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Black Tom's Whispering Cairn

Game Master Black Tom


5,751 to 5,779 of 5,779 << first < prev | 106 | 107 | 108 | 109 | 110 | 111 | 112 | 113 | 114 | 115 | 116 | next > last >>

Friar picks up and stores away as many parts of the shattered crystals as he can. "I believe Sarenrae may bless me with magic to recreate the crystal but we will need to wait till morn so I may pray to her for guidance. So, where to next? The ropers or the octopus tree?"

Hopefully, memorizing Make Whole will work! :)


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

"I vote for ropers. I think I should try a stealth approach with the party to back me up. If Bubba can turn me invisible, I can try and stealth my way there and take one of the crystals without being noticed, hopefully. If combat ensues, we know they're weak to fire and with Vug's fire bombs, Friar's fire magic, and Vulcan's ice magic and scorching rays, you can inflict damage if combat ensues."

Plan: Party airwalks there out of reach of tentacles and watches, while Valgrim, invisible, uses stealth +36 to try and take a crystal. Thoughts?


Female Elf Alchemist (preservationist) 15

If we can airwalk out of reach, we can just plink at them with ranged weapons, too. Ditto for the octopus tree.


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

I like your plan for the tree, but with their 50' reach with their strands, I doubt we can airwalk out of reach of the ropers. I'd like to try the stealth approach and since Valgrim will be airwalking, even if they have tremorsense, he should not be noticed.


HP 134/134; Effects: Haste, Inspire Courage (+3 bonus)

Plinking as a distraction should aid the stealth, I would think. I'm game for that plan.


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

Sure, you guys can do what you want. Just turn me invisible.

How many stealth checks do you need, BT? With Haste, Valgrim moves 30' per round. He also casts Resist Energy (Fire) on himself in case things go bad.
Stealth: 1d20 + 36 ⇒ (20) + 36 = 56
1d20 + 36 ⇒ (14) + 36 = 50
1d20 + 36 ⇒ (12) + 36 = 48
1d20 + 36 ⇒ (20) + 36 = 56


Male Human (mostly) Mystic Theurge

After you turn Valgrim invisible nothing happens in a little while until the triumphant dwarf reappears, crystals in hand. The ropers (if they are indeed ropers) haven't even stirred.

You get 22.260 xp each for harvesting those crystals. Also you get 1 hero point each for sheer elegance.


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

Wow, that plan worked!! Awesome!! I was afraid those strange runes let the the ropers see invisible or something. LOL..
Want to try same plan on octopus tree to see if there are any crystals growing on it? Makes sense...3 crystals, 3 areas. How logical of the writer of this adventure!


HP 134/134; Effects: Haste, Inspire Courage (+3 bonus)

Sure, but I suspect this one requires spelunking.


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

Same plan, BT. Party up 50'. Valgrim, invisible and hasted, starts 60' away from the octopus tree at the level of the water (airwalking and waterwalking), stealthing and looking for anything that may resemble a colored crystal. If the lake is not that big, put Valgrim at its edge.
Perception: 1d20 + 27 ⇒ (16) + 27 = 43
Stealth: 1d20 + 36 ⇒ (18) + 36 = 54


HP 134/134; Effects: Haste, Inspire Courage (+3 bonus)

Do you suppose the ropers have a detect alignment ability that the half-orcs triggered but Valgrim did not? Just wondering why they didn't even respond.


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

Couldn't it just be as simple as Valgrim was invisible and the half-orcs were not? :)


HP 134/134; Effects: Haste, Inspire Courage (+3 bonus)

He had a stellar Stealth check, for sure, but they didn't even move. I would expect even casual movement, but I am probably reading too much into it.


Male Human (mostly) Mystic Theurge

They are predators that pose as rocks to catch prey and they are very patient.

Valgrim:
You get to the edge of the pond, which is only 30 feet across, not much bigger than the octopus tree itself, without it stirring, but you still can't make out any crystals. On the other hand it's difficult to see anything at all below the surface.


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

BT:
Valgrim submerges himself into the pond staying 30' away from the tree and tries to peer underwater if he sees any crystals.

He has darkvision, freedom of movement, and life bubble on so drowning is not an issue.

Stealth: 1d20 + 36 ⇒ (8) + 36 = 44


Male Human (mostly) Mystic Theurge

Valgrim:
The pond is actually much smaller than that. To submerge you will have to get within 10 feet of the tree, which takes up most of it.


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

BT:
Time to set it off then! This is Valgrim's intended plan of action, if tree does not detect him.
Stealth check for moving more than half speed: 1d20 + 36 - 5 ⇒ (12) + 36 - 5 = 43
Valgrim, as a swift action casts instant enemy, spring attacks 30' there, attacks tree becoming visible, and spring attacks back 30', as his full-round action.
If you need attack roll:
Attack: 1d20 + 20 + 6 + 2 + 1 ⇒ (7) + 20 + 6 + 2 + 1 = 36
Damage: 2d8 + 2d6 + 34 ⇒ (2, 3) + (5, 3) + 34 = 47


Male Human (mostly) Mystic Theurge

As you hover anxiously high above the pond suddenly with a scream Valgrim becomes visible, chopping savagely into the octopus tree with his axe.

That was the surprise round. Roll for initiative.


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

Actually it was his holy Falchion. :)
Initiative: 1d20 + 4 ⇒ (16) + 4 = 20


Initiative: 1d20 ⇒ 19


HP 134/134; Effects: Haste, Inspire Courage (+3 bonus)

Initiative: 1d20 + 3 ⇒ (7) + 3 = 10

If I am afk when my turn comes up, you know what I'm going to do: Haste and Inspire Courage.


Male Human Sorceror (Stormborn) 15

Initiative: 1d20 + 2 ⇒ (1) + 2 = 3


Male Human (mostly) Mystic Theurge

The tree goes on 13 so if you beat that go ahead and act.


Friar from 60' away raises his hands and intones a spell, causing a storm of fire to appear and ravage the octopus tree with its flame!

Firestorm damage: 15d6 ⇒ (5, 5, 5, 3, 5, 5, 4, 2, 1, 3, 3, 4, 1, 1, 5) = 52
DC 24 Reflex save for half
If Reflex save fails, tree takes 4d6 ⇒ (2, 6, 6, 1) = 15 of fire damage each round until the flames are extinguished. Extinguishing the flames is a full-round action that requires a DC 20 Reflex save.


Female Elf Alchemist (preservationist) 15

1d20 + 5 ⇒ (10) + 5 = 15

From out of tentacle range, Vug sends a flurry of arrows at the tree.

with Heroism:

1d20 + 16 + 2 ⇒ (10) + 16 + 2 = 281d8 + 3 ⇒ (4) + 3 = 7
1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 251d8 + 3 ⇒ (3) + 3 = 6
1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 311d8 + 3 ⇒ (7) + 3 = 10
1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 281d8 + 3 ⇒ (6) + 3 = 9

confirm?
1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 192d8 + 6 ⇒ (7, 1) + 6 = 14


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

Valgrim spring attacks again, ending up 30' away from tree and hopefully out of reach of its full attack.

Attack: 1d20 + 20 + 6 + 2 + 1 ⇒ (10) + 20 + 6 + 2 + 1 = 39
Damage: 2d8 + 2d6 + 34 ⇒ (1, 5) + (5, 5) + 34 = 50
AC: 41
HP: 148/178


HP 134/134; Effects: Haste, Inspire Courage (+3 bonus)
Valgrim Twin-Axe wrote:

Valgrim spring attacks again, ending up 30' away from tree and hopefully out of reach of its full attack.

Attack: 1d20 + 20 + 6 + 2 + 1
Damage: 2d8 + 2d6 + 34
AC: 41
HP: 148/178

Valgrim:
Impressive damage potential, Valgrim - where's the 2d8 come from? You have a lot of things going on and that looks like something I could use elsewhere.

Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

Actually, with Lead blades and Enlarged, damage jumps from 2d4 to 2d6 to 2d8, but since I'm not enlarged anymore so it should be 2d6. And damage bonus is +25 not +34. Herolab was miscalculating. Good catch, Bubba. Sorry BT.

2d6 ⇒ (5, 3) = 8 for first strike = 41 damage
2d6 ⇒ (6, 5) = 11 for 2nd strike = 46 damage.

Breakdown of damage: +6 str 2 handed + 6 Favored enemy + 1 weapon + 12 power attack = +25.


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

Quiet around here. BT, in case of confusion, the octopus tree is up btw. Hope all is well.

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