GM Bold Strider's PFS 05-17 Fate Of The Fiend (Subtier 10-11; 4 Player Adjustment) (Inactive)

Game Master rpblue

Maps is Here!


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Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

I loved that part of the adventure. I thought we were done several times, lol! Also, DM, I am paying 6k to turn my ring of protection +1 into a +2 version. That's my only purchase.

Silver Crusade

Stats:
HP 58/80; AC 24/12/23; CMD 22; Saves 8/4/12; Init +12; Perc +21
Special Abilities:
Spells - 1st 7/7, 2nd 5/5, 3rd 2/5, 4th 3/3; Bane 13/15; Judgement 2/4; Weap Master 8/10; Sieze the Init 8/8
Consumables:
CLwand 37/50; Extend Rod x2 3/6; First Aid Gloves 5/10; Fly Potion 1/1
Active Effects:
Judgement Destruction/Justice; Quick Draw

Buying several things; Lesser Extend Rod, Adamantine Longsword, Comp Longbow +3 & 50 Cold Iron Arrows.

My new daily routine has cast extended GMW on all 3 weapons & cast extended magic vestments. I can save my last 3rd level slot for a dispel magic, or I can pass off either GMW or MV on somebody else if they need it.


At your level, MV and GMW do very little. Looking at your gear, GMW only gives you +1 to your weapon and MV does nothing as you already have +2 armor and shield. GMW and MV don't stack with your current +X enchancements. It replaces them as both are enhancement bonuses. Also, a lesser rod only has 3 charges per day.

Thus, this line:

Melee +1 ghost touch longsword +10/+5 (1d8+8/19-20) or
Greater Magic Weapon (+3) Ghost Touch longsword +12/+7 (1d8+10/19-20) or

... should actually read:

Melee +1 ghost touch longsword +10/+5 (1d8+8/19-20) or
Greater Magic Weapon (+2) Ghost Touch longsword +11/+6 (1d8+9/19-20) or

Silver Crusade

Stats:
HP 58/80; AC 24/12/23; CMD 22; Saves 8/4/12; Init +12; Perc +21
Special Abilities:
Spells - 1st 7/7, 2nd 5/5, 3rd 2/5, 4th 3/3; Bane 13/15; Judgement 2/4; Weap Master 8/10; Sieze the Init 8/8
Consumables:
CLwand 37/50; Extend Rod x2 3/6; First Aid Gloves 5/10; Fly Potion 1/1
Active Effects:
Judgement Destruction/Justice; Quick Draw

@Bold Strider, I thought magic vestments could be used on Natural Armor to boost that. I'll quickly fix it, if i'm wrong. With GMW, would it be 1/5/9 for CL boosts to bring it to a +3?

PRD wrote:
This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic.

So wouldn't it go 1/5/9/13/17 for CL bumps to weapon?

Edit: Sould say bought a second lesser extend rod.


@Magic Vestments: "You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level)." Natural armor doesn't fall under armor or shield. :(

@GMW: You get a +1 enhancement bonus for every 4 caster levels, thus the enhancement progresses at 4/8/12/16/20. The clause in Magic Vestments supports this by having the same language, but a more defined parenthetical. If it was meant to be 1 + (4*X), then the parenthetical after Magic Vestments would say (maximum +5 at 17th level).

Tektite might know more, but that is how I read the language.

EDIT: Found link for GMW.

Silver Crusade

Stats:
HP 58/80; AC 24/12/23; CMD 22; Saves 8/4/12; Init +12; Perc +21
Special Abilities:
Spells - 1st 7/7, 2nd 5/5, 3rd 2/5, 4th 3/3; Bane 13/15; Judgement 2/4; Weap Master 8/10; Sieze the Init 8/8
Consumables:
CLwand 37/50; Extend Rod x2 3/6; First Aid Gloves 5/10; Fly Potion 1/1
Active Effects:
Judgement Destruction/Justice; Quick Draw

Whoops. Been doing that wrong with this character for a while now. I'll still take the +2 bonus to all my weapons (because a 5/10% increase in hit chance is worth it.)

Thanks for the heads up!

Edit: Fixed my char sheet/spoil'd stats


..

The Exchange

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4
Spells Active:
HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

"BEER!!! WHERE'S THE BEER!!"


A hulking half-orc, Venture-Captain Calisro Benarry of the Arcadian Mariner’s Lodge—the official title used by the Pathfinder Society to identify the refitted merchant vessel named the Grinning Pixie—stoops in her lavishly appointed cabin. Her surprisingly soft voice purrs, “Five days, that’s all you got. After that, if I don’t see your pretty faces rowing towards the Pixie, I’m weighing anchor and you’ll have to find your own way home. Nothing personal, but these aren’t the friendliest of waters.” Even with her ultimatum, a genuine look of concern washes over her sun-kissed face. Her gaze hardens as she glances to her captain’s chair, currently occupied by a confident Zarta Dralneen. “Just like any trip to Rachikan, this is no vacation,” the half-orc adds before loudly clearing her throat."

Zarta’s dark eyes meet the captain’s before the Chelish woman playfully remarks, “I assure you, I’m here on business. A personal friend of mine, the Pathfinder spy Marianix Karn, has been working in Rachikan as an archaeologist. You should remember this as you saved her life from becoming a sacrifice to a Retriever..."

"Up until now, the Society has been content to let the Chelish government deal with the ruins’ morlock infestation; however, as of Karn’s last report, the Society’s stance has changed drastically.” A hand tipped with vibrantly polished fingernails places an envelope on the suspended table. “Here, take a look at this. I think you’ll find it quite interesting."

The broken scroll unfurls in Mathais' hands as he examines the note. I am writing in haste, as we were recently hit with another earthquake. In its aftermath, we discovered a passage leading to a formerly sealed section of the city. It is breathtaking; the marvels of this glorious civilization are unparalleled. In our explorations, we came across a great keep, and within was the most curious door I have ever set eyes upon. The door’s runes claim it leads to the tomb of Inperantike Severina Helsprex—Rachikan’s former ruler. No matter what we tried, the door remained barred.

—Marianix Karn

Venture-Captain Benarry glances at the letter to double-check its contents before speaking. “The Pathfinder Society charges you to enter Rachikan, and, if Karn’s report is true, find a way through that sealed door. The Society believes that if it is the tomb of Rachikan’s former ruler, she would be buried with a substantial number of golem soldiers. Having several to study would forward
our goal to record history. Having them all would be a great help in the Society’s Worldwound expedition."

“Take a jolly boat and row to the eastern edge of the central pillar. Several years ago one of our expeditions discovered a staircase there that descends into Rachikan’s heart.” Pulling her hood over her head, she adds, “You can use my cabin to plan. If there are no questions, I will ensure the boat is ready.”

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Base Knowledge check for any legends etc, about the door. 1d20 ⇒ 12

The Exchange

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4
Spells Active:
HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

The dwarf pulls out his massive greatsword from its scabbard acorss his back.. "Ole Bob here is good for chopin doors down.. Wall's too effin ya needs it.. Ifin's its protected by magiks though you casty types will have to deal with it.."

Sovereign Court

AC24(25)/T15/F22/CMD26||HP73[73]|Fort:+7;Ref:+4;Will:+7|Percept.+13(+15 traps)|Init.+4 Human Barbarian 2 / Oracle (Life Oracle) 4 / Rage Prophet 3

Jarlgur listens quietly, then scans the letter. "Seems simple enough."

Silver Crusade

Stats:
HP 58/80; AC 24/12/23; CMD 22; Saves 8/4/12; Init +12; Perc +21
Special Abilities:
Spells - 1st 7/7, 2nd 5/5, 3rd 2/5, 4th 3/3; Bane 13/15; Judgement 2/4; Weap Master 8/10; Sieze the Init 8/8
Consumables:
CLwand 37/50; Extend Rod x2 3/6; First Aid Gloves 5/10; Fly Potion 1/1
Active Effects:
Judgement Destruction/Justice; Quick Draw

"Once more unto the breach, dear friends, once more?" Mathais says after listening to the tale.


Knowledge (history or local) - The PCs may know about Rachikan’s recent and ancient history:

15+:
Rachikan was considered the premier forge city of the Jistka Imperium and created countless golems of all shapes and sizes. Earthquakes buried much of the city just as the rest of Jistka collapsed due to infighting and attacks by Ancient Osirion.

20+:
The Pathfinder Society rediscovered the lost city in 4709 ar, though Cheliax quickly took control of the site. Frequent attacks by morlocks have slowed the excavations, but a company of Hellknights has kept the morlocks in check.

25+:
The crowning glory of the golem-crafting industry was an immense, powerful war machine known as a behemoth golem, said to be able to crush a dozen soldiers with a single stomp. Artwork recovered from Rachikan suggests the city likely produced several of these constructs.

Knowledge (history or nobility) - The PCs may know about Rachikan’s cruel, final ruler-Severina Helsprex:

20+:
Severina Helsprix was the last ruler of Rachikan and was said to have perished during the earthquakes that buried the city. Records suggest her remains were never found.

25+:
Records recovered from other Jistkan sites suggest that Severina was not only a capable, though feared, magistrate, but also a talented spellcaster capable of binding outsiders to her will. Such skills were not uncommon among the Jistkan royalty.

30+:
Even though most members of the imperial houses behaved cruelly in years preceding Jistka’s fall, Severina was particularly vile. She was said to obsess about her own mortality and tried whatever acts she could, no matter how depraved, to artificially extend her life. Some scholars speculate that Rachikan’s seismic demise was a result of Severina insulting the gods.

---

Once you are ready, you pilot your dinghy into the Pillars of Anferita, where countless gulls build nests on small perches in the towering, salt-encrusted columns of rock. You have no difficulty finding the stairs—first discovered years earlier by the Pathfinder Benton Grone—hidden partway up the guano-speckled cliff and revealed to you by the man himself on your last trip here.

The claustrophobic stairs lead to lower Rachikan, which resides within a series of huge cathedral-like caverns. Unless otherwise noted, lower Rachikan is lightless. Sloping walls (Climb DC 15) of crumbling rock and protruding Jistkan architecture rise to the ceiling between fifty and a hundred feet above. Masonry walls (hardness 8, hit points 90) make up the remains of any ruined buildings, and natural columns stretch from floor to ceiling in particularly large chambers. The only other known means of reaching lower Rachikan is through a vertical shaft and Helllknight-controlled elevator that leads to the surface.

Several decrepit Jistkan buildings protrude from a sea of stone amid an ancient skyline, the building’s original ground floors now buried long ago by frequent earthquakes. You pass through this area, approaching from the east, soon after reaching lower Rachikan. The entire floor is buried under yards of debris, requiring a creature to succeed at a DC 15 Acrobatics check at the start of its turn or treat all squares as difficult terrain. Creatures can instead move using a burrow speed at no penalty.

Maaarv: 1d20 + 3 ⇒ (7) + 3 = 10
Mathais: 1d20 + 18 ⇒ (20) + 18 = 38
Jarlgur: 1d20 + 12 ⇒ (3) + 12 = 15 (+2 Traps)
Grimnir: 1d20 + 23 ⇒ (17) + 23 = 40
Alie: 1d20 + 15 ⇒ (2) + 15 = 17

Mathais and Grimnir are overcome with a sense of unease. "Something is wrong..." states Grimnir.

Maaarv: 1d20 + 3 ⇒ (8) + 3 = 11
Mathais: 1d20 + 12 ⇒ (19) + 12 = 31
Jarlgur: 1d20 + 4 ⇒ (9) + 4 = 13
Grimnir: 1d20 + 7 ⇒ (6) + 7 = 13
Alie: 1d20 + 6 ⇒ (16) + 6 = 22
?: 1d20 + 6 ⇒ (13) + 6 = 19

Initiative:
1st: Alie, Mathais
2nd: ???
3rd: Maaarv; Jarlgur; Grimnir

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

At the warning from her friends, Alie casts Haste as the others look around. She draws a wand as she does so.

1st 3rd level spell of the day. Remember Haste bonuses!.

Scarab Sages

Alchemist 8 (Grenadier) | HP: 45/59 [0] | AC: 28* | T: 17* | FF: 22* | Perc: +13 | Fort: +11* | Ref: +15* | Will: +5* | CMB: +8 | CMD: 23* | Speed: 30 | Init: +5* | 3/16 Alch. Bombs Left

Maaarv does his best to stifle a burp as he gets himself back on dry land after the boat ride.

Knowledge (Local): 1d20 + 14 ⇒ (6) + 14 = 20

"I could *URP* tell you a bunch of stuff about Rachikan... but it's *ahem* it's stuff we a-a-already know about. You know... morlocks and Hellknights and stuff. But... onethingmaybeyoudidn'tknow... is that they were world renowned - I mean you know - really famous - for making golems. Scores and scores of 'em, ya know?"

As the party reaches lower Rachikan, Maaarv laments the debris. "Oh man, this - this is a lot of junk..."

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

"The best thing I can do against a golem is drop it into a pit. So, if you'll give me a second to get my spell off, we might not even have to fight it, until we are clearly prepared for it.


Alie casts a spell and then nudges Mathais in the gut. "Psst... Do something!"

Initiative:
1st: Alie, Mathais
2nd: ???
3rd: Maaarv; Jarlgur; Grimnir

Silver Crusade

Stats:
HP 58/80; AC 24/12/23; CMD 22; Saves 8/4/12; Init +12; Perc +21
Special Abilities:
Spells - 1st 7/7, 2nd 5/5, 3rd 2/5, 4th 3/3; Bane 13/15; Judgement 2/4; Weap Master 8/10; Sieze the Init 8/8
Consumables:
CLwand 37/50; Extend Rod x2 3/6; First Aid Gloves 5/10; Fly Potion 1/1
Active Effects:
Judgement Destruction/Justice; Quick Draw

Mathais Delays.

This week is going to be hectic, feel free to bot me!

The Exchange

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4
Spells Active:
HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

Before heading down Grimnir casts Extended Heroism, Extended Percieve Cues, and Extended See Invis using his lesser extend rod.


As Alie hastens the party, Mathais decides to wait and see what may happen.

As this occurs, two giant beasts erupt from the ground. These huge creatures rest atop four thick legs that end in sleek, curved claws, and their bodies are covered in red-hued armor plates that drip with foul ichor. Their eyes glow red like hot coals, and strange veins between their plates pulse and glow like flames. Along their spine, a slender armored crest peaks at mid-back, much like the top fin of a shark.

Kn. Planes DC 20:
The most feared bulette mutations are the xenarths. Also called ichor sharks, xenarths are an incredibly rare species of bulette that most believe long vanished from the world. Since the original bulettes were created with infusions of demon ichor, many have long associated them with demons despite the fact that they’re simply magically created beasts. Xenarths, however, are actually demons. At the moment of the creation process when the fused animal parts were combined with demon ichor, xenarths were imbued with an excess of this essence, becoming demonic outsiders, creatures not of the Material Plane.

They are immune to poison and electricity, resistant to the other elements and provide a tough opponent for spellcasters.

Kn.(Planes) DC 30:
Xenarths are covered in a slimy red ichor that burns like acid when touched and helps propel them through the soil much quicker than the bulette. Xenarths are brutal and even more frightening than their cousins. Bulettes eat to fuel an insatiable hunger—xenarths eat for the pure pleasure of destruction, and have been known to eat, regurgitate, and move on to other food.

Their bite has a vicious poison that can fell the stoutest of men while their armor is coated in acid that will dissolve even magical weapons. Only the strongest of weapons, made from the enemies of fey, can pierce their hide.

1d5 ⇒ 51d4 ⇒ 4

The two creatures lash out at Grimnir and Alie, judging them to be the weakest of the group.

"RAAAAAAAWR!"

Bite @ Grimnir-23 FFAC: 1d20 + 19 - 2 ⇒ (13) + 19 - 2 = 30
Damage: 2d6 + 13 - 3 ⇒ (1, 6) + 13 - 3 = 17 Poison Save! One for the bite and one on your turn, so roll twice!

Bite @ Alie-18 AC: 1d20 + 19 - 2 ⇒ (11) + 19 - 2 = 28
Damage: 2d6 + 13 - 3 ⇒ (4, 2) + 13 - 3 = 16 Poison Save! One for the bite and one on your turn, so roll twice!

Initiative:
1st: Alie, Mathais
2nd: Landsharks! (Red; Blue)
3rd: Maaarv; Jarlgur; Grimnir

The Exchange

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4
Spells Active:
HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

Know Planes: 1d20 + 11 ⇒ (8) + 11 = 19

Fort vs Poison: 1d20 + 19 ⇒ (6) + 19 = 25
Fort vs Poison: 1d20 + 19 ⇒ (19) + 19 = 38

Grimnir 5' steps towards the beast, rages, activates bane, and attacks thrice times.. While raging and bane up weapon is +5 so will overcome all DR save untyped

Attack 1: 1d20 + 18 ⇒ (3) + 18 = 21
Attack 2: 1d20 + 18 ⇒ (9) + 18 = 27
Attack 3: 1d20 + 13 ⇒ (12) + 13 = 25

Dam 1: 2d6 + 20 + 2d6 ⇒ (3, 5) + 20 + (5, 3) = 36
Dam 2: 2d6 + 20 + 2d6 ⇒ (6, 4) + 20 + (6, 1) = 37
Dam 3: 2d6 + 20 + 2d6 ⇒ (2, 3) + 20 + (3, 2) = 30

AC is 24 for the round


What bane are you using? You don't know what they are.

The Exchange

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4
Spells Active:
HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

TBH most GM's ive played for just go with the "I bane whatever the hell that thing is" and dont require a roll. Afterall the DC to know something is a devil should be much lower than the DC to know its a Pit Fiend. If you wish for me to role and pick thats fine.. Hopefully someone will make the roll and yell it out if i flub it..

In this instance, due to the description of the monsters, he'll name Evil Outsider Bane. If it works fine, if not he'll try something different next round.


Interesting. This particular creature is a variation on another creature. The original (and well-known) creature is a magical beast, while this is an Outsider (Multiple). So, if you were gunning for the lower DC pick, then you would actually think it is a Magical Beast. This is particularly why I asked. :D

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Know. Planes 1d20 + 5 ⇒ (15) + 5 = 20

Fort save 1d20 + 9 ⇒ (11) + 9 = 20
Fort save 1d20 + 9 ⇒ (4) + 9 = 13

"These things are beasts mixed with demons! Poisoning and electricity does nothing against them. They resist other elements and have spell resistance!"

Alie takes a diagonal 5' step back, getting out of range of the red beast. She then casts Fly on herself.


Constitution Damage @ Alie: 2d3 ⇒ (1, 3) = 4

As she steps back, Alie is overcome by the poison, crippling her internal fortitude.

Two of Grimnir's attack hit the beast as the corrosive ichor eats away at his blade.

Damage to the Blade: 2d8 ⇒ (7, 2) = 9 Reflex Save from the weapon to avoid the damage; A magic weapon's Reflex Save is 2+(1/2*CL) or +6 for your weapon, Grimnir. This damage bypasses all hardness. I believe your weapon has 23 HP. (10 [base] + 3 [adamantine] + 10 [+1])

Damage to the Blade: 2d8 ⇒ (1, 2) = 3 Reflex Save from the weapon to avoid the damage.

Initiative:
1st: Alie, Mathais
2nd: Landsharks! (Red; Blue @ 67)
3rd: Maaarv; Jarlgur; Grimnir

The Exchange

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4
Spells Active:
HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

It would have 23 hps if the Furious didn't up its hps while raging. Ive never had it come up tbh. The enchantment makes it +2 better while raging so it would gain another 20 hit points right? While i would say bane doesnt because its only vs a creature, furious is static as long as he's raging. Ur call there. Held magic weapons can use either wielder saves or its own. In this case ill use Grimnir's.

Reflex: 1d20 + 9 ⇒ (9) + 9 = 18
Reflex: 1d20 + 9 ⇒ (10) + 9 = 19

Silver Crusade

Stats:
HP 58/80; AC 24/12/23; CMD 22; Saves 8/4/12; Init +12; Perc +21
Special Abilities:
Spells - 1st 7/7, 2nd 5/5, 3rd 2/5, 4th 3/3; Bane 13/15; Judgement 2/4; Weap Master 8/10; Sieze the Init 8/8
Consumables:
CLwand 37/50; Extend Rod x2 3/6; First Aid Gloves 5/10; Fly Potion 1/1
Active Effects:
Judgement Destruction/Justice; Quick Draw

Mathais moves away from both creatures, and while moving draws his bow. When he comes to a stop, he casts Align Weapon Good Aligned on his cold iron arrows, then declares his judgement on the enemies Judgements of Justice and Destruction

Kn Planes: 1d20 + 22 ⇒ (20) + 22 = 42 Wow. So, I know all about them? :D

"Be careful attacking them, for their skin will destroy your weapons, but if you have Cold Iron, use it! They're demons, and they long for the destruction of everything. Alie! If you could back up and start dropping them in pits that would be appreciated!"

Sovereign Court

AC24(25)/T15/F22/CMD26||HP73[73]|Fort:+7;Ref:+4;Will:+7|Percept.+13(+15 traps)|Init.+4 Human Barbarian 2 / Oracle (Life Oracle) 4 / Rage Prophet 3

Jarlgur quickly casts a spell, blessing the party, then draws his hammer.

Bless


XPost: Yeah, it's a good point because the actual enhancement bonus is increasing.

If the Furious enchant doesn't raise the HP, then that would be consistent with something like a Constitution enhancement bonus not granting HP. This is definitively not the case as Bear's Endurance states you gain the HP, but that amount is deducted after the effect wears off.

I would think that it would gain the +20 HP for the time being and lose it upon the expiration of the effect granting it the bonus. Thus, if the weapon in question is at 20/43 HP at the end of the effect, then it breaks immediately as it hits 0/23 HP.

Grimnir's weapon looks worse for the wear as each hit chips off more and more of the weapon.

Failed both saves, Grimnir.

Mathais and Jarlgur buff the party in return.

Initiative:
1st: Alie, Mathais
2nd: Landsharks! (Red; Blue @ 67)
3rd: Maaarv; Jarlgur; Grimnir

The Exchange

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4
Spells Active:
HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

I guess there's always the backup lol! Looks like ill be buying a make whole scroll after this.. I just realized that I wouldn't had to roll twice for poison if i passed the first save as well.. That 19 would been a potential crit as an attack lol.. Oh Well.

Another relative question is if Resist Energy cast on myself would protect the weapon? I know in 3.5 i t did but i cant find anything on it. Also Bladeguard says it protects against weapons corroding of being melted. Would it work?

Scarab Sages

Alchemist 8 (Grenadier) | HP: 45/59 [0] | AC: 28* | T: 17* | FF: 22* | Perc: +13 | Fort: +11* | Ref: +15* | Will: +5* | CMB: +8 | CMD: 23* | Speed: 30 | Init: +5* | 3/16 Alch. Bombs Left

Maaarv, emboldened by the spells cast by Alie and Jarlgur, Maaarv starts throwing frost bombs at the reddish beast.

All touch attacks:
Frost Bomb, PBS, Bless, Haste: 1d20 + 10 + 1 + 1 + 1 ⇒ (6) + 10 + 1 + 1 + 1 = 19
Cold Damage, PBS: 4d6 + 6 + 1 ⇒ (3, 5, 6, 4) + 6 + 1 = 25
(DC 20 Fort Save or Staggered for 1 round)

Iterative Frost Bomb, PBS, Bless, Haste: 1d20 + 5 + 1 + 1 + 1 ⇒ (15) + 5 + 1 + 1 + 1 = 23
Cold Damage, PBS: 4d6 + 6 + 1 ⇒ (5, 5, 6, 3) + 6 + 1 = 26
(DC 20 Fort Save or Staggered for 1 round)

Hasted Frost Bomb, PBS, Bless, Haste: 1d20 + 10 + 1 + 1 + 1 ⇒ (5) + 10 + 1 + 1 + 1 = 18
Cold Damage, PBS: 4d6 + 6 + 1 ⇒ (2, 6, 3, 2) + 6 + 1 = 20
(DC 20 Fort Save or Staggered for 1 round)


Maaarv uses the most overpowered ability in the game ;) to launch a salvo of freezing bombs at the reddish xenarth. It does significantly less damage than he thought it would.

Fortitude Save: 1d20 + 13 ⇒ (4) + 13 = 17
Fortitude Save: 1d20 + 13 ⇒ (4) + 13 = 17
Fortitude Save: 1d20 + 13 ⇒ (10) + 13 = 23

The Xenarths roar as they rush to gnash and rip their foes to pieces.

Bite @ Grimnir-24 AC: 1d20 + 17 ⇒ (11) + 17 = 28
Claw @ Grimnir-24 AC: 1d20 + 17 ⇒ (19) + 17 = 36
Claw @ Grimnir-24 AC: 1d20 + 17 ⇒ (14) + 17 = 31

The more injured xenarth lashes out at Grimnir with a ferocity, biting and slashing him with its claws.

Damage: 2d6 + 2d8 + 24 ⇒ (2, 1) + (7, 7) + 24 = 41 Make a Fortitude Save against Poison; Roll Twice-Once for initial, once for secondary on your turn.

Maaarv, similarly, feels the pain of the xenarth as its teeth latch onto his side and rip out his flesh.

Bite @ Maaarv-19 AC: 1d20 + 17 ⇒ (11) + 17 = 28
Damage: 2d6 + 10 ⇒ (6, 1) + 10 = 17 Make a Fortitude Save against Poison; Roll Twice-Once for initial, once for secondary on your turn.

The group thinks that they have this fight under control, when suddenly morlocks leap from the rubble, attacking the Pathfinders.

Club @ Mathais-24 AC: 1d20 + 7 + 2 + 2 ⇒ (7) + 7 + 2 + 2 = 18
Club @ Mathais-24 AC: 1d20 + 7 + 2 + 2 ⇒ (3) + 7 + 2 + 2 = 14
Club @ Mathais-24 AC: 1d20 + 7 + 2 + 2 ⇒ (2) + 7 + 2 + 2 = 13
Club @ Mathais-24 AC: 1d20 + 7 + 2 + 2 ⇒ (14) + 7 + 2 + 2 = 25

Club @ Jarlgur-24 AC: 1d20 + 7 + 2 + 2 ⇒ (1) + 7 + 2 + 2 = 12
Club @ Jarlgur-24 AC: 1d20 + 7 + 2 + 2 ⇒ (6) + 7 + 2 + 2 = 17

Club @ Alie-17 AC: 1d20 + 7 + 2 + 2 ⇒ (14) + 7 + 2 + 2 = 25
Club @ Alie-17 AC: 1d20 + 7 + 2 + 2 ⇒ (5) + 7 + 2 + 2 = 16

Mathais and Alie both catch the business end of a club for their troubles.

Damage @ Mathais: 2d6 + 4 ⇒ (6, 3) + 4 = 13
Damage @ Alie: 2d6 + 4 ⇒ (6, 4) + 4 = 14

@Alie: Make another save against poison.

Initiative:
1st: Alie (Poisoned [3/6]), Mathais
2nd: Xenarths (Red @ 41; Blue @ 67); Morlocks (Red; Orange; Yellow; Green; Purple; Blue; Pink; Black)
3rd: Maaarv; Jarlgur; Grimnir

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Fort save 1d20 + 9 - 2 ⇒ (9) + 9 - 2 = 16

Added the minus two from my last failed save, DM. I assume that is correct.

Alie delays, hoping the others can clear the morlocks, so she will have a chance to cast a spell safely.

Encounter just got ugly!

Sovereign Court

AC24(25)/T15/F22/CMD26||HP73[73]|Fort:+7;Ref:+4;Will:+7|Percept.+13(+15 traps)|Init.+4 Human Barbarian 2 / Oracle (Life Oracle) 4 / Rage Prophet 3

Jalrgur looks around in confusion as the morlocks appear.

Heal: 1d20 + 1 ⇒ (4) + 1 = 5
Perception: 1d20 + 13 ⇒ (4) + 13 = 17

Looking at Allie in concern, Jarlgur channel healing energy to the party.

[ooc]Excluding the xenarths, then a couple morlocks.

Channel: 6d6 ⇒ (6, 6, 1, 6, 4, 4) = 27

The Exchange

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4
Spells Active:
HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

Fort 1: 1d20 + 19 ⇒ (15) + 19 = 34
Fort 2: 1d20 + 19 ⇒ (2) + 19 = 21
Fort his turn since it seems he failed one: 1d20 + 19 ⇒ (12) + 19 = 31

Grimnir activates Judgement of Justice and Destruction and lays into the wounded one again..

Attack 1: 1d20 + 21 ⇒ (3) + 21 = 24
Attack 2: 1d20 + 21 ⇒ (15) + 21 = 36
Attack 3: 1d20 + 16 ⇒ (7) + 16 = 23

Damage: 2d6 + 24 + 2d6 ⇒ (3, 1) + 24 + (1, 4) = 33 Again dam is +5
Damage: 2d6 + 24 + 2d6 ⇒ (3, 2) + 24 + (5, 4) = 38
Damage: 2d6 + 24 + 2d6 ⇒ (5, 5) + 24 + (6, 2) = 42

Reflex for weapon dam: 3d20 ⇒ (20, 19, 13) = 52 save, 28, and 22

If the beast dies he 5' steps towards the Murlocs..


Constitution Damage @ Alie: 1d3 ⇒ 3

Grimnir lands two more savage blows into the creature and is able to keep his sword from taking more damage.

Initiative:
1st: Alie (Poisoned @ 7 Con Damage [4/6]), Mathais
2nd: Xenarths (Red @ 41; Blue @ 138); Morlocks (Red; Orange; Yellow; Green; Purple; Blue; Pink; Black)
3rd: Maaarv; Jarlgur; Grimnir

Scarab Sages

Alchemist 8 (Grenadier) | HP: 45/59 [0] | AC: 28* | T: 17* | FF: 22* | Perc: +13 | Fort: +11* | Ref: +15* | Will: +5* | CMB: +8 | CMD: 23* | Speed: 30 | Init: +5* | 3/16 Alch. Bombs Left

Initial Fort Save: 1d20 + 9 ⇒ (20) + 9 = 29

My Turn Fort Save: 1d20 + 9 ⇒ (11) + 9 = 20

Maaarv struggles to resist the poison from the large, strange creature. Well, at least he was only able to get me once! he thinks to himself. He gives Jarlgur a quick nod of appreciation for the channeled healing.

However, with the new arrival of the morlocks, the alchemist finds himself in a dangerous situation, "Gettin' too crowded."He quickly dispatches his wings and takes flight into the air, at a 45 degree angle above the fight. (Pink and Black morlocks get an AoO)

From his new vantage point, Maaarv quickly mixes up an explosive bomb, using his skills to throw it in such a way that it doesn't harm his allies.

Explosive bomb increases the splash radius to 10 feet, and sets the targeted enemy on fire (DC 20 Reflex save to put out the fire as a full-round action or take 1d6 fire damage each round) Precise Bomb discover allows allies to avoid splash damage - if I hit.

Aiming for the purple morlock.

Ranged touch, Precise Shot, Haste, PBS: 1d20 + 10 + 1 + 1 ⇒ (3) + 10 + 1 + 1 = 15
Fire Damage: 4d6 + 6 + 1 ⇒ (1, 6, 4, 5) + 6 + 1 = 23

(black, pink, blue, yellow and green morlocks take 11 splash damage. DC 20 Reflex save for half)

Character Folio Re-roll: 1d20 + 10 + 1 + 1 ⇒ (15) + 10 + 1 + 1 = 27

The Exchange

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4
Spells Active:
HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

If you make the initial save you dont have to make another till ur bit again. The consecutive save thing is only if u fail the initial.

Silver Crusade

Stats:
HP 58/80; AC 24/12/23; CMD 22; Saves 8/4/12; Init +12; Perc +21
Special Abilities:
Spells - 1st 7/7, 2nd 5/5, 3rd 2/5, 4th 3/3; Bane 13/15; Judgement 2/4; Weap Master 8/10; Sieze the Init 8/8
Consumables:
CLwand 37/50; Extend Rod x2 3/6; First Aid Gloves 5/10; Fly Potion 1/1
Active Effects:
Judgement Destruction/Justice; Quick Draw

Mathias drops his bow, spends a moment in silence before his eyes flash and quickly draws his adamantine longsword and swings at three of the four morlocks surrounding him.

Free Action - Drop Bow; Swift Action - Weapon Master domain feature, gain use of Quick Draw for this round; Free Action - Draw weapon; Full round attack - Start at yellow at 9 o'clock and then hit green, then orange

Primary Attack!: 1d20 + 11 + 3 + 1 + 1 ⇒ (2) + 11 + 3 + 1 + 1 = 18
Haste Attack!: 1d20 + 11 + 3 + 1 + 1 ⇒ (5) + 11 + 3 + 1 + 1 = 21
Iterative Attack!: 1d20 + 6 + 3 + 1 + 1 ⇒ (7) + 6 + 3 + 1 + 1 = 18

Primary Damage!: 1d8 + 11 + 4 ⇒ (7) + 11 + 4 = 22
Haste Damage!: 1d8 + 11 + 4 ⇒ (3) + 11 + 4 = 18
Iterative Damage!: 1d8 + 11 + 4 ⇒ (3) + 11 + 4 = 18

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Waiting to see if any of the morlocks are cut down before I go.


Unless I'm mistaken, the xenarth would also get an attack of opportunity, yes?

Maaarv flies up into the sky, taking a few brutal attacks along the way.

AoO-Pink @ Maaarv-20 AC: 1d20 + 7 ⇒ (11) + 7 = 18
AoO-Black @ Maaarv-20 AC: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
AoO-Red Xenarth @ Maaarv-20 AC: 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23

Damage: 2d4 + 10 + 1d6 + 4 ⇒ (1, 4) + 10 + (4) + 4 = 23 Poison Save, same as last.
Sneak Attack Damage: 1d6 ⇒ 2

The Explosive Bomb nearly incinerates a morlock as the waves of flames bathe over the others.

5d20 ⇒ (1, 9, 12, 3, 5) = 30

Two of the morlocks dodge out of the way as Mathais flails about with his weapon, nearly uselessly. However, he does manage a lucky strike at the distracted yellow morlock, felling him.

Initiative:
1st: Alie (Poisoned @ 7 Con Damage [4/6]); Mathais
2nd: Xenarths (Red @ 41; Blue @ 137); Morlocks (Red; Orange; Green @ 11; Purple @ 23; Blue @ 5; Pink @ 5; Black @ 11)
3rd: Maaarv; Jarlgur; Grimnir

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Totally surrounded, Alie throws caution to the wind. She takes a 5' step back to the only open square around her. She thinks that will get her out of range of the large creature.

She tries to cast Create Pit directly underneath her own feet, trusting her Fly spell to keep her from falling into the soon to be created pit.

Casting defensively versus DC 19 1d20 + 9 + 7 ⇒ (3) + 9 + 7 = 19

DC 19 reflex save


2d20 ⇒ (6, 11) = 17

I just threw the pit on there to catch two of them. Most you could catch.

One of the morlocks plummets to the ground, bonking his head as another leaps to safety, swarming with the pinkish morlock.

Falling Damage: 3d6 ⇒ (6, 5, 4) = 15

The pinkish morlock leaps over to join the blackish morlock and swarms Jarlgur with the purple-eared morlock.

Club @ Jarlgur-24 AC: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Bite @ Jarlgur-24 AC: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21
Club @ Jarlgur-24 AC: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Bite @ Jarlgur-24 AC: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Club @ Jarlgur-24 AC: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
Bite @ Jarlgur-24 AC: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10

One club connects, whacking Jarlgur in the noggin.

Damage: 1d6 + 4 ⇒ (6) + 4 = 10
SA Damage: 1d6 ⇒ 5

The other three morlocks swarm Mathais, rotating away from the pit, but maintaining a flank.

Club @ Mathais-24 AC: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Bite @ Mathais-24 AC: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
Club @ Mathais-24 AC: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Bite @ Mathais-24 AC: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23
Club @ Mathais-24 AC: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Bite @ Mathais-24 AC: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9

They all miss. :(

Grimnir's sparring opponent halfheartedly strikes out at the dwarf, but he has lost too much blood and falls over after trying to bite him.

Bite @ Grimnir-24 AC?: 1d20 + 17 ⇒ (19) + 17 = 36
Damage: 2d4 + 10 ⇒ (4, 4) + 10 = 18 Poison Saves.

Bite Confirmation @ Grimnir-24 AC?: 1d20 + 17 ⇒ (8) + 17 = 25 Does this hit? Not sure what makes your AC 24 and 26.
Damage: 2d4 + 10 ⇒ (2, 3) + 10 = 15

The remaining xenarth roars loudly, causing loose stones and rock to plummet from the ceiling. It focuses on the closest target: Alie.

Bite @ Alie-17 AC: 1d20 + 17 ⇒ (16) + 17 = 33
Damage: 2d4 + 10 ⇒ (3, 4) + 10 = 17 Poison Saves.

Claw @ Alie-17 AC: 1d20 + 17 ⇒ (10) + 17 = 27
Damage: 1d6 + 7 ⇒ (5) + 7 = 12

Claw @ Alie-17 AC: 1d20 + 17 ⇒ (18) + 17 = 35
Damage: 1d6 + 7 ⇒ (1) + 7 = 8

The blue morlock tries to escape the pit...

1d20 ⇒ 13

and does!

A war drum echoes from the south as a legion of twenty morlocks is lead by a giant of a morlock with yellow robes.

Initiative:
1st: Alie (Poisoned @ 7 Con Damage [4/6]); Mathais
2nd: Xenarths (Red @ 41); Morlocks (Red; Orange; Green @ 11; Purple @ 23; Blue @ 20; Pink @ 5; Black @ 11); Morlock Leader; Morlock Legion
3rd: Maaarv; Jarlgur; Grimnir

The Exchange

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4
Spells Active:
HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

I mean really? We're being attack by 40 things at one time? I mean we didn't even say two things and were being thrown into initiative and are now in an unwinnable fight.. Is there even anywhere to run too?

Im gussing you've killed pcs before.. Just a guess.

Grimnir uses his Jingasa to negate the crit..

Fort: 1d20 + 19 ⇒ (14) + 19 = 33

Grimnir 5' steps towards the other beast and hacks at it..

Attack: 1d20 + 21 ⇒ (5) + 21 = 26
Attack: 1d20 + 21 ⇒ (3) + 21 = 24
Attack: 1d20 + 16 ⇒ (16) + 16 = 32

Dam: 4d6 + 24 ⇒ (1, 6, 2, 5) + 24 = 38
Dam: 4d6 + 24 ⇒ (6, 4, 6, 1) + 24 = 41
Dam: 4d6 + 24 ⇒ (6, 1, 4, 6) + 24 = 41

Reflex: 3d20 ⇒ (16, 6, 14) = 36 save, fail, makes 23, not sure..

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Fort save 1d20 + 9 - 3 ⇒ (12) + 9 - 3 = 18

Alie again delays to see what her teammates can do before deciding on an action.


1 person marked this as a favorite.

I've killed PCs of people in this fight... In fact, I killed Jarlgur (or was it Shinkeer?) and Alie in King Xeros of Old Azlant... >.>

Sovereign Court

1 person marked this as a favorite.
Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Lol, don't remind me! I think Alie is still checking herself for xill eggs! IIRC they got a surprise round and beat Alie on initiative, so I failed a save, got paralyzed and poofed to xill land lickety split. That's a tough damn adventure!


GM BS don't run no game to be easy on the players. :D Just ask the recipients of the erinyes attack! :D

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