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SR's - Great Southern Isles (PbP) (Inactive)

Game Master stormraven

High-Power Pathfinder Homespun Game


6,351 to 6,400 of 7,012 << first < prev | 123 | 124 | 125 | 126 | 127 | 128 | 129 | 130 | 131 | 132 | 133 | next > last >>

HP: 51/79 | | Anatomist (+1 to confirm Crits) | | Fav. Enemy +4 = Humans, Half-Humans, Undead

Fort Save: 1d20 + 8 ⇒ (13) + 8 = 21 Boom, indeed.

Jofram cries out in pain as his body fights the burning venom, struggling to stave off the blackness.


Clutch save!

So, in terms of planning actions for Strae, are you planning on unloading on this beast or going cautious with resources?


HP: 51/79 | | Anatomist (+1 to confirm Crits) | | Fav. Enemy +4 = Humans, Half-Humans, Undead

With Ush out of the fight, I think it's better if I Def up and try to drag her to the top of the stairs. It will die... eventually.

"Keep it busy! I'll get Ushari!"


STONE-FACED KILLA

"ON IT!" Jayse yells in response, "Strae! Whatever you have that'll get its attention!"

He pivots as he launches his blue blade at the creature. "HEY! UGLY! LUNCH IS BACK HERE!"

SWIFT: Dragon Style
STANDARD: Throw Mindblade (including Heroism & Psychic Strike)
FREE: Re-manifest Mindblade

Thrown mindblade 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23; Heroism
---> Damage 1d8 + 10 + 2d6 + 2d8 ⇒ (8) + 10 + (6, 6) + (7, 8) = 45; Shocking, Flaming, Psychic Strike

Status:
HP 70/70
AC 25 • Touch 19 • FF 22
CMD 32 • FF 29 (+2 vs. Grapple/Trip)
Fort +10 Reflex +10 Will +12
--> +2 vs. Shaudran, Enchantments
--> +2 vs. Sleep, Paralysis, & Stunning (Dragon Style)
--> +1 trait vs. Arcane spells
Immune Diseases
.
Effects/Conditions: Mage Armor (7 hrs), Darkvision 60 (constant), Mindshield, Heroism


DM

Jayse's blade bounces off the spider's hardened black carapace.

The spider is pretty dumb but not mindless. So here's how I'm going to run this, I'll give him an INT/distraction check on his turn to see where his attention turns. He will prioritize most damage (greatest perceived threats) and last hits over easy victims - as a series of modifiers to the DC number. So the best way to increase your odds of ensuring the beastie comes after you is to hit it hard and/or hit it last. With that in mind, if you want to distract it from Jofram, Orin and Ushari the best bet is to have Strae delay until after Jofram/Orin... so his attack is 'remembered'.

Strae on delay! That was fun to say. :)

NEXT UP... Orin & Jofram


STONE-FACED KILLA

Oh, sure, tell me the rules of engagement AFTER I delcare my actions... grumble grumble.


Jofram's gauntlet whispers in his mind...

:The joints are weakest, strike there...:

Not saying you have ought to use your Target Enemies ability, but it is there if you want it.


DM
Jayse wrote:
Oh, sure, tell me the rules of engagement AFTER I delcare my actions... grumble grumble.

Well since your declared action included the "distract'em!" idea, I couldn't very well state the rules before I knew I'd need to handle that contingency. I mean I'm good but I'm not that good! :p


Orin chants a spell, trying to weaken the creature's attacks.

Spell Failure, 10% 1d100 ⇒ 44

Standard: Cast Defensively, Ray of Enfeeblement1d20 + 14 ⇒ (11) + 14 = 25

Shoot the ray at the spider, provoking an AoO, ranged touch, heroism1d20 + 7 + 3 + 2 ⇒ (14) + 7 + 3 + 2 = 26

Strength penalty, Fort Save DC 18 for only half the penalty1d6 + 3 ⇒ (5) + 3 = 8

Move: Draw Bull's Strength Potion

Swift: Activate Kirin Style


Oh, and here's the spell. Fail your save, you dumb spider. :-) C'mon, I'm posting quickly between classes, did you expect something more clever? Ray of Enfeeblement


DM

Not entirely sure if sending a ray would draw an AoO, but pulling the potion would...

Orin's beam hits the spider and seems to weaken it slightly. As his attention is drawn to pulling a potion, the spider seizes on the lapse in concentration and plants a razor-sharp saw-tooth claw into the eye-socket and out the back of the skull... of one of Orin's two remaining images.

Next UP... Jofram & Straehan

rolls:
AoO CLAW (19+/x2) - Orin AC:22 | Images Orin is 1 of 3 1d3 ⇒ 2
HIT: 1d20 + 19 ⇒ (16) + 19 = 35 DAM: 2d6 + 6 ⇒ (1, 4) + 6 = 11

Fort Save DC:18 - 1d20 + 13 ⇒ (12) + 13 = 25


DM

Just clarifying notes on a couple of points:
1. Jayse tied off the rope around his waist and threw the rest of the coil to Orin. Orin has not done anything with it, yet. I assume he's got it draped over an arm.
2. Jofram mentioned carrying Ushari up the stairs. That would be towards Jayse and would require crossing the slick webbed surface.


HP: 51/79 | | Anatomist (+1 to confirm Crits) | | Fav. Enemy +4 = Humans, Half-Humans, Undead

Jofram recovers quickly from the surprise of the words tumbling through his mind from the gauntlet. Still not used to that...

"The joints! It's weak at the joints!"

Swift action: Activate +3 Armor
Cast (Defensively) Feather Step
5' Step to W69

Can I get a reminder on what, exactly Target Enemies does? I can't find it in posts or PRD.


STONE-FACED KILLA

Pssst... Jofram... I think the DM was just trying to remind you about yoru gauntlet's secret power of turning any opponent into a Favored Enemy. I don't believe the game allows for calling shots on a spider's joints.


DM

Target Enemies (linky!) - (1x Day for Level Rounds) Jofram can select a Creature Type as a Favored Enemy and all hits through the gauntlet receive ATT/DAM bonuses as if that creature type were his first Favored Enemy. The bonuses do not stack if the creature he fights actually IS a Favored Enemy – only the best modifier is used.

FYI - to cast defensively, I need a Concentration Check from you.


HP: 51/79 | | Anatomist (+1 to confirm Crits) | | Fav. Enemy +4 = Humans, Half-Humans, Undead

Concentration: 1d20 + 7 + 3 ⇒ (5) + 7 + 3 = 15 Wuh wuh wuuhhhh.....

Jayse wrote:
Pssst... Jofram... I think the DM was just trying to remind you about yoru gauntlet's secret power of turning any opponent into a Favored Enemy. I don't believe the game allows for calling shots on a spider's joints.

Makes sense - It's hard not to be distracted with this whole "work" thing. Jeez, what a pain.


DM

Yeesh! Well your spell fizzled BUT that doesn't mean you can't risk making the move. It will subject you to a potential AoO IF the Spider gets more than one AoO per round (as he already used an AoO on Orin). So, do you want to stay where you are, dare moving as a MOVE action (possible AoO), or do something else with the MOVE you have left?


HP: 51/79 | | Anatomist (+1 to confirm Crits) | | Fav. Enemy +4 = Humans, Half-Humans, Undead

AOO on a 5' step?


Jofram wrote:
AOO on a 5' step?

It's difficult terrain, so I don't believe you can take a 5ft move. You have to take a move action, provoking.


DM

I believe you were casting Feather Step to overcome the problem of the stairs (difficult terrain = even a 5' step counts as a move action and draws an AoO) and Feather Step allows you to overcome difficult terrain penalty and lets you take a standard 5' step.

So you have 3 choices now that your spell is blown:
1. Do nothing.
2. Move any distance and risk a possible AoO.
3. Use your move action for something else.


DM

Moving forward with your last declared action.

Despite the failure of his spell, Jofram lunges towards the cleric. Luckily, he doesn't earn the spider's attentions.


Strae nods at the monk's request, even as he eyes the massive spider, looking for weaknesses. "I've read about these things... We have to hit it hard and keep it up, or it will quickly heal. Also..."

Conveyed Spider Info:
The famed and feared Shadow Spider - a creature of some cunning and fearful appetites. A beast that weaves its very own pocket dimension between its native lands (the Plane of Shadow) and the its 'hunting grounds' - the Prime Material Plane.

SHADOW SPIDER
AC: Good (save its Touch AC)
HP: Very Good
Best Save: Fort
Worst Save: Will

Strengths:

  • Attacks with four claws and a paralytic poisonous bite
  • Fast Healing
  • Several Combat Feats
  • Can spray Slick Silk (powerful Grease spell)
  • Can Shadow Walk at will
  • Multiple senses used to hunt (i.e. blinding it won't work)

The Shadow Spider, once it has latched onto its prey tends to vanish into its pocket dimension to dine. Venturing into its pocket dimension is hazardous, for if the Spider is killed, its pocket begins to collapse. In relatively short order it vanishes and anyone inside it is ejected into either the Prime Material or the Plane of Shadow.

The gnome casts a spell and two rays of flame rake across the carapace of the massive spider, cooking it slightly and earning a small squeal from the creature as it turns and lays its baleful black gaze on the figures at the top of the stairs. Straehan takes an subconscious step back as he leans towards the monk, "Definitely not a fan of fire. Like it or not, I think that got its attention."

Next UP... Spidey

rolls:
Knowledge: Arcana 1d20 + 15 ⇒ (13) + 15 = 28

Scorching Ray
RANGE: 25' +5'/2 lv
EFFECT:
Ranged Touch 1d20 + 9 ⇒ (17) + 9 = 26 DAM 4d6 + 4 ⇒ (3, 4, 5, 4) + 4 = 20
Ranged Touch 1d20 + 9 ⇒ (6) + 9 = 15 DAM 4d6 + 4 ⇒ (3, 6, 3, 3) + 4 = 19


HP: 51/79 | | Anatomist (+1 to confirm Crits) | | Fav. Enemy +4 = Humans, Half-Humans, Undead

Sorry, I'm a bit confused about the situation. I thought that:

    1) Concentration Check only came into play if I took damage, or something else happened to distract me from casting.
    2) Difficult Terrain was only on the spider webbed squares.

I'm happy to move forward as-is; I'm just not completely understanding how things are playing out.


Rules Stuff:
To cast defensively, you have to make a concentration check vs a DC of 15 + 2x the level of spell you are casting... so for a 1st level spell like Feather Step, it is a DC:17 [15+(1x2)].

Stairs are generally considered 'difficult terrain' so there are no 5' steps possible.

The webbed stairs are both difficult (being stairs) and require a Reflex save because they are 'greased'.

The Spider never wavers in its decision. It sprints along and up the wall, cresting the stairwell and lashing out at the sorcerer and monk with fangs and slashing claws. Weakened by Orin's spell, only a single claw slashes across Jayse's brow. Straehan is pierced by the beast's fangs.

EDIT - Jofram and Orin may take AoOs on the running spider.
Also, while the spider attacks Jayse/Strae, it is approximately 25' from Jofram/Orin/Ushari. Unfortunately, my graphic is not 3D.

Round: 2

ORDER: Spider, Jayse, Orin, Jofram, Straehan Ushari

MAP: The Itsy-Bitsy Spider

Ja's HPs: 52|70
Jo's HPs: 39|79
Ov's HPs: 72|72
Uv's HPs: 34|52
St's HPs: 49|60

On-Going Effects:
Good Guys
Heroism - Jayse/Orin
Mirror Images (1) - Orin
Paralyzed - Ushari - rnd 3 of 4

Bad Guys
Enfeebled - -4 STR - rnd 2 of 7

BOOM:

Target DC:10+1+4 WIS: 1d20 + 1 ⇒ (3) + 1 = 4 <DC - go after most recent 'threat'

MODS: Enfeebled, PA
BITE (20/x2) - STRAE AC:25
HIT: 1d20 + 19 - 2 - 4 ⇒ (19) + 19 - 2 - 4 = 32 DAM: 1d8 + 2 - 2 + 8 ⇒ (3) + 2 - 2 + 8 = 11 + POISON (Fort DC:21)
CLAW (19+/x2) - STRAE AC:25
HIT: 1d20 + 19 - 2 - 4 ⇒ (6) + 19 - 2 - 4 = 19 DAM: 2d6 + 6 - 2 + 8 ⇒ (1, 6) + 6 - 2 + 8 = 19
CLAW (19+/x2) - STRAE AC:25
HIT: 1d20 + 19 - 2 - 4 ⇒ (7) + 19 - 2 - 4 = 20 DAM: 2d6 + 6 - 2 + 8 ⇒ (5, 2) + 6 - 2 + 8 = 19
CLAW (19+/x2) - JAYSE AC:25
HIT: 1d20 + 19 - 2 - 4 ⇒ (17) + 19 - 2 - 4 = 30 DAM: 2d6 + 6 - 2 + 8 ⇒ (3, 3) + 6 - 2 + 8 = 18
CLAW (19+/x2) - JAYSE AC:25
HIT: 1d20 + 19 - 2 - 4 ⇒ (10) + 19 - 2 - 4 = 23 DAM: 2d6 + 6 - 2 + 8 ⇒ (2, 5) + 6 - 2 + 8 = 19


The gnome shakes off the poison that threatens to lock up his limbs.

Fort Save 1d20 + 10 ⇒ (19) + 10 = 29


STONE-FACED KILLA

"Nice, Strae! Hit him again, I'll see if I can level the playing field. Be nice if we could draw him up here." He takes a step backwards, unstoppering and shooting one of the potions in his hand.

As he doubles in size (now occupying U/V 63/64) he pockets the second potion, freeing his hands for the fight. "ORIN!" he shouts over the noise of the fight, "DON'T SUPPOSE YOU HAVE ANOTHER WEAKENING SPELL TO HIT IT WITH?"

FREE: 5' step to U63.
STANDARD: Drink Potion of Enlarge Person
MOVE: Stow second potion, leaving hands free (i think that's a move action, if not, disregard)

Status:
HP 52/70
AC 23 • Touch 17 • FF 21
CMD 34 • FF 31 (+2 vs. Grapple/Trip)
Fort +10 Reflex +10 Will +12
--> +2 vs. Shaudran, Enchantments
--> +2 vs. Sleep, Paralysis, & Stunning (Dragon Style)
--> +1 trait vs. Arcane spells
Immune Diseases
.
Effects/Conditions: Mage Armor (7 hrs), Darkvision 60 (constant), Mindshield, Heroism, Enlarge Person


Attack of Opportunity, hair attack for damage, heroism 1d20 + 7 + 3 + 1 + 3 + 2 ⇒ (9) + 7 + 3 + 1 + 3 + 2 = 25


STONE-FACED KILLA

Actually, SR, can Jayse Delay and do this action until after Strae acts? I'd love to let Strae continue to draw its ire, then stand between him and who he (hopefully) wants to eat. :)


Whoops, didn't meant to submit. I doubt that hits, so I'll just take my turn.

Orin considers, then shouts back: Nothing that won't take out you and Strae, too! But I do have an idea...

The teacher adopts his stance, studies the monstrous arachnid for a weak spot, then throws the bag of alchemical gunk.

Swift: Kirin Style, identify the spider, DC 15 + CR 1d20 + 19 ⇒ (1) + 19 = 20

Standard: Throw tanglefoot bag, ranged touch, heroism, combat expertise, throwing into melee, third range increment 1d20 + 7 + 3 + 2 - 1 - 4 - 4 ⇒ (15) + 7 + 3 + 2 - 1 - 4 - 4 = 18

Move: Drink Bull's Strength Potion.

Tanglefoot bag effects:
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.


Ushari can only watch helplessly as her companions fight off the shadow spider. Still she cannot help but think to herself. Jayse, please stop yelling! The acoustics in this shaft makes your voice sound like an ice pick in my skull!


HP: 51/79 | | Anatomist (+1 to confirm Crits) | | Fav. Enemy +4 = Humans, Half-Humans, Undead

AOO:Attack (Arcane Strike, Power Attack): 1d20 + 13 + 2 - 2 ⇒ (5) + 13 + 2 - 2 = 18
Damage: 1d10 + 6 + 2 ⇒ (1) + 6 + 2 = 9

As the spider turns it's back on him, Jofram swipes futilely toward the arachnid. Sheathing his blade, his bow blinks into his hand, and he fires a pair of arrows at the multi-legged monstrosity.

Actions:
Move: Sheathe sword
Swift: Begin Inspire Courage 2
Attack (Arcane Strike, Deadly Aim, Point-Blank, IC2): 1d20 + 14 + 2 - 2 + 1 + 2 ⇒ (10) + 14 + 2 - 2 + 1 + 2 = 27
Damage: 1d8 + 5 + 2 + 4 + 1 + 2 ⇒ (5) + 5 + 2 + 4 + 1 + 2 = 19
Attack (Arcane Strike, Deadly Aim, Point-Blank, IC2): 1d20 + 9 + 2 - 2 + 1 + 2 ⇒ (3) + 9 + 2 - 2 + 1 + 2 = 15
Damage: 1d8 + 5 + 2 + 4 + 1 + 2 ⇒ (3) + 5 + 2 + 4 + 1 + 2 = 17


DM

Orin, I need your AoO damage roll.


stormraven wrote:
Orin, I need your AoO damage roll.

Whoops, sorry. I thought I missed. 1d8 + 7 + 3 + 1 ⇒ (7) + 7 + 3 + 1 = 18


DM

Orin's hair snaps on a joint of the spider's leg while Jofram's sword bounces off its thrice-damned hide as the spider scuttles towards its victims at the upper landing.

Orin watches the creature closely but can discern no special ways to attack it. (Kirin fail) Seeing no better option, he hurls a tanglefoot bag which splashes across the creature's bulbous end and instantly hardens. Unfortunately, it doesn't slow the beast. (Apparently Tanglefoot doesn't work on creatures of Huge size or larger - and the spider is Huge. Sorry.) Hoping to turn this frustrating situation to his advantage, the witch slugs down a potion.

Meanwhile, Jofram's sword vanishes and his mystic bow springs into his hand. The ranger takes careful aim and fires an arrow into the back of the spider's head. The beast twitches at the wound. Jofram looses a second arrow toward the same spot, but it catches in the hardening tanglefoot goo and fails to find its mark.


My bad, guys. I thought the thing was Large sized.


Fortunately, the gnome's long hours of practice casting in combat conditions pay off. Even in the shadow of the Spider's claws, his spell goes off. Two more firey beams lace across the creature's head, eliciting a hiss. With less skill, the gnome tumbles backwards away from the 8-limbed death dealer. Even his passable acrobatic feat isn't nearly good enough as fangs pierce his back mid-flip - bringing pain and poison. Again, Strae's body rallies to resist the numbing effects of the paralytic venom.

STAND: Spell (Defensive)
MOVE: Fall back 10' trying to acrobatically avoid the AoO

rolls:
Cast Defensively CONCENTRATION v DC:19 1d20 + 22 ⇒ (7) + 22 = 29

Scorching Ray
RANGE: 25' +5'/2 lv
EFFECT:
Ranged Touch 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26 DAM 4d6 + 4 ⇒ (3, 2, 3, 4) + 4 = 16 IC
Ranged Touch 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20 DAM 4d6 + 4 ⇒ (4, 6, 1, 3) + 4 = 18 IC

Acrobatics (to avoid AoO) vs Spider CMD 1d20 + 5 ⇒ (16) + 5 = 21 Fail

MODS: Enfeebled, PA
AoO BITE (20/x2) - STRAE AC:25
HIT: 1d20 + 19 - 2 - 4 ⇒ (16) + 19 - 2 - 4 = 29 DAM: 1d8 + 2 - 2 + 8 ⇒ (5) + 2 - 2 + 8 = 13 + POISON (Fort DC:21)
Fort Save 1d20 + 10 ⇒ (15) + 10 = 25


DM

Jayse steps back and slugs down a potion while putting another one away. He grows to a size that nearly fills the corridor. The Spider pulls away from the now sizable victim, its front legs probing the air as if testing this new threat. Thoughts of the pain-bringing gnome retreat before this new larger enemy. It lunges at the monk...

Next Up... Round 3: Arachnaphobia!


Jayse takes the full fury of the massive Spider. Fangs snap inches from his face as the monk backfists the ravening jaws away. He steps into the creature avoiding one claw while using a vertical armbar to block another. But the lower set of claws, well concealed in the shadowy stairwell, are his undoing. They sweep in sideways, like scythes, and pincer him through the abdomen on both sides. Blood explodes from his mouth. It's like being caught on meathooks. The pain is indescribable. Worse, the spider seems poised to drive the spike-like legs deeper into his body.

Jayse and the Spider are grappled.
If you don't break the grapple this round, and the Spider is able to maintain it on its next round, both claws will automatically hit.

Round: 3

ORDER: Spider, Orin, Jofram, Straehan, Jayse Ushari

MAP: The Itsy-Bitsy Spider

Ja's HPs: 12|70
Jo's HPs: 39|79
Ov's HPs: 72|72
Uv's HPs: 34|52
St's HPs: 49|60

On-Going Effects:
Good Guys
Heroism - Jayse/Orin
Mirror Images (1) - Orin
Paralyzed - Ushari - rnd 4 of 4

Bad Guys
Enfeebled - -4 STR - rnd 3 of 7

Both
Grappled - Jayse/Spider - -4 DEX (-2AC), -2 ATT other than grapple stuff

BOOM:
MODS: Enfeebled, PA
BITE (20/x2) - JAYSE AC:23
HIT: 1d20 + 19 - 2 - 4 ⇒ (9) + 19 - 2 - 4 = 22 DAM: 1d8 + 2 - 2 + 8 ⇒ (4) + 2 - 2 + 8 = 12 + POISON (Fort DC:21)
CLAW (19+/x2) - JAYSE AC:23
HIT: 1d20 + 19 - 2 - 4 ⇒ (1) + 19 - 2 - 4 = 14 DAM: 2d6 + 6 - 2 + 8 ⇒ (3, 5) + 6 - 2 + 8 = 20
CLAW (19+/x2) - JAYSE AC:23
HIT: 1d20 + 19 - 2 - 4 ⇒ (11) + 19 - 2 - 4 = 24 DAM: 2d6 + 6 - 2 + 8 ⇒ (3, 5) + 6 - 2 + 8 = 20
CLAW (19+/x2) - JAYSE AC:23
HIT: 1d20 + 19 - 2 - 4 ⇒ (3) + 19 - 2 - 4 = 16 DAM: 2d6 + 6 - 2 + 8 ⇒ (1, 2) + 6 - 2 + 8 = 15
CLAW (19+/x2) - JAYSE AC:23
HIT: 1d20 + 19 - 2 - 4 ⇒ (14) + 19 - 2 - 4 = 27 DAM: 2d6 + 6 - 2 + 8 ⇒ (5, 3) + 6 - 2 + 8 = 20

2 Claw Hits trigger free Grapple (no AoO) - v CMD 35
HIT: 1d20 + 26 - 2 - 4 ⇒ (20) + 26 - 2 - 4 = 40


So this thing is 25 ft above me, right? And the rope that Jayse lowered, can I climb that? Or is it no longer secured?


STONE-FACED KILLA

The rope is tied around Jayse's waist. So if you're not holding it, it's probably dangling down.

Thoughts, fears, and tactics whirl frantically at the edges of the Calm -- embers around a raging inferno. A few things are unmistakably obvious, though. The team needs time. Jayse won't' survive many more attacks like that. And this creature needs to understand they are no easy meal.

Ignoring the pain and the fact that he's dangling -- suspended by spear-like legs skewering his body -- Jayse shouts a wordless cry of desperation. His over-sized sword arm pulls back three times, slamming the blade home like some tattooed battering ram into the exposed underside of the obscenely large spider.

FULL ATTACK: Flurry, including mods for Heroism, Inspire Courage (damage only), Power Attack, and Grapple. And add Psychic Strike damage to the first successful strike:
Psychic Strike Damage 2d8 ⇒ (6, 2) = 8.

rolls:
Mindblade 1d20 + 14 + 2 - 2 - 2 ⇒ (15) + 14 + 2 - 2 - 2 = 27
---> Damage 2d6 + 11 + 4 + 2d6 ⇒ (6, 5) + 11 + 4 + (5, 1) = 32
.
Mindblade 1d20 + 14 + 2 - 2 - 2 ⇒ (18) + 14 + 2 - 2 - 2 = 30 < CRIT?
---> Damage 12 + 11 + 4 + 6 + 6 = 39
---> Crit Confirm 1d20 + 14 + 2 - 2 - 2 + 1 ⇒ (16) + 14 + 2 - 2 - 2 + 1 = 29; trait
---> Total Damage 39 + 2d6 + 11 + 4 + 1d10 ⇒ 39 + (6, 2) + 11 + 4 + (10) = 72
---> Bleed 1d6 ⇒ 1
---> Shaken: 1d4 + 7 ⇒ (3) + 7 = 10 rds
.
Mindblade 1d20 + 9 + 2 - 2 - 2 ⇒ (6) + 9 + 2 - 2 - 2 = 13
---> Damage 2d6 + 11 + 4 + 2d6 ⇒ (5, 4) + 11 + 4 + (3, 3) = 30

Status:
HP 12/70
AC 21 • Touch 15 • FF 21
CMD 31 (34 vs. Grapple) • FF 31 (+2 vs. Grapple/Trip -- grapple bonus included in stat to the left)
Fort +10 Reflex +10 Will +12
--> +2 vs. Shaudran, Enchantments
--> +2 vs. Sleep, Paralysis, & Stunning (Dragon Style)
--> +1 trait vs. Arcane spells
Immune Diseases
.
Effects/Conditions: Mage Armor (7 hrs), Darkvision 60 (constant), Mindshield, Heroism, Enlarge Person, Inspire Courage +2, Grappled

Guys, we may be at the tipping point. It's either all-in or all out. I say we try to burn this thing down, and do it quickly. My vote is we put everything we have into doing as much damage as we possibly can in one round. If we survive, we can call it a day. Jayse just isnt' likely to survive another round.


DM

You still hold one end of the rope. Jayse has the other end tied around his waist.

EDIT - in the spirit of 'All Out', Orin and Jofram might consider delaying for Strae to cast Haste - which will give everyone another attack. Up to you.


Well, I could try to climb up and grapple the thing myself, or I can shoot a magical beast bane arrow and hope that does the trick. I think this is the best chance of me doing the most damage, so here goes.

Move: Draw bow.

Standard: Shoot bow, bane arrow, heroism, IC, firing into melee 1d20 + 7 + 3 + 3 + 2 + 2 - 4 ⇒ (12) + 7 + 3 + 3 + 2 + 2 - 4 = 25

Damage 1d8 + 3 + 3 + 2 + 2d6 ⇒ (8) + 3 + 3 + 2 + (1, 5) = 22


The situation is grim so the gnome pulls out all the stops. In a flurry of action he casts a spell to Haste his companions before working another spell. Unfortunately the thrashing of the Spider as it yanks the monk around makes the shot difficult. Only one beam of fire rakes across the beast.

Anyone who goes after Strae or delays gets the bennies of Haste. Jayse, you get an extra attack.

STAND: Cast Haste
IMMED: Spend Hero Point for extra STAND
STAND: Cast Scorching Ray

On-Going Effects:
Good Guys
Heroism - Jayse/Orin
Mirror Images (1) - Orin
Paralyzed - Ushari - rnd 4 of 4
Haste - +1 Attack on FULL ATTACK ACTION; +1 ATT Rolls; +1 Reflex Saves; +1 Dodge AC; +30' Move

Bad Guys
Enfeebled - -4 STR - rnd 3 of 7
Shaken - - rnd 1 of 10

Both
Grappled - Jayse/Spider - -4 DEX (-2AC), -2 ATT other than grapple stuff

rolls:
Scorching Ray
RANGE: 25' +5'/2 lv
EFFECT:
Ranged Touch 1d20 + 9 - 4 - 4 + 1 + 2 ⇒ (17) + 9 - 4 - 4 + 1 + 2 = 21 DAM 4d6 + 4 ⇒ (6, 6, 1, 2) + 4 = 19 FIC, S Cover, Haste, IC
Ranged Touch 1d20 + 9 - 4 - 4 + 1 + 2 ⇒ (3) + 9 - 4 - 4 + 1 + 2 = 7 DAM 4d6 + 4 ⇒ (4, 4, 2, 6) + 4 = 20


STONE-FACED KILLA

WOOT! Extra attack!

Haste Attack 1d20 + 14 + 2 + 1 - 2 - 2 ⇒ (8) + 14 + 2 + 1 - 2 - 2 = 21; Heroism, Haste, PA, Grappled
---> Damage 2d6 + 11 + 4 + 2 + 2d6 ⇒ (2, 1) + 11 + 4 + 2 + (4, 2) = 26; PA, IC, Shocking & Flaming

waaa-WAAAAAAA


DM

Orin's bane arrow strikes true and earns him a squeal.


DM

The monk's first blow, cracks across the Spider's head and smashes in a half dozen eyes. Focusing on the wound, Jayse drives his blade into the skull of the beast and twists, hearing the carapace crack. The beast thrashes and slashes spraying black blood and poison all about it...

Jayse can't say if these are death throes or if the creature will tear him apart in mere moments. He looks at the stairway, and sees the ranger taking aim...

Jofram - you are UP.


HP: 51/79 | | Anatomist (+1 to confirm Crits) | | Fav. Enemy +4 = Humans, Half-Humans, Undead

Jofram sends a parade of arrows hurtling toward the big icky bug.

Attack:
Full round attack, while hasted and using Multishot and Rapid Shot
.
Attack 1:(Multishot, Rapid Shot, Arcane Strike, Deadly Aim, Point-Blank, Haste, IC2): 1d20 + 14 + 2 - 2 + 1 + 1 + 2 + 1 - 2 ⇒ (7) + 14 + 2 - 2 + 1 + 1 + 2 + 1 - 2 = 24
Damage: 2d8 + 10 + 4 + 8 + 2 + 2 + 4 ⇒ (7, 6) + 10 + 4 + 8 + 2 + 2 + 4 = 43
.
Attack 2:(Rapid Shot, Arcane Strike, Deadly Aim, Point-Blank, Haste, IC2): 1d20 + 14 + 2 - 2 + 1 + 1 + 2 + 1 - 2 ⇒ (12) + 14 + 2 - 2 + 1 + 1 + 2 + 1 - 2 = 29
Damage: 1d8 + 5 + 2 + 4 + 1 + 1 + 2 ⇒ (5) + 5 + 2 + 4 + 1 + 1 + 2 = 20
.
Attack 3:(Rapid Shot, Arcane Strike, Deadly Aim, Point-Blank, Haste, IC2): 1d20 + 14 + 2 - 2 + 1 + 1 + 2 + 1 - 2 ⇒ (4) + 14 + 2 - 2 + 1 + 1 + 2 + 1 - 2 = 21
Damage: 1d8 + 5 + 2 + 4 + 1 + 1 + 2 ⇒ (4) + 5 + 2 + 4 + 1 + 1 + 2 = 19
.
Attack 4:(Rapid Shot, Arcane Strike, Deadly Aim, Point-Blank, Haste, IC2): 1d20 + 9 + 2 - 2 + 1 - 2 ⇒ (9) + 9 + 2 - 2 + 1 - 2 = 17
Damage: 1d8 + 5 + 2 + 4 + 1 + 1 + 2 ⇒ (7) + 5 + 2 + 4 + 1 + 1 + 2 = 22


DM

Jofram sends a hail of arrows at the creature, two bite into the eye-mount and two rattle off the shell and fall into darkness...

Was it the bane arrow, the ranger's arrows, the flames, or the mystical blue blade buried in the Spider's skull that wrought the foul creature's doom? None can say but die the creature certainly does.

The massive black form thrashes briefly - blasting a rattling hiss - and then its claws tear from the monk's sides as it slides backwards into the wide dark well at the heart of the second stair, its long legs brushing the walls as it tumbles into the abyss. Some 80' feet below, the bloated beast crashes to a halt - suspended by a dark web of its own creation. Yet another snare for its victims. But the weight is too much. Webbing snaps and stones pull loose from the wall. With a dull roar, the dead spider, its web, and hundreds of pounds of rock rattle down the chute. The echoing crashing fades quickly... They never hit a bottom that you can hear.

COMBAT OVER


Ushari feels the paralysis fade and then she calls out weakly, "Medic! Oh wait..." She heads carefully over to the landing where Jayse waits patiently for her healing touch.

She first channels energy to heal her companions:

Channel x2 4d6 + 4d6 ⇒ (3, 2, 2, 2) + (5, 6, 3, 1) = 24

She then breaks out her wand...

Heal time, Jayse 7 charges!:
CLW Jayse 1d8 + 1 + 36 ⇒ (7) + 1 + 36 = 44
1d8 + 1 + 44 ⇒ (6) + 1 + 44 = 51
1d8 + 1 + 51 ⇒ (1) + 1 + 51 = 53
1d8 + 1 + 53 ⇒ (5) + 1 + 53 = 59
1d8 + 1 + 59 ⇒ (1) + 1 + 59 = 61
1d8 + 1 + 61 ⇒ (2) + 1 + 61 = 64
1d8 + 1 + 64 ⇒ (7) + 1 + 64 = 72

Jayse is at full HP.

Heal time, Jofram 3 charges!:
CLW Jofram 1d8 + 1 + 63 ⇒ (3) + 1 + 63 = 67
1d8 + 1 + 67 ⇒ (3) + 1 + 67 = 71
1d8 + 1 + 71 ⇒ (6) + 1 + 71 = 78

Jofram is at 78 HP. The others should be at full HP due to her channels.


DM

Ja's HPs: 70|70
Jo's HPs: 78|79
Ov's HPs: 72|72
Uv's HPs: 52|52
St's HPs: 60|60

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