Chaosorbit's PFS PbP GameDay VI - #8-20: Torrent's Last Will (Inactive)

Game Master Chaosorbit

Map and Handouts

Underwater Combat:

Movement: Creatures with a swim speed can use it to move freely underwater. Creatures without a swim speed who succeed at a Swim check can move up to a quarter of their speed as a move action or half of their speed as a full-round action. The DC of this check is 10 unless otherwise stated. If the creature has a surface to walk along, such as the bottom of a body of water, it can move at half speed without a check.

Melee Attacks: Natural attacks or attacks with bludgeoning and slashing weapons take a –2 penalty and deal half damage. Attacks that deal piercing damage don’t take these penalties.

Ranged Attacks: Thrown weapons are completely ineffective underwater. Attacks with ranged weapons except underwater crossbows (Pathfinder RPG Ultimate Equipment 17) take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties
from range.

Spellcasting: A creature that cannot breathe water must succeed at a concentration check (DC = 15 + spell level) to cast a spell underwater.

Fire: Nonmagical fire (including alchemist’s fire) does not burn underwater. Spells and spell-like abilities with the fire descriptor
are not effective underwater unless the caster succeeds at a caster level check (DC = 20 + spell level). If the check is successful, the spell produces a bubble of steam instead of its usual effect but otherwise functions as described. A supernatural fire effect is not
effective underwater unless its description states otherwise.

Freedom of Movement: The spell freedom of movement negates the penalty on melee attack rolls with bludgeoning and slashing weapons and allows creatures to move freely in all directions as if they had a swim speed equal to their base speed. Such creatures automatically succeed at all Swim checks.

Invisibility: An invisible creature displaces water and leaves a visible, body-shaped absence of water where it is located. The creature gains concealment (20% miss chance) rather than total concealment (50% miss chance).


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Dark Archive

Male Half-Elf Warpriest 8/Inquisitor (Heretic) 1 of Zon-Kuthon | HP: 77/77| AC: 25 (22 w/o SoF) (15 Tch, 18 Fl) | CMB: +11 CMD: 28 | F: +12, R: +7, W: +13 | Init: +4 | Perc: +17, SM: +4 | Speed 20ft | Judgement 1/1 | Blessings (Death/Destruction) 7/7 | Fervor 5/7 | Spells: Inq 2/2; WrP: See Char Sheet | Active: Bless, DF, Shield of Faith, Stoneskin 39/70

I completely missed the Invisibility Purge. Cool!

Nachts slowly walks through the cloud of blood, a maniacal cackle on his lips. "Run! RUN FAR AND WIDE! AND LET THEM ALL... KNOW THAT THE MIDNIGHT LORD... WILL REAP THEIR UNWORTHY LIVES,... AS I WILL SOON REAP YOURS!" he calls out to the retreating sahuagin.

Turning to his companions he remarks "We should take this... carcass with us. I have use of all of... it, as you may have use of its hide."

Silver Crusade

Maps and Handout

With the defeat of Razethka, you have rescued Zahra who is thrilled at the success of the expedition, but dismayed at the loss of most of the maridars at the claws of the traitor.

As you depart, behind you; and now that it is untethered from The Breath of Lysianassa, you see the shell of Riam begins to slowly drift and sink.

With the aid of the Breath of Lysianassa, you are able to safely return to Vialesk in triumph. A funeral feast is held in honor of the slain. After the feast, coral sculptures are commissioned in honor of each of you to commemorate your great deeds.

After a few days of rest you return to the prime material plane and arrive at the Grand Lodge. Master of Spells Sorrina Westyr personally thanks you for bringing such a powerful artifact under Pathfinder influence.

Well Met Pathfinders!

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