CONFIRMATION STANDARD (Inactive)

Game Master JASON RODARTE


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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;

This minotaur is mean.

Grand Lodge

Male Dwarf Kinetist (Earth) 2

In all fairness!
Damage is doubled with a crit.
2d6+3 => 4d6+6
Eroth shoots another slab of earth after the minotaur.
Attack: 1d20 + 5 ⇒ (2) + 5 = 71d6 + 5 ⇒ (1) + 5 = 6


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;

(Martial)
Two-Handed Melee Cost Dmg (S) Dmg (M) Critical Range Weight Type Special
Greataxe 20 gp 1d10 1d12 x3 — 12 lb. S —


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;

Oops, double checked broken, it only does x2.

2d6 + 3 ⇒ (6, 4) + 3 = 13


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;

Total of 21 instead of 22 damage.

Liberty's Edge

M Half-Orc (Shaman's Apprentice) Bloodrager (Steelblood) 1 | HP -5/13 | AC 16 T 11 FF 15 | CMB +5, CMD 15 | F +5, R +1 (+1 bonus vs. trample attacks), W -1 (+2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol) | Init: +1 | Perc: +3, SM: -1 | Speed 30/20 | Melee/raging: greataxe +4/+7 (1d12+4/1d12+7, ×3) | Ranged: sling +2 (1d4+3) | Special Attacks bloodrage (2/8 rounds), hellfire strike (flaming, 0/3) | Active conditions: Unconscious, Stable
Terevalis Unctio of House Mysti wrote:
Is that 2 crits from the same minotaur against your characters, Tusk?

Not that I'm aware of. Looks like one crit to me.

Tusk staggers a moment under the minotaur's assault, blood pouring from the gaping wound in his side. Then he straightens up, spits out a bloody tooth, tightens his grip on the enchanted longsword and, with a roar, swings at the beast with everything he has left.

Orc Ferocity FTW! Dropping power attack because I'm more concerned about hitting than max damage. This sucker has had (I think) 37 points of damage dealt to it so far, it has to be close to dead. Not as close as Tusk is, but close.

+1 longsword, raging, flaming: 1d20 + 7 ⇒ (6) + 7 = 131d8 + 8 + 1d6 ⇒ (8) + 8 + (4) = 20

Unacceptable! Using my PC Portfolio reroll - will post a link to a photo of it in the discussion thread.

+1 longsword, raging, flaming: 1d20 + 7 ⇒ (20) + 7 = 271d8 + 8 + 1d6 ⇒ (2) + 8 + (5) = 15

MUCH better! Come on, crit confirm!

+1 longsword, raging, flaming: 1d20 + 7 ⇒ (4) + 7 = 111d8 + 8 + 1d6 ⇒ (7) + 8 + (1) = 16

I assume that isn't enough to confirm, but I hope the damage from the hit is enough to take the beast down anyway.

Tusk smirks at the minotaur as the blade strikes true, and murmurs (too quietly for anyone but the minotaur to hear), "Gotcha, sucker!"

The half-orc topples over into the blood-soaked mud. He is unconscious before he hits the ground. His blood continues to trickle onto the ground, mixing with that of the minotaur.

At -9 and bleeding.


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;

That is enough to kill the minotaur

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Acrobatics: 1d20 + 5 ⇒ (19) + 5 = 24

Vello moves over to the log and carefully crosses it to get to the other side. Worried about his three downed companions.

Being the closes, Vello bends down to Avasir and attempts to stabilize the wizard.

Heal (Stabilize) DC15: 1d20 + 1 ⇒ (15) + 1 = 16

Seeing Avasir stabilized, he then moves to Tusk and works on him. But remembers that he has a Potion of CLW on him. He pulls that out of his pack and pours it down the half-orc's throat.

Potion of CLW: 1d8 + 1 ⇒ (3) + 1 = 4

He then moves to Janira and starts working on her.

Heal (Stabilize) DC15: 1d20 + 1 ⇒ (7) + 1 = 8
Heal (Stabilize) DC15: 1d20 + 1 ⇒ (2) + 1 = 3
Heal (Stabilize) DC15: 1d20 + 1 ⇒ (15) + 1 = 16


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 wizard and the half orc are stable but the halfling has passed on.

Dark Archive

Male Elf Wizard 2 | HP 10/10 | AC 13, t 13, ff 10 | CMB +1, CMD 14 | F+0, R+3, W+3 | Init +3 | Perc +6, SM +4; low-light | Speed 30ft | Hand of the apprentice: 7/7 | Bonded object spell cast: 1/1 | Active conditions: None

Thanks for the assist, Vello! If I'm counting correctly, I'm stabile, unconscious, and at -3.

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Oh..wow... We couldn't save Janira. First time that has happened for me.

Vello closes Janira's eyes and looks real sad. "Damn... too late."

Vello remembers there was a second healing potion available and gathers it. He looks at the wizard and wonders if she would be able to use the wand of cure light wounds and gives her the potion.

Potion of CLW on Avasir: 1d8 + 1 ⇒ (2) + 1 = 3


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;

I think the wizard needs to make 2 stabilize checks before the half elf gets to her to see if she stabilized before. And then another 2 as the half elf worked on her. She might be at less hit points if she didn't stabilize on her own.

Dark Archive

Male Elf Wizard 2 | HP 10/10 | AC 13, t 13, ff 10 | CMB +1, CMD 14 | F+0, R+3, W+3 | Init +3 | Perc +6, SM +4; low-light | Speed 30ft | Hand of the apprentice: 7/7 | Bonded object spell cast: 1/1 | Active conditions: None

She?

Penalty is negative hp total...

Stabilization: 1d20 - 7 ⇒ (6) - 7 = -1 -1 hp

Stabilization: 1d20 - 8 ⇒ (6) - 8 = -2 -1 hp

Should be at -2 now

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Vello looks concerned, with two unconscious members and one dead. He realizes it is going to be tough to bring all of them back.

Vello calls back to Eroth, "I'm going to go to the woods and make a makeshift gurney."[b]

Vello heads off and finds long logs or branches, along with vines and leaves to tie them together. Take 20 Survival = 21

He returns and puts Janira's body first on the gurney, then the half-orc, finally the wizard. [b]"The gurney will help us drag their bodies back, but we'll probably have to take turns dragging to get them all the way back."

He picks up one side of the gurney and starts to move slowly back toward civilization. "The one not dragging should keep watch for trouble."

Grand Lodge

Male Dwarf Kinetist (Earth) 2

"Pff. Well yes, we have to do so. Pitty for the halfling. She was kind of friendly! A well live is unfair!"
Erôth will of course help with the gurney.


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;

LOL, that is funny. How many days before they wake up>? Arent there any more CLW potions in the sack?

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Only had two Potions of CLW. There is a Wand of CLW, but we can't use it.


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;

That is what I thought. It might be months before they recover :)

Liberty's Edge

M Half-Orc (Shaman's Apprentice) Bloodrager (Steelblood) 1 | HP -5/13 | AC 16 T 11 FF 15 | CMB +5, CMD 15 | F +5, R +1 (+1 bonus vs. trample attacks), W -1 (+2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol) | Init: +1 | Perc: +3, SM: -1 | Speed 30/20 | Melee/raging: greataxe +4/+7 (1d12+4/1d12+7, ×3) | Ranged: sling +2 (1d4+3) | Special Attacks bloodrage (2/8 rounds), hellfire strike (flaming, 0/3) | Active conditions: Unconscious, Stable

Tusk is at -5 hp. He should get up to 0 hp in 56 hours, or 3 full days to get to 1 hp. There shouldn't be any harm in waiting around at this point.


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;

It might take you a while to get every one home since dragging 2 knocked out people and a halfling corpse will be slow going.


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;

Eventually the expedition back to Absalom without further incident. Once safely back in the Grand Lodge, Master of Scrolls Kreighton Shaine inquires excitedly about what you have found and asks to see your notes. He compliments those who recorded notes for being certain to write down ideas and observations while the thoughts are fresh, observing that it’s difficult enough to remember what one had for breakfast the day before as it is to recall exactly what one was thinking while studying an inscription.

As you are now the foremost authorities on that cave and what it contains, Shaine also invites you to come up with its name. The elf is certain to honor Janira for her guidance and assistance to the Society. He takes this opportunity to reiterate and remind you that being a Pathfinder is a dangerous business.

Three days later, the Master who best represents your interests confirms you as a full Pathfinder field agent. As part of the ceremony, that mentor also gifts you with a personalized wayfinder, reminding you that this is not only the symbol of the Pathfinder’s trade but also a reminder of the three principle duties: explore, report, and cooperate.

Grand Lodge

Male Dwarf Kinetist (Earth) 2

Thanks a lot for the run!


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;

It looks like it recorded the reporting okay.


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 Chronicle should be in the Maps and Other Stuff area.

i went ahead and filled out the basic information. You can make a copy for your own records.

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