[Outpost I] GM Abraham's Ancients' Anguish (Inactive)

Game Master Abraham Z.

scenario map

Chronicles


151 to 200 of 690 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

Now invisible and hasted, Yanndu nevertheless stays out of the giant creatures' reach as he deftly flies well past the enemy line.

He then unleashes a silent psychic scream that tears through both of the giant creatures' minds!

[Synaptic Pulse 30ft. radius, Overpowering Mind Phrenic Amplification, Using 2 points from Phrenic Pool to add +1 to DC; Will Save DC 20 of stunned for 1 round]

Scarab Sages

Aasimar Paladin 11 (Chosen One) HP: 93/103 | F: 16 R: 10 W: 13 | AC: 27 FF: 25 T: 13 CMD: 29 | Init: +7 Per +15 SM: +20 | LoH 8/17, Smites: 0/4

right, but just as a reminder, last round would have been round 1 of my familiar detect evil, so I would know if there was evil present and then this turn, the number of evil presences. I will do some dependent math based on the possibility that I pick up any evil presences and roll the dice on Ardashir being that presence

The hasty actions of my compatriot aside, we did not come here to fight. We came here to see a member of the order I belong to. The Amethyst Sage. He lives here. I know it deep in my bones because I too am a sage. If you are here trying to protect him from us....you can stop. We have no quarrel with you.

If that doesn't work Ali will then move to defend Sajan he takes his sword and approaches with swiftness and sternness

However, I will not WILL NOT allow you to kill my allies. That in unacceptable. Your duties do not require this level of brutality.

Gamin the Reforged (plus potential smite evil!): 1d20 + 15 + 1 - 3 ⇒ (20) + 15 + 1 - 3 = 331d8 + 13 + 6 ⇒ (8) + 13 + 6 = 27

Gamin the Reforged (plus potential smite evil!): 1d20 + 15 + 1 - 3 ⇒ (15) + 15 + 1 - 3 = 281d8 + 13 + 6 ⇒ (7) + 13 + 6 = 26

if evil I will smite which will be +3 to hit and +11 or 22 to damage if they happen to be Dragons or undead or evil outsiders

Diplomacy if required:

1d20 + 20 ⇒ (1) + 20 = 21


Enora casts ‚create pit‘ on the male scorpion and does include his back two squares in the area 10x10 of the spell. DC 19 reflex save or fall 30 feet (with potent magic and 1 arcanist reservoir point , 5/6 remain). http://www.d20pfsrd.com/magic/all-spells/c/create-pit/

Enora cries out „ be careful with the pits. You can also push him inside. “

Grand Lodge

Male LG Tetori Monk 2 | HP 17/17 | AC 14 T 14 FF 12 | CMB +5/10, CMD 19/25 | F: +5, R: +5, W: +5 | Init: +2 | Perc: +2, SM: +2 | Speed 30ft | Stunning Fist 3/3 | Ki Pool 0/0 | Active conditions:

Fort Save: 1d20 + 9 ⇒ (5) + 9 = 14
Fort Save GM 2 Star Reroll: 1d20 + 11 ⇒ (1) + 11 = 12 ...wow

Yeah, it would make the most sense to use deflect arrows on the first attack that would otherwise hit, I also forgot about the acrobatics rank thing, so thanks. Also, ouch that was one hell of a volley.

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel moves 15’ forward and swipes at blue with her small magic kukri.

Attack 1d20 + 16 ⇒ (9) + 16 = 25

Damage 1d3 + 3 ⇒ (1) + 3 = 4

Would someone please move me up to blue? Thanks in advance.


Emerald Spire slides |
GM Abraham wrote:

Combat Round 2 - The Bold May Act!!!

Anahita (red) - 0 dmg; stunned 1 round
Ardashir (blue) - 53 dmg; 30 non-lethal dmg; 3 negative levels; grappled
Enora - 0 dmg; haste (expires round 8)
Ali - 31 dmg; haste (expires round 8); grappled
Sajan - 60 dmg; 3 Dex dmg; prone; unconscious; haste (expires round 8); poisoned (6 rounds); At the start of your turn: Stabilization check needed & Fort Save needed.
Yanndu - 0 dmg; haste (expires round 8); greater invis (expires round 12)
Shel - 0 dmg; haste (expires round 8); total defense +6 AC.
Sard - 0 dmg;

Sajan feels poison coursing through his veins and senses that his quickness is diminishing.

Dex damage: 1d4 ⇒ 3 hoping for a 1...but it is not to be...

The poison shaves just enough off of Sajan's quickness to allow Ardashir's greatclub to connect with his noggin, dealing him a grievous blow and knocking him unconscious. He is prone, poisoned, and dying! The scorpionman roars with bloodlust!

However, his day is about to take a significant turn for the worse.

First, Sard sends a foul blast of necromantic energy into him - sapping his very life force! "Outlander, by your fiery look, surely you are from the very pits of Hell!"

Next, the invisible psychic lets loose a horrific mental blast. Anahita is nearly protected by the tower of stone that lies between them, but it spreads around it and is able to catch them both.

GM screen:

Anahita Will save: 1d20 + 12 ⇒ (6) + 12 = 18
Ardashir Will save, 3 negative levels: 1d20 + 13 - 3 ⇒ (13) + 13 - 3 = 23

Even in his weakened state, Ardashir (blue) shakes off the effects of the spell, but his sister Anahita is not so lucky; her mouth hangs agape in stunned surprise.

Next, Ali approaches the scorpion man. His familiar has not sensed the presence of evil in the 60' cone that lies ahead of them, but that does not stop Ali from attempting to strike down the brave girtablilu. First though, he makes his own strike, as the doughty paladin moves through his threatened area, attempting to catch him in one of his mighty claws.

Attack of Opportunity, claw, Power Attack, 3 negative levels: 1d20 + 20 - 3 - 3 ⇒ (18) + 20 - 3 - 3 = 32
Claw damage: 1d8 + 9 + 6 ⇒ (5) + 9 + 6 = 20
Grab attempt, Power Attack, 3 negative levels: 1d20 + 25 - 3 - 3 ⇒ (15) + 25 - 3 - 3 = 34
Constrict: 1d6 + 9 ⇒ (2) + 9 = 11

Ali is grappled, moving him into the adjacent square (which is where he was going anyway). (As far as I know, there's nothing about this that prevents Ali's original attack from still executing (e.g. Ali is using a 1 handed weapon) - let me know if you think that is mistaken for some reason - also, Ali, if your damage was calculated assuming that you were using the longsword with 2 hands please recalculate).

As Ali is seized by the fearsome scorpion warrior, he advises him about the value of nonviolence, and then punctuates the importance of his message by dealing him a grievous blow, which practically removes his spleen, though the question of whether or not girtablilus actually have spleens lies outside the scope of this adventure.

GM screen:

Ardashir Perception, 3 negative levels: 1d20 + 18 - 3 ⇒ (2) + 18 - 3 = 17

I'm going to hold off on executing Enora's and Shel's turns, in case the current status changes what you want to do. In particular, I don't think there are any rules about what happens if you drop a pit on a character who is grappled; I'll rule it as that if Ardashir fails his save they will both go into the pit (but I won't require a save from Ali, since the pit is not technically under him yet). As tempting as it is to let them both fall in and then see what happens (!), it seems only fair to give Enora a chance to say if that's the action she still wants. And if Ardashir does fall in the pit then Shel's action will be moot as well.

Enora, Shel, and Sajan, you are up!

Grand Lodge

Male LG Tetori Monk 2 | HP 17/17 | AC 14 T 14 FF 12 | CMB +5/10, CMD 19/25 | F: +5, R: +5, W: +5 | Init: +2 | Perc: +2, SM: +2 | Speed 30ft | Stunning Fist 3/3 | Ki Pool 0/0 | Active conditions:

Stabilize Check: 1d20 + 2 ⇒ (16) + 2 = 18 vs DC 11
Fort Save: 1d20 + 9 ⇒ (6) + 9 = 15


Emerald Spire slides |

Sajan stabilizes but the poison continues to affect him.

Dex damage: 1d4 ⇒ 3


Enora continues with her action. Ali can fly out as soon as he is free.


Emerald Spire slides |

On reflection, I think this may fall into the category of the PFS rule that you need a player's permission to do actions that may be harmful to their PC, so I'm going to ask Ali to say yea or nay.


EDIT: I understand! ;-) sorry that I am not so familiar with the PFS rules. Change of action: http://www.d20pfsrd.com/magic/all-spells/l/liberating-command/. Ali is allowed to make a escape artist check with +14 comp bonus.

Enora targets Ali with the spell “Liberating command”and completes the spell hoping that he will escape.

Scarab Sages

Aasimar Paladin 11 (Chosen One) HP: 93/103 | F: 16 R: 10 W: 13 | AC: 27 FF: 25 T: 13 CMD: 29 | Init: +7 Per +15 SM: +20 | LoH 8/17, Smites: 0/4

Actually that spell is an immediate action Enora, so if I succeed you can proceed with your pit or a different action.

Escape: 1d20 + 13 + 14 ⇒ (5) + 13 + 14 = 32

Welp thats probably not gonna do it


Emerald Spire slides |

Ali, where are you getting the +13 - it doesn’t look like you are trained in Escape Artist.

Grand Lodge

Male LG Tetori Monk 2 | HP 17/17 | AC 14 T 14 FF 12 | CMB +5/10, CMD 19/25 | F: +5, R: +5, W: +5 | Init: +2 | Perc: +2, SM: +2 | Speed 30ft | Stunning Fist 3/3 | Ki Pool 0/0 | Active conditions:

He has a +13 CMB, which is likely what he is adding, but that wouldn't apply here. It has to be an escape artist check, not a grapple CMB to escape.

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup
Liberating Command wrote:
If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action. He gains a competence bonus on this check equal to twice your caster level (maximum +20).

--> Enora CL 7th means +14 to his Escape Artist check; add Dex bonus of 1; subtract ACP.

Scarab Sages

Aasimar Paladin 11 (Chosen One) HP: 93/103 | F: 16 R: 10 W: 13 | AC: 27 FF: 25 T: 13 CMD: 29 | Init: +7 Per +15 SM: +20 | LoH 8/17, Smites: 0/4

Ah right yeah thats my CMB


Emerald Spire slides |
GM Abraham wrote:

Combat Round 2 - The Bold May Act!!!

Anahita (red) - 0 dmg; stunned 1 round; bow is dropped at her feet.
Ardashir (blue) - 57 dmg; 30 non-lethal dmg; 3 negative levels; grappled
Enora - 0 dmg; haste (expires round 8), immediate action used - standard action still available
Ali - 31 dmg; haste (expires round 8); grappled, immediate action used
Sajan - 60 dmg; 6 Dex dmg; prone; unconscious & stable; haste (expires round 8); poisoned (5 rounds); on your turn: Fort Save needed vs poison.
Yanndu - 0 dmg; haste (expires round 8); greater invis (expires round 12)
Shel - 0 dmg; haste (expires round 8); total defense +6 AC.
Sard - 0 dmg;

I neglected to say before: When Anahita is stunned by Yanndu's spell, she drops her bow at her feet.

@Enora, re PFS rules, no worries at all and it's a somewhat ambiguous case anyway, since you aren't actually targeting Ali with the pit, but my feeling is that the PFS rule that you can't harm another player's character without their permission makes sense here.

Enora swiftly casts a spell to aid her ally, Ali, but to no avail. He remains firmly in the grip of the angry scorpion-man! Both Enora and Ali have used their immediate actions, so neither has a swift action available on their turns on round 3.

@Enora, because casting Liberating Command is an immediate action instead of a standard one, you still have a standard action available (this is the sort of rules complexity that Pathfinder 2.0 will attempt to decrease). You could still cast Create Pit if you want to (I see that the pit is on the map by Anahita, but I think that you edited out the text where you said you were going to cast the pit on her?), or do something else entirely. Just let me know.

Meanwhile, Shel moves forward and slices the poor fellow with his kukri, drawing blood and his attention.

Enora, you are up!


Enora is unsure about the next step but hopes that she can stun the scorpion entity so that she casts ear piercing scream on him.
fort 1/2 save possible and no stun on success: 3d6 ⇒ (1, 4, 3) = 8


Emerald Spire slides |
noral wrote:
Enora is unsure about the next step but hopes that equal size will make it easier for Ali so she

looks like part of your post got cut off?


Emerald Spire slides |
GM Abraham wrote:

Combat Round 3 - The Bold May Act!!!

Anahita (red) - 0 dmg; stunned 1 round; bow is dropped at her feet.
Ardashir (blue) - 61 dmg; 30 non-lethal dmg; 3 negative levels; stunned 1 round; greatclub is dropped at his feet.
Enora - 0 dmg; haste (expires round 8), immediate action used
Ali - 40 dmg; haste (expires round 8); immediate action used; Fort save needed vs poison (and if you fail, another is needed on your turn i.e. now, but you can take it at any point in your turn, so you could, for example, first draw and drink an antitoxin)
Sajan - 60 dmg; 6 Dex dmg; prone; unconscious & stable; haste (expires round 8); poisoned (4 rounds; 1 save made); on your turn: Fort Save needed vs poison.
Yanndu - 0 dmg; haste (expires round 8); greater invis (expires round 12)
Shel - 0 dmg; haste (expires round 8)
Sard - 0 dmg;

GM Screen:

Ardashir Fort Save (DC 16), 3 Negative levels: 1d20 + 15 - 3 ⇒ (10) + 15 - 3 = 22

Even in his weakened condition, the glowering girtablilu shakes off the worst effects of Enora's scream, taking only some of the damage. Enora, in the future, please put the DC for your spells in your post - it will make it easier for me - thanks!

Anahita (red) stares blankly into space, still reeling from the effects of Yanndu's mental blast, but probably happy not to be at the bottom of a 30' pit.

Ardashir (blue) eyes the foes facing him and decides that, at least for now, the one who removed his spleen is the greater threat. In his weakened state, and eyeing his foe's heavy armor, he decides not to Power Attack. He begins by (free action) releasing him from the grapple so that he can swing his greatclub at him. Ali, I believe that with haste your AC is currently 28 - let me know if this is incorrect.

Greatclub attack, 3 negative levels: 1d20 + 20 - 3 ⇒ (1) + 20 - 3 = 18
Greatclub dmg: 1d10 + 14 ⇒ (9) + 14 = 23

Greatclub attack, 3 negative levels: 1d20 + 15 - 3 ⇒ (6) + 15 - 3 = 18
Greatclub dmg: 1d10 + 14 ⇒ (7) + 14 = 21

Greatclub attack, 3 negative levels: 1d20 + 10 - 3 ⇒ (5) + 10 - 3 = 12
Greatclub dmg: 1d10 + 14 ⇒ (6) + 14 = 20

Without his spleen, the fellow clearly needs to go back to spring training to work on his swing. If possible, he looks even angrier and attempts to drive his stinger into the top of Ali's head.

Sting attack, 3 negative levels: 1d20 + 15 - 3 ⇒ (17) + 15 - 3 = 29
Sting dmg: 1d6 + 5 ⇒ (3) + 5 = 8
Ali, I need a Fort save from you

Claw attack, 3 negative levels: 1d20 + 15 - 3 ⇒ (9) + 15 - 3 = 21
Claw dmg: 1d8 + 5 ⇒ (2) + 5 = 7

Claw attack, 3 negative levels: 1d20 + 15 - 3 ⇒ (8) + 15 - 3 = 20
Claw dmg: 1d8 + 5 ⇒ (5) + 5 = 10

Not having accomplished too much, the scorpion warrior eyes his enemies warily...

Pathfinders are up!

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

Once again Yanndu unleashes a silent psychic scream that tears through both of the giant creatures' minds!

[Synaptic Pulse 30ft. radius, Will Save DC 19 or stunned for 1 round]

He then flies 30ft. up and 30ft. west.


Emerald Spire slides |

GM screen (if it's not obvious, this means no peeking):

Will save, Anahita: 1d20 + 12 ⇒ (5) + 12 = 17
Will save, Ardashir, 3 negative levels: 1d20 + 13 - 3 ⇒ (1) + 13 - 3 = 11
Perception, Anahita: 1d20 + 25 ⇒ (8) + 25 = 33
Perception, Ardashir, 3 negative levels: 1d20 + 18 - 3 ⇒ (18) + 18 - 3 = 33

Both of the scorpionfolk are stunned by Yanndu's mental blast and Ardashir drops his (seemingly useless anyway) greatclub.

Grand Lodge

Male LG Tetori Monk 2 | HP 17/17 | AC 14 T 14 FF 12 | CMB +5/10, CMD 19/25 | F: +5, R: +5, W: +5 | Init: +2 | Perc: +2, SM: +2 | Speed 30ft | Stunning Fist 3/3 | Ki Pool 0/0 | Active conditions:

Fort Save vs Poison: 1d20 + 9 ⇒ (16) + 9 = 25


Emerald Spire slides |

Sajan does not take any further Dex damage this round (whew!) but he is not yet cured of the affliction.

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel keeps her focus on the blue tinged enemy, and slashes at is several times.

Attack 1d20 + 14 ⇒ (1) + 14 = 15
Damage 1d3 + 3 ⇒ (2) + 3 = 5

Offhand Attack 1d20 + 14 ⇒ (15) + 14 = 29
Damage 1d3 + 2 ⇒ (1) + 2 = 3

Attack 1d20 + 9 ⇒ (4) + 9 = 13
Damage 1d3 + 3 ⇒ (3) + 3 = 6

Offhand Attack 1d20 + 4 ⇒ (16) + 4 = 20
Damage 1d3 + 2 ⇒ (1) + 2 = 3


1 person marked this as a favorite.
Emerald Spire slides |
GM Abraham wrote:

Combat Round 3 - The Bold May Act!!!

Anahita (red) - 32 dmg; stunned 1 round; bow is dropped at her feet.
Ardashir (blue) - 92 dmg; 30 non-lethal dmg; 3 negative levels; stunned 1 round; greatclub is dropped at his feet.
Enora - 0 dmg; haste (expires round 8)
Ali - 40 dmg; haste (expires round 8); immediate action used; Fort save needed vs poison (and if you fail, another is needed on your turn i.e. now, but you can take it at any point in your turn, so you could, for example, first draw and drink an antitoxin)
Sajan - 60 dmg; 6 Dex dmg; prone; unconscious & stable; haste (expires round 8); poisoned (4 rounds; 1 save made); on your turn: Fort Save needed vs poison.
Yanndu - 0 dmg; haste (expires round 8); greater invis (expires round 12)
Shel - 0 dmg; haste (expires round 8)
Sard - 0 dmg;
Conditions: 30' Pit (expires round 11)

Shel, I'm pretty vague about the 2 weapon fighting rules. Can you please explain where the four attacks are coming from? Not doubting that they are correct - just wanting to use this as a chance to better understand how two weapon fighting works. I'm guessing this is two attacks at full bab (less whatever penalties you have for 2 weapon fighting) and two attacks at your first iterative of bab-5. Yes?

In his stunned condition, Ardashir is an easy target (stunned gives you -2 to AC and also denies you your dex bonus) but somehow Shel misses both attacks with her main hand. Her off-hand is more valiant, however, and strikes its target twice.

Because he is denied his Dex bonus, these two hits should also qualify for your sneak attack, so you also do an additional Sneak Attack dmg: 8d6 ⇒ (4, 4, 6, 1, 1, 4, 1, 4) = 25

Scarab Sages

Male CN Ifrit Sorceror 9 | hp 64/52 NL: 0 | AC15 T14 F12 mage armor: AC18 T14 F15 | Fort +10 Ref +10 Will +9 | Init +3 | Perc -1 (Dark 60'), SM -1 | Spells Lvl 1 3/9, Lvl 2 0/8, Lvl 3 1/8, Lvl 4 4/6 | Elemental Ray 12/12, +7/1d6+5 | Elemental Blast 0/1, 9d6 Fire + vuln., 20ft burst, DC 23 Ref. halves/negates | Active spells: fly, mage armor, false life (+12hp), see invis | Active conditions:

Sard flies closer to the stunned archer and tries to take advantage of her condition to take her down. Casting merciful scorching ray.

ranged touch vs. stunned AC, ray 1: 1d20 + 7 ⇒ (9) + 7 = 16
damage: 4d6 ⇒ (4, 5, 1, 5) = 15

ranged touch vs. stunned AC, ray 2: 1d20 + 7 ⇒ (13) + 7 = 20
damage: 4d6 ⇒ (3, 4, 4, 6) = 17


noral wrote:

Enora casts ‚create pit‘ on the male scorpion and does include his back two squares in the area 10x10 of the spell. DC 19 reflex save or fall 30 feet (with potent magic and 1 arcanist reservoir point , 5/6 remain). http://www.d20pfsrd.com/magic/all-spells/c/create-pit/

Enora cries out „ be careful with the pit. You can also push him inside. “

Enora has a deja-vu and thinks of the create pit spell she had wanted to cast seconds ago. Now that Ali is not grappled anymore she casts the magic that hopefully sends the scorpion down the hole.


Emerald Spire slides |

Sard, do you have an ability (a rod?) that lets you add the merciful metamagic without increasing the casting time? Otherwise it will be a full-round action and you won't have the move action to move forward (and you'll need to make a hover Fly check). For now I'll treat it as lethal damage, until I hear otherwise from you.

The hellish sorcerer blasts the brave scorpionwoman, hitting her with both of his fiery rays.

GM screen:

Ardashir Reflex DC 19, 3 negative levels: 1d20 + 11 - 3 ⇒ (14) + 11 - 3 = 22

Although the scorpionman is stunned, somehow his reflexes take over for him and he somehow avoids Enora's pit! I've updated the map to reflect his new position after making his reflex save. Don't ask me how he's able to jump into new squares when he is stunned... :-)

Scarab Sages

Aasimar Paladin 11 (Chosen One) HP: 93/103 | F: 16 R: 10 W: 13 | AC: 27 FF: 25 T: 13 CMD: 29 | Init: +7 Per +15 SM: +20 | LoH 8/17, Smites: 0/4

I think Shel forgot to roll her haste attack

Ali tries first to fend off his poisoned sting!

Fort Save: 1d20 + 16 ⇒ (18) + 16 = 34

He shakes off the effects of the poison and refocuses his efforts.

+2 Mithral longsword, Power Attack: 1d20 + 15 - 3 + 1 ⇒ (1) + 15 - 3 + 1 = 141d8 + 19 ⇒ (3) + 19 = 22

+2 Mithral longsword, Power Attack Haste Attack: 1d20 + 15 - 3 + 1 ⇒ (20) + 15 - 3 + 1 = 331d8 + 19 ⇒ (2) + 19 = 21

+2 Mithral longsword, Power Attack: 1d20 + 10 - 3 + 1 ⇒ (17) + 10 - 3 + 1 = 251d8 + 19 ⇒ (8) + 19 = 27

+2 Mithral longsword, Power Attack : 1d20 + 5 - 3 + 1 ⇒ (5) + 5 - 3 + 1 = 81d8 + 19 ⇒ (7) + 19 = 26

Crit Confirm: 1d20 + 15 - 3 + 1 ⇒ (15) + 15 - 3 + 1 = 281d8 + 19 ⇒ (4) + 19 = 23

Gamin relishes defending a fellow pathfinder in Sajan! Good work, young Ali. Defend the broken!

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

I missed Haste entirely, doggone it! I missed the extra attack and the +1 to all the attacks. I’ll do better next round.


Emerald Spire slides |
Shel Whispertongue PFS wrote:
I missed Haste entirely, doggone it! I missed the extra attack and the +1 to all the attacks. I’ll do better next round.

Go ahead and roll it, no problem. Lots to keep track of!... edit: oops, never mind, just added up Ali's damage - no need to bother!

Scarab Sages

Male CN Ifrit Sorceror 9 | hp 64/52 NL: 0 | AC15 T14 F12 mage armor: AC18 T14 F15 | Fort +10 Ref +10 Will +9 | Init +3 | Perc -1 (Dark 60'), SM -1 | Spells Lvl 1 3/9, Lvl 2 0/8, Lvl 3 1/8, Lvl 4 4/6 | Elemental Ray 12/12, +7/1d6+5 | Elemental Blast 0/1, 9d6 Fire + vuln., 20ft burst, DC 23 Ref. halves/negates | Active spells: fly, mage armor, false life (+12hp), see invis | Active conditions:
GM Abraham wrote:
Sard, do you have an ability (a rod?) that lets you add the merciful metamagic without increasing the casting time? Otherwise it will be a full-round action and you won't have the move action to move forward (and you'll need to make a hover Fly check). For now I'll treat it as lethal damage, until I hear otherwise from you.

I do not, I just forgot that bit, sorry (I rarely use this feat). Lethal it is.


Emerald Spire slides |
GM Abraham wrote:

Combat Round 4 - The Bold May Act!!!

Anahita (red) - 32 dmg; 17 non-lethal dmg; stunned until just before Yanndu initiative; bow is dropped at her feet.
Ardashir (blue) - 163 dmg; 30 non-lethal dmg; 3 negative levels; unconscious and prone.
Enora - 0 dmg; haste (expires round 8)
Ali - 40 dmg; haste (expires round 8)
Sajan - 60 dmg; 6 Dex dmg; prone; unconscious & stable; haste (expires round 8); poisoned (4 rounds; 1 save made); on your turn: Fort Save needed vs poison.
Yanndu - 0 dmg; haste (expires round 8); greater invis (expires round 12)
Shel - 0 dmg; haste (expires round 8)
Sard - 0 dmg;
Conditions: 30' Pit (expires round 11)

Ali and Gamin follow up Shel's withering assault on Ardashir with one of their own and the many blows are too much for the stunned scorpion barbarian, who falls to the ground bleeding, his gall bladder (do girtablilu have gall bladders? the chronicles are silent on such questions...), his gall bladder nicely impaled on Gamin.

Anahita, still stunned, barely registers what the marauding Pathfinders have done to her brother, but she is sure to realize it very soon!

Pathfinders are up!

Scarab Sages

Male CN Ifrit Sorceror 9 | hp 64/52 NL: 0 | AC15 T14 F12 mage armor: AC18 T14 F15 | Fort +10 Ref +10 Will +9 | Init +3 | Perc -1 (Dark 60'), SM -1 | Spells Lvl 1 3/9, Lvl 2 0/8, Lvl 3 1/8, Lvl 4 4/6 | Elemental Ray 12/12, +7/1d6+5 | Elemental Blast 0/1, 9d6 Fire + vuln., 20ft burst, DC 23 Ref. halves/negates | Active spells: fly, mage armor, false life (+12hp), see invis | Active conditions:

Seeing the dexterous ranger regain her senses, Sard casts an unerring volley of force missiles, subtly altering them to prevent lethal damage. "You may not think so, but I'm trying to keep you alive!"

Full round action, casting merciful magic missile.

nonlethal force damage: 5d4 + 5 ⇒ (3, 2, 3, 3, 1) + 5 = 17
fly DC 15, fly: 1d20 + 7 + 4 ⇒ (19) + 7 + 4 = 30

Scarab Sages

Aasimar Paladin 11 (Chosen One) HP: 93/103 | F: 16 R: 10 W: 13 | AC: 27 FF: 25 T: 13 CMD: 29 | Init: +7 Per +15 SM: +20 | LoH 8/17, Smites: 0/4

Ali moves on to Anahita, satisfied that Ardashir has been neutralized and makes a mighty swing at her!

+2 Mithral Longsword: 1d20 + 15 - 3 + 1 ⇒ (5) + 15 - 3 + 1 = 181d8 + 19 ⇒ (3) + 19 = 22


Emerald Spire slides |

Sard lands several non-lethal magic missiles but even in her stunned state she somehow avoids Gamin the Brotherslayer.


I assume that Ali stopped hitting Ardashir as soon as his body dropped from a hit that sent him below zero hit points.

Enora runs to Ardashir and tries to stabilize him.

first aid: 1d20 - 1 ⇒ (18) - 1 = 17

Grand Lodge

Male LG Tetori Monk 2 | HP 17/17 | AC 14 T 14 FF 12 | CMB +5/10, CMD 19/25 | F: +5, R: +5, W: +5 | Init: +2 | Perc: +2, SM: +2 | Speed 30ft | Stunning Fist 3/3 | Ki Pool 0/0 | Active conditions:

Fort Save vs poison: 1d20 + 9 ⇒ (3) + 9 = 12

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel double moves to the square just northwest of Ali, trying to aid the Paladin to hold off the beast.

Would someone move the Shel token, please? Thanks.


Emerald Spire slides |
GM Abraham wrote:

Combat Round 4 - The Bold May Act!!!

Anahita (red) - 32 dmg; 17 non-lethal dmg; stunned until just before Yanndu initiative; bow is dropped at her feet.
Ardashir (blue) - 163 dmg; 30 non-lethal dmg; 3 negative levels; unconscious, prone, stable.
Enora - 0 dmg; haste (expires round 8)
Ali - 40 dmg; haste (expires round 8)
Sajan - 60 dmg; 7 Dex dmg; prone; unconscious & stable; haste (expires round 8); poisoned (3 rounds); on your turn: Fort Save needed vs poison.
Yanndu - 0 dmg; haste (expires round 8); greater invis (expires round 12)
Shel - 0 dmg; haste (expires round 8); moved, still has standard action available
Sard - 0 dmg;
Conditions: 30' Pit (expires round 11)

@Enora, he did not fall until the last blow landed.

Enora rushes to the aid of the fallen scorpion warrior and manages to stabilize him.

The poison continues to work its way through Sajan's system, but this time does less damage - perhaps its potency is diminishing? Dex Damage: 1d4 ⇒ 1

Shel moves forward and (perhaps?) takes another wack at the scorpion archer.

@Shel, with haste you should have ample movement to reach her with a single move action, so you still have a standard. Another attack?

Technically speaking, she will cease being stunned just before Yanndu's spot in the initiative, so this movement will provoke from her but I'll wait to roll her AoO since it seems like there's a decent possibility that Yanndu might stun her again or otherwise have shenanigans

Dark Archive

1 person marked this as a favorite.
Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

He he he... the distinct possibility for shenanigans exists, indeed! :)

Yanndu nods in satisfaction as the warriors swarm the scorpion brute and subjugate him. Seeing that the other scorpion creature is soon coming to her senses, Yanndu lowers himself to the northeast down to an altitude of 15 feet above ground, and grabs a hold of Shel with an iron grip of telekinesis power and lifts her up high into the air to place her on the other side of the disarmed scorpion archer!

Via message spell to Shel, ***...ready your weapons Shel...***

Yanndu casts Telekinetic Charge on Shel - the movement DOES provoke an AoO from the scorpion creature, BUT she gets a free attack as an immediate action at +2 to hit and a +2 flank bonus AND on her turn, she now gets to make a FULL ATTACK with the +2 flank bonus... not able to move 5 of you at once like Jean Grey but hey, I do what I can! :)


Emerald Spire slides |

GM screen:

Perception: 1d20 + 25 ⇒ (19) + 25 = 44

Super hectic day today, probably won't have any time to post anything further until tomorrow.


Emerald Spire slides |
GM Abraham wrote:

Combat Round 4 - The Bold May Act!!!

Anahita (red) - 32 dmg; 17 non-lethal dmg; bow is dropped at her feet; grappled.
Ardashir (blue) - 163 dmg; 30 non-lethal dmg; 3 negative levels; unconscious, prone, stable.
Enora - 0 dmg; haste (expires round 8)
Ali - 40 dmg; haste (expires round 8)
Sajan - 60 dmg; 7 Dex dmg; prone; unconscious & stable; haste (expires round 8); poisoned (3 rounds); on your turn: Fort Save needed vs poison.
Yanndu - 19 dmg; haste (expires round 8); greater invis (expires round 12); grappled.
Shel - 0 dmg; haste (expires round 8); moved, still has standard action available
Sard - 0 dmg;
Conditions: 30' Pit (expires round 11)

Ok, this has a chance to be pretty interesting...

Waking from her stunned reverie, Anahita has just enough time to see her fallen brother lying in a heap on the ground, sans spleen and gall bladder before the pathfinders fall upon her.

Glaring up at the fiery ifrit in the sky above who is peppering her with non-lethal missiles of force, she shakes an angry fist at him, "Aye, Outlander, I have no doubt you want to keep me alive so that you can carry me back to Hell! But I have sworn an oath to defend this place with my life, and so I shall!"

As Yanndu invisibly flies forward to once again inflict his psychic shenanigans upon her, incredibly, she not only detects his presence, but even pinpoints his exact location (You can look at the spoiler above - I rolled a 44 for her perception, which should be sufficient even without reducing the DC for his movement). Further, he casts a spell within her reach! (So this I had some doubts about - feel free to question me if you think I've got it wrong - he is 10' away from her which is within her reach and he is 15' up. She occupies her 10x10 square, including 10' of height, which means she threatens an additional 10' up in altitude (i.e. up to 20'). And since Pathfinder doesn't do trigonometry, by my understanding Yanndu is within her reach when he casts his spell, provoking an AoO from her. Again, feel free to tell me if you think I've got this wrong and we can rules lawyer it out)

Btw, Yanndu you are listed as having a +4 shield bonus - where is that from?

AoO, Claw attack vs Yanndu: 1d20 + 20 ⇒ (20) + 20 = 40 Ooh, a crit threat, this could be *real* interesting
But, there is still a 50% miss chance...Drumroll please
Miss chance, high is good for Anahita: 1d100 ⇒ 86
Dmg & Crit Dmg: 2d6 + 4 ⇒ (5, 1) + 4 = 10
Grab: 1d20 + 25 ⇒ (15) + 25 = 40
Constrict Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Anahita manages to grapple her invisible nemesis and pulls him to an adjacent square! Yanndu, I need a concentration check for your spell.

edit: slight goof on damage, should be 4 higher (due to natural attacks doing full str dmg when not done as a secondary); so total damage for Yanndu is 19


WOW! What a turn of events! I like it when it gets interesting but this is really something. We cannot let Yanndu suffer! Can Enora cast 'Liberating command' on Yanndu - is he visible enough? If yes Escape Artist check with +14 competence bonus for Yanndu.


Emerald Spire slides |
noral wrote:

WOW! What a turn of events! I like it when it gets interesting but this is really something. We cannot let Yanndu suffer! Can Enora cast 'Liberating command' on Yanndu - is he visible enough? If yes Escape Artist check with +14 competence bonus for Yanndu.

I don't believe so - since you can't see him, I don't think he's a valid target for your spell (though I'm willing to be proven wrong if someone can make the case). Live by invisibility, die by invisibility...? (I hope not!)

Grand Lodge

Male LG Tetori Monk 2 | HP 17/17 | AC 14 T 14 FF 12 | CMB +5/10, CMD 19/25 | F: +5, R: +5, W: +5 | Init: +2 | Perc: +2, SM: +2 | Speed 30ft | Stunning Fist 3/3 | Ki Pool 0/0 | Active conditions:

She won't provoke an AoO from casting the spell because she has total concealment.

Total Concealment
If you have line of effect to a target but not line of sight, he is considered to have total concealment from you. You can’t attack an opponent that has total concealment, though you can attack into a square that you think he occupies. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment).

"You can’t execute an attack of opportunity against an opponent with total concealment, even if you know what square or squares the opponent occupies. "

Dark Archive

1 person marked this as a favorite.
Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

Concentration DC for Injured While Casting: 10 + damage dealt + spell level = 10+19+4 = 33

Concentration vs. DC 33: 1d20 + 20 ⇒ (2) + 20 = 22

Yanndu approaches the scene, mentally visualizing Shel's flight path, when as a sudden, iron like ridges of sharp bones penetrates his mid-section! clamped solid by the creature, Yanndu nevertheless tries to form the mental image required to focus his mental energies, but fails. Pain. It has been a while. How have you been? says one of Yanndu's dozen mental personas. In this one, he is an old elven sailor with an eye patch. He remembers the old elf's memories clearly, once again, as they flash in his psyche vividly at the onset of pain. Whether this is a memory of one of his ancestors or one created by his alter ego, Yanndu no longer remembers, but in his mind's eye he sees the unavoidable death that came to the old dog, as the main mast landed on his midsection, and the waves covered his one-eyed sight. But the memories always end the same: Pharasma, here I come. Protect my soul!

Yanndu's attention snaps back to reality... the spell has fizzled uselessly, and Shel is still where she was... down below he sees the stones splattered with the blood that became visible as soon as it departed his body. A stark reminder that raw nature, and its innumerable abominations, can always have a surprise up its sleeve.

Yanndu has the grappled condition, and so does the scorpion creature.

Grappled:
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.

Casting Spells while Grappled/Grappling: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler’s CMB + the level of the spell you’re casting) or lose the spell.


Emerald Spire slides |

Ok, I had a chance to review the concentration check rules. Yanndu, I think you need to make 2 concentration checks, one for the damage you just took and a second for being grappled. If either fails then you lose your spell. Let me know if there are some psychic shenanigans that alter that.

edit: ninja'd! I wrote this before I saw your post.

Grand Lodge

Male LG Tetori Monk 2 | HP 17/17 | AC 14 T 14 FF 12 | CMB +5/10, CMD 19/25 | F: +5, R: +5, W: +5 | Init: +2 | Perc: +2, SM: +2 | Speed 30ft | Stunning Fist 3/3 | Ki Pool 0/0 | Active conditions:
GM Abraham wrote:
Ok, I had a chance to review the concentration check rules. Yanndu, I think you need to make 2 concentration checks, one for the damage you just took and a second for being grappled. If either fails then you lose your spell. Let me know if there are some psychic shenanigans that alter that.

She wasn't even damaged, the creature can't take an AoO against her. See my previous post.

edit: I figured, I just wanted to make sure my post wasn't lost in the shuffle

151 to 200 of 690 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [Outpost I] GM Abraham's Ancients' Anguish All Messageboards

Want to post a reply? Sign in.