The Quest for Perfection Trilogy [PFS CORE] [Tier 1-2] (Inactive)

Game Master Amsheagar

Init:

[dice=Jack]1d20+6[/dice]
[dice=Grams]1d20+8[/dice]
[dice=Cit'Vaya]1d20+2[/dice]
[dice=Raven]1d20+3[/dice]
[dice=Galant]1d20+3[/dice]
[dice=Hadanka]1d20+2[/dice]
[dice=GM's Pets]1d20+200[/dice]

Perception:

[dice=Jack]1d20+6[/dice]
[dice=Grams]1d20+7[/dice]
[dice=Cit'Vaya]1d20+1[/dice]
[dice=Raven]1d20+1[/dice]
[dice=Galant]1d20+2[/dice]
[dice=Hadanka]1d20+5[/dice]

>>>MAP<<<


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Liberty's Edge

Cleric 4 AC21(T14,FF17) CMD18| HP 33/33| F +5 R +4 W +7 | Init +3, Perc +3, Sense Motive +7 |

As it was one thing Galant could do, Galant was in :)

Grand Lodge

PFS#76925-40 Male Dwarf Monk 1 | HP:11/11| AC: 16/16/10|Init: +8| Perc: +7| Fort: +5| Ref: +4| Will: +3| Unarmed: +2;1d6+2| Sling: +2;1d4+2| Flurry: +1/+1;1d6+2| CMB: +3| CMD: 17|
Skills:
Acrobatics: +6| Appraise:+1| Bluff:-2| Climb:+2| Diplo:-2| Intimidate: -2| Kn.(Reli): +5| Kn. (His): +5| Sense Motive: +3| Stealth: +6| Survival: +3| Swim: +2| Prof (Chef): +7

Grams would be in as well. That would leave more people to be trained.

The Exchange

M Elf Paladin 4 | AC: 18, touch 12, flat-footed 16 | HP: 27/34 | BaB: +4 | Init:+2 | CMB: +7 | CMD: 19 | F: +7 R: +5 W: +5(+2 E) | Dip: +10, Per: +1, SM: +7

Well with Hadanka's successful check, we would have gotten it down to 1 day with two helpers and that could have been Grams' scouting attempt. So I think if just Gallant and I assist and with Hadanka's check we get it in one.


Day 1 Wrap up.
Amazingly, you were all able to chip in and get the harveststing done in just one day.

Day 2-3, Galant and Grams started to flood the fields while Jack trained some archers on the bow. Cit'Vaya and Hadanka started combat training.

Please post your actions for Day's 4-6.


Those doing combat training, give me an intimidation check

Liberty's Edge

Cleric 4 AC21(T14,FF17) CMD18| HP 33/33| F +5 R +4 W +7 | Init +3, Perc +3, Sense Motive +7 |

Day 4

Galant continue to help the villagers flooding the fields with Grams' help

Day 5

Galant with Cit'Vaya's help is able to create crude traps to help the defense of the village and mount some barricades.

Day 6

Being of no help to train the villagers or to create something more elaborate, Galant join Grams to scout the area for any sign of bandits

Perception (help Grams): 1d20 + 2 ⇒ (9) + 2 = 11

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

You will do this the way I say or you won't have to worry about the bandits. Because I will kick the carp out of you myself!

intimidate: 1d20 + 0 ⇒ (1) + 0 = 1

... oooh scary ...

The Exchange

M Elf Paladin 4 | AC: 18, touch 12, flat-footed 16 | HP: 27/34 | BaB: +4 | Init:+2 | CMB: +7 | CMD: 19 | F: +7 R: +5 W: +5(+2 E) | Dip: +10, Per: +1, SM: +7

Drill Instructing: 1d20 + 2 ⇒ (19) + 2 = 21

In Tien "These vile bandits are here to take your homes and your lives. They threaten you, your children, your elders. I will give you the knowledge of how to stop them, but it is up to each of you to find the heart to defeat them. You are a proud and noble people. Take up your arms and stop them. Now strike, Strike, STRIKE!"

Day 4
Combat training for villagers.

Day 5
Assist in barricade trapping.

Day 6
Scouting.

Scouting: 1d20 + 1 ⇒ (7) + 1 = 8

Grand Lodge

PFS#76925-40 Male Dwarf Monk 1 | HP:11/11| AC: 16/16/10|Init: +8| Perc: +7| Fort: +5| Ref: +4| Will: +3| Unarmed: +2;1d6+2| Sling: +2;1d4+2| Flurry: +1/+1;1d6+2| CMB: +3| CMD: 17|
Skills:
Acrobatics: +6| Appraise:+1| Bluff:-2| Climb:+2| Diplo:-2| Intimidate: -2| Kn.(Reli): +5| Kn. (His): +5| Sense Motive: +3| Stealth: +6| Survival: +3| Swim: +2| Prof (Chef): +7

I lol at that Intimidate check. The image of my head is of this drill sarge yelling at the tree....


Galant, you can do one more action for Day 4. The fields were flooded at the end of day 3.

Liberty's Edge

Cleric 4 AC21(T14,FF17) CMD18| HP 33/33| F +5 R +4 W +7 | Init +3, Perc +3, Sense Motive +7 |

Galant has none of the skill required to do anything... except the craft skill he's done. So the only thing he can do is watching...


Galant, you can craft arrows... untrained.

Those who are working on the barracks. Give me a profession/Knowledge (Engineering) or/and a single craft trap roll.

Liberty's Edge

Cleric 4 AC21(T14,FF17) CMD18| HP 33/33| F +5 R +4 W +7 | Init +3, Perc +3, Sense Motive +7 |

I don't know why I forgot about this one despite having rereading all the possibility !

Day 4

Galant having nothing to do, tries to find some wood to make some arrows.

Craft (Arrows): 1d20 + 0 ⇒ (11) + 0 = 11

But all he was able to do is sticks not usable for bow...


If there are any more rolls for crafting/profession that you would like to make, now will be the time to do it. Will continue this with the invasion of the town within 12 hours.

Grand Lodge

PFS#76925-40 Male Dwarf Monk 1 | HP:11/11| AC: 16/16/10|Init: +8| Perc: +7| Fort: +5| Ref: +4| Will: +3| Unarmed: +2;1d6+2| Sling: +2;1d4+2| Flurry: +1/+1;1d6+2| CMB: +3| CMD: 17|
Skills:
Acrobatics: +6| Appraise:+1| Bluff:-2| Climb:+2| Diplo:-2| Intimidate: -2| Kn.(Reli): +5| Kn. (His): +5| Sense Motive: +3| Stealth: +6| Survival: +3| Swim: +2| Prof (Chef): +7

Alright I'll try.
Craft (Arrows) 1d20 + 1 ⇒ (6) + 1 = 7 Lookie Here! I made some darts.

The Exchange

M Elf Paladin 4 | AC: 18, touch 12, flat-footed 16 | HP: 27/34 | BaB: +4 | Init:+2 | CMB: +7 | CMD: 19 | F: +7 R: +5 W: +5(+2 E) | Dip: +10, Per: +1, SM: +7

the final day was supposed to be a day of scouting, right? Each of us going out with groups of 5? We ought to be able to get a perception roll each with whatever bonus 5 people give. So I'm going to just roll mine and see if it matters.

Scouting: 1d20 + 1 ⇒ (14) + 1 = 15


Okay, You have a total of 15 Defense points. From now until the
end of the adventure, each PC gains a pool of points equal to 1/2 the total Defense Points earned (That's 7 each). At any time, a PC may choose to spend a number of these points as an immediate action. They can be added to any single attack or damage roll, ability or skill check, saving throw, or can be used to grant the PC a dodge bonus to his AC. Points used only apply to a single roll, and do not otherwise last until the PC’s next action. More than 1 point may be spent on a roll, with a maximum equal to the character level of the PC. A player must decide to use his Defense Points in this way when he announces his action and before he makes the roll the bonus will apply to. Once spent, points from this pool cannot be replenished.

The day has been long and tense, as Nesting Swallow finds itself waiting for the sword to fall. Villagers spend shifts keeping watch over the hastily erected, crude bamboo walls surrounding their village, and constant reports of the enemy riders’ movements filter back and forth between the barricades.
As the sun sinks below the western hills, the sharper-eyed among those manning the barricades report a number of riders forming into groups along the roads; these reports are soon proved true as the sound of hammering hooves comes out of the twilight, and the dusk erupts with tengu warriors riding toward the village. And so the battle begins.

10 Tengu approach the walls of the barricade first. They are 30 feet away from the wall.

[ooc]The crudely constructed barricades surrounding Nesting Swallow are made of piles of wood about 6 feet tall; the outside has sharpened bamboo stakes placed every few feet, preventing riders from simply charging over them. The barriers are approximately 2 feet deep, but since they are not solid they only have hit points equal to 6 inches of wood (60 hit points for each 5-foot square).
They provide cover for those on either side of them.Climbing up over the outside of the barricade requires a DC 15 Climb check; the defensive side of the barricade is much easier to mount, requiring only a DC 5 Climb check to clamber up onto the top. The barricade does not provide cover to those standing on top of it, but these individuals have a higher ground advantage (+1 bonus on melee attack rolls) against creatures on the ground or attempting to climb the barricade.
There are no holes in it to shoot through.[/oo]

Init:

Jack: 1d20 + 6 ⇒ (13) + 6 = 19
Grams: 1d20 + 8 ⇒ (6) + 8 = 14
Cit'Vaya: 1d20 + 2 ⇒ (17) + 2 = 19
Raven: 1d20 + 3 ⇒ (14) + 3 = 17
Galant: 1d20 + 3 ⇒ (12) + 3 = 15
Hadanka: 1d20 + 2 ⇒ (3) + 2 = 5
GM's Pets: 1d20 + 3 ⇒ (9) + 3 = 12

Wave 1 Round 1
Jack
Cit'Vaya
Raven
Galant
Grams
GM
Hadanka

Grand Lodge

Male Human DEAD

"Alright lads, remember your training!"

Jack then shoots at one of the Tengu.

MW Mighty [+2] Composite Longbow: 1d20 + 6 + 2 + 1 ⇒ (2) + 6 + 2 + 1 = 11, for 1d8 + 2 + 2 + 1 ⇒ (5) + 2 + 2 + 1 = 10 damage.

*sigh*

Liberty's Edge

Cleric 4 AC21(T14,FF17) CMD18| HP 33/33| F +5 R +4 W +7 | Init +3, Perc +3, Sense Motive +7 |

Galant uses Cit'Vaya's wand to cast bless on everyone.

May Good guide your arm, friends !

Then he sheates the wand, ready to draw his rapier to welcome the assaillant.

The Exchange

M Elf Paladin 4 | AC: 18, touch 12, flat-footed 16 | HP: 27/34 | BaB: +4 | Init:+2 | CMB: +7 | CMD: 19 | F: +7 R: +5 W: +5(+2 E) | Dip: +10, Per: +1, SM: +7

I'm going to forgo the bless on this attack since Galant goes after me. Also, Raven dropped after the first combat because she had already committed to playing in another online game. Likely one of the reasons we didn't have most of the skills :P

Standing atop the barricade and surveying the approaching bandits, he sneers drawing back an arrow, and taking aim. He raises his voice addressing the villagers before letting his first arrow fly.

In Tien, "These foul bandits desire to take your homes from you. To leave you and your families to starve. You are a strong and proud people. Show them your mettle and strike them down.

Immediate action, spends 2 defense points for Accuracy.

Bow Shot: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 161d8 + 3 ⇒ (7) + 3 = 10

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

Not accusing, just trying to understand. From the description, does Jack have to climb the wall in order to shoot at them or can we assume he is on top of some roof.

The Exchange

M Elf Paladin 4 | AC: 18, touch 12, flat-footed 16 | HP: 27/34 | BaB: +4 | Init:+2 | CMB: +7 | CMD: 19 | F: +7 R: +5 W: +5(+2 E) | Dip: +10, Per: +1, SM: +7

I was assuming that I was standing atop a barricade prior to the beginning of the assault. I figured with the village being atop a hill and the rice paddies being flooded, we would have seen any approaching bandits well in advance. If I assumed wrong, I'm happy to retcon as necessary.

Grand Lodge

PFS#76925-40 Male Dwarf Monk 1 | HP:11/11| AC: 16/16/10|Init: +8| Perc: +7| Fort: +5| Ref: +4| Will: +3| Unarmed: +2;1d6+2| Sling: +2;1d4+2| Flurry: +1/+1;1d6+2| CMB: +3| CMD: 17|
Skills:
Acrobatics: +6| Appraise:+1| Bluff:-2| Climb:+2| Diplo:-2| Intimidate: -2| Kn.(Reli): +5| Kn. (His): +5| Sense Motive: +3| Stealth: +6| Survival: +3| Swim: +2| Prof (Chef): +7

Grams decides to wait until one of the enemy tries to climb the walls as he considers pushing them down instead.


You would have time to place your character where you want them to be. Just remember, while standing ontop of the barricades, you get no protection from it.

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)
GM Amsheagar wrote:
You would have time to place your character where you want them to be...

I looked over the last couple pages. If there is one, I'm not finding the map link.

Grand Lodge

PFS#76925-40 Male Dwarf Monk 1 | HP:11/11| AC: 16/16/10|Init: +8| Perc: +7| Fort: +5| Ref: +4| Will: +3| Unarmed: +2;1d6+2| Sling: +2;1d4+2| Flurry: +1/+1;1d6+2| CMB: +3| CMD: 17|
Skills:
Acrobatics: +6| Appraise:+1| Bluff:-2| Climb:+2| Diplo:-2| Intimidate: -2| Kn.(Reli): +5| Kn. (His): +5| Sense Motive: +3| Stealth: +6| Survival: +3| Swim: +2| Prof (Chef): +7

None for me too.


Map is now up.

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

From just behind the central barricade Hadanka yells at the top of his lungs, Hey, guys look at all those carrion crows out there. Must be a dead rat out in the field to attract them.

If any tengu happen to come within reach:

guisarme attack: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18, if hits guisarme damage: 2d4 + 6 ⇒ (1, 2) + 6 = 9


Jack shoots at one of the Tengu in the distance, only to hit dirt.
Cit'Vaya fumbles with his bow, letting Raven go before him.
Galant casts bless on everyone.
Cit'Vaya aims his bow and is now barely able to hit a Tengu ridding up on his mount. The hit is able to knock him off and knock him out of the fight.
Grams is holding his action until he sees a foe climbing the barricades.

The 7 of the 9 Tengu race in front of the barricades, aiming at anything they can see.

The Black Tengu inspires courage as his comrades race off.
The Libht Blue Tengu throws a potion at the wall,
They will mostly aim randomly, however will take aim at some people more than others.

attacks:

Orange shortbow: 1d20 + 4 ⇒ (5) + 4 = 9 damage: 1d6 ⇒ 3 random: 1d7 ⇒ 5
Yellow shortbow: 1d20 + 4 ⇒ (10) + 4 = 14 damage: 1d6 + 1 ⇒ (3) + 1 = 4 random: 1d7 ⇒ 7
Green shortbow: 1d20 + 4 ⇒ (10) + 4 = 14 damage: 1d6 ⇒ 2 random: 1d7 ⇒ 4
Blue shortbow: 1d20 + 4 ⇒ (7) + 4 = 11 damage: 1d6 ⇒ 3 random: 1d7 ⇒ 2
Purple shortbow: 1d20 + 4 ⇒ (12) + 4 = 16 damage: 1d6 ⇒ 1 random: 1d7 ⇒ 2
Pink shortbow: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25 damage: 1d6 + 1 ⇒ (2) + 1 = 3 random: 1d7 ⇒ 1
Brown shortbow: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23 damage: 1d6 + 1 ⇒ (2) + 1 = 3 random: 1d7 ⇒ 4
Pink shortbow: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23 Crit Damage: 2d6 + 1 ⇒ (6, 1) + 1 = 8
Light Blue A.Fire: 1d6 ⇒ 6

4 of the 7 Tengu miss, however one gets a critical shot on Jack, dealing 11 damage to him. Another one hits Hadanka for 4 and the last one hits Cit'Vaya for 3.

Hadanka hits the Purple Tengu for 9 damage.

Wave 1 Round 2
Jack 1
Cit'Vaya 2,3,4
Galant 5
Grams 6
GM
Hadanka 7

Sorta remember Raven vanishing on us. Been busy with life.

The Exchange

M Elf Paladin 4 | AC: 18, touch 12, flat-footed 16 | HP: 27/34 | BaB: +4 | Init:+2 | CMB: +7 | CMD: 19 | F: +7 R: +5 W: +5(+2 E) | Dip: +10, Per: +1, SM: +7

I would have handed off my Wand of CLWs to Galant as well saying that feel free to use it on any of our injured.

Pulls back another arrow and lets fly at the one performing.

Arrow: 1d20 + 8 ⇒ (20) + 8 = 281d8 + 3 ⇒ (1) + 3 = 4
1d20 + 8 ⇒ (9) + 8 = 172d8 + 6 ⇒ (1, 5) + 6 = 12

Man I hope that confirms, because get wrecked Bard!!

Liberty's Edge

Cleric 4 AC21(T14,FF17) CMD18| HP 33/33| F +5 R +4 W +7 | Init +3, Perc +3, Sense Motive +7 |

Seeing most of his comrades hurt by the hail of arrows, Galant moves near Jacks and calls for Cayden Cailean divine power to heal everyone.

May the sip of Cayden Holy Beer heal you !

Channel Positive Energy: 1d6 ⇒ 5

Don't forget the bless : +1 moral bonus to attack

Grand Lodge

Male Human DEAD

Jack waits for healing, and then takes a shot at one of the Tengu.

MW Mighty [+2] Composite Longbow: 1d20 + 6 + 2 + 1 + 1 ⇒ (9) + 6 + 2 + 1 + 1 = 19, for 1d8 + 2 + 2 + 1 ⇒ (5) + 2 + 2 + 1 = 10 damage.

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

From just behind the central barricade Hadanka again yells at the top of his lungs, Ha, maybe if you corbies had eyes in the front you could actually aim a bow.

readied action if one comes with in 10'reach:

guisarme attack: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23, if hits guisarme damage: 2d4 + 6 ⇒ (2, 3) + 6 = 11

if one generates an AoO for me:

guisarme attack: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18, if hits guisarme damage: 2d4 + 6 ⇒ (4, 3) + 6 = 13

I will use a 'defense point' for a +1 dodge to my AC. I have 6 points remaining.


Jack is able to hit the Orange Tengu and do some massive damage to it. But it is still holding up in it's saddle.

Cit'Vaya is able to end the one performing the current performance.
Galant comes to the aid of his fellows and heals
Grams readies for the Tengu to come closer.

The surviving Tengu make another charge at the gate, all except the Black and the orange one. They make for an acrobatic leap from their saddles onto the wall.

Jumps:

DC 15
Green: 1d20 + 3 ⇒ (2) + 3 = 5
Pink: 1d20 + 3 ⇒ (16) + 3 = 19
Blue: 1d20 + 3 ⇒ (6) + 3 = 9
Purple: 1d20 + 3 ⇒ (5) + 3 = 8
Brown: 1d20 + 3 ⇒ (3) + 3 = 6
Yellow: 1d20 + 3 ⇒ (12) + 3 = 15
Reflex now
Pink: 1d20 + 3 ⇒ (1) + 3 = 4
Blue: 1d20 + 3 ⇒ (14) + 3 = 17
Purple: 1d20 + 3 ⇒ (16) + 3 = 19
Brown: 1d20 + 3 ⇒ (5) + 3 = 8
Fall Damage]
fall damage: 1d6 ⇒ 4
fall damage: 1d6 ⇒ 4

The Green and Yellow Tengu are able to make it onto the roofs while the Blue and Purple are only able to get halfway up the wall... While the Pink and Brown Tengu fall down and take some fall damage and are now prone.

The black one does something and then points at Cit'Vaya, who is feeling something crawl over his skin. [ooc]Need a Will of 13 or you flee from Fear.

The Orange one takes aim and shoots at Cit'Vaya.
shortbow: 1d20 + 4 ⇒ (10) + 4 = 14 damage: 1d6 ⇒ 1

Hadanka readies for them on the safe side of the wall.

Wave 1 Round 3
Jack
Cit'Vaya
Galant
Grams
GM
Hadanka

Grand Lodge

Male Human DEAD

Jack keeps firing at Tengu for all he is worth!

MW Mighty [+2] Composite Longbow: 1d20 + 6 + 2 + 1 + 1 ⇒ (17) + 6 + 2 + 1 + 1 = 27, for 1d8 + 2 + 2 + 1 ⇒ (7) + 2 + 2 + 1 = 12 damage.

The Exchange

M Elf Paladin 4 | AC: 18, touch 12, flat-footed 16 | HP: 27/34 | BaB: +4 | Init:+2 | CMB: +7 | CMD: 19 | F: +7 R: +5 W: +5(+2 E) | Dip: +10, Per: +1, SM: +7

I'm a 4th level paladin and immune to fear.

The Exchange

M Elf Paladin 4 | AC: 18, touch 12, flat-footed 16 | HP: 27/34 | BaB: +4 | Init:+2 | CMB: +7 | CMD: 19 | F: +7 R: +5 W: +5(+2 E) | Dip: +10, Per: +1, SM: +7

Returning fire upon the orange one who tried to attack him, the elf looks serene in the heart of the battle yet raises his voice over the din of battle in the hopes of inspiring the villagers to greater effort.

In Tien, "People of nesting swallow, the golden Lord stands beside you to drive this evil from your land. Once you have routed these villains, you will be blessed with the prosperity of the righteous. Now onto victory!"

arrow: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 111d8 + 3 ⇒ (3) + 3 = 6

Liberty's Edge

Cleric 4 AC21(T14,FF17) CMD18| HP 33/33| F +5 R +4 W +7 | Init +3, Perc +3, Sense Motive +7 |

Galant draws his wand of cure light wounds and uses it on Jack taking a 5ft. step to get near him.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Grand Lodge

PFS#76925-40 Male Dwarf Monk 1 | HP:11/11| AC: 16/16/10|Init: +8| Perc: +7| Fort: +5| Ref: +4| Will: +3| Unarmed: +2;1d6+2| Sling: +2;1d4+2| Flurry: +1/+1;1d6+2| CMB: +3| CMD: 17|
Skills:
Acrobatics: +6| Appraise:+1| Bluff:-2| Climb:+2| Diplo:-2| Intimidate: -2| Kn.(Reli): +5| Kn. (His): +5| Sense Motive: +3| Stealth: +6| Survival: +3| Swim: +2| Prof (Chef): +7

Grams moves forward in anticipation of an upcoming melee.
Moves up and makes sure to protect my companion likely to be attacked.


Jack is able to end another of the Tengu while Cit'Vaya isn't even effected by the sleep spell. Galant moves up and heals Jack while Grams waits patiently for an opponent to come over the wall.

The Black Tengu looks for an easier target and aims at Jack with a sleep spell. 13 will or asleep.

The Pink Tengu stands up and tries to climb. climb: 1d20 + 3 ⇒ (2) + 3 = 5

The Green Tengu moves across the barricade and attacks Cit'Vaya.
wakizashi: 1d20 + 3 ⇒ (18) + 3 = 21 damage: 1d6 + 2 ⇒ (6) + 2 = 8

The Yellow Tengu moves into the town and moves towards the foes. He isn't able to make it all the way though.

The Blue and Purple try to climb the wall.

Climbs:

B. climb: 1d20 + 3 ⇒ (9) + 3 = 12
P. climb: 1d20 + 3 ⇒ (12) + 3 = 15
B. climb: 1d20 + 3 ⇒ (9) + 3 = 12

The blue isn't able to make any headway, and is stuck midway up. The Purple is able to get on the roof and draws his sword.

The Orange takes another shot inside Galant
shortbow: 1d20 + 4 ⇒ (11) + 4 = 15

Wave 1 Round 3
Jack
Cit'Vaya
Galant
Grams
GM
--Up Next--
Hadanka

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

Finally! At least one of you has the courage to face me. Now die. Hadanka rushes at the bird man with a mighty overhand blow.

Guessing that even with a reach weapon, I need to move to the adjacent square since it is up higher. I will go ahead and roll a climb check in case you feel it is needed to reach purple. Will start raging.
I will again use a 'defense point' for a +1 dodge to my AC. I have 5 points remaining.

climb: 1d20 + 5 ⇒ (16) + 5 = 21
guisarme attack: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22, if hits guisarme damage: 2d4 + 9 ⇒ (3, 2) + 9 = 14

Grand Lodge

Male Human DEAD

Will: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14.

Jack yawns for a moment, then shakes his head, grits his teeth, and fires an arrow at the closest unengaged Tengu.

MW Mighty [+2] Composite Longbow: 1d20 + 6 + 2 + 1 + 1 ⇒ (16) + 6 + 2 + 1 + 1 = 26, for 1d8 + 2 + 2 + 1 ⇒ (7) + 2 + 2 + 1 = 12 damage.


Hadanka moves up onto of the barricades and finishes off the Purple Tengu while Jack pulls out another arrow and kills the Yellow Tengu in one hit.

Wave 1 Round 4
Jack
--Up Next--
Cit'Vaya
Galant
Grams
GM
Hadanka

Liberty's Edge

Cleric 4 AC21(T14,FF17) CMD18| HP 33/33| F +5 R +4 W +7 | Init +3, Perc +3, Sense Motive +7 |

Galant continues to use his wand on Jack

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Continues your good work Jack ! I will protect you ! he says to Jack who drop each ennemies one by one with one hit of his mighty bow.

The Exchange

M Elf Paladin 4 | AC: 18, touch 12, flat-footed 16 | HP: 27/34 | BaB: +4 | Init:+2 | CMB: +7 | CMD: 19 | F: +7 R: +5 W: +5(+2 E) | Dip: +10, Per: +1, SM: +7

I think the hit on me threatened a crit. I'm pretty sure wakizashi's are 18-20.

The elf swiftly lays on hands and drops his bow at his feet. Drawing his curveblade, he whispers to the birdman.

In Tien, "You have made the choice to fight against society. You will find no mercy here, foolish Raven."

LoH: 2d6 ⇒ (1, 2) = 3

attack: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 101d10 + 4 ⇒ (7) + 4 = 11


Critwakizashi: 1d20 + 3 ⇒ (6) + 3 = 9 It was a threat, didn't do much else.

Galant heals jack up some more with is wand.

Cit'Vaya does a little bit of healing than misses the foe.

Gram, you staying hiddedn?

The Pink and Blue Tengu try to climb the barricade.

climb:

pink: 1d20 + 3 ⇒ (17) + 3 = 20
blue: 1d20 + 3 ⇒ (15) + 3 = 18

They are both able to make it to the top, once there, they draw their swords.

Sleep is a full round casting.. it would go off this round. It would also effect Galant, since he is right there. Galant, I need a will save from you, or you're falling asleep.

the Green Tengu attacks the paladin in front of him.
wakizashi: 1d20 + 3 ⇒ (3) + 3 = 6 damage: 1d6 + 2 ⇒ (5) + 2 = 7
but fails to connect.

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

Hadanka just laughs at the bird men and moves over to block their entry into the center of the village.

Single move then ready an action to strike the first tengu that comes into range. Still raging.
I will again use a 'defense point' for a +1 dodge to my AC. I have 4 points remaining.

guisarme attack: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16, if hits guisarme damage: 2d4 + 9 ⇒ (1, 1) + 9 = 11

AoO if any pass through his 10' reach:

guisarme AoO: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14, if hits guisarme AoO damage: 2d4 + 9 ⇒ (4, 4) + 9 = 17

Grand Lodge

Male Human DEAD

Spending two defence points.

Will: 1d20 + 2 + 2 + 2 ⇒ (7) + 2 + 2 + 2 = 13.

Jack manages to avoid the Tengu's spell, and fires another arrow...

MW Mighty [+2] Composite Longbow: 1d20 + 6 + 2 + 1 + 1 ⇒ (19) + 6 + 2 + 1 + 1 = 29, for 1d8 + 2 + 2 + 1 ⇒ (8) + 2 + 2 + 1 = 13 damage.

Once again, targeting the closest unengaged Tengu.

Grand Lodge

PFS#76925-40 Male Dwarf Monk 1 | HP:11/11| AC: 16/16/10|Init: +8| Perc: +7| Fort: +5| Ref: +4| Will: +3| Unarmed: +2;1d6+2| Sling: +2;1d4+2| Flurry: +1/+1;1d6+2| CMB: +3| CMD: 17|
Skills:
Acrobatics: +6| Appraise:+1| Bluff:-2| Climb:+2| Diplo:-2| Intimidate: -2| Kn.(Reli): +5| Kn. (His): +5| Sense Motive: +3| Stealth: +6| Survival: +3| Swim: +2| Prof (Chef): +7

Grams moves while still staying hidden, hearing more foes hae gained the wall. He knows that his own action will be vital only when the time is right.

yes. Still remaining hidden from view.
Stealth 1d20 + 6 ⇒ (14) + 6 = 20

Liberty's Edge

Cleric 4 AC21(T14,FF17) CMD18| HP 33/33| F +5 R +4 W +7 | Init +3, Perc +3, Sense Motive +7 |

Will: 1d20 + 4 ⇒ (10) + 4 = 14

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