Astrianna Sparacello |
The -4 part to flying creatures is only if the gravity elemental uses its HOLD ability. .
HOLD: As a full-round action a gravity elemental can cause all corporeal creatures in its area of effect to become too heavy to move. Creatures in the gravity elemental’s gravity field must succeed on a Fortitude save or gain the held condition until the gravity elemental releases them or they break free. A flying creature has a –4 penalty applied to the save; failure means it is unable to remain airborne and must land. The check DC is Strength-based. The gravity elemental can maintain this ability each round as a full-round action. The area of effect and save DC depend on the size of the elemental. If the gravity elemental maintains this ability, on successive rounds a held creature can break free by succeeding on a Strength check with a DC equal to the initial Fortitude save. Any land-bound creature two size categories smaller less than the elemental has its speed automatically reduced by half, even if the Strength check is successful. This ability only works on creatures with weight and mass; incorporeal and gaseous creatures are immune to this power.
Round 8
Inspire Courage Active: +2 attack/damage/save vs fear and charm
Astrianna screeches as the monstrous birds begin to attack, and she swats at them her her bow. "Cockatrices?! DISSGUSTING! Ugh! Don't let the beggers peck on you, you'll turn to stone if they gang up on you! Sweet Shelyn's bathwater they smell worse than Torgue."
The bard is about to fire off an arrow at one of the flying birds when Chell summons her gravity elemental. Her emerald eyes go wide, and she momentarily stares in disbelief.
"What..? Did you just summon...? What is that thing going to do to the ship?" She asks before knocking an arrow and firing it at one of the cockatrices above Embri's head.
Free action: Maintain Inspire Courage (9/16)
Standard Action:Attack Cockatrice G12
Longbow, inspired, point-blank!: 1d20 + 6 + 2 + 1 ⇒ (9) + 6 + 2 + 1 = 18
damage inspired, point-blank!: 1d8 + 1 + 2 + 1 ⇒ (7) + 1 + 2 + 1 = 11
Chell Silves |
Round 8
3pp? Shit. Didn't see that. I'm sorry. I assumed it was alright since you didn't comment on it when I posted about it in Discussion. Then again I did post just this morning. For the record then can I use the Positive Energy Elemental?
When I posted I didn't see the birds. Since these birds are small size they must be in the square above their targets so I will put the elemental at G11, 10ft above Astrianna. It has perfect flight so it can hover without making a fly check. That should get all three of the cockatrice in the Gravity Field (5ft aura) and not effect us. Depending on the height and position of the baddies on the galley it might affect a few of them too.
I am using the hold function of Gravity Field which says "Hold: As a full-round action a gravity elemental can cause all corporeal creatures in its area of effect to become too heavy to move. Creatures in the gravity elemental’s gravity field must succeed on a Fortitude save or gain the held (=helpless) condition until the gravity elemental releases them or they break free. A flying creature has a –4 penalty applied to the save; failure means it is unable to remain airborne and must land."
I did read it wrong. Its a fort save to resist being held and a strength check to break free if held. -4 to the fort save. If they fail, they fall and become helpless though they will be out of the aura then.
Also Round 1/5 for Summon
Sorrin the Wayward |
Astrianna, are you opening to an AoO, bird is above Embrianna, but still threatening you.I think.
Sorrin drops the grappling hook, and drawing a scimitar... attacks the fell beast.
A little help!
atk, scimitar, inspired: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
dmg, scimitar, inspired: 1d6 + 6 + 2 ⇒ (2) + 6 + 2 = 10
crit, scimitar, inspired: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
dmg, scimitar, inspired: 1d6 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Astrianna Sparacello |
Maybe? I'm not sure honestly, I thought they were 5ft above but he does say eye/ear level. I'll let Baldwin decide and take the AoO if there is one.
Sorrin the Wayward |
I'm saying, draw and swing... So you you don't draw an AoO, especially from these nasties. Looking out for you, dear.
Imagine we each take up a 5ft square (2d) and 5ft cube (3d), they occupy the next cube above us. 5ft higher than we are.
Chell Silves |
"What..? Did you just summon...? What is that thing going to do to the ship?" She asks before knocking an arrow and firing it at one of the cockatrices above Embri's head.
"As long as any object has more mass outside the...nevermind. It's good against fliers and missles. Master Robillard told me about it. It won't hurt the ship."
baldwin the merciful |
Updated map with template Grav field
*It gets two for the three cockatrices.
I really wasn't paying attention to the request this morning. I'll have to look at the other 3PP item you want to use chell at another time. I doubt that I'll want to start going that route, then someone else wants an exception.
save: 1d20 - 2 - 4 ⇒ (3) - 2 - 4 = -3
save: 1d20 - 2 - 4 ⇒ (6) - 2 - 4 = 0
the strength save threw as opposed to a fort save. the small creature has a 6 ability score so that a -2 str, then -4 penalty for the element type.
Both the birds try to land in the nearest free hex (two creatures can occupy the same hex)and this draws an AOO from Torgue, Jenkie, Sorrin and the Capt. Neither the capt or Jenkie have weapons in hand so they will not take the AOO.
baldwin the merciful |
AOO on Astri for shooting within a threatened hex.
bite: 1d20 + 9 ⇒ (14) + 9 = 23;dam: 1d4 - 2 ⇒ (3) - 2 = 1
Plus make a DC 12 fort save failure means
dex damge: 1d4 ⇒ 3
as you skin starts to petrify.
Astri releases the arrow and strike the small bird.
Sorrin injures one of the birds 23 HP
RD 8 update
Astri - hit for 11 HP
Bri -
Torgue - drops his bow
Archers - dead
Sorrin - 23 HP on one bird
Chell - elemental appears and attacks. Chell casts wind wall.
Capt/jenkie -
Smugglers/chimera -
Cireladwen - hits the man in the crows nest for 12 HP he is down.
galley crew -
land crew -
Astrianna Sparacello |
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Fortitude save: 1d20 + 1 ⇒ (6) + 1 = 7
'Tis what I get for not checking the threatened squares. Edit: By the way Sorrin, I understood why it was threatened after you pointed it out the first time, I just wasn't going to retconn my action. Baldwin gets out the beatin' stick when you retcon...
Astrianna gets pecked by one of the damnable creatures as she skewers it with an arrow, the bard hissing as part of her arm turns to stone. "Damn! Kill those blighters! Chell, I'll need a restoration prayer when you get the time..."
Chell Silves |
Move to get potion (cure moderate 2d8+7) and hand it to Jenkie.
"Next time can we scout the cove?" she says fumbling for the scroll she made yesterday.
baldwin the merciful |
RD 9: Galley Crew
The three non-slumbering men on the deck join continue to fire down on the boarding crew: (they are unaware of the wind wall)
random: 3d7 ⇒ (1, 2, 5) = 8
1 Sorrin, 2 Bri, 3 Torgue, 4 Chell, 5 Astri, 6 jenkie, 7 Capt
@Sorrin
bow: 1d20 + 9 ⇒ (10) + 9 = 19;dam: 1d8 + 2 ⇒ (5) + 2 = 7
the arrow aimed at sorrin gets sucked into the gravity
@Bri
bow: 1d20 + 9 ⇒ (16) + 9 = 25;dam: 1d8 + 2 ⇒ (1) + 2 = 3
the arrow aimed at Bri gets sucked into the wind wall
@Astri
bow: 1d20 + 9 ⇒ (11) + 9 = 20;dam: 1d8 + 2 ⇒ (2) + 2 = 4
the arrow aimed at Astri is shot (F:12/13) and slips behind the wind wall and by the gravity elemental.
Remember the map and hexes are not too scale. the galley is just under the 50 ft in length, and the sloop is 35 feet or so. The map key has each hex as 20 feet but that does not convert well for melee combat. In reality the elemental doesn't cover as mush ground as stated last round.
baldwin the merciful |
[dice=Fortitude save]1d20+1
'Tis what I get for not checking the threatened squares. Edit: By the way Sorrin, I understood why it was threatened after you pointed it out the first time, I just wasn't going to retconn my action. Baldwin gets out the beatin' stick when you retcon...
My battles are complex and quick moving enough to add in recon action. :-)
Sorrin the Wayward |
AoO, scimitar, inspired: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
dmg, scimitar, inspired: 1d6 + 6 + 2 ⇒ (3) + 6 + 2 = 11
We are scouting the cove... I think we're finding out a lot, don't you?
baldwin the merciful |
The men on the galley start to yell to move...something funny with the air and their arrows
RD 8: Land enforcers
1 Sorrin, 2 Bri, 3 Torgue, 4 Chell, 5 Astri, 6 jenkie, 7 Capt
random: 4d7 ⇒ (7, 4, 5, 3) = 19
@ Capt
crossbow: 1d20 + 8 ⇒ (13) + 8 = 21;damage: 1d8 + 2 ⇒ (6) + 2 = 8
@ Chell
crossbow: 1d20 + 8 ⇒ (15) + 8 = 23;damage: 1d8 + 2 ⇒ (2) + 2 = 4
@ Astri
crossbow: 1d20 + 8 ⇒ (20) + 8 = 28;damage: 1d8 + 2 ⇒ (2) + 2 = 4
@Torgue
crossbow: 1d20 + 8 ⇒ (14) + 8 = 22;damage: 1d8 + 2 ⇒ (5) + 2 = 7
the bolts get picke up and deflected from the wind shield. The mean on the beach scream.
baldwin the merciful |
RD 8 actions remaining:
Cireladwen and Bri
Perception Checks:
perception, Chell: 1d20 + 8 ⇒ (8) + 8 = 16
perception, Sorrin: 1d20 + 5 ⇒ (11) + 5 = 16
perception, Bri: 1d20 + 6 ⇒ (12) + 6 = 18
perception, Torgue: 1d20 + 8 ⇒ (16) + 8 = 24
perception, Astri: 1d20 + 6 ⇒ (15) + 6 = 21
perception,Cireladwen: 1d20 + 8 ⇒ (7) + 8 = 15
Everyone on the sloop feels the ship roll slightly the roll begins from the starboard stern part of the ship. (Basically the rear where the capt and sorrin are located.) The fog cloud obscures and conceals your vision.
Chell Silves |
Wow. That was way more effective than I thought. Also, the potion I gave Jenkie was Cure Moderate.
Extra health from the Cure Moderate Potion for Jenkie: 1d8 + 6 ⇒ (6) + 6 = 12
Only Chell's long tenure on ships kept her stable as the ship rolled. "I think we need to get off the ship," she says looking panicked at Sorrin.
Cireladwen |
1d20 + 9 ⇒ (7) + 9 = 16 to hit 1d8 + 5 ⇒ (2) + 5 = 7 damage.
1d20 + 9 ⇒ (8) + 9 = 17 to hit 1d8 + 5 ⇒ (3) + 5 = 8 damage /rapid shot
Cireladwen continued shooting at the next enemy she could see, working so she could have a clear landing space.
baldwin the merciful |
Chell Silves |
Just some pre-round banter I think. Also, the effect also ends on chell's init. 2 things.
1. Is one of the live bird bats in the water?
2. Did you see that Jenkie gets more health or was your roll all he needed?
Chell looks up from the murky water, "What? Oh right."
baldwin the merciful |
Chell Silves |
Last post today. See you guys in the morning.
The spot of pure darkness rockets up and away and settles at about the height of the galley's mast offering itself as a target for those bandits still foolish enough to fire at it. It then turns to the bandits on the fore deck and compresses the air around them.
Crush damage: 2d4 ⇒ (2, 3) = 5
Move to L28 as high as the mizzenmast and use Crush ability. DC 12 Fort for half.
As for Chell, A strange feeling washes over the others centered on the priestess. Astrianna's song seems to come them more strongly, as if she were singing in their ear, only to them. It gives them goose bumps and spurs them to greater glory. "Use that power well."
Standard cast Moment of Greatness. For one roll you can double the morale bonus from any source, ie Inspire Courage. That means +4 attack or damage. Then use move to get grappling hook and rope if I can.
Torque2 |
HP 72/76(79/86 when raging)
AC 19/T11/FF19 (-2 when raging)
Saves F10/R3/W4
Weapon in hand:Greatclub
Rage used 0/16
Effects:Bardsong +2 hit/damage
Torgue draws his greatclub as part of a move and shoves past Embri to take a whack at the chicken harassing her. Come here, you little varmint.
Greatclub,Power attack,inspired: 1d20 + 10 ⇒ (6) + 10 = 161d10 + 12 ⇒ (8) + 12 = 20
Chell Silves |
Okay, one more. Forgot about what Astrianna asked. Cancel the actions. Move is to get a scroll and the standard is to cast Lesser Restoration on Astrianna. 5ft step to her if necessary.
Retoration: 1d4 ⇒ 4 :sweet
baldwin the merciful |
lesser restoration is a 3 round action.
School conjuration (healing); Level alchemist 2, cleric/oracle 2, druid 2, inquisitor 2, paladin 1
CASTING
Casting Time 3 rounds
Components V, S
EFFECT
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.
Sorrin the Wayward |
How about showing off some of that Bard versatility and inspiring competence - Acrobatics, Climb, etc... - to help board without falling into the drink? @Baldwin - does Gravity Elemental help hinder jumping onto the other ship?
Chell Silves |
Well shit. Leave it to pathfinder to nerf the good spells. Moment of Greatness it is then.
Sorrin the Wayward |
Well s*~&. Leave it to pathfinder to nerf the good spells. Moment of Greatness it is then.
Not a huge Bard guy, but... The attack/damage bonus is not a morale bonus, it's a competence bonus. Save against charm/fear is morale. I don't believe, you would get the effect/mileage you're looking for. As always, I could be wrong.
baldwin the merciful |
Each creature affected by this spell is given the potential for greater success and glory. If the affected creature is benefiting from a morale bonus of any type, it can double that morale bonus on one roll or check, before making the roll. Once an affected creature uses this spell’s effect, the spell is discharged for that subject.
As Sorrin mentioned, the MoG spell probably won't give you the effect you are looking for but that is how character learn sometimes - trial and error.
baldwin the merciful |
Well s+!@. Leave it to pathfinder to nerf the good spells. Moment of Greatness it is then.
Lesser Restoration was a 3 RD spell in 3.5 also. I think this is one of those spells like summoning monsters that players/dm don't read read closely since they tend to be the exception to the normal standard action spell.