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The Great (Pathfinder) Society...in Magnimar!

Game Master Eric Swanson

Shattered Star AP...undertaken by a roving band of misfits...errr scholars...errr...heroes, he he.


4,051 to 4,058 of 4,058 << first < prev | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | next > last >>

Male Dwarf Zen Archer Monk 3//Preacher 1, HP: 38/38, AC(wMA) 20 /t 16 /f 18, F 8, R 4, W 9,(+3 vs spells/poison) Init +2, PasPer 21(23 stone), Darkvision 60'

Do I have a readied shot here as well?

Gared called out to Carridan and Carmina as he lined up his shots.
"Keep yer distance from 'em for as long as ye can and I'll take out as many I can!"

Grand Lodge

Wishes there was a Sheila Heidmarch avatar... NOT ANYMORE!!!

Gared, you may also take your readied shot here, in addition to your normal attacks.


Male Human Druid (Passive Perception: 21)
Baseline Stats:
Max HP 36 | AC 19 (12 T / 17 FF) | F +8, R +6, W +9 (+4 v. fey/plants) | Handle Animal, Heal +10 / Survival +13 / Perception +11

Horven, did you clamber back onto shore? Presuming you did...

Once Horven is safely, relatively speaking, back on land, Carridan darts back into the waters and toward Carmina, hoping to bear her away from the pursuing skeletons as well.

If Carmina can't grab on to my fin during my turn, I'll stop beside her and ready an action to swim away once she does grab on.

Status:

HP: 36/36
AC: 21 (12 T / 19 FF) includes +2 from wildshape
CMD: 17 includes +2 Str from wildshape
F/R/W: +8/+6/+9
Wild Shape used: 0/1
Storm Burst used: 0/7
CLW charges used: 5/50

Spells Prepared:
Orisons (4): create water, detect poison, know direction, purify food and drink
Level 1 (3+1+1*): faerie fire, magic stone, obscuring mist*, produce flame, shillelagh
Level 2 (2+1+1*): bull's strength, fog cloud*, gust of wind, hold animal
*domain

Ongoing Effects
wildshape (medium dolphin, 4 hrs): +2 Str, +2 Nat armor, swim 30ft


Male Halfling Rogue 5; HP: 35/35; AC: 19, T: 15, FF: 15; Fort: +3, Ref: +9, Will: +3 (+5 vs Fear, +2 vs illusions); Initiative: +4; Perception: +16 (+2 vs traps), Passive Perception: 26

I'm guessing I am on shore.

-Posted with Wayfinder


Male Dwarf Zen Archer Monk 3//Preacher 1, HP: 38/38, AC(wMA) 20 /t 16 /f 18, F 8, R 4, W 9,(+3 vs spells/poison) Init +2, PasPer 21(23 stone), Darkvision 60'

Attack Crunch:

Readied attack, point blank shot, no deadly aim at the first skeleton to emerge
Attack and damage1d20 + 10 ⇒ (4) + 10 = 14 1d8 + 6 ⇒ (5) + 6 = 11

Full attack, point blank shot, no deadly aim, one attack at each emerged skeleton if the first shot didn't finish the first skeleton, both shots at the remaining one on shore if it did.

Attack 1 and damage1d20 + 9 ⇒ (5) + 9 = 14 1d8 + 6 ⇒ (5) + 6 = 11

Attack 2 and damage1d20 + 9 ⇒ (14) + 9 = 23 1d8 + 6 ⇒ (5) + 6 = 11

Gared called Horven behind him as he launched his assault, a smile tugging on the corner of his stoic mouth as his friends made their way out of harms reach.

Grand Lodge

Wishes there was a Sheila Heidmarch avatar... NOT ANYMORE!!!

DM Rolls:
Will save DC 16: 1d20 + 6 ⇒ (1) + 6 = 7 fail.
Confused for 1d6 ⇒ 1 rounds.

While Carridan drops Horven off at the beaches edge, Gared opens fire on one of the skeletons that made it to the shore, sending it to whatever hell it came from. The other rapier wielding skeleton is undeterred by this, as it shrugs off Horven's shot with ease.

Jasper sees the skeletons approaching the shore and his eyes bulge out as he attempts to stay focused on the impending danger. Unfortunately, the stress proves too much for him and he collapses to the ground and curls up in a fetal position, mumbling incoherently.

Round 3: Carmina, Horven, Yamyra, Skeletons, Carridan, Gared, [Jasper].

There is currently only one rapier wielding skeleton on shore.


Male Halfling Rogue 5; HP: 35/35; AC: 19, T: 15, FF: 15; Fort: +3, Ref: +9, Will: +3 (+5 vs Fear, +2 vs illusions); Initiative: +4; Perception: +16 (+2 vs traps), Passive Perception: 26

Horven reloads and fires at the skeleton.

Attack: 1d20 + 8 ⇒ (5) + 8 = 13; Damage: 1d6 ⇒ 4

-Posted with Wayfinder


Halfling Summoner 5, HP 27/27, AC 12/t 12/f 11, F 2 /R 3 /W 4, Init +1, PasPer 11, Sp (1st) 6/6 (2nd) 3/3, SMI&II 7/8

As the others continue to fend off the skeletal attackers, Yamyra attempts to calm their 'guide'.

Diplomacy: 1d20 + 13 ⇒ (9) + 13 = 22, to calm Jasper. Obviously, this is going to take more than one round...
(Small) Water Elemental AC: 17, HP: 13, Fort +4 Ref +3 Will +0, Speed: 20, 90 in water, Melee slam +5 (1d6 + 3), Drench, Vortex (DC13), Water Mastery, Power Attack
If the Elemental gets an action this round...
Elemental Slam attack: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16, against nearest skeleton still in the water
Elemental Slam damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6 Bludgeoning.

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