GM Bold Strider's PFS 01-53 Echoes of the Everwar, Part IV - The Faithless Dead (Subtier 10-11) (Inactive)

Game Master rpblue

Map is HERE!


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Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

"Didn't we hear about things falling from the sky? I would suppose that is what caused the craters. Perhaps they will give us some insight here-like why the orc attackers then died and became skeletons. Doesn't that seem strange?"

Atum leads the way over to the craters, kicking over a few walls on the way just to make sure they don't start attacking the party.


The first two craters appear to be formed from objects tumbling from the sky. These objects crashed into several farm houses and other structures that used to stand here. Debris, mud, rocks, and dirt are strewn in a northwesterly direction from the craters.

Both of those craters are about 20 feet deep with steep, muddy slopes down to the bottom. Nothing of interest seems to be in the wreckage after a half hour of searching.

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

"Indeed, Atum, you speak truly. It does seem strange. However, it also seems we have exhausted the bailey in our quest for answers. Shall we try the keep?"

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

"Doesn't seem there's much else to see here, " Terrill concurs. "Let's see what the keep holds. "

Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

"Agreed. We may find answers there." rumbles the oread.

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

"What about that one?" Atum points to the next crater and leads the way. There are more than two craters right? Can't see the map atm but GM only said the first two had nothing.

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

I believe the third is at the base of the keep.

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

I see only two craters.

Desmond nods at Terrill's assessment. "Yeah, don't look like there's much here. Let's head 'cross that bridge." Desmond, his bow still drawn, steps timidly on to the bridge, giving it a quick once-over to check that its construction is sound.

Perception: 1d20 + 16 ⇒ (17) + 16 = 33

Sahrek follows close behind.

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

I return!

"Aye," Halbarad states without further comment, and follows Desmond over the bridge.

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Dragorin will follow the rest of the party over the bridge.


Sorry for the delay! Been travelling non-stop for four days! Thought I would have Wi-Fi at the hotels, but they wanted cash for it and I ain't about that.

A sturdy wooden platform runs up from the base of the bailey’s road at a 45 degree angle to the motte gate above. The platform is crossed with thick boards at even intervals to provide a kind of step for climbing up. The motte gate is blasted open, both of its doors lying on the motte’s hillside nearby. The motte’s drawbridge is down.

Looking through the open gate, it is plain that there are corpses scattered about the motte yard, arms and armor broken or rended, and, oddly, the gate appears to be smashed open from the inside.

As stated by Halbarad, the third crater is inside the motte.

Flinders:
As the group is about to progress through the gate, you see that this gate is rigged to collapse as well.

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Flinders raises his hand to halt the party. "Whoa! Hold a moment. The drawbridge is rigged to collapse when tread upon. Let me see what I can do."

Moving up and studying the bridge for a minute, Flinders removes some tools and tries to disable the triggering mechanism.

Disable T10 : 10 + 25 = 35


Flinders pulls out some sovereign glue and lightly dabs two corners of the gate, positive that the tower shouldn't fall from the trap.

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Flinders stands and wipes his hands off on his pants. "That should do it. Carry on!"

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Terrill moves across the bridge and up the slope below the fort, eyes and ears alert.

Perception: 1d20 + 17 ⇒ (20) + 17 = 37


Where do you move to?

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Flinders taps Terril on the shoulder and points to the crater. "Want to examine that first?"

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Why don't we just move into the keep. I'm sure that what ever answers there are to be had will be found inside. Dragorin says dryly, obviously tires of looking around in the mud.

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

"Excellent idea, Dragorin!" Desmond slings his bow back over his shoulder and strides up to the front door of the keep. He shushes Sahrek and the rest of the group as he places an ear to the door to try and listen for any notable sounds.

Perception: 1d20 + 16 ⇒ (15) + 16 = 31

If he doesn't hear anything alarming, he'll go ahead and open the door.

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Had already moved on the map, but I wasn't sure if the gatehouse was going to present any challenge, so that was as far as I went. Just repositioned next to the crater.

"On my way, Flinders," Terrill replies as he moves to examine the crater. "Won't take a moment, Drag."


Got two people voting for keep and two for crater.

Keep was seconded first, thus we are on to the keep!

A 10-foot-tall palisade (wooden log wall) rings the entire motte-and-bailey with a separate palisade surrounding the motte to wall it off from the bailey below. At several points along the wall, specifically in the southeast corner of the bailey and along the southern palisade of the motte, crude ladders lean against the palisade that provide easy climbing access to the other side.

As the group enter through the motte gate they find a large, three-story timber tower rises from the center of the motte and ends at a pointed roof above, ringed by wooden crenelations. A gaping hole in the motte appears to have collapsed the outside wall of the southeast corner of the tower exposing several rooms across all three floors. The steep front stairs that lead up to the timber tower’s door are covered in blood stains and the front door of the tower has been smashed in from the outside. A thin tendril of smokes wisps its way skyward from the tower’s chimney.

The Pathfinders continue forward and find that this room is all that remains of the timber tower’s defensible entryway. Arrow slits line the west and east walls and a portcullis lies ruined on the floor. Part of the east wall has collapsed, spilling rubble into the nearby crater that caused the collapse. The room is littered with rubble and the floors are stained with blood at periodic intervals.

The door to the left is cautiously examined before the group explores. This new room was what housed the timber tower’s weapons, but most are missing now, the empty weapon racks and shelves bare of armor exhibiting evidence of the orc’s thievery. Several broken bits of armor and weapons as well as a dozen or so broken crates litter the floor. There is nothing of value here.

The next doorway leads to a room that once served to house archers who protected the entrance to the timber tower. The room is currently empty except for two orc corpses stripped of their weapons and gear.

This leaves one set of double doors.

This is the main hall of the timber tower. It contains a large table made of an enormous tree cut in half lengthwise and laid down on the floor. It’s framed by two long wooden benches along the side and two stylish wooden chairs at each end. A fireplace stands against the north wall and two sets of stairs frame the fireplace and rise up to the second floor. There are a dozen or so corpses here, most of which are seated at the table, heads resting on the table. Atop the fireplace is draped a large flag of Cheliax.

The group filters in to look around, when two of the corpses rise up, lashing out at anyone nearby.

Perception:
Basalte: 1d20 + 9 ⇒ (11) + 9 = 20
Desmond: 1d20 + 16 ⇒ (19) + 16 = 35 (+4 Urban, +2 Underground)
Halbarad: 1d20 + 19 ⇒ (20) + 19 = 39
Atum: 1d20 + 6 ⇒ (8) + 6 = 14
Terrill: 1d20 + 17 ⇒ (18) + 17 = 35
Dragorin: 1d20 + 4 ⇒ (10) + 4 = 14
Flinders: 1d20 + 19 ⇒ (1) + 19 = 20 (Trapspotter)

Initiative:
Basalte: 1d20 + 2 ⇒ (3) + 2 = 5
Desmond: 1d20 + 6 ⇒ (9) + 6 = 15 (+4 Urban, +2 Underground)
Halbarad: 1d20 + 5 ⇒ (13) + 5 = 18
Atum: 1d20 + 3 ⇒ (16) + 3 = 19v
Terrill: 1d20 + 7 ⇒ (9) + 7 = 16
Dragorin: 1d20 + 0 ⇒ (15) + 0 = 15
Flinders: 1d20 + 4 ⇒ (6) + 4 = 10
?: 1d20 + 4 ⇒ (7) + 4 = 11

Surprise Round:
1st: Desmond @ 92/92 HP; Sahrek; Halbarad @ 72/72 HP; Terrill @ 69/69 HP;
2nd: Skeletons (#1-Red; #2-Blue)
3rd: Basalte @ 70/70 HP; Flinders @ 73/73 HP;

1st Round:
1st: Desmond @ 92/92 HP; Sahrek; Halbarad @ 72/72 HP; Terrill @ 69/69 HP; Dragorin @ 100/80 HP; Atum @ 104/104 HP;
2nd: Skeletons (#1-Red; #2-Blue)
3rd: Basalte @ 70/70 HP; Flinders @ 73/73 HP;

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0
Terrill Mayern wrote:
"Won't take a moment, Drag."

Don't call me that. Dragorin says over his shoulder as he heads into the keep. As the exploring of the keep turns up little of interest Dragorin starts to grow more and more irritable.

As the undead rise up to strike at the party, Dragorin slumps his shoulders and reaches for his mace.


I think he prefers, Orin. ;-)

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

Surprise Round

Spotting the stirring skeletons swiftly, Hal nudges Th'reiwa-don a bit east (5 feet, free action) and casts aspect of the falcon on himself (standard action). He instructs Th'reiwa-don to attack, pointing at Red (swift action). The bird lashes out hastily with its bladed beak (standard action for the pet).

Bite: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d8 + 9 ⇒ (8) + 9 = 17

Meanwhile, Hal's bones grow thicker in his features--giving him a vaguely undead visage of his own. +2 natural armor. AC 30 for 10 minutes.

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

KN: religion: 1d20 + 14 ⇒ (13) + 14 = 27

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Knowledge (religion): 1d20 + 4 ⇒ (1) + 4 = 5

Terrill attempts to identify the creatures stirring, and decides it’s better to just destroy them. He stomps a foot on the floor, causing his black boots to glow silver for an instant, and begins to move with astonishing speed. Once again, his blade is an invisible whirl of steel as he strikes at the undead next to him.

Free action to activate boots of speed, round 1/10 today. Swift action to activate undead bane, round 2/10 today. Full attack vs red.

+1 Curve Blade, Power Attack, Bane: 1d20 + 14 - 2 + 2 ⇒ (14) + 14 - 2 + 2 = 28
Curve blade damage, Power Attack, Bane: 1d10 + 9 + 6 + 2 + 2d6 ⇒ (5) + 9 + 6 + 2 + (5, 4) = 31

+1 Curve Blade, iterative, Power Attack, Bane: 1d20 + 8 - 2 + 2 ⇒ (9) + 8 - 2 + 2 = 17
Curve blade damage, Power Attack, Bane: 1d10 + 9 + 6 + 2 + 2d6 ⇒ (6) + 9 + 6 + 2 + (2, 4) = 29

+1 Curve Blade, Power Attack, Bane: 1d20 + 14 - 2 + 2 ⇒ (11) + 14 - 2 + 2 = 25
Curve blade damage, Power Attack, Bane: 1d10 + 9 + 6 + 2 + 2d6 ⇒ (1) + 9 + 6 + 2 + (6, 4) = 28

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

Desmond curses under his breath, "Put blunt arrows on the shopping list..." as he quick draws his bow and fires off an arrow at the skeleton in red.

Ranged, Deadly Aim, Fav. Enemy: 1d20 + 16 - 3 + 2 ⇒ (20) + 16 - 3 + 2 = 35
Piercing Damage: 1d8 + 6 + 6 + 2 ⇒ (5) + 6 + 6 + 2 = 19

Confirm? + Critical Focus: 1d20 + 16 - 3 + 2 + 4 ⇒ (1) + 16 - 3 + 2 + 4 = 20
Damage: 2d8 + 12 + 12 + 4 ⇒ (5, 3) + 12 + 12 + 4 = 36

SHAZBOT! Does a 1 automatically fail a Crit Confirmation roll? It does, doesn't it.

Character Folio Re-roll on that Crit. Confirmation

Confirm? + Critical Focus: 1d20 + 16 - 3 + 2 + 4 ⇒ (3) + 16 - 3 + 2 + 4 = 22

Well, better. At least the thing is flat-footed, so I have a chance.


@Terrill: It's is a surprise round. Do you have some way to perform a full attack in the surprise round?

Correct, Desmond.

Desmond and Terrill each strike a vicious blow into the skeletons, however Halbarad's mount Th'reiwa-don isn't as lucky.

The two skeletons rise up and slash at Basalte and Terrill with their claws.

Claw @ Terrill-25 AC: 1d20 + 11 ⇒ (20) + 11 = 31
Claw Confirmation @ Terrill-25 AC: 1d20 + 11 ⇒ (10) + 11 = 21

Claw @ Basalte-23 AC: 1d20 + 11 ⇒ (13) + 11 = 24

Terrill Damage: 1d6 + 8 ⇒ (2) + 8 = 10
Basalte Damage: 1d6 + 8 ⇒ (1) + 8 = 9

Flinders:
These appear to be the same as the raging skeletons you encountered in the field.

Surprise Round:
3rd: Basalte @ 61/70 HP; Flinders @ 73/73 HP;

1st Round:
1st: Desmond @ 92/92 HP; Sahrek; Halbarad @ 72/72 HP; Terrill @ 59/69 HP; Dragorin @ 100/80 HP; Atum @ 104/104 HP;
2nd: Skeletons (#1-Red @ 50 damage; #2-Blue @ 26 damage)
3rd: Basalte @ 61/70 HP; Flinders @ 73/73 HP;

Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

As the skeleton chips away some of Basalte's stony flesh, the oread lets out a surge of furor and slashes at the blue-boned skeleton!

Rage against the skeleton!
+1 Keen Adamantine Falchion, Power Attack, Rage: 1d20 + 12 ⇒ (17) + 12 = 292d4 + 18 ⇒ (2, 2) + 18 = 22
Confirmation: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 152d4 + 18 ⇒ (4, 1) + 18 = 23

AC 23, Will 10, Hp 73/82 (12 from rage)

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Dragorin will draw his mace again, stepping up to swing at the skeleton with blue flames in its eyes.

Attack: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Confirm Crit
Attack: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18
GM Bold Strider wrote:
@Terrill: It's is a surprise round. Do you have some way to perform a full attack in the surprise round?

No, I don't, but I do have some skill at missing clearly-presented information, apparently. :(

Terrill attacks the undead before him fiercely, calling out, ”Nice shot, Orin!” as the cleric smashes the blue-tinged foe.

Free action to activate boots of speed, round 1/10 today. Swift action to activate undead bane, round 2/10 today. Full attack vs red.

+1 Keen Curve Blade, Power Attack, Bane: 1d20 + 13 - 2 + 2 ⇒ (8) + 13 - 2 + 2 = 21
Curve blade damage, Power Attack, Bane: 1d10 + 8 + 6 + 2 + 2d6 ⇒ (4) + 8 + 6 + 2 + (5, 1) = 26

+1 Keen Curve Blade, iterative, Power Attack: 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8
Curve blade damage, Power Attack, Bane: 1d10 + 8 + 6 + 2 + 2d6 ⇒ (3) + 8 + 6 + 2 + (6, 6) = 31

+1 Keen Curve Blade, Power Attack, Bane: 1d20 + 13 - 2 + 2 ⇒ (4) + 13 - 2 + 2 = 17 Haste attack
Curve blade damage, Power Attack, Bane: 1d10 + 8 + 6 + 2 + 2d6 ⇒ (10) + 8 + 6 + 2 + (4, 2) = 32

Bummer...

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Sorry, Dragorin took all the good rolls for his 13 points of damage.

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

Round I

Why do skeletons never stay dead? Why? Hal asks himself as he unleashes wood and feather and (cold) iron on Red, giving Th'reiwa-don a nudge to do the same...

Attack: +9 BAB, +5 Dex, +1 Enhance, +2 Favored Enemy, +1 Point Blank Shot, +1 Aspect of the Falcon, -3 Deadly Aim, -2 Rapid Shot = +14
Damage: +2 Str, +1 Enhance, +2 Favored Enemy, +1 Point Blank Shot, +6 Deadly Aim = 1d8 + 12

Manyshot (Cold Iron): 1d20 + 14 ⇒ (9) + 14 = 23
Damage (Cold Iron): 1d8 + 12 ⇒ (2) + 12 = 14 and Damage (Cold Iron): 1d8 + 12 ⇒ (2) + 12 = 14

Rapid Shot (Cold Iron): 1d20 + 14 ⇒ (2) + 14 = 16
Damage (Cold Iron): 1d8 + 12 ⇒ (4) + 12 = 16

Iterative (Cold Iron): 1d20 + 9 ⇒ (4) + 9 = 13
Damage (Cold Iron): 1d8 + 12 ⇒ (3) + 12 = 15

Bite: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d8 + 9 ⇒ (2) + 9 = 11

Even with large elven eyes grown to even more unnatural size, Hal's aim is thrown off by the discombobulating transmutation... mine too, apparently! :P

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Flinders draws his whip and takes a step northwest, while calling on his luck, as he tries to trip the skeleton.

Trip: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

Desmond points at the close skeleton with his bow, "Get in there and attack that thing, Sahrek!" The wolf licks his chops as he complies with the command.

Attack, Fav. Enemy: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35
Damage, Fav. Enemy: 2d6 + 10 + 2 ⇒ (2, 5) + 10 + 2 = 19
Trip, Fav. Enemy: 1d20 + 15 + 2 ⇒ (14) + 15 + 2 = 31

Crit?: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31
Damage: 2d6 + 10 + 2 ⇒ (5, 6) + 10 + 2 = 23

Desmond, not feeling in any particular hurry, slings his bow back over his shoulder (move action), quick-draws his falchion (free action) and moves over to the skeleton (move action).


Uhh... these guys are dead (redead?) if I apply it properly I think. So much math and I'm 99% sure they are dead. Dead, it is.

"Eeny, Meeny, Miny, Mo!" states Atum. "To the right stairwell!"

As the Pathfinders ascend the stairs, they smell something awful—something akin to bad body odor but much, much worse. As they get closer to the room, the tower gets a lot warmer and much more humid.

When they enter, they find a typical kitchen with three tables for food prep, shelves, and a large fireplace. The smell is coming from three large cauldrons sitting over an open fire in the fireplace, boiling and covered in a white froth and containing what appear to be human heads.

Standing in front of the cauldrons is an orc. He appears to be a shaman, based on his markings and gear. He is boiling the heads of the slain Chelish men. Krug is not immediately hostile towards you--in fact, he’s quite friendly!

"Greetings, guests! Soup will be ready shortly. Please wait in the dining room. The Master Sky Plant will need sustenance as well!" proudly claims the orc.

Status:
Desmond @ 92/92 HP; Sahrek; Halbarad @ 72/72 HP; Terrill @ 59/69 HP; Dragorin @ 100/80 HP; Atum @ 104/104 HP; Basalte @ 61/70 HP; Flinders @ 73/73 HP;

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Before moving up the stairs, Terrill taps himself with a healing wand.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

Once in the ghastly kitchen, where the shaman stirs the soup pot, Terrill takes a step back and unobtrusively calls on Desna to bless him in the combat sure to come.

Cast heroism, +2 on attacks, saves, skills for 90 minutes.

Status: 68/69, spells left: 2/5/6 hp

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

Hal feels he is in a bit of a moral pickle. He does some thinking aloud, not caring about its effect on the attitude of the orc. "Hmph. I really want to kill you for the atrocities you commit before us. But you also might have useful information... or you might be a puppet." He spits. "Well I doubt that last one. Hmm."

As he nocks an arrow, the elf asks "What do you mean by 'Master Sky Plant,' and what do you mean that it will need sustenance?"

Hal doesn't think he would really mind having to kill this orc post-haste.

Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

Before climbing the stairs, Basalte asks someone to use his wand on him.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (1) + 1 = 2

Basalte looks skeptical, as ever. "Mrrr... Are we to be the next meal? Who is Master Sky Plant? Explain."

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Diplomacy: 1d20 + 15 ⇒ (13) + 15 = 28

"Good day master chef!" Flinders remarks. "I see you are preparing something special for the master! Where is the master at the moment?"

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Knowledge
Planes: 1d20 + 10 ⇒ (20) + 10 = 30
Religion: 1d20 + 10 ⇒ (11) + 10 = 21

Eyeing the orc suspiciously Dragorin racks his brain for any information that might be at all relevant. In preparation for battle that will most likely come he will start to cast some preparatory spells.

He will cast these spells in order until combat starts:
1. Invisibility purge (50ft radius, 10 min)
2. Cats's Grace (AC 31, 10 min)
3. Bless


Dragorin casts magicks in the corner and the orc smirks. "I don't know what you hope to find with that spell. The Master Sky Plant sees all and is all. He is everywhere and he needs his human brain soup." gleefully states the sorcerer.

"This is the recipe that the great orc explorer, Belkzen Jones, learned of when he ventured east to the Temple. He was served this by the secretive orc tribes in the jungles. It is only fitting that it be made for guests and it is Master Sky Plant's favorite!" the orc explains slowly so everyone *cough* Atum and Basalte *cough* understands.

Flinders seems the nicest and the orc ignores the mean Pathfinders. "Master Sky Plant is a plant. This is obvious. We came from the north to put these treacherous humans to death for their betrayal, but then Master Sky Plant arrived and evvvvverything was better. My men were transformed into better men and I now serve the Master Sky Plant."

The orc ponders his question a bit more as he realizes his story was off-topic. "Master Sky Plant is plant. Plants grow in ground."

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

Desmond rests his hand on Sahrek's neck, softly ruffling the fur. At the mention of putting humans to death, he speaks up.

"We're actually looking for someone here - a Pathfinder by the name of Heralt. Any chance you or your fellow orcs came across him? Probably killing him..." That last part is muttered under his breath.

Diplomacy: 1d20 - 1 ⇒ (6) - 1 = 5

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

"Sky Plant, huh? Sounds like something to do with those craters, then. Minds sharp." Hal turns his feathered visage to Flinders. "Ask him about the betrayal. Why did they attack? Besides being orcs, I mean."


Diplomacy: If you fail the check by 4 or less, the character’s attitude toward you is unchanged. If you fail by 5 or more, the character’s attitude toward you is decreased by one step.

The half-orc bristles at Desmond's failed attempts at Diplomacy. "I don't know the names of traitorous humans. We were promised weapons and we paid for them, but these humans betrayed us. Silly Chelaxians. But we showed them! And if you mutter under your breath again, I shall show you personally how we took care of those traitors." He ends with a snarl.

As quick as he threatens Desmond, he turns back to the rest of you, toothy smiles all around. "Soup should be done soon! Should I prepare large bowls for each of you?"

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

”I think you know we won’t be eating your soup,” Terrill replies calmly. ”You say Master Sky Plant grows in the ground. Where can we find him…it…whatever?”

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Dragorin pauses a moment then casts detect chaos on the Orc.

Where are your men that the Master Sky Plant made 'better'? Dragorin asks as he slowly moves closer. Are they guarding the Master Sky Plant? Perhaps in the crater outside this building?

Diplomacy: 1d20 + 11 ⇒ (2) + 11 = 13

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Terrill belatedly uses his Desna-granted ability to sense evil and good in others.

Detect Alignment on the orc chef cook butcher.


Dragorin's attempts at diplomacy seem to fall on deaf ears.

"Plants grow in ground. Are you people stupid? I mean, I know orcs are the superior intellect, but I thought humans had some sense." the orc chides.

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

"Okay, I'm done." the elf announces to his companions. Unless somebody stops him... Hal pulls back his bowstring and shoots the orc in the face. IN THE FACE.

Single Shot, Deadly Aim, PBS, Aspect of the Falcon: 1d20 + 15 - 3 + 1 + 1 ⇒ (3) + 15 - 3 + 1 + 1 = 17
Damage: 1d8 + 10 ⇒ (6) + 10 = 16

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Post your PFS #s, Day Job checks, Initiative and Perception Modifiers and any purchases that you want me to log on your Chronicle Sheets!

Welcome to the Everwar! Where the war never ends...

Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

PFS #76446-9
Scarab Sages
No day job
Init +2
Perception +9

Aren't purchases made on ITS now by the way?

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

Desmond Aesculus
PFS: 64554-1
Day Job: Handle Animal (I bought a farm): 1d20 + 12 ⇒ (2) + 12 = 14

Initiative: +6 (+10 in urban, +8 Underground)

Perception: +16 (+20 in urban, +18 underground)


I dind't notice the link was posted, but saw Basalte's name in the threads.

I think Flinders, my bard archaeologist would be helpful here, as we seem to have frontliners and ranged taken care of.


It was posted 13 minutes ago... >.>

@Basalte: I have no idea. Some people ask me to track purchases on their chronicles for them and I am happy to do so.

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

Also, GM - Desmond is running on the Slow track right now.


NOTE TO SELF: SLOW TRACK EXPERIENCE FOR DESMOND

Got it!

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

PFS# 21019-1
Scarab Sages
Day Job: Survival: 1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 33 (Hunting Lodge vanity plus Expanding Trade Network boon)
Initiative: +5
Perception: +19

Additional notes for the GM: Hal travels everywhere mounted on his axe beak unless otherwise specified, will take 10 Perception on every door we come across, will make a Ride check (+22) to negate the first hit on his mount in any given round, and very often uses his Infiltrator adaption to boost his AC by 2 in 10 minute increments (at minimum, he will do so at the start of each combat, or before if he suspects one soon).

And if anyone is interested:

Tactics and Play Style:

Type: Scout (mounted archer)

Hal is best-placed near the head of the party as a scout, usually mounted on his trusty axe beak companion, Th'reiwa-don. In combat, his MO is to move in close so his mount can get in a bite and then shoot the living crap out of a single target until it dies. Only against a creature with large AoE attacks will he move himself and his mount away to attack from a safe distance. Unless having especial difficulty scoring a hit, he always employs a full attack making use of Manyshot, Rapid Shot, Deadly Aim, and Precise Shot. He always activates his infiltrator ability in a combat (or, better yet, before) to bring his AC up to 30 and relies on Mounted Combat to keep his mount alive.

Background:

Halbarad spent his youth among the dunes and tombs of Osirion, where he developed distinct a hatred of the ever-pestilent undead. Tiring of the many ghouls and mummies that inhabited his native land but still fond of the desertlands, he later found a home in Qadira after a brief stint among the agents of Grandmaster Torch. Though he holds little love of Qadiran trade interests, preferring the natural world to men and commerce, Hal is not without vanity and accrued of number of titles (and many privileges associated therein) during his hunting forays in the forests south of Katheer. More recently, following Trade Prince al'Hakam's founding of the Exchange and the simultaneously resurrection of the Order of the Jeweled Sages, the Grand Lodge negotiated the sale of Halbarad's considerable expertise in dealing with Osirion ruins for the mutual profit of the Exchange, the Scarab Sages, and Hal himself. He thus now works as a tomb-raider adventurer for the revived order while maintaining rather cordial relations with his former faction.

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

ATUM SMASH!

PFS #: 55162-2
Day Job: Borderland Keep (+1 PP for day job)
Initiative: +3
Perception: +6

Tactics and Play Style:
Smash stuff. And be a jerk about it.

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

PFS #: 80015-1
Faction: Liberty's Edge
No Day Job
Initiative: +7
Perception: +17

Will have to update alias, to reflect a couple of additional scenarios played, but he's still 9th level.

I may switch to slow progression once he hits 10th, I'll let you know.

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Thanks for taking a 7th!
PFS# 5331-2
Faction: Dark Archives (Former Cheliax)
Day Job: Heal: 1d20 + 8 ⇒ (15) + 8 = 23
init: +0
Perception: +4

I'll be purchasing something but haven't made a decision yet.

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

My purchases are done and added to my statblock. Hopefully (if nothing goes horribly wrong) I will have enough at the end of this scenario for an oathbow!

Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

Basalte has been updated to level 7.2, though I will only be able to play him since December 27. At least it's already done so that I'll be ready to play on that day.

By the way, could Flinders cast shield from my wand into my vibrant purple prism ioun stone, please? There's no sorcerer/wizard in the group, so it's a DC 20 UMD check.

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Sure thing. Can you take 10 on UMD?

65114-4
Grand Lodge
Day Job Perform (oratory): 1d20 + 11 ⇒ (2) + 11 = 13
Init: +4
Perception: +19 (trapspotter)

Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

As long as there's no stressful activity going on, I think you can.


Agree with Basalte. You can take 10.

Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

I'll be back from holidays tomorrow! Very limited connection until then, unfortunately.

-Posted with Wayfinder


No worries!

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

And I should've pointed out my tactics with Sahrek, my wolf. Sahrek is a large wolf and Desmond sends him in to attack and (hopefully) trip enemies.

I've tried to make Desmond pretty balanced between ranged and melee combat. Most of the time he'll plunk the baddies with arrows until they get up close, then he brings out Dingo - his Smine-forged falchion.


I wasn't even aware you had a wolf... Haha

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

Yeah - Des has almost exclusively played in EndlessForms' games, so I take it for granted that Sahrek is remembered. Sorry 'bout that.

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

[Voice of the director from The Truman Show]I was there when Sahrek was born, I was there when he was named after Desmond's companions. I was there responsible when Desmond died![/voice]

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

This is just a reminder that I'll be leaving for my honeymoon in New Zealand tomorrow and will be gone until January 13. Hopefully I will have time to check in a few times while I'm gone but if I'm holding things up go ahead and bot me. I'll be back in full force in mid January! Thanks everyone!

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Congrats and have fun!

Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

I'm back home. The games that will allow Basalte to level up and join are on the 27th, so I guess I'll take a back seat until then. Unless BS allows me to take part already?


I don't mind, if you don't. Feel free to join in and replace the AFK Living Monolith. :D

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4
Atum Nakhti wrote:
This is just a reminder that I'll be leaving for my honeymoon in New Zealand tomorrow and will be gone until January 13. Hopefully I will have time to check in a few times while I'm gone but if I'm holding things up go ahead and bot me. I'll be back in full force in mid January! Thanks everyone!

Congratulations! New Zealand is an excellent choice. Enjoy!

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Have fun in New Zealand, EF! I was there a few years ago and loved it. Very friendly, easy-going country - even in the few big cities, you pay for your gas after you pump it, and in the countryside there are fruit stands where you just take some fruit and leave some money.

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

Oh, I know. I love it. This is actually my second trip there. Didn't take much convincing to get the wife to go along with it.

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

Just an FYI, I will be hiking in the mountains for the next two days and out of contact. I'll be back Sunday evening or Monday morning.

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

DM Strider - a few things:

With only a single action, Terrill would not have teleported into position to be attacked - would like to retcon that, but I'll understand if you'd rather not.

Have you rolled initiative? I couldn't find it, just wondering why some of us are bolded and some not, and when the plants act. Terrill seems to be in bold, does that mean he has a round to act now?

As mentioned in this post, Terrill healed himself and is at 68/69 hp. My stats line is now updated, yours says he has 59/69 hp.

/administrative pestering


That's fine. It is why I asked if you wanted to do the same.

Not in initiative because you all are taking a coordinated surprise round action. I assume level 7 through 11s are well versed enough to coordinate a surprise round in situations like this. Once everyone has done a surprise round action, then we will do Init.

I bolded Terrill because I was letting you choose what to do (teleport or choose another action).

Roger on the heals. I just pasted from the last fight. Good catch.

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Okay, thanks for the clarifications.

Let's just say that Terrill used the surprise round to cast unerring weapon per my previous post, so it lasts through more of this fight. I've moved him back on the map.

Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

Continuing the discussion here so that it doesn't interfere with the game.

GM Bold Strider wrote:
That's crazy. How does a feat like that even exist? Then again, they published a feat to give out Paladin +Cha to saves to any divine caster, so I guess it shouldn't surprise me.

Agreed, it's very powerful, probably too much so for a legal feat. The other feat you mention, "Divine Protection" (+Cha to saves), is not legal for Society play however, whereas "War Blessing" is. Regardless, they really increased the power curve lately, especially with the ACG (low-level spells like heightened awareness, long arm, I'm looking at you).

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

It does come in handy, but I hadn't previously considered it terribly overpowered. It gives access to a couple of first-level spell-like abilities twice per day. I guess if I had taken it at a lower level I would have found it more powerful, but I only recently picked it up.

That said - I'm glad I did!


That's fair. It's just surprising to see all these ACG feats giving out low level class abilities. I haven't seen a lot of the new material in play, but there does seem to be a power creep. Oh well, you guys have basically passed this scenario already anyway. ;)


FIRST PART FINISHED!

Chronicles!

Going to keep going in this thread if you guys don't mind.

Everyone please post here letting me know when you are ready to start (purchases, leveling, etc.).

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

I won't be able to download or print the chronicle for a couple days. Atum probably doesn't need any purchases though so I'm good to start whenever.

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

This chronicle will put Terrill at level 10, I'll level him up in the next day or so. I think I'll switch to slow XP track at this point, as I'd like to keep playing him for a bit longer.

If anyone has ideas for what he might spend 12,000 gp on, I'd love to hear them. I can never seem to keep up with all the interesting magic items that come out, so I always feel I'm missing some great option.

Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

Basalte is levelling to 8th. His init score doesn't change, but his Perception score increases to +12. Still no day job.

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

Thanks Bold, this was a fun one! Looking forward to the next (three).

Hal is still level 9, but he bought an oathbow! I really thought about something that's probably more useful (+2 holy composite longbow, for example) but I decided that an oathbow is just too darn fun.

Stats will be updated by tonight and I'm ready to go!

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

Hate to be a bother, but Des is on the slow track.

Otherwise, Des will pick up some cold iron blunt arrows.

Having a great time so far. Thanks everyone so far.

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

I'm good, saving my gold for a malleable symbol.

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

Desmond's ready to go.

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Flinders doesn't level up until next xp, and at the moment, I can't think of anything to buy.

Ready!


@Desmond: Your chronicle has been changed to fit Slow Track.


@Terrill: How about the Desnan Ring from ISG? Ring of Feather Falling that can cast Magic Missile for like 3,500 GP.

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

@ GM: Thank you. He'll be on the slow track for Part 2 and Part 3. I'm not quite sure yet if I'll put him back onto standard track or not after he levels up to 11.

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18
GM Bold Strider wrote:
@Terrill: How about the Desnan Ring from ISG? Ring of Feather Falling that can cast Magic Missile for like 3,500 GP.

I don't know that one. It's in the Inner Sea World Guide? I didn't find anything by that name. I'm also thinking of the Ring of Tactical Precision, which would work nicely with his teamwork feats.

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

Inner Sea Gods, I believe.

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