GM Harker's PFS Season 4 Campaign

Game Master Justin L. Warren

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Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

post-combat healing:

Life link with Ophelia and Heccan.

Ophelia [27 Damage]
Quiella [12 Damage]
Heccan [28 Damage]
Oracle, channel: 2d6 ⇒ (1, 1) = 2
beneficent touch, reroll, Oracle, channel: 2d6 ⇒ (5, 6) = 11
Ophelia [16 Damage]
Quiella [0 Damage]
Heccan [17 Damage]

Ophelia [11 Damage]
Quiella [10 Damage]
Heccan [12 Damage]
Oracle, channel: 2d6 ⇒ (2, 3) = 5
Ophelia [6 Damage]
Quiella [1 Damage]
Heccan [7 Damage]

Ophelia [1 Damage]
Quiella [11 Damage]
Heccan [2 Damage]
Oracle, channel: 2d6 ⇒ (1, 1) = 2
Ophelia [0 Damage]
Quiella [5 Damage]
Heccan [0 Damage]

Oracle, channel: 2d6 ⇒ (4, 3) = 7
Ophelia [0 Damage]
Quiella [0 Damage]
Heccan [0 Damage]

1 Oracle channel left. Fey foundling is awesome


Gamemaster | CC Map | S4 Map

Valandil moves up to Valik and casts Bull's Strength on the monk.

Heccan casts another round of Magic Missiles at the remaining crysmal, and finally destroys it.

Combat Over

Before the group continues laying down the ritual klars, Quiella takes half a minute to heal the group.

Since this last encounter might be a little difficult, I'll give everyone else a chance for additional buff here before continuing tomorrow night. You have at least 6 rounds with the healing and laying down the klars. The minute per round or longer buffs already cast will still be active. Those are Protection from Energy (fire), Resist Energy, and Bless for everyone, as well as Bull's Strength on Valik, and Mirror Image on Mel.

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

"I have few additional protections or enhancements available." confesses Valandil.

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Mel steps up and smacks the last critter.

mace: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
dmg: 1d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4

Mel offers his wand to help heal the silver-tongued caster.

He alsouses his pearl of power to recall corrosive touch.

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan leans over and places his hands on his legs for support. The Chelaxian smiles as Quiella channels her divine power healing himself as well as the other injured agents.

"Remarkable Quiella. I feel as right as the rain. Almost enough to make me forget those horrid creatures. Almost. Think I still will need a generous helping of the red for that. In any event, thank you." Heccan bows his head in thanks to Quiella.

Heccan nods also to Mel. "Thank you my friend, but the kindness of Lady Quiella has righted my ship. Save that for the battle to come, as I think we all may need some extra divine help. I will not forget the gesture."

"Now then, I hope we all did not fill up on the appetizers, hearty as it was. I for one am eager to put all this to rest, as I am sure we all are." Heccan aids with the placing of the blades then concentrates as he call upon his inner power of the Pit, gritting hsi teeth as he infuses himself with arcane might.

In preparation for the battle, Heccan will again buff himself with Cat's Grace and a blast from his wand of shield. His previous mage armor spell should still be active.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella spends a few moments in prayer, and supplements her defenses with her wand.

casting, in order, shield of faith, shield, and Divine favor

use magic device: 1d20 + 16 ⇒ (13) + 16 = 29


Gamemaster | CC Map | S4 Map

If your AC has changed due to a buff, please let me know what the new number is, preferably with Touch and FF included. Changing your status line would be helpful as well.

Once everyone is ready, the ritual commences as the group lays the klars down in a star formation that looks a lot like a sihedron rune. As the last blade is placed down, everyone experiences an overwhelming sense of vertigo as the world appears to melt away around you. After 6 seconds, you find yourselves in a small clearing of sparse trees by which stands a solitary table of stone before a pool of clear water. A simple camp with a smoldering campfire and a large tent made from animal skins and wooden poles has been set up to the east. Superimposed over the idyllic landscape is a gray, ghostly image of the Green Market—its wagons, carts, and stalls seemingly untouched from a moment before. This image fades to mist approximately sixty feet away, revealing a great battle being fought farther in the distance on all sides.

Zeeva and the merchants that remain in the market stare in amazement at your location, though these observers seem to look through you.

Knowledge (planes) DC 15:

The group has been teleported to the Ethereal Plane. You are invisible to those on the Material Plane.

A booming voice that resonates strangely fills the area, "I was never a pacifist," the male voice intones. "My belief was merely that the way forward for my people was unity. The Azghat divided us in the time before memory, but the world had moved on. Every quah could maintain its honor, but without the need to divide the people against itself. So I renounced the powers of the sun and the flame, to walk the green path—to become the Green Heart."

"I was such a fool." The voice snarls as it coalesces into a spectral form on top of the stone altar. The incorporeal creature is of a bald male, garbed in hide armor and holding a short spear in hand. A corona of fire sheathes his head and rises from his eyes. Molten gold drips from where a spearhead and shaft protrude from his chest. Immediately behind him appear two very large creatures with humanoid features, but composed completely of fire.

It's Knowledge (religion) to identify the incorporeal creature, while it's Knowledge (planes) to identify the fire creatures.

Map Note: We are using the same map, but since you are in a world that is superimposed over the Green Market, you can move through any space even if there are stalls or barriers.

PC Initiative
Heccan's Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Melufiuos' Initiative: 1d20 + 5 ⇒ (20) + 5 = 25
Ophelia's Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Quiella's Initiative: 1d20 + 1 ⇒ (6) + 1 = 7
Valandil's Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Valik's Initiative: 1d20 + 7 ⇒ (10) + 7 = 17

GM Screen:

Galdron Init: 1d20 + 6 ⇒ (2) + 6 = 8
Fire Init: 1d20 + 11 ⇒ (11) + 11 = 22

Initiative (Round 1)
Melufiuos [3 Mirror Images, Protection from Energy (fire) 96] <= Up
Valandil [Protection from Energy (fire) 96] <= Up
2 Fire Creatures
Valik [Bull's Strength, Protection from Energy (fire) 96]
Heccan [Cat's Grace, Shield, Mage Armor, Protection from Energy (fire) 96]
Ophelia [Shield of Faith, Protection from Energy (fire) 96]
Spectral Creature
Quiella [Shield of Faith, Shield, Divine Favor, Protection from Energy (fire) 96]

Group Effects
Resist Energy 20 (Damage goes to Prot. from Energy first)
Bless: +1 att, fear saves

Mel and Valandil are up first!

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Stat block is accurate.

Know Planes: 1d20 + 6 ⇒ (8) + 6 = 14


Gamemaster | CC Map | S4 Map

Heccan identifies the fire creatures as Huge Fire Elementals. He doesn't recall any other useful information other than they have elemental traits (Immune to crits, flanking, precision damage, bleed, paralysis, poison, sleep effects, and stunning) and a long reach based on their size.

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

Did any of those Aspis agents have rings of protection or cloaks of resistance, if so Val will have tried to grab one.
planes: 1d20 + 12 ⇒ (9) + 12 = 21

"We are ethereal. The land of ghosts and some say assassins. The walls about us are real, but insubstantial to us in this form. I hope we can get back easily."

religion: 1d20 + 16 ⇒ (1) + 16 = 17
planes#2: 1d20 + 12 ⇒ (18) + 12 = 30

I'll hold off an actual rounds activity until I know the result of the knowledge checks.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

AC30/T14/FF29

knowledge, religion: 1d20 + 4 ⇒ (4) + 4 = 8 addtl. +2 if this check is related to "daemons, demons, and devils" or +1 if we are in Absalom

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

If Mel needed to refresh his shield spell, he would have done that too. Back from earlier, Mel took one of the cloaks of protection and one of the shambler vines. He also does something weird while prepping for this encounter.

He uses his scroll of unseen servant and then gives it a cloak and a dagger (check my inventory sheet, he has extra for this explicit purpose). The servant stands beside him. (Ever since the adventure with the little girl that was really the bad-guy, Mel has been wanting to try using the servant to trick an enemy into wasting an attack of opportunity. )

I assume we are going to try to talk this guy down first? Mel readies the shambler vine and will throw it at the bald guy if he is about to attack/cast/etc.


Gamemaster | CC Map | S4 Map

The Aspis had Cloaks of Resistance +1 and the spellcaster had a ring of Force Shield.

Although Quiella isn't sure what the incorporeal creature is exactly, Valandil recognizes it as an undead Ghost. He has trouble recalling any specific facts about them, but he does know that they are Incorporeal.

Valandil does remember that Huge Fire Elementals are somewhat resistant to damage from all weapons, are vulnerable to cold, immune to fire, and can catch opponents on fire when they hit.

Mel, you aren't quite sure if a Shambler Vine will work on an incorporeal foe. Would you like to change your action for this round? If not, would I be correct in assuming you kept the vine in your backpack?

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

Thinking about it... pretty much Val won't change what he has in mind.

Valandil backs up, and then tries a new enchantment that he has never had need of before. Back, near the fire elementals, a vast sea of writhing [url=http://www.d20pfsrd.com/magic/all-spells/b/black-tentacles/]black tentacles[/ulr] springs from the ground to try and grapple the fire elementals.

grapple against both fire elementals: 1d20 + 12 ⇒ (9) + 12 = 21 Sigh, doubt that is enough


Gamemaster | CC Map | S4 Map

Valandil backs away from the elementals and casts Black Tentacles underneath them. They appear to easily shrug off the tentacles attempt to grapple them.

I'll give Mel a bit to respond to my question before assuming he still goes with his readied action.

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Mel will just delay.


Gamemaster | CC Map | S4 Map

Quiella, let me know in your next post who has the Life Link, assuming you moved it since healing.

Unsure if the group is going to try diplomacy, Melufiuos waits to see how things pan out.

The two fire elementals move out of the tentacle field and attack Quiella and Valik respectively. Both elementals hit their respective foes, but with their resistances neither Quiella or Valik catch on fire. Quiella takes 12 bludgeoning damage and 6 points of fire taken off her PFE. Valik takes 13 bludgeoning damage and loses 8 points from his PFE.

GM Screen:

Black Attack: 1d20 + 15 ⇒ (19) + 15 = 34
Bludgeoning damage: 2d6 + 4 ⇒ (6, 2) + 4 = 12
Fire Damage: 2d6 ⇒ (4, 2) = 6

White Attack: 1d20 + 15 ⇒ (8) + 15 = 23
Bludgeoning damage: 2d6 + 4 ⇒ (4, 5) + 4 = 13
Fire Damage: 2d6 ⇒ (6, 2) = 8

Initiative (Round 1)
Valandil [Protection from Energy (fire) 96]
2 Huge Fire Elementals
Melufiuos [3 Mirror Images, Protection from Energy (fire) 96] <= Up
Valik [13 Dmg; Bull's Strength, Protection from Energy (fire) 88] <= Up
Heccan [Cat's Grace, Shield, Mage Armor, Protection from Energy (fire) 96] <= Up
Ophelia [Shield of Faith, Protection from Energy (fire) 96] <= Up
Galdron Greenheart's Ghost
Quiella [12 Dmg; Shield of Faith, Shield, Divine Favor, Protection from Energy (fire) 90]

Group Effects
Resist Energy 20 (Damage goes to Prot. from Energy first)
Bless: +1 att, fear saves

Valik, Heccan, and Ophelia are up! Mel can come out of delay if he wants.

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan will let Mel use his wand of shield if he needs to refresh, so he can save a spell slot. Heccan will try to use diplomacy before things jump off. Might as well give it a try.

Heccan shields his eyes from the flames as the phantom materializes. He speaks loudly to the departed Shaonti. "No, noble warrior. You were a hero. The mark of any true great leader is sacrifice for the betterment of his people. Your sacrifice was not foolish, but brave. You have deserved your rest, honorable spirit. You may go to it knowing you were right."

Diplomacy: 1d20 + 24 ⇒ (10) + 24 = 34

In the likely event Heccan's words fall on deaf ghost ears, he will take a five foot step as indicated on the map and cast improved invisibility on himself. That should avoid an attack of opportunity. If not, I would like to change the action if allowed.


Gamemaster | CC Map | S4 Map

Heccan, I believe the elemental to the northeast still threatens with diagonal reach. You can change your action if you'd like.

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

As we are able to move through otherwise solid objects, if I change my move to take the 5 foot step to the southwest 9I have changed Hec's position on map), that should avoid the AOO I believe. If so, I will change the movement to that position and cast the spell without provoking. Correct?

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

Valik moves away from the huge fire elemental and takes a punch at the blazing by Shoanti.

magic/silver/CI, flank, AC 31: 1d20 + 10 + 2 - 1 ⇒ (15) + 10 + 2 - 1 = 261d8 + 1 ⇒ (8) + 1 = 9

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

nope. Didn't move it. Ophelia, Heccan, and Valik.

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

OMG! I didn't say anything about recharging my rapier!

Hums an arcane charge into his rapier and then performs spell combat. Casts an empowered shocking grasp defensively, steps forward, and attacks with his rapier
defensive casting concentration >17/19: 1d20 + 6 + 3 + 4 ⇒ (12) + 6 + 3 + 4 = 25
rapier to hit: 1d20 + 8 + 2 - 2 ⇒ (12) + 8 + 2 - 2 = 20
rapier damage: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10
shocking grasp DC14: 5d6 ⇒ (3, 3, 1, 4, 5) = 16 x 1.5 (empowered)


Gamemaster | CC Map | S4 Map

Heccan, with the errata on reach and diagonals and a 15 foot reach on the monsters, I believe that both elementals can hit Heccan in that new position. Admittedly, Geometry isn't my forte so I'm happy to entertain any opposing views.

Heccan's diplomatic words fall on deaf (and dead) ghost ears.

Valik shifts over to attack the ghost and punches it with his fist. Unsurprisingly, the damage from the attack only seems half effective. Hitting the elemental with a natural weapon also does fire damage to the attacker so Valik's PfE is now down to 86 after taking 2 fire damage.

Melufiuos steps forward and casts a spell defensively. He then attacks with his rapier, hitting the spectral form and unleashing a torrent of electricity.

GM Screen:

2d6 ⇒ (1, 1) = 2

Ophelia is up, also need to work out what Heccan will be doing.

Edit: Forgot to take into account flat-footed AC.

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Got you Harker, fire critters have long reach. Will adjust as follows.

Heccan takes a step back from the towering creatures of fire and their master. The sorcerer, mindful of the creature's reach, cautiously draws upon his power to unleash a magic barrage at the Shaonti ghost.

Heccan will take a five foot step as indicated and will take a standard action to cast magic missile defensively to avoid attack of opportunity, directing the attack at the ghost.

Concentration v DC 17 (15 + double spell level 1): 1d20 + 16 ⇒ (18) + 16 = 34
MM: 4d4 + 4 ⇒ (1, 2, 4, 3) + 4 = 14

Grand Lodge

Female Varisian cleric of Pharasma 7 | AC 21, T 10, FF 21 | HP 20/52 | F +8, R +4, W +12 | CMD 17 | Initiative +4 | Perception +16 | Channel 4/4 | Eerie Sense 60 ft

Knowledge (religion): 1d20 + 10 ⇒ (10) + 10 = 20 What do I know about ghosts?

Taking a guarded step back from the elementals, Ophelia clutches her holy symbol and keeps her shield up. "Pharasma, may the waters of the River of Souls not take us, but keep us from the flame!"

Casting prayer defensively. Combat casting gives her a +4 on the Concentration check.
Allies in 40 feet gain a +1 luck bonus on attack and damage rolls, skill checks, and saves. Enemies take a -1 untyped penalty on all the same rolls. No save, but spell resistance applies. Happy for you to roll if they have any, GM; just a flat +7 bonus from me.

Concentration: 1d20 + 16 ⇒ (15) + 16 = 31
Since min/level buffs are still active, Ophelia's shield of faith is still up, making her AC 24 (touch 13, flat-footed 24).


Gamemaster | CC Map | S4 Map

Heccan steps back 5 feet and casts a Magic Missiles spell defensively. Four arcane bolts crash into the ghost, doing full damage to it.

Although she doesn't come up with any additional information about ghosts, Ophelia does defensively cast a Prayer spell to strengthen the group of Pathfinders while weakening their enemies.

The ghost of Galdron floats up 10 feet then moves 5 feet to the east before casting a Wall of Fire spell, placing it around Quiella in a circle with the hot side facing her. The 20 foot tall wall passes through one of the fire elementals, but it does not seem to mind. The wall removes 3 points from Quiella's PfE

Valik and Mel get AoO's from the ghost's movement.

GM Screen:

2d4 ⇒ (2, 1) = 3

Initiative (Round 2)
Valandil [Protection from Energy (fire) 96] <= Up
2 Huge Fire Elementals
Melufiuos [3 Mirror Images, Protection from Energy (fire) 96]
Valik [13 Dmg; 8 Dmg on Quiella's turn. Bull's Strength, Protection from Energy (fire) 86; Life link with Quiella]
Heccan [Cat's Grace, Shield, Mage Armor, Protection from Energy (fire) 96' Life link with Quiella]
Ophelia [Shield of Faith, Protection from Energy (fire) 96; Life link with Quiella]
Galdron Greenheart's Ghost
Quiella [12 Dmg; 18 damage on turn. Shield of Faith, Shield, Divine Favor, Protection from Energy (fire) 87. Life link with Ophelia, Valik, & Heccan] <= Up

Group Effects
Resist Energy 20 (Damage goes to Prot. from Energy first)
Bless: +1 att, fear saves
Prayer: +1 luck bonus on attack and damage rolls, skill checks, and saves, enemies get a -1 to those rolls

As mentioned above, the ghost if floating 10 feet off the ground.

Quiella and Valandil are up!

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

aoo: 1d20 + 10 + 2 - 1 + 1 + 1 ⇒ (6) + 10 + 2 - 1 + 1 + 1 = 191d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

Valandil starts to summon some additional help. "I should have done this before..." he mutters. "Too keen to try something new. I hope it doesn't kill us."

Summon monster IV

"We are etheral remember. There is no gravity here, concentrate your mind and you can follow them into the air."

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

aoo: 1d20 + 8 + 2 + 1 + 1 ⇒ (1) + 8 + 2 + 1 + 1 = 13
damage: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan takes another step back, mindful of the giant flaming creatures at the call of Galdron's ghost. He once again calls upon his power to attack the phantom.

Heccan will take another 5 foot step back as indicated on the map, I think he is outside of the reach, but its close so he will take another standard action to defensively cast magic missile at Galdron.

Concentration v DC 17: 1d20 + 16 ⇒ (11) + 16 = 27
MM: 4d4 + 4 ⇒ (4, 3, 2, 3) + 4 = 16

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

"Say what? I can fly here?" Mel risks a questioning glance at the elf and then stares back up at the rising ghost.


Gamemaster | CC Map | S4 Map

I'll apply Heccan's actions when he's back up in initiative. My apologies if the initiative roster is a bit confusing with all the information I've put in there.

The opportunity attacks made by Valik and Melufiuos both miss the floating ghost.

Valandil begins to cast a summoning spell after informing everyone they can fly.

I'll give Quiella a bit longer to post since she's currently surrounded by a wall of fire.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

post incoming

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiellla grimaces as sweet pours down her body. She clenches her teeth as she steps into the flames. "The fires of hell won't bother you when I send you back there in the name of Erastil!" she shouts as she swings at the ghost with her sword, and then heals herself.

greatsword, attack, power attack, bless, prayer, smite: 1d20 + 12 - 2 + 1 + 1 + 4 ⇒ (15) + 12 - 2 + 1 + 1 + 4 = 31 for slashing, cold iron, magic, good, ignores DR: 1d10 + 7 + 6 + 1 + 4 ⇒ (1) + 7 + 6 + 1 + 4 = 19

greatsword, attack, power attack, bless, prayer, smite: 1d20 + 7 - 2 + 1 + 1 + 4 ⇒ (18) + 7 - 2 + 1 + 1 + 4 = 29 for slashing, cold iron, magic, good, ignores DR: 1d10 + 7 + 6 + 1 + 4 ⇒ (8) + 7 + 6 + 1 + 4 = 26

I'm assuming the fire damage from the wall kicks in before this healing does
lay on hands, favored class, greater Mercy, fey foundling: 2d6 + 2 + 1d6 + 6 ⇒ (3, 4) + 2 + (5) + 6 = 20


Gamemaster | CC Map | S4 Map

Quiella, the ghost is 10 feet off the ground, so you'll need to move 10 feet (5 feet out of wall, 5 feet up) to attack. So, you can only make the first attack.

Also, you can't use LoH on yourself and Smite Evil in the same round, since they are both swift actions. Please let me know which you would prefer.

Lastly, an FYI. Quiella is currently positioned in the same square as a part of the wall of fire. If she doesn't move out of that location, she'll continue to be affected by fire damage (on the ghost's turn).

Quiella moves through the wall of fire with no issues as Valandil's protective spells protect her from the flames. She then flies up 5 feet and hits the ghost with her sword. Quiella lost another 16 points from her Protection from Energy.

The (black) fire elemental on the west side moves 5 feet to the south and focuses its attacks on Ophelia, slamming the cleric twice with its massive flaming hands. Ophelia takes 15 damage in total from the two slams, and loses 9 points from her PfE.

The eastern (white) fire elemental moves five feet to the west and attempts to hit Valik twice. Only the first hit makes it through the monk's defenses. Valik takes 7 damage from the slam and loses 5 points from his PfE

Heccan moves five feet diagonally, but still finds himself in the reach of the elementals. Nevertheless, he casts another Magic Missile spell defensively and hits the ghost with all four arcane projectiles.

GM Screen:

WoF Damage: 2d6 + 9 ⇒ (3, 4) + 9 = 16
1 M 2 O 3 H: 1d3 ⇒ 2
Black Slam vs Ophelia 1: 1d20 + 14 ⇒ (17) + 14 = 31
Black Slam vs Ophelia 2: 1d20 + 14 ⇒ (10) + 14 = 24
Black Bludgeoning Damage: 4d6 + 8 - 2 ⇒ (1, 4, 1, 3) + 8 - 2 = 15
Black Fire Damage: 4d6 - 2 ⇒ (4, 2, 2, 3) - 2 = 9
White Slam vs Ophelia 1: 1d20 + 14 ⇒ (5) + 14 = 19
White Slam vs Ophelia 2: 1d20 + 14 ⇒ (20) + 14 = 34
White Crit Confirm: 1d20 + 14 ⇒ (2) + 14 = 16
White B Damage: 2d6 + 4 - 1 ⇒ (3, 1) + 4 - 1 = 7
White F Damage: 2d6 - 1 ⇒ (3, 3) - 1 = 5

Initiative (Round 2)
Valandil [Protection from Energy (fire) 96]
2 Huge Fire Elementals
Melufiuos [3 Mirror Images, Protection from Energy (fire) 96] <= Up
Valik [15 Dmg; 10 Dmg on Quiella's turn. Bull's Strength, Protection from Energy (fire) 81; Life link with Quiella] <= Up
Heccan [Cat's Grace, Shield, Mage Armor, Protection from Energy (fire) 96' Life link with Quiella]
Ophelia [15 Dmg; 10 on Quiella's turn. Shield of Faith, Protection from Energy (fire) 87; Life link with Quiella] <= Up
Galdron Greenheart's Ghost
Quiella [18 damage or no Damage. Will take 10 Dmg on her next turn. Shield of Faith, Shield, Divine Favor, Protection from Energy (fire) 71. Life link with Ophelia, Valik, & Heccan]

Group Effects
Resist Energy 20 (Damage goes to Prot. from Energy first)
Bless: +1 att, fear saves
Prayer: +1 luck bonus on attack and damage rolls, skill checks, and saves, enemies get a -1 to those rolls

Mel, Valik, and Ophelia are up!

Also, Quiella needs to let me know whether she used Lay on Hands or Smite Evil on her turn.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

I thought the fire damage would happen immediately. Smite Evil. I don't like going over on healing. Also I thought Mel and Valik got AoOs on the ghost. Were they already 5 feet off the ground?


Gamemaster | CC Map | S4 Map

Quiella

They got AoO's from the ghost moving up. I believe the attacks occur as the movement happens, giving them enough range to make them.

It does look like you should have taken fire damage from starting your turn in the wall of fire. So, Quiella loses another 2d4 ⇒ (3, 2) = 5 from her PfE.

Quiella attempts to smite the ghost, but quickly learns to her chagrin that it is not evil.

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Although it feels weird, the magus concentrates on taking a 5' step upward and then performs mage combat, striking with rapier and empowered shocking grasp (recalled via spending an arcane charge).

cast defensively >17: 1d20 + 13 ⇒ (9) + 13 = 22
rapier to hit: 1d20 + 8 + 2 - 2 + 1 + 1 ⇒ (20) + 8 + 2 - 2 + 1 + 1 = 30
confirm crit: 1d20 + 8 + 2 - 2 + 1 + 1 ⇒ (19) + 8 + 2 - 2 + 1 + 1 = 29

rapier damage: 1d6 + 3 + 2 + 1 + 1d6 + 3 + 2 + 1 ⇒ (5) + 3 + 2 + 1 + (5) + 3 + 2 + 1 = 22
shocking grasp: 5d6 + 5d6 ⇒ (6, 1, 6, 5, 3) + (4, 2, 1, 6, 2) = 36 ( * 1.5? )

Grand Lodge

Female Varisian cleric of Pharasma 7 | AC 21, T 10, FF 21 | HP 20/52 | F +8, R +4, W +12 | CMD 17 | Initiative +4 | Perception +16 | Channel 4/4 | Eerie Sense 60 ft

Concentration (cast defensively): 1d20 + 16 ⇒ (12) + 16 = 28

Thankful for the wards protecting her from the flames, Ophelia stays behind her shield and cries out a second blessing. "Pharasma, grant us your eternal vigor, that we may put the unquiet dead to rest!"

Casting blessing of fervor. Since all targets need to be within 30 feet of each other, I can't get Valandil, and I'm not sure if I can get Heccan. Remember, you choose the bonus you get at the start of your turn, so check the spell for easy reference!

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Wow, nice hit Mel!

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Thanks, LOL! I guess it balances out all those 1's. ;)


Gamemaster | CC Map | S4 Map

Mel, I'm sorry, but Incorporeal creatures are immune from critical hits unless your weapon has the Ghost Touched property or something similar.

Melufiuos concentrates briefly and flies up 5 feet into range with Galdron's ghost. Using the momentum from his movement, he sticks his rapier into the center of the ghost, unleashing his Shocking Grasp spell.

Ophelia casts a Blessing of Fervor spell on her companions, strengthening them further in the battle.

Valik is up, will bot him soon when I have more time.

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

Valik moves up with Mel, focusing his mind. He selects a blessings of being able to hit better along with fortifying his defenses.

He punches at the ghost, hoping to end the threat.

ac 33, flank?: 1d20 + 10 + 2 + 2 ⇒ (3) + 10 + 2 + 2 = 171d8 + 2 ⇒ (8) + 2 = 10

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Yeah, I figured RNG was just toying with me, LOL! No, I can't make my weapon ghost touch for another level or three. I knew we needed that ghost touch staff we found, but I couldn't use it.


Gamemaster | CC Map | S4 Map

Valik floats up five feet and attempts to punch the ghost. It dodges the blow by floating out of the way.

Galdron's ghost floats up another 5 feet out of the range of the melee attacks and casts a spell on itself. Its incorporeal form appears less damaged than before.

GM Screen:

4d8 + 9 ⇒ (1, 1, 4, 8) + 9 = 23

Initiative (Round 3)
Valandil [Protection from Energy (fire) 96] <= Up
2 Huge Fire Elementals
Melufiuos [3 Mirror Images, Protection from Energy (fire) 96]
Valik [15 Dmg; 10 Dmg on Quiella's turn. Bull's Strength, Protection from Energy (fire) 81; Life link with Quiella]
Heccan [Cat's Grace, Shield, Mage Armor, Protection from Energy (fire) 96' Life link with Quiella]
Ophelia [15 Dmg; 10 on Quiella's turn. Shield of Faith, Protection from Energy (fire) 87; Life link with Quiella]
Galdron Greenheart's Ghost
Quiella [18 damage; Will take 10 Dmg on her next turn. Shield of Faith, Shield, Divine Favor, Protection from Energy (fire) 66. Life link with Ophelia, Valik, & Heccan] <= Up

Group Effects
Resist Energy 20 (Damage goes to Prot. from Energy first)
Bless: +1 att, fear saves
Prayer: +1 luck bonus on attack and damage rolls, skill checks, and saves, enemies get a -1 to those rolls
Blessing of Fervor: See Link in Ophelia's last post for options.

Quiella and Valandil are up!

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

As Valandil completes his spell a swirling creature of air appears next to the ghost. It slams into it with force of a hurricane.

slam, air mastery: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31
damage, air mastery: 1d6 + 6 + 1 ⇒ (6) + 6 + 1 = 13

Meanwhile the Magaambyan arcanist pulls two spears of ice from the etheral ground and into the elemental on the right.
piercing damage: 4d6 ⇒ (2, 2, 4, 6) = 14
cold damage: 4d6 ⇒ (5, 6, 2, 4) = 17
Reflex DC 21 for half. If it failed, then it may also be tripped
trip: 1d20 + 24 ⇒ (14) + 24 = 38

By the way I have removed the black tentacles. I just realized that while he normally memories that spell, he had sacrificed it today to optomize his abjurations. Not that it could actually have done anything against the elementals anyway, but Val didn't know that. He must have spent a round thinking about how cool it would have looked here. Sorry for that mix up.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella heals herself, then moves up and over another 5 feet to escape the wall of flame. She turns and swings at the ghost with her greatsword again.

lay on hands, favored class, greater mercy, fey foundling: 2d6 + 2 + 1d6 + 6 ⇒ (3, 2) + 2 + (6) + 6 = 19

using fervor for an extra attack
greatsword, attack, bless, prayer, power attack: 1d20 + 12 + 1 + 1 - 2 ⇒ (12) + 12 + 1 + 1 - 2 = 24 for slashing, cold iron, magic: 1d10 + 7 + 1 + 6 ⇒ (7) + 7 + 1 + 6 = 21

greatsword, attack, bless, prayer, power attack: 1d20 + 12 + 1 + 1 - 2 ⇒ (1) + 12 + 1 + 1 - 2 = 13 for slashing, cold iron, magic: 1d10 + 7 + 1 + 6 ⇒ (10) + 7 + 1 + 6 = 24

greatsword, attack, bless, prayer, power attack: 1d20 + 7 + 1 + 1 - 2 ⇒ (13) + 7 + 1 + 1 - 2 = 20 for slashing, cold iron, magic: 1d10 + 7 + 1 + 6 ⇒ (3) + 7 + 1 + 6 = 17

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

Elemental is AC 19 with 38hp

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

I forgot to add in divine favor

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