1. GM Edwin's Zeitgeist Campaign

Game Master Insnare

When the people and King of Risur have internal or external enemies but won't or can't call in the military... They Call in the RHC(Royal Homeland Constabulary)

Act 1: The Investigation Begins!
Chapter 1: The Island at the Axis of the World
Chapter 2: The Dying Skyseer
Chapter 3: Digging for Lies
Chapter 4: Always on Time
Chapter 5: Cauldron Born
RHC HQ
FLINT CITY
Zeigeist World Map
Avery Coast Train
Lantern

Act 2: The Grand Design

Chapter 6: Revelations From the Mouth of a Mad Man

Ber


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Shot Putter Funkmeister

Kort moves 55 feet to the exit.

Gobnard


HP 48/98| BaB 10 | Fort 9 | Ref 9 | Will 4 | Init+5 | AC 24, F 19, T 15 | CMD 26(More against disarm and sunder) | Darkvision 60 | Acid resist 5 Goblin Brawler[Turfer] 6, Fighter[Weapon master] 4
Martial flexibility uses left:
2

Sorry, a couple of questions before I take my turn, I'm considering my options: What's the floor made out of, what's below us, and are there any windows closer than the exit?


Shot Putter Funkmeister

The floor is made of marble. There are not any windows but there are exits to the balcony to the north, east and west. However there is the labyrinth to the north which there is a 20 ft climb down. You could jump from the balcony but it is a 60ft drop.


HP 48/98| BaB 10 | Fort 9 | Ref 9 | Will 4 | Init+5 | AC 24, F 19, T 15 | CMD 26(More against disarm and sunder) | Darkvision 60 | Acid resist 5 Goblin Brawler[Turfer] 6, Fighter[Weapon master] 4
Martial flexibility uses left:
2

Gobnard's got a climb speed Gobnard scuttles over to a balcony exit, and begin climbing over the side. Once he gets 30ft down the side of the building, he would try to begin stealthing.


Shot Putter Funkmeister

Gobnard double moves towards the balcony to the west.

The Bruse sees the bomb and its lit fuse and then says, "Guards, seize him!" as double moves to the south.

Round 2

Initiative: 1d20 ⇒ 5

Ungebrochen, Chretien


male Hobgoblin Gunslinger (Pistolero) 5/Shield Marshall 5

Any chance to shoot out the fuse? I assume it will be VERY difficult.. but worth a try?


Shot Putter Funkmeister

Sure why not... if you roll a crit, you will succeed.


male Hobgoblin Gunslinger (Pistolero) 5/Shield Marshall 5

Like a lightning, Ungebrochen Draw his guns. It would a hard shot, sure, but he had down worse. His eyes focusing on the one tiny piece he wanted to hit he pulled the triggers, using his destruction ability
Attack: 1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 211d8 + 16 ⇒ (4) + 16 = 20
Attack: 1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 211d8 + 16 ⇒ (8) + 16 = 24
Attack: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 161d8 + 16 ⇒ (3) + 16 = 19
But his aim was off. Seeing that he was too distracted he turned


male Hobgoblin Gunslinger (Pistolero) 5/Shield Marshall 5

Like a lightning, Ungebrochen Draw his guns. It would a hard shot, sure, but he had down worse. His eyes focusing on the one tiny piece he wanted to hit he pulled the triggers.
Attack: 1d20 + 15 ⇒ (12) + 15 = 271d8 + 16 ⇒ (8) + 16 = 24
Attack: 1d20 + 15 ⇒ (5) + 15 = 201d8 + 16 ⇒ (6) + 16 = 22
Attack: 1d20 + 10 ⇒ (19) + 10 = 291d8 + 16 ⇒ (2) + 16 = 18
Seeing that quantity was wrong he focus and using his destruction ability just let loose once.
Attack: 1d20 + 17 + 2 ⇒ (14) + 17 + 2 = 331d8 + 16 ⇒ (2) + 16 = 18


Shot Putter Funkmeister

Ungebrochen fires his three shots towards the bomb's fuse but seems to hit burned ash but not the part that had yet to be burnt.

Chretien


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

"So be it." Cretien says with a resigned look. "Must it always end this way?"

In a blur of action, Cretien's 4 arms reach his weapons with practiced ease faster than most eyes can track. "Reaching them" would be a misnomer, as they are integrated into his constructed arms. They slide and rotate into their combat positions. As he does so, his brooch fires a laser at Tinker. He brings up his machine gun to squeeze off two shots before using another arm to pull up a grappling gun to fire at the wall. As he is pulled away, he holds the grappling gun with one hand and draws a shield, hoping that it can help dull the impending blast's effects.

Free: Quick draw weapons w/4 arms
Swift Action: brooch of spectacled bear on tinker
Full attack action: first attack with machine gun and then using Quick Change to swap to Grapple gun. Machine gun attack he will expend focus to do 2 attacks at -2. Grapple Gun will shoot the wall to Cretien's left just south of the door Grobnard ran through. On hit, it pulls him 50ft that way to leave him next to the wall just south of the doorway. This regains his focus, then he quick draws his shield (technically already out but i think i have to use one of my several quick draw uses per turn to make it the active weapon)

swift brooch attack ranged touch : 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23
dmg, laser damage: 1d4 + 1 ⇒ (2) + 1 = 3

machine gun atk vs tinker: 1d20 + 14 - 2 + 1 ⇒ (9) + 14 - 2 + 1 = 22
dmg, B and P: 2d6 + 2 + 1 ⇒ (2, 4) + 2 + 1 = 9

machine gun atk vs tinker: 1d20 + 14 - 2 + 1 ⇒ (13) + 14 - 2 + 1 = 26
dmg, B and P: 2d6 + 2 + 1 ⇒ (5, 5) + 2 + 1 = 13

grapple gun vs wall: 1d20 + 7 ⇒ (11) + 7 = 18

leaves me in the stated square, shield up and ready


Shot Putter Funkmeister

Chretien fires two shots and a laser into Tinker Oddcog and as they hit sparks fly.

He then grapples to the wall nearest Grobnard is whisked away in that direction.

Spoiler:
Initiative: Ungebrochen, Chretien, Tinker, Elite Guardsmen, Kenna, Regular Guardsmen, Gobnard, Kort, The Bruse Shantus

The bomb goes off in 60ft radius doing 10d6 ⇒ (6, 5, 5, 3, 3, 4, 5, 1, 5, 5) = 42 saving throws: Chretien DC 20 1d20 + 11 ⇒ (13) + 11 = 24 pass, Ungebrochen 1d20 + 14 ⇒ (14) + 14 = 28 pass, Gobnard 1d20 + 9 ⇒ (11) + 9 = 20 pass, Kort 1d20 + 9 ⇒ (17) + 9 = 26 pass, Kenna 1d20 + 6 ⇒ (18) + 6 = 24 pass, Shantus 1d20 + 5 ⇒ (11) + 5 = 16 fail, guard 1 1d20 + 3 ⇒ (2) + 3 = 5 fail, guard 2 1d20 + 3 ⇒ (11) + 3 = 14 fail, guard 3 1d20 + 3 ⇒ (11) + 3 = 14 fail, guard 4 1d20 + 3 ⇒ (7) + 3 = 10 fail,
guard 5 1d20 + 3 ⇒ (7) + 3 = 10 fail those who pass take half damage and Tinker is metal body is obliterated.

The first two guardsmen recover from the blast but you can see their skin has been torn away and underneath is patches of metal and they open the doors to the south revealing about more guards.

Guard 3 moves to fire his musket at Bruse Shantus 1d20 + 9 ⇒ (18) + 9 = 27 hit 1d12 ⇒ 4

Guard 4 moves to fire his musket at Bruse Shantus 1d20 + 9 ⇒ (5) + 9 = 14 hit 1d12 ⇒ 2

Guard 5 moves to fire his musket at Bruse Shantus 1d20 + 9 ⇒ (4) + 9 = 13 hit 1d12 ⇒ 6

Kenna one of Shantus' most trusted advisors double moves to Shantus, she also has shown to have a metallic underbody.
I will continue my post after lunch


Shot Putter Funkmeister

The 20 guards swarm into the room trying to surround Shantus.

Gobnard, Kort


M Drakr Dwarf Alchemist (Chirurgeon) (Eschatologist) L2 | AC 16 (T12FF14) CMD 15 | hp 16/16 | F3 R5 W0 | Init +2 | Perc +5 (Dkvsn 60') | Bombs 5/5 | Inspiration 3/3 | Status: OK

The blast washed over him, but he was far enough away to leave Dr. Runemace hurt, but still intact. Turning, he was aghast at what he saw.
"The guards! They're constructs! Stop them!" Kortemir shouted.
Adopting a defensive stance and taking one step directly south, he took a bomb case and popped an Explosive catalyst. He lobbed it in the middle of the 4x4 square of enemies North East of his own square...
Ranged Touch: 1d20 + 10 ⇒ (10) + 10 = 20 and will deal 10 points explosive fire to all within.


HP 48/98| BaB 10 | Fort 9 | Ref 9 | Will 4 | Init+5 | AC 24, F 19, T 15 | CMD 26(More against disarm and sunder) | Darkvision 60 | Acid resist 5 Goblin Brawler[Turfer] 6, Fighter[Weapon master] 4
Martial flexibility uses left:
2

How far away am I from Shantus?


Shot Putter Funkmeister

MAP

Quickest way would be 65ft, you cannot see him because there are walls in the way


HP 48/98| BaB 10 | Fort 9 | Ref 9 | Will 4 | Init+5 | AC 24, F 19, T 15 | CMD 26(More against disarm and sunder) | Darkvision 60 | Acid resist 5 Goblin Brawler[Turfer] 6, Fighter[Weapon master] 4
Martial flexibility uses left:
2

Assuming that this works, let me know if it doesn't, rules can be a bit gummy :) Move action martial flexibility manifest teleportation mastery and dimensional agility, 5ft step into the stairwell, and standard action D-door into an unoccupied space near the bruise.

"Contructs? And Shantus in danger? Pinch Gobnard, it's Gobnard's lucky day to break things!" The little creature steels himself for a second, and then disappears, reappearing next to the Bruise.
"Grab onto Gobnard your Bruise-iness, and Gobnard shall whisk you to "safety!""


Shot Putter Funkmeister

Gobnard "teleports" next the Bruse and Kort burns four guards but they reveal to be metal as well.

The Bruse says, "Senor, I will do that after I smite these traidores."

he takes out his earthbreaker and Full attacks 1d20 + 15 ⇒ (6) + 15 = 21 hit 3d6 + 8 ⇒ (6, 5, 4) + 8 = 23, 1d20 + 10 ⇒ (6) + 10 = 16 his second swings whiffs and then he gores the same one 1d20 + 8 ⇒ (16) + 8 = 24 hit 1d6 + 2 ⇒ (6) + 2 = 8 at the end he grabs Gobnard's arm.

Round 3

The building shakes as an artillery shell
strikes the roof. Walls crack, bits of the
ceiling collapse, and eye-searing yellow
smoke fills the air. Ungebrochen and two guards are in the cloud. Ungebrochen feels his mucous membrains start to burn.

Ungebrochen and Chretien


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

Cretien sees the large cloud of yellow gas, making seeing those enemies difficult. Seeing the large crowd of mechanical enemies on the other side of the room, he grapple-guns his way down to line up a shot and opens up with his machine gun in two bursts.

Full attack: first attack vs the wall to the left, pull myself that way to end blocking that doorway that leads to the room to the left. Second attack is with my machine gun, firing automatic in a line through that long line of guards (attack originates from the corner of my square so the pillar and bruse position shouldn't be a problem). 5ft wide line. To use automatic fire i take a -2 to the attack, and I will expend focus to do another line attack in the same fashion, which adds another -2 to both attacks.

attacking them in order left to right for each line attack

all attacks are raged touch
vs 1
attack: 1d20 + 9 - 4 + 1 ⇒ (19) + 9 - 4 + 1 = 25
dmg b and p: 2d6 + 2 + 1 ⇒ (5, 5) + 2 + 1 = 13

vs 2
attack: 1d20 + 9 - 4 + 1 ⇒ (19) + 9 - 4 + 1 = 25
dmg b and p: 2d6 + 2 + 1 ⇒ (5, 2) + 2 + 1 = 10

vs 3
attack: 1d20 + 9 - 4 ⇒ (5) + 9 - 4 = 10
dmg b and p: 2d6 + 2 ⇒ (2, 3) + 2 = 7

vs 4
attack: 1d20 + 9 - 4 ⇒ (10) + 9 - 4 = 15
dmg b and p: 2d6 + 2 ⇒ (5, 1) + 2 = 8

vs 5
attack: 1d20 + 9 - 4 ⇒ (2) + 9 - 4 = 7
dmg b and p: 2d6 + 2 ⇒ (3, 2) + 2 = 7

vs 6
attack: 1d20 + 9 - 4 ⇒ (11) + 9 - 4 = 16
dmg b and p: 2d6 + 2 ⇒ (2, 2) + 2 = 6

vs 7
attack: 1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 13
dmg b and p: 2d6 + 2 ⇒ (6, 2) + 2 = 10

vs 1
attack: 1d20 + 9 - 4 + 1 ⇒ (5) + 9 - 4 + 1 = 11
dmg b and p: 2d6 + 2 + 1 ⇒ (5, 1) + 2 + 1 = 9

vs 2
attack: 1d20 + 9 - 4 + 1 ⇒ (7) + 9 - 4 + 1 = 13
dmg b and p: 2d6 + 2 + 1 ⇒ (6, 5) + 2 + 1 = 14

vs 3
attack: 1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 13
dmg b and p: 2d6 + 2 ⇒ (2, 3) + 2 = 7

vs 4
attack: 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23
dmg b and p: 2d6 + 2 ⇒ (1, 4) + 2 = 7

vs 5
attack: 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 21
dmg b and p: 2d6 + 2 ⇒ (3, 5) + 2 = 10

vs 6
attack: 1d20 + 9 - 4 ⇒ (17) + 9 - 4 = 22
dmg b and p: 2d6 + 2 ⇒ (6, 2) + 2 = 10

vs 7
attack: 1d20 + 9 - 4 ⇒ (15) + 9 - 4 = 20
dmg b and p: 2d6 + 2 ⇒ (4, 1) + 2 = 7

free action swap back to shield

note to self: machine gun current magazine 26/40


male Hobgoblin Gunslinger (Pistolero) 5/Shield Marshall 5

Somehow I was logged out and I never saw the update!"
Ungebrochen feels the pain and moves quickly out of the cloud.
He than targets the next machine man and squeezes of a shot.
Attack: 1d20 + 17 ⇒ (16) + 17 = 331d8 + 15 ⇒ (6) + 15 = 21


male Hobgoblin Gunslinger (Pistolero) 5/Shield Marshall 5

Ungebrochen rolls out of the cloud and come out shooting, squeezing his shot after the closest traitor machine-man.
Attack: 1d20 + 17 ⇒ (1) + 17 = 181d8 + 15 ⇒ (6) + 15 = 21


Shot Putter Funkmeister

Sorry everyone, I was not able to log on to Paizo for over a week. I will put up a post tomorrow.


Shot Putter Funkmeister

Chretien grapples onto the column just west of the melee and unleashes a burst of machine gun fire, his first burst hitting 1,2, 4 and 6 and his second attack hitting 4,5,6 and 7 doing damage but all are still up.

Ungebrochen hits the enemy closest to him with a pistol shot, destroying him.

Elite Guard 1 and 2 not being able to see moves out of the cloud

Elite guard 4 attacks Shantus with his musket 1d20 + 9 ⇒ (5) + 9 = 14 hit 1d12 ⇒ 2

Elite guard 5 attacks Shantus with his musket 1d20 + 9 ⇒ (12) + 9 = 21 hit 1d12 ⇒ 12

Kenna full attacks Shantus claw 11d20 + 19 ⇒ (10) + 19 = 29 hit 1d4 + 10 ⇒ (2) + 10 = 12, claw 21d20 + 19 ⇒ (13) + 19 = 32 hit 1d4 + 10 ⇒ (4) + 10 = 14 and bite 1d20 + 17 ⇒ (9) + 17 = 26 hit 1d6 + 10 ⇒ (1) + 10 = 11

Shantus is unconscious.

Regular guard 1 attacks gobnard with his battleaxe1d20 + 11 ⇒ (7) + 11 = 18 miss

Regular guard 2 moves to attacks Ungebrochen with his battleaxe1d20 + 11 ⇒ (4) + 11 = 15 miss

Regular guard 3 moves to attack Ungebrochen with his battleaxe1d20 + 11 ⇒ (1) + 11 = 12 miss

Regular guard 4 moves to attack Ungebrochen with his battleaxe1d20 + 11 ⇒ (16) + 11 = 27 hit 1d8 + 6 ⇒ (4) + 6 = 10

Regular guard 5 moves to attack Chretien with his musket1d20 + 6 ⇒ (13) + 6 = 19 hit 1d12 ⇒ 9

Regular guard 6 attacks Gobnard with his musket1d20 + 6 ⇒ (11) + 6 = 17 hit 1d12 ⇒ 1

RG 7 double moves next to Gobnard.

Rg 8 moves to attack gobnard 1d20 + 11 ⇒ (15) + 11 = 26 hit 1d6 + 3 ⇒ (4) + 3 = 7

RG 9 -14 move to surround Shantus' body

RG 15 attacks Kort with his battleaxe 1d20 + 11 ⇒ (7) + 11 = 18 miss

RG 16 attacks Kort with his battleaxe 1d20 + 11 ⇒ (15) + 11 = 26 hit 1d8 + 3 ⇒ (8) + 3 = 11

RG 17 attacks Kort with his battleaxe 1d20 + 11 ⇒ (16) + 11 = 27 hit 1d8 + 3 ⇒ (8) + 3 = 11

RG 18 attacks Kort with his battleaxe 1d20 + 11 ⇒ (16) + 11 = 27 hit 1d8 + 3 ⇒ (8) + 3 = 11

Rg 19 attacks Gobnard with his battleaxe 1d20 + 11 ⇒ (5) + 11 = 16 miss

Rg 20 attacks Gobnard with his battleaxe 1d20 + 11 ⇒ (7) + 11 = 18 miss

Gobnard and Kort


Shot Putter Funkmeister

Gobnard and Kort


HP 48/98| BaB 10 | Fort 9 | Ref 9 | Will 4 | Init+5 | AC 24, F 19, T 15 | CMD 26(More against disarm and sunder) | Darkvision 60 | Acid resist 5 Goblin Brawler[Turfer] 6, Fighter[Weapon master] 4
Martial flexibility uses left:
2

As soon as Shantus goes down, Gobnard's demeanor changes. "So uncivilized." he mutters, before putting a hand on Shantus, and dimension dooring away.
Concentration Check to cast defensively DC 23(+lvl+con+dimensional agility): 1d20 + 16 ⇒ (13) + 16 = 29
Swift action to change the martial versatility to flight mastery, and move action to drag Shantus with me, trying to get off the balcony if possible, I'm going to let the DM decide what my sightlines and movement is.


Shot Putter Funkmeister

Ok, cool, I have you moving adjacent to the smoke, where Shantus has to go through it and you end up almost to the balcony to the north. The balconies are not in your sight line but you are in pretty good shape.


M Drakr Dwarf Alchemist (Chirurgeon) (Eschatologist) L2 | AC 16 (T12FF14) CMD 15 | hp 16/16 | F3 R5 W0 | Init +2 | Perc +5 (Dkvsn 60') | Bombs 5/5 | Inspiration 3/3 | Status: OK

Fighting Defensive Stance (AC22)
Take one step directly south, he took a bomb case and popped an Explosive catalyst. He lobbed it in the middle of the 4x4 square of enemies North East of his own square. He exempted any square with an ally in it.
Ranged Touch: 1d20 + 10 ⇒ (19) + 10 = 29 and will deal 10 points explosive fire to all within. (Ref save DC19 for half damage.)


Shot Putter Funkmeister

Reflex 1 1d20 + 2 ⇒ (14) + 2 = 16 fail, Reflex 2 1d20 + 2 ⇒ (10) + 2 = 12 fail, Reflex 3 1d20 + 2 ⇒ (9) + 2 = 11 fail, Reflex 4 1d20 + 2 ⇒ (10) + 2 = 12 fail, Reflex 5 1d20 + 2 ⇒ (18) + 2 = 20 pass, Reflex 6 1d20 + 2 ⇒ (10) + 2 = 12 fail, Reflex 7 1d20 + 2 ⇒ (15) + 2 = 17fail, Reflex 8 1d20 + 2 ⇒ (18) + 2 = 20 pass, Reflex 9 1d20 + 2 ⇒ (3) + 2 = 5 fail, Reflex 10 1d20 + 3 ⇒ (16) + 3 = 19 pass

Shantus is unconscious
Initiative: Ungebrochen, Chretien, Tinker, Elite Guardsmen, Kenna, Regular Guardsmen, Gobnard, Kort, The Bruse Shantus

Lya Jierre and her two henchmen Merton and Rush join the fray as she says, "We need to protect The Bruse!"

Initiative Lya 1d20 + 14 ⇒ (3) + 14 = 17, Rush 1d20 + 4 ⇒ (15) + 4 = 19, Merton 1d20 ⇒ 17

Initiative: Ungebrochen, Chretien,Rush, Lya, Merton, Elite Guardsmen, Kenna, Regular Guardsmen, Gobnard, Kort, The Bruse Shantus

Round 3

Ungebrochen, Chretien


HP 48/98| BaB 10 | Fort 9 | Ref 9 | Will 4 | Init+5 | AC 24, F 19, T 15 | CMD 26(More against disarm and sunder) | Darkvision 60 | Acid resist 5 Goblin Brawler[Turfer] 6, Fighter[Weapon master] 4
Martial flexibility uses left:
2

"Kidnapping in progress! Bruise Shantus will perfectly safe with Gobnard. Probably."
Knowledge Engineering?: 1d20 + 16 ⇒ (10) + 16 = 26 Does Gobnard think that he can carry the bruise down in a way that would emulate feather fall, or at least the not falling out of a tower-fall?


Shot Putter Funkmeister

Healing him so he can move himself would probably make your life way more easy


male Hobgoblin Gunslinger (Pistolero) 5/Shield Marshall 5

Ungebrochen takes a step back and calls upon his justice judgement starts to fire at guard 4. (Vs Touch)
Attack: 1d20 + 15 ⇒ (7) + 15 = 221d8 + 17 ⇒ (7) + 17 = 24
Attack: 1d20 + 15 ⇒ (11) + 15 = 261d8 + 17 ⇒ (6) + 17 = 23
Attack: 1d20 + 10 ⇒ (15) + 10 = 251d8 + 17 ⇒ (8) + 17 = 25


Shot Putter Funkmeister

Ungebrochen is able to destroy Guard #4.

Chretien


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

OK i will take a shot with the grapple gun to pull me northwest to that doorway, swap to rifle and shoot at that special guard. using Deadly shot for more damage and Hindering Projectiles

grapple gun: 1d20 + 14 ⇒ (3) + 14 = 17

rifle ranged touch: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
damage: 1d10 + 2 + 3d6 ⇒ (3) + 2 + (1, 5, 1) = 12
ammo sticks in target. -2 to enemy atk/AC/CMD, stacks. Target can remove 1 as a move action or all as a full-round action

brooch of spectacled bear laser on same special guard: 1d20 + 13 ⇒ (2) + 13 = 15
laser damage: 1d4 + 1 ⇒ (3) + 1 = 4

then quick swap to shield active


Shot Putter Funkmeister

Chretien's attacks are successful doing damage to the Orc Duplicant.

Rush moves through Kort's space and attacks with both his rods 1d20 + 12 ⇒ (2) + 12 = 14 missing and 1d20 + 12 ⇒ (10) + 12 = 22 hit 1d6 + 4 ⇒ (4) + 4 = 8

Lya takes a 5ft step forward and full attacks the one right in front of her 1d20 + 22 ⇒ (20) + 22 = 42, crit confirm1d20 + 22 ⇒ (11) + 22 = 33 doing 2d6 + 12 ⇒ (4, 5) + 12 = 21, 1d20 + 17 ⇒ (17) + 17 = 34 crit 1d20 + 17 ⇒ (14) + 17 = 31 yes 2d6 + 12 ⇒ (4, 5) + 12 = 21 and 1d20 + 12 ⇒ (12) + 12 = 24 hit 1d6 + 12 ⇒ (5) + 12 = 17 destroying the enemy in front of her.

Merton attacks the one in front of him 1d20 + 15 ⇒ (5) + 15 = 20 hit 1d6 + 6 ⇒ (2) + 6 = 8 and hitting again1d20 + 10 ⇒ (14) + 10 = 24 doing 1d6 + 6 ⇒ (6) + 6 = 12 destroying that one.

Kort, you can have an AOO on Rush, if you would like


M Drakr Dwarf Alchemist (Chirurgeon) (Eschatologist) L2 | AC 16 (T12FF14) CMD 15 | hp 16/16 | F3 R5 W0 | Init +2 | Perc +5 (Dkvsn 60') | Bombs 5/5 | Inspiration 3/3 | Status: OK

Dr. Runemace, startled by Rush's movement, tried to knecap him as he blew by.
rune covered walking stick with heavy knob AoO: 1d20 + 10 ⇒ (13) + 10 = 23 for a possible 1d8 + 2 ⇒ (1) + 2 = 3.


Kort is successful in hitting Rush.

Lya Jierre says to your group, "Shall we have detente to save the Bruse or shall we kill each other?"


HP 48/98| BaB 10 | Fort 9 | Ref 9 | Will 4 | Init+5 | AC 24, F 19, T 15 | CMD 26(More against disarm and sunder) | Darkvision 60 | Acid resist 5 Goblin Brawler[Turfer] 6, Fighter[Weapon master] 4
Martial flexibility uses left:
2

"Don't mind poor old Gobnard. Gobnard is having so much fun breaking things that Gobnard completely forgot to save Shantus." The sarcasm is palpable.


Shot Putter Funkmeister

Basically, I am looking to see if the party has consensus regarding whether you want to fight the duplicants and Lya Jierre or just the duplicants.

Elite guard 1 moves around Chretien's shield to attacks Chretien with his musket touch 1d20 + 9 ⇒ (6) + 9 = 15 hit 1d12 ⇒ 4

Elite guard 2 moves closer to attack Gobnard with his musket 1d20 + 9 ⇒ (2) + 9 = 11 miss

Elite guard 3 full attacks Kort and Rush with his bayonet 1d20 + 15 ⇒ (3) + 15 = 18 miss and 1d20 + 10 ⇒ (9) + 10 = 19 hitting rush 1d6 + 10 ⇒ (2) + 10 = 12

Elite guard 4 attacks Rush with his musket 1d20 + 9 ⇒ (18) + 9 = 27 hit 1d12 ⇒ 6

Kenna the Duplicant double moves through the smoke cloud, towards Shantus.

Regular guard 1 moves to attack Ungebrochen with his battleaxe 1d20 + 11 ⇒ (8) + 11 = 19 miss
Regular guard 2 attacks Ungebrochen with his battleaxe1 1d20 + 11 ⇒ (8) + 11 = 19 miss

Regular guard 3 moves to attack Ungebrochen with his battleaxe 1d20 + 11 ⇒ (8) + 11 = 19 miss

Regular guard 5 attacks Chretien with his musket 1d20 + 6 ⇒ (10) + 6 = 16 hit 1d12 ⇒ 9

Regular guard 6 attacks Rush with his musket 1d20 + 6 ⇒ (10) + 6 = 16 hit 1d12 ⇒ 12

RG 7 attacks Lya with his musket 1d20 + 6 ⇒ (20) + 6 = 26 crit 1d20 + 6 ⇒ (12) + 6 = 18 no 1d12 ⇒ 5

Rg 8 attacks Merton 1d20 + 11 ⇒ (12) + 11 = 23 hit 1d6 + 3 ⇒ (2) + 3 = 5

RG 9 shoots at Merton 1d20 + 11 ⇒ (5) + 11 = 16 hit 1d12 ⇒ 12

RG 10 moves to shoots at Lya 1d20 + 11 ⇒ (8) + 11 = 19 miss

Rg 11 moves to shoots at Merton 1d20 + 11 ⇒ (8) + 11 = 19 hit 1d12 ⇒ 1

RG 15 attacks Kort with his battleaxe 1d20 + 11 ⇒ (11) + 11 = 22 miss

RG 16 attacks Rush with his battleaxe 1d20 + 11 ⇒ (1) + 11 = 12 miss

RG 17 attacks Lya with his battleaxe 1d20 + 11 ⇒ (4) + 11 = 15 miss

RG 18 attacks Merton with his battleaxe 1d20 + 11 ⇒ (6) + 11 = 17 miss

Rg 19 attacks Rush with his battleaxe 1d20 + 11 ⇒ (19) + 11 = 30miss

Rg 20 attacks Rush with his battleaxe 1d20 + 11 ⇒ (6) + 11 = 17 hit 1d6 + 3 ⇒ (2) + 3 = 5

Gobnard and Kort


M Drakr Dwarf Alchemist (Chirurgeon) (Eschatologist) L2 | AC 16 (T12FF14) CMD 15 | hp 16/16 | F3 R5 W0 | Init +2 | Perc +5 (Dkvsn 60') | Bombs 5/5 | Inspiration 3/3 | Status: OK

"Oh, ah, apologies." Dr. Runemace apologized to Rush and Lia while doffing his hat.

Fighting Defensive Stance (AC22)
Take one step directly south (if he can), he took a bomb case and popped an Explosive catalyst. He lobbed it in the middle of the 4x4 square of enemies North East of his own square. He exempted any square with an ally in it.
Ranged Touch: 1d20 + 10 ⇒ (7) + 10 = 17 and will deal 10 points explosive fire to all within. (Ref save DC19 for half damage.)

Also, RG15 probably hit since AC22 is the number to hit.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

i am not for or against attacking them. i don't like them, however, we have a mission. i think the best "attack" on them is for us to successfully save shantus without them getting credit. plus, uhhh, she has a really high attack bonus haha


HP 48/98| BaB 10 | Fort 9 | Ref 9 | Will 4 | Init+5 | AC 24, F 19, T 15 | CMD 26(More against disarm and sunder) | Darkvision 60 | Acid resist 5 Goblin Brawler[Turfer] 6, Fighter[Weapon master] 4
Martial flexibility uses left:
2

Gobnard uses his swift action to manifest breaker of barriers. Standard action attempts to break through the floor.
Break floor(Assuming it's 1ft thick stone, DC 35, if it's 3 ft, DC 50): 1d20 + 18 ⇒ (18) + 18 = 36

Assuming that it succeeds, Gobnard will try to drag Shantus through the hole, and have the bruise land on Gobnard first, cushioning his fall slightly?

I'm so happy that this character's primary feat investment is going to potentially come in handy!


Shot Putter Funkmeister

Reflex Saves 1 1d20 + 2 ⇒ (3) + 2 = 5 2 1d20 + 2 ⇒ (2) + 2 = 4 31d20 + 2 ⇒ (4) + 2 = 6
41d20 + 2 ⇒ (4) + 2 = 6
51d20 + 2 ⇒ (6) + 2 = 8
61d20 + 3 ⇒ (11) + 3 = 14
1d20 + 3 ⇒ (2) + 3 = 5

Gobnard

Spoiler:
You break through the stone and you pull the Bruse on top of you taking 1d6 ⇒ 1 fall damage. The Bruse looks as if he close to death Basically, you need to stabilize him next round or he is dead Where you land is a room containing materials such as whips and different animal harnesses for circus animals.

The whistling sound of another artillery shell strikes the roof of the building you are in 1d8 ⇒ 3 collapsing more parts of the roof and leaving a choking cloud of gas due east of the last shell.

Round 4

Ungebrochen and Chretien


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

is there a way that i could get a potion over to shantus/grobnard, or would that be infeasible? Would dumping it on shantus rather than forcing it in his mouth still heal him?


Shot Putter Funkmeister

I am mostly sure you need to get the potion in his mouth. You can try to drop the potion to gobnard but there is a good chance the bottle would break.


HP 48/98| BaB 10 | Fort 9 | Ref 9 | Will 4 | Init+5 | AC 24, F 19, T 15 | CMD 26(More against disarm and sunder) | Darkvision 60 | Acid resist 5 Goblin Brawler[Turfer] 6, Fighter[Weapon master] 4
Martial flexibility uses left:
2

Not that you would know it, but Gobnard has some skill at healing people, and even some magical healing if the need arises! Still, I wouldn't say no to a potion!


Shot Putter Funkmeister

Ungebrochen, Chretien


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

sorry, something weird with paizo again. didnt get my updates as i had been logged out. OK, i don't want to trust my aim in making a long pour from however high up i am relative to Shantus's body, even though he probably has a big mouth. I'll fire on the one closest to me hoping to kill. Whether he drops or not, I move out the door and along the balcony.

using Barrage to make 3 attacks all at -4, then moving to regain focus, then swapping to shield as active weapon
atk: 1d20 + 14 + 1 - 4 ⇒ (10) + 14 + 1 - 4 = 21
dmg: 2d6 + 2 + 1 ⇒ (3, 3) + 2 + 1 = 9

atk: 1d20 + 14 + 1 - 4 ⇒ (6) + 14 + 1 - 4 = 17
dmg: 2d6 + 2 + 1 ⇒ (5, 6) + 2 + 1 = 14

atk: 1d20 + 14 + 1 - 4 ⇒ (8) + 14 + 1 - 4 = 19
dmg: 2d6 + 2 + 1 ⇒ (5, 6) + 2 + 1 = 14


male Hobgoblin Gunslinger (Pistolero) 5/Shield Marshall 5

I am going ballistic, If I hadn´t checked.. I wouldn´t have noticed!Ungeborchen looks left and right. It might be possible to fight the guards.. but with the arti giving hell, maybe it´s time to escape.
Nevertheless, 3 guards with axes was a bit much, so it was time to fill the air with lead.First Reg guard 1 than 2 as soon as reg guard 1 is dead
Attack vs touch: 1d20 + 15 ⇒ (5) + 15 = 201d8 + 17 ⇒ (3) + 17 = 20
Attack vs touch: 1d20 + 15 ⇒ (16) + 15 = 311d8 + 17 ⇒ (6) + 17 = 23
Attack vs touch: 1d20 + 10 ⇒ (17) + 10 = 271d8 + 17 ⇒ (5) + 17 = 22


Shot Putter Funkmeister

Chretien is able to take down the guard closest him.

Ungebrochen with his three shots is able to take down one of the enemies on him.

I will post the enemies attacks tomorrow.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

i move out the door and up along the balcony 30ft

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