# 9-03: On the Border of War, with GM Pendrak

Game Master Pendrak

A Pathfinder Society Scenario designed for levels 5-9.


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Sovereign Court

F human (taldan) Paladin (Sacred Servant) 9 | AC 28 T 11 FF 22 | HP 79/79| F +14 R +10 W +11 | Init +1, Perc +12, SM +5 | Smite : 2/2

Before going to see Lady Sylvanna, Maxime calls again her godess to be able to get her words directly into the heart of Lady Sylvanna. Touch of Glory

Sense Motive: 1d20 + 8 ⇒ (1) + 8 = 9

Lady Orlosvsky, it's an honor to meet you, but please let me introduce myself. I'm Marquise Maxime Amélie Chanteclerc de Hénin, from Taldor. I'm also a Pathfinder like my comrades here as you have guessed right.
I'm sorry to bother you, but we try to talk to all the party involved here and hope to help find a peacefull solution for all.
Can we talk?

Diplomacy: 1d20 + 17 + 6 ⇒ (2) + 17 + 6 = 25

Dark Archive

M NG Samsaran Wizard 6 | HP: 38/38 | AC: (17) (13 Tch, (14) FF) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +5 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Spells: 3rd 9/4 2nd 6/6 1st 6/6 |

Barbo seriously considers the offer and shrugs. "We would like to find a compromise that makes both of you equally happy." And unhappy. He looks to the others. "Shall we?"

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Sense Motive: 1d20 + 10 ⇒ (11) + 10 = 21

"Interesting that everyone involved thinks that there is no room for a peacefull resolution. Lord Berislav I can understand, but surely a Lady such as yourself should be more open to options."

Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Sylvanna scoffs and lets out a derisive laugh, "Oh, there is certainly a peaceful solution. Berislav can march his little tin soldiers back home and worry about getting his own house in order. I don't trust him and his family of snakes," she says.

"House Surtova seized the Dragonscale Throne with more haste than a quickling. It makes one wonder how long they've been waiting for the opportunity. They belittle us with derision and mockery; you should hear how Berislav addresses me! It's one insult after another. I would sooner see these lands barren than in the hands of such crude brutes. They think they can claim whatever they like, but House Orlovsky has had enough of their overreach. This land was ours long before they weaseled it from our grasp. This very town was founded by blood and sweat of my kin's toil. They will return it to us, or we shall take back what is rightfully ours," she says, waving her horse-brush like a gavel, or a morningstar.

Can anyone aid either Glorne or Maxime? Both are very close, but not quite. As it is, she remains unfriendly.

Dark Archive

M NG Samsaran Wizard 6 | HP: 38/38 | AC: (17) (13 Tch, (14) FF) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +5 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Spells: 3rd 9/4 2nd 6/6 1st 6/6 |

Diplomacy, Aid: 1d20 + 1 ⇒ (15) + 1 = 16

Barbo takes his head back, in shock. "Such violent words! Surely you do not wish to bloody these lands any more?"

Sovereign Court

LN Elf Psychic (Dream) 8 / Enchanting Courtesan 1 | HP: 47/56 | AC: 9 | T: 9 | FF: 9 | CMD: 11 | Fort: +6 | Ref: +4 | Will: +10 | Init: -1 | Perc: +12 | Sense Motive: +12 | Speed: 30 ft. | PPP: 5/7 | 1st: 9/9 | 2nd: 6/8 | 3rd: 3/7 | 4th: 4/5 |

Sense Motive: 1d20 + 12 ⇒ (20) + 12 = 32

Uzziah smirks in the background at the obstinate young woman. He interjects, "Also, the actual reason why we are here is to investigate Hartsfall Keep."

Diplomacy: 1d20 + 18 ⇒ (13) + 18 = 31


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

At that, Sylvanna Orlovsky is now friendly to the party.

"I have no desire for blood, but I'm not going to just stand aside and let the Surtovas continue to get away with whatever they want. But it does interest me that you're going to Hartsfall Keep."

She sighs, "My father loved that place. He used to bring me here and tell me tales of our family's glorious history in this area. He was a masterful metalsmith, and he crafted me a small copper figurine of an eagle, our family's symbol, out of copper mined in these very hills. But not long after he died, I lost it while playing near the keep. I rarely returned after, but this place has always been in my heart."

Her face goes from wistful to serious in a second, "Listen. If you side with House Orlovsky, you won't go without reward," she says, and she gestures to the beautiful horses stabled in this building, "If you support my claim, each of you can choose any horse from my family herd, save Silvermane here. And these aren't just any horses, they're true Brevic Warmbloods. Descended from dragons, one of the rarest breeds in the world."

She raises an eyebrow, "And if you don't? Well, my uncle, Lord Poul, sent me a letter and he said he plans to come here himself soon, with a good amount of soldiers. Apparently he has been having dreams about this place as well. Whether you help us or not, we intend to move the Surtova's out. You ought to pick the right side."

Sovereign Court

F human (taldan) Paladin (Sacred Servant) 9 | AC 28 T 11 FF 22 | HP 79/79| F +14 R +10 W +11 | Init +1, Perc +12, SM +5 | Smite : 2/2

Can you talk about these dreams you and your uncle have?
They could help us in our exploration of the place if you don't mind my Lady.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

"We both had dreams that involved a man appearing and telling us to go to Hartsfall Keep. Very strange."

Sovereign Court

F human (taldan) Paladin (Sacred Servant) 9 | AC 28 T 11 FF 22 | HP 79/79| F +14 R +10 W +11 | Init +1, Perc +12, SM +5 | Smite : 2/2

Can you tell us more about this man? His race, how he's looking? Anything particular like his voice my Lady?

Asks the Marquise.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Sylvanna hesitates, glancing up at Uzziah with a confused look. "Well, to be honest, and this is crazy, but he sort of looked and sounded like your elf here."

Sovereign Court

F human (taldan) Paladin (Sacred Servant) 9 | AC 28 T 11 FF 22 | HP 79/79| F +14 R +10 W +11 | Init +1, Perc +12, SM +5 | Smite : 2/2

Maxime turns to Uzziah, remembering how he was inquisitive when they first meet and how he uses his magic to scan them and says Can you let me check if you are not evil my friend?

Dark Archive

M NG Samsaran Wizard 6 | HP: 38/38 | AC: (17) (13 Tch, (14) FF) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +5 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Spells: 3rd 9/4 2nd 6/6 1st 6/6 |

Barbo turns to Uzziah with a frown. Paladins usually jump to conclusions, but this one may be right. He smiles gently. "Yes, and no funny business, friend. "

Sovereign Court

PFS#119796-1|Male Human Cavalier (Emissary) 6| HP: 52| AC: 21/13/19 | Fort: +7| Ref: +5| Will: +6| Init: +6 | Diplo: +15| Handle Animal: +14| Perc: +2 | Ride: +5| SM: +12 (+15)

Willem had been caught up meeting with some members of his merchant caravan and arrived to the meeting with Lady Orlovsky late.

"I heard the tail end of that and it seems that Hartfall Keep is central to this whole region. We had discussed making the area a neutral zone with the Surtova scion in order to avoid all out war, but it seems until we go to the keep, certain actions are inevitable. We will make haste there and return when we have found your lost heirloom and perhaps a cure for for the plague infecting Zmeyka. Surely you wouldn't want that to deal with if your uncle comes to claim the area by force."

Sovereign Court

LN Elf Psychic (Dream) 8 / Enchanting Courtesan 1 | HP: 47/56 | AC: 9 | T: 9 | FF: 9 | CMD: 11 | Fort: +6 | Ref: +4 | Will: +10 | Init: -1 | Perc: +12 | Sense Motive: +12 | Speed: 30 ft. | PPP: 5/7 | 1st: 9/9 | 2nd: 6/8 | 3rd: 3/7 | 4th: 4/5 |

Uzziah smirks once more, "You may indeed, but your results may not be accurate. A curse from Hell haunts my line. An ancestor many of our generations ago made a...mistake."

So, funny thing. I have Fighing Off Corruption (Hellbound) boon applied to this character. Among other penalties when he dies (+25% cost of raise dead, and I am treated as 1 step closer to evil against spells and effects that harm evil creatures), I also have a faint aura of evil.

"Willem is right, haste to Hartsfall Keep will lead to the best solution for all, as all of our leads lead there."

Grand Lodge

HP: 82/82 | AC 30 (t: 23/ff: 26) |F:+16, R:+13, W:+20 | Init: +17 | Perception: +37| Sense Motive: +36 Ki Pool: 10/10 | Bane: 8/8 Rounds | Perfect Strike 7/7 CMB +10; CMD 32 (29 FF) | Speed: 60' | Reroll: 1/1

The monk perks up at the thought of heading to the Keep. Finally, back on the journey to the 'Path'.

Sovereign Court

F human (taldan) Paladin (Sacred Servant) 9 | AC 28 T 11 FF 22 | HP 79/79| F +14 R +10 W +11 | Init +1, Perc +12, SM +5 | Smite : 2/2

I will watching you and your action my friend. Says Maxime to Uzziah.

Turning to lady Orosvky she says Thank you for seeing and listening to us my Lady my hope is that we will find a way to make all parties happy.

Once alone with her comrades she adds

Before going to the Keep, I suggest to return to the Church of Abadar in the light of what we found. I could call a Celestial Ally to do them for us.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

You return to the archives at the Church of Abadar, but you aren't able to find any new information, so you decide to head to the keep.

A travel-worn road cuts through the rolling farmlands between Zmeyka and Hartsfall Keep. Gentle breezes carry the sound of rustling crops and the bleating of livestock across the fields. The first half of the Pathfinders' journey on this pastoral road is peaceful, but after you've gotten a few miles away from the town, things change.

As you turn a corner, four heavily armored and armed men step out from behind a boulder with grim looks on their faces.

One man steps forward, and says in a deep voice, "House Orlovsky and House Surtova may both claim this territory, but we say they're both traitors. We're the dragon king's men, and until the dragon king returns, anyone walking his roads must pay a traitor's tax. We’re here to collect, so kindly lay down your arms and armor, as well as anything else you're carrying, and you'll be free to go about your way."

A couple of the men wear uniforms that, while faded and torn, were probably once Surtova and Orlovsky uniforms respectively. The other two wear a similar livery, probably also once the official garb of some other house's soldiers. These men are almost certainly deserters turned bandit.

Sovereign Court

F human (taldan) Paladin (Sacred Servant) 9 | AC 28 T 11 FF 22 | HP 79/79| F +14 R +10 W +11 | Init +1, Perc +12, SM +5 | Smite : 2/2

Guards, I'm Marquise Maxime Amélie Chanteclerc de Hénin, follower of Iomedae. I understand that you're looking for a new master, but I would prefer that you hear the voice of reason rather than war.
We are experienced adventurers, Pathfinders, and we have no quarel with you. We will even accept your surrender and will advocate your case if it need be.
Lay down your weapon and let us pass in the name of the Inheritor.

Her friend Gamin help Maxime in her speach by casting guidance on her.

Diplomacy: 1d20 + 17 + 1 ⇒ (12) + 17 + 1 = 30

Sovereign Court

PFS#119796-1|Male Human Cavalier (Emissary) 6| HP: 52| AC: 21/13/19 | Fort: +7| Ref: +5| Will: +6| Init: +6 | Diplo: +15| Handle Animal: +14| Perc: +2 | Ride: +5| SM: +12 (+15)

Willem stands his ground as the men threaten them, adding to the Marquise's words. "We have only come to bring peace to this land nothing more. If you have a spokesman willing to come to the table with both families, I am sure we can work this out amenably for all involved."

Diplomacy Aid: 1d20 + 13 ⇒ (15) + 13 = 28

Sovereign Court

LN Elf Psychic (Dream) 8 / Enchanting Courtesan 1 | HP: 47/56 | AC: 9 | T: 9 | FF: 9 | CMD: 11 | Fort: +6 | Ref: +4 | Will: +10 | Init: -1 | Perc: +12 | Sense Motive: +12 | Speed: 30 ft. | PPP: 5/7 | 1st: 9/9 | 2nd: 6/8 | 3rd: 3/7 | 4th: 4/5 |

Diplomacy aid: 1d20 + 18 ⇒ (2) + 18 = 20
Uzziah speaks up from the back of the group, "Surely we can come to a reasonable solution. If you are down on your luck, maybe we could aid?"

If these words don't seem to sway them, Uzzziah will cast Id Insinuation II on two of them that are next to each other.

Id Insinuation II DC 23:
School enchantment (compulsion) [mind-affecting]; Level psychic 3
Casting
Casting Time 1 standard action
Components S
Effect
Range close (25 ft. + 5 ft./2 levels)
Target two creatures
Duration concentration + 1 round
Saving Throw Will negates; Spell Resistance yes
Description
By invading the mind of a creature with your psychic presence, you can isolate parts of its mind, preventing the target from functioning in a coherent manner. The target is confused as long as you concentrate on it plus 1 additional round. A successful Will save negates this effect. In addition, on the first round of the effect, the targets of this spell must roll twice to determine the result of their confused condition. You select which roll is used. This spell can be undercast.

Bluff to hide casting: 1d20 + 20 ⇒ (10) + 20 = 30

Dark Archive

M NG Samsaran Wizard 6 | HP: 38/38 | AC: (17) (13 Tch, (14) FF) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +5 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Spells: 3rd 9/4 2nd 6/6 1st 6/6 |

Diplomacy, aid: 1d20 + 1 ⇒ (3) + 1 = 4

Barbo stands in the back, looking like the slightly scared old man he is.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Glorne stands quietly, waiting their decision.

Will there be slides for this game?

Grand Lodge

HP: 82/82 | AC 30 (t: 23/ff: 26) |F:+16, R:+13, W:+20 | Init: +17 | Perception: +37| Sense Motive: +36 Ki Pool: 10/10 | Bane: 8/8 Rounds | Perfect Strike 7/7 CMB +10; CMD 32 (29 FF) | Speed: 60' | Reroll: 1/1

The monk calmly assess the bandits.

It would be unfortunate to have to kill these men.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Yeah, the link to the Slides is in my tagline.

"Well, boys, I guess they ain't surrendering," says the lead bandit, going for his sword, "Take 'em."

Initiative:

Glorne: 1d20 + 2 ⇒ (7) + 2 = 9
Barbo: 1d20 + 8 ⇒ (14) + 8 = 22
Bo: 1d20 + 8 ⇒ (8) + 8 = 16
Willem: 1d20 + 6 ⇒ (6) + 6 = 12
Maxime: 1d20 + 1 ⇒ (5) + 1 = 6
Uzziah: 1d20 - 1 ⇒ (11) - 1 = 10

Sellswords: 1d20 + 6 ⇒ (5) + 6 = 11

Summary:

Round One Barbo (up), Bo, (up), Willem (up), Sellswords (not yet up), Uzziah (going to cast id insinuation), Glorne (not yet up), Maxime (not yet up)

Barbo, Bo, and Willem may act.

Grand Lodge

HP: 82/82 | AC 30 (t: 23/ff: 26) |F:+16, R:+13, W:+20 | Init: +17 | Perception: +37| Sense Motive: +36 Ki Pool: 10/10 | Bane: 8/8 Rounds | Perfect Strike 7/7 CMB +10; CMD 32 (29 FF) | Speed: 60' | Reroll: 1/1

"Such is your choice." The monk steps to the left, calls upon his inner reserve of focus, and sends a quartet of missiles at the brigand with the blue tabard.

Flurry {PBS/DA/RA} vs BLUE (flat-footed?): 1d20 + 14 ⇒ (15) + 14 = 291d8 + 10 ⇒ (8) + 10 = 18
Flurry {PBS/DA/RA} vs BLUE (flat-footed?): 1d20 + 14 ⇒ (1) + 14 = 151d8 + 10 ⇒ (4) + 10 = 14
Flurry {PBS/DA/RA} vs BLUE (flat-footed?): 1d20 + 9 ⇒ (14) + 9 = 231d8 + 10 ⇒ (7) + 10 = 17
<<Ki point>> Flurry {PBS/DA/RA} vs BLUE (flat-footed?): 1d20 + 14 ⇒ (14) + 14 = 281d8 + 10 ⇒ (1) + 10 = 11

<<HASTE>>Flurry {PBS/DA/RA} vs BLUE (flat-footed?): 1d20 + 14 ⇒ (4) + 14 = 181d8 + 10 ⇒ (8) + 10 = 18

EDIT: Added shot for Haste and revised other rolls. If he falls, I will change targets to 'yellow'. AC is currently 22.

Dark Archive

M NG Samsaran Wizard 6 | HP: 38/38 | AC: (17) (13 Tch, (14) FF) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +5 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Spells: 3rd 9/4 2nd 6/6 1st 6/6 |

Barbo shakes his head as the thugs attack. "So very hasty. Ah, to have the foolish confidence of youth." He whispers a magic word, Haste and the group suddenly feels energized!

Haste:

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.

My initiative was higher than Bo. So he should get an extra attack and a +1 on attack rolls.

Sovereign Court

LN Elf Psychic (Dream) 8 / Enchanting Courtesan 1 | HP: 47/56 | AC: 9 | T: 9 | FF: 9 | CMD: 11 | Fort: +6 | Ref: +4 | Will: +10 | Init: -1 | Perc: +12 | Sense Motive: +12 | Speed: 30 ft. | PPP: 5/7 | 1st: 9/9 | 2nd: 6/8 | 3rd: 3/7 | 4th: 4/5 |

Uzziah will delay until right before the Sellswords before he casts Id Insinuation II. Though, this may change depending on what happens before they take their second turn.

Sovereign Court

PFS#119796-1|Male Human Cavalier (Emissary) 6| HP: 52| AC: 21/13/19 | Fort: +7| Ref: +5| Will: +6| Init: +6 | Diplo: +15| Handle Animal: +14| Perc: +2 | Ride: +5| SM: +12 (+15)

Sighing, Willem says as he draws his sword. "We're don't wish to fight you, but if you continue, your lives are forfeit."

Ready Action to Strike any who attack him.
Readied Strike: 1d20 + 8 ⇒ (7) + 8 = 151d8 + 3 ⇒ (7) + 3 = 10


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Had a busier than expected weekend, but I'll get updates up in the next few hours.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Bo launches a flurry of arrows, and while the deserter blocks one of the arrows with his heavy steel shield, and two others bounce off his full plate, two of the arrows get past his defenses, piercing him in the shoulder and thigh. He breaks the arrows off but leaves the heads embedded in him, like he has done this before.

The fighters do not charge, but move forward carefully, two of them going after the zen archer monk, while the third moves on Maxime. Once in position they all try to deliver powerful strikes with their bastard swords, going for decapitations or otherwise vital strikes, but are unable to land their blows due to the defensive prowess of Bo and Maxime. Sir Willem slashes at the bandit that attacks Maxime, but his attack clanks off his plate.

GM Rolls:

Blue, Vital Strike/Power Attack vs. Bo: 1d20 + 11 ⇒ (3) + 11 = 142d10 + 13 ⇒ (6, 9) + 13 = 28
Yellow, Vital Strike/Power Attack vs. Bo: 1d20 + 11 ⇒ (8) + 11 = 192d10 + 13 ⇒ (10, 8) + 13 = 31
Green, Vital Strike/Power Attack vs. Bo: 1d20 + 11 ⇒ (7) + 11 = 182d10 + 13 ⇒ (5, 7) + 13 = 25

Summary:

Round One Barbo (cast haste), Bo, (full attacked), Willem (readied), Sellswords (moved and missed), Uzziah (readied to cast id insinuation), Glorne (up), Maxime (up)

Round Two Barbo (up), Bo, (up), Willem (up), Sellswords (not yet up), Uzziah (not yet up), Glorne (not yet up), Maxime (not yet up)

Blue- 29 damage

Glorne and Maxime may act in Round 1, and then Barbo, Bo, and Willem may act. Then Uzziah's action will trigger, possibly, before the bad guys next turn.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

The pale, cool mist that constantly clings to Glorne's body consolidates into a floating shield of ice as he moves. Glorne raises his hand and the mist consolidates around it, then a blast of cold energy springs forth towards one of the bandits...

[dice=Ranged Touch attack vs. "Green"]1d20+5+1[/dice]
[dice=possible Cold damage vs. "Green"]3d6+2+1[/dice] +50%

SHROUD OF WATER(su): You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. You can dismiss or restore this effect as an immediate action.

COLD BLAST(SP)(range touch; 3d6+1/2 con; 30'; All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction; SR applies to cold blast.)

METAKINESIS(Su): At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell.

NOTE: I applied Point-blank and Precise shot feats, but not cover. Also, I took 1 point of BURN (5 point of non-lethal that cannot be cured except by 8 hours of rest).

Probably should save this but I would like to use Character Folio re-roll on that attack, please.

[dice=Ranged Touch attack vs. "Green"]1d20+5+1[/dice]

LOL...figures

Sovereign Court

F human (taldan) Paladin (Sacred Servant) 9 | AC 28 T 11 FF 22 | HP 79/79| F +14 R +10 W +11 | Init +1, Perc +12, SM +5 | Smite : 2/2

Then that's your decision lad. You will be brought to justice.

Says Maxime who draws her sap and strike at the one who tries to hurt her.

mkw sap: 1d20 + 12 ⇒ (7) + 12 = 19
NL damages: 1d6 + 11 ⇒ (5) + 11 = 16

Sovereign Court

PFS#119796-1|Male Human Cavalier (Emissary) 6| HP: 52| AC: 21/13/19 | Fort: +7| Ref: +5| Will: +6| Init: +6 | Diplo: +15| Handle Animal: +14| Perc: +2 | Ride: +5| SM: +12 (+15)

Willem smirks as he adjusts his stance. This one might be a challenge. "Your skills are exemplary, but they won't save you from justice." His sword comes back in a low swing aimed for the one that struck at Maxine.

Sword Strike: 1d20 + 8 ⇒ (14) + 8 = 221d8 + 3 ⇒ (6) + 3 = 9

Grand Lodge

HP: 82/82 | AC 30 (t: 23/ff: 26) |F:+16, R:+13, W:+20 | Init: +17 | Perception: +37| Sense Motive: +36 Ki Pool: 10/10 | Bane: 8/8 Rounds | Perfect Strike 7/7 CMB +10; CMD 32 (29 FF) | Speed: 60' | Reroll: 1/1

Bo slides to the north, investing his inner resolve to toughen his skin. The archer's darkwood bow continues to thrum as he sends shafts of wood at his target.

Flurry {PBS/DA/RA/Haste} vs BLUE: 1d20 + 14 ⇒ (11) + 14 = 251d8 + 10 ⇒ (3) + 10 = 13
Flurry {PBS/DA/RA/Haste} vs BLUE: 1d20 + 14 ⇒ (6) + 14 = 201d8 + 10 ⇒ (5) + 10 = 15
Flurry {PBS/DA/RA/Haste} vs BLUE: 1d20 + 9 ⇒ (8) + 9 = 171d8 + 10 ⇒ (3) + 10 = 13
HASTED {PBS/DA/RA/Haste} vs BLUE: 1d20 + 14 ⇒ (19) + 14 = 331d8 + 10 ⇒ (2) + 10 = 12

5' step, swift action to spend a ki point to activate Barkskin, standard action to flurry. AC=24 for 60 minutes.
With Point Blank Master, I do not provoke when firing my bow.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Willem, we are under Haste spell, so I believe you have one more attack.

Sovereign Court

LN Elf Psychic (Dream) 8 / Enchanting Courtesan 1 | HP: 47/56 | AC: 9 | T: 9 | FF: 9 | CMD: 11 | Fort: +6 | Ref: +4 | Will: +10 | Init: -1 | Perc: +12 | Sense Motive: +12 | Speed: 30 ft. | PPP: 5/7 | 1st: 9/9 | 2nd: 6/8 | 3rd: 3/7 | 4th: 4/5 |

Uzziah's mouth shifts to a smug smirk, "How foolish you are.."

Id Insinuation DC 23 on blue and yellow:

School enchantment (compulsion) [mind-affecting]; Level psychic 3
Casting
Casting Time 1 standard action
Components S
Effect
Range close (25 ft. + 5 ft./2 levels)
Target two creatures
Duration concentration + 1 round
Saving Throw Will negates; Spell Resistance yes
Description
By invading the mind of a creature with your psychic presence, you can isolate parts of its mind, preventing the target from functioning in a coherent manner. The target is confused as long as you concentrate on it plus 1 additional round. A successful Will save negates this effect. In addition, on the first round of the effect, the targets of this spell must roll twice to determine the result of their confused condition. You select which roll is used. This spell can be undercast.

Bluff to conceal spellcasting: 1d20 + 20 ⇒ (8) + 20 = 28

When they roll twice I will prioritize in this order 'attack nearest' > 'attack self' > 'babble incoherently' > 'act normally'

Sovereign Court

PFS#119796-1|Male Human Cavalier (Emissary) 6| HP: 52| AC: 21/13/19 | Fort: +7| Ref: +5| Will: +6| Init: +6 | Diplo: +15| Handle Animal: +14| Perc: +2 | Ride: +5| SM: +12 (+15)

Right...
Hasted Strike: 1d20 + 8 ⇒ (9) + 8 = 171d8 + 3 ⇒ (8) + 3 = 11

Dark Archive

M NG Samsaran Wizard 6 | HP: 38/38 | AC: (17) (13 Tch, (14) FF) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +5 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Spells: 3rd 9/4 2nd 6/6 1st 6/6 |

Barbo takes a step to the right and twists his fingers in a bunch. Uttering a magic word, he throws his fingers towards the men. Suddenly, a cloud of glitter comes out and covers the area! Will Save, DC 18 or be blinded. He smirks. "Look, shiny!"

The circle overlaps Bo a little, but it doesn't actually cover or affect him.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

And with that, the battle is joined. One of the deserters barely dodges Glorne's ice blast, while another lets out a derisive laugh as Maxime swings her sap at him.

"You'll need a bigger club than that for me, love," he says, his smile full of daggers. He parries Willem's strikes almost casually.

Bo launches another volley of four arrows, and two of them strike the same target as before. The former soldier is beginning to look more like a pincushion than a fighter.

Then the magic users begin their subtle onslaught, and suddenly the hardened soldiers are in a good deal of trouble.

"I'm blind!" shouts the deserter in front of Maxime.

The soldier that Bo has been peppering with arrows glances over in the direction of the voice, and says, "Rostlander icing glaives teach yellow murmurings. Can him sell some trunk star? Gnome soup nautilus, gnome soup octopus, gnome soup squid." He seems to be babbling incoherently.

The third bandit looks around in confusion, as if not sure which of his allies to to blindly attack, finally settling on the bandit near Maxime, but somehow his ally dodges his swing. The other bandit swings his bastard sword at Maxime in perfect form, but just not in the right place due to his blindness, and the swing misses.

GM Rolls:

Blue, Sense Motive vs. Bluff: 1d20 + 1 ⇒ (11) + 1 = 12
Yellow, Sense Motive vs. Bluff: 1d20 + 1 ⇒ (19) + 1 = 20
Green, Sense Motive vs. Bluff: 1d20 + 1 ⇒ (3) + 1 = 4

Blue, Will save vs. id insinuation: 1d20 + 6 ⇒ (14) + 6 = 20
Yellow, Will save vs. id insinuation: 1d20 + 6 ⇒ (8) + 6 = 14

Blue, Confusion: 1d100 ⇒ 16
Blue, Confusion, re-roll: 1d100 ⇒ 28

Yellow, Confusion: 1d100 ⇒ 99
Yellow, Confusion, re-roll: 1d100 ⇒ 29

Yellow, Nearest is Blue or Green?: 1d2 ⇒ 2

Blue, Will save vs. glitterdust: 1d20 + 6 ⇒ (10) + 6 = 16
Yellow, Will save vs. glitterdust: 1d20 + 6 ⇒ (8) + 6 = 14
Green, Will save vs. glitterdust: 1d20 + 6 ⇒ (8) + 6 = 14

Yellow, Vital Strike/Power Attack vs. Green; low misses: 1d20 + 11 ⇒ (8) + 11 = 192d10 + 13 ⇒ (8, 7) + 13 = 281d2 ⇒ 2
Green, Vital Strike/Power Attack vs. Maxime; low misses: 1d20 + 11 ⇒ (17) + 11 = 282d10 + 13 ⇒ (9, 1) + 13 = 231d2 ⇒ 1

Summary:

Round One Barbo (cast haste), Bo, (full attacked), Willem (readied), Sellswords (moved and missed), Uzziah (readied to cast id insinuation), Glorne (missed), Maxime (missed)

Round Two Barbo (glitterdust), Bo, (arrow flurry 2/4), Willem (missed), Uzziah (cast id insinuation), Sellswords (missed), Glorne (up), Maxime (up)

Round Three Barbo (up), Bo, (up), Willem (up), Uzziah (up), Sellswords (not yet up), Uzziah (not yet up), Glorne (not yet up), Maxime (not yet up)

Blue- 54 damage; blind, confused (babbling inconherently)
Yellow- blind, confused
Green- blind

All three- AC down to 21 from 25 (from -2 and DEX denial from blindness)

Uzziah, Glorne, Maxime, Barbo, Bo, and Willem may act.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Glorne reaches out his hand once more, the cool, pale mist surging up, concentrating on his outstretched hand, and a ray of cold energy comes forth....

[dice=ranged Touch attack vs. "Blue"]1d20+5+1+1[/dice]
[dice=possible Cold damage vs. "Blue"]3d6+1+2[/dice] +50%

Again, Point-Blank Shot, Precise Shot, Metakinesis, +1H/+2D from Elemental Overflow, Burn now 2

Elemental Overflow(ex): At 3rd level, a kineticist’s body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability’s other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.

Sovereign Court

F human (taldan) Paladin (Sacred Servant) 9 | AC 28 T 11 FF 22 | HP 79/79| F +14 R +10 W +11 | Init +1, Perc +12, SM +5 | Smite : 2/2

Maxime continues to attack her opponent.

This stick is what only what I need to defeat you, deserter!

Sap #1: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33
Damages (NL): 1d6 + 11 ⇒ (1) + 11 = 12
Sap (haste): 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25
Damages (NL): 1d6 + 11 ⇒ (1) + 11 = 12
Sap #2: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Damages (NL): 1d6 + 11 ⇒ (2) + 11 = 13

Sap #1 (crit confirm): 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17
Additional damages (NL): 1d6 + 11 ⇒ (4) + 11 = 15

Dark Archive

M NG Samsaran Wizard 6 | HP: 38/38 | AC: (17) (13 Tch, (14) FF) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +5 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Spells: 3rd 9/4 2nd 6/6 1st 6/6 |

Barbo smirks at the bumbling bandits. "Give up, fools. You are outclassed and outmatched. " Even she wasn't this foolhardy. Or stubborn. He puts a hand in his pocket to fondle a flask of acid. A little sting might convince him. He twists his hand and tosses a small glob of acid at the far blue mercenary.

Acid Splash, versus touch: 1d20 + 6 ⇒ (17) + 6 = 23
Damage : 1d3 + 1 ⇒ (1) + 1 = 2

Basically useless, but I'm not sure they need any more debuffs...

Sovereign Court

LN Elf Psychic (Dream) 8 / Enchanting Courtesan 1 | HP: 47/56 | AC: 9 | T: 9 | FF: 9 | CMD: 11 | Fort: +6 | Ref: +4 | Will: +10 | Init: -1 | Perc: +12 | Sense Motive: +12 | Speed: 30 ft. | PPP: 5/7 | 1st: 9/9 | 2nd: 6/8 | 3rd: 3/7 | 4th: 4/5 |

Uzziah sighs impatiently.

casts Hold Person on yellow

Bluff to conceal casting: 1d20 + 20 ⇒ (1) + 20 = 21


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

This time Glorne's kinetic blast hits the bandit full on, and lines of frost run up and down his face. Barbo also hits him with some acid, and he appears to be in really bad shape at this point.

Meanwhile Maxime beats the other deserter with her sap, like someone's grandmother beating an unruly child with a spoon for stealing pie, but with much more force.

The middle soldier now seems completely paralyzed.

GM Rolls:

Yellow, Sense Motive vs. Bluff: 1d20 + 1 ⇒ (13) + 1 = 14
Yellow, Will save vs. hold person: 1d20 + 6 ⇒ (9) + 6 = 15

Summary:

Round One Barbo (cast haste), Bo, (full attacked), Willem (readied), Sellswords (moved and missed), Uzziah (readied to cast id insinuation), Glorne (missed), Maxime (missed)

Round Two Barbo (glitterdust), Bo, (arrow flurry 2/4), Willem (missed), Uzziah (cast id insinuation), Sellswords (missed), Glorne (hit), Maxime (hit thrice)

Round Three Barbo (acid splash), Uzziah (hold person), Bo (up), Willem (up), Sellswords (not yet up), Glorne (not yet up), Maxime (not yet up)

Blue- 78 damage; blind, confused (babbling inconherently)
Yellow- blind, confused; AC down to 16 from 25
Green- 37 damage; blind

Blue and Green- AC down to 21 from 25 (from -2 and DEX denial from blindness)

Willem and Bo may act.

Sovereign Court

PFS#119796-1|Male Human Cavalier (Emissary) 6| HP: 52| AC: 21/13/19 | Fort: +7| Ref: +5| Will: +6| Init: +6 | Diplo: +15| Handle Animal: +14| Perc: +2 | Ride: +5| SM: +12 (+15)

Willem continues to fight with the one next to Maxine, timing his strikes with hers.

Sword Strike: 1d20 + 8 ⇒ (10) + 8 = 181d8 + 3 ⇒ (2) + 3 = 5
Hasted Sword Strike: 1d20 + 8 ⇒ (12) + 8 = 201d8 + 3 ⇒ (8) + 3 = 11

Grand Lodge

HP: 82/82 | AC 30 (t: 23/ff: 26) |F:+16, R:+13, W:+20 | Init: +17 | Perception: +37| Sense Motive: +36 Ki Pool: 10/10 | Bane: 8/8 Rounds | Perfect Strike 7/7 CMB +10; CMD 32 (29 FF) | Speed: 60' | Reroll: 1/1

Bo cocks his head to one side as he considers the deserters actions. Then the zen archer continues his point blank assault.

Flurry {PBS/DA/RA/Haste} vs BLUE: 1d20 + 14 ⇒ (8) + 14 = 221d8 + 10 ⇒ (5) + 10 = 15
Flurry {PBS/DA/RA/Haste} vs BLUE: 1d20 + 14 ⇒ (12) + 14 = 261d8 + 10 ⇒ (2) + 10 = 12
Flurry {PBS/DA/RA/Haste} vs BLUE: 1d20 + 9 ⇒ (1) + 9 = 101d8 + 10 ⇒ (1) + 10 = 11
HASTED {PBS/DA/RA/Haste} vs BLUE: 1d20 + 14 ⇒ (16) + 14 = 301d8 + 10 ⇒ (5) + 10 = 15

If he drops, switch target to YELLOW.

Sovereign Court

LN Elf Psychic (Dream) 8 / Enchanting Courtesan 1 | HP: 47/56 | AC: 9 | T: 9 | FF: 9 | CMD: 11 | Fort: +6 | Ref: +4 | Will: +10 | Init: -1 | Perc: +12 | Sense Motive: +12 | Speed: 30 ft. | PPP: 5/7 | 1st: 9/9 | 2nd: 6/8 | 3rd: 3/7 | 4th: 4/5 |

Uzziah sighs once more. "Leave this one alive," he says with a casual waving gesture at yellow.

Casts Thought Worm II on yellow

Thought Worm II DC 23:
School enchantment (compulsion) [mind-affecting]; Level psychic 3
Casting
Casting Time 1 standard action
Components S
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Will partial (see text); Spell Resistance yes
Description
You implant a minor suggestion within the target creature’s psyche that makes it less inclined to resist mental intrusion. The target creature takes a –4 penalty on Will saves against all mind-affecting spells and effects for the duration of the spell. This spell can be undercast.

Bluff to conceal: 1d20 + 20 ⇒ (5) + 20 = 25

Sovereign Court

F human (taldan) Paladin (Sacred Servant) 9 | AC 28 T 11 FF 22 | HP 79/79| F +14 R +10 W +11 | Init +1, Perc +12, SM +5 | Smite : 2/2

That's why I use my sap.

Says Maxime who continues to attack the man.

mwk sap #1: 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32
Damages (NL): 1d6 + 11 ⇒ (4) + 11 = 15
mwk sap #haste: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19
Damages (NL): 1d6 + 11 ⇒ (1) + 11 = 12
mwk sap #2: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Damages (NL): 1d6 + 11 ⇒ (6) + 11 = 17


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Bo continues to loose arrows at an amazing rate, putting one shaft into the throat of his primary target, who goes down bleeding, before switching to the paralyzed enemy and feathering him twice. The other bandit manages to dodge both of Willem's and most of Maxime's attacks.

Both of the remaining deserters seem to have overcome the glitterdust effect at this point, but one remains paralyzed. The last able-bodied soldier doesn't seem ready to give in though. He keeps up his attack on Maxime, though she easily sidesteps his swing.

GM Rolls:

Blue, Will save vs. glitterdust: 1d20 + 6 ⇒ (20) + 6 = 26
Green, Will save vs. glitterdust: 1d20 + 6 ⇒ (12) + 6 = 18
Yellow, Will save vs. glitterdust: 1d20 + 6 ⇒ (15) + 6 = 21

Yellow, Sense Motive vs. Bluff: 1d20 + 1 ⇒ (1) + 1 = 2
Yellow, Will save vs. thought worm: 1d20 + 6 ⇒ (16) + 6 = 22

Yellow, Will save vs. hold person: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8

Green, Vital Strike/Power Attack vs. Maxime; low misses: 1d20 + 11 ⇒ (11) + 11 = 222d10 + 13 ⇒ (2, 5) + 13 = 201d2 ⇒ 1

Summary:

Round One Barbo (cast haste), Bo, (full attacked), Willem (readied), Sellswords (moved and missed), Uzziah (readied to cast id insinuation), Glorne (missed), Maxime (missed)

Round Two Barbo (glitterdust), Bo, (arrow flurry 2/4), Willem (missed), Uzziah (cast id insinuation), Sellswords (missed), Glorne (hit), Maxime (hit thrice)

Round Three Barbo (acid splash), Uzziah (hold person), Bo (arrow flurry 3/4), Willem (missed), Sellswords (not yet up), Maxime (hit), Glorne (up)

Round Four Uzziah (cast thought worm ii),[/i] Barbo (up), Bo (up), Willem (up), Sellswords (not yet up), Maxime (not yet up), Glorne (not yet up)

Blue- 93 damage, unconscious, bleeding to death
Yellow- 27 damage; paralyzed; AC down to 18 from 25; -4 on saves vs. mind-affecting
Green- 52 damage

Glorne, Barbo, Bo, and Willem may act.

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