GM Idyll's Souls for Smuggler's Shiv (Inactive)

Game Master GM Idyll

Part 1 - Souls For Smuggler's Shiv


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GM Idyll wrote:
I should know this, but is the range on Acid splash's range 25'? If that's the case, would the penalty be -3 for the extra distance? Also, what's the penalty for shooting through your teammates?

Correct, range is 25'. However, from the map, I could not tell if Jin has line of sight to it or if it's on a deck below. That's why I posted as soon as it appears, presumably at J8. I stepped to K13 so I should have a clear shot to it since no one is engaging it, but your call.


F Sylph Ninja 7
GM Idyll wrote:
I should know this, but is the range on Acid splash's range 25'? If that's the case, would the penalty be -3 for the extra distance? Also, what's the penalty for shooting through your teammates?

No penalty to shoot "through" team mates, but if the target is engaged in Melee there is a -4 to hit for ranged attacks. Unless of course you have the precise shot feat.


Also spells have no range increments. If the target is beyond the range, the spell fails.


HP: 35/35, AC: 18:12:16, CMD: 20 Saves: 5:3:2 +2Enchant Skills: Dip: +7, Per +11, Sense +9, Stealth, +7,

waiting on Timor and Pyrra for their actions


Thanks for the clarification. You're good to go, Jindariel.


Female Half-Elf Cleric of Besmara L1

Round 1, init 20, HP 8/8

Pyrra will ready an action - take a 5ft step to get into a flank (if possible) and attack as soon as the scorpion's engaged with Vita/Brehna


Male Half-elf Daredevil Bard 1

Timor is after the monster unfortunately - my Ini is 10, Vita is 13, monster is at 15, so I guess two of us are flat-footed at the moment, and play after the scorpion?


I roll group init and average, so you all move first. We can change that if the group likes, but this tends to speed things along.


HP: 35/35, AC: 18:12:16, CMD: 20 Saves: 5:3:2 +2Enchant Skills: Dip: +7, Per +11, Sense +9, Stealth, +7,

I had a feeling it was the "party vs foe" init system


Male Half-elf Daredevil Bard 1

Similar to Brehna, Timor will move to L11, taking a ready stance in order to attack the monster when it approaches.


The sea scorpion slowly makes it way up the stairs of the deck. It is unable to move very quickly at all.

End Round 1

Round 2

Round 2 Map


F Sylph Ninja 7

Brehna takes a 5 foot step to I10 and attacks the creature with her Sickle.

Kusarigama 1d20 + 3 ⇒ (7) + 3 = 101d6 ⇒ 5


Sorry...forgot to post this in the round 1 recap:

Jindariel's acid splash hits the creature's scales. There's a sizzle and screech the smell of burning flesh as the acid does its damage.

Sea Scorpion takes 3 points of damage.

Also, remember that you need to take -2 on all attack rolls.


Jin steps to K12 and shoots more acid, careful not to hit Brehna.

Ranged Touch attack: 1d20 + 3 - 2 - 4 ⇒ (10) + 3 - 2 - 4 = 7..miss!


HP: 35/35, AC: 18:12:16, CMD: 20 Saves: 5:3:2 +2Enchant Skills: Dip: +7, Per +11, Sense +9, Stealth, +7,

Brehna, the ship counts as difficult terrain, so you can't 5-foot step and attack

PRD wrote:

Move 5 Feet through Difficult Terrain

In some situations, your movement may be so hampered that you don't have sufficient speed even to move 5 feet (a single square). In such a case, you may spend a full-round action to move 5 feet (1 square) in any direction, even diagonally. Even though this looks like a 5-foot step, it's not, and thus it provokes attacks of opportunity normally.


It counts as 10' but does not provoke unless the sea scorpion has reach. It's when/if she leaves the threatened square that she will provoke.


HP: 35/35, AC: 18:12:16, CMD: 20 Saves: 5:3:2 +2Enchant Skills: Dip: +7, Per +11, Sense +9, Stealth, +7,

that's not the part I am referring to, it's that it's a full-round action.


Male Half-elf Daredevil Bard 1

Timor "dances" his way across the obstacles and such, moving carefully and graciously, at the same time singing (actually reciting) a typical sailor's cheeky song. He closes the short distance to the sea monster and tries to stab it with his sword.

"Oh, Fiddlers' Green is a place I've heard tell
Where fishermen go if they dont go to Hell
Where the weather is fair and the dolphins do play
And the cold coast of Varisia is far far away..."

Move to K9 if possible (if not, than to K10) and attacks scorpion with his rapier.

Rapier attack 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 17
Potential damage 1d6 + 1 ⇒ (5) + 1 = 6


F Sylph Ninja 7

In that case Brehna moves and attacks, but I'm sure the creature has an AC greater than 8.


HP: 35/35, AC: 18:12:16, CMD: 20 Saves: 5:3:2 +2Enchant Skills: Dip: +7, Per +11, Sense +9, Stealth, +7,

she moves to J10

and attacks it
Attack: 1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10

Damage: 1d4 + 3 ⇒ (1) + 3 = 4


Female Half-Elf Cleric of Besmara L1

Pyrra will move to K11, assuming that's as far as she can go this round.


Vita attacks with her cestus, but is unable to make contact.

Timor's rapier pierces the scorpion's side. Blood spews out and the creature shrieks in pain.

Scorpion takes 6 damage.

The scorpion, angered by Timor's aggression, lashes its tail towards him.

Tail Attack 1d20 + 1 ⇒ (3) + 1 = 4

Even despite the rocking ship, Timor manages to dodge the attack.

End Round 2

Round 3

Round 3 Map


Female Half-Elf Cleric of Besmara L1

Round 3, init 20, HP 8/8

Pyrra moves forward to K10.


HP: 35/35, AC: 18:12:16, CMD: 20 Saves: 5:3:2 +2Enchant Skills: Dip: +7, Per +11, Sense +9, Stealth, +7,

what's with the red/white bordered box?


I think I just had your character selected when I took the screenshot.


HP: 35/35, AC: 18:12:16, CMD: 20 Saves: 5:3:2 +2Enchant Skills: Dip: +7, Per +11, Sense +9, Stealth, +7,

oh

Atk(Cestus): 1d20 + 3 - 2 ⇒ (7) + 3 - 2 = 8

Damage: 1d4 + 3 ⇒ (1) + 3 = 4

I think the die roller hate me today.


Male Half-elf Daredevil Bard 1

Eyeing beast's tail warily, Timor adapts a more defensive stance. At the same time he shifts a bit more to the left, so the beast is caught in between him and Brehna and Anika.

Move to K8, fight defensively (standard attack +4, flank +2, combat modifier -2, fight defensively -4 = total modifier 0). Timor's AC modified to 20

Rapier: 1d20 ⇒ 16
Damage: 1d6 + 1 ⇒ (1) + 1 = 2


With -8 penalty to shoot now, Jin holds his magic, confident his new allies can handle the danger.


F Sylph Ninja 7

Brehna swings again 1d20 + 3 ⇒ (2) + 3 = 51d6 ⇒ 3


F Sylph Ninja 7

my last post was eaten by the internet apparently. Let me try again.

Brehna swings again 1d20 + 3 ⇒ (7) + 3 = 101d6 ⇒ 1

Great. Yet another of my characters that cant get a decent dice roll. lol


No worries. Paizo loves eating posts.

The scorpion lashes its tail at Timor as he moves into flank.

AOO fails, as AC is too high with current conditions.

Timor's rapier once again finds its mark.

The creature takes 2 damage.

The scorpion, furious at this point, lashes its tail towards Vita.

Tail Attack: 1d20 - 2 ⇒ (14) - 2 = 12

Again, the creature is unable to successfully do any damage.

End Round 3

Round 4

Round 4 Map


Female Half-Elf Cleric of Besmara L1

Round 4, Init 20, HP 8/8

Pyrra strikes at the creature with her rapier

Attk 1d20 + 1 - 2 ⇒ (1) + 1 - 2 = 0 Dmg 1d6 ⇒ 2

Or maybe not...


HP: 35/35, AC: 18:12:16, CMD: 20 Saves: 5:3:2 +2Enchant Skills: Dip: +7, Per +11, Sense +9, Stealth, +7,

Use Claws(lower): 1d20 ⇒ 10

she attack with her claws,

ATK:Claw11d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19
ATK:Claw21d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21

DAM:die + 1.5*STR +1
DAM:Claw11d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8
DAM:Claw21d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8

WOW, 16 damage


Do you not take a penalty on the 2nd attack?


Male Half-elf Daredevil Bard 1

Seeing that creature is able to threaten him in this confined area of the ship, Timor tries to feint the creature by going to his right first, and then quickly dashing and tumbling to the left.

Acrobatics check vs, Scorpions CMD to avoid AoO, move to J8, not fighting defensively anymore
1d20 + 11 ⇒ (14) + 11 = 25

Then, (hopefully after) taking position directly behind the creature, and seeing it's tail directly in front of him, Timor shivers visibly, and tries to stab it again.

Attack: 1d20 + 4 - 2 + 2 ⇒ (19) + 4 - 2 + 2 = 23
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

EDIT:
Potential crit: 1d20 + 4 - 2 + 2 ⇒ (14) + 4 - 2 + 2 = 18
Damage: 1d6 + 1 ⇒ (4) + 1 = 5


HP: 35/35, AC: 18:12:16, CMD: 20 Saves: 5:3:2 +2Enchant Skills: Dip: +7, Per +11, Sense +9, Stealth, +7,

PRD(universalMonsterRules):
Natural Attacks
Most creatures possess one or more natural attacks (attacks made without a weapon). These attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the creature's full base attack bonus and add the creature's full Strength bonus on damage rolls. Secondary attacks are made using the creature's base attack bonus –5 and add only 1/2 the creature's Strength bonus on damage rolls. If a creature has only one natural attack, it is always made using the creature's full base attack bonus and adds 1-1/2 the creature's Strength bonus on damage rolls. This increase does not apply if the creature has multiple attacks but only takes one. If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type. Table: Natural Attacks by Size lists some of the most common types of natural attacks and their classifications.

Some creatures treat one or more of their attacks differently, such as dragons, which always receive 1-1/2 times their Strength bonus on damage rolls with their bite attack. These exceptions are noted in the creature's description.

Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their natural attacks as secondary attacks during that attack, regardless of the attack's original type.

**Table removed due to problems**

The Damage Type column refers to the sort of damage that the natural attack typically deals: bludgeoning (B), slashing (S), or piercing (P). Some attacks deal damage of more than one type, depending on the creature. In such cases all the damage is considered to be of all listed types for the purpose of overcoming damage reduction.

Some fey, humanoids, monstrous humanoids, and outsiders do not possess natural attacks. These creatures can make unarmed strikes, but treat them as weapons for the purpose of determining attack bonuses, and they must use the two-weapon fighting rules when making attacks with both hands. See Table: Natural Attacks by Size for typical damage values for natural attacks by creature size.

Format: bite +5 (1d6+1), 2 claws +5 (1d4+2), 4 tentacles +0 (1d4+1); Location: Melee and Ranged.

I read it through I take no penalty,
and my damage is actually higher, when I make two claw attacks.


Ah, gotcha. I think that's fine, but when you used the Cestus, your claws became a secondary attack, right? So wouldn't you get -5 on the attacks? And if not, I don't think the 1.5x strength bonus would apply either, as that's reserved for single primary attacks such as bite. I'm fine with it for this conflict, but let's continue the convo in the discussion thread. I want to be fair!

As vita digs her claws into the beast, Timor deftly moves behind it and pierces it with his rapier. The creature dies instantly and without a sound.

Now that the deck is clear, you are free to explore the ship. Making your way to the stairs where the sea scorpion came up, you can see that although the lower decks are ruined, some of the ship is still accessible. Notably, the captains cabin's door has been smashed open, and it appears not everything has been washed away. You can also see the larder is intact from here, and a quick glance further downstairs to the ruined lower deck reveals the room the sea scorpion was so keen to get into - the Supply Room.


F Sylph Ninja 7

Brehna moves toward the supply room and examines the door

Percep 1d20 + 5 ⇒ (20) + 5 = 25 (add +1 for traps)

Edit: LOL! Now I roll a 20.


Brehna:

Your unbelievably perceptive eyes are unable to spot anything out of the ordinary, apart from some blood that has leaked out from under the door of the supply room. It appears to be fresh.


F Sylph Ninja 7

Pointing Brehna tells the group,
"Fresh blood leaking from under the door."

WIth that Brehna attempts to open the door.


Brehna quickly discovers the door is locked.


F Sylph Ninja 7

Brehna attempts to pick the lock
Dis Dev 1d20 + 8 ⇒ (7) + 8 = 15


Brehna is unable to pick the lock.

Brehna, your backpack is missing so you technically don't have your lockpicking kit, correct?


F Sylph Ninja 7
GM Idyll wrote:

Brehna is unable to pick the lock.

Brehna, your backpack is missing so you technically don't have your lockpicking kit, correct?

Correct. I'm improvising.

To the group
"Well, that's all I got. My backup plan, aka crowbar, was in my missing bag. Anyone want to knock the door down?" She says as she sidesteps and makes a gesture to the door.


HP: 35/35, AC: 18:12:16, CMD: 20 Saves: 5:3:2 +2Enchant Skills: Dip: +7, Per +11, Sense +9, Stealth, +7,

"Allow me"

she kicks the door
STR check: 1d20 + 2 ⇒ (9) + 2 = 11


Vita rears back and kicks the door with her heel. It shoots open.

This is the room the sea scorpion was so eager to get into - it contains not only a number of supplies, but also the unfortunate first mate, Alton Devers. The first mate's body lies slumped against the wall, quite dead, still wearing his masterwork studded leather armor and clutching his masterwork short sword in one hand and Pyrra's backpack in the other.

The rest of the supply room turns up several tools and lumber that could come in handy in building a secure campsite: a block and tackle, three large canvas sheets, two fishing nets, a grappling hook, two bullseye lanterns, 12 flasks of lantern oil, 150 feet of hemp rope, and five shovels.

Even to the untrained eye, the first mate seems to have died in the last few hours from two sets of wounds.


"These supplies will help with building a shelter, right Brehna?"


F Sylph Ninja 7
Jindariel wrote:
"These supplies will help with building a shelter, right Brehna?"

"No doubt. I'd like to check under the water line around the ship to see if I can find any other salvage. If you'll all get started carrying this out I'll do a quick look around then come back to help with the rest. I can swim as fast as I can walk, so it won't take long. Plus I'm not worried about crabs. They aren't fast swimmers. We should also build a pyre for Alton. something that floats that we can send out to sea. Sound good?"

If no one has any objections Brehna will head out and dive in the water.

Though she can't breathe under water she does have a 30' swim speed. SHe can go 60' down and back in a couple of rounds without much issue. She'll swim around the ship for as long as it takes to thoroughly search for anything else that may be useful.

Perception 1d20 + 5 ⇒ (15) + 5 = 20


Female Half-Elf Cleric of Besmara L1

After retrieving her backpack, Pyrra takes a moment to examine the corpse of the first mate

Heal 1d20 + 10 ⇒ (6) + 10 = 16


Pyrra:

The first set of wounds seem to have been inflicted perhaps 7 or 8 hours ago, and were caused by a rapier or a similar stabbing weapon. The wounds were not mortal.

The second set of wounds are inflamed stings from these sea scorpions you have fought, and in his weakened state from the stabbing wounds, Alton succumbed to the poison and died here, sometime in the last couple of hours.

Is anybody wanting to take the armor or sword?

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