GM Endless Forms' Psychics at Bitter Manor (Inactive)

Game Master Mike Tuholski

I can kill you with my mind.

Tristeza House overview | Tristeza House inside

Cassomir | Verduran Forest


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Dragonborn Outlander Druid 5 | HP: 19 / 34 (Dragonborn form) | Spell Slots 1st - 3, 2nd - 3, 3rd - 2

"Your belief in us thus far has not been misplaced. If allowed to fester, even in obscurity, Anobaith will eventually find ways to force herself on the outside world. Better to deal with the problem head on." Galtar punctuates his words with a nod of the head.

Diplomacy: 1d20 + 11 ⇒ (7) + 11 = 18


The Flaxseed Pathfinder Lodge

Yes, I could have stopped you. You have proven adequate so far but perhaps there will be others more suited to the task. If you fall, she will escape. . . run away. . . I will have to find her again and by the time I do it may be too late. Tell me now why I should let you be the ones to defeat her and not wait for the next group of battle-hardened adventurers.

Liberty's Edge

Human Psychic 7 | AC 16 T 12 FF 14 | HP 54/54 | F +6 R +5 W +5 | Init +6 | Perception +6

"Well... we made it this far, right? C'mon, how bad@ass can Anobaith be?"

F&*ck yeah! We'll rip her head off and use it to play kickball!

Diplomacy: 1d20 + 10 ⇒ (2) + 10 = 12


Dragonborn Outlander Druid 5 | HP: 19 / 34 (Dragonborn form) | Spell Slots 1st - 3, 2nd - 3, 3rd - 2

"We care about helping Verus and Branda. And I totally beat the snot out of that anti-paladin in single combat!"


The Flaxseed Pathfinder Lodge

You have proven yourselves thus far. And your hearts are in it, especially with your friends' lives at stake. So be it. I wish you well.

Liberty's Edge

Human Psychic 7 | AC 16 T 12 FF 14 | HP 54/54 | F +6 R +5 W +5 | Init +6 | Perception +6

Ruckus nods and points at Galtar as if to say "See?!"

Ninja'd!

"Oh.. great. Well, so.. where is Anobaith?"


Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Resources:
Burn: 8/15 (119 Non-lethal) | Overflow (+5): Active | DR 14/Adamantine | Kinetic Form

"Is that it...?" Temujin asks, confused by what purpose this served unless the creature has information to help them.


Dragonborn Outlander Druid 5 | HP: 19 / 34 (Dragonborn form) | Spell Slots 1st - 3, 2nd - 3, 3rd - 2

"What more can you impart on us in regards to Anobaith?"


The Flaxseed Pathfinder Lodge

For swearing to destroy Anobaith the mothman gives you a one-time boon in the form of a good hope spell. This spell activates automatically once you join Anobaith in combat.


The Flaxseed Pathfinder Lodge

You move along to the last room:

The windows of the nursery remain mostly intact, but are filthy from years of neglect. Three small daybeds lie empty. Several old toys, including a porcelain doll and a collection of wooden animals, rest unused in the corners of the room. Tiny tracks crisscross the dust on the floor. They seem almost like the tracks of a cat, but the oily fingerprints on the windows are unmistakably those of young children.

As you enter the nursery, dust swirls in the room in chaotic eddies. An unseen wind drives the dust and debris on the floor into vaguely childlike forms. Within seconds, three small creatures shuffle forward, a terrible mixure of broken stuffed animals, dried cat bones, and old clothes. One of them wears a filthy rag over its round head, one has the face of a large bat skull, and the last wears the head of that broken procelain doll. They approach you, surrounded by a dreadful chorus of disembodied, childlike whispers, uttering things such as, "Where have you been, Mother?", "Play with us," and "I'm hungry."

DC 14 KN (religion):

An attic whisperer spawns as the result of a lonely or neglected child's death. Rather than animating the body of the dead youth, the creature rises from an amalgam of old toys, clothing, dust, and other objects associated with the departed—icons of the child's neglect. The widely varying materials that fuse together to form these creatures lead to attic whisperers with vastly different appearances. Attic whisperers linger in the places where they were formed, typically old homes, orphanages, schools, debtors' prisons, workhouses, and similar places where children might be discarded. When an attic whisperer first forms, it does so without a skull—this does not impact the creature's abilities in any way, but it usually seeks out a small animal's skull as a form of decoration soon after it manifests.

Their Aura of Sobs causes foes to take –1 penalty on all attack rolls, damage rolls, and Will saving throws when within 10 feet of them. Their bites can fatigue victims, as they can steal creatures' breath.

DC 19 KN (religion):
An attic whisperers haunts shadowy, forgotten places like old buildings and dilapidated institutions, places that were once homes to both young children and subtle evils. Hiding in drafty attics and moldy basements, an attic whisperer might lie dormant for decades while the quick go about their lives—often a scant floor away. The coming of a new child, though, rekindles some hope in the creature, its animating spirits motivated by loneliness, and ever seeking comfort and companionship. Once an attic whisperer finds a potential playmate, it does all it can to ensure it will never be lonely again by attempting to lure its friend to it, singing nursery rhymes, leaving trails of old toys, or calling out in the stolen voices of other children.

Destroying an attic whisperer reduces it to its component parts, usually consisting of dusty junk left to molder in the attics of old houses, though a few items, such as china dolls, small lockets, music boxes, precious marbles, fine teacups, sculpted metal soldiers, or the like, may have some value.

If they hit you they can potentially steal your voice temporarily.

gm rolls:

aw: 1d20 + 8 ⇒ (13) + 8 = 21
Tobian: 1d20 + 2 ⇒ (2) + 2 = 4
Galtar: 1d20 + 6 ⇒ (10) + 6 = 16
Thomson: 1d20 + 2 ⇒ (16) + 2 = 18
Temujin: 1d20 + 5 ⇒ (8) + 5 = 13
Ruckus: 1d20 + 6 ⇒ (13) + 6 = 19
Zeldones: 1d20 + 2 ⇒ (20) + 2 = 22

Initiative:

1. Zeldones
2. Creepy kid things!
3. Ruckus, Thomson, Galtar, Temujin, and Tobian

Zeldones is up!


Human Magus (laughing shadow)/1 HP 15/16| AC 17 (18 with mystic armor)| Fort (E) +5| Ref (T) +7| Will (E) +5| Init Perc (E) +5/Stealth (T) +7

With a quick flourish of his cane, Zeldones sends a stream of golden motes playing over the three odd creatures. Casting glitterdust; DC 17 Will save or blinded.


The Flaxseed Pathfinder Lodge

Will: 1d20 + 8 ⇒ (1) + 8 = 9
Will: 1d20 + 8 ⇒ (2) + 8 = 10
Will: 1d20 + 8 ⇒ (17) + 8 = 25

Zeldones blinds two of them! They sob in the voices of little children, perhaps breaking your hearts to have to fight these monstrosities. The one who kept his sight, however, leaps forward and tries to bite Galtar, destroying any notion of sympathy!

bite: 1d20 + 9 ⇒ (1) + 9 = 10
damage: 1d4 - 1 ⇒ (3) - 1 = 2
DC 16 Will save or become fatigued for 1 hour

Will: 1d20 + 8 ⇒ (12) + 8 = 20
Will: 1d20 + 8 ⇒ (10) + 8 = 18

The others regain their sight a few seconds later.

Initiative:

1. Zeldones
2. Creepy kid things!
3. Ruckus, Thomson, Galtar, Temujin, and Tobian

red:
green:
blue:

You guys are up!


Dragonborn Outlander Druid 5 | HP: 19 / 34 (Dragonborn form) | Spell Slots 1st - 3, 2nd - 3, 3rd - 2

"You guys might want to back up..." Galtar suggests as he swings at the critter that tried to bite him!

Attack: 1d20 + 12 ⇒ (4) + 12 = 16
Damage: 2d4 + 17 ⇒ (3, 1) + 17 = 21

Liberty's Edge

Human Psychic 7 | AC 16 T 12 FF 14 | HP 54/54 | F +6 R +5 W +5 | Init +6 | Perception +6

Ruckus hurls a few mental magical missiles, then follows Galtar's suggestion and backs away.

Magic Missiles (1 target): 4d4 + 4 ⇒ (4, 2, 3, 4) + 4 = 17


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Tobian casts Flaming Sphere: 3d6 ⇒ (4, 3, 4) = 11 and slams it into the red child! We'll place it just east of red and north of green, forcing all of the enemies to move or take damage. DC 21 Reflex.

I hope they are not immune to fire...


The Flaxseed Pathfinder Lodge

Ref: 1d20 + 6 ⇒ (3) + 6 = 9

Galtar swings and misses again but Ruckus' missiles knock off a few pieces of fabric and bones from one while Tobian burns away parts of another!

Initiative:

1. Zeldones
2. Creepy kid things!
3. Ruckus, Thomson, Galtar, Temujin, and Tobian

red: 11 dmg
green:
blue: 17 dmg

Thomson, Temujin, and Zeldones are up!


The Flaxseed Pathfinder Lodge

Thomson, Temujin, and Zeldones are up!


Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Resources:
Burn: 8/15 (119 Non-lethal) | Overflow (+5): Active | DR 14/Adamantine | Kinetic Form

Temujin scowls at the thought of blasting children, but then he see one try to bite Galtar and he sends his obsidian spear through the chest of the one in rotten blue clothing.

Earth Kinetic Blast-PBS/Feel the Burn (+2) | Empowered: 1d20 + 12 + 1 + 2 ⇒ (10) + 12 + 1 + 2 = 25 Move Action to Empower
Damage: 4d6 + 4 + 4 + 1 + 2 + 2d6 + 5 ⇒ (3, 1, 5, 1) + 4 + 4 + 1 + 2 + (4, 6) + 5 = 36


Human Magus (laughing shadow)/1 HP 15/16| AC 17 (18 with mystic armor)| Fort (E) +5| Ref (T) +7| Will (E) +5| Init Perc (E) +5/Stealth (T) +7

Sorry; waiting until Thomson and Temujin took their first actions before I took Zeldones' second.


The Flaxseed Pathfinder Lodge

Temujin's glassy spear sends dust bunnies, old toys, and bones scattering as the creature is torn apart!

Initiative:

1. Zeldones
2. Creepy kid things!
3. Ruckus, Thomson, Galtar, Temujin, and Tobian

red: 11 dmg
green:

Thomson and Zeldones are up!

Dark Archive

AC19/T13/FF17/CMD21|HP46[46]F:+6;R:+5;W:+9(+2 vs MA)|Init.+2|Perc.+13 Human Spiritualist 7

Thomson darts into the room, trying to avoid an opportune strike, as he swings his scythe.

Acrobatics: 1d20 + 3 ⇒ (5) + 3 = 8

Power Attack: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23
Damage: 2d4 + 5 + 6 ⇒ (1, 2) + 5 + 6 = 14


Human Magus (laughing shadow)/1 HP 15/16| AC 17 (18 with mystic armor)| Fort (E) +5| Ref (T) +7| Will (E) +5| Init Perc (E) +5/Stealth (T) +7

Zeldones fixes his gaze on the nearest one (bold stare to green; -1 to hit/to damage/on Will saves) before shooting at it. His bolt goes wide, though.

DA crossbow, incl. cover and PBS: 1d20 + 6 - 4 + 2 ⇒ (5) + 6 - 4 + 2 = 9


The Flaxseed Pathfinder Lodge

Thomson hits the creepy thing but Zeldones misses! The attic whisperers move in against Thomson!

bite: 1d20 + 9 ⇒ (18) + 9 = 27
damage: 1d4 - 1 ⇒ (1) - 1 = 0
DC 16 Will save or fatigued for 1 hour

touch: 1d20 + 4 ⇒ (15) + 4 = 19
DC 16 Will save or lose your ability to speak for 1 hour

bite: 1d20 + 9 ⇒ (12) + 9 = 21
damage: 1d4 - 1 ⇒ (4) - 1 = 3
DC 16 Will save or fatigued for 1 hour

touch: 1d20 + 4 ⇒ (2) + 4 = 6
DC 16 Will save or lose your ability to speak for 1 hour

Initiative:

1. Zeldones
2. Creepy kid things!
3. Ruckus, Thomson, Galtar, Temujin, and Tobian

red: 25 dmg
green:

You guys are up!


Dragonborn Outlander Druid 5 | HP: 19 / 34 (Dragonborn form) | Spell Slots 1st - 3, 2nd - 3, 3rd - 2

Galtar seems to forget his previous calls to fall back and steps into the room to aid Thomson! He moves into the room, past the two creatures onto the bed and then turns to swing at the green one! Provoking each one I believe.

Attack: 1d20 + 12 ⇒ (18) + 12 = 30 threat
Damage: 2d4 + 17 ⇒ (4, 1) + 17 = 22

Confirm?: 1d20 + 12 ⇒ (6) + 12 = 18
Damage: 2d4 + 17 ⇒ (4, 3) + 17 = 24


Human Magus (laughing shadow)/1 HP 15/16| AC 17 (18 with mystic armor)| Fort (E) +5| Ref (T) +7| Will (E) +5| Init Perc (E) +5/Stealth (T) +7

EF, remember that the green one is at -1 to hit and to damage.

-Posted with Wayfinder


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Tobian will slam the Flaming Sphere: 3d6 ⇒ (2, 1, 6) = 9 into the red child once more. He then steps up and stabs at the creature!

Rapier: 1d20 + 8 ⇒ (18) + 8 = 26 for Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Confirm?: 1d20 + 8 ⇒ (17) + 8 = 25 for Damage: 1d6 + 1 ⇒ (5) + 1 = 6


The Flaxseed Pathfinder Lodge

AoOs on Galtar:
bite: 1d20 + 9 ⇒ (14) + 9 = 23
damage: 1d4 - 1 ⇒ (3) - 1 = 2
DC 16 Will save or fatigued for 1 hour. If you are already fatigued, you are then exhausted. If you are already exhausted, you fall asleep for 1 hour

bite: 1d20 + 9 - 1 ⇒ (12) + 9 - 1 = 20
damage: 1d4 - 1 - 1 ⇒ (4) - 1 - 1 = 2
DC 16 Will save or fatigued for 1 hour. If you are already fatigued, you are then exhausted. If you are already exhausted, you fall asleep for 1 hour

---

Ref: 1d20 + 6 ⇒ (19) + 6 = 25

Galtar hits the creepy critter! The other one leaps away from Tobian's flames only to be stabbed in the side!

Initiative:

1. Zeldones
2. Creepy kid things!
3. Ruckus, Thomson, Galtar, Temujin, and Tobian

red: 35 dmg
green: 22 dmg (-1 hit/damage)

Ruckus, Thomson, Temujin, and Zeldones are up!


Dragonborn Outlander Druid 5 | HP: 19 / 34 (Dragonborn form) | Spell Slots 1st - 3, 2nd - 3, 3rd - 2

Will Save: 1d20 + 4 ⇒ (17) + 4 = 21 *pass*
Will Save: 1d20 + 4 ⇒ (3) + 4 = 7 *fatigued*


Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Resources:
Burn: 8/15 (119 Non-lethal) | Overflow (+5): Active | DR 14/Adamantine | Kinetic Form

Temujin stays behind Tobian as the occultist seems to want to act a shield for him. "If you wish, Tobian."

Temujin sees his obsidian spear embedded in the wall and will it to return to him, trying to slam it back through the green-eyed attic whisperer.

Earth Kinetic Blast-PBS/Feel the Burn (+2) | Empowered | Soft Cover: 1d20 + 12 + 1 + 2 - 4 ⇒ (17) + 12 + 1 + 2 - 4 = 28 Move Action to Empower
Damage: 4d6 + 4 + 4 + 1 + 2 + 2d6 + 5 ⇒ (2, 6, 4, 1) + 4 + 4 + 1 + 2 + (2, 4) + 5 = 35

After piercing the creature, the spear returns to its pyramid-like form in his hand.


The Flaxseed Pathfinder Lodge

Temujin finishes off one of the attic whisperers! The last one stands little chance against the rest of the party and is quickly overwhelmed.

Out of combat!


Dragonborn Outlander Druid 5 | HP: 19 / 34 (Dragonborn form) | Spell Slots 1st - 3, 2nd - 3, 3rd - 2

Galtar yawns and stretches as he puts away his falchion. "Tired. I could use a nap..."


Human Magus (laughing shadow)/1 HP 15/16| AC 17 (18 with mystic armor)| Fort (E) +5| Ref (T) +7| Will (E) +5| Init Perc (E) +5/Stealth (T) +7

"I am sorry--I have no skill to restore your elan vital. Were it a mental disorder, I could easily repair the damage."

Dark Archive

AC19/T13/FF17/CMD21|HP46[46]F:+6;R:+5;W:+9(+2 vs MA)|Init.+2|Perc.+13 Human Spiritualist 7

2d20 ⇒ (9, 8) = 17

Shaking off the bites from the creepy things, Thomson begins to talk, but finds his speech faculties have left him. His eyes widen in alarm.


Human Magus (laughing shadow)/1 HP 15/16| AC 17 (18 with mystic armor)| Fort (E) +5| Ref (T) +7| Will (E) +5| Init Perc (E) +5/Stealth (T) +7

The mesmerist casts his eyes and hands skyward. "Ah! I am a fool! I do have that ability." He chants a lengthy (three rounds) spell, gesturing as he does so and fixing Galtar with a penetrating stare. At the end of the spell, however, the half-orc is much less tired. Casting lesser restoration.


Dragonborn Outlander Druid 5 | HP: 19 / 34 (Dragonborn form) | Spell Slots 1st - 3, 2nd - 3, 3rd - 2

"Many thanks, Zeldones. Anyone got some healing magics? Before we go and fight what's her name, I should probably get a few wounds stitched up." the half-orc gives a toothy grin.

Liberty's Edge

Human Psychic 7 | AC 16 T 12 FF 14 | HP 54/54 | F +6 R +5 W +5 | Init +6 | Perception +6

Ruckus raises his hand, which holds a wand. "I got one."

Ruckus can UMD it, but if anyone has the spell it would be wiser for them to apply it.

After the injured are healed, he asks hopefully, "So... could we rest before taking on Anob!tch? Because that would be great."


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

I can use the wand.

Yes, my mental powers are nearly drained. I could use a rest as well.


Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Resources:
Burn: 8/15 (119 Non-lethal) | Overflow (+5): Active | DR 14/Adamantine | Kinetic Form

Temujin brings Snak into the building and lets him find comfort on the rug as the group rests. The fiery halfling will keep watch for any other undead stalking the land.


The Flaxseed Pathfinder Lodge

Clearly the only thing left to do is to venture down the chimney. Everybody rested and ready?

Liberty's Edge

Human Psychic 7 | AC 16 T 12 FF 14 | HP 54/54 | F +6 R +5 W +5 | Init +6 | Perception +6

By rested and ready, do you mean the group had the chance to sleep and regain spells/psychic stuff? If so, then yes! Ruckus will cast mage armor and heroism upon himself and heroism upon whoever is leading the group.


Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Resources:
Burn: 8/15 (119 Non-lethal) | Overflow (+5): Active | DR 14/Adamantine | Kinetic Form

Ready!


The Flaxseed Pathfinder Lodge

Yes, you could have slept in the house if you wanted. The mothman alien guy wasn't going to disturb you and you've cleared everything else out.

The chimney is narrow enough that you need to descend one at a time but being able to brace yourself against all sides makes it an easy climb.

The chimney empties into a busy alchemist's lab. Colored bottles and vials of varying shapes and sizes litter the tables here, along with workbooks, inkwells, grease pencils, and pieces of chalk. An iron cage along the north wall holds a lone occupant, an emaciated man dead from advanced age. Several large jars hold the remains of what look like rapidly aged children immersed in amber fluid. A dozen smells compete to be the most foul.

Taergan Flinn himself works in the lab with two apprentices, although they look as if they expected you. Only the first few of you are able to tumble out of the chimney before they start grabbing vials and mixing dangerous components....

gm rolls:

tf: 1d20 + 4 ⇒ (9) + 4 = 13
Tobian: 1d20 + 2 ⇒ (10) + 2 = 12
Galtar: 1d20 + 6 ⇒ (5) + 6 = 11
Thomson: 1d20 + 2 ⇒ (17) + 2 = 19
Temujin: 1d20 + 5 ⇒ (6) + 5 = 11
Ruckus: 1d20 + 6 ⇒ (12) + 6 = 18
Zeldones: 1d20 + 2 ⇒ (12) + 2 = 14

Initiative:

1. Thomson, Ruckus, and Zeldones
2. Taergan Flinn and apprentice
3. Tobian, Galtar, and Temujin

Thomson, Ruckus, and Zeldones are up!


Human Magus (laughing shadow)/1 HP 15/16| AC 17 (18 with mystic armor)| Fort (E) +5| Ref (T) +7| Will (E) +5| Init Perc (E) +5/Stealth (T) +7

Before going down the chimney, Zeldones will implant mesmeric mirror on Galtar and vanish arrow on himself, and will also cast false life on himself. Incidentally, does a bomb need to hit something to detonate?

Temporary HP: 1d10 + 7 ⇒ (6) + 7 = 13

Zeldones again opens with a glitterdust spell on the trio. DC 17 Will save or blinded.

Liberty's Edge

Human Psychic 7 | AC 16 T 12 FF 14 | HP 54/54 | F +6 R +5 W +5 | Init +6 | Perception +6

Poking his head out of the chimney, Ruckus tries to force his mental will against Taergan.

"Hey! How about you help us defeat Anobaith and we give you a few hundred gold?"

Suggestion spell with 1 point spent from phrenic pool to boost the DC to 18. Maybe higher if the alchemist thinks it might be a reasonable suggestion.


The Flaxseed Pathfinder Lodge

@Zeldones: By 'hitting something to detonate' do you mean does the bomb need to hit its intended target? No, if a bomb misses you just roll 1d8 to see where it landed like any other splash weapon and it explodes in that square, dealing splash damage like usual.

---

Zeldones finishes picking himself up from the chimney and tries to blind the alchemists!

Will: 1d20 + 3 ⇒ (16) + 3 = 19
Will: 1d20 + 2 ⇒ (17) + 2 = 19
Will: 1d20 + 2 ⇒ (1) + 2 = 3
Will: 1d20 + 3 ⇒ (5) + 3 = 8

At Ruckus' suggestion Taergan hesitates. "Well, maybe...."

Initiative:

1. Thomson, Ruckus, and Zeldones
2. Taergan Flinn and apprentice
3. Tobian, Galtar, and Temujin

T: suggested
blue: blind (DC 17)

Thomson is up!

Dark Archive

AC19/T13/FF17/CMD21|HP46[46]F:+6;R:+5;W:+9(+2 vs MA)|Init.+2|Perc.+13 Human Spiritualist 7

Thomson casts a spell, hastening the party's movements.

Haste


The Flaxseed Pathfinder Lodge

A flurry of bombs come flying at the party!

ignore, forgot Taergan was suggested:
bomb at Galtar: 1d20 + 11 ⇒ (20) + 11 = 31
fire damage: 4d6 + 4 ⇒ (4, 1, 1, 3) + 4 = 13
DC 18 Ref for half against 13 splash on Zeldones and Tobian

Confirm:
bomb at Galtar: 1d20 + 11 ⇒ (5) + 11 = 16
fire damage: 1d6 + 4 ⇒ (3) + 4 = 7
I think that's right. Bomb crits are weird. I would think that would increase the minimum splash as well (reflected above) but correct me if I'm wrong. Never played a high-level alchemist before.

---

bomb at Tobian: 1d20 + 6 ⇒ (20) + 6 = 26 Lol!
fire damage: 4d6 + 4 ⇒ (2, 2, 5, 1) + 4 = 14
DC 18 Ref for half against 13 splash on Zeldones, Galtar, and Thomson

Confirm:
bomb at Tobian: 1d20 + 6 ⇒ (8) + 6 = 14
fire damage: 1d6 + 4 ⇒ (6) + 4 = 10

And it was a good thing too, lol.

---

bomb at Zeldones: 1d20 + 8 ⇒ (20) + 8 = 28
fire damage: 3d6 + 3 ⇒ (4, 6, 5) + 3 = 18
DC 19 Ref for half against 6 splash on Tobian, Thomson, and Galtar

Confirm:
bomb at Zeldones: 1d20 + 8 ⇒ (7) + 8 = 15
fire damage: 1d6 + 3 ⇒ (6) + 3 = 9

---

bomb at Thomson: 1d20 + 8 ⇒ (18) + 8 = 26
50% blind miss chance: 1d100 ⇒ 53
fire damage: 3d6 + 3 ⇒ (5, 6, 6) + 3 = 20
DC 15 Ref for half against 6 splash on Zeldones and Tobian

Will: 1d20 + 2 ⇒ (16) + 2 = 18

Taergan thinks about turning on his patron....

Initiative:

1. Thomson, Ruckus, and Zeldones
2. Taergan Flinn and apprentice
3. Tobian, Galtar, and Temujin

T:
blue:

You guys are up!


Human Magus (laughing shadow)/1 HP 15/16| AC 17 (18 with mystic armor)| Fort (E) +5| Ref (T) +7| Will (E) +5| Init Perc (E) +5/Stealth (T) +7

Zeldones takes a great deal of fire damage from the bombs bursting around him and screams in agony.

DC 15 Reflex save: 1d20 + 7 ⇒ (6) + 7 = 13


Dragonborn Outlander Druid 5 | HP: 19 / 34 (Dragonborn form) | Spell Slots 1st - 3, 2nd - 3, 3rd - 2

Ref: 1d20 + 4 ⇒ (13) + 4 = 17

Galtar is not quick enough to get out of the way of the bombs area, but quickly rushes forward at the apprentices hoping to chop them down!

Attack (blue), charge: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
2d4 + 17 ⇒ (3, 3) + 17 = 23


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Tobian emits an Electric Energy Ray!: 1d20 + 8 ⇒ (3) + 8 = 11 for Damage: 4d6 ⇒ (2, 6, 3, 3) = 14 at the enemy directly across from him.

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