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SeanDM's Return to Brim

Game Master Mur


751 to 800 of 848 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>

Good use of an action point!
You had 1 action point when you started the day (after sleeping in the main chamber). You get 1 action at the start of every day. Then every two fights you get another action point (you can only spend one a combat, though). Technically, this will be your second fight of the day (the first was the traps in the hall). So, you will be getting another AP after this fight.


Two other things:
Cog, you will lose your concealment this round if you don't move... now that the orc won't get an OA on you, you could move after you hit him. It might not be a huge deal to you, but just letting you know.
Also,
Your daily comes with an extra effect. The orc is affected by the Dark Dream (save ends). As long as he is under the effect, you can use a minor action to slide him 1 sq.


Male Halfling Warlock / 2

If I can still move after combat then I will move to H3.


Aurr and Cog both rain arcane energy down on the nearby orc. He is heavily wounded (Orc1 is now Bloodied! These guys have a fair number of hps for your level, but you've managed to beat this guy to half his health!)

The two mercenaries, drop their crossbows, draw blades and begin swinging. The thug closest to Rive, shifts around the barricade and puts his full force behind his swing, while the other one attacks the newly spawned fire angel.
Thug2 Press the Advantage! (recharging power) on Rive: 1d20 + 9 ⇒ (15) + 9 = 24 vs AC, HIT! for 1d8 + 4 ⇒ (3) + 4 = 7, you are pushed 1 square (but, he decides not to push you), and you are DAZED (one action next turn, save ends).
Thug3 Basic Attack on Angel: 1d20 + 9 ⇒ (19) + 9 = 28 vs AC, 1d8 + 4 ⇒ (8) + 4 = 12 and it is MARKED.

Total Damage to PLAYERS:
Rive: 7 and you're dazed (save ends)
Fire Angel: 12 and you're marked

Enemy Info:

Thugs == AC: 17, Fort: 15, REF: 14, WILL: 13
Goblin Cutters == AC: 15, Fort: 13, REF: 14, WILL: 13
Orcs == AC: ??, Fort: ??, REF: ??, WILL: ??

-Jhorash'tar Orc Soldiers get to make a free attack when killed.

-The Thugs have a rechargable power, it hits, pushes, and dazes you.
Once they use it, they have to roll each turn to see if they can use it again.

Map Info:

Upright Pillars = block line of sight and provide limited cover.
Fallen Pillars = DIFFICULT TERRAIN: Athletics Check to climb up on (DC 10), and they provide limited cover from ranged attacks.
Stairs = the stairs in the north wall go UP and are DIFFICULT TERRAIN.
Rubble = DIFFICULT TERRAIN.

Everything else is normal

The Angel ("A") is an Ally, you can flank with it like normal!

RED DOTS on enemies indicates Bloodied (Players do not get marked)
PURPLE DOTS are Cog's Curse
ORANGE DOTS are Rive's Mark

Initiative - bold shows who's turn it is
===================================================================
Orc1: Bloodied! Cursed by Cog, Dark Dream! (se), grants +1 AC to all adjacent friendlies (TEo AURR NT),
Orc2: (2 shroud), Marked by Rive
Gob1
Gob2
Cog:
Aurr
Katsuye
T2: Recharge Power Used, Marked by Rive
T3
Atreos
& Fire Angel: Marked by Thug3
Rive: Dazed (se)

===================================================================

Atreos and Rive, you're up!

<< NEWEST MAP >>


@Atreos!
I think you have too few hp. I think Atreos is supposed to have 27hp at level2.
This would mean that his angel has 13, and it is still alive (just barely) after that nasty hit from the Vendis's thug.


Male Deva Invoker Level 1

With a minor action I will move my Angel of fire to C8 and make him use his burst attack

Wisdom VS reflex 1d20 + 6 ⇒ (1) + 6 = 7 What??? No fair!!!

Atreos starts to think the gods are playing with him...


Still waiting on Rive... he only gets one action (being dazed), I may have to make it for him soon :/


Male Human Level 1 Battlemind

Sorry! I've been on the verge of chiming in, honest! Finally picked my level 5 item. So -- Rive will use Vicious Cobra Strike, augmented with his last power point: 1d20 + 10 ⇒ (11) + 10 = 21 on Goblin 2 (the guy in D5) the and 1d20 + 10 ⇒ (19) + 10 = 29 on Orc 2 (the guy right in front of him). Anyone hit takes 4 damage and is marked. If Orc 2 is hit, the Augment also marks Thug 2 (the guy next to him). Rive will ready Blurred Step and Mind Spike in case anyone moves away or hits someone else. (My apologies if I've gotten the identifiers wrong - I really will try to keep up better!)

Current h.p. 32. His AC is now up to 21, btw -- I'll update the stuff soon!


I'll up-date when I get home

Rive, roll a save verse the DAZED effect.

PS. What did you finally end up going with? Armor of some sort?


Atreos, your angel's burst attack allows you to roll an attack vs each target - so, you still need to roll an attack vs Human Thug3 - and then hopefully, you'll get to roll for damage! :)

All of Rive's attacks hit - so, all of the creatures around Rive are now marked by him... update coming.


The orcs growl and press the attack. At the same time the goblin cutters try to find their opennings and aim for your kidneys... axes cleave and wicked daggers stab, but most of the whirlwind is deflected. Only Rive suffers much from the attack (he's just been bloodied, and those Orcs hit hard - he might need some healing).


ORCS' Turn
Orc1: Charges Katsuye: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18 vs AC, miss! --ooh, jut barely, good thing you have magic armor! lol
Orc2: Attacks Rive: 1d20 + 7 ⇒ (16) + 7 = 23 vs AC, HIT for 1d12 + 5 ⇒ (10) + 5 = 15
Orc1's save: 1d20 ⇒ 2, FAILED
(that means that Cog can spend a minor action to slide the orc one square on his turn, if he wants)

GOBLIN CUTTERS' TURN
Gob1: Shifts around Atreos (gains Comb Adv) and uses Kidney Strike: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13 vs AC, miss!
Gob2: Attacks Rive (w/ Comb Adv), uses Kidney Strike: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16 vs AC, miss!

Total Damage to PLAYERS:
Rive (from the orc): 15 damage

Enemy Info:

Thugs == AC: 17, Fort: 15, REF: 14, WILL: 13
Goblin Cutters == AC: 15, Fort: 13, REF: 14, WILL: 13
Orcs == AC: ??, Fort: ??, REF: ??, WILL: ??

-Jhorash'tar Orc Soldiers get to make a free attack when killed.

-The Thugs have a rechargable power, it hits, pushes, and dazes you.
Once they use it, they have to roll each turn to see if they can use it again.

-If the Goblin Cutters get combat advantage on you, they strike twice as hard!

Map Info:

Upright Pillars = block line of sight and provide limited cover.
Fallen Pillars = DIFFICULT TERRAIN: Athletics Check to climb up on (DC 10), and they provide limited cover from ranged attacks.
Stairs = the stairs in the north wall go UP and are DIFFICULT TERRAIN.
Rubble = DIFFICULT TERRAIN.

Everything else is normal

The Angel ("A") is an Ally, you can flank with it like normal!

RED DOTS on enemies indicates Bloodied (Players do not get marked)
PURPLE DOTS are Cog's Curse
ORANGE DOTS are Rive's Mark

Initiative - bold shows who's turn it is
===================================================================
Orc1: Bloodied! Cursed by Cog, Dark Dream! (se)
Orc2: (2 shrouds), Marked by Rive
Gob1
Gob2: Marked by Rive
Cog: concealed (attackers take a -2 to hit you)
Aurr
Katsuye

T2: Recharge Power Used, Marked by Rive
T3
Atreos
& Fire Angel: Marked by Thug3 Still gets an attack roll (and maybe dam) on Thug3
Rive: Bloodied!, Dazed (se) <-- needs to roll a save!
===================================================================

Cog, Aurr and Katsuye, you're up!

<< NEWEST MAP >>


Male Human Level 1 Battlemind

I've updated my character sheet. I think you said I had +1 scale and a 5th level item, So I snagged a sentinel marshal honor long sword. Did I remember that right? OK - my save: 1d20 ⇒ 4


Ooohh! I like that sword. Very tank-worthy :)
And yes, you remembered correctly, I had forgotten, lol


Female Revenant Assassin 2

I assess the situation quickly, intensifying the shadows crawling over O2 before growing dark and vanishing. I reappear next to Goblin2 (E6) and make a stab for his kidneys.

Assassin's Shroud on O2 (now 3), ShadowStep to E6

Shadow Storm on G2
1d20 + 8 ⇒ (13) + 8 = 21
Hit! 1d8 + 7 ⇒ (8) + 7 = 15 Anyone have some fava beans and a nice Chianti? Or is that what you have with liver?

Status/Used:
HP: 24/24, Surges: 8/8, AP: 1/1


Male Halfling Warlock / 2

Cog will curse Goblin 1 and then move to I4 and continue to work over Orc1.

Eldritch Blast vs. Reflex
1d20 + 4 ⇒ (10) + 4 = 14

Damage + Curse Damage
1d10 + 4 ⇒ (9) + 4 = 13 + 1d6 ⇒ 3 = 16

HP: 18/31 Temp HP: 0/0 Surges: 8/8 AP:1/1


Katsuye burries her khopesh into the small goblin. He is shocked when she teleports through the shadows, and even more shocked when his body is nearly rent in two. (PS. Katsuye, I think your damage is +3 more, you get to add your CHA modifier if the target is NOT adjacent to another enemy... which he isn't).

Cog Eldritch Blast burns another hole into the orc. He staggers from the effect and he loses his grip on his axe for a moment... PS. Cog, you lose your concealment this turn -- I don't really see a good way for you to move 3squares in order to maintain it (without getting hit by the orc)... unless you want to move back down the hall and slightly off the map, you could move to "G-zero" or "H-zero", you'd be standing right next to where Kartus and Theeb are waiting and I still think you'd be able to hit everyone just fine... it's up to you.


Goblin2 is near dead (the goblins are weaker creatures and have fewer hp -- he's down to his last couple)
Orc1 is also close to death (not as close), but he's knocking on death's door.


Male Halfling Warlock / 2

I will bypass concealment this turn.


Male Deva Invoker Level 1

Extra attack for Angel 1d20 + 6 ⇒ (12) + 6 = 18 Could be a hit..

Damage roll 1d8 + 6 ⇒ (7) + 6 = 13


Male Changeling Artificer

Out of our way!

Aurr aims his crossbow and sends a bolt towards his target!

Standard action I will attack Thug 1 at H6 with Aggravating force

Attack roll VS AC 1d20 + 6 ⇒ (18) + 6 = 24 Woohoo that's a hit!

Damage roll: 1d8 + 4 ⇒ (3) + 4 = 7 And the next person to attack him gets a +2 bonus to attack

If Thug 1 dies I would like to move G6 and heal Rive with my minor action (HS + 2) BUT if he doesn't I will stay where I am


Your former ally hiding behind the rubble is blasted by the Atreos's Angel! (That's a good solid hit on that Thug3 -- he's not bloodied, but he's definitely feeling that flame!).

@Aurr: I'm assuming you meant Orc1, since that's who's at H6 -- all that Diablo3 is messing with your vision, lol.
Aurr's bolt flies a few feet and tears a hole in the orc's neck. It's a mortal wound... well, should be a mortal wound on anyone else. The orc roars, rips the bolt from his neck, and smears it on his face -- I think you've made it angry... In broken common and thick orcish accent it screams, "Victory or Death!" and then it cleaves into Atreos with a Savage Surge!. In the end of the exchange, the orc actually looks more revitalized than before.

Aurr dropped Orc1 to 0hp - Orc1 is dead - HOWEVER:
Jorash'tar Orcs get a dying action... whenever they are reduced to 0hp they get one free standard action, and he uses his to activate his encounter power:
(death action) (ENCOUNTER POWER) Savage Surge! vs Atreos:
1d20 + 7 ⇒ (14) + 7 = 21 vs AC (which is currently 17+2 b/c of Atreos's racial and Aurr's previous spell), HIT!!
For 1d12 + 5 ⇒ (8) + 5 = 13 damage

AND Orc1 gets to spend a healing surge.
So, the orc was dead, now he's not... he's still bloodied -- and I think Atreos is nearly bloodied too!
By the way, the free dying action is a triggered action, so it will trigger again when you drop him to 0hp a second time; however, the Savage Surge that healed him is an ancounter power, so he cannot do that again... meaning next time, he'll get his dying shot, but that's it and he'll be dead-dead.

Total Damage to PLAYERS:
Atreos: 13


PS: @Cog - technically, your cursed target did drop to 0hp, so you gain your curse bonus (+1 to any d20 roll till end of your next turn) -- and orc1 is still cursed, so you could get this a second time from the same guy when he dies later.


Female Revenant Assassin 2
SeanDM wrote:
(PS. Katsuye, I think your damage is +3 more, you get to add your CHA modifier if the target is NOT adjacent to another enemy... which he isn't).

You are right. Misinterpretation on my part (I hope that I haven't been doing that all game...). Damage is 18.


Thug2 recharges? 1d6 ⇒ 6 Yes.
"Why does your group follow us?! Go back and stay with that dwarf -- our new friends won't just kill you!" The marked thug (a former ally in your last fight) actually seems concerned, just a little... But it doesn't stop him from attacking Rive, and his friend from attacking Atreos's angel of fire -- sending it back to whatever plane it came from.. and causes Atreos to real in shock.
Thugs:
Thug2: Basic Longsword swing vs Rive (w/ comb adv): 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15, miss!
Thug3: Basic Longsword swing vs Angel: 1d20 + 9 ⇒ (10) + 9 = 19, vs AC *HIT* for 1d8 + 4 ⇒ (7) + 4 = 11 - that kills the angel -
he then switches out for his crossbow.
Atreos your summoned creature died, you lose 1 healing surge.

Total Damage to PLAYERS:
Angel is dead
Atreos: loses a healing surge.

All defenses are now noted below

Enemy Info:

Thugs == AC: 17, Fort: 15, REF: 14, WILL: 13
Goblin Cutters == AC: 15, Fort: 13, REF: 14, WILL: 13
Orcs == AC: 14, Fort: 16, REF: 12, WILL: 11

-Jhorash'tar Orc Soldiers get to make a free attack when killed.

-The Thugs have a rechargable power, it hits, pushes, and dazes you.
Once they use it, they have to roll each turn to see if they can use it again.
-If the Goblin Cutters get combat advantage on you, they strike twice as hard!

Map Info:

Upright Pillars = block line of sight and provide limited cover.
Fallen Pillars = DIFFICULT TERRAIN: Athletics Check to climb up on (DC 10), and they provide limited cover from ranged attacks.
Stairs = the stairs in the north wall go UP and are DIFFICULT TERRAIN.
Rubble = DIFFICULT TERRAIN.

Everything else is normal

The Angel ("A") is an Ally, you can flank with it like normal!

RED DOTS on enemies indicates Bloodied (Players do not get marked)
PURPLE DOTS are Cog's Curse
ORANGE DOTS are Rive's Mark

Initiative - bold shows who's turn it is
===================================================================
Orc1: Bloodied! (used surge) Cursed by Cog, Dark Dream! (se), +2 to hit him for next turn
Orc2: (3 shrouds), Marked by Rive
Gob1
Gob2: Bloodied! (near dead) Marked by Rive
Cog: +1 to any ONE d20 roll till end of turn.
Aurr
Katsuye
T2: Recharge Power Available, Marked by Rive
T3: Recharge Power Available
Atreos
Rive: Bloodied! Dazed (se)

===================================================================

Atreos and Rive, you're up!

<<MAP>> is the same EXCEPT the angel is dead and gone, and Katsuye is now at E6


Male Deva Invoker Level 1

Since Atreos got hurt bad he has a channel divinity power called armor of wrath that would push Orc1 two spaces and deal 2 dmg to him. I don't think that will kill him but it would move him away to H8 I think. Its a trigger action as well

The gods teach me humility but you shall not triumph in your treachery! Atreos anger bellow from him just as the blood flows from the wound he received

Atreos will move to J6 next to Aurr as long as the triggered action pushes the Orc. From there he will attack Orc 1 with Vanguard's lightning

Attack Roll vs Ref 1d20 + 6 ⇒ (5) + 6 = 11 and even with the + 2 I think that is a miss...

Aurr, my good friend, I could use some of your Healing needles if you have a moment...

Current HP 11/24 (bloodied) HS 7/8


Righteous energy blasts the orc back after it delivers its blow to Atreos... The orcs staggers back a bit, growls, and tracks its prey as Atreos moves about the room.

The triggered action works. No, it doesn't do enough to kill the orc -- he got to spend a healing surge, so he was back into the teens for hp. But it does move him two squares, allowing you to move about the room.
AND! Orc Ref is only 12, so with your +2, it's a HIT! :) - go ahead and roll for damage.


Male Deva Invoker Level 1

Lol really? Cool! Damage roll 1d6 + 5 ⇒ (2) + 5 = 7 I think i get to push him another square back too!


Male Deva Invoker Level 1

Rive! I know you have been bloodied, dazed, beaten, stabbed, burned, share some of Aurr's crappy soup and even been close to death a few times but now is not the time to give up! You can rise from this lethargic state and come join us! It feels like we are statues frozen in time without your presence my friend!


I think the orc's terrifying shouts have gotten the better of Rive... I emailed Ray, hopefully we'll see him move soon...


Male Human Level 1 Battlemind

Rive, embittered by his long and clearly losing battle with narcolepsy, debates whether or not to use his single attack to heal himself or smite his enemies -- the flips his blade through the air, lashing out at two enemies within reach. Vicious Cobra Strike on first Goblin 2 and then Orc 2:</ooc> <dice>1d20+10[/dice] and 1d20 + 10 ⇒ (18) + 10 = 28 [ooc]for 4 damage on each if I hit, and marking anyone I hit. Assessing the situation, Rive muses On second thought, a little healing might not be a bad idea...and spend his action point to take his second wind. He's now at:

HP 26 Healing Surges 12. Also -- save vs. daze: 1d20 ⇒ 1


Male Halfling Warlock / 2

He lives, huzzah!


There and back again...

Late in the month of Barrakas (August-ish), your group set out of the tiny town of Karholm (a small mining community not found on most maps). You were hired by House Tharashk to locate a missing emissary of the Kingdom of Karrnath. Your contact in with the Finders Guild is Codrus (a minor dragonmarked minotaur of House Tharashk -- the House in charge of the Finder's Guild).

You were sent out with several other groups to wind through the caverns of the Ironroot Mountains in search of clues of Martush (the emissary) or some "Device/Portal" that Martush sent word of in his last communication.

You made your way through the caverns, into forgotten dwarven ruins, and eventually found the clues you were looking for... and more. House Cannith (the magic-craftsmen) are also interested in the area and have challenged (attacked) you to keep the secrets their own. You found Martush's journal and remains, and you found the ante-chamber to the "Device/Portal" but it was sealed by House Cannith before you could get in.

You're currently on your way back to report your findings and collect your pay.

Along the way, you've made some friends:
- Thorren, a dwarven paladin, and his adventuring group stayed behind to guard the sealed room, and wait for House Tharashk to show up (Codrus is out of communication, but Kartus says someone will show up).
- Kartus (the guild page) and Theeb (his bodyguard) have accompanied you to keep House Tharashk's interrests assured (Kartus is known to have some dragonshard crystals and at least one or two ritual scrolls of communication on him - Theeb is a skilled fighter).

AND SOME ENEMIES!
- Terris D'Cannith -- local leader of House Cannith (somehow connected to Aurr's warforged "father")
- Danieth and Torvel -- names dropped by artificers of House Cannith; you figure Denieth is a Breland noble - possibly Danieth D'Cannith; the name "Torvel" you can't place.
- Vendis -- a half-elf that you encountered in the large chamber, he was leading a group of adventures hired by House Tharashk from Karholm, he is somehow connected to Katsuye's history, and has turned on your group. He has stolen the lead artificer's ritual book (a book that contained several nice higher level rituals and probably some scrolls and notes -- most likely it is sensitive information to House Cannith).

You are on Vendis's trail.
You have followed him past a few traps and into an exit chamber where his men wait in ambush.
Three of Vendis's men have set up with a couple of Jhorash'tar Orcs (more savage and brutal than normal orcs) and a couple of goblin cutters (sneaky little things with a dirty backstab when they flank you). Vendis is gone, and this group was left to cover his tracks.

The fight is on.
One of Vendis's men lies dead in the room, and both a goblin and orc are near to dead...


Make sure you look over your characters. Check your gear and abilities... It may also be nice to post a few lines about your character to remind everyone who you are and also get you back into character. Whether it's your turn to fight or not, feel free to post a couple of sentences about yourself.
The orcs are up -- I'll post their turn tonight when I get home from work.


Male Halfling Warlock / 2

Cog who has ducked slightly back into the hallway, belts out from his small stature.

"Let us not falter my friends! We have them in our grasp!"

Cog then twirls his quarterstaff above his head and as the staff and his hair swirls around a small tornado like cone of glowing blue energy forms as he eyes his next target.


The goblin between Rive and Katsuye crumples to the ground. Rive's Twin Cobra Strike was enough to drop him...
The frist orc continues its assualt on Rive, shifting a little to his left and savagely slicing deep into Rive.
The second orc smells blood in the air (I think it's mostly his) and charges after Atreos, trying to pin his near dead body into the alcove.

ORC2:
Move action: shift to B5.
Greataxe attack vs Rive's AC: 1d20 + 7 ⇒ (18) + 7 = 25, HIT! (even with Rive's +2 Defense Bonus from taking his Second Wind) for 1d12 + 5 ⇒ (10) + 5 = 15
ORC1:
Charging to I7 from the square that Atreos pushed him to.
Charging Greataxe swing vs Atreos's AC: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20 HIT! for 1d12 + 5 ⇒ (4) + 5 = 9

Orc1 Save: 1d20 ⇒ 2 --> Failed! Cog's Dream still lasts.
Meaning - COG you can spend a Minor Action on your turn to slide the orc1 one sq.

The last goblin shifts into a flanking position and aims for Rive's kidneys, but the presence of Katsuye must scare him just a bit and his strike just barely misses.
Goblin 1:
Move Action: (they can shift 3 squares as a move action) -- he shifts to D5, flanking Rive with Thug2
Kidney strike vs Rive's Flanked AC: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19, miss...

Total Damage to PLAYERS:
Atreos (from orc1): 9 --> I think he's at 2 hp!
Rive (from orc2): 15 --> he's hurting

Enemy Info:

Thugs == AC: 17, Fort: 15, REF: 14, WILL: 13
Goblin Cutters == AC: 15, Fort: 13, REF: 14, WILL: 13
Orcs == AC: 14, Fort: 16, REF: 12, WILL: 11

-Jhorash'tar Orc Soldiers get to make a free attack when killed.

-The Thugs have a rechargable power, it hits, pushes, and dazes you.
Once they use it, they have to roll each turn to see if they can use it again.

-If the Goblin Cutters get combat advantage on you, they strike twice as hard!

Map Info:

Upright Pillars = block line of sight and provide limited cover.
Fallen Pillars = DIFFICULT TERRAIN: Athletics Check to climb up on (DC 10), and they provide limited cover from ranged attacks.
Stairs = the stairs in the north wall go UP and are DIFFICULT TERRAIN.
Rubble = DIFFICULT TERRAIN.

Everything else is normal

RED DOTS on enemies indicates Bloodied (Players do not get marked)
PURPLE DOTS are Cog's Curse
ORANGE DOTS are Rive's Mark

Initiative - bold shows who's turn it is
===================================================================
Orc1: Bloodied! (near dead - again!) (used surge) Cursed by Cog, Dark Dream! (se)
Orc2: (3 shrouds), Marked by Rive
Gob1
Cog: +1 to any ONE d20 roll till end of turn.
Aurr
Katsuye

T2: Marked by Rive
T3
Atreos
Rive: Bloodied! Dazed (se)
===================================================================

Cog, Aurr and Katsuye, you're up!
Whoohoo! The fight is on :)

<< NEWEST MAP >>

Aurr! Heads up: Both Rive and Atreos are badly wounded - Rive's already spent his Second Wind and Aurr can only heal one of them... choices, choices, choices :)


Male Changeling Artificer

Well I think the fighter needs the help more than Atreos so rive gets the healing!

Stantard action:I will use my healing on Rive so he heals his healing surge plus 2

Aurr will not take any moves at the moment...


Aurr: I think your healing power is a minor action -- you can still attack this round.


Male Changeling Artificer

Lol oh yeah it is! Sorry I forgot!

Ok I will use Thundering armor on the goon at I7 giving Atreos the +1 to AC. Attach is VS fortitude also

1d20 + 4 ⇒ (19) + 4 = 23 I hope that is a hit!!!

Damage roll: 1d8 + 4 ⇒ (1) + 4 = 5 not as good...sigh


Male Halfling Warlock / 2

Cog will move back into the hallway gaining concealment (because of the movement) to G2 and try to finish off Orc 1.

Eldritch Blast vs. Reflex

1d20 + 4 ⇒ (12) + 4 = 16

Damage

1d10 + 4 + 1 ⇒ (4) + 4 + 1 = 9


Aurr pauses a moment trying to remember how much energy and concentration it takes to heal a friend, and finally decides he has enough time to also blast the orc near him. Orc1 only had 4 hp left... so... A wave of thunder energy ripples over the orc, dropping him where he stands.

Cog, pick another target -- your attack roll is good enough to hit any of the targets (btw: if you hit the goblin, you'd get an extra 1d6 of damage because of your curse). Just pick someone. ALSO, with the orc dead you've got more freedom to move into the room and maybe you'll be able to hit someone with your curse (Thug3?).

Katsuye, you're up. Orc1 is dead.


Male Halfling Warlock / 2

Cog will move to F8 and attack the Goblin, while cursing Thug 3.

Damage to Goblin

1d6 + 9 ⇒ (2) + 9 = 11


Female Revenant Assassin 2

I nod at Cog as he moves on the Goblin and take the opportunity to close on Orc2. (Shadow Step to A4) As I rise from my crouch, I begin whispering and it is when the Orc turns to look at me that I push both my blade and the deepening shadows between his ribs.
Shadow Storm 1d20 + 8 ⇒ (9) + 8 = 17
Damage 1d8 + 7 ⇒ (4) + 7 = 11
Shroud Damage 4d6 ⇒ (5, 1, 5, 1) = 12

A little about me...creepy...deathly pale-grey, solid black eyes with red pinpoints, black hair, black-tipped fingers/claws, all black death decorated leather...no memory of anything but my immediate past and a certain militaristic flare to the way I communicate.

Status/Used:
HP: 24/24, Surges: 8/8, AP: 1/1


Katsuye leaps through the shadows and tears a horrible wound in the orc (he's 1 hp from Bloodied - nice hit!! he was almost 100% healthy prior to that hit).
Your former allies continue to attack... but the carnage they see in front of them shakes them a bit and each of their attacks go wide.
Thug2 vs Rive:
Longsword: 1d20 + 9 ⇒ (7) + 9 = 16 vs AC, miss

Thug3 vs Cog:
He loads and fires his Crossbow at Cog (who has concealment): 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14 vs AC, miss

Total Damage to PLAYERS:
none (BUT! Rive and Atreos make sure you take note of the damage posted earlier!)

Enemy Info:

Thugs == AC: 17, Fort: 15, REF: 14, WILL: 13
Goblin Cutters == AC: 15, Fort: 13, REF: 14, WILL: 13
Orcs == AC: 14, Fort: 16, REF: 12, WILL: 11

-Jhorash'tar Orc Soldiers get to make a free attack when killed.

-The Thugs have a rechargable power, it hits, pushes, and dazes you.
Once they use it, they have to roll each turn to see if they can use it again.

-If the Goblin Cutters get combat advantage on you, they strike twice as hard!

Map Info:

Upright Pillars = block line of sight and provide limited cover.
Fallen Pillars = DIFFICULT TERRAIN: Athletics Check to climb up on (DC 10), and they provide limited cover from ranged attacks.
Stairs = the stairs in the north wall go UP and are DIFFICULT TERRAIN.
Rubble = DIFFICULT TERRAIN.

Everything else is normal

RED DOTS on enemies indicates Bloodied (Players do not get marked)
PURPLE DOTS are Cog's Curse
ORANGE DOTS are Rive's Mark

Initiative - bold shows who's turn it is
===================================================================
Orc2: Marked by Rive
Gob1
Cog: concealed (attackers take a -2 to hit you), +1 to one d20 roll before the end of next turn (b/c orc1 died)
Aurr
Katsuye
T2: Marked by Rive
T3: Cursed by Cog
Atreos: +1 AC (from Thundering Armor - end of Aurr's turn)
Rive: Bloodied! Dazed (se)

===================================================================

Atreos and Rive, you're up!

[occ](see the previous map - but, Cog is at F8 and Katsuye is at A4)[/ooc]


Male Deva Invoker Level 1

Atreos will use Vanguard's lightning at Rive's location which should attack everyone around I beleive!

"The heavens respectfully disagrees with your actions sir..ss"

Attack roll 1 VS ref at D5: 1d20 + 6 ⇒ (17) + 6 = 23Hit!

Attack roll 2 VS ref at B5: 1d20 + 6 ⇒ (16) + 6 = 22hit!

Attack roll 3 VS ref at C7: 1d20 + 6 ⇒ (5) + 6 = 11Miss...

Dmg roll:1d6 + 5 ⇒ (3) + 5 = 8 Hmm not bad!

Besides this Atreos makes no movement.


ummm... Vang's Lightning hits all CREATURES, not just enemies - what did Rive ever do to you?? Rive's reflex isn't that hot, so you'd likely clip your buddy with your attack... And with Katsuye at B4, if you target C4 to get the orc and goblin, you might accidentally fry her (though she's got a good reflex and I think is okay with HPs right now - some magic-users might take that shot - lol)
Maybe target C8 and hit both Thugs and no friendlies?
(That's the trouble with most low level spells)


Male Deva Invoker Level 1

I was just hoping to shock him a little bit! Yeah targeting C8 sounds better. Sorry I forgot about that part...sigh


Lol, no worries -- it's been a long while since we've played these guys :)
I'll use your two hits on the the two thugs.

Atreos's lightning blasts a hole behind the barricade and shocks both of your former allies. Thug3 is now Bloodied!

Rive's up


<< RIVE'S TURN >>
Ray asked if I'd run him for a bit while he gets his real job squared away... I'll try to keep him alive :D

Rive, still dazed by Vendis's Thug's earlier attack, uses what little energy he has to keep the orc and goblin's attention.
Vicious Cobra Strike on first Goblin1 and then Orc2: 1d20 + 10 ⇒ (13) + 10 = 23 and 1d20 + 10 ⇒ (14) + 10 = 24 for 4 damage on each and they're marked.

Both Orc and Goblin are now Bloodied

He's now at:
HP 21, Healing Surges 11. Action Point spent.
Also -- save vs. daze: 1d20 ⇒ 11 - SUCCESS!!


The Jhorash'tar Orc ignores Rive's presence (mark) and turns to destory the undead demon behind it... but the look in her red-pupils must surprise the fearless brute and his axe goes wide.
GREATAXE vs Katsuye: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7 vs AC, BIG miss.

The dirty little goblin finds a small openning and burries its blade in Rive's kidneys, and then begins stalking a new prey (Cog).
Kidney Strike vs Rive with Combat Advantage: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 vs AC, 2d6 + 5 ⇒ (1, 4) + 5 = 10 - the hit gives him a free shift, and then on his move action he slides up next to Cog.

Total Damage to PLAYERS:
Rive: 10

Enemy Info:

Thugs == AC: 17, Fort: 15, REF: 14, WILL: 13
Goblin Cutters == AC: 15, Fort: 13, REF: 14, WILL: 13
Orcs == AC: 14, Fort: 16, REF: 12, WILL: 11

-Jhorash'tar Orc Soldiers get to make a free attack when killed.

-The Thugs have a rechargable power, it hits, pushes, and dazes you.
Once they use it, they have to roll each turn to see if they can use it again.

-If the Goblin Cutters get combat advantage on you, they strike twice as hard!

Map Info:

Upright Pillars = block line of sight and provide limited cover.
Fallen Pillars = DIFFICULT TERRAIN: Athletics Check to climb up on (DC 10), and they provide limited cover from ranged attacks.
Stairs = the stairs in the north wall go UP and are DIFFICULT TERRAIN.
Rubble = DIFFICULT TERRAIN.

Everything else is normal

RED DOTS on enemies indicates Bloodied (Players do not get marked)
PURPLE DOTS are Cog's Curse
ORANGE DOTS are Rive's Mark

Initiative - bold shows who's turn it is
===================================================================
Orc2: Bloodied! Marked by Rive
Gob1: Bloodied! Marked by Rive
Cog: concealed (attackers take a -2 to hit you), +1 to one d20 roll before the end of next turn (b/c orc1 died)
Aurr
Katsuye

T2:
T3: Bloodied! Cursed by Cog
Atreos: +1 AC (from Thundering Armor - end of Aurr's turn)
Rive: Bloodied!
===================================================================

Cog, Aurr and Katsuye, you're up!

<< NEWEST MAP >>


Male Halfling Warlock / 2

Cog uses Ethereal Stride to teleport to D5. Cog then focuses a bluish energy around his hands and points at the Goblin Cutter. He then curses Orc 2.

Eldritch Blast vs. Ref

1d20 + 4 ⇒ (7) + 4 = 11

Second Chance (reroll)

1d20 + 2 ⇒ (19) + 2 = 21

Damage

1d10 + 4 ⇒ (2) + 4 = 6


Female Revenant Assassin 2

I look quickly between Rive and Cog before making eye contact with the Thug near the stairwell. With a gesture, shadows begin pooling at his feet and creeping up his legs (assassin's shroud on T2).

You are next.

Shadow Storm on Orc2
1d20 + 8 ⇒ (2) + 8 = 10

The Orc's mighty swing almost catches me at a bad moment but I drop my attack in time to dodge the blow and we circle each other again.


Male Changeling Artificer

I will attack the monster at F7 with Thundering armor giving Cog a +1 to his AC

"Cog! Watch yourself my friend!"

Attack roll VS FORT 1d20 + 4 ⇒ (8) + 4 = 12 Hmm pretty sure that is a miss!


Sorry, I hadn't updated the map. Cog is no longer next to the Goblin -- Cog, ported away. Since the power is a miss, you're welcome to use it on anyone. Do you still want to give the +1 AC to Cog or to someone else?


Assuming the +1 AC is still on Cog -- it doesn't matter in these two attacks...

Thug2 summons all his might and slams his blade into Rive's skull. While Thug3 retrieves his crossbow and tries to pin down your group's healer.
Thug2:
Attack: (recharge power) Press the Advantage! vs Rive: 1d20 + 9 ⇒ (9) + 9 = 18 vs AC, just missed...
Then Shifts 1sq over.
-
Thug3:
Move action - get Crossbow, Minor to load, Standard to Fire:
Crossbow vs Aurr (who has cover behind Atreos): 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 20 vs AC, HIT! for 1d8 + 6 ⇒ (6) + 6 = 12 --- yeeouch!

Total Damage to PLAYERS:
Aurr: (from thug3) 12

Enemy Info:

Thugs == AC: 17, Fort: 15, REF: 14, WILL: 13
Goblin Cutters == AC: 15, Fort: 13, REF: 14, WILL: 13
Orcs == AC: 14, Fort: 16, REF: 12, WILL: 11

-Jhorash'tar Orc Soldiers get to make a free attack when killed.

-The Thugs have a rechargable power, it hits, pushes, and dazes you.
Once they use it, they have to roll each turn to see if they can use it again.

-If the Goblin Cutters get combat advantage on you, they strike twice as hard!

Map Info:

Upright Pillars = block line of sight and provide limited cover.
Fallen Pillars = DIFFICULT TERRAIN: Athletics Check to climb up on (DC 10), and they provide limited cover from ranged attacks.
Stairs = the stairs in the north wall go UP and are DIFFICULT TERRAIN.
Rubble = DIFFICULT TERRAIN.

Everything else is normal

RED DOTS on enemies indicates Bloodied (Players do not get marked)
PURPLE DOTS are Cog's Curse
ORANGE DOTS are Rive's Mark

Initiative - bold shows who's turn it is
===================================================================
Orc2: Bloodied! Cursed by Cog, Marked by Rive
Gob1: Bloodied! Marked by Rive
Cog: concealed (attackers take a -2 to hit you), +2 to all defenses (from Ethereal Stride, TEoNT), +1 AC (from Aurr)
Aurr
Katsuye
T2: (1 shroud) (used recharge power)
T3: Bloodied! Cursed by Cog
Atreos
Rive: Bloodied!

===================================================================

Atreos and Rive, you're up!

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