Shackled City (Pathfinder) - GM_Chris

Game Master Chris Shannon 719

This will be the Shackled City adventure path using the Pathfinder rule set. However, the existing deities (i.e. St. Cuthbert, Pelor, Wee Jas) will not be converted to similar Golarion gods.


5,001 to 5,050 of 15,224 << first < prev | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | 106 | next > last >>

cricket, cricket

yes. You can choose a side. The trap is obvious while stuck open like this, but it does look difficult to disable. Plus you need to get unpinned first.


|| Per +19 | Fort +13 Ref +8 Will +13 | BAB +13 | CMB +20 | CMD 31 || Init +7 Half-Orc (Smoking Eye) Oracle of Battle/Barbarian (Armored Hulk)/Rage Prophet/Chevalier 4/3/6/3

Round 2 Init 17+

Status:

HP = 24/31
AC = 20/11/20 (22/11/22 w/ Shield)
Weapon Equipped = Mwk Cold Iron Greatsword
Speed = 20'
Oracle Spells Left (CL 4, +7 melee touch, +4 ranged touch):
2 3/4 Resist Energy*, Cure Moderate Wounds*, Fog Cloud
1 6/7 Divine Favor*, Shield of Faith*, Remove Fear*, Enlarge Person*, Cure Light Wounds*
0 (at will) Purify Food and Drink*, Create Water, Stabilize, Ghost Sound*, Detect Magic, Mage Hand, Light, Spark*
* Allows save DC = 12 + Spell Level
Status Effects = Bless

Pretty sure the door is spooning you.

Finneas attempts to pry Glimmil out of the clutches of the Skieesque door.

Strength Check 1d20 + 4 ⇒ (3) + 4 = 7 or CMB 1d20 + 7 ⇒ (18) + 7 = 25

If neither of those is an option Finn will hit it with his sword
Greatsword Power Attack +7
1d20 + 7 ⇒ (6) + 7 = 132d6 + 9 ⇒ (2, 2) + 9 = 13


Male Human (Per +7 | Fort +17 Ref +13 Will +22 | AC 29 (f28/t15) | CMD 22)

Round 2, Initiative 4, Location V26

Status:
AC: 17 HP: 27/27
Weapon Equipped = Cudgel
Conditions = None
Channel Energy Left: 7/7
Resistant Touch Left: 8/8
Strength Surge Left: 6/8
Cleric Spells Remaining:
0) Create Water, Guidance, Light, Purify Food & Drink
1) Bless, Command, Obscuring Mist, Protection from Evil
2) Bull's Strength, Hold Person, Sound Burst, Spiritual Weapon

Atol works his way over to Finneas, squeezing in with Dyrant if need be to fit, and casts Bull's Strength. On Finneas, not Dyrant.

"Finneas, maybe the strength of St. Cuthbert will help free Glimmil and continue on into the fight!"

+4 enhancement bonus to Strength for 4 minutes


It's just a strength check to pry open the door or an escape artist for Glimmil to wiggle free. You can break the door, but it is made of stone. Finneas tried for 3 actions in one there, but none of them would have worked. This mod was written prior to CMB/CMD. Taking a first stab at figuring this, since you can replace a CMB with an escape artist check to escape a grapple, it seems you could replace an escape artist check with a CMB check. Hence it would 26 also.

It's an ugly situation, but the party is working it out. Aid another is alway an option, but that means putting everything on one roll.

cricket,cricket


Stats:
F14:R16:W17 (+2);K(Arc)26;K(Dun)18;K(Hist)20;K(Loc)26;K(Nat)25;K(Pln)28;K(Rel)28;Perc 27;SMot 22;Spllcft 29;UMD 19
Cuthbertist 16 - Bludgeoner First Class

Round 2, Init 20

Bloody door mimic!

Though angry at the door, Dyrant focuses his attention on protecting the doctor until brave Glim and braver Cog are freed.

Blessing of St. Cuthbert to Dr. Toffitt. +2 AC, Saves until you get eaten by a grue or door or are hit or fail a save.


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1

I am reminded that Glimmil has Bless, so +1 to that last CMB check for a total of 24 alone for Glimmil, and if Cog could assist (or anyone) for +2, that's 26 :)


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

Leaving Cog in the door to serve as a door stop!


|| Per +19 | Fort +13 Ref +8 Will +13 | BAB +13 | CMB +20 | CMD 31 || Init +7 Half-Orc (Smoking Eye) Oracle of Battle/Barbarian (Armored Hulk)/Rage Prophet/Chevalier 4/3/6/3

Mine was more of a "I don't know what works so I'll post all three things I think might.


Stats:
F14:R16:W17 (+2);K(Arc)26;K(Dun)18;K(Hist)20;K(Loc)26;K(Nat)25;K(Pln)28;K(Rel)28;Perc 27;SMot 22;Spllcft 29;UMD 19
Cuthbertist 16 - Bludgeoner First Class

Dyrant speaks in the language of the High Cuthbertine Rituals to Dr. Toffitt.

Celestial:

"Good doctor, might you happen to espy the wands we seek in the room? I would be helpful."


Considering the toughness of the situation, I'm fine with Glimmil abandoning the poor defenseless puppy. As blood drips from his side, faithful Cog helps Glimmil slip free of the razors. Which side of the door does Glimmil end up on? What does he do with his remaining move action.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

Does Toffitt see wands? Unaccompanied wands? 1d20 + 8 ⇒ (14) + 8 = 22.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

It's okay, Glimmil. You can abandon Toffitt to his almost certain singular victory over Cauldron's greatest threat! There's no glory to be gained here! Move along!


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1

Wait, Glimmil would never abandon his puppy! I wasn't sure if we were forcing a "door open" so two creatures combining their efforts would succeed in pushing the mechanism back until it locked?

As Glimmil grunts and wheezes pushing the massive spiked door away from his body, his eyes dart to and fro, desperately searching for a way to prevent the door from collapsing on himself, Cog, Finneas or anyone seeking entry into the room beyond.

Did we see any other way in? Out? Once Glimmil "escapes" is the door sealed shut again? Or is it open? Closed until someone steps through the portal? Is there anything Glimmil could do to pin it open like stick his lance or shield somewhere?


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

It seems my reverse psychology is not working...


|| Per +19 | Fort +13 Ref +8 Will +13 | BAB +13 | CMB +20 | CMD 31 || Init +7 Half-Orc (Smoking Eye) Oracle of Battle/Barbarian (Armored Hulk)/Rage Prophet/Chevalier 4/3/6/3

I will be on the road today so DMPC me if necessary. My order of actions will be:
Squeeze through doorway or pry door off Glimmil
Smash face


Glimmil wrote:

Wait, Glimmil would never abandon his puppy! I wasn't sure if we were forcing a "door open" so two creatures combining their efforts would succeed in pushing the mechanism back until it locked?

As Glimmil grunts and wheezes pushing the massive spiked door away from his body, his eyes dart to and fro, desperately searching for a way to prevent the door from collapsing on himself, Cog, Finneas or anyone seeking entry into the room beyond.

Did we see any other way in? Out? Once Glimmil "escapes" is the door sealed shut again? Or is it open? Closed until someone steps through the portal? Is there anything Glimmil could do to pin it open like stick his lance or shield somewhere?

It's a strength check to pry open the door, which would release both of you. It's an escape artist for an individual to escape. Another mounted PC situation we're dealing with on the fly. If you pry open the door, it will be back to the open state. If you both escape, it will snap shut again.

The room appears to only have the one entrance.


Doctor Abner Svengalu Toffitt wrote:
Does Toffitt see wands? Unaccompanied wands? d20 + 8.

Toffitt does not see anything of note such as wands, other doors, other traps, or any levers or switches.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

Celestial:

No wands to be seen, Dyrant!

GM_Chris, is Disable Device an option, with Glimmil freed? Admittedly, the DC is probably a bit high for Glimmil's +10 bonus...


If freed, he can try to disable the device. However it would take from 2 to 8 rounds. "Extreme 2d4 rounds, Disarm a complex trap, cleverly sabotage a clockwork device."


Looking at the math. In the next round, everyone can work together for a 30% chance of prying opening the door. Finneas is +6 on a STR check with the bull's strength. If everyone, but Toffitt assisted he'd get a +2 from Glimmil, Cog, Dyrant, and Atol. This gives a +14 to the roll. So, success on a 14 or better. Plus any other tricks the four of you can throw at it while I turn Toffitt into a pin cushion--just as soon I start rolling 20's against his silly AC.


So, in summary, I'm waiting to start Round 3 until I know whether or not Glimmil frees himself with the escape artist or stays trapped with Cog. If he does free himself, which direction does he go. Finally, what does he do with his move action.


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1

Ah yes, that decision very much depended if we saw any other way in or out of the room since Toffitt is inside!

I'll take the original allowance to have Cog assist Glimmil's CMB to escape, and Glimmil will move into the room, leaving Cog still pinned.

Once in the room, he won't move, but he'll use his Swift Action to Lay Hands for: 1d6 ⇒ 2

Patting himself to make sure there's no significant punctures lest he leak all over Toffitt, Glimmil gives the evil door a look of disgust, but his expression softens when he realizes poor Cog sits pinned in between the door and it's frame.

He glances from evil-doers to Cog and back several times in indecision.

Glimmil Status
Hp 30/42
AC 27


Round 3

Two men stab ineffectively at Glimmil. The other two stab uselessly at Toffitt and then one takes a 5' step to give Triel the flank.

Seeing how poorly her thugs are doing, Triel smites Toffitt, and finally makes contact one time with the doctor. "Many things protect you, but they will not protect you from my god's wrath!"

1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
1d20 + 12 + 2 + 2 + 1 ⇒ (12) + 12 + 2 + 2 + 1 = 29 - Triel's first swing
1d10 + 11 ⇒ (5) + 11 = 16
1d20 + 7 + 2 + 2 + 1 ⇒ (5) + 7 + 2 + 2 + 1 = 17 - Triel's 2nd attack.

Party is up for Round 3.

New Map
Bath is difficult terrain with soft corners.


Actually Toffitt might escape. I looked at an old status of
- AC 26/27 mult foes (+5 dex, +3 nat armor, +4 armor, +4 shield)
but I see in Round 2 you added rage which put you to
- AC 27 (28 multiple foes)
and then Dyrant's broken ward makes it
- AC 30 with multiple foes.

A 30 AC bears review, so I calculate:
+3 DEX base
+4 Chain shirt
+2 Mutagen - +2 Natural Armor (Won't stack with the +1 natural armor amulet)
+2 Mutagen - Dexterity bump of +4
+1 Controlled Rage - Dexterity bump of +2
+1 Crowd control - +1 Dodge bonus when next to 2+ enemies.
+4 Shield spell (Won't stack with the +1 from the buckler, plus Toffitt just did a two-handed attack so loses the buckler bonus and should have taken a -1 to hit)
+2 Dyrant's broken ward
So, I'm coming up with an AC of 29 actually. Still a hit unless I missed something. I even went with current smite rules for the destruction domain which is only +1 vs. the 3.5 rules which was a full Paladin smite of +4 for Triel.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

Sorry, GM_Chris. With Dyrant's deflection bonus, I think that missed.

AC=30 (+4 armor, +4 Shield, +5 dex, +1 rage dex, +3 nat armor, +1 multiple foes, +2 Ward deflection bonus)


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

I believe the natural armor does stack: Mutagen natural armor bonus is untyped, whereas the amulet of natural armor bonus provides 'an enhancement bonus to his natural armor.' As far as I know, RAW says they stack.


Silly, but I'll buy it after a quick boards check. Toffitt remains untouched.


Stats:
F14:R16:W17 (+2);K(Arc)26;K(Dun)18;K(Hist)20;K(Loc)26;K(Nat)25;K(Pln)28;K(Rel)28;Perc 27;SMot 22;Spllcft 29;UMD 19
Cuthbertist 16 - Bludgeoner First Class

Dyrant smiles happily as the hand of St. Cuthbert himself deflects the blow from Dr. Toffitt.

"Harrumph! Take that unbelievers!" Dyrant cheers.

"See that Atol! The hand of St. Cuthbert in action!" Dyrant slaps Atol on the back in triumph.

The door is open, yes? Held open by Cog?


You could squeeze through. It's open as wide as Cog's trapped body parts. On second thought, I'm not sure Dyrant could squeeze through. ;-P

In reality, it's a legitimate question. I guess I'll rule you can squeeze through on the other half of the spinning door without a bleeding puppy.


Stats:
F14:R16:W17 (+2);K(Arc)26;K(Dun)18;K(Hist)20;K(Loc)26;K(Nat)25;K(Pln)28;K(Rel)28;Perc 27;SMot 22;Spllcft 29;UMD 19
Cuthbertist 16 - Bludgeoner First Class

Round 3, Init 20

Init Repost:

Others = 24
Toffitt = 23
Dyrant = 20
Finneas = 17+
Glimmil = 17
Atol = 4

Dyrant finishes his apish cheering and settles back down to helping his team.

Calling upon the righteous fires of St. Cuthbert's retribution, Dyrant begins the spellprayer of Sphere of Burning chanting the words Angel taught him and adding his own fires to the mixture.

Cast Flaming Sphere (Reflext DC 17) on Triel.

On failed save: 3d6 ⇒ (3, 4, 3) = 10 Fire damage

"Burn, you! BURN! Burn until you accept the Cudgel!"


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1

Just to be clear, Cog's not bleeding, he's just "cozy" right? :)

Glimmil gives Cog a look that seems to say Hold that door open so Finneas can get through! As Cog whines, Glimmil wonders how well his companion will hold up as a doorstop.

Bringing his attention to the room at last, Glimmil searches for an easy path to the thug's leader and finds none.

I'm going to need to clear this room fast so I can tend to Cog!

The gnome drops his shield to the ground next to his lance and brings out The Big One swinging it around and into the nearest ineffective ruffian. X1

Attack (2H axe, power, bless) 1d20 + 7 ⇒ (19) + 7 = 26 for 1d10 + 9 ⇒ (8) + 9 = 17

Another Lay on Hands: 1d6 ⇒ 6

Glimmil Status:
Hp 36/42
AC 24 (no shield anymore)


Triel dances among the flames. "If you want me to accept your cudgel, then come strike me with it instead of hiding in the shadows."

1d20 + 3 ⇒ (15) + 3 = 18


Glimmil wrote:
Just to be clear, Cog's not bleeding, he's just "cozy" right? :)

Correct


Glimmil wrote:

The gnome drops his shield to the ground next to his lance and brings out The Big One swinging it around and into the nearest ineffective ruffian. X1

They're not ineffective. They provide flanks.

Glimmil drops a thug in a single stroke.


Off to a movie with the family. Won't be posting again until tonight so we'll give Finneas and Atol a chance to post.


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1
GM_Chris wrote:
Glimmil drops a thug in a single stroke.

Figured it's time to 2H since Toffit's "tanking" today! :)


Male Human (Per +7 | Fort +17 Ref +13 Will +22 | AC 29 (f28/t15) | CMD 22)

Round 3, Initiative 4, Location V26

Status:
AC: 17 HP: 27/27
Weapon Equipped = Cudgel
Conditions = None
Channel Energy Left: 7/7
Resistant Touch Left: 8/8
Strength Surge Left: 6/8
Cleric Spells Remaining:
0) Create Water, Guidance, Light, Purify Food & Drink
1) Bless, Command, Obscuring Mist, Protection from Evil
2) Hold Person, Sound Burst

Atol comes just to the door so he can see into the room and casts Spiritual Weapon.

He then proceeds to attack the woman dancing in the flames.
Spiritual Cudgel 1d20 + 8 ⇒ (2) + 8 = 10 for 1d8 + 1 ⇒ (1) + 1 = 2 points of damage.

She's hard to hit. It must be all that dancing. Looks exhausting.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

Round 3, Init 20

Toffitt shakes a bit from the smiting blow that almost hit him. "Well struck, witch. But panther and the cudgel mean for me to survive this day."

As Triel taunts Dyrant, he quips back, "Open the door, and I'm sure he'd be happy to come bludgeon you. Coward." He then lashes out at the rogue behind him (X4).

Status:

I suppose you could call Toffitt a coward for hiding behind so many buffs...

Rage: +2 Str, +2 Dex
AC 29 (30 multiple foes)
HP 31/31
Fort +6 Reflex +8 Will +1
Weapon Equipped Dueling Blade
Shield Equipped Shield spell
Mutagen ACTIVE (+4 Dex, +2 AC, -2 Wis, 30 minute duration)
Controlled Rage 2 of 5 rounds used
Elixirs
- Shield - Finneas
- Shield USED
- empty slot
- empty slot
Wand of Shield 44 charges

Dueling blade 1d20 + 13 ⇒ (7) + 13 = 20 (+3 bab, +6 dex, +1 mstrwk, +1 mult foes, +1 bless, +1 weapon focus)
1d8 + 3 ⇒ (2) + 3 = 5


Round 3 Recap
Others = 24
Toffitt = 23 - Hits X4 for 5
Dyrant = 20 - Flaming sphere
Finneas = 17+
Glimmil = 17 - Takes down X1
Atol = 4 - spiritual weapon

Triel - 2 dmg
X1 - Down, 20 dmg (3+17)
X2 - 2 dmg
X3 - 3 dmg
X4 - 7 dmg (2+5)

I'm revising my thoughts on squeezing through the door. It is open as wide as Cog's body, but it is also complicated by the razor blades. A character would need to avoid slicing themselves up. I'd take an escape artist or acrobatics to avoid the damage (DC still to be decided, but fairly high). That being said, I'll DMPC for Finneas.

Finneas pulls at the door, but can't find a good hold with all those razor blades. 1d20 + 6 ⇒ (4) + 6 = 10


Round 4

1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16 - X2
1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22 - X3
1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14 - X4
1d20 + 12 + 2 + 2 + 1 ⇒ (11) + 12 + 2 + 2 + 1 = 28 - Triel 1
1d20 + 7 + 2 + 2 + 1 ⇒ (20) + 7 + 2 + 2 + 1 = 32 - Triel 2
1d20 + 7 + 2 + 2 + 1 ⇒ (7) + 7 + 2 + 2 + 1 = 19 - No confirm
1d10 + 11 ⇒ (3) + 11 = 14

The thugs shift about and provide flanks for each other and Triel, but once again might as well be wielding toothpicks.

Triel lands another powerful blow against Toffitt only to have it repelled by numerous forces. However, her backswing defies all and catches Toffitt across the cheek. "Your gods fail you monstrosity!"

Map to follow


|| Per +19 | Fort +13 Ref +8 Will +13 | BAB +13 | CMB +20 | CMD 31 || Init +7 Half-Orc (Smoking Eye) Oracle of Battle/Barbarian (Armored Hulk)/Rage Prophet/Chevalier 4/3/6/3

Round 4 Init 17+

Status:

HP = 24/31
AC = 20/11/20 (22/11/22 w/ Shield)
Weapon Equipped = Mwk Cold Iron Greatsword
Speed = 20'
Oracle Spells Left (CL 4, +7 melee touch, +4 ranged touch):
2 3/4 Resist Energy*, Cure Moderate Wounds*, Fog Cloud
1 6/7 Divine Favor*, Shield of Faith*, Remove Fear*, Enlarge Person*, Cure Light Wounds*
0 (at will) Purify Food and Drink*, Create Water, Stabilize, Ghost Sound*, Detect Magic, Mage Hand, Light, Spark*
* Allows save DC = 12 + Spell Level
Status Effects = Bless

Finneas once again attempts to pull open the doors, having nowhere else to go.

What whould happen if I cast Enlarge Person on Cog...nah, nevermind. :P
Strength 1d20 + 4 ⇒ (5) + 4 = 9


New Map

EDIT: I'm guessing Atol would actually be in X25 so he can see. Squeezing with Cog isn't going to matter since no one is targeting Atol. Also, I view Cog more as stuck in the doorway between Atol and Glimmil.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

Round 4, Init 20- {X27}

"My gods? What gods are those? I follow my inner conviction. Oh, the gods are there, but I'd rather they favor me for my deeds, not my prayers."

Toffitt shifts out of flank and strikes at X4 again.

Celestial:

"Atol, healing?"

Status:

Rage: +2 Str, +2 Dex

AC 29 (30 multiple foes)
HP 17/31
Fort +6 Reflex +8 Will +1
Weapon Equipped Dueling Blade
Shield Equipped Shield spell
Mutagen ACTIVE (+4 Dex, +2 AC, -2 Wis, 30 minute duration)
Controlled Rage 3 of 5 rounds used
Elixirs
- Shield - Finneas
- Shield USED
- empty slot
- empty slot
Wand of Shield 44 charges

Dueling Blade 1d20 + 13 ⇒ (5) + 13 = 18
1d8 + 3 ⇒ (8) + 3 = 11


Male Human (Per +7 | Fort +17 Ref +13 Will +22 | AC 29 (f28/t15) | CMD 22)

Round 3, Initiative 4, Location X25 (squeezing)

Status:
AC: 17 HP: 27/27
Weapon Equipped = Cudgel
Conditions = Spiritual Cudgel (2 of 4)
Channel Energy Left: 7/7
Resistant Touch Left: 8/8
Strength Surge Left: 6/8
Cleric Spells Remaining:
0) Create Water, Guidance, Light, Purify Food & Drink
1) Bless, Command, Obscuring Mist, Protection from Evil
2) Hold Person, Sound Burst, Spiritual Weapon

Atol sees the deep cut to Dr. Toffit and swallows hard. A few nicks still show on Dyrant and Glimmil too is injured - let alone poor Cog!

Atol Channels Energy avoiding the two injured opponents but healing Triel...
Channel energy for 2d6 ⇒ (4, 5) = 9hp worth of healing.

"Triel, please surrender. We need the wands returned, we do not need your death, just your punishment!"
Diplomacy 1d20 + 7 ⇒ (5) + 7 = 12 (though I don't think you can diplomacize in combat...)

Assuming she doesn't surrender, or just because she needs to be punished in any event, Atol maintains his spiritual cudgel on her.
Spiritual Cudgel 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20 for 1d8 + 1 ⇒ (5) + 1 = 6 points of damage.


Doctor Abner Svengalu Toffitt wrote:
Toffitt shifts out of flank and strikes at X4 again.

The man stands, barely.


Atol Lem wrote:

Assuming she doesn't surrender, or just because she needs to be punished in any event, Atol maintains his spiritual cudgel on her.

Spiritual Cudgel 1d20+8+1 for 1d8+1 points of damage.

The spiritual cudgel bounces off of something other than the plate mail.


Stats:
F14:R16:W17 (+2);K(Arc)26;K(Dun)18;K(Hist)20;K(Loc)26;K(Nat)25;K(Pln)28;K(Rel)28;Perc 27;SMot 22;Spllcft 29;UMD 19
Cuthbertist 16 - Bludgeoner First Class

Round 4, Init 20

Dyrant stares hard at the woman who would dare blaspheme against St. Cuthbert.

"No, your god fails you! Can you not feel him fleeing and casting you aside?" Dyrant says will a hard glare, fingering his holy symbol.

(7 rounds/1round on Will save DC 16) Inflict penalties (-2 to AC, attacks, saves, or skills). Choosing -2 on all its saves.

As a move action, Dyrant will re-adjust the flaming sphere into Triel's square: Reflex Save DC 17 or damage:

3d6 ⇒ (5, 4, 4) = 13 Fire Damage


1d20 + 6 ⇒ (6) + 6 = 12 - Fails will save.
1d20 + 3 - 2 ⇒ (19) + 3 - 2 = 20 - Makes sphere save.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

Proving once again that Chris' dice, not his NPCs, have Vulnerability: Fire.


Male Human (Per +7 | Fort +17 Ref +13 Will +22 | AC 29 (f28/t15) | CMD 22)
Atol Lem wrote:
Round 3, Initiative 4, Location X25 (squeezing)

That's round 4 not round 3. Sorry!

5,001 to 5,050 of 15,224 << first < prev | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | 106 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Shackled City (Pathfinder) - GM_Chris All Messageboards

Want to post a reply? Sign in.