MiniGM's Legacy of Fire (Inactive)

Game Master Vuvu

Legacy of Fire, beginning on Book 4. A group of mercenaries hired by the Pathfinder Society to retrieve the Scroll of Kakishon from their missing agents.

Kakison Map

Battle Map


101 to 150 of 1,621 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

HP 300, AC 55, FF 49, T 22, CMD 60 (80 vs. Grapple or dirty trick)F +25, R +32, W +24, Percep +29, Init +14

Churley will rage and charge number 1.

rage, power attack
to hit: 1d20 + 15 ⇒ (10) + 15 = 25 damage: 1d8 + 13 ⇒ (3) + 13 = 16

If I caught him flat footed, he counts as a studied target and I had +1/+1 and he takes sneak damage of 1d6 ⇒ 6


Male Suli Ragathiel's Warrior | HP 87/98 , AC 24, T 12, FF 23, Fort +15,Ref +9, Will +11, Resist: acid 5, cold 5, electricity 5, fie 5, Init +3, Per +12

Arthur roars as somehow a man appears next to him, all the way over in the tunnel. "You ruddy bastards!" He chops at the elf twice.

Attack 1: 1d20 + 15 ⇒ (9) + 15 = 24
Damage: 2d8 + 19 + 1d6 ⇒ (1, 4) + 19 + (1) = 25

Attack 2: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 2d8 + 19 + 1d6 ⇒ (6, 5) + 19 + (2) = 32


Unnamed

Arthur notices that the elf seems a bit blurry

1d100 ⇒ 15 he misses due to the blurriness, while the second attack is slightly adjusted with the rapier and misses.

Churley slices into the halfling back you did catch him Flat footed


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Kixzik will down his Cognatogen and prepare to ambush the bad guys from behind (still in Stealth). AC 26/21/19, Int +7


Was there a surprise round? Zephyr is a diviner and always acts in the surprise round.


Unnamed

then you may take a surprise action as well. that is the type of thing that should be in you stat line (hence something that I need to know), you may act as a surprise and as a regular round. Damage remains, because that will result in a major retcon already. Make sure you all put things that in your stat, line folks. Not that it will matter this is going to be over quick i suspect.


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

It will be if I can deploy my Stink Bomb.


Unnamed

this encounter, I created before selecting the party, it is not tailored to you guys so that was just about the most dangerous part, one or two tricks remaining that could put you in trouble...but I doubt it


'IMMUNE TO SURPRISE' is a tough thing to fit in the stat line but I'll add something. At the very least she wouldn't have taken that second set of sneak attack damage.

Surprise Round

Zephyr cries out in pain when the bandit appears next to her and buries his blade between her ribs. In response to her cry the creature on her shoulder hops down and hisses. The hiss turns into a roar as it swells to the size of a large dog.

"Goddess, guide our blades!" she calls out in prayer.

Battle Spirit: +1 morale to attack and damage for everyone

Round 1

Zephyr retreats a step and mends her wounds. Her companion snaps at the man that wounded his master.

Five-foot step back.

CMW: 2d8 + 7 ⇒ (3, 6) + 7 = 16

Familiar Bite (battle spirit): 1d20 + 15 + 1 ⇒ (20) + 15 + 1 = 36
Damage: 1d8 + 15 + 1 ⇒ (8) + 15 + 1 = 24
Confirming: 1d20 + 15 + 1 ⇒ (15) + 15 + 1 = 31
Extra Damage: 1d8 + 15 + 1 ⇒ (3) + 15 + 1 = 19

If he gets attacked, the familiar's AC is 26 currently.


Unnamed

is there a reason that the familiar does not provoke when it moves into the foes square? And that is exactly what you should put. "Always acts in Surp"


Unnamed

1d100 ⇒ 52 blur hits and confirms


He doesn't move into the opponent's square. He grew to medium in the surprise round via Battle Form.

I added a note next to initiative (never surprised).


Unnamed

oh that is not just flavor text. I see. thats cool


Unnamed

I added your healing to the map stats


I agree. =)

It's from this archetype.


(AC 25/16/20; HP 86/86; Fort +6, Ref +10, Will +7; Init +7, Perception +0, CMD 12) Samsaran Oracle (Dual-Cursed) 9

Turning around, Seif-al-Din hacks away at the Elf.

+1 Adamantine Nodachi: 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16, for 1d10 + 17 + 1 ⇒ (6) + 17 + 1 = 24 damage.

+1 Adamantine Nodachi: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24, for 1d10 + 17 + 1 ⇒ (6) + 17 + 1 = 24 damage.

Crit Confirmation: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8, for 1d10 + 17 + 1 ⇒ (10) + 17 + 1 = 28 *ADDITIONAL* damage.


Unnamed

Oooo this is big 1d100 ⇒ 30


Unnamed

The elf has a shocked look as its head flies through the air.

cue one liner!!


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

That's why it's always important to keep your head in a crisis!


Unnamed

it will be about 1.5 hours before my next post. Need to be at comp for the baddies stats


Unnamed

The flying orc flies low after quickly sending 4 magical bolts flying at Churley

4d4 + 4 ⇒ (3, 4, 3, 3) + 4 = 17 the bolts of force slam into Churley causing him to grunt in pain, then it moves into position and opens his mouth wide acid roars out of his mouth covering those in the hall in acid 10d6 ⇒ (5, 4, 2, 2, 5, 2, 4, 6, 3, 6) = 39 DC 20 Ref for half

The human with two swords charges Churley

1d20 ⇒ 18 for 1d6 + 3 ⇒ (1) + 3 = 4

The halfling with the bow steps back and sends arrows roaring into Churley

3d20 ⇒ (5, 13, 1) = 19 only one arrow finds it mark dealing 1d6 + 12 ⇒ (2) + 12 = 14

No sign of the human w the falchion

make sure you roll your saves in the hall first, what ever your first d20 roll is that MUST be your save roll

GO


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Kixzik will move forward out of stealth and unleash his Odiferous VII Olfactory Device.

Throw Stink Bomb: 1d20 + 13 ⇒ (4) + 13 = 17 Honestly?

Throwing at the square where 1 is. 20 foot area of attack, DC 18 or nauseated. Excepting Churley's square.


(AC 25/16/20; HP 86/86; Fort +6, Ref +10, Will +7; Init +7, Perception +0, CMD 12) Samsaran Oracle (Dual-Cursed) 9

I think we can safely say that the caster is our #1 priority at this point...

Reflex: 1d20 + 12 ⇒ (14) + 12 = 26.

Seif-al-Din dodges the worst of the gout of acid (14 points after applying resistance), and then, with a roar, charges the low-flying half-orc!

+1 Adamantine Nodachi: 1d20 + 14 + 1 + 2 ⇒ (17) + 14 + 1 + 2 = 34, for 1d10 + 17 + 1 ⇒ (10) + 17 + 1 = 28 damage.

Crit Confirmation: 1d20 + 14 + 1 + 2 ⇒ (9) + 14 + 1 + 2 = 26, for 1d10 + 17 + 1 ⇒ (6) + 17 + 1 = 24 *ADDITIONAL* damage.


Unnamed
Kixzik wrote:

Kixzik will move forward out of stealth and unleash his Odiferous VII Olfactory Device.

[dice=Throw Stink Bomb]1d20 + 13 Honestly?

Throwing at the square where 1 is. 20 foot area of attack, DC 18 or nauseated. Excepting Churley's square.

roll you damage as well. for the blast, though the fire blast is only a 5 ft radius


HP 300, AC 55, FF 49, T 22, CMD 60 (80 vs. Grapple or dirty trick)F +25, R +32, W +24, Percep +29, Init +14

Churley will follow the bowman with a 5' step, as he appears to be the greater threat. He will try to hammer him a few more times.

power attack, studied target.
to hit: 1d20 + 14 ⇒ (19) + 14 = 33 damage: 1d8 + 14 ⇒ (2) + 14 = 16
to hit: 1d20 + 9 ⇒ (5) + 9 = 14 damage: 1d8 + 14 ⇒ (1) + 14 = 15 miss

"That hit nail on head."


Unnamed

2d20 ⇒ (1, 16) = 17

The bow wielder begins to cough and choke 1d4 + 1 ⇒ (4) + 1 = 5, the other seems to ignore the stench


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Stink bombs shouldn't do damage I thought? But as you say. Do I get sneak attack damage since I came out of stealth?

Damage (Stink Bomb): 4d6 + 7 ⇒ (2, 6, 1, 3) + 7 = 19
Damage (Sneak Attack): 2d6 ⇒ (1, 4) = 5 (Just in case!)


Unnamed

Self strikes true, and what seems like stone flies off, but severe damage is done, Churley strikes a good solid blow on his foe.


Unnamed

Kix there is an explanation somewhere on the forums that all bombs do damage, the smoke is in addition. and yes you are within 30 feet so you get SA


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Neat.


Male Suli Ragathiel's Warrior | HP 87/98 , AC 24, T 12, FF 23, Fort +15,Ref +9, Will +11, Resist: acid 5, cold 5, electricity 5, fie 5, Init +3, Per +12

Reflex: 1d20 + 9 ⇒ (1) + 9 = 10

Arthus stares at the caster for a moment as he advances, bringing down his bastard sword.

Attack 1: 1d20 + 15 ⇒ (2) + 15 = 17
Damage: 2d8 + 19 + 1d6 ⇒ (7, 6) + 19 + (2) = 34

Detecting evil on him. Wow. Those die rolls.


Reflex: 1d20 + 9 ⇒ (20) + 9 = 29
Familiar: 1d20 + 9 ⇒ (14) + 9 = 23

Zephyr dodges some of the acid while her familiar avoids the blast entirely. Tearing a portion of her acid-drenched robe away she huffs and calls on her goddess’s grace. ”Desna, aid us!”

Channel: 5d6 ⇒ (1, 2, 5, 5, 1) = 14

Should heal Zephyr, Seif, and Arthur while just missing the guy next to them.

Don't forget battle spirit guys! +1 to attack and damage.


Unnamed

Arthur we have to figure out what, if any of your gear gets destroyed and this caster is evil


Unnamed

anyone mind looking up that table/rule about nat one on the save for are spells?


(AC 25/16/20; HP 86/86; Fort +6, Ref +10, Will +7; Init +7, Perception +0, CMD 12) Samsaran Oracle (Dual-Cursed) 9

@Arthur: Detect Evil is a move action - if you charged forward to attack, I don't think you can do that as well...?


(AC 25/16/20; HP 86/86; Fort +6, Ref +10, Will +7; Init +7, Perception +0, CMD 12) Samsaran Oracle (Dual-Cursed) 9

Also, shouldn't Seif-al-Din be at 59hp?

HP adjustment has been -26 -14 + 14, unless I am missing something...?


It doesn't come up very often.

SRD wrote:
Attended (Held/Wielded etc.) Items: Unless the descriptive text for a spell (or attack) specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack. If a creature rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed (if the attack can harm objects). Refer to Table: Items Affected by Magical Attacks to determine order in which items are affected. Determine which four objects carried or worn by the creature are most likely to be affected and roll randomly among them. The randomly determined item must make a saving throw against the attack form and take whatever damage the attack dealt. If the selected item is not carried or worn and is not magical, it does not get a saving throw. It simply is dealt the appropriate damage.


(AC 25/16/20; HP 86/86; Fort +6, Ref +10, Will +7; Init +7, Perception +0, CMD 12) Samsaran Oracle (Dual-Cursed) 9

Table: Items Affected by Magical Attacks
Order* Item
1st Shield
2nd Armor
3rd Magic helmet, hat, or headband
4th Item in hand (including weapon, wand, or the like)
5th Magic cloak
6th Stowed or sheathed weapon
7th Magic bracers
8th Magic clothing
9th Magic jewelry (including rings)
10th Anything else


Unnamed

half damage is 19 for the acid blast so 55. my math is occasionally wrong, in general i would prefer if you make your saves then do your damage on the map if you heal add it on the map. in this instance i adjusted it. Always confirm it before you move to a new round though


Zephyr should be at 60/84. I fixed it.


Unnamed

ok arthur go on down that list, make sure you take away hardness from the damage, 4 items


Unnamed

how 60 zephyr?


(AC 25/16/20; HP 86/86; Fort +6, Ref +10, Will +7; Init +7, Perception +0, CMD 12) Samsaran Oracle (Dual-Cursed) 9

Yes, but as a Suli, Seif-al-Din has Acid Resistance 5...


Unnamed

please put that in your stat line.


-27 (surprise round) – 8 (first round) – 19 (acid blast) + 16 (cmw) + 14 (channel) = 24 damage taken total.


(AC 25/16/20; HP 86/86; Fort +6, Ref +10, Will +7; Init +7, Perception +0, CMD 12) Samsaran Oracle (Dual-Cursed) 9

Done. I will update hp on the map going forward.


Unnamed

as I told you Zephyr you took full damage in the first round. changing it required a whole change of tactic for the first attack. Remember you being irritated with me about the stat line. You take the second sneak attack


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

So many posts! Who's up?


Unnamed

the dog sized lizard is up


My familiar will just delay. He's not going to leave his master.

1 to 50 of 1,621 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / MiniGM's Legacy of Fire Gameplay All Messageboards

Want to post a reply? Sign in.