wave is a half-dozen Fast Zombies.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris quickly focused, drawing on her inner powers and conjuring up some protections to help her endure the assault that was about to happen. The most immediately useful was a shield spell to keep their touch at bay, but that was immediately followed by a spray of slippery liquid to knock them off their feet... and a blast of positive energy made much more difficult to resist by the holy aura infusing the area. "If there are any fighters among you, please get ready!" she called during a momentary pause in her chanting.

Round 1: Cast Protection from Evil.
Round 2: Cast Grease under where the zombies have to tread.
Round 2.5: Ready Action: Channel Positive Energy (Harm) when she can hit as many of them as possible for Positive Energy Damage, Will DC 19 Halves: 1d6 ⇒ 3

AC: 26/T: 19/FF: 21. Fort: +12, Ref: +12, Will: +15. PFE: 28/30.
Consecrate: +3 to DC of Channeled Energy. Undead receive a -1 penalty on attack rolls, damage rolls, and saves, and cannot be created within the Consecrated area.

Daily Abilities:

Agile Feet: 9/9
Arcane Pool +1: 6/6
Bonded Holy Symbol: 0/1
Channel Positive Energy: 7/8
Divine Vessel: 9/9
Legendary Power: 2/2
Mythic Power: 7/7
Sword of Station: 3/3


GM Rolls:
Villager: 5d20 ⇒ (18, 12, 5, 5, 15) = 55
Damage: 3d6 + 9 ⇒ (3, 1, 6) + 9 = 19
Zombie Will: 6d20 ⇒ (8, 6, 5, 13, 15, 14) = 61
Slams: 4d20 ⇒ (18, 16, 9, 18) = 61
Zombie Reflex: 6d20 ⇒ (6, 9, 3, 6, 14, 14) = 52
AoO: 5d20 ⇒ (10, 20, 5, 18, 12) = 65 Confirm: 1d20 ⇒ 13
Damage: 5d6 + 18 ⇒ (1, 3, 3, 4, 1) + 18 = 30

Your preparation proves brutally effective as the first wave of zombies trips over their own feet and are immediately set upon by axe-wielding villagers. There are five of them with you - all burly lumberjacks. Between their axes and your channeled energy, five of the zombies are speedily dispatched. (the last zombie provokes an AoO from standing. unless you deal 9pts damage, it'll take out a villager)

From your position, you see more villagers rushing to defend their homes. The inn isn't the only place being assaulted, after all.

This encounter isn't so much about killing undead (Iris can do that easily). It's more about keeping the rest of the villagers alive. Map's under the profile. You're at area F2.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Two-Handed Attack of Opportunity: 1d20 + 8 ⇒ (2) + 8 = 10 for Damage: 1d6 + 10 ⇒ (5) + 10 = 15 Which should hit, I think - if it's prone, it has that -4 penalty versus melee blows, and doesn't lose it until successfully standing.

As that zombie fell, Iris darted outwards, calling out encouragement and instructions - and trying to get people to gather into reasonably secure groups, with the warrior types defending narrow passageways while she looked to break apart the strongest-looking groups of enemies. She wasn't necessarily trying to eliminate them outright, just make them weak enough for others to easily handle... with an emphasis on protecting children.


That's correct. You got it. :-)

There are a total of 20 able-bodied villagers who can swing an axe or club. There are also approximately double that number women and children. From what you can see, the undead are approaching from the two southernmost paths as well as the trails on either side of the inn (F2 on the map). With the exception of an elderly priest of Erastil, nobody else seems to have any spellcasting capabilities. In these first few moments, you've shown yourself to be quick-thinking and experienced at combating the undead. The people look to you for instruction.

Two rounds before multiple packs of Ghouls arrive. grease + consecrate are centered on the trail at the 7 o'clock position.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

"Women and children - run for the Inn and get inside!" Iris called, a sharp and decisive tone in her words. "Blunt weapons are better than knives here! The energies I called there won't stop undead, but they will weaken them and make them easier to take down! Fighters - grab shields if you can, fight smart if you can't! Your goal is to protect your families, then yourselves, as we get everyone inside! If you get hurt, fall back for treatment by your priest - he can help many people at once!" Protecting people was easily the most important thing to do, and not just because every warrior who fell would make it that much harder to survive this assault.

With the orders given out, Iris quickly began moving, directing the villagers into defensive positions and keeping their strength concentrated as they moved towards the Inn (and skirted the Grease). Above all, it was important to be able to carefully fall back and reach a defensive structure - zombies who had to come through a doorway one at a time were FAR easier to defeat than those who surrounded you in open combat.


Are you wanting everyone to barricade themselves in the inn, or are you having the warrior-types forming a defensive perimeter around the inn? Also, where are you positioning yourself?


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Ideally, they'll be able to make their way inside the Inn, killing the zombies as they come inside. Iris herself will be at the forefront, trying to both attract the attention of the undead and provide guidance to the others. Of course, that's assuming she can get the enemy to come to her - she sees no reason to fight on their terms if a better option is available.


2d6 ⇒ (5, 6) = 11

Four ghouls go down under multiple axe swings. A couple villagers sustain nasty scratches but are able to fight off paralysis. The Erastil priest quickly moved to offer his healing hand to the wounded. The noncombatants are still streaming into the inn as a wave of skeletons closes in. Several of them seem to possess a form of intelligence. Meanwhile, a pair of ghouls are coming your way.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

"Well? Who wishes to go back to their rest first?" Iris inquired, continuing to try and occupy their attention. She, too, had no intention of staying out in the open longer than necessary - but protecting the civilians was her first priority here, and she stepped forward before whipping her sword at the head of one of the ghouls - and charging it with magical energies as she attacked. Sadly, her staff's Hex of Chaos was of no use on the undead, so she couldn't fight that way... but she could continue to combat them within the sacred field she'd created. That, coupled with her own resilience, would hopefully be enough to keep things under control. Only when the civilians were all inside could she fall back to a defensive position.

Swift: Use Arcane Pool to enhance staff.
Two-Handed Melee vs Closest Ghoul: 1d20 + 9 ⇒ (13) + 9 = 22 for Damage: 1d6 + 11 ⇒ (3) + 11 = 14

AC: 26/T: 19/FF: 21. Fort: +12, Ref: +12, Will: +15. PFE: 25/30. Staff Enhanced: 10/10.
Consecrate: +3 to DC of Channeled Energy. Undead receive a -1 penalty on attack rolls, damage rolls, and saves, and cannot be created within the Consecrated area.

Daily Abilities:

Agile Feet: 9/9
Arcane Pool +1: 5/6
Bonded Holy Symbol: 0/1
Channel Positive Energy: 7/8
Divine Vessel: 9/9
Legendary Power: 2/2
Mythic Power: 7/7
Sword of Station: 3/3


GM Rolls:
2d6 ⇒ (1, 4) = 5
Ghoul: 3d20 ⇒ (5, 2, 3) = 10

You crush the skull of the first ghoul to approach you and dodge the teeth and claws of the second. Unfortunately, the villagers have run into difficulties. The skeletons attacking the inn are proving to be much stronger than the other undead, have bypassed the grease spell, and are in the process of breaking through the windows. They're acting quite intelligently.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Acrobatics (Avoid AoO): 1d20 + 13 ⇒ (13) + 13 = 26

Iris darted away from the other ghoul - it was weak enough that the villagers ought to be able to take care of it - and shot towards the smarter undead. As she did so, she thrust out with her staff, aiming to keep it away. "Shore up any weak points with furniture!" she called out as she swung, hoping the villagers would be smart enough to make trying to break into the building a non-viable option.

Two-Handed Melee: 1d20 + 9 ⇒ (11) + 9 = 20 for Damage: 1d6 + 11 ⇒ (3) + 11 = 14

AC: 26/T: 19/FF: 21. Fort: +12, Ref: +12, Will: +15. PFE: 24/30. Staff Enhanced: 9/10.
Consecrate: +3 to DC of Channeled Energy. Undead receive a -1 penalty on attack rolls, damage rolls, and saves, and cannot be created within the Consecrated area.


GM Rolls:
2d6 ⇒ (2, 1) = 3
Attacks: 2d20 + 6 + 6 ⇒ (2, 18) + 6 + 6 = 32

The closer skeleton deflects your blow, and you're barely able to avoid its riposte. The other skeleton continues to batter at the door and is close to breaking through. At the same time, the ghoul you evaded moves to flank you. Even worse, another wave of undead is on the way, and several of the villagers are beginning to panic.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

"If you'd like to blast them away, now's a good time!" Iris called to the priest, whose channeled energy was quite possibly stronger than her own at the moment. She jabbed backwards with her staff a moment later, fully intending to impale the ghoul and remove its existence as a threat.

Two-Handed Attack: 1d20 + 9 ⇒ (8) + 9 = 17 for Damage: 1d6 + 11 ⇒ (5) + 11 = 16

"Warriors, defend the inside of the building as well - fight on your terms!"

AC: 26/T: 19/FF: 21. Fort: +12, Ref: +12, Will: +15. PFE: 23/30. Staff Enhanced: 8/10.
Consecrate: +3 to DC of Channeled Energy. Undead receive a -1 penalty on attack rolls, damage rolls, and saves, and cannot be created within the Consecrated area.


GM Rolls:
2d6 ⇒ (6, 2) = 8
Attack: 1d20 + 7 - 1 ⇒ (15) + 7 - 1 = 21

You impale the ghoul through the chest, destroying its heart. The skeleton continues to press the assault, although you're able to deflect its blows for now. Likewise, the villagers inside the inn are managing to hold off the other skeleton. The priest unleashes a wave of positive energy, but it's mostly repulsed by the skeletons. You see one final wave of undead coming your way (several zombies, ghouls, and a ghast), but that seems to be the last of them for now.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

"I am quite tired of this." Iris snapped, focusing on her arcane energies and channeling a surge of electricity through her hand as she took a half-step forward and punched out at the skeleton, intending to drop it with magic since she seemed to be having a hard time hitting it normally.

Defensive Casting (DC 17): 1d20 + 10 ⇒ (8) + 10 = 18
Melee Touch Attack: 1d20 + 7 ⇒ (6) + 7 = 13 for Elec Damage: 3d6 ⇒ (5, 2, 5) = 12 If that's not accurate enough, she'll use her Staff for a Legendary Surge.

"Fighters, the last of them are coming! Rotate the fresher warriors forward and heal the wounded!" she commanded.

AC: 26/T: 19/FF: 21. Fort: +12, Ref: +12, Will: +15. PFE: 22/30. Staff Enhanced: 7/10.
Consecrate: +3 to DC of Channeled Energy. Undead receive a -1 penalty on attack rolls, damage rolls, and saves, and cannot be created within the Consecrated area.


GM Rolls:
2d6 ⇒ (5, 6) = 11
Attack: 1d20 + 7 - 1 ⇒ (3) + 7 - 1 = 9

You barely manage to connect with the skeleton, and electricity arcs across its body. It remains upright, however, and continues its attack. Fortunately, the villagers have managed to beat back its partner, although they have yet to damage it. The final wave of undead is getting closer....

Skeleton 1: 12pts damage


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris exhaled sharply and focused her thoughts - then grabbed her weapon with both hands and swept one end of the staff around in a broad horizontal swing, aiming to crash straight through the skeleton's torso and break it apart in one blast.

Two-Handed Melee: 1d20 + 9 ⇒ (20) + 9 = 29 for Damage: 1d6 + 11 ⇒ (2) + 11 = 13
Crit Confirm: 1d20 + 9 ⇒ (16) + 9 = 25 for Damage: 1d6 + 11 ⇒ (6) + 11 = 17

"Focus on helping your best warrior land his blow!" the goddess instructed. "Priest! Get ready to channel energy through that last wave - try to thin their numbers as quickly as possible!" If they could quickly eliminate the weaklings, she ought to be able to crush the last of them.

AC: 26/T: 19/FF: 21. Fort: +12, Ref: +12, Will: +15. PFE: 21/30. Staff Enhanced: 6/10.
Consecrate: +3 to DC of Channeled Energy. Undead receive a -1 penalty on attack rolls, damage rolls, and saves, and cannot be created within the Consecrated area.


GM Rolls:
2d6 ⇒ (6, 5) = 11

Your blow shatters the skeleton into a multitude of bone fragments as the Erastilian unleashes waves of positive energy against its partner. Between that and the blows of the villagers, the other skeleton falls.

Iris Fort (DC 15): 1d20 + 10 ⇒ (6) + 10 = 16

The sickening stench of death fills your nostrils as the final wave approaches, but you're able to keep the bile down. Seeing your prowess, the ghast and both ghouls attempt to surround you as the zombies head toward the weakened wall of the inn.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

"Hit them hard!" Iris called out. Another blast or two of positive channeled energy ought to at least weaken the zombies - and make them easy for the best warriors to finish off. She, in the meantime, had three other problems to deal with... and darted forward towards one of the ghouls, bringing her beloved staff around and thrusting it towards the center of its body. "This world does not need walking dead!" she declared, turning her attention to the other two undead.

Two-Handed Melee: 1d20 + 9 ⇒ (19) + 9 = 28 for Damage: 1d6 + 11 ⇒ (4) + 11 = 15

AC: 26/T: 19/FF: 21. Fort: +12, Ref: +12, Will: +15. PFE: 20/30. Staff Enhanced: 5/10.
Consecrate: +3 to DC of Channeled Energy. Undead receive a -1 penalty on attack rolls, damage rolls, and saves, and cannot be created within the Consecrated area.


GM Rolls:
2d6 ⇒ (1, 4) = 5
Ghoul: 3d20 ⇒ (11, 12, 17) = 40
Ghast: 3d20 ⇒ (15, 12, 7) = 34

You put another one of the undead to rest, but the zombies are beginning to overwhelm the villagers. It seems the priest's power is spent, and the undead are dangerously close to breaking through the defenses.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Sigh.

Mortals. Sadly, she still lacked her true powers - especially her Searing Light, which would make short work of most undead even in her current state. That didn't mean she was totally out of options, though, and she focused energy into her staff before striking the ground with it.

Defensive Casting, DC 19: 1d20 + 11 ⇒ (14) + 11 = 25

As she did so, a cacophonous burst of sound erupted out of the air next to where the zombies were, working to shatter their bodies in a single blast. It wasn't as nice as a Celestial Fanfare would have been... but she didn't have the energy for that right now. At the very least, this ought to help the mortals get their feet beneath them, especially since she'd been careful to avoid putting them within range of the spell.

Expending 1 use of Mythic Power to cast Bonesmasher at CL 5 on the group of zombies. Given their non-living status, they seem closer to skeletons and liches for the purposes of this power - mostly bone that just happens to have some meat hanging off of it.

Sonic Damage (Reflex DC 18 halves): 5d6 ⇒ (4, 4, 6, 5, 4) = 23

AC: 26/T: 19/FF: 21. Fort: +12, Ref: +12, Will: +15. PFE: 19/30. Staff Enhanced: 4/10.
Consecrate: +3 to DC of Channeled Energy. Undead receive a -1 penalty on attack rolls, damage rolls, and saves, and cannot be created within the Consecrated area.

Daily Abilities:

Agile Feet: 9/9
Arcane Pool +1: 5/6
Bonded Holy Symbol: 0/1
Channel Positive Energy: 7/8
Divine Vessel: 9/9
Legendary Power: 2/2
Mythic Power: 6/7
Sword of Station: 3/3

Bonesmasher (Sourcebook: Deep Magic):
BONESMASHER
School evocation (necrophagy) [sonic]; Level cleric/
oracle 2
Casting Time 1 standard action
Components V, S
Range short (25 ft. + 5 ft./2 levels)
Area 10-ft. radius burst
Duration instantaneous
Saving Throw see text; SR yes
This spell creates a jarring resonance in the bones of any
creature in the area. Against skeletons, liches, or other
creatures made up primarily of bone, this spell deals 1d6
hp sonic damage per caster level, maximum 5d6. Such
creatures can attempt a Reflex saving throw to halve the
damage. Against living creatures with a skeletal structure,
this spell leaves them staggered for one round. Living
creatures affected by this spell can attempt a Fortitude
saving throw to negate the effect.

951 to 1,000 of 2,973 << first < prev | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Forgotten God (private) All Messageboards

Want to post a reply? Sign in.