[PFS] Core First Steps In Service to Lore (Inactive)

Game Master Merisal The Risen

[PFS] Core First Steps In Service to Lore


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Sovereign Court

HP 28/28 | AC20 (15FF, 15T) | Perception +9, Sense Motive +8 | +5 Init | Fort +6, Ref +11, Will +7* | none

Yes, and the finest which is quite strange and unusual for a lady in charge of an orphanage

Adds Tatiana to Dúrland's remark

Silver Crusade

Human Druid 1 | HP 14/14 | AC 17 T 11 F 16 | F +4 R +1 W +4 | Init +3 | Perception +6

Soryan nods at his companions' explanations

"She seemed to have almost as much booze around as medicine. She also made a big show of giving some to a kid while we were there but there didn't appear to be any normal dosing schedules. so I think it was just for our benefit."

Grand Lodge

Male Half-Elf (Tymon) Barbarian 2 (CORE) | HP: 25/25 [29/ 29] | AC: 17 [15] (11 [9] Tch,16 [14] Fl) | CMB: +6[+8] CMD:17 | F +5 [+7]: , R: +1 , W:+2[+4] | Init: +3 | Perc: +13, SM: +2 Speed 30ft | Re-roll (+2) 1/1 | Rage: 8/8 Active conditions: None.

Skilgannon shrugs at the Paladin's questions, having spent his time on the porch and not witnessing the malpractice of the Aunt.

"The Children in the yard seemed well enough, but from what I hear it would be good to be wary. Mayhaps a proper investigation? Just haphazardly pulling support could lead to worse problems for the children."

Grand Lodge

"Hmm Thank you for your investigations. I will mull over this matter in prayer and possibly offer this woman a chance to redeem he ways. If not we may have another way of helping these children." With that Ollysta Zadrian bids you farewell.

Your Final task read "A man named Guaril Karela runs a curio shop in the Docks called the Pickled Imp. Go to him and fill his request as a favour to the Society. I believe it has something to do with a set of rare books."

Guaril Karela, head of the Absalom-based Sczarni, has his curio shop—The Pickled Imp—in the seedy, harbourside Docks district very close to where the docks become the puddles.

The Pickled Imp

This creepy shop contains myriad odds and ends, most bereft of any discernible use. A number of malformed creatures and creature parts bob in jars on a long, prominent shelf, a tiny fetal devil centered in this macabre lineup. The shopkeeper, a greasy-haired Varisian with a thin moustache, shouts from behind the cluttered counter:
“Ah yes, I see the Pathfinders have arrived. I’m glad Ambrus was able to lend a few of his new recruits to help me. Please come in and let me tell you what I need.”

Looking around as if to be absolutely certain no customers are browsing the aisles of knock-off Thuvian burial urns or supposed Azlanti porcelain, he begins again. “Well met. I am Guaril Karela. A friend of mine has a warehouse near here and he received a parcel on behalf of me and some of my associates, but there’s a problem. See, Master Gelbane had to leave town in a hurry and our shipment is still waiting at his warehouse. Rumour is he ended up in trouble with the law and the place was seized. I heard tell from someone down at the docks that some creep was snooping around his warehouse just the other night, so I want to make sure nothing of mine was taken. He keeps all kinds of things, from beer to nails, in that old pelican, but every now and then he stores something really special. This is one of those cases. There’s a big crate marked with three crows arranged in a triangle. Inside that crate is a smaller container with a few books and papers in it. That’s the only parcel I’m interested in, and as far as I’m concerned, you can help yourself to the rest of the crate. Honestly, anything else you want in the place too. I’m sure the once things get sorted out, the city will seize most everything else anyway."

knowledge local dc 10(can be made untrained) or profession merchant/sailor:
A Pelican is a warehouse on top of a jetty so goods can be moved in straight off the boat

He pauses for breath “My associates and I often work with the Pathfinders when it comes to special relics and documents, getting them in and out of ports and across borders where the authorities ask too many questions. Most people don’t realise what they have and frankly many don’t deserve to have it, so sometimes we help take the goods off their hands. If things work out well and you get this done, I’d be glad to talk with you more and help you out with any future endeavours, as long as you help me out too. I’m good at returning favours, trust me.”

Dark Archive

Male Half-Orc Sorcerer (inactive)

Untrained knowledge (local) DC10: 1d20 + 1 ⇒ (16) + 1 = 17
"I know where the Pelican is. Should be easy."

"Just as easy our first two assignments, I'm sure!"

Sovereign Court

Male Half-Elf CORE Bard 2 | HP 17/17 | AC 17 T 13 FF 14 | Saves: F: +1 R: +7 W: +3 | CMD: 15 | Init: +3 Percep: +7 SM: +2

Jasper nods as Guaril finishes and then when Durland shares what he knows.

"It does sound straightforward enough, I'm happy to help out. If you know the way, lead on Durland."

Silver Crusade

Human Druid 1 | HP 14/14 | AC 17 T 11 F 16 | F +4 R +1 W +4 | Init +3 | Perception +6

Soryan nods and adds a sarcastic note "As straightforward as the rest of these tasks..."

Grand Lodge

The party soon find themselves at the Pelican warehouse in question

The pier this pelican warehouse sits on stretches 100 feet from the boardwalk and the docks proper, and stands 15 feet above the water. The planks on the pier are sturdy but weathered. A few local fishermen and some kids sit scattered along the pier casting nets or bobbing lines into the waters below. The building looks abandoned and in disrepair. The windows are dark and dirty and provide no view into the structure’s interior. A small boat bobs in the water below, tethered to the pier by a stout, salt-crusted rope.

Perched on the end of a long pier fifteen feet above the water, the warehouse appears to struggle against its own roof, threatening to sag into the bay below. No light shines from the building’s windows and only the movement of gulls and pelicans stirs the scene. The fishermen and kids keep to the harbour end of the pier. There is a six inch ledge leading to the big loading bay doors that open to the side of the pier
and there is a lock in the heavy wooden door that provides the easiest entrance to the warehouse. (the door is locked)

perception dc 25:
There is a key lodged between two rickety slats by the heavy wooden door

Sovereign Court

HP 28/28 | AC20 (15FF, 15T) | Perception +9, Sense Motive +8 | +5 Init | Fort +6, Ref +11, Will +7* | none

The best way to sneak in is fast. Is anyone of you able to open the door ?

Asks Tatiana who looks around her to see if anyone are looking at them.

Perception: 1d20 + 1 ⇒ (7) + 1 = 8

Grand Lodge

People seem intent on their fishing not gawking at strangers.

Silver Crusade

Human Druid 1 | HP 14/14 | AC 17 T 11 F 16 | F +4 R +1 W +4 | Init +3 | Perception +6

Perception: 1d20 + 6 ⇒ (14) + 6 = 20

Soryan comments "Does anybody else think that's a death trap ready to fall into the water? If we're in a hurry we could always just kick the door down."

Grand Lodge

Male Half-Elf (Tymon) Barbarian 2 (CORE) | HP: 25/25 [29/ 29] | AC: 17 [15] (11 [9] Tch,16 [14] Fl) | CMB: +6[+8] CMD:17 | F +5 [+7]: , R: +1 , W:+2[+4] | Init: +3 | Perc: +13, SM: +2 Speed 30ft | Re-roll (+2) 1/1 | Rage: 8/8 Active conditions: None.

perception: 1d20 + 12 ⇒ (5) + 12 = 17

Skilgannon looks at the door and immediate surroundings of the Warehouse, unable to spot anything of great interest. Noting the small boat in the water below he nods thoughtfully.

"Merely a death trap if you are unable to swim my friend. I see two options, we kick down the door, property damage may well be looked over. Or we take the boat below and see what else this place has to offer in terms of entrances. I am willing to get us in."

If no-one objects or has a better Idea, Skilgannon raises a boot and kicks the door near to the padlock to try and force it sopen.

strength: 1d20 + 3 ⇒ (4) + 3 = 7

Grand Lodge

Skilganon gently tries the door. It feels solid but a exceptionally strong shove should do the trick (dc 22 strength check) however more than three attempts may draw unwanted attention.

When Skilgannon climbs down to the boat he sees Soryan is not mistaken as a couple of warped boards are all that is keeping a crate inside the warehouse above

dc15 perception and a light source:
the crate is marked with three crows in a triangle

Grand Lodge

Male Half-Elf (Tymon) Barbarian 2 (CORE) | HP: 25/25 [29/ 29] | AC: 17 [15] (11 [9] Tch,16 [14] Fl) | CMB: +6[+8] CMD:17 | F +5 [+7]: , R: +1 , W:+2[+4] | Init: +3 | Perc: +13, SM: +2 Speed 30ft | Re-roll (+2) 1/1 | Rage: 8/8 Active conditions: None.

Skilgannon frowns, having misplaced his shoulder a merely causing the door to rattle he realises it is quite secure. Turning to his allies he shrugs his broad shoulders.

"This is quite solidly sealed and I worry about bringing attention. I have seen a crate hanging beneath the Warehouse but could not quite make it out. Does anyone have light?"

perception, assuming I get light: 1d20 + 12 ⇒ (12) + 12 = 24

Sovereign Court

Male Half-Elf CORE Bard 2 | HP 17/17 | AC 17 T 13 FF 14 | Saves: F: +1 R: +7 W: +3 | CMD: 15 | Init: +3 Percep: +7 SM: +2

Jasper offers his light spell on one of Skilgannon's weapons, and he offers:

"Does it look like we could get the crate to drop in the boat if we rowed it below?"

Grand Lodge

It is indeed possible to get the crate into the boat without stepping into the warehouse. (Well done. the scenario calls it a simple matter I would have preferred to make you work for it with a dc 10 disable device or knowledge engineering check but hey ho)

The rescued crate holds a smaller mahogany box inside, which contains five books and a few loose sheets of paper in a leather folder. The titles and subjects seem completely unrelated to each other: Practical Thaumaturgy In Accordance with Creation, Geographic Anomalies of the Inner Sea, Under Kaer Maga: A Trial and Travel, Physiology of Dragons: An Illustrated Reference, Lost Sarusan. The leather folder contains cargo manifestos, warehouse inventories, and other financial logs from a dozen different merchant houses and trade guilds.
The crate also contains 10 sets of masterwork thieves tools, three flasks of alchemist’s fire, a flask of acid, a dozen jars of various inks, a footprint book*, adamantine weapon blanch*, three bags of powder*, a deck of marked cards*, and two sets of average loaded dice*. (Items marked with an asterisk are salt encrusted and may be found in the Advanced Player’s Guide but not on the chronicle sheet so are not usable beyond this adventure.)

Dark Archive

Male Half-Orc Sorcerer (inactive)

"That's been easier than the others, so far."
"We just need to get the small package to the Pickled Imp."
"Then I guess that takes care of all our little tasks."

Sovereign Court

HP 28/28 | AC20 (15FF, 15T) | Perception +9, Sense Motive +8 | +5 Init | Fort +6, Ref +11, Will +7* | none

I agree, this one was easy. Too easy perhaps ?

Says Tatiana happy that nothing bad happened for this one.

Perception (to look for anyone suspicious): 1d20 + 1 ⇒ (13) + 1 = 14

The Exchange

Half-Elf Druid of Abadar 2 AC18(T13,FF15) CMD 13| HP 18/18| F +5 R +2 W +6 | Init +2, Perc +10, Sense Motive +3 |

"I think we should make back for Karela and then to the grand lodge with all due haste," Etixxi says, "He does not strike me as the man I'd want to be in business with for too long. The sooner we are done with him, the better."

Silver Crusade

Human Druid 1 | HP 14/14 | AC 17 T 11 F 16 | F +4 R +1 W +4 | Init +3 | Perception +6

Soryan shrugs and looks around to see what will go wrong next.

Sovereign Court

Male Half-Elf CORE Bard 2 | HP 17/17 | AC 17 T 13 FF 14 | Saves: F: +1 R: +7 W: +3 | CMD: 15 | Init: +3 Percep: +7 SM: +2

"Right, we'll give Karela his package, then head for home."

Dark Archive

Male Half-Orc Sorcerer (inactive)

I wonder if there's a Pathfinder equivalent name for "Murphy's Law?" :D

Grand Lodge

You soon deliver the crate contents to Guaril and head off back to the Grand Lodge. A throng of people blocks the street ahead. A performance art group commandeers the street, drawing graffiti to create a jolly hellscape complete with illusory devils comically dancing around in circles. A few citizens avoiding the crowd slip off-street through a nearby alley, the only egress past the gathering.

All bar Tatiana have either seen one of a group of four watching the group as you have travelled the city or have the sense that is an ambush.

The lithe girl with red hair hanging in ringlets that just brush her shoulders who wears a long skirt, embroidered with silver and black thread and a high-necked woolen blouse. The man with a face you could easily forget or miss in a crowd—short-cropped light brown hair, light complexion, and forgettable brown eyes— who wears rumpled worker’s clothing with a heavy coat. The crazy looking halfling with the odd handlebar moustache. The blonde with a healthy, smiling face with steely blue eyes and thick red lips. who wears a well-made, green silk dress in the most current fashion with a shimmering black scarf draped across her shoulders, who fidgets as she moves.

Initative:

Skilgannon: 1d20 + 3 ⇒ (18) + 3 = 21
Jasper: 1d20 + 6 ⇒ (14) + 6 = 20
Durland: 1d20 + 4 ⇒ (12) + 4 = 16
Tatiana: 1d20 + 4 ⇒ (11) + 4 = 15
Etixxi: 1d20 + 2 ⇒ (1) + 2 = 3
Soryan: 1d20 + 3 ⇒ (20) + 3 = 23
Redringlets: 1d20 + 1 ⇒ (4) + 1 = 5

Surprise round
Soryan, Skilgannon, Jasper, Durland
Tatiana Surprised
Red Ringlets (enemies)
Etixxi Slow to react

Tatiana:
Sorry you had two perception rolls and one sense motive and got 1,2,3 on the physical dice I rolled as I didn't want to clutter up the chat with 18 dice rolls

Sovereign Court

Male Half-Elf CORE Bard 2 | HP 17/17 | AC 17 T 13 FF 14 | Saves: F: +1 R: +7 W: +3 | CMD: 15 | Init: +3 Percep: +7 SM: +2

Jasper begins to recite an epic tale of bravery against long odds:

"We few, we few, we band of brothers. For he today that sheds his blood with me..."

Inspire courage is up.

-Posted with Wayfinder

Sovereign Court

Male Half-Elf CORE Bard 2 | HP 17/17 | AC 17 T 13 FF 14 | Saves: F: +1 R: +7 W: +3 | CMD: 15 | Init: +3 Percep: +7 SM: +2

Also, I'd like to 5' step behind the corner and draw my spear.

-Posted with Wayfinder

Grand Lodge

You may 5' step in surprise round but drawing weapons is a move action unless you have quick draw. (The halfling has a great axe and appears to be mouthing 'Say when' to red ringlets the man has something pointy in his hand)

I have added a tab at the bottom indicating current party buffs. I saw someone else using this idea and thought thats very useful

Sovereign Court

HP 28/28 | AC20 (15FF, 15T) | Perception +9, Sense Motive +8 | +5 Init | Fort +6, Ref +11, Will +7* | none

GM:
No worries :)

Dark Archive

Male Half-Orc Sorcerer (inactive)

Surprise Round
Dúrland waits where he is, in front of Jasper, ready to cast a spell.
(Don't think there's much else I can do in the surprise round.)

Silver Crusade

Human Druid 1 | HP 14/14 | AC 17 T 11 F 16 | F +4 R +1 W +4 | Init +3 | Perception +6

Soryan will begin casting Summon Nature's Ally.

Standard action to start a 1round cast, will complete with a standard on my next turn.

Grand Lodge

Skilgannon delays

Spellcraft checks: 1d20 + 3 + 1d20 + 5 ⇒ (10) + 3 + (19) + 5 = 37

The woman with the red hairs calls out "Now, kill them!" and then mutters "Grey master protect me"

spellcraft dc16:
Shield of faith

Knowledge religion dc10:
Grey master is one of the aspects of Norgorber God of greed, murder, poisons and secrets

With a mad rage in his eyes the Halfling charges Forward and attacks Thagomiser great axe attack: 1d20 + 6 ⇒ (6) + 6 = 12 and misses.
The man mutters "Not the plan!" and moves behind him with his rapier

And at the back the blonde calls out "The druids calling a friend" and reads from a scroll and then disappears into a cloud of fog
at the centre of which comes a mad laugh from the blonde "bwah ha ha you got me a scroll of fog cloud not obscuring mist"

It is obscuring mist adjacent targets in the miss or on the edge have concealment and a 20 per cent miss chance. Anything deeper has total concealment and a fifty per cent miss chance. Only the women are in the fog presently one is cackling away like some mad woman*

Etixxis surprise round and the rest of the party are up

Silver Crusade

Human Druid 1 | HP 14/14 | AC 17 T 11 F 16 | F +4 R +1 W +4 | Init +3 | Perception +6

Spellcraft: 1d20 + 4 ⇒ (2) + 4 = 6

Soryan finishes summoning an eagle just behind the man with the rapier whom he points at it for to attack.

talon: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
damage: 1d4 + 1 ⇒ (1) + 1 = 2

talon: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11
damage: 1d4 + 1 ⇒ (4) + 1 = 5

Bite: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
damage: 1d4 + 1 ⇒ (2) + 1 = 3

Soryan draws his sling.

Eagle is AC 14, HP 5

Sovereign Court

HP 28/28 | AC20 (15FF, 15T) | Perception +9, Sense Motive +8 | +5 Init | Fort +6, Ref +11, Will +7* | none

Recovering from her surprise, Tatiana calls destiny at her side and bless her comrades with it.

May Destiny be fulfilled! May Pharasma bless us all.

Bless : +1 moral bonus to attack and against fear effect

She then draws her dagger.

Know. Religion: 1d20 + 4 ⇒ (9) + 4 = 13

Be careful, the cleric follows Norgorber, an evil deity!

The Exchange

Half-Elf Druid of Abadar 2 AC18(T13,FF15) CMD 13| HP 18/18| F +5 R +2 W +6 | Init +2, Perc +10, Sense Motive +3 |

Etixxi tells her sweet Thagomizer to thagomize the man in their way.
Free action
Handle Animal (+4 for being my AC) DC 10: 1d20 + 5 + 4 ⇒ (1) + 5 + 4 = 10

Thagomizer attack+Bless+Inspire Courage: 1d20 + 2 + 1 + 1 ⇒ (11) + 2 + 1 + 1 = 15
attack: 2d6 + 1 ⇒ (1, 6) + 1 = 8

Grand Lodge

Soryans Eagle appears behind the human but warned by The laughing blonde dodges the eagles attacks. Tatiana calls forth the blessings of pharasma and hears a hissing voice from the redhead. "For proclaiming such secrets your fate to die Pharasmin"
Thagomiser responds to the halflings attack and Etixxis urgings to take a bite from his foe who shouts out gleefully "A worthy foe!

Bold to act
Etixxi(surprise round action free and swifts do not count against your one action in surprise round)
Skilgannon, Jasper, Durland
Halfling (-8)
Man
Norgorber Redhead
Laughing Blonde
Soryan
Tatiana
Etixxi and Thagomiser

The Exchange

Half-Elf Druid of Abadar 2 AC18(T13,FF15) CMD 13| HP 18/18| F +5 R +2 W +6 | Init +2, Perc +10, Sense Motive +3 |

whoops, I thought I included this in my post
Etixxi draws her scimitar.

Sovereign Court

Male Half-Elf CORE Bard 2 | HP 17/17 | AC 17 T 13 FF 14 | Saves: F: +1 R: +7 W: +3 | CMD: 15 | Init: +3 Percep: +7 SM: +2

Jasper maintains his performance, drawing his spear.

Inspire round 4/6.

Dark Archive

Male Half-Orc Sorcerer (inactive)

Dúrland readies his crossbow, lacking any spell-casting options in the crowded alleyway

Grand Lodge

Male Half-Elf (Tymon) Barbarian 2 (CORE) | HP: 25/25 [29/ 29] | AC: 17 [15] (11 [9] Tch,16 [14] Fl) | CMB: +6[+8] CMD:17 | F +5 [+7]: , R: +1 , W:+2[+4] | Init: +3 | Perc: +13, SM: +2 Speed 30ft | Re-roll (+2) 1/1 | Rage: 8/8 Active conditions: None.

Letting the song of battle fill his blood, Skilgannon levels his Ranseur at the Halfling with a murderous smile in his eyes. With a roar to Gorum, the half-elf darts forwards and strikes at the Halfling over Thag.

attack, bless, rage, PA, inspire: 1d20 + 5 + 1 + 1 ⇒ (4) + 5 + 1 + 1 = 11 for damage: 2d4 + 10 + 1 ⇒ (2, 1) + 10 + 1 = 14

re-roll that

attack, bless, rage, PA, inspire, stars: 1d20 + 5 + 1 + 1 + 2 ⇒ (16) + 5 + 1 + 1 + 2 = 25

Grand Lodge

The Halfling falls to Skilgannon s blow behind him the rapier wielded stabs at the eagle

rapier attack: 1d20 + 3 ⇒ (2) + 3 = 5

The red head moves through the mist to do the same

red attack: 1d20 + 3 ⇒ (5) + 3 = 8

( there should be miss chances but with those roles academic)
The eagle deftly dodges

And the blonde moves forward and cackles "I can't see a thing"

Sovereign Court

HP 28/28 | AC20 (15FF, 15T) | Perception +9, Sense Motive +8 | +5 Init | Fort +6, Ref +11, Will +7* | none

Tatiana casts stabilize on the dying halfing.

Surrender ! she adds.

Grand Lodge

"No Kill them all Ledford!" the red head responds

"Er Boss Ledford is down" adds the man from the side of his mouth as he works the glove puppet on his off hand

The puppet appears to be represention of Lord Gyr First Lord of Absalom

"Excellent more loot for the rest of us!" cackles the blonde

Rest of the party are up Etixxi do you wish to continue the honours with Thagomiser

The Exchange

Half-Elf Druid of Abadar 2 AC18(T13,FF15) CMD 13| HP 18/18| F +5 R +2 W +6 | Init +2, Perc +10, Sense Motive +3 |

Absolutely!

Thag's Attack +Bless+Inspire Courage: 1d20 + 2 + 1 + 1 ⇒ (2) + 2 + 1 + 1 = 6
Damage+Bless: 2d6 + 1 ⇒ (1, 2) + 1 = 4
Does the man have a weapon out? If he doesn't threaten, can I just move through his square? If I can, I'll just move to the square I marked in white, which is a double move. (might provoke from redhead, but I'm fine with that)

CMB if need:

Overrun: 1d20 + 0 ⇒ (19) + 0 = 19
Etixxi dashs forward, ducking beneath the eagle and the man. I believe if you need me to go this route, I have to share a space with the eagle, which... should be fine since its in the air? And also will disappear within a few seconds.

if you rule I can't move through:
Without a way around the combating Stegosaurus, barbarian and thug, and doubting her ability to overrun the man, Etixxi will keep her guard up. [ooc]Full defense, +4 AC

Silver Crusade

Human Druid 1 | HP 14/14 | AC 17 T 11 F 16 | F +4 R +1 W +4 | Init +3 | Perception +6

Soryan's eagle disappears as quickly as it arrived.

Soryan quickly works to summon another.

Converting my other 1st level spell into summon nature's ally.

Sovereign Court

Male Half-Elf CORE Bard 2 | HP 17/17 | AC 17 T 13 FF 14 | Saves: F: +1 R: +7 W: +3 | CMD: 15 | Init: +3 Percep: +7 SM: +2

Jasper steps into the alleyway, maintaining his performance.

He quickly casts a spell on the man's weapon, coating it with a greasy film.

DC 13 on grease. Inspire round 5/6.

Grand Lodge

Rogues reflex save: 1d20 + 5 ⇒ (12) + 5 = 17

His greasy rapier still in hand he swings at Etixxi as she moves through

rapier: 1d20 + 2 ⇒ (10) + 2 = 12

And misses and is sent flying by Etixxis surprise manoeuvre (knocked prone!)

redhead attack: 1d20 + 4 ⇒ (8) + 4 = 12

The norgorber cleric continues to make the mist academic

Sovereign Court

HP 28/28 | AC20 (15FF, 15T) | Perception +9, Sense Motive +8 | +5 Init | Fort +6, Ref +11, Will +7* | none

Tatiana casts protection from evil on herself and moves to help Etixxi.

May destiny protect me from Evil

moves in front of the blonde woman, provocking AoO (unable to move my character on the map)
AC17, 19 vs Evil people.

== Active spells ==
(for all) Bless : +1 moral bonus to attack and against fear effect
(for Tatiana) Protection from Evil : +2 deflection bonus to AC, +2 resistance bonus to save vs Evil creature

Grand Lodge

Tatiana casts her spell and decides better of trying to get past the sprawling rogue

Tatiana acrobatics: 1d20 + 4 ⇒ (8) + 4 = 12

counterintuitively it is not easy to pass through the square of a prone enemy. An overrun manoeuvre like Etixxi did requires a standard action and an acrobatic tumble at more than half speed has an insane difficulty that a plus four bonus for enemy being prone does not come close to making possible

Also Thagomiser appears to be confused by glove puppets and missed the rogue

Skilgannon Durland
To act and then bad guys once more

Grand Lodge

Male Half-Elf (Tymon) Barbarian 2 (CORE) | HP: 25/25 [29/ 29] | AC: 17 [15] (11 [9] Tch,16 [14] Fl) | CMB: +6[+8] CMD:17 | F +5 [+7]: , R: +1 , W:+2[+4] | Init: +3 | Perc: +13, SM: +2 Speed 30ft | Re-roll (+2) 1/1 | Rage: 8/8 Active conditions: None.

Skilgnannon follows the Saurus wrecking crew, his rage building and his Ranseur whirling in the confines of the alleyway. Darting around Thag, Skilgannon's wicked spear punches down at the prone figure.

Rage, PA, Bless, Inspire vs prone: 1d20 + 5 + 1 + 1 + 4 ⇒ (18) + 5 + 1 + 1 + 4 = 29 for damage: 2d4 + 10 + 1 ⇒ (4, 4) + 10 + 1 = 19

Grand Lodge

sorry Tatiana you started last round casting stabilise on the Halfling Etixxi moved through provoking with her overrun manoeuvre but the bad guys have yet to have their second round action so you have not cast protection from evil

Skilgannon's spear comes down on the puppeteer and both he and Lord Gyr fall silent. Durland has no shot and awaits developments

In the foggy alley the Norgorber cleric calls out "Larkin get back here there one we can gang up on" before hissing at Etixxi "There is room for only one redhead in this town" and stabs at Etixxi with her short sword
stab: 1d20 + 2 ⇒ (6) + 2 = 8
miss1-20: 1d100 ⇒ 28
stab damage: 1d6 + 2 ⇒ (4) + 2 = 6
"Larkin get back Here NOW!" she calls having missed again

The blond appears beside Etixxi and casts a spell with her six fingered hands"Look at all the pretty colours my dear" and bursts into another fit of giggling

Etixxi:

concentration check if hit by aoo: 1d20 + 4 ⇒ (12) + 4 = 16
So hit ac16 for more than five damage or make a will save dc14 she aims her color spray just at your corner so as not to catch her allies in the alley

Fail the will save and you are unconscious for minimum 2 rounds and stunned another 2 after that will make the rolls if you fail

Everybody up

The Exchange

Half-Elf Druid of Abadar 2 AC18(T13,FF15) CMD 13| HP 18/18| F +5 R +2 W +6 | Init +2, Perc +10, Sense Motive +3 |

AoO

Attack+Bless+Inspire Courage: 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20
damage+inspire courage: 1d6 + 1 ⇒ (3) + 1 = 4
will save: 1d20 + 5 ⇒ (4) + 5 = 9

confirm crit: 1d20 + 1 + 1 ⇒ (5) + 1 + 1 = 7
crit damage: 1d6 + 1 ⇒ (3) + 1 = 4

Etixxi takes a mighty swing but is unable to cause enough pain to hurt this woman enough to stop her arcane mutterings. Etixxi falls unconscious, her mind overwhelmed by the patterns.

I've had GMs in the past who say an animal companion will always attempt to defend its unconscious druid without a need for a check, though I think that was based on "common sense" and not the rules per se.

thag maybe?:

Feeling the danger his primarily dispenser-of-food is in, Thagomizer waddles over the body of the man that Skillganon just pierced and attempts to defend her from the scary six-fingered lady.

attack+bless+inspire courage: 1d20 + 2 + 1 + 1 ⇒ (14) + 2 + 1 + 1 = 18
damage: 2d6 + 1 ⇒ (4, 5) + 1 = 10

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