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Kingmaker

Game Master Dreaming Warforged

Bold and just adventurers exploring and settling the Stolen Lands.
Now at the beginning of vol. 4 - Blood for Blood


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Storyteller of the Greenbelt

You proceed towards the hills, leaving the horses with Atago, who starts in the other direction.

The air freshens as the day's rays angle and give a warm tinge to the plains.

As you near the hills, a long and low roar rises from the foremost hill, answered by two others. Rising from the hills and into the skies, you see three large lion-like creatures, but their faces are vaguely humanoid. They fly on dragon wings and have a tail bearing long, sharp spikes.

Initiative Rolls:

Kriger 1d20 + 8 ⇒ (5) + 8 = 13
Kalsgrim 1d20 + 2 ⇒ (7) + 2 = 9
Servayn 1d20 + 6 ⇒ (14) + 6 = 20
Malaswyn 1d20 + 3 ⇒ (3) + 3 = 6
M 1d20 + 2 ⇒ (15) + 2 = 17

Initiative Order:
Group 1: Servayn and Ember
Group 2: The Beasts
Group 3: Malaswyn, Kriger and Kalsgrim

Map


(AC 18, hp 15 of 77) Summoner 9

Servayn calls forth arcane energies to quicken his allies hearts, while Ember crouches low and springs into the air, his talons and fangs blazing with dull ruddy fire, taking advantage of the surge of extra speed to charge the center creature.

Haste (+1 attacks, +1 AC, +30 ft. move, +1 attack as part of a full attack action) on Ember, Servayn, Kriger, Kalsgrim and Malaswyn for 6 rounds. Ember surges into the air to make a flying charge, adding the +30 ft. haste bonus movement to his normal 80 ft. 'charge' range. The manticores look large, and if they have reach, he'll eat an attack of opportunity before being able to make his own attacks, as he doesn't have reach.

Ember Power Attack, with +2 charge bonus and +1 haste bonus. Ember's AC drops to 20 this round, due to the charge, and he's got 42 hit points.
Bite attack 1d20 + 9 ⇒ (5) + 9 = 14
Claw attack 1 1d20 + 10 ⇒ (2) + 10 = 12
Claw attack 2 1d20 + 10 ⇒ (10) + 10 = 20
Claw attack 3, from haste 1d20 + 10 ⇒ (4) + 10 = 14

bite damage +1d6 fire 1d6 + 7 ⇒ (3) + 7 = 10 1d6 ⇒ 6
claw damage 1 +1d6 fire 1d6 + 7 ⇒ (3) + 7 = 10 1d6 ⇒ 6
claw damage 2 +1d6 fire 1d6 + 7 ⇒ (1) + 7 = 8 1d6 ⇒ 6
claw damage 3 (from haste) +1d6 fire 1d6 + 7 ⇒ (2) + 7 = 9 1d6 ⇒ 6


Storyteller of the Greenbelt

Round 1 - Servayn and Ember
Servayn calls forth arcane energies to quicken his allies hearts, while Ember crouches low and springs into the air, his talons and fangs blazing with dull ruddy fire, taking advantage of the surge of extra speed to charge the center creature.

With a flap of its great leathery wing, it moves just out of reach and evades the attacks.

Round 1 - The draco-lions
The center creature, using its wings to hover in place, brings to bear its fangs and claws on Ember.

Secret Rolls:

1d20 + 12 ⇒ (16) + 12 = 281d8 + 7 ⇒ (3) + 7 = 10
1d20 + 12 ⇒ (14) + 12 = 262d4 + 7 ⇒ (2, 1) + 7 = 10
1d20 + 12 ⇒ (13) + 12 = 252d4 + 7 ⇒ (2, 3) + 7 = 12

Claws and jaw all connect and tear the eidolon apart. (-32 hp to Ember)

The other two manticore also hover in place, but they fling their tails at Kriger and Kalsgrim. From them, eight spikes fly with celerity.

Secret Rolls:

Kr: 1d20 + 10 ⇒ (12) + 10 = 221d6 + 7 ⇒ (1) + 7 = 8
Kr:1d20 + 10 ⇒ (18) + 10 = 281d6 + 7 ⇒ (1) + 7 = 8
Kr:1d20 + 10 ⇒ (3) + 10 = 131d6 + 7 ⇒ (2) + 7 = 9
Kr:1d20 + 10 ⇒ (12) + 10 = 221d6 + 7 ⇒ (1) + 7 = 8
Ka: 1d20 + 10 ⇒ (3) + 10 = 131d6 + 7 ⇒ (6) + 7 = 13
Ka:1d20 + 10 ⇒ (11) + 10 = 211d6 + 7 ⇒ (6) + 7 = 13
Ka:1d20 + 10 ⇒ (1) + 10 = 111d6 + 7 ⇒ (1) + 7 = 8
Ka: 1d20 + 10 ⇒ (20) + 10 = 301d6 + 7 ⇒ (2) + 7 = 9
Confirm: 1d20 + 10 ⇒ (13) + 10 = 231d6 + 7 ⇒ (6) + 7 = 13

Three shafts hit the ranger, but as luck would have it, his armor takes most of the blow. Two hit the baron of Frieland, but the second one sinks deep in his guts, inflicting a grievous wound.
(-24 hp to Kriger, -35 to Kalsgrim)

Status
Haste round 1/6.

Map
The creatures are about 30 feet in the air. All of you are up.


Human Paladin 10 HPs 10/85, Sickened, AC 21 FF 19 T 13 CMD 23 Fort +17 Ref +13 Will +15 Init +2 Per +2

Kalsgrim calls on Erastil's grace to intensify his attacks, and then answers with his own arrows.

Swift action to Smite Evil on the J1-2 manticore. These attacks assume it is evil; if it is not, to hit rolls should be 4 less and damage 6 less. It would raise Kalsgrim's armor class to 23 against it as well.

To hit 1d20 + 12 ⇒ (20) + 12 = 32
Damage 1d8 + 12 ⇒ (6) + 12 = 18
To hit 1d20 + 7 ⇒ (15) + 7 = 22
Damage 1d8 + 12 ⇒ (3) + 12 = 15
To hit 1d20 + 12 ⇒ (20) + 12 = 32
Damage 1d8 + 12 ⇒ (3) + 12 = 15

Possible crit on first attack: 1d20 + 12 ⇒ (11) + 12 = 23 to confirm, possible extra damage 2d8 + 24 ⇒ (6, 4) + 24 = 34.
Possible crit on third attack: 1d20 + 12 ⇒ (15) + 12 = 27 to confirm, possible extra damage 2d8 + 24 ⇒ (4, 3) + 24 = 31.

If the first (or first and second) attack(s) take out the manticore, he'll target the other shot(s) at the other manticore not engaged by Ember.


Male Human Ranger 10(Guide)
stats:
AC 23; Hp's (104/104); Perc. +26; Fort: +13, Ref: +12, Will: +10; Int: +2

Kalsgrim BAY-BEE!!! BOOM! That's what I'm talkin' about!

"Oh great. These Draco-lions have spikes on their tails. This is gonna... oh crap." Kriger sees the spikes heading his way and he just can't seem to get out of the way. "CRAAAAAAP! I was right! That does hurt." He gripes, blood pouring out of several holes in him.

Pulling out his bow, he fires at one that Kalsgrim hasn't just filled full of arrows.

Focus vs. E/F 3; AC 22; Hp's 33

1st: Mwk. Comp. Longbow(Vek's) (+2 Str): 1d20 + 9 + 4 ⇒ (3) + 9 + 4 = 16
Damage: 1d8 + 2 + 4 ⇒ (3) + 2 + 4 = 9

1st: (Haste) Mwk. Comp. Longbow(Vek's) (+2 Str): 1d20 + 9 + 4 ⇒ (1) + 9 + 4 = 14
Damage: 1d8 + 2 + 4 ⇒ (5) + 2 + 4 = 11

2nd: Mwk. Comp. Longbow(Vek's) (+2 Str): 1d20 + 4 + 4 ⇒ (17) + 4 + 4 = 25
Damage: 1d8 + 2 + 4 ⇒ (7) + 2 + 4 = 13

Man I hate ranged. Soooo not built for it.


Storyteller of the Greenbelt

Impressive Kalsgrim! No more comments on the dicebot for YOU!


Human Paladin 10 HPs 10/85, Sickened, AC 21 FF 19 T 13 CMD 23 Fort +17 Ref +13 Will +15 Init +2 Per +2
Other Mastermind wrote:
Impressive Kalsgrim! No more comments on the dicebot for YOU!

I hear you. That is just what every bow or axe wielder wants to see!


Male Elf Cleric 10: AC 24, Hit Points 57/57, Perception +17, Initiative +3

Frowning upward, I peer toward the falling sun, raise my arms in salutation and begin a sacred chant casting Summon Monster III to produce a Celestial Dire Bat.


(AC 18, hp 15 of 77) Summoner 9

Frustrated that his current target is somehow able to dodge his attacks, Ember attempts to disengage and move to attack the rightmost creature.

Move right diagonally to J3.5, then up two spaces to J2.5. Will provoke for leaving combat with the center manticore-thingie, and possibly for moving into threatened area of rightmost manticore-thingie (if it has reach). His current AC is back to 22, since he's not charging.

Acrobatics DC to move through first manticores space without provoking equals it's CMD. (Or CMD +2 if he could provoke from both of them!) 1d20 + 6 ⇒ (16) + 6 = 22

Ember's single claw (still power attacking) attack on the rightmost manticore.
Claw attack 1d20 + 8 ⇒ (18) + 8 = 26

claw damage +1d6 fire 1d6 + 7 ⇒ (4) + 7 = 11 1d6 ⇒ 5

Servayn attempts to blind the leftmost creature with conjured sparks and embers.

Glitterdust at the creature in A/B1/2, DC 18 save or be blinded, save each round for six rounds to end condition.


Storyteller of the Greenbelt

Round 1 - Kalsgrim, Kriger and Malaswyn
Kalsgrim calls on Erastil's grace to intensify his attacks, and then answers with his own arrows. Each arrow lands deeply and the third brings it circling down and crashing to the ground.

"Oh great. These Draco-lions have spikes on their tails. This is gonna... oh crap." Kriger sees the spikes heading his way and he just can't seem to get out of the way. "CRAAAAAAP! I was right! That does hurt." He gripes, blood pouring out of several holes in him.
Pulling out his bow, he fires at one that Kalsgrim hasn't just filled full of arrows.
The one targeted is in melee and Ember provides cover for it.

The arrows, given Ember’s position, can’t find their mark.

Frowning upward, Malaswyn peers toward the falling sun, raises his arms in salutation and begins a sacred chant.

Round 2 - Servayn and Ember
Frustrated that his current target is somehow able to dodge his attacks, Ember attempts to disengage and move to attack the rightmost creature.

Secret Rolls:

1d20 + 12 ⇒ (11) + 12 = 232d4 + 7 ⇒ (4, 1) + 7 = 12

The beast claws at him, tearing its hind leg. (-12 hp to Ember) The eidolon disappears and leaves only smoke behind it.

Servayn attempts to blind the leftmost creature with conjured sparks and embers.

Secret Rolls:

1d20 + 5 ⇒ (20) + 5 = 25

It seems unaffected by the shower of glitter.

Round 2 - The draco-lions
The two manticores left keep their position, hovering with their leathery wings, and send another volley of spikes from their tails at Kriger and Kalsgrim.

Secret Rolls:

Kr: 1d20 + 10 ⇒ (17) + 10 = 271d6 + 7 ⇒ (2) + 7 = 9
Kr:1d20 + 10 ⇒ (3) + 10 = 131d6 + 7 ⇒ (3) + 7 = 10
Kr:1d20 + 10 ⇒ (2) + 10 = 121d6 + 7 ⇒ (2) + 7 = 9
Kr:1d20 + 10 ⇒ (13) + 10 = 231d6 + 7 ⇒ (2) + 7 = 9
Ka: 1d20 + 10 ⇒ (11) + 10 = 211d6 + 7 ⇒ (2) + 7 = 9
Ka:1d20 + 10 ⇒ (9) + 10 = 191d6 + 7 ⇒ (2) + 7 = 9
Ka:1d20 + 10 ⇒ (1) + 10 = 111d6 + 7 ⇒ (3) + 7 = 10
Ka: 1d20 + 10 ⇒ (17) + 10 = 271d6 + 7 ⇒ (4) + 7 = 11

Two spikes sink in the ranger’s shoulder and leg. Two more hit again Kalsgrim, making his head spin with pain and blood loss.
(-18 hp to Kriger, -18 to Kalsgrim)

Status
Haste round 2/6.

Map
The creatures are about 30 feet in the air. All of you are up.


(AC 18, hp 15 of 77) Summoner 9

Seeing that Kriger is targetting the center creature, Servayn focuses on the one to the left, attempting to call forth elemental creatures of air to attack it.

summon monster III to summon 1d3+1 small air elementals into flanking positions around the leftmost manticore. Air elementals have AC 17, 17 hp and benefit from air mastery, so flying creatures suffer -1 to hit and -1 to damage them. 1d3 + 1 ⇒ (1) + 1 = 2

Summoned augmented Air Elemental

Spoiler:
Augmented Air Elemental; Small Outsider (elemental), Init +7; Senses darkvision 60 ft.; Perception +4; AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size); hp 17 (2d10+6); Fort +6, Ref +3, Will +3; Speed fly 100 ft. (perfect); Melee slam +5 (1d4+3); Str 16, Dex 17, Con 16, Int 4, Wis 11, Cha 11; Base Atk +2; CMB +4; CMD 17); Special Attack Whirlwind, Feats Flyby Attack, Improved Initiative, Weapon Finesse; Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11; SQ air mastery, elemental traits, outsider traits

elemental 1 (appears in A/1.5) slam attack, +2 for flank 1d20 + 7 ⇒ (12) + 7 = 19
elemental 1 damage 1d4 + 3 ⇒ (2) + 3 = 5

elemental 2 (appears in BC/1.5, to provide flank and yet avoid providing cover) slam attack, +2 for flank 1d20 + 7 ⇒ (15) + 7 = 22
elemental 2 damage 1d4 + 3 ⇒ (1) + 3 = 4


Human Paladin 10 HPs 10/85, Sickened, AC 21 FF 19 T 13 CMD 23 Fort +17 Ref +13 Will +15 Init +2 Per +2

Realizing he's not going to be of much more help if he doesn't staunch the bleeding, Kalsgrim tends to his wounds.

Lay on hands, heals 3d6 ⇒ (4, 3, 6) = 13
Readies and drinks a potion of cure moderate wounds 2d8 + 3 ⇒ (2, 1) + 3 = 6.

Then he raises his bow again, ready to finish these monsters off.


Male Human Ranger 10(Guide)
stats:
AC 23; Hp's (104/104); Perc. +26; Fort: +13, Ref: +12, Will: +10; Int: +2

As more spikes find their mark, "Oh man..." Kriger looks down at himself, fresh blood pouring out. "This happens way too often. He concludes, doing his best to keep himself on his feet due to massive blood loss as he fires off more arrows at the creature.

Attacking the same one.

1st: Mwk. Comp. Longbow(Vek's) (+2 Str): 1d20 + 9 + 4 + 1 ⇒ (7) + 9 + 4 + 1 = 21
Damage: 1d8 + 2 + 4 ⇒ (3) + 2 + 4 = 9

1st: (Haste) Mwk. Comp. Longbow(Vek's) (+2 Str): 1d20 + 9 + 4 + 1 ⇒ (9) + 9 + 4 + 1 = 23
Damage: 1d8 + 2 + 4 ⇒ (2) + 2 + 4 = 8

2nd: Mwk. Comp. Longbow(Vek's) (+2 Str): 1d20 + 4 + 4 + 1 ⇒ (18) + 4 + 4 + 1 = 27
Damage: 1d8 + 2 + 4 ⇒ (7) + 2 + 4 = 13

AC 22; Hp's 15

Man, I just realized I didn't add +1 to hit due to haste to my last round of attacks. Fortunately it didn't matter seeing how I rolled so bad anyway. Plus the cover bonus and all that. But I got it this time. :)


Storyteller of the Greenbelt

Malaswyn to conclude the round.


Male Elf Cleric 10: AC 24, Hit Points 57/57, Perception +17, Initiative +3

A giant bat appears with a silver tinge along its wings and surges into attack activating smite and attempts to bite a dragon-lion.

attack: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 1d8 + 7 ⇒ (7) + 7 = 14

Meanwhile, I chant out a hasty orison and send a ball of flame hurtling toward the other beast.
fireball, DC17 reflex save for half damage: 6d6 ⇒ (4, 2, 4, 3, 5, 4) = 22


Storyteller of the Greenbelt

Round 2 - Kalsgrim, Kriger and Malaswyn
Realizing he's not going to be of much more help if he doesn't staunch the bleeding, Kalsgrim tends to his wounds. Then he raises his bow again, ready to finish these monsters off.

As more spikes find their mark, "Oh man..." Kriger looks down at himself, fresh blood pouring out. "This happens way too often.” He concludes, doing his best to keep himself on his feet due to massive blood loss as he fires off more arrows at the creature. Two shafts land in the beast’s lion hide.

A giant bat appears with a silver tinge along its wings and surges into attack activating smite and attempts to bite a dragon-lion. The bat manages to snap at one leg.

Meanwhile, Malaswyn chants out a hasty orison and sends a ball of flame hurtling toward the other beast.

Secret Rolls:

1d20 + 9 ⇒ (20) + 9 = 29

The manticore dodges and covers herself, rolling with the blast.

Round 3 - Servayn and Ember
Seeing that Kriger is targetting the center creature, Servayn focuses on the one to the left, attempting to call forth elemental creatures of air to attack it.
Servayn, unless I am mistaken, you summon 1d3 elementals only. They also appear 40 ft from you and have to fly the rest. Am I missing something?

A single air elemental appears and flies at the manticore, but the beast avoid its blow.

Round 3 - The draco-lions
Now focussing at the summoned creatures, the manticores try to shred them to oblivion.

Secret Rolls:

E: 1d20 + 12 ⇒ (8) + 12 = 201d8 + 7 ⇒ (4) + 7 = 11
E:1d20 + 12 ⇒ (20) + 12 = 322d4 + 7 ⇒ (2, 2) + 7 = 11
E:1d20 + 12 ⇒ (5) + 12 = 172d4 + 7 ⇒ (2, 4) + 7 = 13
B: 1d20 + 12 ⇒ (12) + 12 = 242d4 + 7 ⇒ (3, 4) + 7 = 14
B:1d20 + 12 ⇒ (5) + 12 = 172d4 + 7 ⇒ (4, 4) + 7 = 15
B:1d20 + 12 ⇒ (10) + 12 = 222d4 + 7 ⇒ (4, 3) + 7 = 14

The first manticore shreds through the small elemental, and it dissolves into thin air. Likewise, the second manticore rips through the bat with its claws.

Status
Haste round 3/6.

Map
The creatures are about 30 feet in the air. All of you are up.


(AC 18, hp 15 of 77) Summoner 9
Other Mastermind wrote:
Servayn, unless I am mistaken, you summon 1d3 elementals only. They also appear 40 ft from you and have to fly the rest. Am I missing something?

Servayn has Superior Summoning now, and gains 1 additional creature whenever he summons multiple creatures. Although, technically, since he failed to summon multiple creatues (rolling a 1), you could rule that the feat doesn't work...

.
I somehow conflated '30 ft. up' with '30 ft. away.' My bad. The elemental(s) will appear 40 ft. in front of him and fly rest of the way with a 100 ft. (perfect) fly speed, which should be more than sufficient to get an elemental into position. It does mean that the elemental(s) will provoke an attack of opportunity on the way in to deliver it's slam attack, 'though.

Servayn attempts once again to blind the leftmost creature with an aerial explosion of glowing embers.

Glitterdust, DC 18 Will save or be blinded, save each round for up to six rounds to end the condition. If any elemental survives (ha!), he'll off-set the burst so as to not hit the elemental.

If an elemental remains (a) appeared in the first place, b) survived the AoO as it closed in), it will also press the attack on the (hopefully) blinded creature.

elemental (A/1.5?) slam attack 1d20 + 5 ⇒ (2) + 5 = 7
elemental damage 1d4 + 3 ⇒ (3) + 3 = 6


Storyteller of the Greenbelt

Ah! Thanks, I had forgotten about that. I'll resolve the second elemental tonight.


Male Elf Cleric 10: AC 24, Hit Points 57/57, Perception +17, Initiative +3

I bow my head in prayer to Sarenrae, begging her aid.

You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.


Male Human Ranger 10(Guide)
stats:
AC 23; Hp's (104/104); Perc. +26; Fort: +13, Ref: +12, Will: +10; Int: +2

As Kriger breathes a sigh of relief that he's not being used as a pin cushion again, he let's loose another volley of arrows.

Attacking the same one.

1st: Mwk. Comp. Longbow(Vek's) (+2 Str): 1d20 + 9 + 4 + 1 + 1 ⇒ (16) + 9 + 4 + 1 + 1 = 31
Damage: 1d8 + 2 + 4 + 1 ⇒ (4) + 2 + 4 + 1 = 11

1st: (Haste) Mwk. Comp. Longbow(Vek's) (+2 Str): 1d20 + 9 + 4 + 1 + 1 ⇒ (2) + 9 + 4 + 1 + 1 = 17
Damage: 1d8 + 2 + 4 + 1 ⇒ (2) + 2 + 4 + 1 = 9

2nd: Mwk. Comp. Longbow(Vek's) (+2 Str): 1d20 + 4 + 4 + 1 + 1 ⇒ (10) + 4 + 4 + 1 + 1 = 20
Damage: 1d8 + 2 + 4 + 1 ⇒ (5) + 2 + 4 + 1 = 12

AC 22; Hp's 15


Human Paladin 10 HPs 10/85, Sickened, AC 21 FF 19 T 13 CMD 23 Fort +17 Ref +13 Will +15 Init +2 Per +2

Taking advantage of the distraction that the summoned creatures provided, Kalsgrim starts firing arrows again, hoping to bring an end to this before the creatures can cause any more real damage.

To hit 1d20 + 8 ⇒ (15) + 8 = 23
Damage 1d8 + 6 ⇒ (2) + 6 = 8
To hit 1d20 + 3 ⇒ (6) + 3 = 9
Damage 1d8 + 6 ⇒ (2) + 6 = 8
To hit 1d20 + 8 ⇒ (11) + 8 = 19
Damage 1d8 + 6 ⇒ (7) + 6 = 13

He'll start with the one further away.


Storyteller of the Greenbelt

Round 3 - Kalsgrim, Kriger and Malaswyn
Malaswyn bows his head in prayer to Sarenrae, begging her aid.

As Kriger breathes a sigh of relief that he's not being used as a pin cushion again, he let's loose another volley of arrows. His first arrow strikes home.

Taking advantage of the distraction that the summoned creatures provided, Kalsgrim starts firing arrows again, hoping to bring an end to this before the creatures can cause any more real damage. As for Kriger, his first arrow strikes true, but the other land in the hills. Kalsgrim, I’ve switched your target to the one in the center, as it has suffered more.

Round 4 - Servayn and Ember
Second elemental has 4 hp left and hit the manticore the previous round. Sorry about that!
Servayn attempts once again to blind the leftmost creature with an aerial explosion of glowing embers.

Secret Rolls:

DC 18: 1d20 + 5 ⇒ (7) + 5 = 12

The manticore roars as it looses its sight.

The elemental keeps attacking, but a wing deflects its blow.

Round 4 - The draco-lions
The blind manticore trashes at the elemental, while the other one resumes firing spikes at Kalsgrim.

Secret Rolls:

Hit on 1/2
E: 1d20 + 12 ⇒ (3) + 12 = 151d8 + 7 ⇒ (3) + 7 = 101d2 ⇒ 1
E:1d20 + 12 ⇒ (20) + 12 = 322d4 + 7 ⇒ (2, 2) + 7 = 111d2 ⇒ 1
E:1d20 + 12 ⇒ (19) + 12 = 312d4 + 7 ⇒ (3, 2) + 7 = 121d2 ⇒ 1
Ka: 1d20 + 10 ⇒ (5) + 10 = 151d6 + 7 ⇒ (2) + 7 = 9
Ka: 1d20 + 10 ⇒ (20) + 10 = 301d6 + 7 ⇒ (5) + 7 = 12
Ka: 1d20 + 10 ⇒ (15) + 10 = 251d6 + 7 ⇒ (2) + 7 = 9
Ka: 1d20 + 10 ⇒ (17) + 10 = 271d6 + 7 ⇒ (5) + 7 = 12

The blind manticore roars in mixed pleasure at it feels the elemental dissolve it its jaw.

Tha paladin that freed the Greenbelt is hit severely by three spikes, and crashes to the ground in a pool of blood. (-33 hp to Kalsgrim, roll to stabilize)

Status
Haste round 4/6.
Prayer round 1/6 worked as a 40 ft burst, so applies only to the Four.
Glitterdust on the left manticore, round 1/6, save every round

Map
The creatures are about 30 feet in the air. All of you are up.


(AC 18, hp 15 of 77) Summoner 9

Servayn steps forward to stand in front of Kalsgrim, providing cover with his body. "Save the king!" he shouts, for the first time, ever, acknowledging his leige-lords rank. good thing he's unconscious and won't hear it!

He draws upon his connection to the otherworldly realms and attempts to call forth yet more elemental creatures, this time, forces of the storm.

summon monster III SLA again, 1d3+1 small lightning elementals this time. Relevant stats would be AC 14, 15 hit points, fly speed 100 ft. (perfect), slam +5 (1d4+2 damage +1d3 electricity) 1d3 + 1 ⇒ (2) + 1 = 3

All three crackling figures of dark cloudstuff lit by electrical discharges appear as avian forms, and swoop forward towards the blinded (and, hopefully, unaware and flat-footed) manticore, charging to the attack from the sides (two from the left, one from the right).

lightning elemental 1 slam, +2 for charge, +2 for flank, AC 12 this round 1d20 + 9 ⇒ (7) + 9 = 16
slam damage then lightning damage 1d4 + 2 ⇒ (1) + 2 = 3 1d3 ⇒ 1

lightning elemental 2 slam, +2 for charge, +2 for flank, AC 12 this round 1d20 + 9 ⇒ (6) + 9 = 15
slam damage then lightning damage 1d4 + 2 ⇒ (1) + 2 = 3 1d3 ⇒ 1

lightning elemental 1 slam, +2 for charge, no flank bonus, AC 12 this round 1d20 + 7 ⇒ (3) + 7 = 10
slam damage then lightning damage 1d4 + 2 ⇒ (2) + 2 = 4 1d3 ⇒ 2

since the manticore is blinded, hopefully they can avoid drawing attacks of opportunity as they close to attack, assuming the size large manticore has reach in the first place...


Male Elf Cleric 10: AC 24, Hit Points 57/57, Perception +17, Initiative +3

My prayers continuing, rising in a deep, ecstatic chant as I call forth the power of the goddess.

channel energy: 3d6 ⇒ (5, 6, 1) = 12


Male Human Ranger 10(Guide)
stats:
AC 23; Hp's (104/104); Perc. +26; Fort: +13, Ref: +12, Will: +10; Int: +2

Seeing Kalsgrim fall in a pool of his own blood, and then feeling that all too familiar feeling of his wounds binding, Kriger grins as a couple of the spikes within him fall out. "I'm glad you're on our side, Mal! HA! HA! That feels better!" He takes aim and continues his attack on the manticore that just won't die.

Attacking the same one for a third time.

1st: Mwk. Comp. Longbow(Vek's) (+2 Str): 1d20 + 9 + 4 + 1 + 1 ⇒ (13) + 9 + 4 + 1 + 1 = 28
Damage: 1d8 + 2 + 4 + 1 ⇒ (6) + 2 + 4 + 1 = 13

1st: (Haste) Mwk. Comp. Longbow(Vek's) (+2 Str): 1d20 + 9 + 4 + 1 + 1 ⇒ (3) + 9 + 4 + 1 + 1 = 18
Damage: 1d8 + 2 + 4 + 1 ⇒ (3) + 2 + 4 + 1 = 10

2nd: Mwk. Comp. Longbow(Vek's) (+2 Str): 1d20 + 4 + 4 + 1 + 1 ⇒ (10) + 4 + 4 + 1 + 1 = 20
Damage: 1d8 + 2 + 4 + 1 ⇒ (8) + 2 + 4 + 1 = 15

Dangit! Man I roll lousy. Man I'm glad for that haste. Otherwise, I wouldn't be hitting jack!

AC 22; Hp's 27


Human Paladin 10 HPs 10/85, Sickened, AC 21 FF 19 T 13 CMD 23 Fort +17 Ref +13 Will +15 Init +2 Per +2

As an immediate action, Kalsgrim will cast Hero's Defiance

Heals 4d6 ⇒ (1, 1, 3, 1) = 6.

Not enough to bring him positive, so he falls. But I believe the healing will stabilize him.

Hit points -7/54.

If he does still need a stabilization roll DC 10: 1d20 + 2 - 6 ⇒ (13) + 2 - 6 = 9.


Male Human Ranger 10(Guide)
stats:
AC 23; Hp's (104/104); Perc. +26; Fort: +13, Ref: +12, Will: +10; Int: +2

Did you add the +12 healing from Malaswyn? Don't forget that. And you don't need to stabilize if you are healed in any form or fashion.


Human Paladin 10 HPs 10/85, Sickened, AC 21 FF 19 T 13 CMD 23 Fort +17 Ref +13 Will +15 Init +2 Per +2

No, that isn't including the channel. Thanks!

If the sighted one is still acting, Kalsgrim will target it. Otherwise, the blinded one.

Smite Evil on the seeing one (if it is still going, otherwise the blinded one) as a swift action.

To hit 1d20 + 13 ⇒ (4) + 13 = 17
Damage 1d8 + 13 ⇒ (5) + 13 = 18
To hit 1d20 + 8 ⇒ (14) + 8 = 22
Damage 1d8 + 13 ⇒ (5) + 13 = 18
To hit 1d20 + 13 ⇒ (6) + 13 = 19
Damage 1d8 + 13 ⇒ (6) + 13 = 19


Storyteller of the Greenbelt

Kalsgrim, you have to get up and grab your bow. At the most you can do a standard action.


Human Paladin 10 HPs 10/85, Sickened, AC 21 FF 19 T 13 CMD 23 Fort +17 Ref +13 Will +15 Init +2 Per +2

Kalsgrim scrambles to his feet, snatching up his bow as he rises, ready to die facing off these evil creatures. As he rises, he calls on Erastil to help him fight on.

Swift, lay on hands, heals 3d6 ⇒ (6, 1, 2) = 9. Move to stand, move to pick up bow.

Sorry, I thought the Hero's Defiance spell would have let him keep his feet and keep going.


Storyteller of the Greenbelt

Round 4 - Kalsgrim, Kriger and Malaswyn
Servayn steps forward to stand in front of Kalsgrim, providing cover with his body. "Save the king!" he shouts, for the first time, ever, acknowledging his liege-lord’s rank.

Kalsgrim summons his god’s grace as he falters, but to no avail. He still succumbs to his wounds.

His prayers continuing, rising in a deep, ecstatic chant as Malaswyn calls forth the power of the goddess. Healing energy suffuses his allies’ bodies.

Seeing Kalsgrim fall in a pool of his own blood, and then feeling that all too familiar feeling of his wounds binding, Kriger grins as a couple of the spikes within him fall out. "I'm glad you're on our side, Mal! HA! HA! That feels better!" He takes aim and continues his attack on the manticore that just won't die.

A single arrow hits the manticore who shrieks in pain.

Kalsgrim scrambles to his feet, snatching up his bow as he rises, ready to die facing off these evil creatures. As he rises, he calls on Erastil to help him fight on.

Round 5 - Servayn and Ember
Servayn draws upon his connection to the otherworldly realms and attempts to call forth yet more elemental creatures, this time, forces of the storm. All three crackling figures of dark cloudstuff lit by electrical discharges appear as avian forms, and swoop forward towards the blinded (and, hopefully, unaware and flat-footed) manticore, charging to the attack from the sides (two from the left, one from the right).

Secret Rolls:

DC 18: 1d20 + 5 ⇒ (6) + 5 = 11

The blind manticoredoes not recover from Servayn’s spell. It trashes as it feels the elemental stings. A single one manages to connect and hurt it.

Round 5 - The draco-lions
Seeing Kalsgrim get up and pick up his bow, the manticore shrieks in anger and fires again at the baron.

The blind manticore tries to rid itself of the pesky elementals.

Secret Rolls:

Hit on 1/2
E: 1d20 + 12 ⇒ (2) + 12 = 141d8 + 7 ⇒ (1) + 7 = 81d2 ⇒ 1
E:1d20 + 12 ⇒ (10) + 12 = 222d4 + 7 ⇒ (1, 1) + 7 = 91d2 ⇒ 2
E:1d20 + 12 ⇒ (2) + 12 = 142d4 + 7 ⇒ (4, 1) + 7 = 121d2 ⇒ 1
Ka: 1d20 + 10 ⇒ (10) + 10 = 201d6 + 7 ⇒ (2) + 7 = 9
Ka: 1d20 + 10 ⇒ (17) + 10 = 271d6 + 7 ⇒ (3) + 7 = 10
Ka: 1d20 + 10 ⇒ (15) + 10 = 251d6 + 7 ⇒ (6) + 7 = 13
Ka: 1d20 + 10 ⇒ (9) + 10 = 191d6 + 7 ⇒ (6) + 7 = 13

A single elemental is cast back to its plain as the manticore shreds it.

Two spikes send the paladin back to the floor, (-19 hp to Kalsgrim, roll to stabilize) and the manticore then fires at Kriger, who dodges the first one, only to find himself in the second’s path (-13 hp to Kriger).

Status
Haste round 5/6.
Prayer round 2/6 worked as a 40 ft burst, so applies only to the Four.
Glitterdust on the left manticore, round 2/6, save every round

Map
Nor real changes to the map. The creatures are about 30 feet in the air. Two elementals are flanking the one on the left. All of you are up.


Male Human Ranger 10(Guide)
stats:
AC 23; Hp's (104/104); Perc. +26; Fort: +13, Ref: +12, Will: +10; Int: +2

Seeing at least one arrow strike the creature nearly every time he fires, Kriger can't believe the endurance of the beast. "Blast! Why won't you die! This'd be a whole lot easier if you'd just be a bit more still you stupid beast!" He yells as he fires shot after shot.

Still attacking same one.

1st: Mwk. Comp. Longbow(Vek's) (+2 Str): 1d20 + 9 + 4 + 1 + 1 ⇒ (5) + 9 + 4 + 1 + 1 = 20
Damage: 1d8 + 2 + 4 + 1 ⇒ (1) + 2 + 4 + 1 = 8

1st: (Haste) Mwk. Comp. Longbow(Vek's) (+2 Str): 1d20 + 9 + 4 + 1 + 1 ⇒ (9) + 9 + 4 + 1 + 1 = 24
Damage: 1d8 + 2 + 4 + 1 ⇒ (6) + 2 + 4 + 1 = 13

2nd: Mwk. Comp. Longbow(Vek's) (+2 Str): 1d20 + 4 + 4 + 1 + 1 ⇒ (20) + 4 + 4 + 1 + 1 = 30
Damage: 1d8 + 2 + 4 + 1 ⇒ (1) + 2 + 4 + 1 = 8

Crit threat roll
2nd: Mwk. Comp. Longbow(Vek's) (+2 Str): 1d20 + 4 + 4 + 1 + 1 ⇒ (11) + 4 + 4 + 1 + 1 = 21
Damage: 1d8 + 2 + 4 + 1 ⇒ (8) + 2 + 4 + 1 = 15

AC 22; Hp's 14


Human Paladin 10 HPs 10/85, Sickened, AC 21 FF 19 T 13 CMD 23 Fort +17 Ref +13 Will +15 Init +2 Per +2

Stabilization roll DC10 1d20 + 2 - 5 ⇒ (13) + 2 - 5 = 10


Male Elf Cleric 10: AC 24, Hit Points 57/57, Perception +17, Initiative +3

Kalsgrim's single attacks are still more useful than mine.

Again, I channel energy to heal my fellows.

channel energy to heal: 3d6 ⇒ (5, 6, 6) = 17


(AC 18, hp 15 of 77) Summoner 9

His reservoir of ranged arcana tapped for the day, and recognizing that his attempt to provide cover for Kalsgrim was utterly useless, Servayn steps a pace away to give the Paladin a clear line of sight and draws a wand.

use magic device to activate wand of lightning, DC 20, +2 bonus for having successfully used it before 1d20 + 17 ⇒ (18) + 17 = 35

electrical damage on the center manticore, DC 13 Reflex save to halve 5d6 ⇒ (3, 1, 5, 4, 6) = 19


Storyteller of the Greenbelt

Round 4 - Kalsgrim, Kriger and Malaswyn
Seeing at least one arrow strike the creature nearly every time he fires, Kriger can't believe the endurance of the beast. "Blast! Why won't you die! This'd be a whole lot easier if you'd just be a bit more still you stupid beast!" He yells as he fires shot after shot.

This time, the ranger’s aim is perfect, and one arrow slips in its eye, probably all the way to the brain. The beast goes limp and falls, hitting the ground with a crunch.

Again, Malaswyn channels energy to heal his fellows. Kalsgrim regains consciousness.

Round 5 - Servayn and Ember

Secret Rolls:

DC 18: 1d20 + 5 ⇒ (10) + 5 = 15

The manticore remains blind.

His reservoir of ranged arcana tapped for the day, and recognizing that his attempt to provide cover for Kalsgrim was utterly useless, Servayn steps a pace away to give the Paladin a clear line of sight and draws a wand. Servayn, your shielding kind of worked, but the beast went for he ones who looked dangerous first. And I rolled like a god. Servayn points the wand at the last manticore and triggers the item, releasing a line of lightning that extends from him to the beast, lighting the whole area in blue.

Secret Rolls:

DC 13: 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 21

Somehow sensing the bolt, the manticore manages to drop it height enough to avoid most of it.

The elementals giggle and dance around the lightning bolt, slamming at the manticore.
1d20 + 7 ⇒ (20) + 7 = 271d4 + 1d3 + 2 ⇒ (3) + (2) + 2 = 7
1d20 + 7 ⇒ (18) + 7 = 251d4 + 1d3 + 2 ⇒ (2) + (3) + 2 = 7
Both hit in unison, and the manticore roars, annoyed and angry.

Round 5 - The draco-lions
The blind manticore keeps trying to defend itself.

Secret Rolls:

Hit on 1/2
E: 1d20 + 12 ⇒ (17) + 12 = 291d8 + 7 ⇒ (6) + 7 = 131d2 ⇒ 2
E:1d20 + 12 ⇒ (17) + 12 = 292d4 + 7 ⇒ (4, 3) + 7 = 141d2 ⇒ 2
E:1d20 + 12 ⇒ (7) + 12 = 192d4 + 7 ⇒ (2, 4) + 7 = 131d2 ⇒ 1

Most of its strike miss because it can’t see, except for the last, who slashes the elemental (-13 hp)

Status
Haste round 6/6 (last round).
Prayer round 3/6 worked as a 40 ft burst, so applies only to the Four.
Glitterdust on the left manticore, round 3/6, save every round

Map
Only the manticore on the left remains. Two elementals are flanking it. All of you are up.


(AC 18, hp 15 of 77) Summoner 9
Other Mastermind wrote:
Servayn, your shielding kind of worked, but the beast went for he ones who looked dangerous first. And I rolled like a god.

Oh, I didn't think it would aim at me necessarily, I was just hoping the -4 to hit and 50% miss chance would mitigate a hit or two, but the dice hate me even when I'm not the one rolling them. :)

Servayn attempts another lightning bolt at the blinded manticore, not attempting to pull the shot to avoid the lightning elementals flanking it, since he's pretty sure that lightning wouldn't harm them.

DC 20 UMD check, +2 to the roll for successfully using it before, DC 13 Reflex check for half damage 1d20 + 17 ⇒ (17) + 17 = 34
5d6 ⇒ (2, 3, 2, 4, 3) = 14

The lightning elementals continue lashing out with their electrically charged wings.

elemental 1 attack, +2 for flanking 1d20 + 7 ⇒ (1) + 7 = 8
elemental 1 damage 1d4 + 1d3 + 2 ⇒ (4) + (1) + 2 = 7

elemental 2 attack, +2 for flanking 1d20 + 7 ⇒ (19) + 7 = 26
elemental 2 damage 1d4 + 1d3 + 2 ⇒ (3) + (2) + 2 = 7

Thanks for rolling for them last round, I totally spaced their attacks!


Storyteller of the Greenbelt

Servayn, where would the 50 % miss chance come from? I didn't take that into account, and wondering whether I should.

Osirion

Some dude
Other Mastermind wrote:
Servayn, where would the 50 % miss chance come from? I didn't take that into account, and wondering whether I should.

It came from my imagination, apparently, which had cover and concealment conflated. My bad!


Human Paladin 10 HPs 10/85, Sickened, AC 21 FF 19 T 13 CMD 23 Fort +17 Ref +13 Will +15 Init +2 Per +2

Kalsgrim, a gruesome sight drenched in more of his own blood than his body should hold, rises again like a revenant thanks to the healing mercies of his elven companion. Once again he calls on Erastil to fortify him long enough to see an end to the evil before him.

Swift lay on hands, self 3d6 ⇒ (3, 5, 2) = 10. Stand and ready bow.


Male Human Ranger 10(Guide)
stats:
AC 23; Hp's (104/104); Perc. +26; Fort: +13, Ref: +12, Will: +10; Int: +2

As the manticore finally drops, "HA! HA! I got you, beast!" Kriger yells in victory as he turns and fires at the last one remaining.

1st: Mwk. Comp. Longbow(Vek's) (+2 Str): 1d20 + 9 + 1 + 1 ⇒ (3) + 9 + 1 + 1 = 14
Damage: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5

1st: (Haste) Mwk. Comp. Longbow(Vek's) (+2 Str): 1d20 + 9 + 1 + 1 ⇒ (17) + 9 + 1 + 1 = 28
Damage: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7

2nd: Mwk. Comp. Longbow(Vek's) (+2 Str): 1d20 + 4 + 1 + 1 ⇒ (13) + 4 + 1 + 1 = 19
Damage: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10

AC 22; Hp's 31


Male Elf Cleric 10: AC 24, Hit Points 57/57, Perception +17, Initiative +3

I continue to tap Sarenrae's gracious might to heal my allies.

channel energy: 3d6 ⇒ (2, 6, 5) = 13


Storyteller of the Greenbelt

Round 5 - Kalsgrim, Kriger and Malaswyn
Kalsgrim, a gruesome sight drenched in more of his own blood than his body should hold, rises again like a revenant thanks to the healing mercies of his elven companion. Once again he calls on Erastil to fortify him long enough to see an end to the evil before him.

As the manticore finally drops, "HA! HA! I got you, beast!" Kriger yells in victory as he turns and fires at the last one remaining. A single arrow find its target. Kriger, the manticore is in melee (Precise Shot or -4).

Malaswyn continues to tap Sarenrae's gracious might to heal his allies.

Round 6 - Servayn and Ember

Secret Rolls:

DC 18: 1d20 + 5 ⇒ (19) + 5 = 24

The manticore shakes the effect of the Glitterdust spell. It shrieks in challenge.

Servayn attempts another lightning bolt at the blinded manticore, not attempting to pull the shot to avoid the lightning elementals flanking it, since he's pretty sure that lightning wouldn't harm them.

Secret Rolls:

DC 13: 1d20 + 9 ⇒ (14) + 9 = 23

Once more, it escapes most of the bolt as it sizzles through.

One of the elementals hits the manticore again.

Round 6 - The draco-lions
Filled with rage, the last manticore lashes at the elementals.

Secret Rolls:

E: 1d20 + 12 ⇒ (1) + 12 = 131d8 + 7 ⇒ (5) + 7 = 12
E:1d20 + 12 ⇒ (9) + 12 = 212d4 + 7 ⇒ (3, 3) + 7 = 13
E:1d20 + 12 ⇒ (11) + 12 = 232d4 + 7 ⇒ (1, 2) + 7 = 10

One of the elemental is dispatched, the other hurting. (-10 hp)

Status
Prayer round 4/6 worked as a 40 ft burst, so applies only to the Four.

Map
Haste is over. Only the manticore on the left remains. One elementals is in melee with it. All of you are up.


Male Human Ranger 10(Guide)
stats:
AC 23; Hp's (104/104); Perc. +26; Fort: +13, Ref: +12, Will: +10; Int: +2

As Malaswyn's healing continues to mend more of his wounds, Kriger keeps firing arrow after arrow at the lone remaining manticore. Realizing he's no longer able to launch near as many, "Darn," he states plainly.

Mwk. Comp. Longbow(Vek's) (+2 Str): 1d20 + 9 + 1 - 4 ⇒ (8) + 9 + 1 - 4 = 14
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

Mwk. Comp. Longbow(Vek's) (+2 Str): 1d20 + 4 + 1 - 4 ⇒ (17) + 4 + 1 - 4 = 18
Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Missing terribly, Kriger can only sum it up as he had earlier. "Darn."


Human Paladin 10 HPs 10/85, Sickened, AC 21 FF 19 T 13 CMD 23 Fort +17 Ref +13 Will +15 Init +2 Per +2

8 3 6

Kalsgrim quietly launches more arrows at the last manticore, suddenly feeling like he is moving through molasses as the spell wears off of him.

To hit 1d20 + 9 ⇒ (8) + 9 = 17
Damage 1d8 + 7 ⇒ (8) + 7 = 15
To hit 1d20 + 5 ⇒ (6) + 5 = 11
Damage 1d8 + 7 ⇒ (4) + 7 = 11

And for good measure, another lay of hands on himself. 3d6 ⇒ (1, 4, 2) = 7


(AC 18, hp 15 of 77) Summoner 9

Servayn continues drawing upon the wand of lightning, heedless of its limited number of charges.

DC 20 UMD check, +2 to the roll for successfully using it before, DC 13 Reflex check for half damage 1d20 + 17 ⇒ (13) + 17 = 30
5d6 ⇒ (2, 5, 3, 5, 1) = 16

The sole surviving lightning elemental strikes again, it's beak uttering a cry like thunder.

elemental attack 1d20 + 5 ⇒ (16) + 5 = 21
elemental damage 1d4 + 1d3 + 2 ⇒ (3) + (1) + 2 = 6


Storyteller of the Greenbelt

Sizzling, the last manticore plummets to the ground. All goes quiet for an instant, except for the cold wind that sweeps the plains.


(AC 18, hp 15 of 77) Summoner 9

Servayn beckons the last surviving lightning elemental to approach, and bows to it, before allowing it to disperse back to whatever stormy place it calls home.

He then turns to help his companions remove the last of the manticore's thick spines from their flesh, wincing in sympathy at the ghastly wounds he managed to escape once again.


Male Elf Cleric 10: AC 24, Hit Points 57/57, Perception +17, Initiative +3

Let's collect the spines: they can be our evidence for the Nomen.

I begin to gather the dragon-lion spines that litter the floor.


(AC 18, hp 15 of 77) Summoner 9

Servayn is startled by Malaswyn's suggestion, and then realizes that he means the spines they throw, not the spines in their backs.

Seeing the sight that Kalsgrim presents, "Part of me wishes I possessed the craft to wash away this blood, but another part of me suspects that the centaurs will be all the more impressed at the sight of you so..."

Turning to view the distant manticore bodies, he ponders aloud, "I wonder if the area they arose from is their lair, and if they might have some treasure that we could put to better use?"

"Hopefully, no young or eggs, 'though. That would be grim business..."

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