GMF's Shattered Star (Inactive)

Game Master Fanguar

Current map Crystal Palace - Workshops


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HP: 26/39, AC: 19:14:15 CMD: 19 Saves: 9:9:6 Init: +3 Skills Dip +12, Per +11, Sen Mot +11, Stealth +10

Bibic, your fort save


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27
Noya Aurora Evangeline Bridget wrote:
Bibic, your fort save

Silly Bibic. Thanks Noya!

Fort: 1d20 + 4 ⇒ (6) + 4 = 10

...sigh. Scrap my last round - I spend it wretching. Too bad.

"Watch out everyone, it's a... ROLF HURL WADAWADAWADA"


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 1, Initiative 19

hp 25/25; AC 16/12T/14FF; CMD 13
+2F/+3R/+4W

Back Row
Opponent: Carrion Beast
SA: vomit
MA: Move back

"What's wrong Bibic? Why are throwing up?" Spasi asks as the fumes hit him...

1d20 + 2 ⇒ (5) + 2 = 7 Fort save - 1 round nausea

"Oh s$%$! What the *dry heave* f#$5 is that?!" Spasi screeches about the abomination and the smell.

1d20 + 11 ⇒ (4) + 11 = 15 Know (arcana)

"Don't worry...I'll *vomit* get it...*hurl*...next round! *dry heave*"


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 1 Init 15
HP 47/47 DR 2/-, 4/lethal
AC 16/T12/FF14
CMD 19
F +7 R +3 W +0
Rage: 13/13
Row: Front
Opponent: Golem

Fort DC 12: 1d20 + 7 ⇒ (4) + 7 = 11

Rhesus does indeed prepare to charge, before being stopped short by the things stench.

"Ugh, smells like Spasi after a long night of worship."


HP: 26/39, AC: 19:14:15 CMD: 19 Saves: 9:9:6 Init: +3 Skills Dip +12, Per +11, Sen Mot +11, Stealth +10

Noya starts to laugh at Rhesus comment.
but then starts to ralph.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

If possible to retcon, since Clement acts after Rhesus...

Clement, eyes worried with concern at his retching friend, swiftly reaches into his bag and digs out a scroll.

Instead of casting shield of faith and moving up to the monster, he'd use a move action to retrieve a scroll and then cast it.

Clement hastily reads the words, looking with concern as the creature begins to shamble forward.

Cast: Remove sickness


The mighty power of the DC12 Fort save!! I'm fine with the Remove sickness retcon. It wont really affect my actions, but Rhesus gets a double round on his next post.

The golem takes a swing at Rhesus (who I assume has attacked him)

Slam: 1d20 + 7 ⇒ (4) + 7 = 11

Slam 2: 1d20 + 7 ⇒ (13) + 7 = 20
damage: 1d8 + 3 ⇒ (2) + 3 = 5

The derro draws and fire a crossbow at Spasi;

Twang: 1d20 + 5 ⇒ (16) + 5 = 21
Thunk: 1d6 ⇒ 6

[ooc]Everybody up[/dice]

CARRION GOLEM CR 4:

XP 1,200
N Medium construct
Init +1; Senses blindsense 10 ft., darkvision 60 ft., low-light vision; Perception +0
Aura foul stench (DC 12, 1 round)
DEFENSE
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 42 (4d10+20)
Fort +1, Ref +2, Will +1
DR 5/bludgeoning or slashing; Immune construct traits, magic
OFFENSE
Speed 30 ft.
Melee 2 slams +7 (1d8+3 plus disease)
Special Attacks plague carrier
STATISTICS
Str 17, Dex 12, Con —, Int —, Wis 11, Cha 1
Base Atk +4; CMB +7; CMD 18
ECOLOGY
Environment any land
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Foul Stench (Ex) This functions as the stench ability, but causes affected creatures to be nauseated rather than sickened.
Immune to Magic (Ex) A carrion golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
• Gentle repose causes a carrion golem to become stiff and helpless for 1d4 rounds if it fails a Will save against the spell.
• Animate dead causes the various parts of the golem's body to shudder and tear, dealing 1d6 points of damage per caster level to the golem (no save).
• Any magical attack that deals cold or fire damage slows a carrion golem (as the slow spell) for 2d6 rounds (no save).
• Any magical attack that deals electricity damage hastes a carrion golem (as the haste spell) for 2d6 rounds.
Plague Carrier (Ex) When a carrion golem is created, its creator infects it with a specific disease. The carrion golem can then infect those it strikes with its slams with this disease—most carrion golems inflict filth fever. The save DC is Constitution-based and includes a +2 racial bonus.
Filth Fever: Slam—injury; save Fortitude DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 2, Initiative 7
HP: 26/26; AC: 15 (T13/FF12)
F: +4, R: +6, W: +3
Back Row
Opponent: None
Full: Longbow (silver, blunt): 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19 (point blank) damage: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8 (point blank)
Longbow (silver, blunt): 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12 (point blank) damage: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8 (point blank)

Conditions:
None
Weapon Equipped = Bow
Cold Iron Arrows = 20/20
Silver Blunt Arrows = 6/8
Adamantium Salted Arrows = 6/6
Ghost Salted Arrows = 6/6
Bardic Performance = 10/12
Shard Major Image = 1/1
Bow Attack Mods: BAB +3, Dex +3, Weapon Focus +1, Bow (MW) +1, (Rapid Shot -2)
Bow Damage Mods: Composite Bow +1
Bard Spells Remaining: (First: 3/3) (CL 3, Con: +6, SR: +5)
0) Detect Magic, Light, Mending, Prestidigitation, Spark
1) Cure Light Wounds, Feather Fall, Grease

Bibic straightens up and manages to get his stomach under control, a little. He draws his bow back and lets fly at the golem!


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 1, Initiative 14
HP: 39/39; AC: 18 (T11/FF18)
F: +4, R: +1, W: +5
Spells Left Today: 1st - 5/7 2nd - 4/4
Channels Left Today: 3/4
Misc: Lifelink (Rhesus), Saving Shield (+2 AC; Rhesus)
Location: Front Row
SA: Cast Shield of Faith on Rhesus
MA: Move to front row

(Lifelink doesn't kick in as Rhesus hasn't taken a full 5 damage (I believe) thanks to his DR2/-)

Clement continues to do his best to tend to Rhesus, beseeching his empyreal lord for divine protection before advancing to stand near his ally.

@Rhesus: Improve your AC by 2 from SoF. Clement will use his saving shield on the first attack vs Rhesus next round as well, improving it another +2.


HP: 26/39, AC: 19:14:15 CMD: 19 Saves: 9:9:6 Init: +3 Skills Dip +12, Per +11, Sen Mot +11, Stealth +10

"I'm going to kick the Deero's Behind for making such a monstrosity"

Row:Front
SA:Attack

Noya goes after the Derro
atk: 1d20 + 5 ⇒ (18) + 5 = 23
dam: 1d8 + 1 ⇒ (7) + 1 = 8

And lands a good blow on it's head.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 2, Initiative 19

hp 19/25; AC 16/12T/14FF; CMD 13
+2F/+3R/+4W

Back Row
Opponent: Derra
SA: Force missile derro: 1d20 + 3 ⇒ (5) + 3 = 8 touch to hit; 1d4 + 2 ⇒ (4) + 2 = 6 damage.
MA: Move within 30 of derro, away from golem.

Spasi recovers his stomach to find he derro arrow in his chest for the second time in as many combats.

"What the F##%?! Why are they shooting me?! There is a huge ugly guy right here to shoot!" Spasi points at Rhesus, the obviously better target.

Spasi moves up and shoots the derro before Noya gets in the way.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 1 Init 15 Take 2
HP 47/47 DR 2/-, 4/lethal
AC 16/T12/FF14
CMD 19
F +7 R +3 W +0
Rage: 13/13
Row: Front
Opponent: Golem

"Ugh, thanks Clem."

Rhesus does indeed swing at the golem.

Mwk EB PA: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 2d6 + 10 ⇒ (2, 2) + 10 = 14

Round 2 Init 15
HP 44/47 DR 2/-, 4/lethal
AC 16/T12/FF14
CMD 19
F +7 R +3 W +0
Rage: 13/13
Row: Front
Opponent: Golem

Mwk EB PA: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 2d6 + 10 ⇒ (3, 4) + 10 = 17


The derro drops her crossbow and draws its sword.

Attack vs Noya: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d4 ⇒ 2

The golem keeps focusing on Rhesus
Attack vs Rhesus: 1d20 + 7 ⇒ (3) + 7 = 10
Attack vs Rhesus: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Everybody is up

DERRO CR 3:

XP 800
CE Small humanoid (derro)
Init +6; Senses darkvision 60 ft.; Perception +0
DEFENSE

AC 17, touch 13, flat-footed 15 (+2 armor, +2 Dex, +2 natural, +1 size)
hp 15/25
Fort +5, Ref +3, Will +6
SR 14
Weaknesses vulnerability to sunlight
OFFENSE

Speed 20 ft.
Melee short sword +5 (1d4) or aklys +5 (1d6)
Ranged repeating light crossbow +5 (1d6/19–20 plus poison) or aklys +5 (1d6)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 3rd)
At will—darkness, ghost sound (DC 13)
1/day—daze (DC 13), sound burst (DC 15)

CARRION GOLEM CR 4:

XP 1,200
N Medium construct
Init +1; Senses blindsense 10 ft., darkvision 60 ft., low-light vision; Perception +0
Aura foul stench (DC 12, 1 round)
DEFENSE
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 17/42
Fort +1, Ref +2, Will +1
DR 5/bludgeoning or slashing; Immune construct traits, magic
OFFENSE
Speed 30 ft.
Melee 2 slams +7 (1d8+3 plus disease)
Special Attacks plague carrier
STATISTICS
Str 17, Dex 12, Con —, Int —, Wis 11, Cha 1
Base Atk +4; CMB +7; CMD 18
ECOLOGY
Environment any land
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Foul Stench (Ex) This functions as the stench ability, but causes affected creatures to be nauseated rather than sickened.
Immune to Magic (Ex) A carrion golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
• Gentle repose causes a carrion golem to become stiff and helpless for 1d4 rounds if it fails a Will save against the spell.
• Animate dead causes the various parts of the golem's body to shudder and tear, dealing 1d6 points of damage per caster level to the golem (no save).
• Any magical attack that deals cold or fire damage slows a carrion golem (as the slow spell) for 2d6 rounds (no save).
• Any magical attack that deals electricity damage hastes a carrion golem (as the haste spell) for 2d6 rounds.
Plague Carrier (Ex) When a carrion golem is created, its creator infects it with a specific disease. The carrion golem can then infect those it strikes with its slams with this disease—most carrion golems inflict filth fever. The save DC is Constitution-based and includes a +2 racial bonus.
Filth Fever: Slam—injury; save Fortitude DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves


HP: 26/39, AC: 19:14:15 CMD: 19 Saves: 9:9:6 Init: +3 Skills Dip +12, Per +11, Sen Mot +11, Stealth +10

Row:Front
SA:Attack

Noya goes after the Derro
atk: 1d20 + 5 ⇒ (10) + 5 = 15
dam: 1d8 + 1 ⇒ (4) + 1 = 5

Noya gets a glancing blow against it's armour

"tough little freak."


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 3, Initiative 7
HP: 26/26; AC: 15 (T13/FF12)
F: +4, R: +6, W: +3
Back Row
Opponent: None
Full: Longbow (silver, blunt): 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27 (point blank) damage: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6 (point blank)
Longbow (silver, blunt): 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21 (point blank) damage: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3 (point blank)

Conditions:
None
Weapon Equipped = Bow
Cold Iron Arrows = 20/20
Silver Blunt Arrows = 4/8
Adamantium Salted Arrows = 6/6
Ghost Salted Arrows = 6/6
Bardic Performance = 10/12
Shard Major Image = 1/1
Bow Attack Mods: BAB +3, Dex +3, Weapon Focus +1, Bow (MW) +1, (Rapid Shot -2)
Bow Damage Mods: Composite Bow +1
Bard Spells Remaining: (First: 3/3) (CL 3, Con: +6, SR: +5)
0) Detect Magic, Light, Mending, Prestidigitation, Spark
1) Cure Light Wounds, Feather Fall, Grease

Bibic concentrates on the golem, hoping to drop it before it does too much more damage.

EDIT:
Crit Threat Longbow (silver, blunt): 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22 (point blank) damage: 2d8 + 2 + 2 ⇒ (4, 8) + 2 + 2 = 16 (point blank)


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 1, Initiative 14
HP: 34/39; AC: 18 (T11/FF18)
F: +4, R: +1, W: +5
Spells Left Today: 1st - 5/7 2nd - 4/4
Channels Left Today: 3/4
Misc: Lifelink (Rhesus), Saving Shield (+2 AC; Rhesus)
Location: Front Row
SA: Attack with mace

@Rhesus: Heal 5 as Clement takes 5 damage from you via lifelink.

Clement winces as some of Rhesus's wounds transfer onto his body, which only causes him to double his efforts to protect Rhesus and defeat the foul-odored creature.

Mwk Heavy Mace, flank: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 for 1d8 + 2 ⇒ (3) + 2 = 5


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 3, Initiative 19

hp 19/25; AC 16/12T/14FF; CMD 13
+2F/+3R/+4W

Back Row
Opponent: Derro
SA: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2 touch to hit; 1d4 + 2 ⇒ (2) + 2 = 4 force damage.
MA: Move for clean shot

"Oh, nice shot, Bibic. You're doing it like I would." Spasi notes as Bibic scores a solid hit, adding to the punishment Rhesus was doing.

He moves around to get another shot at the derro.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 3
HP 44/47 DR 2/-, 4/lethal
AC 16/T12/FF14
CMD 19
F +7 R +3 W +0
Rage: 13/13
Row: Front
Opponent: Golem

Rhesus grunts as the stink golem connects, but is amazed at the lack of a wound.

"Clem, what are you doing buddy?"

Mwk EB PA Flank: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Damage: 2d6 + 10 + 1 ⇒ (1, 5) + 10 + 1 = 17


HP: 26/39, AC: 19:14:15 CMD: 19 Saves: 9:9:6 Init: +3 Skills Dip +12, Per +11, Sen Mot +11, Stealth +10

Derro and company's go, I hope they miss.


The golem collapses into a heap on festering flesh.

Attack vs Noya: 1d20 + 5 ⇒ (3) + 5 = 8
The derro manages one more feeble attack before you swarm over it and bring it down. The only thing of note that you find is a set of filthy, but exquisitely made surgical tools (200gp).

D10

Hunting for the last Derro that you saw, you check the last room. Kicking in the door, you find the area frigid, but empty. The corridor splits and ends in two equally sized square rooms-a bedroom to the northeast and some sort of abattoir to the southwest.

The SW branch's walls are covered in fuzzy brown mold Know(Dungeoneering) DC12: It's Brown Mold, from which icy cold emanate. Frozen chunks of meat hang from hooks from the ceiling. The bedroom holds a laboratory of sorts and among the other oddments, you find an unusual bloodletting device.

EXTRACTION SCARIFICATOR (Spellcraft DC18):

An extraction scarificator is a horrid variant of the more common bloodletting device used by healers and doctors. An extraction scarificator can be used only on a willing or helpless target. When placed against exposed flesh, the extraction scarificator's blades deal 1d4 points of damage plus 1d4 bleed.

Once per day, an extraction scarificator can be used to extract and concentrate one of the four bodily humors from its target as well. The humor to be extracted can be adjusted as needed, and must be immediately poured into a potion vial or the extracted humor is lost. Extracting a humor takes a variable number of rounds-as soon as the victim has taken a total of 6 points of damage in all from the bleed effect, the extraction is complete. For 24 hours after extraction, this purified humor has an additional effect, functioning as one of four potions as listed below (all function at caster level 3rd).

Black Bile: potion oflesser restoration
Blood: potion of cure moderate wounds
Phlegm: potion of calm emotions
Yellow Bile: potion of rage

Back in the main foyer, you see a small stair way leading up and a large spiral staircase leading downwards.

Bibic:
You feel drawn towards the souther wall.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Knowledge Dungeoneering: 1d20 + 2 ⇒ (16) + 2 = 18

"Fascinating. That's brown mold and they're using it to keep things cool in here. Very creative."

Bibic looks around the room and picks up the Scarificator.
Spellcraft: 1d20 + 8 ⇒ (1) + 8 = 9

He sets it back down. "Dunno what this is, but it looks nasty. Wouldn't want it used on me that's for sure."

He looks around the room, slowly circling to the southern wall. "Hey guys, there's something here... I can feel it."

He takes a close look at the wall, hoping to find some passage or panel.
Perception: 1d20 + 10 ⇒ (3) + 10 = 13

Alas, unless it's really obvious, he finds nothing. "Seriously, there's something here. I think it might be the shard behind this wall. Maybe we need to go around to the other side."


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Spellcraft DC18: 1d20 + 4 ⇒ (20) + 4 = 24

Clement examines the tools with a wary look.

"These tools... they are interesting in the hands of someone who subscribes to the theory that the body has four humors that must be kept in balance."

He picks up a particularly sharp implement.

"Like this one here could be used to extra phlegm, bile or blood to balance it out. It could potentially cure some conditions, or help your injuries heal, or make you reckless like Reese sometimes gets."

Clement then tests the point.

"But, it would hurt. A lot. Don't ask how I know about these things. Life was... different for me before the Golemworks, Reese and then you guys and the doctor. Very different."

Clement gives Rhesus a smile and steps over to the two sets of stairs.

"Up or down? The completionist in me feels like we may have missed something up that we might need later if we go down."

Clement takes a few more steps towards the small stair and looks up to see if he can see or hear anything noteworthy.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi wipes the derro blood off his dagger...still feeling pretty good about slitting the lil' sniper's throat after Rhesus took down the golem.

"Ah yeah. This is what being a 'Pathfinder' is all about, huh? Draggin' a holy warrior into the homes of sentient beings, then killing and looting them. Nothing but the bestest of good intentions, huh?" Spasi says, putting the dagger away and taking a hit of the wand of CLW.

1d8 + 1 ⇒ (3) + 1 = 4 healing.

* * *
Spasi walks around the machine, nodding along with Clem's discussion.

1d20 + 13 ⇒ (15) + 13 = 28 Spellcraft

"Oh yeah, she's a beaut, ain't she?" Spasi runs his hand down the machine. "Maybe we capture one of the derro and give this machine a workout...just to see how much they like it?"

* * *

Clem wrote:
"...up or down?"

"I'm with you, Clem. Up it is. I don't want to miss anything and just want to find the dang shard."


HP: 26/39, AC: 19:14:15 CMD: 19 Saves: 9:9:6 Init: +3 Skills Dip +12, Per +11, Sen Mot +11, Stealth +10

"that device was make by a Derro and you want to use it?
As for up or down, I think Bibic is one to something."


Bibic can't find anything. (I'll let you take 20 once the area is secure. So up it is

This large room is set up as a crude alchemical lab-planks laid over barrels and crates serve as tables, but the alchemical gear set up on these crude tables appears to be quite high quality.

Another mad-eyed derro awaits you in this room, with a pair of miniature, bat winged versions of herself.

She laughes miniacally when you enter. "Come then and revel in the pain!"

Initiative:

Rhesus: 1d20 + 2 ⇒ (7) + 2 = 9
Spasi: 1d20 + 4 ⇒ (20) + 4 = 24
Bibic: 1d20 + 3 ⇒ (3) + 3 = 6
Noya: 1d20 + 2 ⇒ (12) + 2 = 14
Clement: 1d20 + 0 ⇒ (16) + 0 = 16
Enemy: 1d20 + 9 ⇒ (8) + 9 = 17

Rn 1
24 Spasi
17 Baddnes
16 Clement
14 Noya
9 Rhesus
6 Bibic

Spasi is up

HOMUNCULUS CR 1 x2:

XP 400
Any alignment (same as creator) Tiny construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +3
DEFENSE

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 11 (2d10)
Fort +0, Ref +4, Will +1
Defensive Abilities construct traits
OFFENSE

Speed 20 ft., fly 50 ft. (good)
Melee 1 bite +3 (1d4–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS

Str 8, Dex 15, Con —, Int 10, Wis 12, Cha 7
Base Atk +2; CMB +2; CMD 11
Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/minute for 60 minutes; effect sleep for 1 minute; cure 1 save.


MAGISTER KHRYSM:

XP 2,400
Female derro alchemist 4 (Pathfinder RPG Bestiary 70, PathfinderRPGAdvancedPlayer'sGuide26)
CE Small humanoid (derro) Init +9; Senses darkvision 6o ft.; Perception +7
DEFENSE
CR 6
AC 21, touch 17, flat-footed 15 (+2 armor, +5 Dex, +1 dodge, +2 natural, +1 size)
hp 70 (7d8+39) Fort +9, Ref+lO, Will +9; +2 vs. poison Immune confusion, insanity; SR 18
Weaknesses vulnerability to sunlight
OFFENSE
Speed 30 ft. Melee mwk aklys +6 (1d6-1) Ranged mwk aklys +12 (1d6-1) or
bomb +12 (2d6+4 fire) Special Attacks bomb 8/day (2d6+4 fire, DC 16), sneak attack +1d6 Spell-Like Abilities (CL 7th; concentration +12)
Atwill-darkness,ghostsound(DC 15), levitate 1jday-daze (DC 15), deeper slumber (DC 18), modify memory
(DC 19), soundburst(DC 17) Alchemist Extracts Prepared (CL 4th)
2nd-cure moderate wounds, invisibility 1st-cure ligh t wounds (2), disguise seif, sh ield


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 1, Initiative 24

hp 23/25; AC 16/12T/14FF; CMD 13
+2F/+3R/+4W

Back Row
Opponent: Derro & Minions
SA: Cast Glitterdust, (Fort DC 17) on them all
MA: Move back a bit.

Spasi takes in his foes with one glance.

"Oh yeah, I've been saving the Spasi Special for an occasion like this! One Spasi Special, coming UP!" Spasi blankets the area with Glitterdust. "I've been working on releasing that for a while. I hope you like it, you funk nosed little freaks!"


HP: 26/39, AC: 19:14:15 CMD: 19 Saves: 9:9:6 Init: +3 Skills Dip +12, Per +11, Sen Mot +11, Stealth +10

The baddies are going to be lit up like Christmas trees


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

My posting will be difficult this week, I'm in Boston training for my new job. I will do my best to update in the morning and evening, but during the day it's pretty much shot right now.


Fort Magister: 1d20 + 9 ⇒ (16) + 9 = 25
Fort Hum: 1d20 ⇒ 13
Fort Hum 2: 1d20 ⇒ 11

Spasi's spell bursts over the enemies blinding the mini-mes, but the derro seems unaffected. She pulls out a bomb and lobs it at Rhesus. The homunculi move to stand guard.

Range Touch Rhesus: 1d20 + 11 ⇒ (19) + 11 = 30
Damage: 2d6 + 4 ⇒ (2, 5) + 4 = 11

6pts splash on Clement and Noya, DC16 RF for half

Everyone is up.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 1, Initiative 6
HP: 26/26; AC: 15 (T13/FF12)
F: +4, R: +6, W: +3
Back Row
Opponent: None
Move: Get into good archery position.
Std: Inspire Courage (Su) +1 att/dam (competence) & +1 save vs fear (morale)

Conditions:
None
Weapon Equipped = Bow
Cold Iron Arrows = 20/20
Silver Blunt Arrows = 4/8
Adamantium Salted Arrows = 6/6
Ghost Salted Arrows = 6/6
Bardic Performance = 9/12
Shard Major Image = 1/1
Bow Attack Mods: BAB +3, Dex +3, Weapon Focus +1, Bow (MW) +1, (Rapid Shot -2)
Bow Damage Mods: Composite Bow +1
Bard Spells Remaining: (First: 3/3) (CL 3, Con: +6, SR: +5)
0) Detect Magic, Light, Mending, Prestidigitation, Spark
1) Cure Light Wounds, Feather Fall, Grease

Sensing that this Derro is tougher than the others (a bomb!), Bibic will begin to inspire his mates to greater heights.

"Let us fell this, uh, fell beast quickly. The shard is near I can feel it!"

Bibic goes last in the round, so you’ll get the benefit next round - excepting Spasi who goes after Bibic.


HP: 26/39, AC: 19:14:15 CMD: 19 Saves: 9:9:6 Init: +3 Skills Dip +12, Per +11, Sen Mot +11, Stealth +10

Row:Front
SA:Attack

Noya goes after the Derro
atk: 1d20 + 5 ⇒ (12) + 5 = 17
dam: 1d8 + 1 ⇒ (3) + 1 = 4

Noya give the Derro a good nick on its armour

edit: forgot ref save ref: 1d20 + 8 ⇒ (11) + 8 = 19


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 1, Initiative 16
HP: 39/39; AC: 18 (T11/FF18)
F: +4, R: +1, W: +5
Spells Left Today: 1st - 5/7 2nd - 3/4
Channels Left Today: 3/4
Misc: Lifelink (Rhesus), Saving Shield (+2 AC; Rhesus)
Location: Back Row
SA: Cast CMW on self

Reflex DC16: 1d20 + 1 ⇒ (12) + 1 = 13

Clement takes 6 splash, and 5 from the lifelink with Rhesus for 11 total (and does down to 23/39). Rhesus heals 5.

Clement's eyes bulge in shock as the flames burn him, worse than any of the others as he shares Rhesus's injuries.

"Oh Gods! Flames! I told you fires were evil!"

Clement nearly drops his mace in panic, but backs away shaking his head.

"No, no, no... I won't burn again! Valani, don't let it happen again!"

Cure Moderate: 2d8 + 4 ⇒ (8, 6) + 4 = 18

Clement observes as his own flesh mends under his blessed touch, in apparent shock as his skin betrays no signs of damage.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 1
HP 38/47 DR 2/-, 4/lethal
AC 16/T12/FF14
CMD 19
F +7 R +3 W +0
Rage: 13/13
Row: Front
Opponent: Derro

Rhesus winces as the bomb hits him but starts yelling as Clem panics.

"Clem, snap out of it! Clem!"

With that he swings at the derro.

"Show you to burn my friend."

Free to Controlled Rage, Move to Derro, Standard to smack her.

Mwk EB PA Flank Rage: 1d20 + 6 + 2 + 2 ⇒ (20) + 6 + 2 + 2 = 30
Damage Flank Rage Witch Hunter: 2d6 + 10 + 1 + 2 + 2 ⇒ (6, 2) + 10 + 1 + 2 + 2 = 23

Crit Confirm: 1d20 + 10 ⇒ (3) + 10 = 13
Extra Damage: 4d6 + 30 ⇒ (6, 4, 4, 2) + 30 = 46


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 2, Initiative 24

hp 23/25; AC 16/12T/14FF; CMD 13
+2F/+3R/+4W

Back Row
Opponent: Derro
SA: Cast Snowball on the Derro. 1d20 + 3 - 4 + 1 ⇒ (9) + 3 - 4 + 1 = 9 touch to hit; 4d6 + 1 ⇒ (4, 2, 6, 5) + 1 = 18 cold damage.
MA: Move for a clear shot

Spasi is surprised as the Derro shakes off the Spasi Special.

"Oh wisdom guy, huh?! I got other things for you!" Spasi says, tossing a snowball.

1d20 + 11 ⇒ (7) + 11 = 18 Know (Arcana) - the Homs


Grunting at Rhesus' mighty blow, the Derro grins wickedly, "You know just what I like. I see your friend like fire."

touch vs Clement: 1d20 + 11 ⇒ (6) + 11 = 17
Damage: 2d6 + 4 ⇒ (3, 6) + 4 = 13 6 splash to anyone close to clement (DC16 ref)

Hom 1>50: 1d100 ⇒ 75
Attack vs Rhesus: 1d20 + 3 ⇒ (19) + 3 = 22
Dam: 1d4 - 1 ⇒ (1) - 1 = 0
DC13 fort save or fall asleep

Hom 2>50: 1d100 ⇒ 10

Everyone is up

HOMUNCULUS CR 1 x2:

XP 400
Any alignment (same as creator) Tiny construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +3
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 11 (2d10)
Fort +0, Ref +4, Will +1
Defensive Abilities construct traits
OFFENSE

Speed 20 ft., fly 50 ft. (good)
Melee 1 bite +3 (1d4–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS

Str 8, Dex 15, Con —, Int 10, Wis 12, Cha 7
Base Atk +2; CMB +2; CMD 11
Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/minute for 60 minutes; effect sleep for 1 minute; cure 1 save.

MAGISTER KHRYSM:

XP 2,400
Female derro alchemist 4 (Pathfinder RPG Bestiary 70, PathfinderRPGAdvancedPlayer'sGuide26)
CE Small humanoid (derro) Init +9; Senses darkvision 6o ft.; Perception +7
DEFENSE
CR 6
AC 21, touch 17, flat-footed 15 (+2 armor, +5 Dex, +1 dodge, +2 natural, +1 size)
hp 43/70 Fort +9, Ref+lO, Will +9; +2 vs. poison Immune confusion, insanity; SR 18
Weaknesses vulnerability to sunlight
OFFENSE
Speed 30 ft. Melee mwk aklys +6 (1d6-1) Ranged mwk aklys +12 (1d6-1) or
bomb +12 (2d6+4 fire) Special Attacks bomb 8/day (2d6+4 fire, DC 16), sneak attack +1d6 Spell-Like Abilities (CL 7th; concentration +12)
Atwill-darkness,ghostsound(DC 15), levitate 1jday-daze (DC 15), deeper slumber (DC 18), modify memory
(DC 19), soundburst(DC 17) Alchemist Extracts Prepared (CL 4th)
2nd-cure moderate wounds, invisibility 1st-cure ligh t wounds (2), disguise seif, sh ield


HP: 26/39, AC: 19:14:15 CMD: 19 Saves: 9:9:6 Init: +3 Skills Dip +12, Per +11, Sen Mot +11, Stealth +10

Row:Front
SA:Attack

Noya goes after the Derro
atk: 1d20 + 5 ⇒ (20) + 5 = 25 Crit
dam: 1d8 + 1 ⇒ (2) + 1 = 3

crit: 1d20 + 5 ⇒ (18) + 5 = 23 Confirm
dam: 1d8 + 1 ⇒ (8) + 1 = 9

Noya gives the Derro a good swipe in it's chest


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 2, Initiative 6
HP: 26/26; AC: 15 (T13/FF12)
F: +4, R: +6, W: +3
Back Row
Opponent: None
Move: Get into good archery position.
Free: continue Inspiring Courage(Su) (+1 att/dam (competence) & +1 save vs fear (morale))
Full: Longbow (cold iron): 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11 (point blank, inspire) damage: 1d8 + 1 + 2 ⇒ (7) + 1 + 2 = 10 (point blank, inspire)
Longbow (cold iron): 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26 (point blank, inspire) damage: 1d8 + 1 + 2 ⇒ (2) + 1 + 2 = 5 (point blank, inspire)

Conditions:
None
Weapon Equipped = Bow
Cold Iron Arrows = 20/20
Silver Blunt Arrows = 4/8
Adamantium Salted Arrows = 6/6
Ghost Salted Arrows = 6/6
Bardic Performance = 8/12
Shard Major Image = 1/1
Bow Attack Mods: BAB +3, Dex +3, Weapon Focus +1, Bow (MW) +1, (Rapid Shot -2)
Bow Damage Mods: Composite Bow +1
Bard Spells Remaining: (First: 3/3) (CL 3, Con: +6, SR: +5)
0) Detect Magic, Light, Mending, Prestidigitation, Spark
1) Cure Light Wounds, Feather Fall, Grease

Bibic attacks twice with his bow - focusing his destructive power on the Derro.

”We do like fire, but we like it contained. In a box. Perhaps a casket.”

Remember the inspiration bonuses everyone!


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 2, Initiative 16
HP: 26/39; AC: 18 (T11/FF18)
F: +4, R: +1, W: +5
Spells Left Today: 1st - 5/7 2nd - 2/4
Channels Left Today: 3/4
Misc: Lifelink (Rhesus)
Location: Back Row
MA: 5ft to back row
SA: Cast cure moderate

17 from that bomb, and another 5 from lifelink. Rhesus heals 5 more to I believe 43/47. Clement drops to 17/39.

Clement winces again as the flames wash over his body and he additionally shares the burns that earlier covered Rhesus.

"Aughh! Make it stop!"

Cure Moderate: 2d8 + 4 ⇒ (4, 1) + 4 = 9

Clement watches as his burns fade and some of the pain subsides. The panic seems to fade slightly as well. Clement's voice takes an ominous tone.

"Rhesus. Make. Her. Stop."


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 3, Initiative 24

hp 23/25; AC 16/12T/14FF; CMD 13
+2F/+3R/+4W

Back Row
Opponent: Derro
SA: Cast Snowball (6/7) at the Derro. 1d20 + 3 - 4 ⇒ (18) + 3 - 4 = 17 touch to hit; 4d6 ⇒ (5, 2, 2, 2) = 11 cold damage and DC 15 fort save vs. staggered
MA: Move for a clear shot.

"Look out, Rhesus! I'm going to get him this time!" Spasi says as he tosses another snowball at the Derro.

"You like fire!?! Well, have some snow, sucker!"

Ooh...that might even hit.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

HP 43/47 DR 2/-, 4/lethal
AC 16/T12/FF14
CMD 19
F +7 R +3 W +0
Rage: 13/13
Row: Front
Opponent: Derro

Fort DC 13: 1d20 + 7 ⇒ (12) + 7 = 19

Rhesus grimaces at the derro and attempts to bring her down again.

Mwk EB PA Flank Rage Inspire: 1d20 + 6 + 2 + 2 + 1 ⇒ (15) + 6 + 2 + 2 + 1 = 26
Damage Flank Rage Witch Hunter Inspire: 2d6 + 10 + 1 + 2 + 2 + 1 ⇒ (6, 2) + 10 + 1 + 2 + 2 + 1 = 24


Rhesus strikes the Derro in the face with his mighty hammer, splitting it open like a ripe melon. Her corpse tumbles to the ground with a soft thud. With the big bad down, the two small homunculi are hardly a threat and destroy them with almost a casual ease.

loot:
masterwork leather armor, masterwork aklys, headband of vast intelligence+2 (DC23), key ring

In this area, there are all the accoutrements of a masterwork alchemist's laboratory. Included amoung the expected chemical oddities are three vials of some unknown extract. A curious Spasi uncorks one, "I wonder what his is," he says, before taking a cautious sniff. He eyes glaze for an instance and then he says, "I wonder what his is," before taking a cautious sniff. He eyes glaze for an instance and then he says, "I wonder what his is," before taking a cautious sniff. He eyes glaze for an instance and then he says, "I wonder what his is," before taking a cautious sniff.

This amusing loop continues until Clement takes pity on Spasi and stops him. Apparently, these extracts are how the Derro were erasing their captive's memories.

Your searching also uncovers several piles of clothes belonging to the naked captives in the other room, as well as along with several bags of coins. In all you find, 232 gp, 1,423 sp, 2,100 cp, a lens of detection, a golembane scarab (DC18), and a wand of spiritual weapon (DC18) (9 charges).

While the others pack the loot back into the main area, Bibic heads back over to the nondescript patch of wall that had so caught his attention earlier. With a single mindedness that is almost frightening, he pours over the wall until at last he finds a beautifully crafted hidden door, revealing a dark and cobwebbed stair will that descends into darkness.

Bibic:
You feel almost physically pulled towards the stairwell. Your fell that the next shard is almost within your grasp.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi's head swims from the sniffing.

"Yeah, that's something in there...uh huh," he says, corking up the bottle. "Hey, you, uh...Bibic, hand me those magicky things. Let me take a looksee."

Spasi casts Detect Magic and takes his time to identify things.

1d20 + 13 ⇒ (6) + 13 = 19 - Lens
1d20 + 13 ⇒ (6) + 13 = 19 - Scarab
1d20 + 13 ⇒ (20) + 13 = 33 - Wand of SW
1d20 + 13 ⇒ (14) + 13 = 27 - Headband

Spasi puts away the Lens for later identification (need DC24), hands the Scarab to Noya (or Rhesus), the wand of Spiritual Weapon to Clem, and places the headband on his own head.

"This one is for me...definitely a leader's band."

Random Knowledge from headband:

1d10 ⇒ 10 = Religion
On the morrow, Spasi will notice a bit more insight into the undead/lifeless/Rhesus.

Spasi will see to backing up the gear, loot, and bottle of memorylapse.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic very nearly walks into the stairwell, leading the party into the deep, but Spasi calls him back and, reluctantly, he goes. But he pushes the party onward at the earliest opportunity.

"Down, we must go down. The shard is there, I can feel it!"


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Rhesus shakes his head at the scarab.

"I got ma golem bane right here. Better if Noya takes it."

With that he wanders over to Clem.

"See now Clem, we took care of her and no problem. You're ok now yeah? The fire didn't get you too bad did it? You're hurt pretty bad Clem, you need to be more careful, like me. See how I ain't got a scratch on me? Clean living that is."


HP: 26/39, AC: 19:14:15 CMD: 19 Saves: 9:9:6 Init: +3 Skills Dip +12, Per +11, Sen Mot +11, Stealth +10

"I have trouble hitting my foes.
If it is a golem bane Scarab, Rhesus should hold on to it, until I get stronger and can hit my foes with more regularity."

@Spasi, I think that headband would give insight into Noya more than Rhesus


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

HP: 34/39; AC: 18 (T11/FF18)
F: +4, R: +1, W: +5
Spells Left Today: 1st - 5/7 2nd - 3/4
Channels Left Today (2d6+1 each): 2/4
Misc: Lifelink (Rhesus), Saving Shield (+2 AC; Rhesus)

Clement's mouth opens as he considers explaining to Rhesus that when he burns, he in fact shares the injuries and pain with him before he in fact beseeches Valani for aid and mends his own wounds.

Closing it, he gets right to work asking Valani for more help.

Clement is down 13, Noya is down 8. He'll channel.

Channel: 2d6 + 1 ⇒ (3, 4) + 1 = 8

"I'm... alright. A little burnt, is all."

Seemingly ignorant that most of his wounds have been healed at this point, Clement still continues to rub his arms and side, his mind still imagining the pain he felt in the Golemworks while immersed in an alchemical wildfire that raged for over a week after he was saved.

Working to get his mind off his wounds, he nods his thanks for the wand (spirital weapon wand), takes a couple steps towards Bibic's secret door and gazes into the darkness.

"Looks like we're close. I wonder if the derro knew this passage was here?"


Moving down the tunnel, you slowly realize that there is a brightening occurring in front of you. Finally the tunnel opens up into a small room. The room shines with a golden light emanating from crystals embedded in the domed ceiling. The entire dome is painted in reds and golds depicting the glory days of ancient Thassilon and remain as pristine as if the pigments were just laid. An altar shaped like a seven-pointed star sits in the centre of the room-a smaller seven-pointed shape has been carved into the centre of this larger block of stone. Sitting in one of the star's arms is a shard of black metal.

To either side of the alter are two bizarre spider-like creatures, apparently frozen in place and outlined in a magical blue glow. When you enter the room, the glow that surrounds them fades and they turn towards you with a hiss.

Initiative:

Rhesus: 1d20 + 2 ⇒ (6) + 2 = 8
Spasi: 1d20 + 4 ⇒ (20) + 4 = 24
Bibic: 1d20 + 3 ⇒ (11) + 3 = 14
Noya: 1d20 + 2 ⇒ (12) + 2 = 14
Clement: 1d20 + 0 ⇒ (18) + 0 = 18
Enemy: 1d20 + 9 ⇒ (3) + 9 = 12

Combat Rnd 1
24 Spasi
18 Clement
14 Bibic
14 Noya
12 Enemies
8 Rhesus
Everyone but Rhesus is up

SHRIEZYX x2CR 5:

CE Medium aberration
Init +9; Senses darkvision 6o ft., tremorsense 6o ft.; Perception +13
DEFENSE
AC 21, touch 15, flat-footed 16 (+s Dex, +6 natural)
hp 55/55. 55/55
Fort +7, Ref +7, Will +8 Defensive Abilities ferocity; Immune mind-affecting effects Weaknesses fear offire, vulnerable to fire

OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +10 (1d6+3 plus poison), 4 claws +10 (1d4+3) Special Attacks slowing toxin, web (+10 ranged, DC 16, 7 hp) TACTICS
STATISTICS
Str17,Dex21,Con16,lnt7,Wis16,Cha6 Base Atk +s; CMB +8; CMD 23 (35 vs. trip) Feats Great Fortitude, Improved Initiative, Step Up, Weapon Finesse Skills Climb +21, Perception +13 Languages Thassilonian
SPECIAL ABILITIES
FearofFire(Ex)A shriezyx within 30 feet of a fire the size of a torch or larger becomes shaken as long as it remains within that range. If damaged by fire, a shriezyx must make a successful Will save (DC equals the amount offire damage dealt) or become frightened for 1 round.
Poison (Ex) Bite-injury; save Fort DC 14;frequency 1jround f o r 6 r o u n d s ; effe c t 1 d 2 S t r ; c u r e 1 s a v e .


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 1, Initiative 24

hp 23/25; AC 16/12T/14FF; CMD 13
+2F/+3R/+4W

Back Row
Opponent: Blue Spiders
SA: Cast Glitterdust, blanketing the room. DC 17 Will vs. Blind each round (2/4)
MA: Move back after casting. Big freakin' blue spiders? Gone.

"Oh! What the heck are those things?" Spasi asks. "Blue spiders? I wonder why they are sad."

"Well, I got something to make them sadder...time for another Spasi Special!"

Spasi steps back and casts Glitterdust. Looking at the map, seems the 'dust should get the entire room. Yes, it's useless, but not that Spasi knows that.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 1, Initiative 14
HP: 26/26; AC: 15 (T13/FF12)
F: +4, R: +6, W: +3
Back Row
Opponent: None
Move: Get into good archery position.
Std: Inspire Courage (Su) +1 att/dam (competence) & +1 save vs fear (morale)

Conditions:
None
Weapon Equipped = Bow
Cold Iron Arrows = 20/20
Silver Blunt Arrows = 4/8
Adamantium Salted Arrows = 6/6
Ghost Salted Arrows = 6/6
Bardic Performance = 7/12
Shard Major Image = 1/1
Bow Attack Mods: BAB +3, Dex +3, Weapon Focus +1, Bow (MW) +1, (Rapid Shot -2)
Bow Damage Mods: Composite Bow +1
Bard Spells Remaining: (First: 3/3) (CL 3, Con: +6, SR: +5)
0) Detect Magic, Light, Mending, Prestidigitation, Spark
1) Cure Light Wounds, Feather Fall, Grease

”The shard!” Bibic nearly leaps forward to grab the beautiful black metal. Almost slowly though, the two figures dawn on his brain and he resists the urge, for now.

Bibic gives them the eye, hoping to learn something about them.
Knowledge Dungeoneering: 1d20 + 2 ⇒ (6) + 2 = 8

"I don't know what those things are, but surely they bleed! Let's pile on and relieve them of the burden of guarding the shard all these years."

Bibic Inspires courage - egging his mates on to greater glory in battle.

Don't forget to add +1 to attacks and damage (and saves vs fear if it comes up).


HP: 26/39, AC: 19:14:15 CMD: 19 Saves: 9:9:6 Init: +3 Skills Dip +12, Per +11, Sen Mot +11, Stealth +10

Noya goes and attacks one of the spiders
Row:Front
SA:Attack

Noya goes after the Derro
atk: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26 Crit
dam: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8

crit: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22 Confirmed
dam: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6

A second crit in a row

Noya's blade swings true to the creature's chest.

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