GM Endless Forms' PFS 06-23 The Darkest Abduction (Inactive)

Game Master Mike Tuholski

A 7-11 PFS scenario played at the 10-11 subtier with 4-player adjustments.

Miregrold Manor | The Eylusia Building | Cloisoi Theater


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The Flaxseed Pathfinder Lodge

Ah yeah, I guess if you don't breathe then you won't take in any of the vapors.

There are enough candles in the room to make it normal lightning conditions.

Will: 1d20 + 7 ⇒ (6) + 7 = 13

Wadreskus puts blinders over one of the clockwork mages!

Initiative:

1. Desmond, Pai, and Sir Terramor
2. Enemies
3. Quiven, Lars, and Wadresksus

red: 23 dmg, deeper darkness

Lars, Desmond, Pai, and Sir Terramor are up!

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

Quiven will decide to search for further pressure plates in the room while his friends deal with the enemy!

Its the best I can come up with.

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

the enveloping void won't do much if they have darkvision and the ambient light is normal. Dropping two light levels would only be darkness.

Forgot my familiar's saves.

hawk fort: 1d20 + 3 ⇒ (1) + 3 = 4
hawk reflex: 1d20 + 6 ⇒ (6) + 6 = 12

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Fort 1d20 + 5 ⇒ (1) + 5 = 6
Reflex 1d20 + 6 ⇒ (19) + 6 = 25

Confused again, what a nightmare...

Confusion 1d100 ⇒ 8

Keeping her wits for a moment, Pai backs out of the room. "Let's get out of here and regroup. Dumb poison cloud has me feeling funny!"


The Flaxseed Pathfinder Lodge

Quiven notes that the other clockwork (red) is also standing on a pressure plate, although he has not yet been able to move from his alcove to set it off.

Initiative:

1. Desmond, Pai, and Sir Terramor
2. Enemies
3. Quiven, Lars, and Wadresksus

red: 23 dmg, darkness

Lars, Desmond, and Sir Terramor are up!

Grand Lodge

Male Human Cavalier 4/Bard 1/Battle Herald 2 | HP 49/63 | AC 22 T 13 FF 20 | Saves: F: +9 R: +8 W: +6 | CMD: 22 | Init: +6 Percep: +10 | SM: +6

Lars moves 10' into the room.

Fort: 1d20 + 9 ⇒ (15) + 9 = 24
Ref: 1d20 + 8 ⇒ (2) + 8 = 10

He is badly burned, but grits his teeth and begins to recite the Song of Huma.

Inspire courage is up. +1 variety.

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

I'm going to assume I can disable it when he is standing on it. Still not too useful.

Quiven will move into the corner, hoping he might be able to manuvuer into a better position later.


The Flaxseed Pathfinder Lodge

Alright, it's been a couple days and we need to keep moving.

The clockwork mage near Desmond continues trying to battle its way out so that it can release the pressure plate it is standing on.

slam: 1d20 + 18 ⇒ (1) + 18 = 19
damage: 1d4 + 3 ⇒ (2) + 3 = 5

slam: 1d20 + 18 ⇒ (2) + 18 = 20
damage: 1d4 + 3 ⇒ (1) + 3 = 4

slam: 1d20 + 18 ⇒ (19) + 18 = 37
damage: 1d4 + 3 ⇒ (3) + 3 = 6

slam: 1d20 + 18 ⇒ (9) + 18 = 27
damage: 1d4 + 3 ⇒ (2) + 3 = 5

The other mage fires two scorching rays at 2d6 ⇒ (3, 2) = 5 Sir Terramor and Pai!

ranged touch on Sir Terramor: 1d20 + 20 ⇒ (5) + 20 = 25
fire damage: 4d6 ⇒ (5, 2, 1, 2) = 10

ranged touch on Pai: 1d20 + 20 ⇒ (11) + 20 = 31
fire damage: 4d6 ⇒ (5, 6, 2, 5) = 18

Initiative:

1. Desmond, Pai, and Sir Terramor
2. Clockwork Mages
3. Quiven, Lars, and Wadresksus

red: 23 dmg, darkness

You guys are up!

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

Wadreskus attempts to bring spirits of misfortune down upon the one on the pressure plate. DC 23 will save or misfortuned

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

Sir Terramor charges the nearest clockwork soldier, yelling "Fight me, monster!"

Dragon's Challenge on blue clockwork mage, Charge, Power Attack and Banner

+1 adamantine longsword: 1d20 + 13 + 2 + 1 - 3 ⇒ (6) + 13 + 2 + 1 - 3 = 191d8 + 5 + 6 + 14 ⇒ (6) + 5 + 6 + 14 = 31

-2 AC vs. Blue mage for charge. -2 AC vs. all others for Challenge. All allies have +3 to hit blue mage and +1 to hit while charging (any target).

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

Was that supposed to be a +3 or - 3 in your [ dice]?


The Flaxseed Pathfinder Lodge

Will: 1d20 + 7 ⇒ (7) + 7 = 14

Wadreskus brings down ill luck upon the clockwork mage but Sir Terramor's charge is deflected by the other construct.

Initiative:

1. Desmond, Pai, and Sir Terramor
2. Clockwork Mages
3. Quiven, Lars, and Wadresksus

red: 23 dmg, darkness, misfortuned

Quiven, Lars, Desmond, and Pai are up!

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

Quiven double moves, drawing his weapons.

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2
Wadreskus Hall wrote:
Was that supposed to be a +3 or - 3 in your [ dice]?

-3. It was the modifier for Power Attack. It was a miss either way!

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Knowing she'd struggle to damage wither of the creatures, Pai pulls her wand of Infernal Healing and activates it on herself.


The Flaxseed Pathfinder Lodge

I hate to skip over your heavy hitter, so:

rolls:
Power Attack, FE, Haste: 1d20 + 15 - 3 + 6 + 1 ⇒ (19) + 15 - 3 + 6 + 1 = 38
Damage, PA, FE: 2d4 + 7 + 9 + 6 ⇒ (1, 4) + 7 + 9 + 6 = 27

Power Attack, FE, Haste: 1d20 + 10 - 3 + 6 + 1 ⇒ (15) + 10 - 3 + 6 + 1 = 29
Damage, PA, FE: 2d4 + 7 + 9 + 6 ⇒ (4, 4) + 7 + 9 + 6 = 30

Power Attack, FE, Haste: 1d20 + 15 - 3 + 6 + 1 ⇒ (6) + 15 - 3 + 6 + 1 = 25
Damage, PA, FE: 2d4 + 7 + 9 + 6 ⇒ (4, 3) + 7 + 9 + 6 = 29

And close enough...

With three heavy hits Desmond collapses one of the constructs into a pile of gears! Luckily the weight of the disabled construct keeps the second pressure plate from deactivating. The other mage responds by sending another pair of scorching rays, this time both aimed at Desmond!

ranged touch: 1d20 + 20 ⇒ (18) + 20 = 38
fire damage: 4d6 ⇒ (6, 1, 6, 3) = 16

ranged touch: 1d20 + 20 ⇒ (9) + 20 = 29
fire damage: 4d6 ⇒ (5, 3, 1, 5) = 14

Edit: whoops, looks like that'll provoke from Quiven. He can take his AoO; the clockwork would do it anyways.

Initiative:

1. Desmond, Pai, and Sir Terramor
2. Clockwork Mages
3. Quiven, Lars, and Wadresksus

You guys are up!

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

AoO: 1d20 + 15 ⇒ (12) + 15 = 27 for Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Quiven tries to slash at the enemy!

Attack: 1d20 + 13 ⇒ (18) + 13 = 31 for Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Attack: 1d20 + 13 ⇒ (18) + 13 = 31 for Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Then Quiven will 5' step back and allow someone else to take the front.


The Flaxseed Pathfinder Lodge

Quiven hits the machine three times but only one of his slashes leaves a scratch; the others seem to have no effect!

Initiative:

1. Desmond, Pai, and Sir Terramor
2. Clockwork Mage (1 dmg)
3. Quiven, Lars, and Wadreskus

Lars, Wadreskus, Desmond, Pai, and Sir Terramor are up!

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

Wadreskus's eyes grow pitch black as he calls on the spirits to harass the machine mage.
Misfortune, DC23 will save

hawk fort save: 1d20 + 3 ⇒ (11) + 3 = 14
hawk confusion: 1d100 ⇒ 12

Wadreskus's hawk perches himself on his shoulder.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pai casts Grease on the floor under the clockwork Mage, trying to knock it off balance, or even better, hoping it might fall.

DC 17 Reflex to resist.

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

Terramor pursues the metal man he's challenged.

Dragon's Challenge on blue clockwork mage.

+1 adamantine longsword: 1d20 + 13 ⇒ (9) + 13 = 221d8 + 5 + 14 ⇒ (8) + 5 + 14 = 27

All allies have +3 to hit blue mage and +1 to hit while charging (any target).

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

Desmond charges the blue mage, swinging his falchion fiercely.

Charging Power Attack: 1d20 + 16 + 2 + 3 + 1 ⇒ (19) + 16 + 2 + 3 + 1 = 41 Not sure of the +3 from Terramor stacks with the +1 that he also grants to charging. It's figured in there, but adjust as necessary.

Damage: 2d4 + 7 + 9 ⇒ (2, 1) + 7 + 9 = 19

Also, I'm sorry I've been out for so long. It's not fair to you guys and I'm sorry about it. Next week, I'm back into the office with the new school year, and things will be back to normal for my posting.

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

Desmond, that should be a crit


The Flaxseed Pathfinder Lodge

Will: 1d20 + 7 ⇒ (16) + 7 = 23
Ref: 1d20 + 12 ⇒ (5) + 12 = 17

Wadreskus' and Pai's magics are thwarted by the mage and Sir Terramor's slash is sidestepped. Desmond, however, finds an opening and charges in!

The mage uses the crystal in its chest to charge a hand with electricity, trying to discharge it on Sir Terramor!

touch attack: 1d20 + 20 ⇒ (17) + 20 = 37
electricity damage: 5d6 ⇒ (4, 5, 3, 6, 1) = 19

Initiative:

1. Desmond, Pai, and Sir Terramor
2. Clockwork Mage (15 dmg)
3. Quiven, Lars, and Wadreskus

You guys are up!

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

Wadreskus's eyes grow dark once more. This time calling on spirits of time and nature to erode away the Mage before him.

erosion curse DC 23 reflex for half: 5d6 ⇒ (2, 1, 6, 4, 2) = 15 [ooc]ignores hardness and dr[/dice]

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

Quiven will attempt to aid Sir Terramor's next attack!

Aid vs AC 10: 1d20 + 15 ⇒ (2) + 15 = 17 Almost a 1, but not quite! +2 for the next attack for Sir Terry!

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

bump

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pai is basically waiting on the big guys to take this thing out. She's used enough spells to no effect on this bad boy.

Pai takes a full defensive action this round.


The Flaxseed Pathfinder Lodge

Yes, this game has slowed considerably. This is one of the more difficult combats but once we get through this we don't have much to go. Let's finish it off!

Ref: 1d20 + 12 ⇒ (16) + 12 = 28

Wadreskus' spell hurts the construct a bit and Quiven distracts it to help Sir Terramor hit!

Initiative:

1. Desmond, Pai, and Sir Terramor
2. Clockwork Mage (22 dmg)
3. Quiven, Lars, and Wadreskus

Lars, Desmond, and Sir Terramor are up!

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

This has been a tough adventure all the way around! Not much for an Illusionist to contribute so far, lol...

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

His job made easier by the presence of allies, Sir Terramor continues on the attack, making sure to shield his allies where he can.

First Attack - +1 adamantine longsword, Dragon's Challenge, Gang Up: 1d20 + 13 + 2 ⇒ (3) + 13 + 2 = 181d8 + 5 + 14 ⇒ (3) + 5 + 14 = 22

Second Attack - +1 adamantine longsword, Dragon's Challenge, Gang Up: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 181d8 + 5 + 14 ⇒ (8) + 5 + 14 = 27

I'm now going to beat the Paizo die roller to death with a stun baton.

All allies have +3 to hit blue mage and +1 to hit while charging (any target).

With Aid Allies,Bodyguard and Intercept, I can burn an Attack of Opportunity whenever an adjacent ally is attacked to give that ally a +5 to AC.


The Flaxseed Pathfinder Lodge

rolls:
Power Attack, FE, Haste: 1d20 + 15 - 3 + 6 + 1 ⇒ (3) + 15 - 3 + 6 + 1 = 22
Damage, PA, FE: 2d4 + 7 + 9 + 6 ⇒ (3, 1) + 7 + 9 + 6 = 26

Power Attack, FE, Haste: 1d20 + 10 - 3 + 6 + 1 ⇒ (15) + 10 - 3 + 6 + 1 = 29
Damage, PA, FE: 2d4 + 7 + 9 + 6 ⇒ (2, 4) + 7 + 9 + 6 = 28

Power Attack, FE, Haste: 1d20 + 15 - 3 + 6 + 1 ⇒ (8) + 15 - 3 + 6 + 1 = 27
Damage, PA, FE: 2d4 + 7 + 9 + 6 ⇒ (3, 2) + 7 + 9 + 6 = 27

Sir Terramor misses but Desmond hits the construct twice! The clockwork mage turns to Desmond and unleashes a flurry of slams! Sir Terramor should be able to aid AC on some of them although it looks like that first one is going to hit no matter what.

slam: 1d20 + 18 ⇒ (17) + 18 = 35
damage: 1d4 + 3 ⇒ (2) + 3 = 5

slam: 1d20 + 18 ⇒ (11) + 18 = 29
damage: 1d4 + 3 ⇒ (1) + 3 = 4

slam: 1d20 + 18 ⇒ (2) + 18 = 20
damage: 1d4 + 3 ⇒ (1) + 3 = 4

slam: 1d20 + 18 ⇒ (3) + 18 = 21
damage: 1d4 + 3 ⇒ (4) + 3 = 7

Initiative:

1. Desmond, Pai, and Sir Terramor
2. Clockwork Mage (67 dmg)
3. Quiven and Wadreskus

You guys are up!

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

Quiven aids Sir Terramor again!

No Whammies!: 1d20 ⇒ 18

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

Desmond spits out a bit of blood after getting slammed again by the mechanical mage. "I can take it, can you?" he asks rhetorically as he whirls his falchion again at the thing.

Power Attack, FE, Haste: 1d20 + 16 + 6 - 3 + 1 ⇒ (16) + 16 + 6 - 3 + 1 = 36
Damage, FE, PA: 2d4 + 7 + 9 + 6 ⇒ (2, 3) + 7 + 9 + 6 = 27

Power Attack, FE, Haste: 1d20 + 11 + 6 - 3 + 1 ⇒ (19) + 11 + 6 - 3 + 1 = 34
Damage, FE, PA: 2d4 + 7 + 9 + 6 ⇒ (4, 4) + 7 + 9 + 6 = 30

Power Attack, FE, Haste: 1d20 + 6 + 6 - 3 + 1 ⇒ (16) + 6 + 6 - 3 + 1 = 26
Damage, FE, PA: 2d4 + 7 + 9 + 6 ⇒ (1, 4) + 7 + 9 + 6 = 27

Hasted Power Attack, FE, Haste: 1d20 + 16 + 6 - 3 + 1 ⇒ (16) + 16 + 6 - 3 + 1 = 36
Damage, FE, PA: 2d4 + 7 + 9 + 6 ⇒ (2, 2) + 7 + 9 + 6 = 26

Oh man, if only constructs were subject to criticals... Also, sorry, but I forgot to update my character page regarding my offense. BAB 11, so I get 2 iterative attacks, and then the haste attack, for a total of 4 attacks. Sorry.

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

In 3.5 they could not be, in pathfinder they can be crit. Types and subtypes that can not be crit , such as oozes and elemental a have that spelled out in their type entry in the bestiary. With pathfinder undead and constructs lost their immunity.

construct traits wrote:

A construct is an animated object or artificially created creature. A construct has the following features.

d10 Hit Die.
Base attack bonus equal to total Hit Dice (fast progression).
No good saving throws.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. However, most constructs are mindless and gain no skill points or feats. Constructs do not have any class skills, regardless of their Intelligence scores.
Traits: A construct possesses the following traits (unless otherwise noted in a creature's entry).

No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Low-light vision.
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
A construct cannot be raised or resurrected.
A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
Construct Size Bonus Hit Points
Fine —
Diminutive —
Tiny —
Small 10
Medium 20
Large 30
Huge 40
Gargantuan 60
Colossal 80
Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armor.
Constructs do not breathe, eat, or sleep.
Dragon
A dragon is a reptile-like creature, usually winged, with magical or unusual abilities. A dragon has the following features.

d12 Hit Die.
Base attack bonus equal to total Hit Dice (fast progression).

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

First Attack - +1 adamantine longsword, Dragon's Challenge, Gang Up and Quiven's Aid: 1d20 + 13 + 2 + 2 ⇒ (14) + 13 + 2 + 2 = 311d8 + 5 + 14 ⇒ (4) + 5 + 14 = 23 Finally!

Second Attack - +1 adamantine longsword, Dragon's Challenge, Gang Up and Quiven's Aid: 1d20 + 8 + 2 + 2 ⇒ (4) + 8 + 2 + 2 = 161d8 + 5 + 14 ⇒ (8) + 5 + 14 = 27

All allies have +3 to hit blue mage and +1 to hit while charging (any target).

With Aid Allies,Bodyguard and Intercept, I can burn an Attack of Opportunity whenever an adjacent ally is attacked to give that ally a +5 to AC.


The Flaxseed Pathfinder Lodge

Desmond and Sir Terramor send the construct clattering to the ground in a pile of gears!

Out of combat!

Behind one of the curtains in the room is a statue with dark wings and a wicked grin.

Dc 20 KN (planes or religion):
This is a stylized statue of Alichino, one of the malebranche devoted to the conquest of the Material Plane. He is known as the "Jester Prince of the Cage" and is a master of disguise as well as a trickster who seeks to befriend anyone with power by using a dozen voices and a hundred different faces.

DC 30 KN (planes or religion):
According to ancient legend, the devil Alichino tasked the legendary hero Strada with the conquest of an invincible city. Strada sought the help of an oracle of Gorum and was given the thousand fangs of the dragon Kathalphas. When Strada sowed the teeth into the ground outside the city as instructed, all the heroes the dragon had devoured sprang up into battle. Having frustrated the devil, Strada ruled the city for 90 years with the skeletal army as guard. Magical spartoi seeds that temporarily summon the skeletal undead warriors known as spartoloi have been created since in memory of this legend.

Numerous gems and baubles rest around the statue's base. There is also an alchemical journal that bears only the name The beast Within as its author. (This is a [i]journal of the beast within (UM 123).)

There is also a corridor leading to a few other rooms that equipped for a range of drug consumption and sexual acts; private rented playrooms, apparently.

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

knowledge planes or religion: 1d20 + 6 ⇒ (12) + 6 = 18

Wadreskus casts detect magic near the statue and gems. Spellcraft: 1d20 + 12 ⇒ (17) + 12 = 29

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

Religion: 1d20 + 2 ⇒ (13) + 2 = 15

Creepy. Quiven eyes the gems and baubles that are around the statue's base. Who left these here like this? Someone could take them...


The Flaxseed Pathfinder Lodge

Just keeping us moving. Feel free to retcon healing, ect.

Further on yu find a large room strewn with pillows, empty wine bottles, hookahs, and bits of clothing. The smell of musk and incense hangs in the air.

As you move about the room, Zeffiro Lesiege and four of his noble allies descend the lift in the room and enter. Lesiege and his followers all wear the same expensive clothing but everyone other than Lesiege wears a jester mask that covers their face.

DC 30 KN (local) or DC 20 KN (nobility):
You notice accessories, insignia, and other features that identify them as landed nobility and influential members of the community.

"I'm Zeffiro Lesiege, and you're trespassing. State your business," he says.

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

My business, it is to read and influence spirits, fortune and fate. Specifically, right now I am looking for a woman named Olivina. The spirits lead me to this place, I don't know why, might you?
diplomacy?: 1d20 + 28 ⇒ (8) + 28 = 36

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Know. Planes 1d20 + 17 ⇒ (16) + 17 = 33

Pai explains to the others what she knew about this idol. Quite a bit actually. Its been a long day, so I'll just ask everyone to check the two spoilers under Know. Planes, please.

Know. Local 1d20 + 17 ⇒ (4) + 17 = 21

Pai will pull a wand and Use it to heal herself after that combat. Spent two charges from wand of Infernal Healing.

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

Knowledge (Local): 1d20 + 16 ⇒ (19) + 16 = 35
Knowledge (Nobility): 1d20 + 9 ⇒ (15) + 9 = 24

"Greetings, honored lords," says Sir Terramor in the cultured tones of one used to meeting the great and powerful.
"As my learned friend here says, we are on a mission of good will. Pray do not take our presence ill."

Aid Another (Wadreskus's diplomacy w/ Aid Allies: 1d20 + 12 ⇒ (5) + 12 = 17

Terramor adds +4 to Wadreskus's total, for a 40!

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

Nice, we may be able to worm our way out of this one.


The Flaxseed Pathfinder Lodge
Wadreskus Hall wrote:
My business, it is to read and influence spirits, fortune and fate. Specifically, right now I am looking for a woman named Olivina. The spirits lead me to this place, I don't know why, might you?

"It wounds me that you would think she would be here, in my establishment. I would not be so uncouth as to kidnap someone, much less one of my favorite actresses."

"You Pathfinders think you can poke your noses wherever you want, taking whatever you please, leaving a trail of destruction in your wake. You graverobbers should look to your own sins before casting dispersion on others. My agents followed the body snatchers back to their lair. Go back to your tacky lodge and ask your venture-captain who might have cause to snatch up Karcau's citizens."

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

Sense Motive: 1d20 + 11 ⇒ (17) + 11 = 28

Does Terramor think these guys are hiding anything?

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

"We wouldn't be here if we hadn't received information leading us in this direction. And I don't think we said she was an actress...there are a lot of people named Olivinia," Pai says, squinting her eyes at the noble.

Maybe there are a lot of people named Olivinia...not sure, lol.

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

Wadreskus looks the man over as he speaks, trying to determine his intent.
Sense Motive: 1d20 + 30 ⇒ (14) + 30 = 44
Just because we have been led here does not mean you are at fault, someonee could be trying to tarnish your name through framing you.
Diplomacy: 1d20 + 28 ⇒ (4) + 28 = 32

Wadreskus glances around for any clue that Olivina may have been through here. Do the surroundings look similar from the scrying?
Perception: 1d20 + 34 ⇒ (4) + 34 = 38
or perhaps there are drag marks
survival to track: 1d20 + 24 ⇒ (17) + 24 = 41


The Flaxseed Pathfinder Lodge

Sir Terramor and Wadreskus:
Not only has he been truthful so far and doesn't seem to be hiding anything, but he was trying to imply that you should return to Miregold Manor, the Pathfinder Lodge, to search for the missing woman and the real spot of criminal operations.

Pai Kromnite PFS wrote:
"We wouldn't be here if we hadn't received information leading us in this direction. And I don't think we said she was an actress...there are a lot of people named Olivinia,"

"Not as many as you think and certainly not any others who have disappeared and whom the Pathfinders would have an interest in finding."

Wadreskus Hall wrote:
Just because we have been led here does not mean you are at fault, someonee could be trying to tarnish your name through framing you.

"You are quick and I like that. My employees saw the same intruders you heard of but chased them off. One dropped his rucksack-it's yours if you want it."

The bag he gives you contains a sheathed short sword and an unstopped vial with a residue of some foul substance.

DC 20 Craft (alchemy) or Knowledge (dungeoneering or local):
It is black smear poison, a poison favored by dark folk.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Know local 1d20 + 17 ⇒ (3) + 17 = 20

Pai wouldn't even touch the stoppered vial. "I've heard that the dark folk use a really nasty poison called Black Smear. Be very careful with that!". Pai casts Detect Magic on the sword, but also doesn't touch it, afraid the sword had already been poisoned.

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