CONFIRMATION CORE #1 (Inactive)

Game Master JASON RODARTE

Map I

mAP 2

Chronicles

Minotaur
Map III


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M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Sometimes alchemical things are wonderful things to have, never know when you might run into something that you can't hurt with ordinary means or even magic. says the Halfling.

Grand Lodge

Female NG Half-Elf Fighter 4 | HP: 36/36 | AC: 18 (12 Tch, 16 Fl) | CMB: +8, CMD: 20 (18 Fl) | F: +7, R: +4, W: +3 | Init: +2 | Perc: +13, SM +0 | Speed 20ft | Active conditions: none

"I already carry a crowbar, so we should be good on that." Carini turns from Jelly to Janira. "Though some alchemical weapons sound prudent. If we can stop by an alchemist on the way out of the city, I'll pick up some items there."

Carini picks up 2 flasks of acid and a flask of alchemist's fire.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Make sure that you take the prices of those items off your gold

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

"If we are sufficiently prepared shall we make our way to Kortos?" Jelly says eagerly. Ready to prove himself to the Society and to his newfound group.


Female Halfling Sorceror 1 (Draconic Bloodline - Copper), Hp 7. AC13 T13 FF11. Init +3. Perception + 6

Emma drains her tankard and hops to her feet. "Sounds good to me." She agrees, "Will you still give me a gold if I yell 'Fire' as I run out the door?"

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

"As long as I'm the first one out!"Jelly yells as he hustles through the door.

Grand Lodge

M Human Cleric of Erastil 1 | Initiative +2 | HP 8/8 | AC (17/12/15) | Saves +3 +2 +5 | Longbow +2 (1d8/x3) | CMB +0 CMD 12 |

Jared smiles. Younglings...

Grand Lodge

Male Half-Elf DEAD

Kent nods.

"Agreed. Let us be on our way. The day is not becoming any younger..."


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

You head out on the road towards the cave. The Halfling is a nice companion and strikes up conversations.
As you enter into a wooded area your conversations are halted as you hear two creatures emerge from behind some fallen logs ahead of and behind you as two spider swarms emerge from the logs.

Go ahead and place your characters around the Halfling. I want to make sure you all can edit the map


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Iniative
1d20 + 3 ⇒ (9) + 3 = 12 Top
1d20 + 3 ⇒ (6) + 3 = 9 Bottom

Kent 1d20 + 4 ⇒ (4) + 4 = 8
Emma 1d20 + 3 ⇒ (15) + 3 = 18
Jelly 1d20 + 6 ⇒ (2) + 6 = 8
Jared 1d20 + 2 ⇒ (1) + 2 = 3
Carini 1d20 + 2 ⇒ (7) + 2 = 9
Janira 1d20 + 6 ⇒ (14) + 6 = 20

Iniative Order
Janira
Emma

Spider #!
Carini
Spider #2
Jelly
Kent
Jared


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Jared, can you please put your combat stats, HP and AC's as well as saves in the headings like the rest of the players please?

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

"Eeek!" Jelly let's out an involuntary, embarrassingly girlish squeak as the spiders emerge from hiding.

Grand Lodge

M Human Cleric of Erastil 1 | Initiative +2 | HP 8/8 | AC (17/12/15) | Saves +3 +2 +5 | Longbow +2 (1d8/x3) | CMB +0 CMD 12 |

Totally slipped my mind. Should be good now.

...and I was like, "what in Erastil's name are you doing?" and he was just like "I'm"...
Jared realizes too late what is going on.


Female Halfling Sorceror 1 (Draconic Bloodline - Copper), Hp 7. AC13 T13 FF11. Init +3. Perception + 6

Emma looks around in confusion for the new girl?

Hard to get on lately. Emma is on the map and yes I can edit it.

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

So are we doing block actions? Like Janira and Emma same time, then Spider, then Carini, then spider, then Jelly Kent and Jared same time? Or are we waiting for each individual? Just want to be clear for the future.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Block actions seem to work better I have found on PbP


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Janira begins a story that inspires you all, about pathfinders past that overcame difficulty

Inspire Courage +1 to hit and +1 damage

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

I agree. Just wanted to be sure on the basics. Now let's kill some spiders :)


Female Halfling Sorceror 1 (Draconic Bloodline - Copper), Hp 7. AC13 T13 FF11. Init +3. Perception + 6

"Oh I'm sure they've just popped up to say hello." Emma says sarcastically. Getting the ball rolling with a Magic Missile cast at the figure on the bottom of the map.

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

the magic missile hits the swarm but it reforms.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The spiders come down and envelope both the cleric and the figher for
1d6 ⇒ 4 damage

Fighter 1d20 + 4 ⇒ (14) + 4 = 18
Cleric 1d20 + 3 ⇒ (20) + 3 = 23

They are both able to fight off the posion

F" 1d20 + 4 ⇒ (5) + 4 = 9
C: 1d20 + 3 ⇒ (2) + 3 = 5

But they are nauseated for one round

Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

2nd swarm moves up and gets kent for
1d6 ⇒ 3 damage

Poison 1d20 + 4 ⇒ (3) + 4 = 7
1d2 ⇒ 2 STR
staggered 1d20 + 4 ⇒ (6) + 4 = 10
and staggered for one round

Jelly is up

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

Jelly pulls a torch from his pack and begins lighting it. (full round action) Others can light off my torch for a move action correct?

"Regular weapons won't work! If you have no way to fight them light your torch off mine!" Jelly yells in a frenzied panic.


Female Halfling Sorceror 1 (Draconic Bloodline - Copper), Hp 7. AC13 T13 FF11. Init +3. Perception + 6

Emma wasn't shooting at a swarm, she shot the guy at the bottom?

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

Site went haywire before i could edit earlier: As Jelly lights his torch, he scans the area for anything of use. (A dead limb with of leaves he can light to use as a larger two handed fire weapon, or something of that nature.)

Perception: 1d20 + 5 ⇒ (1) + 5 = 6

I thought that guy didn't belong there since he wasn't mentioned. If he did I'd kind of like to change my action if possible.

Grand Lodge

M Human Cleric of Erastil 1 | Initiative +2 | HP 8/8 | AC (17/12/15) | Saves +3 +2 +5 | Longbow +2 (1d8/x3) | CMB +0 CMD 12 |

Well, this sucks... Not that Jared would be much use fighting swarms anyway...

Jared will run away, confused, and ready to vomit.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

What guy? There should only be 2 swarms. THe little guy is the Halfling bard, Janira

Grand Lodge

Female NG Half-Elf Fighter 4 | HP: 36/36 | AC: 18 (12 Tch, 16 Fl) | CMB: +8, CMD: 20 (18 Fl) | F: +7, R: +4, W: +3 | Init: +2 | Perc: +13, SM +0 | Speed 20ft | Active conditions: none

I think she's talking about the orcish-looking figure to the (south) of the map. I gave him a yellow border so he stands out.


Female Halfling Sorceror 1 (Draconic Bloodline - Copper), Hp 7. AC13 T13 FF11. Init +3. Perception + 6

You said two creatures emerge and two spider swarms. If it's only swarms then Emma wouldn't be using that spell on them.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Might have been bad editing and not taking everything off a previous map, all there is are the swarms.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Janira
Emma
Spider #!
Carini
Spider #2
Jelly
Kent
Jared

Janira throws an alchemist fire at the bottom swarm
1d20 + 5 ⇒ (7) + 5 = 12
1d6 ⇒ 3


Female Halfling Sorceror 1 (Draconic Bloodline - Copper), Hp 7. AC13 T13 FF11. Init +3. Perception + 6

Emma casts shield on herself this round.

Grand Lodge

Female NG Half-Elf Fighter 4 | HP: 36/36 | AC: 18 (12 Tch, 16 Fl) | CMB: +8, CMD: 20 (18 Fl) | F: +7, R: +4, W: +3 | Init: +2 | Perc: +13, SM +0 | Speed 20ft | Active conditions: none

Covered in spiders and slightly nauseated from the multiple bites she's received, Carini can do nothing but attempt to flee the swarm. She moves, as quickly as she can, to the north.

Action:

Single move action away from the swarm


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The spider swarm #1 moves down and envelops Emma and Jelly
1d6 ⇒ 4 damage
poison saves:
Emma 1d20 + 2 ⇒ (15) + 2 = 17
Jelly 1d20 + 2 ⇒ (3) + 2 = 5

Jelly takes 1d2 ⇒ 1 STR

Staggered?
Jelly 1d20 + 2 ⇒ (2) + 2 = 4 Staggered

Emma 1d20 + 2 ⇒ (13) + 2 = 15 1 rd

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

Jelly swings his torch wildly at the bottom swarm. Hoping the fire damages the swarm.

torch: 1d20 + 3 ⇒ (13) + 3 = 161d3 + 3 ⇒ (1) + 3 = 4

I know torches count as fire damage vs swarms, I'm just unsure how much for PFS. Some things I read were just +1, so it's your call.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Spiders#2 continue to bite Kent
1d6 ⇒ 4 damage
1d20 + 4 ⇒ (7) + 4 = 11 poison fights it off
1d20 + 4 ⇒ (15) + 4 = 19 staggered fights it off

Grand Lodge

Male Half-Elf DEAD

Finally able to act, Kent staggers away from the swarm as fast as he can.

Move.

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

I got a little overzealous there, sorry. Work posting had me distracted. It won't happen again.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Dont't worry, with the site acting up it is hard to know when one might be able to post

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

What's the ruling on the torch? If it hit, is it doing the 1d3 or just a +1? I read a bunch of conflicting posts so I didn't know if it was GM ruling or if there is a PFS official verdict.

Kent I don't think you moved your avatar on the map linked at the top.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

[OOC] It should do a 1d3 [/dice]


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Jared knocks his bow.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Kent 1d20 + 4 ⇒ (8) + 4 = 12 fights off the initial poison bite in Round 1

END ROUND
---------------------------------------------------------------------


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Janira 1d20 + 5 ⇒ (18) + 5 = 23 throws another flask of alchemist fire at the swarm she hit before, which is still on fire
1d6 ⇒ 2 which takes it down.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Emma

Carini
Spider #2
Jelly
Kent
Jared

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

What about my torch swipe? Was it a hit? Nothing ever happened. Staggered you get one move or one standard action right?


Female Halfling Sorceror 1 (Draconic Bloodline - Copper), Hp 7. AC13 T13 FF11. Init +3. Perception + 6

There is little Emma can do, so she stands ready to help if needed, watching for anything else that may pop up.

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

If you have a torch you could light it from mine. Taking it out one turn and lighting it the next


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Doing something is better than doing nothing

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

The torch damage

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