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PaizoCon 2016

"Kirthfinder" Aviona PBP

Game Master Kirth Gersen

Playtest for the "Kirthfinder" rules.


3,901 to 3,931 of 3,931 << first < prev | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | next > last >>

M Goblin Beer Snob 1/Freethinker 3

Jaegr quickly becomes annoyed with the tunnel. The footing is so soupy that he makes progress at about half his normal (slow) speed, so 10 feet is all he can manage as a move action. If it came to combat, a quick 5-foot step would probably be out of the question without a lot of effort (DC 20 Acrobatics).


Male Halfling Bard 5 (Minstrel)

"Who would choose domicile is such a forlorn place??

half expects the bath house bandit to off him a soothing mud wrap...

Just in case we come to something..
Perception 1d20 + 8 ⇒ (19) + 8 = 27
Spell craft 1d20 + 5 ⇒ (1) + 5 = 6


M Goblin Beer Snob 1/Freethinker 3

So, moving right along, I'm assuming everyone is following Jaegr and Caspian up the tunnel.

The latter's keyed-up nerves prove to be useful -- Caspian can't see a thing in the darkness of the tunnel, but he hears a faint swish up ahead, like very stealthy footsteps in the water.


Male Halfling Bard 5 (Minstrel)

"Jager you see anything? I hear some very faint footsteps in the water ahead."

Whispers the halfling into Jager's ear....

"I can send dancing lights ahead of us."


Male Mountain Dwarf Fighter/5 HP 60/52 (8 Temp) DR 3/- ; AC 31 FF 26 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Jaegr readies his weapon and looks around hoping his eyes pick something out. If not he nods to Caspian to send the lights out ahead.

Perception: 1d20 + 4 ⇒ (2) + 4 = 6 If this is considered underground otherwise only +2 modifier


M Goblin Beer Snob 1/Freethinker 3

You are indeed underground.
Caspian sends the lights drifting ahead, past the range of the dwarves' darkvision, and even Wyvurn's. About a hundred feet away is a gaunt, prancing figure that appears to be dressed in fool's motley, except it's all gray instead of colorful. Four other humanoid shapes stand behind it.


Male Hill Dwarf Fighter 5

"I'm minded to shoot first and ask questions later. Not likely anything we run into down here is lost or innocent. Any objections?"

Kelgan loads his arbalest and aims at the motley fool.


M Goblin Beer Snob 1/Freethinker 3

The motley fool is caught with his pants down, as it were, insofar as he's in the light and you're in darkness beyond the range of darkvision. Still, he reacts to the lights very quickly:
Initiative: 1d20 + 10 ⇒ (6) + 10 = 16


Male Halfling Bard 5 (Minstrel)

Initiative 1d20 + 3 ⇒ (16) + 3 = 19


Male Mountain Dwarf Fighter/5 HP 60/52 (8 Temp) DR 3/- ; AC 31 FF 26 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Initiative: 1d20 + 5 ⇒ (1) + 5 = 6

Slowed by the muck, Jaegr waits to see what comes to him.


M Goblin Beer Snob 1/Freethinker 3

Caspian, already anxious to see what the lights revealed, acts first -- unless Kelgan or Wyvurn is even faster.


Male Halfling Bard 5 (Minstrel)

Caspian seeing the distance curses and not for the first time wishes dancing lights were a flame source for his pyrotechnics spell..

Kirth how much spell research to combine orisons dancing lights and spark....I would name the new orison "Strobe strike" ?

Instead he activates the shield spell hoping that keeps the party (and Jaegr who seems nearly immobile in the sludge) from being torn up by ranged attacks....


M Goblin Beer Snob 1/Freethinker 3
Caspian Barefoot wrote:
how much spell research to combine orisons dancing lights and spark....I would name the new orison "Strobe strike" ?

See Spells chapter. Dancing lights (0 level) + Cascade Spell (spark; +1 level) + Extend Spell (instantaneous to 1 round/level; +2 levels) = 3rd level spell. The dancing lights would set afire any Fine-sized, unattended, flammable objects they touched.


Male Hill Dwarf Fighter 5

Initiative: 1d20 + 2 ⇒ (9) + 2 = 11


M Goblin Beer Snob 1/Freethinker 3

Wyvurn: 1d20 + 4 ⇒ (3) + 4 = 7
Has anyone heard from Chainsaw? It looks as if his last post was here, as Wyvurn. Hope he's doing OK.


M Goblin Beer Snob 1/Freethinker 3
Caspian Barefoot wrote:
Instead he activates the shield spell hoping that keeps the party (and Jaegr who seems nearly immobile in the sludge) from being torn up by ranged attacks....

Do you mean sanctuary? That affects only one person unless you use it as an inspiration -- and if you do that, be aware that it will use up 5 rounds' worth of inspiration per round it's in effect, if you want to cover yourself, Jaegr, Kelgan, Wyvurn, and Jed. Also, the effect will be broken if any of you attack.


Male Hill Dwarf Fighter 5

Kelgan looses his bolt as soon as the opportunity presents itself, but it ends up being more of a warning shot than a killing shot.

Arbalest, Fell Shot: 1d20 + 9 - 2 ⇒ (3) + 9 - 2 = 101d8 + 9 + 6 ⇒ (1) + 9 + 6 = 16 (ignores armor, shield, and natural armor)

Alert Bodyguard: Allies within 30 ft get +2 AC & Reflex during surprise round & vs critical hits.


Male Halfling Bard 5 (Minstrel)

Imbued items (needlework magic added by Caspian)

Spoiler:

On his belt ...Ant haul 1/day
On his cloak .....CLW 1/day
On his sleeve....shield 1/day
On his shirt .....protection from evil 2/day


M Goblin Beer Snob 1/Freethinker 3

Caspian, it's still your turn -- can you clarify what you're doing?


Male Halfling Bard 5 (Minstrel)

With the great distance and our pointman being mired in the muck I was going to use the imbued item to use the shield spell 1/day, hopefully protecting us from missile weapons......


M Goblin Beer Snob 1/Freethinker 3

Shield gives one person a +4 shield bonus to AC. Are you casting it on yourself?


Male Halfling Bard 5 (Minstrel)

On Jaegr...as an enhanced meat shield. I am not in front! I will be using him as cover....


Male Mountain Dwarf Fighter/5 HP 60/52 (8 Temp) DR 3/- ; AC 31 FF 26 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

That will put my AC at 31, FF 26, Touch 15


M Goblin Beer Snob 1/Freethinker 3

Nice!

The clown gestures sharply, and the four hunched-over shapes begin loping quickly in your direction; the marshy "floor" doesn't seem to impede them, somehow. The jester follows quickly behind them. The four ghouls manage to get to within 10 ft. of you and fill the corridor, two abreast and two deep, with the jester some 15 ft. behind them, putting him 40 ft. from your front line.


Male Halfling Bard 5 (Minstrel)

"Hold behind Jaegr."

Knowledge (lore) 1d20 + 9 ⇒ (4) + 9 = 13


Male Mountain Dwarf Fighter/5 HP 60/52 (8 Temp) DR 3/- ; AC 31 FF 26 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Witht he difficult terrain my movement would be 10' this round so I could move and attack once?


M Goblin Beer Snob 1/Freethinker 3
Jaegr "Knock Knock" wrote:
Witht he difficult terrain my movement would be 10' this round so I could move and attack once?

Yep. Unfortunately you can't take a 5-ft. step into difficult terrain, but you can still wade forward and swing.

Kelgan's shot didn't take into account the sudden movement forward, and his bolt goes winging off ahead.

Does someone want to play Wyvurn until/if Chainsaw comes back?


Male Mountain Dwarf Fighter/5 HP 60/52 (8 Temp) DR 3/- ; AC 31 FF 26 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Jaegr grumbling under his breath slogs through the mush and takes it out on the nearest ghoul.

Furious Focus Power Attack with Stone Power, Scything Blow, and Crushing Blow: 1d20 + 10 - 2 ⇒ (7) + 10 - 2 = 15 Ignore 2 Points of opponent's Armor+Shield Bonus and 1/2 Damage if miss and within Armor+Shield Bonus
Damage: 1d8 + 16 ⇒ (1) + 16 = 17
Temp HPs: 2d6 ⇒ (3, 5) = 8


M Goblin Beer Snob 1/Freethinker 3

One ghoul goes down under Jaegr's pick.


M Goblin Beer Snob 1/Freethinker 3

Round 1:
19 Caspian casts shield on Jaegr
16 Ghouls move
11 Kelgan fires bolt
6 Jaegr destroys ghoul
1 Someone roll for Wyvurn please!


M Goblin Beer Snob 1/Freethinker 3

Wyvurn takes a running leap (using Acrobatics to ignore the terrain) in an attempt to clear the first rank of ghouls and attack the second rank, channeling ki.
Acrobatics: 1d20 + 9 ⇒ (10) + 9 = 19
Jump: 1d20 + 7 ⇒ (1) + 7 = 8
Attack: 1d20 + 10 ⇒ (6) + 10 = 161d8 + 4 ⇒ (1) + 4 = 52d6 ⇒ (6, 4) = 10

His starting run is good, but apparently the marshy floor is too squishy for jumping; he just ends up bouncing off Kelgan's armor.

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