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Sabriyya Kalmeralm

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Goblin Squad Member. 490 posts (1,798 including aliases). No reviews. 2 lists. 1 wishlist. 5 aliases.


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Yeah, I hear you. There is plenty of that in my campaign, but I think it is a useful exercise to think through the mechanics. It helps give me a sense of how far out I am going, and even more importantly it forces some hard thinking about logical connections (such as the connection between daemons and Urgathoa) and opens neat story possibilities I had not even thought of (such as the Tien Goddess Shizuru, who I did not even know about but turns out to be perfect for this situation). By forcing myself to think harder, it creates opportunities for learning and discovery.

Thanks, folks! More excellent ideas.

Thanks, everyone! These are some great ideas. I think I will invent and plant a single use magic item with a dismissal effect. Otherwise, I think we are looking at a possible Derghodaemon TPK. The idea of making it some sort of holy symbol is a good one. Any idea of a deity who would be in opposition to daemons or Urgathoa? Having it a deity from somewhere obscure like Mwangi or Vudra or Tien (or any other obscure place) would fit well in terms of the particularities of the encounter (which is happening in a room that has trinkets gathered from an evil magus' world travels).

It seems a good fit to have an Urgathoan Cultist in the background having performed the summoning. This is actually more of a trap than guards just hanging around, so the evil baddie could have timed the calling and had an Urgathoan Cultist to do it. I just need to figure out what level such a cultist would need to be. I guess 11th level to cast Planar Ally with either the caller's feather or an augment calling feat.

I guess with an good explanation for the calling, I don't need any sort of portal. Although I was musing about some kind of modified portal that did harm to non-daemons who tried to pass through. But that is a pretty major item to introduce to the game, and unnecessary it seems.

For the weird fun of it, I've inflicted a few daemons on the PCs in my campaign (a few Vulnadaemons and, more problematically, a Derghodaemon). How do I justify in my own mind having these daemons on the material plane (helping a powerful evil magus and an evil alchemist). The planar ally and binding spells seem a little limited to explain daemons acting as, essentially, guards. Is there another mechanism? What rules are there about portals between planes?

Also, are you aware of any magic items that produce a dismissal-type effect? Ideally single use. If not, any suggestions for the form of such an item?

Also, are there any magic items that are essentially portals between planes?

Finally, is there any association between Urgathoa and Abaddon? Apollyon (the Horseman of Pestilence) certainly seems to have thematic overlap. Urgathoa is an element in my campaign, so some connection could be useful...


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Thanks all. Yes, the spell does leave a lot to be determined by the GM, and I haven't found much discussion of it. I am the GM, so I guess I get to decide. It seems as if the simulacrum must retain at least some of the memories, etc. of the original -- otherwise, how could it have (even half) the class abilities, skills, etc. that are one of the products of those collected experiences. (But I guess it loses spellcasting, because lesser simulacrum states "it has no magical abilities"?)

Perhaps an interesting, if not easy to roleplay, resolution is to say that the simulacrum shares the same alignment as the original and SOME of the memories -- but they come across in a jumbled way during the process (this is why the simulacrum loses half the levels). This would leave the simulacrum in a somewhat confused state and dependent on its creator, but also able to form its own identity over time and act independently. Or something like that.

Alternately, the simulacrum could be a younger version of the original, given that it has half the levels. But why would it make sense that only the most recent memories don't copied?

Any thoughts?

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One big difference between simulacrum and lesser simulacrum is "The creature is not under your control, though it recognizes you are its creator." Does this mean the lesser simulacrum acts with the motivations and goals of the original? If a villain made a lesser simulacrum of a hero, the simulacrum would recognize what it is (that it is a simulacrum and not the real thing) and try to act against the villain? Any thoughts?!

I ruled that an Erase From Time attack cannot be retried, but it only uses a single melee attack so that a high level oracle can attempt a second use of the ability in the same round in a full attack. The PC accepted the decision and the second attempt ALMOST worked.

An interesting analogy is the Inquisitor level 20 "final judgment" ability. There the inquisitor needs to hit and then the target gets a save. It seems clear that regardless of whether the inquisitor hits or not, one of the inquisitor's daily judgments is consumed in the attempt. By analogy, one of the oracle's daily Erase From Time uses is consumed in an attempt, even if the touch attack misses. I imagine that the inquistors and oracles are summoning their magic or juju or whatever as they strike out, and the magic or juju or whatever is consumed in the effort.

Paulicus wrote:

You misunderstand, I'm talking about delivering a spell with iterative attacks.

Scroll down to "Holding the charge." Should be much clearer after that.

I'm sorry that I'm being a bit thick-headed -- I don't understand why the iterative attacks would be against normal AC instead of touch AC (assuming there could be subsequent attempts). If the first try is an unarmed melee touch attack, wouldn't the subsequent ones be as well?

Which part of this clarifies the issue?

Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.

bigrig107 wrote:
I have no problem allowing the charge to be held, mainly because the cool factor of choosing such niche options like this one make me feel obliged to at least give it a chance.

And what do you think about the multiple attempts in one round? I could see letting one or the other slide in the PC's direction, but both seems a little much (holding plus multiple attempts in one round). I hear you about the cool factor, but it is a very powerful mystery in several ways, and this is a battle-changing effect, so I'm not sure I see the logic in bending the rules too much in its favor when there is nothing suggesting it can be held. To say it can be held essentially removes one of the two contingencies on the powerful effect, since an eventual hit is guaranteed (and touch attacks aren't too hard usually).

Paulicus wrote:

the only way to deliver the charge in subsequent rounds with an attack is with unarmed or natural attacks against regular AC.

Why against regular AC?

Based on how holding a touch spell works. You could still use a standard action to make a single touch attack, though.

By the way, where in the rules does it say subsequent attacks with a touch spell are against regular AC?


Thanks, folks. I may invite my PC to weigh in since the consensus seems to be running against him. I do like to avoid or brush over these kinds of tricky rules decisions when they come up, because they can grind things to a halt. But the battle-changing effect of this ability made it kind of impossible to make a ruling on the fly and move on...

Paulicus wrote:

For a once/day ability, I'd allow the charge to be held like a touch spell. What a fort save and attack roll, holding the charge hardly seems unbalancing.

Though if that's the case, the only way to deliver the charge in subsequent rounds with an attack is with unarmed or natural attacks against regular AC.

Why against regular AC?

KingOfAnything wrote:
I'd agree to allow it as a part of a full attack, but since you can't hold the charge it's not overly powerful.

So, if I'm understanding correctly, you agree that a 12th level oracle could expend both uses of the ability in one round during a full attack, with each use counting as one melee attack. But you don't think the charge can be held -- you think a missed touch attack expends the use of the ability for the day. Could you explain your thinking on that latter point? I tend to agree, but my PC disagrees strongly.

How would other GMs rule on this at their table, and why?


Thanks for your thoughts. As to the multiple attempts in one round, the PC's argument is that SU description says the SU ability is a standard action "unless defined otherwise by the ability's description" -- he argues the description "as a melee touch attack" means the ability description says it is NOT a standard action, but instead an attack action which can be multiplied on a full attack.

As to whether the charge can be held, I'd love more thoughts. Can anyone think of other comparable SU special abilities, and whether in those situations there can be a re-try on a miss?

The Oracle's "Erase From Time" special ability provides:

Erase from Time (Su): As a melee touch attack, you can temporarily remove a creature from time altogether. The target creature must make a Fortitude save or vanish completely for a number of rounds equal to 1/2 your oracle level (minimum 1 round). No magic or divinations can detect the creature during this time, as it exists outside of time and space—in effect, the creature ceases to exist for the duration of this ability. At the end of the duration, the creature reappears unharmed in the space it last occupied (or the nearest possible space, if the original space is now occupied). You can use this ability once per day, plus one additional time per day at 11th level.

Also relevant:

Supernatural Abilities (Su): Using a supernatural ability is usually a standard action (unless defined otherwise by the ability's description). Its use cannot be disrupted, does not require concentration, and does not provoke attacks of opportunity.

Two questions that came up at the gaming table:

(1) If the oracle attempts a melee touch attack but misses, can she try again? That is, can she hold the charge as if it is a touch spell? Or is the ability's one use per day (or 2 after 11th level) discharged when the oracle makes a touch attack, successful or not?

(2) Second, assuming the Erase From Time attack can be re-attempted, and because it is described as a "melee touch attack," does that mean that a high level (or hasted) oracle with multiple attacks and using the full attack action can attempt multiple times in a single round?

Thanks very much for your help! I need to make a final ruling on this before we return to the gaming table tonight!

Thanks folks. I'll give it thought. I don't want to force the rules to make the vampire escape, but it is cunning and I don't want to err on the side of disadvantaging it either.

Well, I'm convinced now about soil, but if the spell allows you to move through "mere cracks", it seems it must allow you to move through spaces that insects can pass though. Gas could move through such a space, just like gas can escape a super thin fracture in a pipe. I'm unconvinced about the volume issue -- if you can go through a crack, then you can spread your form out however thin it needs to be to fit the available space it seems. The vampire might move more slowly passing though a thin crack, but I don't see how it is prohibited under the RAW.

Ok. So I agree moving through ground might be hard, but it seems like the basement of an old stone monastery would have a ton of cracks that would allow passage to the outside -- that's why old basements have bugs and rodents. And then, even if the vampire could not move through the ground, it seems it could remain along the seam of the stone foundation and the surrounding soil/rock and wait for nightfall. It seems like if the vampire followed along the seam, it could find some kind of air pocket and hang out as long as it wants.

Do folks agree or disagree with any of that?

Well, we're pretty much past the point of any foreshadowing. My thinking is that the "even mere cracks" language seems incredibly permissive to me. I just can't imagine old stone buildings not having thin cracks everywhere -- that's how insects and rodents move around and in and out. And if soil is porous enough for water and worms to move through, then why not a gaseous form. Of course, it's all my call, but I don't want to be too unreasonable. Frankly, the PCs may not even have any way in game of finding out what happened to the vampire.

The PCs in my game have a vampire in a monastery on the run. Can he go gaseous, seep through the presumably sufficiently porous stone walls of the monastery basement, and then hide out in the soil until nightfall? Or just move underground through the soil?

On that same note, it seems to me the vampire can move through the walls and floors/ceilings of the monastery virtually at will, as an ancient monastery will have cracks everywhere.

Basically, this gives the PCs pretty much no chance of catching the vampire (whose location they don't presently know) -- right? Is any of the above incorrect?

I'd love some input before my game tonight!!

Cevah wrote:

If you are just inside the edge, your spells can be cast since you do not cast thru the fog. On the other hand, you are inside the fog as far as others outside are concerned, so you gain concealment.

It all comes down to the use of squares to represent space, and how they interact with casting and other effects.


Thanks all. Does this note from Cevah make sense to you all? Effectively the caster would be peeking outside the fog, targeting her spell and then ducking back. Conceivably a PC could notice her peeking out, but not enough to target her since she would be back in the fog right away...

Hi all. Can a spellcaster hidden inside a solid fog cast spells at targets outside the solid fog where the spells require line of sight? It seems like not, but if not I'm a bit confused why a Paizo AP would indicate in combat strategy that a spellcaster would put herself inside a solid fog...

Thanks! A follow up: Does this mean that if an NPC consumes potions as part of prep we should assume the corresponding potions in the NPC's gear have been used up, or should we assume the gear is what is left AFTER the pre-combat preparations?

Straightforward question that I can't find the answer to: if a vampire changes into a dire bat, is it still vulnerable to light?

Thanks, Neil. It is a good thought that, just because the PCs are coming in from downstairs, it doesn't mean the big battle NEEDS to take place there, if somewhere else is more advantageous for Aisa or more interesting. The witches have already been alerted to the PCs presence, because one of the Oothi spider swarms is in the cave, and the witches are telepathically connected to her/it.

But it may be that Aisa sees some advantage to moving upstairs before the PCs come, perhaps to fully alert and organize the upstairs troops. Perhaps she thinks the bloodknight and ex-paladin will soften up the PCs (assuming the PCs don't ally with the ex-paladin). I suppose I could also imagine her wanting to have Hetna take on the PCs first. (I still can't imagine why she would think it would be advantageous to feed on Hetna rather than having Hetna as an ally in the final fight -- unless I guess she just views it as an easy opportunity to get rid of her sister).

Anyhow, it is interesting to consider that it can be a re-arranged sequence rather than a battle royal, although a battle royal is probably the bad guys' smartest move.

Any thoughts, building on Neil's idea, of how Aisa might want to throw foes at the PCs, or where would be most interesting to stage the battles?

Thanks. I guess the swarm in the cave will warn the witches of the party's approach. Any thoughts on how the witches would prepare? I guess they would start drawing down the forces from upstairs to the downstairs. I guess the party will need to face both witches at the same time, since in this scenario Aisa might not feed on Hetna? For what it is worth, the PCs are showing a pretty overwhelming amount of force on the nagas -- a summoned and hasted dire tiger chewing one to bits, a hasted barbarian with pounce and massively destructive blows.

Thanks for your thoughts! It is very helpful for me to toss this stuff back and forth -- most of you are more experienced as GMs than I!

We didn't get very far last night (my PCs are VERY cautious in approaching lairs). But, predictably, they found the sea cave and they are now poised to make very easy work of the Nagas (protection from evil is OVERPOWERED! -- a first level spell easily put on a cheap wand that confers immunity from charm person?!?).

Anyhow, I'd love any further thoughts on the advantages or disadvantages of leaving in the cave entrance to the Abbey, since I have time to decide whether to leave it in or not...

One advantage to leaving the entrance there is the opportunity to interact with that charmed paladin. Plus, as usual, the PCs are unloading some heavy spells right away -- if they have to approach from above it is almost guaranteed they will seek to return to Caliphas to rest up. So what do you all think? A Battle Royal in the basement of the Abbey for my PCs? (Technically a Battle Royal is factionless, but you know what I mean!)

Thanks. I'm also thinking of not putting too much pressure on them to finish things off in one go. They have a tendency to approach things like Keep on the Borderlands -- pop in, kill a few monsters, go home and rest. When they were in Illmarsh I made it pretty clear they needed to finish the underground caves in one go, and I felt like that was the right thing, even though (or perhaps because) a couple of them got killed in the end (those were the first deaths in the AP). But another (and almost two) got killed in the tailor shop. It doesn't seem like there's as much urgency to take down the Abbey all in one sweep -- the witches are going to be on alert anyways and aren't going anywhere without Oothi's skull. And I don't want my PCs to feel like they are going to get killed in every chapter, and we can't afford the wait for class levels to recover from raisings...

Plus, Radvir escaped the tailor shop, so if he decided to join the witches things will be even tougher -- but I'm open to other ideas about where Radvir went...

I'm a bit late posting this now because I'm running my game tonight, but any reason why I shouldn't omit the cave entrance to the Abbey? My party went directly to the basement in Radvir's shop and had a heck of a hard time. I think they might do the same thing here -- go into the basement through the cave -- and get slaughtered in a massive battle royale, as the foes from elsewhere in the abbey all gather to aid in the fight in the basement. Plus, the PCs would potentially miss out on some interesting roleplaying up above, such as with the witchfires...

Any thoughts?

How would you all handle time travel from a mechanical perspective? I suppose it would be too much to even devise a very high level spell that would allow time travel.

I have no interest in sending my PCs back in time, but I have a player who is interested in bringing a character from the past into the campaign. It is a great idea in the context of the campaign, and my idea is to send a high level NPC back in time to get her (that is, the PC).

Here's one idea I found online: "The Fulcrum of Ages"

The NPC (a virtuosic teleporter) could have a modified version of this device hidden away somewhere.

Any other thoughts?

Ion -- I'm realizing you didn't take an action for the Bralani Azata upstairs for Round 25.

Arthen -- feel free to post actions now for Round 26 for yourself and the water elemental. There's one more area for the elemental to douse; would need to take a five foot step West to get there. I need to post an action for the ghouls, but that won't affect you.

I will also try to revise the map. I've had a kind of chaotic weekend; we'll just pick up tomorrow night from wherever we can get.

Round 26!

Aldo staggers from the tremendous blow delivered by Munafiq and the cloud of smoke descends on the group, covering the area in total darkness. Aldo hacks and coughs, and swings at Munafiq. Although it is a well placed blow, the attack misses due to concealment. Aldo then moves away from Munafiq, although none of the allies can see where he goes. (No attack of oppo. due to concealment.) You do hear him say "Come. Follow me."

Behind GM screen:

Fortitude: 1d20 + 9 ⇒ (7) + 9 = 16

Bladed scarf: 1d20 + 19 - 2 ⇒ (19) + 19 - 2 = 36

Concealment miss chance: 1d100 ⇒ 29

Acrobatics: 1d20 + 22 ⇒ (4) + 22 = 26

He moves out and up the wall.

Thanks, Ion. I'll work to get up a bunch of the next round. I think we all forgot about the effect of the pyrotechnics, which "spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud." What is the DC? We'll need FORT saves from the demons, the guard below them, Munafiq, the second Azata, Aldo, the upstairs vampire, and the water elemental. For anyone who fails, the effect with last for Pyrotechnics effect: 1d4 + 1 ⇒ (4) + 1 = 5 rounds.

What I'm going to say is that, instead of spreading instantly, the cloud of choking smoke spread on Ion's action this round, enveloping all those who had been within 20 feet of the edge of the fire (or who moved into that area this round).

One hour. Nice!

Good reminder! How long does the silversheen coating last?

So the total damage from the one falchion hit was 57, right?

Tarcinzia lies unconscious and bleeding.

Oldrich takes a five foot step to the square between the vampire and the fallen guard, grabs Raven's Head, and swings at the vampire, but misses from making an off balance attack.

The vampire tales an attack of opportunity and swings at Oldrich while he is picking up the mace, but the attack clangs off Oldrich's buckler.

The guard at the bottom of the steps takes a five foot step to assume a flanking position against the vampire and strikes powerfully with his sword, narrowly missing.

The remaining guard holding off the Nabasu valiantly swings at one, but fails to connect. He bravely holds his position to defend his allies below.

Ion and Munafiq are both up, no need to wait for one or the other!

Behind GM Screen:

Tarcinzia stablize check: 1d20 ⇒ 3
She fails, so her HP are now -8.

Oldrich attack: 1d20 + 7 + 2 + 5 + 3 ⇒ (5) + 7 + 2 + 5 + 3 = 22

Vampire AoO: 1d20 + 16 ⇒ (6) + 16 = 22

Guard attack on Vampire: 1d20 + 13 + 4 ⇒ (7) + 13 + 4 = 24

Guard attack on Nabasu: 1d20 + 13 ⇒ (6) + 13 = 19


The Nabasu demon next to Arthen moves behind her, offers up a toothy grin, fingers one of many bones hanging on a necklace around its neck, and casts silence.

The two Nabasus at the top of the stairs cast spells and calmly reach out to touch the guard at the top. The terrified guard takes attacks of opportunity against both demons, but misses both times. The wily guard, however, manages to dodge both attacks, and the demons utter frustrated growls.

Behind the GM Screen:

Arthen Perception: 1d20 + 7 ⇒ (18) + 7 = 25

Guard attack: 1d20 + 16 ⇒ (4) + 16 = 20
Guard attack: 1d20 + 16 ⇒ (5) + 16 = 21

Nabasu touch attack: 1d20 + 9 ⇒ (1) + 9 = 10

Nabasu touch attack: 1d20 + 9 ⇒ (2) + 9 = 11

The demon seethes in frustration as it tries to strike a blow while Arthen calls upon Calistria. The water elemental extinguishes the remainder of the fire on the end of the hallway AWAY from the stairs, because it cannot reach the fire in the portion towards the stairs without leaving its position.

The vampire in the basement focuses on the most immediate existential threat: the guard holding Raven's Head. He knocks the guard unconscious with two glancing blows that would have had little impact but for the tremendous strength the vampire put behind each. A third attack misses Oldrich.

The vampire in the main room upstairs drops his crossbow, moves to the square next to the water elemental while drawing his sword, and strikes at the Bralani Azata. It hits, but the poorly aimed blow is unable to do enough damage to penetrate the Azata's DR.

As the vampire moves by, the water elemental takes the opportunity to make a slam attack, but it fails to connect.

Behind the GM Screen:

Longsword: 1d20 + 16 ⇒ (19) + 16 = 35
Longsword confirm: 1d20 + 16 ⇒ (1) + 16 = 17
Longsword damage: 1d8 + 9 ⇒ (1) + 9 = 10

Longsword: 1d20 + 16 ⇒ (4) + 16 = 20
Longsword damage: 1d8 + 9 ⇒ (1) + 9 = 10

Guard One HP: -2

Longsword: 1d20 + 11 ⇒ (10) + 11 = 21

Longsword: 1d20 + 16 ⇒ (5) + 16 = 21
Longsword damage: 1d8 + 9 ⇒ (1) + 9 = 10

water elemental slam: 1d20 + 5 ⇒ (4) + 5 = 9

Here is one current map of the upstairs.

Here is a second current map of the upstairs.

Here is one current map of the basement.

Here is a second current map of the basement.

Here is a CURRENT MAP! of the upstairs


The fire spreads to the West, covering D-7 and C-7, where Quinley and the remaining Azata are. Fire damage this round is 5 HP.

Old Map:

Aldo continues to risk the fire and takes a five foot step to C-10, next to the water elemental and diagonal to Munafiq. He unleashes a blinding barrage of attacks on Munafiq. If Munafiq AC is 29, Aldo hits twice for 13 and 11 points of damage.

In the basement, 2 of the ghouls charge Ion and try to bite him. The guard wielding Raven's Head gets an attack of opportunity on the first ghoul, who amazingly resists the disruption effect, but can't survive the inherent destructive powers of the artifact. The second ghoul reaches Ion but misses with a bite. The third and fourth ghouls almost reach Ion, but instead attack the guard with Raven's Head. One astonishingly manages to bite the guard, for 7 points of damage, but the guard clearly shakes off the paralysis effect.


Behind GM Screen:

Fire 1: 1d20 ⇒ 16

Fire 2: 1d20 ⇒ 5

Fire damage: 1d6 ⇒ 5

Save for scarf: 1d20 + 18 ⇒ (16) + 18 = 34
Save for hat: 1d20 + 18 ⇒ (2) + 18 = 20

Bladed scarf: 1d20 + 19 ⇒ (4) + 19 = 23
Bladed scarf: 1d20 + 19 ⇒ (19) + 19 = 38
Bladed scarf: 1d20 + 14 ⇒ (12) + 14 = 26
Bladed scarf: 1d20 + 19 ⇒ (18) + 19 = 37

Confirm critical?: 1d20 + 19 ⇒ (8) + 19 = 27

Bladed scarf damage: 1d6 + 8 ⇒ (5) + 8 = 13
Bladed scarf damage: 1d6 + 8 ⇒ (3) + 8 = 11

Haste: round 4 of 5

G1 AoO: 1d20 + 16 ⇒ (14) + 16 = 30
G1 AoO damage: 1d6 + 7 + 2d6 ⇒ (4) + 7 + (1, 6) = 18
Ghoul will save: 1d20 + 5 ⇒ (20) + 5 = 25

Ghoul 2 bite: 1d20 + 3 ⇒ (4) + 3 = 7
Ghoul 3 bite: 1d20 + 3 ⇒ (20) + 3 = 23
Ghoul 4 bite: 1d20 + 3 ⇒ (12) + 3 = 15

Ghoul confirm crit: 1d20 + 3 ⇒ (9) + 3 = 12
Ghoul 3 damage: 1d6 + 1 ⇒ (6) + 1 = 7
G1 Fort save: 1d20 + 10 ⇒ (17) + 10 = 27

Thanks. Actually please give me the Azata actions. They are both pretty surrounded, so I don't think it is going to make much of a difference.

Thanks. I'll have to consider what this changes. I think it will mean one more attack on the Bralani Azata. What are the actions of the two Azatas? What is Ion's action? I believe he is still grappled even though the vampire failed on the pin attempt.

I'm finding myself unable to post to the discussion thread, but, yes, the second bralani azata does get an attack of opportunity on the nabasu demon.

Ion is up. And I need some saving throws, including against the Nabasu's spell (DC 21), Munafiq, Arthen, and BA 2 (as well as Quinley).

Because I would really like to finish this round before tonight, I am going to skip ahead to the guards, who go at the bottom of the round. If something Ion does changes things -- such as if the Azata 1 or Erinyes kill a guard -- we can easily adjust.

The guard attacking the first Bralani Azata yells out, "Men, we must deliver mightier blows to overcome the defenses of these outsiders!". He takes a step into a flanking position, grasps his longsword with both hands, and comes down with a mighty blow on the Azata's whirling shoulder, for 31 points of damage.

The guards attacking the Erinyes, also assume flanking positions and, like the other guard, grasp their longswords with both hands and make powerful swings. The first connects on the devil's side for 25 points of damage. The second hits at a faulty angle and fails to penetrate the creature's tough hide.

Of course, none of the PCs see any of this.

Tarcinzia and Ion hear more of the same bellowing voice coming from the basement: "Don't attack those otherworlders, you fools! Clear you heads! Slay the undead! Those are our foes! And find the Raven's Head!"

Behind GM Screen:

Longsword: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27
Longsword damage: 2d8 + 19 ⇒ (4, 8) + 19 = 31

Longsword: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25
Longsword damage: 2d8 + 19 ⇒ (2, 4) + 19 = 25

Longsword: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17

Tarcinzia Perception: 1d20 + 22 ⇒ (15) + 22 = 37
Ion Perception: 1d20 + 10 ⇒ (6) + 10 = 16

As Tarcinzia pounds into the vampires (in all likelihood destroying the first but failing to destroy the second), a booming voice emerges from below, "The abomination responsible for this will feel my vengeance!"

Tarcinzia is too gleefully distracted to see what is happening below, Ion is too otherwise occupied, and the others cannot see.

Behind the GM Screen:
Tarcinzia Perception: 1d20 + 22 ⇒ (1) + 22 = 23
Ion Perception: 1d20 + 11 ⇒ (2) + 11 = 13

Hearing mention of Raven's Head, Oldritch shakes off Radvir's influence, initiates undead bane, and sends a bolt into the ghoul at the bottom of the stairs, felling it.

Heavy Crossbow: 1d20 + 13 ⇒ (3) + 13 = 16
Heavy Crossbow damage: 2d10 + 2d6 + 2 ⇒ (6, 1) + (6, 1) + 2 = 16

Vampire 1 will save: 1d20 + 12 ⇒ (19) + 12 = 31
Vampire 2 will save: 1d20 + 12 ⇒ (19) + 12 = 31

Ion is up and has a heck of a lot to do!! And I need saving throws and other rolls and info from others...


... For 13 points of damage. It yells out "Look out! This one has the Raven's Head mace!

At that moment, it becomes fully visible, as well as the vampire grappling Ion. One is male and one is female and both are dressed in fineres. Also, the shop manager, Aldo, appears next to Quinley in D-9, wielding a razor sharp bladed scarf.

The Nabasu demon near the second Azata, moves to C-3 and casts a spell. Tarcinzia feels a violent thrust of force against her. DC 19 will save to avoid being thrown down the stairs.

The Nabasu demon in C-12 casts a spell. DC 21 will save for Munafiq., Quinley, Arthen, and the second Azata to avoid being held still.

The last Nabasu demon, in the main room, disappears and then re-appears in square D-7, next to Arthen, Quinley, and the second Azata.


Behind GM Screen:

Fort save: 1d20 + 9 ⇒ (15) + 9 = 24

Fort save: 1d20 + 9 ⇒ (16) + 9 = 25

Oldrich will save: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26


The vampire in the basement is flanking the Erinyes (along with a ghoul and two guards). It unleashes three quick strikes at the Erinyes with its longsword, hitting three times for 14, 12, and 16 damage.

The vampire in the main showroom sheathes its longsword and pulls out its crossbow.

The vampire grappling Ion attempts to pin him. If a 19 succeeds, it drains blood from Ion, doing 1 point of CON damage.

The vampire next to Tarcinzia looks at the Raven's Head mace and it's eyes widen. The vampire then takes a five foot step to C-2 and blasts Tarcinzia with 4 magic missiles for

behind GM Screen:

Longsword: 1d20 + 16 + 2 ⇒ (17) + 16 + 2 = 35

Longsword damage: 2d8 + 9 ⇒ (2, 3) + 9 = 14

Longsword: 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25

Longsword damage: 1d8 + 9 ⇒ (7) + 9 = 16

Longsword: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29

Longsword damage: 1d8 + 9 ⇒ (1) + 9 = 10

Pin attempt: 1d20 + 12 ⇒ (7) + 12 = 19

Blood drain: 1d4 ⇒ 1

Knowledge religion: 1d20 + 10 ⇒ (5) + 10 = 15

Magic missiles: 4d4 + 4 ⇒ (1, 1, 4, 3) + 4 = 13 This is a dice expression.

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