| GM Pablo |
Sekkimm moves up the ladder and onto the platform.
Rolande dives through the door avoiding an AOO, but misses.
Buchart (15' up the ladder)
Dusan heat damage: 1d4 ⇒ 3 fatigued
Fernleaf heat damage: 1d4 ⇒ 3 fatigued
Anaba -17 (fatigued 2 rounds)
Herald
Priest 1 -6
Priest 2 -18 (unconscious)
Cela heat damage: -4 fatigued Fahari -4 fatigued
Sekkimm heat damage: 1d4 ⇒ 1 non-lethal fatigued -13
Rolande
Fernleaf Ivy
|
I will move 5 feet and assume the Flanking Position as indicated on map.
Then I will stab the motherf%~#er in the face.
Trying to load all my thiefly bonuses so please check the math as usual.
Conditions change continuously and so do my bonuses. Still getting my head around it all. So sorry. I always thought of myself as a very experienced player...
Short Sword Main - sneak: 1d20 + 4 + 2 + 2 ⇒ (14) + 4 + 2 + 2 = 221d4 + 2d8 + 1 ⇒ (2) + (3, 1) + 1 = 7
Short Sword Offhand- sneak: 1d20 + 4 + 2 + 2 ⇒ (9) + 4 + 2 + 2 = 171d4 + 2d8 + 1 ⇒ (4) + (5, 2) + 1 = 12
+4 Normal
+2 Mutagen
+2 Flank
| GM Pablo |
Fernleaf hits with the weapon with no poison for seven.
Anaba double moves up the ladder and onto the platform.
Priest Acrobatics to flank Fernleaf (CMD 17): 1d20 + 7 ⇒ (3) + 7 = 10 Fails!
Fernleaf take an AOO (no sneak/flank bonuses)
Priest Rapier Fernleaf: 1d20 + 4 ⇒ (13) + 4 = 171d6 + 3 ⇒ (5) + 3 = 81d6 ⇒ 3 Miss!
Herald Rapier: 1d20 + 7 ⇒ (16) + 7 = 231d6 + 4 + 2d6 ⇒ (5) + 4 + (1, 4) = 14 hits!
Herald Shield bash: 1d20 + 5 ⇒ (15) + 5 = 201d4 + 1 + 2d6 ⇒ (2) + 1 + (5, 6) = 14 hits!
Fernleaf falls unconscious at -9 (dead at -15)
Cela heals herself then moves up the ladder
CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5 Cured and Fatigue removed
Sekkimm heat damage: 1d4 ⇒ 1 non-lethal fatigued -13
Rolande
Buchart
Dusan heat damage: 1d4 ⇒ 3 fatigued
Fernleaf heat damage: 1d4 ⇒ 3 fatigued -45 - 3 non lethal = 48 Fernleaf is at -9 and unconcious.
Anaba -17 (fatigued 1 rounds)
Herald -7
Priest 1 -6
Priest 2 -18 (unconscious)
Cela
Fahari -4 fatigued
| GM Pablo |
Do you have another mutagen you would use if i bumped your int?
-Posted with Wayfinder
He used a mutagen to bump his Dex +4 /-2 to wisdom. He can only have one active/brewed at a time.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
| GM Pablo |
Sekkim grabs Fernleaf and pulls him out of harms way (provokes AOOs)
Priest Rapier: 1d20 + 4 ⇒ (18) + 4 = 221d6 + 3 ⇒ (6) + 3 = 9 hits! Crit threat!
Priest Rapier: 1d20 + 4 ⇒ (13) + 4 = 171d6 + 3 ⇒ (6) + 3 = 9 What is your AC does 17 hit?
Herald Rapier: 1d20 + 7 ⇒ (16) + 7 = 231d6 + 4 ⇒ (4) + 4 = 8 hits!
Hits for either 17 or 26 (if 17 hits AC?) [good thing you didn't choose to stay and risk sneak attack damage (3d6 more!)
| GM Pablo |
They are evil - 17 damage! -30 - 1 non-lethal =31 (unconscious?)
Rolande
Buchart
Dusan heat damage: 1d4 ⇒ 3 fatigued
Fernleaf heat damage: 1d4 ⇒ 3 fatigued -45 - 3 non lethal = 48 Fernleaf is at -9 and unconscious.
Anaba -17 (fatigued 1 rounds)
Herald -7
Priest 1 -6
Priest 2 -18 (unconscious)
Cela
Fahari -4 fatigued
Sekkimm heat damage: 1d4 ⇒ 1 non-lethal fatigued -31 (unconscious unless you have Orc Ferocity keeping you up)
Fernleaf Ivy
|
Those losers will never hit me anyway. Besides, man down!
-Posted with Wayfinder
Thank you for that.
| GM Pablo |
Rolande hits the Herald for 20 points.
Buchart hits for 23 and the herald drops dead in a bloody mess.
Dusan gets behind Cela on the ladder
Anaba steps in the room covering Fernleaf and swings at the priest
Anaba swings two-handed (no longer raging, fatigued)
Greatsword: 1d20 + 11 ⇒ (15) + 11 = 263d8 + 17 ⇒ (6, 6, 6) + 17 = 35 hits!
the priest is cleaved in two and splatters the back half of the boom in blood and gore.
Out of combat!
Cela heals Fernleaf
CLW: 1d8 + 5 ⇒ (4) + 5 = 9
then Sekkimm
CLW Wand: 1d8 + 1 ⇒ (1) + 1 = 2
Fernleaf heat damage: 1d4 ⇒ 3 fatigued -36 - 3 non lethal = 48
Fernleaf is at 0 and staggered.
Sekkimm heat damage: 1d4 ⇒ 1 non-lethal fatigued -29
Anaba -17 (fatigued 1 rounds)
Fahari -4 fatigued
Dusan heat damage: 1d4 ⇒ 3 fatigued
Healing Fernleaf with his wand:
CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9
CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9 Full hitpoints
Sekkimm
CLW Wand: 1d8 + 1 ⇒ (6) + 1 = 7
CLW Wand: 1d8 + 1 ⇒ (6) + 1 = 7
CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6 full hitpoints
Anaba
CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9
CLW Wand: 1d8 + 1 ⇒ (6) + 1 = 7 full hitpoints
Fahari
CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8 full hitpoints
Dusan
CLW Wand: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9 full hitpoints
| GM Pablo |
4 min passed
Buffs up:
Acid Maw (Fahari 1 min left)
Mage Armor (Sekkimm 1 hr 25 min)
No one is injured or fatigued - Anaba is out of Rages for the day.
This large room has high, arched ceilings and a floor made of simple white tiles. Four statues frame the room, two of them recessed in wide alcoves along the south wall and two more standing against the north wall. The statues in the southern alcoves are carved from granite polished as smooth as glass. Both statues depict the same man, tall and regal with a full head of windblown hair. They are both completely nude, and each statue has one hand crossed behind its back while the other hand points toward its twin. When viewed from the front, the statues look like a mirror image of the same person. The two statues against the north wall are sculpted from lightly veined marble and depict two different women, nude to the waist and draped with robes from the waist down. The one to the east scowls and points accusingly
at a plain wooden door in the north wall. The one to the west smiles and regards the door with a curious expression.
You find on the priests, potions of cure light wounds (4), Potion cure moderate wounds, smokestick, +1 studded leather (3), masterwork light steel shield (2), +1 steel light shield, light crossbow with 20 bolts (X2), masterwork crossbow with 20 bolts, masterwork rapier (X3), sap (X2), gray robes (X2), black robes, iron Razmiri mask (X3), sunrods (8), thieves’ tools (X3), 154 gp (adding to treasure sheet)
Appraise check on the statues?
Fernleaf Ivy
|
On statues:
Appraise: 1d20 + 4 ⇒ (12) + 4 = 16
In general:
Perception: 1d20 + 10 ⇒ (4) + 10 = 14
Then, I want to use my Gloves of Reconnaissance to look into the room ahead.
Oh, and kill the guy who I poisoned. I think he is just unconscious. Need to just cut his throat.
You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.
| GM Pablo |
Fernleaf cuts the throat of the Razmiri in the doorway.
The ancient statues in the room could be worth up to 700 gp each to a collector, but each weighs over 500 pounds.
Fernleaf uses the Gloves of Reconnaissance to peer through the door.
This chamber has high, vaulted ceilings, a simple stone floor, and unadorned granite walls. A large, 15-foot-square raised dais occupies the center of the room. In the middle of the dais rests a gray stone block with a grasping hand carved from the same stone rising from the center of the block. The hand is currently empty. An elven woman stands next to the dais wearing flowing silk robes bordered in red with a golden scepter in her hand a simple, unadorned, green agate amulet on
a silver chain that glows very faintly with a subdued blue light.
The room seems quite hot judging by the heat on the door.
(See Map)
Fernleaf Ivy
|
She seems to be looking intently at the door, waiting for it to open, I surmise.
We need to buff and Go!
I will smear BWP off of my dagger and onto an arrow.
I will then ready said arrow and wait for someone ELSE to open the door. I imagine something bad may happen then. Would any kind of circle of protection, chant, bless, etc. be appropriate?
UI will have handy a paper candle firework (next to me on the floor), my bag of trusty flour and Potion of gaseous form.