| GM Rutseg |
You find in the corpses two masterwork half-plates and two masterwork greatclubs.
Can you break down that +15 to all knowledges?
The creatures are Kuwa Oni.
The alchemist fire burns the skin of the creatures killing them forever.
---------------------------
Shortly after you heal up... (please add all rolls you need before acting with the next scene)
There is little time to lose and you know it. Amara Li and Tsuto's life are in danger and you know it, so you resume running through the tunnels once again.
You run for almost half a mile until the lava tube opens itself to a sand-floored cave of igneous rock.
Natural stone columns support a ceiling fifteen feet above, and the uneven walls irregularly bulge outward, creating small alcoves. To the south the cave rises in elevation, and the smell of seawater and a fresh breeze suggests the outside is close by.
A saboteur detects you as soon as you approach the room "Shimazi, we have visit!"
Shimazi stands gloating over Tsuneo’s paralyzed body; Amara and the two servants are crumpled nearby. Only a few of Shimazi’s subordinates survived the combat to join him in savoring the victory, and the bodies of the fallen are strewn about from the Tsuneo’s still-keen blade.
The imposing warrior looks at you "Aah! So my oni's did not finish you? At least they retained you time enough. Poor things you have to die now after going through so much trouble. Die!"
As you end entering the cave, the warrior casts a spell. Before combat text action
This is a divine favor spell.
Jules: 1d20 + 4 ⇒ (16) + 4 = 20
Akiichi: 1d20 + 1 ⇒ (3) + 1 = 4
Aikio: 1d20 + 9 ⇒ (15) + 9 = 24
Peck: 1d20 + 4 ⇒ (19) + 4 = 23
Luminos: 1d20 + 5 ⇒ (1) + 5 = 6
Saboteur: 1d20 + 6 ⇒ (6) + 6 = 12
Shimazi: 1d20 + 0 ⇒ (15) + 0 = 15
Map updated!
Round 1:
Aikio, Peck, Jules, Shimazi, Saboteur, Luminos, Akiichi
Party is up!
Peck the lone
|
If I remember correctly, you said it would be OK to do out of combat healing of 11hp for 2 charges. Just let me know how many charges it takes.
spellcraft: 1d20 + 7 ⇒ (8) + 7 = 15
He just cast Divine favor: he can hit easier and with more damage now!
Peck will also cast a spell (blindness-deafness) DC=16 vs. fort. for blinding, on the spell caster. Range of 140ft
Jules Stonecutter
|
"I have a cure light wounds wand. Who needs some. I can't use it my self but I am happy to share."
Just let me know how many charges you use.
Luminos
|
Luminos can use the wand to decrease total time spent healing folks. As for knowledge checks, Luminos is a mindchemist, they get:
Perfect Recall (Ex) [Paizo Inc. - Ultimate Magic, p.19]
At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something.
This ability replaces poison use.
He has at least 1 rank in all knowledge checks. Some of them are class skills and some have more than 1 rank. But at a minimum, he would have:
1(rank)+7(intelligence)+7(perfect recall) = +15
Arcana (+18), Local (+17), Nature (+18), Nobility (+18), and the rest are +15. This is exaggerated due to the cognatogen that lasts for 30 minutes, probably down to 20 minutes left, I guess? Probably takes 5 minutes to run half a mile or so?
Knowing that they were susceptible to fire and acid, Luminos would have had them pushed into a corner, and then threw an alchemist fire at them dealing 1+7 fire splash damage to them
On the map, can we tell who is who? Which combatants look to be aggressive? Are they wearing the same uniform as the previous enemies?
Aikio the Red
|
Unable to get the maximum coverage from her fire spells, the wizard instead casts a defensive spell on Jules. blur
"beware of gathering too closely in large groups," she whispers to her fellows.
| GM Rutseg |
The unconscious and/or dead people are all top down. Plus your foes are bordered by a continuous line. I have also made transparent the unconscious/dead enemies, which are just atrezzo in the end so it is clearer for you now ;)
If there is anything else not clear, please let me know.
Jules@ you have posted but not stated any action, shall I assume you delay? :?
For DC 16: 1d20 + 6 ⇒ (10) + 6 = 16
Shimazi starts seeing all black, but he finds inner strength and resists in the last moment the effects of Peck's spell.
Very good move! You were almost to place a high win on the encounter!
Aikio touches Jules with a spell and the woman's figure gets suddenly blurred!
I somehow missed Shimazi is enlarged. Please, apologies. If that should change any of your previous decisions make me know and we will work on it.
Shimazi casts a sound burst spell over his packed enemies.
For DC 14 to avoid stun effect (apply any bonus against sonic or evocation effects), if stunned, 1 round, and your objects fall to the floor.
A tremendous cacophony hits the party on the rear but Peck.
Sonic damage: 1d8 ⇒ 5
He then runs and hides behind the natural stone column.
The saboteur throws a bomb to Akiichi from the protection of his cover.
Explosive Bomb-1 range increment (touch, flatfooted, cover): 1d20 + 11 - 4 ⇒ (9) + 11 - 4 = 16
Fire damage: 2d6 + 2 ⇒ (4, 6) + 2 = 12
Explosive bomb*: The alchemist's bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
The bomb lands true and the samurai's armor helps nothing to protect him against the fire. The splash burns Jules as well, while Aikio and Luminos resistances protect them from the flames.
Akiichi, Ref DC 14 to not get on fire
Jules: 7 damage, stunned? For DC 14, blur (concealment 20%) 4 min
Aikio: 5 damage, stunned? For DC 14, on fire? Ref DC 14
Akiichi: 17 damage, stunned? For DC 14
Luminos: 5 damage, stunned? For DC 14
Round 2:
Luminos, Akiichi, Aikio, Peck, Jules (x2), Shimazi, Saboteur
Waiting for Aikio and Jules!
Aikio the Red
|
Fort: 1d20 + 2 ⇒ (8) + 2 = 10
"SkwaaAAaa...?" says the burning Tengu as she drops her sword.
Ref: 1d20 + 2 ⇒ (8) + 2 = 10
R1: spell, R2: stunned
Jules Stonecutter
|
Fort I think: 1d20 + 1 ⇒ (13) + 1 = 14
From what I understand everyone is down except one person is that correct? If I walked by someone who is not down please let me know and I will move a different way.
Jules moves toward the bomber.
| GM Rutseg |
Not being able to act, Akiichi burns in the fire.
On fire: 1d6 ⇒ 6
The saboteur sends another bomb to Akiichi. Seeing his bombs are not quite effective, the new bomb explodes with a frost effect this time.
Explosive Bomb-1 range increment (touch, stunned, cover): 1d20 + 11 - 4 ⇒ (13) + 11 - 4 = 20
Cold damage: 2d6 + 2 ⇒ (6, 2) + 2 = 10
Reflex save automatically failed due to stunned
Shimazi charges from behind the stone wall towards Jules and jumps over her with a two-handed katana strike.
mwk Katana+charge: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
slashing: 2d6 + 9 ⇒ (2, 3) + 9 = 14
Blur: 1d100 ⇒ 80
The strike is true and the woman fells to the floor unconscious due to the terrible wound in her side.
Shimazi: -2AC
Jules: -3/18 hp, blur (concealment 20%) 4 min
Aikio: 9 damage
Akiichi: 33 damage, on fire (Ref DC 14 and full-action to extinguish)
Luminos: 9 damage
Round 3:
Luminos, Akiichi, Aikio, Peck, Jules (stabilize), Shimazi, Saboteur
Party is up!
Luminos
|
Luminos takes a few steps towards the entrance of the cave and lobs a stink bomb.
Attack AC5: 1d20 + 6 + 1 - 1 ⇒ (3) + 6 + 1 - 1 = 9
Effect: Including both enemies in the blast for 7(int)+1(racial)+2(2d6)+1(bard) = 11 fire damage, DC 18 Reflex for half; DC 18 Fort save or nauseated for 1d4+1 rounds.
Luminos
|
Before throwing the bomb, Luminos would like to identify the enemies and any buffs on them.
KN: Local Red: 1d20 + 17 ⇒ (6) + 17 = 23
KN: Local Yellow: 1d20 + 17 ⇒ (4) + 17 = 21
Spellcraft Red: 1d20 + 11 ⇒ (12) + 11 = 23
Spellcraft Yellow: 1d20 + 11 ⇒ (16) + 11 = 27
Aikio the Red
|
"Where did all these bodies come from?" Aikio calls upon her eastern mysteries and casts a spell. Ignoring her dropped sword she moves around the edge of the room.
Are these bodies identifiable as friend or foe? standard: cast fire breath (DC 20), move: move
Aikio the Red
|
[dice=Attack]1d20+10;1d8+15;1d100 but misses due to blur.
I am pretty sure blur is on Jules not the giant.
| GM Rutseg |
Most of the fallen people are troops like the ones you have been fighting before. You recognize also Amara Li, Tsuto and the two maidens.
Spellcraft cannot identify buffs, only spells as being cast, or objects created by magic. That said you can easily deduce Shimazi is affected by enlarge person
As Akiichi approaches the giant, Shimazi waves his katana and profits his longer reach to hit the samurai.
mwk Katana: 1d20 + 11 ⇒ (3) + 11 = 14
The katana lands true over the samurai, but his armor deflects the blade.
Akiichi makes his own trial in this single duel between samurais, and the katana also strikes Shimazi's armor and is deflected.
Luminos throws a bomb that lands next to the Saboteur.
Shimazi Ref DC 18: 1d20 + 5 ⇒ (1) + 5 = 6
Shimazi For DC 18: 1d20 + 6 ⇒ (17) + 6 = 23
Saboteur Ref DC 18: 1d20 + 10 ⇒ (18) + 10 = 28
Saboteur For DC 18: 1d20 + 5 ⇒ (6) + 5 = 11
1d4 + 1 ⇒ (3) + 1 = 4
The blast also kills one of the troops unconscious on the floor.
Peck pokes Jules healing her to the point she wakes up, prone and disabled.
Aikio approaches the fight once cast an spell.
Akiichi continues burning on flames.
On fire: 1d6 ⇒ 5
The severity of the flames makes him to fall unconscious.
The saboteur moves out of the stinking cloud.
Shimazi, still coughing for the bomb steps forward to a position he threatens the whole party.
"You seriously thought you could defeat me? The Society and the Kirin will never fight together, you failed!"
He then slashes over 1 Luminos, 2 Akio: 1d2 ⇒ 2 Akio with his katana.
mwk Katana-Power attack+Furious focus: 1d20 + 11 ⇒ (15) + 11 = 26
slashing+Power attack: 2d6 + 9 + 6 ⇒ (3, 2) + 9 + 6 = 20
The strike lands true and opens a big gash over the tengu's head.
Shimazi: 11 damage
Saboteur: 5 damage, sickened (3)
Jules: 0/18 hp, prone & disabled (standard action reduces hp -1) blur (concealment 20%) 4 min
Aikio: 2/31 hp
Akiichi: -1/40 hp, unconscious, dying, on fire (Ref DC 14 and full-action to extinguish)
Luminos: 11/20 hp (2 bombs left)
Round 4:
Luminos, Akiichi (stabilize), Aikio, Peck, Jules (disabled), Shimazi, Saboteur
Party is up!
Aikio the Red
|
Aikio breaths a gout of flame at the giant samurai. "Going down swinging I guess." she mutters.
[dice=flame breath]4d6[/dice] (Reflex DC 20 for half)
standard: breath, move: 5 ft. step (20 dmg should put me at 6 hp, I think I have only taken 5 damage from the initial sonic attack.)
| GM Rutseg |
Aikio@ you also took 4 more damage from a frost bomb while you were stunned
Peck further heals Jules.
Aikio's flames engulf the samurai whom slightly jumps to one side avoiding part of the flames, but otherwise burns with a shriek of pain.
Ref DC 20: 1d20 + 5 ⇒ (15) + 5 = 20
Shimazi: 18 damage
Saboteur: 5 damage, sickened (3)
Jules: 2/18 hp, prone & disabled (standard action reduces hp -1) blur (concealment 20%) 4 min
Aikio: 2/31 hp
Akiichi: -1/40 hp, unconscious, dying, on fire (Ref DC 14 and full-action to extinguish)
Luminos: 11/20 hp (2 bombs left)
Round 4:
Luminos, Akiichi (stabilize), Aikio, Peck, Jules (disabled), Shimazi, Saboteur
| GM Rutseg |
Boting Jules
Prone in the floor Jules enters total defense +6 dodge AC.
Boting Luminos
The tiefling steps back and throws one stingchuk at the samurai.
throw stingchuk+IC: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
The dead head full of worms hurls around in the air and splashes over the samurai letting its nasty content to go free.
Piercing (bites and stings) damage+IC: 1d6 + 7 + 1 ⇒ (5) + 7 + 1 = 13
For DC 11: 1d20 + 6 ⇒ (6) + 6 = 12
The worms and insects in the head sting and bite the samurai. He screams.
Akiichi continues burning.
Fire damage: 1d6 ⇒ 4
His wounds open again.
Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
I will rule anyone can try to help extinguish the flames passing the Reflex save for him.
The saboteur moves around coughing still sickened.
1 Akio, 2 Jules, 3 Peck, 4 Luminos: 1d4 ⇒ 4
Shimazi then turns to the tiefling, stepping close to him and Aikio, and releases another furious attack with his katana.
mwk Katana-Power attack+Furious focus: 1d20 + 11 ⇒ (20) + 11 = 31 Oh god!
slashing+Power attack: 2d6 + 9 + 6 ⇒ (3, 2) + 9 + 6 = 20
Confirm critical?: 1d20 + 11 ⇒ (8) + 11 = 19 Unless you have something to immediately raise your AC that's going to be very nasty
slashing+Power attack: 2d6 + 9 + 6 ⇒ (2, 1) + 9 + 6 = 18
The tiefling is traversed by the blade in his heart, the samurai stares deeply to him. The alchemist falls heavy to the floor, his body rendered motionless, while Shimazi turns back looking for his next victim.
Shimazi: 31 damage
Saboteur: 5 damage, sickened (2)
Jules: 2/18 hp, blur (concealment 20%) 4 min
Aikio: 4/31 hp
Akiichi: -5/40 hp, unconscious, dying, on fire (Ref DC 14 and full-action to extinguish)
Luminos: -25/20 hp, dead
Round 5:
Akiichi (stabilize), Aikio, Peck, Jules, Shimazi, Saboteur
Jules Stonecutter
|
Sorry I read I was disabled and assumed i couldnt do anything. Am I reading your map correctly and only one saboteur is up?
Jules quickly stands and races toward the saboteur.
| GM Rutseg |
Jules, standing up there will generate an AoO, being enlarged the samurai has reach. Please, confirm that's what you want to do. The disabled disappeared once Peck healed you.
Peck casts a grease spell over the samurai's katana.
Ref DC 15: 1d20 + 5 ⇒ (3) + 5 = 8
Slippery as it is, the blade jumps out of his hands and lands on the floor just where he is standing. Green arrow in the map
"W-what? Bastard gnome! Don't even try to hide, you are the next one!"
That was one of the coolest actions I've ever seen Peck
I guess the AoO is no more a problem!
Jules Stonecutter
|
Jules stands up and move toward the samurai.
Ok I understand who is still standing I hope. I think I can either do nothing or stand up so I choose to stand
Aikio the Red
|
"I shall add giant samurai to my list of things that burn!" the tengu shouts and breaths a second gout of flame.
2d6 ⇒ (5, 6) = 11 DC 20 for half.
The wizard retreats to the east.
Aikio the Red
|
Can't affect the map from my phone, if someone wouldn't mind moving my avatar, please.
Jules Stonecutter
|
Sorry I thought I was prone
Rapier: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Crit: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
| GM Rutseg |
Yes, but after standing up you still had a standard action pending.
And, although not a crit, it is certainly a hit!
Ref DC 20: 1d20 + 5 ⇒ (8) + 5 = 13
Aikio flames engulf the unarmed samurai, he screams of pain "Aaaagh! Cursed tengu! You will also pay for that! Golden Horde to me!"
Crawling unnoticed on the floor, Jules stands up half-dead and profiting the inertia stabs the giant man into his right leg "Ah! Rat, you will regret having standed up!" the unarmed samurai unable to respond to the opportunity generated by the movement with an attack.
Akiichi flames continues burning him down.
On fire: 1d6 ⇒ 2
The samurai looks around for a solution, seeing the greased katana, his eyes move along until they find Akiichi's katana next to the body on flames. Hardly wounded, with bleeding all over his arms, head and legs, the samurai steps closer to the fallen samurai katana. Threatened by Jules, he steps to one side and casts a spell. His hand glows now with an apparent magic, he says "Come now wench."
The sabateur keeps coughing in one corner.
Shimazi: 48 damage
Saboteur: 5 damage, sickened (1)
Jules: 2/18 hp, blur (concealment 20%) 4 min
Aikio: 4/31 hp
Akiichi: -7/40 hp, unconscious, dying, on fire (Ref DC 14 and full-action to extinguish, can extinguish someone else with the Ref Save)
Luminos: -25/20 hp, dead
Round 6:
Akiichi (stabilize), Aikio, Peck, Jules, Shimazi, Saboteur
Peck the lone
|
The best part is his weapons are now the wrong size for him!!! I am coming to help the Tian samurai but with great caution. continuing my bardic music as I am out of spells but while moving will pull out my crossbow as well
Jules Stonecutter
|
Hmmm two hit points{/ooc]
Jules move 5 ft away from the saboteur and pulls out a strange flask from her bandalier. [ooc]Cure Light Wounds potion
Aikio the Red
|
1d6 ⇒ 3(DC 20 for half)
Aikio offers the last breath of flame from her spell and steps away.
spellcraft: 1d20 + 11 ⇒ (5) + 11 = 16
| GM Rutseg |
Peck closes to the combat drawing his crossbow while Jules retreat drawing a cure light wounds potion.
Aikio sends a flaming breath all over the samurai burning even more of his skin. The man barely standing from all his injuries looks at you with bloodlust "I will end this task, I have prepared this attack for months, spied the Kirin and the Society, found this meeting, planned all the attack with my troops, I have found this cave and interrupted the ritual, and you will not stand over me at this point!"
Akiichi continues burning.
Flames: 1d6 ⇒ 1
The samurai turns to the tengu and tries to touch her with his hand taking profit of his increased reach.
Inflict Serious Wounds (touch): 1d20 + 10 ⇒ (14) + 10 = 24
Negative damage: 3d8 + 6 ⇒ (4, 7, 5) + 6 = 22
Aikio Will DC 15 for half-damage: 1d20 + 6 ⇒ (10) + 6 = 16
Aikio's strong will allows him to resist the terrible pain from the negative energy discharge. Even then, her body falls unconscious to the floor, terribly bleeding.
Then, Shimazi steps over Akiichi, and takes his katana within the flames.
Ref to avoid flames DC 14: 1d20 + 5 ⇒ (13) + 5 = 18
His blood runs down his arm as he brings up the katana, he makes a small gesture of pain due to the heat on the blade, but he then grins and barely standing says "So that's two versus two. You are not going to leave this cave alive."
The saboteur stops coughing and looks for some bomb to throw.
Shimazi: 51 damage
Saboteur: 5 damage
Jules: 2/18 hp, blur (concealment 20%) 4 min
Aikio: -7/31 hp, unconscious, dying
Akiichi: -8/40 hp, unconscious, dying, on fire (Ref DC 14 and full-action to extinguish, can extinguish someone else with the Ref Save)
Luminos: -25/20 hp, dead
Round 7:
Akiichi (stabilize), Aikio (stabilize), Peck, Jules, Shimazi, Saboteur
| GM Rutseg |
Akiichi is conscious now, but staggered.
That's a pretty cool ability! As it is an immediate action, I will allow you to interrupt Shimazi action and clasp your katana so he cannot retrieve it. And even try to attack him from the floor. You will fall unconscious to the floor after it.
But be aware if none stops your fire right now, the flames will certainly make you unconscious again anyway.
I will allow you also to roll over the floor to put off the flames, but that will provoke an AoO and not help avoiding to retrieve the katana.
Jules Stonecutter
|
will I take an aoo if I take the potion where I am? If not I will take it and move otherwise I will take another 5 ft step then swallow the potion
Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
| GM Rutseg |
Akiichi@ I will allow you to roll over the floor to put off the flames, but that will provoke an AoO and not help avoiding Shimazi to retrieve the katana.
I rule it taking into account the crawl action that allows you to move 5-foot while prone generating an AoO.
You can apply an acrobatics skill check to avoid the AoO with a -5 penalization.
That said, I would place a lot of thinking on that kind of move, because given your current position and hp, if an AoO triggers on you, only if I roll a 4 or less on the attack you will save your life.
Rules: crawling, acrobatics
If you accept my advice, I will better wait for someone to provide the killing blow and then try to roll, or I will try to epically finish the bad guy. Your call.
Jules@ indeed, Akiichi is right about your number of actions available. You still can try an attack or drink the potion you retrieved last turn.
Aikio the Red
|
1d20 + 1 ⇒ (8) + 1 = 9
t shirt reroll: 1d20 + 1 + 2 ⇒ (13) + 1 + 2 = 16
Aikio stops dieing & dreams of roasted samurai.