The merchant ship Jenivere has embarked upon a voyage from Magnimar to distant Eleder, in a land of jungles and ancient ruins. Our heroes have been picked up at one of the many ports along the way, and now head for the myth shrouded Mwangi expanse.
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2
Lydran, the way I rule summoning over multiple rounds - as in not having the actions to complete it in the first round - is that the summon comes in with only a standard action in its first round. I don't think you can technically do it by RAW, but if you can show me otherwise I'm happy to revise my opinion.
Good idea Dragolan, I'll do that.
I'm okay with you talking out of init order when you are not surprised, but remember a round is measured in seconds so don't push it too far :) Not saying you did BTW.
Male Human Inquisitor 3 HP 26/27 | AC 18 FF 17 Touch 11 Saves +4/+4/+5 |Init +3| Percep +8
Joll responds to Alexite's suggestion: Good idea. Let them come to us. Maybe we should back up the stairs and let them try to follow so we can pepper them with arrows or such.
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2
In the interest of saving time that's not a great proposition. The only way you are going to be able to shoot at them is if they are on the stairs or adjacent to them. Then you will only really be able to get one person shooting, and they will either be taking attacks or at a -8 to hit if someone is between them and the monster (-4 for combat, -4 soft cover). Nothing to do with the fact that I spent a lot of time on that map... Nothing at all ;)
Current vitals: Male human (Sargavan), Ranger 3, AC 16/12/14, HP 28 of 31, Fort: +5, Ref: +5, Will: +3; Init +2, Percep +8
I was just thinking of shooting them to a) avoid that nasty AoO sting (10' reach) when closing and prevent them from getting a full round action (at least that 1st round) and then melee with them once they got close.
Male Human Inquisitor 3 HP 26/27 | AC 18 FF 17 Touch 11 Saves +4/+4/+5 |Init +3| Percep +8
The corridor would only restrict the field of fire and we could be here until the ship sinks. We have to clear those things out of here if we want to search the ship.
Joll moves to O1 and hopes to use the boxes to partially restrict the reefclaw's movement. If he still has actions left he will ready an action to attack once it comes to him. How big are the boxes? Could Joll knock one over to block the reefclaw's path and make it count as difficult terrain?
Wish I'd brought that damned spear...Joll mutters.
Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 11/19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7
"I can," Quinta replies to Alexite's question, and repositions her lights with a thought, spreading them out so they provide optimal illumination for the whole room.
This happens during Quinta's turn, so you guys may have to suffer through some dim light at first. I'm not sure what kind of action moving the lights is... Minor, move or standard?
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2
Crates about three feet high, either costs a move action or a DC 10 acrobatics or climb to get on top. I'm going to call moving the lights a swift action Quinta.
Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 11/19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7
Quinta steps forward once the lights are in place, and uncoils her whip.
"Seems to me there might be someone trapped behind that door, so I concur; let's bring the beasts to us, shall we?" she says, and cracks her whip loudly. "It's always best to make the enemy do all the walking, or so I once heard."
Quinta cracks her whip again, and shouts at the lobstrosities: "Over here, you ugly, stinking pieces of seafood! Hya!"
Over the cracking of the whip, Quinta starts to sing:
"Crash of wave and sting of brine
Ocean water represses vaults of slime
Creatures rise that ought to crawl
Nightmares depicted by sages' scrawl
But the sun must rise, the wind must cleanse
Clean blades the depths' horrors now shall flense
When rise you would above the sea
The one who sings your eulogy is me!"
Quinta moves to P2 and engages in a spot of lobster-baiting.
She also starts using Inspire courage +1 for the party's benefit. I should have 6 more rounds of it, so make it count, guys. ;)
Quinta is sticking with the whip for its ranged qualities; the lobstrosities will provoke an AoO sooner if they come near her, even when they're not in range to hit her yet. Right?
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2
I'm afraid not Quinta,
PFSRD wrote:
A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).
Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.
Current vitals: Male human (Sargavan), Ranger 3, AC 16/12/14, HP 28 of 31, Fort: +5, Ref: +5, Will: +3; Init +2, Percep +8
"Good. Keep those lights there; hopefully it's distracting them as well.
The girl's song was soothing, almost making him forget his stiff muscles. Alexite drew bowstring trying to aim for some sort of soft spot. Finding none, he let go hoping to skewer it on its head.
if I have a decent shot then take it from where I am, if not, then move to M2? to get a decent (no penalties) shot at L1
HP 21/24, AC 17/T11/FF16, F: +5/R: +2/W: +4; Init: +1, Perc: +1 Chelaxian Human Life Oracle/3
Dragolan (taking up about as much room as you'd expect, given his girth) makes his ponderous way down the ladder ("Pardon me...excuse me...sorry about your foot, Quinta....") and prepares for an attack. Moving to P-4, if possible.
Jack stands at the entry to the stairs and peers down into the depths of the hold. At the mention of more lobster creatures, his next step stops short. He didn't exactly like the idea of being eaten below deck. Pondering the situation, he noticed that there wasn't really enough room for him to fire off shots safely since they were crowding the base of the stairs and provoking the creatures with singing and whip-cracking.
"Are you going to kill them or train them to dance?", he sarcastically muttered. He slung the shortbow over his back and drew his blade, knowing he'd never get a clean shot off in that tangle of bodies and crates. "Try not to get stung!", he cautioned. Jack is infinitely helpful, as usual.
You guys are in a seriously tight formation down there. There's not much room to enter without putting himself in danger or in a position where he can't do anything anyway, so he'll join the fight once it's actually underway (maybe).
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2
Quinta was in your way providing soft cover Alexite.
Alexite's arrow thunks into the woodwork just to the cantankerous crustacean's right.
The ranger's attack finally distracts the second glorified lobster from the door and both of the creatures scuttle forward snapping their pincers menacingly. One advances upon Alexite, the other coming round the crates infront of Dragolan, though their slow speed enables the group to strike first.
Sasha peers down scowling, and calls,
"Looks a little tight for me, I'll let you deal with them and step in if you get yourselves in trouble. Go team castaway!"
Male Half-Elf HP 7/7, AC-12/T-12/FF-10, F+0/R+2/W+4, Init+2, Per+2, 725xp
Vital Stats for Fiendish Dog:
Small Outsider (Augmented Animal)
HP 6
AC 13, Touch 12, Flat-Footed 12
Fort +4, Ref +3, Will +1
Attacks: Bite +2 (1d4+1)
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Special Attacks: Smite Good (Something tells me it's useless here)
Special Defenses: Fire and Cold Resistance 5
That ought to be everything that would come into play during this encounter, right? And you said in this round the dog only gets a standard action? Sounds more than fair to me.
With a loud hiss Lydran finishes his spell and a burning pentagram appears behind the nearest lobstrosity. The planks of the ships swell, bulge, and warp as the planar fabric around them is distorted. There is a flash of red light, accompanied by a popping sound and the smell of sulfur, and black-haired dog with smoldering red eyes leaps from the ground, snapping at the creature.
Summoning a Fiendish Hound in N4 and it's making an attack. Flanking with Dragolan, I believe? Attack1d20 + 4 ⇒ (18) + 4 = 22 Damage1d4 + 1 ⇒ (1) + 1 = 2
Lydran spins to the side, moving out of range of the beast. He utters a single, sharp word in an eldritch tongue and waves his arm, sending a bolt of acidic energy screaming towards the thing.
Acid dart on the same monster Touch Attack, firing into melee1d20 - 2 ⇒ (6) - 2 = 4 Damage1d6 ⇒ 1
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2
Lydran's summoned hound sinks its teeth into the sea scorpions tail with a viscious snarl! But the casters acid dart strikes a crate sizzling briefly against the wood, despite moving away he finds himself in range of the creatures lashing tail and it attempts to skewer him while he shoots his acid dart, but fortunetly the wizard is nimble enough to avoid its strike.
Very cool description of the Summons arrival Lydran. I cannot see how you would avoid a aoo since it has 10ft. reach, even if you moved it would get a strike. Sorry about the dog image, I could not resist.
Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 11/19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7
This happens on Quinta's turn, of course.
Quinta licks her lips with some nervousness, but then cracks her whip at the reefclaw lashing its tail at Lydran. Her voice continues to ring through the hold while she attacks.
I don't think I get flanking benefits in this position, but if I'm wrong, please add 2 to my attack roll.
Whip attack: 1d20 + 3 ⇒ (8) + 3 = 11. Damage: 1d3 ⇒ 1subdual.
Male Human Inquisitor 3 HP 26/27 | AC 18 FF 17 Touch 11 Saves +4/+4/+5 |Init +3| Percep +8
Lydran's summoned hound takes Joll slightly aback. But he collects himself and assesses the situation. The cramped space works to the advantage of the lobstrosities instead of to the humans. He chose a poor position and now he would have to pass by Alexite in order to strike at the enemy creature. But the path to the other creature is open and he moves passed Lydran to engage the monster.
Move through Lydran's square to O3 and attack. Quinta should be able to strike diagonally with her whip without hitting Joll.
Attack
1d20 + 2 ⇒ (19) + 2 = 21
Damage
1d8 + 2 ⇒ (3) + 2 = 5
Joll swings his morningstar in an overhand fashion and lands a hard blow to the creature's shell.
Current vitals: Male human (Sargavan), Ranger 3, AC 16/12/14, HP 28 of 31, Fort: +5, Ref: +5, Will: +3; Init +2, Percep +8
With his last shot missed and the thing was coming straight for him, it was time to change tactics. The ranger dropped his bow and drew forth his falchion.
He tightened the grip on the blade and swung an overhead strike meant to cleave the thing in two.
Alexite power attack with falchion power attack, falchion to hit: 1d20 + 3 ⇒ (6) + 3 = 9 power attack, falchion damage: 2d4 + 6 ⇒ (1, 2) + 6 = 9
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2
Quinta's whip glances off the creatures shell, and Alexite's powerful swing misses the mark by a hair tearing through nothing but air. Dragolan to swings wide, but Joll's morningstar lands with a crack fracturing the shell, and drawing a pained squeal from the beast.
Jack doesn't see any decent opportunities to join the fight without great risk to himself, especially with the range of the creature's stings. He opts to remain at the top of the stairs. "Looks like you've got it all under control down there. Uh.. good job.", he kinda just shrugs at Sasha as if there's pretty much nothing the two of them can do except wait it out on the deck.
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2
I understand your reasoning here Jack, but I'm going to warn you that no attempt to contribute during an encounter will result in no XP. I can see several different options that Jack could take.
Having closed with their new prey the sea scorpions unleash a barrage of snapping claws and darting stings upon Alexite and Joll. The sea scorpion tears into Alexite with terrifying brutality connecting with both claws and its sting to leave the ranger covered in his own gore and once again trying to fight off venom. Joll is luckier and only a single claw connects.
Alexite takes 8 points of damage and needs to make a DC 12 fort save or loose 1d2 ⇒ 1 Constitution. Joll takes 3 points of damage.
Target Selection 1-2 dog, 3-4 Joll, 5 Dragolan:1d5 ⇒ 4 Greater chance it targets those who wounded it.
Hearing the cries of pain from below Sasha rushes down the stairs and attempts to jump onto the crates from the steps red hair streaming behind her. Landing gracefully and laughing, she rushes around behind the scorpion engaged with Joll drawing her rapier and kukri as she moves. Winking at Joll she asks,
Male Human Inquisitor 3 HP 26/27 | AC 18 FF 17 Touch 11 Saves +4/+4/+5 |Init +3| Percep +8
DM Carpe wrote:
Hearing the cries of pain from below Sasha rushes down the stairs and attempts to jump onto the crates from the steps red hair streaming behind her. Landing gracefully and laughing, she rushes around behind the scorpion engaged with Joll drawing her rapier and kukri as she moves. Winking at Joll she asks,
"Did you miss me?"
Sasha's entrance makes Joll forget about his wounds and for a moment his concern is not to seem slow-witted to Sahsa.
"Of course! Let's make dinner out of this!" he says after a slight delay then pointing at the reefclaw.
Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 11/19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7
Again, this happens on my turn; posting ahead to help keep things moving. ^^
Quinta continues to sing, her voice stirring the blood of the warriors besetting the Reefclaws. Again, she cracks her whip at the beast now engaged with Dragolan and Joll.
Male Half-Elf HP 7/7, AC-12/T-12/FF-10, F+0/R+2/W+4, Init+2, Per+2, 725xp
Lydran's hound continues its assault on the lobstrosity, snapping wildly at the creature as orange spittle flies from its mouth, making a caustic hiss where it hits the floor.
For his own part, Lydran tries to focus on the beast engagin Alexite, trying to get a clear shot past the man, spotting a momentary opening, he launches a dart of acid at Alexite's opponent
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2
The hound leaps atop the crustacean burying its teeth in the area of cracked shell created by Joll's earlier blow and coming forth with a great gooey lump of pale flesh in its jaws!
The sea scorpion reels drunkenly from the damage, its legs seemingly barely able to support its weight.
Joll is up! Followed by Quinta, whose action I have, and Alexite.
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2
Your summon expires just before your next turn, before it can take an action Lydran. This is occassionally useful as it means its still around to take hits and provide flanking.
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2
Joll hits home again driving the Eurypterid to the deck and leaving it there broken and unmoving.
Joll can still move if you wish.
Quinta is up! Her action having been pretty much invalidated, followed by Alexite.
Initiative Order:
Sasha Nevah - gone.
Lydran Entelios - gone.
Joll Beliver - taken standard still has move if he wishes.
Quinta Wist - is up! Stated action invalidated.
Alexite Krupt
Dragolan Canario
Jack Sand
Sea Scorpions
Male Human Inquisitor 3 HP 26/27 | AC 18 FF 17 Touch 11 Saves +4/+4/+5 |Init +3| Percep +8
Are the squares 10 feet or 5 feet? Is there water on the floor on this level?
Joll sees Alexite still engaging the euryptid/lobstrosity and rushes to get around the crates to the other side of it. He gets as far as L5 before he sees that the opening to the other level is flooded and blocks his path so he moves around it to end in I4. All the while he feels the pain in his thighs from the earlier battle on the beach.
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2
Always 5ft. unless I specify otherwise. There is no water on the floor, but through the broken hatch down to the lower deck there is water a few inches below the rim. Joll has his speed listed as 20ft., is there some reason for this it seems like it should be 30?
I can't seem to find anything saying whether you pay the old 3.5 ten feet for the second diagonal thing in PF, does anyone know? If not what do you guys prefer, I don't really have a preference, but want to remain consistant.
Quinta is up! Her action having been pretty much invalidated, followed by Alexite.
Current vitals: Male human (Sargavan), Ranger 3, AC 16/12/14, HP 28 of 31, Fort: +5, Ref: +5, Will: +3; Init +2, Percep +8
Hurt, and badly this time. The beast had scored three hits on him while its thick carapace had withstood his falchion. The ranger thought about retreating but there was no where to go. He also remembered the last time he withdrew and the nasty sting had gotten him on his way out. With no where to go but forward, he still took care to try and dodge and deflect the beast's attack while still striking.
Current vitals: Male human (Sargavan), Ranger 3, AC 16/12/14, HP 28 of 31, Fort: +5, Ref: +5, Will: +3; Init +2, Percep +8
DM Carpe wrote:
I can't seem to find anything saying whether you pay the old 3.5 ten feet for the second diagonal thing in PF, does anyone know? If not what do you guys prefer, I don't really have a preference, but want to remain consistant.
It's first diagonal 5', 2nd diagonal 10', etc.
Go to Combat.
About half page down under Measuring Distance
Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 11/19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7
Quinta curses under her breath when she sees how tattered Alexite is starting to look.
"Excuse me, excuse me, excuse you, coming through!" she sings as she elbows past Lydran to slap a hand against Alexite's back.
"I caulk your bones, I knit your flesh, From perfection like mine, you should expect no less!"
"That was my last spell!" the girl sings in warning. "Can make no one else well!"
Quinta moves to N2 and casts Cure Light Wounds on Alexite for 1d8 + 1 ⇒ (4) + 1 = 5 hp. I'd like to maintain the Inspire courage +1. Am I correct in assuming that the Spellsong feat allows this? If not, then I'll just start singing again next round.
Jack drops his short sword on the deck, draws his shortbow, and walks down the stairs into the hold. (L5)
I'm a level 1 rogue. My BaB is +0. I cannot draw a weapon as part of a move action until level 2, so this is my entire turn. I could move up to the scorpion by rushing atop the crates and then attacking, but I'd provoke AoO from its threatening reach and one stab of that tail could be half my health. My fort save is also -1, so poison isn't something I'd like to tangle with, especially since I have some of the lowest HP in the group. That's also the reason I didn't want to have Jack rush down in there to fight in close quarters with the lobster that just died. He's kind of a skill-oriented character, and his combat options at the moment aren't ideal. Just because there are options doesn't mean they're good ones. Also, he acted last in the initiative order, so his choice of positions was pretty awful after everyone else had crowded in down there. I didn't take feat support for bow use at level 1 (I didn't think I'd need it quite so badly), so his ability to shoot into a group of 5 people who are engaged in melee isn't exactly awesome. If I could go back in time, I'd have taken Point Blank Shot and Precise Shot, but I didn't know we'd be fighting enemies with threatening reach at level 1, so I thought melee would be a more viable option in situations where I couldn't reasonably shoot. I was wrong about that. My bad.
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2
Alexite's blow falls wide of the mark as he takes a defensive style. His wounds are partially healed by Quinta's soothing magics.
Various Rules Stuff:
Quinta I found the write up rather confusing, but managed to find a thread where James Jacobs soewhat hazily says, "Concealing a spell counts as spellcasting, not a performance. It's a feat effect fueled by performance rounds," so you can indeed maintain your Inspire while making use of it.
Thanks Alexite, the changes between 3.5 and PF still occasionally make me unsure :)
I also just learned that reach is subject to soft cover, and thus Quinta does not provoke by casting :) Think I knew that in the back of my mind.
I would not worry about it too much, its not going to be especially common that you fight creatures with reach. Also soft covers prevents creatures with reach from taking aoos, so as long as there is someone between you and them you are fine - as long as they are medium sized anyway. Jack also has a good acrobatics score and could have avoided an aoo on any roll higher than a 3 - I know you couldn't know that, but this is an appropriate leveled encounter and he has a good modifier.
Jack's a skilly character and thats fine, he will contribute more in some areas than in others, but he still needs to participate in combat if he expects XP for it. I don't mind if you are ineffectual - though your party might well make suggestions, and get annoyed if you are cowardly or don't make yourself useful - but you need to be involved. Now if your character wishes to sit out and not receive Xp for RP reasons I'm fine with that, but the party facesa tougher challenge because they are down a man and would be rewarded accordingly.
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2
Dragolan delays accessing his options, and Jack enters the hold.
The remaining Euryterid chitters and goes for poor Alexite again, but he is able to dodge its strikes and one claw deflects off his armor.
Sasha leaps across between the crates and rolls across them before springing up to strike at the sea scorpion! But her swordsmanship does not prove equal to her acrobatics and she fails to connect.
Lydran is up! And Dragolan is delaying and may choose to come in if he wishes.
Jack did not have the movement to reach his desired position, takes 10 feet to get down the stairs remember.
Sasha Nevah - gone.
Lydran Entelios - is up!
Joll Beliver
Quinta Wist
Alexite Krupt
Dragolan Canario - Delyaed and may enter whenever he wishes.
Jack Sand
Sea Scorpions
Male Half-Elf HP 7/7, AC-12/T-12/FF-10, F+0/R+2/W+4, Init+2, Per+2, 725xp
Lydran's hound throws back its head and bays loudly as it erupts into flames. Tendrils of fire lick at its entire body as the spell expires, and the dog burns down to nothing but ash as it returns to its home plane. No longer having a clear shot of any sort at the remaining lobstrosity, Lydran begins to move around the crates for a better vantage point, squeezing by Jack Sand and drawing his crossbow.
Male Human Inquisitor 3 HP 26/27 | AC 18 FF 17 Touch 11 Saves +4/+4/+5 |Init +3| Percep +8
Joll speeds around the opening to the hold in order to flank the sea-scorpion from behind. [ooc]Double move to K-1. This entails two diagonal moves but they are not consecutive.
Current vitals: Male human (Sargavan), Ranger 3, AC 16/12/14, HP 28 of 31, Fort: +5, Ref: +5, Will: +3; Init +2, Percep +8
With renewed vigor from the singing girl and seeing his new-found allies flanking the beast, Alexite felt strength and hope flow into him. He channeled that force into another crippling blow hoping to kill the beast once and for all. it couldn't deflect his blows forever. "Die, vermin!"
Alexite power attack with falchion, flanking, inspire courage power attack, falchion to hit: 1d20 + 3 + 2 + 1 ⇒ (17) + 3 + 2 + 1 = 23 power attack, falchion damage: 2d4 + 7 + 1 ⇒ (3, 2) + 7 + 1 = 13
that's more like it, I couldn't roll below 10 much longer :)
Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 11/19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7
Quinta backs off from Alexite and starts to run through the hold, looking for a spot where she can get at the sea monster without taking the risk of accidentally stabbing Alexite in the back. Her hands fumble at her belt as she goes, coiling her whip - and steel rasps as her sword leaves its sheath, just before she stumbles to a halt behind Joll.
Quinta moves to L5 and switches her whip for her rapier. That's me for this round, I believe. Inspire courage +1 is maintained.