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GM Wulfson's page

891 posts. Alias of Vanulf Wulfson.


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Spellcraft (Neela): 1d20 + 10 ⇒ (15) + 10 = 25

Neela takes the vial from Randall and after casting a spell stares at the liquid within for a few seconds "It's a potion of Water Breathing. It will allow one person to breathe underwater for up to 10 hours or it can be divided equally between any number of people up to the 10 hour duration"
As Neela makes her pronouncement Aaron takes a vial from his pouch and stores it in his backpack "Great! Then I won't be needing this. The Infernus had a couple of these in storage in case of emergency."

Randall uses his spell to clean the dirt and grime off of anyone who wants it, although it's not as satisfying as a hot bath it will make due.
You spend an uneventful night at the little outpost and wake in the morning refreshed (Everyone gains 3 hit points for resting overnight).

Percival, make me another DC:13 Fortitude save.

As you are eating breakfast Aaron emerges from the central hut dressed in a suit of finely made studded leather, his trusty crossbow slung over his shoulder and a well used cutlass strapped to his hip. In his hands he holds a suit of leather armor "Perhaps one of you could use this? Don't mind the blood stains, it used to belong to "Riddleport" Bob. At least it did until the ghouls caught up with him. They tossed it back over the wall when they were finished with him. I tried to clean it up as best as I could" He looks to Jaina and Neela, the only two unarmored people in the group.

Rhialla, Need your hit points.

One big, happy family

Jaina, looking over your character and by my calculations your CMB should be +6 (+3 Strength, +3 Monk level) and +8 with grapple not +5/+7. Furthermore, your CMD should be 20 (10+2 BAB, +3 Strength, +2 Dexterity, +3 AC bonuses (+2 Wisdom, +1 Dodge)) and 22 v. grapple.

A look of shock passes across Aaron face as Percival tells him of your encounter with the ghouls (Sheesh, a little tact. Maybe?). With a tear in his eye and a lump in his throat he manages to whisper "Thank you." Then in a stronger voice "I didn't have the heart to kill her. So, thank you, thank you for releasing her from that horrible undeath that held her."
The evening is passing uneventfully when Randall begins to feel that familiar itching between his shoulders again moments before a banana and then another fall to the ground at his feet. Aaron comments "Odd, that's not a banana tree." as Randall looks up and notices a pair of human looking eyes reflected in the fire light. The seconds seem to stretch into infinity as the two remain locked in a gaze that neither seems willing to break. The rest of the party follows Randall's gaze up into the tree and notices a small monkey sitting on one of the branches looking intently at Randall. Neela smiles knowingly, reminded of her own bonding ritual with Mr. Wiggles.
The moment passes as the monkey leaps from the tree to the ground below and, scooping up one of the bananas, climbs up Randall's leg and perches itself on his shoulder.

Since we are coming up on an area that many consider a meat grinder I wanted to post this so, you know...just in case.


When your character's current hit points drop to a negative amount equal to his Constitution score plus his level or lower, or if he succumbs to massive damage, he's dead. A character can also die from taking ability damage or suffering an ability drain that reduces his Constitution score to 0 (see Special Abilities).

Certain types of powerful magic, such as raise dead and resurrection, can restore life to a dead character.

Back when I ran in 3.5 and everyone died at -10, regardless of how healthy or frail a character was, I allowed players to add (or subtract) their Constitution modifier to allow a little more breathing room. Sometimes even that didn't seem enough (poor Gordon, I think the party got rich off the loot from his dead corpses) so I let them add their level as well. Since Pathfinder has gotten rid of the hard-coded death threshold I decided to get rid of the Con modifier part and just keep the plus his/her level cushion.

Apparently I forgot to add this in the description of the loot you find in the fields.

"With Rhialla back up on her feet the party continues searching the field. Soon Jaina notices a flash of white off the beaten path. Going to investigate she finds a humanoid femur bone protruding from the ground. digging further she uncovers the entire skeleton it's clothing all but rotted away by time except for a golden buckle attached to a moldy leather belt. Also hooked on this belt is a small glass vial, inside of which she can see some type of liquid, which has miraculously withstood the ravages of time.'

Perception DC:18 or Spellcraft DC:20:

It's a potion of Water Breathing

As far as being "Banged up" as Percival put it I just want to remind you that, according to the loot list, Jaina, Percival, and Rhialla are all carrying potions of Cure Moderate Wounds as part of their reward for taking the Man's Promise.
Also, you have a potion from "The Fields" which needs to be identified.

Percival, you still have one more skill point to spend. You forgot to add in your +1 Human bonus.

Yes, they are allowed. This is not PFS.

Whew, The Saga of Aaron Ivy. Oh, and DING level 3. Please post your updates to your character here (since this is an odd numbered level if you take the average for hit points, round down).
Remember, you can roll for your hit points. If you roll less than the average for your hit dice you can then take the average (rounded up or down depending on what level you are (odd numbered level= down, even numbered level= up)).
Example: Randall at fourth level rolls a four for his hit points. Since the average for his hit dice is 4.5 (d8=4.5) he would round up to 5. At fifth level if he was to roll another 4 it would stay at 4 (4.5 rounded down = 4). Anything rolled over the average would stay as rolled.
This is a change from the previous level (since we already rounded up at 2nd level there is no change to anyone's current hit points). Any questions?

A glimmer of hope crosses the young man's face as he escorts you inside the palisades walls "You'll forgive my initial reaction to your approach. I thought you were the ship's whores returning in another attempt to kill me." His hand strays to a silver locket he wears around his neck " They've managed to kill and eat the other survivors, I'm the last one." he heaves a heavy sigh "Even my beloved Rebecca wants me dead, but she can't help herself. It's the sickness you see."
Once inside the compound you see a small wooden lodge built underneath the spreading branches of a great tree. Bubbling up beside the tree is a pool of water which then flows into a spring and out underneath the stockade's wall.
Slinging his crossbow over his shoulder he extends his hand to Percival "The name's Aaron, Aaron Ivy, late of the HIMS* Infernus. The ship was driven onto the rocky shoals during a storm, almost two years ago now, and broke apart. The crew and I were making progress against the storm when disaster struck. A pair of ghouls, the "ship's mascots" the captain called them, escaped from their cage during the blow and began attacking the crew. With the storm without and the ghouls within we lost the battle against the wind and the ship ran aground on the reefs along the southwest coast of this here rock." he gestures around himself to indicate the entire island.
"A dozen of us made it to shore. Nine of us sailors and the the ship's three doxies, two women and a man, my sweet Rebecca was one of them. We were going to get married once we made port." he shakes his head as if to erase a bad memory "When they got sick we thought it was something on the island until they turned and attacked poor Samuel. Three against one, Sam never stood a chance." he shivers "I can still hear his screams as they tore him apart."
"Anyways, the rest of us salvaged what we could from the wreck and built this fort to keep them at bay and await rescue. The rescue never came. We cleared some land east of here and planted some crops from seeds we salvaged from the wreck. Things were good until that damned bug moved into the fields. Killed three more of us before we abandoned the crops to their own devices. Between it and the ghouls it became too dangerous to harvest, despite the "scarecrows" we put up."
"If'n you're wanting fresh water for your ship this here pool is the only source on the entire island, which is why we built this fort to protect it. As to your friends and these, what did you call them...octosquids?. Those would be the grindylows, I reckon. Sadistic little bastards so your friends are possibly still alive just so they can listen to their screams before they grow tired of them and eat them. They live in a series of caves to the southeast. They captured a couple of us when we first started scouting the island. We gave them a wide berth since then." he points to a weathered brass spyglass attached to the stockade's wall "You can use that to scout them out if you wish, although it's too late to mount a rescue attempt tonight" Indeed. What with exploring the fields and then hacking your way through the jungle to the outpost it's now almost 5 o'clock in the evening. "The caves are completely underwater come high tide but you should have some time in the morning before the tide comes rolling in."
Looking through the spyglass you spot a pair of grindylows cavorting and splashing in the water of a nearby cove.

Perception check DC:20:

One of the creatures appears to be wearing Sandara's tricorne hat.

With a pleading look in his eyes Aaron rattles on "You're welcome to spend the night here and go out in the morning. I'll even go with you, if you'd like. It's been so long since I've had anyone to talk to I was afraid I might be going crazy"

*His/Her Infernal Majesty's Ship. A prefix used by the Chelaxian navy.

"Gods be praised, real people.' says the voice from behind the wall "About time. I've been stuck on this bloody rock for almost two years now."
The stockade's gates slowly creak open to reveal a Human male of obvious Chelish descent standing there his crossbow spanned and loaded held at guard, not really threatening but not pointed away either. A look of consternation crosses his face as Percival's words sink in "Wait a minute did you just say you've been shipwrecked too?" he rattles off a string of invectives strong enough to peel the paint off of a ship before winding down "I knew it was too good to be true."

I've got a question regarding the Perception DC to identify a potion. Under the Perception skill it reads that the DC is 15+Caster Level, while under the Identifying Magic Items section it states that the DC is 15+spell level. Which one is correct?
It seems counter-intuitive that a character/NPC with absolutely no magical training would have an easier time identifying a potion than someone who, bolstered by magic, would have using the Spellcraft skill to identify it.
I know, as a general rule, text trumps table and if this is the case then I hope that in the not too distant future we can get the Perception skill changed to reflect this. Otherwise you have two different possible DC's from the same sourcebook (the CRB).

Perception (Jaina): 1d20 + 7 ⇒ (20) + 7 = 27
Perception (Neela): 1d20 + 3 ⇒ (17) + 3 = 20
Perception (Percival): 1d20 ⇒ 20
Perception (Randall): 1d20 + 5 ⇒ (18) + 5 = 23
Perception (Rhialla): 1d20 + 4 ⇒ (15) + 4 = 19

With Rhialla back up on her feet the party continues searching the field. Soon Jaina notices a flash of white off the beaten path. Going to investigate she finds a humanoid femur bone protruding from the ground. digging further she uncovers the entire skeleton it's clothing all but rotted away by time except for a golden buckle attached to a moldy leather belt. Also hooked on this belt is a small glass vial, inside of which she can see some type of liquid, which has miraculously withstood the ravages of time.
Alerted by Jaina's discovery Randall soon finds another intact skeleton, stripped clean except for a pearl inlaid cold iron dagger in a rotted leather sheath.
Neela and Percival soon spot a third skeleton in the soft earth. Exhuming it they find nothing of worth except for a partially intact leather purse containing 55 gold pieces and three small shards of obsidian.

Leaving the corn field behind the party follows the trail back to the T intersection. Following the path to the northwest this time you come to the base of the granite ridge, it's summit jutting some 500 feet above you. You notice that simple steps have been carved into the path making the climb to the top much easier than you would have suspected.
Once near the top you come upon three more of those grisly fetishes like the ones you found in the overgrown fields. The path ends at a well built wooden stockade, it's gate closed. A great tree, its branches extending over the wooden palisade, rises from inside while a small brook runs underneath the walls.
As you stand there wondering about this structure a crossbow bolt thwacks into the nearest totem,disturbing the swarm of flies which buzz annoyingly around you before settling back down to feast upon the severed head, as a voice booms out from inside the fort "You'll not get me this time either, you filthy whores."

Reflex save: 1d20 + 3 ⇒ (2) + 3 = 5

Jaina deftly dodges the acidic spittle leaving Rhialla to take the brunt of the attack. Momentarily taken aback by the sudden appearance of the ankheg Rhialla is unprepared when the creature sprays it's acid at her.
The Cleric screams in pain as the acid burns first her clothes and then her skin. Fortunately the pain ends as blessed darkness overtakes her as she fades into unconsciousness.

Suddenly regretting it's decision to attack the Ankheg rears back and hisses. Before turning tail and burrowing back underneath the ground the beast releases a stream of caustic acid directly at Jaina, unfortunately Rhialla also gets caught in the acidic spray.
Damage: 4d4 ⇒ (4, 4, 2, 1) = 11
Reflex save DC:14 for half damage

As the creature begins to bury itself in the soft loam it leaves itself vulnerable to attack from those closest to it.
Jaina AoO: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Jaina AoO (Confirm critical): 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13
Damage: 1d6 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Percival AoO: 1d20 + 5 + 1 + 1 ⇒ (18) + 5 + 1 + 1 = 25
20% miss chance: 1d100 ⇒ 25
Damage: 1d8 + 4 + 1 + 1 ⇒ (8) + 4 + 1 + 1 = 14
Randall AoO: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Before it can even turn around Percival's pike pierces the creatures abdomen and Jaina's fists finish the job, slaying the beast.

Will save: 1d20 + 2 ⇒ (16) + 2 = 18
The Ankheg resists Neela's attempt to re-write it's destiny.

Percival, can you move your token on the map so I can see where you end up. If you're using your pike you should be 10' away and anything further than 5' from the creature incurs a 20% miss chance due to the overgrown plants.

Perception (Jaina): 1d20 + 7 ⇒ (13) + 7 = 20
Perception (Neela): 1d20 + 3 ⇒ (19) + 3 = 22
Perception (Percival): 1d20 ⇒ 10
Perception (Randall): 1d20 + 5 ⇒ (18) + 5 = 23
Perception (Rhialla): 1d20 + 4 ⇒ (17) + 4 = 21

Following the trail into the overgrown field you soon come upon a shocking discovery. A severed human head, rotting in the tropical sun, surrounded by a cloud of flies lies perched atop a stake alongside the trail.
Travelling onward you find another and yet another of these gruesome totems staked out along the path. Pausing to try and understand the mystery of these displays you all notice the ground behind Jaina begins to shake just seconds before a large insect-like creatures bursts from underground, spraying dirt in all directions.

Knowledge (arcana) DC:13:

This creature is a magical beast known as an ankheg, a huge, burrowing insect with a dangerous bite and a tenacity matched only by its hunger.

Knowledge (arcana) DC:18:

As well as its lethal bite with which it can latch on to its victims, an ankheg has a natural acidic venom which coats its mandibles and can be spit over short distances. Once an ankheg spits however, it takes several hours for it to build up its acid once more.
Plus the previous (DC:13) result.

Knowledge (arcana) DC:23:

These natural tunnelers can see in most conditions, and have a extra sense that allows them to detect the slightest of movements through the earth.
Plus the previous two (DC:13, DC:18) results.

Stealth: 1d20 ⇒ 9
Perception (Jaina): 1d20 + 7 ⇒ (11) + 7 = 18
Perception (Neela): 1d20 + 3 ⇒ (12) + 3 = 15
Perception (Percival): 1d20 ⇒ 20
Perception (Randall): 1d20 + 5 ⇒ (4) + 5 = 9
Perception (Rhialla): 1d20 + 4 ⇒ (9) + 4 = 13

Jaina: 1d20 + 2 ⇒ (11) + 2 = 13
Neela: 1d20 + 10 ⇒ (19) + 10 = 29
Percival: 1d20 + 3 ⇒ (17) + 3 = 20
Randall: 1d20 + 2 ⇒ (14) + 2 = 16
Rhialla: 1d20 + 3 ⇒ (2) + 3 = 5
???: 1d20 ⇒ 9

First up are Neela, Percival, Randall, and Jaina (you can post in any order) followed by the creature and then lastly Rhialla.

Pay no attention to "He-Who-Walks-Between-The-Rows"

Neela, you don't detect any magical auras anywhere around you.

Taking the trail southeast you soon come to a clearing hewn in the jungle. At one time someone made the effort to clear the land and plant crops, some type of corn, but since then the crops have been left to go to seed. The stalks have grown to over eight feet in height and visibility within the field is greatly reduced (Creatures more than 5' away have a 20% miss chance).

Survival (Jaina): 1d20 + 2 ⇒ (17) + 2 = 19
Survival (Neela): 1d20 + 1 ⇒ (18) + 1 = 19
Survival (Percival): 1d20 ⇒ 4
Survival (Randall): 1d20 ⇒ 11
Survival (Rhialla): 1d20 + 3 ⇒ (19) + 3 = 22

Survival DC:15:

A single track winds it's way through the otherwise overgrown fields

Map link

Assuming you left the ship shortly after finding out about the damage and missing water, it's almost two o'clock in the afternoon. You've been on the island for about five and a half hours now.

Perciavl looks around to see what everyone else is looking for but sees nothing at all.
With no one else volunteering Percival begins to climb one of he palm trees. Looking out to the northwest all he sees is a verdant carpet of palm leaves stretching unbroken to the stony rise in the west.
Turning to the southeast he notices a strange, almost rectangular, clearing amidst the trees almost a half mile distance.

Neela, you don't detect any magical auras within range.

Finding no fresh water on the beach you once again set off following the trail back into the jungle. Two more hours pass and you stop in consternation as the trail you've been following ends at a "T" intersection with another trail heading northwest, toward a rocky ridge, and southeast, back toward the beach.
Standing at the crossroads Randall can't shake a feeling, an itching between his shoulder blades, that he is being watched. Turning his head he catches furtive movement in the canopy overhead. Questioning the others no one seems to see what he thinks he saw.

Which way do you want to go?

Jaina struggles to rip the crab's pincers apart while the other look on in wonder. Now armed with her new "weapons" the group explores the beach a little further. Down the beach you come across another "trail" that leads back into the interior of the island.

Crab Bat'leth: 1d6/1d6 x2 — 4 lbs. B double, monk

I was thinking Klingon Bat'leths

Sorry, I completely missed Jaina's Round #5 post.

Rhialla disappears from in front of the as it's claws close on nothing but air, thereby avoiding a grisly fate, only to reappear behind it standing next to Randall.
Jaina rains blow after blow on the crab's hard shell cracking the chitinous armor wide open.
Seconds later, Randall's blade finds an opening and pierces the creatures heart.
Mortally wounded the crab collapses as it's life's blood pours into the sand.
Percival rushes to protect his paramour from the crab's clutches only to discover that his services are no longer required the monstrous beast has been slain.
With the battle over a quiet calm descends upon the beach with only the murmur of the waves and the labored breathing of the party breaking the silence.

Just remember this. I may not always "rock". Also, please move your token to where you want to end up.

Being the Kind and Benevolent GM® that I am I'm going to allow it to work and give you a 50% miss chance against the second claw attack.
50% miss chance: 1d100 ⇒ 29

Befuddled by it's targets sudden disappearance and reappearance the crab whirls around to face Rhialla again, however this movement causes the creatures second claw attack to close on nothing but air sparing the Cleric from a grisly fate.

Tired of the constant pinpricks from Rhialla's rapier the crab turns it's attention to the Cleric.
Attack roll (claw #1): 1d20 + 4 ⇒ (2) + 4 = 6
Attack roll (claw #2): 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Grab: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Both claws lash out at Rhialla who dodges one but gets caught by the other. As the claw squeezes her in it's visor-like grip the young woman passes out.

1 person marked this as a favorite.

Round #4:
Percival's axe cracks the crab's shell between it's eyes, causing the light within to fade as the creature dies. With her foe now vanquished Jaina runs across the beach, ala Baywatch, to confront the crab attacking Randall.
Attack roll: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Unfortunately a grain of sand stings her eye and, unable to see through the tears, her fists punch nothing but air.

Top of Round #5. Neela and Rhialla are up.

Rhialla's blade seems to be going awry when the fates intervene, guiding her sword between the crab's armored plates.

The crab facing Jaina and Percival seems confused as to which antagonist it should attack. Making up it's tiny mind it continues it's assault on Percival, ignoring Jaina in it's attempt to make the pain stop.
Attack roll #1: 1d20 + 4 ⇒ (12) + 4 = 16
Attack roll #1 (Misfortune Re-roll): 1d20 + 4 ⇒ (5) + 4 = 9
Attack roll #2: 1d20 + 4 ⇒ (10) + 4 = 14
Attack roll #2 (Misfortune Re-roll): 1d20 + 4 ⇒ (8) + 4 = 12
Much to Percival's relief both claws snap shut on nothing but air.
The crab attacking Randall sidles away from Rhialla all the while keeping it's focus fixed on the bard. Lunging forward it attacks.
Attack roll #1: 1d20 + 4 ⇒ (8) + 4 = 12
Attack roll #2: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Grab: 1d20 + 8 ⇒ (10) + 8 = 18
Constrict: 1d4 + 2 ⇒ (2) + 2 = 4
Randall dodges the first claw unfortunately leaving him open for the second claw which closes around his midsection and begins to squeeze, leaving Randall gasping for breath.

Will save: 1d20 + 1 ⇒ (14) + 1 = 15
The crab seems unfazed by Neela's attempts to redirect it's destiny.

Round #3:
Randall, sidestepping to the left, stabs the crab with his sword as his ploy works and he now has the crab's undivided attention.
Jaina rushes to the poor, befuddled, Percival's aid cracking the other crab's shell with her brass knuckles. The wounded crab forgets all about Percival as it turns to face the woman who hurt it, it's black eyes focusing on Jaina.
That attention is short lived however as Percival takes a step backwards and brings the pike to bear. Thrusting the pike between the top and bottom plates of the crab's shell he scores a hit on the fleshy innards.
The crab reacting to this new hurt turns, belatedly, to face Percival once again.
Attack: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Damage: 1d8 + 5 + 1 ⇒ (4) + 5 + 1 = 10

Round #4
Neela and Rhialla are up

Round #2
Jaina's punch penetrates the crab tough shell and strikes the sensitive organs underneath killing the creature outright. Withdrawing a blood soaked fist she shakes it at the dead crab triumphantly.
As the giant crab releases Rhialla in it's death throes Randall rushes the Cleric's side and using his magic revives the fallen Rhialla.
The immediate threat taken care of, Percival wheels to face the oncoming crab. Although his initial thrust with his boarding pike goes wide he brings the shaft around again to stab with as the creature closes with him.

Round #3
Rhialla restored from her near death experience gets up from the beach, picks up her fallen weapon and turns to face these new foes. Meanwhile, with the object of her hex now dead Neela focuses her attention on the threat closer to home.
I actually moved the crabs a bit too early, but this is where they will end up.
The nearest crab makes it's way to Percival, easily batting his clumsy thrust aside with it's claws. Drawing close it attempts to catch the big Chelaxian in it's claw and misses.
Attack roll: 1d20 + 4 ⇒ (6) + 4 = 10

The tailing crab bypasses the skirmish with Percival and instead makes a beeline towards Randall.
It takes two move action to close with Randall.

Was that -1 before or after Randall's CLW? Either way with the magical healing you wouldn't need to roll a stabilization check.

Jaina's punch finally cracks the crab's shell as the force of the blow carries her fist deep into the creatures brain. Withdrawing an arm covered to the elbow with ichor the creature's legs splay out from underneath it and it falls lifelessly to the ground, releasing Rhialla as it dies.

Randall's bolt strikes the crab's soft underside with a great deal of force, causing the crab to swivel it's eyes to see what caused it such great pain.
Jaina meanwhile continues to fruitlessly pound on the crab's hard shell only causing herself pain in the form of scraped knuckles.
Percival, feeling the effects of gods only know what ( the Ghoul Fever won't actually hit you until tomorrow when you need to make another save), advances on the crab, waving the magic pike he looted in front of him. But, due to his hypochondria, his thrust goes wide.

Round #2
Neela continues using her magics to effect the outcome of the fight while Rhialla closes with the crab and stabs it with her rapier, the blade effortlessly pierces one of the crab's legs in it's joint, causing it to buckle momentarily before righting itself.
The crab ignores Jaina's attempts to hurt it and instead whirls to face the Cleric who caused it such pain.
Attack roll #1: 1d20 + 4 ⇒ (14) + 4 = 18
Attack roll #1 (Misfortune re-roll): 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Grab: 1d20 + 8 ⇒ (15) + 8 = 23
Grab (Misfortune re-roll): 1d20 + 8 ⇒ (12) + 8 = 20
Damage (Constrict): 1d4 + 2 ⇒ (1) + 2 = 3
Attack roll #2: 1d20 + 4 ⇒ (17) + 4 = 21
Attack roll #2 (Misfortune re-roll): 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Despite Neela's reality warping magics the giant crustacean grabs Rhialla with both of it's claws and begins to squeeze her, hoping to split her in two for easier consumption.
Looks like that's 15 points of damage to Rhialla.

As the battle rages, Randall from his vantage point sees two more of the monstrous beasts lumbering down the beach, drawn by the sound of the fighting.

Jaina, Percival, and Randall are up followed by Neela and Rhialla at the top of round #3

The massive crustacean reaches the bottom of the tree and begins to move towards Jania but not before a bolt of ice from Rhialla strikes it in a vulnerable spot where it's legs meet it's carapace.
Percival weakly throws one his axes at the monster, but the range is too great and the axe plunks harmlessly into the sand.
Neela weaves her arcane magics around the crab causing it some consternation as it approaches Jaina.
Her feet firmly planted Jaina waits unflinchingly as the crab barrels down on her. Before the crab can attack Jaina punches it but, unfortunately, her fists skitter off the things hard shell.
With its foe finally in reach, the crab snaps at Jaina.
Attack roll: 1d20 + 4 ⇒ (13) + 4 = 17
Attack roll (Misfortune re-roll): 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Grab: 1d20 + 8 ⇒ (9) + 8 = 17
Grab (Misfortune re-roll): 1d20 + 8 ⇒ (2) + 8 = 10
As it's claws close around Jaina she is able to wiggle herself free thereby avoiding being crushed by it's giant pincers.

Will save: 1d20 + 1 ⇒ (12) + 1 = 13

You can delay your initiative to go just before the crab does, but you won't get to do anything else in this free round.

Randall examines the coconuts and finds that each one has been cleaved in two as if by a giant scissor. Suddenly his attention is drawn upward by a loud clacking noise. Looking up he sees a giant crab, roughly the size of a large dog climbing down the tree, clicking its pincers menacingly.

Jaina: 1d20 + 2 ⇒ (11) + 2 = 13
Neela: 1d20 + 10 ⇒ (9) + 10 = 19
Percival: 1d20 + 3 ⇒ (12) + 3 = 15
Randall: 1d20 + 2 ⇒ (1) + 2 = 3
Rhialla: 1d20 + 3 ⇒ (14) + 3 = 17
Crabs: 1d20 + 1 ⇒ (15) + 1 = 16

The crab will spend a full-round action to finish climbing down the tree trunk. Everyone gets one round of actions before the crab gets to the ground. Neela and Rhialla will get two actions before the crab gets to act.

Not as if anything is going to happen

Gathering up the valuable bits of treasure you once more begin to follow the trail through the jungle. After another hour of slogging through the undergrowth your eyes are stabbed by the bright, compared to the relative gloom of the swamp, noonday sun.
You emerge on to a mile long, palm tree lined, stretch of white sand beach. Each of the palm tree are about 50 feet tall and all are crowned with a wide canopy of palm fronds. All of the trees are brimming with coconuts just ripe for picking.

Perception check DC:10:

Piles of cracked and smashed coconuts lie beneath three of the trees just off the beach.

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Prestidigitation + Mending = Instant Dry Cleaning.

He looks okay to you.

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