GM Batpony
|
The cultist seem tougher than the look as the resist Dove's stern instructions. Only one falls to his spell.
Will Save Purple: 1d20 + 10 ⇒ (2) + 10 = 12
Will Save Orange: 1d20 + 10 ⇒ (11) + 10 = 21
Will Save Brown: 1d20 + 10 ⇒ (17) + 10 = 27
Miss chance?, Rathen: 1d100 ⇒ 84
~~~
Combat Round 1
Conditions:NA
Bishop, Timber -24, Daxter -24, Dove -24, Rathen
Ursus (Reflex save)
Cultist (displacement) Green - 24 Blue -24(Prone) Brown -42 Purple(Forbid Action)
GM Batpony
|
Long day at work, update is here!
Yellow, Black, Red Cultist.
A few cultist, the ones furthest away from the Pathfinders draw a scroll and start mumbling words under their breath.
Orange Cultist
The cultist with the orange hair cast a spell. The ground below Daxter and Dove slowly turn to black goo as rubber balck tentacles emerge from underneath grabbing anything within it's reach! Daxter is caught entangled in the mess, and it squeezes the life out of them. However Dove moves freely with his freedom of movement.
Grapple!: 1d20 + 14 ⇒ (19) + 14 = 33Ouch!: 1d6 + 4 ⇒ (3) + 4 = 7
Green & Blue
Green Cast Defensively DC25: 1d20 + 14 ⇒ (17) + 14 = 31
Blue Cast Defensively DC25: 1d20 + 14 ⇒ (3) + 14 = 17
In light of being threaten by a beautifully fierce wolf, the cultist attempt to cast defensively to protect themselves. One of them is able to maintain it's concentrate and creates a yellowish green and likely deadly poisonous foggish cloud on Timber.
Con dmg: 1d4 ⇒ 1 DC22 FOrtitude to half
Brown
The cultist, unaware of Rathen's invisibility, attempts to cast a spell only to be attacked in surprised! In affect, he losses the spell as he is unable to maintain concentration, and blacks out. Unconscious
Rathen AoO ;/+2 Adamantine Gladius vs Brown: 1d20 + 20 ⇒ (5) + 20 = 25
Low misses: 1d100 ⇒ 56
dmg?: 7d6 + 9 ⇒ (2, 2, 1, 1, 5, 6, 3) + 9 = 29
Purple
Stunned that he is unable to cast any spells, the cultist immediately moves to engage Dove to kill him with his single fancy looking dagger. Double move.
~~~
Combat Round 1
Ursus (Reflex save or -24)
Combat Round 2
Conditions:NA
Bishop, Timber -24, Daxter -31 (grappled),
Ursus, Dove -24 (grappled), Rathen (greater invisibility)
Cultist (displacement) Green - 24 Blue -24(Prone) Brown -71 (unconscious) Purple(Forbid Action)
Bishop Shepherd
|
"Coward! Leave the man of peace alone!"
Bishop opens up on the man closing with The Dove. Manyshot, Rapid Shot, Deadly Aim
Displacement Many Shot: 1d100 ⇒ 3 MISS
Displacement Rapid Shot: 1d100 ⇒ 38 MISS
Displacement 2nd: 1d100 ⇒ 31 MISS
Displacement 3rd: 1d100 ⇒ 743: 1d20 + 15 + 6 ⇒ (17) + 15 + 6 = 38 for DMG: 1d8 + 17 + 6 ⇒ (8) + 17 + 6 = 31
Frustrated that only 1 arrow struck, Bishop yells at the caster "COME AND FIGHT ME YOU COWARD."
Timber the Boon Wolf
|
FORT: 1d20 + 13 ⇒ (8) + 13 = 21
Timber continues the attack, looking to savage the man he took down.
Displacement 1: 1d100 ⇒ 9 MISS
Displacement 1: 1d100 ⇒ 42 MISS
Unless I'm missing something and Scent matters here.
The Dove
|
The Dove tries to cartwheel away from the baddy with the arrow sticking out of him (still up?)
Acrobatics: 1d20 + 15 ⇒ (9) + 15 = 24
Then casts blessing of fervor centered on himself and getting most of the party.
GM Batpony
|
Still up! And I don't believe scent overcomes displacement. Unless your arrows have the seeking ability?
The screaming of the innocent fill the halls of Abadar's place. Timber and Bishop attempt to take down as much cultist as possible but find it difficult to overcome their displacement.
Dove cartwheels easily away from the cultist and is able to bestow powerful blessings onto the Pathfinders to aid them in the crusade to defend the innocent from the wicked!
~~~
Combat Round 1
Ursus (Reflex save or -24)
Combat Round 2
Conditions: Blessing of Fervor
Bishop, Timber -24, Daxter -31 (grappled),
Ursus, Dove -24 (grappled), Rathen (greater invisibility)
Cultist (displacement) Green - 24 Blue -24(Prone) Brown -71 (unconscious) Purple(Forbid Action) -31
Ursus the Breaker
|
Reflex: 1d20 + 18 ⇒ (19) + 18 = 37
Ursus thunders around the field of tentacles and grabs hold of the cultist with violet eyes. "That's enough outta you! Yield or I will break you!"
Grapple: 1d20 + 38 ⇒ (1) + 38 = 39
GM Batpony
|
A bit of retcon for round 1 casting from scroll. Seems a lot of GMs forgot this!
Yellow Caster level check DC14: 1d20 + 9 ⇒ (7) + 9 = 16
Black Caster level check DC14: 1d20 + 9 ⇒ (18) + 9 = 27
Red Caster level check DC14: 1d20 + 9 ⇒ (13) + 9 = 22
They continue casting their from their scrolls normally.
Daxter is unable to free himself from the grip of the slimy tentacles.
Meanwhile Ursus moves to engage and holds on tightly to one of the cultist.
Combat Round 2
Conditions: Blessing of Fervor
Bishop -12, Timber -24, Daxter -31 (grappled),
Ursus, Dove -24 (grappled), Rathen (greater invisibility)
Cultist (displacement) Green - 24, Blue -24(Prone),
Brown -71 (unconscious), Purple (Forbid Action,Grappled) -31
Ursus and Rathen have their round 2 actions! Don't want to push us yet as It may make a difference as three of the seven remaining cultist are currently casting.
You may also post in advance your possible actions and I can resolve them as we go along if you'd like.
Rathen Wyrmblight
|
Rathen steps toward a cultist, and an invisible flurry of blades lashes out!
Attack 1: 1d20 + 20 ⇒ (7) + 20 = 27
Damage 1 w/Sneak: 7d6 + 9 ⇒ (5, 4, 4, 3, 4, 5, 5) + 9 = 39
Attack 2: 1d20 + 20 ⇒ (8) + 20 = 28
Damage 2 w/Sneak: 7d6 + 9 ⇒ (1, 3, 6, 3, 5, 2, 1) + 9 = 30
Attack 3: 1d20 + 15 ⇒ (17) + 15 = 32
Damage 3 w/Sneak: 7d6 + 9 ⇒ (4, 6, 1, 6, 3, 4, 5) + 9 = 38
Attack 4: 1d20 + 15 ⇒ (18) + 15 = 33
Damage 4 w/Sneak: 7d6 + 9 ⇒ (6, 6, 2, 3, 4, 6, 2) + 9 = 38
GM Batpony
|
This will be interesting...
Miss <50: 4d100 ⇒ (15, 19, 21, 94) = 149
Rathen, like the rest, finds it difficult to overcome the constant displacement of the cultist, but lands a hit.
In a turn of events, the cultist who began casting the scrolls finish up the spells and summon monsters made of bones with the most horrifying features anyone has ever seen.
Kn. Planes DC19 to identify
Each monster is summoned near a pathfinder and they unleash a tyranny of attacks showing no mercy!
Black vs Daxter
bite: 1d20 + 14 ⇒ (9) + 14 = 23B/P/S: 1d8 + 5 ⇒ (2) + 5 = 7
Claw: 1d20 + 14 ⇒ (20) + 14 = 34B/P/S: 1d6 + 5 ⇒ (1) + 5 = 6
Claw: 1d20 + 14 ⇒ (11) + 14 = 25B/P/S: 1d6 + 5 ⇒ (3) + 5 = 8
Sting: 1d20 + 14 ⇒ (3) + 14 = 17B/P/S: 3d4 + 5 ⇒ (1, 2, 4) + 5 = 12+poison
Sting—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves. The save DC is Constitution-based.
Red vs Bishop
bite: 1d20 + 14 ⇒ (12) + 14 = 26B/P/S: 1d8 + 5 ⇒ (1) + 5 = 6
Claw: 1d20 + 14 ⇒ (6) + 14 = 20B/P/S: 1d6 + 5 ⇒ (4) + 5 = 9
Claw: 1d20 + 14 ⇒ (14) + 14 = 28B/P/S: 1d6 + 5 ⇒ (4) + 5 = 9
Sting: 1d20 + 14 ⇒ (8) + 14 = 22B/P/S: 3d4 + 5 ⇒ (1, 2, 1) + 5 = 9+poison
Yellow vs Timber
bite: 1d20 + 14 ⇒ (18) + 14 = 32B/P/S: 1d8 + 5 ⇒ (8) + 5 = 13
Claw: 1d20 + 14 ⇒ (1) + 14 = 15B/P/S: 1d6 + 5 ⇒ (6) + 5 = 11
Claw: 1d20 + 14 ⇒ (8) + 14 = 22B/P/S: 1d6 + 5 ⇒ (4) + 5 = 9
Sting: 1d20 + 14 ⇒ (14) + 14 = 28B/P/S: 3d4 + 5 ⇒ (4, 1, 3) + 5 = 13+poison
Bishop and Timber hold their ground as best as possible, but Daxter stuck in the tentacles finds himself susceptible taking damage from the monster.
Red & Black Cultist
The cultist by the exits, cast up a wall of stone to hinder everyone from escape, and likely buy time for the assassin to escape with the key!
Purple
The cultist caught in Ursus chokehold is unable to move itself out and continues to squirm helplessly.
Orange
The tentacles continue it's hold on Daxter, squeezing the life out of him.
Grapple: 1d20 + 14 + 5 ⇒ (14) + 14 + 5 = 33For: 1d6 + 4 ⇒ (2) + 4 = 6
And the cultist decides it best to take a scroll to cast from as he believes he is not under threat momentarily. Rathen takes the opportunity to strike but misses one more time.
Rathen AoO: 1d20 + 20 ⇒ (17) + 20 = 37for: 7d6 + 9 ⇒ (5, 6, 6, 6, 1, 1, 6) + 9 = 40Miss?: 1d100 ⇒ 50
Caster lvl vs DC 14: 1d20 + 9 ⇒ (18) + 9 = 27
Blue
Feeling at threat from Timber, the prone cultist once more attempts to cast defensively, and another pit of black gooey tentacles. But Timber fights through the goo with shear strength! Nothing holds the wolf down.
Blue Cast Defensively DC25: 1d20 + 14 ⇒ (14) + 14 = 28
Grapple: 1d20 + 14 ⇒ (8) + 14 = 22For: 1d6 + 4 ⇒ (2) + 4 = 6
Green
The cultist steps just out of Timbers reach to turn his attention to hindering Bishop. And yet another pit of black gooey gruesome forms below the Pathfinders feet. But Bishop much like his companion, just kicks away the tentacles.
Grapple: 1d20 + 14 ⇒ (11) + 14 = 25For: 1d6 + 4 ⇒ (4) + 4 = 8
The poisonous gas formed moves slowly away towards Bishop.
Yellow
The last cultist simple forms another wall to hinder the Pathfinders exit, building up on the ones the others have made.
~~~
Combat Round 2
Conditions: Blessing of Fervor
Ursus
Combat Round 3
Conditions: Blessing of Fervor
Bishop -27, Timber -37 -1CON, Daxter -68 (grappled) (Fort or poison),
Ursus(grappler), Dove -24 (grappled), Rathen (greater invisibility
Cultist (displacement) Green - 24, Blue -24(Prone),
Brown -71 (unconscious), Purple (Forbid Action,Grappled) -31 Orange -38
Do declare what benefit of blessing of fervor you opt for.
Ursus the Breaker
|
That grapple last round would have failed. I rolled a natural 1. =(
Seeing the wizard in trouble, Ursus abandons his prey in favor of one of the demons. He zips back around the field of tentacles and lunges for a skeletal limb.
Grapple: 1d20 + 38 + 2 ⇒ (9) + 38 + 2 = 49
Taking attack/AC bonus from blessing of fervor.
GM Batpony
|
Ursus comes around , to nobody's surprise, to hold on tightly to the bone monster, with a impressive wrestling hold.
Daxter withstands the poison but continues to struggle to escape the tentacles grasp!
~~~
Combat Round 3
Conditions: Blessing of Fervor
Bishop -27, Timber -37 -1CON, Daxter -68 (grappled)
Ursus(grappler), Dove -24 (grappled), Rathen (greater invisibility)
Cultist (displacement) Green - 24, Blue -24(Prone)
Brown -71 (unconscious), Purple (Forbid Action) -31 Orange -38
Monsters Black(Grappled)
Rathen Wyrmblight
|
Rathen continues to deal with the caster before him as best he can. Taking extra attack from BoF
Attack 1: 1d20 + 20 ⇒ (13) + 20 = 33
Damage 1 w/Sneak: 7d6 + 9 ⇒ (3, 2, 1, 3, 5, 2, 6) + 9 = 31
Attack 2: 1d20 + 20 ⇒ (11) + 20 = 31
Damage 2 w/Sneak: 7d6 + 5 ⇒ (1, 1, 6, 4, 6, 5, 3) + 5 = 31
Attack 3: 1d20 + 15 ⇒ (2) + 15 = 17
Damage 3 w/Sneak: 7d6 + 9 ⇒ (3, 4, 2, 3, 3, 1, 5) + 9 = 30
Attack 4: 1d20 + 15 ⇒ (1) + 15 = 16
Damage 4 w/Sneak: 7d6 + 5 ⇒ (6, 6, 1, 1, 5, 3, 1) + 5 = 28
Attack BoF: 1d20 + 20 ⇒ (9) + 20 = 29
Damage BoF w/Sneak: 7d6 + 9 ⇒ (2, 4, 4, 1, 5, 3, 2) + 9 = 30
GM Batpony
|
Miss <50: 4d100 ⇒ (82, 70, 56, 97) = 305
From the cover of invisibility, Rathen concentrates hard to focus his aim to slice and dice one more cultist. Killing him in the process.
Bishop, Timber, and Dove are up!
Bishop Shepherd
|
"We're wasting time! We need to get out of here! Bastard is getting away!"
Bishop moves a bit to the side, unafraid of the devil. He just would rather avoid the noxious cloud of death. Acrobatics: 1d20 + 12 ⇒ (3) + 12 = 15
Attacking Red Devil: 1d20 + 25 ⇒ (10) + 25 = 35 for DMG: 2d8 + 34 ⇒ (2, 5) + 34 = 41
Bishop Shepherd
|
Timber sticks with his orders 2d100 ⇒ (63, 76) = 139
Attacking prone caster
Bite: 1d20 + 19 + 6 ⇒ (17) + 19 + 6 = 42 for DMG: 2d6 + 11 + 6 ⇒ (6, 1) + 11 + 6 = 24
Bite 2: 1d20 + 14 + 6 ⇒ (8) + 14 + 6 = 28 for DMG: 2d6 + 11 + 6 ⇒ (5, 5) + 11 + 6 = 27
The Dove
|
Not around much this weekend.
The Dove casts Liberating Command on Daxter (should have done that when BT hit), then uses BoF to increase movement and head to nearest exit.
GM Batpony
|
On the bright side, they lose their displacement.
Bishop tries to get around the Bone Devil but falls opportune to it's tail as it swings around trying to sting him. Fortunately for Bishop he jumps at the right moment to get around to attack the devil from short range with his arrow. It pierces nicely through it's form of bones somehow.
Sting: 1d20 + 14 ⇒ (9) + 14 = 23 P/S: 3d4 + 5 ⇒ (1, 3, 2) + 5 = 11+poison
Timber mauls the cultist taking him down while he is already down! Meanwhile Dove attempts to assist Daxter through a liberating command while getting as far away as possible from the action.
The Bone creatures continue to attempt to destroy the pathfinders! Timber stands his ground growling back at the monster. Bishop too stands his ground with the same amount of confidence. Realising Ursus's strong grip, the creature attempts to attack him instead of attacking him, but is unable to break Ursus's strong defence.
Vs Timber
Bite: 1d20 + 14 ⇒ (5) + 14 = 19 P/S: 1d8 + 5 ⇒ (1) + 5 = 6
Claw: 1d20 + 14 ⇒ (1) + 14 = 15 P/S: 1d6 + 5 ⇒ (1) + 5 = 6
Claw: 1d20 + 14 ⇒ (12) + 14 = 26 P/S: 1d6 + 5 ⇒ (6) + 5 = 11
Sting: 1d20 + 14 ⇒ (14) + 14 = 28 P/S: 3d4 + 5 ⇒ (4, 4, 3) + 5 = 16+poison
Vs Bishop
Bite: 1d20 + 14 ⇒ (10) + 14 = 24 P/S: 1d8 + 5 ⇒ (6) + 5 = 11
Claw: 1d20 + 14 ⇒ (4) + 14 = 18 P/S: 1d6 + 5 ⇒ (4) + 5 = 9
Claw: 1d20 + 14 ⇒ (7) + 14 = 21 P/S: 1d6 + 5 ⇒ (4) + 5 = 9
Sting: 1d20 + 14 ⇒ (9) + 14 = 23 P/S: 3d4 + 5 ⇒ (2, 2, 3) + 5 = 12+poison
Vs Ursus
Sting: 1d20 + 14 ⇒ (12) + 14 = 26 P/S: 3d4 + 5 ⇒ (1, 2, 2) + 5 = 10+poison
However, the creatures are very mean looking and they attempt to strike fear in the hearts of those near it with some very disturbing clicking noises.
Also those 5 ft within the Bone Devils need to make a DC19 Will Save or be panicked for d6 rounds. Else you are shake for 1 round.
Cultist.
Red & Black
The cultist by the exit continue to build up the defences to hinder of from escaping the church. More black tentacles spawn all around.
Purple
The purple cultist moves to engage Ursus in hopes to free the Bone Devil and stabs him with his puny dagger! But it is futile to stop the unstoppable Ursus.
Hit?: 1d20 ⇒ 3
Move and attack.
Green & Yellow
The cultist continue to attempt to hinder the pathfinder in whatever way they can. They build walls around Timber and Bishop. Bishop can avoid entrapment with a DC22 Reflex, just move him anywhere adjacent outside the wall.
The poisonous smog continue moving towards Bishop and tentacles continue to try to hold Timber down but just flail around him.
Grapple?: 1d20 + 14 ⇒ (10) + 14 = 24
FYI the stone walls are 9 inches thick. Hardness 8 and 135hp. Or can be broken with a DC 38 Strength check.
~~~
Combat Round 4
Conditions: Blessing of Fervor
Bishop -27, Timber -37 -1CON, Daxter -68 (grappled; Liberating Command)
Ursus(grappler), Dove -24 (grappled), Rathen (greater invisibility)
Cultist Green - 24, Blue (unconcious)
Brown -71 (unconscious), Purple (Forbid Action) -31 Orange (unconscious)
Monsters Black(Grappled) Red -41
Bishop Shepherd
|
REF v. Wall: 1d20 + 20 ⇒ (10) + 20 = 30
Will v. Bone Devil: 1d20 + 11 ⇒ (2) + 11 = 13 Yikes! 1d6 ⇒ 3
"Let's get out of here! We need the key and it's getting away!"
Bishop whistles to Timber and makes for one of the busted windows. Given the proximity and Blessing of Fervor can I assume there's a path out?
GM Batpony
|
The Windows are definitely a possible means of escape in my opinion. I'll probably consider it a "one round penalty" from window to entrance of the church.
Daxter Bateman
|
Escape Artist: 1d20 + 1 + 20 ⇒ (5) + 1 + 20 = 26
Will Save vs Fear: 1d20 + 11 ⇒ (16) + 11 = 27
Finally free, Daxter leaves the tentacled section of floor and readies a spell. "Form up around me and we will catch him." Ready to cast Dimension Door in the direction we saw the assassin go as soon as three PCs move adjacent.
Ursus the Breaker
|
Ignoring the demon's dirty tactics, Ursus brutally suplexes his opponent into the cathedral floor twice in quick succession.
Grapple: 1d20 + 38 + 2 + 5 - 5 ⇒ (17) + 38 + 2 + 5 - 5 = 57
Damage: 1d8 + 17 + 10 ⇒ (4) + 17 + 10 = 31
Grapple: 1d20 + 38 + 2 + 5 - 5 ⇒ (13) + 38 + 2 + 5 - 5 = 53
Damage: 1d8 + 17 + 10 ⇒ (8) + 17 + 10 = 35
Taking attack/AC bonus from blessing of fervor.
Rathen Wyrmblight
|
Rathen moves into position, following Daxter's guidance. The invisible rogue taps the enchanter, letting him know that he's there. He keeps his blades ready to slash the first foe to come into reach.
Took the extra movement from BoF
GM Batpony
|
I'm assuming Ursus will plan to escape with the rest of Pathfinders to chase the Cultist? Or will he stay and single-handedly take down the cultist!
Timber and Bishop make haste to exit the church through the broken windows, as they realise the longer they spend here engaging the cultist, the further the thief will likely be. Timber gets hurt in attempting to exit.
AoO on Timber, Sting: 1d20 + 14 ⇒ (18) + 14 = 32 P/S: 3d4 + 5 ⇒ (3, 3, 1) + 5 = 12 +poison
save Fort DC 20; frequency 1/round for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves.
Daxter follows suit and rounds up the rest of the pathfinder to teleport them out of here through a dimension door.
The streets of Magnimar narrow here, and the crowds one expects of a city of this size are nowhere to be found. The ambient sound of the hustle and bustle seems to die away, leaving an eerie stillness in the air as though something terrible is about to happen. You manage to catch a glimpse of the assassin jumping over an unusually large pothole before he turns into one of the narrow alleyways far ahead of you. But the crowds still hinder your way.
We are in a Chase! Rules are as follows.
Every character runs the chase individually. This is not a group chase.
It takes a move action to move through a single square. When a character exits from a square, he must choose one of that square’s two obstacles to face as a standard action before moving to the next square. Instead of exiting a square, a character can choose to take another action not directly related to navigating the chase’s course, such as casting a spell or drinking a potion.
A character may attempt to move three squares during his turn by taking a full-round action. That character must overcome both obstacles on the square he is leaving. In this case, if a character fails either obstacle check by 5 or less, he only moves one square forward and his turn ends. If a character fails either obstacle check by more than 5, he cannot move at all that turn. A character unfortunate enough to fail two obstacle checks in a turn becomes mired in his current square. A mired character must spend another full-round action becoming unmired, effectively losing his next turn.
For all intents are purposes, each square/card is 30 feet.
Non-standard Forms of Movement: Allow for creative methods of travel by the PCs. Should the PCs take to the air, allow them to automatically succeed at checks to bypass ground-based obstacles and move a number of cards equal to the distance of a single move unless they state they are attempting to move three cards at the beginning of their turn. If the PCs use teleportation to move, keep in mind that this chase is happening across the city, taking many turns along the way. The PCs must have line of sight to the chase square they wish to teleport to.
Movement Rates: Remember that characters with enhanced movement rates receive a +2 bonus on all skill checks made to bypass an obstacle for every 10 feet of movement they possess beyond their initial 30foot movement speed. Characters with movement rates less than 30 feet receive a –2 penalty for every 10 feet by which their speed is less than 30 feet. Regardless of speed, characters traveling on the ground are still restricted on the number of cards they can move per the rules outlined above.
Chase Round 1
Conditions: Blessing of Fervor
Bishop -27, Timber -51 -1CON, Daxter -68
Ursus, Dove -24, Rathen (greater invisibility)
Bishop and Timber must spend one round of action to get to the front of the church and only start the chase normally in Round 2
Map has been updated with Chase Information and relevant skills required at each card (when you get there).
Ursus the Breaker
|
Ursus thunders forward after the assassin like a runaway aurochs. "Outta my way!"
Going for the double. These include the bonus for high speed.
Sense Motive: 1d20 + 9 + 6 ⇒ (16) + 9 + 6 = 31
CMB: 1d20 + 34 + 6 ⇒ (10) + 34 + 6 = 50
GM Batpony
|
The hall in the church of Adabar echoes with the panicked screams of those left behind. A few people crawl out of the windows, but a good handful remain stuck behind isolated by the cultist.
Bishop and Timber move around to the front to catch up only to witness Ursus run through the crowds at incredible strength and speed for an Ulfen his size. He knocks over a lot of people including , unusually, many children holding ice cream. They cry as they drop their ice cream. Daxter follows suit right behind him but doesn't get as far as the Ulfen.
Chase Round 1
Conditions: Blessing of Fervor
Bishop -27, Timber -51 -1CON, Daxter -68
Ursus, Dove -24, Rathen (greater invisibility)
Assassin
The Dove
|
Is it possible to cast hold person on the assassin after moving up? I'd like to move The Dove 60 feet w/ BoF, then cast it. If not, lemme know and I'll change the turn
Pardon me. I'm terribly sorry
Sense Meowtive: 1d20 + 13 ⇒ (11) + 13 = 24
The Dove targets the assassin and yells Stop..in the name of Korada.
DC18 Will hold person
GM Batpony
|
The chase rules options are 1) one move action to get through one card, and one standard action to "escape" the card with a relevant skill. OR 2) One full round action to move 3 cards attempting both skill checks. It seems to me that move speeds become irrelevant based on the chase rules.
In that case Dove could either Move up to 30ft to get to the next card or cast with 90 ft range while being in the same card.
Let me know your action and I'll adjust the Assassins action, others can post in advance for round 2.
~~~
Chast Round 1
Dove, Rathen
Assassin
Chase Round 2
Conditions: Blessing of Fervor
Bishop -27, Timber -51 -1CON, Daxter -68
Ursus, Dove -24, Rathen (greater invisibility)
Assassin
GM Batpony
|
Seems like I forgot to put in the relevant skills for the chase cards, but I have updated it now.
Dove yells his command from afar but the assassin would seem unaffected by the attempts for her to halt.
She then turns her head to see Ursus tailing her closely. Instead of making a mad dash to escape, she picks out a scroll and starts to read the words aloud. Seconds later, she disappears out of sight in a cloud of smoke!
~~~
Chase Round 2
Conditions: Blessing of Fervor
Bishop -27, Timber -51 -1CON, Daxter -68
Ursus, Dove -24, Rathen (greater invisibility)(2 rounds of actions)
Assassin (Invisibility?)
Bishop Shepherd
|
Speeds above 30' give +2/10' over 30 to all checks. (and yes, 20' means -2)
Bishop, frustrated with the scene in the cathedral tries to work his way through the crowd, eschewing subtlety for directness. CMB: 1d20 + 15 + 6 + 6 ⇒ (1) + 15 + 6 + 6 = 28 Bloody hell.
GM Batpony
|
It is not an "attack" roll and more of a skill check. So I would argue that you don't fail on a natural 1.
Also if you are considering to attempt ranged combat from where you are for whatever reason:
Cover/Concealment
•A creature more than 3 cards away has total cover (i.e. can't be targeted).
•Creatures 3 cards away have improved cover (+8 AC, +4 ref save) and concealment (20% miss chance).
•Creatures 2 cards away have partial cover (+2 AC, +1 ref save) and concealment (20% miss chance).
•Creatures 1 card away only have partial cover (+2 AC, +1 ref save).
The Dove
|
I thought The Dove moved to the next card last round. The pog is back in front of church still
The Dove full round action moves with acrobatics.
Acro: 1d20 + 15 ⇒ (20) + 15 = 35
Bishop Shepherd
|
Roger that GM. Bishop may well start that considering improved precise shot.
Daxter Bateman
|
So I auto the spellcraft.
Recognizing the spell instantly, Daxter casts a spell that he has often casts before. The assassin can eat a glitterdust. He is no longer invisible and can make a Will save DC21 or be blinded.
Ursus the Breaker
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Ursus continues his lumbering charge heedless of tiny children and their frozen treats!
Acrobatics: 1d20 + 28 ⇒ (13) + 28 = 41
Reflex: 1d20 + 18 + 6 ⇒ (4) + 18 + 6 = 28
Rathen Wyrmblight
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Round 1:
Rathen gives chase, shouting "Stand aside!" as he both gauges the crowd and pushes through those in his way.
Going for the double
Sense Motive (DC 15): 1d20 + 18 ⇒ (2) + 18 = 20
Overrun (DC 20): 1d20 + 21 ⇒ (15) + 21 = 36
Round 2:
Keeping abreast with Ursus, he winks and continues his breakneck pace.
Acrobatics (DC 10): 1d20 + 35 ⇒ (10) + 35 = 45
Reflex (DC 15): 1d20 + 28 ⇒ (11) + 28 = 39
"Ok where are they?"
GM Batpony
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Dove had to spend a standard action to move to the next card, but used it to cast instead, therefore he didn't move away form the first card. So this round Dove can spend a standard to move away from the first and then another move action to get to the end of the second. Does this clear it up?
Rathen and Ursus with incredible agility immediately catch up with the assassin in the alleyway but is unable to see him as he has turned invisible. Daxter attempts to bring the assassin into light but out of nowhere a dimension door emerges, the glitterdust falls into the ground revealing nothing.
I believe that's how it works but correct me if i'm wrong. The Assassin has Contingent Dimension door that will activate any time by a casting of a spell designed to negate her invisibility. Therefore as an immediate action they are able to escape the glitterdust.
Ursus and Rathen are able to hear whispers coming out from the alleyway but perhaps are finding difficulty in discerning the exact location of the whispers. Fortunately nothing happens.
DC35 Perception for Ursus and Rathen to identify which square the assassin is located in.+6 to difficulty for Dove, and +9 for the rest.
If you passed the above Perception you can also make the following spellcraft check.
The rest of the Pathfinders move to the best of their ability to catch up with the leading pack, but find too many children with ice cream in the streets hindering them.
~~~
Chase Round 3/Combat Round 1
Conditions: Blessing of Fervorx9
Bishop -27, Timber -51 -1CON, Daxter -68
Ursus, Dove -24, Rathen (greater invisibility)
Assassin (Greater Invisibility, Freedom of Movement)
Map is up for Ursus and Rathen
GM Batpony
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Daxter could continually make through the chase, anything can happen! hint hint.