GM Bold Strider's PFS 01-31 Sniper in the Deep (Subtier 5-6) (Inactive)

Game Master rpblue

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Dark Archive

Tiefling Barbarian 1 / Sorcerer 4 / Dragon Disciple 4 | HP 87/87 | AC 20 [24 shield]; Tch 12 ; FF 18 | F +10; R +6; W +7 | CMB+14; CMD 25 | Speed 40 ft | Init +6 | Bite: +14 (1d6+13/19-20) | Perc +11

@Bold Strider: Hmmm...I'm not sure I'm following on the 'damage type' issue. Here's the rule for whether a damage type bypasses DR. I know it died, anyway, but want to make sure I understand it myself.

dmg type:
Type: Weapons are classified according to the type of damage they deal: B for bludgeoning, P for piercing, or S for slashing. Some monsters may be resistant or immune to attacks from certain types of weapons. Some weapons deal damage of multiple types. If a weapon causes two types of damage, the type it deals is not half one type and half another; all damage caused is of both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage caused by such a weapon. In other cases, a weapon can deal either of two types of damage. In a situation where the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.

Insidion reels as the undead creature bites him. Though at first he feels fine, the necromatic energy in the beast is powerful.

fort save: 1d20 + 6 ⇒ (16) + 6 = 22
fort save: 1d20 + 6 ⇒ (2) + 6 = 8


So all damage counts as both types, right? Any bludgeoning or slashing damage is reduced by half, thus a B/P/S weapon counts as slashing and bludgeoning, thus it still takes the penalties. Only pure Piercing weapons get past the underwater penalties. This is different than DR. DR states that one type of damage bypasses the damage reduction. Aquatic Terrain states that if a weapon does a specific type of damage, then it is reduced. Subtle, but different.


Tristan's rapier glides through the water easily, but his aim is a bit off. Varian also seems to have trouble attacking the remaining lacedon as Insidion's body goes rigid.

1d4 + 3 ⇒ (3) + 3 = 6

However, Pandora and Quarr lodge a bolt and arrow in the beast and it stops moving.

Shortly after, Insidion and Hagrym come out of their paralysis with ease in under a minute.

Status:
Hagrym; Tristan; Varian-Diseased; Quarr; Insidion; Pandora

Grand Lodge

F+9, R+5, W+10 (+5 v. spells and SLAs)(+3 v. poison) | Init. +9 | Perc. +13 | SenMot +15 | Move 20' Inquisitor (Gorum) 7 | AC 20/12/19 | CMD 20 (24 v. Bull rush or trips) | HP 59/59 |

Hagrym shows the others that he had movement again, the water making it difficult to communicate. He casts a spell, knitting some of his wounds.

CLW 1d8 + 5 ⇒ (6) + 5 = 11

He looks around the area, making sure there were no clues to be missed in the area.

Perception 1d20 + 12 ⇒ (11) + 12 = 23

He nods at the others, picks up his spea, and starts leading the group to the south, unexplored room.

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Pandora breaths relieved as Hagrym and Insidion resume moving short after.

The woman tries to heal Insidion's wounds short after with her wand.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (6) + 1 = 7

She then approaches Hagrym and pokes him too "We need to be at our best condition. This environment it is not natural to us" she tries to say.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7

After searching around the place, Pandora follows Hagrym to the southern room.
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Stealth (take 10): 10 + 8 = 18

Grand Lodge

F+9, R+5, W+10 (+5 v. spells and SLAs)(+3 v. poison) | Init. +9 | Perc. +13 | SenMot +15 | Move 20' Inquisitor (Gorum) 7 | AC 20/12/19 | CMD 20 (24 v. Bull rush or trips) | HP 59/59 |

Hagrym nods at the bard, now at tip top condition after his harrowing experience.


This room is completely submerged and devoid of anything of value or interest. Its only defining feature is a hole in the center of the floor, which leads to the armory of the Vaydren’s Might.

The hole in the hull of the Iron Tide opens into this room at the spot marked with a pink X. The room contains weapons of all sorts, but they have lain rusting in the Flotsam Graveyard for just over a century and are no longer serviceable. The room is dark and completely submerged in water; movement requires a successful Swim check. A hole yawns in the side of the hull to the south and west of the middle mast, torn open when Vaydren—an inexperienced navigator—piloted the ship over a chunk of debris littering the Flotsam Graveyard during the ill-fated battle. It was not long until the ship lay with the others at the bottom of Absalom’s harbor.

Grand Lodge

F+9, R+5, W+10 (+5 v. spells and SLAs)(+3 v. poison) | Init. +9 | Perc. +13 | SenMot +15 | Move 20' Inquisitor (Gorum) 7 | AC 20/12/19 | CMD 20 (24 v. Bull rush or trips) | HP 59/59 |

Hagrym tires to press forward, looking here and there with his darkvision.

He casts Detect Magic to be on the safe side.

Perception 1d20 + 12 ⇒ (4) + 12 = 16

Swim 1d20 + 8 ⇒ (15) + 8 = 23

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Pandora follows Hagrym to the new room. After the dwarf firstly explores the place with his improved sight, she points towards the whole underneath and makes some gestures, trying to talk "Dargo is probably there. We will need to swim down"

At that point, just when everybody starts swimming down, she takes out of her pouch a toad-like haunch and says some arcane words.

All of a sudden Pandora's body starts to twist and turn, her hands and feet becoming broader, as well as her face. Her eyes become larger and went up into the top of her head. Her hair disappearing and her skin becoming softer and brownish. In front of you there is no more the white haired woman you have known, but a boggard, a toad-like humanoid that only resembles Pandora.
Alter self (boggard), 6 min, obtain:
30' swim speed (can swim without checks, can take 10 even endangered, +8 to swim and can run swimming) can talk underwater?
+2 size Str
60' darkvision
Low-light vision
Tongue natural attack
+10 disguise to seem a boggard

She then readies her bow and follows Hagrym through the hole.


Pandora looks around at Hagrym and the dwarf hears "We glub glub best glub glub not natural glub glub us." Hagrym uses his arcane sight to scan the room and finds nothing, confirming that the room is indeed barren.

The group readies to head into the next area and the dwarf nods before swimming down into the room, using Detect Magic to scan the room, with Pandora close in tow.

As soon as they enter though, Hagrym sees that he doesn't need Detect Magic to find any enemies. Two sharks and two hunch-backed humanoids seem to be exploring the room already and leap to attack.

Initiative:
Pandora: 1d20 + 4 ⇒ (12) + 4 = 16
Hagrym: 1d20 + 5 ⇒ (7) + 5 = 12
Insidion: 1d20 + 1 ⇒ (14) + 1 = 15
Tristan: 1d20 + 3 ⇒ (4) + 3 = 7
Quarr: 1d20 + 7 ⇒ (13) + 7 = 20
Varian: 1d20 + 2 ⇒ (20) + 2 = 22
Sharks: 1d20 + 7 ⇒ (15) + 7 = 22
Humanoids: 1d20 + 3 ⇒ (20) + 3 = 23

The sharks and humanoids rush at the exposed dwarf.

Bite @ Hagrym-18 FFAC: 1d20 + 7 ⇒ (14) + 7 = 21
Trident @ Hagrym-18 FFAC: 1d20 + 6 ⇒ (14) + 6 = 20
Trident @ Hagrym-18 FFAC: 1d20 + 6 ⇒ (11) + 6 = 17

The dwarf feels his skin pierced by shark teeth and the barbed tips of a trident.

Damage: 2d8 + 10 ⇒ (8, 7) + 10 = 25

Initiative:
1st: Sharks (Red; Blue); Humanoids (Red; Blue)
2nd: Quarr; Varian; Hagrym @ 26/51 HP; Insidion; Pandora; Tristan

Grand Lodge

F+9, R+5, W+10 (+5 v. spells and SLAs)(+3 v. poison) | Init. +9 | Perc. +13 | SenMot +15 | Move 20' Inquisitor (Gorum) 7 | AC 20/12/19 | CMD 20 (24 v. Bull rush or trips) | HP 59/59 |

Hagrym activates his healing judgment, gaining 2 HP per round. He stabs at red shark with his silver spear, as he uses his Rage domain power to increase his damage if he were to connect.

Attack 1d20 + 8 ⇒ (7) + 8 = 15

Damage 1d6 + 3 + 3 ⇒ (4) + 3 + 3 = 10

Silver Crusade

Male Gnome (9.0A) Alch 9 | HP 54/57 | AC 32;TCH 18; FF 28 | F +10; R +11; W+6 | CMB +6; CMD 19
Consumables:
Bomb 0/20 | Muta 0/1 (+4DEX / -2 WIS/ +2 AC/+2 reflex) | Wings 7/9; Bewildering 2/3 | Wands: CLW 34/50; Endure Elements 40/50 | Alc Fire 8/10; acid 5/5 | Bolts 15/20; CI 50/50; Silver 49/50

Swim: 1d20 + 2 ⇒ (1) + 2 = 3

Quarr attempts to swim around the hole but just ends up floundering in place. Aiming his crossbow into the hole he fires a bolt at he blue humanoid creature.

Knowledge Local?: 1d20 + 8 ⇒ (11) + 8 = 19

+1 Light Crossbow: 1d20 + 8 + 2 + 1 ⇒ (2) + 8 + 2 + 1 = 13
Damage: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8

PBS; Mutagen

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Pandora starts inspiring courage again.
+2 competence to hit/damage, +2 morale to fear and charm saves

She easily swims to a height position where she can later attack without cover.
K. local: 1d20 + 7 ⇒ (1) + 7 = 8
K. nature: 1d20 + 7 ⇒ (4) + 7 = 11

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Varian does his best to get to Hagrym and taps him with his wand.

swim: 1d20 + 2 ⇒ (14) + 2 = 16

clw: 1d8 + 1 ⇒ (6) + 1 = 7

Sovereign Court

AC 22 T 13 FF 19| Current HP 15/51 | F +11 R +13 W +10 (+4 vs performance, sonic, language-dependant) | Init +3| Perc +3
Spell Slots:
1—3/4
Spells Active:

Tristan swims down to the lower level, drawing his rapier, and begins his watersong once more, walling off the sharks.


Bar exam is over! Time to get back to it! Thank you for your patience.

Hagrym's attack glances off the rubbery skin of the shark as Varian heals the injured man. Pandora inspires the party as she seems at a loss for the nature of these attackers.

Quarr's bolt goes wide as he realizes that the enemy is an aquatic humanoid known as Skum.

Tristan summons up another wall of water to try and block the sharks off from the party.

[ooc]How many rounds of BP do you have left, Tristan?[ooc]

The skum howl and try to free their pets from behind the wall as they lash out with their claws and teeth. One of the bites misses, leaving a small piece of the wall between the sharks.

Claw: 1d20 + 4 ⇒ (9) + 4 = 13
Claw: 1d20 + 4 ⇒ (16) + 4 = 20
Bite: 1d20 + 4 ⇒ (16) + 4 = 20
Bite: 1d20 + 4 ⇒ (1) + 4 = 5

The skum move over as the sharks and the skum try to impale the frontliners: Hagrym and Tristan.

Trident @ Tristan-22 AC: 1d20 + 6 ⇒ (20) + 6 = 26
Trident Confirmation @ Tristan-22 AC: 1d20 + 6 ⇒ (7) + 6 = 13

Trident @ Tristan-22 AC: 1d20 + 6 ⇒ (20) + 6 = 26
Trident Confirmation @ Tristan-22 AC: 1d20 + 6 ⇒ (15) + 6 = 21

Bite @ Hagrym-19 AC: 1d20 + 7 ⇒ (3) + 7 = 10
Bite @ Hagrym-19 AC: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22

Hagrym takes another bite from the shark as both tridents pierce the flesh of Tristan.

Damage @ Hagrym: 1d8 + 6 ⇒ (3) + 6 = 9
Damage @ Tristan: 2d8 + 8 ⇒ (2, 5) + 8 = 15

Initiative:
1st: Sharks (Red; Blue); Humanoids (Red; Blue)
2nd: Quarr; Varian; Hagrym @ 24/51 HP; Insidion; Pandora; Tristan @ 34/51 HP

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Pandora swims a 5-foot step into a position over Hagrym and Tristan heads so she has no cover from them, and shots to the red shark within the water wall hole to the large beast, using arcane strike to magically empower her arrows.
Longbow+PS+Heroism-RS-Distance+IC: 1d20 + 9 + 2 - 2 - 4 + 2 ⇒ (11) + 9 + 2 - 2 - 4 + 2 = 18
P damage+IC+AS+Alter self: 1d8 + 3 + 2 + 2 + 1 ⇒ (4) + 3 + 2 + 2 + 1 = 12

Longbow+PS+Heroism-RS-Distance+IC: 1d20 + 9 + 2 - 2 - 4 + 2 ⇒ (20) + 9 + 2 - 2 - 4 + 2 = 27
P damage+IC+AS+Alter self: 1d8 + 3 + 2 + 2 + 1 ⇒ (1) + 3 + 2 + 2 + 1 = 9

Confirm?: 1d20 + 9 + 2 - 2 - 4 + 2 ⇒ (11) + 9 + 2 - 2 - 4 + 2 = 18
P damage+IC+AS+Alter self: 2d8 + 6 + 4 + 4 + 2 ⇒ (7, 5) + 6 + 4 + 4 + 2 = 28

The woman continues her bardic performance to inspire courage on all the team.
+2 to hit and damage, +2 to charm and fear saves

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Varian, seeing two companions take damage again, heals the one who took the most... Tristan this time... with his wand.

clw: 1d8 + 1 ⇒ (6) + 1 = 7

Grand Lodge

F+9, R+5, W+10 (+5 v. spells and SLAs)(+3 v. poison) | Init. +9 | Perc. +13 | SenMot +15 | Move 20' Inquisitor (Gorum) 7 | AC 20/12/19 | CMD 20 (24 v. Bull rush or trips) | HP 59/59 |

Hagrym is glad his healing judgment is active as the shark bit deep. He continued to gain 2 HP per round. He stabs at red shark with his silver spear yet again. He continues to use his Rage domain power to increase his damage if he were to connect, realizing that with another bite or two he might be down for the count.

Attack with Inspire Courage 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30

Damage 1d6 + 3 + 3 + 2 ⇒ (6) + 3 + 3 + 2 = 14

Possible crit 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27

Damage 1d6 + 3 + 3 + 2 ⇒ (5) + 3 + 3 + 2 = 13

Sovereign Court

AC 22 T 13 FF 19| Current HP 15/51 | F +11 R +13 W +10 (+4 vs performance, sonic, language-dependant) | Init +3| Perc +3
Spell Slots:
1—3/4
Spells Active:

@GM One, I think.

Tristan drops his performance and strikes at the ghouls, putting his sword between them and him.

Attack is on whichever one is most damaged

Attack with Rapier (fighting defensively, combat expertise, inspire): 1d20 + 10 + 2 - 4 - 1 ⇒ (20) + 10 + 2 - 4 - 1 = 27
Confirmation (fighting defensively, combat expertise, inspire): 1d20 + 10 + 2 - 4 - 1 ⇒ (1) + 10 + 2 - 4 - 1 = 8
Damage (inspire): 1d6 - 1 + 2 ⇒ (3) - 1 + 2 = 4

Watersong lingers for 2 rounds

Silver Crusade

Male Gnome (9.0A) Alch 9 | HP 54/57 | AC 32;TCH 18; FF 28 | F +10; R +11; W+6 | CMB +6; CMD 19
Consumables:
Bomb 0/20 | Muta 0/1 (+4DEX / -2 WIS/ +2 AC/+2 reflex) | Wings 7/9; Bewildering 2/3 | Wands: CLW 34/50; Endure Elements 40/50 | Alc Fire 8/10; acid 5/5 | Bolts 15/20; CI 50/50; Silver 49/50

Quarr reaches for another bolt, loading it into the crossbow. This is a bit more difficult under the water like this. I must be sure to experiment with it more if we get out alive.

Aiming it at the blue skum he fires the bolt down below.

+1 Light Crossbow: 1d20 + 8 + 2 + 1 + 2 ⇒ (16) + 8 + 2 + 1 + 2 = 29
Damage: 1d6 + 1 + 1 + 2 ⇒ (4) + 1 + 1 + 2 = 8

Mutagen; PBS; Inspire Courage

Dark Archive

Tiefling Barbarian 1 / Sorcerer 4 / Dragon Disciple 4 | HP 87/87 | AC 20 [24 shield]; Tch 12 ; FF 18 | F +10; R +6; W +7 | CMB+14; CMD 25 | Speed 40 ft | Init +6 | Bite: +14 (1d6+13/19-20) | Perc +11

Insidion sneers at the circling enemies, then moves to engage them.

Not entirely sure if I can target any of them or not. If so, I'll move to where I can see them and cast magic missile at the most damaged one or any I can see. If not, I'll cast mirror image and then move closer.

magic missile: 3d4 + 3 ⇒ (1, 1, 2) + 3 = 7
mirror image: 1d4 + 1 ⇒ (3) + 1 = 4


Pandora and Hagrym fell the shark and his handles to her right as she puts an arrow into the beast's eye and he connects with a brutal slash from his weapon to the skum's throat. Blood flows into the water, causing the other shark to go into a rampage.

Tristan and Quarr fire off attacks at the nearby skum, injuring him, but not killing him as Inisidion follows up with a blast of magic.

The remaining shark and skum lash out at Hagrym.

Bite @ Hagrym-19 AC: 1d20 + 7 ⇒ (12) + 7 = 19
Trident @ Hagrym-19 AC: 1d20 + 6 ⇒ (2) + 6 = 8
Claw @ Hagrym-19 AC: 1d20 + 4 ⇒ (2) + 4 = 6
Bite @ Hagrym-19 AC: 1d20 + 4 ⇒ (7) + 4 = 11

The shark bites down deeply on Hagrym, ripping his flesh with his teeth.

Damage: 1d8 + 6 ⇒ (5) + 6 = 11

Initiative:
1st: Sharks (Blue); Humanoids (Blue @ 19)
2nd: Quarr; Varian; Hagrym @ 15/51 HP; Insidion; Pandora; Tristan @ 41/51 HP

Sovereign Court

AC 22 T 13 FF 19| Current HP 15/51 | F +11 R +13 W +10 (+4 vs performance, sonic, language-dependant) | Init +3| Perc +3
Spell Slots:
1—3/4
Spells Active:

Sir Tristan deftly interposes himself between the humanoid and the shark, attempting to draw their attacks and finish off the wounded foe.

Attack with Rapier (fighting defensively, combat expertise, inspire): 1d20 + 10 + 2 - 4 - 1 ⇒ (17) + 10 + 2 - 4 - 1 = 24
Damage (inspire): 1d6 - 1 + 2 ⇒ (4) - 1 + 2 = 5

Grand Lodge

F+9, R+5, W+10 (+5 v. spells and SLAs)(+3 v. poison) | Init. +9 | Perc. +13 | SenMot +15 | Move 20' Inquisitor (Gorum) 7 | AC 20/12/19 | CMD 20 (24 v. Bull rush or trips) | HP 59/59 |

Hagrym's limited healing judgment might not be enough to survive another bite was the thought that crossed his mind as he faced off with the monsters. He gained another 2 HP, and stabs at the remaining shark. His Rage domain power to increase his damage had been helpful. He used that for the third time today.

Attack with Inspire Courage 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30

Damage 1d6 + 3 + 3 + 2 ⇒ (4) + 3 + 3 + 2 = 12

Possible crit 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30

Damage 1d6 + 3 + 3 + 2 ⇒ (1) + 3 + 3 + 2 = 9

Grand Lodge

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HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Varian heals Hagrym with a cure serious wounds...

csw on Hagrym: 3d8 + 6 ⇒ (2, 5, 7) + 6 = 20

Grand Lodge

F+9, R+5, W+10 (+5 v. spells and SLAs)(+3 v. poison) | Init. +9 | Perc. +13 | SenMot +15 | Move 20' Inquisitor (Gorum) 7 | AC 20/12/19 | CMD 20 (24 v. Bull rush or trips) | HP 59/59 |

Many thanks, Varian!

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Pandora continues holding her inspiration while losing one shaft at the ground.
Longbow+PS+Heroism-RS-Distance+IC: 1d20 + 9 + 2 - 2 - 4 + 2 ⇒ (1) + 9 + 2 - 2 - 4 + 2 = 8

The second one, improved by her magic, dives towards the skum, or if that one is dropped, to the shark (aiming out of the water wall to avoid cover).
Longbow+PS+Heroism-RS-Distance+IC: 1d20 + 9 + 2 - 2 - 4 + 2 ⇒ (19) + 9 + 2 - 2 - 4 + 2 = 26
P damage+IC+AS+Alter self: 1d8 + 3 + 2 + 2 + 1 ⇒ (2) + 3 + 2 + 2 + 1 = 10

Inspire courage: +2 to hit and weapon damage, +2 vs charm and fear saves

Silver Crusade

Male Gnome (9.0A) Alch 9 | HP 54/57 | AC 32;TCH 18; FF 28 | F +10; R +11; W+6 | CMB +6; CMD 19
Consumables:
Bomb 0/20 | Muta 0/1 (+4DEX / -2 WIS/ +2 AC/+2 reflex) | Wings 7/9; Bewildering 2/3 | Wands: CLW 34/50; Endure Elements 40/50 | Alc Fire 8/10; acid 5/5 | Bolts 15/20; CI 50/50; Silver 49/50

Quarr attempts to swim over across the hole to a new location.

Swim: 1d20 + 2 ⇒ (2) + 2 = 4

Unable to move he reloads his crossbow as quickly as he can.

I am never going to get anywhere in this water...

Dark Archive

Tiefling Barbarian 1 / Sorcerer 4 / Dragon Disciple 4 | HP 87/87 | AC 20 [24 shield]; Tch 12 ; FF 18 | F +10; R +6; W +7 | CMB+14; CMD 25 | Speed 40 ft | Init +6 | Bite: +14 (1d6+13/19-20) | Perc +11

Insidion continues his ranged assault on the skum, moving closer and then unleashing magical force attacks from his palms.

Still a little unsure about what I can see...but I'll try to swim down into the hole and then attack the skum, and if it's dead, the shark.

magic missile: 3d4 + 3 ⇒ (1, 1, 3) + 3 = 8

swim check: 1d20 + 5 ⇒ (19) + 5 = 24


The group quickly fells the skum with a volley of attacks, eviscerating the man as Hagrym lands another vicious blow on the shark. It lashes out at him before the Pathfinders quickly overwhelm it and kill it.

Bite @ Hagrym-19 AC: 1d20 + 7 ⇒ (4) + 7 = 11

Status: Quarr; Varian; Hagrym @ 37/51 HP; Insidion; Pandora; Tristan @ 41/51 HP

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Varian takes the lull in activity as a chance to heal up Tristan and Hagrym with his wand... (or theirs if they have one - let me know if you have your own and want it used, otherwise, I'll take the charges off my own)

clw on Tristan: 1d8 + 1 ⇒ (6) + 1 = 7

clw on Hagrym: 1d8 + 1 ⇒ (1) + 1 = 2
clw on Hagrym: 1d8 + 1 ⇒ (1) + 1 = 2
clw on Hagrym: 1d8 + 1 ⇒ (7) + 1 = 8

Grand Lodge

F+9, R+5, W+10 (+5 v. spells and SLAs)(+3 v. poison) | Init. +9 | Perc. +13 | SenMot +15 | Move 20' Inquisitor (Gorum) 7 | AC 20/12/19 | CMD 20 (24 v. Bull rush or trips) | HP 59/59 |

Ill mark those three charges off my wand, Varian.

Hagrym nods to the healer, and would thank him profusely, but it would only sound like glub glub glub in the water. He what's to be sure the remainder of the group is prepared before again attempting to lead the group to the next room.

Sovereign Court

AC 22 T 13 FF 19| Current HP 15/51 | F +11 R +13 W +10 (+4 vs performance, sonic, language-dependant) | Init +3| Perc +3
Spell Slots:
1—3/4
Spells Active:

Sir Tristan waves away Varian's wand, drawing his own.

He will use an additiona charge to top himself off.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

Sir Tristan appears quite at home in the water, swimming with a natural--almost instinctual--grace.

Silver Crusade

Male Gnome (9.0A) Alch 9 | HP 54/57 | AC 32;TCH 18; FF 28 | F +10; R +11; W+6 | CMB +6; CMD 19
Consumables:
Bomb 0/20 | Muta 0/1 (+4DEX / -2 WIS/ +2 AC/+2 reflex) | Wings 7/9; Bewildering 2/3 | Wands: CLW 34/50; Endure Elements 40/50 | Alc Fire 8/10; acid 5/5 | Bolts 15/20; CI 50/50; Silver 49/50

Quarr reloads his crossbow as he takes his time swimming down with the others. Little by little he grabs ahold of the broken planks to assist him moving along.

Dark Archive

Tiefling Barbarian 1 / Sorcerer 4 / Dragon Disciple 4 | HP 87/87 | AC 20 [24 shield]; Tch 12 ; FF 18 | F +10; R +6; W +7 | CMB+14; CMD 25 | Speed 40 ft | Init +6 | Bite: +14 (1d6+13/19-20) | Perc +11

Insidion also takes a moment to heal himself with his wand before looking around the room. wand of infernal healing brings me to full.

perception: 1d20 + 7 ⇒ (2) + 7 = 9


As you finish healing and exploring the room, it is clear that there is only one avenue of progression: the stairway.

The group moves stoically up the stairway and is surprised to see that it is full of air and not water. Here sits Dargo Mar along with the ghost of Vaydren Lasar. Cursed for his theft and abuse of The Sniper, Vaydren, along with his crew, is eternally damned to guard this watery tomb until the statue is returned to someone who will honor it. Skeletons of long-dead sailors litter the floor, gathered and placed here by Vaydren. Three sunrods lie in various corners of the room, filling it with a pale yellow glow (dim light).

Vaydren’s corpse—a scattering of bones long picked white by fish—lies in the northwest corner among the others, still encased in his full plate, with his longsword lying nearby.

Initiative:
Pandora: 1d20 + 4 ⇒ (11) + 4 = 15
Hagrym: 1d20 + 5 ⇒ (2) + 5 = 7
Insidion: 1d20 + 1 ⇒ (12) + 1 = 13
Tristan: 1d20 + 3 ⇒ (9) + 3 = 12
Quarr: 1d20 + 7 ⇒ (10) + 7 = 17
Varian: 1d20 + 2 ⇒ (17) + 2 = 19
Enemies: 1d20 + 5 ⇒ (13) + 5 = 18

Initiative:
1st: Varian
2nd: Man; Ghost
3rd: Quarr; Pandora; Insidion; Tristan; Hagrym

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

He addresses the ghost: "If you're what's left of Vaydren Lasar, we are here to find the statue known as the Sniper and find it a secure home where it will be well cared for. If you've no quarrel with that, let us pass and take the idol someplace safe and secure."

diplomacy: 1d20 + 14 ⇒ (7) + 14 = 21 (bah! sucky)

As a swift action, he creates a lucerne hammer and holds it in a non-threatening position.

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Pandora starts to inspire courage as the sound of combat begins.
+2 to hit and weapon damage, +2 vs charm and fear

She also swims upstairs and then moves for a better position to attack in the following round.


@Pandora: You wouldn't get to go until after the bad guys and that might change your mind.

The man by the chest leaps up at the sound of Varian. "No! This is mine! You can't have it! Kill them, Vaydren!"

The man waves his hands and a large multi-colored blast envelops the party.

Will Save DC 16 to negate Confusion; everyone in the party.

After the spell is cast the ghostly visage rushes at Varian, drawing his longsword and striking at the oracle.

This will provoke from Varian if he passed his Confusion save.

Longsword @ Varian-13 TAC: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 6d6 ⇒ (4, 2, 4, 5, 4, 5) = 24 Fortitude Save from Varian.

Initiative:
1st: Varian @ 28 (40)/52 HP
2nd: Man; Vaydren (Ghost)
3rd: Quarr; Pandora; Insidion; Tristan; Hagrym

@Varian: Divine Protection (the feat) is not PFS-legal, thus your saves should be 3 points lower.

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Sorry, I got "confused" on the initiative order xD
Is the spell area reaching the part of the party at the bottom of the stairs?
If able to act normally, Pandora will proceed with the action stated before, just she will swim to a place far away from her party members too.

Will DC 16 (+4 if language dependant): 1d20 + 4 ⇒ (20) + 4 = 24
+2 to hit and weapon damage, +2 vs charm and fear

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

will save, dc 16: 1d20 + 8 ⇒ (9) + 8 = 17
fort save, dc unknown: 1d20 + 7 ⇒ (10) + 7 = 17

aoo attack: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
dmg if hits: 1d12 + 3 + 2 ⇒ (4) + 3 + 2 = 9

whiff!

didn't know the feat was illegal... if I'd known that, I'd have taken 2 lvls of paladin instead... oh well... so with iron will replacing divine protection, will save is 16, fort save is 14, and probably fails then...

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Varian takes a step back and strikes

to hit: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
dmg if hits: 1d12 + 3 + 2 ⇒ (4) + 3 + 2 = 9

Sovereign Court

AC 22 T 13 FF 19| Current HP 15/51 | F +11 R +13 W +10 (+4 vs performance, sonic, language-dependant) | Init +3| Perc +3
Spell Slots:
1—3/4
Spells Active:

Actually, as of the recent ACG errata and the nerf to divine protection, it is now legal. It doesnt work the same--I think it has a limit on uses per day or something now--And idk if it would apply in this situation, so I would check it out

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

it's just once a day... pffft... I think I'd rather take a diff feat... just have no idea what yet... wait... I can take iron will which will give me +2 to will saves... or toughness, +hp... sigh... iron will is cool, and cheesy as it allows me to make that will save and not be confused... I like cheese... Iron will it is... lol

Sovereign Court

AC 22 T 13 FF 19| Current HP 15/51 | F +11 R +13 W +10 (+4 vs performance, sonic, language-dependant) | Init +3| Perc +3
Spell Slots:
1—3/4
Spells Active:

Will Save vs Confusion: 1d20 + 10 ⇒ (9) + 10 = 19

Sir Tristan's faith in Shelyn keeps his mind clear from the spells confounding influence.

Move action to Detect Evil on the ghostly thing. If it's evil, he will continue his actions thus:

"'Let the righteousness in your heart be like a bastion of good that protects you from the might of the Whispering Tyrant!'"

Quoting another play about the exploits of the Shining Crusade, Tristan surrounds himself with an aura of protection.

Swift Action to use Bastion of Good. Everyone within 10 feet of Tristan takes half damage from any of the ghost thing's attacks. Tristan's AC is 4 higher against it, too.

Tristan then swims up next to Varian, trying to get as many party members as possible in range of his Bastion of Good.

The map is acting weird for me and not showing up, so I just moved my token close to Varian's. I'll check back again later to see if I can get the map to work better

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

I believe you passed the confusion save Varian, no need to hit yourself


@Pandora/Tristan: There is no swimming in the main room with the two bad guys. The water is, inexplicably, gone from that room. However, you are still underwater until you climb the stairs, thus both Tristan and Pandora would provoke as they exit the stairwell from the ghost. Do you still want to do that?

@Pandora: From the bottom of the stairs to your current position, you would have to take a double move, thus could not activate Inspire in the same round.

@Varian: Since it is legal now, you will have to stick with it for the rest of the scenario until you can retrain. As it stands, you can, once a day, add your Charisma modifier to a save before you roll, thus you would be confused as your Will Save is a 14.

Varian looks confused as the ghost moves up and strikes him. In his confused state, he lashes out at the ghost, but his weapon misses.

Initiative:
1st: Varian-Confused (1/7) @ 28 (40)/52 HP
2nd: Man; Vaydren (Ghost)
3rd: Quarr; Pandora; Insidion; Tristan; Hagrym

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Correct me if wrong, but I understood the water arrives to the end of the stairs "The group moves stoically up the stairway and is surprised to see that it is full of air and not water." therefore, outside of the room there is still water (otherwise we would have been seeing air at the ceiling of the previous floor).
Thus, I assumed I can swim up to the square marked with an X with just 5 to 10 feet of movement and from there walk to my current position.
Otherwise I guess I can move north of Hagrym square with a silly easy climb check at a quarter of my movement and end up next to Varian.
Please, detract any square required from my movement.

If Pandora has to walk through threatened space she just tries to avoid the attacks tumbling before moving south of Hagrym.
Acrobatics (tumble): 1d20 + 10 ⇒ (13) + 10 = 23
If forced to tumble, Pandora will move south of Hagrym due to the lack of movement for a better position

I still prefer to swim/climb through the stairs hole obviously

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