Eyes of the Ten (Inactive)

Game Master drbuzzard

PFS retirement arc
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You are down to archers(7) and the assassin.

The worms are meat and the golems are rubble.

Silver Crusade

Samhain Galanodel wrote:
Can you not just throw some up to the archers using those rolls?

It would be at a -7 so no

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

Good reason.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo grunts in pain from the pair of arrows. He will channel to heal himself and allies within 30' and excludes the injured archer/worms.

"I believe our host is dead. Take out these party crashers!"

channel: 6d6 ⇒ (3, 5, 4, 5, 1, 6) = 24 positive healing

Hugo will fly down below the balcony to the NW corner for cover.


The assassin steps back from the owl, and in a puff of smoke disappears.

spellcraft DC 19:
The assassin just dimension doored out of the area.

Two of the archers on the W balcony open up on Samhain. The grievously injured one, moves back to cover.

to hit: 1d20 + 9 ⇒ (13) + 9 = 22 miss
to hit: 1d20 + 4 ⇒ (17) + 4 = 21 miss

to hit: 1d20 + 9 ⇒ (3) + 9 = 12 miss
to hit: 1d20 + 4 ⇒ (2) + 4 = 6 miss

Two of the N balcony ones open up on Albin.

to hit: 1d20 + 9 ⇒ (19) + 9 = 28 damage: 2d8 + 2d6 + 2 ⇒ (5, 6) + (1, 5) + 2 = 19
to hit: 1d20 + 4 ⇒ (11) + 4 = 15 miss

to hit: 1d20 + 9 ⇒ (1) + 9 = 10 miss
to hit: 1d20 + 4 ⇒ (10) + 4 = 14 miss

and two on Ezrek

to hit: 1d20 + 9 ⇒ (12) + 9 = 21 miss
to hit: 1d20 + 4 ⇒ (16) + 4 = 20 miss

to hit: 1d20 + 9 ⇒ (17) + 9 = 26 damage: 2d8 + 2d6 + 2 ⇒ (4, 6) + (2, 5) + 2 = 19
to hit: 1d20 + 4 ⇒ (6) + 4 = 10 miss

PCs are up again.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Ezrek lifts another five feet, angling to the northeast and tosses bombs at the center archers.

First two at the center left and second two at the center right. Explosive bombs-10' splash. Splash damage 11 DC 21 Reflex

Taking extra attack blessing

RTA, Rapid, PBS: 1d20 + 15 - 2 + 1 ⇒ (5) + 15 - 2 + 1 = 19
Fire Damage: 6d6 + 5 + 1 ⇒ (1, 6, 4, 4, 2, 1) + 5 + 1 = 24 DC 21 Reflex or on fire

RTA, Rapid, PBS: 1d20 + 15 - 2 + 1 ⇒ (11) + 15 - 2 + 1 = 25
Fire Damage: 6d6 + 5 + 1 ⇒ (6, 4, 4, 6, 2, 1) + 5 + 1 = 29 DC 21 Reflex or on fire

Iterative RTA, Rapid, PBS: 1d20 + 10 - 2 + 1 ⇒ (4) + 10 - 2 + 1 = 13
Fire Damage: 6d6 + 5 + 1 ⇒ (5, 5, 5, 5, 5, 4) + 5 + 1 = 35 DC 21 Reflex or on fire

Blessin RTA, Rapid, PBS: 1d20 + 15 - 2 + 1 ⇒ (16) + 15 - 2 + 1 = 30
Fire Damage: 6d6 + 5 + 1 ⇒ (3, 6, 1, 6, 3, 6) + 5 + 1 = 31 DC 21 Reflex or on fire

Obviously if one goes down. Ez will change targets.


saves from left
reflex save: 1d20 ⇒ 15 pass no damage
reflex save: 1d20 ⇒ 5 fail 11 damage
reflex save: 1d20 ⇒ 13 pass no damage
reflex save: 1d20 ⇒ 10 fail 11 damage
total 22 damage

direct hit for catch on fire reflex save: 1d20 ⇒ 8 fail
direct hit for catch on fire reflex save: 1d20 ⇒ 14 pass
reflex save: 1d20 ⇒ 14 pass no damage
reflex save: 1d20 ⇒ 14 pass no damage
total 53 damage and on fire

direct hit for catch on fire reflex save: 1d20 ⇒ 13 pass
direct hit for catch on fire reflex save: 1d20 ⇒ 20 pass
reflex save: 1d20 ⇒ 12 pass no damage
reflex save: 1d20 ⇒ 2 fail 11 damage
goes down

reflex save: 1d20 ⇒ 14 pass no damage
reflex save: 1d20 ⇒ 13 pass no damage
reflex save: 1d20 ⇒ 17 pass no damage
reflex save: 1d20 ⇒ 16 pass no damage

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

I honestly can't tell from the number of saves, but it is 10 ft splash, so I think it would hit all three, not directly hit. If you factored that into your saves, sorry, just double checking.


There were 4 targets and four bombs. All four targets were hit directly or indirectly by all four bombs, so each made 4 saves. Hence the 16 rolls.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Ok, thanks. Like I said, I wasn't quite sure. Now that you say it, I read it wrong. Makes sense now, thanks!

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

Samhain continues to pepper the archers with arrows, starting with the south-western most one and working his way to the right as they fall.

Once again, fighting defensively, extra attack from blessing, +6 favored enemy, many shot, deadly aim, rapid, point blank, improved precise shot

First: 1d20 + 17 ⇒ (8) + 17 = 25
2d8 + 32 ⇒ (7, 1) + 32 = 40

Second: 1d20 + 17 ⇒ (2) + 17 = 19
1d8 + 16 ⇒ (7) + 16 = 23

Third: 1d20 + 17 ⇒ (7) + 17 = 24
1d8 + 16 ⇒ (1) + 16 = 17

Fourth: 1d20 + 12 ⇒ (20) + 12 = 32
1d8 + 16 ⇒ (1) + 16 = 17 (57 total with crit confirmation. See below)

Fifth: 1d20 + 7 ⇒ (13) + 7 = 20
1d8 + 16 ⇒ (1) + 16 = 17

Fourth Confirmation: 1d20 + 12 ⇒ (19) + 12 = 31
Additional Damage: 2d8 + 32 ⇒ (4, 4) + 32 = 40

Then sad that the assassin vanished, Samhain tells Buho to attack the nearest archer.

Bite: 1d20 + 17 ⇒ (18) + 17 = 35
1d4 + 9 ⇒ (4) + 9 = 13


The two archers to the south both drop.

Buho flies over and inflicts a nasty bite on the previously untouched archer.

Grand Lodge

M Human (Ulfen) |HP 140/147| AC 26 | T 13 | FF 23 | CMB +17 | CMD 30 | F+13 | R+7 | W+4 | DR/- 2 | Init +9 | Speed 40ft | Perception +15 Barbarian 12

GM:
Would my Improved Uncanny dodge negated the precision damage from that last sneak attack? I know it's a bit late to bring that up, but I rarely use that particular ability.

Savage picks up his sword before sniffing at the air around him, trying to see if the assassin has come to meet his end.

Savage will use his Scent ability to see if there are any invisible creatures within 30 ft of him, if so he will proceed towards them and attacks if possible, if not he will use the blessing ability to add 30ft to his speed and sniff around looking for the assassin.

Survival: 1d20 + 15 ⇒ (10) + 15 = 25

26/30 rage. +2 atack defense and reflex from blessing AC 24 due to charge currently 129/171 HP


Spoiler:
Yes, it would have negated it. Didn't notice that.

You smell nobody that you don't see.

Grand Lodge

M Human (Ulfen) |HP 140/147| AC 26 | T 13 | FF 23 | CMB +17 | CMD 30 | F+13 | R+7 | W+4 | DR/- 2 | Init +9 | Speed 40ft | Perception +15 Barbarian 12

Then Savage will remain at the base of the stairs this round.

mind if I adjust the HP's

Silver Crusade

Moving to the three archers and attack the middle one.
+2 attack defense and reflex from blessing AC26

stink bomb: 1d20 + 19 ⇒ (2) + 19 = 21
All three dc 21 fort or nauseated d4+1 rds after leave, as stinking cloud. Also the green line is where the fog begins and ends.


Go ahead and take the HP back, it was my mistake

fort save: 1d20 ⇒ 10 fail
fort save: 1d20 ⇒ 13 fail
fort save: 1d20 ⇒ 10 fail

they are all nauseated.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Keeping the blessing active (+2), Hugo will cast a cure on himself and then fly under the balcony to get to directly under the fallen Hestram.

cmw: 2d8 + 11 ⇒ (2, 6) + 11 = 19


The remaining enemies upstairs are coughing up their cookies and stumbling around trying to get away in a pretty pathetic fashion. As this amuses you, you hear a female scream from downstairs to the NE.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Ezrek drinks his extract of invisibilty and heads toward the sound, motioning to the party his intention before disappearing.

Greater Invisibility, 60' fly speed.

Perception to follow sound?: 1d20 + 16 ⇒ (1) + 16 = 17

Full Speed Stealth: 1d20 + 7 + 20 - 5 ⇒ (6) + 7 + 20 - 5 = 28


You head north following the noise and come to the courtyard (L8) and are certain the screams are coming from inside L9. The screaming is quite loud to perception really isn't needed.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

I'm assuming we are still in initiative?


Yes. The magical grid lines are still at your feet.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Thought so. Then a standard to drink the extract and the move will get me to the door.

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

Taking the blessing for speed, Samhain lets his bird continue his assault on the archers and moves with haste towards the sound.

Buho continues his attack on the archer.

Bite: 1d20 + 17 ⇒ (10) + 17 = 27
1d4 + 8 ⇒ (3) + 8 = 11

Talon: 1d20 + 15 ⇒ (20) + 15 = 35
1d4 + 6 ⇒ (4) + 6 = 10 20 total if confirmed by a 33.

Talon: 1d20 + 15 ⇒ (20) + 15 = 35
1d4 + 6 ⇒ (2) + 6 = 8 16 total if confirmed by a 30.

Talon Confirm 1: 1d20 + 15 ⇒ (18) + 15 = 33
1d4 + 6 ⇒ (4) + 6 = 10

Talon Confirm 2: 1d20 + 15 ⇒ (15) + 15 = 30
1d4 + 6 ⇒ (2) + 6 = 8

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo fly out and up and will shoot his crossbow at the middle retching archer (unless he can see one on the far west still moving, then target him).

"It is not wise to wander too far apart, Master Ezrek. Take heed."

xbow, blessing, favored: 1d20 + 12 + 2 + 2 ⇒ (13) + 12 + 2 + 2 = 29 for dmg, vital, favored: 2d10 + 1 + 2 ⇒ (5, 8) + 1 + 2 = 16


Buho tears into the rather pitiful retching man dropping to the floor in a pool of blood. Hugo also drops one with a well placed bolt.

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

Who has yet to act this round?


Well since the bad guys can't actually do anything for a few rounds it's really a bit moot until Ezren opens his door.

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

They can run walk away ;-)

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

What is Eliza doing? Also, is there still one of the archers downstairs that is not retching or is he held or otherwise out of the fight? If so, Hugo will let the owl finish of the last two archers and flies over the door with Ezrek and Samhain

"Master Savage, are you coming upstairs or staying here to study the worms and rock-men...parts? I am heading north and can call Abadar to heal us once we reassemble.

If we all get back together, Hugo intends to channel everyone once more for good measure.

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

I don't know what Buho will do. I'm not in there to direct him. My guess is he'd return to me. GM discretion I guess.

-Posted with Wayfinder

Grand Lodge

M Human (Ulfen) |HP 140/147| AC 26 | T 13 | FF 23 | CMB +17 | CMD 30 | F+13 | R+7 | W+4 | DR/- 2 | Init +9 | Speed 40ft | Perception +15 Barbarian 12

Savage definitely follows Hugo.

Can domeone move my avatar. I am afraid if deleting the map again


Buho will finish off anything which still looks like a threat, then head for you. That would be the one puking archer remaining. The other archer that got away looked to be on his last legs (0 HP).

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Ezrek opens the door quietly as the others follow.

Trapspotter!: 1d20 + 22 ⇒ (14) + 22 = 36

Stealth, Invisible?: 1d20 + 7 + 20 ⇒ (7) + 7 + 20 = 34

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

Samhain will wait for the reveal to act.

Buho flutters over to the nauseated man and gives him a peck.

Bite: 1d20 + 10 + 1 + 6 ⇒ (1) + 10 + 1 + 6 = 18
1d4 + 3 + 6 ⇒ (2) + 3 + 6 = 11
Whiff!


Opening the door you see:

A tall elf with long white hair wearing a fashionable powder blue silk shirt stands at the center of the lodge’s Armory. He wears a rapier at his side and holds the Pale Maiden in his left hand, his wide smile creasing his handsome face from ear to ear. Four human men dressed in red leather armor menace three wounded servants of the Woodsedge Lodge, who cluster near the double doors at the south end of the Armory. Two similarly garbed gnomes cavort atop the long tables near the center of the room, cackling as their hands overflow with plundered knick-nacks from among the room’s many magical items. One of these twisted creatures holds a candy-striped rod in your direction, while the other sidearms two tiny black beads at you.

init: 1d20 ⇒ 7

bad guys are on 11/10/9 in init.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Just a reminder that Ezrek has Greater Invisibilty up.

Seeing the robbery in action, Ezrek flies five feet up and to the east, then tosses bombs at the elf holding the Pale Maiden.

Taking the blessing for an extra attack

RTA, Rapid, PBS: 1d20 + 15 - 2 + 1 ⇒ (19) + 15 - 2 + 1 = 33
Fire Damage: 6d6 + 5 + 1 ⇒ (1, 4, 3, 1, 4, 1) + 5 + 1 = 20 DC 21 Ref or catch on fire

RTA, Rapid, PBS: 1d20 + 15 - 2 + 1 ⇒ (18) + 15 - 2 + 1 = 32
Frost Damage: 6d6 + 5 + 1 ⇒ (1, 6, 3, 4, 3, 2) + 5 + 1 = 25 DC 21 Fort or staggered for a round

Iterative RTA, Rapid, PBS: 1d20 + 10 - 2 + 1 ⇒ (18) + 10 - 2 + 1 = 27
Frost Damage: 6d6 + 5 + 1 ⇒ (5, 6, 1, 4, 3, 6) + 5 + 1 = 31 DC 21 Fort or staggered for a round

RTA, Rapid, PBS: 1d20 + 15 - 2 + 1 ⇒ (1) + 15 - 2 + 1 = 15
Fire Damage: 6d6 + 5 + 1 ⇒ (1, 1, 6, 4, 3, 3) + 5 + 1 = 24 DC 21 Ref or catch on fire

The two fire bombs are 10' splash 12 damage, DC 21 Ref


You don't get a full attack action as you just opened the door.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Ah, I thought it was the next round.

First roll then, please.


Since you opened a door, something had to happen that round. Doors are rather obvious in the line of sight.

The first bomb hits the target.

reflex: 1d20 ⇒ 5 and he catches on fire

Silver Crusade

Are we in a new init? if so init: 1d20 + 8 ⇒ (7) + 8 = 15 eather way using my Mutagen

Mutagen:
Ablin
Male Human (Garundi) Alchemist (Grenadier) 12 (Pathfinder Campaign Setting: Pathfinder Society Field Guide 0; Pathfinder RPG Advanced Player's Guide 26)
NG Medium humanoid (human)
Init +8; Senses darkvision 60 ft.; Perception +19
--------------------
Defense
--------------------
AC 26, touch 18, flat-footed 20 (+5 armor, +6 Dex, +3 natural, +1 deflection)
hp 99 (12d8+36)
Fort +12 (+2 circumstance bonus vs. hot weather), Ref +18, Will +5; +2 trait bonus vs. charm and compulson
Defensive Abilities fortification 25%; Immune cold, non-lethal damage, paralysis, sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 adamantine scimitar +18/+13 (1d6+9/18-20) and
. . cold iron morningstar +10/+5 (1d8+1)
Ranged bomb +19/+14 (6d6+5 Fire) and
. . force bomb +19/+14 (6d4+5 Force) and
. . sling +18 (1d4+2) and
. . smoke bomb +19/+14 () and
. . stink bomb +19/+14 () and
. . tanglefoot bomb +19/+14 ()
Special Attacks bomb 17/day (6d6+5 fire, DC 21), discoveries (explosive bomb, extend potion, fast bombs, force bomb, mummification, preserve organs, smoke bomb, stink bomb, tanglefoot bomb)
Alchemist (Grenadier) Spells Prepared (CL 12th; concentration +17):
. . 4th—echolocation[UM] (2), freedom of movement, mutagenic touch[UC]
. . 3rd—fly (2), heroism, monstrous physique i[UM] (2)
. . 2nd—alchemical allocation[APG] (4), darkvision (2)
. . 1st—expeditious retreat (2), identify (2), longshot[UC], shield, targeted bomb admixture[UC]
--------------------
Statistics
--------------------
Str 12, Dex 27, Con 14, Int 20, Wis 8, Cha 10
Base Atk +9; CMB +10; CMD 30
Feats Dervish Dance[ISWG], Extra Discovery[APG], Extra Discovery[APG], Extra Discovery[APG], Martial Weapon Proficiency (scimitar), Point-Blank Shot, Precise Shot, Splash Weapon Mastery, Throw Anything, Weapon Finesse
Traits birthmark, freedom fighter
Skills Craft (alchemy) +20 (+32 to create alchemical items), Disable Device +25, Fly +12, Knowledge (arcana) +20, Knowledge (nature) +20, Knowledge (planes) +17, Knowledge (religion) +17, Perception +19, Perform (dance) +2, Spellcraft +20, Survival +11 (+13 to avoid becoming lost, +13 to identify a creature by its tracks, though the use of shoes makes identifying many humanoids difficult or impossible), Use Magic Device +15
Languages Azlanti, Celestial, Common, Draconic, Elven, Osiriani, Thassilonian
SQ alchemical weapon, alchemy, directed blast, fast poisoning, mutagen, precise bombs, staggering blast, swift alchemy
Combat Gear dust of appearance, jingasa of the fortunate soldier, mutagen, oil of bless weapon (2), oil of magic weapon (2), potion of barkskin +5 (2), potion of delay poison (x2), potion of displacement (2), potion of restoration, lesser (x2), sipping jacket, wand of cure light wounds, wand of infernal healing (50 charges), wand of lesser restoration (50 charges), acid, alchemist's fire, antiplague (2), antitoxin (2), burst jar (4), defoliant (4), ghast retch flask (3), holy water (4), liquid ice, meditation tea (2), padzahr (8), shard gel (2), smelling salts (2), soul stimulant (2), tangleburn bag (4), tanglefoot bag (10), tar bomb, troll styptic, twitch tonic (2); Other Gear +1 mithral shirt, +1 adamantine scimitar, cold iron morningstar, sling, amulet of natural armor +1, belt of incredible dexterity +4, cloak of resistance +2, decoy ring, eyes of the eagle, handy haversack, headband of vast intelligence +4, hybridization funnel, clear spindle ioun stone, ring of protection +1, wayfinder, alchemy crafting kit, backpack, masterwork, bandolier, footprint book, grappling bolt, heritage book, hot weather outfit, res and res (worth 8,017 gp), snowshoes, thieves' tools, masterwork, wrist sheath, spring loaded, wrist sheath, spring loaded, 279 gp
--------------------
Special Abilities
--------------------
Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +12 (Su) +12 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Artisan's Shop (empty) +1 to Craft for Day Job rolls and 5% discount on items of same type.
Birthmark +2 save vs. charm & compulsion
Bomb 6d6+5 (17/day, DC 21) (Su) Thrown Splash Weapon deals 6d6+5 fire damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Decoy ring If withdraw/helpless, invisible 3 rds and 4 illusory decoys run in opposite directions.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Directed Blast (Su) Bomb does damage in 30 ft cone, attack vs one foe and rest take splash dam.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is
Extend Potion (5/day) A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.
Fast Bombs (Su) An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional att
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Footprint book +2 to identity a creature by its tracks.
Force Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force
Fortification 25% You have a chance to negate critical hits on attacks.
Freedom Fighter +1 trait bonus to attack rolls with improvised weapons.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Hybridization funnel DC 25 Craft (alchemy) to combine two alchemical splash weapons into one.
Immunity to Cold You are immune to cold damage.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Ioun stone (clear spindle) Sustains bearer without food or water.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Mummification The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undeadlike creature. After learning this discovery, the alchemist must perform a 30-day regimen of a special diet, rigorous exercise, and
Mutagen (DC 21) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 120 min.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Potion of delay poison (x2) Add this item to create a potion of a chosen spell.
Potion of restoration, lesser (x2) Add this item to create a potion of a chosen spell.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Preserve Organs 25% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damag
Sipping jacket (1/day) Pour potion into linining, then use it up to 24 hrs later as a swift action.
Smoke Bomb (12 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Snowshoes -50% walking penalty for heavy snow.
Staggering Blast (DC 21) (Su) On a critical hit with a bomb, foe is staggered 1d4+1 rds (Fort part).
Stink Bomb (12 rds) (Su) Smoke bombs also nauseate living in area for d4+1 rds after leave, as stinking cloud.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Tanglefoot Bomb (2d4 rds) A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag (see page 160 of the Core Rulebook). Creatures in the splash
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Wand of infernal healing (50 charges) Add this item to create a wand of a chosen spell.
Wand of lesser restoration (50 charges) Add this item to create a wand of a chosen spell.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp

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Hearing the explosion albin gets the syringe out and injects him self. Now its time for some damage!!!


I figured we were just still in the old init. Doesn't matter to me much. People can redo init if they prefer.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Before the door opened, Hugo would have channeled to get the party once more, as previously mentioned.

"Abadar, master of the first vault, send your blessings on our commerce this day . "

channel : 6d6 ⇒ (4, 6, 5, 2, 5, 5) = 27 healing for any still injured.

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

Samhain takes a step forward and, seeing the elf with the blade and tired of this madness, unleashes a flurry of arrows (no, not THAT kind of Flurry) at the would-be thief. "That does NOT belong to you!"

Assuming he's flat-footed due to Initiative
Using extra attack from Blessing, Rapid Shot, Deadly Aim, Many Shot, Precise Shot, Improved Precise Shot (no benefit from cover)

1st: 1d20 + 15 ⇒ (9) + 15 = 24
2d8 + 20 ⇒ (4, 5) + 20 = 29 plus Holy if evil: 4d6 ⇒ (5, 1, 2, 3) = 11 plus Sneak Attack: 2d6 ⇒ (1, 5) = 6

2nd: 1d20 + 15 ⇒ (9) + 15 = 24
1d8 + 10 ⇒ (8) + 10 = 18 plus Holy if evil: 2d6 ⇒ (6, 5) = 11 plus Sneak Attack: 1d6 ⇒ 6

3rd: 1d20 + 15 ⇒ (14) + 15 = 29
1d8 + 10 ⇒ (8) + 10 = 18 plus Holy if evil: 2d6 ⇒ (6, 2) = 8 plus Sneak Attack: 1d6 ⇒ 5

4th: 1d20 + 10 ⇒ (13) + 10 = 23
1d8 + 10 ⇒ (3) + 10 = 13 plus Holy if evil: 2d6 ⇒ (1, 5) = 6 plus Sneak Attack: 1d6 ⇒ 1

5th: 1d20 + 5 ⇒ (1) + 5 = 6
Nat 1 = Miss =(

If the elf drops, he will cycle through the other brigands unless they drop everything, weapons included. (+6 to all damage rolls for the humans, not factored in.)

Grand Lodge

M Human (Ulfen) |HP 140/147| AC 26 | T 13 | FF 23 | CMB +17 | CMD 30 | F+13 | R+7 | W+4 | DR/- 2 | Init +9 | Speed 40ft | Perception +15 Barbarian 12

What's the acro check to get adjacent to the elf?

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Not sure of the party init order...if we all go before them or? Hugo is intending to step over 5'
and DimDoor himself and Savage next to the elf in the back with the woman. Blessing is still +2's

"Need a lift, Savage?"


We'll just say the PCs are up first since we're already underway

Since the target has displacement up I'll make the concealment checks. High is good.

Bomb miss check: 1d100 ⇒ 85 hit
arrow miss check: 1d100 ⇒ 45 miss
arrow miss check: 1d100 ⇒ 34 miss
arrow miss check: 1d100 ⇒ 49 miss
arrow miss check: 1d100 ⇒ 92 hit

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

Well there goes the sneak attacks, hahaha. Was all set to say that Improved Precise Shot negates concealment, but you said displacement, so there goes that, too =P Wishing I had prepared a different 2nd lvl spell now.


Improved precise shot negates cover, not concealment.

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