PbP Game Day 2: PFS #5–06: You Have What You Hold (levels 3-7) (Inactive)

Game Master Uktar

This game is part of the Official Pathfinder Society PbP Game Day 2.

#5–06: You Have What You Hold
A Pathfinder Society Scenario designed for levels 3–7.

Go to Map Arena of Aroden


201 to 250 of 925 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Oops, forgot Perception roll.

Perception: 1d20 + 15 ⇒ (20) + 15 = 35


A sailing vessel comes into view, moving at least twice as fast as your barge. You see four human sailors tending to the vessel's movements, with three other humans with grappling hooks. You also notice a halfling behind the humans, and he's holding a ball of flame in his hand.

Luca's readied action targets the first scallywag that comes into view, one of the men holding a grappling hook. Go ahead and roll your attack Luca (would've been about 70' away when it triggers, though I've finished both boats movements for this turn already).

You notice that when Luca's arrow zings in their direction, the pirates seem a bit surprised, as if they weren't necessarily expecting such quick and decisive response to their attack: your ruse clearly worked.
doesn't count as a surprise round, since they were coming to attack you. But they thought they were coming in for easy pickins.

After Luca's arrow (strikes home/zips past the head of the scallywag) and your barge moves closer, the three men heave their grappling hooks at your barge.

Grappling hook 1: 1d20 - 1 ⇒ (14) - 1 = 13
Grappling hook 2: 1d20 - 1 ⇒ (4) - 1 = 3
Grappling hook 3: 1d20 - 1 ⇒ (12) - 1 = 11

2 of the hooks land home, and the men tie off the ropes to their ship. The one that missed pulls his hook back aboard while being derided by his cohorts. (you faintly hear something about the broadside of a barn)

Luca, roll to hit and damage on arrow shot. Natty, your hook is in range at the same time as theirs, so simultaneous chucks. 4 range increment penalties, AC 5 to hit. You can then either tie it off or try a strength check to pull vessels closer (provided you hit). Then Hawk, Linarra, you're up.

The Exchange

Male Human Bard 12

Shortbow: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20
Damge: 1d6 ⇒ 5

"Haha! Take that!"

Luca will cast Haste on his next turn. If there's an issue with line of effect, he'll favor Natty, Vermin, Linarra and Cad over himself and Hawk. Also, he'll stop his performance and let it linger.

Sczarni

Male Taldan Cad 3/Bandit 2
Stats:
HP:41/45 || AC: 18(21), touch: 13, flat-footed: 15(18) || Fort: +6, Ref: +7, Will: +2 || Init: +7 || Perception: +8/9 vs traps

Cad will act after the ropes attach and end his delay.

Seeing the grapples hit the barge, Cad moves to the closest one and sneers, "It won't be that easy!" as he heaves his blade at the rope.

Power attack sword: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d8 + 7 ⇒ (2) + 7 = 9

Rope is 0 Hardness, 2 hp/inch of thickness...success?

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

In a strong voice Hawk will call out a command to the halfling, hoping to delay whatever mischief might be planned.

HALT!

Standard Action - Cast Command

Halt:
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.


Luca's arrow hits home, damaging the scallywag at the front of the boat. To literally add insult to injury, Cad steps up and hacks his rope line.

Hawk, you quickly realize that they are out of range. (Close range spell, 25'+5/2 lvls, or about 30', and you're about 60' from your intended target, 55 from the closest). You can still choose a different action.

Linarra still has an action this round.

Dark Archive

Female human (Chelaxian) fighter (weapon master) 5/Hellknight 1 | HP 27/51| AC 28, touch 14, flatfooted 25| Perception +7, Sense Motive +5 | Fort +8, Ref +3, Will +3 | CMB +12, CMD 23 | Init +0

Linarra takes moves to the side slightly to get a clear shot, takes careful aim, and lets fly a single arrow across the water.

Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Bow attack: 1d20 + 7 ⇒ (12) + 7 = 19 Damage: 1d8 + 6 ⇒ (1) + 6 = 7

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

I have to admit to being a little confused. Vermin cast a spell when they were 100 feet away. They closed and attacked very quickly. I am not sure what initiative order is but IF Vermin has a target he can reach 160 feat and had a 35 perception.


Linarra: Who're you targeting? The same scallywag Luca shot? or one of the sailors? or the halfling (who would have cover, standing behind human sailor--just regular cover, i.e. -4 to hit unless improved precise shot or some such)

EVERYONE: if you use the tool to zoom in on the pirate boat, the ones with spears are the sailors, the scallywags are the other three human figs, and the halfling should be obvious.

to clarify (in init order),
Luca started performance and readied action (shoot first piratey thing)
Natty readied grappling hook
Cad held action.
Vermin started casting Call Lightning--casting time 1 Round.
Pirate ship sailed forward about 50' or so, triggering Luca's readied bowshot.
Terrapin sailed north 20', which triggered readied action by Natty
Natty, still need your grappling hook roll.
3 scallywags heaved grappling hooks
Cad came off hold and hacked a rope.
Linarra shoots arrow (still need target info to resolve)
Hawk eyed up the distance and enemy and needs to decide on action.

Vermin: Call Lightning has a full round casting time. You won't actually finish up the spell until your initiative next round, at which point you can immediately blast someone with a bolt--and then take your actions for the round. And they are still 50' away with one rope attached (or two, depending upon Natty). And since you rolled so well on perception, I'll point out it looks like virtually every human has a strung longbow near at hand--they just didn't start by shooting right away because they were expecting an easy target.


Oh, and nobody can see the gator anywhere at the moment...in case you were wondering.


Just to make life simple, everyone make 10 perception rolls right now--i'll keep track of them and apply in order when needed from here on out throughout the scenario, just to simplify play.

The Exchange

Male Human Bard 12

Perception rolls:
1d20 + 5 ⇒ (6) + 5 = 11
1d20 + 5 ⇒ (16) + 5 = 21
1d20 + 5 ⇒ (13) + 5 = 18
1d20 + 5 ⇒ (10) + 5 = 15
1d20 + 5 ⇒ (14) + 5 = 19
1d20 + 5 ⇒ (5) + 5 = 10
1d20 + 5 ⇒ (2) + 5 = 7
1d20 + 5 ⇒ (11) + 5 = 16
1d20 + 5 ⇒ (6) + 5 = 11
1d20 + 5 ⇒ (20) + 5 = 25

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

Sorry about the range, when I checked the spell I could have sworn it was medium

Moving up, Hawk draws his crossbow and fires it at the halfling, hoping to get in a lucky shot.

I believe inspire courage is active
Attack+Inspire Courage+Bless-Soft Cover: 1d20 + 3 + 2 + 1 - 4 ⇒ (17) + 3 + 2 + 1 - 4 = 19
Damage+Inspire Courage: 1d8 + 2 ⇒ (4) + 2 = 6

Preception rolls

1d20 + 6 ⇒ (14) + 6 = 20
1d20 + 6 ⇒ (6) + 6 = 12
1d20 + 6 ⇒ (8) + 6 = 14
1d20 + 6 ⇒ (18) + 6 = 24
1d20 + 6 ⇒ (1) + 6 = 7
1d20 + 6 ⇒ (10) + 6 = 16
1d20 + 6 ⇒ (10) + 6 = 16
1d20 + 6 ⇒ (2) + 6 = 8
1d20 + 6 ⇒ (10) + 6 = 16
1d20 + 6 ⇒ (1) + 6 = 7

The Exchange

Male Human Bard 12

Oh, right! Inspire courage. I'd forgotton that, so Luca dealt a total of 7 points of damage to the scallywag.

Sczarni

Male Taldan Cad 3/Bandit 2
Stats:
HP:41/45 || AC: 18(21), touch: 13, flat-footed: 15(18) || Fort: +6, Ref: +7, Will: +2 || Init: +7 || Perception: +8/9 vs traps

perception 1: 1d20 + 8 ⇒ (8) + 8 = 16
perception 2: 1d20 + 8 ⇒ (15) + 8 = 23
perception 3: 1d20 + 8 ⇒ (1) + 8 = 9
perception 4: 1d20 + 8 ⇒ (4) + 8 = 12
perception 5: 1d20 + 8 ⇒ (18) + 8 = 26
perception 6: 1d20 + 8 ⇒ (15) + 8 = 23
perception 7: 1d20 + 8 ⇒ (12) + 8 = 20
perception 8: 1d20 + 8 ⇒ (8) + 8 = 16
perception 9: 1d20 + 8 ⇒ (20) + 8 = 28
perception 10: 1d20 + 8 ⇒ (8) + 8 = 16

Dark Archive

Female human (Chelaxian) fighter (weapon master) 5/Hellknight 1 | HP 27/51| AC 28, touch 14, flatfooted 25| Perception +7, Sense Motive +5 | Fort +8, Ref +3, Will +3 | CMB +12, CMD 23 | Init +0

The same one that Luca shot, yes. I also forgot to apply inspire courage, so it's an attack roll of 21 for 9 damage.

Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Perception: 1d20 + 7 ⇒ (1) + 7 = 8
Perception: 1d20 + 7 ⇒ (1) + 7 = 8
Perception: 1d20 + 7 ⇒ (15) + 7 = 22

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

OK. Gotcha. That will work perfectly. I am not sure I ever realized that was a full round to cast. I seldom cast it.

Perception: 1d20 + 15 ⇒ (14) + 15 = 29
Perception: 1d20 + 15 ⇒ (12) + 15 = 27
Perception: 1d20 + 15 ⇒ (14) + 15 = 29
Perception: 1d20 + 15 ⇒ (11) + 15 = 26
Perception: 1d20 + 15 ⇒ (2) + 15 = 17
Perception: 1d20 + 15 ⇒ (8) + 15 = 23
Perception: 1d20 + 15 ⇒ (7) + 15 = 22
Perception: 1d20 + 15 ⇒ (14) + 15 = 29
Perception: 1d20 + 15 ⇒ (9) + 15 = 24
Perception: 1d20 + 15 ⇒ (9) + 15 = 24

Grand Lodge

Male Half-Orc Rogue 6
Spoiler:
HPs 37/57 AC 18 T15 FF 13 Fort +6 Ref +10 Will +4 Init +6 Perception +13 saves/perception base value given

Natty throws his grappling hook and if it lands will tie it off, pulling the boats closer together.

Grappling Hook 1d20 + 7 ⇒ (16) + 7 = 23

Perception 1d20 + 12 ⇒ (5) + 12 = 17
Perception 1d20 + 12 ⇒ (4) + 12 = 16
Perception 1d20 + 12 ⇒ (12) + 12 = 24
Perception 1d20 + 12 ⇒ (7) + 12 = 19
Perception 1d20 + 12 ⇒ (11) + 12 = 23
Perception 1d20 + 12 ⇒ (14) + 12 = 26
Perception 1d20 + 12 ⇒ (1) + 12 = 13
Perception 1d20 + 12 ⇒ (10) + 12 = 22
Perception 1d20 + 12 ⇒ (1) + 12 = 13
Perception 1d20 + 12 ⇒ (11) + 12 = 23


Updated damage from Luca duly noted. Linarra zeroes in on the fletching of Luca's arrow as a target and lands another shot on our poor, helpless scallywag with his severed rope. Natty lands his own hook and ties it off. Unfortunately, Hawk, your crossbow bolt just misses due to that pesky sailor blocking your clear shot of the halfling. Top of the order.

The Halfling tosses her flame at the one who dared shoot their crossbow at her.
Range Touch Attack: 1d20 + 7 - 4 ⇒ (8) + 7 - 4 = 11
Fire Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Hawk, does that hit your Touch AC? If so, take the fire damage.

New Round:
22 (Halfling)
21 Luca
20 Natty
17 Vermin
7 Sailors & Scallywags
6 BARGE
19 Cad (from hold)
5 Hawk
5 Linarra

The Exchange

Male Human Bard 12

Lingering Performance round 1

"Their ship seems to outdo us when it comes to speed... Let's try and even out the odds!"

Luca casts haste, affecting everybody except Vermins pet.

Haste:
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Vermin completes his arcane gestures and a bolt of lightning flashes down from the sky, striking the halting. DC16 Reflex for half

Call Lightning: 3d6 ⇒ (2, 3, 5) = 10

For his standard action Vermin casts Resist Fire on himself. Then stands tall and waves at the hafling.

Grand Lodge

Male Half-Orc Rogue 6
Spoiler:
HPs 37/57 AC 18 T15 FF 13 Fort +6 Ref +10 Will +4 Init +6 Perception +13 saves/perception base value given

Natty having tied off, takes his crossbow off his back and loads it with a bolt. "Now let's see how much you like from the cook." he laughs.

The Exchange

Male Human Bard 12

I've spotted a twofold problem with my spell... Firstly, I can't haste both Vermin and the devil-thingy (what is that by the way?), since they're 35' apart. Secondly, I'm not sure if I have line of sight/effect to Vermin.
Depending on what the omniscient GM rules, I then have two options: If I can effect Vermin, I will do that. If not, then the devil is hasted instead.

Sczarni

Male Taldan Cad 3/Bandit 2
Stats:
HP:41/45 || AC: 18(21), touch: 13, flat-footed: 15(18) || Fort: +6, Ref: +7, Will: +2 || Init: +7 || Perception: +8/9 vs traps

Anticipating the boarding and the need to move quickly, Cad removes his tether from the cleat.

On his turn, Cad will have to move back to his original position.


Luca, you can target Vermin. He's on the 9' high roof of main storage of barge, and while he might have soft cover if you were targeting him, good enough for haste. The devil thingy is Demeliah (she was and remains human female), and honestly you can't really see her because roof of her cabin is about 6'.

KzaPOW! Arctinic doom lances out of the sky, enveloping the halfling. When the flashburn in your vision clears, the halfling is still alive, but she does look pissed off...especially since all her hair is now standing up on end.
Reflex: 1d20 + 5 ⇒ (5) + 5 = 10


The pirate vessel moves much closer, as two of the sailors start pulling in the lines while one steers their vessel and another begins to trim the sails. The three scallywags grab their bows and shoot.

Attack on Luca: 1d20 + 8 ⇒ (13) + 8 = 21
damage on Luca: 1d8 + 3 ⇒ (8) + 3 = 11

Attack on Linarra: 1d20 + 8 ⇒ (1) + 8 = 9
damage on Linarra: 1d8 + 3 ⇒ (4) + 3 = 7

Attack on Cad: 1d20 + 8 ⇒ (16) + 8 = 24
damage on Cad: 1d8 + 3 ⇒ (8) + 3 = 11


Demeliah lets out a loud whoop. "You idiots think we're trying to get away? HA!"
She rams the barge into the side of the pirate vessel with a look of maniacal glee on her face. Then she kicks the anchor overboard, and starts to cackle madly as she dashes into her cabin and slams the door shut.
technically, a little too many actions, but let's just say she got them all in and is now out of combat. Unless the whole barge starts going down, that's the last you'll see of her until the noise of combat subsides.

Cad, you're up, and I'm betting you have something else in mind than just returning to your previous spot. And, as luck would have it, it's your turn. You see several targets sitting right in front of you, all of them more than a bit surprised you came straight at them.

Hawk and Linarra, technically you're up after Cad, but I'm betting Cad's action probably won't change yours too much, so any of your three pipe up.


Forgot to include the favored enemy bonus on those bowshots. so results actually:
Luca: 23 to hit, 13 damage
Linarra: 11 to hit nevermind damage
Cad: 26 to hit, 13 damage

Sczarni

Male Taldan Cad 3/Bandit 2
Stats:
HP:41/45 || AC: 18(21), touch: 13, flat-footed: 15(18) || Fort: +6, Ref: +7, Will: +2 || Init: +7 || Perception: +8/9 vs traps

In that case Cad remains where he is.

The arrow glides low past Cad's shield, striking his thigh. "Argh! You'll pay for that!" With the enemy face-to-face and empowered with Luca's spells, Cad arcs his blade at the scallywag to his front.

Inspire Courage/Hasted Full Attack w/ Power Attack:
Attack 1: 1d20 + 9 ⇒ (9) + 9 = 18; Damage 1: 1d8 + 9 ⇒ (6) + 9 = 15
Attack 2: 1d20 + 9 ⇒ (11) + 9 = 20; Damage 2: 1d8 + 9 ⇒ (5) + 9 = 14

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

Remember that Bless is running, giving an additional +1 hit bonus

Dropping the crossbow Hawk pulls out his longspear, NOW channeling his magic against the halfling, then takes a small step back.

APPROACH!

Free Action: Drop Crossbow
Move Action: Draw Longspear
Standard Action: Cast command (DC 14, will)
Free Action: 5' Step backwards

Approach:
On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

AOO if applicable, Power Attack (+bless+inspire courage): 1d20 + 5 - 1 + 1 + 2 ⇒ (18) + 5 - 1 + 1 + 2 = 25
Damage if applicable (+power attack+inspire courage): 1d8 + 3 + 3 + 2 ⇒ (2) + 3 + 3 + 2 = 10

Sczarni

Male Taldan Cad 3/Bandit 2
Stats:
HP:41/45 || AC: 18(21), touch: 13, flat-footed: 15(18) || Fort: +6, Ref: +7, Will: +2 || Init: +7 || Perception: +8/9 vs traps

Forgot about the Bless, so Attack 1: 19 to hit, 15 damage; Attack 2: 21 to hit, 14 damage.

Dark Archive

Female human (Chelaxian) fighter (weapon master) 5/Hellknight 1 | HP 27/51| AC 28, touch 14, flatfooted 25| Perception +7, Sense Motive +5 | Fort +8, Ref +3, Will +3 | CMB +12, CMD 23 | Init +0

Linarra takes a step back and pulls out her glaive, striking at the chap in front of her.

Attack: 1d20 + 15 + 1 + 2 ⇒ (2) + 15 + 1 + 2 = 20
Damage: 1d10 + 13 + 2 ⇒ (1) + 13 + 2 = 16

The Exchange

Male Human Bard 12

As far as I can tell, you guys are forgetting the +1 on attack rolls as well. In total we all have the following:
+1 morale +2 competence +1 untyped = +4 on attack rolls
+2 competence bonus on damage rolls
+2 morale bonus on saves vs fear and charm effects
+1 dodge bonus to AC

Sczarni

Male Taldan Cad 3/Bandit 2
Stats:
HP:41/45 || AC: 18(21), touch: 13, flat-footed: 15(18) || Fort: +6, Ref: +7, Will: +2 || Init: +7 || Perception: +8/9 vs traps

I think I got it now, but I'll start breaking out my situational modifiers to keep track of them better.

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

And a +1 reflex save

I even forgot the haste bonus on my AOO roll, hah. I do try and break out the modifiers in my rolls. This is for my own sake and sanity as well as to make it easy on players and the GM to double check and verify that what is being added and subtracted is appropriate. Rather than just say... having a +10 blob.

Additionally the following happens on Hawk's turn

Hawk's lifelink with Cad knits up some of the wounds that Cad has taken, transferring them to himself.

CAD +5 HP - bringing the total taken -8 I believe
Hawk -5 HP - bring the total taken to -5 (fire missed due to dodge bonus of haste)

The Exchange

Male Human Bard 12
Hawk Lifebinder wrote:
And a +1 reflex save[/ooc]

Dammit! Missed one...

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

New round?


Ser Cad's two quick & powerful slices severely wound the scallywag in front of him, causing him to drop his bow and clutch his stomach quite dramatically, though he remains on his feet, and has vengeance in his eye.

The sailor in front of Linarra had just finished tying off the boat when he looked up to see her glaive split his skull and he drops to the deck, bleeding his life out of the head wound.

Will Save: 1d6d20 + 9 ⇒ (10) + 9 = 19

Any missed bonuses didn't affect anything this turn.


New round, top of the order

The halfling stares daggers at both Hawk and Vermin as she casts a spell.

Anyone with line of sight and Spellcraft can make a check to see if they recognize the spell.

Luca
Natty
Vermin are up.

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

*wonders if 1d6d20 is a thing*

Apparently it is! 1 to 6 random d20 rolls, and you got a (1) on the d6 which made it basically just a d20 anyway, hah

Spellcraft: 1d20 + 6 ⇒ (8) + 6 = 14

And that spellcraft check isn't going to cut it


And she moved toward the front of her boat before casting see map

The Exchange

Male Human Bard 12

Lingering performance round two
Spellcraft: 1d20 + 12 ⇒ (1) + 12 = 13

Luca looks in disbelief at the arrow and gives the man who shot him a look that could curdle milk. "You lousy thug! Miserable pirate!" etc. and increasingly nsfw. As he reaches a furious crescendo, the air starts to shimmer and suddenly the pirates hopefully catch on fire!

Luca casts Blistering Invective defensively
Concentration: 1d20 + 13 ⇒ (16) + 13 = 29
Intimidate: 1d20 + 19 ⇒ (19) + 19 = 38
Fire Damage: 1d10 ⇒ 8
Reflex DC 18

Blistering Invective:
You unleash an insulting tirade so vicious and spiteful that enemies who hear it are physically scorched by your fury. When you cast this spell, make an Intimidate check to demoralize each enemy within 30 feet of you. Enemies that are demoralized this way take 1d10 points of fire damage and must succeed at a Reflex save or catch fire. Spell Resistance can negate the fire damage caused by this spell, but does not protect the creature from the demoralizing effect.

After he calms down, he drops his shortbow and draws his sword.

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Guessing what the spell was but unable to decipher it Vermin chuckles to himself as he motions for Sparky to attack the man closest to him.

Spellcraft: 1d20 + 4 ⇒ (9) + 4 = 13

The velociraptor scampers up and claws at the man.

Claw: 1d20 + 12 + 1 + 2 ⇒ (16) + 12 + 1 + 2 = 311d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5

Vermin then climbs down and moves around to engage either the man with his scimitar, or, if he is down, the halfling.Maybe provoking from the one that his raptor clawed, if he is still up. Note Vermin's AC is currently 25 with barkskin and haste.

Scimitar: 1d20 + 10 + 1 + 2 + 1 ⇒ (19) + 10 + 1 + 2 + 1 = 331d6 + 5 + 2 ⇒ (5) + 5 + 2 = 12

Confirm: 1d20 + 10 + 1 + 2 + 1 ⇒ (3) + 10 + 1 + 2 + 1 = 171d6 + 5 + 2 ⇒ (3) + 5 + 2 = 10

Grand Lodge

Male Half-Orc Rogue 6
Spoiler:
HPs 37/57 AC 18 T15 FF 13 Fort +6 Ref +10 Will +4 Init +6 Perception +13 saves/perception base value given

Natty with his loaded crossbow in his hands, takes a step back before letting loose the bolt at the enemy in front of him. Natty shouts "Now time to get up close and personal, let's take 'em alive boys." as he drops his crossbow and takes out his mace and sap.

5ft step back
Std: Light Crossbow 1d20 + 7 + 1 + 2 + 1 ⇒ (8) + 7 + 1 + 2 + 1 = 19 bless, inspire courage, haste. Damage 1d8 + 2 ⇒ (6) + 2 = 8 inspire courage
Free: Drop Crossbow
Move: Draw weapons: Light Mace, Sap.


Reflex Sailor: 1d20 + 1 ⇒ (10) + 1 = 11
Reflex Sailor: 1d20 + 1 ⇒ (18) + 1 = 19
Reflex Sailor: 1d20 + 1 ⇒ (14) + 1 = 15

Reflex Scallywag: 1d20 + 6 ⇒ (5) + 6 = 11
Reflex Scallywag: 1d20 + 6 ⇒ (14) + 6 = 20
Reflex Scallywag: 1d20 + 6 ⇒ (4) + 6 = 10

Reflex Halfling: 1d20 + 5 ⇒ (9) + 5 = 14


The air fills with shrieks, screams and the stench of burning meat as all but two of the crew are set ablaze by the extremely foul-mouthed bard. Even the party's ears are burning, but only in the figurative sense.

Sparky, spurred on by the smell of fresh cooked meat, rushes forward and tries to gut the poor, hapless scallywag who has a couple arrows sticking out of him and is on fire at the bow of the boat. But he bravely battles on, despite some of his intestines hanging out where Sparky gutted him, and he uses his cestus to take an AoO as Vermin clambers down with deadly intent in his eye.

AoO: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 1d4 + 3 ⇒ (3) + 3 = 6

His last futile attempt misses, and he's cut down by Vermin, becoming nothing more than a burning corpse at Vermin's feet.

Meanwhile, at the stern, Natty calmly steps back, sights down his crossbow and drops the sailor in front of him...another corpse being roasted by Luca's words.

Sparky will eat well today....


The Scallywag in front of Ser Cad lets out a scream and falls upon hearing Luca's burning words. Ironically enough, when he falls he snuffs out the flames on his body. He's the one with a cross on him.

The sailor at the tiller, who is not on fire, says, "Screw this." He leaps off the back of the boat and onto shore then stumbles away into the underbrush, disappearing from view.

The other sailor still standing jumps over the side of the boat and into the river to snuff out the flames, then starts swimming for shore.
swim: 1d20 + 5 ⇒ (9) + 5 = 14

The remaining Scallywag looks Luca right in the eye and nods slightly. "Well said." With a flourish he quickly draws his shotel and attacks Luca with both shotel and cestus in flashy double slice maneuver that looks quite impressive.

Attack shotel: 1d20 + 7 ⇒ (8) + 7 = 15
Attack Cestus: 1d20 + 6 ⇒ (20) + 6 = 26

Damage Shotel: 1d8 + 5 ⇒ (2) + 5 = 7
Damage Cestus: 1d4 + 5 ⇒ (1) + 5 = 6


crit confirm cestus: 1d20 + 6 ⇒ (18) + 6 = 24
crit dam cestus: 1d4 + 5 ⇒ (4) + 5 = 9


Meanwhile, that pesky gator comes up from under the pirate boat, lunging onto the deck of the barge and attacking Sparky.

attack: 1d20 + 9 ⇒ (14) + 9 = 23
attack: 1d8 + 7 ⇒ (8) + 7 = 15

grapple (if bite hits): 1d20 + 13 ⇒ (5) + 13 = 18

Vermin, since the attack is in the margin between Sparky's Flatfoot and regular AC, give me a Sparky perception check v this

Stealth: 1d20 + 8 ⇒ (15) + 8 = 23

If Sparky's perception beats the stealth, the attack misses. Otherwise, bite succeeds, and the gator has grappled Sparky

201 to 250 of 925 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / You Have What You Hold, PbP Game Day#2 (Uktar's Excellent Adventures) All Messageboards

Want to post a reply? Sign in.