LucianC's page

FullStarFullStarFullStarFullStarFullStar Pathfinder Society GM. 594 posts (710 including aliases). 4 reviews. No lists. No wishlists. 78 Organized Play characters.


RSS

1 to 50 of 594 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Scarab Sages

I never knew that...

Scarab Sages

I will join the new wand club. We were taking average right? I need 18 charges to heal.

Jackson addresses the wordy one.

"You seem clever. How's that working out for you, being clever?"

Sense Motive: 1d20 - 1 ⇒ (8) - 1 = 7

Scarab Sages

In that case it would be +2/+2...

Scarab Sages

I forgot to study the spider or I probably would have hit...

Scarab Sages

Free Action - Activate Boots of Vaulting. Move action leap west to land adjacent to the red spider. Auto succeed at the DC 20 jump check, then roll to avoid an AoO from Red. Sickened penalty included.

Acrobatics vs CMD: 1d20 + 26 ⇒ (8) + 26 = 34

Jackon leaps at the slower spider, drawing his hammer as he goes. As he lands next to the spider he rams into it with his Armor Spikes.

Standard action - Armor Spikes attack

Attack: 1d20 + 16 ⇒ (6) + 16 = 22 +1 for Haste

On the off chance that hits...:

Base Damage: 1d6 + 4 ⇒ (2) + 4 = 6 Magic, Silver, Piercing
Sneak Attack: 6d6 ⇒ (2, 1, 6, 1, 1, 3) = 14

Free action - Activate Spell Storing Armor to deliver Frigid Touch

Frigid Touch: 4d6 ⇒ (6, 2, 5, 1) = 14Cold, if spider takes any cold damage it is Staggered for a round.

Scarab Sages

Reflex 32: 1d20 + 15 ⇒ (1) + 15 = 16

Scarab Sages

If we had put up hours per level buffs when we entered the forest, would they still be up?

Jackson asks "I have scrolls of Greater Magic Fang and Greater Magic Weapon I'd like cast on myself and my hammer. Can anyone do that?"

Scarab Sages

Can I take the potion of Enlarge Person?

Acrobatics: 1d20 + 18 ⇒ (2) + 18 = 20 Can I use the Boots of Vaulting? If yes, that would add +10

Spoiler:

Even with the Boots it would not be enough...

Reflex Save 20: 1d20 + 15 ⇒ (2) + 15 = 17

Nice... two 2s in a row... How bad is it?

Scarab Sages

Tonkk burned 18 CLW wand charges to fully heal.

"Colors pretty!" is Tonkk's only contribution.

Scarab Sages

"Can anyone look for Tracks? Tonkk try to help."

Aid Another on Survival for whoever ends up being primary: 1d20 + 3 ⇒ (5) + 3 = 8

Scarab Sages

"Tonkk think neck thingy, and ring pretty."

Have we been taking average for out of combat healing? Or is that disallowed at this convention?

Scarab Sages

Quote:
(Tonkk, do your 103 hp include your bonus hp from rage? Also, just a reminder that if you fall unconscious your temp hp disappear, potentially killing you outright. I note that you have the Diehard feat, which will help, but still...)

The 103 do not include Rage, so I'm currently at 19. Assume I use Diehard should it come up. I use round 3 of rage.

Tonkk is too stupid and angry to back off.

Attack: 1d20 + 17 ⇒ (2) + 17 = 19 +1 for Bless
Damage: 1d10 + 12 ⇒ (9) + 12 = 21

Attack 2: 1d20 + 12 ⇒ (13) + 12 = 25 +1 for Bless
Damage: 1d10 + 12 ⇒ (2) + 12 = 14

Given that I could easily die here, I think I will use my folio reroll on attack 1, with +5 for stars

Attack 1 reroll: 1d20 + 22 ⇒ (5) + 22 = 27 +1 for Bless

Scarab Sages

I'm fine with waiting.

Scarab Sages

Assuming we have 2 minutes to recover, I'll have someone Infernal Heal me from my wand for 2 charges.

Scarab Sages

Jackson casts his mind back to other battles with massive beasts...

Immediate action - activate Battler of Giants Boon. +4 competence bonus on my attack roll.

Grapple: 1d20 + 37 ⇒ (5) + 37 = 42

Not sure if that's enough, I'll wait and see if it is before continuing.

Scarab Sages

Jackson moves forward and manages to escape the cloud. Knowing he'll pay a price, Jackson activats his Boots of Vaulting to jump over the chasm and try to land beside the Dragon.

The jump DC is 30 and I have +40 with Haste and the Boots. Next, I make an Acro roll to avoid the Dragon's AoO. Boots add +10

Dragon's CMD: 1d20 + 28 ⇒ (17) + 28 = 45

I now need to make a Fort save to avoid leg damage.

Fort 30: 1d20 + 12 ⇒ (1) + 12 = 13

My speed drops to 30 with Haste, until I receive magical healing or a DC 15 heal check.

Scarab Sages

For my bonus upgrade, I believe a Blessing B is available? I'll swap out a Blessing of the Gods for a Blessing of Besmara.

Scarab Sages

Boon?: 1d20 ⇒ 12

Scarab Sages

I had a Potion of Striding (Item B) from the final location closing.

Scarab Sages

The raging (3/17) Tonkk instinctively stays back from the cloud, choosing to Lunge once again.

Attack#1: 1d20 + 16 ⇒ (10) + 16 = 26 Damage: 1d10 + 9 ⇒ (10) + 9 = 19
Attack #2: 1d20 + 11 ⇒ (9) + 11 = 20 Damage: 1d10 + 9 ⇒ (2) + 9 = 11

Activating Kassen's Boon from City of Golden Death to retroactively add d6 to the first attack.

Bonus: 1d6 ⇒ 4

Does 30 hit?

AC 14

Scarab Sages

I'd like an Item B for my upgrade.

I will replace the Compass with the Board Game.

For my Card Feat I'll take Blessing and add a Blessing of the Gods.

Scarab Sages

At the start of my turn, I activate my play mat. Discard Scale Mail to draw Blessing of the Quartermaster which does not help.

Elements will add a die. Spy doesn't help. Spellbound adds one more die. Add my Gods, treated as Deskari, and the 4 from closed locations is 5d4+5.

Craft 12: 5d4 + 5 ⇒ (1, 3, 1, 4, 2) + 5 = 16

Defeated.

On location closing, draw Potion of Striding, an Item-B.

We did it once again, gang. Good work.

Scarab Sages

Brielle feels the Blessing of Deskari upon her.

That seems like a great Blessing to make the Craft check under, since I have a Blessing of the Gods in my hand. So, unless anyone objects, I'll move and explore. Aric can take the Diploamcy check and I'll take Craft. I'll have 3d4+5 on the roll, assuming I'm right about how BotG and Blessing of Deskari interact.

Scarab Sages

Asking someone to cast from scrolls

Greater Magic Weapon on Lucerne Hammer
Greater Magic Fang on me (if no one can cast it, I will use an Oil instead)

Scarab Sages

This will be my last scenario.

Assuming we are done by Tuesday (which seems pretty likely), I'll be running 1-1E live at 1 p.m. EDT.

https://warhorn.net/events/love-shack/schedule/sessions/2808d87b-f0d3-4b6d- bc1e-8950452823b2

Scarab Sages

Move, explore, Cold Iron Longsword

Melee 7: 1d8 + 4 ⇒ (1) + 4 = 5

Discard Compass to explore again.

Scythe

Melee 7: 1d8 + 9 ⇒ (1) + 9 = 10

To loot pile.

Discard Athlete to explore again.

Henchman

Reveal Longsword, Bury the Scale of Disguise to add d12

Diplomacy 10: 1d10 + 3 + 1d12 ⇒ (2) + 3 + (7) = 12

Recharge Scale of Disguise

Same check to close location. Bury Longsword

Diplomacy 10: 1d10 + 3 + 1d12 ⇒ (3) + 3 + (11) = 17

Recharge Longsword

Scale Mail:

Armor B
Traits:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Brielle wrote:

Hand: Scale Mail, Crowbar, Greatclub +1, Blessing of the Gods2, Bone Spikes,

Displayed:
Deck: 9 Discard: 2 Buried: 1
Notes: Again, sorry.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [X]+1 [ ]+2 [ ]+3 [ ] +4
Melee +3
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ] +4
Intelligence d6 [ ] +1
Wisdom d4 [ ] +1
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3

Favored Card: Item
Hand Size 5
Proficient with: Light Armor, [ ] Heavy Armor, Weapons
Powers:
You may bury a card from your hand to add 1d12 ([ ] +1) to your Strength or Charisma check. If you succeed at the check, you may recharge the card instead.
For you combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 ([X]d12) plus the card's adventure deck number; you may additionally discard it to add another 1d8 and the card's traits.
<Power 3>
<Power 4>
<Power 5>

Scarab Sages

Sorry guys, I've been very frustrated with this process and am sour on PbP in general. I think I've rebuilt my hand so I guess my only option is to play over.

Scarab Sages

Double move

Scarab Sages

Do we have an Aid Token. IF so we should use it and get it circulating.

Scarab Sages

"Back off, make it come to us."

RAGE!!! (1/17)

Tonkk quickly Lunges forward, his Glaive slashing furiously.

Attack: 1d20 + 17 ⇒ (19) + 17 = 36
Damage: 1d10 + 12 ⇒ (1) + 12 = 13

Attack 2: 1d20 + 12 ⇒ (11) + 12 = 23
Damage: 1d10 + 12 ⇒ (2) + 12 = 14

AC -4 from Lunge and Rage. Gain 16 temporary HP.

Scarab Sages

So far the board has eaten a complete turn of mine, and my explanation.

I am on Discord with our benevolent Box Runner to figure out if I have to start over.

Scarab Sages

Oops

The fire damage is not twice, take off 12.

Scarab Sages

Jackson smashes the falling Kobold (AoO)

Unarmed Strike (with prone)

Melee: 1d20 + 22 ⇒ (16) + 22 = 38
Damage: 1d3 + 8 ⇒ (3) + 8 = 11

Assuming it's still conscious at the start of my turn...

Jackson locks a standing Fujiwar Armbar on the prone Kobold.

Standard action, Grapple (with prone)

Grapple: 1d20 + 36 ⇒ (19) + 36 = 55

Armor spikes damage: 1d6 + 6 ⇒ (5) + 6 = 11

Shirt of Immolation fires (Round 1 of 10)
Fire Damage: 1d6 + 10 ⇒ (4) + 10 = 14

If the Kobold goes down my move action is to draw a Potion of Enlarge Person. If it is still conscious I grapple for damage.

Grapple: 1d20 + 41 ⇒ (14) + 41 = 55

damage: 1d3 + 8 ⇒ (1) + 8 = 9

Armor spikes damage: 1d6 + 6 ⇒ (1) + 6 = 7

Shirt of Immolation fires (Round 2 of 10)
Fire Damage: 1d6 + 10 ⇒ (2) + 10 = 12

Sneak Attack: 6d6 ⇒ (2, 1, 1, 5, 2, 3) = 14

Swift action - Strangler Feat

Sneak Attack: 6d6 ⇒ (6, 1, 5, 2, 2, 4) = 20

I count 98 damage total, let me know if I needed to use both grapples...

Scarab Sages

Jackson clicks his heels and springs into the air like a catapulted stone.

Activate Boots of Vaulting and attempt a 30' jump to the left and onto the rocks.

Acro 30: 1d20 + 28 ⇒ (14) + 28 = 42

Jackson then takes to his feet and moves through the snow, still not reaching the fray.

The snow is not difficult terrain, is it? I'm double moving either way, so it just affects how far I get.

Scarab Sages

Tonkk scratches his head, not completely clear on what is going on. Still, everyone else seems happy, so he smiles and nods.

Scarab Sages

Brielle moves to the currently selected Guardpost in order to try on a suit of Leather Armor.

But first, Brielle sends her ally to scout ahead.

Bury Anevia Tirabade to examine the next three cards of this location.

Leather Armor, Shortbow, Corroded Healm

Con 2: 1d8 ⇒ 7

It fits, but for some reason is taken to the Cargo Hold.

Her greed increasingly frustrated, Brielle ends her turn.

Do we want to chew through the crap loot, or just jump to the next tower first?

Brielle wrote:

Hand: Athlete, Longsword, Scale of Disguise*, Compass, Greatclub +1,

Displayed:
Deck: 10 Discard: 0 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [X]+1 [ ]+2 [ ]+3 [ ] +4
Melee +3
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ] +4
Intelligence d6 [ ] +1
Wisdom d4 [ ] +1
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3

Favored Card: Item
Hand Size 5
Proficient with: Light Armor, [ ] Heavy Armor, Weapons
Powers:
You may bury a card from your hand to add 1d12 ([ ] +1) to your Strength or Charisma check. If you succeed at the check, you may recharge the card instead.
For you combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 ([X]d12) plus the card's adventure deck number; you may additionally discard it to add another 1d8 and the card's traits.
<Power 3>
<Power 4>
<Power 5>

Scarab Sages

Quote:
I could use that staff of healing from Brielle now.

Done.

Scarab Sages

I have just returned from my in-laws and am happy to say my father-in-law is reacting incredibly well to his treatment. I should be able to post regularly again.

Scarab Sages

I am away from home without my paperwork. Should be home in 24 hours.

Scarab Sages

Brielle moves to the next Guardpost, under Blessing of Ascension.

Explore

Apprentice:

Ally B
Traits:
Half-Elf To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check_
Discard this card to explore your location_

Diplomacy 8: 1d10 + 3 ⇒ (10) + 3 = 13

To loot pile

Who has the most cards in discard? When you join me at this location I'll Staff of Minor Healing that person, to cycle my hand.

END TURN

Scarab Sages

Lacking anything else to do, Jackson will attempt to use his knowledge of surviving the area and its terrain to explain how working with her tribe would provide valuable information to the Pathfinders, thus vastly increasing their chances of succeeding.

And also, undead do not forgive, they do not forget, and they never stop. Not until you destroy them. Running away only buys you time. Winning this war brings your children a better life.

I'm rolling survival on the off chance it can somehow help. I fully expect it won't.

Survival: 1d20 + 12 ⇒ (4) + 12 = 16

Scarab Sages

Perception 22: 1d20 + 10 ⇒ (4) + 10 = 14

Scarab Sages

Jackson speaks with Kragr and attempts to convince him he has effective tactic to help win this battle. He also explains he led an army into the Worldwound (Assault on the Wound scenario), so he knows what he's talking about.

Bluff: 1d20 + 4 ⇒ (12) + 4 = 16

Scarab Sages

How do we want to handle this? I'm terrible at all the required skills. The only one I have any shot at is Knowledge Local to discover, even then, the odds are not with me. I have just enough Bluff to have a decent chance to aid another.

Scarab Sages

"I sure don't mind fighting. Talking can help sometimes though. Maybe we start with talking, try to drum up some reinforcements before we join the battle?"

Scarab Sages

Brielle wrote:

Hand: Mattock, Blessing of the Quartermaster, Ranseur of the Gargoyle, Bone Spikes, Blessing of the Quartermaster2,

Displayed: Anevia Tirabade,
Deck: 10 Discard: 1 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [X]+1 [ ]+2 [ ]+3 [ ] +4
Melee +3
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ] +4
Intelligence d6 [ ] +1
Wisdom d4 [ ] +1
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3

Favored Card: Item
Hand Size 5
Proficient with: Light Armor, [ ] Heavy Armor, Weapons
Powers:
You may bury a card from your hand to add 1d12 ([ ] +1) to your Strength or Charisma check. If you succeed at the check, you may recharge the card instead.
For you combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 ([X]d12) plus the card's adventure deck number; you may additionally discard it to add another 1d8 and the card's traits.
<Power 3>
<Power 4>
<Power 5>

Scarab Sages

Start of turn, display Anevia.

Start of turn, fight Corrupted Soldier

Display Greatclub +1.

Combat 11: 1d8 + 4 + 1d10 + 1 ⇒ (2) + 4 + (6) + 1 = 13

Exploring.

Mongrel Archer
Ally 1
Traits:
Mongrel
Elite To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, damage you are dealt is increased by 1d6.
Discard this card to explore your location.

Random weapon is a Javelin, so DC is 4 so I can't fail.

Discard the archer to explore again.

Corrupted Soldier
Henchman B
Type: Monster
Traits:
Human
Soldier
Veteran
To Defeat:
Combat 9
OR Charisma
Diplomacy 6
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number_
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number_
If defeated, you may immediately attempt to close the location this henchman came from_

Reveal Greatclub +1, Bury Longsword to add d12.

Combat 11: 1d8 + 4 + 1d10 + 1 + 1d12 ⇒ (5) + 4 + (6) + 1 + (1) = 17

Recharge Longsword.

Once more for the close.

Reveal Greatclub +1, Bury Scale of Disguise to add d12. Discard Greatclub to add d8.

Combat 11: 1d8 + 4 + 1d10 + 1 + 1d12 + 1d8 ⇒ (1) + 4 + (2) + 1 + (5) + (1) = 14

Recharge Scale of Disguise.

Use Staff of Minor Healing to randomly recharge Greatclub +1 (and it) then end turn.

Sorry for no RP or formatting folks, time is really precious right now.

Scarab Sages

Jackson lets his hammer fall to the floor. Closing his eyes, he blindly grabs for the Bodak.

Mischance first, rolled twice for blind flight, high is good for me.

mischance: 2d2 ⇒ (2, 2) = 4

Grapple: 1d20 + 34 ⇒ (8) + 34 = 42
+1 Haste

Shirt of Immolation Round 1 of 10: 1d6 + 10 ⇒ (1) + 10 = 11 fire damage

Armor spikes: 2d6 + 6 ⇒ (6, 2) + 6 = 14 magic, silver, piercing
+2 for studied target damage

Greater Grapple, maintain to pin

mischance: 2d2 ⇒ (2, 2) = 4

Grapple: 1d20 + 34 ⇒ (17) + 34 = 51
+1 Haste
+5 for maintaining

Armor spikes: 2d6 + 8 ⇒ (1, 2) + 8 = 11 magic, silver, piercing

Swift action, study the Devourer as well.

Even blind, Jackson still ties the Bodak up in knots.

He yells, "Put a bag over it's head. It's not a Pathfinder Society mission until someone gets a bag over their head."

I do not take a –4 penalty to Dexterity and do not lose my Dexterity bonus to AC while grappled.

Scarab Sages

Jackson attacks the Bodak as it attempts to stand.

Attack: 1d20 + 20 ⇒ (9) + 20 = 29 +4 for being prone
damage: 1d12 + 11 ⇒ (11) + 11 = 22

Scarab Sages

I'm going to take Anevia Tirabade if no one objects.

Brielle wrote:

Hand: Anevia Tirabade, Staff of Minor Healing, Longsword, Greatclub +1, Scale of Disguise*,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [X]+1 [ ]+2 [ ]+3 [ ] +4
Melee +3
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ] +4
Intelligence d6 [ ] +1
Wisdom d4 [ ] +1
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3

Favored Card: Item
Hand Size 5
Proficient with: Light Armor, [ ] Heavy Armor, Weapons
Powers:
You may bury a card from your hand to add 1d12 ([ ] +1) to your Strength or Charisma check. If you succeed at the check, you may recharge the card instead.
For you combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 ([X]d12) plus the card's adventure deck number; you may additionally discard it to add another 1d8 and the card's traits.
<Power 3>
<Power 4>
<Power 5>

1 to 50 of 594 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>