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GM Fnord's PFS First Steps (Inactive)
Game Master Aoth Anskuld



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Andoran

Male Two-Handed Fighter 2/AC: 18, T: 12, FF: 16/HP: 22/F:5, R:2, W:0/Init: 4/Perc:0

Hour 2 Acrobatics: 1d20 - 2 ⇒ (19) - 2 = 17

Jake looks cautiously to his side to see if and when he will need to pull Karzak from the muck.


Tiann and Karzak hit the ground again.

2d4 ⇒ (3, 2) = 5

No apparent leeches this time.

Everybody can go ahead and roll for the next 6 hours. Jory, you can make one extra roll after your own roll per hour. If you beat a 10 on the 2nd roll for the hour, you give the other character a +2.

The number to beat every hour is 12.

Please summarize to me how many times you fall down in hours 3-8. After 8 hours you will be past the miasma covered bog and able to see your feet again.

Each time you fall, roll a d4. If it comes up a 4, roll a d2, and you get one or two leeches on you. For each time you get leeches, roll perception - if you get a 10 or higher, you notice them. If you fail to notice the leech, after a few minutes you will take 1 con damage and it will fall off. This con damage heals when you are healed in any way. A successful fort save of 12 will negate any damage from a leech.

If you notice the leech, you can forcefully remove it (pull, burn, etc) and take a point of physical damage instead of con damage.

So please roll all of your acrobatics, then run each hours leech chances...

Complicated enough for you guys? :)

Grand Lodge

F Human Cleric/1

Hour 1: Acrobatics: 1d20 ⇒ 20
I assume since I crit the roll I can assist... Hour 1 Assist: Acrobatics: 1d20 ⇒ 10
Hour 2: Acrobatics: 1d20 ⇒ 12
And if I can assist on a success... Hour 2 Assist: Acrobatics: 1d20 ⇒ 1
Hour 2 failure: 1d4 ⇒ 3
Hour 3: Acrobatics: 1d20 ⇒ 1
Hour 4: Acrobatics: 1d20 ⇒ 10
Hour 4 failure: 1d4 ⇒ 3
Hour 5: Acrobatics: 1d20 ⇒ 15
Hour 5 Assist: Acrobatics: 1d20 ⇒ 5
Hour 6: Acrobatics: 1d20 ⇒ 4
Hour 6 failure: 1d4 ⇒ 2

I'm a sysadmin / software dev by trade. My job is removing complexity from customer systems. So, no, I've dealt with worse. :)

Tiann starts off well, well enough to provide some guidance to those around her, but soon after finds herself face-down in the muck several times an hour. She learned from her first trip how to avoid the leeches and seems to not have any more difficulty—now if only her feet would listen...

Grand Lodge

Half Elf/Rogue - HP: 39/39, - AC: 20/T: 15/FF: 16 - Perception: +13 (Low-Light Vision) - F: +4 / R: +9/ W: +4 - CMB: +5 - CMD: 20, Speed: 30 - Init: +6

Hour 3: 1d20 + 7 ⇒ (16) + 7 = 23
Hour 4: 1d20 + 7 ⇒ (12) + 7 = 19
Hour 5: 1d20 + 7 ⇒ (17) + 7 = 24
Hour 6: 1d20 + 7 ⇒ (3) + 7 = 10
Hour 7: 1d20 + 7 ⇒ (20) + 7 = 27
Hour 8: 1d20 + 7 ⇒ (7) + 7 = 14

Tal moves effortlessly through the marsh and even successfully executes a rather impressive tripple lutz before falling flat on his face.

1d4 ⇒ 1

He checks himself for leeches and is relieved not to find any. He completes the journey with grace and humility.

Grand Lodge

M Dwarf [AC: 15; ff 14; Touch: 15] HP=19/19 F +4/R+4/W+7 CMD 18 Monk (Zen Archer)/2 Perception +9/stonework +11 Darkvision 60'

Acrobatics rolls hours 3-8
1d20 + 5 ⇒ (16) + 5 = 211d20 + 5 ⇒ (6) + 5 = 111d20 + 5 ⇒ (6) + 5 = 111d20 + 5 ⇒ (14) + 5 = 191d20 + 5 ⇒ (11) + 5 = 161d20 + 5 ⇒ (3) + 5 = 8

Andoran

Male Two-Handed Fighter 2/AC: 18, T: 12, FF: 16/HP: 22/F:5, R:2, W:0/Init: 4/Perc:0

Acrobatics: 1d20 - 2 ⇒ (17) - 2 = 15
Acrobatics: 1d20 - 2 ⇒ (9) - 2 = 7
Leech? 1d4 ⇒ 4
How Many Leeches? 1d2 ⇒ 2
Do I see them? Perception: 1d20 ⇒ 6
Fort:1d20 + 4 ⇒ (19) + 4 = 23
Fort:1d20 + 4 ⇒ (8) + 4 = 12
Acrobatics: 1d20 - 2 ⇒ (10) - 2 = 8
Leech? 1d4 ⇒ 3
Acrobatics: 1d20 - 2 ⇒ (8) - 2 = 6
Acrobatics: 1d20 - 2 ⇒ (14) - 2 = 12
Leech? 1d4 ⇒ 3
Acrobatics: 1d20 - 2 ⇒ (17) - 2 = 15
Leech? 1d4 ⇒ 4
How Many Leeches? 1d2 ⇒ 1
Do I see it? Pereception: 1d20 ⇒ 10

Jake falls four times over the eight hour period. The second time he falls, he does not notice the leeches attached to his body, but he shakes off any damage that they could have caused as they soon fall to the bog.

The last time he falls, he rises with one leech on him, and he immediately notices the slug and painfully pulls it off, tossing far into the bog as he grimaces.

I will be glad to be out of this damnable soup!


Jake: You shrug off the first two. Roll fort for the third and if you fail a 12 you can decide to take 1 con or 1 HP damage.

Jory: Looks like 3 hours in the miasma.

Grand Lodge

M Dwarf [AC: 15; ff 14; Touch: 15] HP=19/19 F +4/R+4/W+7 CMD 18 Monk (Zen Archer)/2 Perception +9/stonework +11 Darkvision 60'

Leeches3d4 ⇒ (1, 3, 2) = 61d2 ⇒ 1none

After a couple of falls of his own, Jory is just happy to get out without leeches.


Nester acro:
1d20 + 1 ⇒ (16) + 1 = 17
1d20 + 1 ⇒ (15) + 1 = 16
1d20 + 1 ⇒ (1) + 1 = 2
1d20 + 1 ⇒ (13) + 1 = 14
1d20 + 1 ⇒ (12) + 1 = 13
1d20 + 1 ⇒ (12) + 1 = 13
1d20 + 1 ⇒ (19) + 1 = 20
1d20 + 1 ⇒ (12) + 1 = 13

1d4 ⇒ 4
1d2 ⇒ 2 leeches
Perception: 1d20 + 6 ⇒ (10) + 6 = 16

Nester picks the leeches off with a disgusted look.

Fort: 1d20 + 1 ⇒ (17) + 1 = 18 No damage

I believe everyone has fallen into the miasma at least once.

Disease onset:
Tiann Ceriagh'u: 1d3 ⇒ 3 days
Jory Redcap: 1d3 ⇒ 2 days
Talhaearn: 1d3 ⇒ 1 days
Jake Hargrove: 1d3 ⇒ 2 days
Karzak: 1d3 ⇒ 2 days
Nester: 1d3 ⇒ 1 days

At the end of the day, you reach the end of the thick rolling fog, allowing you to see where you step. Despite the increased visibility, this area of the swamp is still difficult terrain, as the much and vegetation thicken further.

This seems as good a spot as any to camp for the night before you try to make it out of the bog tomorrow.

Grand Lodge

M Dwarf [AC: 15; ff 14; Touch: 15] HP=19/19 F +4/R+4/W+7 CMD 18 Monk (Zen Archer)/2 Perception +9/stonework +11 Darkvision 60'

Jory will tell Nester stories about the Pathfinder Ball around the campfire and show him pictures. He will try to draw one of him and Karzak at the Ball, Jory with his tux and Karzak in full armor.

Andoran

Male Two-Handed Fighter 2/AC: 18, T: 12, FF: 16/HP: 22/F:5, R:2, W:0/Init: 4/Perc:0

Fort:1d20 + 4 ⇒ (6) + 4 = 10

Failing the last save, as I indicated above, Jake pulls off the last Leech, taking the regular one point of damage.


Nester and Talhaearn wake up coughing and feverish.

Nester fort: 1d20 + 1 ⇒ (3) + 1 = 4 fail, -1 wis.

Tal, make a DC13 fort save or take 1 point of wisdom damage.

Grand Lodge

Half Elf/Rogue - HP: 39/39, - AC: 20/T: 15/FF: 16 - Perception: +13 (Low-Light Vision) - F: +4 / R: +9/ W: +4 - CMB: +5 - CMD: 20, Speed: 30 - Init: +6

Fort: 1d20 + 1 ⇒ (14) + 1 = 15


Tal: No damage from the fogshroud miasma. Please keep track that you have passed one save.

I would recommend looking up the rules for using the heal skill to treat disease. :) Today you didn't know people would be sick, but tomorrow people can do heal checks to help.

Grand Lodge

Male Dwarf Barbarian Armored Hulk / 1

Acrobatics checks
1d20 - 4 ⇒ (20) - 4 = 16
1d20 - 4 ⇒ (18) - 4 = 14
1d20 - 4 ⇒ (18) - 4 = 14
1d20 - 4 ⇒ (4) - 4 = 0
1d4 ⇒ 3
1d20 - 4 ⇒ (11) - 4 = 7
1d4 ⇒ 2
1d20 - 4 ⇒ (9) - 4 = 5
1d4 ⇒ 2

Karzak starts out rather well, but the layer of slime that soon coats his armor makes movement difficult after the first few hours. He stumbles several times later on in the journey but, amazingly enough, avoids getting any leeches attached to him.

Grand Lodge

F Human Cleric/1

Tiann quickly triages the situation with her coughing companions, still a bit weary from the leeches yesterday. She takes a few moments to spread positive energy through the group before investigating the disease.

I don't think the roll is necessary, but: Channel Energy: 1d6 ⇒ 5
This should patch up anyone who took Con damage yesterday.

Carefully looking at Nester and Tal, Tiann tries to diagnose what the problem is.

Heal: 1d20 + 8 ⇒ (9) + 8 = 17

Then, she spends some time trying to help Nester along.

Heal: 1d20 + 8 ⇒ (20) + 8 = 28 ... can that be his save against the disease? pretty please? :)

Grand Lodge

M Dwarf [AC: 15; ff 14; Touch: 15] HP=19/19 F +4/R+4/W+7 CMD 18 Monk (Zen Archer)/2 Perception +9/stonework +11 Darkvision 60'

Jory attempts to treat Tiann then himself.
Heal 1d20 + 4 ⇒ (12) + 4 = 161d20 + 4 ⇒ (1) + 4 = 5
Heal at DC of disease allows +4 to save - read the rules as you suggested.


Tiann: Your heal checks let you figure out the nature of the disease.

It is something you've actually heard of, commonly referred to as fogshroud miasma. It is thought to be contracted by inhalation; you believe the victims contracted it in the fog covered bog yesterday.

You know: Onset 1d3 days; frequency 1/day; Effect: 1 wis damage; Cure 2 consecutive saves.

Jory: Rolls to treat disease happen when it's time to make the disease check, and require 10 minutes of treatment before the disease check. Healers can help starting tomorrow, but not today.

Grand Lodge

Half Elf/Rogue - HP: 39/39, - AC: 20/T: 15/FF: 16 - Perception: +13 (Low-Light Vision) - F: +4 / R: +9/ W: +4 - CMB: +5 - CMD: 20, Speed: 30 - Init: +6

Tal is impressed by Tiann's knowledge of the disease.

Inhalation...so there's a chance we all have it then? We'll all need to keep an eye on one another and look for symptoms.

With that Tal begins breaking camp with the hopes of putting this swamp behind him.

Grand Lodge

M Dwarf [AC: 15; ff 14; Touch: 15] HP=19/19 F +4/R+4/W+7 CMD 18 Monk (Zen Archer)/2 Perception +9/stonework +11 Darkvision 60'

Jory whistles as he gets back on the trail.


MAP
The green areas are still pretty boggy. You can see where you're putting your feet, but it is still difficult terrain if you're off the dirt path, as the much and vegetation thicken further.

A large log rests across the dirt path, standing five feet tall. A moldering wood door covers one of the hollow ends of the log, and a makeshift mud chimney emits a thin wisp of blue smoke. From behind the crude house comes the sound of someone humming an off-key tune.

Andoran

Male Two-Handed Fighter 2/AC: 18, T: 12, FF: 16/HP: 22/F:5, R:2, W:0/Init: 4/Perc:0

Let's advance to the log, shall we?

Grand Lodge

Half Elf/Rogue - HP: 39/39, - AC: 20/T: 15/FF: 16 - Perception: +13 (Low-Light Vision) - F: +4 / R: +9/ W: +4 - CMB: +5 - CMD: 20, Speed: 30 - Init: +6

We shall...I guess it goes without saying that we should be cautious of whoever...or whatever makes their home in that log.

Tal nocks an arrow and moves forward cautiously...a fair distance behind Jake and Karzak.

I'll be at my desktop for a few hours...give me a shout if you're unable to edit the map and let me know where you'd like me to put you.

Grand Lodge

M Dwarf [AC: 15; ff 14; Touch: 15] HP=19/19 F +4/R+4/W+7 CMD 18 Monk (Zen Archer)/2 Perception +9/stonework +11 Darkvision 60'

Jory helps cover his friends as he closes.

Andoran

Male Two-Handed Fighter 2/AC: 18, T: 12, FF: 16/HP: 22/F:5, R:2, W:0/Init: 4/Perc:0

As Karzak and Jake approach the log with cover provided by Jory and Tal, Jake listens intently to the sound of the voice from the rear of the house.

Perception: 1d20 ⇒ 14

Little help...can't move the tile at work...thanks.

Grand Lodge

Male Dwarf Barbarian Armored Hulk / 1

Karzak grunts as he looks at the log, but his face softens somewhat at the sound of humming. Hrmpf...hums like a true dwarf. Right; let's go ahead and see what he's got ta' be so damned cheerful about. Karzak advances with his usual lack of caution, looking about the log for the source of the fine tune.

Perception
1d20 + 4 ⇒ (17) + 4 = 21

Grand Lodge

Half Elf/Rogue - HP: 39/39, - AC: 20/T: 15/FF: 16 - Perception: +13 (Low-Light Vision) - F: +4 / R: +9/ W: +4 - CMB: +5 - CMD: 20, Speed: 30 - Init: +6

Tal follows along with Jory by his side, listening to the humming from inside the log and scanning the area around the log.

Perception 1d20 + 10 ⇒ (4) + 10 = 14

I've moved all of us on the map, I currently have Tiann behind us a safe distance (with Nestor). Let me know if anyone would like me to change their place on the map.

Andoran

Male Two-Handed Fighter 2/AC: 18, T: 12, FF: 16/HP: 22/F:5, R:2, W:0/Init: 4/Perc:0

Thanks Tal...looks good to me.

Grand Lodge

Male Dwarf Barbarian Armored Hulk / 1

Good to me too!

Grand Lodge

F Human Cleric/1

Seems I'm playing with a bunch of morning people :)

Staying in the back of the group, Tiann nonetheless tries to get a look at what's going on.

Perception: 1d20 + 4 ⇒ (18) + 4 = 22


Karzak's loud approach and the difficult terrain nullify anyone's attempts to be stealthy, and the group's approach is obvious to anyone within earshot. The humming stops, and it is suddently eerily quiet other than the sounds of your own movements.

In a few moments, you see a small head poke around the north end of the log.
PIC
It's a female Kobold, with a determined look on her face. She sees you, and screams something in draconic, before she starts casting a spell.

Initiative rolls:

Tiann Ceriagh'u: 1d20 + 1 ⇒ (3) + 1 = 4
Jory Redcap: 1d20 + 1 ⇒ (12) + 1 = 13
Talhaearn: 1d20 + 6 ⇒ (13) + 6 = 19
Jake Hargrove: 1d20 + 4 ⇒ (10) + 4 = 14
Karzak: 1d20 + 1 ⇒ (16) + 1 = 17
Kobold: 1d20 + 3 ⇒ (13) + 3 = 16
?: 1d20 + 6 ⇒ (6) + 6 = 12

No surprises. Round 1, init order:
19: Tal
17: Karzak
16: Kobold
14: Jake
13: Jory
12: ? (there is no 12!)
4: Tiann

Tal is up first. The kobold has cover (+4ac) in her current position and any spaces not completely brown are difficult terrain. The log is about 5' tall and would require climbing to scale or a very good jump from solid ground. Nobody is flat footed.

Grand Lodge

Half Elf/Rogue - HP: 39/39, - AC: 20/T: 15/FF: 16 - Perception: +13 (Low-Light Vision) - F: +4 / R: +9/ W: +4 - CMB: +5 - CMD: 20, Speed: 30 - Init: +6

The screaming kobold startles Tal into action. He tries to position himself for a better shot, but the terrain hinders his otherwise nimble movement.

Guess this spot is as good as any....

Attack w/ shortbow 1d20 + 4 ⇒ (10) + 4 = 14
Damage 1d6 + 2 ⇒ (3) + 2 = 5

With nature providing too much interference between he and the target, Tal is not confident that his shot struck true.

Karzak is up

Grand Lodge

Male Dwarf Barbarian Armored Hulk / 1

What the..

Karzak growls in anger at the sight, and particularly at the words of magic. He lets out a feral roar as he charges towards the kobold.

Double move to get adjacent...I think I can do that...can't see any difficult terrain in the route, and he'd go around the log


"any spaces not completely brown are difficult terrain". You are trying to travel across quite a lot of difficult terrain. Can you put the ghost marker I just created where you started your move please? There's actually another issue here besides the difficult terrain, so I need to visualize your path. :)

Grand Lodge

Half Elf/Rogue - HP: 39/39, - AC: 20/T: 15/FF: 16 - Perception: +13 (Low-Light Vision) - F: +4 / R: +9/ W: +4 - CMB: +5 - CMD: 20, Speed: 30 - Init: +6

IIRC Karzak started his move in the square directly to the north of Jake.


OK...in that case he can only move to where I just put him (or the space south of it). Diagonal move into difficult terrain takes 15 movement, straight move takes 10, and Karzak's double move is 40. That also does not trigger the other event that I'm not doing a very good job of hiding. :)


The Kobold casts her spell. A huge area surrounding your party suddenly sprouts crazily fast growing and moving grass, weeds, and other plants, that try to wrap themselves around you.

Spellcraft DC16:
She cast Entangle

Everybody must make a DC13 reflex save or gain the ENTANGLED condition. At the end of each turn in the marked area when you are not entangled yet, you must make another reflex save or be entangled. So, roll your first reflex any time before you act, and please go ahead and roll a reflex at the end of your turn as well.

If you are entangled, you move at 1/2 speed. If you're on difficult terrain, every move counts as twice the distance. If you're entangled and not on the path, your movement is VERY restricted. :)

As a move action, you can attempt a strength or escape artist check at DC13 to free yourself from the entanglement for the remainder of your turn.

Jake is up. Don't forget reflex before your move. If you are entangled during your turn, please figure in the penalties in the entagled description.

Grand Lodge

Male Dwarf Barbarian Armored Hulk / 1

Thanks for revising for me GM and Tal; somehow I read exactly the opposite of what you actually wanted to convey

reflex save
1d20 + 1 ⇒ (10) + 1 = 11

Andoran

Male Two-Handed Fighter 2/AC: 18, T: 12, FF: 16/HP: 22/F:5, R:2, W:0/Init: 4/Perc:0

Round 1, HP: 13/13, AC: 17, Entangled

Reflex Save: 1d20 + 2 ⇒ (2) + 2 = 4

Jake will struggle through the sprouting undergrowth in the direction of the log, staying on the path, and at the end of his move he shouts in an intimidating fashion at the kobold while waiving his Greatsword.

Cease you foul beast, or we will destroy you and your home!

Intimidate: 1d20 + 4 ⇒ (5) + 4 = 9

Please move me 1/2 movement, 10' total, closer to the log. I cannot move the tiles at the office.


OK, moved, Jory is up.

Grand Lodge

M Dwarf [AC: 15; ff 14; Touch: 15] HP=19/19 F +4/R+4/W+7 CMD 18 Monk (Zen Archer)/2 Perception +9/stonework +11 Darkvision 60'

ROUND 1
Jory fires two shots of his bow after seeing the surroundings turn unfriendly without moving.
Readjusting aim from the first shot if needed.
[ooc] shot1/reroll /shot2/dam1/dam2/ref1/ref2 add+1 to hit and damage if within 30 feet
1d20 + 1 ⇒ (6) + 1 = 71d20 + 1 ⇒ (14) + 1 = 151d20 + 1 ⇒ (19) + 1 = 201d8 + 2 ⇒ (5) + 2 = 71d8 + 2 ⇒ (5) + 2 = 71d20 + 3 ⇒ (1) + 3 = 41d20 + 3 ⇒ (14) + 3 = 17


Jory: Your entanglement combined with her cover causes your shots to miss. No need for another reflex at the end of this turn because you didn't free yourself from the entanglement you started the round with.

...and, init 12.

A crocodile suddenly rises from the bog next to Karzak, and tries to bite him.

Bite: 1d20 + 5 ⇒ (16) + 5 = 21, damage 1d6 + 3 ⇒ (3) + 3 = 6

Init 4, Tiann is up.

Grand Lodge

F Human Cleric/1

Reflex: (haha) 1d20 ⇒ 17

Sighing as people seem unable to make peace, Tiann nonetheless makes an attempt while moving forward.

I think I have the movement for that; if I've moved too far please let me know.

We don't want to harm you. Who are you, and how can we resolve this peacefully?

Diplomacy: 1d20 + 6 ⇒ (8) + 6 = 14
Reflex: 1d20 ⇒ 14(!!)


The kobold woman pays no attention to Tiann, being more interested in drawing a small club. Impressively, Tiann manages to avoid any entanglement so far.

Tal is up next. Needs a reflex before his turn, then his turn, then another reflex at the end if he's not entangled by the first one. After that, Karzak has already failed his reflex save for his round 2 turn, so he will start his turn entangled (and only need to roll reflex at the end if he untangles himself during the turn).

Grand Lodge

Half Elf/Rogue - HP: 39/39, - AC: 20/T: 15/FF: 16 - Perception: +13 (Low-Light Vision) - F: +4 / R: +9/ W: +4 - CMB: +5 - CMD: 20, Speed: 30 - Init: +6

Reflex 1d20 + 6 ⇒ (10) + 6 = 16

Tal's manages to pull his feet free from the undergrowth and attempts to move closer to the fray. A crocodile comes out of nowhere and takes a chomp out of Karzak.

Son of a...

Move 3 squares forward in difficult terrain, end movement adjacent to Tiann.

Since Karzak has the crocodile engaged, Tal aims at the kobold.

1d20 + 4 ⇒ (8) + 4 = 12

Tal sees his shot go wide. He earns a raised eyebrow from Tiann after uttering an extraordinarily colorful phrase.

Reflex 1d20 + 6 ⇒ (8) + 6 = 14

As the undergrowth attempts to wrap itself around his feet Tal does a little jig and manages to just barely avoid it, his sweet moves earning a second raised eyebrow from Tiann.

Karzak is up.

Grand Lodge

Male Dwarf Barbarian Armored Hulk / 1

Karzak roars in anger as he tries to rip away the foliage enough to allow room for a good swing.

Rage; str check to break entangle as a move action.
1d20 + 5 ⇒ (5) + 5 = 10

Though he fails to do so, he still attempts an overhand swing at the crododile.

attack, with penalty1d20 + 5 ⇒ (8) + 5 = 13
damage2d4 + 7 ⇒ (3, 4) + 7 = 14


Karzak misses.

The kobold casts another spell, and her club looks larger and more menacing.

Jake is up.

Andoran

Male Two-Handed Fighter 2/AC: 18, T: 12, FF: 16/HP: 22/F:5, R:2, W:0/Init: 4/Perc:0

Jake will attempt to climb up on the log and out of the entangled vegetation to work his way towards the Croc and Kobold.

Climb: 1d20 ⇒ 7
Reflex: 1d20 + 2 ⇒ (12) + 2 = 14


Jake - no point in making the reflex save if you're still entangled.

That climb check fails to get you off the ground (even ignoring that I would have to penalize it for the entanglement).

Jory is up and then Snapjaw.

Grand Lodge

M Dwarf [AC: 15; ff 14; Touch: 15] HP=19/19 F +4/R+4/W+7 CMD 18 Monk (Zen Archer)/2 Perception +9/stonework +11 Darkvision 60'

escape artist 1d20 + 4 ⇒ (6) + 4 = 10
one attack at crocodile while entangled
1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 161d8 + 3 ⇒ (6) + 3 = 9

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