PFS PbP - Master of the Fallen Fortress (lvl 1) (Inactive)

Game Master Revvy Bitterleaf

Map


101 to 150 of 348 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Liberty's Edge

Male Human Fighter 2
Defense:
HP 22/22; AC 21; Tch 10; FF 21; CMD 15; Fort: +6; Ref: +0; Will: -1
Skills:
Bluff: +1; Climb: -7; Craft (blacksmith): +6; Diplomacy: +4; Intimidate: +7; Know (dungeon): +5; Know (local): +2
Offense:
Init: +6; Spd: 30ft; CMB: +3; Mwk Warhammer +4 (1d8+3/x3); Mwk Scimitar +4 (1d6+3/18-20); Shortbow +0 (1d6/x3)

Markas puts his shield on his back and secures his warhammer to his side before following Mosi up the rope after the first group reaches the next floor.

"Daniloth, I think it would be best we scout this area before proceeding any higher. Can you, Mosi, and 'Jiro scout the surroundings?"

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

"I'll do my best." Seijiro checks both doors/doorways for traps or ambushes.

perception, NW: 1d20 + 4 ⇒ (14) + 4 = 18
stealth: 1d20 + 8 ⇒ (9) + 8 = 17

perception, SW: 1d20 + 4 ⇒ (16) + 4 = 20
stealth: 1d20 + 8 ⇒ (3) + 8 = 11


Male Tiefling Ranger 1 | HP 12 | AC 17 T 14 F 13 | F +3 R +6 W +2 | CMD 17 | Initiative +6 | Perception +5

I’ll take NW. Is the door open?

If so, I move, using Stealth, into the next room and take a look around.

If not, I listen at the door for any noises coming from behind the door.

Perception: 1d20 + 5 ⇒ (17) + 5 = 22

Stealth: 1d20 + 10 ⇒ (1) + 10 = 11

Grand Lodge

Male Nagaji Cleric 1/Paladin (Chosen One) 3

Glad to be back on solid footing, Chima pulls out and loads his crossbow, ready to fire if anything unfriendly appears once the door is opened.

Readying a shot if an obviously hostile creature is revealed by opening the door the others elect to open first.

Scarab Sages

@Chima. Due to how game mechanics work it's not possible to ready actions outside of initiative, but I get what you are trying to do.

The doors are closed, but not locked.

Seijiro moves silently up to each of the doors and checks both for traps, but doesn't spot any on either door.

Mosi then listens at the NW door and hears a bit of movement inside. It sounds as if someone is stepping through puddles.

(Just to speed things along and using Seijiro's rolls for both listen and trap spotting)

You don't hear any sounds coming from behind the SW door.


Male Tiefling Ranger 1 | HP 12 | AC 17 T 14 F 13 | F +3 R +6 W +2 | CMD 17 | Initiative +6 | Perception +5

I put my finger to my mouth so everybody will be silent then I point to the door while mimicking the sound I heard behind the door.

Then I wait for everyone to get ready before opening the door with my longsword/shield at the ready.

Grand Lodge

| Male | CG Half-Elf | Ranger 2 | HP: 15/18 | AC: 15 (13 Tch, 12 Fl) | CMD: 16 | F: 5, R: 8, W: 3 | Init: 5 | Perc: 10, Surv: 10, Stlth: 6 |

Daniloth pulls the bow from off his shoulder, nocks an arrow, and moves into a position where he might have an open shot once the door is opened. Once positioned, he nods his head and mouths, "Ready."

Scarab Sages

As Chima and Daniloth moves into positions where the can shoot into the room Mosi opens the door.

Judging from the shelves lining the walls, this darkened room might once have been a storeroom, though its contents have long since succumbed to the passage of time. A crack in the northern wall has apparently let in some rainwater, which has collected in a large puddle on the floor.

In the middle of the room, blinking it's eyes from the light that's getting into the room all of a sudden is a dog-sized lizard has two horns, one on either side of its head, and green scales that crackle with sparks of lightning.

init Vohnkar: 1d20 + 1 ⇒ (4) + 1 = 5
init Mosi: 1d20 + 6 ⇒ (15) + 6 = 21
init Markas: 1d20 + 2 ⇒ (19) + 2 = 21
init Seijiro: 1d20 + 4 ⇒ (3) + 4 = 7
init Daniloth: 1d20 + 4 ⇒ (20) + 4 = 24
init Fronar: 1d20 + 4 ⇒ (18) + 4 = 22
init Chima: 1d20 + 3 ⇒ (16) + 3 = 19
init Lizard: 1d20 + 6 ⇒ (17) + 6 = 23

There is a little bit of light coming into the room from the door you opened, but otherwise it's pretty dark inside (unless you bring a light source inside or can see in the dark) Which means everything inside will have concealment and there is a 20% miss chance.

init
Daniloth
Lizard
Party

Liberty's Edge

Arcane Bloodrager 2
Defense:
AC 16; Tch:11; FF: 15; CMD: 17; hp 20/20;/b]; Fort: +5; Ref: +1; Wil: +1; Crystalline Form: +2 RB to AC vs. rays; 1/day deflect a single ray
[b:
Offense] Init: +1; Spd: 30ft; CMB: +6; Greatsword +7 (2d6+6 /19-20 x2); Bloodrage (8rnds/day); Disruptive Bloodrage; Power Attack
Skills:
Climb: +7; Disguise: +6; Perception: +6; Survival: +6

Vohnkar turns to Daniloth,
I told you below, I will not carry any more of your pets.

Grand Lodge

| Male | CG Half-Elf | Ranger 2 | HP: 15/18 | AC: 15 (13 Tch, 12 Fl) | CMD: 16 | F: 5, R: 8, W: 3 | Init: 5 | Perc: 10, Surv: 10, Stlth: 6 |

"Don't worry," Daniloth says, "I'm not interested in lizards." He then looses his arrow before quickly nocking another.

Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 ⇒ 2

@All: Just curious, how does Wild Empathy work? Would something like that work in a PFS scenario against a magical lizard?
@Revvy: Does my Low-Light Vision affect anything here?

Liberty's Edge

Arcane Bloodrager 2
Defense:
AC 16; Tch:11; FF: 15; CMD: 17; hp 20/20;/b]; Fort: +5; Ref: +1; Wil: +1; Crystalline Form: +2 RB to AC vs. rays; 1/day deflect a single ray
[b:
Offense] Init: +1; Spd: 30ft; CMB: +6; Greatsword +7 (2d6+6 /19-20 x2); Bloodrage (8rnds/day); Disruptive Bloodrage; Power Attack
Skills:
Climb: +7; Disguise: +6; Perception: +6; Survival: +6

Daniloth:

Wild Empathy is tricky in PFS since it takes a minute to use and a lot of times its its just you see a creature roll initiative. If you're doing a wilderness adventure I would just remind the GM that you would like to use it if run into any animals that might be a threat.

Scarab Sages

Wild empathy would work in this case, but since it's a magical beast and not an animal you'd take a -4 penalty to the check. You'd roll a d20 and add your cha modifier and your level I think..then try to take softly to it to calm it down and/or give it some food and then it would depend on your result on what would happen. Most of these checks (like diplomacy) will be harder if the thing you are trying it on its aggressive and will most likely fail when you try to use it in combat

Low light means you can see twice as far in areas of low light..let's assume that means you can see it without problems for now..but you are still going to need some source of light to see when you go further inside the tower

Daniloth fires an arrow at the lizard and even having to shoot past Mosi standing in the door way is able to hit the lizard in the side with an arrow. The lizard yelps and sparks leap from it's scales.

It growls and moves forward and then you can feel the air gain an electrical charge before an arc of what seems like lightning jumps from the lizard through the air at Mosi non lethal electricity damage Mosi: 1d8 ⇒ 7 (Reflex save DC 12 for half damage)

init
You guys
Lizard

Damage lizard: 2

Liberty's Edge

Arcane Bloodrager 2
Defense:
AC 16; Tch:11; FF: 15; CMD: 17; hp 20/20;/b]; Fort: +5; Ref: +1; Wil: +1; Crystalline Form: +2 RB to AC vs. rays; 1/day deflect a single ray
[b:
Offense] Init: +1; Spd: 30ft; CMB: +6; Greatsword +7 (2d6+6 /19-20 x2); Bloodrage (8rnds/day); Disruptive Bloodrage; Power Attack
Skills:
Climb: +7; Disguise: +6; Perception: +6; Survival: +6

Is the Lizard now adjacent to Mosi?

We need room.

Bull Rush the lizard: 1d20 + 5 ⇒ (13) + 5 = 18
Provokes an AOO.
assuming I succeeded, and that the lizard was adjacent to Mosis, I moved Vohnkar on the map. If I beat the CMD by 5 or more I'll move it back further and move with it.

Scarab Sages

It was

As Vohnkar moves to push the lizard back it tries to snap it's jaws shut around his arms.

To hit Vohnjar: 1d20 + 4 ⇒ (12) + 4 = 16Damage Vohnkar: 1d4 ⇒ 3

Even with the difficulty of having the lizard hang from his limbs Vonhkar is able to push it back (still beat it's CMD with the penalty from the damage you take)

Grand Lodge

male Human Fighter-1, Rogue (Knife Master)-2: HP (28/28): AC (18/touch=12/flat=15): Saves (Fort=4/Ref=5/Will=0): Initiative +4: Perception +7: Sense Motive +0

Fronar cast dancing lights at the 4 corners of the lizards square and 5' up, shedding light all around.

"Not fair little lizard, hiding in the dark. Let's even the playing field for my friends!"

"Incertus, Pulcher, Imperio!"

draconic:
"Uncertain, beautiful things, I command"

dancing lights:
School evocation [light]; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect Up to four lights, all within a 10-ft.-radius area
Duration 1 minute (D)
Saving Throw none; Spell Resistance no

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.

Dancing lights can be made permanent with a permanency spell.

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

Seijiro moves up and draws his rapier, so he might be in striking range next round.

Grand Lodge

| Male | CG Half-Elf | Ranger 2 | HP: 15/18 | AC: 15 (13 Tch, 12 Fl) | CMD: 16 | F: 5, R: 8, W: 3 | Init: 5 | Perc: 10, Surv: 10, Stlth: 6 |

Daniloth looses another arrow.

Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d6 ⇒ 5

I'm headed out soon, so I may not be able to check for awhile. This will be my next move. If I have cell service, then I'll check when I can. Worse case, I'll post again on Monday.


Male Tiefling Ranger 1 | HP 12 | AC 17 T 14 F 13 | F +3 R +6 W +2 | CMD 17 | Initiative +6 | Perception +5

Reflex: 1d20 + 6 ⇒ (20) + 6 = 26

I take no damage.

I move past the lizard to the right of the room.

"Missed me, but that wasn't a shock to me." says Mosi laughing.

He aims his bow and takes a shot at the lizard.

Attack: 1d20 + 5 ⇒ (18) + 5 = 231d8 + 2 ⇒ (3) + 2 = 5

Sovereign Court

Chima moves into the doorway, loosing a bolt. Once he gets a clear look at the creature, he tries to remember anything he can about it.

attack: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d6 ⇒ 4
Know. Arcana: 1d20 + 1 ⇒ (8) + 1 = 9

I've got the Light cantrip, which has a better duration than Dancing Lights. Once this combat is over, I can cast it on the weapon of one of our front-line types, and renew as needed.

Scarab Sages

Fronar summons some light to illuminate the area, making is easier for his companions to focus their attacks.

Seijiro moves up, getting ready to strike

Daniloth fires another arrow...but is somehow unable to hit his mark, maybe the sudden appearance of 4 glowing balls of light threw off his aim?

Mosi unfazed by the electric shock is able to hit the lizard even with Vohnkar engaged in combat with the lizard making it difficult as the dance and doge around each other Unless you have precise shot you take a -4 penalty to fire at someone who's engaged in melee

Chima faces the same problems, but he too is just able to put an arrow into the lizard site without putting it through Vohnkar first.

init
Markas
Lizard
You guys again

Damage Lizard: 11


Male Tiefling Ranger 1 | HP 12 | AC 17 T 14 F 13 | F +3 R +6 W +2 | CMD 17 | Initiative +6 | Perception +5

Mosi drops his bow on the floor and takes out his longsword while running at the lizard.

At the last moment he heaves his sword in the air and with 2 hands tries to cut the head off the lizard.

Attack: 1d20 + 5 ⇒ (16) + 5 = 21

Damage: 1d8 + 3 ⇒ (8) + 3 = 11

I charge the lizard

Liberty's Edge

Male Human Fighter 2
Defense:
HP 22/22; AC 21; Tch 10; FF 21; CMD 15; Fort: +6; Ref: +0; Will: -1
Skills:
Bluff: +1; Climb: -7; Craft (blacksmith): +6; Diplomacy: +4; Intimidate: +7; Know (dungeon): +5; Know (local): +2
Offense:
Init: +6; Spd: 30ft; CMB: +3; Mwk Warhammer +4 (1d8+3/x3); Mwk Scimitar +4 (1d6+3/18-20); Shortbow +0 (1d6/x3)

Markas decides to follow up on the space provided by Vohnkar and move closer to the lizard. As he is moving closer, he removes the shield from his back and takes it in his left arm, and grabs his warhammer with his right arm.

Attack: 1d20 + 4 ⇒ (10) + 4 = 14

Damage: 1d8 ⇒ 4

I have moved myself on the map to be adjacent to Vohnkar, which is a move of 20'

Grand Lodge

Male Nagaji Cleric 1/Paladin (Chosen One) 3

Chima makes his way into the room, hoping to get a clear line of fire. He pauses for a moment to reload his crossbow.

"How you doin' there, big guy?"

Move and reload

Scarab Sages

Markas moves forward and swings his sword at the lizard but his swing passes over the creatures head and is deflected harmless upwards when it makes contact with one of it's horn (doesn't hit AC)

The lizard then builds up a charge as sparks leap all across it's body and it realizes another arc of lightning at 1V2M: 1d2 ⇒ 2 Markas Non lethal electricity damage Markas: 1d8 ⇒ 8 Reflex save DC for half

Mosi then charges forward and cleaves straight through the lizard's head, right in the middle between it's 2 horns.

Out of combat

Chima then moves forward inquiring how it's going while reloading his crossbow.

What do you want to do now?

2d20 ⇒ (7, 9) = 16 1d6 ⇒ 5

Grand Lodge

male Human Fighter-1, Rogue (Knife Master)-2: HP (28/28): AC (18/touch=12/flat=15): Saves (Fort=4/Ref=5/Will=0): Initiative +4: Perception +7: Sense Motive +0

"It's like y'all have been training together for years! Nice strike Mosi! I feel like there is nothing we can't handle. Shall we see what lies behind door number 2 back out that way?" Fronar ends his statement with an elaborate circle of his arms, finishing with both arms aimed by flat upward palms, at the door they just came through.

Liberty's Edge

Male Human Fighter 2
Defense:
HP 22/22; AC 21; Tch 10; FF 21; CMD 15; Fort: +6; Ref: +0; Will: -1
Skills:
Bluff: +1; Climb: -7; Craft (blacksmith): +6; Diplomacy: +4; Intimidate: +7; Know (dungeon): +5; Know (local): +2
Offense:
Init: +6; Spd: 30ft; CMB: +3; Mwk Warhammer +4 (1d8+3/x3); Mwk Scimitar +4 (1d6+3/18-20); Shortbow +0 (1d6/x3)

Looking to his group, Markas asks "Before leaving the room, does anyone see anything of value in here?"

"Fronar, I believe checking what might be on the other side is the right choice after we scour the room for anything of use. Although, after seeing this lizard and feeling the lightning course through me, I'm not particularly excited for what the rest of this tower might hold."

Markas exits the room and prepares for the group to enter the next room.

"Mosi, 'Jiro, and Daniloth check the door. Tell us if you hear anything. The rest of us, be prepared for anything on that side of the door. We've already got a taste of some of the things living in this tower.

Still learning as mentioned before, but did I take 6 total damage in this fight?

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

Seijiro searches this room first... then moves on to the other door which I believe he already checked for traps and heard nothing on the other side of, but he'll check again

perception, search room: 1d20 + 4 ⇒ (16) + 4 = 20
perception, check other door: 1d20 + 4 ⇒ (12) + 4 = 16

Liberty's Edge

Arcane Bloodrager 2
Defense:
AC 16; Tch:11; FF: 15; CMD: 17; hp 20/20;/b]; Fort: +5; Ref: +1; Wil: +1; Crystalline Form: +2 RB to AC vs. rays; 1/day deflect a single ray
[b:
Offense] Init: +1; Spd: 30ft; CMB: +6; Greatsword +7 (2d6+6 /19-20 x2); Bloodrage (8rnds/day); Disruptive Bloodrage; Power Attack
Skills:
Climb: +7; Disguise: +6; Perception: +6; Survival: +6

Markas:

You get to roll a Reflex saving throw to see if yo took either full or half damage. You either took 8 damage or 4 damage. Its 1d20+ you reflex which looks like 0. Looks like the number to make or beat is 12.

Perception: 1d20 + 5 ⇒ (1) + 5 = 6
If he doesn't find anything he will follow the rest of the party back out onto the ledge.

I don't like going backwards.

Scarab Sages

@Markas; You took 8 non-lethal electricity damage from the last round (last action the lizard took -> 2 posts up) unless you make a reflex save with a DC 12 ..then you take 4. I don't think you took any other damage this combat. Vonkhar took 3 "real" damage ..and Mosi didn't take any due to him making his save and resisting electricity as a Tiefling ..no other PC's were hurt during the making of this combat.. I think. Non-lethal damage is damage which makes you go unconscious when you have more of it then current hps, but when you are healing you heal both non-lethal and normal from the same cure..and you heal 1 non-lethal every hour.

Scarab Sages

Neither Seijoro nor Vohnkar find anything of interest as they search this room. Unless you find a door leading from this room further into the tower interesting.

Just to be sure..you mean to go through the door in this room and not the door SW of the landing? Or are you moving back to the landing and trying the other door there?

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

I didn't realize there was a door in this room too - turn that perception check into a check on the door in this room, rather than a recheck of the sw door in the first room.

Scarab Sages

Seijro is able to hear some movement on the other side of the door....he can't make out what it's about, but he thinks it's more then 1 creature moving around.

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

"More than one creature moving about on the other side of this door... I suggest caution in opening it... I don't see any traps on it though."

Grand Lodge

male Human Fighter-1, Rogue (Knife Master)-2: HP (28/28): AC (18/touch=12/flat=15): Saves (Fort=4/Ref=5/Will=0): Initiative +4: Perception +7: Sense Motive +0

"Oh, wait... I believe this would be of use." Fronar pulls a wand from his pack, walks over to Vonkhar, says a few words, then taps him lightly with the wand.

"Facio, Voco, Ferre"

Draconic:
"This I do, I call, to bring you forth"

wand of cure light wounds

wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Fronar then walks over to Markas, and does the same.

"Facio, Voco, Ferre"

Draconic:
"This I do, I call, to bring you forth"

wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9

"Hopefully, that makes you both feel ready for whatever comes next!"

Grand Lodge

| Male | CG Half-Elf | Ranger 2 | HP: 15/18 | AC: 15 (13 Tch, 12 Fl) | CMD: 16 | F: 5, R: 8, W: 3 | Init: 5 | Perc: 10, Surv: 10, Stlth: 6 |

"I'll take up a position much like last time," Daniloth says, standing back from the door and nocking an arrow. Where might this lead? he thinks.

Scarab Sages

As you open the door you see;

Racks for weapons line the walls of this chamber; above the racks hang various shields, pieces of armor, weapons, and standards on display. Most of the racks are empty, but a few weapons remain in place. A horrible stench fills the room as well, akin to the smell of rotten eggs mixed with the reek of an open sewer.

There are 2 lizardmen in this room who hiss as soon as they notice you opening the door. They are both wielding clubs and have thick scaly hides.
The smell is so horrible that you need to roll a DC 13 fort save as soon as you enter the room or by sickened (–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.)

init Vohnkar: 1d20 + 1 ⇒ (15) + 1 = 16
init Mosi: 1d20 + 6 ⇒ (9) + 6 = 15
init Markas: 1d20 + 2 ⇒ (7) + 2 = 9
init Seijiro: 1d20 + 4 ⇒ (2) + 4 = 6
init Daniloth: 1d20 + 4 ⇒ (5) + 4 = 9
init Fronar: 1d20 + 4 ⇒ (6) + 4 = 10
init Chima: 1d20 + 3 ⇒ (16) + 3 = 19
init Trogs: 1d20 + 0 ⇒ (2) + 0 = 2

init
You guys
lizardmen

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

fort save, dc 13: 1d20 + 1 ⇒ (2) + 1 = 3

Seijiro fights to keep from losing his lunch and draws his rapier... , but is last to move after all the others...

Liberty's Edge

Arcane Bloodrager 2
Defense:
AC 16; Tch:11; FF: 15; CMD: 17; hp 20/20;/b]; Fort: +5; Ref: +1; Wil: +1; Crystalline Form: +2 RB to AC vs. rays; 1/day deflect a single ray
[b:
Offense] Init: +1; Spd: 30ft; CMB: +6; Greatsword +7 (2d6+6 /19-20 x2); Bloodrage (8rnds/day); Disruptive Bloodrage; Power Attack
Skills:
Climb: +7; Disguise: +6; Perception: +6; Survival: +6

Markas, take the one to the west this one is mine.
Vohnkar drops his spear and rushes into the room, drawing his sword as he moves.
Fort: 1d20 + 4 ⇒ (14) + 4 = 18
Once close enough he brings the crude blade down with all his might.
Great Sword w/ Power Attack
Attack:1d20 + 4 ⇒ (10) + 4 = 14
Damage:2d6 + 9 ⇒ (5, 4) + 9 = 18

Grand Lodge

| Male | CG Half-Elf | Ranger 2 | HP: 15/18 | AC: 15 (13 Tch, 12 Fl) | CMD: 16 | F: 5, R: 8, W: 3 | Init: 5 | Perc: 10, Surv: 10, Stlth: 6 |

Daniloth, poised and ready, charges into the room looking for a good shot on his foes.

Fortitude: 1d20 + 3 ⇒ (16) + 3 = 19

Butting himself against an armor rack, he quickly looses an arrow before nocking another.

Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d6 ⇒ 1

We must make quick work of these beasts, he thinks. I am quickly growing tired of this tower.

Liberty's Edge

Male Human Fighter 2
Defense:
HP 22/22; AC 21; Tch 10; FF 21; CMD 15; Fort: +6; Ref: +0; Will: -1
Skills:
Bluff: +1; Climb: -7; Craft (blacksmith): +6; Diplomacy: +4; Intimidate: +7; Know (dungeon): +5; Know (local): +2
Offense:
Init: +6; Spd: 30ft; CMB: +3; Mwk Warhammer +4 (1d8+3/x3); Mwk Scimitar +4 (1d6+3/18-20); Shortbow +0 (1d6/x3)

"With pleasure!" Markas says with a slight smirk as he approaches the lizard creature.

Fort: 1d20 + 5 ⇒ (18) + 5 = 23

Markas takes up his warhammer and strikes at the lizard. He appears to put a little extra into the swing.

Warhammer with Power Attack

Power Attack:
Power Attack: -1 on attacks for +2 damage (+3 with 2 handed weapon)

Attack: 1d20 + 4 - 1 ⇒ (20) + 4 - 1 = 23
Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Crit roll I believe

Crit Confirm: 1d20 + 4 - 1 ⇒ (15) + 4 - 1 = 18
Crit Damage x2: 1d8 + 2 ⇒ (1) + 2 = 3
Crit Damage x3: 1d8 + 2 ⇒ (3) + 2 = 5

Not sure if the crit damage and attack should be getting the power attack bonus since I used that attack, but I added it in case. If not please let me know and remove

Grand Lodge

male Human Fighter-1, Rogue (Knife Master)-2: HP (28/28): AC (18/touch=12/flat=15): Saves (Fort=4/Ref=5/Will=0): Initiative +4: Perception +7: Sense Motive +0

@Markas - that will most likely confirm the crit. Under the crit column of warhammer is the entry "x3", that means on a confirmation of a crit, you add 3x the normal damage. Therefore you should roll the damage another 2 times, adding same modifiers. Great job!

Fronar does a twirl, hops on 1 foot, then shuffles into the room. All who can see him are inspired to perform their actions with equal expertise!

bardic performance: inspire courage. +1 attack, +1 damage to all for this and the next 2 rounds.

fort: 1d20 + 2 ⇒ (16) + 2 = 18

"How horrendous! What did we eat last night that would produce such a foul aroma? Wait... are these creatures... they remind me of a story I heard once about creatures similar to these. What was it they said about them in the story...?"

knowledge: Nature?

knowledge: Nature: 1d20 + 2 ⇒ (17) + 2 = 19

Liberty's Edge

Male Human Fighter 2
Defense:
HP 22/22; AC 21; Tch 10; FF 21; CMD 15; Fort: +6; Ref: +0; Will: -1
Skills:
Bluff: +1; Climb: -7; Craft (blacksmith): +6; Diplomacy: +4; Intimidate: +7; Know (dungeon): +5; Know (local): +2
Offense:
Init: +6; Spd: 30ft; CMB: +3; Mwk Warhammer +4 (1d8+3/x3); Mwk Scimitar +4 (1d6+3/18-20); Shortbow +0 (1d6/x3)

Fronar thanks for the information. I rolled the x2 and x3 damage with the power attack modifiers since I used a power attack during that engage. Let me know if this is right.

Scarab Sages

Seijiro is having trouble keeping his breakfast down

Vohnkar barely notices the smell..but his powerful blow is deflected by the creatures though scaly hide (doesn't hit flatfooted AC)

Daniloth also isn't bothered by the smell and is able to put an arrow into one of the creatures.

Markas having no problem with the smell what so ever with one fell sweep brings down one of the creatures
I think the power attack bonus is also multiplied, the only thing that doesn't get multiplied as a general rule is extra elemental damage from stuff like burning swords[ooc]

[ooc]I'm not sure why you rolled crit damage *2 and then *3 again. It might be a good idea to do something like dice=Extra crit damage]2d8+4[/dice] and do it as one roll

Fronar sniffs the air and isn't bothered by it as he tries to remember what he knows about the creatures while he inspires his comrades to even greater things

(They are Troglodytes, Medium humanoid (reptilian). They have a stench around them that can make you sickened and they have claws and a bite attack but are known to use weapons. And they can see in the dark)

init
[b]Seijiro, Mosi, Chima (with still a fort save from Mosi and Chima)
Trog

If you attack something, could you please include the color of the one you are attacking (preferably in your dice roll so I know for sure which one your are attacking). Going to assume Daniloth was firing at the green one for now. I'll shift the attack to another one if it's gone down already when possible.

Damage Green: 1

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

Despite his sickness, Seijiro moves in maneuvering so if the creature survives the next round of onslaughts, he might get a flank attack on it...

Liberty's Edge

Arcane Bloodrager 2
Defense:
AC 16; Tch:11; FF: 15; CMD: 17; hp 20/20;/b]; Fort: +5; Ref: +1; Wil: +1; Crystalline Form: +2 RB to AC vs. rays; 1/day deflect a single ray
[b:
Offense] Init: +1; Spd: 30ft; CMB: +6; Greatsword +7 (2d6+6 /19-20 x2); Bloodrage (8rnds/day); Disruptive Bloodrage; Power Attack
Skills:
Climb: +7; Disguise: +6; Perception: +6; Survival: +6

As Vohnkar's sword glances off the creature in front of him those nearby can hear a low, dull, grinding notice like that of stone on stone coming from man.

Liberty's Edge

Male Human Fighter 2
Defense:
HP 22/22; AC 21; Tch 10; FF 21; CMD 15; Fort: +6; Ref: +0; Will: -1
Skills:
Bluff: +1; Climb: -7; Craft (blacksmith): +6; Diplomacy: +4; Intimidate: +7; Know (dungeon): +5; Know (local): +2
Offense:
Init: +6; Spd: 30ft; CMB: +3; Mwk Warhammer +4 (1d8+3/x3); Mwk Scimitar +4 (1d6+3/18-20); Shortbow +0 (1d6/x3)

Revvy thanks for the tip. If/when I ever crit again I will be sure to consolidate it like that. Hopefully me being new isn't causing too many issues. Thanks again for bearing with me. Also, so awesome that I killed that creature in one shot!

Grand Lodge

male Human Fighter-1, Rogue (Knife Master)-2: HP (28/28): AC (18/touch=12/flat=15): Saves (Fort=4/Ref=5/Will=0): Initiative +4: Perception +7: Sense Motive +0

Fronar shares the results of the knowledge check with the rest of the party

"... Ahh yes. I remember now. The adventurer called these creatures Troglodytes. He made mention of their reptilian appearance, including dangers of their claws and teeth, but he carried on at great length about the aweful stench they produce. He even noticed that the stench was so bad, it could interfere with his effectiveness in combat."

Grand Lodge

| Male | CG Half-Elf | Ranger 2 | HP: 15/18 | AC: 15 (13 Tch, 12 Fl) | CMD: 16 | F: 5, R: 8, W: 3 | Init: 5 | Perc: 10, Surv: 10, Stlth: 6 |

Daniloth, calm and collected, looses another arrow.

Attack (Green Trog): 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 ⇒ 6


Male Tiefling Ranger 1 | HP 12 | AC 17 T 14 F 13 | F +3 R +6 W +2 | CMD 17 | Initiative +6 | Perception +5

Fortitude: 1d20 + 3 ⇒ (16) + 3 = 19

"Let's clear tha stank." Mosi says with s smile on his face.

He is still holding his sword so he attacks closest target.

Attack: 1d20 + 4 ⇒ (20) + 4 = 24

Damage: 1d8 + 4 ⇒ (3) + 4 = 7

Confirm Threat: 1d20 + 4 ⇒ (14) + 4 = 18

Extra Crit Damage: 1d8 + 4 ⇒ (1) + 4 = 5

Scarab Sages

Markas Songsteel wrote:
Revvy thanks for the tip. If/when I ever crit again I will be sure to consolidate it like that. Hopefully me being new isn't causing too many issues. Thanks again for bearing with me. Also, so awesome that I killed that creature in one shot!

Like I said before..everyone has to start somewhere. Most of us are a friendly bunch and willing to help ;)

101 to 150 of 348 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / PFS PbP Master of the Fallen Fortress (lvl 1) All Messageboards

Want to post a reply? Sign in.