DM B's PFS PbP Game Day 3 - Glories of the Past (Inactive)

Game Master Beckett

Init:

[dice=Celie]1d20+2[/dice]
[dice=Dhastrach]1d20+1[/dice]
[dice=Guilford]1d20+7[/dice]
[dice=Oloch]1d20+3[/dice]
[dice=Ramen]1d20+5[/dice]
[dice=*Theo*]1d20+2[/dice]
---------------------------
[dice=Bug Aberration 1-3]1d20+3[/dice]
[dice=Bug Aberration Alpha]1d20+2[/dice]

DM Notes:

Init +3; Senses darkvision 60 ft., scent metals 90 ft.; Perception +12
DEFENSE
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 27 (5d8+5)
Fort +2, Ref +4, Will +5
OFFENSE
Speed 40 ft., climb 10 ft.
Melee bite +6 (1d3), antennae +6 touch (rust)
STATISTICS
Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Base Atk +3; CMB +3; CMD 16 (20 vs. trip)
Feats Ability Focus (rust), Skill Focus (Perception), Weapon Finesse
Skills Climb +8, Perception +12
SPECIAL ABILITIES
Rust (Su) A rust monster’s antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition, a second hit destroys the item. A rust monster never provokes attacks of opportunity by attempting to strike a weapon with its antennae. can attempt a DC 15 Reflex save to negate this effect.
------------------------------------------------------------------------
N Large aberration (Pathfinder RPG Bestiary 238)
Init +2; Senses darkvision 60 ft., scent metals; Perception +17
DEFENSE
AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
hp 67 (9d8+27)
Fort +6, Ref +5, Will +8
OFFENSE
Speed 40 ft., climb 10 ft.
Melee antennae +10 (rust), bite +9 (1d4+6)
Space 10 ft.; Reach 5 ft. (10 ft. with antennae)
STATISTICS
Str 18, Dex 15, Con 17, Int 2, Wis 14, Cha 8
Base Atk +6; CMB +11; CMD 23 (27 vs. trip)
Feats Ability Focus (rust), Blind-Fight, Improved Natural Armor,
Skill Focus (Perception), Weapon Focus (antennae)
Skills Climb +12, Perception +17
SPECIAL ABILITIES
Rust (Su): DC 19

MAP LINK


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Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

Unfortunately Dhastrach is a sucky cleric when it comes to channeling... once per day, no more. Here goes (used after the second round of the worse storm)
Channel positive energy: 3d6 ⇒ (3, 3, 4) = 10

Dhastrach is also very happy to burn his happy stick (Wand of CLW) as much as is needed to keep the cattle alive. The wand has 45 charges, and by all means I can use all of them. Those sticks are cheap.

"Currsed be this unholy land!" Dhastrach yells, frustrated at the unnatural storms of the Cinderlands, "what imbeciles inhabit this god forsaken, barren land?"

Surprised by Theo's mention of Yamatsumi, Dhastrach turns to him, quizzed. "Funny that you brring up Yamatsumi. In these parrtss of the worrld most would assume Gozreh to be behind these storrmss. But I admit Yamatsumi's porrtrrayal fitss these incidents much betterr."

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

So you could heal a 2nd cattle, 3rd cattle, and 4th cattle, the rounds you're not channelling? and i heal up 10 from your channelling so only at 16 damage, the oxen i'm taking care of. #1, would be at 17 damage, 0 non-lethal.

so like:

cure light wounds@cattle 2: 1d8 + 1 ⇒ (2) + 1 = 3
cure light wounds@cattle 3: 1d8 + 1 ⇒ (3) + 1 = 4
cure light wounds@cattle 4: 1d8 + 1 ⇒ (3) + 1 = 4
[ooc](42 c. remaining)


Ramen 16
Oxen 1: 17 damage, 0 nonlethal
Oxen 2: 25 damage, 2 nonlethal
Oxen 3: 24 damage, 1 nonlethal
Oxen 4: 24 damage, 1 nonlethal
Oxen 5: 28 damage, 5 nonlethal
Oxen 6: 28 damage, 5 nonlethal
Oxen 7: 28 damage, 5 nonlethal
Oxen 8: 28 damage, 5 nonlethal

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Celie will also help cure the animals, herself and Fox.

CLW Wand:

CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Using 20 chargers, 30 remaining.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Don't worry too much on the cattle. I left it a bit vague because I wasn't too concerned with and I was actually thinking just a pair to help supplement Rairbanks in pulling. So, lets say a total of 4 charges and they are good (and the channel) and the rest is for you guys. Also keep in mind like was mentioned, a single Cure spell heals an equal amount of lethal and non-lethal damage at the same time.

After braving the Cinderlands’ ferocious weather, you finally arrive at the area that that these so-called land sharks are supposed to inhabit, though with all the storms and natural conditions of the burned wastelands, your ability to track them is limited.

Luckily for you, suitable food for the beast is scarce in these parts, making yourselves rather good bait to call one forth, and it doesn't take long at all before just that happens. It begins with a soft rumbling underfoot, at first you fear another hazard from the skies, or worse, something new, but you quickly notice it seems to be following a small path, circling around your sled, and you quickly dismount, hoping to direct it to a more open area, (and avoid destroying your sled and taking your cattle and fleeing beneath the stone, glass, and sand).

Perception DC 19:
Gets you a Surprise Round.

And now that you can (well in a second) see it, I'll give another check to ID it.

Know Arcana/Survival DC 12:
This creature is commonly called the landshark because its fin often cuts a distinctive wake behind it like that of a shark. It burrows rapidly, and it can launch itself from the soil. Its tunnels are often referred to as “shark holes.” Someone already got this one earlier, but I didn't want to repeat what was essentially said in character. You know I is a magical beast, and huge. Oddly, however, while not a natural animal, it's possible that things like Wild Empathy might just work, especially if supplemented with suitable food.

Know Arcana/Survival DC 17:
The foul-tempered creature attacks prey much larger than it, and there is usually little left of its meal, as it consumes bone and even armor and weapons. The bulette’s preferred tactic is to charge, launch itself in the air, and then land. It has a Burrow Speed and also Tremor Sense, allowing it to "charge" from below ground to attack, not unlike a shark leaping from the water to catch prey. Despite it's many advantages and superb defenses, it's one weakness is likely it's weak will.

Know Arcana/Survival DC 22:
The creature is generally nocturnal and sleeps in craters called “drifts” during the warmest parts of the day. It is most often found alone or with a mate. Higher Tier there are 2 with template. Fun, fun. A Bulette's bite is incredibly powerful, even for its size, daling 1.5 Str and Crit Range is 19-20, in addition to claw attacks.

Know Arcana/Survival DC 27:
Bulettes hunt an area in a circuitous pattern, keeping crater-like drifts in different areas to rest along their routes. By checking the creature’s scat at the drift’s bottom, you can tell how quickly the creature will return. Fresh droppings indicate the creature may still be in the area; very dry droppings indicate it may be returning soon from its circuit. However, scat that is dry on the outside but moist within indicates the creature may not return for some time. +12 Natural Armor.

The rumbling beneath your feet stops for a few seconds, but suddenly, some 60ft away, you see, what actually does appear to be a sharks fin cutting through the crystal shards and dust and sand, and it's heading right at you. . .

Something else interesting, although it will not eat them for whatever reason, a Bulette wants to kill Elves and Dwarves on sight.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Map Updated. But wanted to give everyone a bit for the above before jumping into Init, and also if they need to heal up. NEW MAP IS UP.

The Exchange

N Dwarf Ranger 9

Definitely will need to heal some... doing math...

Ok, with Dhastrach's channel after round2 and no other healing. And including the 4 fire damage from earlier in the day. Everyone will come out of the other end of the storm with a total of 31 damage (3 of which is nonlethal)

Little Foot uses his wand of CLW on Fairbeaks and then on himself.

Wand:CLW on Axebeak: 1d8 + 1 ⇒ (5) + 1 = 6
Wand:CLW on Dwarf: 1d8 + 1 ⇒ (6) + 1 = 7

Which will get rid of the nonlethal as well, on both.

Then top off the bird:

Wand:CLW on Axebeak: 1d8 + 1 ⇒ (8) + 1 = 9
Wand:CLW on Axebeak: 1d8 + 1 ⇒ (6) + 1 = 7
Wand:CLW on Axebeak: 1d8 + 1 ⇒ (1) + 1 = 2
Wand:CLW on Axebeak: 1d8 + 1 ⇒ (3) + 1 = 4

Then a few on himself...

Wand:CLW on Theo: 1d8 + 1 ⇒ (2) + 1 = 3
Wand:CLW on Theo: 1d8 + 1 ⇒ (3) + 1 = 4
Wand:CLW on Theo: 1d8 + 1 ⇒ (3) + 1 = 4
Wand:CLW on Theo: 1d8 + 1 ⇒ (5) + 1 = 6

10 charges used. Fairbeaks at full health, Theo down 4. Good enough!

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Oddly enough, witches don't have Know Arcana...
Survival: 1d20 + 2 ⇒ (6) + 2 = 8
Perception: 1d20 + 10 ⇒ (20) + 10 = 30

GM:

Celie will hex the creature with [/url=http://www.d20pfsrd.com/classes/base-classes/witch/hexes/common-hexes/hex-misfortune-su]Misfortune[/url]

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Perception: 1d20 + 10 ⇒ (9) + 10 = 19
Arcana: 1d20 + 10 ⇒ (11) + 10 = 21

Also need to run math on heals.

-Posted with Wayfinder

The Exchange

N Dwarf Ranger 9

Theo Perception: 1d20 + 9 ⇒ (9) + 9 = 18
Fairbeaks Perception: 1d20 + 5 ⇒ (10) + 5 = 15

Survival: 1d20 + 10 ⇒ (20) + 10 = 30

Ha, know all there is to know, but surprised anyway

Given that Little Foot is probably the one that has to handle the animals, can he start out over by them?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Sure


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

HP 24/60
Oloch will also heal up using his Wand of CLW (7/10 Charges left)
Cure Light Wounds: 1d8 + 5 ⇒ (2) + 5 = 7
Cure Light Wounds: 1d8 + 5 ⇒ (7) + 5 = 12
Cure Light Wounds: 1d8 + 5 ⇒ (7) + 5 = 12
HP 55/60
Oloch looks around at his party members ...
"Does anybody else need more healing?"

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

healing:

umd: 1d20 + 14 ⇒ (9) + 14 = 231d8 + 1 ⇒ (3) + 1 = 4
umd: 1d20 + 14 ⇒ (1) + 14 = 151d8 + 1 ⇒ (8) + 1 = 9
umd: 1d20 + 14 ⇒ (12) + 14 = 261d8 + 1 ⇒ (3) + 1 = 4
29 charges remaining

I'm okay.

perception: 1d20 + 10 ⇒ (19) + 10 = 29
survival: 1d20 + 0 ⇒ (10) + 0 = 10
I'll have my saps out as we get to some danger zone and sense trouble.

Shadow Clone Jutsu!
# clones: 1d4 ⇒ 2

so there's 3 of me
shadow clone, similar to mirror image.

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

First storm:

Cure Light Wounds (wand): 1d8 + 1 ⇒ (7) + 1 = 8
All damage healed.

Second storm:

Cure Light Wounds (wand): 1d8 + 1 ⇒ (4) + 1 = 5 hp 39/43
Here occurs the channel (10 hp healing), hp 39/43 still
Cure Light Wounds (wand): 1d8 + 1 ⇒ (5) + 1 = 6 hp 41/43
Cure Light Wounds (wand): 1d8 + 1 ⇒ (8) + 1 = 9 hp 39/43

So after Dhastrach has used four (4) wand charges to heal himself, he turns to others, if needed. But I reckon we don't need to worry so much about the oxen - mainly because micromanaging is horrible - I won't mark down any charges used on oxen.

Perception: 1d20 + 3 ⇒ (11) + 3 = 14
Knowledge (Arcana): 1d20 + 8 ⇒ (20) + 8 = 28

Although not quick enough to catch the landshark off-guard, he gives his comrades a word of advice. "Rready spearrs, if you have them!" Dhastrach shouts, "these thingss charrge with theirr teeth! And Celie, put it to sleep!"

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Guilford downed his potion of CMW after the end of the secodn storm.

CMW: 2d8 + 3 ⇒ (4, 6) + 3 = 13

Still feeling worse for wear Unless someone has some wand charges they don't mind sharing. he utters an arcane phrase as soon as the landshark appears. His spell generates a feeling of increased energy and speed in his allies.

Cast haste. Can reach all allies, not counting me or Fairbeaks.

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

yah sure, no problem. rather have you feeling ship shape than flat shape.
what are you down. 15?
umd: 1d20 + 14 ⇒ (18) + 14 = 321d8 + 1 ⇒ (5) + 1 = 6
umd: 1d20 + 14 ⇒ (17) + 14 = 311d8 + 1 ⇒ (8) + 1 = 9
37c. remaining

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Much obliged! I will grab my own healing wand before the next adventure. And yes, it was 15 HP down.

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Anyone that beat a DC 19 Perception gets a Surprise Round.

Oloch Perc: 1d20 + 5 ⇒ (1) + 5 = 6

Init:

Celie: 1d20 + 2 ⇒ (3) + 2 = 5 s
Dhastrach: 1d20 + 1 ⇒ (8) + 1 = 9
Guilford: 1d20 + 7 ⇒ (4) + 7 = 11 s
Oloch: 1d20 + 3 ⇒ (18) + 3 = 21
Ramen: 1d20 + 5 ⇒ (4) + 5 = 9 s
Theo: 1d20 + 4 ⇒ (11) + 4 = 15
---------------------------
Bulette: 1d20 + 6 ⇒ (12) + 6 = 18

Seeing the fin come closer, the majority of the massive armored beast is still below ground, 50% Miss Chance for now <01-50% = Miss>, but coming at you fast.

I'm going to say it's a Move Action to free Fair Banks from the sled's attachments, or a Standard Action for it to do it itself.

SURPRISE ROUND: <Haste> Guilford, Ramen, & Celie

Round 1
<Haste> Oloch ()
----------------------------------
Bulette ()
----------------------------------
<Haste>
Theo/Fair Banks (/"held"), Guilford (),
Ramen (), Dhastrach (), & Celie

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Seeing the beastie halfway under the ground, Celie starts to chant a spell. 15 Will save or sleep. next round, the spell will go off.

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

I guess i'm going to ready to attack it when it surfaces. I'll ready to burn a ki and throw a fiery shuriken at it when it surfaces. DC 17 Reflex: 2d6 ⇒ (2, 5) = 7 fire

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Oh man, this is going to be so awesome if it's knocked out still buried in the ground. . .

Will Save: 1d20 + 5 ⇒ (11) + 5 = 16

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Half-way buried, only halfway.. But i'll have to get it another way. 1st round is spent. i'll be back for round 2.


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

Oloch will delay action until the Bulette has closed within melee and has presumably surfaced (unless it is attacking from under the ground) ...

Delayed:
Full attack with Haste and trying for nonlethal damage.
Greatsword: 1d20 + 13 - 4 ⇒ (11) + 13 - 4 = 20 for Nonlethal: 2d6 + 11 ⇒ (1, 6) + 11 = 18
Greatsword: 1d20 + 13 - 4 ⇒ (14) + 13 - 4 = 23 for Nonlethal: 2d6 + 11 ⇒ (6, 1) + 11 = 18

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

It continues to tunnel towards you fast, remaining mostly beneath the ground until with it's odd shaped fin cutting through the dust and crystal.

Dang it, I didn't realize it's speed was only 20ft or I wouldn't have place it so far away.

Round 1
<Haste> Oloch (Readied)
----------------------------------
Bulette ()
----------------------------------
<Haste>
Theo/Fair Banks (/"held"), Guilford (),
Ramen (Readied), Dhastrach (), & Celie ()

Is anyone going to do anything in the round that you have before it gets to you, or is everyone Readying (minus Celie)?

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

I'll move a bit away to the side, and ready. To spread us out a little.

The Exchange

N Dwarf Ranger 9

Little Foot quickly removes the harness from the axebeak, who squawks nervously as the bulette closes in, ruffling its feathers in annoyance.

He then prepares for the incoming beast.

Move action to free Fairbeaks, then readied action for if the land shark shows up within a 5' step (ie: it goes for him or the animals)

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Round 1
<Haste> Oloch (Readied)
----------------------------------
Bulette ()
----------------------------------
<Haste>
Theo/Fair Banks (/), Guilford (),
Ramen (Readied), Dhastrach (), & Celie ()

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

Wary of the beast, Dhastrach moves back, taking out his warhammer, and casts bless. (Trying to get everyone within 50 ft. of himself.)

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Celie cast sleep last round, it goes off this round. Round 1 over.

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Guilford moves away, then gets his wand of magic missile handy.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Finally, the beast leaps from beneath the ground, causing a cloud of dust and a spray of the tiny crystal shards. It pops up 10ft from Oloch then leaps overhead, attacking everything in it's path with it's muscular, taloned legs beneath it's armadillo-like plated body.

Acrobatics (DC 20): 1d20 + 17 ⇒ (14) + 17 = 31

vs Oloch (AC 22): 1d20 + 15 ⇒ (13) + 15 = 28 <HIT>
Damage: 2d6 + 6 ⇒ (4, 4) + 6 = 14
vs Ramen (AC 21): 1d20 + 15 ⇒ (2) + 15 = 17 <miss>
vs Celie (AC 14): 1d20 + 15 ⇒ (11) + 15 = 26 <HIT>
Damage: 2d6 + 6 ⇒ (3, 5) + 6 = 14
vs Yak (AC ): 1d20 + 15 ⇒ (6) + 15 = 21 <HIT>
Damage: 2d6 + 6 ⇒ (6, 6) + 6 = 18

Refl (DC 17): 1d20 + 8 ⇒ (14) + 8 = 22

As it flies over head, Oloch manages to take slash it twice with his greatsword, using the flat of the blade more like a club, but still, quite effective for his intent. Celie's magic touches it's mind, but fails to grasp it in the way she had hoped, and the juggernaut continues it's assault. Ramen suddenly forms a flaming shuriken from nothing, flinging it with furry, but it, out of sheer luck, bats it away as it soars by.

Now seeing the creature fully, it looks like some combination of a armadillo mixed with perhaps a rhino, though it lacks that creatures massive horn, it makes up with it with it's massive beak-like mouth, not unlike a savage turtle's.

Round 2
<Haste> Oloch (-14)
----------------------------------
Bulette (-36 nl)
----------------------------------
<Haste>
Theo/Fair Banks (/), Guilford (), Ramen (), Dhastrach (), & Celie (-14)

@Ramen: I wasn't sure what happens on a successful save? Half damage? Nothing?
@ Guilford: Ho long does Haste last?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Also, while it is huge, it only has a 10ft Reach.

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

ki charge:
Ki Charge (Su): A ninja with this trick can invest a portion of her ki into a single thrown weapon, such as a shuriken, and throw it as a standard action. The thrown weapon explodes on impact in a 5-foot burst, dealing 1d6 points of fire damage plus 1d6 points of fire damage for every four levels of the ninja above 2nd, to a maximum 4d6 at 18th level. Creatures caught in the blast receive a Ref lex save to halve the damage. The DC of this save is 10 + 1/2 the ninja’s level + the ninja’s Charisma modifier. If the thrown weapon hits a creature, that creature takes a –2 penalty on the saving throw. If the thrown weapon misses, treat it as a thrown splash weapon. Using this ability expends 1 ki point from her ki pool.

Oops been a while since I used it. I thought it was relex half, but it's a bit more complicated

charged shuriken: 1d20 + 10 ⇒ (5) + 10 = 151d2 ⇒ 2

still, guess that misses. So it's a fair narration of it.

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

On my next turn I'm going to full speed tumble to the opposite side (around the bullette, not through his space) and ready to attack from flank w/ oloch or Celine if she threatens.

dice:

acrobatics: 1d20 + 22 - 10 ⇒ (17) + 22 - 10 = 29
mwk sap: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 321d6 ⇒ 6 plus 4d6 ⇒ (2, 2, 2, 1) = 7 precision

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Ramen wrote:

** spoiler omitted **

Oops been a while since I used it. I thought it was relex half, but it's a bit more complicated

[dice=charged shuriken]1d20+10; 1d2

still, guess that misses. So it's a fair narration of it.

Ok, that's not terrible. As a splash weapon, normally it would be a d8 to determine what square it lands in, but, as a Huge Creature, it doesn't matter, it still hits it, for half.

Also, don't forget the +1 from Bless and +1 from Haste. Sadly, still not enough to hit, but made it a bit closer.

Round 2
<Haste & Bless (+2 Attack, +1 AC, +1 Refl, +1 Save vs Fear, +30ft, +1 Attack on Full Attack>
Oloch (-14)
----------------------------------
Bulette (-3/-36 nl)
----------------------------------
Theo/Fair Banks (/), Guilford (), Ramen (), Dhastrach (), & Celie (-14)


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

Round 2 HP 41/60 Haste, Bless
Oloch grunts as the Bulette wounds him on the way through; then grins, turns and charges back into combat ...
Greatsword: 1d20 + 13 - 4 + 2 ⇒ (3) + 13 - 4 + 2 = 14 for Nonlethal: 2d6 + 11 ⇒ (5, 2) + 11 = 18
... and is not nearly as effective this round.

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Celie is always holding a quarterstaff. she just doesn't use it.

Celie takes a five foot step back and states at the big beastie that just attacked her, wishing him nothing but Misfortune

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Will: 1d20 + 5 ⇒ (10) + 5 = 15
Not sure what the DC is? 16?

The Exchange

N Dwarf Ranger 9

DC would be 10 + 1/2 level + int for the base save (So ya, 16 for Celie) ... but she might have some other things factoring in to raise it higher

I'm a bit confused about turn order, with all the readied actions (some that triggered, some that did not), as to who's turn it is.

But working on the assumption that since Theo's action didn't trigger, he's on the same initiative as before, and thus goes after the critter...

Little Foot watches the land shark's entry with some surprise, not quite expecting its reveal to be quite so destructive.

He quickly barks a command at Fairbeaks and starts towards the battle. The Axebeak immediately takes off in the other direction, moving surprisingly quickly on its long spindly legs, circling around the far side of the bulette, in obvious contrast to the dwarves much shorter strides.

Free action to command Fairbeaks to flank, then double move closer to the action (neither will make it there this turn)

edit: Oh, forgot about haste... guess Theo was moving quicker... don't want to provoke though, so will still approach cautiously

Oh, and I shifted all the tokens on the map 40' to the right... 'cause I had nowhere to move Fairbeaks to =) Hope that's alright.

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Sorry, I was miss reading the hex... and didn't see a DC, so i didn't put it on there. But now that i look back at it, yes there is a DC of 100... i mean 16.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

As Oloch rushes at the landshark, it whips around and take a quick bite at him, causig him to miss with his swing, but avoids being biten in half himself.

AoO s Oloch (AC 21): 1d20 + 15 ⇒ (2) + 15 = 17 <miss>

[I]Afterwards, it turns it's attention on all those surrounding it, it's greatest threats for the moment, again biting at Oloch, and then clawing at both Ramen and Celie

Bite Vs Oloch (AC 21): 1d20 + 13 ⇒ (16) + 13 = 29 <HIT>
Bite Vs Oloch (AC 21): 1d20 + 13 ⇒ (17) + 13 = 30
Damage: 2d8 + 9 ⇒ (3, 5) + 9 = 17

Claw vs Celie (AC 14): 1d20 + 12 ⇒ (9) + 12 = 21
Claw vs Celie (AC 14): 1d20 + 12 ⇒ (3) + 12 = 15 <HIT>
Damage: 2d6 + 6 ⇒ (6, 2) + 6 = 14

Claw vs Ramen (AC 21): 1d20 + 12 ⇒ (18) + 12 = 30
Claw vs Ramen (AC 21): 1d20 + 12 ⇒ (14) + 12 = 26 <HIT>
Damage: 2d6 + 6 ⇒ (2, 2) + 6 = 10

Round 3
Looks like Guilford and Dhastrach got skipped in Round 2, so please, feel free to act now.
<Haste & Bless (+2 Attack, +1 AC, +1 Refl, +1 Save vs Fear, +30ft, +1 Attack on Full Attack>
Oloch (-31)
----------------------------------
Bulette (-16/-36 nl)
----------------------------------
Theo/Fair Banks (/), Guilford (x2), Ramen (-10), Dhastrach (x2), & Celie --->>>(-28)<<<---

Rounds so far:

Here's what I've seen so far:
Surprise Round
Guilford - Casts Haste <does not count against duration>
Ramen - Readies Fire Shuriken
Celie - Begins to cast sleep into next round
--------------------------------------------------------------
Round 1
Oloch - Readies to attack when it appears
Theo - "frees" Axe Beak and Readies if it comes close
Guilford - moves and draws wand
Ramen - moves a bit and continues to Ready
Dhastrach - moves, draws warhammer, and casts Bless
Celie - finishes casting Sleep <fails>, no other action
--------------------------------------------------------------
Round 2
This is where the confusion comes it as the Bulette didn't emerge until it's turn on this round, where some of the Readied Actions kick in. I'll definitely keep that in mind for the future. My apologies.
Oloch - takes attacks as it goes by
Theo - moves to positions
Guilford - no action yet May have skipped on accident
Ramen - Readies to move to position and sneak attack, flanking with Oloch
Dhastrach - no action yet May have skipped on accident
Celie - uses Misfortune
--------------------------------------------------------------
Round 3 (now)
Oloch - Charges
Theo -
Guilford -
Ramen - <readied action goes off from last round>
Dhastrach -
Celie -
---------------------------------------------------------------

Currently, the bulette is looking a bit slow and staggered, as most of the damage has been non lethal, but it's not ready to keel over just yet. Celie, you may seriously consider Withdrawing next round just to be safe. One more 5ft step will get you out of its 10ft Reach, but that's still pretty close for how much damage you have, and thing could change.

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Hastes lasts just 1 round per level. Remember I can only haste up to 5 creatures, so I got all the party except Fairbeaks.

Round 2:

Guilford moves around the beast to stand by Theo.

He says:

"Theo, let me boost your strength. This thing is pretty tough looking."

Round 3:

Guilford chants a few arcane phrases and Theo's muscles surge with a jolt of strengthening energy!

Cast Bull's Strength on Theo.

The Exchange

N Dwarf Ranger 9

The dwarf grunts as Guilford casts his spell on him. "Best get clear, this beasty's getting a bit riled." He mutters, barking another command at the axebeak.

Suddenly Fairbeaks charges into flank with an angry screech.

Melee Attack, Charge, Flanking: 1d20 + 7 + 2 + 2 ⇒ (2) + 7 + 2 + 2 = 13, for 2d6 + 7 ⇒ (4, 5) + 7 = 16 damage.

Once his friend is threatening the creature too, Theo steps in closer and takes a couple of quick swings, trying not to cause any permanent damage.

Non-Lethal Melee Attack, Haste, Flanking, Bull Strength: 1d20 + 9 - 4 + 1 + 2 + 2 ⇒ (12) + 9 - 4 + 1 + 2 + 2 = 22, for 1d20 + 8 ⇒ (10) + 8 = 18 non-lethal damage.

Non-Lethal Melee Attack, Haste, Flanking, Bull Strength: 1d20 + 9 - 4 + 1 + 2 + 2 ⇒ (4) + 9 - 4 + 1 + 2 + 2 = 14, for 1d20 + 8 ⇒ (14) + 8 = 22 non-lethal damage.

Fairbeaks charges and attacks. Theo 5' steps, and attacks twice, with haste.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Guilford Baldwin wrote:
Hastes lasts just 1 round per level. Remember I can only haste up to 5 creatures, so I got all the party except Fairbeaks.

Ok, the reason I ask, similar to with Celie's Hex, is there are so many things out there that can modify things, Favored Class Bonuses, Class Features, etc. . . and it's easy to miss. I don't want to short change people, so I just want to confirm. So it ends after your turn on Round 5.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

[I]As Fairbanks charges at the bulette, it again whips it's head about incredibly fast, and again attempts to take a massive bite out of the bird.

AoO vs Fair Banks: 1d20 + 12 ⇒ (19) + 12 = 31 <good thing, this might have been a crit. . .>
AoO vs Fair Banks: 1d20 + 12 ⇒ (10) + 12 = 22 <HIT>
Damage: 2d8 + 9 ⇒ (8, 8) + 9 = 25 <ouch>

Round 3

<Haste & Bless (+2 Attack, +1 AC, +1 Refl, +1 Save vs Fear, +30ft, +1 Attack on Full Attack>
Oloch (-31)
----------------------------------
Bulette (-16/-36 nl)
----------------------------------
Theo (Bull's Str), Fair Banks (no Haste, -25), Guilford (), Ramen (-10), Dhastrach (x2), & Celie --->>>(-28)<<<---

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

On the upside, unless it has Combat reflexes, Celie doesn't have to worry too much. <based on your Know roll, you are pretty sure it doesn't :)>

The Exchange

N Dwarf Ranger 9

The axebeak has 10' reach as well. He should not have provoked.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Yep, your right. Ok, did your movement provoke? If so it will instead target you. If not, maybe Celie does have something to potentially worry about.

The Exchange

N Dwarf Ranger 9

Shouldn't have... specifically stopped 5' short last time so I could just 5' step this round and avoid the AOO's

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Celie takes a 5 foot back then looks at the beastie. "You've been a bad boy, Now go to sleep." This is the slumber hex, before it was a sleep spell. DC is 16 will.

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

Dhastrach sees that he might be needed now in battle, and charges the bulette with his warhammer held up high.

Melee attack: 1d20 + 6 + 1 + 1 + 2 ⇒ (11) + 6 + 1 + 1 + 2 = 21 Damage: 1d8 + 3 ⇒ (7) + 3 = 10

(Dhastrach ignores any AoOs that might be provoked by the charge. AC in charge is 20)

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