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Wolf

GM Wulfson's page

806 posts. Alias of Vanulf Wulfson.


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Neela looks around the deck but with the rest of the crew up in the rigging, the combination of the wind and rain, and the short duration of the fight it is doubtful anyone else even knows that they've been boarded.

Rhialla's healing waves wash over the group, closing Percival's remaining wounds and bringing a general feeling of tranquility with them.


Yes, but no one identified them. Just pulling your leg a bit. Just don't take you revenge out on Caerwyn.


Who said anything about grindylows?

Jaina steps up to the creature who just vilely murdered his sleeping comrade and lands a bone crunching blow to it's face which causes it to slump, unconscious, to the deck.
Whirling around she sees no other threatening opponents for her to unleash her fury upon.

...and we can drop out of combat rounds now.


Neela finishes her incantation and three of the creatures succumb to her magic as their tentacles slump out from underneath them as they fall asleep, their tranquil breathing sounding something very much like waves gently lapping a distant shore. Gathering her magic around her once more she hurls a hex at the creature fighting Jaina. The creature shakes it's head in confusion as a look of doubt and indecision crosses it's face.

Rhialla crabwalks backwards away from the sleeping creatures, looking very much like one of them in the process. Once clear she pauses and casts a spell on the awake creature near Percival. As her magic takes hold it's black soulless eyes become tinged with red and it inexplicably stabs it's spear into one of the sleeping creatures eyes, killing it instantly.
Will save: 1d20 + 2 ⇒ (8) + 2 = 10
Coup De Grace damage: 2d6 + 2 ⇒ (4, 4) + 2 = 10
Fortitude save DC:20: 1d20 + 1 ⇒ (6) + 1 = 7

The remaining, bedeviled, creature seeing that the tide has turned decides to return back to the sea from whence it came and begins to climb back over the railing to make it's escape only to be simultaneously pummeled by Jaina and hacked by Percival before it can even take more than just one step towards it's perceived safety.
Jaina AoO: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Percival AoO: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 + 3 ⇒ (2) + 3 = 5


Will save v Sleep (Creature #2): 1d20 + 2 ⇒ (7) + 2 = 9
Will save v Sleep (Creature #5): 1d20 + 2 ⇒ (10) + 2 = 12
Will save v Sleep (Creature #6): 1d20 + 2 ⇒ (4) + 2 = 6

Will save v Misfortune (Creature #1): 1d20 + 2 ⇒ (5) + 2 = 7


Sleep is a 10' radius burst from a point of origin. It affects all creatures within it's radius (friend and foe alike) You cannot designate targets of it's effect.


Jaina swings her fists at the "Octoblin" in front of her but the creature bobs and weaves on it's pliable legs and her punches both end up missing it.

Percival chops the creature in front of him with his axe, which bites deep but fails to drop it.

Neela and Rhialla are up.


I'm not talking about things that fluctuate from battle to battle but more the basic core mechanics of the character.


Upon further review the ruling upon the field is overturned. Percival is indeed still standing (actually his CMD is 17 (+2 BAB, +3 Str, and +2 Dex). Seriously though everyone needs to keep their profiles updated. I didn't bother to do the math on this one and instead went off the CMD listed in Percival's profile. I have Herolab profiles for each character that are up to date but it sometimes gets to be too much to access when I can instead click on your name and access the profile that way. I will go over everyone's profiles and compare them with mine and will PM everyone with whatever discrepancies I find.


Neela steps back away from the fray and begins chanting in an arcane language as Rhialla summons up an icicle and with a flick of her wrist sends it toward one of the creatures facing Percival. The frozen dagger finds it's mark, piercing the creatures chest and it's heart as it's tentacles slump out from underneath it and it falls to the deck.
Enraged at the death of it's comrade one of the creatures rushes to attack Rhialla, passing Percival in it's haste who is too shocked by their sudden appearance to react in time.
The creatures tentacle legs writhe out and wrap around the Cleric's legs and pulls her to the deck.
Trip attempt: 1d20 + 4 ⇒ (11) + 4 = 15
Smiling a shark toothed smile it then stabs it's spear at the prone Rhialla, piercing her side.
Attack roll (spear): 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Another one of the creatures steps up in front of Jaina and also tries to trip her with it's tentacles.
Trip attempt: 1d20 + 4 ⇒ (4) + 4 = 8
Failing that it attempts to sink it's teeth into her neck while thrusting with it's spear.
Attack roll #1 (spear): 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Attack roll #2 (bite): 1d20 - 2 ⇒ (11) - 2 = 9
Although it's bite fails to tear her exposed flesh it grins in satisfaction as it's spear finds it's mark, drawing blood.

The remaining three creatures swarm over Percival attempting to draw him to the deck and tear at his flesh.
Trip attempt #1: 1d20 + 4 ⇒ (7) + 4 = 11
Trip attempt #2: 1d20 + 4 ⇒ (9) + 4 = 13
Trip attempt #3: 1d20 + 4 ⇒ (10) + 4 = 14
With Percival flat on his back the three begin gnawing and stabbing at the big Chelaxian.
Creature #2 attack roll (spear): 1d20 + 2 ⇒ (4) + 2 = 6
Creature #2 attack roll (bite): 1d20 - 2 ⇒ (12) - 2 = 10
Creature #4 attack roll (spear): 1d20 + 2 ⇒ (20) + 2 = 22
Creature #4 attack roll (spear) Confirm Critical: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 2d6 + 2 ⇒ (5, 6) + 2 = 13
Creature #4 attack roll (bite): 1d20 - 2 ⇒ (20) - 2 = 18
Creature #4 attack roll (bite) Confirm Critical: 1d20 - 2 ⇒ (4) - 2 = 2
Damage: 1d3 ⇒ 3
Creature #6 attack roll (spear): 1d20 + 2 ⇒ (5) + 2 = 7
Creature #6 attack roll (bite): 1d20 - 2 ⇒ (15) - 2 = 13

With Percival all but defenseless one of the creatures sinks his spear deep into the Fighter's abdomen while it's teeth sink into his shoulder ripping out a bloody chunk of flesh, just missing his carotid artery. Fortunately for Percival his armor manages to deflect the rest of the attacks from his other two foes.

Yeowch, that's going to leave a mark!


Two days pass without any further floggings although you and your friends are constantly berated by Plugg and Scourge for your "lackadaisical" work ethics. Emboldened by their example the other sailors also begin to heap scorn and derision on you and your group. Things are about to come to a head when on the morning of the fourth day large, dark, ominous clouds can be seen brewing on the horizon.
Unable to outrun the oncoming storm, Scourge begins ringing the ship's bell summoning all hands on deck. Plugg begins barking orders, ordering everyone into the rigging to furl the sails and prepare the ship.
Less than an hour later a full force gale strikes the Man's Promise head on. Wind and rain make your tasks almost impossible to perform and you are unable to see more than your hand in front of your face. Despite all that, you work diligently and admirably.
During the height of the storm six figures lurch out of the chaos in front of you. Hideous creatures resembling a goblin from the waist up and an octopus below.

Knowledge (dungeoneering) DC:11:

These creatures are Grindylow, sadistic aquatic abberations that will eat anything it can catch.

Seeing you the creatures scuttle to the attack.

Initiative:
Jaina: 1d20 + 2 ⇒ (12) + 2 = 14
Neela: 1d20 + 10 ⇒ (17) + 10 = 27
Precival: 1d20 + 3 ⇒ (3) + 3 = 6
Randall: 1d20 + 2 ⇒ (1) + 2 = 3
Rhialla: 1d20 + 3 ⇒ (16) + 3 = 19
Beasties: 1d20 + 2 ⇒ (14) + 2 = 16

Neela and Rhialla act first, followed by the creatures, then by Jaina, Percival, and Randall. Feel free to re-position yourself around the deck as you see fit. Due to the wind and rain all ranged attacks and Perception checks suffer a -2 penalty.


The next morning finds you all on deck where Scourge assigns you the hardest, most disgusting jobs he can think of. No matter how hard you work though it never good enough and eventually you catch the lash. Sandara is there to heal your wounds and agrees with your plans but cautions against moving too soon as Scourge and Plugg are still in control.
During the midday meal Kroop looks skyward while ladling out the fish stew and comments "Hmmm, that's odd. We seem to be headed northeast. If we were headed to Port Peril we would need to be headed to the northwest."
After the evening meal Fishguts once again approaches you "I think I know where we're going." he tells you "There's a place along the coast known as Rickety's Squibs. The owner, Rickety Hake, will for a price change the lines and configuration of any ship so that even the ship's owner, or former owner, wouldn't even recognize it. He'll even provide new paperwork and deeds of ownership to legitimize the "new" ship."


At this point Conchobar steps forward and says "I've been speaking with Rosie and she agrees that whatever you should decide to do you can count on us. We seem to be guilty by association and I'm sure whatever fate befalls you will also be visited upon us sooner rather than later. I cannot speak for Ms. Quinn or Master Cogward since they are not here but, given their ..."relationship" with you lot, I'm sure they would be in agreement."
Tilly Brackett shrugs her shoulders a bit as she bites her lip as if on the horns of a dilemma. She finally looks up at Percival as if she's made up her mind "I've been thinking a lot about what Randall said after you lot pulled me from the sea. "We need to watch out for each other because no one else will" is what he said and I know I'd sleep safer at night having you lot watch my back than ever I would with them. So you can count me in"
Jack Scrimshaw says nothing, just sits there carving a small piece of wood, until he nods over to the others across the hold and makes a motion of drawing his knife across his throat and smiles.


Knowledge (local) DC:20:

There is a dry dock along the Slithering Coast infamous for re-configuring the hull lines of stolen ships to make them unrecognizable, even to their former owners.


Working the ship shorthanded makes for a long grueling day of work. After several hours of sailing the Wormwood disappears over the horizon and everyone breathes a collective sigh of relief. Despite the extra effort and hard work, your work never seems quite good enough for Scourge and Plugg who constantly berate you through your tasks.
As the sun begins to set you retire for the evening below decks, utterly exhausted. As Kroop serves the evening meal you notice several of the crew are missing. After several hours the missing four crew members rejoin you and immediately begin talking with the former Man's Promise sailors in hushed tones.

Neela:

That evening you serve dinner in the Captain's quarters. After knocking and entering you see Scourge and Plugg there along with Fipps Chumlett, Syl Lonegan, Maheem, and Tam Tate. Owlbear Hartshorn is chained to the mast in the room contently eating a soft shelled crab, shell and all, that he seems to have gotten from somewhere.
After setting the tray down on the table you are quickly escorted from the room by Scourge, who gives you a pat on the bottom as you leave to much guffaws from those assembled, but not before you notice the charts on the table with two marks made upon it. One of which is the town of Bloodcove, the other, further up the Slithering Coast, is unknown to you.


Rather than making about another 3-4 days worth of rolls, I'm going to just sum up what happens just to get things moving along.

Safely in the confines of the galley Kroop smiles as he pulls a tarp off a small cask of rum "I snuck this aboard when the little popinjay wasn't looking. He said that he wouldn't be handing out the rum, he never said anything about not drinking it though." He holds a finger up to his lips "Shhh, let's just keep this our little secret, eh."


It's all over now but the crying. Ballots will be counted on Wednesday. Keep your fingers crossed.

As you cross from the Wormwood you are greeted by friends and foes alike. Sandara smiles at Randall when she sees him and Crimson turns an even brighter shade of red at seeing Jaina. Choncobar and Rosie are standing together a little off to the side of the group. Tilly Brackett and Jack Scrimshaw watch with a little smile on their faces.
On the other hand Fipps Chumlett and Maheem watch you and your friends warily while Syl Lonegan flashes you her unhinged smile. Over by the rail Tam Tate talks in low tones with a group of five Rahadoumi sailors who Plugg picked to join the crew. Every now and then the dwarf and the others around him look over in your direction.
A crack of the whip draws your attention to the aft deck where Plugg and Scourge stand with the former holding the chain around Owlbear Hartshorn's neck like an owner with his dog on a leash. Get your gear and get it stowed below and get your arses back up here on the double." Scourge shouts as Plugg watches with a jaundiced eye. As you begin to go below decks Scourge stops both Sandara and Crimson "Not so fast, you two. you'll be bunking with myself and the other officers. The rest of you lot go below."
After stowing your gear you return to the main deck and cast off from the Wormwood. Scourge begins to assign the day's tasks and true to form you receive the same scut work you had aboard the Wormood. An hour into the voyage Plugg calls all hands on deck, standing at the rail of the aft deck he addresses the crew "This is my ship now and these are my rules. Since we are shorthanded everyone will have to work harder to sail this ship. Anyone caught not pulling their weight will catch six lashes from the Cat. We are not aboard the Wormwood anymore with it's lax rules anymore. Everyone of you are to remain below decks after dark. Anyone caught on deck after dusk, without leave, will receive six lashes from the Cat. Also I don't believe in a crew so drunk that they can't respond with a moments notice should it be necessary, so we can dispense with the nightly rum ration. Keep your nightly distractions to a minimum so as not to affect your daily work and we should get along just fine." with that he turns his back on you as Scourge barks "Dismissed!"


Just wanted to let everyone know I'm still here. The past week at work has been hectic. I'm running for election for union office in my local. The ballots are being counted next Wednesday so for the past week I've been out after work campaigning with the rest of the slate that I am running with.
Things are beginning to slow down and I should be able to get back to regular posting within the next couple of days.


I've included a link to the Man's Promise on the Campaign Info tab.

For the sake of expediency I'm going to condense your first few days aboard down to a single post as soon as I can gather my thoughts.


Neela:
You go down tot he galley to find it in an even more disorganized state than usual. Ambrose is chasing one of the goats, which seems to have escaped it's pen again, around the room as startled chickens flutter to and fro. Spotting you Fishguts gives you a pleading look "Give me a hand, will ya'. We need to get these critters aboard the new ship before it leaves. I don't think Mister Plugg will be too happy if we hold up his departure."
Finally caging the loose animals you help Fishguts carry them over to the galley on the Man's promise and getting them settled in there. Back on the Wormwood Kroop takes one last look around the galley and, mopping his brow, sighs "Well looks like the Cap'n is done wit me. Finally got tired of having me around. Harrigan weren't a bad old sod, but this Plugg is a mean prick who wont be as forgiving as the Captain was."
With that you follow Fishguts across the gangplank to get settled in to the galley of the new ship.


At dawn of the second day the ship's bell sounds calling all hands on deck. As you assemble on deck the captured crew of the Man's Promise are brought up on deck to stand before the Captain. Harrigan addresses the prisoners, offering any who want it a spot on his crew. Several of the captives step forward at this and, with a nod from the Captain, Scourge cuts their bonds and they, rubbing their wrists, join the Wormwood's crew accompanied by the glares of their former crew.
Satisfied, the Captain turns to his crew "All right, you scurvy tars! You've done a right good job by me - we've got a second ship now, and she's quite a prize from the looks of her. But, unfortunately, I still only have one crew. So here's the plan - The Wormwood and I will sail on to our planned destination with our new shipmates here, while Mister Plugg will pick a skeleton crew to sail the Man's Promise to Port Peril, where she'll be worth a pretty penny as salvage."
"As for these fine fellows here" he gestures to the remaining prisoners "Some of them will no doubt be worth a hefty ransom from their families back in Azir. As for the rest, if the pirate’s life is not for them, they can spend the rest of their lives at sea." So saying he grabs the officer you captured and, in one fluid movement, tosses her, still bound and screaming, over the rail to disappear beneath the waves below.
For several heartbeats all is still and then many of the remaining captives drop to their knees swearing fealty to Captain Harrigan while the remaining hostages look on with disdain. After the remaining captives are led below deck the crew disperses to their daily tasks.
As they do Mr. Plugg and Master Scourge begin picking crew for the new ship. Plugg approaches you and tells you "You've got ten minutes to get your gear and get aboard or we're leaving you behind." as he says this you can't help but notice Scourge grinning evilly behind him.
Rushing below deck you hurry to gather up your belongings. As you are doing so Cut-throat Grok comes down into the hold with a sail cloth wrapped bundle which she gives to Randall. Unwrapping it he discovers a masterwork buckler inside. With a tear in her eye she says to him "Keep yourself safe, pretty boy, and I'll see you again when we reach Port Peril. The rest of you now's your last chance to purchase anything from the stores before you leave." With that she wipes the tear away and returns to the Quartermaster's store.


Neela:

You identify the hammock as a Hospitality Hammock. A single night's rest in this hammock removes any signs of seasickness. Additionally, the hammock is so comfortable that those who sleep in it for a full 8 hours regain hit points as if they had an entire day of bed rest. The hammock is so luxurious that climbing into or out of it requires a full-round action although a successful DC:5 Dexterity check reduces this to a move action.

Wracking your brain for any further information on the Motley only draws a blank.


Neela:

I tried to PM you this but apparently the dice roll feature doesn't work in Private Messages.

During the partying you go off searching the Man's Promise. Much of the ship has already been thoroughly ransacked by the crew of the Wormwood and taken aboard. However, carefully wandering the ship you find that the hammock in the Captain's quarters radiates a faint aura of Conjuration magic.
Spellcraft (DC:20): 1d20 + 9 ⇒ (10) + 9 = 19
Running your hands over the hammock you can determine nothing further.
Further exploration of the ship reveals nothing else out of the ordinary, except for the ship's nameplate which seems to be nailed over another, previous plate. Investigating further you manage to pry the nameplate up enough to reveal the name on the plate underneath, The Motley.


Yes, Percival still has the pike. I even went so far as to identify it for you. Regarding identifying magic items, a post from Jason Buhlman has stated that since Detect Magic requires concentration to use you cannot "Take 10" on your Spellcraft rolls to identify magic items. just a heads up for future reference.


Loot list

at this point I (as both a player and as GM) would like to know how are we going to handle loot?
Currently things are being doled out on an as needed/best fit basis. I would like to know if we intend to keep this system or go for something else?

My RL group currently uses a system we like to call "Adventure Bucks". In the AB system we total up the resale value of all the items found and divide that number by the number of players (in this case 5). Each player then has this amount of Bucks to spend on any given item(s).
Example: Randall wants to keep one of the Masterwork short swords. His share of the loot would be 652 GP, 8 SP (3264/5). Once the party reaches civilization and sells the remaining items he would only receive 497 GP, 8 SP (652.8-155) whereas everyone else would receive the full 652.8.
Now let's say Randall wishes to purchase the Necklace of Natural Armor. It's resale value is 1,000 gp. In order to purchase it Randall would have to spend 347 gp, 2 sp of his own money in order to make up the difference. thereby guaranteeing that everyone else still receives their full share.
This way no one really falls behind the wealth by level guideline while another blows way past it.

Let me know which way you would like to go or if someone has another system they would like to consider.


That is correct. Also don't forget to add in the 29 gold pieces everyone gets from looting the fallen sailors (145/5=29) for a total of 374 GP's/each.


Soon afterwards the fog lifts and you see the crew of the Wormwood parade a line of bruised and battered prisoners across the boarding planks between the two ships. You watch as the bound prisoners are taken below deck, presumably to the bilges to await their fate.
You morose thoughts are soon interrupted as several crew members begin hauling casks of alcohol and crates of foodstuffs from the Man's Promise's hold. As the celebration begins Plugg, Scourge, and the other Wormwood officers disappear into the Captain's quarter and are gone for several hours before returning to the main deck.
Soon thereafter a table and chair is set up on the the aft deck and a couple of sailors haul an iron chest from the Captain's quarters to the aft deck as well. Harrigan, flanked by Plugg and Scourge, begin calling out the roll. Each sailor in turn receives a pouch of coins as well as other items. When your name is called and you approach the table the Captain looks you over as he withdraws several pouches from the chest.
You each receive a pouch with 150 GP's in it.
Before you leave the Captain says to you "In recognition of your efforts in securing the sterncastle in such a timely manner each of you receives an extra share of 100 Gold. You are also rewarded with these four potions, three of which will heal your wounds and one which will make you invisible to your enemies, to be divided amongst your boarding party."
Three potions of Cure Moderate Wounds and one potion of Invisibility.
"In addition, for the killing or capture of 11 of the enemy sailors, your party also receives an additional 275 gold pieces along with an extra 200 gold for the capture of the ship's officer to be divvied up as you see fit ."
With the official business out of the way the Captain looks up up you from his chair and smiles a rare smile as he, much to the the shock of Mister Plugg, removes a necklace from his neck "On a personal note, I would like to thank those of you who shouted a warning to me as that no good sneak thief tried to skewer me from behind. Take this amulet as a token of my gratitude, it'll toughen up your skin."
Amulet of Natural Armor +1
Dismissed with a glare from Plugg you go to join the other crew as the Captain calls out the next name on his list.

The bacchanal lasts all night and all the next day as the crew celebrates their victory.
You can each take up to five ship's actions during the festivities or you can do nothing but get get drunk and eat, like the rest of the crew.


Sorry, it's been a crazy couple of days. I'll get a post up later today.


Yes, for now.


Appraise check DC:20:

Chain shirt, masterwork - 250gp
2 Short swords, masterwork - 310gp/each
Boarding pike, masterwork* - 308gp
Pearl necklace - 75gp

Appraise check DC:25:

The boarding pike is magical


"You wouldn't dare!" she splutters, but you see a modicum of fear behind her eyes.

As Jaian returns with some rope Randall begins tying up her hands and feet. Once she is securely bound Randall stands up and looking down at her with a smile says "Usually you have to pay extra for this at the Calistiran temple"

With the defeat and humiliation of their remaining officer the fight seems to go out of the crew of the Man's Promise and they begin surrendering.

A quick search of your fallen foes turns up 145 gold coins, 11 suits of Studded leather armor, 11 Heavy crossbows, 121 bolts, and 11 short swords. A quick pat down of the officer reveals a high quality Chain shirt, a pair of finely crafted short swords, a heavy crossbow w/20 bolts, an exquisitely crafted boarding pike, and an ornate pearl necklace.
You may take as much, or as little, of this as you want.


Yes. With the officer pinned we can drop out of initiative order.


Oops, too late to change it now but Randall's CMB is only +2, not +4. Even with the +2 bonus, a 17 (instead of 19) is still enough for him to execute the Pinned maneuver. So no blood, no foul.


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I hope you don't mind if I speed things up a little.

"Ooh, that looks like fun!" Rhialla squeals as she runs up to the grappled officers and put a boot in for good measure.
Attack roll: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Attack roll (Fortune re-roll): 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
20% miss chance: 1d100 ⇒ 69
Damage: 1d3 + 1 + 1 ⇒ (3) + 1 + 1 = 5

The wounded officer and Randall roll around the deck, each trying to gain the upper hand. at one point the officer manages to get on top of Randall and seems about to break free but Randall manages to flip her back quickly to the deck.
CMB (DC:14): 1d20 + 5 ⇒ (19) + 5 = 24
CMB (DC:14) (Misfortune re-roll): 1d20 + 5 ⇒ (8) + 5 = 13

Randall and the officer continue their struggle across the deck until Randall manages to straddle himself across her chest, his knees pinning her shoulders.
CMB (DC:17): 1d20 + 4 + 5 + 1 ⇒ (2) + 4 + 5 + 1 = 12
CMB (DC:17) (Fortune re-roll): 1d20 + 4 + 5 + 1 ⇒ (9) + 4 + 5 + 1 = 19
Unable to move, her tense, bruised body slumps in defeat as she calls for mercy.

1d20 + 1 ⇒ (16) + 1 = 17

Sense Motive DC:17:

Although her body seems to indicate surrender her eyes still blaze defiance. You feel if you were to let her up she would, more than likely, continue the fight.


20% miss chance (Percival): 1d100 ⇒ 31


Although the rules don't come out and state it you can, if you wish, use the Aid Another action (CMB DC:10) to assist Randall in either:

a) Maintain the grapple (add +2 to his CMB to keep the officer grappled and perhaps, later, pinned).
or
b) keep the officer from escaping (add +2 to Randall's CMD making it harder for her to break free of his grapple).

Or you could just stomp her into submission which would be a longer, if more satisfying, process.


Hope everyone survived their New Year's revelry.


Round #14

Shaking her head to clear it the remaining officer gets her bearings before taking a step backwards and bringing her pike up to face Percival. With the look of a cornered animal she lunges toward the big Chelaxian.
Attack roll: 1d20 + 6 ⇒ (16) + 6 = 22
Attack roll (Misfortune re-roll): 1d20 + 6 ⇒ (12) + 6 = 18
50 % miss chance: 1d100 ⇒ 98
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
She smiles gleefully as her pike solidly strikes Percival in the chest.

With all the regular sailors dead, dying, or otherwise incapacitated everyone is free to act now.


Rhialla steps back out of reach of the officers wicked looking pike before releasing another bolt of ice.
Attack roll: 1d20 + 4 + 1 - 4 ⇒ (7) + 4 + 1 - 4 = 8
Attack roll (Fortune re-roll): 1d20 + 4 + 1 - 4 ⇒ (2) + 4 + 1 - 4 = 3
Her icicle buries itself in the ship's rail by Percival before evaporating.


The Old Tar spits out some loose teeth and grins a bloody grin at Jaina "Not bad, Girlie" he tells her. Looking at Randall's drawn blade his smile widens and he shakes his head "Never send a boy to do a man's job, Sonny." and he quickly dismisses the Bard by turning his attention back to Jaina. Let me show you how it's done" he says as he lunges at Jaina, but his thrust misses the angry Monk.
Attack roll (Sailor #10): 1d20 + 2 ⇒ (7) + 2 = 9


Unfortunately Percival, if her CMD wasn't 17 you would've hit. The miss chance from 5 feet or less is 20%, from 10 feet or greater it increases to 50%.


With the Rahadoumi Officer Dazed and unable to attack, Jaina and Percival can take their Round 13 actions.


Don't forget the 50% miss chance


Will save: 1d20 + 1 ⇒ (11) + 1 = 12


The sailor in front of Jaina laughs at her attempts to hit him "You got to do better than that, Missy" he says as he sticks his sword into her side for emphasis.
Attack roll: 1d20 + 2 ⇒ (14) + 2 = 16
20% Miss chance: 1d100 ⇒ 75
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

The remaining sailor looks at the spreading red stain on his shirt and at Rhialla in front of him and the pike of the officer at his back. A look of determination crosses his face before he decides to throw himself over the rail and into the sea below, taking his chances in the shark infested waters. As he stands on the rail steeling his nerves for the jump Rhialla's rapier pierces his thigh and his graceful dive turns into a spinning cartwheel as he disappears into the water. A quick glance over the side reveals several fins changing directions, drawn by the splash.

Percival AoO: 1d20 + 5 ⇒ (1) + 5 = 6

Rhialla AoO: 1d20 + 4 ⇒ (12) + 4 = 16
20% miss chance: 1d100 ⇒ 44
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Neela, Randall, and Rhialla are up.


Round 12:
Will save: 1d20 + 1 ⇒ (4) + 1 = 5

As a look of doubt crosses her face the Rahadoumi Officer lunges at Rhialla once again.

Attack roll: 1d20 + 6 ⇒ (15) + 6 = 21
Attack roll (Misfortune re-roll): 1d20 + 6 ⇒ (16) + 6 = 22
50% miss chance: 1d100 ⇒ 4

Fortunately for the Cleric her thrust misses as a wisp of fog comes between the two combatants.

Jaina and Percival are up.


The sailor in front of Jaina jabs at the monk with his sword, but his thrust goes a mile wide.
Attack roll (Sailor #10: 1d20 + 2 ⇒ (1) + 2 = 3

The remaining sailor, in desperation, stabs at Percival narrowly missing the towering fighter.
Attack Roll (Sailor #11): 1d20 + 2 ⇒ (13) + 2 = 15

Neela, Randall, and Rhialla are up.


"Coming through, Squeezebox." Jaina says as she moves by Randall to attack one of the new sailors who just appeared.
Attack roll: 1d20 + 4 ⇒ (1) + 4 = 5
Attack roll: 1d20 + 4 ⇒ (17) + 4 = 21
Miss chance: 1d100 ⇒ 8
Her fists miss their target as she loses sight of him in the fog.


Wanting to wish everyone Happy Holidays and a Joyous New Year.


Yes, it's accurate

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