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DM Talomyr's Council of Thieves (Inactive)

Game Master Talomyr

A resistance rises in order to stop injustices in the former Chelish capitol, Westcrown.


3,151 to 3,200 of 3,462 << first < prev | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | next > last >>

HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Sorry I wasn't clear, I didn't realise at the time that he was a target I could reach. Intention was to 5 foot step south and kill that Lemure. Shame to waste a crit on it but chose it to minimise the amount of melee getting to the group.

Dark Archive

Ok no problems I will adjust the map accordingly tonight. You hit and obliterated one of the lemures.

Update to the Map will be posted this evening in the meantime, Morghrim is actually one square to the east in (E,9) the Lemure in (F,9) never got a chance to move there.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

AOO (don't mind which)-

1d20 + 7 ⇒ (20) + 7 = 27 Crit threat, power attack)
1d20 + 7 ⇒ (18) + 7 = 25 Crit confirmed, power attack
3d10 + 27 ⇒ (9, 5, 5) + 27 = 46 Damage

Valeron, Kevorin, Addie, step back please. Morghrim "I roll 20's" Maestros has this encounter covered apparently ;).

Dark Archive

I would kill for Khalid to have 1/10th of Morghrim's luck...

Which one?:1d2 ⇒ 2 1 = Left; 2 Right

Ok, Morghrim splatters the one that would have been in front of Addie as well. With that in mind does Addie still want to use the action she stated? Where would Kevorin like to move to for his swing and miss as his original target never made it there.

Hopefully this will be the end of the re-write....rather bothersome way to start what should be the final fight of Book 2.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Yeah, my bad. As I said, was pretty swamped yesterday and I barely had time to post.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

D9, if that's free.

Dark Archive

@Morghrim - No problems.

@Kevorin - That will work.

@Valeron - You are unable to descern what sort of creatures you are about to face.


With no lemures immediately in Addie's face, we'll go ahead and revise her action.

Round One (Revised):

With a silent prayer to The Gentleman, Addie calls upon the power of her mysterious patron to place a hex on the tentacled creature, compelling it to fall asleep. At the same time, she reaches into her magical haversack retrieves one of her scrolls.

Standard action to use Slumber Hex on the large tentacled creature; Will save DC 16, if the save fails the creature falls asleep for 4 rounds. Move action to retrieve scroll of Enlarge Person from haversack.

Addie's AC w/Mage Armor: 16
Addie's HP: 34/34

Dark Archive

In the interest of moving along, I will post the action for the first enemy.

DM Rolls:

Will Save:1d20 + 7 ⇒ (15) + 7 = 22 - Pass

Attacking Kevorin:
Claw:1d20 + 2 ⇒ (7) + 2 = 9
Damage:1d4 ⇒ 3

Claw:1d20 + 2 ⇒ (7) + 2 = 9
Damage:1d4 ⇒ 4

Addie focuses her will on the large, tentacled creature as she attempts to cause the beast to fall into a slumber. Unfortunately, the creature seems to be unfazed by the witch's gaze.

The molten fleshy creature lashes out with two claws at Kevorin, but the half-orc, even enraged, is easily able to dodge the strikes.

Initiative Order - Round 1:
Addie - 13+ (acted)
Kevorin - 13 (acted)
Morghrim - 10 (need a Round 1 action)
Lemure - 9+ (acted)
Valeron - 9
The Outcast King - 1

Map: Round 1, Impulse 9

Need a Round 1 action from Morghrim, and Valeron is up.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Morghrim saw that his mighty swings were proving powerful enough without swinging as furiously as he had been. He stepped back and attuned his new Glaive to powerful energies he called from the realm of archons and it shimmered with golden light as he cut the lemure into two fleshy pieces with another swing.

Glaive is now treated as +4 (Bane- Outsider (Devil)). I assume that also covers the big one?

1d20 + 10 ⇒ (20) + 10 = 30 Bane, Crit threat
1d20 + 10 ⇒ (4) + 10 = 14 Bane, Confirms VS AC14
3d10 + 24 + 2d6 ⇒ (9, 1, 10) + 24 + (5, 3) = 52

Does Bane get added to the enhancement bonus of a weapon in order to determine if it bypasses damage reduction? Don't think its relevant but i'm curious and don't have time to look it up. Anyone know? Also, third action, third 20 ;).


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

From here on our, Morghrim shall be known as "Morghrim Lemure-Bane", which is slightly more impressive than "Lemur-Bane, slayer of lemurs".


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

I preferred "Roller of 20's" but its not going to work IC. Still, he can now legitimately boast- "I SLEW THREE DEVILS IN 12 SECONDS!" and try to cultivate a reputation as "Morghrim Devil-Bane"


Male Human Cleric 5 / Inheritor's Crusader 1

Gritting his teeth, Valeron nods as he watches Morghrim swiftly dispatch two of the strange creatures and hopes with Kevorin's restored strength the entire fight will be a brief one.

Stepping forward, he grips his holy symbol again, words rolling off his tongue as flames arc and leap from him towards the large creature ahead.

Move to BE,11

Then... Searing Light at the Outcast King

Ranged touch: 1d20 + 3 ⇒ (11) + 3 = 14

Damage: 2d8 ⇒ (6, 8) = 14

In the off-chance the Outcast King is somehow undead, here's that damage instead: 5d6 ⇒ (1, 3, 6, 1, 3) = 14

Dark Archive

DM Rolls:

SR check for Val:1d20 + 5 ⇒ (20) + 5 = 25

Attacks on Morghrim:
Tentacle 1:1d20 + 7 ⇒ (20) + 7 = 27 - Hit, potential Crit
Damage:1d6 + 2 ⇒ (2) + 2 = 4

Tentacle 2:1d20 + 7 ⇒ (18) + 7 = 25 - Hit
Damage:1d6 + 2 ⇒ (4) + 2 = 6

Tentacle 1 Confirm?:1d20 + 7 ⇒ (12) + 7 = 19 - No
Damage:1d6 + 2 ⇒ (6) + 2 = 8

Grab 1:1d20 + 16 ⇒ (20) + 16 = 36 - Grabbed
Constrict:1d6 + 5 ⇒ (5) + 5 = 10

Grab 2 - Not needed

Attacks post grab, Morghrim AC = 21
Sword 1:1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 19 (grappled) - Miss
Damage:1d8 + 6 ⇒ (8) + 6 = 14

Sword 1, Iterative:1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 17 (grappled) - Miss
Damage:1d8 + 6 ⇒ (6) + 6 = 12

Sword 2:1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 27 (grappled) - Hit, potential Crit
Damage:1d8 + 2 ⇒ (6) + 2 = 8

Sword 2 Confirm?:1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20 (grappled) - no
Damage:1d8 + 2 ⇒ (1) + 2 = 3

Valeron's spell blasts the Outcast King, both injuring and angering the foul beast.

I rolled the SR for you, Val. For all subsequent spell cast on the Outcast King, please make a SR check DC 16

Injured, but not deterred, the Outcast King unleashes a flurry of attacks at the man responsible for the deaths of all of its minions.

First a two massive tentacles slam into the inquisitor, with one of the strikes coiling around Morghrim, dragging him closer to the King.

Once the King has the inquisitor in his clutches, the two swords go to work on the inquisitor, one of the blades piercing the dwarf's flesh as the tentacle begins to crush him.

Ok, apparently the dice gods decided to pay Morghrim back for his earlier luck. Morghrim takes a massive 28 points of damage in total, 8 of which is Infernal Wounds. To make matters worse, I need a DC 14 Fort save from Morghrim or be sicked from the muck on top of it. You currently have the grappled condition (red dot in lower right corner) as well.

Initiative Order - Round 2:
Addie - 13+
Kevorin - 13
Morghrim - 10 (grappled, protection judgement, need Fort Save DC14)
Valeron - 9
The Outcast King - 1 (grappled)

Map Update, Beginning Round 2

You guys are up.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Wow I saw those rolls. Morghrim had to be in BE10 to attack last round (which is why I mentioned 'stepping back) so unless the creature has a reach greater than 10 feet, it would have had to 5 foot step or use a move action to reach him. The devil thing should be a bit closer as a result of that.

1d20 + 12 ⇒ (4) + 12 = 16 Fort, assumes Hardy/Steel Soul applies.

Edit: Also, I believe one of those sword swings was a miss. Morghrim's AC including the protection judgement he has up, is base 23. With -2 from lower dex in grapple, still AC21.

Dark Archive

Yup. Tentacles have a reach of 15 ft.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Also made an edit as I believe one sword blow was a miss.

Dark Archive

Morghrim Maestros wrote:
Also made an edit as I believe one sword blow was a miss.

What was the edit? Once grappled (-4 Dex), Morghrim is AC 19, correct? There were a total of 3 sword swings, two hits and one miss.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Edit: Also, I believe one of those sword swings was a miss. Morghrim's AC including the protection judgement he has up, is base 23. With -2 from lower dex in grapple, still AC21. And sword 2 didn't confirm based on that.

Dark Archive

Ah, ok I was using the information that was in your stat line above. So instead of 45, you take 31, 11 of which is infernal. You are not staggered, but are still grappled. Keep in mind you can only use one hand when grappled. I'll edit the post above.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

The crit on sword two doesn't confirm either, so Morghrim takes 17 less damage. How much is Infernal now (and what are the implications of it, doesn't heal properly?)

Stats in my parentheses are a baseline without spells or temporary effects. It would be very hard to try and keep all my characters parentheses permanently up to date.

Dark Archive

Nope, still Infernal wounds...the swords work like a bearded devil's glaive.


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron will wait on Morghrim's actions before making a decision. He has Liberating Command to cast as an immediate action if for some reason Morghrim doesn't escape the grapple.

I'm thinking Heat Metal on all those dandy swords with the standard action - that's also of course assuming Morg's not in life-threatening danger at Val's init count.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Acrobatics: 1d20 + 9 ⇒ (15) + 9 = 24
Fort save: 1d20 + 6 ⇒ (2) + 6 = 8

Kev tumbles past Morghrim to space F7, splashing into the muck and feeling a bit queasy from it. He swallows the bile and tries to bring his axe into the amalgam.
Attack: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
Damage: 1d12 + 6 - 2 ⇒ (7) + 6 - 2 = 11


Round Two:

Addie delays casting the spell on her scroll and instead casts one of her few bardic spells, causing Morghrim to become coated in a slippery layer of grease. At the same time she reaches into her haversack and retrieves a second scroll.

Standard action to cast Grease on Morghrim, granting him a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to his CMD to avoid being grappled; duration 4 minutes (40 rounds). Move action to retrieve scroll of Glitterdust from haversack.

Addie's AC w/Mage Armor: 16
Addie's HP: 34/34

Dark Archive

Addie casts her spell to help free Morghrim from the grip of the Outcast King. Kevorin, seeing little other alternative, jumps down into the waist-deep, sludge and plants his axe into the side of the creature.

Much to the half-orc's disappointment, most of the would seals as soon as the blade is removed.

Just a side note, since the Outcast King has the grappled condition as well, it can not make AoOs

Morghrim and Valeron are up.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Knowing that to break free and retreat would only mean the deadly tentacle would likely catch him again, Morghrim dropped his glaive and strained against the devil to instead control the grapple- keeping the beast from using its many swords and as he wrestled with the monstrous thing, he hoped Kevorin would bring it down fast.

1d20 + 3 + 3 ⇒ (20) + 3 + 3 = 26 CMB as standard action to become primary grappler

As he struggled, he called to his allies-

Use silver or a align a weapon to the light, don't even think about using the elements! Kevorin he urged as he sought the half-orc's attention and spared a glance at the axe sheathed on his back my battleaxe, take it!

Masterwork alchemical silver battleaxe if you do.

Edit: Morghrim, roller of 20's, strikes again!

Dark Archive

Morghrim Maestros wrote:
1d20+3+3 CMB as standard action to become primary grappler

Not that it matters due to the 20, but you would have a -4 for only having one hand free and a -2 for making an attack while grappled (non-controling)


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Dropped the Glaive so no -4.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

What kind of action would it be to get the axe from Morghrim?


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

I was hoping move but might be standard.

Dark Archive

Kevorin wrote:
What kind of action would it be to get the axe from Morghrim?

Move action


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron watches, somewhat stunned, as Morghrim fights his way into control of the grapple.

One of Iomedae's favored spells, one to heat weapons was on Valeron's lips.

If the metal grows hot, it would surely drop those weapons - I wonder if they are magical as well? But Morghrim said no fire... only aligned weapons...

I must try!

Valeron's fingers clench tightly around his holy symbol and he allows he voice to resonate from the chamber and prays his goddess hears his words.

"Beastly king, your reign over this filth ends now!"

Channel Positive Energy (using Alignment Channel feat to damage evil outsiders)

Damage (DC15 Will for half): 3d6 ⇒ (2, 6, 4) = 12

Dark Archive

DM Rolls:

Will Save:1d20 + 7 ⇒ (16) + 7 = 23

All attacks at Morghrim AC 21; -2 (grappled)

Tentacle 1 - grappled not able to attack

Tentacle 2:1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10
Damage:1d6 + 2 ⇒ (6) + 2 = 8

Sword 1:1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18
Damage:1d8 + 6 ⇒ (1) + 6 = 7

Sword 1, Iterative:1d20 + 5 - 2 ⇒ (5) + 5 - 2 = 8
Damage:1d8 + 6 ⇒ (7) + 6 = 13

Sword 2:1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 21
Damage:1d8 + 2 ⇒ (6) + 2 = 8

Bite:1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7
Damage:2d6 + 5 ⇒ (4, 5) + 5 = 14

Valeron's holy energies flow over the Outcast King, harming the creature, but not to the extent that the Iomedaen priest would have liked.

Struggling with a rather tenacious dwarf hanging off of one of its tentacles, the Outcast King launches another flurry of attacks at the inquisitor, this time only a single blade finding its way past Morghrim's defenses.

Morghrim take 8 damage, it is infernal. The map hasn't really changed from the Round 2 map other than Kevorin being in (BF, 7). Feel free to post your Round 3 actions or if you would prefer to wait for an actual map update, that is fine too.

Initiative Order - Round 3
Addie - 13+
Kevorin - 13 (need Fort Save DC14)
Morghrim - 10 (grappled, protection judgement, need Fort Save DC14)
Valeron - 9
The Outcast King - 1 (grappled)

Much like when you fought the excremental, every round you are in the muck, I will need a Fort Save or be sickened.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Fort save: 1d20 + 6 ⇒ (19) + 6 = 25
Kev reaches over, rips the battle axe from its bindings and brings it down at the devil.
Attack: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d8 + 6 ⇒ (2) + 6 = 8


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Just a note to our cleric, Morghrim is now on 5HP and bleeding fast... In case you don't keep an eye on his HP tracker in parentheses. I believe the inquisitor Healing judgement has a chance of stopping the bleeding if I make my CL check though so i'll try that this round either way...

Barely standing after the bleeding wounds inflicted upon him, Morghrim altered the power Shelyn granted him so that it healed his wounds rather than protected him.

Swift action judgement change to Healing. Cl check to halt infernal bleeding + 2 HP healed-

1d20 + 5 ⇒ (13) + 5 = 18 Success

Having forced control over the grapple, Morghrim practically roared his defiance, spitting blood on the devil as he forced it into a pin!

1d20 + 3 + 3 - 2 + 5 ⇒ (20) + 3 + 3 - 2 + 5 = 29 CMB to pin

Note that any successful grapple check from the devil's part appears to be constricting Morghrim, Valeron, so even if it only escapes the pin Morghrim's likely to fall.

Dark Archive

Bleed stopped. And seriously, 4 rounds and 4 20's? Who did you sell your soul to, Alex?


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Does Morghrim go before Kevorin, because if so, I need to add 2d6 sneak attack and 2 bleed to that last strike?


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron just has a couple spontaneous Cure Light Wounds left - remember all his higher level slots (sans domain spells) were used on restorations and cures today.

Although, for a single hit Tal's been rolling 2d6+5 so trying to heal through the damage may be a losing proposition...

Valeron, seeing the blood covering Morghrim may be more the dwarf's than the Outcast King's, hastens over to apply the healing magic of Iomedae.

EDIT - Just realized I still had the Remove Disease in the 3rd level spot since Addie used the scroll instead. Valeron loses that for an uber heal.

Cure Serious (lose Remove Disease): 3d8 + 5 ⇒ (6, 7, 7) + 5 = 25

Dark Archive

Kevorin wrote:
Does Morghrim go before Kevorin, because if so, I need to add 2d6 sneak attack and 2 bleed to that last strike?

Initiative Order - Round 3

Addie - 13+
Kevorin - 13 (need Fort Save DC14)
Morghrim - 10 (grappled, protection judgement, need Fort Save DC14)
Valeron - 9
The Outcast King - 1 (grappled)

Looks like Kev went before him.


Round Three:

Addie unrolls one of her scrolls and begins reading the mystical words inscribed thereon, pointing toward Kevorin as she does so.

Full round action to cast Enlarge Person from scroll. Kevorin will be Enlarged at the top of Round Four; duration 10 rounds.

Addie's AC w/Mage Armor: 16
Addie's HP: 34/34


Male Human Cleric 5 / Inheritor's Crusader 1

@Tal: Don't miss the edit in my post above, I realized Valeron had one non-domain spell above 1st level still.

Dark Archive

Valeron Legis wrote:
@Tal: Don't miss the edit in my post above, I realized Valeron had one non-domain spell above 1st level still.

Valeron, please give me a caster level check to get by the infernal wound (DC16)

Morghrim, you are in the muck, please give me a DC 14 Fort save for the round.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6
DM Talomyr wrote:
Bleed stopped. And seriously, 4 rounds and 4 20's? Who did you sell your soul to, Alex?

Apparently, not the devil. Its actually 5 20's now.

1d20 + 12 ⇒ (19) + 12 = 31 Fort


Male Human Cleric 5 / Inheritor's Crusader 1

Caster Level Check: 1d20 + 5 ⇒ (11) + 5 = 16

EDIT - Whew!

Dark Archive

Round 3

The Outcast King roars in frustration, wondering how in Nine Hells it has managed to be pinned down by the tenacious dwarf, just before sending a flurry of tentacles, swords, and teeth at the inquisitor. The creature howls again as it flurry of attacks all fail to find their target.

DM Rolls:

Attacking Morghrim (AC 21)

Tentacle 1 - Grappled, No attack

Tentacle 2:1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 8 - Miss
Damage:1d6 + 2 ⇒ (5) + 2 = 7

Sword 1:1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 19 - Hit
Damage:1d8 + 6 ⇒ (2) + 6 = 8

Sword 1, Interative:1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7 - Miss
Damage:1d8 + 6 ⇒ (2) + 6 = 8

Sword 2:1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20 - Hit
Damage:1d8 + 2 ⇒ (4) + 2 = 6

Bite:1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14 - Miss
Damage:2d6 + 5 ⇒ (2, 6) + 5 = 13

Round 4

Valeron is in (BE,9), Kevorin (now large) is in (BF-BE, 6-7).

Initiative Order - Round 4
Addie - 13+
Kevorin - 13 (large, need Fort Save DC14)
Morghrim - 10 (grappled, healing judgement, need Fort Save DC14)
Valeron - 9
The Outcast King - 1 (pinned)

You folks are up. As before, you are welcome to post, or you can wait for the map update.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

It can't make a full attack when pinned- Link to pinned condition. Its actions are very strictly limited, as well as a -4 to AC on top of denied dexterity bonus. Made the fort save in previous post and judgement is now Healing, not Protection.

Dark Archive

Where do you see that it cannot make a full attack. I see that it says it cannot move. Which is not the same as being denied move (equivalent) or standard actions (also known as staggered). A full attack is a full round action that uses the standard action and the move action. I saw the round 3 fort save, I need one every round you are in the muck. With the protection judgement gone, that would actually be two hits on Morghrim for 14 infernal damage.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Fort save: 1d20 + 6 ⇒ (19) + 6 = 25

Kev, suddenly much larger, takes advantage of the devil's pinned state, and brings the axe down hard on the devil.
Attack: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 2d6 + 7 + 1d6 ⇒ (1, 6) + 7 + (4) = 18 and sickened for 1 round (thug ability, no save).

Kev then backs up to D8-E9 out of the muck, but still within reach thanks to his handy dandy new size.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

"A pinned creature is tightly bound and can take few actions" is pretty explicit, although poorly defined. "A pinned character is limited in the actions it can take" is better and then it goes on to list what actions said person can take. It wouldn't specifically then call out you can't full attack because that's already implied, much like it doesn't say you can't full attack when your tied up or dying or dead...

Done multiple forum searches on this, although even before I did I was absolutely certain. In 3.5, it was even harsher. Your only permitted action was to escape the grapple.

The intent is very clear and the 3.5 rules worked in the same way.

Pinned would be absolutely rubbish if the pinned person could still make a full attack.

Edit: Link to 3.5 srd wording on this (which is clearer tbh)- Link

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