GM Batpony PFS Tyranny of Winds (Inactive)

Game Master Batpony

Maps

GM only:
AP:3


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female Aasimar (Azata-Touched)
Spoiler:
AC 18/T13/FF15 HP 43/43 F+2 R+7 W+4 Init +5 Perception +5
Bard 5/Swashbuckler 1 (Inspired Blade)

Take 10 for disguise 14

Liberty's Edge

Mosquito Witch Handouts

I've messaged Khalib, but I understand he's been quite busy irl. So we'll bot him for the time being to keep the game going. Hopefully he'll be back for the conclusion.

khalib, disguise: 1d20 + 3 ⇒ (12) + 3 = 15

Jamila leads you through the ins and outs of the small little harbour town, through back alleys mostly avoiding wandering eyes. But you still can't help attract attention from some passer-by's with such a colourful assortment of characters, who cannot seem to blend in with the locals.

Eventually you are led to squat structure that looks like the entrance to a cave, nestled along the interior stone of Port Eclipse. Unlike most buildings that jut out into the inner space of Port Eclipse, this building is burrowed into the cavern wall. Janira explains before you that a trio of thriae seer calling themselves the Vanished Triad manage the comings and goings of visitors to the nameless inn you see before your eyes. "Leave everything to me, don't say anything stupid or we might get in trouble." Jamila walks over to the seers and whispers something to them. Jamila’s arrival is met with a quick nod from a seer, who hands the janni a key to one of the backmost rooms.

The room is a simple in it's layout, wooden flooring and walls. No windows, and with simple furnitures. Perfect for a hiding spot. In the room, she produces a scroll of sending from behind the bed headrest and immediately uses it to communicate with Ashasar in private. A sigh of relief falls upon the janni's face as she returns and informs you that she is able to corroborate your story with Ashasar.

She shares with you her thoughts on the situation shortly after."I'm afraid that in my current state, it be best for me not to attempt to retrieve the horn of hurricane. In fact, it won't be long before they've realised I've escaped, and it may be best for me to return to the Material Plane, we can meet back at Ashasar's pyramid tomorrow."

She produces a little sketch of what looks to be a bad drawing of ship wrecks. "This here is a rough sketch of a junkyard not far from here. The horn was actually being used as the centerpiece of a djinni noble’s airship mast. A freak storm had cause the ship to come an accident and land itself in the junk yard here at Port Eclipse. Before I was captured, I managed to secure the ship through an agreement with the proprietor of the airship junkyard."

Jamila continues to detail as much as she can of what she knows of the junkyard. The junkyard is run by an awakened clockwork and its sizable force of clockwork assistants. Jamila assures you that the automatons won’t be a problem, granting you unrestricted access to the horn. She indicates that the four word passphrase needed for the clockworks to allow access to the junkyard is the word “balance” spoken in Aquan, Auran, Ignan, and then Terran. The tricky part, as she puts it, is that they must find the horn by sifting through the debris. She's not exactly sure where the horn is in the bunch of debris.

"You may use this safehouse for any preparations you need until then."

Any preparations prior to heading to the junkyard?

Scarab Sages

hp 91/91 (+24 rage) Effect: Phantom Blood (2 hrs) | Ac 21 T12 FF 20 (-2 rage, add -2 when large) | Init +1 | F +14 (rage +2) Ref+6 (large -1) Will +3 (+2 vs. mind-affecting and poison) | Resist Acid 3, Cold 3, Electricity 6, Fire 3 |Perception +12 | Rage 13/13 | Omen 1/1 | Spells 1/2 | Reroll 1/1

"Does anyone of us speak those four languages? Or can you teach us the words?"

Toctep thinks for a moment "What can we expect at the junkyard, how easy would it be for us to move over the airships?"

Liberty's Edge

Mosquito Witch Handouts

She agrees to teach you the words in each language, and tells you what she knows about the junkyard "Well, Junk I guess, mostly wrecked ariship. You may need to 'fly' yourself over the rubble. But I don't think you'll find any trouble over there."

Scarab Sages

Phrenic Pool: 8/8, Level 1: 4/8, Level 2: 6/7, Level 3: 3/4 Free Detect Thoughts: 0/1, Physical Push 3/3, Bodily Purge: 3/3, DM Reroll 5* 1/1 HP: 2/43, Init: +7, Perception: +17 Fort: +4 (+1 vs. Death), Ref: +4, Will: +79 AC: 19, Touch: 19, FF: 18 (Assuming Mage Armor)

"I speak only Auran, but I'm quite good with languages. If Jamila tells us the words, I should be able to remember the three I don't speak." Take 10 on Linguistics for a 22?

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

"I speak them all" says Belinda.

"I've put in a bit of study in languages over the last few months with all this elemental travelling. I'm just glad they are coming in handy."

Liberty's Edge

Mosquito Witch Handouts

Indeed it is coming in handy! :) Any special prep before we head to the junkyard?

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

"Can you tell us anything more about the Djini's airship, and how we might distinguish it from others? " she thinks a little more

"And any advice about those clockwork creatures. Given our luck, one or two are sure to go haywire."

Liberty's Edge

Mosquito Witch Handouts

"Oh that's simple, the clockwork will lead you to the right to the correct wreckage lot. Lot A2. There's only one wreckage per lot, but the wreckage is messy." Janira briefly explains the general layout of the junkyard from her memory.

She assures you not to worry about the creatures, they're harmless as a fly. "Well, their kinda like regular people, except just made out of clocks and magic. There's a regular sized one named Bob, and two other smaller ones. I forget their names."

No special abilities or powers on the clockworks.

Scarab Sages

Male Human (Garundi) Oracle (Dual-Cursed) 5 | HP 41/41 | AC: 20 T: 15 FF: 20 CMD: 14 | F+4 R+7 W+7 | Init +9 | Perception +9

Khalib hastens to pick up the pace and catch up with his companions. He seems to be very much out of breath. "Sorry for my dragging my feet. So much to study here, so much to record for the Grand Lodge. I'm ready."

Knowledge (engineering): 1d20 + 3 ⇒ (10) + 3 = 13
"Clockworks, eh? Maybe I do recall something about them..."

Grand Lodge

Tian-Shu Human Kineticist L8 | HP: 107/99+8 NL24 | AC:23+1 T:14+1 FF:20 (25% miss ranged except massive wpns & rays) | CMB:7 CMD:20+1 | Saves F:16+1 R:12+1 W:8 (+2 vs heat, breaths, clouds, gases) | Init:+3+1 | Per:+14 | Spd: 30 fly 60 (gd) | Reroll: 0/1 | Status: burn 3/10+1 | Buffer: 0/1 | Fortification 15% | Air Wysp HP: 49/49 | Conditions: lucky number 2; elemental overflow (+2 Dex, +2 Con); aid (+1 atk)

Janira? Lol!

Fung frowns, clearly in doubt over Jamila's assurances, but he nonetheless nods and replies, "That's good then. I would rather not have to fight any of them if we can help it."

Scarab Sages

hp 91/91 (+24 rage) Effect: Phantom Blood (2 hrs) | Ac 21 T12 FF 20 (-2 rage, add -2 when large) | Init +1 | F +14 (rage +2) Ref+6 (large -1) Will +3 (+2 vs. mind-affecting and poison) | Resist Acid 3, Cold 3, Electricity 6, Fire 3 |Perception +12 | Rage 13/13 | Omen 1/1 | Spells 1/2 | Reroll 1/1

"And you said we would be able to 'fly' between airships? So no need to get another potion?"

Liberty's Edge

Mosquito Witch Handouts

Doh! Started a confirmation run recently, so Janira's name is fresh in my head. In terms of flying, if you recall, gravity here is not normal, you can use your mind "Will" to fly. So you need not a potion. Although I intend to simplify the rules as it was messy the last time we did that! Clockwork are technically constructs, so it's arcana. But there's so much variation.

Jamila adds on that she thinks thier weak to electrity, and don't think they know any special magic.

I'll move us to the start of our epic conclusion in 12 hours or so.


female Aasimar (Azata-Touched)
Spoiler:
AC 18/T13/FF15 HP 43/43 F+2 R+7 W+4 Init +5 Perception +5
Bard 5/Swashbuckler 1 (Inspired Blade)

AWeseome!

Scarab Sages

Phrenic Pool: 8/8, Level 1: 4/8, Level 2: 6/7, Level 3: 3/4 Free Detect Thoughts: 0/1, Physical Push 3/3, Bodily Purge: 3/3, DM Reroll 5* 1/1 HP: 2/43, Init: +7, Perception: +17 Fort: +4 (+1 vs. Death), Ref: +4, Will: +79 AC: 19, Touch: 19, FF: 18 (Assuming Mage Armor)

Ready!

Liberty's Edge

Mosquito Witch Handouts

You head over inconspicuously as possible to the clockwork junkyard. You are greeted by Bob, the clockwork guardian who is remarkably friendly. After informing him of your disposition to the junkyard, and of course informing him the four magic words. He nods and asks his servants to send you to lot A2, where the wreckage is found.

All the lots are unfortunately above air, which forces you to fly and make acrobatic amazing acrobatic feats to reach the wreckage. You notice nettings with tons of trash and wreckage within the lot. Maybe the horn is in one of these nettings?

FLY RULES SIMPLIFIED

To fly using your mind, you must make a move action and two Wisdom check, DC16 and DC12 respectively. Passing will allow you to move in one direction of your choice at double your base speed. Failing either causes you to fumble in a random direction at your base speed (d6) 1 is up 2 is down 3 is north 4 is east 5 is south 6 is west (with respect to the map orientation, top of page is north)

Is you have normal means of flying, potion, or SLA, or others, you still require to make those checks but receive at +10 bonus. This is information you know before hand so you can prep yourself prior to arriving at the junkyard if you want to.

"Falling" down to the ground requires no checks.

If you'd like to acrobatics it, you still need to make a Wisdom check, albeit only one DC16 save to acrobatics it all the way to you move speed. Passing at a acrobatics DC15 gives you +10 to your Wisdom check attempt. Failing at your wisdom check makes you move uncontrollably like to above.

You start yourself at the edge of the platform, ready to jump or fly onto the wreckage.

Map is up, searching one net area is a full round action. For "reasons" we will be doing this in combat rounds.

Combat Round 1
Everyone is up!

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

So to make sure I have this right... Each round we need to make two wisdom checks, DC16 and DC 12. If we can fly, or make an acrobatics DC 16 check, we get +10 on each of the wisdom checks. I have to say this seems like an odd mechanic, but sounds similar to what we did back in part 1

Belinda takes her time to make a graceful acrobatic leap.
takes ten on acrobatics: 10 + 7 = 17
And concentrates really hard on going in the right direction...
Will DC 16: 1d20 + 1 + 10 ⇒ (19) + 1 + 10 = 30
Will DC 12: 1d20 + 1 + 10 ⇒ (13) + 1 + 10 = 24

And lands gracefully on the closest platform. Where she starts to search.
perception: 1d20 + 9 ⇒ (3) + 9 = 12

Liberty's Edge

Mosquito Witch Handouts

Oh no! Fly and acrobatics are treated differently but similar

fly: wisdom DC 16 and 12 allows you to fly at double speed using one move action.

Acrobatics: wisdom DC16 allows you to leap to your speed. Making an additional pre acrobatics DC15 check allows you a +10 bonus to wisdom check

both cases, any failed wisdom check results in uncontrollable flying. Hope this is clear!

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

So acrobatics, you only need the one wisdom check, but you are limited to landing somewhere within a single "move" for you?

Liberty's Edge

Mosquito Witch Handouts

That is correct!

Grand Lodge

Tian-Shu Human Kineticist L8 | HP: 107/99+8 NL24 | AC:23+1 T:14+1 FF:20 (25% miss ranged except massive wpns & rays) | CMB:7 CMD:20+1 | Saves F:16+1 R:12+1 W:8 (+2 vs heat, breaths, clouds, gases) | Init:+3+1 | Per:+14 | Spd: 30 fly 60 (gd) | Reroll: 0/1 | Status: burn 3/10+1 | Buffer: 0/1 | Fortification 15% | Air Wysp HP: 49/49 | Conditions: lucky number 2; elemental overflow (+2 Dex, +2 Con); aid (+1 atk)

UMDing wands:

UMD wand of longstrider: 1d20 + 4 ⇒ (20) + 4 = 24 Got it!
UMD wand of heightened awareness: 1d20 + 4 ⇒ (1) + 4 = 5 Doh!

Before commencing, Fung withdraws two of his wands. He quickly manages to activate one, increasing his movement speed. However, he seems to hit a snag with the other. He shakes it a few times, but still doesn't get a response. He mutters sheepishly, "Hmm, I think it's broken," before stowing them.

Ok, think I got it. To clarify though, Fung has this air's leap ability which says "you jump twice as far or high as the results of your check indicate." So in this case, would his distance be twice his move?
For the first move though, should be enough to reach the first set of netthings.

Calling on his mediocre controls of the winds to buoy him, Fung leaps through the air. He struggles somewhat to control his direction but manages to land on one of the nettings. He then sets about setting through the junk.
acrobatics, take 10, air's leap: 10 + 9 + 3 = 22
wisdom: 1d20 + 1 + 10 ⇒ (5) + 1 + 10 = 16

Perception take 20 over 2min for 27.

Scarab Sages

hp 91/91 (+24 rage) Effect: Phantom Blood (2 hrs) | Ac 21 T12 FF 20 (-2 rage, add -2 when large) | Init +1 | F +14 (rage +2) Ref+6 (large -1) Will +3 (+2 vs. mind-affecting and poison) | Resist Acid 3, Cold 3, Electricity 6, Fire 3 |Perception +12 | Rage 13/13 | Omen 1/1 | Spells 1/2 | Reroll 1/1

Acrobatics DC15: 1d20 + 4 ⇒ (1) + 4 = 5
Will DC16: 1d20 - 1 ⇒ (3) - 1 = 2
Random: 1d6 ⇒ 3

Toctep jumps to the nearest net, but trips on a line. Unable to control his 'flight' he moves north.

Scarab Sages

Male Human (Garundi) Oracle (Dual-Cursed) 5 | HP 41/41 | AC: 20 T: 15 FF: 20 CMD: 14 | F+4 R+7 W+7 | Init +9 | Perception +9

Khalib rises to the skies, hopeful that this flying experience will prove less painful than the last one. He attempts to follow Belinda for now.
Wis DC 16: 1d20 ⇒ 5
Wis DC 12: 1d20 ⇒ 6
Random: 1d6 ⇒ 4

... however things don't go as planned and the loremaster flies eastward.

Liberty's Edge

Mosquito Witch Handouts

You need not make perception checks, just a full round action to search. Belinda and Fung, I assume your round 2 action would be to search one side of the nets, do let me know which side you choose. Please don't post round 3 actions yet, you may go ahead and post round 2 if you want.

Assume everything to the east of the map is solid ground, so you can easily walk back if needed if you fly uncontrollably outside the map to the east.

Fung, yes, I agree that you should be able to jump double up to speed

Fung and Belinda show the group how it's done. They gracefully hop themselves into the air and land on out of the floating disc where all the junk is kept. Taking their time, they search the rubble for the possible horn.

Khalib and Toctep on the other hand, seem to have trouble acclimatizing themselves to controlling gravity with their mind, and move around somewhat uncontrollably.

Round 1
Feli
Nemis

Round 2
Toctep
Khalib

Round 3??
Fung
Belinda


female Aasimar (Azata-Touched)
Spoiler:
AC 18/T13/FF15 HP 43/43 F+2 R+7 W+4 Init +5 Perception +5
Bard 5/Swashbuckler 1 (Inspired Blade)

Felicitas concentrates and uses abit of panache to jump.acro: 1d20 + 1d6 + 7 ⇒ (3) + (6) + 7 = 16
wisdom: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19

Scarab Sages

hp 91/91 (+24 rage) Effect: Phantom Blood (2 hrs) | Ac 21 T12 FF 20 (-2 rage, add -2 when large) | Init +1 | F +14 (rage +2) Ref+6 (large -1) Will +3 (+2 vs. mind-affecting and poison) | Resist Acid 3, Cold 3, Electricity 6, Fire 3 |Perception +12 | Rage 13/13 | Omen 1/1 | Spells 1/2 | Reroll 1/1

Acrobatics DC15: 1d20 + 4 ⇒ (17) + 4 = 21
Will DC16: 1d20 - 1 + 10 ⇒ (7) - 1 + 10 = 16

Toctep manages to jump to the nearest net

Scarab Sages

Phrenic Pool: 8/8, Level 1: 4/8, Level 2: 6/7, Level 3: 3/4 Free Detect Thoughts: 0/1, Physical Push 3/3, Bodily Purge: 3/3, DM Reroll 5* 1/1 HP: 2/43, Init: +7, Perception: +17 Fort: +4 (+1 vs. Death), Ref: +4, Will: +79 AC: 19, Touch: 19, FF: 18 (Assuming Mage Armor)

Round 1:

Nemis focuses himself for a moment, casting Bear's Endurance HP: 38/38 and Longstrider.

"We should stay buddied up in case of ...surprises."

Nemis then tries his best to fly to Fung:

Wisdom: 1d20 + 2 ⇒ (10) + 2 = 12
Acrobatics: 1d20 + 2 ⇒ (3) + 2 = 5
Wisdom 2: 1d20 + 2 ⇒ (15) + 2 = 17

but the psychic still struggles with the concept: direction: 1d6 ⇒ 3

Round 2: He tries the same:

Wisdom: 1d20 + 2 ⇒ (15) + 2 = 17
Acrobatics: 1d20 + 2 ⇒ (10) + 2 = 12
Wisdom 2: 1d20 + 2 ⇒ (19) + 2 = 21

And gets the hang of it.... for now.

Grand Lodge

Tian-Shu Human Kineticist L8 | HP: 107/99+8 NL24 | AC:23+1 T:14+1 FF:20 (25% miss ranged except massive wpns & rays) | CMB:7 CMD:20+1 | Saves F:16+1 R:12+1 W:8 (+2 vs heat, breaths, clouds, gases) | Init:+3+1 | Per:+14 | Spd: 30 fly 60 (gd) | Reroll: 0/1 | Status: burn 3/10+1 | Buffer: 0/1 | Fortification 15% | Air Wysp HP: 49/49 | Conditions: lucky number 2; elemental overflow (+2 Dex, +2 Con); aid (+1 atk)

Yes, in that case, Fung will search the nets on the left side for round 2.


female Aasimar (Azata-Touched)
Spoiler:
AC 18/T13/FF15 HP 43/43 F+2 R+7 W+4 Init +5 Perception +5
Bard 5/Swashbuckler 1 (Inspired Blade)

After safely landing Felicitas searches the closest net.
Perc: 1d20 + 5 ⇒ (20) + 5 = 25
Where is the map, I can´t see it :-(

Liberty's Edge

Mosquito Witch Handouts

Map is on page 3! I've put you into one of the nearby unsearched nets and assumed you searched it.

While the others try to get the hang of flying, Felicitas, Fung, and Belinda are one step ahead and search some of the nets for signs of the horn. However their results turn out empty handed.

Suddenly loud sounds of wind and thunder fill the air. You look up to see yourselves accompanied by some elemental light beings. Two of them look somewhat normal, regular lightning like elementals. Kn. Planes DC12. But the middle one, looking like a leader, looks like a few mini hurricanes with an evil face, nothing like you've ever seen before. Kn. Planes DC20

He speaks in an angry thunderous voice, surprisingly in a language you all understand, the common tongue. "YOU! You killed me once, but now I am reborn, and I shall kill you all." The face doesn't ring a bell, but the voice is awfully familiar somewhat. A sylph that you might have met throughout your journey.

X marks searched nets.

Init:

Init, XF: 1d20 + 7 ⇒ (4) + 7 = 11
Init, Nemis: 1d20 + 3 ⇒ (20) + 3 = 23
Init, Toctep: 1d20 + 1 ⇒ (6) + 1 = 7
Init, Khalib: 1d20 + 3 ⇒ (18) + 3 = 21
Init, Belinda: 1d20 + 6 ⇒ (20) + 6 = 26
Init, Kraak: 1d20 + 5 ⇒ (14) + 5 = 19
Air elemental: 1d20 + 9 ⇒ (10) + 9 = 19
Lightning elemental: 1d20 + 8 ⇒ (9) + 8 = 17


Round 2
Khalib

Combat Round 3 (elevation with respect to platforms)
Conditions: Funny fly rules
Nemis , Khalib, Belinda, Felicitas
Elementals (+10ft)
Fung, Toctep


female Aasimar (Azata-Touched)
Spoiler:
AC 18/T13/FF15 HP 43/43 F+2 R+7 W+4 Init +5 Perception +5
Bard 5/Swashbuckler 1 (Inspired Blade)

Felicitas quickly starts her song. Inspire courage

Liberty's Edge

Mosquito Witch Handouts

Just wanted to mention, you are allowed to ready action prior to flying, allowing you to basically fly by attack for this scenario. Even if you lose control it is permissible.

Scarab Sages

Male Human (Garundi) Oracle (Dual-Cursed) 5 | HP 41/41 | AC: 20 T: 15 FF: 20 CMD: 14 | F+4 R+7 W+7 | Init +9 | Perception +9

Wis: 1d20 ⇒ 17
Wis: 1d20 ⇒ 10
Random: 1d6 ⇒ 4

Khalib somehow fails to grasp the finest points of the art of flying and ventures further in a random direction...

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

Belinda stands ready, her rapier drawn.

"We have not tried to kill anyone. Why do you think we killed you?"

readied attack if they come close: 1d20 + 12 ⇒ (15) + 12 = 27
damage: 1d4 + 12 ⇒ (3) + 12 = 15

Liberty's Edge

Mosquito Witch Handouts

Khalib still has his Round 3 actions as well

Khalib is left floating in the air as the hostile strangers approach.

Felicitas attempts to inspire the group with her songs of war as the group prepares to embark on a epic combat with the creatures. The scary looking elemental replies back to Belinda. "You may not remember me, but I remember your faces from the city of Armun Kelisk! You killed me!. He looks towards Toctep particularly.

Combat Round 3 (elevation with respect to platforms)
Conditions: Funny fly rules, inspire courage +1/+1

Nemis , Khalib, Belinda, Felicitas
Elementals (+10ft)
Fung, Toctep

Scarab Sages

Phrenic Pool: 8/8, Level 1: 4/8, Level 2: 6/7, Level 3: 3/4 Free Detect Thoughts: 0/1, Physical Push 3/3, Bodily Purge: 3/3, DM Reroll 5* 1/1 HP: 2/43, Init: +7, Perception: +17 Fort: +4 (+1 vs. Death), Ref: +4, Will: +79 AC: 19, Touch: 19, FF: 18 (Assuming Mage Armor)

Knowledge (Planes): 1d20 + 10 ⇒ (1) + 10 = 11
Knowledge (Planes): 1d20 + 10 ⇒ (8) + 10 = 18

Nemis draws a blank, but know that they have the advantage in this field of battle. He focuses his mind on the right elemental and lets fly with bolts of power! Focused Magic Missile: 2d6 + 2 ⇒ (4, 3) + 2 = 9

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

"You attacked us! We did everything we could to avoid killing you and your lovely Pegasus." calls back Belinda.

Oopse, add extra +! to hit and damage from inspire

Liberty's Edge

Mosquito Witch Handouts

For Round 4 combatants, i'm going to remove the random direction fail. If you fail you just don't move.

Khalib returns back to the platform shocked to see elementals in combat with his allies, and calls forth divine intervention. Bless.

Nemis focuses his mind to release some powerful bolts that knock right square into one of the elementals. It writhes in pain.

The evil looking talking elemental moves around slightly and cast his own set of magic missiles targeting Toctep with a vengeance! The blows are as deadly as Nemis's.

MM: 2d4 + 2 ⇒ (3, 3) + 2 = 8

The lightning elementals fly forth to engage an opponent each. They fly down to the same level as the pathfinder to engage in melee combat. The winds blow in the face of one of the elemental as it attempts to hit Felicitas. But the same can't be said for the other as Belinda stabs and the elemental slams. An epic fight ensues.

Belinda, is any of that dmg modifiers precision dmg by any chance? Elementals don't take precision damage.

Slam vs Belinda: 1d20 + 8 + 3 ⇒ (9) + 8 + 3 = 201d6 + 3 + 1d4 ⇒ (3) + 3 + (2) = 8 d4 is electricity dmg

Slam vs Feli: 1d20 + 8 + 3 ⇒ (5) + 8 + 3 = 161d6 + 3 + 1d4 ⇒ (1) + 3 + (3) = 7 d4 is electricity dmg

Combat Round 3/4
Conditions: Funny fly rules , Inspire Courage +1/+1, Bless

(elevation with respect to platforms)
Nemis , Khalib, Belinda -8, Felicitas
Elementals Evil air(+10ft) B -25 R
Fung, Toctep -8

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

Yes! Without precision damage it is only +9. +5 from dex, +1 from enhancement, +2 from specialisation. And +1 from inspire

Reeling back from the elemental's blow, she plunges her small rapier into it again. If not in reach, she will ready an action to strike it when it does get within reach

attack, bless, inspire: 1d20 + 12 + 1 + 1 ⇒ (12) + 12 + 1 + 1 = 26
damage,inspire: 1d4 + 8 + 1 ⇒ (2) + 8 + 1 = 11

This time she takes a slightly guarded stance, ready to parry the thing if it attacks again.

parry vs attack roll: 1d20 + 14 ⇒ (8) + 14 = 22 I'm not sure of their size, but I get a -2 for each category over small they are

Liberty's Edge

Mosquito Witch Handouts

They are medium sized. Both lightning elementals are in 0 elevation so within melee reach.

Belinda ends the conflict quickly with another quick stab jab into the blue hued elemental's body made of air.

blue is unconscious

Grand Lodge

Tian-Shu Human Kineticist L8 | HP: 107/99+8 NL24 | AC:23+1 T:14+1 FF:20 (25% miss ranged except massive wpns & rays) | CMB:7 CMD:20+1 | Saves F:16+1 R:12+1 W:8 (+2 vs heat, breaths, clouds, gases) | Init:+3+1 | Per:+14 | Spd: 30 fly 60 (gd) | Reroll: 0/1 | Status: burn 3/10+1 | Buffer: 0/1 | Fortification 15% | Air Wysp HP: 49/49 | Conditions: lucky number 2; elemental overflow (+2 Dex, +2 Con); aid (+1 atk)

Intent on looking for the horn, Fung is caught by surprise when the winds suddenly gust up and elementals start attacking. He looks back and forth at the elementals, hesitating as he is uncertain if his lightning attacks would have any effect.

However, when he sees one of them casting a spell, he makes up his mind. Taking a step away from the heated battle in front of him to get a clear view, Fung starts gathering the power of the winds and static electricity around him, until his hair is standing on ends. When he holds more than he can bear, he lets loose with a strike of booming lightning blast at the spellcasting elemental.

electric blast vs evil air, touch AC: 1d20 + 7 ⇒ (13) + 7 = 20 electric dmg: 2d6 + 4 ⇒ (1, 3) + 4 = 8 with thunder infusion, fort save DC15 or deafened

5-foot step, move action gather power to reduce burn cost by 1, standard action electric bolt. Added thunder infusion and extended range infusion so still take 1 burn. I'm not sure if it is affected by electricity or not, but I'm trying to deafened it, so that it would get 20% fail chance when casting spells.


female Aasimar (Azata-Touched)
Spoiler:
AC 18/T13/FF15 HP 43/43 F+2 R+7 W+4 Init +5 Perception +5
Bard 5/Swashbuckler 1 (Inspired Blade)

Felicitas quickly returns the favor.
Attack: 1d20 + 9 ⇒ (15) + 9 = 241d6 + 5 ⇒ (4) + 5 = 9

If attacked Felicitas will parry riposte.
P/R: 1d20 + 9 ⇒ (2) + 9 = 111d20 + 9 ⇒ (14) + 9 = 231d6 + 5 ⇒ (4) + 5 = 9

Scarab Sages

hp 91/91 (+24 rage) Effect: Phantom Blood (2 hrs) | Ac 21 T12 FF 20 (-2 rage, add -2 when large) | Init +1 | F +14 (rage +2) Ref+6 (large -1) Will +3 (+2 vs. mind-affecting and poison) | Resist Acid 3, Cold 3, Electricity 6, Fire 3 |Perception +12 | Rage 13/13 | Omen 1/1 | Spells 1/2 | Reroll 1/1

Acrobatics: 1d20 + 4 ⇒ (10) + 4 = 14
Will: 1d20 - 1 ⇒ (10) - 1 = 9

Toctep wants to jump of to the evil elemental, but does not succeed. He then casts phantom blood.

Scarab Sages

Phrenic Pool: 8/8, Level 1: 4/8, Level 2: 6/7, Level 3: 3/4 Free Detect Thoughts: 0/1, Physical Push 3/3, Bodily Purge: 3/3, DM Reroll 5* 1/1 HP: 2/43, Init: +7, Perception: +17 Fort: +4 (+1 vs. Death), Ref: +4, Will: +79 AC: 19, Touch: 19, FF: 18 (Assuming Mage Armor)

With one elemental down, and the other well handled, Nemis again brings forth his magic and directing it at the leader: MM: 2d4 + 2 ⇒ (3, 4) + 2 = 9

Liberty's Edge

Mosquito Witch Handouts

Following Belinda's lead, Felicitas attempts to do the same, the ward of the creature by using fancy swordplay. It proves to be effective as she stabs as the elemental sparks less and showing that it has weaken.

Fung and Nemis team up to blast some energy towards the flying evil creature made of winds. The energy knocks the wind right out of it. The pathfinders seem to have the upper hand!

Toctep just waits around and casts a spell just in case.

fort: 1d20 + 7 ⇒ (17) + 7 = 24

Combat Round 3/4
Conditions: Funny fly rules , Inspire Courage +1/+1, Bless

(elevation with respect to platforms)
Nemis , Khalib , Belinda -8, Felicitas
Elementals Evil air(+10ft) -17 B (unconscious) R -9
Fung, Toctep -8 (phantom blood)

Scarab Sages

Phrenic Pool: 8/8, Level 1: 4/8, Level 2: 6/7, Level 3: 3/4 Free Detect Thoughts: 0/1, Physical Push 3/3, Bodily Purge: 3/3, DM Reroll 5* 1/1 HP: 2/43, Init: +7, Perception: +17 Fort: +4 (+1 vs. Death), Ref: +4, Will: +79 AC: 19, Touch: 19, FF: 18 (Assuming Mage Armor)

"We have the upper hand. Keep looking, the sooner we leave the better!"

Scarab Sages

Male Human (Garundi) Oracle (Dual-Cursed) 5 | HP 41/41 | AC: 20 T: 15 FF: 20 CMD: 14 | F+4 R+7 W+7 | Init +9 | Perception +9

Khalib tries his best to come closer in the fight, drawing his morningstar as he flies closer... or tries to.

Wis: 1d20 ⇒ 2
Wis: 1d20 ⇒ 18 Failure once more... this subsystem is very unforgiving.

Liberty's Edge

Mosquito Witch Handouts

Indeed it is!

The evil air creatures move towards Belinda and throws a lightning lance in her direction! However the bolt flies right past her into the air.

Vs touch: 1d20 + 5 ⇒ (7) + 5 = 122d6 + 2 ⇒ (4, 3) + 2 = 9

The lightning elemental continues it's assault against Felicitas. It continues to be ineffective at it's job.

Slam vs Feli: 1d20 + 8 + 3 ⇒ (6) + 8 + 3 = 171d6 + 3 + 1d4 ⇒ (4) + 3 + (3) = 10

Hshurha will have to reconsider her options for hired goons.

Combat Round 4/5
Conditions: Funny fly rules , Inspire Courage +1/+1, Bless

(elevation with respect to platforms)
Nemis , Khalib , Belinda -8, Felicitas
Elementals: Air (+20ft) -17 B (unconscious) R -9
Fung, Toctep -8 (phantom blood)

Scarab Sages

Phrenic Pool: 8/8, Level 1: 4/8, Level 2: 6/7, Level 3: 3/4 Free Detect Thoughts: 0/1, Physical Push 3/3, Bodily Purge: 3/3, DM Reroll 5* 1/1 HP: 2/43, Init: +7, Perception: +17 Fort: +4 (+1 vs. Death), Ref: +4, Will: +79 AC: 19, Touch: 19, FF: 18 (Assuming Mage Armor)

Nemis continues to focus his might on the main foe. Looking to press the upper hand and seeing no need to hold back he focuses his mind to unleash another pair of bolts. Focused MM: 2d6 + 2 ⇒ (2, 6) + 2 = 10

Grand Lodge

Tian-Shu Human Kineticist L8 | HP: 107/99+8 NL24 | AC:23+1 T:14+1 FF:20 (25% miss ranged except massive wpns & rays) | CMB:7 CMD:20+1 | Saves F:16+1 R:12+1 W:8 (+2 vs heat, breaths, clouds, gases) | Init:+3+1 | Per:+14 | Spd: 30 fly 60 (gd) | Reroll: 0/1 | Status: burn 3/10+1 | Buffer: 0/1 | Fortification 15% | Air Wysp HP: 49/49 | Conditions: lucky number 2; elemental overflow (+2 Dex, +2 Con); aid (+1 atk)

Fung pants from the exertion, both disappointed that the creature had avoided being deafened and elated that his lightning attack went through. Unsure the risk of draining his energy excessively, Fung decides to pull in enough power just to reach the target this time.

electric blast vs evil air, inspire, bless, touch AC: 1d20 + 7 + 1 + 1 ⇒ (17) + 7 + 1 + 1 = 26 electric dmg: 2d6 + 4 + 1 ⇒ (3, 3) + 4 + 1 = 11 Doh, forgot the inspire courage damage in the last round.

Move action gather power to reduce burn cost by 1, standard action electric bolt. Added extended range infusion.

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